mirror of
https://github.com/libretro/scummvm.git
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362 lines
8.5 KiB
C++
362 lines
8.5 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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* 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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* 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/ad/ad_game.h"
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#include "engines/wintermute/ad/ad_scene.h"
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#include "engines/wintermute/ad/ad_sentence.h"
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#include "engines/wintermute/ad/ad_talk_def.h"
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#include "engines/wintermute/ad/ad_talk_node.h"
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#include "engines/wintermute/utils/path_util.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/base_sprite.h"
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#include "engines/wintermute/base/base_file_manager.h"
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#include "engines/wintermute/base/font/base_font.h"
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#include "engines/wintermute/base/gfx/base_renderer.h"
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#include "engines/wintermute/base/sound/base_sound.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(AdSentence, false)
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//////////////////////////////////////////////////////////////////////////
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AdSentence::AdSentence(BaseGame *inGame) : BaseClass(inGame) {
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_text = nullptr;
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_stances = nullptr;
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_tempStance = nullptr;
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_duration = 0;
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_startTime = 0;
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_currentStance = 0;
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_font = nullptr;
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_pos.x = _pos.y = 0;
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_width = _gameRef->_renderer->getWidth();
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_align = (TTextAlign)TAL_CENTER;
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_sound = nullptr;
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_soundStarted = false;
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_talkDef = nullptr;
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_currentSprite = nullptr;
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_currentSkelAnim = nullptr;
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_fixedPos = false;
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_freezable = true;
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}
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//////////////////////////////////////////////////////////////////////////
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AdSentence::~AdSentence() {
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delete _sound;
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delete[] _text;
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delete[] _stances;
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delete[] _tempStance;
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delete _talkDef;
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_sound = nullptr;
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_text = nullptr;
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_stances = nullptr;
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_tempStance = nullptr;
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_talkDef = nullptr;
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_currentSprite = nullptr; // ref only
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_currentSkelAnim = nullptr;
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_font = nullptr; // ref only
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}
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//////////////////////////////////////////////////////////////////////////
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void AdSentence::setText(const char *text) {
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if (_text) {
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delete[] _text;
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}
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_text = new char[strlen(text) + 1];
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if (_text) {
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strcpy(_text, text);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void AdSentence::setStances(const char *stances) {
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if (_stances) {
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delete[] _stances;
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}
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if (stances) {
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_stances = new char[strlen(stances) + 1];
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if (_stances) {
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strcpy(_stances, stances);
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}
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} else {
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_stances = nullptr;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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char *AdSentence::getCurrentStance() {
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return getStance(_currentStance);
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}
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//////////////////////////////////////////////////////////////////////////
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char *AdSentence::getNextStance() {
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_currentStance++;
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return getStance(_currentStance);
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}
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//////////////////////////////////////////////////////////////////////////
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char *AdSentence::getStance(int stance) {
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if (_stances == nullptr) {
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return nullptr;
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}
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if (_tempStance) {
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delete[] _tempStance;
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}
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_tempStance = nullptr;
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char *start;
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char *curr;
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int pos;
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if (stance == 0) {
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start = _stances;
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} else {
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pos = 0;
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start = nullptr;
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curr = _stances;
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while (pos < stance) {
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if (*curr == '\0') {
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break;
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}
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if (*curr == ',') {
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pos++;
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}
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curr++;
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}
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if (pos == stance) {
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start = curr;
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}
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}
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if (start == nullptr) {
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return nullptr;
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}
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while (*start == ' ' && *start != ',' && *start != '\0') {
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start++;
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}
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curr = start;
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while (*curr != '\0' && *curr != ',') {
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curr++;
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}
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while (curr > start && *(curr - 1) == ' ') {
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curr--;
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}
