/* 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 "common/stdafx.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/interpreter.h" namespace Sword2 { #define LEVEL (_curObjectHub->logic_level) /** * Do one cycle of the current session. */ int Logic::processSession(void) { uint32 run_list; uint32 ret, script; uint32 *game_object_list; char *raw_script_ad; char *raw_data_ad; uint32 null_pc; _standardHeader *head; _standardHeader *far_head; uint32 id; // might change during the session, so take a copy here run_list = _currentRunList; // point to first object in list _pc = 0; // by minusing the pc we can cause an immediate cessation of logic // processing on the current list while (_pc != 0xffffffff) { head = (_standardHeader*) _vm->_resman->openResource(run_list); if (head->fileType != RUN_LIST) error("Logic_engine %d not a run_list", run_list); game_object_list = (uint32 *) (head + 1); // read the next id ID = game_object_list[_pc++]; id = ID; // release the list again so it can float in memory - at this // point not one thing should be locked _vm->_resman->closeResource(run_list); debug(5, "%d", ID); // null terminated if (!ID) { // end the session naturally return 0; } head = (_standardHeader*) _vm->_resman->openResource(ID); if (head->fileType != GAME_OBJECT) error("Logic_engine %d not an object", ID); _curObjectHub = (_object_hub *) (head + 1); debug(5, " %d id(%d) pc(%d)", LEVEL, _curObjectHub->script_id[LEVEL], _curObjectHub->script_pc[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 { // get the script id as we may be running a script // from another object... script = _curObjectHub->script_id[LEVEL]; // there is a distinction between running one of our // own scripts and that of another object if (script / SIZE == ID) { // its our script debug(5, "run script %d pc%d", script / SIZE, _curObjectHub->script_pc[LEVEL]); // this is the script data // raw_script_ad = (char *) (_curObjectHub + 1); raw_script_ad = (char*) head; // script and data object are us/same ret = runScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]); } else { // we're running the script of another game // object - get our data object address // get the foreign objects script data address raw_data_ad = (char*) head; far_head = (_standardHeader*) _vm->_resman->openResource(script / SIZE); if (far_head->fileType != GAME_OBJECT && far_head->fileType != SCREEN_MANAGER) error("Logic_engine %d not a far object (its a %d)", script / SIZE, far_head->fileType); // raw_script_ad = (char*) (head + 1) + sizeof(_standardHeader); // get our objects data address // raw_data_ad = (char*) (_curObjectHub + 1); raw_script_ad = (char*) far_head; ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]); // close foreign object again _vm->_resman->closeResource(script / SIZE); // reset to us for service script raw_script_ad = raw_data_ad; } // this script has finished - drop down a level if (ret == 1) { // check that it's not already on level 0 ! if (LEVEL) LEVEL--; else { // Hmmm, level 0 terminated :-| Let's // be different this time and simply // let it restart next go :-) debug(5, "**WARNING object %d script 0 terminated!", id); // reset to rerun _curObjectHub->script_pc[LEVEL] = _curObjectHub->script_id[LEVEL] & 0xffff; // cause us to drop out for a cycle 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(ID); if (_pc != 0xffffffff) { // the session is still valid so run the service script null_pc = 0; // call the base script - this is the graphic/mouse // service call runScript(raw_script_ad, raw_script_ad, &null_pc); } // made for all live objects // and that's it so close the object resource _vm->_resman->closeResource(ID); } // leaving a room so remove all ids that must reboot correctly processKillList(); debug(5, "RESTART the loop"); // means restart the loop 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 to new _currentRunList = sesh_id; //causes session to quit _pc = 0xffffffff; // reset now in case we double-clicked an exit prior to changing screen 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)); // reset walkgrid list (see fnRegisterWalkGrid) _router->clearWalkGridList(); // stops all fx & clears the queue _vm->clearFxQueue(); // free all the route memory blocks from previous game _router->freeAllRouteMem(); } /** * A new session will begin next game cycle. The current