scummvm/engines/sky/logic.cpp
2009-11-02 21:54:57 +00:00

2604 lines
64 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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.
*
* $URL$
* $Id$
*
*/
#include "common/endian.h"
#include "common/rect.h"
#include "common/events.h"
#include "common/EventRecorder.h"
#include "common/system.h"
#include "sky/autoroute.h"
#include "sky/compact.h"
#include "sky/control.h"
#include "sky/debug.h"
#include "sky/disk.h"
#include "sky/grid.h"
#include "sky/logic.h"
#include "sky/mouse.h"
#include "sky/music/musicbase.h"
#include "sky/text.h"
#include "sky/screen.h"
#include "sky/sky.h"
#include "sky/sound.h"
#include "sky/struc.h"
namespace Sky {
uint32 Logic::_scriptVariables[NUM_SKY_SCRIPTVARS];
void Logic::setupLogicTable() {
static const LogicTable logicTable[] = {
&Logic::nop,
&Logic::logicScript, // 1 script processor
&Logic::autoRoute, // 2 Make a route
&Logic::arAnim, // 3 Follow a route
&Logic::arTurn, // 4 Mega turns araound
&Logic::alt, // 5 Set up new get-to script
&Logic::anim, // 6 Follow a sequence
&Logic::turn, // 7 Mega turning
&Logic::cursor, // 8 id tracks the pointer
&Logic::talk, // 9 count down and animate
&Logic::listen, // 10 player waits for talking id
&Logic::stopped, // 11 wait for id to move
&Logic::choose, // 12 wait for player to click
&Logic::frames, // 13 animate just frames
&Logic::pause, // 14 Count down to 0 and go
&Logic::waitSync, // 15 Set to l_script when sync!=0
&Logic::simpleAnim, // 16 Module anim without x,y's
};
_logicTable = logicTable;
}
Logic::Logic(SkyCompact *skyCompact, Screen *skyScreen, Disk *skyDisk, Text *skyText, MusicBase *skyMusic, Mouse *skyMouse, Sound *skySound) {
g_eventRec.registerRandomSource(_rnd, "sky");
_skyCompact = skyCompact;
_skyScreen = skyScreen;
_skyDisk = skyDisk;
_skyText = skyText;
_skyMusic = skyMusic;
_skySound = skySound;
_skyMouse = skyMouse;
_skyGrid = new Grid(_skyDisk, _skyCompact);
_skyAutoRoute = new AutoRoute(_skyGrid, _skyCompact);
setupLogicTable();
setupMcodeTable();
memset(_objectList, 0, 30 * sizeof(uint32));
for (int i = 0; i < ARRAYSIZE(_moduleList); i++)
_moduleList[i] = 0;
_stackPtr = 0;
_currentSection = 0xFF; //force music & sound reload
initScriptVariables();
}
Logic::~Logic() {
delete _skyGrid;
delete _skyAutoRoute;
for (int i = 0; i < ARRAYSIZE(_moduleList); i++)
if (_moduleList[i])
free(_moduleList[i]);
}
void Logic::initScreen0() {
fnEnterSection(0, 0, 0);
_skyMusic->startMusic(2);
SkyEngine::_systemVars.currentMusic = 2;
}
void Logic::parseSaveData(uint32 *data) {
if (!SkyEngine::isDemo())
fnLeaveSection(_scriptVariables[CUR_SECTION], 0, 0);
for (uint16 cnt = 0; cnt < NUM_SKY_SCRIPTVARS; cnt++)
_scriptVariables[cnt] = READ_LE_UINT32(data++);
fnEnterSection(_scriptVariables[CUR_SECTION], 0, 0);
}
bool Logic::checkProtection() {
if (_scriptVariables[ENTER_DIGITS]) {
if (_scriptVariables[CONSOLE_TYPE] == 5) // reactor code
_scriptVariables[FS_COMMAND] = 240;
else // copy protection
_scriptVariables[FS_COMMAND] = 337;
_scriptVariables[ENTER_DIGITS] = 0;
return true;
} else
return false;
}
void Logic::engine() {
do {
uint16 *logicList = (uint16 *)_skyCompact->fetchCpt(_scriptVariables[LOGIC_LIST_NO]);
while (uint16 id = *logicList++) { // 0 means end of list
if (id == 0xffff) {
// Change logic data address
logicList = (uint16 *)_skyCompact->fetchCpt(*logicList);
continue;
}
_scriptVariables[CUR_ID] = id;
_compact = _skyCompact->fetchCpt(id);
// check the id actually wishes to be processed
if (!(_compact->status & (1 << 6)))
continue;
// ok, here we process the logic bit system
if (_compact->status & (1 << 7))
_skyGrid->removeObjectFromWalk(_compact);
Debug::logic(_compact->logic);
(this->*_logicTable[_compact->logic]) ();
if (_compact->status & (1 << 7))
_skyGrid->objectToWalk(_compact);
// a sync sent to the compact is available for one cycle
// only. that cycle has just ended so remove the sync.
// presumably the mega has just reacted to it.
_compact->sync = 0;
}
// usually this loop is run only once, it'll only be run a second time if the game
// script just asked the user to enter a copy protection code.
// this is done to prevent the copy protection screen from flashing up.
// (otherwise it would be visible for 1/50 second)
} while (checkProtection());
}
void Logic::nop() {}
/**
* This function is basicly a wrapper around the real script engine. It runs
* the script engine until a script has finished.
* @see script()
*/
void Logic::logicScript() {
/// Process the current mega's script
/// If the script finishes then drop back a level
for (;;) {
uint16 mode = _compact->mode; // get pointer to current script
uint16 *scriptNo = SkyCompact::getSub(_compact, mode);
uint16 *offset = SkyCompact::getSub(_compact, mode + 2);
*offset = script(*scriptNo, *offset);
if (!*offset) // script finished
_compact->mode -= 4;
else if (_compact->mode == mode)
return;
}
}
void Logic::autoRoute() {
_compact->downFlag = _skyAutoRoute->autoRoute(_compact);
if ((_compact->downFlag == 2) && _skyCompact->cptIsId(_compact, CPT_JOEY) &&
(_compact->mode == 0) && (_compact->baseSub == JOEY_OUT_OF_LIFT)) {
// workaround for script bug #1064113. Details unclear...
_compact->downFlag = 0;
}
if (_compact->downFlag != 1) { // route ok
_compact->grafixProgId = _compact->animScratchId;
_compact->grafixProgPos = 0;
}
_compact->logic = L_SCRIPT; // continue the script
logicScript();
return;
}
void Logic::arAnim() {
/// Follow a route
/// Mega should be in getToMode
// only check collisions on character boundaries
if ((_compact->xcood & 7) || (_compact->ycood & 7)) {
mainAnim();
return;
}
// On character boundary. Have we been told to wait?
// if not - are WE colliding?
if (_compact->waitingFor == 0xffff) { // 1st cycle of re-route does not require collision checks
mainAnim();
return;
}
if (_compact->waitingFor) {
// ok, we've been told we've hit someone
// we will wait until we are no longer colliding
// with them. here we check to see if we are (still) colliding.
// if we are then run the stop script. if not clear the flag
// and continue.
// remember - this could be the first ar cycle for some time,
// we might have been told to wait months ago. if we are
// waiting for one person then another hits us then
// c_waiting_for will be replaced by the new mega - this is
// fine because the later collision will almost certainly
// take longer to clear than the earlier one.
if (collide(_skyCompact->fetchCpt(_compact->waitingFor))) {
stopAndWait();
return;
}
// we are not in fact hitting this person so clr & continue
// it must have registered some time ago
_compact->waitingFor = 0; // clear id flag
}
// ok, our turn to check for collisions
uint16 *logicList = (uint16 *)_skyCompact->fetchCpt(_scriptVariables[LOGIC_LIST_NO]);
Compact *cpt = 0;
while (uint16 id = *logicList++) { // get an id
if (id == 0xffff) { // address change?
logicList = (uint16 *)_skyCompact->fetchCpt(*logicList); // get new logic list
continue;
}
if (id == (uint16)(_scriptVariables[CUR_ID] & 0xffff)) // is it us?
continue;
_scriptVariables[HIT_ID] = id; // save target id for any possible c_mini_bump
cpt = _skyCompact->fetchCpt(id); // let's have a closer look
if (!(cpt->status & (1 << ST_COLLISION_BIT))) // can it collide?
continue;
if (cpt->screen != _compact->screen) // is it on our screen?
continue;
if (collide(cpt)) { // check for a hit
// ok, we've hit a mega
// is it moving... or something else?
if (cpt->logic != L_AR_ANIM) { // check for following route
// it is doing something else
// we restart our get-to script
// first tell it to wait for us - in case it starts moving
// ( *it may have already hit us and stopped to wait )
_compact->waitingFor = 0xffff; // effect 1 cycle collision skip
// tell it it is waiting for us
cpt->waitingFor = (uint16)(_scriptVariables[CUR_ID] & 0xffff);
// restart current script
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
_compact->logic = L_SCRIPT;
logicScript();
return;
}
script(_compact->miniBump, 0);
return;
}
}
// ok, there was no collisions
// now check for interaction request
// *note: the interaction is always set up as an action script
if (_compact->request) {
_compact->mode = C_ACTION_MODE; // put into action mode
_compact->actionSub = _compact->request;
_compact->actionSub_off = 0;
_compact->request = 0; // trash request
_compact->logic = L_SCRIPT;
logicScript();
return;
}
// any flag? - or any change?
// if change then re-run the current script, which must be
// a position independent get-to ----
if (!_compact->atWatch) { // any flag set?
mainAnim();
return;
}
// ok, there is an at watch - see if it's changed
if (_compact->atWas == _scriptVariables[_compact->atWatch/4]) { // still the same?
mainAnim();
return;
}
// changed so restart the current script
// *not suitable for base initiated ARing
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
_compact->logic = L_SCRIPT;
logicScript();
}
void Logic::mainAnim() {
/// Extension of arAnim()
_compact->waitingFor = 0; // clear possible zero-zero skip
uint16 *sequence = _skyCompact->getGrafixPtr(_compact);
if (!*sequence) {
// ok, move to new anim segment
sequence += 2;
_compact->grafixProgPos += 2;
if (!*sequence) { // end of route?
