/* 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 */