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/*
* ucinternal.h - Interpreter for usecode.
*
* Usecode_internal is the impelementation, so this header should only
* be included within .cc's in the 'usecode' directory.
*
*
* Copyright (C) 2001 The Exult Team
*
* 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 Library 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef _UCINTERNAL_H
#define _UCINTERNAL_H
#ifndef ALPHA_LINUX_CXX
# include <iosfwd>
#endif
#include "exult_types.h"
class Actor;
class Barge_object;
class Npc_actor;
class Usecode_value;
class Text_gump;
class Vector;
#ifdef MACOS
// With Metrowerks Codewarrior, we *have* to include useval.h, otherwise this will fail to compile:
// ...
// typedef Usecode_value (Usecode_internal::*UsecodeIntrinsicFn)(
// int event,int intrinsic,int num_parms,Usecode_value parms[12]);
// ...
// This might be a problem on other compilers besides CodeWarrior (thoug it works with gcc 2.95)
// This is *not* a bug in CW! It is a "feature" of g++ that it can work without!
#include "useval.h"
#endif
#include "ucmachine.h"
#include "tiles.h"
#include "vec.h" // Includes STL vector.
#include <string> // STL string
/*
* Recursively look for a barge that an object is a part of, or on.
*
* Output: ->barge if found, else 0.
*/
Barge_object *Get_barge
(
Game_object *obj
);
#define USECODE_INTRINSIC_DECL(NAME) Usecode_value UI_## NAME (int event,int intrinsic,int num_parms,Usecode_value parms[12])
/*
* A single function:
*/
class Usecode_function
{
int id; // The function #. (Appears to be the
// game item # the function gets
// called for.)
int len; // Length.
unsigned char *code; // The code.
friend class Usecode_internal;
// Create from file.
Usecode_function(std::istream& file);
inline ~Usecode_function()
{ delete [] code; }
};
/*
* Here's our virtual machine for running usecode.
*/
class Usecode_internal : public Usecode_machine
{
// I'th entry contains funs for ID's
// 256*i + n.
Exult_vector<Usecode_function*> funs[16];
Usecode_function *cur_function; // Current function being executed.
unsigned long timers[20]; // Each has time in hours when set.
int speech_track; // Set/read by some intrinsics.
Text_gump *book; // Book/scroll being displayed.
Game_object *caller_item; // Item this is being called on.
Game_object_vector last_created;// Stack of last sitem created with
// intrins. x24.
Actor *path_npc; // Last NPC in path_run_usecode().
const char *user_choice; // String user clicked on.
bool found_answer; // Did we already handle the
// conversation option?
Tile_coord saved_pos; // For a couple SI intrinsics.
char *String; // The single string register.
int telekenesis_fun; // For next Usecode call from spell.
void append_string(const char *txt); // Append to string.
void show_pending_text(); // Make sure user's seen all text.
void show_book(); // "Say" book/scroll text.
void say_string(); // "Say" the string.
Usecode_value *stack; // Stack.
Usecode_value *sp; // Stack ptr. Grows upwards.
void stack_error(int under);
void push(Usecode_value& val); // Push/pop stack.
Usecode_value pop();
void pushref(Game_object* obj); // Push itemref
void pushi(long val); // Push/pop integers.
int popi();
// Push/pop strings.
void pushs(char *s);
// Get ->obj. from 'itemref'.
Game_object *get_item(Usecode_value& itemref);
// "Safe" cast to Actor and Npc_actor.
Actor *as_actor(Game_object *obj);
Npc_actor *as_npcactor(Game_object *obj);
// Get position.
