scummvm/engines/sword2/logic.h
Torbjörn Andersson 98a8e88f61 Instead of pre-rendering all subtitles and pre-loading all sounds for a movie
cutscene, render the text and play the speech when needed. It probably won't
play as nicely from CD now, but using less memory seems more important to me.

svn-id: r25428
2007-02-08 21:55:37 +00:00

312 lines
8.8 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
// logic management
#ifndef SWORD2_LOGIC_H
#define SWORD2_LOGIC_H
#include "common/endian.h"
#include "sword2/animation.h"
#include "sword2/memory.h"
namespace Sword2 {
#define MAX_events 10
#define TREE_SIZE 3
// This must allow for the largest number of objects in a screen
#define OBJECT_KILL_LIST_SIZE 50
#define MAX_SEQUENCE_TEXT_LINES 15
class Sword2Engine;
class Router;
struct EventUnit {
uint32 id;
uint32 interact_id;
};
class Logic {
private:
Sword2Engine *_vm;
inline byte *decodePtr(int32 n) {
return _vm->_memory->decodePtr(n);
}
uint32 _objectKillList[OBJECT_KILL_LIST_SIZE];
// keeps note of no. of objects in the kill list
uint32 _kills;
// denotes the res id of the game-object-list in current use
uint32 _currentRunList;
//pc during logic loop
uint32 _pc;
// each object has one of these tacked onto the beginning
ObjectHub _curObjectHub;
EventUnit _eventList[MAX_events];
// Resource id of the wav to use as lead-in/lead-out from smacker
uint32 _smackerLeadIn;
uint32 _smackerLeadOut;
// keeps count of number of text lines to disaply during the sequence
uint32 _sequenceTextLines;
SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
// when not playing a wav we calculate the speech time based upon
// length of ascii
uint32 _speechTime;
uint32 _animId;
// 0 lip synced and repeating - 1 normal once through
uint32 _speechAnimType;
uint32 _leftClickDelay; // click-delay for LEFT mouse button
uint32 _rightClickDelay; // click-delay for RIGHT mouse button
// calculated by locateTalker() for use in speech-panning & text-sprite
// positioning
int16 _textX, _textY;
void locateTalker(int32 *params);
void formText(int32 *params);
bool wantSpeechForLine(uint32 wavId);
// Set by fnPassMega()
byte _engineMega[56];
public:
Logic(Sword2Engine *vm);
~Logic();
EventUnit *getEventList() { return _eventList; }
byte *getEngineMega() { return _engineMega; }
byte _saveLogic[8];
byte _saveGraphic[12];
byte _saveMega[56];
// Point to the global variable data
byte *_scriptVars;
// "TEXT" - current official text line number - will match the wav
// filenames
int16 _officialTextNumber;
// so speech text cleared when running a new start-script
uint32 _speechTextBlocNo;
uint32 readVar(int n) {
return READ_LE_UINT32(_scriptVars + 4 * n);
}
void writeVar(int n, uint32 value) {
WRITE_LE_UINT32(_scriptVars + 4 * n, value);
}
int runResScript(uint32 scriptRes, uint32 offset);
int runResObjScript(uint32 scriptRes, uint32 objRes, uint32 offset);
int runScript(byte *scriptData, byte *objectData, uint32 offset);
int runScript2(byte *scriptData, byte *objectData, byte *offset);
void sendEvent(uint32 id, uint32 interact_id);
void setPlayerActionEvent(uint32 id, uint32 interact_id);
void startEvent();
int checkEventWaiting();
void clearEvent(uint32 id);
void killAllIdsEvents(uint32 id);
uint32 countEvents();
struct SyncUnit {
uint32 id;
uint32 sync;
};
// There won't be many, will there? Probably 2 at most i reckon
SyncUnit _syncList[10];
void clearSyncs(uint32 id);
void sendSync(uint32 id, uint32 sync);
int getSync();
Router *_router;
typedef int32 (Logic::*OpcodeProc)(int32 *);
struct OpcodeEntry {
OpcodeProc proc;
const char *desc;
};
const OpcodeEntry *_opcodes;
int _numOpcodes;
void setupOpcodes();
int32 fnTestFunction(int32 *params);
int32 fnTestFlags(int32 *params);
int32 fnRegisterStartPoint(int32 *params);
int32 fnInitBackground(int32 *params);
int32 fnSetSession(int32 *params);
int32 fnBackSprite(int32 *params);
int32 fnSortSprite(int32 *params);
int32 fnForeSprite(int32 *params);
int32 fnRegisterMouse(int32 *params);
int32 fnAnim(int32 *params);
int32 fnRandom(int32 *params);
int32 fnPreLoad(int32 *params);
int32 fnAddSubject(int32 *params);
int32 fnInteract(int32 *params);
int32 fnChoose(int32 *params);
