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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 MACVENTURE_SCRIPT_H
#define MACVENTURE_SCRIPT_H
#include "macventure/container.h"
#include "macventure/world.h"
namespace MacVenture {
class Container;
class World;
enum ControlAction {
kNoCommand = 0,
kStartOrResume = 1,
kClose = 2,
kTick = 3,
kActivateObject = 4,
kMoveObject = 5,
kConsume = 6,
kExamine = 7,
kGo = 8,
kHit = 9,
kOpen = 10,
kOperate = 11,
kSpeak = 12,
kBabble = 13,
kTargetName = 14,
kDebugObject = 15
};
typedef uint32 ObjID;
class ScriptAsset {
public:
ScriptAsset(ObjID id, Container *container);
~ScriptAsset() {}
void reset();
uint8 fecth();
private:
void loadInstructions();
private:
ObjID _id;
Container *_container;
Common::Array<uint8> _instructions;
uint32 _ip; // Instruction pointer
};
struct EngineState {
uint8 stack[0x80];
uint8 sp;
EngineState() {
sp = 0x80;
}
};
struct EngineFrame {
ControlAction action;
ObjID src;
ObjID dest;
int x;
int y;
EngineState state;
Common::Array<ScriptAsset> scripts;
uint32 familyIdx;
bool haltedInFirst;
bool haltedInFamily;
bool haltedInSaves;
};
class ScriptEngine {
public:
ScriptEngine(World *world);
~ScriptEngine();
public:
bool runControl(ControlAction action, ObjID source, ObjID destination, Common::Point delta);
bool resume(bool execAll);
void reset();
private:
bool execFrame(bool execAll);
bool loadScript(EngineFrame * frame, uint32 scriptID);
bool resumeFunc(EngineFrame * frame);
bool runFunc();
private:
World *_world;
Common::Array<EngineFrame> _frames;
Container *_scripts;
};
} // End of namespace MacVenture
#endif
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