first attempt of external dialogs with level0.tmx only - currently buggy - not compiling

This commit is contained in:
SlyVTT 2023-08-21 21:35:49 +02:00
parent 9c38862507
commit 35e173f838
15 changed files with 415 additions and 104 deletions

2
.gitignore vendored
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@ -13,4 +13,4 @@ __pycache__/
*.sublime-workspace *.sublime-workspace
.vscode .vscode
*.json level*.json

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@ -31,6 +31,7 @@ set(SOURCES
# Shared assets, fx-9860G-only assets and fx-CG-50-only assets # Shared assets, fx-9860G-only assets and fx-CG-50-only assets
set(ASSETS set(ASSETS
assets/WorldRPG.world assets/WorldRPG.world
assets/DialogsRPG.json
# ... # ...
) )

134
assets/DialogsRPG.json Normal file
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@ -0,0 +1,134 @@
{ "dialogs":[
{ "ID":0,
"dialog":"Bienvenue a Toi, l'Ami, dans cette magnifique ville de Nabrouch. Comme tu peux le constater, les habitants ne sont pas tres nombreux et ont tendance a se terrer dans leur maison depuis la revolution. Il faut dire que les Anciens dirigeants, bien qu'exiles, exercent encore une certaine forme de pouvoir ...",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":1
},
{
"ID":1,
"dialog":"Depuis la mort de ton Pere, la region a bien change ... Enfin, surtout ses habitants. Tu devras te mefier de tout le monde.",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":2
},
{
"ID":2,
"dialog":"Tu devrais commencer par rejoindre la taverne que ton pere t'a laisse en heritage.",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
},
{
"ID":3,
"dialog":"Taverne de Pue Le Bouc",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
},
{
"ID":4,
"dialog":"Tiens !! Quelqu'un est mort ici. Tu le connais ?",
"isQuestion":1,
"choice":"Oui$Non",
"conclusion1":"C'est bien triste mon Ami.`$life-2``$power-5`",
"next1":-1,
"conclusion2":"Dommage quand meme pour Lui.",
"next2":-1,
"nextOther":-1
},
{
"ID":5,
"dialog":"Salut Hero !! Quel bon vent t'ammene ici a Nabrouch ?",
"isQuestion":1,
"choice":"De Passage$La Famille",
"conclusion1":"Entre donc te reposer dans la taverne, c'est la seule du coin.",
"next1":-1,
"conclusion2":"Fais bien attention alors.",
"next2":6,
"nextOther":-1
},
{
"ID":6,
"dialog":"On dit qu'il se passe des choses étranges par ici depuis quelques temps. Fais bien attention a Toi.",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
},
{
"ID":7,
"dialog":"Salut Hero, je suis le cremier. Veux tu me delester un peu ?",
"isQuestion":1,
"choice":"Oui$Non",
"conclusion1":"Voici donc pour toi`$life+5``$mana+5``$power+2`",
"next1":-1,
"conclusion2":"Bon bah casse toi ...",
"next2":-1,
"nextOther":-1
},
{
"ID":8,
"dialog":"Le Sanctuaire Maudit ...",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
},
{
"ID":9,
"dialog":"Etrange ce coffre abandonne et ouvert ... Fouiller dedans ?",
"isQuestion":1,
"choice":"Oui$Non",
"conclusion1":"Trop cool, du stuff `$life+5``$mana+5``$power+2`",
"next1":-1,
"conclusion2":"Je ferai mieux de partir loin ...",
"next2":-1,
"nextOther":-1
},
{
"ID":10,
"dialog":"Et sa tombe est en train d'etre creusee ?",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":11
},
{
"ID":11,
"dialog":"Beaucoup de morts pour une si petite bourgade ...",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
}
]
}

View file

@ -6,27 +6,6 @@
"width": 384, "width": 384,
"x": 0, "x": 0,
"y": 0 "y": 0
},
{
"fileName": "level1.tmx",
"height": 192,
"width": 384,
"x": 384,
"y": 0
},
{
"fileName": "level2.tmx",
"height": 192,
"width": 384,
"x": 0,
"y": 192
},
{
"fileName": "level3.tmx",
"height": 192,
"width": 384,
"x": 384,
"y": 192
} }
], ],
"onlyShowAdjacentMaps": false, "onlyShowAdjacentMaps": false,

