File: ucsched.cc

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/*
 *  Copyright (C) 2000-2001  The Exult Team
 *
 *  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.
 */

#ifdef HAVE_CONFIG_H
#  include <config.h>
#endif

#include "ucinternal.h"
#include "useval.h"
#include "ucsched.h"
#include "Audio.h"
#include "barge.h"
#include "game.h"
#include "frameseq.h"
#include "gamewin.h"
#include "gameclk.h"
#include "egg.h"
#include "actors.h"
#include "ucscriptop.h"

#include <iostream>
#include <iomanip>

using std::cout;
using std::endl;
using std::hex;
using std::setfill;
using std::setw;

using namespace Ucscript;

int Usecode_script::count = 0;
Usecode_script *Usecode_script::first = 0;

/*
 *	Create for a 'restore'.
 */

Usecode_script::Usecode_script
	(
	Game_object *item, 
	Usecode_value *cd, 
	int findex,
	int nhalt, 
	int del
	) : obj(item), code(cd), i(0), frame_index(findex), 
	    no_halt(nhalt != 0), must_finish(false), delay(del)
	{
	cnt = code->get_array_size();
	}

/*
 *	Create.
 */

Usecode_script::Usecode_script
	(
	Game_object *o,
	Usecode_value *cd		// May be NULL for empty script.
	) : obj(o), code(cd), cnt(0), i(0), frame_index(0), no_halt(false),
	    must_finish(false), delay(0)
	{
	if (!code)			// Empty?
		code = new Usecode_value(0, 0);
	else
		{
		cnt = code->get_array_size();
		if (!cnt)		// Not an array??  (This happens.)
			{		// Create with single element.
			code = new Usecode_value(1, code);
			cnt = 1;
			}
		}
	}

/*
 *	Delete.
 */

Usecode_script::~Usecode_script()
	{
	delete code;
	count--;
	if (next)
		next->prev = prev;
	if (prev)
		prev->next = next;
	else
		first = next;
	}

/*
 *	Enter into the time-queue and our own chain.  Terminate existing
 *	scripts for this object unless 'dont_halt' is set.
 */

void Usecode_script::start
	(
	long d			// Start after this many msecs.
	)
	{
	Game_window *gwin = Game_window::get_instance();
	int cnt = code->get_array_size();// Check initial elems.
	for (int i = 0; i < cnt; i++)
		{
		int opval0 = code->get_elem(i).get_int_value();
		if (opval0 == Ucscript::dont_halt)
			no_halt = true;
		else if (opval0 == Ucscript::finish)
			must_finish = true;
		else
			break;
		}
	if (!is_no_halt())		// If flag not set,
					// Remove other entries that aren't
					//   'no_halt'.
		Usecode_script::terminate(obj);
	count++;			// Keep track of total.
	next = first;			// Put in chain.
	prev = 0;
	if (first)
		first->prev = this;
	first = this;
//++++ Messes up Moonshade Trial.
//	gwin->get_tqueue()->add(d + Game::get_ticks(), this,
	gwin->get_tqueue()->add(d + SDL_GetTicks(), this,
					(long) gwin->get_usecode());
	}

/*
 *	Set this script to halt.
 */

void Usecode_script::halt
	(
	)
	{
	if (!no_halt)
		i = cnt;
	}

/*
 *	Append instructions.
 */
void Usecode_script::add(int v1)
	{
	code->append(&v1, 1);
	cnt++;
	}
void Usecode_script::add(int v1, int v2)
	{
	int vals[2];
	vals[0] = v1;
	vals[1] = v2;
	code->append(vals, 2);
	cnt += 2;
	}
void Usecode_script::add(int v1, const char *str)
	{
	int sz = code->get_array_size();
	code->resize(sz + 2);
	(*code)[sz] = v1;
	(*code)[sz + 1] = str;
	cnt += 2;
	}
void Usecode_script::add(int *vals, int c)
	{
	code->append(vals, cnt);
	cnt += c;
	}

