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scummvm-cursorfix/engines/icb/common/px_game_object.h
2026-02-02 04:50:13 +01:00

212 lines
7.3 KiB
C++

/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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/>.
*
*/
#ifndef ICB_GAME_OBJECT_H
#define ICB_GAME_OBJECT_H
#include "engines/icb/common/px_rcutypes.h"
namespace ICB {
// object run-time status values
enum _object_status { // possible values of object status field
OB_STATUS_NOT_HELD, // 0
OB_STATUS_HELD // 1 (when an object is held it does not get processed or drawn - it is excluded from the game)
};
#define OB_INIT_SCRIPT 0
#define OB_LOGIC_CONTEXT 1
#define OB_ACTION_CONTEXT 2
typedef struct {
uint32 m_size; // The size of the total data structure
uint32 m_var_table_offset;
uint32 ob_status; // low level internal stuff - see enum _object_status
// The offsets to the blocks of data. All offsets
// are from the start of the object
uint32 m_script_name_hash_table_offset; // Offset to the script name table
uint32 m_lvars_offset; // Offset to the local variable data
uint32 m_name_offset; // Offset to the object name
// Variable and script count
uint32 m_noLvars; // How many lvars this object has
uint32 m_noScripts; // The number of scripts associated with this object
/* This data is then followed by:
Null terminated object name
Object variable information block
Script names information block
*/
} CGame;
class CGameObject {
// Only ob_status is made public. To access the other elements use
// the access functions. This is so that further changes to the structure
// can be catered for through the access functions, and not needed where
// any element is specifically referenced
public:
// Main access functions
static const char *GetName(CGame *game); // Get a pointer to the object name
static uint32 GetNoLvars(CGame *game) ; // Get the number of local variables
static uint32 GetNoScripts(CGame *game); // Get the number of scripts
static uint32 GetSize(CGame *game) { return FROM_LE_32(game->m_size); }
// Using the hash system you cannot get names, only hashes
static uint32 GetScriptNameFullHash(CGame *game, uint32);
static uint32 GetScriptNamePartHash(CGame *game, uint32);
static const char *GetScriptVariableName(CGame *game, uint32); // gets name
static int32 GetVariable(CGame *game, const char *name); // get's number of named variable
static int32 IsVariableString(CGame *game, uint32); // is variable a string (1=string, 0=int)
static void SetIntegerVariable(CGame *game, uint32, int32); // Sets the value of an integer variable
static int32 GetIntegerVariable(CGame *game, uint32); // Get the value of an integer variable
static int32 *GetIntegerVariablePtr(CGame *game, uint32); // Get the value of an integer variable
static const char *GetStringVariable(CGame *game, uint32); // Get the value of a string variable
static const char *GetStringValueOrDefault(CGame *game, const char *varName, const char *defaultStr) {
int32 var;
var = GetVariable(game, varName);
if (var == -1)
return defaultStr;
else
return GetStringVariable(game, var);
}
static int32 GetIntegerValueOrDefault(CGame *game, const char *varName, int32 defaultInt) {
int32 var;
var = GetVariable(game, varName);
if (var == -1)
return defaultInt;
else
return GetIntegerVariable(game, var);
}
};
inline const char *CGameObject::GetName(CGame *game) {
// Get a pointer to the object name
return ((const char *)(((const char *)game) + game->m_name_offset));
}
inline uint32 CGameObject::GetNoLvars(CGame *game) {
// Get the number of local variables
return FROM_LE_32(game->m_noLvars);
}
inline uint32 CGameObject::GetNoScripts(CGame *game) {
// Get the number of scripts
return FROM_LE_32(game->m_noScripts);
}
inline uint32 CGameObject::GetScriptNameFullHash(CGame *game, uint32 scriptNo) {
assert(scriptNo < FROM_LE_32(game->m_noScripts));
return FROM_LE_32(((const int32 *)(((const char *)game) + FROM_LE_32(game->m_script_name_hash_table_offset)))[scriptNo * 2]);
}
inline uint32 CGameObject::GetScriptNamePartHash(CGame *game, uint32 scriptNo) {
assert(scriptNo < FROM_LE_32(game->m_noScripts));
return FROM_LE_32(((const int32 *)(((const char *)game) + FROM_LE_32(game->m_script_name_hash_table_offset)))[scriptNo * 2 + 1]);
}
inline const char *CGameObject::GetScriptVariableName(CGame *game, uint32 varNo) {
const char *currentPos;
const uint32 *table;
currentPos = (((const char *)game) + FROM_LE_32(game->m_var_table_offset));
table = (const uint32 *)currentPos;
return ((const char *)game) + FROM_LE_32(table[varNo * 2]);
}
inline int32 CGameObject::IsVariableString(CGame *game, uint32 varNo) {
const char *currentPos;
const uint32 *table;
currentPos = (((const char *)game) + FROM_LE_32(game->m_var_table_offset));
table = (const uint32 *)currentPos;
return FROM_LE_32(table[varNo * 2 + 1]);
}
inline int32 CGameObject::GetVariable(CGame *game, const char *name) {
const char *currentPos;
const uint32 *table;
int32 retValue;
uint32 whichVar;
currentPos = (((const char *)game) + FROM_LE_32(game->m_var_table_offset));
table = (const uint32 *)currentPos;
retValue = -1;
for (whichVar = 0; whichVar < FROM_LE_32(game->m_noLvars); whichVar++) {
if (strcmp(name, ((const char *)game) + FROM_LE_32(table[whichVar * 2])) == 0) {
retValue = whichVar;
whichVar = (int32)FROM_LE_32(game->m_noLvars);
}
}
return retValue;
}
inline void CGameObject::SetIntegerVariable(CGame *game, uint32 lvar, int32 val) {
assert(lvar < FROM_LE_32(game->m_noLvars));
uint32 *lvars = (uint32 *)((byte *)game + FROM_LE_32(game->m_lvars_offset));
WRITE_LE_UINT32(lvars + lvar, (uint32)val);
}
inline int32 CGameObject::GetIntegerVariable(CGame *game, uint32 lvar) {
// Get an lvar value
assert(lvar < FROM_LE_32(game->m_noLvars));
uint32 *lvars = (uint32 *)((byte *)game + FROM_LE_32(game->m_lvars_offset));
return (int32)READ_LE_UINT32(lvars + lvar);
}
inline int32 *CGameObject::GetIntegerVariablePtr(CGame *game, uint32 lvar) {
// Get an lvar value
assert(lvar < FROM_LE_32(game->m_noLvars));
uint32 *lvars = (uint32 *)((byte *)game + FROM_LE_32(game->m_lvars_offset));
return (int32 *)(lvars + lvar);
}
inline const char *CGameObject::GetStringVariable(CGame *game, uint32 lvar) {
// Get an lvar value
assert(lvar < FROM_LE_32(game->m_noLvars));
uint32 *lvars = (uint32 *)((byte *)game + FROM_LE_32(game->m_lvars_offset));
return (const char *)game + (int32)READ_LE_UINT32(lvars + lvar);
}
} // End of namespace ICB
#endif