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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 <stdio.h>
#include "stdafx.h"
//#include "src\driver96.h"
#include "console.h"
#include "debug.h"
#include "defs.h"
#include "events.h"
#include "interpreter.h"
#include "logic.h"
#include "memory.h"
#include "object.h"
#include "sync.h"
//------------------------------------------------------------------------------------
_event_unit event_list[MAX_events];
//------------------------------------------------------------------------------------
void Init_event_system(void) //Tony4Dec96
{
uint32 j;
for (j=0;j<MAX_events;j++)
event_list[j].id=0; //denotes free slot
}
//------------------------------------------------------------------------------------
uint32 CountEvents(void)
{
uint32 j;
uint32 count=0;
for (j=0; j<MAX_events; j++)
{
if (event_list[j].id)
count++;
}
return (count);
}
//------------------------------------------------------------------------------------
int32 FN_request_speech(int32 *params) //Tony13Nov96
{
//change current script - must be followed by a TERMINATE script directive
//param 0 id of target to catch the event and startup speech servicing
uint32 j=0;
while(1)
{
if (event_list[j].id == (uint32)params[0])
break;
if (!event_list[j].id)
break;
j++;
}
if (j==MAX_events)
Con_fatal_error("FN_set_event out of event slots (%s line %u)", __FILE__, __LINE__);
//found that slot
event_list[j].id=params[0]; //id of person to stop
event_list[j].interact_id=(params[0]*65536)+6; //full script id to interact with - megas run their own 7th script
return(IR_CONT);
}
//------------------------------------------------------------------------------------
void Set_player_action_event(uint32 id, uint32 interact_id) //Tony4Dec96
{
uint32 j=0;
// if ((event_list[j].id!=id)&&(event_list[j].id))
// while((event_list[j].id!=id)||(event_list[j].id)) //zip along until we find a free slot
// { j++;
// };
while(1)
{
if (event_list[j].id==id)
break;
if (!event_list[j].id)
break;
j++;
}
if (j==MAX_events)
Con_fatal_error("Set_event out of event slots");
//found that slot
event_list[j].id=id; //id of person to stop
event_list[j].interact_id=(interact_id*65536)+2; //full script id of action script number 2
}
//------------------------------------------------------------------------------------
int32 FN_set_player_action_event(int32 *params) //Tony10Feb97
{
//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
uint32 j=0;
//search for an existing event or a slot
while(1)
{
if (event_list[j].id==CUR_PLAYER_ID)
break;
if (!event_list[j].id)
break;
j++;
}
if (j==MAX_events)
Con_fatal_error("Set_event out of event slots");
//found that slot
event_list[j].id=CUR_PLAYER_ID; //id of person to stop
event_list[j].interact_id=(params[0]*65536)+2; //full script id of action script number 2
return(IR_CONT);
}
//------------------------------------------------------------------------------------
int32 FN_send_event(int32 *params) //Tony28Feb97
{
//we want to intercept the player character and have him interact with an object - from script
// 0 id to recieve event
// 1 script to run
uint32 j=0;
// Zdebug("*+*+* %d %d", params[0], params[1] );
//search for an existing event or a slot
while(1)
{
if (event_list[j].id==(uint32)params[0])
break;
if (!event_list[j].id)
break;
j++;
}
if (j==MAX_events)
Con_fatal_error("fn_send_event out of event slots");
//found that slot
event_list[j].id=params[0]; //id of person to stop
event_list[j].interact_id=params[1]; //full script id
return(IR_CONT);
}
//------------------------------------------------------------------------------------
int32 FN_check_event_waiting(int32 *params) //Tony4Dec96
{
// returns yes/no in RESULT
// no params
uint32 j;
RESULT=0;
for (j=0; j<MAX_events; j++)
{
if (event_list[j].id == ID) //us?
{
RESULT=1;
break;
}
}
return(IR_CONT);
}
//------------------------------------------------------------------------------------
// like FN_check_event_waiting, but starts the event rather than setting RESULT to 1
int32 FN_check_for_event(int32 *params) // James (04mar97)
{
// no params
uint32 j;
for (j=0; j<MAX_events; j++)
{
if (event_list[j].id == ID) //us?
{
// start the event
LLogic.Logic_one(event_list[j].interact_id); // run 3rd script of target object on level 1
event_list[j].id = 0; // clear the event slot
return(IR_TERMINATE);
}
}
return(IR_CONT);
}
//------------------------------------------------------------------------------------
// combination of FN_pause & FN_check_for_event
// - ie. does a pause, but also checks for event each cycle
int32 FN_pause_for_event(int32 *params) // James (04mar97)
{
// 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];
uint32 j;
// first, check for an event
for (j=0; j<MAX_events; j++)
{
if (event_list[j].id == ID) // us?
{
ob_logic->looping = 0; // reset the 'looping' flag
// start the event
LLogic.Logic_one(event_list[j].interact_id); // run 3rd script of target object on level 1
event_list[j].id = 0; // clear the event slot
return(IR_TERMINATE);
}
}
// no event, so do the FN_pause bit
if (ob_logic->looping==0) // start the pause
{
ob_logic->looping = 1;
ob_logic->pause = params[1]; // no. of game cycles
}
if (ob_logic->pause) // if non-zero
{
ob_logic->pause--; // decrement the pause count
return(IR_REPEAT); // drop out of script, but call this again next cycle
}
else // pause count is zerp
{
ob_logic->looping = 0;
return(IR_CONT); // continue script
}
}
//------------------------------------------------------------------------------------
uint32 Check_event_waiting(void) //Tony4Dec96
{
//returns yes/no
uint32 j;
for (j=0;j<MAX_events;j++)
if (event_list[j].id == ID) //us?
return(1); //yes
return(0); //no
}
//------------------------------------------------------------------------------------
int32 FN_clear_event(int32 *params) //Tony11Mar97
{
// no params
// no return vaule
uint32 j;
for (j=0;j<MAX_events;j++)
if (event_list[j].id == ID) //us?
{
event_list[j].id=0; //clear the slot
return(IR_CONT); //
}
return(IR_CONT); //
}
//------------------------------------------------------------------------------------
void Start_event(void) //Tony4Dec96
{
//call this from stuff like fn_walk
//you must follow with a return(IR_TERMINATE)
uint32 j;
for (j=0;j<MAX_events;j++)
if (event_list[j].id == ID) //us?
{
LLogic.Logic_one( event_list[j].interact_id); //run 3rd script of target object on level 1
event_list[j].id=0; //clear the slot
return;
}
//oh dear - stop the system
Con_fatal_error("Start_event can't find event for id %d", ID);
}
//------------------------------------------------------------------------------------
int32 FN_start_event(int32 *params) //Tony4Dec96
{
uint32 j;
for (j=0;j<MAX_events;j++)
if (event_list[j].id == ID) //us?
{
LLogic.Logic_one(event_list[j].interact_id); //run 3rd script of target object on level 1
event_list[j].id=0; //clear the slot
return(IR_TERMINATE);
}
//oh dear - stop the system
Con_fatal_error("FN_start_event can't find event for id %d", ID);
return(0); //never called - but lets stop them bloody errors
}
//------------------------------------------------------------------------------------
void Kill_all_ids_events(uint32 id) //Tony18Dec96
{
uint32 j;
for (j=0;j<MAX_events;j++)
if (event_list[j].id == id) //us?
event_list[j].id=0; //clear the slot
if (id);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
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