34
assets/WorldRPG.world.bak Normal file
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@ -0,0 +1,34 @@
{
"maps": [
{
"fileName": "level0.tmx",
"height": 192,
"width": 384,
"x": 0,
"y": 0
},
{
"fileName": "level1.tmx",
"height": 192,
"width": 384,
"x": 384,
"y": 0
},
{
"fileName": "level2.tmx",
"height": 192,
"width": 384,
"x": 0,
"y": 192
},
{
"fileName": "level3.tmx",
"height": 192,
"width": 384,
"x": 384,
"y": 192
}
],
"onlyShowAdjacentMaps": false,
"type": "world"
}

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@ -19,6 +19,9 @@ def convert(input, output, params, target):
elif params["custom-type"] == "font": elif params["custom-type"] == "font":
convert_font(input, output, params, target) convert_font(input, output, params, target)
return 0 return 0
elif params["custom-type"] == "dialogs":
convert_dialogs(input, output, params, target)
return 0
else: else:
return 1 return 1
@ -68,20 +71,8 @@ def convert_world(input, output, params, target):
print( "Map = ", map ) print( "Map = ", map )
structWorld += fxconv.ptr( map ) structWorld += fxconv.ptr( map )
#ext = get_extra_map_data( mapPath, output, params, target, xmin, ymin, xmax, ymax )
#print( "Data = ", ext )
#if (ext!=fxconv.u32(0)): structExtra += fxconv.ptr( ext )
structWorld += fxconv.u32(0) structWorld += fxconv.u32(0)
#structExtra += fxconv.u32(0)
"""
#and all the extra data (PNJ, SGN, ...)
fxconv.elf_multi(
[("_" + params["varMapData"], structWorld),
("_" + params["varExtraData"], structExtra)],
output, **target)
"""
#generate ! #generate !
fxconv.elf(structWorld, output, "_" + params["name"], **target) fxconv.elf(structWorld, output, "_" + params["name"], **target)
@ -251,11 +242,8 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
nme = i["name"] nme = i["name"]
dialog = None dialogID = None
quest = 0 needAction = None
choi = None
conc1 = None
conc2 = None
path = 0 path = 0
path_length = 0 path_length = 0
xdata = None xdata = None
@ -264,17 +252,10 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
#we now fill all the properties of this item #we now fill all the properties of this item
for j in i["properties"]: for j in i["properties"]:
#property "dialog" #property "dialog"
if j["name"]=="dialog": dialog = j[ "value" ] if j["name"]=="dialogID": dialogID = j[ "value" ]
#property "isQuestion" #property "isQuestion"
elif j["name"]=="isQuestion": quest = j[ "value" ] elif j["name"]=="needAction": needAction = j[ "value" ]
#property "choices"
elif j["name"]=="choices":
choi = j[ "value" ]
choi = choi.replace( '$', chr(0) )
#property "conclusion1"
elif j["name"]=="conclusion1": conc1 = j[ "value" ]
#property "conclusion2"
elif j["name"]=="conclusion2": conc2 = j[ "value" ]
else: else:
#Extra properties for NPCs (path) #Extra properties for NPCs (path)
if tpe=="NPC": if tpe=="NPC":
@ -316,15 +297,14 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
print( " Q?= ", quest, " Choi= ", choi ) print( " Q?= ", quest, " Choi= ", choi )
print( " c1= ", conc1, " c2=", conc2) print( " c1= ", conc1, " c2=", conc2)
structData += fxconv.u32( int(x) ) structData += fxconv.u32( int(x) )
structData += fxconv.u32( int(y) ) structData += fxconv.u32( int(y) )
structData += fxconv.string( nme ) structData += fxconv.string( nme )
structData += fxconv.string( tpe ) structData += fxconv.string( tpe )
structData += fxconv.string( dialog ) structData += fxconv.u32( int(dialogID))
structData += fxconv.u32( int(quest) ) structData += fxconv.u32( int(needAction) )
structData += fxconv.string( choi )
structData += fxconv.string( conc1 )
structData += fxconv.string( conc2 )
if path==0: if path==0:
structData += fxconv.u32(0) structData += fxconv.u32(0)
structData += fxconv.u32(0) structData += fxconv.u32(0)
@ -347,6 +327,7 @@ def get_extra_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
return nbExtraData, structData return nbExtraData, structData
def convert_custom_image(input, output, params, target): def convert_custom_image(input, output, params, target):
scale = int(params.get("scale", 1)) scale = int(params.get("scale", 1))
@ -358,6 +339,31 @@ def convert_custom_image(input, output, params, target):
o = fxconv.convert_image_cg(im, params) o = fxconv.convert_image_cg(im, params)
fxconv.elf(o, output, "_" + params["name"], **target) fxconv.elf(o, output, "_" + params["name"], **target)
def convert_font(input, output, params, target): def convert_font(input, output, params, target):
o = fxconv.convert_topti(input, params) o = fxconv.convert_topti(input, params)
fxconv.elf(o, output, "_" + params["name"], **target) fxconv.elf(o, output, "_" + params["name"], **target)
def convert_dialogs(input, output, params, target):
print( "WE ARE COMPUTING THE DIALOGS FROM : ", input )
data = json.load(open(input, "r"))
structDialogs = fxconv.Structure()
for d in data["dialogs"]:
structDialogs += fxconv.u32( int(d[ "ID" ] ) )
structDialogs += fxconv.string( int(d[ "dialog" ] ) )
structDialogs += fxconv.u32( int(d[ "isQuestion" ] ) )
structDialogs += fxconv.string( int(d[ "choice" ] ) )
structDialogs += fxconv.string( int(d[ "conclusion1" ] ) )
structDialogs += fxconv.u32( int(d[ "next1" ] ) )
structDialogs += fxconv.string( int(d[ "conclusion2" ] ) )
structDialogs += fxconv.u32( int(d[ "next2" ] ) )
structDialogs += fxconv.u32( int(d[ "nextOther" ] ) )
fxconv.elf(structDialogs, output, "_" + params["name"], **target)

