mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
2485 lines
61 KiB
C++
2485 lines
61 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "common/system.h"
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#include "common/file.h"
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#include "common/textconsole.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/screen.h"
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#include "sword2/console.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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#include "sword2/sound.h"
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#include "sword2/animation.h"
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namespace Sword2 {
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int32 Logic::fnTestFunction(int32 *params) {
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// params: 0 address of a flag
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return IR_CONT;
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}
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int32 Logic::fnTestFlags(int32 *params) {
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// params: 0 value of flag
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return IR_CONT;
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}
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int32 Logic::fnRegisterStartPoint(int32 *params) {
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// params: 0 id of startup script to call - key
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// 1 pointer to ascii message
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int32 key = params[0];
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char *name = (char *)decodePtr(params[1]);
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_vm->registerStartPoint(key, name);
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return IR_CONT;
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}
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int32 Logic::fnInitBackground(int32 *params) {
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// this screen defines the size of the back buffer
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// params: 0 res id of normal background layer - cannot be 0
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// 1 1 yes 0 no for a new palette
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if (Sword2Engine::isPsx())
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_vm->_screen->initPsxBackground(params[0], params[1]);
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else
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_vm->_screen->initBackground(params[0], params[1]);
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return IR_CONT;
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}
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/**
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* This function is used by start scripts.
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*/
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int32 Logic::fnSetSession(int32 *params) {
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// params: 0 id of new run list
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expressChangeSession(params[0]);
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return IR_CONT;
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}
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int32 Logic::fnBackSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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_router->setSpriteStatus(decodePtr(params[0]), BACK_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnSortSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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_router->setSpriteStatus(decodePtr(params[0]), SORT_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnForeSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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_router->setSpriteStatus(decodePtr(params[0]), FORE_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnRegisterMouse(int32 *params) {
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// this call would be made from an objects service script 0
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// the object would be one with no graphic but with a mouse - i.e. a
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// floor or one whose mouse area is manually defined rather than
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// intended to fit sprite shape
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// params: 0 pointer to ObjectMouse or 0 for no write to mouse
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// list
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_vm->_mouse->registerMouse(decodePtr(params[0]), NULL);
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return IR_CONT;
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}
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int32 Logic::fnAnim(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 resource id of animation file
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// Normal forward animation
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return _router->doAnimate(
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decodePtr(params[0]),
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decodePtr(params[1]),
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params[2], false);
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}
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int32 Logic::fnRandom(int32 *params) {
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// params: 0 min
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// 1 max
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writeVar(RESULT, _vm->_rnd.getRandomNumberRng(params[0], params[1]));
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return IR_CONT;
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}
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int32 Logic::fnPreLoad(int32 *params) {
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// Forces a resource into memory before it's "officially" opened for
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// use. eg. if an anim needs to run on smoothly from another,
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// "preloading" gets it into memory in advance to avoid the cacheing
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// delay that normally occurs before the first frame.
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// params: 0 resource to preload
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_vm->_resman->openResource(params[0]);
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_vm->_resman->closeResource(params[0]);
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return IR_CONT;
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}
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int32 Logic::fnAddSubject(int32 *params) {
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// params: 0 id
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// 1 daves reference number
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_vm->_mouse->addSubject(params[0], params[1]);
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return IR_CONT;
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}
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int32 Logic::fnInteract(int32 *params) {
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// Run targets action on a subroutine. Called by player on his base
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// level 0 idle, for example.
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// params: 0 id of target from which we derive action script
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// reference
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writeVar(PLAYER_ACTION, 0); // must clear this
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logicUp((params[0] << 16) | 2); // 3rd script of clicked on id
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// Out, up and around again - pc is saved for current level to be
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// returned to.
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return IR_GOSUB;
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}
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int32 Logic::fnChoose(int32 *params) {
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// params: none
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// This opcode is used to open the conversation menu. The human is
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// switched off so there will be no normal mouse engine.
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// The player's choice is piggy-backed on the standard opcode return
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// values, to be used with the CP_JUMP_ON_RETURNED opcode. As far as I
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// can tell, this is the only function that uses that feature.
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uint32 response = _vm->_mouse->chooseMouse();
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if (response == (uint32)-1)
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return IR_REPEAT;
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return IR_CONT | (response << 3);
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}
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/**
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* Walk mega to (x,y,dir). Set RESULT to 0 if it succeeded. Otherwise, set
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* RESULT to 1.
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*/
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int32 Logic::fnWalk(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 target x-coord
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// 5 target y-coord
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// 6 target direction (8 means end walk on ANY direction)
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return _router->doWalk(
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decodePtr(params[0]),
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decodePtr(params[1]),
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decodePtr(params[2]),
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decodePtr(params[3]),
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params[4], params[5], params[6]);
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}
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/**
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* Walk mega to start position of anim
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*/
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int32 Logic::fnWalkToAnim(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 anim resource id
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return _router->walkToAnim(
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decodePtr(params[0]),
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decodePtr(params[1]),
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decodePtr(params[2]),
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decodePtr(params[3]),
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params[4]);
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}
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/**
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* Turn mega to the specified direction.
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*/
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int32 Logic::fnTurn(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 target direction
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return _router->doFace(
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decodePtr(params[0]),
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decodePtr(params[1]),
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decodePtr(params[2]),
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decodePtr(params[3]),
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params[4]);
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}
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/**
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* Stand mega at (x,y,dir)
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* Sets up the graphic object, but also needs to set the new 'current_dir' in
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* the mega object, so the router knows in future
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*/
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int32 Logic::fnStandAt(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 target x-coord
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// 3 target y-coord
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// 4 target direction
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_router->standAt(
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decodePtr(params[0]),
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decodePtr(params[1]),
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params[2], params[3], params[4]);
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return IR_CONT;
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}
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/**
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* Stand mega into the specified direction at current feet coords.
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* Just needs to call standAt() with current feet coords.
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*/
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int32 Logic::fnStand(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 target direction
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byte *ob_mega = decodePtr(params[1]);
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ObjectMega obMega(ob_mega);
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_router->standAt(
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decodePtr(params[0]),
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ob_mega, obMega.getFeetX(), obMega.getFeetY(), params[2]);
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return IR_CONT;
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}
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/**
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* stand mega at end position of anim
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*/
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int32 Logic::fnStandAfterAnim(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 pointer to object's mega structure
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// 2 anim resource id
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_router->standAfterAnim(
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decodePtr(params[0]),
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decodePtr(params[1]),
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params[2]);
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return IR_CONT;
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}
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int32 Logic::fnPause(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 number of game-cycles to pause
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// NB. Pause-value of 0 causes script to continue, 1 causes a 1-cycle
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// quit, 2 gives 2 cycles, etc.
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ObjectLogic obLogic(decodePtr(params[0]));
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if (obLogic.getLooping() == 0) {
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obLogic.setLooping(1);
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obLogic.setPause(params[1]);
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}
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if (obLogic.getPause()) {
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obLogic.setPause(obLogic.getPause() - 1);
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return IR_REPEAT;
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}
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obLogic.setLooping(0);
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return IR_CONT;
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}
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int32 Logic::fnMegaTableAnim(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to animation table
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// Normal forward anim
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return _router->megaTableAnimate(
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decodePtr(params[0]),
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decodePtr(params[1]),
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decodePtr(params[2]),
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decodePtr(params[3]),
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false);
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}
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int32 Logic::fnAddMenuObject(int32 *params) {
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// params: 0 pointer to a MenuObject structure to copy down
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_vm->_mouse->addMenuObject(decodePtr(params[0]));
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return IR_CONT;
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}
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/**
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* Start a conversation.
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*
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* Note that fnStartConversation() might accidentally be called every time the
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* script loops back for another chooser, but we only want to reset the chooser
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* count flag the first time this function is called, i.e. when the talk flag
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* is zero.
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*/
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int32 Logic::fnStartConversation(int32 *params) {
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// params: none
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_vm->_mouse->startConversation();
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return IR_CONT;
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}
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/**
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* End a conversation.
