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d2910fe758
that these are stopped whenever the engine is going to do a mass killing of game resources, e.g. when restoring or restarting the game. Should fix bug #1645480. (This was a regression added during the rewrite to support DXA.) svn-id: r25204
272 lines
7.0 KiB
C++
272 lines
7.0 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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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/header.h"
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#include "sword2/logic.h"
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#include "sword2/resman.h"
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#include "sword2/router.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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Logic::Logic(Sword2Engine *vm) :
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_vm(vm), _kills(0), _currentRunList(0), _smackerLeadIn(0),
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_smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0), _animId(0),
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_speechAnimType(0), _leftClickDelay(0), _rightClickDelay(0),
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_officialTextNumber(0), _speechTextBlocNo(0) {
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_scriptVars = NULL;
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memset(_eventList, 0, sizeof(_eventList));
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memset(_syncList, 0, sizeof(_syncList));
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_router = new Router(_vm);
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setupOpcodes();
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}
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Logic::~Logic() {
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delete _router;
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}
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/**
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* Do one cycle of the current session.
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*/
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int Logic::processSession() {
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// might change during the session, so take a copy here
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uint32 run_list = _currentRunList;
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_pc = 0; // first object in list
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// by minusing the pc we can cause an immediate cessation of logic
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// processing on the current list
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while (_pc != 0xffffffff) {
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byte *game_object_list, *head, *raw_script_ad, *raw_data_ad;
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uint32 level, ret, script, id;
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game_object_list = _vm->_resman->openResource(run_list) + ResHeader::size();
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assert(_vm->_resman->fetchType(run_list) == RUN_LIST);
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// read the next id
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id = READ_LE_UINT32(game_object_list + 4 * _pc);
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_pc++;
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writeVar(ID, id);
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_vm->_resman->closeResource(run_list);
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if (!id) {
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// End of list - end the session naturally
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return 0;
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}
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assert(_vm->_resman->fetchType(id) == GAME_OBJECT);
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head = _vm->_resman->openResource(id);
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_curObjectHub.setAddress(head + ResHeader::size());
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level = _curObjectHub.getLogicLevel();
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debug(5, "Level %d id(%d) pc(%d)",
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level,
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_curObjectHub.getScriptId(level),
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_curObjectHub.getScriptPc(level));
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// Do the logic for this object. We keep going until a function
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// says to stop - remember, system operations are run via
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// function calls to drivers now.
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do {
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// There is a distinction between running one of our
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// own scripts and that of another object.
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level = _curObjectHub.getLogicLevel();
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script = _curObjectHub.getScriptId(level);
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if (script / SIZE == readVar(ID)) {
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// It's our own script
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debug(5, "Run script %d pc=%d",
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script / SIZE,
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_curObjectHub.getScriptPc(level));
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// This is the script data. Script and data
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// object are the same.
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raw_script_ad = head;
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ret = runScript2(raw_script_ad, raw_script_ad, _curObjectHub.getScriptPcPtr(level));
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} else {
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// We're running the script of another game
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// object - get our data object address.
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uint8 type = _vm->_resman->fetchType(script / SIZE);
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assert(type == GAME_OBJECT || type == SCREEN_MANAGER);
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raw_script_ad = _vm->_resman->openResource(script / SIZE);
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raw_data_ad = head;
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ret = runScript2(raw_script_ad, raw_data_ad, _curObjectHub.getScriptPcPtr(level));
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_vm->_resman->closeResource(script / SIZE);
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// reset to us for service script
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raw_script_ad = raw_data_ad;
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}
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if (ret == 1) {
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level = _curObjectHub.getLogicLevel();
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// The script finished - drop down a level
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if (level) {
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_curObjectHub.setLogicLevel(level - 1);
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} else {
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// Hmmm, level 0 terminated :-| Let's
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// be different this time and simply
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// let it restart next go :-)
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// Note that this really does happen a
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// lot, so don't make it a warning.
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debug(5, "object %d script 0 terminated", id);
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// reset to rerun, drop out for a cycle
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_curObjectHub.setScriptPc(level, _curObjectHub.getScriptId(level) & 0xffff);
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ret = 0;
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}
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} else if (ret > 2) {
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error("processSession: illegal script return type %d", ret);
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}
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// if ret == 2 then we simply go around again - a new
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// script or subroutine will kick in and run
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// keep processing scripts until 0 for quit is returned
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} while (ret);
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// Any post logic system requests to go here
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// Clear any syncs that were waiting for this character - it
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// has used them or now looses them
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clearSyncs(readVar(ID));
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if (_pc != 0xffffffff) {
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// The session is still valid so run the graphics/mouse
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// service script
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runScript(raw_script_ad, raw_script_ad, 0);
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}
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// and that's it so close the object resource
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_vm->_resman->closeResource(readVar(ID));
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}
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// Leaving a room so remove all ids that must reboot correctly. Then
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// restart the loop.
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for (uint32 i = 0; i < _kills; i++)
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_vm->_resman->remove(_objectKillList[i]);
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resetKillList();
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return 1;
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}
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/**
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* Bring an immediate halt to the session and cause a new one to start without
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* a screen update.
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*/
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void Logic::expressChangeSession(uint32 sesh_id) {
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// Set new session and force the old one to quit.
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_currentRunList = sesh_id;
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_pc = 0xffffffff;
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// Reset now in case we double-clicked an exit prior to changing screen
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writeVar(EXIT_FADING, 0);
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// We're trashing the list - presumably to change room. In theory,
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// sync waiting in the list could be left behind and never removed -
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// so we trash the lot
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memset(_syncList, 0, sizeof(_syncList));
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// Various clean-ups
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_router->clearWalkGridList();
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_vm->_sound->clearFxQueue(false);
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_router->freeAllRouteMem();
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}
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/**
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* @return The private _currentRunList variable.
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*/
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uint32 Logic::getRunList() {
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return _currentRunList;
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}
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/**
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* Move the current object up a level. Called by fnGosub command. Remember:
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* only the logic object has access to _curObjectHub.
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*/
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void Logic::logicUp(uint32 new_script) {
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debug(5, "new pc = %d", new_script & 0xffff);
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// going up a level - and we'll keep going this cycle
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_curObjectHub.setLogicLevel(_curObjectHub.getLogicLevel() + 1);
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assert(_curObjectHub.getLogicLevel() < 3); // Can be 0, 1, 2
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logicReplace(new_script);
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}
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/**
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* Force the level to one.
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*/
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void Logic::logicOne(uint32 new_script) {
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_curObjectHub.setLogicLevel(1);
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logicReplace(new_script);
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}
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/**
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* Change current logic. Script must quit with a TERMINATE directive, which
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* does not write to &pc
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*/
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void Logic::logicReplace(uint32 new_script) {
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uint32 level = _curObjectHub.getLogicLevel();
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_curObjectHub.setScriptId(level, new_script);
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_curObjectHub.setScriptPc(level, new_script & 0xffff);
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}
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void Logic::resetKillList() {
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_kills = 0;
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}
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} // End of namespace Sword2
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