Ultima Underworld/technical/conversations/66

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Technical Details Warning

While the encyclopedic nature of the codex means that many articles will have information that could spoil some minor aspects of the game for newer players, this article is known to contain technical information about the game, game engine, data files, logic, etc. This information is not generally useful to the typical game players.

Continue reading at your own discretion.

This page contains decompiled conversation code from Ultima Underworld. The original files came from Paul Carr and are currently archived here.

This file has been modified from that source (by Sir Robin) in the following ways:

  • local variables holding pointers to string text have had that string text specified in a comment on that same line. This should make the conversation code easier to read.
  • strings (both dereferenced ones in the code and also the ones added to comments as specified above) have been highlighted for easier reading
  • function definitions have been anchored and function calls have been linked, to make it easier to follow the flow of the code

Start viewing the flow at main

// cnvdasm - ultima underworld conversation script disassembler / decompiler // // loading game strings // // conversation #66 // string block 0x0e42 (3650), name Drog // // converting to graph // searching functions // replacing expression opcodes // folding expressions // adding control structures // fixing up functions extern int private[31]; void main() { private[1] = 0; func_029d(); func_0012(); } // end func void func_0012() { private[0] = 1; } // end func void func_0020() { int locals[1]; if ( (((npc_goal == 5 || npc_goal == 6) || npc_goal == 9) && npc_gtarg == 1 || npc_attitude == 0) ) { locals[1] = 0; } else { locals[1] = 1; } // end if return locals[1]; } // end func void func_0063() { npc_gtarg = 1; npc_attitude = 1; npc_goal = 6; func_0012(); } // end func void func_007c() { npc_goal = 1; func_0012(); } // end func void func_008b() { npc_gtarg = 1; npc_goal = 5; npc_attitude = 1; func_0012(); } // end func void func_00a4() { npc_attitude = 6; } // end func void func_00b1() { npc_attitude = param1[0]play_hunger; func_0012(); } // end func void func_00c2() { npc_attitude = 2; func_0012(); } // end func void func_00d1() { npc_attitude = 1; func_0012(); } // end func void func_00e0() { func_0012(); } // end func void func_00ea() { param1[1] = game_days; param1[2] = game_mins; } // end func void func_0106() { int locals[4]; locals[2] = game_days - param2[1]; locals[3] = game_mins - param2[2]; if ( locals[3] < 0 ) { locals[3] = locals[3] + 1440; locals[2] = locals[2] - 1; } // end if if ( locals[2] >= param1[1] && locals[3] >= param1[2] ) { locals[1] = 1; } else { locals[1] = 0; } // end if return locals[1]; } // end func void func_018f() { param1[1] = game_days - param3[1]; param1[2] = game_mins - param3[2]; if ( param1[2] < 0 ) { param1[2] = param1[2] + 1440; param1[1] = param1[1] - 1; } // end if param1[1] = param2[1] - param1[1]; param1[2] = param2[2] - param1[2]; if ( param1[2] < 0 ) { param1[2] = param1[2] + 1440; param1[1] = param1[1] - 1; } // end if } // end func void func_0243() { param1[1] = game_days - param2[1]; param1[2] = game_mins - param2[2]; if ( param1[2] < 0 ) { param1[2] = param1[2] + 1440; param1[1] = param1[1] - 1; } // end if } // end func void func_029d() { int locals[52]; if ( private[0] ) { } else { say( "Yes? What your business here?" ); locals[1] = 2; // "Excuse me, I did not mean to intrude." locals[2] = 3; // "I am exploring these caves." locals[3] = 4; // "I wish to view the splendor of thy settlement." locals[4] = 0; // "" locals[22] = babl_menu( 0, &locals[1] ); switch ( locals[22] ) { case 1: goto label_02fd; break; case 2: goto label_030b; break; case 3: goto label_030b; break; } // end switch label_02fd:; say( "Well, intrude you did! Out now!" ); locals[23] = 1; func_00b1( &locals[23] ); label_030b:; label_030b:; say( "This is best place to see, when you see Abyss. King Vernix, he the bravest in whole underworld. You go see him, if he see you." ); if ( npc_attitude < 2 ) { say( "I don't know if he see one beat up like you." ); } // end if locals[24] = 15; locals[25] = 34; locals[26] = 0; gronk_door( 3, &locals[26], &locals[25], &locals[24] ); locals[27] = 2; func_00b1( &locals[27] ); } // end if say( "You again! What you want now?" ); locals[28] = 9; // "Nothing, thank thee. Farewell." locals[29] = 10; // "I wish to pass through this portcullis." locals[30] = 0; // "" locals[49] = babl_menu( 0, &locals[28] ); switch ( locals[49] ) { case 1: func_00e0(); break; case 2: goto label_0384; break; } // end switch label_0384:; say( "Okay. But you be careful, Green Goblins not like messing with." ); locals[50] = 15; locals[51] = 34; locals[52] = 0; gronk_door( 3, &locals[52], &locals[51], &locals[50] ); func_00e0(); } // end func