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f22cca2be2
svn-id: r9237
443 lines
14 KiB
C++
443 lines
14 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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//------------------------------------------------------------------------------------
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// #include <libsn.h> PSX?
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "stdafx.h"
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//#include "src\driver96.h"
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#include "build_display.h"
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#include "console.h"
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#include "debug.h"
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#include "header.h"
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#include "interpreter.h"
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#include "logic.h"
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#include "memory.h"
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#include "resman.h"
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#include "router.h" // for ClearWalkGridList()
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#include "sound.h"
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#include "sword2.h" // (James19aug97) for CloseGame()
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#include "sync.h"
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//------------------------------------------------------------------------------------
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logic LLogic; //declare the object
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#define LEVEL cur_object_hub->logic_level
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#define OBJECT_KILL_LIST_SIZE 50 // this must allow for the largest number of objects in a screen
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uint32 object_kill_list[OBJECT_KILL_LIST_SIZE];
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uint32 kills=0; // keeps note of no. of objects in the kill list
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//------------------------------------------------------------------------------------
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int logic::Process_session(void) //Tony6June96 (first run 21Oct96)
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{
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//do one cycle of the current session
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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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run_list=current_run_list; //might change during the session, so take a copy here
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pc=0; //point to first object in list
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static uint32 cycle=0;
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cycle++;
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// Zdebug("\n CYCLE %d", cycle);
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while(pc!=0xffffffff) //by minusing the pc we can cause an immediate cessation of logic processing on the current list
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{
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head = (_standardHeader*) res_man.Res_open(run_list);
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if (head->fileType!=RUN_LIST)
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Con_fatal_error("Logic_engine %d not a run_list", run_list);
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game_object_list = (uint32 *) (head+1);
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ID = game_object_list[pc++]; //read the next id
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id=ID;
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res_man.Res_close(run_list); //release the list again so it can float in memory - at this point not one thing should be locked
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// Zdebug("%d", ID);
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if (!ID) //null terminated
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return(0); //end the session naturally
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head = (_standardHeader*) res_man.Res_open(ID);
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if (head->fileType!=GAME_OBJECT)
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Con_fatal_error("Logic_engine %d not an object", ID);
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cur_object_hub = (_object_hub *) (head+1);
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// Zdebug(" %d id(%d) pc(%d)", cur_object_hub->logic_level, cur_object_hub->script_id[cur_object_hub->logic_level], cur_object_hub->script_pc[cur_object_hub->logic_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, system operations are run via function calls to drivers now
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do
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{
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script = cur_object_hub->script_id[LEVEL]; //get the script id as we may be running a script from another object...
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// there is a distinction between running one of our own scripts and that of another object
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if ((script/SIZE)==ID) //its our script
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{
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// Zdebug("run script %d pc%d", script/SIZE, cur_object_hub->script_pc[LEVEL]);
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// raw_script_ad = (char *) (cur_object_hub+1); //this is the script data
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raw_script_ad = (char*) head;
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ret=RunScript( raw_script_ad, raw_script_ad, &cur_object_hub->script_pc[LEVEL] ); //script and data object are us/same
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}
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else //we're running the script of another game object - get our data object address
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{
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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.Res_open(script/SIZE);
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if ((far_head->fileType!=GAME_OBJECT)&&((far_head->fileType!=SCREEN_MANAGER)))
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Con_fatal_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*) (cur_object_hub+1);
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raw_script_ad=(char*)far_head;
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ret=RunScript( raw_script_ad, raw_data_ad, &cur_object_hub->script_pc[LEVEL] );
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res_man.Res_close(script/SIZE); //close foreign object again
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raw_script_ad=raw_data_ad; //reset to us for service script
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}
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if (ret==1) //this script has finished - drop down a level
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{
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if (cur_object_hub->logic_level) //check that it's not already on level 0 !
