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127 lines
3.6 KiB
C++
127 lines
3.6 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 TITANIC_BELLBOT_SCRIPT_H
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#define TITANIC_BELLBOT_SCRIPT_H
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#include "titanic/true_talk/tt_npc_script.h"
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namespace Titanic {
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class BellbotScript : public TTnpcScript {
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private:
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static uint _oldId;
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TTmapEntryArray _states;
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TTmapEntryArray _preResponses;
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TTsentenceEntries _sentences[20];
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TTcommonPhraseArray _phrases;
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int _array[150];
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bool _responseFlag;
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bool _room107First;
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private:
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/**
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* Setup sentence data
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*/
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void setupSentences();
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/**
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* Add the current location to the response
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*/
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int addLocation();
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/**
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* Get a dialogue Id based on the state
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*/
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int getStateDialogueId() const;
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/**
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* Sets the state value 25 based on the passed Id
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*/
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void setValue23(uint id);
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/**
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* Does preprocessing for the sentence
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*/
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int preprocess(const TTroomScript *roomScript, const TTsentence *sentence);
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/**
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* Checks for good, better, or bad in the sentence
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*/
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bool better(const TTsentence *sentence, uint id1, uint id2);
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bool randomResponse0(const TTroomScript *roomScript, uint id);
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bool randomResponse1(const TTroomScript *roomScript, uint id);
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bool randomResponse2(const TTroomScript *roomScript, uint id);
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void randomResponse3(const TTroomScript *roomScript, uint id);
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void randomResponse4(const TTroomScript *roomScript, uint id);
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int checkCommonSentences(const TTroomScript *roomScript, const TTsentence *sentence);
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bool checkCommonWords(const TTroomScript *roomScript, const TTsentence *sentence);
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uint getRoomDialogueId(const TTroomScript *roomScript);
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/**
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* Adds a description of the room to the conversation response
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*/
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bool addRoomDescription(const TTroomScript *roomScript);
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public:
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BellbotScript(int val1, const char *charClass, int v2,
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const char *charName, int v3, int val2);
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/**
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* Does NPC specific processing of the parsed sentence
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*/
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virtual int process(const TTroomScript *roomScript, const TTsentence *sentence);
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/**
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* Called when the script/id changes
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*/
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virtual ScriptChangedResult scriptChanged(const TTroomScript *roomScript, uint id);
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virtual int handleQuote(const TTroomScript *roomScript, const TTsentence *sentence,
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uint tag1, uint tag2, uint remainder);
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/**
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* Handles updating NPC state based on specified dialogue Ids and dial positions
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*/
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virtual int updateState(uint oldId, uint newId, int index);
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/**
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* Handles getting a pre-response
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*/
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virtual int preResponse(uint id);
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/**
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* Process a sentence fragment entry
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*/
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virtual int doSentenceEntry(int val1, const int *srcIdP, const TTroomScript *roomScript, const TTsentence *sentence);
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/**
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* Handles a randomzied response
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*/
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virtual bool randomResponse(uint index);
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};
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} // End of namespace Titanic
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#endif /* TITANIC_BELLBOT_SCRIPT_H */
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