mirror of
https://github.com/libretro/scummvm.git
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573 lines
13 KiB
C++
573 lines
13 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef XEEN_SCRIPTS_H
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#define XEEN_SCRIPTS_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/serializer.h"
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#include "common/stack.h"
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#include "common/str-array.h"
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#include "xeen/files.h"
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#include "xeen/party.h"
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namespace Xeen {
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enum Opcode {
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OP_None = 0x00,
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OP_Display0x01 = 0x01,
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OP_DoorTextSml = 0x02,
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OP_DoorTextLrg = 0x03,
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OP_SignText = 0x04,
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OP_NPC = 0x05,
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OP_PlayFX = 0x06,
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OP_TeleportAndExit = 0x07,
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OP_If1 = 0x08,
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OP_If2 = 0x09,
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OP_If3 = 0x0A,
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OP_MoveObj = 0x0B,
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OP_TakeOrGive = 0x0C,
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OP_NoAction = 0x0D,
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OP_Remove = 0x0E,
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OP_SetChar = 0x0F,
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OP_Spawn = 0x10,
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OP_DoTownEvent = 0x11,
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OP_Exit = 0x12,
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OP_AfterMap = 0x13,
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OP_GiveMulti = 0x14,
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OP_ConfirmWord = 0x15,
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OP_Damage = 0x16,
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OP_JumpRnd = 0x17,
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OP_AfterEvent = 0x18,
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OP_CallEvent = 0x19,
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OP_Return = 0x1A,
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OP_SetVar = 0x1B,
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OP_TakeOrGive_2 = 0x1C,
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OP_TakeOrGive_3 = 0x1D,
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OP_CutsceneEndClouds = 0x1E,
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OP_TeleportAndContinue = 0x1F,
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OP_WhoWill = 0x20,
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OP_RndDamage = 0x21,
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OP_MoveWallObj = 0x22,
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OP_AlterCellFlag = 0x23,
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OP_AlterHed = 0x24,
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OP_DisplayStat = 0x25,
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OP_TakeOrGive_4 = 0x26,
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OP_SeatTextSml = 0x27,
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OP_PlayEventVoc = 0x28,
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OP_DisplayBottom = 0x29,
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OP_IfMapFlag = 0x2A,
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OP_SelectRandomChar = 0x2B,
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OP_GiveEnchanted = 0x2C,
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OP_ItemType = 0x2D,
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OP_MakeNothingHere = 0x2E,
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OP_NoAction_2 = 0x2F,
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OP_ChooseNumeric = 0x30,
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OP_DisplayBottomTwoLines = 0x31,
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OP_DisplayLarge = 0x32,
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OP_ExchObj = 0x33,
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OP_FallToMap = 0x34,
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OP_DisplayMain = 0x35,
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OP_Goto = 0x36,
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OP_ConfirmWord_2 = 0x37,
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OP_GotoRandom = 0x38,
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OP_CutsceneEndDarkside = 0x39,
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OP_CutsceneEdWorld = 0x3A,
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OP_FlipWorld = 0x3B,
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OP_PlayCD = 0x3C
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};
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enum {
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SCRIPT_ABORT = -1,
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SCRIPT_RESET = -2
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};
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class XeenEngine;
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/**
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* Encapsulates the parameters passed to script opcodes
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*/
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class EventParameters : public Common::Array<byte> {
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public:
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class Iterator {
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private:
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uint _index;
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const EventParameters &_data;
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public:
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Iterator(const EventParameters &owner) : _data(owner), _index(0) {}
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Iterator(const Iterator &it) : _data(it._data), _index(0) {}
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/**
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* Return a byte
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*/
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byte readByte();
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/**
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* Return a signed byte
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*/
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int8 readShort() { return (int8)readByte(); }
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/**
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* Return a word
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*/
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uint16 readUint16LE();
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/**
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* Return a 32-bit dword
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*/
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uint32 readUint32LE();
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};
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public:
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/**
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* Return an iterator for getting parameters
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*/
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Iterator getIterator() const {
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return Iterator(*this);
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}
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};
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/**
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* Represents a single event, an instruction of a script
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*/
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class MazeEvent {
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public:
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Common::Point _position;
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int _direction;
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int _line;
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Opcode _opcode;
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EventParameters _parameters;
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public:
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MazeEvent();
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/**
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* Synchronizes the data for the item
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*/
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void synchronize(Common::Serializer &s);
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};
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/**
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* Represents an entire script that can be triggered within the maze
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*/
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class MazeEvents : public Common::Array<MazeEvent> {
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public:
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Common::StringArray _text;
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public:
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/**
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* Synchronizes the data for the item
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*/
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void synchronize(XeenSerializer &s);
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};
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/**
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* Holds a single entry in the stack of subroutine call return points
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*/
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struct StackEntry : public Common::Point {
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int line;
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StackEntry(const Common::Point &pt, int l) : Common::Point(pt), line(l) {}
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};
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/**
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* Holds a single destination that the mirror can send the player to
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*/
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struct MirrorEntry {
