scummvm/sword2/logic.cpp
Torbjörn Andersson 412f7105f0 Fixed evil regression #2. Restarting the game, or using the "start" debug
command, would close the global script variables and player object
resources, without reopening them again. This made them fair game for the
resource expiration mechanism. The player object is probably referenced
often enough to stay alive, but the variables died on me pretty quickly,
causing ScummVM to crash.

I've also added a "reslist" debug command to make this sort of things
easier to spot. By default it only lists resources with refCount > 0. Use
"reslist 0" to see all the cached resources as well.

svn-id: r14958
2004-09-08 07:10:54 +00:00

351 lines
9.1 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/console.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#define LEVEL (_curObjectHub->logic_level)
#define Debug_Printf _vm->_debugger->DebugPrintf
namespace Sword2 {
/**
* Do one cycle of the current session.
*/
int Logic::processSession(void) {
// might change during the session, so take a copy here
uint32 run_list = _currentRunList;
_pc = 0; // first object in list
// by minusing the pc we can cause an immediate cessation of logic
// processing on the current list
while (_pc != 0xffffffff) {
uint32 ret, script;
char *raw_script_ad;
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(run_list);
assert(head->fileType == RUN_LIST);
uint32 *game_object_list = (uint32 *) (head + 1);
// read the next id
uint id = game_object_list[_pc++];
_scriptVars[ID] = id;
// Release the list again so it can float in memory - at this
// point not one thing should be locked
_vm->_resman->closeResource(run_list);
if (!_scriptVars[ID]) {
// End of list - end the session naturally
return 0;
}
head = (StandardHeader *) _vm->_resman->openResource(_scriptVars[ID]);
assert(head->fileType == GAME_OBJECT);
_curObjectHub = (ObjectHub *) (head + 1);
debug(5, "Level %d id(%d) pc(%d)",
LEVEL,
_curObjectHub->script_id[LEVEL],
_curObjectHub->script_pc[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 {
// There is a distinction between running one of our
// own scripts and that of another object.
script = _curObjectHub->script_id[LEVEL];
if (script / SIZE == _scriptVars[ID]) {
// It's our own script
debug(5, "Run script %d pc=%d",
script / SIZE,
_curObjectHub->script_pc[LEVEL]);
// This is the script data. Script and data
// object are the same.
raw_script_ad = (char *) head;
ret = runScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]);
} else {
// We're running the script of another game
// object - get our data object address.
StandardHeader *far_head = (StandardHeader *) _vm->_resman->openResource(script / SIZE);
assert(far_head->fileType == GAME_OBJECT || far_head->fileType == SCREEN_MANAGER);
raw_script_ad = (char *) far_head;
char *raw_data_ad = (char *) head;
ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]);
_vm->_resman->closeResource(script / SIZE);
// reset to us for service script
raw_script_ad = raw_data_ad;
}
if (ret == 1) {
// The script finished - drop down a level
if (LEVEL)
LEVEL--;
else {
// Hmmm, level 0 terminated :-| Let's
// be different this time and simply
// let it restart next go :-)
// Note that this really does happen a
// lot, so don't make it a warning.
debug(5, "object %d script 0 terminated!", id);
// reset to rerun, drop out for a cycle
_curObjectHub->script_pc[LEVEL] = _curObjectHub->script_id[LEVEL] & 0xffff;
ret = 0;
}
} else if (ret > 2) {
error("processSession: illegal script return type %d", ret);
}
// 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
clearSyncs(_scriptVars[ID]);
if (_pc != 0xffffffff) {
// The session is still valid so run the graphics/mouse
// service script
uint32 null_pc = 0;
runScript(raw_script_ad, raw_script_ad, &null_pc);
}
// and that's it so close the object resource
