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/* 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 "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/debug.h"
#include "sword2/defs.h"
#include "sword2/events.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/object.h"
namespace Sword2 {
void Sword2Engine::initEventSystem(void) {
memset(_eventList, 0, sizeof(_eventList));
}
uint32 Sword2Engine::countEvents(void) {
uint32 count = 0;
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id)
count++;
}
return count;
}
void Sword2Engine::sendEvent(uint32 id, uint32 interact_id) {
int i;
for (i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id)
break;
if (!_eventList[i].id)
break;
}
assert(i < MAX_events);
// found that slot
// id of person to stop
_eventList[i].id = id;
// full script id
_eventList[i].interact_id = interact_id;
}
void Sword2Engine::setPlayerActionEvent(uint32 id, uint32 interact_id) {
// Full script id of action script number 2
sendEvent(id, (interact_id << 16) | 2);
}
bool Sword2Engine::checkEventWaiting(void) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == ID)
return true;
}
return false;
}
void Sword2Engine::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 == ID) {
// run 3rd script of target object on level 1
g_logic->logicOne(_eventList[i].interact_id);
// clear the slot
_eventList[i].id = 0;
return;
}
}
// oh dear - stop the system
error("Start_event can't find event for id %d", ID);
}
void Sword2Engine::clearEvent(uint32 id) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id) {
// clear the slot
_eventList[i].id = 0;
return;
}
}
}
void Sword2Engine::killAllIdsEvents(uint32 id) {
for (int i = 0; i < MAX_events; i++) {
if (_eventList[i].id == id) {
// clear the slot
_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
g_sword2->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
g_sword2->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 recieve event
// 1 script to run
g_sword2->sendEvent(params[0], params[1]);
return IR_CONT;
}
int32 Logic::fnCheckEventWaiting(int32 *params) {
// returns yes/no in RESULT
// params: none
if (g_sword2->checkEventWaiting())
RESULT = 1;
else
RESULT = 0;
return IR_CONT;
}
// like fnCheckEventWaiting, but starts the event rather than setting RESULT
// to 1
int32 Logic::fnCheckForEvent(int32 *params) {
// params: none
if (!g_sword2->checkEventWaiting())
return IR_CONT;
g_sword2->startEvent();
return IR_TERMINATE;
}
// combination of fnPause and fnCheckForEvent
// - ie. does a pause, but also checks for event each cycle
int32 Logic::fnPauseForEvent(int32 *params) {
// returns yes/no in RESULT
// params: 0 pointer to object's logic structure
// 1 number of game-cycles to pause
Object_logic *ob_logic = (Object_logic *) params[0];
// first, check for an event
if (g_sword2->checkEventWaiting()) {
// reset the 'looping' flag
ob_logic->looping = 0;
// start the event - run 3rd script of target object on level 1
g_sword2->startEvent();
return IR_TERMINATE;
}
// no event, so do the fnPause bit
// start the pause
if (ob_logic->looping == 0) {
ob_logic->looping = 1;
// no. of game cycles
ob_logic->pause = params[1];
}
// if non-zero
if (ob_logic->pause) {
// decrement the pause count
ob_logic->pause--;
// drop out of script, but call this again next cycle
return IR_REPEAT;
} else {
// pause count is zerp
ob_logic->looping = 0;
// continue script
return IR_CONT;
}
}
int32 Logic::fnClearEvent(int32 *params) {
// params: none
g_sword2->clearEvent(ID);
return IR_CONT;
}
int32 Logic::fnStartEvent(int32 *params) {
// params: none
g_sword2->startEvent();
return IR_TERMINATE;
}
} // End of namespace Sword2
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