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10fee205e1
suggestion, but I prepared the patch long before reading the mail :-). Also, the remaining parts of the control panel etc. have been moved into a class of their own. This is still work in progress. I'm well aware that some of the classes aren't as well separated as they ought to be, and that using global variables to keep track of the different classes probably isn't pretty. svn-id: r10561
1631 lines
41 KiB
C++
1631 lines
41 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "stdafx.h"
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#include "anims.h"
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#include "console.h"
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#include "controls.h" // for 'subtitles' & 'speechSelected'
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#include "debug.h"
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#include "defs.h"
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#include "events.h"
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#include "function.h"
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#include "interpreter.h"
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#include "layers.h" // for 'this_screen'
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#include "logic.h"
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#include "maketext.h"
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#include "memory.h"
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#include "mouse.h"
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#include "object.h"
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#include "protocol.h"
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#include "resman.h"
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#include "sound.h"
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#include "speech.h"
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#include "sword2.h"
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#include "walker.h"
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#define INS_talk 1
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#define INS_anim 2
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#define INS_reverse_anim 3
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#define INS_walk 4
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#define INS_turn 5
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#define INS_face 6
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#define INS_trace 7
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#define INS_no_sprite 8
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#define INS_sort 9
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#define INS_foreground 10
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#define INS_background 11
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#define INS_table_anim 12
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#define INS_reverse_table_anim 13
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#define INS_walk_to_anim 14
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#define INS_set_frame 15
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#define INS_stand_after_anim 16
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#define INS_quit 42
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// when not playing a wav we calculate the speech time based upon length of
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// ascii
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uint32 speech_time = 0;
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uint32 speech_text_bloc_no = 0;
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uint32 anim_id = 0;
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// 0 lip synced and repeating - 1 normal once through
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uint32 speech_anim_type;
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uint32 left_click_delay = 0; // click-delay for LEFT mouse button
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uint32 right_click_delay = 0; // click-delay for RIGHT mouse button
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// ref number for default response when luggage icon is used on a person
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// & it doesn't match any of the icons which would have been in the chooser
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uint32 default_response_id = 0;
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// "TEXT" - current official text line number - will match the wav filenames
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int16 officialTextNumber = 0;
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// usually 0; if non-zero then it's the id of whoever we're waiting for in a
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// speech script see FN_they_do, FN_they_do_we_wait & FN_we_wait
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int32 speechScriptWaiting = 0;
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// calculated by LocateTalker() for use in speech-panning & text-sprite
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// positioning
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int16 text_x, text_y;
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_subject_unit subject_list[MAX_SUBJECT_LIST];
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int32 FN_i_speak(int32 *params);
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void LocateTalker(int32 *params);
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void Form_text(int32 *params);
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uint8 WantSpeechForLine(uint32 wavId);
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#ifdef _SWORD2_DEBUG
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void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text
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#endif
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int32 FN_add_subject(int32 *params) {
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// params: 0 id
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// 1 daves reference number
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if (IN_SUBJECT == 0) {
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// This is the start of the new subject list
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// Set the default repsonse id to zero in case we're never
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// passed one
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default_response_id = 0;
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}
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// - this just means we'd get the response for the 1st icon in the
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// chooser which is better than crashing
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if (params[0] == -1)
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{
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// this isn't an icon at all, it's telling us the id of the
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// default response
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// and here it is - this is the ref number we will return if
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default_response_id = params[1];
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// a luggage icon is clicked on someone when it wouldn't have
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// been in the chooser list (see FN_choose below)
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} else {
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subject_list[IN_SUBJECT].res = params[0];
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subject_list[IN_SUBJECT].ref = params[1];
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debug(5, "FN_add_subject res %d, uid %d", params[0], params[1]);
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IN_SUBJECT++;
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}
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return IR_CONT;
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}
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// could alternately use logic->looping of course
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int choosing = 0;
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int32 FN_choose(int32 *params) {
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// params: none
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// the human is switched off so there will be no normal mouse engine
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_mouseEvent *me;
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uint32 j, hit;
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uint8 *icon;
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uint32 pos = 0;
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debug(5, "FN_choose");
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AUTO_SELECTED = 0; // see below
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// new thing to intercept objects held at time of clicking on a person
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if (OBJECT_HELD) {
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// If we are using a luggage icon on the person, scan the
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// subject list to see if this icon would have been available
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// at this time.
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//
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// If it is there, return the relevant 'ref' number (as if it
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// had been selected from within the conversation). If not,
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// just return a special code to get the default text line(s)
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// for unsupported objects.
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//
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// Note that we won't display the subject icons in this case!
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// scan the subject list for a match with our 'object_held'
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while (pos < IN_SUBJECT) {
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if (subject_list[pos].res == OBJECT_HELD) {
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// if we've found a match, clear it so it
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// doesn't keep happening!
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OBJECT_HELD = 0;
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// clear the subject list
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IN_SUBJECT = 0;
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// return special subject chosen code (same
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// as in normal chooser routine below)
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return IR_CONT + (subject_list[pos].ref << 3);
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}
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pos++;
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}
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OBJECT_HELD = 0; // clear it so it doesn't keep happening!
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IN_SUBJECT = 0; // clear the subject list
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// so that the speech script uses the default text for
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// objects that are not accounted for
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return IR_CONT + (default_response_id << 3);
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}
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// new thing for skipping chooser with "nothing else to say" text
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// If this is the 1st time the chooser is coming up in this
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// conversation, AND there's only 1 subject, AND it's the EXIT icon
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if (CHOOSER_COUNT_FLAG == 0 && IN_SUBJECT == 1 && subject_list[0].res == EXIT_ICON) {
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AUTO_SELECTED = 1; // for speech script
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IN_SUBJECT = 0; // clear the subject list
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// return special subject chosen code (same as in normal
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// chooser routine below)
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return IR_CONT + (subject_list[0].ref << 3);
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}
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if (!choosing) {
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// new choose session
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// build menus from subject_list
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if (!IN_SUBJECT)
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Con_fatal_error("FN_choose with no subjects :-O");
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// init top menu from master list
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// all icons are highlighted / full colour
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for (j = 0; j < 15; j++) {
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if (j < IN_SUBJECT) {
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debug(5, " ICON res %d for %d", subject_list[j].res, j);
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icon = res_man.open(subject_list[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
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SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
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res_man.close(subject_list[j].res);
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} else {
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//no icon here
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debug(5, " NULL for %d", j);
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SetMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
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}
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}
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// start menus appearing
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ShowMenu(RDMENU_BOTTOM);
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// lets have the mouse pointer back
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Set_mouse(NORMAL_MOUSE_ID);
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choosing = 1;
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// again next cycle
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return IR_REPEAT;
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} else {
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// menu is there - we're just waiting for a click
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debug(5, "choosing");
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me = MouseEvent();
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// we only care about left clicks
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// we ignore mouse releases
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if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
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// check for click on a menu
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// if so then end the choose, highlight only the
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// chosen, blank the mouse and return the ref code * 8
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if (mousey > 399 && mousex >= 24 && mousex < 640 - 24) {
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//which are we over?
