mirror of
https://github.com/libretro/scummvm.git
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1236 lines
40 KiB
C++
1236 lines
40 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/icb.h"
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#include "engines/icb/p4.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/p4_generic.h"
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#include "engines/icb/res_man.h"
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/common/px_game_object.h"
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#include "engines/icb/common/px_scriptengine.h"
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#include "engines/icb/common/px_prop_anims.h"
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#include "engines/icb/common/px_walkarea_integer.h"
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#include "engines/icb/object_structs.h"
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#include "engines/icb/session.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/common/px_linkeddatafile.h"
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#include "engines/icb/floors.h"
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#include "engines/icb/barriers.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/global_switches.h"
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#include "engines/icb/remora.h"
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#include "engines/icb/sound_logic.h"
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#include "engines/icb/loadscrn.h"
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#include "engines/icb/sound.h"
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#include "engines/icb/sound_lowlevel.h"
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namespace ICB {
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// Translation tweaks
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LinkedDataFile *LoadTranslatedFile(const char *session, const char *mission);
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// prototypes
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int32 Fetch_token_value(uint8 *file, uint32 length, uint8 *token);
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void ClearTextures();
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void _game_session::___init(const char *mission, const char *new_session_name) {
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// session object constructor
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// set up a game_session object from a session name
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uint32 buf_hash;
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// begin with no set object
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// a camera will be choosen after the first logic cycle based upon the player objects position
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set.Reset();
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// no special footsteps set
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numFloorFootSfx = 0;
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specialFootSfx = 0;
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ladderFootSfx = 0;
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defaultFootSfx = 0;
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// setup speech text block pointer
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text_bloc = g_text_bloc1;
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text_speech_bloc = g_text_bloc2; // pc has second bloc
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// If you die when you have an unread email and restart the mission, the email icon continues
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// to flash. The Remora should reset this when it initialises but since that happens after all
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// the objects have been loaded, I decided it would be safest to reset the flag here. This is
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// very much an 11th-hour hack.
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g_oRemora->MarkEmailRead();
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// first clear out private_session_resman
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private_session_resman->Reset();
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// tell it that the resources cannot be moved about
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private_session_resman->Set_to_no_defrag();
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ClearTextures();
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if (camera_hack == TRUE8) {
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total_objects = 0;
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return;
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}
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// Make the filename equivalent of the hash'ed version of session name
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HashFile(new_session_name, session_h_name);
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// Put the hash mission and hash session filenames together
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char h_mission_name[8];
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HashFile(mission, h_mission_name);
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Common::sprintf_s(speech_font_one, FONT_PATH, "font.pcfont");
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Common::sprintf_s(remora_font, FONT_PATH, "futura.pcfont");
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if (Common::sprintf_s(session_name, "%s\\%s\\", mission, new_session_name) > ENGINE_STRING_LEN)
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Fatal_error("_game_session::_game_session [%s] string overflow", session_name);
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if (Common::sprintf_s(h_session_name, "%s\\%s", h_mission_name, session_h_name) > ENGINE_STRING_LEN)
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Fatal_error("_game_session::_game_session [%s] string overflow", h_session_name);
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if (Common::sprintf_s(session_cluster, SESSION_CLUSTER_PATH, h_mission_name, session_h_name) > ENGINE_STRING_LEN)
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Fatal_error("_game_session::_game_session [%s] string overflow", session_cluster);
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session_cluster_hash = HashString(session_cluster);
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speech_font_one_hash = HashString(speech_font_one);
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remora_font_hash = HashString(remora_font);
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Zdebug("_game_session %s", (const char *)session_name);
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// now setup the session
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// load all the fixed name files
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// mission<
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// session<
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// objects.linked
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// scripts.linked
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// walkgrid.grid
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// session.RVanims
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// camera-name<
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// Jake : so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
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StartLoading(new_session_name);
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LoadMsg("Session Cluster");
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// right, on the psx for the between session sound we need to make sure the
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// resman has the mission sound stuff in memory BEFORE we do the
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// StartLoading...
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LoadMsg("Session Sound");
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// setup sound data cluster on psx...
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LoadSessionSounds(session_cluster);
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// initialise the session game objects
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// we can assume all of these in here will be of the game object class!
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// When clustered the session files have the base stripped
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Common::strcpy_s(temp_buf, "objects");
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// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
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LoadMsg("Session Objects");
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// Make Res_open compute the hash value
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buf_hash = NULL_HASH;
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objects = (LinkedDataFile *)private_session_resman->Res_open(temp_buf, buf_hash, session_cluster, session_cluster_hash);
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// set this for convenience
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total_objects = LinkedDataObject::Fetch_number_of_items(objects);
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Zdebug("total objects %d", total_objects);
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if (total_objects >= MAX_session_objects)
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Fatal_error("too many objects! max available %d", MAX_session_objects);
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// create the prop table
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// each object has a prop state - though only objects that are linked to background props will use them
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// an objects number maps to the state table
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// prop_state_table = new uint32[total_objects+10];
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uint32 j;
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for (j = 0; j < total_objects; j++)
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prop_state_table[j] = 0;
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// inititialise the session scripts
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// When clustered the session files have the base stripped
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Common::strcpy_s(temp_buf, "scripts");
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// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
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LoadMsg("Session Scripts");
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buf_hash = NULL_HASH;
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scripts = (LinkedDataFile *)private_session_resman->Res_open(temp_buf, buf_hash, session_cluster, session_cluster_hash);
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// display script version info
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// also available on console
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Script_version_check();
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// initialise prop animation file
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// When clustered the session files have the base stripped
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Common::strcpy_s(temp_buf, PX_FILENAME_PROPANIMS);
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// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
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LoadMsg("Session PropAnims");
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buf_hash = NULL_HASH;
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prop_anims = (LinkedDataFile *)private_session_resman->Res_open(temp_buf, buf_hash, session_cluster, session_cluster_hash);
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// Check file version is correct.
