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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_TALK_H
+#define SHERLOCK_TALK_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/rect.h"
+#include "common/stream.h"
+#include "common/stack.h"
+#include "sherlock/objects.h"
+#include "sherlock/saveload.h"
+
+namespace Sherlock {
+
+#define SPEAKER_REMOVE 0x80
+#define MAX_TALK_SEQUENCES 11
+
+enum {
+ OP_SWITCH_SPEAKER = 0,
+ OP_RUN_CANIMATION = 1,
+ OP_ASSIGN_PORTRAIT_LOCATION = 2,
+ OP_PAUSE = 3,
+ OP_REMOVE_PORTRAIT = 4,
+ OP_CLEAR_WINDOW = 5,
+ OP_ADJUST_OBJ_SEQUENCE = 6,
+ OP_WALK_TO_COORDS = 7,
+ OP_PAUSE_WITHOUT_CONTROL = 8,
+ OP_BANISH_WINDOW = 9,
+ OP_SUMMON_WINDOW = 10,
+ OP_SET_FLAG = 11,
+ OP_SFX_COMMAND = 12,
+ OP_TOGGLE_OBJECT = 13,
+ OP_STEALTH_MODE_ACTIVE = 14,
+ OP_IF_STATEMENT = 15,
+ OP_ELSE_STATEMENT = 16,
+ OP_END_IF_STATEMENT = 17,
+ OP_STEALTH_MODE_DEACTIVATE = 18,
+ OP_TURN_HOLMES_OFF = 19,
+ OP_TURN_HOLMES_ON = 20,
+ OP_GOTO_SCENE = 21,
+ OP_PLAY_PROLOGUE = 22,
+ OP_ADD_ITEM_TO_INVENTORY = 23,
+ OP_SET_OBJECT = 24,
+ OP_CALL_TALK_FILE = 25,
+ OP_MOVE_MOUSE = 26,
+ OP_DISPLAY_INFO_LINE = 27,
+ OP_CLEAR_INFO_LINE = 28,
+ OP_WALK_TO_CANIMATION = 29,
+ OP_REMOVE_ITEM_FROM_INVENTORY = 30,
+ OP_ENABLE_END_KEY = 31,
+ OP_DISABLE_END_KEY = 32,
+ OP_END_TEXT_WINDOW = 33,
+
+ OP_MOUSE_OFF_ON = 34,
+ OP_SET_WALK_CONTROL = 35,
+ OP_SET_TALK_SEQUENCE = 36,
+ OP_PLAY_SONG = 37,
+ OP_WALK_HOLMES_AND_NPC_TO_CANIM = 38,
+ OP_SET_NPC_PATH_DEST = 39,
+ OP_NEXT_SONG = 40,
+ OP_SET_NPC_PATH_PAUSE = 41,
+ OP_NEED_PASSWORD = 42,
+ OP_SET_SCENE_ENTRY_FLAG = 43,
+ OP_WALK_NPC_TO_CANIM = 44,
+ OP_WALK_NPC_TO_COORDS = 45,
+ OP_WALK_HOLMES_AND_NPC_TO_COORDS = 46,
+ OP_SET_NPC_TALK_FILE = 47,
+ OP_TURN_NPC_OFF = 48,
+ OP_TURN_NPC_ON = 49,
+ OP_NPC_DESC_ON_OFF = 50,
+ OP_NPC_PATH_PAUSE_TAKING_NOTES = 51,
+ OP_NPC_PATH_PAUSE_LOOKING_HOLMES = 52,
+ OP_ENABLE_TALK_INTERRUPTS = 53,
+ OP_DISABLE_TALK_INTERRUPTS = 54,
+ OP_SET_NPC_INFO_LINE = 55,
+ OP_SET_NPC_POSITION = 56,
+ OP_NPC_PATH_LABEL = 57,
+ OP_PATH_GOTO_LABEL = 58,
+ OP_PATH_IF_FLAG_GOTO_LABEL = 59,
+ OP_NPC_WALK_GRAPHICS = 60,
+ OP_NPC_VERB = 61,
+ OP_NPC_VERB_CANIM = 62,
+ OP_NPC_VERB_SCRIPT = 63,
+ OP_RESTORE_PEOPLE_SEQUENCE = 64,
+ OP_NPC_VERB_TARGET = 65,
+ OP_TURN_SOUNDS_OFF = 66,
+ OP_NULL = 67
+};
+
+enum OpcodeReturn { RET_EXIT = -1, RET_SUCCESS = 0, RET_CONTINUE = 1 };
+
+class SherlockEngine;
+class Talk;
+namespace Scalpel { class ScalpelUserInterface; }
+
+typedef OpcodeReturn(Talk::*OpcodeMethod)(const byte *&str);
+
+struct SequenceEntry {
+ int _objNum;
+ Common::Array<byte> _sequences;
+ Object *_obj; // Pointer to the bgshape that these values go to
+ short _frameNumber; // Frame number in frame sequence to draw
+ short _sequenceNumber; // Start frame of sequences that are repeated
+ int _seqStack; // Allows gosubs to return to calling frame
+ int _seqTo; // Allows 1-5, 8-3 type sequences encoded
