/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * MIT License: * * Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * */ #ifndef WAGE_SCRIPT_H #define WAGE_SCRIPT_H namespace Wage { class Script { public: Script(Common::SeekableReadStream *data) : _data(data) {} ~Script(); private: Common::SeekableReadStream *_data; WageEngine *_callbacks; World *_world; int _loopCount; String *_inputText; Designed *_inputClick; bool _evalResult; bool _handled; class Operand { public: union { Obj *obj; Chr *chr; Scene *scene; int16 number; String *string; Designed *inputClick; } _value; OperandType _type; Common::String _str; Operand(Obj *value, OperandType type) { _value.obj = value; _type = type; } Operand(Chr *value, OperandType type) { _value.chr = value; _type = type; } Operand(Scene *value, OperandType type) { _value.scene = value; _type = type; } Operand(int value, OperandType type) { _value.number = value; _type = type; } Operand(String *value, OperandType type) { _value.string = value; _type = type; } Operand(Designed *value, OperandType type) { _value.inputClick = value; _type = type; } Common::String toString() { char buf[128]; if (_value.obj == NULL) _str = ""; switch(_type) { case NUMBER: _str = snprintf(buf, 128, "%d", _value.number); return _str; case STRING: case TEXT_INPUT: return *_value.string; case OBJ: return _value.obj->toString(); case CHR: return _value.chr->toString(); case SCENE: return _value.scene->toString(); case CLICK_INPUT: return _value.inputClick->toString(); default: error("Unhandled operand type: _type"); } } }; public: bool execute(World *world, int loopCount, String *inputText, Designed *inputClick, WageEngine *callbacks); private: Operand *readOperand(); Operand *readStringOperand(); const char *readOperator(); void processIf(); void skipBlock(); void skipIf(); bool compare(Operand *o1, Operand *o2, int comparator); bool eval(Operand *lhs, const char *op, Operand *rhs); Operand *convertOperand(Operand *operand, int type); bool evalClickCondition(Operand *lhs, const char *op, Operand *rhs); void processMove(); void processLet(); void assign(byte operandType, int uservar, uint16 value); void appendText(String str); void handleMoveCommand(Scene::Directions dir, const char *dirName); void handleLookCommand(); void handleInventoryCommand(); void handleStatusCommand(); void handleRestCommand(); void handleAcceptCommand(); void handleTakeCommand(const char *target); void handleDropCommand(const char *target); void handleAimCommand(const char *target); void handleWearCommand(const char *target); void handleOfferCommand(const char *target); bool tryAttack(Weapon *weapon, Common::String &input); void handleAttack(Weapon *weapon); }; } // End of namespace Wage #endif