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cur_object_hub->logic_level--;
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else //Hmmm, level 0 terminated :-| Let's be different this time and simply let it restart next go :-)
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{
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cur_object_hub->script_pc[LEVEL]=(cur_object_hub->script_id[LEVEL]&0xffff); //reset to rerun
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// Zdebug("**WARNING object %d script 0 terminated!", id);
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ret=0; //cause us to drop out for a cycle
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}
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}
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else if (ret>2)
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{
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Con_fatal_error("Process_session: illegal script return type %d (%s line %u)",ret,__FILE__,__LINE__);
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}
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// if ret==2 then we simply go around again - a new script or subroutine will kick in and run
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}
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while(ret); //keep processing scripts until 0 for quit is returned
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// any post logic system requests to go here
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Clear_syncs(ID); //clear any syncs that were waiting for this character - it has used them or now looses them
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if (pc!=0xffffffff) //the session is still valid so run the service script
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{ null_pc=0;
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RunScript( raw_script_ad, raw_script_ad, &null_pc ); //call the base script - this is the graphic/mouse service call
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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.Res_close(ID);
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};
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Process_kill_list(); //leaving a room so remove all ids that must reboot correctly
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Zdebug("RESTART the loop");
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return(1); //means restart the loop
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}
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//------------------------------------------------------------------------------------
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void logic::Express_change_session(uint32 sesh_id) //Tony6June96
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{
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//a game-object can bring an immediate halt to the session and cause a new one to start without a screen update
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current_run_list=sesh_id; //set to new
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pc=0xffffffff; //causes session to quit
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EXIT_FADING=0; // reset now in case we double-clicked an exit prior to changing screen
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Init_sync_system(); // 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 removed - so we trash the lot
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ClearWalkGridList(); // reset walkgrid list (see FN_register_walkgrid)
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Clear_fx_queue(); // stops all fx & clears the queue
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FreeAllRouteMem(); // free all the route memory blocks from previous game
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}
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//------------------------------------------------------------------------------------
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void logic::Natural_change_session(uint32 sesh_id) //Tony7June96
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{
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//a new session will begin next game cycle.
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//the current cycle will conclude and build the screen and flip into view as normal
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current_run_list=sesh_id; //set to new
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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uint32 logic::Return_run_list(void) //Tony18Sept96
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{
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//pass back the private cur_object_list variable - not sure we need this
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return(current_run_list); //return the id
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}
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//------------------------------------------------------------------------------------
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int32 FN_set_session(int32 *params) //Tony29Oct96
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{
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//used by player invoked start scripts
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//param 0 id of new run list
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LLogic.Express_change_session(*params); //now!
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return(IR_CONT); //cont
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}
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//------------------------------------------------------------------------------------
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int32 FN_end_session(int32 *params) //Tony21Sept96
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{
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//causes no more objects in this logic loop to be processed
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//the logic engine will restart at the beginning of the new list
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// !!the current screen will not be drawn!!
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//param 0 id of new run-list
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LLogic.Express_change_session(*params); //terminate current and change to next run-list
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return(0); //stop the script - logic engine will now go around and the new screen will begin
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}
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//------------------------------------------------------------------------------------
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void logic::Logic_up(uint32 new_script) //Tony23Sept96
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{
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//move the current object up a level
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//called by FN_gosub command - remember, only the logic object has access to cur_object_hub
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cur_object_hub->logic_level++; //going up a level - and we'll keeping going this cycle
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if (cur_object_hub->logic_level==3) //can be 0,1,2
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Con_fatal_error("Logic_up id %d has run off script tree! :-O", ID);
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cur_object_hub->script_id[cur_object_hub->logic_level]=new_script; //setup new script on next level (not the current level)
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cur_object_hub->script_pc[cur_object_hub->logic_level]=new_script&0xffff;
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//Zdebug("new pc = %d", new_script&0xffff);
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}
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//------------------------------------------------------------------------------------
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void logic::Logic_one(uint32 new_script) //Tony4Dec96
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{
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//force to level one
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cur_object_hub->logic_level=1;
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cur_object_hub->script_id[1]=new_script; //setup new script on level 1
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cur_object_hub->script_pc[1]=new_script&0xffff;
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}
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//------------------------------------------------------------------------------------
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void logic::Logic_replace(uint32 new_script) //Tony13Nov96
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{
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//change current logic - script must quit with a TERMINATE directive - which does not write to &pc
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cur_object_hub->script_id[cur_object_hub->logic_level]=new_script; //setup new script on this level
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cur_object_hub->script_pc[cur_object_hub->logic_level]=new_script&0xffff;
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}
