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-rw-r--r--sword2/speech.cpp88
1 files changed, 36 insertions, 52 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp
index a965268004..b0e1e41745 100644
--- a/sword2/speech.cpp
+++ b/sword2/speech.cpp
@@ -128,7 +128,7 @@ int32 FN_add_subject(int32 *params) {
subject_list[IN_SUBJECT].res = params[0];
subject_list[IN_SUBJECT].ref = params[1];
- // Zdebug("FN_add_subject res %d, uid %d", params[0], params[1]);
+ debug(5, "FN_add_subject res %d, uid %d", params[0], params[1]);
IN_SUBJECT++;
}
@@ -149,12 +149,11 @@ int32 FN_choose(int32 *params) {
uint8 *icon;
uint32 pos = 0;
- // Zdebug("into choose");
+ debug(5, "FN_choose");
AUTO_SELECTED = 0; // see below
// new thing to intercept objects held at time of clicking on a person
- // (James 06may97)
if (OBJECT_HELD) {
// If we are using a luggage icon on the person, scan the
@@ -194,7 +193,6 @@ int32 FN_choose(int32 *params) {
}
// new thing for skipping chooser with "nothing else to say" text
- // (James 23may97)
// If this is the 1st time the chooser is coming up in this
// conversation, AND there's only 1 subject, AND it's the EXIT icon
@@ -220,13 +218,13 @@ int32 FN_choose(int32 *params) {
for (j = 0; j < 15; j++) {
if (j < IN_SUBJECT) {
- // Zdebug(" ICON res %d for %d", subject_list[j].res, j);
+ debug(5, " ICON res %d for %d", subject_list[j].res, j);
icon = res_man.Res_open(subject_list[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
SetMenuIcon(RDMENU_BOTTOM, (uint8) j, icon);
res_man.Res_close(subject_list[j].res);
} else {
//no icon here
- //Zdebug(" NULL for %d", j);
+ debug(5, " NULL for %d", j);
SetMenuIcon(RDMENU_BOTTOM, (uint8) j, NULL);
}
}
@@ -243,7 +241,7 @@ int32 FN_choose(int32 *params) {
return IR_REPEAT;
} else {
// menu is there - we're just waiting for a click
- // Zdebug("choosing");
+ debug(5, "choosing");
me = MouseEvent();
@@ -261,20 +259,11 @@ int32 FN_choose(int32 *params) {
//clicked on something - what button?
if (hit < IN_SUBJECT) {
-#ifdef _SWORD2_DEBUG
- // Write to walkthrough file
- // (zebug0.txt)
- Zdebug(0, "----------------------");
- Zdebug(0, "Icons available:");
-#endif
+ debug(5, "Icons available:");
// change icons
for (j = 0; j < IN_SUBJECT; j++) {
-#ifdef _SWORD2_DEBUG
- // Write to walkthrough file
- // (zebug0.txt)
- Zdebug(0, "%s", FetchObjectName(subject_list[j].res));
-#endif
+ debug(5, "%s", FetchObjectName(subject_list[j].res));
// change all others to grey
if (j != hit) {
@@ -285,12 +274,7 @@ int32 FN_choose(int32 *params) {
}
-#ifdef _SWORD2_DEBUG
- // Write to walkthrough file
- // (zebug0.txt)
- Zdebug(0, "Selected: %s", FetchObjectName(subject_list[hit].res));
- Zdebug(0, "----------------------");
-#endif
+ debug(5, "Selected: %s", FetchObjectName(subject_list[hit].res));
// this is our looping flag
choosing = 0;
@@ -300,7 +284,7 @@ int32 FN_choose(int32 *params) {
// blank mouse again
Set_mouse(0);
- // Zdebug("hit %d - ref %d ref*8 %d", hit, subject_list[hit].ref, subject_list[hit].ref * 8);
+ debug(5, "hit %d - ref %d ref*8 %d", hit, subject_list[hit].ref, subject_list[hit].ref * 8);
// for non-speech scripts that manually
// call the chooser
@@ -311,7 +295,9 @@ int32 FN_choose(int32 *params) {
}
}
}
- // Zdebug("end choose");
+
+ debug(5, "end choose");
+
// again next cycle
return IR_REPEAT;
}
@@ -325,7 +311,7 @@ int32 FN_start_conversation(int32 *params) {
// params: none
- // Zdebug("FN_start_conversation %d", ID);
+ debug(5, "FN_start_conversation %d", ID);
// reset 'chooser_count_flag' at the start of each conversation:
@@ -350,14 +336,14 @@ int32 FN_end_conversation(int32 *params) {
// FN_idle();
// params: none
- // Zdebug("FN_end_conversation");
+ debug(5, "FN_end_conversation");
HideMenu(RDMENU_BOTTOM);
if (mousey > 399) {
// will wait for cursor to move off the bottom menu
mouse_mode = MOUSE_holding;
- Zdebug(" holding");
+ debug(5, " holding");
}
TALK_FLAG = 0; //in-case DC forgets
@@ -446,7 +432,7 @@ int32 FN_they_do_we_wait(int32 *params) {
_standardHeader *head;
int32 target = params[1];
- // Zdebug("FN_they_do_we_wait id %d, command %d", params[1], params[2]);
+ debug(5, "FN_they_do_we_wait id %d, command %d", params[1], params[2]);
// ok, see if the target is busy - we must request this info from the
// target object
@@ -467,7 +453,7 @@ int32 FN_they_do_we_wait(int32 *params) {
if (!INS_COMMAND && RESULT == 1 && ob_logic->looping == 0) {
