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
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
|
//
// 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.
//
// 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_mode.h"
#include "d_player.h"
#include "doomstat.h"
#include "m_random.h"
#include "m_menu.h"
#include "m_misc.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 TO 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;
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)
{
M_StringCopy(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, vld_open);
break;
case MT_TOKEN_PRISON_PASS: // Door special 1 - Prison pass
junk.tag = 223;
EV_DoDoor(&junk, vld_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, vld_close);
break;
case MT_TOKEN_DOOR3: // Door special 4 (or 3? :P )
junk.tag = 224;
EV_DoDoor(&junk, vld_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];
char choicetext2[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)
{
// haleyjd 20120401: necessary to avoid undefined behavior:
M_StringCopy(choicetext2, choicetext, sizeof(choicetext2));
DEH_snprintf(choicetext, sizeof(choicetext),
"%s for %d", choicetext2,
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);
M_StringCopy(mission_objective, objlump, OBJECTIVE_LEN);
}
// haleyjd 20130301: v1.31 hack: if first char of message is a period,
// clear the player's message. Is this actually used anywhere?
if(gameversion == exe_strife_1_31 && message[0] == '.')
message = NULL;
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 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
|