scummvm/engines/sherlock/talk.cpp
Martin Gerhardy 9d82fa51df COMMON: removed USE_TTS check from engines
OSystem now just returns a nullptr if there is no text to speech manager instance
(because none is compiled into the binary, or the system doesn't provide support
for it). This removed the need for the engine authors to add scummvm osystem compile
time options checks into their engine code
2021-05-03 14:13:41 +03:00

1231 lines
32 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "sherlock/talk.h"
#include "sherlock/sherlock.h"
#include "sherlock/screen.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/scalpel/scalpel_people.h"
#include "sherlock/scalpel/scalpel_talk.h"
#include "sherlock/scalpel/scalpel_user_interface.h"
#include "sherlock/tattoo/tattoo.h"
#include "sherlock/tattoo/tattoo_fixed_text.h"
#include "sherlock/tattoo/tattoo_people.h"
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo_talk.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
#include "common/config-manager.h"
#include "common/text-to-speech.h"
namespace Sherlock {
SequenceEntry::SequenceEntry() {
_objNum = 0;
_obj = nullptr;
_seqStack = 0;
_seqTo = 0;
_sequenceNumber = _frameNumber = 0;
_seqCounter = _seqCounter2 = 0;
}
/*----------------------------------------------------------------*/
void Statement::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
int length;
length = s.readUint16LE();
for (int idx = 0; idx < length - 1; ++idx)
_statement += (char)s.readByte();
s.readByte(); // Null ending
length = s.readUint16LE();
for (int idx = 0; idx < length - 1; ++idx)
_reply += (char)s.readByte();
s.readByte(); // Null ending
length = s.readUint16LE();
for (int idx = 0; idx < length - 1; ++idx)
_linkFile += (char)s.readByte();
s.readByte(); // Null ending
length = s.readUint16LE();
for (int idx = 0; idx < length - 1; ++idx)
_voiceFile += (char)s.readByte();
s.readByte(); // Null ending
_required.resize(s.readByte());
_modified.resize(s.readByte());
// Read in flag required/modified data
for (uint idx = 0; idx < _required.size(); ++idx)
_required[idx] = s.readSint16LE();
for (uint idx = 0; idx < _modified.size(); ++idx)
_modified[idx] = s.readSint16LE();
_portraitSide = s.readByte();
_quotient = s.readUint16LE();
_journal = isRoseTattoo ? s.readByte() : 0;
}
/*----------------------------------------------------------------*/
TalkHistoryEntry::TalkHistoryEntry() {
Common::fill(&_data[0], &_data[16], false);
}
/*----------------------------------------------------------------*/
Talk *Talk::init(SherlockEngine *vm) {
if (vm->getGameID() == GType_SerratedScalpel)
return new Scalpel::ScalpelTalk(vm);
else
return new Tattoo::TattooTalk(vm);
}
Talk::Talk(SherlockEngine *vm) : _vm(vm) {
_talkCounter = 0;
_talkToAbort = false;
_openTalkWindow = false;
_speaker = 0;
_talkIndex = 0;
_talkTo = 0;
_scriptSelect = 0;
_converseNum = -1;
_talkStealth = 0;
_talkToFlag = -1;
_moreTalkDown = _moreTalkUp = false;
_scriptMoreFlag = 0;
_scriptSaveIndex = -1;
_opcodes = nullptr;
_opcodeTable = nullptr;
_3doSpeechIndex = -1;
_charCount = 0;
_line = 0;
_yp = 0;
_wait = 0;
_pauseFlag = false;
_seqCount = 0;
_scriptStart = _scriptEnd = nullptr;
_endStr = _noTextYet = false;
_talkHistory.resize(IS_ROSE_TATTOO ? 1500 : 500);
}
void Talk::talkTo(const Common::String filename) {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
Journal &journal = *_vm->_journal;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Sound &sound = *_vm->_sound;
UserInterface &ui = *_vm->_ui;
Common::Rect savedBounds = screen.getDisplayBounds();
bool abortFlag = false;
if (filename.empty())
// No filename passed, so exit
return;
// If there any canimations currently running, or a portrait is being cleared,
// save the filename for later executing when the canimation is done
bool ongoingAnim = scene._canimShapes.size() > 0;
if (IS_ROSE_TATTOO) {
ongoingAnim = static_cast<Tattoo::TattooScene *>(_vm->_scene)->_activeCAnim.active();
}
if (ongoingAnim || people._clearingThePortrait) {
// Make sure we're not in the middle of a script
if (!_scriptMoreFlag) {
_scriptName = filename;
_scriptSaveIndex = 0;
