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e00f9f4a97
The equally experimental compression tool is in patch #854561. Support for compressed music will require some restructuring first. svn-id: r14684
1240 lines
33 KiB
C++
1240 lines
33 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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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. Set the default
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// repsonse id to zero in case we're never passed one.
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_defaultResponseId = 0;
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}
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if (params[0] == -1) {
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// Id -1 is used for setting the default response, i.e. the
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// response when someone uses an object on a person and he
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// doesn't know anything about it. See fnChoose() below.
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_defaultResponseId = params[1];
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} else {
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debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]);
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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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_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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// This opcode is used to open the conversation menu. The human is
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// switched off so there will be no normal mouse engine.
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// The player's choice is piggy-backed on the standard opcode return
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// values, to be used with the CP_JUMP_ON_RETURNED opcode. As far as I
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// can tell, this is the only function that uses that feature.
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uint i;
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_scriptVars[AUTO_SELECTED] = 0;
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if (_scriptVars[OBJECT_HELD]) {
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// The player used an object on a person. In this case it
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// triggered a conversation menu. Act as if the user tried to
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// talk to the person about that object. If the person doesn't
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// know anything about it, use the default response.
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uint32 response = _defaultResponseId;
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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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response = _subjectList[i].ref;
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break;
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}
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}
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// The user won't be holding the object any more, and the
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// conversation menu will be closed.
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_scriptVars[OBJECT_HELD] = 0;
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_scriptVars[IN_SUBJECT] = 0;
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return IR_CONT | (response << 3);
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}
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if (_scriptVars[CHOOSER_COUNT_FLAG] == 0 && _scriptVars[IN_SUBJECT] == 1 && _subjectList[0].res == EXIT_ICON) {
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// This is the first time the chooser is coming up in this
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// conversation, there is only one subject and that's the
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// EXIT icon.
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//
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// In other words, the player doesn't have anything to talk
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// about. Skip it.
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// The conversation menu will be closed. We set AUTO_SELECTED
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// because the speech script depends on it.
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_scriptVars[AUTO_SELECTED] = 1;
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_scriptVars[IN_SUBJECT] = 0;
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return IR_CONT | (_subjectList[0].ref << 3);
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}
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byte *icon;
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if (!_choosing) {
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// This is a new conversation menu.
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if (!_scriptVars[IN_SUBJECT])
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error("fnChoose with no subjects");
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for (i = 0; i < _scriptVars[IN_SUBJECT]; 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, i, icon);
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_vm->_resman->closeResource(_subjectList[i].res);
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}
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for (; i < 15; i++)
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_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL);
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_vm->_graphics->showMenu(RDMENU_BOTTOM);
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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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// The menu is there - we're just waiting for a click. We only care
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// about left clicks.
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MouseEvent *me = _vm->mouseEvent();
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if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || _vm->_mouseY < 400)
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return IR_REPEAT;
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// Check for click on a menu.
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int hit = _vm->menuClick(_scriptVars[IN_SUBJECT]);
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if (hit < 0)
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return IR_REPEAT;
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// Hilight the clicked icon by greying the others.
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for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
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if ((int) i != hit) {
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icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader);
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_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, i, icon);
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_vm->_resman->closeResource(_subjectList[i].res);
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}
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}
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// For non-speech scripts that manually call the chooser
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_scriptVars[RESULT] = _subjectList[hit].res;
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// The conversation menu will be closed
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_choosing = false;
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_scriptVars[IN_SUBJECT] = 0;
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_vm->setMouse(0);
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return IR_CONT | (_subjectList[hit].ref << 3);
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}
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/**
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* Start a conversation.
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*
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* Note that fnStartConversation() might accidentally be called every time the
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* script loops back for another chooser, but we only want to reset the chooser
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* count flag the first time this function is called, i.e. when the talk flag
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* is zero.
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*/
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int32 Logic::fnStartConversation(int32 *params) {
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// params: none
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if (_scriptVars[TALK_FLAG] == 0) {
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// See fnChooser & speech scripts
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_scriptVars[CHOOSER_COUNT_FLAG] = 0;
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}
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fnNoHuman(params);
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return IR_CONT;
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}
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/**
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* End a conversation.
