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162
engines/ultima/ultima4/conversation/dialogueloader_tlk.cpp
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162
engines/ultima/ultima4/conversation/dialogueloader_tlk.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/conversation/conversation.h"
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#include "ultima/ultima4/conversation/dialogueloader_tlk.h"
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#include "ultima/shared/std/containers.h"
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#include "common/stream.h"
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namespace Ultima {
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namespace Ultima4 {
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/**
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* A dialogue loader for standard u4dos .tlk files.
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*/
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Dialogue *U4TlkDialogueLoader::load(Common::SeekableReadStream *source) {
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enum QTrigger {
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NONE = 0,
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JOB = 3,
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HEALTH = 4,
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KEYWORD1 = 5,
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KEYWORD2 = 6
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};
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/* there's no dialogues left in the file */
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char tlk_buffer[288];
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if (source->read(tlk_buffer, sizeof(tlk_buffer)) != sizeof(tlk_buffer))
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return nullptr;
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char *ptr = &tlk_buffer[3];
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Std::vector<Common::String> strings;
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for (int i = 0; i < 12; i++) {
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strings.push_back(ptr);
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ptr += strlen(ptr) + 1;
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}
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Dialogue *dlg = new Dialogue();
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byte prob = tlk_buffer[2];
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QTrigger qtrigger = QTrigger(tlk_buffer[0]);
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bool humilityTestQuestion = tlk_buffer[1] == 1;
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dlg->setTurnAwayProb(prob);
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dlg->setName(strings[0]);
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dlg->setPronoun(strings[1]);
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dlg->setPrompt("\nYour Interest:\n");
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// Fix the actor description Common::String, converting the first character
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// to lower-case.
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strings[2].setChar(tolower(strings[2][0]), 0);
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// ... then replace any newlines in the Common::String with spaces
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size_t index = strings[2].find("\n");
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while (index != Common::String::npos) {
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strings[2].setChar(' ', index);
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index = strings[2].find("\n");
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}
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// ... then append a period to the end of the Common::String if one does
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// not already exist
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if (!Common::isPunct(strings[2][strings[2].size() - 1]))
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strings[2] = strings[2] + Common::String(".");
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// ... and finally, a few characters in the game have descriptions
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// that do not begin with a definite (the) or indefinite (a/an)
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// article. On those characters, insert the appropriate article.
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if ((strings[0] == "Iolo")
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|| (strings[0] == "Tracie")
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|| (strings[0] == "Dupre")
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|| (strings[0] == "Traveling Dan"))
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strings[2] = Common::String("a ") + strings[2];
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Common::String introBase = Common::String("\nYou meet ") + strings[2] + "\n";
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dlg->setIntro(new Response(introBase + dlg->getPrompt()));
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dlg->setLongIntro(new Response(introBase +
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"\n" + dlg->getPronoun() + " says: I am " + dlg->getName() + "\n"
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+ dlg->getPrompt()));
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dlg->setDefaultAnswer(new Response("That I cannot\nhelp thee with."));
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Response *yes = new Response(strings[8]);
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Response *no = new Response(strings[9]);
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if (humilityTestQuestion) {
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yes->add(g_responseParts->BRAGGED);
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no->add(g_responseParts->HUMBLE);
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}
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dlg->setQuestion(new Dialogue::Question(strings[7], yes, no));
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// one of the following four keywords triggers the speaker's question
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Response *job = new Response(Common::String("\n") + strings[3]);
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Response *health = new Response(Common::String("\n") + strings[4]);
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Response *kw1 = new Response(Common::String("\n") + strings[5]);
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Response *kw2 = new Response(Common::String("\n") + strings[6]);
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switch (qtrigger) {
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case JOB:
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job->add(g_responseParts->ASK);
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break;
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case HEALTH:
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health->add(g_responseParts->ASK);
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break;
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case KEYWORD1:
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kw1->add(g_responseParts->ASK);
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break;
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case KEYWORD2:
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kw2->add(g_responseParts->ASK);
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break;
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case NONE:
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default:
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break;
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}
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dlg->addKeyword("job", job);
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dlg->addKeyword("heal", health);
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dlg->addKeyword(strings[10], kw1);
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dlg->addKeyword(strings[11], kw2);
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// NOTE: We let the talker's custom keywords override the standard
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// keywords like HEAL and LOOK. This behavior differs from u4dos,
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// but fixes a couple conversation files which have keywords that
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// conflict with the standard ones (e.g. Calabrini in Moonglow has
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// HEAL for healer, which is unreachable in u4dos, but clearly
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// more useful than "Fine." for health).
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Common::String look = Common::String("\nYou see ") + strings[2];
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dlg->addKeyword("look", new Response(look));
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dlg->addKeyword("name", new Response(Common::String("\n") + dlg->getPronoun() + " says: I am " + dlg->getName()));
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dlg->addKeyword("give", new Response(Common::String("\n") + dlg->getPronoun() + " says: I do not need thy gold. Keep it!"));
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dlg->addKeyword("join", new Response(Common::String("\n") + dlg->getPronoun() + " says: I cannot join thee."));
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Response *bye = new Response("\nBye.");
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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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/*
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* This little easter egg appeared in the Amiga version of Ultima IV.
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* I've never figured out what the number means.
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* "Banjo" Bob Hardy was the programmer for the Amiga version.
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*/
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dlg->addKeyword("ojna", new Response("\nHi Banjo Bob!\nYour secret\nnumber is\n4F4A4E0A"));
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return dlg;
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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