// Flag the selection, since we don't yet know which statement yet
_scriptSelect = 100;
_scriptMoreFlag = 3;
}
return;
}
// Save the ui mode temporarily and switch to talk mode
MenuMode savedMode = ui._menuMode;
ui._menuMode = TALK_MODE;
// Turn on the Exit option
ui._endKeyActive = true;
if (people[HOLMES]._walkCount || (!people[HOLMES]._walkTo.empty() &&
(IS_SERRATED_SCALPEL || people._allowWalkAbort))) {
// Only interrupt if trying to do an action, and not just if player is walking around the scene
if (people._allowWalkAbort)
abortFlag = true;
people[HOLMES].gotoStand();
}
if (_talkToAbort)
return;
freeTalkVars();
// If any sequences have changed in the prior talk file, restore them
if (_savedSequences.size() > 0) {
for (uint idx = 0; idx < _savedSequences.size(); ++idx) {
SequenceEntry &ss = _savedSequences[idx];
for (uint idx2 = 0; idx2 < ss._sequences.size(); ++idx2)
scene._bgShapes[ss._objNum]._sequences[idx2] = ss._sequences[idx2];
// Reset the object's frame to the beginning of the sequence
scene._bgShapes[ss._objNum]._frameNumber = 0;
}
}
if (IS_ROSE_TATTOO) {
pullSequence();
} else {
while (!isSequencesEmpty())
pullSequence();
}
if (IS_SERRATED_SCALPEL) {
// Restore any pressed button
if (!ui._windowOpen && savedMode != STD_MODE)
static_cast<Scalpel::ScalpelUserInterface *>(_vm->_ui)->restoreButton((int)(savedMode - 1));
} else {
static_cast<Tattoo::TattooPeople *>(_vm->_people)->pullNPCPaths();
}
// Clear the ui counter so that anything displayed on the info line
// before the window was opened isn't cleared
ui._menuCounter = 0;
// Close any previous window before starting the talk
if (ui._windowOpen) {
switch (savedMode) {
case LOOK_MODE:
events.setCursor(ARROW);
if (ui._invLookFlag) {
screen.resetDisplayBounds();
ui.drawInterface(2);
}
ui.banishWindow();
ui._windowBounds.top = CONTROLS_Y1;
ui._temp = ui._oldTemp = ui._lookHelp = 0;
ui._menuMode = STD_MODE;
events._pressed = events._released = events._oldButtons = 0;
ui._invLookFlag = false;
break;
case TALK_MODE:
if (_speaker < SPEAKER_REMOVE)
people.clearTalking();
if (_talkCounter)
return;
// If we were in inventory mode looking at an object, restore the
// back buffers before closing the window, so we get the ui restored
// rather than the inventory again
if (ui._invLookFlag) {
screen.resetDisplayBounds();
ui.drawInterface(2);
ui._invLookFlag = ui._lookScriptFlag = false;
}
ui.banishWindow();
ui._windowBounds.top = CONTROLS_Y1;
abortFlag = true;
break;
case INV_MODE:
case USE_MODE:
case GIVE_MODE:
inv.freeInv();
if (ui._invLookFlag) {
screen.resetDisplayBounds();
ui.drawInterface(2);
ui._invLookFlag = ui._lookScriptFlag = false;
}
ui._infoFlag = true;
ui.clearInfo();
ui.banishWindow(false);
ui._key = -1;
break;
case FILES_MODE:
ui.banishWindow(true);
ui._windowBounds.top = CONTROLS_Y1;
abortFlag = true;
break;
case SETUP_MODE:
ui.banishWindow(true);
ui._windowBounds.top = CONTROLS_Y1;
ui._temp = ui._oldTemp = ui._lookHelp = ui._invLookFlag = false;
ui._menuMode = STD_MODE;
events._pressed = events._released = events._oldButtons = 0;
abortFlag = true;
break;
default:
break;
}
}
screen.resetDisplayBounds();
events._pressed = events._released = false;
loadTalkFile(filename);
ui._selector = ui._oldSelector = ui._key = ui._oldKey = -1;
// Find the first statement that has the correct flags
int select = -1;
for (uint idx = 0; idx < _statements.size() && select == -1; ++idx) {
if (_statements[idx]._talkMap == 0)
select = _talkIndex = idx;
}
// If there's a pending automatic selection to be made, then use it
if (_scriptMoreFlag && _scriptSelect != 100)
select = _scriptSelect;
if (select == -1) {
if (IS_ROSE_TATTOO) {
static_cast<Tattoo::TattooUserInterface *>(&ui)->putMessage(
"%s", _vm->_fixedText->getText(Tattoo::kFixedText_NoEffect));
return;
}
error("Couldn't find statement to display");
}
// Add the statement into the journal and talk history
if (_talkTo != -1 && !_talkHistory[_converseNum][select])
journal.record(_converseNum, select, true);
_talkHistory[_converseNum][select] = true;
// Check if the talk file is meant to be a non-seen comment
if (filename.size() < 8 || filename[7] != '*') {
// Should we start in stealth mode?