// ok, sequence has finished
// will start afresh if new sequence continues in last direction
_compact->arAnimIndex = 0;
_compact->downFlag = 0; // pass back ok to script
_compact->logic = L_SCRIPT;
logicScript();
return;
}
_compact->arAnimIndex = 0; // reset position
}
uint16 dir;
while ((dir = _compact->dir) != *(sequence + 1)) {
// ok, setup turning
_compact->dir = *(sequence + 1);
uint16 *tt = _skyCompact->getTurnTable(_compact, dir);
if (tt[_compact->dir]) {
_compact->turnProgId = tt[_compact->dir];
_compact->turnProgPos = 0;
_compact->logic = L_AR_TURNING;
arTurn();
return;
}
};
uint16 animId = *(uint16*)_skyCompact->getCompactElem(_compact, C_ANIM_UP + _compact->megaSet + dir * 4);
uint16 *animList = (uint16*)_skyCompact->fetchCpt(animId);
uint16 arAnimIndex = _compact->arAnimIndex;
if (!animList[arAnimIndex / 2]) {
arAnimIndex = 0;
_compact->arAnimIndex = 0; // reset
}
_compact->arAnimIndex += S_LENGTH;
*sequence -= animList[(S_COUNT + arAnimIndex)/2]; // reduce the distance to travel
_compact->frame = animList[(S_FRAME + arAnimIndex)/2]; // new graphic frame
_compact->xcood += animList[(S_AR_X + arAnimIndex)/2]; // update x coordinate
_compact->ycood += animList[(S_AR_Y + arAnimIndex)/2]; // update y coordinate
}
void Logic::arTurn() {
uint16 *turnData = (uint16*)_skyCompact->fetchCpt(_compact->turnProgId) + _compact->turnProgPos;
_compact->frame = *turnData++;
_compact->turnProgPos++;
if (!*turnData) { // turn done?
// Back to ar mode
_compact->arAnimIndex = 0;
_compact->logic = L_AR_ANIM;
}
}
void Logic::alt() {
/// change the current script
_compact->logic = L_SCRIPT;
*SkyCompact::getSub(_compact, _compact->mode) = _compact->alt;
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
logicScript();
}
void Logic::anim() {
/// Follow an animation sequence
uint16 *grafixProg = _skyCompact->getGrafixPtr(_compact);
while (*grafixProg) {
_compact->grafixProgPos += 3; // all types are 3 words.
if (*grafixProg == LF_START_FX) { // do fx
grafixProg++;
uint16 sound = *grafixProg++;
uint16 volume = *grafixProg++;
// channel 0
fnStartFx(sound, 0, volume);
} else if (*grafixProg >= LF_START_FX) { // do sync
grafixProg++;
Compact *cpt = _skyCompact->fetchCpt(*grafixProg++);
cpt->sync = *grafixProg++;
} else { // put coordinates and frame in
_compact->xcood = *grafixProg++;
_compact->ycood = *grafixProg++;
_compact->frame = *grafixProg++ | _compact->offset;
return;
}
}
_compact->downFlag = 0;
_compact->logic = L_SCRIPT;
logicScript();
}
void Logic::turn() {
uint16 *turnData = (uint16*)_skyCompact->fetchCpt(_compact->turnProgId) + _compact->turnProgPos;
if (*turnData) {
_compact->frame = *turnData;
_compact->turnProgPos++;
return;
}
// turn_to_script:
_compact->arAnimIndex = 0;
_compact->logic = L_SCRIPT;
logicScript();
}
void Logic::cursor() {
_skyText->logicCursor(_compact, _skyMouse->giveMouseX(), _skyMouse->giveMouseY());
}
static uint16 clickTable[46] = {
ID_FOSTER,
ID_JOEY,
ID_JOBS,
ID_LAMB,
ID_ANITA,
ID_SON,
ID_DAD,
ID_MONITOR,
ID_SHADES,
MINI_SS,
FULL_SS,
ID_FOREMAN,
ID_RADMAN,
ID_GALLAGER_BEL,
ID_BURKE,
ID_BODY,
ID_HOLO,
ID_TREVOR,
ID_ANCHOR,
ID_WRECK_GUARD,
ID_SKORL_GUARD,
// BASE LEVEL
ID_SC30_HENRI,
ID_SC31_GUARD,
ID_SC32_VINCENT,
ID_SC32_GARDENER,
ID_SC32_BUZZER,
ID_SC36_BABS,
ID_SC36_BARMAN,
ID_SC36_COLSTON,
ID_SC36_GALLAGHER,
ID_SC36_JUKEBOX,
ID_DANIELLE,
ID_SC42_JUDGE,
ID_SC42_CLERK,
ID_SC42_PROSECUTION,
ID_SC42_JOBSWORTH,
// UNDERWORLD
ID_MEDI,
ID_WITNESS,
ID_GALLAGHER,
ID_KEN,
ID_SC76_ANDROID_2,
ID_SC76_ANDROID_3,
ID_SC81_FATHER,
ID_SC82_JOBSWORTH,
// LINC WORLD
ID_HOLOGRAM_B,
12289
};
void Logic::talk() {
// first count through the frames
// just frames - nothing tweeky
// the speech finishes when the timer runs out &
// not when the animation finishes
// this routine is very task specific
// TODO: Check for mouse clicking
// Are we allowed to click
if (_skyMouse->wasClicked())
for (int i = 0; i < ARRAYSIZE(clickTable); i++)
if (clickTable[i] == (uint16)_scriptVariables[CUR_ID]) {
if ((SkyEngine::_systemVars.systemFlags & SF_ALLOW_SPEECH) && (!_skySound->speechFinished()))
_skySound->stopSpeech();
if ((_compact->spTextId > 0) &&
(_compact->spTextId < 0xFFFF)) {
_skyCompact->fetchCpt(_compact->spTextId)->status = 0;
}
if (_skyCompact->getGrafixPtr(_compact)) {
_compact->frame = _compact->getToFlag; // set character to stand
_compact->grafixProgId = 0;
}
_compact->logic = L_SCRIPT;
logicScript();
return;
}
// If speech is allowed then check for it to finish before finishing animations
if ((_compact->spTextId == 0xFFFF) && // is this a voc file?
(_skySound->speechFinished())) { // finished?
_compact->logic = L_SCRIPT; // restart character control
if (_skyCompact->getGrafixPtr(_compact)) {
_compact->frame = _compact->getToFlag; // set character to stand
_compact->grafixProgId = 0;
}
logicScript();
return;
}
uint16 *graphixProg = _skyCompact->getGrafixPtr(_compact);
if (graphixProg) {
if ((*graphixProg) && ((_compact->spTime != 3) || (!_skySound->speechFinished()))) {
// we will force the animation to finish 3 game cycles
// before the speech actually finishes - because it looks good.
_compact->frame = *(graphixProg + 2) + _compact->offset;
graphixProg += 3;
_compact->grafixProgPos += 3;
} else {
// we ran out of frames or finished speech, let actor stand still.
_compact->frame = _compact->getToFlag;
_compact->grafixProgId = 0;
}
}
if (_skySound->speechFinished()) _compact->spTime--;
if (_compact->spTime == 0) {
// ok, speech has finished
if (_compact->spTextId) {
Compact *cpt = _skyCompact->fetchCpt(_compact->spTextId); // get text id to kill
cpt->status = 0; // kill the text
}
_compact->logic = L_SCRIPT;
logicScript();
}
}
void Logic::listen() {
/// Stay in this mode until id in getToFlag leaves L_TALK mode
Compact *cpt = _skyCompact->fetchCpt(_compact->flag);
if (cpt->logic == L_TALK)
return;
_compact->logic = L_SCRIPT;
logicScript();
}
void Logic::stopped() {
/// waiting for another mega to move or give-up trying
///
/// this mode will always be set up from a special script
/// that will be one level higher than the script we
/// would wish to restart from
Compact *cpt = _skyCompact->fetchCpt(_compact->waitingFor);
if (cpt)
if (!cpt->mood && collide(cpt))
return;
// we are free, continue processing the script
// restart script one level below
*SkyCompact::getSub(_compact, _compact->mode - 2) = 0;
_compact->waitingFor = 0xffff;
_compact->logic = L_SCRIPT;
logicScript();
}
void Logic::choose() {
// Remain in this mode until player selects some text
if (!_scriptVariables[THE_CHOSEN_ONE])
return;
fnNoHuman(0, 0, 0); // kill mouse again
SkyEngine::_systemVars.systemFlags &= ~SF_CHOOSING; // restore save/restore
_compact->logic = L_SCRIPT; // and continue script
logicScript();
}
void Logic::frames() {
if (!_compact->sync)
simpleAnim();
else {
_compact->downFlag = 0; // return 'ok' to script
_compact->logic = L_SCRIPT;
logicScript();
}
}
void Logic::pause() {
if (--_compact->flag)
return;
_compact->logic = L_SCRIPT;
logicScript();
return;
}
void Logic::waitSync() {
/// checks c_sync, when its non 0
/// the id is put back into script mode
// use this instead of loops in the script
if (!_compact->sync)
return;
_compact->logic = L_SCRIPT;
logicScript();
}
void Logic::simpleAnim() {
/// follow an animation sequence module whilst ignoring the coordinate data
uint16 *grafixProg = _skyCompact->getGrafixPtr(_compact);
// *grafix_prog: command
while (*grafixProg) {
_compact->grafixProgPos += 3;
if (*grafixProg != SEND_SYNC) {
grafixProg++;
grafixProg++; // skip coordinates
// *grafix_prog: frame
if (*grafixProg >= 64)
_compact->frame = *grafixProg;
else
_compact->frame = *grafixProg + _compact->offset;
return;
}
grafixProg++;
// *grafix_prog: id to sync
Compact *compact2 = _skyCompact->fetchCpt(*grafixProg);
grafixProg++;
// *grafix_prog: sync
compact2->sync = *grafixProg;
grafixProg++;
}
_compact->downFlag = 0; // return 'ok' to script
_compact->logic = L_SCRIPT;
logicScript();
}
bool Logic::collide(Compact *cpt) {
MegaSet *m1 = SkyCompact::getMegaSet(_compact);
MegaSet *m2 = SkyCompact::getMegaSet(cpt);
// target's base coordinates
uint16 x = cpt->xcood & 0xfff8;
uint16 y = cpt->ycood & 0xfff8;
// The collision is direction dependent
switch (_compact->dir) {
case 0: // looking up
x -= m1->colOffset; // compensate for inner x offsets
x += m2->colOffset;
if ((x + m2->colWidth) < _compact->xcood) // their rightmost
return false;
x -= m1->colWidth; // our left, their right
if (x >= _compact->xcood)
return false;
y += 8; // bring them down a line
if (y == _compact->ycood)
return true;
y += 8; // bring them down a line
if (y == _compact->ycood)
return true;
return false;
case 1: // looking down
x -= m1->colOffset; // compensate for inner x offsets
x += m2->colOffset;
if ((x + m2->colWidth) < _compact->xcood) // their rightmoast
return false;
x -= m1->colWidth; // our left, their right
if (x >= _compact->xcood)
return false;
y -= 8; // bring them up a line
if (y == _compact->ycood)
return true;
y -= 8; // bring them up a line
if (y == _compact->ycood)
return true;
return false;
case 2: // looking left
if (y != _compact->ycood)
return false;
x += m2->lastChr;
if (x == _compact->xcood)
return true;
x -= 8; // out another one
if (x == _compact->xcood)
return true;
return false;
case 3: // looking right
case 4: // talking (not sure if this makes sense...)