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if (LinkedDataObject::GetHeaderVersion(prop_anims) != VERSION_PXWGPROPANIMS)
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Fatal_error("%s version check failed (file has %d, engine has %d)", temp_buf, LinkedDataObject::GetHeaderVersion(prop_anims), VERSION_PXWGPROPANIMS);
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// init features file
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// we stick this in the private cache so it hangs around and later in-game references wont cause a main pool reload
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// When clustered the session files have the base stripped
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Common::strcpy_s(temp_buf, "pxwgfeatures");
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// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
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LoadMsg("Session Features");
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buf_hash = NULL_HASH;
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features = (LinkedDataFile *)private_session_resman->Res_open(temp_buf, buf_hash, session_cluster, session_cluster_hash);
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// engine knows no set/camera chosen
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Reset_camera_director();
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camera_lock = FALSE8; // move to camera director
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// reset the route manager service
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Reset_route_manager();
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text_bloc->please_render = FALSE8;
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text_speech_bloc->please_render = FALSE8;
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conv_focus = 0; // no conversation is in focus
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total_convs = 0; // no conversations
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Tdebug("text_lines.txt", "\n\n---Text Lines---\n");
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// text
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text = nullptr; // game can exist with this file
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char textFileName[100];
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// When clustered the session files have the base stripped
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Common::strcpy_s(temp_buf, "text");
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buf_hash = HashString(temp_buf);
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if (private_session_resman->Test_file(temp_buf, buf_hash, session_cluster, session_cluster_hash)) {
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// Jake : so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
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LoadMsg("Session Text");
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// Special text loading code so the translators can test their stuff
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if (tt) {
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// Ok, translators mode has been activated
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text = LoadTranslatedFile(mission, session_name);
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} else
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text = (LinkedDataFile *)private_session_resman->Res_open(temp_buf, buf_hash, session_cluster, session_cluster_hash);
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} else
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Fatal_error("Missing Text File \"%s\"", temp_buf);
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Tdebug("session.txt", "text lines END");
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// A copy of the code above to open the global text file. Feel free to edit this if I've ballsed up
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// anywhere.
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global_text = nullptr;
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char global_cluster[ENGINE_STRING_LEN];
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Common::strcpy_s(global_cluster, GLOBAL_CLUSTER_PATH);
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uint32 global_cluster_hash = HashString(global_cluster);
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Common::sprintf_s(textFileName, GLOBAL_TEXT_FILE);
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buf_hash = HashString(textFileName);
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if (private_session_resman->Test_file(textFileName, buf_hash, global_cluster, global_cluster_hash)) {
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LoadMsg(temp_buf);
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if (tt) {
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// Ok, translators mode has been activated
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global_text = LoadTranslatedFile("global", "global\\global\\");
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} else
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global_text = (LinkedDataFile *)private_session_resman->Res_open(textFileName, buf_hash, global_cluster, global_cluster_hash);
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} else {
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Fatal_error("Failed to find global text file [%s][%s]", textFileName, global_cluster);
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}
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// The surface manager needs to know what colour to use for transparency. This comes from a fixed
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// reference file which is opened here so the global reference can be set.
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g_oIconMenu->SetTransparencyColourKey();
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if (g_icb->getGameType() == GType_ICB) {
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// Initialise the remora
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g_oRemora->InitialiseRemora();
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}
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// Set the default colour for voice over text.
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voice_over_red = VOICE_OVER_DEFAULT_RED;
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voice_over_green = VOICE_OVER_DEFAULT_GREEN;
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voice_over_blue = VOICE_OVER_DEFAULT_BLUE;
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Tdebug("session.txt", "CHI START");
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// chi
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// players movement history
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cur_history = 0;
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chi_think_mode = __NOTHING;
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is_there_a_chi = FALSE8;
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Tdebug("session.txt", "walkareas START");
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// setup walkareas
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total_was = 0;
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// When clustered the session files have the base stripped
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Common::strcpy_s(temp_buf, "walkarea");
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buf_hash = HashString(temp_buf);
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// Jake : so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
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LoadMsg("Session Walkareas");
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uint32 len = private_session_resman->Check_file_size(temp_buf, buf_hash, session_cluster, session_cluster_hash);
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if (len) {
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walk_areas = (LinkedDataFile *)private_session_resman->Res_open(temp_buf, buf_hash, session_cluster, session_cluster_hash);
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Tdebug("walkareas.txt", "%d top level walkareas\n", LinkedDataObject::Fetch_number_of_items(walk_areas));
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int32 nMissing = 0;
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for (uint32 k = 0; k < LinkedDataObject::Fetch_number_of_items(walk_areas); k++) {
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INTEGER_WalkAreaFile *inner_wa;
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inner_wa = (INTEGER_WalkAreaFile *)LinkedDataObject::Fetch_item_by_number(walk_areas, k);
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Tdebug("walkareas.txt", "\nclump %d has %d inner items", k, inner_wa->GetNoAreas());
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for (j = 0; j < inner_wa->GetNoAreas(); j++) {
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const __aWalkArea *wa;
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wa = inner_wa->GetWalkArea(j);
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wa_list[total_was++] = wa; // write entry to individual item list
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if (total_was == MAX_was)
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Fatal_error("total number of walk-areas exceeded - %d", MAX_was);
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}
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}
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if (nMissing > 0)
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Fatal_error("%d missing cameras : Game must terminate", nMissing);
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Tdebug("walkareas.txt", "\n%d individual walk areas found", total_was);
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} else
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Tdebug("walkareas.txt", "no walkarea file");
