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|
/* 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., 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/memory.h"
#include "sword2/resman.h"
#include "sword2/driver/d_draw.h"
#include "sword2/driver/d_sound.h"
namespace Sword2 {
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;
}
if (params[0] == -1) {
// Id -1 is used for setting the default response, i.e. the
// response when someone uses an object on a person and he
// doesn't know anything about it. See fnChoose() below.
_defaultResponseId = params[1];
} else {
debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]);
_subjectList[_scriptVars[IN_SUBJECT]].res = params[0];
_subjectList[_scriptVars[IN_SUBJECT]].ref = params[1];
_scriptVars[IN_SUBJECT]++;
}
return IR_CONT;
}
int32 Logic::fnChoose(int32 *params) {
// params: none
// This opcode is used to open the conversation menu. The human is
// switched off so there will be no normal mouse engine.
// The player's choice is piggy-backed on the standard opcode return
// values, to be used with the CP_JUMP_ON_RETURNED opcode. As far as I
// can tell, this is the only function that uses that feature.
uint i;
_scriptVars[AUTO_SELECTED] = 0;
if (_scriptVars[OBJECT_HELD]) {
// The player used an object on a person. In this case it
// triggered a conversation menu. Act as if the user tried to
// talk to the person about that object. If the person doesn't
// know anything about it, use the default response.
uint32 response = _defaultResponseId;
for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
if (_subjectList[i].res == _scriptVars[OBJECT_HELD]) {
response = _subjectList[i].ref;
break;
}
}
// The user won't be holding the object any more, and the
// conversation menu will be closed.
_scriptVars[OBJECT_HELD] = 0;
_scriptVars[IN_SUBJECT] = 0;
return IR_CONT | (response << 3);
}
if (_scriptVars[CHOOSER_COUNT_FLAG] == 0 && _scriptVars[IN_SUBJECT] == 1 && _subjectList[0].res == EXIT_ICON) {
// This is the first time the chooser is coming up in this
// conversation, there is only one subject and that's the
// EXIT icon.
//
// In other words, the player doesn't have anything to talk
// about. Skip it.
// The conversation menu will be closed. We set AUTO_SELECTED
// because the speech script depends on it.
_scriptVars[AUTO_SELECTED] = 1;
_scriptVars[IN_SUBJECT] = 0;
return IR_CONT | (_subjectList[0].ref << 3);
}
byte *icon;
if (!_choosing) {
// This is a new conversation menu.
if (!_scriptVars[IN_SUBJECT])
error("fnChoose with no subjects");
for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, i, icon);
_vm->_resman->closeResource(_subjectList[i].res);
}
for (; i < 15; i++)
_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, NULL);
_vm->_graphics->showMenu(RDMENU_BOTTOM);
_vm->setMouse(NORMAL_MOUSE_ID);
_choosing = true;
return IR_REPEAT;
}
// The menu is there - we're just waiting for a click. We only care
// about left clicks.
MouseEvent *me = _vm->mouseEvent();
if (!me || !(me->buttons & RD_LEFTBUTTONDOWN) || _vm->_mouseY < 400)
return IR_REPEAT;
// Check for click on a menu.
int hit = _vm->menuClick(_scriptVars[IN_SUBJECT]);
if (hit < 0)
return IR_REPEAT;
// Hilight the clicked icon by greying the others.
for (i = 0; i < _scriptVars[IN_SUBJECT]; i++) {
if ((int) i != hit) {
icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader);
_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, i, icon);
_vm->_resman->closeResource(_subjectList[i].res);
}
}
// For non-speech scripts that manually call the chooser
_scriptVars[RESULT] = _subjectList[hit].res;
// The conversation menu will be closed
_choosing = false;
_scriptVars[IN_SUBJECT] = 0;
_vm->setMouse(0);
return IR_CONT | (_subjectList[hit].ref << 3);
}
/**
* Start a conversation.
*
* Note that fnStartConversation() might accidentally 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, i.e. when the talk flag
* is zero.
*/
int32 Logic::fnStartConversation(int32 *params) {
// params: none
if (_scriptVars[TALK_FLAG] == 0) {
// See fnChooser & speech scripts
_scriptVars[CHOOSER_COUNT_FLAG] = 0;
}
fnNoHuman(params);
return IR_CONT;
}
/**
* End a conversation.
*/
int32 Logic::fnEndConversation(int32 *params) {
// params: none
_vm->_graphics->hideMenu(RDMENU_BOTTOM);
if (_vm->_mouseY > 399) {
// Will wait for cursor to move off the bottom menu
_vm->_mouseMode = MOUSE_holding;
}
// In case DC forgets
_scriptVars[TALK_FLAG] = 0;
return IR_CONT;
}
// 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).