Tile_coord get_position(Usecode_value& itemref);
/*
* Built-in usecode functions:
*/
typedef Usecode_value (Usecode_internal::*UsecodeIntrinsicFn)(
int event,int intrinsic,int num_parms,Usecode_value parms[12]);
void show_npc_face(Usecode_value& arg1, Usecode_value& arg2,
int slot = -1);
void remove_npc_face(Usecode_value& arg1);
void set_item_shape(Usecode_value& item_arg, Usecode_value& shape_arg);
void set_item_frame(Game_object *item, int frame, int check_empty = 0,
int set_rotated = 0);
void remove_item(Game_object *obj);
int npc_in_party(Game_object *npc);
Usecode_value get_party();
void item_say(Usecode_value& objval, Usecode_value& strval);
void activate_cached(Tile_coord pos);
Usecode_value find_nearby(Usecode_value& objval,
Usecode_value& shapeval, Usecode_value& qval,
Usecode_value& mval);
Usecode_value find_nearest(Usecode_value& objval,
Usecode_value& shapeval, Usecode_value& unknown);
Usecode_value find_direction(Usecode_value& from, Usecode_value& to);
Usecode_value count_objects(Usecode_value& objval,
Usecode_value& shapeval, Usecode_value& qualval,
Usecode_value& frameval);
Usecode_value get_objects(Usecode_value& objval,
Usecode_value& shapeval, Usecode_value& qualval,
Usecode_value& frameval);
Usecode_value remove_party_items(Usecode_value& quantval,
Usecode_value& shapeval, Usecode_value& qualval,
Usecode_value& frameval, Usecode_value& flagval);
Usecode_value add_party_items(Usecode_value& quantval,
Usecode_value& shapeval, Usecode_value& qualval,
Usecode_value& frameval, Usecode_value& flagval);
Usecode_value add_cont_items(Usecode_value& container, Usecode_value& quantval,
Usecode_value& shapeval, Usecode_value& qualval,
Usecode_value& frameval, Usecode_value& flagval);
Usecode_value remove_cont_items(Usecode_value& container, Usecode_value& quantval,
Usecode_value& shapeval, Usecode_value& qualval,
Usecode_value& frameval, Usecode_value& flagval);
int path_run_usecode(Usecode_value& npcval, Usecode_value& locval,
Usecode_value& useval, Usecode_value& itemval,
Usecode_value& eventval, int find_free = 0, int always = 0);
void create_script(Usecode_value& objval, Usecode_value& codeval,
long delay);
/*
* Embedded intrinsics
*/
static struct IntrinsicTableEntry
{
UsecodeIntrinsicFn func;
const char *name;
} intrinsic_table[], serpent_table[];
Usecode_value Execute_Intrinsic(UsecodeIntrinsicFn func,const char *name,int event,int intrinsic,int num_parms,Usecode_value parms[12]);
USECODE_INTRINSIC_DECL(NOP);
USECODE_INTRINSIC_DECL(UNKNOWN);
USECODE_INTRINSIC_DECL(get_random);
USECODE_INTRINSIC_DECL(execute_usecode_array);
USECODE_INTRINSIC_DECL(delayed_execute_usecode_array);
USECODE_INTRINSIC_DECL(show_npc_face);
USECODE_INTRINSIC_DECL(remove_npc_face);
USECODE_INTRINSIC_DECL(add_answer);
USECODE_INTRINSIC_DECL(remove_answer);
USECODE_INTRINSIC_DECL(push_answers);
USECODE_INTRINSIC_DECL(pop_answers);
USECODE_INTRINSIC_DECL(clear_answers);
USECODE_INTRINSIC_DECL(select_from_menu);
USECODE_INTRINSIC_DECL(select_from_menu2);
USECODE_INTRINSIC_DECL(input_numeric_value);
USECODE_INTRINSIC_DECL(set_item_shape);
USECODE_INTRINSIC_DECL(find_nearest);
USECODE_INTRINSIC_DECL(die_roll);
USECODE_INTRINSIC_DECL(get_item_shape);
USECODE_INTRINSIC_DECL(get_item_frame);
USECODE_INTRINSIC_DECL(set_item_frame);
USECODE_INTRINSIC_DECL(get_item_quality);
USECODE_INTRINSIC_DECL(set_item_quality);
USECODE_INTRINSIC_DECL(get_item_quantity);
USECODE_INTRINSIC_DECL(set_item_quantity);
USECODE_INTRINSIC_DECL(get_object_position);
USECODE_INTRINSIC_DECL(get_distance);
USECODE_INTRINSIC_DECL(find_direction);
USECODE_INTRINSIC_DECL(get_npc_object);
USECODE_INTRINSIC_DECL(get_schedule_type);
