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