scummvm/sword2/speech.cpp
Torbjörn Andersson a575576890 fetchObjectName() no longer assumes that the resource will still be in the
cache after it's been closed. (Currently it always is, but ideally I'd like
for BS to work even if resource caching is disabled.)

svn-id: r13610
2004-04-24 12:29:35 +00:00

1479 lines
39 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/controls.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.h"
namespace Sword2 {
enum {
INS_talk = 1,
INS_anim = 2,
INS_reverse_anim = 3,
INS_walk = 4,
INS_turn = 5,
INS_face = 6,
INS_trace = 7,
INS_no_sprite = 8,
INS_sort = 9,
INS_foreground = 10,
INS_background = 11,
INS_table_anim = 12,
INS_reverse_table_anim = 13,
INS_walk_to_anim = 14,
INS_set_frame = 15,
INS_stand_after_anim = 16,
INS_quit = 42
};
int32 Logic::fnAddSubject(int32 *params) {
// params: 0 id
// 1 daves reference number
if (_scriptVars[IN_SUBJECT] == 0) {
// This is the start of the new subject list
// Set the default repsonse id to zero in case we're never
// passed one
_defaultResponseId = 0;
}
// - this just means we'd get the response for the 1st icon in the
// chooser which is better than crashing
if (params[0] == -1)
{
// this isn't an icon at all, it's telling us the id of the
// default response
// and here it is - this is the ref number we will return if
_defaultResponseId = params[1];
// a luggage icon is clicked on someone when it wouldn't have
// been in the chooser list (see fnChoose below)
} else {
_subjectList[_scriptVars[IN_SUBJECT]].res = params[0];
_subjectList[_scriptVars[IN_SUBJECT]].ref = params[1];
debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]);
_scriptVars[IN_SUBJECT]++;
}
return IR_CONT;
}
int32 Logic::fnChoose(int32 *params) {
// params: none
// the human is switched off so there will be no normal mouse engine
MouseEvent *me;
uint32 i;
int hit;
byte *icon;
_scriptVars[AUTO_SELECTED] = 0; // see below
// new thing to intercept objects held at time of clicking on a person
if (_scriptVars[OBJECT_HELD]) {
// So that, if there is no match, the speech script uses the
// default text for objects that are not accounted for
int response = _defaultResponseId;
// If we are using a luggage icon on the person, scan the
// subject list to see if this icon would have been available
// at this time.
//
// If it is there, return the relevant 'ref' number (as if it
// had been selected from within the conversation). If not,
// just return a special code to get the default text line(s)
// for unsupported objects.
//
// Note that we won't display the subject icons in this case!
// scan the subject list for a match with our 'object_held'
for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
if (_subjectList[i].res == _scriptVars[OBJECT_HELD]) {
// Return special subject chosen code (same
// as in normal chooser routine below)
response = _subjectList[i].ref;
break;
}
}
_scriptVars[OBJECT_HELD] = 0; // clear it so it doesn't keep happening!
_scriptVars[IN_SUBJECT] = 0; // clear the subject list
return IR_CONT | (response << 3);
}
// new thing for skipping chooser with "nothing else to say" text
// If this is the 1st time the chooser is coming up in this
// conversation, AND there's only 1 subject, AND it's the EXIT icon
if (_scriptVars[CHOOSER_COUNT_FLAG] == 0 && _scriptVars[IN_SUBJECT] == 1 && _subjectList[0].res == EXIT_ICON) {
_scriptVars[AUTO_SELECTED] = 1; // for speech script
_scriptVars[IN_SUBJECT] = 0; // clear the subject list
// return special subject chosen code (same as in normal
// chooser routine below)
return IR_CONT | (_subjectList[0].ref << 3);
}
if (!_choosing) {
// new choose session
// build menus from subject_list
if (!_scriptVars[IN_SUBJECT])
error("fnChoose with no subjects :-O");
// init top menu from master list
// all icons are highlighted / full colour
for (i = 0; i < 15; i++) {
if (i < _scriptVars[IN_SUBJECT]) {
debug(5, " ICON res %d for %d", _subjectList[i].res, i);
icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon);
_vm->_resman->closeResource(_subjectList[i].res);
} else {
// no icon here
debug(5, " NULL for %d", i);
_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL);
}
}
// start menus appearing
_vm->_graphics->showMenu(RDMENU_BOTTOM);
// lets have the mouse pointer back
_vm->setMouse(NORMAL_MOUSE_ID);
_choosing = true;
return IR_REPEAT;
}
// menu is there - we're just waiting for a click
debug(5, "choosing");
me = _vm->_input->mouseEvent();
// we only care about left clicks
// we ignore mouse releases
if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || _vm->_input->_mouseY < 400) {
debug(5, "end choose");
return IR_REPEAT;
}
// Check for click on a menu. If so then end the choose, highlight only
