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4c3a68027f
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it makes it much easier to tell the difference between variables and constants when looking at the code. Of course, this sort of sweeping changes is jolly good for introducing truly weird regressions, which is why I waited until after 0.6.0. svn-id: r13331
379 lines
10 KiB
C++
379 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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// 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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