// first time so set up targets command if target is waiting
- // Zdebug("FNtdww sending command to %d", target);
+ debug(5, "FNtdww sending command to %d", target);
SPEECH_ID = params[1];
INS_COMMAND = params[2];
@@ -500,7 +486,8 @@ int32 FN_they_do_we_wait(int32 *params) {
if (RESULT == 1) {
// its waiting now so we can be finished with all this
- // Zdebug("FNtdww finished");
+ debug(5, "FNtdww finished");
+
// not looping anymore
ob_logic->looping = 0;
@@ -510,7 +497,7 @@ int32 FN_they_do_we_wait(int32 *params) {
return IR_CONT;
}
- // Zdebug("FNtdww just waiting");
+ debug(5, "FNtdww just waiting");
// debug flag to indicate who we're waiting for - see debug.cpp
speechScriptWaiting = target;
@@ -614,7 +601,7 @@ int32 FN_timed_wait(int32 *params) {
// none of this should ever happen
Kill_all_ids_events(target);
- Zdebug("EVENT timed out");
+ debug(5, "EVENT timed out");
// reset debug flag now that we're no longer waiting - see
// debug.cpp
@@ -655,7 +642,7 @@ int32 FN_speech_process(int32 *params) {
ob_speech = (Object_speech *) params[1];
- // Zdebug(" SP");
+ debug(5, " SP");
while(1) {
//we are currently running a command
@@ -674,13 +661,14 @@ int32 FN_speech_process(int32 *params) {
pars[7] = ob_speech->ins4; // anim table res id
pars[8] = ob_speech->ins5; // animation mode - 0 lip synced, 1 just straight animation
- // Zdebug("speech-process talk");
+ debug(5, "speech-process talk");
// run the function - (it thinks it's been called from
// script - bloody fool)
if (FN_i_speak(pars) != IR_REPEAT) {
- // Zdebug("speech-process talk finished");
+ debug(5, "speech-process talk finished");
+
// command finished
ob_speech->command = 0;
@@ -816,7 +804,8 @@ int32 FN_speech_process(int32 *params) {
pars[6] = ob_speech->ins3; // target direction
if (FN_walk(pars) != IR_REPEAT) {
- // Zdebug("speech-process walk finished");
+ debug(5, "speech-process walk finished");
+
// command finished
ob_speech->command = 0;
@@ -834,7 +823,8 @@ int32 FN_speech_process(int32 *params) {
pars[4] = ob_speech->ins1; // anim resource
if (FN_walk_to_anim(pars) != IR_REPEAT) {
- // Zdebug("speech-process walk finished");
+ debug(5, "speech-process walk finished");
+
// command finished
ob_speech->command = 0;
@@ -861,7 +851,8 @@ int32 FN_speech_process(int32 *params) {
ob_speech->wait_state = 1; // waiting for command
return IR_REPEAT; // come back again next cycle
case INS_quit:
- // Zdebug("speech-process - quit");
+ debug(5, "speech-process - quit");
+
ob_speech->command = 0; // finish with all this
// ob_speech->wait_state = 0; // start with waiting for command next conversation
return IR_CONT; // thats it, we're finished with this
@@ -894,7 +885,7 @@ int32 FN_speech_process(int32 *params) {
// now busy
ob_speech->wait_state = 0;
- // Zdebug("received new command %d", INS_COMMAND);
+ debug(5, "received new command %d", INS_COMMAND);
// we'll drop off and be caught by the while(1), so
// kicking in the new command straight away
@@ -1088,17 +1079,13 @@ int32 FN_i_speak(int32 *params) {
// can't right-click past the text for the first quarter second
right_click_delay = 3;
-#ifdef _SWORD2_DEBUG
// Write to walkthrough file (zebug0.txt)
// if (player_id != george), then player is controlling Nico
- // Oh, really? I thought Nico used the same object...
-
if (PLAYER_ID != CUR_PLAYER_ID)
- Zdebug(0, "(%d) Nico: %s", officialTextNumber, text + 2);
+ debug(5, "(%d) Nico: %s", officialTextNumber, text + 2);
else
- Zdebug(0, "(%d) %s: %s", officialTextNumber, FetchObjectName(ID), text + 2);
-#endif
+ debug(5, "(%d) %s: %s", officialTextNumber, FetchObjectName(ID), text + 2);
// Set up the speech animation
@@ -1222,9 +1209,7 @@ int32 FN_i_speak(int32 *params) {
// this next cycle, don't know yet)
g_sound->UnpauseSpeech();
} else {
-#ifdef _SWORD2_DEBUG
- Zdebug("ERROR: PlayCompSpeech(speechFile=\"%s\", wav=%d (res=%d pos=%d)) returned %.8x", speechFile, params[S_WAV], text_res, local_text, rv);
-#endif
+ debug(5, "ERROR: PlayCompSpeech(speechFile=\"%s\", wav=%d (res=%d pos=%d)) returned %.8x", speechFile, params[S_WAV], text_res, local_text, rv);
}
}
@@ -1576,8 +1561,7 @@ void Form_text(int32 *params) {
speech_time = strlen((char *) text) + 30;
} else {
// no text line passed? - this is bad
- // Zdebug(9, "no text line for speech wav %d", params[S_WAV]);
- Zdebug("no text line for speech wav %d", params[S_WAV]);
+ debug(5, "no text line for speech wav %d", params[S_WAV]);
}
}