/* 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 "stdafx.h" #include "stdafx.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 "sword2.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 _SWORD2_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 (jbuttons&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 // 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 // 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); what is this supposed to do? - khalek 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 _SWORD2_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 (g_sword2->_sound->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 _SWORD2_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 // _SWORD2_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 _SWORD2_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 _SWORD2_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 // _SWORD2_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 _SWORD2_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 _SWORD2_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) File fp; sprintf(speechFile, "speech%d.clu", res_man.WhichCd()); if (fp.open(speechFile, g_sword2->getGameDataPath())) fp.close(); else strcpy(speechFile, "speech.clu"); rv = g_sword2->_sound->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) g_sword2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet) } #ifdef _SWORD2_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 (g_sword2->_sound->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 (g_sword2->_sound->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 _SWORD2_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 _SWORD2_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 { g_sword2->_sound->StopSpeechSword2(); // 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 _SWORD2_DEBUG textNumber = 0; // reset for debug info #endif // _SWORD2_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 = (uint16) ((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 = (int16) (ob_mega->feet_x); // just use 'feet_x' as centre text_y = (int16) (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 _SWORD2_DEBUG void GetCorrectCdForSpeech(int32 wavId) { File fp; uint8 cd; // 1, 2 or 0 (if speech on both cd's, ie. no need to change) if (fp.open("cd.bin",g_sword2->getGameDataPath()) == false) Con_fatal_error("Need cd.bin file for testing speech!"); fp.seek(wavId, SEEK_SET); fp.read(&cd, 1); fp.close(); 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 case 2059: // PabloSpeech // SFX (2059); // FX case 4082: // DuaneSpeech // SFX (4082); // FX case 4214: // cat_52 // SFX (4214); // 4214FXMeow! case 4568: // trapdoor_13 // SFX (4568); // 4568fx case 4913: // LobineauSpeech // SFX (tone2); // FX case 5120: // bush_66 // SFX (5120); // 5120FX case 528: // PresidentaSpeech // SFX (528); // FX 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 } } //------------------------------------------------------------------------------------