/**
* Wait for a target to become waiting, i.e. not busy, then send a command to
* it.
*/
int32 Logic::fnTheyDo(int32 *params) {
// params: 0 target
// 1 command
// 2 ins1
// 3 ins2
// 4 ins3
// 5 ins4
// 6 ins5
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[0]);
assert (head->fileType == GAME_OBJECT);
// Run the target's get-speech-state script
int32 target = params[0];
char *raw_script_ad = (char *) head;
uint32 null_pc = 5;
runScript(raw_script_ad, raw_script_ad, &null_pc);
_vm->_resman->closeResource(target);
if (_scriptVars[RESULT] == 1 && !_scriptVars[INS_COMMAND]) {
// The target is waiting, i.e. not busy, and there is no other
// command queued. Send the command.
debug(5, "fnTheyDo: sending command to %d", target);
_vm->_debugger->_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;
}
// The target is busy. Come back again next cycle.
_vm->_debugger->_speechScriptWaiting = target;
return IR_REPEAT;
}
/**
* Wait for a target to become waiting, i.e. not busy, send a command to it,
* then wait for it to finish.
*/
int32 Logic::fnTheyDoWeWait(int32 *params) {
// params: 0 pointer to ob_logic
// 1 target
// 2 command
// 3 ins1
// 4 ins2
// 5 ins3
// 6 ins4
// 7 ins5
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[1]);
assert(head->fileType == GAME_OBJECT);
// Run the target's get-speech-state script
int32 target = params[1];
char *raw_script_ad = (char *) head;
uint32 null_pc = 5;
runScript(raw_script_ad, raw_script_ad, &null_pc);
_vm->_resman->closeResource(target);
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
if (_scriptVars[RESULT] == 1 && !_scriptVars[INS_COMMAND] && ob_logic->looping == 0) {
// The target is waiting, i.e. not busy, and there is no other
// command queued. We haven't sent the command yet, so do it.
debug(5, "fnTheyDoWeWait: sending command to %d", target);
_vm->_debugger->_speechScriptWaiting = target;
ob_logic->looping = 1;
_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];
return IR_REPEAT;
}
if (ob_logic->looping == 0) {
// The command has not been sent yet. Keep waiting.
_vm->_debugger->_speechScriptWaiting = target;
return IR_REPEAT;
}
if (_scriptVars[RESULT] == 0) {
// The command has been sent, and the target is busy doing it.
// Wait for it to finish.
debug(5, "fnTheyDoWeWait: Waiting for %d to finish", target);
_vm->_debugger->_speechScriptWaiting = target;
return IR_REPEAT;
}
debug(5, "fnTheyDoWeWait: %d finished", target);
ob_logic->looping = 0;
_vm->_debugger->_speechScriptWaiting = 0;
return IR_CONT;
}
/**
* Wait for a target to become waiting, i.e. not busy.
*/
int32 Logic::fnWeWait(int32 *params) {
// params: 0 target
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[0]);
assert(head->fileType == GAME_OBJECT);
// Run the target's get-speech-state script
int32 target = params[0];
char *raw_script_ad = (char *) head;
uint32 null_pc = 5;
runScript(raw_script_ad, raw_script_ad, &null_pc);
_vm->_resman->closeResource(target);
if (_scriptVars[RESULT] == 0) {
// The target is busy. Try again.
_vm->_debugger->_speechScriptWaiting = target;
return IR_REPEAT;
}
// The target is waiting, i.e. not busy.
_vm->_debugger->_speechScriptWaiting = 0;
return IR_CONT;
}
/**
* Wait for a target to become waiting, i.e. not busy, or until we time out.
* This is useful when clicking on a target to talk to it, and it doesn't
* reply. This way, we won't lock up.
*
* If the target becomes waiting, RESULT is set to 0. If we time out, RESULT is
* set to 1.
*/
int32 Logic::fnTimedWait(int32 *params) {
// params: 0 ob_logic
// 1 target
// 2 number of cycles before give up
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(params[1]);
assert(head->fileType == GAME_OBJECT);
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
if (!ob_logic->looping) {
// This is the first time, so set up the time-out.
ob_logic->looping = params[2];
}
// Run the target's get-speech-state script
int32 target = params[1];
char *raw_script_ad = (char *) head;
uint32 null_pc = 5;
runScript(raw_script_ad, raw_script_ad, &null_pc);
_vm->_resman->closeResource(target);
if (_scriptVars[RESULT] == 1) {
// The target is waiting, i.e. not busy
_vm->_debugger->_speechScriptWaiting = 0;
ob_logic->looping = 0;
_scriptVars[RESULT] = 0;
return IR_CONT;
}
ob_logic->looping--;
if (!ob_logic->looping) {
// Time's up.
debug(5, "fnTimedWait: Timed out waiting for %d", target);
_vm->_debugger->_speechScriptWaiting = 0;
// Clear the event that hasn't been picked up - in theory,
// none of this should ever happen.
killAllIdsEvents(target);
_scriptVars[RESULT] = 1;
return IR_CONT;
}
// Target is busy. Keep trying.
