mirror of
https://github.com/ZDoom/qzdoom.git
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605a9a7715
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
1094 lines
29 KiB
C++
1094 lines
29 KiB
C++
#include <assert.h>
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#include "actor.h"
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#include "r_data.h"
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#include "p_conversation.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "s_sound.h"
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#include "m_menu.h"
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#include "v_text.h"
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#include "v_video.h"
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#include "m_random.h"
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#include "gi.h"
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#include "templates.h"
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#include "a_strifeglobal.h"
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#include "a_keys.h"
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#include "p_enemy.h"
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#include "sound/i_music.h"
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// The conversations as they exist inside a SCRIPTxx lump.
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struct Response
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{
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SDWORD GiveType;
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SDWORD Item[3];
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SDWORD Count[3];
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char Reply[32];
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char Yes[80];
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SDWORD Link;
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DWORD Log;
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char No[80];
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};
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struct Speech
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{
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DWORD SpeakerType;
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SDWORD DropType;
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SDWORD ItemCheck[3];
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SDWORD Link;
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char Name[16];
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char Sound[8];
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char Backdrop[8];
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char Dialogue[320];
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Response Responses[5];
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};
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// The Teaser version of the game uses an older version of the structure
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struct TeaserSpeech
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{
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DWORD SpeakerType;
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SDWORD DropType;
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DWORD VoiceNumber;
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char Name[16];
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char Dialogue[320];
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Response Responses[5];
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};
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static FRandom pr_randomspeech("RandomSpeech");
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void GiveSpawner (player_t *player, const TypeInfo *type);
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TArray<FStrifeDialogueNode *> StrifeDialogues;
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// There were 344 types in Strife, and Strife conversations refer
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// to their index in the mobjinfo table. This table indexes all
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// the Strife actor types in the order Strife had them and is
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// initialized as part of the actor's setup in infodefaults.cpp.
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const TypeInfo *StrifeTypes[344];
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static menu_t ConversationMenu;
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static TArray<menuitem_t> ConversationItems;
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static int ConversationPauseTic;
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static bool ShowGold;
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static void LoadScriptFile (const char *name);
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static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerType);
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static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType);
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static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses);
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static void DrawConversationMenu ();
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static void PickConversationReply ();
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static void CleanupConversationMenu ();
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static FStrifeDialogueNode *CurNode, *PrevNode;
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static brokenlines_t *DialogueLines;
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static AActor *ConversationNPC, *ConversationPC;
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static angle_t ConversationNPCAngle;
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#define NUM_RANDOM_TALKERS 5
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#define NUM_RANDOM_LINES 10
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#define NUM_RANDOM_GOODBYES 3
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static char *const RandomGoodbyes[NUM_RANDOM_GOODBYES] =
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{
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"Bye!",
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"Thanks, bye!",
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"See you later!"
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};
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static const char *const RandomLines[NUM_RANDOM_TALKERS][NUM_RANDOM_LINES+1] =
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{
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{
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"PEASANT",
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"Please don't hurt me.",
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"If you're looking to hurt me, I'm not really worth the effort.",
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"I don't know anything.",
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"Go away or I'll call the guards!",
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"I wish sometimes that all these rebels would just learn their place and stop this nonsense.",
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"Just leave me alone, OK?",
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"I'm not sure, but sometimes I think that I know some of the acolytes.",
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"The order's got everything around here pretty well locked up tight.",
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"There's no way that this is just a security force.",
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"I've heard that the order is really nervous about the front's actions around here."
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},
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{
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"REBEL",
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"There's no way the order will stand against us.",
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"We're almost ready to strike. Macil's plans are falling in place.",
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"We're all behind you, don't worry.",
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"Don't get too close to any of those big robots. They'll melt you down for scrap!",
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"The day of our glory will soon come, and those who oppose us will be crushed!",
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"Don't get too comfortable. We've still got our work cut out for us.",
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"Macil says that you're the new hope. Bear that in mind.",
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"Once we've taken these charlatans down, we'll be able to rebuild this world as it should be.",
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"Remember that you aren't fighting just for yourself, but for everyone here and outside.",
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"As long as one of us still stands, we will win."
