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
Introduce game screen and game widget. Add status bar to show currently hovered and picked items. Load hardcoded strings from game executable.
286 lines
9.2 KiB
C++
286 lines
9.2 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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#include "mutationofjb/tasks/conversationtask.h"
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#include "mutationofjb/assets.h"
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#include "mutationofjb/game.h"
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#include "mutationofjb/gamedata.h"
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#include "mutationofjb/gamescreen.h"
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#include "mutationofjb/script.h"
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#include "mutationofjb/tasks/saytask.h"
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#include "mutationofjb/tasks/sequentialtask.h"
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#include "mutationofjb/tasks/taskmanager.h"
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#include "mutationofjb/util.h"
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#include "mutationofjb/widgets/conversationwidget.h"
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namespace MutationOfJB {
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void ConversationTask::start() {
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setState(RUNNING);
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Game &game = getTaskManager()->getGame();
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game.getGameScreen().showConversationWidget(true);
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ConversationWidget &widget = game.getGameScreen().getConversationWidget();
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widget.setCallback(this);
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_currentGroupIndex = 0;
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showChoicesOrPick();
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}
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void ConversationTask::update() {
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if (_sayTask) {
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if (_sayTask->getState() == Task::FINISHED) {
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_sayTask.reset();
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switch (_substate) {
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case SAYING_NO_QUESTIONS:
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finish();
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break;
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case SAYING_QUESTION: {
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const ConversationLineList &responseList = getTaskManager()->getGame().getAssets().getResponseList();
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const ConversationLineList::Line *const line = responseList.getLine(_currentItem->_response);
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_substate = SAYING_RESPONSE;
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createSayTasks(line);
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getTaskManager()->startTask(_sayTask);
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break;
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}
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case SAYING_RESPONSE: {
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startExtra();
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if (_substate != RUNNING_EXTRA) {
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gotoNextGroup();
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}
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break;
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}
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default:
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break;
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}
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}
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}
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if (_innerExecCtx) {
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Command::ExecuteResult res = _innerExecCtx->runActiveCommand();
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if (res == Command::Finished) {
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delete _innerExecCtx;
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_innerExecCtx = nullptr;
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gotoNextGroup();
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}
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}
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}
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void ConversationTask::onChoiceClicked(ConversationWidget *convWidget, int, uint32 data) {
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const ConversationInfo::Item &item = getCurrentGroup()[data];
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convWidget->clearChoices();
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const ConversationLineList &toSayList = getTaskManager()->getGame().getAssets().getToSayList();
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const ConversationLineList::Line *line = toSayList.getLine(item._question);
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_substate = SAYING_QUESTION;
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createSayTasks(line);
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getTaskManager()->startTask(_sayTask);
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_currentItem = &item;
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if (!line->_speeches[0].isRepeating()) {
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getTaskManager()->getGame().getGameData().getCurrentScene()->addExhaustedConvItem(_convInfo._context, data + 1, _currentGroupIndex + 1);
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}
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}
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void ConversationTask::showChoicesOrPick() {
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Game &game = getTaskManager()->getGame();
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GameData &gameData = game.getGameData();
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Scene *const scene = gameData.getScene(_sceneId);
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if (!scene) {
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return;
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}
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Common::Array<uint32> itemsWithValidQuestions;
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Common::Array<uint32> itemsWithValidResponses;
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Common::Array<uint32> itemsWithValidNext;
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/*
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Collect valid questions (not exhausted and not empty).
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Collect valid responses (not exhausted and not empty).
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If there are at least two visible questions, we show them.
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If there is just one visible question, pick it automatically ONLY if this is not the first question in this conversation.
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Otherwise we don't start the conversation.
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If there are no visible questions, automatically pick the first valid response.
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If nothing above applies, don't start the conversation.
