static void PickConversationReply () { const char *replyText = NULL; FStrifeDialogueReply *reply = (FStrifeDialogueReply *)ConversationItems[ConversationMenu.lastOn].c.extra; bool takestuff; int i; M_ClearMenus (); CleanupConversationMenu (); if (reply == NULL) { return; } // Check if you have the requisite items for this choice for (i = 0; i < 3; ++i) { if (!CheckStrifeItem (reply->ItemCheck[i], reply->ItemCheckAmount[i])) { // No, you don't. Say so and let the NPC animate negatively. if (reply->QuickNo) { Printf ("%s\n", reply->QuickNo); } ConversationNPC->ConversationAnimation (2); return; } } // Yay, you do! Let the NPC animate affirmatively. ConversationNPC->ConversationAnimation (1); // If this reply gives you something, then try to receive it. takestuff = true; if (reply->GiveType != NULL) { AInventory *item = static_cast<AInventory *> (Spawn (reply->GiveType, 0, 0, 0)); // Items given here should not count as items! if (item->flags & MF_COUNTITEM) { level.total_items--; item->flags &= ~MF_COUNTITEM; } item->flags |= MF_DROPPED; if (!item->TryPickup (players[consoleplayer].mo)) { item->Destroy (); takestuff = false; } } // Take away required items if the give was successful or none was needed. if (takestuff) { for (i = 0; i < 3; ++i) { TakeStrifeItem (reply->ItemCheck[i], reply->ItemCheckAmount[i]); } replyText = reply->QuickYes; } else { replyText = "You seem to have enough!"; } // Update the quest log, if needed. if (reply->LogNumber != 0) { players[consoleplayer].SetLogNumber (reply->LogNumber); } // Does this reply alter the speaker's conversation node? If NextNode is positive, // the next time they talk, the will show the new node. If it is negative, then they // will show the new node right away without terminating the dialogue. if (reply->NextNode != 0) { int rootnode = FindNode (ConversationNPC->GetDefault()->Conversation); if (reply->NextNode < 0) { ConversationNPC->Conversation = StrifeDialogues[rootnode - reply->NextNode - 1]; if (gameaction != ga_slideshow) { P_StartConversation (ConversationNPC, players[consoleplayer].mo); return; } else { S_StopSound (ConversationNPC, CHAN_VOICE); } } else { ConversationNPC->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1]; } } if (replyText != NULL) { Printf ("%s\n", replyText); } ConversationNPC->angle = ConversationNPCAngle; }