mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-16 01:12:03 +00:00
a01aaf35ad
SVN r855 (trunk)
1174 lines
31 KiB
C++
1174 lines
31 KiB
C++
/*
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** p_converstation.cpp
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** Implements Strife style conversation dialogs
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#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 "gstrings.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 PClass *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 PClass *StrifeTypes[1001];
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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 void ConversationMenuEscaped ();
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static FStrifeDialogueNode *CurNode, *PrevNode;
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static FBrokenLines *DialogueLines;
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static bool Conversation_TakeStuff;
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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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//
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// Given an item type number, returns the corresponding PClass.
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//
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//============================================================================
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static const PClass *GetStrifeType (int typenum)
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{
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if (typenum > 0 && typenum < 1001)
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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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AActor * ac = GetDefaultByType (StrifeTypes[i]);
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if (ac != NULL) ac->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 PClass *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.CheckForTexture (speech.Backdrop, FTexture::TEX_MiscPatch);
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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 PClass *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%u", 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
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// with word wrap turned on.
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reply->ReplyLines = NULL;
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// If the first item check has a positive amount required, then
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// add that to the reply string. Otherwise, use the reply as-is.
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if (rsp->Count[0] > 0)
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{
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char moneystr[128];
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sprintf (moneystr, "%s for %u", rsp->Reply, rsp->Count[0]);
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reply->Reply = copystring (moneystr);
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reply->NeedsGold = true;
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}
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else
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{
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reply->Reply = copystring (rsp->Reply);
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reply->NeedsGold = false;
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}
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// QuickYes messages are shown when you meet the item checks.
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// QuickNo messages are shown when you don't.
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if (rsp->Yes[0] == '_' && rsp->Yes[1] == 0)
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{
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reply->QuickYes = NULL;
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}
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else
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{
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reply->QuickYes = ncopystring (rsp->Yes);
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}
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if (reply->ItemCheck[0] != 0)
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{
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reply->QuickNo = ncopystring (rsp->No);
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}
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else
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{
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reply->QuickNo = NULL;
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}
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reply->Next = *replyptr;
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*replyptr = reply;
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replyptr = &reply->Next;
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}
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}
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//============================================================================
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//
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// FStrifeDialogueNode :: ~FStrifeDialogueNode
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//
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//============================================================================
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FStrifeDialogueNode::~FStrifeDialogueNode ()
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{
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if (SpeakerName != NULL) delete[] SpeakerName;
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if (Dialogue != NULL) delete[] Dialogue;
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FStrifeDialogueReply *tokill = Children;
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while (tokill != NULL)
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{
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FStrifeDialogueReply *next = tokill->Next;
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delete tokill;
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tokill = next;
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}
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}
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//============================================================================
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//
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// FStrifeDialogueReply :: ~FStrifeDialogueReply
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//
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//============================================================================
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FStrifeDialogueReply::~FStrifeDialogueReply ()
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{
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if (Reply != NULL) delete[] Reply;
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if (QuickYes != NULL) delete[] QuickYes;
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if (QuickNo != NULL) delete[] QuickNo;
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if (ReplyLines != NULL) V_FreeBrokenLines (ReplyLines);
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}
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//============================================================================
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//
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// FindNode
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//
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// Returns the index that matches the given conversation node.
|
|
//
|
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//============================================================================
|
|
|
|
static int FindNode (const FStrifeDialogueNode *node)
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{
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int rootnode = 0;
|
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while (StrifeDialogues[rootnode] != node)
|
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{
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rootnode++;
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}
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return rootnode;
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}
|
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|
|
//============================================================================
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//
|
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// CheckStrifeItem
|
|
//
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|
// Checks if you have an item. A NULL itemtype is always considered to be
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// present.
