scummvm/engines/saga2/timers.cpp
2021-07-13 01:25:34 +02:00

363 lines
9.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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
* aint32 with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#include "common/timer.h"
#include "saga2/saga2.h"
#include "saga2/fta.h"
#include "saga2/timers.h"
#include "saga2/objects.h"
namespace Saga2 {
volatile int32 gameTime;
bool timerPaused = false;
void timerCallback(void *refCon) {
if (!timerPaused)
gameTime++;
}
void initTimer(void) {
gameTime = 0;
g_vm->getTimerManager()->installTimerProc(&timerCallback, 1000000 / 72, nullptr, "saga2");
}
void pauseTimer() {
timerPaused = true;
}
void resumeTimer() {
timerPaused = false;
}
void saveTimer(Common::OutSaveFile *out) {
debugC(2, kDebugSaveload, "Saving time");
int32 time = gameTime;
out->write("TIME", 4);
out->writeUint32LE(sizeof(time));
out->writeUint32LE(time);
debugC(3, kDebugSaveload, "... time = %d", time);
}
void loadTimer(Common::InSaveFile *in) {
debugC(2, kDebugSaveload, "Loading time");
gameTime = in->readUint32LE();
debugC(3, kDebugSaveload, "... time = %d", gameTime);
}
/* ====================================================================== *
Alarms
* ====================================================================== */
void Alarm::write(Common::OutSaveFile *out) {
out->writeUint32LE(basetime);
out->writeUint32LE(duration);
}
void Alarm::read(Common::InSaveFile *in) {
basetime = in->readUint32LE();
duration = in->readUint32LE();
}
void Alarm::set(uint32 dur) {
basetime = gameTime;
duration = dur;
}
bool Alarm::check(void) {
return ((uint32)(gameTime - basetime) > duration);
}
// time elapsed since alarm set
uint32 Alarm::elapsed(void) {
return (uint32)(gameTime - basetime);
}
/* ===================================================================== *
TimerList management functions
* ===================================================================== */
//----------------------------------------------------------------------
// Fetch a specified object's TimerList
TimerList *fetchTimerList(GameObject *obj) {
for (Common::List<TimerList *>::iterator it = g_vm->_timerLists.begin(); it != g_vm->_timerLists.end(); ++it)
if ((*it)->getObject() == obj)
return *it;
return nullptr;
}
void deleteTimer(Timer *t) {
g_vm->_timers.remove(t);
}
//----------------------------------------------------------------------
// Check all active Timers
void checkTimers(void) {
for (Common::List<Timer *>::iterator it = g_vm->_timers.begin(); it != g_vm->_timers.end(); it++) {
if ((*it)->_active == false)
continue;
if ((*it)->check()) {
debugC(2, kDebugTimers, "Timer tick for %p (%s): %p (duration %d)", (void *)(*it)->getObject(), (*it)->getObject()->objName(), (void *)(*it), (*it)->getInterval());
(*it)->reset();
(*it)->getObject()->timerTick((*it)->thisID());
}
}
for (Common::List<Timer *>::iterator it = g_vm->_timers.begin(); it != g_vm->_timers.end(); it++) {
if ((*it)->_active == false) {
delete *it;
it = g_vm->_timers.erase(it);
}
}
}
//----------------------------------------------------------------------
// Initialize the Timers
void initTimers(void) {
// Nothing to do
}
static int getTimerListID(TimerList *t) {
int i = 0;
for (Common::List<TimerList *>::iterator it = g_vm->_timerLists.begin(); it != g_vm->_timerLists.end(); it++, i++) {
if ((*it) == t)
return i;
}
return -1;
}
static int getTimerID(Timer *t) {
int i = 0;
for (Common::List<Timer *>::iterator it = g_vm->_timers.begin(); it != g_vm->_timers.end(); it++, i++) {
if ((*it) == t)
return i;
}
return -1;
}
void saveTimers(Common::OutSaveFile *out) {
debugC(2, kDebugSaveload, "Saving Timers");
int16 timerListCount = 0,
timerCount = 0;
int32 archiveBufSize = 0;
// Add the sizes of the timer list count an timer count
archiveBufSize += sizeof(timerListCount) + sizeof(timerCount);
// Tally the timer lists
timerListCount = g_vm->_timerLists.size();
// Add the total archive size of all of the timer lists
archiveBufSize += timerListCount * TimerList::archiveSize();
// Tally the timers
timerCount = g_vm->_timers.size();
