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2026-02-02 04:50:13 +01:00

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3.8 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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:
/**
* Setup sentence data
*/
void setupSentences();
/**
* 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);
/**
* 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();
protected:
static int _oldId;
TTupdateStateArray _states;
TTsentenceEntries _entries2;
TTsentenceEntries _entries3;
protected:
/**
* Does preprocessing for the sentence
*/
int preprocess(const TTroomScript *roomScript, const TTsentence *sentence);
/**
* Adds dialogue for the player's assigned room
*/
uint addAssignedRoomDialogue();
public:
DeskbotScript(int val1, const char *charClass, int v2,
const char *charName, int v3, int val2);
/**
* Does NPC specific processing of the parsed sentence
*/
int process(const TTroomScript *roomScript, const TTsentence *sentence) override;
/**
* Called when the script/id changes
*/
ScriptChangedResult scriptChanged(const TTroomScript *roomScript, uint id) override;
int handleQuote(const TTroomScript *roomScript, const TTsentence *sentence,
uint tag1, uint tag2, uint remainder) override;
/**
* Handles updating NPC state based on specified dialogue Ids and dial positions
*/
int updateState(uint oldId, uint newId, int index) override;
/**
* Handles getting a pre-response
*/
int preResponse(uint id) override;
/**
* Returns a bitset of the first three dialgs being on or not
*/
uint getDialsBitset() const override;
/**
* Process a sentence fragment entry
*/
int doSentenceEntry(int val1, const int *srcIdP, const TTroomScript *roomScript, const TTsentence *sentence) override;
/**
* Handles a randomzied response
*/
bool randomResponse(uint index) override;
/**
* 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 */