scummvm/sword2/speech.cpp
2003-09-30 09:27:27 +00:00

1631 lines
42 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "stdafx.h"
#include "anims.h"
#include "console.h"
#include "controls.h" // for 'subtitles' & 'speechSelected'
#include "debug.h"
#include "defs.h"
#include "events.h"
#include "function.h"
#include "interpreter.h"
#include "layers.h" // for 'this_screen'
#include "logic.h"
#include "maketext.h"
#include "memory.h"
#include "mouse.h"
#include "object.h"
#include "protocol.h"
#include "resman.h"
#include "sound.h"
#include "speech.h"
#include "sword2.h"
#include "walker.h"
#define INS_talk 1
#define INS_anim 2
#define INS_reverse_anim 3
#define INS_walk 4
#define INS_turn 5
#define INS_face 6
#define INS_trace 7
#define INS_no_sprite 8
#define INS_sort 9
#define INS_foreground 10
#define INS_background 11
#define INS_table_anim 12
#define INS_reverse_table_anim 13
#define INS_walk_to_anim 14
#define INS_set_frame 15
#define INS_stand_after_anim 16
#define INS_quit 42
// when not playing a wav we calculate the speech time based upon length of
// ascii
uint32 speech_time = 0;
uint32 speech_text_bloc_no = 0;
uint32 anim_id = 0;
// 0 lip synced and repeating - 1 normal once through
uint32 speech_anim_type;
uint32 left_click_delay = 0; // click-delay for LEFT mouse button
uint32 right_click_delay = 0; // click-delay for RIGHT mouse button
// ref number for default response when luggage icon is used on a person
// & it doesn't match any of the icons which would have been in the chooser
uint32 default_response_id = 0;
// "TEXT" - current official text line number - will match the wav filenames
int16 officialTextNumber = 0;
// usually 0; if non-zero then it's the id of whoever we're waiting for in a
// speech script see FN_they_do, FN_they_do_we_wait & FN_we_wait
int32 speechScriptWaiting = 0;
// calculated by LocateTalker() for use in speech-panning & text-sprite
// positioning
int16 text_x, text_y;
_subject_unit subject_list[MAX_SUBJECT_LIST];
int32 FN_i_speak(int32 *params);
void LocateTalker(int32 *params);
void Form_text(int32 *params);
uint8 WantSpeechForLine(uint32 wavId);
#ifdef _SWORD2_DEBUG
void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text
#endif
int32 FN_add_subject(int32 *params) {
// params: 0 id
// 1 daves reference number
if (IN_SUBJECT == 0) {
// This is the start of the new subject list
// Set the default repsonse id to zero in case we're never
// passed one
default_response_id = 0;
}
// - this just means we'd get the response for the 1st icon in the
// chooser which is better than crashing
if (params[0] == -1)
{
// this isn't an icon at all, it's telling us the id of the
// default response
// and here it is - this is the ref number we will return if
default_response_id = params[1];
// a luggage icon is clicked on someone when it wouldn't have
// been in the chooser list (see FN_choose below)
} else {
subject_list[IN_SUBJECT].res = params[0];
subject_list[IN_SUBJECT].ref = params[1];
debug(5, "FN_add_subject res %d, uid %d", params[0], params[1]);
IN_SUBJECT++;
}
return IR_CONT;
}
// could alternately use logic->looping of course
int choosing = 0;
int32 FN_choose(int32 *params) {
// params: none
// the human is switched off so there will be no normal mouse engine
_mouseEvent *me;
uint32 j, hit;
uint8 *icon;
uint32 pos = 0;
debug(5, "FN_choose");
AUTO_SELECTED = 0; // see below
// new thing to intercept objects held at time of clicking on a person
if (OBJECT_HELD) {
// If we are using a luggage icon on the person, scan the
// subject list to see if this icon would have been available
// at this time.
//
// If it is there, return the relevant 'ref' number (as if it
// had been selected from within the conversation). If not,
// just return a special code to get the default text line(s)
// for unsupported objects.
//
// Note that we won't display the subject icons in this case!
// scan the subject list for a match with our 'object_held'
while (pos < IN_SUBJECT) {
if (subject_list[pos].res == OBJECT_HELD) {
// if we've found a match, clear it so it
// doesn't keep happening!
