qzdoom-gpl/src/p_conversation.cpp

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#include <assert.h>
#include "actor.h"
#include "r_data.h"
#include "p_conversation.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "s_sound.h"
#include "m_menu.h"
#include "v_text.h"
#include "v_video.h"
#include "m_random.h"
#include "gi.h"
#include "templates.h"
#include "a_strifeglobal.h"
#include "a_keys.h"
#include "p_enemy.h"
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#include "sound/i_music.h"
// The conversations as they exist inside a SCRIPTxx lump.
struct Response
{
SDWORD GiveType;
SDWORD Item[3];
SDWORD Count[3];
char Reply[32];
char Yes[80];
SDWORD Link;
DWORD Log;
char No[80];
};
struct Speech
{
DWORD SpeakerType;
SDWORD DropType;
SDWORD ItemCheck[3];
SDWORD Link;
char Name[16];
char Sound[8];
char Backdrop[8];
char Dialogue[320];
Response Responses[5];
};
// The Teaser version of the game uses an older version of the structure
struct TeaserSpeech
{
DWORD SpeakerType;
SDWORD DropType;
DWORD VoiceNumber;
char Name[16];
char Dialogue[320];
Response Responses[5];
};
static FRandom pr_randomspeech("RandomSpeech");
void GiveSpawner (player_t *player, const PClass *type);
TArray<FStrifeDialogueNode *> StrifeDialogues;
// There were 344 types in Strife, and Strife conversations refer
// to their index in the mobjinfo table. This table indexes all
// the Strife actor types in the order Strife had them and is
// initialized as part of the actor's setup in infodefaults.cpp.
const PClass *StrifeTypes[344];
static menu_t ConversationMenu;
static TArray<menuitem_t> ConversationItems;
static int ConversationPauseTic;
static bool ShowGold;
static void LoadScriptFile (const char *name);
static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerType);
static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType);
static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses);
static void DrawConversationMenu ();
static void PickConversationReply ();
static void CleanupConversationMenu ();
static FStrifeDialogueNode *CurNode, *PrevNode;
static brokenlines_t *DialogueLines;
static AActor *ConversationNPC, *ConversationPC;
static angle_t ConversationNPCAngle;
#define NUM_RANDOM_TALKERS 5
#define NUM_RANDOM_LINES 10
#define NUM_RANDOM_GOODBYES 3
static char *const RandomGoodbyes[NUM_RANDOM_GOODBYES] =
{
"Bye!",
"Thanks, bye!",
"See you later!"
};
static const char *const RandomLines[NUM_RANDOM_TALKERS][NUM_RANDOM_LINES+1] =
{
{
"PEASANT",
"Please don't hurt me.",
"If you're looking to hurt me, I'm not really worth the effort.",
"I don't know anything.",
"Go away or I'll call the guards!",
"I wish sometimes that all these rebels would just learn their place and stop this nonsense.",
"Just leave me alone, OK?",
"I'm not sure, but sometimes I think that I know some of the acolytes.",
"The order's got everything around here pretty well locked up tight.",
"There's no way that this is just a security force.",
"I've heard that the order is really nervous about the front's actions around here."
},
{
"REBEL",
"There's no way the order will stand against us.",
"We're almost ready to strike. Macil's plans are falling in place.",
"We're all behind you, don't worry.",
"Don't get too close to any of those big robots. They'll melt you down for scrap!",
"The day of our glory will soon come, and those who oppose us will be crushed!",
"Don't get too comfortable. We've still got our work cut out for us.",
"Macil says that you're the new hope. Bear that in mind.",
"Once we've taken these charlatans down, we'll be able to rebuild this world as it should be.",
"Remember that you aren't fighting just for yourself, but for everyone here and outside.",
"As long as one of us still stands, we will win."
},
{
"AGUARD",
"Move along, peasant.",
"Follow the true faith, only then will you begin to understand.",
"Only through death can one be truly reborn.",
"I'm not interested in your useless drivel.",
"If I had wanted to talk to you I would have told you so.",
"Go and annoy someone else!",
"Keep moving!",
"If the alarm goes off, just stay out of our way!",
"The order will cleanse the world and usher it into the new era.",
"Problem? No, I thought not."