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},
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{
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"AGUARD",
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"Move along, peasant.",
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"Follow the true faith, only then will you begin to understand.",
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"Only through death can one be truly reborn.",
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"I'm not interested in your useless drivel.",
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"If I had wanted to talk to you I would have told you so.",
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"Go and annoy someone else!",
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"Keep moving!",
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"If the alarm goes off, just stay out of our way!",
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"The order will cleanse the world and usher it into the new era.",
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"Problem? No, I thought not."
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},
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{
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"BEGGAR",
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"Alms for the poor?",
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"What are you looking at, surfacer?",
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"You wouldn't have any extra food, would you?",
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"You surface people will never understand us.",
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"Ha, the guards can't find us. Those idiots don't even know we exist.",
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"One day everyone but those who serve the order will be forced to join us.",
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"Stare now, but you know that this will be your own face one day.",
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"There's nothing more annoying than a surfacer with an attitude!",
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"The order will make short work of your pathetic front.",
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"Watch yourself, surfacer. We know our enemies!"
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},
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{
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"PGUARD",
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"We are the hands of fate. To earn our wrath is to find oblivion!",
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"The order will cleanse the world of the weak and corrupt!",
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"Obey the will of the masters!",
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"Long life to the brothers of the order!",
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"Free will is an illusion that binds the weak minded.",
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"Power is the path to glory. To follow the order is to walk that path!",
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"Take your place among the righteous, join us!",
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"The order protects its own.",
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"Acolytes? They have yet to see the full glory of the order.",
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"If there is any honor inside that pathetic shell of a body, you'll enter into the arms of the order."
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}
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};
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//============================================================================
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//
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// GetStrifeType
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//
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// Given an item type number, returns the corresponding TypeInfo.
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//
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//============================================================================
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static const TypeInfo *GetStrifeType (int typenum)
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{
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if (typenum > 0 && typenum < 344)
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{
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return StrifeTypes[typenum];
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}
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return NULL;
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}
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//============================================================================
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//
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// P_LoadStrifeConversations
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//
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// Loads the SCRIPT00 and SCRIPTxx files for a corresponding map.
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//
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//============================================================================
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void P_LoadStrifeConversations (const char *mapname)
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{
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if (strnicmp (mapname, "MAP", 3) != 0)
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{
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return;
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}
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char scriptname[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 };
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LoadScriptFile ("SCRIPT00");
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LoadScriptFile (scriptname);
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}
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//============================================================================
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//
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// P_FreeStrifeConversations
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//
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//============================================================================
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void P_FreeStrifeConversations ()
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{
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FStrifeDialogueNode *node;
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while (StrifeDialogues.Pop (node))
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{
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delete node;
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}
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for (int i = 0; i < 344; ++i)
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{
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if (StrifeTypes[i] != NULL)
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{
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GetDefaultByType (StrifeTypes[i])->Conversation = NULL;
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}
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}
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CurNode = NULL;
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PrevNode = NULL;
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}
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//============================================================================
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//
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// ncopystring
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//
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// If the string has no content, returns NULL. Otherwise, returns a copy.
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//
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//============================================================================
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static char *ncopystring (const char *string)
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{
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if (string == NULL || string[0] == 0)
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{
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return NULL;
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}
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return copystring (string);
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}
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//============================================================================
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//
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// LoadScriptFile
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//
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// Loads a SCRIPTxx file and converts it into a more useful internal format.
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//
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//============================================================================
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static void LoadScriptFile (const char *name)
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{
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int lumpnum = Wads.CheckNumForName (name);
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int numnodes, i;
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DWORD prevSpeakerType;
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FStrifeDialogueNode *node;
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FWadLump *lump;
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if (lumpnum < 0)
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{
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return;
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}
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numnodes = Wads.LumpLength (lumpnum);
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if (!(gameinfo.flags & GI_SHAREWARE))
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{
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// Strife scripts are always a multiple of 1516 bytes because each entry
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// is exactly 1516 bytes long.
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if (numnodes % 1516 != 0)
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{
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return;
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}
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numnodes /= 1516;
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}
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else
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{
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// And the teaser version has 1488-byte entries.
