/* 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. * */ #include "sherlock/talk.h" #include "sherlock/sherlock.h" #include "sherlock/screen.h" #include "sherlock/scalpel/scalpel.h" #include "sherlock/scalpel/scalpel_people.h" #include "sherlock/scalpel/scalpel_talk.h" #include "sherlock/scalpel/scalpel_user_interface.h" #include "sherlock/tattoo/tattoo.h" #include "sherlock/tattoo/tattoo_people.h" #include "sherlock/tattoo/tattoo_scene.h" #include "sherlock/tattoo/tattoo_talk.h" namespace Sherlock { SequenceEntry::SequenceEntry() { _objNum = 0; _frameNumber = 0; _seqTo = 0; } /*----------------------------------------------------------------*/ void Statement::load(Common::SeekableReadStream &s, bool isRoseTattoo) { int length; length = s.readUint16LE(); for (int idx = 0; idx < length - 1; ++idx) _statement += (char)s.readByte(); s.readByte(); // Null ending length = s.readUint16LE(); for (int idx = 0; idx < length - 1; ++idx) _reply += (char)s.readByte(); s.readByte(); // Null ending length = s.readUint16LE(); for (int idx = 0; idx < length - 1; ++idx) _linkFile += (char)s.readByte(); s.readByte(); // Null ending length = s.readUint16LE(); for (int idx = 0; idx < length - 1; ++idx) _voiceFile += (char)s.readByte(); s.readByte(); // Null ending _required.resize(s.readByte()); _modified.resize(s.readByte()); // Read in flag required/modified data for (uint idx = 0; idx < _required.size(); ++idx) _required[idx] = s.readSint16LE(); for (uint idx = 0; idx < _modified.size(); ++idx) _modified[idx] = s.readSint16LE(); _portraitSide = s.readByte(); _quotient = s.readUint16LE(); _journal = isRoseTattoo ? s.readByte() : 0; } /*----------------------------------------------------------------*/ TalkHistoryEntry::TalkHistoryEntry() { Common::fill(&_data[0], &_data[16], false); } /*----------------------------------------------------------------*/ TalkSequence::TalkSequence() { _obj = nullptr; _frameNumber = 0; _sequenceNumber = 0; _seqStack = 0; _seqTo = 0; _seqCounter = _seqCounter2 = 0; } /*----------------------------------------------------------------*/ Talk *Talk::init(SherlockEngine *vm) { if (vm->getGameID() == GType_SerratedScalpel) return new Scalpel::ScalpelTalk(vm); else return new Tattoo::TattooTalk(vm); } Talk::Talk(SherlockEngine *vm) : _vm(vm) { _talkCounter = 0; _talkToAbort = false; _openTalkWindow = false; _speaker = 0; _talkIndex = 0; _talkTo = 0; _scriptSelect = 0; _converseNum = -1; _talkStealth = 0; _talkToFlag = -1; _moreTalkDown = _moreTalkUp = false; _scriptMoreFlag = 0; _scriptSaveIndex = -1; _opcodes = nullptr; _opcodeTable = nullptr; _charCount = 0; _line = 0; _yp = 0; _wait = 0; _pauseFlag = false; _seqCount = 0; _scriptStart = _scriptEnd = nullptr; _endStr = _noTextYet = false; _talkHistory.resize(IS_ROSE_TATTOO ? 1500 : 500); } void Talk::talkTo(const Common::String &filename) { Events &events = *_vm->_events; Inventory &inv = *_vm->_inventory; Journal &journal = *_vm->_journal; People &people = *_vm->_people; Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; Common::Rect savedBounds = screen.getDisplayBounds(); bool abortFlag = false; if (filename.empty()) // No filename passed, so exit return; // If there any canimations currently running, or a portrait is being cleared, // save the filename for later executing when the canimation is done bool ongoingAnim = scene._canimShapes.size() > 0; if (IS_ROSE_TATTOO) { ongoingAnim = static_cast(_vm->_scene)->_activeCAnim.active(); } if (ongoingAnim || people._clearingThePortrait) { // Make sure we're not in the middle of a script if (!