Пример #1
0
void DialogPlayer::update() {
	if (_singleSpeech || !_currentDialog || !_currentReply) {
		return; // Nothing to do
	}

	//TODO: Complete

	Resources::Speech *speech = _currentReply->getCurrentSpeech();
	if (speech && _speechReady) {
		// A new line is already ready, no need to prepare another one
		return;
	}

	if (!speech || !speech->isPlaying()) {
		// A line has ended, play the next one
		_currentReply->goToNextLine();
		speech = _currentReply->getCurrentSpeech();
		if (speech) {
			StarkDiary->logSpeech(speech->getPhrase(), speech->getCharacterId());

			_speechReady = true;
		} else {
			onReplyEnd();
		}
	}
}
Пример #2
0
void GameInterface::skipCurrentSpeeches() {
	Current *current = StarkGlobal->getCurrent();

	if (!current) {
		return; // No current location, nothing to do
	}

	// Get all speeches
	Common::Array<Resources::Speech *> speeches;
	speeches.push_back(StarkGlobal->getLevel()->listChildrenRecursive<Resources::Speech>());
	speeches.push_back(current->getLevel()->listChildrenRecursive<Resources::Speech>());
	speeches.push_back(current->getLocation()->listChildrenRecursive<Resources::Speech>());

	// Stop them
	for (uint i = 0; i < speeches.size(); i++) {
		Resources::Speech *speech = speeches[i];
		if (speech->isPlaying()) {
			speech->stop();
		}
	}
}