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ecffd0bea6
This time only nulls I've added are nullptrs
81 lines
1.9 KiB
C++
81 lines
1.9 KiB
C++
#ifndef P_CONVERSATION_H
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#define P_CONVERSATION_H 1
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#include <tarray.h>
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#include "s_sound.h"
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#include "textures/textures.h"
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struct FStrifeDialogueReply;
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class FTexture;
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struct FBrokenLines;
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struct FStrifeDialogueItemCheck
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{
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PClassInventory *Item;
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int Amount;
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};
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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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PClassActor *DropType;
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TArray<FStrifeDialogueItemCheck> ItemCheck;
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int ThisNodeNum; // location of this node in StrifeDialogues
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int ItemCheckNode; // index into StrifeDialogues
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PClassActor *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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char *Goodbye = nullptr; // must init to null for binary scripts to work as intended
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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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PClassActor *GiveType;
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int ActionSpecial;
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int Args[5];
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TArray<FStrifeDialogueItemCheck> ItemCheck;
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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 *LogString;
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char *QuickNo;
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bool NeedsGold;
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};
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extern TArray<FStrifeDialogueNode *> StrifeDialogues;
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struct MapData;
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void SetStrifeType(int convid, PClassActor *Class);
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void SetConversation(int convid, PClassActor *Class, int dlgindex);
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PClassActor *GetStrifeType (int typenum);
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int GetConversation(int conv_id);
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int GetConversation(FName classname);
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bool LoadScriptFile (const char *name, bool include, int type = 0);
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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 netcode, int player, BYTE **stream);
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class FileReader;
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bool P_ParseUSDF(int lumpnum, FileReader *lump, int lumplen);
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#endif
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