134
assets/dialogs.json.bak Normal file
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@ -0,0 +1,134 @@
[
{
"ID": 0,
"dialog": "Bienvenue a Toi, l'Ami, dans cette magnifique ville de Nabrouch. Comme tu peux le constater, les habitants ne sont pas tres nombreux et ont tendance a se terrer dans leur maison depuis la revolution. Il faut dire que les Anciens dirigeants, bien qu'exiles, exercent encore une certaine forme de pouvoir ...",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": 1
},
{
"ID": 1,
"dialog": "Depuis la mort de ton Pere, la region a bien change ... Enfin, surtout ses habitants. Tu devras te mefier de tout le monde.",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": 2
},
{
"ID": 2,
"dialog": "Tu devrais commencer par rejoindre la taverne que ton pere t'a laisse en heritage.",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 3,
"dialog": "Taverne de Pue Le Bouc",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 4,
"dialog": "Tiens !! Quelqu'un est mort ici. Tu le connais ?",
"isQuestion": 1,
"choice": "Oui$Non",
"conclusion1": "C'est bien triste mon Ami.`$life-2``$power-5`",
"next1": -1,
"conclusion2": "Dommage quand meme pour Lui.",
"next2": -1,
"nextOther": -1
},
{
"ID": 5,
"dialog": "Salut Hero !! Quel bon vent t'ammene ici a Nabrouch ?",
"isQuestion": 1,
"choice": "De Passage$La Famille",
"conclusion1": "Entre donc te reposer dans la taverne, c'est la seule du coin.",
"next1": -1,
"conclusion2": "Fais bien attention alors.",
"next2": 6,
"nextOther": -1
},
{
"ID": 6,
"dialog": "On dit qu'il se passe des choses étranges par ici depuis quelques temps. Fais bien attention a Toi.",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 7,
"dialog": "Salut Hero, je suis le cremier. Veux tu me delester un peu ?",
"isQuestion": 1,
"choice": "Oui$Non",
"conclusion1": "Voici donc pour toi`$life+5``$mana+5``$power+2`",
"next1": -1,
"conclusion2": "Bon bah casse toi ...",
"next2": -1,
"nextOther": -1
},
{
"ID": 8,
"dialog": "Le Sanctuaire Maudit ...",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 9,
"dialog": "Etrange ce coffre abandonne et ouvert ... Fouiller dedans ?",
"isQuestion": 1,
"choice": "Oui$Non",
"conclusion1": "Trop cool, du stuff `$life+5``$mana+5``$power+2`",
"next1": -1,
"conclusion2": "Je ferai mieux de partir loin ...",
"next2": -1,
"nextOther": -1
},
{
"ID": 10,
"dialog": "Et sa tombe est en train d'etre creusee ?",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": 11
},
{
"ID": 11,
"dialog": "Beaucoup de morts pour une si petite bourgade ...",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
}
]

