/* Copyright (C) 1994-1998 Revolution Software Ltd. * Copyright (C) 2003-2006 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ */ #include "common/stdafx.h" #include "common/system.h" #include "common/file.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/screen.h" #include "sword2/console.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/maketext.h" #include "sword2/mouse.h" #include "sword2/resman.h" #include "sword2/router.h" #include "sword2/sound.h" #include "sword2/animation.h" namespace Sword2 { int32 Logic::fnTestFunction(int32 *params) { // params: 0 address of a flag return IR_CONT; } int32 Logic::fnTestFlags(int32 *params) { // params: 0 value of flag return IR_CONT; } int32 Logic::fnRegisterStartPoint(int32 *params) { // params: 0 id of startup script to call - key // 1 pointer to ascii message int32 key = params[0]; char *name = (char *)decodePtr(params[1]); _vm->registerStartPoint(key, name); return IR_CONT; } 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 _vm->_screen->initBackground(params[0], params[1]); return IR_CONT; } /** * This function is used by start scripts. */ int32 Logic::fnSetSession(int32 *params) { // params: 0 id of new run list expressChangeSession(params[0]); return IR_CONT; } int32 Logic::fnBackSprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteStatus(decodePtr(params[0]), BACK_SPRITE); return IR_CONT; } int32 Logic::fnSortSprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteStatus(decodePtr(params[0]), SORT_SPRITE); return IR_CONT; } int32 Logic::fnForeSprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteStatus(decodePtr(params[0]), FORE_SPRITE); return IR_CONT; } 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 // params: 0 pointer to ObjectMouse or 0 for no write to mouse // list _vm->_mouse->registerMouse(decodePtr(params[0]), NULL); return IR_CONT; } 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 // Normal forward animation return _router->doAnimate( decodePtr(params[0]), decodePtr(params[1]), params[2], false); } int32 Logic::fnRandom(int32 *params) { // params: 0 min // 1 max writeVar(RESULT, _vm->_rnd.getRandomNumberRng(params[0], params[1])); return IR_CONT; } int32 Logic::fnPreLoad(int32 *params) { // 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. // params: 0 resource to preload _vm->_resman->openResource(params[0]); _vm->_resman->closeResource(params[0]); return IR_CONT; } int32 Logic::fnAddSubject(int32 *params) { // params: 0 id // 1 daves reference number _vm->_mouse->addSubject(params[0], params[1]); return IR_CONT; } int32 Logic::fnInteract(int32 *params) { // Run targets action on a subroutine. Called by player on his base // level 0 idle, for example. // params: 0 id of target from which we derive action script // reference writeVar(PLAYER_ACTION, 0); // must clear this logicUp((params[0] << 16) | 2); // 3rd script of clicked on id // Out, up and around again - pc is saved for current level to be // returned to. return IR_GOSUB; } int32 Logic::fnChoose(int32 *params) { // params: none // This opcode is used to open the conversation menu. The human is // switched off so there will be no normal mouse engine. // The player's choice is piggy-backed on the standard opcode return // values, to be used with the CP_JUMP_ON_RETURNED opcode. As far as I // can tell, this is the only function that uses that feature. uint32 response = _vm->_mouse->chooseMouse(); if (response == (uint32)-1) return IR_REPEAT; return IR_CONT | (response << 3); } /** * Walk mega to (x,y,dir). Set RESULT to 0 if it succeeded. Otherwise, set * RESULT to 1. */ 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 // 3 pointer to object's walkdata structure // 4 target x-coord // 5 target y-coord // 6 target direction (8 means end walk on ANY direction) return _router->doWalk( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2]), decodePtr(params[3]), params[4], params[5], params[6]); } /** * Walk mega to start position of anim */ 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 // 3 pointer to object's walkdata structure // 4 anim resource id return _router->walkToAnim( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2]), decodePtr(params[3]), params[4]); } /** * Turn mega to the specified direction. */ 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 // 3 pointer to object's walkdata structure // 4 target direction return _router->doFace( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2]), decodePtr(params[3]), params[4]); } /** * Stand mega at (x,y,dir) * Sets up the graphic object, but also needs to set the new 'current_dir' in * the mega object, so the router knows in future */ int32 Logic::fnStandAt(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target x-coord // 3 target y-coord // 4 target direction _router->standAt( decodePtr(params[0]), decodePtr(params[1]), params[2], params[3], params[4]); return IR_CONT; } /** * Stand mega into the specified direction at current feet coords. * Just needs to call standAt() with current feet coords. */ int32 Logic::fnStand(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target direction byte *ob_mega = decodePtr(params[1]); ObjectMega obMega(ob_mega); _router->standAt( decodePtr(params[0]), ob_mega, obMega.getFeetX(), obMega.getFeetY(), params[2]); return IR_CONT; } /** * stand mega at end position of anim */ int32 Logic::fnStandAfterAnim(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id _router->standAfterAnim( decodePtr(params[0]), decodePtr(params[1]), params[2]); return IR_CONT; } int32 Logic::fnPause(int32 *params) { // params: 0 pointer to object's logic structure // 1 number of game-cycles to pause // NB. Pause-value of 0 causes script to continue, 1 causes a 1-cycle // quit, 2 gives 2 cycles, etc. ObjectLogic obLogic(decodePtr(params[0])); if (obLogic.getLooping() == 0) { obLogic.setLooping(1); obLogic.setPause(params[1]); } if (obLogic.getPause()) { obLogic.setPause(obLogic.getPause() - 1); return IR_REPEAT; } obLogic.setLooping(0); return IR_CONT; } 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 // 3 pointer to animation table // Normal forward anim return _router->megaTableAnimate( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2]), decodePtr(params[3]), false); } int32 Logic::fnAddMenuObject(int32 *params) { // params: 0 pointer to a MenuObject structure to copy down _vm->_mouse->addMenuObject(decodePtr(params[0])); return IR_CONT; } /** * Start a conversation. * * Note that fnStartConversation() might