int32 fnWalk(int32 *params);
int32 fnWalkToAnim(int32 *params);
int32 fnTurn(int32 *params);
int32 fnStandAt(int32 *params);
int32 fnStand(int32 *params);
int32 fnStandAfterAnim(int32 *params);
int32 fnPause(int32 *params);
int32 fnMegaTableAnim(int32 *params);
int32 fnAddMenuObject(int32 *params);
int32 fnStartConversation(int32 *params);
int32 fnEndConversation(int32 *params);
int32 fnSetFrame(int32 *params);
int32 fnRandomPause(int32 *params);
int32 fnRegisterFrame(int32 *params);
int32 fnNoSprite(int32 *params);
int32 fnSendSync(int32 *params);
int32 fnUpdatePlayerStats(int32 *params);
int32 fnPassGraph(int32 *params);
int32 fnInitFloorMouse(int32 *params);
int32 fnPassMega(int32 *params);
int32 fnFaceXY(int32 *params);
int32 fnEndSession(int32 *params);
int32 fnNoHuman(int32 *params);
int32 fnAddHuman(int32 *params);
int32 fnWeWait(int32 *params);
int32 fnTheyDoWeWait(int32 *params);
int32 fnTheyDo(int32 *params);
int32 fnWalkToTalkToMega(int32 *params);
int32 fnFadeDown(int32 *params);
int32 fnISpeak(int32 *params);
int32 fnTotalRestart(int32 *params);
int32 fnSetWalkGrid(int32 *params);
int32 fnSpeechProcess(int32 *params);
int32 fnSetScaling(int32 *params);
int32 fnStartEvent(int32 *params);
int32 fnCheckEventWaiting(int32 *params);
int32 fnRequestSpeech(int32 *params);
int32 fnGosub(int32 *params);
int32 fnTimedWait(int32 *params);
int32 fnPlayFx(int32 *params);
int32 fnStopFx(int32 *params);
int32 fnPlayMusic(int32 *params);
int32 fnStopMusic(int32 *params);
int32 fnSetValue(int32 *params);
int32 fnNewScript(int32 *params);
int32 fnGetSync(int32 *params);
int32 fnWaitSync(int32 *params);
int32 fnRegisterWalkGrid(int32 *params);
int32 fnReverseMegaTableAnim(int32 *params);
int32 fnReverseAnim(int32 *params);
int32 fnAddToKillList(int32 *params);
int32 fnSetStandbyCoords(int32 *params);
int32 fnBackPar0Sprite(int32 *params);
int32 fnBackPar1Sprite(int32 *params);
int32 fnForePar0Sprite(int32 *params);
int32 fnForePar1Sprite(int32 *params);
int32 fnSetPlayerActionEvent(int32 *params);
int32 fnSetScrollCoordinate(int32 *params);
int32 fnStandAtAnim(int32 *params);
int32 fnSetScrollLeftMouse(int32 *params);
int32 fnSetScrollRightMouse(int32 *params);
int32 fnColour(int32 *params);
int32 fnFlash(int32 *params);
int32 fnPreFetch(int32 *params);
int32 fnGetPlayerSaveData(int32 *params);
int32 fnPassPlayerSaveData(int32 *params);
int32 fnSendEvent(int32 *params);
int32 fnAddWalkGrid(int32 *params);
int32 fnRemoveWalkGrid(int32 *params);
int32 fnCheckForEvent(int32 *params);
int32 fnPauseForEvent(int32 *params);
int32 fnClearEvent(int32 *params);
int32 fnFaceMega(int32 *params);
int32 fnPlaySequence(int32 *params);
int32 fnShadedSprite(int32 *params);
int32 fnUnshadedSprite(int32 *params);
int32 fnFadeUp(int32 *params);
int32 fnDisplayMsg(int32 *params);
int32 fnSetObjectHeld(int32 *params);
int32 fnAddSequenceText(int32 *params);
int32 fnResetGlobals(int32 *params);
int32 fnSetPalette(int32 *params);
int32 fnRegisterPointerText(int32 *params);
int32 fnFetchWait(int32 *params);
int32 fnRelease(int32 *params);
int32 fnPrepareMusic(int32 *params);
int32 fnSoundFetch(int32 *params);
int32 fnSmackerLeadIn(int32 *params);
int32 fnSmackerLeadOut(int32 *params);
int32 fnStopAllFx(int32 *params);
int32 fnCheckPlayerActivity(int32 *params);
int32 fnResetPlayerActivityDelay(int32 *params);
int32 fnCheckMusicPlaying(int32 *params);
int32 fnPlayCredits(int32 *params);
int32 fnSetScrollSpeedNormal(int32 *params);
int32 fnSetScrollSpeedSlow(int32 *params);
int32 fnRemoveChooser(int32 *params);
int32 fnSetFxVolAndPan(int32 *params);
int32 fnSetFxVol(int32 *params);
int32 fnRestoreGame(int32 *params);
int32 fnRefreshInventory(int32 *params);
int32 fnChangeShadows(int32 *params);
// do one cycle of the current session
int processSession();
// cause the logic loop to terminate and drop out
void expressChangeSession(uint32 sesh_id);
uint32 getRunList();
// setup script_id and script_pc in _curObjectHub - called by fnGosub()
void logicUp(uint32 new_script);
void logicReplace(uint32 new_script);
void logicOne(uint32 new_script);
void resetKillList();
};
} // End of namespace Sword2
#endif