mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
- scriptified the remaining parts of the conversationmenu.
- do not resolve the backdrop texture to a texture ID at load time. This will allow custom menu classes to use this info differently. - added a new ZSDF userstring property to dialog pages to give mods more means for customization. - allow overriding the conversation menu class both globally through MAPINFO and per conversation in ZSDF.
This commit is contained in:
parent
d85b9cdd71
commit
e05242e44d
10 changed files with 197 additions and 191 deletions
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@ -38,6 +38,7 @@ conversation
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page
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{
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drop = <string>;
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userstring = <string>; New field which can be used to pass data to custom conversation menu classes.
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ifitem
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{
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item = <string>;
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@ -63,10 +64,6 @@ either refuse loading dialogues with the 'ZDoom' namespace or if it does not
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outright abort on incompatible namespaces fail with a type mismatch error on
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one of the specified propeties.
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In addition ZDoom defines one new field in the top level of a conversation block:
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id = <integer>; Assigns a conversation ID for use in Thing_SetConversation or in UDMF's 'conversation' actor property.
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ZDoom-format dialogues need to start with the line:
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namespace = "ZDoom";
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@ -86,6 +83,7 @@ conversation // Starts a dialog.
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// the standard conversation ID ('actor' property) is used instead
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// for this purpose but since 'ZDoom' namespace requires the actor
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// to be a class name it needs a separate field for this.
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class = <string>; //Override the default conversation menu class for this conversation.
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page
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{
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@ -362,6 +362,7 @@ void FMapInfoParser::ParseGameInfo()
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GAMEINFOKEY_INT(TextScreenX, "textscreenx")
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GAMEINFOKEY_INT(TextScreenY, "textscreeny")
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GAMEINFOKEY_STRING(DefaultEndSequence, "defaultendsequence")
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GAMEINFOKEY_STRING(DefaultConversationMenuClass, "defaultconversationmenuclass")
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GAMEINFOKEY_FONT(mStatscreenMapNameFont, "statscreen_mapnamefont")
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GAMEINFOKEY_FONT(mStatscreenFinishedFont, "statscreen_finishedfont")
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GAMEINFOKEY_FONT(mStatscreenEnteringFont, "statscreen_enteringfont")
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1
src/gi.h
1
src/gi.h
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@ -172,6 +172,7 @@ struct gameinfo_t
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double gibfactor;
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int TextScreenX;
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int TextScreenY;
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FName DefaultConversationMenuClass;
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FName DefaultEndSequence;
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FString mMapArrow, mCheatMapArrow;
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FString mEasyKey, mCheatKey;
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@ -653,6 +653,7 @@ xx(Link)
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xx(Goodbye)
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xx(Require)
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xx(Exclude)
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xx(Userstring)
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// Special menus
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xx(Mainmenu)
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@ -61,6 +61,7 @@
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#include "p_local.h"
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#include "menu/menu.h"
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#include "g_levellocals.h"
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#include "virtual.h"
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// The conversations as they exist inside a SCRIPTxx lump.
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struct Response
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@ -124,9 +125,6 @@ static void TerminalResponse (const char *str);
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static FStrifeDialogueNode *PrevNode;
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#define NUM_RANDOM_LINES 10
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#define NUM_RANDOM_GOODBYES 3
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//============================================================================
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//
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// GetStrifeType
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@ -351,7 +349,7 @@ static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, DWORD &prevSpeaker
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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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node->Backdrop = TexMan.CheckForTexture (speech.Backdrop, FTexture::TEX_MiscPatch);
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node->Backdrop = speech.Backdrop;
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// The speaker's voice for this node, if any.
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speech.Backdrop[0] = 0; //speech.Sound[8] = 0;
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@ -425,7 +423,7 @@ static FStrifeDialogueNode *ReadTeaserNode (FileReader *lump, DWORD &prevSpeaker
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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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node->Backdrop = "";
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// The speaker's voice for this node, if any.
