scummvm/sky/logic.cpp
Oliver Kiehl 68a2e52889 some temporary debug cleanup
svn-id: r8148
2003-05-30 16:06:43 +00:00

2113 lines
52 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 The ScummVM project
*
* 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.
*
* $Header$
*
*/
#include "stdafx.h"
#include "sky/logic.h"
#include "sky/debug.h"
#include "sky/compact.h"
#include "sky/skydefs.h"
#include "sky/talks.h"
uint32 SkyLogic::_scriptVariables[838];
typedef void (SkyLogic::*LogicTable) ();
static const LogicTable logicTable[] = {
&SkyLogic::nop,
&SkyLogic::logicScript, // 1 script processor
&SkyLogic::autoRoute, // 2 Make a route
&SkyLogic::arAnim, // 3 Follow a route
&SkyLogic::arTurn, // 4 Mega turns araound
&SkyLogic::alt, // 5 Set up new get-to script
&SkyLogic::anim, // 6 Follow a sequence
&SkyLogic::turn, // 7 Mega turning
&SkyLogic::cursor, // 8 id tracks the pointer
&SkyLogic::talk, // 9 count down and animate
&SkyLogic::listen, // 10 player waits for talking id
&SkyLogic::stopped, // 11 wait for id to move
&SkyLogic::choose, // 12 wait for player to click
&SkyLogic::frames, // 13 animate just frames
&SkyLogic::pause, // 14 Count down to 0 and go
&SkyLogic::waitSync, // 15 Set to l_script when sync!=0
&SkyLogic::simpleAnim, // 16 Module anim without x,y's
};
SkyLogic::SkyLogic(SkyScreen *skyScreen, SkyDisk *skyDisk, SkyGrid *skyGrid, SkyText *skyText, SkyMusicBase *skyMusic, SkyMouse *skyMouse, SkySound *skySound, uint32 gameVersion) {
_skyScreen = skyScreen;
_skyDisk = skyDisk;
_skyGrid = skyGrid;
_skyText = skyText;
_skyMusic = skyMusic;
_skySound = skySound;
_skyMouse = skyMouse;
_gameVersion = gameVersion;
_skyAutoRoute = new SkyAutoRoute(_skyGrid);
for (int i = 0; i < ARRAYSIZE(_moduleList); i++)
_moduleList[i] = 0;
_stackPtr = 0;
initScriptVariables();
}
void SkyLogic::engine() {
uint16 *logicList = (uint16 *)SkyState::fetchCompact(_scriptVariables[LOGIC_LIST_NO]);
while (uint16 id = *logicList++) { // 0 means end of list
if (id == 0xffff) {
// Change logic data address
logicList = (uint16 *)SkyState::fetchCompact(*logicList);
continue;
}
_scriptVariables[CUR_ID] = id;
_compact = SkyState::fetchCompact(id);
// check the id actually wishes to be processed
if (!(_compact->status & (1 << 6)))
continue;
// ok, here we process the logic bit system
if (_compact->status & (1 << 7))
_skyGrid->removeObjectFromWalk(_compact);
SkyDebug::logic(_compact->logic);
(this->*logicTable[_compact->logic]) ();
if (_compact->status & (1 << 7))
_skyGrid->objectToWalk(_compact);
// a sync sent to the compact is available for one cycle
// only. that cycle has just ended so remove the sync.
// presumably the mega has just reacted to it.
_compact->sync = 0;
}
}
void SkyLogic::nop() {}
void SkyLogic::logicScript() {
// Process the current mega's script
// If the script finishes then drop back a level
for (;;) {
uint16 mode = _compact->mode; // get pointer to current script
uint16 *scriptNo = SkyCompact::getSub(_compact, mode);
uint16 *offset = SkyCompact::getSub(_compact, mode + 2);
uint32 scr = script(*scriptNo, *offset);
*scriptNo = (uint16)(scr & 0xffff);
*offset = (uint16)(scr >> 16);
if (!*offset) // script finished
_compact->mode -= 4;
else if (_compact->mode == mode)
return;
}
}
void SkyLogic::autoRoute() {
uint16 *route = 0;
uint16 ret = _skyAutoRoute->autoRoute(_compact, &route);
_compact->logic = L_SCRIPT; // continue the script
if (ret != 1) // route failed
_compact->downFlag = 1; // return fail to script
else if (!route) // zero route
_compact->downFlag = 2; // return fail to script
else {
_compact->grafixProg = route; // put graphic prog in
_compact->downFlag = 0; // route ok
}
logicScript();
return;
}
void SkyLogic::arAnim() {
// Follow a route
// Mega should be in getToMode
// only check collisions on character boundaries
if ((_compact->xcood & 7) || (_compact->ycood & 7)) {
mainAnim();
return;
}
// On character boundary. Have we been told to wait?
// if not - are WE colliding?
if (_compact->extCompact->waitingFor == 0xffff) { // 1st cycle of re-route does
mainAnim();
return;
}
if (_compact->extCompact->waitingFor) {
// ok, we've been told we've hit someone
// we will wait until we are no longer colliding
// with them. here we check to see if we are (still) colliding.
// if we are then run the stop script. if not clear the flag
// and continue.
// remember - this could be the first ar cycle for some time,
// we might have been told to wait months ago. if we are
// waiting for one person then another hits us then
// c_waiting_for will be replaced by the new mega - this is
// fine because the later collision will almost certainly
// take longer to clear than the earlier one.
if (collide(SkyState::fetchCompact(_compact->extCompact->waitingFor))) {
stopAndWait();
return;
}
// we are not in fact hitting this person so clr & continue
// it must have registered some time ago
_compact->extCompact->waitingFor = 0; // clear id flag
}
// ok, our turn to check for collisions
uint16 *logicList = (uint16 *)SkyState::fetchCompact(_scriptVariables[LOGIC_LIST_NO]);
Compact *cpt = 0;
while (uint16 id = *logicList++) { // get an id
if (id == 0xffff) { // address change?
logicList = (uint16 *)SkyState::fetchCompact(*logicList); // get new logic list
continue;
}
if (id == (uint16)(_scriptVariables[CUR_ID] & 0xffff)) // is it us?
continue;
_scriptVariables[HIT_ID] = id; // save target id for any possible c_mini_bump
cpt = SkyState::fetchCompact(id); // let's have a closer look
if (!(cpt->status & (1 << ST_COLLISION_BIT))) // can it collide?
continue;
if (cpt->screen != _compact->screen) // is it on our screen?
continue;
if (collide(cpt)) { // check for a hit
// ok, we've hit a mega
// is it moving... or something else?
if (cpt->logic != L_AR_ANIM) { // check for following route
// it is doing something else
// we restart our get-to script
// first tell it to wait for us - in case it starts moving
// ( *it may have already hit us and stopped to wait )
_compact->extCompact->waitingFor = 0xffff; // effect 1 cycle collision skip
// tell it it is waiting for us
cpt->extCompact->waitingFor = (uint16)(_scriptVariables[CUR_ID] & 0xffff);
// restart current script
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
_compact->logic = L_SCRIPT;
logicScript();
return;
}
script(_compact->extCompact->miniBump, 0);
return;
}
}
// ok, there was no collisions
// now check for interaction request
// *note: the interaction is always set up as an action script
if (_compact->extCompact->request) {
_compact->mode = C_ACTION_MODE; // put into action mode
_compact->extCompact->actionSub = _compact->extCompact->request;
_compact->extCompact->actionSub_off = 0;
_compact->extCompact->request = 0; // trash request
_compact->logic = L_SCRIPT;
logicScript();
return;
}
// any flag? - or any change?
// if change then re-run the current script, which must be
// a position independent get-to ----
if (!_compact->extCompact->atWatch) { // any flag set?
mainAnim();
return;
}
// ok, there is an at watch - see if it's changed
if (_compact->extCompact->atWas == _scriptVariables[_compact->extCompact->atWatch/4]) { // still the same?
mainAnim();
return;
}
// changed so restart the current script
// *not suitable for base initiated ARing
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
_compact->logic = L_SCRIPT;
logicScript();
}
void SkyLogic::mainAnim() {
_compact->extCompact->waitingFor = 0; // clear possible zero-zero skip
uint16 *sequence = _compact->grafixProg;
if (!*sequence) {
// ok, move to new anim segment
sequence += 2;
if (!*sequence) { // end of route?
