From 64ec1907c2d99e7ecc46e0a5d5605e474c548248 Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Tue, 4 Nov 2003 17:26:59 +0000 Subject: More moving of stuff into classes. svn-id: r11128 --- sword2/debug.cpp | 12 +-- sword2/logic.h | 71 +++++++++++++- sword2/speech.cpp | 274 +++++++++++++++++++++++------------------------------ sword2/speech.h | 23 +---- sword2/startup.cpp | 8 +- sword2/sword2.cpp | 4 +- 6 files changed, 199 insertions(+), 193 deletions(-) (limited to 'sword2') diff --git a/sword2/debug.cpp b/sword2/debug.cpp index e60e6ef797..453321c7e0 100644 --- a/sword2/debug.cpp +++ b/sword2/debug.cpp @@ -31,8 +31,8 @@ #include "sword2/protocol.h" #include "sword2/resman.h" #include "sword2/router.h" // for plotWalkGrid() -#include "sword2/speech.h" // for 'officialTextNumber' and - // 'speechScriptWaiting' +#include "sword2/speech.h" // for '_officialTextNumber' + // and '_speechScriptWaiting' namespace Sword2 { @@ -152,7 +152,7 @@ void Debugger::buildDebugText(void) { sprintf(buf, "pos: %d", _textNumber & 0xffff); makeDebugTextBlock(buf, 0, 370); - sprintf(buf, "TEXT: %d", officialTextNumber); + sprintf(buf, "TEXT: %d", g_logic._officialTextNumber); makeDebugTextBlock(buf, 0, 385); } } @@ -269,10 +269,10 @@ void Debugger::buildDebugText(void) { // "waiting for person" indicator - set form fnTheyDo and // fnTheyDoWeWait - if (speechScriptWaiting) { + if (g_logic._speechScriptWaiting) { sprintf(buf, "script waiting for %s (%d)", - g_sword2->fetchObjectName(speechScriptWaiting), - speechScriptWaiting); + g_sword2->fetchObjectName(g_logic._speechScriptWaiting), + g_logic._speechScriptWaiting); makeDebugTextBlock(buf, 0, 90); } diff --git a/sword2/logic.h b/sword2/logic.h index fa7ea5b224..d276c3b1a8 100644 --- a/sword2/logic.h +++ b/sword2/logic.h @@ -24,6 +24,7 @@ #include "sword2/header.h" #include "sword2/memory.h" +#include "sword2/speech.h" #include "sword2/driver/driver96.h" namespace Sword2 { @@ -97,12 +98,79 @@ private: void createSequenceSpeech(_movieTextObject *sequenceText[]); void clearSequenceSpeech(_movieTextObject *sequenceText[]); + // array of these for subject menu build up + + struct _subject_unit { + uint32 res; + uint32 ref; + }; + + _subject_unit _subjectList[MAX_SUBJECT_LIST]; + + // when not playing a wav we calculate the speech time based upon + // length of ascii + + uint32 _speechTime; + + uint32 _animId; + + // 0 lip synced and repeating - 1 normal once through + uint32 _speechAnimType; + + uint32 _leftClickDelay; // click-delay for LEFT mouse button + uint32 _rightClickDelay; // click-delay for RIGHT mouse button + + // 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 + + uint32 _defaultResponseId; + + // calculated by locateTalker() for use in speech-panning & text-sprite + // positioning + + int16 _textX, _textY; + + void locateTalker(int32 *params); + void formText(int32 *params); + bool wantSpeechForLine(uint32 wavId); + +#ifdef _SWORD2_DEBUG + // for testing speech & text + void getCorrectCdForSpeech(int32 wavId); +#endif + public: Logic() : _globals(NULL), _kills(0), _debugFlag(false), - _smackerLeadOut(0), _sequenceTextLines(0) { + _smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0), + _animId(0), _leftClickDelay(0), _rightClickDelay(0), + _defaultResponseId(0), _officialTextNumber(0), + _speechScriptWaiting(0), _speechTextBlocNo(0), + _choosing(false), _unpauseZone(0) { + memset(_subjectList, 0, sizeof(_subjectList)); setupOpcodes(); } + // "TEXT" - current official text line number - will match the wav + // filenames + + int16 _officialTextNumber; + + // usually 0; if non-zero then it's the id of whoever we're waiting for + // in a speech script see fnTheyDo, fnTheyDoWeWait and fnWeWait + + int32 _speechScriptWaiting; + + // so speech text cleared when running a new start-script + + uint32 _speechTextBlocNo; + + // could alternately use logic->looping of course + + bool _choosing; + + uint32 _unpauseZone; + void setGlobalInterpreterVariables(int32 *vars); int runScript(char *scriptData, char *objectData, uint32 *offset); @@ -245,6 +313,7 @@ public: void totalRestart(void); void examineRunList(void); void resetKillList(void); + }; extern Logic g_logic; diff --git a/sword2/speech.cpp b/sword2/speech.cpp index 36334a2955..130dc67462 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -61,45 +61,6 @@ enum { INS_quit = 42 }; -// when not playing a wav we calculate the speech time based upon length of -// ascii - -uint32 speech_time = 0; - -uint32 speech_text_bloc_no = 0; -uint32 anim_id = 0; - -// 0 lip synced and repeating - 1 normal once through -uint32 speech_anim_type; - -uint32 left_click_delay = 0; // click-delay for LEFT mouse button -uint32 right_click_delay = 0; // click-delay for RIGHT mouse button - -// 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 -uint32 default_response_id = 0; - -// "TEXT" - current official text line number - will match the wav filenames -int16 officialTextNumber = 0; - -// usually 0; if non-zero then it's the id of whoever we're waiting for in a -// speech script see fnTheyDo, fnTheyDoWeWait and fnWeWait -int32 speechScriptWaiting = 0; - -// calculated by LocateTalker() for use in speech-panning & text-sprite -// positioning -int16 text_x, text_y; - -_subject_unit subject_list[MAX_SUBJECT_LIST]; - -void LocateTalker(int32 *params); -void Form_text(int32 *params); -uint8 WantSpeechForLine(uint32 wavId); - -#ifdef _SWORD2_DEBUG -void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text -#endif - int32 Logic::fnAddSubject(int32 *params) { // params: 0 id // 1 daves reference number @@ -108,7 +69,7 @@ int32 Logic::fnAddSubject(int32 *params) { // 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; + _defaultResponseId = 0; } // - this just means we'd get the response for the 1st icon in the @@ -120,13 +81,13 @@ int32 Logic::fnAddSubject(int32 *params) { // default response // and here it is - this is the ref number we will return if - default_response_id = params[1]; + _defaultResponseId = params[1]; // a luggage icon is clicked on someone when it wouldn't have // been in the chooser list (see fnChoose below) } else { - subject_list[IN_SUBJECT].res = params[0]; - subject_list[IN_SUBJECT].ref = params[1]; + _subjectList[IN_SUBJECT].res = params[0]; + _subjectList[IN_SUBJECT].ref = params[1]; debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]); @@ -136,9 +97,6 @@ int32 Logic::fnAddSubject(int32 *params) { return IR_CONT; } -// could alternately use logic->looping of course -int choosing = 0; - int32 Logic::fnChoose(int32 *params) { // params: none @@ -167,7 +125,7 @@ int32 Logic::fnChoose(int32 *params) { // scan the subject list for a match with our 'object_held' while (pos < IN_SUBJECT) { - if (subject_list[pos].res == OBJECT_HELD) { + if (_subjectList[pos].res == OBJECT_HELD) { // if we've found a match, clear it so it // doesn't keep happening! OBJECT_HELD = 0; @@ -177,7 +135,7 @@ int32 Logic::fnChoose(int32 *params) { // return special subject chosen code (same // as in normal chooser routine below) - return IR_CONT + (subject_list[pos].ref << 3); + return IR_CONT + (_subjectList[pos].ref << 3); } pos++; } @@ -187,7 +145,7 @@ int32 Logic::fnChoose(int32 *params) { // so that the speech script uses the default text for // objects that are not accounted for - return IR_CONT + (default_response_id << 3); + return IR_CONT + (_defaultResponseId << 3); } // new thing for skipping chooser with "nothing else to say" text @@ -195,16 +153,16 @@ int32 Logic::fnChoose(int32 *params) { // 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) { + if (CHOOSER_COUNT_FLAG == 0 && IN_SUBJECT == 1 && _subjectList[0].res == EXIT_ICON) { AUTO_SELECTED = 1; // for speech script IN_SUBJECT = 0; // clear the subject list // return special subject chosen code (same as in normal // chooser routine below) - return IR_CONT + (subject_list[0].ref << 3); + return IR_CONT + (_subjectList[0].ref << 3); } - if (!choosing) { + if (!