scummvm/sword2/speech.cpp
Torbjörn Andersson 807b33ec29 More BS2 restructuring.
The various game settings are no longer stored in the Gui class. They are
stored in the class that use them.

Code that doesn't belong in the Gui class, e.g. the "restart" code, has
been moved out of it.

Afterwards, the Gui class had been reduced to nothing more than a handful
of trivial methods for invoking the in-game dialogs. So the entire Gui
class has been removed.

svn-id: r16827
2005-02-20 15:38:48 +00:00

232 lines
6.5 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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 "common/stdafx.h"
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/resman.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 = _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
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 *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