mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
761 lines
20 KiB
C++
761 lines
20 KiB
C++
/*
|
|
** p_converstation.cpp
|
|
** Implements Strife style conversation dialogs
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2004-2008 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include <assert.h>
|
|
#include <stdint.h>
|
|
|
|
#include "actor.h"
|
|
#include "p_conversation.h"
|
|
#include "filesystem.h"
|
|
#include "cmdlib.h"
|
|
#include "v_text.h"
|
|
#include "gi.h"
|
|
#include "a_keys.h"
|
|
#include "p_enemy.h"
|
|
#include "gstrings.h"
|
|
#include "i_music.h"
|
|
#include "p_setup.h"
|
|
#include "d_net.h"
|
|
#include "d_event.h"
|
|
#include "doomstat.h"
|
|
#include "c_console.h"
|
|
#include "sbar.h"
|
|
#include "p_lnspec.h"
|
|
#include "p_local.h"
|
|
#include "menu.h"
|
|
#include "g_levellocals.h"
|
|
#include "vm.h"
|
|
#include "v_video.h"
|
|
#include "actorinlines.h"
|
|
#include "v_draw.h"
|
|
#include "doommenu.h"
|
|
#include "g_game.h"
|
|
|
|
static FRandom pr_randomspeech("RandomSpeech");
|
|
|
|
static int ConversationMenuY;
|
|
|
|
// These two should be moved to player_t...
|
|
static FStrifeDialogueNode *PrevNode;
|
|
static int StaticLastReply;
|
|
|
|
static bool DrawConversationMenu ();
|
|
static void PickConversationReply (int replyindex);
|
|
static void TerminalResponse (const char *str);
|
|
|
|
CVAR(Bool, dlg_vgafont, false, CVAR_ARCHIVE)
|
|
|
|
//============================================================================
|
|
//
|
|
// GetStrifeType
|
|
//
|
|
// Given an item type number, returns the corresponding PClass.
|
|
//
|
|
//============================================================================
|
|
|
|
void FLevelLocals::SetConversation(int convid, PClassActor *Class, int dlgindex)
|
|
{
|
|
if (convid != -1)
|
|
{
|
|
DialogueRoots[convid] = dlgindex;
|
|
}
|
|
if (Class != NULL)
|
|
{
|
|
ClassRoots[Class->TypeName] = dlgindex;
|
|
}
|
|
}
|
|
|
|
PClassActor *GetStrifeType (int typenum)
|
|
{
|
|
PClassActor **ptype = StrifeTypes.CheckKey(typenum);
|
|
if (ptype == NULL) return NULL;
|
|
else return *ptype;
|
|
}
|
|
|
|
int FLevelLocals::GetConversation(int conv_id)
|
|
{
|
|
int *pindex = DialogueRoots.CheckKey(conv_id);
|
|
if (pindex == NULL) return -1;
|
|
else return *pindex;
|
|
}
|
|
|
|
int FLevelLocals::GetConversation(FName classname)
|
|
{
|
|
int *pindex = ClassRoots.CheckKey(classname);
|
|
if (pindex == NULL) return -1;
|
|
else return *pindex;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FStrifeDialogueNode :: ~FStrifeDialogueNode
|
|
//
|
|
//============================================================================
|
|
|
|
FStrifeDialogueNode::~FStrifeDialogueNode ()
|
|
{
|
|
FStrifeDialogueReply *tokill = Children;
|
|
while (tokill != NULL)
|
|
{
|
|
FStrifeDialogueReply *next = tokill->Next;
|
|
delete tokill;
|
|
tokill = next;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FindNode
|
|
//
|
|
// Returns the index that matches the given conversation node.
|
|
//
|
|
//============================================================================
|
|
|
|
int FLevelLocals::FindNode (const FStrifeDialogueNode *node)
|
|
{
|
|
int rootnode = 0;
|
|
|
|
while (StrifeDialogues[rootnode] != node)
|
|
{
|
|
rootnode++;
|
|
}
|
|
return rootnode;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ClearConversationStuff
|
|
//
|
|
// Clear the conversation pointers on the player
|
|
//
|
|
//============================================================================
|
|
|
|
static void ClearConversationStuff(player_t* player)
|
|
{
|
|
player->ConversationFaceTalker = false;
|
|
player->ConversationNPC = nullptr;
|
|
player->ConversationPC = nullptr;
|
|
player->ConversationNPCAngle = 0.;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CheckStrifeItem
|
|
//
|
|
// Checks if you have an item. A NULL itemtype is always considered to be
|
|
// present.