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*/
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int32 Logic::fnEndConversation(int32 *params) {
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// params: none
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_vm->_graphics->hideMenu(RDMENU_BOTTOM);
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if (_vm->_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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}
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// In case DC forgets
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_scriptVars[TALK_FLAG] = 0;
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return IR_CONT;
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}
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// To request the status of a target, we run its 4th script, get-speech-state.
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// This will cause RESULT to be set to either 1 (target is waiting) or 0
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// (target is busy).
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/**
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* Wait for a target to become waiting, i.e. not busy, then send a command to
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* it.
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*/
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int32 Logic::fnTheyDo(int32 *params) {
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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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StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[0]);
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assert (head->fileType == GAME_OBJECT);
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// Run the target's get-speech-state script
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int32 target = params[0];
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char *raw_script_ad = (char *) head;
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uint32 null_pc = 5;
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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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if (_scriptVars[RESULT] == 1 && !_scriptVars[INS_COMMAND]) {
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// The target is waiting, i.e. not busy, and there is no other
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// command queued. Send the command.
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debug(5, "fnTheyDo: sending command to %d", target);
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_vm->_debugger->_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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// The target is busy. Come back again next cycle.
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_vm->_debugger->_speechScriptWaiting = target;
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return IR_REPEAT;
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}
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/**
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* Wait for a target to become waiting, i.e. not busy, send a command to it,
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* then wait for it to finish.
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*/
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int32 Logic::fnTheyDoWeWait(int32 *params) {
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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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StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[1]);
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assert(head->fileType == GAME_OBJECT);
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// Run the target's get-speech-state script
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int32 target = params[1];
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char *raw_script_ad = (char *) head;
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uint32 null_pc = 5;
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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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ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
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if (_scriptVars[RESULT] == 1 && !_scriptVars[INS_COMMAND] && ob_logic->looping == 0) {
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// The target is waiting, i.e. not busy, and there is no other
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// command queued. We haven't sent the command yet, so do it.
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debug(5, "fnTheyDoWeWait: sending command to %d", target);
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_vm->_debugger->_speechScriptWaiting = target;
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ob_logic->looping = 1;
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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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return IR_REPEAT;
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}
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if (ob_logic->looping == 0) {
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// The command has not been sent yet. Keep waiting.
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_vm->_debugger->_speechScriptWaiting = target;
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return IR_REPEAT;
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}
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if (_scriptVars[RESULT] == 0) {
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// The command has been sent, and the target is busy doing it.
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// Wait for it to finish.
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debug(5, "fnTheyDoWeWait: Waiting for %d to finish", target);
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_vm->_debugger->_speechScriptWaiting = target;
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return IR_REPEAT;
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}
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debug(5, "fnTheyDoWeWait: %d finished", target);
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ob_logic->looping = 0;
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_vm->_debugger->_speechScriptWaiting = 0;
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return IR_CONT;
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}
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/**
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* Wait for a target to become waiting, i.e. not busy.
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*/
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int32 Logic::fnWeWait(int32 *params) {
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// params: 0 target
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StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[0]);
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assert(head->fileType == GAME_OBJECT);
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// Run the target's get-speech-state script
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int32 target = params[0];
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char *raw_script_ad = (char *) head;
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uint32 null_pc = 5;
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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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if (_scriptVars[RESULT] == 0) {
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// The target is busy. Try again.
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_vm->_debugger->_speechScriptWaiting = target;
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return IR_REPEAT;
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}
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// The target is waiting, i.e. not busy.
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_vm->_debugger->_speechScriptWaiting = 0;
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return IR_CONT;
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}
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/**
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* Wait for a target to become waiting, i.e. not busy, or until we time out.
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* This is useful when clicking on a target to talk to it, and it doesn't
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* reply. This way, we won't lock up.
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*
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* If the target becomes waiting, RESULT is set to 0. If we time out, RESULT is
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* set to 1.
