mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
d6c34bdc4b
svn-id: r30667
239 lines
6.4 KiB
C++
239 lines
6.4 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.
|
|
*
|
|
* Additional copyright for this file:
|
|
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*/
|
|
|
|
|
|
#include "common/file.h"
|
|
|
|
#include "sword2/sword2.h"
|
|
#include "sword2/defs.h"
|
|
#include "sword2/header.h"
|
|
#include "sword2/console.h"
|
|
#include "sword2/logic.h"
|
|
#include "sword2/maketext.h"
|
|
#include "sword2/object.h"
|
|
#include "sword2/resman.h"
|
|
#include "sword2/screen.h"
|
|
|
|
namespace Sword2 {
|
|
|
|
// To request the status of a target, we run its 4th script, get-speech-state.
|
|
// This will cause RESULT to be set to either 1 (target is waiting) or 0
|
|
// (target is busy).
|
|
|
|
// Distance kept above talking sprite
|
|
#define GAP_ABOVE_HEAD 20
|
|
|
|
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
|
|
};
|
|
|
|
/**
|
|
* 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;
|
|
FrameHeader frame_head;
|
|
|
|
cdt_entry.read(_vm->fetchCdtEntry(file, 0));
|
|
frame_head.read(_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 obMega(decodePtr(params[S_OB_MEGA]));
|
|
|
|
uint16 scale = obMega.calcScale();
|
|
|
|
// Calc suitable centre point above the head, based on scaled
|
|
// height
|
|
|
|
// just use 'feet_x' as centre
|
|
_textX = obMega.getFeetX();
|
|
|
|
// Add scaled y-offset to feet_y coord to get top of sprite
|
|
_textY = obMega.getFeetY() + (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
|
|
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
_textX -= screenInfo->scroll_offset_x;
|
|
_textY -= screenInfo->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 obSpeech(decodePtr(params[S_OB_SPEECH]));
|
|
|
|
// Establish the max width allowed for this text sprite.
|
|
uint32 textWidth = obSpeech.getWidth();
|
|
|
|
if (!textWidth)
|
|
textWidth = 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, obSpeech.getPen(),
|
|
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
|