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/* Conversation.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Conversation.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "text/Format.h"
#include "Phrase.h"
#include "image/Sprite.h"
#include "image/SpriteSet.h"
using namespace std;
namespace {
// Lookup table for matching special tokens to enumeration values.
map<string, int> TOKEN_INDEX = {
{"accept", Conversation::ACCEPT},
{"decline", Conversation::DECLINE},
{"defer", Conversation::DEFER},
{"launch", Conversation::LAUNCH},
{"flee", Conversation::FLEE},
{"depart", Conversation::DEPART},
{"die", Conversation::DIE},
{"explode", Conversation::EXPLODE}
};
// Get the index of the given special string. 0 means it is "goto", a number
// less than 0 means it is an outcome, and 1 means no match.
int TokenIndex(const string &token)
{
auto it = TOKEN_INDEX.find(token);
return (it == TOKEN_INDEX.end() ? 0 : it->second);
}
// Map an index back to a string, for saving the conversation to a file.
string TokenName(int index)
{
for(const auto &it : TOKEN_INDEX)
if(it.second == index)
return it.first;
return to_string(index);
}
// Write a "goto" or endpoint.
void WriteToken(int index, DataWriter &out)
{
out.BeginChild();
{
if(index >= 0)
out.Write("goto", index);
else
out.Write(TokenName(index));
}
out.EndChild();
}
}
// The possible outcomes of a conversation:
const int Conversation::ACCEPT;
const int Conversation::DECLINE;
const int Conversation::DEFER;
const int Conversation::LAUNCH;
const int Conversation::FLEE;
const int Conversation::DEPART;
const int Conversation::DIE;
const int Conversation::EXPLODE;
// Check if this conversation outcome requires the player to leave immediately.
bool Conversation::RequiresLaunch(int outcome)
{
return outcome == LAUNCH || outcome == FLEE || outcome == DEPART;
}
// Construct and Load() at the same time.
Conversation::Conversation(const DataNode &node, const ConditionsStore *playerConditions)
{
Load(node, playerConditions);
}
// Load a conversation from file.
void Conversation::Load(const DataNode &node, const ConditionsStore *playerConditions)
{
// Make sure this really is a conversation specification.
if(node.Token(0) != "conversation")
return;
// Free any previously loaded data.
nodes.clear();
for(const DataNode &child : node)
{
const string &key = child.Token(0);
bool hasValue = child.Size() >= 2;
if(key == "scene" && hasValue)
{
// A scene always starts a new text node.
AddNode();
nodes.back().scene = SpriteSet::Get(child.Token(1));
}
else if(key == "label" && hasValue)
{
// You cannot merge text above a label with text below it.
if(!nodes.empty())
nodes.back().canMergeOnto = false;
AddLabel(child.Token(1), child);
}
else if(key == "choice")
{
// Create a new node with one or more choices in it.
nodes.emplace_back(true);
bool foundErrors = false;
for(const DataNode &grand : child)
{
// Check for common errors such as indenting a goto incorrectly:
if(grand.Size() > 1)
{
grand.PrintTrace("Error: Conversation choices should be a single token:");
foundErrors = true;
continue;
}
// Store the text of this choice. By default, the choice will
// just bring you to the next node in the script.
nodes.back().elements.emplace_back(grand.Token(0) + '\n', nodes.size());
LoadDestinations(grand, playerConditions);
}
if(nodes.back().elements.empty())
{
if(!foundErrors)
child.PrintTrace("Warning: Conversation contains an empty \"choice\" node:");
nodes.pop_back();
}
}
else if(key == "name")
{
// A name entry field is just represented as an empty choice node.
nodes.emplace_back(true);
}
else if(key == "branch")
{
// Don't merge "branch" nodes with any other nodes.
nodes.emplace_back();
nodes.back().canMergeOnto = false;
// Maintenance note: empty conditions might have to be removed in the future,
// so their support is unofficial.