|
|
//
|
|
//============================================================================
|
|
|
|
static bool CheckStrifeItem (player_t *player, const PClass *itemtype, int amount=-1)
|
|
{
|
|
AInventory *item;
|
|
|
|
if (itemtype == NULL || amount == 0)
|
|
return true;
|
|
|
|
item = player->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 (player_t *player, const PClass *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 (RUNTIME_CLASS(AKey)))
|
|
return;
|
|
|
|
// Don't take the sigil
|
|
if (itemtype == RUNTIME_CLASS(ASigil))
|
|
return;
|
|
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_TAKEINVENTORY);
|
|
Net_WriteString (itemtype->TypeName.GetChars ());
|
|
Net_WriteWord (amount);
|
|
}
|
|
|
|
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.
|
|
//
|
|
//============================================================================
|
|
|
|
void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle)
|
|
{
|
|
AActor *oldtarget;
|
|
FStrifeDialogueReply *reply;
|
|
menuitem_t item;
|
|
const char *toSay;
|
|
int i, j;
|
|
|
|
// [CW] If an NPC is talking to a PC already, then don't let
|
|
// anyone else talk to NPC.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || pc->player == &players[i])
|
|
continue;
|
|
|
|
if (npc == players[i].ConversationNPC)
|
|
return;
|
|
}
|
|
|
|
pc->momx = pc->momy = 0; // Stop moving
|
|
pc->player->momx = pc->player->momy = 0;
|
|
|
|
pc->player->ConversationPC = pc;
|
|
pc->player->ConversationNPC = npc;
|
|
|
|
CurNode = npc->Conversation;
|
|
|
|
if (pc->player == &players[consoleplayer])
|
|
{
|
|
S_Sound (CHAN_VOICE, "misc/chat", 1, ATTN_NONE);
|
|
}
|
|
|
|
npc->reactiontime = 2;
|
|
pc->player->ConversationFaceTalker = facetalker;
|
|
if (saveangle)
|
|
{
|
|
pc->player->ConversationNPCAngle = npc->angle;
|
|
}
|
|
oldtarget = npc->target;
|
|
npc->target = pc;
|
|
if (facetalker)
|
|
{
|
|
A_FaceTarget (npc);
|
|
pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y);
|
|
}
|
|
if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS))
|
|
{
|
|
npc->target = oldtarget;
|
|
}
|
|
|
|
// Check if we should jump to another node
|
|
while (CurNode->ItemCheck[0] != NULL)
|
|
{
|
|
if (CheckStrifeItem (pc->player, CurNode->ItemCheck[0]) &&
|
|
CheckStrifeItem (pc->player, CurNode->ItemCheck[1]) &&
|
|
CheckStrifeItem (pc->player, CurNode->ItemCheck[2]))
|
|
{
|
|
int root = FindNode (pc->player->ConversationNPC->GetDefault()->Conversation);
|
|
CurNode = StrifeDialogues[root + CurNode->ItemCheckNode - 1];
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (CurNode->SpeakerVoice != 0)
|
|
{
|
|
I_SetMusicVolume (dlg_musicvolume);
|
|
S_SoundID (npc, CHAN_VOICE|CHAN_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
|
|
}
|
|
|
|
if (pc->player != &players[consoleplayer])
|
|
return;
|
|
|
|
// Set up the menu
|
|
ConversationMenu.PreDraw = DrawConversationMenu;
|
|
ConversationMenu.EscapeHandler = ConversationMenuEscaped;
|
|
|
|
// Format the speaker's message.
