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OpenMW/apps/openmw/mwdialogue/dialoguemanager.hpp

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#ifndef GAME_MMDIALOG_DIALOGUEMANAGER_H
#define GAME_MWDIALOG_DIALOGUEMANAGER_H
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#include <components/esm/loadinfo.hpp>
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#include <components/compiler/streamerrorhandler.hpp>
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#include "../mwscript/compilercontext.hpp"
#include "../mwscript/interpretercontext.hpp"
#include <components/compiler/output.hpp>
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#include "../mwworld/ptr.hpp"
#include <map>
namespace MWDialogue
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{
class DialogueManager
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{
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bool isMatching (const MWWorld::Ptr& actor, const ESM::DialInfo::SelectStruct& select) const;
bool isMatching (const MWWorld::Ptr& actor, const ESM::DialInfo& info) const;
bool functionFilter(const MWWorld::Ptr& actor, const ESM::DialInfo& info,bool choice);
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void parseText(std::string text);
void updateTopics();
std::map<std::string,ESM::Dialogue> mDialogueMap;
std::map<std::string,bool> knownTopics;// Those are the topics the player knows.
std::list<std::string> actorKnownTopics;
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MWScript::CompilerContext mCompilerContext;
std::ostream mErrorStream;
Compiler::StreamErrorHandler mErrorHandler;
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bool compile (const std::string& cmd,std::vector<Interpreter::Type_Code>& code);
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void executeScript(std::string script);
MWWorld::Ptr mActor;
void printError(std::string error);
int mChoice;
std::map<std::string,int> mChoiceMap;
std::string mLastTopic;
ESM::DialInfo mLastDialogue;
bool mIsInChoice;
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public:
DialogueManager (const Compiler::Extensions& extensions);
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void startDialogue (const MWWorld::Ptr& actor);
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void addTopic(std::string topic);
void askQuestion(std::string question,int choice);
void goodbye();
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///get the faction of the actor you are talking with
std::string getFaction();
//calbacks for the GUI
void keywordSelected(std::string keyword);
void goodbyeSelected();
void questionAnswered(std::string answere);
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};
}
#endif