1 /* ResidualVM - A 3D game interpreter 2 * 3 * ResidualVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the AUTHORS 5 * file distributed with this source distribution. 6 * 7 * Additional copyright for this file: 8 * Copyright (C) 1999-2000 Revolution Software Ltd. 9 * This code is based on source code created by Revolution Software, 10 * used with permission. 11 * 12 * This program is free software; you can redistribute it and/or 13 * modify it under the terms of the GNU General Public License 14 * as published by the Free Software Foundation; either version 2 15 * of the License, or (at your option) any later version. 16 * 17 * This program is distributed in the hope that it will be useful, 18 * but WITHOUT ANY WARRANTY; without even the implied warranty of 19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 20 * GNU General Public License for more details. 21 * 22 * You should have received a copy of the GNU General Public License 23 * along with this program; if not, write to the Free Software 24 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 25 * 26 */ 27 28 #ifndef ICB_SPEECH_H 29 #define ICB_SPEECH_H 30 31 #include "engines/icb/common/px_array.h" 32 #include "engines/icb/common/px_string.h" 33 #include "engines/icb/common/px_common.h" 34 #include "engines/icb/string_vest.h" 35 36 namespace ICB { 37 38 // this sits in the _mega structure for conversation_uid - means no current conversation 39 #define NO_SPEECH_REQUEST 424242 40 41 // goes in conversation_owners when a conversation is removed and its slot freed 42 #define DEAD_CONVERSATION 424242 43 44 enum __speech_state { 45 __PENDING, // conversation is being set up 46 __PROCESS, // ready for next speech instruction 47 __WAITING_TO_SAY, // specific to psx really, this means the disc is spinning towards its destination, just keep going until it's finished! 48 __SAYING // text is up on screen 49 }; 50 51 enum __coms { __FACE_OBJECT, __PLAY_GENERIC_ANIM, __PLAY_CUSTOM_ANIM, __REVERSE_CUSTOM_ANIM }; 52 53 class __conv_command { 54 public: 55 56 uint32 id; // object id 57 58 uint32 param1; 59 // pxString str_param1; 60 char str_param1[ENGINE_STRING_LEN]; 61 62 __coms command; 63 64 bool8 active; 65 uint8 padding1; 66 uint8 padding2; 67 uint8 padding3; 68 }; 69 70 #define MAX_people_talking 3 71 #define MAX_coms 3 72 73 class __conversation { 74 public: __conversation()75 __conversation() { 76 for (int32 i = 0; i < MAX_people_talking; i++) 77 subscribers_requested[i] = 0; 78 79 total_subscribers = 0; 80 current_subscribers = 0; 81 82 current_talker = (int32)-1; 83 count = 0; 84 } 85 86 uint32 subscribers_requested[MAX_people_talking]; 87 uint32 total_subscribers; // the number of people in the conversation 88 uint32 current_subscribers; // number of people still in at the end of the logic cycle - we can therefore tell if any have dropped out 89 90 __conv_command coms[MAX_coms]; 91 92 char *script_pc; 93 94 int32 current_talker; // id of person talking 95 uint32 count; // used to count down current text 96 __speech_state state; // conversation state 97 }; 98 99 // Works out how int32 some text should be displayed to allow adequate time for it to be read. We might need to 100 // tinker with the formula in here 'till we get it right. 101 extern uint32 Get_reading_time(const char *pcString); 102 103 // Moved these from speech_psx.h, because the PC needs to be able to alter text colours now for the 104 // Remora's text. 105 void SetTextColour(uint8 r, uint8 g, uint8 b); 106 107 // This colour is used to display voice over text (normally player's speech colour). 108 extern uint8 voice_over_red; 109 extern uint8 voice_over_green; 110 extern uint8 voice_over_blue; 111 112 // These defaults are set to the player's text colour. 113 #define VOICE_OVER_DEFAULT_RED 255 114 #define VOICE_OVER_DEFAULT_GREEN 245 115 #define VOICE_OVER_DEFAULT_BLUE 100 116 117 } // End of namespace ICB 118 119 #endif 120