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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
//=============================================================================
//
// Interaction structs.
//
//-----------------------------------------------------------------------------
//
// Most of the interaction types here were used before the script and have
// very limited capabilities. They were removed from AGS completely in
// generation 3.0. The code is left for backwards compatibility.
//
//-----------------------------------------------------------------------------
//
/* THE WAY THIS WORKS:
*
* Interaction (Hotspot 1)
* |
* +-- eventTypes [NUM_EVENTS]
* +-- InteractionCommandList [NUM_EVENTS] (Look at hotspot)
* |
* +-- InteractionCommand [NUM_COMMANDS] (Display message)
* |
* +-- InteractionValue [NUM_ARGUMENTS] (5)
*/
//
//=============================================================================
#ifndef AGS_SHARED_GAME_INTEREACTIONS_H
#define AGS_SHARED_GAME_INTEREACTIONS_H
#include "common/std/memory.h"
#include "ags/shared/util/string_types.h"
namespace AGS3 {
#define LOCAL_VARIABLE_OFFSET 10000
#define MAX_GLOBAL_VARIABLES 100
#define MAX_ACTION_ARGS 5
#define MAX_NEWINTERACTION_EVENTS 30
#define MAX_COMMANDS_PER_LIST 40
namespace AGS {
namespace Shared {
enum InterValType : int8_t {
kInterValInvalid = 0,
kInterValLiteralInt = 1,
kInterValVariable = 2,
kInterValBoolean = 3,
kInterValCharnum = 4
};
enum InteractionVersion {
kInteractionVersion_Initial = 1
};
// InteractionValue represents an argument of interaction command
struct InteractionValue {
InterValType Type; // value type
int Value; // value definition
int Extra;
InteractionValue();
void clear();
void Read(Stream *in);
void Write(Stream *out) const;
};
struct InteractionCommandList;
typedef std::unique_ptr<InteractionCommandList> UInterCmdList;
// InteractionCommand represents a single command (action), an item of Command List
struct InteractionCommand {
int Type; // type of action
InteractionValue Data[MAX_ACTION_ARGS]; // action arguments
UInterCmdList Children; // list of sub-actions
InteractionCommandList *Parent; // action parent (optional)
InteractionCommand();
InteractionCommand(const InteractionCommand &ic);
void Assign(const InteractionCommand &ic, InteractionCommandList *parent);
void Reset();
void Read(Stream *in, bool &has_children);
void Write(Stream *out) const;
InteractionCommand &operator = (const InteractionCommand &ic);
private:
void ReadValues(Stream *in);
void WriteValues(Stream *out) const;
};
typedef std::vector<InteractionCommand> InterCmdVector;
// InteractionCommandList represents a list of commands (actions) that need to be
// performed on particular game event
struct InteractionCommandList {
InterCmdVector Cmds; // actions to run
int TimesRun; // used by engine to track score changes
InteractionCommandList();
InteractionCommandList(const InteractionCommandList &icmd_list);
void Reset();
void Read(Stream *in);
void Write(Stream *out) const;
protected:
void ReadCommands(Shared::Stream *in, std::vector<bool> &cmd_children);
void WriteCommands(Shared::Stream *out) const;
};
// InteractionEvent is a single event with a list of commands to performed
struct InteractionEvent {
int Type; // type of event
int TimesRun; // used by engine to track score changes
UInterCmdList Response; // list of commands to run
InteractionEvent();
InteractionEvent(const InteractionEvent &ie);
InteractionEvent &operator = (const InteractionEvent &ic);
};
typedef std::vector<InteractionEvent> InterEvtVector;
// Interaction is the list of events and responses for a game or game object
struct Interaction {
// The first few event types depend on the item - ID's of 100+ are
// custom events (used for subroutines)
InterEvtVector Events;
Interaction();
Interaction(const Interaction &inter);
// Copy information on number of times events of this interaction were fired
void CopyTimesRun(const Interaction &inter);
void Reset();
// Game static data (de)serialization
static Interaction *CreateFromStream(Stream *in);
void Write(Stream *out) const;
// Reading and writing runtime data from/to savedgame;
// NOTE: these are backwards-compatible methods, that do not always
// have practical sense
void ReadFromSavedgame_v321(Stream *in);
void WriteToSavedgame_v321(Stream *out) const;
void ReadTimesRunFromSave_v321(Stream *in);
void WriteTimesRunToSave_v321(Stream *out) const;
Interaction &operator =(const Interaction &inter);
};
typedef std::shared_ptr<Interaction> PInteraction;
// Legacy pre-3.0 kind of global and local room variables
struct InteractionVariable {
String Name{};
char Type{ '\0' };
int Value{ 0 };
InteractionVariable();
InteractionVariable(const String &name, char type, int val);
void Read(Stream *in);
void Write(Stream *out) const;
};
typedef std::vector<InteractionVariable> InterVarVector;
// A list of script function names for all supported events
struct InteractionScripts {
StringV ScriptFuncNames;
static InteractionScripts *CreateFromStream(Stream *in);
};
typedef std::shared_ptr<InteractionScripts> PInteractionScripts;
} // namespace Shared
} // namespace AGS
} // namespace AGS3
#endif
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