/*
 *	Search list for one for a given item.
 *
 *	Output:	->Usecode_script if found, else 0.
 */

Usecode_script *Usecode_script::find
	(
	Game_object *srch,
	Usecode_script *last_found	// Find next after this.
	)
	{
	Usecode_script *start = last_found ? last_found->next : first;
	for (Usecode_script *each = start; each; each = each->next)
		if (each->obj == srch)
			return each;	// Found it.
	return (0);
	}

/*
 *	Terminate all scripts for a given object.
 */

void Usecode_script::terminate
	(
	Game_object *obj
	)
	{
	Usecode_script *next = 0;
	for (Usecode_script *each = first; each; each = next)
		{
		next = each->next;	// Get next in case we delete 'each'.
		if (each->obj == obj)
			each->halt();
		}
	}			

/*
 *	Remove all from global list (assuming they've already been cleared
 *	from the time queue).
 */

void Usecode_script::clear
	(
	)
	{
	while (first)
		delete first;
	}

/*
 *	Terminate all scripts for objects that are more than a given distance
 *	from a particular spot.
 */

void Usecode_script::purge
	(
	Tile_coord spot,
	int dist			// In tiles.
	)
	{
	Usecode_script *next = 0;
	Game_window *gwin = Game_window::get_instance();
	Usecode_internal *usecode = static_cast<Usecode_internal*>(
					gwin->get_usecode());
	for (Usecode_script *each = first; each; each = next)
		{
		next = each->next;	// Get next in case we delete 'each'.
					// Only purge if not yet started.
		if (each->obj && !each->i &&
		    each->obj->get_outermost()->get_tile().distance(
								spot) > dist)
			{		// Force it to halt.
			each->no_halt = false;
			if (each->must_finish)
				{
				cout << "MUST finish this script" << endl;
				each->exec(usecode, true);
				}
			each->halt();
			}
		}
	}			

inline void Usecode_script::activate_egg(Usecode_internal *usecode,
				     Game_object *e)
{
	if (!e || !e->is_egg())
		return;
	int type = ((Egg_object *) e)->get_type();
					// Guess:  Only certain types:
	if (type == Egg_object::monster || type == Egg_object::button ||
	    type == Egg_object::missile)
		((Egg_object *) e)->activate(
			usecode->gwin->get_main_actor(), true);
}


/*
 *	Execute an array of usecode, generally one instruction per tick.
 */

void Usecode_script::handle_event
	(
	unsigned long curtime,		// Current time of day.
	long udata			// ->usecode machine.
	)
	{
	Usecode_internal *usecode = (Usecode_internal *) udata;
	int delay = exec(usecode, false);
	if (i < cnt)			// More to do?
		{
		usecode->gwin->get_tqueue()->add(curtime + delay, this, udata);
		return;
		}
#if 0	/* ++++Might need this for Test of Love!! */
	if (count == 1 &&		// Last one?  GUESSING:
	    objpos.tx != -1)		// And valid pos.
	{
		usecode->activate_cached(objpos);
	}
#endif
	delete this;			// Hope this is safe.
	}

/*
 *	Execute an array of usecode, generally one instruction per tick.
 *
 *	Output:	Delay for next execution.
 */

