scummvm/engines/glk/agt/exec.h
2021-12-26 18:48:43 +01:00

272 lines
9.8 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 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 <http://www.gnu.org/licenses/>.
*
*/
namespace Glk {
namespace AGT {
#ifndef global /* Don't touch this */
#define global extern
#define global_defined_exec
#endif
/* This contains the decoding of the current instruction */
struct op_rec {
integer op;
int arg1;
int arg2;
int optype;
int argcnt; /* Actual number of argument words present */
const opdef *opdata;
const char *errmsg;
rbool disambig; /* Trigger disambiguation? */
rbool negate; /* NOT? (cond token only) */
rbool failmsg; /* Run only on failure? */
rbool endor; /* End any OR blocks? (action tokens, mainly) */
} ;
/* The following determines if we are doing disambiguation
or actually executing a verb */
global uchar do_disambig; /* 0= execution
1= disambiguating noun
2= disambiguating object */
/* Flags used during turn execution */
global rbool beforecmd; /* Only used by 1.8x games */
global rbool supress_debug; /* Causes debugging info to _not_ be printed
even if debugging is on; used by disambiguator
and to supress ANY commands */
global rbool was_metaverb; /* Was the verb that just executed a metaverb? */
/* Metaverbs are commands that should not take game time
to execute: SAVE, RESTORE, RESTART, QUIT, SCRIPT, UNSCRIPT,
NOTIFY, SCORE, etc. */
global integer oldloc; /* Save old location for NO_BLOCK_HOSTILE purposes */
/* This is a hack to pass the subroutine number from exec_token
back to scan_metacommand when a DoSubroutine is done */
global integer subcall_arg;
/* This fixes a bug in the original AGT spec, causing "actor, verb ..."
commands to misfire if there is more than one creature of the same
name. */
global integer *creat_fix;
/* -------------------------------------------------------------------- */
/* Defined in EXEC.C */
/* -------------------------------------------------------------------- */
extern void raw_lineout(const char *s, rbool do_repl,
int context, const char *pword);
extern void msgout(int msgnum, rbool add_nl);
extern void sysmsg(int msgid, const char *s);
extern void alt_sysmsg(int msgid, const char *s, parse_rec *new_dobjrec,
parse_rec *new_iobjrec);
extern void sysmsgd(int msgid, const char *s, parse_rec *new_dobj_rec);
rbool ask_question(int qnum);
extern void increment_turn(void);
/* Warning: the following function rfrees <ans> */
extern rbool match_answer(char *ans, int anum);
extern void look_room(void);
extern void runptr(int i, descr_ptr dp[], const char *msg, int msgid,
parse_rec *nounrec, parse_rec *objrec);
extern int normalize_time(int tnum); /* Convert hhmm so mm<60 */
extern void add_time(int dt);
/* -------------------------------------------------------------------- */
/* Defined in OBJECT.C */
/* -------------------------------------------------------------------- */
extern parse_rec *make_parserec(int obj, parse_rec *rec);
extern parse_rec *copy_parserec(parse_rec *rec);
extern void free_all_parserec(void); /* Freeds doj_rec, iobj_rec, and actor_rec */
extern rbool in_scope(int item);
extern rbool islit(void);
extern rbool it_possess(int item);
extern rbool it_proper(int item);
extern rbool it_isweapon(int item);
extern rbool it_door(int obj, word noun); /* Is obj a door? */
extern rbool is_within(integer obj1, integer obj2, rbool stop_if_closed);
extern integer it_room(int item); /* Returns the room that the item is in */
extern int lightcheck(int parent, int roomlight, rbool active);
/* If active is false, we don't care if the light is actually working. */
#define it_move(a,b) it_reposition(a,b,0)
#define it_destroy(item) it_move(item,0)
#define get_obj(dobj) it_move(dobj,1)
#define drop_obj(dobj) it_move(dobj,loc+first_room)
extern void it_reposition(int item, int newloc, rbool save_pos);
extern void goto_room(int newroom);
extern void it_describe(int dobj);
extern int print_contents(int obj, int ind_lev);
extern void recompute_score(void);
extern int check_fit(int obj1, int obj2);
/* And its possible return values: */
#define FIT_OK 0 /* Fits */
#define FIT_WEIGHT 1 /* Too heavy [*] */
#define FIT_NETWEIGHT 2 /* With other stuff is too heavy [*] */
#define FIT_SIZE 3 /* Too big */
#define FIT_NETSIZE 4 /* With other stuff is too big */
/* [*]-- These can only occur if obj2==1 or for ME/1.5-1.7 */
extern long getprop(int obj, int prop);
