scummvm/engines/saga2/tower.cpp
2022-03-25 09:07:34 +00:00

167 lines
4.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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
* aint32 with this program; if not, write to the Free Software
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#include "common/debug.h"
#include "saga2/saga2.h"
#include "saga2/tower.h"
namespace Saga2 {
/* ===================================================================== *
Imports
* ===================================================================== */
extern int maxInitState;
extern TowerLayer tower[];
void SystemEventLoop();
/* ===================================================================== *
Locals
* ===================================================================== */
static int initializationState;
/* ===================================================================== *
Code
* ===================================================================== */
// ------------------------------------------------------------------------
// Find the appropriate init/term pair
static int32 getTowerLayer(int is) {
for (int32 i = 0; i < maxInitState; i++)
if (tower[i].ord == is)
return (i);
return 0;
}
static bool initTowerLayer(int is) {
bool r;
r = tower[is].init();
return r;
}
static void termTowerLayer(int is) {
tower[is].term();
}
// ------------------------------------------------------------------------
// Tower Builder
INITIALIZER(programInit) {
for (initializationState = 0; initializationState < maxInitState;) {
int32 tLevel = getTowerLayer(initializationState);
bool r = false;
SystemEventLoop();
r = initTowerLayer(tLevel);
if (r) {
setInitState(initializationState + 1);
} else {
error("Tower Initialization Step %d Failed (record %d)", initializationState, tLevel);
return false;
}
}
return true;
}
// ------------------------------------------------------------------------
// Tower Destroyer
TERMINATOR(programTerm) {
while (initializationState > 0) {
setInitState(initializationState - 1);
int32 tLevel = getTowerLayer(initializationState);
termTowerLayer(tLevel);
}
}
// ------------------------------------------------------------------------
// Null Builder
INITIALIZER(initTowerBase) {
return true;
}
// ------------------------------------------------------------------------
// Null Destroyer
TERMINATOR(termTowerBase) {
}
// ------------------------------------------------------------------------
// This pair should be the first thing in the tower list
INITIALIZER(initErrorManagers) {
return true;
}
TERMINATOR(termErrorManagers) {
}
// ------------------------------------------------------------------------
// This pair should be used before the display is initialized
INITIALIZER(initDelayedErrors) {
return true;
}
TERMINATOR(termDelayedErrors) {
}
// ------------------------------------------------------------------------
// This pair should be used once everything is working
INITIALIZER(initActiveErrors) {
return true;
}
TERMINATOR(termActiveErrors) {
}
// ------------------------------------------------------------------------
// State transition hooks
int initState() {
return initializationState;
}
void setInitState(int i) {
initializationState = i;
debugC(1, kDebugInit, "Init state %d", i);
if (i == maxInitState)
debugC(1, kDebugInit, "INITIALIZATION COMPLETE");
}
} // end of namespace Saga2