aboutsummaryrefslogtreecommitdiff
path: root/sword2/speech.cpp
blob: 21516210a52e052d6165b896f1f3157e35c5c89c (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
/* Copyright (C) 1994-1998 Revolution Software Ltd.
 * Copyright (C) 2003-2005 The ScummVM project
 *
 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $Header$
 */

#include "common/stdafx.h"
#include "common/file.h"

#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/resman.h"

namespace Sword2 {

// To request the status of a target, we run its 4th script, get-speech-state.
// This will cause RESULT to be set to either 1 (target is waiting) or 0
// (target is busy).

// Distance kept above talking sprite
#define GAP_ABOVE_HEAD 20

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
};

/**
 * Sets _textX and _textY for position of text sprite. Note that _textX is
 * also used to calculate speech pan.
 */

void Logic::locateTalker(int32 *params) {
	// 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

	if (!_animId) {
		// There is no animation. Assume it's voice-over text, and put
		// it at the bottom of the screen.

		_textX = 320;
		_textY = 400;
		return;
	}

	byte *file = _vm->_resman->openResource(_animId);

	// '0' means 1st frame

	CdtEntry cdt_entry;
	FrameHeader frame_head;

	cdt_entry.read(_vm->fetchCdtEntry(file, 0));
	frame_head.read(_vm->fetchFrameHeader(file, 0));

	// Note: This part of the code is quite similar to registerFrame().

	if (cdt_entry.frameType & FRAME_OFFSET) {
		// The frame has offsets, i.e. it's a scalable mega frame
		ObjectMega obMega(decodePtr(params[S_OB_MEGA]));

		uint16 scale = obMega.calcScale();

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

		// just use 'feet_x' as centre
		_textX = obMega.getFeetX();

		// Add scaled y-offset to feet_y coord to get top of sprite
		_textY = obMega.getFeetY() + (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;
	}

	_vm->_resman->closeResource(_animId);

	// Leave space above their head
	_textY -= GAP_ABOVE_HEAD;

	// Adjust the text coords for RDSPR_DISPLAYALIGN

	ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();

	_textX -= screenInfo->scroll_offset_x;
	_textY -= screenInfo->scroll_offset_y;
}

/**
 * This function is called the first time to build the text, if we need one. If
 * If necessary it also brings in the wav and sets up the animation.
 *
 * If there is an animation it can be repeating lip-sync or run-once.
 *
 * If there is no wav, then the text comes up instead. There can be any
 * combination of text/wav playing.
 */

void Logic::formText(int32 *params) {
	// 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

	// There should always be a text line, as all text is derived from it.
	// If there is none, that's bad...

	if (!params[S_TEXT]) {
		warning("No text line for speech wav %d", params[S_WAV]);
		return;
	}

	ObjectSpeech obSpeech(decodePtr(params[S_OB_SPEECH]));

	// Establish the max width allowed for this text sprite.
	uint32 textWidth = obSpeech.getWidth();

	if (!textWidth)
		textWidth = 400;

	// Pull out the text line, and make the sprite and text block

	uint32 text_res = params[S_TEXT] / SIZE;
	uint32 local_text = params[S_TEXT] & 0xffff;
	byte *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, obSpeech.getPen(),
		RDSPR_TRANS | RDSPR_DISPLAYALIGN,
		_vm->_speechFontId, POSITION_AT_CENTRE_OF_BASE);

	_vm->_resman->closeResource(text_res);

	// Set speech duration, in case not using a wav.
	_speechTime = strlen((char *)text) + 30;
}

/**
 * There are some hard-coded cases where speech is used to illustrate a sound
 * effect. In this case there is no sound associated with the speech itself.
 */

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:	// Zombie Island forest maze (bird)
	case 923:	// Zombie Island forest maze (monkey)
	case 926:	// Zombie Island forest maze (zombie)
		// Don't want speech for these lines!
		return false;
	default:
		// Ok for all other lines
		return true;
	}
}

} // End of namespace Sword2