OBJECT_HELD = 0;
// clear the subject list
IN_SUBJECT = 0;
// return special subject chosen code (same
// as in normal chooser routine below)
return IR_CONT + (subject_list[pos].ref << 3);
}
pos++;
}
OBJECT_HELD = 0; // clear it so it doesn't keep happening!
IN_SUBJECT = 0; // clear the subject list
// so that the speech script uses the default text for
// objects that are not accounted for
return IR_CONT + (default_response_id << 3);
}
// new thing for skipping chooser with "nothing else to say" text
// If this is the 1st time the chooser is coming up in this
// conversation, AND there's only 1 subject, AND it's the EXIT icon
if (CHOOSER_COUNT_FLAG == 0 && IN_SUBJECT == 1 && subject_list[0].res == EXIT_ICON) {
AUTO_SELECTED = 1; // for speech script
IN_SUBJECT = 0; // clear the subject list
// return special subject chosen code (same as in normal
// chooser routine below)
return IR_CONT + (subject_list[0].ref << 3);
}
if (!choosing) {
// new choose session
// build menus from subject_list
if (!IN_SUBJECT)
Con_fatal_error("FN_choose with no subjects :-O");
// init top menu from master list
// all icons are highlighted / full colour
for (j = 0; j < 15; j++) {
if (j < IN_SUBJECT) {
debug(5, " ICON res %d for %d", subject_list[j].res, j);
icon = res_man.open(subject_list[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
res_man.close(subject_list[j].res);
} else {
//no icon here
debug(5, " NULL for %d", j);
SetMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
}
}
// start menus appearing
ShowMenu(RDMENU_BOTTOM);
// lets have the mouse pointer back
Set_mouse(NORMAL_MOUSE_ID);
choosing = 1;
// again next cycle
return IR_REPEAT;
} else {
// menu is there - we're just waiting for a click
debug(5, "choosing");
me = MouseEvent();
// we only care about left clicks
// we ignore mouse releases
if (me && (me->buttons & RD_LEFTBUTTONDOWN)) {
// check for click on a menu
// if so then end the choose, highlight only the
// chosen, blank the mouse and return the ref code * 8
if (mousey > 399 && mousex >= 24 && mousex < 640 - 24) {
//which are we over?
hit = (mousex - 24) / 40;
//clicked on something - what button?
if (hit < IN_SUBJECT) {
debug(5, "Icons available:");
// change icons
for (j = 0; j < IN_SUBJECT; j++) {
debug(5, "%s", FetchObjectName(subject_list[j].res));
// change all others to grey
if (j != hit) {
icon = res_man.open( subject_list[j].res ) + sizeof(_standardHeader);
SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
res_man.close(subject_list[j].res);
}
}
debug(5, "Selected: %s", FetchObjectName(subject_list[hit].res));
// this is our looping flag
choosing = 0;
IN_SUBJECT = 0;
// blank mouse again
Set_mouse(0);
debug(5, "hit %d - ref %d ref*8 %d", hit, subject_list[hit].ref, subject_list[hit].ref * 8);
// for non-speech scripts that manually
// call the chooser
RESULT = subject_list[hit].res;
// return special subject chosen code
return IR_CONT + (subject_list[hit].ref << 3);
}
}
}
debug(5, "end choose");
// again next cycle
return IR_REPEAT;
}
}
int32 FN_start_conversation(int32 *params) {
// Start conversation
// FN_no_human(); // an FN_no_human
// FN_change_speech_text(PLAYER, GEORGE_WIDTH, GEORGE_PEN);
// params: none
debug(5, "FN_start_conversation %d", ID);
// reset 'chooser_count_flag' at the start of each conversation:
// Note that FN_start_conversation might accidently be called
// every time the script loops back for another chooser
// but we only want to reset the chooser count flag the first time
// this function is called ie. when talk flag is zero
if (TALK_FLAG == 0)
