aboutsummaryrefslogtreecommitdiff
path: root/sword2/speech.cpp
blob: e81ac266cb957154d81c1f18b2c584e69de279a5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
/* Copyright (C) 1994-2004 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 "common/stdafx.h"
#include "common/file.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"

namespace Sword2 {

enum {
	INS_talk		= 1,
	INS_anim		= 2,
	INS_reverse_anim	= 3,
	INS_walk		= 4,
	INS_turn		= 5,
	INS_face		= 6,
	INS_trace		= 7,
	INS_no_sprite		= 8,
	INS_sort		= 9,
	INS_foreground		= 10,
	INS_background		= 11,
	INS_table_anim		= 12,
	INS_reverse_table_anim	= 13,
	INS_walk_to_anim	= 14,
	INS_set_frame		= 15,
	INS_stand_after_anim	= 16,
	INS_quit		= 42
};

int32 Logic::fnAddSubject(int32 *params) {
	// params:	0 id
	//		1 daves reference number

	if (IN_SUBJECT == 0) {
		// This is the start of the new subject list
		// Set the default repsonse id to zero in case we're never
		// passed one
		_defaultResponseId = 0;
	}

	// - 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

		// and here it is - this is the ref number we will return if
		_defaultResponseId = params[1];

		// a luggage icon is clicked on someone when it wouldn't have
		// been in the chooser list (see fnChoose below)
	} else {
		_subjectList[IN_SUBJECT].res = params[0];
		_subjectList[IN_SUBJECT].ref = params[1];

		debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]);

		IN_SUBJECT++;
	}

	return IR_CONT;
}

int32 Logic::fnChoose(int32 *params) {
	// params:	none

	// the human is switched off so there will be no normal mouse engine

	MouseEvent *me;
	uint32 i;
	int hit;
	uint8 *icon;

	AUTO_SELECTED = 0;	// see below

	// new thing to intercept objects held at time of clicking on a person

	if (OBJECT_HELD) {
		// So that, if there is no match, the speech script uses the
		// default text for objects that are not accounted for

		int response = _defaultResponseId;

		// 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!

		// scan the subject list for a match with our 'object_held'

		for (i = 0; i < IN_SUBJECT; i++) {
			if (_subjectList[i].res == OBJECT_HELD) {
				// Return special subject chosen code (same
				// as in normal chooser routine below)
				response = _subjectList[i].ref;
				break;
			}
		}

		OBJECT_HELD = 0; // clear it so it doesn't keep happening!
		IN_SUBJECT = 0;	 // clear the subject list

		return IR_CONT | (response << 3);
	}

	// new thing for skipping chooser with "nothing else to say" text

	// 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 && _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 | (_subjectList[0].ref << 3);
	}

	if (!_choosing) {
		// new choose session
		// build menus from subject_list

		if (!IN_SUBJECT)
			error("fnChoose with no subjects :-O");

		// init top menu from master list
		// all icons are highlighted / full colour

		for (i = 0; i < 15; i++) {
			if (i < IN_SUBJECT) {
				debug(5, " ICON res %d for %d", _subjectList[i].res, i);
				icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
				_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon);
				_vm->_resman->closeResource(_subjectList[i].res);
			} else {
				// no icon here
				debug(5, " NULL for %d", i);
				_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL);
			}
		}

		// start menus appearing
		_vm->_graphics->showMenu(RDMENU_BOTTOM);

		// lets have the mouse pointer back
		_vm->setMouse(NORMAL_MOUSE_ID);

		_choosing = true;

		// again next cycle
		return IR_REPEAT;
	}

	// menu is there - we're just waiting for a click
	debug(5, "choosing");

	me = _vm->_input->mouseEvent();

	// we only care about left clicks
	// we ignore mouse releases

	if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || _vm->_input->_mouseY < 400) {
		debug(5, "end choose");
		return IR_REPEAT;
	}

	// 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

	hit = _vm->menuClick(IN_SUBJECT);

	if (hit < 0) {
		debug(5, "end choose");
		return IR_REPEAT;
	}

	debug(5, "Icons available:");

	// change icons
	for (i = 0; i < IN_SUBJECT; i++) {
		debug(5, "%s", _vm->fetchObjectName(_subjectList[i].res));

