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0f85cc3061
besides this way all our engines start with an "s" ;) svn-id: r9301
459 lines
13 KiB
C++
459 lines
13 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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//------------------------------------------------------------------------------------
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#include <stdlib.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "build_display.h"
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#include "credits.h"
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#include "debug.h"
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#include "defs.h"
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#include "function.h"
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#include "interpreter.h"
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#include "layers.h" // for 'this_screen' structure
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#include "logic.h"
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#include "memory.h"
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#include "object.h"
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#include "protocol.h"
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#include "resman.h"
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#include "sword2.h" // for CloseGame()
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//------------------------------------------------------------------------------------
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typedef struct
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{
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uint32 a;
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uint32 b;
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} test_struct;
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//------------------------------------------------------------------------------------
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Object_graphic engine_graph; // global for engine
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Object_mega engine_mega; // global for engine
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//------------------------------------------------------------------------------------
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int32 FN_test_function(int32 *params)
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{
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//param 0 address of a flag
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Zdebug(" TEST %d %d", *params, RESULT);
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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int32 FN_test_flags(int32 *params)
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{
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//param 0 value of flag
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test_struct *tony;
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tony = (test_struct*) *params; //address of structure
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// Zdebug("\nFN_test_flags %d, %d\n", tony->a, tony->b );
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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int32 FN_gosub(int32 *params) //Tony23Sept96
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{
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//hurray, script subroutines
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//param 0 id of script
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LLogic.Logic_up(*params);
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return(4); //logic goes up - pc is saved for current level
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}
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//------------------------------------------------------------------------------------
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int32 FN_new_script(int32 *params) //Tony13Nov96
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{
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//change current script - must be followed by a TERMINATE script directive
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//param 0 id of script
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Zdebug("FN_new_script %d", *params);
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PLAYER_ACTION=0; //must clear this
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LLogic.Logic_replace( *params );
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return(IR_TERMINATE); //drop out no pc save - and around again
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}
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//------------------------------------------------------------------------------------
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int32 FN_interact(int32 *params) //Tony13Nov96
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{
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//run targets action on a subroutine
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//called by player on his base level 0 idle, for example
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//param 0 id of target from which we derive action script reference
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Zdebug("FN_interact %d", *params);
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PLAYER_ACTION=0; //must clear this
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LLogic.Logic_up( (*params*65536)+2); //3rd script of clicked on id
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return(IR_GOSUB); //out, up and around again - pc is saved for current level to be returned to
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}
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//------------------------------------------------------------------------------------
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// Open & close a resource.
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// Forces a resource into memory before it's "officially" opened for use.
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// eg. if an anim needs to run on smoothly from another, "preloading" gets it into memory in advance
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// to avoid the cacheing delay that normally occurs before the first frame.
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int32 FN_preload(int32 *params) // (1Nov96 JEL)
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{
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res_man.Res_open(params[0]); // open resource
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res_man.Res_close(params[0]); // close resource
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return(IR_CONT); // continue script
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}
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// Go fetch resource in the background.
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int32 FN_prefetch(int32 *params)
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{
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return(IR_CONT);
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}
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// Fetches a resource in the background but prevents the script from continuing until the resource is in memory.
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int32 FN_fetch_wait(int32 *params)
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{
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return (IR_CONT);
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}
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// Releases a resource from memory. Used for freeing memory for sprites that have just been used
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// and will not be used again.
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// Sometimes it is better to kick out a sprite straight away so that the memory can be used for
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// more frequent animations.
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int32 FN_release(int32 *params)
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{
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return (IR_CONT);
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}
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//------------------------------------------------------------------------------------
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// Generates a random number between 'min' & 'max' inclusive, and sticks it in the script flag 'result'
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int32 FN_random(int32 *params) // (1nov96 JEL)
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{
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uint32 min = params[0];
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uint32 max = params[1];
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RESULT = (rand() % (max-min+1)) + min; // return_value = random integer between min and max, inclusive
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return(IR_CONT); // continue script
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}
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//------------------------------------------------------------------------------------
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int32 FN_pause(int32 *params) // (19nov96 JEL)
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{
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// params: 0 pointer to object's logic structure
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// 1 number of game-cycles to pause
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//NB. Pause-value of 0 causes script to continue, 1 causes a 1-cycle quit, 2 gives 2 cycles, etc.
