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6ae8218d53
"StandardHeader" instead of "_standardHeader". svn-id: r11997
237 lines
5.1 KiB
C++
237 lines
5.1 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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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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namespace Sword2 {
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uint32 Logic::countEvents(void) {
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uint32 count = 0;
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id)
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count++;
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}
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return count;
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}
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void Logic::sendEvent(uint32 id, uint32 interact_id) {
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int i;
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for (i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id)
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break;
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if (!_eventList[i].id)
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break;
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}
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assert(i < MAX_events);
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// found that slot
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// id of person to stop
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_eventList[i].id = id;
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// full script id
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_eventList[i].interact_id = interact_id;
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}
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void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
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// Full script id of action script number 2
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sendEvent(id, (interact_id << 16) | 2);
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}
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bool Logic::checkEventWaiting(void) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == ID)
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return true;
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}
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return false;
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}
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void Logic::startEvent(void) {
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// call this from stuff like fnWalk
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// you must follow with a return IR_TERMINATE
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == ID) {
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// run 3rd script of target object on level 1
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logicOne(_eventList[i].interact_id);
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// clear the slot
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_eventList[i].id = 0;
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return;
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}
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}
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// oh dear - stop the system
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error("Start_event can't find event for id %d", ID);
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}
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void Logic::clearEvent(uint32 id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id) {
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// clear the slot
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_eventList[i].id = 0;
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return;
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}
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}
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}
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void Logic::killAllIdsEvents(uint32 id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id) {
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// clear the slot
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_eventList[i].id = 0;
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}
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}
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}
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int32 Logic::fnRequestSpeech(int32 *params) {
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// change current script - must be followed by a TERMINATE script
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// directive
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// params: 0 id of target to catch the event and startup speech
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// servicing
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// Full script id to interact with - megas run their own 7th script
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sendEvent(params[0], (params[0] << 16) | 6);
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return IR_CONT;
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}
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int32 Logic::fnSetPlayerActionEvent(int32 *params) {
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// we want to intercept the player character and have him interact
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// with an object - from script this code is the same as the mouse
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// engine calls when you click on an object - here, a third party
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// does the clicking IYSWIM
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// note - this routine used CUR_PLAYER_ID as the target
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// params: 0 id to interact with
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setPlayerActionEvent(CUR_PLAYER_ID, params[0]);
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return IR_CONT;
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}
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int32 Logic::fnSendEvent(int32 *params) {
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// we want to intercept the player character and have him interact
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// with an object - from script
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// params: 0 id to receive event
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// 1 script to run
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sendEvent(params[0], params[1]);
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return IR_CONT;
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}
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int32 Logic::fnCheckEventWaiting(int32 *params) {
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// returns yes/no in RESULT
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// params: none
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if (checkEventWaiting())
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RESULT = 1;
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else
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RESULT = 0;
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return IR_CONT;
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}
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// like fnCheckEventWaiting, but starts the event rather than setting RESULT
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// to 1
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int32 Logic::fnCheckForEvent(int32 *params) {
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// params: none
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if (!checkEventWaiting())
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return IR_CONT;
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startEvent();
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return IR_TERMINATE;
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}
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// combination of fnPause and fnCheckForEvent
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// - ie. does a pause, but also checks for event each cycle
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int32 Logic::fnPauseForEvent(int32 *params) {
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// returns yes/no in RESULT
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// params: 0 pointer to object's logic structure
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// 1 number of game-cycles to pause
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ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
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// first, check for an event
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if (checkEventWaiting()) {
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// reset the 'looping' flag
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ob_logic->looping = 0;
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// start the event - run 3rd script of target object on level 1
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startEvent();
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return IR_TERMINATE;
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}
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// no event, so do the fnPause bit
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// start the pause
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if (ob_logic->looping == 0) {
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ob_logic->looping = 1;
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// no. of game cycles
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ob_logic->pause = params[1];
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}
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// if non-zero
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if (ob_logic->pause) {
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// decrement the pause count
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ob_logic->pause--;
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// drop out of script, but call this again next cycle
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return IR_REPEAT;
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} else {
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// pause count is zerp
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ob_logic->looping = 0;
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// continue script
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return IR_CONT;
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}
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}
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int32 Logic::fnClearEvent(int32 *params) {
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// params: none
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clearEvent(ID);
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return IR_CONT;
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}
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int32 Logic::fnStartEvent(int32 *params) {
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// params: none
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startEvent();
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return IR_TERMINATE;
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}
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} // End of namespace Sword2
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