gzdoom/src/p_conversation.h
FishyClockwork b1880964fa Added two new sub-blocks for Choice blocks
Added two new sub-blocks for Choice blocks: Require and Exclude.
The syntax for both is the same as Cost blocks.

Require defines what item must be present in your inventory in order to show this choice/reply.
Exclude defines what item must not be present in your inventory in order to show this choice/reply.

If any Require/Exclude blocks are defined then this choice/reply will be hidden until all blocks of both types are satisfied.
2016-10-30 19:30:53 +01:00

83 lines
2 KiB
C++

#ifndef P_CONVERSATION_H
#define P_CONVERSATION_H 1
#include <tarray.h>
#include "s_sound.h"
#include "textures/textures.h"
struct FStrifeDialogueReply;
class FTexture;
struct FBrokenLines;
struct FStrifeDialogueItemCheck
{
PClassInventory *Item;
int Amount;
};
// FStrifeDialogueNode holds text an NPC says to the player
struct FStrifeDialogueNode
{
~FStrifeDialogueNode ();
PClassActor *DropType;
TArray<FStrifeDialogueItemCheck> ItemCheck;
int ThisNodeNum; // location of this node in StrifeDialogues
int ItemCheckNode; // index into StrifeDialogues
PClassActor *SpeakerType;
char *SpeakerName;
FSoundID SpeakerVoice;
FTextureID Backdrop;
char *Dialogue;
char *Goodbye = nullptr; // 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];
TArray<FStrifeDialogueItemCheck> ItemCheck;
TArray<FStrifeDialogueItemCheck> ItemCheckRequire;
TArray<FStrifeDialogueItemCheck> ItemCheckExclude;
char *Reply;
char *QuickYes;
int NextNode; // index into StrifeDialogues
int LogNumber;
char *LogString;
char *QuickNo;
bool NeedsGold;
};
extern TArray<FStrifeDialogueNode *> 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