if (y != _compact->ycood)
return false;
x -= m1->lastChr; // last block
if (x == _compact->xcood)
return true;
x -= 8; // out another block
if (x != _compact->xcood)
return false;
return true;
default:
error("Unknown Direction: %d", _compact->dir);
}
}
void Logic::runGetOff() {
uint32 getOff = _scriptVariables[GET_OFF];
_scriptVariables[GET_OFF] = 0;
if (getOff)
script((uint16)(getOff & 0xffff), (uint16)(getOff >> 16));
}
void Logic::stopAndWait() {
_compact->mode += 4;
uint16 *scriptNo = SkyCompact::getSub(_compact, _compact->mode);
uint16 *offset = SkyCompact::getSub(_compact, _compact->mode + 2);
*scriptNo = _compact->stopScript;
*offset = 0;
_compact->logic = L_SCRIPT;
logicScript();
}
void Logic::checkModuleLoaded(uint16 moduleNo) {
if (!_moduleList[moduleNo])
_moduleList[moduleNo] = (uint16 *)_skyDisk->loadFile((uint16)moduleNo + F_MODULE_0);
}
void Logic::push(uint32 a) {
if (_stackPtr > ARRAYSIZE(_stack) - 2)
error("Stack overflow");
_stack[_stackPtr++] = a;
}
uint32 Logic::pop() {
if (_stackPtr < 1 || _stackPtr > ARRAYSIZE(_stack) - 1)
error("No items on Stack to pop");
return _stack[--_stackPtr];
}
void Logic::setupMcodeTable() {
static const McodeTable mcodeTable[] = {
&Logic::fnCacheChip,
&Logic::fnCacheFast,
&Logic::fnDrawScreen,
&Logic::fnAr,
&Logic::fnArAnimate,
&Logic::fnIdle,
&Logic::fnInteract,
&Logic::fnStartSub,
&Logic::fnTheyStartSub,
&Logic::fnAssignBase,
&Logic::fnDiskMouse,
&Logic::fnNormalMouse,
&Logic::fnBlankMouse,
&Logic::fnCrossMouse,
&Logic::fnCursorRight,
&Logic::fnCursorLeft,
&Logic::fnCursorDown,
&Logic::fnOpenHand,
&Logic::fnCloseHand,
&Logic::fnGetTo,
&Logic::fnSetToStand,
&Logic::fnTurnTo,
&Logic::fnArrived,
&Logic::fnLeaving,
&Logic::fnSetAlternate,
&Logic::fnAltSetAlternate,
&Logic::fnKillId,
&Logic::fnNoHuman,
&Logic::fnAddHuman,
&Logic::fnAddButtons,
&Logic::fnNoButtons,
&Logic::fnSetStop,
&Logic::fnClearStop,
&Logic::fnPointerText,
&Logic::fnQuit,
&Logic::fnSpeakMe,
&Logic::fnSpeakMeDir,
&Logic::fnSpeakWait,
&Logic::fnSpeakWaitDir,
&Logic::fnChooser,
&Logic::fnHighlight,
&Logic::fnTextKill,
&Logic::fnStopMode,
&Logic::fnWeWait,
&Logic::fnSendSync,
&Logic::fnSendFastSync,
&Logic::fnSendRequest,
&Logic::fnClearRequest,
&Logic::fnCheckRequest,
&Logic::fnStartMenu,
&Logic::fnUnhighlight,
&Logic::fnFaceId,
&Logic::fnForeground,
&Logic::fnBackground,
&Logic::fnNewBackground,
&Logic::fnSort,
&Logic::fnNoSpriteEngine,
&Logic::fnNoSpritesA6,
&Logic::fnResetId,
&Logic::fnToggleGrid,
&Logic::fnPause,
&Logic::fnRunAnimMod,
&Logic::fnSimpleMod,
&Logic::fnRunFrames,
&Logic::fnAwaitSync,
&Logic::fnIncMegaSet,
&Logic::fnDecMegaSet,
&Logic::fnSetMegaSet,
&Logic::fnMoveItems,
&Logic::fnNewList,
&Logic::fnAskThis,
&Logic::fnRandom,
&Logic::fnPersonHere,
&Logic::fnToggleMouse,
&Logic::fnMouseOn,
&Logic::fnMouseOff,
&Logic::fnFetchX,
&Logic::fnFetchY,
&Logic::fnTestList,
&Logic::fnFetchPlace,
&Logic::fnCustomJoey,
&Logic::fnSetPalette,
&Logic::fnTextModule,
&Logic::fnChangeName,
&Logic::fnMiniLoad,
&Logic::fnFlushBuffers,
&Logic::fnFlushChip,
&Logic::fnSaveCoods,
&Logic::fnPlotGrid,
&Logic::fnRemoveGrid,
&Logic::fnEyeball,
&Logic::fnCursorUp,
&Logic::fnLeaveSection,
&Logic::fnEnterSection,
&Logic::fnRestoreGame,
&Logic::fnRestartGame,
&Logic::fnNewSwingSeq,
&Logic::fnWaitSwingEnd,
&Logic::fnSkipIntroCode,
&Logic::fnBlankScreen,
&Logic::fnPrintCredit,
&Logic::fnLookAt,
&Logic::fnLincTextModule,
&Logic::fnTextKill2,
&Logic::fnSetFont,
&Logic::fnStartFx,
&Logic::fnStopFx,
&Logic::fnStartMusic,
&Logic::fnStopMusic,
&Logic::fnFadeDown,
&Logic::fnFadeUp,
&Logic::fnQuitToDos,
&Logic::fnPauseFx,
&Logic::fnUnPauseFx,
&Logic::fnPrintf
};
_mcodeTable = mcodeTable;
}
static const uint32 forwardList1b[] = {
JOBS_SPEECH,
JOBS_S4,
JOBS_ALARMED,
JOEY_RECYCLE,
SHOUT_SSS,
JOEY_MISSION,
TRANS_MISSION,
SLOT_MISSION,
CORNER_MISSION,
JOEY_LOGIC,
GORDON_SPEECH,
JOEY_BUTTON_MISSION,
LOB_DAD_SPEECH,
LOB_SON_SPEECH,
GUARD_SPEECH,
MANTRACH_SPEECH,
WRECK_SPEECH,
ANITA_SPEECH,
LAMB_FACTORY,
FORE_SPEECH,
JOEY_42_MISS,
JOEY_JUNCTION_MISS,
WELDER_MISSION,
JOEY_WELD_MISSION,
RADMAN_SPEECH,
LINK_7_29,
LINK_29_7,
LAMB_TO_3,
LAMB_TO_2,
BURKE_SPEECH,
BURKE_1,
BURKE_2,
DR_BURKE_1,
JASON_SPEECH,
JOEY_BELLEVUE,
ANCHOR_SPEECH,
ANCHOR_MISSION,
JOEY_PC_MISSION,
HOOK_MISSION,
TREVOR_SPEECH,
JOEY_FACTORY,
HELGA_SPEECH,
JOEY_HELGA_MISSION,
GALL_BELLEVUE,
GLASS_MISSION,
LAMB_FACT_RETURN,
LAMB_LEAVE_GARDEN,
LAMB_START_29,
LAMB_BELLEVUE,
CABLE_MISSION,
FOSTER_TOUR,
LAMB_TOUR,
FOREMAN_LOGIC,
LAMB_LEAVE_FACTORY,
LAMB_BELL_LOGIC,
LAMB_FACT_2,
START90,
0,
0,
LINK_28_31,
LINK_31_28,
EXIT_LINC,
DEATH_SCRIPT
};
static uint32 forwardList1b288[] = {
JOBS_SPEECH,
JOBS_S4,
JOBS_ALARMED,
JOEY_RECYCLE,
SHOUT_SSS,
JOEY_MISSION,
TRANS_MISSION,
SLOT_MISSION,
CORNER_MISSION,
JOEY_LOGIC,
GORDON_SPEECH,
JOEY_BUTTON_MISSION,
LOB_DAD_SPEECH,
LOB_SON_SPEECH,
GUARD_SPEECH,
0x68,
WRECK_SPEECH,
ANITA_SPEECH,
LAMB_FACTORY,
FORE_SPEECH,
JOEY_42_MISS,
JOEY_JUNCTION_MISS,
WELDER_MISSION,
JOEY_WELD_MISSION,
RADMAN_SPEECH,
LINK_7_29,
LINK_29_7,
LAMB_TO_3,
LAMB_TO_2,
0x3147,
0x3100,
0x3101,
0x3102,
0x3148,
0x3149,
0x314A,
0x30C5,
0x30C6,
0x30CB,
0x314B,
JOEY_FACTORY,
0x314C,
0x30E2,
0x314D,
0x310C,
LAMB_FACT_RETURN,
0x3139,
0x313A,
0x004F,
CABLE_MISSION,
FOSTER_TOUR,
LAMB_TOUR,
FOREMAN_LOGIC,
LAMB_LEAVE_FACTORY,
0x3138,
LAMB_FACT_2,
0x004D,
0,
0,
LINK_28_31,
LINK_31_28,
0x004E,
DEATH_SCRIPT
};
static const uint32 forwardList2b[] = {
STD_ON,
STD_EXIT_LEFT_ON,
STD_EXIT_RIGHT_ON,
ADVISOR_188,
SHOUT_ACTION,
MEGA_CLICK,
MEGA_ACTION
};
static const uint32 forwardList3b[] = {
DANI_SPEECH,
DANIELLE_GO_HOME,
SPUNKY_GO_HOME,
HENRI_SPEECH,
BUZZER_SPEECH,
FOSTER_VISIT_DANI,
DANIELLE_LOGIC,
JUKEBOX_SPEECH,
VINCENT_SPEECH,
EDDIE_SPEECH,
BLUNT_SPEECH,
DANI_ANSWER_PHONE,
SPUNKY_SEE_VIDEO,
SPUNKY_BARK_AT_FOSTER,
SPUNKY_SMELLS_FOOD,
BARRY_SPEECH,
COLSTON_SPEECH,
GALL_SPEECH,
BABS_SPEECH,
CHUTNEY_SPEECH,
FOSTER_ENTER_COURT
};
static const uint32 forwardList4b[] = {
WALTER_SPEECH,
JOEY_MEDIC,
JOEY_MED_LOGIC,
JOEY_MED_MISSION72,
KEN_LOGIC,
KEN_SPEECH,
KEN_MISSION_HAND,
SC70_IRIS_OPENED,
SC70_IRIS_CLOSED,
FOSTER_ENTER_BOARDROOM,
BORED_ROOM,
FOSTER_ENTER_NEW_BOARDROOM,
HOBS_END,
SC82_JOBS_SSS
};
static const uint32 forwardList5b[] = {
SET_UP_INFO_WINDOW,
SLAB_ON,
UP_MOUSE,
DOWN_MOUSE,
LEFT_MOUSE,
RIGHT_MOUSE,
DISCONNECT_FOSTER
};
void Logic::fnExec(uint16 num, uint32 a, uint32 b, uint32 c) {
(this->*_mcodeTable[num])(a, b, c);
}
