/* 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_DESKBOT_SCRIPT_H #define TITANIC_DESKBOT_SCRIPT_H #include "common/array.h" #include "titanic/true_talk/tt_npc_script.h" namespace Titanic { class DeskbotScript : public TTnpcScript { private: static int _oldId; TTupdateStateArray _states; private: /** * Setup sentence data */ void setupSentences(); /** * Adds dialogue for the player's assigned room */ uint addAssignedRoomDialogue(); /** * Adds dialogue for the player's assigned room */ uint addAssignedRoomDialogue2(); /** * Adds dialogue for the player's assigned room */ void addAssignedRoomDialogue3(); /** * Gets a dialogue Id based on the NPC's state */ uint getStateDialogueId() const; /** * Sets state data in flags 17 */ void setFlags17(uint newId, uint index); public: DeskbotScript(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(TTroomScript *roomScript, TTsentence *sentence); /** * Called when the script/id changes */ virtual ScriptChangedResult scriptChanged(TTscriptBase *roomScript, uint id); virtual int handleQuote(TTroomScript *roomScript, 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); virtual int proc23() const; virtual int proc25(int val1, const int *srcIdP, TTroomScript *roomScript, TTsentence *sentence); virtual void proc26(int v1, const TTsentenceEntry *entry, TTroomScript *roomScript, TTsentence *sentence); virtual int proc36(int val) const; /** * Returns true if dial 1 is the medium (1) region */ virtual bool isDial0Medium() const; /** * Returns true if dial 0 is the low end region */ virtual bool isDial0Low() const; /** * Returns true if dial 1 is the medium (1) region */ bool isDial1Medium() const; /** * Returns true if dial 1 is the low end region */ virtual bool isDial1Low() const; }; } // End of namespace Titanic #endif /* TITANIC_DESKBOT_SCRIPT_H */