		// change all others to grey
		if (i != (uint32) hit) {
			icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader);
			_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon);
			_vm->_resman->closeResource(_subjectList[i].res);
		}
	}

	debug(2, "Selected: %s", _vm->fetchObjectName(_subjectList[hit].res));

	// this is our looping flag
	_choosing = false;

	IN_SUBJECT = 0;

	// blank mouse again
	_vm->setMouse(0);

	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 = _subjectList[hit].res;

	// return special subject chosen code
	return IR_CONT | (_subjectList[hit].ref << 3);
}

int32 Logic::fnStartConversation(int32 *params) {
	// Start conversation

	// reset 'chooser_count_flag' at the start of each conversation:

	// Note that fnStartConversation 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

	// params:	none

	if (TALK_FLAG == 0)
		CHOOSER_COUNT_FLAG = 0;	// see fnChooser & speech scripts

	fnNoHuman(params);
	return IR_CONT;
}

int32 Logic::fnEndConversation(int32 *params) {
	// end conversation

	// params:	none

	_vm->_graphics->hideMenu(RDMENU_BOTTOM);

	if (_vm->_input->_mouseY > 399) {
		// will wait for cursor to move off the bottom menu
		_vm->_mouseMode = MOUSE_holding;
		debug(5, "   holding");
	}

	TALK_FLAG = 0;	// in-case DC forgets

	// restart george's base script
	// totalRestart();

	//drop out without saving pc and go around again
	return IR_CONT;
}

int32 Logic::fnTheyDo(int32 *params) {
	// 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 *) _vm->_resman->openResource(target);
	if (head->fileType != GAME_OBJECT)
		error("fnTheyDo %d not an object", target);

	raw_script_ad = (char *) head;

	// call the base script - this is the graphic/mouse service call
	runScript(raw_script_ad, raw_script_ad, &null_pc);

	_vm->_resman->closeResource(target);

	// result is 1 for waiting, 0 for busy

	if (RESULT == 1 && !INS_COMMAND) {
		// its waiting and no other command is queueing
		// reset debug flag now that we're no longer waiting - see
		// debug.cpp

		_speechScriptWaiting = 0;

		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;
	}

	// debug flag to indicate who we're waiting for - see debug.cpp
	_speechScriptWaiting = target;

	// target is busy so come back again next cycle
	return IR_REPEAT;
}

int32 Logic::fnTheyDoWeWait(int32 *params) {
	// 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

	ObjectLogic *ob_logic;

	uint32 null_pc = 5;		// 4th script - get-speech-state
	char *raw_script_ad;
	StandardHeader *head;
	int32 target = params[1];

	// ok, see if the target is busy - we must request this info from the
	// target object

	head = (StandardHeader *) _vm->_resman->openResource(target);
	if (head->fileType != GAME_OBJECT)
		error("fnTheyDoWeWait %d not an object", target);

	raw_script_ad = (char *) head;

	// call the base script - this is the graphic/mouse service call
	runScript(raw_script_ad, raw_script_ad, &null_pc);

	_vm->_resman->closeResource(target);

	ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);

	if (!INS_COMMAND && RESULT == 1 && ob_logic->looping == 0) {
		// first time so set up targets command if target is waiting

		debug(5, "fnTheyDoWeWait 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;

		// debug flag to indicate who we're waiting for - see debug.cpp
		_speechScriptWaiting = target;

		// finish this cycle - but come back again to check for it
		// being finished
		return IR_REPEAT;
	} 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;

		// come back next go and try again to send the instruction
		return IR_REPEAT;
	}

	// 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
		debug(5, "fnTheyDoWeWait finished");

		// not looping anymore
		ob_logic->looping = 0;

		// reset debug flag now that we're no longer waiting - see
		// debug.cpp
		_speechScriptWaiting = 0;
		return IR_CONT;
	}

	debug(5, "fnTheyDoWeWait just waiting");

	// debug flag to indicate who we're waiting for - see debug.cpp
	_speechScriptWaiting = target;

	// see ya next cycle
	return IR_REPEAT;
}

int32 Logic::fnWeWait(int32 *params) {
	// 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 *) _vm->_resman->openResource(target);
	if (head->fileType != GAME_OBJECT)
		error("fnWeWait: %d not an object", target);

	raw_script_ad = (char *) head;

