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-rw-r--r--sword2/speech.cpp1994
1 files changed, 1994 insertions, 0 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp
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+++ b/sword2/speech.cpp
@@ -0,0 +1,1994 @@
+/* Copyright (C) 1994-2003 Revolution Software Ltd
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ */
+
+//------------------------------------------------------------------------------------
+#include <io.h> // for access()
+#include <stdio.h>
+
+//#include "src\driver96.h"
+#include "anims.h"
+#include "console.h"
+#include "controls.h" // for 'subtitles' & 'speechSelected'
+#include "debug.h"
+#include "defs.h"
+#include "events.h"
+#include "function.h"
+#include "interpreter.h"
+#include "layers.h" // for 'this_screen'
+#include "logic.h"
+#include "maketext.h"
+#include "memory.h"
+#include "mouse.h"
+#include "object.h"
+#include "protocol.h"
+#include "resman.h"
+#include "sound.h"
+#include "speech.h"
+#include "walker.h"
+//------------------------------------------------------------------------------------
+
+#define INS_talk 1
+#define INS_anim 2
+#define INS_reverse_anim 3
+#define INS_walk 4
+#define INS_turn 5
+#define INS_face 6
+#define INS_trace 7
+#define INS_no_sprite 8
+#define INS_sort 9
+#define INS_foreground 10
+#define INS_background 11
+#define INS_table_anim 12
+#define INS_reverse_table_anim 13
+#define INS_walk_to_anim 14
+#define INS_set_frame 15
+#define INS_stand_after_anim 16
+
+#define INS_quit 42
+
+//------------------------------------------------------------------------------------
+
+uint32 speech_time=0; //when not playing a wav we calculate the speech time based upon length of ascii
+
+uint32 speech_text_bloc_no=0;
+uint32 anim_id=0;
+uint32 speech_anim_type; //0 lip synced and repeating - 1 normal once through
+uint32 left_click_delay=0; // click-delay for LEFT mouse button
+uint32 right_click_delay=0; // click-delay for RIGHT mouse button
+
+uint32 default_response_id=0; // ref number for default response when luggage icon is used on a person
+ // & it doesn't match any of the icons which would have been in the chooser
+int16 officialTextNumber=0; // "TEXT" - current official text line number - will match the wav filenames
+
+int32 speechScriptWaiting = 0; // usually 0; if non-zero then it's the id of whoever we're waiting for in a speech script
+ // see FN_they_do, FN_they_do_we_wait & FN_we_wait
+
+int16 text_x, text_y; // calculated by LocateTalker() for use in speech-panning & text-sprite positioning
+
+_subject_unit subject_list[MAX_SUBJECT_LIST];
+
+
+//------------------------------------------------------------------------------------
+// local function prototypes
+
+int32 FN_i_speak(int32 *params);
+void LocateTalker(int32 *params); // (James 01july97)
+void Form_text(int32 *params); //Tony18Oct96
+BOOL Is_anim_boxed(uint32 res); //Tony20Oct96
+uint8 WantSpeechForLine(uint32 wavId); // James (29july97)
+
+#ifdef _DEBUG
+void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text
+#endif
+
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+int32 FN_add_subject(int32 *params) // James12nov96 / Tony18Nov96
+{
+// param[0] id
+// param[1] daves reference number
+
+ if (IN_SUBJECT==0) // if this is the start of the new subject list (James 07may97)
+ default_response_id=0; // set the default repsonse id to zero in case we're never passed one
+ // - this just means we'd get the response for the 1st icon in the chooser
+ // which is better than crashing
+
+ if (params[0] == -1) // this isn't an icon at all, it's telling us the id of the default response
+ {
+ default_response_id = params[1]; // and here it is - this is the ref number we will return if
+ // a luggage icon is clicked on someone when it wouldn't have
+ // been in the chooser list (see FN_choose below)
+ }
+ else
+ {
+ 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]);
+
+ IN_SUBJECT+=1;
+ }
+
+
+ return(IR_CONT); // continue script
+}
+//------------------------------------------------------------------------------------
+int choosing=0; //could alternately use logic->looping of course
+
+int32 FN_choose(int32 *params) //Tony19Nov96
+{
+//no params
+
+//the human is switched off so there will be no normal mouse engine
+
+
+ _mouseEvent *me;
+ uint32 j,hit;
+ uint8 *icon;
+ uint32 pos=0;
+
+// Zdebug("into choose");
+
+
+ AUTO_SELECTED=0; // see below (James23may97)
+
+
+ //-------------------------------------------
+ // 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 subject list to see if this icon would have been available at this time
+ // if it is there, return the relevant 'ref' number (as if it had been selected from within the conversation)
+ // if not, just return a special code to get the default text line(s) for unsupported objects
+ // Note that we won't display the subject icons in this case!
+
+ while (pos < IN_SUBJECT) // scan the subject list for a match with our 'object_held'
+ {
+ if (subject_list[pos].res == OBJECT_HELD) // if we've found a match
+ {
+ OBJECT_HELD=0; // clear it so it doesn't keep happening!
+ IN_SUBJECT=0; // clear the subject list
+ return(IR_CONT+(subject_list[pos].ref<<3)); // return special subject chosen code (same as in normal chooser routine below)
+ }
+ pos++; // next position
+ }
+
+ OBJECT_HELD=0; // clear it so it doesn't keep happening!
+ IN_SUBJECT=0; // clear the subject list
+ return(IR_CONT+(default_response_id<<3)); // so that the speech script uses the default text for objects that are not accounted for
+ }
+ //-------------------------------------------
+ // 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
+ if ((CHOOSER_COUNT_FLAG==0) && (IN_SUBJECT==1) && (subject_list[0].res == EXIT_ICON))
+ {
+ AUTO_SELECTED=1; // for speech script
+
+ IN_SUBJECT=0; // clear the subject list
+ return(IR_CONT+(subject_list[0].ref<<3)); // return special subject chosen code (same as in normal chooser routine below)
+ }
+ //-------------------------------------------
+
+
+ if (!choosing) //new choose session
+ {
+
+
+// build menus from subject_list
+
+ if (!IN_SUBJECT)
+ Con_fatal_error("FN_choose with no subjects :-O");
+
+//init top menu from master list
+ for (j=0;j<15;j++) //all icons are highlighted / full colour
+ {
+ if (j<IN_SUBJECT)
+ {
+// Zdebug(" 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, j, icon);
+ res_man.Res_close( subject_list[j].res );
+ }
+ else
+ { SetMenuIcon(RDMENU_BOTTOM, j, NULL); //no icon here
+ //Zdebug(" NULL for %d", j);
+ }
+ }
+
+// start menus appearing
+ ShowMenu(RDMENU_BOTTOM);
+
+
+// lets have the mouse pointer back
+ Set_mouse(NORMAL_MOUSE_ID);
+
+ choosing=1;
+
+ return(IR_REPEAT); //again next cycle
+ }
+
+ else //menu is there - we're just waiting for a click
+ {
+// Zdebug("choosing");
+ me = MouseEvent(); //get mouse event
+
+// we only care about left clicks
+// we ignore mouse releases
+
+ if ((me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN))
+ {
+// check for click on a menu
+// if so then end the choose, highlight only the chosen, blank the mouse and return the ref code *8
+
+ if ((mousey>399)&&(mousex>=24)&&(mousex<640-24))
+ {
+ hit=(mousex-24)/40; //which are we over?
