File: object.cpp

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (85 lines) | stat: -rw-r--r-- 2,802 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

#include "ultima/ultima8/kernel/object.h"
#include "ultima/ultima8/kernel/kernel.h"
#include "ultima/ultima8/kernel/object_manager.h"
#include "ultima/ultima8/usecode/uc_process.h"
#include "ultima/ultima8/usecode/uc_machine.h"

namespace Ultima {
namespace Ultima8 {

DEFINE_RUNTIME_CLASSTYPE_CODE(Object)

Object::~Object() {
	if (_objId != 0xFFFF)
		ObjectManager::get_instance()->clearObjId(_objId);
}

ObjId Object::assignObjId() {
	if (_objId == 0xFFFF)
		_objId = ObjectManager::get_instance()->assignObjId(this);
	return _objId;
}

void Object::clearObjId() {
	// On clearObjId we kill all processes that belonged to us
	Kernel::get_instance()->killProcesses(_objId, Kernel::PROC_TYPE_ALL, true);

	if (_objId != 0xFFFF)
		ObjectManager::get_instance()->clearObjId(_objId);
	_objId = 0xFFFF;
}

Common::String Object::dumpInfo() const {
	return Common::String::format("Object %d (class %s)", getObjId(), GetClassType()._className);
}

ProcId Object::callUsecode(uint16 classid, uint16 offset,
						   const uint8 *args, int argsize) {
	uint32 objptr = UCMachine::objectToPtr(getObjId());
	UCProcess *p = new UCProcess(classid, offset, objptr, 2, args, argsize);
	return Kernel::get_instance()->addProcess(p);
}

void Object::saveData(Common::WriteStream *ws) {
	// note: Object is unversioned. If we ever want to version it,
	// increase the global savegame version

	ws->writeUint16LE(_objId);
}

bool Object::loadData(Common::ReadStream *rs, uint32 version) {
	// If we are loading into an object that already got an ID defined, then
	// there is a problem - default constructors should not allocate object
	// IDs, otherwise we can end up with the wrong IDs during load, because
	// we blindly reload the old object IDs and then assign the kernel pointer
	// table using those.
	assert(_objId == 0xFFFF);

	_objId = rs->readUint16LE();

	return true;
}

} // End of namespace Ultima8
} // End of namespace Ultima