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*/
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int32 Logic::fnEndConversation(int32 *params) {
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// params: none
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_vm->_mouse->endConversation();
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return IR_CONT;
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}
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int32 Logic::fnSetFrame(int32 *params) {
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// params: 0 pointer to object's graphic structure
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// 1 resource id of animation file
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// 2 frame flag (0=first 1=last)
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int32 res = params[1];
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assert(res);
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// open the resource (& check it's valid)
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byte *anim_file = _vm->_resman->openResource(res);
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assert(_vm->_resman->fetchType(res) == ANIMATION_FILE);
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// set up pointer to the animation header
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AnimHeader anim_head;
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anim_head.read(_vm->fetchAnimHeader(anim_file));
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// set up anim resource in graphic object
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ObjectGraphic obGraph(decodePtr(params[0]));
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obGraph.setAnimResource(res);
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obGraph.setAnimPc(params[2] ? anim_head.noAnimFrames - 1 : 0);
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// Close the anim file and drop out of script
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_vm->_resman->closeResource(obGraph.getAnimResource());
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return IR_CONT;
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}
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int32 Logic::fnRandomPause(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 minimum number of game-cycles to pause
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// 2 maximum number of game-cycles to pause
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ObjectLogic obLogic(decodePtr(params[0]));
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int32 pars[2];
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if (obLogic.getLooping() == 0) {
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pars[0] = params[1];
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pars[1] = params[2];
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fnRandom(pars);
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pars[1] = readVar(RESULT);
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}
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pars[0] = params[0];
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return fnPause(pars);
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}
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int32 Logic::fnRegisterFrame(int32 *params) {
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// this call would be made from an objects service script 0
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// params: 0 pointer to mouse structure or NULL for no write to
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// mouse list (non-zero means write sprite-shape to
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// mouse list)
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// 1 pointer to graphic structure
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// 2 pointer to mega structure or NULL if not a mega
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_vm->_screen->registerFrame(
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decodePtr(params[0]),
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decodePtr(params[1]),
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decodePtr(params[2]));
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return IR_CONT;
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}
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int32 Logic::fnNoSprite(int32 *params) {
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// params: 0 pointer to object's graphic structure
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_router->setSpriteStatus(decodePtr(params[0]), NO_SPRITE);
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return IR_CONT;
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}
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int32 Logic::fnSendSync(int32 *params) {
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// params: 0 sync's recipient
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// 1 sync value
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sendSync(params[0], params[1]);
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return IR_CONT;
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}
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int32 Logic::fnUpdatePlayerStats(int32 *params) {
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// engine needs to know certain info about the player
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// params: 0 pointer to mega structure
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ObjectMega obMega(decodePtr(params[0]));
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ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
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screenInfo->player_feet_x = obMega.getFeetX();
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screenInfo->player_feet_y = obMega.getFeetY();
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// for the script
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writeVar(PLAYER_FEET_X, obMega.getFeetX());
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writeVar(PLAYER_FEET_Y, obMega.getFeetY());
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writeVar(PLAYER_CUR_DIR, obMega.getCurDir());
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writeVar(SCROLL_OFFSET_X, screenInfo->scroll_offset_x);
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debug(5, "fnUpdatePlayerStats: %d %d",
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obMega.getFeetX(), obMega.getFeetY());
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return IR_CONT;
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}
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int32 Logic::fnPassGraph(int32 *params) {
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// makes an engine local copy of passed ObjectGraphic - run script 4
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// of an object to request this used by fnTurnTo(id) etc
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//
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// remember, we cannot simply read a compact any longer but instead
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// must request it from the object itself
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// params: 0 pointer to an ObjectGraphic structure
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warning("fnPassGraph() is a no-op now");
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return IR_CONT;
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}
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int32 Logic::fnInitFloorMouse(int32 *params) {
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// params: 0 pointer to object's mouse structure
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byte *ob_mouse = decodePtr(params[0]);
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ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
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// floor is always lowest priority
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ObjectMouse mouse;
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mouse.x1 = 0;
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mouse.y1 = 0;
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mouse.x2 = screenInfo->screen_wide - 1;
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mouse.y2 = screenInfo->screen_deep - 1;
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mouse.priority = 9;
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mouse.pointer = NORMAL_MOUSE_ID;
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mouse.write(ob_mouse);
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return IR_CONT;
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}
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int32 Logic::fnPassMega(int32 *params) {
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// makes an engine local copy of passed mega_structure - run script 4
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// of an object to request this used by fnTurnTo(id) etc
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//
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// remember, we cannot simply read a compact any longer but instead
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// must request it from the object itself
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// params: 0 pointer to a mega structure
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memcpy(_engineMega, decodePtr(params[0]), ObjectMega::size());
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return IR_CONT;
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}
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/**
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* Turn mega to face point (x,y) on the floor
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*/
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int32 Logic::fnFaceXY(int32 *params) {
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// 3 pointer to object's walkdata structure
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// 4 target x-coord
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// 5 target y-coord
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return _router->faceXY(
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decodePtr(params[0]),
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decodePtr(params[1]),
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decodePtr(params[2]),
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decodePtr(params[3]),
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params[4], params[5]);
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}
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/**
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* Causes no more objects in this logic loop to be processed. The logic engine
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* will restart at the beginning of the new list. The current screen will not
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* be drawn!
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*/
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|
|
int32 Logic::fnEndSession(int32 *params) {
|
|
// params: 0 id of new run-list
|
|
|
|
// terminate current and change to next run-list
|
|
expressChangeSession(params[0]);
|
|
|
|
// stop the script - logic engine will now go around and the new
|
|
// screen will begin
|
|
return IR_STOP;
|
|
}
|
|
|
|
int32 Logic::fnNoHuman(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_mouse->noHuman();
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnAddHuman(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_mouse->addHuman();
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Wait for a target to become waiting, i.e. not busy.
|
|
*/
|
|
|
|
int32 Logic::fnWeWait(int32 *params) {
|
|
// params: 0 target
|
|
|
|
assert(_vm->_resman->fetchType(params[0]) == GAME_OBJECT);
|
|
|
|
// Run the target's get-speech-state script
|
|
runResScript(params[0], 5);
|
|
|
|
if (readVar(RESULT) == 0) {
|
|
// The target is busy. Try again.
|
|
_vm->_debugger->_speechScriptWaiting = params[0];
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
// The target is waiting, i.e. not busy.
|
|
|
|
_vm->_debugger->_speechScriptWaiting = 0;
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Wait for a target to become waiting, i.e. not busy, send a command to it,
|
|
* then wait for it to finish.
|
|
*/
|
|
|
|
int32 Logic::fnTheyDoWeWait(int32 *params) {
|
|
// params: 0 pointer to ob_logic
|
|
// 1 target
|
|
// 2 command
|
|
// 3 ins1
|
|
// 4 ins2
|
|
// 5 ins3
|
|
// 6 ins4
|
|
// 7 ins5
|
|
|
|
assert(_vm->_resman->fetchType(params[1]) == GAME_OBJECT);
|
|
|
|
// Run the target's get-speech-state script
|
|
runResScript(params[1], 5);
|
|
|
|
ObjectLogic obLogic(decodePtr(params[0]));
|
|
|
|
if (readVar(RESULT) == 1 && readVar(INS_COMMAND) == 0 && obLogic.getLooping() == 0) {
|
|
// The target is waiting, i.e. not busy, and there is no other
|
|
// command queued. We haven't sent the command yet, so do it.
|
|
|
|
debug(5, "fnTheyDoWeWait: sending command to %d", params[1]);
|
|
|
|
_vm->_debugger->_speechScriptWaiting = params[1];
|
|
obLogic.setLooping(1);
|
|
|
|
writeVar(SPEECH_ID, params[1]);
|
|
writeVar(INS_COMMAND, params[2]);
|
|
writeVar(INS1, params[3]);
|
|
writeVar(INS2, params[4]);
|
|
writeVar(INS3, params[5]);
|
|
writeVar(INS4, params[6]);
|
|
writeVar(INS5, params[7]);
|
|
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
if (obLogic.getLooping() == 0) {
|
|
// The command has not been sent yet. Keep waiting.
|
|
_vm->_debugger->_speechScriptWaiting = params[1];
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
if (readVar(RESULT) == 0) {
|
|
// The command has been sent, and the target is busy doing it.
|
|
// Wait for it to finish.
|
|
|
|
debug(5, "fnTheyDoWeWait: Waiting for %d to finish", params[1]);
|
|
|
|
_vm->_debugger->_speechScriptWaiting = params[1];
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
debug(5, "fnTheyDoWeWait: %d finished", params[1]);
|
|
|
|
obLogic.setLooping(0);
|
|
_vm->_debugger->_speechScriptWaiting = 0;
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Wait for a target to become waiting, i.e. not busy, then send a command to
|
|
* it.
|
|
*/
|
|
|
|
int32 Logic::fnTheyDo(int32 *params) {
|
|
// params: 0 target
|
|
// 1 command
|
|
// 2 ins1
|
|
// 3 ins2
|
|
// 4 ins3
|
|
// 5 ins4
|
|
// 6 ins5
|
|
|
|
assert(_vm->_resman->fetchType(params[0]) == GAME_OBJECT);
|
|
|
|
// Run the target's get-speech-state script
|
|
runResScript(params[0], 5);
|
|
|
|
if (readVar(RESULT) == 1 && !readVar(INS_COMMAND)) {
|
|
// The target is waiting, i.e. not busy, and there is no other
|
|
// command queued. Send the command.
|
|
|
|
debug(5, "fnTheyDo: sending command to %d", params[0]);
|
|
|
|
_vm->_debugger->_speechScriptWaiting = 0;
|
|
|
|
writeVar(SPEECH_ID, params[0]);
|
|
writeVar(INS_COMMAND, params[1]);
|
|
writeVar(INS1, params[2]);
|
|
writeVar(INS2, params[3]);
|
|
writeVar(INS3, params[4]);
|
|
writeVar(INS4, params[5]);
|
|
writeVar(INS5, params[6]);
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
// The target is busy. Come back again next cycle.
|
|
|
|
_vm->_debugger->_speechScriptWaiting = params[0];
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
/**
|
|
* Route to the left or right hand side of target id, if possible.
