scummvm/engines/wintermute/ad/ad_sentence.cpp
2013-04-18 12:10:40 +02:00

362 lines
8.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/ad/ad_game.h"
#include "engines/wintermute/ad/ad_scene.h"
#include "engines/wintermute/ad/ad_sentence.h"
#include "engines/wintermute/ad/ad_talk_def.h"
#include "engines/wintermute/ad/ad_talk_node.h"
#include "engines/wintermute/utils/path_util.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_sprite.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/font/base_font.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/base/sound/base_sound.h"
namespace Wintermute {
IMPLEMENT_PERSISTENT(AdSentence, false)
//////////////////////////////////////////////////////////////////////////
AdSentence::AdSentence(BaseGame *inGame) : BaseClass(inGame) {
_text = nullptr;
_stances = nullptr;
_tempStance = nullptr;
_duration = 0;
_startTime = 0;
_currentStance = 0;
_font = nullptr;
_pos.x = _pos.y = 0;
_width = _gameRef->_renderer->getWidth();
_align = (TTextAlign)TAL_CENTER;
_sound = nullptr;
_soundStarted = false;
_talkDef = nullptr;
_currentSprite = nullptr;
_currentSkelAnim = nullptr;
_fixedPos = false;
_freezable = true;
}
//////////////////////////////////////////////////////////////////////////
AdSentence::~AdSentence() {
delete _sound;
delete[] _text;
delete[] _stances;
delete[] _tempStance;
delete _talkDef;
_sound = nullptr;
_text = nullptr;
_stances = nullptr;
_tempStance = nullptr;
_talkDef = nullptr;
_currentSprite = nullptr; // ref only
_currentSkelAnim = nullptr;
_font = nullptr; // ref only
}
//////////////////////////////////////////////////////////////////////////
void AdSentence::setText(const char *text) {
if (_text) {
delete[] _text;
}
_text = new char[strlen(text) + 1];
if (_text) {
strcpy(_text, text);
}
}
//////////////////////////////////////////////////////////////////////////
void AdSentence::setStances(const char *stances) {
if (_stances) {
delete[] _stances;
}
if (stances) {
_stances = new char[strlen(stances) + 1];
if (_stances) {
strcpy(_stances, stances);
}
} else {
_stances = nullptr;
}
}
//////////////////////////////////////////////////////////////////////////
char *AdSentence::getCurrentStance() {
return getStance(_currentStance);
}
//////////////////////////////////////////////////////////////////////////
char *AdSentence::getNextStance() {
_currentStance++;
return getStance(_currentStance);
}
//////////////////////////////////////////////////////////////////////////
char *AdSentence::getStance(int stance) {
if (_stances == nullptr) {
return nullptr;
}
if (_tempStance) {
delete[] _tempStance;
}
_tempStance = nullptr;
char *start;
char *curr;
int pos;
if (stance == 0) {
start = _stances;
} else {
pos = 0;
start = nullptr;
curr = _stances;
while (pos < stance) {
if (*curr == '\0') {
break;
}
if (*curr == ',') {
pos++;
}
curr++;
}
if (pos == stance) {
start = curr;
}
}
if (start == nullptr) {
return nullptr;
}
while (*start == ' ' && *start != ',' && *start != '\0') {
start++;
}
curr = start;
while (*curr != '\0' && *curr != ',') {
curr++;
}
while (curr > start && *(curr - 1) == ' ') {
curr--;
}
_tempStance = new char [curr - start + 1];
if (_tempStance) {
Common::strlcpy(_tempStance, start, curr - start + 1);
}
return _tempStance;
}
//////////////////////////////////////////////////////////////////////////
bool AdSentence::display() {
if (!_font || !_text) {
return STATUS_FAILED;
}
if (_sound && !_soundStarted) {
_sound->play();
_soundStarted = true;
}
if (_gameRef->_subtitles) {
int x = _pos.x;
