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/* Copyright (C) 1994-2004 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 "sword2/header.h"
#include "sword2/memory.h"
#include "sword2/router.h"
#include "sword2/speech.h"
#include "sword2/startup.h"

namespace Sword2 {

#define STACK_SIZE 10

#define	MAX_events 10

// There won't be many, will there? Probably 2 at most i reckon
#define	MAX_syncs 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 Logic {
private:
	Sword2Engine *_vm;

	// 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;

	// 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;

	void processKillList(void);

	// Stores resource id of the wav to use as lead-out from smacker
	uint32 _smackerLeadOut;

	int32 animate(int32 *params, bool reverse);
	int32 megaTableAnimate(int32 *params, bool reverse);

	// 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;
		Memory *text_mem;
		uint32 speechBufferSize;
		uint16 *speech_mem;
	};

	SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];

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

	// array of these for subject menu build up

	struct SubjectUnit {
		uint32 res;
		uint32 ref;
	};

	SubjectUnit _subjectList[MAX_SUBJECT_LIST];

	// 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

	// ref number for default response when luggage icon is used on a
	// person & it doesn't match any of the icons which would have been in
	// the chooser

	uint32 _defaultResponseId;

	// 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);

	uint32 _totalStartups;
	uint32 _totalScreenManagers;
	uint32 _startRes;

	struct StartUp {
		char description[MAX_description];

		// id of screen manager object
		uint32 start_res_id;

		// tell the manager which startup you want (if there are more
		// than 1) (i.e more than 1 entrance to a screen and/or
		// separate game boots)
		uint32 key;
	};

	StartUp _startList[MAX_starts];

	uint32 initStartMenu(void);

	int16 _standbyX;	// see fnSetStandbyCoords()
	int16 _standbyY;
	int16 _standbyDir;

	int whatTarget(int startX, int startY, int destX, int destY);

public:
	Logic(Sword2Engine *vm) :
		  _vm(vm), _globals(NULL), _kills(0), _debugFlag(false),
		  _smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0),
		  _animId(0), _speechAnimType(0), _leftClickDelay(0),
		  _rightClickDelay(0), _defaultResponseId(0),
		  _totalStartups(0), _totalScreenManagers(0),
		  _officialTextNumber(0), _speechScriptWaiting(0),
		  _speechTextBlocNo(0), _choosing(false), _unpauseZone(0) {
		memset(_subjectList, 0, sizeof(_subjectList));
		memset(_eventList, 0, sizeof(_eventList));
		memset(_syncList, 0, sizeof(_syncList));
		_router = new Router(_vm);
		initStartMenu();
	}

	~Logic() {
		delete _router;
	}

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

	int16 _officialTextNumber;

	// usually 0; if non-zero then it's the id of whoever we're waiting for
	// in a speech script see fnTheyDo, fnTheyDoWeWait and fnWeWait

	int32 _speechScriptWaiting;

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

	uint32 _speechTextBlocNo;

	// could alternately use logic->looping of course

	bool _choosing;

	uint32 _unpauseZone;

	void conPrintStartMenu(void);
	void conStart(int start);

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

	struct EventUnit {
		uint32 id;
		uint32 interact_id;
	};

	EventUnit _eventList[MAX_events];

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

	uint32 countEvents(void);

	struct SyncUnit {
		uint32 id;
		uint32 sync;
	};

	SyncUnit _syncList[MAX_syncs];

	void clearSyncs(uint32 id);
	bool getSync(void);

	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(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);
};

} // End of namespace Sword2

#endif