/* 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 TITANIC_BELLBOT_SCRIPT_H #define TITANIC_BELLBOT_SCRIPT_H #include "titanic/true_talk/tt_npc_script.h" namespace Titanic { class BellbotScript : public TTnpcScript { private: static uint _oldId; TTmapEntryArray _states; TTmapEntryArray _preResponses; TTsentenceEntries _sentences[20]; TTcommonPhraseArray _phrases; int _array[150]; bool _responseFlag; bool _room107First; private: /** * Setup sentence data */ void setupSentences(); /** * Add the current location to the response */ int addLocation(); /** * Get a dialogue Id based on the state */ int getStateDialogueId() const; /** * Sets the state value 25 based on the passed Id */ void setValue23(uint id); /** * Does preprocessing for the sentence */ int preprocess(const TTroomScript *roomScript, const TTsentence *sentence); /** * Checks for good, better, or bad in the sentence */ bool better(const TTsentence *sentence, uint id1, uint id2); bool randomResponse0(const TTroomScript *roomScript, uint id); bool randomResponse1(const TTroomScript *roomScript, uint id); bool randomResponse2(const TTroomScript *roomScript, uint id); void randomResponse3(const TTroomScript *roomScript, uint id); void randomResponse4(const TTroomScript *roomScript, uint id); int checkCommonSentences(const TTroomScript *roomScript, const TTsentence *sentence); bool checkCommonWords(const TTroomScript *roomScript, const TTsentence *sentence); uint getRoomDialogueId(const TTroomScript *roomScript); /** * Adds a description of the room to the conversation response */ bool addRoomDescription(const TTroomScript *roomScript); public: BellbotScript(int val1, const char *charClass, int v2, const char *charName, int v3, int val2); /** * Does NPC specific processing of the parsed sentence */ virtual int process(const TTroomScript *roomScript, const TTsentence *sentence); /** * Called when the script/id changes */ virtual ScriptChangedResult scriptChanged(const TTroomScript *roomScript, uint id); virtual int handleQuote(const TTroomScript *roomScript, const TTsentence *sentence, uint val, uint tagId, uint remainder); /** * Handles updating NPC state based on specified dialogue Ids and dial positions */ virtual int updateState(uint oldId, uint newId, int index); /** * Handles getting a pre-response */ virtual int preResponse(uint id); /** * Process a sentence fragment entry */ virtual int doSentenceEntry(int val1, const int *srcIdP, const TTroomScript *roomScript, const TTsentence *sentence); /** * Handles a randomzied response */ virtual bool randomResponse(uint index); }; } // End of namespace Titanic #endif /* TITANIC_BELLBOT_SCRIPT_H */