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