svn-id: r10274
This commit is contained in:
Torbjörn Andersson 2003-09-17 17:34:04 +00:00
parent 0604d3ff10
commit f291b13134
2 changed files with 320 additions and 282 deletions

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@ -17,413 +17,443 @@
* $Header$
*/
//------------------------------------------------------------------------------------
// #include <libsn.h> PSX?
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include "stdafx.h"
//#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
logic LLogic;
#define LEVEL cur_object_hub->logic_level
#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
// this must allow for the largest number of objects in a screen
#define OBJECT_KILL_LIST_SIZE 50
uint32 object_kill_list[OBJECT_KILL_LIST_SIZE];
uint32 kills=0; // keeps note of no. of objects in the kill list
uint32 object_kill_list[OBJECT_KILL_LIST_SIZE];
//------------------------------------------------------------------------------------
int logic::Process_session(void) //Tony6June96 (first run 21Oct96)
{
//do one cycle of the current session
// keeps note of no. of objects in the kill list
uint32 kills = 0;
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;
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;
// might change during the session, so take a copy here
run_list = current_run_list;
run_list=current_run_list; //might change during the session, so take a copy here
pc=0; //point to first object in list
// point to first object in list
pc = 0;
static uint32 cycle=0;
static uint32 cycle = 1;
// Zdebug("\n CYCLE %d", cycle);
cycle++;
// Zdebug("\n CYCLE %d", cycle);
// by minusing the pc we can cause an immediate cessation of logic
// processing on the current list
while(pc!=0xffffffff) //by minusing the pc we can cause an immediate cessation of logic processing on the current list
{
while (pc != 0xffffffff) {
head = (_standardHeader*) res_man.Res_open(run_list);
if (head->fileType!=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
game_object_list = (uint32 *) (head + 1);
// read the next id
ID = game_object_list[pc++];
id = ID;
// Zdebug("%d", ID);
// release the list again so it can float in memory - at this
// point not one thing should be locked
if (!ID) //null terminated
return(0); //end the session naturally
res_man.Res_close(run_list);
// Zdebug("%d", ID);
// null terminated
if (!ID) {
// end the session naturally
return 0;
}
head = (_standardHeader*) res_man.Res_open(ID);
if (head->fileType!=GAME_OBJECT)
if (head->fileType != GAME_OBJECT)
Con_fatal_error("Logic_engine %d not an object", ID);
cur_object_hub = (_object_hub *) (head+1);
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]);
// 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 {
// get the script id as we may be running a script
// from another object...
// 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...
script = cur_object_hub->script_id[LEVEL];
// there is a distinction between running one of our
// own scripts and that of another object
if (script / SIZE == ID) {
// its our script
// 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]);
// 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
// this is the script data
// raw_script_ad = (char *) (cur_object_hub + 1);
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
// script and data object are us/same
ret = RunScript(raw_script_ad, raw_script_ad, &cur_object_hub->script_pc[LEVEL]);
} else {
// we're running the script of another game
// object - get our data object address
}
else //we're running the script of another game object - get our data object address
{
// get the foreign objects script data address
// get the foreign objects script data address
raw_data_ad=(char*)head;
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);
far_head = (_standardHeader*) res_man.Res_open(script / SIZE);
// raw_script_ad = (char*) (head+1) + sizeof(_standardHeader);
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);
// get our objects data address
// raw_data_ad = (char*) (cur_object_hub+1);
// raw_script_ad = (char*) (head + 1) + sizeof(_standardHeader);
raw_script_ad=(char*)far_head;
// get our objects data address
// raw_data_ad = (char*) (cur_object_hub + 1);
ret=RunScript( raw_script_ad, raw_data_ad, &cur_object_hub->script_pc[LEVEL] );
raw_script_ad = (char*) far_head;
res_man.Res_close(script/SIZE); //close foreign object again
ret = RunScript(raw_script_ad, raw_data_ad, &cur_object_hub->script_pc[LEVEL]);
raw_script_ad=raw_data_ad; //reset to us for service script
// close foreign object again
res_man.Res_close(script / SIZE);
// reset to us for service script
raw_script_ad = raw_data_ad;
}
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 !
