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2026-02-02 04:50:13 +01:00

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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.
*
* 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 M4_WSCRIPT_WS_MACHINE_H
#define M4_WSCRIPT_WS_MACHINE_H
#include "common/algorithm.h"
#include "m4/m4_types.h"
#include "m4/gui/gui.h"
namespace M4 {
#define DEAD_MACHINE_ID 0xdeaddead
enum {
NOSEPICK = 0,
STARTWALK = 1,
WALKSEQ = 2,
ENDWALK = 3,
DEMAND_FACING = 4,
DEMAND_LOCATION = 5,
TERMINATE = 6,
PLAYER_HIDE = 7,
PLAYER_UNHIDE = 8,
TURN_TO_FACE = 9,
ACTION_11 = 11,
ACTION_12 = 12,
ACTION_13 = 13,
ACTION_14 = 14,
ACTION_15 = 15,
ACTION_17 = 17,
ACTION_18 = 18,
ACTION_19 = 19,
ACTION_20 = 20,
ACTION_21 = 21,
ACTION_22 = 22,
ACTION_23 = 23,
ACTION_24 = 24,
ACTION_25 = 25,
ACTION_26 = 26,
ACTION_27 = 27,
ACTION_28 = 28,
ACTION_29 = 29,
ACTION_30 = 30,
ACTION_31 = 31,
ACTION_32 = 32,
ACTION_33 = 33,
ACTION_666 = 666,
ACTION_900 = 900,
ACTION_902 = 902
};
// A message request
struct msgRequest {
msgRequest *nextMsg = nullptr;
uint32 msgHash = 0;
frac16 msgValue = 0;
int32 pcOffset = 0;
int32 pcCount = 0;
};
struct machine;
typedef void (*MessageCB)(frac16 myMessage, struct machine *sender);
//timebase request structure.
struct onTimeReq {
onTimeReq *next = nullptr;
int32 myTime = 0;
struct machine *myXM = nullptr;
int32 pcOffset = 0;
int32 pcCount = 0;
};
// rails algorithm struct
struct railNode {
uint8 nodeID = 0;
int32 x = 0, y = 0;
railNode *shortPath = nullptr;
int32 pathWeight = 0;
};
struct CCB {
uint32 flags = 0;
M4sprite *source = nullptr;
M4Rect *currLocation = nullptr;
M4Rect *newLocation = nullptr;
M4Rect *maxArea = nullptr;
int32 scaleX = 0;
int32 scaleY = 0;
int32 layer = 0;
uint32 *streamSSHeader = nullptr;
uint32 *streamSpriteSource = nullptr;
void *myStream = nullptr;
char *seriesName = nullptr;
};
#define JSR_STACK_MAX 8
struct Anim8 {
machine *myMachine = nullptr; // Pointer back to myMachine
int32 eosReqOffset = 0; // The machine PC offset to be executed at the EOS
int32 eosReqCount = 0;
Anim8 *next = nullptr; // The linked list used for execution order
Anim8 *prev = nullptr;
int32 myLayer = 0;
Anim8 *infront = nullptr; // The linked list used for layering
Anim8 *behind = nullptr;
Anim8 *myParent = nullptr; // The parent anim8
int32 sequHash = 0; // The current sequence Hash = 0;
MemHandle sequHandle = nullptr; // The sequence Handle
int32 pcOffset = 0; // The offset into the sequence of the current PC
CCB *myCCB = nullptr;
int32 dataHash = 0; // The array of data
MemHandle dataHandle = nullptr;
int32 dataOffset = 0;
int32 startTime = 0;
int32 switchTime = 0;
frac16 transTime = 0;
int32 flags = 0;
frac16 start_s = 0;
frac16 start_r = 0;
frac16 start_x = 0;
frac16 start_y = 0;
int32 numLocalVars = 0;
frac16 *myRegs = nullptr;
bool active = false;
int32 returnStackIndex = 0;
uint32 returnHashes[JSR_STACK_MAX] = { 0 };
int32 returnOffsets[JSR_STACK_MAX] = { 0 };