	// call the base script - this is the graphic/mouse service call
	runScript(raw_script_ad, raw_script_ad, &null_pc);

	_vm->_resman->closeResource(target);

	// result is 1 for waiting, 0 for busy

	if (RESULT == 1) {
		// reset debug flag now that we're no longer waiting - see
		// debug.cpp
		_speechScriptWaiting = 0;
		return IR_CONT;
	}

	// debug flag to indicate who we're waiting for - see debug.cpp
	_speechScriptWaiting = target;

	// target is busy so come back again next cycle
	return IR_REPEAT;
}

int32 Logic::fnTimedWait(int32 *params) {
	// 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;
	ObjectLogic *ob_logic;
	StandardHeader *head;
	int32 target = params[1];

	ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);

	if (!ob_logic->looping)
		ob_logic->looping = params[2];	// first time in

	// request status of target
	head = (StandardHeader *) _vm->_resman->openResource(target);
	if (head->fileType != GAME_OBJECT)
		error("fnTimedWait %d not an object", target);

	raw_script_ad = (char *) head;

	// call the base script - this is the graphic/mouse service call
	runScript(raw_script_ad, raw_script_ad, &null_pc);

	_vm->_resman->closeResource(target);

	// result is 1 for waiting, 0 for busy

	if (RESULT == 1) {
		// reset because counter is likely to be still high
		ob_logic->looping = 0;

		//means ok
		RESULT = 0;

		// reset debug flag now that we're no longer waiting - see
		// debug.cpp
		_speechScriptWaiting = 0;

		return IR_CONT;
	}

	ob_logic->looping--;

	if (!ob_logic->looping) {	// time up - caller must check RESULT
		// not ok
		RESULT = 1;

		// clear the event that hasn't been picked up - in theory,
		// none of this should ever happen
		killAllIdsEvents(target);

		debug(5, "EVENT timed out");

		// reset debug flag now that we're no longer waiting - see
		// debug.cpp
		_speechScriptWaiting = 0;

		return IR_CONT;
	}

	// debug flag to indicate who we're waiting for - see debug.cpp
	_speechScriptWaiting = target;

	// target is busy so come back again next cycle
	return IR_REPEAT;
}

int32 Logic::fnSpeechProcess(int32 *params) {
	// Receive 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.

	// params:	0 pointer to ob_graphic
	//		1 pointer to ob_speech
	//		2 pointer to ob_logic
	//		3 pointer to ob_mega
	//		4 pointer to ob_walkdata

	// note - we could save a var and ditch wait_state and check
	// 'command' for non zero means busy

	ObjectSpeech *ob_speech;
	int32 pars[9];

	ob_speech = (ObjectSpeech *) _vm->_memory->intToPtr(params[1]);

	debug(5, "  SP");

	while (1) {
		//we are currently running a command
		switch (ob_speech->command) {
		case 0:
			// Do nothing
			break;
		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;	// encoded text number
			pars[5] = ob_speech->ins2;	// wav res id
			pars[6] = ob_speech->ins3;	// anim res id
			pars[7] = ob_speech->ins4;	// anim table res id
			pars[8] = ob_speech->ins5;	// animation mode - 0 lip synced, 1 just straight animation

			debug(5, "speech-process talk");

			// run the function - (it thinks it's been called from
			// script - bloody fool)

			if (fnISpeak(pars) != IR_REPEAT) {
				debug(5, "speech-process talk finished");

				// command finished
				ob_speech->command = 0;

				// waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		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

			if (fnTurn(pars) != IR_REPEAT) {
				// command finished
				ob_speech->command = 0;

				// waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		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

			if (fnFaceMega(pars) != IR_REPEAT) {
				// command finished
				ob_speech->command = 0;

				// waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		case INS_anim:
			pars[0] = params[2];		// ob_logic
			pars[1] = params[0];		// ob_graphic
			pars[2] = ob_speech->ins1;	// anim res

			if (fnAnim(pars) != IR_REPEAT) {
				// command finished
				ob_speech->command = 0;

				// waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		case INS_reverse_anim:
			pars[0] = params[2];		// ob_logic
			pars[1] = params[0];		// ob_graphic
			pars[2] = ob_speech->ins1;	// anim res

			if (fnReverseAnim(pars) != IR_REPEAT) {
				// command finished
				ob_speech->command = 0;

				// waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		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

			if (fnMegaTableAnim(pars) != IR_REPEAT) {
				// command finished
				ob_speech->command = 0;

				// waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		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

			if (fnReverseMegaTableAnim(pars) != IR_REPEAT) {
				// command finished
				ob_speech->command = 0;

				// waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		case INS_no_sprite:
			fnNoSprite(params);		// ob_graphic
			ob_speech->command = 0;		// command finished
			ob_speech->wait_state = 1;	// waiting for command
			return IR_REPEAT ;
		case INS_sort:
			fnSortSprite(params);		// ob_graphic
			ob_speech->command = 0;		// command finished
			ob_speech->wait_state = 1;	// waiting for command
			return IR_REPEAT;
		case INS_foreground:
			fnForeSprite(params);		// ob_graphic
			ob_speech->command = 0;		// command finished
			ob_speech->wait_state = 1;	// waiting for command
			return IR_REPEAT;
		case INS_background:
			fnBackSprite(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

			if (fnWalk(pars) != IR_REPEAT) {
				debug(5, "speech-process walk finished");

				// command finished
				ob_speech->command = 0;

				//waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		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

			if (fnWalkToAnim(pars) != IR_REPEAT) {
				debug(5, "speech-process walk finished");

				// command finished
				ob_speech->command = 0;

				// waiting for command
				ob_speech->wait_state = 1;
			}

			// come back again next cycle
			return IR_REPEAT;
		case INS_stand_after_anim:
			pars[0] = params[0];		// ob_graphic
			pars[1] = params[3];		// ob_mega
			pars[2] = ob_speech->ins1;	// anim resource
			fnStandAfterAnim(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
			fnSetFrame(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:
			debug(5, "speech-process - quit");

			ob_speech->command = 0;		// finish with all this
			// ob_speech->wait_state = 0;	// start with waiting for command next conversation
			return IR_CONT;			// thats it, we're finished with this
		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!
			// clear this or it could trigger next go
			SPEECH_ID = 0;

			// 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;

			// the current send has been received - i.e. separate
			// multiple they-do's

			INS_COMMAND = 0;

			// now busy
			ob_speech->wait_state = 0;

			debug(5, "received new command %d", INS_COMMAND);

			// we'll drop off and be caught by the while(1), so
			// kicking in the new command straight away
		} else {
			// no new command
			// we could run a blink anim (or something) here

			// now free
			ob_speech->wait_state = 1;

			// come back again next cycle
			return IR_REPEAT;
		}
	}
}

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
	// text and wavs can be selected in any combination

	// we can assume no human - there should be no human at least!

	// params:	0 pointer to ob_graphic
	//		1 pointer to ob_speech
	//		2 pointer to ob_logic
	//		3 pointer to ob_mega
	//		4 encoded text number
	//		5 wav res id
	//		6 anim res id
	//		7 anim table res id
	//		8 animation mode	0 lip synced,
	//					1 just straight animation

	MouseEvent *me;
	AnimHeader *anim_head;
	ObjectLogic *ob_logic;
	ObjectGraphic *ob_graphic;
	ObjectMega *ob_mega;
	uint8 *anim_file;
	uint32 local_text;
	uint32 text_res;
	uint8 *text;
	static bool speechRunning;
	int32 *anim_table;
	bool speechFinished = false;
	int8 speech_pan;
	char speechFile[256];
	static bool cycle_skip = false;
  	uint32 rv;

	// for text/speech testing & checking for correct file type
	StandardHeader *head;

	// set up the pointers which we know we'll always need

	ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[S_OB_LOGIC]);
	ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(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
		// since they can over-run into the game

		if (_vm->_sound->getSpeechStatus() != RDSE_SAMPLEFINISHED)
			return IR_REPEAT;
		
		// New fudge for 'fx' subtitles
		// 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 (!_vm->_gui->_subtitles && !wantSpeechForLine(params[S_WAV]))
			return IR_CONT;

		if (!cycle_skip) {
			// drop out for 1st cycle to allow walks/anims to end
			// & display last frame/ before system locks while
			// speech loaded

			cycle_skip = true;
			return IR_REPEAT;
		} else
			cycle_skip = false;