accidentally 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, i.e. when the talk flag * is zero. */ int32 Logic::fnStartConversation(int32 *params) { // params: none _vm->_mouse->startConversation(); return IR_CONT; } /** * End a conversation. */ int32 Logic::fnEndConversation(int32 *params) { // params: none _vm->_mouse->endConversation(); return IR_CONT; } 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) int32 res = params[1]; assert(res); // open the resource (& check it's valid) byte *anim_file = _vm->_resman->openResource(res); assert(_vm->_resman->fetchType(res) == ANIMATION_FILE); // set up pointer to the animation header AnimHeader anim_head; anim_head.read(_vm->fetchAnimHeader(anim_file)); // set up anim resource in graphic object ObjectGraphic obGraph(decodePtr(params[0])); obGraph.setAnimResource(res); obGraph.setAnimPc(params[2] ? anim_head.noAnimFrames - 1 : 0); // Close the anim file and drop out of script _vm->_resman->closeResource(obGraph.getAnimResource()); return IR_CONT; } 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 ObjectLogic obLogic(decodePtr(params[0])); int32 pars[2]; if (obLogic.getLooping() == 0) { pars[0] = params[1]; pars[1] = params[2]; fnRandom(pars); pars[1] = readVar(RESULT); } pars[0] = params[0]; return fnPause(pars); } 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 _vm->_screen->registerFrame( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2])); return IR_CONT; } int32 Logic::fnNoSprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteStatus(decodePtr(params[0]), NO_SPRITE); return IR_CONT; } int32 Logic::fnSendSync(int32 *params) { // params: 0 sync's recipient // 1 sync value sendSync(params[0], params[1]); return IR_CONT; } int32 Logic::fnUpdatePlayerStats(int32 *params) { // engine needs to know certain info about the player // params: 0 pointer to mega structure ObjectMega obMega(decodePtr(params[0])); ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); screenInfo->player_feet_x = obMega.getFeetX(); screenInfo->player_feet_y = obMega.getFeetY(); // for the script writeVar(PLAYER_FEET_X, obMega.getFeetX()); writeVar(PLAYER_FEET_Y, obMega.getFeetY()); writeVar(PLAYER_CUR_DIR, obMega.getCurDir()); writeVar(SCROLL_OFFSET_X, screenInfo->scroll_offset_x); debug(5, "fnUpdatePlayerStats: %d %d", obMega.getFeetX(), obMega.getFeetY()); return IR_CONT; } int32 Logic::fnPassGraph(int32 *params) { // makes an engine local copy of passed ObjectGraphic - run script 4 // of an object to request this 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 an ObjectGraphic structure warning("fnPassGraph() is a no-op now"); return IR_CONT; } int32 Logic::fnInitFloorMouse(int32 *params) { // params: 0 pointer to object's mouse structure byte *ob_mouse = decodePtr(params[0]); ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); // floor is always lowest priority ObjectMouse mouse; mouse.x1 = 0; mouse.y1 = 0; mouse.x2 = screenInfo->screen_wide - 1; mouse.y2 = screenInfo->screen_deep - 1; mouse.priority = 9; mouse.pointer = NORMAL_MOUSE_ID; mouse.write(ob_mouse); return IR_CONT; } int32 Logic::fnPassMega(int32 *params) { // makes an engine local copy of passed mega_structure - run script 4 // of an object to request this 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 memcpy(_engineMega, decodePtr(params[0]), ObjectMega::size()); return IR_CONT; } /** * Turn mega to face point (x,y) on the floor */ 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 // 3 pointer to object's walkdata structure // 4 target x-coord // 5 target y-coord return _router->faceXY( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2]), decodePtr(params[3]), params[4], params[5]); } /** * 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! */ int32 Logic::fnEndSession(int32 *params) { // params: 0 id of new run-list // terminate current and change to next run-list expressChangeSession(params[0]); // stop the script - logic engine will now go around and the new // screen will begin return IR_STOP; } int32 Logic::fnNoHuman(int32 *params) { // params: none _vm->_mouse->noHuman(); return IR_CONT; } int32 Logic::fnAddHuman(int32 *params) { // params: none _vm->_mouse->addHuman(); return IR_CONT; } /** * Wait for a target to become waiting, i.e. not busy. */ int32 Logic::fnWeWait(int32 *params) { // params: 0 target assert(_vm->_resman->fetchType(params[0]) == GAME_OBJECT); // Run the target's get-speech-state script runResScript(params[0], 5); if (readVar(RESULT) == 0) { // The target is busy. Try again. _vm->_debugger->_speechScriptWaiting = params[0]; return IR_REPEAT; } // The target is waiting, i.e. not busy. _vm->_debugger->_speechScriptWaiting = 0; return IR_CONT; } /** * Wait for a target to become waiting, i.e. not busy, send a command to it, * then wait for it to finish. */ int32 Logic::fnTheyDoWeWait(int32 *params) { // params: 0 pointer to ob_logic // 1 target // 2 command // 3 ins1 // 4 ins2 // 5 ins3 // 6 ins4 // 7 ins5 assert(_vm->_resman->fetchType(params[1]) == GAME_OBJECT); // Run the target's get-speech-state script runResScript(params[1], 5); ObjectLogic obLogic(decodePtr(params[0])); if (readVar(RESULT) == 1 && readVar(INS_COMMAND) == 0 && obLogic.getLooping() == 0) { // The target is waiting, i.e. not busy, and there is no other // command queued. We haven't sent the command yet, so do it. debug(5, "fnTheyDoWeWait: sending command to %d", params[1]); _vm->_debugger->_speechScriptWaiting = params[1]; obLogic.setLooping(1); writeVar(SPEECH_ID, params[1]); writeVar(INS_COMMAND, params[2]); writeVar(INS1, params[3]); writeVar(INS2, params[4]); writeVar(INS3, params[5]); writeVar(INS4, params[6]); writeVar(INS5, params[7]); return IR_REPEAT; } if (obLogic.getLooping() == 0) { // The command has not been sent yet. Keep waiting. _vm->_debugger->_speechScriptWaiting = params[1]; return IR_REPEAT; } if (readVar(RESULT) == 0) { // The command has been sent, and the target is busy doing it. // Wait for it to finish. debug(5, "fnTheyDoWeWait: Waiting for %d to finish", params[1]); _vm->_debugger->_speechScriptWaiting = params[1]; return IR_REPEAT; } debug(5, "fnTheyDoWeWait: %d finished", params[1]); obLogic.setLooping(0); _vm->_debugger->_speechScriptWaiting = 0; return IR_CONT; } /** * Wait for a target to become waiting, i.e. not busy, then send a command to * it. */ int32 Logic::fnTheyDo(int32 *params) { // params: 0 target // 1 command // 2 ins1 // 3 ins2 // 4 ins3 // 5 ins4 // 6 ins5 