if (_statements[select]._statement.hasPrefix("^")) {
_talkStealth = 2;
} else {
// Not in stealth mode, so bring up the ui window
_talkStealth = 0;
++_talkToFlag;
events.setCursor(WAIT);
ui._windowBounds.top = CONTROLS_Y;
ui._infoFlag = true;
ui.clearInfo();
}
// Handle replies until there's no further linked file,
// or the link file isn't a reply first cnversation
while (!_vm->shouldQuit()) {
clearSequences();
_scriptSelect = select;
_speaker = _talkTo;
// Set up the talk file extension
if (IS_ROSE_TATTOO && sound._speechOn && _scriptMoreFlag != 1)
sound._talkSoundFile += Common::String::format("%02dB", select + 1);
// Make a copy of the statement (in case the script frees the statement list), and then execute it
Statement statement = _statements[select];
if (_talkTo == -1 && ConfMan.getBool("tts_narrator")) {
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan != nullptr) {
ttsMan->stop();
ttsMan->say(_statements[select]._reply.c_str());
}
}
doScript(_statements[select]._reply);
if (IS_ROSE_TATTOO) {
for (int idx = 0; idx < MAX_CHARACTERS; ++idx)
people[idx]._misc = 0;
}
if (_talkToAbort)
return;
if (!_talkStealth)
ui.clearWindow();
if (statement._modified.size() > 0) {
for (uint idx = 0; idx < statement._modified.size(); ++idx)
_vm->setFlags(statement._modified[idx]);
setTalkMap();
}
// Check for a linked file
if (!statement._linkFile.empty() && !_scriptMoreFlag) {
Common::String linkFilename = statement._linkFile;
freeTalkVars();
loadTalkFile(linkFilename);
// Scan for the first valid statement in the newly loaded file
select = -1;
for (uint idx = 0; idx < _statements.size(); ++idx) {
if (_statements[idx]._talkMap == 0) {
select = idx;
break;
}
}
if (_talkToFlag == 1)
pullSequence();
// Set the stealth mode for the new talk file
Statement &newStatement = _statements[select];
_talkStealth = newStatement._statement.hasPrefix("^") ? 2 : 0;
// If the new conversion is a reply first, then we don't need
// to display any choices, since the reply needs to be shown
if (!newStatement._statement.hasPrefix("*") && !newStatement._statement.hasPrefix("^")) {
_talkIndex = select;
showTalk();
// Break out of loop now that we're waiting for player input
events.setCursor(ARROW);
break;
} else {
// Add the statement into the journal and talk history
if (_talkTo != -1 && !_talkHistory[_converseNum][select])
journal.record(_converseNum, select, true);
_talkHistory[_converseNum][select] = true;
}
ui._key = ui._oldKey = 'T'; // FIXME: I'm not sure what to do here, I need ScalpelUI->_hotkeyTalk
ui._temp = ui._oldTemp = 0;
ui._menuMode = TALK_MODE;
_talkToFlag = 2;
} else {
freeTalkVars();
if (IS_SERRATED_SCALPEL) {
if (!ui._lookScriptFlag) {
ui.drawInterface(2);
ui._menuMode = STD_MODE;
ui._windowBounds.top = CONTROLS_Y1;
}
} else {
ui._menuMode = static_cast<Tattoo::TattooScene *>(_vm->_scene)->_labTableScene ? LAB_MODE : STD_MODE;
}
ui.banishWindow();
break;
}
}
}
_talkStealth = 0;
events._pressed = events._released = events._oldButtons = 0;
events.clearKeyboard();
if (savedBounds.bottom == SHERLOCK_SCREEN_HEIGHT)
screen.resetDisplayBounds();
else
screen.setDisplayBounds(savedBounds);
_talkToAbort = abortFlag;
// If a script was added to the script stack, restore state so that the
// previous script can continue
popStack();
events.setCursor(ARROW);
}
void Talk::initTalk(int objNum) {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
UserInterface &ui = *_vm->_ui;
