1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563
|
/*
* ucinternal.h - Interpreter for usecode.
*
* Usecode_internal is the implementation, so this header should only
* be included within .cc's in the 'usecode' directory.
*
*
* Copyright (C) 2001-2022 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 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
#include "common_types.h"
#include "tiles.h"
#include "ucdebugging.h"
#include "ucmachine.h"
#include "useval.h"
#include <deque>
#include <iosfwd>
#include <map>
#include <string>
#include <vector>
class Actor;
class Barge_object;
class Npc_actor;
class Usecode_value;
class Text_gump;
class Vector;
class Stack_frame;
class Usecode_function;
class Usecode_symbol_table;
class Usecode_class_symbol;
/*
* Recursively look for a barge that an object is a part of, or on.
*
* Output: ->barge if found, else nullptr.
*/
Barge_object* Get_barge(Game_object* obj);
#define USECODE_INTRINSIC_DECL(NAME) \
Usecode_value UI_##NAME(int num_parms, Usecode_value parms[12])
/*
* 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.
using Funs256 = std::vector<Usecode_function*>;
std::vector<Funs256> funs;
std::vector<Usecode_value> statics; // Global persistent vars.
Usecode_symbol_table* symtbl = nullptr; // (optional) symbol table.
std::deque<Stack_frame*> call_stack; // the call stack
std::map<Stack_frame*, const uint8*>
except_stack; // the exception handling stack
Stack_frame* frame = nullptr; // One intrinsic uses this for now...
bool modified_map = false; // We add/deleted/moved an object.
std::map<int, uint32> timers; // Each has time in hours when set.
int speech_track = -1; // Set/read by some intrinsics.
Text_gump* book = nullptr; // Book/scroll being displayed.
Game_object_shared caller_item; // Item this is being called on.
std::vector<Game_object_shared>
last_created; // Stack of last items created with
// intrins. x24.
Actor* path_npc = nullptr; // Last NPC in path_run_usecode().
const char* user_choice = nullptr; // String user clicked on.
bool found_answer = false; // Did we already handle the
// conversation option?
Tile_coord saved_pos = {-1, -1, -1}; // For a couple SI intrinsics.
int saved_map = -1; // Improvements for these intrinsics.
char* String = nullptr; // The single string register.
int telekenesis_fun = -1; // For next Usecode call from spell.
void append_string(const uint8* txt) {
append_string(reinterpret_cast<const char*>(txt));
}
void append_string(const char* str); // 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 push(const Usecode_value& val); // Push/pop stack.
Usecode_value pop();
Usecode_value peek();
void pushref(Game_object* obj); // Push itemref
void pushref(Game_object_shared obj);
void pushi(long val); // Push/pop integers.
int popi();
// Push/pop strings.
void pushs(const char* s);
void pushs(const uint8* s) {
pushs(reinterpret_cast<const char*>(s));
}
// Get ->obj. from 'itemref'.
Game_object* get_item(const Usecode_value& itemref);
// "Safe" cast to Actor and Npc_actor.
Actor* as_actor(Game_object* obj);
// Get position.
Tile_coord get_position(Usecode_value& itemval);
/*
* Built-in usecode functions:
*/
using UsecodeIntrinsicFn = Usecode_value (Usecode_internal::*)(
int num_parms, Usecode_value parms[12]);
int get_face_shape(Usecode_value& arg1, Actor*& npc, int& frame);
int get_face_shape(Usecode_value& arg1, Actor*& npc) {
int frame;
return get_face_shape(arg1, npc, frame);
}
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 add_dirty(Game_object* obj);
void remove_item(Game_object* obj);
Usecode_value get_party();
void item_say(Usecode_value& objval, Usecode_value& strval);
void activate_cached(const Tile_coord& pos);
Usecode_value find_nearby(
Usecode_value& objval, Usecode_value& shapeval,
Usecode_value& distval, Usecode_value& mval);
Usecode_value find_nearest(
Usecode_value& objval, Usecode_value& shapeval,
Usecode_value& distval);
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& temporary);
Usecode_value add_cont_items(
Usecode_value& container, Usecode_value& quantval,
Usecode_value& shapeval, Usecode_value& qualval,
Usecode_value& frameval, Usecode_value& temporary);
Usecode_value remove_cont_items(
Usecode_value& container, Usecode_value& quantval,
Usecode_value& shapeval, Usecode_value& qualval,
Usecode_value& frameval, Usecode_value& flagval);
