mirror of
https://github.com/libretro/scummvm.git
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56ae88d5c7
svn-id: r13385
382 lines
10 KiB
C++
382 lines
10 KiB
C++
/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// logic management
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#ifndef _LOGIC
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#define _LOGIC
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#include "sword2/header.h"
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#include "sword2/memory.h"
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#include "sword2/router.h"
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#include "sword2/speech.h"
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#include "sword2/startup.h"
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namespace Sword2 {
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#define MAX_events 10
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// There won't be many, will there? Probably 2 at most i reckon
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#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
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#define OBJECT_KILL_LIST_SIZE 50
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#define MAX_SEQUENCE_TEXT_LINES 15
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class Sword2Engine;
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class Logic {
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private:
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Sword2Engine *_vm;
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uint32 _objectKillList[OBJECT_KILL_LIST_SIZE];
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// keeps note of no. of objects in the kill list
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uint32 _kills;
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// Set this to turn debugging on
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bool _debugFlag;
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// denotes the res id of the game-object-list in current use
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uint32 _currentRunList;
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//pc during logic loop
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uint32 _pc;
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// each object has one of these tacked onto the beginning
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ObjectHub *_curObjectHub;
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void processKillList(void);
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// Stores resource id of the wav to use as lead-out from smacker
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uint32 _smackerLeadOut;
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int32 animate(int32 *params, bool reverse);
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int32 megaTableAnimate(int32 *params, bool reverse);
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void setSpriteStatus(uint32 sprite, uint32 type);
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void setSpriteShading(uint32 sprite, uint32 type);
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// keeps count of number of text lines to disaply during the sequence
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uint32 _sequenceTextLines;
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// FOR TEXT LINES IN SEQUENCE PLAYER
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struct SequenceTextInfo {
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uint32 textNumber;
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uint16 startFrame;
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uint16 endFrame;
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Memory *text_mem;
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uint32 speechBufferSize;
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uint16 *speech_mem;
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};
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SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
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void createSequenceSpeech(MovieTextObject *sequenceText[]);
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void clearSequenceSpeech(MovieTextObject *sequenceText[]);
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// array of these for subject menu build up
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struct SubjectUnit {
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uint32 res;
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uint32 ref;
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};
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SubjectUnit _subjectList[MAX_SUBJECT_LIST];
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// when not playing a wav we calculate the speech time based upon
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// length of ascii
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uint32 _speechTime;
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uint32 _animId;
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// 0 lip synced and repeating - 1 normal once through
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uint32 _speechAnimType;
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uint32 _leftClickDelay; // click-delay for LEFT mouse button
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uint32 _rightClickDelay; // click-delay for RIGHT mouse button
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// ref number for default response when luggage icon is used on a
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// person & it doesn't match any of the icons which would have been in
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// the chooser
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uint32 _defaultResponseId;
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// calculated by locateTalker() for use in speech-panning & text-sprite
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// positioning
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int16 _textX, _textY;
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void locateTalker(int32 *params);
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void formText(int32 *params);
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bool wantSpeechForLine(uint32 wavId);
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uint32 _totalStartups;
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uint32 _totalScreenManagers;
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uint32 _startRes;
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struct StartUp {
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char description[MAX_description];
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// id of screen manager object
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uint32 start_res_id;
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// tell the manager which startup you want (if there are more
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// than 1) (i.e more than 1 entrance to a screen and/or
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// separate game boots)
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uint32 key;
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};
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StartUp _startList[MAX_starts];
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uint32 initStartMenu(void);
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int16 _standbyX; // see fnSetStandbyCoords()
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int16 _standbyY;
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int16 _standbyDir;
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int whatTarget(int startX, int startY, int destX, int destY);
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public:
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Logic(Sword2Engine *vm) :