CHOOSER_COUNT_FLAG = 0; // see FN_chooser & speech scripts
FN_no_human(params);
return IR_CONT;
}
int32 FN_end_conversation(int32 *params) {
// end conversation
// talk_flag=0;
// FN_end_chooser();
// FN_add_human();
// FN_change_speech_text(PLAYER, VOICE_OVER_WIDTH, VOICE_OVER_PEN);
// FN_idle();
// params: none
debug(5, "FN_end_conversation");
HideMenu(RDMENU_BOTTOM);
if (mousey > 399) {
// will wait for cursor to move off the bottom menu
mouse_mode = MOUSE_holding;
debug(5, " holding");
}
TALK_FLAG = 0; // in-case DC forgets
// restart george's base script
// LLogic.totalRestart();
//drop out without saving pc and go around again
return IR_CONT;
}
int32 FN_they_do(int32 *params) {
// doesn't send the command until target is waiting - once sent we
// carry on
// params: 0 target
// 1 command
// 2 ins1
// 3 ins2
// 4 ins3
// 5 ins4
// 6 ins5
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
_standardHeader *head;
int32 target = params[0];
// request status of target
head = (_standardHeader*) res_man.open(target);
if (head->fileType != GAME_OBJECT)
Con_fatal_error("FN_they_do %d not an object", target);
raw_script_ad = (char *) head;
//call the base script - this is the graphic/mouse service call
RunScript(raw_script_ad, raw_script_ad, &null_pc);
res_man.close(target);
// result is 1 for waiting, 0 for busy
if (RESULT == 1 && !INS_COMMAND) {
// its waiting and no other command is queueing
// reset debug flag now that we're no longer waiting - see
// debug.cpp
speechScriptWaiting = 0;
SPEECH_ID = params[0];
INS_COMMAND = params[1];
INS1 = params[2];
INS2 = params[3];
INS3 = params[4];
INS4 = params[5];
INS5 = params[6];
return IR_CONT;
}
// debug flag to indicate who we're waiting for - see debug.cpp
speechScriptWaiting = target;
// target is busy so come back again next cycle
return IR_REPEAT;
}
int32 FN_they_do_we_wait(int32 *params) {
// give target a command and wait for it to register as finished
// params: 0 pointer to ob_logic
// 1 target
// 2 command
// 3 ins1
// 4 ins2
// 5 ins3
// 6 ins4
// 7 ins5
// 'looping' flag is used as a sent command yes/no
Object_logic *ob_logic;
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
_standardHeader *head;
int32 target = params[1];
debug(5, "FN_they_do_we_wait id %d, command %d", params[1], params[2]);
// ok, see if the target is busy - we must request this info from the
// target object
head = (_standardHeader*) res_man.open(target);
if (head->fileType != GAME_OBJECT)
Con_fatal_error("FN_they_do_we_wait %d not an object", target);
raw_script_ad = (char *) head;
// call the base script - this is the graphic/mouse service call
RunScript(raw_script_ad, raw_script_ad, &null_pc);
res_man.close(target);
ob_logic = (Object_logic *) params[0];
if (!INS_COMMAND && RESULT == 1 && ob_logic->looping == 0) {
// first time so set up targets command if target is waiting
debug(5, "FNtdww sending command to %d", target);
SPEECH_ID = params[1];
INS_COMMAND = params[2];
INS1 = params[3];
INS2 = params[4];
INS3 = params[5];
INS4 = params[6];
INS5 = params[7];
ob_logic->looping = 1;
// debug flag to indicate who we're waiting for - see debug.cpp
speechScriptWaiting = target;
// finish this cycle - but come back again to check for it
// being finished
return IR_REPEAT;
} else if (ob_logic->looping == 0) {
// did not send the command
// debug flag to indicate who we're waiting for - see debug.cpp
speechScriptWaiting = target;
// come back next go and try again to send the instruction
return IR_REPEAT;
}
// ok, the command has been sent - has the target actually done it yet?
