scummvm/engines/illusions/scriptman.h

116 lines
3.1 KiB
C
Raw Normal View History

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef ILLUSIONS_SCRIPTMAN_H
#define ILLUSIONS_SCRIPTMAN_H
#include "illusions/scriptresource.h"
#include "illusions/thread.h"
#include "common/algorithm.h"
#include "common/stack.h"
namespace Illusions {
class IllusionsEngine;
class ScriptOpcodes;
struct ActiveScene {
uint32 _sceneId;
int _pauseCtr;
};
class ActiveScenes {
public:
ActiveScenes();
void clear();
void push(uint32 sceneId);
void pop();
void pauseActiveScene();
void unpauseActiveScene();
int getActiveScenesCount();
void getActiveSceneInfo(uint index, uint32 *sceneId, int *pauseCtr);
uint32 getCurrentScene();
bool isSceneActive(uint32 sceneId);
protected:
Common::FixedStack<ActiveScene, 16> _stack;
};
class ScriptStack {
public:
ScriptStack();
void clear();
void push(int16 value);
int16 pop();
int16 peek();
protected:
int _stackPos;
int16 _stack[256];
};
class ScriptMan {
public:
ScriptMan(IllusionsEngine *vm);
~ScriptMan();
void setSceneIdThreadId(uint32 theSceneId, uint32 theThreadId);
void startScriptThread(uint32 threadId, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10);
void startAnonScriptThread(int32 threadId, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10);
uint32 startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10);
uint32 startAbortableTimerThread(uint32 duration, uint32 threadId);
uint32 startTimerThread(uint32 duration, uint32 threadId);
void setCurrFontId(uint32 fontId);
bool enterScene(uint32 sceneId, uint32 threadId);
public:
IllusionsEngine *_vm;
ScriptResource *_scriptResource;
ActiveScenes _activeScenes;
ScriptStack _stack;
int _pauseCtr;
uint32 _theSceneId;
uint32 _theThreadId;
bool _doScriptThreadInit;
uint32 _nextTempThreadId;
uint32 _fontId;
ThreadList *_threads;
ScriptOpcodes *_scriptOpcodes;
uint32 _callerThreadId;
void newScriptThread(uint32 threadId, uint32 callingThreadId, uint notifyFlags,
byte *scriptCodeIp, uint32 value8, uint32 valueC, uint32 value10);
uint32 newTimerThread(uint32 duration, uint32 callingThreadId, bool isAbortable);
uint32 newTempThreadId();
};
} // End of namespace Illusions
#endif // ILLUSIONS_SCRIPTMAN_H