assert(_vm->_resman->fetchType(params[0]) == GAME_OBJECT); // Run the target's get-speech-state script runResScript(params[0], 5); if (readVar(RESULT) == 1 && !readVar(INS_COMMAND)) { // The target is waiting, i.e. not busy, and there is no other // command queued. Send the command. debug(5, "fnTheyDo: sending command to %d", params[0]); _vm->_debugger->_speechScriptWaiting = 0; writeVar(SPEECH_ID, params[0]); writeVar(INS_COMMAND, params[1]); writeVar(INS1, params[2]); writeVar(INS2, params[3]); writeVar(INS3, params[4]); writeVar(INS4, params[5]); writeVar(INS5, params[6]); return IR_CONT; } // The target is busy. Come back again next cycle. _vm->_debugger->_speechScriptWaiting = params[0]; return IR_REPEAT; } /** * Route to the left or right hand side of target id, if possible. */ int32 Logic::fnWalkToTalkToMega(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 // 5 separation return _router->walkToTalkToMega( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2]), decodePtr(params[3]), params[4], params[5]); } 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 (_vm->_screen->getFadeStatus() == RDFADE_NONE) _vm->_screen->fadeDown(); return IR_CONT; } enum { S_OB_GRAPHIC = 0, S_OB_SPEECH = 1, S_OB_LOGIC = 2, S_OB_MEGA = 3, S_TEXT = 4, S_WAV = 5, S_ANIM = 6, S_DIR_TABLE = 7, S_ANIM_MODE = 8 }; /** * It's the super versatile fnSpeak. Text and wavs can be selected in any * combination. * * @note We can assume no human - there should be no human, at least! */ int32 Logic::fnISpeak(int32 *params) { // params: 0 pointer to ob_graphic // 1 pointer to ob_speech // 2 pointer to ob_logic // 3 pointer to ob_mega // 4 encoded text number // 5 wav res id // 6 anim res id // 7 anim table res id // 8 animation mode 0 lip synced, // 1 just straight animation static bool cycle_skip = false; static bool speechRunning; // Set up the pointers which we know we'll always need ObjectLogic obLogic(decodePtr(params[S_OB_LOGIC])); ObjectGraphic obGraph(decodePtr(params[S_OB_GRAPHIC])); // FIRST TIME ONLY: create the text, load the wav, set up the anim, // etc. if (obLogic.getLooping() == 0) { // New fudge to wait for smacker samples to finish // since they can over-run into the game if (_vm->_sound->getSpeechStatus() != RDSE_SAMPLEFINISHED) return IR_REPEAT; // New fudge for 'fx' subtitles: If subtitles switched off, and // we don't want to use a wav for this line either, then just // quit back to script right now! if (!_vm->getSubtitles() && !wantSpeechForLine(params[S_WAV])) return IR_CONT; // Drop out for 1st cycle to allow walks/anims to end and // display last frame before system locks while speech loaded if (!cycle_skip) { cycle_skip = true; return IR_REPEAT; } cycle_skip = false; _vm->_debugger->_textNumber = params[S_TEXT]; // Pull out the text line to get the official text number // (for wav id). Once the wav id's go into all script text // commands, we'll only need this for debugging. uint32 text_res = params[S_TEXT] / SIZE; uint32 local_text = params[S_TEXT] & 0xffff; // For testing all text & speech! // // 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 // // See 'testing_routines' object in George's Player Character // section of linc if (readVar(SYSTEM_TESTING_TEXT)) { if (!_vm->_resman->checkValid(text_res)) { // Not a valid resource number - invalid (null // resource) writeVar(RESULT, 1); return IR_CONT; } if (_vm->_resman->fetchType(text_res) != TEXT_FILE) { // Invalid - not a text resource _vm->_resman->closeResource(text_res); writeVar(RESULT, 1); return IR_CONT; } if (!_vm->checkTextLine(_vm->_resman->openResource(text_res), local_text)) { // Line number out of range _vm->_resman->closeResource(text_res); writeVar(RESULT, 2); return IR_CONT; } _vm->_resman->closeResource(text_res); writeVar(RESULT, 0); } byte *text = _vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text); _officialTextNumber = READ_LE_UINT16(text); _vm->_resman->closeResource(text_res); // Prevent dud lines from appearing while testing text & speech // since these will not occur in the game anyway if (readVar(SYSTEM_TESTING_TEXT)) { // If actor number is 0 and text line is just a 'dash' // character if (_officialTextNumber == 0 && text[2] == '-' && text[3] == 0) { writeVar(RESULT, 3); return IR_CONT; } } // Set the 'looping_flag' and the text-click-delays. We can // left-click past the text after half a second, and // right-click past it after a quarter of a second. obLogic.setLooping(1); _leftClickDelay = 6; _rightClickDelay = 3; if (readVar(PLAYER_ID) != CUR_PLAYER_ID) debug(5, "(%d) Nico: %s", _officialTextNumber, text + 2); else { debug(5, "(%d) %s: %s", _officialTextNumber, _vm->_resman->fetchName(readVar(ID)), text + 2); } // Set up the speech animation if (params[S_ANIM]) { // Just a straight anim. _animId = params[6]; } else if (params[S_DIR_TABLE]) { // Use this direction table to derive the anim // NB. ASSUMES WE HAVE A MEGA OBJECT!! ObjectMega obMega(decodePtr(params[S_OB_MEGA])); byte *anim_table = decodePtr(params[S_DIR_TABLE]); _animId = READ_LE_UINT32(anim_table + 4 * obMega.getCurDir()); } else { // No animation choosen _animId = 0; } if (_animId) { // Set the talker's graphic to the first frame of this // speech anim for now. _speechAnimType = readVar(SPEECHANIMFLAG); obGraph.setAnimResource(_animId); obGraph.setAnimPc(0); } // Default back to looped lip synced anims. writeVar(SPEECHANIMFLAG, 0); // Set up _textX and _textY for speech panning and/or text // sprite position. locateTalker(params); // Is it to be speech or subtitles or both? // Assume not running until know otherwise speechRunning = false; // New fudge for 'fx' subtitles: If speech is selected, and // this line is allowed speech (not if it's an fx subtitle!) if (!_vm->_sound->isSpeechMute() && wantSpeechForLine(_officialTextNumber)) { // If the wavId parameter is zero because not yet // compiled into speech command, we can still get it // from the 1st 2 chars of the text line. if (!params[S_WAV]) params[S_WAV] = (int32)_officialTextNumber; // Panning goes from -16 (left) to 16 (right) int8 speech_pan = ((_textX - 320) * 16) / 320; if (speech_pan < -16) speech_pan = -16; else if (speech_pan > 16) speech_pan = 16; uint32 rv = _vm->_sound->playCompSpeech(params[S_WAV], 16, speech_pan); if (rv == RD_OK) { // Ok, we've got something to play. Set it // playing now. (We might want to do this the // next cycle, don't know yet.) speechRunning = true; _vm->_sound->unpauseSpeech(); } else { debug(5, "ERROR: PlayCompSpeech(wav=%d (res=%d pos=%d)) returned %.8x", params[S_WAV], text_res, local_text, rv); } } if (_vm->getSubtitles() || !speechRunning) { // We want subtitles, or the speech failed to load. // Either way, we're going to show the text so create // the text sprite. formText(params); } } // EVERY TIME: run a cycle of animation, if there is one if (_animId) { // There is an animation - Increment the anim frame number. obGraph.setAnimPc(obGraph.getAnimPc() + 1); byte *anim_file = _vm->_resman->openResource(obGraph.getAnimResource()); AnimHeader anim_head; anim_head.read(_vm->fetchAnimHeader(anim_file)); if (!