mirror of
https://github.com/libretro/scummvm.git
synced 2025-03-04 17:29:11 +00:00
cleanup
svn-id: r10274
This commit is contained in:
parent
0604d3ff10
commit
f291b13134
544
sword2/logic.cpp
544
sword2/logic.cpp
@ -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;
|
||||
}
|
||||
|
@ -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
|
||||
|
Loading…
x
Reference in New Issue
Block a user