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7c9d46765b
console a bit earlier so that error messages about missing files will be more obvious to the user. (If an error happens that early, some of the debugger commands will cause ScummVM to crash. I might look into that later.) svn-id: r11443
1497 lines
39 KiB
C++
1497 lines
39 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "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/defs.h"
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#include "sword2/interpreter.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 (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[IN_SUBJECT].res = params[0];
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_subjectList[IN_SUBJECT].ref = params[1];
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debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]);
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IN_SUBJECT++;
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}
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return IR_CONT;
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}
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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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uint8 *icon;
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AUTO_SELECTED = 0; // see below
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// new thing to intercept objects held at time of clicking on a person
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if (OBJECT_HELD) {
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// 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 < IN_SUBJECT; i++) {
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if (_subjectList[i].res == 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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OBJECT_HELD = 0; // clear it so it doesn't keep happening!
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IN_SUBJECT = 0; // clear the subject list
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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 (CHOOSER_COUNT_FLAG == 0 && IN_SUBJECT == 1 && _subjectList[0].res == EXIT_ICON) {
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AUTO_SELECTED = 1; // for speech script
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IN_SUBJECT = 0; // clear the subject list
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// return special subject chosen code (same as in normal
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// chooser routine below)
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return IR_CONT + (_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 (!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 < 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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// again next cycle
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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(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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// change icons
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for (i = 0; i < IN_SUBJECT; i++) {
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debug(5, "%s", _vm->fetchObjectName(_subjectList[i].res));
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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));
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// this is our looping flag
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_choosing = false;
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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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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 (TALK_FLAG == 0)
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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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TALK_FLAG = 0; // in-case DC forgets
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// restart george's base script
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// totalRestart();
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//drop out without saving pc and go around again
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return IR_CONT;
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}
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int32 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 (RESULT == 1 && !INS_COMMAND) {
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// its waiting and no other command is queueing
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// reset debug flag now that we're no longer waiting - see
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// debug.cpp
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_speechScriptWaiting = 0;
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SPEECH_ID = params[0];
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INS_COMMAND = params[1];
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INS1 = params[2];
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INS2 = params[3];
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INS3 = params[4];
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INS4 = params[5];
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INS5 = params[6];
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return IR_CONT;
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}
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// debug flag to indicate who we're waiting for - see debug.cpp
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_speechScriptWaiting = target;
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// target is busy so come back again next cycle
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return IR_REPEAT;
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}
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int32 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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Object_logic *ob_logic;
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uint32 null_pc = 5; // 4th script - get-speech-state
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char *raw_script_ad;
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_standardHeader *head;
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int32 target = params[1];
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// 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 = (Object_logic *) _vm->_memory->intToPtr(params[0]);
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if (!INS_COMMAND && RESULT == 1 && ob_logic->looping == 0) {
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// first time so set up targets command if target is waiting
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debug(5, "fnTheyDoWeWait sending command to %d", target);
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SPEECH_ID = params[1];
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INS_COMMAND = params[2];
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INS1 = params[3];
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INS2 = params[4];
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INS3 = params[5];
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INS4 = params[6];
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INS5 = params[7];
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ob_logic->looping = 1;
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// debug flag to indicate who we're waiting for - see debug.cpp
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_speechScriptWaiting = target;
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// finish this cycle - but come back again to check for it
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// being finished
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return IR_REPEAT;
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} else if (ob_logic->looping == 0) {
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// did not send the command
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// debug flag to indicate who we're waiting for - see debug.cpp
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_speechScriptWaiting = target;
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// come back next go and try again to send the instruction
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return IR_REPEAT;
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}
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// ok, the command has been sent - has the target actually done it yet?
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// result is 1 for waiting, 0 for busy
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if (RESULT == 1) {
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// its waiting now so we can be finished with all this
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debug(5, "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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// see ya next cycle
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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 (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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Object_logic *ob_logic;
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_standardHeader *head;
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int32 target = params[1];
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ob_logic = (Object_logic *) _vm->_memory->intToPtr(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 (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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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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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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// 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::fnSpeechProcess(int32 *params) {
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// Receive and sequence the commands sent from the conversation
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// script.
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// We have to do this in a slightly tweeky manner as we can no longer
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// have generic scripts.
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// This function comes in with all the structures that will be
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// required.