// ok, sequence has finished
// will start afresh if new sequence continues in last direction
_compact->extCompact->arAnimIndex = 0;
_compact->downFlag = 0; // pass back ok to script
_compact->logic = L_SCRIPT;
logicScript();
return;
}
_compact->grafixProg = sequence;
_compact->extCompact->arAnimIndex = 0; // reset position
}
uint16 dir;
while ((dir = _compact->extCompact->dir) != *(sequence + 1)) {
// ok, setup turning
_compact->extCompact->dir = *(sequence + 1);
uint16 **tt = SkyCompact::getTurnTable(_compact,_compact->extCompact->megaSet, dir);
if (tt[_compact->extCompact->dir]) {
_compact->extCompact->turnProg = tt[_compact->extCompact->dir];
_compact->logic = L_AR_TURNING;
arTurn();
return;
}
};
uint16 *animList = *(uint16 **)SkyCompact::getCompactElem(_compact,
C_ANIM_UP + _compact->extCompact->megaSet + dir * 4);
uint16 arAnimIndex = _compact->extCompact->arAnimIndex;
if (!animList[arAnimIndex/2]) {
arAnimIndex = 0;
_compact->extCompact->arAnimIndex = 0; // reset
}
_compact->extCompact->arAnimIndex += S_LENGTH;
*sequence -= animList[(S_COUNT + arAnimIndex)/2]; // reduce the distance to travel
_compact->frame = animList[(S_FRAME + arAnimIndex)/2]; // new graphic frame
_compact->xcood += animList[(S_AR_X + arAnimIndex)/2]; // update x coordinate
_compact->ycood += animList[(S_AR_Y + arAnimIndex)/2]; // update y coordinate
}
void SkyLogic::arTurn() {
_compact->frame = *_compact->extCompact->turnProg++;
if (!*_compact->extCompact->turnProg) { // turn done?
// Back to ar mode
_compact->extCompact->arAnimIndex = 0;
_compact->logic = L_AR_ANIM;
}
}
void SkyLogic::alt() {
// change the current script
_compact->logic = L_SCRIPT;
*SkyCompact::getSub(_compact, _compact->mode) = _compact->extCompact->alt;
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
logicScript();
}
void SkyLogic::anim() {
// Follow an animation sequence
uint16 *grafixProg = _compact->grafixProg;
while (*grafixProg) {
if (*grafixProg == LF_START_FX) { // do fx
grafixProg++;
uint16 sound = *grafixProg++;
uint16 volume = *grafixProg++;
// channel 0
fnStartFx(sound, 0, volume);
} else if (*grafixProg >= LF_START_FX) { // do sync
grafixProg++;
Compact *cpt = SkyState::fetchCompact(*grafixProg++);
cpt->sync = *grafixProg++;
} else { // put coordinates and frame in
_compact->xcood = *grafixProg++;
_compact->ycood = *grafixProg++;
_compact->frame = *grafixProg++ | _compact->offset;
_compact->grafixProg = grafixProg;
return;
}
}
_compact->downFlag = 0;
_compact->logic = L_SCRIPT;
logicScript();
}
void SkyLogic::turn() {
if (*_compact->extCompact->turnProg) {
_compact->frame = *_compact->extCompact->turnProg++;
return;
}
// turn_to_script:
_compact->extCompact->arAnimIndex = 0;
_compact->logic = L_SCRIPT;
logicScript();
}
void SkyLogic::cursor() {
error("Stub: SkyLogic::cursor");
}
void SkyLogic::talk() {
error("Stub: SkyLogic::talk");
}
void SkyLogic::listen() {
// Stay in this mode until id in c_get_to_flag leaves l_talk mode
Compact *cpt = SkyState::fetchCompact(_compact->flag);
if (cpt->logic == L_TALK)
return;
_compact->logic = L_SCRIPT;
logicScript();
}
void SkyLogic::stopped() {
// waiting for another mega to move or give-up trying
// this mode will always be set up from a special script
// that will be one level higher than the script we
// would wish to restart from
Compact *cpt = SkyState::fetchCompact(_compact->extCompact->waitingFor);
if (!cpt->mood && collide(cpt))
return;
// we are free, continue processing the script
// restart script one level below
*SkyCompact::getSub(_compact, _compact->mode - 2) = 0;
_compact->extCompact->waitingFor = 0xffff;
_compact->logic = L_SCRIPT;
logicScript();
}
void SkyLogic::choose() {
// Remain in this mode until player selects some text
if (!_scriptVariables[THE_CHOSEN_ONE])
return;
fnNoHuman(0, 0, 0); // kill mouse again
// system_flags &= ~(1 << SF_CHOOSING); // restore save/restore
_compact->logic = L_SCRIPT; // and continue script
logicScript();
}
void SkyLogic::frames() {
if (!_compact->sync)
simpleAnim();
_compact->downFlag = 0; // return 'ok' to script
_compact->logic = L_SCRIPT;
logicScript();
}
void SkyLogic::pause() {
if (--_compact->flag)
return;
_compact->logic = L_SCRIPT;
logicScript();
return;
}
void SkyLogic::waitSync() {
// checks c_sync, when its non 0
// the id is put back into script mode
// use this instead of loops in the script
if (!_compact->sync)
return;
_compact->logic = L_SCRIPT;
logicScript();
}
void SkyLogic::simpleAnim() {
// follow an animation sequence module
// whilst ignoring the coordinate data
uint16 *grafixProg = _compact->grafixProg;
// *grafix_prog: command
while (*grafixProg) {
if (*grafixProg != SEND_SYNC) {
grafixProg++;
grafixProg++; // skip coordinates
// *grafix_prog: frame
if (*grafixProg >= 64)
_compact->frame = *grafixProg;
else
_compact->frame = *grafixProg + _compact->offset;
grafixProg++;
_compact->grafixProg = grafixProg;
return;
}
grafixProg++;
// *grafix_prog: id to sync
Compact *compact2 = SkyState::fetchCompact(*grafixProg);
grafixProg++;
// *grafix_prog: sync
compact2->sync = *grafixProg;
grafixProg++;
}
_compact->downFlag = 0; // return 'ok' to script
_compact->logic = L_SCRIPT;
logicScript();
}
bool SkyLogic::collide(Compact *cpt) {
MegaSet *m1 = SkyCompact::getMegaSet(_compact, _compact->extCompact->megaSet);
MegaSet *m2 = SkyCompact::getMegaSet(cpt, cpt->extCompact->megaSet);
// target's base coordinates
uint16 x = cpt->xcood & 0xfff8;
uint16 y = cpt->ycood & 0xfff8;
// The collision is direction dependant
switch (_compact->extCompact->dir) {
case 0: // looking up
x -= m1->colOffset; // compensate for inner x offsets
x += m2->colOffset;
if ((x + m2->colWidth) < _compact->xcood) // their rightmost
return false;
x -= m1->colWidth; // our left, their right
if (x >= _compact->xcood)
return false;
y += 8; // bring them down a line
if (y == _compact->ycood)
return true;
y += 8; // bring them down a line
if (y == _compact->ycood)
return true;
return false;
case 1: // looking down
x -= m1->colOffset; // compensate for inner x offsets
x += m2->colOffset;
if ((x + m2->colWidth) >= _compact->xcood) // their rightmoast
return false;
x -= m1->colWidth; // our left, their right
if (x >= _compact->xcood)
return false;
y -= 8; // bring them up a line
if (y == _compact->ycood)
return true;
y -= 8; // bring them up a line
if (y == _compact->ycood)
return true;
return false;
case 2: // looking left
if (y != _compact->ycood)
return false;
x += m2->lastChr;
if (x == _compact->xcood)
return true;
x -= 8; // out another one
if (x == _compact->xcood)
return true;
return false;
case 3: // looking right
case 4: // talking (not sure if this makes sense...)
