/* 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. * * Additional copyright for this file: * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "common/textconsole.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.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), _moviePlayer(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); _cycleSkip = false; _speechRunning = false; setupOpcodes(); } 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(false); _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; } /** * Read current location number from script vars */ uint32 Logic::getLocationNum() { return readVar(LOCATION); } } // End of namespace Sword2