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
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCUMM_SCRIPT_H
#define SCUMM_SCRIPT_H
#include "common/func.h"
namespace Scumm {
typedef Common::Functor0<void> Opcode;
struct OpcodeEntry : Common::NonCopyable {
Opcode *proc;
#ifndef REDUCE_MEMORY_USAGE
const char *desc;
#endif
#ifndef REDUCE_MEMORY_USAGE
OpcodeEntry() : proc(0), desc(0) {}
#else
OpcodeEntry() : proc(0) {}
#endif
~OpcodeEntry() {
setProc(0, 0);
}
void setProc(Opcode *p, const char *d) {
if (proc != p) {
delete proc;
proc = p;
}
#ifndef REDUCE_MEMORY_USAGE
desc = d;
#endif
}
};
// This is to help devices with small memory (PDA, smartphones, ...)
// to save abit of memory used by opcode names in the Scumm engine.
#ifndef REDUCE_MEMORY_USAGE
# define _OPCODE(ver, x) setProc(new Common::Functor0Mem<void, ver>(this, &ver::x), #x)
#else
# define _OPCODE(ver, x) setProc(new Common::Functor0Mem<void, ver>(this, &ver::x), "")
#endif
/**
* The number of script slots, which determines the maximal number
* of concurrently running scripts, and the number of local variables
* in a script.
* WARNING: Do NOT changes these values unless you really have to, as
* this will break savegame compatibility if done carelessly. If you
* have to change them, make sure you update saveload.cpp accordingly!
*/
enum {
NUM_SCRIPT_SLOT = 80,
NUM_SCRIPT_LOCAL = 25
};
/* Script status type (slot.status) */
enum {
ssDead = 0,
ssPaused = 1,
ssRunning = 2
};
struct ScriptSlot {
uint32 offs;
int32 delay;
uint16 number;
uint16 delayFrameCount;
bool freezeResistant, recursive;
bool didexec;
byte status;
byte where;
byte freezeCount;
byte cutsceneOverride;
byte cycle;
};
struct NestedScript {
uint16 number;
uint8 where;
uint8 slot;
};
enum {
/**
* The maximal number of cutscenes that can be active
* in parallel (i.e. nested).
*/
kMaxCutsceneNum = 5,
/**
* The maximal 'nesting' level for scripts.
*/
kMaxScriptNesting = 15
};
struct VirtualMachineState {
uint32 cutScenePtr[kMaxCutsceneNum];
byte cutSceneScript[kMaxCutsceneNum];
int16 cutSceneData[kMaxCutsceneNum];
int16 cutSceneScriptIndex;
byte cutSceneStackPointer;
ScriptSlot slot[NUM_SCRIPT_SLOT];
// Why does localvar have space for one extra local variable?
int32 localvar[NUM_SCRIPT_SLOT][NUM_SCRIPT_LOCAL + 1];
NestedScript nest[kMaxScriptNesting];
byte numNestedScripts;
};
} // End of namespace Scumm
#endif
|