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1 #pragma once
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2 #include "stru159.h"
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3
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4 enum HOUSE_DIALOGUE_MENU: unsigned __int32
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5 {
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6 HOUSE_DIALOGUE_NULL = 0,
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7 HOUSE_DIALOGUE_MAIN = 1,
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8 HOUSE_DIALOGUE_SHOP_BUY_STANDARD = 2,
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9 HOUSE_DIALOGUE_SHOP_SELL = 3,
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10 HOUSE_DIALOGUE_SHOP_IDENTIFY = 4,
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11 HOUSE_DIALOGUE_SHOP_REPAIR = 5,
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12 HOUSE_DIALOGUE_SHOP_6 = 6,
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13 HOUSE_DIALOGUE_BANK_7 = 7,
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14 HOUSE_DIALOGUE_BANK_8 = 8,
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15 HOUSE_DIALOGUE_9 = 9,
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16 HOUSE_DIALOGUE_TEMPLE_HEAL = 10,
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17 HOUSE_DIALOGUE_TEMPLE_DONATE = 11,
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18 HOUSE_DIALOGUE_12 = 12,
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19 HOUSE_DIALOGUE_13 = 13,
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20 HOUSE_DIALOGUE_14 = 14,
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21 HOUSE_DIALOGUE_TAVERN_REST = 15,
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22 HOUSE_DIALOGUE_TAVERN_BUY_FOOD = 16,
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23 HOUSE_DIALOGUE_TRAININGHALL_TRAIN = 17,
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24 HOUSE_DIALOGUE_GULD_BUY_BOOKS = 18,
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25 //...
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26 HOUSE_DIALOGUE_GUILD_LEARN_SKILL = 72,
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27 //...
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28 HOUSE_DIALOGUE_SHOP_DISPLAY_EQUIPMENT = 94,
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29 HOUSE_DIALOGUE_SHOP_BUY_SPECIAL = 95,
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30 HOUSE_DIALOGUE_LEARN_SKILLS = 96,
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31 HOUSE_DIALOGUE_97 = 97,
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32 HOUSE_DIALOGUE_98 = 98,
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33 HOUSE_DIALOGUE_TOWNHALL_99 = 99,
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34 HOUSE_DIALOGUE_TOWNHALL_100 = 100,
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35 HOUSE_DIALOGUE_TAVERN_ARCOMAGE_MAIN = 101,
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36 HOUSE_DIALOGUE_TAVERN_ARCOMAGE_RULES = 102,
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37 HOUSE_DIALOGUE_TAVERN_ARCOMAGE_VICTORY_CONDITIONS = 103,
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38 HOUSE_DIALOGUE_TAVERN_ARCOMAGE_RESULT = 104,
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39 HOUSE_DIALOGUE_TRANSPORT_SCHEDULE_1 = 105,
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40 HOUSE_DIALOGUE_TRANSPORT_SCHEDULE_2 = 106,
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41 HOUSE_DIALOGUE_TRANSPORT_SCHEDULE_3 = 107,
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42 HOUSE_DIALOGUE_TRANSPORT_SCHEDULE_4 = 108,
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43 HOUSE_DIALOGUE_OTHER = -1
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44 };
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45
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46 /* 349 */
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47 enum HOUSE_ID
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48 {
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49 HOUSE_SMITH_EMERALD_ISLE = 1,
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50 HOUSE_ARMOURER_EMERALD_ISLE = 15,
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51 HOUSE_MAGE_EMERALD_ISLE = 29,
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52 HOUSE_MAGE_HARMONDALE = 30,
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53 HOUSE_ALCHEMIST_EMERALD_ISLE = 42,
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54 HOUSE_ALCHEMIST_HARMONDALE = 43,
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55 HOUSE_STABLES_HARMONDALE = 54,
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56 HOUSE_STABLES_STEADWICK = 55,
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57 HOUSE_STABLES_56 = 56,
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58 HOUSE_STABLES_57 = 57,
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59 HOUSE_STABLES_58 = 58,
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60 HOUSE_STABLES_59 = 59,
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61 HOUSE_STABLES_60 = 60,
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62 HOUSE_STABLES_61 = 61,
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63 HOUSE_STABLES_62 = 62,
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64 HOUSE_BOATS_63 = 63,
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65 HOUSE_BOATS_64 = 64,
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66 HOUSE_BOATS_65 = 65,
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67 HOUSE_BOATS_66 = 66,
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68 HOUSE_BOATS_67 = 67,
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69 HOUSE_BOATS_68 = 68,
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70 HOUSE_BOATS_69 = 69,