if (y != _compact->ycood)
return false;
x -= m1->lastChr; // last block
if (x == _compact->xcood)
return true;
x -= 8; // out another block
if (x != _compact->xcood)
return false;
return true;
default:
error("Unknown Direction: %d", _compact->extCompact->dir);
}
}
void SkyLogic::runGetOff() {
uint32 getOff = _scriptVariables[GET_OFF];
_scriptVariables[GET_OFF] = 0;
if (getOff)
script((uint16)(getOff & 0xffff), (uint16)(getOff >> 16));
}
void SkyLogic::stopAndWait() {
_compact->mode += 4;
uint16 *scriptNo = SkyCompact::getSub(_compact, _compact->mode);
uint16 *offset = SkyCompact::getSub(_compact, _compact->mode + 2);
*scriptNo = (uint16)(_compact->extCompact->stopScript & 0xffff);
*offset = (uint16)(_compact->extCompact->stopScript >> 16);
_compact->logic = L_SCRIPT;
logicScript();
}
void SkyLogic::checkModuleLoaded(uint16 moduleNo) {
if (!_moduleList[moduleNo])
_moduleList[moduleNo] = (uint16 *)_skyDisk->loadFile((uint16)moduleNo + F_MODULE_0, NULL);
}
void SkyLogic::push(uint32 a) {
if (_stackPtr > ARRAYSIZE(_stack) - 2)
error("Stack overflow");
_stack[_stackPtr++] = a;
}
uint32 SkyLogic::pop() {
if (_stackPtr < 1 || _stackPtr > ARRAYSIZE(_stack) - 1)
error("No items on Stack to pop");
return _stack[--_stackPtr];
}
typedef bool (SkyLogic::*McodeTable) (uint32, uint32, uint32);
static McodeTable mcodeTable[] = {
&SkyLogic::fnCacheChip,
&SkyLogic::fnCacheFast,
&SkyLogic::fnDrawScreen,
&SkyLogic::fnAr,
&SkyLogic::fnArAnimate,
&SkyLogic::fnIdle,
&SkyLogic::fnInteract,
&SkyLogic::fnStartSub,
&SkyLogic::fnTheyStartSub,
&SkyLogic::fnAssignBase,
&SkyLogic::fnDiskMouse,
&SkyLogic::fnNormalMouse,
&SkyLogic::fnBlankMouse,
&SkyLogic::fnCrossMouse,
&SkyLogic::fnCursorRight,
&SkyLogic::fnCursorLeft,
&SkyLogic::fnCursorDown,
&SkyLogic::fnOpenHand,
&SkyLogic::fnCloseHand,
&SkyLogic::fnGetTo,
&SkyLogic::fnSetToStand,
&SkyLogic::fnTurnTo,
&SkyLogic::fnArrived,
&SkyLogic::fnLeaving,
&SkyLogic::fnSetAlternate,
&SkyLogic::fnAltSetAlternate,
&SkyLogic::fnKillId,
&SkyLogic::fnNoHuman,
&SkyLogic::fnAddHuman,
&SkyLogic::fnAddButtons,
&SkyLogic::fnNoButtons,
&SkyLogic::fnSetStop,
&SkyLogic::fnClearStop,
&SkyLogic::fnPointerText,
&SkyLogic::fnQuit,
&SkyLogic::fnSpeakMe,
&SkyLogic::fnSpeakMeDir,
&SkyLogic::fnSpeakWait,
&SkyLogic::fnSpeakWaitDir,
&SkyLogic::fnChooser,
&SkyLogic::fnHighlight,
&SkyLogic::fnTextKill,
&SkyLogic::fnStopMode,
&SkyLogic::fnWeWait,
&SkyLogic::fnSendSync,
&SkyLogic::fnSendFastSync,
&SkyLogic::fnSendRequest,
&SkyLogic::fnClearRequest,
&SkyLogic::fnCheckRequest,
&SkyLogic::fnStartMenu,
&SkyLogic::fnUnhighlight,
&SkyLogic::fnFaceId,
&SkyLogic::fnForeground,
&SkyLogic::fnBackground,
&SkyLogic::fnNewBackground,
&SkyLogic::fnSort,
&SkyLogic::fnNoSpriteEngine,
&SkyLogic::fnNoSpritesA6,
&SkyLogic::fnResetId,
&SkyLogic::fnToggleGrid,
&SkyLogic::fnPause,
&SkyLogic::fnRunAnimMod,
&SkyLogic::fnSimpleMod,
&SkyLogic::fnRunFrames,
&SkyLogic::fnAwaitSync,
&SkyLogic::fnIncMegaSet,
&SkyLogic::fnDecMegaSet,
&SkyLogic::fnSetMegaSet,
&SkyLogic::fnMoveItems,
&SkyLogic::fnNewList,
&SkyLogic::fnAskThis,
&SkyLogic::fnRandom,
&SkyLogic::fnPersonHere,
&SkyLogic::fnToggleMouse,
&SkyLogic::fnMouseOn,
&SkyLogic::fnMouseOff,
&SkyLogic::fnFetchX,
&SkyLogic::fnFetchY,
&SkyLogic::fnTestList,
&SkyLogic::fnFetchPlace,
&SkyLogic::fnCustomJoey,
&SkyLogic::fnSetPalette,
&SkyLogic::fnTextModule,
&SkyLogic::fnChangeName,
&SkyLogic::fnMiniLoad,
&SkyLogic::fnFlushBuffers,
&SkyLogic::fnFlushChip,
&SkyLogic::fnSaveCoods,
&SkyLogic::fnPlotGrid,
&SkyLogic::fnRemoveGrid,
&SkyLogic::fnEyeball,
&SkyLogic::fnCursorUp,
&SkyLogic::fnLeaveSection,
&SkyLogic::fnEnterSection,
&SkyLogic::fnRestoreGame,
&SkyLogic::fnRestartGame,
&SkyLogic::fnNewSwingSeq,
&SkyLogic::fnWaitSwingEnd,
&SkyLogic::fnSkipIntroCode,
&SkyLogic::fnBlankScreen,
&SkyLogic::fnPrintCredit,
&SkyLogic::fnLookAt,
&SkyLogic::fnLincTextModule,
&SkyLogic::fnTextKill2,
&SkyLogic::fnSetFont,
&SkyLogic::fnStartFx,
&SkyLogic::fnStopFx,
&SkyLogic::fnStartMusic,
&SkyLogic::fnStopMusic,
&SkyLogic::fnFadeDown,
&SkyLogic::fnFadeUp,
&SkyLogic::fnQuitToDos,
&SkyLogic::fnPauseFx,
&SkyLogic::fnUnPauseFx,
&SkyLogic::fnPrintf
};
static const uint32 forwardList1b[] = {
JOBS_SPEECH,
JOBS_S4,
JOBS_ALARMED,
JOEY_RECYCLE,
SHOUT_SSS,
JOEY_MISSION,
TRANS_MISSION,
SLOT_MISSION,
CORNER_MISSION,
JOEY_LOGIC,
GORDON_SPEECH,
JOEY_BUTTON_MISSION,
LOB_DAD_SPEECH,
LOB_SON_SPEECH,
GUARD_SPEECH,
MANTRACH_SPEECH,
WRECK_SPEECH,
ANITA_SPEECH,
LAMB_FACTORY,
FORE_SPEECH,
JOEY_42_MISS,
JOEY_JUNCTION_MISS,
WELDER_MISSION,
JOEY_WELD_MISSION,
RADMAN_SPEECH,
LINK_7_29,
LINK_29_7,
LAMB_TO_3,
LAMB_TO_2,
BURKE_SPEECH,
BURKE_1,
BURKE_2,
DR_BURKE_1,
JASON_SPEECH,
JOEY_BELLEVUE,
ANCHOR_SPEECH,
ANCHOR_MISSION,
JOEY_PC_MISSION,
HOOK_MISSION,
TREVOR_SPEECH,
JOEY_FACTORY,
HELGA_SPEECH,
JOEY_HELGA_MISSION,
GALL_BELLEVUE,
GLASS_MISSION,
LAMB_FACT_RETURN,
LAMB_LEAVE_GARDEN,
LAMB_START_29,
LAMB_BELLEVUE,
CABLE_MISSION,
FOSTER_TOUR,
LAMB_TOUR,
FOREMAN_LOGIC,
LAMB_LEAVE_FACTORY,
LAMB_BELL_LOGIC,
LAMB_FACT_2,
START90,
0,
0,
LINK_28_31,
LINK_31_28,
EXIT_LINC,
DEATH_SCRIPT
};
static const uint32 forwardList2b[] = {
STD_ON,
STD_EXIT_LEFT_ON,
STD_EXIT_RIGHT_ON,
ADVISOR_188,
SHOUT_ACTION,
MEGA_CLICK,
MEGA_ACTION
};
static const uint32 forwardList3b[] = {
DANI_SPEECH,
DANIELLE_GO_HOME,
SPUNKY_GO_HOME,
HENRI_SPEECH,
BUZZER_SPEECH,
FOSTER_VISIT_DANI,
DANIELLE_LOGIC,
JUKEBOX_SPEECH,
VINCENT_SPEECH,
EDDIE_SPEECH,
BLUNT_SPEECH,
DANI_ANSWER_PHONE,
SPUNKY_SEE_VIDEO,
SPUNKY_BARK_AT_FOSTER,
SPUNKY_SMELLS_FOOD,
BARRY_SPEECH,
COLSTON_SPEECH,
GALL_SPEECH,
BABS_SPEECH,
CHUTNEY_SPEECH,
FOSTER_ENTER_COURT
};
static const uint32 forwardList4b[] = {
WALTER_SPEECH,
JOEY_MEDIC,
JOEY_MED_LOGIC,
JOEY_MED_MISSION72,
KEN_LOGIC,
KEN_SPEECH,
KEN_MISSION_HAND,
SC70_IRIS_OPENED,
SC70_IRIS_CLOSED,
FOSTER_ENTER_BOARDROOM,
BORED_ROOM,
FOSTER_ENTER_NEW_BOARDROOM,
HOBS_END,
SC82_JOBS_SSS
};
static const uint32 forwardList5b[] = {
SET_UP_INFO_WINDOW,
SLAB_ON,
UP_MOUSE,
DOWN_MOUSE,
LEFT_MOUSE,
RIGHT_MOUSE
};
void SkyLogic::initScriptVariables() {
for (int i = 0; i < ARRAYSIZE(_scriptVariables); i++)
_scriptVariables[i] = 0;
_scriptVariables[2] = 141;
_scriptVariables[109] = 62;
_scriptVariables[145] = 1;
_scriptVariables[146] = 2;
_scriptVariables[450] = 8371;
_scriptVariables[640] = 1;
_scriptVariables[678] = 1;