// result is 1 for waiting, 0 for busy
if (RESULT == 1) {
// its waiting now so we can be finished with all this
debug(5, "FNtdww finished");
// not looping anymore
ob_logic->looping = 0;
// reset debug flag now that we're no longer waiting - see
// debug.cpp
speechScriptWaiting = 0;
return IR_CONT;
}
debug(5, "FNtdww just waiting");
// debug flag to indicate who we're waiting for - see debug.cpp
speechScriptWaiting = target;
// see ya next cycle
return IR_REPEAT;
}
int32 FN_we_wait(int32 *params) {
// loop until the target is free
// params: 0 target
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
_standardHeader *head;
int32 target = params[0];
// request status of target
head = (_standardHeader*) res_man.open(target);
if (head->fileType != GAME_OBJECT)
Con_fatal_error("FN_we_wait %d not an object", target);
raw_script_ad = (char *) head;
// call the base script - this is the graphic/mouse service call
RunScript(raw_script_ad, raw_script_ad, &null_pc);
res_man.close(target);
// result is 1 for waiting, 0 for busy
if (RESULT == 1) {
// reset debug flag now that we're no longer waiting - see
// debug.cpp
speechScriptWaiting = 0;
return IR_CONT;
}
// debug flag to indicate who we're waiting for - see debug.cpp
speechScriptWaiting = target;
// target is busy so come back again next cycle
return IR_REPEAT;
}
int32 FN_timed_wait(int32 *params) {
// loop until the target is free but only while the timer is high
// useful when clicking on a target to talk to them - if they never
// reply then this'll fall out avoiding a lock up
// params: 0 ob_logic
// 1 target
// 2 number of cycles before give up
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
Object_logic *ob_logic;
_standardHeader *head;
int32 target = params[1];
ob_logic = (Object_logic *) params[0];
if (!ob_logic->looping)
ob_logic->looping = params[2]; //first time in
// request status of target
head = (_standardHeader*) res_man.open(target);
if (head->fileType != GAME_OBJECT)
Con_fatal_error("FN_timed_wait %d not an object", target);
raw_script_ad = (char *) head;
// call the base script - this is the graphic/mouse service call
RunScript(raw_script_ad, raw_script_ad, &null_pc);
res_man.close(target);
// result is 1 for waiting, 0 for busy
if (RESULT == 1) {
// reset because counter is likely to be still high
ob_logic->looping = 0;
//means ok
RESULT = 0;
// reset debug flag now that we're no longer waiting - see
// debug.cpp
speechScriptWaiting = 0;
return IR_CONT;
}
ob_logic->looping--;
if (!ob_logic->looping) { // time up - caller must check RESULT
// not ok
RESULT = 1;
//clear the event that hasn't been picked up - in theory,
// none of this should ever happen
Kill_all_ids_events(target);
debug(5, "EVENT timed out");
// reset debug flag now that we're no longer waiting - see
// debug.cpp
speechScriptWaiting = 0;
return IR_CONT;
}
// debug flag to indicate who we're waiting for - see debug.cpp
speechScriptWaiting = target;
// target is busy so come back again next cycle
return IR_REPEAT;
}
int32 FN_speech_process(int32 *params) {
// Recieve and sequence the commands sent from the conversation
// script.
// We have to do this in a slightly tweeky manner as we can no longer
// have generic scripts.
// This function comes in with all the structures that will be
// required.
// params: 0 pointer to ob_graphic
// 1 pointer to ob_speech
// 2 pointer to ob_logic
// 3 pointer to ob_mega
// 4 pointer to ob_walkdata
// note - we could save a var and ditch wait_state and check
// 'command' for non zero means busy
Object_speech *ob_speech;
int32 pars[9];
int32 ret;
ob_speech = (Object_speech *) 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 (FN_i_speak(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 (FN_turn(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 (FN_face_mega(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 (FN_anim(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 (FN_reverse_anim(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 (FN_mega_table_anim(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 (FN_reverse_mega_table_anim(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:
FN_no_sprite(params); // ob_graphic
ob_speech->command = 0; // command finished
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT ;
case INS_sort:
FN_sort_sprite(params); // ob_graphic
ob_speech->command = 0; // command finished
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT;
case INS_foreground:
FN_fore_sprite(params); // ob_graphic
ob_speech->command = 0; // command finished
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT;
case INS_background:
FN_back_sprite(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 (FN_walk(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 (FN_walk_to_anim(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
FN_stand_after_anim(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 = FN_set_frame(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 recieved - i.e. seperate
// 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;
}
}
}
#define S_OB_GRAPHIC 0
#define S_OB_SPEECH 1
#define S_OB_LOGIC 2
#define S_OB_MEGA 3
#define S_TEXT 4
#define S_WAV 5
#define S_ANIM 6
#define S_DIR_TABLE 7
#define S_ANIM_MODE 8
uint32 unpause_zone = 0;
int32 FN_i_speak(int32 *params) {
// its the super versatile FN_speak
// 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;
#ifdef _SWORD2_DEBUG
// for text/speech testing & checking for correct file type
_standardHeader *head;
// for text/speech testing - keeping track of text resource currently being tested
static uint32 currentTextResource = 0;
#endif
// set up the pointers which we know we'll always need
ob_logic = (Object_logic *) params[S_OB_LOGIC];
ob_graphic = (Object_graphic *) 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 (g_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 (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;
#ifdef _SWORD2_DEBUG
textNumber = params[S_TEXT]; // for debug info
// For testing all text & speech!
