aboutsummaryrefslogtreecommitdiff
path: root/sword2/speech.cpp
diff options
context:
space:
mode:
authorTorbjörn Andersson2003-09-26 10:07:18 +0000
committerTorbjörn Andersson2003-09-26 10:07:18 +0000
commitb21208e6a92b4e8082d04994b0c99709e2712472 (patch)
tree0357b0847efb8a714e2d8f57493be53ec852bd25 /sword2/speech.cpp
parentb7a5024dafefab136c9fc9d5af67588349178681 (diff)
downloadscummvm-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.cpp50
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);