+
+ if (hit<IN_SUBJECT) //clicked on something - what button?
+ {
+ //--------------------------------------
+ // Write to walkthrough file (zebug0.txt)
+ #ifdef _DEBUG
+ Zdebug(0,"----------------------");
+ Zdebug(0,"Icons available:");
+ #endif
+ //--------------------------------------
+
+ for (j=0;j<IN_SUBJECT;j++) //change icons
+ {
+ //--------------------------------------
+ // Write to walkthrough file (zebug0.txt)
+ #ifdef _DEBUG
+ Zdebug(0,"%s", FetchObjectName(subject_list[j].res));
+ #endif
+ //--------------------------------------
+
+ if (j!=hit) //change all others to grey
+ {
+ icon = res_man.Res_open( subject_list[j].res ) + sizeof(_standardHeader); //now grey
+ SetMenuIcon(RDMENU_BOTTOM, j, icon);
+ res_man.Res_close( subject_list[j].res );
+ }
+ }
+
+ //--------------------------------------
+ // Write to walkthrough file (zebug0.txt)
+ #ifdef _DEBUG
+ Zdebug(0,"Selected: %s", FetchObjectName(subject_list[hit].res));
+ Zdebug(0,"----------------------");
+ #endif
+ //--------------------------------------
+
+ choosing=0; //this is our looping flag
+
+ IN_SUBJECT=0;
+
+ Set_mouse(NULL); //blank mouse again
+
+// Zdebug("hit %d - ref %d ref*8 %d", hit, subject_list[hit].ref, subject_list[hit].ref*8);
+
+ RESULT=subject_list[hit].res; //for non-speech scripts that manually call the chooser
+
+ return(IR_CONT+(subject_list[hit].ref<<3)); //return special subject chosen code
+ }
+ }
+ }
+// Zdebug("end choose");
+ return(IR_REPEAT); //again next cycle
+ }
+}
+//------------------------------------------------------------------------------------
+int32 FN_start_conversation(int32 *params) //Tony27Nov96
+{
+//Start conversation
+
+//FN_no_human(); // an FN_no_human
+//FN_change_speech_text (PLAYER, GEORGE_WIDTH, GEORGE_PEN );
+
+//params: 0 <empty>
+
+// Zdebug("FN_start_conversation %d", ID);
+
+ //--------------------------------------------------------------
+ // reset 'chooser_count_flag' at the start of each conversation:
+
+ // Note that FN_start_conversation might accidently be called
+ // every time the script loops back for another chooser
+ // but we only want to reset the chooser count flag the first time this function is called
+ // ie. when talk flag is zero
+ if (TALK_FLAG==0)
+ CHOOSER_COUNT_FLAG=0; // see FN_chooser & speech scripts
+ //--------------------------------------------------------------
+
+ FN_no_human(params);
+
+ return(IR_CONT);
+}
+//------------------------------------------------------------------------------------
+int32 FN_end_conversation(int32 *params) //Tony27Nov96
+{
+//end conversation
+//talk_flag=0;
+//FN_end_chooser();
+//FN_add_human();
+//FN_change_speech_text (PLAYER, VOICE_OVER_WIDTH, VOICE_OVER_PEN );
+//FN_idle();
+//params: 0 <empty>
+
+
+// Zdebug("FN_end_conversation");
+
+ HideMenu(RDMENU_BOTTOM);
+
+ if (mousey>399)
+ { mouse_mode=MOUSE_holding; //will wait for cursor to move off the bottom menu
+ Zdebug(" holding");
+ }
+
+ TALK_FLAG=0; //in-case DC forgets
+
+
+// restart george's base script
+// LLogic.Total_restart();
+
+ if (params);
+
+ return(IR_CONT); //drop out without saving pc and go around again
+}
+//------------------------------------------------------------------------------------
+int32 FN_they_do(int32 *params) //S2.1(18Jan95tw) Tony3Dec96
+{
+//doesn't send the command until target is waiting - once sent we carry on
+
+//params 0 target
+// 1 command
+// 2 ins1
+// 3 ins2
+// 4 ins3
+// 5 ins4
+// 6 ins5
+
+ uint32 null_pc=5; //4th script - get-speech-state
+ char *raw_script_ad;
+ _standardHeader *head;
+ int32 target=params[0];
+
+
+//request status of target
+ head = (_standardHeader*) res_man.Res_open(target);
+ if (head->fileType!=GAME_OBJECT)
+ Con_fatal_error("FN_they_do %d not an object", target);
+
+ raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
+
+ RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
+ res_man.Res_close(target);
+
+//result is 1 for waiting, 0 for busy
+
+ if ((RESULT==1)&&(!INS_COMMAND)) //its waiting and no other command is queueing
+ {
+ speechScriptWaiting = 0; // reset debug flag now that we're no longer waiting - see debug.cpp
+
+ SPEECH_ID = params[0];
+ INS_COMMAND = params[1];
+ INS1 = params[2];
+ INS2 = params[3];
+ INS3 = params[4];
+ INS4 = params[5];
+ INS5 = params[6];
+
+ return(IR_CONT); //script cont
+ }
+
+ speechScriptWaiting = target; // debug flag to indicate who we're waiting for - see debug.cpp
+ return(IR_REPEAT); // target is busy so come back again next cycle
+}
+//------------------------------------------------------------------------------------
+int32 FN_they_do_we_wait(int32 *params) //Tony3Dec96
+{
+//give target a command and wait for it to register as finished
+
+//params 0 pointer to ob_logic
+// 1 target
+// 2 command
+// 3 ins1
+// 4 ins2
+// 5 ins3
+// 6 ins4
+// 7 ins5
+
+//'looping' flag is used as a sent command yes/no
+
+ Object_logic *ob_logic;
+
+ uint32 null_pc=5; //4th script - get-speech-state
+ char *raw_script_ad;
+ _standardHeader *head;
+ int32 target=params[1];
+
+
+// Zdebug("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
+ head = (_standardHeader*) res_man.Res_open(target);
+ if (head->fileType!=GAME_OBJECT)
+ Con_fatal_error("FN_they_do_we_wait %d not an object", target);
+
+ raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
+
+ RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
+ res_man.Res_close(target);
+
+
+
+
+
+ ob_logic = (Object_logic *)params[0];
+
+ 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);
+
+ SPEECH_ID = params[1];
+ INS_COMMAND = params[2];
+ INS1 = params[3];
+ INS2 = params[4];
+ INS3 = params[5];
+ INS4 = params[6];
+ INS5 = params[7];
+
+ ob_logic->looping=1;
+
+ speechScriptWaiting = target; // debug flag to indicate who we're waiting for - see debug.cpp
+ return(IR_REPEAT); // finish this cycle - but come back again to check for it being finished
+ }
+ else if (ob_logic->looping==0) //did not send the command
+ {
+ speechScriptWaiting = target; // debug flag to indicate who we're waiting for - see debug.cpp
+ return(IR_REPEAT); // come back next go and try again to send the instruction
+ }
+
+
+//ok, the command has been sent - has the target actually done it yet?
