scummvm/engines/icb/speech.h
2020-10-06 14:32:14 +02:00

121 lines
3.7 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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.
*
*/
#ifndef ICB_SPEECH_H
#define ICB_SPEECH_H
#include "engines/icb/common/px_array.h"
#include "engines/icb/common/px_string.h"
#include "engines/icb/common/px_assert.h"
#include "engines/icb/common/px_common.h"
#include "engines/icb/string_vest.h"
namespace ICB {
// this sits in the _mega structure for conversation_uid - means no current conversation
#define NO_SPEECH_REQUEST 424242
// goes in conversation_owners when a conversation is removed and its slot freed
#define DEAD_CONVERSATION 424242
enum __speech_state {
__PENDING, // conversation is being set up
__PROCESS, // ready for next speech instruction
__WAITING_TO_SAY, // specific to psx really, this means the disc is spinning towards its destination, just keep going until it's finished!
__SAYING // text is up on screen
};
enum __coms { __FACE_OBJECT, __PLAY_GENERIC_ANIM, __PLAY_CUSTOM_ANIM, __REVERSE_CUSTOM_ANIM };
class __conv_command {
public:
uint32 id; // object id
uint32 param1;
// pxString str_param1;
char str_param1[ENGINE_STRING_LEN];
__coms command;
bool8 active;
uint8 padding1;
uint8 padding2;
uint8 padding3;
};
#define MAX_people_talking 3
#define MAX_coms 3
class __conversation {
public:
__conversation() {
for (int i = 0; i < MAX_people_talking; i++)
subscribers_requested[i] = 0;
total_subscribers = 0;
current_subscribers = 0;
current_talker = (int32)-1;
count = 0;
}
uint32 subscribers_requested[MAX_people_talking];
uint32 total_subscribers; // the number of people in the conversation
uint32 current_subscribers; // number of people still in at the end of the logic cycle - we can therefore tell if any have dropped out
__conv_command coms[MAX_coms];
char *script_pc;
int32 current_talker; // id of person talking
uint32 count; // used to count down current text
__speech_state state; // conversation state
};
// Works out how int32 some text should be displayed to allow adequate time for it to be read. We might need to
// tinker with the formula in here 'till we get it right.
extern uint32 Get_reading_time(const char *pcString);
// Moved these from speech_psx.h, because the PC needs to be able to alter text colours now for the
// Remora's text.
void SetTextColour(uint8 r, uint8 g, uint8 b);
// This colour is used to display voice over text (normally player's speech colour).
extern uint8 voice_over_red;
extern uint8 voice_over_green;
extern uint8 voice_over_blue;
// These defaults are set to the player's text colour.
#define VOICE_OVER_DEFAULT_RED 255
#define VOICE_OVER_DEFAULT_GREEN 245
#define VOICE_OVER_DEFAULT_BLUE 100
} // End of namespace ICB
#endif