#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; 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; FSoundID SpeakerVoice; FTextureID 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; FBrokenLines *ReplyLines; }; // [CW] These are used to make conversations work. enum { CONV_NPCANGLE, CONV_ANIMATE, CONV_GIVEINVENTORY, CONV_TAKEINVENTORY, CONV_SETNULL, }; extern TArray 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