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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:
Sylvain PILLOT 2023-08-22 10:39:37 +02:00
parent 4a81853505
commit d81616ad38
22 changed files with 294 additions and 269 deletions

View File

@ -31,7 +31,6 @@ set(SOURCES
# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
set(ASSETS
assets/WorldRPG.world
assets/DialogsRPG.json
# ...
)

35
assets/DialogsLvl1.json Normal file
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@ -0,0 +1,35 @@
{ "dialogs":[
{ "ID":0,
"dialog":"Le tombeau du Chevalier Legendaire",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":1
},
{
"ID":1,
"dialog":"Salut, je suis le gardien du Tombeau. As-tu remarque quelque chose d'etrange en venant ici ?",
"isQuestion":1,
"choice":"Rien de special$Des pas dans les bois",
"conclusion1":"Ok, soit prudent tout de meme",
"next1":2,
"conclusion2":"Je vais finir mon tour de ronde et verifier",
"next2":2,
"nextOther":-1
},
{
"ID":2,
"dialog":"A bientot l'ami et prend garde aux brigands.",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
}
]
}

46
assets/DialogsLvl2.json Normal file
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@ -0,0 +1,46 @@
{ "dialogs":[
{ "ID":0,
"dialog":"Encore une tombe ...",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
},
{
"ID":1,
"dialog":"Un passage souterrain ...",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":2
},
{
"ID":2,
"dialog":"Je me demande bien ou il peut conduire. Une prochaine expedition a faire peut-etre ...",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
},
{
"ID":3,
"dialog":"C'est la maison du gardien du cimetiere",
"isQuestion":0,
"choice":"_",
"conclusion1":"_",
"next1":-1,
"conclusion2":"_",
"next2":-1,
"nextOther":-1
}
]
}

59
assets/DialogsLvl3.json Normal file
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@ -0,0 +1,59 @@
{
"dialogs": [
{
"ID": 0,
"dialog": "Maison du Fermier",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 1,
"dialog": "Maison du Marechal Ferrand",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 2,
"dialog": "Maison du Boucher",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 3,
"dialog": "Maison du Boulanger",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 4,
"dialog": "Maison du Maire",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
}
]
}

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@ -6,6 +6,27 @@
"width": 384,
"x": 0,
"y": 0
},
{
"fileName": "level1.tmx",
"height": 192,
"width": 384,
"x": 384,
"y": 0
},
{
"fileName": "level2.tmx",
"height": 192,
"width": 384,
"x": 0,
"y": 192
},
{
"fileName": "level3.tmx",
"height": 192,
"width": 384,
"x": 384,
"y": 192
}
],
"onlyShowAdjacentMaps": false,

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@ -1,34 +0,0 @@
{
"maps": [
{
"fileName": "level0.tmx",
"height": 192,
"width": 384,
"x": 0,
"y": 0
},
{
"fileName": "level1.tmx",
"height": 192,
"width": 384,
"x": 384,
"y": 0
},
{
"fileName": "level2.tmx",
"height": 192,
"width": 384,
"x": 0,
"y": 192
},
{
"fileName": "level3.tmx",
"height": 192,
"width": 384,
"x": 384,
"y": 192
}
],
"onlyShowAdjacentMaps": false,
"type": "world"
}

View File

@ -21,7 +21,8 @@ def convert(input, output, params, target):
convert_font(input, output, params, target)
return 0
elif params["custom-type"] == "dialogs":
convert_dialogs(input, output, params, target)
print("ERROR : Asset ", params["name"], " has legacy type dialog")
#convert_dialogs(input, output, params, target)
return 0
else:
return 1
@ -148,6 +149,8 @@ def get_tile_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
structMap += fxconv.ptr(walk_data)
nbextra = 0
extradata = fxconv.Structure()
@ -161,6 +164,26 @@ def get_tile_map_data(input, output, params, target, xmin, ymin, xmax, ymax):
structMap += fxconv.ptr( extradata )
nameDialog = data["properties"][0]["value"]
dialogfile = "/".join(input.split("/")[:-nbRetour]) + "/" + nameDialog
print( "THE DIALOGS ARE CONTAINED IN THE FILE : ", dialogfile )
nbdiag = 0
diagdata = fxconv.Structure()
nbdiag, diagdata = convert_dialogs(dialogfile, output, params, target)
if (nbdiag==0):
structMap += fxconv.u32( 0 )
structMap += fxconv.u32( 0 )
else:
structMap += fxconv.u32( int(nbdiag) )
structMap += fxconv.ptr( diagdata )
#extraction of the data contained in the layer "Background" and "Foreground" of the map
@ -353,6 +376,7 @@ def convert_dialogs(input, output, params, target):
data = json.load(open(input, "r"))
structDialogs = fxconv.Structure()
nbdialogs = 0
for d in data["dialogs"]:
print( int(d[ "ID" ]))
@ -364,6 +388,7 @@ def convert_dialogs(input, output, params, target):
# print( d[ "conclusion2" ] )
# print( int(d[ "next2" ] ) )
# print( int(d[ "nextOther" ]) )
nbdialogs = nbdialogs + 1
structDialogs += fxconv.u32( int(d[ "ID" ] ) )
structDialogs += fxconv.string( d[ "dialog" ] )
@ -375,5 +400,6 @@ def convert_dialogs(input, output, params, target):
structDialogs += fxconv.u32( int(d[ "next2" ] ) )
structDialogs += fxconv.u32( int(d[ "nextOther" ] ) )
return nbdialogs, structDialogs
fxconv.elf(structDialogs, output, "_" + params["name"], **target)
#fxconv.elf(structDialogs, output, "_" + params["name"], **target)

