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/*
* Code created by Thomas Whittaker (Random Tiger) for a FreeSpace 2 source code project
*
* You may not sell or otherwise commercially exploit the source or things you
* created based on the source.
*
*/
#ifdef _WIN32
#ifndef FS2_VOICER
#if NDEBUG
#pragma message( "WARNING: You have not compiled voice recognition into this build (use FS2_VOICER)" )
#endif // NDEBUG
#else // to end-of-file ...
#ifdef LAUNCHER
#include "stdafx.h"
#endif //LAUNCHER
#include <sphelper.h> // Contains definitions of SAPI functions
#include <stdio.h>
#include "voicerec.h"
#include "grammar.h"
// FreeSpace includes
#include "cfile/cfile.h"
#include "hud/hudsquadmsg.h"
#include "io/keycontrol.h"
#include "playerman/player.h"
#include "ship/ship.h"
CComPtr<ISpRecoGrammar> p_grammarObject; // Pointer to our grammar object
CComPtr<ISpRecoContext> p_recogContext; // Pointer to our recognition context
CComPtr<ISpRecognizer> p_recogEngine; // Pointer to our recognition engine instance
CComPtr<ISpAudio> cpAudio; // Pointer for Audio Input Device
const bool DEBUG_ON = false;
extern int button_function(int n);
extern void hud_squadmsg_msg_all_fighters();
extern void hud_squadmsg_shortcut( int command );
extern bool hud_squadmsg_ship_valid(ship *shipp, object *objp = nullptr);
extern int hud_squadmsg_wing_valid(wing *wingp);
extern int Msg_instance;;
extern int Msg_shortcut_command;
extern int Squad_msg_mode;
void doVid_Action(int action)
{
// If menu is up
if(Player->flags & PLAYER_FLAGS_MSG_MODE)
{
switch(action)
{
case VID_DestroyTarget: Msg_shortcut_command = ATTACK_TARGET_ITEM; break;
case VID_DisableTarget: Msg_shortcut_command = DISABLE_TARGET_ITEM; break;
case VID_DisarmTarget: Msg_shortcut_command = DISARM_TARGET_ITEM; break;
case VID_DestroySubsys: Msg_shortcut_command = DISABLE_SUBSYSTEM_ITEM; break;
case VID_ProtectTarget: Msg_shortcut_command = PROTECT_TARGET_ITEM; break;
case VID_IgnoreTarget: Msg_shortcut_command = IGNORE_TARGET_ITEM; break;
case VID_FormWing: Msg_shortcut_command = FORMATION_ITEM; break;
case VID_CoverMe: Msg_shortcut_command = COVER_ME_ITEM; break;
case VID_EngageEnemy: Msg_shortcut_command = ENGAGE_ENEMY_ITEM; break;
case VID_Depart: Msg_shortcut_command = DEPART_ITEM; break;
default: Msg_shortcut_command = -1; break;
}
if(Msg_instance == MESSAGE_ALL_FIGHTERS || Squad_msg_mode == SM_MODE_ALL_FIGHTERS )
{
hud_squadmsg_send_to_all_fighters(Msg_shortcut_command);
}
else if(Squad_msg_mode == SM_MODE_SHIP_COMMAND)
{
// skip if player cannot order this ship
if (hud_squadmsg_ship_valid(&Ships[Msg_instance]))
hud_squadmsg_send_ship_command( Msg_instance, Msg_shortcut_command, 1 );
}
else if(Squad_msg_mode == SM_MODE_WING_COMMAND)
{
// skip if player cannot order this wing
if (hud_squadmsg_wing_valid(&Wings[Msg_instance]))
hud_squadmsg_send_wing_command( Msg_instance, Msg_shortcut_command, 1 );
}
else if(Squad_msg_mode == SM_MODE_REINFORCEMENTS )
{
}
hud_squadmsg_toggle();
}
else
{
switch(action)
{
case VID_DestroyTarget: button_function(ATTACK_MESSAGE); break;
case VID_DisableTarget: button_function(DISABLE_MESSAGE); break;
case VID_DisarmTarget: button_function(DISARM_MESSAGE); break;
case VID_DestroySubsys: button_function(ATTACK_SUBSYSTEM_MESSAGE); break;
case VID_ProtectTarget: button_function(PROTECT_MESSAGE); break;
case VID_IgnoreTarget: button_function(IGNORE_MESSAGE); break;
case VID_FormWing: button_function(FORM_MESSAGE); break;
case VID_CoverMe: button_function(COVER_MESSAGE); break;
case VID_EngageEnemy: button_function(ENGAGE_MESSAGE); break;
case VID_Depart: button_function(WARP_MESSAGE); break;
}
}
}
bool VOICEREC_init(HWND hWnd, int event_id, int grammar_id, int command_resource)
{
HRESULT hr = S_OK;
while (true)
{
// create a recognition engine
hr = p_recogEngine.CoCreateInstance(CLSID_SpInprocRecognizer);
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to create a recognition engine\n","Error",MB_OK);
printf("Failed to create a recognition engine\n");
break;
}
// create the command recognition context
hr = p_recogEngine->CreateRecoContext( &p_recogContext );
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to create the command recognition context\n","Error",MB_OK);
printf("Failed to create the command recognition context\n");
break;
}
// Let SR know that window we want it to send event information to, and using
// what message
hr = p_recogContext->SetNotifyWindowMessage( hWnd, event_id, 0, 0 );
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to SetNotifyWindowMessage\n","Error",MB_OK);
break;
}
// Tell SR what types of events interest us. Here we only care about command
// recognition.
