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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 "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
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