mirror of
https://github.com/libretro/scummvm.git
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a575576890
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
1479 lines
39 KiB
C++
1479 lines
39 KiB
C++
/* Copyright (C) 1994-2004 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 "common/stdafx.h"
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#include "common/file.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/controls.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_draw.h"
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#include "sword2/driver/d_sound.h"
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namespace Sword2 {
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enum {
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INS_talk = 1,
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INS_anim = 2,
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INS_reverse_anim = 3,
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INS_walk = 4,
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INS_turn = 5,
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INS_face = 6,
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INS_trace = 7,
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INS_no_sprite = 8,
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INS_sort = 9,
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INS_foreground = 10,
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INS_background = 11,
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INS_table_anim = 12,
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INS_reverse_table_anim = 13,
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INS_walk_to_anim = 14,
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INS_set_frame = 15,
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INS_stand_after_anim = 16,
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INS_quit = 42
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};
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int32 Logic::fnAddSubject(int32 *params) {
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// params: 0 id
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// 1 daves reference number
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if (_scriptVars[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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_defaultResponseId = 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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_defaultResponseId = 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 fnChoose below)
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} else {
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_subjectList[_scriptVars[IN_SUBJECT]].res = params[0];
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_subjectList[_scriptVars[IN_SUBJECT]].ref = params[1];
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debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]);
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_scriptVars[IN_SUBJECT]++;
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}
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return IR_CONT;
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}
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int32 Logic::fnChoose(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 i;
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int hit;
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byte *icon;
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_scriptVars[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 (_scriptVars[OBJECT_HELD]) {
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// So that, if there is no match, the speech script uses the
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// default text for objects that are not accounted for
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int response = _defaultResponseId;
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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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for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
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if (_subjectList[i].res == _scriptVars[OBJECT_HELD]) {
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// Return special subject chosen code (same
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// as in normal chooser routine below)
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response = _subjectList[i].ref;
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break;
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}
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}
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_scriptVars[OBJECT_HELD] = 0; // clear it so it doesn't keep happening!
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_scriptVars[IN_SUBJECT] = 0; // clear the subject list
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return IR_CONT | (response << 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 (_scriptVars[CHOOSER_COUNT_FLAG] == 0 && _scriptVars[IN_SUBJECT] == 1 && _subjectList[0].res == EXIT_ICON) {
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_scriptVars[AUTO_SELECTED] = 1; // for speech script
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_scriptVars[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 | (_subjectList[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 (!_scriptVars[IN_SUBJECT])
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error("fnChoose 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 (i = 0; i < 15; i++) {
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if (i < _scriptVars[IN_SUBJECT]) {
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debug(5, " ICON res %d for %d", _subjectList[i].res, i);
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icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
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_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon);
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_vm->_resman->closeResource(_subjectList[i].res);
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} else {
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// no icon here
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debug(5, " NULL for %d", i);
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_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL);
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}
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}
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// start menus appearing
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_vm->_graphics->showMenu(RDMENU_BOTTOM);
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// lets have the mouse pointer back
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_vm->setMouse(NORMAL_MOUSE_ID);
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_choosing = true;
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return IR_REPEAT;
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}
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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 = _vm->_input->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) || _vm->_input->_mouseY < 400) {
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debug(5, "end choose");
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return IR_REPEAT;
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}
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// Check for click on a menu. If so then end the choose, highlight only
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// the chosen, blank the mouse and return the ref code * 8
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hit = _vm->menuClick(_scriptVars[IN_SUBJECT]);
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if (hit < 0) {
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debug(5, "end choose");
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return IR_REPEAT;
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}
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debug(5, "Icons available:");
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byte buf[NAME_LEN];
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// change icons
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for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
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debug(5, "%s", _vm->fetchObjectName(_subjectList[i].res, buf));
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// change all others to grey
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if (i != (uint32) hit) {
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icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader);
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_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon);
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_vm->_resman->closeResource(_subjectList[i].res);
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}
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}
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debug(2, "Selected: %s", _vm->fetchObjectName(_subjectList[hit].res, buf));
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// this is our looping flag
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_choosing = false;
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_scriptVars[IN_SUBJECT] = 0;
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// blank mouse again
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_vm->setMouse(0);
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debug(5, "hit %d - ref %d ref*8 %d", hit, _subjectList[hit].ref, _subjectList[hit].ref * 8);
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// for non-speech scripts that manually
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// call the chooser
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_scriptVars[RESULT] = _subjectList[hit].res;
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// return special subject chosen code
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return IR_CONT | (_subjectList[hit].ref << 3);
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}
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int32 Logic::fnStartConversation(int32 *params) {
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// Start conversation
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// reset 'chooser_count_flag' at the start of each conversation:
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// Note that fnStartConversation might accidently be called every time
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// the script loops back for another chooser but we only want to reset
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// the chooser count flag the first time this function is called ie.