_scriptMoreFlag) { _scriptName = filename; _scriptSaveIndex = 0; // Flag the selection, since we don't yet know which statement yet _scriptSelect = 100; _scriptMoreFlag = 3; } return; } // Save the ui mode temporarily and switch to talk mode MenuMode savedMode = ui._menuMode; ui._menuMode = TALK_MODE; // Turn on the Exit option ui._endKeyActive = true; if (people[HOLMES]._walkCount || (people[HOLMES]._walkTo.size() > 0 && (IS_SERRATED_SCALPEL || people._allowWalkAbort))) { // Only interrupt if trying to do an action, and not just if player is walking around the scene if (people._allowWalkAbort) abortFlag = true; people[HOLMES].gotoStand(); } if (_talkToAbort) return; freeTalkVars(); // If any sequences have changed in the prior talk file, restore them if (_savedSequences.size() > 0) { for (uint idx = 0; idx < _savedSequences.size(); ++idx) { SequenceEntry &ss = _savedSequences[idx]; for (uint idx2 = 0; idx2 < ss._sequences.size(); ++idx2) scene._bgShapes[ss._objNum]._sequences[idx2] = ss._sequences[idx2]; // Reset the object's frame to the beginning of the sequence scene._bgShapes[ss._objNum]._frameNumber = 0; } } while (!_sequenceStack.empty()) pullSequence(); if (IS_SERRATED_SCALPEL) { // Restore any pressed button if (!ui._windowOpen && savedMode != STD_MODE) static_cast(_vm->_ui)->restoreButton((int)(savedMode - 1)); } else { static_cast(_vm->_people)->pullNPCPaths(); } // Clear the ui counter so that anything displayed on the info line // before the window was opened isn't cleared ui._menuCounter = 0; // Close any previous window before starting the talk if (ui._windowOpen) { switch (savedMode) { case LOOK_MODE: events.setCursor(ARROW); if (ui._invLookFlag) { screen.resetDisplayBounds(); ui.drawInterface(2); } ui.banishWindow(); ui._windowBounds.top = CONTROLS_Y1; ui._temp = ui._oldTemp = ui._lookHelp = 0; ui._menuMode = STD_MODE; events._pressed = events._released = events._oldButtons = 0; ui._invLookFlag = false; break; case TALK_MODE: if (_speaker < SPEAKER_REMOVE) people.clearTalking(); if (_talkCounter) return; // If we were in inventory mode looking at an object, restore the // back buffers before closing the window, so we get the ui restored // rather than the inventory again if (ui._invLookFlag) { screen.resetDisplayBounds(); ui.drawInterface(2); ui._invLookFlag = ui._lookScriptFlag = false; } ui.banishWindow(); ui._windowBounds.top = CONTROLS_Y1; abortFlag = true; break; case INV_MODE: case USE_MODE: case GIVE_MODE: inv.freeInv(); if (ui._invLookFlag) { screen.resetDisplayBounds(); ui.drawInterface(2); ui._invLookFlag = ui._lookScriptFlag = false; } ui._infoFlag = true; ui.clearInfo(); ui.banishWindow(false); ui._key = -1; break; case FILES_MODE: ui.banishWindow(true); ui._windowBounds.top = CONTROLS_Y1; abortFlag = true; break; case SETUP_MODE: ui.banishWindow(true); ui._windowBounds.top = CONTROLS_Y1; ui._temp = ui._oldTemp = ui._lookHelp = ui._invLookFlag = false; ui._menuMode = STD_MODE; events._pressed = events._released = events._oldButtons = 0; abortFlag = true; break; default: break; } } screen.resetDisplayBounds(); events._pressed = events._released = false; loadTalkFile(filename); ui._selector = ui._oldSelector = ui._key = ui._oldKey = -1; // Find the first statement that has the correct flags int select = -1; for (uint idx = 0; idx < _statements.size() && select == -1; ++idx) { if (_statements[idx]._talkMap == 0) select = _talkIndex = idx; } // If there's a pending automatic selection to be made, then use it if (_scriptMoreFlag && _scriptSelect != 100) select = _scriptSelect; if (select == -1) error("Couldn't find statement to display"); // Add the statement into the journal and talk history if (_talkTo != -1 && !