/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_SCENGINE_H #define WINTERMUTE_SCENGINE_H #include "engines/wintermute/persistent.h" #include "engines/wintermute/coll_templ.h" #include "engines/wintermute/base/base.h" namespace Wintermute { #define MAX_CACHED_SCRIPTS 20 class ScScript; class ScValue; class BaseObject; class BaseScriptHolder; class ScEngine : public BaseClass { public: class CScCachedScript { public: CScCachedScript(const char *filename, byte *buffer, uint32 size) { _timestamp = g_system->getMillis(); _buffer = new byte[size]; if (_buffer) { memcpy(_buffer, buffer, size); } _size = size; _filename = filename; }; ~CScCachedScript() { if (_buffer) { delete[] _buffer; } }; uint32 _timestamp; byte *_buffer; uint32 _size; Common::String _filename; }; public: bool clearGlobals(bool includingNatives = false); bool tickUnbreakable(); bool removeFinishedScripts(); bool isValidScript(ScScript *script); ScScript *_currentScript; bool resumeAll(); bool pauseAll(); void editorCleanup(); bool resetObject(BaseObject *Object); bool resetScript(ScScript *script); bool emptyScriptCache(); byte *getCompiledScript(const char *filename, uint32 *outSize, bool ignoreCache = false); DECLARE_PERSISTENT(ScEngine, BaseClass) bool cleanup(); int getNumScripts(int *running = nullptr, int *waiting = nullptr, int *persistent = nullptr); bool tick(); ScValue *_globals; ScScript *runScript(const char *filename, BaseScriptHolder *owner = nullptr); static const bool _compilerAvailable = false; ScEngine(BaseGame *inGame); virtual ~ScEngine(); static byte *loadFile(void *data, char *filename, uint32 *size); static void closeFile(void *data, byte *buffer); static void parseElement(void *data, int line, int type, void *elementData); BaseArray _scripts; void enableProfiling(); void disableProfiling(); bool getIsProfiling() { return _isProfiling; } void addScriptTime(const char *filename, uint32 Time); void dumpStats(); private: CScCachedScript *_cachedScripts[MAX_CACHED_SCRIPTS]; bool _isProfiling; uint32 _profilingStartTime; typedef Common::HashMap ScriptTimes; ScriptTimes _scriptTimes; }; } // End of namespace Wintermute #endif