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