scummvm/sword2/logic.cpp

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/* Copyright (C) 1994-2004 Revolution Software Ltd
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*
* 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 "common/stdafx.h"
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#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/console.h"
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#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
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#define LEVEL (_curObjectHub->logic_level)
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#define Debug_Printf _vm->_debugger->DebugPrintf
namespace Sword2 {
/**
* Do one cycle of the current session.
*/
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int Logic::processSession(void) {
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uint32 run_list;
uint32 ret, script;
uint32 *game_object_list;
char *raw_script_ad;
char *raw_data_ad;
uint32 null_pc;
StandardHeader *head;
StandardHeader *far_head;
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uint32 id;
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// might change during the session, so take a copy here
run_list = _currentRunList;
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// point to first object in list
_pc = 0;
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// by minusing the pc we can cause an immediate cessation of logic
// processing on the current list
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while (_pc != 0xffffffff) {
head = (StandardHeader *) _vm->_resman->openResource(run_list);
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if (head->fileType != RUN_LIST)
error("processSession: %d not a run_list", run_list);
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game_object_list = (uint32 *) (head + 1);
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// read the next id
ID = game_object_list[_pc++];
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id = ID;
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// release the list again so it can float in memory - at this
// point not one thing should be locked
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_vm->_resman->closeResource(run_list);
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debug(5, "%d", ID);
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// null terminated
if (!ID) {
// end the session naturally
return 0;
}
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head = (StandardHeader *) _vm->_resman->openResource(ID);
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if (head->fileType != GAME_OBJECT)
error("processSession: %d not an object", ID);
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_curObjectHub = (ObjectHub *) (head + 1);
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debug(5, " %d id(%d) pc(%d)",
LEVEL,
_curObjectHub->script_id[LEVEL],
_curObjectHub->script_pc[LEVEL]);
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// do the logic for this object
// we keep going until a function says to stop - remember,
// system operations are run via function calls to drivers now
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do {
// get the script id as we may be running a script
// from another object...
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script = _curObjectHub->script_id[LEVEL];
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// there is a distinction between running one of our
// own scripts and that of another object
if (script / SIZE == ID) {
// its our script
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debug(5, "run script %d pc%d",
script / SIZE,
_curObjectHub->script_pc[LEVEL]);
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// this is the script data
// raw_script_ad = (char *) (_curObjectHub + 1);
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raw_script_ad = (char *) head;
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// script and data object are us/same
ret = runScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]);
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} else {
// we're running the script of another game
// object - get our data object address
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// get the foreign objects script data address
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raw_data_ad = (char *) head;
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far_head = (StandardHeader *) _vm->_resman->openResource(script / SIZE);
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if (far_head->fileType != GAME_OBJECT && far_head->fileType != SCREEN_MANAGER)
error("processSession: %d not a far object (its a %d)", script / SIZE, far_head->fileType);
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// raw_script_ad = (char *) (head + 1) + sizeof(StandardHeader);
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// get our objects data address
// raw_data_ad = (char *) (_curObjectHub + 1);
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raw_script_ad = (char *) far_head;
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ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]);
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// close foreign object again
_vm->_resman->closeResource(script / SIZE);
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// reset to us for service script
raw_script_ad = raw_data_ad;
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}
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// this script has finished - drop down a level
if (ret == 1) {
// check that it's not already on level 0 !
if (LEVEL)
LEVEL--;
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else {
// Hmmm, level 0 terminated :-| Let's
// be different this time and simply
// let it restart next go :-)
debug(5, "**WARNING object %d script 0 terminated!", id);
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// reset to rerun
_curObjectHub->script_pc[LEVEL] = _curObjectHub->script_id[LEVEL] & 0xffff;
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// cause us to drop out for a cycle
ret = 0;
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}
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} else if (ret > 2) {
error("processSession: illegal script return type %d", ret);
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}
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// if ret == 2 then we simply go around again - a new
// script or subroutine will kick in and run
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// keep processing scripts until 0 for quit is returned
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} while (ret);
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// any post logic system requests to go here
// clear any syncs that were waiting for this character - it
// has used them or now looses them
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clearSyncs(ID);
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if (_pc != 0xffffffff) {
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// the session is still valid so run the service script
null_pc = 0;
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// call the base script - this is the graphic/mouse
// service call
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runScript(raw_script_ad, raw_script_ad, &null_pc);
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}
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// made for all live objects
// and that's it so close the object resource
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_vm->_resman->closeResource(ID);
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}
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// leaving a room so remove all ids that must reboot correctly
processKillList();
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debug(5, "RESTART the loop");
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// means restart the loop
return 1;
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}
/**
* Bring an immediate halt to the session and cause a new one to start without
* a screen update.
