#ifndef GAME_DIALOG_H #define GAME_DIALOG_H #include "interpreter.h" #include "obj_types.h" namespace fallout { extern Object* gGameDialogSpeaker; extern bool gGameDialogSpeakerIsPartyMember; extern int gGameDialogHeadFid; extern int gGameDialogSid; int gameDialogInit(); int gameDialogReset(); int gameDialogExit(); bool _gdialogActive(); void gameDialogEnter(Object* speaker, int a2); void _gdialogSystemEnter(); void gameDialogStartLips(const char* a1); int gameDialogEnable(); int gameDialogDisable(); int _gdialogInitFromScript(int headFid, int reaction); int _gdialogExitFromScript(); void gameDialogSetBackground(int a1); void gameDialogRenderSupplementaryMessage(char* msg); int _gdialogStart(); int _gdialogSayMessage(); int gameDialogAddMessageOptionWithProcIdentifier(int messageListId, int messageId, const char* a3, int reaction); int gameDialogAddTextOptionWithProcIdentifier(int messageListId, const char* text, const char* a3, int reaction); int gameDialogAddMessageOptionWithProc(int messageListId, int messageId, int proc, int reaction); int gameDialogAddTextOptionWithProc(int messageListId, const char* text, int proc, int reaction); int gameDialogSetMessageReply(Program* a1, int a2, int a3); int gameDialogSetTextReply(Program* a1, int a2, const char* a3); int _gdialogGo(); void _gdialogUpdatePartyStatus(); void _talk_to_critter_reacts(int a1); void gameDialogSetBarterModifier(int modifier); int gameDialogBarter(int modifier); void _barter_end_to_talk_to(); } // namespace fallout #endif /* GAME_DIALOG_H */