|
|
*/
|
|
|
|
int32 Logic::fnWalkToTalkToMega(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
// 4 id of target mega to face
|
|
// 5 separation
|
|
|
|
return _router->walkToTalkToMega(
|
|
decodePtr(params[0]),
|
|
decodePtr(params[1]),
|
|
decodePtr(params[2]),
|
|
decodePtr(params[3]),
|
|
params[4], params[5]);
|
|
}
|
|
|
|
int32 Logic::fnFadeDown(int32 *params) {
|
|
// NONE means up! can only be called when screen is fully faded up -
|
|
// multiple calls wont have strange effects
|
|
|
|
// params: none
|
|
|
|
if (_vm->_screen->getFadeStatus() == RDFADE_NONE)
|
|
_vm->_screen->fadeDown();
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
enum {
|
|
S_OB_GRAPHIC = 0,
|
|
S_OB_SPEECH = 1,
|
|
S_OB_LOGIC = 2,
|
|
S_OB_MEGA = 3,
|
|
|
|
S_TEXT = 4,
|
|
S_WAV = 5,
|
|
S_ANIM = 6,
|
|
S_DIR_TABLE = 7,
|
|
S_ANIM_MODE = 8
|
|
};
|
|
|
|
/**
|
|
* It's the super versatile fnSpeak. Text and wavs can be selected in any
|
|
* combination.
|
|
*
|
|
* @note We can assume no human - there should be no human, at least!
|
|
*/
|
|
|
|
int32 Logic::fnISpeak(int32 *params) {
|
|
// params: 0 pointer to ob_graphic
|
|
// 1 pointer to ob_speech
|
|
// 2 pointer to ob_logic
|
|
// 3 pointer to ob_mega
|
|
// 4 encoded text number
|
|
// 5 wav res id
|
|
// 6 anim res id
|
|
// 7 anim table res id
|
|
// 8 animation mode 0 lip synced,
|
|
// 1 just straight animation
|
|
|
|
// Set up the pointers which we know we'll always need
|
|
|
|
ObjectLogic obLogic(decodePtr(params[S_OB_LOGIC]));
|
|
ObjectGraphic obGraph(decodePtr(params[S_OB_GRAPHIC]));
|
|
|
|
// FIRST TIME ONLY: create the text, load the wav, set up the anim,
|
|
// etc.
|
|
|
|
if (obLogic.getLooping() == 0) {
|
|
// New fudge to wait for smacker samples to finish
|
|
// since they can over-run into the game
|
|
|
|
if (_vm->_sound->getSpeechStatus() != RDSE_SAMPLEFINISHED)
|
|
return IR_REPEAT;
|
|
|
|
// New fudge for 'fx' subtitles: If subtitles switched off, and
|
|
// we don't want to use a wav for this line either, then just
|
|
// quit back to script right now!
|
|
|
|
if (!_vm->getSubtitles() && !wantSpeechForLine(params[S_WAV]))
|
|
return IR_CONT;
|
|
|
|
// Drop out for 1st cycle to allow walks/anims to end and
|
|
// display last frame before system locks while speech loaded
|
|
|
|
if (!_cycleSkip) {
|
|
_cycleSkip = true;
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
_cycleSkip = false;
|
|
|
|
_vm->_debugger->_textNumber = params[S_TEXT];
|
|
|
|
// Pull out the text line to get the official text number
|
|
// (for wav id). Once the wav id's go into all script text
|
|
// commands, we'll only need this for debugging.
|
|
|
|
uint32 text_res = params[S_TEXT] / SIZE;
|
|
uint32 local_text = params[S_TEXT] & 0xffff;
|
|
|
|
// For testing all text & speech!
|
|
//
|
|
// A script loop can send any text number to fnISpeak and it
|
|
// will only run the valid ones or return with 'result' equal
|
|
// to '1' or '2' to mean 'invalid text resource' and 'text
|
|
// number out of range' respectively
|
|
//
|
|
// See 'testing_routines' object in George's Player Character
|
|
// section of linc
|
|
|
|
if (readVar(SYSTEM_TESTING_TEXT)) {
|
|
if (!_vm->_resman->checkValid(text_res)) {
|
|
// Not a valid resource number - invalid (null
|
|
// resource)
|
|
writeVar(RESULT, 1);
|
|
return IR_CONT;
|
|
}
|
|
|
|
if (_vm->_resman->fetchType(text_res) != TEXT_FILE) {
|
|
// Invalid - not a text resource
|
|
_vm->_resman->closeResource(text_res);
|
|
writeVar(RESULT, 1);
|
|
return IR_CONT;
|
|
}
|
|
|
|
if (!_vm->checkTextLine(_vm->_resman->openResource(text_res), local_text)) {
|
|
// Line number out of range
|
|
_vm->_resman->closeResource(text_res);
|
|
writeVar(RESULT, 2);
|
|
return IR_CONT;
|
|
}
|
|
|
|
_vm->_resman->closeResource(text_res);
|
|
writeVar(RESULT, 0);
|
|
}
|
|
|
|
byte *text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text);
|
|
_officialTextNumber = READ_LE_UINT16(text);
|
|
_vm->_resman->closeResource(text_res);
|
|
|
|
// Prevent dud lines from appearing while testing text & speech
|
|
// since these will not occur in the game anyway
|
|
|
|
if (readVar(SYSTEM_TESTING_TEXT)) {
|
|
// If actor number is 0 and text line is just a 'dash'
|
|
// character
|
|
if (_officialTextNumber == 0 && text[2] == '-' && text[3] == 0) {
|
|
writeVar(RESULT, 3);
|
|
return IR_CONT;
|
|
}
|
|
}
|
|
|
|
// Set the 'looping_flag' and the text-click-delays. We can
|
|
// left-click past the text after half a second, and
|
|
// right-click past it after a quarter of a second.
|
|
|
|
obLogic.setLooping(1);
|
|
_leftClickDelay = 6;
|
|
_rightClickDelay = 3;
|
|
|
|
if (readVar(PLAYER_ID) != CUR_PLAYER_ID)
|
|
debug(5, "(%d) Nico: %s", _officialTextNumber, text + 2);
|
|
else {
|
|
debug(5, "(%d) %s: %s", _officialTextNumber, _vm->_resman->fetchName(readVar(ID)), text + 2);
|
|
}
|
|
|
|
// Set up the speech animation
|
|
|
|
if (params[S_ANIM]) {
|
|
// Just a straight anim.
|
|
_animId = params[6];
|
|
} else if (params[S_DIR_TABLE]) {
|
|
// Use this direction table to derive the anim
|
|
// NB. ASSUMES WE HAVE A MEGA OBJECT!!
|
|
|
|
ObjectMega obMega(decodePtr(params[S_OB_MEGA]));
|
|
byte *anim_table = decodePtr(params[S_DIR_TABLE]);
|
|
|
|
_animId = READ_LE_UINT32(anim_table + 4 * obMega.getCurDir());
|
|
} else {
|
|
// No animation choosen
|
|
_animId = 0;
|
|
}
|
|
|
|
if (_animId) {
|
|
// Set the talker's graphic to the first frame of this
|
|
// speech anim for now.
|
|
|
|
_speechAnimType = readVar(SPEECHANIMFLAG);
|
|
obGraph.setAnimResource(_animId);
|
|
obGraph.setAnimPc(0);
|
|
}
|
|
|
|
// Default back to looped lip synced anims.
|
|
writeVar(SPEECHANIMFLAG, 0);
|
|
|
|
// Set up _textX and _textY for speech panning and/or text
|
|
// sprite position.
|
|
|
|
locateTalker(params);
|
|
|
|
// If the speech is associated with a specific animation, and
|
|
// not just a voice-over, set the focus area to the calculated
|
|
// position.
|
|
|
|
if (_animId) {
|
|
_vm->_system->setFocusRectangle(Common::Rect::center(_textX, _textY, 192, 128));
|
|
}
|
|
|
|
// Is it to be speech or subtitles or both?
|
|
|
|
// Assume not running until know otherwise
|
|
_speechRunning = false;
|
|
|
|
// New fudge for 'fx' subtitles: If speech is selected, and
|
|
// this line is allowed speech (not if it's an fx subtitle!)
|
|
|
|
if (!_vm->_sound->isSpeechMute() && wantSpeechForLine(_officialTextNumber)) {
|
|
// If the wavId parameter is zero because not yet
|
|
// compiled into speech command, we can still get it
|
|
// from the 1st 2 chars of the text line.
|
|
|
|
if (!params[S_WAV])
|
|
params[S_WAV] = (int32)_officialTextNumber;
|
|
|
|
// Panning goes from -16 (left) to 16 (right)
|
|
int8 speech_pan = ((_textX - 320) * 16) / 320;
|
|
|
|
if (speech_pan < -16)
|
|
speech_pan = -16;
|
|
else if (speech_pan > 16)
|
|
speech_pan = 16;
|
|
|
|
uint32 rv = _vm->_sound->playCompSpeech(params[S_WAV], 16, speech_pan);
|
|
|
|
if (rv == RD_OK) {
|
|
// Ok, we've got something to play. Set it
|
|
// playing now. (We might want to do this the
|
|
// next cycle, don't know yet.)
|
|
|
|
_speechRunning = true;
|
|
_vm->_sound->unpauseSpeech();
|
|
} else {
|
|
debug(5, "ERROR: PlayCompSpeech(wav=%d (res=%d pos=%d)) returned %.8x", params[S_WAV], text_res, local_text, rv);
|
|
}
|
|
}
|
|
|
|
if (_vm->getSubtitles() || !_speechRunning) {
|
|
// We want subtitles, or the speech failed to load.