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if (numnodes % 1488 != 0)
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{
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return;
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}
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numnodes /= 1488;
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}
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lump = Wads.ReopenLumpNum (lumpnum);
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prevSpeakerType = 0;
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for (i = 0; i < numnodes; ++i)
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{
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if (!(gameinfo.flags & GI_SHAREWARE))
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{
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node = ReadRetailNode (lump, prevSpeakerType);
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}
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else
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{
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node = ReadTeaserNode (lump, prevSpeakerType);
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}
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StrifeDialogues.Push (node);
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}
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delete lump;
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}
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//============================================================================
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//
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// ReadRetailNode
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//
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// Converts a single dialogue node from the Retail version of Strife.
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//
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//============================================================================
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static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerType)
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{
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FStrifeDialogueNode *node;
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Speech speech;
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char fullsound[16];
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const TypeInfo *type;
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int j;
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node = new FStrifeDialogueNode;
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lump->Read (&speech, sizeof(speech));
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// Byte swap all the ints in the original data
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speech.SpeakerType = LittleLong(speech.SpeakerType);
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speech.DropType = LittleLong(speech.DropType);
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speech.Link = LittleLong(speech.Link);
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// Assign the first instance of a conversation as the default for its
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// actor, so newly spawned actors will use this conversation by default.
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type = GetStrifeType (speech.SpeakerType);
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node->SpeakerType = type;
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if (prevSpeakerType != speech.SpeakerType)
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{
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if (type != NULL)
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{
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GetDefaultByType (type)->Conversation = node;
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}
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prevSpeakerType = speech.SpeakerType;
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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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// The speaker's portrait, if any.
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speech.Backdrop[8] = 0;
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node->Backdrop = TexMan.AddPatch (speech.Backdrop);
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// The speaker's voice for this node, if any.
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speech.Sound[8] = 0;
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sprintf (fullsound, "svox/%s", speech.Sound);
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node->SpeakerVoice = S_FindSound (fullsound);
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// The speaker's name, if any.
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speech.Name[16] = 0;
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node->SpeakerName = ncopystring (speech.Name);
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// The item the speaker should drop when killed.
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node->DropType = GetStrifeType (speech.DropType);
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// Items you need to have to make the speaker use a different node.
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for (j = 0; j < 3; ++j)
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{
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node->ItemCheck[j] = GetStrifeType (speech.ItemCheck[j]);
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}
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node->ItemCheckNode = speech.Link;
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node->Children = NULL;
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ParseReplies (&node->Children, &speech.Responses[0]);
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return node;
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}
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//============================================================================
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//
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// ReadTeaserNode
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//
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// Converts a single dialogue node from the Teaser version of Strife.
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//
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//============================================================================
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static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType)
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{
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FStrifeDialogueNode *node;
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TeaserSpeech speech;
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char fullsound[16];
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const TypeInfo *type;
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int j;
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node = new FStrifeDialogueNode;
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lump->Read (&speech, sizeof(speech));
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// Byte swap all the ints in the original data
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speech.SpeakerType = LittleLong(speech.SpeakerType);
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speech.DropType = LittleLong(speech.DropType);
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// Assign the first instance of a conversation as the default for its
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// actor, so newly spawned actors will use this conversation by default.
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type = GetStrifeType (speech.SpeakerType);
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node->SpeakerType = type;
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if (prevSpeakerType != speech.SpeakerType)
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{
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if (type != NULL)
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{
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GetDefaultByType (type)->Conversation = node;
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}
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prevSpeakerType = speech.SpeakerType;
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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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// The Teaser version doesn't have portraits.
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node->Backdrop = -1;
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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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{
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sprintf (fullsound, "svox/voc%lu", speech.VoiceNumber);
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node->SpeakerVoice = S_FindSound (fullsound);
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}
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else
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{
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node->SpeakerVoice = 0;
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}
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// The speaker's name, if any.
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speech.Name[16] = 0;
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node->SpeakerName = ncopystring (speech.Name);
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// The item the speaker should drop when killed.
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node->DropType = GetStrifeType (speech.DropType);
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// Items you need to have to make the speaker use a different node.