void Logic::initScriptVariables() {
for (int i = 0; i < ARRAYSIZE(_scriptVariables); i++)
_scriptVariables[i] = 0;
_scriptVariables[LOGIC_LIST_NO] = 141;
_scriptVariables[LAMB_GREET] = 62;
_scriptVariables[JOEY_SECTION] = 1;
_scriptVariables[LAMB_SECTION] = 2;
_scriptVariables[S15_FLOOR] = 8371;
_scriptVariables[GUARDIAN_THERE] = 1;
_scriptVariables[DOOR_67_68_FLAG] = 1;
_scriptVariables[SC70_IRIS_FLAG] = 3;
_scriptVariables[DOOR_73_75_FLAG] = 1;
_scriptVariables[SC76_CABINET1_FLAG] = 1;
_scriptVariables[SC76_CABINET2_FLAG] = 1;
_scriptVariables[SC76_CABINET3_FLAG] = 1;
_scriptVariables[DOOR_77_78_FLAG] = 1;
_scriptVariables[SC80_EXIT_FLAG] = 1;
_scriptVariables[SC31_LIFT_FLAG] = 1;
_scriptVariables[SC32_LIFT_FLAG] = 1;
_scriptVariables[SC33_SHED_DOOR_FLAG] = 1;
_scriptVariables[BAND_PLAYING] = 1;
_scriptVariables[COLSTON_AT_TABLE] = 1;
_scriptVariables[SC36_NEXT_DEALER] = 16731;
_scriptVariables[SC36_DOOR_FLAG] = 1;
_scriptVariables[SC37_DOOR_FLAG] = 2;
_scriptVariables[SC40_LOCKER_1_FLAG] = 1;
_scriptVariables[SC40_LOCKER_2_FLAG] = 1;
_scriptVariables[SC40_LOCKER_3_FLAG] = 1;
_scriptVariables[SC40_LOCKER_4_FLAG] = 1;
_scriptVariables[SC40_LOCKER_5_FLAG] = 1;
if (SkyEngine::_systemVars.gameVersion == 288)
memcpy(_scriptVariables + 352, forwardList1b288, sizeof(forwardList1b288));
else
memcpy(_scriptVariables + 352, forwardList1b, sizeof(forwardList1b));
memcpy(_scriptVariables + 656, forwardList2b, sizeof(forwardList2b));
memcpy(_scriptVariables + 721, forwardList3b, sizeof(forwardList3b));
memcpy(_scriptVariables + 663, forwardList4b, sizeof(forwardList4b));
memcpy(_scriptVariables + 505, forwardList5b, sizeof(forwardList5b));
}
uint16 Logic::mouseScript(uint32 scrNum, Compact *scriptComp) {
Compact *tmpComp = _compact;
_compact = scriptComp;
uint16 retVal = script((uint16)(scrNum & 0xFFFF), (uint16)(scrNum >> 16));
_compact = tmpComp;
if (scrNum == MENU_SELECT || (scrNum >= LINC_MENU_SELECT && scrNum <= DOC_MENU_SELECT)) {
// HACK: See patch #1689516 for details. The short story:
// The user has clicked on an inventory item. We update the
// mouse cursor instead of waiting for the script to update it.
// In the original game the cursor is just updated when the mouse
// moves away the item, but it's unintuitive.
fnCrossMouse(0, 0, 0);
}
return retVal;
}
/**
* This is the actual script engine. It interprets script \a scriptNo starting at \a offset
*
* @param scriptNo The script to interpret.
* @arg Bits 0-11 - Script number
* @arg Bits 12-15 - Module number
* @param offset At which offset to start interpreting the script.
*
* @return 0 if script finished. Else offset where to continue.
*/
uint16 Logic::script(uint16 scriptNo, uint16 offset) {
script:
/// process a script
/// low level interface to interpreter
uint16 moduleNo = scriptNo >> 12;
uint16 *scriptData = _moduleList[moduleNo]; // get module address
if (!scriptData) { // We need to load the script module
_moduleList[moduleNo] = _skyDisk->loadScriptFile(moduleNo + F_MODULE_0);
scriptData = _moduleList[moduleNo]; // module has been loaded
}
uint16 *moduleStart = scriptData;
debug(3, "Doing Script: %d:%d:%x", moduleNo, scriptNo & 0xFFF, offset ? (offset - moduleStart[scriptNo & 0xFFF]) : 0);
// Check whether we have an offset or what
if (offset)
scriptData = moduleStart + offset;
else
scriptData += scriptData[scriptNo & 0x0FFF];
uint32 a = 0, b = 0, c = 0;
uint16 command, s;
for (;;) {
command = *scriptData++; // get a command
Debug::script(command, scriptData);
switch (command) {
case 0: // push_variable
push( _scriptVariables[*scriptData++ / 4] );
break;
case 1: // less_than
a = pop();
b = pop();
if (a > b)
push(1);
else
push(0);
break;
case 2: // push_number
push(*scriptData++);
break;
case 3: // not_equal
a = pop();
b = pop();
if (a != b)
push(1);
else
push(0);
break;
case 4: // if_and
a = pop();
b = pop();
if (a && b)
push(1);
else
push(0);
break;
case 5: // skip_zero
s = *scriptData++;
a = pop();
if (!a)
scriptData += s / 2;
break;
case 6: // pop_var
b = _scriptVariables[*scriptData++ / 4] = pop();
break;
case 7: // minus
a = pop();
b = pop();
push(b-a);
break;
case 8: // plus
a = pop();
b = pop();
push(b+a);
break;
case 9: // skip_always
s = *scriptData++;
scriptData += s / 2;
break;
case 10: // if_or
a = pop();
b = pop();
if (a || b)
push(1);
else
push(0);
break;
case 11: // call_mcode
{
a = *scriptData++;
assert(a <= 3);
// No, I did not forget the "break"s
switch (a) {
case 3:
c = pop();
case 2:
b = pop();
case 1:
a = pop();
}
uint16 mcode = *scriptData++ / 4; // get mcode number
Debug::mcode(mcode, a, b, c);
Compact *saveCpt = _compact;
bool ret = (this->*_mcodeTable[mcode]) (a, b, c);
_compact = saveCpt;
if (!ret)
return (scriptData - moduleStart);
}
break;
case 12: // more_than
a = pop();
b = pop();
if (a < b)
push(1);
else
push(0);
break;
case 14: // switch
c = s = *scriptData++; // get number of cases
a = pop(); // and value to switch on
do {
if (a == *scriptData) {
scriptData += scriptData[1] / 2;
scriptData++;
break;
}
scriptData += 2;
} while (--s);
if (s == 0)
scriptData += *scriptData / 2; // use the default
break;
case 15: // push_offset
push( *(uint16 *)_skyCompact->getCompactElem(_compact, *scriptData++) );
break;
case 16: // pop_offset
// pop a value into a compact
*(uint16 *)_skyCompact->getCompactElem(_compact, *scriptData++) = (uint16)pop();
break;
case 17: // is_equal
a = pop();
b = pop();
if (a == b)
push(1);
else
push(0);
break;
case 18: { // skip_nz
int16 t = *scriptData++;
a = pop();
if (a)
scriptData += t / 2;
break;
}
case 13:
case 19: // script_exit
return 0;
case 20: // restart_script
offset = 0;
goto script;
default:
error("Unknown script command: %d", command);
}
}
}
bool Logic::fnCacheChip(uint32 a, uint32 b, uint32 c) {
_skySound->fnStopFx();
_skyDisk->fnCacheChip((uint16*)_skyCompact->fetchCpt((uint16)a));
return true;
}
bool Logic::fnCacheFast(uint32 a, uint32 b, uint32 c) {
_skyDisk->fnCacheFast((uint16*)_skyCompact->fetchCpt((uint16)a));
return true;
}
bool Logic::fnDrawScreen(uint32 a, uint32 b, uint32 c) {
debug(5, "Call: fnDrawScreen(%X, %X)",a,b);
SkyEngine::_systemVars.currentPalette = a;
_skyScreen->fnDrawScreen(a, b);
if (Logic::_scriptVariables[SCREEN] == 32) {
/* workaround for script bug #786482
Under certain circumstances, which never got completely cleared,
the gardener can get stuck in an animation, waiting for a sync
signal from foster.