},
{
"BEGGAR",
"Alms for the poor?",
"What are you looking at, surfacer?",
"You wouldn't have any extra food, would you?",
"You surface people will never understand us.",
"Ha, the guards can't find us. Those idiots don't even know we exist.",
"One day everyone but those who serve the order will be forced to join us.",
"Stare now, but you know that this will be your own face one day.",
"There's nothing more annoying than a surfacer with an attitude!",
"The order will make short work of your pathetic front.",
"Watch yourself, surfacer. We know our enemies!"
},
{
"PGUARD",
"We are the hands of fate. To earn our wrath is to find oblivion!",
"The order will cleanse the world of the weak and corrupt!",
"Obey the will of the masters!",
"Long life to the brothers of the order!",
"Free will is an illusion that binds the weak minded.",
"Power is the path to glory. To follow the order is to walk that path!",
"Take your place among the righteous, join us!",
"The order protects its own.",
"Acolytes? They have yet to see the full glory of the order.",
"If there is any honor inside that pathetic shell of a body, you'll enter into the arms of the order."
}
};
//============================================================================
//
// GetStrifeType
//
// Given an item type number, returns the corresponding PClass.
//
//============================================================================
static const PClass *GetStrifeType (int typenum)
{
if (typenum > 0 && typenum < 344)
{
return StrifeTypes[typenum];
}
return NULL;
}
//============================================================================
//
// P_LoadStrifeConversations
//
// Loads the SCRIPT00 and SCRIPTxx files for a corresponding map.
//
//============================================================================
void P_LoadStrifeConversations (const char *mapname)
{
if (strnicmp (mapname, "MAP", 3) != 0)
{
return;
}
char scriptname[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 };
LoadScriptFile ("SCRIPT00");
LoadScriptFile (scriptname);
}
//============================================================================
//
// P_FreeStrifeConversations
//
//============================================================================
void P_FreeStrifeConversations ()
{
FStrifeDialogueNode *node;
while (StrifeDialogues.Pop (node))
{
delete node;
}
for (int i = 0; i < 344; ++i)
{
if (StrifeTypes[i] != NULL)
{
GetDefaultByType (StrifeTypes[i])->Conversation = NULL;
}
}
CurNode = NULL;
PrevNode = NULL;
}
//============================================================================
//
// ncopystring
//
// If the string has no content, returns NULL. Otherwise, returns a copy.
//
//============================================================================
static char *ncopystring (const char *string)
{
if (string == NULL || string[0] == 0)
{
return NULL;
}
return copystring (string);
}
//============================================================================
//
// LoadScriptFile
//
// Loads a SCRIPTxx file and converts it into a more useful internal format.
//
//============================================================================
static void LoadScriptFile (const char *name)
{
int lumpnum = Wads.CheckNumForName (name);
int numnodes, i;
DWORD prevSpeakerType;
FStrifeDialogueNode *node;
FWadLump *lump;
if (lumpnum < 0)
{
return;
}
numnodes = Wads.LumpLength (lumpnum);
if (!(gameinfo.flags & GI_SHAREWARE))
{
// Strife scripts are always a multiple of 1516 bytes because each entry
// is exactly 1516 bytes long.
if (numnodes % 1516 != 0)
{
return;
}
numnodes /= 1516;
}
else
{
// And the teaser version has 1488-byte entries.
if (numnodes % 1488 != 0)
{
return;
}
numnodes /= 1488;
}
lump = Wads.ReopenLumpNum (lumpnum);
prevSpeakerType = 0;
for (i = 0; i < numnodes; ++i)
{
if (!(gameinfo.flags & GI_SHAREWARE))
{
node = ReadRetailNode (lump, prevSpeakerType);
}
else
{
node = ReadTeaserNode (lump, prevSpeakerType);
}
StrifeDialogues.Push (node);
}
delete lump;
}
//============================================================================
//
// ReadRetailNode
//
// Converts a single dialogue node from the Retail version of Strife.