_scriptVariables[693] = 3;
_scriptVariables[704] = 1;
_scriptVariables[709] = 1;
_scriptVariables[710] = 1;
_scriptVariables[711] = 1;
_scriptVariables[79] = 1;
_scriptVariables[720] = 1;
_scriptVariables[793] = 1;
_scriptVariables[797] = 1;
_scriptVariables[798] = 1;
_scriptVariables[804] = 1;
_scriptVariables[805] = 1;
_scriptVariables[806] = 16731;
_scriptVariables[807] = 1;
_scriptVariables[808] = 2;
_scriptVariables[817] = 1;
_scriptVariables[818] = 1;
_scriptVariables[819] = 1;
_scriptVariables[820] = 1;
_scriptVariables[821] = 1;
memcpy(_scriptVariables + 352, forwardList1b, sizeof(forwardList1b));
memcpy(_scriptVariables + 656, forwardList2b, sizeof(forwardList2b));
memcpy(_scriptVariables + 721, forwardList3b, sizeof(forwardList3b));
memcpy(_scriptVariables + 663, forwardList4b, sizeof(forwardList4b));
memcpy(_scriptVariables + 505, forwardList5b, sizeof(forwardList5b));
}
uint32 SkyLogic::script(uint16 scriptNo, uint16 offset) {
script:
// process a script
// low level interface to interpreter
// scriptNo:
// Bit 0-11 - Script number
// Bit 12-15 - Module number
uint16 moduleNo = (uint16)((scriptNo & 0xff00) >> 12);
debug(3, "Doing Script %x\n", (offset << 16) | scriptNo);
uint16 *scriptData = _moduleList[moduleNo]; // get module address
if (!scriptData) { // The module has not been loaded
scriptData = (uint16 *)_skyDisk->loadFile(moduleNo + F_MODULE_0, NULL);
_moduleList[moduleNo] = scriptData; // module has been loaded
}
uint16 *moduleStart = scriptData;
// Check whether we have an offset or what
if (offset)
scriptData = moduleStart + offset;
else
scriptData += READ_LE_UINT16(scriptData + (scriptNo & 0x0fff));
uint32 a, b, c;
uint16 command, s;
for (;;) {
command = READ_LE_UINT16(scriptData++); // get a command
SkyDebug::script(command, scriptData);
switch (command) {
case 0: // push_variable
push( _scriptVariables[READ_LE_UINT16(scriptData++)/4] );
break;
case 1: // less_than
a = pop();
b = pop();
if (a < b)
push(1);
else
push(0);
break;
case 2: // push_number
push(READ_LE_UINT16(scriptData++));
break;
case 3: // not_equal
a = pop();
b = pop();
if (a != b)
push(1);
else
push(0);
break;
case 4: // if_and
a = pop();
b = pop();
if (a && b)
push(1);
else
push(0);
break;
case 5: // skip_zero
s = READ_LE_UINT16(scriptData++);
a = pop();
if (!a)
scriptData += s/2;
break;
case 6: // pop_var
_scriptVariables[READ_LE_UINT16(scriptData++)/4] = pop();
break;
case 7: // minus
a = pop();
b = pop();
push(b-a);
break;
case 8: // plus
a = pop();
b = pop();
push(b+a);
break;
case 9: // skip_always
s = READ_LE_UINT16(scriptData++);
scriptData += s/2;
break;
case 10: // if_or
a = pop();
b = pop();
if (a || b)
push(1);
else
push(0);
break;
case 11: // call_mcode
{
a = READ_LE_UINT16(scriptData++);
b = c = 0;
assert(a <= 3);
// No, I did not forget the "break"s
switch (a) {
case 3:
c = pop();
case 2:
b = pop();
case 1:
a = pop();
}
uint16 mcode = READ_LE_UINT16(scriptData++)/4; // get mcode number
SkyDebug::mcode(mcode, a, b, c);
Compact *saveCpt = _compact;
bool ret = (this->*mcodeTable[mcode]) (a, b, c);
_compact = saveCpt;
if (!ret)
return (((scriptData - moduleStart) << 16) | scriptNo);
}
break;
case 12: // more_than
a = pop();
b = pop();
if (a > b)
push(1);
else
push(0);
break;
case 14: // switch
s = READ_LE_UINT16(scriptData++); // get number of cases
a = pop(); // and value to switch on
do {
if (a == *scriptData) {
scriptData += READ_LE_UINT16(scriptData + 1)/2;
scriptData++;
break;
}
scriptData += 2;
} while (--s);
s = READ_LE_UINT16(scriptData++);
scriptData += s; // use the default
scriptData--;
break;
case 15: // push_offset
push( *(uint16 *)SkyCompact::getCompactElem(_compact, READ_LE_UINT16(scriptData++)) );
break;
case 16: // pop_offset
// pop a value into a compact
*(uint16 *)SkyCompact::getCompactElem(_compact, READ_LE_UINT16(scriptData++)) = (uint16)pop();
break;
case 17: // is_equal
a = pop();
b = pop();
if (a == b)
push(1);
else
push(0);
break;
case 18: { // skip_nz
int16 t = READ_LE_UINT16(scriptData++);
a = pop();
if (a)
scriptData += t/2;
break;
}
case 13:
case 19: // script_exit
return scriptNo;
case 20: // restart_script
goto script;
default:
error("Unknown script command: %d", command);
}
}
}
bool SkyLogic::fnCacheChip(uint32 a, uint32 b, uint32 c) {
debug(5, "SkyDisk::fnCacheChip(%d);\n",a);
_skyDisk->fnCacheChip(a);
return true;
}
bool SkyLogic::fnCacheFast(uint32 a, uint32 b, uint32 c) {
debug(5, "SkyDisk::fnCacheFast(%d);\n",a);
_skyDisk->fnCacheFast(a);
return true;
}
bool SkyLogic::fnDrawScreen(uint32 a, uint32 b, uint32 c) {
debug(5, "Call: fnDrawScreen(%X, %X)\n",a,b);
_skyScreen->fnDrawScreen(a, b);
return true;
}
bool SkyLogic::fnAr(uint32 x, uint32 y, uint32 c) {
_compact->downFlag = 1; // assume failure in-case logic is interupted by speech (esp Joey)
_compact->extCompact->arTargetX = (uint16)x;
_compact->extCompact->arTargetY = (uint16)y;
_compact->logic = L_AR; // Set to AR mode
_compact->xcood &= 0xfff8;
_compact->ycood &= 0xfff8;
return false; // drop out of script
}
bool SkyLogic::fnArAnimate(uint32 a, uint32 b, uint32 c) {
_compact->mood = 0; // high level 'not stood still'
_compact->logic = L_AR_ANIM;
return false; // drop out of script
}
bool SkyLogic::fnIdle(uint32 a, uint32 b, uint32 c) {
// set the player idling
_compact->logic = 0;
return true;
}
bool SkyLogic::fnInteract(uint32 targetId, uint32 b, uint32 c) {
_compact->mode += 4; // next level up
_compact->logic = L_SCRIPT;
Compact *cpt = SkyState::fetchCompact(targetId);
*SkyCompact::getSub(_compact, _compact->mode) = cpt->actionScript;
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
return false;
}
bool SkyLogic::fnStartSub(uint32 scr, uint32 b, uint32 c) {
_compact->mode += 4;
*SkyCompact::getSub(_compact, _compact->mode) = (uint16)(scr & 0xffff);
*SkyCompact::getSub(_compact, _compact->mode + 2) = (uint16)(scr >> 16);
return false;
}
bool SkyLogic::fnTheyStartSub(uint32 mega, uint32 scr, uint32 c) {
Compact *cpt = SkyState::fetchCompact(mega);
cpt->mode += 4;
*SkyCompact::getSub(cpt, _compact->mode) = (uint16)(scr & 0xffff);
*SkyCompact::getSub(cpt, _compact->mode + 2) = (uint16)(scr >> 16);
return true;
}
bool SkyLogic::fnAssignBase(uint32 id, uint32 scr, uint32 c) {
Compact *cpt = SkyState::fetchCompact(id);
