mirror of
https://git.planet-casio.com/Slyvtt/Collab_RPG.git
synced 2024-12-28 04:23:42 +01:00
separated dialogs into 1 file per map with link in tmx + created dialog sequence/kinkage system + adjusted all maps data accordingly
This commit is contained in:
parent
4a81853505
commit
d81616ad38
22 changed files with 294 additions and 269 deletions
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@ -31,7 +31,6 @@ set(SOURCES
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# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
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set(ASSETS
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assets/WorldRPG.world
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assets/DialogsRPG.json
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# ...
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)
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35
assets/DialogsLvl1.json
Normal file
35
assets/DialogsLvl1.json
Normal file
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@ -0,0 +1,35 @@
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{ "dialogs":[
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{ "ID":0,
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"dialog":"Le tombeau du Chevalier Legendaire",
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"isQuestion":0,
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"choice":"_",
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"conclusion1":"_",
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"next1":-1,
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"conclusion2":"_",
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"next2":-1,
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"nextOther":1
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},
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{
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"ID":1,
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"dialog":"Salut, je suis le gardien du Tombeau. As-tu remarque quelque chose d'etrange en venant ici ?",
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"isQuestion":1,
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"choice":"Rien de special$Des pas dans les bois",
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"conclusion1":"Ok, soit prudent tout de meme",
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"next1":2,
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"conclusion2":"Je vais finir mon tour de ronde et verifier",
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"next2":2,
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"nextOther":-1
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},
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{
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"ID":2,
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"dialog":"A bientot l'ami et prend garde aux brigands.",
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"isQuestion":0,
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"choice":"_",
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"conclusion1":"_",
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"next1":-1,
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"conclusion2":"_",
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"next2":-1,
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"nextOther":-1
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}
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]
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}
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46
assets/DialogsLvl2.json
Normal file
46
assets/DialogsLvl2.json
Normal file
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@ -0,0 +1,46 @@
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{ "dialogs":[
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{ "ID":0,
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"dialog":"Encore une tombe ...",
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"isQuestion":0,
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"choice":"_",
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"conclusion1":"_",
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"next1":-1,
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"conclusion2":"_",
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"next2":-1,
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"nextOther":-1
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},
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{
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"ID":1,
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"dialog":"Un passage souterrain ...",
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"isQuestion":0,
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"choice":"_",
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"conclusion1":"_",
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"next1":-1,
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"conclusion2":"_",
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"next2":-1,
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"nextOther":2
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},
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{
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"ID":2,
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"dialog":"Je me demande bien ou il peut conduire. Une prochaine expedition a faire peut-etre ...",
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"isQuestion":0,
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"choice":"_",
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"conclusion1":"_",
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"next1":-1,
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"conclusion2":"_",
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"next2":-1,
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"nextOther":-1
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},
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{
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"ID":3,
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"dialog":"C'est la maison du gardien du cimetiere",
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"isQuestion":0,
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"choice":"_",
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"conclusion1":"_",
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"next1":-1,
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"conclusion2":"_",
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"next2":-1,
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"nextOther":-1
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}
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]
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}
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59
assets/DialogsLvl3.json
Normal file
59
assets/DialogsLvl3.json
Normal file
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@ -0,0 +1,59 @@
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{
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"dialogs": [
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{
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"ID": 0,
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"dialog": "Maison du Fermier",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 1,
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"dialog": "Maison du Marechal Ferrand",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 2,
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"dialog": "Maison du Boucher",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 3,
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"dialog": "Maison du Boulanger",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 4,
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"dialog": "Maison du Maire",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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}
