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a6caf3a951
Passing a type that undergoes default argument promotion as last argument of a variadic function results in undefined behaviour.
430 lines
12 KiB
C++
430 lines
12 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 RIVEN_SCRIPTS_H
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#define RIVEN_SCRIPTS_H
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#include "mohawk/riven_stack.h"
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#include "common/str-array.h"
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#include "common/ptr.h"
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#include "common/textconsole.h"
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#define DECLARE_OPCODE(x) void x(uint16 op, const ArgumentArray &args)
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namespace Common {
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class ReadStream;
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}
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namespace Mohawk {
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// Script Types
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enum {
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kMouseDownScript = 0,
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kMouseDragScript = 1,
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kMouseUpScript = 2,
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kMouseEnterScript = 3,
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kMouseInsideScript = 4,
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kMouseLeaveScript = 5,
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kCardLoadScript = 6,
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kCardLeaveScript = 7,
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kCardFrameScript = 8,
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kCardEnterScript = 9,
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kCardUpdateScript = 10
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};
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enum RivenCommandType {
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kRivenCommandDrawBitmap = 1,
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kRivenCommandChangeCard = 2,
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kRivenCommandPlayScriptSLST = 3,
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kRivenCommandPlaySound = 4,
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kRivenCommandSetVariable = 7,
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kRivenCommandSwitch = 8,
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kRivenCommandEnableHotspot = 9,
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kRivenCommandDisableHotspot = 10,
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kRivenCommandStopSound = 12,
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kRivenCommandChangeCursor = 13,
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kRivenCommandDelay = 14,
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kRivenCommandRunExternal = 17,
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kRivenCommandTransition = 18,
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kRivenCommandRefreshCard = 19,
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kRivenCommandBeginScreenUpdate = 20,
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kRivenCommandApplyScreenUpdate = 21,
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kRivenCommandIncrementVariable = 24,
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kRivenCommandChangeStack = 27,
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kRivenCommandDisableMovie = 28,
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kRivenCommandDisableAllMovies = 29,
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kRivenCommandEnableMovie = 31,
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kRivenCommandlayMovieBlocking = 32,
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kRivenCommandPlayMovie = 33,
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kRivenCommandStopMovie = 34,
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kRivenCommandUnk36 = 36,
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kRivenCommandFadeAmbientSounds = 37,
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kRivenCommandStoreMovieOpcode = 38,
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kRivenCommandActivatePLST = 39,
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kRivenCommandActivateSLST = 40,
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kRivenCommandActivateMLSTAndPlay = 41,
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kRivenCommandActivateBLST = 43,
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kRivenCommandActivateFLST = 44,
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kRivenCommandZipMode = 45,
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kRivenCommandActivateMLST = 46,
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kRivenCommandTimer = 1001
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};
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class MohawkEngine_Riven;
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class RivenCommand;
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class RivenScript;
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class RivenScriptManager;
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struct MLSTRecord;
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typedef Common::SharedPtr<RivenScript> RivenScriptPtr;
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typedef Common::SharedPtr<RivenCommand> RivenCommandPtr;
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/**
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* Scripts in Riven are a list of Commands
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*
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* This class should only be used through the RivenScriptPtr
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* type to ensure the underlying memory is not freed when changing card.
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*/
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class RivenScript {
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public:
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RivenScript();
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~RivenScript();
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/** Append a command to the script */
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void addCommand(RivenCommandPtr command);
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/** True if the script does not contain any command */
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bool empty() const;
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/**
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* Run the script
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*
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* Script execution must go through the ScriptManager,
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* this method should not be called directly.
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*/
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void run(RivenScriptManager *scriptManager);
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/** Print script details to the standard output */
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void dumpScript(byte tabs);
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/** Apply patches to card script to fix bugs in the original game scripts */
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void applyCardPatches(MohawkEngine_Riven *vm, uint32 cardGlobalId, uint16 scriptType, uint16 hotspotId);
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/** Append the commands of the other script to this script */
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RivenScript &operator+=(const RivenScript &other);
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/** Get a caption for a script type */
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static const char *getTypeName(uint16 type);
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private:
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Common::Array<RivenCommandPtr> _commands;
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};
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/** Append the commands of the rhs Script to those of the lhs Script */
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RivenScriptPtr &operator+=(RivenScriptPtr &lhs, const RivenScriptPtr &rhs);
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/**
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* A script and its type
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*
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* The type defines when the script should be run
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*/
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struct RivenTypedScript {
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uint16 type;
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RivenScriptPtr script;
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};
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typedef Common::Array<RivenTypedScript> RivenScriptList;
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/**
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* Script manager
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*
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* Reads scripts from raw data.