_talkHistory[_converseNum][select]) journal.record(_converseNum, select, true); _talkHistory[_converseNum][select] = true; // Check if the talk file is meant to be a non-seen comment if (filename.size() < 8 || filename[7] != '*') { // Should we start in stealth mode? if (_statements[select]._statement.hasPrefix("^")) { _talkStealth = 2; } else { // Not in stealth mode, so bring up the ui window _talkStealth = 0; ++_talkToFlag; events.setCursor(WAIT); ui._windowBounds.top = CONTROLS_Y; ui._infoFlag = true; ui.clearInfo(); } // Handle replies until there's no further linked file, // or the link file isn't a reply first cnversation while (!_vm->shouldQuit()) { clearSequences(); _scriptSelect = select; _speaker = _talkTo; Statement &statement = _statements[select]; doScript(_statements[select]._reply); if (_talkToAbort) return; if (!_talkStealth) ui.clearWindow(); if (statement._modified.size() > 0) { for (uint idx = 0; idx < statement._modified.size(); ++idx) _vm->setFlags(statement._modified[idx]); setTalkMap(); } // Check for a linked file if (!statement._linkFile.empty() && !_scriptMoreFlag) { Common::String linkFilename = statement._linkFile; freeTalkVars(); loadTalkFile(linkFilename); // Scan for the first valid statement in the newly loaded file select = -1; for (uint idx = 0; idx < _statements.size(); ++idx) { if (_statements[idx]._talkMap == 0) { select = idx; break; } } if (_talkToFlag == 1) pullSequence(); // Set the stealth mode for the new talk file Statement &newStatement = _statements[select]; _talkStealth = newStatement._statement.hasPrefix("^") ? 2 : 0; // If the new conversion is a reply first, then we don't need // to display any choices, since the reply needs to be shown if (!newStatement._statement.hasPrefix("*") && !newStatement._statement.hasPrefix("^")) { _talkIndex = select; showTalk(); // Break out of loop now that we're waiting for player input events.setCursor(ARROW); break; } else { // Add the statement into the journal and talk history if (_talkTo != -1 && !_talkHistory[_converseNum][select]) journal.record(_converseNum, select, true); _talkHistory[_converseNum][select] = true; } ui._key = ui._oldKey = Scalpel::COMMANDS[TALK_MODE - 1]; ui._temp = ui._oldTemp = 0; ui._menuMode = TALK_MODE; _talkToFlag = 2; } else { freeTalkVars(); if (!ui._lookScriptFlag) { ui.drawInterface(2); ui.banishWindow(); ui._windowBounds.top = CONTROLS_Y1; ui._menuMode = STD_MODE; } break; } } } _talkStealth = 0; events._pressed = events._released = events._oldButtons = 0; events.clearKeyboard(); if (savedBounds.bottom == SHERLOCK_SCREEN_HEIGHT) screen.resetDisplayBounds(); else screen.setDisplayBounds(savedBounds); _talkToAbort = abortFlag; // If a script was added to the script stack, restore state so that the // previous script can continue popStack(); if (IS_SERRATED_SCALPEL && filename == "Tube59c") { // WORKAROUND: Original game bug causes the results of testing the powdery substance // to disappear too quickly. Introduce a delay to allow it to be properly displayed ui._menuCounter = 30; } events.setCursor(ARROW); } void Talk::talk(int objNum) { Events &events = *_vm->_events; People &people = *_vm->_people; Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; //Object &obj = scene._bgShapes[objNum]; ui._windowBounds.top = CONTROLS_Y; ui._infoFlag = true; _speaker = SPEAKER_REMOVE; Common::String talkFilename = (objNum >= 1000) ? people[objNum - 1000]._npcName : scene._bgShapes[objNum]._name; loadTalkFile(talkFilename); // Find the first statement with the correct flags int select = -1; for (uint idx = 0; idx < _statements.size(); ++idx) { if (_statements[idx]._talkMap == 0) { select = idx; break; } } if (select == -1) error("No entry matched all required flags"); // See if the statement is a stealth mode reply Statement &statement = _statements[select]; if (statement._statement.hasPrefix("^")) { clearSequences(); // Start talk in stealth mode _talkStealth = 2; talkTo(talkFilename); } else if (statement._statement.hasPrefix("*")) { // Character being spoken to will speak first if (objNum > 1000) { (*static_cast(_vm->_people))[objNum - 1000].walkHolmesToNPC(); } else { Object &obj = scene._bgShapes[objNum]; clearSequences(); pushSequence(_talkTo); setStillSeq(_talkTo); events.setCursor(WAIT); if (obj._lookPosition.y != 0) // Need to walk to character first people[HOLMES].walkToCoords(obj._lookPosition, obj._lookPosition._facing); events.setCursor(ARROW); } if (!