scummvm/sword2/logic.cpp
Torbjörn Andersson 7adc1f419f Cleanup
svn-id: r15826
2004-11-16 09:15:25 +00:00

367 lines
9.6 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/console.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#define LEVEL (_curObjectHub->logic_level)
#define Debug_Printf _vm->_debugger->DebugPrintf
namespace Sword2 {
Logic::Logic(Sword2Engine *vm) :
_vm(vm), _kills(0), _smackerLeadOut(0), _sequenceTextLines(0),
_speechTime(0), _animId(0), _speechAnimType(0), _leftClickDelay(0),
_rightClickDelay(0), _defaultResponseId(0), _totalStartups(0),
_totalScreenManagers(0), _officialTextNumber(0), _speechTextBlocNo(0),
_choosing(false) {
_scriptVars = NULL;
memset(_subjectList, 0, sizeof(_subjectList));
memset(_eventList, 0, sizeof(_eventList));
memset(_syncList, 0, sizeof(_syncList));
_router = new Router(_vm);
initStartMenu();
}
Logic::~Logic() {
delete _router;
}
/**
* Do one cycle of the current session.
*/
int Logic::processSession(void) {
// might change during the session, so take a copy here
uint32 run_list = _currentRunList;
_pc = 0; // first object in list
// by minusing the pc we can cause an immediate cessation of logic
// processing on the current list
while (_pc != 0xffffffff) {
uint32 ret, script;
char *raw_script_ad;
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(run_list);
assert(head->fileType == RUN_LIST);
uint32 *game_object_list = (uint32 *) (head + 1);
// read the next id
uint id = game_object_list[_pc++];
_scriptVars[ID] = id;
_vm->_resman->closeResource(run_list);
if (!_scriptVars[ID]) {
// End of list - end the session naturally
return 0;
}
head = (StandardHeader *) _vm->_resman->openResource(_scriptVars[ID]);
assert(head->fileType == GAME_OBJECT);
_curObjectHub = (ObjectHub *) (head + 1);
debug(5, "Level %d id(%d) pc(%d)",
LEVEL,
_curObjectHub->script_id[LEVEL],
_curObjectHub->script_pc[LEVEL]);
// Do the logic for this object. We keep going until a function
// says to stop - remember, system operations are run via
// function calls to drivers now.
do {
// There is a distinction between running one of our
// own scripts and that of another object.
script = _curObjectHub->script_id[LEVEL];
if (script / SIZE == _scriptVars[ID]) {
// It's our own script
debug(5, "Run script %d pc=%d",
script / SIZE,
_curObjectHub->script_pc[LEVEL]);
// This is the script data. Script and data
// object are the same.
raw_script_ad = (char *) head;
ret = runScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]);
} else {
// We're running the script of another game
// object - get our data object address.
StandardHeader *far_head = (StandardHeader *) _vm->_resman->openResource(script / SIZE);
assert(far_head->fileType == GAME_OBJECT || far_head->fileType == SCREEN_MANAGER);
raw_script_ad = (char *) far_head;
char *raw_data_ad = (char *) head;
ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]);
_vm->_resman->closeResource(script / SIZE);
// reset to us for service script
raw_script_ad = raw_data_ad;
}
if (ret == 1) {
// The script finished - drop down a level
if (LEVEL)
LEVEL--;
else {
// Hmmm, level 0 terminated :-| Let's
// be different this time and simply
// let it restart next go :-)
// Note that this really does happen a
// lot, so don't make it a warning.
debug(5, "object %d script 0 terminated!", id);
// reset to rerun, drop out for a cycle
_curObjectHub->script_pc[LEVEL] = _curObjectHub->script_id[LEVEL] & 0xffff;
ret = 0;
}
} else if (ret > 2) {
error("processSession: illegal script return type %d", ret);
}
// if ret == 2 then we simply go around again - a new
// script or subroutine will kick in and run
// keep processing scripts until 0 for quit is returned
} while (ret);
// Any post logic system requests to go here
// Clear any syncs that were waiting for this character - it
// has used them or now looses them
clearSyncs(_scriptVars[ID]);
if (_pc != 0xffffffff) {
// The session is still valid so run the graphics/mouse
// service script
uint32 null_pc = 0;
runScript(raw_script_ad, raw_script_ad, &null_pc);
}
// and that's it so close the object resource
_vm->_resman->closeResource(_scriptVars[ID]);
}
// Leaving a room so remove all ids that must reboot correctly. Then
// restart the loop.
for (uint32 i = 0; i < _kills; i++)
_vm->_resman->remove(_objectKillList[i]);
resetKillList();
return 1;
}
/**
* Bring an immediate halt to the session and cause a new one to start without
* a screen update.
