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b3b0118292
Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088
443 lines
11 KiB
C++
443 lines
11 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 "stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/build_display.h"
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#include "sword2/console.h"
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#include "sword2/debug.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/router.h" // for clearWalkGridList()
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#include "sword2/sound.h"
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#include "sword2/sync.h"
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namespace Sword2 {
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Logic g_logic;
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#define LEVEL (_curObjectHub->logic_level)
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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(void) {
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uint32 run_list;
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uint32 ret, script;
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uint32 *game_object_list;
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char *raw_script_ad;
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char *raw_data_ad;
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uint32 null_pc;
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_standardHeader *head;
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_standardHeader *far_head;
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uint32 id;
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// might change during the session, so take a copy here
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run_list = _currentRunList;
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// point to first object in list
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_pc = 0;
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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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head = (_standardHeader*) res_man->openResource(run_list);
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if (head->fileType != RUN_LIST)
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error("Logic_engine %d not a run_list", run_list);
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game_object_list = (uint32 *) (head + 1);
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// read the next id
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ID = game_object_list[_pc++];
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id = ID;
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// release the list again so it can float in memory - at this
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// point not one thing should be locked
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res_man->closeResource(run_list);
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debug(5, "%d", ID);
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// null terminated
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if (!ID) {
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// end the session naturally
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return 0;
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}
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head = (_standardHeader*) res_man->openResource(ID);
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if (head->fileType != GAME_OBJECT)
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error("Logic_engine %d not an object", ID);
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_curObjectHub = (_object_hub *) (head + 1);
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debug(5, " %d id(%d) pc(%d)",
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LEVEL,
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_curObjectHub->script_id[LEVEL],
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_curObjectHub->script_pc[LEVEL]);
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// do the logic for this object
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// we keep going until a function says to stop - remember,
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// system operations are run via function calls to drivers now
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do {
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// get the script id as we may be running a script
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// from another object...
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script = _curObjectHub->script_id[LEVEL];
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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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if (script / SIZE == ID) {
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// its our script
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debug(5, "run script %d pc%d",
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script / SIZE,
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_curObjectHub->script_pc[LEVEL]);
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// this is the script data
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// raw_script_ad = (char *) (_curObjectHub + 1);
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raw_script_ad = (char*) head;
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// script and data object are us/same
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ret = runScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[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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// get the foreign objects script data address
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raw_data_ad = (char*) head;
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far_head = (_standardHeader*) res_man->openResource(script / SIZE);
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if (far_head->fileType != GAME_OBJECT && far_head->fileType != SCREEN_MANAGER)
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error("Logic_engine %d not a far object (its a %d)", script / SIZE, far_head->fileType);
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// raw_script_ad = (char*) (head + 1) + sizeof(_standardHeader);
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// get our objects data address
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// raw_data_ad = (char*) (_curObjectHub + 1);
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raw_script_ad = (char*) far_head;
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ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]);
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// close foreign object again
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res_man->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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// this script has finished - drop down a level
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if (ret == 1) {
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// check that it's not already on level 0 !
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if (LEVEL)
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LEVEL--;
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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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debug(5, "**WARNING object %d script 0 terminated!", id);
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// reset to rerun
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_curObjectHub->script_pc[LEVEL] = _curObjectHub->script_id[LEVEL] & 0xffff;
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// cause us to drop out for a cycle
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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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Clear_syncs(ID);
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if (_pc != 0xffffffff) {
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// the session is still valid so run the service script
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null_pc = 0;
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// call the base script - this is the graphic/mouse
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// service call
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runScript(raw_script_ad, raw_script_ad, &null_pc);
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}
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// made for all live objects
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// and that's it so close the object resource
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res_man->closeResource(ID);
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}
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// leaving a room so remove all ids that must reboot correctly
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processKillList();
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debug(5, "RESTART the loop");
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// means restart the loop
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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 to new
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_currentRunList = sesh_id;
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//causes session to quit
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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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EXIT_FADING = 0;
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// we're trashing the list - presumably to change room
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// in theory sync waiting in the list could be left behind and never
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// removed - so we trash the lot
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Init_sync_system();
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// reset walkgrid list (see fnRegisterWalkGrid)
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router.clearWalkGridList();
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// stops all fx & clears the queue
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g_sword2->clearFxQueue();
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// free all the route memory blocks from previous game
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router.freeAllRouteMem();
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}
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/**
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* A new session will begin next game cycle. The current cycle will conclude
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* and build the screen and flip into view as normal.
