scummvm/engines/sword2/logic.cpp
Torbjörn Andersson d2910fe758 Added separate function for playing cutscene lead-in/out sounds, and made sure
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
2007-01-26 18:21:41 +00:00

272 lines
7.0 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 The ScummVM project
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/sound.h"
namespace Sword2 {
Logic::Logic(Sword2Engine *vm) :
_vm(vm), _kills(0), _currentRunList(0), _smackerLeadIn(0),
_smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0), _animId(0),
_speechAnimType(0), _leftClickDelay(0), _rightClickDelay(0),
_officialTextNumber(0), _speechTextBlocNo(0) {
_scriptVars = NULL;
memset(_eventList, 0, sizeof(_eventList));
memset(_syncList, 0, sizeof(_syncList));
_router = new Router(_vm);
setupOpcodes();
}
Logic::~Logic() {
delete _router;
}
/**
* Do one cycle of the current session.
*/
int Logic::processSession() {
// 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) {
byte *game_object_list, *head, *raw_script_ad, *raw_data_ad;
uint32 level, ret, script, id;
game_object_list = _vm->_resman->openResource(run_list) + ResHeader::size();
assert(_vm->_resman->fetchType(run_list) == RUN_LIST);
// read the next id
id = READ_LE_UINT32(game_object_list + 4 * _pc);
_pc++;
writeVar(ID, id);
_vm->_resman->closeResource(run_list);
if (!id) {
// End of list - end the session naturally
return 0;
}
assert(_vm->_resman->fetchType(id) == GAME_OBJECT);
head = _vm->_resman->openResource(id);
_curObjectHub.setAddress(head + ResHeader::size());
level = _curObjectHub.getLogicLevel();
debug(5, "Level %d id(%d) pc(%d)",
level,
_curObjectHub.getScriptId(level),
_curObjectHub.getScriptPc(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.
level = _curObjectHub.getLogicLevel();
script = _curObjectHub.getScriptId(level);
if (script / SIZE == readVar(ID)) {
// It's our own script
debug(5, "Run script %d pc=%d",
script / SIZE,
_curObjectHub.getScriptPc(level));
// This is the script data. Script and data
// object are the same.
raw_script_ad = head;
ret = runScript2(raw_script_ad, raw_script_ad, _curObjectHub.getScriptPcPtr(level));
} else {
// We're running the script of another game
// object - get our data object address.
uint8 type = _vm->_resman->fetchType(script / SIZE);
assert(type == GAME_OBJECT || type == SCREEN_MANAGER);
raw_script_ad = _vm->_resman->openResource(script / SIZE);
raw_data_ad = head;
ret = runScript2(raw_script_ad, raw_data_ad, _curObjectHub.getScriptPcPtr(level));
_vm->_resman->closeResource(script / SIZE);
// reset to us for service script
raw_script_ad = raw_data_ad;
}
if (ret == 1) {
level = _curObjectHub.getLogicLevel();
// The script finished - drop down a level
if (level) {
_curObjectHub.setLogicLevel(level - 1);
} 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.setScriptPc(level, _curObjectHub.getScriptId(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(readVar(ID));
if (_pc != 0xffffffff) {
// The session is still valid so run the graphics/mouse
// service script
runScript(raw_script_ad, raw_script_ad, 0);
}
// and that's it so close the object resource
_vm->_resman->closeResource(readVar(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
writeVar(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->_sound->clearFxQueue(false);
_router->freeAllRouteMem();
}
/**
* @return The private _currentRunList variable.
*/
uint32 Logic::getRunList() {
return _currentRunList;
}
/**
* 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
_curObjectHub.setLogicLevel(_curObjectHub.getLogicLevel() + 1);
assert(_curObjectHub.getLogicLevel() < 3); // Can be 0, 1, 2
logicReplace(new_script);
}
/**
* Force the level to one.
*/
void Logic::logicOne(uint32 new_script) {
_curObjectHub.setLogicLevel(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) {
uint32 level = _curObjectHub.getLogicLevel();
_curObjectHub.setScriptId(level, new_script);
_curObjectHub.setScriptPc(level, new_script & 0xffff);
}
void Logic::resetKillList() {
_kills = 0;
}
} // End of namespace Sword2