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Object_logic *ob_logic = (Object_logic *)params[0];
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if (ob_logic->looping==0) // start the pause
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{
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ob_logic->looping = 1;
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ob_logic->pause = params[1]; // no. of game cycles
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}
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if (ob_logic->pause) // if non-zero
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{
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ob_logic->pause--; // decrement the pause count
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return(IR_REPEAT); // drop out of script, but call this again next cycle
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}
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else // pause count is zerp
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{
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ob_logic->looping = 0;
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return(IR_CONT); // continue script
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}
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}
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//------------------------------------------------------------------------------------
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int32 FN_random_pause(int32 *params) // (26nov96 JEL)
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{
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// params: 0 pointer to object's logic structure
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// 1 minimum number of game-cycles to pause
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// 2 maximum number of game-cycles to pause
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Object_logic *ob_logic = (Object_logic *)params[0];
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int32 pars[2];
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if (ob_logic->looping==0)
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{
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pars[0] = params[1]; // min
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pars[1] = params[2]; // max
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FN_random(pars);
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pars[1] = RESULT; // random value between 'min' & 'max' inclusive
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}
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pars[0] = params[0]; // &logic
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return FN_pause(pars);
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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int32 FN_pass_graph(int32 *params) //Tony28Nov96
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{
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//makes an engine local copy of passed graphic_structure and mega_structure - run script 4 of an object to request this
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//used by FN_turn_to(id) etc
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//remember, we cannot simply read a compact any longer but instead must request it from the object itself
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//params 0 pointer to a graphic structure *might not need this?
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memcpy( &engine_graph, (uint8*)params[0], sizeof(Object_graphic));
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return(IR_CONT); //makes no odds
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}
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//------------------------------------------------------------------------------------
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int32 FN_pass_mega(int32 *params) //Tony28Nov96
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{
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//makes an engine local copy of passed graphic_structure and mega_structure - run script 4 of an object to request this
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//used by FN_turn_to(id) etc
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//remember, we cannot simply read a compact any longer but instead must request it from the object itself
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//params 0 pointer to a mega structure
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memcpy( &engine_mega, (uint8*)params[0], sizeof(Object_mega));
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return(IR_CONT); //makes no odds
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}
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//------------------------------------------------------------------------------------
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// temp. function!
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// used for setting far-referenced megaset resource field in mega object, from start script
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int32 FN_set_value(int32 *params) // (02jan97 JEL)
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{
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// params: 0 pointer to object's mega structure
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// 1 value to set it to
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Object_mega *ob_mega = (Object_mega *)params[0];
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ob_mega->megaset_res = params[1];
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return(IR_CONT); // continue script
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}
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//------------------------------------------------------------------------------------
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#define BLACK 0
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#define WHITE 1
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#define RED 2
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#define GREEN 3
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#define BLUE 4
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//------------------------------------------------------------------------------------
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uint8 black[4] = {0,0,0,0};
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uint8 white[4] = {255,255,255,0};
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uint8 red[4] = {255,0,0,0};
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uint8 green[4] = {0,255,0,0};
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uint8 blue[4] = {0,0,255,0};
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//------------------------------------------------------------------------------------
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// flash colour 0 (ie. border) - useful during script development
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// eg. FN_flash(BLUE) where a text line is missed; RED when some code missing, etc
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int32 FN_flash(int32 *params) // (James14feb97)
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{
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// params 0: colour to flash
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#ifdef _SWORD2_DEBUG
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uint32 count;
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switch (params[0]) // what colour?
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{
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case WHITE:
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SetPalette(0, 1, white, RDPAL_INSTANT);
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break;
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case RED:
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SetPalette(0, 1, red, RDPAL_INSTANT);
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break;
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case GREEN:
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SetPalette(0, 1, green, RDPAL_INSTANT);
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break;
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case BLUE:
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SetPalette(0, 1, blue, RDPAL_INSTANT);
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break;
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}
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for (count=0; count<0x80000; count++)
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{
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count++;
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count--;
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}
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SetPalette(0, 1, black, RDPAL_INSTANT);
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#endif // _SWORD2_DEBUG
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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// set border colour - useful during script development
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// eg. set to colour during a timer situation, then black when timed out
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int32 FN_colour(int32 *params) // (James14feb97)
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{
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// params 0: colour (see defines above)
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#ifdef _SWORD2_DEBUG
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switch (params[0]) // what colour?