if(child.HasChildren())
nodes.back().conditions.Load(child, playerConditions);
// A branch should always specify what node to go to if the test is
// true, and may also specify where to go if it is false.
for(int i = 1; i <= 2; ++i)
{
// If no link is provided, just go to the next node.
nodes.back().elements.emplace_back("", nodes.size());
if(child.Size() > i)
{
int index = TokenIndex(child.Token(i));
if(!index)
Goto(child.Token(i), nodes.size() - 1, i - 1);
else if(index < 0)
nodes.back().elements.back().next = index;
}
}
}
else if(key == "action" || key == "apply")
{
if(key == "apply")
child.PrintTrace("Warning: `apply` is deprecated syntax. Use `action` instead to ensure future compatibility.");
// Don't merge "action" nodes with any other nodes. Allow the legacy keyword "apply," too.
AddNode();
nodes.back().canMergeOnto = false;
nodes.back().actions.Load(child, playerConditions);
}
// Check for common errors such as indenting a goto incorrectly:
else if(hasValue)
child.PrintTrace("Error: Conversation text should be a single token:");
else
{
// This is just an ordinary text node.
// If the previous node is a choice, or if the previous node ended
// in a goto, or if the new node has a condition, then create a new
// node. Otherwise, just merge this new paragraph into the previous
// node.
if(nodes.empty() || !nodes.back().canMergeOnto || HasDisplayRestriction(child))
AddNode();
// Always append a newline to the end of the text.
nodes.back().elements.back().text += key + '\n';
// Check whether there is a goto attached to this block of text. If
// so, future nodes can't merge onto this one.
if(LoadDestinations(child, playerConditions))
nodes.back().canMergeOnto = false;
}
}
// Display a warning if a label was not resolved.
if(!unresolved.empty())
for(const auto &it : unresolved)
node.PrintTrace("Warning: Conversation contains unrecognized label \"" + it.first + "\":");
// Check for any loops in the conversation.
for(const auto &it : labels)
{
int nodeIndex = it.second;
while(nodeIndex >= 0 && Choices(nodeIndex) <= 1)
{
nodeIndex = NextNodeForChoice(nodeIndex);
if(nodeIndex == it.second)
{
node.PrintTrace("Error: Conversation contains infinite loop beginning with label \"" + it.first + "\":");
nodes.clear();
return;
}
}
}
// Free the working buffers that we no longer need.
labels.clear();
unresolved.clear();
}
// Write a conversation to file.
void Conversation::Save(DataWriter &out) const
{
out.Write("conversation");
out.BeginChild();
{
for(unsigned i = 0; i < nodes.size(); ++i)
{
// The original label names are not preserved anywhere. Instead,
// the label for every node is just its node index.
out.Write("label", i);
const Node &node = nodes[i];
if(node.scene)
out.Write("scene", node.scene->Name());
if(IsBranch(i))
{
out.Write("branch", TokenName(node.elements[0].next), TokenName(node.elements[1].next));
// Write the condition set as a child of this node.
out.BeginChild();
{
node.conditions.Save(out);
}
out.EndChild();
continue;
}
if(!node.actions.IsEmpty())
{
out.Write("action");
// Write the GameAction as a child of this node.
out.BeginChild();
{
node.actions.Save(out);
}
out.EndChild();
continue;
}
if(node.isChoice)
{
out.Write(node.elements.empty() ? "name" : "choice");
out.BeginChild();
}
for(const auto &it : node.elements)
{
// Break the text up into paragraphs.
for(const string &line : Format::Split(it.text, "\n"))
{
out.Write(line);
// If the conditions are the same, output them for each
// paragraph. (We currently don't merge paragraphs with
// identical ConditionSets, but some day we might.)
if(!it.conditions.IsEmpty())
{
out.BeginChild();
{
out.Write("to", "display");
out.BeginChild();
{
it.conditions.Save(out);
}
out.EndChild();
}
out.EndChild();
}
}
// Check what node the conversation goes to after this.
int index = it.next;
if(index > 0 && !NodeIsValid(index))
index = Conversation::DECLINE;
// Write the node that we go to next after this.