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* Can run scripts immediately, or store them for future execution.
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*/
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class RivenScriptManager {
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public:
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RivenScriptManager(MohawkEngine_Riven *vm);
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~RivenScriptManager();
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/** Read a single script from a stream */
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RivenScriptPtr readScript(Common::ReadStream *stream);
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/**
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* Read a script from an array of uint16
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* @param data Script data array. Will be modified.
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* @param size Number of uint16 in data
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* @return
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*/
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RivenScriptPtr readScriptFromData(uint16 *data, uint16 size);
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/** Create a script from the caller provided arguments containing raw data */
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RivenScriptPtr createScriptFromData(uint commandCount, ...);
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/**
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* Create a script with a single user provided command
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*
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* The script takes ownership of the command.
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*/
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RivenScriptPtr createScriptWithCommand(RivenCommand *command);
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/** Read a list of typed scripts from a stream */
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RivenScriptList readScripts(Common::ReadStream *stream);
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/** Run a script */
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void runScript(const RivenScriptPtr &script, bool queue);
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/** Are scripts running in the background */
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bool hasQueuedScripts() const;
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/** Run queued scripts */
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void runQueuedScripts();
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/**
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* Are queued scripts currently running?
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*
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* The game is mostly non-interactive while scripts are running.
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* This method is used to check if user interaction should be permitted.
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*/
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bool runningQueuedScripts() const;
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/**
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* Stop running all the scripts
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*
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* This is effective immediately after the current command completes.
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* The next command in the script is not executed. The next scripts
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* in the queue are skipped until the queue is empty.
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* Scripts execution then resumes normally.
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*/
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void stopAllScripts();
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/** Should all the scripts stop immediately? */
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bool stoppingAllScripts() const;
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struct StoredMovieOpcode {
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RivenScriptPtr script;
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uint32 time;
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uint16 slot;
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};
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uint16 getStoredMovieOpcodeSlot() { return _storedMovieOpcode.slot; }
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uint32 getStoredMovieOpcodeTime() { return _storedMovieOpcode.time; }
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void setStoredMovieOpcode(const StoredMovieOpcode &op);
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void runStoredMovieOpcode();
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void clearStoredMovieOpcode();
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private:
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MohawkEngine_Riven *_vm;
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Common::Array<RivenScriptPtr> _queue;
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bool _runningQueuedScripts;
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bool _stoppingAllScripts;
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StoredMovieOpcode _storedMovieOpcode;
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RivenCommandPtr readCommand(Common::ReadStream *stream);
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};
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/**
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* An abstract command
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*
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* Commands are unit operations part of a script
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*/
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class RivenCommand {
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public:
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RivenCommand(MohawkEngine_Riven *vm);
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virtual ~RivenCommand();
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/** Print details about the command to standard output */
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virtual void dump(byte tabs) = 0;
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/** Execute the command */
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virtual void execute() = 0;
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/** Get the command's type */
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virtual RivenCommandType getType() const = 0;
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/** Apply card patches for the command's sub-scripts */
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virtual void applyCardPatches(uint32 globalId, int scriptType, uint16 hotspotId) {}
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protected:
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MohawkEngine_Riven *_vm;
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};
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/**
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* A simple Command
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*
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* Simple commands have a type and a list of arguments.
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* The operation to be executed when running the command
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* depends on the type.
