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Diffstat (limited to 'src/strife/p_dialog.c')
-rw-r--r-- | src/strife/p_dialog.c | 1414 |
1 files changed, 1414 insertions, 0 deletions
diff --git a/src/strife/p_dialog.c b/src/strife/p_dialog.c new file mode 100644 index 00000000..88c01f16 --- /dev/null +++ b/src/strife/p_dialog.c @@ -0,0 +1,1414 @@ +// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2010 James Haley, Samuel Villarreal
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+//
+// [STRIFE] New Module
+//
+// Dialog Engine for Strife
+//
+//-----------------------------------------------------------------------------
+
+#include <stdlib.h>
+
+#include "z_zone.h"
+#include "w_wad.h"
+#include "deh_str.h"
+#include "d_main.h"
+#include "d_player.h"
+#include "doomstat.h"
+#include "m_random.h"
+#include "m_menu.h"
+#include "r_main.h"
+#include "v_video.h"
+#include "p_local.h"
+#include "sounds.h"
+#include "p_dialog.h"
+#include "s_sound.h"
+#include "p_local.h"
+#include "p_inter.h"
+
+//
+// Defines and Macros
+//
+
+// haleyjd: size of the original Strife mapdialog_t structure.
+#define ORIG_MAPDIALOG_SIZE 0x5EC
+
+#define DIALOG_INT(field, ptr) \
+ field = ((int)ptr[0] | \
+ ((int)ptr[1] << 8) | \
+ ((int)ptr[2] << 16) | \
+ ((int)ptr[3] << 24)); \
+ ptr += 4;
+
+#define DIALOG_STR(field, ptr, len) \
+ memcpy(field, ptr, len); \
+ ptr += len;
+
+//
+// Globals
+//
+
+// This can be toggled at runtime to determine if the full dialog messages
+// are subtitled on screen or not. Defaults to off.
+int dialogshowtext = false;
+
+// The global mission objective buffer. This gets written to and read from file,
+// and is set by dialogs and line actions.
+char mission_objective[OBJECTIVE_LEN];
+
+//
+// Static Globals
+//
+
+// True if SCRIPT00 is loaded.
+static boolean script0loaded;
+
+// Number of dialogs defined in the current level's script.
+static int numleveldialogs;
+
+// The actual level dialogs. This didn't exist in Strife, but is new to account
+// for structure alignment/packing concerns, given that Chocolate Doom is
+// multiplatform.
+static mapdialog_t *leveldialogs;
+
+// The actual script00 dialogs. As above.
+static mapdialog_t *script0dialogs;
+
+// Number of dialogs defined in the SCRIPT00 lump.
+static int numscript0dialogs;
+
+// The player engaged in dialog. This is always player 1, though, since Rogue
+// never completed the ability to use dialog outside of single-player mode.
+static player_t *dialogplayer;
+
+// The object to which the player is speaking.
+static mobj_t *dialogtalker;
+
+// The talker's current angle
+static angle_t dialogtalkerangle;
+
+// The currently active mapdialog object.
+static mapdialog_t *currentdialog;
+
+// Text at the end of the choices
+static char dialoglastmsgbuffer[48];
+
+// Item to display to player when picked up or recieved
+static char pickupstring[46];
+
+// Health based on gameskill given by the front's medic
+static const int healthamounts[] = { -100 , -75, -50, -50, -100 };
+
+//=============================================================================
+//
+// Dialog State Sets
+//
+// These are used to animate certain actors in response to what happens in
+// their dialog sequences.
+//
+
+typedef struct dialogstateset_s
+{
+ mobjtype_t type; // the type of object
+ statenum_t greet; // greeting state, for start of dialog
+ statenum_t yes; // "yes" state, for an affirmative response
+ statenum_t no; // "no" state, when you don't have the right items
+} dialogstateset_t;
+
+static dialogstateset_t dialogstatesets[] =
+{
+ { MT_PLAYER, S_NULL, S_NULL, S_NULL },
+ { MT_SHOPKEEPER_W, S_MRGT_00, S_MRYS_00, S_MRNO_00 },
+ { MT_SHOPKEEPER_B, S_MRGT_00, S_MRYS_00, S_MRNO_00 },
+ { MT_SHOPKEEPER_A, S_MRGT_00, S_MRYS_00, S_MRNO_00 },
+ { MT_SHOPKEEPER_M, S_MRGT_00, S_MRYS_00, S_MRNO_00 }
+};
+
+// 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
+//
+// Rogue hard-coded these so they wouldn't have to repeat them several times
+// in the SCRIPT00 lump, apparently.
+//
+
+#define MAXRNDMESSAGES 10
+
+typedef struct rndmessage_s
+{
+ const char *type_name;
+ int nummessages;
+ char *messages[MAXRNDMESSAGES];
+} rndmessage_t;
+
+static rndmessage_t rndMessages[] =
+{
+ // Peasants
+ {
+ "PEASANT",
+ 10,
+ {
+ "PLEASE DON'T HURT ME.",
+
+ "IF YOU'RE LOOKING TO HURT ME, I'M \n"
+ "NOT REALLY WORTH THE EFFORT.",
+
+ "I DON'T KNOW ANYTHING.",
+
+ "GO AWAY OR I'LL CALL THE GUARDS!",
+
+ "I WISH SOMETIMES THAT ALL THESE \n"
+ "REBELS WOULD JUST LEARN THEIR \n"
+ "PLACE AND STOP THIS NONSENSE.",
+
+ "JUST LEAVE ME ALONE, OK?",
+
+ "I'M NOT SURE, BUT SOMETIMES I THINK \n"
+ "THAT I KNOW SOME OF THE ACOLYTES.",
+
+ "THE ORDER'S GOT EVERYTHING AROUND HERE PRETTY WELL LOCKED UP TIGHT.",
+
+ "THERE'S NO WAY THAT THIS IS JUST A \n"
+ "SECURITY FORCE.",
+
+ "I'VE HEARD THAT THE ORDER IS REALLY \n"
+ "NERVOUS ABOUT THE FRONT'S \n"
+ "ACTIONS AROUND HERE."
