- partially fixed text drawing
- XML'd quest checking, working on quest requirements
- worked on XML'ing villages
+
+2/9/2016:
+=========
+
+ - quests can require one item for completion
+ - better-er text drawing
+ - can set world themes through XML
<?xml version="1.0"?>
<item name="Debug" type="Tool" maxStackSize="1" width="1" height="1" sprite="assets/items/ITEM_TEST.png" />
-<item name="Dank Maymay" type="Tool" maxStackSize="420" width="10" height="10" sprite="assets/items/ITEM_TEST.png" />
+<item name="Dank MayMay" type="Tool" maxStackSize="420" width="10" height="10" sprite="assets/items/ITEM_TEST.png" />
<item name="Your Bag" type="Equip" maxStackSize="1" width="5" height="5" sprite="assets/items/ITEM_TEST.png" />
<item name="Flashlight" type="Tool" maxStackSize="1" width="4" height="8" sprite="assets/items/flashlight_off.png" />
<item name="Wood Sword" type="Sword" maxStackSize="1" width="4" height="10" sprite="assets/items/SWORD_WOOD.png" />
* that gave the quest originally.\r
*/\r
\r
- int finish(const char *t,void *completer);\r
+ int finish(std::string t);\r
\r
/**\r
* Returns true if this handler is currently taking the quest.\r
*/\r
\r
- bool hasQuest(const char *t);\r
+ bool hasQuest(std::string t);\r
};\r
\r
#endif // QUEST_H\r
#include <Quest.h>\r
\r
+#include <entities.h>\r
+\r
+extern Player *player;\r
+\r
int QuestHandler::assign(const char *t){\r
return strcmp(t,"h");\r
}\r
return strcmp(t,"h");\r
}\r
\r
-int QuestHandler::finish(const char *t,void *completer){\r
- return strncmp(t,(char *)completer,1);\r
+int QuestHandler::finish(std::string t){\r
+ for(unsigned int i=0;i<current.size();i++){\r
+ if(current[i].title == t){\r
+ if(!player->inv->takeItem(current[i].need.back(),1)){\r
+ current.erase(current.begin()+i);\r
+ return 1;\r
+ }else return 0;\r
+ }\r
+ }\r
+ return 0;\r
}\r
\r
-bool QuestHandler::hasQuest(const char *t){\r
- unsigned int i;\r
- for(i=0;i<current.size();i++){\r
- if(!strcmp(current[i].title.c_str(),t)){\r
+bool QuestHandler::hasQuest(std::string t){\r
+ for(unsigned int i=0;i<current.size();i++){\r
+ if(current[i].title == t)\r
return true;\r
- }\r
}\r
return false;\r
}\r
player->qh.current.push_back(tmp);
}else if((qname = oxml->Attribute("check"))){
- if(player->qh.hasQuest(qname)){
- ui::dialogBox(speaker->name,NULL,false,"Nice meme");
- ui::waitForDialog();
- return 0;
+ if(player->qh.hasQuest(qname) && player->qh.finish(qname)){
+ player->qh.finish(qname);
+ goto CONT;
}else{
oldidx = speaker->dialogIndex;
speaker->dialogIndex = oxml->UnsignedAttribute("fail");
oxml = oxml->NextSiblingElement();
}
}
-
+
+CONT:
+
/*
* Handle any 'give' requests.
*/
* Get the player's choice, then set the XMLElement to the option's block.
*/
- ui::dialogBox(speaker->name,optstr.c_str(),false,exml->GetText());
+ ui::dialogBox(speaker->name,optstr.c_str(),false,exml->GetText()+1);
ui::waitForDialog();
if(ui::dialogOptChosen)
while(!dopt.empty())
dopt.pop_back();
}else{
-
+
/*
* No options - simply print the text.
*/
- ui::dialogBox(speaker->name,"",false,exml->GetText());
+ ui::dialogBox(speaker->name,NULL,false,exml->GetText());
ui::waitForDialog();
}
int Inventory::takeItem(std::string name,uint count){
unsigned int id = 999999;
+
+ /*
+ * Name to ID lookup
+ */
+
for(unsigned int i=0;i<itemMap.size();i++){
if(itemMap[i]->name == name){
id = i;
break;
}
}
+
+ if(id == 999999)
+ return -1;
+
+ /*
+ * Inventory lookup
+ */
+
for(unsigned int i=0;i<items.size();i++){
if(items[i].id == id){
if(count > items[i].count)
- items.erase(items.begin()+i);
- else
+ return -(items[i].count - count);
+ else{
items[i].count -= count;
+ if(!items[i].count)
+ items.erase(items.begin()+i);
+ }
return 0;
}
}
- return -1;
+ return -2;
}
static GLuint *itemtex;
* Draws a character at the specified coordinates, aborting if the character is unknown.
*/
- vec2 putChar(float xx,float yy,char c){
+ vec2 putChar(float x,float y,char c){
vec2 c1,c2;
- int x = xx, y = yy;
-
/*
* Get the width and height of the rendered character.
*/
- c1={x+ftexbl[c-33].x,
- y+ftexbl[c-33].y};
+ c1={(float)floor(x)+ftexbl[c-33].x,
+ (float)floor(y)+ftexbl[c-33].y};
c2=ftexwh[c-33];
/*
if(s[i] == ' ')
i++;
}
- if(s[i] == '\n' || s[i] == '\r' || s[i] == '\t'){
+ if(s[i] == '\n'){
+ yo-=fontSize*1.05;
+ xo=x;
+ }else if(s[i] == '\r' || s[i] == '\t'){
/*if(s[i] == '\n'){
yo-=fontSize*1.05;
xo=x;
}else if(s[i]=='\b'){ // Handle backspaces?
xo-=add.x;
}else{
- add=putChar(xo,yo,s[i]);
+ add=putChar(floor(xo),floor(yo),s[i]);
xo+=add.x;
yo+=add.y;
}
return xo; // i.e. the string width
}
- float putStringCentered(const float xx,const float yy,const char *s){
+ float putStringCentered(const float x,const float y,const char *s){
unsigned int i = 0;
float width = 0;
- int x = xx,y = yy;
-
do{
if(s[i]=='\n'){ // Handle newlines
// TODO
}
}while(s[++i]);
- putString(x-width/2,y,s);
+ putString(floor(x-width/2),y,s);
return width;
}
}
void importantText(const char *text,...){
va_list textArgs;
-
+
//if(!player->ground)return;
-
+
memset(dialogBoxText,0,512);
-
+
va_start(textArgs,text);
vsnprintf(dialogBoxText,512,text,textArgs);
va_end(textArgs);
-
+
dialogBoxExists = true;
dialogImportant = true;
//toggleBlack();
</text>
<text id="2" >
- <quest check="Your First Quest" fail="3" />
Niice.
+ <quest check="Your First Quest" fail="3" />
</text>
<text id="3">
<Dialog name="Johnny">
<text id="0" nextid="1" pause="true" >
Sup bro! Have a quest. To complete it, just go talk to Ralph again.
- <quest assign="Your First Quest" >
- Dank Maymay
- </quest>
+ <quest assign="Your First Quest" >Dank MayMay</quest>
</text>
<text id="1" nextid="1" pause="true" >
<style background="1" bgm="assets/music/theme_jazz.wav" />
<generation type="Random" width="300" />
- <npc name="Bob" />
+ <npc name="Bob" hasDialog="true" />
</IndoorWorld>
+
+<Dialog name="Bob">
+ <text id="0">
+ Hey. Have a Dank Maymay :)
+ <give id="Dank MayMay" count="1" />
+ </text>
+</Dialog>