_talkToAbort) talkTo(talkFilename); } else { // Holmes will be speaking first _talkToFlag = false; if (objNum > 1000) { (*static_cast(_vm->_people))[objNum - 1000].walkHolmesToNPC(); } else { Object &obj = scene._bgShapes[objNum]; clearSequences(); pushSequence(_talkTo); setStillSeq(_talkTo); events.setCursor(WAIT); if (obj._lookPosition.y != 0) // Walk over to person to talk to people[HOLMES].walkToCoords(obj._lookPosition, obj._lookPosition._facing); events.setCursor(ARROW); } if (!_talkToAbort) { // See if walking over triggered a conversation if (_talkToFlag) { if (_talkToFlag == 1) { events.setCursor(ARROW); // _sequenceStack._count = 1; pullSequence(); } } else { drawInterface(); events._pressed = events._released = false; _talkIndex = select; displayTalk(false); ui._selector = ui._oldSelector = -1; if (!ui._slideWindows) { screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } else { ui.summonWindow(); } ui._windowOpen = true; } _talkToFlag = -1; } } } void Talk::freeTalkVars() { _statements.clear(); } void Talk::loadTalkFile(const Common::String &filename) { People &people = *_vm->_people; Resources &res = *_vm->_res; Sound &sound = *_vm->_sound; // Save a copy of the talk filename _scriptName = filename; // Check for an existing person being talked to _talkTo = -1; for (int idx = 0; idx < (int)people._characters.size(); ++idx) { if (!scumm_strnicmp(filename.c_str(), people._characters[idx]._portrait, 4)) { _talkTo = idx; break; } } const char *chP = strchr(filename.c_str(), '.'); Common::String talkFile = chP ? Common::String(filename.c_str(), chP) + ".tlk" : Common::String(filename.c_str(), filename.c_str() + 7) + ".tlk"; // Open the talk file for reading Common::SeekableReadStream *talkStream = res.load(talkFile); _converseNum = res.resourceIndex(); talkStream->skip(2); // Skip talk file version num _statements.resize(talkStream->readByte()); for (uint idx = 0; idx < _statements.size(); ++idx) _statements[idx].load(*talkStream, IS_ROSE_TATTOO); delete talkStream; if (!sound._voices) stripVoiceCommands(); setTalkMap(); } void Talk::stripVoiceCommands() { for (uint sIdx = 0; sIdx < _statements.size(); ++sIdx) { Statement &statement = _statements[sIdx]; // Scan for an sound effect byte, which indicates to play a sound for (uint idx = 0; idx < statement._reply.size(); ++idx) { if (statement._reply[idx] == (char)_opcodes[OP_SFX_COMMAND]) { // Replace instruction character with a space, and delete the // rest of the name following it statement._reply = Common::String(statement._reply.c_str(), statement._reply.c_str() + idx) + " " + Common::String(statement._reply.c_str() + 9); } } // Ensure the last character of the reply is not a space from the prior // conversion loop, to avoid any issues with the space ever causing a page // wrap, and ending up displaying another empty page while (statement._reply.lastChar() == ' ') statement._reply.deleteLastChar(); } } void Talk::setTalkMap() { int statementNum = 0; for (uint sIdx = 0; sIdx < _statements.size(); ++sIdx) { Statement &statement = _statements[sIdx]; // Set up talk map entry for the statement bool valid = true; for (uint idx = 0; idx < statement._required.size(); ++idx) { if (!