mirror of
https://github.com/ZDoom/gzdoom.git
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4afc538f88
This deals with what seems to be the only hardcoded piece of text in Strife. Also added a translation to the French file and removed a few superfluous line breaks in the English one.
518 lines
14 KiB
Text
518 lines
14 KiB
Text
/*
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** conversationmenu.txt
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** The Strife dialogue display
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**
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**---------------------------------------------------------------------------
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** Copyright 2010-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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struct StrifeDialogueNode native version("2.4")
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{
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native Class<Actor> DropType;
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native int ThisNodeNum;
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native int ItemCheckNode;
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native Class<Actor> SpeakerType;
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native String SpeakerName;
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native Sound SpeakerVoice;
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native String Backdrop;
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native String Dialogue;
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native String Goodbye;
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native StrifeDialogueReply Children;
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native Name MenuClassName;
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native String UserData;
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}
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// FStrifeDialogueReply holds responses the player can give to the NPC
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struct StrifeDialogueReply native version("2.4")
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{
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native StrifeDialogueReply Next;
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native Class<Actor> GiveType;
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native int ActionSpecial;
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native int Args[5];
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native int PrintAmount;
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native String Reply;
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native String QuickYes;
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native String QuickNo;
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native String LogString;
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native int NextNode; // index into StrifeDialogues
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native int LogNumber;
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native bool NeedsGold;
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native bool ShouldSkipReply(PlayerInfo player);
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}
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class ConversationMenu : Menu
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{
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String mSpeaker;
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BrokenLines mDialogueLines;
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Array<String> mResponseLines;
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Array<uint> mResponses;
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bool mShowGold;
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StrifeDialogueNode mCurNode;
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int mYpos;
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PlayerInfo mPlayer;
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int mSelection;
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int ConversationPauseTic;
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int SpeechWidth;
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int ReplyWidth;
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native static void SendConversationReply(int node, int reply);
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const NUM_RANDOM_LINES = 10;
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const NUM_RANDOM_GOODBYES = 3;
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//=============================================================================
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//
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// returns the y position of the replies boy for positioning the terminal response.
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//
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//=============================================================================
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virtual int Init(StrifeDialogueNode CurNode, PlayerInfo player, int activereply)
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{
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mCurNode = CurNode;
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mPlayer = player;
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mShowGold = false;
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ConversationPauseTic = gametic + 20;
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DontDim = true;
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ReplyWidth = 320-50-10;
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SpeechWidth = screen.GetWidth()/CleanXfac - 24*2;
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FormatSpeakerMessage();
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return FormatReplies(activereply);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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virtual int FormatReplies(int activereply)
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{
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mSelection = -1;
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StrifeDialogueReply reply;
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int r = -1;
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int i = 1,j;
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for (reply = mCurNode.Children; reply != NULL; reply = reply.Next)
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{
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r++;
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if (reply.ShouldSkipReply(mPlayer))
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{
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continue;
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}
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if (activereply == r) mSelection = i - 1;
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mShowGold |= reply.NeedsGold;
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let ReplyText = Stringtable.Localize(reply.Reply);
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if (reply.NeedsGold) ReplyText.AppendFormat(Stringtable.Localize("$TXT_TRADE"), reply.PrintAmount);
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let ReplyLines = SmallFont.BreakLines (ReplyText, ReplyWidth);
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mResponses.Push(mResponseLines.Size());
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for (j = 0; j < ReplyLines.Count(); ++j)
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{
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mResponseLines.Push(ReplyLines.StringAt(j));
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}
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++i;
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ReplyLines.Destroy();
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}
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if (mSelection == -1)
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{
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mSelection = r < activereply ? r + 1 : 0;
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}
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let goodbyestr = mCurNode.Goodbye;
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if (goodbyestr.Length() == 0)
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{
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goodbyestr = String.Format("$TXT_RANDOMGOODBYE_%d", Random[RandomSpeech](1, NUM_RANDOM_GOODBYES));
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}
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else if (goodbyestr.Left(7) == "RANDOM_")
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{
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goodbyestr = String.Format("$TXT_%s_%02d", goodbyestr, Random[RandomSpeech](1, NUM_RANDOM_LINES));
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}
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goodbyestr = Stringtable.Localize(goodbyestr);
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if (goodbyestr.Length() == 0 || goodbyestr.CharAt(0) == "$") goodbyestr = "Bye.";
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mResponses.Push(mResponseLines.Size());
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mResponseLines.Push(goodbyestr);
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// Determine where the top of the reply list should be positioned.