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hit = (mousex - 24) / 40;
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//clicked on something - what button?
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if (hit < IN_SUBJECT) {
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debug(5, "Icons available:");
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// change icons
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for (j = 0; j < IN_SUBJECT; j++) {
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debug(5, "%s", FetchObjectName(subject_list[j].res));
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// change all others to grey
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if (j != hit) {
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icon = res_man.open( subject_list[j].res ) + sizeof(_standardHeader);
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SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
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res_man.close(subject_list[j].res);
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}
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}
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debug(5, "Selected: %s", FetchObjectName(subject_list[hit].res));
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// this is our looping flag
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choosing = 0;
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IN_SUBJECT = 0;
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// blank mouse again
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Set_mouse(0);
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debug(5, "hit %d - ref %d ref*8 %d", hit, subject_list[hit].ref, subject_list[hit].ref * 8);
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// for non-speech scripts that manually
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// call the chooser
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RESULT = subject_list[hit].res;
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// return special subject chosen code
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return IR_CONT + (subject_list[hit].ref << 3);
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}
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}
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}
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debug(5, "end choose");
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// again next cycle
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return IR_REPEAT;
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}
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}
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int32 FN_start_conversation(int32 *params) {
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// Start conversation
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// FN_no_human(); // an FN_no_human
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// FN_change_speech_text(PLAYER, GEORGE_WIDTH, GEORGE_PEN);
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// params: none
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debug(5, "FN_start_conversation %d", ID);
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// reset 'chooser_count_flag' at the start of each conversation:
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// Note that FN_start_conversation might accidently be called
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// every time the script loops back for another chooser
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// but we only want to reset the chooser count flag the first time
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// this function is called ie. when talk flag is zero
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if (TALK_FLAG == 0)
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CHOOSER_COUNT_FLAG = 0; // see FN_chooser & speech scripts
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FN_no_human(params);
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return IR_CONT;
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}
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int32 FN_end_conversation(int32 *params) {
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// end conversation
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// talk_flag=0;
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// FN_end_chooser();
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// FN_add_human();
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// FN_change_speech_text(PLAYER, VOICE_OVER_WIDTH, VOICE_OVER_PEN);
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// FN_idle();
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// params: none
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debug(5, "FN_end_conversation");
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HideMenu(RDMENU_BOTTOM);
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if (mousey > 399) {
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// will wait for cursor to move off the bottom menu
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mouse_mode = MOUSE_holding;
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debug(5, " holding");
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}
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TALK_FLAG = 0; // in-case DC forgets
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// restart george's base script
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// LLogic.totalRestart();
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//drop out without saving pc and go around again
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return IR_CONT;
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}
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int32 FN_they_do(int32 *params) {
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// doesn't send the command until target is waiting - once sent we
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// carry on
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// params: 0 target
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// 1 command
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// 2 ins1
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// 3 ins2
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// 4 ins3
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// 5 ins4
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// 6 ins5
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uint32 null_pc = 5; // 4th script - get-speech-state
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char *raw_script_ad;
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_standardHeader *head;
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int32 target = params[0];
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// request status of target
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head = (_standardHeader*) res_man.open(target);
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if (head->fileType != GAME_OBJECT)
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Con_fatal_error("FN_they_do %d not an object", target);
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raw_script_ad = (char *) head;
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//call the base script - this is the graphic/mouse service call
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RunScript(raw_script_ad, raw_script_ad, &null_pc);
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res_man.close(target);
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// result is 1 for waiting, 0 for busy
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if (RESULT == 1 && !INS_COMMAND) {
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// its waiting and no other command is queueing
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// reset debug flag now that we're no longer waiting - see
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// debug.cpp
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speechScriptWaiting = 0;
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SPEECH_ID = params[0];
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INS_COMMAND = params[1];
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INS1 = params[2];
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INS2 = params[3];
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INS3 = params[4];
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INS4 = params[5];
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INS5 = params[6];
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return IR_CONT;
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}
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// debug flag to indicate who we're waiting for - see debug.cpp
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speechScriptWaiting = target;
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// target is busy so come back again next cycle
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return IR_REPEAT;
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}
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int32 FN_they_do_we_wait(int32 *params) {
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// give target a command and wait for it to register as finished
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// params: 0 pointer to ob_logic
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// 1 target
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// 2 command
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// 3 ins1
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// 4 ins2
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// 5 ins3
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// 6 ins4
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// 7 ins5
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// 'looping' flag is used as a sent command yes/no
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Object_logic *ob_logic;
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uint32 null_pc = 5; // 4th script - get-speech-state
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char *raw_script_ad;
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_standardHeader *head;
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int32 target = params[1];
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debug(5, "FN_they_do_we_wait id %d, command %d", params[1], params[2]);
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// ok, see if the target is busy - we must request this info from the
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// target object
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head = (_standardHeader*) res_man.open(target);
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if (head->fileType != GAME_OBJECT)
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Con_fatal_error("FN_they_do_we_wait %d not an object", target);
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raw_script_ad = (char *) head;
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// call the base script - this is the graphic/mouse service call
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RunScript(raw_script_ad, raw_script_ad, &null_pc);
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res_man.close(target);
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ob_logic = (Object_logic *) params[0];
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if (!INS_COMMAND && RESULT == 1 && ob_logic->looping == 0) {
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// first time so set up targets command if target is waiting
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debug(5, "FNtdww sending command to %d", target);
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SPEECH_ID = params[1];
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INS_COMMAND = params[2];
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INS1 = params[3];
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INS2 = params[4];
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INS3 = params[5];
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INS4 = params[6];
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INS5 = params[7];
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ob_logic->looping = 1;
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// debug flag to indicate who we're waiting for - see debug.cpp
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speechScriptWaiting = target;
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// finish this cycle - but come back again to check for it
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// being finished
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return IR_REPEAT;
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} else if (ob_logic->looping == 0) {
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// did not send the command
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// debug flag to indicate who we're waiting for - see debug.cpp
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speechScriptWaiting = target;
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// come back next go and try again to send the instruction
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return IR_REPEAT;
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}
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// ok, the command has been sent - has the target actually done it yet?