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number_of_missing_objects = 0; // start with no missing objects
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// structure assignment counters - see fn_create_mega
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num_megas = 0;
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num_vox_images = 0;
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// init conveyors
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for (j = 0; j < MAX_conveyors; j++)
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conveyors[j].moving = FALSE8;
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// init auto interact
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for (j = 0; j < MAX_auto_interact; j++)
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auto_interact_list[j] = 0; // no entry
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// stairs
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num_stairs = 0;
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// lifts
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num_lifts = 0;
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// turn off health bar
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health_time = 0;
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// setup generic asyncer
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player_stat_was = __TOTAL_PLAYER_MODES; // for 'prev' check
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player_stat_use = __TOTAL_PLAYER_MODES; // for 'prev' check
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async_counter = 0; // counts up each frame
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async_off = 0; // on by default
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// first cycle indicator
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first_session_cycle = TRUE8;
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Tdebug("session.txt", "session constructor END");
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}
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void _game_session::Script_version_check() {
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uint32 version = LinkedDataObject::GetHeaderVersion(scripts);
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if (FN_ROUTINES_DATA_VERSION_ICB != version && FN_ROUTINES_DATA_VERSION_ELDORADO != version) {
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error("SCRIPTS AND ENGINE ARE NOT SAME VERSION: %d", version);
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}
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}
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void _game_session::___destruct() {
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// session object deconstructor
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// kills the current session and removes its resources
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Zdebug("*session destructing*");
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// turn off all sounds
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StopAllSoundsNow();
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Zdebug("sounds stopped");
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// camview mode
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if (camera_hack == TRUE8) {
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SetReset();
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return;
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}
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// trash resources
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private_session_resman->Reset();
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// remove diag bars that have been newed
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for (uint32 j = 0; j < total_objects; j++)
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if (logic_structs[j]->mega)
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logic_structs[j]->mega->m_main_route.___init(); // delete diag bars
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// delete current set view
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SetReset();
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// delete player object
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// delete player;
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// speech
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// if (text_bloc)
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// delete text_bloc; //in-case quit during speech
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}
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void _game_session::Initialise_set(const char *name, const char *cluster_name) {
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// initialise a set object for the current session
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// stick us into TEMP_NETHACK mode if the set does not physically exist
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// place a split point/boundary into the resource loading
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rs_bg->Advance_time_stamp();
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// init the set
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set.Init(name, cluster_name);
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// decide which props to sleep and which to wake
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Setup_prop_sleep_states();
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}
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void _game_session::Setup_prop_sleep_states() {
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// initialise the new set object
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for (uint32 j = 0; j < total_objects; j++)
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if (!logic_structs[j]->mega) { // props
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logic_structs[j]->prop_on_this_screen = set.DoesPropExist((const char *)logic_structs[j]->GetName());
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if (logic_structs[j]->hold_mode == prop_camera_hold) {
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if (!logic_structs[j]->prop_on_this_screen) {
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logic_structs[j]->camera_held = TRUE8; // not on screen
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logic_structs[j]->cycle_time = 0; // accurate for displays
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} else {
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logic_structs[j]->camera_held = FALSE8; // on screen
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}
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} else { // not an auto sleep item, but...
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// check for sleeping items that are now on screen
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if ((logic_structs[j]->camera_held) && (logic_structs[j]->prop_on_this_screen)) { // held AND on screen (a door)
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logic_structs[j]->camera_held = FALSE8; // on screen and not a camera_hold_mode item so wake it up - i.e. doors
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}
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}
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}
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}
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void _game_session::Awaken_doors() {
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// called to release doors when entering remora mode
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for (uint32 j = 0; j < total_objects; j++)
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if ((logic_structs[j]->big_mode == __CUSTOM_BUTTON_OPERATED_DOOR) || (logic_structs[j]->big_mode == __CUSTOM_AUTO_DOOR)) {
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logic_structs[j]->camera_held = FALSE8; // awake!
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logic_structs[j]->prop_on_this_screen = TRUE8;
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}
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}
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__mega_set_names player_startup_anims[] = {__STAND, __STAND_TO_WALK, __WALK, __WALK_TO_STAND, __TURN_ON_THE_SPOT_CLOCKWISE};
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#define NUMBER_player_startup_anims 5
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void _game_session::Init_objects() {
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char buf[ENGINE_STRING_LEN];
|
|
uint32 j, id;
|
|
|
|
if (!g_mission->inited_globals) {
|
|
// init local globals
|
|
// only do this at start of mission - never again afterward - i.e. not when returning to first session from another
|
|
uint32 script_hash;
|
|
|
|
Common::String itemName;
|
|
if (g_icb->getGameType() == GType_ICB)
|
|
itemName = "player";
|
|
else
|
|
itemName = "scenes";
|
|
id = LinkedDataObject::Fetch_item_number_by_name(objects, itemName.c_str()); // returns -1 if object not in existence
|
|
if (id == 0xffffffff)
|
|
Fatal_error("Init_objects cant find '%s'", itemName.c_str());
|
|
Common::String hashString = itemName + "::globals";
|
|
script_hash = HashString(hashString.c_str());
|
|
const char *pc = (const char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, script_hash);
|
|
if (pc) {
|
|
object = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, id);
|
|
Tdebug("objects_init.txt", " initialising globals", (const char *)buf);
|
|
RunScript(pc, object);
|
|
}
|
|
|
|
g_mission->inited_globals = TRUE8;
|
|
}
|
|
|
|
Zdebug("\nInitialise_objects");
|
|
|
|
// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
|
|
// this stuff moved here when ammo, bullets etc moved into player struct
|
|
InitMsg("Player");
|
|
// create a player object
|
|
player.___init();
|
|
|
|
// Now run the InitScript for each object. This has to be done after the line-of-sight end
|
|
// event manager have been initialised in case calls get made to these services in any of the
|
|
// objects' InitScripts.
