scummvm/engines/dragons/talk.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
*/
#include <common/debug.h>
#include "bigfile.h"
#include "actor.h"
#include "talk.h"
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#include "sound.h"
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#include "dragons.h"
namespace Dragons {
Talk::Talk(DragonsEngine *vm, BigfileArchive *bigfileArchive): _vm(vm), _bigfileArchive(bigfileArchive) {
}
void Talk::init() {
}
char *Talk::loadText(uint32 textIndex) {
char filename[13] = "drag0000.txt";
uint32 fileNo = (textIndex >> 0xc) & 0xffff;
uint32 fileOffset = textIndex & 0xfff;
sprintf(filename, "drag%04d.txt", fileNo);
uint32 size;
byte *data = _bigfileArchive->load(filename, size);
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debug("DIALOG: %s, %d", filename, fileOffset);
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printWideText(data + 10 + fileOffset);
delete data;
return NULL; //TODO fix me
}
void Talk::printWideText(byte *text) {
char buf[2000];
int i = 0;
for (; READ_LE_INT16(text) != 0 && i < 1999; i++) {
buf[i] = *text;
text += 2;
}
buf[i] = 0;
debug("TEXT: %s", buf);
}
void
Talk::FUN_8003239c(char *dialog, int16 x, int16 y, int32 param_4, uint16 param_5, Actor *actor, uint16 startSequenceId,
uint16 endSequenceId, uint32 textId) {
//TODO 0x800323a4
//TODO dragon_text_related(textId);
_vm->data_800633fc = 1;
uint32 uVar4 = 0; //TODO FUN_8001d1ac(0,textId,0);
actor->updateSequence(startSequenceId);
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_vm->_sound->playSpeech(textId);
conversation_related_maybe(NULL /*TODO &dialog[10]*/, (int)x, (int)y,param_4 & 0xffff, (uint)param_5, textId, uVar4 & 0xffff);
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actor->updateSequence(endSequenceId);
}
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void
Talk::conversation_related_maybe(uint16 *dialogText, uint16 x, uint16 y, uint16 param_4, int16 param_5, uint32 textId,
int16 param_7) {
//TODO display dialog text here and wait for audio stream to complete.
while (_vm->isFlagSet(ENGINE_FLAG_8000)) {
_vm->waitForFrames(1);
}
}
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} // End of namespace Dragons