_choosing) { // new choose session // build menus from subject_list @@ -216,10 +174,10 @@ int32 Logic::fnChoose(int32 *params) { for (j = 0; j < 15; j++) { if (j < IN_SUBJECT) { - debug(5, " ICON res %d for %d", subject_list[j].res, j); - icon = res_man->openResource(subject_list[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP; + debug(5, " ICON res %d for %d", _subjectList[j].res, j); + icon = res_man->openResource(_subjectList[j].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP; g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon); - res_man->closeResource(subject_list[j].res); + res_man->closeResource(_subjectList[j].res); } else { //no icon here debug(5, " NULL for %d", j); @@ -233,7 +191,7 @@ int32 Logic::fnChoose(int32 *params) { // lets have the mouse pointer back g_sword2->setMouse(NORMAL_MOUSE_ID); - choosing = 1; + _choosing = true; // again next cycle return IR_REPEAT; @@ -261,35 +219,35 @@ int32 Logic::fnChoose(int32 *params) { // change icons for (j = 0; j < IN_SUBJECT; j++) { - debug(5, "%s", g_sword2->fetchObjectName(subject_list[j].res)); + debug(5, "%s", g_sword2->fetchObjectName(_subjectList[j].res)); // change all others to grey if (j != hit) { - icon = res_man->openResource( subject_list[j].res ) + sizeof(_standardHeader); + icon = res_man->openResource( _subjectList[j].res ) + sizeof(_standardHeader); g_display->setMenuIcon(RDMENU_BOTTOM, (uint8) j, icon); - res_man->closeResource(subject_list[j].res); + res_man->closeResource(_subjectList[j].res); } } - debug(5, "Selected: %s", g_sword2->fetchObjectName(subject_list[hit].res)); + debug(5, "Selected: %s", g_sword2->fetchObjectName(_subjectList[hit].res)); // this is our looping flag - choosing = 0; + _choosing = false; IN_SUBJECT = 0; // blank mouse again g_sword2->setMouse(0); - debug(5, "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, _subjectList[hit].ref, _subjectList[hit].ref * 8); // for non-speech scripts that manually // call the chooser - RESULT = subject_list[hit].res; + RESULT = _subjectList[hit].res; // return special subject chosen code - return IR_CONT + (subject_list[hit].ref << 3); + return IR_CONT + (_subjectList[hit].ref << 3); } } } @@ -378,7 +336,7 @@ int32 Logic::fnTheyDo(int32 *params) { // reset debug flag now that we're no longer waiting - see // debug.cpp - speechScriptWaiting = 0; + _speechScriptWaiting = 0; SPEECH_ID = params[0]; INS_COMMAND = params[1]; @@ -392,7 +350,7 @@ int32 Logic::fnTheyDo(int32 *params) { } // debug flag to indicate who we're waiting for - see debug.cpp - speechScriptWaiting = target; + _speechScriptWaiting = target; // target is busy so come back again next cycle return IR_REPEAT; @@ -451,7 +409,7 @@ int32 Logic::fnTheyDoWeWait(int32 *params) { ob_logic->looping = 1; // debug flag to indicate who we're waiting for - see debug.cpp - speechScriptWaiting = target; + _speechScriptWaiting = target; // finish this cycle - but come back again to check for it // being finished @@ -459,7 +417,7 @@ int32 Logic::fnTheyDoWeWait(int32 *params) { } else if (ob_logic->looping == 0) { // did not send the command // debug flag to indicate who we're waiting for - see debug.cpp - speechScriptWaiting = target; + _speechScriptWaiting = target; // come back next go and try again to send the instruction return IR_REPEAT; @@ -478,14 +436,14 @@ int32 Logic::fnTheyDoWeWait(int32 *params) { // reset debug flag now that we're no longer waiting - see // debug.cpp - speechScriptWaiting = 0; + _speechScriptWaiting = 0; return IR_CONT; } debug(5, "FNtdww just waiting"); // debug flag to indicate who we're waiting for - see debug.cpp - speechScriptWaiting = target; + _speechScriptWaiting = target; // see ya next cycle return IR_REPEAT; @@ -518,12 +476,12 @@ int32 Logic::fnWeWait(int32 *params) { if (RESULT == 1) { // reset debug flag now that we're no longer waiting - see // debug.cpp - speechScriptWaiting = 0; + _speechScriptWaiting = 0; return IR_CONT; } // debug flag to indicate who we're waiting for - see debug.cpp - speechScriptWaiting = target; + _speechScriptWaiting = target; // target is busy so come back again next cycle return IR_REPEAT; @@ -572,7 +530,7 @@ int32 Logic::fnTimedWait(int32 *params) { // reset debug flag now that we're no longer waiting - see // debug.cpp - speechScriptWaiting = 0; + _speechScriptWaiting = 0; return IR_CONT; } @@ -591,13 +549,13 @@ int32 Logic::fnTimedWait(int32 *params) { // reset debug flag now that we're no longer waiting - see // debug.cpp - speechScriptWaiting = 0; + _speechScriptWaiting = 0; return IR_CONT; } // debug flag to indicate who we're waiting for - see debug.cpp - speechScriptWaiting = target; + _speechScriptWaiting = target; // target is busy so come back again next cycle return IR_REPEAT; @@ -888,18 +846,18 @@ int32 Logic::fnSpeechProcess(int32 *params) { } } -#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 - -uint32 unpause_zone = 0; +enum { + S_OB_GRAPHIC = 0, + S_OB_SPEECH = 1, + S_OB_LOGIC = 2, + S_OB_MEGA = 3, + + S_TEXT = 4, + S_WAV = 5, + S_ANIM = 6, + S_DIR_TABLE = 7, + S_ANIM_MODE = 8 +}; int32 Logic::fnISpeak(int32 *params) { // its the super versatile fnSpeak @@ -960,7 +918,7 @@ int32 Logic::fnISpeak(int32 *params) { // for this line either, then just quit back to script right // now! - if (gui->_subtitles == 0 && WantSpeechForLine(params[S_WAV]) == 0) + if (gui->_subtitles == 0 && wantSpeechForLine(params[S_WAV]) == 0) return IR_CONT; if (cycle_skip == 0) { @@ -1031,7 +989,7 @@ int32 Logic::fnISpeak(int32 *params) { // open text file & get the line text = g_sword2->fetchTextLine(res_man->openResource(text_res), local_text); - officialTextNumber = READ_LE_UINT16(text); + _officialTextNumber = READ_LE_UINT16(text); // now ok to close the text file res_man->closeResource(text_res); @@ -1042,7 +1000,7 @@ int32 Logic::fnISpeak(int32 *params) { 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] == 0) { + if (_officialTextNumber == 0 && text[2] == '-' && text[3] == 0) { // dud line - return & continue script RESULT = 3; return IR_CONT; @@ -1054,30 +1012,30 @@ int32 Logic::fnISpeak(int32 *params) { ob_logic->looping = 1; // can't left-click past the text for the first half second - left_click_delay = 6; + _leftClickDelay = 6; // can't right-click past the text for the first quarter second - right_click_delay = 3; + _rightClickDelay = 3; // Write to walkthrough file (zebug0.txt) // if (player_id != george), then player is controlling Nico if (PLAYER_ID != CUR_PLAYER_ID) - debug(5, "(%d) Nico: %s", officialTextNumber, text + 2); + debug(5, "(%d) Nico: %s", _officialTextNumber, text + 2); else - debug(5, "(%d) %s: %s", officialTextNumber, g_sword2->fetchObjectName(ID), text + 2); + debug(5, "(%d) %s: %s", _officialTextNumber, g_sword2->fetchObjectName(ID), text + 2); // Set up the speech animation if (params[S_ANIM]) { // just a straight anim - anim_id = params[S_ANIM]; + _animId = params[S_ANIM]; // anim type - speech_anim_type = SPEECHANIMFLAG; + _speechAnimType = SPEECHANIMFLAG; // set the talker's graphic to this speech anim now - ob_graphic->anim_resource = anim_id; + ob_graphic->anim_resource = _animId; // set to first frame ob_graphic->anim_pc = 0; @@ -1091,28 +1049,28 @@ int32 Logic::fnISpeak(int32 *params) { anim_table = (int32 *) params[S_DIR_TABLE]; // appropriate anim resource is in 'table[direction]' - anim_id = anim_table[ob_mega->current_dir]; + _animId = anim_table[ob_mega->current_dir]; // anim type - speech_anim_type = SPEECHANIMFLAG; + _speechAnimType = SPEECHANIMFLAG; // set the talker's graphic to this speech anim now - ob_graphic->anim_resource = anim_id; + ob_graphic->anim_resource = _animId; // set to first frame ob_graphic->anim_pc = 0; } else { // no animation choosen - anim_id = 0; + _animId = 0; } // Default back to looped lip synced anims. SPEECHANIMFLAG = 0; - // set up 'text_x' & 'text_y' for speech-pan and/or + // set up '_textX' & '_textY' for speech-pan and/or // text-sprite position - LocateTalker(params); + locateTalker(params); // is it to be speech or subtitles or both? @@ -1123,20 +1081,20 @@ int32 Logic::fnISpeak(int32 *params) { // if speech is selected, and this line is allowed speech // (not if it's an fx subtitle!) - if (!g_sound->isSpeechMute() && WantSpeechForLine(officialTextNumber)) { + if (!g_sound->isSpeechMute() && 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; + params[S_WAV] = (int32) _officialTextNumber; #define SPEECH_VOLUME 16 // 0..16 #define SPEECH_PAN 0 // -16..16 - speech_pan = ((text_x - 320) * 16) / 320; + speech_pan = ((_textX - 320) * 16) / 320; - // 'text_x' 'speech_pan' + // '_textX' 'speech_pan' // 0 -16 // 320 0 // 640 16 @@ -1197,7 +1155,7 @@ int32 Logic::fnISpeak(int32 *params) { textRunning = 1; // so create the text sprite - Form_text(params); + formText(params); } else { // otherwise don't want text textRunning = 0; @@ -1206,7 +1164,7 @@ int32 Logic::fnISpeak(int32 *params) { // EVERY TIME: run a cycle of animation, if there is one - if (anim_id) { + if (_animId) { // there is an animation // increment the anim frame number ob_graphic->anim_pc++; @@ -1215,7 +1173,7 @@ int32 Logic::fnISpeak(int32 *params) { anim_file = res_man->openResource(ob_graphic->anim_resource); anim_head = g_sword2->fetchAnimHeader(anim_file); - if (!speech_anim_type) { + if (!_speechAnimType) { // ANIM IS TO BE LIP-SYNC'ED & REPEATING // if finished the anim if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames)) { @@ -1223,7 +1181,7 @@ int32 Logic::fnISpeak(int32 *params) { ob_graphic->anim_pc = 0; } else if (speechRunning) { // if playing a sample - if (!unpause_zone) { + if (!_unpauseZone) { // if we're at a quiet bit if (g_sound->amISpeaking() == RDSE_QUIET) { // restart from frame 0 @@ -1237,16 +1195,16 @@ int32 Logic::fnISpeak(int32 *params) { if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames) - 1) { // reached the last frame of the anim // hold anim on this last frame - anim_id = 0; + _animId = 0; } } // close the anim file res_man->closeResource(ob_graphic->anim_resource); - } else if (speech_anim_type) { + } else if (_speechAnimType) { // Placed here so we actually display the last frame of the // anim. - speech_anim_type = 0; + _speechAnimType = 0; } // EVERY TIME: FIND OUT IF WE NEED TO STOP THE SPEECH NOW... @@ -1256,21 +1214,21 @@ int32 Logic::fnISpeak(int32 *params) { // if playing a sample (note that value of '2' means about to play!) if (speechRunning == 1) { - if (!unpause_zone) { + if (!_unpauseZone) { // has it finished? if (g_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED) speechFinished = 1; } else - unpause_zone--; - } else if (speechRunning == 0 && speech_time) { + _unpauseZone--; + } else if (speechRunning == 0 && _speechTime) { // counting down text time because there is no sample - this // ends the speech - // if no sample then we're using speech_time to end speech + // if no sample then we're using _speechTime to end speech // naturally - speech_time--; - if (!speech_time) + _speechTime--; + if (!