ui._windowBounds.top = CONTROLS_Y;
ui._infoFlag = true;
_speaker = SPEAKER_REMOVE;
Common::String talkFilename = (objNum >= 1000) ? people[objNum - 1000]._npcName : scene._bgShapes[objNum]._name;
loadTalkFile(talkFilename);
// Find the first statement with the correct flags
int select = -1;
for (uint idx = 0; idx < _statements.size(); ++idx) {
if (_statements[idx]._talkMap == 0) {
select = idx;
break;
}
}
if (select == -1) {
freeTalkVars();
if (!scumm_strnicmp(talkFilename.c_str(), "PATH", 4))
error("No entries found to execute in path file");
nothingToSay();
return;
}
// See if the statement is a stealth mode reply
Statement &statement = _statements[select];
if (statement._statement.hasPrefix("^")) {
clearSequences();
// Start talk in stealth mode
_talkStealth = 2;
talkTo(talkFilename);
} else if (statement._statement.hasPrefix("*")) {
// Character being spoken to will speak first
if (objNum > 1000) {
(*static_cast<Tattoo::TattooPeople *>(_vm->_people))[objNum - 1000].walkHolmesToNPC();
} else {
Object &obj = scene._bgShapes[objNum];
clearSequences();
pushSequence(_talkTo);
people.setListenSequence(_talkTo, 129);
events.setCursor(WAIT);
if (obj._lookPosition.y != 0)
// Need to walk to character first
people[HOLMES].walkToCoords(obj._lookPosition, obj._lookPosition._facing);
events.setCursor(ARROW);
}
if (!_talkToAbort)
talkTo(talkFilename);
} else {
// Holmes will be speaking first
_talkToFlag = false;
if (objNum > 1000) {
(*static_cast<Tattoo::TattooPeople *>(_vm->_people))[objNum - 1000].walkHolmesToNPC();
} else {
Object &obj = scene._bgShapes[objNum];
clearSequences();
pushSequence(_talkTo);
people.setListenSequence(_talkTo, 129);
events.setCursor(WAIT);
if (obj._lookPosition.y != 0)
// Walk over to person to talk to
people[HOLMES].walkToCoords(obj._lookPosition, obj._lookPosition._facing);
events.setCursor(ARROW);
}
if (!_talkToAbort) {
// See if walking over triggered a conversation
if (_talkToFlag) {
if (_talkToFlag == 1) {
events.setCursor(ARROW);
// _sequenceStack._count = 1;
pullSequence();
}
} else {
_talkIndex = select;
showTalk();
// Break out of loop now that we're waiting for player input
events.setCursor(ARROW);
}
_talkToFlag = -1;
}
}
}
void Talk::freeTalkVars() {
_statements.clear();
}
void Talk::loadTalkFile(const Common::String &filename) {
People &people = *_vm->_people;
Resources &res = *_vm->_res;
Sound &sound = *_vm->_sound;
// Save a copy of the talk filename
_scriptName = filename;
// Check for an existing person being talked to
_talkTo = -1;
for (int idx = 0; idx < (int)people._characters.size(); ++idx) {
if (!scumm_strnicmp(filename.c_str(), people._characters[idx]._portrait, 4)) {
_talkTo = idx;
break;
}
}
const char *chP = strchr(filename.c_str(), '.');
Common::String talkFile = chP ? Common::String(filename.c_str(), chP) + ".tlk" :
Common::String(filename.c_str(), filename.c_str() + 7) + ".tlk";
// Create the base of the sound filename used for talking in Rose Tattoo
if (IS_ROSE_TATTOO && _scriptMoreFlag != 1)
sound._talkSoundFile = Common::String(filename.c_str(), filename.c_str() + 7) + ".";
// Open the talk file for reading
Common::SeekableReadStream *talkStream = res.load(talkFile);
_converseNum = res.resourceIndex();
talkStream->skip(2); // Skip talk file version num
_statements.clear();
_statements.resize(talkStream->readByte());
for (uint idx = 0; idx < _statements.size(); ++idx)
