157 lines
3.8 KiB
C++
157 lines
3.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TITANIC_DESKBOT_SCRIPT_H
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#define TITANIC_DESKBOT_SCRIPT_H
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#include "common/array.h"
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#include "titanic/true_talk/tt_npc_script.h"
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namespace Titanic {
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class DeskbotScript : public TTnpcScript {
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private:
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/**
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* Setup sentence data
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*/
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void setupSentences();
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/**
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* Adds dialogue for the player's assigned room
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*/
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uint addAssignedRoomDialogue2();
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/**
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* Adds dialogue for the player's assigned room
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*/
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void addAssignedRoomDialogue3();
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/**
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* Gets a dialogue Id based on the NPC's state
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*/
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uint getStateDialogueId() const;
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/**
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* Sets the current state for what the Deskbot is doing/asking
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*/
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void setCurrentState(uint newId, uint index);
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/**
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* Scans the quotes tree
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*/
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int searchQuotes(const TTroomScript *roomScript, const TTsentence *sentence);
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/**
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* Checks for common words
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*/
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int checkCommonWords(const TTsentence *sentence);
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/**
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* Adds a dialogue for asking the player what kind of breakfast they'd like
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*/
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void addAskBreakfast();
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/**
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* Adds a dialogue description for the player's assigned room
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*/
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void addAssignedRoom();
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protected:
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static int _oldId;
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TTupdateStateArray _states;
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TTsentenceEntries _entries2;
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TTsentenceEntries _entries3;
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protected:
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/**
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* Does preprocessing for the sentence
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*/
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int preprocess(const TTroomScript *roomScript, const TTsentence *sentence);
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/**
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* Adds dialogue for the player's assigned room
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*/
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uint addAssignedRoomDialogue();
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public:
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DeskbotScript(int val1, const char *charClass, int v2,
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const char *charName, int v3, int val2);
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/**
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* Does NPC specific processing of the parsed sentence
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*/
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int process(const TTroomScript *roomScript, const TTsentence *sentence) override;
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/**
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* Called when the script/id changes
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*/
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ScriptChangedResult scriptChanged(const TTroomScript *roomScript, uint id) override;
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int handleQuote(const TTroomScript *roomScript, const TTsentence *sentence,
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uint tag1, uint tag2, uint remainder) override;
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/**
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* Handles updating NPC state based on specified dialogue Ids and dial positions
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*/
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int updateState(uint oldId, uint newId, int index) override;
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/**
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* Handles getting a pre-response
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*/
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int preResponse(uint id) override;
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/**
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* Returns a bitset of the first three dialgs being on or not
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*/
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uint getDialsBitset() const override;
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/**
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* Process a sentence fragment entry
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*/
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int doSentenceEntry(int val1, const int *srcIdP, const TTroomScript *roomScript, const TTsentence *sentence) override;
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/**
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* Handles a randomzied response
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*/
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bool randomResponse(uint index) override;
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/**
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* Returns true if dial 1 is the medium (1) region
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*/
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virtual bool isDial0Medium() const;
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/**
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* Returns true if dial 0 is the low end region
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*/
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virtual bool isDial0Low() const;
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/**
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* Returns true if dial 1 is the medium (1) region
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*/
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bool isDial1Medium() const;
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/**
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* Returns true if dial 1 is the low end region
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*/
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virtual bool isDial1Low() const;
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};
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} // End of namespace Titanic
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#endif /* TITANIC_DESKBOT_SCRIPT_H */
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