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7c4cc25cec
console from the SCUMM engine. I decided that would be easier than to clean up the original console code. Unfortunately there's a bunch of code that I just copied - a pretty lousy form of code-reusal. It'd be nice if the console could be made part of the Engine class, or something like that. Most of the debug commands seem to be working. Some aren't relevant for ScummVM, and some are a bit obscure so I'm not quite sure what they're supposed to be doing. svn-id: r10978
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 "bs2/sword2.h"
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#include "bs2/defs.h"
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#include "bs2/build_display.h"
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#include "bs2/console.h"
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#include "bs2/debug.h"
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#include "bs2/interpreter.h"
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#include "bs2/logic.h"
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#include "bs2/router.h" // for clearWalkGridList()
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#include "bs2/sound.h"
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#include "bs2/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.open(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.close(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.open(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.open(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.close(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.close(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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Clear_fx_queue();
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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.open(_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.open(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.close(game_object_list[i]);
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}
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res_man.close(_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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