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*/
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int32 Logic::fnTimedWait(int32 *params) {
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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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StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[1]);
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assert(head->fileType == GAME_OBJECT);
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ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
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if (!ob_logic->looping) {
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// This is the first time, so set up the time-out.
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ob_logic->looping = params[2];
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}
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// Run the target's get-speech-state script
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int32 target = params[1];
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char *raw_script_ad = (char *) head;
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uint32 null_pc = 5;
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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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if (_scriptVars[RESULT] == 1) {
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// The target is waiting, i.e. not busy
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_vm->_debugger->_speechScriptWaiting = 0;
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ob_logic->looping = 0;
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_scriptVars[RESULT] = 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) {
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// Time's up.
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debug(5, "fnTimedWait: Timed out waiting for %d", target);
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_vm->_debugger->_speechScriptWaiting = 0;
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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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_scriptVars[RESULT] = 1;
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return IR_CONT;
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}
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// Target is busy. Keep trying.
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_vm->_debugger->_speechScriptWaiting = target;
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return IR_REPEAT;
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}
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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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/**
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* Receive and sequence the commands sent from the conversation script. We have
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* to do this in a slightly tweeky manner as we can no longer have generic
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* scripts.
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*/
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int32 Logic::fnSpeechProcess(int32 *params) {
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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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ObjectSpeech *ob_speech = (ObjectSpeech *) _vm->_memory->decodePtr(params[1]);
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while (1) {
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int32 pars[9];
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// Check which command we're waiting for, and call the
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// appropriate function. Once we're done, clear the command
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// and set wait_state to 1.
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//
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// Note: we could save a var and ditch wait_state and check
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// 'command' for non zero means busy
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//
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// Note: I can't see that we ever check the value of wait_state
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// but perhaps it accesses that memory location directly?
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switch (ob_speech->command) {
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case 0:
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break;
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case INS_talk:
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pars[0] = params[0]; // ob_graphic
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pars[1] = params[1]; // ob_speech
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pars[2] = params[2]; // ob_logic
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pars[3] = params[3]; // ob_mega
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pars[4] = ob_speech->ins1; // encoded text number
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pars[5] = ob_speech->ins2; // wav res id
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pars[6] = ob_speech->ins3; // anim res id
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pars[7] = ob_speech->ins4; // anim table res id
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pars[8] = ob_speech->ins5; // animation mode - 0 lip synced, 1 just straight animation
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if (fnISpeak(pars) != IR_REPEAT) {
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ob_speech->command = 0;
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ob_speech->wait_state = 1;
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}
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return IR_REPEAT;
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case INS_turn:
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pars[0] = params[2]; // ob_logic
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pars[1] = params[0]; // ob_graphic
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pars[2] = params[3]; // ob_mega
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pars[3] = params[4]; // ob_walkdata
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pars[4] = ob_speech->ins1; // direction to turn to
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if (fnTurn(pars) != IR_REPEAT) {
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ob_speech->command = 0;
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ob_speech->wait_state = 1;
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}
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return IR_REPEAT;
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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) {
|
|
ob_speech->command = 0;
|
|
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) {
|
|
ob_speech->command = 0;
|
|
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) {
|
|
ob_speech->command = 0;
|
|
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) {
|
|
ob_speech->command = 0;
|
|
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) {
|
|
ob_speech->command = 0;
|
|
ob_speech->wait_state = 1;
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_no_sprite:
|
|
fnNoSprite(params); // ob_graphic
|
|
|
|
ob_speech->command = 0;
|
|
ob_speech->wait_state = 1;
|
|
return IR_REPEAT ;
|
|
case INS_sort:
|
|
fnSortSprite(params); // ob_graphic
|
|
|
|
ob_speech->command = 0;
|
|
ob_speech->wait_state = 1;
|
|
return IR_REPEAT;
|
|
case INS_foreground:
|
|
fnForeSprite(params); // ob_graphic
|
|
|
|
ob_speech->command = 0;
|
|
ob_speech->wait_state = 1;
|
|
return IR_REPEAT;
|
|
case INS_background:
|
|
fnBackSprite(params); // ob_graphic
|
|
|
|
ob_speech->command = 0;
|
|
ob_speech->wait_state = 1;
|
|
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) {
|
|
ob_speech->command = 0;
|
|
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) {
|
|
ob_speech->command = 0;
|
|
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;
|
|
ob_speech->wait_state = 1;
|
|
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;
|
|
ob_speech->wait_state = 1;
|
|
return IR_REPEAT;
|
|
case INS_quit:
|
|
// That's it - we're finished with this
|
|
ob_speech->command = 0;
|
|
// ob_speech->wait_state = 0;
|
|
return IR_CONT;
|
|
default:
|
|
// Unimplemented command - just cancel
|
|
ob_speech->command = 0;
|
|
ob_speech->wait_state = 1;
|
|
break;
|
|
}
|
|
|
|
if (_scriptVars[SPEECH_ID] == _scriptVars[ID]) {
|
|
// There's a new command for us! Grab the command -
|
|
// potentially we only have this cycle to do this - and
|
|
// set things up so that the command will be picked up
|
|
// on the next iteration of the while loop.
