143 lines
4.8 KiB
C++
143 lines
4.8 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 SHERLOCK_TATTOO_TALK_H
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#define SHERLOCK_TATTOO_TALK_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/serializer.h"
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#include "common/stream.h"
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#include "common/stack.h"
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#include "sherlock/talk.h"
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#include "sherlock/tattoo/widget_password.h"
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#include "sherlock/tattoo/widget_talk.h"
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namespace Sherlock {
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namespace Tattoo {
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#define TALK_SEQUENCE_STACK_SIZE 20
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class WidgetTalk;
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class TattooTalk : public Talk {
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friend class WidgetTalk;
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private:
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WidgetTalk _talkWidget;
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WidgetPassword _passwordWidget;
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SequenceEntry _sequenceStack[TALK_SEQUENCE_STACK_SIZE];
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OpcodeReturn cmdCallTalkFile(const byte *&str);
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OpcodeReturn cmdSwitchSpeaker(const byte *&str);
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OpcodeReturn cmdMouseOnOff(const byte *&str);
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OpcodeReturn cmdGotoScene(const byte *&str);
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OpcodeReturn cmdWalkHolmesToCoords(const byte *&str);
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OpcodeReturn cmdNextSong(const byte *&str);
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OpcodeReturn cmdPassword(const byte *&str);
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OpcodeReturn cmdPlaySong(const byte *&str);
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OpcodeReturn cmdRestorePeopleSequence(const byte *&str);
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OpcodeReturn cmdSetNPCDescOnOff(const byte *&str);
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OpcodeReturn cmdSetNPCInfoLine(const byte *&str);
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OpcodeReturn cmdNPCLabelGoto(const byte *&str);
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OpcodeReturn cmdNPCLabelIfFlagGoto(const byte *&str);
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OpcodeReturn cmdNPCLabelSet(const byte *&str);
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OpcodeReturn cmdSetNPCOff(const byte *&str);
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OpcodeReturn cmdSetNPCOn(const byte *&str);
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OpcodeReturn cmdSetNPCPathDest(const byte *&str);
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OpcodeReturn cmdSetNPCPathPause(const byte *&str);
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OpcodeReturn cmdSetNPCPathPauseTakingNotes(const byte *&str);
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OpcodeReturn cmdSetNPCPathPauseLookingHolmes(const byte *&str);
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OpcodeReturn cmdSetNPCPosition(const byte *&str);
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OpcodeReturn cmdSetNPCTalkFile(const byte *&str);
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OpcodeReturn cmdSetNPCVerb(const byte *&str);
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OpcodeReturn cmdSetNPCVerbCAnimation(const byte *&str);
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OpcodeReturn cmdSetNPCVerbScript(const byte *&str);
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OpcodeReturn cmdSetNPCVerbTarget(const byte *&str);
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OpcodeReturn cmdSetNPCWalkGraphics(const byte *&str);
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OpcodeReturn cmdSetSceneEntryFlag(const byte *&str);
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OpcodeReturn cmdSetTalkSequence(const byte *&str);
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OpcodeReturn cmdSetWalkControl(const byte *&str);
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OpcodeReturn cmdTalkInterruptsDisable(const byte *&str);
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OpcodeReturn cmdTalkInterruptsEnable(const byte *&str);
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OpcodeReturn cmdTurnSoundsOff(const byte *&str);
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OpcodeReturn cmdWalkHolmesAndNPCToCAnimation(const byte *&str);
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OpcodeReturn cmdWalkNPCToCAnimation(const byte *&str);
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OpcodeReturn cmdWalkNPCToCoords(const byte *&str);
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OpcodeReturn cmdWalkHomesAndNPCToCoords(const byte *&str);
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protected:
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/**
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* Display the talk interface window
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*/
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void talkInterface(const byte *&str) override;
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/**
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* Called when a character being spoken to has no talk options to display
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*/
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void nothingToSay() override;
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/**
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* Show the talk display
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*/
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void showTalk() override;
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public:
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TattooTalk(SherlockEngine *vm);
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~TattooTalk() override {}
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/**
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* Called whenever a conversation or item script needs to be run. For standard conversations,
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* it opens up a description window similar to how 'talk' does, but shows a 'reply' directly
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* instead of waiting for a statement option.
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* @remarks It seems that at some point, all item scripts were set up to use this as well.
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* In their case, the conversation display is simply suppressed, and control is passed on to
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* doScript to implement whatever action is required.
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*/
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void talkTo(const Common::String &filename) override;
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/**
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* Push the details of a passed object onto the saved sequences stack
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*/
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void pushSequenceEntry(Object *obj) override;
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/**
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* Pulls a background object sequence from the sequence stack and restore's the
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* object's sequence
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*/
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void pullSequence(int slot = -1) override;
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/**
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* Returns true if the script stack is empty
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*/
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bool isSequencesEmpty() const override;
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/**
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* Clears the stack of pending object sequences associated with speakers in the scene
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*/
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void clearSequences() override;
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};
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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#endif
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