This is most probably caused by foster leaving the screen before
sending the sync.
To work around that, we simply send a sync to the gardener every time
we enter the screen. If he isn't stuck (and thus not waiting for sync)
it will be ignored anyways */
debug(1, "sending gardener sync");
fnSendSync(ID_SC32_GARDENER, 1, 0);
}
return true;
}
bool Logic::fnAr(uint32 x, uint32 y, uint32 c) {
_compact->downFlag = 1; // assume failure in-case logic is interupted by speech (esp Joey)
_compact->arTargetX = (uint16)x;
_compact->arTargetY = (uint16)y;
_compact->logic = L_AR; // Set to AR mode
_compact->xcood &= 0xfff8;
_compact->ycood &= 0xfff8;
return false; // drop out of script
}
bool Logic::fnArAnimate(uint32 a, uint32 b, uint32 c) {
_compact->mood = 0; // high level 'not stood still'
_compact->logic = L_AR_ANIM;
return false; // drop out of script
}
bool Logic::fnIdle(uint32 a, uint32 b, uint32 c) {
// set the player idling
_compact->logic = 0;
return true;
}
bool Logic::fnInteract(uint32 targetId, uint32 b, uint32 c) {
_compact->mode += 4; // next level up
_compact->logic = L_SCRIPT;
Compact *cpt = _skyCompact->fetchCpt(targetId);
*SkyCompact::getSub(_compact, _compact->mode) = cpt->actionScript;
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
return false;
}
bool Logic::fnStartSub(uint32 scr, uint32 b, uint32 c) {
_compact->mode += 4;
*SkyCompact::getSub(_compact, _compact->mode) = (uint16)(scr & 0xffff);
*SkyCompact::getSub(_compact, _compact->mode + 2) = (uint16)(scr >> 16);
return false;
}
bool Logic::fnTheyStartSub(uint32 mega, uint32 scr, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(mega);
cpt->mode += 4;
*SkyCompact::getSub(cpt, cpt->mode) = (uint16)(scr & 0xffff);
*SkyCompact::getSub(cpt, cpt->mode + 2) = (uint16)(scr >> 16);
return true;
}
bool Logic::fnAssignBase(uint32 id, uint32 scr, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(id);
cpt->mode = C_BASE_MODE;
cpt->logic = L_SCRIPT;
cpt->baseSub = (uint16)(scr & 0xffff);
cpt->baseSub_off = (uint16)(scr >> 16);
return true;
}
bool Logic::fnDiskMouse(uint32 a, uint32 b, uint32 c) {
_skyMouse->spriteMouse(MOUSE_DISK, 11, 11);
return true;
}
bool Logic::fnNormalMouse(uint32 a, uint32 b, uint32 c) {
_skyMouse->spriteMouse(MOUSE_NORMAL, 0, 0);
return true;
}
bool Logic::fnBlankMouse(uint32 a, uint32 b, uint32 c) {
_skyMouse->spriteMouse(MOUSE_BLANK, 0, 0);
return true;
}
bool Logic::fnCrossMouse(uint32 a, uint32 b, uint32 c) {
if (_scriptVariables[OBJECT_HELD])
_skyMouse->fnOpenCloseHand(false);
else
_skyMouse->spriteMouse(MOUSE_CROSS, 4, 4);
return true;
}
bool Logic::fnCursorRight(uint32 a, uint32 b, uint32 c) {
_skyMouse->spriteMouse(MOUSE_RIGHT, 9, 4);
return true;
}
bool Logic::fnCursorLeft(uint32 a, uint32 b, uint32 c) {
_skyMouse->spriteMouse(MOUSE_LEFT, 0, 5);
return true;
}
bool Logic::fnCursorDown(uint32 a, uint32 b, uint32 c) {
_skyMouse->spriteMouse(MOUSE_DOWN, 9, 4);
return true;
}
bool Logic::fnCursorUp(uint32 a, uint32 b, uint32 c) {
_skyMouse->spriteMouse(MOUSE_UP, 9, 4);
return true;
}
bool Logic::fnOpenHand(uint32 a, uint32 b, uint32 c) {
_skyMouse->fnOpenCloseHand(true);
return true;
}
bool Logic::fnCloseHand(uint32 a, uint32 b, uint32 c) {
_skyMouse->fnOpenCloseHand(false);
return true;
}
bool Logic::fnGetTo(uint32 targetPlaceId, uint32 mode, uint32 c) {
_compact->upFlag = (uint16)mode; // save mode for action script
_compact->mode += 4; // next level up
Compact *cpt = _skyCompact->fetchCpt(_compact->place);
if (!cpt) {
warning("can't find _compact's getToTable. Place compact is NULL");
return false;
}
uint16 *getToTable = (uint16*)_skyCompact->fetchCpt(cpt->getToTableId);
if (!getToTable) {
warning("Place compact's getToTable is NULL");
return false;
}
while (*getToTable != targetPlaceId)
getToTable += 2;
// get new script
*SkyCompact::getSub(_compact, _compact->mode) = *(getToTable + 1);
*SkyCompact::getSub(_compact, _compact->mode + 2) = 0;
return false; // drop out of script
}
bool Logic::fnSetToStand(uint32 a, uint32 b, uint32 c) {
_compact->mood = 1; // high level stood still
_compact->grafixProgId = *(uint16*)_skyCompact->getCompactElem(_compact, C_STAND_UP + _compact->megaSet + _compact->dir * 4);
_compact->grafixProgPos = 0;
uint16 *standList = _skyCompact->getGrafixPtr(_compact);
_compact->offset = *standList; // get frames offset
_compact->logic = L_SIMPLE_MOD;
_compact->grafixProgPos++;
simpleAnim();
return false; // drop out of script
}
bool Logic::fnTurnTo(uint32 dir, uint32 b, uint32 c) {
/// turn compact to direction dir
uint16 curDir = _compact->dir; // get current direction
_compact->dir = (uint16)(dir & 0xffff); // set new direction
uint16 *tt = _skyCompact->getTurnTable(_compact, curDir);
if (!tt[dir])
return true; // keep going
_compact->turnProgId = tt[dir]; // put turn program in
_compact->turnProgPos = 0;
_compact->logic = L_TURNING;
turn();
return false; // drop out of script
}
bool Logic::fnArrived(uint32 scriptVar, uint32 b, uint32 c) {
_compact->leaving = (uint16)(scriptVar & 0xffff);
_scriptVariables[scriptVar/4]++;
return true;
}
bool Logic::fnLeaving(uint32 a, uint32 b, uint32 c) {
_compact->atWatch = 0;
if (_compact->leaving) {
_scriptVariables[_compact->leaving/4]--;
_compact->leaving = 0; // I shall do this only once
}
return true; // keep going
}
bool Logic::fnSetAlternate(uint32 scr, uint32 b, uint32 c) {
_compact->alt = (uint16)(scr & 0xffff);
_compact->logic = L_ALT;
return false;
}
bool Logic::fnAltSetAlternate(uint32 target, uint32 scr, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(target);
cpt->alt = (uint16)(scr & 0xffff);
cpt->logic = L_ALT;
return false;
}
bool Logic::fnKillId(uint32 id, uint32 b, uint32 c) {
if (id) {
Compact *cpt = _skyCompact->fetchCpt(id);
if (cpt->status & (1 << 7))
_skyGrid->removeObjectFromWalk(cpt);
cpt->status = 0;
}
return true;
}
bool Logic::fnNoHuman(uint32 a, uint32 b, uint32 c) {
if (!_scriptVariables[MOUSE_STOP]) {
_scriptVariables[MOUSE_STATUS] &= 1;
runGetOff();
fnBlankMouse(0, 0, 0);
}
return true;
}
bool Logic::fnAddHuman(uint32 a, uint32 b, uint32 c) {
return _skyMouse->fnAddHuman();
}
bool Logic::fnAddButtons(uint32 a, uint32 b, uint32 c) {
_scriptVariables[MOUSE_STATUS] |= 4;
return true;
}
bool Logic::fnNoButtons(uint32 a, uint32 b, uint32 c) {
//remove the mouse buttons
_scriptVariables[MOUSE_STATUS] &= 0xFFFFFFFB;
return true;
}
bool Logic::fnSetStop(uint32 a, uint32 b, uint32 c) {
_scriptVariables[MOUSE_STOP] |= 1;
return true;
}
bool Logic::fnClearStop(uint32 a, uint32 b, uint32 c) {
_scriptVariables[MOUSE_STOP] = 0;
return true;
}
bool Logic::fnPointerText(uint32 a, uint32 b, uint32 c) {
_skyText->fnPointerText(a, _skyMouse->giveMouseX(), _skyMouse->giveMouseY());
return true;
}
bool Logic::fnQuit(uint32 a, uint32 b, uint32 c) {
return false;
}
bool Logic::fnSpeakMe(uint32 targetId, uint32 mesgNum, uint32 animNum) {
/* WORKAROUND for #2687172: When Mrs. Piermont is talking
on the phone in her apartment, ignore her fnSpeakMe calls
on other screens, as the lack of speech files for these lines
will cause Foster's speech to be aborted if the timing is bad.
