mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
51933629d1
svn-id: r45616
237 lines
6.6 KiB
C++
237 lines
6.6 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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* 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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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// Scripting module thread management component
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/actor.h"
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#include "saga/console.h"
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#include "saga/interface.h"
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#include "saga/script.h"
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#include "saga/scene.h"
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namespace Saga {
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ScriptThread &Script::createThread(uint16 scriptModuleNumber, uint16 scriptEntryPointNumber) {
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loadModule(scriptModuleNumber);
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if (_modules[scriptModuleNumber].entryPointsCount <= scriptEntryPointNumber) {
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error("Script::createThread wrong scriptEntryPointNumber");
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}
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ScriptThread newThread;
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newThread._instructionOffset = _modules[scriptModuleNumber].entryPoints[scriptEntryPointNumber].offset;
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newThread._commonBase = _commonBuffer;
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newThread._staticBase = _commonBuffer + _modules[scriptModuleNumber].staticOffset;
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newThread._moduleBase = _modules[scriptModuleNumber].moduleBase;
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newThread._moduleBaseSize = _modules[scriptModuleNumber].moduleBaseSize;
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newThread._strings = &_modules[scriptModuleNumber].strings;
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if (_vm->getGameId() == GID_IHNM)
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newThread._voiceLUT = &_globalVoiceLUT;
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else
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newThread._voiceLUT = &_modules[scriptModuleNumber].voiceLUT;
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_threadList.push_front(newThread);
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ScriptThread &tmp = *_threadList.begin();
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tmp._stackBuf = (int16 *)malloc(ScriptThread::THREAD_STACK_SIZE * sizeof(int16));
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tmp._stackTopIndex = ScriptThread::THREAD_STACK_SIZE - 2;
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return tmp;
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}
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void Script::wakeUpActorThread(int waitType, void *threadObj) {
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ScriptThreadList::iterator threadIterator;
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for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
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ScriptThread &thread = *threadIterator;
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if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType) && (thread._threadObj == threadObj)) {
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thread._flags &= ~kTFlagWaiting;
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}
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}
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}
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void Script::wakeUpThreads(int waitType) {
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ScriptThreadList::iterator threadIterator;
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for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
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ScriptThread &thread = *threadIterator;
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if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType)) {
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thread._flags &= ~kTFlagWaiting;
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}
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}
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}
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void Script::wakeUpThreadsDelayed(int waitType, int sleepTime) {
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ScriptThreadList::iterator threadIterator;
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for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
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ScriptThread &thread = *threadIterator;
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if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType)) {
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thread._waitType = kWaitTypeDelay;
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thread._sleepTime = sleepTime;
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}
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}
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}
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void Script::executeThreads(uint msec) {
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ScriptThreadList::iterator threadIterator;
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if (_vm->_interface->_statusTextInput) {
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return;
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}
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threadIterator = _threadList.begin();
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while (threadIterator != _threadList.end()) {
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ScriptThread &thread = *threadIterator;
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if (thread._flags & (kTFlagFinished | kTFlagAborted)) {
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if (thread._flags & kTFlagFinished)
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setPointerVerb();
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if (_vm->getGameId() == GID_IHNM) {
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thread._flags &= ~kTFlagFinished;
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thread._flags |= kTFlagAborted;
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++threadIterator;
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} else {
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threadIterator = _threadList.erase(threadIterator);
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}
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continue;
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}
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if (thread._flags & kTFlagWaiting) {
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switch (thread._waitType) {
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case kWaitTypeDelay:
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if (thread._sleepTime < msec) {
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thread._sleepTime = 0;
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} else {
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thread._sleepTime -= msec;
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}
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if (thread._sleepTime == 0)
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thread._flags &= ~kTFlagWaiting;
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break;
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case kWaitTypeWalk:
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{
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ActorData *actor;
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actor = (ActorData *)thread._threadObj;
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if (actor->_currentAction == kActionWait) {
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thread._flags &= ~kTFlagWaiting;
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}
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}
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break;
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case kWaitTypeWaitFrames: // IHNM
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if (thread._frameWait < _vm->_frameCount)
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thread._flags &= ~kTFlagWaiting;
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break;
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}
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}
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if (!(thread._flags & kTFlagWaiting)) {
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if (runThread(thread)) {
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break;
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}
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}
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++threadIterator;
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}
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}
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void Script::abortAllThreads() {
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ScriptThreadList::iterator threadIterator;
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threadIterator = _threadList.begin();
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while (threadIterator != _threadList.end()) {
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ScriptThread &thread = *threadIterator;
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thread._flags |= kTFlagAborted;
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++threadIterator;
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}
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executeThreads(0);
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}
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void Script::completeThread() {
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int limit = (_vm->getGameId() == GID_IHNM) ? 100 : 40;
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for (int i = 0; i < limit && !_threadList.empty(); i++)
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executeThreads(0);
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}
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bool Script::runThread(ScriptThread &thread) {
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uint16 savedInstructionOffset;
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bool stopParsing = false;
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bool breakOut = false;
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int operandChar;
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MemoryReadStream scriptS(thread._moduleBase, thread._moduleBaseSize);
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scriptS.seek(thread._instructionOffset);
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for (uint instructionCount = 0; instructionCount < STHREAD_TIMESLICE; instructionCount++) {
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if (thread._flags & (kTFlagAsleep))
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break;
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savedInstructionOffset = thread._instructionOffset;
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operandChar = scriptS.readByte();
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debug(8, "Executing thread offset: %u (%x) stack: %d", thread._instructionOffset, operandChar, thread.pushedSize());
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stopParsing = false;
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debug(4, "Calling op %s", this->_scriptOpsList[operandChar].scriptOpName);
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(this->*_scriptOpsList[operandChar].scriptOp)(&thread, &scriptS, stopParsing, breakOut);
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if (stopParsing)
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return breakOut;
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if (thread._flags & (kTFlagFinished | kTFlagAborted)) {
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error("Wrong flags %d in thread", thread._flags);
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}
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// Set instruction offset only if a previous instruction didn't branch
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if (savedInstructionOffset == thread._instructionOffset) {
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thread._instructionOffset = scriptS.pos();
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} else {
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if (thread._instructionOffset >= scriptS.size()) {
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error("Script::runThread() Out of range script execution");
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}
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scriptS.seek(thread._instructionOffset);
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}
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if (breakOut)
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break;
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}
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return false;
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}
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} // End of namespace Saga
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