/* Copyright (C) 1994-2003 Revolution Software Ltd * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include "stdafx.h" #include "sword2/driver/driver96.h" #include "sword2/driver/rdwin.h" #include "sword2/build_display.h" #include "sword2/credits.h" #include "sword2/debug.h" #include "sword2/defs.h" #include "sword2/function.h" #include "sword2/interpreter.h" #include "sword2/layers.h" // for '_thisScreen' structure #include "sword2/logic.h" #include "sword2/protocol.h" #include "sword2/resman.h" #include "sword2/sound.h" #include "sword2/sword2.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::fnGosub(int32 *params) { // hurray, script subroutines // params: 0 id of script logicUp(params[0]); // logic goes up - pc is saved for current level return IR_GOSUB; } int32 Logic::fnNewScript(int32 *params) { // change current script - must be followed by a TERMINATE script // directive // params: 0 id of script // must clear this PLAYER_ACTION = 0; logicReplace(params[0]); // drop out no pc save - and around again return IR_TERMINATE; } 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 // must clear this PLAYER_ACTION = 0; // 3rd script of clicked on id logicUp((params[0] < 16) + 2); // out, up and around again - pc is saved for current level to be // returned to return IR_GOSUB; } 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. // params: 0 resource to preload res_man.open(params[0]); res_man.close(params[0]); return IR_CONT; } int32 Logic::fnPreFetch(int32 *params) { // Go fetch resource in the background. // params: 0 resource to fetch [guess] 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::fnRandom(int32 *params) { // Generates a random number between 'min' & 'max' inclusive, and // sticks it in the script flag 'result' // params: 0 min // 1 max RESULT = g_sword2->_rnd.getRandomNumberRng(params[0], params[1]); 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. Object_logic *ob_logic = (Object_logic *) params[0]; if (ob_logic->looping == 0) { // start the pause ob_logic->looping = 1; // no. of game cycles ob_logic->pause = params[1]; } if (ob_logic->pause) { // decrement the pause count ob_logic->pause--; // drop out of script, but call this again next cycle return IR_REPEAT; } else { ob_logic->looping = 0; // continue script 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 Object_logic *ob_logic = (Object_logic *) params[0]; int32 pars[2]; if (ob_logic->looping == 0) { pars[0] = params[1]; pars[1] = params[2]; fnRandom(pars); pars[1] = RESULT; } pars[0] = params[0]; return fnPause(pars); } 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 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?) memcpy(&g_sword2->_engineGraph, (uint8 *) params[0], sizeof(Object_graphic)); // makes no odds return IR_CONT; } 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 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(&g_sword2->_engineMega, (uint8 *) params[0], sizeof(Object_mega)); // makes no odds 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 Object_mega *ob_mega = (Object_mega *) params[0]; ob_mega->megaset_res = params[1]; // continue script return IR_CONT; } #ifdef _SWORD2_DEBUG #define BLACK 0 #define WHITE 1 #define RED 2 #define GREEN 3 #define BLUE 4 static uint8 black[4] = { 0, 0, 0, 0 }; static uint8 white[4] = { 255, 255, 255, 0 }; static uint8 red[4] = { 255, 0, 0, 0 }; static uint8 green[4] = { 0, 255, 0, 0 }; static 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: g_display->setPalette(0, 1, white, RDPAL_INSTANT); break; case RED: g_display->setPalette(0, 1, red, RDPAL_INSTANT); break; case GREEN: g_display->setPalette(0, 1, green, RDPAL_INSTANT); break; case BLUE: g_display->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. g_display->updateDisplay(); g_system->delay_msecs(250); g_display->setPalette(0, 1, black, RDPAL_INSTANT); #endif 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: g_display->setPalette(0, 1, black, RDPAL_INSTANT); break; case WHITE: g_display->setPalette(0, 1, white, RDPAL_INSTANT); break; case RED: g_display->setPalette(0, 1, red, RDPAL_INSTANT); break; case GREEN: g_display->setPalette(0, 1, green, RDPAL_INSTANT); break; case BLUE: g_display->setPalette(0, 1, blue, RDPAL_INSTANT); break; } #endif 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 g_sword2->displayMsg(FetchTextLine(res_man.open(text_res), local_text) + 2, 3); res_man.close(text_res); g_sword2->removeMsg(); return IR_CONT; } int32 Logic::fnResetGlobals(int32 *params) { // fnResetGlobals is used by the demo - so it can loop back & restart // itself // params: none int32 size; uint32 *globals; size = res_man.fetchLen(1); size -= sizeof(_standardHeader); debug(5, "globals size: %d", size); globals = (uint32 *) ((uint8 *) res_man.open(1) + sizeof(_standardHeader)); // blank each global variable memset(globals, 0, size); res_man.close(1); // all objects but george res_man.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) g_sword2->_thisScreen.scroll_flag = 2; 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 (!DEMO) { uint8 oldPal[1024]; uint8 tmpPal[1024]; int32 music_length; int32 pars[2]; g_sound->saveMusicState(); g_sound->muteFx(true); g_sound->muteSpeech(true); g_sound->stopMusic(); memcpy(oldPal, g_display->_palCopy, 1024); memset(tmpPal, 0, 1024); g_display->waitForFade(); g_display->fadeDown(); g_display->waitForFade(); tmpPal[4] = 255; tmpPal[5] = 255; tmpPal[6] = 255; g_display->setPalette(0, 256, tmpPal, RDPAL_INSTANT); // Play the credits music. Is it enough with just one // repetition of it? pars[0] = 309; pars[1] = FX_SPOT; fnPlayMusic(pars); music_length = 1000 * g_sound->musicTimeRemaining(); debug(0, "Credits music length: ~%d ms", music_length); g_display->closeMenuImmediately(); while (g_sound->musicTimeRemaining()) { g_display->clearScene(); g_display->setNeedFullRedraw(); // FIXME: Draw the credits text. The actual text // messages are stored in credits.clu, and I'm guessing // that credits.bmp or font.clu may be the font. g_display->updateDisplay(); _keyboardEvent ke; if (ReadKey(&ke) == RD_OK && ke.keycode == 27) break; g_system->delay_msecs(30); } fnStopMusic(NULL); g_sound->restoreMusicState(); g_display->setPalette(0, 256, oldPal, RDPAL_FADE); g_display->fadeUp(); g_display->updateDisplay(); g_sword2->buildDisplay(); g_display->waitForFade(); g_sound->muteFx(false); g_sound->muteSpeech(false); } // FIXME: This probably isn't the correct way of shutting down ScummVM // Anyway, I don't know if we ever call this from the demo. if (g_sword2->_features & GF_DEMO) { Close_game(); // close engine systems down exit(0); // quit the game } return IR_CONT; } } // End of namespace Sword2