//
//============================================================================
static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerType)
{
FStrifeDialogueNode *node;
Speech speech;
char fullsound[16];
const PClass *type;
int j;
node = new FStrifeDialogueNode;
lump->Read (&speech, sizeof(speech));
// Byte swap all the ints in the original data
speech.SpeakerType = LittleLong(speech.SpeakerType);
speech.DropType = LittleLong(speech.DropType);
speech.Link = LittleLong(speech.Link);
// Assign the first instance of a conversation as the default for its
// actor, so newly spawned actors will use this conversation by default.
type = GetStrifeType (speech.SpeakerType);
node->SpeakerType = type;
if (prevSpeakerType != speech.SpeakerType)
{
if (type != NULL)
{
GetDefaultByType (type)->Conversation = node;
}
prevSpeakerType = speech.SpeakerType;
}
// Convert the rest of the data to our own internal format.
node->Dialogue = ncopystring (speech.Dialogue);
// The speaker's portrait, if any.
speech.Backdrop[8] = 0;
node->Backdrop = TexMan.AddPatch (speech.Backdrop);
// The speaker's voice for this node, if any.
speech.Sound[8] = 0;
sprintf (fullsound, "svox/%s", speech.Sound);
node->SpeakerVoice = S_FindSound (fullsound);
// The speaker's name, if any.
speech.Name[16] = 0;
node->SpeakerName = ncopystring (speech.Name);
// The item the speaker should drop when killed.
node->DropType = GetStrifeType (speech.DropType);
// Items you need to have to make the speaker use a different node.
for (j = 0; j < 3; ++j)
{
node->ItemCheck[j] = GetStrifeType (speech.ItemCheck[j]);
}
node->ItemCheckNode = speech.Link;
node->Children = NULL;
ParseReplies (&node->Children, &speech.Responses[0]);
return node;
}
//============================================================================
//
// ReadTeaserNode
//
// Converts a single dialogue node from the Teaser version of Strife.
//
//============================================================================
static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType)
{
FStrifeDialogueNode *node;
TeaserSpeech speech;
char fullsound[16];
const PClass *type;
int j;
node = new FStrifeDialogueNode;
lump->Read (&speech, sizeof(speech));
// Byte swap all the ints in the original data
speech.SpeakerType = LittleLong(speech.SpeakerType);
speech.DropType = LittleLong(speech.DropType);
// Assign the first instance of a conversation as the default for its
// actor, so newly spawned actors will use this conversation by default.
type = GetStrifeType (speech.SpeakerType);
node->SpeakerType = type;
if (prevSpeakerType != speech.SpeakerType)
{
if (type != NULL)
{
GetDefaultByType (type)->Conversation = node;
}
prevSpeakerType = speech.SpeakerType;
}
// Convert the rest of the data to our own internal format.
node->Dialogue = ncopystring (speech.Dialogue);
// The Teaser version doesn't have portraits.
node->Backdrop = -1;
// The speaker's voice for this node, if any.
if (speech.VoiceNumber != 0)
{
sprintf (fullsound, "svox/voc%lu", speech.VoiceNumber);
node->SpeakerVoice = S_FindSound (fullsound);
}
else
{
node->SpeakerVoice = 0;
}
// The speaker's name, if any.
speech.Name[16] = 0;
node->SpeakerName = ncopystring (speech.Name);
// The item the speaker should drop when killed.
node->DropType = GetStrifeType (speech.DropType);
// Items you need to have to make the speaker use a different node.
for (j = 0; j < 3; ++j)
{
node->ItemCheck[j] = NULL;
}
node->ItemCheckNode = 0;
node->Children = NULL;
ParseReplies (&node->Children, &speech.Responses[0]);
return node;
}
//============================================================================
//
// ParseReplies
//
// Convert PC responses. Rather than being stored inside the main node, they
// hang off it as a singly-linked list, so no space is wasted on replies that
// don't even matter.
