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https://github.com/ZDoom/qzdoom.git
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- some preparations of the Strife dialogue data to make it usable for ZScript, most importantly this means to replace all const char * with FString.
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parent
2440951811
commit
b1a7941414
3 changed files with 35 additions and 38 deletions
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@ -347,7 +347,7 @@ static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, DWORD &prevSpeaker
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}
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// Convert the rest of the data to our own internal format.
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node->Dialogue = ncopystring (speech.Dialogue);
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node->Dialogue = speech.Dialogue;
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// The speaker's portrait, if any.
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speech.Dialogue[0] = 0; //speech.Backdrop[8] = 0;
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@ -360,7 +360,7 @@ static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, DWORD &prevSpeaker
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// The speaker's name, if any.
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speech.Sound[0] = 0; //speech.Name[16] = 0;
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node->SpeakerName = ncopystring(speech.Name);
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node->SpeakerName = speech.Name;
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// The item the speaker should drop when killed.
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node->DropType = dyn_cast<PClassActor>(GetStrifeType(speech.DropType));
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@ -422,7 +422,7 @@ static FStrifeDialogueNode *ReadTeaserNode (FileReader *lump, DWORD &prevSpeaker
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}
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// Convert the rest of the data to our own internal format.
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node->Dialogue = ncopystring (speech.Dialogue);
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node->Dialogue = speech.Dialogue;
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// The Teaser version doesn't have portraits.
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node->Backdrop.SetInvalid();
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@ -440,7 +440,7 @@ static FStrifeDialogueNode *ReadTeaserNode (FileReader *lump, DWORD &prevSpeaker
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// The speaker's name, if any.
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speech.Dialogue[0] = 0; //speech.Name[16] = 0;
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node->SpeakerName = ncopystring (speech.Name);
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node->SpeakerName = speech.Name;
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// The item the speaker should drop when killed.
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node->DropType = dyn_cast<PClassActor>(GetStrifeType (speech.DropType));
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@ -505,7 +505,7 @@ static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses)
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// The message to record in the log for this reply.
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reply->LogNumber = rsp->Log;
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reply->LogString = NULL;
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reply->LogString = "";
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// The item to receive when this reply is used.
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reply->GiveType = dyn_cast<PClassActor>(GetStrifeType (rsp->GiveType));
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@ -520,31 +520,32 @@ static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses)
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reply->ItemCheck[k].Item = inv;
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reply->ItemCheck[k].Amount = rsp->Count[k];
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}
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reply->PrintAmount = reply->ItemCheck[0].Amount;
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reply->ItemCheckRequire.Clear();
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reply->ItemCheckExclude.Clear();
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// If the first item check has a positive amount required, then
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// add that to the reply string. Otherwise, use the reply as-is.
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reply->Reply = copystring (rsp->Reply);
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reply->Reply = rsp->Reply;
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reply->NeedsGold = (rsp->Count[0] > 0);
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// QuickYes messages are shown when you meet the item checks.
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// QuickNo messages are shown when you don't.
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if (rsp->Yes[0] == '_' && rsp->Yes[1] == 0)
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{
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reply->QuickYes = NULL;
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reply->QuickYes = "";
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}
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else
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{
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reply->QuickYes = ncopystring (rsp->Yes);
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reply->QuickYes = rsp->Yes;
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}
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if (reply->ItemCheck[0].Item != 0)
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{
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reply->QuickNo = ncopystring (rsp->No);
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reply->QuickNo = rsp->No;
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}
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else
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{
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reply->QuickNo = NULL;
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reply->QuickNo = "";
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}
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reply->Next = *replyptr;
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*replyptr = reply;
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@ -560,9 +561,6 @@ static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses)
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FStrifeDialogueNode::~FStrifeDialogueNode ()
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{
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if (SpeakerName != NULL) delete[] SpeakerName;
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if (Dialogue != NULL) delete[] Dialogue;
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if (Goodbye != nullptr) delete[] Goodbye;
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FStrifeDialogueReply *tokill = Children;
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while (tokill != NULL)
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{
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@ -580,9 +578,6 @@ FStrifeDialogueNode::~FStrifeDialogueNode ()
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FStrifeDialogueReply::~FStrifeDialogueReply ()
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{
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if (Reply != NULL) delete[] Reply;
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if (QuickYes != NULL) delete[] QuickYes;
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if (QuickNo != NULL) delete[] QuickNo;
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}
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//============================================================================
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@ -672,7 +667,7 @@ CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
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static bool ShouldSkipReply(FStrifeDialogueReply *reply, player_t *player)
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{
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if (reply->Reply == nullptr)
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if (reply->Reply.IsEmpty())
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return true;
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int i;
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@ -772,7 +767,7 @@ public:
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ReplyText = GStrings(ReplyText + 1);
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}
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FString ReplyString = ReplyText;
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if (reply->NeedsGold) ReplyString.AppendFormat(" for %u", reply->ItemCheck[0].Amount);
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if (reply->NeedsGold) ReplyString.AppendFormat(" for %u", reply->PrintAmount);
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FBrokenLines *ReplyLines = V_BreakLines (SmallFont, 320-50-10, ReplyString);
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@ -785,7 +780,7 @@ public:
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V_FreeBrokenLines (ReplyLines);
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}
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const char *goodbyestr = CurNode->Goodbye;
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if (goodbyestr == nullptr)
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if (*goodbyestr == 0)
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{
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char goodbye[25];
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mysnprintf(goodbye, countof(goodbye), "TXT_RANDOMGOODBYE_%d", 1 + (pr_randomspeech() % NUM_RANDOM_GOODBYES));
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@ -1012,7 +1007,7 @@ public:
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linesize = 10 * CleanYfac;
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// Who is talking to you?
