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//============================================================================= // Dialog.uc // Created By: Mike Baldwin // Created On: 3/29/2001 // $Author: Mbaldwin $ // $Date: 12/17/02 1:02p $ // $Revision: 21 $ //============================================================================= class Dialog extends Actor native abstract; //------------------------------------------------------------------------------ // AI events const DialogBeginEvent = 'dialogbegin'; const DialogEndEvent = 'dialogend'; const DialogAbortEvent = 'dialogabort'; const DialogAbortEndEvent = 'dialogabortend'; // UI events const DialogSubtitlesOnEvent = "dlgsubtitleson"; const DialogSubtitlesOffEvent = "dlgsubtitlesoff"; //------------------------------------------------------------------------------ // Attitude towards player // enum EDialogAttitude { DIALOGATTITUDE_Dislike, DIALOGATTITUDE_Impartial, DIALOGATTITUDE_Like, }; const NumAttitudes = 3; // can't do arithmetic ops on enums in script //------------------------------------------------------------------------------ // Events triggered when a dialog sessions ends // enum EDialogEnding { DIALOGENDING_Normal, // aborts DIALOGENDING_SpeakerHitEscape, DIALOGENDING_SpeakerWalkedAway, DIALOGENDING_ScriptedAbort, // interrupts DIALOGENDING_InterruptRequest, DIALOGENDING_InterruptResponse, DIALOGENDING_InterruptWalkAway, // catch all for aborts DIALOGENDING_AllAborts, }; //------------------------------------------------------------------------------ // Reasons for terminating dialog // enum EDialogStatus { DIALOGSTATUS_Normal, DIALOGSTATUS_Aborting, DIALOGSTATUS_Resuming, DIALOGSTATUS_InterruptRequest, DIALOGSTATUS_InterruptResponse, DIALOGSTATUS_InterruptWalkAway, DIALOGSTATUS_SpeakerDamaged }; //------------------------------------------------------------------------------ // Different types of statements // enum EDialogTone { DIALOGTONE_None, DIALOGTONE_Casual, DIALOGTONE_Formal, DIALOGTONE_Command, DIALOGTONE_Transition // used only for nodes/trees that bridge }; //------------------------------------------------------------------------------ // dialog bookmark use (caches the last dialog node completed) // enum EDialogBoolean { DIALOGBOOLEAN_None, DIALOGBOOLEAN_True, DIALOGBOOLEAN_False }; //------------------------------------------------------------------------------ // Events triggered when a dialog sessions ends // struct native ExitEventInfo { var name EventName; // name of event to trigger var name Target; // optional target to dispatch event explicitly (speaker string converted to a name) }; //------------------------------------------------------------------------------ // Nodes to En/Disable // struct native NodeEnableInfo { var name Node; // node tag to work en/disable var byte bEnable; // 0 = disable, 1 = enable var byte bOnExit; // enable nodes when dialog is over? }; //----------------------------------------------------------------------------- // Nodes to handle termination of dialog // struct AbortMapT // specifies the dialog to use for aborting { var string Speaker; // with which this actor aborted dialog var EDialogEnding Ending; // aborting behavior var name AbortNodeName; // the dialog node to use for dealing with abortions .. ahem }; //----------------------------------------------------------------------------- // Nodes to resume dialog based on how the previous conversation ended // struct ResumeMapT // specifies the dialog to use for resuming { var string Speaker; // with which this actor will resume dialog var EDialogEnding Ending; // how the last conversation ended with this speaker var name ResumeNodeName; // the dialog node to use for resuming the conversation }; //----------------------------------------------------------------------------- // stores how conversation ended with spcific speakers (used in dialog controller // struct StatusMapT // store how the last conversation with said speaker ended { var string Speaker; // speaker we were speaking to var EDialogEnding Ending; // how the conversation ended }; //----------------------------------------------------------------------------- const PlayerSpeakerString = "PLAYER"; // speaker string of the player //------------------------------------------------------------------------------ var() globalconfig protected bool bDialogDebug; // controls logging of debug information //----------------------------------------------------------------------------- static native function string GetOggFilename( string Filename ); //----------------------------------------------------------------------------- function DMDLG ( coerce string Msg ) { if( class'Dialog'.default.bDialogDebug ) DMTN( Msg ); } //------------------------------------------------------------------------------ defaultproperties { bHidden=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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