mirror of
https://github.com/libretro/scummvm.git
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66cdc7900e
svn-id: r9964
358 lines
7.4 KiB
C++
358 lines
7.4 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include <stdio.h>
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#include "stdafx.h"
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//#include "src\driver96.h"
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#include "console.h"
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#include "debug.h"
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#include "defs.h"
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#include "events.h"
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#include "interpreter.h"
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#include "logic.h"
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#include "memory.h"
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#include "object.h"
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#include "sync.h"
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_event_unit event_list[MAX_events];
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void Init_event_system(void) { //Tony4Dec96
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uint32 j;
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for (j = 0; j < MAX_events; j++) {
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//denotes free slot
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event_list[j].id = 0;
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}
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}
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uint32 CountEvents(void) {
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uint32 j;
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uint32 count = 0;
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for (j = 0; j < MAX_events; j++) {
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if (event_list[j].id)
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count++;
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}
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return count;
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}
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int32 FN_request_speech(int32 *params) { //Tony13Nov96
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//change current script - must be followed by a TERMINATE script
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// directive
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//param 0 id of target to catch the event and startup speech servicing
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uint32 j = 0;
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while(1) {
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if (event_list[j].id == (uint32) params[0])
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break;
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if (!event_list[j].id)
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break;
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j++;
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}
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if (j == MAX_events)
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Con_fatal_error("FN_set_event out of event slots (%s line %u)", __FILE__, __LINE__);
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//found that slot
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//id of person to stop
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event_list[j].id = params[0];
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//full script id to interact with - megas run their own 7th script
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event_list[j].interact_id = (params[0] * 65536) + 6;
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return IR_CONT;
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}
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void Set_player_action_event(uint32 id, uint32 interact_id) { //Tony4Dec96
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uint32 j = 0;
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// if (event_list[j].id != id && event_list[j].id)
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// // zip along until we find a free slot
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// while (event_list[j].id!=id || event_list[j].id) {
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// j++;
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// }
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while (1) {
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if (event_list[j].id == id)
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break;
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if (!event_list[j].id)
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break;
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j++;
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}
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if (j == MAX_events)
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Con_fatal_error("Set_event out of event slots");
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// found that slot
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//id of person to stop
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event_list[j].id = id;
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//full script id of action script number 2
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event_list[j].interact_id = (interact_id * 65536) + 2;
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}
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int32 FN_set_player_action_event(int32 *params) { //Tony10Feb97
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// we want to intercept the player character and have him interact
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// with an object - from script this code is the same as the mouse
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// engine calls when you click on an object - here, a third party
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// does the clicking IYSWIM
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// note - this routine used CUR_PLAYER_ID as the target
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// params
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// 0 id to interact with
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uint32 j = 0;
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// search for an existing event or a slot
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while(1) {
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if (event_list[j].id == CUR_PLAYER_ID)
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break;
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if (!event_list[j].id)
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break;
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j++;
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}
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if (j == MAX_events)
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Con_fatal_error("Set_event out of event slots");
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// found that slot
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// id of person to stop
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event_list[j].id = CUR_PLAYER_ID;
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// full script id of action script number 2
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event_list[j].interact_id = (params[0] * 65536) + 2;
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return IR_CONT;
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}
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int32 FN_send_event(int32 *params) { //Tony28Feb97
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// we want to intercept the player character and have him interact
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// with an object - from script
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// params
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// 0 id to recieve event
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// 1 script to run
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uint32 j = 0;
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// Zdebug("*+*+* %d %d", params[0], params[1]);
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// search for an existing event or a slot
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while(1) {
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if (event_list[j].id == (uint32) params[0])
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break;
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if (!event_list[j].id)
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break;
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j++;
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}
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if (j == MAX_events)
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Con_fatal_error("fn_send_event out of event slots");
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// found that slot
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// id of person to stop
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event_list[j].id = params[0];
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//full script id
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event_list[j].interact_id = params[1];
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return IR_CONT;
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}
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int32 FN_check_event_waiting(int32 *params) { //Tony4Dec96
