Fixing dialogues and cutscenes, minor bug fixing

This commit is contained in:
Vladislav Khorev committed 2026-06-13 15:07:09 +03:00
1 parent 2b32fce5e0
commit fff5a9d4aa
18 files changed
+4010 -2208

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+11 -35
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@@ -213,9 +213,9 @@ namespace ZL
LocationSetup uniInteriorParams;
uniInteriorParams.gameObjectsJsonPath = "resources/config2/gameobjects_uni_interior_x.json";
uniInteriorParams.npcsJsonPath = "resources/config2/npcs_uni_interior.json";
uniInteriorParams.dialoguesJsonPath = "resources/dialogue/uni_interior_dialogues_004.json";
uniInteriorParams.dialoguesJsonPath = "resources/dialogue/uni_interior_dialogues_005.json";
uniInteriorParams.navigationJsonPaths = {
"resources/navigation/uni_interior4_unlocked_n2.txt", //0
"resources/navigation/uni_interior3_n2_hall.txt",
@@ -296,6 +296,9 @@ namespace ZL
this->currentLocation = nullptr;
menuManager.showMainMenu();
};
locations["uni_interior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
};
if (locations["uni_interior"]->player)
locations["uni_interior"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
for (auto& npc : locations["uni_interior"]->npcs) {
@@ -335,6 +338,9 @@ namespace ZL
locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
locations["uni_exterior"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
locations["uni_exterior"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
locations["uni_exterior"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
};
if (locations["uni_exterior"]->player)
locations["uni_exterior"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
@@ -379,6 +385,9 @@ namespace ZL
locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
locations["location_dorm"]->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
locations["location_dorm"]->requestReturnToMainMenu = [this]() { menuManager.showMainMenu(); };
locations["location_dorm"]->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
menuManager.setChatUnread(idx, unread, msg);
};
if (locations["location_dorm"]->player)
locations["location_dorm"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
@@ -518,39 +527,6 @@ namespace ZL
if (currentLocation) currentLocation->dialogueSystem.skipCutscene();
};
std::cout << "Load resurces step 5" << std::endl;
/*
std::cout << "Load resurces step 12" << std::endl;
// Shadow mapping shaders
#ifdef EMSCRIPTEN
renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x1" << std::endl;
renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x2" << std::endl;
renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x3" << std::endl;
renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x4" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x5" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x6" << std::endl;
renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_web.fragment", CONST_ZIP_FILE);
#else
renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_desktop.fragment", CONST_ZIP_FILE);
#endif*/
std::cout << "Load resurces step 13" << std::endl;
try {