Anim8() {
Common::fill(returnHashes, returnHashes + JSR_STACK_MAX, 0);
Common::fill(returnOffsets, returnOffsets + JSR_STACK_MAX, 0);
}
};
struct machine {
machine *next = nullptr;
machine *prev = nullptr;
uint32 myHash = 0;
uint32 machID = 0;
char *machName = nullptr;
MemHandle machHandle = 0;
int32 machInstrOffset = 0;
int32 stateTableOffset = 0;
int32 curState = 0;
int32 numOfStates = 0;
uint32 recurseLevel = 0;
Anim8 *myAnim8 = nullptr;
Anim8 *parentAnim8 = nullptr;
int32 dataHash = 0;
MemHandle dataHandle = 0;
int32 dataOffset = 0;
int32 targetCount = 0;
struct machine *msgReplyXM = nullptr;
MessageCB CintrMsg;
msgRequest *myMsgs = nullptr;
msgRequest *myPersistentMsgs = nullptr;
msgRequest *usedPersistentMsgs = nullptr;
railNode *walkPath = nullptr;
};
struct globalMsgReq {
globalMsgReq *next = nullptr;
ulong msgHash = 0;
frac16 msgValue = 0;
ulong machHash = 0;
machine *sendM = nullptr;
int32 msgCount = 0;
};
struct WSMachine_Globals {
int32 _pauseTime = 0;
int32 _oldTime = 0;
bool _enginesPaused = false;
int32 *_dataFormats = nullptr;
uint32 _machineIDCount = 0;
machine *_firstMachine = nullptr;
machine *_nextXM = nullptr;
globalMsgReq *_myGlobalMessages = nullptr;
// Used for processing pCodes
frac16 *_ws_globals = nullptr;
void *_addrExists = nullptr;
};
bool ws_Initialize(frac16 *theGlobals);
void ws_Shutdown();
void pauseEngines();
void unpauseEngines();
void addPauseTime(int32 myTime);
void cycleEngines(Buffer *cleanBackground, int16 *depth_table, Buffer *screenCodes,
uint8 *myPalette, uint8 *ICT, bool updateVideo);
void ws_RefreshWoodscriptBuffer(Buffer *cleanBackground, int16 *depth_table,
Buffer *screenCodes, uint8 *myPalette, uint8 *ICT);
void terminateMachine(machine *m);
void terminateMachinesByHash(uint32 machHash);
void terminateMachineAndNull(machine *&m);
bool verifyMachineExists(machine *m);
int32 ws_KillMachines();
void ws_KillDeadMachines();
void ws_StepWhile(machine *m, int32 pcOffset, int32 pcCount);
void IntoTheState(machine *m);
machine *TriggerMachineByHash(int32 myHash, Anim8 *parentAnim8, int32 dataHash, int32 dataRow, MessageCB CintrMsg, bool debug, const char *machName);
machine *TriggerMachineByHash(int32 val1, int32 val2, int32 val3, int32 val4, int32 val5, int32 val6,
int32 x, int32 y, int32 scale, int32 layer, bool flag,
MessageCB intrMsg, const char *machName);
machine *TriggerMachineByHash(MessageCB intrMsg, const char *machName);
/**
* This proc is what allows a machine to send a message to another machine(s)
*/
void sendWSMessage(uint32 msgHash, frac16 msgValue, machine *recvM,
uint32 machHash, machine *sendM, int32 msgCount);
void sendWSMessage(int32 val1, machine *recv, int32 series1, int32 val3, int32 val4,
int32 trigger, int32 series2, int32 val6, int32 val7, int32 val8);
#define kernel_spawn_machine(name,hash,callback) TriggerMachineByHash(hash, nullptr, -1, -1, callback, false, name)
#define kernel_terminate_machine(m) terminateMachine(m)
} // End of namespace M4
#endif