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_vm(vm), _kills(0), _debugFlag(false), _smackerLeadOut(0),
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_sequenceTextLines(0), _speechTime(0), _animId(0),
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_speechAnimType(0), _leftClickDelay(0), _rightClickDelay(0),
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_defaultResponseId(0), _totalStartups(0),
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_totalScreenManagers(0), _officialTextNumber(0),
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_speechScriptWaiting(0), _speechTextBlocNo(0),
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_choosing(false), _unpauseZone(0) {
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_scriptVars = NULL;
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memset(_subjectList, 0, sizeof(_subjectList));
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memset(_eventList, 0, sizeof(_eventList));
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memset(_syncList, 0, sizeof(_syncList));
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_router = new Router(_vm);
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initStartMenu();
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}
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~Logic() {
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delete _router;
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}
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// Point to the global variable data
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static uint32 *_scriptVars;
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// "TEXT" - current official text line number - will match the wav
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// filenames
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int16 _officialTextNumber;
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// usually 0; if non-zero then it's the id of whoever we're waiting for
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// in a speech script see fnTheyDo, fnTheyDoWeWait and fnWeWait
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int32 _speechScriptWaiting;
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// so speech text cleared when running a new start-script
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uint32 _speechTextBlocNo;
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// could alternately use logic->looping of course
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bool _choosing;
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uint32 _unpauseZone;
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void resetScriptVars(void);
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void conPrintStartMenu(void);
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void conStart(int start);
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int runScript(char *scriptData, char *objectData, uint32 *offset);
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struct EventUnit {
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uint32 id;
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uint32 interact_id;
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};
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EventUnit _eventList[MAX_events];
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void sendEvent(uint32 id, uint32 interact_id);
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void setPlayerActionEvent(uint32 id, uint32 interact_id);
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void startEvent(void);
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bool checkEventWaiting(void);
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void clearEvent(uint32 id);
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void killAllIdsEvents(uint32 id);
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uint32 countEvents(void);
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struct SyncUnit {
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uint32 id;
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uint32 sync;
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};
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SyncUnit _syncList[MAX_syncs];
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void clearSyncs(uint32 id);
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bool getSync(void);
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Router *_router;
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int32 fnTestFunction(int32 *params);
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int32 fnTestFlags(int32 *params);
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int32 fnRegisterStartPoint(int32 *params);
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int32 fnInitBackground(int32 *params);
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int32 fnSetSession(int32 *params);
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int32 fnBackSprite(int32 *params);
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int32 fnSortSprite(int32 *params);
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int32 fnForeSprite(int32 *params);
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int32 fnRegisterMouse(int32 *params);
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int32 fnAnim(int32 *params);
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int32 fnRandom(int32 *params);
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int32 fnPreLoad(int32 *params);
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int32 fnAddSubject(int32 *params);
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int32 fnInteract(int32 *params);
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int32 fnChoose(int32 *params);
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int32 fnWalk(int32 *params);
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int32 fnWalkToAnim(int32 *params);
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int32 fnTurn(int32 *params);
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int32 fnStandAt(int32 *params);
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int32 fnStand(int32 *params);
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int32 fnStandAfterAnim(int32 *params);
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int32 fnPause(int32 *params);
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int32 fnMegaTableAnim(int32 *params);
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int32 fnAddMenuObject(int32 *params);
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int32 fnStartConversation(int32 *params);
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int32 fnEndConversation(int32 *params);
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int32 fnSetFrame(int32 *params);
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int32 fnRandomPause(int32 *params);
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int32 fnRegisterFrame(int32 *params);
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int32 fnNoSprite(int32 *params);
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int32 fnSendSync(int32 *params);
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int32 fnUpdatePlayerStats(int32 *params);
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int32 fnPassGraph(int32 *params);
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int32 fnInitFloorMouse(int32 *params);
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int32 fnPassMega(int32 *params);
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int32 fnFaceXY(int32 *params);
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int32 fnEndSession(int32 *params);
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int32 fnNoHuman(int32 *params);
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int32 fnAddHuman(int32 *params);
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int32 fnWeWait(int32 *params);
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int32 fnTheyDoWeWait(int32 *params);
