/* 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 .
*
*/
#ifndef PROCESS_H
#define PROCESS_H
#include "agds/object.h"
#include "agds/opcode.h"
#include "agds/processExitCode.h"
#include "common/debug.h"
#include "common/scummsys.h"
#include "common/stack.h"
namespace AGDS {
class AGDSEngine;
class Screen;
class Animation;
using AnimationPtr = Common::SharedPtr;
class Process {
public:
enum Status { kStatusActive,
kStatusPassive,
kStatusDone,
kStatusError };
private:
using StackType = Common::Stack;
AGDSEngine *_engine;
Common::String _parentScreen;
ObjectPtr _object;
StackType _stack;
unsigned _entryPoint;
unsigned _ip, _lastIp;
Status _status;
bool _exited;
ProcessExitCode _exitCode;
Common::String _exitArg1, _exitArg2;
int _exitIntArg1, _exitIntArg2;
int _tileWidth, _tileHeight;
int _tileResource;
int _tileIndex;
Common::String _phaseVar;
int _timer;
int _animationCycles;
bool _animationLoop;
Common::Point _animationPosition;
int _animationZ;
int _animationDelay;
int _animationRandom;
bool _phaseVarControlled;
int _animationSpeed;
bool _samplePeriodic;
bool _sampleAmbient;
int32 _sampleVolume;
Common::Point _mousePosition;
int _filmSubtitlesResource;
AnimationPtr _processAnimation;
int _version;
private:
void debug(const char *str, ...);
void error(const char *str, ...);
void push(bool);
uint8 next();
uint16 next16() {
uint8 l = next();
uint16 h = next();
return (h << 8) | l;
}
uint16 nextOpcode();
int32 pop();
int32 top();
Common::String getString(int id);
Common::String popString() {
return getString(pop());
}
Common::String popText();
uint32 popColor();
#define AGDS_PROCESS_METHOD(opcode, method) \
void method();
#define AGDS_PROCESS_METHOD_C(opcode, method) \
void method(int8);
#define AGDS_PROCESS_METHOD_B(opcode, method) \
void method(uint8);
#define AGDS_PROCESS_METHOD_W(opcode, method) \
void method(int16);
#define AGDS_PROCESS_METHOD_U(opcode, method) \
void method(uint16);
#define AGDS_PROCESS_METHOD_UD(opcode, method) \
void method(int32);
#define AGDS_PROCESS_METHOD_UU(opcode, method) \
void method(uint16, uint16);
AGDS_OPCODE_LIST(AGDS_PROCESS_METHOD,
AGDS_PROCESS_METHOD_C, AGDS_PROCESS_METHOD_B, AGDS_PROCESS_METHOD_W,
AGDS_PROCESS_METHOD_U, AGDS_PROCESS_METHOD_UD, AGDS_PROCESS_METHOD_UU)
void moveCharacter(bool usermove);
void tell(bool npc, const Common::String &sound);
void tell(bool npc) { tell(npc, Common::String()); }
Common::String getCloneVarName(const Common::String &arg1, const Common::String &arg2);
void suspend(ProcessExitCode exitCode, const Common::String &arg1, const Common::String &arg2 = Common::String());
void suspend(ProcessExitCode exitCode, int arg1 = 0, int arg2 = 0);
ProcessExitCode resume();
void suspendIfPassive();
void setupAnimation(const AnimationPtr &animation);
void attachInventoryObjectToMouse(bool flag);
void leaveCharacter(const Common::String &name, const Common::String ®ionName, int dir);
void removeScreenObject(const Common::String &name);
public:
Process(AGDSEngine *engine, const ObjectPtr &object, unsigned ip, int version);
unsigned entryPoint() const {
return _entryPoint;
}
static Common::String disassemble(const ObjectPtr &object, int version);
ObjectPtr getObject() const {
return _object;
}
const Common::String &getName() const {
return _object->getName();
}
const Common::String &parentScreenName() const {
return _parentScreen;
}
Status status() const {
return _status;
}
bool active() const {
return _status == kStatusActive;
}
bool passive() const {
return _status == kStatusPassive;
}
void activate();
void deactivate();
void done();
void fail();
bool finished() const {
return _status == kStatusDone || _status == kStatusError;
}
void run();
ProcessExitCode getExitCode() const {
return _exitCode;
}
const Common::String &getExitArg1() const {
return _exitArg1;
}
int getExitIntArg1() const {
return _exitIntArg1;
}
const Common::String &getExitArg2() const {
return _exitArg2;
}
int getExitIntArg2() const {
return _exitIntArg2;
}
void setMousePosition(Common::Point mousePosition) {
_mousePosition = mousePosition;
}
void updateWithCurrentMousePosition();
const Common::String &phaseVar() const {
return _phaseVar;
}
const AnimationPtr &processAnimation() const {
return _processAnimation;
}
void removeProcessAnimation();
};
} // End of namespace AGDS
#endif /* AGDS_PROCESS_H */