mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
212479ab79
svn-id: r52364
121 lines
3.8 KiB
C++
121 lines
3.8 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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* 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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* 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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* $URL$
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* $Id$
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*
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* The MADS game logic is all hard-coded into the games, although for Rex at least
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* it seems to use only a fairly basic set of instructions and function calls, so it should be
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* possible
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*/
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#ifndef M4_MADS_LOGIC_H
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#define M4_MADS_LOGIC_H
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "common/stack.h"
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#include "m4/mads_views.h"
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namespace M4 {
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union ScriptVarValue {
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const char *strValue;
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uint32 intValue;
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};
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/**
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* Specifies a script variable that either be a 32-bit unsigned integer or a string pointer
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*/
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class ScriptVar {
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private:
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ScriptVarValue _value;
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bool _isInt;
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public:
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ScriptVar(uint32 v = 0) { _value.intValue = v; _isInt = true; }
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ScriptVar(const char *s) { _value.strValue = s; _isInt = false; }
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void set(uint32 v) { _value.intValue = v; _isInt = true; }
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void set(const char *s) { _value.strValue = s; _isInt = false; }
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const char *getStr() const { assert(!_isInt); return _value.strValue; }
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uint32 get() const { assert(_isInt); return _value.intValue; }
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bool isInt() const { return _isInt; }
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operator int() { return get(); }
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};
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class MadsSceneLogic {
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private:
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// Library interface methods
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uint16 loadSpriteSet(uint16 suffixNum, uint16 sepChar);
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uint16 startReversibleSpriteSequence(uint16 srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks);
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uint16 startCycledSpriteSequence(uint16 srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks);
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uint16 startSpriteSequence3(uint16 srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks);
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void activateHotspot(int idx, bool active);
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void getPlayerSpritesPrefix();
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void getPlayerSpritesPrefix2();
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private:
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int _sceneNumber;
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int16 _spriteIndexes[50];
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byte *_scriptsData;
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int _scriptsSize;
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Common::HashMap<Common::String, uint32> _subroutines;
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Common::Array<uint32> _subroutineOffsets;
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enum SubFormatIndex {SUBFORMAT_ENTER, SUBFORMAT_STEP, SUBFORMAT_PREACTIONS, SUBFORMAT_ACTIONS};
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static const char *subFormatList[];
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static const char *_opcodeStrings[];
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// Support functions
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const char *formAnimName(char sepChar, int16 suffixNum);
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void getSceneSpriteSet();
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void getAnimName();
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DataMap &dataMap();
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void getCallParameters(int numParams, Common::Stack<ScriptVar> &stack, ScriptVar *callParams);
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public:
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MadsSceneLogic() { _scriptsData = NULL; }
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~MadsSceneLogic() { delete _scriptsData; }
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void initialiseScripts();
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void initialiseDataMap();
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void selectScene(int sceneNum);
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void setupScene();
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void doEnterScene();
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void doPreactions();
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void doAction();
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void doSceneStep();
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void execute(const Common::String &scriptName);
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void execute(uint32 scriptOffset);
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uint32 getParam(uint32 &scriptOffset, int opcode);
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void callSubroutine(int subIndex, Common::Stack<ScriptVar> &stack);
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};
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class MadsGameLogic {
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public:
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static void initialiseGlobals();
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};
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}
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#endif
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