|
|
//
|
|
//============================================================================
|
|
|
|
static bool CheckStrifeItem (player_t *player, PClassActor *itemtype, int amount=-1)
|
|
{
|
|
if (itemtype == NULL || amount == 0)
|
|
return true;
|
|
|
|
auto item = player->ConversationPC->FindInventory (itemtype);
|
|
if (item == NULL)
|
|
return false;
|
|
|
|
return amount < 0 || item->IntVar(NAME_Amount) >= amount;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// TakeStrifeItem
|
|
//
|
|
// Takes away some of an item, unless that item is special and should not
|
|
// be removed.
|
|
//
|
|
//============================================================================
|
|
|
|
static void TakeStrifeItem (player_t *player, PClassActor *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 (PClass::FindActor(NAME_Key)))
|
|
return;
|
|
|
|
// Don't take the sigil.
|
|
if (itemtype->TypeName == NAME_Sigil)
|
|
return;
|
|
|
|
IFVM(Actor, TakeInventory)
|
|
{
|
|
VMValue params[] = { player->mo, itemtype, amount, false, false };
|
|
VMCall(func, params, 5, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
|
|
{
|
|
if (self < 0.f) self = 0.f;
|
|
else if (self > 1.f) self = 1.f;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ShouldSkipReply
|
|
//
|
|
// Determines whether this reply should be skipped or not.
|
|
//
|
|
//============================================================================
|
|
|
|
static bool ShouldSkipReply(FStrifeDialogueReply *reply, player_t *player)
|
|
{
|
|
if (reply->Reply.IsEmpty())
|
|
return true;
|
|
|
|
int i;
|
|
for (i = 0; i < (int)reply->ItemCheckRequire.Size(); ++i)
|
|
{
|
|
if (!CheckStrifeItem(player, reply->ItemCheckRequire[i].Item, reply->ItemCheckRequire[i].Amount))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < (int)reply->ItemCheckExclude.Size(); ++i)
|
|
{
|
|
if (CheckStrifeItem(player, reply->ItemCheckExclude[i].Item, reply->ItemCheckExclude[i].Amount))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(FStrifeDialogueReply, ShouldSkipReply)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(FStrifeDialogueReply);
|
|
PARAM_POINTER(player, player_t);
|
|
ACTION_RETURN_BOOL(ShouldSkipReply(self, player));
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(DConversationMenu, SendConversationReply)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(node);
|
|
PARAM_INT(reply);
|
|
switch (node)
|
|
{
|
|
case -1:
|
|
Net_WriteByte(DEM_CONVNULL);
|
|
break;
|
|
|
|
case -2:
|
|
Net_WriteByte(DEM_CONVCLOSE);
|
|
break;
|
|
|
|
default:
|
|
Net_WriteByte(DEM_CONVREPLY);
|
|
Net_WriteWord(node);
|
|
Net_WriteByte(reply);
|
|
break;
|
|
}
|
|
StaticLastReply = reply;
|
|
return 0;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// P_FreeStrifeConversations
|
|
//
|
|
//============================================================================
|
|
|
|
void P_FreeStrifeConversations ()
|
|
{
|
|
PrevNode = NULL;
|
|
if (CurrentMenu != NULL && CurrentMenu->IsKindOf("ConversationMenu"))
|
|
{
|
|
CurrentMenu->Close();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_StartConversation
|
|
//
|
|
// Begins a conversation between a PC and NPC.
|
|
//
|
|
//============================================================================
|
|
|
|
void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle)
|
|
{
|
|
AActor *oldtarget;
|
|
int i;
|
|
|
|
// Make sure this is actually a player.
