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https://github.com/libretro/scummvm.git
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98a8e88f61
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
312 lines
8.8 KiB
C++
312 lines
8.8 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 The ScummVM project
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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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* $URL$
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* $Id$
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*/
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// logic management
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#ifndef SWORD2_LOGIC_H
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#define SWORD2_LOGIC_H
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#include "common/endian.h"
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#include "sword2/animation.h"
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#include "sword2/memory.h"
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namespace Sword2 {
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#define MAX_events 10
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#define TREE_SIZE 3
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// This must allow for the largest number of objects in a screen
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#define OBJECT_KILL_LIST_SIZE 50
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#define MAX_SEQUENCE_TEXT_LINES 15
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class Sword2Engine;
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class Router;
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struct EventUnit {
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uint32 id;
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uint32 interact_id;
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};
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class Logic {
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private:
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Sword2Engine *_vm;
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inline byte *decodePtr(int32 n) {
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return _vm->_memory->decodePtr(n);
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}
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uint32 _objectKillList[OBJECT_KILL_LIST_SIZE];
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// keeps note of no. of objects in the kill list
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uint32 _kills;
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// denotes the res id of the game-object-list in current use
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uint32 _currentRunList;
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//pc during logic loop
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uint32 _pc;
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// each object has one of these tacked onto the beginning
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ObjectHub _curObjectHub;
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EventUnit _eventList[MAX_events];
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// Resource id of the wav to use as lead-in/lead-out from smacker
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uint32 _smackerLeadIn;
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uint32 _smackerLeadOut;
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// keeps count of number of text lines to disaply during the sequence
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uint32 _sequenceTextLines;
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SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
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// when not playing a wav we calculate the speech time based upon
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// length of ascii
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uint32 _speechTime;
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uint32 _animId;
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// 0 lip synced and repeating - 1 normal once through
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uint32 _speechAnimType;
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uint32 _leftClickDelay; // click-delay for LEFT mouse button
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uint32 _rightClickDelay; // click-delay for RIGHT mouse button
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// calculated by locateTalker() for use in speech-panning & text-sprite
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// positioning
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int16 _textX, _textY;
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void locateTalker(int32 *params);
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void formText(int32 *params);
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bool wantSpeechForLine(uint32 wavId);
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// Set by fnPassMega()
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byte _engineMega[56];
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public:
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Logic(Sword2Engine *vm);
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~Logic();
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EventUnit *getEventList() { return _eventList; }
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byte *getEngineMega() { return _engineMega; }
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byte _saveLogic[8];
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byte _saveGraphic[12];
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byte _saveMega[56];
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// Point to the global variable data
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byte *_scriptVars;
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// "TEXT" - current official text line number - will match the wav
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// filenames
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int16 _officialTextNumber;
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// so speech text cleared when running a new start-script
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uint32 _speechTextBlocNo;
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uint32 readVar(int n) {
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return READ_LE_UINT32(_scriptVars + 4 * n);
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}
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void writeVar(int n, uint32 value) {
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WRITE_LE_UINT32(_scriptVars + 4 * n, value);
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}
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int runResScript(uint32 scriptRes, uint32 offset);
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int runResObjScript(uint32 scriptRes, uint32 objRes, uint32 offset);
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int runScript(byte *scriptData, byte *objectData, uint32 offset);
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int runScript2(byte *scriptData, byte *objectData, byte *offset);
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void sendEvent(uint32 id, uint32 interact_id);
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void setPlayerActionEvent(uint32 id, uint32 interact_id);
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void startEvent();
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int checkEventWaiting();
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void clearEvent(uint32 id);
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void killAllIdsEvents(uint32 id);
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uint32 countEvents();
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struct SyncUnit {
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uint32 id;
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uint32 sync;
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};
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// There won't be many, will there? Probably 2 at most i reckon
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SyncUnit _syncList[10];
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void clearSyncs(uint32 id);
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void sendSync(uint32 id, uint32 sync);
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int getSync();
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Router *_router;
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typedef int32 (Logic::*OpcodeProc)(int32 *);
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struct OpcodeEntry {
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OpcodeProc proc;
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const char *desc;
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};
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const OpcodeEntry *_opcodes;
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int _numOpcodes;
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void setupOpcodes();
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int32 fnTestFunction(int32 *params);
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int32 fnTestFlags(int32 *params);
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int32 fnRegisterStartPoint(int32 *params);
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int32 fnInitBackground(int32 *params);
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int32 fnSetSession(int32 *params);
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int32 fnBackSprite(int32 *params);
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int32 fnSortSprite(int32 *params);
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int32 fnForeSprite(int32 *params);
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int32 fnRegisterMouse(int32 *params);
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int32 fnAnim(int32 *params);
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int32 fnRandom(int32 *params);
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int32 fnPreLoad(int32 *params);
