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// 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
//
//-----------------------------------------------------------------------------
#ifndef P_DIALOG_H__
#define P_DIALOG_H__
#define OBJECTIVE_LEN 300
#define MAXINVENTORYSLOTS 30
#define MDLG_CHOICELEN 32
#define MDLG_MSGLEN 80
#define MDLG_NAMELEN 16
#define MDLG_LUMPLEN 8
#define MDLG_TEXTLEN 320
#define MDLG_MAXCHOICES 5
#define MDLG_MAXITEMS 3
extern char mission_objective[OBJECTIVE_LEN];
extern int dialogshowtext;
// villsa - convenient macro for giving objective logs to player
#define GiveObjective(x, minlumpnum) \
do { \
int obj_ln = W_CheckNumForName(DEH_String(x)); \
if(obj_ln > minlumpnum) \
strncpy(mission_objective, W_CacheLumpNum(obj_ln, PU_CACHE), OBJECTIVE_LEN);\
} while(0)
// haleyjd - voice and objective in one
#define GiveVoiceObjective(voice, log, minlumpnum) \
do { \
int obj_ln = W_CheckNumForName(DEH_String(log)); \
I_StartVoice(DEH_String(voice)); \
if(obj_ln > minlumpnum) \
strncpy(mission_objective, W_CacheLumpNum(obj_ln, PU_CACHE), OBJECTIVE_LEN);\
} while(0)
typedef struct mapdlgchoice_s
{
int giveitem; // item given when successful
int needitems[MDLG_MAXITEMS]; // item needed for success
int needamounts[MDLG_MAXITEMS]; // amount of items needed
char text[MDLG_CHOICELEN]; // normal text
char textok[MDLG_MSGLEN]; // message given on success
int next; // next dialog?
int objective; // ???
char textno[MDLG_MSGLEN]; // message given on failure
} mapdlgchoice_t;
typedef struct mapdialog_s
{
int speakerid; // script ID# for mobjtype that will use this dialog
int dropitem; // item to drop if that thingtype is killed
int checkitem[MDLG_MAXITEMS]; // item(s) needed to see this dialog
int jumptoconv; // conversation to jump to when... ?
char name[MDLG_NAMELEN]; // name of speaker
char voice[MDLG_LUMPLEN]; // voice file to play
char backpic[MDLG_LUMPLEN]; // backdrop pic for character, if any
char text[MDLG_TEXTLEN]; // main message text
// options that this dialog gives the player
mapdlgchoice_t choices[MDLG_MAXCHOICES];
} mapdialog_t;
void P_DialogLoad(void);
void P_DialogStart(player_t *player);
void P_DialogDoChoice(int choice);
boolean P_GiveItemToPlayer(player_t *player, int sprnum, mobjtype_t type);
boolean P_GiveInventoryItem(player_t *player, int sprnum, mobjtype_t type);
boolean P_UseInventoryItem(player_t* player, int item);
void P_DialogStartP1(void);
mapdialog_t* P_DialogFind(mobjtype_t type, int jumptoconv);
int P_PlayerHasItem(player_t *player, mobjtype_t type);
#endif
// EOF
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