//
//============================================================================
static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses)
{
FStrifeDialogueReply *reply;
int j, k;
// Byte swap first.
for (j = 0; j < 5; ++j)
{
responses[j].GiveType = LittleLong(responses[j].GiveType);
responses[j].Link = LittleLong(responses[j].Link);
responses[j].Log = LittleLong(responses[j].Log);
for (k = 0; k < 3; ++k)
{
responses[j].Item[k] = LittleLong(responses[j].Item[k]);
responses[j].Count[k] = LittleLong(responses[j].Count[k]);
}
}
for (j = 0; j < 5; ++j)
{
Response *rsp = &responses[j];
// If the reply has no text and goes nowhere, then it doesn't
// need to be remembered.
if (rsp->Reply[0] == 0 && rsp->Link == 0)
{
continue;
}
reply = new FStrifeDialogueReply;
// The next node to use when this reply is chosen.
reply->NextNode = rsp->Link;
// The message to record in the log for this reply.
reply->LogNumber = rsp->Log;
// The item to receive when this reply is used.
reply->GiveType = GetStrifeType (rsp->GiveType);
// Do you need anything special for this reply to succeed?
for (k = 0; k < 3; ++k)
{
reply->ItemCheck[k] = GetStrifeType (rsp->Item[k]);
reply->ItemCheckAmount[k] = rsp->Count[k];
}
// ReplyLines is calculated when the menu is shown. It is just Reply
// with word wrap turned on.
reply->ReplyLines = NULL;
// If the first item check has a positive amount required, then
// add that to the reply string. Otherwise, use the reply as-is.
if (rsp->Count[0] > 0)
{
char moneystr[128];
sprintf (moneystr, "%s for %lu", rsp->Reply, rsp->Count[0]);
reply->Reply = copystring (moneystr);
reply->NeedsGold = true;
}
else
{
reply->Reply = copystring (rsp->Reply);
reply->NeedsGold = false;
}
// QuickYes messages are shown when you meet the item checks.
// QuickNo messages are shown when you don't.
if (rsp->Yes[0] == '_' && rsp->Yes[1] == 0)
{
reply->QuickYes = NULL;
}
else
{
reply->QuickYes = ncopystring (rsp->Yes);
}
if (reply->ItemCheck[0] != 0)
{
reply->QuickNo = ncopystring (rsp->No);
}
else
{
reply->QuickNo = NULL;
}
reply->Next = *replyptr;
*replyptr = reply;
replyptr = &reply->Next;
}
}
//============================================================================
//
// FStrifeDialogueNode :: ~FStrifeDialogueNode
//
//============================================================================
FStrifeDialogueNode::~FStrifeDialogueNode ()
{
if (SpeakerName != NULL) delete[] SpeakerName;
if (Dialogue != NULL) delete[] Dialogue;
FStrifeDialogueReply *tokill = Children;
while (tokill != NULL)
{
FStrifeDialogueReply *next = tokill->Next;
delete tokill;
tokill = next;
}
}
//============================================================================
//
// FStrifeDialogueReply :: ~FStrifeDialogueReply
//
//============================================================================
FStrifeDialogueReply::~FStrifeDialogueReply ()
{
if (Reply != NULL) delete[] Reply;
if (QuickYes != NULL) delete[] QuickYes;
if (QuickNo != NULL) delete[] QuickNo;
if (ReplyLines != NULL) V_FreeBrokenLines (ReplyLines);
}
//============================================================================
//
// FindNode
//
// Returns the index that matches the given conversation node.
//
//============================================================================
static int FindNode (const FStrifeDialogueNode *node)
{
int rootnode = 0;
while (StrifeDialogues[rootnode] != node)
{
rootnode++;
}
return rootnode;
}
//============================================================================
//
// CheckStrifeItem
//
// Checks if you have an item. A NULL itemtype is always considered to be
// present.
//
//============================================================================
static bool CheckStrifeItem (const PClass *itemtype, int amount=-1)
{
AInventory *item;
if (itemtype == NULL || amount == 0)
return true;
item = ConversationPC->FindInventory (itemtype);
if (item == NULL)
return false;
return amount < 0 || item->Amount >= amount;
}
//============================================================================
//
// TakeStrifeItem
//
// Takes away some of an item, unless that item is special and should not
// be removed.
