2007-05-30 21:56:52 +00:00
|
|
|
/* ScummVM - Graphic Adventure Engine
|
|
|
|
*
|
|
|
|
* ScummVM is the legal property of its developers, whose names
|
|
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
|
|
* file distributed with this source distribution.
|
2003-07-28 01:44:38 +00:00
|
|
|
*
|
2007-05-31 20:28:29 +00:00
|
|
|
* Additional copyright for this file:
|
|
|
|
* Copyright (C) 1994-1998 Revolution Software Ltd.
|
|
|
|
*
|
2003-07-28 01:44:38 +00:00
|
|
|
* 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
|
2005-10-18 01:30:26 +00:00
|
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
2003-07-28 01:44:38 +00:00
|
|
|
*/
|
|
|
|
|
2007-09-19 08:40:12 +00:00
|
|
|
|
2011-04-24 08:34:27 +00:00
|
|
|
#include "common/textconsole.h"
|
2006-02-17 15:07:36 +00:00
|
|
|
|
2003-10-28 19:51:30 +00:00
|
|
|
#include "sword2/sword2.h"
|
|
|
|
#include "sword2/defs.h"
|
2006-02-17 15:07:36 +00:00
|
|
|
#include "sword2/header.h"
|
2004-02-05 14:19:07 +00:00
|
|
|
#include "sword2/logic.h"
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-03-29 06:37:46 +00:00
|
|
|
namespace Sword2 {
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-08 15:47:51 +00:00
|
|
|
void Logic::sendEvent(uint32 id, uint32 interact_id) {
|
2005-11-13 19:29:32 +00:00
|
|
|
for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
|
2004-03-29 06:37:46 +00:00
|
|
|
if (_eventList[i].id == id || !_eventList[i].id) {
|
|
|
|
_eventList[i].id = id;
|
|
|
|
_eventList[i].interact_id = interact_id;
|
|
|
|
return;
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2004-03-29 06:37:46 +00:00
|
|
|
error("sendEvent() ran out of event slots");
|
2003-11-02 15:58:45 +00:00
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-08 15:47:51 +00:00
|
|
|
void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
|
2003-11-02 15:58:45 +00:00
|
|
|
// Full script id of action script number 2
|
|
|
|
sendEvent(id, (interact_id << 16) | 2);
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
2005-02-22 07:37:50 +00:00
|
|
|
int Logic::checkEventWaiting() {
|
2005-11-13 19:29:32 +00:00
|
|
|
for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_eventList[i].id == readVar(ID))
|
2004-03-29 06:37:46 +00:00
|
|
|
return 1;
|
2003-11-02 15:58:45 +00:00
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2004-03-29 06:37:46 +00:00
|
|
|
return 0;
|
2003-11-02 15:58:45 +00:00
|
|
|
}
|
2003-09-02 09:54:42 +00:00
|
|
|
|
2005-02-22 07:37:50 +00:00
|
|
|
void Logic::startEvent() {
|
2003-11-02 15:58:45 +00:00
|
|
|
// call this from stuff like fnWalk
|
|
|
|
// you must follow with a return IR_TERMINATE
|
|
|
|
|
2005-11-13 19:29:32 +00:00
|
|
|
for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
if (_eventList[i].id == readVar(ID)) {
|
2003-11-15 09:38:00 +00:00
|
|
|
logicOne(_eventList[i].interact_id);
|
2003-11-02 15:58:45 +00:00
|
|
|
_eventList[i].id = 0;
|
|
|
|
return;
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
}
|
|
|
|
|
Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
2005-10-29 21:24:54 +00:00
|
|
|
error("startEvent() can't find event for id %d", readVar(ID));
|
2003-11-02 15:58:45 +00:00
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-08 15:47:51 +00:00
|
|
|
void Logic::clearEvent(uint32 id) {
|
2005-11-13 19:29:32 +00:00
|
|
|
for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
|
2003-11-02 15:58:45 +00:00
|
|
|
if (_eventList[i].id == id) {
|
|
|
|
_eventList[i].id = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2003-07-28 01:44:38 +00:00
|
|
|
|
2003-11-08 15:47:51 +00:00
|
|
|
void Logic::killAllIdsEvents(uint32 id) {
|
2005-11-13 19:29:32 +00:00
|
|
|
for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
|
2004-03-29 06:37:46 +00:00
|
|
|
if (_eventList[i].id == id)
|
2003-11-02 15:58:45 +00:00
|
|
|
_eventList[i].id = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-03-29 06:37:46 +00:00
|
|
|
// For the debugger
|
|
|
|
|
2005-02-22 07:37:50 +00:00
|
|
|
uint32 Logic::countEvents() {
|
2004-03-29 06:37:46 +00:00
|
|
|
uint32 count = 0;
|
|
|
|
|
2005-11-13 19:29:32 +00:00
|
|
|
for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
|
2004-03-29 06:37:46 +00:00
|
|
|
if (_eventList[i].id)
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
2003-10-04 00:52:27 +00:00
|
|
|
} // End of namespace Sword2
|