gzdoom/src/p_conversation.h

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#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;
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struct FBrokenLines;
// FStrifeDialogueNode holds text an NPC says to the player
struct FStrifeDialogueNode
{
~FStrifeDialogueNode ();
const PClass *DropType;
const PClass *ItemCheck[3];
int ItemCheckNode; // index into StrifeDialogues
const PClass *SpeakerType;
char *SpeakerName;
int SpeakerVoice;
int 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;
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FBrokenLines *ReplyLines;
};
// [CW] These are used to make conversations work.
enum
{
CONV_NPCANGLE,
CONV_ANIMATE,
CONV_GIVEINVENTORY,
CONV_TAKEINVENTORY,
CONV_SETNULL,
};
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 player, BYTE **stream);
#endif