		_vm->_debugger->_textNumber = params[S_TEXT];	// for debug info

		// For testing all text & speech!
		// A script loop can send any text number to fnISpeak and 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 the resource number is within range & it's not
			// a null resource

			if (_vm->_resman->checkValid(text_res)) {
				// open the resource
				head = (StandardHeader *) _vm->_resman->openResource(text_res);

				if (head->fileType == TEXT_FILE) {
					// if it's not an animation file
					// if line number is out of range
					if (!_vm->checkTextLine((uint8 *) head, local_text)) {
						// line number out of range
						RESULT = 2;
					}
				} else {
					// invalid (not a text resource)
					RESULT = 1;
				}

				// close the resource
				_vm->_resman->closeResource(text_res);

				if (RESULT)
					return IR_CONT;
			} else {
				// not a valid resource number - invalid (null
				// resource)
				RESULT = 1;
				return IR_CONT;
			}
		}

		// 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;

		// open text file & get the line
		text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
		_officialTextNumber = READ_LE_UINT16(text);

		// now ok to close the text file
		_vm->_resman->closeResource(text_res);

		// 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] == 0) {
				// dud line - return & continue script
				RESULT = 3;
				return IR_CONT;
			}
		}

		// set the 'looping_flag' & the text-click-delay
 
		ob_logic->looping = 1;

		// can't left-click past the text for the first half second
		_leftClickDelay = 6;

		// can't right-click past the text for the first quarter second
		_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);
		else
			debug(5, "(%d) %s: %s", _officialTextNumber, _vm->fetchObjectName(ID), text + 2);

		// Set up the speech animation

		if (params[S_ANIM]) {
			// just a straight anim
			_animId = params[S_ANIM];

			// anim type
			_speechAnimType = SPEECHANIMFLAG;

			// set the talker's graphic to this speech anim now
			ob_graphic->anim_resource = _animId;

			// set to first frame
			ob_graphic->anim_pc = 0;
		} else if (params[S_DIR_TABLE]) {
			// use this direction table to derive the anim
			// NB. ASSUMES WE HAVE A MEGA OBJECT!!

			ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[S_OB_MEGA]);

			// pointer to anim table
			anim_table = (int32 *) _vm->_memory->intToPtr(params[S_DIR_TABLE]);

			// appropriate anim resource is in 'table[direction]'
			_animId = anim_table[ob_mega->current_dir];

			// anim type
			_speechAnimType = SPEECHANIMFLAG;

			// set the talker's graphic to this speech anim now
			ob_graphic->anim_resource = _animId;

			// set to first frame
			ob_graphic->anim_pc = 0;
		} else {
			// no animation choosen
			_animId = 0;
		}

		// Default back to looped lip synced anims.
		SPEECHANIMFLAG = 0;

		// set up '_textX' & '_textY' for speech-pan and/or
		// text-sprite position

		locateTalker(params);

		// is it to be speech or subtitles or both?

		// assume not running until know otherwise
		speechRunning = false;

		// New fudge for 'fx' subtitles
		// if speech is selected, and this line is allowed speech
		// (not if it's an fx subtitle!)

		if (!_vm->_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;

#define SPEECH_VOLUME	16	// 0..16
#define SPEECH_PAN	0	// -16..16

			speech_pan = ((_textX - 320) * 16) / 320;

			// '_textX'	'speech_pan'
			//  0		-16
			//  320		0
			//  640		16

			// keep within limits of -16..16, just in case
			if (speech_pan < -16)
				speech_pan = -16;
			else if (speech_pan > 16)
				speech_pan = 16;

			// 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", _vm->_resman->whichCd());

			if (fp.open(speechFile))
				fp.close();
			else
				strcpy(speechFile, "speech.clu");

			// Load speech but don't start playing yet
			rv = _vm->_sound->playCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan);
			if (rv == RD_OK) {
				// ok, we've got something to play
				speechRunning = true;

