diff options
34 files changed, 863 insertions, 846 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp index 49e51ba243..a48da08a5a 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -33,7 +33,8 @@ #include "bs2/defs.h" #include "bs2/header.h" #include "bs2/interpreter.h" -#include "bs2/maketext.h" // for makeTextSprite used by FN_play_sequence ultimately +#include "bs2/logic.h" +#include "bs2/maketext.h" // for makeTextSprite used by fnPlaySequence ultimately #include "bs2/object.h" #include "bs2/protocol.h" #include "bs2/resman.h" @@ -49,7 +50,7 @@ static uint32 smackerLeadOut = 0; int32 Animate(int32 *params, uint8 reverse_flag); int32 Mega_table_animate(int32 *params, uint8 reverse_flag); -int32 FN_anim(int32 *params) { +int32 Logic::fnAnim(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 resource id of animation file @@ -58,7 +59,7 @@ int32 FN_anim(int32 *params) { return Animate(params, 0); } -int32 FN_reverse_anim(int32 *params) { +int32 Logic::fnReverseAnim(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 resource id of animation file @@ -67,7 +68,7 @@ int32 FN_reverse_anim(int32 *params) { return Animate(params, 1); } -int32 FN_mega_table_anim(int32 *params) { +int32 Logic::fnMegaTableAnim(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -77,7 +78,7 @@ int32 FN_mega_table_anim(int32 *params) { return Mega_table_animate(params, 0); } -int32 FN_reverse_mega_table_anim(int32 *params) { +int32 Logic::fnReverseMegaTableAnim(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -133,19 +134,19 @@ int32 Animate(int32 *params, uint8 reverse_flag) { // switch off the sprite // don't animate - just continue // script next cycle - FN_no_sprite(params + 1); + fnNoSprite(params + 1); return IR_STOP; } } else { // Not a valid resource number. Switch off // the sprite. Don't animate - just continue // script next cycle. - FN_no_sprite(params + 1); + fnNoSprite(params + 1); return IR_STOP; } // switch on the sprite - FN_sort_sprite(params + 1); + fnSortSprite(params + 1); } #endif @@ -245,7 +246,7 @@ int32 Mega_table_animate(int32 *params, uint8 reverse_flag) { pars[2] = anim_table[ob_mega->current_dir]; } - // set up the rest of the parameters for FN_anim() + // set up the rest of the parameters for fnAnim() pars[0] = params[0]; pars[1] = params[1]; @@ -256,7 +257,7 @@ int32 Mega_table_animate(int32 *params, uint8 reverse_flag) { return Animate(pars, reverse_flag); } -int32 FN_set_frame(int32 *params) { +int32 Logic::fnSetFrame(int32 *params) { // params: 0 pointer to object's graphic structure // 1 resource id of animation file // 2 frame flag (0=first 1=last) @@ -274,7 +275,7 @@ int32 FN_set_frame(int32 *params) { #ifdef _SWORD2_DEBUG // check that we haven't been passed a zero resource number if (res == 0) - Con_fatal_error("FN_set_frame: %s (id %d) passed zero anim resource", FetchObjectName(ID), ID); + Con_fatal_error("fnSetFrame: %s (id %d) passed zero anim resource", FetchObjectName(ID), ID); #endif // open the resource (& check it's valid) @@ -285,7 +286,7 @@ int32 FN_set_frame(int32 *params) { // check this this resource is actually an animation file! head = (_standardHeader *) anim_file; if (head->fileType != ANIMATION_FILE) - Con_fatal_error("FN_set_frame: %s (%d) is not an anim!", FetchObjectName(res), res); + Con_fatal_error("fnSetFrame: %s (%d) is not an anim!", FetchObjectName(res), res); #endif // set up pointer to the animation header @@ -294,7 +295,7 @@ int32 FN_set_frame(int32 *params) { /* #ifdef _SWORD2_DEBUG // check there's at least one frame if (anim_head->noAnimFrames == 0) - Con_fatal_error("FN_set_frame: %s (%d) has zero frame count!", FetchObjectName(res), res); + Con_fatal_error("fnSetFrame: %s (%d) has zero frame count!", FetchObjectName(res), res); #endif */ // set up anim resource in graphic object @@ -313,8 +314,8 @@ int32 FN_set_frame(int32 *params) { return IR_CONT; } -int32 FN_no_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnNoSprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -326,8 +327,8 @@ int32 FN_no_sprite(int32 *params) { return IR_CONT; } -int32 FN_back_par0_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnBackPar0Sprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -339,8 +340,8 @@ int32 FN_back_par0_sprite(int32 *params) { return IR_CONT; } -int32 FN_back_par1_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnBackPar1Sprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -352,8 +353,8 @@ int32 FN_back_par1_sprite(int32 *params) { return IR_CONT; } -int32 FN_back_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnBackSprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -365,8 +366,8 @@ int32 FN_back_sprite(int32 *params) { return IR_CONT; } -int32 FN_sort_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnSortSprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -378,8 +379,8 @@ int32 FN_sort_sprite(int32 *params) { return IR_CONT; } -int32 FN_fore_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnForeSprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -391,8 +392,8 @@ int32 FN_fore_sprite(int32 *params) { return IR_CONT; } -int32 FN_fore_par0_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnForePar0Sprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -404,8 +405,8 @@ int32 FN_fore_par0_sprite(int32 *params) { return IR_CONT; } -int32 FN_fore_par1_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnForePar1Sprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -417,8 +418,8 @@ int32 FN_fore_par1_sprite(int32 *params) { return IR_CONT; } -int32 FN_shaded_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnShadedSprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -433,8 +434,8 @@ int32 FN_shaded_sprite(int32 *params) { return IR_CONT; } -int32 FN_unshaded_sprite(int32 *params) { - // params 0 pointer to object's graphic structure +int32 Logic::fnUnshadedSprite(int32 *params) { + // params: 0 pointer to object's graphic structure Object_graphic *ob_graphic = (Object_graphic *) params[0]; @@ -479,14 +480,14 @@ static uint32 sequenceTextLines = 0; static _sequenceTextInfo sequence_text_list[MAX_SEQUENCE_TEXT_LINES]; -int32 FN_add_sequence_text(int32 *params) { -// params 0 text number -// 1 frame number to start the text displaying -// 2 frame number to stop the text dispalying +int32 Logic::fnAddSequenceText(int32 *params) { +// params: 0 text number +// 1 frame number to start the text displaying +// 2 frame number to stop the text dispalying #ifdef _SWORD2_DEBUG if (sequenceTextLines == MAX_SEQUENCE_TEXT_LINES) - Con_fatal_error("FN_add_sequence_text ran out of lines"); + Con_fatal_error("fnAddSequenceText ran out of lines"); #endif sequence_text_list[sequenceTextLines].textNumber = params[0]; @@ -648,19 +649,21 @@ void ClearSequenceSpeech(_movieTextObject *textSprites[]) { sequenceTextLines = 0; } -int32 FN_smacker_lead_in(int32 *params) { +int32 Logic::fnSmackerLeadIn(int32 *params) { uint8 *leadIn; uint32 rv; #ifdef _SWORD2_DEBUG _standardHeader *header; #endif + // params: 0 id of lead-in music + leadIn = res_man.open(params[0]); #ifdef _SWORD2_DEBUG header = (_standardHeader *) leadIn; if (header->fileType != WAV_FILE) - Con_fatal_error("FN_smacker_lead_in() given invalid resource"); + Con_fatal_error("fnSmackerLeadIn() given invalid resource"); #endif leadIn += sizeof(_standardHeader); @@ -673,22 +676,24 @@ int32 FN_smacker_lead_in(int32 *params) { res_man.close(params[0]); // fade out any music that is currently playing - FN_stop_music(NULL); + fnStopMusic(NULL); // continue script return IR_CONT; } -int32 FN_smacker_lead_out(int32 *params) { - // ready for use in FN_play_sequence +int32 Logic::fnSmackerLeadOut(int32 *params) { + // params: 0 id of lead-out music + + // ready for use in fnPlaySequence smackerLeadOut = params[0]; // continue script return IR_CONT; } -int32 FN_play_sequence(int32 *params) { - // params 0 pointer to null-terminated ascii filename +int32 Logic::fnPlaySequence(int32 *params) { + // params: 0 pointer to null-terminated ascii filename // 1 number of frames in the sequence, used for PSX. char filename[30]; @@ -705,7 +710,7 @@ int32 FN_play_sequence(int32 *params) { // of computer games" - but at the very least we want to show the // cutscene subtitles, so I removed them. - debug(5, "FN_play_sequence(\"%s\");", params[0]); + debug(5, "fnPlaySequence(\"%s\");", params[0]); #ifdef _SWORD2_DEBUG // check that the name paseed from script is 8 chars or less @@ -733,7 +738,7 @@ int32 FN_play_sequence(int32 *params) { #ifdef _SWORD2_DEBUG header = (_standardHeader *)leadOut; if (header->fileType != WAV_FILE) - error("FN_smacker_lead_out() given invalid resource"); + error("fnSmackerLeadOut() given invalid resource"); #endif leadOut += sizeof(_standardHeader); @@ -742,7 +747,7 @@ int32 FN_play_sequence(int32 *params) { // play the smacker // don't want to carry on streaming game music when smacker starts! - FN_stop_music(NULL); + fnStopMusic(NULL); // pause sfx during sequence, except the one used for lead-in music g_sound->pauseFxForSequence(); @@ -785,7 +790,7 @@ int32 FN_play_sequence(int32 *params) { memset(pal, 0, 256 * sizeof(_palEntry)); g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT); - debug(5, "FN_play_sequence FINISHED"); + debug(5, "fnPlaySequence FINISHED"); // continue script return IR_CONT; diff --git a/sword2/anims.h b/sword2/anims.h index 30605b8685..224e6ffcb5 100644 --- a/sword2/anims.h +++ b/sword2/anims.h @@ -24,16 +24,6 @@ namespace Sword2 { -int32 FN_anim(int32 *params); -int32 FN_reverse_anim(int32 *params); -int32 FN_mega_table_anim(int32 *params); -int32 FN_reverse_mega_table_anim(int32 *params); -int32 FN_set_frame(int32 *params); -int32 FN_no_sprite(int32 *params); -int32 FN_back_sprite(int32 *params); -int32 FN_sort_sprite(int32 *params); -int32 FN_fore_sprite(int32 *params); - } // End of namespace Sword2 #endif diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index c0cfb46080..65dec308ab 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -28,6 +28,7 @@ #include "bs2/defs.h" #include "bs2/interpreter.h" #include "bs2/layers.h" +#include "bs2/logic.h" #include "bs2/maketext.h" #include "bs2/mouse.h" #include "bs2/object.h" @@ -824,13 +825,14 @@ void Register_frame(int32 *params, buildit *build_unit) { res_man.close(ob_graph->anim_resource); } -int32 FN_register_frame(int32 *params) { - //this call would be made from an objects service script 0 +int32 Logic::fnRegisterFrame(int32 *params) { + // this call would be made from an objects service script 0 - // params: 0 pointer to mouse structure or NULL for no write to mouse - // list (non-zero means write sprite-shape to mouse list) - // 1 pointer to graphic structure - // 2 pointer to mega structure or NULL if not a mega + // params: 0 pointer to mouse structure or NULL for no write to + // mouse list (non-zero means write sprite-shape to + // mouse list) + // 1 pointer to graphic structure + // 2 pointer to mega structure or NULL if not a mega Object_graphic *ob_graph = (Object_graphic *) params[1]; @@ -839,7 +841,7 @@ int32 FN_register_frame(int32 *params) { case BGP0_SPRITE: #ifdef _SWORD2_DEBUG if (cur_bgp0 == MAX_bgp0_sprites) - Con_fatal_error("ERROR: bgp0_list full in FN_register_frame"); + Con_fatal_error("ERROR: bgp0_list full in fnRegisterFrame"); #endif Register_frame(params, &bgp0_list[cur_bgp0]); @@ -848,7 +850,7 @@ int32 FN_register_frame(int32 *params) { case BGP1_SPRITE: #ifdef _SWORD2_DEBUG if (cur_bgp1 == MAX_bgp1_sprites) - Con_fatal_error("ERROR: bgp1_list full in FN_register_frame"); + Con_fatal_error("ERROR: bgp1_list full in fnRegisterFrame"); #endif Register_frame(params, &bgp1_list[cur_bgp1]); @@ -857,7 +859,7 @@ int32 FN_register_frame(int32 *params) { case BACK_SPRITE: #ifdef _SWORD2_DEBUG if (cur_back == MAX_back_sprites) - Con_fatal_error("ERROR: back_list full in FN_register_frame"); + Con_fatal_error("ERROR: back_list full in fnRegisterFrame"); #endif Register_frame(params, &back_list[cur_back]); @@ -866,7 +868,7 @@ int32 FN_register_frame(int32 *params) { case SORT_SPRITE: #ifdef _SWORD2_DEBUG if (cur_sort == MAX_sort_sprites) - Con_fatal_error("ERROR: sort_list full in FN_register_frame"); + Con_fatal_error("ERROR: sort_list full in fnRegisterFrame"); #endif sort_order[cur_sort] = cur_sort; @@ -876,7 +878,7 @@ int32 FN_register_frame(int32 *params) { case FORE_SPRITE: #ifdef _SWORD2_DEBUG if (cur_fore == MAX_fore_sprites) - Con_fatal_error("ERROR: fore_list full in FN_register_frame"); + Con_fatal_error("ERROR: fore_list full in fnRegisterFrame"); #endif Register_frame(params, &fore_list[cur_fore]); @@ -885,7 +887,7 @@ int32 FN_register_frame(int32 *params) { case FGP0_SPRITE: #ifdef _SWORD2_DEBUG if (cur_fgp0 == MAX_fgp0_sprites) - Con_fatal_error("ERROR: fgp0_list full in FN_register_frame"); + Con_fatal_error("ERROR: fgp0_list full in fnRegisterFrame"); #endif Register_frame(params, &fgp0_list[cur_fgp0]); @@ -894,7 +896,7 @@ int32 FN_register_frame(int32 *params) { case FGP1_SPRITE: #ifdef _SWORD2_DEBUG if (cur_fgp1 == MAX_fgp1_sprites) - Con_fatal_error("ERROR: fgp1_list full in FN_register_frame"); + Con_fatal_error("ERROR: fgp1_list full in fnRegisterFrame"); #endif Register_frame(params, &fgp1_list[cur_fgp1]); @@ -937,37 +939,43 @@ void Start_new_palette(void) { this_screen.new_palette = 0; } -int32 FN_update_player_stats(int32 *params) { - //engine needs to know certain info about the player +int32 Logic::fnUpdatePlayerStats(int32 *params) { + // engine needs to know certain info about the player + + // params: 0 pointer to mega structure Object_mega *ob_mega = (Object_mega *) params[0]; this_screen.player_feet_x = ob_mega->feet_x; this_screen.player_feet_y = ob_mega->feet_y; - //for the script + // for the script PLAYER_FEET_X = ob_mega->feet_x; PLAYER_FEET_Y = ob_mega->feet_y; PLAYER_CUR_DIR = ob_mega->current_dir; SCROLL_OFFSET_X = this_screen.scroll_offset_x; - debug(5, "FN_Update_player_stats: %d %d", ob_mega->feet_x, ob_mega->feet_y); + debug(5, "fnUpdatePlayerStats: %d %d", ob_mega->feet_x, ob_mega->feet_y); return IR_CONT; } -int32 FN_fade_down(int32 *params) { +int32 Logic::fnFadeDown(int32 *params) { // NONE means up! can only be called when screen is fully faded up - // multiple calls wont have strange effects + // params: none + if (g_display->getFadeStatus() == RDFADE_NONE) g_display->fadeDown(); return IR_CONT; } -int32 FN_fade_up(int32 *params) { +int32 Logic::fnFadeUp(int32 *params) { + // params: none + g_display->waitForFade(); if (g_display->getFadeStatus() == RDFADE_BLACK) @@ -992,15 +1000,15 @@ int32 FN_fade_up(int32 *params) { // uint8 noEntries; // } _paletteHeader; -int32 FN_set_palette(int32 *params) { +int32 Logic::fnSetPalette(int32 *params) { + // params: 0 resource number of palette file, or 0 if it's to be + // the palette from the current screen + SetFullPalette(params[0]); return IR_CONT; } void SetFullPalette(int32 palRes) { - // params 0 resource number of palette file - // or 0 if it's to be the palette from the current screen - uint8 *file; _standardHeader *head; @@ -1042,7 +1050,7 @@ void SetFullPalette(int32 palRes) { #ifdef _SWORD2_DEBUG if (head->fileType != PALETTE_FILE) - Con_fatal_error("FN_set_palette() called with invalid resource!"); + Con_fatal_error("fnSetPalette() called with invalid resource!"); #endif file = (uint8 *) (head + 1); @@ -1083,15 +1091,18 @@ void SetFullPalette(int32 palRes) { // close screen file res_man.close(this_screen.background_layer_id); } else - Con_fatal_error("FN_set_palette(0) called, but no current screen available!"); + Con_fatal_error("fnSetPalette(0) called, but no current screen available!"); } } -int32 FN_restore_game(int32 *params) { +int32 Logic::fnRestoreGame(int32 *params) { + // params: none return IR_CONT; } -int32 FN_change_shadows(int32 *params) { +int32 Logic::fnChangeShadows(int32 *params) { + // params: none + uint32 rv; // if last screen was using a shading mask (see below) diff --git a/sword2/build_display.h b/sword2/build_display.h index f318fcd110..c8607f16f4 100644 --- a/sword2/build_display.h +++ b/sword2/build_display.h @@ -89,8 +89,6 @@ extern buildit sort_list[]; void Reset_render_lists(void); void Build_display(void); -int32 FN_fade_down(int32 *params); -int32 FN_fade_up(int32 *params); void Process_image(buildit *build_unit); void DisplayMsg( uint8 *text, int time ); void RemoveMsg(void); diff --git a/sword2/console.cpp b/sword2/console.cpp index e69fa7a772..b8c811fdec 100644 --- a/sword2/console.cpp +++ b/sword2/console.cpp @@ -497,7 +497,7 @@ uint32 Parse_user_input(void) { Print_current_info(); return 0; case 15: // RUNLIST - LLogic.examineRunList(); + g_logic.examineRunList(); return 0; case 16: // KILL res_man.kill(&input[1][0]); diff --git a/sword2/controls.cpp b/sword2/controls.cpp index 78de6dbf3b..d504c05406 100644 --- a/sword2/controls.cpp +++ b/sword2/controls.cpp @@ -1327,14 +1327,14 @@ public: // Prime system with a game cycle // Reset the graphic 'buildit' list before a - // new logic list (see FN_register_frame) + // new logic list (see fnRegisterFrame) Reset_render_lists(); // Reset the mouse hot-spot list (see - // FN_register_mouse and FN_register_frame) + // fnRegisterMouse and fnRegisterFrame) Reset_mouse_list(); - if (LLogic.processSession()) + if (g_logic.processSession()) Con_fatal_error("restore 1st cycle failed??"); } } @@ -1441,22 +1441,22 @@ void Gui::restartControl(void) { // prime system with a game cycle // reset the graphic 'buildit' list before a new logic list - // (see FN_register_frame) + // (see fnRegisterFrame) Reset_render_lists(); - // reset the mouse hot-spot list (see FN_register_mouse and - // FN_register_frame) + // reset the mouse hot-spot list (see fnRegisterMouse and + // fnRegisterFrame) Reset_mouse_list(); g_display->closeMenuImmediately(); // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! - // - this is taken from FN_init_background + // - this is taken from fnInitBackground // switch on scrolling (2 means first time on screen) this_screen.scroll_flag = 2; - if (LLogic.processSession()) + if (g_logic.processSession()) Con_fatal_error("restart 1st cycle failed??"); // So palette not restored immediately after control panel - we want diff --git a/sword2/credits.h b/sword2/credits.h index db07f095b8..43e9889341 100644 --- a/sword2/credits.h +++ b/sword2/credits.h @@ -27,8 +27,6 @@ namespace Sword2 { // int32 __declspec( dllexport ) Credits(_drvDrawStatus *pDrawStatus, _drvSoundStatus *pSoundStatus, const char *cdPath, BOOL smoke, BOOL *pAppFocus, _drvKeyStatus *pKeyStatus); //int32 Credits(_drvDrawStatus *pDrawStatus, _drvSoundStatus *pSoundStatus, const char *cdPath, BOOL smoke, BOOL *pAppFocus, _drvKeyStatus *pKeyStatus); -int32 FN_play_credits(int32 *params); - } // End of namespace Sword2 #endif diff --git a/sword2/debug.cpp b/sword2/debug.cpp index 14d2054279..0d13c14393 100644 --- a/sword2/debug.cpp +++ b/sword2/debug.cpp @@ -60,7 +60,7 @@ uint8 rectFlicker = 0; uint8 testingSnR = 0; // "SAVEREST" - for system to kill all // object resources (except player) in - // FN_add_human() + // fnAddHuman() int32 startTime = 0; // "TIMEON" & "TIMEOFF" - system start // time. @@ -153,7 +153,7 @@ void Build_debug_text(void) { // testingSnR indicator - if (testingSnR) { // see FN_add_human() + if (testingSnR) { // see fnAddHuman() sprintf (buf, "TESTING LOGIC STABILITY!"); Make_debug_text_block (buf, 0, 105); } @@ -313,8 +313,8 @@ void Build_debug_text(void) { Make_debug_text_block (largest_layer_info, 0, 60); Make_debug_text_block (largest_sprite_info, 0, 75); - // "waiting for person" indicator - set form FN_they_do & - // FN_they_do_we_wait + // "waiting for person" indicator - set form fnTheyDo and + // fnTheyDoWeWait if (speechScriptWaiting) { sprintf(buf, "script waiting for %s (%d)", diff --git a/sword2/defs.h b/sword2/defs.h index 7f88352d14..eb940b55ab 100644 --- a/sword2/defs.h +++ b/sword2/defs.h @@ -76,13 +76,13 @@ #define SYSTEM_TESTING_TEXT VAR(1230) #define SYSTEM_WANT_PREVIOUS_LINE VAR(1245) -// 1=on 0=off (set in FN_add_human & FN_no_human) +// 1=on 0=off (set in fnAddHuman and fnNoHuman) #define MOUSE_AVAILABLE VAR(686) -// used in FN_choose +// used in fnChoose #define AUTO_SELECTED VAR(1115) -// see FN_start_conversation & FN_chooser +// see fnStartConversation and fnChooser #define CHOOSER_COUNT_FLAG VAR(15) // signifies a demo mode @@ -138,7 +138,7 @@ #define RESTORE_ICON 364 #define RESTART_ICON 342 -// res id of conversation exit icon, 'EXIT' menu icon (used in FN_choose) +// res id of conversation exit icon, 'EXIT' menu icon (used in fnChoose) #define EXIT_ICON 65 #endif diff --git a/sword2/events.cpp b/sword2/events.cpp index 0174715bc3..12131825e6 100644 --- a/sword2/events.cpp +++ b/sword2/events.cpp @@ -33,9 +33,9 @@ namespace Sword2 { _event_unit event_list[MAX_events]; void Init_event_system(void) { - for (int j = 0; j < MAX_events; j++) { + for (int i = 0; i < MAX_events; i++) { //denotes free slot - event_list[j].id = 0; + event_list[i].id = 0; } } @@ -43,8 +43,8 @@ void Init_event_system(void) { uint32 CountEvents(void) { uint32 count = 0; - for (int j = 0; j < MAX_events; j++) { - if (event_list[j].id) + for (int i = 0; i < MAX_events; i++) { + if (event_list[i].id) count++; } @@ -52,65 +52,61 @@ uint32 CountEvents(void) { } #endif -int32 FN_request_speech(int32 *params) { +int32 Logic::fnRequestSpeech(int32 *params) { // change current script - must be followed by a TERMINATE script // directive // params: 0 id of target to catch the event and startup speech // servicing - uint32 j = 0; + int i; - while(1) { - if (event_list[j].id == (uint32) params[0]) + for (i = 0; i < MAX_events; i++) { + if (event_list[i].id == (uint32) params[0]) break; - if (!event_list[j].id) + if (!event_list[i].id) break; - - j++; } - if (j == MAX_events) - Con_fatal_error("FN_set_event out of event slots"); + if (i == MAX_events) + Con_fatal_error("fnSetEvent out of event slots"); // found that slot // id of person to stop - event_list[j].id = params[0]; + event_list[i].id = params[0]; // full script id to interact with - megas run their own 7th script - event_list[j].interact_id = (params[0] * 65536) + 6; + event_list[i].interact_id = (params[0] * 65536) + 6; return IR_CONT; } void Set_player_action_event(uint32 id, uint32 interact_id) { - uint32 j = 0; + int i; - while (1) { - if (event_list[j].id == id) + for (i = 0; i < MAX_events; i++) { + if (event_list[i].id == id) break; - if (!event_list[j].id) + if (!event_list[i].id) break; - - j++; } - if (j == MAX_events) + if (i == MAX_events) Con_fatal_error("Set_event out of event slots"); // found that slot // id of person to stop - event_list[j].id = id; + event_list[i].id = id; // full script id of action script number 2 - event_list[j].interact_id = (interact_id * 65536) + 2; + event_list[i].interact_id = (interact_id * 65536) + 2; } -int32 FN_set_player_action_event(int32 *params) { +int32 Logic::fnSetPlayerActionEvent(int32 *params) { // we want to intercept the player character and have him interact // with an object - from script this code is the same as the mouse // engine calls when you click on an object - here, a third party @@ -120,80 +116,74 @@ int32 FN_set_player_action_event(int32 *params) { // params: 0 id to interact with - uint32 j = 0; - // search for an existing event or a slot - while(1) { - if (event_list[j].id == CUR_PLAYER_ID) - break; + int i; - if (!event_list[j].id) + for (i = 0; i < MAX_events; i++) { + if (event_list[i].id == CUR_PLAYER_ID) break; - j++; + if (!event_list[i].id) + break; } - if (j == MAX_events) + if (i == MAX_events) Con_fatal_error("Set_event out of event slots"); // found that slot // id of person to stop - event_list[j].id = CUR_PLAYER_ID; + event_list[i].id = CUR_PLAYER_ID; // full script id of action script number 2 - event_list[j].interact_id = (params[0] * 65536) + 2; + event_list[i].interact_id = (params[0] * 65536) + 2; return IR_CONT; } -int32 FN_send_event(int32 *params) { +int32 Logic::fnSendEvent(int32 *params) { // we want to intercept the player character and have him interact // with an object - from script // params: 0 id to recieve event // 1 script to run - uint32 j = 0; - - debug(5, "FN_send_event(%d, %d)", params[0], params[1]); - // search for an existing event or a slot - while(1) { - if (event_list[j].id == (uint32) params[0]) - break; + int i; - if (!event_list[j].id) + for (i = 0; i < MAX_events; i++) { + if (event_list[i].id == (uint32) params[0]) break; - j++; + if (!event_list[i].id) + break; } - if (j == MAX_events) - Con_fatal_error("fn_send_event out of event slots"); + if (i == MAX_events) + Con_fatal_error("fnSendEvent out of event slots"); // found that slot // id of person to stop - event_list[j].id = params[0]; + event_list[i].id = params[0]; //full script id - event_list[j].interact_id = params[1]; + event_list[i].interact_id = params[1]; return IR_CONT; } -int32 FN_check_event_waiting(int32 *params) { +int32 Logic::fnCheckEventWaiting(int32 *params) { // returns yes/no in RESULT - // no params + // params: none RESULT = 0; - for (int j = 0; j < MAX_events; j++) { - if (event_list[j].id == ID) { + for (int i = 0; i < MAX_events; i++) { + if (event_list[i].id == ID) { RESULT = 1; break; } @@ -202,19 +192,19 @@ int32 FN_check_event_waiting(int32 *params) { return IR_CONT; } -// like FN_check_event_waiting, but starts the event rather than setting -// RESULT to 1 +// like fnCheckEventWaiting, but starts the event rather than setting RESULT +// to 1 -int32 FN_check_for_event(int32 *params) { - // no params +int32 Logic::fnCheckForEvent(int32 *params) { + // params: none - for (int j = 0; j < MAX_events; j++) { - if (event_list[j].id == ID) { + for (int i = 0; i < MAX_events; i++) { + if (event_list[i].id == ID) { // start the event // run 3rd script of target object on level 1 - LLogic.logicOne(event_list[j].interact_id); + logicOne(event_list[i].interact_id); // clear the event slot - event_list[j].id = 0; + event_list[i].id = 0; return IR_TERMINATE; } } @@ -222,36 +212,35 @@ int32 FN_check_for_event(int32 *params) { return IR_CONT; } -// combination of FN_pause & FN_check_for_event +// combination of fnPause and fnCheckForEvent // - ie. does a pause, but also checks for event each cycle -int32 FN_pause_for_event(int32 *params) { +int32 Logic::fnPauseForEvent(int32 *params) { // returns yes/no in RESULT - // params - // 0 pointer to object's logic structure - // 1 number of game-cycles to pause + // params: 0 pointer to object's logic structure + // 1 number of game-cycles to pause Object_logic *ob_logic = (Object_logic *)params[0]; // first, check for an event - for (int j = 0; j < MAX_events; j++) { - if (event_list[j].id == ID) { + for (int i = 0; i < MAX_events; i++) { + if (event_list[i].id == ID) { // reset the 'looping' flag ob_logic->looping = 0; // start the event // run 3rd script of target object on level 1 - LLogic.logicOne(event_list[j].interact_id); + logicOne(event_list[i].interact_id); // clear the event slot - event_list[j].id = 0; + event_list[i].id = 0; return IR_TERMINATE; } } - // no event, so do the FN_pause bit + // no event, so do the fnPause bit // start the pause if (ob_logic->looping == 0) { @@ -277,22 +266,21 @@ int32 FN_pause_for_event(int32 *params) { } bool Check_event_waiting(void) { - for (int j = 0; j < MAX_events; j++) { - if (event_list[j].id == ID) + for (int i = 0; i < MAX_events; i++) { + if (event_list[i].id == ID) return true; } return false; } -int32 FN_clear_event(int32 *params) { -// no params -// no return vaule +int32 Logic::fnClearEvent(int32 *params) { + // params: none - for (int j = 0; j < MAX_events; j++) { - if (event_list[j].id == ID) { + for (int i = 0; i < MAX_events; i++) { + if (event_list[i].id == ID) { //clear the slot - event_list[j].id = 0; + event_list[i].id = 0; return IR_CONT; } } @@ -301,16 +289,16 @@ int32 FN_clear_event(int32 *params) { } void Start_event(void) { - // call this from stuff like fn_walk + // call this from stuff like fnWalk // you must follow with a return IR_TERMINATE - for (int j = 0; j < MAX_events; j++) { - if (event_list[j].id == ID) { + for (int i = 0; i < MAX_events; i++) { + if (event_list[i].id == ID) { // run 3rd script of target object on level 1 - LLogic.logicOne(event_list[j].interact_id); + g_logic.logicOne(event_list[i].interact_id); //clear the slot - event_list[j].id = 0; + event_list[i].id = 0; return; } } @@ -319,27 +307,29 @@ void Start_event(void) { Con_fatal_error("Start_event can't find event for id %d", ID); } -int32 FN_start_event(int32 *params) { - for (int j = 0; j < MAX_events; j++) - if (event_list[j].id == ID) { +int32 Logic::fnStartEvent(int32 *params) { + // params: none + + for (int i = 0; i < MAX_events; i++) + if (event_list[i].id == ID) { // run 3rd script of target object on level 1 - LLogic.logicOne(event_list[j].interact_id); + logicOne(event_list[i].interact_id); // clear the slot - event_list[j].id = 0; + event_list[i].id = 0; return IR_TERMINATE; } // oh dear - stop the system - Con_fatal_error("FN_start_event can't find event for id %d", ID); + Con_fatal_error("fnStartEvent