gzdoom-gles/src/p_conversation.h
Randy Heit 71b75f0d7a - Consolidated all conversation reply handling into a single function executed on all
machines, so when an NPC need to show the "enough" response, it has enough
  information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().


SVN r2120 (trunk)
2010-01-22 05:17:57 +00:00

69 lines
1.9 KiB
C++

#ifndef P_CONVERSATION_H
#define P_CONVERSATION_H 1
// TODO: Generalize the conversation system to something NWN-like that
// users can edit as simple text files. Particularly useful would be
// the ability to call ACS functions to implement AppearsWhen properties
// and ACS scripts to implement ActionTaken properties.
// TODO: Make this work in demos.
struct FStrifeDialogueReply;
class FTexture;
struct FBrokenLines;
// FStrifeDialogueNode holds text an NPC says to the player
struct FStrifeDialogueNode
{
~FStrifeDialogueNode ();
const PClass *DropType;
const PClass *ItemCheck[3];
int ThisNodeNum; // location of this node in StrifeDialogues
int ItemCheckNode; // index into StrifeDialogues
const PClass *SpeakerType;
char *SpeakerName;
FSoundID SpeakerVoice;
FTextureID Backdrop;
char *Dialogue;
FStrifeDialogueReply *Children;
};
// FStrifeDialogueReply holds responses the player can give to the NPC
struct FStrifeDialogueReply
{
~FStrifeDialogueReply ();
FStrifeDialogueReply *Next;
const PClass *GiveType;
const PClass *ItemCheck[3];
int ItemCheckAmount[3];
char *Reply;
char *QuickYes;
int NextNode; // index into StrifeDialogues
int LogNumber;
char *QuickNo;
bool NeedsGold;
FBrokenLines *ReplyLines;
};
extern TArray<FStrifeDialogueNode *> StrifeDialogues;
// There were 344 types in Strife, and Strife conversations refer
// to their index in the mobjinfo table. This table indexes all
// the Strife actor types in the order Strife had them and is
// initialized as part of the actor's setup in infodefaults.cpp.
extern const PClass *StrifeTypes[1001];
struct MapData;
void P_LoadStrifeConversations (MapData *map, const char *mapname);
void P_FreeStrifeConversations ();
void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle);
void P_ResumeConversation ();
void P_ConversationCommand (int netcode, int player, BYTE **stream);
#endif