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/*
* ucmachine.cc - Interpreter for usecode.
*
* Copyright (C) 1999 Jeffrey S. Freedman
* Copyright (C) 2000-2001 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 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
#ifndef ALPHA_LINUX_CXX
# include <iosfwd>
#endif
class Game_window;
class Usecode_machine;
class Conversation;
class Keyring;
class Game_object;
class Actor;
#include "exceptions.h"
#include "singles.h"
/*
* Here's our virtual machine for running usecode. The actual internals
* are in Usecode_internal.
*/
class Usecode_machine : public Game_singletons
{
UNREPLICATABLE_CLASS(Usecode_machine);
protected:
unsigned char gflags[1024]; // Global flags.
Keyring* keyring;
Conversation *conv; // 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
};
enum Global_flag_names {
did_first_scene = 0x3b, // Went through 1st scene with Iolo.
have_trinsic_password = 0x3d,
found_stable_key = 0x48,
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 int in_usecode() = 0; // Currently in a usecode function?
Keyring* getKeyring() const { return keyring; }
// Call desired function.
virtual int call_usecode(int id, Game_object *obj,
Usecode_events event) = 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;
};
#endif /* INCL_USECODE */
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