scummvm/sword2/events.cpp
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

234 lines
5.1 KiB
C++

/* Copyright (C) 1994-2004 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 "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
namespace Sword2 {
uint32 Logic::countEvents(void) {
uint32 count = 0;
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id)
count++;
}
return count;
}
void Logic::sendEvent(uint32 id, uint32 interact_id) {
int i;
for (i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id)
break;
if (!_eventList[i].id)
break;
}
assert(i < MAX_events);
// found that slot
// id of person to stop
_eventList[i].id = id;
// full script id
_eventList[i].interact_id = interact_id;
}
void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
// Full script id of action script number 2
sendEvent(id, (interact_id << 16) | 2);
}
bool Logic::checkEventWaiting(void) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == _scriptVars[ID])
return true;
}
return false;
}
void Logic::startEvent(void) {
// call this from stuff like fnWalk
// you must follow with a return IR_TERMINATE
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == _scriptVars[ID]) {
// run 3rd script of target object on level 1
logicOne(_eventList[i].interact_id);
// clear the slot
_eventList[i].id = 0;
return;
}
}
// oh dear - stop the system
error("Start_event can't find event for id %d", _scriptVars[ID]);
}
void Logic::clearEvent(uint32 id) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id) {
// clear the slot
_eventList[i].id = 0;
return;
}
}
}
void Logic::killAllIdsEvents(uint32 id) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id) {
// clear the slot
_eventList[i].id = 0;
}
}
}
int32 Logic::fnRequestSpeech(int32 *params) {
// change current script - must be followed by a TERMINATE script
// directive
// params: 0 id of target to catch the event and startup speech
// servicing
// Full script id to interact with - megas run their own 7th script
sendEvent(params[0], (params[0] << 16) | 6);
return IR_CONT;
}
int32 Logic::fnSetPlayerActionEvent(int32 *params) {
// we want to intercept the player character and have him interact
// with an object - from script this code is the same as the mouse
// engine calls when you click on an object - here, a third party
// does the clicking IYSWIM
// note - this routine used CUR_PLAYER_ID as the target
// params: 0 id to interact with
setPlayerActionEvent(CUR_PLAYER_ID, params[0]);
return IR_CONT;
}
int32 Logic::fnSendEvent(int32 *params) {
// we want to intercept the player character and have him interact
// with an object - from script
// params: 0 id to receive event
// 1 script to run
sendEvent(params[0], params[1]);
return IR_CONT;
}
int32 Logic::fnCheckEventWaiting(int32 *params) {
// returns yes/no in _scriptVars[RESULT]
// params: none
if (checkEventWaiting())
_scriptVars[RESULT] = 1;
else
_scriptVars[RESULT] = 0;
return IR_CONT;
}
// like fnCheckEventWaiting, but starts the event rather than setting RESULT
// to 1
int32 Logic::fnCheckForEvent(int32 *params) {
// params: none
if (!checkEventWaiting())
return IR_CONT;
startEvent();
return IR_TERMINATE;
}
// combination of fnPause and fnCheckForEvent
// - ie. does a pause, but also checks for event each cycle
int32 Logic::fnPauseForEvent(int32 *params) {
// returns yes/no in RESULT
// params: 0 pointer to object's logic structure
// 1 number of game-cycles to pause
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
// first, check for an event
if (checkEventWaiting()) {
// reset the 'looping' flag
ob_logic->looping = 0;
// start the event - run 3rd script of target object on level 1
startEvent();
return IR_TERMINATE;
}
// no event, so do the fnPause bit
// start the pause
if (ob_logic->looping == 0) {
ob_logic->looping = 1;
ob_logic->pause = params[1];
}
// if non-zero
if (ob_logic->pause) {
// decrement the pause count
ob_logic->pause--;
return IR_REPEAT;
} else {
// pause count is zero
ob_logic->looping = 0;
return IR_CONT;
}
}
int32 Logic::fnClearEvent(int32 *params) {
// params: none
clearEvent(_scriptVars[ID]);
return IR_CONT;
}
int32 Logic::fnStartEvent(int32 *params) {
// params: none
startEvent();
return IR_TERMINATE;
}
} // End of namespace Sword2