+
+//result is 1 for waiting, 0 for busy
+
+ if (RESULT==1) // its waiting now so we can be finished with all this
+ {
+// Zdebug("FNtdww finished");
+ ob_logic->looping=0; // not looping anymore
+
+ speechScriptWaiting = 0; // reset debug flag now that we're no longer waiting - see debug.cpp
+ return(IR_CONT); // script cont
+ }
+
+// Zdebug("FNtdww just waiting");
+
+ speechScriptWaiting = target; // debug flag to indicate who we're waiting for - see debug.cpp
+ return(IR_REPEAT); // see ya next cycle
+}
+//------------------------------------------------------------------------------------
+int32 FN_we_wait(int32 *params) //Tony3Dec96
+{
+//loop until the target is free
+
+//params 0 target
+
+ uint32 null_pc=5; //4th script - get-speech-state
+ char *raw_script_ad;
+ _standardHeader *head;
+ int32 target=params[0];
+
+//request status of target
+ head = (_standardHeader*) res_man.Res_open(target);
+ if (head->fileType!=GAME_OBJECT)
+ Con_fatal_error("FN_we_wait %d not an object", target);
+
+ raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
+
+ RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
+ res_man.Res_close(target);
+
+//result is 1 for waiting, 0 for busy
+
+ if (RESULT==1)
+ {
+ speechScriptWaiting = 0; // reset debug flag now that we're no longer waiting - see debug.cpp
+ return(IR_CONT); // script cont
+ }
+
+ speechScriptWaiting = target; // debug flag to indicate who we're waiting for - see debug.cpp
+ return(IR_REPEAT); // target is busy so come back again next cycle
+}
+//------------------------------------------------------------------------------------
+int32 FN_timed_wait(int32 *params) //Tony12Dec96
+{
+//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
+
+//params 0 ob_logic
+// 1 target
+// 2 number of cycles before give up
+
+ uint32 null_pc=5; //4th script - get-speech-state
+ char *raw_script_ad;
+ Object_logic *ob_logic;
+ _standardHeader *head;
+ int32 target=params[1];
+
+
+ ob_logic = (Object_logic *)params[0];
+
+
+ if (!ob_logic->looping)
+ ob_logic->looping=params[2]; //first time in
+
+
+//request status of target
+ head = (_standardHeader*) res_man.Res_open(target);
+ if (head->fileType!=GAME_OBJECT)
+ Con_fatal_error("FN_timed_wait %d not an object", target);
+
+ raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
+
+ RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
+ res_man.Res_close(target);
+
+//result is 1 for waiting, 0 for busy
+
+ ob_logic->looping--;
+
+ if (RESULT==1) //its waiting
+ {
+ ob_logic->looping=0; //reset because counter is likely to be still high
+ RESULT=0; //means ok
+
+ speechScriptWaiting = 0; // reset debug flag now that we're no longer waiting - see debug.cpp
+ return(IR_CONT); // script cont
+ }
+
+
+ if (!ob_logic->looping) //time up - caller must check RESULT
+ {
+
+ RESULT=1; //not ok
+
+// kill the event
+
+ Kill_all_ids_events(target); //clear the event that hasn't been picked up - in theory, none of this should ever happen
+
+ Zdebug("EVENT timed out");
+
+ speechScriptWaiting = 0; // reset debug flag now that we're no longer waiting - see debug.cpp
+ return(IR_CONT); //script cont
+ }
+
+ speechScriptWaiting = target; // debug flag to indicate who we're waiting for - see debug.cpp
+ return(IR_REPEAT); // target is busy so come back again next cycle
+}
+//------------------------------------------------------------------------------------
+int32 FN_speech_process(int32 *params) //Tony5Dec96
+{
+//recieve and sequence the commands sent from the conversation script
+//we have to do this in a slightly tweeky manner as we can no longer have generic scripts
+//this function comes in with all the structures that will be required
+
+//param 0 pointer to ob_graphic
+//param 1 pointer to ob_speech
+//param 2 pointer to ob_logic
+//param 3 pointer to ob_mega
+//param 4 pointer to ob_walkdata
+
+//note - we could save a var and ditch wait_state and check 'command' for non zero means busy
+
+ Object_speech *ob_speech;
+
+ int32 pars[9];
+ int32 ret;
+
+
+ ob_speech = (Object_speech*) params[1];
+
+
+// Zdebug(" SP");
+
+ while(1)
+ {
+ if (ob_speech->command) //we are currently running a command
+ {
+ switch(ob_speech->command)
+ {
+ //----------------------------------------------
+ case INS_talk:
+
+ pars[0]=params[0]; //ob_graphic
+ pars[1]=params[1]; //ob_speech
+ pars[2]=params[2]; //ob_logic
+ pars[3]=params[3]; //ob_mega
+
+ pars[4]=ob_speech->ins1; //param 4 encoded text number
+ pars[5]=ob_speech->ins2; //param 5 wav res id
+ pars[6]=ob_speech->ins3; //param 6 anim res id
+ pars[7]=ob_speech->ins4; //param 7 anim table res id
+ pars[8]=ob_speech->ins5; //param 8 animation mode 0 lip synced, 1 just straight animation
+
+ // Zdebug("speech-process talk");
+
+ ret = FN_i_speak(pars); //run the function - (it thinks its been called from script - bloody fool)
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+// Zdebug("speech-process talk finished");
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_turn:
+
+ pars[0]=params[2]; // ob_logic
+ pars[1]=params[0]; // ob_graphic
+ pars[2]=params[3]; // ob_mega
+ pars[3]=params[4]; // ob_walkdata
+ pars[4]=ob_speech->ins1; // direction to turn to
+
+ ret = FN_turn(pars);
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_face:
+
+ pars[0]=params[2]; // ob_logic
+ pars[1]=params[0]; // ob_graphic
+ pars[2]=params[3]; // ob_mega
+ pars[3]=params[4]; // ob_walkdata
+ pars[4]=ob_speech->ins1; // target
+
+ ret = FN_face_mega(pars);
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_anim:
+
+ pars[0]=params[2]; //ob_logic
+ pars[1]=params[0]; //ob_graphic
+ pars[2]=ob_speech->ins1; //anim res
+
+ ret= FN_anim(pars);
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_reverse_anim:
+
+ pars[0]=params[2]; //ob_logic
+ pars[1]=params[0]; //ob_graphic
+ pars[2]=ob_speech->ins1; //anim res
+
+ ret= FN_reverse_anim(pars);
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_table_anim:
+
+ pars[0]=params[2]; //ob_logic
+ pars[1]=params[0]; //ob_graphic
+ pars[2]=params[3]; //ob_mega
+ pars[3]=ob_speech->ins1; //pointer to anim table
+
+ ret= FN_mega_table_anim(pars);
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_reverse_table_anim:
+
+ pars[0]=params[2]; //ob_logic
+ pars[1]=params[0]; //ob_graphic
+ pars[2]=params[3]; //ob_mega
+ pars[3]=ob_speech->ins1; //pointer to anim table
+
+ ret= FN_reverse_mega_table_anim(pars);
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_no_sprite:
+
+ FN_no_sprite(params); // ob_graphic;
+
+ ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+
+ return(IR_REPEAT);
+
+ //----------------------------------------------
+ case INS_sort:
+
+ FN_sort_sprite(params); // ob_graphic;
+
+ ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+
+ return(IR_REPEAT);
+
+ //----------------------------------------------
+ case INS_foreground:
+
+ FN_fore_sprite(params); // ob_graphic;
+
+ ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+
+ return(IR_REPEAT);
+
+ //----------------------------------------------
+ case INS_background:
+
+ FN_back_sprite(params); // ob_graphic;
+
+ ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+
+ return(IR_REPEAT);
+
+ //----------------------------------------------
+ case INS_walk:
+
+ pars[0]=params[2]; //ob_logic
+ pars[1]=params[0]; //ob_graphic
+ pars[2]=params[3]; //ob_mega
+ pars[3]=params[4]; //ob_walkdata
+
+ pars[4]=ob_speech->ins1; //target x
+ pars[5]=ob_speech->ins2; //target y
+ pars[6]=ob_speech->ins3; //target direction
+
+ ret= FN_walk(pars);
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+// Zdebug("speech-process walk finished");
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_walk_to_anim:
+
+ pars[0]=params[2]; //ob_logic
+ pars[1]=params[0]; //ob_graphic
+ pars[2]=params[3]; //ob_mega
+ pars[3]=params[4]; //ob_walkdata
+
+ pars[4]=ob_speech->ins1; // anim resource