|
|
for (j = 0; ((j < total_objects)); j++) {
|
|
object = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, j);
|
|
Tdebug("objects_init.txt", "\n\n---------------------------------------------------\n%d initialising object '%s'", j, CGameObject::GetName(object));
|
|
Zdebug("\n\n---------------------------------------------------\n%d initialising object '%s'", j, CGameObject::GetName(object));
|
|
|
|
Zdebug("[%d]", num_megas);
|
|
|
|
// fast reference for engine functions
|
|
// needed incase structs are referenced by FN_ functions
|
|
cur_id = j;
|
|
|
|
// set L for FN_ functions that may be called
|
|
L = logic_structs[j];
|
|
I = L->voxel_info;
|
|
M = L->mega;
|
|
|
|
// possibly run the init OR logic context script to kick in a base script ready for running in the logic loop
|
|
// the init script is always script 0 for the object
|
|
// the init script may or may not be overiden
|
|
// get the address of the script we want to run
|
|
const char *pc = (const char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(object, OB_INIT_SCRIPT)); // run init script
|
|
|
|
if (pc) {
|
|
RunScript(pc, object);
|
|
|
|
Common::strcpy_s(buf, CGameObject::GetName(object));
|
|
Common::strcat_s(buf, "::local_init");
|
|
|
|
uint32 script_hash;
|
|
|
|
script_hash = HashString(buf);
|
|
|
|
// Jso PSX can have nice session loading screen and details (for timing and to stop player getting bored)
|
|
InitMsg(CGameObject::GetName(object));
|
|
|
|
Tdebug("objects_init.txt", "search for [%s]", (const char *)buf);
|
|
|
|
pc = (const char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, script_hash);
|
|
|
|
if (pc) {
|
|
// set M and I for FN_ functions that may be called
|
|
|
|
I = L->voxel_info;
|
|
M = L->mega;
|
|
|
|
Tdebug("objects_init.txt", " running optional = [%s]", (const char *)buf);
|
|
RunScript(pc, object);
|
|
} else
|
|
Tdebug("objects_init.txt", " no [%s] found", (const char *)buf);
|
|
|
|
// setup logic context
|
|
// set to start on level 0
|
|
logic_structs[j]->logic_level = 0;
|
|
|
|
// set base logic to logic context script
|
|
logic_structs[j]->logic[0] = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(object, OB_LOGIC_CONTEXT));
|
|
// **note, we dont need to set up the script reference (logic_ref) for level 0
|
|
} else
|
|
Shut_down_object("by initialise - no init script");
|
|
|
|
L = logic_structs[j];
|
|
I = L->voxel_info;
|
|
if (L->image_type == VOXEL) {
|
|
for (uint32 i = 0; i < __NON_GENERIC; i++) {
|
|
if (I->IsAnimTable(i)) {
|
|
#ifdef PRELOAD
|
|
rs_anims->Res_open(I->info_name[i], I->info_name_hash[i], I->base_path, I->base_path_hash);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
Tdebug("objects_init.txt", "\n\n\ncreating mega list");
|
|
// create voxel id list
|
|
number_of_voxel_ids = 0;
|
|
for (j = 0; j < total_objects; j++) { // object 0 is used
|
|
// object must be alive and interactable and a mega
|
|
if ((logic_structs[j]->image_type == VOXEL) && (logic_structs[j]->ob_status != OB_STATUS_HELD)) { // not if the object has been manually switched out
|
|
Tdebug("objects_init.txt", "%s", (const char *)logic_structs[j]->GetName());
|
|
voxel_id_list[number_of_voxel_ids++] = (uint8)j;
|
|
}
|
|
}
|
|
|
|
if (number_of_voxel_ids >= MAX_voxel_list)
|
|
Fatal_error("Initialise_objects, the voxel id list is too small");
|
|
|
|
Tdebug("objects_init.txt", "\n\nfound %d voxel characters", number_of_voxel_ids);
|
|
|
|
if (g_icb->getGameType() == GType_ICB) {
|
|
// init the player object number
|
|
// get id
|
|
id = LinkedDataObject::Fetch_item_number_by_name(objects, "player"); // returns -1 if object not in existence
|
|
|
|
if (id != 0xffffffff) {
|
|
L = logic_structs[id]; // fetch logic struct for player object
|
|
I = L->voxel_info;
|
|
M = L->mega;
|
|
|
|
object = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, id);
|
|
|
|
// not if this object has been shut-down - for not having a map marker for example
|
|
if (L->ob_status != OB_STATUS_HELD)
|
|
player.Set_player_id(id);
|
|
|
|
// Preload the player animation to make PSX jerking better
|
|
for (uint32 i = 0; i < NUMBER_player_startup_anims; i++)
|
|
rs_anims->Res_open(I->get_anim_name(player_startup_anims[i]), I->anim_name_hash[player_startup_anims[i]], I->base_path, I->base_path_hash);
|
|
}
|
|
}
|
|
|
|
// done
|
|
Zdebug("Init session finished\n");
|
|
|
|
// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
|
|
EndLoading();
|
|
}
|
|
|
|
void _game_session::Pre_initialise_objects() {
|
|
// prepare gameworld and objects but dont run init scripts yet
|
|
|
|
// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
|
|
StartInit(total_objects + 6); // +6 because also floors, barriers, markers, camera_table, plan_view, player
|
|
|
|
Zdebug("\nPre_Initialise_objects");
|
|
|
|
Zdebug("[%d]", num_megas);
|
|
|
|
// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
|
|
InitMsg("Floors");
|
|
|
|
// initialise the floor area definition file
|
|
// uses the private resman so mission->session-> need to be initialised so this cant be on session contructor
|
|
floor_def = g_icb_session_floors;
|
|
g_icb_session_floors->___init();
|
|
|
|
// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
|
|
InitMsg("Barriers");
|
|
|
|
// initialise the route barriers
|
|
session_barriers = &g_icb_session_barriers;
|
|
g_icb_session_barriers.___init();
|
|
|
|
Zdebug("A[%d]", num_megas);
|
|
|
|
// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
|
|
InitMsg("Markers");
|
|
|
|
// init engine markers
|
|
markers.___init();
|
|
|
|
// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
|
|
InitMsg("Cameras");
|
|
|
|
// setup the camera system
|
|
Build_camera_table();
|
|
|
|
// First set up the logic structures for the objects. Each begins with a NULL pointer for its vox image.
