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/* 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
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