scummvm/sword2/logic.cpp

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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.
*
* $Header$
*/
//------------------------------------------------------------------------------------
// #include <libsn.h> PSX?
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
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#include "stdafx.h"
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//#include "src\driver96.h"
#include "build_display.h"
#include "console.h"
#include "debug.h"
#include "header.h"
#include "interpreter.h"
#include "logic.h"
#include "memory.h"
#include "resman.h"
#include "router.h" // for ClearWalkGridList()
#include "sound.h"
#include "sword2.h" // (James19aug97) for CloseGame()
#include "sync.h"
//------------------------------------------------------------------------------------
logic LLogic; //declare the object
#define LEVEL cur_object_hub->logic_level
#define OBJECT_KILL_LIST_SIZE 50 // this must allow for the largest number of objects in a screen
uint32 object_kill_list[OBJECT_KILL_LIST_SIZE];
uint32 kills=0; // keeps note of no. of objects in the kill list
//------------------------------------------------------------------------------------
int logic::Process_session(void) //Tony6June96 (first run 21Oct96)
{
//do one cycle of the current session
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;
uint32 id;
run_list=current_run_list; //might change during the session, so take a copy here
pc=0; //point to first object in list
static uint32 cycle=0;
cycle++;
// Zdebug("\n CYCLE %d", cycle);
while(pc!=0xffffffff) //by minusing the pc we can cause an immediate cessation of logic processing on the current list
{
head = (_standardHeader*) res_man.Res_open(run_list);
if (head->fileType!=RUN_LIST)
Con_fatal_error("Logic_engine %d not a run_list", run_list);
game_object_list = (uint32 *) (head+1);
ID = game_object_list[pc++]; //read the next id
id=ID;
res_man.Res_close(run_list); //release the list again so it can float in memory - at this point not one thing should be locked
// Zdebug("%d", ID);
if (!ID) //null terminated
return(0); //end the session naturally
head = (_standardHeader*) res_man.Res_open(ID);
if (head->fileType!=GAME_OBJECT)
Con_fatal_error("Logic_engine %d not an object", ID);
cur_object_hub = (_object_hub *) (head+1);
// Zdebug(" %d id(%d) pc(%d)", cur_object_hub->logic_level, cur_object_hub->script_id[cur_object_hub->logic_level], cur_object_hub->script_pc[cur_object_hub->logic_level]);
// 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
do
{
script = cur_object_hub->script_id[LEVEL]; //get the script id as we may be running a script from another object...
// there is a distinction between running one of our own scripts and that of another object
if ((script/SIZE)==ID) //its our script
{
// Zdebug("run script %d pc%d", script/SIZE, cur_object_hub->script_pc[LEVEL]);
// raw_script_ad = (char *) (cur_object_hub+1); //this is the script data
raw_script_ad = (char*) head;
ret=RunScript( raw_script_ad, raw_script_ad, &cur_object_hub->script_pc[LEVEL] ); //script and data object are us/same
}
else //we're running the script of another game object - get our data object address
{
// get the foreign objects script data address
raw_data_ad=(char*)head;
far_head = (_standardHeader*) res_man.Res_open(script/SIZE);
if ((far_head->fileType!=GAME_OBJECT)&&((far_head->fileType!=SCREEN_MANAGER)))
Con_fatal_error("Logic_engine %d not a far object (its a %d)", script/SIZE, far_head->fileType);
// raw_script_ad = (char*) (head+1) + sizeof(_standardHeader);
// get our objects data address
// raw_data_ad = (char*) (cur_object_hub+1);
raw_script_ad=(char*)far_head;
ret=RunScript( raw_script_ad, raw_data_ad, &cur_object_hub->script_pc[LEVEL] );
res_man.Res_close(script/SIZE); //close foreign object again
raw_script_ad=raw_data_ad; //reset to us for service script
}
if (ret==1) //this script has finished - drop down a level
{
if (cur_object_hub->logic_level) //check that it's not already on level 0 !