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mYpos = MIN (140, 192 - mResponseLines.Size() * OptionMenuSettings.mLinespacing);
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i = 44 + mResponseLines.Size() * OptionMenuSettings.mLinespacing;
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if (mYpos - 100 < i - screen.GetHeight() / CleanYfac / 2)
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{
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mYpos = i - screen.GetHeight() / CleanYfac / 2 + 100;
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}
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if (mSelection >= mResponses.Size())
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{
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mSelection = mResponses.Size() - 1;
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}
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return mYpos;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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virtual void FormatSpeakerMessage()
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{
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// Format the speaker's message.
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String toSay = mCurNode.Dialogue;
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if (toSay.Left(7) == "RANDOM_")
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{
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let dlgtext = String.Format("$TXT_%s_%02d", toSay, random[RandomSpeech](1, NUM_RANDOM_LINES));
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toSay = Stringtable.Localize(dlgtext);
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if (toSay.CharAt(0) == "$") toSay = Stringtable.Localize("$TXT_GOAWAY");
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}
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else
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{
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// handle string table replacement
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toSay = Stringtable.Localize(toSay);
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}
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if (toSay.Length() == 0)
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{
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toSay = ".";
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}
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mDialogueLines = SmallFont.BreakLines(toSay, SpeechWidth);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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override void OnDestroy()
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{
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mDialogueLines.Destroy();
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SetMusicVolume (1);
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Super.OnDestroy();
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}
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protected int GetReplyNum()
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{
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// This is needed because mSelection represents the replies currently being displayed which will
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// not match up with what's supposed to be selected if there are any hidden/skipped replies. [FishyClockwork]
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let reply = mCurNode.Children;
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int replynum = mSelection;
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for (int i = 0; i <= mSelection && reply != null; reply = reply.Next)
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{
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if (reply.ShouldSkipReply(mPlayer))
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replynum++;
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else
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i++;
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}
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return replynum;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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override bool MenuEvent(int mkey, bool fromcontroller)
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{
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if (demoplayback)
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{ // During demo playback, don't let the user do anything besides close this menu.
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if (mkey == MKEY_Back)
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{
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Close();
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return true;
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}
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return false;
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}
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if (mkey == MKEY_Up)
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{
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if (--mSelection < 0) mSelection = mResponses.Size() - 1;
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return true;
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}
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else if (mkey == MKEY_Down)
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{
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if (++mSelection >= mResponses.Size()) mSelection = 0;
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return true;
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}
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else if (mkey == MKEY_Back)
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{
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SendConversationReply(-1, GetReplyNum());
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Close();
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return true;
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}
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else if (mkey == MKEY_Enter)
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{
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int replynum = GetReplyNum();
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if (mSelection >= mResponses.Size())
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{
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SendConversationReply(-2, replynum);
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}
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else
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{
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// Send dialogue and reply numbers across the wire.
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SendConversationReply(mCurNode.ThisNodeNum, replynum);
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}
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Close();
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return true;
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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override bool MouseEvent(int type, int x, int y)
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{
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int sel = -1;
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int fh = OptionMenuSettings.mLinespacing;
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// convert x/y from screen to virtual coordinates, according to CleanX/Yfac use in DrawTexture
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x = ((x - (screen.GetWidth() / 2)) / CleanXfac) + 160;
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y = ((y - (screen.GetHeight() / 2)) / CleanYfac) + 100;
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if (x >= 24 && x <= 320-24 && y >= mYpos && y < mYpos + fh * mResponseLines.Size())
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{
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sel = (y - mYpos) / fh;
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for(int i = 0; i < mResponses.Size(); i++)
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{
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if (mResponses[i] > sel)
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{
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sel = i-1;
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break;
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}
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}
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}
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if (sel != -1 && sel != mSelection)
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{
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//S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", snd_menuvolume, ATTN_NONE);
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}
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mSelection = sel;
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if (type == MOUSE_Release)
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{
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return MenuEvent(MKEY_Enter, true);
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}
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return true;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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override bool OnUIEvent(UIEvent ev)
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{
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if (demoplayback)
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{ // No interaction during demo playback
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return false;
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}
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if (ev.type == UIEvent.Type_Char && ev.KeyChar >= 48 && ev.KeyChar <= 57)
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{ // Activate an item of type numberedmore (dialogue only)
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mSelection = ev.KeyChar == 48 ? 9 : ev.KeyChar - 49;
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return MenuEvent(MKEY_Enter, false);
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}
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return Super.OnUIEvent(ev);
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}
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//============================================================================
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//
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// Draw the backdrop, returns true if the text background should be dimmed
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//
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//============================================================================
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virtual bool DrawBackdrop()
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{
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let tex = TexMan.CheckForTexture (mCurNode.Backdrop, TexMan.Type_MiscPatch);
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if (tex.isValid())
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{
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screen.DrawTexture(tex, false, 0, 0, DTA_320x200, true);
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return false;
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}
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return true;
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}
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//============================================================================
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//
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// Draw the speaker text
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//
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//============================================================================
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virtual void DrawSpeakerText(bool dimbg)
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{
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String speakerName;
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int linesize = OptionMenuSettings.mLinespacing * CleanYfac;
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int cnt = mDialogueLines.Count();
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// Who is talking to you?