*/
if (targetId == 0x4039 && animNum == 0x9B && Logic::_scriptVariables[SCREEN] != 38) {
return false;
}
stdSpeak(_skyCompact->fetchCpt(targetId), mesgNum, animNum, 0);
return false; //drop out of script
}
bool Logic::fnSpeakMeDir(uint32 targetId, uint32 mesgNum, uint32 animNum) {
//must be player so don't cause script to drop out
//this function sets the directional option whereby
//the anim chosen is linked to c_dir
animNum += _compact->dir << 1; //2 sizes (large and small)
return fnSpeakMe(targetId, mesgNum, animNum);
}
bool Logic::fnSpeakWait(uint32 id, uint32 message, uint32 animation) {
// non player mega char speaks
// player will wait for it to finish before continuing script processing
_compact->flag = (uint16)(id & 0xffff);
_compact->logic = L_LISTEN;
return fnSpeakMe(id, message, animation);
}
bool Logic::fnSpeakWaitDir(uint32 a, uint32 b, uint32 c) {
/* non player mega chr$ speaks S2(20Jan93tw)
the player will wait for it to finish
before continuing script processing
this function sets the directional option whereby
the anim chosen is linked to c_dir -
_compact is player
a is ID to speak (not us)
b is text message number
c is base of mini table within anim_talk_table */
#ifdef __DC__
__builtin_alloca(4); // Works around a gcc bug (wrong-code/11736)
#endif
_compact->flag = (uint16)a;
_compact->logic = L_LISTEN;
Compact *speaker = _skyCompact->fetchCpt(a);
if (c) {
c += speaker->dir << 1;
stdSpeak(speaker, b, c, speaker->dir << 1);
} else
stdSpeak(speaker, b, c, 0);
return false;
}
bool Logic::fnChooser(uint32 a, uint32 b, uint32 c) {
// setup the text questions to be clicked on
// read from TEXT1 until 0
SkyEngine::_systemVars.systemFlags |= SF_CHOOSING; // can't save/restore while choosing
_scriptVariables[THE_CHOSEN_ONE] = 0; // clear result
uint32 *p = _scriptVariables + TEXT1;
uint16 ycood = TOP_LEFT_Y; // rolling coordinate
while (*p) {
uint32 textNum = *p++;
DisplayedText lowText = _skyText->lowTextManager(textNum, GAME_SCREEN_WIDTH, 0, 241, 0);
uint8 *data = lowText.textData;
// stipple the text
uint32 size = ((DataFileHeader *)data)->s_height * ((DataFileHeader *)data)->s_width;
uint32 index = 0;
uint32 width = ((DataFileHeader *)data)->s_width;
uint32 height = ((DataFileHeader *)data)->s_height;
data += sizeof(DataFileHeader);
while (index < size) {
if (index % width <= 1)
index ^= 1; //index++;
if (!data[index])
data[index] = 1;
index += 2;
}
Compact *textCompact = _skyCompact->fetchCpt(lowText.compactNum);
textCompact->getToFlag = (uint16)textNum;
textCompact->downFlag = (uint16)*p++; // get animation number
textCompact->status |= ST_MOUSE; // mouse detects
textCompact->xcood = TOP_LEFT_X; // set coordinates
textCompact->ycood = ycood;
ycood += height;
}
if (p == _scriptVariables + TEXT1)
return true;
_compact->logic = L_CHOOSE; // player frozen until choice made
fnAddHuman(0, 0, 0); // bring back mouse
return false;
}
bool Logic::fnHighlight(uint32 itemNo, uint32 pen, uint32 c) {
pen -= 11;
pen ^= 1;
pen += 241;
Compact *textCompact = _skyCompact->fetchCpt(itemNo);
uint8 *sprData = (uint8 *)SkyEngine::fetchItem(textCompact->flag);
_skyText->changeTextSpriteColour(sprData, (uint8)pen);
return true;
}
bool Logic::fnTextKill(uint32 a, uint32 b, uint32 c) {
/// Kill of text items that are mouse detectable
uint32 id = FIRST_TEXT_COMPACT;
for (int i = 10; i > 0; i--) {
Compact *cpt = _skyCompact->fetchCpt(id);
if (cpt->status & (1 << 4))
cpt->status = 0;
id++;
}
return true;
}
bool Logic::fnStopMode(uint32 a, uint32 b, uint32 c) {
_compact->logic = L_STOPPED;
return false;
}
bool Logic::fnWeWait(uint32 id, uint32 b, uint32 c) {
/// We have hit another mega
/// we are going to wait for it to move
_compact->waitingFor = (uint16) id;
stopAndWait();
return true; // not sure about this
}
bool Logic::fnSendSync(uint32 mega, uint32 sync, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(mega);
cpt->sync = (uint16)(sync & 0xffff);
return false;
}
bool Logic::fnSendFastSync(uint32 mega, uint32 sync, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(mega);
cpt->sync = (uint16)(sync & 0xffff);
return true;
}
bool Logic::fnSendRequest(uint32 target, uint32 scr, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(target);
cpt->request = (uint16)(scr & 0xffff);
return false;
}
bool Logic::fnClearRequest(uint32 target, uint32 b, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(target);
cpt->request = 0;
return true;
}
bool Logic::fnCheckRequest(uint32 a, uint32 b, uint32 c) {
/// check for interaction request
if (!_compact->request)
return true;
_compact->mode = C_ACTION_MODE; // into action mode
_compact->actionSub = _compact->request;
_compact->actionSub_off = 0;
_compact->request = 0; // trash request
return false; // drop from script
}
bool Logic::fnStartMenu(uint32 firstObject, uint32 b, uint32 c) {
/// initialise the top menu bar
// firstObject is o0 for game menu, k0 for linc
uint i;
firstObject /= 4;
// (1) FIRST, SET UP THE 2 ARROWS SO THEY APPEAR ON SCREEN
Compact *cpt = _skyCompact->fetchCpt(47);
cpt->status = ST_MOUSE + ST_FOREGROUND + ST_LOGIC + ST_RECREATE;
cpt->screen = (uint16)(_scriptVariables[SCREEN] & 0xffff);
cpt = _skyCompact->fetchCpt(48);
cpt->status = ST_MOUSE + ST_FOREGROUND + ST_LOGIC + ST_RECREATE;
cpt->screen = (uint16)(_scriptVariables[SCREEN] & 0xffff);
// (2) COPY OBJECTS FROM NON-ZERO INVENTORY VARIABLES INTO OBJECT DISPLAY LIST (& COUNT THEM)
// sort the objects and pad with blanks
uint32 menuLength = 0;
for (i = firstObject; i < firstObject + ARRAYSIZE(_objectList); i++) {
if (_scriptVariables[i])
_objectList[menuLength++] = _scriptVariables[i];
}
_scriptVariables[MENU_LENGTH] = menuLength;
// (3) OK, NOW TOP UP THE LIST WITH THE REQUIRED NO. OF BLANK OBJECTS (for min display length 11)
uint32 blankID = 51;
for (i = menuLength; i < 11; i++)
_objectList[i] = blankID++;
// (4) KILL ID's OF ALL 20 OBJECTS SO UNWANTED ICONS (SCROLLED OFF) DON'T REMAIN ON SCREEN
// (There should be a better way of doing this - only kill id of 12th item when menu has scrolled right)
for (i = 0; i < ARRAYSIZE(_objectList); i++) {
if (_objectList[i])
(_skyCompact->fetchCpt(_objectList[i]))->status = ST_LOGIC;
else break;
}
// (5) NOW FIND OUT WHICH OBJECT TO START THE DISPLAY FROM (depending on scroll offset)
if (menuLength < 11) // check we can scroll
_scriptVariables[SCROLL_OFFSET] = 0;
else if (menuLength < _scriptVariables[SCROLL_OFFSET] + 11)
_scriptVariables[SCROLL_OFFSET] = menuLength - 11;
// (6) AND FINALLY, INITIALISE THE 11 OBJECTS SO THEY APPEAR ON SCREEEN
uint16 rollingX = TOP_LEFT_X + 28;
for (i = 0; i < 11; i++) {
cpt = _skyCompact->fetchCpt(
_objectList[_scriptVariables[SCROLL_OFFSET] + i]);
cpt->status = ST_MOUSE + ST_FOREGROUND + ST_LOGIC + ST_RECREATE;
cpt->screen = (uint16)(_scriptVariables[SCREEN] & 0xffff);
cpt->xcood = rollingX;
rollingX += 24;
if (_scriptVariables[MENU] == 2)
cpt->ycood = 136;
else
cpt->ycood = 112;
}
return true;
}
bool Logic::fnUnhighlight(uint32 item, uint32 b, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(item);
cpt->frame--;
cpt->getToFlag = 0;
return true;
}
bool Logic::fnFaceId(uint32 otherId, uint32 b, uint32 c) {
/// return the direction to turn to face another id
/// pass back result in c_just_flag
Compact *cpt = _skyCompact->fetchCpt(otherId);
int16 x = _compact->xcood - cpt->xcood;
if (x < 0) { // we're to the left
x = -x;
_compact->getToFlag = 3;
} else { // it's to the left
_compact->getToFlag = 2;
}
// now check y
// we must find the true bottom of the sprite
// it is not enough to use y coord because changing
// sprite offsets can ruin the formula - instead we
// will use the bottom of the mouse collision area
int16 y = _compact->ycood - (cpt->ycood + cpt->mouseRelY + cpt->mouseSizeY);
if (y < 0) { // it's below
y = -y;
if (y >= x)
_compact->getToFlag = 1;
} else { // it's above
if (y >= x)
_compact->getToFlag = 0;
}
return true;
}
bool Logic::fnForeground(uint32 sprite, uint32 b, uint32 c) {
/// Make sprite a foreground sprite
Compact *cpt = _skyCompact->fetchCpt(sprite);
cpt->status &= 0xfff8;
cpt->status |= ST_FOREGROUND;
return true;
}
bool Logic::fnBackground(uint32 a, uint32 b, uint32 c) {
/// Make us a background sprite
_compact->status &= 0xfff8;
_compact->status |= ST_BACKGROUND;
return true;
}
bool Logic::fnNewBackground(uint32 sprite, uint32 b, uint32 c) {
/// Make sprite a background sprite
Compact *cpt = _skyCompact->fetchCpt(sprite);
cpt->status &= 0xfff8;
cpt->status |= ST_BACKGROUND;
return true;
}
bool Logic::fnSort(uint32 mega, uint32 b, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(mega);
cpt->status &= 0xfff8;
cpt->status |= ST_SORT;
return true;
}
bool Logic::fnNoSpriteEngine(uint32 a, uint32 b, uint32 c) {
/// stop the compact printing
/// remove foreground, background & sort
_compact->status &= 0xfff8;
return true;
}
bool Logic::fnNoSpritesA6(uint32 us, uint32 b, uint32 c) {
/// stop the compact printing
/// remove foreground, background & sort
Compact *cpt = _skyCompact->fetchCpt(us);
cpt->status &= 0xfff8;
return true;
}
bool Logic::fnResetId(uint32 id, uint32 resetBlock, uint32 c) {
/// used when a mega is to be restarted
/// eg - when a smaller mega turn to larger
/// - a mega changes rooms...
