diff options
Diffstat (limited to 'engines/bladerunner/actor_dialogue_queue.cpp')
-rw-r--r-- | engines/bladerunner/actor_dialogue_queue.cpp | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/engines/bladerunner/actor_dialogue_queue.cpp b/engines/bladerunner/actor_dialogue_queue.cpp new file mode 100644 index 0000000000..1dc7acc859 --- /dev/null +++ b/engines/bladerunner/actor_dialogue_queue.cpp @@ -0,0 +1,173 @@ +/* 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/actor_dialogue_queue.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 { + +ActorDialogueQueue::Entry::Entry() { + isNotPause = false; + isPause = false; + actorId = -1; + delay = -1; + sentenceId = -1; + animationMode = -1; +} + +ActorDialogueQueue::ActorDialogueQueue(BladeRunnerEngine *vm) { + _vm = vm; + clear(); +} + +ActorDialogueQueue::~ActorDialogueQueue() { +} + +void ActorDialogueQueue::add(int actorId, int sentenceId, int animationMode) { + if (actorId == 0 || actorId == BladeRunnerEngine::kActorVoiceOver) { + animationMode = -1; + } + if (_entries.size() < 25) { + Entry entry; + entry.isNotPause = true; + entry.isPause = false; + entry.actorId = actorId; + entry.sentenceId = sentenceId; + entry.animationMode = animationMode; + entry.delay = -1; + + _entries.push_back(entry); + } +} + +void ActorDialogueQueue::addPause(int delay) { + if (_entries.size() < 25) { + Entry entry; + entry.isNotPause = false; + entry.isPause = true; + entry.actorId = -1; + entry.sentenceId = -1; + entry.animationMode = -1; + entry.delay = delay; + + _entries.push_back(entry); + } +} + +void ActorDialogueQueue::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 ActorDialogueQueue::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()) { + Entry 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 ActorDialogueQueue::clear() { + _entries.clear(); + _isNotPause = false; + _actorId = -1; + _sentenceId = -1; + _animationMode = -1; + _animationModePrevious = -1; + _isPause = false; + _delay = 0; + _timeLast = 0; +} +} // End of namespace BladeRunner |