// the chosen, blank the mouse and return the ref code * 8
hit = _vm->menuClick(_scriptVars[IN_SUBJECT]);
if (hit < 0) {
debug(5, "end choose");
return IR_REPEAT;
}
debug(5, "Icons available:");
byte buf[NAME_LEN];
// change icons
for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
debug(5, "%s", _vm->fetchObjectName(_subjectList[i].res, buf));
// change all others to grey
if (i != (uint32) hit) {
icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader);
_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon);
_vm->_resman->closeResource(_subjectList[i].res);
}
}
debug(2, "Selected: %s", _vm->fetchObjectName(_subjectList[hit].res, buf));
// this is our looping flag
_choosing = false;
_scriptVars[IN_SUBJECT] = 0;
// blank mouse again
_vm->setMouse(0);
debug(5, "hit %d - ref %d ref*8 %d", hit, _subjectList[hit].ref, _subjectList[hit].ref * 8);
// for non-speech scripts that manually
// call the chooser
_scriptVars[RESULT] = _subjectList[hit].res;
// return special subject chosen code
return IR_CONT | (_subjectList[hit].ref << 3);
}
int32 Logic::fnStartConversation(int32 *params) {
// Start conversation
// reset 'chooser_count_flag' at the start of each conversation:
// Note that fnStartConversation might accidently be called every time
// the script loops back for another chooser but we only want to reset
// the chooser count flag the first time this function is called ie.
// when talk flag is zero
// params: none
if (_scriptVars[TALK_FLAG] == 0)
_scriptVars[CHOOSER_COUNT_FLAG] = 0; // see fnChooser & speech scripts
fnNoHuman(params);
return IR_CONT;
}
int32 Logic::fnEndConversation(int32 *params) {
// end conversation
// params: none
_vm->_graphics->hideMenu(RDMENU_BOTTOM);
if (_vm->_input->_mouseY > 399) {
// will wait for cursor to move off the bottom menu
_vm->_mouseMode = MOUSE_holding;
debug(5, " holding");
}
_scriptVars[TALK_FLAG] = 0; // in-case DC forgets
return IR_CONT;
}
int32 Logic::fnTheyDo(int32 *params) {
// doesn't send the command until target is waiting - once sent we
// carry on
// params: 0 target
// 1 command
// 2 ins1
// 3 ins2
// 4 ins3
// 5 ins4
// 6 ins5
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
StandardHeader *head;
int32 target = params[0];
// request status of target
head = (StandardHeader *) _vm->_resman->openResource(target);
if (head->fileType != GAME_OBJECT)
error("fnTheyDo %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);
_vm->_resman->closeResource(target);
// result is 1 for waiting, 0 for busy
if (_scriptVars[RESULT] == 1 && !_scriptVars[INS_COMMAND]) {
// its waiting and no other command is queueing
// reset debug flag now that we're no longer waiting - see
// debug.cpp
_speechScriptWaiting = 0;
_scriptVars[SPEECH_ID] = params[0];
_scriptVars[INS_COMMAND] = params[1];
_scriptVars[INS1] = params[2];
_scriptVars[INS2] = params[3];
_scriptVars[INS3] = params[4];
_scriptVars[INS4] = params[5];
_scriptVars[INS5] = params[6];
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 Logic::fnTheyDoWeWait(int32 *params) {
// give target a command and wait for it to register as finished
// params: 0 pointer to ob_logic
// 1 target
// 2 command
// 3 ins1
// 4 ins2
// 5 ins3
// 6 ins4
// 7 ins5
// 'looping' flag is used as a sent command yes/no
ObjectLogic *ob_logic;
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
StandardHeader *head;
int32 target = params[1];
// ok, see if the target is busy - we must request this info from the
// target object
head = (StandardHeader *) _vm->_resman->openResource(target);
if (head->fileType != GAME_OBJECT)
error("fnTheyDoWeWait %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);
_vm->_resman->closeResource(target);
ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
if (!_scriptVars[INS_COMMAND] && _scriptVars[RESULT] == 1 && ob_logic->looping == 0) {
// first time so set up targets command if target is waiting
debug(5, "fnTheyDoWeWait sending command to %d", target);
_scriptVars[SPEECH_ID] = params[1];
_scriptVars[INS_COMMAND] = params[2];
_scriptVars[INS1] = params[3];
_scriptVars[INS2] = params[4];
_scriptVars[INS3] = params[5];
_scriptVars[INS4] = params[6];
_scriptVars[INS5] = params[7];
ob_logic->looping = 1;
// debug flag to indicate who we're waiting for - see debug.cpp
_speechScriptWaiting = target;
// finish this cycle - but come back again to check for it
// being finished
return IR_REPEAT;
} else if (ob_logic->looping == 0) {
// did not send the command
// debug flag to indicate who we're waiting for - see debug.cpp
_speechScriptWaiting = target;
// come back next go and try again to send the instruction
return IR_REPEAT;
}
// ok, the command has been sent - has the target actually done it yet?
