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Diffstat (limited to 'engines/sherlock/scalpel/scalpel_talk.h')
-rw-r--r-- | engines/sherlock/scalpel/scalpel_talk.h | 165 |
1 files changed, 165 insertions, 0 deletions
diff --git a/engines/sherlock/scalpel/scalpel_talk.h b/engines/sherlock/scalpel/scalpel_talk.h new file mode 100644 index 0000000000..3ba61dadc1 --- /dev/null +++ b/engines/sherlock/scalpel/scalpel_talk.h @@ -0,0 +1,165 @@ +/* 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 |