summaryrefslogtreecommitdiff
path: root/src/strife/p_dialog.c
blob: 4616d0b0c151ff83753231503178611f533b6eb6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1996 Rogue Entertainment / Velocity, Inc.
// Copyright(C) 2010 James Haley, Samuel Villareal
//
// 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 "z_zone.h"
#include "w_wad.h"
#include "deh_str.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"

//
// 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;

#define MAXITEMREQUIREMENTS 3
#define MAXCHOICES          5

//
// Globals
//

// This can be toggled at runtime to determine if the full dialog messages
// are subtitled on screen or not. Defaults to off.
boolean dialogshowtext = false;

//
// 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.
player_t *dialogplayer;

// The object to which the player is speaking.
mobj_t   *dialogtalker;

// The talker's current angle
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
//
// 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;
    const 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 PLANES 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.",

            "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 void P_DialogDoChoice(int choice);

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 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->checkitem1, rover);
        DIALOG_INT(curdialog->checkitem2, rover);
        DIALOG_INT(curdialog->checkitem3, 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->needitem1,   rover);
            DIALOG_INT(curchoice->needitem2,   rover);
            DIALOG_INT(curchoice->needitem3,   rover);
            DIALOG_INT(curchoice->needamount1, rover);
            DIALOG_INT(curchoice->needamount2, rover);
            DIALOG_INT(curchoice->needamount3, 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.
    sprintf(lumpname, DEH_String("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 i;

    // check the map-specific dialogs first
    for(i = 0; i < numleveldialogs; i++)
    {
        if(type == leveldialogs[i].speakerid)
            return &leveldialogs[i];
    }

    // 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.
// STRIFE-TODO: Or is it a conversation ID?
//
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, "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 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.
//
boolean P_GiveInventoryItem(player_t *player, int a2, int a3)
{
    int v3  = 0;
    int v15 = a2;
    int v4  = a3;

    // repaint the status bar due to inventory changing
    player->st_update = true;

    // STRIFE-TODO: do an insertion sort on the inventory...
    // Too bad the code is nearly impossible to understand!!!

    return true;
}

//
// P_GiveItemToPlayer
//
// [STRIFE] New function
// haleyjd 09/03/10: Sorts out how to give something to the player.
// Not strictly just for inventory items.
//
boolean P_GiveItemToPlayer(player_t *player, int sprnum, mobjtype_t type)
{
    // haleyjd: STRIFE-TODO
    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 height;
    int finaly;

    // 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 > 0x20000000 && angle < 0xE0000000 || dialogtalker->flags & MF_INCOMBAT)
        P_DialogDoChoice(dialogmenu.numitems - 1);

    dialogtalker->reactiontime = 2;

    if(dialogbgpiclumpnum != -1)
    {
        patch_t *patch = W_CacheLumpNum(dialogbgpiclumpnum, PU_CACHE);
        V_DrawPatchDirect(0, 0, patch);
    }

    if(menupausetime <= gametic)
    {
        if(menuindialog)
        {
            if(menupausetime + 3 < gametic)
                menupause = true;
        }
        M_WriteText(12, 18, dialogname);
        y = 28;

        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.

        M_WriteText(42, finaly - 6, "______________________________");

        /*
        dialogmenu
        */
    }
}

//
// 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.
//
static void P_DialogDoChoice(int choice)
{
    // STRIFE-TODO
}

//
// P_DialogStart
//
// villsa [STRIFE] New function
//
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;

    // 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)
    {
        // already in combat, can't talk to it
        if(linetarget->flags & MF_INCOMBAT)
            return;

        dialogtalker = linetarget;

        // play a sound
        if(player = &players[consoleplayer])
            S_StartSound(0, sfx_radio);

        linetarget->target = player->mo;
        dialogtalker->reactiontime = 2;
        dialogtalkerangle = dialogtalker->angle;

        // face towards player
        A_FaceTarget(linetarget);
        // face towards NPC's direction
        player->mo->angle = R_PointToAngle2(
                            player->mo->x,
                            player->mo->y,
                            dialogtalker->x,
                            dialogtalker->y);

        dialogplayer = player;
    }

    // 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);
}