aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/logic.h
blob: 9e264f603c8fa1418b79b2a80b0e253ae6811440 (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
/* Copyright (C) 1994-1998 Revolution Software Ltd.
 * Copyright (C) 2003-2006 The ScummVM project
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 */

// logic management

#ifndef _LOGIC
#define _LOGIC

#include "sword2/memory.h"

namespace Sword2 {

struct MovieTextObject;

#define MAX_events 10

#define TREE_SIZE 3

// This must allow for the largest number of objects in a screen
#define OBJECT_KILL_LIST_SIZE 50

#define MAX_SEQUENCE_TEXT_LINES 15

class Sword2Engine;
class Router;

struct EventUnit {
	uint32 id;
	uint32 interact_id;
};

class Logic {
private:
	Sword2Engine *_vm;

	inline byte *decodePtr(int32 n) {
		return _vm->_memory->decodePtr(n);
	}

	uint32 _objectKillList[OBJECT_KILL_LIST_SIZE];

	// keeps note of no. of objects in the kill list
	uint32 _kills;

	// denotes the res id of the game-object-list in current use
	uint32 _currentRunList;

	//pc during logic loop
	uint32 _pc;

	// each object has one of these tacked onto the beginning
	ObjectHub _curObjectHub;

	EventUnit _eventList[MAX_events];

	// Resource id of the wav to use as lead-in/lead-out from smacker
	uint32 _smackerLeadIn;
	uint32 _smackerLeadOut;

	// keeps count of number of text lines to disaply during the sequence
	uint32 _sequenceTextLines;

	// FOR TEXT LINES IN SEQUENCE PLAYER

	struct SequenceTextInfo {
		uint32 textNumber;
		uint16 startFrame;
		uint16 endFrame;
		byte *text_mem;
		uint32 speechBufferSize;
		uint16 *speech_mem;
	};

	SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];

	void createSequenceSpeech(MovieTextObject *sequenceText[]);
	void clearSequenceSpeech(MovieTextObject *sequenceText[]);

	// when not playing a wav we calculate the speech time based upon
	// length of ascii

	uint32 _speechTime;

	uint32 _animId;

	// 0 lip synced and repeating - 1 normal once through
	uint32 _speechAnimType;

	uint32 _leftClickDelay;		// click-delay for LEFT mouse button
	uint32 _rightClickDelay;	// click-delay for RIGHT mouse button

	// calculated by locateTalker() for use in speech-panning & text-sprite
	// positioning

	int16 _textX, _textY;

	void locateTalker(int32 *params);
	void formText(int32 *params);
	bool wantSpeechForLine(uint32 wavId);

	// Set by fnPassMega()
	byte _engineMega[56];

public:
	Logic(Sword2Engine *vm);
	~Logic();

	EventUnit *getEventList() { return _eventList; }
	byte *getEngineMega() { return _engineMega; }

	byte _saveLogic[8];
	byte _saveGraphic[12];
	byte _saveMega[56];

	// Point to the global variable data
	byte *_scriptVars;

	// "TEXT" - current official text line number - will match the wav
	// filenames

	int16 _officialTextNumber;

	// so speech text cleared when running a new start-script
	uint32 _speechTextBlocNo;

	uint32 readVar(int n) {
		return READ_LE_UINT32(_scriptVars + 4 * n);
	}

	void writeVar(int n, uint32 value) {
		WRITE_LE_UINT32(_scriptVars + 4 * n, value);
	}

	int runResScript(uint32 scriptRes, uint32 offset);
	int runResObjScript(uint32 scriptRes, uint32 objRes, uint32 offset);
	int runScript(byte *scriptData, byte *objectData, uint32 offset);
	int runScript2(byte *scriptData, byte *objectData, byte *offset);

	void sendEvent(uint32 id, uint32 interact_id);
	void setPlayerActionEvent(uint32 id, uint32 interact_id);
	void startEvent();
	int checkEventWaiting();
	void clearEvent(uint32 id);
	void killAllIdsEvents(uint32 id);

	uint32 countEvents();

	struct SyncUnit {
		uint32 id;
		uint32 sync;
	};

	// There won't be many, will there? Probably 2 at most i reckon
	SyncUnit _syncList[10];

	void clearSyncs(uint32 id);
	void sendSync(uint32 id, uint32 sync);
	int getSync();

	Router *_router;

