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/* 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_TATTOO_TALK_H
#define SHERLOCK_TATTOO_TALK_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "common/stream.h"
#include "common/stack.h"
#include "sherlock/talk.h"
#include "sherlock/tattoo/widget_password.h"
#include "sherlock/tattoo/widget_talk.h"
namespace Sherlock {
namespace Tattoo {
#define TALK_SEQUENCE_STACK_SIZE 20
class WidgetTalk;
class TattooTalk : public Talk {
friend class WidgetTalk;
private:
WidgetTalk _talkWidget;
WidgetPassword _passwordWidget;
SequenceEntry _sequenceStack[TALK_SEQUENCE_STACK_SIZE];
OpcodeReturn cmdCallTalkFile(const byte *&str);
OpcodeReturn cmdSwitchSpeaker(const byte *&str);
OpcodeReturn cmdMouseOnOff(const byte *&str);
OpcodeReturn cmdGotoScene(const byte *&str);
OpcodeReturn cmdWalkHolmesToCoords(const byte *&str);
OpcodeReturn cmdNextSong(const byte *&str);
OpcodeReturn cmdPassword(const byte *&str);
OpcodeReturn cmdPlaySong(const byte *&str);
OpcodeReturn cmdRestorePeopleSequence(const byte *&str);
OpcodeReturn cmdSetNPCDescOnOff(const byte *&str);
OpcodeReturn cmdSetNPCInfoLine(const byte *&str);
OpcodeReturn cmdNPCLabelGoto(const byte *&str);
OpcodeReturn cmdNPCLabelIfFlagGoto(const byte *&str);
OpcodeReturn cmdNPCLabelSet(const byte *&str);
OpcodeReturn cmdSetNPCOff(const byte *&str);
OpcodeReturn cmdSetNPCOn(const byte *&str);
OpcodeReturn cmdSetNPCPathDest(const byte *&str);
OpcodeReturn cmdSetNPCPathPause(const byte *&str);
OpcodeReturn cmdSetNPCPathPauseTakingNotes(const byte *&str);
OpcodeReturn cmdSetNPCPathPauseLookingHolmes(const byte *&str);
OpcodeReturn cmdSetNPCPosition(const byte *&str);
OpcodeReturn cmdSetNPCTalkFile(const byte *&str);
OpcodeReturn cmdSetNPCVerb(const byte *&str);
OpcodeReturn cmdSetNPCVerbCAnimation(const byte *&str);
OpcodeReturn cmdSetNPCVerbScript(const byte *&str);
OpcodeReturn cmdSetNPCVerbTarget(const byte *&str);
OpcodeReturn cmdSetNPCWalkGraphics(const byte *&str);
OpcodeReturn cmdSetSceneEntryFlag(const byte *&str);
OpcodeReturn cmdSetTalkSequence(const byte *&str);
OpcodeReturn cmdSetWalkControl(const byte *&str);
OpcodeReturn cmdTalkInterruptsDisable(const byte *&str);
OpcodeReturn cmdTalkInterruptsEnable(const byte *&str);
OpcodeReturn cmdTurnSoundsOff(const byte *&str);
OpcodeReturn cmdWalkHolmesAndNPCToCAnimation(const byte *&str);
OpcodeReturn cmdWalkNPCToCAnimation(const byte *&str);
OpcodeReturn cmdWalkNPCToCoords(const byte *&str);
OpcodeReturn cmdWalkHomesAndNPCToCoords(const byte *&str);
protected:
/**
* Display the talk interface window
*/
virtual void talkInterface(const byte *&str);
/**
* Called when a character being spoken to has no talk options to display
*/
virtual void nothingToSay();
/**
* Show the talk display
*/
virtual void showTalk();
public:
TattooTalk(SherlockEngine *vm);
virtual ~TattooTalk() {}
/**
* 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.
*/
virtual void talkTo(const Common::String filename);
/**
* Push the details of a passed object onto the saved sequences stack
*/
virtual void pushSequenceEntry(Object *obj);
/**
* Pulls a background object sequence from the sequence stack and restore's the
* object's sequence
*/
virtual void pullSequence(int slot = -1);
/**
* Returns true if the script stack is empty
*/
virtual bool isSequencesEmpty() const;
/**
* Clears the stack of pending object sequences associated with speakers in the scene
*/
virtual void clearSequences();
};
} // End of namespace Tattoo
} // End of namespace Sherlock
#endif
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