_vm->_debugger->_speechScriptWaiting = target;
return IR_REPEAT;
}
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
};
/**
* 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.
*/
int32 Logic::fnSpeechProcess(int32 *params) {
// 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
ObjectSpeech *ob_speech = (ObjectSpeech *) _vm->_memory->decodePtr(params[1]);
while (1) {
int32 pars[9];
// Check which command we're waiting for, and call the
// appropriate function. Once we're done, clear the command
// and set wait_state to 1.
//
// Note: we could save a var and ditch wait_state and check
// 'command' for non zero means busy
//
// Note: I can't see that we ever check the value of wait_state
// but perhaps it accesses that memory location directly?
switch (ob_speech->command) {
case 0:
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
if (fnISpeak(pars) != IR_REPEAT) {
ob_speech->command = 0;
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) {
ob_speech->command = 0;
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) {
ob_speech->command = 0;
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) {
ob_speech->command = 0;
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) {
ob_speech->command = 0;
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) {
ob_speech->command = 0;
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) {
ob_speech->command = 0;
ob_speech->wait_state = 1;
}
return IR_REPEAT;
case INS_no_sprite:
fnNoSprite(params); // ob_graphic
ob_speech->command = 0;
ob_speech->wait_state = 1;
return IR_REPEAT ;
case INS_sort:
fnSortSprite(params); // ob_graphic
ob_speech->command = 0;
ob_speech->wait_state = 1;
return IR_REPEAT;
case INS_foreground:
fnForeSprite(params); // ob_graphic
ob_speech->command = 0;
ob_speech->wait_state = 1;
return IR_REPEAT;
case INS_background:
fnBackSprite(params); // ob_graphic
ob_speech->command = 0;
ob_speech->wait_state = 1;
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) {
ob_speech->command = 0;
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) {
ob_speech->command = 0;
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;
ob_speech->wait_state = 1;
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;
ob_speech->wait_state = 1;
return IR_REPEAT;
case INS_quit:
// That's it - we're finished with this
ob_speech->command = 0;
// ob_speech->wait_state = 0;
return IR_CONT;
default:
// Unimplemented command - just cancel
ob_speech->command = 0;
ob_speech->wait_state = 1;
break;
}
if (_scriptVars[SPEECH_ID] == _scriptVars[ID]) {
// There's a new command for us! Grab the command -
// potentially we only have this cycle to do this - and
// set things up so that the command will be picked up
// on the next iteration of the while loop.
debug(5, "fnSpeechProcess: Received new command %d", _scriptVars[INS_COMMAND]);
_scriptVars[SPEECH_ID] = 0;
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];
ob_speech->wait_state = 0;
_scriptVars[INS_COMMAND] = 0;
} else {
// No new command. We could run a blink anim (or
// something) here.
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
};
/**
* It's the super versatile fnSpeak. Text and wavs can be selected in any
* combination.
*
* @note We can assume no human - there should be no human, at least!
*/
int32 Logic::fnISpeak(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 anim table res id
// 8 animation mode 0 lip synced,
// 1 just straight animation
static bool cycle_skip = false;
static bool speechRunning;
// Set up the pointers which we know we'll always need
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[S_OB_LOGIC]);
ObjectGraphic *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;
// Drop out for 1st cycle to allow walks/anims to end and
// display last frame before system locks while speech loaded
if (!cycle_skip) {
cycle_skip = true;
return IR_REPEAT;
}
cycle_skip = false;
_vm->_debugger->_textNumber = params[S_TEXT];
// 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 debugging.
uint32 text_res = params[S_TEXT] / SIZE;
uint32 local_text = params[S_TEXT] & 0xffff;
// 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]) {
if (!_vm->_resman->checkValid(text_res)) {
// Not a valid resource number - invalid (null
// resource)
_scriptVars[RESULT] = 1;
return IR_CONT;
}
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(text_res);
if (head->fileType != TEXT_FILE) {
// Invalid - not a text resource
_vm->_resman->closeResource(text_res);
_scriptVars[RESULT] = 1;
return IR_CONT;
}
if (!_vm->checkTextLine((byte *) head, local_text)) {
// Line number out of range
_vm->_resman->closeResource(text_res);
_scriptVars[RESULT] = 2;
return IR_CONT;
}
_vm->_resman->closeResource(text_res);
_scriptVars[RESULT] = 0;
}
byte *text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
_officialTextNumber = READ_LE_UINT16(text);
_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 actor number is 0 and text line is just a 'dash'
// character
if (_officialTextNumber == 0 && text[2] == '-' && text[3] == 0) {
_scriptVars[RESULT] = 3;
return IR_CONT;
}
}
// Set the 'looping_flag' and the text-click-delays. We can
// left-click past the text after half a second, and
// right-click past it after a quarter of a second.
