scummvm/engines/sherlock/talk.cpp

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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.
*
*/
#include "sherlock/talk.h"
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#include "sherlock/sherlock.h"
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#include "sherlock/screen.h"
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namespace Sherlock {
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#define SFX_COMMAND 140
/*----------------------------------------------------------------*/
/**
* Load the data for a single statement within a talk file
*/
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void Statement::synchronize(Common::SeekableReadStream &s) {
int length;
length = s.readUint16LE();
for (int idx = 0; idx < length; ++idx)
_statement += (char)s.readByte();
length = s.readUint16LE();
for (int idx = 0; idx < length; ++idx)
_reply += (char)s.readByte();
length = s.readUint16LE();
for (int idx = 0; idx < length; ++idx)
_linkFile += (char)s.readByte();
length = s.readUint16LE();
for (int idx = 0; idx < length; ++idx)
_voiceFile += (char)s.readByte();
_required.resize(s.readByte());
_modified.resize(s.readByte());
// Read in flag required/modified data
for (uint idx = 0; idx < _required.size(); ++idx)
_required[idx] = s.readUint16LE();
for (uint idx = 0; idx < _modified.size(); ++idx)
_modified[idx] = s.readUint16LE();
_portraitSide = s.readByte();
_quotient = s.readUint16LE();
}
/*----------------------------------------------------------------*/
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TalkHistoryEntry::TalkHistoryEntry() {
Common::fill(&_data[0], &_data[16], false);
}
/*----------------------------------------------------------------*/
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Talk::Talk(SherlockEngine *vm): _vm(vm) {
_talkCounter = 0;
_talkToAbort = false;
_saveSeqNum = 0;
_speaker = 0;
_talkIndex = 0;
_talkTo = 0;
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_scriptSelect = 0;
_converseNum = -1;
_talkStealth = 0;
_talkToFlag = -1;
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_moreTalkDown = _moreTalkUp = false;
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}
/**
* Called when either an NPC initiates a conversation or for inventory item
* descriptions. It opens up a description window similar to how 'talk' does,
* but shows a 'reply' directly instead of waiting for a statement option.
*/
void Talk::talkTo(const Common::String &filename) {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
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Journal &journal = *_vm->_journal;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Scripts &scripts = *_vm->_scripts;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
Common::Rect savedBounds = screen.getDisplayBounds();
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bool abortFlag = false;
if (filename.empty())
// No filename passed, so exit
return;
// If there any canimations currently running, or a portrait is being cleared,
// save the filename for later executing when the canimation is done
if (scene._ongoingCans || people._clearingThePortrait) {
// Make sure we're not in the middle of a script
if (!scripts._scriptMoreFlag) {
scripts._scriptName = filename;
scripts._scriptSaveIndex = 0;
// Flag the selection, since we don't yet know which statement yet
scripts._scriptSelect = 100;
scripts._scriptMoreFlag = 3;
}
return;
}
// Save the ui mode temporarily and switch to talk mode
int savedMode = ui._menuMode;
ui._menuMode = TALK_MODE;
// Turn on the Exit option
ui._endKeyActive = true;
if (people[AL]._walkCount || people._walkTo.size() > 0) {
// Only interrupt if an action if trying to do an action, and not just
// if the player is walking around the scene
if (people._allowWalkAbort)
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abortFlag = true;
people.gotoStand(people._player);
}
if (talk._talkToAbort)
return;
talk.freeTalkVars();
// If any sequences have changed in the prior talk file, restore them
if (_savedSequences.size() > 0) {
for (uint idx = 0; idx < _savedSequences.size(); ++idx) {
SavedSequence &ss = _savedSequences[idx];
for (uint idx2 = 0; idx2 < _savedSequences.size(); ++idx2)
scene._bgShapes[ss._objNum]._sequences[idx2] = ss._sequences[idx2];
// Reset the object's frame to the beginning of the sequence
scene._bgShapes[ss._objNum]._frameNumber = 0;
}
}
while (_sequenceStack.empty())
pullSequence();
// Restore any pressed button
if (!ui._windowOpen && savedMode != STD_MODE)
