scummvm/sword2/function.cpp
Oliver Kiehl 0f85cc3061 rename bs2 to sword2 to have the same name as the original engine.
besides this way all our engines start with an "s" ;)

svn-id: r9301
2003-07-30 19:25:31 +00:00

459 lines
13 KiB
C++

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