				// set it playing now (we might want to do
				// this next cycle, don't know yet)
				_vm->_sound->unpauseSpeech();
			} else {
				debug(5, "ERROR: PlayCompSpeech(speechFile=\"%s\", wav=%d (res=%d pos=%d)) returned %.8x", speechFile, params[S_WAV], text_res, local_text, rv);
			}
		}

		// if we want subtitles, or speech failed to load
		if (_vm->_gui->_subtitles || !speechRunning) {
			// then we're going to show the text
			// so create the text sprite
			formText(params);
		}
	}

	// EVERY TIME: run a cycle of animation, if there is one

	if (_animId) {
		// there is an animation
		// increment the anim frame number
		ob_graphic->anim_pc++;

		// open the anim file
		anim_file = _vm->_resman->openResource(ob_graphic->anim_resource);
		anim_head = _vm->fetchAnimHeader(anim_file);

		if (!_speechAnimType) {
			// ANIM IS TO BE LIP-SYNC'ED & REPEATING
			// if finished the anim
			if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames)) {
				// restart from frame 0
				ob_graphic->anim_pc = 0;
			} else if (speechRunning) {
				// if playing a sample
				if (!_unpauseZone) {
					// if we're at a quiet bit
					if (_vm->_sound->amISpeaking() == RDSE_QUIET) {
						// restart from frame 0
						// ('closed mouth' frame)
						ob_graphic->anim_pc = 0;
					}
				}
			}
		} else {
			// ANIM IS TO PLAY ONCE ONLY
			if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames) - 1) {
				// reached the last frame of the anim
				// hold anim on this last frame
				_animId = 0;
			}
		}

		// close the anim file
		_vm->_resman->closeResource(ob_graphic->anim_resource);
	} else if (_speechAnimType) {
		// Placed here so we actually display the last frame of the
		// anim.
		_speechAnimType = 0;
	}

	// 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 playing a sample

	if (speechRunning) {
		if (!_unpauseZone) {
			// has it finished?
			if (_vm->_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED)
				speechFinished = true;
		} else
			_unpauseZone--;
	} else if (!speechRunning && _speechTime) {
		// counting down text time because there is no sample - this
		// ends the speech

		// if no sample then we're using _speechTime to end speech
		// naturally

		_speechTime--;
		if (!_speechTime)
			speechFinished = true;
	}

	// ok, all is running along smoothly - but a click means stop
	// unnaturally

	// so that we can go to the options panel while text & speech is
	// being tested
	if (SYSTEM_TESTING_TEXT == 0 || _vm->_input->_mouseY > 0) {
		me = _vm->_input->mouseEvent();

		// Note that we now have TWO click-delays - one for LEFT
		// button, one for RIGHT BUTTON

		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

			// if testing text & speech
			if (SYSTEM_TESTING_TEXT) {
				// and RB used to click past text
				if (me->buttons & RD_RIGHTBUTTONDOWN) {
					// then we want the previous line again
					SYSTEM_WANT_PREVIOUS_LINE = 1;
				} else {
					// LB just want next line again
					SYSTEM_WANT_PREVIOUS_LINE = 0;
				}
			}

			// Trash anything that's buffered
			while (_vm->_input->mouseEvent())
				;

			speechFinished = true;

			// if speech sample playing
			if (speechRunning) {
				// halt the sample prematurely
				_vm->_sound->stopSpeech();
			}
		}
	}

	// if we are finishing the speech this cycle, do the business

	// !speechAnimType, as we want an anim which is playing once to have
	// finished.

	if (speechFinished && !_speechAnimType) {
		// if there is text
		if (_speechTextBlocNo) {
			// kill the text block
			_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
			_speechTextBlocNo = 0;
		}

		// if there is a speech anim
		if (_animId) {
			// end it on 1st frame (closed mouth)
			_animId = 0;
			ob_graphic->anim_pc = 0;
		}

		speechRunning = false;

		// no longer in a script function loop
		ob_logic->looping = 0;

		// reset for debug info
		_vm->_debugger->_textNumber = 0;

		// reset to zero, in case text line not even extracted (since
		// this number comes from the text line)
		_officialTextNumber = 0;

		RESULT = 0;	// ok
		return IR_CONT;
	}

	// speech still going, so decrement the click_delay if it's still
	// active

	// count down to clickability

	if (_leftClickDelay)
		_leftClickDelay--;

 	if (_rightClickDelay)
		_rightClickDelay--;

