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https://github.com/scummvm/scummvm.git
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180 lines
4.4 KiB
C++
180 lines
4.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef STARK_RESOURCES_SCRIPT_H
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#define STARK_RESOURCES_SCRIPT_H
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#include "common/str.h"
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#include "engines/stark/resources/object.h"
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namespace Stark {
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namespace Formats {
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class XRCReadStream;
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}
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namespace Resources {
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class Command;
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/**
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* A script resource
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*
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* Scripts are made of a collection of Command resources. Commands
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* return the next command to be executed, allowing for branches.
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*/
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class Script : public Object {
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public:
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static const Type::ResourceType TYPE = Type::kScript;
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enum SubType {
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kSubTypeGameEvent = 4,
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kSubTypePlayerAction = 5,
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kSubTypeDialog = 6
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};
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enum ScriptType {
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kScriptTypeOnGameEvent = 0,
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kScriptTypePassiveDialog = 1,
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kScriptTypeOnPlayerAction = 2,
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kScriptType3 = 3,
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kScriptType4 = 4
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};
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enum GameEvent {
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kGameEventOnGameLoop = 0,
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kGameEventOnEnterLocation = 1,
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kGameEventOnExitLocation = 2
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};
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/**
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* Script call modes.
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*
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* Most script types are only meaningful for a call mode.
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* The shouldExecute method checks the consistency between
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* the script type and the call mode.
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*/
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enum CallMode {
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kCallModeGameLoop = 1,
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kCallModeExitLocation = 2,
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kCallModeEnterLocation = 3,
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kCallModePlayerAction = 4,
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kCallModeDialogCreateSelections = 5,
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kCallModeDialogAnswer = 6
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};
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enum ResumeStatus {
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kResumeComplete,
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kResumeAbort,
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kResumeSuspend
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};
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Script(Object *parent, byte subType, uint16 index, const Common::String &name);
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virtual ~Script();
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// Resource API
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void readData(Formats::XRCReadStream *stream) override;
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void saveLoad(ResourceSerializer *serializer) override;
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void saveLoadCurrent(ResourceSerializer *serializer) override;
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void onAllLoaded() override;
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void onGameLoop() override;
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/** Reset the script so that it can be executed again from the beginning */
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void reset();
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/** Is the script enabled? */
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bool isEnabled();
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/** Enable the script */
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void enable(bool value);
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/** Disable and reset the script */
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void stop();
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/** Is the script on its Begin command? */
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bool isOnBegin();
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/** Has the script ended? */
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bool isOnEnd();
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/** Get the script's startup command */
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Command *getBeginCommand();
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/** Attempt to run the script using the specified call mode */
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void execute(uint32 callMode);
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/** Pause the script for the specified time */
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void pause(int32 msecs);
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/** Suspend the script while the specified resource is running */
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void suspend(Object *cause);
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/** Is the script paused, or waiting for a resource to complete? */
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bool isSuspended();
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/** Get the resource the script is waiting to complete, if any */
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Object *getSuspendingResource() const;
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/** Returns true if the script is enabled and valid for this call mode */
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bool shouldExecute(uint32 callMode);
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/** Step the script to the next command, overriding all checks */
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void goToNextCommand();
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/**
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* Add an object to the return list.
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*
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* The script will resume execution of this object once it reaches an End opcode
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*/
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void addReturnObject(Object *object);
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/** Set the outcome of a suspension (completion or abortion) */
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void setResumeStatus(ResumeStatus status);
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protected:
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void print(uint depth) override;
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void printData() override;
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void updateSuspended();
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void resumeCallerExecution(Object *callerObject);
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uint32 _scriptType;
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uint32 _runEvent;
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uint32 _minChapter;
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uint32 _maxChapter;
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bool _shouldResetGameSpeed;
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bool _enabled;
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Command *_nextCommand;
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int32 _pauseTimeLeft;
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Object *_suspendingResource;
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ResumeStatus _resumeStatus;
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Common::Array<Object *> _returnObjects;
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};
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} // End of namespace Resources
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} // End of namespace Stark
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#endif // STARK_RESOURCES_SCRIPT_H
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