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71 HOUSE_BOATS_70 = 70,
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72 HOUSE_BOATS_71 = 71,
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73 HOUSE_BOATS_72 = 72,
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74 HOUSE_BOATS_73 = 73,
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75 HOUSE_TEMPLE_EMERALD_ISLE = 74,
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76 HOUSE_TEMPLE_HARMONDALE = 75,
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77 HOUSE_TRAINING_HALL_EMERALD_ISLE = 89,
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78 HOUSE_TRAINING_HALL_HARMONDALE = 90,
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79 HOUSE_TRAINING_HALL_91 = 91,
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80 HOUSE_TRAINING_HALL_92 = 92,
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81 HOUSE_TRAINING_HALL_93 = 93,
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82 HOUSE_TRAINING_HALL_94 = 94,
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83 HOUSE_TRAINING_HALL_95 = 95,
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84
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85 HOUSE_TOWNHALL_HARMONDALE = 102,
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86 HOUSE_TAVERN_EMERALD_ISLE = 107,
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87 HOUSE_BANK_HARMONDALE = 128,
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88 HOUSE_FIRE_GUILD_INITIATE_EMERALD_ISLE = 139,
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89 HOUSE_AIR_GUILD_INITIATE_EMERALD_ISLE = 143,
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90 HOUSE_SPIRIT_GUILD_INITIATE_EMERALD_ISLE = 155,
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91 HOUSE_BODY_GUILD_INITIATE_EMERALD_ISLE = 163,
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92 HOUSE_BODY_GUILD_ERATHIA = 165,
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93 HOUSE_DARK_GUILD_PIT = 170,
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94 HOUSE_LORD_AND_JUDGE_EMERALD_ISLE = 186,
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95 HOUSE_JAIL = 187,
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96 HOUSE_JUDGE_HARMONDALE = 190,
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97 HOUSE_224_EMERALD_ISLE = 224,
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98 HOUSE_225_EMERALD_ISLE = 225,
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99 HOUSE_238_EMERALD_ISLE = 238,
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100 HOUSE_466_HARMONDALE = 466,
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101 HOUSE_467_HARMONDALE = 467,
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102 HOUSE_468_HARMONDALE = 468,
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103 HOUSE_472_HARMONDALE = 472,
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104 HOUSE_488_HARMONDALE = 488,
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105 HOUSE_489_HARMONDALE = 489,
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106 HOUSE_600 = 600,//???
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107 HOUSE_601 = 601//???
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108 };
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109
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110 enum HouseSoundID: unsigned __int32
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111 {
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112 HouseSound_Greeting = 1, // General greeting
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113 HouseSound_NotEnoughMoney_TrainingSuccessful = 2,
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114 HouseSound_Greeting_2 = 3, // Polite Greeting when you're guild member
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115 HouseSound_Goodbye = 4 // farewells when bought something
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116 };
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117
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118 void TrainingDialog();
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119 void JailDialog();
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120 void MagicShopDialog();
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121 void GuildDialog();
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122 void sub_4B6478();
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123 bool __fastcall IsTravelAvailable(int a1);
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124 void __cdecl TravelByTransport();
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125 void TempleDialog();
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126 void __cdecl TownHallDialog();
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127 void __cdecl BankDialog();
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128 void __cdecl TavernDialog();
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129 void PlayHouseSound(unsigned int uHouseID, HouseSoundID sound); // idb
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130 void __cdecl WeaponShopDialog();
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131 void __cdecl AlchemistDialog();
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132 void __cdecl ArmorShopDialog();
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133
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134 extern int uHouse_ExitPic; // weak
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135 extern int dword_591080; // weak
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136 extern const stru159 pAnimatedRooms[196];
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137 extern int in_current_building_type; // 00F8B198
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138 extern HOUSE_DIALOGUE_MENU dialog_menu_id; // 00F8B19C |