+
+ ret= FN_walk_to_anim(pars);
+
+ if (ret!=IR_REPEAT)
+ { ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+// Zdebug("speech-process walk finished");
+ }
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_stand_after_anim:
+
+ pars[0]=params[0]; // ob_graphic
+ pars[1]=params[3]; // ob_mega
+ pars[2]=ob_speech->ins1; // anim resource
+
+ ret= FN_stand_after_anim(pars);
+
+ ob_speech->command=0; // command finished
+ ob_speech->wait_state=1; // waiting for command
+
+ return(IR_REPEAT); // come back again next cycle
+
+ //----------------------------------------------
+ case INS_set_frame:
+
+ pars[0]=params[0]; // ob_graphic
+ pars[1]=ob_speech->ins1; // anim_resource
+ pars[2]=ob_speech->ins2; // FIRST_FRAME or LAST_FRAME
+
+ ret= FN_set_frame(pars);
+
+ ob_speech->command=0; //command finished
+ ob_speech->wait_state=1; //waiting for command
+
+ return(IR_REPEAT); //come back again next cycle
+
+ //----------------------------------------------
+ case INS_quit:
+
+// Zdebug("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
+
+ //----------------------------------------------
+ default:
+
+ ob_speech->command=0; //not yet implemented - just cancel
+ ob_speech->wait_state=1; //waiting for command
+ break;
+
+ //----------------------------------------------
+ }
+ }
+
+
+
+ if (SPEECH_ID==ID) //new command for us!
+ {
+
+ SPEECH_ID=0; //clear this or it could trigger next go
+
+// grab the command - potentially, we only have this cycle to do this
+ ob_speech->command = INS_COMMAND;
+ ob_speech->ins1 = INS1;
+ ob_speech->ins2 = INS2;
+ ob_speech->ins3 = INS3;
+ ob_speech->ins4 = INS4;
+ ob_speech->ins5 = INS5;
+
+ INS_COMMAND=0; //the current send has been recieved - i.e. seperate multiple they-do's
+
+ ob_speech->wait_state=0; //now busy
+
+// Zdebug("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
+
+ }
+ else //no new command
+ {
+// we could run a blink anim (or something) here
+
+ ob_speech->wait_state=1; //now free
+ return(IR_REPEAT); //come back again next cycle
+ }
+ }
+
+
+}
+//------------------------------------------------------------------------------------
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+#if 1==2
+
+
+ ooo l dddd sss ttttt u u fffff fffff
+o o l d d s t u u f f
+o o l d d sss t u u ffff ffff
+o o l d d s t u u f f
+o o l d d s s t u u f f
+o o l d d s s t u u f f
+ ooo llll dddd sss t uuu f f
+
+
+
+
+// ScriptReference 0,19
+mega_interact //standard interact protocol for megas who have been clicked on
+{ //replaces S2's mega_sss... (Jan95tw)
+
+ o_down_flag=0; //reset on entry - we dont know what this flag will be
+ //we will not be wiping a command because the player will
+ //not start until we signal - at the end of this loop...
+ //"smart" - readers voice
+ do
+ {
+ if (o_down_flag!=0) //recieved any instructions?
+
+ switch(o_down_flag)
+ {
+ //--------------------------------------------
+ case INS_talk: // (o_ins3=cdt or anim table, o_ins2=text id, o_ins1=graphic or 0)
+ {
+ FN_I_speak(o_ins3, o_ins2, o_ins1);
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_anim: //run coord-less anim (o_ins1=cdt or anim table, o_ins2=graphic or 0, o_ins3=0)
+ {
+ FN_anim( o_ins1, o_ins2 );
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+
+ case INS_full_anim: //run anim with coords (o_ins1=cdt o_ins2=graphic o_ins3=0)
+ {
+ FN_full_anim( o_ins1, o_ins2 );
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_walk: // walk to (o_ins1,o_ins2) & stand in direction 'o_ins3'
+ {
+ FN_walk(o_ins1,o_ins2,o_ins3,STAND);
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_turn: //turn/stand as specified
+ {
+ FN_turn(o_ins1,STAND); // turn to direction 'o_ins1'
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_face: //turn to face specified mega character
+ {
+ FN_face(o_ins1);
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_trace: // face compact id 'o_ins1' - continues until next command (because 'o_down_flag' not reset to zero)
+ {
+ FN_face(o_ins1);
+ o_down_flag=INS_trace; // do this again & again until a new command is received
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_no_sprite:
+ {
+ FN_no_sprite();
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_sort:
+ {
+ FN_sort();
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_foreground:
+ {
+ FN_foreground();
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_background:
+ {
+ FN_background();
+ o_down_flag=0;
+ }
+ break;
+
+ //--------------------------------------------
+ case INS_quit:
+ {
+ }
+ break; //fall out of outer loop
+
+ //--------------------------------------------
+ default:
+ {
+ FN_talk_error(); //shut the system down - I can't be bothered to recover from this
+ }
+ break;
+
+ //--------------------------------------------
+ }
+
+
+ FN_add_talk_wait_status_bit(); // add waiting bit to status for player to pickup
+ FN_quit(); // drop out of script until next cycle to see if new instructions have arrived
+ FN_remove_talk_wait_status_bit(); // off again, in case command received
+
+ }
+ while(o_down_flag!=INS_quit); //until we're told to terminate
+
+
+ FN_goto_bookmark(); //get the mega going again
+}
+//-----------------------------------------------------------------------------------------
+// ScriptReference 0,20
+
+mega_approach_script // George runs this script to get over to 'target_mega', who's already running 'mega_interact'
+{
+
+ //FN_they_do_we_wait(target_mega,INS_trace,GEORGE,0,0); // 'target_mega' repeatedly faces george while he walks over
+
+ FN_they_do_we_wait(target_mega,INS_face,GEORGE,0,0); // Mega turns to face George
+
+ FN_get_pos(target_mega);
+ target_x = return_value;
+ target_y = return_value_2;
+ distance_apart = return_value_4;
+
+ walk_attempt = 0; // keep count of attempts
+
+ if ((o_xcoord) < target_x) // If George is currently left of Duane
+ walk_flag = 0; // try LHS first
+ else
+ walk_flag = 1; // try RHS first
+
+
+ //--------------------------------------------------------
+ do
+ {
+ if (walk_flag==0) // (0) try LHS - & face DOWN_RIGHT
+ {
+ FN_walk(target_x-distance_apart,target_y,DOWN_RIGHT,STAND);
+
+ if (o_down_flag)
+ walk_flag=2; // made it
+ else
+ walk_flag=1; // try RHS next, or fail (to anywhere)
+ }
+
+ else // (1) try RHS & face DOWN_LEFT
+ {
+ FN_walk(target_x+distance_apart,target_y,DOWN_LEFT,STAND);
+
+ if (o_down_flag)
+ walk_flag=2; // made it
+ else
+ walk_flag=0; // try LHS next, or fail (to anywhere)
+ }
+
+ walk_attempt+=1;
+ }
+ while ((walk_flag<2)&&(walk_attempt<2)); // try again until we get there or we've tried both sides
+ //--------------------------------------------------------
+
+
+ if (walk_flag!=2) // if LHS & RHS both failed - try anywhere
+ {
+ FN_walk(target_x,target_y,ANY,STAND); // walk George to (near) Mega's coords
+ }
+
+
+ FN_we_wait(target_mega); // wait for Duane to be ready to receive a command
+
+ if ((o_xcoord) < target_x) // If George is now left of Duane
+ {
+ FN_they_do_we_wait(target_mega,INS_turn,DOWN_LEFT,0,0); // Mega faces DOWN_LEFT
+ FN_turn(DOWN_RIGHT, STAND); // George faces DOWN_RIGHT
+ }
+ else // George is now right of Duane
+ {
+ FN_they_do_we_wait(target_mega,INS_turn,DOWN_RIGHT,0,0); // Mega faces DOWN_LEFT
+ FN_turn(DOWN_LEFT, STAND); // George faces DOWN_RIGHT
+ }
+ //-----------------------------------------------------------------------------------
+}
+//------------------------------------------------------------------------------------
+int32 FN_they_do(object *compact, int32 id, int32 tar, int32 a, int32 b, int32 c, int32 d, int32 x) //S2.1(18Jan95tw)
+{
+ // NB. a, b & c could be resID's!! (25jul95 JEL)
+
+ object *target;
+
+ compact;id;x;
+
+ //Tdebug("FN_they_do %d %d %d %d %d", tar,a,b,c,d);
+
+ target = (object *) Lock_object(tar);
+
+ target->o_down_flag = a; // the actual instruction; INS_talk, INS_quit, etc.