|
|
uint32 j;
|
|
for (j = 0; ((j < total_objects)); ++j) {
|
|
|
|
Zdebug("%d -[%d]", j, num_megas);
|
|
|
|
object = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, j);
|
|
|
|
logic_structs[j] = g_logics[j];
|
|
logic_structs[j]->___init((const char *)CGameObject::GetName(object));
|
|
}
|
|
|
|
// Set up the event manager for this session. This has to be done after the barrier handler
|
|
// has been set up and after the objects have been set up because it relies on information
|
|
// from both.
|
|
PXTRY
|
|
|
|
g_oEventManager->Initialise();
|
|
|
|
PXCATCH
|
|
|
|
Fatal_error("Exception in _event_manager::Initialise()");
|
|
|
|
PXENDCATCH
|
|
|
|
// And set a duty cycle for the line-of-sight manager. Just set default for now.
|
|
|
|
PXTRY
|
|
|
|
Zdebug("duty");
|
|
g_oLineOfSight->SetDutyCycle(1);
|
|
Zdebug("~duty");
|
|
|
|
PXCATCH
|
|
|
|
Fatal_error("Exception in g_oLineOfSight->SetDutyCycle()");
|
|
|
|
PXENDCATCH
|
|
|
|
// Initialise the sound logic engine.
|
|
g_oSoundLogicEngine->Initialise();
|
|
|
|
player.has_weapon = TRUE8; // called before players init script
|
|
}
|
|
|
|
extern int32 john_number_traces;
|
|
extern int32 john_total_traces;
|
|
|
|
extern int32 fnTimer;
|
|
int32 logicTimer;
|
|
uint32 script_cycleTimer;
|
|
|
|
void _game_session::One_logic_cycle() {
|
|
// process all the game objects
|
|
|
|
uint32 j;
|
|
|
|
// Wind the line-of-sight engine on one position. Note that there is a variable in the line-of-sight engine
|
|
// which can be used to make this call return without doing anything a certain percentage of the time.
|
|
|
|
john_number_traces = 0;
|
|
john_total_traces = 0;
|
|
|
|
uint32 time = GetMicroTimer();
|
|
PXTRY
|
|
g_oLineOfSight->DutyCycle();
|
|
PXCATCH
|
|
Fatal_error("Exception in g_oLineOfSight->DutyCycle()");
|
|
PXENDCATCH
|
|
time = GetMicroTimer() - time;
|
|
g_mission->los_time = time;
|
|
|
|
time = GetMicroTimer();
|
|
PXTRY
|
|
g_oSoundLogicEngine->Cycle();
|
|
PXCATCH
|
|
Fatal_error("Exception in g_oSoundLogicEngine->Cycle()");
|
|
PXENDCATCH
|
|
time = GetMicroTimer() - time;
|
|
g_mission->sound_time = time;
|
|
|
|
time = GetMicroTimer();
|
|
|
|
// service the speech driver
|
|
Service_speech();
|
|
|
|
// reset route manager
|
|
Start_new_router_game_cycle();
|
|
|
|
// Tell the event manager to process its event timers if it is currently maintaining any.
|
|
g_oEventManager->CycleEventManager();
|
|
|
|
// If the icon menu currently has a holding icon, service its logic.
|
|
if (g_oIconListManager->IsHolding())
|
|
g_oIconListManager->CycleHoldingLogic();
|
|
|
|
// If the icon menu is currently flashing added medipacks or clips run the logic for it.
|
|
if (g_oIconMenu->IsAdding())
|
|
g_oIconMenu->CycleAddingLogic();
|
|
|
|
time = GetMicroTimer() - time;
|
|
g_mission->event_time = time;
|
|
|
|
// run through all the objects calling their logic
|
|
for (j = 0; j < total_objects; j++) { // object 0 is used
|
|
|
|
// fetch the engine created logic structure for this object
|
|
L = logic_structs[j];
|
|
|
|
if ((L->ob_status != OB_STATUS_HELD) && (!L->camera_held)) { // not if the object has been manually switched out
|
|
I = L->voxel_info;
|
|
M = L->mega;
|
|
cur_id = j; // fast reference for engine functions
|
|
// fetch the object that is our current object
|
|
// 'object' needed as logic code may ask it for the objects name, etc.
