|
Common::Array< Statement > | _statements |
|
bool | _talkToAbort |
|
int | _talkCounter |
|
int | _talkTo |
|
int | _scriptMoreFlag |
|
bool | _openTalkWindow |
|
Common::String | _scriptName |
|
bool | _moreTalkUp |
|
bool | _moreTalkDown |
|
int | _converseNum |
|
const byte * | _opcodes |
|
int | _speaker |
|
|
| 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) |
|
bool | isOpcode (byte checkCharacter) |
|
void | setTalkMap () |
|
virtual int | waitForMore (int delay) |
|
virtual void | talkInterface (const byte *&str)=0 |
|
virtual void | talkWait (const byte *&str) |
|
virtual void | showTalk ()=0 |
|
virtual void | nothingToSay ()=0 |
|
virtual void | switchSpeaker () |
|
◆ isOpcode()
bool Sherlock::Talk::isOpcode |
( |
byte |
checkCharacter | ) |
|
|
protected |
Checks if a character is an opcode
◆ setTalkMap()
void Sherlock::Talk::setTalkMap |
( |
| ) |
|
|
protected |
Form a table of the display indexes for statements
◆ waitForMore()
virtual int Sherlock::Talk::waitForMore |
( |
int |
delay | ) |
|
|
protectedvirtual |
When the talk window has been displayed, waits a period of time proportional to the amount of text that's been displayed
Reimplemented in Sherlock::Scalpel::ScalpelTalk.
◆ talkInterface()
virtual void Sherlock::Talk::talkInterface |
( |
const byte *& |
str | ) |
|
|
protectedpure virtual |
◆ talkWait()
virtual void Sherlock::Talk::talkWait |
( |
const byte *& |
str | ) |
|
|
protectedvirtual |
◆ showTalk()
virtual void Sherlock::Talk::showTalk |
( |
| ) |
|
|
protectedpure virtual |
◆ nothingToSay()
virtual void Sherlock::Talk::nothingToSay |
( |
| ) |
|
|
protectedpure virtual |
◆ switchSpeaker()
virtual void Sherlock::Talk::switchSpeaker |
( |
| ) |
|
|
inlineprotectedvirtual |
◆ operator[]()
Statement& Sherlock::Talk::operator[] |
( |
int |
idx | ) |
|
|
inline |
Return a given talk statement
◆ talkTo()
virtual void Sherlock::Talk::talkTo |
( |
const Common::String & |
filename | ) |
|
|
virtual |
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.
Reimplemented in Sherlock::Tattoo::TattooTalk, and Sherlock::Scalpel::ScalpelTalk.
◆ doScript()
Parses a reply for control codes and display text. The found text is printed within the text window, handles delays, animations, and animating portraits.
◆ initTalk()
void Sherlock::Talk::initTalk |
( |
int |
objNum | ) |
|
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
◆ freeTalkVars()
void Sherlock::Talk::freeTalkVars |
( |
| ) |
|
◆ loadTalkFile()
virtual void Sherlock::Talk::loadTalkFile |
( |
const Common::String & |
filename | ) |
|
|
virtual |
Opens the talk file 'talk.tlk' and searches the index for the specified conversation. If found, the data for that conversation is loaded
Reimplemented in Sherlock::Scalpel::ScalpelTalk.
◆ pushSequence()
void Sherlock::Talk::pushSequence |
( |
int |
speaker | ) |
|
Push the sequence of a background object that's an NPC that needs to be saved onto the sequence stack.
◆ pushSequenceEntry()
virtual void Sherlock::Talk::pushSequenceEntry |
( |
Object * |
obj | ) |
|
|
pure virtual |
◆ clearSequences()
virtual void Sherlock::Talk::clearSequences |
( |
| ) |
|
|
pure virtual |
◆ popStack()
void Sherlock::Talk::popStack |
( |
| ) |
|
Pops an entry off of the script stack
◆ synchronize()
void Sherlock::Talk::synchronize |
( |
Serializer & |
s | ) |
|
Synchronize the data for a savegame
◆ drawInterface()
virtual void Sherlock::Talk::drawInterface |
( |
| ) |
|
|
inlinevirtual |
◆ displayTalk()
virtual bool Sherlock::Talk::displayTalk |
( |
bool |
slamIt | ) |
|
|
inlinevirtual |
Display a list of statements in a window at the bottom of the screen that the player can select from.
Reimplemented in Sherlock::Scalpel::ScalpelTalk.
◆ talkLine()
virtual int Sherlock::Talk::talkLine |
( |
int |
lineNum, |
|
|
int |
stateNum, |
|
|
byte |
color, |
|
|
int |
lineY, |
|
|
bool |
slamIt |
|
) |
| |
|
inlinevirtual |
◆ pullSequence()
virtual void Sherlock::Talk::pullSequence |
( |
int |
slot = -1 | ) |
|
|
pure virtual |
◆ isSequencesEmpty()
virtual bool Sherlock::Talk::isSequencesEmpty |
( |
| ) |
const |
|
pure virtual |
The documentation for this class was generated from the following file: