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
|
/* 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:
static int _oldId;
TTupdateStateArray _states;
TTsentenceEntries _entries2;
TTsentenceEntries _entries3;
private:
/**
* Setup sentence data
*/
void setupSentences();
/**
* Adds dialogue for the player's assigned room
*/
uint addAssignedRoomDialogue();
/**
* 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);
/**
* Does preprocessing for the sentence
*/
int preprocess(const TTroomScript *roomScript, const TTsentence *sentence);
/**
* 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();
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 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);
/**
* 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 */
|