/* 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 SCUMM_SCRIPT_H #define SCUMM_SCRIPT_H #include "common/func.h" namespace Scumm { typedef Common::Functor0 Opcode; struct OpcodeEntry : Common::NonCopyable { Opcode *proc; #ifndef REDUCE_MEMORY_USAGE const char *desc; #endif #ifndef REDUCE_MEMORY_USAGE OpcodeEntry() : proc(0), desc(0) {} #else OpcodeEntry() : proc(0) {} #endif ~OpcodeEntry() { setProc(0, 0); } void setProc(Opcode *p, const char *d) { if (proc != p) { delete proc; proc = p; } #ifndef REDUCE_MEMORY_USAGE desc = d; #endif } }; // This is to help devices with small memory (PDA, smartphones, ...) // to save abit of memory used by opcode names in the Scumm engine. #ifndef REDUCE_MEMORY_USAGE # define _OPCODE(ver, x) setProc(new Common::Functor0Mem(this, &ver::x), #x) #else # define _OPCODE(ver, x) setProc(new Common::Functor0Mem(this, &ver::x), "") #endif /** * The number of script slots, which determines the maximal number * of concurrently running scripts, and the number of local variables * in a script. * WARNING: Do NOT changes these values unless you really have to, as * this will break savegame compatibility if done carelessly. If you * have to change them, make sure you update saveload.cpp accordingly! */ enum { NUM_SCRIPT_SLOT = 80, NUM_SCRIPT_LOCAL = 25 }; /* Script status type (slot.status) */ enum { ssDead = 0, ssPaused = 1, ssRunning = 2 }; struct ScriptSlot { uint32 offs; int32 delay; uint16 number; uint16 delayFrameCount; bool freezeResistant, recursive; bool didexec; byte status; byte where; byte freezeCount; byte cutsceneOverride; byte cycle; }; struct NestedScript { uint16 number; uint8 where; uint8 slot; }; enum { /** * The maximal number of cutscenes that can be active * in parallel (i.e. nested). */ kMaxCutsceneNum = 5, /** * The maximal 'nesting' level for scripts. */ kMaxScriptNesting = 15 }; struct VirtualMachineState { uint32 cutScenePtr[kMaxCutsceneNum]; byte cutSceneScript[kMaxCutsceneNum]; int16 cutSceneData[kMaxCutsceneNum]; int16 cutSceneScriptIndex; byte cutSceneStackPointer; ScriptSlot slot[NUM_SCRIPT_SLOT]; // Why does localvar have space for one extra local variable? int32 localvar[NUM_SCRIPT_SLOT][NUM_SCRIPT_LOCAL + 1]; NestedScript nest[kMaxScriptNesting]; byte numNestedScripts; }; } // End of namespace Scumm #endif