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{
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case BLACK:
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SetPalette(0, 1, black, RDPAL_INSTANT);
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break;
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case WHITE:
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SetPalette(0, 1, white, RDPAL_INSTANT);
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break;
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case RED:
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SetPalette(0, 1, red, RDPAL_INSTANT);
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break;
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case GREEN:
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SetPalette(0, 1, green, RDPAL_INSTANT);
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break;
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case BLUE:
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SetPalette(0, 1, blue, RDPAL_INSTANT);
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break;
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}
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#endif // _SWORD2_DEBUG
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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// Display a message to the user on the screen.
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//
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int32 FN_display_msg(int32 *params) // (Chris 15/5/97)
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{
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// params 0: Text number of message to be displayed.
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uint32 local_text = params[0]&0xffff;
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uint32 text_res = params[0]/SIZE;
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// Display message for three seconds.
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DisplayMsg(FetchTextLine( res_man.Res_open(text_res), local_text )+2, 3); // +2 to skip the encoded text number in the first 2 chars; 3 is duration in seconds
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res_man.Res_close(text_res);
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RemoveMsg();
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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// FN_reset_globals is used by the demo - so it can loop back & restart itself
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int32 FN_reset_globals(int32 *params) //Tony29May97
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{
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int32 size;
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uint32 *globals;
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int j;
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size = res_man.Res_fetch_len(1);
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size-=sizeof(_standardHeader);
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Zdebug("\nglobals size %d", size/4);
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globals = (uint32*) ((uint8 *) res_man.Res_open(1)+sizeof(_standardHeader));
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for (j=0;j<size/4;j++)
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globals[j]=0; //blank each global variable
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res_man.Res_close(1);
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res_man.Kill_all_objects(0); //all objects but george
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// SetGlobalInterpreterVariables((int32*)(res_man.Res_open(1)+sizeof(_standardHeader))); //reopen global variables resource & send address to interpreter - it won't be moving
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// res_man.Res_close(1);
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//---------------------------------------------------------------
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// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! (James29may97)
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// - this is taken from FN_init_background
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this_screen.scroll_flag = 2; // switch on scrolling (2 means first time on screen)
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//---------------------------------------------------------------
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return(IR_CONT);
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}
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//------------------------------------------------------------------------------------
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// FN_play_credits - Plays the credits?
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// This function just quits the game if this is the playable demo, ie. credits are NOT played in the demo any more!
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extern uint8 quitGame; // From sword2.cpp
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int32 FN_play_credits(int32 *params)
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{
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/* uint32 rv; // for Credits() return value
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if (!DEMO) // this ju
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{
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_drvDrawStatus ds;
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_drvSoundStatus ss;
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_drvKeyStatus ks;
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ClearAllFx(); // Must stop all fx
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CloseFx(-2); // including leadins
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CloseFx(-1); // including leadouts
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StopMusic(); // Stop any streaming music
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for (int i = 0; i<16; i++)
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g_sword2->_sound->UpdateCompSampleStreaming(); // And wait for it to die
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GetDrawStatus (&ds);
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GetSoundStatus(&ss);
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GetKeyStatus (&ks);
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rv = Credits(&ds, &ss, res_man.GetCdPath(), GetRenderType()==3, &gotTheFocus, &ks);
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SetDrawStatus (&ds); // (James14aug97) Because game crashing when trying to close down after credits
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SetSoundStatus(&ss); // -"-
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}
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// returns non-zero if Ctrl-Q was pressed to quit the game during the credits
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if (rv || DEMO) // if Ctrl-Q pressed during credits, or if this is the playable demo
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{
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Close_game(); //close engine systems down
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RestoreDisplay();
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CloseAppWindow();
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exit(0); // quit the game
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}
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*/
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return (IR_CONT);
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}
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//------------------------------------------------------------------------------------
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