+ target->o_ins1 = b; // and now the 3 parameters... (updated 24apr95JEL)
+ target->o_ins2 = c;
+ target->o_ins3 = d;
+
+ Unlock_object(tar);
+
+ return(1); //script cont
+}
+
+//--------------------------------------------------------------------------------------
+
+//send an instruction to mega we're talking to and wait until it has finished before
+//returning to script
+
+int32 FN_they_do_we_wait(object *compact, int32 id, int32 tar, int32 a, int32 b, int32 c, int32 d, int32 x)
+{ //S2.1(18Jan95tw)
+
+ // NB. a, b & c could be resID's!! (25jul95 JEL)
+
+ object *target;
+
+ compact;id;x;
+
+ //Tdebug("FN_they_do_we_wait %d %d %d %d %d", tar,a,b,c,d);
+
+ target = (object *) Lock_object(tar);
+
+ target->o_down_flag = a; // the actual instruction; INS_talk, INS_quit, etc.
+ target->o_ins1 = b; // and now the 3 parameters... (updated 24apr95JEL)
+ target->o_ins2 = c;
+ target->o_ins3 = d;
+
+ compact->o_logic = LOGIC_wait_for_talk; // we wait until they've finished
+ compact->o_down_flag=tar; // we wait for this person
+
+ target->o_status &= (0xffffffff-STAT_TALK_WAIT); // remove for this cycle - remember, this damn system is totally seamless...
+
+ Unlock_object(tar);
+ return(0); //script stop
+}
+
+//--------------------------------------------------------------------------------------
+// wait until last instruction it has finished before returning to script
+
+int32 FN_we_wait(object *compact, int32 id, int32 tar, int32 a, int32 b, int32 c, int32 d, int32 e) // (7JULY95 JEL)
+{
+ object *target;
+
+ compact;id;a;b;c;d;e;
+
+ target = (object *) Lock_object(tar);
+
+ //Tdebug("FN_we_wait %d", tar);
+
+ compact->o_logic = LOGIC_wait_for_talk; // we wait until they've finished
+ compact->o_down_flag=tar; // we wait for this person
+
+ target->o_status &= (0xffffffff-STAT_TALK_WAIT); // remove for this cycle - remember, this damn system is totally seamless...
+
+ Unlock_object(tar);
+ return(0); //script stop
+}
+
+//--------------------------------------------------------------------------------------
+int32 FN_add_talk_wait_status_bit(object *compact, int32 id, int32 tar, int32 a, int32 b, int32 c, int32 d, int32 e) // (21may96 JEL)
+{
+ id;tar;a;b;c;d;e;
+
+ compact->o_status |= STAT_TALK_WAIT;
+
+ return(1); //script continue
+}
+//--------------------------------------------------------------------------------------
+int32 FN_remove_talk_wait_status_bit(object *compact, int32 id, int32 tar, int32 a, int32 b, int32 c, int32 d, int32 e) // (21may96 JEL)
+{
+ id;tar;a;b;c;d;e;
+
+ compact->o_status &= (0xffffffff-STAT_TALK_WAIT);
+
+ return(1); //script continue
+}
+//--------------------------------------------------------------------------------------
+
+//mega_interact has recieved an instruction it does not understand - I have chosen to
+//halt the game to ensure the error is noticed...
+
+int32 FN_talk_error(object *compact, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) //S2.1(18Jan95tw)
+{
+ compact;id;a;b;c;d;z;x;
+
+ Tdebug("FN_talk_error for %d - instruct = %d",id, compact->o_down_flag);
+ Go_dos("FN_talk_error for %d - instruct = %d",id, compact->o_down_flag);
+
+ return(0);
+}
+
+//--------------------------------------------------------------------------------------
+//--------------------------------------------------------------------------------------
+
+//wait for target to switch into STAT_TALK_WAIT then go back into script mode
+//used during speech they_do commands - we must look to a specific target in-case
+//of multiple particpents in the conversation - a sync from the target is not enough...
+
+Logic_wait_talk(object *compact, int id) //S2.1(25Jan95tw)
+{
+ object *target;
+
+ id;
+
+ target = (object *) Lock_object(compact->o_down_flag); //holds id of person we're waiting for
+
+
+ if (!(target->o_status&STAT_TALK_WAIT))
+ {
+ Unlock_object(compact->o_down_flag); //holds id of person we're waiting for
+ return(0); //0 which means drop out of logic
+ }
+ else
+ {
+ compact->o_logic=LOGIC_script; //back to script again next cycle
+ Unlock_object(compact->o_down_flag); //holds id of person we're waiting for
+ return(1); // go straight back into script
+ //return(0); // drop out for one cycle (allows speech text sprite to disappear before continuing - 13Mar95JEL)
+ }
+}
+
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+#endif
+
+
+
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+uint32 unpause_zone=0;
+//------------------------------------------------------------------------------------
+int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97)
+{
+//its the super versatile FN_speak
+//text and wavs can be selected in any combination
+
+//we can assume no human - there should be no human at least!