|
|
object = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, j);
|
|
|
|
// run appropriate logic
|
|
switch (L->big_mode) {
|
|
case __SCRIPT: // just running full scripts
|
|
if (g_px->mega_timer)
|
|
script_cycleTimer = GetMicroTimer();
|
|
Pre_logic_event_check();
|
|
Script_cycle();
|
|
if (g_px->mega_timer) {
|
|
script_cycleTimer = GetMicroTimer() - script_cycleTimer;
|
|
L->cycle_time = script_cycleTimer;
|
|
}
|
|
break;
|
|
|
|
case __NO_LOGIC: // do nothing
|
|
break;
|
|
|
|
case __CUSTOM_SIMPLE_ANIMATE: // special simple animator logic
|
|
if (g_px->mega_timer)
|
|
script_cycleTimer = GetMicroTimer();
|
|
Custom_simple_animator();
|
|
if (g_px->mega_timer) {
|
|
script_cycleTimer = GetMicroTimer() - script_cycleTimer;
|
|
L->cycle_time = script_cycleTimer;
|
|
}
|
|
|
|
break;
|
|
|
|
case __CUSTOM_BUTTON_OPERATED_DOOR: // special button operated door
|
|
if (g_px->mega_timer)
|
|
script_cycleTimer = GetMicroTimer();
|
|
Custom_button_operated_door();
|
|
if (g_px->mega_timer) {
|
|
script_cycleTimer = GetMicroTimer() - script_cycleTimer;
|
|
L->cycle_time = script_cycleTimer;
|
|
}
|
|
|
|
break;
|
|
|
|
case __CUSTOM_AUTO_DOOR:
|
|
if (g_px->mega_timer)
|
|
script_cycleTimer = GetMicroTimer();
|
|
Custom_auto_door();
|
|
if (g_px->mega_timer) {
|
|
script_cycleTimer = GetMicroTimer() - script_cycleTimer;
|
|
L->cycle_time = script_cycleTimer;
|
|
}
|
|
break;
|
|
|
|
case __MEGA_SLICE_HELD:
|
|
if (M->on_players_floor) {
|
|
L->big_mode = __SCRIPT; // in view - alive
|
|
g_oEventManager->ClearAllEventsForObject(cur_id);
|
|
g_oSoundLogicEngine->ClearHeardFlag(cur_id);
|
|
Script_cycle();
|
|
}
|
|
|
|
if (PXfabs(M->actor_xyz.y - logic_structs[player.Fetch_player_id()]->mega->actor_xyz.y) < (int32)(M->slice_hold_tolerance)) {
|
|
L->big_mode = __SCRIPT;
|
|
g_oEventManager->ClearAllEventsForObject(cur_id);
|
|
g_oSoundLogicEngine->ClearHeardFlag(cur_id);
|
|
Script_cycle();
|
|
}
|
|
break;
|
|
case __MEGA_PLAYER_FLOOR_HELD:
|
|
case __MEGA_INITIAL_FLOOR_HELD:
|
|
// waiting for player - release when on our floor
|
|
if (M->on_players_floor) {
|
|
L->big_mode = __SCRIPT;
|
|
g_oEventManager->ClearAllEventsForObject(cur_id);
|
|
g_oSoundLogicEngine->ClearHeardFlag(cur_id);
|
|
Script_cycle();
|
|
} else if (first_session_cycle)
|
|
Script_cycle(); // no camera yet
|
|
break;
|
|
}
|
|
|
|
// if the character is voxel based then add it to the list of voxel characters that is used by stage draw
|
|
if ((L->image_type == VOXEL) && ((L->ob_status != OB_STATUS_HELD))) {
|
|
time = GetMicroTimer();
|
|
|
|
// update some mega related stuff if mega is not sleeping
|
|
if (L->big_mode == __SCRIPT) {
|
|
// process outstanding auto pan remaining
|
|
if (L->auto_panning)
|
|
Advance_auto_pan();
|
|
|
|
Idle_manager(); // heh heh, check for mega just stood around
|
|
|
|
UpdateFootstep();
|
|
UpdateMegaFX();
|
|
}
|
|
|
|
// set floor rect value - used by stage draw to find indexed camera name
|
|
floor_def->Set_floor_rect_flag(L);
|
|
|
|
// check player floor status
|
|
if (!first_session_cycle)
|
|
Process_player_floor_status(); // sends events when object gains same floor as player
|
|
|
|
// process hold mode options
|
|
// has on-camera-only mode and is not on screen - then sleep again
|
|
if ((L->hold_mode == mega_player_floor_hold) && (!M->on_players_floor))
|
|
L->big_mode = __MEGA_PLAYER_FLOOR_HELD;
|
|
|
|
// has slice hold mode and is now off camera - check for shut off tolerance
|
|
if ((L->hold_mode == mega_slice_hold) && (!M->on_players_floor)) {
|
|
if (PXfabs(M->actor_xyz.y - logic_structs[player.Fetch_player_id()]->mega->actor_xyz.y) > (int32)(M->slice_hold_tolerance))
|
|
L->big_mode = __MEGA_SLICE_HELD;
|
|
}
|
|
|
|
// if on screen and stood then lets maybe do a scratch anim
|
|
|
|
time = GetMicroTimer() - time;
|
|
g_mission->xtra_mega_time += time;
|
|
}
|
|
}
|
|
}
|
|
|
|
// set not first cycle
|
|
first_session_cycle = FALSE8;
|
|
}
|
|
|
|
void _game_session::Pre_logic_event_check() {
|
|
// Check if there any events pending for the object.
|
|
// if so we re-run the logic context which may or may not decide to change the current script
|
|
|
|
if (((L->do_not_disturb == 1)) || (L->do_not_disturb == 2))
|
|
return; // 1 or 2 == fn-do-not-disturb + speech
|
|
|
|
if (L->do_not_disturb == 3) { // socket_force_new_logic
|
|
// clear events
|
|
g_oEventManager->ClearAllEventsForObject(cur_id);
|
|
|
|
L->do_not_disturb = 0; // reset for next cycle
|
|
return;
|
|
}
|
|
|
|
// Added call to the sound logic engine to see if any sound events are pending.
|
|
if (L->context_request || g_oEventManager->HasEventPending(cur_id) || g_oSoundLogicEngine->SoundEventPendingForID(cur_id)) {
|
|
// Yes, the object has an event pending, so rerun its logic context.