int Usecode_script::exec
	(
	Usecode_internal *usecode,
	bool finish			// If set, keep going to end.
	)
	{
	Game_window *gwin = usecode->gwin;
	int delay = gwin->get_std_delay();	// Start with default delay.
	bool do_another = true;			// Flag to keep going.
	int opcode;
					// If a 1 follows, keep going.
	for (; i < cnt && ((opcode = code->get_elem(i).get_int_value()) 
						== 0x1 || do_another); i++)
		{
		do_another = finish;
		switch (opcode)
			{
		case cont:		// Means keep going without painting.
			do_another = true;
			gwin->set_painted();	// Want to paint when done.
			break;
		case repeat:		// ?? 2 parms, 1st one < 0.
			{		// Loop(offset, cnt).
			Usecode_value& cntval = code->get_elem(i + 2);
			int cnt = cntval.get_int_value();
			if (cnt <= 0)
					// Done.
				i += 2;
			else
				{	// Decr. and loop.
				cntval = Usecode_value(cnt - 1);
				Usecode_value& offval = code->get_elem(i + 1);
				i += offval.get_int_value() - 1;
				if (i < -1)	// Before start?
					i = -1;
				do_another = true;
				}
			break;
			}
		case repeat2:		// Loop with 3 parms.???
			{		// Loop(offset, cnt1, cnt2?).
				//Guessing: loop cnt1 each round. use cnt2 as loop var.
				//This is necessary for loop nesting.
				//(used in mining machine, orb of the moons)