+
+//param 0 pointer to ob_graphic
+//param 1 pointer to ob_speech
+//param 2 pointer to ob_logic
+//param 3 pointer to ob_mega
+
+//param 4 encoded text number
+//param 5 wav res id
+//param 6 anim res id
+//param 7 anim table res id
+//param 8 animation mode 0 lip synced, 1 just straight animation
+
+#define S_OB_GRAPHIC 0
+#define S_OB_SPEECH 1
+#define S_OB_LOGIC 2
+#define S_OB_MEGA 3
+
+#define S_TEXT 4
+#define S_WAV 5
+#define S_ANIM 6
+#define S_DIR_TABLE 7
+#define S_ANIM_MODE 8
+
+ _mouseEvent *me;
+ _animHeader *anim_head;
+ Object_logic *ob_logic;
+ Object_graphic *ob_graphic;
+ Object_mega *ob_mega;
+ uint8 *anim_file;
+ uint32 local_text;
+ uint32 text_res;
+ uint8 *text;
+ static uint8 textRunning, speechRunning;
+ int32 *anim_table;
+ uint8 speechFinished=0; // James25feb97
+ int8 speech_pan;
+ char speechFile[256];
+ static uint8 cycle_skip=0;
+
+ #ifdef _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
+
+ uint32 rv; // drivers return value
+
+
+ //-----------------------------------------------
+ // set up the pointers which we know we'll always need
+
+ ob_logic = (Object_logic *) params[S_OB_LOGIC];
+ ob_graphic = (Object_graphic *) params[S_OB_GRAPHIC];
+
+ //-----------------------------------------------
+ // FIRST TIME ONLY: create the text, load the wav, set up the anim, etc.
+
+ if (!ob_logic->looping)
+ {
+ //-------------------------
+ // New fudge to wait for smacker samples to finish (James31july97)
+ // since they can over-run into the game
+
+ if (GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished?
+ return (IR_REPEAT);
+
+ //-------------------------
+ // New fudge for 'fx' subtitles (James 29july97)
+ // 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!
+ if ((subtitles==0) && (WantSpeechForLine(params[S_WAV])==0))
+ return (IR_CONT);
+
+ //-------------------------
+ if (cycle_skip==0) // (James 17july97)
+ {
+ // drop out for 1st cycle to allow walks/anims to end & display last frame
+ // before system locks while speech loaded
+ cycle_skip=1;
+ return (IR_REPEAT);
+ }
+ else
+ cycle_skip=0;
+ //-------------------------
+
+ //-----------------------------------------------------------
+ #ifdef _DEBUG // (James26jun97)
+
+ textNumber = params[S_TEXT]; // for debug info
+
+ // For testing all text & speech! (James26jun97)
+ // 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 number out of range' respectively
+ // See 'testing_routines' object in George's Player Character section of linc
+
+ if (SYSTEM_TESTING_TEXT)
+ {
+ RESULT=0;
+
+ text_res = params[S_TEXT]/SIZE;
+ local_text = params[S_TEXT]&0xffff;
+
+ if (res_man.Res_check_valid(text_res)) // if the resource number is within range & it's not a null resource
+ {
+ head = (_standardHeader*) res_man.Res_open(text_res); // open the resource
+
+ if (head->fileType==TEXT_FILE) // if it's not an animation file
+ {
+ if (CheckTextLine((uint8*)head,local_text)==0) // if line number is out of range
+ RESULT=2; // line number out of range
+ }
+ else
+ RESULT=1; // invalid (not a text resource)
+
+ res_man.Res_close(text_res); // close the resource
+
+ if (RESULT)
+ return(IR_CONT);
+ }
+ else
+ { // not a valid resource number
+ RESULT=1; // invalid (null resource)
+ return(IR_CONT);
+ }
+ }
+
+ #endif // _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 _DEBUG
+
+ text_res = params[S_TEXT]/SIZE;
+ local_text = params[S_TEXT]&0xffff;
+
+ text = FetchTextLine( res_man.Res_open(text_res), local_text ); // open text file & get the line
+ //officialTextNumber = *(uint16*)text; // 1st word of text line is the official line number (this doesn't work on PSX)
+ memcpy(&officialTextNumber, text, 2); // this works on PSX & PC
+
+ res_man.Res_close(text_res); // now ok to close the text file
+
+ //--------------------------------------
+ #ifdef _DEBUG // (James09jul97)
+
+ // prevent dud lines from appearing while testing text & speech
+ // since these will not occur in the game anyway
+
+ if (SYSTEM_TESTING_TEXT) // if testing text & speech
+ { // if actor number is 0 and text line is just a 'dash' character
+ if ((officialTextNumber==0) && (text[2]=='-') && (text[3]==NULL))
+ {
+ RESULT=3; // dud line
+ return(IR_CONT); // return & continue script
+ }
+ }
+
+ #endif // _DEBUG
+ //--------------------------------------
+ // set the 'looping_flag' & the text-click-delay
+
+ ob_logic->looping=1;
+ left_click_delay=6; // can't left-click past the text for the first half second
+ right_click_delay=3; // can't right-click past the text for the first quarter second
+
+ //----------------------------------------------------------
+ // Write to walkthrough file (zebug0.txt)
+
+ #ifdef _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
+ Zdebug(0,"(%d) %s: %s", officialTextNumber, FetchObjectName(ID), text+2);
+ #endif
+
+ //--------------------------------------
+ // Set up the speech animation
+
+ if (params[S_ANIM]) //just a straight anim
+ {
+ anim_id=params[S_ANIM];
+ speech_anim_type=SPEECHANIMFLAG; //params[S_ANIM_MODE]; //anim type
+
+ ob_graphic->anim_resource = anim_id; // set the talker's graphic to this speech anim now
+ ob_graphic->anim_pc = 0; // set to first frame
+ }
+ else if (params[S_DIR_TABLE]) //use this direction table to derive the anim NB. ASSUMES WE HAVE A MEGA OBJECT!!
+ {
+ ob_mega = (Object_mega*) params[S_OB_MEGA];
+
+ anim_table = (int32 *)params[S_DIR_TABLE]; // pointer to anim table
+ anim_id = anim_table[ob_mega->current_dir]; // appropriate anim resource is in 'table[direction]'
+
+ speech_anim_type=SPEECHANIMFLAG; //params[S_ANIM_MODE]; //anim type
+
+ ob_graphic->anim_resource = anim_id; // set the talker's graphic to this speech anim now
+ ob_graphic->anim_pc = 0; // set to first frame
+ }
+ else //no animation choosen
+ {
+ anim_id=0; //no animation
+ }
+
+ SPEECHANIMFLAG = 0; // Default back to looped lip synced anims.
+
+ //--------------------------------------
+ // set up 'text_x' & 'text_y' for speech-pan and/or text-sprite position
+
+ LocateTalker(params);
+
+ //--------------------------------------
+ // is it to be speech or subtitles or both?
+
+ speechRunning=0; // assume not running until know otherwise
+
+ // New fudge for 'fx' subtitles (James 29july97)
+ // if speech is selected, and this line is allowed speech (not if it's an fx subtitle!)