|
|
// Either way, we're going to show the text so create
|
|
// the text sprite.
|
|
|
|
formText(params);
|
|
}
|
|
}
|
|
|
|
// EVERY TIME: run a cycle of animation, if there is one
|
|
|
|
if (_animId) {
|
|
// There is an animation - Increment the anim frame number.
|
|
obGraph.setAnimPc(obGraph.getAnimPc() + 1);
|
|
|
|
byte *anim_file = _vm->_resman->openResource(obGraph.getAnimResource());
|
|
AnimHeader anim_head;
|
|
|
|
anim_head.read(_vm->fetchAnimHeader(anim_file));
|
|
|
|
if (!_speechAnimType) {
|
|
// ANIM IS TO BE LIP-SYNC'ED & REPEATING
|
|
|
|
if (obGraph.getAnimPc() == (int32)anim_head.noAnimFrames) {
|
|
// End of animation - restart from frame 0
|
|
obGraph.setAnimPc(0);
|
|
} else if (_speechRunning && _vm->_sound->amISpeaking() == RDSE_QUIET) {
|
|
// The speech is running, but we're at a quiet
|
|
// bit. Restart from frame 0 (closed mouth).
|
|
obGraph.setAnimPc(0);
|
|
}
|
|
} else {
|
|
// ANIM IS TO PLAY ONCE ONLY
|
|
if (obGraph.getAnimPc() == (int32)anim_head.noAnimFrames - 1) {
|
|
// Reached the last frame of the anim. Hold
|
|
// anim on this last frame
|
|
_animId = 0;
|
|
}
|
|
}
|
|
|
|
_vm->_resman->closeResource(obGraph.getAnimResource());
|
|
} else if (_speechAnimType) {
|
|
// Placed here so we actually display the last frame of the
|
|
// anim.
|
|
_speechAnimType = 0;
|
|
}
|
|
|
|
// EVERY TIME: FIND OUT IF WE NEED TO STOP THE SPEECH NOW...
|
|
|
|
// If there is a wav then we're using that to end the speech naturally
|
|
|
|
bool speechFinished = false;
|
|
|
|
// If playing a sample
|
|
|
|
if (_speechRunning) {
|
|
// Has it finished?
|
|
if (_vm->_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED)
|
|
speechFinished = true;
|
|
} else if (!_speechRunning && _speechTime) {
|
|
// Counting down text time because there is no sample - this
|
|
// ends the speech
|
|
|
|
// if no sample then we're using _speechTime to end speech
|
|
// naturally
|
|
|
|
_speechTime--;
|
|
if (!_speechTime)
|
|
speechFinished = true;
|
|
}
|
|
|
|
// Ok, all is running along smoothly - but a click means stop
|
|
// unnaturally
|
|
|
|
int mouseX, mouseY;
|
|
|
|
_vm->_mouse->getPos(mouseX, mouseY);
|
|
|
|
// So that we can go to the options panel while text & speech is
|
|
// being tested
|
|
if (readVar(SYSTEM_TESTING_TEXT) == 0 || mouseY > 0) {
|
|
MouseEvent *me = _vm->mouseEvent();
|
|
|
|
// Note that we now have TWO click-delays - one for LEFT
|
|
// button, one for RIGHT BUTTON
|
|
|
|
if ((!_leftClickDelay && me && (me->buttons & RD_LEFTBUTTONDOWN)) ||
|
|
(!_rightClickDelay && me && (me->buttons & RD_RIGHTBUTTONDOWN))) {
|
|
// Mouse click, after click_delay has expired -> end
|
|
// the speech.
|
|
|
|
// if testing text & speech
|
|
if (readVar(SYSTEM_TESTING_TEXT)) {
|
|
// and RB used to click past text
|
|
if (me->buttons & RD_RIGHTBUTTONDOWN) {
|
|
// then we want the previous line again
|
|
writeVar(SYSTEM_WANT_PREVIOUS_LINE, 1);
|
|
} else {
|
|
// LB just want next line again
|
|
writeVar(SYSTEM_WANT_PREVIOUS_LINE, 0);
|
|
}
|
|
}
|
|
|
|
speechFinished = true;
|
|
|
|
// if speech sample playing, halt it prematurely
|
|
if (_speechRunning)
|
|
_vm->_sound->stopSpeech();
|
|
}
|
|
}
|
|
|
|
// If we are finishing the speech this cycle, do the business
|
|
|
|
// !speechAnimType, as we want an anim which is playing once to have
|
|
// finished.
|
|
|
|
if (speechFinished && !_speechAnimType) {
|
|
_vm->_system->clearFocusRectangle();
|
|
|
|
// If there is text, kill it
|
|
if (_speechTextBlocNo) {
|
|
_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
|
|
_speechTextBlocNo = 0;
|
|
}
|
|
|
|
// if there is a speech anim, end it on closed mouth frame
|
|
if (_animId) {
|
|
_animId = 0;
|
|
obGraph.setAnimPc(0);
|
|
}
|
|
|
|
_speechRunning = false;
|
|
|
|
// no longer in a script function loop
|
|
obLogic.setLooping(0);
|
|
|
|
_vm->_debugger->_textNumber = 0;
|
|
|
|
// reset to zero, in case text line not even extracted (since
|
|
// this number comes from the text line)
|
|
_officialTextNumber = 0;
|
|
|
|
writeVar(RESULT, 0);
|
|
return IR_CONT;
|
|
}
|
|
|
|
// Speech still going, so decrement the click_delay if it's still
|
|
// active
|
|
|
|
if (_leftClickDelay)
|
|
_leftClickDelay--;
|
|
|
|
if (_rightClickDelay)
|
|
_rightClickDelay--;
|
|
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
/**
|
|
* Reset the object and restart script 1 on level 0
|
|
*/
|
|
|
|
int32 Logic::fnTotalRestart(int32 *params) {
|
|
// mega runs this to restart its base logic again - like being cached
|
|
// in again
|
|
|
|
// params: none
|
|
|
|
_curObjectHub.setLogicLevel(0);
|
|
_curObjectHub.setScriptPc(0, 1);
|
|
|
|
return IR_TERMINATE;
|
|
}
|
|
|
|
int32 Logic::fnSetWalkGrid(int32 *params) {
|
|
// params: none
|
|
|
|
warning("fnSetWalkGrid() is no longer a valid opcode");
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Receive and sequence the commands sent from the conversation script. We have
|
|
* to do this in a slightly tweeky manner as we can no longer have generic
|
|
* scripts.
|
|
*/
|
|
|
|
enum {
|
|
INS_talk = 1,
|
|
INS_anim = 2,
|
|
INS_reverse_anim = 3,
|
|
INS_walk = 4,
|
|
INS_turn = 5,
|
|
INS_face = 6,
|
|
INS_trace = 7,
|
|
INS_no_sprite = 8,
|
|
INS_sort = 9,
|
|
INS_foreground = 10,
|
|
INS_background = 11,
|
|
INS_table_anim = 12,
|
|
INS_reverse_table_anim = 13,
|
|
INS_walk_to_anim = 14,
|
|
INS_set_frame = 15,
|
|
INS_stand_after_anim = 16,
|
|
INS_quit = 42
|
|
};
|
|
|
|
int32 Logic::fnSpeechProcess(int32 *params) {
|
|
// params: 0 pointer to ob_graphic
|
|
// 1 pointer to ob_speech
|
|
// 2 pointer to ob_logic
|
|
// 3 pointer to ob_mega
|
|
// 4 pointer to ob_walkdata
|
|
|
|
ObjectSpeech obSpeech(decodePtr(params[1]));
|
|
|
|
while (1) {
|
|
int32 pars[9];
|
|
|
|
// Check which command we're waiting for, and call the
|
|
// appropriate function. Once we're done, clear the command
|
|
// and set wait_state to 1.
|
|
//
|
|
// Note: we could save a var and ditch wait_state and check
|
|
// 'command' for non zero means busy
|
|
//
|
|
// Note: I can't see that we ever check the value of wait_state
|
|
// but perhaps it accesses that memory location directly?