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for (j = 0; j < 3; ++j)
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{
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node->ItemCheck[j] = NULL;
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}
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node->ItemCheckNode = 0;
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node->Children = NULL;
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ParseReplies (&node->Children, &speech.Responses[0]);
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return node;
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}
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//============================================================================
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//
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// ParseReplies
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//
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// Convert PC responses. Rather than being stored inside the main node, they
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// hang off it as a singly-linked list, so no space is wasted on replies that
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// don't even matter.
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//
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//============================================================================
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static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses)
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{
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FStrifeDialogueReply *reply;
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int j, k;
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// Byte swap first.
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for (j = 0; j < 5; ++j)
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{
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responses[j].GiveType = LittleLong(responses[j].GiveType);
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responses[j].Link = LittleLong(responses[j].Link);
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responses[j].Log = LittleLong(responses[j].Log);
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for (k = 0; k < 3; ++k)
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{
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responses[j].Item[k] = LittleLong(responses[j].Item[k]);
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responses[j].Count[k] = LittleLong(responses[j].Count[k]);
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}
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}
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for (j = 0; j < 5; ++j)
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{
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Response *rsp = &responses[j];
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// If the reply has no text and goes nowhere, then it doesn't
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// need to be remembered.
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if (rsp->Reply[0] == 0 && rsp->Link == 0)
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{
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continue;
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}
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reply = new FStrifeDialogueReply;
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// The next node to use when this reply is chosen.
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reply->NextNode = rsp->Link;
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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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// The item to receive when this reply is used.
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reply->GiveType = GetStrifeType (rsp->GiveType);
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// Do you need anything special for this reply to succeed?
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for (k = 0; k < 3; ++k)
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{
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reply->ItemCheck[k] = GetStrifeType (rsp->Item[k]);
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reply->ItemCheckAmount[k] = rsp->Count[k];
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}
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|
|
// ReplyLines is calculated when the menu is shown. It is just Reply
|
|
// with word wrap turned on.
|
|
reply->ReplyLines = NULL;
|
|
|
|
// If the first item check has a positive amount required, then
|
|
// add that to the reply string. Otherwise, use the reply as-is.
|
|
if (rsp->Count[0] > 0)
|
|
{
|
|
char moneystr[128];
|
|
|
|
sprintf (moneystr, "%s for %lu", rsp->Reply, rsp->Count[0]);
|
|
reply->Reply = copystring (moneystr);
|
|
reply->NeedsGold = true;
|
|
}
|
|
else
|
|
{
|
|
reply->Reply = copystring (rsp->Reply);
|
|
reply->NeedsGold = false;
|
|
}
|
|
|
|
// QuickYes messages are shown when you meet the item checks.
|
|
// QuickNo messages are shown when you don't.
|
|
if (rsp->Yes[0] == '_' && rsp->Yes[1] == 0)
|
|
{
|
|
reply->QuickYes = NULL;
|
|
}
|
|
else
|
|
{
|
|
reply->QuickYes = ncopystring (rsp->Yes);
|
|
}
|
|
if (reply->ItemCheck[0] != 0)
|
|
{
|
|
reply->QuickNo = ncopystring (rsp->No);
|
|
}
|
|
else
|
|
{
|
|
reply->QuickNo = NULL;
|
|
}
|
|
reply->Next = *replyptr;
|
|
*replyptr = reply;
|
|
replyptr = &reply->Next;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FStrifeDialogueNode :: ~FStrifeDialogueNode
|
|
//
|
|
//============================================================================
|
|
|
|
FStrifeDialogueNode::~FStrifeDialogueNode ()
|
|
{
|
|
if (SpeakerName != NULL) delete[] SpeakerName;
|
|
if (Dialogue != NULL) delete[] Dialogue;
|
|
FStrifeDialogueReply *tokill = Children;
|
|
while (tokill != NULL)
|
|
{
|
|
FStrifeDialogueReply *next = tokill->Next;
|
|
delete tokill;
|
|
tokill = next;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FStrifeDialogueReply :: ~FStrifeDialogueReply
|
|
//
|
|
//============================================================================
|
|
|
|
FStrifeDialogueReply::~FStrifeDialogueReply ()
|
|
{
|
|
if (Reply != NULL) delete[] Reply;
|
|
if (QuickYes != NULL) delete[] QuickYes;
|
|
if (QuickNo != NULL) delete[] QuickNo;
|
|
if (ReplyLines != NULL) V_FreeBrokenLines (ReplyLines);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// FindNode
|
|
//
|
|
// Returns the index that matches the given conversation node.