|
|
if (pc == nullptr || pc->player == nullptr || npc == nullptr || !pc->Level->isPrimaryLevel()) return;
|
|
auto Level = pc->Level;
|
|
|
|
// [CW] If an NPC is talking to a PC already, then don't let
|
|
// anyone else talk to the NPC.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!Level->PlayerInGame(i) || pc->player == Level->Players[i])
|
|
continue;
|
|
|
|
if (npc == Level->Players[i]->ConversationNPC)
|
|
return;
|
|
}
|
|
|
|
pc->Vel.Zero();
|
|
pc->player->Vel.Zero();
|
|
PlayIdle (pc);
|
|
|
|
pc->player->ConversationPC = pc;
|
|
pc->player->ConversationNPC = npc;
|
|
npc->flags5 |= MF5_INCONVERSATION;
|
|
|
|
FStrifeDialogueNode *CurNode = npc->Conversation;
|
|
|
|
if (pc->player == Level->GetConsolePlayer())
|
|
{
|
|
S_Sound (CHAN_VOICE, CHANF_UI, gameinfo.chatSound, 1, ATTN_NONE);
|
|
}
|
|
|
|
npc->reactiontime = 2;
|
|
pc->player->ConversationFaceTalker = facetalker;
|
|
if (saveangle)
|
|
{
|
|
pc->player->ConversationNPCAngle = npc->Angles.Yaw;
|
|
}
|
|
oldtarget = npc->target;
|
|
npc->target = pc;
|
|
if (facetalker)
|
|
{
|
|
if (!(npc->flags8 & MF8_DONTFACETALKER))
|
|
A_FaceTarget (npc);
|
|
pc->Angles.Yaw = pc->AngleTo(npc);
|
|
}
|
|
if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS))
|
|
{
|
|
npc->target = oldtarget;
|
|
}
|
|
|
|
// Check if we should jump to another node
|
|
while (CurNode->ItemCheck.Size() > 0 && CurNode->ItemCheck[0].Item != NULL)
|
|
{
|
|
bool jump = true;
|
|
for (i = 0; i < (int)CurNode->ItemCheck.Size(); ++i)
|
|
{
|
|
if(!CheckStrifeItem (pc->player, CurNode->ItemCheck[i].Item, CurNode->ItemCheck[i].Amount))
|
|
{
|
|
jump = false;
|
|
break;
|
|
}
|
|
}
|
|
if (jump && CurNode->ItemCheckNode > 0)
|
|
{
|
|
int root = pc->player->ConversationNPC->ConversationRoot;
|
|
CurNode = Level->StrifeDialogues[root + CurNode->ItemCheckNode - 1];
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// [Nash] Play voice clip from the actor so that positional audio can be heard by all players
|
|
if (CurNode->SpeakerVoice != 0) S_Sound(npc, CHAN_VOICE, CHANF_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
|
|
|
|
// The rest is only done when the conversation is actually displayed.
|
|
if (pc->player == Level->GetConsolePlayer())
|
|
{
|
|
if (CurNode->SpeakerVoice != 0)
|
|
{
|
|
I_SetMusicVolume (dlg_musicvolume);
|
|
}
|
|
M_StartControlPanel(false, true);
|
|
|
|
// Create the menu. This may be a user-defined class so check if it is good to use.
|
|
FName cls = CurNode->MenuClassName;
|
|
if (cls == NAME_None) cls = gameinfo.DefaultConversationMenuClass;
|
|
if (cls == NAME_None) cls = "ConversationMenu";
|
|
auto mcls = PClass::FindClass(cls);
|
|
if (mcls == nullptr || !mcls->IsDescendantOf("ConversationMenu")) mcls = PClass::FindClass("ConversationMenu");
|
|
assert(mcls);
|
|
|
|
auto cmenu = mcls->CreateNew();
|
|
IFVIRTUALPTRNAME(cmenu, "ConversationMenu", Init)
|
|
{
|
|
VMValue params[] = { cmenu, CurNode, pc->player, StaticLastReply };
|
|
VMReturn ret(&ConversationMenuY);
|
|
VMCall(func, params, countof(params), &ret, 1);
|
|
}
|
|
|
|
if (CurNode != PrevNode)
|
|
{ // Only reset the selection if showing a different menu.