_vm->readFlags(statement._required[idx])) valid = false; } statement._talkMap = valid ? statementNum++ : -1; } } void Talk::clearSequences() { _sequenceStack.clear(); } void Talk::pullSequence() { Scene &scene = *_vm->_scene; if (_sequenceStack.empty() || IS_ROSE_TATTOO) return; SequenceEntry seq = _sequenceStack.pop(); if (seq._objNum != -1) { Object &obj = scene._bgShapes[seq._objNum]; if (obj._seqSize < MAX_TALK_SEQUENCES) { warning("Tried to restore too few frames"); } else { for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) obj._sequences[idx] = seq._sequences[idx]; obj._frameNumber = seq._frameNumber; obj._seqTo = seq._seqTo; } } } void Talk::pushSequence(int speaker) { People &people = *_vm->_people; Scene &scene = *_vm->_scene; // Only proceed if a speaker is specified if (speaker == -1 || IS_ROSE_TATTOO) return; SequenceEntry seqEntry; if (!speaker) { seqEntry._objNum = -1; } else { seqEntry._objNum = people.findSpeaker(speaker); if (seqEntry._objNum != -1) { Object &obj = scene._bgShapes[seqEntry._objNum]; for (uint idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) seqEntry._sequences.push_back(obj._sequences[idx]); seqEntry._frameNumber = obj._frameNumber; seqEntry._seqTo = obj._seqTo; } } _sequenceStack.push(seqEntry); if (_scriptStack.size() >= 5) error("script stack overflow"); } void Talk::pushTalkSequence(Object *obj) { // Check if the shape is already on the stack for (uint idx = 0; idx < TALK_SEQUENCE_STACK_SIZE; ++idx) { if (_talkSequenceStack[idx]._obj == obj) return; } // Find a free slot and save the details in it for (uint idx = 0; idx < TALK_SEQUENCE_STACK_SIZE; ++idx) { TalkSequence &ts = _talkSequenceStack[idx]; if (ts._obj == nullptr) { ts._obj = obj; ts._frameNumber = obj->_frameNumber; ts._sequenceNumber = obj->_sequenceNumber; ts._seqStack = obj->_seqStack; ts._seqTo = obj->_seqTo; ts._seqCounter = obj->_seqCounter; ts._seqCounter2 = obj->_seqCounter2; return; } } error("Ran out of talk sequence stack space"); } void Talk::setStillSeq(int speaker) { People &people = *_vm->_people; Scene &scene = *_vm->_scene; // Don't bother doing anything if no specific speaker is specified if (speaker == -1) return; if (speaker) { int objNum = people.findSpeaker(speaker); if (objNum != -1) { Object &obj = scene._bgShapes[objNum]; if (obj._seqSize < MAX_TALK_SEQUENCES) { warning("Tried to copy too few still frames"); } else { for (uint idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) { obj._sequences[idx] = people._characters[speaker]._stillSequences[idx]; if (idx > 0 && !people._characters[speaker]._talkSequences[idx] && !people._characters[speaker]._talkSequences[idx - 1]) break; } obj._frameNumber = 0; obj._seqTo = 0; } } } } void Talk::doScript(const Common::String &script) { People &people = *_vm->_people; Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; _savedSequences.clear(); _scriptStart = (const byte *)script.c_str(); _scriptEnd = _scriptStart + script.size(); const byte *str = _scriptStart; _charCount = 0; _line = 0; _wait = 0; _pauseFlag = false; _seqCount = 0; _noTextYet = true; _endStr = false; _openTalkWindow = false; if (IS_SERRATED_SCALPEL) _yp = CONTROLS_Y + 12; else _yp = (_talkTo == -1) ? 5 : screen.fontHeight() + 11; if (IS_ROSE_TATTOO) { for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { Tattoo::TattooPerson &p = (*(Tattoo::TattooPeople *)_vm->_people)[idx]; p._savedNpcSequence = p._sequenceNumber; p._savedNpcFrame = p._frameNumber; } } if (_scriptMoreFlag) { _scriptMoreFlag = 0; str = _scriptStart + _scriptSaveIndex; } // Check if the script begins with a Stealh Mode Active command if (str[0] == _opcodes[OP_STEALTH_MODE_ACTIVE] || _talkStealth) { _talkStealth = 2; _speaker |= SPEAKER_REMOVE; } else { pushSequence(_speaker); if (IS_SERRATED_SCALPEL || ui._windowOpen) ui.clearWindow(); // Need to switch speakers? if (str[0] == _opcodes[OP_SWITCH_SPEAKER]) { _speaker = str[1] - 1; str += IS_SERRATED_SCALPEL ? 