mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
287 lines
7.4 KiB
C++
287 lines
7.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* Additional copyright for this file:
|
|
* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*/
|
|
|
|
|
|
#include "common/textconsole.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), _moviePlayer(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);
|
|
|
|
_cycleSkip = false;
|
|
_speechRunning = false;
|
|
|
|
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;
|
|
}
|
|
|
|
/**
|
|
* Read current location number from script vars
|
|
*/
|
|
|
|
uint32 Logic::getLocationNum() {
|
|
return readVar(LOCATION);
|
|
}
|
|
|
|
} // End of namespace Sword2
|