2017-03-23 16:20:10 +01:00

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