//
//============================================================================
static void TakeStrifeItem (const PClass *itemtype, int amount)
{
if (itemtype == NULL || amount == 0)
return;
// Don't take quest items.
if (itemtype->IsDescendantOf (PClass::FindClass(NAME_QuestItem)))
return;
// Don't take keys
if (itemtype->IsDescendantOf (RUNTIME_CLASS(AKey)))
return;
// Don't take the sigil
if (itemtype == RUNTIME_CLASS(ASigil))
return;
AInventory *item = ConversationPC->FindInventory (itemtype);
if (item != NULL)
{
item->Amount -= amount;
if (item->Amount <= 0)
{
item->Destroy ();
}
}
}
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CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
{
if (self < 0.f) self = 0.f;
else if (self > 1.f) self = 1.f;
}
//============================================================================
//
// P_StartConversation
//
// Begins a conversation between a PC and NPC.
// FIXME: Make this work in multiplayer.
//
//============================================================================
void P_StartConversation (AActor *npc, AActor *pc)
{
FStrifeDialogueReply *reply;
menuitem_t item;
const char *toSay;
int i, j;
pc->momx = pc->momy = 0; // Stop moving
pc->player->momx = pc->player->momy = 0;
if (pc->player - players != consoleplayer)
return;
ConversationPC = pc;
ConversationNPC = npc;
CurNode = npc->Conversation;
if (pc->player == &players[consoleplayer])
{
S_Sound (CHAN_VOICE, "misc/chat", 1, ATTN_NONE);
}
npc->reactiontime = 2;
if (!(npc->flags & MF_FRIENDLY) && !(npc->flags4 & MF4_NOHATEPLAYERS))
{
npc->target = pc;
}
ConversationNPCAngle = npc->angle;
A_FaceTarget (npc);
pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y);
// Check if we should jump to another node
while (CurNode->ItemCheck[0] != NULL)
{
if (CheckStrifeItem (CurNode->ItemCheck[0]) &&
CheckStrifeItem (CurNode->ItemCheck[1]) &&
CheckStrifeItem (CurNode->ItemCheck[2]))
{
int root = FindNode (ConversationNPC->GetDefault()->Conversation);
CurNode = StrifeDialogues[root + CurNode->ItemCheckNode - 1];
}
else
{
break;
}
}
if (CurNode->SpeakerVoice != 0)
{
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I_SetMusicVolume(dlg_musicvolume);
S_SoundID (npc, CHAN_VOICE, CurNode->SpeakerVoice, 1, ATTN_NORM);
}
// Set up the menu
ConversationMenu.PreDraw = DrawConversationMenu;
ConversationMenu.EscapeHandler = CleanupConversationMenu;
// Format the speaker's message.
toSay = CurNode->Dialogue;
if (strncmp (toSay, "RANDOM_", 7) == 0)
{
for (i = 0; i < NUM_RANDOM_TALKERS; ++i)
{
if (strcmp (RandomLines[i][0], toSay + 7) == 0)
{
toSay = RandomLines[i][1 + (pr_randomspeech() % NUM_RANDOM_LINES)];
break;
}
}
}
DialogueLines = V_BreakLines (screen->GetWidth()/CleanXfac-24*2, toSay);
// Fill out the possible choices
ShowGold = false;
item.type = numberedmore;
item.e.mfunc = PickConversationReply;
for (reply = CurNode->Children, i = 1; reply != NULL; reply = reply->Next)
{
if (reply->Reply == NULL)
{
continue;
}
ShowGold |= reply->NeedsGold;
reply->ReplyLines = V_BreakLines (320-50-10, reply->Reply);
for (j = 0; reply->ReplyLines[j].width != -1; ++j)
{
item.label = reply->ReplyLines[j].string;
item.b.position = j == 0 ? i : 0;
item.c.extra = reply;
ConversationItems.Push (item);
}
++i;
}
item.label = RandomGoodbyes[pr_randomspeech() % NUM_RANDOM_GOODBYES];
item.b.position = i;
item.c.extra = NULL;
ConversationItems.Push (item);
// Determine where the top of the reply list should be positioned.
i = (gameinfo.gametype & GAME_Raven) ? 9 : 8;
ConversationMenu.y = MIN<int> (140, 192 - ConversationItems.Size() * i);
for (i = 0; DialogueLines[i].width != -1; ++i)
{ }
i = 44 + i * 10;
if (ConversationMenu.y - 100 < i - screen->GetHeight() / CleanYfac / 2)
{
ConversationMenu.y = i - screen->GetHeight() / CleanYfac / 2 + 100;
}
ConversationMenu.indent = 50;
// Finish setting up the menu
ConversationMenu.items = &ConversationItems[0];
ConversationMenu.numitems = ConversationItems.Size();
if (CurNode != PrevNode)
{ // Only reset the selection if showing a different menu.
