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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_TRUE_TALK_MANAGER_H
#define TITANIC_TRUE_TALK_MANAGER_H
#include "titanic/messages/messages.h"
#include "titanic/support/simple_file.h"
#include "titanic/true_talk/dialogue_file.h"
#include "titanic/true_talk/title_engine.h"
#include "titanic/true_talk/tt_scripts.h"
#include "titanic/true_talk/tt_talker.h"
namespace Titanic {
class CGameManager;
class CTreeItem;
class CViewItem;
class CTrueTalkManager;
class CTrueTalkNPC;
class CTrueTalkManager {
private:
CGameManager *_gameManager;
STtitleEngine _titleEngine;
TTScripts _scripts;
int _currentCharId;
CDialogueFile *_dialogueFile;
int _dialogueId;
int _field18;
TTTalkerList _talkers;
private:
/**
* Loads the statics for the class
*/
static void loadStatics(SimpleFile *file);
/**
* Saves the statics associated with the class
*/
static void saveStatics(SimpleFile *file);
/**
* Loads an NPC from file
*/
void loadNPC(SimpleFile *file, int charId);
/**
* Saves the specified NPC to file
*/
void saveNPC(SimpleFile *file, int charId) const;
/**
* Gets the script associated with an NPC game object
*/
TTNamedScript *getNpcScript(CTrueTalkNPC *npc) const;
/**
* Gets the script associated with the current room
*/
TTRoomScript *getRoomScript() const;
/**
* Loads assets for the current character, if it's changed
*/
void loadAssets(CTrueTalkNPC *npc, int charId);
void setDialogue(CTrueTalkNPC *npc, TTRoomScript *roomScript, CViewItem *view);
/**
* Read in text from the dialogue file
*/
CString readDialogueString();
/**
* Read in the sound from the dialogue file
*/
int readDialogSound();
/**
* Triggers animation for the NPC
*/
void triggerNPC(CTrueTalkNPC *npc);
void setTalker(TTTalker *talker, TTRoomScript *roomScript, CViewItem *view, bool isParrot);
public:
static int _v1;
static int _v2;
static int _v3;
static bool _v4;
static bool _v5;
static int _v6;
static int _v7;
static bool _v8;
static int _v9;
static bool _v10;
static int _v11[41];
static CTrueTalkNPC *_currentNPC;
static void setFlags(int index, int val);
public:
/**
* Get a specified state value from the currently set NPC
*/
static int getStateVal(int stateNum);
/**
* Trigger an NPC action
*/
static bool triggerAction(int action, int param);
public:
CTrueTalkManager(CGameManager *owner);
~CTrueTalkManager();
/**
* Save the data for the class to file
*/
void save(SimpleFile *file) const;
/**
* Load the data for the class from file
*/
void load(SimpleFile *file);
/**
* Clear the manager
*/
void clear();
/**
* Called when a game is about to be loaded
*/
void preLoad();
/**
* Called when loading a game is complete
*/
void postLoad() {}
/**
* Called when a game is about to be saved
*/
void preSave() {}
/**
* Called when a game has finished being saved
*/
void postSave() {}
/**
* Returns the scripts for the manager
*/
TTScripts &getScripts() { return _scripts; }
/**
* Remove any completed talkers
*/
void removeCompleted();
void update2();
/**
* Start a TrueTalk conversation
*/
void start(CTrueTalkNPC *npc, uint id, CViewItem *view);
/**
* Return a TrueTalk talker/script
*/
TTNamedScript *getTalker(const CString &name) const;
/**
* Process player's input
*/
void processInput(CTrueTalkNPC *npc, CTextInputMsg *msg, CViewItem *view);
};
} // End of namespace Titanic
#endif /* TITANIC_TRUE_TALK_MANAGER_H */
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