// IGoalPipeListener //////////////////////////////////////////////////////////////////////////// void CDialogActorContext::OnGoalPipeEvent( IPipeUser* pPipeUser, EGoalPipeEvent event, int goalPipeId, bool& unregisterListenerAfterEvent ) { if (m_goalPipeID != goalPipeId && m_exPosAnimPipeID != goalPipeId) return; #if 1 DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::OnGoalPipeEvent: %s 0x%p actorID=%d goalPipe=%d m_goalPipeID=%d m_exPosAnimPipeID=%d event=%s", m_pSession->GetDebugName(), this, m_actorID, goalPipeId, m_goalPipeID, m_exPosAnimPipeID, EventName(event)); #endif switch (event) { case ePN_Deselected: case ePN_Removed: if (CheckActorFlags(CDialogSession::eDACF_NoAIAbort) == false) { if (m_goalPipeID == goalPipeId) m_bAbortFromAI = true; } break; case ePN_AnimStarted: m_bAnimStarted = true; break; default: break; } }
void CDialogActorContext::CancelCurrent(bool bResetStates) { if (!m_bNeedsCancel) return; assert (m_bInCancel == false); if (m_bInCancel == true) return; m_bInCancel = true; // remove from AG if (m_pAGState != 0) { m_pAGState->RemoveListener(this); if (bResetStates) { ResetAGState(); } m_pAGState = 0; } m_queryID = 0; m_bAnimStarted = false; // reset lookat IEntity* pEntity = gEnv->pEntitySystem->GetEntity(m_entityID); if (pEntity) { IAIObject* pAI = pEntity->GetAI(); if (pAI) { IAIActor* pAIActor = pAI->CastToIAIActor(); if (pAIActor) { if (m_bLookAtNeedsReset) { pAIActor->ResetLookAt(); m_bLookAtNeedsReset = false; } IPipeUser* pPipeUser = pAI->CastToIPipeUser(); if (pPipeUser) { if (m_goalPipeID > 0) { if (GetAIBehaviourMode() == CDialogSession::eDIB_InterruptMedium) { int dummyPipe = 0; ExecuteAI(dummyPipe, "ACT_DIALOG_OVER", 0, false); } pPipeUser->UnRegisterGoalPipeListener( this, m_goalPipeID ); pPipeUser->RemoveSubPipe(m_goalPipeID, true); m_goalPipeID = 0; } if (m_exPosAnimPipeID > 0) { pPipeUser->UnRegisterGoalPipeListener( this, m_exPosAnimPipeID ); pPipeUser->CancelSubPipe(m_exPosAnimPipeID); pPipeUser->RemoveSubPipe(m_exPosAnimPipeID, false); m_exPosAnimPipeID = 0; } } } } } // facial expression is always reset // if (bResetStates) { // Reset Facial Expression IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); if (pActorEntity) { DoFacialExpression(pActorEntity, "", 1.0f, 0.0f); } } // should we stop the current sound? // we don't stop the sound if the actor aborts and has eDACF_NoAbortSound set. // if actor died (entity destroyed) though, sound is stopped anyway const bool bDontStopSound = (IsAborted() == false && CheckActorFlags(CDialogSession::eDACF_NoAbortSound)) || (IsAborted() && CheckActorFlags(CDialogSession::eDACF_NoAbortSound) && GetAbortReason() != CDialogSession::eAR_ActorDead && GetAbortReason() != CDialogSession::eAR_EntityDestroyed); if (bDontStopSound == false) { // stop sound (this also forces m_soundId to be INVALID_SOUNDID) and markes Context as non-playing! // e.g. IsStillPlaying will then return false // we explicitly stop the sound in the d'tor if we don't take this path here StopSound(); } IEntitySystem* pES = gEnv->pEntitySystem; pES->RemoveEntityEventListener( m_entityID, ENTITY_EVENT_AI_DONE, this ); pES->RemoveEntityEventListener( m_entityID, ENTITY_EVENT_DONE, this ); pES->RemoveEntityEventListener( m_entityID, ENTITY_EVENT_RESET, this ); m_phase = eDAC_Idle; m_bInCancel = false; m_bNeedsCancel = false; }
