scummvm/engines/sky/logic.cpp
Torbjörn Andersson b85ed06d79 Match the original behaviour more closely when examining inventory items. The
text is displayed at least 800 ms. See bug #1181865.

svn-id: r23233
2006-06-21 15:05:12 +00:00

2573 lines
63 KiB
C++

/* ScummVM - Scumm Interpreter
* 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.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "common/endian.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) {
_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(void) {
delete _skyGrid;
delete _skyAutoRoute;
for (int i = 0; i < ARRAYSIZE(_moduleList); i++)
if (_moduleList[i])
free(_moduleList[i]);
}
void Logic::initScreen0(void) {
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(void) {
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
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;
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;
debug(3, "Doing Script %x", (offset << 16) | scriptNo);
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;
// 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) {
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++;
struct lowTextManager_t 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;
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 += 12;
}
if (p == _scriptVariables + TEXT1)
return true;
_compact->logic = L_CHOOSE; // player frozen until choice made
fnAddHuman(0, 0, 0); // bring back mouse
return false;
}
bool 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())
_skyControl->showGameQuitMsg();
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) {
lowTextManager_t 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) {
struct lowTextManager_t 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;
lowTextManager_t 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) {
SkyEngine::_systemVars.quitGame = true;
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);
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
struct lowTextManager_t 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 + ((struct dataFileHeader *)targetGfx)->s_offset_x;
uint16 width = (((struct dataFileHeader *)targetGfx)->s_width >> 1);
xPos += width - (FIXED_TEXT_WIDTH / 2); //middle of talker
if (xPos < TOP_LEFT_X)
xPos = TOP_LEFT_X;
width = 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 + ((struct dataFileHeader *)targetGfx)->s_offset_y - 6 - ((struct 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