_speechAnimType) { // ANIM IS TO BE LIP-SYNC'ED & REPEATING if (obGraph.getAnimPc() == (int32)anim_head.noAnimFrames) { // End of animation - restart from frame 0 obGraph.setAnimPc(0); } else if (speechRunning && _vm->_sound->amISpeaking() == RDSE_QUIET) { // The speech is running, but we're at a quiet // bit. Restart from frame 0 (closed mouth). obGraph.setAnimPc(0); } } else { // ANIM IS TO PLAY ONCE ONLY if (obGraph.getAnimPc() == (int32)anim_head.noAnimFrames - 1) { // Reached the last frame of the anim. Hold // anim on this last frame _animId = 0; } } _vm->_resman->closeResource(obGraph.getAnimResource()); } else if (_speechAnimType) { // Placed here so we actually display the last frame of the // anim. _speechAnimType = 0; } // EVERY TIME: FIND OUT IF WE NEED TO STOP THE SPEECH NOW... // If there is a wav then we're using that to end the speech naturally bool speechFinished = false; // If playing a sample if (speechRunning) { // Has it finished? if (_vm->_sound->getSpeechStatus() == RDSE_SAMPLEFINISHED) speechFinished = true; } else if (!speechRunning && _speechTime) { // Counting down text time because there is no sample - this // ends the speech // if no sample then we're using _speechTime to end speech // naturally _speechTime--; if (!_speechTime) speechFinished = true; } // Ok, all is running along smoothly - but a click means stop // unnaturally int mouseX, mouseY; _vm->_mouse->getPos(mouseX, mouseY); // So that we can go to the options panel while text & speech is // being tested if (readVar(SYSTEM_TESTING_TEXT) == 0 || mouseY > 0) { MouseEvent *me = _vm->mouseEvent(); // Note that we now have TWO click-delays - one for LEFT // button, one for RIGHT BUTTON if ((!_leftClickDelay && me && (me->buttons & RD_LEFTBUTTONDOWN)) || (!_rightClickDelay && me && (me->buttons & RD_RIGHTBUTTONDOWN))) { // Mouse click, after click_delay has expired -> end // the speech. // if testing text & speech if (readVar(SYSTEM_TESTING_TEXT)) { // and RB used to click past text if (me->buttons & RD_RIGHTBUTTONDOWN) { // then we want the previous line again writeVar(SYSTEM_WANT_PREVIOUS_LINE, 1); } else { // LB just want next line again writeVar(SYSTEM_WANT_PREVIOUS_LINE, 0); } } speechFinished = true; // if speech sample playing, halt it prematurely if (speechRunning) _vm->_sound->stopSpeech(); } } // If we are finishing the speech this cycle, do the business // !speechAnimType, as we want an anim which is playing once to have // finished. if (speechFinished && !_speechAnimType) { // If there is text, kill it if (_speechTextBlocNo) { _vm->_fontRenderer->killTextBloc(_speechTextBlocNo); _speechTextBlocNo = 0; } // if there is a speech anim, end it on closed mouth frame if (_animId) { _animId = 0; obGraph.setAnimPc(0); } speechRunning = false; // no longer in a script function loop obLogic.setLooping(0); _vm->_debugger->_textNumber = 0; // reset to zero, in case text line not even extracted (since // this number comes from the text line) _officialTextNumber = 0; writeVar(RESULT, 0); return IR_CONT; } // Speech still going, so decrement the click_delay if it's still // active if (_leftClickDelay) _leftClickDelay--; if (_rightClickDelay) _rightClickDelay--; return IR_REPEAT; } /** * Reset the object and restart script 1 on level 0 */ int32 Logic::fnTotalRestart(int32 *params) { // mega runs this to restart its base logic again - like being cached // in again // params: none _curObjectHub.setLogicLevel(0); _curObjectHub.setScriptPc(0, 1); return IR_TERMINATE; } int32 Logic::fnSetWalkGrid(int32 *params) { // params: none warning("fnSetWalkGrid() is no longer a valid opcode"); return IR_CONT; } /** * Receive and sequence the commands sent from the conversation script. We have * to do this in a slightly tweeky manner as we can no longer have generic * scripts. */ enum { INS_talk = 1, INS_anim = 2, INS_reverse_anim = 3, INS_walk = 4, INS_turn = 5, INS_face = 6, INS_trace = 7, INS_no_sprite = 8, INS_sort = 9, INS_foreground = 10, INS_background = 11, INS_table_anim = 12, INS_reverse_table_anim = 13, INS_walk_to_anim = 14, INS_set_frame = 15, INS_stand_after_anim = 16, INS_quit = 42 }; int32 Logic::fnSpeechProcess(int32 *params) { // params: 0 pointer to ob_graphic // 1 pointer to ob_speech // 2 pointer to ob_logic // 3 pointer to ob_mega // 4 pointer to ob_walkdata ObjectSpeech obSpeech(decodePtr(params[1])); while (1) { int32 pars[9]; // Check which command we're waiting for, and call the // appropriate function. Once we're done, clear the command // and set wait_state to 1. // // Note: we could save a var and ditch wait_state and check // 'command' for non zero means busy // // Note: I can't see that we ever check the value of wait_state // but perhaps it accesses that memory location directly? switch (obSpeech.getCommand()) { case 0: break; case INS_talk: pars[0] = params[0]; // ob_graphic pars[1] = params[1]; // ob_speech pars[2] = params[2]; // ob_logic pars[3] = params[3]; // ob_mega pars[4] = obSpeech.getIns1(); // encoded text number pars[5] = obSpeech.getIns2(); // wav res id pars[6] = obSpeech.getIns3(); // anim res id pars[7] = obSpeech.getIns4(); // anim table res id pars[8] = obSpeech.getIns5(); // animation mode - 0 lip synced, 1 just straight animation if (fnISpeak(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_turn: pars[0] = params[2]; // ob_logic pars[1] = params[0]; // ob_graphic pars[2] = params[3]; // ob_mega pars[3] = params[4]; // ob_walkdata pars[4] = obSpeech.getIns1(); // direction to turn to if (fnTurn(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_face: pars[0] = params[2]; // ob_logic pars[1] = params[0]; // ob_graphic pars[2] = params[3]; // ob_mega pars[3] = params[4]; // ob_walkdata pars[4] = obSpeech.getIns1(); // target if (fnFaceMega(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_anim: pars[0] = params[2]; // ob_logic pars[1] = params[0]; // ob_graphic pars[2] = obSpeech.getIns1(); // anim