debugC(3, kDebugSaveload, "... timerListCount = %d", timerListCount);
debugC(3, kDebugSaveload, "... timerCount = %d", timerCount);
// Add the total archive size of all of the timers
archiveBufSize += timerCount * Timer::archiveSize();
out->write("TIMR", 4);
out->writeUint32LE(archiveBufSize);
// Store the timer list count and timer count
out->writeSint16LE(timerListCount);
out->writeSint16LE(timerCount);
// Archive all timer lists
for (Common::List<TimerList *>::iterator it = g_vm->_timerLists.begin(); it != g_vm->_timerLists.end(); it++) {
debugC(3, kDebugSaveload, "Saving TimerList %d", getTimerListID(*it));
(*it)->write(out);
}
for (Common::List<Timer *>::iterator it = g_vm->_timers.begin(); it != g_vm->_timers.end(); it++) {
if ((*it)->_active == false)
continue;
debugC(3, kDebugSaveload, "Saving Timer %d", getTimerID(*it));
(*it)->write(out);
}
}
void loadTimers(Common::InSaveFile *in) {
debugC(2, kDebugSaveload, "Loading Timers");
int16 timerListCount,
timerCount;
// Get the timer list count and timer count
timerListCount = in->readSint16LE();
timerCount = in->readSint16LE();
debugC(3, kDebugSaveload, "... timerListCount = %d", timerListCount);
debugC(3, kDebugSaveload, "... timerCount = %d", timerCount);
// Restore all timer lists
for (int i = 0; i < timerListCount; i++) {
debugC(3, kDebugSaveload, "Loading TimerList %d", i);
new TimerList(in);
}
// Restore all timers
for (int i = 0; i < timerCount; i++) {
Timer *timer;
TimerList *timerList;
debugC(3, kDebugSaveload, "Loading Timer %d", i);
timer = new Timer(in);
assert(timer != NULL);
// Get the objects's timer list
timerList = fetchTimerList(timer->getObject());
assert(timerList != NULL);
// Append this timer to the objects's timer list
timerList->_timers.push_back(timer);
}
}
//----------------------------------------------------------------------
// Cleanup the active Timers
void cleanupTimers(void) {
while (g_vm->_timerLists.size() > 0)
delete g_vm->_timerLists.front();
while (g_vm->_timers.size() > 0) {
Timer *t = g_vm->_timers.front();
deleteTimer(t);
delete t;
}
}
/* ===================================================================== *
TimerList member functions
* ===================================================================== */
TimerList::TimerList(GameObject *o) : _obj(o) {
debugC(1, kDebugTimers, "Creating timer list %p for %p (%s)",
(void *)this, (void *)o, o->objName());
g_vm->_timerLists.push_back(this);
}
TimerList::TimerList(Common::InSaveFile *in) {
ObjectID id = in->readUint16LE();
assert(isObject(id) || isActor(id));
// Restore the object pointer
_obj = GameObject::objectAddress(id);
g_vm->_timerLists.push_back(this);
}
TimerList::~TimerList() {
debugC(1, kDebugTimers, "Deleting timer list %p for %p (%s))",
(void *)this, (void *)_obj, _obj->objName());
g_vm->_timerLists.remove(this);
}
void TimerList::write(Common::OutSaveFile *out) {
// Store the object's ID
out->writeUint16LE(_obj->thisID());
}
/* ===================================================================== *
Timer member functions
* ===================================================================== */
Timer::Timer(Common::InSaveFile *in) {
ObjectID id = in->readUint16LE();
assert(isObject(id) || isActor(id));
// Restore the object pointer
_obj = GameObject::objectAddress(id);
// Restore the timer's ID
_id = in->readSint16LE();
// Restore the frame interval
_interval = in->readSint16LE();
// Restore the alarm
_alarm.read(in);
_active = true;
g_vm->_timers.push_back(this);
}
Timer::~Timer() {
debugC(1, kDebugTimers, "Deleting timer %p (obj %p)",
(void *)this, (void *)_obj);
}
//----------------------------------------------------------------------
// Return the number of bytes needed to archive this object in a buffer
int32 Timer::archiveSize(void) {
return sizeof(ObjectID) // obj's ID
+ sizeof(TimerID)
+ sizeof(int16)
+ sizeof(FrameAlarm);
}
void Timer::write(Common::OutSaveFile *out) {
// Store the obj's ID
out->writeUint16LE(_obj->thisID());
// Store the timer's ID
out->writeSint16LE(_id);
// Store the frame interval
out->writeSint16LE(_interval);
// Store the alarm
_alarm.write(out);
}
} // end of namespace Saga2