bool CDialogActorContext::Update(float dt) { if (IsAborted()) return true; // FIXME: this should never happen, as we should get a notification before. // temp leave in for tracking down a bug [AlexL: 23/11/2006] IEntity* pEntity = gEnv->pEntitySystem->GetEntity(m_entityID); if (pEntity == 0) { m_pIActor = 0; GameWarning("[DIALOG] CDialogActorContext::Update: %s Actor=%d (EntityId=%d) no longer existent.", m_pSession->GetDebugName(), m_actorID, m_entityID); AbortContext(true, CDialogSession::eAR_EntityDestroyed); return true; } CDialogSession::AlertnessInterruptMode alertnessInterruptMode = m_pSession->GetAlertnessInterruptMode(); if(alertnessInterruptMode != CDialogSession::None) { if(IAIObject* aiObject = pEntity->GetAI()) { if(IAIActorProxy* aiActorProxy = aiObject->GetProxy()) { if(aiActorProxy->GetAlertnessState() >= alertnessInterruptMode) { AbortContext(true, CDialogSession::eAR_AIAborted); return true; } } } } float now = m_pSession->GetCurTime(); if (!CheckActorFlags(CDialogSession::eDACF_NoActorDeadAbort) && m_pIActor && m_pIActor->IsDead()) { if (!IsAborted()) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Actor=%d (EntityId=%d) has died. Aborting.", m_pSession->GetDebugName(), m_actorID, m_entityID); AbortContext(true, CDialogSession::eAR_ActorDead); return true; } } if (m_bIsLocalPlayer) { // when the local player is involved in the conversation do some special checks if (DoLocalPlayerChecks(dt) == false) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Abort from LocalPlayer.", m_pSession->GetDebugName()); AbortContext(true, m_bIsAwareInRange == false ? CDialogSession::eAR_PlayerOutOfRange : CDialogSession::eAR_PlayerOutOfView); return true; } } if (m_bAbortFromAI) { m_bAbortFromAI = false; if (!IsAborted()) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Abort from AI.", m_pSession->GetDebugName()); AbortContext(true, CDialogSession::eAR_AIAborted); return true; } } if (SessionAllowsLookAt()) { DoStickyLookAt(); } int loop = 0; do { // DiaLOG::Log("[DIALOG] DiaLOG::eAlways"CDialogActorContext::Update: %s now=%f actorId=%d loop=%d", m_pSession->GetDebugName(), now, m_actorID, loop); bool bAdvance = false; switch (m_phase) { case eDAC_Idle: break; case eDAC_NewLine: { m_bHasScheduled = false; m_lookAtTimeOut = LOOKAT_TIMEOUT; m_animTimeOut = ANIM_TIMEOUT; m_soundTimeOut = SOUND_TIMEOUT; // wait one second until sound is timed out m_bAnimScheduled = false; m_bAnimStarted = false; m_bSoundScheduled = false; m_bSoundStarted = false; m_soundLength = 0.0f; if (m_pCurLine->m_flagResetLookAt) { m_stickyLookAtActorID = CDialogScript::NO_ACTOR_ID; m_lookAtActorID = CDialogScript::NO_ACTOR_ID; } // check if look-at sticky is set else if (m_pCurLine->m_lookatActor != CDialogScript::NO_ACTOR_ID) { if (m_pCurLine->m_flagLookAtSticky == false) { m_lookAtActorID = m_pCurLine->m_lookatActor; m_stickyLookAtActorID = CDialogScript::NO_ACTOR_ID; } else { m_stickyLookAtActorID = m_pCurLine->m_lookatActor; m_lookAtActorID = CDialogScript::NO_ACTOR_ID; } } bAdvance = true; // handle the first sticky look-at here if (SessionAllowsLookAt()) { DoStickyLookAt(); } } break; case eDAC_LookAt: { bool bWaitForLookAtFinish = true; bAdvance = true; if (SessionAllowsLookAt() == false) { break; } // Question: maybe do this although EP is requested if (bWaitForLookAtFinish && m_lookAtActorID != CDialogScript::NO_ACTOR_ID && m_pCurLine->m_flagAGEP == false) { IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); IEntity* pLookAtEntity = m_pSession->GetActorEntity(m_lookAtActorID); if (pActorEntity != 0) { m_lookAtTimeOut -= dt; bool bTargetReached; //bool bSuccess = DoLookAt(pActorEntity, pLookAtEntity, bTargetReached); DoLookAt(pActorEntity, pLookAtEntity, bTargetReached); //DiaLOG::Log(DiaLOG::eDebugA, "[DIALOG] CDialogActorContext::Update: %s now=%f actorID=%d phase=eDAC_LookAt %d", // m_pSession->GetDebugName(), now, m_actorID, bTargetReached); if (/* bSuccess == false || */ bTargetReached || m_lookAtTimeOut<=0.0f) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s now=%f actorID=%d phase=eDAC_LookAt %s", m_pSession->GetDebugName(), now, m_actorID, bTargetReached ? "Target Reached" : "Timed Out"); m_lookAtActorID = CDialogScript::NO_ACTOR_ID; } else bAdvance = false; } } } break; case eDAC_Anim: { bAdvance = true; if (SessionAllowsLookAt() && m_lookAtActorID != CDialogScript::NO_ACTOR_ID) // maybe: don't do this when EP is requested [&& m_pCurLine->m_flagAGEP == false] { IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); IEntity* pLookAtEntity = m_pSession->GetActorEntity(m_lookAtActorID); if (pActorEntity != 0) { m_lookAtTimeOut -= dt; bool bTargetReached; //bool bSuccess = DoLookAt(pActorEntity, pLookAtEntity, bTargetReached); DoLookAt(pActorEntity, pLookAtEntity, bTargetReached); if (/* bSuccess == false || */ bTargetReached || m_lookAtTimeOut<=0.0f) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s now=%f actorID=%d phase=eDAC_Anim %s", m_pSession->GetDebugName(), now, m_actorID, bTargetReached ? "Target Reached" : "Timed Out"); m_lookAtActorID = CDialogScript::NO_ACTOR_ID; } else bAdvance = false; } } const bool bHasAnim = !m_pCurLine->m_anim.empty(); if (SessionAllowsAnim() && bHasAnim) { bAdvance = false; if (!m_bAnimScheduled) { m_bSoundStopsAnim = false; // whenever there is a new animation, no need for the still playing sound // to stop the animation m_bAnimStarted = false; m_bAnimScheduled = true; // schedule animation IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); if (pActorEntity) DoAnimAction(pActorEntity, m_pCurLine->m_anim, m_pCurLine->m_flagAGSignal, m_pCurLine->m_flagAGEP); else bAdvance = true; } else { // we scheduled it already // wait until it starts or timeout m_animTimeOut-=dt; bAdvance = m_animTimeOut <= 0.0f || m_bAnimStarted; if (bAdvance) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_Anim %s", m_pSession->GetDebugName(), now, m_actorID, m_bAnimStarted ? "Anim Started" : "Anim Timed Out"); } } } } break; case eDAC_ScheduleSoundPlay: { bAdvance = true; const bool bHasSound = !m_pCurLine->m_sound.empty(); if (bHasSound) { if (m_bSoundScheduled == false) { IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); if (pActorEntity == 0) break; IEntityAudioProxy* pActorAudioProxy = m_pSession->GetEntityAudioProxy(pActorEntity); if (pActorAudioProxy == 0) break; REINST("play voice line"); // start a new sound //int sFlags = CDialogActorContext::SOUND_FLAGS; //if (CDialogSystem::sLoadSoundSynchronously != 0) // sFlags |= FLAG_SOUND_LOAD_SYNCHRONOUSLY; // //// if it's the local player make the sound relative to the entity //if (m_bIsLocalPlayer) // sFlags |= FLAG_SOUND_RELATIVE; //const char* soundKey = GetSoundKey(m_pCurLine->m_sound); //ISound* pSound = 0; //pSound = gEnv->pAudioSystem->CreateSound(soundKey, sFlags); //DiaLOG::Log(DiaLOG::eDebugA, "[DIALOG] CDialogActorContex::Update: %s Now=%f actorID=%d phase=eDAC_ScheduleSoundPlay: Starting '%s' [key=%s]", // m_pSession->GetDebugName(), now, m_actorID, m_pCurLine->m_sound.c_str(), soundKey); //if (!pSound) //{ // GameWarning("[DIALOG] CDialogActorContext::Update: %s ActorID=%d: Cannot play sound '%s'", // m_pSession->GetDebugName(), m_actorID, m_pCurLine->m_sound.c_str()); //} //if (pSound) //{ // if (m_bSoundStopsAnim) // { // m_bSoundStopsAnim = false; // if (m_pAGState != 0) // { // ResetAGState(); // DiaLOG::Log(DiaLOG::eDebugA, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_ScheduleSoundPlay: Stopping old animation", // m_pSession->GetDebugName(), now, m_actorID); // } // } // StopSound(); // apparently, if we dont explicitely stop the sound, in rare cases it never stops. Im pretty sure that is an engine/fmod bug. // // stopping it this way may lead to some subtitles staying for an extra couple seconds on screen (this comes from another engine bug/problem related to an extra fade out time added to cover the dummy NAX soudns) // m_soundID = pSound->GetId(); // m_bSoundStarted = false; // m_bSoundScheduled = true; // // tell the animation whether to stop on sound stop // m_bSoundStopsAnim = m_pCurLine->m_flagSoundStopsAnim; // DiaLOG::Log(DiaLOG::eDebugA, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_ScheduleSoundPlay: Reg as listener on 0x%p '%s'", // m_pSession->GetDebugName(), now, m_actorID, pSound, pSound->GetName()); // pSound->SetSemantic(eSoundSemantic_Dialog); // pSound->AddEventListener(this, "DialogActor"); // event listener will set m_soundLength // // sound proxy uses head pos on dialog sounds // const bool bResult = pActorAudioProxy->PlaySound(pSound, Vec3(ZERO), FORWARD_DIRECTION, 1.0f); // if (bResult) // { // // Fetch some localization info for the sound // ILocalizationManager* pLocMgr = gEnv->pSystem->GetLocalizationManager(); // if (pLocMgr && CDialogSystem::sWarnOnMissingLoc != 0) // { // SLocalizedInfoGame GameInfo; // const bool bFound = pLocMgr->GetLocalizedInfoByKey(soundKey, GameInfo); // if (!bFound) // { // GameWarning("[DIALOG] CDialogActorContext::Update: '%s' DialogScript '%s': Localized info for '%s' not found!", // m_pSession->GetDebugName(), m_pSession->GetScript()->GetID().c_str(), m_pCurLine->m_sound.c_str()); // } // } // bAdvance = false; // don't advance // } // else // { // GameWarning("[DIALOG] CDialogActorContext::Update: %s ActorID=%d: Cannot play sound '%s' [AudioProxy ignored playback]", // m_pSession->GetDebugName(), m_actorID, m_pCurLine->m_sound.c_str()); // pSound->Stop(ESoundStopMode_AtOnce); // m_soundID = INVALID_SOUNDID; // pSound->RemoveEventListener(this); // pSound = NULL; // } //} //else //{ // GameWarning("[DIALOG] CDialogActorContext::Update: %s ActorID=%d: Cannot play sound '%s' [AudioProxy returns invalid sound]", // m_pSession->GetDebugName(), m_actorID, m_pCurLine->m_sound.c_str()); //} } else { // sound has been scheduled // wait for sound start or timeout m_soundTimeOut-=dt; const bool bTimedOut = m_soundTimeOut <= 0.0f; bAdvance = bTimedOut || m_bSoundStarted; if (bAdvance) { if (bTimedOut) StopSound(true); // unregister from sound as listener and free resource DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_ScheduleSoundPlay %s", m_pSession->GetDebugName(), now, m_actorID, m_bSoundStarted ? "Sound Started" : "Sound Timed Out"); } } } } break; case eDAC_SoundFacial: { bAdvance = true; const bool bHasSound = !m_pCurLine->m_sound.empty(); const bool bHasFacial = !m_pCurLine->m_facial.empty() || m_pCurLine->m_flagResetFacial; if (bHasFacial) { IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); if (pActorEntity) DoFacialExpression(pActorEntity, m_pCurLine->m_facial, m_pCurLine->m_facialWeight, m_pCurLine->m_facialFadeTime); } float delay = m_pCurLine->m_delay; if (bHasSound && m_bSoundStarted) { if (m_soundLength < 0.0f) { m_soundLength = Random(2.0f,6.0f); DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_SoundFacial Faking SoundTime to %f", m_pSession->GetDebugName(), now, m_actorID, m_soundLength); } DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_SoundFacial Delay=%f SoundTime=%f", m_pSession->GetDebugName(), now , m_actorID, delay, m_soundLength); delay += m_soundLength; } // schedule END if (delay < 0.0f) delay = 0.0f; m_pSession->ScheduleNextLine(delay+0.05f); // ~1 frame at 20 fps. we now stop the current line sound before going for next line. Sometimes, this stop call is right before the // sound has actually stopped in engine side. When that happens, the engine is adding ~2 seconds extra to the sound duration (because fade problems related to NAX header) // and that looks bad if subtitles are enabled. So we add this small delay here to try to minimize that situation. // this is part of the workaround for some dialogs apparently never finishing in the engine side (rare). m_bHasScheduled = true; } break; case eDAC_EndLine: bAdvance = true; if (m_bHasScheduled == false) { m_bHasScheduled = true; m_pSession->ScheduleNextLine(m_pCurLine->m_delay); } break; } if (bAdvance) { AdvancePhase(); dt = 0.0f; ++loop; assert (loop <= eDAC_EndLine+1); if (loop > eDAC_EndLine+1) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Actor=%d InternalLoopCount=%d. Final Exit!", m_pSession->GetDebugName(), m_actorID, loop); } } else break; } while (true); return true; }
bool CDialogActorContext::Update(float dt) { if (IsAborted()) return true; // FIXME: this should never happen, as we should get a notification before. // temp leave in for tracking down a bug [AlexL: 23/11/2006] IEntity* pEntity = gEnv->pEntitySystem->GetEntity(m_entityID); if (pEntity == 0) { m_pIActor = 0; GameWarning("[DIALOG] CDialogActorContext::Update: %s Actor=%d (EntityId=%d) no longer existent.", m_pSession->GetDebugName(), m_actorID, m_entityID); AbortContext(true, CDialogSession::eAR_EntityDestroyed); return true; } CDialogSession::AlertnessInterruptMode alertnessInterruptMode = m_pSession->GetAlertnessInterruptMode(); if(alertnessInterruptMode != CDialogSession::None) { if(IAIObject* aiObject = pEntity->GetAI()) { if(IAIActorProxy* aiActorProxy = aiObject->GetProxy()) { if(aiActorProxy->GetAlertnessState() >= alertnessInterruptMode) { AbortContext(true, CDialogSession::eAR_AIAborted); return