+ }
+ },
+ // Rebel
+ {
+ "REBEL",
+ 10,
+ {
+ "THERE'S NO WAY THE ORDER WILL \n"
+ "STAND AGAINST US.",
+
+ "WE'RE ALMOST READY TO STRIKE. \n"
+ "MACIL'S PLANS ARE FALLING IN PLACE.",
+
+ "WE'RE ALL BEHIND YOU, DON'T WORRY.",
+
+ "DON'T GET TOO CLOSE TO ANY OF THOSE BIG ROBOTS. THEY'LL MELT YOU DOWN \n"
+ "FOR SCRAP!",
+
+ "THE DAY OF OUR GLORY WILL SOON \n"
+ "COME, AND THOSE WHO OPPOSE US WILL \n"
+ "BE CRUSHED!",
+
+ "DON'T GET TOO COMFORTABLE. WE'VE \n"
+ "STILL GOT OUR WORK CUT OUT FOR US.",
+
+ "MACIL SAYS THAT YOU'RE THE NEW \n"
+ "HOPE. BEAR THAT IN MIND.",
+
+ "ONCE WE'VE TAKEN THESE CHARLATANS DOWN, WE'LL BE ABLE TO REBUILD THIS "
+ "WORLD AS IT SHOULD BE.",
+
+ "REMEMBER THAT YOU AREN'T FIGHTING \n"
+ "JUST FOR YOURSELF, BUT FOR \n"
+ "EVERYONE HERE AND OUTSIDE.",
+
+ "AS LONG AS ONE OF US STILL STANDS, \n"
+ "WE WILL WIN."
+ }
+ },
+ // Acolyte
+ {
+ "AGUARD",
+ 10,
+ {
+ "MOVE ALONG, PEASANT.",
+
+ "FOLLOW THE TRUE FAITH, ONLY THEN \n"
+ "WILL YOU BEGIN TO UNDERSTAND.",
+
+ "ONLY THROUGH DEATH CAN ONE BE \n"
+ "TRULY REBORN.",
+
+ "I'M NOT INTERESTED IN YOUR USELESS \n"
+ "DRIVEL.",
+
+ "IF I HAD WANTED TO TALK YOU I \n"
+ "WOULD HAVE TOLD YOU SO.",
+
+ "GO AND ANNOY SOMEONE ELSE!",
+
+ "KEEP MOVING!",
+
+ "IF THE ALARM GOES OFF, JUST STAY OUT OF OUR WAY!",
+
+ "THE ORDER WILL CLEANSE THE WORLD \n"
+ "AND USHER IT INTO THE NEW ERA.",
+
+ "PROBLEM? NO, I THOUGHT NOT.",
+ }
+ },
+ // Beggar
+ {
+ "BEGGAR",
+ 10,
+ {
+ "ALMS FOR THE POOR?",
+
+ "WHAT ARE YOU LOOKING AT, SURFACER?",
+
+ "YOU WOULDN'T HAVE ANY EXTRA FOOD, WOULD YOU?",
+
+ "YOU SURFACE PEOPLE WILL NEVER \n"
+ " "
+ " UNDERSTAND US.",
+
+ "HA, THE GUARDS CAN'T FIND US. THOSE \n"
+ "IDIOTS DON'T EVEN KNOW WE EXIST.",
+
+ "ONE DAY EVERYONE BUT THOSE WHO SERVE THE ORDER WILL BE FORCED TO "
+ " JOIN US.",
+
+ "STARE NOW, BUT YOU KNOW THAT THIS WILL BE YOUR OWN FACE ONE DAY.",
+
+ // Note: "NOTHING THING" is an authentic typo
+ "THERE'S NOTHING THING MORE \n"
+ "ANNOYING THAN A SURFACER WITH AN ATTITUDE!",
+
+ "THE ORDER WILL MAKE SHORT WORK OF YOUR PATHETIC FRONT.",
+
+ "WATCH YOURSELF SURFACER. WE KNOW OUR ENEMIES!"
+ }
+ },
+ // Templar
+ {
+ "PGUARD",
+ 10,
+ {
+ "WE ARE THE HANDS OF FATE. TO EARN \n"
+ "OUR WRATH IS TO FIND OBLIVION!",
+
+ "THE ORDER WILL CLEANSE THE WORLD \n"
+ "OF THE WEAK AND CORRUPT!",
+
+ "OBEY THE WILL OF THE MASTERS!",
+
+ "LONG LIFE TO THE BROTHERS OF THE \n"
+ "ORDER!",
+
+ "FREE WILL IS AN ILLUSION THAT BINDS \n"
+ "THE WEAK MINDED.",
+
+ "POWER IS THE PATH TO GLORY. TO \n"
+ "FOLLOW THE ORDER IS TO WALK THAT \n"
+ "PATH!",
+
+ "TAKE YOUR PLACE AMONG THE \n"
+ "RIGHTEOUS, JOIN US!",
+
+ "THE ORDER PROTECTS ITS OWN.",
+
+ "ACOLYTES? THEY HAVE YET TO SEE THE FULL GLORY OF THE ORDER.",
+
+ "IF THERE IS ANY HONOR INSIDE THAT \n"
+ "PATHETIC SHELL OF A BODY, \n"
+ "YOU'LL ENTER INTO THE ARMS OF THE \n"
+ "ORDER."
