1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
|
/* 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_TALK_H
#define SHERLOCK_TALK_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/stream.h"
#include "common/stack.h"
#include "sherlock/objects.h"
#include "sherlock/saveload.h"
namespace Sherlock {
#define SPEAKER_REMOVE 0x80
#define MAX_TALK_SEQUENCES 11
#define TALK_SEQUENCE_STACK_SIZE 20
enum {
OP_SWITCH_SPEAKER = 0,
OP_RUN_CANIMATION = 1,
OP_ASSIGN_PORTRAIT_LOCATION = 2,
OP_PAUSE = 3,
OP_REMOVE_PORTRAIT = 4,
OP_CLEAR_WINDOW = 5,
OP_ADJUST_OBJ_SEQUENCE = 6,
OP_WALK_TO_COORDS = 7,
OP_PAUSE_WITHOUT_CONTROL = 8,
OP_BANISH_WINDOW = 9,
OP_SUMMON_WINDOW = 10,
OP_SET_FLAG = 11,
OP_SFX_COMMAND = 12,
OP_TOGGLE_OBJECT = 13,
OP_STEALTH_MODE_ACTIVE = 14,
OP_IF_STATEMENT = 15,
OP_ELSE_STATEMENT = 16,
OP_END_IF_STATEMENT = 17,
OP_STEALTH_MODE_DEACTIVATE = 18,
OP_TURN_HOLMES_OFF = 19,
OP_TURN_HOLMES_ON = 20,
OP_GOTO_SCENE = 21,
OP_PLAY_PROLOGUE = 22,
OP_ADD_ITEM_TO_INVENTORY = 23,
OP_SET_OBJECT = 24,
OP_CALL_TALK_FILE = 25,
OP_MOVE_MOUSE = 26,
OP_DISPLAY_INFO_LINE = 27,
OP_CLEAR_INFO_LINE = 28,
OP_WALK_TO_CANIMATION = 29,
OP_REMOVE_ITEM_FROM_INVENTORY = 30,
OP_ENABLE_END_KEY = 31,
OP_DISABLE_END_KEY = 32,
OP_END_TEXT_WINDOW = 33,
OP_MOUSE_OFF_ON = 34,
OP_SET_WALK_CONTROL = 35,
OP_SET_TALK_SEQUENCE = 36,
OP_PLAY_SONG = 37,
OP_WALK_HOLMES_AND_NPC_TO_CANIM = 38,
OP_SET_NPC_PATH_DEST = 39,
OP_NEXT_SONG = 40,
OP_SET_NPC_PATH_PAUSE = 41,
OP_NEED_PASSWORD = 42,
OP_SET_SCENE_ENTRY_FLAG = 43,
OP_WALK_NPC_TO_CANIM = 44,
OP_WALK_NPC_TO_COORDS = 45,
OP_WALK_HOLMES_AND_NPC_TO_COORDS = 46,
OP_SET_NPC_TALK_FILE = 47,
OP_TURN_NPC_OFF = 48,
OP_TURN_NPC_ON = 49,
OP_NPC_DESC_ON_OFF = 50,
OP_NPC_PATH_PAUSE_TAKING_NOTES = 51,
OP_NPC_PATH_PAUSE_LOOKING_HOLMES = 52,
OP_ENABLE_TALK_INTERRUPTS = 53,
OP_DISABLE_TALK_INTERRUPTS = 54,
OP_SET_NPC_INFO_LINE = 55,
OP_SET_NPC_POSITION = 56,
OP_NPC_PATH_LABEL = 57,
OP_PATH_GOTO_LABEL = 58,
OP_PATH_IF_FLAG_GOTO_LABEL = 59,
OP_NPC_WALK_GRAPHICS = 60,
OP_NPC_VERB = 61,
OP_NPC_VERB_CANIM = 62,
OP_NPC_VERB_SCRIPT = 63,
OP_RESTORE_PEOPLE_SEQUENCE = 64,
OP_NPC_VERB_TARGET = 65,
OP_TURN_SOUNDS_OFF = 66,
OP_NULL = 67
};
enum OpcodeReturn { RET_EXIT = -1, RET_SUCCESS = 0, RET_CONTINUE = 1 };
class SherlockEngine;
class Talk;
namespace Scalpel { class ScalpelUserInterface; }
typedef OpcodeReturn(Talk::*OpcodeMethod)(const byte *&str);
struct SequenceEntry {
int _objNum;
Common::Array<byte> _sequences;
int _frameNumber;
int _seqTo;
SequenceEntry();
};
struct ScriptStackEntry {
Common::String _name;
int _currentIndex;
int _select;
};
struct Statement {
Common::String _statement;
Common::String _reply;
Common::String _linkFile;
Common::String _voiceFile;
Common::Array<int> _required;
Common::Array<int> _modified;
int _portraitSide;
int _quotient;
int _talkMap;
Common::Rect _talkPos;
int _journal;
/**
* Load the data for a single statement within a talk file
*/
void load(Common::SeekableReadStream &s, bool isRoseTattoo);
};
struct TalkHistoryEntry {
bool _data[16];
TalkHistoryEntry();
bool &operator[](int index) { return _data[index]; }
};
struct TalkSequence {
Object *_obj; // Pointer to the bgshape that these values go to
short _frameNumber; // Frame number in frame sequence to draw
short _sequenceNumber; // Start frame of sequences that are repeated
int _seqStack; // Allows gosubs to return to calling frame
int _seqTo; // Allows 1-5, 8-3 type sequences encoded
int _seqCounter; // How many times this sequence has been executed
int _seqCounter2;
TalkSequence();
};
class Talk {
friend class Scalpel::ScalpelUserInterface;
private:
/**
* Remove any voice commands from a loaded statement list
*/
void stripVoiceCommands();
protected:
SherlockEngine *_vm;
OpcodeMethod *_opcodeTable;
Common::Stack<SequenceEntry> _savedSequences;
Common::Stack<SequenceEntry> _sequenceStack;
Common::Stack<ScriptStackEntry> _scriptStack;
Common::Array<TalkHistoryEntry> _talkHistory;
int _talkIndex;
int _scriptSelect;
int _talkStealth;
int _talkToFlag;
int _scriptSaveIndex;
// These fields are used solely by doScript, but are fields because all the script opcodes are
// separate methods now, and need access to these fields
int _yp;
int _charCount;
int _line;
int _wait;
bool _pauseFlag;
bool _endStr, _noTextYet;
int _seqCount;