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_tempStance = new char [curr - start + 1];
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if (_tempStance) {
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Common::strlcpy(_tempStance, start, curr - start + 1);
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}
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return _tempStance;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSentence::display() {
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if (!_font || !_text) {
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return STATUS_FAILED;
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}
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if (_sound && !_soundStarted) {
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_sound->play();
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_soundStarted = true;
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}
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if (_gameRef->_subtitles) {
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int x = _pos.x;
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int y = _pos.y;
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if (!_fixedPos) {
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x = x - ((AdGame *)_gameRef)->_scene->getOffsetLeft();
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y = y - ((AdGame *)_gameRef)->_scene->getOffsetTop();
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}
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x = MAX(x, 0);
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x = MIN(x, _gameRef->_renderer->getWidth() - _width);
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y = MAX(y, 0);
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_font->drawText((byte *)_text, x, y, _width, _align);
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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void AdSentence::setSound(BaseSound *sound) {
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if (!sound) {
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return;
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}
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delete _sound;
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_sound = sound;
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_soundStarted = false;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSentence::finish() {
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if (_sound) {
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_sound->stop();
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSentence::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transfer(TMEMBER(_gameRef));
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persistMgr->transfer(TMEMBER_INT(_align));
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persistMgr->transfer(TMEMBER(_currentStance));
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persistMgr->transfer(TMEMBER(_currentSprite));
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persistMgr->transfer(TMEMBER(_currentSkelAnim));
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persistMgr->transfer(TMEMBER(_duration));
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persistMgr->transfer(TMEMBER(_font));
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persistMgr->transfer(TMEMBER(_pos));
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persistMgr->transfer(TMEMBER(_sound));
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persistMgr->transfer(TMEMBER(_soundStarted));
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persistMgr->transfer(TMEMBER(_stances));
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persistMgr->transfer(TMEMBER(_startTime));
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persistMgr->transfer(TMEMBER(_talkDef));
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persistMgr->transfer(TMEMBER(_tempStance));
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persistMgr->transfer(TMEMBER(_text));
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persistMgr->transfer(TMEMBER(_width));
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persistMgr->transfer(TMEMBER(_fixedPos));
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persistMgr->transfer(TMEMBER(_freezable));
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSentence::setupTalkFile(const char *soundFilename) {
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delete _talkDef;
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_talkDef = nullptr;
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_currentSprite = nullptr;
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if (!soundFilename) {
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return STATUS_OK;
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}
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AnsiString path = PathUtil::getDirectoryName(soundFilename);
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AnsiString name = PathUtil::getFileNameWithoutExtension(soundFilename);
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AnsiString talkDefFileName = PathUtil::combine(path, name + ".talk");
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if (!BaseFileManager::getEngineInstance()->hasFile(talkDefFileName)) {
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return STATUS_OK; // no talk def file found
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}
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_talkDef = new AdTalkDef(_gameRef);
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if (!_talkDef || DID_FAIL(_talkDef->loadFile(talkDefFileName.c_str()))) {
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delete _talkDef;
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_talkDef = nullptr;
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return STATUS_FAILED;
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}
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//_gameRef->LOG(0, "Using .talk file: %s", TalkDefFile);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSentence::update(TDirection dir) {
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if (!_talkDef) {
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return STATUS_OK;
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}
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uint32 currentTime;
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// if sound is available, synchronize with sound, otherwise use timer
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/*
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if (_sound) CurrentTime = _sound->GetPositionTime();
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else CurrentTime = _gameRef->getTimer()->getTime() - _startTime;
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*/
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currentTime = _gameRef->getTimer()->getTime() - _startTime;
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bool talkNodeFound = false;
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for (uint32 i = 0; i < _talkDef->_nodes.size(); i++) {
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if (_talkDef->_nodes[i]->isInTimeInterval(currentTime, dir)) {
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talkNodeFound = true;
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BaseSprite *newSprite = _talkDef->_nodes[i]->getSprite(dir);
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if (newSprite != _currentSprite) {
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newSprite->reset();
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}
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_currentSprite = newSprite;
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if (!_talkDef->_nodes[i]->_playToEnd) {
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break;
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}
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}
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}
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// no talk node, try to use default sprite instead (if any)
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if (!talkNodeFound) {
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BaseSprite *newSprite = _talkDef->getDefaultSprite(dir);
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if (newSprite) {
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if (newSprite != _currentSprite) {
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newSprite->reset();
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}
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_currentSprite = newSprite;
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} else {
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_currentSprite = nullptr;
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}
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdSentence::canSkip() {
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// prevent accidental sentence skipping (TODO make configurable)
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return (_gameRef->getTimer()->getTime() - _startTime) > 300;
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}
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} // end of namespace Wintermute
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