|
|
StaticLastReply = 0;
|
|
PrevNode = CurNode;
|
|
}
|
|
|
|
// And open the menu
|
|
M_ActivateMenu((DMenu*)cmenu);
|
|
menuactive = MENU_OnNoPause;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_ResumeConversation
|
|
//
|
|
// Resumes a conversation that was interrupted by a slideshow.
|
|
//
|
|
//============================================================================
|
|
|
|
void P_ResumeConversation ()
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
player_t *p = &players[i];
|
|
|
|
if (p->ConversationPC != NULL && p->ConversationNPC != NULL)
|
|
{
|
|
P_StartConversation (p->ConversationNPC, p->ConversationPC, p->ConversationFaceTalker, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// HandleReply
|
|
//
|
|
// Run by the netcode on all machines.
|
|
//
|
|
//============================================================================
|
|
|
|
static void HandleReply(player_t *player, bool isconsole, int nodenum, int replynum)
|
|
{
|
|
const char *replyText = NULL;
|
|
FStrifeDialogueReply *reply;
|
|
FStrifeDialogueNode *node;
|
|
AActor *npc;
|
|
bool takestuff;
|
|
int i;
|
|
auto Level = player->mo->Level;
|
|
if (player->ConversationNPC == nullptr || (unsigned)nodenum >= Level->StrifeDialogues.Size())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Find the reply.
|
|
node = Level->StrifeDialogues[nodenum];
|
|
for (i = 0, reply = node->Children; reply != NULL && i != replynum; ++i, reply = reply->Next)
|
|
{ }
|
|
npc = player->ConversationNPC;
|
|
if (reply == NULL)
|
|
{
|
|
// The default reply was selected
|
|
if (!(npc->flags8 & MF8_DONTFACETALKER))
|
|
npc->Angles.Yaw = player->ConversationNPCAngle;
|
|
npc->flags5 &= ~MF5_INCONVERSATION;
|
|
if (gameaction != ga_intermission) ClearConversationStuff(player);
|
|
return;
|
|
}
|
|
|
|
// Check if you have the requisite items for this choice
|
|
for (i = 0; i < (int)reply->ItemCheck.Size(); ++i)
|
|
{
|
|
if (!CheckStrifeItem(player, reply->ItemCheck[i].Item, reply->ItemCheck[i].Amount))
|
|
{
|
|
// No, you don't. Say so and let the NPC animate negatively.
|
|
if (reply->QuickNo.IsNotEmpty() && isconsole)
|
|
{
|
|
TerminalResponse(reply->QuickNo);
|
|
}
|
|
npc->ConversationAnimation(2);
|
|
if (!(npc->flags8 & MF8_DONTFACETALKER))
|
|
npc->Angles.Yaw = player->ConversationNPCAngle;
|
|
npc->flags5 &= ~MF5_INCONVERSATION;
|
|
if (gameaction != ga_intermission) ClearConversationStuff(player);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Yay, you do! Let the NPC animate affirmatively.
|
|
npc->ConversationAnimation(1);
|
|
|
|
// If this reply gives you something, then try to receive it.
|
|
takestuff = true;
|
|
if (reply->GiveType != NULL)
|
|
{
|
|
if (reply->GiveType->IsDescendantOf(NAME_Inventory))
|
|
{
|
|
if (reply->GiveType->IsDescendantOf(NAME_Weapon))
|
|
{
|
|
if (player->mo->FindInventory(reply->GiveType) != NULL)
|
|
{
|
|
takestuff = false;
|
|
}
|
|
}
|
|
|
|
if (takestuff)
|
|
{
|
|
auto item = Spawn(player->mo->Level, reply->GiveType);
|
|
// Items given here should not count as items!
|
|
item->ClearCounters();
|
|
if (item->GetClass()->TypeName == NAME_FlameThrower)
|
|
{
|
|
// The flame thrower gives less ammo when given in a dialog
|
|
item->IntVar(NAME_AmmoGive1) = 40;
|
|
}
|
|
item->flags |= MF_DROPPED;
|
|
if (!CallTryPickup(item, player->mo))
|
|
{
|
|
item->Destroy();
|
|
takestuff = false;
|
|
}
|
|
}
|
|
|
|
if (reply->GiveType->IsDescendantOf("SlideshowStarter"))
|
|
G_StartSlideshow(primaryLevel, NAME_None);
|
|
}
|
|
else
|
|
{
|
|
// Trying to give a non-inventory item.