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int32 fnTheyDo(int32 *params);
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int32 fnWalkToTalkToMega(int32 *params);
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int32 fnFadeDown(int32 *params);
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int32 fnISpeak(int32 *params);
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int32 fnTotalRestart(int32 *params);
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int32 fnSetWalkGrid(int32 *params);
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int32 fnSpeechProcess(int32 *params);
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int32 fnSetScaling(int32 *params);
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int32 fnStartEvent(int32 *params);
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int32 fnCheckEventWaiting(int32 *params);
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int32 fnRequestSpeech(int32 *params);
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int32 fnGosub(int32 *params);
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int32 fnTimedWait(int32 *params);
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int32 fnPlayFx(int32 *params);
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int32 fnStopFx(int32 *params);
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int32 fnPlayMusic(int32 *params);
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int32 fnStopMusic(int32 *params);
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int32 fnSetValue(int32 *params);
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int32 fnNewScript(int32 *params);
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int32 fnGetSync(int32 *params);
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int32 fnWaitSync(int32 *params);
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int32 fnRegisterWalkGrid(int32 *params);
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int32 fnReverseMegaTableAnim(int32 *params);
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int32 fnReverseAnim(int32 *params);
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int32 fnAddToKillList(int32 *params);
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int32 fnSetStandbyCoords(int32 *params);
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int32 fnBackPar0Sprite(int32 *params);
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int32 fnBackPar1Sprite(int32 *params);
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int32 fnForePar0Sprite(int32 *params);
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int32 fnForePar1Sprite(int32 *params);
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int32 fnSetPlayerActionEvent(int32 *params);
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int32 fnSetScrollCoordinate(int32 *params);
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int32 fnStandAtAnim(int32 *params);
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int32 fnSetScrollLeftMouse(int32 *params);
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int32 fnSetScrollRightMouse(int32 *params);
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int32 fnColour(int32 *params);
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int32 fnFlash(int32 *params);
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int32 fnPreFetch(int32 *params);
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int32 fnGetPlayerSaveData(int32 *params);
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int32 fnPassPlayerSaveData(int32 *params);
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int32 fnSendEvent(int32 *params);
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int32 fnAddWalkGrid(int32 *params);
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int32 fnRemoveWalkGrid(int32 *params);
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int32 fnCheckForEvent(int32 *params);
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int32 fnPauseForEvent(int32 *params);
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int32 fnClearEvent(int32 *params);
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int32 fnFaceMega(int32 *params);
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int32 fnPlaySequence(int32 *params);
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int32 fnShadedSprite(int32 *params);
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int32 fnUnshadedSprite(int32 *params);
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int32 fnFadeUp(int32 *params);
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int32 fnDisplayMsg(int32 *params);
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int32 fnSetObjectHeld(int32 *params);
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int32 fnAddSequenceText(int32 *params);
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int32 fnResetGlobals(int32 *params);
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int32 fnSetPalette(int32 *params);
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int32 fnRegisterPointerText(int32 *params);
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int32 fnFetchWait(int32 *params);
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int32 fnRelease(int32 *params);
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int32 fnPrepareMusic(int32 *params);
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int32 fnSoundFetch(int32 *params);
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int32 fnSmackerLeadIn(int32 *params);
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int32 fnSmackerLeadOut(int32 *params);
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int32 fnStopAllFx(int32 *params);
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int32 fnCheckPlayerActivity(int32 *params);
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int32 fnResetPlayerActivityDelay(int32 *params);
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int32 fnCheckMusicPlaying(int32 *params);
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int32 fnPlayCredits(int32 *params);
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int32 fnSetScrollSpeedNormal(int32 *params);
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int32 fnSetScrollSpeedSlow(int32 *params);
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int32 fnRemoveChooser(int32 *params);
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int32 fnSetFxVolAndPan(int32 *params);
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int32 fnSetFxVol(int32 *params);
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int32 fnRestoreGame(int32 *params);
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int32 fnRefreshInventory(int32 *params);
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int32 fnChangeShadows(int32 *params);
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// do one cycle of the current session
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int processSession(void);
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// cause the logic loop to terminate and drop out
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void expressChangeSession(uint32 sesh_id);
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// new logic begins next cycle
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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()
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void logicUp(uint32 new_script);
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void logicReplace(uint32 new_script);
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void logicOne(uint32 new_script);
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void totalRestart(void);
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void examineRunList(void);
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void resetKillList(void);
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};
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} // End of namespace Sword2
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#endif
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