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// result is 1 for waiting, 0 for busy
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if (RESULT == 1) {
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// its waiting now so we can be finished with all this
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debug(5, "FNtdww finished");
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// not looping anymore
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ob_logic->looping = 0;
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// reset debug flag now that we're no longer waiting - see
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// debug.cpp
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speechScriptWaiting = 0;
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return IR_CONT;
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}
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debug(5, "FNtdww just waiting");
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// debug flag to indicate who we're waiting for - see debug.cpp
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speechScriptWaiting = target;
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// see ya next cycle
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return IR_REPEAT;
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}
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int32 FN_we_wait(int32 *params) {
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// loop until the target is free
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// params: 0 target
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uint32 null_pc = 5; // 4th script - get-speech-state
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char *raw_script_ad;
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_standardHeader *head;
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int32 target = params[0];
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// request status of target
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head = (_standardHeader*) res_man.open(target);
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if (head->fileType != GAME_OBJECT)
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Con_fatal_error("FN_we_wait %d not an object", target);
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raw_script_ad = (char *) head;
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// call the base script - this is the graphic/mouse service call
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RunScript(raw_script_ad, raw_script_ad, &null_pc);
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res_man.close(target);
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// result is 1 for waiting, 0 for busy
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if (RESULT == 1) {
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// reset debug flag now that we're no longer waiting - see
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// debug.cpp
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speechScriptWaiting = 0;
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return IR_CONT;
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}
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// debug flag to indicate who we're waiting for - see debug.cpp
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speechScriptWaiting = target;
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// target is busy so come back again next cycle
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|
return IR_REPEAT;
|
|
}
|
|
|
|
int32 FN_timed_wait(int32 *params) {
|
|
// loop until the target is free but only while the timer is high
|
|
// useful when clicking on a target to talk to them - if they never
|
|
// reply then this'll fall out avoiding a lock up
|
|
|
|
// params: 0 ob_logic
|
|
// 1 target
|
|
// 2 number of cycles before give up
|
|
|
|
uint32 null_pc = 5; // 4th script - get-speech-state
|
|
char *raw_script_ad;
|
|
Object_logic *ob_logic;
|
|
_standardHeader *head;
|
|
int32 target = params[1];
|
|
|
|
ob_logic = (Object_logic *) params[0];
|
|
|
|
if (!ob_logic->looping)
|
|
ob_logic->looping = params[2]; //first time in
|
|
|
|
// request status of target
|
|
head = (_standardHeader*) res_man.open(target);
|
|
if (head->fileType != GAME_OBJECT)
|
|
Con_fatal_error("FN_timed_wait %d not an object", target);
|
|
|
|
raw_script_ad = (char *) head;
|
|
|
|
// call the base script - this is the graphic/mouse service call
|
|
RunScript(raw_script_ad, raw_script_ad, &null_pc);
|
|
|
|
res_man.close(target);
|
|
|
|
// result is 1 for waiting, 0 for busy
|
|
|
|
if (RESULT == 1) {
|
|
// reset because counter is likely to be still high
|
|
ob_logic->looping = 0;
|
|
|
|
//means ok
|
|
RESULT = 0;
|
|
|
|
// reset debug flag now that we're no longer waiting - see
|
|
// debug.cpp
|
|
speechScriptWaiting = 0;
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
ob_logic->looping--;
|
|
|
|
if (!ob_logic->looping) { // time up - caller must check RESULT
|
|
// not ok
|
|
RESULT = 1;
|
|
|
|
//clear the event that hasn't been picked up - in theory,
|
|
// none of this should ever happen
|
|
Kill_all_ids_events(target);
|
|
|
|
debug(5, "EVENT timed out");
|
|
|
|
// reset debug flag now that we're no longer waiting - see
|
|
// debug.cpp
|
|
speechScriptWaiting = 0;
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
// debug flag to indicate who we're waiting for - see debug.cpp
|
|
speechScriptWaiting = target;
|
|
|
|
// target is busy so come back again next cycle
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
int32 FN_speech_process(int32 *params) {
|
|
// Recieve and sequence the commands sent from the conversation
|
|
// script.
|
|
|
|
// We have to do this in a slightly tweeky manner as we can no longer
|
|
// have generic scripts.
|
|
|
|
// This function comes in with all the structures that will be
|
|
// required.