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if (CurNode->SpeakerName != NULL)
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if (CurNode->SpeakerName.IsNotEmpty())
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{
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speakerName = CurNode->SpeakerName;
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if (speakerName[0] == '$') speakerName = GStrings(speakerName+1);
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@ -1315,7 +1310,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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if (!CheckStrifeItem(player, reply->ItemCheck[i].Item, reply->ItemCheck[i].Amount))
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{
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// No, you don't. Say so and let the NPC animate negatively.
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if (reply->QuickNo && isconsole)
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if (reply->QuickNo.IsNotEmpty() && isconsole)
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{
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TerminalResponse(reply->QuickNo);
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}
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@ -1396,7 +1391,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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}
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// Update the quest log, if needed.
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if (reply->LogString != NULL)
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if (reply->LogString.IsNotEmpty())
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{
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const char *log = reply->LogString;
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if (log[0] == '$')
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@ -26,11 +26,11 @@ struct FStrifeDialogueNode
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int ItemCheckNode; // index into StrifeDialogues
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PClassActor *SpeakerType;
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char *SpeakerName;
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FString SpeakerName;
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FSoundID SpeakerVoice;
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FTextureID Backdrop;
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char *Dialogue;
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char *Goodbye = nullptr; // must init to null for binary scripts to work as intended
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FString Dialogue;
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FString Goodbye; // must init to null for binary scripts to work as intended
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FStrifeDialogueReply *Children;
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};
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@ -44,15 +44,16 @@ struct FStrifeDialogueReply
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PClassActor *GiveType;
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int ActionSpecial;
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int Args[5];
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int PrintAmount;
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TArray<FStrifeDialogueItemCheck> ItemCheck;
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TArray<FStrifeDialogueItemCheck> ItemCheckRequire;
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TArray<FStrifeDialogueItemCheck> ItemCheckExclude;
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char *Reply;
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char *QuickYes;
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FString Reply;
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FString QuickYes;
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FString QuickNo;
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FString LogString;
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int NextNode; // index into StrifeDialogues
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int LogNumber;
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char *LogString;
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char *QuickNo;
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bool NeedsGold;
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};
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@ -232,20 +232,21 @@ class USDFParser : public UDMFParserBase
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// Todo: Finalize
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if (reply->ItemCheck.Size() > 0)
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{
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if (reply->ItemCheck[0].Amount <= 0) reply->NeedsGold = false;
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reply->PrintAmount = reply->ItemCheck[0].Amount;
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if (reply->PrintAmount <= 0) reply->NeedsGold = false;
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}
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reply->Reply = ncopystring(ReplyString);
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reply->QuickYes = ncopystring(QuickYes);
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reply->Reply = ReplyString;
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reply->QuickYes = QuickYes;
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if (reply->ItemCheck.Size() > 0 && reply->ItemCheck[0].Item != NULL)
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{
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reply->QuickNo = ncopystring(QuickNo);
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reply->QuickNo = QuickNo;
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}
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else
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{
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reply->QuickNo = NULL;
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reply->QuickNo = "";
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}
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reply->LogString = ncopystring(LogString);
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reply->LogString = LogString;
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if(!closeDialog) reply->NextNode *= -1;
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return true;
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}
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@ -373,9 +374,9 @@ class USDFParser : public UDMFParserBase
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}
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}
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}
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node->SpeakerName = ncopystring(SpeakerName);
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node->Dialogue = ncopystring(Dialogue);
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node->Goodbye = ncopystring(Goodbye);
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node->SpeakerName = SpeakerName;
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node->Dialogue = Dialogue;
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node->Goodbye = Goodbye;
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return true;
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}
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