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author | Oliver Kiehl | 2003-07-30 19:25:31 +0000 |
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committer | Oliver Kiehl | 2003-07-30 19:25:31 +0000 |
commit | 0f85cc306137e866adbe17ff7498e20d61a7938d (patch) | |
tree | 52729ad8ac05c3b48aab7fda2aaf0b1da827fb43 /sword2/speech.cpp | |
parent | 26d05c0190c9cca1444cc7a004c1149b3358ab10 (diff) | |
download | scummvm-rg350-0f85cc306137e866adbe17ff7498e20d61a7938d.tar.gz scummvm-rg350-0f85cc306137e866adbe17ff7498e20d61a7938d.tar.bz2 scummvm-rg350-0f85cc306137e866adbe17ff7498e20d61a7938d.zip |
rename bs2 to sword2 to have the same name as the original engine.
besides this way all our engines start with an "s" ;)
svn-id: r9301
Diffstat (limited to 'sword2/speech.cpp')
-rw-r--r-- | sword2/speech.cpp | 54 |
1 files changed, 27 insertions, 27 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp index b2196bcede..b79d426f95 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -94,7 +94,7 @@ void Form_text(int32 *params); //Tony18Oct96 BOOL Is_anim_boxed(uint32 res); //Tony20Oct96 uint8 WantSpeechForLine(uint32 wavId); // James (29july97) -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text #endif @@ -257,7 +257,7 @@ int32 FN_choose(int32 *params) //Tony19Nov96 { //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"----------------------"); Zdebug(0,"Icons available:"); #endif @@ -267,7 +267,7 @@ int32 FN_choose(int32 *params) //Tony19Nov96 { //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"%s", FetchObjectName(subject_list[j].res)); #endif //-------------------------------------- @@ -282,7 +282,7 @@ int32 FN_choose(int32 *params) //Tony19Nov96 //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG Zdebug(0,"Selected: %s", FetchObjectName(subject_list[hit].res)); Zdebug(0,"----------------------"); #endif @@ -1350,7 +1350,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) char speechFile[256]; static uint8 cycle_skip=0; - #ifdef _BS2_DEBUG // (James26jun97) + #ifdef _SWORD2_DEBUG // (James26jun97) _standardHeader *head; // for text/speech testing & checking for correct file type static uint32 currentTextResource=0; // for text/speech testing - keeping track of text resource currently being tested #endif @@ -1373,7 +1373,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) // New fudge to wait for smacker samples to finish (James31july97) // since they can over-run into the game - if (g_bs2->_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished? + if (g_sword2->_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished? return (IR_REPEAT); //------------------------- @@ -1396,7 +1396,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) //------------------------- //----------------------------------------------------------- - #ifdef _BS2_DEBUG // (James26jun97) + #ifdef _SWORD2_DEBUG // (James26jun97) textNumber = params[S_TEXT]; // for debug info @@ -1437,10 +1437,10 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) } } - #endif // _BS2_DEBUG + #endif // _SWORD2_DEBUG //----------------------------------------------------------- // 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 _BS2_DEBUG + // 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; @@ -1452,7 +1452,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) res_man.Res_close(text_res); // now ok to close the text file //-------------------------------------- - #ifdef _BS2_DEBUG // (James09jul97) + #ifdef _SWORD2_DEBUG // (James09jul97) // prevent dud lines from appearing while testing text & speech // since these will not occur in the game anyway @@ -1466,7 +1466,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) } } - #endif // _BS2_DEBUG + #endif // _SWORD2_DEBUG //-------------------------------------- // set the 'looping_flag' & the text-click-delay @@ -1477,7 +1477,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) //---------------------------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (PLAYER_ID!=CUR_PLAYER_ID) // if (player_id != george), then player is controlling Nico Zdebug(0,"(%d) Nico: %s", officialTextNumber, text+2); // so write 'Nico' instead of George else // ok, it's George anyway @@ -1547,7 +1547,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) else if (speech_pan>16) speech_pan=16; - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if (SYSTEM_TESTING_TEXT) // if we're testing text & speech { // if we've moved onto a new text resource, we will want to check @@ -1565,17 +1565,17 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) // set up path to speech cluster // first checking if we have speech1.clu or speech2.clu in current directory (for translators to test) - if (g_bs2->_gameId == GID_BS2_DEMO) + if (g_sword2->_gameId == GID_SWORD2_DEMO) strcpy(speechFile,"SPEECH.CLU"); else { -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG if ((res_man.WhichCd()==1) && (!access("speech1.clu",0))) { // if 0 ie. if it's there strcpy(speechFile,"speech1.clu"); } else if ((res_man.WhichCd()==2) && (!access("speech2.clu",0))) { // if 0 ie. if it's there strcpy(speechFile,"speech2.clu"); } else -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG { strcpy(speechFile,res_man.GetCdPath()); strcat(speechFile,"CLUSTERS\\SPEECH.CLU"); @@ -1584,13 +1584,13 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) //------------------------------ - rv = g_bs2->_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet + rv = g_sword2->_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet if (rv == RD_OK) { speechRunning=1; // ok, we've got something to play (2 means not playing yet - see below) - g_bs2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet) + g_sword2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet) } - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG else { Zdebug("ERROR: PlayCompSpeech(speechFile=\"%s\", wav=%d (res=%d pos=%d)) returned %.8x", speechFile, params[S_WAV], text_res, local_text, rv); @@ -1628,7 +1628,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) else if (speechRunning) // if playing a sample { if (!unpause_zone) - { if (g_bs2->_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit + { if (g_sword2->_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit ob_graphic->anim_pc=0; // restart from frame 0 ('closed mouth' frame) } } @@ -1655,7 +1655,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) if (speechRunning==1) // if playing a sample (note that value of '2' means about to play!) { if (!unpause_zone) - { if (g_bs2->_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished? + { if (g_sword2->_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished? speechFinished=1; // James25feb97 } else unpause_zone--; @@ -1672,7 +1672,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) //----------------------------------------------------------------------- // ok, all is running along smoothly - but a click means stop unnaturally - #ifdef _BS2_DEBUG + #ifdef _SWORD2_DEBUG if ((SYSTEM_TESTING_TEXT==0)||(mousey>0)) // so that we can go to the options panel while text & speech is being tested #endif { @@ -1685,7 +1685,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) // we ignore mouse releases //----------------------------------------------------------- - #ifdef _BS2_DEBUG // (James26jun97) + #ifdef _SWORD2_DEBUG // (James26jun97) if (SYSTEM_TESTING_TEXT) // if testing text & speech { if (me->buttons&RD_RIGHTBUTTONDOWN) // and RB used to click past text @@ -1704,7 +1704,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) if (speechRunning) // if speech sample playing { - g_bs2->_sound->StopSpeechBS2(); // halt the sample prematurely + g_sword2->_sound->StopSpeechSword2(); // halt the sample prematurely } } } @@ -1730,9 +1730,9 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) ob_logic->looping=0; // no longer in a script function loop -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG textNumber = 0; // reset for debug info -#endif // _BS2_DEBUG +#endif // _SWORD2_DEBUG officialTextNumber = 0; // reset to zero, in case text line not even extracted (since this number comes from the text line) RESULT=0; // ok (James09july97) @@ -1909,7 +1909,7 @@ void Form_text(int32 *params) //Tony18Oct96 } } //------------------------------------------------------------------------------------ -#ifdef _BS2_DEBUG +#ifdef _SWORD2_DEBUG void GetCorrectCdForSpeech(int32 wavId) { |