File: ucmachine.h

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/*
 *  ucmachine.cc - Interpreter for usecode.
 *
 *  Copyright (C) 1999  Jeffrey S. Freedman
 *  Copyright (C) 2000-2022  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 UCMACHINE_H
#define UCMACHINE_H

#include "exceptions.h"
#include "exult_constants.h"
#include "singles.h"

#include <iosfwd>

class Game_window;
class Usecode_machine;
class Conversation;
class Keyring;
class Game_object;
class Actor;
class Usecode_value;
class Usecode_class_symbol;
class Tile_coord;

/*
 *  Here's our virtual machine for running usecode.  The actual internals
 *  are in Usecode_internal.
 */
class Usecode_machine : nonreplicatable, public Game_singletons {
protected:
	unsigned char gflags[c_last_gflag + 1];    // Global flags.
	Keyring*      keyring = nullptr;
	Conversation* conv    = nullptr;    // Handles conversations
public:
	friend class Usecode_script;
	// Create Usecode_internal.
	static Usecode_machine* create();
	Usecode_machine();
	virtual ~Usecode_machine();
	// Read in usecode functions.
	virtual void read_usecode(std::istream& file, bool patch = false) = 0;

	// Possible events:
	enum Usecode_events {
		npc_proximity = 0,
		double_click  = 1,
		internal_exec = 2,    // Internal call via intr. 1 or 2.
		egg_proximity = 3,
		weapon        = 4,    // From weapons.dat.
		readied       = 5,    // Wear an item.
		unreadied     = 6,    // Removed an item.
		died          = 7,    // In SI only, I think.
		chat          = 9,    // When a NPC wants to talk to you in SI
		si_path_fail  = 14
	};

	enum Global_flag_names {
		did_first_scene       = 0x3b,    // Went through 1st scene with Iolo.
		have_trinsic_password = 0x3d,
		found_stable_key      = 0x3c,
		left_trinsic          = 0x57,
		avatar_is_thief       = 0x2eb
	};

	int get_global_flag(int i) {    // Get/set ith flag.
		return gflags[i];
	}

	void set_global_flag(int i, int val = 1) {
		gflags[i] = (val == 1);
	}

	// Start speech, or show text.
	virtual void do_speech(int num) = 0;
	virtual bool in_usecode()       = 0;    // Currently in a usecode function?
	virtual bool in_usecode_for(Game_object* item, Usecode_events event) = 0;

	Keyring* getKeyring() const {
		return keyring;
	}

	// Call desired function.
	virtual int call_usecode(int id, Game_object* item, Usecode_events event)
			= 0;
	virtual bool call_method(Usecode_value* inst, int id, Game_object* item)
			= 0;
	virtual int         find_function(const char* nm, bool noerr = false) = 0;
	virtual const char* find_function_name(int funcid)                    = 0;
	virtual Usecode_class_symbol* get_class(int n)                        = 0;
	virtual Usecode_class_symbol* get_class(const char* nm)               = 0;
	virtual int                   get_shape_fun(int n)                    = 0;
	virtual void write() = 0;    // Write out 'gamedat/usecode.dat'.
	virtual void read()  = 0;    // Read in 'gamedat/usecode.dat'.

	void init_conversation();
	int  get_num_faces_on_screen() const;

	// intercept the next click_on_item intrinsic
	virtual void         intercept_click_on_item(Game_object* obj)          = 0;
	virtual Game_object* get_intercept_click_on_item() const                = 0;
	virtual void         intercept_click_on_tile(Tile_coord* t)             = 0;
	virtual Tile_coord*  get_intercept_click_on_tile() const                = 0;
	virtual void         save_intercept(Game_object*& obj, Tile_coord*& t)  = 0;
	virtual void         restore_intercept(Game_object* obj, Tile_coord* t) = 0;

	virtual bool function_exists(int funcid) = 0;
};

#endif /* INCL_USECODE */