can't find event for id %d", ID); return 0; // never called - but lets stop them bloody errors } void Kill_all_ids_events(uint32 id) { - for (int j = 0; j < MAX_events; j++) { - if (event_list[j].id == id) { + for (int i = 0; i < MAX_events; i++) { + if (event_list[i].id == id) { // clear the slot - event_list[j].id = 0; + event_list[i].id = 0; } } } diff --git a/sword2/events.h b/sword2/events.h index 78ff68df52..27e88bebf1 100644 --- a/sword2/events.h +++ b/sword2/events.h @@ -34,11 +34,8 @@ struct _event_unit { extern _event_unit event_list[MAX_events]; void Init_event_system(void); -int32 FN_set_event(int32 *params); void Set_player_action_event(uint32 id, uint32 interact_id); -int32 FN_check_event_waiting(void); void Start_event(void); -int32 FN_start_event(void); bool Check_event_waiting(void); void Kill_all_ids_events(uint32 id); diff --git a/sword2/function.cpp b/sword2/function.cpp index 4a250892b4..eb19aca836 100644 --- a/sword2/function.cpp +++ b/sword2/function.cpp @@ -38,114 +38,115 @@ namespace Sword2 { 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 - - debug(5, " TEST %d %d", params[0], RESULT); +int32 Logic::fnTestFunction(int32 *params) { + // params: 0 address of a flag return IR_CONT; } -int32 FN_test_flags(int32 *params) { - // param 0 value of flag - - debug(5, "FN_test_flags %d, %d\n", params[0], params[1]); +int32 Logic::fnTestFlags(int32 *params) { + // params: 0 value of flag return IR_CONT; } -int32 FN_gosub(int32 *params) { +int32 Logic::fnGosub(int32 *params) { // hurray, script subroutines - // param 0 id of script - LLogic.logicUp(params[0]); + // params: 0 id of script + + logicUp(params[0]); // logic goes up - pc is saved for current level return IR_GOSUB; } -int32 FN_new_script(int32 *params) { +int32 Logic::fnNewScript(int32 *params) { // change current script - must be followed by a TERMINATE script // directive - // param 0 id of script - debug(5, "FN_new_script %d", params[0]); + // params: 0 id of script // must clear this PLAYER_ACTION = 0; - LLogic.logicReplace(params[0]); + logicReplace(params[0]); - //drop out no pc save - and around again + // drop out no pc save - and around again return IR_TERMINATE; } -int32 FN_interact(int32 *params) { +int32 Logic::fnInteract(int32 *params) { // 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 - debug(5, "FN_interact %d", params[0]); + // params: 0 id of target from which we derive action script + // reference // must clear this PLAYER_ACTION = 0; // 3rd script of clicked on id - LLogic.logicUp((params[0] * 65536) + 2); + logicUp((params[0] * 65536) + 2); // out, up and around again - pc is saved for current level to be // returned to return IR_GOSUB; } -int32 FN_preload(int32 *params) { +int32 Logic::fnPreLoad(int32 *params) { // 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. - res_man.open(params[0]); // open resource - res_man.close(params[0]); // close resource - return IR_CONT; // continue script + // params: 0 resource to preload + + res_man.open(params[0]); + res_man.close(params[0]); + return IR_CONT; } -int32 FN_prefetch(int32 *params) { +int32 Logic::fnPreFetch(int32 *params) { // Go fetch resource in the background. + // params: 0 resource to fetch [guess] + return IR_CONT; } -int32 FN_fetch_wait(int32 *params) { +int32 Logic::fnFetchWait(int32 *params) { // Fetches a resource in the background but prevents the script from // continuing until the resource is in memory. + // params: 0 resource to fetch [guess] + return IR_CONT; } -int32 FN_release(int32 *params) { +int32 Logic::fnRelease(int32 *params) { // 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. + // params: 0 resource to release [guess] + return IR_CONT; } -int32 FN_random(int32 *params) { +int32 Logic::fnRandom(int32 *params) { // Generates a random number between 'min' & 'max' inclusive, and // sticks it in the script flag 'result' // params: 0 min // 1 max - // return_value = random integer between min and max, inclusive RESULT = g_sword2->_rnd.getRandomNumberRng(params[0], params[1]); - - // continue script return IR_CONT; } -int32 FN_pause(int32 *params) { +int32 Logic::fnPause(int32 *params) { // params: 0 pointer to object's logic structure // 1 number of game-cycles to pause @@ -176,7 +177,7 @@ int32 FN_pause(int32 *params) { } } -int32 FN_random_pause(int32 *params) { +int32 Logic::fnRandomPause(int32 *params) { // params: 0 pointer to object's logic structure // 1 minimum number of game-cycles to pause // 2 maximum number of game-cycles to pause @@ -185,28 +186,26 @@ int32 FN_random_pause(int32 *params) { int32 pars[2]; if (ob_logic->looping == 0) { - pars[0] = params[1]; // min - pars[1] = params[2]; // max + pars[0] = params[1]; + pars[1] = params[2]; - FN_random(pars); - - // random value between 'min' & 'max' inclusive + fnRandom(pars); pars[1] = RESULT; } - pars[0] = params[0]; // &logic - return FN_pause(pars); + pars[0] = params[0]; + return fnPause(pars); } -int32 FN_pass_graph(int32 *params) { +int32 Logic::fnPassGraph(int32 *params) { // 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 + // used by fnTurnTo(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?) + // params: 0 pointer to a graphic structure (might not need this?) memcpy(&engine_graph, (uint8 *) params[0], sizeof(Object_graphic)); @@ -214,24 +213,25 @@ int32 FN_pass_graph(int32 *params) { return IR_CONT; } -int32 FN_pass_mega(int32 *params) { +int32 Logic::fnPassMega(int32 *params) { // 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 + // used by fnTurnTo(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 + // params: 0 pointer to a mega structure memcpy(&engine_mega, (uint8 *) params[0], sizeof(Object_mega)); - //makes no odds + // makes no odds return IR_CONT; } -int32 FN_set_value(int32 *params) { +int32 Logic::fnSetValue(int32 *params) { // temp. function! + // used for setting far-referenced megaset resource field in mega // object, from start script @@ -258,12 +258,12 @@ uint8 red[4] = { 255, 0, 0, 0 }; uint8 green[4] = { 0, 255, 0, 0 }; uint8 blue[4] = { 0, 0, 255, 0 }; -int32 FN_flash(int32 *params) { +int32 Logic::fnFlash(int32 *params) { // flash colour 0 (ie. border) - useful during script development - // eg. FN_flash(BLUE) where a text line is missed; RED when some code + // eg. fnFlash(BLUE) where a text line is missed; RED when some code // missing, etc - // params 0: colour to flash + // params: 0 colour to flash #ifdef _SWORD2_DEBUG // what colour? @@ -294,7 +294,7 @@ int32 FN_flash(int32 *params) { } -int32 FN_colour(int32 *params) { +int32 Logic::fnColour(int32 *params) { // set border colour - useful during script development // eg. set to colour during a timer situation, then black when timed // out @@ -325,10 +325,10 @@ int32 FN_colour(int32 *params) { return IR_CONT; } -int32 FN_display_msg(int32 *params) { +int32 Logic::fnDisplayMsg(int32 *params) { // Display a message to the user on the screen. - // - // params 0: Text number of message to be displayed. + + // params: 0 Text number of message to be displayed. uint32 local_text = params[0] & 0xffff; uint32 text_res = params[0] / SIZE; @@ -345,24 +345,24 @@ int32 FN_display_msg(int32 *params) { return IR_CONT; } -int32 FN_reset_globals(int32 *params) { - // FN_reset_globals is used by the demo - so it can loop back & - // restart itself +int32 Logic::fnResetGlobals(int32 *params) { + // fnResetGlobals is used by the demo - so it can loop back & restart + // itself + + // params: none int32 size; uint32 *globals; - int j; size = res_man.fetchLen(1); size -= sizeof(_standardHeader); - debug(5, "globals size %d", size / 4); + debug(5, "globals size: %d", size); globals = (uint32 *) ((uint8 *) res_man.open(1) + sizeof(_standardHeader)); // blank each global variable - for (j = 0; j < size / 4; j++) - globals[j] = 0; + memset(globals, 0, size); res_man.close(1); @@ -370,7 +370,7 @@ int32 FN_reset_globals(int32 *params) { res_man.killAllObjects(0); // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! - // - this is taken from FN_init_background + // - this is taken from fnInitBackground // switch on scrolling (2 means first time on screen) this_screen.scroll_flag = 2; @@ -378,12 +378,12 @@ int32 FN_reset_globals(int32 *params) { return IR_CONT; } -int32 FN_play_credits(int32 *params) { - // params: none - +int32 Logic::fnPlayCredits(int32 *params) { // This function just quits the game if this is the playable demo, ie. // credits are NOT played in the demo any more! + // params: none + if (!DEMO) { uint8 oldPal[1024]; uint8 tmpPal[1024]; @@ -413,7 +413,7 @@ int32 FN_play_credits(int32 *params) { pars[0] = 309; pars[1] = FX_SPOT; - FN_play_music(pars); + fnPlayMusic(pars); music_length = 1000 * g_sound->musicTimeRemaining(); @@ -439,7 +439,7 @@ int32 FN_play_credits(int32 *params) { g_system->delay_msecs(30); } - FN_stop_music(NULL); + fnStopMusic(NULL); g_sound->restoreMusicState(); g_display->setPalette(0, 256, oldPal, RDPAL_FADE); diff --git a/sword2/icons.cpp b/sword2/icons.cpp index 8de09452a1..06a80e585d 100644 --- a/sword2/icons.cpp +++ b/sword2/icons.cpp @@ -23,6 +23,7 @@ #include "bs2/defs.h" #include "bs2/icons.h" #include "bs2/interpreter.h" +#include "bs2/logic.h" #include "bs2/mouse.h" namespace Sword2 { @@ -34,10 +35,8 @@ uint32 total_temp = 0; menu_object master_menu_list[TOTAL_engine_pockets]; uint32 total_masters=0; -int32 FN_add_menu_object(int32 *params) { - // param 0 pointer to a menu_object structure to copy down - - debug(5, "FN_add_menu_object icon res"); +int32 Logic::fnAddMenuObject(int32 *params) { + // params: 0 pointer to a menu_object structure to copy down #ifdef _SWORD2_DEBUG if (total_temp == TOTAL_engine_pockets) @@ -52,12 +51,14 @@ int32 FN_add_menu_object(int32 *params) { return IR_CONT; } -int32 FN_refresh_inventory(int32 *params) { +int32 Logic::fnRefreshInventory(int32 *params) { // called from 'menu_look_or_combine' script in 'menu_master' object // to update the menu to display a combined object while George runs // voice-over. Note that 'object_held' must be set to the graphic of // the combined object + // params: none + // can reset this now COMBINE_BASE = 0; diff --git a/sword2/interpreter.cpp b/sword2/interpreter.cpp index 407767340b..3a7a398c4b 100644 --- a/sword2/interpreter.cpp +++ b/sword2/interpreter.cpp @@ -21,6 +21,7 @@ #include "bs2/driver/driver96.h" #include "bs2/console.h" #include "bs2/interpreter.h" +#include "bs2/logic.h" namespace Sword2 { @@ -33,254 +34,175 @@ namespace Sword2 { // The machine code table -int32 FN_test_function(int32 *params); -int32 FN_test_flags(int32 *params); -int32 FN_register_start_point(int32 *params); -int32 FN_init_background(int32 *params); -int32 FN_set_session(int32 *params); -int32 FN_back_sprite(int32 *params); -int32 FN_sort_sprite(int32 *params); -int32 FN_fore_sprite(int32 *params); -int32 FN_register_mouse(int32 *params); -int32 FN_anim(int32 *); -int32 FN_random(int32 *); -int32 FN_preload(int32 *); -int32 FN_add_subject(int32 *); -int32 FN_interact(int32 *); -int32 FN_choose(int32 *); -int32 FN_walk(int32 *); -int32 FN_walk_to_anim(int32 *); // walk to start position of anim -int32 FN_turn(int32 *); // turn to (dir) -int32 FN_stand_at(int32 *); // stand at (x,y,dir) -int32 FN_stand(int32 *); // stand facing (dir) -int32 FN_stand_after_anim(int32 *); // stand at end position of anim -int32 FN_pause(int32 *); -int32 FN_mega_table_anim(int32 *); -int32 FN_add_menu_object(int32 *); -int32 FN_start_conversation(int32 *); -int32 FN_end_conversation(int32 *); -int32 FN_set_frame(int32 *); -int32 FN_random_pause(int32 *); -int32 FN_register_frame(int32 *); -int32 FN_no_sprite(int32 *); -int32 FN_send_sync(int32 *); -int32 FN_update_player_stats(int32 *); -int32 FN_pass_graph(int32 *); -int32 FN_init_floor_mouse(int32 *); -int32 FN_pass_mega(int32 *); -int32 FN_face_xy(int32 *); -int32 FN_end_session(int32 *); -int32 FN_no_human(int32 *); -int32 FN_add_human(int32 *); -int32 FN_we_wait(int32 *); -int32 FN_they_do_we_wait(int32 *); -int32 FN_they_do(int32 *); -int32 FN_walk_to_talk_to_mega(int32 *); -int32 FN_fade_down(int32 *); -int32 FN_i_speak(int32 *); -int32 FN_total_restart(int32 *); -int32 FN_set_walkgrid(int32 *); -int32 FN_speech_process(int32 *); -int32 FN_set_scaling(int32 *); -int32 FN_start_event(int32 *); -int32 FN_check_event_waiting(int32 *); -int32 FN_request_speech(int32 *); -int32 FN_gosub(int32 *); -int32 FN_timed_wait(int32 *); -int32 FN_play_fx(int32 *); -int32 FN_stop_fx(int32 *); -int32 FN_play_music(int32 *); -int32 FN_stop_music(int32 *); -int32 FN_set_value(int32 *); -int32 FN_new_script(int32 *); -int32 FN_get_sync(int32 *); -int32 FN_wait_sync(int32 *); -int32 FN_register_walkgrid(int32 *); -int32 FN_reverse_mega_table_anim(int32 *); -int32 FN_reverse_anim(int32 *); -int32 FN_add_to_kill_list(int32 *); -int32 FN_set_standby_coords(int32 *); -int32 FN_back_par0_sprite(int32 *params); -int32 FN_back_par1_sprite(int32 *params); -int32 FN_fore_par0_sprite(int32 *params); -int32 FN_fore_par1_sprite(int32 *params); -int32 FN_set_player_action_event(int32 *params); -int32 FN_set_scroll_coordinate(int32 *params); -int32 FN_stand_at_anim(int32 *params); -int32 FN_set_scroll_left_mouse(int32 *params); -int32 FN_set_scroll_right_mouse(int32 *params); -int32 FN_colour(int32 *params); -int32 FN_flash(int32 *params); -int32 FN_prefetch(int32 *params); -int32 FN_get_player_savedata(int32 *params); -int32 FN_pass_player_savedata(int32 *params); -int32 FN_send_event(int32 *params); -int32 FN_add_walkgrid(int32 *params); -int32 FN_remove_walkgrid(int32 *params); -int32 FN_check_for_event(int32 *params); -int32 FN_pause_for_event(int32 *params); -int32 FN_clear_event(int32 *params); -int32 FN_face_mega(int32 *params); -int32 FN_play_sequence(int32 *params); -int32 FN_shaded_sprite(int32 *params); -int32 FN_unshaded_sprite(int32 *params); -int32 FN_fade_up(int32 *params); -int32 FN_display_msg(int32 *params); -int32 FN_set_object_held(int32 *params); -int32 FN_add_sequence_text(int32 *params); -int32 FN_reset_globals(int32 *params); -int32 FN_set_palette(int32 *params); -int32 FN_register_pointer_text(int32 *params); -int32 FN_fetch_wait(int32 *params); -int32 FN_release(int32 *params); -int32 FN_sound_fetch(int32 *params); -int32 FN_prepare_music(int32 *params); -int32 FN_smacker_lead_in(int32 *params); -int32 FN_smacker_lead_out(int32 *params); -int32 FN_stop_all_fx(int32 *params); -int32 FN_check_player_activity(int32 *params); -int32 FN_reset_player_activity_delay(int32 *params); -int32 FN_check_music_playing(int32 *params); -int32 