_speechTime) speechFinished = 1; } @@ -1285,8 +1243,8 @@ int32 Logic::fnISpeak(int32 *params) { // Note that we now have TWO click-delays - one for LEFT // button, one for RIGHT BUTTON - if ((!left_click_delay && me && (me->buttons & RD_LEFTBUTTONDOWN)) || - (!right_click_delay && me && (me->buttons&RD_RIGHTBUTTONDOWN))) { + if ((!_leftClickDelay && me && (me->buttons & RD_LEFTBUTTONDOWN)) || + (!_rightClickDelay && me && (me->buttons & RD_RIGHTBUTTONDOWN))) { // mouse click, after click_delay has expired -> end // the speech we ignore mouse releases @@ -1319,21 +1277,21 @@ int32 Logic::fnISpeak(int32 *params) { // if we are finishing the speech this cycle, do the business - // !speech_anim_type, as we want an anim which is playing once to - // have finished. + // !speechAnimType, as we want an anim which is playing once to have + // finished. - if (speechFinished && !speech_anim_type) { + if (speechFinished && !_speechAnimType) { // if there is text - if (speech_text_bloc_no) { + if (_speechTextBlocNo) { // kill the text block - fontRenderer.killTextBloc(speech_text_bloc_no); - speech_text_bloc_no = 0; + fontRenderer.killTextBloc(_speechTextBlocNo); + _speechTextBlocNo = 0; } // if there is a speech anim - if (anim_id) { + if (_animId) { // end it on 1st frame (closed mouth) - anim_id = 0; + _animId = 0; ob_graphic->anim_pc = 0; } @@ -1348,7 +1306,7 @@ int32 Logic::fnISpeak(int32 *params) { // reset to zero, in case text line not even extracted (since // this number comes from the text line) - officialTextNumber = 0; + _officialTextNumber = 0; RESULT = 0; // ok return IR_CONT; @@ -1359,11 +1317,11 @@ int32 Logic::fnISpeak(int32 *params) { // count down to clickability - if (left_click_delay) - left_click_delay--; + if (_leftClickDelay) + _leftClickDelay--; - if (right_click_delay) - right_click_delay--; + if (_rightClickDelay) + _rightClickDelay--; // back again next cycle return IR_REPEAT; @@ -1371,9 +1329,9 @@ int32 Logic::fnISpeak(int32 *params) { #define GAP_ABOVE_HEAD 20 // distance kept above talking sprite -void LocateTalker(int32 *params) { - // sets 'text_x' & 'text_y' for position of text sprite - // but 'text_x' also used to calculate speech-pan +void Logic::locateTalker(int32 *params) { + // sets '_textX' & '_textY' for position of text sprite + // but '_textX' also used to calculate speech-pan // params: 0 pointer to ob_graphic // 1 pointer to ob_speech @@ -1395,16 +1353,16 @@ void LocateTalker(int32 *params) { uint16 scale; // if there's no anim - if (anim_id == 0) { + if (_animId == 0) { // assume it's Voice-Over text, so it goes at bottom of screen - text_x = 320; - text_y = 400; + _textX = 320; + _textY = 400; } else { // Note: this code has been adapted from Register_frame() in // build_display.cpp // open animation file & set up the necessary pointers - file = res_man->openResource(anim_id); + file = res_man->openResource(_animId); anim_head = g_sword2->fetchAnimHeader(file); @@ -1433,34 +1391,34 @@ void LocateTalker(int32 *params) { // scaled height // just use 'feet_x' as centre - text_x = (int16) (ob_mega->feet_x); + _textX = (int16) (ob_mega->feet_x); // add scaled y-offset to feet_y coord to get top of // sprite - text_y = (int16) (ob_mega->feet_y + (cdt_entry->y * scale) / 256); + _textY = (int16) (ob_mega->feet_y + (cdt_entry->y * scale) / 256); } else { // it's a non-scaling anim - calc suitable centre // point above the head, based on scaled width // x-coord + half of width - text_x = cdt_entry->x + (frame_head->width) / 2; - text_y = cdt_entry->y; + _textX = cdt_entry->x + (frame_head->width) / 2; + _textY = cdt_entry->y; } // leave space above their head - text_y -= GAP_ABOVE_HEAD; + _textY -= GAP_ABOVE_HEAD; // adjust the text coords for RDSPR_DISPLAYALIGN - text_x -= g_sword2->_thisScreen.scroll_offset_x; - text_y -= g_sword2->_thisScreen.scroll_offset_y; + _textX -= g_sword2->_thisScreen.scroll_offset_x; + _textY -= g_sword2->_thisScreen.scroll_offset_y; // release the anim resource - res_man->closeResource(anim_id); + res_man->closeResource(_animId); } } -void Form_text(int32 *params) { +void Logic::formText(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 @@ -1515,8 +1473,8 @@ void Form_text(int32 *params) { // 'text + 2' to skip the first 2 bytes which form the line // reference number - speech_text_bloc_no = fontRenderer.buildNewBloc( - text + 2, text_x, text_y, + _speechTextBlocNo = fontRenderer.buildNewBloc( + text + 2, _textX, _textY, textWidth, ob_speech->pen, RDSPR_TRANS | RDSPR_DISPLAYALIGN, g_sword2->_speechFontId, POSITION_AT_CENTRE_OF_BASE); @@ -1527,7 +1485,7 @@ void Form_text(int32 *params) { // set speech duration, in case not using wav // no. of cycles = (no. of chars) + 30 - speech_time = strlen((char *) text) + 30; + _speechTime = strlen((char *) text) + 30; } else { // no text line passed? - this is bad debug(5, "no text line for speech wav %d", params[S_WAV]); @@ -1535,7 +1493,7 @@ void Form_text(int32 *params) { } #ifdef _SWORD2_DEBUG -void GetCorrectCdForSpeech(int32 wavId) { +void Logic::getCorrectCdForSpeech(int32 wavId) { File fp; // 1, 2 or 0 (if speech on both cd's, ie. no need to change) @@ -1561,7 +1519,7 @@ 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) { +bool Logic::wantSpeechForLine(uint32 wavId) { switch (wavId) { case 1328: // AttendantSpeech // SFX(Phone71); @@ -1591,10 +1549,10 @@ uint8 WantSpeechForLine(uint32 wavId) { case 923: // location 62 case 926: // location 62 // don't want speech for these lines! - return 0; + return false; default: // ok for all other lines - return 1; + return true; } } diff --git a/sword2/speech.h b/sword2/speech.h index aa0c117c7f..9000b5b7f7 100644 --- a/sword2/speech.h +++ b/sword2/speech.h @@ -20,30 +20,9 @@ #ifndef _SPEECH #define _SPEECH -#include "sword2/header.h" - -namespace Sword2 { - #define MAX_SUBJECT_LIST 30 // is that enough? -// array of these for subject menu build up -typedef struct { - uint32 res; - uint32 ref; -} _subject_unit; - -// so speech text cleared when running a new start-script -extern uint32 speech_text_bloc_no; - -extern int16 officialTextNumber; - -extern int32 speechScriptWaiting; - -//could alternately use logic->looping of course -extern int choosing; - -extern uint32 unpause_zone; - +namespace Sword2 { } // End of namespace Sword2 #endif diff --git a/sword2/startup.cpp b/sword2/startup.cpp index 3bca897a1c..cdc8699f61 100644 --- a/sword2/startup.cpp +++ b/sword2/startup.cpp @@ -33,7 +33,7 @@ #include "sword2/resman.h" #include "sword2/router.h" #include "sword2/sound.h" -#include "sword2/speech.h" // for 'speech_text_bloc_no' - so that speech text can be cleared when running a new start-script +#include "sword2/speech.h" // for '_speechTextBlocNo' - so that speech text can be cleared when running a new start-script #include "sword2/startup.h" #include "sword2/sync.h" #include "sword2/tony_gsdk.h" @@ -223,9 +223,9 @@ void Con_start(int start) { router.freeAllRouteMem(); // if there was speech text, kill the text block - if (speech_text_bloc_no) { - fontRenderer.killTextBloc(speech_text_bloc_no); - speech_text_bloc_no = 0; + if (g_logic._speechTextBlocNo) { + fontRenderer.killTextBloc(g_logic._speechTextBlocNo); + g_logic._speechTextBlocNo = 0; } // set the key diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index a75b6c4e23..07705a49c0 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -580,10 +580,10 @@ void UnpauseGame(void) { } gamePaused = 0; - unpause_zone = 2; + g_logic._unpauseZone = 2; // if mouse is about or we're in a chooser menu - if (!g_sword2->_mouseStatus || choosing) + if (!g_sword2->_mouseStatus || g_logic._choosing) g_sword2->setMouse(NORMAL_MOUSE_ID); } -- cgit v1.2.3