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engines/scumm/script.h
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144
engines/scumm/script.h
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/* 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 SCUMM_SCRIPT_H
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#define SCUMM_SCRIPT_H
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#include "common/func.h"
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namespace Scumm {
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typedef Common::Functor0<void> Opcode;
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struct OpcodeEntry : Common::NonCopyable {
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Opcode *proc;
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#ifndef REDUCE_MEMORY_USAGE
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const char *desc;
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#endif
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#ifndef REDUCE_MEMORY_USAGE
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OpcodeEntry() : proc(0), desc(0) {}
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#else
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OpcodeEntry() : proc(0) {}
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#endif
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~OpcodeEntry() {
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setProc(0, 0);
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}
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void setProc(Opcode *p, const char *d) {
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if (proc != p) {
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delete proc;
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proc = p;
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}
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#ifndef REDUCE_MEMORY_USAGE
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desc = d;
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#endif
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}
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};
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// This is to help devices with small memory (PDA, smartphones, ...)
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// to save abit of memory used by opcode names in the Scumm engine.
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#ifndef REDUCE_MEMORY_USAGE
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# define _OPCODE(ver, x) setProc(new Common::Functor0Mem<void, ver>(this, &ver::x), #x)
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#else
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# define _OPCODE(ver, x) setProc(new Common::Functor0Mem<void, ver>(this, &ver::x), "")
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#endif
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/**
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* The number of script slots, which determines the maximal number
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* of concurrently running scripts, and the number of local variables
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* in a script.
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* WARNING: Do NOT changes these values unless you really have to, as
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* this will break savegame compatibility if done carelessly. If you
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* have to change them, make sure you update saveload.cpp accordingly!
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*/
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enum {
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NUM_SCRIPT_SLOT = 80,
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NUM_SCRIPT_LOCAL = 25
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};
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/* Script status type (slot.status) */
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enum {
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ssDead = 0,
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ssPaused = 1,
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ssRunning = 2
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};
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struct ScriptSlot {
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uint32 offs;
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int32 delay;
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uint16 number;
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uint16 delayFrameCount;
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bool freezeResistant, recursive;
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bool didexec;
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byte status;
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byte where;
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byte freezeCount;
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byte cutsceneOverride;
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byte cycle;
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};
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struct NestedScript {
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uint16 number;
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uint8 where;
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uint8 slot;
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};
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enum {
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/**
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* The maximal number of cutscenes that can be active
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* in parallel (i.e. nested).
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*/
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kMaxCutsceneNum = 5,
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/**
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* The maximal 'nesting' level for scripts.
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*/
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kMaxScriptNesting = 15,
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kMaxScriptNestingHE = 40
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};
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enum {
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kScriptNumEXCD = 10001,
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kScriptNumENCD = 10002
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};
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/** Small helper to avoid `readVar(0x8000 + var)` repetition. */
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#define ROOM_VAL(val) (0x8000 + (val))
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struct VirtualMachineState {
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uint32 cutScenePtr[kMaxCutsceneNum];
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byte cutSceneScript[kMaxCutsceneNum];
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int16 cutSceneData[kMaxCutsceneNum];
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int16 cutSceneScriptIndex;
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byte cutSceneStackPointer;
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ScriptSlot slot[NUM_SCRIPT_SLOT];
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// Why does localvar have space for one extra local variable?
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int32 localvar[NUM_SCRIPT_SLOT][NUM_SCRIPT_LOCAL + 1];
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NestedScript nest[kMaxScriptNestingHE]; // Changed from 15 to 40 because of later HE games
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byte numNestedScripts;
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};
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} // End of namespace Scumm
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#endif
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