/* Copyright (C) 1994-2004 Revolution Software Ltd * * 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. * * $Header$ */ // logic management #ifndef _LOGIC #define _LOGIC #include "sword2/header.h" #include "sword2/memory.h" #include "sword2/router.h" #include "sword2/speech.h" #include "sword2/startup.h" namespace Sword2 { #define MAX_events 10 // There won't be many, will there? Probably 2 at most i reckon #define MAX_syncs 10 #define TREE_SIZE 3 // 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; 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); void setSpriteStatus(uint32 sprite, uint32 type); void setSpriteShading(uint32 sprite, uint32 type); // 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 // 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); public: Logic(Sword2Engine *vm) : _vm(vm), _kills(0), _debugFlag(false), _smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0), _animId(0), _speechAnimType(0), _leftClickDelay(0), _rightClickDelay(0), _defaultResponseId(0), _totalStartups(0), _totalScreenManagers(0), _officialTextNumber(0), _speechScriptWaiting(0), _speechTextBlocNo(0), _choosing(false), _unpauseZone(0) { _scriptVars = NULL; memset(_subjectList, 0, sizeof(_subjectList)); memset(_eventList, 0, sizeof(_eventList)); memset(_syncList, 0, sizeof(_syncList)); _router = new Router(_vm); initStartMenu(); } ~Logic() { delete _router; } // Point to the global variable data static uint32 *_scriptVars; // "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 resetScriptVars(void); void conPrintStartMenu(void); void conStart(int start); 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); // cause the logic loop to terminate and drop out void expressChangeSession(uint32 sesh_id); // new logic begins next cycle void naturalChangeSession(uint32 sesh_id); uint32 getRunList(void); // setup script_id and script_pc in _curObjectHub - called by fnGosub() void logicUp(uint32 new_script); void logicReplace(uint32 new_script); void logicOne(uint32 new_script); void totalRestart(void); void examineRunList(void); void resetKillList(void); }; } // End of namespace Sword2 #endif