ScummVM API documentation
speech.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
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 modify
13 * it under the terms of the GNU General Public License as published by
14 * the Free Software Foundation, either version 3 of the License, or
15 * (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, see <http://www.gnu.org/licenses/>.
24 *
25 */
26
27#ifndef ICB_SPEECH_H
28#define ICB_SPEECH_H
29
30#include "engines/icb/common/px_array.h"
31#include "engines/icb/common/px_string.h"
32#include "engines/icb/common/px_common.h"
33#include "engines/icb/string_vest.h"
34
35namespace ICB {
36
37// this sits in the _mega structure for conversation_uid - means no current conversation
38#define NO_SPEECH_REQUEST 424242
39
40// goes in conversation_owners when a conversation is removed and its slot freed
41#define DEAD_CONVERSATION 424242
42
43enum __speech_state {
44 __PENDING, // conversation is being set up
45 __PROCESS, // ready for next speech instruction
46 __WAITING_TO_SAY, // specific to psx really, this means the disc is spinning towards its destination, just keep going until it's finished!
47 __SAYING // text is up on screen
48};
49
50enum __coms { __FACE_OBJECT, __PLAY_GENERIC_ANIM, __PLAY_CUSTOM_ANIM, __REVERSE_CUSTOM_ANIM };
51
53public:
54
55 uint32 id; // object id
56
57 uint32 param1;
58 // pxString str_param1;
59 char str_param1[ENGINE_STRING_LEN];
60
61 __coms command;
62
63 bool8 active;
64 uint8 padding1;
65 uint8 padding2;
66 uint8 padding3;
67};
68
69#define MAX_people_talking 3
70#define MAX_coms 3
71
73public:
75 for (int32 i = 0; i < MAX_people_talking; i++)
76 subscribers_requested[i] = 0;
77
78 total_subscribers = 0;
79 current_subscribers = 0;
80
81 current_talker = (int32)-1;
82 count = 0;
83 }
84
85 uint32 subscribers_requested[MAX_people_talking];
86 uint32 total_subscribers; // the number of people in the conversation
87 uint32 current_subscribers; // number of people still in at the end of the logic cycle - we can therefore tell if any have dropped out
88
89 __conv_command coms[MAX_coms];
90
91 char *script_pc;
92
93 int32 current_talker; // id of person talking
94 uint32 count; // used to count down current text
95 __speech_state state; // conversation state
96};
97
98// Works out how int32 some text should be displayed to allow adequate time for it to be read. We might need to
99// tinker with the formula in here 'till we get it right.
100extern uint32 Get_reading_time(const char *pcString);
101
102// Moved these from speech_psx.h, because the PC needs to be able to alter text colours now for the
103// Remora's text.
104void SetTextColour(uint8 r, uint8 g, uint8 b);
105
106// This colour is used to display voice over text (normally player's speech colour).
107extern uint8 voice_over_red;
108extern uint8 voice_over_green;
109extern uint8 voice_over_blue;
110
111// These defaults are set to the player's text colour.
112#define VOICE_OVER_DEFAULT_RED 255
113#define VOICE_OVER_DEFAULT_GREEN 245
114#define VOICE_OVER_DEFAULT_BLUE 100
115
116} // End of namespace ICB
117
118#endif
Definition: speech.h:52
Definition: speech.h:72