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8ca7c05e9d
that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. SVN r1036 (trunk)
78 lines
2 KiB
C++
78 lines
2 KiB
C++
#ifndef P_CONVERSATION_H
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#define P_CONVERSATION_H 1
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// TODO: Generalize the conversation system to something NWN-like that
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// users can edit as simple text files. Particularly useful would be
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// the ability to call ACS functions to implement AppearsWhen properties
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// and ACS scripts to implement ActionTaken properties.
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// TODO: Make this work in demos.
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struct FStrifeDialogueReply;
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class FTexture;
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struct FBrokenLines;
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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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const PClass *DropType;
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const PClass *ItemCheck[3];
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int ItemCheckNode; // index into StrifeDialogues
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const PClass *SpeakerType;
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char *SpeakerName;
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FSoundID SpeakerVoice;
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FTextureID Backdrop;
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char *Dialogue;
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FStrifeDialogueReply *Children;
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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 ();
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FStrifeDialogueReply *Next;
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const PClass *GiveType;
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const PClass *ItemCheck[3];
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int ItemCheckAmount[3];
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char *Reply;
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char *QuickYes;
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int NextNode; // index into StrifeDialogues
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int LogNumber;
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char *QuickNo;
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bool NeedsGold;
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FBrokenLines *ReplyLines;
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};
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// [CW] These are used to make conversations work.
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enum
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{
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CONV_NPCANGLE,
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CONV_ANIMATE,
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CONV_GIVEINVENTORY,
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CONV_TAKEINVENTORY,
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CONV_SETNULL,
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};
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extern TArray<FStrifeDialogueNode *> StrifeDialogues;
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// There were 344 types in Strife, and Strife conversations refer
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// to their index in the mobjinfo table. This table indexes all
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// the Strife actor types in the order Strife had them and is
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// initialized as part of the actor's setup in infodefaults.cpp.
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extern const PClass *StrifeTypes[1001];
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struct MapData;
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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 player, BYTE **stream);
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#endif
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