cur_object_hub->logic_level--;
else //Hmmm, level 0 terminated :-| Let's be different this time and simply let it restart next go :-)
{
cur_object_hub->script_pc[LEVEL]=(cur_object_hub->script_id[LEVEL]&0xffff); //reset to rerun
// Zdebug("**WARNING object %d script 0 terminated!", id);
ret=0; //cause us to drop out for a cycle
}
}
else if (ret>2)
{
Con_fatal_error("Process_session: illegal script return type %d (%s line %u)",ret,__FILE__,__LINE__);
}
// if ret==2 then we simply go around again - a new script or subroutine will kick in and run
}
while(ret); //keep processing scripts until 0 for quit is returned
// any post logic system requests to go here
Clear_syncs(ID); //clear any syncs that were waiting for this character - it has used them or now looses them
if (pc!=0xffffffff) //the session is still valid so run the service script
{ null_pc=0;
RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
}
//made for all live objects
// and that's it so close the object resource
res_man.Res_close(ID);
};
Process_kill_list(); //leaving a room so remove all ids that must reboot correctly
Zdebug("RESTART the loop");
return(1); //means restart the loop
}
//------------------------------------------------------------------------------------
void logic::Express_change_session(uint32 sesh_id) //Tony6June96
{
//a game-object can bring an immediate halt to the session and cause a new one to start without a screen update
current_run_list=sesh_id; //set to new
pc=0xffffffff; //causes session to quit
EXIT_FADING=0; // reset now in case we double-clicked an exit prior to changing screen
Init_sync_system(); // 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
ClearWalkGridList(); // reset walkgrid list (see FN_register_walkgrid)
Clear_fx_queue(); // stops all fx & clears the queue
FreeAllRouteMem(); // free all the route memory blocks from previous game
}
//------------------------------------------------------------------------------------
void logic::Natural_change_session(uint32 sesh_id) //Tony7June96
{
//a new session will begin next game cycle.
//the current cycle will conclude and build the screen and flip into view as normal
current_run_list=sesh_id; //set to new
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
uint32 logic::Return_run_list(void) //Tony18Sept96
{
//pass back the private cur_object_list variable - not sure we need this
return(current_run_list); //return the id
}
//------------------------------------------------------------------------------------
int32 FN_set_session(int32 *params) //Tony29Oct96
{
//used by player invoked start scripts
//param 0 id of new run list
LLogic.Express_change_session(*params); //now!
return(IR_CONT); //cont
}
//------------------------------------------------------------------------------------
int32 FN_end_session(int32 *params) //Tony21Sept96
{
//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!!
//param 0 id of new run-list
LLogic.Express_change_session(*params); //terminate current and change to next run-list
return(0); //stop the script - logic engine will now go around and the new screen will begin
}
//------------------------------------------------------------------------------------
void logic::Logic_up(uint32 new_script) //Tony23Sept96
{
//move the current object up a level
//called by FN_gosub command - remember, only the logic object has access to cur_object_hub
cur_object_hub->logic_level++; //going up a level - and we'll keeping going this cycle
if (cur_object_hub->logic_level==3) //can be 0,1,2
Con_fatal_error("Logic_up id %d has run off script tree! :-O", ID);
cur_object_hub->script_id[cur_object_hub->logic_level]=new_script; //setup new script on next level (not the current level)
cur_object_hub->script_pc[cur_object_hub->logic_level]=new_script&0xffff;
//Zdebug("new pc = %d", new_script&0xffff);
}
//------------------------------------------------------------------------------------
void logic::Logic_one(uint32 new_script) //Tony4Dec96
{
//force to level one
cur_object_hub->logic_level=1;
cur_object_hub->script_id[1]=new_script; //setup new script on level 1
cur_object_hub->script_pc[1]=new_script&0xffff;
}
//------------------------------------------------------------------------------------