|
|
|
|
switch (obSpeech.getCommand()) {
|
|
case 0:
|
|
break;
|
|
case INS_talk:
|
|
pars[0] = params[0]; // ob_graphic
|
|
pars[1] = params[1]; // ob_speech
|
|
pars[2] = params[2]; // ob_logic
|
|
pars[3] = params[3]; // ob_mega
|
|
pars[4] = obSpeech.getIns1(); // encoded text number
|
|
pars[5] = obSpeech.getIns2(); // wav res id
|
|
pars[6] = obSpeech.getIns3(); // anim res id
|
|
pars[7] = obSpeech.getIns4(); // anim table res id
|
|
pars[8] = obSpeech.getIns5(); // animation mode - 0 lip synced, 1 just straight animation
|
|
|
|
if (fnISpeak(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_turn:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = obSpeech.getIns1(); // direction to turn to
|
|
|
|
if (fnTurn(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_face:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = obSpeech.getIns1(); // target
|
|
|
|
if (fnFaceMega(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = obSpeech.getIns1(); // anim res
|
|
|
|
if (fnAnim(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_reverse_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = obSpeech.getIns1(); // anim res
|
|
|
|
if (fnReverseAnim(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_table_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = obSpeech.getIns1(); // pointer to anim table
|
|
|
|
if (fnMegaTableAnim(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_reverse_table_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = obSpeech.getIns1(); // pointer to anim table
|
|
|
|
if (fnReverseMegaTableAnim(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_no_sprite:
|
|
fnNoSprite(params); // ob_graphic
|
|
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
return IR_REPEAT;
|
|
case INS_sort:
|
|
fnSortSprite(params); // ob_graphic
|
|
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
return IR_REPEAT;
|
|
case INS_foreground:
|
|
fnForeSprite(params); // ob_graphic
|
|
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
return IR_REPEAT;
|
|
case INS_background:
|
|
fnBackSprite(params); // ob_graphic
|
|
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
return IR_REPEAT;
|
|
case INS_walk:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = obSpeech.getIns1(); // target x
|
|
pars[5] = obSpeech.getIns2(); // target y
|
|
pars[6] = obSpeech.getIns3(); // target direction
|
|
|
|
if (fnWalk(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_walk_to_anim:
|
|
pars[0] = params[2]; // ob_logic
|
|
pars[1] = params[0]; // ob_graphic
|
|
pars[2] = params[3]; // ob_mega
|
|
pars[3] = params[4]; // ob_walkdata
|
|
pars[4] = obSpeech.getIns1(); // anim resource
|
|
|
|
if (fnWalkToAnim(pars) != IR_REPEAT) {
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
}
|
|
|
|
return IR_REPEAT;
|
|
case INS_stand_after_anim:
|
|
pars[0] = params[0]; // ob_graphic
|
|
pars[1] = params[3]; // ob_mega
|
|
pars[2] = obSpeech.getIns1(); // anim resource
|
|
|
|
fnStandAfterAnim(pars);
|
|
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
return IR_REPEAT;
|
|
case INS_set_frame:
|
|
pars[0] = params[0]; // ob_graphic
|
|
pars[1] = obSpeech.getIns1(); // anim_resource
|
|
pars[2] = obSpeech.getIns2(); // FIRST_FRAME or LAST_FRAME
|
|
fnSetFrame(pars);
|
|
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
return IR_REPEAT;
|
|
case INS_quit:
|
|
// That's it - we're finished with this
|
|
obSpeech.setCommand(0);
|
|
// obSpeech.setWaitState(0);
|
|
return IR_CONT;
|
|
default:
|
|
// Unimplemented command - just cancel
|
|
obSpeech.setCommand(0);
|
|
obSpeech.setWaitState(1);
|
|
break;
|
|
}
|
|
|
|
if (readVar(SPEECH_ID) == readVar(ID)) {
|
|
// There's a new command for us! Grab the command -
|
|
// potentially we only have this cycle to do this - and
|
|
// set things up so that the command will be picked up
|
|
// on the next iteration of the while loop.
|
|
|
|
debug(5, "fnSpeechProcess: Received new command %d", readVar(INS_COMMAND));
|
|
|
|
writeVar(SPEECH_ID, 0);
|
|
|
|
obSpeech.setCommand(readVar(INS_COMMAND));
|
|
obSpeech.setIns1(readVar(INS1));
|
|
obSpeech.setIns2(readVar(INS2));
|
|
obSpeech.setIns3(readVar(INS3));
|
|
obSpeech.setIns4(readVar(INS4));
|
|
obSpeech.setIns5(readVar(INS5));
|
|
obSpeech.setWaitState(0);
|
|
|
|
writeVar(INS_COMMAND, 0);
|
|
} else {
|
|
// No new command. We could run a blink anim (or
|
|
// something) here.
|
|
|
|
obSpeech.setWaitState(1);
|
|
return IR_REPEAT;
|
|
}
|
|
}
|
|
}
|
|
|
|
int32 Logic::fnSetScaling(int32 *params) {
|
|
// params: 0 pointer to object's mega structure
|
|
// 1 scale constant A
|
|
// 2 scale constant B
|
|
|
|
// 256 * s = A * y + B
|
|
|
|
// Where s is system scale, which itself is (256 * actual_scale) ie.
|
|
// s == 128 is half size
|
|
|
|
ObjectMega obMega(decodePtr(params[0]));
|
|
|
|
obMega.setScaleA(params[1]);
|
|
obMega.setScaleB(params[2]);
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnStartEvent(int32 *params) {
|
|
// params: none
|
|
|
|
startEvent();
|
|
return IR_TERMINATE;
|
|
}
|
|
|
|
int32 Logic::fnCheckEventWaiting(int32 *params) {
|
|
// params: none
|
|
|
|
writeVar(RESULT, checkEventWaiting());
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnRequestSpeech(int32 *params) {
|
|
// change current script - must be followed by a TERMINATE script
|
|
// directive
|
|
|
|
// params: 0 id of target to catch the event and startup speech
|
|
// servicing
|
|
|
|
// Full script id to interact with - megas run their own 7th script
|
|
sendEvent(params[0], (params[0] << 16) | 6);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnGosub(int32 *params) {
|
|
// params: 0 id of script
|
|
|
|
// Hurray, script subroutines. Logic goes up - pc is saved for current
|
|
// level.
|
|
logicUp(params[0]);
|
|
return IR_GOSUB;
|
|
}
|
|
|
|
/**
|
|
* Wait for a target to become waiting, i.e. not busy, or until we time out.
|
|
* This is useful when clicking on a target to talk to it, and it doesn't
|
|
* reply. This way, we won't lock up.
|
|
*
|
|
* If the target becomes waiting, RESULT is set to 0. If we time out, RESULT is
|
|
* set to 1.
|
|
*/
|
|
|
|
int32 Logic::fnTimedWait(int32 *params) {
|
|
// params: 0 ob_logic
|
|
// 1 target
|
|
// 2 number of cycles before give up
|
|
|
|
assert(_vm->_resman->fetchType(params[1]) == GAME_OBJECT);
|
|
|
|
ObjectLogic obLogic(decodePtr(params[0]));
|
|
|
|
if (obLogic.getLooping() == 0) {
|
|
// This is the first time, so set up the time-out.
|
|
obLogic.setLooping(params[2]);
|
|
}
|
|
|
|
// Run the target's get-speech-state script
|
|
runResScript(params[1], 5);
|
|
|
|
if (readVar(RESULT) == 1) {
|
|
// The target is waiting, i.e. not busy
|
|
|
|
_vm->_debugger->_speechScriptWaiting = 0;
|
|
|
|
obLogic.setLooping(0);
|
|
writeVar(RESULT, 0);
|
|
return IR_CONT;
|
|
}
|
|
|
|
obLogic.setLooping(obLogic.getLooping() - 1);
|
|
|
|
if (obLogic.getLooping() == 0) {
|
|
// Time's up.
|
|
|
|
debug(5, "fnTimedWait: Timed out waiting for %d", params[1]);
|
|
_vm->_debugger->_speechScriptWaiting = 0;
|
|
|
|
// Clear the event that hasn't been picked up - in theory,
|
|
// none of this should ever happen.
|
|
|
|
killAllIdsEvents(params[1]);
|
|
writeVar(RESULT, 1);
|
|
return IR_CONT;
|
|
}
|
|
|
|
// Target is busy. Keep trying.
|
|
|
|
_vm->_debugger->_speechScriptWaiting = params[1];
|
|
return IR_REPEAT;
|
|
}
|
|
|
|
int32 Logic::fnPlayFx(int32 *params) {
|
|
// params: 0 sample resource id
|
|
// 1 type (FX_SPOT, FX_RANDOM, FX_LOOP)
|
|
// 2 delay (0..65535)
|
|
// 3 volume (0..16)
|
|
// 4 pan (-16..16)
|
|
|
|
// example script:
|
|
// fnPlayFx (FXWATER, FX_LOOP, 0, 10, 15);
|
|
// // fx_water is just a local script flag
|
|
// fx_water = result;
|
|
// .
|
|
// .
|
|
// .
|
|
// fnStopFx (fx_water);
|
|
|
|
int32 res = params[0];
|
|
int32 type = params[1];
|
|
int32 delay = params[2];
|
|
int32 volume = params[3];
|
|
int32 pan = params[4];
|
|
|
|
_vm->_sound->queueFx(res, type, delay, volume, pan);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnStopFx(int32 *params) {
|
|
// params: 0 position in queue
|
|
if (_vm->_sound->stopFx(params[0]) != RD_OK)
|
|
debug(5, "SFX ERROR: Trying to stop an inactive sound slot");
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Start a tune playing, to play once or to loop until stopped or next one
|
|
* played.
|
|
*/
|
|
|
|
int32 Logic::fnPlayMusic(int32 *params) {
|
|
// params: 0 tune id
|
|
// 1 loop flag (0 or 1)
|
|
|
|
char filename[128];
|
|
bool loopFlag;
|
|
uint32 rv;
|
|
|
|
loopFlag = (params[1] == FX_LOOP);
|
|
|
|
rv = _vm->_sound->streamCompMusic(params[0], loopFlag);
|
|
|
|
if (rv)
|
|
debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv);
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnStopMusic(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_sound->stopMusic(false);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetValue(int32 *params) {
|
|
// temp. function!