|
|
|
|
// params: 0 pointer to ob_graphic
|
|
// 1 pointer to ob_speech
|
|
// 2 pointer to ob_logic
|
|
// 3 pointer to ob_mega
|
|
// 4 pointer to ob_walkdata
|
|
|
|
// note - we could save a var and ditch wait_state and check
|
|
// 'command' for non zero means busy
|
|
|
|
Object_speech *ob_speech;
|
|
int32 pars[9];
|
|
int32 ret;
|
|
|
|
ob_speech = (Object_speech *) params[1];
|
|
|
|
debug(5, " SP");
|
|
|
|
while(1) {
|
|
//we are currently running a command
|
|
switch (ob_speech->command) {
|
|
case 0:
|
|
// Do nothing
|
|
break;
|
|
case INS_talk:
|
|
pars[0] = params[0]; // ob_graphic
|
|
pars[1] = params[1]; // ob_speech
|
|
pars[2] = params[2]; // ob_logic
|
|
pars[3] = params[3]; // ob_mega
|
|
pars[4] = ob_speech->ins1; // encoded text number
|
|
pars[5] = ob_speech->ins2; // wav res id
|
|
pars[6] = ob_speech->ins3; // anim res id
|
|
pars[7] = ob_speech->ins4; // anim table res id
|
|
pars[8] = ob_speech->ins5; // animation mode - 0 lip synced, 1 just straight animation
|
|
|
|
debug(5, "speech-process talk");
|
|
|
|
// run the function - (it thinks it's been called from
|
|
// script - bloody fool)
|
|
|
|
if (FN_i_speak(pars) != IR_REPEAT) {
|
|
debug(5, "speech-process talk finished");
|
|
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_turn:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = ob_speech->ins1; // direction to turn to
|
|
|
|
if (FN_turn(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_face:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = ob_speech->ins1; // target
|
|
|
|
if (FN_face_mega(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = ob_speech->ins1; // anim res
|
|
|
|
if (FN_anim(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_reverse_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = ob_speech->ins1; // anim res
|
|
|
|
if (FN_reverse_anim(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_table_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = ob_speech->ins1; // pointer to anim table
|
|
|
|
if (FN_mega_table_anim(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_reverse_table_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = ob_speech->ins1; // pointer to anim table
|
|
|
|
if (FN_reverse_mega_table_anim(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_no_sprite:
|
|
FN_no_sprite(params); // ob_graphic
|
|
ob_speech->command = 0; // command finished
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
return IR_REPEAT ;
|
|
case INS_sort:
|
|
FN_sort_sprite(params); // ob_graphic
|
|
ob_speech->command = 0; // command finished
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
return IR_REPEAT;
|
|
case INS_foreground:
|
|
FN_fore_sprite(params); // ob_graphic
|
|
ob_speech->command = 0; // command finished
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
return IR_REPEAT;
|
|
case INS_background:
|
|
FN_back_sprite(params); // ob_graphic
|
|
ob_speech->command = 0; // command finished
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
return IR_REPEAT;
|
|
case INS_walk:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = ob_speech->ins1; // target x
|
|
pars[5] = ob_speech->ins2; // target y
|
|
pars[6] = ob_speech->ins3; // target direction
|
|
|
|
if (FN_walk(pars) != IR_REPEAT) {
|
|
debug(5, "speech-process walk finished");
|
|
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
//waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_walk_to_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = ob_speech->ins1; // anim resource
|
|
|
|
if (FN_walk_to_anim(pars) != IR_REPEAT) {
|
|
debug(5, "speech-process walk finished");
|
|
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_stand_after_anim:
|
|
pars[0] = params[0]; // ob_graphic
|
|
pars[1] = params[3]; // ob_mega
|
|
pars[2] = ob_speech->ins1; // anim resource
|
|
FN_stand_after_anim(pars);
|
|
ob_speech->command = 0; // command finished
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
return IR_REPEAT; // come back again next cycle
|
|
case INS_set_frame:
|
|
pars[0] = params[0]; // ob_graphic
|
|
pars[1] = ob_speech->ins1; // anim_resource
|
|
pars[2] = ob_speech->ins2; // FIRST_FRAME or LAST_FRAME
|
|
ret = FN_set_frame(pars);
|
|
ob_speech->command = 0; // command finished
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
return IR_REPEAT; // come back again next cycle
|
|
case INS_quit:
|
|
debug(5, "speech-process - quit");
|
|
|
|
ob_speech->command = 0; // finish with all this
|
|
// ob_speech->wait_state = 0; // start with waiting for command next conversation
|
|
return IR_CONT; // thats it, we're finished with this
|
|
default:
|
|
ob_speech->command = 0; // not yet implemented - just cancel
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
break;
|
|
}
|
|
|
|
if (SPEECH_ID == ID) {
|
|
// new command for us!
|
|
// clear this or it could trigger next go
|
|
SPEECH_ID = 0;
|
|
|
|
// grab the command - potentially, we only have this
|
|
// cycle to do this
|
|
|
|
ob_speech->command = INS_COMMAND;
|
|
ob_speech->ins1 = INS1;
|
|
ob_speech->ins2 = INS2;
|
|
ob_speech->ins3 = INS3;
|
|
ob_speech->ins4 = INS4;
|
|
ob_speech->ins5 = INS5;
|
|
|
|
// the current send has been recieved - i.e. seperate
|
|
// multiple they-do's
|
|
|
|
INS_COMMAND = 0;
|
|
|
|
// now busy
|
|
ob_speech->wait_state = 0;
|
|
|
|
debug(5, "received new command %d", INS_COMMAND);
|
|
|
|
// we'll drop off and be caught by the while(1), so
|
|
// kicking in the new command straight away
|
|
} else {
|
|
// no new command
|
|
// we could run a blink anim (or something) here
|
|
|
|
// now free
|
|
ob_speech->wait_state = 1;
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
}
|
|
}
|
|
}
|
|
|
|
#define S_OB_GRAPHIC 0
|
|
#define S_OB_SPEECH 1
|
|
#define S_OB_LOGIC 2
|
|
#define S_OB_MEGA 3
|
|
|
|
#define S_TEXT 4
|
|
#define S_WAV 5
|
|
#define S_ANIM 6
|
|
#define S_DIR_TABLE 7
|
|
#define S_ANIM_MODE 8
|
|
|
|
uint32 unpause_zone = 0;
|
|
|
|
int32 FN_i_speak(int32 *params) {
|
|
// its the super versatile FN_speak
|
|
// text and wavs can be selected in any combination
|
|
|
|
// we can assume no human - there should be no human at least!