res if (fnAnim(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_reverse_anim: pars[0] = params[2]; // ob_logic pars[1] = params[0]; // ob_graphic pars[2] = obSpeech.getIns1(); // anim res if (fnReverseAnim(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_table_anim: pars[0] = params[2]; // ob_logic pars[1] = params[0]; // ob_graphic pars[2] = params[3]; // ob_mega pars[3] = obSpeech.getIns1(); // pointer to anim table if (fnMegaTableAnim(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_reverse_table_anim: pars[0] = params[2]; // ob_logic pars[1] = params[0]; // ob_graphic pars[2] = params[3]; // ob_mega pars[3] = obSpeech.getIns1(); // pointer to anim table if (fnReverseMegaTableAnim(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_no_sprite: fnNoSprite(params); // ob_graphic obSpeech.setCommand(0); obSpeech.setWaitState(1); return IR_REPEAT ; case INS_sort: fnSortSprite(params); // ob_graphic obSpeech.setCommand(0); obSpeech.setWaitState(1); return IR_REPEAT; case INS_foreground: fnForeSprite(params); // ob_graphic obSpeech.setCommand(0); obSpeech.setWaitState(1); return IR_REPEAT; case INS_background: fnBackSprite(params); // ob_graphic obSpeech.setCommand(0); obSpeech.setWaitState(1); return IR_REPEAT; case INS_walk: pars[0] = params[2]; // ob_logic pars[1] = params[0]; // ob_graphic pars[2] = params[3]; // ob_mega pars[3] = params[4]; // ob_walkdata pars[4] = obSpeech.getIns1(); // target x pars[5] = obSpeech.getIns2(); // target y pars[6] = obSpeech.getIns3(); // target direction if (fnWalk(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_walk_to_anim: pars[0] = params[2]; // ob_logic pars[1] = params[0]; // ob_graphic pars[2] = params[3]; // ob_mega pars[3] = params[4]; // ob_walkdata pars[4] = obSpeech.getIns1(); // anim resource if (fnWalkToAnim(pars) != IR_REPEAT) { obSpeech.setCommand(0); obSpeech.setWaitState(1); } return IR_REPEAT; case INS_stand_after_anim: pars[0] = params[0]; // ob_graphic pars[1] = params[3]; // ob_mega pars[2] = obSpeech.getIns1(); // anim resource fnStandAfterAnim(pars); obSpeech.setCommand(0); obSpeech.setWaitState(1); return IR_REPEAT; case INS_set_frame: pars[0] = params[0]; // ob_graphic pars[1] = obSpeech.getIns1(); // anim_resource pars[2] = obSpeech.getIns2(); // FIRST_FRAME or LAST_FRAME fnSetFrame(pars); obSpeech.setCommand(0); obSpeech.setWaitState(1); return IR_REPEAT; case INS_quit: // That's it - we're finished with this obSpeech.setCommand(0); // obSpeech.setWaitState(0); return IR_CONT; default: // Unimplemented command - just cancel obSpeech.setCommand(0); obSpeech.setWaitState(1); break; } if (readVar(SPEECH_ID) == readVar(ID)) { // There's a new command for us! Grab the command - // potentially we only have this cycle to do this - and // set things up so that the command will be picked up // on the next iteration of the while loop. debug(5, "fnSpeechProcess: Received new command %d", readVar(INS_COMMAND)); writeVar(SPEECH_ID, 0); obSpeech.setCommand(readVar(INS_COMMAND)); obSpeech.setIns1(readVar(INS1)); obSpeech.setIns2(readVar(INS2)); obSpeech.setIns3(readVar(INS3)); obSpeech.setIns4(readVar(INS4)); obSpeech.setIns5(readVar(INS5)); obSpeech.setWaitState(0); writeVar(INS_COMMAND, 0); } else { // No new command. We could run a blink anim (or // something) here. obSpeech.setWaitState(1); return IR_REPEAT; } } } int32 Logic::fnSetScaling(int32 *params) { // params: 0 pointer to object's mega structure // 1 scale constant A // 2 scale constant B // 256 * s = A * y + B // Where s is system scale, which itself is (256 * actual_scale) ie. // s == 128 is half size ObjectMega obMega(decodePtr(params[0])); obMega.setScaleA(params[1]); obMega.setScaleB(params[2]); return IR_CONT; } int32 Logic::fnStartEvent(int32 *params) { // params: none startEvent(); return IR_TERMINATE; } int32 Logic::fnCheckEventWaiting(int32 *params) { // params: none writeVar(RESULT, checkEventWaiting()); return IR_CONT; } 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 // Full script id to interact with - megas run their own 7th script sendEvent(params[0], (params[0] << 16) | 6); return IR_CONT; } int32 Logic::fnGosub(int32 *params) { // params: 0 id of script // Hurray, script subroutines. Logic goes up - pc is saved for current // level. logicUp(params[0]); return IR_GOSUB; } /** * Wait for a target to become waiting, i.e. not busy, or until we time out. * This is useful when clicking on a target to talk to it, and it doesn't * reply. This way, we won't lock up. * * If the target becomes waiting, RESULT is set to 0. If we time out, RESULT is * set to 1. */ int32 Logic::fnTimedWait(int32 *params) { // params: 0 ob_logic // 1 target // 2 number of cycles before give up assert(_vm->_resman->fetchType(params[1]) == GAME_OBJECT); ObjectLogic obLogic(decodePtr(params[0])); if (obLogic.getLooping() == 0) { // This is the first time, so set up the time-out. obLogic.setLooping(params[2]); } // Run the target's get-speech-state script runResScript(params[1], 5); if (readVar(RESULT) == 1) { // The target is waiting, i.e. not busy _vm->_debugger->_speechScriptWaiting = 0; obLogic.setLooping(0); writeVar(RESULT, 0); return IR_CONT; } obLogic.setLooping(obLogic.getLooping() - 1); if (obLogic.getLooping() == 0) { // Time's up. debug(5, "fnTimedWait: Timed out waiting for %d", params[1]); _vm->_debugger->_speechScriptWaiting = 0; // Clear the event that hasn't been picked up - in theory, // none of this should ever happen. killAllIdsEvents(params[1]); writeVar(RESULT, 1); return IR_CONT; } // Target is busy. Keep trying. _vm->_debugger->_speechScriptWaiting = params[1]; return IR_REPEAT; } int32 Logic::fnPlayFx(int32 *params) { // params: 0 sample resource id // 1 type (FX_SPOT, FX_RANDOM, FX_LOOP) // 2 delay (0..65535) // 3 volume (0..16) // 4 pan (-16..16) // example script: // fnPlayFx (FXWATER, FX_LOOP, 0, 10, 15); // // fx_water is just a local script flag // fx_water = result; // . // . // . // fnStopFx (fx_water); int32 res = params[0]; int32 type = params[1]; int32 delay = params[2]; int32 volume = params[3]; int32 pan = params[4]; _vm->_sound->queueFx(res, type, delay, volume, pan); return IR_CONT; } int32 Logic::fnStopFx(int32 *params) { // params: 0 position in queue if (_vm->_sound->stopFx(params[0]) != RD_OK) debug(5, "SFX ERROR: Trying to stop an inactive sound slot"); return IR_CONT; } /** * Start a tune playing, to play once or to loop until stopped or next one * played. */ int32 Logic::fnPlayMusic(int32 *params) { // params: 