scummvm/sword2/logic.h

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/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
* 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.
*
* $Header$
*/
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// logic management
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#ifndef _LOGIC
#define _LOGIC
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#include "sword2/header.h"
#include "sword2/memory.h"
#include "sword2/router.h"
#include "sword2/speech.h"
#include "sword2/startup.h"
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namespace Sword2 {
#define STACK_SIZE 10
#define MAX_events 10
// There won't be many, will there? Probably 2 at most i reckon
#define MAX_syncs 10
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#define TREE_SIZE 3
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// This must allow for the largest number of objects in a screen
#define OBJECT_KILL_LIST_SIZE 50
#define MAX_SEQUENCE_TEXT_LINES 15
class Sword2Engine;
class Logic {
private:
Sword2Engine *_vm;
// Point to the global variable data
int32 *_globals;
uint32 _objectKillList[OBJECT_KILL_LIST_SIZE];
// keeps note of no. of objects in the kill list
uint32 _kills;
// Set this to turn debugging on
bool _debugFlag;
// denotes the res id of the game-object-list in current use
uint32 _currentRunList;
//pc during logic loop
uint32 _pc;
// each object has one of these tacked onto the beginning
ObjectHub *_curObjectHub;
void processKillList(void);
// Stores resource id of the wav to use as lead-out from smacker
uint32 _smackerLeadOut;
int32 animate(int32 *params, bool reverse);
int32 megaTableAnimate(int32 *params, bool reverse);
// keeps count of number of text lines to disaply during the sequence
uint32 _sequenceTextLines;
// FOR TEXT LINES IN SEQUENCE PLAYER
struct SequenceTextInfo {
uint32 textNumber;
uint16 startFrame;
uint16 endFrame;
Memory *text_mem;
uint32 speechBufferSize;
uint16 *speech_mem;
};
SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
void createSequenceSpeech(MovieTextObject *sequenceText[]);
void clearSequenceSpeech(MovieTextObject *sequenceText[]);
// array of these for subject menu build up
struct SubjectUnit {
uint32 res;
uint32 ref;
};
SubjectUnit _subjectList[MAX_SUBJECT_LIST];
// when not playing a wav we calculate the speech time based upon
// length of ascii
uint32 _speechTime;
uint32 _animId;
// 0 lip synced and repeating - 1 normal once through
uint32 _speechAnimType;
uint32 _leftClickDelay; // click-delay for LEFT mouse button
uint32 _rightClickDelay; // click-delay for RIGHT mouse button
// ref number for default response when luggage icon is used on a
// person & it doesn't match any of the icons which would have been in
// the chooser
uint32 _defaultResponseId;
// calculated by locateTalker() for use in speech-panning & text-sprite
// positioning
int16 _textX, _textY;
void locateTalker(int32 *params);
void formText(int32 *params);
bool wantSpeechForLine(uint32 wavId);
uint32 _totalStartups;
uint32 _totalScreenManagers;
uint32 _startRes;
struct StartUp {
char description[MAX_description];
// id of screen manager object
uint32 start_res_id;
// tell the manager which startup you want (if there are more
// than 1) (i.e more than 1 entrance to a screen and/or
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// separate game boots)
uint32 key;
};
StartUp _startList[MAX_starts];
uint32 initStartMenu(void);
int16 _standbyX; // see fnSetStandbyCoords()