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//------------------------------------------------------------------------------------
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uint32 logic::Examine_run_list(void) //Tony25Oct96
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{
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uint32 *game_object_list;
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_standardHeader *file_header;
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int scrolls=0;
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char c;
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if (current_run_list)
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{
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game_object_list = (uint32 *) (res_man.Res_open(current_run_list)+sizeof(_standardHeader)); //open and lock in place
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Print_to_console("runlist number %d", current_run_list);
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while(*(game_object_list))
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{
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file_header = (_standardHeader*) res_man.Res_open(*(game_object_list));
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Print_to_console(" %d %s",*(game_object_list), file_header->name);
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res_man.Res_close(*(game_object_list++));
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scrolls++;
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Build_display();
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if (scrolls==18)
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{
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Temp_print_to_console("- Press ESC to stop or any other key to continue");
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Build_display();
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do
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{
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//--------------------------------------------------
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// Service windows
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while (!gotTheFocus)
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if (ServiceWindows() == RDERR_APPCLOSED)
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break;
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if (ServiceWindows() == RDERR_APPCLOSED) // if we pressed Ctrl-Q
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{
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Close_game(); //close engine systems down
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RestoreDisplay();
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CloseAppWindow();
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exit(0); //quit the game
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}
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//--------------------------------------------------
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}
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while(!KeyWaiting());
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ReadKey(&c); //kill the key we just pressed
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if (c==27) //ESC
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break;
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Clear_console_line(); //clear the Press Esc message ready for the new line
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scrolls=0;
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}
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}
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res_man.Res_close(current_run_list);
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}
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else Print_to_console("no run list set");
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Scroll_console();
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return(1);
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void logic::Total_restart(void) //Tony18Sept96
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{
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//reset the object restart script 1 on level 0
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cur_object_hub->logic_level=0;
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//cur_object_hub->script_id[0]=1;
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cur_object_hub->script_pc[0]=1; //reset to rerun
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}
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//------------------------------------------------------------------------------------
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int32 FN_total_restart(int32 *params) //Tony5Dec96
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{
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//mega runs this to restart its base logic again - like being cached in again
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LLogic.Total_restart();
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if (params);
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return(IR_TERMINATE); //drop out without saving pc and go around again
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}
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//------------------------------------------------------------------------------------
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int32 FN_add_to_kill_list(int32 *params) //James9jan97
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{
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// call *once* from object's logic script - ie. in startup code
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// - so not re-called every time script drops off & restarts!
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// mark this object for killing - to be killed when player leaves this screen
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// - so object reloads & script restarts upon re-entry to screen
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// - causes 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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// params: none
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uint32 entry;
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if (ID != 8) // DON'T EVER KILL GEORGE!
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{
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// first, scan list to see if this object is already included (05mar97 James)
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entry=0;
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while ((entry < kills) && (object_kill_list[entry] != ID))
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entry++;
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if (entry == kills) // if this ID isn't already in the list, then add it, (otherwise finish) (05mar97 James)
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{
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#ifdef _BS2_DEBUG
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if (kills == OBJECT_KILL_LIST_SIZE) // no room at the inn
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Con_fatal_error("List full in FN_add_to_kill_list(%u) (%s line %u)",ID,__FILE__,__LINE__);
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#endif
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object_kill_list[kills] = ID; // add this 'ID' to the kill list
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kills++; // "another one bites the dust"
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// when we leave the screen, all these object resources are to be cleaned out of memory
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// and the kill list emptied by doing 'kills=0'
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// - ensuring that all resources are in fact still in memory & more importantly closed
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// before killing!
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}
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}
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return(IR_CONT); // continue script
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}
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//------------------------------------------------------------------------------------
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void logic::Process_kill_list(void) //Tony10Jan97
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{
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uint32 j;
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if (kills)
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for (j=0;j<kills;j++)
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res_man.Remove_res(object_kill_list[j]);
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kills=0;
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}
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//------------------------------------------------------------------------------------
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void logic::Reset_kill_list(void) //James 25mar97
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{
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kills=0;
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}
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//------------------------------------------------------------------------------------
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