// result is 1 for waiting, 0 for busy
if (_scriptVars[RESULT] == 1) {
// its waiting now so we can be finished with all this
debug(5, "fnTheyDoWeWait finished");
// not looping anymore
ob_logic->looping = 0;
// reset debug flag now that we're no longer waiting - see
// debug.cpp
_speechScriptWaiting = 0;
return IR_CONT;
}
debug(5, "fnTheyDoWeWait just waiting");
// debug flag to indicate who we're waiting for - see debug.cpp
_speechScriptWaiting = target;
return IR_REPEAT;
}
int32 Logic::fnWeWait(int32 *params) {
// loop until the target is free
// params: 0 target
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
StandardHeader *head;
int32 target = params[0];
// request status of target
head = (StandardHeader *) _vm->_resman->openResource(target);
if (head->fileType != GAME_OBJECT)
error("fnWeWait: %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);
_vm->_resman->closeResource(target);
// result is 1 for waiting, 0 for busy
if (_scriptVars[RESULT] == 1) {
// 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 Logic::fnTimedWait(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;
ObjectLogic *ob_logic;
StandardHeader *head;
int32 target = params[1];
ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
if (!ob_logic->looping)
ob_logic->looping = params[2]; // first time in
// request status of target
head = (StandardHeader *) _vm->_resman->openResource(target);
if (head->fileType != GAME_OBJECT)
error("fnTimedWait %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);
_vm->_resman->closeResource(target);
// result is 1 for waiting, 0 for busy
if (_scriptVars[RESULT] == 1) {
// reset because counter is likely to be still high
ob_logic->looping = 0;
//means ok
_scriptVars[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
_scriptVars[RESULT] = 1;
// clear the event that hasn't been picked up - in theory,
// none of this should ever happen
killAllIdsEvents(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 Logic::fnSpeechProcess(int32 *params) {
// Receive 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
ObjectSpeech *ob_speech;
int32 pars[9];
ob_speech = (ObjectSpeech *) _vm->_memory->decodePtr(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 (fnISpeak(pars) != IR_REPEAT) {
debug(5, "speech-process talk finished");
// command finished
ob_speech->command = 0;
// waiting for command
ob_speech->wait_state = 1;
}
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 (fnTurn(pars) != IR_REPEAT) {
// command finished
ob_speech->command = 0;
// waiting for command
ob_speech->wait_state = 1;
}
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 (fnFaceMega(pars) != IR_REPEAT) {
// command finished
ob_speech->command = 0;
// waiting for command
ob_speech->wait_state = 1;
}
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 (fnAnim(pars) != IR_REPEAT) {
// command finished
ob_speech->command = 0;
// waiting for command
ob_speech->wait_state = 1;
}
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 (fnReverseAnim(pars) != IR_REPEAT) {
// command finished
ob_speech->command = 0;
// waiting for command
ob_speech->wait_state = 1;
}
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 (fnMegaTableAnim(pars) != IR_REPEAT) {
// command finished
ob_speech->command = 0;
// waiting for command
ob_speech->wait_state = 1;
}
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 (fnReverseMegaTableAnim(pars) != IR_REPEAT) {
// command finished
ob_speech->command = 0;
// waiting for command
ob_speech->wait_state = 1;
}
return IR_REPEAT;
case INS_no_sprite:
fnNoSprite(params); // ob_graphic
ob_speech->command = 0; // command finished
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT ;
case INS_sort:
fnSortSprite(params); // ob_graphic
ob_speech->command = 0; // command finished
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT;
case INS_foreground:
fnForeSprite(params); // ob_graphic
ob_speech->command = 0; // command finished
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT;
case INS_background:
fnBackSprite(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 (fnWalk(pars) != IR_REPEAT) {
debug(5, "speech-process walk finished");
// command finished
ob_speech->command = 0;
//waiting for command
ob_speech->wait_state = 1;
}
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 (fnWalkToAnim(pars) != IR_REPEAT) {
debug(5, "speech-process walk finished");
// command finished
ob_speech->command = 0;
// waiting for command
ob_speech->wait_state = 1;
}
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
fnStandAfterAnim(pars);
ob_speech->command = 0; // command finished
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT;
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
fnSetFrame(pars);
ob_speech->command = 0; // command finished
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT;
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 (_scriptVars[SPEECH_ID] == _scriptVars[ID]) {
// new command for us!