|
|
if (L->context_request)
|
|
Zdebug("[%s] internal request to rerun logic context", CGameObject::GetName(object));
|
|
|
|
else
|
|
Zdebug("[%s] event means rerun logic context", CGameObject::GetName(object));
|
|
|
|
if ((L->image_type == VOXEL) && (M->interacting)) { // check for megas who are interacting
|
|
// interacting, so ignoring LOS event
|
|
Zdebug("interacting, so ignoring LOS event");
|
|
} else {
|
|
L->logic[0] = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, (CGameObject::GetScriptNameFullHash(object, OB_LOGIC_CONTEXT)));
|
|
|
|
// run script - context chooser MAY pick a new L 1 logic
|
|
// we call this now so the new script will be setup and ready to run
|
|
RunScript(const_cast<const char *&>(L->logic[0]), object);
|
|
|
|
// reset the crude switch
|
|
L->context_request = FALSE8;
|
|
}
|
|
}
|
|
}
|
|
|
|
void _game_session::Script_cycle() {
|
|
int32 ret;
|
|
CGame *script_owner;
|
|
uint32 inner_cycles;
|
|
|
|
inner_cycles = 0; // to catch infnite_loops
|
|
|
|
// inner logic loop
|
|
do {
|
|
// sort out which object we should run the script with
|
|
// this can change within a cycle
|
|
if ((L->image_type == VOXEL) && (M->interacting)) { // check for megas who are interacting
|
|
// object is running someone elses interaction script
|
|
// so get their object and pass to interpretter so that local vars can be accessed correctly
|
|
script_owner = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, M->target_id);
|
|
} else {
|
|
script_owner = object; // object running its own script
|
|
}
|
|
|
|
ret = RunScript(const_cast<const char *&>(L->logic[L->logic_level]), script_owner);
|
|
|
|
// ret is:
|
|
// 0 done enough this cycle
|
|
// 1 current script has finished and hit closing brace
|
|
// 2 FN_ returned an IR_TERMINATE to interpretter so we just go around - new script or gosub
|
|
|
|
if (ret == IR_RET_SCRIPT_FINISHED) { // script has finished so drop down a level
|
|
if (L->logic_level) { // not on base, so we can just drop down to the script below
|
|
L->logic_level--;
|
|
|
|
// in-case we were running an interaction script then cancel interaction
|
|
if (L->image_type == VOXEL) {
|
|
M->target_id = 0;
|
|
M->interacting = FALSE8;
|
|
L->looping = L->old_looping; // safe for return
|
|
}
|
|
}
|
|
|
|
if (!L->logic_level) { // restart the object
|
|
L->logic_ref[1] = nullptr; // completely reset L 1 so that context choose will select ok
|
|
// it is acceptable to choose the logic that had previously been running
|
|
|
|
// temp reset PC the hard way
|
|
L->logic[0] = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(object, OB_LOGIC_CONTEXT));
|
|
|
|
// run script - context chooser will pick a new L 1 logic
|
|
RunScript(const_cast<const char *&>(L->logic[0]), object);
|
|
|
|
// if still on base then nothing chosen - shut down the object and log a warning somewhere
|
|
if (!L->logic_level) {
|
|
Shut_down_object("by One_logic_cycle - logic context failed to choose");
|
|
ret = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// catch infinite loops
|
|
inner_cycles++;
|
|
|
|
// I upped this from 5 to 1000 because the Remora relies on fn_new_script to jump around
|
|
// it's menu structure and this was tripping the limit. The player will have to spend ages
|
|
// in the Remora's menu's now for it to trip this limit, and genuine infinite loops will
|
|
// still be caught.
|
|
if (inner_cycles == 1000)
|
|
Fatal_error("object [%s] is in an infinite script loop!", CGameObject::GetName(object));
|
|
|
|
} while (ret); // ret==0 means quit for this object
|
|
}
|
|
|
|
uint32 _game_session::Fetch_prop_state(char *prop_name) {
|
|
// return a props state
|
|
// if the prop object doesnt exist we create a dummy - the system continues regardless - which is nice
|
|
|
|
uint32 prop_number;
|
|
uint32 j;
|
|
|
|
if (camera_hack == FALSE8) {
|
|
prop_number = LinkedDataObject::Fetch_item_number_by_name(objects, prop_name);
|
|
|
|
if (prop_number != 0xffffffff)
|
|
return (prop_state_table[prop_number]); // get prop state (pc)
|
|
}
|
|
|
|
// prop does not have a owner object - so we create a dummy for it if we havent already
|
|
// so, have we already created a dummy?
|
|
// search for dummy
|
|
|
|
// is our object already here?
|
|
j = 0;
|
|
while ((j < number_of_missing_objects) && (strcmp(missing_obs[j], prop_name)))
|
|
++j;
|
|
|
|
// didnt find the object
|
|
if (j == number_of_missing_objects) {
|
|
// create entry for the object
|
|
if (strcmp(prop_name, "not a prop") && (camera_hack == FALSE8)) // dont report dummy lights
|
|
Message_box("object missing for prop [%s]", prop_name);
|
|
|
|
Set_string(prop_name, missing_obs[number_of_missing_objects], MAX_missing_object_name_length);
|
|
|
|
Tdebug("missing_objects.txt", "%d [%s]", number_of_missing_objects, missing_obs[number_of_missing_objects]);
|
|
missing_ob_prop_states[number_of_missing_objects++] = 0;
|
|
|
|
return (0);
|
|
}
|
|
|
|
// dummy did exist so return the current dummy prop value
|
|
return (missing_ob_prop_states[j]);
|
|
}
|
|
|
|
void _game_session::Set_prop_state(char *prop_name, uint32 value) {
|
|
// set a prop state
|
|
// if the prop doesnt exist we skip it - and assume it will soon be built
|
|
// there is no scope checking
|
|
|
|
uint32 prop_number;
|
|
uint32 j;
|
|
|
|
if (camera_hack == FALSE8) {
|
|
prop_number = LinkedDataObject::Fetch_item_number_by_name(objects, prop_name);
|
|
|
|
if (prop_number != 0xffffffff)
|
|
prop_state_table[prop_number] = value; // set prop state (pc)
|
|
}
|
|
|
|
// have we already created a dummy?