ui.restoreButton(savedMode - 1);
// Clear the ui counter so that anything displayed on the info line
// before the window was opened isn't cleared
ui._menuCounter = 0;
// Close any previous window before starting the talk
if (ui._windowOpen) {
switch (savedMode) {
case LOOK_MODE:
events.setCursor(ARROW);
if (ui._invLookFlag) {
screen.resetDisplayBounds();
ui.drawInterface(2);
}
ui.banishWindow();
ui._windowBounds.top = CONTROLS_Y1;
ui._temp = ui._oldTemp = ui._lookHelp = 0;
ui._menuMode = STD_MODE;
events._pressed = events._released = events._oldButtons = 0;
ui._invLookFlag = false;
break;
case TALK_MODE:
if (_speaker < 128)
clearTalking();
if (_talkCounter)
return;
// If we were in inventory mode looking at an object, restore the
// back buffers before closing the window, so we get the ui restored
// rather than the inventory again
if (ui._invLookFlag) {
screen.resetDisplayBounds();
ui.drawInterface(2);
ui._invLookFlag = ui._lookScriptFlag = false;
}
ui.banishWindow();
ui._windowBounds.top = CONTROLS_Y1;
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abortFlag = true;
break;
case INV_MODE:
case USE_MODE:
case GIVE_MODE:
inv.freeInv();
if (ui._invLookFlag) {
screen.resetDisplayBounds();
ui.drawInterface(2);
ui._invLookFlag = ui._lookScriptFlag = false;
}
ui._infoFlag = true;
ui.clearInfo();
ui.banishWindow(false);
ui._key = -1;
break;
case FILES_MODE:
ui.banishWindow(true);
ui._windowBounds.top = CONTROLS_Y1;
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abortFlag = true;
break;
case SETUP_MODE:
ui.banishWindow(true);
ui._windowBounds.top = CONTROLS_Y1;
ui._temp = ui._oldTemp = ui._lookHelp = ui._invLookFlag = false;
ui._menuMode = STD_MODE;
events._pressed = events._released = events._oldButtons = 0;
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abortFlag = true;
break;
}
}
screen.resetDisplayBounds();
events._pressed = events._released = false;
loadTalkFile(filename);
ui._selector = ui._oldSelector = ui._key = ui._oldKey = -1;
// Find the first statement that has the correct flags
int select = -1;
for (uint idx = 0; idx < _statements.size() && select == -1; ++idx) {
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if (_statements[idx]._talkMap == 0)
select = _talkIndex = idx;
}
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if (scripts._scriptMoreFlag && _scriptSelect != 0)
select = _scriptSelect;
if (select == -1)
error("Couldn't find statement to display");
// Add the statement into the journal and talk history
if (_talkTo != -1 && !_talkHistory[_converseNum][select])
journal.record(_converseNum | 2048, select);
_talkHistory[_converseNum][select] = true;
// Check if the talk file is meant to be a non-seen comment
if (filename[7] != '*') {
// Should we start in stealth mode?
if (_statements[select]._statement.hasPrefix("^")) {
_talkStealth = 2;
} else {
// Not in stealth mode, so bring up the ui window
_talkStealth = 0;
++_talkToFlag;
events.setCursor(WAIT);
ui._windowBounds.top = CONTROLS_Y;
ui._infoFlag = true;
ui.clearInfo();
}
// Handle replies until there's no further linked file,
// or the link file isn't a reply first cnversation
for (;;) {
_sequenceStack.clear();
_scriptSelect = select;
_speaker = _talkTo;
Statement &statement = _statements[select];
scripts.doScript(_statements[select]._reply);
if (_talkToAbort)
return;
if (!_talkStealth)
ui.clearWindow();
if (statement._modified.size() > 0) {
for (uint idx = 0; idx < statement._modified.size(); ++idx)
_vm->setFlags(statement._modified[idx]);
setTalkMap();
}
// Check for a linked file
if (!statement._linkFile.empty() && !scripts._scriptMoreFlag) {
freeTalkVars();
loadTalkFile(statement._linkFile);
// Scan for the first valid statement in the newly loaded file
select = -1;
for (uint idx = 0; idx < _statements.size(); ++idx) {
if (_statements[idx]._talkMap == 0) {
select = idx;
break;
}
}
if (_talkToFlag == 1)
scripts.pullSeq();
// Set the stealth mode for the new talk file
Statement &newStatement = _statements[select];
_talkStealth = newStatement._statement.hasPrefix("^") ? 2 : 0;
// If the new conversion is a reply first, then we don't need
// to display any choices, since the reply needs to be shown
if (!newStatement._statement.hasPrefix("*") &&
!newStatement._statement.hasPrefix("^")) {
_sequenceStack.clear();
scripts.pushSeq(_talkTo);
scripts.setStillSeq(_talkTo);
_talkIndex = select;
ui._selector = ui._oldSelector = -1;
if (!ui._windowOpen) {
// Draw the talk interface on the back buffer
drawInterface();
displayTalk(false);
} else {
displayTalk(true);
}
