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U2Dialog.DialogGameInfoLocal


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//=============================================================================
// DialogGameInfoLocal.uc
// $Author: Mbaldwin $
// $Date: 12/07/02 1:09a $
// $Revision: 4 $
//=============================================================================
class DialogGameInfoLocal extends DialogGameInfo
	native;

//------------------------------------------------------------------------------
// Localization support (for testing purposes)
// This class accepts exec commands to change the directory name, and the current
// dialog file to be tested.  The nextnode and prevnode commands cycle
// through the dialog nodes from the current file
// The nextfile and prevfile commands work the same way, cycling through the
// dialog files of the current directory
//------------------------------------------------------------------------------

var array<DialogNode> Nodes;				// list of nodes for the current dir / file
var array<string> Files;					// list of files in the dialog directory
var string	CurrentDir;						// current directory from which to get .dlg files
var int		CurrentFile;					// current index into .dlg file list
var int		CurrentNode;					// index of the currently displaying node
var string	CurrentShortText;				// choice text of current dialog node
var string	CurrentLongText;				// subtitle text of current dialog node
var bool	bPlayAudio;						// whether to play audio and timed subtitles

//------------------------------------------------------------------------------
// Interface
//------------------------------------------------------------------------------

exec function GetDialogDir()		{ DM(CurrentDir);			}
exec function GetDialogFile()		{ DM(Files[CurrentFile]);	}
exec function GetDialogChoice()		{ DM(CurrentShortText);		}
exec function GetDialogSubtitle()	{ DM(CurrentLongText);		}

//------------------------------------------------------------------------------

exec function SetDialogDir( string Directory )
{
	local int i;

	CurrentDir = Directory;

	DM("Dialog directory set to:" @ CurrentDir );

	Files.Remove( 0, Files.Length );
	DE.FindDialogFiles( CurrentDir, Files );
	ExtractFilenamesFromPaths();

	DM("Available Files:" @ Files.Length );
	for( i=0; i < Files.Length; i++ )
		DM("    " @ Files[i] );

	ProcessCurrentFile();
}

//------------------------------------------------------------------------------

exec function ReloadFile()
{
	DM("Reloading:" @ Files[CurrentFile] );
	ProcessCurrentFile();
}

//------------------------------------------------------------------------------

exec function SetDialogFile( string Filename )
{
	local int i;

	for( i=0; i < Files.Length; i++ )
	{
		if( Caps(Files[i]) == Caps(Filename) )
		{
			CurrentFile = i;
			DM("Dialog File set to:" @ Files[CurrentFile] );
			ProcessCurrentFile();
			return;
		}
	}

	DM("Invalid file name:" @ Filename @ "for directory:" @ CurrentDir );
}

//------------------------------------------------------------------------------

exec function NextFile()
{
	if( Files.Length > 0 )
	{
		CurrentFile++;
		if( CurrentFile >= Files.Length )
			CurrentFile = 0;
		DM("Dialog File set to:" @ Files[CurrentFile] );
		ProcessCurrentFile();
	}
}

//------------------------------------------------------------------------------

exec function PrevFile()
{
	if( Files.Length > 0 )
	{
		CurrentFile--;
		if( CurrentFile < 0 )
			CurrentFile = Files.Length - 1;
		DM("Dialog File set to:" @ Files[CurrentFile] );
		ProcessCurrentFile();
	}
}

//------------------------------------------------------------------------------

exec function NextNode()
{
	if( Nodes.Length > 0 )
	{
		CurrentNode++;
		if( CurrentNode >= Nodes.Length )
			CurrentNode = 0;
		ProcessCurrentNode();
	}
	else DM("No dialog nodes loaded for Directory:" @ CurrentDir @ "File:" @ Files[CurrentFile] );
}

//------------------------------------------------------------------------------

exec function PrevNode()
{
	if( Nodes.Length > 0 )
	{
		CurrentNode--;
		if( CurrentNode < 0 )
			CurrentNode = Nodes.Length - 1;
		ProcessCurrentNode();
	}
	else DM("No dialog nodes loaded for Directory:" @ CurrentDir @ "File:" @ Files[CurrentFile] );
}

//------------------------------------------------------------------------------

exec function CurrentNodeValidated()
{
	DM( "VALIDATED: " $ Files[CurrentFile] $ ".dlg [" $ Nodes[CurrentNode].Tag $ "] \"" $ Nodes[CurrentNode].LongText $ "\"" );
}

//------------------------------------------------------------------------------

exec function CurrentNodeFailed()
{
	DM( "FAILED: " $ Files[CurrentFile] $ ".dlg [" $ Nodes[CurrentNode].Tag $ "] \"" $ Nodes[CurrentNode].LongText $ "\"" );
}

//------------------------------------------------------------------------------

exec function ToggleDialogAudio()
{
	bPlayAudio = !bPlayAudio;
}

//------------------------------------------------------------------------------
// Helper functions
//------------------------------------------------------------------------------

function ExtractFilenamesFromPaths()
{
	local int i, pos;

	for( i=0; i < Files.Length; i++ )
	{
		Files[i] = class'Util'.static.StripPathFromFilename( Files[i] );
		pos = InStr( Files[i], "." );
		if( pos != -1 )
			Files[i] = Left( Files[i], pos );
	}
}

//------------------------------------------------------------------------------

function ProcessCurrentFile()
{
	GetNodeList( CurrentDir, Files[CurrentFile] );
	CurrentNode = 0;
	if( Nodes.Length > 0 )
	{
		DM("Number of dialog nodes loaded:" @ Nodes.Length );
		ProcessCurrentNode();
	}
	else DM("No dialog nodes loaded for Directory:" @ CurrentDir @ "File:" @ Files[CurrentFile] );
}

