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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.
*
* 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<Common::String, uint32> _subroutines;
Common::Array<uint32> _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();
uint32 getDataValue(int dataId);
void setDataValue(int dataId, uint16 dataValue);
void getCallParameters(int numParams, Common::Stack<ScriptVar> &stack, ScriptVar *callParams);
public:
MadsSceneLogic() { _scriptsData = NULL; }
~MadsSceneLogic() { delete _scriptsData; }
void initialiseScripts();
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<ScriptVar> &stack);
};
class MadsGameLogic {
public:
static void initialiseGlobals();
};
}
#endif
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