+ if (speechSelected && WantSpeechForLine(officialTextNumber))
+ {
+ // if the wavId paramter is zero because not yet compiled into speech command,
+ // we can still get it from the 1st 2 chars of the text line
+ if (!params[S_WAV])
+ params[S_WAV] = (int32)officialTextNumber;
+
+ #define SPEECH_VOLUME 16 // 0..16
+ #define SPEECH_PAN 0 // -16..16
+
+ speech_pan = ((text_x-320)*16)/320;
+ // 'text_x' 'speech_pan'
+ // 0 -16
+ // 320 0
+ // 640 16
+
+ if (speech_pan<-16) // keep within limits of -16..16, just in case
+ speech_pan=-16;
+ else if (speech_pan>16)
+ speech_pan=16;
+
+ #ifdef _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
+ // if the CD needs changing again
+ // - can only know which CD to get if the wavID is non-zero
+ if ((text_res != currentTextResource) && (params[S_WAV]))
+ {
+ GetCorrectCdForSpeech(params[S_WAV]); // ensure correct CD is in for this wavId
+ currentTextResource = text_res;
+ }
+ }
+ #endif
+
+ //------------------------------
+ // set up path to speech cluster
+ // first checking if we have speech1.clu or speech2.clu in current directory (for translators to test)
+
+#ifdef _WEBDEMO // (James 01oct97)
+ strcpy(speechFile,"SPEECH.CLU");
+#else
+
+
+#ifdef _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 // _DEBUG
+ {
+ strcpy(speechFile,res_man.GetCdPath());
+ strcat(speechFile,"CLUSTERS\\SPEECH.CLU");
+ }
+#endif // _WEBDEMO
+ //------------------------------
+
+
+ rv = 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)
+ UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet)
+ }
+ #ifdef _DEBUG
+ else
+ {
+ Zdebug("ERROR: PlayCompSpeech(speechFile=\"%s\", wav=%d (res=%d pos=%d)) returned %.8x", speechFile, params[S_WAV], text_res, local_text, rv);
+ }
+ #endif
+
+
+ }
+
+ if (subtitles || (speechRunning==0)) // if we want subtitles, or speech failed to load
+ {
+ textRunning=1; // then we're going to show the text
+ Form_text(params); // so create the text sprite
+ }
+ else
+ textRunning=0; // otherwise don't want text
+
+ //--------------------------------------
+
+ }
+ //-----------------------------------------------
+ // EVERY TIME: run a cycle of animation, if there is one
+
+ if (anim_id) // there is an animation
+ {
+ ob_graphic->anim_pc++; // increment the anim frame number
+
+ anim_file = res_man.Res_open(ob_graphic->anim_resource); // open the anim file
+ anim_head = FetchAnimHeader( anim_file );
+
+ if (!speech_anim_type) // ANIM IS TO BE LIP-SYNC'ED & REPEATING
+ {
+ if (ob_graphic->anim_pc == (int32)(anim_head->noAnimFrames)) // if finished the anim
+ ob_graphic->anim_pc=0; // restart from frame 0
+ else if (speechRunning) // if playing a sample
+ {
+ if (!unpause_zone)
+ { if (AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit
+ ob_graphic->anim_pc=0; // restart from frame 0 ('closed mouth' frame)
+ }
+ }
+ }
+ else // ANIM IS TO PLAY ONCE ONLY
+ {
+ if (ob_graphic->anim_pc == (int32)(anim_head->noAnimFrames)-1) // reached the last frame of the anim
+ {
+ anim_id=0; // hold anim on this last frame
+ }
+ }
+
+ res_man.Res_close(ob_graphic->anim_resource); // close the anim file
+ }
+ else if (speech_anim_type)
+ speech_anim_type = 0; // Placed here so we actually display the last frame of the anim.
+
+ //-----------------------------------------------------------------------
+ //-----------------------------------------------------------------------
+ // EVERY TIME: FIND OUT IF WE NEED TO STOP THE SPEECH NOW...
+ //-----------------------------------------------------------------------
+ // if there is a wav then we're using that to end the speech naturally
+
+ if (speechRunning==1) // if playing a sample (note that value of '2' means about to play!)
+ {
+ if (!unpause_zone)
+ { if (GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished?
+ speechFinished=1; // James25feb97
+ }
+ else unpause_zone--;
+ }
+ //-----------------------------------------------------------------------
+ // if no sample then we're using speech_time to end speech naturally
+
+ else if ((speechRunning==0)&&(speech_time)) // counting down text time because there is no sample - this ends the speech
+ {
+ speech_time--;
+ if (!speech_time)
+ speechFinished=1; // James25feb97
+ }
+ //-----------------------------------------------------------------------
+ // ok, all is running along smoothly - but a click means stop unnaturally
+
+ #ifdef _DEBUG
+ if ((SYSTEM_TESTING_TEXT==0)||(mousey>0)) // so that we can go to the options panel while text & speech is being tested
+ #endif
+ {
+ me = MouseEvent(); // get mouse event
+
+ // Note that we now have TWO click-delays - one for LEFT button, one for RIGHT BUTTON
+ if ( ((!left_click_delay)&&(me!=NULL)&&(me->buttons&RD_LEFTBUTTONDOWN)) || ((!right_click_delay)&&(me!=NULL)&&(me->buttons&RD_RIGHTBUTTONDOWN)) )
+ {
+ // mouse click, after click_delay has expired -> end the speech
+ // we ignore mouse releases
+
+ //-----------------------------------------------------------
+ #ifdef _DEBUG // (James26jun97)
+ if (SYSTEM_TESTING_TEXT) // if testing text & speech
+ {
+ if (me->buttons&RD_RIGHTBUTTONDOWN) // and RB used to click past text
+ SYSTEM_WANT_PREVIOUS_LINE=1; // then we want the previous line again
+ else
+ SYSTEM_WANT_PREVIOUS_LINE=0; // LB just want next line again
+ }
+ #endif
+ //-----------------------------------------------------------
+
+ do
+ me = MouseEvent(); //trash anything thats buffered
+ while(me!=NULL);
+
+ speechFinished=1; // James25feb97
+
+ if (speechRunning) // if speech sample playing
+ {
+ StopSpeech(); // halt the sample prematurely
+ }
+ }
+ }
+ //-----------------------------------------------------------------------
+ // if we are finishing the speech this cycle, do the business
+
+ if (speechFinished && !speech_anim_type) // !speech_anim_type, as we want an anim which is playing once to have finished.