cpt->mode = C_BASE_MODE;
cpt->logic = L_SCRIPT;
cpt->baseSub = (uint16)(scr & 0xffff);
cpt->baseSub_off = (uint16)(scr >> 16);
return true;
}
bool SkyLogic::fnDiskMouse(uint32 a, uint32 b, uint32 c) {
warning("Stub: fnDiskMouse");
return true;
}
bool SkyLogic::fnNormalMouse(uint32 a, uint32 b, uint32 c) {
error("Stub: fnNormalMouse");
}
bool SkyLogic::fnBlankMouse(uint32 a, uint32 b, uint32 c) {
return (_skyMouse->fnBlankMouse() != 0);
}
bool SkyLogic::fnCrossMouse(uint32 a, uint32 b, uint32 c) {
error("Stub: fnCrossMouse");
}
bool SkyLogic::fnCursorRight(uint32 a, uint32 b, uint32 c) {
error("Stub: fnCursorRight");
}
bool SkyLogic::fnCursorLeft(uint32 a, uint32 b, uint32 c) {
error("Stub: fnCursorLeft");
}
bool SkyLogic::fnCursorDown(uint32 a, uint32 b, uint32 c) {
error("Stub: fnCursorDown");
}
bool SkyLogic::fnOpenHand(uint32 a, uint32 b, uint32 c) {
error("Stub: fnOpenHand");
}
bool SkyLogic::fnCloseHand(uint32 a, uint32 b, uint32 c) {
error("Stub: fnCloseHand");
}
bool SkyLogic::fnGetTo(uint32 targetPlaceId, uint32 mode, uint32 c) {
_compact->upFlag = (uint16)mode; // save mode for action script
_compact->mode += 4; // next level up
Compact *cpt = SkyState::fetchCompact(_compact->place);
uint16 *getToTable = cpt->getToTable;
while (*getToTable != targetPlaceId)
getToTable += 2;
// get new script
*SkyCompact::getSub(_compact, _compact->mode) = *(getToTable + 1);
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
return false; // drop out of script
}
bool SkyLogic::fnSetToStand(uint32 a, uint32 b, uint32 c) {
_compact->mood = 1; // high level stood still
uint16 *standList = *(uint16 **)SkyCompact::getCompactElem(_compact, C_STAND_UP
+ _compact->extCompact->megaSet + _compact->extCompact->dir * 4);
_compact->offset = *standList++; // get frames offset
_compact->grafixProg = standList;
_compact->logic = L_SIMPLE_MOD;
simpleAnim();
return false; // drop out of script
}
bool SkyLogic::fnTurnTo(uint32 dir, uint32 b, uint32 c) {
// turn compact to direction dir
uint16 curDir = _compact->extCompact->dir; // get current direction
_compact->extCompact->dir = (uint16)(dir & 0xffff); // set new direction
uint16 **tt = SkyCompact::getTurnTable(_compact, _compact->extCompact->megaSet, curDir);
if (!tt[dir])
return true; // keep going
_compact->extCompact->turnProg = tt[dir]; // put turn program in
_compact->logic = L_TURNING;
turn();
return false; // drop out of script
}
bool SkyLogic::fnArrived(uint32 scriptVar, uint32 b, uint32 c) {
_compact->extCompact->leaving = (uint16)(scriptVar & 0xffff);
_scriptVariables[scriptVar/4]++;
return true;
}
bool SkyLogic::fnLeaving(uint32 a, uint32 b, uint32 c) {
_compact->extCompact->atWatch = 0;
if (_compact->extCompact->leaving) {
_scriptVariables[_compact->extCompact->leaving/4]--;
_compact->extCompact->leaving = 0; // I shall do this only once
}
return true; // keep going
}
bool SkyLogic::fnSetAlternate(uint32 scr, uint32 b, uint32 c) {
_compact->extCompact->alt = (uint16)(scr & 0xffff);
_compact->logic = L_ALT;
return false;
}
bool SkyLogic::fnAltSetAlternate(uint32 target, uint32 scr, uint32 c) {
Compact *cpt = SkyState::fetchCompact(target);
cpt->extCompact->alt = (uint16)(scr & 0xffff);
cpt->logic = L_ALT;
return false;
}
bool SkyLogic::fnKillId(uint32 id, uint32 b, uint32 c) {
if (id) {
Compact *cpt = SkyState::fetchCompact(id);
if (cpt->status & (1 << 7))
_skyGrid->removeObjectFromWalk(cpt);
cpt->status = 0;
}
return true;
}
bool SkyLogic::fnNoHuman(uint32 a, uint32 b, uint32 c) {
if (!_scriptVariables[MOUSE_STOP]) {
_scriptVariables[MOUSE_STOP] &= 1;
runGetOff();
fnBlankMouse(0, 0, 0);
}
return true;
}
bool SkyLogic::fnAddHuman(uint32 a, uint32 b, uint32 c) {
warning("Stub: fnAddHuman");
return true;
}
bool SkyLogic::fnAddButtons(uint32 a, uint32 b, uint32 c) {
error("Stub: fnAddButtons");
}
bool SkyLogic::fnNoButtons(uint32 a, uint32 b, uint32 c) {
error("Stub: fnNoButtons");
}
bool SkyLogic::fnSetStop(uint32 a, uint32 b, uint32 c) {
_scriptVariables[MOUSE_STOP] |= 1;
return true;
}
bool SkyLogic::fnClearStop(uint32 a, uint32 b, uint32 c) {
_scriptVariables[MOUSE_STOP] = 0;
return true;
}
bool SkyLogic::fnPointerText(uint32 a, uint32 b, uint32 c) {
error("Stub: fnPointerText");
}
bool SkyLogic::fnQuit(uint32 a, uint32 b, uint32 c) {
return false;
}
bool SkyLogic::fnSpeakMe(uint32 targetId, uint32 mesgNum, uint32 animNum) {
stdSpeak(SkyState::fetchCompact(targetId), mesgNum, animNum, 0);
return false; //drop out of script
}
bool SkyLogic::fnSpeakMeDir(uint32 targetId, uint32 mesgNum, uint32 animNum) {
//must be player so don't cause script to drop out
//this function sets the directional option whereby
//the anim chosen is linked to c_dir
animNum += _compact->extCompact->dir << 1; //2 sizes (large and small)
return fnSpeakMe(targetId, mesgNum, animNum);
}
bool SkyLogic::fnSpeakWait(uint32 id, uint32 message, uint32 animation) {
_compact->flag = (uint16)(id & 0xffff);
_compact->logic = L_LISTEN;
return fnSpeakMe(id, message, animation);
}
bool SkyLogic::fnSpeakWaitDir(uint32 a, uint32 b, uint32 c) {
error("Stub: fnSpeakWaitDir");
}
bool SkyLogic::fnChooser(uint32 a, uint32 b, uint32 c) {
// setup the text questions to be clicked on
// read from TEXT1 until 0
// systemFlags |= 1 << SF_CHOOSING; // can't save/restore while choosing
_scriptVariables[THE_CHOSEN_ONE] = 0; // clear result
uint32 *p = _scriptVariables + TEXT1;
uint16 ycood = TOP_LEFT_Y; // rolling coordinate
while (*p) {
uint32 textNum = *p++;
struct lowTextManager_t lowText = _skyText->lowTextManager(textNum, GAME_SCREEN_WIDTH, 0, 241, 0);
uint8 *data = lowText.textData;
// stipple the text
uint16 height = ((dataFileHeader *)data)->s_height;
uint16 width = ((dataFileHeader *)data)->s_width;
width >>= 1;
for (uint16 i = height; i > 0; i--) {
for (uint16 j = width; j > 0; j--) {
if (!*data) // only change 0's
*data = 1;
*data += 2;
}
data++;
}
_compact->getToFlag = (uint16)(textNum & 0xffff);
_compact->downFlag = (uint16)(*p++ & 0xffff); // get animation number
_compact->status |= ST_MOUSE; // mouse detects
_compact->xcood = TOP_LEFT_X; // set coordinates
_compact->ycood = ycood;
ycood += 12;
}
if (p == _scriptVariables + TEXT1)
return true;
_compact->logic = L_CHOOSE; // player frozen until choice made