// this script has finished - drop down a level
if (ret == 1) {
// check that it's not already on level 0 !
if (cur_object_hub->logic_level)
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 {
// Hmmm, level 0 terminated :-| Let's
// be different this time and simply
// let it restart next go :-)
// Zdebug("**WARNING object %d script 0 terminated!", id);
// reset to rerun
cur_object_hub->script_pc[LEVEL] = cur_object_hub->script_id[LEVEL] & 0xffff;
// cause us to drop out for a cycle
ret = 0;
}
}
else if (ret>2)
{
Con_fatal_error("Process_session: illegal script return type %d (%s line %u)",ret,__FILE__,__LINE__);
} 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
// if ret == 2 then we simply go around again - a new
// script or subroutine will kick in and run
// keep processing scripts until 0 for quit is returned
} while(ret);
// 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
Clear_syncs(ID);
if (pc != 0xffffffff) {
// the session is still valid so run the service script
null_pc = 0;
// call the base script - this is the graphic/mouse
// service call
RunScript(raw_script_ad, raw_script_ad, &null_pc);
}
while(ret); //keep processing scripts until 0 for quit is returned
// made for all live objects
// any post logic system requests to go here
// and that's it so close the object resource
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
// leaving a room so remove all ids that must reboot correctly
Process_kill_list();
Zdebug("RESTART the loop");
return(1); //means restart the loop
// means restart the loop
return 1;
}
//------------------------------------------------------------------------------------
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
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
EXIT_FADING=0; // reset now in case we double-clicked an exit prior to changing screen
//set to new
current_run_list = sesh_id;
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
//causes session to quit
pc = 0xffffffff;
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
// 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
Init_sync_system();
// reset walkgrid list (see FN_register_walkgrid)
ClearWalkGridList();
// stops all fx & clears the queue
Clear_fx_queue();
// free all the route memory blocks from previous game
FreeAllRouteMem();
}
//------------------------------------------------------------------------------------
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
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
//set to new
current_run_list = sesh_id;
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
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
uint32 logic::Return_run_list(void) { // Tony18Sept96
// pass back the private cur_object_list variable - not sure we need
// this
//return the id
return current_run_list;
}
//------------------------------------------------------------------------------------
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!
int32 FN_set_session(int32 *params) { // Tony29Oct96
// used by player invoked start scripts
// param 0 id of new run list
return(IR_CONT); //cont
//now!
LLogic.Express_change_session(*params);
return IR_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
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!!
LLogic.Express_change_session(*params); //terminate current and change to next run-list
// param 0 id of new run-list
return(0); //stop the script - logic engine will now go around and the new screen will begin
// terminate current and change to next run-list
LLogic.Express_change_session(*params);
// stop the script - logic engine will now go around and the new
// screen will begin
return IR_STOP;
}
//------------------------------------------------------------------------------------
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
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
// going up a level - and we'll keeping going this cycle
cur_object_hub->logic_level++;
if (cur_object_hub->logic_level==3) //can be 0,1,2
// can be 0, 1, 2
if (cur_object_hub->logic_level == 3)
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;
//setup new script on next level (not the current level)
//Zdebug("new pc = %d", new_script&0xffff);
// Zdebug("new pc = %d", new_script & 0xffff);
cur_object_hub->script_id[cur_object_hub->logic_level] = new_script;
cur_object_hub->script_pc[cur_object_hub->logic_level] = new_script & 0xffff;
}
//------------------------------------------------------------------------------------
void logic::Logic_one(uint32 new_script) //Tony4Dec96
{
//force to level one
cur_object_hub->logic_level=1;
void logic::Logic_one(uint32 new_script) { // Tony4Dec96
// force to level one
cur_object_hub->script_id[1]=new_script; //setup new script on level 1
cur_object_hub->script_pc[1]=new_script&0xffff;
cur_object_hub->logic_level = 1;
// setup new script on level 1
cur_object_hub->script_id[1] = new_script;
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;
void logic::Logic_replace(uint32 new_script) { // Tony13Nov96
// change current logic - script must quit with a TERMINATE directive
// - which does not write to &pc
// setup new script on this level
cur_object_hub->script_id[cur_object_hub->logic_level] = new_script;
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;
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
if (current_run_list) {
// open and lock in place
game_object_list = (uint32 *) (res_man.Res_open(current_run_list) + sizeof(_standardHeader));
Print_to_console("runlist number %d", current_run_list);