|
|
|
|
// params: 0 pointer to ob_graphic
|
|
// 1 pointer to ob_speech
|
|
// 2 pointer to ob_logic
|
|
// 3 pointer to ob_mega
|
|
// 4 encoded text number
|
|
// 5 wav res id
|
|
// 6 anim res id
|
|
// 7 anim table res id
|
|
// 8 animation mode 0 lip synced,
|
|
// 1 just straight animation
|
|
|
|
_mouseEvent *me;
|
|
_animHeader *anim_head;
|
|
Object_logic *ob_logic;
|
|
Object_graphic *ob_graphic;
|
|
Object_mega *ob_mega;
|
|
uint8 *anim_file;
|
|
uint32 local_text;
|
|
uint32 text_res;
|
|
uint8 *text;
|
|
static uint8 textRunning, speechRunning;
|
|
int32 *anim_table;
|
|
uint8 speechFinished = 0;
|
|
int8 speech_pan;
|
|
char speechFile[256];
|
|
static uint8 cycle_skip = 0;
|
|
uint32 rv;
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
// for text/speech testing & checking for correct file type
|
|
_standardHeader *head;
|
|
// for text/speech testing - keeping track of text resource currently being tested
|
|
static uint32 currentTextResource = 0;
|
|
#endif
|
|
|
|
// set up the pointers which we know we'll always need
|
|
|
|
ob_logic = (Object_logic *) params[S_OB_LOGIC];
|
|
ob_graphic = (Object_graphic *) params[S_OB_GRAPHIC];
|
|
|
|
// FIRST TIME ONLY: create the text, load the wav, set up the anim,
|
|
// etc.
|
|
|
|
if (!ob_logic->looping) {
|
|
// New fudge to wait for smacker samples to finish
|
|
// since they can over-run into the game
|
|
|
|
if (g_sound->getSpeechStatus() != RDSE_SAMPLEFINISHED)
|
|
return IR_REPEAT;
|
|
|
|
// New fudge for 'fx' subtitles
|
|
// If subtitles switched off, and we don't want to use a wav
|
|
// for this line either, then just quit back to script right
|
|
// now!
|
|
|
|
if (gui._subtitles == 0 && WantSpeechForLine(params[S_WAV]) == 0)
|
|
return IR_CONT;
|
|
|
|
if (cycle_skip == 0) {
|
|
// drop out for 1st cycle to allow walks/anims to end
|
|
// & display last frame/ before system locks while
|
|
// speech loaded
|
|
|
|
cycle_skip = 1;
|
|
return IR_REPEAT;
|
|
} else
|
|
cycle_skip = 0;
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
textNumber = params[S_TEXT]; // for debug info
|
|
|
|
// For testing all text & speech!
|
|
// A script loop can send any text number to FN_I_speak & it
|
|
// will only run the valid ones or return with 'result' equal
|
|
// to '1' or '2' to mean 'invalid text resource' and 'text
|
|
// number out of range' respectively
|
|
//
|
|
// See 'testing_routines' object in George's Player Character
|
|
// section of linc
|
|
|
|
if (SYSTEM_TESTING_TEXT) {
|
|
RESULT = 0;
|
|
|
|
text_res = params[S_TEXT] / SIZE;
|
|
local_text = params[S_TEXT] & 0xffff;
|
|
|
|
// if the resource number is within range & it's not
|
|
// a null resource
|
|
|
|
if (res_man.checkValid(text_res)) {
|
|
// open the resource
|
|
head = (_standardHeader*) res_man.open(text_res);
|
|
|
|
if (head->fileType == TEXT_FILE) {
|
|
// if it's not an animation file
|
|
// if line number is out of range
|
|
if (CheckTextLine((uint8*) head, local_text) == 0) {
|
|
// line number out of range
|
|
RESULT = 2;
|
|
}
|
|
} else {
|
|
// invalid (not a text resource)
|
|
RESULT = 1;
|
|
}
|
|
|
|
// close the resource
|
|
res_man.close(text_res);
|
|
|
|
if (RESULT)
|
|
return IR_CONT;
|
|
} else {
|
|
// not a valid resource number - invalid (null
|
|
// resource)
|
|
RESULT = 1;
|
|
return IR_CONT;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Pull out the text line to get the official text number
|
|
// (for wav id). Once the wav id's go into all script text
|
|
// commands, we'll only need this for _SWORD2_DEBUG
|
|
|
|
text_res = params[S_TEXT] / SIZE;
|
|
local_text = params[S_TEXT] & 0xffff;
|
|
|
|
// open text file & get the line
|
|
text = FetchTextLine(res_man.open(text_res), local_text);
|
|
officialTextNumber = READ_LE_UINT16(text);
|
|
|
|
// now ok to close the text file
|
|
res_man.close(text_res);
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
// prevent dud lines from appearing while testing text & speech
|
|
// since these will not occur in the game anyway
|
|
|
|
if (SYSTEM_TESTING_TEXT) { // if testing text & speech
|
|
// if actor number is 0 and text line is just a 'dash'
|
|
// character
|
|
if (officialTextNumber == 0 && text[2] == '-' && text[3] == 0) {
|
|
// dud line - return & continue script
|
|
RESULT = 3;
|
|
return IR_CONT;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// set the 'looping_flag' & the text-click-delay
|
|
|
|
ob_logic->looping = 1;
|
|
|
|
// can't left-click past the text for the first half second
|
|
left_click_delay = 6;
|
|
|
|
// can't right-click past the text for the first quarter second
|
|
right_click_delay = 3;
|
|
|
|
// Write to walkthrough file (zebug0.txt)
|
|
// if (player_id != george), then player is controlling Nico
|
|
|
|
if (PLAYER_ID != CUR_PLAYER_ID)
|
|
debug(5, "(%d) Nico: %s", officialTextNumber, text + 2);
|
|
else
|
|
debug(5, "(%d) %s: %s", officialTextNumber, FetchObjectName(ID), text + 2);
|
|
|
|
// Set up the speech animation
|
|
|
|
if (params[S_ANIM]) {
|
|
// just a straight anim
|
|
anim_id = params[S_ANIM];
|
|
|
|
// anim type
|
|
speech_anim_type = SPEECHANIMFLAG;
|
|
|
|
// set the talker's graphic to this speech anim now
|
|
ob_graphic->anim_resource = anim_id;
|
|
|
|
// set to first frame
|
|
ob_graphic->anim_pc = 0;
|
|
} else if (params[S_DIR_TABLE]) {
|
|
// use this direction table to derive the anim
|
|
// NB. ASSUMES WE HAVE A MEGA OBJECT!!