	int32 fnTestFunction(int32 *params);
	int32 fnTestFlags(int32 *params);
	int32 fnRegisterStartPoint(int32 *params);
	int32 fnInitBackground(int32 *params);
	int32 fnSetSession(int32 *params);
	int32 fnBackSprite(int32 *params);
	int32 fnSortSprite(int32 *params);
	int32 fnForeSprite(int32 *params);
	int32 fnRegisterMouse(int32 *params);
	int32 fnAnim(int32 *params);
	int32 fnRandom(int32 *params);
	int32 fnPreLoad(int32 *params);
	int32 fnAddSubject(int32 *params);
	int32 fnInteract(int32 *params);
	int32 fnChoose(int32 *params);
	int32 fnWalk(int32 *params);
	int32 fnWalkToAnim(int32 *params);
	int32 fnTurn(int32 *params);
	int32 fnStandAt(int32 *params);
	int32 fnStand(int32 *params);
	int32 fnStandAfterAnim(int32 *params);
	int32 fnPause(int32 *params);
	int32 fnMegaTableAnim(int32 *params);
	int32 fnAddMenuObject(int32 *params);
	int32 fnStartConversation(int32 *params);
	int32 fnEndConversation(int32 *params);
	int32 fnSetFrame(int32 *params);
	int32 fnRandomPause(int32 *params);
	int32 fnRegisterFrame(int32 *params);
	int32 fnNoSprite(int32 *params);
	int32 fnSendSync(int32 *params);
	int32 fnUpdatePlayerStats(int32 *params);
	int32 fnPassGraph(int32 *params);
	int32 fnInitFloorMouse(int32 *params);
	int32 fnPassMega(int32 *params);
	int32 fnFaceXY(int32 *params);
	int32 fnEndSession(int32 *params);
	int32 fnNoHuman(int32 *params);
	int32 fnAddHuman(int32 *params);
	int32 fnWeWait(int32 *params);
	int32 fnTheyDoWeWait(int32 *params);
	int32 fnTheyDo(int32 *params);
	int32 fnWalkToTalkToMega(int32 *params);
	int32 fnFadeDown(int32 *params);
	int32 fnISpeak(int32 *params);
	int32 fnTotalRestart(int32 *params);
	int32 fnSetWalkGrid(int32 *params);
	int32 fnSpeechProcess(int32 *params);
	int32 fnSetScaling(int32 *params);
	int32 fnStartEvent(int32 *params);
	int32 fnCheckEventWaiting(int32 *params);
	int32 fnRequestSpeech(int32 *params);
	int32 fnGosub(int32 *params);
	int32 fnTimedWait(int32 *params);
	int32 fnPlayFx(int32 *params);
	int32 fnStopFx(int32 *params);
	int32 fnPlayMusic(int32 *params);
	int32 fnStopMusic(int32 *params);
	int32 fnSetValue(int32 *params);
	int32 fnNewScript(int32 *params);
	int32 fnGetSync(int32 *params);
	int32 fnWaitSync(int32 *params);
	int32 fnRegisterWalkGrid(int32 *params);
	int32 fnReverseMegaTableAnim(int32 *params);
	int32 fnReverseAnim(int32 *params);
	int32 fnAddToKillList(int32 *params);
	int32 fnSetStandbyCoords(int32 *params);
	int32 fnBackPar0Sprite(int32 *params);
	int32 fnBackPar1Sprite(int32 *params);
	int32 fnForePar0Sprite(int32 *params);
	int32 fnForePar1Sprite(int32 *params);
	int32 fnSetPlayerActionEvent(int32 *params);
	int32 fnSetScrollCoordinate(int32 *params);
	int32 fnStandAtAnim(int32 *params);
	int32 fnSetScrollLeftMouse(int32 *params);
	int32 fnSetScrollRightMouse(int32 *params);
	int32 fnColour(int32 *params);
	int32 fnFlash(int32 *params);
	int32 fnPreFetch(int32 *params);
	int32 fnGetPlayerSaveData(int32 *params);
	int32 fnPassPlayerSaveData(int32 *params);
	int32 fnSendEvent(int32 *params);
	int32 fnAddWalkGrid(int32 *params);
	int32 fnRemoveWalkGrid(int32 *params);
	int32 fnCheckForEvent(int32 *params);
	int32 fnPauseForEvent(int32 *params);
	int32 fnClearEvent(int32 *params);
	int32 fnFaceMega(int32 *params);
	int32 fnPlaySequence(int32 *params);
	int32 fnShadedSprite(int32 *params);
	int32 fnUnshadedSprite(int32 *params);
	int32 fnFadeUp(int32 *params);
	int32 fnDisplayMsg(int32 *params);
	int32 fnSetObjectHeld(int32 *params);
	int32 fnAddSequenceText(int32 *params);
	int32 fnResetGlobals(int32 *params);
	int32 fnSetPalette(int32 *params);
	int32 fnRegisterPointerText(int32 *params);
	int32 fnFetchWait(int32 *params);
	int32 fnRelease(int32 *params);
	int32 fnPrepareMusic(int32 *params);
	int32 fnSoundFetch(int32 *params);
	int32 fnSmackerLeadIn(int32 *params);
	int32 fnSmackerLeadOut(int32 *params);
	int32 fnStopAllFx(int32 *params);
	int32 fnCheckPlayerActivity(int32 *params);
	int32 fnResetPlayerActivityDelay(int32 *params);
	int32 fnCheckMusicPlaying(int32 *params);
	int32 fnPlayCredits(int32 *params);
	int32 fnSetScrollSpeedNormal(int32 *params);
	int32 fnSetScrollSpeedSlow(int32 *params);
	int32 fnRemoveChooser(int32 *params);
	int32 fnSetFxVolAndPan(int32 *params);
	int32 fnSetFxVol(int32 *params);
	int32 fnRestoreGame(int32 *params);
	int32 fnRefreshInventory(int32 *params);
	int32 fnChangeShadows(int32 *params);

	// do one cycle of the current session
	int processSession();

	// cause the logic loop to terminate and drop out
	void expressChangeSession(uint32 sesh_id);

	uint32 getRunList();

	// setup script_id and script_pc in _curObjectHub - called by fnGosub()
	void logicUp(uint32 new_script);

	void logicReplace(uint32 new_script);
	void logicOne(uint32 new_script);
	void resetKillList();
};

} // End of namespace Sword2

#endif