	// back again next cycle
	return IR_REPEAT;
}

#define GAP_ABOVE_HEAD	20	// distance kept above talking sprite

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
	//		2 pointer to ob_logic
	//		3 pointer to ob_mega
	//		4 encoded text number
	//		5 wav res id
	//		6 anim res id
	//		7 pointer to anim table
	//		8 animation mode	0 lip synced,
	//					1 just straight animation

	ObjectMega *ob_mega;

	uint8 *file;
	FrameHeader *frame_head;
	AnimHeader *anim_head;
	CdtEntry *cdt_entry;
	uint16 scale;

	// if there's no anim
	if (_animId == 0) {
		// assume it's Voice-Over text, so it goes at bottom of screen
		_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 = _vm->_resman->openResource(_animId);

		anim_head = _vm->fetchAnimHeader(file);

		// '0' means 1st frame
		cdt_entry = _vm->fetchCdtEntry(file, 0);

		// '0' means 1st frame
		frame_head = _vm->fetchFrameHeader(file, 0);

		// check if this frame has offsets ie. this is a scalable
		// mega frame

		if (cdt_entry->frameType & FRAME_OFFSET) {
			// this may be NULL
			ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[S_OB_MEGA]);

			// 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)

			// Ay+B gives 256 * scale ie. 256 * 256 * true_scale
			// for even better accuracy, ie. scale = (Ay + B) / 256
			scale = (uint16) ((ob_mega->scale_a * ob_mega->feet_y + ob_mega->scale_b) / 256);

			// calc suitable centre point above the head, based on
			// scaled height

			// just use 'feet_x' as centre
			_textX = (int16) (ob_mega->feet_x);

			// add scaled y-offset to feet_y coord to get top of
			// sprite
			_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
			_textX = cdt_entry->x + (frame_head->width) / 2;
			_textY = cdt_entry->y;
		}

		// leave space above their head
		_textY -= GAP_ABOVE_HEAD;
			
		// adjust the text coords for RDSPR_DISPLAYALIGN

		_textX -= _vm->_thisScreen.scroll_offset_x;
		_textY -= _vm->_thisScreen.scroll_offset_y;

		// release the anim resource
		_vm->_resman->closeResource(_animId);
	}
}

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

	// 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

	// params	0 pointer to ob_graphic
	// 		1 pointer to ob_speech
	//		2 pointer to ob_logic
	//		3 pointer to ob_mega
	//		4 encoded text number
	//		5 wav res id
	//		6 anim res id
	//		7 pointer to anim table
	//		8 animation mode	0 lip synced,
	//					1 just straight animation

	uint32 local_text;
	uint32 text_res;
	uint8 *text;
	uint32 textWidth;
	ObjectSpeech *ob_speech;

	// should always be a text line, as all text is derived from line of
	// text

	if (params[S_TEXT]) {
	 	ob_speech = (ObjectSpeech *) _vm->_memory->intToPtr(params[S_OB_SPEECH]);

		// establish the max width allowed for this text sprite

		// if a specific width has been set up for this character,
		// then override the default

		if (ob_speech->width)
			textWidth = ob_speech->width;
		else
			textWidth = 400;

		// pull out the text line & make the sprite & text block

		text_res = params[S_TEXT] / SIZE;
		local_text = params[S_TEXT] & 0xffff;

		// open text file & get the line
		text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);

		// 'text + 2' to skip the first 2 bytes which form the line
		// reference number

		_speechTextBlocNo = _vm->_fontRenderer->buildNewBloc(
			text + 2, _textX, _textY,
			textWidth, ob_speech->pen,
			RDSPR_TRANS | RDSPR_DISPLAYALIGN,
			_vm->_speechFontId, POSITION_AT_CENTRE_OF_BASE);

		// now ok to close the text file
		_vm->_resman->closeResource(text_res);

		// set speech duration, in case not using wav
		// no. of cycles = (no. of chars) + 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]);
	}
}

// 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!

bool Logic::wantSpeechForLine(uint32 wavId) {
	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
		// don't want speech for these lines!
		return false;
	default:
		// ok for all other lines
		return true;
	}
}

} // End of namespace Sword2