+ {
+ if (speech_text_bloc_no) // if there is text
+ {
+ Kill_text_bloc(speech_text_bloc_no); // kill the text block
+ speech_text_bloc_no=0;
+ }
+
+ if (anim_id) // if there is a speech anim
+ {
+ anim_id=0;
+ ob_graphic->anim_pc=0; // end it on 1st frame (closed mouth)
+ }
+
+ textRunning=0;
+ speechRunning=0;
+
+ ob_logic->looping=0; // no longer in a script function loop
+
+#ifdef _DEBUG
+ textNumber = 0; // reset for debug info
+#endif // _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)
+ return(IR_CONT); // continue with the script
+ }
+ //-----------------------------------------------------------------------
+ // speech still going, so decrement the click_delay if it's still active
+
+ if (left_click_delay)
+ left_click_delay--; // count down to clickability
+
+ if (right_click_delay)
+ right_click_delay--; // count down to clickability
+
+ //-----------------------------------------------------------------------
+
+ return(IR_REPEAT); // back again next cycle
+
+}
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+void LocateTalker(int32 *params) // (James 01july97)
+{
+ // sets 'text_x' & 'text_y' for position of text sprite
+ // but 'text_x' also used to calculate speech-pan
+
+ //param 0 pointer to ob_graphic
+ //param 1 pointer to ob_speech
+ //param 2 pointer to ob_logic
+ //param 3 pointer to ob_mega
+
+ //param 4 encoded text number
+ //param 5 wav res id
+ //param 6 anim res id
+ //param 7 pointer to anim table
+ //param 8 animation mode 0 lip synced, 1 just straight animation
+
+ Object_mega *ob_mega;
+
+ uint8 *file;
+ _frameHeader *frame_head;
+ _animHeader *anim_head;
+ _cdtEntry *cdt_entry;
+ uint16 scale;
+
+
+
+
+ if (anim_id==0) // if there's no anim
+ { // assume it's Voice-Over text
+ text_x = 320; // so it goes at bottom of screen
+ text_y = 400;
+ }
+ else
+ {
+ #define GAP_ABOVE_HEAD 20 // distance kept above talking sprite
+
+ //-------------------------------------------
+ // Note: this code has been adapted from Register_frame() in build_display.cpp
+ //-------------------------------------------
+ // open animation file & set up the necessary pointers
+
+ file = res_man.Res_open(anim_id);
+
+ anim_head = FetchAnimHeader( file );
+ cdt_entry = FetchCdtEntry( file, 0 ); // '0' means 1st frame
+ frame_head = FetchFrameHeader( file, 0 ); // '0' means 1st frame
+
+ //-------------------------------------------
+ // check if this frame has offsets ie. this is a scalable mega frame
+
+ if ((cdt_entry->frameType) & FRAME_OFFSET)
+ {
+ ob_mega = (Object_mega*) params[S_OB_MEGA]; // this may be NULL
+
+ // calc scale at which to print the sprite, based on feet y-coord & scaling constants (NB. 'scale' is actually 256*true_scale, to maintain accuracy)
+ scale = (ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b)/256; // Ay+B gives 256*scale ie. 256*256*true_scale for even better accuracy, ie. scale = (Ay+B)/256
+
+ // calc suitable centre point above the head, based on scaled height
+ text_x = ob_mega->feet_x; // just use 'feet_x' as centre
+ text_y = ob_mega->feet_y + (cdt_entry->y * scale)/256; // add scaled y-offset to feet_y coord to get top of sprite
+ }
+ else // it's a non-scaling anim
+ {
+ // calc suitable centre point above the head, based on scaled width
+ text_x = cdt_entry->x + (frame_head->width)/2; // x-coord + half of width
+ text_y = cdt_entry->y; // y-coord
+ }
+
+ text_y -= GAP_ABOVE_HEAD; // leave space above their head
+
+ //-------------------------------------------
+ // adjust the text coords for RDSPR_DISPLAYALIGN
+
+ text_x -= this_screen.scroll_offset_x;
+ text_y -= this_screen.scroll_offset_y;
+
+ //-------------------------------------------
+ // release the anim resource
+
+ res_man.Res_close(anim_id);
+
+ //-------------------------------------------
+ }
+}
+//------------------------------------------------------------------------------------
+//------------------------------------------------------------------------------------
+void Form_text(int32 *params) //Tony18Oct96
+{
+//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
+
+//anim is optional - anim can be a repeating lip-sync or a run-once anim
+//if there is no wav then the text comes up instead
+//there can be any combination of text/wav playing
+
+//param 0 pointer to ob_graphic
+//param 1 pointer to ob_speech
+//param 2 pointer to ob_logic
+//param 3 pointer to ob_mega
+
+//param 4 encoded text number
+//param 5 wav res id
+//param 6 anim res id
+//param 7 pointer to anim table
+//param 8 animation mode 0 lip synced, 1 just straight animation
+
+
+ uint32 local_text;
+ uint32 text_res;
+ uint8 *text;
+ uint32 textWidth;
+ Object_speech *ob_speech;
+
+
+
+ if (params[S_TEXT]) //should always be a text line, as all text is derived from line of text
+ {
+ ob_speech = (Object_speech*) params[S_OB_SPEECH];
+
+ //----------------------------------------------------------
+ // establish the max width allowed for this text sprite
+
+ if (ob_speech->width) // if a specific width has been set up for this character
+ textWidth = ob_speech->width; // override the default
+ else
+ textWidth = 400; // otherwise use the default
+
+ //----------------------------------------------------------
+ // pull out the text line & make the sprite & text block
+
+ text_res = params[S_TEXT]/SIZE;
+ local_text = params[S_TEXT]&0xffff;
+
+ text = FetchTextLine( res_man.Res_open(text_res), local_text ); // open text file & get the line
+
+ // 'text+2' to skip the first 2 bytes which form the line reference number
+ speech_text_bloc_no = Build_new_block(text+2, text_x, text_y, textWidth, ob_speech->pen, RDSPR_TRANS+RDSPR_DISPLAYALIGN, speech_font_id, POSITION_AT_CENTRE_OF_BASE);
+
+ res_man.Res_close(text_res); // now ok to close the text file
+
+ //----------------------------------------------------------
+ // set speech duration, in case not using wav
+
+ speech_time = strlen((char *)text) + 30; // no. of cycles = (no. of chars) + 10
+
+ //----------------------------------------------------------
+ }
+ else // no text line passed? - this is bad
+ {
+ // Zdebug(9,"no text line for speech wav %d", params[S_WAV]); //stream 9 for missing text & wavs
+ Zdebug("no text line for speech wav %d", params[S_WAV]); //stream 9 for missing text & wavs
+ }
+}
+//------------------------------------------------------------------------------------
+#ifdef _DEBUG
+
+void GetCorrectCdForSpeech(int32 wavId)
+{
+ FILE *fp;
+ uint8 cd; // 1, 2 or 0 (if speech on both cd's, ie. no need to change)
+
+ fp = fopen("cd.bin","rb");
+
+ if (fp==NULL)
+ Con_fatal_error("Need cd.bin file for testing speech!");
+
+ fseek(fp, wavId, SEEK_SET);
+ fread(&cd, 1, 1, fp);
+
+ fclose(fp);
+
+ if ((cd==1)||(cd==2)) // if we specifically need CD1 or CD2 (ie. it's not on both)
+ res_man.GetCd(cd); // then check it's there (& ask for it if it's not there)
+}
+
+#endif
+//------------------------------------------------------------------------------------
+// For preventing sfx subtitles from trying to load speech samples
+// - since the sfx are implemented as normal sfx, so we don't want them as speech samples too
+// - and we only want the subtitles if selected, not if samples can't be found!
+
+uint8 WantSpeechForLine(uint32 wavId) // James (29july97)
+{
+ switch (wavId)
+ {
+ case 1328: // AttendantSpeech
+ // SFX(Phone71);
+ // FX <Telephone rings>
+
+ case 2059: // PabloSpeech
+ // SFX (2059);
+ // FX <Sound of sporadic gunfire from below>
+
+ case 4082: // DuaneSpeech
+ // SFX (4082);
+ // FX <Pffffffffffft! Frp. (Unimpressive, flatulent noise.)>
+
+ case 4214: // cat_52
+ // SFX (4214);
+ // 4214FXMeow!
+
+ case 4568: // trapdoor_13
+ // SFX (4568);
+ // 4568fx<door slamming>
+
+ case 4913: // LobineauSpeech
+ // SFX (tone2);
+ // FX <Lobineau hangs up>
+
+ case 5120: // bush_66
+ // SFX (5120);
+ // 5120FX<loud buzzing>
+
+ case 528: // PresidentaSpeech
+ // SFX (528);
+ // FX <Nearby Crash of Collapsing Masonry>
+
+ case 920: // location 62
+
+ case 923: // location 62
+
+ case 926: // location 62
+
+ {
+ return 0; // don't want speech for these lines!
+ break;
+ }
+
+ default:
+ return 1; // ok for all other lines
+ }
+}
+//------------------------------------------------------------------------------------