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Common::String _name;
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int _mapId;
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Common::Point _position;
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int _direction;
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MirrorEntry() : _mapId(0), _direction(DIR_ALL) {}
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bool synchronize(Common::SeekableReadStream &s);
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};
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/**
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* Overall scripts manager
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*/
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class Scripts {
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private:
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XeenEngine *_vm;
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int _treasureItems;
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int _lineNum;
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int _charIndex;
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int _mirrorId;
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int _refreshIcons;
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int _scriptResult;
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bool _scriptExecuted;
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bool _dirFlag;
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int _windowIndex;
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bool _redrawDone;
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MazeEvent *_event;
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Common::Point _currentPos;
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Common::Stack<StackEntry> _stack;
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Common::String _message;
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Common::String _displayMessage;
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typedef EventParameters::Iterator ParamsIterator;
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/**
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* Handles executing a given script command
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*/
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bool doOpcode(MazeEvent &event);
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/**
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* Do nothing
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*/
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bool cmdDoNothing(ParamsIterator ¶ms);
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/**
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* Display a msesage on-screen
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*/
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bool cmdDisplay1(ParamsIterator ¶ms);
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/**
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* Displays a door text message using the small font
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*/
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bool cmdDoorTextSml(ParamsIterator ¶ms);
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/**
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* Displays a door text message using the large font
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*/
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bool cmdDoorTextLrg(ParamsIterator ¶ms);
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/**
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* Show a sign text on-screen
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*/
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bool cmdSignText(ParamsIterator ¶ms);
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/**
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* Show an NPC interaction message
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*/
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bool cmdNPC(ParamsIterator ¶ms);
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/**
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* Play a sound FX
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*/
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bool cmdPlayFX(ParamsIterator ¶ms);
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/**
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* Handles teleportation
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*/
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bool cmdTeleport(ParamsIterator ¶ms);
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/**
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* Do a conditional check
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*/
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bool cmdIf(ParamsIterator ¶ms);
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/**
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* Moves the position of an object
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*/
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bool cmdMoveObj(ParamsIterator ¶ms);
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/**
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* Take or give amounts from various character or party figures
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*/
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bool cmdTakeOrGive(ParamsIterator ¶ms);
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/**
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* Removes an object from the playfield
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*/
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bool cmdRemove(ParamsIterator ¶ms);
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/**
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* Set the currently active character for other script operations
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*/
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bool cmdSetChar(ParamsIterator ¶ms);
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/**
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* Spawn a monster
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*/
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bool cmdSpawn(ParamsIterator ¶ms);
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/**
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* Does various things that can be done within towns, like visiting
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* banks, guilds, etc.
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*/
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bool cmdDoTownEvent(ParamsIterator ¶ms);
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/**
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* Stop executing the script
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*/
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bool cmdExit(ParamsIterator ¶ms);
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/**
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* Changes the value for the wall on a given cell
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*/
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bool cmdAlterMap(ParamsIterator ¶ms);
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/**
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* Gives up to three different item/amounts to various character and/or party properties
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*/
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bool cmdGiveMulti(ParamsIterator ¶ms);
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/**
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* Prompts the user to enter a word for passwords or mirror
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* teleport destinations
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*/
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bool cmdConfirmWord(ParamsIterator ¶ms);
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/**
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* Deals damage to a character
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*/
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bool cmdDamage(ParamsIterator ¶ms);
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/**
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* Jump if a random number matches a given value
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*/
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bool cmdJumpRnd(ParamsIterator ¶ms);
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/**
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* Alter an existing event
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*/
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bool cmdAlterEvent(ParamsIterator ¶ms);
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/**
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* Stores the current location and line for later resuming, and set up to execute
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* a script at a given location
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*/
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bool cmdCallEvent(ParamsIterator ¶ms);
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/**
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* Return from executing a script to the script location that previously
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* called the script
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*/
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bool cmdReturn(ParamsIterator ¶ms);
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/**
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* Sets variables on characters like race, sex, and class
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*/
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bool cmdSetVar(ParamsIterator ¶ms);
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/**
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* Play the Clouds endgame
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*/
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bool cmdCutsceneEndClouds(ParamsIterator ¶ms);
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/**
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* Prompts the user for which character will do an action
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*/
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bool cmdWhoWill(ParamsIterator ¶ms);
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/**
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* Deals a random amount of damage to a character
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*/
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bool cmdRndDamage(ParamsIterator ¶ms);
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/**
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* Moves the wall object to the given coordinates. Doesn't change it's orientation.
