/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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. * * $URL$ * $Id$ * */ // Scripting module thread management component #include "saga/saga.h" #include "saga/gfx.h" #include "saga/actor.h" #include "saga/console.h" #include "saga/interface.h" #include "saga/script.h" #include "saga/scene.h" namespace Saga { ScriptThread &Script::createThread(uint16 scriptModuleNumber, uint16 scriptEntryPointNumber) { loadModule(scriptModuleNumber); if (_modules[scriptModuleNumber].entryPoints.size() <= scriptEntryPointNumber) { error("Script::createThread wrong scriptEntryPointNumber"); } ScriptThread tmp; _threadList.push_front(tmp); ScriptThread &newThread = _threadList.front(); newThread._instructionOffset = _modules[scriptModuleNumber].entryPoints[scriptEntryPointNumber].offset; newThread._commonBase = _commonBuffer.getBuffer(); newThread._staticBase = _commonBuffer.getBuffer() + _modules[scriptModuleNumber].staticOffset; newThread._moduleBase = _modules[scriptModuleNumber].moduleBase.getBuffer(); newThread._moduleBaseSize = _modules[scriptModuleNumber].moduleBase.size(); newThread._strings = &_modules[scriptModuleNumber].strings; if (_vm->getGameId() == GID_IHNM) newThread._voiceLUT = &_globalVoiceLUT; else newThread._voiceLUT = &_modules[scriptModuleNumber].voiceLUT; newThread._stackBuf.resize(ScriptThread::THREAD_STACK_SIZE); newThread._stackTopIndex = ScriptThread::THREAD_STACK_SIZE - 2; debug(3, "createThread(). Total threads: %d", _threadList.size()); return newThread; } void Script::wakeUpActorThread(int waitType, void *threadObj) { ScriptThreadList::iterator threadIterator; for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) { ScriptThread &thread = *threadIterator; if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType) && (thread._threadObj == threadObj)) { thread._flags &= ~kTFlagWaiting; } } } void Script::wakeUpThreads(int waitType) { ScriptThreadList::iterator threadIterator; debug(3, "wakeUpThreads(%d)", waitType); for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) { ScriptThread &thread = *threadIterator; if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType)) { thread._flags &= ~kTFlagWaiting; } } } void Script::wakeUpThreadsDelayed(int waitType, int sleepTime) { ScriptThreadList::iterator threadIterator; debug(3, "wakeUpThreads(%d, %d)", waitType, sleepTime); for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) { ScriptThread &thread = *threadIterator; if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType)) { thread._waitType = kWaitTypeDelay; thread._sleepTime = sleepTime; } } } void Script::executeThreads(uint msec) { ScriptThreadList::iterator threadIterator; if (_vm->_interface->_statusTextInput) { return; } threadIterator = _threadList.begin(); while (threadIterator != _threadList.end()) { ScriptThread &thread = *threadIterator; if (thread._flags & (kTFlagFinished | kTFlagAborted)) { if (thread._flags & kTFlagFinished) setPointerVerb(); if (_vm->getGameId() == GID_IHNM) { thread._flags &= ~kTFlagFinished; thread._flags |= kTFlagAborted; ++threadIterator; } else { threadIterator = _threadList.erase(threadIterator); } continue; } if (thread._flags & kTFlagWaiting) { switch (thread._waitType) { case kWaitTypeDelay: if (thread._sleepTime < msec) { thread._sleepTime = 0; } else { thread._sleepTime -= msec; } if (thread._sleepTime == 0) thread._flags &= ~kTFlagWaiting; break; case kWaitTypeWalk: { ActorData *actor; actor = (ActorData *)thread._threadObj; if (actor->_currentAction == kActionWait) { thread._flags &= ~kTFlagWaiting; } } break; case kWaitTypeWaitFrames: // IHNM if (thread._frameWait < _vm->_frameCount) thread._flags &= ~kTFlagWaiting; break; } } if (!(thread._flags & kTFlagWaiting)) { if (runThread(thread)) { break; } } ++threadIterator; } } void Script::abortAllThreads() { ScriptThreadList::iterator threadIterator; debug(3, "abortAllThreads()"); threadIterator = _threadList.begin(); while (threadIterator != _threadList.end()) { ScriptThread &thread = *threadIterator; thread._flags |= kTFlagAborted; ++threadIterator; } executeThreads(0); } void Script::completeThread() { int limit = (_vm->getGameId() == GID_IHNM) ? 100 : 40; for (int i = 0; i < limit && !_threadList.empty(); i++) executeThreads(0); } bool Script::runThread(ScriptThread &thread) { uint16 savedInstructionOffset; bool stopParsing = false; bool breakOut = false; int operandChar; MemoryReadStream scriptS(thread._moduleBase, thread._moduleBaseSize); scriptS.seek(thread._instructionOffset); for (uint instructionCount = 0; instructionCount < STHREAD_TIMESLICE; instructionCount++) { if (thread._flags & (kTFlagAsleep)) break; savedInstructionOffset = thread._instructionOffset; operandChar = scriptS.readByte(); debug(8, "Executing thread offset: %u (0x%X) stack: %d", thread._instructionOffset, operandChar, thread.pushedSize()); stopParsing = false; debug(4, "Calling op %s", this->_scriptOpsList[operandChar].scriptOpName); (this->*_scriptOpsList[operandChar].scriptOp)(&thread, &scriptS, stopParsing, breakOut); if (stopParsing) return breakOut; if (thread._flags & (kTFlagFinished | kTFlagAborted)) { error("Wrong flags %d in thread", thread._flags); } // Set instruction offset only if a previous instruction didn't branch if (savedInstructionOffset == thread._instructionOffset) { thread._instructionOffset = scriptS.pos(); } else { if (thread._instructionOffset >= scriptS.size()) { error("Script::runThread() Out of range script execution"); } scriptS.seek(thread._instructionOffset); } if (breakOut) break; } return false; } } // End of namespace Saga