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https://github.com/scummvm/scummvm.git
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260 lines
8.4 KiB
C++
260 lines
8.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "mutationofjb/tasks/conversationtask.h"
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#include "mutationofjb/assets.h"
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#include "mutationofjb/conversationlinelist.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/gui.h"
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#include "mutationofjb/script.h"
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#include "mutationofjb/tasks/saytask.h"
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#include "mutationofjb/tasks/taskmanager.h"
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#include "mutationofjb/util.h"
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#include "mutationofjb/widgets/conversationwidget.h"
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#include "common/translation.h"
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namespace MutationOfJB {
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void ConversationTask::start() {
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setState(RUNNING);
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Game &game = getTaskManager()->getGame();
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ConversationWidget &widget = game.getGui().getConversationWidget();
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widget.setCallback(this);
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widget.setVisible(true);
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_currentLineIndex = 0;
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showChoicesOrPick();
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}
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void ConversationTask::update() {
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if (_sayTask) {
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if (_sayTask->getState() == Task::FINISHED) {
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getTaskManager()->removeTask(_sayTask);
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delete _sayTask;
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_sayTask = nullptr;
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switch (_substate) {
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case SAYING_NO_CHOICES:
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finish();
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break;
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case SAYING_CHOICE: {
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const ConversationLineList& responseList = getTaskManager()->getGame().getAssets().getResponseList();
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const ConversationLineList::Line *const line = responseList.getLine(_currentItem->_response);
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_sayTask = new SayTask(line->_speeches[0]._text, _convInfo._color);
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getTaskManager()->addTask(_sayTask);
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_substate = SAYING_RESPONSE;
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break;
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}
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case SAYING_RESPONSE: {
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startExtra();
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if (_substate != RUNNING_EXTRA)
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{
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gotoNextLine();
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}
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break;
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}
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default:
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break;
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}
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}
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}
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if (_innerExecCtx) {
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Command::ExecuteResult res = _innerExecCtx->runActiveCommand();
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if (res == Command::Finished) {
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delete _innerExecCtx;
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_innerExecCtx = nullptr;
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gotoNextLine();
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}
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}
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}
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void ConversationTask::onChoiceClicked(ConversationWidget *convWidget, int, uint32 data) {
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const ConversationInfo::Item &item = getCurrentLine()->_items[data];
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convWidget->clearChoices();
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const ConversationLineList& toSayList = getTaskManager()->getGame().getAssets().getToSayList();
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const ConversationLineList::Speech &speech = toSayList.getLine(item._choice)->_speeches[0];
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_sayTask = new SayTask(speech._text, _convInfo._color);
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getTaskManager()->addTask(_sayTask);
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_substate = SAYING_CHOICE;
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_currentItem = &item;
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if (!speech.isRepeating()) {
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getTaskManager()->getGame().getGameData().getCurrentScene()->addExhaustedChoice(_convInfo._context, data + 1, _currentLineIndex + 1);
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}
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}
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void ConversationTask::showChoicesOrPick() {
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Game &game = getTaskManager()->getGame();
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GameData &gameData = game.getGameData();
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Scene *const scene = gameData.getScene(_sceneId);
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Common::Array<uint32> itemsWithValidChoices;
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Common::Array<uint32> itemsWithValidResponses;
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Common::Array<uint32> itemsWithValidNext;
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/*
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Collect valid "to say" choices (not exhausted and not empty).
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Collect valid responses (not exhausted and not empty).
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If there are at least two visible choices, we show them.
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If there is just one visible choice, pick it automatically ONLY if this is not the first choice in this conversation.
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Otherwise we don't start the conversation.
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If there are no visible choices, automatically pick first valid response.
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If nothing above applies, don't start the conversation.