// clear this or it could trigger next go
_scriptVars[SPEECH_ID] = 0;
// grab the command - potentially, we only have this
// cycle to do this
ob_speech->command = _scriptVars[INS_COMMAND];
ob_speech->ins1 = _scriptVars[INS1];
ob_speech->ins2 = _scriptVars[INS2];
ob_speech->ins3 = _scriptVars[INS3];
ob_speech->ins4 = _scriptVars[INS4];
ob_speech->ins5 = _scriptVars[INS5];
debug(5, "received new command %d", _scriptVars[INS_COMMAND]);
// the current send has been received - i.e. separate
// multiple they-do's
_scriptVars[INS_COMMAND] = 0;
// now busy
ob_speech->wait_state = 0;
// 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;
return IR_REPEAT;
}
}
}
enum {
S_OB_GRAPHIC = 0,
S_OB_SPEECH = 1,
S_OB_LOGIC = 2,
S_OB_MEGA = 3,
S_TEXT = 4,
S_WAV = 5,
S_ANIM = 6,
S_DIR_TABLE = 7,
S_ANIM_MODE = 8
};
int32 Logic::fnISpeak(int32 *params) {
// its the super versatile fnSpeak
// 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;
ObjectLogic *ob_logic;
ObjectGraphic *ob_graphic;
ObjectMega *ob_mega;
byte *anim_file;
uint32 local_text;
uint32 text_res;
byte *text;
static bool speechRunning;
int32 *anim_table;
bool speechFinished = false;
int8 speech_pan;
char speechFile[256];
static bool cycle_skip = false;
uint32 rv;
// for text/speech testing & checking for correct file type
StandardHeader *head;
// set up the pointers which we know we'll always need
ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[S_OB_LOGIC]);
ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(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 (_vm->_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 (!_vm->_gui->_subtitles && !wantSpeechForLine(params[S_WAV]))
return IR_CONT;
if (!cycle_skip) {
// drop out for 1st cycle to allow walks/anims to end
// & display last frame/ before system locks while
// speech loaded
cycle_skip = true;
return IR_REPEAT;
} else
cycle_skip = false;
_vm->_debugger->_textNumber = params[S_TEXT]; // for debug info
// For testing all text & speech!
