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c05e3ebf31
Many had leftover non-default constructors/ assignment operators, and some were initialized, even though the initialized data was never used. In case of FCycler this even caused a default setting to be overwritten when used inside FDynamicLight. # Conflicts: # src/g_shared/a_dynlight.cpp # src/sound/s_sndseq.cpp
88 lines
2.3 KiB
C++
88 lines
2.3 KiB
C++
#ifndef P_CONVERSATION_H
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#define P_CONVERSATION_H 1
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#include <tarray.h>
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#include "s_sound.h"
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#include "textures/textures.h"
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struct FStrifeDialogueReply;
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class FTexture;
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struct FBrokenLines;
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struct FStrifeDialogueItemCheck
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{
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PClassActor *Item;
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int Amount;
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};
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// FStrifeDialogueNode holds text an NPC says to the player
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struct FStrifeDialogueNode
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{
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~FStrifeDialogueNode ();
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PClassActor *DropType = nullptr;
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TArray<FStrifeDialogueItemCheck> ItemCheck;
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int ThisNodeNum = 0; // location of this node in StrifeDialogues
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int ItemCheckNode = 0; // index into StrifeDialogues
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FString ThisNodeName = nullptr;
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FString ItemCheckNodeName = nullptr;
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PClassActor *SpeakerType = nullptr;
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FString SpeakerName;
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FSoundID SpeakerVoice = 0;
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FString Backdrop;
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FString Dialogue;
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FString Goodbye; // must init to null for binary scripts to work as intended
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FStrifeDialogueReply *Children = nullptr;
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FName MenuClassName = NAME_None;
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FString UserData;
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};
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// FStrifeDialogueReply holds responses the player can give to the NPC
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struct FStrifeDialogueReply
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{
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FStrifeDialogueReply *Next = nullptr;
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PClassActor *GiveType = nullptr;
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int ActionSpecial = 0;
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int Args[5] = {};
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int PrintAmount = 0;
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TArray<FStrifeDialogueItemCheck> ItemCheck;
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TArray<FStrifeDialogueItemCheck> ItemCheckRequire;
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TArray<FStrifeDialogueItemCheck> ItemCheckExclude;
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FString Reply;
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FString QuickYes;
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FString QuickNo;
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FString LogString;
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int NextNode = 0; // index into StrifeDialogues
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int LogNumber = 0;
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FString NextNodeName = nullptr;
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bool NeedsGold = false;
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bool CloseDialog = true;
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};
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extern TArray<FStrifeDialogueNode *> StrifeDialogues;
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struct MapData;
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void SetStrifeType(int convid, PClassActor *Class);
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void SetConversation(int convid, PClassActor *Class, int dlgindex);
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PClassActor *GetStrifeType (int typenum);
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int GetConversation(int conv_id);
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int GetConversation(FName classname);
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bool LoadScriptFile (const char *name, bool include, int type = 0);
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void P_LoadStrifeConversations (MapData *map, const char *mapname);
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void P_FreeStrifeConversations ();
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void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle);
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void P_ResumeConversation ();
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void P_ConversationCommand (int netcode, int player, uint8_t **stream);
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class FileReader;
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bool P_ParseUSDF(int lumpnum, FileReader &lump, int lumplen);
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#endif
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