int16 _standbyY;
int16 _standbyDir;
int whatTarget(int startX, int startY, int destX, int destY);
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public:
Logic(Sword2Engine *vm) :
_vm(vm), _globals(NULL), _kills(0), _debugFlag(false),
_smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0),
_animId(0), _leftClickDelay(0), _rightClickDelay(0),
_defaultResponseId(0), _totalStartups(0),
_totalScreenManagers(0), _officialTextNumber(0),
_speechScriptWaiting(0), _speechTextBlocNo(0),
_choosing(false), _unpauseZone(0) {
memset(_subjectList, 0, sizeof(_subjectList));
memset(_eventList, 0, sizeof(_eventList));
memset(_syncList, 0, sizeof(_syncList));
_router = new Router(_vm);
initStartMenu();
}
// "TEXT" - current official text line number - will match the wav
// filenames
int16 _officialTextNumber;
// usually 0; if non-zero then it's the id of whoever we're waiting for
// in a speech script see fnTheyDo, fnTheyDoWeWait and fnWeWait
int32 _speechScriptWaiting;
// so speech text cleared when running a new start-script
uint32 _speechTextBlocNo;
// could alternately use logic->looping of course
bool _choosing;
uint32 _unpauseZone;
void conPrintStartMenu(void);
void conStart(int start);
void setGlobalInterpreterVariables(int32 *vars);
int runScript(char *scriptData, char *objectData, uint32 *offset);
struct EventUnit {
uint32 id;
uint32 interact_id;
};
EventUnit _eventList[MAX_events];
void sendEvent(uint32 id, uint32 interact_id);
void setPlayerActionEvent(uint32 id, uint32 interact_id);
void startEvent(void);
bool checkEventWaiting(void);
void clearEvent(uint32 id);
void killAllIdsEvents(uint32 id);
uint32 countEvents(void);
struct SyncUnit {
uint32 id;
uint32 sync;
};
SyncUnit _syncList[MAX_syncs];
void clearSyncs(uint32 id);
bool getSync(void);
Router *_router;
int32 fnTestFunction(int32 *params);
int32 fnTestFlags(int32 *params);
int32 fnRegisterStartPoint(int32 *params);
int32 fnInitBackground(int32 *params);
int32 fnSetSession(int32 *params);
int32 fnBackSprite(int32 *params);
int32 fnSortSprite(int32 *params);
int32 fnForeSprite(int32 *params);
int32 fnRegisterMouse(int32 *params);
int32 fnAnim(int32 *params);
int32 fnRandom(int32 *params);
int32 fnPreLoad(int32 *params);
int32 fnAddSubject(int32 *params);
int32 fnInteract(int32 *params);
int32 fnChoose(int32 *params);
int32 fnWalk(int32 *params);
int32 fnWalkToAnim(int32 *params);
int32 fnTurn(int32 *params);
int32 fnStandAt(int32 *params);
int32 fnStand(int32 *params);
int32 fnStandAfterAnim(int32 *params);
int32 fnPause(int32 *params);
int32 fnMegaTableAnim(int32 *params);
int32 fnAddMenuObject(int32 *params);
int32 fnStartConversation(int32 *params);
int32 fnEndConversation(int32 *params);
int32 fnSetFrame(int32 *params);
int32 fnRandomPause(int32 *params);
int32 fnRegisterFrame(int32 *params);
int32 fnNoSprite(int32 *params);
int32 fnSendSync(int32 *params);
int32 fnUpdatePlayerStats(int32 *params);
int32 fnPassGraph(int32 *params);
int32 fnInitFloorMouse(int32 *params);
int32 fnPassMega(int32 *params);
int32 fnFaceXY(int32 *params);
int32 fnEndSession(int32 *params);
int32 fnNoHuman(int32 *params);
int32 fnAddHuman(int32 *params);
int32 fnWeWait(int32 *params);
int32 fnTheyDoWeWait(int32 *params);
int32 fnTheyDo(int32 *params);
int32 fnWalkToTalkToMega(int32 *params);
int32 fnFadeDown(int32 *params);
int32 fnISpeak(int32 *params);
int32 fnTotalRestart(int32 *params);
int32 fnSetWalkGrid(int32 *params);
int32 fnSpeechProcess(int32 *params);
int32 fnSetScaling(int32 *params);
