/* 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. * * $Header$ */ // logic management #ifndef _LOGIC #define _LOGIC #include "defs.h" #include "header.h" #define TREE_SIZE 3 class logic { public: //do one cycle of the current session int processSession(void); // cause the logic loop to terminate and drop out void expressChangeSession(uint32 sesh_id); // new logic begins next cycle void naturalChangeSession(uint32 sesh_id); uint32 getRunList(void); // setup script_id and script_pc in _curObjectHub - called by // FN_gosub() void logicUp(uint32 new_script); void logicReplace(uint32 new_script); void logicOne(uint32 new_script); void totalRestart(void); uint32 examineRunList(void); void resetKillList(void); private: // denotes the res id of the game-object-list in current use uint32 _currentRunList; void processKillList(void); //pc during logic loop uint32 _pc; // each object has one of these tacked onto the beginning _object_hub *_curObjectHub; }; extern logic LLogic; int32 FN_add_to_kill_list(int32 *params); #endif