mirror of
https://github.com/libretro/scummvm.git
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342 lines
8.4 KiB
C++
342 lines
8.4 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_GiveExtended = 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_SelRndChar = 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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class XeenEngine;
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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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Common::Array<byte> _parameters;
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public:
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MazeEvent();
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void synchronize(Common::Serializer &s);
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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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void synchronize(XeenSerializer &s);
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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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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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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 _var50;
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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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/**
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* Handles executing a given script command
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*/
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void doOpcode(MazeEvent &event);
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/**
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* Display a msesage on-screen
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*/
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void cmdDisplay1(Common::Array<byte> ¶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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void cmdDoorTextSml(Common::Array<byte> ¶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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void cmdDoorTextLrg(Common::Array<byte> ¶ms);
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/**
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* Show a sign text on-screen
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*/
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void cmdSignText(Common::Array<byte> ¶ms);
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void cmdNPC(Common::Array<byte> ¶ms);
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/**
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* Play a sound FX
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*/
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void cmdPlayFX(Common::Array<byte> ¶ms);
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void cmdTeleport(Common::Array<byte> ¶ms);
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/**
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* Do a conditional check
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*/
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void cmdIf(Common::Array<byte> ¶ms);
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/**
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* Moves the position of an object
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*/
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void cmdMoveObj(Common::Array<byte> ¶ms);
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void cmdTakeOrGive(Common::Array<byte> ¶ms);
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/**
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* Move to the next line of the script
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*/
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void cmdNoAction(Common::Array<byte> ¶ms);
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void cmdRemove(Common::Array<byte> ¶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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void cmdSetChar(Common::Array<byte> ¶ms);
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/**
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* Spawn a monster
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*/
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void cmdSpawn(Common::Array<byte> ¶ms);
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void cmdDoTownEvent(Common::Array<byte> ¶ms);
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/**
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* Stop executing the script
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*/
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void cmdExit(Common::Array<byte> ¶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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void cmdAlterMap(Common::Array<byte> ¶ms);
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void cmdGiveExtended(Common::Array<byte> ¶ms);
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void cmdConfirmWord(Common::Array<byte> ¶ms);
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void cmdDamage(Common::Array<byte> ¶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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void cmdJumpRnd(Common::Array<byte> ¶ms);
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/**
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* Alter an existing event
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*/
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void cmdAlterEvent(Common::Array<byte> ¶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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void cmdCallEvent(Common::Array<byte> ¶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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void cmdReturn(Common::Array<byte> ¶ms);
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void cmdSetVar(Common::Array<byte> ¶ms);
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void cmdCutsceneEndClouds(Common::Array<byte> ¶ms);
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void cmdWhoWill(Common::Array<byte> ¶ms);
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void cmdRndDamage(Common::Array<byte> ¶ms);
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void cmdMoveWallObj(Common::Array<byte> ¶ms);
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void cmdAlterCellFlag(Common::Array<byte> ¶ms);
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void cmdAlterHed(Common::Array<byte> ¶ms);
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void cmdDisplayStat(Common::Array<byte> ¶ms);
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void cmdSeatTextSml(Common::Array<byte> ¶ms);
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void cmdPlayEventVoc(Common::Array<byte> ¶ms);
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void cmdDisplayBottom(Common::Array<byte> ¶ms);
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void cmdIfMapFlag(Common::Array<byte> ¶ms);
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void cmdSelRndChar(Common::Array<byte> ¶ms);
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void cmdGiveEnchanted(Common::Array<byte> ¶ms);
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void cmdItemType(Common::Array<byte> ¶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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void cmdMakeNothingHere(Common::Array<byte> ¶ms);
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void cmdCheckProtection(Common::Array<byte> ¶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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void cmdChooseNumeric(Common::Array<byte> ¶ms);
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void cmdDisplayBottomTwoLines(Common::Array<byte> ¶ms);
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void cmdDisplayLarge(Common::Array<byte> ¶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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void cmdExchObj(Common::Array<byte> ¶ms);
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void cmdFallToMap(Common::Array<byte> ¶ms);
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void cmdDisplayMain(Common::Array<byte> ¶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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void cmdGoto(Common::Array<byte> ¶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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void cmdGotoRandom(Common::Array<byte> ¶ms);
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void cmdCutsceneEndDarkside(Common::Array<byte> ¶ms);
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void cmdCutsceneEdWorld(Common::Array<byte> ¶ms);
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void cmdFlipWorld(Common::Array<byte> ¶ms);
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void cmdPlayCD(Common::Array<byte> ¶ms);
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int whoWill(int v1, int v2, int v3);
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void doEndGame();
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void doEndGame2();
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void doWorldEnd();
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void doEnding(const Common::String &endStr, int v2);
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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 mask, int mode, int charIndex);
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bool copyProtectionCheck();
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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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int _nEdamageType;
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int _itemType;
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int _v2;
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Common::Array<MirrorEntry> _mirror;
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public:
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Scripts(XeenEngine *vm);
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int checkEvents();
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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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