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// params: 0 pointer to ob_graphic
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// 1 pointer to ob_speech
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// 2 pointer to ob_logic
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// 3 pointer to ob_mega
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// 4 pointer to ob_walkdata
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|
|
// note - we could save a var and ditch wait_state and check
|
|
// 'command' for non zero means busy
|
|
|
|
Object_speech *ob_speech;
|
|
int32 pars[9];
|
|
int32 ret;
|
|
|
|
ob_speech = (Object_speech *) _vm->_memory->intToPtr(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;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_turn:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = ob_speech->ins1; // direction to turn to
|
|
|
|
if (fnTurn(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_face:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = ob_speech->ins1; // target
|
|
|
|
if (fnFaceMega(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = ob_speech->ins1; // anim res
|
|
|
|
if (fnAnim(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_reverse_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = ob_speech->ins1; // anim res
|
|
|
|
if (fnReverseAnim(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_table_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = ob_speech->ins1; // pointer to anim table
|
|
|
|
if (fnMegaTableAnim(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_reverse_table_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = ob_speech->ins1; // pointer to anim table
|
|
|
|
if (fnReverseMegaTableAnim(pars) != IR_REPEAT) {
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_no_sprite:
|
|
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;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_walk_to_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = ob_speech->ins1; // anim resource
|
|
|
|
if (fnWalkToAnim(pars) != IR_REPEAT) {
|
|
debug(5, "speech-process walk finished");
|
|
|
|
// command finished
|
|
ob_speech->command = 0;
|
|
|
|
// waiting for command
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
case INS_stand_after_anim:
|
|
pars[0] = params[0]; // ob_graphic
|
|
pars[1] = params[3]; // ob_mega
|
|
pars[2] = ob_speech->ins1; // anim resource
|
|
fnStandAfterAnim(pars);
|
|
ob_speech->command = 0; // command finished
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
return IR_REPEAT; // come back again next cycle
|
|
case INS_set_frame:
|
|
pars[0] = params[0]; // ob_graphic
|
|
pars[1] = ob_speech->ins1; // anim_resource
|
|
pars[2] = ob_speech->ins2; // FIRST_FRAME or LAST_FRAME
|
|
ret = fnSetFrame(pars);
|
|
ob_speech->command = 0; // command finished
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
return IR_REPEAT; // come back again next cycle
|
|
case INS_quit:
|
|
debug(5, "speech-process - quit");
|
|
|
|
ob_speech->command = 0; // finish with all this
|
|
// ob_speech->wait_state = 0; // start with waiting for command next conversation
|
|
return IR_CONT; // thats it, we're finished with this
|
|
default:
|
|
ob_speech->command = 0; // not yet implemented - just cancel
|
|
ob_speech->wait_state = 1; // waiting for command
|
|
break;
|
|
}
|
|
|
|
if (SPEECH_ID == ID) {
|
|
// new command for us!
|
|
// clear this or it could trigger next go
|
|
SPEECH_ID = 0;
|
|
|
|
// grab the command - potentially, we only have this
|
|
// cycle to do this
|
|
|
|
ob_speech->command = INS_COMMAND;
|
|
ob_speech->ins1 = INS1;
|
|
ob_speech->ins2 = INS2;
|
|
ob_speech->ins3 = INS3;
|
|
ob_speech->ins4 = INS4;
|
|
ob_speech->ins5 = INS5;
|
|
|
|
// the current send has been received - i.e. separate
|
|
// multiple they-do's
|
|
|
|
INS_COMMAND = 0;
|
|
|
|
// now busy
|
|
ob_speech->wait_state = 0;
|
|
|
|
debug(5, "received new command %d", INS_COMMAND);
|
|
|
|
// we'll drop off and be caught by the while(1), so
|
|
// kicking in the new command straight away
|
|
} else {
|
|
// no new command
|
|
// we could run a blink anim (or something) here
|
|
|
|
// now free
|
|
ob_speech->wait_state = 1;
|
|
|
|
// come back again next cycle
|
|
return IR_REPEAT;
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
Object_logic *ob_logic;
|
|
Object_graphic *ob_graphic;
|
|
Object_mega *ob_mega;
|
|
uint8 *anim_file;
|
|
uint32 local_text;
|
|
uint32 text_res;
|
|
uint8 *text;
|
|
static uint8 textRunning, speechRunning;
|
|
int32 *anim_table;
|
|
uint8 speechFinished = 0;
|
|
int8 speech_pan;
|
|
char speechFile[256];
|
|
static uint8 cycle_skip = 0;
|
|
uint32 rv;
|
|
|
|
// for text/speech testing & checking for correct file type
|
|
_standardHeader *head;
|
|
|
