scummvm/engines/xeen/scripts.h

573 lines
13 KiB
C++

/* 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.
*
*/
#ifndef XEEN_SCRIPTS_H
#define XEEN_SCRIPTS_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/serializer.h"
#include "common/stack.h"
#include "common/str-array.h"
#include "xeen/files.h"
#include "xeen/party.h"
namespace Xeen {
enum Opcode {
OP_None = 0x00,
OP_Display0x01 = 0x01,
OP_DoorTextSml = 0x02,
OP_DoorTextLrg = 0x03,
OP_SignText = 0x04,
OP_NPC = 0x05,
OP_PlayFX = 0x06,
OP_TeleportAndExit = 0x07,
OP_If1 = 0x08,
OP_If2 = 0x09,
OP_If3 = 0x0A,
OP_MoveObj = 0x0B,
OP_TakeOrGive = 0x0C,
OP_NoAction = 0x0D,
OP_Remove = 0x0E,
OP_SetChar = 0x0F,
OP_Spawn = 0x10,
OP_DoTownEvent = 0x11,
OP_Exit = 0x12,
OP_AfterMap = 0x13,
OP_GiveMulti = 0x14,
OP_ConfirmWord = 0x15,
OP_Damage = 0x16,
OP_JumpRnd = 0x17,
OP_AfterEvent = 0x18,
OP_CallEvent = 0x19,
OP_Return = 0x1A,
OP_SetVar = 0x1B,
OP_TakeOrGive_2 = 0x1C,
OP_TakeOrGive_3 = 0x1D,
OP_CutsceneEndClouds = 0x1E,
OP_TeleportAndContinue = 0x1F,
OP_WhoWill = 0x20,
OP_RndDamage = 0x21,
OP_MoveWallObj = 0x22,
OP_AlterCellFlag = 0x23,
OP_AlterHed = 0x24,
OP_DisplayStat = 0x25,
OP_TakeOrGive_4 = 0x26,
OP_SeatTextSml = 0x27,
OP_PlayEventVoc = 0x28,
OP_DisplayBottom = 0x29,
OP_IfMapFlag = 0x2A,
OP_SelectRandomChar = 0x2B,
OP_GiveEnchanted = 0x2C,
OP_ItemType = 0x2D,
OP_MakeNothingHere = 0x2E,
OP_NoAction_2 = 0x2F,
OP_ChooseNumeric = 0x30,
OP_DisplayBottomTwoLines = 0x31,
OP_DisplayLarge = 0x32,
OP_ExchObj = 0x33,
OP_FallToMap = 0x34,
OP_DisplayMain = 0x35,
OP_Goto = 0x36,
OP_ConfirmWord_2 = 0x37,
OP_GotoRandom = 0x38,
OP_CutsceneEndDarkside = 0x39,
OP_CutsceneEdWorld = 0x3A,
OP_FlipWorld = 0x3B,
OP_PlayCD = 0x3C
};
enum {
SCRIPT_ABORT = -1,
SCRIPT_RESET = -2
};
class XeenEngine;
/**
* Encapsulates the parameters passed to script opcodes
*/
class EventParameters : public Common::Array<byte> {
public:
class Iterator {
private:
uint _index;
const EventParameters &_data;
public:
Iterator(const EventParameters &owner) : _data(owner), _index(0) {}
Iterator(const Iterator &it) : _data(it._data), _index(0) {}
/**
* Return a byte
*/
byte readByte();
/**
* Return a signed byte
*/
int8 readShort() { return (int8)readByte(); }
/**
* Return a word
*/
uint16 readUint16LE();
/**
* Return a 32-bit dword
*/
uint32 readUint32LE();
};
public:
/**
* Return an iterator for getting parameters
*/
Iterator getIterator() const {
return Iterator(*this);
}
};
/**
* Represents a single event, an instruction of a script
*/
class MazeEvent {
public:
Common::Point _position;
int _direction;
int _line;
Opcode _opcode;
EventParameters _parameters;
public:
MazeEvent();
/**
* Synchronizes the data for the item
*/
void synchronize(Common::Serializer &s);
};
/**
* Represents an entire script that can be triggered within the maze
*/
class MazeEvents : public Common::Array<MazeEvent> {
public:
Common::StringArray _text;
public:
/**
* Synchronizes the data for the item
*/
void synchronize(XeenSerializer &s);
};
/**
* Holds a single entry in the stack of subroutine call return points
*/
struct StackEntry : public Common::Point {
int line;
StackEntry(const Common::Point &pt, int l) : Common::Point(pt), line(l) {}
};
/**
* Holds a single destination that the mirror can send the player to
*/
struct MirrorEntry {
Common::String _name;
int _mapId;
Common::Point _position;
int _direction;
MirrorEntry() : _mapId(0), _direction(DIR_ALL) {}
