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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_MAITRED_SCRIPT_H
#define TITANIC_MAITRED_SCRIPT_H
#include "titanic/true_talk/tt_npc_script.h"
namespace Titanic {
class MaitreDScript : public TTnpcScript {
private:
TTmapEntryArray _states;
TTsentenceEntries _sentences1;
int _answerCtr;
private:
/**
* Setup sentence data
*/
void setupSentences();
/**
* Alter dialogue Id based on current NPC state
*/
uint getStateDialogueId(uint oldId, uint newId);
/**
* Starts the MaitreD fighting, if he isn't already
*/
void startFighting();
/**
* Stops the MaitreD fighting
*/
void stopFighting(bool flag);
/**
* Sets flags 10 to different values based on the passed
* dialogue Id
*/
void setFlags10(uint newId, uint index);
/**
* Does preprocessing for the sentence
*/
int preprocess(const TTroomScript *roomScript, const TTsentence *sentence);
public:
MaitreDScript(int val1, const char *charClass, int v2,
const char *charName, int v3, int val2);
/**
* Chooses and adds a conversation response based on a specified tag Id.
*/
virtual int chooseResponse(const TTroomScript *roomScript, const TTsentence *sentence, uint tag);
/**
* 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 tag1, uint tag2, 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);
};
} // End of namespace Titanic
#endif /* TITANIC_MAITRED_SCRIPT_H */
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