|
|
//
|
|
//============================================================================
|
|
|
|
static int FindNode (const FStrifeDialogueNode *node)
|
|
{
|
|
int rootnode = 0;
|
|
|
|
while (StrifeDialogues[rootnode] != node)
|
|
{
|
|
rootnode++;
|
|
}
|
|
return rootnode;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CheckStrifeItem
|
|
//
|
|
// Checks if you have an item. A NULL itemtype is always considered to be
|
|
// present.
|
|
//
|
|
//============================================================================
|
|
|
|
static bool CheckStrifeItem (const TypeInfo *itemtype, int amount=-1)
|
|
{
|
|
AInventory *item;
|
|
|
|
if (itemtype == NULL || amount == 0)
|
|
return true;
|
|
|
|
item = ConversationPC->FindInventory (itemtype);
|
|
if (item == NULL)
|
|
return false;
|
|
|
|
return amount < 0 || item->Amount >= amount;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// TakeStrifeItem
|
|
//
|
|
// Takes away some of an item, unless that item is special and should not
|
|
// be removed.
|
|
//
|
|
//============================================================================
|
|
|
|
static void TakeStrifeItem (const TypeInfo *itemtype, int amount)
|
|
{
|
|
if (itemtype == NULL || amount == 0)
|
|
return;
|
|
|
|
// Don't take quest items.
|
|
if (itemtype->IsDescendantOf (TypeInfo::FindType("QuestItem")))
|
|
return;
|
|
|
|
// Don't take keys
|
|
if (itemtype->IsDescendantOf (RUNTIME_CLASS(AKey)))
|
|
return;
|
|
|
|
// Don't take the sigil
|
|
if (itemtype == RUNTIME_CLASS(ASigil))
|
|
return;
|
|
|
|
AInventory *item = ConversationPC->FindInventory (itemtype);
|
|
if (item != NULL)
|
|
{
|
|
item->Amount -= amount;
|
|
if (item->Amount <= 0)
|
|
{
|
|
item->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
|
|
CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
|
|
{
|
|
if (self < 0.f) self = 0.f;
|
|
else if (self > 1.f) self = 1.f;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_StartConversation
|
|
//
|
|
// Begins a conversation between a PC and NPC.
|
|
// FIXME: Make this work in multiplayer.
|
|
//
|
|
//============================================================================
|
|
|
|
void P_StartConversation (AActor *npc, AActor *pc)
|
|
{
|
|
FStrifeDialogueReply *reply;
|
|
menuitem_t item;
|
|
const char *toSay;
|
|
int i, j;
|
|
|
|
pc->momx = pc->momy = 0; // Stop moving
|
|
pc->player->momx = pc->player->momy = 0;
|
|
|
|
if (pc->player - players != consoleplayer)
|
|
return;
|
|
|
|
ConversationPC = pc;
|
|
ConversationNPC = npc;
|
|
|
|
CurNode = npc->Conversation;
|
|
|
|
if (pc->player == &players[consoleplayer])
|
|
{
|
|
S_Sound (CHAN_VOICE, "misc/chat", 1, ATTN_NONE);
|
|
}
|
|
|
|
npc->reactiontime = 2;
|
|
if (!(npc->flags & MF_FRIENDLY) && !(npc->flags4 & MF4_NOHATEPLAYERS))
|
|
{
|
|
npc->target = pc;
|
|
}
|
|
ConversationNPCAngle = npc->angle;
|
|
A_FaceTarget (npc);
|
|
pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y);
|
|
|
|
// Check if we should jump to another node
|
|
while (CurNode->ItemCheck[0] != NULL)
|
|
{
|
|
if (CheckStrifeItem (CurNode->ItemCheck[0]) &&
|
|
CheckStrifeItem (CurNode->ItemCheck[1]) &&
|
|
CheckStrifeItem (CurNode->ItemCheck[2]))
|
|
{
|
|
int root = FindNode (ConversationNPC->GetDefault()->Conversation);
|
|
CurNode = StrifeDialogues[root + CurNode->ItemCheckNode - 1];
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (CurNode->SpeakerVoice != 0)
|
|
{
|
|
I_SetMusicVolume(dlg_musicvolume);
|
|
S_SoundID (npc, CHAN_VOICE, CurNode->SpeakerVoice, 1, ATTN_NORM);
|
|
}
|
|
|
|
// Set up the menu
|
|
ConversationMenu.PreDraw = DrawConversationMenu;
|
|
ConversationMenu.EscapeHandler = CleanupConversationMenu;
|
|
|
|
// Format the speaker's message.