View File

@ -1,134 +0,0 @@
[
{
"ID": 0,
"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 ...",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": 1
},
{
"ID": 1,
"dialog": "Depuis la mort de ton Pere, la region a bien change ... Enfin, surtout ses habitants. Tu devras te mefier de tout le monde.",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": 2
},
{
"ID": 2,
"dialog": "Tu devrais commencer par rejoindre la taverne que ton pere t'a laisse en heritage.",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 3,
"dialog": "Taverne de Pue Le Bouc",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 4,
"dialog": "Tiens !! Quelqu'un est mort ici. Tu le connais ?",
"isQuestion": 1,
"choice": "Oui$Non",
"conclusion1": "C'est bien triste mon Ami.`$life-2``$power-5`",
"next1": -1,
"conclusion2": "Dommage quand meme pour Lui.",
"next2": -1,
"nextOther": -1
},
{
"ID": 5,
"dialog": "Salut Hero !! Quel bon vent t'ammene ici a Nabrouch ?",
"isQuestion": 1,
"choice": "De Passage$La Famille",
"conclusion1": "Entre donc te reposer dans la taverne, c'est la seule du coin.",
"next1": -1,
"conclusion2": "Fais bien attention alors.",
"next2": 6,
"nextOther": -1
},
{
"ID": 6,
"dialog": "On dit qu'il se passe des choses étranges par ici depuis quelques temps. Fais bien attention a Toi.",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 7,
"dialog": "Salut Hero, je suis le cremier. Veux tu me delester un peu ?",
"isQuestion": 1,
"choice": "Oui$Non",
"conclusion1": "Voici donc pour toi`$life+5``$mana+5``$power+2`",
"next1": -1,
"conclusion2": "Bon bah casse toi ...",
"next2": -1,
"nextOther": -1
},
{
"ID": 8,
"dialog": "Le Sanctuaire Maudit ...",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
},
{
"ID": 9,
"dialog": "Etrange ce coffre abandonne et ouvert ... Fouiller dedans ?",
"isQuestion": 1,
"choice": "Oui$Non",
"conclusion1": "Trop cool, du stuff `$life+5``$mana+5``$power+2`",
"next1": -1,
"conclusion2": "Je ferai mieux de partir loin ...",
"next2": -1,
"nextOther": -1
},
{
"ID": 10,
"dialog": "Et sa tombe est en train d'etre creusee ?",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": 11
},
{
"ID": 11,
"dialog": "Beaucoup de morts pour une si petite bourgade ...",
"isQuestion": 0,
"choice": "_",
"conclusion1": "_",
"next1": -1,
"conclusion2": "_",
"next2": -1,
"nextOther": -1
}
]

View File

@ -2,6 +2,6 @@ WorldRPG.world:
custom-type: world
name: worldRPG
DialogsRPG.json:
custom-type: dialogs
name: dialogRPG
#DialogsRPG.json:
# custom-type: dialogs
# name: dialogRPG

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@ -3,6 +3,9 @@
<editorsettings>
<export target="level0.json" format="json"/>
</editorsettings>
<properties>
<property name="dialogFile" type="file" value="DialogsLvl0.json"/>
</properties>
<tileset firstgid="1" source="tilesetnpp.tsx"/>
<tileset firstgid="409" source="Walkable.tsx"/>
<layer id="1" name="Background" width="48" height="24">

View File

@ -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="4">
<properties>
<property name="dialogFile" type="file" value="DialogsLvl1.json"/>
</properties>
<tileset firstgid="1" source="tilesetnpp.tsx"/>
<tileset firstgid="409" source="Walkable.tsx"/>
<layer id="1" name="Background" width="48" height="24">
@ -89,27 +92,25 @@
<objectgroup id="4" name="ExtraData">
<object id="1" name="INFO1" type="INFO" x="303.75" y="143.25">
<properties>
<property name="choices" value="_"/>
<property name="conclusion1" value="_"/>
<property name="conclusion2" value="_"/>
<property name="dialog" value="Le tombeau du Chevalier Legendaire"/>
<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="Gardien" type="NPC" x="303.636" y="117.273">
<properties>
<property name="choices" value="&quot;_&quot;"/>
<property name="conclusion1" value="&quot;_&quot;"/>
<property name="conclusion2" value="&quot;_&quot;"/>
<property name="dialog" value="&quot;Salut, je suis la gardien du Tombeau&quot;"/>
<property name="dialogID" type="int" value="1"/>
<property name="hasPath" type="int" value="1"/>
<property name="isQuestion" type="int" value="0"/>
<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>

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@ -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>

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@ -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>

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@ -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
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@ -1,5 +1,6 @@
cd assets
rm -f level*.json
rm -f tilesetnpp.json
rm -r __pycache__
cd ..
rm -r build-cg

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@ -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 );
}
}

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@ -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

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@ -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;

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@ -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

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@ -5,7 +5,7 @@
#include <gint/display.h>
extern Map *worldRPG[];
extern ExtraData *extraRPG[];
//extern ExtraData *extraRPG[];
void render_map(Game *game) {

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@ -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;