1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * Additional copyright for this file:
8  * Copyright (C) 1994-1998 Revolution Software Ltd.
9  *
10  * This program is free software; you can redistribute it and/or
11  * modify it under the terms of the GNU General Public License
12  * as published by the Free Software Foundation; either version 2
13  * of the License, or (at your option) any later version.
14  *
15  * This program is distributed in the hope that it will be useful,
16  * but WITHOUT ANY WARRANTY; without even the implied warranty of
17  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
18  * GNU General Public License for more details.
19  *
20  * You should have received a copy of the GNU General Public License
21  * along with this program; if not, write to the Free Software
22  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
23  */
24 
25 
26 #include "common/textconsole.h"
27 
28 #include "sword2/sword2.h"
29 #include "sword2/defs.h"
30 #include "sword2/header.h"
31 #include "sword2/logic.h"
32 
33 namespace Sword2 {
34 
sendEvent(uint32 id,uint32 interact_id)35 void Logic::sendEvent(uint32 id, uint32 interact_id) {
36 	for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
37 		if (_eventList[i].id == id || !_eventList[i].id) {
38 			_eventList[i].id = id;
39 			_eventList[i].interact_id = interact_id;
40 			return;
41 		}
42 	}
43 
44 	error("sendEvent() ran out of event slots");
45 }
46 
setPlayerActionEvent(uint32 id,uint32 interact_id)47 void Logic::setPlayerActionEvent(uint32 id, uint32 interact_id) {
48 	// Full script id of action script number 2
49 	sendEvent(id, (interact_id << 16) | 2);
50 }
51 
checkEventWaiting()52 int Logic::checkEventWaiting() {
53 	for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
54 		if (_eventList[i].id == readVar(ID))
55 			return 1;
56 	}
57 
58 	return 0;
59 }
60 
startEvent()61 void Logic::startEvent() {
62 	// call this from stuff like fnWalk
63 	// you must follow with a return IR_TERMINATE
64 
65 	for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
66 		if (_eventList[i].id == readVar(ID)) {
67 			logicOne(_eventList[i].interact_id);
68 			_eventList[i].id = 0;
69 			return;
70 		}
71 	}
72 
73 	error("startEvent() can't find event for id %d", readVar(ID));
74 }
75 
clearEvent(uint32 id)76 void Logic::clearEvent(uint32 id) {
77 	for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
78 		if (_eventList[i].id == id) {
79 			_eventList[i].id = 0;
80 			return;
81 		}
82 	}
83 }
84 
killAllIdsEvents(uint32 id)85 void Logic::killAllIdsEvents(uint32 id) {
86 	for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
87 		if (_eventList[i].id == id)
88 			_eventList[i].id = 0;
89 	}
90 }
91 
92 // For the debugger
93 
countEvents()94 uint32 Logic::countEvents() {
95 	uint32 count = 0;
96 
97 	for (int i = 0; i < ARRAYSIZE(_eventList); i++) {
98 		if (_eventList[i].id)
99 			count++;
100 	}
101 
102 	return count;
103 }
104 
105 } // End of namespace Sword2
106