hr = p_recogContext->SetInterest( SPFEI(SPEI_RECOGNITION), SPFEI(SPEI_RECOGNITION) );
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to set events\n","Error",MB_OK);
break;
}
// Create a grammar
hr = p_recogContext->CreateGrammar(grammar_id, &p_grammarObject);
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to create grammar\n","Error",MB_OK);
break;
}
// Load our grammar from data\phrases.xml, or if that doesn't exist, from the compiled in
// user defined ("SRGRAMMAR") resource type.
hr = p_grammarObject->LoadCmdFromFile(L"data\\phrases.xml", SPLO_STATIC);
if (FAILED(hr))
{
hr = p_grammarObject->LoadCmdFromResource(NULL, MAKEINTRESOURCEW(command_resource),
L"SRGRAMMAR", MAKELANGID(LANG_NEUTRAL, SUBLANG_NEUTRAL),
SPLO_STATIC);
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to load resource SRGRAMMAR\n","Error",MB_OK);
break;
}
}
hr = SpCreateDefaultObjectFromCategoryId(SPCAT_AUDIOIN, &cpAudio);
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to get default audio input\n", "Error", MB_OK);
break;
}
// Set the audio input to our token.
hr = p_recogEngine->SetInput(cpAudio, TRUE);
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to set audio input\n", "Error", MB_OK);
}
// Set rules to active, we are now listening for commands
hr = p_grammarObject->SetRuleState(NULL, NULL, SPRS_ACTIVE );
if (FAILED(hr))
{
MessageBox(hWnd,"Failed to set listening for commands\n","Error",MB_OK);
break;
}
break;
}
// if we failed and have a partially setup SAPI, close it all down
if (FAILED(hr))
{
VOICEREC_deinit();
}
return ( hr == S_OK);
}
void VOICEREC_deinit()
{
if ( cpAudio )
{
cpAudio.Release();
}
// Release grammar, if loaded
if ( p_grammarObject )
{
p_grammarObject.Release();
}
// Release recognition context, if created
if ( p_recogContext )
{
p_recogContext->SetNotifySink(NULL);
p_recogContext.Release();
}
// Release recognition engine instance, if created
if ( p_recogEngine )
{
p_recogEngine.Release();
}
}
void VOICEREC_execute_command(ISpPhrase *pPhrase, HWND hWnd);
void VOICEREC_process_event(HWND hWnd)
{
CSpEvent event; // Event helper class
// Loop processing events while there are any in the queue
while (event.GetFrom(p_recogContext) == S_OK)
{
// Look at recognition event only
switch (event.eEventId)
{
case SPEI_RECOGNITION:
VOICEREC_execute_command(event.RecoResult(), hWnd);
break;
}
}
}
/******************************************************************************
* ExecuteCommand *
*----------------*
* Description:
* Called to Execute commands that have been identified by the speech engine.
*
******************************************************************************/
char VOICEREC_lastCommand[30];
void VOICEREC_execute_command(ISpPhrase *pPhrase, HWND hWnd)
{
SPPHRASE *pElements;
// Get the phrase elements, one of which is the rule id we specified in
// the grammar. Switch on it to figure out which command was recognized.