+ }
+ }
+};
+
+// And again, this could have been a define, but was a variable.
+static int numrndmessages = arrlen(rndMessages);
+
+//=============================================================================
+//
+// Dialog Menu Structure
+//
+// The Strife dialog system is actually just a serious abuse of the DOOM menu
+// engine. Hence why it doesn't work in multiplayer games or during demo
+// recording.
+//
+
+#define NUMDIALOGMENUITEMS 6
+
+static void P_DialogDrawer(void);
+
+static menuitem_t dialogmenuitems[] =
+{
+ { 1, "", P_DialogDoChoice, '1' }, // These items are loaded dynamically
+ { 1, "", P_DialogDoChoice, '2' },
+ { 1, "", P_DialogDoChoice, '3' },
+ { 1, "", P_DialogDoChoice, '4' },
+ { 1, "", P_DialogDoChoice, '5' },
+ { 1, "", P_DialogDoChoice, '6' } // Item 6 is always the dismissal item
+};
+
+static menu_t dialogmenu =
+{
+ NUMDIALOGMENUITEMS,
+ NULL,
+ dialogmenuitems,
+ P_DialogDrawer,
+ 42,
+ 75,
+ 0
+};
+
+// Lump number of the dialog background picture, if any.
+static int dialogbgpiclumpnum;
+
+// Name of current speaking character.
+static char *dialogname;
+
+// Current dialog text.
+static const char *dialogtext;
+
+//=============================================================================
+//
+// Routines
+//
+
+//
+// P_ParseDialogLump
+//
+// haleyjd 09/02/10: This is an original function added to parse out the
+// dialogs from the dialog lump rather than reading them raw from the lump
+// pointer. This avoids problems with structure packing.
+//
+static void P_ParseDialogLump(byte *lump, mapdialog_t **dialogs,
+ int numdialogs, int tag)
+{
+ int i;
+ byte *rover = lump;
+
+ *dialogs = Z_Malloc(numdialogs * sizeof(mapdialog_t), tag, NULL);
+
+ for(i = 0; i < numdialogs; i++)
+ {
+ int j;
+ mapdialog_t *curdialog = &((*dialogs)[i]);
+
+ DIALOG_INT(curdialog->speakerid, rover);
+ DIALOG_INT(curdialog->dropitem, rover);
+ DIALOG_INT(curdialog->checkitem[0], rover);
+ DIALOG_INT(curdialog->checkitem[1], rover);
+ DIALOG_INT(curdialog->checkitem[2], rover);
+ DIALOG_INT(curdialog->jumptoconv, rover);
+ DIALOG_STR(curdialog->name, rover, MDLG_NAMELEN);
+ DIALOG_STR(curdialog->voice, rover, MDLG_LUMPLEN);
+ DIALOG_STR(curdialog->backpic, rover, MDLG_LUMPLEN);
+ DIALOG_STR(curdialog->text, rover, MDLG_TEXTLEN);
+
+ // copy choices
+ for(j = 0; j < 5; j++)
+ {
+ mapdlgchoice_t *curchoice = &(curdialog->choices[j]);
+ DIALOG_INT(curchoice->giveitem, rover);
+ DIALOG_INT(curchoice->needitems[0], rover);
+ DIALOG_INT(curchoice->needitems[1], rover);
+ DIALOG_INT(curchoice->needitems[2], rover);
+ DIALOG_INT(curchoice->needamounts[0], rover);
+ DIALOG_INT(curchoice->needamounts[1], rover);
+ DIALOG_INT(curchoice->needamounts[2], rover);
+ DIALOG_STR(curchoice->text, rover, MDLG_CHOICELEN);
+ DIALOG_STR(curchoice->textok, rover, MDLG_MSGLEN);
+ DIALOG_INT(curchoice->next, rover);
+ DIALOG_INT(curchoice->objective, rover);
+ DIALOG_STR(curchoice->textno, rover, MDLG_MSGLEN);
+ }
+ }
+}
+
+//
+// P_DialogLoad
+//
+// [STRIFE] New function
+// haleyjd 09/02/10: Loads the dialog script for the current map. Also loads
+// SCRIPT00 if it has not yet been loaded.
+//
+void P_DialogLoad(void)
+{
+ char lumpname[9];
+ int lumpnum;
+
+ // load the SCRIPTxy lump corresponding to MAPxy, if it exists.
+ DEH_snprintf(lumpname, sizeof(lumpname), "script%02d", gamemap);
+ if((lumpnum = W_CheckNumForName(lumpname)) == -1)
+ numleveldialogs = 0;
+ else
+ {
+ byte *leveldialogptr = W_CacheLumpNum(lumpnum, PU_STATIC);
+ numleveldialogs = W_LumpLength(lumpnum) / ORIG_MAPDIALOG_SIZE;
+ P_ParseDialogLump(leveldialogptr, &leveldialogs, numleveldialogs,
+ PU_LEVEL);
+ Z_Free(leveldialogptr); // haleyjd: free the original lump
+ }
+
+ // also load SCRIPT00 if it has not been loaded yet
+ if(!script0loaded)
+ {
+ byte *script0ptr;
+
+ script0loaded = true;
+ // BUG: Rogue should have used W_GetNumForName here...