|
|
toSay = CurNode->Dialogue;
|
|
if (strncmp (toSay, "RANDOM_", 7) == 0)
|
|
{
|
|
for (i = 0; i < NUM_RANDOM_TALKERS; ++i)
|
|
{
|
|
if (strcmp (RandomLines[i][0], toSay + 7) == 0)
|
|
{
|
|
toSay = RandomLines[i][1 + (pr_randomspeech() % NUM_RANDOM_LINES)];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
DialogueLines = V_BreakLines (screen->GetWidth()/CleanXfac-24*2, toSay);
|
|
|
|
// Fill out the possible choices
|
|
ShowGold = false;
|
|
item.type = numberedmore;
|
|
item.e.mfunc = PickConversationReply;
|
|
for (reply = CurNode->Children, i = 1; reply != NULL; reply = reply->Next)
|
|
{
|
|
if (reply->Reply == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
ShowGold |= reply->NeedsGold;
|
|
reply->ReplyLines = V_BreakLines (320-50-10, reply->Reply);
|
|
for (j = 0; reply->ReplyLines[j].width != -1; ++j)
|
|
{
|
|
item.label = reply->ReplyLines[j].string;
|
|
item.b.position = j == 0 ? i : 0;
|
|
item.c.extra = reply;
|
|
ConversationItems.Push (item);
|
|
}
|
|
++i;
|
|
}
|
|
item.label = RandomGoodbyes[pr_randomspeech() % NUM_RANDOM_GOODBYES];
|
|
item.b.position = i;
|
|
item.c.extra = NULL;
|
|
ConversationItems.Push (item);
|
|
|
|
// Determine where the top of the reply list should be positioned.
|
|
i = (gameinfo.gametype & GAME_Raven) ? 9 : 8;
|
|
ConversationMenu.y = MIN<int> (140, 192 - ConversationItems.Size() * i);
|
|
for (i = 0; DialogueLines[i].width != -1; ++i)
|
|
{ }
|
|
i = 44 + i * 10;
|
|
if (ConversationMenu.y - 100 < i - screen->GetHeight() / CleanYfac / 2)
|
|
{
|
|
ConversationMenu.y = i - screen->GetHeight() / CleanYfac / 2 + 100;
|
|
}
|
|
ConversationMenu.indent = 50;
|
|
|
|
// Finish setting up the menu
|
|
ConversationMenu.items = &ConversationItems[0];
|
|
ConversationMenu.numitems = ConversationItems.Size();
|
|
if (CurNode != PrevNode)
|
|
{ // Only reset the selection if showing a different menu.
|
|
ConversationMenu.lastOn = 0;
|
|
PrevNode = CurNode;
|
|
}
|
|
ConversationMenu.DontDim = true;
|
|
|
|
// And open the menu
|
|
M_StartControlPanel (false);
|
|
OptionsActive = true;
|
|
menuactive = MENU_OnNoPause;
|
|
ConversationPauseTic = gametic + 20;
|
|
M_SwitchMenu (&ConversationMenu);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_ResumeConversation
|
|
//
|
|
// Resumes a conversation that was interrupted by a slideshow.