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]
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}
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@ -6,6 +6,27 @@
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"width": 384,
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"x": 0,
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"y": 0
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},
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{
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"fileName": "level1.tmx",
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"height": 192,
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"width": 384,
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"x": 384,
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"y": 0
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},
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{
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"fileName": "level2.tmx",
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"height": 192,
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"width": 384,
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"x": 0,
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"y": 192
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},
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{
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"fileName": "level3.tmx",
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"height": 192,
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"width": 384,
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"x": 384,
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"y": 192
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}
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],
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"onlyShowAdjacentMaps": false,
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@ -1,34 +0,0 @@
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{
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"maps": [
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{
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"fileName": "level0.tmx",
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"height": 192,
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"width": 384,
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"x": 0,
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"y": 0
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},
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{
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"fileName": "level1.tmx",
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"height": 192,
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"width": 384,
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"x": 384,
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"y": 0
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},
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{
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"fileName": "level2.tmx",
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"height": 192,
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"width": 384,
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"x": 0,
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"y": 192
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},
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{
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"fileName": "level3.tmx",
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"height": 192,
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"width": 384,
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"x": 384,
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"y": 192
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}
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],
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"onlyShowAdjacentMaps": false,
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"type": "world"
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}
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@ -21,7 +21,8 @@ def convert(input, output, params, target):
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convert_font(input, output, params, target)
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return 0
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elif params["custom-type"] == "dialogs":
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convert_dialogs(input, output, params, target)
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print("ERROR : Asset ", params["name"], " has legacy type dialog")
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#convert_dialogs(input, output, params, target)
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return 0
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else:
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return 1
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@ -148,6 +149,8 @@ def get_tile_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
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structMap += fxconv.ptr(walk_data)
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nbextra = 0
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extradata = fxconv.Structure()
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@ -161,6 +164,26 @@ def get_tile_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
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structMap += fxconv.ptr( extradata )
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nameDialog = data["properties"][0]["value"]
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dialogfile = "/".join(input.split("/")[:-nbRetour]) + "/" + nameDialog
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print( "THE DIALOGS ARE CONTAINED IN THE FILE : ", dialogfile )
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nbdiag = 0
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diagdata = fxconv.Structure()
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nbdiag, diagdata = convert_dialogs(dialogfile, output, params, target)
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if (nbdiag==0):
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structMap += fxconv.u32( 0 )
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structMap += fxconv.u32( 0 )
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else:
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structMap += fxconv.u32( int(nbdiag) )
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structMap += fxconv.ptr( diagdata )
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#extraction of the data contained in the layer "Background" and "Foreground" of the map
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@ -353,6 +376,7 @@ def convert_dialogs(input, output, params, target):
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data = json.load(open(input, "r"))
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structDialogs = fxconv.Structure()
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nbdialogs = 0
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for d in data["dialogs"]:
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print( int(d[ "ID" ]))
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@ -364,6 +388,7 @@ def convert_dialogs(input, output, params, target):
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# print( d[ "conclusion2" ] )
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# print( int(d[ "next2" ] ) )
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# print( int(d[ "nextOther" ]) )
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nbdialogs = nbdialogs + 1
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structDialogs += fxconv.u32( int(d[ "ID" ] ) )
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structDialogs += fxconv.string( d[ "dialog" ] )
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@ -375,5 +400,6 @@ def convert_dialogs(input, output, params, target):
