/* 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 "common/util.h" #include "sword2/debug.h" #include "sword2/defs.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/sync.h" namespace Sword2 { typedef struct { uint32 id; uint32 sync; } _sync_unit; // there wont be many will there. probably 2 at most i reckon #define MAX_syncs 10 static _sync_unit sync_list[MAX_syncs]; void Init_sync_system(void) { // set list to 0's for (int j = 0; j < MAX_syncs; j++) sync_list[j].id = 0; } int32 Logic::fnSendSync(int32 *params) { // params: 0 sync's recipient // 1 sync value for (int i = 0; i < MAX_syncs; i++) { if (sync_list[i].id == 0) { debug(5, " %d sending sync %d to %d", ID, params[1], params[0]); sync_list[i].id = params[0]; sync_list[i].sync = params[1]; return IR_CONT; } } // The original code didn't even check for this condition, so maybe // it should be a fatal error? warning("No free sync slot"); return IR_CONT; } void Clear_syncs(uint32 id) { // clear any syncs registered for this id // call this just after the id has been processed // there could in theory be more than one sync waiting for us so // clear the lot for (int i = 0; i < MAX_syncs; i++) { if (sync_list[i].id == id) { debug(5, "removing sync %d for %d", i, id); sync_list[i].id = 0; } } } bool Get_sync(void) { // check for a sync waiting for this character // - called from system code eg. from inside fnAnim(), to see if // animation to be quit for (int i = 0; i < MAX_syncs; i++) { if (sync_list[i].id == ID) { // means sync found return true; } } // no sync found return false; } int32 Logic::fnGetSync(int32 *params) { // check for a sync waiting for this character // - called from script // params: none for (int i = 0; i < MAX_syncs; i++) { if (sync_list[i].id == ID) { // return sync value waiting RESULT = sync_list[i].sync; return IR_CONT; } } // no sync found RESULT = 0; return IR_CONT; } int32 Logic::fnWaitSync(int32 *params) { // keep calling until a sync recieved // params: none debug(5, "fnWaitSync: %d waits", ID); for (int i = 0; i < MAX_syncs; i++) { if (sync_list[i].id == ID) { // return sync value waiting debug(5, "fnWaitSync: go"); RESULT = sync_list[i].sync; return IR_CONT; } } // back again next cycle return IR_REPEAT; } } // End of namespace Sword2