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/* 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.
*
* $Header$
*/
// logic management
#ifndef _LOGIC
#define _LOGIC
#include "bs2/defs.h"
#include "bs2/header.h"
namespace Sword2 {
#define TREE_SIZE 3
class Logic {
private:
void setupOpcodes(void);
// FIXME: Some opcodes pass pointers in integer variables. I don't
// think that's entirely portable.
typedef int32 (Logic::*OpcodeProc)(int32 *);
struct OpcodeEntry {
byte numArgs;
OpcodeProc proc;
const char *desc;
};
const OpcodeEntry *_opcodes;
// denotes the res id of the game-object-list in current use
uint32 _currentRunList;
void processKillList(void);
//pc during logic loop
uint32 _pc;
// each object has one of these tacked onto the beginning
_object_hub *_curObjectHub;
public:
Logic() {
setupOpcodes();
}
int32 executeOpcode(int op, int32 *params);
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(void);
// cause the logic loop to terminate and drop out
void expressChangeSession(uint32 sesh_id);
// new logic begins next cycle
void naturalChangeSession(uint32 sesh_id);
uint32 getRunList(void);
// 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 totalRestart(void);
uint32 examineRunList(void);
void resetKillList(void);
};
extern Logic g_logic;
} // End of namespace Sword2
#endif
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