|
|
|
|
ob_mega = (Object_mega*) params[S_OB_MEGA];
|
|
|
|
// pointer to anim table
|
|
anim_table = (int32 *) params[S_DIR_TABLE];
|
|
|
|
// appropriate anim resource is in 'table[direction]'
|
|
anim_id = anim_table[ob_mega->current_dir];
|
|
|
|
// anim type
|
|
speech_anim_type = SPEECHANIMFLAG;
|
|
|
|
// set the talker's graphic to this speech anim now
|
|
ob_graphic->anim_resource = anim_id;
|
|
|
|
// set to first frame
|
|
ob_graphic->anim_pc = 0;
|
|
} else {
|
|
// no animation choosen
|
|
anim_id = 0;
|
|
}
|
|
|
|
// Default back to looped lip synced anims.
|
|
SPEECHANIMFLAG = 0;
|
|
|
|
// set up 'text_x' & 'text_y' for speech-pan and/or
|
|
// text-sprite position
|
|
|
|
LocateTalker(params);
|
|
|
|
// is it to be speech or subtitles or both?
|
|
|
|
// assume not running until know otherwise
|
|
speechRunning = 0;
|
|
|
|
// New fudge for 'fx' subtitles
|
|
// if speech is selected, and this line is allowed speech
|
|
// (not if it's an fx subtitle!)
|
|
|
|
if (gui._speechSelected && WantSpeechForLine(officialTextNumber)) {
|
|
// if the wavId paramter is zero because not yet
|
|
// compiled into speech command, we can still get it
|
|
// from the 1st 2 chars of the text line
|
|
|
|
if (!params[S_WAV])
|
|
params[S_WAV] = (int32) officialTextNumber;
|
|
|
|
#define SPEECH_VOLUME 16 // 0..16
|
|
#define SPEECH_PAN 0 // -16..16
|
|
|
|
speech_pan = ((text_x - 320) * 16) / 320;
|
|
|
|
// 'text_x' 'speech_pan'
|
|
// 0 -16
|
|
// 320 0
|
|
// 640 16
|
|
|
|
// keep within limits of -16..16, just in case
|
|
if (speech_pan < -16)
|
|
speech_pan = -16;
|
|
else if (speech_pan > 16)
|
|
speech_pan = 16;
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
// if we're testing text & speech
|
|
if (SYSTEM_TESTING_TEXT) {
|
|
// if we've moved onto a new text resource,
|
|
// we will want to check if the CD needs
|
|
// changing again - can only know which CD to
|
|
// get if the wavID is non-zero
|
|
|
|
if ((text_res != currentTextResource) && params[S_WAV]) {
|
|
// ensure correct CD is in for this
|
|
// wavId
|
|
GetCorrectCdForSpeech(params[S_WAV]);
|
|
currentTextResource = text_res;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// set up path to speech cluster
|
|
// first checking if we have speech1.clu or
|
|
// speech2.clu in current directory (for translators
|
|
// to test)
|
|
|
|
File fp;
|
|
|
|
sprintf(speechFile, "speech%d.clu", res_man.whichCd());
|
|
|
|
if (fp.open(speechFile))
|
|
fp.close();
|
|
else
|
|
strcpy(speechFile, "speech.clu");
|
|
|
|
// Load speech but don't start playing yet
|
|
rv = g_sound->playCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan);
|
|
if (rv == RD_OK) {
|
|
// ok, we've got something to play
|
|
// (2 means not playing yet - see below)
|
|
speechRunning = 1;
|
|
|
|
// set it playing now (we might want to do
|
|
// this next cycle, don't know yet)
|
|
g_sound->unpauseSpeech();
|
|
} else {
|
|
debug(5, "ERROR: PlayCompSpeech(speechFile=\"%s\", wav=%d (res=%d pos=%d)) returned %.8x", speechFile, params[S_WAV], text_res, local_text, rv);
|
|
}
|
|
}
|
|
|
|
// if we want subtitles, or speech failed to load
|
|
if (gui._subtitles || speechRunning == 0) {
|
|
// then we're going to show the text
|
|
textRunning = 1;
|
|
|
|
// so create the text sprite
|
|
Form_text(params);
|
|
} else {
|
|
// otherwise don't want text
|
|
textRunning = 0;
|
|
}
|
|
}
|
|
|
|
// EVERY TIME: run a cycle of animation, if there is one
|
|
|
|
if (anim_id) {
|
|
// there is an animation
|
|
// increment the anim frame number
|
|
ob_graphic->anim_pc++;
|
|
|
|
// open the anim file
|
|
anim_file = res_man.open(ob_graphic->anim_resource);
|
|
anim_head = FetchAnimHeader(anim_file);
|
|
|
|
if (!speech_anim_type) {
|
|
// ANIM IS TO BE LIP-SYNC'ED & REPEATING
|
|
// if finished the anim
|
|
if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames)) {
|
|
// restart from frame 0
|
|
ob_graphic->anim_pc = 0;
|
|
} else if (speechRunning) {
|
|
// if playing a sample
|
|
if (!unpause_zone) {
|
|
// if we're at a quiet bit
|
|
if (g_sound->amISpeaking() == RDSE_QUIET) {
|
|
// restart from frame 0
|
|
// ('closed mouth' frame)
|
|
ob_graphic->anim_pc = 0;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// ANIM IS TO PLAY ONCE ONLY
|
|
if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames) - 1) {
|
|
// reached the last frame of the anim
|
|
// hold anim on this last frame
|
|
anim_id = 0;
|
|
}
|
|
}
|
|
|
|
// close the anim file
|
|
res_man.close(ob_graphic->anim_resource);
|
|
} else if (speech_anim_type) {
|
|
// Placed here so we actually display the last frame of the
|
|
// anim.
|
|
speech_anim_type = 0;
|
|
}
|
|
|
|
// EVERY TIME: FIND OUT IF WE NEED TO STOP THE SPEECH NOW...
|
|
|
|
// if there is a wav then we're using that to end the speech naturally
|
|
|
|
// if playing a sample (note that value of '2' means about to play!)
|
|
|
|
if (speechRunning == 1) {
|
|
if (!unpause_zone) {
|
|
// has it finished?