void logic::Logic_replace(uint32 new_script) //Tony13Nov96
{
//change current logic - script must quit with a TERMINATE directive - which does not write to &pc
cur_object_hub->script_id[cur_object_hub->logic_level]=new_script; //setup new script on this level
cur_object_hub->script_pc[cur_object_hub->logic_level]=new_script&0xffff;
}
//------------------------------------------------------------------------------------
uint32 logic::Examine_run_list(void) //Tony25Oct96
{
uint32 *game_object_list;
_standardHeader *file_header;
int scrolls=0;
char c;
if (current_run_list)
{
game_object_list = (uint32 *) (res_man.Res_open(current_run_list)+sizeof(_standardHeader)); //open and lock in place
Print_to_console("runlist number %d", current_run_list);
while(*(game_object_list))
{
file_header = (_standardHeader*) res_man.Res_open(*(game_object_list));
Print_to_console(" %d %s",*(game_object_list), file_header->name);
res_man.Res_close(*(game_object_list++));
scrolls++;
Build_display();
if (scrolls==18)
{
Temp_print_to_console("- Press ESC to stop or any other key to continue");
Build_display();
do
{
//--------------------------------------------------
// Service windows
while (!gotTheFocus)
if (ServiceWindows() == RDERR_APPCLOSED)
break;
if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
{
Close_game(); //close engine systems down
RestoreDisplay();
CloseAppWindow();
exit(0); //quit the game
}
//--------------------------------------------------
}
while(!KeyWaiting());
ReadKey(&c); //kill the key we just pressed
if (c==27) //ESC
break;
Clear_console_line(); //clear the Press Esc message ready for the new line
scrolls=0;
}
}
res_man.Res_close(current_run_list);
}
else Print_to_console("no run list set");
Scroll_console();
return(1);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
void logic::Total_restart(void) //Tony18Sept96
{
//reset the object restart script 1 on level 0
cur_object_hub->logic_level=0;
//cur_object_hub->script_id[0]=1;
cur_object_hub->script_pc[0]=1; //reset to rerun
}
//------------------------------------------------------------------------------------
int32 FN_total_restart(int32 *params) //Tony5Dec96
{
//mega runs this to restart its base logic again - like being cached in again
LLogic.Total_restart();
if (params);
return(IR_TERMINATE); //drop out without saving pc and go around again
}
//------------------------------------------------------------------------------------
int32 FN_add_to_kill_list(int32 *params) //James9jan97
{
// call *once* from object's logic script - ie. in startup code
// - so not re-called every time script drops off & restarts!
// mark this object for killing - to be killed when player leaves this screen
// - so object reloads & script restarts upon re-entry to screen
// - causes this object's startup logic to be re-run every time we enter the screen
// - "which is nice"
// params: none
uint32 entry;
if (ID != 8) // DON'T EVER KILL GEORGE!
{
// first, scan list to see if this object is already included (05mar97 James)
entry=0;
while ((entry < kills) && (object_kill_list[entry] != ID))
entry++;
if (entry == kills) // if this ID isn't already in the list, then add it, (otherwise finish) (05mar97 James)
{
#ifdef _BS2_DEBUG
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if (kills == OBJECT_KILL_LIST_SIZE) // no room at the inn
Con_fatal_error("List full in FN_add_to_kill_list(%u) (%s line %u)",ID,__FILE__,__LINE__);
#endif
object_kill_list[kills] = ID; // add this 'ID' to the kill list
kills++; // "another one bites the dust"
// 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 that all resources are in fact still in memory & more importantly closed
// before killing!
}
}
return(IR_CONT); // continue script
}
//------------------------------------------------------------------------------------
void logic::Process_kill_list(void) //Tony10Jan97
{
uint32 j;
if (kills)
for (j=0;j<kills;j++)
res_man.Remove_res(object_kill_list[j]);
kills=0;
}
//------------------------------------------------------------------------------------
void logic::Reset_kill_list(void) //James 25mar97
{
kills=0;
}
//------------------------------------------------------------------------------------