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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;
}
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