View file

@ -1,3 +1,7 @@
WorldRPG.world: WorldRPG.world:
custom-type: world custom-type: world
name: worldRPG name: worldRPG
DialogsRPG.json
custom-type: dialogs
name: dialogRPG

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="11"> <map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="8" nextobjectid="12">
<editorsettings> <editorsettings>
<export target="level0.json" format="json"/> <export target="level0.json" format="json"/>
</editorsettings> </editorsettings>
@ -92,80 +92,66 @@
<objectgroup id="4" name="ExtraData"> <objectgroup id="4" name="ExtraData">
<object id="1" name="INFO3" type="INFO" x="232" y="79.75"> <object id="1" name="INFO3" type="INFO" x="232" y="79.75">
<properties> <properties>
<property name="choices" value="Oui$Non"/> <property name="dialogID" type="int" value="9"/>
<property name="conclusion1" value="Trop cool, du stuff `$life+5``$mana+5``$power+2`"/> <property name="needAction" type="int" value="1"/>
<property name="conclusion2" value="Je ferai mieux de partir loin ..."/>
<property name="dialog" value="Etrange ce coffre ouvert ... Fouiller dedans ?"/>
<property name="isQuestion" type="int" value="1"/>
</properties> </properties>
<point/> <point/>
</object> </object>
<object id="8" name="INFO2" type="INFO" x="119.75" y="47.25"> <object id="8" name="INFO2" type="INFO" x="119.75" y="47.25">
<properties> <properties>
<property name="choices" value="_"/> <property name="dialogID" type="int" value="10"/>
<property name="conclusion1" value="_"/> <property name="needAction" type="int" value="1"/>
<property name="conclusion2" value="_"/>
<property name="dialog" value="Et sa tombe est en train d'etre creusee ...^"/>
<property name="isQuestion" type="int" value="0"/>
</properties> </properties>
<point/> <point/>
</object> </object>
<object id="7" name="INFO1" type="INFO" x="52" y="44"> <object id="7" name="INFO1" type="INFO" x="52" y="44">
<properties> <properties>
<property name="choices" value="Oui$Non"/> <property name="dialogID" type="int" value="4"/>
<property name="conclusion1" value="C'est triste mon Ami`$life-2``$power-5`"/> <property name="needAction" type="int" value="1"/>
<property name="conclusion2" value="Dommage quand meme pour Lui."/>
<property name="dialog" value="Quelqu'un est mort ici ... Tu le connais ?"/>
<property name="isQuestion" type="int" value="1"/>
</properties> </properties>
<point/> <point/>
</object> </object>
<object id="2" name="PNJ2" type="NPC" x="164" y="132"> <object id="2" name="PNJ2" type="NPC" x="164" y="132">
<properties> <properties>
<property name="choices" value="_"/> <property name="dialogID" type="int" value="5"/>
<property name="conclusion1" value="_"/>
<property name="conclusion2" value="_"/>
<property name="dialog" value="Salut Hero, j'habite ici."/>
<property name="hasPath" type="int" value="0"/> <property name="hasPath" type="int" value="0"/>
<property name="isQuestion" type="int" value="0"/> <property name="needAction" type="int" value="1"/>
<property name="path" type="object" value="0"/> <property name="path" type="object" value="0"/>
</properties> </properties>
<point/> <point/>
</object> </object>
<object id="10" name="PNJ1" type="NPC" x="252" y="164"> <object id="10" name="PNJ1" type="NPC" x="252" y="164">
<properties> <properties>
