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ucsched.cc
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ucsched.cc
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/*
* Copyright (C) 2000-2022 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 "ucsched.h"
#include "Audio.h"
#include "actors.h"
#include "barge.h"
#include "databuf.h"
#include "effects.h"
#include "egg.h"
#include "frameseq.h"
#include "game.h"
#include "gameclk.h"
#include "gamewin.h"
#include "headers/ios_state.hpp"
#include "ucinternal.h"
#include "ucscriptop.h"
#include "useval.h"
#include <iomanip>
#include <iostream>
using std::cout;
using std::endl;
using std::hex;
using std::setfill;
using std::setw;
using namespace Ucscript;
extern bool intrinsic_trace;
int Usecode_script::count = 0;
Usecode_script* Usecode_script::first = nullptr;
/*
* Create for a 'restore'.
*/
Usecode_script::Usecode_script(
Game_object* item, Usecode_value* cd, int findex, int nhalt, int del)
: next(nullptr), prev(nullptr), obj(weak_from_obj(item)), code(cd),
i(0), frame_index(findex), started(false), no_halt(nhalt != 0),
must_finish(false), killed_barks(false), delay(del) {
cnt = code->get_array_size();
}
/*
* Create.
*/
Usecode_script::Usecode_script(
Game_object* o,
Usecode_value* cd // May be nullptr for empty script.
)
: next(nullptr), prev(nullptr), obj(weak_from_obj(o)), code(cd), cnt(0),
i(0), frame_index(0), started(false), no_halt(false),
must_finish(false), killed_barks(false), delay(0) {
if (!code) { // Empty?
code = new Usecode_value(0, nullptr);
} 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;
if (!started) {
return;
}
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();
const int cnt = code->get_array_size(); // Check initial elems.
for (int i = 0; i < cnt; i++) {
const 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'.
const Game_object_shared o = obj.lock();
if (o) {
Usecode_script::terminate(o.get());
}
}
count++; // Keep track of total.
next = first; // Put in chain.
prev = nullptr;
if (first) {
first->prev = this;
}
first = this;
started = true;
//++++ Messes up Moonshade Trial.
// gwin->get_tqueue()->add(d + Game::get_ticks(), this,
// gwin->get_usecode());
gwin->get_tqueue()->add(d + SDL_GetTicks(), this, 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, std::string str) {
const int sz = code->get_array_size();
code->resize(sz + 2);
(*code)[sz] = v1;
(*code)[sz + 1] = std::move(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 nullptr.
*/
Usecode_script* Usecode_script::find(
const 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) {
const Game_object_shared obj = each->obj.lock();
if (obj.get() == srch) {
return each; // Found it.
}
}
return nullptr;
}
/*
* Search list for one for a given item.
*
* Output: ->Usecode_script if found, else nullptr.
*/
Usecode_script* Usecode_script::find_active(
const 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) {
const Game_object_shared obj = each->obj.lock();
if (obj.get() == srch && each->is_activated()) {
return each; // Found it.
}
}
return nullptr;
}
/*
* Terminate all scripts for a given object.
*/
void Usecode_script::terminate(const Game_object* obj) {
Usecode_script* next = nullptr;
for (Usecode_script* each = first; each; each = next) {
next = each->next; // Get next in case we delete 'each'.
const Game_object_shared each_obj = each->obj.lock();
if (each_obj.get() == 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(
const Tile_coord& spot,
int dist // In tiles.
) {
Usecode_script* next = nullptr;
Game_window* gwin = Game_window::get_instance();
auto* 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.
const Game_object_shared o = each->obj.lock();
if (o && !each->i && o->get_outermost()->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) {
ignore_unused_variable_warning(usecode);
if (!e || !e->is_egg()) {
return;
}
Egg_object* egg = e->as_egg();
const int type = egg->get_type();
// Guess: Only certain types:
if (type == Egg_object::monster || type == Egg_object::button
|| type == Egg_object::missile) {
egg->hatch(Usecode_internal::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.
uintptr udata // ->usecode machine.
) {
const Game_object_shared o = obj.lock();
Actor* act = o ? o->as_actor() : nullptr;
if (act && act->get_casting_mode() == Actor::init_casting) {
act->display_casting_frames();
}
auto* usecode = reinterpret_cast<Usecode_internal*>(udata);
#ifdef DEBUG
if (intrinsic_trace) {
cout << "Executing script (" << i << ":" << cnt << ") for " << o
<< ", time: " << curtime << endl;
}
#endif
const int delay = exec(usecode, false);
if (i < cnt) { // More to do?
