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https://github.com/libretro/scummvm.git
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167 lines
4.1 KiB
C++
167 lines
4.1 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 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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* aint32 with this program; if not, write to the Free Software
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#include "common/debug.h"
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#include "saga2/saga2.h"
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#include "saga2/tower.h"
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namespace Saga2 {
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/* ===================================================================== *
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Imports
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* ===================================================================== */
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extern int maxInitState;
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extern TowerLayer tower[];
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void SystemEventLoop();
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/* ===================================================================== *
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Locals
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* ===================================================================== */
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static int initializationState;
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/* ===================================================================== *
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Code
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* ===================================================================== */
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// ------------------------------------------------------------------------
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// Find the appropriate init/term pair
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static int32 getTowerLayer(int is) {
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for (int32 i = 0; i < maxInitState; i++)
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if (tower[i].ord == is)
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return (i);
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return 0;
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}
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static bool initTowerLayer(int is) {
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bool r;
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r = tower[is].init();
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return r;
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}
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static void termTowerLayer(int is) {
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tower[is].term();
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}
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// ------------------------------------------------------------------------
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// Tower Builder
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INITIALIZER(programInit) {
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for (initializationState = 0; initializationState < maxInitState;) {
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int32 tLevel = getTowerLayer(initializationState);
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bool r = false;
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SystemEventLoop();
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r = initTowerLayer(tLevel);
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if (r) {
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setInitState(initializationState + 1);
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} else {
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error("Tower Initialization Step %d Failed (record %d)", initializationState, tLevel);
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return false;
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}
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}
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return true;
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}
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// ------------------------------------------------------------------------
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// Tower Destroyer
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TERMINATOR(programTerm) {
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while (initializationState > 0) {
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setInitState(initializationState - 1);
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int32 tLevel = getTowerLayer(initializationState);
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termTowerLayer(tLevel);
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}
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}
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// ------------------------------------------------------------------------
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// Null Builder
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INITIALIZER(initTowerBase) {
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return true;
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}
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// ------------------------------------------------------------------------
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// Null Destroyer
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TERMINATOR(termTowerBase) {
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}
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// ------------------------------------------------------------------------
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// This pair should be the first thing in the tower list
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INITIALIZER(initErrorManagers) {
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return true;
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}
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TERMINATOR(termErrorManagers) {
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}
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// ------------------------------------------------------------------------
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// This pair should be used before the display is initialized
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INITIALIZER(initDelayedErrors) {
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return true;
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}
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TERMINATOR(termDelayedErrors) {
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}
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// ------------------------------------------------------------------------
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// This pair should be used once everything is working
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INITIALIZER(initActiveErrors) {
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return true;
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}
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TERMINATOR(termActiveErrors) {
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}
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// ------------------------------------------------------------------------
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// State transition hooks
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int initState() {
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return initializationState;
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}
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void setInitState(int i) {
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initializationState = i;
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debugC(1, kDebugInit, "Init state %d", i);
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if (i == maxInitState)
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debugC(1, kDebugInit, "INITIALIZATION COMPLETE");
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}
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} // end of namespace Saga2
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