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author | Max Horn | 2006-02-11 22:45:04 +0000 |
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committer | Max Horn | 2006-02-11 22:45:04 +0000 |
commit | 26ee630756ebdd7c96bccede0881a8c8b98e8f2b (patch) | |
tree | 26e378d5cf990a2b81c2c96e9e683a7f333b62e8 /sword2/logic.cpp | |
parent | 2a9a0d4211b1ea5723f1409d91cb95de8984429e (diff) | |
download | scummvm-rg350-26ee630756ebdd7c96bccede0881a8c8b98e8f2b.tar.gz scummvm-rg350-26ee630756ebdd7c96bccede0881a8c8b98e8f2b.tar.bz2 scummvm-rg350-26ee630756ebdd7c96bccede0881a8c8b98e8f2b.zip |
Moved engines to the new engines/ directory
svn-id: r20582
Diffstat (limited to 'sword2/logic.cpp')
-rw-r--r-- | sword2/logic.cpp | 267 |
1 files changed, 0 insertions, 267 deletions
diff --git a/sword2/logic.cpp b/sword2/logic.cpp deleted file mode 100644 index c26d5615b9..0000000000 --- a/sword2/logic.cpp +++ /dev/null @@ -1,267 +0,0 @@ -/* Copyright (C) 1994-1998 Revolution Software Ltd. - * Copyright (C) 2003-2006 The ScummVM project - * - * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * $URL$ - * $Id$ - */ - -#include "common/stdafx.h" -#include "sword2/sword2.h" -#include "sword2/defs.h" -#include "sword2/logic.h" -#include "sword2/resman.h" -#include "sword2/router.h" -#include "sword2/sound.h" - -namespace Sword2 { - -Logic::Logic(Sword2Engine *vm) : - _vm(vm), _kills(0), _currentRunList(0), _smackerLeadIn(0), - _smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0), _animId(0), - _speechAnimType(0), _leftClickDelay(0), _rightClickDelay(0), - _officialTextNumber(0), _speechTextBlocNo(0) { - - _scriptVars = NULL; - memset(_eventList, 0, sizeof(_eventList)); - memset(_syncList, 0, sizeof(_syncList)); - _router = new Router(_vm); -} - -Logic::~Logic() { - delete _router; -} - -/** - * Do one cycle of the current session. - */ - -int Logic::processSession() { - // 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) { - byte *game_object_list, *head, *raw_script_ad, *raw_data_ad; - uint32 level, ret, script, id; - - game_object_list = _vm->_resman->openResource(run_list) + ResHeader::size(); - - assert(_vm->_resman->fetchType(run_list) == RUN_LIST); - - // read the next id - id = READ_LE_UINT32(game_object_list + 4 * _pc); - _pc++; - - writeVar(ID, id); - - _vm->_resman->closeResource(run_list); - - if (!id) { - // End of list - end the session naturally - return 0; - } - - assert(_vm->_resman->fetchType(id) == GAME_OBJECT); - - head = _vm->_resman->openResource(id); - _curObjectHub.setAddress(head + ResHeader::size()); - - level = _curObjectHub.getLogicLevel(); - - debug(5, "Level %d id(%d) pc(%d)", - level, - _curObjectHub.getScriptId(level), - _curObjectHub.getScriptPc(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. - - level = _curObjectHub.getLogicLevel(); - script = _curObjectHub.getScriptId(level); - - if (script / SIZE == readVar(ID)) { - // It's our own script - - debug(5, "Run script %d pc=%d", - script / SIZE, - _curObjectHub.getScriptPc(level)); - - // This is the script data. Script and data - // object are the same. - - raw_script_ad = head; - - ret = runScript2(raw_script_ad, raw_script_ad, _curObjectHub.getScriptPcPtr(level)); - } else { - // We're running the script of another game - // object - get our data object address. - - uint8 type = _vm->_resman->fetchType(script / SIZE); - - assert(type == GAME_OBJECT || type == SCREEN_MANAGER); - - raw_script_ad = _vm->_resman->openResource(script / SIZE); - raw_data_ad = head; - - ret = runScript2(raw_script_ad, raw_data_ad, _curObjectHub.getScriptPcPtr(level)); - - _vm->_resman->closeResource(script / SIZE); - - // reset to us for service script - raw_script_ad = raw_data_ad; - } - - if (ret == 1) { - level = _curObjectHub.getLogicLevel(); - - // The script finished - drop down a level - if (level) { - _curObjectHub.setLogicLevel(level - 1); - } 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.setScriptPc(level, _curObjectHub.getScriptId(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(readVar(ID)); - - if (_pc != 0xffffffff) { - // The session is still valid so run the graphics/mouse - // service script - runScript(raw_script_ad, raw_script_ad, 0); - } - - // and that's it so close the object resource - - _vm->_resman->closeResource(readVar(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 - writeVar(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->_sound->clearFxQueue(); - _router->freeAllRouteMem(); -} - -/** - * @return The private _currentRunList variable. - */ - -uint32 Logic::getRunList() { - return _currentRunList; -} - -/** - * 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 - _curObjectHub.setLogicLevel(_curObjectHub.getLogicLevel() + 1); - - assert(_curObjectHub.getLogicLevel() < 3); // Can be 0, 1, 2 - logicReplace(new_script); -} - -/** - * Force the level to one. - */ - -void Logic::logicOne(uint32 new_script) { - _curObjectHub.setLogicLevel(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) { - uint32 level = _curObjectHub.getLogicLevel(); - - _curObjectHub.setScriptId(level, new_script); - _curObjectHub.setScriptPc(level, new_script & 0xffff); -} - -void Logic::resetKillList() { - _kills = 0; -} - -} // End of namespace Sword2 |