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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 SCUMM_SCRIPT_H
#define SCUMM_SCRIPT_H
#include "common/func.h"
namespace Scumm {
typedef Common::Functor0<void> Opcode;
struct OpcodeEntry : Common::NonCopyable {
Opcode *proc;
const char *desc;
OpcodeEntry() : proc(0), desc(0) {}
~OpcodeEntry() {
setProc(0, 0);
}
void setProc(Opcode *p, const char *d) {
if (proc != p) {
delete proc;
proc = p;
}
desc = d;
}
};
// 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<void, ver>(this, &ver::x), #x)
#else
# define _OPCODE(ver, x) setProc(new Common::Functor0Mem<void, ver>(this, &ver::x), "")
#endif
/**
* The number of script slots, which determines the maximal number
* of concurrently running scripts.
* WARNING: Do NOT changes this value unless you really have to, as
* this will break savegame compatibility if done carelessly. If you
* have to change it, make sure you update saveload.cpp accordingly!
*/
enum {
NUM_SCRIPT_SLOT = 80
};
/* 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];
int32 localvar[NUM_SCRIPT_SLOT][26];
NestedScript nest[kMaxScriptNesting];
byte numNestedScripts;
};
} // End of namespace Scumm
#endif
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