|
|
|
|
// used for setting far-referenced megaset resource field in mega
|
|
// object, from start script
|
|
|
|
// params: 0 pointer to object's mega structure
|
|
// 1 value to set it to
|
|
|
|
ObjectMega obMega(decodePtr(params[0]));
|
|
|
|
obMega.setMegasetRes(params[1]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnNewScript(int32 *params) {
|
|
// change current script - must be followed by a TERMINATE script
|
|
// directive
|
|
|
|
// params: 0 id of script
|
|
|
|
writeVar(PLAYER_ACTION, 0); // must clear this
|
|
logicReplace(params[0]);
|
|
return IR_TERMINATE;
|
|
}
|
|
|
|
/**
|
|
* Like getSync(), but called from scripts. Sets the RESULT variable to
|
|
* the sync value, or 0 if none is found.
|
|
*/
|
|
|
|
int32 Logic::fnGetSync(int32 *params) {
|
|
// params: none
|
|
|
|
int slot = getSync();
|
|
|
|
writeVar(RESULT, (slot != -1) ? _syncList[slot].sync : 0);
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Wait for sync to happen. Sets the RESULT variable to the sync value, once
|
|
* it has been found.
|
|
*/
|
|
|
|
int32 Logic::fnWaitSync(int32 *params) {
|
|
// params: none
|
|
|
|
debug(6, "fnWaitSync: %d waits", readVar(ID));
|
|
|
|
int slot = getSync();
|
|
|
|
if (slot == -1)
|
|
return IR_REPEAT;
|
|
|
|
debug(5, "fnWaitSync: %d got sync %d", readVar(ID), _syncList[slot].sync);
|
|
writeVar(RESULT, _syncList[slot].sync);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnRegisterWalkGrid(int32 *params) {
|
|
// params: none
|
|
|
|
warning("fnRegisterWalkGrid() is no longer a valid opcode");
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnReverseMegaTableAnim(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to animation table
|
|
|
|
// Reverse anim
|
|
return _router->megaTableAnimate(
|
|
decodePtr(params[0]),
|
|
decodePtr(params[1]),
|
|
decodePtr(params[2]),
|
|
decodePtr(params[3]),
|
|
true);
|
|
}
|
|
|
|
int32 Logic::fnReverseAnim(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 resource id of animation file
|
|
|
|
// Reverse anim
|
|
return _router->doAnimate(
|
|
decodePtr(params[0]),
|
|
decodePtr(params[1]),
|
|
params[2], true);
|
|
}
|
|
|
|
/**
|
|
* Mark this object for killing - to be killed when player leaves this screen.
|
|
* Object reloads and script restarts upon re-entry to screen, which causes
|
|
* this object's startup logic to be re-run every time we enter the screen.
|
|
* "Which is nice."
|
|
*
|
|
* @note Call ONCE from object's logic script, i.e. in startup code, so not
|
|
* re-called every time script frops off and restarts!
|
|
*/
|
|
|
|
int32 Logic::fnAddToKillList(int32 *params) {
|
|
// params: none
|
|
uint32 id = readVar(ID);
|
|
|
|
// DON'T EVER KILL GEORGE!
|
|
if (id == CUR_PLAYER_ID)
|
|
return IR_CONT;
|
|
|
|
// Scan the list to see if it's already included
|
|
|
|
for (uint32 i = 0; i < _kills; i++) {
|
|
if (_objectKillList[i] == id)
|
|
return IR_CONT;
|
|
}
|
|
|
|
assert(_kills < OBJECT_KILL_LIST_SIZE); // no room at the inn
|
|
|
|
_objectKillList[_kills++] = id;
|
|
|
|
// "another one bites the dust"
|
|
|
|
// When we leave the screen, all these object resources are to be
|
|
// cleaned out of memory and the kill list emptied by doing
|
|
// '_kills = 0', ensuring that all resources are in fact still in
|
|
// memory and, more importantly, closed before killing!
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Set the standby walk coords to be used by fnWalkToAnim() and
|
|
* fnStandAfterAnim() when the anim header's start/end coords are zero.
|
|
* Useful during development; can stay in final game anyway.
|
|
*/
|
|
|
|
int32 Logic::fnSetStandbyCoords(int32 *params) {
|
|
// params: 0 x-coord
|
|
// 1 y-coord
|
|
// 2 direction (0..7)
|
|
|
|
_router->setStandbyCoords(params[0], params[1], params[2]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnBackPar0Sprite(int32 *params) {
|
|
// params: 0 pointer to object's graphic structure
|
|
_router->setSpriteStatus(decodePtr(params[0]), BGP0_SPRITE);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnBackPar1Sprite(int32 *params) {
|
|
// params: 0 pointer to object's graphic structure
|
|
_router->setSpriteStatus(decodePtr(params[0]), BGP1_SPRITE);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnForePar0Sprite(int32 *params) {
|
|
// params: 0 pointer to object's graphic structure
|
|
_router->setSpriteStatus(decodePtr(params[0]), FGP0_SPRITE);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnForePar1Sprite(int32 *params) {
|
|
// params: 0 pointer to object's graphic structure
|
|
_router->setSpriteStatus(decodePtr(params[0]), FGP1_SPRITE);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetPlayerActionEvent(int32 *params) {
|
|
// we want to intercept the player character and have him interact
|
|
// with an object - from script this code is the same as the mouse
|
|
// engine calls when you click on an object - here, a third party
|
|
// does the clicking IYSWIM
|
|
|
|
// note - this routine used CUR_PLAYER_ID as the target
|
|
|
|
// params: 0 id to interact with
|
|
|
|
setPlayerActionEvent(CUR_PLAYER_ID, params[0]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Set the special scroll offset variables
|
|
*
|
|
* Call when starting screens and to change the camera within screens
|
|
*
|
|
* call AFTER fnInitBackground() to override the defaults
|
|
*/
|
|
|
|
int32 Logic::fnSetScrollCoordinate(int32 *params) {
|
|
// params: 0 feet_x value
|
|
// 1 feet_y value
|
|
|
|
// Called feet_x and feet_y to retain intellectual compatibility with
|
|
// Sword1!
|
|
//
|
|
// feet_x & feet_y refer to the physical screen coords where the
|
|
// system will try to maintain George's feet
|
|
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
screenInfo->feet_x = params[0];
|
|
screenInfo->feet_y = params[1];
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Stand mega at start position of anim
|
|
*/
|
|
|
|
int32 Logic::fnStandAtAnim(int32 *params) {
|
|
// params: 0 pointer to object's graphic structure
|
|
// 1 pointer to object's mega structure
|
|
// 2 anim resource id
|
|
|
|
_router->standAtAnim(
|
|
decodePtr(params[0]),
|
|
decodePtr(params[1]),
|
|
params[2]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
#define SCROLL_MOUSE_WIDTH 20
|
|
|
|
int32 Logic::fnSetScrollLeftMouse(int32 *params) {
|
|
// params: 0 pointer to object's mouse structure
|
|
|
|
byte *ob_mouse = decodePtr(params[0]);
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
// Highest priority
|
|
|
|
ObjectMouse mouse;
|
|
|
|
mouse.x1 = 0;
|
|
mouse.y1 = 0;
|
|
mouse.x2 = screenInfo->scroll_offset_x + SCROLL_MOUSE_WIDTH;
|
|
mouse.y2 = screenInfo->screen_deep - 1;
|
|
mouse.priority = 0;
|
|
|
|
if (screenInfo->scroll_offset_x > 0) {
|
|
// not fully scrolled to the left
|
|
mouse.pointer = SCROLL_LEFT_MOUSE_ID;
|
|
} else {
|
|
// so the mouse area doesn't get registered
|
|
mouse.pointer = 0;
|
|
}
|
|
|
|
mouse.write(ob_mouse);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetScrollRightMouse(int32 *params) {
|
|
// params: 0 pointer to object's mouse structure
|
|
|
|
byte *ob_mouse = decodePtr(params[0]);
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
// Highest priority
|
|
|
|
ObjectMouse mouse;
|
|
|
|
mouse.x1 = screenInfo->scroll_offset_x + _vm->_screen->getScreenWide() - SCROLL_MOUSE_WIDTH;
|
|
mouse.y1 = 0;
|
|
mouse.x2 = screenInfo->screen_wide - 1;
|
|
mouse.y2 = screenInfo->screen_deep - 1;
|
|
mouse.priority = 0;
|
|
|
|
if (screenInfo->scroll_offset_x < screenInfo->max_scroll_offset_x) {
|
|
// not fully scrolled to the right
|
|
mouse.pointer = SCROLL_RIGHT_MOUSE_ID;
|
|
} else {
|
|
// so the mouse area doesn't get registered
|
|
mouse.pointer = 0;
|
|
}
|
|
|
|
mouse.write(ob_mouse);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnColor(int32 *params) {
|
|
// set border color - useful during script development
|
|
// eg. set to color during a timer situation, then black when timed
|
|
// out
|
|
|
|
// params 0: color (see defines above)
|
|
|
|
#ifdef SWORD2_DEBUG
|
|
// what color?