|
|
|
|
debug(5, "fnSpeechProcess: Received new command %d", _scriptVars[INS_COMMAND]);
|
|
|
|
_scriptVars[SPEECH_ID] = 0;
|
|
|
|
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];
|
|
ob_speech->wait_state = 0;
|
|
|
|
_scriptVars[INS_COMMAND] = 0;
|
|
} else {
|
|
// No new command. We could run a blink anim (or
|
|
// something) here.
|
|
|
|
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
|
|
};
|
|
|
|
/**
|
|
* It's the super versatile fnSpeak. Text and wavs can be selected in any
|
|
* combination.
|
|
*
|
|
* @note We can assume no human - there should be no human, at least!
|
|
*/
|
|
|
|
int32 Logic::fnISpeak(int32 *params) {
|
|
// 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
|
|
|
|
static bool cycle_skip = false;
|
|
static bool speechRunning;
|
|
|
|
// Set up the pointers which we know we'll always need
|
|
|
|
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[S_OB_LOGIC]);
|
|
ObjectGraphic *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;
|
|
|
|
// Drop out for 1st cycle to allow walks/anims to end and
|
|
// display last frame before system locks while speech loaded
|
|
|
|
if (!cycle_skip) {
|
|
cycle_skip = true;
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
cycle_skip = false;
|
|
|
|
_vm->_debugger->_textNumber = params[S_TEXT];
|
|
|
|
// 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 debugging.
|
|
|
|
uint32 text_res = params[S_TEXT] / SIZE;
|
|
uint32 local_text = params[S_TEXT] & 0xffff;
|
|
|
|
// 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]) {
|
|
if (!_vm->_resman->checkValid(text_res)) {
|
|
// Not a valid resource number - invalid (null
|
|
// resource)
|
|
_scriptVars[RESULT] = 1;
|
|
return IR_CONT;
|
|
}
|
|
|
|
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(text_res);
|
|
|
|
if (head->fileType != TEXT_FILE) {
|
|
// Invalid - not a text resource
|
|
_vm->_resman->closeResource(text_res);
|
|
_scriptVars[RESULT] = 1;
|
|
return IR_CONT;
|
|
}
|
|
|
|
if (!_vm->checkTextLine((byte *) head, local_text)) {
|
|
// Line number out of range
|
|
_vm->_resman->closeResource(text_res);
|
|
_scriptVars[RESULT] = 2;
|
|
return IR_CONT;
|
|
}
|
|
|
|
_vm->_resman->closeResource(text_res);
|
|
_scriptVars[RESULT] = 0;
|
|
}
|
|
|
|
byte *text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
|
|
_officialTextNumber = READ_LE_UINT16(text);
|
|
_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 actor number is 0 and text line is just a 'dash'
|
|
// character
|
|
if (_officialTextNumber == 0 && text[2] == '-' && text[3] == 0) {
|
|
_scriptVars[RESULT] = 3;
|
|
return IR_CONT;
|
|
}
|
|
}
|
|
|
|
// Set the 'looping_flag' and the text-click-delays. We can
|
|
// left-click past the text after half a second, and
|
|
// right-click past it after a quarter of a second.
