mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- Fixed: Strife's MiniMissile pickup amount was still incorrect.
- Moved Strife's random dialogs into the string table. Now it should also be possible to define dialogs for other actors as well. SVN r109 (trunk)
This commit is contained in:
parent
2b391c69a1
commit
e89867489c
4 changed files with 80 additions and 92 deletions
|
@ -1,3 +1,8 @@
|
|||
May 11, 2006 (Changes by Graf Zahl)
|
||||
- Fixed: Strife's MiniMissile pickup amount was still incorrect.
|
||||
- Moved Strife's random dialogs into the string table. Now it should also be
|
||||
possible to define dialogs for other actors as well.
|
||||
|
||||
May 10, 2006
|
||||
- Fixed: When revisiting a map in a hub, the player could spawn at the wrong
|
||||
height if the floor had moved while they were there before. This was because
|
||||
|
|
|
@ -133,7 +133,7 @@ IMPLEMENT_ACTOR (AMiniMissiles, Strife, 2010, 140)
|
|||
PROP_StrifeType (181)
|
||||
PROP_StrifeTeaserType (175)
|
||||
PROP_StrifeTeaserType2 (179)
|
||||
PROP_Inventory_Amount (8)
|
||||
PROP_Inventory_Amount (4)
|
||||
PROP_Inventory_MaxAmount (100)
|
||||
PROP_Ammo_BackpackAmount (4)
|
||||
PROP_Ammo_BackpackMaxAmount (200)
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include "a_strifeglobal.h"
|
||||
#include "a_keys.h"
|
||||
#include "p_enemy.h"
|
||||
#include "gstrings.h"
|
||||
#include "sound/i_music.h"
|
||||
|
||||
// The conversations as they exist inside a SCRIPTxx lump.
|
||||
|
@ -84,90 +85,9 @@ 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
|
||||
|
@ -224,7 +144,8 @@ void P_FreeStrifeConversations ()
|
|||
{
|
||||
if (StrifeTypes[i] != NULL)
|
||||
{
|
||||
GetDefaultByType (StrifeTypes[i])->Conversation = NULL;
|
||||
AActor * ac = GetDefaultByType (StrifeTypes[i]);
|
||||
if (ac != NULL) ac->Conversation = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -742,14 +663,11 @@ void P_StartConversation (AActor *npc, AActor *pc)
|
|||
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;
|
||||
}
|
||||
}
|
||||
FString dlgtext;
|
||||
|
||||
dlgtext.Format("TXT_%s_%02d", toSay, 1+(pr_randomspeech() % NUM_RANDOM_LINES));
|
||||
toSay = GStrings[dlgtext.GetChars()];
|
||||
if (toSay==NULL) toSay = "Go away!"; // Ok, it's lame - but it doesn't look like an error to the player. ;)
|
||||
}
|
||||
DialogueLines = V_BreakLines (screen->GetWidth()/CleanXfac-24*2, toSay);
|
||||
|
||||
|
@ -774,7 +692,10 @@ void P_StartConversation (AActor *npc, AActor *pc)
|
|||
}
|
||||
++i;
|
||||
}
|
||||
item.label = RandomGoodbyes[pr_randomspeech() % NUM_RANDOM_GOODBYES];
|
||||
char goodbye[25];
|
||||
sprintf(goodbye, "TXT_RANDOMGOODBYE_%d", 1+(pr_randomspeech() % NUM_RANDOM_GOODBYES));
|
||||
item.label = (char*)GStrings[goodbye];
|
||||
if (item.label == NULL) item.label = "Bye.";
|
||||
item.b.position = i;
|
||||
item.c.extra = NULL;
|
||||
ConversationItems.Push (item);
|
||||
|
|
|
@ -1046,6 +1046,68 @@ TXT_MINEKEY = "You picked up the Mine Key.";
|
|||
TXT_NEWKEY5 = "You picked up the New Key5.";
|
||||
TXT_ORACLEPASS = "You picked up the Oracle Pass.";
|
||||
|
||||
// Random dialogs
|
||||
|
||||
TXT_RANDOM_PEASANT_01 = "Please don't hurt me.";
|
||||
TXT_RANDOM_PEASANT_02 = "If you're looking to hurt me, I'm not really worth the effort.";
|
||||
TXT_RANDOM_PEASANT_03 = "I don't know anything.";
|
||||
TXT_RANDOM_PEASANT_04 = "Go away or I'll call the guards!";
|
||||
TXT_RANDOM_PEASANT_05 = "I wish sometimes that all these rebels would just learn their place and stop this nonsense.";
|
||||
TXT_RANDOM_PEASANT_06 = "Just leave me alone, OK?";
|
||||
TXT_RANDOM_PEASANT_07 = "I'm not sure, but sometimes I think that I know some of the acolytes.";
|
||||
TXT_RANDOM_PEASANT_08 = "The order's got everything around here pretty well locked up tight.";
|
||||
TXT_RANDOM_PEASANT_09 = "There's no way that this is just a security force.";
