scummvm/engines/sherlock/talk.h

370 lines
10 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 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 SHERLOCK_TALK_H
#define SHERLOCK_TALK_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/stream.h"
#include "common/stack.h"
#include "sherlock/objects.h"
#include "sherlock/saveload.h"
namespace Sherlock {
#define SPEAKER_REMOVE 0x80
#define MAX_TALK_SEQUENCES 11
enum {
OP_SWITCH_SPEAKER = 0,
OP_RUN_CANIMATION = 1,
OP_ASSIGN_PORTRAIT_LOCATION = 2,
OP_PAUSE = 3,
OP_REMOVE_PORTRAIT = 4,
OP_CLEAR_WINDOW = 5,
OP_ADJUST_OBJ_SEQUENCE = 6,
OP_WALK_TO_COORDS = 7,
OP_PAUSE_WITHOUT_CONTROL = 8,
OP_BANISH_WINDOW = 9,
OP_SUMMON_WINDOW = 10,
OP_SET_FLAG = 11,
OP_SFX_COMMAND = 12,
OP_TOGGLE_OBJECT = 13,
OP_STEALTH_MODE_ACTIVE = 14,
OP_IF_STATEMENT = 15,
OP_ELSE_STATEMENT = 16,
OP_END_IF_STATEMENT = 17,
OP_STEALTH_MODE_DEACTIVATE = 18,
OP_TURN_HOLMES_OFF = 19,
OP_TURN_HOLMES_ON = 20,
OP_GOTO_SCENE = 21,
OP_PLAY_PROLOGUE = 22,
OP_ADD_ITEM_TO_INVENTORY = 23,
OP_SET_OBJECT = 24,
OP_CALL_TALK_FILE = 25,
OP_MOVE_MOUSE = 26,
OP_DISPLAY_INFO_LINE = 27,
OP_CLEAR_INFO_LINE = 28,
OP_WALK_TO_CANIMATION = 29,
OP_REMOVE_ITEM_FROM_INVENTORY = 30,
OP_ENABLE_END_KEY = 31,
OP_DISABLE_END_KEY = 32,
OP_END_TEXT_WINDOW = 33,
OP_MOUSE_OFF_ON = 34,
OP_SET_WALK_CONTROL = 35,
OP_SET_TALK_SEQUENCE = 36,
OP_PLAY_SONG = 37,
OP_WALK_HOLMES_AND_NPC_TO_CANIM = 38,
OP_SET_NPC_PATH_DEST = 39,
OP_NEXT_SONG = 40,
OP_SET_NPC_PATH_PAUSE = 41,
OP_NEED_PASSWORD = 42,
OP_SET_SCENE_ENTRY_FLAG = 43,
OP_WALK_NPC_TO_CANIM = 44,
OP_WALK_NPC_TO_COORDS = 45,
OP_WALK_HOLMES_AND_NPC_TO_COORDS = 46,
OP_SET_NPC_TALK_FILE = 47,
OP_TURN_NPC_OFF = 48,
OP_TURN_NPC_ON = 49,
OP_NPC_DESC_ON_OFF = 50,
OP_NPC_PATH_PAUSE_TAKING_NOTES = 51,
OP_NPC_PATH_PAUSE_LOOKING_HOLMES = 52,
OP_ENABLE_TALK_INTERRUPTS = 53,
OP_DISABLE_TALK_INTERRUPTS = 54,
OP_SET_NPC_INFO_LINE = 55,
OP_SET_NPC_POSITION = 56,
OP_NPC_PATH_LABEL = 57,
OP_PATH_GOTO_LABEL = 58,
OP_PATH_IF_FLAG_GOTO_LABEL = 59,
OP_NPC_WALK_GRAPHICS = 60,
OP_NPC_VERB = 61,
OP_NPC_VERB_CANIM = 62,
OP_NPC_VERB_SCRIPT = 63,
OP_RESTORE_PEOPLE_SEQUENCE = 64,
OP_NPC_VERB_TARGET = 65,
OP_TURN_SOUNDS_OFF = 66,
OP_NULL = 67
};
enum OpcodeReturn { RET_EXIT = -1, RET_SUCCESS = 0, RET_CONTINUE = 1 };
class SherlockEngine;
class Talk;
namespace Scalpel { class ScalpelUserInterface; }
typedef OpcodeReturn(Talk::*OpcodeMethod)(const byte *&str);
struct SequenceEntry {
int _objNum;
Common::Array<byte> _sequences;
Object *_obj; // Pointer to the bgshape that these values go to
short _frameNumber; // Frame number in frame sequence to draw
short _sequenceNumber; // Start frame of sequences that are repeated
int _seqStack; // Allows gosubs to return to calling frame
int _seqTo; // Allows 1-5, 8-3 type sequences encoded
int _seqCounter; // How many times this sequence has been executed
int _seqCounter2;
SequenceEntry();
};
struct ScriptStackEntry {
Common::String _name;
int _currentIndex;
int _select;
};
struct Statement {
Common::String _statement;
Common::String _reply;
Common::String _linkFile;
Common::String _voiceFile;
Common::Array<int> _required;
Common::Array<int> _modified;
int _portraitSide;
int _quotient;
int _talkMap;
Common::Rect _talkPos;
int _journal;
/**
* Load the data for a single statement within a talk file
*/
void load(Common::SeekableReadStream &s, bool isRoseTattoo);
};
struct TalkHistoryEntry {
bool _data[16];
TalkHistoryEntry();
bool &operator[](int index) { return _data[index]; }
};
class Talk {
friend class Scalpel::ScalpelUserInterface;
private:
/**
* Remove any voice commands from a loaded statement list
*/
void stripVoiceCommands();
protected:
SherlockEngine *_vm;
OpcodeMethod *_opcodeTable;
Common::Stack<SequenceEntry> _savedSequences;
Common::Stack<ScriptStackEntry> _scriptStack;
Common::Array<TalkHistoryEntry> _talkHistory;
int _talkIndex;
int _scriptSelect;
int _talkStealth;
int _talkToFlag;
int _scriptSaveIndex;
int _3doSpeechIndex;
// These fields are used solely by doScript, but are fields because all the script opcodes are
// separate methods now, and need access to these fields
int _yp;
int _charCount;
int _line;
int _wait;
bool _pauseFlag;
bool _endStr, _noTextYet;
int _seqCount;
const byte *_scriptStart, *_scriptEnd;
protected:
Talk(SherlockEngine *vm);
OpcodeReturn cmdAddItemToInventory(const byte *&str);
OpcodeReturn cmdAdjustObjectSequence(const byte *&str);
OpcodeReturn cmdBanishWindow(const byte *&str);
