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StoryProgressionSystem.ash
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StoryProgressionSystem.ash
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//Define hotspots/objects with their ID's
//Hotspots
#define HOTSPOT_ROOM_COUCH 6
//Objects
#define OBJECT_BOOTS 0
//Characters
#define CHARACTER_ROGER 0
#define CHARACTER_EGO 1
//Rooms
#define ROOM_NONE -1
#define ROOM_MAIN 1
//Dialogs
#define DIALOG_NULL -1
#define DIALOG_01 0
#define DIALOG_02 1
enum InteractionType {
eInteract,
eUseItem
};
struct StoryProgression{
int objectId;
int hotspotId;
int characterId;
int roomId;//Needed with objects/hotspots since those belong to specific room.
int dialogId;
String cutAwayName;
InteractionType interactionType;
int ID;//id of the story, this is NOT and index of an array but an actual ID to reference story from excel or something.
InventoryItem *item;//item required to be used if interaction type says so.
import static void Add(LocationType type, int typeId, int storyId, int dialogId, String cutAwayName, int roomId, InteractionType interactionType, InventoryItem *item);
import static void AddDefaultDialogs(Character *characterRef, Dialog *dialogRef);
import static void InitializeQuestSystem(GUIControl *label);
import static void UpdateQuest();
import static int GetCurrentStoryId();
import static bool IsStoryInRange(int min, int max);
import void Init();
import void Execute();//Executes the story to move forward
};