diff options
Diffstat (limited to 'saga/actor.cpp')
-rw-r--r-- | saga/actor.cpp | 392 |
1 files changed, 194 insertions, 198 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp index ebe812c52a..100abe4de2 100644 --- a/saga/actor.cpp +++ b/saga/actor.cpp @@ -40,6 +40,7 @@ #include "saga/actordata.h" #include "saga/stream.h" #include "saga/interface.h" +#include "common/config-manager.h" namespace Saga { @@ -62,6 +63,7 @@ ACTIONTIMES ActionTDeltas[] = { Actor::Actor(SagaEngine *vm) : _vm(vm) { int i; ActorData *actor; + debug(9, "Actor::Actor()"); // Get actor resource file context _actorContext = GAME_GetFileContext(GAME_RESOURCEFILE, 0); @@ -73,7 +75,7 @@ Actor::Actor(SagaEngine *vm) : _vm(vm) { actor = &_actors[i]; actor->actorId = ACTOR_INDEX_TO_ID(i); actor->index = i; - debug(0, "init actorId=0x%X index=0x%X", actor->actorId, actor->index); + debug(9, "init actorId=0x%X index=0x%X", actor->actorId, actor->index); actor->nameIndex = ActorTable[i].nameIndex; actor->spriteListResourceId = ActorTable[i].spriteListResourceId; actor->frameListResourceId = ActorTable[i].frameListResourceId; @@ -100,7 +102,7 @@ Actor::~Actor() { int i; ActorData *actor; - debug(0, "Actor::~Actor()"); + debug(9, "Actor::~Actor()"); //release resources for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; @@ -118,7 +120,7 @@ bool Actor::loadActorResources(ActorData * actor) { int i, orient; int result; - debug(0, "Loading frame resource id 0x%X", actor->frameListResourceId); + debug(9, "Loading frame resource id 0x%X", actor->frameListResourceId); result = RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength); if (result != SUCCESS) { warning("Couldn't load sprite action index resource"); @@ -126,7 +128,7 @@ bool Actor::loadActorResources(ActorData * actor) { } framesCount = resourceLength / 16; - debug(0, "Frame resource contains %d frames", framesCount); + debug(9, "Frame resource contains %d frames", framesCount); framesPointer = (ActorFrame *)malloc(sizeof(ActorFrame) * framesCount); if (framesPointer == NULL) { @@ -154,7 +156,7 @@ bool Actor::loadActorResources(ActorData * actor) { actor->framesCount = framesCount; - debug(0, "Loading sprite resource id 0x%X", actor->spriteListResourceId); + debug(9, "Loading sprite resource id 0x%X", actor->spriteListResourceId); if (_vm->_sprite->loadList(actor->spriteListResourceId, &actor->spriteList) != SUCCESS) { warning("Unable to load sprite list"); return false; @@ -163,7 +165,7 @@ bool Actor::loadActorResources(ActorData * actor) { i = _vm->_sprite->getListLen(actor->spriteList); if ( (lastFrame >= i)) { - debug(0, "Appending to sprite list 0x%X", actor->spriteListResourceId); + debug(9, "Appending to sprite list 0x%X", actor->spriteListResourceId); if (_vm->_sprite->appendList(actor->spriteListResourceId + 1, actor->spriteList) != SUCCESS) { warning("Unable append sprite list"); return false; @@ -199,6 +201,87 @@ void Actor::updateActorsScene() { } } +void Actor::handleSpeech(int msec) { + int stringLength; + int sampleLength; + bool removeFirst; + int i; + int talkspeed; + ActorData *actor; + + if (!isSpeaking()) return; + + stringLength = strlen(_activeSpeech.strings[0]); + + if (stringLength == 0) + error("Empty strings not allowed"); + + if (_vm->_script->_skipSpeeches) { + _activeSpeech.stringsCount = 0; + _vm->_sound->stopVoice(); + _vm->_script->wakeUpThreads(kWaitTypeSpeech); + return; + } + + if (!