|
|
takestuff = false;
|
|
if (isconsole)
|
|
{
|
|
Printf("Attempting to give non-inventory item %s\n", reply->GiveType->TypeName.GetChars());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (reply->ActionSpecial != 0)
|
|
{
|
|
takestuff |= !!P_ExecuteSpecial(player->mo->Level, reply->ActionSpecial, NULL, player->mo, false,
|
|
reply->Args[0], reply->Args[1], reply->Args[2], reply->Args[3], reply->Args[4]);
|
|
}
|
|
|
|
// Take away required items if the give was successful or none was needed.
|
|
if (takestuff)
|
|
{
|
|
for (i = 0; i < (int)reply->ItemCheck.Size(); ++i)
|
|
{
|
|
TakeStrifeItem (player, reply->ItemCheck[i].Item, reply->ItemCheck[i].Amount);
|
|
}
|
|
replyText = reply->QuickYes;
|
|
}
|
|
else
|
|
{
|
|
replyText = "$txt_haveenough";
|
|
}
|
|
|
|
// Update the quest log, if needed.
|
|
if (reply->LogString.IsNotEmpty())
|
|
{
|
|
const char *log = reply->LogString;
|
|
if (log[0] == '$')
|
|
{
|
|
log = GStrings(log + 1);
|
|
}
|
|
|
|
player->SetLogText(log);
|
|
}
|
|
else if (reply->LogNumber != 0)
|
|
{
|
|
player->SetLogNumber(reply->LogNumber);
|
|
}
|
|
|
|
if (nullptr != replyText && '\0' != replyText[0] && isconsole)
|
|
{
|
|
TerminalResponse(replyText);
|
|
}
|
|
|
|
// Does this reply alter the speaker's conversation node? If NextNode is positive,
|
|
// the next time they talk, they 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 = npc->ConversationRoot;
|
|
const unsigned next = (unsigned)(rootnode + reply->NextNode - 1);
|
|
FString nextname = reply->NextNodeName;
|
|
|
|
if (next < Level->StrifeDialogues.Size())
|
|
{
|
|
npc->Conversation = Level->StrifeDialogues[next];
|
|
|
|
if (!(reply->CloseDialog))
|
|
{
|
|
if (gameaction != ga_intermission)
|
|
{
|
|
P_StartConversation (npc, player->mo, player->ConversationFaceTalker, false);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
S_StopSound (npc, CHAN_VOICE);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (nextname.IsEmpty())
|
|
Printf ("Next node %u is invalid, no such dialog page\n", next);
|
|
else
|
|
Printf ("Next node %u ('%s') is invalid, no such dialog page\n", next, nextname.GetChars());
|
|
}
|
|
}
|
|
|
|
if (!(npc->flags8 & MF8_DONTFACETALKER))
|
|
npc->Angles.Yaw = player->ConversationNPCAngle;
|
|
|
|
// [CW] Set these to NULL because we're not using to them
|
|
// anymore. However, this can interfere with slideshows
|
|
// so we don't set them to NULL in that case.
|
|
if (gameaction != ga_intermission)
|
|
{
|
|
npc->flags5 &= ~MF5_INCONVERSATION;
|
|
ClearConversationStuff(player);
|
|
}
|
|
|
|
if (isconsole)
|
|
{
|
|
I_SetMusicVolume (player->mo->Level->MusicVolume);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_ConversationCommand
|
|
//
|
|
// Complete a conversation command.
|
|
//
|
|
//============================================================================
|
|
|
|
void P_ConversationCommand (int netcode, int pnum, uint8_t **stream)
|
|
{
|
|
player_t *player = &players[pnum];
|
|
|
|
// The conversation menus are normally closed by the menu code, but that
|
|
// doesn't happen during demo playback, so we need to do it here.