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if (speech.VoiceNumber != 0)
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@ -743,153 +741,6 @@ public:
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}
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};
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//============================================================================
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//
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// The conversation menu
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//
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//============================================================================
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class DConversationMenu : public DMenu
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{
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DECLARE_CLASS(DConversationMenu, DMenu)
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public:
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FString mSpeaker;
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DBrokenLines *mDialogueLines;
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TArray<FString> mResponseLines;
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TArray<unsigned int> mResponses;
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bool mShowGold;
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FStrifeDialogueNode *mCurNode;
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int mYpos;
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player_t *mPlayer;
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int mSelection;
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//=============================================================================
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//
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//
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//
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//=============================================================================
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DConversationMenu(FStrifeDialogueNode *CurNode, player_t *player, int activereply)
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{
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mCurNode = CurNode;
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mPlayer = player;
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mDialogueLines = NULL;
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mShowGold = false;
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// Format the speaker's message.
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const char * toSay = CurNode->Dialogue;
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if (strncmp (toSay, "RANDOM_", 7) == 0)
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{
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FString dlgtext;
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dlgtext.Format("TXT_%s_%02d", toSay, 1+(pr_randomspeech() % NUM_RANDOM_LINES));
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toSay = GStrings[dlgtext];
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if (toSay == NULL)
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{
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toSay = GStrings["TXT_GOAWAY"]; // Ok, it's lame - but it doesn't look like an error to the player. ;)
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}
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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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if (toSay[0] == '$')
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{
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toSay = GStrings(toSay + 1);
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}
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}
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if (toSay == NULL)
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{
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toSay = ".";
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}
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unsigned int count;
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auto bl = V_BreakLines (SmallFont, screen->GetWidth()/CleanXfac - 24*2, toSay, true, &count);
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mDialogueLines = new DBrokenLines(bl, count);
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mSelection = -1;
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FStrifeDialogueReply *reply;
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int r = -1;
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int i,j;
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for (reply = CurNode->Children, i = 1; reply != NULL; reply = reply->Next)
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{
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r++;
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if (ShouldSkipReply(reply, mPlayer))
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{
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continue;
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}
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if (activereply == r) mSelection = i - 1;
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mShowGold |= reply->NeedsGold;
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const char *ReplyText = reply->Reply;
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if (ReplyText[0] == '$')
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{
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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->PrintAmount);
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FBrokenLines *ReplyLines = V_BreakLines (SmallFont, 320-50-10, ReplyString);
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mResponses.Push(mResponseLines.Size());
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for (j = 0; ReplyLines[j].Width >= 0; ++j)
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{
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mResponseLines.Push(ReplyLines[j].Text);
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}
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++i;
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V_FreeBrokenLines (ReplyLines);
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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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const char *goodbyestr = CurNode->Goodbye;
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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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goodbyestr = GStrings[goodbye];
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}
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else if (strncmp(goodbyestr, "RANDOM_", 7) == 0)
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{
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FString byetext;
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byetext.Format("TXT_%s_%02d", goodbyestr, 1 + (pr_randomspeech() % NUM_RANDOM_LINES));
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goodbyestr = GStrings[byetext];
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}
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else if (goodbyestr[0] == '$')
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{
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goodbyestr = GStrings(goodbyestr + 1);
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}
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if (goodbyestr == nullptr) goodbyestr = "Bye.";
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mResponses.Push(mResponseLines.Size());
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mResponseLines.Push(FString(goodbyestr));
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// Determine where the top of the reply list should be positioned.
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mYpos = MIN<int> (140, 192 - mResponseLines.Size() * OptionSettings.mLinespacing);
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i = 44 + count * (OptionSettings.mLinespacing + 2);
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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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ConversationMenuY = mYpos;
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//ConversationMenu.indent = 50;
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// Because replies can be selectively hidden mResponses.Size() won't be consistent.