true; } } } } float now = m_pSession->GetCurTime(); if (!CheckActorFlags(CDialogSession::eDACF_NoActorDeadAbort) && m_pIActor && m_pIActor->IsDead()) { if (!IsAborted()) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Actor=%d (EntityId=%d) has died. Aborting.", m_pSession->GetDebugName(), m_actorID, m_entityID); AbortContext(true, CDialogSession::eAR_ActorDead); return true; } } if (m_bIsLocalPlayer) { // when the local player is involved in the conversation do some special checks if (DoLocalPlayerChecks(dt) == false) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Abort from LocalPlayer.", m_pSession->GetDebugName()); AbortContext(true, m_bIsAwareInRange == false ? CDialogSession::eAR_PlayerOutOfRange : CDialogSession::eAR_PlayerOutOfView); return true; } } if (m_bAbortFromAI) { m_bAbortFromAI = false; if (!IsAborted()) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Abort from AI.", m_pSession->GetDebugName()); AbortContext(true, CDialogSession::eAR_AIAborted); return true; } } if (SessionAllowsLookAt()) { DoStickyLookAt(); } int loop = 0; do { // DiaLOG::Log("[DIALOG] DiaLOG::eAlways"CDialogActorContext::Update: %s now=%f actorId=%d loop=%d", m_pSession->GetDebugName(), now, m_actorID, loop); bool bAdvance = false; switch (m_phase) { case eDAC_Idle: break; case eDAC_NewLine: { m_bHasScheduled = false; m_lookAtTimeOut = LOOKAT_TIMEOUT; m_animTimeOut = ANIM_TIMEOUT; m_soundTimeOut = SOUND_TIMEOUT; // wait one second until sound is timed out m_bAnimScheduled = false; m_bAnimStarted = false; m_bSoundScheduled = false; m_bSoundStarted = false; m_soundLength = 0.0f; if (m_pCurLine->m_flagResetLookAt) { m_stickyLookAtActorID = CDialogScript::NO_ACTOR_ID; m_lookAtActorID = CDialogScript::NO_ACTOR_ID; } // check if look-at sticky is set else if (m_pCurLine->m_lookatActor != CDialogScript::NO_ACTOR_ID) { if (m_pCurLine->m_flagLookAtSticky == false) { m_lookAtActorID = m_pCurLine->m_lookatActor; m_stickyLookAtActorID = CDialogScript::NO_ACTOR_ID; } else { m_stickyLookAtActorID = m_pCurLine->m_lookatActor; m_lookAtActorID = CDialogScript::NO_ACTOR_ID; } } bAdvance = true; // handle the first sticky look-at here if (SessionAllowsLookAt()) { DoStickyLookAt(); } #if 0 // test for immediate scheduling of next line while the current line is still playing // maybe we're going to use some special delay TAGS like FORCE_NEXT, WAIT if (m_pCurLine->m_delay <= -999.0f) { m_bHasScheduled = true; m_pSession->ScheduleNextLine(0.0f); } #endif } break; case eDAC_LookAt: { bool bWaitForLookAtFinish = true; bAdvance = true; if (SessionAllowsLookAt() == false) { break; } // Question: maybe do this although EP is requested if (bWaitForLookAtFinish && m_lookAtActorID != CDialogScript::NO_ACTOR_ID && m_pCurLine->m_flagAGEP == false) { IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); IEntity* pLookAtEntity = m_pSession->GetActorEntity(m_lookAtActorID); if (pActorEntity != 0) { m_lookAtTimeOut -= dt; bool bTargetReached; //bool bSuccess = DoLookAt(pActorEntity, pLookAtEntity, bTargetReached); DoLookAt(pActorEntity, pLookAtEntity, bTargetReached); //DiaLOG::Log(DiaLOG::eDebugA, "[DIALOG] CDialogActorContext::Update: %s now=%f actorID=%d phase=eDAC_LookAt %d", // m_pSession->GetDebugName(), now, m_actorID, bTargetReached); if (/* bSuccess == false || */ bTargetReached || m_lookAtTimeOut<=0.0f) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s now=%f actorID=%d phase=eDAC_LookAt %s", m_pSession->GetDebugName(), now, m_actorID, bTargetReached ? "Target Reached" : "Timed Out"); m_lookAtActorID = CDialogScript::NO_ACTOR_ID; } else bAdvance = false; } } } break; case eDAC_Anim: { bAdvance = true; if (SessionAllowsLookAt() && m_lookAtActorID != CDialogScript::NO_ACTOR_ID) // maybe: don't do this when EP is requested [&& m_pCurLine->m_flagAGEP == false] { IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); IEntity* pLookAtEntity = m_pSession->GetActorEntity(m_lookAtActorID); if (pActorEntity != 0) { m_lookAtTimeOut -= dt; bool bTargetReached; //bool bSuccess = DoLookAt(pActorEntity, pLookAtEntity, bTargetReached); DoLookAt(pActorEntity, pLookAtEntity, bTargetReached); if (/* bSuccess == false || */ bTargetReached || m_lookAtTimeOut<=0.0f) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s now=%f actorID=%d phase=eDAC_Anim %s", m_pSession->GetDebugName(), now, m_actorID, bTargetReached ? "Target Reached" : "Timed Out"); m_lookAtActorID = CDialogScript::NO_ACTOR_ID; } else bAdvance = false; } } const bool bHasAnim = !m_pCurLine->m_anim.empty(); if (SessionAllowsAnim() && bHasAnim) { bAdvance = false; if (!m_bAnimScheduled) { m_bSoundStopsAnim = false; // whenever there is a new animation, no need for the still playing sound // to stop the animation m_bAnimStarted = false; m_bAnimScheduled = true; // schedule animation IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); if (pActorEntity) DoAnimAction(pActorEntity, m_pCurLine->m_anim, m_pCurLine->m_flagAGSignal, m_pCurLine->m_flagAGEP); else bAdvance = true; } else { // we scheduled it already // wait until it starts or timeout m_animTimeOut-=dt; bAdvance = m_animTimeOut <= 0.0f || m_bAnimStarted; if (bAdvance) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_Anim %s", m_pSession->GetDebugName(), now, m_actorID, m_bAnimStarted ? "Anim Started" : "Anim Timed Out"); } } } } break; case eDAC_ScheduleSoundPlay: { bAdvance = true; const bool bHasSound = m_pCurLine->m_audioID != INVALID_AUDIO_CONTROL_ID; if (bHasSound) { if (m_bSoundScheduled == false) { IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); if (pActorEntity == 0) break; IEntityAudioProxy* pActorAudioProxy = m_pSession->GetEntityAudioProxy(pActorEntity); if (pActorAudioProxy == 0) break; if(m_SpeechAuxProxy == INVALID_AUDIO_PROXY_ID) { m_SpeechAuxProxy = pActorAudioProxy->CreateAuxAudioProxy(); pActorAudioProxy->AddAsListenerToAuxAudioProxy(m_SpeechAuxProxy, &CDialogActorContext::OnAudioTriggerFinished, eART_AUDIO_CALLBACK_MANAGER_REQUEST, eACMRT_REPORT_FINISHED_TRIGGER_INSTANCE); } UpdateAuxProxyPosition(); SAudioCallBackInfos callbackInfos(0, (void*)CDialogActorContext::GetClassIdentifier(), reinterpret_cast<void*>(static_cast<intptr_t>(m_ContextID)), eARF_PRIORITY_NORMAL | eARF_SYNC_FINISHED_CALLBACK); if(!pActorAudioProxy->ExecuteTrigger(m_pCurLine->m_audioID, eLSM_None, m_SpeechAuxProxy, callbackInfos)) { m_bSoundStarted = false; m_bHasScheduled = false; m_pSession->ScheduleNextLine(2.0f); } else { m_bSoundStarted = true; m_bHasScheduled = true; //todo: get the length of the sound