|
|
if (demoplayback && CurrentMenu != NULL && CurrentMenu->IsKindOf("ConversationMenu"))
|
|
{
|
|
CurrentMenu->Close();
|
|
}
|
|
if (netcode == DEM_CONVREPLY)
|
|
{
|
|
int nodenum = ReadWord(stream);
|
|
int replynum = ReadByte(stream);
|
|
HandleReply(player, pnum == consoleplayer, nodenum, replynum);
|
|
}
|
|
else
|
|
{
|
|
assert(netcode == DEM_CONVNULL || netcode == DEM_CONVCLOSE);
|
|
if (player->ConversationNPC != NULL)
|
|
{
|
|
if (!(player->ConversationNPC->flags8 & MF8_DONTFACETALKER))
|
|
player->ConversationNPC->Angles.Yaw = player->ConversationNPCAngle;
|
|
player->ConversationNPC->flags5 &= ~MF5_INCONVERSATION;
|
|
}
|
|
if (netcode == DEM_CONVNULL)
|
|
{
|
|
ClearConversationStuff(player);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// TerminalResponse
|
|
//
|
|
// Similar to C_MidPrint, but lower and colored and sized to match the
|
|
// rest of the dialogue text.
|
|
//
|
|
//============================================================================
|
|
|
|
static void TerminalResponse (const char *str)
|
|
{
|
|
if (str != NULL)
|
|
{
|
|
// handle string table replacement
|
|
if (str[0] == '$')
|
|
{
|
|
str = GStrings(str + 1);
|
|
}
|
|
|
|
if (StatusBar != NULL)
|
|
{
|
|
Printf(PRINT_NONOTIFY, "%s\n", str);
|
|
// The message is positioned a bit above the menu choices, because
|
|
// merchants can tell you something like this but continue to show
|
|
// their dialogue screen. I think most other conversations use this
|
|
// only as a response for terminating the dialogue.
|
|
StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, str,
|
|
float(CleanWidth/2) + 0.4f, float(ConversationMenuY - 110 + CleanHeight/2), CleanWidth, -CleanHeight,
|
|
CR_UNTRANSLATED, 3.f, 1.f), MAKE_ID('T','A','L','K'));
|
|
}
|
|
else
|
|
{
|
|
Printf("%s\n", str);
|
|
}
|
|
}
|
|
}
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, DropType);
|
|
DEFINE_FIELD(FStrifeDialogueNode, ThisNodeNum);
|
|
DEFINE_FIELD(FStrifeDialogueNode, ItemCheckNode);
|
|
DEFINE_FIELD(FStrifeDialogueNode, SpeakerType);
|
|
DEFINE_FIELD(FStrifeDialogueNode, SpeakerName);
|
|
DEFINE_FIELD(FStrifeDialogueNode, SpeakerVoice);
|
|
DEFINE_FIELD(FStrifeDialogueNode, Backdrop);
|
|
DEFINE_FIELD(FStrifeDialogueNode, Dialogue);
|
|
DEFINE_FIELD(FStrifeDialogueNode, Goodbye);
|
|
DEFINE_FIELD(FStrifeDialogueNode, Children);
|
|
DEFINE_FIELD(FStrifeDialogueNode, MenuClassName);
|
|
DEFINE_FIELD(FStrifeDialogueNode, UserData);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, Next);
|
|
DEFINE_FIELD(FStrifeDialogueReply, GiveType);
|
|
DEFINE_FIELD(FStrifeDialogueReply, ActionSpecial);
|
|
DEFINE_FIELD(FStrifeDialogueReply, Args);
|
|
DEFINE_FIELD(FStrifeDialogueReply, PrintAmount);
|
|
DEFINE_FIELD(FStrifeDialogueReply, Reply);
|
|
DEFINE_FIELD(FStrifeDialogueReply, QuickYes);
|
|
DEFINE_FIELD(FStrifeDialogueReply, QuickNo);
|
|
DEFINE_FIELD(FStrifeDialogueReply, LogString);
|
|
DEFINE_FIELD(FStrifeDialogueReply, NextNode);
|
|
DEFINE_FIELD(FStrifeDialogueReply, LogNumber);
|
|
DEFINE_FIELD(FStrifeDialogueReply, NeedsGold);
|