scummvm/sword2/logic.cpp
Torbjörn Andersson b3b0118292 The resource and memory managers are now created dynamically.
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
2003-11-03 07:47:42 +00:00

443 lines
11 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/build_display.h"
#include "sword2/console.h"
#include "sword2/debug.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/router.h" // for clearWalkGridList()
#include "sword2/sound.h"
#include "sword2/sync.h"
namespace Sword2 {
Logic g_logic;
#define LEVEL (_curObjectHub->logic_level)
/**
* Do one cycle of the current session.
*/
int Logic::processSession(void) {
uint32 run_list;
uint32 ret, script;
uint32 *game_object_list;
char *raw_script_ad;
char *raw_data_ad;
uint32 null_pc;
_standardHeader *head;
_standardHeader *far_head;
uint32 id;
// might change during the session, so take a copy here
run_list = _currentRunList;
// point to first object in list
_pc = 0;
// by minusing the pc we can cause an immediate cessation of logic
// processing on the current list
while (_pc != 0xffffffff) {
head = (_standardHeader*) res_man->openResource(run_list);
if (head->fileType != RUN_LIST)
error("Logic_engine %d not a run_list", run_list);
game_object_list = (uint32 *) (head + 1);
// read the next id
ID = game_object_list[_pc++];
id = ID;
// release the list again so it can float in memory - at this
// point not one thing should be locked
res_man->closeResource(run_list);
debug(5, "%d", ID);
// null terminated
if (!ID) {
// end the session naturally
return 0;
}
head = (_standardHeader*) res_man->openResource(ID);
if (head->fileType != GAME_OBJECT)
error("Logic_engine %d not an object", ID);
_curObjectHub = (_object_hub *) (head + 1);
debug(5, " %d id(%d) pc(%d)",
LEVEL,
_curObjectHub->script_id[LEVEL],
_curObjectHub->script_pc[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 {
// get the script id as we may be running a script
// from another object...
script = _curObjectHub->script_id[LEVEL];
// there is a distinction between running one of our
// own scripts and that of another object
if (script / SIZE == ID) {
// its our script
debug(5, "run script %d pc%d",
script / SIZE,
_curObjectHub->script_pc[LEVEL]);
// this is the script data
// raw_script_ad = (char *) (_curObjectHub + 1);
raw_script_ad = (char*) head;
// script and data object are us/same
ret = runScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]);
} else {
// we're running the script of another game
// object - get our data object address
// get the foreign objects script data address
raw_data_ad = (char*) head;
far_head = (_standardHeader*) res_man->openResource(script / SIZE);
if (far_head->fileType != GAME_OBJECT && far_head->fileType != SCREEN_MANAGER)
error("Logic_engine %d not a far object (its a %d)", script / SIZE, far_head->fileType);
// raw_script_ad = (char*) (head + 1) + sizeof(_standardHeader);
// get our objects data address
// raw_data_ad = (char*) (_curObjectHub + 1);
raw_script_ad = (char*) far_head;
ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]);
// close foreign object again
res_man->closeResource(script / SIZE);
// reset to us for service script
raw_script_ad = raw_data_ad;
}
// this script has finished - drop down a level
if (ret == 1) {
// check that it's not already on level 0 !
if (LEVEL)
LEVEL--;
else {
// Hmmm, level 0 terminated :-| Let's
// be different this time and simply
// let it restart next go :-)
debug(5, "**WARNING object %d script 0 terminated!", id);
// reset to rerun
_curObjectHub->script_pc[LEVEL] = _curObjectHub->script_id[LEVEL] & 0xffff;
// cause us to drop out for a cycle
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
Clear_syncs(ID);
if (_pc != 0xffffffff) {
// the session is still valid so run the service script
null_pc = 0;
// call the base script - this is the graphic/mouse
// service call
runScript(raw_script_ad, raw_script_ad, &null_pc);
}
// made for all live objects
// and that's it so close the object resource
res_man->closeResource(ID);
}
// leaving a room so remove all ids that must reboot correctly
processKillList();
debug(5, "RESTART the loop");
// means restart the loop
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 to new
_currentRunList = sesh_id;
//causes session to quit
_pc = 0xffffffff;
// reset now in case we double-clicked an exit prior to changing screen
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
Init_sync_system();
// reset walkgrid list (see fnRegisterWalkGrid)
router.clearWalkGridList();
// stops all fx & clears the queue
g_sword2->clearFxQueue();
// free all the route memory blocks from previous game
router.freeAllRouteMem();
}
/**
* A new session will begin next game cycle. The current cycle will conclude
* and build the screen and flip into view as normal.
