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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.
*
*/
#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
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