+ lumpnum = W_CheckNumForName(DEH_String("script00"));
+ script0ptr = W_CacheLumpNum(lumpnum, PU_STATIC);
+ numscript0dialogs = W_LumpLength(lumpnum) / ORIG_MAPDIALOG_SIZE;
+ P_ParseDialogLump(script0ptr, &script0dialogs, numscript0dialogs,
+ PU_STATIC);
+ Z_Free(script0ptr); // haleyjd: free the original lump
+ }
+}
+
+//
+// P_PlayerHasItem
+//
+// [STRIFE] New function
+// haleyjd 09/02/10: Checks for inventory items, quest flags, etc. for dialogs.
+// Returns the amount possessed, or 0 if none.
+//
+int P_PlayerHasItem(player_t *player, mobjtype_t type)
+{
+ int i;
+
+ if(type > 0)
+ {
+ // check keys
+ if(type >= MT_KEY_BASE && type < MT_INV_SHADOWARMOR)
+ return (player->cards[type - MT_KEY_BASE]);
+
+ // check sigil pieces
+ if(type >= MT_SIGIL_A && type <= MT_SIGIL_E)
+ return (type - MT_SIGIL_A <= player->sigiltype);
+
+ // check quest tokens
+ if(type >= MT_TOKEN_QUEST1 && type <= MT_TOKEN_QUEST31)
+ return (player->questflags & (1 << (type - MT_TOKEN_QUEST1)));
+
+ // check inventory
+ for(i = 0; i < 32; i++)
+ {
+ if(type == player->inventory[i].type)
+ return player->inventory[i].amount;
+ }
+ }
+ return 0;
+}
+
+//
+// P_DialogFind
+//
+// [STRIFE] New function
+// haleyjd 09/03/10: Looks for a dialog definition matching the given
+// Script ID # for an mobj.
+//
+mapdialog_t *P_DialogFind(mobjtype_t type, int jumptoconv)
+{
+ int i;
+
+ // check the map-specific dialogs first
+ for(i = 0; i < numleveldialogs; i++)
+ {
+ if(type == leveldialogs[i].speakerid)
+ {
+ if(jumptoconv <= 1)
+ return &leveldialogs[i];
+ else
+ --jumptoconv;
+ }
+ }
+
+ // check SCRIPT00 dialogs next
+ for(i = 0; i < numscript0dialogs; i++)
+ {
+ if(type == script0dialogs[i].speakerid)
+ return &script0dialogs[i];
+ }
+
+ // the default dialog is script 0 in the SCRIPT00 lump.
+ return &script0dialogs[0];
+}
+
+//
+// P_DialogGetStates
+//
+// [STRIFE] New function
+// haleyjd 09/03/10: Find the set of special dialog states (greetings, yes, no)
+// for a particular thing type.
+//
+static dialogstateset_t *P_DialogGetStates(mobjtype_t type)
+{
+ int i;
+
+ // look for a match by type
+ for(i = 0; i < numdialogstatesets; i++)
+ {
+ if(type == dialogstatesets[i].type)
+ return &dialogstatesets[i];
+ }
+
+ // return the default 0 record if no match.
+ return &dialogstatesets[0];
+}
+
+//
+// P_DialogGetMsg
+//
+// [STRIFE] New function
+// haleyjd 09/03/10: Redirects dialog messages when the script indicates that
+// the actor should use a random message stored in the executable instead.
+//
+static const char *P_DialogGetMsg(const char *message)
+{
+ // if the message starts with "RANDOM"...
+ if(!strncasecmp(message, DEH_String("RANDOM"), 6))
+ {
+ int i;
+ const char *nameloc = message + 7;
+
+ // look for a match in rndMessages for the string starting
+ // 7 chars after "RANDOM_"
+ for(i = 0; i < numrndmessages; i++)
+ {
+ if(!strncasecmp(nameloc, rndMessages[i].type_name, 4))
+ {
+ // found a match, so return a random message
+ int rnd = M_Random();
+ int nummessages = rndMessages[i].nummessages;
+ return DEH_String(rndMessages[i].messages[rnd % nummessages]);
+ }
+ }
+ }
+
+ // otherwise, just return the message passed in.
+ return message;
+}
+
+//
+// P_GiveInventoryItem
+//
+// [STRIFE] New function
+// haleyjd 09/03/10: Give an inventory item to the player, if possible.
+// villsa 09/09/10: Fleshed out routine
+//
+boolean P_GiveInventoryItem(player_t *player, int sprnum, mobjtype_t type)
+{
+ int curinv = 0;
+ int i;
+ boolean ok = false;
+ mobjtype_t item = 0;
+ inventory_t* invtail;
+
+ // repaint the status bar due to inventory changing
+ player->st_update = true;
+
+ while(1)
+ {
+ // inventory is full
+ if(curinv > player->numinventory)
+ return true;
+
+ item = player->inventory[curinv].type;
+ if(type < item)
+ {
+ if(curinv != MAXINVENTORYSLOTS)
+ {
+ // villsa - sort inventory item if needed
+ invtail = &player->inventory[player->numinventory - 1];
+ if(player->numinventory >= (curinv + 1))
+ {
+ for(i = player->numinventory; i >= (curinv + 1); --i)
+ {
+ invtail[1].sprite = invtail[0].sprite;
+ invtail[1].type = invtail[0].type;
+ invtail[1].amount = invtail[0].amount;
+
+ invtail--;
+ }
+ }
+
+ // villsa - add inventory item
+ player->inventory[curinv].amount = 1;
+ player->inventory[curinv].sprite = sprnum;
+ player->inventory[curinv].type = type;
+
+ // sort cursor if needed
+ if(player->numinventory)
+ {
+ if(curinv <= player->inventorycursor)
+ player->inventorycursor++;
+ }
+
+ player->numinventory++;
+
+ return true;
+ }
+
+ return false;
+ }
+
+ if(type == item)
+ break;
+
+ curinv++;
+ }
+
+ // check amount of inventory item by using the mass from mobjinfo
+ if(player->inventory[curinv].amount < mobjinfo[item].mass)
+ {
+ player->inventory[curinv].amount++;
+ ok = true;
+ }
+ else
+ ok = false;
+
+ return ok;
+}
+
+//
+// P_GiveItemToPlayer
+//
+// [STRIFE] New function
+// haleyjd 09/03/10: Sorts out how to give something to the player.