USECODE_INTRINSIC_DECL(set_schedule_type);
USECODE_INTRINSIC_DECL(add_to_party);
USECODE_INTRINSIC_DECL(remove_from_party);
USECODE_INTRINSIC_DECL(get_npc_prop);
USECODE_INTRINSIC_DECL(set_npc_prop);
USECODE_INTRINSIC_DECL(get_avatar_ref);
USECODE_INTRINSIC_DECL(get_party_list);
USECODE_INTRINSIC_DECL(create_new_object);
USECODE_INTRINSIC_DECL(create_new_object2);
USECODE_INTRINSIC_DECL(set_last_created);
USECODE_INTRINSIC_DECL(update_last_created);
USECODE_INTRINSIC_DECL(get_npc_name);
USECODE_INTRINSIC_DECL(count_objects);
USECODE_INTRINSIC_DECL(find_object);
USECODE_INTRINSIC_DECL(get_cont_items);
USECODE_INTRINSIC_DECL(remove_party_items);
USECODE_INTRINSIC_DECL(add_party_items);
USECODE_INTRINSIC_DECL(play_music);
USECODE_INTRINSIC_DECL(npc_nearby);
USECODE_INTRINSIC_DECL(find_nearby_avatar);
USECODE_INTRINSIC_DECL(is_npc);
USECODE_INTRINSIC_DECL(display_runes);
USECODE_INTRINSIC_DECL(click_on_item);
USECODE_INTRINSIC_DECL(find_nearby);
USECODE_INTRINSIC_DECL(give_last_created);
USECODE_INTRINSIC_DECL(is_dead);
USECODE_INTRINSIC_DECL(game_hour);
USECODE_INTRINSIC_DECL(game_minute);
USECODE_INTRINSIC_DECL(get_npc_number);
USECODE_INTRINSIC_DECL(part_of_day);
USECODE_INTRINSIC_DECL(get_alignment);
USECODE_INTRINSIC_DECL(set_alignment);
USECODE_INTRINSIC_DECL(move_object);
USECODE_INTRINSIC_DECL(remove_npc);
USECODE_INTRINSIC_DECL(item_say);
USECODE_INTRINSIC_DECL(clear_item_say);
USECODE_INTRINSIC_DECL(projectile_effect);
USECODE_INTRINSIC_DECL(get_lift);
USECODE_INTRINSIC_DECL(set_lift);
USECODE_INTRINSIC_DECL(get_weather);
USECODE_INTRINSIC_DECL(set_weather);
USECODE_INTRINSIC_DECL(sit_down);
USECODE_INTRINSIC_DECL(summon);
USECODE_INTRINSIC_DECL(display_map);
USECODE_INTRINSIC_DECL(si_display_map);
USECODE_INTRINSIC_DECL(kill_npc);
USECODE_INTRINSIC_DECL(roll_to_win);
USECODE_INTRINSIC_DECL(set_attack_mode);
USECODE_INTRINSIC_DECL(get_attack_mode);
USECODE_INTRINSIC_DECL(set_opponent);
USECODE_INTRINSIC_DECL(clone);
USECODE_INTRINSIC_DECL(get_oppressor);
USECODE_INTRINSIC_DECL(set_oppressor);
USECODE_INTRINSIC_DECL(get_weapon);
USECODE_INTRINSIC_DECL(display_area);
USECODE_INTRINSIC_DECL(wizard_eye);
USECODE_INTRINSIC_DECL(resurrect);
USECODE_INTRINSIC_DECL(get_body_npc);
USECODE_INTRINSIC_DECL(add_spell);
USECODE_INTRINSIC_DECL(sprite_effect);
USECODE_INTRINSIC_DECL(obj_sprite_effect);
USECODE_INTRINSIC_DECL(explode);
USECODE_INTRINSIC_DECL(book_mode);
USECODE_INTRINSIC_DECL(stop_time);
USECODE_INTRINSIC_DECL(cause_light);
USECODE_INTRINSIC_DECL(get_barge);
USECODE_INTRINSIC_DECL(earthquake);
USECODE_INTRINSIC_DECL(is_pc_female);
USECODE_INTRINSIC_DECL(armageddon);
USECODE_INTRINSIC_DECL(halt_scheduled);
USECODE_INTRINSIC_DECL(lightning);
USECODE_INTRINSIC_DECL(get_array_size);
USECODE_INTRINSIC_DECL(mark_virtue_stone);
USECODE_INTRINSIC_DECL(recall_virtue_stone);
USECODE_INTRINSIC_DECL(apply_damage);
USECODE_INTRINSIC_DECL(is_pc_inside);
USECODE_INTRINSIC_DECL(get_timer);
USECODE_INTRINSIC_DECL(set_timer);
USECODE_INTRINSIC_DECL(wearing_fellowship);
USECODE_INTRINSIC_DECL(mouse_exists);
USECODE_INTRINSIC_DECL(get_speech_track);
USECODE_INTRINSIC_DECL(flash_mouse);
USECODE_INTRINSIC_DECL(get_item_frame_rot);
USECODE_INTRINSIC_DECL(set_item_frame_rot);
USECODE_INTRINSIC_DECL(on_barge);
USECODE_INTRINSIC_DECL(get_container);
USECODE_INTRINSIC_DECL(remove_item);
USECODE_INTRINSIC_DECL(reduce_health);
USECODE_INTRINSIC_DECL(is_readied);
USECODE_INTRINSIC_DECL(get_readied);
USECODE_INTRINSIC_DECL(restart_game);
USECODE_INTRINSIC_DECL(start_speech);
USECODE_INTRINSIC_DECL(is_water);
USECODE_INTRINSIC_DECL(run_endgame);
USECODE_INTRINSIC_DECL(fire_cannon);
USECODE_INTRINSIC_DECL(nap_time);