WriteToken(index, out);
}
if(node.isChoice)
out.EndChild();
}
}
out.EndChild();
}
// Check if this conversation contains any data.
bool Conversation::IsEmpty() const noexcept
{
return nodes.empty();
}
// Check if this conversation contains a name prompt, and thus can be used as an "intro" conversation.
bool Conversation::IsValidIntro() const noexcept
{
return any_of(nodes.begin(), nodes.end(), [](const Node &node) noexcept -> bool {
return node.isChoice && node.elements.empty();
});
}
// Check if the actions in this conversation are valid.
string Conversation::Validate() const
{
for(const Node &node : nodes)
{
if(!node.actions.IsEmpty())
{
string reason = node.actions.Validate();
if(!reason.empty())
return "conversation action " + std::move(reason);
}
}
return "";
}
// Do text replacement throughout this conversation, and instantiate any
// potential actions.
Conversation Conversation::Instantiate(map<string, string> &subs, int jumps, int payload) const
{
Conversation result = *this;
for(Node &node : result.nodes)
{
for(Element &element : node.elements)
element.text = Format::Replace(Phrase::ExpandPhrases(element.text), subs);
if(!node.actions.IsEmpty())
node.actions = node.actions.Instantiate(subs, jumps, payload);
}
return result;
}
// Check if the given conversation node is a choice node.
bool Conversation::IsChoice(int node) const
{
if(!NodeIsValid(node))
return false;
return nodes[node].isChoice;
}
// Check if the given conversation node is a choice node.
bool Conversation::HasAnyChoices(int node) const
{
if(!NodeIsValid(node))
return false;
if(!nodes[node].isChoice)
return false;
if(nodes[node].elements.empty())
// A zero-length choice is a special case: it sets the player's name.
return true;
for(const auto &data : nodes[node].elements)
{
if(data.conditions.IsEmpty())
return true;
if(data.conditions.Test())
return true;
}
return false;
}
// If the given node is a choice node, check how many choices it offers.
int Conversation::Choices(int node) const
{
if(!NodeIsValid(node))
return 0;
return nodes[node].isChoice ? nodes[node].elements.size() : 0;
}
// Check if the given conversation node is a conditional branch.
bool Conversation::IsBranch(int node) const
{
if(!NodeIsValid(node))
return false;
return !nodes[node].conditions.IsEmpty() && nodes[node].elements.size() > 1;
}
// Check if the given conversation node performs an action.
bool Conversation::IsAction(int node) const
{
if(!NodeIsValid(node))
return false;
return !nodes[node].actions.IsEmpty();
}
// Get the list of conditions that the given node tests.
const ConditionSet &Conversation::Conditions(int node) const
{
static ConditionSet empty;
if(!NodeIsValid(node))
return empty;
return nodes[node].conditions;
}
// Get the action that the given node applies.
const GameAction &Conversation::GetAction(int node) const
{
static GameAction empty;
if(!NodeIsValid(node))
return empty;
return nodes[node].actions;
}
// Get the text of the given element of the given node.
const string &Conversation::Text(int node, int element) const
{
static const string empty;
if(!NodeIsValid(node) || !ElementIsValid(node, element))
return empty;
return nodes[node].elements[element].text;
}
// Get the scene image, if any, associated with the given node.
const Sprite *Conversation::Scene(int node) const
{
if(!NodeIsValid(node))
return nullptr;
return nodes[node].scene;
}
// Find out where the conversation goes if the given option is chosen.
int Conversation::NextNodeForChoice(int node, int element) const
{
if(!NodeIsValid(node) || !ElementIsValid(node, element))
return DECLINE;
return nodes[node].elements[element].next;
}
// Go to the next node of the conversation, ignoring any choices.