+// Not strictly just for inventory items.
+// villsa 09/09/10: Fleshed out function
+//
+boolean P_GiveItemToPlayer(player_t *player, int sprnum, mobjtype_t type)
+{
+ int i = 0;
+ line_t junk;
+ boolean ok = true;
+ int sound = sfx_itemup; // haleyjd 09/21/10: different sounds for items
+
+ // set quest if mf_givequest flag is set
+ if(mobjinfo[type].flags & MF_GIVEQUEST)
+ player->questflags |= 1 << (mobjinfo[type].speed - 1);
+
+ // check for keys
+ if(type >= MT_KEY_BASE && type <= MT_NEWKEY5)
+ {
+ P_GiveCard(player, type - MT_KEY_BASE);
+ return true;
+ }
+
+ // check for quest tokens
+ if(type >= MT_TOKEN_QUEST1 && type <= MT_TOKEN_QUEST31)
+ {
+ if(mobjinfo[type].name)
+ {
+ strncpy(pickupstring, DEH_String(mobjinfo[type].name), 39);
+ player->message = pickupstring;
+ }
+ player->questflags |= 1 << (type - MT_TOKEN_QUEST1);
+
+ if(player == &players[consoleplayer])
+ S_StartSound(NULL, sound);
+ return true;
+ }
+
+ // haleyjd 09/22/10: Refactored to give sprites higher priority than
+ // mobjtypes and to implement missing logic.
+ switch(sprnum)
+ {
+ case SPR_HELT: // This is given only by the "DONNYTRUMP" cheat (aka Midas)
+ P_GiveInventoryItem(player, SPR_HELT, MT_TOKEN_TOUGHNESS);
+ P_GiveInventoryItem(player, SPR_GUNT, MT_TOKEN_ACCURACY);
+
+ // [STRIFE] Bizarre...
+ for(i = 0; i < 5 * player->accuracy + 300; i++)
+ P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
+ break;
+
+ case SPR_ARM1: // Armor 1
+ if(!P_GiveArmor(player, -2))
+ P_GiveInventoryItem(player, sprnum, type);
+ break;
+
+ case SPR_ARM2: // Armor 2
+ if(!P_GiveArmor(player, -1))
+ P_GiveInventoryItem(player, sprnum, type);
+ break;
+
+ case SPR_COIN: // 1 Gold
+ P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
+ break;
+
+ case SPR_CRED: // 10 Gold
+ for(i = 0; i < 10; i++)
+ P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
+ break;
+
+ case SPR_SACK: // 25 gold
+ for(i = 0; i < 25; i++)
+ P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
+ break;
+
+ case SPR_CHST: // 50 gold
+ for(i = 0; i < 50; i++)
+ P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
+
+ case SPR_BBOX: // Box of Bullets
+ if(!P_GiveAmmo(player, am_bullets, 5))
+ return false;
+ break;
+
+ case SPR_BLIT: // Bullet Clip
+ if(!P_GiveAmmo(player, am_bullets, 1))
+ return false;
+ break;
+
+ case SPR_PMAP: // Map powerup
+ if(!P_GivePower(player, pw_allmap))
+ return false;
+ sound = sfx_yeah; // bluh-doop!
+ break;
+
+ case SPR_COMM: // Communicator
+ if(!P_GivePower(player, pw_communicator))
+ return false;
+ sound = sfx_yeah; // bluh-doop!
+ break;
+
+ case SPR_MSSL: // Mini-missile
+ if(!P_GiveAmmo(player, am_missiles, 1))
+ return false;
+ break;
+
+ case SPR_ROKT: // Crate of missiles
+ if(!P_GiveAmmo(player, am_missiles, 5))
+ return false;
+ break;
+
+ case SPR_BRY1: // Battery cell
+ if(!P_GiveAmmo(player, am_cell, 1))
+ return false;
+ break;
+
+ case SPR_CPAC: // Cell pack
+ if(!P_GiveAmmo(player, am_cell, 5))
+ return false;
+ break;
+
+ case SPR_PQRL: // Poison bolts
+ if(!P_GiveAmmo(player, am_poisonbolts, 5))
+ return false;
+ break;
+
+ case SPR_XQRL: // Electric bolts
+ if(!P_GiveAmmo(player, am_elecbolts, 5))
+ return false;
+ break;
+
+ case SPR_GRN1: // HE Grenades
+ if(!P_GiveAmmo(player, am_hegrenades, 1))
+ return false;
+ break;
+
+ case SPR_GRN2: // WP Grenades
+ if(!P_GiveAmmo(player, am_wpgrenades, 1))
+ return false;
+ break;
+
+ case SPR_BKPK: // Backpack (aka Ammo Satchel)
+ if(!player->backpack)
+ {
+ for(i = 0; i < NUMAMMO; i++)
+ player->maxammo[i] *= 2;
+
+ player->backpack = true;
+ }
+ for(i = 0; i < NUMAMMO; i++)
+ P_GiveAmmo(player, i, 1);
+ break;
+
+ case SPR_RIFL: // Assault Rifle
+ if(player->weaponowned[wp_rifle])
+ return false;
+
+ if(!P_GiveWeapon(player, wp_rifle, false))
+ return false;
+
+ sound = sfx_wpnup; // SHK-CHK!