USECODE_INTRINSIC_DECL(advance_time);
USECODE_INTRINSIC_DECL(in_usecode);
USECODE_INTRINSIC_DECL(attack_avatar);
USECODE_INTRINSIC_DECL(path_run_usecode);
USECODE_INTRINSIC_DECL(close_gumps);
USECODE_INTRINSIC_DECL(in_gump_mode);
USECODE_INTRINSIC_DECL(is_not_blocked);
USECODE_INTRINSIC_DECL(direction_from);
USECODE_INTRINSIC_DECL(get_item_flag);
USECODE_INTRINSIC_DECL(set_item_flag);
USECODE_INTRINSIC_DECL(clear_item_flag);
USECODE_INTRINSIC_DECL(set_path_failure);
USECODE_INTRINSIC_DECL(fade_palette);
USECODE_INTRINSIC_DECL(get_party_list2);
USECODE_INTRINSIC_DECL(get_party_ids);
USECODE_INTRINSIC_DECL(set_camera);
USECODE_INTRINSIC_DECL(in_combat);
USECODE_INTRINSIC_DECL(center_view);
USECODE_INTRINSIC_DECL(get_dead_party);
USECODE_INTRINSIC_DECL(play_sound_effect);
USECODE_INTRINSIC_DECL(play_sound_effect2);
USECODE_INTRINSIC_DECL(get_npc_id);
USECODE_INTRINSIC_DECL(set_npc_id);
USECODE_INTRINSIC_DECL(add_cont_items);
USECODE_INTRINSIC_DECL(remove_cont_items);
// Serpent Isle:
USECODE_INTRINSIC_DECL(si_path_run_usecode);
USECODE_INTRINSIC_DECL(remove_from_area);
USECODE_INTRINSIC_DECL(infravision);
USECODE_INTRINSIC_DECL(error_message);
USECODE_INTRINSIC_DECL(set_polymorph);
USECODE_INTRINSIC_DECL(show_npc_face0);
USECODE_INTRINSIC_DECL(show_npc_face1);
USECODE_INTRINSIC_DECL(remove_npc_face0);
USECODE_INTRINSIC_DECL(remove_npc_face1);
USECODE_INTRINSIC_DECL(set_conversation_slot);
USECODE_INTRINSIC_DECL(init_conversation);
USECODE_INTRINSIC_DECL(end_conversation);
USECODE_INTRINSIC_DECL(set_new_schedules);
USECODE_INTRINSIC_DECL(revert_schedule);
USECODE_INTRINSIC_DECL(run_schedule);
USECODE_INTRINSIC_DECL(get_temperature);
USECODE_INTRINSIC_DECL(set_temperature);
// USECODE_INTRINSIC_DECL(add_removed_npc);
USECODE_INTRINSIC_DECL(approach_avatar);
USECODE_INTRINSIC_DECL(telekenesis);
USECODE_INTRINSIC_DECL(a_or_an);
USECODE_INTRINSIC_DECL(add_to_keyring);
USECODE_INTRINSIC_DECL(is_on_keyring);
USECODE_INTRINSIC_DECL(save_pos);
USECODE_INTRINSIC_DECL(teleport_to_saved_pos);
USECODE_INTRINSIC_DECL(get_item_usability);
USECODE_INTRINSIC_DECL(get_skin_colour);
/*
* Other private methods:
*/
// Call instrinsic function.
Usecode_value call_intrinsic(int event, int intrinsic, int num_parms);
void click_to_continue(); // Wait for user to click.
void set_book(Text_gump *b); // Set book/scroll to display.
const char *get_user_choice(); // Get user's choice.
int get_user_choice_num();
// Run the function.
int run(Usecode_function *fun, int event, int stack_elems);
// Call desired function.
int call_usecode_function(int id, int event, int stack_elems);
void link_party(); // Set party's id's.
Game_object *intercept_item;
Game_object *temp_to_be_deleted;
void uc_trace_disasm(Usecode_value* locals, int num_locals,
uint8* data, uint8* externals, uint8* code,
uint8* ip);
// Add/remove party member.
bool add_to_party(Actor *npc);
bool remove_from_party(Actor *npc);
int in_dead_party(Actor *npc);
bool add_to_dead_party(Actor *npc);
bool remove_from_dead_party(Actor *npc);
public:
friend class Usecode_script;
Usecode_internal(Game_window *gw);
~Usecode_internal();
// Read in usecode functions.
virtual void read_usecode(std::istream& file);
// Call desired function.
virtual int call_usecode(int id, Game_object *obj,
Usecode_events event);
virtual void update_party_status(Actor *npc);
virtual void do_speech(int num);// Start speech, or show text.
virtual void write(); // Write out 'gamedat/usecode.dat'.
virtual void read(); // Read in 'gamedat/usecode.dat'.
virtual void intercept_click_on_item(Game_object *obj)
{ intercept_item = obj; }
};
#endif
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