/* Copyright (C) 1994-2004 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 "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/console.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/memory.h" #include "sword2/resman.h" #define Debug_Printf _vm->_debugger->DebugPrintf namespace Sword2 { void Logic::sendEvent(uint32 id, uint32 interact_id) { for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == id || !_eventList[i].id) { _eventList[i].id = id; _eventList[i].interact_id = interact_id; return; } } error("sendEvent() ran out of event slots"); } void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) { // Full script id of action script number 2 sendEvent(id, (interact_id << 16) | 2); } int Logic::checkEventWaiting(void) { for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == _scriptVars[ID]) return 1; } return 0; } void Logic::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 == _scriptVars[ID]) { logicOne(_eventList[i].interact_id); _eventList[i].id = 0; return; } } error("startEvent() can't find event for id %d", _scriptVars[ID]); } void Logic::clearEvent(uint32 id) { for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == id) { _eventList[i].id = 0; return; } } } void Logic::killAllIdsEvents(uint32 id) { for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id == id) _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 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 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 sendEvent(params[0], params[1]); return IR_CONT; } int32 Logic::fnCheckEventWaiting(int32 *params) { // params: none _scriptVars[RESULT] = checkEventWaiting(); return IR_CONT; } // like fnCheckEventWaiting, but starts the event rather than setting RESULT // to 1 int32 Logic::fnCheckForEvent(int32 *params) { // params: none if (checkEventWaiting()) { startEvent(); return IR_TERMINATE; } return IR_CONT; } // combination of fnPause and fnCheckForEvent // - ie. does a pause, but also checks for event each cycle int32 Logic::fnPauseForEvent(int32 *params) { // params: 0 pointer to object's logic structure // 1 number of game-cycles to pause ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]); if (checkEventWaiting()) { ob_logic->looping = 0; startEvent(); return IR_TERMINATE; } return fnPause(params); } int32 Logic::fnClearEvent(int32 *params) { // params: none clearEvent(_scriptVars[ID]); return IR_CONT; } int32 Logic::fnStartEvent(int32 *params) { // params: none startEvent(); return IR_TERMINATE; } // For the debugger uint32 Logic::countEvents(void) { uint32 count = 0; for (int i = 0; i < MAX_events; i++) { if (_eventList[i].id) count++; } return count; } void Logic::printEventList(void) { Debug_Printf("EVENT LIST:\n"); for (uint32 i = 0; i < MAX_events; i++) { if (_eventList[i].id) { byte buf[NAME_LEN]; uint32 target = _eventList[i].id; uint32 script = _eventList[i].interact_id; Debug_Printf("slot %2d: id = %s (%d)\n", i, _vm->fetchObjectName(target, buf), target); Debug_Printf(" script = %s (%d) pos %d\n", _vm->fetchObjectName(script / 65536, buf), script / 65536, script % 65536); } } } } // End of namespace Sword2