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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef SHERLOCK_SCALPEL_TALK_H
+#define SHERLOCK_SCALPEL_TALK_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/rect.h"
+#include "common/serializer.h"
+#include "common/stream.h"
+#include "common/stack.h"
+#include "sherlock/talk.h"
+
+namespace Sherlock {
+
+namespace Scalpel {
+
+class ScalpelTalk : public Talk {
+private:
+ Common::Stack<SequenceEntry> _sequenceStack;
+
+ /**
+ * Get the center position for the current speaker, if any
+ */
+ Common::Point get3doPortraitPosition() const;
+
+ OpcodeReturn cmdSwitchSpeaker(const byte *&str);
+ OpcodeReturn cmdAssignPortraitLocation(const byte *&str);
+ OpcodeReturn cmdGotoScene(const byte *&str);
+ OpcodeReturn cmdCallTalkFile(const byte *&str);
+ OpcodeReturn cmdClearInfoLine(const byte *&str);
+ OpcodeReturn cmdClearWindow(const byte *&str);
+ OpcodeReturn cmdDisplayInfoLine(const byte *&str);
+ OpcodeReturn cmdElse(const byte *&str);
+ OpcodeReturn cmdIf(const byte *&str);
+ OpcodeReturn cmdMoveMouse(const byte *&str);
+ OpcodeReturn cmdPlayPrologue(const byte *&str);
+ OpcodeReturn cmdRemovePortrait(const byte *&str);
+ OpcodeReturn cmdSfxCommand(const byte *&str);
+ OpcodeReturn cmdSummonWindow(const byte *&str);
+ OpcodeReturn cmdWalkToCoords(const byte *&str);
+protected:
+ /**
+ * Display the talk interface window
+ */
+ virtual void talkInterface(const byte *&str);
+
+ /**
+ * Pause when displaying a talk dialog on-screen
+ */
+ virtual void talkWait(const byte *&str);
+
+ /**
+ * Called when the active speaker is switched
+ */
+ virtual void switchSpeaker();
+
+ /**
+ * Called when a character being spoken to has no talk options to display
+ */
+ virtual void nothingToSay();
+
+ /**
+ * Show the talk display
+ */
+ virtual void showTalk();
+public:
+ ScalpelTalk(SherlockEngine *vm);
+ virtual ~ScalpelTalk() {}
+
+ /**
+ * Opens the talk file 'talk.tlk' and searches the index for the specified
+ * conversation. If found, the data for that conversation is loaded
+ */
+ virtual void loadTalkFile(const Common::String &filename);
+
+ /**
+ * Called whenever a conversation or item script needs to be run. For standard conversations,
+ * it opens up a description window similar to how 'talk' does, but shows a 'reply' directly
+ * instead of waiting for a statement option.
+ * @remarks It seems that at some point, all item scripts were set up to use this as well.
+ * In their case, the conversation display is simply suppressed, and control is passed on to
+ * doScript to implement whatever action is required.
+ */
+ virtual void talkTo(const Common::String filename);
+
+ /**
+ * When the talk window has been displayed, waits a period of time proportional to
+ * the amount of text that's been displayed
+ */
+ virtual int waitForMore(int delay);
+
+ /**
+ * Draws the interface for conversation display
+ */
+ void drawInterface();
+
+ /**
+ * Display a list of statements in a window at the bottom of the screen that the
+ * player can select from.
+ */
+ bool displayTalk(bool slamIt);
+
+ /**
+ * Prints a single conversation option in the interface window
+ */
+ int talkLine(int lineNum, int stateNum, byte color, int lineY, bool slamIt);
+
+ /**
+ * Trigger to play a 3DO talk dialog movie
+ */
+ bool talk3DOMovieTrigger(int subIndex);
+
+ /**
+ * Handles skipping over bad text in conversations
+ */
+ static void skipBadText(const byte *&msgP);
+
+ /**
+ * Push the details of a passed object onto the saved sequences stack
+ */
+ virtual void pushSequenceEntry(Object *obj);
+
+ /**
+ * Pulls a background object sequence from the sequence stack and restore's the
+ * object's sequence
+ */
+ virtual void pullSequence(int slot = -1);
+
+ /**
+ * Returns true if the script stack is empty
+ */
+ virtual bool isSequencesEmpty() const { return _sequenceStack.empty(); }
+
+ /**
+ * Clears the stack of pending object sequences associated with speakers in the scene
+ */
+ virtual void clearSequences();
+};
+
+} // End of namespace Scalpel
+
+} // End of namespace Sherlock
+
+#endif