aboutsummaryrefslogtreecommitdiff
path: root/sword2/function.cpp
blob: 753c1a61a6182e4d85e57aa0565c95c46f6b5fa2 (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
/* 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 <stdlib.h>
#include <stdarg.h>
#include <stdio.h>

#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:
			BS2_SetPalette(0, 1, white, RDPAL_INSTANT);
			break;

		case RED:
			BS2_SetPalette(0, 1, red, RDPAL_INSTANT);
			break;

		case GREEN:
			BS2_SetPalette(0, 1, green, RDPAL_INSTANT);
			break;

		case BLUE:
			BS2_SetPalette(0, 1, blue, RDPAL_INSTANT);
			break;
	}

 	for	(count=0; count<0x80000; count++)
	{
		count++;
		count--;
	}

	BS2_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:
			BS2_SetPalette(0, 1, black,	RDPAL_INSTANT);
			break;

		case WHITE:
			BS2_SetPalette(0, 1, white,	RDPAL_INSTANT);
			break;

		case RED:
			BS2_SetPalette(0, 1, red,	RDPAL_INSTANT);
			break;

		case GREEN:
			BS2_SetPalette(0, 1, green,	RDPAL_INSTANT);
			break;

		case BLUE:
			BS2_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<size/4;j++)
		globals[j]=0;	//blank each global variable

	res_man.Res_close(1);

	res_man.Kill_all_objects(0);	//all objects but george

//	SetGlobalInterpreterVariables((int32*)(res_man.Res_open(1)+sizeof(_standardHeader)));	//reopen global variables resource & send address to interpreter - it won't be moving
//	res_man.Res_close(1);

	//---------------------------------------------------------------
	// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! (James29may97)
	// - this is taken from FN_init_background
	this_screen.scroll_flag = 2;	// switch on scrolling (2 means first time on screen)
	//---------------------------------------------------------------

	return(IR_CONT);
}
//------------------------------------------------------------------------------------
// FN_play_credits - Plays the credits?
// This function just quits the game if this is the playable demo, ie. credits are NOT played in the demo any more!

extern uint8 quitGame;			// From sword2.cpp

int32 FN_play_credits(int32 *params)
{

/*	uint32	rv;	// for Credits() return value

	if (!DEMO)	// this ju
	{
		_drvDrawStatus		ds;
		_drvSoundStatus		ss;
		_drvKeyStatus		ks;

		ClearAllFx();	// Must stop all fx
		CloseFx(-2);	// including leadins
		CloseFx(-1);	// including leadouts
		StopMusic();	// Stop any streaming music
		
		for (int i = 0; i<16; i++)
			g_sword2->_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
	if (g_sword2->_gameId == GID_SWORD2_DEMO)
	{
		Close_game();	//close engine systems down
		CloseAppWindow();
		exit(0);		// quit the game
	}


	return (IR_CONT);
}
//------------------------------------------------------------------------------------