Usecode_internal::gwin->get_tqueue()->add(curtime + delay, this, udata);
return;
}
if (act && act->get_casting_mode() == Actor::show_casting_frames) {
act->end_casting_mode(delay);
}
#ifdef DEBUG
if (intrinsic_trace) {
cout << "Ending script for " << o << endl;
}
#endif
delete this; // Hope this is safe.
}
static inline bool IsActorNear(Actor* avatar, Game_object* obj, int maxdist) {
return obj->get_tile().distance_2d(avatar->get_tile()) <= maxdist
&& (obj->get_info().get_shape_class() != Shape_info::hatchable
|| obj->get_lift() == avatar->get_lift());
}
/*
* 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_internal::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++) {
const Game_object_shared optr = obj.lock();
if (!optr) {
i = cnt;
return delay;
}
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 reset:
if (!finish) { // Appears to be right.
i = -1; // Matches originals.
}
break;
case repeat: // Loop(offset, count).
case repeat2: { // Loop(offset, count, reset).
// repeat:
// Use 'count' as loop var. When it reaches 0, the opcode won't
// loop again.
// repeat2:
// Use 'count' as loop var. When it reaches 0, reset it to 'reset'.
// This is necessary for loop nesting.
// (used in mining machine, orb of the moons)
do_another = true;
Usecode_value& cntval = code->get_elem(i + 2);
const int num_repeats = cntval.get_int_value();
if (num_repeats <= 0) {
// Done.
if (opcode == repeat2) {
cntval = code->get_elem(i + 3); // restore counter
i += 3;
} else {
i += 2;
}
} else {
// A count of 255 means infinite loop.
if (num_repeats != 255) {
// Decr. and loop.
cntval = Usecode_value(num_repeats - 1);
}
const Usecode_value& offval = code->get_elem(i + 1);
i += offval.get_int_value() - 1;
if (i < -1) { // Before start?
i = -1;
}
}
break;
}
case Ucscript::wait_while_near: {
const int dist = code->get_elem(++i).get_int_value();
if (!finish
&& IsActorNear(gwin->get_main_actor(), optr.get(), dist)) {
i -= 2; // Stay in this opcode.
}
break;
}
case Ucscript::wait_while_far: {
const int dist = code->get_elem(++i).get_int_value();
if (!finish
&& !IsActorNear(gwin->get_main_actor(), optr.get(), dist)) {
i -= 2; // Stay in this opcode.
}
break;
}
case Ucscript::nop1:
case Ucscript::nop2:
// Just a nop.
break;
case Ucscript::finish: // Flag to finish if deleted.
must_finish = true;
do_another = true;
break;
case dont_halt:
// Seems to mean 'don't let intrinsic 5c halt it' as
// well as 'allow actor to move during script'
no_halt = true;
do_another = true;
break;
case delay_ticks: { // 1 parm.
// delay before next instruction.
const Usecode_value& delayval = code->get_elem(++i);
// It's # of ticks.
Actor* act = usecode->as_actor(optr.get());
if (act) {
act->clear_rest_time();
}
delay = delay * delayval.get_int_value();
break;
}
case delay_minutes: { // 1 parm., game minutes.
const Usecode_value& delayval = code->get_elem(++i);
// Convert to real miliseconds.
delay = delay * ticks_per_minute * delayval.get_int_value();
break;
}
case delay_hours: { // 1 parm., game hours.
const Usecode_value& delayval = code->get_elem(++i);
// Convert to real miliseconds.
delay = delay * 60 * ticks_per_minute * delayval.get_int_value();
break;
}
case Ucscript::remove: // Remove obj.
usecode->remove_item(optr.get());
break;
case rise: { // (For flying carpet.
Tile_coord t = optr->get_tile();
if (t.tz < 10) {
t.tz++;
}
optr->move(t);
break;
}
case descend: {
Tile_coord t = optr->get_tile();
if (t.tz > 0) {
t.tz--;
}
optr->move(t);
break;
}
case frame: // Set frame.
usecode->set_item_frame(
optr.get(), code->get_elem(++i).get_int_value());
break;
case egg: // Guessing: activate egg.
activate_egg(usecode, optr.get());
break;
case set_egg: { // Set_egg(criteria, dist).
const int crit = code->get_elem(++i).get_int_value();
const int dist = code->get_elem(++i).get_int_value();
Egg_object* egg = optr->as_egg();
if (egg) {
egg->set(crit, dist);
}
break;
}
case next_frame_max: { // Stop at last frame.