|
|
// search for dummy
|
|
|
|
// is our object already here?
|
|
j = 0;
|
|
while ((j < number_of_missing_objects) && (strcmp(missing_obs[j], prop_name)))
|
|
++j;
|
|
|
|
// didnt find the object
|
|
if (j == number_of_missing_objects)
|
|
return;
|
|
|
|
// found the dummy so set its value
|
|
missing_ob_prop_states[j] = (uint8)value;
|
|
}
|
|
|
|
uint32 _game_session::Fetch_named_objects_id(const char *name) const {
|
|
uint32 i;
|
|
|
|
for (i = 0; i < total_objects; ++i) {
|
|
if (strcmp(name, logic_structs[i]->GetName()) == 0)
|
|
return (i);
|
|
}
|
|
|
|
// The object wasn't found.
|
|
Fatal_error("Object %s not found in _game_session::Fetch_named_objects_id()", name);
|
|
|
|
// This stops a compiler error.
|
|
return (0xffffffff);
|
|
}
|
|
|
|
void _game_session::Process_player_floor_status() {
|
|
// work out if this object
|
|
bool8 result = FALSE8;
|
|
uint32 num_extra, j, cam, player_floor;
|
|
|
|
player_floor = logic_structs[player.Fetch_player_id()]->owner_floor_rect;
|
|
|
|
// dont need to tell the player he's on the players floor
|
|
if (player.Fetch_player_id() == cur_id)
|
|
return;
|
|
|
|
if (floor_to_camera_index[L->owner_floor_rect] == cur_camera_number)
|
|
result = TRUE8; //
|
|
else { // no exact same
|
|
// ok, but is our floor linked to theirs?
|
|
cam = floor_to_camera_index[player_floor];
|
|
num_extra = cam_floor_list[cam].num_extra_floors;
|
|
|
|
for (j = 0; j < num_extra; j++)
|
|
if (cam_floor_list[cam].extra_floors[j] == L->owner_floor_rect) { // our floor one of players extras?
|
|
result = TRUE8; // yes - the floors are linked
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ((!M->on_players_floor) && (result)) {
|
|
g_oEventManager->PostNamedEventToObject("on_floor", cur_id, player.Fetch_player_id()); // send as if from player
|
|
}
|
|
|
|
M->on_players_floor = result; // set to current state
|
|
}
|
|
|
|
void _game_session::Idle_manager() {
|
|
// megas only
|
|
// is the character idling?
|
|
// if so and for a int32 time gosub a script that will do something
|
|
|
|
uint32 k;
|
|
char *ad;
|
|
uint32 script_hash;
|
|
|
|
if ((L->pause) && (L->cur_anim_type == __STAND) && (L->conversation_uid == NO_SPEECH_REQUEST) && (!M->Is_crouched()) && (Object_visible_to_camera(cur_id))) {
|
|
|
|
M->idle_count++;
|
|
|
|
if ((M->idle_count > 24) && (L->logic_level == 1)) {
|
|
M->idle_count = 0;
|
|
|
|
script_hash = HashString("idle");
|
|
|
|
// try and find a script with the passed extention i.e. ???::looping
|
|
for (k = 0; k < CGameObject::GetNoScripts(object); k++) {
|
|
if (script_hash == CGameObject::GetScriptNamePartHash(object, k)) {
|
|
// script k is the one to run
|
|
// get the address of the script we want to run
|
|
ad = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(object, k));
|
|
|
|
// write actual offset
|
|
L->logic[2] = ad;
|
|
|
|
L->logic_level = 2; //
|
|
|
|
L->old_looping = L->looping; // safe for return
|
|
|
|
L->looping = 0; // reset to 0 for new logics
|
|
|
|
M->custom = FALSE8; // reset
|
|
|
|
return; // done it
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void _game_session::Set_init_voxel_floors() {
|
|
// set all mega characters floors - called after game restore because logics may begin by checking the floor number but it wont be set until end of first cycle
|
|
uint32 j;
|
|
|
|
for (j = 0; j < number_of_voxel_ids; j++)
|
|
floor_def->Set_floor_rect_flag(logic_structs[voxel_id_list[j]]);
|
|
|
|
// setup the players route barriers
|
|
|
|
MS->M = MS->logic_structs[MS->player.Fetch_player_id()]->mega;
|
|
MS->L = MS->logic_structs[MS->player.Fetch_player_id()];
|
|
Prepare_megas_route_barriers(TRUE8); // update barriers
|
|
}
|
|
|
|
LinkedDataFile *LoadTranslatedFile(const char *mission, const char *session) {
|
|
// Get the actual session name
|
|
const char *sessionstart = session + strlen(mission) + 1;
|
|
pxString actsession;
|
|
actsession.SetString(sessionstart, strlen(sessionstart) - 1);
|
|
|
|
// Make up the name for the file to be loaded up
|
|
pxString fname = pxVString("%s\\data\\%s%s.ttrans", tt_text, mission, (const char *)actsession);
|
|
|
|
if (!checkFileExists(fname))
|
|
Fatal_error("Unable to load file %s", (const char *)fname);
|
|
|
|
// Load in this file
|
|
Common::SeekableReadStream *stream = openDiskFileForBinaryStreamRead(fname.c_str());
|
|
|
|
if (stream == nullptr) // if it could not be opened
|
|
Fatal_error("Unable to load file %s", (const char *)fname);
|
|
|
|
uint32 len = stream->size();
|
|
|
|
// make space for file
|
|
char *memPtr = new char[len + 1];
|
|
|
|
// read it in
|
|
stream->read(memPtr, len);
|
|
delete stream; // close the file
|
|
|
|
// 0 terminate the string
|
|
memPtr[len] = 0;
|
|
|
|
return ((LinkedDataFile *)memPtr);
|
|
}
|
|
|
|
} // End of namespace ICB
|