// A script loop can send any text number to fnISpeak and 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 (_scriptVars[SYSTEM_TESTING_TEXT]) {
_scriptVars[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 (_vm->_resman->checkValid(text_res)) {
// open the resource
head = (StandardHeader *) _vm->_resman->openResource(text_res);
if (head->fileType == TEXT_FILE) {
// if it's not an animation file
// if line number is out of range
if (!_vm->checkTextLine((byte *) head, local_text)) {
// line number out of range
_scriptVars[RESULT] = 2;
}
} else {
// invalid (not a text resource)
_scriptVars[RESULT] = 1;
}
// close the resource
_vm->_resman->closeResource(text_res);
if (_scriptVars[RESULT])
return IR_CONT;
} else {
// not a valid resource number - invalid (null
// resource)
_scriptVars[RESULT] = 1;
return IR_CONT;
}
}
// 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 = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
_officialTextNumber = READ_LE_UINT16(text);
// now ok to close the text file
_vm->_resman->closeResource(text_res);
// prevent dud lines from appearing while testing text & speech
// since these will not occur in the game anyway
if (_scriptVars[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
_scriptVars[RESULT] = 3;
return IR_CONT;
}
}
// set the 'looping_flag' & the text-click-delay
ob_logic->looping = 1;
// can't left-click past the text for the first half second
_leftClickDelay = 6;
// can't right-click past the text for the first quarter second
_rightClickDelay = 3;
// Write to walkthrough file (zebug0.txt)
// if (player_id != george), then player is controlling Nico
if (_scriptVars[PLAYER_ID] != CUR_PLAYER_ID)
debug(5, "(%d) Nico: %s", _officialTextNumber, text + 2);
else {
byte buf[NAME_LEN];
debug(5, "(%d) %s: %s", _officialTextNumber, _vm->fetchObjectName(_scriptVars[ID], buf), text + 2);
}
// Set up the speech animation
if (params[S_ANIM]) {
// just a straight anim
_animId = params[S_ANIM];
// anim type
_speechAnimType = _scriptVars[SPEECHANIMFLAG];
// set the talker's graphic to this speech anim now
ob_graphic->anim_resource = _animId;
// 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 = (ObjectMega *) _vm->_memory->decodePtr(params[S_OB_MEGA]);
// pointer to anim table
anim_table = (int32 *) _vm->_memory->decodePtr(params[S_DIR_TABLE]);
// appropriate anim resource is in 'table[direction]'
_animId = anim_table[ob_mega->current_dir];
// anim type
_speechAnimType = _scriptVars[SPEECHANIMFLAG];
// set the talker's graphic to this speech anim now
ob_graphic->anim_resource = _animId;
// set to first frame
ob_graphic->anim_pc = 0;
} else {
// no animation choosen
_animId = 0;
}
// Default back to looped lip synced anims.
_scriptVars[SPEECHANIMFLAG] = 0;
// set up '_textX' & '_textY' 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 = false;
// New fudge for 'fx' subtitles
// if speech is selected, and this line is allowed speech
// (not if it's an fx subtitle!)
if (!_vm->_sound->isSpeechMute() && 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 = ((_textX - 320) * 16) / 320;
// '_textX' '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;
// 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", _vm->_resman->whichCd());
if (fp.open(speechFile))
fp.close();
else
strcpy(speechFile, "speech.clu");
// Load speech but don't start playing yet
rv = _vm->_sound->playCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan);
if (rv == RD_OK) {
// ok, we've got something to play
speechRunning = true;
// set it playing now (we might want to do
// this next cycle, don't know yet)
_vm->_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 (_vm->_gui->_subtitles || !speechRunning) {
// then we're going to show the text
// so create the text sprite
formText(params);
}
}
// EVERY TIME: run a cycle of animation, if there is one
if (_animId) {
// there is an animation
// increment the anim frame number
ob_graphic->anim_pc++;
// open the anim file
anim_file = _vm->_resman->openResource(ob_graphic->anim_resource);
anim_head = _vm->fetchAnimHeader(anim_file);
if (!_speechAnimType) {
// 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 (!_unpauseZone) {
// if we're at a quiet bit
if (_vm->_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
_animId = 0;
}
}
// close the anim file
_vm->_resman->closeResource(ob_graphic->anim_resource);
} else if (_speechAnimType) {
// Placed here so we actually display the last frame of the
// anim.
_speechAnimType = 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
if (speechRunning) {
if (!_unpauseZone) {
// has it finished?
if (_vm->_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED)
speechFinished = true;
} else
_unpauseZone--;
} else if (!speechRunning && _speechTime) {
// counting down text time because there is no sample - this
// ends the speech
// if no sample then we're using _speechTime to end speech
// naturally
_speechTime--;
if (!_speechTime)
speechFinished = true;
}
// ok, all is running along smoothly - but a click means stop
// unnaturally
// so that we can go to the options panel while text & speech is
// being tested
if (_scriptVars[SYSTEM_TESTING_TEXT] == 0 || _vm->_input->_mouseY > 0) {
me = _vm->_input->mouseEvent();
// Note that we now have TWO click-delays - one for LEFT
// button, one for RIGHT BUTTON
if ((!_leftClickDelay && me && (me->buttons & RD_LEFTBUTTONDOWN)) ||
(!_rightClickDelay && me && (me->buttons & RD_RIGHTBUTTONDOWN))) {
// mouse click, after click_delay has expired -> end
// the speech we ignore mouse releases
// if testing text & speech
if (_scriptVars[SYSTEM_TESTING_TEXT]) {
// and RB used to click past text
if (me->buttons & RD_RIGHTBUTTONDOWN) {
// then we want the previous line again
_scriptVars[SYSTEM_WANT_PREVIOUS_LINE] = 1;
} else {
// LB just want next line again
_scriptVars[SYSTEM_WANT_PREVIOUS_LINE] = 0;
}
}
// Trash anything that's buffered
while (_vm->_input->mouseEvent())
;
speechFinished = true;
// if speech sample playing
if (speechRunning) {
// halt the sample prematurely
_vm->_sound->stopSpeech();
}
}
}
// if we are finishing the speech this cycle, do the business
// !speechAnimType, as we want an anim which is playing once to have
// finished.