extern void setprop(int obj, int prop, long val);
extern rbool getattr(int obj, int prop);
extern void setattr(int obj, int prop, rbool val);
extern rbool matchclass(int obj, int oclass);
/* ---------------------------------------------------------------------- */
/* Define in RUNVERB.C */
/* ---------------------------------------------------------------------- */
/* Verbs actually used elsewhere in th interpreter */
extern void v_inventory(void);
extern void v_look(void);
extern void v_listexit(void);
/* The routine that actually runs the current player command */
extern void exec_verb(void);
/* ---------------------------------------------------------------------- */
/* In METACOMMAND.C */
/* ---------------------------------------------------------------------- */
/* The main routine to search the metacommand list and run the appropriate
meta-commands */
extern int scan_metacommand(integer m_actor, int vcode,
integer m_dobj, word m_prep, integer m_iobj,
int *redir_flag);
/* The type checking routine */
rbool argvalid(int argtype, int arg);
/* ---------------------------------------------------------------------- */
/* In TOKEN.C */
/* ---------------------------------------------------------------------- */
extern int exec_instr(op_rec *oprec); /* Execute instruction */
extern long pop_expr_stack(void); /* Wrapper around routine to access TOS */
/* ---------------------------------------------------------------------- */
/* Defined in DEBUGCMD.C */
/* ---------------------------------------------------------------------- */
extern void get_debugcmd(void); /* Get and execute debugging commands */
/* ------------------------------------------------------------------- */
/* Macros for getting information about items */
/* (mainly used to blackbox the difference between nouns and creatures) */
/* -------------------------------------------------------------------- */
/* A note on object codes:
<0 obj is a 'virtual' object, existing only as the word
dict[-obj], e.g. DOOR, flag nouns, global nouns
0 No object (or any object)
1 Self(i.e. the player)
first_room..last_room Rooms
first_noun..last_noun Nouns
first_creat..last_creat Creatures
1000 Being worn by the player */
/* The following macro loops over the contents of an object */
#define contloop(i,obj) for(i=it_contents(obj);i!=0;i=it_next(i))
#define safecontloop(i,j,obj) for(i=it_contents(obj),j=it_next(i); \
i!=0;i=j,j=it_next(i))
#define cnt_val(c) ((c)==-1 ? 0 : (c))
/* -------------------------------------------------------------------- */
/* These are the macros that should usually be used to determine */
/* information about the objects in the game, unless the object type */
/* is definitely known */
/* ------------------------------------------------------------------- */
#define it_on(item) nounattr(item,on)
#define it_group(item) creatattr(item,groupmemb)
#define it_adj(item) objattr(item,adj)
#define it_pushable(item) nounattr(item,pushable)
#define it_pullable(item) nounattr(item,pullable)
#define it_turnable(item) nounattr(item,turnable)
#define it_playable(item) nounattr(item,playable)
#define it_plur(item) nounattr(item,plural)
#define it_gender(item) creatattr(item,gender)
#define it_pict(item) objattr(item,pict)
#define it_class(item) anyattr(item,oclass)
#define it_next(item) objattr(item,next)
#define it_isglobal(item) objattr(item,isglobal)
#define it_flagnum(item) objattr(item,flagnum)
#define it_seen(item) anyattr(item,seen)
#define it_name(item) objattr2(item,name,(item<0) ? -item : 0)
#define it_open(item) nounattr2(item,open, tcreat(item) || \
(tdoor(item) && !room[loc].locked_door))
/* This checks to make sure the object isn't unmovable. */
/* (As such, all non-nouns automatically pass) */
#define it_canmove(item) (!tnoun(item) || noun[(item)-first_noun].movable)
#ifdef IT_MACRO
#define it_contents(item) objattr2(item,contents,\
roomattr2(item,contents,\
(item==1) ? player_contents : \
(item==1000) ? player_worn : 0))
#define it_lockable(item) nounattr2(item,lockable, (tdoor(item) ? 1 : 0) )
#define it_locked(item,name) nounattr2(item,locked,\
(tdoor(item) && room[loc].locked_door ? \
1 : 0))
#else
extern int it_contents(integer obj);
extern rbool it_lockable(integer obj, word noun);
extern rbool it_locked(integer obj, word noun);
#endif
#ifdef global_defined_exec
#undef global
#undef global_defined_exec
#endif
} // End of namespace AGT
} // End of namespace Glk