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eb47f4fdbf
so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. SVN r1439 (trunk)
79 lines
2 KiB
C++
79 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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CONV_CLOSE,
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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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