int y = _pos.y;
if (!_fixedPos) {
x = x - ((AdGame *)_gameRef)->_scene->getOffsetLeft();
y = y - ((AdGame *)_gameRef)->_scene->getOffsetTop();
}
x = MAX(x, 0);
x = MIN(x, _gameRef->_renderer->getWidth() - _width);
y = MAX(y, 0);
_font->drawText((byte *)_text, x, y, _width, _align);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
void AdSentence::setSound(BaseSound *sound) {
if (!sound) {
return;
}
delete _sound;
_sound = sound;
_soundStarted = false;
}
//////////////////////////////////////////////////////////////////////////
bool AdSentence::finish() {
if (_sound) {
_sound->stop();
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool AdSentence::persist(BasePersistenceManager *persistMgr) {
persistMgr->transfer(TMEMBER(_gameRef));
persistMgr->transfer(TMEMBER_INT(_align));
persistMgr->transfer(TMEMBER(_currentStance));
persistMgr->transfer(TMEMBER(_currentSprite));
persistMgr->transfer(TMEMBER(_currentSkelAnim));
persistMgr->transfer(TMEMBER(_duration));
persistMgr->transfer(TMEMBER(_font));
persistMgr->transfer(TMEMBER(_pos));
persistMgr->transfer(TMEMBER(_sound));
persistMgr->transfer(TMEMBER(_soundStarted));
persistMgr->transfer(TMEMBER(_stances));
persistMgr->transfer(TMEMBER(_startTime));
persistMgr->transfer(TMEMBER(_talkDef));
persistMgr->transfer(TMEMBER(_tempStance));
persistMgr->transfer(TMEMBER(_text));
persistMgr->transfer(TMEMBER(_width));
persistMgr->transfer(TMEMBER(_fixedPos));
persistMgr->transfer(TMEMBER(_freezable));
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool AdSentence::setupTalkFile(const char *soundFilename) {
delete _talkDef;
_talkDef = nullptr;
_currentSprite = nullptr;
if (!soundFilename) {
return STATUS_OK;
}
AnsiString path = PathUtil::getDirectoryName(soundFilename);
AnsiString name = PathUtil::getFileNameWithoutExtension(soundFilename);
AnsiString talkDefFileName = PathUtil::combine(path, name + ".talk");
if (!BaseFileManager::getEngineInstance()->hasFile(talkDefFileName)) {
return STATUS_OK; // no talk def file found
}
_talkDef = new AdTalkDef(_gameRef);
if (!_talkDef || DID_FAIL(_talkDef->loadFile(talkDefFileName.c_str()))) {
delete _talkDef;
_talkDef = nullptr;
return STATUS_FAILED;
}
//_gameRef->LOG(0, "Using .talk file: %s", TalkDefFile);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool AdSentence::update(TDirection dir) {
if (!_talkDef) {
return STATUS_OK;
}
uint32 currentTime;
// if sound is available, synchronize with sound, otherwise use timer
/*
if (_sound) CurrentTime = _sound->GetPositionTime();
else CurrentTime = _gameRef->getTimer()->getTime() - _startTime;
*/
currentTime = _gameRef->getTimer()->getTime() - _startTime;
bool talkNodeFound = false;
for (uint32 i = 0; i < _talkDef->_nodes.size(); i++) {
if (_talkDef->_nodes[i]->isInTimeInterval(currentTime, dir)) {
talkNodeFound = true;
BaseSprite *newSprite = _talkDef->_nodes[i]->getSprite(dir);
if (newSprite != _currentSprite) {
newSprite->reset();
}
_currentSprite = newSprite;
if (!_talkDef->_nodes[i]->_playToEnd) {
break;
}
}
}
// no talk node, try to use default sprite instead (if any)
if (!talkNodeFound) {
BaseSprite *newSprite = _talkDef->getDefaultSprite(dir);
if (newSprite) {
if (newSprite != _currentSprite) {
newSprite->reset();
}
_currentSprite = newSprite;
} else {
_currentSprite = nullptr;
}
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool AdSentence::canSkip() {
// prevent accidental sentence skipping (TODO make configurable)
return (_gameRef->getTimer()->getTime() - _startTime) > 300;
}
} // end of namespace Wintermute