_statements[idx].load(*talkStream, IS_ROSE_TATTOO);
delete talkStream;
if (!sound._voices)
stripVoiceCommands();
setTalkMap();
}
void Talk::stripVoiceCommands() {
for (uint sIdx = 0; sIdx < _statements.size(); ++sIdx) {
Statement &statement = _statements[sIdx];
// Scan for an sound effect byte, which indicates to play a sound
for (uint idx = 0; idx < statement._reply.size(); ++idx) {
if (statement._reply[idx] == (char)_opcodes[OP_SFX_COMMAND]) {
// Replace instruction character with a space, and delete the
// rest of the name following it
statement._reply = Common::String(statement._reply.c_str(),
statement._reply.c_str() + idx) + " " +
Common::String(statement._reply.c_str() + idx + 9);
}
}
// Ensure the last character of the reply is not a space from the prior
// conversion loop, to avoid any issues with the space ever causing a page
// wrap, and ending up displaying another empty page
while (statement._reply.lastChar() == ' ')
statement._reply.deleteLastChar();
}
}
void Talk::setTalkMap() {
int statementNum = 0;
for (uint sIdx = 0; sIdx < _statements.size(); ++sIdx) {
Statement &statement = _statements[sIdx];
// Set up talk map entry for the statement
bool valid = true;
for (uint idx = 0; idx < statement._required.size(); ++idx) {
if (!_vm->readFlags(statement._required[idx]))
valid = false;
}
statement._talkMap = valid ? statementNum++ : -1;
}
}
void Talk::pushSequence(int speaker) {
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
// Only proceed if a speaker is specified
if (speaker != -1) {
int objNum = people.findSpeaker(speaker);
if (objNum != -1)
pushSequenceEntry(&scene._bgShapes[objNum]);
}
}
void Talk::doScript(const Common::String &script) {
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
_savedSequences.clear();
_scriptStart = (const byte *)script.c_str();
_scriptEnd = _scriptStart + script.size();
const byte *str = _scriptStart;
_charCount = 0;
_line = 0;
_wait = 0;
_pauseFlag = false;
_seqCount = 0;
_noTextYet = true;
_endStr = false;
_openTalkWindow = false;
if (IS_SERRATED_SCALPEL)
_yp = CONTROLS_Y + 12;
else
_yp = (_talkTo == -1) ? 5 : screen.fontHeight() + 11;
if (IS_ROSE_TATTOO) {
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
Tattoo::TattooPerson &p = (*(Tattoo::TattooPeople *)_vm->_people)[idx];
p._savedNpcSequence = p._sequenceNumber;
p._savedNpcFrame = p._frameNumber;
p._resetNPCPath = true;
}
}
if (_scriptMoreFlag) {
_scriptMoreFlag = 0;
str = _scriptStart + _scriptSaveIndex;
}
// Check if the script begins with a Stealh Mode Active command
if (str[0] == _opcodes[OP_STEALTH_MODE_ACTIVE] || _talkStealth) {
_talkStealth = 2;
_speaker |= SPEAKER_REMOVE;
} else {
if (IS_SERRATED_SCALPEL)
pushSequence(_speaker);
if (IS_SERRATED_SCALPEL || ui._windowOpen)
ui.clearWindow();
// Need to switch speakers?
if (str[0] == _opcodes[OP_SWITCH_SPEAKER]) {
_speaker = str[1] - 1;
if (IS_SERRATED_SCALPEL) {
str += 2;
pullSequence();
pushSequence(_speaker);
} else {
str += 3;
}
people.setTalkSequence(_speaker);
} else {
people.setTalkSequence(_speaker);
}
if (IS_SERRATED_SCALPEL) {
// Assign portrait location?
if (str[0] == _opcodes[OP_ASSIGN_PORTRAIT_LOCATION]) {
switch (str[1] & 15) {
case 1:
people._portraitSide = 20;
break;
case 2:
people._portraitSide = 220;
break;
case 3:
people._portraitSide = 120;
break;
default:
break;
}
if (str[1] > 15)
people._speakerFlip = true;
str += 2;
}
if (IS_SERRATED_SCALPEL) {
// Remove portrait?