|
|
switch (params[0]) {
|
|
case BLACK:
|
|
_vm->_screen->setPalette(0, 1, black, RDPAL_INSTANT);
|
|
break;
|
|
case WHITE:
|
|
_vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT);
|
|
break;
|
|
case RED:
|
|
_vm->_screen->setPalette(0, 1, red, RDPAL_INSTANT);
|
|
break;
|
|
case GREEN:
|
|
_vm->_screen->setPalette(0, 1, green, RDPAL_INSTANT);
|
|
break;
|
|
case BLUE:
|
|
_vm->_screen->setPalette(0, 1, blue, RDPAL_INSTANT);
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
#ifdef SWORD2_DEBUG
|
|
#define BLACK 0
|
|
#define WHITE 1
|
|
#define RED 2
|
|
#define GREEN 3
|
|
#define BLUE 4
|
|
|
|
static const uint8 black[3] = { 0, 0, 0 };
|
|
static const uint8 white[3] = { 255, 255, 255 };
|
|
static const uint8 red[3] = { 255, 0, 0 };
|
|
static const uint8 green[3] = { 0, 255, 0 };
|
|
static const uint8 blue[3] = { 0, 0, 255 };
|
|
#endif
|
|
|
|
int32 Logic::fnFlash(int32 *params) {
|
|
// flash color 0 (ie. border) - useful during script development
|
|
// eg. fnFlash(BLUE) where a text line is missed; RED when some code
|
|
// missing, etc
|
|
|
|
// params: 0 color to flash
|
|
|
|
#ifdef SWORD2_DEBUG
|
|
// what color?
|
|
switch (params[0]) {
|
|
case WHITE:
|
|
_vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT);
|
|
break;
|
|
case RED:
|
|
_vm->_screen->setPalette(0, 1, red, RDPAL_INSTANT);
|
|
break;
|
|
case GREEN:
|
|
_vm->_screen->setPalette(0, 1, green, RDPAL_INSTANT);
|
|
break;
|
|
case BLUE:
|
|
_vm->_screen->setPalette(0, 1, blue, RDPAL_INSTANT);
|
|
break;
|
|
}
|
|
|
|
// There used to be a busy-wait loop here, so I don't know how long
|
|
// the delay was meant to be. Probably doesn't matter much.
|
|
|
|
_vm->_screen->updateDisplay();
|
|
_vm->_system->delayMillis(250);
|
|
_vm->_screen->setPalette(0, 1, black, RDPAL_INSTANT);
|
|
#endif
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnPreFetch(int32 *params) {
|
|
// Go fetch resource in the background.
|
|
|
|
// params: 0 resource to fetch [guess]
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Reverse of fnPassPlayerSaveData() - run script 8 of player object.
|
|
*/
|
|
|
|
int32 Logic::fnGetPlayerSaveData(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
|
|
byte *ob_logic = decodePtr(params[0]);
|
|
byte *ob_graph = decodePtr(params[1]);
|
|
byte *ob_mega = decodePtr(params[2]);
|
|
|
|
// Copy from savegame buffers to player object
|
|
|
|
memcpy(ob_logic, _saveLogic, ObjectLogic::size());
|
|
memcpy(ob_graph, _saveGraphic, ObjectGraphic::size());
|
|
memcpy(ob_mega, _saveMega, ObjectMega::size());
|
|
|
|
// Any walk-data must be cleared - the player will be set to stand if
|
|
// he was walking when saved.
|
|
|
|
ObjectMega obMega(ob_mega);
|
|
|
|
if (obMega.getIsWalking()) {
|
|
ObjectLogic obLogic(ob_logic);
|
|
|
|
obMega.setIsWalking(0);
|
|
|
|
int32 pars[3];
|
|
|
|
pars[0] = params[1]; // ob_graphic;
|
|
pars[1] = params[2]; // ob_mega
|
|
pars[2] = obMega.getCurDir();
|
|
|
|
fnStand(pars);
|
|
|
|
// Reset looping flag (which would have been 1 during fnWalk)
|
|
obLogic.setLooping(0);
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Copies the 4 essential player structures into the savegame header - run
|
|
* script 7 of player object to request this.
|
|
*
|
|
* Remember, we cannot simply read a compact any longer but instead must
|
|
* request it from the object itself.
|
|
*/
|
|
|
|
int32 Logic::fnPassPlayerSaveData(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
|
|
// Copy from player object to savegame buffers
|
|
|
|
memcpy(_saveLogic, decodePtr(params[0]), ObjectLogic::size());
|
|
memcpy(_saveGraphic, decodePtr(params[1]), ObjectGraphic::size());
|
|
memcpy(_saveMega, decodePtr(params[2]), ObjectMega::size());
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSendEvent(int32 *params) {
|
|
// we want to intercept the player character and have him interact
|
|
// with an object - from script
|
|
|
|
// params: 0 id to receive event
|
|
// 1 script to run
|
|
|
|
sendEvent(params[0], params[1]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Add this walkgrid resource to the list of those used for routing in this
|
|
* location. Note that this is ignored if the resource is already in the list.
|
|
*/
|
|
|
|
int32 Logic::fnAddWalkGrid(int32 *params) {
|
|
// params: 0 id of walkgrid resource
|
|
|
|
// All objects that add walkgrids must be restarted whenever we
|
|
// re-enter a location.
|
|
|
|
// DON'T EVER KILL GEORGE!
|
|
if (readVar(ID) != CUR_PLAYER_ID) {
|
|
// Need to call this in case it wasn't called in script!
|
|
fnAddToKillList(NULL);
|
|
}
|
|
|
|
_router->addWalkGrid(params[0]);
|
|
fnPreLoad(params);
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Remove this walkgrid resource from the list of those used for routing in
|
|
* this location. Note that this is ignored if the resource isn't actually
|
|
* in the list.
|
|
*/
|
|
|
|
int32 Logic::fnRemoveWalkGrid(int32 *params) {
|
|
// params: 0 id of walkgrid resource
|
|
|
|
_router->removeWalkGrid(params[0]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
// like fnCheckEventWaiting, but starts the event rather than setting RESULT
|
|
// to 1
|
|
|
|
int32 Logic::fnCheckForEvent(int32 *params) {
|
|
// params: none
|
|
|
|
if (checkEventWaiting()) {
|
|
startEvent();
|
|
return IR_TERMINATE;
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
// combination of fnPause and fnCheckForEvent
|
|
// - ie. does a pause, but also checks for event each cycle
|
|
|
|
int32 Logic::fnPauseForEvent(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 number of game-cycles to pause
|
|
|
|
ObjectLogic obLogic(decodePtr(params[0]));
|
|
|
|
if (checkEventWaiting()) {
|
|
obLogic.setLooping(0);
|
|
startEvent();
|
|
return IR_TERMINATE;
|
|
}
|
|
|
|
return fnPause(params);
|
|
}
|
|
|
|
int32 Logic::fnClearEvent(int32 *params) {
|
|
// params: none
|
|
|
|
clearEvent(readVar(ID));
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnFaceMega(int32 *params) {
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
// 3 pointer to object's walkdata structure
|
|
// 4 id of target mega to face
|
|
|
|
return _router->faceMega(
|
|
decodePtr(params[0]),
|
|
decodePtr(params[1]),
|
|
decodePtr(params[2]),
|
|
decodePtr(params[3]),
|
|
params[4]);
|
|
}
|
|
|
|
int32 Logic::fnPlaySequence(int32 *params) {
|
|
// params: 0 pointer to null-terminated ascii filename
|
|
// 1 number of frames in the sequence, used for PSX.
|
|
|
|
char filename[30];
|
|
|
|
// The original code had some #ifdef blocks for skipping or muting the
|
|
// cutscenes - fondly described as "the biggest fudge in the history
|
|
// of computer games" - but at the very least we want to show the
|
|
// cutscene subtitles, so I removed them.
|
|
|
|
debug(5, "fnPlaySequence(\"%s\");", (const char *)decodePtr(params[0]));
|
|
|
|
// add the appropriate file extension & play it
|
|
|
|
strcpy(filename, (const char *)decodePtr(params[0]));
|
|
|
|
// Write to walkthrough file (zebug0.txt)
|
|
debug(5, "PLAYING SEQUENCE \"%s\"", filename);
|
|
|
|
// don't want to carry on streaming game music when cutscene starts!
|
|
fnStopMusic(NULL);
|
|
|
|
// pause sfx during sequence
|
|
_vm->_sound->pauseFx();
|
|
|
|
_moviePlayer = makeMoviePlayer(filename, _vm, _vm->_mixer, _vm->_system);
|
|
|
|
if (_moviePlayer && _moviePlayer->load(filename)) {
|
|
_moviePlayer->play(_sequenceTextList, _sequenceTextLines, _smackerLeadIn, _smackerLeadOut);
|
|
}
|
|
|
|
_sequenceTextLines = 0;
|
|
|
|
delete _moviePlayer;
|
|
_moviePlayer = NULL;
|
|
|
|
// unpause sound fx again, in case we're staying in same location
|
|
_vm->_sound->unpauseFx();
|
|
|
|
_smackerLeadIn = 0;
|
|
_smackerLeadOut = 0;
|
|
|
|
// now clear the screen in case the Sequence was quitted (using ESC)
|
|
// rather than fading down to black
|
|
|
|
_vm->_screen->clearScene();
|
|
|
|
// zero the entire palette in case we're about to fade up!
