etc. to the different opcodes. Until now it has done so by casting the pointer to an int32 (opcode parameters are represented as arrays of int32) and then the opcode function casts it back to whatever pointer it needs. At least in C there is no guarantee that a pointer can be represented as an integer type (though apparently C99 may define such a type), so this has struck me as unsafe ever since I first noticed it. However, since all such pointers appear to point to the memory block owned by the memory manager, we can easily convert them to integers by treating them as offsets into the memory block. So that's what I have done. I hope I caught all the occurences in the opcode functions, or we're going to have some pretty interesting regressions on our hands... svn-id: r11241
240 lines
5.2 KiB
C++
240 lines
5.2 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/debug.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/object.h"
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namespace Sword2 {
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uint32 Logic::countEvents(void) {
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uint32 count = 0;
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id)
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count++;
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}
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return count;
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}
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void Logic::sendEvent(uint32 id, uint32 interact_id) {
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int i;
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for (i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id)
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break;
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if (!_eventList[i].id)
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break;
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}
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assert(i < MAX_events);
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// found that slot
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// id of person to stop
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_eventList[i].id = id;
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// full script id
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_eventList[i].interact_id = interact_id;
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}
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void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
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// Full script id of action script number 2
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sendEvent(id, (interact_id << 16) | 2);
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}
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bool Logic::checkEventWaiting(void) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == ID)
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return true;
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}
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return false;
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}
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void Logic::startEvent(void) {
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// call this from stuff like fnWalk
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// you must follow with a return IR_TERMINATE
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == ID) {
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// run 3rd script of target object on level 1
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g_logic->logicOne(_eventList[i].interact_id);
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// clear the slot
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_eventList[i].id = 0;
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return;
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}
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}
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// oh dear - stop the system
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error("Start_event can't find event for id %d", ID);
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}
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void Logic::clearEvent(uint32 id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id) {
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// clear the slot
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_eventList[i].id = 0;
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return;
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}
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}
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}
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void Logic::killAllIdsEvents(uint32 id) {
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for (int i = 0; i < MAX_events; i++) {
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if (_eventList[i].id == id) {
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// clear the slot
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_eventList[i].id = 0;
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}
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}
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}
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int32 Logic::fnRequestSpeech(int32 *params) {
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// change current script - must be followed by a TERMINATE script
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// directive
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// params: 0 id of target to catch the event and startup speech
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// servicing
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// Full script id to interact with - megas run their own 7th script
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sendEvent(params[0], (params[0] << 16) | 6);
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return IR_CONT;
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}
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int32 Logic::fnSetPlayerActionEvent(int32 *params) {
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// we want to intercept the player character and have him interact
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// with an object - from script this code is the same as the mouse
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// engine calls when you click on an object - here, a third party
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// does the clicking IYSWIM
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// note - this routine used CUR_PLAYER_ID as the target
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// params: 0 id to interact with
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setPlayerActionEvent(CUR_PLAYER_ID, params[0]);
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return IR_CONT;
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}
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int32 Logic::fnSendEvent(int32 *params) {
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// we want to intercept the player character and have him interact
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// with an object - from script
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// params: 0 id to receive event
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// 1 script to run
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sendEvent(params[0], params[1]);
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return IR_CONT;
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}
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int32 Logic::fnCheckEventWaiting(int32 *params) {
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// returns yes/no in RESULT
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// params: none
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if (checkEventWaiting())
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RESULT = 1;
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else
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RESULT = 0;
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return IR_CONT;
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}
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// like fnCheckEventWaiting, but starts the event rather than setting RESULT
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// to 1
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int32 Logic::fnCheckForEvent(int32 *params) {
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// params: none
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if (!checkEventWaiting())
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return IR_CONT;
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startEvent();
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return IR_TERMINATE;
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}
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// combination of fnPause and fnCheckForEvent
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// - ie. does a pause, but also checks for event each cycle
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int32 Logic::fnPauseForEvent(int32 *params) {
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// returns yes/no in RESULT
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// params: 0 pointer to object's logic structure
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// 1 number of game-cycles to pause
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Object_logic *ob_logic = (Object_logic *) memory->intToPtr(params[0]);
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// first, check for an event
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if (checkEventWaiting()) {
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// reset the 'looping' flag
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ob_logic->looping = 0;
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// start the event - run 3rd script of target object on level 1
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startEvent();
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return IR_TERMINATE;
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}
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// no event, so do the fnPause bit
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// start the pause
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if (ob_logic->looping == 0) {
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ob_logic->looping = 1;
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// no. of game cycles
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ob_logic->pause = params[1];
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}
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// if non-zero
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if (ob_logic->pause) {
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// decrement the pause count
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ob_logic->pause--;
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// drop out of script, but call this again next cycle
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return IR_REPEAT;
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} else {
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// pause count is zerp
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ob_logic->looping = 0;
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// continue script
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return IR_CONT;
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}
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}
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int32 Logic::fnClearEvent(int32 *params) {
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// params: none
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clearEvent(ID);
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return IR_CONT;
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}
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int32 Logic::fnStartEvent(int32 *params) {
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// params: none
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startEvent();
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return IR_TERMINATE;
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}
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} // End of namespace Sword2
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