0 tune id // 1 loop flag (0 or 1) char filename[128]; bool loopFlag; uint32 rv; loopFlag = (params[1] == FX_LOOP); rv = _vm->_sound->streamCompMusic(params[0], loopFlag); if (rv) debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv); return IR_CONT; } int32 Logic::fnStopMusic(int32 *params) { // params: none _vm->_sound->stopMusic(false); return IR_CONT; } int32 Logic::fnSetValue(int32 *params) { // temp. function! // used for setting far-referenced megaset resource field in mega // object, from start script // params: 0 pointer to object's mega structure // 1 value to set it to ObjectMega obMega(decodePtr(params[0])); obMega.setMegasetRes(params[1]); return IR_CONT; } int32 Logic::fnNewScript(int32 *params) { // change current script - must be followed by a TERMINATE script // directive // params: 0 id of script writeVar(PLAYER_ACTION, 0); // must clear this logicReplace(params[0]); return IR_TERMINATE; } /** * Like getSync(), but called from scripts. Sets the RESULT variable to * the sync value, or 0 if none is found. */ int32 Logic::fnGetSync(int32 *params) { // params: none int slot = getSync(); writeVar(RESULT, (slot != -1) ? _syncList[slot].sync : 0); return IR_CONT; } /** * Wait for sync to happen. Sets the RESULT variable to the sync value, once * it has been found. */ int32 Logic::fnWaitSync(int32 *params) { // params: none debug(6, "fnWaitSync: %d waits", readVar(ID)); int slot = getSync(); if (slot == -1) return IR_REPEAT; debug(5, "fnWaitSync: %d got sync %d", readVar(ID), _syncList[slot].sync); writeVar(RESULT, _syncList[slot].sync); return IR_CONT; } int32 Logic::fnRegisterWalkGrid(int32 *params) { // params: none warning("fnRegisterWalkGrid() is no longer a valid opcode"); return IR_CONT; } 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 // 3 pointer to animation table // Reverse anim return _router->megaTableAnimate( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2]), decodePtr(params[3]), true); } 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 // Reverse anim return _router->doAnimate( decodePtr(params[0]), decodePtr(params[1]), params[2], true); } /** * Mark this object for killing - to be killed when player leaves this screen. * Object reloads and script restarts upon re-entry to screen, which causes * this object's startup logic to be re-run every time we enter the screen. * "Which is nice." * * @note Call ONCE from object's logic script, i.e. in startup code, so not * re-called every time script frops off and restarts! */ int32 Logic::fnAddToKillList(int32 *params) { // params: none uint32 id = readVar(ID); // DON'T EVER KILL GEORGE! if (id == CUR_PLAYER_ID) return IR_CONT; // Scan the list to see if it's already included for (uint32 i = 0; i < _kills; i++) { if (_objectKillList[i] == id) return IR_CONT; } assert(_kills < OBJECT_KILL_LIST_SIZE); // no room at the inn _objectKillList[_kills++] = id; // "another one bites the dust" // When we leave the screen, all these object resources are to be // cleaned out of memory and the kill list emptied by doing // '_kills = 0', ensuring that all resources are in fact still in // memory and, more importantly, closed before killing! return IR_CONT; } /** * 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. */ int32 Logic::fnSetStandbyCoords(int32 *params) { // params: 0 x-coord // 1 y-coord // 2 direction (0..7) _router->setStandbyCoords(params[0], params[1], params[2]); return IR_CONT; } int32 Logic::fnBackPar0Sprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteStatus(decodePtr(params[0]), BGP0_SPRITE); return IR_CONT; } int32 Logic::fnBackPar1Sprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteStatus(decodePtr(params[0]), BGP1_SPRITE); return IR_CONT; } int32 Logic::fnForePar0Sprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteStatus(decodePtr(params[0]), FGP0_SPRITE); return IR_CONT; } int32 Logic::fnForePar1Sprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteStatus(decodePtr(params[0]), FGP1_SPRITE); return IR_CONT; } 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 // does the clicking IYSWIM // note - this routine used CUR_PLAYER_ID as the target // params: 0 id to interact with setPlayerActionEvent(CUR_PLAYER_ID, params[0]); return IR_CONT; } /** * Set the special scroll offset variables * * Call when starting screens and to change the camera within screens * * call AFTER fnInitBackground() to override the defaults */ int32 Logic::fnSetScrollCoordinate(int32 *params) { // params: 0 feet_x value // 1 feet_y value // Called feet_x and feet_y to retain intellectual compatibility with // Sword1! // // feet_x & feet_y refer to the physical screen coords where the // system will try to maintain George's feet ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); screenInfo->feet_x = params[0]; screenInfo->feet_y = params[1]; return IR_CONT; } /** * Stand mega at start position of anim */ int32 Logic::fnStandAtAnim(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id _router->standAtAnim( decodePtr(params[0]), decodePtr(params[1]), params[2]); return IR_CONT; } #define SCROLL_MOUSE_WIDTH 20 int32 Logic::fnSetScrollLeftMouse(int32 *params) { // params: 0 pointer to object's mouse structure byte *ob_mouse = decodePtr(params[0]); ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); // Highest priority ObjectMouse mouse; mouse.x1 = 0; mouse.y1 = 0; mouse.x2 = screenInfo->scroll_offset_x + SCROLL_MOUSE_WIDTH; mouse.y2 = screenInfo->screen_deep - 1; mouse.priority = 0; if (screenInfo->scroll_offset_x > 0) { // not fully scrolled to the left mouse.pointer = SCROLL_LEFT_MOUSE_ID; } else { // so the mouse area doesn't get registered mouse.pointer = 0; } mouse.write(ob_mouse); return IR_CONT; } int32 Logic::fnSetScrollRightMouse(int32 *params) { // params: 0 pointer to object's mouse structure byte *ob_mouse = decodePtr(params[0]); ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); // Highest priority ObjectMouse mouse; mouse.x1 = screenInfo->scroll_offset_x + _vm->_screen->getScreenWide() - SCROLL_MOUSE_WIDTH; mouse.y1 = 0; mouse.x2 = screenInfo->screen_wide - 1; mouse.y2 = screenInfo->screen_deep - 1; mouse.priority = 0; if (screenInfo->scroll_offset_x < screenInfo->max_scroll_offset_x) { // not fully scrolled to the right mouse.pointer = SCROLL_RIGHT_MOUSE_ID; } else { // so the mouse area doesn't get registered mouse.pointer = 0; } mouse.write(ob_mouse); return IR_CONT; } 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 // params 0: colour (see defines above) #ifdef SWORD2_DEBUG // what colour? switch (params[0]) { case BLACK: _vm->_screen->setPalette(0, 1, black, RDPAL_INSTANT); break; case WHITE: _vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT); break; case RED: _vm->_screen->setPalette(0, 1, red, RDPAL_INSTANT); break; case GREEN: _vm->_screen->setPalette(0, 1, green, RDPAL_INSTANT); break; case BLUE: _vm->_screen->setPalette(0, 1, blue, RDPAL_INSTANT); break; } #endif return IR_CONT; } #ifdef SWORD2_DEBUG #define BLACK 0 #define WHITE 1 #define RED 2 #define GREEN 3 #define BLUE 4 static const uint8 black[4] = { 0, 0, 0, 0 }; static const uint8 white[4] = { 255, 255, 255, 0 }; static const uint8 red[4] = { 255, 0, 0, 0 }; static const uint8 green[4] = { 0, 255, 0, 0 }; static const uint8 blue[4] = { 0, 0, 255, 0 }; #endif int32 Logic::fnFlash(int32 *params) { // flash colour 0 (ie. border) - useful during script development // eg. fnFlash(BLUE) where a text line is missed; RED when some code // missing, etc // params: 0 colour to flash #ifdef SWORD2_DEBUG // what colour? switch (params[0]) { case WHITE: _vm->_screen->setPalette(0, 1, white, RDPAL_INSTANT); break; case RED: _vm->_screen->setPalette(0, 1, red, RDPAL_INSTANT); break; case GREEN: _vm->_screen->setPalette(0, 1, green, RDPAL_INSTANT); break; case BLUE: _vm->_screen->setPalette(0, 1, blue, RDPAL_INSTANT); break; } // There used to be a busy-wait loop here, so I don't know how long // the delay was meant to be. Probably doesn't matter much. _vm->_screen->updateDisplay(); _vm->_system->delayMillis(250); _vm->_screen->setPalette(0, 1, black, RDPAL_INSTANT); #endif return IR_CONT; } int32 Logic::fnPreFetch(int32 *params) { // Go fetch resource in the background. // params: 0 resource to fetch [guess] return IR_CONT; } /** * Reverse of fnPassPlayerSaveData() - run script 8 of player object. */ int32 Logic::fnGetPlayerSaveData(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure byte *ob_logic = decodePtr(params[0]); byte *ob_graph = decodePtr(params[1]); byte *ob_mega = decodePtr(params[2]); // Copy from savegame buffers to player object memcpy(ob_logic, _saveLogic, ObjectLogic::size()); memcpy(ob_graph, _saveGraphic, ObjectGraphic::size()); memcpy(ob_mega, _saveMega, ObjectMega::size()); // Any walk-data must be cleared - the player will be set to stand if // he was walking when saved. ObjectMega obMega(ob_mega); if (obMega.getIsWalking()) { ObjectLogic obLogic(ob_logic); obMega.setIsWalking(0); int32 pars[3]; pars[0] = params[1]; // ob_graphic; pars[1] = params[2]; // ob_mega pars[2] = obMega.getCurDir(); fnStand(pars); // Reset looping flag (which would have been 1 during fnWalk) obLogic.setLooping(0); } return IR_CONT; } /** * Copies the 4 essential player structures into the savegame header - run * script 7 of player object to request this. * * Remember, we cannot simply read a compact any longer but instead must * request it from the object itself. */ int32 Logic::fnPassPlayerSaveData(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure // Copy from player object to savegame buffers memcpy(_saveLogic, decodePtr(params[0]), ObjectLogic::size()); memcpy(_saveGraphic, decodePtr(params[1]), ObjectGraphic::size()); memcpy(_saveMega, decodePtr(params[2]), ObjectMega::size()); return IR_CONT; } 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 receive event // 1 script to run sendEvent(params[0], params[1]); return IR_CONT; } /** * Add this walkgrid resource to the list of those used for routing in this * location. Note that this is ignored if the resource is already in the list. */ int32 Logic::fnAddWalkGrid(int32 *params) { // params: 0 id of walkgrid resource // All objects that add walkgrids must be restarted whenever we // re-enter a location. // DON'T EVER KILL GEORGE! if (readVar(ID) != CUR_PLAYER_ID) { // Need to call this in case it wasn't called in script! fnAddToKillList(NULL); } _router->addWalkGrid(params[0]); fnPreLoad(params); return IR_CONT; } /** * Remove this walkgrid resource from the list of those used for routing in * this location. Note that this is ignored if the resource isn't actually * in the list. */ int32 Logic::fnRemoveWalkGrid(int32 *params) { // params: 0 id of walkgrid resource _router->removeWalkGrid(params[0]); return IR_CONT; } // like fnCheckEventWaiting, but starts the event rather than setting RESULT // to 1 int32 Logic::fnCheckForEvent(int32 *params) { // params: none if (checkEventWaiting()) { startEvent(); return IR_TERMINATE; } return IR_CONT; } // combination of fnPause and fnCheckForEvent // - ie. does a pause, but also checks for event each cycle int32 Logic::fnPauseForEvent(int32 *params) { // params: 0 pointer to object's logic structure // 1 number of game-cycles to pause ObjectLogic obLogic(decodePtr(params[0])); if (checkEventWaiting()) { obLogic.setLooping(0); startEvent(); return IR_TERMINATE; } return fnPause(params); } int32 Logic::fnClearEvent(int32 *params) { // params: none clearEvent(readVar(ID)); return IR_CONT; } 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 return _router->faceMega( decodePtr(params[0]), decodePtr(params[1]), decodePtr(params[2]), decodePtr(params[3]), params[4]); } 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]; MovieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES + 1]; // The original code had some #ifdef blocks for skipping or muting the // cutscenes - fondly described as "the biggest fudge in the history // of computer games" - but at the very least we want to show the // cutscene subtitles, so I removed them. debug(5, "fnPlaySequence(\"%s\");", (const char *)decodePtr(params[0])); // add the appropriate file extension & play it strcpy(filename, (const char *)decodePtr(params[0])); // Write to walkthrough file (zebug0.txt) debug(5, "PLAYING SEQUENCE \"%s\"", filename); // now create the text sprites, if any if (_sequenceTextLines) createSequenceSpeech(sequenceSpeechArray); // don't want to carry on streaming game music when smacker starts! fnStopMusic(NULL); // pause sfx during sequence _vm->_sound->pauseFx(); MoviePlayer *player = makeMoviePlayer(_vm, filename); if (player->load(filename, (_sequenceTextLines && !readVar(DEMO)) ? sequenceSpeechArray : NULL)) { player->play(_smackerLeadIn, _smackerLeadOut); } delete player; // unpause sound fx again, in case we're staying in same location _vm->_sound->unpauseFx(); _smackerLeadIn = 0; _smackerLeadOut = 0; // now clear the text sprites, if any if (_sequenceTextLines) clearSequenceSpeech(sequenceSpeechArray); // now