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// when talk flag is zero
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// params: none
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if (_scriptVars[TALK_FLAG] == 0)
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_scriptVars[CHOOSER_COUNT_FLAG] = 0; // see fnChooser & speech scripts
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fnNoHuman(params);
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return IR_CONT;
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}
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int32 Logic::fnEndConversation(int32 *params) {
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// end conversation
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// params: none
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_vm->_graphics->hideMenu(RDMENU_BOTTOM);
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if (_vm->_input->_mouseY > 399) {
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// will wait for cursor to move off the bottom menu
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_vm->_mouseMode = MOUSE_holding;
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debug(5, " holding");
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}
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_scriptVars[TALK_FLAG] = 0; // in-case DC forgets
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return IR_CONT;
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}
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int32 Logic::fnTheyDo(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 *) _vm->_resman->openResource(target);
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if (head->fileType != GAME_OBJECT)
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error("fnTheyDo %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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_vm->_resman->closeResource(target);
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// result is 1 for waiting, 0 for busy
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if (_scriptVars[RESULT] == 1 && !_scriptVars[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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_scriptVars[SPEECH_ID] = params[0];
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_scriptVars[INS_COMMAND] = params[1];
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_scriptVars[INS1] = params[2];
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_scriptVars[INS2] = params[3];
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_scriptVars[INS3] = params[4];
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_scriptVars[INS4] = params[5];
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_scriptVars[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 Logic::fnTheyDoWeWait(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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ObjectLogic *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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// 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 *) _vm->_resman->openResource(target);
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if (head->fileType != GAME_OBJECT)
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error("fnTheyDoWeWait %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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_vm->_resman->closeResource(target);
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ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
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if (!_scriptVars[INS_COMMAND] && _scriptVars[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, "fnTheyDoWeWait sending command to %d", target);
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_scriptVars[SPEECH_ID] = params[1];
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_scriptVars[INS_COMMAND] = params[2];
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_scriptVars[INS1] = params[3];
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_scriptVars[INS2] = params[4];
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_scriptVars[INS3] = params[5];
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_scriptVars[INS4] = params[6];
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_scriptVars[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 (_scriptVars[RESULT] == 1) {
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// its waiting now so we can be finished with all this
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debug(5, "fnTheyDoWeWait 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, "fnTheyDoWeWait 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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return IR_REPEAT;
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}
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int32 Logic::fnWeWait(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 *) _vm->_resman->openResource(target);
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if (head->fileType != GAME_OBJECT)
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error("fnWeWait: %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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_vm->_resman->closeResource(target);
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// result is 1 for waiting, 0 for busy
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if (_scriptVars[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;
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}
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int32 Logic::fnTimedWait(int32 *params) {
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// loop until the target is free but only while the timer is high
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// useful when clicking on a target to talk to them - if they never
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// reply then this'll fall out avoiding a lock up
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// params: 0 ob_logic
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// 1 target
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// 2 number of cycles before give up
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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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ObjectLogic *ob_logic;
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StandardHeader *head;
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int32 target = params[1];
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ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
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if (!ob_logic->looping)
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ob_logic->looping = params[2]; // first time in
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// request status of target
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head = (StandardHeader *) _vm->_resman->openResource(target);
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if (head->fileType != GAME_OBJECT)
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error("fnTimedWait %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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_vm->_resman->closeResource(target);
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// result is 1 for waiting, 0 for busy
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if (_scriptVars[RESULT] == 1) {
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// reset because counter is likely to be still high
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ob_logic->looping = 0;
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//means ok
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_scriptVars[RESULT] = 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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ob_logic->looping--;
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if (!ob_logic->looping) { // time up - caller must check RESULT
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// not ok
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_scriptVars[RESULT] = 1;
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// clear the event that hasn't been picked up - in theory,
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// none of this should ever happen
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killAllIdsEvents(target);
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debug(5, "EVENT timed out");
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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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|
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// 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
|