mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
8f4a5ea3a5
svn-id: r15297
348 lines
9.0 KiB
C++
348 lines
9.0 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;
|
|
|
|
_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
|