scummvm/sword2/sync.cpp
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

118 lines
2.9 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/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
namespace Sword2 {
int32 Logic::fnSendSync(int32 *params) {
// params: 0 sync's recipient
// 1 sync value
for (int i = 0; i < MAX_syncs; i++) {
if (_syncList[i].id == 0) {
debug(5, " %d sending sync %d to %d", _scriptVars[ID], params[1], params[0]);
_syncList[i].id = params[0];
_syncList[i].sync = params[1];
return IR_CONT;
}
}
// The original code didn't even check for this condition, so maybe
// it should be a fatal error?
warning("No free sync slot");
return IR_CONT;
}
void Logic::clearSyncs(uint32 id) {
// clear any syncs registered for this id
// call this just after the id has been processed
// there could in theory be more than one sync waiting for us so
// clear the lot
for (int i = 0; i < MAX_syncs; i++) {
if (_syncList[i].id == id) {
debug(5, "removing sync %d for %d", i, id);
_syncList[i].id = 0;
}
}
}
bool Logic::getSync(void) {
// check for a sync waiting for this character
// - called from system code eg. from inside fnAnim(), to see if
// animation to be quit
for (int i = 0; i < MAX_syncs; i++) {
if (_syncList[i].id == _scriptVars[ID]) {
// means sync found
return true;
}
}
// no sync found
return false;
}
int32 Logic::fnGetSync(int32 *params) {
// check for a sync waiting for this character
// - called from script
// params: none
for (int i = 0; i < MAX_syncs; i++) {
if (_syncList[i].id == _scriptVars[ID]) {
// return sync value waiting
_scriptVars[RESULT] = _syncList[i].sync;
return IR_CONT;
}
}
// no sync found
_scriptVars[RESULT] = 0;
return IR_CONT;
}
int32 Logic::fnWaitSync(int32 *params) {
// keep calling until a sync received
// params: none
debug(5, "fnWaitSync: %d waits", _scriptVars[ID]);
for (int i = 0; i < MAX_syncs; i++) {
if (_syncList[i].id == _scriptVars[ID]) {
// return sync value waiting
debug(5, "fnWaitSync: go");
_scriptVars[RESULT] = _syncList[i].sync;
return IR_CONT;
}
}
return IR_REPEAT;
}
} // End of namespace Sword2