//::////////////////////////////////////////////// //:: Short description //:: filename //::////////////////////////////////////////////// /** @file Long description @author Joe Random @date Created - yyyy.mm.dd */ //::////////////////////////////////////////////// //::////////////////////////////////////////////// #include "inc_dynconv" ////////////////////////////////////////////////// /* Constant defintions */ ////////////////////////////////////////////////// const int STAGE_ENTRY = 0; ////////////////////////////////////////////////// /* Aid functions */ ////////////////////////////////////////////////// ////////////////////////////////////////////////// /* Main function */ ////////////////////////////////////////////////// void main() { object oPC = GetPCSpeaker(); /* Get the value of the local variable set by the conversation script calling * this script. Values: * DYNCONV_ABORTED Conversation aborted * DYNCONV_EXITED Conversation exited via the exit node * DYNCONV_SETUP_STAGE System's reply turn * 0 Error - something else called the script * Other The user made a choice */ int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE); // The stage is used to determine the active conversation node. // 0 is the entry node. int nStage = GetStage(oPC); // Check which of the conversation scripts called the scripts if(nValue == 0) // All of them set the DynConv_Var to non-zero value, so something is wrong -> abort return; if(nValue == DYNCONV_SETUP_STAGE) { // Check if this stage is marked as already set up // This stops list duplication when scrolling if(!GetIsStageSetUp(nStage, oPC)) { // variable named nStage determines the current conversation node // Function SetHeader to set the text displayed to the PC // Function AddChoice to add a response option for the PC. The responses are show in order added if(nStage == STAGE_ENTRY) { // Set the header SetHeader("Foo."); // Add responses for the PC AddChoice("Bar", 1, oPC); AddChoice("Baz!", 2, oPC); MarkStageSetUp(nStage, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values } //add more stages for more nodes with Else If clauses } // Do token setup SetupTokens(); } // End of conversation cleanup else if(nValue == DYNCONV_EXITED) { // Add any locals set through this conversation } // Abort conversation cleanup. // NOTE: This section is only run when the conversation is aborted // while aborting is allowed. When it isn't, the dynconvo infrastructure // handles restoring the conversation in a transparent manner else if(nValue == DYNCONV_ABORTED) { // Add any locals set through this conversation } // Handle PC responses else { // variable named nChoice is the value of the player's choice as stored when building the choice list // variable named nStage determines the current conversation node int nChoice = GetChoice(oPC); if(nStage == STAGE_ENTRY) { // Move to another stage based on response, for example //nStage = STAGE_QUUX; } // Store the stage value. If it has been changed, this clears out the choices SetStage(nStage, oPC); } }