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/* 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<ActiveScene, 16> _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;
bool _walkthroughStarted;
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 enterMenuPause();
void leaveMenuPause();
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
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