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// So make sure mSelection doesn't exceed mResponses.Size(). [FishyClockwork]
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if (mSelection >= (int)mResponses.Size())
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{
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mSelection = mResponses.Size() - 1;
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}
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}
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};
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IMPLEMENT_CLASS(DConversationMenu, true, false)
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//============================================================================
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//
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// P_FreeStrifeConversations
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@ -909,7 +760,7 @@ void P_FreeStrifeConversations ()
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ClassRoots.Clear();
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PrevNode = NULL;
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if (CurrentMenu != NULL && CurrentMenu->IsKindOf(RUNTIME_CLASS(DConversationMenu)))
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if (CurrentMenu != NULL && CurrentMenu->IsKindOf("ConversationMenu"))
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{
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CurrentMenu->Close();
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}
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@ -1007,8 +858,21 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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S_Sound (npc, CHAN_VOICE|CHAN_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
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}
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DConversationMenu *cmenu = new DConversationMenu(CurNode, pc->player, StaticLastReply);
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// Create the menu. This may be a user-defined class so check if it is good to use.
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FName cls = CurNode->MenuClassName;
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if (cls == NAME_None) cls = gameinfo.DefaultConversationMenuClass;
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if (cls == NAME_None) cls = "ConversationMenu";
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auto mcls = PClass::FindClass(cls);
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if (mcls == nullptr || !mcls->IsDescendantOf("ConversationMenu")) mcls = PClass::FindClass("ConversationMenu");
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assert(mcls);
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auto cmenu = mcls->CreateNew();
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IFVIRTUALPTRNAME(cmenu, "ConversationMenu", Init)
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{
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VMValue params[] = { cmenu, CurNode, pc->player, StaticLastReply };
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VMReturn ret(&ConversationMenuY);
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GlobalVMStack.Call(func, params, countof(params), &ret, 1);
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}
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if (CurNode != PrevNode)
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{ // Only reset the selection if showing a different menu.
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@ -1018,7 +882,7 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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// And open the menu
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M_StartControlPanel (false);
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M_ActivateMenu(cmenu);
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M_ActivateMenu((DMenu*)cmenu);
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menuactive = MENU_OnNoPause;
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}
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}
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@ -1255,8 +1119,7 @@ void P_ConversationCommand (int netcode, int pnum, BYTE **stream)
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// The conversation menus are normally closed by the menu code, but that
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// doesn't happen during demo playback, so we need to do it here.
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if (demoplayback && CurrentMenu != NULL &&
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CurrentMenu->IsKindOf(RUNTIME_CLASS(DConversationMenu)))
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if (demoplayback && CurrentMenu != NULL && CurrentMenu->IsKindOf("ConversationMenu"))
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{
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CurrentMenu->Close();
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}
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@ -1332,6 +1195,8 @@ DEFINE_FIELD(FStrifeDialogueNode, Backdrop);
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DEFINE_FIELD(FStrifeDialogueNode, Dialogue);
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DEFINE_FIELD(FStrifeDialogueNode, Goodbye);
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DEFINE_FIELD(FStrifeDialogueNode, Children);
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DEFINE_FIELD(FStrifeDialogueNode, MenuClassName);
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DEFINE_FIELD(FStrifeDialogueNode, UserData);
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DEFINE_FIELD(FStrifeDialogueReply, Next);
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DEFINE_FIELD(FStrifeDialogueReply, GiveType);
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@ -1345,14 +1210,3 @@ DEFINE_FIELD(FStrifeDialogueReply, LogString);
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DEFINE_FIELD(FStrifeDialogueReply, NextNode);