*/
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void Logic::expressChangeSession(uint32 sesh_id) {
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//set to new
_currentRunList = sesh_id;
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//causes session to quit
_pc = 0xffffffff;
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// reset now in case we double-clicked an exit prior to changing screen
EXIT_FADING = 0;
// we're trashing the list - presumably to change room
// in theory sync waiting in the list could be left behind and never
// removed - so we trash the lot
memset(_syncList, 0, sizeof(_syncList));
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// reset walkgrid list (see fnRegisterWalkGrid)
_router->clearWalkGridList();
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// stops all fx & clears the queue
_vm->clearFxQueue();
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// free all the route memory blocks from previous game
_router->freeAllRouteMem();
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}
/**
* A new session will begin next game cycle. The current cycle will conclude
* and build the screen and flip into view as normal.
*
* @note This functino doesn't seem to be used anywhere.
*/
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void Logic::naturalChangeSession(uint32 sesh_id) {
_currentRunList = sesh_id;
}
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/**
* @return The private _currentRunList variable.
*/
uint32 Logic::getRunList(void) {
return _currentRunList;
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}
int32 Logic::fnSetSession(int32 *params) {
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// used by player invoked start scripts
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// params: 0 id of new run list
expressChangeSession(params[0]);
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return IR_CONT;
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}
/**
* Causes no more objects in this logic loop to be processed. The logic engine
* will restart at the beginning of the new list. The current screen will not
* be drawn!
*/
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int32 Logic::fnEndSession(int32 *params) {
// params: 0 id of new run-list
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// terminate current and change to next run-list
expressChangeSession(params[0]);
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// stop the script - logic engine will now go around and the new
// screen will begin
return IR_STOP;
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}
/**
* Move the current object up a level. Called by fnGosub command. Remember:
* only the logic object has access to _curObjectHub.
*/
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void Logic::logicUp(uint32 new_script) {
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// going up a level - and we'll keeping going this cycle
LEVEL++;
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// can be 0, 1, 2
if (LEVEL == 3)
error("logicUp id %d has run off script tree! :-O", ID);
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// setup new script on next level (not the current level)
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debug(5, "new pc = %d", new_script & 0xffff);
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_curObjectHub->script_id[LEVEL] = new_script;
_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
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}
/**
* Force the level to one.
*/
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void Logic::logicOne(uint32 new_script) {
LEVEL = 1;
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// setup new script on level 1
_curObjectHub->script_id[1] = new_script;
_curObjectHub->script_pc[1] = new_script & 0xffff;
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}
/**
* Change current logic. Script must quit with a TERMINATE directive, which
* does not write to &pc
*/
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void Logic::logicReplace(uint32 new_script) {
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// setup new script on this level
_curObjectHub->script_id[LEVEL] = new_script;
_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
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}
void Logic::examineRunList(void) {
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uint32 *game_object_list;
StandardHeader *file_header;
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if (_currentRunList) {
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// open and lock in place
game_object_list = (uint32 *) (_vm->_resman->openResource(_currentRunList) + sizeof(StandardHeader));
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Debug_Printf("Runlist number %d\n", _currentRunList);
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for (int i = 0; game_object_list[i]; i++) {
file_header = (StandardHeader *) _vm->_resman->openResource(game_object_list[i]);
Debug_Printf("%d %s\n", game_object_list[i], file_header->name);
_vm->_resman->closeResource(game_object_list[i]);
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}
_vm->_resman->closeResource(_currentRunList);
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} else
Debug_Printf("No run list set\n");
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}
/**
* Reset the object and restart script 1 on level 0
*/
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void Logic::totalRestart(void) {
LEVEL = 0;
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// reset to rerun
_curObjectHub->script_pc[0] = 1;
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}
int32 Logic::fnTotalRestart(int32 *params) {
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// mega runs this to restart its base logic again - like being cached
// in again
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// params: none
totalRestart();
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return IR_TERMINATE;
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}
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/**
* Mark this object for killing - to be killed when player leaves this screen.
* Object reloads and script restarts upon re-entry to screen, which causes
* this object's startup logic to be re-run every time we enter the screen.
* "Which is nice."
*
* @note Call ONCE from object's logic script, i.e. in startup code, so not
* re-called every time script frops off and restarts!
*/
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int32 Logic::fnAddToKillList(int32 *params) {
// params: none
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uint32 entry;
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// DON'T EVER KILL GEORGE!
if (ID != 8) {
// first, scan list to see if this object is already included
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entry = 0;
while (entry < _kills && _objectKillList[entry] != ID)
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entry++;
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// if this ID isn't already in the list, then add it,
// (otherwise finish)
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if (entry == _kills) {
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// no room at the inn
assert(_kills < OBJECT_KILL_LIST_SIZE);
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// add this 'ID' to the kill list
_objectKillList[_kills] = ID;
_kills++;
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// "another one bites the dust"
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// when we leave the screen, all these object
// resources are to be cleaned out of memory and the
// kill list emptied by doing '_kills = 0', ensuring
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// that all resources are in fact still in memory &
// more importantly closed before killing!
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}
}
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return IR_CONT;
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}
void Logic::processKillList(void) {
for (uint32 i = 0; i < _kills; i++)
_vm->_resman->remove(_objectKillList[i]);
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_kills = 0;
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}
void Logic::resetKillList(void) {
_kills = 0;
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}
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} // End of namespace Sword2