const byte *_scriptStart, *_scriptEnd;
protected:
Talk(SherlockEngine *vm);
OpcodeReturn cmdAddItemToInventory(const byte *&str);
OpcodeReturn cmdAdjustObjectSequence(const byte *&str);
OpcodeReturn cmdBanishWindow(const byte *&str);
OpcodeReturn cmdDisableEndKey(const byte *&str);
OpcodeReturn cmdEnableEndKey(const byte *&str);
OpcodeReturn cmdEndTextWindow(const byte *&str);
OpcodeReturn cmdHolmesOff(const byte *&str);
OpcodeReturn cmdHolmesOn(const byte *&str);
OpcodeReturn cmdPause(const byte *&str);
OpcodeReturn cmdPauseWithoutControl(const byte *&str);
OpcodeReturn cmdRemoveItemFromInventory(const byte *&str);
OpcodeReturn cmdRunCAnimation(const byte *&str);
OpcodeReturn cmdSetFlag(const byte *&str);
OpcodeReturn cmdSetObject(const byte *&str);
OpcodeReturn cmdStealthModeActivate(const byte *&str);
OpcodeReturn cmdStealthModeDeactivate(const byte *&str);
OpcodeReturn cmdToggleObject(const byte *&str);
OpcodeReturn cmdWalkToCAnimation(const byte *&str);
protected:
/**
* Checks, if a character is an opcode
*/
bool isOpcode(byte checkCharacter);
/**
* Form a table of the display indexes for statements
*/
void setTalkMap();
/**
* When the talk window has been displayed, waits a period of time proportional to
* the amount of text that's been displayed
*/
int waitForMore(int delay);
/**
* Display the talk interface window
*/
virtual void talkInterface(const byte *&str) = 0;
/**
* Pause when displaying a talk dialog on-screen
*/
virtual void talkWait(const byte *&str);
/**
* Show the talk display
*/
virtual void showTalk() = 0;
/**
* Called when a character being spoken to has no talk options to display
*/
virtual void nothingToSay() = 0;
/**
* Called when the active speaker is switched
*/
virtual void switchSpeaker(int subIndex) {}
public:
TalkSequence _talkSequenceStack[TALK_SEQUENCE_STACK_SIZE];
Common::Array<Statement> _statements;
bool _talkToAbort;
int _talkCounter;
int _talkTo;
int _scriptMoreFlag;
bool _openTalkWindow;
Common::String _scriptName;
bool _moreTalkUp, _moreTalkDown;
int _converseNum;
const byte *_opcodes;
int _speaker;
public:
static Talk *init(SherlockEngine *vm);
virtual ~Talk() {}
/**
* Return a given talk statement
*/
Statement &operator[](int idx) { return _statements[idx]; }
/**
* 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.
*/
void talkTo(const Common::String &filename);
/**
* Parses a reply for control codes and display text. The found text is printed within
* the text window, handles delays, animations, and animating portraits.
*/
void doScript(const Common::String &script);
/**
* Main method for handling conversations when a character to talk to has been
* selected. It will make Holmes walk to the person to talk to, draws the
* interface window for the conversation and passes on control to give the
* player a list of options to make a selection from
*/
void initTalk(int objNum);
/**
* Clear loaded talk data
*/
void freeTalkVars();
/**
* Opens the talk file 'talk.tlk' and searches the index for the specified
* conversation. If found, the data for that conversation is loaded
*/
void loadTalkFile(const Common::String &filename);
/**
* Clears the stack of pending object sequences associated with speakers in the scene
*/
void clearSequences();
/**
* Push the sequence of a background object that's an NPC that needs to be
* saved onto the sequence stack.
*/
void pushSequence(int speaker);
/**
* Push a given shape's sequence data onto the Rose Tattoo talk sequence stack
*/
void pushTalkSequence(Object *obj);
/**
* Pops an entry off of the script stack
*/
void popStack();
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s);
/**
* Draws the interface for conversation display
*/
virtual void drawInterface() {}
/**
* Display a list of statements in a window at the bottom of the screen that the
* player can select from.
*/
virtual bool displayTalk(bool slamIt) { return false; }
/**
* Prints a single conversation option in the interface window
*/
virtual int talkLine(int lineNum, int stateNum, byte color, int lineY, bool slamIt) { return 0; }
/**
* Pulls a background object sequence from the sequence stack and restore's the
* object's sequence
*/
virtual void pullSequence() = 0;
/**
* Returns true if the script stack is empty
*/
virtual bool isSequencesEmpty() const = 0;
};
} // End of namespace Sherlock
#endif
|