const int nframes = optr->get_num_frames();
if (optr->get_framenum() % 32 < nframes - 1) {
usecode->set_item_frame(optr.get(), 1 + optr->get_framenum());
}
break;
}
case next_frame: {
const int nframes = optr->get_num_frames();
if (nframes > 0) {
usecode->set_item_frame(
optr.get(), (1 + optr->get_framenum()) % nframes);
}
break;
}
case prev_frame_min:
if (optr->get_framenum() > 0) {
usecode->set_item_frame(optr.get(), optr->get_framenum() - 1);
}
break;
case prev_frame: {
const int nframes = optr->get_num_frames();
if (nframes > 0) {
const int pframe = optr->get_framenum() - 1;
usecode->set_item_frame(
optr.get(), (pframe + nframes) % nframes);
}
break;
}
case say: { // Say string.
Usecode_value& strval = code->get_elem(++i);
Usecode_value objval(optr.get());
if (!killed_barks) {
usecode->item_say(objval, strval);
}
break;
}
case Ucscript::step: { // Parm. is dir. (0-7). 0=north.
// Get dir.
const int val = code->get_elem(++i).get_int_value();
// Height change (verified).
++i;
const int dz = size_t(i) < code->get_array_size()
? code->get_elem(i).get_int_value()
: 0;
// Watch for buggy SI usecode!
const int destz = optr->get_lift() + dz;
if (destz < 0 || dz > 15 || dz < -15) {
// Here, the originals would flash the step frame,
// but not step or change height. Not worth emulating.
// I am also allowing a high limit to height change.
do_another = true;
break;
}
// It may be 0x3x.
step(usecode, val >= 0 ? val & 7 : -1, dz);
break;
}
case music: { // Unknown.
const Usecode_value& val = code->get_elem(++i);
int song = val.get_int_value();
// Verified.
bool continuous = false;
if (song < 0 || song > 0xff) {
// Supporting this because it works in the original. But this
// is wrong. Supporting this also keeps compatibility with older
// versions of UCC that did this.
continuous = (song >> 8) != 0;
song &= 0xff;
} else {
++i;
const bool in_range = size_t(i) < code->get_array_size();
const int value
= in_range ? code->get_elem(i).get_int_value() : 0;
if (in_range && (value == 0 || value == 1)) {
continuous = value != 0;
} else {
// Put the element back. Works around some buggy SI usecode.
--i;
}
}
Audio::get_ptr()->start_music(song, continuous);
break;
}
case Ucscript::usecode: { // Call?
const Usecode_value& val = code->get_elem(++i);
int fun = val.get_int_value();
// Functions 0xff or less have an extra zero element after in the
// original usecode. I modified UCC to match this as well, but
// we need to support old versions of UCC.
if (fun >= 0 && fun < 0x100) {
++i;
const bool in_range = size_t(i) < code->get_array_size();
const int value
= in_range ? code->get_elem(i).get_int_value() : 0;
if (!in_range || value != 0) {
// If this is not a 0, or not in range, then lets put the
// element back.
--i;
}
}
// HACK: Prevent function 0x6fb in FoV from triggering while
// the screen is faded out, as it can cause the screen to
// remain faded due to eliminating the script that does the
// fade in.
if (GAME_BG && fun == 0x6fb && gwin->get_pal()->is_faded_out()) {
// Simply put back the opcode for later.
i -= 2;
break;
}
// Watch for eggs:
Usecode_internal::Usecode_events ev
= Usecode_internal::internal_exec;
if (optr
&& optr->is_egg()
// Fixes the Blacksword's 'Fire' power in BG:
&& optr->as_egg()->get_type() < Egg_object::fire_field) {
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, optr.get(), ev);
break;
}
case Ucscript::usecode2: { // Call(fun, eventid).
const Usecode_value& val = code->get_elem(++i);
const int evid = code->get_elem(++i).get_int_value();
usecode->call_usecode(
val.get_int_value(), optr.get(),
static_cast<Usecode_internal::Usecode_events>(evid));
break;
}
case speech: { // Play speech track.
const Usecode_value& val = code->get_elem(++i);
const int track = val.get_int_value();
if (track >= 0) {
Audio::get_ptr()->start_speech(track);
}
break;
}
case sfx: { // Play sound effect!
const Usecode_value& val = code->get_elem(++i);
Audio::get_ptr()->play_sound_effect(
val.get_int_value(), optr.get());
break;
}
case face_dir: { // Parm. is dir. (0-7). 0=north.