Compact *cpt = _skyCompact->fetchCpt(id);
uint16 *rst = (uint16 *)_skyCompact->fetchCpt(resetBlock);
if (!cpt) {
warning("fnResetId(): Compact %d (id) == NULL", id);
return true;
}
if (!rst) {
warning("fnResetId(): Compact %d (resetBlock) == NULL", resetBlock);
return true;
}
uint16 off;
while ((off = *rst++) != 0xffff)
*(uint16 *)_skyCompact->getCompactElem(cpt, off) = *rst++;
return true;
}
bool Logic::fnToggleGrid(uint32 a, uint32 b, uint32 c) {
/// Toggle a mega's grid plotting
_compact->status ^= ST_GRID_PLOT;
return true;
}
bool Logic::fnPause(uint32 cycles, uint32 b, uint32 c) {
/// Set mega to L_PAUSE
_compact->flag = (uint16)(cycles & 0xffff);
_compact->logic = L_PAUSE;
return false; // drop out of script
}
bool Logic::fnRunAnimMod(uint32 animNo, uint32 b, uint32 c) {
_compact->grafixProgId = animNo;
_compact->grafixProgPos = 0;
_compact->offset = *_skyCompact->getGrafixPtr(_compact);
_compact->grafixProgPos++;
_compact->logic = L_MOD_ANIMATE;
anim();
return false; // drop from script
}
bool Logic::fnSimpleMod(uint32 animSeqNo, uint32 b, uint32 c) {
_compact->grafixProgId = animSeqNo;
_compact->grafixProgPos = 0;
_compact->logic = L_SIMPLE_MOD;
_compact->offset = *_skyCompact->getGrafixPtr(_compact);
_compact->grafixProgPos++;
simpleAnim();
return false;
}
bool Logic::fnRunFrames(uint32 sequenceNo, uint32 b, uint32 c) {
_compact->grafixProgId = sequenceNo;
_compact->grafixProgPos = 0;
_compact->logic = L_FRAMES;
_compact->offset = *_skyCompact->getGrafixPtr(_compact);
_compact->grafixProgPos++;
simpleAnim();
return false;
}
bool Logic::fnAwaitSync(uint32 a, uint32 b, uint32 c) {
if (_compact->sync)
return true;
_compact->logic = L_WAIT_SYNC;
return false;
}
bool Logic::fnIncMegaSet(uint32 a, uint32 b, uint32 c) {
_compact->megaSet += NEXT_MEGA_SET;
return true;
}
bool Logic::fnDecMegaSet(uint32 a, uint32 b, uint32 c) {
_compact->megaSet -= NEXT_MEGA_SET;
return true;
}
bool Logic::fnSetMegaSet(uint32 mega, uint32 setNo, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(mega);
cpt->megaSet = (uint16) (setNo * NEXT_MEGA_SET);
return true;
}
bool Logic::fnMoveItems(uint32 listNo, uint32 screenNo, uint32 c) {
// Move a list of id's to another screen
uint16 *p = (uint16*)_skyCompact->fetchCpt(CPT_MOVE_LIST);
p = (uint16*)_skyCompact->fetchCpt(p[listNo]);
for (int i = 0; i < 2; i++) {
if (!*p)
return true;
Compact *cpt = _skyCompact->fetchCpt(*p++);
cpt->screen = (uint16)(screenNo & 0xffff);
}
return true;
}
bool Logic::fnNewList(uint32 a, uint32 b, uint32 c) {
/// Reset the chooser list
for (int i = 0; i < 16; i++)
_scriptVariables[TEXT1 + i] = 0;
return true;
}
bool Logic::fnAskThis(uint32 textNo, uint32 animNo, uint32 c) {
// find first free position
uint32 *p = _scriptVariables + TEXT1;
while (*p)
p += 2;
*p++ = textNo;
*p = animNo;
return true;
}
bool Logic::fnRandom(uint32 a, uint32 b, uint32 c) {
_scriptVariables[RND] = _rnd.getRandomNumber(65536) & a;
return true;
}
bool Logic::fnPersonHere(uint32 id, uint32 room, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(id);
_scriptVariables[RESULT] = cpt->screen == room ? 1 : 0;
return true;
}
bool Logic::fnToggleMouse(uint32 a, uint32 b, uint32 c) {
_skyCompact->fetchCpt(a)->status ^= ST_MOUSE;
return true;
}
bool Logic::fnMouseOn(uint32 a, uint32 b, uint32 c) {
//switch on the mouse highlight
Compact *cpt = _skyCompact->fetchCpt(a);
cpt->status |= ST_MOUSE;
return true;
}
bool Logic::fnMouseOff(uint32 a, uint32 b, uint32 c) {
//switch off the mouse highlight
Compact *cpt = _skyCompact->fetchCpt(a);
cpt->status &= ~ST_MOUSE;
return true;
}
bool Logic::fnFetchX(uint32 id, uint32 b, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(id);
_scriptVariables[RESULT] = cpt->xcood;
return true;
}
bool Logic::fnFetchY(uint32 id, uint32 b, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(id);
_scriptVariables[RESULT] = cpt->ycood;
return true;
}
bool Logic::fnTestList(uint32 id, uint32 x, uint32 y) {
_scriptVariables[RESULT] = 0; // assume fail
uint16 *list = (uint16 *)_skyCompact->fetchCpt(id);
while (*list) {
if ((x >= list[0]) && (x < list[1]) && (y >= list[2]) && (y < list[3]))
_scriptVariables[RESULT] = list[4];
list += 5;
}
return true;
}
bool Logic::fnFetchPlace(uint32 id, uint32 b, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(id);
_scriptVariables[RESULT] = cpt->place;
return true;
}
bool Logic::fnCustomJoey(uint32 id, uint32 b, uint32 c) {
/// return id's x & y coordinate & c_mood (i.e. stood still yes/no)
/// used by Joey-Logic - done in code like this because scripts can't
/// get access to another megas compact as easily
Compact *cpt = _skyCompact->fetchCpt(id);
_scriptVariables[PLAYER_X] = cpt->xcood;
_scriptVariables[PLAYER_Y] = cpt->ycood;
_scriptVariables[PLAYER_MOOD] = cpt->mood;
_scriptVariables[PLAYER_SCREEN] = cpt->screen;
return true;
}
bool Logic::fnSetPalette(uint32 a, uint32 b, uint32 c) {
_skyScreen->setPaletteEndian((uint8 *)_skyCompact->fetchCpt(a));
SkyEngine::_systemVars.currentPalette = a;
return true;
}
bool Logic::fnTextModule(uint32 a, uint32 b, uint32 c) {
_skyText->fnTextModule(a, b);
return true;
}
bool Logic::fnChangeName(uint32 id, uint32 textNo, uint32 c) {
Compact *cpt = _skyCompact->fetchCpt(id);
cpt->cursorText = (uint16) textNo;
return true;
}
bool Logic::fnMiniLoad(uint32 a, uint32 b, uint32 c) {
_skyDisk->fnMiniLoad((uint16)a);
return true;
}
bool Logic::fnFlushBuffers(uint32 a, uint32 b, uint32 c) {
_skyDisk->fnFlushBuffers();
return true;
}
bool Logic::fnFlushChip(uint32 a, uint32 b, uint32 c) {
// this should be done automatically
return true;
}
bool Logic::fnSaveCoods(uint32 a, uint32 b, uint32 c) {
_skyMouse->fnSaveCoods();
return true;
}
bool Logic::fnPlotGrid(uint32 x, uint32 y, uint32 width) {
_skyGrid->plotGrid(x, y, width, _compact);
return true;
}
bool Logic::fnRemoveGrid(uint32 x, uint32 y, uint32 width) {
_skyGrid->removeGrid(x, y, width, _compact);
return true;
}
bool Logic::fnEyeball(uint32 id, uint32 b, uint32 c) {
// set 'result' to frame no. pointing to foster, according to table used
// eg. FN_eyeball (id_eye_90_table);
uint16 *eyeTable = (uint16 *)_skyCompact->fetchCpt(id);
Compact *cpt = _skyCompact->fetchCpt(ID_BLUE_FOSTER);
uint32 x = cpt->xcood; // 168 < x < 416
x -= 168;
x >>= 3;
uint32 y = cpt->ycood; // 256 < y < 296
y -= 256;
y <<= 2;
_scriptVariables[RESULT] = eyeTable[x + y] + S91;
return true;
}
bool Logic::fnLeaveSection(uint32 sectionNo, uint32 b, uint32 c) {
if (SkyEngine::isDemo())
Engine::quitGame();
if (sectionNo == 5) //linc section - has different mouse icons
_skyMouse->replaceMouseCursors(60301);
return true;
}
bool Logic::fnEnterSection(uint32 sectionNo, uint32 b, uint32 c) {
if (SkyEngine::isDemo() && (sectionNo > 2))
_skyControl->showGameQuitMsg();
_scriptVariables[CUR_SECTION] = sectionNo;
SkyEngine::_systemVars.currentMusic = 0;
if (sectionNo == 5) //linc section - has different mouse icons
_skyMouse->replaceMouseCursors(60302);
if ((sectionNo != _currentSection) || (SkyEngine::_systemVars.systemFlags & SF_GAME_RESTORED)) {
_currentSection = sectionNo;
sectionNo++;
_skyMusic->loadSection((byte)sectionNo);
_skySound->loadSection((byte)sectionNo);
_skyGrid->loadGrids();
SkyEngine::_systemVars.systemFlags &= ~SF_GAME_RESTORED;
}
return true;
}
bool Logic::fnRestoreGame(uint32 a, uint32 b, uint32 c) {
_skyControl->doLoadSavePanel();
return false;
}
bool Logic::fnRestartGame(uint32 a, uint32 b, uint32 c) {
_skyControl->restartGame();
return false;
}
bool Logic::fnNewSwingSeq(uint32 a, uint32 b, uint32 c) {
// only certain files work on pc. (huh?! something we should take care of?)
