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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
// Scripting module thread management component
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/actor.h"
#include "saga/console.h"
#include "saga/interface.h"
#include "saga/script.h"
#include "saga/scene.h"
namespace Saga {
ScriptThread &Script::createThread(uint16 scriptModuleNumber, uint16 scriptEntryPointNumber) {
loadModule(scriptModuleNumber);
if (_modules[scriptModuleNumber].entryPointsCount <= scriptEntryPointNumber) {
error("Script::createThread wrong scriptEntryPointNumber");
}
ScriptThread newThread;
newThread._instructionOffset = _modules[scriptModuleNumber].entryPoints[scriptEntryPointNumber].offset;
newThread._commonBase = _commonBuffer;
newThread._staticBase = _commonBuffer + _modules[scriptModuleNumber].staticOffset;
newThread._moduleBase = _modules[scriptModuleNumber].moduleBase;
newThread._moduleBaseSize = _modules[scriptModuleNumber].moduleBaseSize;
newThread._strings = &_modules[scriptModuleNumber].strings;
if (_vm->getGameId() == GID_IHNM)
newThread._voiceLUT = &_globalVoiceLUT;
else
newThread._voiceLUT = &_modules[scriptModuleNumber].voiceLUT;
_threadList.push_front(newThread);
debug(3, "createThread(). Total threads: %d", _threadList.size());
ScriptThread &tmp = *_threadList.begin();
tmp._stackBuf = (int16 *)malloc(ScriptThread::THREAD_STACK_SIZE * sizeof(int16));
tmp._stackTopIndex = ScriptThread::THREAD_STACK_SIZE - 2;
return tmp;
}
void Script::wakeUpActorThread(int waitType, void *threadObj) {
ScriptThreadList::iterator threadIterator;
for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
ScriptThread &thread = *threadIterator;
if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType) && (thread._threadObj == threadObj)) {
thread._flags &= ~kTFlagWaiting;
}
}
}
void Script::wakeUpThreads(int waitType) {
ScriptThreadList::iterator threadIterator;
debug(3, "wakeUpThreads(%d)", waitType);
for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
ScriptThread &thread = *threadIterator;
if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType)) {
thread._flags &= ~kTFlagWaiting;
}
}
}
void Script::wakeUpThreadsDelayed(int waitType, int sleepTime) {
ScriptThreadList::iterator threadIterator;
debug(3, "wakeUpThreads(%d, %d)", waitType, sleepTime);
for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
ScriptThread &thread = *threadIterator;
if ((thread._flags & kTFlagWaiting) && (thread._waitType == waitType)) {
thread._waitType = kWaitTypeDelay;
thread._sleepTime = sleepTime;
}
}
}
void Script::executeThreads(uint msec) {
ScriptThreadList::iterator threadIterator;
if (_vm->_interface->_statusTextInput) {
return;
}
threadIterator = _threadList.begin();
while (threadIterator != _threadList.end()) {
ScriptThread &thread = *threadIterator;
if (thread._flags & (kTFlagFinished | kTFlagAborted)) {
if (thread._flags & kTFlagFinished)
setPointerVerb();
if (_vm->getGameId() == GID_IHNM) {
thread._flags &= ~kTFlagFinished;
thread._flags |= kTFlagAborted;
++threadIterator;
} else {
threadIterator = _threadList.erase(threadIterator);
}
continue;
}
if (thread._flags & kTFlagWaiting) {
switch (thread._waitType) {
case kWaitTypeDelay:
if (thread._sleepTime < msec) {
thread._sleepTime = 0;
} else {
thread._sleepTime -= msec;
}
if (thread._sleepTime == 0)
thread._flags &= ~kTFlagWaiting;
break;
case kWaitTypeWalk:
{
ActorData *actor;
actor = (ActorData *)thread._threadObj;
if (actor->_currentAction == kActionWait) {
thread._flags &= ~kTFlagWaiting;
}
}
break;
case kWaitTypeWaitFrames: // IHNM
if (thread._frameWait < _vm->_frameCount)
thread._flags &= ~kTFlagWaiting;
break;
}
}
if (!(thread._flags & kTFlagWaiting)) {
if (runThread(thread)) {
break;
}
}
++threadIterator;
}
}
void Script::abortAllThreads() {
ScriptThreadList::iterator threadIterator;
debug(3, "abortAllThreads()");
threadIterator = _threadList.begin();
while (threadIterator != _threadList.end()) {
ScriptThread &thread = *threadIterator;
thread._flags |= kTFlagAborted;
++threadIterator;
}
executeThreads(0);
}
void Script::completeThread() {
int limit = (_vm->getGameId() == GID_IHNM) ? 100 : 40;
for (int i = 0; i < limit && !_threadList.empty(); i++)
executeThreads(0);
}
bool Script::runThread(ScriptThread &thread) {
uint16 savedInstructionOffset;
bool stopParsing = false;
bool breakOut = false;
int operandChar;
MemoryReadStream scriptS(thread._moduleBase, thread._moduleBaseSize);
scriptS.seek(thread._instructionOffset);
for (uint instructionCount = 0; instructionCount < STHREAD_TIMESLICE; instructionCount++) {
if (thread._flags & (kTFlagAsleep))
break;
savedInstructionOffset = thread._instructionOffset;
operandChar = scriptS.readByte();
debug(8, "Executing thread offset: %u (%x) stack: %d", thread._instructionOffset, operandChar, thread.pushedSize());
stopParsing = false;
debug(4, "Calling op %s", this->_scriptOpsList[operandChar].scriptOpName);
(this->*_scriptOpsList[operandChar].scriptOp)(&thread, &scriptS, stopParsing, breakOut);
if (stopParsing)
return breakOut;
if (thread._flags & (kTFlagFinished | kTFlagAborted)) {
error("Wrong flags %d in thread", thread._flags);
}
// Set instruction offset only if a previous instruction didn't branch
if (savedInstructionOffset == thread._instructionOffset) {
thread._instructionOffset = scriptS.pos();
} else {
if (thread._instructionOffset >= scriptS.size()) {
error("Script::runThread() Out of range script execution");
}
scriptS.seek(thread._instructionOffset);
}
if (breakOut)
break;
}
return false;
}
} // End of namespace Saga
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