bool synchronize(Common::SeekableReadStream &s);
};
/**
* Overall scripts manager
*/
class Scripts {
private:
XeenEngine *_vm;
int _treasureItems;
int _lineNum;
int _charIndex;
int _mirrorId;
int _refreshIcons;
int _scriptResult;
bool _scriptExecuted;
bool _dirFlag;
int _windowIndex;
bool _redrawDone;
MazeEvent *_event;
Common::Point _currentPos;
Common::Stack<StackEntry> _stack;
Common::String _message;
Common::String _displayMessage;
typedef EventParameters::Iterator ParamsIterator;
/**
* Handles executing a given script command
*/
bool doOpcode(MazeEvent &event);
/**
* Do nothing
*/
bool cmdDoNothing(ParamsIterator &params);
/**
* Display a msesage on-screen
*/
bool cmdDisplay1(ParamsIterator &params);
/**
* Displays a door text message using the small font
*/
bool cmdDoorTextSml(ParamsIterator &params);
/**
* Displays a door text message using the large font
*/
bool cmdDoorTextLrg(ParamsIterator &params);
/**
* Show a sign text on-screen
*/
bool cmdSignText(ParamsIterator &params);
/**
* Show an NPC interaction message
*/
bool cmdNPC(ParamsIterator &params);
/**
* Play a sound FX
*/
bool cmdPlayFX(ParamsIterator &params);
/**
* Handles teleportation
*/
bool cmdTeleport(ParamsIterator &params);
/**
* Do a conditional check
*/
bool cmdIf(ParamsIterator &params);
/**
* Moves the position of an object
*/
bool cmdMoveObj(ParamsIterator &params);
/**
* Take or give amounts from various character or party figures
*/
bool cmdTakeOrGive(ParamsIterator &params);
/**
* Removes an object from the playfield
*/
bool cmdRemove(ParamsIterator &params);
/**
* Set the currently active character for other script operations
*/
bool cmdSetChar(ParamsIterator &params);
/**
* Spawn a monster
*/
bool cmdSpawn(ParamsIterator &params);
/**
* Does various things that can be done within towns, like visiting
* banks, guilds, etc.
*/
bool cmdDoTownEvent(ParamsIterator &params);
/**
* Stop executing the script
*/
bool cmdExit(ParamsIterator &params);
/**
* Changes the value for the wall on a given cell
*/
bool cmdAlterMap(ParamsIterator &params);
/**
* Gives up to three different item/amounts to various character and/or party properties
*/
bool cmdGiveMulti(ParamsIterator &params);
/**
* Prompts the user to enter a word for passwords or mirror
* teleport destinations
*/
bool cmdConfirmWord(ParamsIterator &params);
/**
* Deals damage to a character
*/
bool cmdDamage(ParamsIterator &params);
/**
* Jump if a random number matches a given value
*/
bool cmdJumpRnd(ParamsIterator &params);
/**
* Alter an existing event
*/
bool cmdAlterEvent(ParamsIterator &params);
/**
* Stores the current location and line for later resuming, and set up to execute
* a script at a given location
*/
bool cmdCallEvent(ParamsIterator &params);
/**
* Return from executing a script to the script location that previously
* called the script
*/
bool cmdReturn(ParamsIterator &params);
/**
* Sets variables on characters like race, sex, and class
*/
bool cmdSetVar(ParamsIterator &params);
/**
* Play the Clouds endgame
*/
bool cmdCutsceneEndClouds(ParamsIterator &params);
/**
* Prompts the user for which character will do an action
*/
bool cmdWhoWill(ParamsIterator &params);
/**
* Deals a random amount of damage to a character
*/
bool cmdRndDamage(ParamsIterator &params);
/**
* Moves the wall object to the given coordinates. Doesn't change it's orientation.