byte color = ui._endKeyActive ? COMMAND_FOREGROUND : COMMAND_NULL;
// If the window is alraedy open, simply draw. Otherwise, do it
// to the back buffer and then summon the window
if (ui._windowOpen) {
screen.buttonPrint(Common::Point(119, CONTROLS_Y), color, true, "Exit");
} else {
screen.buttonPrint(Common::Point(119, CONTROLS_Y), color, false, "Exit");
if (!ui._windowStyle) {
screen.slamRect(Common::Rect(0, CONTROLS_Y,
SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
} else {
ui.summonWindow();
}
ui._windowOpen = true;
}
// Break out of loop now that we're waiting for player input
events.setCursor(ARROW);
break;
} else {
// Add the statement into the journal and talk history
if (_talkTo != -1 && !_talkHistory[_converseNum][select])
journal.record(_converseNum | 2048, select);
_talkHistory[_converseNum][select] = true;
}
ui._key = ui._oldKey = COMMANDS[TALK_MODE - 1];
ui._temp = ui._oldTemp = 0;
ui._menuMode = TALK_MODE;
_talkToFlag = 2;
} else {
freeTalkVars();
if (!ui._lookScriptFlag) {
ui.banishWindow();
ui._windowBounds.top = CONTROLS_Y1;
ui._menuMode = STD_MODE;
}
break;
}
}
}
_talkStealth = 0;
events._pressed = events._released = events._oldButtons = 0;
events.clearKeyboard();
screen.setDisplayBounds(savedBounds);
_talkToAbort = abortFlag;
// If a script was added to the script stack, restore state so that the
// previous script can continue
if (!scripts._scriptStack.empty()) {
scripts.popStack();
}
events.setCursor(ARROW);
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}
void Talk::talk(int objNum) {
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// TODO
}
/**
* Clear loaded talk data
*/
void Talk::freeTalkVars() {
_statements.clear();
}
void Talk::pullSequence() {
// TODO
}
/**
* Opens the talk file 'talk.tlk' and searches the index for the specified
* conversation. If found, the data for that conversation is loaded
*/
void Talk::loadTalkFile(const Common::String &filename) {
People &people = *_vm->_people;
Resources &res = *_vm->_res;
Sound &sound = *_vm->_sound;
// Check for an existing person being talked to
_talkTo = -1;
for (int idx = 0; idx < MAX_PEOPLE; ++idx) {
if (scumm_strnicmp(filename.c_str(), people[(PeopleId)idx]._portrait.c_str(), 4)) {
_talkTo = idx;
break;
}
}
const char *chP = strchr(filename.c_str(), '.');
Common::String talkFile = !chP ? filename + ".tlk" :
Common::String(filename.c_str(), chP) + ".tlk";
// Open the talk file for reading
Common::SeekableReadStream *talkStream = res.load(talkFile);
talkStream->skip(2); // Skip talk file version num
_statements.resize(talkStream->readByte());
for (uint idx = 0; idx < _statements.size(); ++idx)
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_statements[idx].synchronize(*talkStream);
delete talkStream;
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if (!sound._voicesOn)
stripVoiceCommands();
setTalkMap();
}
void Talk::clearTalking() {
// TODO
}
/**
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* Remove any voice commands from a loaded statement list
*/
void Talk::stripVoiceCommands() {
for (uint sIdx = 0; sIdx < _statements.size(); ++sIdx) {
Statement &statement = _statements[sIdx];
// Scan for an sound effect byte, which indicates to play a sound
for (uint idx = 0; idx < statement._reply.size(); ++idx) {
if (statement._reply[idx] == SFX_COMMAND) {
// Replace instruction character with a space, and delete the
// rest of the name following it
statement._reply = Common::String(statement._reply.c_str(),
statement._reply.c_str() + idx) + " " +
Common::String(statement._reply.c_str() + 9);
}
}
// Ensure the last character of the reply is not a space from the prior
// conversion loop, to avoid any issues with the space ever causing a page
// wrap, and ending up displaying another empty page
while (statement._reply.lastChar() == ' ')
statement._reply.deleteLastChar();
}
}
/**
* Form a table of the display indexes for statements
*/
void Talk::setTalkMap() {
int statementNum = 0;
for (uint sIdx = 0; sIdx < _statements.size(); ++sIdx) {
Statement &statement = _statements[sIdx];
// Set up talk map entry for the statement
bool valid = true;
for (uint idx = 0; idx < statement._required.size(); ++idx) {
if (!_vm->readFlags(statement._required[idx]))
valid = false;
}
statement._talkMap = valid ? statementNum++ : -1;
}
}
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void Talk::drawInterface() {
// TODO
}
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/**
* Display a list of statements in a window at the bottom of the scren that the
* player can select from.