OpcodeReturn cmdDisableEndKey(const byte *&str);
OpcodeReturn cmdEnableEndKey(const byte *&str);
OpcodeReturn cmdEndTextWindow(const byte *&str);
OpcodeReturn cmdHolmesOff(const byte *&str);
OpcodeReturn cmdHolmesOn(const byte *&str);
OpcodeReturn cmdPause(const byte *&str);
OpcodeReturn cmdPauseWithoutControl(const byte *&str);
OpcodeReturn cmdRemoveItemFromInventory(const byte *&str);
OpcodeReturn cmdRunCAnimation(const byte *&str);
OpcodeReturn cmdSetFlag(const byte *&str);
OpcodeReturn cmdSetObject(const byte *&str);
OpcodeReturn cmdStealthModeActivate(const byte *&str);
OpcodeReturn cmdStealthModeDeactivate(const byte *&str);
OpcodeReturn cmdToggleObject(const byte *&str);
OpcodeReturn cmdWalkToCAnimation(const byte *&str);
protected:
/**
* Checks if a character is an opcode
*/
bool isOpcode(byte checkCharacter);
/**
* Form a table of the display indexes for statements
*/
void setTalkMap();
/**
* When the talk window has been displayed, waits a period of time proportional to
* the amount of text that's been displayed
*/
virtual int waitForMore(int delay);
/**
* Display the talk interface window
*/
virtual void talkInterface(const byte *&str) = 0;
/**
* Pause when displaying a talk dialog on-screen
*/
virtual void talkWait(const byte *&str);
/**
* Show the talk display
*/
virtual void showTalk() = 0;
/**
* Called when a character being spoken to has no talk options to display
*/
virtual void nothingToSay() = 0;
/**
* Called when the active speaker is switched
*/
virtual void switchSpeaker() {}
public:
Common::Array<Statement> _statements;
bool _talkToAbort;
int _talkCounter;
int _talkTo;
int _scriptMoreFlag;
bool _openTalkWindow;
Common::String _scriptName;
bool _moreTalkUp, _moreTalkDown;
int _converseNum;
const byte *_opcodes;
int _speaker;
public:
static Talk *init(SherlockEngine *vm);
virtual ~Talk() {}
/**
* Return a given talk statement
*/
Statement &operator[](int idx) { return _statements[idx]; }
/**
* Called whenever a conversation or item script needs to be run. For standard conversations,
* it opens up a description window similar to how 'talk' does, but shows a 'reply' directly
* instead of waiting for a statement option.
* @remarks It seems that at some point, all item scripts were set up to use this as well.
* In their case, the conversation display is simply suppressed, and control is passed on to
* doScript to implement whatever action is required.
*/
virtual void talkTo(const Common::String filename);
/**
* Parses a reply for control codes and display text. The found text is printed within
* the text window, handles delays, animations, and animating portraits.
*/
void doScript(const Common::String &script);
/**
* Main method for handling conversations when a character to talk to has been
* selected. It will make Holmes walk to the person to talk to, draws the
* interface window for the conversation and passes on control to give the
* player a list of options to make a selection from
*/
void initTalk(int objNum);
/**
* Clear loaded talk data
*/
void freeTalkVars();
/**
* Opens the talk file 'talk.tlk' and searches the index for the specified
* conversation. If found, the data for that conversation is loaded
*/
virtual void loadTalkFile(const Common::String &filename);
/**
* Push the sequence of a background object that's an NPC that needs to be
* saved onto the sequence stack.
*/
void pushSequence(int speaker);
/**
* Push the details of a passed object onto the saved sequences stack
*/
virtual void pushSequenceEntry(Object *obj) = 0;
/**
* Clears the stack of pending object sequences associated with speakers in the scene
*/
virtual void clearSequences() = 0;
/**
* Pops an entry off of the script stack
*/
void popStack();
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s);
/**
* Draws the interface for conversation display
*/
virtual void drawInterface() {}
/**
* Display a list of statements in a window at the bottom of the screen that the
* player can select from.
*/
virtual bool displayTalk(bool slamIt) { return false; }
/**
* Prints a single conversation option in the interface window
*/
virtual int talkLine(int lineNum, int stateNum, byte color, int lineY, bool slamIt) { return 0; }
/**
* Pulls a background object sequence from the sequence stack and restore's the
* object's sequence
*/
virtual void pullSequence(int slot = -1) = 0;
/**
* Returns true if the script stack is empty
*/
virtual bool isSequencesEmpty() const = 0;
};
} // End of namespace Sherlock
#endif