				// maybe cnt1 and cnt2 should be swapped... not sure

			do_another = true;
			Usecode_value& cntval = code->get_elem(i + 3);
			Usecode_value& origval = code->get_elem(i + 2);
			int cnt = cntval.get_int_value();
			int orig = origval.get_int_value();
			if (cnt > orig) { // ++++ First pass? Set to orig or not?
				cntval = origval;
				cnt = orig;
			}
			if (cnt <= 0) {
					// Done.
				i += 3;
				cntval = origval; // restore counter
			} else
				{	// Decr. and loop.
				cntval = Usecode_value(cnt - 1);
				Usecode_value& offval = code->get_elem(i + 1);
				i += offval.get_int_value() - 1;
				}
			break;
			}
		case nop:		// Just a nop.
			break;
		case Ucscript::finish:	// Flag to finish if deleted.
			must_finish = true;
			do_another = true;
			break;
		case dont_halt:		// ?? Always appears first.
					// Maybe means "don't let
					//    intrinsic 5c stop it".
			no_halt = true;	// PURE GUESS.
			do_another = true;
			break;
		case delay_ticks:	// 1 parm.
			{		//   delay before next instruction.
			Usecode_value& delayval = code->get_elem(++i);
					// It's # of ticks.
			delay = gwin->get_std_delay()*delayval.get_int_value();
			break;		
			}
		case delay_hours:	// 1 parm., game hours.
			{
			Usecode_value& delayval = code->get_elem(++i);
			delay = delayval.get_int_value();
					// Convert to real seconds.
			delay = (delay*3600)/time_factor;
			delay *= 1000;	// Then to msecs.
			break;
			}
#if 0
		case finish:		// Quit if there's already scheduled
					//   code for item?
					// Or supercede the existing one?
			break;
#endif
		case Ucscript::remove:	// Remove obj.
			usecode->remove_item(obj);
			break;
		case rise:		// (For flying carpet.
			{
			Tile_coord t = obj->get_tile();
			if (t.tz < 10)
				t.tz++;
			obj->move(t);
			break;
			}
		case descend:
			{
			Tile_coord t = obj->get_tile();
			if (t.tz > 0)
				t.tz--;
			obj->move(t);
			break;
			}
		case frame:		// Set frame.
			usecode->set_item_frame(obj, 
					code->get_elem(++i).get_int_value());
			break;
		case egg:		// Guessing:  activate egg.
			activate_egg(usecode, obj);
			break;
		case next_frame_max:	// Stop at last frame.
			{
			int nframes = obj->get_num_frames();
			if (obj->get_framenum() < nframes - 1)
				usecode->set_item_frame(obj,
							1+obj->get_framenum());
			break;
			}
		case next_frame:
			{
			int nframes = obj->get_num_frames();
			usecode->set_item_frame(obj, 
					(1 + obj->get_framenum())%nframes);
			break;
			}
		case prev_frame_min:
			if (obj->get_framenum() > 0)
				usecode->set_item_frame(obj, 
						obj->get_framenum() - 1);
			break;
		case prev_frame:
			{
			int nframes = obj->get_num_frames();
			int pframe = obj->get_framenum() - 1;
			usecode->set_item_frame(obj, 
						(pframe + nframes)%nframes);
			break;
			}
		case say:		// Say string.
			{
			Usecode_value& strval = code->get_elem(++i);
			Usecode_value objval(obj);
			usecode->item_say(objval, strval);
			break;
			}
		case Ucscript::step:	// Parm. is dir. (0-7).  0=north.
			{
					// Get dir.
			Usecode_value& val = code->get_elem(++i);
					// It may be 0x3x.
			step(usecode, val.get_int_value()&7);
			//+++++Might be a 2nd parm, diff in altitude.
			// ++++++++++Investigate.
			break;
			}
		case music:		// Unknown.
			{
			Usecode_value& val = code->get_elem(++i);
			Audio::get_ptr()->start_music(val.get_int_value(),
									false);
			break;
			}
		case Ucscript::usecode:	// Call?
			{
			Usecode_value& val = code->get_elem(++i);
			int fun = val.get_int_value();
					// Watch for eggs:
			Usecode_internal::Usecode_events ev = 
					Usecode_internal::internal_exec;
			if (obj && obj->is_egg() 
#if 0
				//removed 20011226, breaks serpent gates in SI without SS -wjp
				&& ((Egg_object *)obj)->get_type() == Egg_object::usecode
#endif
				)
				ev = Usecode_internal::egg_proximity;
					// And for telekenesis spell fun:
			else if (fun == usecode->telekenesis_fun)
					{
					ev = Usecode_internal::double_click;
					usecode->telekenesis_fun = -1;
					}
			usecode->call_usecode(fun, obj, ev);
			break;
			}
		case Ucscript::usecode2:// Call(fun, eventid).
			{
			Usecode_value& val = code->get_elem(++i);
			int evid = code->get_elem(++i).get_int_value();
			usecode->call_usecode(val.get_int_value(), obj, 
				(Usecode_internal::Usecode_events) evid);
			break;
			}
		case speech:		// Play speech track.
			{
			Usecode_value& val = code->get_elem(++i);
			int track = val.get_int_value();
			if (track >= 0)
				Audio::get_ptr()->start_speech(track);
			}
		case sfx:		// Play sound effect!
			{
			Usecode_value& val = code->get_elem(++i);
			Audio::get_ptr()->play_sound_effect(
							val.get_int_value());
			break;
			}
		case face_dir:		// Parm. is dir. (0-7).  0=north.
			{
					// Look in that dir.
			Usecode_value& val = code->get_elem(++i);
					// It may be 0x3x.  Face dir?
			int dir = val.get_int_value()&7;
			Actor *npc = obj->as_actor();
			if (npc)
				npc->set_usecode_dir(dir);
			usecode->set_item_frame(obj, obj->get_dir_framenum(
				dir, obj->get_framenum()), 1, 1);
			frame_index = 0;// Reset walking frame index.
			break;
			}
		case hit:		// Hit(hps, ??).
			{
			Usecode_value hps = code->get_elem(++i);
			Usecode_value unk = code->get_elem(++i);
			Actor *act = usecode->as_actor(obj);
			if (act)	// ++++Should apply to any object.
				act->reduce_health(hps.get_int_value());
			break;
			}
		case resurrect:
			{
			Dead_body *body = (Dead_body *) obj;
			Actor *act = gwin->get_npc(body->get_live_npc_num());
			if (act)
				act->resurrect(body);
			break;
			}
		default:
					// Frames with dir.  U7-verified!
			if (opcode >= 0x61 && opcode <= 0x70)
				{	// But don't show empty frames.
				Actor *npc = obj->as_actor();
				npc->clear_rest_time();
				int v = obj->get_dir_framenum(
					npc ? npc->get_usecode_dir() : 0, 
					opcode - 0x61);
				usecode->set_item_frame(obj, v, 1, 1);
				}
			else if (opcode >= 0x30 && opcode < 0x38)
				{	// Step in dir. opcode&7.
				step(usecode, opcode&7);
				do_another = true;	// Guessing.
				}
			else
				{
			        cout << "Und sched. opcode " << hex << 
					"0x" << setfill((char)0x30) << setw(2) 
					<< opcode << std::dec << endl;
				do_another = true; // Don't let it delay us.
				}
			break;
			}
		}
	return delay;
	}

