diff options
Diffstat (limited to 'engines/sword2/function.cpp')
-rw-r--r-- | engines/sword2/function.cpp | 25 |
1 files changed, 11 insertions, 14 deletions
diff --git a/engines/sword2/function.cpp b/engines/sword2/function.cpp index 7a0da04925..dc8c42c16a 100644 --- a/engines/sword2/function.cpp +++ b/engines/sword2/function.cpp @@ -778,9 +778,6 @@ int32 Logic::fnISpeak(int32 *params) { // 8 animation mode 0 lip synced, // 1 just straight animation - static bool cycle_skip = false; - static bool speechRunning; - // Set up the pointers which we know we'll always need ObjectLogic obLogic(decodePtr(params[S_OB_LOGIC])); @@ -806,12 +803,12 @@ int32 Logic::fnISpeak(int32 *params) { // Drop out for 1st cycle to allow walks/anims to end and // display last frame before system locks while speech loaded - if (!cycle_skip) { - cycle_skip = true; + if (!_cycleSkip) { + _cycleSkip = true; return IR_REPEAT; } - cycle_skip = false; + _cycleSkip = false; _vm->_debugger->_textNumber = params[S_TEXT]; @@ -934,7 +931,7 @@ int32 Logic::fnISpeak(int32 *params) { // Is it to be speech or subtitles or both? // Assume not running until know otherwise - speechRunning = false; + _speechRunning = false; // New fudge for 'fx' subtitles: If speech is selected, and // this line is allowed speech (not if it's an fx subtitle!) @@ -962,14 +959,14 @@ int32 Logic::fnISpeak(int32 *params) { // playing now. (We might want to do this the // next cycle, don't know yet.) - speechRunning = true; + _speechRunning = true; _vm->_sound->unpauseSpeech(); } else { debug(5, "ERROR: PlayCompSpeech(wav=%d (res=%d pos=%d)) returned %.8x", params[S_WAV], text_res, local_text, rv); } } - if (_vm->getSubtitles() || !speechRunning) { + if (_vm->getSubtitles() || !_speechRunning) { // We want subtitles, or the speech failed to load. // Either way, we're going to show the text so create // the text sprite. @@ -995,7 +992,7 @@ int32 Logic::fnISpeak(int32 *params) { if (obGraph.getAnimPc() == (int32)anim_head.noAnimFrames) { // End of animation - restart from frame 0 obGraph.setAnimPc(0); - } else if (speechRunning && _vm->_sound->amISpeaking() == RDSE_QUIET) { + } else if (_speechRunning && _vm->_sound->amISpeaking() == RDSE_QUIET) { // The speech is running, but we're at a quiet // bit. Restart from frame 0 (closed mouth). obGraph.setAnimPc(0); @@ -1024,11 +1021,11 @@ int32 Logic::fnISpeak(int32 *params) { // If playing a sample - if (speechRunning) { + if (_speechRunning) { // Has it finished? if (_vm->_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED) speechFinished = true; - } else if (!speechRunning && _speechTime) { + } else if (!_speechRunning && _speechTime) { // Counting down text time because there is no sample - this // ends the speech @@ -1075,7 +1072,7 @@ int32 Logic::fnISpeak(int32 *params) { speechFinished = true; // if speech sample playing, halt it prematurely - if (speechRunning) + if (_speechRunning) _vm->_sound->stopSpeech(); } } @@ -1100,7 +1097,7 @@ int32 Logic::fnISpeak(int32 *params) { obGraph.setAnimPc(0); } - speechRunning = false; + _speechRunning = false; // no longer in a script function loop obLogic.setLooping(0); |