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logic.cpp

/* 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.
 *
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/logic.cpp $
 * $Id: logic.cpp 30944 2008-02-23 22:50:18Z sev $
 */



#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/sound.h"

namespace Sword2 {

Logic::Logic(Sword2Engine *vm) :
      _vm(vm), _kills(0), _currentRunList(0), _smackerLeadIn(0),
      _smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0), _animId(0),
      _speechAnimType(0), _leftClickDelay(0), _rightClickDelay(0),
      _officialTextNumber(0), _speechTextBlocNo(0) {

      _scriptVars = NULL;
      memset(_eventList, 0, sizeof(_eventList));
      memset(_syncList, 0, sizeof(_syncList));
      _router = new Router(_vm);

      setupOpcodes();
}

Logic::~Logic() {
      delete _router;
}

/**
 * Do one cycle of the current session.
 */

int Logic::processSession() {
      // might change during the session, so take a copy here
      uint32 run_list = _currentRunList;

      _pc = 0;    // first object in list

      // by minusing the pc we can cause an immediate cessation of logic
      // processing on the current list

      while (_pc != 0xffffffff) {
            byte *game_object_list, *head, *raw_script_ad, *raw_data_ad;
            uint32 level, ret, script, id;

            game_object_list = _vm->_resman->openResource(run_list) + ResHeader::size();

            assert(_vm->_resman->fetchType(run_list) == RUN_LIST);

            // read the next id
            id = READ_LE_UINT32(game_object_list + 4 * _pc);
            _pc++;

            writeVar(ID, id);

            _vm->_resman->closeResource(run_list);

            if (!id) {
                  // End of list - end the session naturally
                  return 0;
            }

            assert(_vm->_resman->fetchType(id) == GAME_OBJECT);

            head = _vm->_resman->openResource(id);
            _curObjectHub.setAddress(head + ResHeader::size());

            level = _curObjectHub.getLogicLevel();

            debug(5, "Level %d id(%d) pc(%d)",
                  level,
                  _curObjectHub.getScriptId(level),
                  _curObjectHub.getScriptPc(level));

            // Do the logic for this object. We keep going until a function
            // says to stop - remember, system operations are run via
            // function calls to drivers now.

            do {
                  // There is a distinction between running one of our
                  // own scripts and that of another object.

                  level = _curObjectHub.getLogicLevel();
                  script = _curObjectHub.getScriptId(level);

                  if (script / SIZE == readVar(ID)) {
                        // It's our own script

                        debug(5, "Run script %d pc=%d",
                              script / SIZE,
                              _curObjectHub.getScriptPc(level));

                        // This is the script data. Script and data
                        // object are the same.

                        raw_script_ad = head;

                        ret = runScript2(raw_script_ad, raw_script_ad, _curObjectHub.getScriptPcPtr(level));
                  } else {
                        // We're running the script of another game
                        // object - get our data object address.

                        uint8 type = _vm->_resman->fetchType(script / SIZE);

                        assert(type == GAME_OBJECT || type == SCREEN_MANAGER);

                        raw_script_ad = _vm->_resman->openResource(script / SIZE);
                        raw_data_ad = head;

                        ret = runScript2(raw_script_ad, raw_data_ad, _curObjectHub.getScriptPcPtr(level));

                        _vm->_resman->closeResource(script / SIZE);

                        // reset to us for service script
                        raw_script_ad = raw_data_ad;
                  }

                  if (ret == 1) {
                        level = _curObjectHub.getLogicLevel();

                        // The script finished - drop down a level
                        if (level) {
                              _curObjectHub.setLogicLevel(level - 1);
                        } else {
                              // Hmmm, level 0 terminated :-| Let's
                              // be different this time and simply
                              // let it restart next go :-)

                              // Note that this really does happen a
                              // lot, so don't make it a warning.

                              debug(5, "object %d script 0 terminated", id);

                              // reset to rerun, drop out for a cycle
                              _curObjectHub.setScriptPc(level, _curObjectHub.getScriptId(level) & 0xffff);
                              ret = 0;
                        }
                  } else if (ret > 2) {
                        error("processSession: illegal script return type %d", ret);
                  }

                  // if ret == 2 then we simply go around again - a new
                  // script or subroutine will kick in and run

                  // keep processing scripts until 0 for quit is returned
            } while (ret);

            // Any post logic system requests to go here

            // Clear any syncs that were waiting for this character - it
            // has used them or now looses them

            clearSyncs(readVar(ID));

            if (_pc != 0xffffffff) {
                  // The session is still valid so run the graphics/mouse
                  // service script
                  runScript(raw_script_ad, raw_script_ad, 0);
            }

            // and that's it so close the object resource

            _vm->_resman->closeResource(readVar(ID));
      }

      // Leaving a room so remove all ids that must reboot correctly. Then
      // restart the loop.

      for (uint32 i = 0; i < _kills; i++)
            _vm->_resman->remove(_objectKillList[i]);

      resetKillList();
      return 1;
}

/**
 * Bring an immediate halt to the session and cause a new one to start without
 * a screen update.
 */

void Logic::expressChangeSession(uint32 sesh_id) {
      // Set new session and force the old one to quit.
      _currentRunList = sesh_id;
      _pc = 0xffffffff;

      // Reset now in case we double-clicked an exit prior to changing screen
      writeVar(EXIT_FADING, 0);

      // We're trashing the list - presumably to change room. In theory,
      // sync waiting in the list could be left behind and never removed -
      // so we trash the lot
      memset(_syncList, 0, sizeof(_syncList));

      // Various clean-ups
      _router->clearWalkGridList();
      _vm->_sound->clearFxQueue(false);
      _router->freeAllRouteMem();
}

/**
 * @return The private _currentRunList variable.
 */

uint32 Logic::getRunList() {
      return _currentRunList;
}

/**
 * Move the current object up a level. Called by fnGosub command. Remember:
 * only the logic object has access to _curObjectHub.
 */

void Logic::logicUp(uint32 new_script) {
      debug(5, "new pc = %d", new_script & 0xffff);

      // going up a level - and we'll keep going this cycle
      _curObjectHub.setLogicLevel(_curObjectHub.getLogicLevel() + 1);

      assert(_curObjectHub.getLogicLevel() < 3);      // Can be 0, 1, 2
      logicReplace(new_script);
}

/**
 * Force the level to one.
 */

void Logic::logicOne(uint32 new_script) {
      _curObjectHub.setLogicLevel(1);
      logicReplace(new_script);
}

/**
 * Change current logic. Script must quit with a TERMINATE directive, which
 * does not write to &pc
 */

void Logic::logicReplace(uint32 new_script) {
      uint32 level = _curObjectHub.getLogicLevel();

      _curObjectHub.setScriptId(level, new_script);
      _curObjectHub.setScriptPc(level, new_script & 0xffff);
}

void Logic::resetKillList() {
      _kills = 0;
}

} // End of namespace Sword2

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