|
|
if (g_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED)
|
|
speechFinished = 1;
|
|
} else
|
|
unpause_zone--;
|
|
} else if (speechRunning == 0 && speech_time) {
|
|
// counting down text time because there is no sample - this
|
|
// ends the speech
|
|
|
|
// if no sample then we're using speech_time to end speech
|
|
// naturally
|
|
|
|
speech_time--;
|
|
if (!speech_time)
|
|
speechFinished = 1;
|
|
}
|
|
|
|
// ok, all is running along smoothly - but a click means stop
|
|
// unnaturally
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
// so that we can go to the options panel while text & speech is
|
|
// being tested
|
|
if (SYSTEM_TESTING_TEXT == 0 || mousey > 0) {
|
|
#endif
|
|
|
|
me = MouseEvent();
|
|
|
|
// Note that we now have TWO click-delays - one for LEFT button, one
|
|
// for RIGHT BUTTON
|
|
|
|
if ((!left_click_delay && me && (me->buttons & RD_LEFTBUTTONDOWN)) ||
|
|
(!right_click_delay && me && (me->buttons&RD_RIGHTBUTTONDOWN))) {
|
|
// mouse click, after click_delay has expired -> end the speech
|
|
// we ignore mouse releases
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
// if testing text & speech
|
|
if (SYSTEM_TESTING_TEXT) {
|
|
// and RB used to click past text
|
|
if (me->buttons & RD_RIGHTBUTTONDOWN) {
|
|
// then we want the previous line again
|
|
SYSTEM_WANT_PREVIOUS_LINE = 1;
|
|
} else {
|
|
// LB just want next line again
|
|
SYSTEM_WANT_PREVIOUS_LINE = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
do {
|
|
// trash anything thats buffered
|
|
me = MouseEvent();
|
|
} while (me);
|
|
|
|
speechFinished = 1;
|
|
|
|
// if speech sample playing
|
|
if (speechRunning) {
|
|
// halt the sample prematurely
|
|
g_sound->stopSpeech();
|
|
}
|
|
}
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
}
|
|
#endif
|
|
|
|
// if we are finishing the speech this cycle, do the business
|
|
|
|
// !speech_anim_type, as we want an anim which is playing once to
|
|
// have finished.
|
|
|
|
if (speechFinished && !speech_anim_type) {
|
|
// if there is text
|
|
if (speech_text_bloc_no) {
|
|
// kill the text block
|
|
Kill_text_bloc(speech_text_bloc_no);
|
|
speech_text_bloc_no = 0;
|
|
}
|
|
|
|
// if there is a speech anim
|
|
if (anim_id) {
|
|
// end it on 1st frame (closed mouth)
|
|
anim_id = 0;
|
|
ob_graphic->anim_pc = 0;
|
|
}
|
|
|
|
textRunning = 0;
|
|
speechRunning = 0;
|
|
|
|
// no longer in a script function loop
|
|
ob_logic->looping = 0;
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
// reset for debug info
|
|
textNumber = 0;
|
|
#endif
|
|
|
|
// reset to zero, in case text line not even extracted (since
|
|
// this number comes from the text line)
|
|
officialTextNumber = 0;
|
|
|
|
RESULT = 0; // ok
|
|
return IR_CONT;
|
|
}
|
|
|
|
// speech still going, so decrement the click_delay if it's still
|
|
// active
|
|
|
|
// count down to clickability
|
|
|
|
if (left_click_delay)
|
|
left_click_delay--;
|
|
|
|
if (right_click_delay)
|
|
right_click_delay--;
|
|
|
|
// back again next cycle
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
#define GAP_ABOVE_HEAD 20 // distance kept above talking sprite
|
|
|
|
void LocateTalker(int32 *params) {
|
|
// sets 'text_x' & 'text_y' for position of text sprite
|
|
// but 'text_x' also used to calculate speech-pan
|
|
|
|
// params: 0 pointer to ob_graphic
|
|
// 1 pointer to ob_speech
|
|
// 2 pointer to ob_logic
|
|
// 3 pointer to ob_mega
|
|
// 4 encoded text number
|
|
// 5 wav res id
|
|
// 6 anim res id
|
|
// 7 pointer to anim table
|
|
// 8 animation mode 0 lip synced,
|
|
// 1 just straight animation
|
|
|
|
Object_mega *ob_mega;
|
|
|
|
uint8 *file;
|
|
_frameHeader *frame_head;
|
|
_animHeader *anim_head;
|
|
_cdtEntry *cdt_entry;
|
|
uint16 scale;
|
|
|
|
// if there's no anim
|
|
if (anim_id == 0) {
|
|
// assume it's Voice-Over text, so it goes at bottom of screen
|
|
text_x = 320;
|
|
text_y = 400;
|
|
} else {
|
|
// Note: this code has been adapted from Register_frame() in
|
|
// build_display.cpp
|
|
|
|
// open animation file & set up the necessary pointers
|
|
file = res_man.open(anim_id);
|
|
|
|
anim_head = FetchAnimHeader(file);
|
|
|
|
// '0' means 1st frame
|
|
cdt_entry = FetchCdtEntry(file, 0);
|
|
|
|
// '0' means 1st frame
|
|
frame_head = FetchFrameHeader(file, 0);
|
|
|
|
// check if this frame has offsets ie. this is a scalable
|
|
// mega frame
|
|
|
|
if (cdt_entry->frameType & FRAME_OFFSET) {
|
|
// this may be NULL
|
|
ob_mega = (Object_mega*) params[S_OB_MEGA];
|
|
|
|
// calc scale at which to print the sprite, based on
|
|
// feet y-coord & scaling constants (NB. 'scale' is
|
|
// actually 256 * true_scale, to maintain accuracy)
|
|
|
|
// Ay+B gives 256 * scale ie. 256 * 256 * true_scale
|
|
// for even better accuracy, ie. scale = (Ay + B) / 256
|
|