+ break;
+
+ case SPR_FLAM: // Flamethrower
+ if(player->weaponowned[wp_flame])
+ return false;
+
+ if(!P_GiveWeapon(player, wp_flame, false))
+ return false;
+
+ sound = sfx_wpnup; // SHK-CHK!
+ break;
+
+ case SPR_MMSL: // Mini-missile Launcher
+ if(player->weaponowned[wp_missile])
+ return false;
+
+ if(!P_GiveWeapon(player, wp_missile, false))
+ return false;
+
+ sound = sfx_wpnup; // SHK-CHK!
+ break;
+
+ case SPR_TRPD: // Mauler
+ if(player->weaponowned[wp_mauler])
+ return false;
+
+ if(!P_GiveWeapon(player, wp_mauler, false))
+ return false;
+
+ sound = sfx_wpnup; // SHK-CHK!
+ break;
+
+ case SPR_CBOW: // Here's a crossbow. Just aim straight, and *SPLAT!*
+ if(player->weaponowned[wp_elecbow])
+ return false;
+
+ if(!P_GiveWeapon(player, wp_elecbow, false))
+ return false;
+
+ sound = sfx_wpnup; // SHK-CHK!
+ break;
+
+ case SPR_TOKN: // Miscellaneous items - These are determined by thingtype.
+ switch(type)
+ {
+ case MT_KEY_HAND: // Severed hand
+ P_GiveCard(player, key_SeveredHand);
+ break;
+
+ case MT_MONY_300: // 300 Gold (this is the only way to get it, in fact)
+ for(i = 0; i < 300; i++)
+ P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
+ break;
+
+ case MT_TOKEN_AMMO: // Ammo token - you get this from the Weapons Trainer
+ if(player->ammo[am_bullets] >= 50)
+ return false;
+
+ player->ammo[am_bullets] = 50;
+ break;
+
+ case MT_TOKEN_HEALTH: // Health token - from the Front's doctor
+ if(!P_GiveBody(player, healthamounts[gameskill]))
+ return false;
+ break;
+
+ case MT_TOKEN_ALARM: // Alarm token - particularly from the Oracle.
+ P_NoiseAlert(player->mo, player->mo);
+ A_AlertSpectreC(dialogtalker); // BUG: assumes in a dialog o_O
+ break;
+
+ case MT_TOKEN_DOOR1: // Door special 1
+ junk.tag = 222;
+ EV_DoDoor(&junk, open);
+ break;
+
+ case MT_TOKEN_PRISON_PASS: // Door special 1 - Prison pass
+ junk.tag = 223;
+ EV_DoDoor(&junk, open);
+ if(gamemap == 2) // If on Tarnhill, give Prison pass object
+ P_GiveInventoryItem(player, sprnum, type);
+ break;
+
+ case MT_TOKEN_SHOPCLOSE: // Door special 3 - "Shop close" - unused?
+ junk.tag = 222;
+ EV_DoDoor(&junk, close);
+ break;
+
+ case MT_TOKEN_DOOR3: // Door special 4 (or 3? :P )
+ junk.tag = 224;
+ EV_DoDoor(&junk, close);
+ break;
+
+ case MT_TOKEN_STAMINA: // Stamina upgrade
+ if(player->stamina >= 100)
+ return false;
+
+ player->stamina += 10;
+ P_GiveBody(player, 200); // full healing
+ break;
+
+ case MT_TOKEN_NEW_ACCURACY: // Accuracy upgrade
+ if(player->accuracy >= 100)
+ return false;
+
+ player->accuracy += 10;
+ break;
+
+ case MT_SLIDESHOW: // Slideshow (start a finale)
+ gameaction = ga_victory;
+ if(gamemap == 10)
+ P_GiveItemToPlayer(player, SPR_TOKN, MT_TOKEN_QUEST17);
+ break;
+
+ default: // The default is to just give it as an inventory item.
+ P_GiveInventoryItem(player, sprnum, type);
+ break;
+ }
+ break;
+
+ default: // The ultimate default: Give it as an inventory item.
+ if(!P_GiveInventoryItem(player, sprnum, type))
+ return false;
+ break;
+ }
+
+ // Play sound.
+ if(player == &players[consoleplayer])
+ S_StartSound(NULL, sound);
+
+ return true;
+}
+
+//
+// P_TakeDialogItem
+//
+// [STRIFE] New function
+// haleyjd 09/03/10: Removes needed items from the player's inventory.
+//
+static void P_TakeDialogItem(player_t *player, int type, int amount)
+{
+ int i;
+
+ if(amount <= 0)
+ return;
+
+ for(i = 0; i < player->numinventory; i++)
+ {
+ // find a matching item
+ if(type != player->inventory[i].type)
+ continue;
+
+ // if there is none left...
+ if((player->inventory[i].amount -= amount) < 1)
+ {
+ // ...shift everything above it down
+ int j;
+
+ // BUG: They should have stopped at j < numinventory. This
+ // seems to implicitly assume that numinventory is always at
+ // least one less than the max # of slots, otherwise it
+ // pulls in data from the following player_t fields:
+ // st_update, numinventory, inventorycursor, accuracy, stamina
+ for(j = i + 1; j <= player->numinventory; j++)
+ {
+ inventory_t *item1 = &(player->inventory[j - 1]);
+ inventory_t *item2 = &(player->inventory[j]);
+
+ *item1 = *item2;
+ }
+
+ // blank the topmost slot
+ // BUG: This will overwrite the aforementioned fields if
+ // numinventory is equal to the number of slots!
