149 lines
4.3 KiB
C++
149 lines
4.3 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SHERLOCK_SCALPEL_TALK_H
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#define SHERLOCK_SCALPEL_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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namespace Sherlock {
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namespace Scalpel {
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class ScalpelTalk : public Talk {
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private:
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Common::Stack<SequenceEntry> _sequenceStack;
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OpcodeReturn cmdSwitchSpeaker(const byte *&str);
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OpcodeReturn cmdAssignPortraitLocation(const byte *&str);
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OpcodeReturn cmdGotoScene(const byte *&str);
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OpcodeReturn cmdCallTalkFile(const byte *&str);
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OpcodeReturn cmdClearInfoLine(const byte *&str);
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OpcodeReturn cmdClearWindow(const byte *&str);
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OpcodeReturn cmdDisplayInfoLine(const byte *&str);
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OpcodeReturn cmdElse(const byte *&str);
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OpcodeReturn cmdIf(const byte *&str);
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OpcodeReturn cmdMoveMouse(const byte *&str);
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OpcodeReturn cmdPlayPrologue(const byte *&str);
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OpcodeReturn cmdRemovePortrait(const byte *&str);
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OpcodeReturn cmdSfxCommand(const byte *&str);
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OpcodeReturn cmdSummonWindow(const byte *&str);
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OpcodeReturn cmdWalkToCoords(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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virtual void talkInterface(const byte *&str);
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/**
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* Pause when displaying a talk dialog on-screen
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*/
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virtual void talkWait(const byte *&str);
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/**
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* Called when the active speaker is switched
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*/
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virtual void switchSpeaker();
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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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virtual void nothingToSay();
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/**
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* Show the talk display
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*/
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virtual void showTalk();
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public:
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ScalpelTalk(SherlockEngine *vm);
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virtual ~ScalpelTalk() {}
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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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virtual void talkTo(const Common::String filename);
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/**
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* When the talk window has been displayed, waits a period of time proportional to
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* the amount of text that's been displayed
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*/
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virtual int waitForMore(int delay);
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/**
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* Draws the interface for conversation display
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*/
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void drawInterface();
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/**
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* Display a list of statements in a window at the bottom of the screen that the
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* player can select from.
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*/
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bool displayTalk(bool slamIt);
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/**
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* Prints a single conversation option in the interface window
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*/
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int talkLine(int lineNum, int stateNum, byte color, int lineY, bool slamIt);
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/**
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* Trigger to play a 3DO talk dialog movie
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*/
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bool talk3DOMovieTrigger(int subIndex);
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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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virtual void pushSequenceEntry(Object *obj);
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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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virtual void pullSequence(int slot = -1);
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/**
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* Returns true if the script stack is empty
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*/
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virtual bool isSequencesEmpty() const { return _scriptStack.empty(); }
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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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virtual void clearSequences();
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};
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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#endif
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