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45dc9a7b47
currentUILevel is now primaryLevel. For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed. This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer. The remaining global variables are not relevant for the level state. The static 'level' has been mostly removed from the code except some places that still need work.
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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