clear the screen in case the Sequence was quitted (using ESC) // rather than fading down to black _vm->_screen->clearScene(); // zero the entire palette in case we're about to fade up! byte pal[4 * 256]; memset(pal, 0, sizeof(pal)); _vm->_screen->setPalette(0, 256, pal, RDPAL_INSTANT); debug(5, "fnPlaySequence FINISHED"); return IR_CONT; } int32 Logic::fnShadedSprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteShading(decodePtr(params[0]), SHADED_SPRITE); return IR_CONT; } int32 Logic::fnUnshadedSprite(int32 *params) { // params: 0 pointer to object's graphic structure _router->setSpriteShading(decodePtr(params[0]), UNSHADED_SPRITE); return IR_CONT; } int32 Logic::fnFadeUp(int32 *params) { // params: none _vm->_screen->waitForFade(); if (_vm->_screen->getFadeStatus() == RDFADE_BLACK) _vm->_screen->fadeUp(); return IR_CONT; } int32 Logic::fnDisplayMsg(int32 *params) { // Display a message to the user on the screen. // params: 0 Text number of message to be displayed. uint32 local_text = params[0] & 0xffff; uint32 text_res = params[0] / SIZE; // Display message for three seconds. // +2 to skip the encoded text number in the first 2 chars; 3 is // duration in seconds _vm->_screen->displayMsg(_vm->fetchTextLine(_vm->_resman->openResource(text_res), local_text) + 2, 3); _vm->_resman->closeResource(text_res); return IR_CONT; } int32 Logic::fnSetObjectHeld(int32 *params) { // params: 0 luggage icon to set uint32 res = (uint32)params[0]; _vm->_mouse->setObjectHeld(res); return IR_CONT; } 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 assert(_sequenceTextLines < MAX_SEQUENCE_TEXT_LINES); _sequenceTextList[_sequenceTextLines].textNumber = params[0]; _sequenceTextList[_sequenceTextLines].startFrame = params[1]; _sequenceTextList[_sequenceTextLines].endFrame = params[2]; _sequenceTextLines++; return IR_CONT; } int32 Logic::fnResetGlobals(int32 *params) { // fnResetGlobals is used by the demo - so it can loop back & restart // itself // params: none ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); byte *globals = _vm->_resman->openResource(1) + ResHeader::size(); int32 size = _vm->_resman->fetchLen(1) - ResHeader::size(); debug(5, "globals size: %d", size); // blank each global variable memset(globals, 0, size); _vm->_resman->closeResource(1); // all objects but george _vm->_resman->killAllObjects(false); // FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! // - this is taken from fnInitBackground // switch on scrolling (2 means first time on screen) screenInfo->scroll_flag = 2; // Used to be IR_CONT, but that's a bad idea. We may just have killed // our own script resource -- continuing will cause a bad memory read // access. return IR_STOP; } 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 _vm->_screen->setFullPalette(params[0]); return IR_CONT; } // use this in the object's service script prior to registering the mouse area // ie. before fnRegisterMouse or fnRegisterFrame // - best if kept at very top of service script int32 Logic::fnRegisterPointerText(int32 *params) { // params: 0 local id of text line to use as pointer text _vm->_mouse->registerPointerText(params[0]); return IR_CONT; } 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 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 Logic::fnPrepareMusic(int32 *params) { // params: 1 id of music to prepare [guess] return IR_CONT; } int32 Logic::fnSoundFetch(int32 *params) { // params: 0 id of sound to fetch [guess] return IR_CONT; } int32 Logic::fnSmackerLeadIn(int32 *params) { // params: 0 id of lead-in music // ready for use in fnPlaySequence _smackerLeadIn = params[0]; return IR_CONT; } int32 Logic::fnSmackerLeadOut(int32 *params) { // params: 0 id of lead-out music // ready for use in fnPlaySequence _smackerLeadOut = params[0]; return IR_CONT; } /** * Stops all FX and clears the entire FX queue. */ int32 Logic::fnStopAllFx(int32 *params) { // params: none _vm->_sound->clearFxQueue(false); return IR_CONT; } 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 // check the actual delay against uint32 seconds = (uint32)params[0]; _vm->_mouse->checkPlayerActivity(seconds); return IR_CONT; } int32 Logic::fnResetPlayerActivityDelay(int32 *params) { // Use if you want to deliberately reset the "no player activity" // counter for any reason // params: none _vm->_mouse->resetPlayerActivityDelay(); return IR_CONT; } int32 Logic::fnCheckMusicPlaying(int32 *params) { // params: none // sets result to no. of seconds of current tune remaining // or 0 if no music playing // in seconds, rounded up to the nearest second writeVar(RESULT, _vm->_sound->musicTimeRemaining()); return IR_CONT; } 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 (readVar(DEMO)) { _vm->closeGame(); return IR_STOP; } _vm->_screen->rollCredits(); return IR_CONT; } int32 Logic::fnSetScrollSpeedNormal(int32 *params) { // params: none _vm->_screen->setScrollFraction(16); return IR_CONT; } int32 Logic::fnSetScrollSpeedSlow(int32 *params) { // params: none _vm->_screen->setScrollFraction(32); return IR_CONT; } // Called from speech scripts to remove the chooser bar when it's not // appropriate to keep it displayed int32 Logic::fnRemoveChooser(int32 *params) { // params: none _vm->_mouse->hideMenu(RDMENU_BOTTOM); return IR_CONT; } /** * Alter the volume and pan of a currently playing FX */ int32 Logic::fnSetFxVolAndPan(int32 *params) { // params: 0 id of fx (ie. the id returned in 'result' from // fnPlayFx // 1 new volume (0..16) // 2 new pan (-16..16) debug(5, "fnSetFxVolAndPan(%d, %d, %d)", params[0], params[1], params[2]); _vm->_sound->setFxIdVolumePan(params[0], params[1], params[2]); return IR_CONT; } /** * Alter the volume of a currently playing FX */ int32 Logic::fnSetFxVol(int32 *params) { // params: 0 id of fx (ie. the id returned in 'result' from // fnPlayFx // 1 new volume (0..16) _vm->_sound->setFxIdVolumePan(params[0], params[1]); return IR_CONT; } int32 Logic::fnRestoreGame(int32 *params) { // params: none return IR_CONT; } 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 _vm->_mouse->refreshInventory(); return IR_CONT; } int32 Logic::fnChangeShadows(int32 *params) { // params: none ScreenInfo *screenInfo = _vm->_screen->getScreenInfo(); // if last screen was using a shading mask (see below) if (screenInfo->mask_flag) { uint32 rv = _vm->_screen->closeLightMask(); if (rv) error("Driver Error %.8x", rv); screenInfo->mask_flag = false; } return IR_CONT; } } // End of namespace Sword2