*/
bool Talk::displayTalk(bool slamIt) {
Screen &screen = *_vm->_screen;
int yp = CONTROLS_Y + 14;
int lineY = -1;
_moreTalkDown = _moreTalkUp = false;
for (uint idx = 0; idx < _statements.size(); ++idx) {
_statements[idx]._talkPos.top = _statements[idx]._talkPos.bottom = -1;
}
if (_talkIndex) {
for (uint idx = 0; idx < _statements.size(); ++idx) {
if (_statements[idx]._talkMap != -1)
_moreTalkUp = true;
}
}
// Display the up arrow if the first option is scrolled off-screen
if (_moreTalkUp) {
if (slamIt) {
screen.print(Common::Point(5, CONTROLS_Y + 13), INV_FOREGROUND, "~");
screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_FOREGROUND, true, "Up");
} else {
screen.gPrint(Common::Point(5, CONTROLS_Y + 12), INV_FOREGROUND, "~");
screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_FOREGROUND, false, "Up");
}
} else {
if (slamIt) {
screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_NULL, true, "Up");
screen.vgaBar(Common::Rect(5, CONTROLS_Y + 11, 15, CONTROLS_Y + 22), INV_BACKGROUND);
} else {
screen.buttonPrint(Common::Point(159, CONTROLS_Y), COMMAND_NULL, false, "Up");
screen._backBuffer1.fillRect(Common::Rect(5, CONTROLS_Y + 11,
15, CONTROLS_Y + 22), INV_BACKGROUND);
}
}
// Loop through the statements
bool done = false;
for (uint idx = _talkIndex; idx < _statements.size() && !done; ++idx) {
Statement &statement = _statements[idx];
if (statement._talkMap != -1) {
bool flag = _talkHistory[_converseNum][idx];
lineY = talkLine(idx, statement._talkMap, flag ? TALK_NULL : INV_FOREGROUND,
yp, slamIt);
if (lineY != -1) {
statement._talkPos.top = yp;
yp = lineY;
statement._talkPos.bottom = yp;
if (yp == SHERLOCK_SCREEN_HEIGHT)
done = true;
} else {
done = true;
}
}
}
// Display the down arrow if there are more statements available
if (lineY == -1 || lineY == SHERLOCK_SCREEN_HEIGHT) {
_moreTalkDown = true;
if (slamIt) {
screen.print(Common::Point(5, 190), INV_FOREGROUND, "|");
screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_FOREGROUND, true, "Down");
} else {
screen.gPrint(Common::Point(5, 189), INV_FOREGROUND, "|");
screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_FOREGROUND, false, "Down");
}
} else {
if (slamIt) {
screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_NULL, true, "Down");
screen.vgaBar(Common::Rect(5, 189, 16, 199), INV_BACKGROUND);
} else {
screen.buttonPrint(Common::Point(200, CONTROLS_Y), COMMAND_FOREGROUND, false, "Down");
screen._backBuffer1.fillRect(Common::Rect(5, 189, 16, 199), INV_BACKGROUND);
}
}
return done;
}
int Talk::talkLine(int lineNum, int stateNum, byte color, int lineY, bool slamIt) {
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// TODO
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return 0;
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}
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} // End of namespace Sherlock