/* 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 "titanic/true_talk/true_talk_manager.h" #include "titanic/core/tree_item.h" #include "titanic/game_manager.h" #include "titanic/npcs/true_talk_npc.h" #include "titanic/titanic.h" #define MKTAG_BE(a3,a2,a1,a0) ((uint32)((a3) | ((a2) << 8) | ((a1) << 16) | ((a0) << 24))) namespace Titanic { int CTrueTalkManager::_v1; int CTrueTalkManager::_v2; int CTrueTalkManager::_v3; bool CTrueTalkManager::_v4; bool CTrueTalkManager::_v5; int CTrueTalkManager::_v6; int CTrueTalkManager::_v7; bool CTrueTalkManager::_v8; int CTrueTalkManager::_v9; bool CTrueTalkManager::_v10; int CTrueTalkManager::_v11[41]; CTrueTalkNPC *CTrueTalkManager::_currentNPC; /*------------------------------------------------------------------------*/ CTrueTalkManager::CTrueTalkManager(CGameManager *owner) : _gameManager(owner), _scripts(), _currentCharId(0), _dialogueFile(nullptr), _dialogueId(0) { _titleEngine.setup(3, VOCAB_MODE_EN); _quotes.load(); _quotesTree.load(); _currentNPC = nullptr; g_vm->_trueTalkManager = this; } CTrueTalkManager::~CTrueTalkManager() { clear(); g_vm->_trueTalkManager = nullptr; } void CTrueTalkManager::save(SimpleFile *file) const { saveStatics(file); saveNPC(file, 101); saveNPC(file, 103); saveNPC(file, 104); saveNPC(file, 105); saveNPC(file, 111); saveNPC(file, 100); saveNPC(file, 112); saveNPC(file, 107); file->writeNumber(0); } void CTrueTalkManager::load(SimpleFile *file) { loadStatics(file); // Iterate through loading characters int charId = file->readNumber(); while (charId) { loadNPC(file, charId); int ident1 = file->readNumber(); int ident2 = file->readNumber(); if (ident1 != MKTAG_BE('U', 'R', 'A', 'H')) { while (ident2 != MKTAG_BE('A', 'K', 'E', 'R')) { ident1 = ident2; ident2 = file->readNumber(); if (!ident1) break; } } // Get start of next character charId = file->readNumber(); } } void CTrueTalkManager::loadStatics(SimpleFile *file) { int count = file->readNumber(); _v1 = file->readNumber(); _v2 = file->readNumber(); _v3 = file->readNumber(); _v4 = file->readNumber() != 0; _v5 = file->readNumber() != 0; _v6 = file->readNumber(); _v7 = file->readNumber(); _v8 = file->readNumber() != 0; _v9 = file->readNumber(); _v10 = file->readNumber() != 0; for (int idx = count; idx > 10; --idx) file->readNumber(); int count2 = file->readNumber(); for (int idx = 0; idx < count2; ++idx) { int v = file->readNumber(); if (idx < 41) _v11[idx] = v; } } void CTrueTalkManager::saveStatics(SimpleFile *file) { file->writeNumber(10); file->writeNumber(_v1); file->writeNumber(_v2); file->writeNumber(_v3); file->writeNumber(_v4 ? 1 : 0); file->writeNumber(_v5 ? 1 : 0); file->writeNumber(_v6); file->writeNumber(_v7); file->writeNumber(_v8 ? 1 : 0); file->writeNumber(_v9); file->writeNumber(_v10 ? 1 : 0); file->writeNumber(41); for (int idx = 0; idx < 41; ++idx) file->writeNumber(_v11[idx]); } void CTrueTalkManager::clear() { delete _dialogueFile; _dialogueFile = nullptr; _currentCharId = 0; } void CTrueTalkManager::setFlags(int index, int val) { switch (index) { case 1: if (val >= 1 && val <= 3) _v3 = val; break; case 2: _v4 = !val; break; case 3: _v5 = val != 0; break; case 4: if (val >= 0 && val <= 3) _v6 = val; break; case 5: _v7 = val; break; case 6: _v8 = val != 0; break; default: if (index < 