|
|
//
|
|
//============================================================================
|
|
|
|
void P_ResumeConversation ()
|
|
{
|
|
if (ConversationPC != NULL && ConversationNPC != NULL)
|
|
{
|
|
P_StartConversation (ConversationNPC, ConversationPC);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// DrawConversationMenu
|
|
//
|
|
//============================================================================
|
|
|
|
static void DrawConversationMenu ()
|
|
{
|
|
const char *speakerName;
|
|
int i, x, y, linesize;
|
|
|
|
assert (DialogueLines != NULL);
|
|
assert (CurNode != NULL);
|
|
|
|
if (CurNode == NULL)
|
|
{
|
|
M_ClearMenus ();
|
|
return;
|
|
}
|
|
|
|
if (ConversationPauseTic < gametic)
|
|
{
|
|
menuactive = MENU_On;
|
|
}
|
|
|
|
if (CurNode->Backdrop >= 0)
|
|
{
|
|
screen->DrawTexture (TexMan(CurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
|
|
}
|
|
x = 16 * screen->GetWidth() / 320;
|
|
y = 16 * screen->GetHeight() / 200;
|
|
linesize = 10 * CleanYfac;
|
|
|
|
// Who is talking to you?
|
|
if (CurNode->SpeakerName != NULL)
|
|
{
|
|
speakerName = CurNode->SpeakerName;
|
|
}
|
|
else
|
|
{
|
|
speakerName = ConversationNPC->GetClass()->Meta.GetMetaString (AMETA_StrifeName);
|
|
if (speakerName == NULL)
|
|
{
|
|
speakerName = "Person";
|
|
}
|
|
}
|
|
|
|
// Dim the screen behind the dialogue (but only if there is no backdrop).
|
|
if (CurNode->Backdrop <= 0)
|
|
{
|
|
for (i = 0; DialogueLines[i].width != -1; ++i)
|
|
{ }
|
|
screen->Dim (0, 0.45f, 14 * screen->GetWidth() / 320, 13 * screen->GetHeight() / 200,
|
|
308 * screen->GetWidth() / 320 - 14 * screen->GetWidth () / 320,
|
|
speakerName == NULL ? linesize * i + 6 * CleanYfac
|
|
: linesize * i + 6 * CleanYfac + linesize * 3/2);
|
|
}
|
|
|
|
// Dim the screen behind the PC's choices.
|
|
screen->Dim (0, 0.45f, (24-160) * CleanXfac + screen->GetWidth()/2,
|
|
(ConversationMenu.y - 2 - 100) * CleanYfac + screen->GetHeight()/2,
|
|
272 * CleanXfac,
|
|
MIN(ConversationMenu.numitems * (gameinfo.gametype & GAME_Raven ? 9 : 8) + 4,
|
|
200 - ConversationMenu.y) * CleanYfac);
|
|
|
|
if (speakerName != NULL)
|
|
{
|
|
screen->DrawText (CR_WHITE, x, y, speakerName,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
y += linesize * 3 / 2;
|
|
}
|
|
x = 24 * screen->GetWidth() / 320;
|
|
for (i = 0; DialogueLines[i].width >= 0; ++i)
|
|
{
|
|
screen->DrawText (CR_UNTRANSLATED, x, y, DialogueLines[i].string,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
y += linesize;
|
|
}
|
|
|
|
if (ShowGold)
|
|
{
|
|
AInventory *coin = ConversationPC->FindInventory (RUNTIME_CLASS(ACoin));
|
|
char goldstr[32];
|
|
|
|
sprintf (goldstr, "%d", coin != NULL ? coin->Amount : 0);
|
|
screen->DrawText (CR_GRAY, 21, 191, goldstr, DTA_320x200, true,
|
|
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
|
|
screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon),
|
|
3, 190, DTA_320x200, true,
|
|
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
|
|
screen->DrawText (CR_GRAY, 20, 190, goldstr, DTA_320x200, true, TAG_DONE);
|
|
screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon),
|
|
2, 189, DTA_320x200, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// PickConversationReply
|
|
//
|
|
// FIXME: Make this work in multiplayer
|
|
//
|
|
//============================================================================
|
|
|
|
static void PickConversationReply ()
|
|
{
|
|
const char *replyText = NULL;
|
|
FStrifeDialogueReply *reply = (FStrifeDialogueReply *)ConversationItems[ConversationMenu.lastOn].c.extra;
|
|
bool takestuff;
|
|
int i;
|
|
|
|
M_ClearMenus ();
|
|
CleanupConversationMenu ();
|
|
if (reply == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Check if you have the requisite items for this choice
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
if (!CheckStrifeItem (reply->ItemCheck[i], reply->ItemCheckAmount[i]))
|
|
{
|
|
// No, you don't. Say so and let the NPC animate negatively.
