/* 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_TRUE_TALK_MANAGER_H #define TITANIC_TRUE_TALK_MANAGER_H #include "titanic/messages/messages.h" #include "titanic/support/simple_file.h" #include "titanic/true_talk/dialogue_file.h" #include "titanic/true_talk/title_engine.h" #include "titanic/true_talk/tt_quotes.h" #include "titanic/true_talk/tt_quotes_tree.h" #include "titanic/true_talk/tt_scripts.h" #include "titanic/true_talk/tt_talker.h" #include "titanic/game_state.h" namespace Titanic { class CGameManager; class CGameState; class CTreeItem; class CViewItem; class CTrueTalkManager; class CTrueTalkNPC; class CTrueTalkManager { private: CGameManager *_gameManager; STtitleEngine _titleEngine; TTscripts _scripts; int _currentCharId; CDialogueFile *_dialogueFile; int _dialogueId; int _field18; TTtalkerList _talkers; private: /** * Loads the statics for the class */ static void loadStatics(SimpleFile *file); /** * Saves the statics associated with the class */ static void saveStatics(SimpleFile *file); /** * Loads an NPC from file */ void loadNPC(SimpleFile *file, int charId); /** * Saves the specified NPC to file */ void saveNPC(SimpleFile *file, int charId) const; /** * Gets the script associated with an NPC game object */ TTnpcScript *getNpcScript(CTrueTalkNPC *npc) const; /** * Gets the script associated with the current room */ TTroomScript *getRoomScript() const; /** * Loads assets for the current character, if it's changed */ void loadAssets(CTrueTalkNPC *npc, int charId); void setDialogue(CTrueTalkNPC *npc, TTroomScript *roomScript, CViewItem *view); /** * Read in text from the dialogue file */ CString readDialogueString(); /** * Read in the sound from the dialogue file */ int readDialogSound(); /** * Triggers animation for the NPC */ void triggerNPC(CTrueTalkNPC *npc); /** * Plays speech specified by the manager's indexes array */ void playSpeech(TTtalker *talker, TTroomScript *roomScript, CViewItem *view, bool isParrot); /** * Called when a talker finishes */ static void talkerEnd(TTtalker *talker); /** * Return the game state */ CGameState *getGameState() const; public: static int _v1; static int _v2; static int _v3; static bool _v4; static bool _v5; static int _v6; static int _v7; static bool _v8; static int _v9; static bool _v10; static int _v11[41]; static CTrueTalkNPC *_currentNPC; static void setFlags(int index, int val); public: TTquotes _quotes; TTquotesTree _quotesTree; public: /** * Get a specified state value from the currently set NPC */ static int getStateValue(int stateNum); /** * Trigger an NPC action */ static bool triggerAction(int action, int param); public: CTrueTalkManager(CGameManager *owner); ~CTrueTalkManager(); /** * Save the data for the class to file */ void save(SimpleFile *file) const; /** * Load the data for the class from file */ void load(SimpleFile *file); /** * Clear the manager */ void clear(); /** * Called when a game is about to be loaded */ void preLoad(); /** * Called when loading a game is complete */ void postLoad() {} /** * Called when a game is about to be saved */ void preSave() {} /** * Called when a game has finished being saved */ void postSave() {} /** * Returns the scripts for the manager */ TTscripts &getScripts() { return _scripts; } /** * Remove any completed talkers */ void removeCompleted(); /** * Return the game manager */ CGameManager *getGameManager() const; /** * Start a TrueTalk conversation */ void start(CTrueTalkNPC *npc, uint id, CViewItem *view); /** * Start a TrueTalk conversation */ void start3(CTrueTalkNPC *npc, CViewItem *view); /** * Start a TrueTalk conversation */ void start4(CTrueTalkNPC *npc, CViewItem *view); /** * Return a TrueTalk talker/script */ TTnpcScript *getTalker(const CString &name) const; /** * Process player's input */ void processInput(CTrueTalkNPC *npc, CTextInputMsg *msg, CViewItem *view); /** * Gets the script associated with a specific room */ TTroomScript *getRoomScript(int roomId) const; /** * Get the player's passenger class */ int getPassengerClass() const; Season getCurrentSeason() const; }; } // End of namespace Titanic #endif /* TITANIC_TRUE_TALK_MANAGER_H */