scummvm/sword2/events.cpp
Torbjörn Andersson a575576890 fetchObjectName() no longer assumes that the resource will still be in the
cache after it's been closed. (Currently it always is, but ideally I'd like
for BS to work even if resource caching is disabled.)

svn-id: r13610
2004-04-24 12:29:35 +00:00

208 lines
4.9 KiB
C++

/* Copyright (C) 1994-2004 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 "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/console.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#define Debug_Printf _vm->_debugger->DebugPrintf
namespace Sword2 {
void Logic::sendEvent(uint32 id, uint32 interact_id) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id || !_eventList[i].id) {
_eventList[i].id = id;
_eventList[i].interact_id = interact_id;
return;
}
}
error("sendEvent() ran out of event slots");
}
void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
// Full script id of action script number 2
sendEvent(id, (interact_id << 16) | 2);
}
int Logic::checkEventWaiting(void) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == _scriptVars[ID])
return 1;
}
return 0;
}
void Logic::startEvent(void) {
// call this from stuff like fnWalk
// you must follow with a return IR_TERMINATE
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == _scriptVars[ID]) {
logicOne(_eventList[i].interact_id);
_eventList[i].id = 0;
return;
}
}
error("startEvent() can't find event for id %d", _scriptVars[ID]);
}
void Logic::clearEvent(uint32 id) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id) {
_eventList[i].id = 0;
return;
}
}
}
void Logic::killAllIdsEvents(uint32 id) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id)
_eventList[i].id = 0;
}
}
int32 Logic::fnRequestSpeech(int32 *params) {
// change current script - must be followed by a TERMINATE script
// directive
// params: 0 id of target to catch the event and startup speech
// servicing
// Full script id to interact with - megas run their own 7th script
sendEvent(params[0], (params[0] << 16) | 6);
return IR_CONT;
}
int32 Logic::fnSetPlayerActionEvent(int32 *params) {
// we want to intercept the player character and have him interact
// with an object - from script this code is the same as the mouse
// engine calls when you click on an object - here, a third party
// does the clicking IYSWIM
// note - this routine used CUR_PLAYER_ID as the target
// params: 0 id to interact with
setPlayerActionEvent(CUR_PLAYER_ID, params[0]);
return IR_CONT;
}
int32 Logic::fnSendEvent(int32 *params) {
// we want to intercept the player character and have him interact
// with an object - from script
// params: 0 id to receive event
// 1 script to run
sendEvent(params[0], params[1]);
return IR_CONT;
}
int32 Logic::fnCheckEventWaiting(int32 *params) {
// params: none
_scriptVars[RESULT] = checkEventWaiting();
return IR_CONT;
}
// like fnCheckEventWaiting, but starts the event rather than setting RESULT
// to 1
int32 Logic::fnCheckForEvent(int32 *params) {
// params: none
if (checkEventWaiting()) {
startEvent();
return IR_TERMINATE;
}
return IR_CONT;
}
// combination of fnPause and fnCheckForEvent
// - ie. does a pause, but also checks for event each cycle
int32 Logic::fnPauseForEvent(int32 *params) {
// params: 0 pointer to object's logic structure
// 1 number of game-cycles to pause
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
if (checkEventWaiting()) {
ob_logic->looping = 0;
startEvent();
return IR_TERMINATE;
}
return fnPause(params);
}
int32 Logic::fnClearEvent(int32 *params) {
// params: none
clearEvent(_scriptVars[ID]);
return IR_CONT;
}
int32 Logic::fnStartEvent(int32 *params) {
// params: none
startEvent();
return IR_TERMINATE;
}
// For the debugger
uint32 Logic::countEvents(void) {
uint32 count = 0;
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id)
count++;
}
return count;
}
void Logic::printEventList(void) {
Debug_Printf("EVENT LIST:\n");
for (uint32 i = 0; i < MAX_events; i++) {
if (_eventList[i].id) {
byte buf[NAME_LEN];
uint32 target = _eventList[i].id;
uint32 script = _eventList[i].interact_id;
Debug_Printf("slot %2d: id = %s (%d)\n", i, _vm->fetchObjectName(target, buf), target);
Debug_Printf(" script = %s (%d) pos %d\n", _vm->fetchObjectName(script / 65536, buf), script / 65536, script % 65536);
}
}
}
} // End of namespace Sword2