ob_logic->looping = 1;
_leftClickDelay = 6;
_rightClickDelay = 3;
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[6];
} else if (params[S_DIR_TABLE]) {
// Use this direction table to derive the anim
// NB. ASSUMES WE HAVE A MEGA OBJECT!!
ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[S_OB_MEGA]);
int32 *anim_table = (int32 *) _vm->_memory->decodePtr(params[S_DIR_TABLE]);
_animId = anim_table[ob_mega->current_dir];
} else {
// No animation choosen
_animId = 0;
}
if (_animId) {
// Set the talker's graphic to the first frame of this
// speech anim for now.
_speechAnimType = _scriptVars[SPEECHANIMFLAG];
ob_graphic->anim_resource = _animId;
ob_graphic->anim_pc = 0;
}
// Default back to looped lip synced anims.
_scriptVars[SPEECHANIMFLAG] = 0;
// Set up _textX and _textY for speech panning 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 parameter 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;
// Panning goes from -16 (left) to 16 (right)
int8 speech_pan = ((_textX - 320) * 16) / 320;
if (speech_pan < -16)
speech_pan = -16;
else if (speech_pan > 16)
speech_pan = 16;
uint32 rv = _vm->_sound->playCompSpeech(params[S_WAV], 16, speech_pan);
if (rv == RD_OK) {
// Ok, we've got something to play. Set it
// playing now. (We might want to do this the
// next cycle, don't know yet.)
speechRunning = true;
_vm->_sound->unpauseSpeech();
} else {
debug(5, "ERROR: PlayCompSpeech(wav=%d (res=%d pos=%d)) returned %.8x", params[S_WAV], text_res, local_text, rv);
}
}
if (_vm->_gui->_subtitles || !speechRunning) {
// We want subtitles, or the speech failed to load.
// Either way, 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++;
byte *anim_file = _vm->_resman->openResource(ob_graphic->anim_resource);
AnimHeader *anim_head = _vm->fetchAnimHeader(anim_file);
if (!_speechAnimType) {
// ANIM IS TO BE LIP-SYNC'ED & REPEATING
if (ob_graphic->anim_pc == (int32) (anim_head->noAnimFrames)) {
// End of animation - restart from frame 0
ob_graphic->anim_pc = 0;
} else if (speechRunning && _vm->_sound->amISpeaking() == RDSE_QUIET) {
// The speech is running, but we're at a quiet
// bit. Restart from frame 0 (closed mouth).
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;
}
}
_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
bool speechFinished = false;
// If playing a sample
if (speechRunning) {
// Has it finished?
if (_vm->_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED)
speechFinished = true;
} 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->_mouseY > 0) {
MouseEvent *me = _vm->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.
// 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;
}
}
speechFinished = true;
// if speech sample playing, halt it prematurely
if (speechRunning)
_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, kill it
if (_speechTextBlocNo) {
_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
_speechTextBlocNo = 0;
}
// if there is a speech anim, end it on closed mouth frame
if (_animId) {
_animId = 0;
ob_graphic->anim_pc = 0;
}
speechRunning = false;
// no longer in a script function loop
ob_logic->looping = 0;
_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;
return IR_CONT;
}
// Speech still going, so decrement the click_delay if it's still
// active
if (_leftClickDelay)
_leftClickDelay--;
if (_rightClickDelay)
_rightClickDelay--;
return IR_REPEAT;
}
// Distance kept above talking sprite
#define GAP_ABOVE_HEAD 20
/**
* 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 = _vm->fetchCdtEntry(file, 0);
FrameHeader *frame_head = _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 *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[S_OB_MEGA]);
// Calculate scale at which to print the sprite, based on feet
// y-coord and 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
uint16 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;
}
_vm->_resman->closeResource(_animId);
// 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;
}
/**
* 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 *ob_speech = (ObjectSpeech *) _vm->_memory->decodePtr(params[S_OB_SPEECH]);
// Establish the max width allowed for this text sprite.
uint32 textWidth = ob_speech->width ? ob_speech->width : 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, ob_speech->pen,
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
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