#ifndef GAME_MWBASE_DIALOGUEMANAGER_H #define GAME_MWBASE_DIALOGUEMANAGER_H #include #include namespace Loading { class Listener; } namespace ESM { class ESMReader; class ESMWriter; } namespace MWWorld { class Ptr; } namespace MWBase { /// \brief Interface for dialogue manager (implemented in MWDialogue) class DialogueManager { DialogueManager (const DialogueManager&); ///< not implemented DialogueManager& operator= (const DialogueManager&); ///< not implemented public: DialogueManager() {} virtual void clear() = 0; virtual ~DialogueManager() {} virtual bool isInChoice() const = 0; virtual void startDialogue (const MWWorld::Ptr& actor) = 0; virtual void addTopic (const std::string& topic) = 0; virtual void askQuestion (const std::string& question,int choice) = 0; virtual void goodbye() = 0; virtual void say(const MWWorld::Ptr &actor, const std::string &topic) const = 0; //calbacks for the GUI virtual void keywordSelected (const std::string& keyword) = 0; virtual void goodbyeSelected() = 0; virtual void questionAnswered (int answer) = 0; virtual bool checkServiceRefused () = 0; virtual void persuade (int type) = 0; virtual int getTemporaryDispositionChange () const = 0; /// @note This change is temporary and gets discarded when dialogue ends. virtual void applyDispositionChange (int delta) = 0; virtual int countSavedGameRecords() const = 0; virtual void write (ESM::ESMWriter& writer, Loading::Listener& progress) const = 0; virtual void readRecord (ESM::ESMReader& reader, uint32_t type) = 0; /// Changes faction1's opinion of faction2 by \a diff. virtual void modFactionReaction (const std::string& faction1, const std::string& faction2, int diff) = 0; virtual void setFactionReaction (const std::string& faction1, const std::string& faction2, int absolute) = 0; /// @return faction1's opinion of faction2 virtual int getFactionReaction (const std::string& faction1, const std::string& faction2) const = 0; /// Removes the last added topic response for the given actor from the journal virtual void clearInfoActor (const MWWorld::Ptr& actor) const = 0; }; } #endif