Files
scummvm/sword2/logic.cpp
T
Torbjörn Andersson 7f4cda6622 Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.

To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.

If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.

If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.

Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.

On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.

Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.

svn-id: r19366
2005-10-29 21:24:54 +00:00

267 lines
7.0 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.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);
}
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();
_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