2 : 3; pullSequence(); pushSequence(_speaker); people.setTalkSequence(_speaker); } else { people.setTalkSequence(_speaker); } if (IS_SERRATED_SCALPEL) { // Assign portrait location? if (str[0] == _opcodes[OP_ASSIGN_PORTRAIT_LOCATION]) { switch (str[1] & 15) { case 1: people._portraitSide = 20; break; case 2: people._portraitSide = 220; break; case 3: people._portraitSide = 120; break; default: break; } if (str[1] > 15) people._speakerFlip = true; str += 2; } if (IS_SERRATED_SCALPEL) { // Remove portrait? if ( str[0] == _opcodes[OP_REMOVE_PORTRAIT]) { _speaker = -1; } else { // Nope, so set the first speaker ((Scalpel::ScalpelPeople *)_vm->_people)->setTalking(_speaker); } } } } bool trigger3DOMovie = true; uint16 subIndex = 1; do { Common::String tempString; _wait = 0; byte c = str[0]; if (!c) { _endStr = true; } else if (c == '{') { // Start of comment, so skip over it while (*str++ != '}') ; } else if (isOpcode(c)) { // Handle control code switch ((this->*_opcodeTable[c - _opcodes[0]])(str)) { case RET_EXIT: return; case RET_CONTINUE: continue; case OP_SWITCH_SPEAKER: trigger3DOMovie = true; break; default: break; } ++str; } else { // Handle drawing the talk interface with the text talkInterface(str); } // Open window if it wasn't already open, and text has already been printed if ((_openTalkWindow && _wait) || (_openTalkWindow && str[0] >= _opcodes[0] && str[0] != _opcodes[OP_END_TEXT_WINDOW])) { if (!ui._slideWindows) { screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); } else { ui.summonWindow(); } ui._windowOpen = true; _openTalkWindow = false; } if ((_wait) && (trigger3DOMovie)) { // Trigger to play 3DO movie talk3DOMovieTrigger(subIndex); trigger3DOMovie = false; // wait for next switch speaker opcode subIndex++; } if (_wait) // Handling pausing talkWait(str); } while (!_vm->shouldQuit() && !_endStr); if (_wait != -1) { for (int ssIndex = 0; ssIndex < (int)_savedSequences.size(); ++ssIndex) { SequenceEntry &seq = _savedSequences[ssIndex]; Object &object = scene._bgShapes[seq._objNum]; for (uint idx = 0; idx < seq._sequences.size(); ++idx) object._sequences[idx] = seq._sequences[idx]; object._frameNumber = seq._frameNumber; object._seqTo = seq._seqTo; } pullSequence(); if (IS_SERRATED_SCALPEL) { if (_speaker >= 0 && _speaker < SPEAKER_REMOVE) people.clearTalking(); } else { static_cast(_vm->_people)->pullNPCPaths(); } } } int Talk::waitForMore(int delay) { Events &events = *_vm->_events; People &people = *_vm->_people; Scene &scene = *_vm->_scene; Sound &sound = *_vm->_sound; UserInterface &ui = *_vm->_ui; CursorId oldCursor = events.getCursor(); int key2 = 254; // Unless we're in stealth mode, show the appropriate cursor if (!_talkStealth) { events.setCursor(ui._lookScriptFlag ? MAGNIFY : ARROW); } do { if (sound._speechOn && !*sound._soundIsOn) people._portrait._frameNumber = -1; scene.doBgAnim(); // If talkTo call was done via doBgAnim, abort out of talk quietly if (_talkToAbort) { key2 = -1; events._released = true; } else { // See if there's been a button press events.setButtonState(); if (events.kbHit()) { Common::KeyState keyState = events.getKey(); if (Common::isPrint(keyState.ascii)) key2 = keyState.keycode; } if (_talkStealth) { key2 = 254; events._released = false; } } // Count down the delay if ((delay > 0 && !ui._invLookFlag && !ui._lookScriptFlag) || _talkStealth) --delay; // If there are voices playing, reset delay so that they keep playing if (sound._voices == 2 && *sound._soundIsOn) delay = 0; } while (!