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// returns yes/no in RESULT
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// no params
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uint32 j;
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RESULT = 0;
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for (j = 0; j < MAX_events; j++) {
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if (event_list[j].id == ID) {
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RESULT = 1;
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break;
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}
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}
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return IR_CONT;
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}
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// like FN_check_event_waiting, but starts the event rather than setting
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// RESULT to 1
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int32 FN_check_for_event(int32 *params) { // James (04mar97)
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// no params
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uint32 j;
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for (j = 0; j < MAX_events; j++) {
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if (event_list[j].id == ID) {
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// start the event
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// run 3rd script of target object on level 1
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LLogic.Logic_one(event_list[j].interact_id);
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// clear the event slot
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event_list[j].id = 0;
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return IR_TERMINATE;
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}
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}
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return IR_CONT;
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}
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// combination of FN_pause & FN_check_for_event
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// - ie. does a pause, but also checks for event each cycle
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int32 FN_pause_for_event(int32 *params) { // James (04mar97)
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// returns yes/no in RESULT
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// params
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// 0 pointer to object's logic structure
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// 1 number of game-cycles to pause
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Object_logic *ob_logic = (Object_logic *)params[0];
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uint32 j;
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// first, check for an event
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for (j = 0; j < MAX_events; j++) {
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if (event_list[j].id == ID) {
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// reset the 'looping' flag
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ob_logic->looping = 0;
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// start the event
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// run 3rd script of target object on level 1
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LLogic.Logic_one(event_list[j].interact_id);
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// clear the event slot
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event_list[j].id = 0;
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return IR_TERMINATE;
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}
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}
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// no event, so do the FN_pause bit
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// start the pause
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if (ob_logic->looping == 0) {
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ob_logic->looping = 1;
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// no. of game cycles
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ob_logic->pause = params[1];
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}
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// if non-zero
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if (ob_logic->pause) {
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// decrement the pause count
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ob_logic->pause--;
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// drop out of script, but call this again next cycle
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return IR_REPEAT;
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} else {
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// pause count is zerp
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ob_logic->looping = 0;
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// continue script
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return IR_CONT;
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}
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}
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uint32 Check_event_waiting(void) { //Tony4Dec96
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// returns yes/no
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uint32 j;
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for (j = 0; j < MAX_events; j++)
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if (event_list[j].id == ID)
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return 1;
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return 0;
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}
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int32 FN_clear_event(int32 *params) { //Tony11Mar97
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// no params
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// no return vaule
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uint32 j;
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for (j = 0; j < MAX_events; j++)
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if (event_list[j].id == ID) {
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//clear the slot
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event_list[j].id = 0;
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return IR_CONT;
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}
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return IR_CONT;
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}
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void Start_event(void) { //Tony4Dec96
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// call this from stuff like fn_walk
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// you must follow with a return IR_TERMINATE
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uint32 j;
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for (j = 0; j < MAX_events; j++)
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if (event_list[j].id == ID) {
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// run 3rd script of target object on level 1
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LLogic.Logic_one( event_list[j].interact_id);
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//clear the slot
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event_list[j].id = 0;
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return;
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}
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// oh dear - stop the system
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Con_fatal_error("Start_event can't find event for id %d", ID);
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}
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int32 FN_start_event(int32 *params) { //Tony4Dec96
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uint32 j;
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for (j = 0; j < MAX_events; j++)
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if (event_list[j].id == ID) {
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// run 3rd script of target object on level 1
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LLogic.Logic_one(event_list[j].interact_id);
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// clear the slot
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event_list[j].id = 0;
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return IR_TERMINATE;
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}
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//oh dear - stop the system
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Con_fatal_error("FN_start_event can't find event for id %d", ID);
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return 0; //never called - but lets stop them bloody errors
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}
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void Kill_all_ids_events(uint32 id) { //Tony18Dec96
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uint32 j;
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for (j = 0; j < MAX_events; j++)
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if (event_list[j].id == id) {
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// clear the slot
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event_list[j].id = 0;
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}
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}
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