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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.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#ifndef WAGE_SCRIPT_H
#define WAGE_SCRIPT_H
namespace Wage {
enum OperandTypes {
OBJ = 0,
CHR = 1,
SCENE = 2,
NUMBER = 3,
STRING = 4,
CLICK_INPUT = 5,
TEXT_INPUT = 6
};
class Script {
public:
Script(Common::SeekableReadStream *data) : _data(data) {}
~Script();
private:
Common::SeekableReadStream *_data;
WageEngine *_callbacks;
World *_world;
int _loopCount;
String *_inputText;
Designed *_inputClick;
bool _evalResult;
bool _handled;
class Operand {
public:
union {
Obj *obj;
Chr *chr;
Scene *scene;
int16 number;
String *string;
Designed *inputClick;
} _value;
OperandTypes _type;
Common::String _str;
Operand(Obj *value, OperandTypes type) {
_value.obj = value;
_type = type;
}
Operand(Chr *value, OperandTypes type) {
_value.chr = value;
_type = type;
}
Operand(Scene *value, OperandTypes type) {
_value.scene = value;
_type = type;
}
Operand(int value, OperandTypes type) {
_value.number = value;
_type = type;
}
Operand(String *value, OperandTypes type) {
_value.string = value;
_type = type;
}
Operand(Designed *value, OperandTypes type) {
_value.inputClick = value;
_type = type;
}
Common::String toString() {
char buf[128];
if (_value.obj == NULL)
_str = "";
switch(_type) {
case NUMBER:
_str = snprintf(buf, 128, "%d", _value.number);
return _str;
case STRING:
case TEXT_INPUT:
return *_value.string;
case OBJ:
return _value.obj->toString();
case CHR:
return _value.chr->toString();
case SCENE:
return _value.scene->toString();
case CLICK_INPUT:
return _value.inputClick->toString();
default:
error("Unhandled operand type: _type");
}
}
};
public:
bool execute(World *world, int loopCount, String *inputText, Designed *inputClick, WageEngine *callbacks);
private:
Operand *readOperand();
Operand *readStringOperand();
const char *readOperator();
void processIf();
void skipBlock();
void skipIf();
bool compare(Operand *o1, Operand *o2, int comparator);
bool eval(Operand *lhs, const char *op, Operand *rhs);
bool evalClickCondition(Operand *lhs, const char *op, Operand *rhs);
void processMove();
void processLet();
void assign(byte operandType, int uservar, uint16 value);
void appendText(String str);
void handleMoveCommand(Scene::Directions dir, const char *dirName);
void handleLookCommand();
void handleInventoryCommand();
void handleStatusCommand();
void handleRestCommand();
void handleAcceptCommand();
void handleTakeCommand(const char *target);
void handleDropCommand(const char *target);
void handleAimCommand(const char *target);
void handleWearCommand(const char *target);
void handleOfferCommand(const char *target);
bool tryAttack(Weapon *weapon, Common::String &input);
void handleAttack(Weapon *weapon);
};
} // End of namespace Wage
#endif
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