// Look in that dir.
const Usecode_value& val = code->get_elem(++i);
// It may be 0x3x. Face dir?
const int dir = val.get_int_value() & 7;
Actor* npc = optr->as_actor();
if (npc) {
npc->set_usecode_dir(dir);
}
usecode->set_item_frame(
optr.get(),
optr->get_dir_framenum(dir, optr->get_framenum()), 1, 1);
frame_index = 0; // Reset walking frame index.
break;
}
case weather: {
// Set weather to that type.
const Usecode_value& val = code->get_elem(++i);
const int type = val.get_int_value() & 0xff;
// Seems to match the originals:
if (type == 0xff || gwin->get_effects()->get_weather() != 0) {
Egg_object::set_weather(type == 0xff ? 0 : type);
}
break;
}
case hit: { // Hit(hps, type).
const Usecode_value hps = code->get_elem(++i);
const Usecode_value type = code->get_elem(++i);
optr->reduce_health(hps.get_int_value(), type.get_int_value());
break;
}
case attack: { // Finish 'set_to_attack()'.
Actor* act = optr->as_actor();
if (act) {
act->usecode_attack();
}
break;
}
case resurrect: {
auto* body = optr->as_body();
if (!body) {
break;
}
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.
// Get the actor's actual facing:
const int v = (optr->get_framenum() & 48) | (opcode - 0x61);
usecode->set_item_frame(optr.get(), v, 1, 1);
} else if (opcode >= 0x30 && opcode < 0x38) {
// Step in dir. opcode&7.
step(usecode, opcode & 7, 0);
do_another = true; // Guessing.
} else {
const boost::io::ios_flags_saver flags(cout);
const boost::io::ios_fill_saver fill(cout);
cout << "Und sched. opcode " << hex << "0x" << setfill('0')
<< setw(2) << opcode << endl;
}
break;
}
}
return delay;
}
/*
* Step in given direction.
*/
void Usecode_script::step(
Usecode_internal* usecode,
int dir, // 0-7.
int dz) {
const Game_object_shared optr = obj.lock();
Actor* act = usecode->as_actor(optr.get());
if (act) {
Tile_coord tile = optr->get_tile();
if (dir != -1) {
tile = tile.get_neighbor(dir);
}
tile.tz += dz;
act->clear_rest_time();
Frames_sequence* frames = act->get_frames(dir);
// Get frame (updates frame_index).
const int frame = frames->get_next(frame_index);
if (tile.tz < 0) {
tile.tz = 0;
}
optr->step(tile, frame, true);
} else if (optr && optr->as_barge() != nullptr) {
for (int i = 0; i < 4; i++) {
Tile_coord t = optr->get_tile();
if (dir != -1) {
t = t.get_neighbor(dir);
}
t.tz += dz / 4 + (!i ? dz % 4 : 0);
if (t.tz < 0) {
t.tz = 0;
}
optr->step(t, 0, true);
}
}
}
/*
* Save (serialize).
*
* Output: Length written, or -1 if error.
*/
int Usecode_script::save(ODataSource* out) const {
// Get delay to when due.
const long when = Game_window::get_instance()->get_tqueue()->find_delay(
this, SDL_GetTicks());
if (when < 0) {
return -1;
}
out->write2(cnt); // # of values we'll store.
out->write2(i); // Current spot.
for (int j = 0; j < cnt; j++) {
Usecode_value& val = code->get_elem(j);
if (!val.save(out)) {
return -1;
}
}
out->write2(frame_index);
out->write2(no_halt ? 1 : 0);
out->write4(when);
return out->getSize();
}
/*
* 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.
IDataSource* in) {
const int cnt = in->read2(); // Get # instructions.
const int curindex = in->read2(); // Where it is.
// Create empty array.
auto* code = new Usecode_value(cnt, nullptr);
for (int i = 0; i < cnt; i++) {
Usecode_value& val = code->get_elem(i);
if (!val.restore(in)) {
delete code;
return nullptr;
}
}
if (in->getAvail() < 8) { // Enough room left?
delete code;
return nullptr;
}
const int frame_index = in->read2();
const int no_halt = in->read2();
const int delay = in->read4();
auto* 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) const {
const boost::io::ios_flags_saver flags(out);
const boost::io::ios_fill_saver fill(out);
out << hex << "Obj = 0x" << setfill('0') << setw(2) << obj.lock().get()
<< ": "
"(";
for (int i = 0; i < cnt; i++) {
if (i > 0) {
out << ", ";
}
code->get_elem(i).print(out);
}
out << ") = ";
}