- scriptified the drawer functions of the conversation menu.

This commit is contained in:
Christoph Oelckers 2017-02-19 12:28:05 +01:00
commit 3c8a5fdbe7
3 changed files with 248 additions and 161 deletions

View file

@ -1022,166 +1022,6 @@ public:
}
return Super::Responder(ev);
}
//============================================================================
//
// Draw the backdrop, returns true if the text background should be dimmed
//
//============================================================================
virtual bool DrawBackdrop()
{
if (mCurNode->Backdrop.isValid())
{
screen->DrawTexture(TexMan(mCurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
return false;
}
return true;
}
//============================================================================
//
// Draw the speaker text
//
//============================================================================
virtual void DrawSpeakerText(bool dimbg)
{
FString speakerName;
int x = 16 * screen->GetWidth() / 320;
int y = 16 * screen->GetHeight() / 200;
int linesize = (OptionSettings.mLinespacing+2) * CleanYfac;
// Who is talking to you?
if (mCurNode->SpeakerName.IsNotEmpty())
{
speakerName = mCurNode->SpeakerName;
if (speakerName[0] == '$') speakerName = GStrings(speakerName + 1);
}
else
{
speakerName = players[consoleplayer].ConversationNPC->GetTag("Person");
}
// Dim the screen behind the dialogue (but only if there is no backdrop).
if (dimbg)
{
int i = mDialogueLines->mCount;
screen->Dim(0, 0.45f, 14 * screen->GetWidth() / 320, 13 * screen->GetHeight() / 200,
308 * screen->GetWidth() / 320 - 14 * screen->GetWidth() / 320,
speakerName.IsEmpty() ? linesize * i + 6 * CleanYfac
: linesize * i + 6 * CleanYfac + linesize * 3 / 2);
}
if (speakerName.IsNotEmpty())
{
screen->DrawText(SmallFont, CR_WHITE, x, y, speakerName,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize * 3 / 2;
}
x = 24 * screen->GetWidth() / 320;
for (int i = 0; i < mDialogueLines->mCount; ++i)
{
screen->DrawText(SmallFont, CR_UNTRANSLATED, x, y, mDialogueLines->mBroken[i].Text,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize;
}
}
virtual void DrawReplies()
{
// Dim the screen behind the PC's choices.
screen->Dim(0, 0.45f, (24 - 160) * CleanXfac + screen->GetWidth() / 2,
(mYpos - 2 - 100) * CleanYfac + screen->GetHeight() / 2,
272 * CleanXfac,
MIN<int>(mResponseLines.Size() * OptionSettings.mLinespacing + 4, 200 - mYpos) * CleanYfac);
int y = mYpos;
int fontheight = OptionSettings.mLinespacing;
int response = 0;
for (unsigned i = 0; i < mResponseLines.Size(); i++, y += fontheight)
{
int width = SmallFont->StringWidth(mResponseLines[i]);
int x = 64;
screen->DrawText(SmallFont, CR_GREEN, x, y, mResponseLines[i], DTA_Clean, true, TAG_DONE);
if (i == mResponses[response])
{
char tbuf[16];
response++;
mysnprintf(tbuf, countof(tbuf), "%d.", response);
x = 50 - SmallFont->StringWidth(tbuf);
screen->DrawText(SmallFont, CR_GREY, x, y, tbuf, DTA_Clean, true, TAG_DONE);
if (response == mSelection + 1)
{
int color = ((MenuTime % 8) < 4) || CurrentMenu != this ? CR_RED : CR_GREY;
x = (50 + 3 - 160) * CleanXfac + screen->GetWidth() / 2;
int yy = (y + fontheight / 2 - 5 - 100) * CleanYfac + screen->GetHeight() / 2;
screen->DrawText(ConFont, color, x, yy, "\xd",
DTA_CellX, 8 * CleanXfac,
DTA_CellY, 8 * CleanYfac,
TAG_DONE);
}
}
}
}
virtual void DrawGold()
{
if (mShowGold)
{
auto cointype = PClass::FindActor("Coin");
if (cointype)
{
AInventory *coin = players[consoleplayer].ConversationPC->FindInventory(cointype);
char goldstr[32];
mysnprintf(goldstr, countof(goldstr), "%d", coin != NULL ? coin->Amount : 0);
screen->DrawText(SmallFont, CR_GRAY, 21, 191, goldstr, DTA_320x200, true,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
screen->DrawTexture(TexMan(((AInventory *)GetDefaultByType(cointype))->Icon),
3, 190, DTA_320x200, true,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
screen->DrawText(SmallFont, CR_GRAY, 20, 190, goldstr, DTA_320x200, true, TAG_DONE);
screen->DrawTexture(TexMan(((AInventory *)GetDefaultByType(cointype))->Icon),
2, 189, DTA_320x200, true, TAG_DONE);
}
}
}
//============================================================================
//
// DrawConversationMenu
//
//============================================================================
void Drawer()
{
if (mCurNode == NULL)
{
Close ();
return;
}
// [CW] Freeze the game depending on MAPINFO options.
if (ConversationPauseTic < gametic && !multiplayer && !(level.flags2 & LEVEL2_CONV_SINGLE_UNFREEZE))
{
menuactive = MENU_On;
}
bool dimbg = DrawBackdrop();
DrawSpeakerText(dimbg);
DrawReplies();
DrawGold();
}
};
IMPLEMENT_CLASS(DConversationMenu, true, false)
@ -1316,7 +1156,6 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
// And open the menu
M_StartControlPanel (false);
M_ActivateMenu(cmenu);
ConversationPauseTic = gametic + 20;
menuactive = MENU_OnNoPause;
}
}