_activeSpeech.playing) { // just added + talkspeed = ConfMan.getInt("talkspeed"); + if (_activeSpeech.speechFlags & kSpeakSlow) { + if (_activeSpeech.slowModeCharIndex >= stringLength) + error("Wrong string index"); + + debug(0 , "Slow string!"); + _activeSpeech.playingTime = 10 * talkspeed; + // 10 - fix it + + } else { + sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); //fixme - too fast + + if (sampleLength < 0) { + _activeSpeech.playingTime = stringLength * talkspeed; + } else { + _activeSpeech.playingTime = sampleLength; + } + } + + if (_activeSpeech.sampleResourceId != -1) + _vm->_sndRes->playVoice(_activeSpeech.sampleResourceId); + + if (_activeSpeech.actorIds[0] != 0) { + actor = getActor(_activeSpeech.actorIds[0]); + if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) { + actor->currentAction = kActionSpeak; + //a->actionCycle = rand() % 64; todo + } + } + _activeSpeech.playing = true; + return; + } + + + _activeSpeech.playingTime -= msec; + + removeFirst = false; + if (_activeSpeech.playingTime <= 0) { + if (_activeSpeech.speechFlags & kSpeakSlow) { + _activeSpeech.slowModeCharIndex++; + if (_activeSpeech.slowModeCharIndex >= stringLength) + removeFirst = true; + } else { + removeFirst = true; + } + } + + if (removeFirst) { + for (i = 1; i < _activeSpeech.stringsCount; i++) { + _activeSpeech.strings[i - 1] = _activeSpeech.strings[i]; + } + _activeSpeech.stringsCount--; + } + + if (!isSpeaking()) + _vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3)); +} + int Actor::direct(int msec) { int i; ActorData *actor; @@ -228,13 +311,6 @@ int Actor::direct(int msec) { handleWalkIntent(actor, &a_intent->walkIntent, &a_intent->a_idone, msec); } break; - case INTENT_SPEAK: - // Actor wants to blab - { - handleSpeakIntent(actor, a_intent, &a_intent->a_idone, msec); - } - break; - default: break; } @@ -275,6 +351,8 @@ int Actor::direct(int msec) { } } +//process speech + handleSpeech(msec); return SUCCESS; } @@ -284,7 +362,7 @@ void Actor::createDrawOrderList() { ActorData *actor; _drawOrderList.clear(); - for (i = 0;i < ACTORCOUNT;i++) { + for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; if (actor->disabled) continue; if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue; @@ -318,16 +396,10 @@ int Actor::drawActors() { ActorOrderList::iterator actorDrawOrderIterator; ActorData *actor; - ActorIntentList::iterator actorIntentIterator; - ACTORINTENT *a_intent; - - ActorDialogList::iterator actorDialogIterator; - ACTORDIALOGUE *a_dialogue; int o_idx; //Orientation index int sprite_num; - int diag_x, diag_y; // dialog coordinates SURFACE *back_buf; @@ -350,198 +422,54 @@ int Actor::drawActors() { continue; } _vm->_sprite->drawOccluded(back_buf, actor->spriteList, sprite_num, actor->screenPosition, actor->screenScale, actor->screenDepth); - - // If actor's current intent is to speak, oblige him by - // displaying his dialogue - actorIntentIterator = actor->a_intentlist.begin(); - if (actorIntentIterator != actor->a_intentlist.end()) { - a_intent = actorIntentIterator.operator->(); - if (a_intent->a_itype == INTENT_SPEAK) { - actorDialogIterator = a_intent->si_diaglist.begin(); - if (actorDialogIterator != a_intent->si_diaglist.end()) { - a_dialogue = actorDialogIterator.operator->(); - diag_x = actor->screenPosition.x; - diag_y = actor->screenPosition.y; - diag_y -= ACTOR_DIALOGUE_HEIGHT; - _vm->textDraw(MEDIUM_FONT_ID, back_buf, a_dialogue->d_string, diag_x, diag_y, actor->speechColor, 0, - FONT_OUTLINE | FONT_CENTERED); - } - } - } } - return SUCCESS; -} - -// Called if the user wishes to skip a line of dialogue (spacebar in the -// original game). Will find all actors currently talking and remove one -// dialogue entry if there is a current speak intent present. +// draw speeches + if (isSpeaking() && !_vm->_script->_skipSpeeches) { + int i; + int textDrawFlags, speechColor; + Point speechCoord; + char oneChar[2]; + oneChar[1] = 0; + const char *outputString; -int Actor::skipDialogue() { - int i; - ActorData *actor; - - ActorIntentList::iterator actorIntentIterator; - ACTORINTENT *a_intent; - - ActorDialogList::iterator actorDialogIterator; - ACTORDIALOGUE *a_dialogue; - - for (i = 0; i < ACTORCOUNT; i++) { - actor = &_actors[i]; - if (actor->disabled) continue; - // Check the actor's current intent for a speak intent - actorIntentIterator = actor->a_intentlist.begin(); - if (actorIntentIterator != actor->a_intentlist.end()) { - a_intent = actorIntentIterator.operator->(); - if (a_intent->a_itype == INTENT_SPEAK) { - // Okay, found a speak intent. Remove one dialogue entry - // from it, releasing any semaphore */ - actorDialogIterator = a_intent->si_diaglist.begin(); - if (actorDialogIterator != a_intent->si_diaglist.end()) { - a_dialogue = actorDialogIterator.operator->(); - if (a_dialogue->d_sem != NULL) { - _vm->_script->SThreadReleaseSem(a_dialogue->d_sem); - } - a_intent->si_diaglist.erase(actorDialogIterator); - // And stop any currently playing voices - _vm->_sound->stopVoice(); - } - } - } - } - - return SUCCESS; -} - -void Actor::speak(uint16 actorId, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem) { - ActorData *actor; - ActorIntentList::iterator actorIntentIterator; - ACTORINTENT *a_intent_p = NULL; - ACTORINTENT a_intent; - int use_existing_ai = 0; - ACTORDIALOGUE a_dialogue; - - a_dialogue.d_string = d_string; - a_dialogue.d_voice_rn = d_voice_rn; - a_dialogue.d_time = getSpeechTime(d_string, d_voice_rn); - a_dialogue.d_sem_held = 1; - a_dialogue.d_sem = sem; - - actor = getActor(actorId); - - // If actor's last registered intent is to speak, we can queue the - // requested dialogue on that intent context; so examine the last - // intent - - actorIntentIterator = actor->a_intentlist.end(); - --actorIntentIterator; - if (actorIntentIterator != actor->a_intentlist.end()) { - a_intent_p = actorIntentIterator.operator->(); - if (a_intent_p->a_itype == INTENT_SPEAK) { - use_existing_ai = 1; + if (_activeSpeech.speechFlags & kSpeakSlow) { + outputString = oneChar; + oneChar[0] = _activeSpeech.strings[0][_activeSpeech.slowModeCharIndex]; + } else { + outputString = _activeSpeech.strings[0]; } - } - - if (use_existing_ai) { - // Store the current dialogue off the existing actor intent - a_intent_p->si_diaglist.push_back(a_dialogue); - } else { - // Create a new actor intent - a_intent.a_itype = INTENT_SPEAK; - a_intent.a_idone = 0; - a_intent.a_iflags = 0; - - a_intent.si_last_action = actor->action; - a_intent.si_diaglist.push_back(a_dialogue); - actor->a_intentlist.push_back(a_intent); - } - - if (sem != NULL) { - _vm->_script->SThreadHoldSem(sem); - } -} - -int Actor::handleSpeakIntent(ActorData *actor, ACTORINTENT *a_aintent, int *complete_p, int msec) { - ActorDialogList::iterator actorDialogIterator; - ActorDialogList::iterator nextActorDialogIterator; - ACTORDIALOGUE *a_dialogue; - ACTORDIALOGUE *a_dialogue2; - long carry_time; - int intent_complete = 0; - - if (!a_aintent->si_init) { - // Initialize speak intent by setting up action - actor->action = ACTION_SPEAK; - actor->action_frame = 0; - actor->action_time = 0; - actor->action_flags = ACTION_LOOP; - a_aintent->si_init = 1; - } - - // Process actor dialogue list - actorDialogIterator = a_aintent->si_diaglist.begin(); - if (actorDialogIterator != a_aintent->si_diaglist.end()) { - a_dialogue = actorDialogIterator.operator->(); - if (!a_dialogue->d_playing) { - // Dialogue voice hasn't played yet - play it now - _vm->_sndRes->playVoice(a_dialogue->d_voice_rn); - a_dialogue->d_playing = 1; + textDrawFlags = FONT_CENTERED; + if (_activeSpeech.outlineColor != 0) { + textDrawFlags |= FONT_OUTLINE; } - a_dialogue->d_time -= msec; - if (a_dialogue->d_time <= 0) { - // Dialogue time has expired; carry negative time to next - // dialogue entry if present, release any semaphores and - // delete the expired entry - - //actor->action = ACTION_IDLE; - - if (a_dialogue->d_sem != NULL) { - _vm->_script->SThreadReleaseSem(a_dialogue->d_sem); - } - - carry_time = a_dialogue->d_time; - - nextActorDialogIterator = actorDialogIterator; - ++nextActorDialogIterator; - if (nextActorDialogIterator != a_aintent->si_diaglist.end()) { - a_dialogue2 = nextActorDialogIterator.operator->(); - a_dialogue2->d_time -= carry_time; + if (_activeSpeech.actorIds[0] != 0) { + + for (i = 0; i < _activeSpeech.actorsCount; i++){ + actor = getActor(_activeSpeech.actorIds[i]); + speechCoord.x = actor->screenPosition.x; + speechCoord.y = actor->screenPosition.y; + speechCoord.y -= ACTOR_DIALOGUE_HEIGHT; + if (_activeSpeech.actorsCount > 1) + speechColor = actor->speechColor; + else + speechColor = _activeSpeech.speechColor; + + _vm->textDraw(MEDIUM_FONT_ID, back_buf, outputString, speechCoord.x, speechCoord.y, speechColor, _activeSpeech.outlineColor, textDrawFlags); } - // Check if there are any dialogue nodes left. If not, - // flag this speech intent as complete - - actorDialogIterator = a_aintent->si_diaglist.erase(actorDialogIterator); - if (actorDialogIterator == a_aintent->si_diaglist.end()) { - intent_complete = 1; - } + } else { // non actors speech + warning("non actors speech occures"); + //todo: write it } - } else { - intent_complete = 1; - } - if (intent_complete) { - *complete_p = 1; } return SUCCESS; } -int Actor::getSpeechTime(const char *d_string, uint16 d_voice_rn) { - int voice_len; - - voice_len = _vm->_sndRes->getVoiceLength(d_voice_rn); - - if (voice_len < 0) { - voice_len = strlen(d_string) * ACTOR_DIALOGUE_LETTERTIME; - } - - return voice_len; -} - void Actor::setOrientation(uint16 actorId, int orient) { ActorData *actor; @@ -605,7 +533,7 @@ void Actor::walkTo(uint16 actorId, const Point *walk_pt, uint16 flags, SEMAPHORE actor->a_intentlist.push_back(actor_intent); int is = actor->a_intentlist.size(); - debug(0, "actor->a_intentlist.size() %i", is); + debug(9, "actor->a_intentlist.size() %i", is); if (sem != NULL) { _vm->_script->SThreadHoldSem(sem); @@ -794,12 +722,80 @@ void Actor::moveRelative(uint16 actorId, const Point &movePoint) { actor->actorY += movePoint.y; } - void Actor::StoA(Point &actorPoint, const Point &screenPoint) { actorPoint.x = (screenPoint.x * ACTOR_LMULT); actorPoint.y = (screenPoint.y * ACTOR_LMULT); } +void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags) { + ActorData *actor; + int i; + + actor = getActor(actorId); + for (i = 0; i < stringsCount; i++) { + _activeSpeech.strings[i] = strings[i]; + } + _activeSpeech.stringsCount = stringsCount; + _activeSpeech.speechFlags = speechFlags; + _activeSpeech.actorsCount = 1; + _activeSpeech.actorIds[0] = actorId; + _activeSpeech.speechColor = actor->speechColor; + _activeSpeech.outlineColor = 15; // fixme - BLACK + _activeSpeech.sampleResourceId = sampleResourceId; + _activeSpeech.playing = false; + _activeSpeech.slowModeCharIndex = 0; +} + +void Actor::nonActorSpeech(const char **strings, int stringsCount, int speechFlags) { + int i; + + _vm->_script->wakeUpThreads(kWaitTypeSpeech); + + for (i = 0; i < stringsCount; i++) { + _activeSpeech.strings[i] = strings[i]; + } + _activeSpeech.stringsCount = stringsCount; + _activeSpeech.speechFlags = speechFlags; + _activeSpeech.actorsCount = 1; + _activeSpeech.actorIds[0] = 0; + //_activeSpeech.speechColor = ; + //_activeSpeech.outlineColor = ; + _activeSpeech.sampleResourceId = -1; + _activeSpeech.playing = false; + _activeSpeech.slowModeCharIndex = 0; +} + +void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags) { + int i; + + for (i = 0; i < actorIdsCount; i++) { + _activeSpeech.actorIds[i] = actorIds[i]; + } + _activeSpeech.strings[0] = string; + _activeSpeech.stringsCount = 1; + _activeSpeech.speechFlags = speechFlags; + //_activeSpeech.speechColor = ; // get's from every actor + _activeSpeech.outlineColor = 0; // disable outline + _activeSpeech.sampleResourceId = -1; + _activeSpeech.playing = false; + _activeSpeech.slowModeCharIndex = 0; + + // caller should call thread->wait(kWaitTypeSpeech) by itself +} + +void Actor::abortAllSpeeches() { + if (_vm->_script->_abortEnabled) + _vm->_script->_skipSpeeches = true; + + for (int i = 0; i < 10; i++) + _vm->_script->executeThreads(0); +} + +void Actor::abortSpeech() { + _vm->_sound->stopVoice(); + _activeSpeech.playingTime = 0; +} + // Console wrappers - must be safe to run // TODO - checkup ALL arguments, cause wrong arguments may fall function with "error" |