scummvm/sword2/logic.cpp
Torbjörn Andersson c0a3816e17 Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.

To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.

The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.

I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)

At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.

Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.

svn-id: r16668
2005-01-28 16:33:14 +00:00

286 lines
7.6 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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 "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/console.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
#include "sword2/router.h"
#include "sword2/sound.h"
#define LEVEL (_curObjectHub->logic_level)
#define Debug_Printf _vm->_debugger->DebugPrintf
namespace Sword2 {
Logic::Logic(Sword2Engine *vm) :
_vm(vm), _kills(0), _smackerLeadOut(0), _sequenceTextLines(0),
_speechTime(0), _animId(0), _speechAnimType(0), _leftClickDelay(0),
_rightClickDelay(0), _defaultResponseId(0), _officialTextNumber(0),
_speechTextBlocNo(0),
_choosing(false) {
_scriptVars = NULL;
memset(_subjectList, 0, sizeof(_subjectList));
memset(_eventList, 0, sizeof(_eventList));
memset(_syncList, 0, sizeof(_syncList));
_router = new Router(_vm);
}
Logic::~Logic() {
delete _router;
}
/**
* Do one cycle of the current session.
*/
int Logic::processSession(void) {
// 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) {
uint32 ret, script;
char *raw_script_ad;
StandardHeader *head = (StandardHeader *) _vm->_resman->openResource(run_list);
assert(head->fileType == RUN_LIST);
uint32 *game_object_list = (uint32 *) (head + 1);
// read the next id
uint id = game_object_list[_pc++];
_scriptVars[ID] = id;
_vm->_resman->closeResource(run_list);
if (!_scriptVars[ID]) {
// End of list - end the session naturally
return 0;
}
head = (StandardHeader *) _vm->_resman->openResource(_scriptVars[ID]);
assert(head->fileType == GAME_OBJECT);
_curObjectHub = (ObjectHub *) (head + 1);
debug(5, "Level %d id(%d) pc(%d)",
LEVEL,
_curObjectHub->script_id[LEVEL],
_curObjectHub->script_pc[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.
script = _curObjectHub->script_id[LEVEL];
if (script / SIZE == _scriptVars[ID]) {
// It's our own script
debug(5, "Run script %d pc=%d",
script / SIZE,
_curObjectHub->script_pc[LEVEL]);
// This is the script data. Script and data
// object are the same.
raw_script_ad = (char *) head;
ret = runScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]);
} else {
// We're running the script of another game
// object - get our data object address.
StandardHeader *far_head = (StandardHeader *) _vm->_resman->openResource(script / SIZE);
assert(far_head->fileType == GAME_OBJECT || far_head->fileType == SCREEN_MANAGER);
raw_script_ad = (char *) far_head;
char *raw_data_ad = (char *) head;
ret = runScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]);
_vm->_resman->closeResource(script / SIZE);
// reset to us for service script
raw_script_ad = raw_data_ad;
}
if (ret == 1) {
// The script finished - drop down a level
if (LEVEL)
LEVEL--;
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->script_pc[LEVEL] = _curObjectHub->script_id[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(_scriptVars[ID]);
if (_pc != 0xffffffff) {
// The session is still valid so run the graphics/mouse
// service script
uint32 null_pc = 0;
runScript(raw_script_ad, raw_script_ad, &null_pc);
}
// and that's it so close the object resource
_vm->_resman->closeResource(_scriptVars[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
_scriptVars[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();
_router->freeAllRouteMem();
}
/**
* @return The private _currentRunList variable.
*/
uint32 Logic::getRunList(void) {
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
LEVEL++;
assert(LEVEL < 3); // Can be 0, 1, 2
logicReplace(new_script);
}
/**
* Force the level to one.
*/
void Logic::logicOne(uint32 new_script) {
LEVEL = 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) {
_curObjectHub->script_id[LEVEL] = new_script;
_curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
}
void Logic::examineRunList(void) {
uint32 *game_object_list;
StandardHeader *file_header;
if (_currentRunList) {
// open and lock in place
game_object_list = (uint32 *) (_vm->_resman->openResource(_currentRunList) + sizeof(StandardHeader));
Debug_Printf("Runlist number %d\n", _currentRunList);
for (int i = 0; game_object_list[i]; i++) {
file_header = (StandardHeader *) _vm->_resman->openResource(game_object_list[i]);
Debug_Printf("%d %s\n", game_object_list[i], file_header->name);
_vm->_resman->closeResource(game_object_list[i]);
}
_vm->_resman->closeResource(_currentRunList);
} else
Debug_Printf("No run list set\n");
}
void Logic::resetKillList(void) {
_kills = 0;
}
} // End of namespace Sword2