int Conversation::StepToNextNode(int node) const
{
int next_node = node+1;
if(!NodeIsValid(next_node))
return DECLINE;
return next_node;
}
// Returns whether the given node should be displayed.
bool Conversation::ShouldDisplayNode(int node, int element) const
{
if(!NodeIsValid(node))
return false;
else if(IsChoice(node) ? !ElementIsValid(node, element) : element != 0)
return false;
const auto &data = nodes[node].elements[element];
if(data.conditions.IsEmpty())
return true;
return data.conditions.Test();
}
// Returns true if the given node index is in the range of valid nodes for this
// Conversation.
bool Conversation::NodeIsValid(int node) const
{
if(node < 0)
return false;
return static_cast<unsigned>(node) < nodes.size();
}
// Returns true if the given node index is in the range of valid nodes for this
// Conversation *and* the given element index is in the range of valid elements
// for the given node.
bool Conversation::ElementIsValid(int node, int element) const
{
if(!NodeIsValid(node))
return false;
else if(element < 0)
return false;
return static_cast<unsigned>(element) < nodes[node].elements.size();
}
// Parse the children of the given node to see if then contain any "goto" or
// "to display" nodes. If so, link them up properly. Return true if gotos or
// conditions were found.
bool Conversation::LoadDestinations(const DataNode &node, const ConditionsStore *playerConditions)
{
bool hasGoto = false;
bool hasCondition = false;
for(const DataNode &child : node)
{
const string &key = child.Token(0);
bool hasValue = child.Size() >= 2;
if(key == "goto" && hasValue)
{
if(hasGoto)
child.PrintTrace("Warning: Ignoring extra endpoint in conversation choice:");
else
{
Goto(child.Token(1), nodes.size() - 1, nodes.back().elements.size() - 1);
hasGoto = true;
}
}
else if(key == "to" && hasValue && child.Token(1) == "display")
{
if(hasCondition)
child.PrintTrace("Warning: Ignoring extra condition in conversation choice:");
else
{
nodes.back().elements.back().conditions.Load(child, playerConditions);
hasCondition = true;
}
}
else
{
// Check if this is a recognized endpoint name.
int index = TokenIndex(key);
if(!hasValue && index < 0)
{
if(hasGoto)
child.PrintTrace("Warning: Ignoring extra endpoint in conversation choice:");
else
{
nodes.back().elements.back().next = index;
hasGoto = true;
}
}
else
child.PrintTrace("Warning: Expected goto, to display, or endpoint in conversation, found this:");
}
}
return hasGoto || hasCondition;
}
bool Conversation::HasDisplayRestriction(const DataNode &node)
{
for(const DataNode &child : node)
if(child.Token(0) == "to" && child.Size() >= 2 && child.Token(1) == "display")
return true;
return false;
}
// Add a label, pointing to whatever node is created next.
void Conversation::AddLabel(const string &label, const DataNode &node)
{
if(labels.contains(label))
{
node.PrintTrace("Error: Conversation: label \"" + label + "\" is used more than once:");
return;
}
// If there are any unresolved references to this label, we can now set
// their indices correctly.
auto range = unresolved.equal_range(label);
for(auto it = range.first; it != range.second; ++it)
nodes[it->second.first].elements[it->second.second].next = nodes.size();
unresolved.erase(range.first, range.second);
// Remember what index this label points to.
labels[label] = nodes.size();
}
// Set up a "goto". Depending on whether the named label has been seen yet
// or not, it is either resolved immediately or added to the unresolved set.
void Conversation::Goto(const string &label, int node, int element)
{
auto it = labels.find(label);
if(it == labels.end())
unresolved.insert({label, {node, element}});
else
nodes[node].elements[element].next = it->second;
}
// Add an "empty" node. It will contain one empty line of text, with its
// goto link set to fall through to the next node.
void Conversation::AddNode()
{
nodes.emplace_back();
nodes.back().elements.emplace_back("", nodes.size());
}
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