_vm->shouldQuit() && key2 == 254 && (delay || (sound._voices == 2 && *sound._soundIsOn)) && !events._released && !events._rightReleased); // If voices was set 2 to indicate a voice file was place, then reset it back to 1 if (sound._voices == 2) sound._voices = 1; if (delay > 0 && sound._diskSoundPlaying) sound.stopSndFuncPtr(0, 0); // Adjust _talkStealth mode: // mode 1 - It was by a pause without stealth being on before the pause, so reset back to 0 // mode 3 - It was set by a pause with stealth being on before the pause, to set it to active // mode 0/2 (Inactive/active) No change switch (_talkStealth) { case 1: _talkStealth = 0; break; case 2: _talkStealth = 2; break; default: break; } sound._speechOn = false; events.setCursor(_talkToAbort ? ARROW : oldCursor); events._pressed = events._released = false; return key2; } bool Talk::isOpcode(byte checkCharacter) { if ((checkCharacter < _opcodes[0]) || (checkCharacter >= (_opcodes[0] + 99))) return false; // outside of range if (_opcodeTable[checkCharacter - _opcodes[0]]) return true; return false; } void Talk::popStack() { if (!_scriptStack.empty()) { ScriptStackEntry scriptEntry = _scriptStack.pop(); _scriptName = scriptEntry._name; _scriptSaveIndex = scriptEntry._currentIndex; _scriptSelect = scriptEntry._select; _scriptMoreFlag = 1; } } void Talk::synchronize(Serializer &s) { for (uint idx = 0; idx < _talkHistory.size(); ++idx) { TalkHistoryEntry &he = _talkHistory[idx]; for (int flag = 0; flag < 16; ++flag) s.syncAsByte(he._data[flag]); } } OpcodeReturn Talk::cmdAddItemToInventory(const byte *&str) { Inventory &inv = *_vm->_inventory; Common::String tempString; ++str; for (int idx = 0; idx < str[0]; ++idx) tempString += str[idx + 1]; str += str[0]; inv.putNameInInventory(tempString); return RET_SUCCESS; } OpcodeReturn Talk::cmdAdjustObjectSequence(const byte *&str) { Scene &scene = *_vm->_scene; Common::String tempString; // Get the name of the object to adjust ++str; for (int idx = 0; idx < (str[0] & 127); ++idx) tempString += str[idx + 2]; // Scan for object int objId = -1; for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) { if (tempString.equalsIgnoreCase(scene._bgShapes[idx]._name)) objId = idx; } if (objId == -1) error("Could not find object %s to change", tempString.c_str()); // Should the script be overwritten? if (str[0] > 0x80) { // Save the current sequence _savedSequences.push(SequenceEntry()); SequenceEntry &seqEntry = _savedSequences.top(); seqEntry._objNum = objId; seqEntry._seqTo = scene._bgShapes[objId]._seqTo; for (uint idx = 0; idx < scene._bgShapes[objId]._seqSize; ++idx) seqEntry._sequences.push_back(scene._bgShapes[objId]._sequences[idx]); } // Get number of bytes to change _seqCount = str[1]; str += (str[0] & 127) + 2; // Copy in the new sequence for (int idx = 0; idx < _seqCount; ++idx, ++str) scene._bgShapes[objId]._sequences[idx] = str[0] - 1; // Reset object back to beginning of new sequence scene._bgShapes[objId]._frameNumber = 0; return RET_CONTINUE; } OpcodeReturn Talk::cmdBanishWindow(const byte *&str) { People &people = *_vm->_people; UserInterface &ui = *_vm->_ui; if (!(_speaker & SPEAKER_REMOVE)) people.clearTalking(); pullSequence(); if (_talkToAbort) return RET_EXIT; _speaker |= SPEAKER_REMOVE; ui.banishWindow(); ui._menuMode = TALK_MODE; _noTextYet = true; return RET_SUCCESS; } OpcodeReturn Talk::cmdCallTalkFile(const byte *&str) { Common::String tempString; ++str; for (int idx = 0; idx < 8 && str[idx] != '~'; ++idx) tempString += str[idx]; str += 8; int scriptCurrentIndex = str - _scriptStart; // Save the current script position and new talk file if (_scriptStack.size() < 9) { ScriptStackEntry rec1; rec1._name = _scriptName; rec1._currentIndex = scriptCurrentIndex; rec1._select = _scriptSelect; _scriptStack.push(rec1); // Push the new talk file onto the stack ScriptStackEntry rec2; rec2._name = tempString; rec2._currentIndex = 0; rec2._select = 100; _scriptStack.push(rec2); } else { error("Script stack overflow"); } _scriptMoreFlag = 1; _endStr = true; _wait = 0; return RET_SUCCESS; } OpcodeReturn