! phtalkoo.h: the Photopia-based menu conversation object-oriented library
!
! based on phototalk.inf by Adam Cadre, the Photopia dialogue source
! object-oriented and somewhat changed into phtalkoo.h by David Glasser 21-Jul-1999
! improved for Triform 1.2 by Hunter Hoke 24-Jan-18
! This file is a library based on the Photopia menu conversation
! system. Its principles differ little from Adam's binary-flag module, flags.h.
!
! Each NPC needs to inherit from the converser class. They must each
! provide the member functions SayQ(x) and Respond(x), which print
! the xth quip's 'title' and response; Respond often does stuff in
! addition to printing the response.
!
! Each NPC should also provide an InitQuips() member function, which
! should turn on (see below) the quips that should default to being
! on. You should put the following in your Initialise function:
! QuipInit();
!
! NPC.SetQuip(42, 1) turns the NPC's quip #42 on; NPC.SetQuip(42, 0)
! turns it off. NPC.QuipOn(42) and NPC.QuipOff(42) are shortcuts for
! the above. NPC.QuipsOff(N, a, b, ...) turns off N quips, which are the
! rest of the arguments; N must be less than 7, as Inform only accepts 7
! arguments per function. There is also NPC.QuipsOn, which does what you'd
! expect. Finally, NPC.TestQuip(42) returns 1 if quip 42 is on or 0 if not.
!
! Quips are 0-based; by default, you can use fifty-six quips, from 0
! to 55.
!
! NOTE TO PHOTOTALK.INF USERS: In Adam's file, QuipOn was the tester
! and there was no shortcut for setting. Here, TestQuip tests and
! QuipOn sets.
!
! You may wish to add life and/or orders routines to the converser
! class, and/or modify the various messages below.
!
! If any given converser needs more than 56 quips, you can change
! (either in the class below or by overloading on the specific converser)
! the qflag declaration to have N/8 zeros, and MAXQUIP to be N-1, where
! N is the amount of quips you want for the converser, and is a multiple of
! 8.
!
! You may want to Replace some or all of AskSub, AskForSub, TellSub,
! GiveSub, ShowSub, and AnswerSub with:
! [ FooSub; "Please use >TALK TO PLAYER to interact in this game."; ];
! and put the following into the converser class:
! orders [; "Please use >TALK TO PLAYER to interact in this game."; ]
!
! An example can be found, commented out, at the end of this file.
Class Converser
class Person
with
qflag 0 0 0 0 0 0 0, ! 56 should be enough
MAXQUIP 55, ! like a constant
before [x z ok selected;
TalkTo:
for (x=0 : x <= self.MAXQUIP : x++) {
if (self.TestQuip(x)) { ok++; }
}
for (x=0: x <= self.MAXQUIP: x++) {
if (self.TestQuip(x)) {
z++;
print "[", z, "] ";
self.SayQ(x);
}
}
! Get the choice and respond to it.
new_line;
do {
print "Select an option or 0 to say nothing >> ";
@read buffer parse DrawStatusLine;
selected = TryNumber(1);
} until ((selected >= 0) && (selected <= z));
if (selected == 0)
{ print "^"; CSubjectDont(player,true); print " say anything after all.^"; }
if (selected ~= 0) {
ok = 0; new_line;
for (x=0: x <= self.MAXQUIP: x++) {
if (self.TestQuip(x)) {
ok++;
if (ok == selected) {
self.Respond(x);
} ! end if it's the right one
} !end if it's even on
} !end for all the possible quips
} !end if we want any response
rtrue;
} !end if there are any quips
print_ret CSubjectCant(actor,true), " think of anything in particular to say.";
],
SetQuip [ line onoff y z;
if (line > self.MAXQUIP) {
"Oh, dear! Too high a quip in ", (the) self, ".SetQuip! [BUG]";
}
y = line / 8; ! y is the bytecount
z = line % 8; ! z is the bitnum
z = TwoPower(z); ! now a byte with only that bit set
if (onoff == 1) {
self.&qflag->y = self.&qflag->y | z; }
if (onoff == 0) {
self.&qflag->y = self.&qflag->y & ~z; }
],
QuipOn [line; self.SetQuip(line, 1); ],
QuipOff [line; self.SetQuip(line, 0); ],
QuipsOn [n a b c d e f; ! this function can probably be written better
if ((n < 0) || (n > 6)) { ! 0 is ignored
"QuipsOn called with first arg ", n, "!";
}
if (n == 0) return; self.QuipOn(a);
if (n == 1) return; self.QuipOn(b);
if (n == 2) return; self.QuipOn(c);
if (n == 3) return; self.QuipOn(d);
if (n == 4) return; self.QuipOn(e);
if (n == 5) return; self.QuipOn(f);
],
QuipsOff [n a b c d e f; ! this function can probably be written better
if ((n < 0) || (n > 6)) { ! 0 is ignored
"QuipsOff called with first arg ", n, "!";
}
if (n == 0) return; self.QuipOff(a);
if (n == 1) return; self.QuipOff(b);
if (n == 2) return; self.QuipOff(c);
if (n == 3) return; self.QuipOff(d);
if (n == 4) return; self.QuipOff(e);
if (n == 5) return; self.QuipOff(f);
],
TestQuip [line y z;
if (line > self.MAXQUIP) {
"Oh, dear! Too high a quip in ", (the) self, ".TestQuip! [BUG]";
}
y = line / 8;
z = line % 8;
z = TwoPower(z);
if (self.&qflag->y & z == z) { rtrue; }
rfalse;
],
SayQ [; "Something? [BUG]";],
Respond [; "I don't know what to say. [BUG]"; ],
InitQuips [; "~My InitQuips should be overloaded,~ says ", (the) self, ". [BUG]";],
has animate
;
[ TalkToSub; ! One method of communication to rule them all
if (noun == player) "Talking to yourself is not particularly fun.";
if (~~(noun ofclass converser)) "Generally, it's best to talk to living things.";
print (The) noun;
if (noun has pluralname) print " don't";
else print " doesn't";
" seem interested.";
];