|
|
toSay = CurNode->Dialogue;
|
|
if (strncmp (toSay, "RANDOM_", 7) == 0)
|
|
{
|
|
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->Font, 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 (screen->Font, 320-50-10, reply->Reply);
|
|
for (j = 0; reply->ReplyLines[j].Width >= 0; ++j)
|
|
{
|
|
item.label = reply->ReplyLines[j].Text.LockBuffer();
|
|
item.b.position = j == 0 ? i : 0;
|
|
item.c.extra = reply;
|
|
ConversationItems.Push (item);
|
|
}
|
|
++i;
|
|
}
|
|
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);
|
|
|
|
// 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 >= 0; ++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 ()
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// DrawConversationMenu
|
|
//
|
|
//============================================================================
|
|
|
|
static void DrawConversationMenu ()
|
|
{
|
|
const char *speakerName;
|
|
int i, x, y, linesize;
|
|
|
|
player_t *cp = &players[consoleplayer];
|
|
|
|
assert (DialogueLines != NULL);
|
|
assert (CurNode != NULL);
|
|
|
|
if (CurNode == NULL)
|
|
{
|
|
M_ClearMenus ();
|
|
return;
|
|
}
|
|
|
|
// [CW] Pausing the game in a multiplayer game is a bad idea.
|
|
if (ConversationPauseTic < gametic && !multiplayer)
|
|
{
|
|
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 = cp->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 >= 0; ++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].Text,
|
|
DTA_CleanNoMove, true, TAG_DONE);
|
|
y += linesize;
|
|
}
|
|
|
|
if (ShowGold)
|
|
{
|
|
AInventory *coin = cp->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
|
|
//
|
|
//============================================================================
|
|
|
|
static void PickConversationReply ()
|
|
{
|
|
const char *replyText = NULL;
|
|
FStrifeDialogueReply *reply = (FStrifeDialogueReply *)ConversationItems[ConversationMenu.lastOn].c.extra;
|
|
int i;
|
|
player_t *cp = &players[consoleplayer];
|
|
|
|
Conversation_TakeStuff = false;
|
|
|
|
M_ClearMenus ();
|
|
CleanupConversationMenu ();
|
|
if (reply == NULL)
|
|
{
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_NPCANGLE);
|
|
return;
|
|
}
|
|
|
|
// Check if you have the requisite items for this choice
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
if (!CheckStrifeItem (cp, 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);
|
|
}
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_ANIMATE);
|
|
Net_WriteByte (2);
|
|
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_NPCANGLE);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Yay, you do! Let the NPC animate affirmatively.
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_ANIMATE);
|
|
Net_WriteByte (1);
|
|
|
|
// If this reply gives you something, then try to receive it.
|
|
Conversation_TakeStuff = true;
|
|
if (reply->GiveType != NULL)
|
|
{
|
|
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AInventory)))
|
|
{
|
|
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
|
|
{
|
|
if (cp->mo->FindInventory(reply->GiveType) != NULL)
|
|
{
|
|
Conversation_TakeStuff = false;
|
|
}
|
|
}
|
|
|
|
if (Conversation_TakeStuff)
|
|
{
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_GIVEINVENTORY);
|
|
Net_WriteString (reply->GiveType->TypeName.GetChars ());
|
|
}
|
|
|
|
if (reply->GiveType->IsDescendantOf (RUNTIME_CLASS (ASlideshowStarter)))
|
|
gameaction = ga_slideshow;
|
|
}
|
|
else
|
|
{
|
|
// Trying to give a non-inventory item.
|
|
Conversation_TakeStuff = false;
|
|
Printf("Attempting to give non-inventory item %s\n", reply->GiveType->TypeName.GetChars());
|
|
}
|
|
}
|
|
|
|
// Take away required items if the give was successful or none was needed.
|
|
if (Conversation_TakeStuff)
|
|
{
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
TakeStrifeItem (&players[consoleplayer], 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)
|
|
{
|
|
cp->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, 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 = FindNode (cp->ConversationNPC->GetDefault()->Conversation);
|
|
if (reply->NextNode < 0)
|
|
{
|
|
cp->ConversationNPC->Conversation = StrifeDialogues[rootnode - reply->NextNode - 1];
|
|
if (gameaction != ga_slideshow)
|
|
{
|
|
P_StartConversation (cp->ConversationNPC, cp->mo, cp->ConversationFaceTalker, false);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
S_StopSound (cp->ConversationNPC, CHAN_VOICE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cp->ConversationNPC->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1];
|
|
}
|
|
}
|
|
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_NPCANGLE);
|
|
|
|
// [CW] Set these to NULL because we're not talking to them
|
|
// anymore. However, this can interfere with slideshows so
|
|
// we don't set them to NULL in that case.
