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https://github.com/libretro/scummvm.git
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119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_SPEECH_H
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#define ICB_SPEECH_H
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#include "engines/icb/common/px_array.h"
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#include "engines/icb/common/px_string.h"
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/string_vest.h"
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namespace ICB {
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// this sits in the _mega structure for conversation_uid - means no current conversation
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#define NO_SPEECH_REQUEST 424242
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// goes in conversation_owners when a conversation is removed and its slot freed
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#define DEAD_CONVERSATION 424242
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enum __speech_state {
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__PENDING, // conversation is being set up
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__PROCESS, // ready for next speech instruction
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__WAITING_TO_SAY, // specific to psx really, this means the disc is spinning towards its destination, just keep going until it's finished!
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__SAYING // text is up on screen
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};
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enum __coms { __FACE_OBJECT, __PLAY_GENERIC_ANIM, __PLAY_CUSTOM_ANIM, __REVERSE_CUSTOM_ANIM };
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class __conv_command {
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public:
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uint32 id; // object id
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uint32 param1;
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// pxString str_param1;
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char str_param1[ENGINE_STRING_LEN];
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__coms command;
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bool8 active;
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uint8 padding1;
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uint8 padding2;
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uint8 padding3;
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};
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#define MAX_people_talking 3
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#define MAX_coms 3
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class __conversation {
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public:
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__conversation() {
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for (int32 i = 0; i < MAX_people_talking; i++)
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subscribers_requested[i] = 0;
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total_subscribers = 0;
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current_subscribers = 0;
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current_talker = (int32)-1;
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count = 0;
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}
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uint32 subscribers_requested[MAX_people_talking];
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uint32 total_subscribers; // the number of people in the conversation
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uint32 current_subscribers; // number of people still in at the end of the logic cycle - we can therefore tell if any have dropped out
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__conv_command coms[MAX_coms];
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char *script_pc;
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int32 current_talker; // id of person talking
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uint32 count; // used to count down current text
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__speech_state state; // conversation state
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};
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// Works out how int32 some text should be displayed to allow adequate time for it to be read. We might need to
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// tinker with the formula in here 'till we get it right.
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extern uint32 Get_reading_time(const char *pcString);
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// Moved these from speech_psx.h, because the PC needs to be able to alter text colours now for the
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// Remora's text.
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void SetTextColour(uint8 r, uint8 g, uint8 b);
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// This colour is used to display voice over text (normally player's speech colour).
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extern uint8 voice_over_red;
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extern uint8 voice_over_green;
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extern uint8 voice_over_blue;
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// These defaults are set to the player's text colour.
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#define VOICE_OVER_DEFAULT_RED 255
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#define VOICE_OVER_DEFAULT_GREEN 245
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#define VOICE_OVER_DEFAULT_BLUE 100
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} // End of namespace ICB
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#endif
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