// A script loop can send any text number to FN_I_speak & 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 (res_man.checkValid(text_res)) {
// open the resource
head = (_standardHeader*) res_man.open(text_res);
if (head->fileType == TEXT_FILE) {
// if it's not an animation file
// if line number is out of range
if (CheckTextLine((uint8*) head, local_text) == 0) {
// line number out of range
RESULT = 2;
}
} else {
// invalid (not a text resource)
RESULT = 1;
}
// close the resource
res_man.close(text_res);
if (RESULT)
return IR_CONT;
} else {
// not a valid resource number - invalid (null
// resource)
RESULT = 1;
return IR_CONT;
}
}
#endif
// 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 = FetchTextLine(res_man.open(text_res), local_text);
officialTextNumber = READ_LE_UINT16(text);
// now ok to close the text file
res_man.close(text_res);
#ifdef _SWORD2_DEBUG
// 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;
}
}
#endif
// set the 'looping_flag' & the text-click-delay
ob_logic->looping = 1;
// can't left-click past the text for the first half second
left_click_delay = 6;
// can't right-click past the text for the first quarter second
right_click_delay = 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, FetchObjectName(ID), text + 2);
// Set up the speech animation
if (params[S_ANIM]) {
// just a straight anim
anim_id = params[S_ANIM];
// anim type
speech_anim_type = SPEECHANIMFLAG;
// set the talker's graphic to this speech anim now
ob_graphic->anim_resource = anim_id;
// 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*) params[S_OB_MEGA];
// pointer to anim table
anim_table = (int32 *) params[S_DIR_TABLE];
// appropriate anim resource is in 'table[direction]'
anim_id = anim_table[ob_mega->current_dir];
// anim type
speech_anim_type = SPEECHANIMFLAG;
// set the talker's graphic to this speech anim now
ob_graphic->anim_resource = anim_id;
// set to first frame
ob_graphic->anim_pc = 0;
} else {
// no animation choosen
anim_id = 0;
}
// Default back to looped lip synced anims.
SPEECHANIMFLAG = 0;
// set up 'text_x' & 'text_y' 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 (speechSelected && 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 = ((text_x - 320) * 16) / 320;
// 'text_x' '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;
#ifdef _SWORD2_DEBUG
// if we're testing text & speech
if (SYSTEM_TESTING_TEXT) {
// if we've moved onto a new text resource,
// we will want to check if the CD needs
// changing again - can only know which CD to
// get if the wavID is non-zero
if ((text_res != currentTextResource) && params[S_WAV]) {
// ensure correct CD is in for this
// wavId
GetCorrectCdForSpeech(params[S_WAV]);
currentTextResource = text_res;
}
}
#endif
// 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", res_man.whichCd());
if (fp.open(speechFile))
fp.close();
else
strcpy(speechFile, "speech.clu");
// Load speech but don't start playing yet
rv = g_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)
g_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 (subtitles || speechRunning == 0) {
// then we're going to show the text
textRunning = 1;
// so create the text sprite
Form_text(params);
} else {
// otherwise don't want text
textRunning = 0;
}
}
// EVERY TIME: run a cycle of animation, if there is one
if (anim_id) {
// there is an animation
// increment the anim frame number
ob_graphic->anim_pc++;
// open the anim file
anim_file = res_man.open(ob_graphic->anim_resource);
anim_head = FetchAnimHeader(anim_file);
if (!speech_anim_type) {
// 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 (!unpause_zone) {
// if we're at a quiet bit
if (g_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
anim_id = 0;
}
}
// close the anim file
res_man.close(ob_graphic->anim_resource);
} else if (speech_anim_type) {
// Placed here so we actually display the last frame of the
// anim.