|
|
|
|
ob_logic->looping = 1;
|
|
_leftClickDelay = 6;
|
|
_rightClickDelay = 3;
|
|
|
|
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[6];
|
|
} else if (params[S_DIR_TABLE]) {
|
|
// Use this direction table to derive the anim
|
|
// NB. ASSUMES WE HAVE A MEGA OBJECT!!
|
|
|
|
ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[S_OB_MEGA]);
|
|
int32 *anim_table = (int32 *) _vm->_memory->decodePtr(params[S_DIR_TABLE]);
|
|
|
|
_animId = anim_table[ob_mega->current_dir];
|
|
} else {
|
|
// No animation choosen
|
|
_animId = 0;
|
|
}
|
|
|
|
if (_animId) {
|
|
// Set the talker's graphic to the first frame of this
|
|
// speech anim for now.
|
|
|
|
_speechAnimType = _scriptVars[SPEECHANIMFLAG];
|
|
ob_graphic->anim_resource = _animId;
|
|
ob_graphic->anim_pc = 0;
|
|
}
|
|
|
|
// Default back to looped lip synced anims.
|
|
_scriptVars[SPEECHANIMFLAG] = 0;
|
|
|
|
// Set up _textX and _textY for speech panning 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 parameter 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;
|
|
|
|
// Panning goes from -16 (left) to 16 (right)
|
|
int8 speech_pan = ((_textX - 320) * 16) / 320;
|
|
|
|
if (speech_pan < -16)
|
|
speech_pan = -16;
|
|
else if (speech_pan > 16)
|
|
speech_pan = 16;
|
|
|
|
uint32 rv = _vm->_sound->playCompSpeech(params[S_WAV], 16, speech_pan);
|
|
|
|
if (rv == RD_OK) {
|
|
// Ok, we've got something to play. Set it
|
|
// playing now. (We might want to do this the
|
|
// next cycle, don't know yet.)
|
|
|
|
speechRunning = true;
|
|
_vm->_sound->unpauseSpeech();
|
|
} else {
|
|
debug(5, "ERROR: PlayCompSpeech(wav=%d (res=%d pos=%d)) returned %.8x", params[S_WAV], text_res, local_text, rv);
|
|
}
|
|
}
|
|
|
|
if (_vm->_gui->_subtitles || !speechRunning) {
|
|
// We want subtitles, or the speech failed to load.
|
|
// Either way, 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++;
|
|
|
|
byte *anim_file = _vm->_resman->openResource(ob_graphic->anim_resource);
|
|
AnimHeader *anim_head = _vm->fetchAnimHeader(anim_file);
|
|
|
|
if (!_speechAnimType) {
|
|
// ANIM IS TO BE LIP-SYNC'ED & REPEATING
|
|
|
|
if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames)) {
|
|
// End of animation - restart from frame 0
|
|
ob_graphic->anim_pc = 0;
|
|
} else if (speechRunning && _vm->_sound->amISpeaking() == RDSE_QUIET) {
|
|
// The speech is running, but we're at a quiet
|
|
// bit. Restart from frame 0 (closed mouth).
|
|
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;
|
|
}
|
|
}
|
|
|
|
_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
|
|
|
|
bool speechFinished = false;
|
|
|
|
// If playing a sample
|
|
|
|
if (speechRunning) {
|
|
// Has it finished?
|
|
if (_vm->_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED)
|
|
speechFinished = true;
|
|
} 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->_mouseY > 0) {
|
|
MouseEvent *me = _vm->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.