//------------------------------------------------------------------------------

function GetNodeList( string Dir, string File )
{
	local DialogNode DN;

	// remove old dialog files
	DE.Cleanup();

	// give dialog engine the current player controller (for ui purposes)
	DE.NotifyPostLogin( Level.PlayerControllerList );

	// load up the new dialog files based on the current directory / file
	DE.LoadDialogFiles( Dir, File );

	// clear out our old node list
	Nodes.Remove( 0, Nodes.Length );

	// load in new nodes
	foreach DynamicActors( class'DialogNode', DN )
		if( !DN.bDeleteMe && DialogTree(DN) == None )
			Nodes[Nodes.Length] = DN;
}

//------------------------------------------------------------------------------

function ProcessCurrentNode()
{
	if( CurrentNode < Nodes.Length )
	{
		// play audio first so that subtitle duration will be accurate
		if( bPlayAudio )
		{
			StopAudioFile();
			PlayAudioFile();
		}
		DisplayShortText();
		DisplayLongText();
	}
	else DM("Current node index is out of range:" @ CurrentNode $ "/" $ Nodes.Length );
}	

//------------------------------------------------------------------------------

function DisplayShortText()
{
	local DialogControllerPlayer DCP;

	CurrentShortText = "";

	DCP = DialogControllerPlayer( DE.StringToDC( Self, Dialog.PlayerSpeakerString ) );
	if( DCP? )
	{
		DCP.RemoveChoice( 0 );		// get rid previous choice

		if( Caps( Nodes[CurrentNode].Speaker ) == Dialog.PlayerSpeakerString &&
			class'Util'.static.StringToName( Nodes[CurrentNode].ShortText ) != Nodes[CurrentNode].Tag )
		{
			CurrentShortText = Nodes[CurrentNode].ShortText;
			if( CurrentShortText == "" )
				CurrentShortText = "No Choice Text";
			DCP.AddChoice( 0, CurrentShortText );
		}
	}
}

//------------------------------------------------------------------------------
	
function DisplayLongText()
{
	local float W, H, WrapX;
	local Console Console;
	local color SubtitleColor;
	local float TimeToDisplay;

	CurrentLongText = "";

	Console = class'UIConsole'.static.GetConsole();
	if( Console == None )
	{
		DM("ERROR: no console");
		return;
	}

	CurrentLongText = Nodes[CurrentNode].LongText;
	if( CurrentLongText == "" )
		CurrentLongText = "No Subtitle Text";

	// compute wrapping width of text
	Console.TextSize( DE.SubtitleFont, CurrentLongText, W, H );
	WrapX = W + DE.SubtitlePadding;
	if( WrapX > DE.SubtitleBoxWidth )
		WrapX = DE.SubtitleBoxWidth;

	SubtitleColor = DE.SubtitleColorPlayer;

	if( bPlayAudio )
		TimeToDisplay = Nodes[CurrentNode].GetAudioLength();
	else
		// FIXME: FadeinPct should be passed into BroadcastStatusMessage so that long message times can have short fade in times
		TimeToDisplay = 15;		// can't set this too long, or the text will take too long to fade in.

	// diaplay subtitle
	class'UIConsole'.static.BroadcastStatusMessage( Self, CurrentLongText, TimeToDisplay, DE.SubtitleFont, SubtitleColor,/*sound*/,/*volume*/,/*pitch*/, "DialogSubtitlesHolder", true, WrapX );

	// display node ID
	class'UIConsole'.static.BroadcastStatusMessage( Self, Nodes[CurrentNode].Tag, TimeToDisplay, DE.SubtitleFont, SubtitleColor,/*sound*/,/*volume*/,/*pitch*/, /*"ConsoleTimedLabelHolder"*/, true );

	// echo to log in debug mode
	DE.DMDLG( CurrentLongText );
}

//------------------------------------------------------------------------------

function PlayAudioFile()
{
	local string OggFilename;
	local DialogNode DN;
	local actor SourceActor;

	DN = Nodes[CurrentNode];
	SourceActor = Level.PlayerControllerList;

	// Ogg files are stored relative to the Voice subdirectory (a standard defined within the ALAudioSubsystem implementation)
	OggFilename = class'Dialog'.static.GetOggFilename( DN.Filename );
	if( GetOggDuration( OggFilename ) > 0.0 )
	{
		DN.bUseOggVoice = true;
		DN.Voice = SourceActor.PlayVoice( OggFilename, SoundVolume, SoundRadius, 1.0 /*pitch*/ );
		//DM( "Play dialog sound (ogg) file:" @ OggFilename @ "through actor:" @ SourceActor );
	}
	else
	{
		DN.Voice = sound( DynamicLoadObject( DN.Filename, class'Sound' ) );
		SourceActor.PlaySound( DN.Voice, SLOT_Dialog, SoundVolume, true /*bNoOverride*/, SoundRadius, 1.0 /*pitch*/, true /*attenuate*/ );
		//DM( "Play dialog sound (wav) file:" @ DN.Filename @ "through actor:" @ SourceActor );
	}

	// cache the sound duration while we have the transient sound object handy
	if( DN.Voice != None )
		DN.AudioDuration = GetSoundDuration( DN.Voice );
}

//-----------------------------------------------------------------------------

function StopAudioFile()
{
	Level.PlayerControllerList.StopVoice();
	Level.PlayerControllerList.StopSoundSlot( SLOT_Dialog );
}

//------------------------------------------------------------------------------

defaultproperties
{
	bPlayAudio=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:38.163 - Created with UnCodeX