ConversationMenu.lastOn = 0;
PrevNode = CurNode;
}
ConversationMenu.DontDim = true;
// And open the menu
M_StartControlPanel (false);
OptionsActive = true;
menuactive = MENU_OnNoPause;
ConversationPauseTic = gametic + 20;
M_SwitchMenu (&ConversationMenu);
}
//============================================================================
//
// P_ResumeConversation
//
// Resumes a conversation that was interrupted by a slideshow.
//
//============================================================================
void P_ResumeConversation ()
{
if (ConversationPC != NULL && ConversationNPC != NULL)
{
P_StartConversation (ConversationNPC, ConversationPC);
}
}
//============================================================================
//
// DrawConversationMenu
//
//============================================================================
static void DrawConversationMenu ()
{
const char *speakerName;
int i, x, y, linesize;
assert (DialogueLines != NULL);
assert (CurNode != NULL);
if (CurNode == NULL)
{
M_ClearMenus ();
return;
}
if (ConversationPauseTic < gametic)
{
menuactive = MENU_On;
}
if (CurNode->Backdrop >= 0)
{
screen->DrawTexture (TexMan(CurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
}
x = 16 * screen->GetWidth() / 320;
y = 16 * screen->GetHeight() / 200;
linesize = 10 * CleanYfac;
// Who is talking to you?
if (CurNode->SpeakerName != NULL)
{
speakerName = CurNode->SpeakerName;
}
else
{
speakerName = ConversationNPC->GetClass()->Meta.GetMetaString (AMETA_StrifeName);
if (speakerName == NULL)
{
speakerName = "Person";
}
}
// Dim the screen behind the dialogue (but only if there is no backdrop).
if (CurNode->Backdrop <= 0)
{
for (i = 0; DialogueLines[i].width != -1; ++i)
{ }
screen->Dim (0, 0.45f, 14 * screen->GetWidth() / 320, 13 * screen->GetHeight() / 200,
308 * screen->GetWidth() / 320 - 14 * screen->GetWidth () / 320,
speakerName == NULL ? linesize * i + 6 * CleanYfac
: linesize * i + 6 * CleanYfac + linesize * 3/2);
}
// Dim the screen behind the PC's choices.
screen->Dim (0, 0.45f, (24-160) * CleanXfac + screen->GetWidth()/2,
(ConversationMenu.y - 2 - 100) * CleanYfac + screen->GetHeight()/2,
272 * CleanXfac,
MIN(ConversationMenu.numitems * (gameinfo.gametype & GAME_Raven ? 9 : 8) + 4,
200 - ConversationMenu.y) * CleanYfac);
if (speakerName != NULL)
{
screen->DrawText (CR_WHITE, x, y, speakerName,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize * 3 / 2;
}
x = 24 * screen->GetWidth() / 320;
for (i = 0; DialogueLines[i].width >= 0; ++i)
{
screen->DrawText (CR_UNTRANSLATED, x, y, DialogueLines[i].string,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize;
}
if (ShowGold)
{
AInventory *coin = ConversationPC->FindInventory (RUNTIME_CLASS(ACoin));
char goldstr[32];
sprintf (goldstr, "%d", coin != NULL ? coin->Amount : 0);
screen->DrawText (CR_GRAY, 21, 191, goldstr, DTA_320x200, true,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon),
3, 190, DTA_320x200, true,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
screen->DrawText (CR_GRAY, 20, 190, goldstr, DTA_320x200, true, TAG_DONE);
screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon),
2, 189, DTA_320x200, true, TAG_DONE);
}
}
//============================================================================
//
// PickConversationReply
//
// FIXME: Make this work in multiplayer
//
//============================================================================
static void PickConversationReply ()
{
const char *replyText = NULL;
FStrifeDialogueReply *reply = (FStrifeDialogueReply *)ConversationItems[ConversationMenu.lastOn].c.extra;
bool takestuff;
int i;
M_ClearMenus ();
CleanupConversationMenu ();
if (reply == NULL)
{
return;
}
// Check if you have the requisite items for this choice
for (i = 0; i < 3; ++i)
{
if (!CheckStrifeItem (reply->ItemCheck[i], reply->ItemCheckAmount[i]))
{
// No, you don't. Say so and let the NPC animate negatively.