|
|
if (gameaction != ga_slideshow)
|
|
{
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_SETNULL);
|
|
}
|
|
|
|
I_SetMusicVolume (1.f);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// CleanupConversationMenu
|
|
//
|
|
// Release the resources used to create the most recent conversation menu.
|
|
//
|
|
//============================================================================
|
|
|
|
void CleanupConversationMenu ()
|
|
{
|
|
FStrifeDialogueReply *reply;
|
|
|
|
if (CurNode != NULL)
|
|
{
|
|
for (reply = CurNode->Children; reply != NULL; reply = reply->Next)
|
|
{
|
|
if (reply->ReplyLines != NULL)
|
|
{
|
|
V_FreeBrokenLines (reply->ReplyLines);
|
|
reply->ReplyLines = NULL;
|
|
}
|
|
}
|
|
CurNode = NULL;
|
|
}
|
|
if (DialogueLines != NULL)
|
|
{
|
|
V_FreeBrokenLines (DialogueLines);
|
|
DialogueLines = NULL;
|
|
}
|
|
ConversationItems.Clear ();
|
|
I_SetMusicVolume (1.f);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ConversationMenuEscaped
|
|
//
|
|
// Called when the user presses escape to leave the conversation menu.
|
|
//
|
|
//============================================================================
|
|
|
|
void ConversationMenuEscaped ()
|
|
{
|
|
CleanupConversationMenu ();
|
|
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_NPCANGLE);
|
|
|
|
Net_WriteByte (DEM_CONVERSATION);
|
|
Net_WriteByte (CONV_SETNULL);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_ConversationCommand
|
|
//
|
|
// Complete a conversation command.
|
|
//
|
|
//============================================================================
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void P_ConversationCommand (int player, BYTE **stream)
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{
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int type = ReadByte (stream);
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switch (type)
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{
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case CONV_NPCANGLE:
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players[player].ConversationNPC->angle = players[player].ConversationNPCAngle;
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break;
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case CONV_ANIMATE:
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players[player].ConversationNPC->ConversationAnimation (ReadByte (stream));
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break;
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case CONV_GIVEINVENTORY:
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{
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AInventory *item = static_cast<AInventory *> (Spawn (ReadString (stream), 0, 0, 0, NO_REPLACE));
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// Items given here should not count as items!
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if (item->flags & MF_COUNTITEM)
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{
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level.total_items--;
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item->flags &= ~MF_COUNTITEM;
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}
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if (item->IsA(RUNTIME_CLASS(AFlameThrower)))
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{
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// The flame thrower gives less ammo when given in a dialog
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static_cast<AWeapon*>(item)->AmmoGive1 = 40;
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}
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item->flags |= MF_DROPPED;
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if (!item->TryPickup (players[player].mo))
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{
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item->Destroy ();
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Conversation_TakeStuff = false;
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}
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}
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break;
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case CONV_TAKEINVENTORY:
|
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{
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AInventory *item = players[player].ConversationPC->FindInventory (PClass::FindClass (ReadString (stream)));
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if (item != NULL)
|
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{
|
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item->Amount -= ReadWord (stream);
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if (item->Amount <= 0)
|
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{
|
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item->Destroy ();
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}
|
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}
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}
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break;
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|
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case CONV_SETNULL:
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players[player].ConversationFaceTalker = NULL;
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players[player].ConversationNPC = NULL;
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players[player].ConversationPC = NULL;
|
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players[player].ConversationNPCAngle = NULL;
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break;
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default:
|
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break;
|
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}
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}
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