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/*
* 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 UCSCHED_H
#define UCSCHED_H
#include "databuf.h"
#include "tiles.h"
#include "tqueue.h"
#include <memory>
class Game_object;
class Usecode_value;
class Usecode_internal;
using Game_object_weak = std::weak_ptr<Game_object>;
/*
* A class for executing usecode at a scheduled time:
*/
class Usecode_script : public Time_sensitive {
static int count; // Total # of these around.
static Usecode_script* first; // ->chain of all of them.
Usecode_script * next, *prev; // Next/prev. in global chain.
Game_object_weak obj; // From objval.
Usecode_value* code; // Array of code to execute.
int cnt; // Length of arrval.
int i; // Current index.
int frame_index; // For taking steps.
bool started; // Whether or not this script has started.
bool no_halt; // 1 to ignore halt().
bool must_finish; // 1 to finish before deleting.
bool killed_barks; // 1 to prevent barks from showing.
int delay; // Used for restoring.
// For restore:
Usecode_script(
Game_object* item, Usecode_value* cd, int findex, int nhalt,
int del);
public:
Usecode_script(Game_object* o, Usecode_value* cd = nullptr);
~Usecode_script() override;
void start(long delay = 1); // Start after 'delay' msecs.
long get_delay() const {
return delay;
}
void halt(); // Stop executing.
bool is_no_halt() const { // Is the 'no_halt' flag set?
return no_halt;
}
bool is_activated() const { // Started already?
return i > 0;
}
void add(int v1); // Append new instructions:
void add(int v1, int v2);
void add(int v1, std::string str);
void add(int* vals, int cnt);
Usecode_script& operator<<(int v) {
add(v);
return *this;
}
inline void activate_egg(Usecode_internal* usecode, Game_object* e);
static int get_count() {
return count;
}
int get_length() {
return cnt;
}
// Find for given item.
static Usecode_script* find(
const Game_object* srch, Usecode_script* last_found = nullptr);
static Usecode_script* find_active(
const Game_object* srch, Usecode_script* last_found = nullptr);
static void terminate(const Game_object* obj);
static void clear(); // Delete all.
// Remove all whose objs. are too far.
static void purge(const Tile_coord& spot, int dist);
void handle_event(unsigned long curtime, uintptr udata) override;
int exec(Usecode_internal* usecode, bool finish);
// Move object in given direction.
void step(Usecode_internal* usecode, int dir, int dz);
// Save/restore.
int save(ODataSource* out) const;
static Usecode_script* restore(Game_object* item, IDataSource* in);
void print(std::ostream& out) const; // Print values.
void kill_barks() {
killed_barks = true;
}
};
#endif
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