speech_anim_type = 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 (!unpause_zone) {
// has it finished? James25feb97
if (g_sound->GetSpeechStatus() == RDSE_SAMPLEFINISHED)
speechFinished=1;
} else
unpause_zone--;
} else if (speechRunning == 0 && speech_time) {
// counting down text time because there is no sample - this
// ends the speech
// if no sample then we're using speech_time to end speech
// naturally James25feb97
speech_time--;
if (!speech_time)
speechFinished = 1;
}
// ok, all is running along smoothly - but a click means stop
// unnaturally
#ifdef _SWORD2_DEBUG
// so that we can go to the options panel while text & speech is
// being tested
if (SYSTEM_TESTING_TEXT == 0 || mousey > 0) {
#endif
me = MouseEvent();
// Note that we now have TWO click-delays - one for LEFT button, one
// for RIGHT BUTTON
if ((!left_click_delay && me && (me->buttons & RD_LEFTBUTTONDOWN)) ||
(!right_click_delay && me && (me->buttons&RD_RIGHTBUTTONDOWN))) {
// mouse click, after click_delay has expired -> end the speech
// we ignore mouse releases
#ifdef _SWORD2_DEBUG // (James26jun97)
// 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;
}
}
#endif
do {
// trash anything thats buffered
me = MouseEvent();
} while (me);
speechFinished = 1; // James25feb97
// if speech sample playing
if (speechRunning) {
// halt the sample prematurely
g_sound->StopSpeechSword2();
}
}
#ifdef _SWORD2_DEBUG
}
#endif
// if we are finishing the speech this cycle, do the business
// !speech_anim_type, as we want an anim which is playing once to
// have finished.
if (speechFinished && !speech_anim_type) {
// if there is text
if (speech_text_bloc_no) {
// kill the text block
Kill_text_bloc(speech_text_bloc_no);
speech_text_bloc_no = 0;
}
// if there is a speech anim
if (anim_id) {
// end it on 1st frame (closed mouth)
anim_id = 0;
ob_graphic->anim_pc = 0;
}
textRunning = 0;
speechRunning = 0;
// no longer in a script function loop
ob_logic->looping = 0;
#ifdef _SWORD2_DEBUG
// reset for debug info
textNumber = 0;
#endif
// 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 (left_click_delay)
left_click_delay--;
if (right_click_delay)
right_click_delay--;
// back again next cycle
return IR_REPEAT;
}
#define GAP_ABOVE_HEAD 20 // distance kept above talking sprite
void LocateTalker(int32 *params) {
// sets 'text_x' & 'text_y' for position of text sprite
// but 'text_x' 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 (anim_id == 0) {
// assume it's Voice-Over text, so it goes at bottom of screen
text_x = 320;
text_y = 400;
} else {
// Note: this code has been adapted from Register_frame() in
// build_display.cpp
// open animation file & set up the necessary pointers
file = res_man.open(anim_id);
anim_head = FetchAnimHeader(file);
// '0' means 1st frame
cdt_entry = FetchCdtEntry(file, 0);
// '0' means 1st frame
frame_head = 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*) 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
text_x = (int16) (ob_mega->feet_x);
// add scaled y-offset to feet_y coord to get top of
// sprite
text_y = (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
text_x = cdt_entry->x + (frame_head->width) / 2;
text_y = cdt_entry->y;
}
// leave space above their head
text_y -= GAP_ABOVE_HEAD;
// adjust the text coords for RDSPR_DISPLAYALIGN
text_x -= this_screen.scroll_offset_x;
text_y -= this_screen.scroll_offset_y;
// release the anim resource
res_man.close(anim_id);
}
}
void Form_text(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 *) 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 = FetchTextLine(res_man.open(text_res), local_text);
// 'text + 2' to skip the first 2 bytes which form the line
// reference number
speech_text_bloc_no = Build_new_block(text + 2, text_x, text_y,
textWidth, ob_speech->pen,
RDSPR_TRANS | RDSPR_DISPLAYALIGN, speech_font_id,
POSITION_AT_CENTRE_OF_BASE);
// now ok to close the text file
res_man.close(text_res);
// set speech duration, in case not using wav
// no. of cycles = (no. of chars) + 30
speech_time = strlen((char *) text) + 30;
} else {
// no text line passed? - this is bad
debug(5, "no text line for speech wav %d", params[S_WAV]);
}
}
#ifdef _SWORD2_DEBUG
void GetCorrectCdForSpeech(int32 wavId) {
File fp;
// 1, 2 or 0 (if speech on both cd's, ie. no need to change)
uint8 cd;
if (!fp.open("cd.bin"))
Con_fatal_error("Need cd.bin file for testing speech!");
fp.seek(wavId, SEEK_SET);
fp.read(&cd, 1);
fp.close();
// if we specifically need CD1 or CD2 (ie. it's not on both)
// then check it's there (& ask for it if it's not there)
if (cd == 1 || cd == 2)
res_man.getCd(cd);
}
#endif
// 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!
uint8 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 0;
default:
// ok for all other lines
return 1;
}
}