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Dialog and Quest framework - #198
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A Dialog and quest framework to allow for easier native implementations of custom menus, Dialog trees, custom shop menus, item rewards.
Summary
Adds a menu to villager conversations, a quest system built on it, and two pieces of content that use them.
Dialog::). A villager that a quest adds choices to opens on a menu: Talk, the added choices, Never mind. It is drawn in the game's own speech bubble, and Talk hands back to the retail conversation unchanged. Villagers with nothing added are untouched.Quest::). Quests are state machines (stages, rules, conditions, NPC choices) written as C++ modules inport/src/quests/. Progress is saved asquests.jsonbeside each save and the autosave, reset on a new game and deleted with its save.Notes for reviewers
PORT_OVERRIDEs:EdTalkModeInit,EdTalkMode,EdNowTalkChara,EdNowTalkCharaInfoID,PlayerAllItemCheck,GetItemShopList,ItemShopGetPacFileName,ItemShopGetImgFileName,ClsMes::GetTextLineDataTop.UI::Label::KeepGameRandomadded, so text the port lays out does not advance the game's random numbers.DC_DIALOG_TEST=1adds a "Who are you?" choice showing a villager's map, villager and message numbers, and traces quest shops to stderr.docs/DIALOG_FRAMEWORK.mdanddocs/QUEST_FRAMEWORK.md.Testing
dialog_framework_test,quest_framework_test,custom_shop_test.Known issues