+ int _seqCounter; // How many times this sequence has been executed
+ int _seqCounter2;
+
+ SequenceEntry();
+};
+
+struct ScriptStackEntry {
+ Common::String _name;
+ int _currentIndex;
+ int _select;
+};
+
+struct Statement {
+ Common::String _statement;
+ Common::String _reply;
+ Common::String _linkFile;
+ Common::String _voiceFile;
+ Common::Array<int> _required;
+ Common::Array<int> _modified;
+ int _portraitSide;
+ int _quotient;
+ int _talkMap;
+ Common::Rect _talkPos;
+ int _journal;
+
+ /**
+ * Load the data for a single statement within a talk file
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo);
+};
+
+struct TalkHistoryEntry {
+ bool _data[16];
+
+ TalkHistoryEntry();
+ bool &operator[](int index) { return _data[index]; }
+};
+
+class Talk {
+ friend class Scalpel::ScalpelUserInterface;
+private:
+ /**
+ * Remove any voice commands from a loaded statement list
+ */
+ void stripVoiceCommands();
+protected:
+ SherlockEngine *_vm;
+ OpcodeMethod *_opcodeTable;
+ Common::Stack<SequenceEntry> _savedSequences;
+ Common::Stack<ScriptStackEntry> _scriptStack;
+ Common::Array<TalkHistoryEntry> _talkHistory;
+ int _talkIndex;
+ int _scriptSelect;
+ int _talkStealth;
+ int _talkToFlag;
+ int _scriptSaveIndex;
+ int _3doSpeechIndex;
+
+ // These fields are used solely by doScript, but are fields because all the script opcodes are
+ // separate methods now, and need access to these fields
+ int _yp;
+ int _charCount;
+ int _line;
+ int _wait;
+ bool _pauseFlag;
+ bool _endStr, _noTextYet;
+ int _seqCount;
+ const byte *_scriptStart, *_scriptEnd;
+protected:
+ Talk(SherlockEngine *vm);
+
+ OpcodeReturn cmdAddItemToInventory(const byte *&str);
+ OpcodeReturn cmdAdjustObjectSequence(const byte *&str);
+ OpcodeReturn cmdBanishWindow(const byte *&str);
+ OpcodeReturn cmdDisableEndKey(const byte *&str);
+ OpcodeReturn cmdEnableEndKey(const byte *&str);
+ OpcodeReturn cmdEndTextWindow(const byte *&str);
+ OpcodeReturn cmdHolmesOff(const byte *&str);
+ OpcodeReturn cmdHolmesOn(const byte *&str);
+ OpcodeReturn cmdPause(const byte *&str);
+ OpcodeReturn cmdPauseWithoutControl(const byte *&str);
+ OpcodeReturn cmdRemoveItemFromInventory(const byte *&str);
+ OpcodeReturn cmdRunCAnimation(const byte *&str);
+ OpcodeReturn cmdSetFlag(const byte *&str);
+ OpcodeReturn cmdSetObject(const byte *&str);
+ OpcodeReturn cmdStealthModeActivate(const byte *&str);
+ OpcodeReturn cmdStealthModeDeactivate(const byte *&str);
+ OpcodeReturn cmdToggleObject(const byte *&str);
+ OpcodeReturn cmdWalkToCAnimation(const byte *&str);
+protected:
+ /**
+ * Checks, if a character is an opcode
+ */
+ bool isOpcode(byte checkCharacter);
+
+ /**
+ * Form a table of the display indexes for statements
+ */
+ void setTalkMap();
+
+ /**
+ * 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);
+
+ /**
+ * Display the talk interface window
+ */
+ virtual void talkInterface(const byte *&str) = 0;
+
+ /**