if (SUCCEEDED(pPhrase->GetPhrase(&pElements)))
{
#ifndef NDEBUG
if(DEBUG_ON)
{
WCHAR *pwszText;
char szText[255];
int i;
pPhrase->GetText(static_cast<ULONG>(SP_GETWHOLEPHRASE), static_cast<ULONG>(SP_GETWHOLEPHRASE), TRUE, &pwszText, NULL);
memset(szText, 0, 255);
for (i=0;i<254;i++)
{
if (*(pwszText + i) == 0)
{
break;
}
szText[i] = (char)(*(pwszText + i));
szText[i+1] = 0;
}
mprintf(( "recognized speech : %s \n", szText ));
mprintf(( "speech Rule.ulId : %d \n", pElements->Rule.ulId ));
mprintf(( "confidence: %f \n", pElements->pProperties->SREngineConfidence));
::CoTaskMemFree(pwszText);
}
#endif
int part1, part2, part3;
part1 = part2 = part3 = -1;
switch ( pElements->Rule.ulId )
{
case VID_WingName:
{
part1 = pElements->pProperties->vValue.ulVal;
if (pElements->pProperties->pNextSibling)
{
part2 = pElements->pProperties->pNextSibling->vValue.ulVal;
if (pElements->pProperties->pNextSibling->pNextSibling)
{
part3 = pElements->pProperties->pNextSibling->pNextSibling->vValue.ulVal;
}
}
if (part2 == -1)
break; // no ship number or wing
const wchar_t* valstr = pElements->pProperties->pszValue;
char* wing_name = new char[wcslen(valstr)+1];
size_t j = 0;
for (size_t i = 0; i < wcslen(valstr); i++) {
int c = wctob(valstr[i]);
if (c != EOF) {
wing_name[j++] = static_cast<char>(c);
}
}
wing_name[j] = '\0';
if (part2 == 0)
{
Msg_instance = wing_lookup(wing_name);
delete[] wing_name;
if (Msg_instance < 0)
break;
if(!(Player->flags & PLAYER_FLAGS_MSG_MODE))
{
hud_squadmsg_toggle();
}
if (hud_squadmsg_wing_valid(&Wings[Msg_instance]))
hud_squadmsg_do_mode(SM_MODE_WING_COMMAND);
}
else
{
char shipName[NAME_LENGTH];
wing_bash_ship_name(shipName, wing_name, part2);
delete[] wing_name;
Msg_instance = ship_name_lookup(shipName);
// Can't issue commands to yourself or to nobody
if (Msg_instance < 0 || Msg_instance == Player_obj->instance)
{
break;
}
if(!(Player->flags & PLAYER_FLAGS_MSG_MODE))
{
hud_squadmsg_toggle();
}
if (hud_squadmsg_ship_valid(&Ships[Msg_instance]))
hud_squadmsg_do_mode(SM_MODE_SHIP_COMMAND);
}
if (part3 == -1)
break;
}
case VID_Action:
{
int action;
if (part3 == -1)
{
action = pElements->pProperties->vValue.ulVal;
}
else
{
action = part3;
}
doVid_Action(action);
break;
}
// These commands run no matter what, and will even bring up the menu
case VID_TopMenu:
{
int action = pElements->pProperties->vValue.ulVal;
bool msgWindow = false;
if (Player->flags & PLAYER_FLAGS_MSG_MODE)
{
msgWindow = true;
}
// If the command window is not up, or it is and its a cancel request toggle
if((msgWindow && action == VID_Cancel) || (!msgWindow && action != VID_Cancel))
{
hud_squadmsg_toggle();
}
switch(action)
{
case VID_Ships:
hud_squadmsg_do_mode( SM_MODE_SHIP_SELECT );
break;
case VID_Wings:
hud_squadmsg_do_mode( SM_MODE_WING_SELECT );
break;
case VID_AllFighters:
case VID_AllWings:
hud_squadmsg_msg_all_fighters();
// can have the action to perform spoken directly afterwards
if (pElements->pProperties->pFirstChild) {
doVid_Action(pElements->pProperties->pFirstChild->vValue.ulVal);
}
break;
case VID_Reinforcements:
hud_squadmsg_do_mode( SM_MODE_REINFORCEMENTS );
break;
case VID_SupportShip:
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM );
break;
case VID_AbortSupport:
hud_squadmsg_do_mode( SM_MODE_REPAIR_REARM_ABORT );
break;
case VID_More:
break;
}
break;
}
// phrases for transferring shield energy to different locations
case VID_shields:
{
int action = pElements->pProperties->vValue.ulVal;
switch(action)
{
case 0: button_function( SHIELD_XFER_TOP ); break;
case 1: button_function( SHIELD_XFER_LEFT ); break;
case 2: button_function( SHIELD_XFER_RIGHT ); break;
case 3: button_function( SHIELD_XFER_BOTTOM ); break;
case 4: button_function( SHIELD_EQUALIZE ); break;
}
break;
}
// basic cheat, phrase as a value equivalent to the defines in ControlConfig/ControlsConfig.h
// it just calls the button_function with this value
case VID_speed:
case VID_targeting:
case VID_other:
{
int action = pElements->pProperties->vValue.ulVal;
if (action > -1)
{
button_function( action );
}
break;
}
// nearly the same as the previous except it has some extra entries for
// maximising/minimising energy
case VID_power:
{
int action = pElements->pProperties->vValue.ulVal;
if (action >= INCREASE_WEAPON && action <= ETS_EQUALIZE)
{
button_function( action );
}
else
{
// this is for the max engines etc.
for (int i=1; i<7; i++)
{
button_function( action - 132 );
}
}
break;
}
}
// Free the pElements memory which was allocated for us
::CoTaskMemFree(pElements);
}
}
#endif // VOICER
#endif // _WIN32
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