FN_play_credits(int32 *params); -int32 FN_set_scroll_speed_normal(int32 *params); -int32 FN_set_scroll_speed_slow(int32 *params); -int32 FN_remove_chooser(int32 *params); -int32 FN_set_fx_vol_and_pan(int32 *params); -int32 FN_set_fx_vol(int32 *params); -int32 FN_restore_game(int32 *params); -int32 FN_refresh_inventory(int32 *params); -int32 FN_change_shadows(int32 *params); - #define MAX_FN_NUMBER 117 -extern int32 (*McodeTable[]) (int32 *); - // Point to the global variable data int32 *globalInterpreterVariables2 = NULL; int g_debugFlag = 0; // Set this to turn debugging on -int32 (*McodeTable[MAX_FN_NUMBER + 1]) (int32 *) = { - FN_test_function, - FN_test_flags, - FN_register_start_point, - FN_init_background, - FN_set_session, - FN_back_sprite, - FN_sort_sprite, - FN_fore_sprite, - FN_register_mouse, - FN_anim, - FN_random, - FN_preload, - FN_add_subject, - FN_interact, - FN_choose, - FN_walk, - FN_walk_to_anim, - FN_turn, - FN_stand_at, - FN_stand, - FN_stand_after_anim, - FN_pause, - FN_mega_table_anim, - FN_add_menu_object, - FN_start_conversation, - FN_end_conversation, - FN_set_frame, - FN_random_pause, - FN_register_frame, - FN_no_sprite, - FN_send_sync, - FN_update_player_stats, - FN_pass_graph, - FN_init_floor_mouse, - FN_pass_mega, - FN_face_xy, - FN_end_session, - FN_no_human, - FN_add_human, - FN_we_wait, - FN_they_do_we_wait, - FN_they_do, - FN_walk_to_talk_to_mega, - FN_fade_down, - FN_i_speak, - FN_total_restart, - FN_set_walkgrid, - FN_speech_process, - FN_set_scaling, - FN_start_event, - FN_check_event_waiting, - FN_request_speech, - FN_gosub, - FN_timed_wait, - FN_play_fx, - FN_stop_fx, - FN_play_music, - FN_stop_music, - FN_set_value, - FN_new_script, - FN_get_sync, - FN_wait_sync, - FN_register_walkgrid, - FN_reverse_mega_table_anim, - FN_reverse_anim, - FN_add_to_kill_list, - FN_set_standby_coords, - FN_back_par0_sprite, - FN_back_par1_sprite, - FN_fore_par0_sprite, - FN_fore_par1_sprite, - FN_set_player_action_event, - FN_set_scroll_coordinate, - FN_stand_at_anim, - FN_set_scroll_left_mouse, - FN_set_scroll_right_mouse, - FN_colour, - FN_flash, - FN_prefetch, - FN_get_player_savedata, - FN_pass_player_savedata, - FN_send_event, - FN_add_walkgrid, - FN_remove_walkgrid, - FN_check_for_event, - FN_pause_for_event, - FN_clear_event, - FN_face_mega, - FN_play_sequence, - FN_shaded_sprite, - FN_unshaded_sprite, - FN_fade_up, - FN_display_msg, - FN_set_object_held, - FN_add_sequence_text, - FN_reset_globals, - FN_set_palette, - FN_register_pointer_text, - FN_fetch_wait, - FN_release, - FN_prepare_music, - FN_sound_fetch, - FN_prepare_music, - FN_smacker_lead_in, - FN_smacker_lead_out, - FN_stop_all_fx, - FN_check_player_activity, - FN_reset_player_activity_delay, - FN_check_music_playing, - FN_play_credits, - FN_set_scroll_speed_normal, - FN_set_scroll_speed_slow, - FN_remove_chooser, - FN_set_fx_vol_and_pan, - FN_set_fx_vol, - FN_restore_game, - FN_refresh_inventory, - FN_change_shadows, +#define OPCODE(x, y) { x, &Logic::y, #y } + +void Logic::setupOpcodes(void) { + static const OpcodeEntry opcodes[MAX_FN_NUMBER + 1] = { + /* 00 */ + OPCODE(1, fnTestFunction), + OPCODE(1, fnTestFlags), + OPCODE(2, fnRegisterStartPoint), + OPCODE(2, fnInitBackground), + /* 04 */ + OPCODE(1, fnSetSession), + OPCODE(1, fnBackSprite), + OPCODE(1, fnSortSprite), + OPCODE(1, fnForeSprite), + /* 08 */ + OPCODE(1, fnRegisterMouse), + OPCODE(3, fnAnim), + OPCODE(2, fnRandom), + OPCODE(1, fnPreLoad), + /* 0C */ + OPCODE(2, fnAddSubject), + OPCODE(1, fnInteract), + OPCODE(0, fnChoose), + OPCODE(7, fnWalk), + /* 10 */ + OPCODE(5, fnWalkToAnim), + OPCODE(6, fnTurn), + OPCODE(5, fnStandAt), + OPCODE(3, fnStand), + /* 14 */ + OPCODE(3, fnStandAfterAnim), + OPCODE(2, fnPause), + OPCODE(4, fnMegaTableAnim), + OPCODE(1, fnAddMenuObject), + /* 18 */ + OPCODE(0, fnStartConversation), + OPCODE(0, fnEndConversation), + OPCODE(3, fnSetFrame), + OPCODE(3, fnRandomPause), + /* 1C */ + OPCODE(3, fnRegisterFrame), + OPCODE(1, fnNoSprite), + OPCODE(2, fnSendSync), + OPCODE(1, fnUpdatePlayerStats), + /* 20 */ + OPCODE(1, fnPassGraph), + OPCODE(1, fnInitFloorMouse), + OPCODE(1, fnPassMega), + OPCODE(6, fnFaceXY), + /* 24 */ + OPCODE(1, fnEndSession), + OPCODE(0, fnNoHuman), + OPCODE(0, fnAddHuman), + OPCODE(1, fnWeWait), + /* 28 */ + OPCODE(8, fnTheyDoWeWait), + OPCODE(7, fnTheyDo), + OPCODE(6, fnWalkToTalkToMega), + OPCODE(0, fnFadeDown), + /* 2C */ + OPCODE(0, fnISpeak), + OPCODE(0, fnTotalRestart), + OPCODE(0, fnSetWalkGrid), + OPCODE(5, fnSpeechProcess), + /* 30 */ + OPCODE(3, fnSetScaling), + OPCODE(0, fnStartEvent), + OPCODE(0, fnCheckEventWaiting), + OPCODE(1, fnRequestSpeech), + /* 34 */ + OPCODE(1, fnGosub), + OPCODE(3, fnTimedWait), + OPCODE(5, fnPlayFx), + OPCODE(1, fnStopFx), + /* 38 */ + OPCODE(2, fnPlayMusic), + OPCODE(0, fnStopMusic), + OPCODE(2, fnSetValue), + OPCODE(1, fnNewScript), + /* 3C */ + OPCODE(0, fnGetSync), + OPCODE(0, fnWaitSync), + OPCODE(0, fnRegisterWalkGrid), + OPCODE(4, fnReverseMegaTableAnim), + /* 40 */ + OPCODE(3, fnReverseAnim), + OPCODE(0, fnAddToKillList), + OPCODE(3, fnSetStandbyCoords), + OPCODE(1, fnBackPar0Sprite), + /* 44 */ + OPCODE(1, fnBackPar1Sprite), + OPCODE(1, fnForePar0Sprite), + OPCODE(1, fnForePar1Sprite), + OPCODE(1, fnSetPlayerActionEvent), + /* 48 */ + OPCODE(2, fnSetScrollCoordinate), + OPCODE(3, fnStandAtAnim), + OPCODE(1, fnSetScrollLeftMouse), + OPCODE(1, fnSetScrollRightMouse), + /* 4C */ + OPCODE(1, fnColour), + OPCODE(1, fnFlash), + OPCODE(1, fnPreFetch), + OPCODE(3, fnGetPlayerSaveData), + /* 50 */ + OPCODE(3, fnPassPlayerSaveData), + OPCODE(2, fnSendEvent), + OPCODE(1, fnAddWalkGrid), + OPCODE(1, fnRemoveWalkGrid), + /* 54 */ + OPCODE(0, fnCheckForEvent), + OPCODE(2, fnPauseForEvent), + OPCODE(0, fnClearEvent), + OPCODE(5, fnFaceMega), + /* 58 */ + OPCODE(2, fnPlaySequence), + OPCODE(1, fnShadedSprite), + OPCODE(1, fnUnshadedSprite), + OPCODE(0, fnFadeUp), + /* 60 */ + OPCODE(1, fnDisplayMsg), + OPCODE(0, fnSetObjectHeld), + OPCODE(3, fnAddSequenceText), + OPCODE(0, fnResetGlobals), + /* 64 */ + OPCODE(1, fnSetPalette), + OPCODE(1, fnRegisterPointerText), + OPCODE(1, fnFetchWait), + OPCODE(1, fnRelease), + /* 68 */ + OPCODE(1, fnPrepareMusic), + OPCODE(1, fnSoundFetch), + OPCODE(1, fnPrepareMusic), // Again, apparently + OPCODE(1, fnSmackerLeadIn), + /* 6C */ + OPCODE(1, fnSmackerLeadOut), + OPCODE(0, fnStopAllFx), + OPCODE(1, fnCheckPlayerActivity), + OPCODE(0, fnResetPlayerActivityDelay), + /* 70 */ + OPCODE(0, fnCheckMusicPlaying), + OPCODE(0, fnPlayCredits), + OPCODE(0, fnSetScrollSpeedNormal), + OPCODE(0, fnSetScrollSpeedSlow), + /* 74 */ + OPCODE(0, fnRemoveChooser), + OPCODE(3, fnSetFxVolAndPan), + OPCODE(3, fnSetFxVol), + OPCODE(0, fnRestoreGame), + /* 78 */ + OPCODE(0, fnRefreshInventory), + OPCODE(0, fnChangeShadows) + }; + + _opcodes = opcodes; }; +int32 Logic::executeOpcode(int i, int32 *params) { + OpcodeProc op = _opcodes[i].proc; + return (this->*op) (params); +} + #define CHECKSTACKPOINTER2 assert(stackPointer2 >= 0 && stackPointer2 < STACK_SIZE); #define PUSHONSTACK(x) { stack2[stackPointer2] = (x); stackPointer2++; CHECKSTACKPOINTER2 } #define POPOFFSTACK(x) { x = stack2[stackPointer2 - 1]; stackPointer2--; CHECKSTACKPOINTER2 } @@ -329,10 +251,10 @@ int RunScript(char *scriptData, char *objectData, uint32 *offset) { if (*offset < noScripts) { ip = READ_LE_UINT32((const int *) code + *offset + 1); - debug(5, "Start script %d with offset %d",*offset,ip); + debug(5, "Start script %d with offset %d", *offset, ip); } else { ip = *offset; - debug(5, "Start script with offset %d",ip); + debug(5, "Start script with offset %d", ip); } code += noScripts * sizeof(int) + sizeof(int); @@ -399,7 +321,10 @@ int RunScript(char *scriptData, char *objectData, uint32 *offset) { // amount to adjust stack by (no of parameters) Read8ip(value); debug(5, "Call mcode %d with stack = %x", parameter, stack2 + stackPointer2 - value); - retVal = McodeTable[parameter](stack2 + stackPointer2 - value); + + retVal = g_logic.executeOpcode(parameter, stack2 + stackPointer2 - value); + +// retVal = g_logic._opcodes[parameter].proc(stack2 + stackPointer2 - value); stackPointer2 -= value; CHECKSTACKPOINTER2 diff --git a/sword2/layers.cpp b/sword2/layers.cpp index 24e71a666e..d6b7674819 100644 --- a/sword2/layers.cpp +++ b/sword2/layers.cpp @@ -31,9 +31,10 @@ #include "bs2/debug.h" #include "bs2/header.h" #include "bs2/layers.h" +#include "bs2/logic.h" #include "bs2/protocol.h" #include "bs2/resman.h" -#include "bs2/sound.h" // for Clear_fx_queue() called from FN_init_background() +#include "bs2/sound.h" // for Clear_fx_queue() called from fnInitBackground() namespace Sword2 { @@ -42,10 +43,11 @@ namespace Sword2 { screen_info this_screen; -int32 FN_init_background(int32 *params) { +int32 Logic::fnInitBackground(int32 *params) { + // this screen defines the size of the back buffer + // params: 0 res id of normal background layer - cannot be 0 // 1 1 yes 0 no for a new palette - // this screen defines the size of the back buffer _multiScreenHeader *screenLayerTable; _screenHeader *screen_head; @@ -60,10 +62,10 @@ int32 FN_init_background(int32 *params) { Clear_fx_queue(); #ifdef _SWORD2_DEBUG - debug(5, "FN_init_background(%d)", *params); + debug(5, "fnInitBackground(%d)", params[0]); - if (!*params) { - Con_fatal_error("ERROR: FN_set_background cannot have 0 for background layer id!"); + if (!params[0]) { + Con_fatal_error("ERROR: fnInitBackground cannot have 0 for background layer id!"); } #endif @@ -196,7 +198,7 @@ int32 FN_init_background(int32 *params) { return 1; } -// called from FN_init_background & also from control panel +// called from fnInitBackground and also from control panel void SetUpBackgroundLayers(void) { _multiScreenHeader *screenLayerTable; diff --git a/sword2/layers.h b/sword2/layers.h index f96829e44c..b9a9f066e0 100644 --- a/sword2/layers.h +++ b/sword2/layers.h @@ -25,7 +25,7 @@ namespace Sword2 { typedef struct { uint16 scroll_offset_x; // Position x uint16 scroll_offset_y; // Position y - uint16 max_scroll_offset_x; // Calc'ed in FN_init_background + uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground uint16 max_scroll_offset_y; int16 player_feet_x; // Feet coordinates to use - cant just int16 player_feet_y; // fetch the player compact anymore @@ -48,9 +48,7 @@ typedef struct { extern screen_info this_screen; -int32 FN_init_background(int32 *params); - -// called from control panel (as well as inside FN_init_background) +// called from control panel (as well as inside fnInitBackground) void SetUpBackgroundLayers(void); diff --git a/sword2/logic.cpp b/sword2/logic.cpp index d173767a37..c3654ba042 100644 --- a/sword2/logic.cpp +++ b/sword2/logic.cpp @@ -30,7 +30,7 @@ namespace Sword2 { -logic LLogic; +Logic g_logic; #define LEVEL (_curObjectHub->logic_level) @@ -42,7 +42,7 @@ uint32 object_kill_list[OBJECT_KILL_LIST_SIZE]; // keeps note of no. of objects in the kill list uint32 kills = 0; -int logic::processSession(void) { +int Logic::processSession(void) { // do one cycle of the current session uint32 run_list; @@ -218,7 +218,7 @@ int logic::processSession(void) { return 1; } -void logic::expressChangeSession(uint32 sesh_id) { +void Logic::expressChangeSession(uint32 sesh_id) { // a game-object can bring an immediate halt to the session and cause // a new one to start without a screen update @@ -237,7 +237,7 @@ void logic::expressChangeSession(uint32 sesh_id) { Init_sync_system(); - // reset walkgrid list (see FN_register_walkgrid) + // reset walkgrid list (see fnRegisterWalkGrid) router.clearWalkGridList(); // stops all fx & clears the queue @@ -247,7 +247,7 @@ void logic::expressChangeSession(uint32 sesh_id) { router.freeAllRouteMem(); } -void logic::naturalChangeSession(uint32 sesh_id) { +void Logic::naturalChangeSession(uint32 sesh_id) { // FIXME: This function doesn't seem to be used anywhere // A new session will begin next game cycle. The current cycle will @@ -256,37 +256,38 @@ void logic::naturalChangeSession(uint32 sesh_id) { _currentRunList = sesh_id; } -uint32 logic::getRunList(void) { +uint32 Logic::getRunList(void) { // pass back the private _currentRunList variable return _currentRunList; } -int32 FN_set_session(int32 *params) { +int32 Logic::fnSetSession(int32 *params) { // used by player invoked start scripts - // param 0 id of new run list - LLogic.expressChangeSession(params[0]); + // params: 0 id of new run list + + expressChangeSession(params[0]); return IR_CONT; } -int32 FN_end_session(int32 *params) { +int32 Logic::fnEndSession(int32 *params) { // causes no more objects in this logic loop to be processed // the logic engine will restart at the beginning of the new list // !!the current screen will not be drawn!! - // param 0 id of new run-list + // params: 0 id of new run-list // terminate current and change to next run-list - LLogic.expressChangeSession(params[0]); + expressChangeSession(params[0]); // stop the script - logic engine will now go around and the new // screen will begin return IR_STOP; } -void logic::logicUp(uint32 new_script) { +void Logic::logicUp(uint32 new_script) { // move the current object up a level - // called by FN_gosub command - remember, only the logic object has + // called by fnGosub command - remember, only the logic object has // access to _curObjectHub // going up a level - and we'll keeping going this cycle @@ -304,7 +305,7 @@ void logic::logicUp(uint32 new_script) { _curObjectHub->script_pc[LEVEL] = new_script & 0xffff; } -void logic::logicOne(uint32 new_script) { +void Logic::logicOne(uint32 new_script) { // force to level one LEVEL = 1; @@ -314,7 +315,7 @@ void logic::logicOne(uint32 new_script) { _curObjectHub->script_pc[1] = new_script & 0xffff; } -void logic::logicReplace(uint32 new_script) { +void Logic::logicReplace(uint32 new_script) { // change current logic - script must quit with a TERMINATE directive // - which does not write to &pc @@ -323,7 +324,7 @@ void logic::logicReplace(uint32 new_script) { _curObjectHub->script_pc[LEVEL] = new_script & 0xffff; } -uint32 logic::examineRunList(void) { +uint32 Logic::examineRunList(void) { uint32 *game_object_list; _standardHeader *file_header; int scrolls = 0; @@ -372,7 +373,7 @@ uint32 logic::examineRunList(void) { return 1; } -void logic::totalRestart(void) { +void Logic::totalRestart(void) { // reset the object restart script 1 on level 0 LEVEL = 0; @@ -382,17 +383,19 @@ void logic::totalRestart(void) { _curObjectHub->script_pc[0] = 1; } -int32 FN_total_restart(int32 *params) { +int32 Logic::fnTotalRestart(int32 *params) { // mega runs this to restart its base logic again - like being cached // in again - LLogic.totalRestart(); + // params: none + + totalRestart(); // drop out without saving pc and go around again return IR_TERMINATE; } -int32 FN_add_to_kill_list(int32 *params) { +int32 Logic::fnAddToKillList(int32 *params) { // call *once* from object's logic script - ie. in startup code // - so not re-called every time script drops off & restarts! @@ -401,7 +404,7 @@ int32 FN_add_to_kill_list(int32 *params) { // screen, which causes this object's startup logic to be re-run // every time we enter the screen. "Which is nice" - // params: none + // params: none uint32 entry; @@ -420,7 +423,7 @@ int32 FN_add_to_kill_list(int32 *params) { #ifdef _SWORD2_DEBUG // no room at the inn if (kills == OBJECT_KILL_LIST_SIZE) - Con_fatal_error("List full in FN_add_to_kill_list(%u)", ID); + Con_fatal_error("List full in fnAddToKillList(%u)", ID); #endif // add this 'ID' to the kill list @@ -441,14 +444,14 @@ int32 FN_add_to_kill_list(int32 *params) { return IR_CONT; } -void logic::processKillList(void) { +void Logic::processKillList(void) { for (uint32 j = 0; j < kills; j++) res_man.remove(object_kill_list[j]); kills = 0; } -void logic::resetKillList(void) { +void Logic::resetKillList(void) { kills = 0; } diff --git a/sword2/logic.h b/sword2/logic.h index 92a2971291..0bf985b4e8 100644 --- a/sword2/logic.h +++ b/sword2/logic.h @@ -29,8 +29,158 @@ namespace Sword2 { #define TREE_SIZE 3 -class logic { +class Logic { +private: + void setupOpcodes(void); + + // FIXME: Some opcodes pass pointers in integer variables. I don't + // think that's entirely portable. + + typedef int32 (Logic::*OpcodeProc)(int32 *); + struct OpcodeEntry { + byte numArgs; + OpcodeProc proc; + const char *desc; + }; + + const OpcodeEntry *_opcodes; + + // denotes the res id of the game-object-list in current use + uint32 _currentRunList; + + void processKillList(void); + + //pc during logic loop + uint32 _pc; + + // each object has one of these tacked onto the beginning + _object_hub *_curObjectHub; + public: + Logic() { + setupOpcodes(); + } + + int32 executeOpcode(int op, int32 *params); + + int32 fnTestFunction(int32 *params); + int32 fnTestFlags(int32 *params); + int32 fnRegisterStartPoint(int32 *params); + int32 fnInitBackground(int32 *params); + int32 fnSetSession(int32 *params); + int32 fnBackSprite(int32 *params); + int32 fnSortSprite(int32 *params); + int32 fnForeSprite(int32 *params); + int32 fnRegisterMouse(int32 *params); + int32 fnAnim(int32 *params); + int32 fnRandom(int32 *params); + int32 fnPreLoad(int32 *params); + int32 fnAddSubject(int32 *params); + int32 fnInteract(int32 *params); + int32 fnChoose(int32 *params); + int32 fnWalk(int32 *params); + int32 fnWalkToAnim(int32 *params); + int32 fnTurn(int32 *params); + int32 fnStandAt(int32 *params); + int32 fnStand(int32 *params); + int32 fnStandAfterAnim(int32 *params); + int32 fnPause(int32 *params); + int32 fnMegaTableAnim(int32 *params); + int32 fnAddMenuObject(int32 *params); + int32 fnStartConversation(int32 *params); + int32 fnEndConversation(int32 *params); + int32 fnSetFrame(int32 *params); + int32 fnRandomPause(int32 *params); + int32 fnRegisterFrame(int32 *params); + int32 fnNoSprite(int32 *params); + int32 fnSendSync(int32 *params); + int32 fnUpdatePlayerStats(int32 *params); + int32 fnPassGraph(int32 *params); + int32 fnInitFloorMouse(int32 *params); + int32 fnPassMega(int32 *params); + int32 fnFaceXY(int32 *params); + int32 fnEndSession(int32 *params); + int32 fnNoHuman(int32 *params); + int32 fnAddHuman(int32 *params); + int32 fnWeWait(int32 *params); + int32 fnTheyDoWeWait(int32 *params); + int32 fnTheyDo(int32 *params); + int32 fnWalkToTalkToMega(int32 *params); + int32 fnFadeDown(int32 *params); + int32 fnISpeak(int32 *params); + int32 fnTotalRestart(int32 *params); + int32 fnSetWalkGrid(int32 *params); + int32 fnSpeechProcess(int32 *params); + int32 fnSetScaling(int32 *params); + int32 fnStartEvent(int32 *params); + int32 fnCheckEventWaiting(int32 *params); + int32 fnRequestSpeech(int32 *params); + int32 fnGosub(int32 *params); + int32 fnTimedWait(int32 *params); + int32 fnPlayFx(int32 *params); + int32 fnStopFx(int32 *params); + int32 fnPlayMusic(int32 *params); + int32 fnStopMusic(int32 *params); + int32 fnSetValue(int32 *params); + int32 fnNewScript(int32 *params); + int32 fnGetSync(int32 *params); + int32 fnWaitSync(int32 *params); + int32 fnRegisterWalkGrid(int32 *params); + int32 fnReverseMegaTableAnim(int32 *params); + int32 fnReverseAnim(int32 *params); + int32 fnAddToKillList(int32 *params); + int32 fnSetStandbyCoords(int32 *params); + int32 fnBackPar0Sprite(int32 *params); + int32 fnBackPar1Sprite(int32 *params); + int32 fnForePar0Sprite(int32 *params); + int32 fnForePar1Sprite(int32 *params); + int32 fnSetPlayerActionEvent(int32 *params); + int32 fnSetScrollCoordinate(int32 *params); + int32 fnStandAtAnim(int32 *params); + int32 fnSetScrollLeftMouse(int32 *params); + int32 fnSetScrollRightMouse(int32 *params); + int32 fnColour(int32 *params); + int32 fnFlash(int32 *params); + int32 fnPreFetch(int32 *params); + int32 fnGetPlayerSaveData(int32 *params); + int32 fnPassPlayerSaveData(int32 *params); + int32 fnSendEvent(int32 *params); + int32 fnAddWalkGrid(int32 *params); + int32 fnRemoveWalkGrid(int32 *params); + int32 fnCheckForEvent(int32 *params); + int32 fnPauseForEvent(int32 *params); + int32 fnClearEvent(int32 *params); + int32 fnFaceMega(int32 *params); + int32 fnPlaySequence(int32 *params); + int32 fnShadedSprite(int32 *params); + int32 fnUnshadedSprite(int32 *params); + int32 fnFadeUp(int32 *params); + int32 fnDisplayMsg(int32 *params); + int32 fnSetObjectHeld(int32 *params); + int32 fnAddSequenceText(int32 *params); + int32 fnResetGlobals(int32 *params); + int32 fnSetPalette(int32 *params); + int32 fnRegisterPointerText(int32 *params); + int32 fnFetchWait(int32 *params); + int32 fnRelease(int32 *params); + int32 fnPrepareMusic(int32 *params); + int32 fnSoundFetch(int32 *params); + int32 fnSmackerLeadIn(int32 *params); + int32 fnSmackerLeadOut(int32 *params); + int32 fnStopAllFx(int32 *params); + int32 fnCheckPlayerActivity(int32 *params); + int32 fnResetPlayerActivityDelay(int32 *params); + int32 fnCheckMusicPlaying(int32 *params); + int32 fnPlayCredits(int32 *params); + int32 fnSetScrollSpeedNormal(int32 *params); + int32 fnSetScrollSpeedSlow(int32 *params); + int32 fnRemoveChooser(int32 *params); + int32 fnSetFxVolAndPan(int32 *params); + int32 fnSetFxVol(int32 *params); + int32 fnRestoreGame(int32 *params); + int32 fnRefreshInventory(int32 *params); + int32 fnChangeShadows(int32 *params); + //do one cycle of the current session int processSession(void); @@ -42,8 +192,7 @@ public: uint32 getRunList(void); - // setup script_id and script_pc in _curObjectHub - called by - // FN_gosub() + // setup script_id and script_pc in _curObjectHub - called by fnGosub() void logicUp(uint32 new_script); void logicReplace(uint32 new_script); @@ -51,23 +200,9 @@ public: void totalRestart(void); uint32 examineRunList(void); void resetKillList(void); - -private: - // denotes the res id of the game-object-list in current use - uint32 _currentRunList; - - void processKillList(void); - - //pc during logic loop - uint32 _pc; - - // each object has one of these tacked onto the beginning - _object_hub *_curObjectHub; }; -extern logic LLogic; - -int32 FN_add_to_kill_list(int32 *params); +extern Logic g_logic; } // End of namespace Sword2 diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index 86e3b1184a..04d59867ac 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -26,6 +26,7 @@ #include "bs2/events.h" #include "bs2/icons.h" #include "bs2/interpreter.h" +#include "bs2/logic.h" #include "bs2/layers.h" #include "bs2/maketext.h" #include "bs2/mouse.h" @@ -227,7 +228,7 @@ void System_menu_mouse(void) { pars[0] = 221; // SystemM234 (M234.wav) pars[1] = FX_LOOP; - FN_play_music(pars); + g_logic.fnPlayMusic(pars); // restore proper looping_music_id looping_music_id = safe_looping_music_id; @@ -300,7 +301,7 @@ void System_menu_mouse(void) { if (looping_music_id) { pars[0] = looping_music_id; pars[1] = FX_LOOP; - FN_play_music(pars); + g_logic.fnPlayMusic(pars); // cross-fades into the required music: // - either a restored game tune @@ -308,7 +309,7 @@ void System_menu_mouse(void) { // entering control panels } else { // stop the control panel music - FN_stop_music(NULL); + g_logic.fnStopMusic(NULL); } } } @@ -651,8 +652,8 @@ void Normal_mouse(void) { // let the existing interaction continue and start // fading down - switch the human off too - FN_no_human(NULL); - FN_fade_down(NULL); + g_logic.fnNoHuman(NULL); + g_logic.fnFadeDown(NULL); EXIT_FADING = 1; // tell the walker } else if (old_button == button_click && mouse_touching == CLICKED_ID && mouse_pointer_res != NORMAL_MOUSE_ID) { // re-click - do nothing - except on floors @@ -1036,8 +1037,8 @@ void ClearPointerText(void) { } } -int32 FN_no_human(int32 *params) { - // param none +int32 Logic::fnNoHuman(int32 *params) { + // params: none // for logic scripts MOUSE_AVAILABLE = 0; @@ -1082,13 +1083,13 @@ void No_human(void) { Set_luggage(0); } -int32 FN_add_human(int32 *params) { - // param none +int32 Logic::fnAddHuman(int32 *params) { + // params: none // for logic scripts MOUSE_AVAILABLE = 1; - //off + // off if (mouse_status) { mouse_status = 0; // on mouse_touching = 1; // forces engine to choose a cursor @@ -1138,7 +1139,7 @@ int32 FN_add_human(int32 *params) { // testing logic scripts by simulating an instant Save & // Restore - BS2_SetPalette(0, 1, white, RDPAL_INSTANT); + g_display->setPalette(0, 1, white, RDPAL_INSTANT); // stops all fx & clears the queue - eg. when leaving a // location @@ -1150,20 +1151,20 @@ int32 FN_add_human(int32 *params) { res_man.killAllObjects(0); - BS2_SetPalette(0, 1, black, RDPAL_INSTANT); + g_display->setPalette(0, 1, black, RDPAL_INSTANT); } #endif return IR_CONT; } -int32 FN_register_mouse(int32 *params) { +int32 Logic::fnRegisterMouse(int32 *params) { // this call would be made from an objects service script 0 // the object would be one with no graphic but with a mouse - i.e. a // floor or one whose mouse area is manually defined rather than // intended to fit sprite shape - // param 0 pointer to Object_mouse or 0 for no write to mouse + // params: 0 pointer to Object_mouse or 0 for no write to mouse // list debug(5, "cur_mouse = %d", cur_mouse); @@ -1202,7 +1203,7 @@ int32 FN_register_mouse(int32 *params) { mouse_list[cur_mouse].id = ID; // not using sprite as mask - this is only done from - // FN_register_frame() + // fnRegisterFrame() mouse_list[cur_mouse].anim_resource = 0; mouse_list[cur_mouse].anim_pc = 0; @@ -1215,11 +1216,11 @@ int32 FN_register_mouse(int32 *params) { } // use this in the object's service script prior to registering the mouse area -// ie. before FN_register_mouse or FN_register_frame +// ie. before fnRegisterMouse or fnRegisterFrame // - best if kept at very top of service script -int32 FN_register_pointer_text(int32 *params) { - // param 0 local id of text line to use as pointer text +int32 Logic::fnRegisterPointerText(int32 *params) { + // params: 0 local id of text line to use as pointer text #ifdef _SWORD2_DEBUG if (cur_mouse == TOTAL_mouse_list) @@ -1227,7 +1228,7 @@ int32 FN_register_pointer_text(int32 *params) { #endif // current object id - used for checking pointer_text when mouse area - // registered (in FN_register_mouse & FN_register_frame) + // registered (in fnRegisterMouse and fnRegisterFrame) mouse_list[cur_mouse].id = ID; mouse_list[cur_mouse].pointer_text = params[0]; @@ -1235,16 +1236,8 @@ int32 FN_register_pointer_text(int32 *params) { return IR_CONT; } -int32 FN_blank_mouse(int32 *params) { - //set mouse to normal pointer - used in speech - //no params - - Set_mouse(0); - return IR_CONT; -} - -int32 FN_init_floor_mouse(int32 *params) { - // params 0 pointer to object's mouse structure +int32 Logic::fnInitFloorMouse(int32 *params) { + // params: 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; @@ -1262,8 +1255,8 @@ int32 FN_init_floor_mouse(int32 *params) { #define SCROLL_MOUSE_WIDTH 20 -int32 FN_set_scroll_left_mouse(int32 *params) { - // params 0 pointer to object's mouse structure +int32 Logic::fnSetScrollLeftMouse(int32 *params) { + // params: 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; @@ -1286,8 +1279,8 @@ int32 FN_set_scroll_left_mouse(int32 *params) { return IR_CONT; } -int32 FN_set_scroll_right_mouse(int32 *params) { - // params 0 pointer to object's mouse structure +int32 Logic::fnSetScrollRightMouse(int32 *params) { + // params: 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; @@ -1310,8 +1303,8 @@ int32 FN_set_scroll_right_mouse(int32 *params) { return IR_CONT; } -int32 FN_set_object_held(int32 *params) { - // params 0 luggage icon to set +int32 Logic::fnSetObjectHeld(int32 *params) { + // params: 0 luggage icon to set Set_luggage(params[0]); @@ -1327,33 +1320,18 @@ int32 FN_set_object_held(int32 *params) { // called from speech scripts to remove the chooser bar when it's not // appropriate to keep it displayed -int32 FN_remove_chooser(int32 *params) { - g_display->hideMenu(RDMENU_BOTTOM); - return IR_CONT; -} +int32 Logic::fnRemoveChooser(int32 *params) { + // params: none -int32 FN_disable_menu(int32 *params) { - // mode locked - no menu available - mouse_mode_locked = 1; - mouse_mode = MOUSE_normal; - - g_display->hideMenu(RDMENU_TOP); g_display->hideMenu(RDMENU_BOTTOM); - - return IR_CONT; -} - -int32 FN_enable_menu(int32 *params) { - // mode unlocked - menu available - mouse_mode_locked = 0; return IR_CONT; } -int32 FN_check_player_activity(int32 *params) { +int32 Logic::fnCheckPlayerActivity(int32 *params) { // Used to decide when to trigger music cues described as "no player // activity for a while" - // params 0 threshold delay in seconds, ie. what we want to + // params: 0 threshold delay in seconds, ie. what we want to // check the actual delay against uint32 threshold = params[0] * 12; // in game cycles @@ -1371,10 +1349,11 @@ int32 FN_check_player_activity(int32 *params) { return IR_CONT; } -int32 FN_reset_player_activity_delay(int32 *params) { +int32 Logic::fnResetPlayerActivityDelay(int32 *params) { // Use if you want to deliberately reset the "no player activity" // counter for any reason - // no params + + // params: none player_activity_delay = 0; return IR_CONT; diff --git a/sword2/mouse.h b/sword2/mouse.h index bf17df6a2f..93eaa6f5eb 100644 --- a/sword2/mouse.h +++ b/sword2/mouse.h @@ -94,9 +94,6 @@ void Mouse_engine(void); void Set_mouse(uint32 res); void Set_luggage(uint32 res); -int32 FN_no_human(int32 *params); -int32 FN_add_human(int32 *params); - void ClearPointerText(void); } // End of namespace Sword2 diff --git a/sword2/object.h b/sword2/object.h index 27af4723a1..2b7e7c38e7 100644 --- a/sword2/object.h +++ b/sword2/object.h @@ -42,9 +42,9 @@ typedef struct { // logic structure - contains fields used in logic script processing typedef struct { - int32 looping; // 0 when first calling FN_<function>; + int32 looping; // 0 when first calling fn<function>; // 1 when calling subsequent times in same loop - int32 pause; // pause count, used by FN_pause() + int32 pause; // pause count, used by fnPause() } Object_logic; // status bits for 'type' field of Object_graphic) @@ -102,7 +102,7 @@ typedef struct { int32 feet_x; // mega feet coords - frame-offsets are added to these position mega frames int32 feet_y; int32 current_dir; // current dirction faced by mega; used by autorouter to determine turns required - int32 NOT_USED_5; // means were currently avoiding a collision (see FN_walk) + int32 NOT_USED_5; // means were currently avoiding a collision (see fnWalk) int32 megaset_res; // resource id of mega-set file int32 NOT_USED_6; // NOT USED } Object_mega; diff --git a/sword2/protocol.cpp b/sword2/protocol.cpp index 2970792a17..0557bd3926 100644 --- a/sword2/protocol.cpp +++ b/sword2/protocol.cpp @@ -188,7 +188,7 @@ uint8 *FetchTextLine(uint8 *file, uint32 text_line) { } -// Used for testing text & speech (see FN_I_speak in speech.cpp) +// Used for testing text & speech (see fnISpeak in speech.cpp) uint8 CheckTextLine(uint8 *file, uint32 text_line) { _textHeader *text_header = (_textHeader *) (file + sizeof(_standardHeader)); diff --git a/sword2/resman.cpp b/sword2/resman.cpp index cf910676b2..abd06b3c8b 100644 --- a/sword2/resman.cpp +++ b/sword2/resman.cpp @@ -27,6 +27,7 @@ #include "bs2/function.h" #include "bs2/header.h" #include "bs2/interpreter.h" +#include "bs2/logic.h" #include "bs2/maketext.h" #include "bs2/memory.h" #include "bs2/mouse.h" // for system Set_mouse & Set_luggage routines @@ -1067,7 +1068,7 @@ void ResourceManager::cacheNewCluster(uint32 newCluster) { // down - but if we restored to a different CD the music is stopped // in getCd() when it asks for the CD - FN_stop_music(NULL); + g_logic.fnStopMusic(NULL); Clear_fx_queue(); // stops all fx & clears the queue (James22july97) getCd(_cdTab[newCluster] & 3); @@ -1370,7 +1371,7 @@ void ResourceManager::getCd(int cd) { // current CD - otherwise when we take out the CD, Windows will // complain! - FN_stop_music(NULL); + g_logic.fnStopMusic(NULL); textRes = res_man.open(2283); DisplayMsg(FetchTextLine(textRes, 5 + cd) + 2, 0); diff --git a/sword2/router.cpp b/sword2/router.cpp index 836c14a325..8123b07529 100644 --- a/sword2/router.cpp +++ b/sword2/router.cpp @@ -2634,7 +2634,7 @@ void Router::clearWalkGridList(void) { memset(_walkGridList, 0, ARRAYSIZE(_walkGridList)); } -// called from FN_add_walkgrid +// called from fnAddWalkGrid void Router::addWalkGrid(int32 gridResource) { int i; @@ -2658,7 +2658,7 @@ void Router::addWalkGrid(int32 gridResource) { Con_fatal_error("ERROR: _walkGridList[] full"); } -// called from FN_remove_walkgrid +// called from fnRemoveWalkGrid void Router::removeWalkGrid(int32 gridResource) { for (int i = 0; i < MAX_WALKGRIDS; i++) { diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index acd3ae70f3..e062ed0c93 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -183,7 +183,7 @@ void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) { g_header.screenId = this_screen.background_layer_id; // resource id of current run-list - g_header.runListId = LLogic.getRunList(); + g_header.runListId = g_logic.getRunList(); // those scroll position control things g_header.feet_x = this_screen.feet_x; @@ -382,7 +382,7 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) { res_man.killAll(0); // clean out the system kill list (no more objects to kill) - LLogic.resetKillList(); + g_logic.resetKillList(); // get player character data from savegame buffer @@ -419,20 +419,20 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) { pars[0] = g_header.screenId; pars[1] = 1; - FN_init_background(pars); + g_logic.fnInitBackground(pars); - // (JEL08oct97) so palette not restored immediately after control - // panel - we want to fade up instead! + // So palette not restored immediately after control panel - we want to + // fade up instead! this_screen.new_palette = 99; - // these need setting after the defaults get set in FN_init_background + // these need setting after the defaults get set in fnInitBackground // remember that these can change through the game, so need saving & // restoring too this_screen.feet_x = g_header.feet_x; this_screen.feet_y = g_header.feet_y; // start the new run list - LLogic.expressChangeSession(g_header.runListId); + g_logic.expressChangeSession(g_header.runListId); // Force in the new scroll position, so unsightly scroll-catch-up does // not occur when screen first draws after returning from restore panel @@ -508,8 +508,7 @@ bool SaveExists(uint16 slotNo) { void GetPlayerStructures(void) { // request the player object structures which need saving - // script no. 7 - 'george_savedata_request' calls - // FN_pass_player_savedata + // script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData uint32 null_pc = 7; char *raw_script_ad; @@ -541,7 +540,7 @@ void PutPlayerStructures(void) { raw_script_ad = (char *) head; - // script no. 8 - 'george_savedata_return' calls FN_get_player_savedata + // script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData null_pc = 8; RunScript(raw_script_ad, raw_script_ad, &null_pc); @@ -575,7 +574,7 @@ void PutPlayerStructures(void) { res_man.close(CUR_PLAYER_ID); } -int32 FN_pass_player_savedata(int32 *params) { +int32 Logic::fnPassPlayerSaveData(int32 *params) { // copies the 4 essential player structures into the savegame header // - run script 7 of player object to request this @@ -596,8 +595,8 @@ int32 FN_pass_player_savedata(int32 *params) { return IR_CONT; } -int32 FN_get_player_savedata(int32 *params) { - // reverse of FN_pass_player_savedata +int32 Logic::fnGetPlayerSaveData(int32 *params) { + // reverse of fnPassPlayerSaveData // - run script 8 of player object // params: 0 pointer to object's logic structure @@ -634,10 +633,9 @@ int32 FN_get_player_savedata(int32 *params) { pars[2] = ob_mega->current_dir; // set player to stand - FN_stand(pars); + fnStand(pars); - // reset looping flag (which would have been '1' during - // FN_walk) + // reset looping flag (which would have been '1' during fnWalk) ob_logic->looping = 0; } diff --git a/sword2/scroll.cpp b/sword2/scroll.cpp index f8b3265bc7..584bc2bffb 100644 --- a/sword2/scroll.cpp +++ b/sword2/scroll.cpp @@ -24,6 +24,7 @@ #include "bs2/header.h" #include "bs2/interpreter.h" #include "bs2/layers.h" +#include "bs2/logic.h" #include "bs2/scroll.h" namespace Sword2 { @@ -146,12 +147,12 @@ void Set_scrolling(void) { } } -int32 FN_set_scroll_coordinate(int32 *params) { +int32 Logic::fnSetScrollCoordinate(int32 *params) { // set the special scroll offset variables // call when starting screens and to change the camera within screens - // call AFTER FN_init_background() to override the defaults + // call AFTER fnInitBackground() to override the defaults // called feet_x and feet_y to retain intelectual compatibility with // Sword1 ! @@ -167,12 +168,16 @@ int32 FN_set_scroll_coordinate(int32 *params) { return IR_CONT; } -int32 FN_set_scroll_speed_normal(int32 *params) { +int32 Logic::fnSetScrollSpeedNormal(int32 *params) { + // params: none + scroll_fraction = 16; return IR_CONT; } -int32 FN_set_scroll_speed_slow(int32 *params) { +int32 Logic::fnSetScrollSpeedSlow(int32 *params) { + // params: none + scroll_fraction = 32; return IR_CONT; } diff --git a/sword2/sound.cpp b/sword2/sound.cpp index f1d04b701e..18c8d8adcb 100644 --- a/sword2/sound.cpp +++ b/sword2/sound.cpp @@ -32,7 +32,8 @@ #include "bs2/console.h" #include "bs2/defs.h" // for RESULT #include "bs2/interpreter.h" -#include "bs2/protocol.h" // for FetchObjectName() for debugging FN_play_fx +#include "bs2/logic.h" +#include "bs2/protocol.h" // for FetchObjectName() for debugging fnPlayFx #include "bs2/resman.h" #include "bs2/sound.h" #include "bs2/sword2.h" @@ -116,7 +117,7 @@ void Trigger_fx(uint8 j) { res_man.close(fxq[j].resource); } else { // random & looped fx are already loaded into sound memory - // by FN_play_fx() + // by fnPlayFx() // - to be referenced by 'j', so pass NULL data if (fxq[j].type == FX_RANDOM) { @@ -134,7 +135,7 @@ void Trigger_fx(uint8 j) { // called from script only -int32 FN_play_fx(int32 *params) { +int32 Logic::fnPlayFx(int32 *params) { // params: 0 sample resource id // 1 type (FX_SPOT, FX_RANDOM, FX_LOOP) // 2 delay (0..65535) @@ -142,13 +143,13 @@ int32 FN_play_fx(int32 *params) { // 4 pan (-16..16) // example script: - // FN_play_fx (FXWATER, FX_LOOP, 0, 10, 15); + // fnPlayFx (FXWATER, FX_LOOP, 0, 10, 15); // // fx_water is just a local script flag // fx_water = result; // . // . // . - // FN_stop_fx (fx_water); + // fnStopFx (fx_water); uint8 j = 0; uint8 *data; @@ -207,7 +208,7 @@ int32 FN_play_fx(int32 *params) { #ifdef _SWORD2_DEBUG header = (_standardHeader*) data; if (header->fileType != WAV_FILE) - Con_fatal_error("FN_play_fx given invalid resource"); + Con_fatal_error("fnPlayFx given invalid resource"); #endif // but then releases it to "age" out if the space is needed @@ -223,7 +224,7 @@ int32 FN_play_fx(int32 *params) { #ifdef _SWORD2_DEBUG header = (_standardHeader*)data; if (header->fileType != WAV_FILE) - Con_fatal_error("FN_play_fx given invalid resource"); + Con_fatal_error("fnPlayFx given invalid resource"); #endif data += sizeof(_standardHeader); @@ -244,26 +245,27 @@ int32 FN_play_fx(int32 *params) { Trigger_fx(j); } - // in case we want to call FN_stop_fx() later, to kill this fx + // in case we want to call fnStopFx() later, to kill this fx // (mainly for FX_LOOP & FX_RANDOM) RESULT = j; return IR_CONT; } -int32 FN_sound_fetch(int32 *params) { +int32 Logic::fnSoundFetch(int32 *params) { + // params: 0 id of sound to fetch [guess] return IR_CONT; } // to alter the volume and pan of a currently playing fx -int32 FN_set_fx_vol_and_pan(int32 *params) { +int32 Logic::fnSetFxVolAndPan(int32 *params) { // params: 0 id of fx (ie. the id returned in 'result' from - // FN_play_fx + // fnPlayFx // 1 new volume (0..16) // 2 new pan (-16..16) - debug(5, "FN_set_fx_vol_and_pan(%d, %d, %d)", params[0], params[1], params[2]); + debug(5, "fnSetFxVolAndPan(%d, %d, %d)", params[0], params[1], params[2]); // setFxIdVolumePan(int32 id, uint8 vol, uint8 pan); // driver fx_id is 1 + <pos in queue> @@ -273,9 +275,9 @@ int32 FN_set_fx_vol_and_pan(int32 *params) { // to alter the volume of a currently playing fx -int32 FN_set_fx_vol(int32 *params) { +int32 Logic::fnSetFxVol(int32 *params) { // params: 0 id of fx (ie. the id returned in 'result' from - // FN_play_fx + // fnPlayFx // 1 new volume (0..16) // SetFxIdVolume(int32 id, uint8 vol); @@ -285,7 +287,7 @@ int32 FN_set_fx_vol(int32 *params) { // called from script only -int32 FN_stop_fx(int32 *params) { +int32 Logic::fnStopFx(int32 *params) { // params: 0 position in queue // This will stop looped & random fx instantly, and remove the fx @@ -314,8 +316,9 @@ int32 FN_stop_fx(int32 *params) { // called from script only -int32 FN_stop_all_fx(int32 *params) { +int32 Logic::fnStopAllFx(int32 *params) { // Stops all looped & random fx and clears the entire queue + // params: none Clear_fx_queue(); @@ -332,14 +335,15 @@ void Clear_fx_queue(void) { Init_fx_queue(); } -int32 FN_prepare_music(int32 *params) { +int32 Logic::fnPrepareMusic(int32 *params) { + // params: 1 id of music to prepare [guess] return IR_CONT; } // Start a tune playing, to play once or to loop until stopped or next one // played -int32 FN_play_music(int32 *params) { +int32 Logic::fnPlayMusic(int32 *params) { // params: 0 tune id // 1 loop flag (0 or 1) @@ -347,8 +351,6 @@ int32 FN_play_music(int32 *params) { bool loopFlag; uint32 rv; - debug(5, "FN_play_music(%d, %d)", params[0], params[1]); - if (params[1] == FX_LOOP) { loopFlag = true; @@ -388,7 +390,9 @@ int32 FN_play_music(int32 *params) { return IR_CONT; } -int32 FN_stop_music(int32 *params) { // called from script only +// called from script only + +int32 Logic::fnStopMusic(int32 *params) { // params: none looping_music_id = 0; // clear the 'looping' flag @@ -401,7 +405,7 @@ void Kill_music(void) { g_sound->stopMusic(); } -int32 FN_check_music_playing(int32 *params) { +int32 Logic::fnCheckMusicPlaying(int32 *params) { // params: none // sets result to no. of seconds of current tune remaining diff --git a/sword2/sound.h b/sword2/sound.h index 327db16677..66a68db660 100644 --- a/sword2/sound.h +++ b/sword2/sound.h @@ -53,9 +53,6 @@ void UnpauseAllSound(void); void Kill_music(void); -int32 FN_play_music(int32 *params); // for save_Rest.cpp -int32 FN_stop_music(int32 *params); - // used to store id of tunes that loop, for save & restore extern uint32 looping_music_id; diff --git a/sword2/speech.cpp b/sword2/speech.cpp index 42ac9ef551..e3df918b68 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -82,7 +82,7 @@ uint32 default_response_id = 0; int16 officialTextNumber = 0; // usually 0; if non-zero then it's the id of whoever we're waiting for in a -// speech script see FN_they_do, FN_they_do_we_wait & FN_we_wait +// speech script see fnTheyDo, fnTheyDoWeWait and fnWeWait int32 speechScriptWaiting = 0; // calculated by LocateTalker() for use in speech-panning & text-sprite @@ -91,7 +91,6 @@ int16 text_x, text_y; _subject_unit subject_list[MAX_SUBJECT_LIST]; -int32 FN_i_speak(int32 *params); void LocateTalker(int32 *params); void Form_text(int32 *params); uint8 WantSpeechForLine(uint32 wavId); @@ -100,7 +99,7 @@ uint8 WantSpeechForLine(uint32 wavId); void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text #endif -int32 FN_add_subject(int32 *params) { +int32 Logic::fnAddSubject(int32 *params) { // params: 0 id // 1 daves reference number @@ -123,12 +122,12 @@ int32 FN_add_subject(int32 *params) { default_response_id = params[1]; // a luggage icon is clicked on someone when it wouldn't have - // been in the chooser list (see FN_choose below) + // been in the chooser list (see fnChoose below) } else { subject_list[IN_SUBJECT].res = params[0]; subject_list[IN_SUBJECT].ref = params[1]; - debug(5, "FN_add_subject res %d, uid %d", params[0], params[1]); + debug(5, "fnAddSubject res %d, uid %d", params[0], params[1]); IN_SUBJECT++; } @@ -139,7 +138,7 @@ int32 FN_add_subject(int32 *params) { // could alternately use logic->looping of course int choosing = 0; -int32 FN_choose(int32 *params) { +int32 Logic::fnChoose(int32 *params) { // params: none // the human is switched off so there will be no normal mouse engine @@ -149,8 +148,6 @@ int32 FN_choose(int32 *params) { uint8 *icon; uint32 pos = 0; - debug(5, "FN_choose"); - AUTO_SELECTED = 0; // see below // new thing to intercept objects held at time of clicking on a person @@ -211,7 +208,7 @@ int32 FN_choose(int32 *params) { // build menus from subject_list if (!IN_SUBJECT) - Con_fatal_error("FN_choose with no subjects :-O"); + Con_fatal_error("fnChoose with no subjects :-O"); // init top menu from master list // all icons are highlighted / full colour @@ -303,40 +300,29 @@ int32 FN_choose(int32 *params) { } } -int32 FN_start_conversation(int32 *params) { +int32 Logic::fnStartConversation(int32 *params) { // Start conversation - // FN_no_human(); // an FN_no_human - // FN_change_speech_text(PLAYER, GEORGE_WIDTH, GEORGE_PEN); - - // params: none - - debug(5, "FN_start_conversation %d", ID); - // reset 'chooser_count_flag' at the start of each conversation: - // Note that FN_start_conversation might accidently be called - // every time the script loops back for another chooser - // but we only want to reset the chooser count flag the first time - // this function is called ie. when talk flag is zero + // Note that fnStartConversation might accidently be called every time + // the script loops back for another chooser but we only want to reset + // the chooser count flag the first time this function is called ie. + // when talk flag is zero + + // params: none if (TALK_FLAG == 0) - CHOOSER_COUNT_FLAG = 0; // see FN_chooser & speech scripts + CHOOSER_COUNT_FLAG = 0; // see fnChooser & speech scripts - FN_no_human(params); + fnNoHuman(params); return IR_CONT; } -int32 FN_end_conversation(int32 *params) { +int32 Logic::fnEndConversation(int32 *params) { // end conversation - // talk_flag=0; - // FN_end_chooser(); - // FN_add_human(); - // FN_change_speech_text(PLAYER, VOICE_OVER_WIDTH, VOICE_OVER_PEN); - // FN_idle(); - // params: none - debug(5, "FN_end_conversation"); + // params: none g_display->hideMenu(RDMENU_BOTTOM); @@ -355,7 +341,7 @@ int32 FN_end_conversation(int32 *params) { return IR_CONT; } -int32 FN_they_do(int32 *params) { +int32 Logic::fnTheyDo(int32 *params) { // doesn't send the command until target is waiting - once sent we // carry on @@ -375,7 +361,7 @@ int32 FN_they_do(int32 *params) { // request status of target head = (_standardHeader*) res_man.open(target); if (head->fileType != GAME_OBJECT) - Con_fatal_error("FN_they_do %d not an object", target); + Con_fatal_error("fnTheyDo %d not an object", target); raw_script_ad = (char *) head; @@ -411,7 +397,7 @@ int32 FN_they_do(int32 *params) { return IR_REPEAT; } -int32 FN_they_do_we_wait(int32 *params) { +int32 Logic::fnTheyDoWeWait(int32 *params) { // give target a command and wait for it to register as finished // params: 0 pointer to ob_logic @@ -432,14 +418,12 @@ int32 FN_they_do_we_wait(int32 *params) { _standardHeader *head; int32 target = params[1]; - debug(5, "FN_they_do_we_wait id %d, command %d", params[1], params[2]); - // ok, see if the target is busy - we must request this info from the // target object head = (_standardHeader*) res_man.open(target); if (head->fileType != GAME_OBJECT) - Con_fatal_error("FN_they_do_we_wait %d not an object", target); + Con_fatal_error("fnTheyDoWeWait %d not an object", target); raw_script_ad = (char *) head; @@ -506,8 +490,9 @@ int32 FN_they_do_we_wait(int32 *params) { return IR_REPEAT; } -int32 FN_we_wait(int32 *params) { +int32 Logic::fnWeWait(int32 *params) { // loop until the target is free + // params: 0 target uint32 null_pc = 5; // 4th script - get-speech-state @@ -518,7 +503,7 @@ int32 FN_we_wait(int32 *params) { // request status of target head = (_standardHeader*) res_man.open(target); if (head->fileType != GAME_OBJECT) - Con_fatal_error("FN_we_wait %d not an object", target); + Con_fatal_error("fnWeWait: %d not an object", target); raw_script_ad = (char *) head; @@ -543,7 +528,7 @@ int32 FN_we_wait(int32 *params) { return IR_REPEAT; } -int32 FN_timed_wait(int32 *params) { +int32 Logic::fnTimedWait(int32 *params) { // loop until the target is free but only while the timer is high // useful when clicking on a target to talk to them - if they never // reply then this'll fall out avoiding a lock up @@ -566,7 +551,7 @@ int32 FN_timed_wait(int32 *params) { // request status of target head = (_standardHeader*) res_man.open(target); if (head->fileType != GAME_OBJECT) - Con_fatal_error("FN_timed_wait %d not an object", target); + Con_fatal_error("fnTimedWait %d not an object", target); raw_script_ad = (char *) head; @@ -617,7 +602,7 @@ int32 FN_timed_wait(int32 *params) { return IR_REPEAT; } -int32 FN_speech_process(int32 *params) { +int32 Logic::fnSpeechProcess(int32 *params) { // Recieve and sequence the commands sent from the conversation // script. @@ -666,7 +651,7 @@ int32 FN_speech_process(int32 *params) { // run the function - (it thinks it's been called from // script - bloody fool) - if (FN_i_speak(pars) != IR_REPEAT) { + if (fnISpeak(pars) != IR_REPEAT) { debug(5, "speech-process talk finished"); // command finished @@ -685,7 +670,7 @@ int32 FN_speech_process(int32 *params) { pars[3] = params[4]; // ob_walkdata pars[4] = ob_speech->ins1; // direction to turn to - if (FN_turn(pars) != IR_REPEAT) { + if (fnTurn(pars) != IR_REPEAT) { // command finished ob_speech->command = 0; @@ -702,7 +687,7 @@ int32 FN_speech_process(int32 *params) { pars[3] = params[4]; // ob_walkdata pars[4] = ob_speech->ins1; // target - if (FN_face_mega(pars) != IR_REPEAT) { + if (fnFaceMega(pars) != IR_REPEAT) { // command finished ob_speech->command = 0; @@ -717,7 +702,7 @@ int32 FN_speech_process(int32 *params) { pars[1] = params[0]; // ob_graphic pars[2] = ob_speech->ins1; // anim res - if (FN_anim(pars) != IR_REPEAT) { + if (fnAnim(pars) != IR_REPEAT) { // command finished ob_speech->command = 0; @@ -732,7 +717,7 @@ int32 FN_speech_process(int32 *params) { pars[1] = params[0]; // ob_graphic pars[2] = ob_speech->ins1; // anim res - if (FN_reverse_anim(pars) != IR_REPEAT) { + if (fnReverseAnim(pars) != IR_REPEAT) { // command finished ob_speech->command = 0; @@ -748,7 +733,7 @@ int32 FN_speech_process(int32 *params) { pars[2] = params[3]; // ob_mega pars[3] = ob_speech->ins1; // pointer to anim table - if (FN_mega_table_anim(pars) != IR_REPEAT) { + if (fnMegaTableAnim(pars) != IR_REPEAT) { // command finished ob_speech->command = 0; @@ -764,7 +749,7 @@ int32 FN_speech_process(int32 *params) { pars[2] = params[3]; // ob_mega pars[3] = ob_speech->ins1; // pointer to anim table - if (FN_reverse_mega_table_anim(pars) != IR_REPEAT) { + if (fnReverseMegaTableAnim(pars) != IR_REPEAT) { // command finished ob_speech->command = 0; @@ -775,22 +760,22 @@ int32 FN_speech_process(int32 *params) { // come back again next cycle return IR_REPEAT; case INS_no_sprite: - FN_no_sprite(params); // ob_graphic + fnNoSprite(params); // ob_graphic ob_speech->command = 0; // command finished ob_speech->wait_state = 1; // waiting for command return IR_REPEAT ; case INS_sort: - FN_sort_sprite(params); // ob_graphic + fnSortSprite(params); // ob_graphic ob_speech->command = 0; // command finished ob_speech->wait_state = 1; // waiting for command return IR_REPEAT; case INS_foreground: - FN_fore_sprite(params); // ob_graphic + fnForeSprite(params); // ob_graphic ob_speech->command = 0; // command finished ob_speech->wait_state = 1; // waiting for command return IR_REPEAT; case INS_background: - FN_back_sprite(params); // ob_graphic + fnBackSprite(params); // ob_graphic ob_speech->command = 0; // command finished ob_speech->wait_state = 1; // waiting for command return IR_REPEAT; @@ -803,7 +788,7 @@ int32 FN_speech_process(int32 *params) { pars[5] = ob_speech->ins2; // target y pars[6] = ob_speech->ins3; // target direction - if (FN_walk(pars) != IR_REPEAT) { + if (fnWalk(pars) != IR_REPEAT) { debug(5, "speech-process walk finished"); // command finished @@ -822,7 +807,7 @@ int32 FN_speech_process(int32 *params) { pars[3] = params[4]; // ob_walkdata pars[4] = ob_speech->ins1; // anim resource - if (FN_walk_to_anim(pars) != IR_REPEAT) { + if (fnWalkToAnim(pars) != IR_REPEAT) { debug(5, "speech-process walk finished"); // command finished @@ -838,7 +823,7 @@ int32 FN_speech_process(int32 *params) { pars[0] = params[0]; // ob_graphic pars[1] = params[3]; // ob_mega pars[2] = ob_speech->ins1; // anim resource - FN_stand_after_anim(pars); + fnStandAfterAnim(pars); ob_speech->command = 0; // command finished ob_speech->wait_state = 1; // waiting for command return IR_REPEAT; // come back again next cycle @@ -846,7 +831,7 @@ int32 FN_speech_process(int32 *params) { pars[0] = params[0]; // ob_graphic pars[1] = ob_speech->ins1; // anim_resource pars[2] = ob_speech->ins2; // FIRST_FRAME or LAST_FRAME - ret = FN_set_frame(pars); + ret = fnSetFrame(pars); ob_speech->command = 0; // command finished ob_speech->wait_state = 1; // waiting for command return IR_REPEAT; // come back again next cycle @@ -915,8 +900,8 @@ int32 FN_speech_process(int32 *params) { uint32 unpause_zone = 0; -int32 FN_i_speak(int32 *params) { - // its the super versatile FN_speak +int32 Logic::fnISpeak(int32 *params) { + // its the super versatile fnSpeak // text and wavs can be selected in any combination // we can assume no human - there should be no human at least! @@ -993,7 +978,7 @@ int32 FN_i_speak(int32 *params) { textNumber = params[S_TEXT]; // for debug info // For testing all text & speech! - // A script loop can send any text number to FN_I_speak & it + // A script loop can send any text number to fnISpeak and it // will only run the valid ones or return with 'result' equal // to '1' or '2' to mean 'invalid text resource' and 'text // number out of range' respectively diff --git a/sword2/startup.cpp b/sword2/startup.cpp index 1e32086529..a50d627672 100644 --- a/sword2/startup.cpp +++ b/sword2/startup.cpp @@ -18,22 +18,23 @@ */ #include "stdafx.h" +#include "bs2/sword2.h" // for CloseGame() #include "bs2/build_display.h" #include "bs2/console.h" #include "bs2/debug.h" #include "bs2/defs.h" #include "bs2/header.h" #include "bs2/interpreter.h" +#include "bs2/logic.h" #include "bs2/maketext.h" // for Kill_text_bloc() #include "bs2/memory.h" -#include "bs2/mouse.h" // for FN_add_human() +#include "bs2/mouse.h" #include "bs2/object.h" #include "bs2/resman.h" #include "bs2/router.h" #include "bs2/sound.h" #include "bs2/speech.h" // for 'speech_text_bloc_no' - so that speech text can be cleared when running a new start-script #include "bs2/startup.h" -#include "bs2/sword2.h" // for CloseGame() #include "bs2/sync.h" #include "bs2/tony_gsdk.h" @@ -139,12 +140,10 @@ uint32 Init_start_menu(void) { return 1; } -int32 FN_register_start_point(int32 *params) { +int32 Logic::fnRegisterStartPoint(int32 *params) { // params: 0 id of startup script to call - key // 1 pointer to ascii message - debug(5, " FN_register_start_point %d %s", params[0], params[1]); - #ifdef _SWORD2_DEBUG if (total_startups == MAX_starts) Con_fatal_error("ERROR: start_list full"); @@ -252,7 +251,7 @@ uint32 Con_start(uint8 *input) { Clear_fx_queue(); // fade out any music that is currently playing - FN_stop_music(NULL); + g_logic.fnStopMusic(NULL); // halt the sample prematurely g_sound->unpauseSpeech(); @@ -299,7 +298,7 @@ uint32 Con_start(uint8 *input) { // make sure thre's a mouse, in case restarting while // mouse not available - FN_add_human(NULL); + g_logic.fnAddHuman(NULL); } else Print_to_console("not a legal start position"); } else { diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index e43633467e..6fcacd540f 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -248,20 +248,20 @@ int32 GameCycle(void) { // do one game cycle //got a screen to run? - if (LLogic.getRunList()) { + if (g_logic.getRunList()) { //run the logic session UNTIL a full loop has been performed do { // reset the graphic 'buildit' list before a new - // logic list (see FN_register_frame) + // logic list (see fnRegisterFrame) Reset_render_lists(); - // reset the mouse hot-spot list (see FN_register_mouse - // & FN_register_frame) + // reset the mouse hot-spot list (see fnRegisterMouse + // and fnRegisterFrame) Reset_mouse_list(); // keep going as long as new lists keep getting put in // - i.e. screen changes - } while (LLogic.processSession()); + } while (g_logic.processSession()); } else { // start the console and print the start options perhaps? StartConsole(); @@ -386,7 +386,7 @@ void Sword2Engine::go() { // 'P' while not paused = pause! PauseGame(); } else if (c == 'C' && _gameId == GID_SWORD2) { - FN_play_credits(NULL); + g_logic.fnPlayCredits(NULL); } #ifdef _SWORD2_DEBUG else if (c == 'S') { diff --git a/sword2/sync.cpp b/sword2/sync.cpp index 0e25e4d29a..a42cc08e54 100644 --- a/sword2/sync.cpp +++ b/sword2/sync.cpp @@ -22,6 +22,7 @@ #include "bs2/debug.h" #include "bs2/defs.h" #include "bs2/interpreter.h" +#include "bs2/logic.h" #include "bs2/sync.h" namespace Sword2 { @@ -42,8 +43,8 @@ void Init_sync_system(void) { sync_list[j].id = 0; } -int32 FN_send_sync(int32 *params) { - // param 0 sync's recipient +int32 Logic::fnSendSync(int32 *params) { + // params: 0 sync's recipient // 1 sync value for (int i = 0; i < MAX_syncs; i++) { @@ -78,7 +79,7 @@ void Clear_syncs(uint32 id) { bool Get_sync(void) { // check for a sync waiting for this character - // - called from system code eg. from inside FN_anim(), to see if + // - called from system code eg. from inside fnAnim(), to see if // animation to be quit for (int i = 0; i < MAX_syncs; i++) { @@ -92,10 +93,11 @@ bool Get_sync(void) { return false; } -int32 FN_get_sync(int32 *params) { +int32 Logic::fnGetSync(int32 *params) { // check for a sync waiting for this character // - called from script - // params none + + // params: none for (int i = 0; i < MAX_syncs; i++) { if (sync_list[i].id == ID) { @@ -110,16 +112,17 @@ int32 FN_get_sync(int32 *params) { return IR_CONT; } -int32 FN_wait_sync(int32 *params) { +int32 Logic::fnWaitSync(int32 *params) { // keep calling until a sync recieved - // params none - debug(5, "FN_wait_sync: %d waits", ID); + // params: none + + debug(5, "fnWaitSync: %d