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authorMax Horn2006-02-11 22:45:04 +0000
committerMax Horn2006-02-11 22:45:04 +0000
commit26ee630756ebdd7c96bccede0881a8c8b98e8f2b (patch)
tree26e378d5cf990a2b81c2c96e9e683a7f333b62e8 /sword2/logic.cpp
parent2a9a0d4211b1ea5723f1409d91cb95de8984429e (diff)
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Moved engines to the new engines/ directory
svn-id: r20582
Diffstat (limited to 'sword2/logic.cpp')
-rw-r--r--sword2/logic.cpp267
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