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*/
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class RivenSimpleCommand : public RivenCommand {
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public:
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static RivenSimpleCommand *createFromStream(MohawkEngine_Riven *vm, RivenCommandType type, Common::ReadStream *stream);
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typedef Common::Array<uint16> ArgumentArray;
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RivenSimpleCommand(MohawkEngine_Riven *vm, RivenCommandType type, const ArgumentArray &arguments);
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virtual ~RivenSimpleCommand();
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// RivenCommand API
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virtual void dump(byte tabs) override;
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virtual void execute() override;
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virtual RivenCommandType getType() const override;
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private:
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typedef void (RivenSimpleCommand::*OpcodeProcRiven)(uint16 op, const ArgumentArray &args);
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struct RivenOpcode {
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OpcodeProcRiven proc;
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const char *desc;
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};
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void setupOpcodes();
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Common::String describe() const;
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void activateMLST(const MLSTRecord &mlst) const;
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DECLARE_OPCODE(empty) { warning ("Unknown Opcode %04x", op); }
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// Opcodes
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DECLARE_OPCODE(drawBitmap);
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DECLARE_OPCODE(switchCard);
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DECLARE_OPCODE(playScriptSLST);
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DECLARE_OPCODE(playSound);
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DECLARE_OPCODE(setVariable);
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DECLARE_OPCODE(enableHotspot);
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DECLARE_OPCODE(disableHotspot);
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DECLARE_OPCODE(stopSound);
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DECLARE_OPCODE(changeCursor);
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DECLARE_OPCODE(delay);
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DECLARE_OPCODE(runExternalCommand);
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DECLARE_OPCODE(transition);
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DECLARE_OPCODE(refreshCard);
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DECLARE_OPCODE(beginScreenUpdate);
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DECLARE_OPCODE(applyScreenUpdate);
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DECLARE_OPCODE(incrementVariable);
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DECLARE_OPCODE(disableMovie);
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DECLARE_OPCODE(disableAllMovies);
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DECLARE_OPCODE(enableMovie);
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DECLARE_OPCODE(playMovieBlocking);
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DECLARE_OPCODE(playMovie);
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DECLARE_OPCODE(stopMovie);
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DECLARE_OPCODE(unk_36);
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DECLARE_OPCODE(fadeAmbientSounds);
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DECLARE_OPCODE(storeMovieOpcode);
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DECLARE_OPCODE(activatePLST);
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DECLARE_OPCODE(activateSLST);
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DECLARE_OPCODE(activateMLSTAndPlay);
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DECLARE_OPCODE(activateBLST);
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DECLARE_OPCODE(activateFLST);
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DECLARE_OPCODE(zipMode);
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DECLARE_OPCODE(activateMLST);
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const RivenOpcode *_opcodes;
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RivenCommandType _type;
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ArgumentArray _arguments;
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};
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/**
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* A switch branch command
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*
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* Switch commands have a variable id and a list of branches.
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* Each branch associates a value to a script.
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* The branch matching the variable's value is executed,
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* if not found an optional default branch can be executed.
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*/
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class RivenSwitchCommand : public RivenCommand {
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public:
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static RivenSwitchCommand *createFromStream(MohawkEngine_Riven *vm, Common::ReadStream *stream);
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virtual ~RivenSwitchCommand();
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// RivenCommand API
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virtual void dump(byte tabs) override;
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virtual void execute() override;
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virtual RivenCommandType getType() const override;
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virtual void applyCardPatches(uint32 globalId, int scriptType, uint16 hotspotId) override;
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private:
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RivenSwitchCommand(MohawkEngine_Riven *vm);
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struct Branch {
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uint16 value;
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RivenScriptPtr script;
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};
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uint16 _variableId;
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Common::Array<Branch> _branches;
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};
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/**
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* A command to go to a different stack
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*
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* Changes the active stack and sets the initial card.
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* The stack can be specified by global id or name id in the initial stack.
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* The destination card must be specified by global id.
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*/
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class RivenStackChangeCommand : public RivenCommand {
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public:
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RivenStackChangeCommand(MohawkEngine_Riven *vm, uint16 stackId, uint32 globalCardId, bool byStackId);
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static RivenStackChangeCommand *createFromStream(MohawkEngine_Riven *vm, Common::ReadStream *stream);
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virtual ~RivenStackChangeCommand();
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// RivenCommand API
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virtual void dump(byte tabs) override;
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virtual void execute() override;
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virtual RivenCommandType getType() const override;
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private:
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uint16 _stackId;
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uint32 _cardId;
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bool _byStackId; // Otherwise by stack name id
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};
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/**
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* A command to delay execution of card specific hardcoded scripts
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*
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* Timers are queued as script commands so that they don't run when the doFrame method
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* is called from an inner game loop.
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*/
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class RivenTimerCommand : public RivenCommand {
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public:
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RivenTimerCommand(MohawkEngine_Riven *vm, const Common::SharedPtr<RivenStack::TimerProc> &timerProc);
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// RivenCommand API
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virtual void dump(byte tabs) override;
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virtual void execute() override;
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virtual RivenCommandType getType() const override;
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private:
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Common::SharedPtr<RivenStack::TimerProc> _timerProc;
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};
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} // End of namespace Mohawk
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#undef DECLARE_OPCODE
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#endif
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