if ( str[0] == _opcodes[OP_REMOVE_PORTRAIT]) {
_speaker = -1;
} else {
// Nope, so set the first speaker
((Scalpel::ScalpelPeople *)_vm->_people)->setTalking(_speaker);
}
}
}
}
do {
Common::String tempString;
_wait = 0;
byte c = str[0];
if (!c) {
_endStr = true;
} else if (c == '{') {
// Start of comment, so skip over it
while (*str++ != '}')
;
} else if (isOpcode(c)) {
// the original interpreter checked for c being >= 0x80
// and if that is the case, it tried to process it as opcode, BUT ALSO ALWAYS skipped over it
// This was done inside the Spanish + German interpreters of Serrated Scalpel, not the original
// English interpreter (reverse engineered from the binaries).
//
// This resulted in special characters not getting shown in case they occurred at the start
// of sentences like for example the inverted exclamation mark and the inverted question mark.
// For further study see fonts.cpp
//
// We create an inverted exclamation mark for the Spanish version and we show it.
//
// Us not skipping over those characters may result in an assert() happening inside fonts.cpp
// in case more invalid characters exist.
// More information see bug #6931
//
// Handle control code
switch ((this->*_opcodeTable[c - _opcodes[0]])(str)) {
case RET_EXIT:
return;
case RET_CONTINUE:
continue;
default:
break;
}
++str;
} else {
// Handle drawing the talk interface with the text
talkInterface(str);
}
// Open window if it wasn't already open, and text has already been printed
if ((_openTalkWindow && _wait) || (_openTalkWindow && str[0] >= _opcodes[0] && str[0] != _opcodes[OP_END_TEXT_WINDOW])) {
if (!ui._slideWindows) {
screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
} else {
ui.summonWindow();
}
ui._windowOpen = true;
_openTalkWindow = false;
}
if (_wait)
// Handling pausing
talkWait(str);
} while (!_vm->shouldQuit() && !_endStr);
if (_wait != -1) {
for (int ssIndex = 0; ssIndex < (int)_savedSequences.size(); ++ssIndex) {
SequenceEntry &seq = _savedSequences[ssIndex];
Object &object = scene._bgShapes[seq._objNum];
for (uint idx = 0; idx < seq._sequences.size(); ++idx)
object._sequences[idx] = seq._sequences[idx];
object._frameNumber = seq._frameNumber;
object._seqTo = seq._seqTo;
}
pullSequence();
if (IS_SERRATED_SCALPEL) {
if (_speaker >= 0 && _speaker < SPEAKER_REMOVE)
people.clearTalking();
} else {
static_cast<Tattoo::TattooPeople *>(_vm->_people)->pullNPCPaths();
}
}
}
int Talk::waitForMore(int delay) {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Sound &sound = *_vm->_sound;
UserInterface &ui = *_vm->_ui;
CursorId oldCursor = events.getCursor();
int key2 = 254;
bool playingSpeech = false;
// Unless we're in stealth mode, show the appropriate cursor
if (!_talkStealth) {
events.setCursor(ui._lookScriptFlag ? MAGNIFY : ARROW);
}
// Handle playing any speech associated with the text being displayed
switchSpeaker();
if (sound._speechOn && IS_ROSE_TATTOO) {
sound.playSpeech(sound._talkSoundFile);
sound._talkSoundFile.setChar(sound._talkSoundFile.lastChar() + 1, sound._talkSoundFile.size() - 1);
}
playingSpeech = sound.isSpeechPlaying();
do {
if (IS_SERRATED_SCALPEL && playingSpeech && !sound.isSpeechPlaying())
people._portrait._frameNumber = -1;
scene.doBgAnim();
// If talkTo call was done via doBgAnim, abort out of talk quietly
if (_talkToAbort) {
key2 = -1;
events._released = true;
} else {
// See if there's been a button press
events.pollEventsAndWait();
events.setButtonState();
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
if (keyState.keycode == Common::KEYCODE_ESCAPE) {
if (IS_ROSE_TATTOO && static_cast<Tattoo::TattooEngine *>(_vm)->_runningProlog) {
// Skip out of the introduction
_vm->setFlags(-76);
_vm->setFlags(396);
scene._goToScene = 1;
}
break;
} else if (Common::isPrint(keyState.ascii))
key2 = keyState.keycode;
}
if (_talkStealth) {
key2 = 254;
events._released = false;
}
}
// Count down the delay