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*/
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const ConversationInfo::Line *const currentLine = getCurrentLine();
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for (ConversationInfo::Items::size_type i = 0; i < currentLine->_items.size(); ++i) {
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const ConversationInfo::Item &item = currentLine->_items[i];
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if (scene->isChoiceExhausted(_convInfo._context, (uint8) i + 1, (uint8) _currentLineIndex + 1)) {
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continue;
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}
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const uint8 choice = item._choice;
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const uint8 response = item._response;
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const uint8 next = item._nextLineIndex;
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if (choice != 0) {
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itemsWithValidChoices.push_back(i);
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}
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if (response != 0) {
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itemsWithValidResponses.push_back(i);
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}
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if (next != 0) {
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itemsWithValidNext.push_back(i);
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}
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}
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if (itemsWithValidChoices.size() > 1) {
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ConversationWidget &widget = game.getGui().getConversationWidget();
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const ConversationLineList& toSayList = game.getAssets().getToSayList();
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for (Common::Array<uint32>::size_type i = 0; i < itemsWithValidChoices.size() && i < ConversationWidget::CONVERSATION_MAX_CHOICES; ++i) {
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const ConversationInfo::Item &item = currentLine->_items[itemsWithValidChoices[i]];
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const ConversationLineList::Line *const line = toSayList.getLine(item._choice);
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const Common::String widgetText = toUpperCP895(line->_speeches[0]._text);
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widget.setChoice((int) i, widgetText, itemsWithValidChoices[i]);
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}
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_substate = IDLE;
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_currentItem = nullptr;
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_haveChoices = true;
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} else if (itemsWithValidChoices.size() == 1 && _haveChoices) {
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const ConversationLineList& toSayList = game.getAssets().getToSayList();
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const ConversationInfo::Item &item = currentLine->_items[itemsWithValidChoices.front()];
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const ConversationLineList::Line *const line = toSayList.getLine(item._choice);
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_sayTask = new SayTask(line->_speeches[0]._text, _convInfo._color);
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getTaskManager()->addTask(_sayTask);
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_substate = SAYING_CHOICE;
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_currentItem = &item;
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if (!line->_speeches[0].isRepeating()) {
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game.getGameData().getCurrentScene()->addExhaustedChoice(_convInfo._context, itemsWithValidChoices.front() + 1, _currentLineIndex + 1);
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}
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_haveChoices = true;
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} else if (!itemsWithValidResponses.empty() && _haveChoices) {
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const ConversationLineList& responseList = game.getAssets().getResponseList();
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const ConversationInfo::Item &item = currentLine->_items[itemsWithValidResponses.front()];
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const ConversationLineList::Line *const line = responseList.getLine(item._response);
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_sayTask = new SayTask(line->_speeches[0]._text, _convInfo._color);
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getTaskManager()->addTask(_sayTask);
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_substate = SAYING_RESPONSE;
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_currentItem = &item;
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_haveChoices = true;
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} else if (!itemsWithValidNext.empty() && _haveChoices) {
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_currentLineIndex = currentLine->_items[itemsWithValidNext.front()]._nextLineIndex - 1;
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showChoicesOrPick();
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} else {
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if (_haveChoices) {
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finish();
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} else {
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_sayTask = new SayTask("Nothing to talk about.", _convInfo._color); // TODO: This is hardcoded in executable. Load it.
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getTaskManager()->addTask(_sayTask);
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_substate = SAYING_NO_CHOICES;
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_currentItem = nullptr;
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}
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}
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}
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const ConversationInfo::Line *ConversationTask::getCurrentLine() const {
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return &_convInfo._lines[_currentLineIndex];
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}
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void ConversationTask::finish() {
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setState(FINISHED);
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Game &game = getTaskManager()->getGame();
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ConversationWidget &widget = game.getGui().getConversationWidget();
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widget.setVisible(false);
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game.getGui().markDirty(); // TODO: Handle automatically when changing visibility.
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}
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void ConversationTask::startExtra() {
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const ConversationLineList& responseList = getTaskManager()->getGame().getAssets().getResponseList();
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const ConversationLineList::Line *const line = responseList.getLine(_currentItem->_response);
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if (!line->_extra.empty()) {
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_innerExecCtx = new ScriptExecutionContext(getTaskManager()->getGame());
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Command *const extraCmd = _innerExecCtx->getExtra(line->_extra);
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if (extraCmd) {
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Command::ExecuteResult res = _innerExecCtx->startCommand(extraCmd);
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if (res == Command::InProgress) {
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_substate = RUNNING_EXTRA;
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} else {
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delete _innerExecCtx;
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_innerExecCtx = nullptr;
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}
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} else {
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warning(_("Extra '%s' not found"), line->_extra.c_str());
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delete _innerExecCtx;
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_innerExecCtx = nullptr;
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}
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}
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}
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void ConversationTask::gotoNextLine() {
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if (_currentItem->_nextLineIndex == 0) {
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finish();
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} else {
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_currentLineIndex = _currentItem->_nextLineIndex - 1;
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showChoicesOrPick();
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}
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}
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}
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