fnAddHuman(0, 0, 0); // bring back mouse
return false;
}
bool SkyLogic::fnHighlight(uint32 itemNo, uint32 pen, uint32 c) {
error("Stub: fnHighlight");
}
bool SkyLogic::fnTextKill(uint32 a, uint32 b, uint32 c) {
// Kill of text items that are mouse detectable
uint32 id = FIRST_TEXT_COMPACT;
for (int i = 10; i > 0; i--) {
Compact *cpt = SkyState::fetchCompact(id);
if (cpt->status & (1 << 4))
cpt->status = 0;
id++;
}
return true;
}
bool SkyLogic::fnStopMode(uint32 a, uint32 b, uint32 c) {
_compact->logic = L_STOPPED;
return false;
}
bool SkyLogic::fnWeWait(uint32 id, uint32 b, uint32 c) {
// We have hit another mega
// we are going to wait for it to move
_compact->extCompact->waitingFor = (uint16) id;
stopAndWait();
return true; // not sure about this
}
bool SkyLogic::fnSendSync(uint32 mega, uint32 sync, uint32 c) {
Compact *cpt = SkyState::fetchCompact(mega);
cpt->sync = (uint16)(sync & 0xffff);
return false;
}
bool SkyLogic::fnSendFastSync(uint32 mega, uint32 sync, uint32 c) {
Compact *cpt = SkyState::fetchCompact(mega);
cpt->sync = (uint16)(sync & 0xffff);
return true;
}
bool SkyLogic::fnSendRequest(uint32 target, uint32 scr, uint32 c) {
Compact *cpt = SkyState::fetchCompact(target);
cpt->extCompact->request = (uint16)(scr & 0xffff);
return false;
}
bool SkyLogic::fnClearRequest(uint32 target, uint32 b, uint32 c) {
Compact *cpt = SkyState::fetchCompact(target);
cpt->extCompact->request = 0;
return true;
}
bool SkyLogic::fnCheckRequest(uint32 a, uint32 b, uint32 c) {
// check for interaction request
if (!_compact->extCompact->request)
return true;
_compact->mode = C_ACTION_MODE; // into action mode
_compact->extCompact->actionSub = _compact->extCompact->request;
_compact->extCompact->actionSub_off = 0;
_compact->extCompact->request = 0; // trash request
return false; // drop from script
}
bool SkyLogic::fnStartMenu(uint32 firstObject, uint32 b, uint32 c) {
uint i;
// initialise the top menu bar
// firstObject is o0 for game menu, k0 for linc
// (1) FIRST, SET UP THE 2 ARROWS SO THEY APPEAR ON SCREEN
Compact *cpt = SkyState::fetchCompact(47);
cpt->status = ST_MOUSE + ST_FOREGROUND + ST_LOGIC + ST_RECREATE;
cpt->screen = (uint16)(_scriptVariables[SCREEN] & 0xffff);
cpt = SkyState::fetchCompact(48);
cpt->status = ST_MOUSE + ST_FOREGROUND + ST_LOGIC + ST_RECREATE;
cpt->screen = (uint16)(_scriptVariables[SCREEN] & 0xffff);
// (2) COPY OBJECTS FROM NON-ZERO INVENTORY VARIABLES INTO OBJECT DISPLAY LIST (& COUNT THEM)
// sort the objects and pad with blanks
uint32 menuLength = 0;
for (i = firstObject; i < firstObject + ARRAYSIZE(_objectList); i++) {
if ( _scriptVariables[i] )
_objectList[menuLength++] = _scriptVariables[i];
}
_scriptVariables[MENU_LENGTH] = menuLength;
// (3) OK, NOW TOP UP THE LIST WITH THE REQUIRED NO. OF BLANK OBJECTS (for min display length 11)
uint32 blankID = 51;
for (i = menuLength; i < 11; i++)
_objectList[i] = blankID++;
// (4) KILL ID's OF ALL 20 OBJECTS SO UNWANTED ICONS (SCROLLED OFF) DON'T REMAIN ON SCREEN
// (There should be a better way of doing this - only kill id of 12th item when menu has scrolled right)
for (i = 0; i < ARRAYSIZE(_objectList); i++) {
if (_objectList[i])
(SkyState::fetchCompact(_objectList[i]))->status = ST_LOGIC;
}
// (5) NOW FIND OUT WHICH OBJECT TO START THE DISPLAY FROM (depending on scroll offset)
if (menuLength < 11) // check we can scroll
_scriptVariables[SCROLL_OFFSET] = 0;
else if (menuLength < _scriptVariables[SCROLL_OFFSET] + 11)
_scriptVariables[SCROLL_OFFSET] = menuLength - 11;
// (6) AND FINALLY, INITIALISE THE 11 OBJECTS SO THEY APPEAR ON SCREEEN
uint16 rollingX = 128 + 28;
for (i = 0; i < 11; i++) {
cpt = SkyState::fetchCompact(
_objectList[_scriptVariables[SCROLL_OFFSET] + i]);
cpt->status = ST_MOUSE + ST_FOREGROUND + ST_LOGIC + ST_RECREATE;
cpt->screen = (uint16)(_scriptVariables[SCREEN] & 0xffff);
cpt->xcood = rollingX;
rollingX += 24;
if (_scriptVariables[MENU] == 2)
cpt->ycood = 136;
else
cpt->ycood = 112;
}
return true;
}
bool SkyLogic::fnUnhighlight(uint32 item, uint32 b, uint32 c) {
Compact *cpt = SkyState::fetchCompact(item);
cpt->frame--;
cpt->getToFlag = 0;
return true;
}
bool SkyLogic::fnFaceId(uint32 otherId, uint32 b, uint32 c) {
// return the direction to turn to face another id
// pass back result in c_just_flag
Compact *cpt = SkyState::fetchCompact(otherId);
int16 x = _compact->xcood - cpt->xcood;
if (x < 0) { // we're to the left
x = -x;
_compact->getToFlag = 3;
} else { // it's to the left
_compact->getToFlag = 2;
}
// now check y
// we must find the true bottom of the sprite
// it is not enough to use y coord because changing
// sprite offsets can ruin the formula - instead we
// will use the bottom of the mouse collision area
int16 y = _compact->ycood - (cpt->ycood - cpt->mouseRelY - cpt->mouseSizeY);
if (y < 0) { // it's below
y = -y;
if (y >= x)
_compact->getToFlag = 1;
} else { // it's above
if (y >= x)
_compact->getToFlag = 0;
}
return true;
}
bool SkyLogic::fnForeground(uint32 sprite, uint32 b, uint32 c) {
// Make sprite a foreground sprite
Compact *cpt = SkyState::fetchCompact(sprite);
cpt->status &= 0xfff8;
cpt->status |= ST_FOREGROUND;
return true;
}
bool SkyLogic::fnBackground(uint32 a, uint32 b, uint32 c) {
// Make us a background sprite
_compact->status &= 0xfff8;
_compact->status |= ST_BACKGROUND;
return true;
}
bool SkyLogic::fnNewBackground(uint32 sprite, uint32 b, uint32 c) {
// Make sprite a background sprite
Compact *cpt = SkyState::fetchCompact(sprite);
cpt->status &= 0xfff8;
cpt->status |= ST_BACKGROUND;
return true;
}
bool SkyLogic::fnSort(uint32 mega, uint32 b, uint32 c) {
Compact *cpt = SkyState::fetchCompact(mega);
cpt->status &= 0xfff8;
cpt->status |= ST_SORT;
return true;
}
bool SkyLogic::fnNoSpriteEngine(uint32 a, uint32 b, uint32 c) {
// stop the compact printing
// remove foreground, background & sort
_compact->status &= 0xfff8;
return true;
}
bool SkyLogic::fnNoSpritesA6(uint32 us, uint32 b, uint32 c) {
// stop the compact printing
// remove foreground, background & sort
Compact *cpt = SkyState::fetchCompact(us);
cpt->status &= 0xfff8;
return true;
}
bool SkyLogic::fnResetId(uint32 id, uint32 resetBlock, uint32 c) {
// used when a mega is to be restarted
// eg - when a smaller mega turn to larger
// - a mega changes rooms...
