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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

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

class Logic {
private:
	// Point to the global variable data
	int32 *_globals;

	uint32 _objectKillList[OBJECT_KILL_LIST_SIZE];

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

	// Set this to turn debugging on
	bool _debugFlag;

	// 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;

	//pc during logic loop
	uint32 _pc;

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

	void setupOpcodes(void);
	void processKillList(void);

public:
	Logic() : _globals(NULL), _kills(0), _debugFlag(false) {
		setupOpcodes();
	}

	void setGlobalInterpreterVariables(int32 *vars);
	int runScript(char *scriptData, char *objectData, uint32 *offset);

	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);
	void examineRunList(void);
	void resetKillList(void);
};

extern Logic g_logic;

} // End of namespace Sword2

#endif