if ((delay > 0 && !ui._invLookFlag && !ui._lookScriptFlag) || _talkStealth)
--delay;
if (playingSpeech && !sound.isSpeechPlaying())
delay = 0;
} while (!_vm->shouldQuit() && key2 == 254 && (delay || (playingSpeech && sound.isSpeechPlaying()))
&& !events._released && !events._rightReleased);
// If voices was set 2 to indicate a Scalpel voice file was playing, then reset it back to 1
if (sound._voices == 2)
sound._voices = 1;
if (delay > 0 && sound.isSpeechPlaying())
sound.stopSpeech();
// Adjust _talkStealth mode:
// mode 1 - It was by a pause without stealth being on before the pause, so reset back to 0
// mode 3 - It was set by a pause with stealth being on before the pause, to set it to active
// mode 0/2 (Inactive/active) No change
switch (_talkStealth) {
case 1:
_talkStealth = 0;
break;
case 2:
_talkStealth = 2;
break;
default:
break;
}
sound.stopSpeech();
events.setCursor(_talkToAbort ? ARROW : oldCursor);
events._pressed = events._released = false;
return key2;
}
bool Talk::isOpcode(byte checkCharacter) {
if ((checkCharacter < _opcodes[0]) || (checkCharacter >= (_opcodes[0] + 99)))
return false; // outside of range
if (_opcodeTable[checkCharacter - _opcodes[0]])
return true;
return false;
}
void Talk::popStack() {
if (!_scriptStack.empty()) {
ScriptStackEntry scriptEntry = _scriptStack.pop();
_scriptName = scriptEntry._name;
_scriptSaveIndex = scriptEntry._currentIndex;
_scriptSelect = scriptEntry._select;
_scriptMoreFlag = 1;
}
}
void Talk::synchronize(Serializer &s) {
for (uint idx = 0; idx < _talkHistory.size(); ++idx) {
TalkHistoryEntry &he = _talkHistory[idx];
for (int flag = 0; flag < 16; ++flag)
s.syncAsByte(he._data[flag]);
}
}
OpcodeReturn Talk::cmdAddItemToInventory(const byte *&str) {
Inventory &inv = *_vm->_inventory;
Common::String tempString;
++str;
for (int idx = 0; idx < str[0]; ++idx)
tempString += str[idx + 1];
str += str[0];
inv.putNameInInventory(tempString);
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdAdjustObjectSequence(const byte *&str) {
Scene &scene = *_vm->_scene;
Common::String tempString;
// Get the name of the object to adjust
++str;
for (int idx = 0; idx < (str[0] & 127); ++idx)
tempString += str[idx + 2];
// Scan for object
int objId = -1;
for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
if (tempString.equalsIgnoreCase(scene._bgShapes[idx]._name))
objId = idx;
}
if (objId == -1)
error("Could not find object %s to change", tempString.c_str());
// Should the script be overwritten?
if (str[0] > 0x80) {
// Save the current sequence
_savedSequences.push(SequenceEntry());
SequenceEntry &seqEntry = _savedSequences.top();
seqEntry._objNum = objId;
seqEntry._seqTo = scene._bgShapes[objId]._seqTo;
for (uint idx = 0; idx < scene._bgShapes[objId]._seqSize; ++idx)
seqEntry._sequences.push_back(scene._bgShapes[objId]._sequences[idx]);
}
// Get number of bytes to change
_seqCount = str[1];
str += (str[0] & 127) + 2;
// WORKAROUND: Original German Scalpel crash when moving box at Tobacconists
if (_vm->getLanguage() == Common::DE_DEU && _scriptName == "Alfr30Z")
_seqCount = 16;
// Copy in the new sequence
for (int idx = 0; idx < _seqCount; ++idx, ++str)
scene._bgShapes[objId]._sequences[idx] = str[0] - 1;
// Reset object back to beginning of new sequence
scene._bgShapes[objId]._frameNumber = 0;
return RET_CONTINUE;
}
OpcodeReturn Talk::cmdBanishWindow(const byte *&str) {
People &people = *_vm->_people;
UserInterface &ui = *_vm->_ui;
if (!(_speaker & SPEAKER_REMOVE))
people.clearTalking();
pullSequence();
if (_talkToAbort)
return RET_EXIT;
_speaker |= SPEAKER_REMOVE;
ui.banishWindow();
ui._menuMode = TALK_MODE;
_noTextYet = true;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdDisableEndKey(const byte *&str) {
_vm->_ui->_endKeyActive = false;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdEnableEndKey(const byte *&str) {
_vm->_ui->_endKeyActive = true;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdEndTextWindow(const byte *&str) {
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdHolmesOff(const byte *&str) {
People &people = *_vm->_people;
people[HOLMES]._type = REMOVE;
people._holmesOn = false;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdHolmesOn(const byte *&str) {
People &people = *_vm->_people;
people[HOLMES]._type = CHARACTER;
people._holmesOn = true;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdPause(const byte *&str) {
_charCount = *++str;
_wait = _pauseFlag = true;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdPauseWithoutControl(const byte *&str) {
Events &events = *_vm->_events;
Scene &scene = *_vm->_scene;
++str;
events.incWaitCounter();
for (int idx = 0; idx < (str[0] - 1); ++idx) {
scene.doBgAnim();
if (_talkToAbort)
return RET_EXIT;
// Check for button press
events.pollEvents();
events.setButtonState();
}
events.decWaitCounter();
_endStr = false;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdRemoveItemFromInventory(const byte *&str) {
Inventory &inv = *_vm->_inventory;
Common::String tempString;
++str;
for (int idx = 0; idx < str[0]; ++idx)
tempString += str[idx + 1];
str += str[0];
inv.deleteItemFromInventory(tempString);
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdRunCAnimation(const byte *&str) {
Scene &scene = *_vm->_scene;
++str;
scene.startCAnim((str[0] - 1) & 127, (str[0] & 0x80) ? -1 : 1);
if (_talkToAbort)
return RET_EXIT;
// Check if next character is changing side or changing portrait
_wait = 0;
if (_charCount && (str[1] == _opcodes[OP_SWITCH_SPEAKER] ||
(IS_SERRATED_SCALPEL && str[1] == _opcodes[OP_ASSIGN_PORTRAIT_LOCATION])))
_wait = 1;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdSetFlag(const byte *&str) {
++str;
int flag1 = (str[0] - 1) * 256 + str[1] - 1 - (str[1] == 1 ? 1 : 0);
int flag = (flag1 & 0x3fff) * (flag1 >= 0x4000 ? -1 : 1);
_vm->setFlags(flag);
++str;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdSetObject(const byte *&str) {
Scene &scene = *_vm->_scene;
Common::String tempString;
++str;
for (int idx = 0; idx < (str[0] & 127); ++idx)
tempString += str[idx + 1];
// Set comparison state according to if we want to hide or unhide
bool state = (str[0] >= SPEAKER_REMOVE);
str += str[0] & 127;
for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
Object &object = scene._bgShapes[idx];
if (tempString.equalsIgnoreCase(object._name)) {
// Only toggle the object if it's not in the desired state already
if ((object._type == HIDDEN && state) || (object._type != HIDDEN && !state))
object.toggleHidden();
}
}
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdStealthModeActivate(const byte *&str) {
_talkStealth = 2;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdStealthModeDeactivate(const byte *&str) {
Events &events = *_vm->_events;
_talkStealth = 0;
events.clearKeyboard();
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdToggleObject(const byte *&str) {
Scene &scene = *_vm->_scene;
Common::String tempString;
++str;
for (int idx = 0; idx < str[0]; ++idx)
tempString += str[idx + 1];
scene.toggleObject(tempString);
str += str[0];
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdWalkToCAnimation(const byte *&str) {
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
++str;
CAnim &animation = scene._cAnim[str[0] - 1];
people[HOLMES].walkToCoords(animation._goto[0], animation._goto[0]._facing);
return _talkToAbort ? RET_EXIT : RET_SUCCESS;
}
void Talk::talkWait(const byte *&str) {
if (!_pauseFlag && _charCount < 160)
_charCount = 160;
_wait = waitForMore(_charCount);
if (_wait == -1)
_endStr = true;
// If a key was pressed to finish the window, see if further voice files should be skipped
if (IS_SERRATED_SCALPEL && _wait >= 0 && _wait < 254) {
if (str[0] == _opcodes[OP_SFX_COMMAND])
str += 9;
}
_pauseFlag = false;
}
} // End of namespace Sherlock