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engines/ultima/ultima8/kernel/object.cpp
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85
engines/ultima/ultima8/kernel/object.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima8/kernel/object.h"
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#include "ultima/ultima8/kernel/kernel.h"
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#include "ultima/ultima8/kernel/object_manager.h"
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#include "ultima/ultima8/usecode/uc_process.h"
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#include "ultima/ultima8/usecode/uc_machine.h"
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namespace Ultima {
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namespace Ultima8 {
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DEFINE_RUNTIME_CLASSTYPE_CODE(Object)
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Object::~Object() {
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if (_objId != 0xFFFF)
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ObjectManager::get_instance()->clearObjId(_objId);
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}
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ObjId Object::assignObjId() {
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if (_objId == 0xFFFF)
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_objId = ObjectManager::get_instance()->assignObjId(this);
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return _objId;
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}
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void Object::clearObjId() {
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// On clearObjId we kill all processes that belonged to us
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Kernel::get_instance()->killProcesses(_objId, Kernel::PROC_TYPE_ALL, true);
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if (_objId != 0xFFFF)
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ObjectManager::get_instance()->clearObjId(_objId);
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_objId = 0xFFFF;
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}
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Common::String Object::dumpInfo() const {
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return Common::String::format("Object %d (class %s)", getObjId(), GetClassType()._className);
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}
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ProcId Object::callUsecode(uint16 classid, uint16 offset,
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const uint8 *args, int argsize) {
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uint32 objptr = UCMachine::objectToPtr(getObjId());
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UCProcess *p = new UCProcess(classid, offset, objptr, 2, args, argsize);
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return Kernel::get_instance()->addProcess(p);
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}
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void Object::saveData(Common::WriteStream *ws) {
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// note: Object is unversioned. If we ever want to version it,
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// increase the global savegame version
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ws->writeUint16LE(_objId);
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}
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bool Object::loadData(Common::ReadStream *rs, uint32 version) {
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// If we are loading into an object that already got an ID defined, then
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// there is a problem - default constructors should not allocate object
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// IDs, otherwise we can end up with the wrong IDs during load, because
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// we blindly reload the old object IDs and then assign the kernel pointer
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// table using those.
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assert(_objId == 0xFFFF);
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_objId = rs->readUint16LE();
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return true;
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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