<property name="choices" value="Oui$Non"/> <property name="dialogID" type="int" value="7"/>
<property name="conclusion1" value="Voici donc pour toi`$life+5``$mana+5``$power+2`"/>
<property name="conclusion2" value="Bon bah casse toi ..."/>
<property name="dialog" value="Salut Hero, je suis le cremier. Veux tu me delester un peu ?"/>
<property name="hasPath" type="int" value="1"/> <property name="hasPath" type="int" value="1"/>
<property name="isQuestion" type="int" value="1"/> <property name="needAction" type="int" value="1"/>
<property name="path" type="object" value="9"/> <property name="path" type="object" value="9"/>
</properties> </properties>
<point/> <point/>
</object> </object>
<object id="4" name="SGN1" type="SGN" x="96" y="136"> <object id="4" name="SGN1" type="SGN" x="96" y="136">
<properties> <properties>
<property name="choices" value="_"/> <property name="dialogID" type="int" value="3"/>
<property name="conclusion1" value="_"/> <property name="needAction" type="int" value="1"/>
<property name="conclusion2" value="_"/>
<property name="dialog" value="Indication sur le panneau. Bienvenue dans la maison du Tondu ..."/>
<property name="isQuestion" type="int" value="0"/>
</properties> </properties>
<point/> <point/>
</object> </object>
<object id="5" name="SGN2" type="SGN" x="288" y="128"> <object id="5" name="SGN2" type="SGN" x="288" y="128">
<properties> <properties>
<property name="choices" value="_"/> <property name="dialogID" type="int" value="8"/>
<property name="conclusion1" value="_"/> <property name="needAction" type="int" value="1"/>
<property name="conclusion2" value="_"/>
<property name="dialog" value="Indication sur le panneau. Entree dans le Sanctuaire Maudit ..."/>
<property name="isQuestion" type="int" value="0"/>
</properties> </properties>
<point/> <point/>
</object> </object>
<object id="9" name="Chemin Crémier" type="TRJ" x="251.967" y="164.12"> <object id="9" name="Chemin Crémier" type="TRJ" x="251.967" y="164.12">
<polyline points="0,0 -72.25,-18.5 -171.75,-19 -172.5,-99.25 -206.25,-122.75 -140.75,-114.75 -175.25,-97.5 -174.5,-33 -148.25,-20.5 -73.25,-20.25 39,-30.25 81.25,-45 79.25,-24.5"/> <polyline points="0,0 -72.25,-18.5 -171.75,-19 -172.5,-99.25 -206.25,-122.75 -140.75,-114.75 -175.25,-97.5 -174.5,-33 -148.25,-20.5 -73.25,-20.25 39,-30.25 81.25,-45 79.25,-24.5"/>
</object> </object>
<object id="11" name="DébutHistoire" type="INFO" x="71.3333" y="84.6667">
<properties>
<property name="dialogID" type="int" value="0"/>
<property name="needAction" type="int" value="0"/>
</properties>
<point/>
</object>
</objectgroup> </objectgroup>
</map> </map>

14
assets/tilesetnpp.json Normal file
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@ -0,0 +1,14 @@
{ "columns":24,
"image":"tileset.png",
"imageheight":136,
"imagewidth":192,
"margin":0,
"name":"tileset",
"spacing":0,
"tilecount":408,
"tiledversion":"1.8.0",
"tileheight":8,
"tilewidth":8,
"type":"tileset",
"version":"1.8"
}

2
clean
View file

@ -1,5 +1,5 @@
cd assets cd assets
rm -f *.json rm -f level*.json
rm -r __pycache__ rm -r __pycache__
cd .. cd ..
rm -r build-cg rm -r build-cg

View file

@ -13,6 +13,8 @@
extern bopti_image_t SignAction_img; extern bopti_image_t SignAction_img;
extern Dialog *dialogRPG;
#define MAX_INTERACTION_DISTANCE 12 #define MAX_INTERACTION_DISTANCE 12

