#ifndef P_CONVERSATION_H #define P_CONVERSATION_H 1 #include #include "s_sound.h" #include "textures/textures.h" struct FStrifeDialogueReply; class FTexture; struct FBrokenLines; struct FStrifeDialogueItemCheck { PClassActor *Item; int Amount; }; // FStrifeDialogueNode holds text an NPC says to the player struct FStrifeDialogueNode { ~FStrifeDialogueNode (); PClassActor *DropType; TArray ItemCheck; int ThisNodeNum; // location of this node in StrifeDialogues int ItemCheckNode; // index into StrifeDialogues PClassActor *SpeakerType; FString SpeakerName; FSoundID SpeakerVoice; FTextureID Backdrop; FString Dialogue; FString Goodbye; // must init to null for binary scripts to work as intended FStrifeDialogueReply *Children; }; // FStrifeDialogueReply holds responses the player can give to the NPC struct FStrifeDialogueReply { ~FStrifeDialogueReply (); FStrifeDialogueReply *Next; PClassActor *GiveType; int ActionSpecial; int Args[5]; int PrintAmount; TArray ItemCheck; TArray ItemCheckRequire; TArray ItemCheckExclude; FString Reply; FString QuickYes; FString QuickNo; FString LogString; int NextNode; // index into StrifeDialogues int LogNumber; bool NeedsGold; }; extern TArray StrifeDialogues; struct MapData; void SetStrifeType(int convid, PClassActor *Class); void SetConversation(int convid, PClassActor *Class, int dlgindex); PClassActor *GetStrifeType (int typenum); int GetConversation(int conv_id); int GetConversation(FName classname); bool LoadScriptFile (const char *name, bool include, int type = 0); 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); class FileReader; bool P_ParseUSDF(int lumpnum, FileReader *lump, int lumplen); #endif