to schedule the next line (set m_soundLength). Currently we schedule the next line as soon as the current one is finished, ignoring the specified "delay" parameter. its done in: DialogTriggerFinishedCallback const char* triggerName = gEnv->pAudioSystem->GetAudioControlName(eACT_TRIGGER, m_pCurLine->m_audioID); if (triggerName == NULL) triggerName = "dialog trigger"; DiaLOG::Log(DiaLOG::eDebugA, "[DIALOG] CDialogActorContex::Update: %s Now=%f actorID=%d phase=eDAC_ScheduleSoundPlay: Starting '%s'", m_pSession->GetDebugName(), now, m_actorID, triggerName); } } else { // sound has been scheduled // wait for sound start or timeout m_soundTimeOut-=dt; const bool bTimedOut = m_soundTimeOut <= 0.0f; bAdvance = bTimedOut || m_bSoundStarted; if (bAdvance) { if (bTimedOut) StopSound(true); // unregister from sound as listener and free resource DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_ScheduleSoundPlay %s", m_pSession->GetDebugName(), now, m_actorID, m_bSoundStarted ? "Sound Started" : "Sound Timed Out"); } } } } break; case eDAC_SoundFacial: { bAdvance = true; const bool bHasSound = m_pCurLine->m_audioID != INVALID_AUDIO_CONTROL_ID; const bool bHasFacial = !m_pCurLine->m_facial.empty() || m_pCurLine->m_flagResetFacial; if (bHasFacial) { IEntity* pActorEntity = m_pSession->GetActorEntity(m_actorID); if (pActorEntity) DoFacialExpression(pActorEntity, m_pCurLine->m_facial, m_pCurLine->m_facialWeight, m_pCurLine->m_facialFadeTime); } //hd-todo: re-add me, when we have a way to query the length of the audio-lines //float delay = m_pCurLine->m_delay; //if (bHasSound && m_bSoundStarted) //{ // if (m_soundLength <= 0.0f) // { // m_soundLength = cry_random(2.0f, 6.0f); // DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_SoundFacial Faking SoundTime to %f", // m_pSession->GetDebugName(), now, m_actorID, m_soundLength); // } // DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Now=%f actorID=%d phase=eDAC_SoundFacial Delay=%f SoundTime=%f", // m_pSession->GetDebugName(), now , m_actorID, delay, m_soundLength); // delay += m_soundLength; //} //// schedule END //if (delay < 0.0f) // delay = 0.0f; //m_pSession->ScheduleNextLine(delay+0.05f); // ~1 frame at 20 fps. we now stop the current line sound before going for next line. Sometimes, this stop call is right before the // // sound has actually stopped in engine side. When that happens, the engine is adding ~2 seconds extra to the sound duration (because fade problems related to NAX header) // // and that looks bad if subtitles are enabled. So we add this small delay here to try to minimize that situation. // // this is part of the workaround for some dialogs apparently never finishing in the engine side (rare). //m_bHasScheduled = true; } break; case eDAC_EndLine: bAdvance = true; if (m_bHasScheduled == false) { m_bHasScheduled = true; m_pSession->ScheduleNextLine(m_pCurLine->m_delay); } break; } if (bAdvance) { AdvancePhase(); dt = 0.0f; ++loop; assert (loop <= eDAC_EndLine+1); if (loop > eDAC_EndLine+1) { DiaLOG::Log(DiaLOG::eAlways, "[DIALOG] CDialogActorContext::Update: %s Actor=%d InternalLoopCount=%d. Final Exit!", m_pSession->GetDebugName(), m_actorID, loop); } } else { if (IsStillPlaying()) { UpdateAuxProxyPosition(); } break; } } while (true); return true; }