|
||||
TXT_RANDOM_PEASANT_10 = "I've heard that the order is really nervous about the front's actions around here.";
|
||||
|
||||
TXT_RANDOM_REBEL_01 = "There's no way the order will stand against us.";
|
||||
TXT_RANDOM_REBEL_02 = "We're almost ready to strike. Macil's plans are falling in place.";
|
||||
TXT_RANDOM_REBEL_03 = "We're all behind you, don't worry.";
|
||||
TXT_RANDOM_REBEL_04 = "Don't get too close to any of those big robots. They'll melt you down for scrap!";
|
||||
TXT_RANDOM_REBEL_05 = "The day of our glory will soon come, and those who oppose us will be crushed!";
|
||||
TXT_RANDOM_REBEL_06 = "Don't get too comfortable. We've still got our work cut out for us.";
|
||||
TXT_RANDOM_REBEL_07 = "Macil says that you're the new hope. Bear that in mind.";
|
||||
TXT_RANDOM_REBEL_08 = "Once we've taken these charlatans down, we'll be able to rebuild this world as it should be.";
|
||||
TXT_RANDOM_REBEL_09 = "Remember that you aren't fighting just for yourself, but for everyone here and outside.";
|
||||
TXT_RANDOM_REBEL_10 = "As long as one of us still stands, we will win.";
|
||||
|
||||
TXT_RANDOM_AGUARD_01 = "Move along, peasant.";
|
||||
TXT_RANDOM_AGUARD_02 = "Follow the true faith, only then will you begin to understand.";
|
||||
TXT_RANDOM_AGUARD_03 = "Only through death can one be truly reborn.";
|
||||
TXT_RANDOM_AGUARD_04 = "I'm not interested in your useless drivel.";
|
||||
TXT_RANDOM_AGUARD_05 = "If I had wanted to talk to you I would have told you so.";
|
||||
TXT_RANDOM_AGUARD_06 = "Go and annoy someone else!";
|
||||
TXT_RANDOM_AGUARD_07 = "Keep moving!";
|
||||
TXT_RANDOM_AGUARD_08 = "If the alarm goes off, just stay out of our way!";
|
||||
TXT_RANDOM_AGUARD_09 = "The order will cleanse the world and usher it into the new era.";
|
||||
TXT_RANDOM_AGUARD_10 = "Problem? No, I thought not.";
|
||||
|
||||
TXT_RANDOM_BEGGAR_01 = "Alms for the poor?";
|
||||
TXT_RANDOM_BEGGAR_02 = "What are you looking at, surfacer?";
|
||||
TXT_RANDOM_BEGGAR_03 = "You wouldn't have any extra food, would you?";
|
||||
TXT_RANDOM_BEGGAR_04 = "You surface people will never understand us.";
|
||||
TXT_RANDOM_BEGGAR_05 = "Ha, the guards can't find us. Those idiots don't even know we exist.";
|
||||
TXT_RANDOM_BEGGAR_06 = "One day everyone but those who serve the order will be forced to join us.";
|
||||
TXT_RANDOM_BEGGAR_07 = "Stare now, but you know that this will be your own face one day.";
|
||||
TXT_RANDOM_BEGGAR_08 = "There's nothing more annoying than a surfacer with an attitude!";
|
||||
TXT_RANDOM_BEGGAR_09 = "The order will make short work of your pathetic front.";
|
||||
TXT_RANDOM_BEGGAR_10 = "Watch yourself, surfacer. We know our enemies!";
|
||||
|
||||
TXT_RANDOM_PGUARD_01 = "We are the hands of fate. To earn our wrath is to find oblivion!";
|
||||
TXT_RANDOM_PGUARD_02 = "The order will cleanse the world of the weak and corrupt!";
|
||||
TXT_RANDOM_PGUARD_03 = "Obey the will of the masters!";
|
||||
TXT_RANDOM_PGUARD_04 = "Long life to the brothers of the order!";
|
||||
TXT_RANDOM_PGUARD_05 = "Free will is an illusion that binds the weak minded.";
|
||||
TXT_RANDOM_PGUARD_06 = "Power is the path to glory. To follow the order is to walk that path!";
|
||||
TXT_RANDOM_PGUARD_07 = "Take your place among the righteous, join us!";
|
||||
TXT_RANDOM_PGUARD_08 = "The order protects its own.";
|
||||
TXT_RANDOM_PGUARD_09 = "Acolytes? They have yet to see the full glory of the order.";
|
||||
TXT_RANDOM_PGUARD_10 = "If there is any honor inside that pathetic shell of a body, you'll enter into the arms of the order.";
|
||||
|
||||
TXT_RANDOMGOODBYE_1 = "Bye!";
|
||||
TXT_RANDOMGOODBYE_2 = "Thanks, bye!";
|
||||
TXT_RANDOMGOODBYE_3 = "See you later!";
|
||||
|
||||
|
||||
// Bloodbath announcer
|
||||
|
||||
BBA_BONED = "%k boned %o like a fish";
|
||||
|
|
Loading…
Reference in a new issue