waits", ID); for (int i = 0; i < MAX_syncs; i++) { if (sync_list[i].id == ID) { // return sync value waiting - debug(5, "FN_wait_sync: go"); + debug(5, "fnWaitSync: go"); RESULT = sync_list[i].sync; return IR_CONT; } diff --git a/sword2/walker.cpp b/sword2/walker.cpp index b5095bd66c..ebf198bbe2 100644 --- a/sword2/walker.cpp +++ b/sword2/walker.cpp @@ -29,7 +29,7 @@ #include "bs2/events.h" #include "bs2/function.h" #include "bs2/interpreter.h" -#include "bs2/logic.h" // for FN_add_to_kill_list +#include "bs2/logic.h" #include "bs2/object.h" #include "bs2/protocol.h" #include "bs2/router.h" @@ -37,7 +37,7 @@ namespace Sword2 { -int16 standby_x; // see FN_set_standby_coords +int16 standby_x; // see fnSetStandbyCoords int16 standby_y; uint8 standby_dir; @@ -45,7 +45,7 @@ uint8 standby_dir; * Walk mega to (x,y,dir) */ -int32 FN_walk(int32 *params) { +int32 Logic::fnWalk(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -93,7 +93,7 @@ int32 FN_walk(int32 *params) { // invalid direction (NB. '8' means end walk on ANY direction) if (params[6] < 0 || params[6] > 8) - Con_fatal_error("Invalid direction (%d) in FN_walk", params[6]); + Con_fatal_error("Invalid direction (%d) in fnWalk", params[6]); ob_walkdata = (Object_walkdata *) params[3]; @@ -111,7 +111,7 @@ int32 FN_walk(int32 *params) { // 2 = zero route but may need to turn if (route == 1 || route == 2) { - // so script FN_walk loop continues until end of + // so script fnWalk loop continues until end of // walk-anim ob_logic->looping = 1; @@ -119,10 +119,10 @@ int32 FN_walk(int32 *params) { // need to animate the route now, so don't set result // or return yet! - // started walk(James23jun97) + // started walk ob_mega->currently_walking = 1; - // (see FN_get_player_savedata() in save_rest.cpp + // (see fnGetPlayerSaveData() in save_rest.cpp } else { // free up the walkdata mem block router.freeRouteMem(); @@ -157,7 +157,7 @@ int32 FN_walk(int32 *params) { // finished walk ob_mega->currently_walking = 0; - // (see FN_get_player_savedata() in save_rest.cpp + // (see fnGetPlayerSaveData() in save_rest.cpp RESULT = 0; // 0 means ok @@ -202,7 +202,7 @@ int32 FN_walk(int32 *params) { // finished walk ob_mega->currently_walking = 0; - // (see FN_get_player_savedata() in save_rest.cpp + // (see fnGetPlayerSaveData() in save_rest.cpp // if George's walk has been interrupted to run a new action // script for instance or Nico's walk has been interrupted by @@ -221,12 +221,12 @@ int32 FN_walk(int32 *params) { RESULT = 0; // 0 means ok - finished walk // CONTINUE the script so that RESULT can be checked! - // Also, if an anim command follows the FN_walk - // command, the 1st frame of the anim (which is always - // a stand frame itself) can replace the final stand - // frame of the walk, to hide the slight difference - // between the shrinking on the mega frames and the - // pre-shrunk anim start-frame. + // Also, if an anim command follows the fnWalk command, + // the 1st frame of the anim (which is always a stand + // frame itself) can replace the final stand frame of + // the walk, to hide the slight difference between the + // shrinking on the mega frames and the pre-shrunk anim + // start-frame. return IR_CONT; } @@ -248,7 +248,7 @@ int32 FN_walk(int32 *params) { * Walk mega to start position of anim */ -int32 FN_walk_to_anim(int32 *params) { +int32 Logic::fnWalkToAnim(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -286,14 +286,14 @@ int32 FN_walk_to_anim(int32 *params) { pars[5] = standby_y; pars[6] = standby_dir; - debug(5, "WARNING: FN_walk_to_anim(%s) used standby coords", FetchObjectName(params[4])); + debug(5, "WARNING: fnWalkToAnim(%s) used standby coords", FetchObjectName(params[4])); } if (pars[6] < 0 || pars[6] > 7) - Con_fatal_error("Invalid direction (%d) in FN_walk_to_anim", pars[6]); + Con_fatal_error("Invalid direction (%d) in fnWalkToAnim", pars[6]); } - // set up the rest of the parameters for FN_walk() + // set up the rest of the parameters for fnWalk() pars[0] = params[0]; pars[1] = params[1]; @@ -303,17 +303,17 @@ int32 FN_walk_to_anim(int32 *params) { // walkdata (param 3) is needed for earlySlowOut if player clicks // elsewhere during the walk - // call FN_walk() with target coords set to anim start position - return FN_walk(pars); + // call fnWalk() with target coords set to anim start position + return fnWalk(pars); } /** * turn mega to <direction> - * just needs to call FN_walk() with current feet coords, so router can + * just needs to call fnWalk() with current feet coords, so router can * produce anim of turn frames */ -int32 FN_turn(int32 *params) { +int32 Logic::fnTurn(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -331,7 +331,7 @@ int32 FN_turn(int32 *params) { if (ob_logic->looping == 0) { if (params[4] < 0 || params[4] > 7) - Con_fatal_error("Invalid direction (%d) in FN_turn", params[4]); + Con_fatal_error("Invalid direction (%d) in fnTurn", params[4]); ob_mega = (Object_mega *) params[2]; @@ -340,15 +340,15 @@ int32 FN_turn(int32 *params) { pars[6] = params[4]; // DIRECTION to turn to } - // set up the rest of the parameters for FN_walk() + // set up the rest of the parameters for fnWalk() pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; - // call FN_walk() with target coords set to feet coords - return FN_walk(pars); + // call fnWalk() with target coords set to feet coords + return fnWalk(pars); } /** @@ -357,7 +357,7 @@ int32 FN_turn(int32 *params) { * the mega object, so the router knows in future */ -int32 FN_stand_at(int32 *params) { +int32 Logic::fnStandAt(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target x-coord @@ -370,7 +370,7 @@ int32 FN_stand_at(int32 *params) { // check for invalid direction if (params[4] < 0 || params[4] > 7) - Con_fatal_error("Invalid direction (%d) in FN_stand_at", params[4]); + Con_fatal_error("Invalid direction (%d) in fnStandAt", params[4]); // set up pointers to the graphic & mega structure @@ -394,9 +394,9 @@ int32 FN_stand_at(int32 *params) { } // stand mega in <direction> at current feet coords -// just needs to call FN_stand_at() with current feet coords +// just needs to call fnStandAt() with current feet coords -int32 FN_stand(int32 *params) { +int32 Logic::fnStand(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target direction @@ -410,15 +410,15 @@ int32 FN_stand(int32 *params) { pars[3] = ob_mega->feet_y; pars[4] = params[2]; // DIRECTION to stand in - // call FN_stand_at() with target coords set to feet coords - return FN_stand_at(pars); + // call fnStandAt() with target coords set to feet coords + return fnStandAt(pars); } /** * stand mega at end position of anim */ -int32 FN_stand_after_anim(int32 *params) { +int32 Logic::fnStandAfterAnim(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id @@ -433,7 +433,7 @@ int32 FN_stand_after_anim(int32 *params) { anim_file = res_man.open(params[2]); anim_head = FetchAnimHeader(anim_file); - // set up the parameter list for FN_walk_to() + // set up the parameter list for fnWalkTo() pars[0] = params[0]; pars[1] = params[1]; @@ -450,22 +450,22 @@ int32 FN_stand_after_anim(int32 *params) { pars[3] = standby_y; pars[4] = standby_dir; - debug(5, "WARNING: FN_stand_after_anim(%s) used standby coords", FetchObjectName(params[2])); + debug(5, "WARNING: fnStandAfterAnim(%s) used standby coords", FetchObjectName(params[2])); } if (pars[4] < 0 || pars[4] > 7) - Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim", pars[4]); + Con_fatal_error("Invalid direction (%d) in fnStandAfterAnim", pars[4]); // close the anim file res_man.close(params[2]); - // call FN_stand_at() with target coords set to anim end position - return FN_stand_at(pars); + // call fnStandAt() with target coords set to anim end position + return fnStandAt(pars); } // stand mega at start position of anim -int32 FN_stand_at_anim(int32 *params) { +int32 Logic::fnStandAtAnim(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id @@ -480,7 +480,7 @@ int32 FN_stand_at_anim(int32 *params) { anim_file = res_man.open(params[2]); anim_head = FetchAnimHeader(anim_file); - // set up the parameter list for FN_walk_to() + // set up the parameter list for fnWalkTo() pars[0] = params[0]; pars[1] = params[1]; @@ -497,17 +497,17 @@ int32 FN_stand_at_anim(int32 *params) { pars[3] = standby_y; pars[4] = standby_dir; - debug(5, "WARNING: FN_stand_at_anim(%s) used standby coords", FetchObjectName(params[2])); + debug(5, "WARNING: fnStandAtAnim(%s) used standby coords", FetchObjectName(params[2])); } if (pars[4] < 0 || pars[4] > 7) - Con_fatal_error("Invalid direction (%d) in FN_stand_after_anim", pars[4]); + Con_fatal_error("Invalid direction (%d) in fnStandAfterAnim", pars[4]); // close the anim file res_man.close(params[2]); - // call FN_stand_at() with target coords set to anim end position - return FN_stand_at(pars); + // call fnStandAt() with target coords set to anim end position + return fnStandAt(pars); } // Code to workout direction from start to dest @@ -544,11 +544,11 @@ int What_target(int startX, int startY, int destX, int destY) { /** * turn mega to face point (x,y) on the floor - * just needs to call FN_walk() with current feet coords & direction computed + * just needs to call fnWalk() with current feet coords & direction computed * by What_target() */ -int32 FN_face_xy(int32 *params) { +int32 Logic::fnFaceXY(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -573,25 +573,25 @@ int32 FN_face_xy(int32 *params) { pars[6] = What_target(ob_mega->feet_x, ob_mega->feet_y, params[4], params[5]); } - // set up the rest of the parameters for FN_walk() + // set up the rest of the parameters for fnWalk() pars[0] = params[0]; pars[1] = params[1]; pars[2] = params[2]; pars[3] = params[3]; - // call FN_walk() with target coords set to feet coords - return FN_walk(pars); + // call fnWalk() with target coords set to feet coords + return fnWalk(pars); } -int32 FN_face_mega(int32 *params) { +int32 Logic::fnFaceMega(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // 3 pointer to object's walkdata structure // 4 id of target mega to face - uint32 null_pc = 3; // get ob_mega + uint32 null_pc = 3; // get ob_mega char *raw_script_ad; int32 pars[7]; Object_logic *ob_logic; @@ -606,7 +606,7 @@ int32 FN_face_mega(int32 *params) { head = (_standardHeader*) res_man.open(params[4]); if (head->fileType != GAME_OBJECT) - Con_fatal_error("FN_face_mega %d not an object", params[4]); + Con_fatal_error("fnFaceMega %d not an object", params[4]); raw_script_ad = (char *) head; @@ -629,15 +629,14 @@ int32 FN_face_mega(int32 *params) { pars[2] = params[2]; pars[3] = params[3]; - // call FN_walk() with target coords set to feet coords - return FN_walk(pars); + // call fnWalk() with target coords set to feet coords + return fnWalk(pars); } -int32 FN_walk_to_talk_to_mega(int32 *params) { +int32 Logic::fnWalkToTalkToMega(int32 *params) { // we route to left or right hand side of target id if possible // target is a shrinking mega - // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -669,7 +668,7 @@ int32 FN_walk_to_talk_to_mega(int32 *params) { head = (_standardHeader*) res_man.open(params[4]); if (head->fileType != GAME_OBJECT) - Con_fatal_error("FN_walk_to_talk_to_mega %d not an object", params[4]); + Con_fatal_error("fnWalkToTalkToMega %d not an object", params[4]); raw_script_ad = (char *) head; @@ -714,20 +713,22 @@ int32 FN_walk_to_talk_to_mega(int32 *params) { // first cycle builds the route - thereafter merely follows it - // Call FN_walk() with target coords set to feet coords. RESULT will + // Call fnWalk() with target coords set to feet coords. RESULT will // be 1 when it finishes, or 0 if it failed to build route. - return FN_walk(pars); + return fnWalk(pars); } -int32 FN_set_walkgrid(int32 *params) { - Con_fatal_error("FN_set_walkgrid no longer valid"); +int32 Logic::fnSetWalkGrid(int32 *params) { + // params: none + + Con_fatal_error("fnSetWalkGrid no longer valid"); return IR_CONT; } // add this walkgrid resource to the list of those used for routing in this // location - note this is ignored in the resource is already in the list -int32 FN_add_walkgrid(int32 *params) { +int32 Logic::fnAddWalkGrid(int32 *params) { // params: 0 id of walkgrid resource // all objects that add walkgrids must be restarted whenever we @@ -737,7 +738,7 @@ int32 FN_add_walkgrid(int32 *params) { if (ID != 8) { // need to call this in case it wasn't called in script! // ('params' just used as dummy param) - FN_add_to_kill_list(params); + fnAddToKillList(params); } router.addWalkGrid(params[0]); @@ -753,19 +754,21 @@ int32 FN_add_walkgrid(int32 *params) { // this location - note that this is ignored if the resource isn't actually // in the list -int32 FN_remove_walkgrid(int32 *params) { +int32 Logic::fnRemoveWalkGrid(int32 *params) { // params: 0 id of walkgrid resource router.removeWalkGrid(params[0]); return IR_CONT; } -int32 FN_register_walkgrid(int32 *params) { - Con_fatal_error("FN_register_walkgrid no longer valid"); +int32 Logic::fnRegisterWalkGrid(int32 *params) { + // params: none + + Con_fatal_error("fnRegisterWalkGrid no longer valid"); return IR_CONT; } -int32 FN_set_scaling(int32 *params) { +int32 Logic::fnSetScaling(int32 *params) { // params: 0 pointer to object's mega structure // 1 scale constant A // 2 scale constant B @@ -783,9 +786,9 @@ int32 FN_set_scaling(int32 *params) { return IR_CONT; } -int32 FN_set_standby_coords(int32 *params) { - // set the standby walk coords to be used by FN_walk_to_anim & - // FN_stand_after_anim when the anim header's start/end coords are zero +int32 Logic::fnSetStandbyCoords(int32 *params) { + // set the standby walk coords to be used by fnWalkToAnim and + // fnStandAfterAnim when the anim header's start/end coords are zero // useful during development; can stay in final game anyway @@ -794,7 +797,7 @@ int32 FN_set_standby_coords(int32 *params) { // 2 direction (0..7) if (params[2] < 0 || params[2] > 7) - Con_fatal_error("Invalid direction (%d) in FN_set_standby_coords", params[2]); + Con_fatal_error("Invalid direction (%d) in fnSetStandbyCoords", params[2]); standby_x = (int16) params[0]; standby_y = (int16) params[1]; diff --git a/sword2/walker.h b/sword2/walker.h index 5a61fc1ca4..73fefc8fbf 100644 --- a/sword2/walker.h +++ b/sword2/walker.h @@ -22,13 +22,6 @@ namespace Sword2 { -int32 FN_face_mega(int32 *params); -int32 FN_turn(int32 *params); -int32 FN_walk(int32 *params); -int32 FN_walk_to_anim(int32 *params); -int32 FN_stand_after_anim(int32 *params); -int32 FN_stand(int32 *params); - } // End of namespace Sword2 #endif |