/* 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 . * */ #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