! plphtoo.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. Adapted for Platypus by Alexandre Muņiz in 2001.

! 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 Character 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. If you override the Startup() function for an NPC, be sure to call
! self.Character::Startup() in its Startup().
!
! 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 Character
! class, and/or modify the various messages below.
!
! If any given character needs more than 56 quips, you can change
! (either in the class below or by overloading on the specific character)
! 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 character, 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 Character 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 Character
   with
    qflag 0 0 0 0 0 0 0, ! 56 should be enough
    MAXQUIP 55,  ! like a constant
    respond [x z ok selected;
	TalkTo:
        for (x=0 : x <= self.MAXQUIP : x++)
      	{
	  if (self.TestQuip(x)) { ok++; }
      	}
        if (ok > 0)
      	{
       	  print "What would you like to say?^^";
	  
	  ! List the lines you have to choose from.
	  
	  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 "^You decide not to 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.Response(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
      
      "You can't 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;
    ],
    startup [; self.InitQuips(); ],
    SayQ [; "Something? [BUG]";],
    Response [; "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 Character)) "Generally, it's best to talk to
  living things.";
   if (OnRoutines() || AfterRoutines()) rtrue;
                  print (The) noun;
                  if (noun has pluralname) print " don't";
                          else print " doesn't";
                              " seem interested.";
];

[ TwoPower a;
	switch(a) {
	0:	return $$000000001;
	1:	return $$000000010;
	2:	return $$000000100;
	3:	return $$000001000;
	4:	return $$000010000;
	5:	return $$000100000;
	6:	return $$001000000;
	7:	return $$010000000;
	}
	"Error: TwoPower out of range: ", a, "!"; 
];

Verb 'talk'
   * 'to' creature -> TalkTo
   * 'to' noun -> TalkTo
;

!Constant Story "Joe Schmoe";
!Constant Headline "^An Interactive phtalkoo.h Test^
!				Copyright (c) 1998 by David S. Glasser.^";
!
!Include "First";      
!Include "Middle";
!Include "plphtoo.h";
!
![ Initialise;
!	print "^Joe Schmoe is yor frend!^^";
!  
!];
!
!Object here "Joe Schmoe's Place"
!  has light,
!  with description "You are in Joe Schmoe's place.",
!    startup [; move player to self;];
!
!Character -> JoeSchmoe "Joe Schmoe"
!	with name 'Joe' 'Schmoe',
!	description "This is Joe.  It's yor frend!",
!	SayQ [line; switch (line) {
!			0: "Who are you?";
!			1:   "Why does Inform hate you?";
!			2:     "You probably just left out a semi-colon.";
!			3:     "I don't care.";
!			4:   "Ha, ha.  Inform hates you.";
!			5: "Do you like a monkey?";
!			6:   "Only crazy people like monkeys.";
!			7:   "No, I said ~a monkey~, not ~monkeys~.";
!			8:   "I like monkeys too.";
!        }
!        ],
!	Response [line; switch (line) {
!			0:	self.QuipOff(0); self.QuipsOn(2, 1,4);
!				"~My name is Joe Schmoe and Inform hates me.~";
!			1:	self.QuipOff(1); self.QuipsOn(2, 2,3);
!				"~I tried to compile a game and it gave me forty errors.~";
!			2:	deadflag = 2; ! no need to set quips when the game's over
!				"~Thanks so much!  You're the greatest!~";
!			3,4:deadflag = 1;
!				"~I hate you!~^Joe kills you.";
!			5:	self.QuipOff(5); self.QuipsOn(3, 6,7,8);
!				"~Of course I like monkeys.~";
!			6:	deadflag = 1;
!				"~I hate you!~^Joe kills you.";
!			7:	deadflag = 1;
!				"~I hate pedants!~^Joe kills you.";
!			8:	deadflag = 2;
!				"~Now we can be friends!~";
!			}
!	],
!	InitQuips [; self.QuipsOn(2, 0,5); ],
!	
!	has male proper
!;
!
!Include "Last";