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structDialogs += fxconv.u32( int(d[ "next2" ] ) )
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structDialogs += fxconv.u32( int(d[ "nextOther" ] ) )
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return nbdialogs, structDialogs
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fxconv.elf(structDialogs, output, "_" + params["name"], **target)
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#fxconv.elf(structDialogs, output, "_" + params["name"], **target)
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@ -1,134 +0,0 @@
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[
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{
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"ID": 0,
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"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 ...",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": 1
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},
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{
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"ID": 1,
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"dialog": "Depuis la mort de ton Pere, la region a bien change ... Enfin, surtout ses habitants. Tu devras te mefier de tout le monde.",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": 2
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},
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{
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"ID": 2,
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"dialog": "Tu devrais commencer par rejoindre la taverne que ton pere t'a laisse en heritage.",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 3,
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"dialog": "Taverne de Pue Le Bouc",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 4,
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"dialog": "Tiens !! Quelqu'un est mort ici. Tu le connais ?",
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"isQuestion": 1,
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"choice": "Oui$Non",
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"conclusion1": "C'est bien triste mon Ami.`$life-2``$power-5`",
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"next1": -1,
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"conclusion2": "Dommage quand meme pour Lui.",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 5,
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"dialog": "Salut Hero !! Quel bon vent t'ammene ici a Nabrouch ?",
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"isQuestion": 1,
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"choice": "De Passage$La Famille",
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"conclusion1": "Entre donc te reposer dans la taverne, c'est la seule du coin.",
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"next1": -1,
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"conclusion2": "Fais bien attention alors.",
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"next2": 6,
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"nextOther": -1
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},
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{
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"ID": 6,
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"dialog": "On dit qu'il se passe des choses étranges par ici depuis quelques temps. Fais bien attention a Toi.",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 7,
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"dialog": "Salut Hero, je suis le cremier. Veux tu me delester un peu ?",
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"isQuestion": 1,
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"choice": "Oui$Non",
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"conclusion1": "Voici donc pour toi`$life+5``$mana+5``$power+2`",
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"next1": -1,
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"conclusion2": "Bon bah casse toi ...",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 8,
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"dialog": "Le Sanctuaire Maudit ...",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 9,
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"dialog": "Etrange ce coffre abandonne et ouvert ... Fouiller dedans ?",
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"isQuestion": 1,
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"choice": "Oui$Non",
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"conclusion1": "Trop cool, du stuff `$life+5``$mana+5``$power+2`",
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"next1": -1,
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"conclusion2": "Je ferai mieux de partir loin ...",
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"next2": -1,
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"nextOther": -1
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},
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{
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"ID": 10,
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"dialog": "Et sa tombe est en train d'etre creusee ?",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": 11
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},
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{
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"ID": 11,
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"dialog": "Beaucoup de morts pour une si petite bourgade ...",
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"isQuestion": 0,
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"choice": "_",
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"conclusion1": "_",
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"next1": -1,
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"conclusion2": "_",
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"next2": -1,
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"nextOther": -1
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}
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]
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@ -2,6 +2,6 @@ WorldRPG.world:
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custom-type: world
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name: worldRPG
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DialogsRPG.json:
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custom-type: dialogs
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name: dialogRPG
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#DialogsRPG.json:
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# custom-type: dialogs
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# name: dialogRPG
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@ -3,6 +3,9 @@
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<editorsettings>
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<export target="level0.json" format="json"/>
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</editorsettings>
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<properties>
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<property name="dialogFile" type="file" value="DialogsLvl0.json"/>
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</properties>
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<tileset firstgid="1" source="tilesetnpp.tsx"/>
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<tileset firstgid="409" source="Walkable.tsx"/>
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<layer id="1" name="Background" width="48" height="24">
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@ -1,5 +1,8 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="48" height="24" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="4">
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<properties>
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<property name="dialogFile" type="file" value="DialogsLvl1.json"/>
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</properties>
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<tileset firstgid="1" source="tilesetnpp.tsx"/>
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<tileset firstgid="409" source="Walkable.tsx"/>
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<layer id="1" name="Background" width="48" height="24">
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@ -89,27 +92,25 @@
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<objectgroup id="4" name="ExtraData">
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<object id="1" name="INFO1" type="INFO" x="303.75" y="143.25">
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<properties>
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<property name="choices" value="_"/>
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<property name="conclusion1" value="_"/>
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<property name="conclusion2" value="_"/>
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<property name="dialog" value="Le tombeau du Chevalier Legendaire"/>
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<property name="isQuestion" type="int" value="0"/>
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<property name="dialogID" type="int" value="0"/>
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<property name="needAction" type="int" value="1"/>
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</properties>
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<point/>
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</object>
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<object id="2" name="Gardien" type="NPC" x="303.636" y="117.273">
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<properties>
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<property name="choices" value=""_""/>
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<property name="conclusion1" value=""_""/>
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<property name="conclusion2" value=""_""/>
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<property name="dialog" value=""Salut, je suis la gardien du Tombeau""/>
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<property name="dialogID" type="int" value="1"/>
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<property name="hasPath" type="int" value="1"/>
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<property name="isQuestion" type="int" value="0"/>
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<property name="needAction" type="int" value="1"/>
|
||||
<property name="path" type="object" value="3"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
<object id="3" name="Chemin Gardien" x="303.818" y="117.455">
|
||||
<properties>
|
||||
<property name="dialogID" type="int" value="0"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -31.2727,-11.0909 -87.2727,-16.1818 -100.909,-6.72727 -100.182,28.9091 -72.3636,32.7273 -11.4546,37.8181 42.5455,42.5454 75.4546,22.9091 77.4545,1.45453 32.3636,-0.727273"/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
|
|
|
@ -1,5 +1,8 @@
|
|||
<?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="5" nextobjectid="5">
|
||||
<properties>
|
||||
<property name="dialogFile" type="file" value="DialogsLvl2.json"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" source="tilesetnpp.tsx"/>
|
||||
<tileset firstgid="409" source="Walkable.tsx"/>
|
||||
<layer id="1" name="Background" width="48" height="24">
|
||||
|
@ -89,31 +92,22 @@
|
|||
<objectgroup id="4" name="ExtraData">
|
||||
<object id="1" name="INFO1" type="INFO" x="128" y="87.5">
|
||||
<properties>
|
||||
<property name="choices" value="_"/>
|
||||
<property name="conclusion1" value="_"/>
|
||||
<property name="conclusion2" value="_"/>
|
||||
<property name="dialog" value="Encore une tombe ..."/>
|
||||
<property name="isQuestion" type="int" value="0"/>
|
||||
<property name="dialogID" type="int" value="0"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
<object id="2" name="INFO2" type="INFO" x="262.75" y="49">
|
||||
<properties>
|
||||
<property name="choices" value="_"/>
|
||||
<property name="conclusion1" value="_"/>
|
||||
<property name="conclusion2" value="_"/>
|
||||
<property name="dialog" value="Un passage souterrain ..."/>
|
||||
<property name="isQuestion" type="int" value="0"/>
|
||||
<property name="dialogID" type="int" value="1"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
<object id="3" name="SGN1" type="SGN" x="296" y="143.75">
|
||||
<properties>
|
||||
<property name="choices" value="_"/>
|
||||
<property name="conclusion1" value="_"/>
|
||||
<property name="conclusion2" value="_"/>
|
||||
<property name="dialog" value="C'est la maison du gardien du cimetiere"/>
|
||||
<property name="isQuestion" type="int" value="0"/>
|
||||
<property name="dialogID" type="int" value="3"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
|
|
|
@ -1,5 +1,8 @@
|
|||
<?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="5" nextobjectid="6">
|
||||
<properties>
|
||||
<property name="dialogFile" type="file" value="DialogsLvl3.json"/>
|
||||
</properties>
|
||||
<tileset firstgid="1" source="tilesetnpp.tsx"/>
|
||||
<tileset firstgid="409" source="Walkable.tsx"/>
|
||||
<layer id="1" name="Background" width="48" height="24">
|
||||
|
@ -89,51 +92,36 @@
|
|||
<objectgroup id="4" name="ExtraData">
|
||||
<object id="1" name="SGN5" type="SGN" x="224" y="183.25">
|
||||
<properties>
|
||||
<property name="choices" value="_"/>
|
||||
<property name="conclusion1" value="_"/>
|
||||
<property name="conclusion2" value="_"/>
|
||||
<property name="dialog" value="Maison du Maire"/>
|
||||
<property name="isQuestion" type="int" value="0"/>
|
||||
<property name="dialogID" type="int" value="4"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
<object id="5" name="SGN4" type="SGN" x="320.5" y="159.25">
|
||||
<properties>
|
||||
<property name="choices" value="_"/>
|
||||
<property name="conclusion1" value="_"/>
|
||||
<property name="conclusion2" value="_"/>
|
||||
<property name="dialog" value="Maison du Boulanger"/>
|
||||
<property name="isQuestion" type="int" value="0"/>
|
||||
<property name="dialogID" type="int" value="3"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
<object id="3" name="SGN3" type="SGN" x="184.25" y="95.75">
|
||||
<properties>
|
||||
<property name="choices" value="Oui$Non"/>
|
||||
<property name="conclusion1" value="Super te voila requinque."/>
|
||||
<property name="conclusion2" value="J'aime pas la viande."/>
|
||||
<property name="dialog" value="Maison du Boucher. Tu veux un steak ?"/>
|
||||
<property name="isQuestion" type="int" value="1"/>
|
||||
<property name="dialogID" type="int" value="2"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
<object id="4" name="SGN2" type="SGN" x="343.75" y="80">
|
||||
<properties>
|
||||
<property name="choices" value="_"/>
|
||||
<property name="conclusion1" value="_"/>
|
||||
<property name="conclusion2" value="_"/>
|
||||
<property name="dialog" value="Maison du Marechal Ferrand"/>
|
||||
<property name="isQuestion" type="int" value="0"/>
|
||||
<property name="dialogID" type="int" value="1"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
<object id="2" name="SGN1" type="SGN" x="71.75" y="143.25">
|
||||
<properties>
|
||||
<property name="choices" value="_"/>
|
||||
<property name="conclusion1" value="_"/>
|
||||
<property name="conclusion2" value="_"/>
|
||||
<property name="dialog" value="Maison du Fermier"/>
|
||||
<property name="isQuestion" type="int" value="0"/>
|
||||
<property name="dialogID" type="int" value="0"/>
|
||||
<property name="needAction" type="int" value="1"/>
|
||||
</properties>
|
||||
<point/>
|
||||
</object>
|
||||
|
|
|
@ -1,14 +0,0 @@
|
|||
{ "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"
|
||||
}
|
1
clean
1
clean
|
@ -1,5 +1,6 @@
|
|||
cd assets
|
||||
rm -f level*.json
|
||||
rm -f tilesetnpp.json
|
||||
rm -r __pycache__
|
||||
cd ..