/*
 *	Step in given direction.
 */

void Usecode_script::step
	(
	Usecode_internal *usecode,
	int dir				// 0-7.
	)
	{
	int frame = obj->get_framenum();
	Barge_object *barge;
	Actor *act = usecode->as_actor(obj);
	if (act)
		{
		Frames_sequence *frames = act->get_frames(dir);
					// Get frame (updates frame_index).
		frame = frames->get_next(frame_index);
		Tile_coord tile = obj->get_tile().get_neighbor(dir);
		obj->step(tile, frame);
		}
	else if ((barge = obj->as_barge()) != 0)
		{
		for (int i = 0; i < 4; i++)
			{
			Tile_coord t = obj->get_tile().get_neighbor(
									dir);
			obj->step(t, 0);
			}
		}
	}

/*
 *	Save (serialize).
 *
 *	Output:	Length written, or -1 if error.
 */

int Usecode_script::save
	(
	unsigned char *buf,
	int buflen
	)
	{
					// Get delay to when due.
	long when = Game_window::get_instance()->get_tqueue()->find_delay(
							this, SDL_GetTicks());
	if (when < 0)
		return -1;
	uint8 *ptr = buf;
	Write2(ptr, cnt);		// # of values we'll store.
	Write2(ptr, i);			// Current spot.
	for (int j = 0; j < cnt; j++)
		{
		Usecode_value& val = code->get_elem(j);
		int len = val.save(ptr, buflen - (ptr - buf));
		if (len < 0)
			return -1;
		ptr += len;
		}
	if (buflen - (ptr - buf) < 8)	// Enough room left?
		return -1;
	Write2(ptr, frame_index);
	Write2(ptr, no_halt ? 1 : 0);
	Write4(ptr, when);
	return (ptr - buf);
	}

/*
 *	Restore (serialize).
 *
 *	Output:	->entry, which is also stored in our global chain, but is NOT
 *		added to the time queue yet.
 */

Usecode_script *Usecode_script::restore
	(
	Game_object *item,		// Object this is executed for.
	unsigned char *buf,
	int buflen
	)
	{
	uint8 *ptr = buf;
	int cnt = Read2(ptr);		// Get # instructions.
	int curindex = Read2(ptr);	// Where it is.
					// Create empty array.
	Usecode_value *code = new Usecode_value(cnt, 0);
	for (int i = 0; i < cnt; i++)
		{
		Usecode_value& val = code->get_elem(i);
		if (!val.restore(ptr, buflen - (ptr - buf)))
			{
			delete code;
			return 0;
			}
		}
	if (buflen - (ptr - buf) < 8)	// Enough room left?
		{
		delete code;
		return 0;
		}
	int frame_index = Read2(ptr);
	int no_halt = Read2(ptr);
	int delay = Read4(ptr);
	Usecode_script *scr =
		new Usecode_script(item, code, frame_index, no_halt, delay);
	scr->i = curindex;		// Set index.
	return scr;
	}

/*
 *	Print for debugging.
 */

void Usecode_script::print
	(
	std::ostream& out
	)
	{
	out << hex << "Obj = 0x" << setfill((char)0x30) << setw(2)
		<< (void *) obj << ": " "(";
	for (int i = 0; i < cnt; i++)
		{
		if (i > 0)
			out << ", ";
		code->get_elem(i).print(out);
		}
	out <<") = ";
	out << std::dec;
	}