if (speechFinished && !_speechAnimType) {
// if there is text
if (_speechTextBlocNo) {
// kill the text block
_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
_speechTextBlocNo = 0;
}
// if there is a speech anim
if (_animId) {
// end it on 1st frame (closed mouth)
_animId = 0;
ob_graphic->anim_pc = 0;
}
speechRunning = false;
// no longer in a script function loop
ob_logic->looping = 0;
// reset for debug info
_vm->_debugger->_textNumber = 0;
// reset to zero, in case text line not even extracted (since
// this number comes from the text line)
_officialTextNumber = 0;
_scriptVars[RESULT] = 0; // ok
return IR_CONT;
}
// speech still going, so decrement the click_delay if it's still
// active
// count down to clickability
if (_leftClickDelay)
_leftClickDelay--;
if (_rightClickDelay)
_rightClickDelay--;
return IR_REPEAT;
}
#define GAP_ABOVE_HEAD 20 // distance kept above talking sprite
void Logic::locateTalker(int32 *params) {
// sets '_textX' & '_textY' for position of text sprite
// but '_textX' 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
ObjectMega *ob_mega;
byte *file;
FrameHeader *frame_head;
AnimHeader *anim_head;
CdtEntry *cdt_entry;
uint16 scale;
// if there's no anim
if (_animId == 0) {
// assume it's Voice-Over text, so it goes at bottom of screen
_textX = 320;
_textY = 400;
} else {
// Note: this code has been adapted from Register_frame() in
// build_display.cpp
// open animation file & set up the necessary pointers
file = _vm->_resman->openResource(_animId);
anim_head = _vm->fetchAnimHeader(file);
// '0' means 1st frame
cdt_entry = _vm->fetchCdtEntry(file, 0);
// '0' means 1st frame
frame_head = _vm->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 = (ObjectMega *) _vm->_memory->decodePtr(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
_textX = (int16) (ob_mega->feet_x);
// add scaled y-offset to feet_y coord to get top of
// sprite
_textY = (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
_textX = cdt_entry->x + (frame_head->width) / 2;
_textY = cdt_entry->y;
}
// leave space above their head
_textY -= GAP_ABOVE_HEAD;
// adjust the text coords for RDSPR_DISPLAYALIGN
_textX -= _vm->_thisScreen.scroll_offset_x;
_textY -= _vm->_thisScreen.scroll_offset_y;
// release the anim resource
_vm->_resman->closeResource(_animId);
}
}
void Logic::formText(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;
byte *text;
uint32 textWidth;
ObjectSpeech *ob_speech;
// should always be a text line, as all text is derived from line of
// text
if (params[S_TEXT]) {
ob_speech = (ObjectSpeech *) _vm->_memory->decodePtr(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 = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
// 'text + 2' to skip the first 2 bytes which form the line
// reference number
_speechTextBlocNo = _vm->_fontRenderer->buildNewBloc(
text + 2, _textX, _textY,
textWidth, ob_speech->pen,
RDSPR_TRANS | RDSPR_DISPLAYALIGN,
_vm->_speechFontId, POSITION_AT_CENTRE_OF_BASE);
// now ok to close the text file
_vm->_resman->closeResource(text_res);
// set speech duration, in case not using wav
// no. of cycles = (no. of chars) + 30
_speechTime = strlen((char *) text) + 30;
} else {
// no text line passed? - this is bad
debug(5, "no text line for speech wav %d", params[S_WAV]);
}
}
// 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!
bool Logic::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 false;
default:
// ok for all other lines
return true;
}
}
} // End of namespace Sword2