/* 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_TATTOO_TALK_H #define SHERLOCK_TATTOO_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" #include "sherlock/tattoo/widget_password.h" #include "sherlock/tattoo/widget_talk.h" namespace Sherlock { namespace Tattoo { #define TALK_SEQUENCE_STACK_SIZE 20 class WidgetTalk; class TattooTalk : public Talk { friend class WidgetTalk; private: WidgetTalk _talkWidget; WidgetPassword _passwordWidget; SequenceEntry _sequenceStack[TALK_SEQUENCE_STACK_SIZE]; OpcodeReturn cmdCallTalkFile(const byte *&str); OpcodeReturn cmdSwitchSpeaker(const byte *&str); OpcodeReturn cmdMouseOnOff(const byte *&str); OpcodeReturn cmdGotoScene(const byte *&str); OpcodeReturn cmdWalkHolmesToCoords(const byte *&str); OpcodeReturn cmdNextSong(const byte *&str); OpcodeReturn cmdPassword(const byte *&str); OpcodeReturn cmdPlaySong(const byte *&str); OpcodeReturn cmdRestorePeopleSequence(const byte *&str); OpcodeReturn cmdSetNPCDescOnOff(const byte *&str); OpcodeReturn cmdSetNPCInfoLine(const byte *&str); OpcodeReturn cmdNPCLabelGoto(const byte *&str); OpcodeReturn cmdNPCLabelIfFlagGoto(const byte *&str); OpcodeReturn cmdNPCLabelSet(const byte *&str); OpcodeReturn cmdSetNPCOff(const byte *&str); OpcodeReturn cmdSetNPCOn(const byte *&str); OpcodeReturn cmdSetNPCPathDest(const byte *&str); OpcodeReturn cmdSetNPCPathPause(const byte *&str); OpcodeReturn cmdSetNPCPathPauseTakingNotes(const byte *&str); OpcodeReturn cmdSetNPCPathPauseLookingHolmes(const byte *&str); OpcodeReturn cmdSetNPCPosition(const byte *&str); OpcodeReturn cmdSetNPCTalkFile(const byte *&str); OpcodeReturn cmdSetNPCVerb(const byte *&str); OpcodeReturn cmdSetNPCVerbCAnimation(const byte *&str); OpcodeReturn cmdSetNPCVerbScript(const byte *&str); OpcodeReturn cmdSetNPCVerbTarget(const byte *&str); OpcodeReturn cmdSetNPCWalkGraphics(const byte *&str); OpcodeReturn cmdSetSceneEntryFlag(const byte *&str); OpcodeReturn cmdSetTalkSequence(const byte *&str); OpcodeReturn cmdSetWalkControl(const byte *&str); OpcodeReturn cmdTalkInterruptsDisable(const byte *&str); OpcodeReturn cmdTalkInterruptsEnable(const byte *&str); OpcodeReturn cmdTurnSoundsOff(const byte *&str); OpcodeReturn cmdWalkHolmesAndNPCToCAnimation(const byte *&str); OpcodeReturn cmdWalkNPCToCAnimation(const byte *&str); OpcodeReturn cmdWalkNPCToCoords(const byte *&str); OpcodeReturn cmdWalkHomesAndNPCToCoords(const byte *&str); protected: /** * Display the talk interface window */ virtual void talkInterface(const byte *&str); /** * Called when a character being spoken to has no talk options to display */ virtual void nothingToSay(); /** * Show the talk display */ virtual void showTalk(); public: TattooTalk(SherlockEngine *vm); virtual ~TattooTalk() {} /** * 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); /** * 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; /** * Clears the stack of pending object sequences associated with speakers in the scene */ virtual void clearSequences(); }; } // End of namespace Tattoo } // End of namespace Sherlock #endif