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* Wall objects are only visible when viewed straight on, and were never intended
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* to be anywhere but on squares directly facing walls
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*/
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bool cmdMoveWallObj(ParamsIterator ¶ms);
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/**
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* Sets the cell flag at the specified X/Y coordinate on the current map
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*/
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bool cmdAlterCellFlag(ParamsIterator ¶ms);
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/**
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* Sets the word value at the current X/Y location in the HED file
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* in memory to the given two bytes
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*/
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bool cmdAlterHed(ParamsIterator ¶ms);
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/**
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* Displays a text string which includes some stat of the currently selected character
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*/
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bool cmdDisplayStat(ParamsIterator ¶ms);
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/**
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* Displays text in the scene window for various objects
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* the user interacts with
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*/
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bool cmdSignTextSml(ParamsIterator ¶ms);
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/**
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* An array of six VOC filenames are hard-coded into the game executable file.
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* This function plays the VOC file at the specified index in this array
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*/
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bool cmdPlayEventVoc(ParamsIterator ¶ms);
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/**
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* Displays a large text message across the bottom of the screen
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*/
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bool cmdDisplayBottom(ParamsIterator ¶ms);
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/**
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* Checks if a given map flag/monster has been set, and if so
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* jumps to a given line
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*/
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bool cmdIfMapFlag(ParamsIterator ¶ms);
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/**
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* Selects a random character for further other actions
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*/
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bool cmdSelectRandomChar(ParamsIterator ¶ms);
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/**
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* Gives an enchanted item to a character
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*/
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bool cmdGiveEnchanted(ParamsIterator ¶ms);
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/**
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* Sets the item category for used in character operations
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*/
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bool cmdItemType(ParamsIterator ¶ms);
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/**
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* Disable all the scripts at the party's current position
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*/
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bool cmdMakeNothingHere(ParamsIterator ¶ms);
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/**
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* Does a copy protection check
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*/
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bool cmdCheckProtection(ParamsIterator ¶ms);
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/**
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* Given a number of options, and a list of line numbers associated with
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* those options, jumps to whichever line for the option the user selects
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*/
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bool cmdChooseNumeric(ParamsIterator ¶ms);
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/**
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* Displays a two line message at the bottom of the screen
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*/
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bool cmdDisplayBottomTwoLines(ParamsIterator ¶ms);
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/**
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* Displays a message
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*/
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bool cmdDisplayLarge(ParamsIterator ¶ms);
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/**
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* Exchange the positions of two objects in the maze
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*/
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bool cmdExchObj(ParamsIterator ¶ms);
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/**
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* Handles making the player fall down to the ground
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*/
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bool cmdFallToMap(ParamsIterator ¶ms);
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/**
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* Displays a message
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*/
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bool cmdDisplayMain(ParamsIterator ¶ms);
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/**
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* Jumps to a given line number if the surface at relative cell position 1 matches
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* a specified surface.
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* @remarks This opcode is apparently never actually used
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*/
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bool cmdGoto(ParamsIterator ¶ms);
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/**
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* Pick a random value from the parameter list and jump to that line number
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*/
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bool cmdGotoRandom(ParamsIterator ¶ms);
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/**
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* Plays the Dark Side of Xeen ending
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*/
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bool cmdCutsceneEndDarkside(ParamsIterator ¶ms);
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/**
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* Plays the World of Xeen ending
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*/
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bool cmdCutsceneEndWorld(ParamsIterator ¶ms);
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/**
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* Switches the player between the Clouds and Dark Side
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*/
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bool cmdFlipWorld(ParamsIterator ¶ms);
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/**
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* Plays a CD track
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*/
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bool cmdPlayCD(ParamsIterator ¶ms);
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int whoWill(int v1, int v2, int v3);
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/**
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* Do the Clouds of Xeen ending
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*/
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void doCloudsEnding();
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/**
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* Do the Dark Side of Xeen ending
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*/
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void doDarkSideEnding();
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/**
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* Do the World of Xeen combined ending
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*/
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void doWorldEnding();
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/**
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* Triggers an ending sequence
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*/
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void doEnding(const Common::String &endStr);
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/**
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* This monstrosity handles doing the various types of If checks on various data
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*/
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bool ifProc(int action, uint32 val, int mode, int charIndex);
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/**
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* Prompts the user for a copy protection check
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*/
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bool copyProtectionCheck();
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/**
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* Displays a message
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*/
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void display(bool justifyFlag, int var46);
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public:
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int _animCounter;
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bool _eventSkipped;
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int _whoWill;
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DamageType _nEdamageType;
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int _itemType;
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Common::Array<MirrorEntry> _mirror;
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public:
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Scripts(XeenEngine *vm);
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/**
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* Checks the event list, triggering any scripts as needed. Also does a
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* series of checks for updating party status
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*/
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int checkEvents();
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/**
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* Handles opening grates
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*/
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void openGrate(int wallVal, int action);
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};
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} // End of namespace Xeen
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#endif /* XEEN_SCRIPTS_H */
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