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c0a3816e17
In this first step, I have moved all opcode functions into functions.cpp, instead of having them scattered all over the place. To get things to compile again, I had to rewrite the overly complicated sound effects handling. It's much simpler now. The next step will be to move any non-trivial code out of the opcode functions and into the appropriate object. This, I hope, will make it easier to create well-separated objects, instead of the current mess. I also want to tear down the artificial boundary between the main directory and the "driver" directory. We already have a cross-platform layer; there's no need to have yet another one. (Actually, the rewriting of the sound effects code took one first step in this direction.) At the final stage, I'd like to get rid of the "drivers" directory completely, but I'll probably need some help with that if I want to preserve the CVS history of the code. Things will probably be a bit bumpy along the way, but I seem to have reached a point of relative stability again, which is why I'm commiting this now. svn-id: r16668
120 lines
3.0 KiB
C++
120 lines
3.0 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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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 "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/console.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/memory.h"
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#include "sword2/resman.h"
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#define Debug_Printf _vm->_debugger->DebugPrintf
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namespace Sword2 {
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void Logic::sendEvent(uint32 id, uint32 interact_id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id || !_eventList[i].id) {
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_eventList[i].id = id;
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_eventList[i].interact_id = interact_id;
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return;
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}
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}
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error("sendEvent() ran out of event slots");
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}
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void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
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// Full script id of action script number 2
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sendEvent(id, (interact_id << 16) | 2);
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}
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int Logic::checkEventWaiting(void) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == _scriptVars[ID])
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return 1;
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}
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return 0;
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}
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void Logic::startEvent(void) {
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// call this from stuff like fnWalk
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// you must follow with a return IR_TERMINATE
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == _scriptVars[ID]) {
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logicOne(_eventList[i].interact_id);
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_eventList[i].id = 0;
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return;
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}
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}
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error("startEvent() can't find event for id %d", _scriptVars[ID]);
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}
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void Logic::clearEvent(uint32 id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id) {
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_eventList[i].id = 0;
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return;
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}
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}
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}
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void Logic::killAllIdsEvents(uint32 id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id)
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_eventList[i].id = 0;
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}
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}
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// For the debugger
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uint32 Logic::countEvents(void) {
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uint32 count = 0;
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id)
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count++;
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}
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return count;
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}
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void Logic::printEventList(void) {
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Debug_Printf("EVENT LIST:\n");
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for (uint32 i = 0; i < MAX_events; i++) {
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if (_eventList[i].id) {
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byte buf[NAME_LEN];
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uint32 target = _eventList[i].id;
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uint32 script = _eventList[i].interact_id;
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Debug_Printf("slot %2d: id = %s (%d)\n", i, _vm->fetchObjectName(target, buf), target);
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Debug_Printf(" script = %s (%d) pos %d\n", _vm->fetchObjectName(script / 65536, buf), script / 65536, script % 65536);
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}
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}
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}
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} // End of namespace Sword2
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