/* Copyright (C) 1994-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include "stdafx.h" #include "sword2/sword2.h" #include "sword2/console.h" #include "sword2/debug.h" #include "sword2/defs.h" #include "sword2/events.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/object.h" namespace Sword2 { void Sword2Engine::initEventSystem(void) { memset(_eventList, 0, sizeof(_eventList)); } uint32 Sword2Engine::countEvents(void) { uint32 count = 0; for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id) count++; } return count; } void Sword2Engine::sendEvent(uint32 id, uint32 interact_id) { int i; for (i = 0; i < MAX_events; i++) { if (_eventList[i].id == id) break; if (!_eventList[i].id) break; } assert(i < MAX_events); // found that slot // id of person to stop _eventList[i].id = id; // full script id _eventList[i].interact_id = interact_id; } void Sword2Engine::setPlayerActionEvent(uint32 id, uint32 interact_id) { // Full script id of action script number 2 sendEvent(id, (interact_id << 16) | 2); } bool Sword2Engine::checkEventWaiting(void) { for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == ID) return true; } return false; } void Sword2Engine::startEvent(void) { // call this from stuff like fnWalk // you must follow with a return IR_TERMINATE for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == ID) { // run 3rd script of target object on level 1 g_logic->logicOne(_eventList[i].interact_id); // clear the slot _eventList[i].id = 0; return; } } // oh dear - stop the system error("Start_event can't find event for id %d", ID); } void Sword2Engine::clearEvent(uint32 id) { for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == id) { // clear the slot _eventList[i].id = 0; return; } } } void Sword2Engine::killAllIdsEvents(uint32 id) { for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == id) { // clear the slot _eventList[i].id = 0; } } } int32 Logic::fnRequestSpeech(int32 *params) { // change current script - must be followed by a TERMINATE script // directive // params: 0 id of target to catch the event and startup speech // servicing // Full script id to interact with - megas run their own 7th script g_sword2->sendEvent(params[0], (params[0] << 16) | 6); return IR_CONT; } int32 Logic::fnSetPlayerActionEvent(int32 *params) { // we want to intercept the player character and have him interact // with an object - from script this code is the same as the mouse // engine calls when you click on an object - here, a third party // does the clicking IYSWIM // note - this routine used CUR_PLAYER_ID as the target // params: 0 id to interact with g_sword2->setPlayerActionEvent(CUR_PLAYER_ID, params[0]); return IR_CONT; } int32 Logic::fnSendEvent(int32 *params) { // we want to intercept the player character and have him interact // with an object - from script // params: 0 id to receive event // 1 script to run g_sword2->sendEvent(params[0], params[1]); return IR_CONT; } int32 Logic::fnCheckEventWaiting(int32 *params) { // returns yes/no in RESULT // params: none if (g_sword2->checkEventWaiting()) RESULT = 1; else RESULT = 0; return IR_CONT; } // like fnCheckEventWaiting, but starts the event rather than setting RESULT // to 1 int32 Logic::fnCheckForEvent(int32 *params) { // params: none if (!g_sword2->checkEventWaiting()) return IR_CONT; g_sword2->startEvent(); return IR_TERMINATE; } // combination of fnPause and fnCheckForEvent // - ie. does a pause, but also checks for event each cycle int32 Logic::fnPauseForEvent(int32 *params) { // returns yes/no in RESULT // params: 0 pointer to object's logic structure // 1 number of game-cycles to pause Object_logic *ob_logic = (Object_logic *) params[0]; // first, check for an event if (g_sword2->checkEventWaiting()) { // reset the 'looping' flag ob_logic->looping = 0; // start the event - run 3rd script of target object on level 1 g_sword2->startEvent(); return IR_TERMINATE; } // no event, so do the fnPause bit // start the pause if (ob_logic->looping == 0) { ob_logic->looping = 1; // no. of game cycles ob_logic->pause = params[1]; } // if non-zero if (ob_logic->pause) { // decrement the pause count ob_logic->pause--; // drop out of script, but call this again next cycle return IR_REPEAT; } else { // pause count is zerp ob_logic->looping = 0; // continue script return IR_CONT; } } int32 Logic::fnClearEvent(int32 *params) { // params: none g_sword2->clearEvent(ID); return IR_CONT; } int32 Logic::fnStartEvent(int32 *params) { // params: none g_sword2->startEvent(); return IR_TERMINATE; } } // End of namespace Sword2