if ((a == 85) || (a == 106) || (a == 75) || (a == 15)) {
_skyScreen->startSequenceItem((uint16)a);
} else {
debug(1,"Logic::fnNewSwingSeq: ignored seq %d",a);
}
return true;
}
bool Logic::fnWaitSwingEnd(uint32 a, uint32 b, uint32 c) {
_skyScreen->waitForSequence();
return true;
}
bool Logic::fnSkipIntroCode(uint32 a, uint32 b, uint32 c) {
SkyEngine::_systemVars.pastIntro = true;
return true;
}
bool Logic::fnBlankScreen(uint32 a, uint32 b, uint32 c) {
_skyScreen->clearScreen();
return true;
}
bool Logic::fnPrintCredit(uint32 a, uint32 b, uint32 c) {
DisplayedText creditText = _skyText->lowTextManager(a, 240, 0, 248, true);
Compact *credCompact = _skyCompact->fetchCpt(creditText.compactNum);
credCompact->xcood = 168;
if ((a == 558) && (c == 215))
credCompact->ycood = 211;
else
credCompact->ycood = (uint16)c;
_scriptVariables[RESULT] = creditText.compactNum;
return true;
}
bool Logic::fnLookAt(uint32 a, uint32 b, uint32 c) {
DisplayedText textInfo = _skyText->lowTextManager(a, 240, 0, 248, true);
Compact *textCpt = _skyCompact->fetchCpt(textInfo.compactNum);
textCpt->xcood = 168;
textCpt->ycood = (uint16)c;
_skyScreen->recreate();
_skyScreen->spriteEngine();
_skyScreen->flip();
fnNoHuman(0, 0, 0);
_skyMouse->lockMouse();
_skyMouse->waitMouseNotPressed(800);
_skyMouse->unlockMouse();
fnAddHuman(0, 0, 0);
textCpt->status = 0;
return true;
}
bool Logic::fnLincTextModule(uint32 textPos, uint32 textNo, uint32 buttonAction) {
uint16 cnt;
if (buttonAction & 0x8000)
for (cnt = LINC_DIGIT_0; cnt <= LINC_DIGIT_9; cnt++)
_scriptVariables[cnt] = 0;
buttonAction &= 0x7FFF;
if (buttonAction < 10)
_scriptVariables[LINC_DIGIT_0 + buttonAction] = textNo;
DisplayedText text = _skyText->lowTextManager(textNo, 220, 0, 215, false);
Compact *textCpt = _skyCompact->fetchCpt(text.compactNum);
if (textPos < 20) { // line number (for text)
textCpt->xcood = 152;
textCpt->ycood = (uint16)textPos * 13 + 170;
} else if (textPos > 20) { // x coordinate (for numbers)
textCpt->xcood = (uint16)textPos;
textCpt->ycood = 214;
} else warning("::fnLincTextModule: textPos == 20");
textCpt->getToFlag = (uint16)textNo;
return true;
}
bool Logic::fnTextKill2(uint32 a, uint32 b, uint32 c) {
/// Kill all text items
uint32 id = FIRST_TEXT_COMPACT;
for (int i = 10; i > 0; i--) {
Compact *cpt = _skyCompact->fetchCpt(id);
cpt->status = 0;
id++;
}
return true;
}
bool Logic::fnSetFont(uint32 font, uint32 b, uint32 c) {
_skyText->fnSetFont(font);
return true;
}
bool Logic::fnStartFx(uint32 sound, uint32 b, uint32 c) {
_skySound->fnStartFx(sound, (uint8)(b & 1));
return true;
}
bool Logic::fnStopFx(uint32 a, uint32 b, uint32 c) {
_skySound->fnStopFx();
return true;
}
bool Logic::fnStartMusic(uint32 a, uint32 b, uint32 c) {
if (!(SkyEngine::_systemVars.systemFlags & SF_MUS_OFF))
_skyMusic->startMusic((uint16)a);
SkyEngine::_systemVars.currentMusic = (uint16)a;
return true;
}
bool Logic::fnStopMusic(uint32 a, uint32 b, uint32 c) {
_skyMusic->startMusic(0);
SkyEngine::_systemVars.currentMusic = 0;
return true;
}
bool Logic::fnFadeDown(uint32 a, uint32 b, uint32 c) {
_skyScreen->fnFadeDown(a);
return true;
}
bool Logic::fnFadeUp(uint32 a, uint32 b, uint32 c) {
SkyEngine::_systemVars.currentPalette = a;
_skyScreen->fnFadeUp(a,b);
return true;
}
bool Logic::fnQuitToDos(uint32 a, uint32 b, uint32 c) {
Engine::quitGame();
return false;
}
bool Logic::fnPauseFx(uint32 a, uint32 b, uint32 c) {
_skySound->fnPauseFx();
return true;
}
bool Logic::fnUnPauseFx(uint32 a, uint32 b, uint32 c) {
_skySound->fnUnPauseFx();
return true;
}
bool Logic::fnPrintf(uint32 a, uint32 b, uint32 c) {
printf("fnPrintf: %d\n", a);
return true;
}
void Logic::stdSpeak(Compact *target, uint32 textNum, uint32 animNum, uint32 base) {
animNum += target->megaSet / NEXT_MEGA_SET;
animNum &= 0xFF;
uint16 *talkTable = (uint16*)_skyCompact->fetchCpt(CPT_TALK_TABLE_LIST);
target->grafixProgId = talkTable[animNum];
target->grafixProgPos = 0;
uint16 *animPtr = _skyCompact->getGrafixPtr(target);
if (animPtr) {
target->offset = *animPtr++;
target->getToFlag = *animPtr++;
target->grafixProgPos += 2;
} else
target->grafixProgId = 0;
bool speechFileFound = false;
if (SkyEngine::isCDVersion())
speechFileFound = _skySound->startSpeech((uint16)textNum);
// Set the focus region to that area
// Calculate the point where the character is
int x = target->xcood - TOP_LEFT_X;
int y = target->ycood - TOP_LEFT_Y;
// TODO: Make the box size change based on the object that has the focus
_skyScreen->setFocusRectangle(Common::Rect::center(x, y, 192, 128));
if ((SkyEngine::_systemVars.systemFlags & SF_ALLOW_TEXT) || !speechFileFound) {
// form the text sprite, if player wants subtitles or
// if we couldn't find the speech file
DisplayedText textInfo;
textInfo = _skyText->lowTextManager(textNum, FIXED_TEXT_WIDTH, 0, (uint8)target->spColour, true);
Compact *textCompact = _skyCompact->fetchCpt(textInfo.compactNum);
target->spTextId = textInfo.compactNum; //So we know what text to kill
byte *textGfx = textInfo.textData;
textCompact->screen = target->screen; //put it on our screen
if (_scriptVariables[SCREEN] == target->screen) { // Only use coordinates if we are on the current screen
//talking on-screen
//create the x coordinate for the speech text
//we need the talkers sprite information
byte *targetGfx = (byte *)SkyEngine::fetchItem(target->frame >> 6);
uint16 xPos = target->xcood + ((DataFileHeader *)targetGfx)->s_offset_x;
uint16 width = (((DataFileHeader *)targetGfx)->s_width >> 1);
xPos += width - (FIXED_TEXT_WIDTH / 2); //middle of talker
if (xPos < TOP_LEFT_X)
xPos = TOP_LEFT_X;
width = xPos + FIXED_TEXT_WIDTH;
if ((TOP_LEFT_X + FULL_SCREEN_WIDTH) <= width) {
xPos = TOP_LEFT_X + FULL_SCREEN_WIDTH;
xPos -= FIXED_TEXT_WIDTH;
}
textCompact->xcood = xPos;
uint16 yPos = target->ycood + ((DataFileHeader *)targetGfx)->s_offset_y - 6 - ((DataFileHeader *)textGfx)->s_height;
if (yPos < TOP_LEFT_Y)
yPos = TOP_LEFT_Y;
textCompact->ycood = yPos;
} else {
//talking off-screen
target->spTextId = 0; //don't kill any text 'cos none was made
textCompact->status = 0; //don't display text
}
// In CD version, we're doing the timing by checking when the VOC has stopped playing.
// Setting spTime to 10 thus means that we're doing a pause of 10 gamecycles between
// each sentence.
if (speechFileFound)
target->spTime = 10;
else
target->spTime = (uint16)_skyText->_numLetters + 5;
} else {
target->spTime = 10;
target->spTextId = 0;
}
target->logic = L_TALK;
}
} // End of namespace Sky