|
|
|
|
byte pal[3 * 256];
|
|
|
|
memset(pal, 0, sizeof(pal));
|
|
_vm->_screen->setPalette(0, 256, pal, RDPAL_INSTANT);
|
|
|
|
debug(5, "fnPlaySequence FINISHED");
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnShadedSprite(int32 *params) {
|
|
// params: 0 pointer to object's graphic structure
|
|
_router->setSpriteShading(decodePtr(params[0]), SHADED_SPRITE);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnUnshadedSprite(int32 *params) {
|
|
// params: 0 pointer to object's graphic structure
|
|
_router->setSpriteShading(decodePtr(params[0]), UNSHADED_SPRITE);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnFadeUp(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_screen->waitForFade();
|
|
|
|
if (_vm->_screen->getFadeStatus() == RDFADE_BLACK)
|
|
_vm->_screen->fadeUp();
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnDisplayMsg(int32 *params) {
|
|
// Display a message to the user on the screen.
|
|
|
|
// params: 0 Text number of message to be displayed.
|
|
|
|
uint32 local_text = params[0] & 0xffff;
|
|
uint32 text_res = params[0] / SIZE;
|
|
|
|
// Display message for three seconds.
|
|
|
|
// +2 to skip the encoded text number in the first 2 chars; 3 is
|
|
// duration in seconds
|
|
|
|
_vm->_screen->displayMsg(_vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text) + 2, 3);
|
|
_vm->_resman->closeResource(text_res);
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetObjectHeld(int32 *params) {
|
|
// params: 0 luggage icon to set
|
|
uint32 res = (uint32)params[0];
|
|
|
|
_vm->_mouse->setObjectHeld(res);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnAddSequenceText(int32 *params) {
|
|
// params: 0 text number
|
|
// 1 frame number to start the text displaying
|
|
// 2 frame number to stop the text dispalying
|
|
|
|
if (!readVar(DEMO)) {
|
|
assert(_sequenceTextLines < MAX_SEQUENCE_TEXT_LINES);
|
|
|
|
_sequenceTextList[_sequenceTextLines].reset();
|
|
_sequenceTextList[_sequenceTextLines]._textNumber = params[0];
|
|
_sequenceTextList[_sequenceTextLines]._startFrame = params[1];
|
|
_sequenceTextList[_sequenceTextLines]._endFrame = params[2];
|
|
_sequenceTextLines++;
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnResetGlobals(int32 *params) {
|
|
// fnResetGlobals is used by the demo - so it can loop back & restart
|
|
// itself
|
|
|
|
// params: none
|
|
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
byte *globals = _vm->_resman->openResource(1) + ResHeader::size();
|
|
int32 size = _vm->_resman->fetchLen(1) - ResHeader::size();
|
|
|
|
debug(5, "globals size: %d", size);
|
|
|
|
// blank each global variable
|
|
memset(globals, 0, size);
|
|
|
|
_vm->_resman->closeResource(1);
|
|
|
|
// all objects but george
|
|
_vm->_resman->killAllObjects(false);
|
|
|
|
// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET!
|
|
// - this is taken from fnInitBackground
|
|
|
|
// switch on scrolling (2 means first time on screen)
|
|
screenInfo->scroll_flag = 2;
|
|
|
|
// Used to be IR_CONT, but that's a bad idea. We may just have killed
|
|
// our own script resource -- continuing will cause a bad memory read
|
|
// access.
|
|
return IR_STOP;
|
|
}
|
|
|
|
int32 Logic::fnSetPalette(int32 *params) {
|
|
// params: 0 resource number of palette file, or 0 if it's to be
|
|
// the palette from the current screen
|
|
|
|
_vm->_screen->setFullPalette(params[0]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
// use this in the object's service script prior to registering the mouse area
|
|
// ie. before fnRegisterMouse or fnRegisterFrame
|
|
// - best if kept at very top of service script
|
|
|
|
int32 Logic::fnRegisterPointerText(int32 *params) {
|
|
// params: 0 local id of text line to use as pointer text
|
|
|
|
_vm->_mouse->registerPointerText(params[0]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnFetchWait(int32 *params) {
|
|
// Fetches a resource in the background but prevents the script from
|
|
// continuing until the resource is in memory.
|
|
|
|
// params: 0 resource to fetch [guess]
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnRelease(int32 *params) {
|
|
// Releases a resource from memory. Used for freeing memory for
|
|
// sprites that have just been used and will not be used again.
|
|
// Sometimes it is better to kick out a sprite straight away so that
|
|
// the memory can be used for more frequent animations.
|
|
|
|
// params: 0 resource to release [guess]
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnPrepareMusic(int32 *params) {
|
|
// params: 1 id of music to prepare [guess]
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSoundFetch(int32 *params) {
|
|
// params: 0 id of sound to fetch [guess]
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSmackerLeadIn(int32 *params) {
|
|
// params: 0 id of lead-in music
|
|
|
|
// ready for use in fnPlaySequence
|
|
_smackerLeadIn = params[0];
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSmackerLeadOut(int32 *params) {
|
|
// params: 0 id of lead-out music
|
|
|
|
// ready for use in fnPlaySequence
|
|
_smackerLeadOut = params[0];
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Stops all FX and clears the entire FX queue.
|
|
*/
|
|
|
|
int32 Logic::fnStopAllFx(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_sound->clearFxQueue(false);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnCheckPlayerActivity(int32 *params) {
|
|
// Used to decide when to trigger music cues described as "no player
|
|
// activity for a while"
|
|
|
|
// params: 0 threshold delay in seconds, ie. what we want to
|
|
// check the actual delay against
|
|
|
|
uint32 seconds = (uint32)params[0];
|
|
|
|
_vm->_mouse->checkPlayerActivity(seconds);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnResetPlayerActivityDelay(int32 *params) {
|
|
// Use if you want to deliberately reset the "no player activity"
|
|
// counter for any reason
|
|
|
|
// params: none
|
|
|
|
_vm->_mouse->resetPlayerActivityDelay();
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnCheckMusicPlaying(int32 *params) {
|
|
// params: none
|
|
|
|
// sets result to no. of seconds of current tune remaining
|
|
// or 0 if no music playing
|
|
|
|
// in seconds, rounded up to the nearest second
|
|
writeVar(RESULT, _vm->_sound->musicTimeRemaining());
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnPlayCredits(int32 *params) {
|
|
// This function just quits the game if this is the playable demo, ie.
|
|
// credits are NOT played in the demo any more!
|
|
|
|
// params: none
|
|
|
|
if (readVar(DEMO)) {
|
|
_vm->quitGame();
|
|
return IR_STOP;
|
|
}
|
|
|
|
_vm->_screen->rollCredits();
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetScrollSpeedNormal(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_screen->setScrollFraction(16);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnSetScrollSpeedSlow(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_screen->setScrollFraction(32);
|
|
return IR_CONT;
|
|
}
|
|
|
|
// Called from speech scripts to remove the chooser bar when it's not
|
|
// appropriate to keep it displayed
|
|
|
|
int32 Logic::fnRemoveChooser(int32 *params) {
|
|
// params: none
|
|
|
|
_vm->_mouse->hideMenu(RDMENU_BOTTOM);
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Alter the volume and pan of a currently playing FX
|
|
*/
|
|
|
|
int32 Logic::fnSetFxVolAndPan(int32 *params) {
|
|
// params: 0 id of fx (ie. the id returned in 'result' from
|
|
// fnPlayFx
|
|
// 1 new volume (0..16)
|
|
// 2 new pan (-16..16)
|
|
|
|
debug(5, "fnSetFxVolAndPan(%d, %d, %d)", params[0], params[1], params[2]);
|
|
|
|
_vm->_sound->setFxIdVolumePan(params[0], params[1], params[2]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
/**
|
|
* Alter the volume of a currently playing FX
|
|
*/
|
|
|
|
int32 Logic::fnSetFxVol(int32 *params) {
|
|
// params: 0 id of fx (ie. the id returned in 'result' from
|
|
// fnPlayFx
|
|
// 1 new volume (0..16)
|
|
|
|
_vm->_sound->setFxIdVolumePan(params[0], params[1]);
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnRestoreGame(int32 *params) {
|
|
// params: none
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnRefreshInventory(int32 *params) {
|
|
// Called from 'menu_look_or_combine' script in 'menu_master' object
|
|
// to update the menu to display a combined object while George runs
|
|
// voice-over. Note that 'object_held' must be set to the graphic of
|
|
// the combined object
|
|
|
|
// params: none
|
|
|
|
_vm->_mouse->refreshInventory();
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 Logic::fnChangeShadows(int32 *params) {
|
|
// params: none
|
|
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
|
|
|
|
// if last screen was using a shading mask (see below)
|
|
if (screenInfo->mask_flag) {
|
|
uint32 rv = _vm->_screen->closeLightMask();
|
|
if (rv)
|
|
error("Driver Error %.8x", rv);
|
|
screenInfo->mask_flag = false;
|
|
}
|
|
|
|
return IR_CONT;
|
|
}
|
|
|
|
} // End of namespace Sword2
|