/* 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: /** * Setup sentence data */ void setupSentences(); /** * 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 the current state for what the Deskbot is doing/asking */ void setCurrentState(uint newId, uint index); /** * Scans the quotes tree */ int searchQuotes(const TTroomScript *roomScript, const TTsentence *sentence); /** * Checks for common words */ int checkCommonWords(const TTsentence *sentence); /** * Adds a dialogue for asking the player what kind of breakfast they'd like */ void addAskBreakfast(); /** * Adds a dialogue description for the player's assigned room */ void addAssignedRoom(); protected: static int _oldId; TTupdateStateArray _states; TTsentenceEntries _entries2; TTsentenceEntries _entries3; protected: /** * Does preprocessing for the sentence */ int preprocess(const TTroomScript *roomScript, const TTsentence *sentence); /** * Adds dialogue for the player's assigned room */ uint addAssignedRoomDialogue(); 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(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 tag1, uint tag2, 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); /** * Returns a bitset of the first three dialgs being on or not */ virtual uint getDialsBitset() const; /** * 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); /** * 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 */