_vm->_resman->closeResource(_scriptVars[ID]);
}
// Leaving a room so remove all ids that must reboot correctly. Then
// restart the loop.
for (uint32 i = 0; i < _kills; i++)
_vm->_resman->remove(_objectKillList[i]);
resetKillList();
return 1;
}
/**
* Bring an immediate halt to the session and cause a new one to start without
* a screen update.
*/
void Logic::expressChangeSession(uint32 sesh_id) {
// Set new session and force the old one to quit.
_currentRunList = sesh_id;
_pc = 0xffffffff;
// Reset now in case we double-clicked an exit prior to changing screen
_scriptVars[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
memset(_syncList, 0, sizeof(_syncList));
// Various clean-ups
_router->clearWalkGridList();
_vm->clearFxQueue();
_router->freeAllRouteMem();
}
/**
* @return The private _currentRunList variable.
*/
uint32 Logic::getRunList(void) {
return _currentRunList;
}
/**
* This function is by start scripts.
*/
int32 Logic::fnSetSession(int32 *params) {
// params: 0 id of new run list
expressChangeSession(params[0]);
return IR_CONT;
}
/**
* 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!
*/
int32 Logic::fnEndSession(int32 *params) {
// params: 0 id of new run-list
// terminate current and change to next run-list
expressChangeSession(params[0]);
// stop the script - logic engine will now go around and the new
// screen will begin
return IR_STOP;
}
/**
* Move the current object up a level. Called by fnGosub command. Remember:
* only the logic object has access to _curObjectHub.
*/
void Logic::logicUp(uint32 new_script) {
debug(5, "new pc = %d", new_script & 0xffff);
// going up a level - and we'll keep going this cycle
LEVEL++;
assert(LEVEL < 3); // Can be 0, 1, 2
logicReplace(new_script);
}
/**
* Force the level to one.
*/
void Logic::logicOne(uint32 new_script) {
LEVEL = 1;
logicReplace(new_script);
}
/**
* Change current logic. Script must quit with a TERMINATE directive, which
* does not write to &pc
*/
void Logic::logicReplace(uint32 new_script) {
_curObjectHub->script_id[LEVEL] = new_script;
_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
}
void Logic::examineRunList(void) {
uint32 *game_object_list;
StandardHeader *file_header;
if (_currentRunList) {
// open and lock in place
game_object_list = (uint32 *) (_vm->_resman->openResource(_currentRunList) + sizeof(StandardHeader));
Debug_Printf("Runlist number %d\n", _currentRunList);
for (int i = 0; game_object_list[i]; i++) {
file_header = (StandardHeader *) _vm->_resman->openResource(game_object_list[i]);
Debug_Printf("%d %s\n", game_object_list[i], file_header->name);
_vm->_resman->closeResource(game_object_list[i]);
}
_vm->_resman->closeResource(_currentRunList);
} else
Debug_Printf("No run list set\n");
}
/**
* Reset the object and restart script 1 on level 0
*/
int32 Logic::fnTotalRestart(int32 *params) {
// mega runs this to restart its base logic again - like being cached
// in again
// params: none
LEVEL = 0;
_curObjectHub->script_pc[0] = 1;
return IR_TERMINATE;
}
/**
* Mark this object for killing - to be killed when player leaves this screen.
* Object reloads and 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."
*
* @note Call ONCE from object's logic script, i.e. in startup code, so not
* re-called every time script frops off and restarts!
*/
int32 Logic::fnAddToKillList(int32 *params) {
// params: none
// DON'T EVER KILL GEORGE!
if (_scriptVars[ID] == 8)
return IR_CONT;
// Scan the list to see if it's already included
for (uint32 i = 0; i < _kills; i++) {
if (_objectKillList[i] == _scriptVars[ID])
return IR_CONT;
}
assert(_kills < OBJECT_KILL_LIST_SIZE); // no room at the inn
_objectKillList[_kills++] = _scriptVars[ID];
// "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 and, more importantly, closed before killing!
return IR_CONT;
}
void Logic::resetKillList(void) {
_kills = 0;
}
} // End of namespace Sword2