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DEFINE_FIELD(FStrifeDialogueReply, LogNumber);
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DEFINE_FIELD(FStrifeDialogueReply, NeedsGold);
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DEFINE_FIELD(DConversationMenu, mSpeaker);
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DEFINE_FIELD(DConversationMenu, mDialogueLines);
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DEFINE_FIELD(DConversationMenu, mResponseLines);
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DEFINE_FIELD(DConversationMenu, mResponses);
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DEFINE_FIELD(DConversationMenu, mShowGold);
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DEFINE_FIELD(DConversationMenu, mCurNode);
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DEFINE_FIELD(DConversationMenu, mYpos);
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DEFINE_FIELD(DConversationMenu, mPlayer);
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DEFINE_FIELD(DConversationMenu, mSelection);
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@ -28,11 +28,13 @@ struct FStrifeDialogueNode
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PClassActor *SpeakerType;
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FString SpeakerName;
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FSoundID SpeakerVoice;
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FTextureID Backdrop;
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FString Backdrop;
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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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FName MenuClassName;
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FString UserData;
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};
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// FStrifeDialogueReply holds responses the player can give to the NPC
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@ -316,7 +316,14 @@ class USDFParser : public UDMFParserBase
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break;
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case NAME_Panel:
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node->Backdrop = TexMan.CheckForTexture (CheckString(key), FTexture::TEX_MiscPatch);
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node->Backdrop = CheckString(key);
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break;
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case NAME_Userstring:
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if (namespace_bits == Zd)
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{
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node->UserData = CheckString(key);
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}
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break;
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case NAME_Voice:
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@ -391,6 +398,7 @@ class USDFParser : public UDMFParserBase
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{
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PClassActor *type = NULL;
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int dlgid = -1;
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FName clsid;
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unsigned int startpos = StrifeDialogues.Size();
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while (!sc.CheckToken('}'))
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@ -415,6 +423,13 @@ class USDFParser : public UDMFParserBase
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dlgid = CheckInt(key);
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}
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break;
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case NAME_Class:
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if (namespace_bits == Zd)
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{
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clsid = CheckString(key);
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}
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break;
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}
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}
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else
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@ -440,6 +455,7 @@ class USDFParser : public UDMFParserBase
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for(;startpos < StrifeDialogues.Size(); startpos++)
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{
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StrifeDialogues[startpos]->SpeakerType = type;
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StrifeDialogues[startpos]->MenuClassName = clsid;
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}
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return true;
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}
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@ -1219,6 +1219,14 @@ DEFINE_ACTION_FUNCTION(FStringStruct, Mid)
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ACTION_RETURN_STRING(s);
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}
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DEFINE_ACTION_FUNCTION(FStringStruct, Left)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FString);
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PARAM_UINT(len);
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FString s = self->Left(len);
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ACTION_RETURN_STRING(s);
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}
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DEFINE_ACTION_FUNCTION(FStringStruct, Truncate)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FString);
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@ -580,6 +580,7 @@ struct StringStruct native
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native vararg void AppendFormat(String fmt, ...);
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native void Replace(String pattern, String replacement);