Compact *cpt = SkyState::fetchCompact(id);
uint16 *rst = (uint16 *)SkyState::fetchCompact(resetBlock);
uint16 off;
while ((off = *rst++) != 0xffff)
*(uint16 *)SkyCompact::getCompactElem(cpt, off) = *rst++;
return true;
}
bool SkyLogic::fnToggleGrid(uint32 a, uint32 b, uint32 c) {
// Toggle a mega's grid plotting
_compact->status ^= ST_GRID_PLOT;
return true;
}
bool SkyLogic::fnPause(uint32 cycles, uint32 b, uint32 c) {
// Set mega to l_pause
_compact->flag = (uint16)(cycles & 0xffff);
_compact->logic = L_PAUSE;
return false; // drop out of script
}
bool SkyLogic::fnRunAnimMod(uint32 animNo, uint32 b, uint32 c) {
uint16 *animation = (uint16 *)SkyState::fetchCompact(animNo);
uint16 sprite = *animation++; // get sprite set
_compact->offset = sprite;
_compact->grafixProg = animation;
_compact->logic = L_MOD_ANIMATE;
anim();
return false; // drop from script
}
bool SkyLogic::fnSimpleMod(uint32 animSeqNo, uint32 b, uint32 c) {
uint16 *animSeq = (uint16 *)SkyState::fetchCompact(animSeqNo);
_compact->offset = *animSeq++;
assert(*animSeq != 0);
_compact->grafixProg = animSeq;
_compact->logic = L_SIMPLE_MOD;
simpleAnim();
return false;
}
bool SkyLogic::fnRunFrames(uint32 sequenceNo, uint32 b, uint32 c) {
uint16 *sequence = (uint16 *)SkyState::fetchCompact(sequenceNo);
_compact->logic = L_FRAMES;
_compact->offset = *sequence++;
_compact->grafixProg = sequence;
simpleAnim();
return false;
}
bool SkyLogic::fnAwaitSync(uint32 a, uint32 b, uint32 c) {
if (_compact->sync)
return true;
_compact->logic = L_WAIT_SYNC;
return false;
}
bool SkyLogic::fnIncMegaSet(uint32 a, uint32 b, uint32 c) {
_compact->extCompact->megaSet += NEXT_MEGA_SET;
return true;
}
bool SkyLogic::fnDecMegaSet(uint32 a, uint32 b, uint32 c) {
_compact->extCompact->megaSet -= NEXT_MEGA_SET;
return true;
}
bool SkyLogic::fnSetMegaSet(uint32 mega, uint32 setNo, uint32 c) {
Compact *cpt = SkyState::fetchCompact(mega);
cpt->extCompact->megaSet = (uint16) (setNo * NEXT_MEGA_SET);
return true;
}
bool SkyLogic::fnMoveItems(uint32 listNo, uint32 screenNo, uint32 c) {
// Move a list of id's to another screen
uint16 *p = SkyCompact::move_list[listNo];
for (int i = 0; i < 2; i++) {
if (!*p)
return true;
Compact *cpt = SkyState::fetchCompact(*p++);
cpt->screen = (uint16)(screenNo & 0xffff);
}
return true;
}
bool SkyLogic::fnNewList(uint32 a, uint32 b, uint32 c) {
// Reset the chooser list
for (int i = 0; i < 16; i++)
_scriptVariables[TEXT1 + i] = 0;
return true;
}
bool SkyLogic::fnAskThis(uint32 textNo, uint32 animNo, uint32 c) {
// find first free position
uint32 *p = _scriptVariables + TEXT1;
while (*p)
p += 2;
*p++ = textNo;
*p = animNo;
return true;
}
bool SkyLogic::fnRandom(uint32 a, uint32 b, uint32 c) {
error("Stub: fnRandom");
}
bool SkyLogic::fnPersonHere(uint32 id, uint32 room, uint32 c) {
Compact *cpt = SkyState::fetchCompact(id);
_scriptVariables[RESULT] = cpt->screen == room ? 1 : 0;
return true;
}
bool SkyLogic::fnToggleMouse(uint32 a, uint32 b, uint32 c) {
error("Stub: fnToggleMouse");
}
bool SkyLogic::fnMouseOn(uint32 a, uint32 b, uint32 c) {
error("Stub: fnMouseOn");
}
bool SkyLogic::fnMouseOff(uint32 a, uint32 b, uint32 c) {
error("Stub: fnMouseOff");
}
bool SkyLogic::fnFetchX(uint32 id, uint32 b, uint32 c) {
Compact *cpt = SkyState::fetchCompact(id);
_scriptVariables[RESULT] = cpt->xcood;
return true;
}
bool SkyLogic::fnFetchY(uint32 id, uint32 b, uint32 c) {
Compact *cpt = SkyState::fetchCompact(id);
_scriptVariables[RESULT] = cpt->ycood;
return true;
}
bool SkyLogic::fnTestList(uint32 id, uint32 x, uint32 y) {
_scriptVariables[RESULT] = 0; // assume fail
uint16 *list = (uint16 *)SkyState::fetchCompact(id);
while (*list) { // end of list?