View file

@ -43,13 +43,6 @@ typedef struct {
typedef struct { typedef struct {
/* position of the item */
uint32_t x;
uint32_t y;
/* its name */
char *name;
/* its class (NPC, SGN, INFO, ... )*/
char *type;
/* data to be shown in the dialog*/ /* data to be shown in the dialog*/
char *dialog; char *dialog;
/* is it a question or a simple dialog ? */ /* is it a question or a simple dialog ? */
@ -59,7 +52,28 @@ typedef struct {
/* the conclusion of the dialog for answer 1 and 2 respectively */ /* the conclusion of the dialog for answer 1 and 2 respectively */
/* Note : it may contain a set of event with a dedicated syntax */ /* Note : it may contain a set of event with a dedicated syntax */
char *conclusion1; char *conclusion1;
int32_t next1;
char *conclusion2; char *conclusion2;
int32_t next2;
int32_t nextOther;
} Dialog;
typedef struct {
/* position of the item */
uint32_t x;
uint32_t y;
/* its name */
char *name;
/* its class (NPC, SGN, INFO, ... )*/
char *type;
/* the ID of the first element of the dialog */
/* (to be aligned with "dialogs.json" IDs)*/
uint32_t dialogID;
/* 0 if imperative dialog (story mode) */
/* or 1 if the player need to press [SHIFT] to initiate the sequence*/
uint32_t needAction;
/* data for NPC's trajectories */ /* data for NPC's trajectories */
uint32_t hasPath; uint32_t hasPath;

View file

@ -156,7 +156,7 @@ int main(void) {
dprint( 10, 90+i*15, C_RED, "X= %d - Y= %d - T: %s", dprint( 10, 90+i*15, C_RED, "X= %d - Y= %d - T: %s",
game.map_level->extradata[i].x, game.map_level->extradata[i].x,
game.map_level->extradata[i].y, game.map_level->extradata[i].y,
game.map_level->extradata[i].dialog ); game.map_level->extradata[i].dialogID );
} }
#endif #endif

View file

@ -32,6 +32,9 @@ extern bopti_image_t SGN_Icon_img;
extern bopti_image_t INFO_Icon_img; extern bopti_image_t INFO_Icon_img;
extern Dialog *dialogRPG;
void player_draw(Game *game) { void player_draw(Game *game) {
Player *player = &game->player; Player *player = &game->player;
dimage(player->px-P_WIDTH/2, player->py-P_HEIGHT/2, &demo_player_img); dimage(player->px-P_WIDTH/2, player->py-P_HEIGHT/2, &demo_player_img);
@ -94,7 +97,7 @@ void player_action(Game *game) {
ExtraData *currentData = &game->map_level->extradata[game->player.whichAction]; ExtraData *currentData = &game->map_level->extradata[game->player.whichAction];
/* we collect the information */ /* we collect the information */
char *text = currentData->dialog; char *text = currentData->dialogID;
/* we use the correct image as per the class of the item */ /* we use the correct image as per the class of the item */
bopti_image_t *face; bopti_image_t *face;
if (strcmp("INFO", currentData->type)==0) if (strcmp("INFO", currentData->type)==0)
@ -106,11 +109,11 @@ void player_action(Game *game) {
else face = &demo_player_img; else face = &demo_player_img;
/* we treat the action - i.e. we show a dialog */ /* we treat the action - i.e. we show a dialog */
if (currentData->isQuestion==1) /* we have to manage a question */ if (dialogRPG[ currentData->dialogID ].isQuestion ==1) /* we have to manage a question */
{ {
char *choices = currentData->choices; char *choices = dialogRPG[ currentData->dialogID].choices ;
char *conclusion1 = currentData->conclusion1; char *conclusion1 = dialogRPG[currentData->dialogID].conclusion1;
char *conclusion2 = currentData->conclusion2; char *conclusion2 = dialogRPG[currentData->dialogID].conclusion2;
int answer = showtext_dialog_ask( game, face, text, true, true, choices, 2, 0 ); int answer = showtext_dialog_ask( game, face, text, true, true, choices, 2, 0 );