43 #define MAX_REPLIES 10 int npc_msg_count
How many NPCs reacted to the text being said.
void dialog_preparse(object *op)
sstring message
If not NULL, what the player will be displayed as said.
char * message
What the player will actually say for this reply.
struct struct_dialog_message * next
Next message, NULL if last.
One reply a NPC can expect.
Main Crossfire structure, one ingame object.
reply_type
Various kind of messages a player or NPC can say.
int replies_count
How many items in replies_words and replies.
char * match
What the player should say, can be a regexp.
#define MAX_REPLIES
How many NPC replies maximum to tell the player.
Structure used to build up dialog information when a player says something.
const char * text
What the player actually said.
bool identifies
Identify the speaker when this message is matched.
const char * NPC_DIALOG_ARCH
char * reply
Reply expected from the player.
#define MAX_NPC
How many NPCs maximum will reply to the player.
One message a NPC can react to.
reply_type message_type
A reply_type value for message.
struct struct_dialog_reply * replies
Replies this message has.
char * message
What the NPC will say.
struct object * who
Player saying something.
struct struct_dialog_reply * next
Next reply, NULL for last.
reply_type type
Type of message.