if (*list++ >= x) // left x
continue;
if (*list++ < x) // right x
continue;
if (*list++ >= y) // top y
continue;
if (*list++ < y) // bottom y
continue;
// get value
_scriptVariables[RESULT] = *list++;
}
return true;
}
bool SkyLogic::fnFetchPlace(uint32 id, uint32 b, uint32 c) {
Compact *cpt = SkyState::fetchCompact(id);
_scriptVariables[RESULT] = cpt->place;
return true;
}
bool SkyLogic::fnCustomJoey(uint32 id, uint32 b, uint32 c) {
// return id's x & y coordinate & c_mood (i.e. stood still yes/no)
// used by Joey-Logic - done in code like this because scripts can't
// get access to another megas compact as easily
Compact *cpt = SkyState::fetchCompact(id);
_scriptVariables[PLAYER_X] = cpt->xcood;
_scriptVariables[PLAYER_Y] = cpt->ycood;
_scriptVariables[PLAYER_MOOD] = cpt->mood;
_scriptVariables[PLAYER_SCREEN] = cpt->screen;
return true;
}
bool SkyLogic::fnSetPalette(uint32 a, uint32 b, uint32 c) {
error("Stub: fnSetPalette");
}
bool SkyLogic::fnTextModule(uint32 a, uint32 b, uint32 c) {
error("Stub: fnTextModule");
}
bool SkyLogic::fnChangeName(uint32 id, uint32 textNo, uint32 c) {
Compact *cpt = SkyState::fetchCompact(id);
cpt->cursorText = (uint16) textNo;
return true;
}
bool SkyLogic::fnMiniLoad(uint32 a, uint32 b, uint32 c) {
error("Stub: fnMiniLoad");
}
bool SkyLogic::fnFlushBuffers(uint32 a, uint32 b, uint32 c) {
_skyDisk->fnFlushBuffers();
return true;
}
bool SkyLogic::fnFlushChip(uint32 a, uint32 b, uint32 c) {
error("Stub: fnFlushChip");
}
bool SkyLogic::fnSaveCoods(uint32 a, uint32 b, uint32 c) {
error("Stub: fnSaveCoods");
}
bool SkyLogic::fnPlotGrid(uint32 x, uint32 y, uint32 width) {
_skyGrid->plotGrid(x, y, width, _compact);
return true;
}
bool SkyLogic::fnRemoveGrid(uint32 x, uint32 y, uint32 width) {
_skyGrid->removeGrid(x, y, width, _compact);
return true;
}
bool SkyLogic::fnEyeball(uint32 id, uint32 b, uint32 c) {
// set 'result' to frame no. pointing to foster, according to table used
// eg. FN_eyeball (id_eye_90_table);
uint16 *eyeTable = (uint16 *)SkyState::fetchCompact(id);
Compact *cpt = SkyState::fetchCompact(ID_BLUE_FOSTER);
uint32 x = cpt->xcood; // 168 < x < 416
x -= 168;
x >>= 3;
uint32 y = cpt->ycood; // 256 < y < 296
y -= 256;
y <<= 2;
_scriptVariables[RESULT] = eyeTable[x + y] + S91;
return true;
}
bool SkyLogic::fnCursorUp(uint32 a, uint32 b, uint32 c) {
error("Stub: fnCursorUp");
}
bool SkyLogic::fnLeaveSection(uint32 sectionNo, uint32 b, uint32 c) {
if (SkyState::isDemo(_gameVersion))
error("End of demo");
if (sectionNo == 5) //linc section - has different mouse icons
_skyMouse->replaceMouseCursors(60302);
return true;
}
bool SkyLogic::fnEnterSection(uint32 sectionNo, uint32 b, uint32 c) {
if (SkyState::isDemo(_gameVersion))
if (sectionNo > 2)
error("End of demo");
_scriptVariables[CUR_SECTION] = sectionNo;
if (sectionNo == 5) //linc section - has different mouse icons
_skyMouse->replaceMouseCursors(60302);
else
if (sectionNo != _currentSection) {
_currentSection = sectionNo;
_saveCurrentSection = sectionNo;
sectionNo++;
_skyMusic->loadSection((byte)sectionNo);
_skySound->loadSection((byte)sectionNo);
_skyGrid->loadGrids();
}
return true;
}
bool SkyLogic::fnRestoreGame(uint32 a, uint32 b, uint32 c) {
error("Stub: fnRestoreGame");
}
bool SkyLogic::fnRestartGame(uint32 a, uint32 b, uint32 c) {
error("Stub: fnRestartGame");
}
bool SkyLogic::fnNewSwingSeq(uint32 a, uint32 b, uint32 c) {
error("Stub: fnNewSwingSeq");
}
bool SkyLogic::fnWaitSwingEnd(uint32 a, uint32 b, uint32 c) {
error("Stub: fnWaitSwingEnd");
}
bool SkyLogic::fnSkipIntroCode(uint32 a, uint32 b, uint32 c) {
warning("Stub: fnSkipIntroCode");
return true;
}
bool SkyLogic::fnBlankScreen(uint32 a, uint32 b, uint32 c) {
error("Stub: fnBlankScreen");
}
bool SkyLogic::fnPrintCredit(uint32 a, uint32 b, uint32 c) {
error("Stub: fnPrintCredit");
}
bool SkyLogic::fnLookAt(uint32 a, uint32 b, uint32 c) {
error("Stub: fnLookAt");
}
bool SkyLogic::fnLincTextModule(uint32 a, uint32 b, uint32 c) {
error("Stub: fnLincTextModule");
}
bool SkyLogic::fnTextKill2(uint32 a, uint32 b, uint32 c) {
// Kill all text items
uint32 id = FIRST_TEXT_COMPACT;
for (int i = 10; i > 0; i--) {
Compact *cpt = SkyState::fetchCompact(id);
cpt->status = 0;
id++;
}
return true;
}
bool SkyLogic::fnSetFont(uint32 font, uint32 b, uint32 c) {
_skyText->fnSetFont(font);
return true;
}
bool SkyLogic::fnStartFx(uint32 sound, uint32 b, uint32 c) {
return _skySound->fnStartFx(sound);
}
bool SkyLogic::fnStopFx(uint32 a, uint32 b, uint32 c) {
error("Stub: fnStopFx");
}
bool SkyLogic::fnStartMusic(uint32 a, uint32 b, uint32 c) {
_skyMusic->startMusic((uint16)a);
return true;
}
bool SkyLogic::fnStopMusic(uint32 a, uint32 b, uint32 c) {
_skyMusic->startMusic(0);
return true;
}
bool SkyLogic::fnFadeDown(uint32 a, uint32 b, uint32 c) {
_skyScreen->fnFadeDown(a);
return true;
}
bool SkyLogic::fnFadeUp(uint32 a, uint32 b, uint32 c) {
_skyScreen->fnFadeUp(a,b);
return true;
}
bool SkyLogic::fnQuitToDos(uint32 a, uint32 b, uint32 c) {
error("Stub: fnQuitToDos");
}
bool SkyLogic::fnPauseFx(uint32 a, uint32 b, uint32 c) {
error("Stub: fnPauseFx");
}
bool SkyLogic::fnUnPauseFx(uint32 a, uint32 b, uint32 c) {
error("Stub: fnUnPauseFx");
}
bool SkyLogic::fnPrintf(uint32 a, uint32 b, uint32 c) {
printf("fnPrintf: %d\n", a);
return true;
}
void SkyLogic::stdSpeak(Compact *target, uint32 textNum, uint32 animNum, uint32 base) {
//animNum == -1 (0x??FF) means directional
uint8 offset = (uint8)(target->extCompact->megaSet / NEXT_MEGA_SET);
uint16 *animPtr = 0;
if (animNum > 0xFF)
warning("animNum > 255! - tell joostp when/where this happens");
//FIXME: Is this correct?
if (animNum >= 0xFF)
offset += -1;
else
offset += (uint8)(animNum & 0xFF); //get correct anim no
if (SkyTalkAnims::animTalkTableIsPointer[offset]) //is it a pointer?
animPtr = (uint16 *)SkyTalkAnims::animTalkTablePtr[offset];
else { //then it must be a value
animPtr = (uint16 *)SkyState::fetchCompact(SkyTalkAnims::animTalkTableVal[offset]);
target->offset = *animPtr++;
target->getToFlag = *animPtr++;
}
target->grafixProg = animPtr;
//now form the text sprite
struct lowTextManager_t textInfo;
textInfo = _skyText->lowTextManager(textNum, FIXED_TEXT_WIDTH, 0, (uint8)target->extCompact->spColour, true);
target->extCompact->spTextId = textInfo.compactNum; //So we know what text to kill
byte *textGfx = textInfo.textData;
//create the x coordinate for the speech text
//we need the talkers sprite information
_compact->screen = target->screen; //put our screen in
if (_scriptVariables[SCREEN] == target->screen) { // Only use coordinates if we are on the current screen
//talking on-screen
byte *targetGfx = (byte *)SkyState::fetchItem(target->frame >> 6);
uint16 xPos = target->xcood + ((struct dataFileHeader *)targetGfx)->s_offset_x;
uint16 width = (((struct dataFileHeader *)targetGfx)->s_width >> 1);
xPos += width - (FIXED_TEXT_WIDTH / 2); //middle of talker
if (xPos > TOP_LEFT_X)
xPos = TOP_LEFT_X;
width += FIXED_TEXT_WIDTH;
if ((TOP_LEFT_X + FULL_SCREEN_WIDTH) <= width) {
xPos = TOP_LEFT_X + FULL_SCREEN_WIDTH;
xPos -= FIXED_TEXT_WIDTH;
}
_compact->xcood = xPos;
uint16 yPos = target->ycood + ((struct dataFileHeader *)targetGfx)->s_offset_y - 6 - ((struct dataFileHeader *)textGfx)->s_height;
if (yPos > TOP_LEFT_Y)
yPos = TOP_LEFT_Y;
_compact->ycood = yPos;
//_logicTalkButtonRelease = 1;
} else {
//talking off-screen
target->extCompact->spTextId = 0; //don't kill any text 'cos none was made
_compact->status = 0; //don't display text
//_logicTalkButtonRelease = 1;
}
target->extCompact->spTime = (uint16)_skyText->_dtLetters + 5;
target->logic = L_TALK;
}