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-rw-r--r--engines/wintermute/Ad/AdSentence.cpp317
1 files changed, 317 insertions, 0 deletions
diff --git a/engines/wintermute/Ad/AdSentence.cpp b/engines/wintermute/Ad/AdSentence.cpp
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+++ b/engines/wintermute/Ad/AdSentence.cpp
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+/* 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/dcgf.h"
+#include "engines/wintermute/Ad/AdSentence.h"
+#include "engines/wintermute/Ad/AdTalkDef.h"
+#include "engines/wintermute/Ad/AdTalkNode.h"
+#include "engines/wintermute/Ad/AdGame.h"
+#include "engines/wintermute/PathUtil.h"
+#include "engines/wintermute/BGame.h"
+#include "engines/wintermute/BSound.h"
+#include "engines/wintermute/Ad/AdScene.h"
+#include "engines/wintermute/BFont.h"
+#include "engines/wintermute/BSprite.h"
+#include "engines/wintermute/BFileManager.h"
+
+namespace WinterMute {
+
+IMPLEMENT_PERSISTENT(CAdSentence, false)
+
+//////////////////////////////////////////////////////////////////////////
+CAdSentence::CAdSentence(CBGame *inGame): CBBase(inGame) {
+ _text = NULL;
+ _stances = NULL;
+ _tempStance = NULL;
+
+ _duration = 0;
+ _startTime = 0;
+ _currentStance = 0;
+
+ _font = NULL;
+
+ _pos.x = _pos.y = 0;
+ _width = Game->_renderer->_width;
+
+ _align = (TTextAlign)TAL_CENTER;
+
+ _sound = NULL;
+ _soundStarted = false;
+
+ _talkDef = NULL;
+ _currentSprite = NULL;
+ _currentSkelAnim = NULL;
+ _fixedPos = false;
+ _freezable = true;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CAdSentence::~CAdSentence() {
+ delete _sound;
+ delete[] _text;
+ delete[] _stances;
+ delete[] _tempStance;
+ delete _talkDef;
+ _sound = NULL;
+ _text = NULL;
+ _stances = NULL;
+ _tempStance = NULL;
+ _talkDef = NULL;
+
+ _currentSprite = NULL; // ref only
+ _currentSkelAnim = NULL;
+ _font = NULL; // ref only
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdSentence::SetText(const char *Text) {
+ if (_text) delete [] _text;
+ _text = new char[strlen(Text) + 1];
+ if (_text) strcpy(_text, Text);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdSentence::SetStances(const char *Stances) {
+ if (_stances) delete [] _stances;
+ if (Stances) {
+ _stances = new char[strlen(Stances) + 1];
+ if (_stances) strcpy(_stances, Stances);
+ } else _stances = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+char *CAdSentence::GetCurrentStance() {
+ return GetStance(_currentStance);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+char *CAdSentence::GetNextStance() {
+ _currentStance++;
+ return GetStance(_currentStance);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+char *CAdSentence::GetStance(int Stance) {
+ if (_stances == NULL) return NULL;
+
+ if (_tempStance) delete [] _tempStance;
+ _tempStance = NULL;
+
+ char *start;
+ char *curr;
+ int pos;
+
+ if (Stance == 0) start = _stances;
+ else {
+ pos = 0;
+ start = NULL;
+ curr = _stances;
+ while (pos < Stance) {
+ if (*curr == '\0') break;
+ if (*curr == ',') pos++;
+ curr++;
+ }
+ if (pos == Stance) start = curr;
+ }
+
+ if (start == NULL) return NULL;
+
+ 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) {
+ _tempStance[curr - start] = '\0';
+ strncpy(_tempStance, start, curr - start);
+ }
+
+ return _tempStance;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdSentence::Display() {
+ if (!_font || !_text) return E_FAIL;
+
+ if (_sound && !_soundStarted) {
+ _sound->Play();
+ _soundStarted = true;
+ }
+
+ if (Game->_subtitles) {
+ int x = _pos.x;
+ int y = _pos.y;
+
+ if (!_fixedPos) {
+ x = x - ((CAdGame *)Game)->_scene->GetOffsetLeft();
+ y = y - ((CAdGame *)Game)->_scene->GetOffsetTop();
+ }
+
+
+ x = MAX(x, 0);
+ x = MIN(x, Game->_renderer->_width - _width);
+ y = MAX(y, 0);
+
+ _font->DrawText((byte *)_text, x, y, _width, _align);
+ }
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdSentence::SetSound(CBSound *Sound) {
+ if (!Sound) return;
+ delete _sound;
+ _sound = Sound;
+ _soundStarted = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdSentence::Finish() {
+ if (_sound) _sound->Stop();
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdSentence::Persist(CBPersistMgr *PersistMgr) {
+
+ PersistMgr->Transfer(TMEMBER(Game));
+
+ 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 S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdSentence::SetupTalkFile(const char *SoundFilename) {
+ delete _talkDef;
+ _talkDef = NULL;
+ _currentSprite = NULL;
+
+ if (!SoundFilename) return S_OK;
+
+
+ AnsiString path = PathUtil::GetDirectoryName(SoundFilename);
+ AnsiString name = PathUtil::GetFileNameWithoutExtension(SoundFilename);
+
+ AnsiString talkDefFileName = PathUtil::Combine(path, name + ".talk");
+
+ CBFile *file = Game->_fileManager->OpenFile(talkDefFileName.c_str());
+ if (file) {
+ Game->_fileManager->CloseFile(file);
+ } else return S_OK; // no talk def file found
+
+
+ _talkDef = new CAdTalkDef(Game);
+ if (!_talkDef || FAILED(_talkDef->LoadFile(talkDefFileName.c_str()))) {
+ delete _talkDef;
+ _talkDef = NULL;
+ return E_FAIL;
+ }
+ //Game->LOG(0, "Using .talk file: %s", TalkDefFile);
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdSentence::Update(TDirection Dir) {
+ if (!_talkDef) return S_OK;
+
+ uint32 CurrentTime;
+ // if sound is available, synchronize with sound, otherwise use timer
+
+ /*
+ if(_sound) CurrentTime = _sound->GetPositionTime();
+ else CurrentTime = Game->_timer - _startTime;
+ */
+ CurrentTime = Game->_timer - _startTime;
+
+ bool TalkNodeFound = false;
+ for (int i = 0; i < _talkDef->_nodes.GetSize(); i++) {
+ if (_talkDef->_nodes[i]->IsInTimeInterval(CurrentTime, Dir)) {
+ TalkNodeFound = true;
+
+ CBSprite *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) {
+ CBSprite *NewSprite = _talkDef->GetDefaultSprite(Dir);
+ if (NewSprite) {
+ if (NewSprite != _currentSprite) NewSprite->Reset();
+ _currentSprite = NewSprite;
+ } else _currentSprite = NULL;
+ }
+
+ return S_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CAdSentence::CanSkip() {
+ // prevent accidental sentence skipping (TODO make configurable)
+ return (Game->_timer - _startTime) > 300;
+}
+
+} // end of namespace WinterMute