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Crossfire Server, Trunk
1.75.0
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Main Crossfire structure, one ingame object.
sstring replies[MAX_REPLIES]
Description for replies_words.
struct struct_dialog_reply * next
Next reply, NULL for last.
sstring replies_words[MAX_REPLIES]
Available reply words.
int npc_msg_count
How many NPCs reacted to the text being said.
const char * NPC_DIALOG_ARCH
char * match
What the player should say, can be a regexp.
struct struct_dialog_reply * replies
Replies this message has.
char * message
What the NPC will say.
sstring message
If not NULL, what the player will be displayed as said.
int replies_count
How many items in replies_words and replies.
bool identifies
Identify the speaker when this message is matched.
char * message
What the player will actually say for this reply.
One reply a NPC can expect.
#define MAX_NPC
How many NPCs maximum will reply to the player.
@ rt_reply
Reply to something.
const char * text
What the player actually said.
reply_type
Various kind of messages a player or NPC can say.
char * reply
Reply expected from the player.
reply_type message_type
A reply_type value for message.
One message a NPC can react to.
#define MAX_REPLIES
How many NPC replies maximum to tell the player.
const typedef char * sstring
void dialog_preparse(object *op)
@ rt_question
Asking a question.
Structure used to build up dialog information when a player says something.
sstring npc_msgs[MAX_NPC]
What the NPCs will say.
struct struct_dialog_message * next
Next message, NULL if last.
reply_type type
Type of message.
struct object * who
Player saying something.