Talk::cmdDisableEndKey(const byte *&str) { _vm->_ui->_endKeyActive = false; return RET_SUCCESS; } OpcodeReturn Talk::cmdEnableEndKey(const byte *&str) { _vm->_ui->_endKeyActive = true; return RET_SUCCESS; } OpcodeReturn Talk::cmdEndTextWindow(const byte *&str) { return RET_SUCCESS; } OpcodeReturn Talk::cmdHolmesOff(const byte *&str) { People &people = *_vm->_people; people[HOLMES]._type = REMOVE; return RET_SUCCESS; } OpcodeReturn Talk::cmdHolmesOn(const byte *&str) { People &people = *_vm->_people; people[HOLMES]._type = CHARACTER; return RET_SUCCESS; } OpcodeReturn Talk::cmdPause(const byte *&str) { _charCount = *++str; _wait = _pauseFlag = true; return RET_SUCCESS; } OpcodeReturn Talk::cmdPauseWithoutControl(const byte *&str) { Events &events = *_vm->_events; Scene &scene = *_vm->_scene; ++str; for (int idx = 0; idx < (str[0] - 1); ++idx) { scene.doBgAnim(); if (_talkToAbort) return RET_EXIT; // Check for button press events.pollEvents(); events.setButtonState(); } return RET_SUCCESS; } OpcodeReturn Talk::cmdRemoveItemFromInventory(const byte *&str) { Inventory &inv = *_vm->_inventory; Common::String tempString; ++str; for (int idx = 0; idx < str[0]; ++idx) tempString += str[idx + 1]; str += str[0]; inv.deleteItemFromInventory(tempString); return RET_SUCCESS; } OpcodeReturn Talk::cmdRunCAnimation(const byte *&str) { Scene &scene = *_vm->_scene; ++str; scene.startCAnim((str[0] - 1) & 127, (str[0] & 0x80) ? -1 : 1); if (_talkToAbort) return RET_EXIT; // Check if next character is changing side or changing portrait if (_charCount && (str[1] == _opcodes[OP_SWITCH_SPEAKER] || str[1] == _opcodes[OP_ASSIGN_PORTRAIT_LOCATION])) _wait = 1; return RET_SUCCESS; } OpcodeReturn Talk::cmdSetFlag(const byte *&str) { ++str; int flag1 = (str[0] - 1) * 256 + str[1] - 1 - (str[1] == 1 ? 1 : 0); int flag = (flag1 & 0x3fff) * (flag1 >= 0x4000 ? -1 : 1); _vm->setFlags(flag); ++str; return RET_SUCCESS; } OpcodeReturn Talk::cmdSetObject(const byte *&str) { Scene &scene = *_vm->_scene; Common::String tempString; ++str; for (int idx = 0; idx < (str[0] & 127); ++idx) tempString += str[idx + 1]; // Set comparison state according to if we want to hide or unhide bool state = (str[0] >= SPEAKER_REMOVE); str += str[0] & 127; for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) { Object &object = scene._bgShapes[idx]; if (tempString.equalsIgnoreCase(object._name)) { // Only toggle the object if it's not in the desired state already if ((object._type == HIDDEN && state) || (object._type != HIDDEN && !state)) object.toggleHidden(); } } return RET_SUCCESS; } OpcodeReturn Talk::cmdStealthModeActivate(const byte *&str) { _talkStealth = 2; return RET_SUCCESS; } OpcodeReturn Talk::cmdStealthModeDeactivate(const byte *&str) { Events &events = *_vm->_events; _talkStealth = 0; events.clearKeyboard(); return RET_SUCCESS; } OpcodeReturn Talk::cmdToggleObject(const byte *&str) { Scene &scene = *_vm->_scene; Common::String tempString; ++str; for (int idx = 0; idx < str[0]; ++idx) tempString += str[idx + 1]; scene.toggleObject(tempString); str += str[0]; return RET_SUCCESS; } OpcodeReturn Talk::cmdWalkToCAnimation(const byte *&str) { People &people = *_vm->_people; Scene &scene = *_vm->_scene; ++str; CAnim &animation = scene._cAnim[str[0] - 1]; people[HOLMES].walkToCoords(animation._goto[0], animation._goto[0]._facing); return _talkToAbort ? RET_EXIT : RET_SUCCESS; } void Talk::talkWait(const byte *&str) { if (!_pauseFlag && _charCount < 160) _charCount = 160; _wait = waitForMore(_charCount); if (_wait == -1) _endStr = true; // If a key was pressed to finish the window, see if further voice files should be skipped if (_wait >= 0 && _wait < 254) { if (str[0] == _opcodes[OP_SFX_COMMAND]) str += 9; } _pauseFlag = false; } } // End of namespace Sherlock