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143
engines/ultima/ultima4/conversation/dialogueloader_hw.cpp
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143
engines/ultima/ultima4/conversation/dialogueloader_hw.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima4/game/context.h"
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#include "ultima/ultima4/conversation/conversation.h"
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#include "ultima/ultima4/conversation/dialogueloader_hw.h"
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#include "ultima/ultima4/game/player.h"
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#include "ultima/ultima4/filesys/savegame.h"
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#include "ultima/ultima4/filesys/u4file.h"
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#include "ultima/ultima4/core/utils.h"
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#include "ultima/ultima4/ultima4.h"
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#include "ultima/shared/std/containers.h"
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namespace Ultima {
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namespace Ultima4 {
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Response *hawkwindGetAdvice(const DynamicResponse *kw);
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Response *hawkwindGetIntro(const DynamicResponse *dynResp);
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/* Hawkwind text indexes */
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#define HW_SPEAKONLYWITH 40
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#define HW_RETURNWHEN 41
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#define HW_ISREVIVED 42
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#define HW_WELCOME 43
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#define HW_GREETING1 44
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#define HW_GREETING2 45
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#define HW_PROMPT 46
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#define HW_DEFAULT 49
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#define HW_ALREADYAVATAR 50
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#define HW_GOTOSHRINE 51
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#define HW_BYE 52
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/**
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* A special case dialogue loader for Hawkwind.
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*/
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Dialogue *U4HWDialogueLoader::load(Common::SeekableReadStream *source) {
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Std::vector<Common::String> &hawkwindText = g_ultima->_hawkwindText;
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hawkwindText = u4read_stringtable("hawkwind");
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Dialogue *dlg = new Dialogue();
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dlg->setTurnAwayProb(0);
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dlg->setName("Hawkwind");
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dlg->setPronoun("He");
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dlg->setPrompt(hawkwindText[HW_PROMPT]);
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Response *intro = new DynamicResponse(&hawkwindGetIntro);
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dlg->setIntro(intro);
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dlg->setLongIntro(intro);
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dlg->setDefaultAnswer(new Response(Common::String("\n" + hawkwindText[HW_DEFAULT])));
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for (int v = 0; v < VIRT_MAX; v++) {
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Common::String virtue(getVirtueName((Virtue) v));
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lowercase(virtue);
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virtue = virtue.substr(0, 4);
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dlg->addKeyword(virtue, new DynamicResponse(&hawkwindGetAdvice, virtue));
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}
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Response *bye = new Response(hawkwindText[HW_BYE]);
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bye->add(g_responseParts->STOPMUSIC);
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bye->add(g_responseParts->END);
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dlg->addKeyword("bye", bye);
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dlg->addKeyword("", bye);
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return dlg;
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}
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/**
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* Generate the appropriate response when the player asks Lord British
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* for help. The help text depends on the current party status; when
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* one quest item is complete, Lord British provides some direction to
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* the next one.
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*/
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Response *hawkwindGetAdvice(const DynamicResponse *dynResp) {
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Common::String text;
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int virtue = -1, virtueLevel = -1;
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Std::vector<Common::String> &hawkwindText = g_ultima->_hawkwindText;
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/* check if asking about a virtue */
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for (int v = 0; v < VIRT_MAX; v++) {
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if (scumm_strnicmp(dynResp->getParam().c_str(), getVirtueName((Virtue) v), 4) == 0) {
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virtue = v;
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virtueLevel = g_ultima->_saveGame->_karma[v];
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break;
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}
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}
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if (virtue != -1) {
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text = "\n\n";
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if (virtueLevel == 0)
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text += hawkwindText[HW_ALREADYAVATAR] + "\n";
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else if (virtueLevel < 80)
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text += hawkwindText[(virtueLevel / 20) * 8 + virtue];
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else if (virtueLevel < 99)
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text += hawkwindText[3 * 8 + virtue];
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else /* virtueLevel >= 99 */
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text = hawkwindText[4 * 8 + virtue] + hawkwindText[HW_GOTOSHRINE];
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} else {
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text = Common::String("\n") + hawkwindText[HW_DEFAULT];
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}
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return new Response(text);
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}
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Response *hawkwindGetIntro(const DynamicResponse *dynResp) {
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Response *intro = new Response("");
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Std::vector<Common::String> &hawkwindText = g_ultima->_hawkwindText;
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if (g_context->_party->member(0)->getStatus() == STAT_SLEEPING ||
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g_context->_party->member(0)->getStatus() == STAT_DEAD) {
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intro->add(hawkwindText[HW_SPEAKONLYWITH] + g_context->_party->member(0)->getName() +
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hawkwindText[HW_RETURNWHEN] + g_context->_party->member(0)->getName() +
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hawkwindText[HW_ISREVIVED]);
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intro->add(g_responseParts->END);
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} else {
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intro->add(g_responseParts->STARTMUSIC_HW);
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intro->add(g_responseParts->HAWKWIND);
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intro->add(hawkwindText[HW_WELCOME] + g_context->_party->member(0)->getName() +
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hawkwindText[HW_GREETING1] + hawkwindText[HW_GREETING2]);
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}
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return intro;
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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