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
speechFinished = true;
|
|
|
|
// if speech sample playing, halt it prematurely
|
|
if (speechRunning)
|
|
_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, kill it
|
|
if (_speechTextBlocNo) {
|
|
_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
|
|
_speechTextBlocNo = 0;
|
|
}
|
|
|
|
// if there is a speech anim, end it on closed mouth frame
|
|
if (_animId) {
|
|
_animId = 0;
|
|
ob_graphic->anim_pc = 0;
|
|
}
|
|
|
|
speechRunning = false;
|
|
|
|
// no longer in a script function loop
|
|
ob_logic->looping = 0;
|
|
|
|
_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;
|
|
return IR_CONT;
|
|
}
|
|
|
|
// Speech still going, so decrement the click_delay if it's still
|
|
// active
|
|
|
|
if (_leftClickDelay)
|
|
_leftClickDelay--;
|
|
|
|
if (_rightClickDelay)
|
|
_rightClickDelay--;
|
|
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
// Distance kept above talking sprite
|
|
#define GAP_ABOVE_HEAD 20
|
|
|
|
/**
|
|
* Sets _textX and _textY for position of text sprite. Note that _textX is
|
|
* also used to calculate speech pan.
|
|
*/
|
|
|
|
void Logic::locateTalker(int32 *params) {
|
|
// 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
|
|
|
|
if (!_animId) {
|
|
// There is no animation. Assume it's voice-over text, and put
|
|
// it at the bottom of the screen.
|
|
|
|
_textX = 320;
|
|
_textY = 400;
|
|
return;
|
|
}
|
|
|
|
byte *file = _vm->_resman->openResource(_animId);
|
|
|
|
// '0' means 1st frame
|
|
|
|
CdtEntry *cdt_entry = _vm->fetchCdtEntry(file, 0);
|
|
FrameHeader *frame_head = _vm->fetchFrameHeader(file, 0);
|
|
|
|
// Note: This part of the code is quite similar to registerFrame().
|
|
|
|
if (cdt_entry->frameType & FRAME_OFFSET) {
|
|
// The frame has offsets, i.e. it's a scalable mega frame
|
|
ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[S_OB_MEGA]);
|
|
|
|
// Calculate scale at which to print the sprite, based on feet
|
|
// y-coord and 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
|
|
|
|
uint16 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;
|
|
}
|
|
|
|
_vm->_resman->closeResource(_animId);
|
|
|
|
// 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;
|
|
}
|
|
|
|
/**
|
|
* This function is called the first time to build the text, if we need one. If
|
|
* If necessary it also brings in the wav and sets up the animation.
|
|
*
|
|
* If there is an animation it can be repeating lip-sync or run-once.
|
|
*
|
|
* If there is no wav, then the text comes up instead. There can be any
|
|
* combination of text/wav playing.
|
|
*/
|
|
|
|
void Logic::formText(int32 *params) {
|
|
// 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
|
|
|
|
// There should always be a text line, as all text is derived from it.
|
|
// If there is none, that's bad...
|
|
|
|
if (!params[S_TEXT]) {
|
|
warning("No text line for speech wav %d", params[S_WAV]);
|
|
return;
|
|
}
|
|
|
|
ObjectSpeech *ob_speech = (ObjectSpeech *) _vm->_memory->decodePtr(params[S_OB_SPEECH]);
|
|
|
|
// Establish the max width allowed for this text sprite.
|
|
uint32 textWidth = ob_speech->width ? ob_speech->width : 400;
|
|
|
|
// Pull out the text line, and make the sprite and text block
|
|
|
|
uint32 text_res = params[S_TEXT] / SIZE;
|
|
uint32 local_text = params[S_TEXT] & 0xffff;
|
|
byte *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);
|
|
|
|
_vm->_resman->closeResource(text_res);
|
|
|
|
// Set speech duration, in case not using a wav.
|
|
_speechTime = strlen((char *) text) + 30;
|
|
}
|
|
|
|
/**
|
|
* There are some hard-coded cases where speech is used to illustrate a sound
|
|
* effect. In this case there is no sound associated with the speech itself.
|
|
*/
|
|
|
|
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: // Zombie Island forest maze (bird)
|
|
case 923: // Zombie Island forest maze (monkey)
|
|
case 926: // Zombie Island forest maze (zombie)
|
|
// Don't want speech for these lines!
|
|
return false;
|
|
default:
|
|
// Ok for all other lines
|
|
return true;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Sword2
|