Game_object_shared create_object(int shapenum, bool equip);
bool path_run_usecode(
Usecode_value& npcval, Usecode_value& locval, Usecode_value& useval,
Usecode_value& itemval, Usecode_value& eventval,
bool find_free = false, bool always = false,
bool companions = false);
void create_script(
Usecode_value& objval, Usecode_value& codeval, long delay);
bool is_dest_reachable(Actor* npc, const Tile_coord& dest);
/*
* Embedded intrinsics
*/
struct IntrinsicTableEntry {
UsecodeIntrinsicFn func;
const char* name;
};
static IntrinsicTableEntry intrinsics_bg[];
static IntrinsicTableEntry intrinsics_si[];
static IntrinsicTableEntry intrinsics_sib[];
Usecode_value Execute_Intrinsic(
UsecodeIntrinsicFn func, const char* name, 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(get_music_track);
USECODE_INTRINSIC_DECL(play_music);
USECODE_INTRINSIC_DECL(npc_nearby);
USECODE_INTRINSIC_DECL(npc_nearby2);
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(set_intercept_item);
USECODE_INTRINSIC_DECL(find_nearby);
USECODE_INTRINSIC_DECL(give_last_created);
USECODE_INTRINSIC_DECL(is_dead);
USECODE_INTRINSIC_DECL(game_day);
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(set_to_attack);
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(resurrect_npc);
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(attack_object);
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(set_orrery);
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(start_blocking_speech);
USECODE_INTRINSIC_DECL(is_water);
USECODE_INTRINSIC_DECL(run_endgame);
USECODE_INTRINSIC_DECL(fire_projectile);
USECODE_INTRINSIC_DECL(nap_time);
USECODE_INTRINSIC_DECL(advance_time);
USECODE_INTRINSIC_DECL(in_usecode);
USECODE_INTRINSIC_DECL(call_guards);
USECODE_INTRINSIC_DECL(attack_avatar);
USECODE_INTRINSIC_DECL(path_run_usecode);
USECODE_INTRINSIC_DECL(close_gump);
USECODE_INTRINSIC_DECL(close_gump2);
USECODE_INTRINSIC_DECL(close_gumps);
USECODE_INTRINSIC_DECL(close_gumps2);
USECODE_INTRINSIC_DECL(in_gump_mode);
USECODE_INTRINSIC_DECL(set_light);
USECODE_INTRINSIC_DECL(set_time_palette);
USECODE_INTRINSIC_DECL(ambient_light);
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(fade_palette_sleep);
USECODE_INTRINSIC_DECL(get_party_list2);
USECODE_INTRINSIC_DECL(set_camera);
USECODE_INTRINSIC_DECL(in_combat);
USECODE_INTRINSIC_DECL(center_view);
USECODE_INTRINSIC_DECL(view_tile);
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);
USECODE_INTRINSIC_DECL(error_message);
// Serpent Isle:
USECODE_INTRINSIC_DECL(si_path_run_usecode);
USECODE_INTRINSIC_DECL(can_avatar_reach_pos);
USECODE_INTRINSIC_DECL(remove_from_area);
USECODE_INTRINSIC_DECL(infravision);
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(change_npc_face0);
USECODE_INTRINSIC_DECL(change_npc_face1);
USECODE_INTRINSIC_DECL(reset_conv_face);
USECODE_INTRINSIC_DECL(init_conversation);
USECODE_INTRINSIC_DECL(end_conversation);
USECODE_INTRINSIC_DECL(stop_arresting);
USECODE_INTRINSIC_DECL(set_new_schedules);
USECODE_INTRINSIC_DECL(revert_schedule);
USECODE_INTRINSIC_DECL(run_schedule);
USECODE_INTRINSIC_DECL(modify_schedule);
USECODE_INTRINSIC_DECL(get_temperature);
USECODE_INTRINSIC_DECL(get_temperature_zone);
USECODE_INTRINSIC_DECL(set_temperature);
USECODE_INTRINSIC_DECL(get_npc_warmth);
// USECODE_INTRINSIC_DECL(add_removed_npc);
USECODE_INTRINSIC_DECL(approach_avatar);
USECODE_INTRINSIC_DECL(set_barge_dir);
USECODE_INTRINSIC_DECL(remove_all_spells);
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(remove_from_keyring);
USECODE_INTRINSIC_DECL(save_pos);
USECODE_INTRINSIC_DECL(teleport_to_saved_pos);
USECODE_INTRINSIC_DECL(get_item_weight);
USECODE_INTRINSIC_DECL(get_skin_colour);
USECODE_INTRINSIC_DECL(printf);
// SI Beta:
USECODE_INTRINSIC_DECL(sib_path_run_usecode);
USECODE_INTRINSIC_DECL(sib_is_dest_reachable);
// Exult only:
USECODE_INTRINSIC_DECL(begin_casting_mode);
USECODE_INTRINSIC_DECL(get_usecode_fun);
USECODE_INTRINSIC_DECL(get_map_num);
USECODE_INTRINSIC_DECL(display_map_ex);
USECODE_INTRINSIC_DECL(book_mode_ex);
USECODE_INTRINSIC_DECL(is_dest_reachable);
USECODE_INTRINSIC_DECL(set_npc_name);
USECODE_INTRINSIC_DECL(set_usecode_fun);
USECODE_INTRINSIC_DECL(has_spell);
USECODE_INTRINSIC_DECL(remove_spell);
USECODE_INTRINSIC_DECL(create_barge_object);
USECODE_INTRINSIC_DECL(in_usecode_path);
/*
* Other private methods:
*/
// Call instrinsic function.
