mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-03 01:15:58 +00:00
174 lines
4.3 KiB
C++
174 lines
4.3 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 "bladerunner/adq.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/actor.h"
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#include "bladerunner/audio_speech.h"
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#include "bladerunner/scene.h"
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#include "bladerunner/script/scene.h"
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namespace BladeRunner {
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ADQEntry::ADQEntry() {
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this->_isNotPause = false;
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this->_isPause = false;
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this->_actorId = -1;
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this->_delay = -1;
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this->_sentenceId = -1;
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this->_animationMode = -1;
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}
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ADQ::ADQ(BladeRunnerEngine *vm) {
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_vm = vm;
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clear();
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}
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ADQ::~ADQ() {
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}
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void ADQ::add(int actorId, int sentenceId, int animationMode) {
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if (actorId == 0 || actorId == VOICEOVER_ACTOR) {
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animationMode = -1;
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}
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if (_entries.size() < 25) {
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ADQEntry entry;
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entry._isNotPause = true;
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entry._isPause = false;
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entry._actorId = actorId;
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entry._sentenceId = sentenceId;
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entry._animationMode = animationMode;
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entry._delay = -1;
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_entries.push_back(entry);
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}
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}
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void ADQ::addPause(int delay) {
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if (_entries.size() < 25) {
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ADQEntry entry;
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entry._isNotPause = false;
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entry._isPause = true;
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entry._actorId = -1;
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entry._sentenceId = -1;
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entry._animationMode = -1;
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entry._delay = delay;
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_entries.push_back(entry);
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}
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}
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void ADQ::flush(int a1, bool callScript) {
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if (_isNotPause && _vm->_audioSpeech->isPlaying()) {
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_vm->_audioSpeech->stopSpeech();
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if (_animationModePrevious >= 0) {
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_vm->_actors[_actorId]->changeAnimationMode(_animationModePrevious, false);
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_animationModePrevious = -1;
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}
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_isNotPause = false;
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_actorId = -1;
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_sentenceId = -1;
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_animationMode = -1;
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}
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if (_isPause) {
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_isPause = false;
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_delay = 0;
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_timeLast = 0;
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}
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clear();
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if (callScript) {
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_vm->_sceneScript->DialogueQueueFlushed(a1);
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}
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}
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void ADQ::tick() {
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if (!_vm->_audioSpeech->isPlaying()) {
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if (_isPause) {
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int time = _vm->getTotalPlayTime();
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int timeDiff = time - _timeLast;
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_timeLast = time;
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_delay -= timeDiff;
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if (_delay > 0) {
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return;
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}
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_isPause = false;
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_delay = 0;
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_timeLast = 0;
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if (_entries.empty()) {
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flush(0, true);
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}
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}
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if (_isNotPause) {
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if (_animationModePrevious >= 0) {
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_vm->_actors[_actorId]->changeAnimationMode(_animationModePrevious, false);
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_animationModePrevious = -1;
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}
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_isNotPause = false;
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_actorId = -1;
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_sentenceId = -1;
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_animationMode = -1;
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if (_entries.empty()) {
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flush(0, true);
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}
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}
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if (!_entries.empty()) {
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ADQEntry firstEntry = _entries.remove_at(0);
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if (firstEntry._isNotPause) {
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_animationMode = firstEntry._animationMode;
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if (_vm->_actors[firstEntry._actorId]->getSetId() != _vm->_scene->getSetId()) {
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_animationMode = -1;
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}
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_vm->_actors[firstEntry._actorId]->speechPlay(firstEntry._sentenceId, false);
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_isNotPause = true;
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_actorId = firstEntry._actorId;
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_sentenceId = firstEntry._sentenceId;
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if (_animationMode >= 0) {
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_animationModePrevious = _vm->_actors[firstEntry._actorId]->getAnimationMode();
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_vm->_actors[firstEntry._actorId]->changeAnimationMode(_animationMode, false);
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} else {
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_animationModePrevious = -1;
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}
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} else if (firstEntry._isPause) {
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_isPause = true;
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_delay = firstEntry._delay;
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_timeLast = _vm->getTotalPlayTime();
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}
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}
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}
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}
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void ADQ::clear() {
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_entries.clear();
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_isNotPause = false;
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_actorId = -1;
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_sentenceId = -1;
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_animationMode = -1;
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_animationModePrevious = -1;
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_isPause = false;
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_delay = 0;
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_timeLast = 0;
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}
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} // End of namespace BladeRunner
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