|
// set up the pointers which we know we'll always need
|
|
|
|
ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[S_OB_LOGIC]);
|
|
ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(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 == 0 && wantSpeechForLine(params[S_WAV]) == 0)
|
|
return IR_CONT;
|
|
|
|
if (cycle_skip == 0) {
|
|
// drop out for 1st cycle to allow walks/anims to end
|
|
// & display last frame/ before system locks while
|
|
// speech loaded
|
|
|
|
cycle_skip = 1;
|
|
return IR_REPEAT;
|
|
} else
|
|
cycle_skip = 0;
|
|
|
|
_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 (SYSTEM_TESTING_TEXT) {
|
|
RESULT = 0;
|
|
|
|
text_res = params[S_TEXT] / SIZE;
|
|
local_text = params[S_TEXT] & 0xffff;
|
|
|
|
// if the resource number is within range & it's not
|
|
// a null resource
|
|
|
|
if (_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((uint8 *) head, local_text) == 0) {
|
|
// line number out of range
|
|
RESULT = 2;
|
|
}
|
|
} else {
|
|
// invalid (not a text resource)
|
|
RESULT = 1;
|
|
}
|
|
|
|
// close the resource
|
|
_vm->_resman->closeResource(text_res);
|
|
|
|
if (RESULT)
|
|
return IR_CONT;
|
|
} else {
|
|
// not a valid resource number - invalid (null
|
|
// resource)
|
|
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 (SYSTEM_TESTING_TEXT) { // if testing text & speech
|
|
// if actor number is 0 and text line is just a 'dash'
|
|
// character
|
|
if (_officialTextNumber == 0 && text[2] == '-' && text[3] == 0) {
|
|
// dud line - return & continue script
|
|
RESULT = 3;
|
|
return IR_CONT;
|
|
}
|
|
}
|
|
|
|
// 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 (PLAYER_ID != CUR_PLAYER_ID)
|
|
debug(5, "(%d) Nico: %s", _officialTextNumber, text + 2);
|
|
else
|
|
debug(5, "(%d) %s: %s", _officialTextNumber, _vm->fetchObjectName(ID), text + 2);
|
|
|
|
// Set up the speech animation
|
|
|
|
if (params[S_ANIM]) {
|
|
// just a straight anim
|
|
_animId = params[S_ANIM];
|
|
|
|
// anim type
|
|
_speechAnimType = 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 = (Object_mega *) _vm->_memory->intToPtr(params[S_OB_MEGA]);
|
|
|
|
// pointer to anim table
|
|
anim_table = (int32 *) _vm->_memory->intToPtr(params[S_DIR_TABLE]);
|
|
|
|
// appropriate anim resource is in 'table[direction]'
|
|
_animId = anim_table[ob_mega->current_dir];
|
|
|
|
// anim type
|
|
_speechAnimType = 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.
|
|
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 = 0;
|
|
|
|
// 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
|
|
// (2 means not playing yet - see below)
|
|
speechRunning = 1;
|
|
|
|
// set it playing now (we might want to do
|
|
// this next cycle, don't know yet)
|
|
_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 == 0) {
|
|
// then we're going to show the text
|
|
textRunning = 1;
|
|
|
|
// so create the text sprite
|
|
formText(params);
|
|
} else {
|
|
// otherwise don't want text
|
|
textRunning = 0;
|
|
}
|
|
}
|
|
|
|
// 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 (note that value of '2' means about to play!)
|
|
|
|
if (speechRunning == 1) {
|
|
if (!_unpauseZone) {
|
|
// has it finished?
|
|
if (_vm->_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED)
|
|
speechFinished = 1;
|
|
} else
|
|
_unpauseZone--;
|
|
} else if (speechRunning == 0 && _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 = 1;
|
|
}
|
|
|
|
// 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 (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 (SYSTEM_TESTING_TEXT) {
|
|
// and RB used to click past text
|
|
if (me->buttons & RD_RIGHTBUTTONDOWN) {
|
|
// then we want the previous line again
|
|
SYSTEM_WANT_PREVIOUS_LINE = 1;
|
|
} else {
|
|
// LB just want next line again
|
|
SYSTEM_WANT_PREVIOUS_LINE = 0;
|
|
}
|
|
}
|
|
|
|
do {
|
|
// trash anything thats buffered
|
|
me = _vm->_input->mouseEvent();
|
|
} while (me);
|
|
|
|
speechFinished = 1;
|
|
|
|
// 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;
|
|
}
|
|
|
|
textRunning = 0;
|
|
speechRunning = 0;
|
|
|
|
// 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;
|
|
|
|
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--;
|
|
|
|
// back again next cycle
|
|
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
|
|
|
|
Object_mega *ob_mega;
|
|
|
|
uint8 *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 = (Object_mega *) _vm->_memory->intToPtr(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;
|
|
uint8 *text;
|
|
uint32 textWidth;
|
|
Object_speech *ob_speech;
|
|
|
|
// should always be a text line, as all text is derived from line of
|
|
// text
|
|
|
|
if (params[S_TEXT]) {
|
|
ob_speech = (Object_speech *) _vm->_memory->intToPtr(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
|