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https://github.com/libretro/scummvm.git
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108 lines
3.6 KiB
C++
108 lines
3.6 KiB
C++
/* 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 "ags/engine/ac/global_dialog.h"
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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/dialog.h"
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#include "ags/shared/ac/dialog_topic.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/debugging/debugger.h"
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#include "ags/shared/debugging/out.h"
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#include "ags/engine/script/script.h"
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#include "ags/globals.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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void RunDialog(int tum) {
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if ((tum < 0) | (tum >= _GP(game).numdialog))
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quit("!RunDialog: invalid topic number specified");
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can_run_delayed_command();
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if (_GP(play).stop_dialog_at_end != DIALOG_NONE) {
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if (_GP(play).stop_dialog_at_end == DIALOG_RUNNING)
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_GP(play).stop_dialog_at_end = DIALOG_NEWTOPIC + tum;
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else
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quitprintf("!RunDialog: two NewRoom/RunDialog/StopDialog requests within dialog; last was called in \"%s\", line %d",
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_GP(last_in_dialog_request_script_pos).Section.GetCStr(), _GP(last_in_dialog_request_script_pos).Line);
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return;
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}
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get_script_position(_GP(last_in_dialog_request_script_pos));
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if (_G(inside_script))
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_G(curscript)->queue_action(ePSARunDialog, tum, "RunDialog");
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else
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do_conversation(tum);
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}
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void StopDialog() {
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if (_GP(play).stop_dialog_at_end == DIALOG_NONE) {
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debug_script_warn("StopDialog called, but was not in a dialog");
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debug_script_log("StopDialog called but no dialog");
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return;
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}
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get_script_position(_GP(last_in_dialog_request_script_pos));
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_GP(play).stop_dialog_at_end = DIALOG_STOP;
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}
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void SetDialogOption(int dlg, int opt, int onoroff, bool dlg_script) {
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if ((dlg < 0) | (dlg >= _GP(game).numdialog))
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quit("!SetDialogOption: Invalid topic number specified");
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if ((opt < 1) | (opt > _G(dialog)[dlg].numoptions)) {
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// Pre-3.1.1 games had "dialog scripts" that were written in different language and
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// parsed differently; its "option-on/off" commands were more permissive.
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if (dlg_script) {
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Debug::Printf(kDbgGroup_Game, kDbgMsg_Error, "SetDialogOption: Invalid option number specified (%d : %d)", dlg, opt);
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return;
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}
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quit("!SetDialogOption: Invalid option number specified");
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}
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opt--;
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_G(dialog)[dlg].optionflags[opt] &= ~DFLG_ON;
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if ((onoroff == 1) & ((_G(dialog)[dlg].optionflags[opt] & DFLG_OFFPERM) == 0))
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_G(dialog)[dlg].optionflags[opt] |= DFLG_ON;
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else if (onoroff == 2)
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_G(dialog)[dlg].optionflags[opt] |= DFLG_OFFPERM;
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}
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int GetDialogOption(int dlg, int opt) {
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if ((dlg < 0) | (dlg >= _GP(game).numdialog))
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quit("!GetDialogOption: Invalid topic number specified");
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if ((opt < 1) | (opt > _G(dialog)[dlg].numoptions))
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quit("!GetDialogOption: Invalid option number specified");
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opt--;
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if (_G(dialog)[dlg].optionflags[opt] & DFLG_OFFPERM)
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return 2;
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if (_G(dialog)[dlg].optionflags[opt] & DFLG_ON)
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return 1;
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return 0;
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}
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} // namespace AGS3
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