/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef ILLUSIONS_ILLUSIONS_BBDOU_H #define ILLUSIONS_ILLUSIONS_BBDOU_H #include "illusions/illusions.h" #include "illusions/bbdou/bbdou_triggerfunctions.h" #include "common/algorithm.h" #include "common/stack.h" namespace Illusions { class Dictionary; class ScriptMan; class ScriptStack; struct ActiveScene { uint32 _sceneId; int _pauseCtr; }; class ActiveScenes { public: ActiveScenes(); void clear(); void push(uint32 sceneId); void pop(); void pauseActiveScene(); void unpauseActiveScene(); uint getActiveScenesCount(); void getActiveSceneInfo(uint index, uint32 *sceneId, int *pauseCtr); uint32 getCurrentScene(); bool isSceneActive(uint32 sceneId); protected: Common::FixedStack _stack; }; class IllusionsEngine_BBDOU : public IllusionsEngine { public: IllusionsEngine_BBDOU(OSystem *syst, const IllusionsGameDescription *gd); protected: virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: ScriptMan *_scriptMan; TriggerFunctions *_triggerFunctions; Cursor *_cursor; ActiveScenes _activeScenes; uint32 _prevSceneId; uint32 _theSceneId; uint32 _theThreadId; uint32 _globalSceneId; void initInput(); void initUpdateFunctions(); int updateScript(uint flags); bool causeIsDeclared(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId); void causeDeclare(uint32 verbId, uint32 objectId2, uint32 objectId, TriggerFunctionCallback *callback); uint32 causeTrigger(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 callingThreadId); void setDefaultTextCoords(); void loadSpecialCode(uint32 resId); void unloadSpecialCode(uint32 resId); void notifyThreadId(uint32 &threadId); bool testMainActorFastWalk(Control *control); bool testMainActorCollision(Control *control); Control *getObjectControl(uint32 objectId); Common::Point getNamedPointPosition(uint32 namedPointId); uint32 getPriorityFromBase(int16 priority); uint32 getCurrentScene(); uint32 getPrevScene(); bool isCursorObject(uint32 actorTypeId, uint32 objectId); void setCursorControlRoutine(Control *control); void placeCursorControl(Control *control, uint32 sequenceId); void setCursorControl(Control *control); void showCursor(); void hideCursor(); void cursorControlRoutine(Control *control, uint32 deltaTime); void startScriptThreadSimple(uint32 threadId, uint32 callingThreadId); void startScriptThread(uint32 threadId, uint32 callingThreadId, uint32 value8, uint32 valueC, uint32 value10); void startAnonScriptThread(int32 threadId, uint32 callingThreadId, uint32 value8, uint32 valueC, uint32 value10); uint32 startAbortableTimerThread(uint32 duration, uint32 threadId); uint32 startTimerThread(uint32 duration, uint32 threadId); uint32 startAbortableThread(byte *scriptCodeIp1, byte *scriptCodeIp2, uint32 callingThreadId); uint32 startTalkThread(int16 duration, uint32 objectId, uint32 talkId, uint32 sequenceId1, uint32 sequenceId2, uint32 namedPointId, uint32 callingThreadId); uint32 startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId, uint32 value8, uint32 valueC, uint32 value10); void resumeFromSavegame(uint32 callingThreadId); void newScriptThread(uint32 threadId, uint32 callingThreadId, uint notifyFlags, byte *scriptCodeIp, uint32 value8, uint32 valueC, uint32 value10); uint32 newTimerThread(uint32 duration, uint32 callingThreadId, bool isAbortable); uint32 newTempThreadId(); bool enterScene(uint32 sceneId, uint32 threadId); void exitScene(uint32 threadId); void enterPause(uint32 threadId); void leavePause(uint32 threadId); void dumpActiveScenes(uint32 sceneId, uint32 threadId); void setSceneIdThreadId(uint32 theSceneId, uint32 theThreadId); bool findTriggerCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &codeOffs); void reset(); }; } // End of namespace Illusions #endif // ILLUSIONS_ILLUSIONS_H