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|
/* 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/console.h"
#include "sword2/controls.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.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 (_scriptVars[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[_scriptVars[IN_SUBJECT]].res = params[0];
_subjectList[_scriptVars[IN_SUBJECT]].ref = params[1];
debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]);
_scriptVars[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;
byte *icon;
_scriptVars[AUTO_SELECTED] = 0; // see below
// new thing to intercept objects held at time of clicking on a person
if (_scriptVars[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 < _scriptVars[IN_SUBJECT]; i++) {
if (_subjectList[i].res == _scriptVars[OBJECT_HELD]) {
// Return special subject chosen code (same
// as in normal chooser routine below)
response = _subjectList[i].ref;
break;
}
}
_scriptVars[OBJECT_HELD] = 0; // clear it so it doesn't keep happening!
_scriptVars[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 (_scriptVars[CHOOSER_COUNT_FLAG] == 0 && _scriptVars[IN_SUBJECT] == 1 && _subjectList[0].res == EXIT_ICON) {
_scriptVars[AUTO_SELECTED] = 1; // for speech script
_scriptVars[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 (!_scriptVars[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 < _scriptVars[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;
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(_scriptVars[IN_SUBJECT]);
if (hit < 0) {
debug(5, "end choose");
return IR_REPEAT;
}
debug(5, "Icons available:");
byte buf[NAME_LEN];
// change icons
for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
debug(5, "%s", _vm->fetchObjectName(_subjectList[i].res, buf));
// 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, buf));
// this is our looping flag
_choosing = false;
_scriptVars[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
_scriptVars[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 (_scriptVars[TALK_FLAG] == 0)
_scriptVars[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");
}
_scriptVars[TALK_FLAG] = 0; // in-case DC forgets
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 (_scriptVars[RESULT] == 1 && !_scriptVars[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;
_scriptVars[SPEECH_ID] = params[0];
_scriptVars[INS_COMMAND] = params[1];
_scriptVars[INS1] = params[2];
_scriptVars[INS2] = params[3];
_scriptVars[INS3] = params[4];
_scriptVars[INS4] = params[5];
_scriptVars[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->decodePtr(params[0]);
if (!_scriptVars[INS_COMMAND] && _scriptVars[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);
_scriptVars[SPEECH_ID] = params[1];
_scriptVars[INS_COMMAND] = params[2];
_scriptVars[INS1] = params[3];
_scriptVars[INS2] = params[4];
_scriptVars[INS3] = params[5];
_scriptVars[INS4] = params[6];
_scriptVars[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 (_scriptVars[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;
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 (_scriptVars[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->decodePtr(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 (_scriptVars[RESULT] == 1) {
// reset because counter is likely to be still high
ob_logic->looping = 0;
//means ok
_scriptVars[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
_scriptVars[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->decodePtr(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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
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;
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 (_scriptVars[SPEECH_ID] == _scriptVars[ID]) {
// new command for us!
// clear this or it could trigger next go
_scriptVars[SPEECH_ID] = 0;
// grab the command - potentially, we only have this
// cycle to do this
ob_speech->command = _scriptVars[INS_COMMAND];
ob_speech->ins1 = _scriptVars[INS1];
ob_speech->ins2 = _scriptVars[INS2];
ob_speech->ins3 = _scriptVars[INS3];
ob_speech->ins4 = _scriptVars[INS4];
ob_speech->ins5 = _scriptVars[INS5];
debug(5, "received new command %d", _scriptVars[INS_COMMAND]);
// the current send has been received - i.e. separate
// multiple they-do's
_scriptVars[INS_COMMAND] = 0;
// now busy
ob_speech->wait_state = 0;
// 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;
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;
byte *anim_file;
uint32 local_text;
uint32 text_res;
byte *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->decodePtr(params[S_OB_LOGIC]);
ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(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 (_scriptVars[SYSTEM_TESTING_TEXT]) {
_scriptVars[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((byte *) head, local_text)) {
// line number out of range
_scriptVars[RESULT] = 2;
}
} else {
// invalid (not a text resource)
_scriptVars[RESULT] = 1;
}
// close the resource
_vm->_resman->closeResource(text_res);
if (_scriptVars[RESULT])
return IR_CONT;
} else {
// not a valid resource number - invalid (null
// resource)
_scriptVars[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 (_scriptVars[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
_scriptVars[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 (_scriptVars[PLAYER_ID] != CUR_PLAYER_ID)
debug(5, "(%d) Nico: %s", _officialTextNumber, text + 2);
else {
byte buf[NAME_LEN];
debug(5, "(%d) %s: %s", _officialTextNumber, _vm->fetchObjectName(_scriptVars[ID], buf), text + 2);
}
// Set up the speech animation
if (params[S_ANIM]) {
// just a straight anim
_animId = params[S_ANIM];
// anim type
_speechAnimType = _scriptVars[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->decodePtr(params[S_OB_MEGA]);
// pointer to anim table
anim_table = (int32 *) _vm->_memory->decodePtr(params[S_DIR_TABLE]);
// appropriate anim resource is in 'table[direction]'
_animId = anim_table[ob_mega->current_dir];
// anim type
_speechAnimType = _scriptVars[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.
_scriptVars[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 (_scriptVars[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 (_scriptVars[SYSTEM_TESTING_TEXT]) {
// and RB used to click past text
if (me->buttons & RD_RIGHTBUTTONDOWN) {
// then we want the previous line again
_scriptVars[SYSTEM_WANT_PREVIOUS_LINE] = 1;
} else {
// LB just want next line again
_scriptVars[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;
_scriptVars[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--;
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;
byte *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->decodePtr(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;
byte *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->decodePtr(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
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