cycle will conclude * and build the screen and flip into view as normal. * * @note This functino doesn't seem to be used anywhere. */ void Logic::naturalChangeSession(uint32 sesh_id) { _currentRunList = sesh_id; } /** * @return The private _currentRunList variable. */ uint32 Logic::getRunList(void) { return _currentRunList; } int32 Logic::fnSetSession(int32 *params) { // used by player invoked start scripts // params: 0 id of new run list expressChangeSession(params[0]); return IR_CONT; } /** * Causes no more objects in this logic loop to be processed. The logic engine * will restart at the beginning of the new list. The current screen will not * be drawn! */ int32 Logic::fnEndSession(int32 *params) { // params: 0 id of new run-list // terminate current and change to next run-list expressChangeSession(params[0]); // stop the script - logic engine will now go around and the new // screen will begin return IR_STOP; } /** * 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) { // going up a level - and we'll keeping going this cycle LEVEL++; // can be 0, 1, 2 if (LEVEL == 3) error("logicUp id %d has run off script tree! :-O", ID); // setup new script on next level (not the current level) debug(5, "new pc = %d", new_script & 0xffff); _curObjectHub->script_id[LEVEL] = new_script; _curObjectHub->script_pc[LEVEL] = new_script & 0xffff; } /** * Force the level to one. */ void Logic::logicOne(uint32 new_script) { LEVEL = 1; // setup new script on level 1 _curObjectHub->script_id[1] = new_script; _curObjectHub->script_pc[1] = new_script & 0xffff; } /** * Change current logic. Script must quit with a TERMINATE directive, which * does not write to &pc */ void Logic::logicReplace(uint32 new_script) { // setup new script on this level _curObjectHub->script_id[LEVEL] = new_script; _curObjectHub->script_pc[LEVEL] = new_script & 0xffff; } void Logic::examineRunList(void) { uint32 *game_object_list; _standardHeader *file_header; if (_currentRunList) { // open and lock in place game_object_list = (uint32 *) (_vm->_resman->openResource(_currentRunList) + sizeof(_standardHeader)); Debug_Printf("Runlist number %d\n", _currentRunList); for (int i = 0; game_object_list[i]; i++) { file_header = (_standardHeader *) _vm->_resman->openResource(game_object_list[i]); Debug_Printf("%d %s\n", game_object_list[i], file_header->name); _vm->_resman->closeResource(game_object_list[i]); } _vm->_resman->closeResource(_currentRunList); } else Debug_Printf("No run list set\n"); } /** * Reset the object and restart script 1 on level 0 */ void Logic::totalRestart(void) { LEVEL = 0; // reset to rerun _curObjectHub->script_pc[0] = 1; } int32 Logic::fnTotalRestart(int32 *params) { // mega runs this to restart its base logic again - like being cached // in again // params: none totalRestart(); // drop out without saving pc and go around again return IR_TERMINATE; } /** * Mark this object for killing - to be killed when player leaves this screen. * Object reloads and script restarts upon re-entry to screen, which causes * this object's startup logic to be re-run every time we enter the screen. * "Which is nice." * * @note Call ONCE from object's logic script, i.e. in startup code, so not * re-called every time script frops off and restarts! */ int32 Logic::fnAddToKillList(int32 *params) { // params: none uint32 entry; // DON'T EVER KILL GEORGE! if (ID != 8) { // first, scan list to see if this object is already included entry = 0; while (entry < _kills && _objectKillList[entry] != ID) entry++; // if this ID isn't already in the list, then add it, // (otherwise finish) if (entry == _kills) { #ifdef _SWORD2_DEBUG // no room at the inn if (_kills == OBJECT_KILL_LIST_SIZE) error("List full in fnAddToKillList(%u)", ID); #endif // add this 'ID' to the kill list _objectKillList[_kills] = ID; _kills++; // "another one bites the dust" // when we leave the screen, all these object // resources are to be cleaned out of memory and the // kill list emptied by doing '_kills = 0', ensuring // that all resources are in fact still in memory & // more importantly closed before killing! } } // continue script return IR_CONT; } void Logic::processKillList(void) { for (uint32 i = 0; i < _kills; i++) _vm->_resman->remove(_objectKillList[i]); _kills = 0; } void Logic::resetKillList(void) { _kills = 0; } } // End of namespace Sword2