BLADERUNNER: Support wait for dialogue queues to finish

Fixes a Crazylegs bug where he can interrupt himself

Could probably be used elsewhere if there are any other such cases.
This commit is contained in:
Thanasis Antoniou 2019-04-04 21:01:25 +03:00
parent e4b78f4f62
commit f04705084c
9 changed files with 49 additions and 3 deletions

View file

@ -53,7 +53,7 @@ Actor::Actor(BladeRunnerEngine *vm, int actorId) {
_walkInfo = new ActorWalk(vm);
_movementTrack = new MovementTrack();
_cluesLimit = (actorId == 0 || actorId == 99) ? 4 : 2;
_cluesLimit = (actorId == kActorMcCoy || actorId == kActorVoiceOver) ? 4 : 2;
_clues = new ActorClues(vm, _cluesLimit);
_combatInfo = new ActorCombat(vm);

View file

@ -52,7 +52,7 @@ ActorDialogueQueue::~ActorDialogueQueue() {
}
void ActorDialogueQueue::add(int actorId, int sentenceId, int animationMode) {
if (actorId == 0 || actorId == BladeRunnerEngine::kActorVoiceOver) {
if (actorId == kActorMcCoy || actorId == kActorVoiceOver) {
animationMode = -1;
}
if (_entries.size() < kMaxEntries) {
@ -105,6 +105,21 @@ void ActorDialogueQueue::flush(int a1, bool callScript) {
}
}
/**
* return true when queue is empty and object is flushed
*/
bool ActorDialogueQueue::isEmpty() {
return _entries.empty() \
&& !_isNotPause \
&& !_isPause \
&& _actorId == -1 \
&& _sentenceId == -1 \
&& _animationMode == -1 \
&& _animationModePrevious == -1 \
&& _delay == 0 \
&& _timeLast == 0;
}
void ActorDialogueQueue::tick() {
if (!_vm->_audioSpeech->isPlaying()) {
if (_isPause) {

View file

@ -64,6 +64,7 @@ public:
void add(int actorId, int sentenceId, int animationMode);
void addPause(int delay);
void flush(int a1, bool callScript);
bool isEmpty();
void tick();
void save(SaveFileWriteStream &f);

View file

@ -174,7 +174,7 @@ bool ActorWalk::tick(int actorId, float stepDistance, bool mustReachWalkDestinat
int r = nextOnPath(actorId, _current, _destination, next);
obstaclesRestore();
if (r == 0) {
stop(actorId, actorId == 0, kAnimationModeCombatIdle, kAnimationModeIdle);
stop(actorId, actorId == kActorMcCoy, kAnimationModeCombatIdle, kAnimationModeIdle);
return false;
}
if (r != -1) {

View file

@ -1693,6 +1693,22 @@ void BladeRunnerEngine::loopActorSpeaking() {
playerGainsControl();
}
/**
* To be used only for when there is a chance an ongoing dialogue in a dialogue queue
* might be interrupted AND that is unwanted behavior (sometimes, it's intended that the dialogue
* can be interrupted without necessarily being finished).
*/
void BladeRunnerEngine::loopQueuedDialogueStillPlaying() {
if (_actorDialogueQueue->isEmpty()) {
return;
}
do {
gameTick();
} while (_gameIsRunning && !_actorDialogueQueue->isEmpty());
}
void BladeRunnerEngine::outtakePlay(int id, bool noLocalization, int container) {
Common::String name = _gameInfo->getOuttake(id);

View file

@ -275,6 +275,7 @@ public:
void gameWaitForActive();
void loopActorSpeaking();
void loopQueuedDialogueStillPlaying();
void outtakePlay(int id, bool no_localization, int container = -1);

View file

@ -690,6 +690,13 @@ void SceneScriptHF05::talkWithCrazyLegs1() {
Ambient_Sounds_Play_Sound(149, 99, 99, 0, 0);
Actor_Face_Actor(kActorCrazylegs, kActorMcCoy, true);
Actor_Face_Actor(kActorMcCoy, kActorCrazylegs, true);
#if BLADERUNNER_ORIGINAL_BUGS
#else
// There is a chance here that Crazylegs will "interrupt himself"
// and thus sometimes skip the last sentence of the above queued dialogue in chapter 3.
// So we explicitly wait for the queue to be emptied before proceeding to his next line
ADQ_Wait_For_All_Queued_Dialogue();
#endif // BLADERUNNER_ORIGINAL_BUGS
Actor_Says(kActorCrazylegs, 170, kAnimationModeTalk);
Actor_Says(kActorCrazylegs, 180, 12);
Actor_Says(kActorCrazylegs, 190, 14);

View file

@ -1551,6 +1551,11 @@ void ScriptBase::ADQ_Add_Pause(int delay) {
_vm->_actorDialogueQueue->addPause(delay);
}
void ScriptBase::ADQ_Wait_For_All_Queued_Dialogue() {
debugC(kDebugScript, "ADQ_Wait_For_All_Queued_Dialogue()");
_vm->loopQueuedDialogueStillPlaying();
}
bool ScriptBase::Game_Over() {
debugC(kDebugScript, "Game_Over()");
_vm->_gameIsRunning = false;

View file

@ -259,6 +259,7 @@ protected:
void ADQ_Flush();
void ADQ_Add(int actorId, int sentenceId, int animationMode);
void ADQ_Add_Pause(int delay);
void ADQ_Wait_For_All_Queued_Dialogue();
bool Game_Over();
void Autosave_Game(int textId);
void I_Sez(const char *str);