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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 TITANIC_BELLBOT_SCRIPT_H
#define TITANIC_BELLBOT_SCRIPT_H
#include "titanic/true_talk/tt_npc_script.h"
namespace Titanic {
class BellbotScript : public TTnpcScript {
private:
static uint _oldId;
TTmapEntryArray _states;
TTmapEntryArray _preResponses;
TTsentenceEntries _sentences[20];
TTcommonPhraseArray _phrases;
int _array[150];
int _field2D0;
int _field2D4;
int _field2D8;
int _field2DC;
bool _room107First;
private:
/**
* Setup sentence data
*/
void setupSentences();
/**
* Add the current location to the response
*/
int addLocation();
/**
* Get a dialogue Id based on the state
*/
int getStateDialogueId() const;
/**
* Sets the state value 25 based on the passed Id
*/
void setValue23(uint id);
/**
* Does preprocessing for the sentence
*/
int preprocess(const TTroomScript *roomScript, const TTsentence *sentence);
/**
* Checks for good, better, or bad in the sentence
*/
bool better(const TTsentence *sentence, uint id1, uint id2);
bool randomResponse0(const TTroomScript *roomScript, uint id);
bool randomResponse1(const TTroomScript *roomScript, uint id);
bool randomResponse2(const TTroomScript *roomScript, uint id);
void randomResponse3(const TTroomScript *roomScript, uint id);
void randomResponse4(const TTroomScript *roomScript, uint id);
int checkCommonSentences(const TTroomScript *roomScript, const TTsentence *sentence);
bool checkCommonWords(const TTroomScript *roomScript, const TTsentence *sentence);
uint getRoomDialogueId(const TTroomScript *roomScript);
/**
* Adds a description of the room to the conversation response
*/
bool addRoomDescription(const TTroomScript *roomScript);
public:
BellbotScript(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 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);
/**
* 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);
};
} // End of namespace Titanic
#endif /* TITANIC_BELLBOT_SCRIPT_H */
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