*/
void Logic::expressChangeSession(uint32 sesh_id) {
// Set new session and force the old one to quit.
_currentRunList = sesh_id;
_pc = 0xffffffff;
// Reset now in case we double-clicked an exit prior to changing screen
_scriptVars[EXIT_FADING] = 0;
// We're trashing the list - presumably to change room. In theory,
// sync waiting in the list could be left behind and never removed -
// so we trash the lot
memset(_syncList, 0, sizeof(_syncList));
// Various clean-ups
_router->clearWalkGridList();
_vm->clearFxQueue();
_router->freeAllRouteMem();
}
/**
* @return The private _currentRunList variable.
*/
uint32 Logic::getRunList(void) {
return _currentRunList;
}
/**
* This function is by start scripts.
*/
int32 Logic::fnSetSession(int32 *params) {
// params: 0 id of new run list
expressChangeSession(params[0]);
return IR_CONT;
}
/**
* Causes no more objects in this logic loop to be processed. The logic engine
* will restart at the beginning of the new list. The current screen will not
* be drawn!
*/
int32 Logic::fnEndSession(int32 *params) {
// params: 0 id of new run-list
// terminate current and change to next run-list
expressChangeSession(params[0]);
// stop the script - logic engine will now go around and the new
// screen will begin
return IR_STOP;
}
/**
* Move the current object up a level. Called by fnGosub command. Remember:
* only the logic object has access to _curObjectHub.
*/
void Logic::logicUp(uint32 new_script) {
debug(5, "new pc = %d", new_script & 0xffff);
// going up a level - and we'll keep going this cycle
LEVEL++;
assert(LEVEL < 3); // Can be 0, 1, 2
logicReplace(new_script);
}
/**
* Force the level to one.
*/
void Logic::logicOne(uint32 new_script) {
LEVEL = 1;
logicReplace(new_script);
}
/**
* Change current logic. Script must quit with a TERMINATE directive, which
* does not write to &pc
*/
void Logic::logicReplace(uint32 new_script) {
_curObjectHub->script_id[LEVEL] = new_script;
_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
}
void Logic::examineRunList(void) {
uint32 *game_object_list;
StandardHeader *file_header;
if (_currentRunList) {
// open and lock in place
game_object_list = (uint32 *) (_vm->_resman->openResource(_currentRunList) + sizeof(StandardHeader));
Debug_Printf("Runlist number %d\n", _currentRunList);
for (int i = 0; game_object_list[i]; i++) {
file_header = (StandardHeader *) _vm->_resman->openResource(game_object_list[i]);
Debug_Printf("%d %s\n", game_object_list[i], file_header->name);
_vm->_resman->closeResource(game_object_list[i]);
}
_vm->_resman->closeResource(_currentRunList);
} else
Debug_Printf("No run list set\n");
}
/**
* Reset the object and restart script 1 on level 0
*/
int32 Logic::fnTotalRestart(int32 *params) {
// mega runs this to restart its base logic again - like being cached
// in again
// params: none
LEVEL = 0;
_curObjectHub->script_pc[0] = 1;
return IR_TERMINATE;
}
/**
* Mark this object for killing - to be killed when player leaves this screen.
* Object reloads and script restarts upon re-entry to screen, which causes
* this object's startup logic to be re-run every time we enter the screen.
* "Which is nice."
*
* @note Call ONCE from object's logic script, i.e. in startup code, so not
* re-called every time script frops off and restarts!
*/
int32 Logic::fnAddToKillList(int32 *params) {
// params: none
// DON'T EVER KILL GEORGE!
if (_scriptVars[ID] == CUR_PLAYER_ID)
return IR_CONT;
// Scan the list to see if it's already included
for (uint32 i = 0; i < _kills; i++) {
if (_objectKillList[i] == _scriptVars[ID])
return IR_CONT;
}
assert(_kills < OBJECT_KILL_LIST_SIZE); // no room at the inn
_objectKillList[_kills++] = _scriptVars[ID];
// "another one bites the dust"
// When we leave the screen, all these object resources are to be
// cleaned out of memory and the kill list emptied by doing
// '_kills = 0', ensuring that all resources are in fact still in
// memory and, more importantly, closed before killing!
return IR_CONT;
}
void Logic::resetKillList(void) {
_kills = 0;
}
} // End of namespace Sword2