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if (mCurNode.SpeakerName.Length() > 0)
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{
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speakerName = Stringtable.Localize(mCurNode.SpeakerName);
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}
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else
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{
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speakerName = players[consoleplayer].ConversationNPC.GetTag("Person");
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}
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// Dim the screen behind the dialogue (but only if there is no backdrop).
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if (dimbg)
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{
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int x = 14 * screen.GetWidth() / 320;
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int y = 13 * screen.GetHeight() / 200;
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int w = 294 * screen.GetWidth() / 320;
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int h = linesize * cnt + 6 * CleanYfac;
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if (speakerName.Length() > 0) h += linesize * 3 / 2;
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screen.Dim(0, 0.45f, x, y, w, h);
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}
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int x = 16 * screen.GetWidth() / 320;
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int y = 16 * screen.GetHeight() / 200;
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if (speakerName.Length() > 0)
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{
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screen.DrawText(SmallFont, Font.CR_WHITE, x, y, speakerName, DTA_CleanNoMove, true);
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y += linesize * 3 / 2;
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}
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x = 24 * screen.GetWidth() / 320;
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for (int i = 0; i < cnt; ++i)
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{
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screen.DrawText(SmallFont, Font.CR_UNTRANSLATED, x, y, mDialogueLines.StringAt(i), DTA_CleanNoMove, true);
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y += linesize;
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}
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}
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//============================================================================
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//
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// Draw the replies
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//
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//============================================================================
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virtual void DrawReplies()
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{
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// Dim the screen behind the PC's choices.
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screen.Dim(0, 0.45, (24 - 160) * CleanXfac + screen.GetWidth() / 2, (mYpos - 2 - 100) * CleanYfac + screen.GetHeight() / 2,
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272 * CleanXfac, MIN(mResponseLines.Size() * OptionMenuSettings.mLinespacing + 4, 200 - mYpos) * CleanYfac);
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int y = mYpos;
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int fontheight = OptionMenuSettings.mLinespacing;
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int response = 0;
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for (int i = 0; i < mResponseLines.Size(); i++)
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{
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int width = SmallFont.StringWidth(mResponseLines[i]);
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int x = 64;
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screen.DrawText(SmallFont, Font.CR_GREEN, x, y, mResponseLines[i], DTA_Clean, true);
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if (i == mResponses[response])
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{
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String tbuf;
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response++;
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tbuf = String.Format("%d.", response);
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x = 50 - SmallFont.StringWidth(tbuf);
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screen.DrawText(SmallFont, Font.CR_GREY, x, y, tbuf, DTA_Clean, true);
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if (response == mSelection + 1)
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{
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int colr = ((MenuTime() % 8) < 4) || GetCurrentMenu() != self ? Font.CR_RED : Font.CR_GREY;
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x = (50 + 3 - 160) * CleanXfac + screen.GetWidth() / 2;
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int yy = (y + fontheight / 2 - 5 - 100) * CleanYfac + screen.GetHeight() / 2;
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screen.DrawText(ConFont, colr, x, yy, "\xd", DTA_CellX, 8 * CleanXfac, DTA_CellY, 8 * CleanYfac);
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}
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}
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y += fontheight;
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}
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}
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virtual void DrawGold()
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{
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if (mShowGold)
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{
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let coin = players[consoleplayer].ConversationPC.FindInventory("Coin");
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let icon = GetDefaultByType("Coin").Icon;
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let goldstr = String.Format("%d", coin != NULL ? coin.Amount : 0);
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screen.DrawText(SmallFont, Font.CR_GRAY, 21, 191, goldstr, DTA_320x200, true, DTA_FillColor, 0, DTA_Alpha, HR_SHADOW);
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screen.DrawTexture(icon, false, 3, 190, DTA_320x200, true, DTA_FillColor, 0, DTA_Alpha, HR_SHADOW);
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screen.DrawText(SmallFont, Font.CR_GRAY, 20, 190, goldstr, DTA_320x200, true);
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screen.DrawTexture(icon, false, 2, 189, DTA_320x200, true);
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}
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}
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//============================================================================
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//
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// DrawConversationMenu
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//
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//============================================================================
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override void Drawer()
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{
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if (mCurNode == NULL)
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{
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Close ();
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return;
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}
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bool dimbg = DrawBackdrop();
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DrawSpeakerText(dimbg);
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DrawReplies();
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DrawGold();
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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override void Ticker()
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{
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// [CW] Freeze the game depending on MAPINFO options.
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if (ConversationPauseTic < gametic && !multiplayer && !level.no_dlg_freeze)
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{
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menuactive = Menu.On;
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}
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}
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}
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