* Wall objects are only visible when viewed straight on, and were never intended
* to be anywhere but on squares directly facing walls
*/
bool cmdMoveWallObj(ParamsIterator &params);
/**
* Sets the cell flag at the specified X/Y coordinate on the current map
*/
bool cmdAlterCellFlag(ParamsIterator &params);
/**
* Sets the word value at the current X/Y location in the HED file
* in memory to the given two bytes
*/
bool cmdAlterHed(ParamsIterator &params);
/**
* Displays a text string which includes some stat of the currently selected character
*/
bool cmdDisplayStat(ParamsIterator &params);
/**
* Displays text in the scene window for various objects
* the user interacts with
*/
bool cmdSignTextSml(ParamsIterator &params);
/**
* An array of six VOC filenames are hard-coded into the game executable file.
* This function plays the VOC file at the specified index in this array
*/
bool cmdPlayEventVoc(ParamsIterator &params);
/**
* Displays a large text message across the bottom of the screen
*/
bool cmdDisplayBottom(ParamsIterator &params);
/**
* Checks if a given map flag/monster has been set, and if so
* jumps to a given line
*/
bool cmdIfMapFlag(ParamsIterator &params);
/**
* Selects a random character for further other actions
*/
bool cmdSelectRandomChar(ParamsIterator &params);
/**
* Gives an enchanted item to a character
*/
bool cmdGiveEnchanted(ParamsIterator &params);
/**
* Sets the item category for used in character operations
*/
bool cmdItemType(ParamsIterator &params);
/**
* Disable all the scripts at the party's current position
*/
bool cmdMakeNothingHere(ParamsIterator &params);
/**
* Does a copy protection check
*/
bool cmdCheckProtection(ParamsIterator &params);
/**
* Given a number of options, and a list of line numbers associated with
* those options, jumps to whichever line for the option the user selects
*/
bool cmdChooseNumeric(ParamsIterator &params);
/**
* Displays a two line message at the bottom of the screen
*/
bool cmdDisplayBottomTwoLines(ParamsIterator &params);
/**
* Displays a message
*/
bool cmdDisplayLarge(ParamsIterator &params);
/**
* Exchange the positions of two objects in the maze
*/
bool cmdExchObj(ParamsIterator &params);
/**
* Handles making the player fall down to the ground
*/
bool cmdFallToMap(ParamsIterator &params);
/**
* Displays a message
*/
bool cmdDisplayMain(ParamsIterator &params);
/**
* Jumps to a given line number if the surface at relative cell position 1 matches
* a specified surface.
* @remarks This opcode is apparently never actually used
*/
bool cmdGoto(ParamsIterator &params);
/**
* Pick a random value from the parameter list and jump to that line number
*/
bool cmdGotoRandom(ParamsIterator &params);
/**
* Plays the Dark Side of Xeen ending
*/
bool cmdCutsceneEndDarkside(ParamsIterator &params);
/**
* Plays the World of Xeen ending
*/
bool cmdCutsceneEndWorld(ParamsIterator &params);
/**
* Switches the player between the Clouds and Dark Side
*/
bool cmdFlipWorld(ParamsIterator &params);
/**
* Plays a CD track
*/
bool cmdPlayCD(ParamsIterator &params);
int whoWill(int v1, int v2, int v3);
/**
* Do the Clouds of Xeen ending
*/
void doCloudsEnding();
/**
* Do the Dark Side of Xeen ending
*/
void doDarkSideEnding();
/**
* Do the World of Xeen combined ending
*/
void doWorldEnding();
/**
* Triggers an ending sequence
*/
void doEnding(const Common::String &endStr);
/**
* This monstrosity handles doing the various types of If checks on various data
*/
bool ifProc(int action, uint32 val, int mode, int charIndex);
/**
* Prompts the user for a copy protection check
*/
bool copyProtectionCheck();
/**
* Displays a message
*/
void display(bool justifyFlag, int var46);
public:
int _animCounter;
bool _eventSkipped;
int _whoWill;
DamageType _nEdamageType;
int _itemType;
Common::Array<MirrorEntry> _mirror;
public:
Scripts(XeenEngine *vm);
/**
* Checks the event list, triggering any scripts as needed. Also does a
* series of checks for updating party status
*/
int checkEvents();
/**
* Handles opening grates
*/
void openGrate(int wallVal, int action);
};
} // End of namespace Xeen
#endif /* XEEN_SCRIPTS_H */