Usecode_value call_intrinsic(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();
void clear_usevars();
void read_usevars(); // Read static variables.
Usecode_function* find_function(int funcid);
Game_object* intercept_item = nullptr;
Tile_coord* intercept_tile = nullptr;
// execution functions
bool call_function(
int funcid, int event, Game_object* caller = nullptr,
bool entrypoint = false, bool orig = false, int givenargs = 0);
void previous_stack_frame();
void return_from_function(Usecode_value& retval);
void return_from_procedure();
void abort_function(Usecode_value& retval);
int run();
// debugging functions
void uc_trace_disasm(Stack_frame* frame);
void uc_trace_disasm(
Usecode_value* locals, int num_locals,
std::vector<Usecode_value>& locstatics, const uint8* data,
const uint8* externals, const uint8* code, const uint8* ip);
static int get_opcode_length(int opcode);
void stack_trace(std::ostream& out);
bool is_object_fun(int n);
#ifdef USECODE_DEBUGGER
public:
bool is_on_breakpoint() const {
return on_breakpoint;
}
void set_breakpoint_action(int a) {
breakpoint_action = a;
}
void set_breakpoint();
int set_location_breakpoint(int funcid, int ip);
bool clear_breakpoint(int id) {
return breakpoints.remove(id);
}
void transmit_breakpoints(int fd) {
breakpoints.transmit(fd);
}
void dbg_stepover();
void dbg_finish();
int get_callstack_size() const;
Stack_frame* get_stackframe(int i);
int get_stack_size() const;
Usecode_value* peek_stack(int depth) const;
void poke_stack(int depth, Usecode_value& val);
private:
Breakpoints breakpoints;
bool on_breakpoint = false; // are we on a breakpoint?
int breakpoint_action = -1; // stay on breakpoint/continue/abort?
#endif
public:
friend class Usecode_script;
Usecode_internal();
~Usecode_internal() override;
// Read in usecode functions.
void read_usecode(std::istream& file, bool patch = false) override;
// Call desired function.
int call_usecode(int id, Game_object* item, Usecode_events event) override;
bool call_method(Usecode_value* inst, int id, Game_object* item) override;
int find_function(const char* nm, bool noerr = false) override;
const char* find_function_name(int funcid) override;
void do_speech(int num) override; // Start speech, or show text.
bool in_usecode() override { // Currently in a usecode function?
return !call_stack.empty();
}
bool in_usecode_for(Game_object* item, Usecode_events event) override;
Usecode_class_symbol* get_class(int n) override;
Usecode_class_symbol* get_class(const char* nm) override;
int get_shape_fun(int n) override;
void write() override; // Write out 'gamedat/usecode.dat'.
void read() override; // Read in 'gamedat/usecode.dat'.
void intercept_click_on_item(Game_object* obj) override {
intercept_item = obj;
delete intercept_tile;
intercept_tile = nullptr;
}
Game_object* get_intercept_click_on_item() const override {
return intercept_item;
}
void intercept_click_on_tile(Tile_coord* t) override {
intercept_item = nullptr;
delete intercept_tile;
intercept_tile = t;
}
Tile_coord* get_intercept_click_on_tile() const override {
return intercept_tile;
}
void save_intercept(Game_object*& obj, Tile_coord*& t) override {
obj = intercept_item;
t = intercept_tile;
intercept_item = nullptr;
intercept_tile = nullptr;
}
void restore_intercept(Game_object* obj, Tile_coord* t) override {
intercept_item = obj;
delete intercept_tile;
intercept_tile = t;
}
bool function_exists(int funcid) override {
Usecode_function* fun = find_function(funcid);
return fun != nullptr;
}
};
#endif
|