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authorSamuel Villareal2010-09-07 06:25:38 +0000
committerSamuel Villareal2010-09-07 06:25:38 +0000
commit8a8f195464231e8eb4291928d2ce9673060e0a49 (patch)
treeefa4f4e32448167dadc80570fd0f0cb86671ae3c /src/strife/p_dialog.c
parent0442df12e5164d4e8109e9e7177ae936d282b557 (diff)
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+ P_DialogStart implemented
+ Dialogs are now loaded through G_DoLoadLevel Subversion-branch: /branches/strife-branch Subversion-revision: 2033
Diffstat (limited to 'src/strife/p_dialog.c')
-rw-r--r--src/strife/p_dialog.c107
1 files changed, 105 insertions, 2 deletions
diff --git a/src/strife/p_dialog.c b/src/strife/p_dialog.c
index f4cc2820..4616d0b0 100644
--- a/src/strife/p_dialog.c
+++ b/src/strife/p_dialog.c
@@ -59,6 +59,9 @@
memcpy(field, ptr, len); \
ptr += len;
+#define MAXITEMREQUIREMENTS 3
+#define MAXCHOICES 5
+
//
// Globals
//
@@ -101,6 +104,9 @@ angle_t dialogtalkerangle;
// The currently active mapdialog object.
static mapdialog_t *currentdialog;
+// Text at the end of the choices
+char dialoglastmsgbuffer[48];
+
//=============================================================================
//
// Dialog State Sets
@@ -129,6 +135,9 @@ static dialogstateset_t dialogstatesets[] =
// Rogue stored this in a static global rather than making it a define...
static int numdialogstatesets = arrlen(dialogstatesets);
+// Current dialog talker state
+static dialogstateset_t *dialogtalkerstates;
+
//=============================================================================
//
// Random Messages
@@ -504,7 +513,7 @@ int P_PlayerHasItem(player_t *player, mobjtype_t type)
// haleyjd 09/03/10: Looks for a dialog definition matching the given
// Script ID # for an mobj.
//
-mapdialog_t *P_DialogFind(int type)
+mapdialog_t *P_DialogFind(mobjtype_t type)
{
int i;
@@ -761,6 +770,13 @@ static void P_DialogDoChoice(int choice)
//
void P_DialogStart(player_t *player)
{
+ int i = 0;
+ int j = 0;
+ int pic;
+ int rnd = 0;
+ mapdialog_t* dialog;
+ char* byetext;
+
if(menuactive || netgame)
return;
@@ -801,5 +817,92 @@ void P_DialogStart(player_t *player)
dialogplayer = player;
}
- //**[STRIFE] TODO**
+ // check item requirements
+ for(i = 0; i < MAXITEMREQUIREMENTS; i++)
+ {
+ currentdialog = P_DialogFind(linetarget->type);
+
+ // dialog's jumptoconv equal to 0?
+ if(currentdialog[0].jumptoconv == 0)
+ break;
+
+ for(j = 0; j < MAXITEMREQUIREMENTS; j++)
+ {
+ dialog = &currentdialog[j];
+ if(dialog->checkitem1 != 0 &&
+ P_PlayerHasItem(dialogtalker, dialog->checkitem1) < 1)
+ {
+ currentdialog = dialog;
+ break;
+ }
+ }
+ }
+
+ M_DialogDimMsg(20, 28, currentdialog->text, 0);
+ dialogtext = P_DialogGetMsg(currentdialog->text);
+ dialogtalkerstates = P_DialogGetStates(linetarget->type);
+
+ // have talker greet the player
+ if(dialogtalkerstates->greet)
+ P_SetMobjState(dialogtalker, dialogtalkerstates->greet);
+
+ // get talker's name
+ if(currentdialog->name[0])
+ dialogname = currentdialog->name;
+ else
+ {
+ if(mobjinfo[linetarget->type].name)
+ dialogname = mobjinfo[linetarget->type].name;
+ else
+ dialogname = "Person"; // default name
+ }
+
+ // setup number of choices to choose from
+ for(i = 0; i < MAXCHOICES; i++)
+ {
+ if(!currentdialog->choices[i].giveitem)
+ break;
+ }
+
+ // set number of choices to menu
+ dialogmenu.numitems = i + 1;
+
+ rnd = M_Random() % 3;
+
+ // setup dialog menu
+ M_StartControlPanel();
+ menupause = 0;
+ menuindialog = 1;
+ menupausetime = gametic + 17;
+ currentMenu = &dialogmenu;
+
+ if(i >= dialogmenu.lastOn)
+ itemOn = dialogmenu.lastOn;
+ else
+ itemOn = 0;
+
+ // get backdrop
+ pic = W_CheckNumForName(currentdialog->backpic);
+ dialogbgpiclumpnum = pic;
+ if(pic != -1)
+ V_DrawPatchDirect(0, 0, W_CacheLumpNum(pic, PU_CACHE));
+
+ // get voice
+ //I_StartVoice(currentdialog->voice);
+
+ // get bye text
+ switch(rnd)
+ {
+ case 2:
+ byetext = "BYE!";
+ break;
+ case 1:
+ byetext = "Thanks, Bye!";
+ break;
+ case 0:
+ byetext = "See you later!";
+ break;
+ }
+
+ sprintf(dialoglastmsgbuffer, "%d) %s", i + 1, byetext);
} \ No newline at end of file