|
||||
rm -r build-cg
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include <string.h>
|
||||
|
||||
#include "config.h"
|
||||
#include "game.h"
|
||||
|
||||
|
||||
#define BOX_HEIGHT (F_HEIGHT/PXSIZE+8)
|
||||
|
@ -329,3 +330,47 @@ int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
|
|||
return showtext_opt(game, face, text, _choice_call_before_end, start, end,
|
||||
_choice_screen_call, 100, true, 0, true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void initiate_dialog_sequence(Game *game, bopti_image_t *face, uint32_t dialogNumber )
|
||||
{
|
||||
Dialog *currentDiag = &game->map_level->dialogs[ dialogNumber ];
|
||||
|
||||
/* we collect the information */
|
||||
char *text = currentDiag->dialog;
|
||||
|
||||
char *choices = currentDiag->choices ;
|
||||
char *conclusion1 = currentDiag->conclusion1;
|
||||
int next1 = currentDiag->next1;
|
||||
char *conclusion2 = currentDiag->conclusion2;
|
||||
int next2 = currentDiag->next2;
|
||||
int nextOther = currentDiag->nextOther;
|
||||
int isQuestion = currentDiag->isQuestion;
|
||||
|
||||
/* we treat the action - i.e. we show a dialog */
|
||||
if (isQuestion == 1) /* we have to manage a question */
|
||||
{
|
||||
int answer = showtext_dialog_ask( game, face, text, true, true, choices, 2, 0 );
|
||||
|
||||
/* TO DO we need to split the strings conclusion1 and conclusion2 */
|
||||
/* to extract the "gift" part */
|
||||
|
||||
if (answer==0)
|
||||
{
|
||||
showtext_dialog( game, face, conclusion1, true, true );
|
||||
if (next1!=-1) initiate_dialog_sequence( game, face, next1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
showtext_dialog( game, face, conclusion2, true, true );
|
||||
if (next2!=-1) initiate_dialog_sequence( game, face, next2 );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
showtext_dialog( game, face, text, true, true );
|
||||
if (nextOther!=-1) initiate_dialog_sequence( game, face, nextOther );
|
||||
}
|
||||
}
|
|
@ -89,4 +89,6 @@ int showtext_dialog_ask(Game *game, bopti_image_t *face, char *text, bool start,
|
|||
bool end, char *choices, int choices_amount,
|
||||
int default_choice);
|
||||
|
||||
void initiate_dialog_sequence(Game *game, bopti_image_t *face, uint32_t dialogNumber );
|
||||
|
||||
#endif
|
||||
|
|
|
@ -113,6 +113,10 @@ typedef struct {
|
|||
uint32_t nbextradata;
|
||||
ExtraData *extradata;
|
||||
|
||||
/* structure that contains all the dialogs for that part of the map */
|
||||
uint32_t nbdialogsdata;
|
||||
Dialog *dialogs;
|
||||
|
||||
/* list of all the tiles to draw the background and the foreground layers */
|
||||
uint16_t *layers[];
|
||||
} Map;
|
||||
|
|
|
@ -28,7 +28,6 @@ extern bopti_image_t player_face_img;
|
|||
|
||||
|
||||
extern Map *worldRPG[];
|
||||
extern Dialog dialogRPG[];
|
||||
|
||||
/* Game data (defined in "game.h")*/
|
||||
Game game = {
|
||||
|
@ -158,8 +157,8 @@ int main(void) {
|
|||
game.map_level->extradata[i].x,
|
||||
game.map_level->extradata[i].y,
|
||||
game.map_level->extradata[i].dialogID,
|
||||
dialogRPG[ game.map_level->extradata[i].dialogID ].ID,
|
||||