*
* @note This functino doesn't seem to be used anywhere.
*/
void Logic::naturalChangeSession(uint32 sesh_id) {
_currentRunList = sesh_id;
}
/**
* @return The private _currentRunList variable.
*/
uint32 Logic::getRunList(void) {
return _currentRunList;
}
int32 Logic::fnSetSession(int32 *params) {
// used by player invoked start scripts
// params: 0 id of new run list
expressChangeSession(params[0]);
return IR_CONT;
}
/**
* Causes no more objects in this logic loop to be processed. The logic engine
* will restart at the beginning of the new list. The current screen will not
* be drawn!
*/
int32 Logic::fnEndSession(int32 *params) {
// params: 0 id of new run-list
// terminate current and change to next run-list
expressChangeSession(params[0]);
// stop the script - logic engine will now go around and the new
// screen will begin
return IR_STOP;
}
/**
* 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) {
// going up a level - and we'll keeping going this cycle
LEVEL++;
// can be 0, 1, 2
if (LEVEL == 3)
error("logicUp id %d has run off script tree! :-O", ID);
// setup new script on next level (not the current level)
debug(5, "new pc = %d", new_script & 0xffff);
_curObjectHub->script_id[LEVEL] = new_script;
_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
}
/**
* Force the level to one.
*/
void Logic::logicOne(uint32 new_script) {
LEVEL = 1;
// setup new script on level 1
_curObjectHub->script_id[1] = new_script;
_curObjectHub->script_pc[1] = new_script & 0xffff;
}
/**
* Change current logic. Script must quit with a TERMINATE directive, which
* does not write to &pc
*/
void Logic::logicReplace(uint32 new_script) {
// setup new script on this level
_curObjectHub->script_id[LEVEL] = new_script;
_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
}
void Logic::examineRunList(void) {
uint32 *game_object_list;
_standardHeader *file_header;
if (_currentRunList) {
// open and lock in place
game_object_list = (uint32 *) (res_man->openResource(_currentRunList) + sizeof(_standardHeader));
Debug_Printf("Runlist number %d\n", _currentRunList);
for (int i = 0; game_object_list[i]; i++) {
file_header = (_standardHeader *) res_man->openResource(game_object_list[i]);
Debug_Printf("%d %s\n", game_object_list[i], file_header->name);
res_man->closeResource(game_object_list[i]);
}
res_man->closeResource(_currentRunList);
} else
Debug_Printf("No run list set\n");
}
/**
* Reset the object and restart script 1 on level 0
*/
void Logic::totalRestart(void) {
LEVEL = 0;
// reset to rerun
_curObjectHub->script_pc[0] = 1;
}
int32 Logic::fnTotalRestart(int32 *params) {
// mega runs this to restart its base logic again - like being cached
// in again
// params: none
totalRestart();
// drop out without saving pc and go around again
return IR_TERMINATE;
}
/**
* Mark this object for killing - to be killed when player leaves this screen.
* Object reloads and script restarts upon re-entry to screen, which causes
* this object's startup logic to be re-run every time we enter the screen.
* "Which is nice."
*
* @note Call ONCE from object's logic script, i.e. in startup code, so not
* re-called every time script frops off and restarts!
*/
int32 Logic::fnAddToKillList(int32 *params) {
// params: none
uint32 entry;
// DON'T EVER KILL GEORGE!
if (ID != 8) {
// first, scan list to see if this object is already included
entry = 0;
while (entry < _kills && _objectKillList[entry] != ID)
entry++;
// if this ID isn't already in the list, then add it,
// (otherwise finish)
if (entry == _kills) {
#ifdef _SWORD2_DEBUG
// no room at the inn
if (_kills == OBJECT_KILL_LIST_SIZE)
error("List full in fnAddToKillList(%u)", ID);
#endif
// add this 'ID' to the kill list
_objectKillList[_kills] = ID;
_kills++;
// "another one bites the dust"
// when we leave the screen, all these object
// resources are to be cleaned out of memory and the
// kill list emptied by doing '_kills = 0', ensuring
// that all resources are in fact still in memory &
// more importantly closed before killing!
}
}
// continue script
return IR_CONT;
}
void Logic::processKillList(void) {
for (uint32 i = 0; i < _kills; i++)
res_man->remove(_objectKillList[i]);
_kills = 0;
}
void Logic::resetKillList(void) {
_kills = 0;
}
} // End of namespace Sword2