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*/
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const ConversationInfo::ItemGroup ¤tGroup = getCurrentGroup();
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for (ConversationInfo::ItemGroup::size_type i = 0; i < currentGroup.size(); ++i) {
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const ConversationInfo::Item &item = currentGroup[i];
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if (scene->isConvItemExhausted(_convInfo._context, static_cast<uint8>(i + 1), static_cast<uint8>(_currentGroupIndex + 1))) {
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continue;
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}
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const uint8 toSay = item._question;
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const uint8 response = item._response;
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const uint8 next = item._nextGroupIndex;
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if (toSay != 0) {
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itemsWithValidQuestions.push_back(i);
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}
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if (response != 0) {
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itemsWithValidResponses.push_back(i);
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}
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if (next != 0) {
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itemsWithValidNext.push_back(i);
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}
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}
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if (itemsWithValidQuestions.size() > 1) {
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ConversationWidget &widget = game.getGameScreen().getConversationWidget();
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const ConversationLineList &toSayList = game.getAssets().getToSayList();
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for (Common::Array<uint32>::size_type i = 0; i < itemsWithValidQuestions.size() && i < ConversationWidget::CONVERSATION_MAX_CHOICES; ++i) {
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const ConversationInfo::Item &item = currentGroup[itemsWithValidQuestions[i]];
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const ConversationLineList::Line *const line = toSayList.getLine(item._question);
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const Common::String widgetText = toUpperCP895(line->_speeches[0]._text);
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widget.setChoice(static_cast<int>(i), widgetText, itemsWithValidQuestions[i]);
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}
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_substate = IDLE;
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_currentItem = nullptr;
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_haveChoices = true;
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} else if (itemsWithValidQuestions.size() == 1 && _haveChoices) {
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const ConversationLineList &toSayList = game.getAssets().getToSayList();
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const ConversationInfo::Item &item = currentGroup[itemsWithValidQuestions.front()];
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const ConversationLineList::Line *const line = toSayList.getLine(item._question);
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_substate = SAYING_QUESTION;
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createSayTasks(line);
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getTaskManager()->startTask(_sayTask);
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_currentItem = &item;
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if (!line->_speeches[0].isRepeating()) {
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game.getGameData().getCurrentScene()->addExhaustedConvItem(_convInfo._context, itemsWithValidQuestions.front() + 1, _currentGroupIndex + 1);
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}
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_haveChoices = true;
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} else if (!itemsWithValidResponses.empty() && _haveChoices) {
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const ConversationLineList &responseList = game.getAssets().getResponseList();
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const ConversationInfo::Item &item = currentGroup[itemsWithValidResponses.front()];
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const ConversationLineList::Line *const line = responseList.getLine(item._response);
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_substate = SAYING_RESPONSE;
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createSayTasks(line);
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getTaskManager()->startTask(_sayTask);
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_currentItem = &item;
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_haveChoices = true;
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} else if (!itemsWithValidNext.empty() && _haveChoices) {
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_currentGroupIndex = currentGroup[itemsWithValidNext.front()]._nextGroupIndex - 1;
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showChoicesOrPick();
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} else {
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if (_haveChoices) {
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finish();
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} else {
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_sayTask = TaskPtr(new SayTask("Nothing to talk about.", _convInfo._color)); // TODO: This is hardcoded in executable. Load it.
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getTaskManager()->startTask(_sayTask);
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_substate = SAYING_NO_QUESTIONS;
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_currentItem = nullptr;
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}
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}
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}
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const ConversationInfo::ItemGroup &ConversationTask::getCurrentGroup() const {
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assert(_currentGroupIndex < _convInfo._itemGroups.size());
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return _convInfo._itemGroups[_currentGroupIndex];
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}
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void ConversationTask::finish() {
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setState(FINISHED);
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Game &game = getTaskManager()->getGame();
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game.getGameScreen().showConversationWidget(false);
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ConversationWidget &widget = game.getGameScreen().getConversationWidget();
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widget.setCallback(nullptr);
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}
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void ConversationTask::startExtra() {
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const ConversationLineList &responseList = getTaskManager()->getGame().getAssets().getResponseList();
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const ConversationLineList::Line *const line = responseList.getLine(_currentItem->_response);
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if (!line->_extra.empty()) {
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_innerExecCtx = new ScriptExecutionContext(getTaskManager()->getGame());
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Command *const extraCmd = _innerExecCtx->getExtra(line->_extra);
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if (extraCmd) {
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Command::ExecuteResult res = _innerExecCtx->startCommand(extraCmd);
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if (res == Command::InProgress) {
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_substate = RUNNING_EXTRA;
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} else {
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delete _innerExecCtx;
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_innerExecCtx = nullptr;
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}
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} else {
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warning("Extra '%s' not found", line->_extra.c_str());
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delete _innerExecCtx;
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_innerExecCtx = nullptr;
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}
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}
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}
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void ConversationTask::gotoNextGroup() {
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if (_currentItem->_nextGroupIndex == 0) {
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finish();
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} else {
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_currentGroupIndex = _currentItem->_nextGroupIndex - 1;
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showChoicesOrPick();
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}
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}
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void ConversationTask::createSayTasks(const ConversationLineList::Line *line) {
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if (line->_speeches.size() == 1) {
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const ConversationLineList::Speech &speech = line->_speeches[0];
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_sayTask = TaskPtr(new SayTask(speech._text, getSpeechColor(speech)));
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} else {
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TaskPtrs tasks;
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for (ConversationLineList::Speeches::const_iterator it = line->_speeches.begin(); it != line->_speeches.end(); ++it) {
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tasks.push_back(TaskPtr(new SayTask(it->_text, getSpeechColor(*it))));
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}
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_sayTask = TaskPtr(new SequentialTask(tasks));
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}
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}
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uint8 ConversationTask::getSpeechColor(const ConversationLineList::Speech &speech) {
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uint8 color = WHITE;
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if (_substate == SAYING_RESPONSE) {
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color = _convInfo._color;
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if (_mode == TalkCommand::RAY_AND_BUTTLEG_MODE) {
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if (speech.isFirstSpeaker()) {
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color = GREEN;
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} else if (speech.isSecondSpeaker()) {
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color = LIGHTBLUE;
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}
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}
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}
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return color;
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}
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}
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