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*
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* @note This functino doesn't seem to be used anywhere.
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*/
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void Logic::naturalChangeSession(uint32 sesh_id) {
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_currentRunList = sesh_id;
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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(void) {
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return _currentRunList;
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}
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int32 Logic::fnSetSession(int32 *params) {
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// used by player invoked start scripts
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// params: 0 id of new run list
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expressChangeSession(params[0]);
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return IR_CONT;
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}
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/**
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* Causes no more objects in this logic loop to be processed. The logic engine
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* will restart at the beginning of the new list. The current screen will not
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* be drawn!
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*/
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int32 Logic::fnEndSession(int32 *params) {
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// params: 0 id of new run-list
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// terminate current and change to next run-list
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expressChangeSession(params[0]);
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// stop the script - logic engine will now go around and the new
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// screen will begin
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return IR_STOP;
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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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// going up a level - and we'll keeping going this cycle
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LEVEL++;
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// can be 0, 1, 2
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if (LEVEL == 3)
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error("logicUp id %d has run off script tree! :-O", ID);
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// setup new script on next level (not the current level)
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debug(5, "new pc = %d", new_script & 0xffff);
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_curObjectHub->script_id[LEVEL] = new_script;
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_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
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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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LEVEL = 1;
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// setup new script on level 1
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_curObjectHub->script_id[1] = new_script;
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_curObjectHub->script_pc[1] = new_script & 0xffff;
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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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// setup new script on this level
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_curObjectHub->script_id[LEVEL] = new_script;
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_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
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}
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void Logic::examineRunList(void) {
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uint32 *game_object_list;
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_standardHeader *file_header;
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if (_currentRunList) {
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// open and lock in place
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game_object_list = (uint32 *) (res_man->openResource(_currentRunList) + sizeof(_standardHeader));
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Debug_Printf("Runlist number %d\n", _currentRunList);
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for (int i = 0; game_object_list[i]; i++) {
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file_header = (_standardHeader *) res_man->openResource(game_object_list[i]);
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Debug_Printf("%d %s\n", game_object_list[i], file_header->name);
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res_man->closeResource(game_object_list[i]);
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}
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res_man->closeResource(_currentRunList);
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} else
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Debug_Printf("No run list set\n");
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}
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/**
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* Reset the object and restart script 1 on level 0
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*/
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void Logic::totalRestart(void) {
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LEVEL = 0;
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// reset to rerun
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_curObjectHub->script_pc[0] = 1;
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}
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int32 Logic::fnTotalRestart(int32 *params) {
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// mega runs this to restart its base logic again - like being cached
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// in again
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// params: none
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totalRestart();
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// drop out without saving pc and go around again
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return IR_TERMINATE;
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}
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/**
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* Mark this object for killing - to be killed when player leaves this screen.
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* Object reloads and script restarts upon re-entry to screen, which causes
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* this object's startup logic to be re-run every time we enter the screen.
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* "Which is nice."
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*
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* @note Call ONCE from object's logic script, i.e. in startup code, so not
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* re-called every time script frops off and restarts!
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*/
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int32 Logic::fnAddToKillList(int32 *params) {
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// params: none
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uint32 entry;
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// DON'T EVER KILL GEORGE!
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if (ID != 8) {
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// first, scan list to see if this object is already included
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entry = 0;
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while (entry < _kills && _objectKillList[entry] != ID)
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entry++;
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// if this ID isn't already in the list, then add it,
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// (otherwise finish)
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if (entry == _kills) {
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#ifdef _SWORD2_DEBUG
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// no room at the inn
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if (_kills == OBJECT_KILL_LIST_SIZE)
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error("List full in fnAddToKillList(%u)", ID);
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#endif
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// add this 'ID' to the kill list
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_objectKillList[_kills] = ID;
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_kills++;
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// "another one bites the dust"
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// when we leave the screen, all these object
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// resources are to be cleaned out of memory and the
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// kill list emptied by doing '_kills = 0', ensuring
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// that all resources are in fact still in memory &
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// more importantly closed before killing!
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}
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}
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// continue script
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return IR_CONT;
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}
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void Logic::processKillList(void) {
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for (uint32 i = 0; i < _kills; i++)
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res_man->remove(_objectKillList[i]);
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_kills = 0;
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}
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void Logic::resetKillList(void) {
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_kills = 0;
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}
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} // End of namespace Sword2
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