+ // STRIFE-TODO: Overflow emulation?
+ player->inventory[player->numinventory].type = NUMMOBJTYPES;
+ player->inventory[player->numinventory].sprite = -1;
+ player->numinventory--;
+
+ // update cursor position
+ if(player->inventorycursor >= player->numinventory)
+ {
+ if(player->inventorycursor)
+ player->inventorycursor--;
+ }
+ } // end if
+
+ return; // done!
+
+ } // end for
+}
+
+//
+// P_DialogDrawer
+//
+// This function is set as the drawer callback for the dialog menu.
+//
+static void P_DialogDrawer(void)
+{
+ angle_t angle;
+ int y;
+ int i;
+ int height;
+ int finaly;
+ char choicetext[64];
+
+ // Run down bonuscount faster than usual so that flashes from being given
+ // items are less obvious.
+ if(dialogplayer->bonuscount)
+ {
+ dialogplayer->bonuscount -= 3;
+ if(dialogplayer->bonuscount < 0)
+ dialogplayer->bonuscount = 0;
+ }
+
+ angle = R_PointToAngle2(dialogplayer->mo->x,
+ dialogplayer->mo->y,
+ dialogtalker->x,
+ dialogtalker->y);
+ angle -= dialogplayer->mo->angle;
+
+ // Dismiss the dialog if the player is out of alignment, or the thing he was
+ // talking to is now engaged in battle.
+ if ((angle > ANG45 && angle < (ANG270+ANG45))
+ || (dialogtalker->flags & MF_NODIALOG) != 0)
+ {
+ P_DialogDoChoice(dialogmenu.numitems - 1);
+ }
+
+ dialogtalker->reactiontime = 2;
+
+ // draw background
+ if(dialogbgpiclumpnum != -1)
+ {
+ patch_t *patch = W_CacheLumpNum(dialogbgpiclumpnum, PU_CACHE);
+ V_DrawPatchDirect(0, 0, patch);
+ }
+
+ // if there's a valid background pic, delay drawing the rest of the menu
+ // for a while; otherwise, it will appear immediately
+ if(dialogbgpiclumpnum == -1 || menupausetime <= gametic)
+ {
+ if(menuindialog)
+ {
+ // time to pause the game?
+ if(menupausetime + 3 < gametic)
+ menupause = true;
+ }
+
+ // draw character name
+ M_WriteText(12, 18, dialogname);
+ y = 28;
+
+ // show text (optional for dialogs with voices)
+ if(dialogshowtext || currentdialog->voice[0] == '\0')
+ y = M_WriteText(20, 28, dialogtext);
+
+ height = 20 * dialogmenu.numitems;
+
+ finaly = 175 - height; // preferred height
+ if(y > finaly)
+ finaly = 199 - height; // height it will bump down to if necessary.
+
+ // draw divider
+ M_WriteText(42, finaly - 6, DEH_String("______________________________"));
+
+ dialogmenu.y = finaly + 6;
+ y = 0;
+
+ // draw the menu items
+ for(i = 0; i < dialogmenu.numitems - 1; i++)
+ {
+ DEH_snprintf(choicetext, sizeof(choicetext),
+ "%d) %s", i + 1, currentdialog->choices[i].text);
+
+ // alternate text for items that need money
+ if(currentdialog->choices[i].needamounts[0] > 0)
+ {
+ DEH_snprintf(choicetext, sizeof(choicetext),
+ "%s for %d",
+ choicetext,
+ currentdialog->choices[i].needamounts[0]);
+ }
+
+ M_WriteText(dialogmenu.x, dialogmenu.y + 3 + y, choicetext);
+ y += 19;
+ }
+
+ // draw the final item for dismissing the dialog
+ M_WriteText(dialogmenu.x, 19 * i + dialogmenu.y + 3, dialoglastmsgbuffer);
+ }
+}
+
+//
+// P_DialogDoChoice
+//
+// [STRIFE] New function
+// haleyjd 09/05/10: Handles making a choice in a dialog. Installed as the
+// callback for all items in the dialogmenu structure.
