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//============================================================================= // DialogController.uc // Created By: Mike Baldwin // Created On: 4/16/2001 // $Author: Mbaldwin $ // $Date: 10/22/02 5:17p $ // $Revision: 24 $ //============================================================================= class DialogController extends Dialog native abstract; var string DCSpeaker; // used to initialize the dialog controller from a file var Actor Actor; // Reference to actual Actor-based object var float Mood; // -1 (hostile) ----- 0 (neutral) ----- +1 (friendly) var byte Attitude; // Attitude toward player (can't do arithmetic ops on enums) var DialogNode Selection; // Which node in the list that I want to say var array<DialogNode> Nodes; // List of nodes that can be said by this speaker var array<AbortMapT> AbortMapDefault; // how to handling when a speaker aborts the conversation (defaults) var array<AbortMapT> AbortMapCurrent; // how to handling when a speaker aborts the conversation (conversation-specific) var array<ResumeMapT> ResumeMapDefault; // how to resume from the previous dialog with certain speakers (defaults) var array<ResumeMapT> ResumeMapCurrent; // how to resume from the previous dialog with certain speakers (conversation-specific) var array<StatusMapT> StatusMap; // how the previous conversations ended with various speakers var float ReadyTime; // is this actor ready to do dialog? var actor OtherParticipant; // Who we're speaking with (cached) //----------------------------------------------------------------------------- // General Events // event DialogBegin( Actor Other ) { if( Actor? ) Actor.DialogBegin( Other ); } //----------------------------------------------------------------------------- event DialogEnd() { if( Actor? ) Actor.DialogEnd(); } //----------------------------------------------------------------------------- event NotifyNPCReady(); //----------------------------------------------------------------------------- // HeadTracking function EnableHeadTracking( actor TargetActor ); function DisableHeadTracking(); function TurnToFace( actor TargetActor ); //----------------------------------------------------------------------------- // Mood / Attitude function ChangeMood( float Amount ); //----------------------------------------------------------------------------- // Facial / Hand waving function SetTalking( EDialogBoolean bTalking ); //----------------------------------------------------------------------------- // Handling functions for aborting and interruptions native function SetAbortTopic( AbortMapT AbortMapEntry ); native function SetResumeTopic( ResumeMapT ResumeMapEntry ); //----------------------------------------------------------------------------- function bool GetDialogEnding( string OtherSpeaker, out EDialogEnding Ending ) { local int i; for( i=0; i < StatusMap.Length; i++ ) { if( StatusMap[i].Speaker == OtherSpeaker ) { Ending = StatusMap[i].Ending; //DMDLG("Dialog ending b/w" @ DCSpeaker @ "and" @ OtherSpeaker @ "is" @ EnumStr( enum'EDialogEnding', Ending ) ); return true; } } return false; } //----------------------------------------------------------------------------- function SetDialogEnding( actor OtherActor, EDialogEnding Ending ) { local int i; local StatusMapT NewStatus; // update the ending for an existing speaker for( i=0; i < StatusMap.Length; i++ ) { if( StatusMap[i].Speaker == OtherActor.Speaker ) { StatusMap[i].Ending = Ending; return; } } // create a new slot for this speaker NewStatus.Speaker = OtherActor.Speaker; NewStatus.Ending = Ending; StatusMap[StatusMap.Length] = NewStatus; } //----------------------------------------------------------------------------- function bool FindAbortMatch( array<AbortMapT> Map, string OtherSpeaker, EDialogEnding Ending, out name Result ) { local int i; // search for exact ending for( i=0; i < Map.Length; i++ ) if( Map[i].Speaker == OtherSpeaker && Map[i].Ending == Ending ) Result = Map[i].AbortNodeName; // search for default abort ending if( Result == '' ) for( i=0; i < Map.Length; i++ ) if( Map[i].Speaker == OtherSpeaker && Map[i].Ending == DIALOGENDING_AllAborts && Ending != DIALOGENDING_Normal ) Result = Map[i].AbortNodeName; // search for exact ending, any speaker if( Result == '' ) for( i=0; i < Map.Length; i++ ) if( Map[i].Ending == Ending ) Result = Map[i].AbortNodeName; // search for default ending, any speaker if( Result == '' ) for( i=0; i < Map.Length; i++ ) if( Map[i].Ending == DIALOGENDING_AllAborts && Ending != DIALOGENDING_Normal ) Result = Map[i].AbortNodeName; return Result != ''; } //----------------------------------------------------------------------------- function bool FindResumeMatch( array<ResumeMapT> Map, string OtherSpeaker, EDialogEnding Ending, out name Result ) { local int i; // search for exact ending and speaker for( i=0; i < Map.Length; i++ ) if( Map[i].Speaker == OtherSpeaker && Map[i].Ending == Ending ) Result = Map[i].ResumeNodeName; // search for exact speaker, default abort type if( Result == '' ) for( i=0; i < Map.Length; i++ ) if( Map[i].Speaker == OtherSpeaker && Map[i].Ending == DIALOGENDING_AllAborts && Ending != DIALOGENDING_Normal ) Result = Map[i].ResumeNodeName; // search for exact ending, any speaker if( Result == '' ) for( i=0; i < Map.Length; i++ ) if( Map[i].Ending == Ending ) Result = Map[i].ResumeNodeName; // search for default ending, any speaker if( Result == '' ) for( i=0; i < Map.Length; i++ ) if( Map[i].Ending == DIALOGENDING_AllAborts && Ending != DIALOGENDING_Normal ) Result = Map[i].ResumeNodeName; return Result != ''; } //----------------------------------------------------------------------------- function name GetAbortTopic( string OtherSpeaker ) { local name Result; local EDialogEnding Ending; if( GetDialogEnding( OtherSpeaker, Ending ) ) { if( Result == '' ) FindAbortMatch( AbortMapCurrent, OtherSpeaker, Ending, Result ); // conversation-specific if( Result == '' ) FindAbortMatch( AbortMapDefault, OtherSpeaker, Ending, Result ); // default } return Result; } //----------------------------------------------------------------------------- function name GetInterruptResponseTopic( string OtherSpeaker ) { local name Result; if( Result == '' ) FindAbortMatch( AbortMapCurrent, OtherSpeaker, DIALOGENDING_InterruptResponse, Result ); // conversation-specific if( Result == '' ) FindAbortMatch( AbortMapDefault, OtherSpeaker, DIALOGENDING_InterruptResponse, Result ); // default return Result; } //----------------------------------------------------------------------------- function name GetInterruptRequestTopic( string OtherSpeaker ) { local name Result; if( Result == '' ) FindAbortMatch( AbortMapCurrent, OtherSpeaker, DIALOGENDING_InterruptRequest, Result ); // conversation-specific if( Result == '' ) FindAbortMatch( AbortMapDefault, OtherSpeaker, DIALOGENDING_InterruptRequest, Result ); // default return Result; } //----------------------------------------------------------------------------- function name GetInterruptWalkAwayTopic( string OtherSpeaker ) { local name Result; if( Result == '' ) FindAbortMatch( AbortMapCurrent, OtherSpeaker, DIALOGENDING_InterruptWalkAway, Result ); // conversation-specific if( Result == '' ) FindAbortMatch( AbortMapDefault, OtherSpeaker, DIALOGENDING_InterruptWalkAway, Result ); // default return Result; } //----------------------------------------------------------------------------- function name GetResumeTopic( string OtherSpeaker ) { local name Result; local EDialogEnding Ending; if( GetDialogEnding( OtherSpeaker, Ending ) ) { if( Result == '' ) FindResumeMatch( ResumeMapCurrent, OtherSpeaker, Ending, Result ); // conversation-specific if( Result == '' ) FindResumeMatch( ResumeMapDefault, OtherSpeaker, Ending, Result ); // default } return Result; } //----------------------------------------------------------------------------- // Debug function string DisplayDebugInfo() { return( " " @ DCSpeaker @ "Actor:" @ Actor @ "nChoices:" @ Nodes.Length @ "Selection:" @ Selection ); } //----------------------------------------------------------------------------- defaultproperties { Attitude=2 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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