int32 fnStartEvent(int32 *params);
int32 fnCheckEventWaiting(int32 *params);
int32 fnRequestSpeech(int32 *params);
int32 fnGosub(int32 *params);
int32 fnTimedWait(int32 *params);
int32 fnPlayFx(int32 *params);
int32 fnStopFx(int32 *params);
int32 fnPlayMusic(int32 *params);
int32 fnStopMusic(int32 *params);
int32 fnSetValue(int32 *params);
int32 fnNewScript(int32 *params);
int32 fnGetSync(int32 *params);
int32 fnWaitSync(int32 *params);
int32 fnRegisterWalkGrid(int32 *params);
int32 fnReverseMegaTableAnim(int32 *params);
int32 fnReverseAnim(int32 *params);
int32 fnAddToKillList(int32 *params);
int32 fnSetStandbyCoords(int32 *params);
int32 fnBackPar0Sprite(int32 *params);
int32 fnBackPar1Sprite(int32 *params);
int32 fnForePar0Sprite(int32 *params);
int32 fnForePar1Sprite(int32 *params);
int32 fnSetPlayerActionEvent(int32 *params);
int32 fnSetScrollCoordinate(int32 *params);
int32 fnStandAtAnim(int32 *params);
int32 fnSetScrollLeftMouse(int32 *params);
int32 fnSetScrollRightMouse(int32 *params);
int32 fnColour(int32 *params);
int32 fnFlash(int32 *params);
int32 fnPreFetch(int32 *params);
int32 fnGetPlayerSaveData(int32 *params);
int32 fnPassPlayerSaveData(int32 *params);
int32 fnSendEvent(int32 *params);
int32 fnAddWalkGrid(int32 *params);
int32 fnRemoveWalkGrid(int32 *params);
int32 fnCheckForEvent(int32 *params);
int32 fnPauseForEvent(int32 *params);
int32 fnClearEvent(int32 *params);
int32 fnFaceMega(int32 *params);
int32 fnPlaySequence(int32 *params);
int32 fnShadedSprite(int32 *params);
int32 fnUnshadedSprite(int32 *params);
int32 fnFadeUp(int32 *params);
int32 fnDisplayMsg(int32 *params);
int32 fnSetObjectHeld(int32 *params);
int32 fnAddSequenceText(int32 *params);
int32 fnResetGlobals(int32 *params);
int32 fnSetPalette(int32 *params);
int32 fnRegisterPointerText(int32 *params);
int32 fnFetchWait(int32 *params);
int32 fnRelease(int32 *params);
int32 fnPrepareMusic(int32 *params);
int32 fnSoundFetch(int32 *params);
int32 fnSmackerLeadIn(int32 *params);
int32 fnSmackerLeadOut(int32 *params);
int32 fnStopAllFx(int32 *params);
int32 fnCheckPlayerActivity(int32 *params);
int32 fnResetPlayerActivityDelay(int32 *params);
int32 fnCheckMusicPlaying(int32 *params);
int32 fnPlayCredits(int32 *params);
int32 fnSetScrollSpeedNormal(int32 *params);
int32 fnSetScrollSpeedSlow(int32 *params);
int32 fnRemoveChooser(int32 *params);
int32 fnSetFxVolAndPan(int32 *params);
int32 fnSetFxVol(int32 *params);
int32 fnRestoreGame(int32 *params);
int32 fnRefreshInventory(int32 *params);
int32 fnChangeShadows(int32 *params);
// do one cycle of the current session
int processSession(void);
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// cause the logic loop to terminate and drop out
void expressChangeSession(uint32 sesh_id);
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// new logic begins next cycle
void naturalChangeSession(uint32 sesh_id);
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uint32 getRunList(void);
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// setup script_id and script_pc in _curObjectHub - called by fnGosub()
void logicUp(uint32 new_script);
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void logicReplace(uint32 new_script);
void logicOne(uint32 new_script);
void totalRestart(void);
void examineRunList(void);
void resetKillList(void);
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};
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} // End of namespace Sword2
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#endif