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native String Left(int len);
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native String Mid(int pos = 0, int len = 2147483647);
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native void Truncate(int newlen);
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native String CharAt(int pos);
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@ -41,7 +41,7 @@ struct StrifeDialogueNode native
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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 TextureID Backdrop;
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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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@ -68,23 +68,147 @@ struct StrifeDialogueReply native
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}
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class ConversationMenu : Menu native
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class ConversationMenu : Menu
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{
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native String mSpeaker;
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native BrokenLines mDialogueLines;
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native Array<String> mResponseLines;
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native Array<uint> mResponses;
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native bool mShowGold;
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native StrifeDialogueNode mCurNode;
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native int mYpos;
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native PlayerInfo mPlayer;
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native int mSelection;
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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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//ConversationPauseTic = gametic + 20;
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// DontDim = true;
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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;
|
||||
DontDim = true;
|
||||
|
||||
ReplyWidth = 320-50-10;
|
||||
SpeechWidth = screen.GetWidth()/CleanXfac - 24*2;
|
||||
|
||||
FormatSpeakerMessage();
|
||||
return FormatReplies(activereply);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
virtual int FormatReplies(int activereply)
|
||||
{
|
||||
mSelection = -1;
|
||||
|
||||
StrifeDialogueReply reply;
|
||||
int r = -1;
|
||||
int i = 1,j;
|
||||
for (reply = mCurNode.Children; reply != NULL; reply = reply.Next)
|
||||
{
|
||||
r++;
|
||||
if (reply.ShouldSkipReply(mPlayer))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (activereply == r) mSelection = i - 1;
|
||||
|
||||
mShowGold |= reply.NeedsGold;
|
||||
|
||||
let ReplyText = Stringtable.Localize(reply.Reply);
|
||||
if (reply.NeedsGold) ReplyText.AppendFormat(" for %u", reply.PrintAmount);
|
||||
|
||||
let ReplyLines = SmallFont.BreakLines (ReplyText, ReplyWidth);
|
||||
|
||||
mResponses.Push(mResponseLines.Size());
|
||||
for (j = 0; j < ReplyLines.Count(); ++j)
|
||||
{
|
||||
mResponseLines.Push(ReplyLines.StringAt(j));
|
||||
}
|
||||
|
||||
++i;
|
||||
ReplyLines.Destroy();
|
||||
}
|
||||
if (mSelection == -1)
|
||||
{
|
||||
mSelection = r < activereply ? r + 1 : 0;
|
||||
}
|
||||
let goodbyestr = mCurNode.Goodbye;
|
||||
if (goodbyestr.Length() == 0)
|
||||
{
|
||||
goodbyestr = String.Format("$TXT_RANDOMGOODBYE_%d", Random[RandomSpeech](1, NUM_RANDOM_GOODBYES));
|
||||
}
|
||||
else if (goodbyestr.Left(7) == "RANDOM_")
|
||||
{
|
||||
goodbyestr = String.Format("$TXT_%s_%02d", goodbyestr, Random[RandomSpeech](1, NUM_RANDOM_LINES));
|
||||
}
|
||||
goodbyestr = Stringtable.Localize(goodbyestr);
|
||||
if (goodbyestr.Length() == 0 || goodbyestr.CharAt(0) == "$") goodbyestr = "Bye.";
|
||||
mResponses.Push(mResponseLines.Size());
|
||||
mResponseLines.Push(goodbyestr);
|
||||
|
||||
// Determine where the top of the reply list should be positioned.
|
||||
mYpos = MIN (140, 192 - mResponseLines.Size() * OptionMenuSettings.mLinespacing);
|
||||
i = 44 + mResponseLines.Size() * OptionMenuSettings.mLinespacing;
|
||||
if (mYpos - 100 < i - screen.GetHeight() / CleanYfac / 2)
|
||||
{
|
||||
mYpos = i - screen.GetHeight() / CleanYfac / 2 + 100;
|
||||
}
|
||||
|
||||
if (mSelection >= mResponses.Size())
|
||||
{
|
||||
mSelection = mResponses.Size() - 1;
|
||||
}
|
||||
return mYpos;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
virtual void FormatSpeakerMessage()
|
||||
{
|
||||
// Format the speaker's message.
|
||||
String toSay = mCurNode.Dialogue;
|
||||
if (toSay.Left(7) == "RANDOM_")
|
||||
{
|
||||
let dlgtext = String.Format("$TXT_%s_%02d", toSay, random[RandomSpeech](1, NUM_RANDOM_LINES));
|
||||
toSay = Stringtable.Localize(dlgtext);
|
||||
if (toSay.CharAt(0) == "$") toSay = Stringtable.Localize("$TXT_GOAWAY");
|
||||
}
|
||||
else
|
||||
{
|
||||
// handle string table replacement
|
||||
toSay = Stringtable.Localize(toSay);
|
||||
}
|
||||
if (toSay.Length() == 0)
|
||||
{
|
||||
toSay = ".";
|
||||
}
|
||||
mDialogueLines = SmallFont.BreakLines(toSay, SpeechWidth);
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
|
@ -233,9 +357,10 @@ class ConversationMenu : Menu native
|
|||
|
||||
virtual bool DrawBackdrop()
|
||||
{
|
||||
if (mCurNode.Backdrop.isValid())
|
||||
let tex = TexMan.CheckForTexture (mCurNode.Backdrop, TexMan.Type_MiscPatch);
|
||||
if (tex.isValid())
|
||||
{
|
||||
screen.DrawTexture(mCurNode.Backdrop, false, 0, 0, DTA_320x200, true);
|
||||
screen.DrawTexture(tex, false, 0, 0, DTA_320x200, true);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
@ -381,9 +506,8 @@ class ConversationMenu : Menu native
|
|||
|
||||
override void Ticker()
|
||||
{
|
||||
// will be reactivated later.
|
||||
// [CW] Freeze the game depending on MAPINFO options.
|
||||
//if (ConversationPauseTic < gametic && !multiplayer && !level.no_dlg_freeze)
|
||||
if (ConversationPauseTic < gametic && !multiplayer && !level.no_dlg_freeze)
|
||||
{
|
||||
menuactive = Menu.On;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue