diff options
author | Torbjörn Andersson | 2003-09-26 10:07:18 +0000 |
---|---|---|
committer | Torbjörn Andersson | 2003-09-26 10:07:18 +0000 |
commit | b21208e6a92b4e8082d04994b0c99709e2712472 (patch) | |
tree | 0357b0847efb8a714e2d8f57493be53ec852bd25 /sword2/speech.cpp | |
parent | b7a5024dafefab136c9fc9d5af67588349178681 (diff) | |
download | scummvm-rg350-b21208e6a92b4e8082d04994b0c99709e2712472.tar.gz scummvm-rg350-b21208e6a92b4e8082d04994b0c99709e2712472.tar.bz2 scummvm-rg350-b21208e6a92b4e8082d04994b0c99709e2712472.zip |
Some more reformatting / cleanup, and removal of comments that did nothing
but say who added what when. (No disrespect intended, but this information
means very little to us.)
svn-id: r10413
Diffstat (limited to 'sword2/speech.cpp')
-rw-r--r-- | sword2/speech.cpp | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp index a3e94f43f5..a965268004 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -100,12 +100,12 @@ uint8 WantSpeechForLine(uint32 wavId); void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text #endif -int32 FN_add_subject(int32 *params) { // James12nov96 / Tony18Nov96 +int32 FN_add_subject(int32 *params) { // params: 0 id // 1 daves reference number if (IN_SUBJECT == 0) { - // This is the start of the new subject list (James 07may97) + // This is the start of the new subject list // Set the default repsonse id to zero in case we're never // passed one default_response_id = 0; @@ -139,7 +139,7 @@ int32 FN_add_subject(int32 *params) { // James12nov96 / Tony18Nov96 // could alternately use logic->looping of course int choosing = 0; -int32 FN_choose(int32 *params) { //Tony19Nov96 +int32 FN_choose(int32 *params) { // params: none // the human is switched off so there will be no normal mouse engine @@ -151,7 +151,7 @@ int32 FN_choose(int32 *params) { //Tony19Nov96 // Zdebug("into choose"); - AUTO_SELECTED = 0; // see below (James23may97) + AUTO_SELECTED = 0; // see below // new thing to intercept objects held at time of clicking on a person // (James 06may97) @@ -317,7 +317,7 @@ int32 FN_choose(int32 *params) { //Tony19Nov96 } } -int32 FN_start_conversation(int32 *params) { // Tony27Nov96 +int32 FN_start_conversation(int32 *params) { // Start conversation // FN_no_human(); // an FN_no_human @@ -341,7 +341,7 @@ int32 FN_start_conversation(int32 *params) { // Tony27Nov96 return IR_CONT; } -int32 FN_end_conversation(int32 *params) { // Tony27Nov96 +int32 FN_end_conversation(int32 *params) { // end conversation // talk_flag=0; // FN_end_chooser(); @@ -369,7 +369,7 @@ int32 FN_end_conversation(int32 *params) { // Tony27Nov96 return IR_CONT; } -int32 FN_they_do(int32 *params) { // S2.1(18Jan95tw) Tony3Dec96 +int32 FN_they_do(int32 *params) { // doesn't send the command until target is waiting - once sent we // carry on @@ -425,7 +425,7 @@ int32 FN_they_do(int32 *params) { // S2.1(18Jan95tw) Tony3Dec96 return IR_REPEAT; } -int32 FN_they_do_we_wait(int32 *params) { //Tony3Dec96 +int32 FN_they_do_we_wait(int32 *params) { // give target a command and wait for it to register as finished // params: 0 pointer to ob_logic @@ -519,7 +519,7 @@ int32 FN_they_do_we_wait(int32 *params) { //Tony3Dec96 return IR_REPEAT; } -int32 FN_we_wait(int32 *params) { // Tony3Dec96 +int32 FN_we_wait(int32 *params) { // loop until the target is free // params: 0 target @@ -556,7 +556,7 @@ int32 FN_we_wait(int32 *params) { // Tony3Dec96 return IR_REPEAT; } -int32 FN_timed_wait(int32 *params) { // Tony12Dec96 +int32 FN_timed_wait(int32 *params) { // loop until the target is free but only while the timer is high // useful when clicking on a target to talk to them - if they never // reply then this'll fall out avoiding a lock up @@ -630,7 +630,7 @@ int32 FN_timed_wait(int32 *params) { // Tony12Dec96 return IR_REPEAT; } -int32 FN_speech_process(int32 *params) { // Tony5Dec96 +int32 FN_speech_process(int32 *params) { // Recieve and sequence the commands sent from the conversation // script. @@ -924,7 +924,7 @@ int32 FN_speech_process(int32 *params) { // Tony5Dec96 uint32 unpause_zone = 0; -int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) +int32 FN_i_speak(int32 *params) { // its the super versatile FN_speak // text and wavs can be selected in any combination @@ -952,13 +952,13 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) uint8 *text; static uint8 textRunning, speechRunning; int32 *anim_table; - uint8 speechFinished = 0; // James25feb97 + uint8 speechFinished = 0; int8 speech_pan; char speechFile[256]; static uint8 cycle_skip = 0; uint32 rv; -#ifdef _SWORD2_DEBUG // (James26jun97) +#ifdef _SWORD2_DEBUG // for text/speech testing & checking for correct file type _standardHeader *head; // for text/speech testing - keeping track of text resource currently being tested @@ -975,12 +975,12 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) if (!ob_logic->looping) { // New fudge to wait for smacker samples to finish - // (James31july97) since they can over-run into the game + // since they can over-run into the game if (g_sound->GetSpeechStatus() != RDSE_SAMPLEFINISHED) return IR_REPEAT; - // New fudge for 'fx' subtitles (James 29july97) + // New fudge for 'fx' subtitles // If subtitles switched off, and we don't want to use a wav // for this line either, then just quit back to script right // now! @@ -988,7 +988,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) if (subtitles == 0 && WantSpeechForLine(params[S_WAV]) == 0) return IR_CONT; - if (cycle_skip == 0) { // (James 17july97) + if (cycle_skip == 0) { // drop out for 1st cycle to allow walks/anims to end // & display last frame/ before system locks while // speech loaded @@ -998,10 +998,10 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) } else cycle_skip = 0; -#ifdef _SWORD2_DEBUG // (James26jun97) +#ifdef _SWORD2_DEBUG textNumber = params[S_TEXT]; // for debug info - // For testing all text & speech! (James26jun97) + // For testing all text & speech! // A script loop can send any text number to FN_I_speak & it // will only run the valid ones or return with 'result' equal // to '1' or '2' to mean 'invalid text resource' and 'text @@ -1063,7 +1063,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) // now ok to close the text file res_man.Res_close(text_res); -#ifdef _SWORD2_DEBUG // (James09jul97) +#ifdef _SWORD2_DEBUG // prevent dud lines from appearing while testing text & speech // since these will not occur in the game anyway @@ -1152,7 +1152,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) // assume not running until know otherwise speechRunning = 0; - // New fudge for 'fx' subtitles (James 29july97) + // New fudge for 'fx' subtitles // if speech is selected, and this line is allowed speech // (not if it's an fx subtitle!) @@ -1397,7 +1397,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) // this number comes from the text line) officialTextNumber = 0; - RESULT = 0; // ok (James09july97) + RESULT = 0; // ok return IR_CONT; } @@ -1418,7 +1418,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) #define GAP_ABOVE_HEAD 20 // distance kept above talking sprite -void LocateTalker(int32 *params) { // (James 01july97) +void LocateTalker(int32 *params) { // sets 'text_x' & 'text_y' for position of text sprite // but 'text_x' also used to calculate speech-pan @@ -1507,7 +1507,7 @@ void LocateTalker(int32 *params) { // (James 01july97) } } -void Form_text(int32 *params) { // Tony18Oct96 +void Form_text(int32 *params) { // its the first time in so we build the text block if we need one // we also bring in the wav if there is one // also setup the animation if there is one @@ -1608,7 +1608,7 @@ void GetCorrectCdForSpeech(int32 wavId) { // speech samples too // - and we only want the subtitles if selected, not if samples can't be found! -uint8 WantSpeechForLine(uint32 wavId) { // James (29july97) +uint8 WantSpeechForLine(uint32 wavId) { switch (wavId) { case 1328: // AttendantSpeech // SFX(Phone71); |