+ * Pause when displaying a talk dialog on-screen
+ */
+ virtual void talkWait(const byte *&str);
+
+ /**
+ * Show the talk display
+ */
+ virtual void showTalk() = 0;
+
+ /**
+ * Called when a character being spoken to has no talk options to display
+ */
+ virtual void nothingToSay() = 0;
+
+ /**
+ * Called when the active speaker is switched
+ */
+ virtual void switchSpeaker() {}
+public:
+ Common::Array<Statement> _statements;
+ bool _talkToAbort;
+ int _talkCounter;
+ int _talkTo;
+ int _scriptMoreFlag;
+ bool _openTalkWindow;
+ Common::String _scriptName;
+ bool _moreTalkUp, _moreTalkDown;
+ int _converseNum;
+ const byte *_opcodes;
+ int _speaker;
+public:
+ static Talk *init(SherlockEngine *vm);
+ virtual ~Talk() {}
+
+ /**
+ * Return a given talk statement
+ */
+ Statement &operator[](int idx) { return _statements[idx]; }
+
+ /**
+ * 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);
+
+ /**
+ * Parses a reply for control codes and display text. The found text is printed within
+ * the text window, handles delays, animations, and animating portraits.
+ */
+ void doScript(const Common::String &script);
+
+ /**
+ * Main method for handling conversations when a character to talk to has been
+ * selected. It will make Holmes walk to the person to talk to, draws the
+ * interface window for the conversation and passes on control to give the
+ * player a list of options to make a selection from
+ */
+ void initTalk(int objNum);
+
+ /**
+ * Clear loaded talk data
+ */
+ void freeTalkVars();
+
+ /**
+ * 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);
+
+ /**
+ * Push the sequence of a background object that's an NPC that needs to be
+ * saved onto the sequence stack.
+ */
+ void pushSequence(int speaker);
+
+ /**
+ * Push the details of a passed object onto the saved sequences stack
+ */
+ virtual void pushSequenceEntry(Object *obj) = 0;
+
+ /**
+ * Clears the stack of pending object sequences associated with speakers in the scene
+ */
+ virtual void clearSequences() = 0;
+
+ /**
+ * Pops an entry off of the script stack
+ */
+ void popStack();
+
+ /**
+ * Synchronize the data for a savegame
+ */
+ void synchronize(Serializer &s);
+
+ /**
+ * Draws the interface for conversation display
+ */
+ virtual void drawInterface() {}
+
+ /**
+ * Display a list of statements in a window at the bottom of the screen that the
+ * player can select from.
+ */
+ virtual bool displayTalk(bool slamIt) { return false; }
+
+ /**
+ * Prints a single conversation option in the interface window
+ */
+ virtual int talkLine(int lineNum, int stateNum, byte color, int lineY, bool slamIt) { return 0; }
+
+ /**
+ * Pulls a background object sequence from the sequence stack and restore's the
+ * object's sequence
+ */
+ virtual void pullSequence(int slot = -1) = 0;
+
+ /**
+ * Returns true if the script stack is empty
+ */
+ virtual bool isSequencesEmpty() const = 0;
+};
+
+} // End of namespace Sherlock
+
+#endif