aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/logic.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/sword2/logic.cpp')
-rw-r--r--engines/sword2/logic.cpp267
1 files changed, 267 insertions, 0 deletions
diff --git a/engines/sword2/logic.cpp b/engines/sword2/logic.cpp
new file mode 100644
index 0000000000..c26d5615b9
--- /dev/null
+++ b/engines/sword2/logic.cpp
@@ -0,0 +1,267 @@
+/* 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