add dialog
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45
libpike/dialog/dialog.odin
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45
libpike/dialog/dialog.odin
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// SPDX-License-Identifer: MIT
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/* dialog.odin
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*
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* Contents for dialog of characters
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*
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* Written by vx-clutch
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*/
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package dialog
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guy := [?]string{
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"So? Looking to enter this casino, eh?",
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"bitch",
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"That casino is pretty fishy",
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"Why do I have a fishy taste in my mouth",
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"Who shitted my pants? The fish?",
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}
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blackjack := [?]string{
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"How’s everyone swimming tonight?",
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"Caught any luck yet?",
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"Welcome aboard!",
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"Good to see you back!",
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"Feeling fintastic tonight?",
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}
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slots := [?]string{
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"Yeah im a talking slot machine, so what?",
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"Eyes up here asshole",
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"Blub blub, im a fish!",
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"Jackpot! oh wait nevermind.",
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}
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videopoker := [?]string{
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"Yeah im a talking video poker machine, so what?",
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"You video, i'll poker, lets video poker",
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"You're playing a fish themed casino game instead of doing that thing you are putting off, arn't you?",
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}
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poker := [?]string{
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"Looks like the big fish are hungry tonight.",
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"Hope you can swim, kid.",
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"Smells like someone’s bleeding in the water.",
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"Don’t flop now, the sharks are watchin’.",
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"Keep your fins steady, it’s about to get deep.",
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}
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44
libpike/dialog/dialog_handle.odin
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44
libpike/dialog/dialog_handle.odin
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// SPDX-License-Identifer: MIT
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/* dialog_handle.odin
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*
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* Routines for handling dialog related features
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*
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* Written by vx-clutch
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*/
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package dialog
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import "core:math/rand"
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import "../log"
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/*
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Type represeting all the characters
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*/
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Characters :: enum {
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GUY,
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BLACKJACK,
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SLOTS,
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VIDEOPOKER,
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POKER,
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}
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/*
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Get random dialog string based on character
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*/
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get_random :: proc(character: Characters) -> string {
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msg := ""
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switch character {
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case .GUY:
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msg = rand.choice(guy[:])
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case .BLACKJACK:
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msg = rand.choice(blackjack[:])
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case .SLOTS:
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msg = rand.choice(slots[:])
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case .VIDEOPOKER:
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msg = rand.choice(videopoker[:])
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case .POKER:
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msg = rand.choice(poker[:])
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}
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log.printl(msg)
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return msg
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}
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