aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/function.cpp
blob: 84a5b5af76b1217b54c50a5c41e64897ff63c7cb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 */


#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);

		// If the speech is associated with a specific animation, and
		// not just a voice-over, set the focus area to the calculated
		// position.

		if (_animId) {
			_vm->_system->setFocusRectangle(Common::Rect::center(_textX, _textY, 192, 128));
		}

		// 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) {
		_vm->_system->clearFocusRectangle();

		// 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];

	// 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);

	// don't want to carry on streaming game music when cutscene starts!
	fnStopMusic(NULL);

	// pause sfx during sequence
	_vm->_sound->pauseFx();

	MoviePlayer *player = makeMoviePlayer(_vm, filename);

	if (player->load()) {
		player->play(_sequenceTextList, _sequenceTextLines, _smackerLeadIn, _smackerLeadOut);
	}

	_sequenceTextLines = 0;

	delete player;

	// unpause sound fx again, in case we're staying in same location
	_vm->_sound->unpauseFx();

	_smackerLeadIn = 0;
	_smackerLeadOut = 0;

	// 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

	if (!readVar(DEMO)) {
		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