+//
+void P_DialogDoChoice(int choice)
+{
+ int i = 0, nextdialog = 0;
+ boolean candochoice = true;
+ char *message = NULL;
+ mapdlgchoice_t *currentchoice;
+
+ if(choice == -1)
+ choice = dialogmenu.numitems - 1;
+
+ currentchoice = &(currentdialog->choices[choice]);
+
+ I_StartVoice(NULL); // STRIFE-TODO: verify (should stop previous voice I believe)
+
+ // villsa 09/08/10: converted into for loop
+ for(i = 0; i < MDLG_MAXITEMS; i++)
+ {
+ if(P_PlayerHasItem(dialogplayer, currentchoice->needitems[i]) <
+ currentchoice->needamounts[i])
+ {
+ candochoice = false; // nope, missing something
+ }
+ }
+
+ if(choice != dialogmenu.numitems - 1 && candochoice)
+ {
+ int item;
+
+ message = currentchoice->textok;
+ if(dialogtalkerstates->yes)
+ P_SetMobjState(dialogtalker, dialogtalkerstates->yes);
+
+ item = currentchoice->giveitem;
+ if(item < 0 ||
+ P_GiveItemToPlayer(dialogplayer,
+ states[mobjinfo[item].spawnstate].sprite,
+ item))
+ {
+ // if successful, take needed items
+ int count = 0;
+ // villsa 09/08/10: converted into for loop
+ for(count = 0; count < MDLG_MAXITEMS; count++)
+ {
+ P_TakeDialogItem(dialogplayer,
+ currentchoice->needitems[count],
+ currentchoice->needamounts[count]);
+ }
+ }
+ else
+ message = DEH_String("You seem to have enough!");
+
+ // store next dialog into the talking actor
+ nextdialog = currentchoice->next;
+ if(nextdialog != 0)
+ dialogtalker->miscdata = (byte)(abs(nextdialog));
+ }
+ else
+ {
+ // not successful
+ message = currentchoice->textno;
+ if(dialogtalkerstates->no)
+ P_SetMobjState(dialogtalker, dialogtalkerstates->no);
+ }
+
+ if(choice != dialogmenu.numitems - 1)
+ {
+ int objective;
+ char *objlump;
+
+ if((objective = currentchoice->objective))
+ {
+ DEH_snprintf(mission_objective, OBJECTIVE_LEN, "log%i", objective);
+ objlump = W_CacheLumpName(mission_objective, PU_CACHE);
+ strncpy(mission_objective, objlump, OBJECTIVE_LEN);
+ }
+ dialogplayer->message = message;
+ }
+
+ dialogtalker->angle = dialogtalkerangle;
+ dialogplayer->st_update = true;
+ M_ClearMenus(0);
+
+ if(nextdialog >= 0 || gameaction == ga_victory) // Macil hack
+ menuindialog = false;
+ else
+ P_DialogStart(dialogplayer);
+}
+
+//
+// P_DialogStartP1
+//
+// [STRIFE] New function
+// haleyjd 09/13/10: This is a hack used by the finale system.
+//
+void P_DialogStartP1(void)
+{
+ P_DialogStart(&players[0]);
+}
+
+//
+// P_DialogStart
+//
+// villsa [STRIFE] New function
+//
+void P_DialogStart(player_t *player)
+{
+ int i = 0;
+ int j = 0;
+ int pic;
+ int rnd = 0;
+ char* byetext;
+ int jumptoconv;
+
+ if(menuactive || netgame)
+ return;
+
+ // are we facing towards our NPC?
+ P_AimLineAttack(player->mo, player->mo->angle, (128*FRACUNIT));
+ if(!linetarget)
+ {
+ P_AimLineAttack(player->mo, player->mo->angle + (ANG90/16), (128*FRACUNIT));
+ if(!linetarget)
+ P_AimLineAttack(player->mo, player->mo->angle - (ANG90/16), (128*FRACUNIT));
+ }
+
+ if(!linetarget)
+ return;
+
+ // already in combat, can't talk to it
+ if(linetarget->flags & MF_NODIALOG)
+ return;
+
+ // set pointer to the character talking
+ dialogtalker = linetarget;
+
+ // play a sound
+ if(player == &players[consoleplayer])
+ S_StartSound(0, sfx_radio);
+
+ linetarget->target = player->mo; // target the player
+ dialogtalker->reactiontime = 2; // set reactiontime
+ dialogtalkerangle = dialogtalker->angle; // remember original angle
+
+ // face talker towards player
+ A_FaceTarget(dialogtalker);
+
+ // face towards NPC's direction
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y,
+ dialogtalker->x,
+ dialogtalker->y);
+ // set pointer to player talking
+ dialogplayer = player;
+
+ // haleyjd 09/08/10: get any stored dialog state from this object
+ jumptoconv = linetarget->miscdata;
+
+ // check item requirements
+ while(1)
+ {
+ int i = 0;
+ currentdialog = P_DialogFind(linetarget->type, jumptoconv);
+
+ // dialog's jumptoconv equal to 0? There's nothing to jump to.
+ if(currentdialog->jumptoconv == 0)
+ break;
+
+ // villsa 09/08/10: converted into for loop
+ for(i = 0; i < MDLG_MAXITEMS; i++)
+ {
+ // if the item is non-zero, the player must have at least one in his
+ // or her inventory
+ if(currentdialog->checkitem[i] != 0 &&
+ P_PlayerHasItem(dialogplayer, currentdialog->checkitem[i]) < 1)
+ break;
+ }
+
+ if(i < MDLG_MAXITEMS) // didn't find them all? this is our dialog!
+ break;
+
+ jumptoconv = currentdialog->jumptoconv;
+ }
+
+ M_DialogDimMsg(20, 28, currentdialog->text, false);
+ dialogtext = P_DialogGetMsg(currentdialog->text);
+
+ // get states
+ 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
+ {
+ // use a fallback:
+ if(mobjinfo[linetarget->type].name)
+ dialogname = DEH_String(mobjinfo[linetarget->type].name); // mobjtype name
+ else
+ dialogname = DEH_String("Person"); // default name - like Joe in Doom 3 :P
+ }
+
+ // setup number of choices to choose from
+ for(i = 0; i < MDLG_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 = false;
+ menuindialog = true;
+ 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 = DEH_String("BYE!");
+ break;
+ case 1:
+ byetext = DEH_String("Thanks, Bye!");
+ break;
+ default:
+ case 0:
+ byetext = DEH_String("See you later!");
+ break;
+ }
+
+ DEH_snprintf(dialoglastmsgbuffer, sizeof(dialoglastmsgbuffer),
+ "%d) %s", i + 1, byetext);
+}
+
+// EOF
+
+
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