while(*(game_object_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);
Print_to_console(" %d %s", *(game_object_list), file_header->name);
res_man.Res_close(*(game_object_list++));
scrolls++;
Build_display();
if (scrolls==18)
{
if (scrolls == 18) {
Temp_print_to_console("- Press ESC to stop or any other key to continue");
Build_display();
do
{
do {
ServiceWindows();
}
while(!KeyWaiting());
} while(!KeyWaiting());
ReadKey(&c); //kill the key we just pressed
if (c==27) //ESC
// kill the key we just pressed
ReadKey(&c);
if (c == 27)
break;
Clear_console_line(); //clear the Press Esc message ready for the new line
scrolls=0;
// clear the Press Esc message ready for the
// new line
Clear_console_line();
scrolls = 0;
}
}
res_man.Res_close(current_run_list);
}
else Print_to_console("no run list set");
} else
Print_to_console("no run list set");
Scroll_console();
return(1);
return 1;
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
void logic::Total_restart(void) //Tony18Sept96
{
//reset the object restart script 1 on level 0
cur_object_hub->logic_level=0;
void logic::Total_restart(void) { // Tony18Sept96
// reset the object restart script 1 on level 0
//cur_object_hub->script_id[0]=1;
cur_object_hub->script_pc[0]=1; //reset to rerun
cur_object_hub->logic_level = 0;
// cur_object_hub->script_id[0] = 1;
// reset to rerun
cur_object_hub->script_pc[0] = 1;
}
//------------------------------------------------------------------------------------
int32 FN_total_restart(int32 *params) //Tony5Dec96
{
//mega runs this to restart its base logic again - like being cached in again
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
// drop out without saving pc and go around again
return IR_TERMINATE;
}
//------------------------------------------------------------------------------------
int32 FN_add_to_kill_list(int32 *params) //James9jan97
{
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"
// Mark this object for killing - to be killed when player leaves
// this screen. Object reloads & 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"
// params: none
uint32 entry;
// DON'T EVER KILL GEORGE!
if (ID != 8) {
// first, scan list to see if this object is already included
// (05mar97 James)
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 = 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 _SWORD2_DEBUG
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
// if this ID isn't already in the list, then add it,
// (otherwise finish) (05mar97 James)
object_kill_list[kills] = ID; // add this 'ID' to the kill list
kills++; // "another one bites the dust"
if (entry == kills) {
#ifdef _SWORD2_DEBUG
// no room at the inn
if (kills == OBJECT_KILL_LIST_SIZE)
Con_fatal_error("List full in FN_add_to_kill_list(%u) (%s line %u)", ID, __FILE__, __LINE__);
#endif
// 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!
// add this 'ID' to the kill list
object_kill_list[kills] = ID;
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
// continue script
return IR_CONT;
}
//------------------------------------------------------------------------------------
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::Process_kill_list(void) { // Tony10Jan97
for (uint32 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;
}
//------------------------------------------------------------------------------------
void logic::Reset_kill_list(void) { // James 25mar97
kills = 0;
}

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@ -17,46 +17,54 @@
* $Header$
*/
//logic management
// logic management
#ifndef _LOGIC
#define _LOGIC
#ifndef _LOGIC
#define _LOGIC
//#include "src\driver96.h"
#include "defs.h"
#include "header.h"
#define TREE_SIZE 3
#define TREE_SIZE 3
class logic {
public:
//do one cycle of the current session
int Process_session(void);
// cause the logic loop to terminate and drop out
void Express_change_session(uint32 sesh_id);
class logic
{
public:
// new logic begins next cycle
void Natural_change_session(uint32 sesh_id);
int Process_session(void); //do one cycle of the current session
void Express_change_session(uint32 sesh_id); //cause the logic loop to terminate and drop out
void Natural_change_session(uint32 sesh_id); //new logic begins next cycle
uint32 Return_run_list(void);
void Logic_up(uint32 new_script); //setup script_id and script_pc in cur_object_hub - called by FN_gosub()
void Logic_replace(uint32 new_script);
void Logic_one(uint32 new_script);
void Total_restart(void);
uint32 Examine_run_list(void);
void Reset_kill_list(void); //James 25mar97
uint32 Return_run_list(void);
// setup script_id and script_pc in cur_object_hub - called by
// FN_gosub()
void Logic_up(uint32 new_script);
private:
void Logic_replace(uint32 new_script);
void Logic_one(uint32 new_script);
void Total_restart(void);
uint32 Examine_run_list(void);
void Reset_kill_list(void); // James 25mar97
uint32 current_run_list; //denotes the res id of the game-object-list in current use
void Process_kill_list(void);
uint32 pc; //pc during logic loop
_object_hub *cur_object_hub; //each object has one of these tacked onto the beginning
private:
// denotes the res id of the game-object-list in current use
uint32 current_run_list;
void Process_kill_list(void);
//pc during logic loop
uint32 pc;
// each object has one of these tacked onto the beginning
_object_hub *cur_object_hub;
};
extern logic LLogic;
extern logic LLogic;
int32 FN_add_to_kill_list(int32 *params); //James9jan97
int32 FN_add_to_kill_list(int32 *params); // James9jan97
#endif