if (reply->QuickNo)
{
Printf ("%s\n", reply->QuickNo);
}
ConversationNPC->ConversationAnimation (2);
return;
}
}
// Yay, you do! Let the NPC animate affirmatively.
ConversationNPC->ConversationAnimation (1);
// If this reply gives you something, then try to receive it.
takestuff = true;
if (reply->GiveType != NULL)
{
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if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
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if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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if (players[consoleplayer].mo->FindInventory(reply->GiveType) != NULL)
{
takestuff = false;
}
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}
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if (takestuff)
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{
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AInventory *item = static_cast<AInventory *> (Spawn (reply->GiveType, 0, 0, 0));
// Items given here should not count as items!
if (item->flags & MF_COUNTITEM)
{
level.total_items--;
item->flags &= ~MF_COUNTITEM;
}
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if (item->IsA(RUNTIME_CLASS(AFlameThrower)))
{
// The flame thrower gives less ammo when given in a dialog
static_cast<AWeapon*>(item)->AmmoGive1 = 40;
}
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item->flags |= MF_DROPPED;
if (!item->TryPickup (players[consoleplayer].mo))
{
item->Destroy ();
takestuff = false;
}
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}
}
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else
{
// Trying to give a non-inventory item.
takestuff = false;
Printf("Attempting to give non-inventory item %s\n", reply->GiveType->TypeName.GetChars());
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}
}
// Take away required items if the give was successful or none was needed.
if (takestuff)
{
for (i = 0; i < 3; ++i)
{
TakeStrifeItem (reply->ItemCheck[i], reply->ItemCheckAmount[i]);
}
replyText = reply->QuickYes;
}
else
{
replyText = "You seem to have enough!";
}
// Update the quest log, if needed.
if (reply->LogNumber != 0)
{
players[consoleplayer].SetLogNumber (reply->LogNumber);
}
if (replyText != NULL)
{
Printf ("%s\n", replyText);
}
// Does this reply alter the speaker's conversation node? If NextNode is positive,
// the next time they talk, the will show the new node. If it is negative, then they
// will show the new node right away without terminating the dialogue.
if (reply->NextNode != 0)
{
int rootnode = FindNode (ConversationNPC->GetDefault()->Conversation);
if (reply->NextNode < 0)
{
ConversationNPC->Conversation = StrifeDialogues[rootnode - reply->NextNode - 1];
if (gameaction != ga_slideshow)
{
P_StartConversation (ConversationNPC, players[consoleplayer].mo);
return;
}
else
{
S_StopSound (ConversationNPC, CHAN_VOICE);
}
}
else
{
ConversationNPC->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1];
}
}
ConversationNPC->angle = ConversationNPCAngle;
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I_SetMusicVolume(1.f);
}
//============================================================================
//
// CleanupConversationMenu
//
// Release the resources used to create the most recent conversation menu.
//
//============================================================================
void CleanupConversationMenu ()
{
FStrifeDialogueReply *reply;
if (CurNode != NULL)
{
for (reply = CurNode->Children; reply != NULL; reply = reply->Next)
{
if (reply->ReplyLines != NULL)
{
V_FreeBrokenLines (reply->ReplyLines);
reply->ReplyLines = NULL;
}
}
CurNode = NULL;
}
if (DialogueLines != NULL)
{
V_FreeBrokenLines (DialogueLines);
DialogueLines = NULL;
}
ConversationItems.Clear ();
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I_SetMusicVolume(1.f);
}