dialogRPG[ game.map_level->extradata[i].dialogID ].conclusion1[0] );
|
||||
game.map_level->dialogs[ game.map_level->extradata[i].dialogID ].ID,
|
||||
game.map_level->dialogs[ game.map_level->extradata[i].dialogID ].conclusion1[0] );
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
#include <gint/display.h>
|
||||
|
||||
extern Map *worldRPG[];
|
||||
extern ExtraData *extraRPG[];
|
||||
//extern ExtraData *extraRPG[];
|
||||
|
||||
|
||||
void render_map(Game *game) {
|
||||
|
|
38
src/player.c
38
src/player.c
|
@ -27,13 +27,6 @@ const char damage_taken_walkable[WALKABLE_TILE_MAX] = {
|
|||
};
|
||||
|
||||
extern bopti_image_t demo_player_img;
|
||||
extern bopti_image_t NPC_Icon_img;
|
||||
extern bopti_image_t SGN_Icon_img;
|
||||
extern bopti_image_t INFO_Icon_img;
|
||||
|
||||
|
||||
extern Dialog dialogRPG[];
|
||||
|
||||
|
||||
void player_draw(Game *game) {
|
||||
Player *player = &game->player;
|
||||
|
@ -86,6 +79,12 @@ void player_move(Game *game, Direction direction) {
|
|||
}
|
||||
|
||||
|
||||
extern bopti_image_t demo_player_img;
|
||||
extern bopti_image_t NPC_Icon_img;
|
||||
extern bopti_image_t SGN_Icon_img;
|
||||
extern bopti_image_t INFO_Icon_img;
|
||||
|
||||
|
||||
void player_action(Game *game) {
|
||||
if( game->player.isDoingAction ) return; /* alreday doing something */
|
||||
|
||||
|
@ -96,10 +95,11 @@ void player_action(Game *game) {
|
|||
|
||||
ExtraData *currentData = &game->map_level->extradata[game->player.whichAction];
|
||||
|
||||
/* we collect the information */
|
||||
char *text = dialogRPG[ currentData->dialogID].dialog;
|
||||
/* we use the correct image as per the class of the item */
|
||||
|
||||
bopti_image_t *face;
|
||||
/* we use the correct image as per the class of the item */
|
||||
|
||||
|
||||
if (strcmp("INFO", currentData->type)==0)
|
||||
face = &INFO_Icon_img;
|
||||
|
@ -109,25 +109,9 @@ void player_action(Game *game) {
|
|||
face = &SGN_Icon_img;
|
||||
else face = &demo_player_img;
|
||||
|
||||
/* we treat the action - i.e. we show a dialog */
|
||||
if (dialogRPG[ currentData->dialogID ].isQuestion == 1) /* we have to manage a question */
|
||||
{
|
||||
char *choices = dialogRPG[ currentData->dialogID].choices ;
|
||||
char *conclusion1 = dialogRPG[currentData->dialogID].conclusion1;
|
||||
char *conclusion2 = dialogRPG[currentData->dialogID].conclusion2;
|
||||
uint32_t dialogStart = currentData->dialogID;
|
||||
|
||||
int answer = showtext_dialog_ask( game, face, text, true, true, choices, 2, 0 );
|
||||
|
||||
/* TO DO we need to split the strings conclusion1 and conclusion2 */
|
||||
/* to extract the "gift" part */
|
||||
|
||||
if (answer==0) showtext_dialog( game, face, conclusion1, true, true );
|
||||
else showtext_dialog( game, face, conclusion2, true, true );
|
||||
}
|
||||
else
|
||||
{
|
||||
showtext_dialog( game, face, text, true, true );
|
||||
}
|
||||
initiate_dialog_sequence( game, face, dialogStart );
|
||||
|
||||
/* when done we release the occupied status of the player */
|
||||
game->player.isDoingAction = false;
|
||||
|
|
Loading…
Reference in a new issue