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int32 fnAddSubject(int32 *params);
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int32 fnInteract(int32 *params);
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int32 fnChoose(int32 *params);
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int32 fnWalk(int32 *params);
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int32 fnWalkToAnim(int32 *params);
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int32 fnTurn(int32 *params);
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int32 fnStandAt(int32 *params);
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int32 fnStand(int32 *params);
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int32 fnStandAfterAnim(int32 *params);
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int32 fnPause(int32 *params);
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int32 fnMegaTableAnim(int32 *params);
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int32 fnAddMenuObject(int32 *params);
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int32 fnStartConversation(int32 *params);
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int32 fnEndConversation(int32 *params);
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int32 fnSetFrame(int32 *params);
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int32 fnRandomPause(int32 *params);
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int32 fnRegisterFrame(int32 *params);
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int32 fnNoSprite(int32 *params);
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int32 fnSendSync(int32 *params);
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int32 fnUpdatePlayerStats(int32 *params);
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int32 fnPassGraph(int32 *params);
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int32 fnInitFloorMouse(int32 *params);
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int32 fnPassMega(int32 *params);
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int32 fnFaceXY(int32 *params);
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int32 fnEndSession(int32 *params);
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int32 fnNoHuman(int32 *params);
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int32 fnAddHuman(int32 *params);
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int32 fnWeWait(int32 *params);
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int32 fnTheyDoWeWait(int32 *params);
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int32 fnTheyDo(int32 *params);
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int32 fnWalkToTalkToMega(int32 *params);
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int32 fnFadeDown(int32 *params);
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int32 fnISpeak(int32 *params);
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int32 fnTotalRestart(int32 *params);
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int32 fnSetWalkGrid(int32 *params);
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int32 fnSpeechProcess(int32 *params);
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int32 fnSetScaling(int32 *params);
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int32 fnStartEvent(int32 *params);
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int32 fnCheckEventWaiting(int32 *params);
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int32 fnRequestSpeech(int32 *params);
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int32 fnGosub(int32 *params);
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int32 fnTimedWait(int32 *params);
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int32 fnPlayFx(int32 *params);
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int32 fnStopFx(int32 *params);
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int32 fnPlayMusic(int32 *params);
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int32 fnStopMusic(int32 *params);
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int32 fnSetValue(int32 *params);
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int32 fnNewScript(int32 *params);
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int32 fnGetSync(int32 *params);
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int32 fnWaitSync(int32 *params);
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int32 fnRegisterWalkGrid(int32 *params);
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int32 fnReverseMegaTableAnim(int32 *params);
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int32 fnReverseAnim(int32 *params);
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int32 fnAddToKillList(int32 *params);
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int32 fnSetStandbyCoords(int32 *params);
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int32 fnBackPar0Sprite(int32 *params);
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int32 fnBackPar1Sprite(int32 *params);
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int32 fnForePar0Sprite(int32 *params);
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int32 fnForePar1Sprite(int32 *params);
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int32 fnSetPlayerActionEvent(int32 *params);
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int32 fnSetScrollCoordinate(int32 *params);
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int32 fnStandAtAnim(int32 *params);
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int32 fnSetScrollLeftMouse(int32 *params);
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int32 fnSetScrollRightMouse(int32 *params);
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int32 fnColour(int32 *params);
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int32 fnFlash(int32 *params);
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int32 fnPreFetch(int32 *params);
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int32 fnGetPlayerSaveData(int32 *params);
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int32 fnPassPlayerSaveData(int32 *params);
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int32 fnSendEvent(int32 *params);
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int32 fnAddWalkGrid(int32 *params);
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int32 fnRemoveWalkGrid(int32 *params);
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int32 fnCheckForEvent(int32 *params);
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int32 fnPauseForEvent(int32 *params);
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int32 fnClearEvent(int32 *params);
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int32 fnFaceMega(int32 *params);
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int32 fnPlaySequence(int32 *params);
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int32 fnShadedSprite(int32 *params);
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int32 fnUnshadedSprite(int32 *params);
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int32 fnFadeUp(int32 *params);
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int32 fnDisplayMsg(int32 *params);
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int32 fnSetObjectHeld(int32 *params);
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int32 fnAddSequenceText(int32 *params);
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int32 fnResetGlobals(int32 *params);
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int32 fnSetPalette(int32 *params);
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int32 fnRegisterPointerText(int32 *params);
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int32 fnFetchWait(int32 *params);
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int32 fnRelease(int32 *params);
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int32 fnPrepareMusic(int32 *params);
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int32 fnSoundFetch(int32 *params);
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int32 fnSmackerLeadIn(int32 *params);
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int32 fnSmackerLeadOut(int32 *params);
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int32 fnStopAllFx(int32 *params);
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int32 fnCheckPlayerActivity(int32 *params);
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int32 fnResetPlayerActivityDelay(int32 *params);
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int32 fnCheckMusicPlaying(int32 *params);
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int32 fnPlayCredits(int32 *params);
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int32 fnSetScrollSpeedNormal(int32 *params);
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int32 fnSetScrollSpeedSlow(int32 *params);
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int32 fnRemoveChooser(int32 *params);
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int32 fnSetFxVolAndPan(int32 *params);
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int32 fnSetFxVol(int32 *params);
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int32 fnRestoreGame(int32 *params);
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int32 fnRefreshInventory(int32 *params);
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int32 fnChangeShadows(int32 *params);
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// do one cycle of the current session
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int processSession();
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// cause the logic loop to terminate and drop out
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void expressChangeSession(uint32 sesh_id);
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uint32 getRunList();
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// setup script_id and script_pc in _curObjectHub - called by fnGosub()
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void logicUp(uint32 new_script);
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void logicReplace(uint32 new_script);
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void logicOne(uint32 new_script);
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void resetKillList();
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};
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} // End of namespace Sword2
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#endif
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