41) _v11[index] = val; break; } } void CTrueTalkManager::loadNPC(SimpleFile *file, int charId) { TTnpcScript *script = _scripts.getNpcScript(charId); if (script) script->load(file); } void CTrueTalkManager::saveNPC(SimpleFile *file, int charId) const { TTnpcScript *script = _scripts.getNpcScript(charId); if (script) { script->save(file); file->writeNumber(MKTAG_BE('U', 'R', 'A', 'H')); file->writeNumber(MKTAG_BE('A', 'K', 'E', 'R')); } } void CTrueTalkManager::preLoad() { // Delete any previous talkers for (TTtalkerList::iterator i = _talkers.begin(); i != _talkers.end(); ++i) delete *i; _talkers.clear(); } void CTrueTalkManager::removeCompleted() { for (TTtalkerList::iterator i = _talkers.begin(); i != _talkers.end(); ) { TTtalker *talker = *i; if (talker->_done) { i = _talkers.erase(i); talker->speechEnded(); delete talker; } else { ++i; } } } void CTrueTalkManager::start(CTrueTalkNPC *npc, uint id, CViewItem *view) { TTnpcScript *npcScript = getNpcScript(npc); TTroomScript *roomScript = getRoomScript(); _titleEngine.reset(); uint charId = npcScript->charId(); loadAssets(npc, charId); _currentNPC = npc; _titleEngine._scriptHandler->scriptChanged(roomScript, npcScript, id); _currentNPC = nullptr; setDialogue(npc, roomScript, view); } void CTrueTalkManager::start3(CTrueTalkNPC *npc, CViewItem *view) { start(npc, 3, view); } void CTrueTalkManager::start4(CTrueTalkNPC *npc, CViewItem *view) { start(npc, 4, view); } TTnpcScript *CTrueTalkManager::getTalker(const CString &name) const { if (name.containsIgnoreCase("Doorbot")) return _scripts.getNpcScript(104); else if (name.containsIgnoreCase("Deskbot")) return _scripts.getNpcScript(103); else if (name.containsIgnoreCase("LiftBot")) return _scripts.getNpcScript(105); else if (name.containsIgnoreCase("Parrot")) return _scripts.getNpcScript(107); else if (name.containsIgnoreCase("BarBot")) return _scripts.getNpcScript(100); else if (name.containsIgnoreCase("ChatterBot")) return _scripts.getNpcScript(102); else if (name.containsIgnoreCase("BellBot")) return _scripts.getNpcScript(101); else if (name.containsIgnoreCase("MaitreD")) return _scripts.getNpcScript(112); else if (name.containsIgnoreCase("Succubus") || name.containsIgnoreCase("Sub")) return _scripts.getNpcScript(111); return nullptr; } TTnpcScript *CTrueTalkManager::getNpcScript(CTrueTalkNPC *npc) const { CString npcName = npc->getName(); TTnpcScript *script = getTalker(npcName); if (!script) { // Fall back on the default NPC script script = _scripts.getNpcScript(101); } return script; } TTroomScript *CTrueTalkManager::getRoomScript() const { CRoomItem *room = _gameManager->getRoom(); TTroomScript *script = nullptr; if (room) { int scriptId = room->getScriptId(); if (scriptId) script = _scripts.getRoomScript(scriptId); } if (!script) { // Fall back on the default Room script script = _scripts.getRoomScript(110); } return script; } TTroomScript *CTrueTalkManager::getRoomScript(int roomId) const { TTroomScript *script = nullptr; if (roomId) script = _scripts.getRoomScript(roomId); if (!script) // Fall back on the default Room script script = _scripts.getRoomScript(110); return script; } void CTrueTalkManager::loadAssets(CTrueTalkNPC *npc, int charId) { // If assets for the character are already loaded, simply exit if (_currentCharId == charId) return; // Clear any previously loaded data clear(); // Signal the NPC to get the asset details CTrueTalkGetAssetDetailsMsg detailsMsg; detailsMsg.execute(npc); if (!detailsMsg._filename.empty()) { _dialogueFile = new CDialogueFile(detailsMsg._filename, 20); _dialogueId = detailsMsg._numValue + 1; } } void CTrueTalkManager::processInput(CTrueTalkNPC *npc, CTextInputMsg *msg, CViewItem *view) { TTnpcScript *npcScript = getNpcScript(npc); TTroomScript *roomScript = getRoomScript(); _titleEngine.reset(); if (npcScript && roomScript) { _currentNPC = npc; _titleEngine._scriptHandler->processInput(roomScript, npcScript, TTstring(msg->_input)); _currentNPC = nullptr; loadAssets(npc, npcScript->charId()); setDialogue(npc, roomScript, view); } _currentNPC = nullptr; } void CTrueTalkManager::setDialogue(CTrueTalkNPC *npc, TTroomScript *roomScript, CViewItem *view) { // Get the dialog text CString dialogueStr = readDialogueString(); if (dialogueStr.empty()) return; uint speechDuration = readDialogueSpeech(); TTtalker *talker = new TTtalker(this, npc); _talkers.push_back(talker); bool isParrot = npc->getName().containsIgnoreCase("parrot"); triggerNPC(npc); playSpeech(talker, roomScript, view, isParrot); talker->speechStarted(dialogueStr, _titleEngine._indexes[0], speechDuration); } #define STRING_BUFFER_SIZE 2048 CString CTrueTalkManager::readDialogueString() { byte buffer[STRING_BUFFER_SIZE]; CString result; for (uint idx = 0; idx < _titleEngine._indexes.size(); ++idx) { if (idx != 0) result += " "; // Open a text entry from the dialogue file for access DialogueResource *textRes = _dialogueFile->openTextEntry( _titleEngine._indexes[idx] - _dialogueId); if (!textRes) continue; size_t entrySize = textRes->size(); byte *tempBuffer = (entrySize < STRING_BUFFER_SIZE) ? buffer : new byte[entrySize + 1]; _dialogueFile->read(textRes, tempBuffer, entrySize); buffer[entrySize] = '\0'; // Close the resource _dialogueFile->closeEntry(textRes); // Strip off any non-printable characters for (byte *p = buffer; *p != '\0'; ++p) { if (*p < 32) *p = ' '; } // Add string to result result += CString((const char *)buffer); // Free buffer if one was allocated if (entrySize >= STRING_BUFFER_SIZE) delete[] tempBuffer; } return result; } uint CTrueTalkManager::readDialogueSpeech() { _speechDuration = 0; for (uint idx = 0; idx < _titleEngine._indexes.size(); ++idx) { CWaveFile *waveFile = _gameManager->_sound.getTrueTalkSound( _dialogueFile, _titleEngine._indexes[idx] - _dialogueId); if (waveFile) { _speechDuration += waveFile->getDurationTicks(); } } return _speechDuration; } void CTrueTalkManager::triggerNPC(CTrueTalkNPC *npc) { CTrueTalkSelfQueueAnimSetMsg queueSetMsg; if (queueSetMsg.execute(npc)) { if (_speechDuration > 300) { CTrueTalkQueueUpAnimSetMsg upMsg(_speechDuration); upMsg.execute(npc); } } else { CTrueTalkGetAnimSetMsg getAnimMsg; while (_speechDuration > 300) { getAnimMsg.execute(npc); if (!getAnimMsg._endFrame) break; npc->playMovie(getAnimMsg._startFrame, getAnimMsg._endFrame, 0); getAnimMsg._endFrame = 0; uint numFrames = getAnimMsg._endFrame - getAnimMsg._startFrame; int diff = (numFrames * 1000) / 15 - 500; _speechDuration += diff; getAnimMsg._index++; } } } void CTrueTalkManager::playSpeech(TTtalker *talker, TTroomScript *roomScript, CViewItem *view, bool isParrot) { uint milli, index; switch (roomScript->_scriptId) { case 101: milli = 300; index = 16; break; case 106: case 107: case 110: case 114: case 115: case 122: milli = 130; index = 10; break; case 108: case 109: milli = 200; index = 10; break; case 111: case 116: case 121: milli = 80; index = 12; break; case 112: case 124: case 128: case 130: milli = 80; index = 4; break; case 132: milli = 60; index = 4; break; default: milli = 0; index = 4; break; } // Setup proximities CProximity p1, p2, p3; if (isParrot) { p1._soundType = Audio::Mixer::kSFXSoundType; p1._channelMode = 3; p2._channelMode = 5; p3._channelMode = 4; } else { p1._channelMode = 0; p2._channelMode = 1; p3._channelMode = 2; } if (milli > 0) { p3._channelVolume = (index * 3) / 2; p3._positioningMode = POSMODE_POLAR; p3._azimuth = -135.0; p3._range = 1.0; p3._elevation = 0; p2._channelVolume = (index * 3) / 4; p2._positioningMode = POSMODE_NONE; p2._azimuth = 135.0; p2._range = 1.0; p2._elevation = 0; } _gameManager->_sound.stopChannel(p1._channelMode); if (view) { p1._positioningMode = POSMODE_VECTOR; #ifdef SPATIAL_SOUND view->getPosition(p1._posX, p1._posY, p1._posZ); #endif } // Loop through adding each of the speech portions in. We use the // _priorSoundHandle of CProximity to chain each successive speech // to start when the prior one finishes for (uint idx = 0; idx < _titleEngine._indexes.size(); ++idx) { uint id = _titleEngine._indexes[idx]; if (id > 100000) continue; if (idx == (_titleEngine._indexes.size() - 1)) { // Final iteration of speech segments to play p1._endTalkerFn = &talkerEnd; p1._talker = talker; } // Start the speech p1._priorSoundHandle = _gameManager->_sound.playSpeech(_dialogueFile, id - _dialogueId, p1); if (!milli) continue; #ifdef SPATIAL_SOUND if (idx == 0) g_vm->_events->sleep(milli); // TODO: Figure out if these below are needed. It kinda looks like they were // simply playing the same speech at different spatial co-ordinates. And since // we don't support spatial processing in ScummVM yet, they're being left disabled p3._priorSoundHandle = _gameManager->_sound.playSpeech(_dialogueFile, id - _dialogueId, p3); if (idx == 0) g_vm->_events->sleep(milli); p2._priorSoundHandle = _gameManager->_sound.playSpeech(_dialogueFile, id - _dialogueId, p2); #endif } } int CTrueTalkManager::getStateValue(int stateNum) { if (!_currentNPC) return -1000; CTrueTalkGetStateValueMsg msg(stateNum, -1000); msg.execute(_currentNPC); return msg._stateVal; } bool CTrueTalkManager::triggerAction(int action, int param) { if (!_currentNPC) return false; CTrueTalkTriggerActionMsg msg(action, param, 0); msg.execute(_currentNPC); return true; } void CTrueTalkManager::talkerEnd(TTtalker *talker) { if (talker) talker->endSpeech(0); } CGameManager *CTrueTalkManager::getGameManager() const { return _gameManager; } CGameState *CTrueTalkManager::getGameState() const { return _gameManager ? &_gameManager->_gameState : nullptr; } int CTrueTalkManager::getPassengerClass() const { CGameState *gameState = getGameState(); return gameState ? gameState->_passengerClass : 4; } Season CTrueTalkManager::getCurrentSeason() const { CGameState *gameState = getGameState(); return gameState ? gameState->_seasonNum : SEASON_SUMMER; } } // End of namespace Titanic