|
|
if (reply->QuickNo)
|
|
{
|
|
Printf ("%s\n", reply->QuickNo);
|
|
}
|
|
ConversationNPC->ConversationAnimation (2);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Yay, you do! Let the NPC animate affirmatively.
|
|
ConversationNPC->ConversationAnimation (1);
|
|
|
|
// If this reply gives you something, then try to receive it.
|
|
takestuff = true;
|
|
if (reply->GiveType != NULL)
|
|
{
|
|
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AInventory)))
|
|
{
|
|
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
if (players[consoleplayer].mo->FindInventory(reply->GiveType) != NULL)
|
|
{
|
|
takestuff = false;
|
|
}
|
|
}
|
|
|
|
if (takestuff)
|
|
{
|
|
AInventory *item = static_cast<AInventory *> (Spawn (reply->GiveType, 0, 0, 0));
|
|
// Items given here should not count as items!
|
|
if (item->flags & MF_COUNTITEM)
|
|
{
|
|
level.total_items--;
|
|
item->flags &= ~MF_COUNTITEM;
|
|
}
|
|
if (item->IsA(RUNTIME_CLASS(AFlameThrower)))
|
|
{
|
|
// The flame thrower gives less ammo when given in a dialog
|
|
static_cast<AWeapon*>(item)->AmmoGive1 = 40;
|
|
}
|
|
item->flags |= MF_DROPPED;
|
|
if (!item->TryPickup (players[consoleplayer].mo))
|
|
{
|
|
item->Destroy ();
|
|
takestuff = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Trying to give a non-inventory item.
|
|
takestuff = false;
|
|
Printf("Attempting to give non-inventory item %s\n", reply->GiveType->Name+1);
|
|
}
|
|
}
|
|
|
|
// Take away required items if the give was successful or none was needed.
|
|
if (takestuff)
|
|
{
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
TakeStrifeItem (reply->ItemCheck[i], reply->ItemCheckAmount[i]);
|
|
}
|
|
replyText = reply->QuickYes;
|
|
}
|
|
else
|
|
{
|
|
replyText = "You seem to have enough!";
|
|
}
|
|
|
|
// Update the quest log, if needed.
|
|
if (reply->LogNumber != 0)
|
|
{
|
|
players[consoleplayer].SetLogNumber (reply->LogNumber);
|
|
}
|
|
|
|
if (replyText != NULL)
|
|
{
|
|
Printf ("%s\n", replyText);
|
|
}
|
|
|
|
// Does this reply alter the speaker's conversation node? If NextNode is positive,
|
|
// the next time they talk, the will show the new node. If it is negative, then they
|
|
// will show the new node right away without terminating the dialogue.
|
|
if (reply->NextNode != 0)
|
|
{
|
|
int rootnode = FindNode (ConversationNPC->GetDefault()->Conversation);
|
|
if (reply->NextNode < 0)
|
|
{
|
|
ConversationNPC->Conversation = StrifeDialogues[rootnode - reply->NextNode - 1];
|
|
if (gameaction != ga_slideshow)
|
|
{
|
|
P_StartConversation (ConversationNPC, players[consoleplayer].mo);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
S_StopSound (ConversationNPC, CHAN_VOICE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ConversationNPC->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1];
|
|
}
|
|
}
|
|
|
|
ConversationNPC->angle = ConversationNPCAngle;
|
|
I_SetMusicVolume(1.f);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CleanupConversationMenu
|
|
//
|
|
// Release the resources used to create the most recent conversation menu.
|
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//
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//============================================================================
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void CleanupConversationMenu ()
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{
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FStrifeDialogueReply *reply;
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if (CurNode != NULL)
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{
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for (reply = CurNode->Children; reply != NULL; reply = reply->Next)
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{
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if (reply->ReplyLines != NULL)
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{
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V_FreeBrokenLines (reply->ReplyLines);
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reply->ReplyLines = NULL;
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}
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}
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CurNode = NULL;
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}
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if (DialogueLines != NULL)
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{
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V_FreeBrokenLines (DialogueLines);
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DialogueLines = NULL;
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}
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ConversationItems.Clear ();
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I_SetMusicVolume(1.f);
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}
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