scale = (uint16) ((ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256);
|
|
|
|
// calc suitable centre point above the head, based on
|
|
// scaled height
|
|
|
|
// just use 'feet_x' as centre
|
|
text_x = (int16) (ob_mega->feet_x);
|
|
|
|
// add scaled y-offset to feet_y coord to get top of
|
|
// sprite
|
|
text_y = (int16) (ob_mega->feet_y + (cdt_entry->y * scale) / 256);
|
|
} else {
|
|
// it's a non-scaling anim - calc suitable centre
|
|
// point above the head, based on scaled width
|
|
|
|
// x-coord + half of width
|
|
text_x = cdt_entry->x + (frame_head->width) / 2;
|
|
text_y = cdt_entry->y;
|
|
}
|
|
|
|
// leave space above their head
|
|
text_y -= GAP_ABOVE_HEAD;
|
|
|
|
// adjust the text coords for RDSPR_DISPLAYALIGN
|
|
|
|
text_x -= this_screen.scroll_offset_x;
|
|
text_y -= this_screen.scroll_offset_y;
|
|
|
|
// release the anim resource
|
|
res_man.close(anim_id);
|
|
}
|
|
}
|
|
|
|
void Form_text(int32 *params) {
|
|
// its the first time in so we build the text block if we need one
|
|
// we also bring in the wav if there is one
|
|
// also setup the animation if there is one
|
|
|
|
// anim is optional - anim can be a repeating lip-sync or a run-once
|
|
// anim
|
|
|
|
// if there is no wav then the text comes up instead
|
|
// there can be any combination of text/wav playing
|
|
|
|
// params 0 pointer to ob_graphic
|
|
// 1 pointer to ob_speech
|
|
// 2 pointer to ob_logic
|
|
// 3 pointer to ob_mega
|
|
// 4 encoded text number
|
|
// 5 wav res id
|
|
// 6 anim res id
|
|
// 7 pointer to anim table
|
|
// 8 animation mode 0 lip synced,
|
|
// 1 just straight animation
|
|
|
|
uint32 local_text;
|
|
uint32 text_res;
|
|
uint8 *text;
|
|
uint32 textWidth;
|
|
Object_speech *ob_speech;
|
|
|
|
// should always be a text line, as all text is derived from line of
|
|
// text
|
|
|
|
if (params[S_TEXT]) {
|
|
ob_speech = (Object_speech *) params[S_OB_SPEECH];
|
|
|
|
// establish the max width allowed for this text sprite
|
|
|
|
// if a specific width has been set up for this character,
|
|
// then override the default
|
|
|
|
if (ob_speech->width)
|
|
textWidth = ob_speech->width;
|
|
else
|
|
textWidth = 400;
|
|
|
|
// pull out the text line & make the sprite & text block
|
|
|
|
text_res = params[S_TEXT] / SIZE;
|
|
local_text = params[S_TEXT] & 0xffff;
|
|
|
|
// open text file & get the line
|
|
text = FetchTextLine(res_man.open(text_res), local_text);
|
|
|
|
// 'text + 2' to skip the first 2 bytes which form the line
|
|
// reference number
|
|
|
|
speech_text_bloc_no = Build_new_block(text + 2, text_x, text_y,
|
|
textWidth, ob_speech->pen,
|
|
RDSPR_TRANS | RDSPR_DISPLAYALIGN, speech_font_id,
|
|
POSITION_AT_CENTRE_OF_BASE);
|
|
|
|
// now ok to close the text file
|
|
res_man.close(text_res);
|
|
|
|
// set speech duration, in case not using wav
|
|
// no. of cycles = (no. of chars) + 30
|
|
|
|
speech_time = strlen((char *) text) + 30;
|
|
} else {
|
|
// no text line passed? - this is bad
|
|
debug(5, "no text line for speech wav %d", params[S_WAV]);
|
|
}
|
|
}
|
|
|
|
#ifdef _SWORD2_DEBUG
|
|
void GetCorrectCdForSpeech(int32 wavId) {
|
|
File fp;
|
|
|
|
// 1, 2 or 0 (if speech on both cd's, ie. no need to change)
|
|
uint8 cd;
|
|
|
|
if (!fp.open("cd.bin"))
|
|
Con_fatal_error("Need cd.bin file for testing speech!");
|
|
|
|
fp.seek(wavId, SEEK_SET);
|
|
fp.read(&cd, 1);
|
|
|
|
fp.close();
|
|
|
|
// if we specifically need CD1 or CD2 (ie. it's not on both)
|
|
// then check it's there (& ask for it if it's not there)
|
|
if (cd == 1 || cd == 2)
|
|
res_man.getCd(cd);
|
|
}
|
|
#endif
|
|
|
|
// For preventing sfx subtitles from trying to load speech samples
|
|
// - since the sfx are implemented as normal sfx, so we don't want them as
|
|
// speech samples too
|
|
// - and we only want the subtitles if selected, not if samples can't be found!
|
|
|
|
uint8 WantSpeechForLine(uint32 wavId) {
|
|
switch (wavId) {
|
|
case 1328: // AttendantSpeech
|
|
// SFX(Phone71);
|
|
// FX <Telephone rings>
|
|
case 2059: // PabloSpeech
|
|
// SFX (2059);
|
|
// FX <Sound of sporadic gunfire from below>
|
|
case 4082: // DuaneSpeech
|
|
// SFX (4082);
|
|
// FX <Pffffffffffft! Frp. (Unimpressive, flatulent noise.)>
|
|
case 4214: // cat_52
|
|
// SFX (4214);
|
|
// 4214FXMeow!
|
|
case 4568: // trapdoor_13
|
|
// SFX (4568);
|
|
// 4568fx<door slamming>
|
|
case 4913: // LobineauSpeech
|
|
// SFX (tone2);
|
|
// FX <Lobineau hangs up>
|
|
case 5120: // bush_66
|
|
// SFX (5120);
|
|
// 5120FX<loud buzzing>
|
|
case 528: // PresidentaSpeech
|
|
// SFX (528);
|
|
// FX <Nearby Crash of Collapsing Masonry>
|
|
case 920: // location 62
|
|
case 923: // location 62
|
|
case 926: // location 62
|
|
// don't want speech for these lines!
|
|
return 0;
|
|
default:
|
|
// ok for all other lines
|
|
return 1;
|
|
}
|
|
}
|