📄 game_script.h
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#ifndef _GAME_SCRIPT_H_
#define _GAME_SCRIPT_H_
// Definitions that match script's else and endif action #'s
#define SCRIPT_ELSE 1
#define SCRIPT_ENDIF 2
#define SCRIPT_GOTO 8
class cGameScript : public cScript
{
private:
// The internal flags and variables array
BOOL m_Flags[256];
long m_Vars[256];
// The parent application object
cApp *m_App;
// A text window for displaying messages
cWindow m_Window;
// Route points for constructing a character route
long m_NumRoutePoints;
sRoutePoint *m_Route;
// Standard processing actions
sScript *Script_End(sScript*);
sScript *Script_Else(sScript*);
sScript *Script_EndIf(sScript*);
sScript *Script_IfFlagThen(sScript*);
sScript *Script_IfVarThen(sScript*);
sScript *Script_SetFlag(sScript*);
sScript *Script_SetVar(sScript*);
sScript *Script_Label(sScript*);
sScript *Script_Goto(sScript*);
sScript *Script_Message(sScript*);
// Character related actions
sScript *Script_Add(sScript*);
sScript *Script_Remove(sScript*);
sScript *Script_Move(sScript*);
sScript *Script_Direction(sScript*);
sScript *Script_Type(sScript*);
sScript *Script_AI(sScript*);
sScript *Script_Target(sScript*);
sScript *Script_NoTarget(sScript*);
sScript *Script_Bounds(sScript*);
sScript *Script_Distance(sScript*);
sScript *Script_Script(sScript*);
sScript *Script_CharMessage(sScript*);
sScript *Script_Enable(sScript*);
sScript *Script_CreateRoute(sScript*);
sScript *Script_AddPoint(sScript*);
sScript *Script_AssignRoute(sScript*);
sScript *Script_AlterHPMP(sScript*);
sScript *Script_Ailment(sScript*);
sScript *Script_AlterSpell(sScript*);
sScript *Script_Teleport(sScript*);
sScript *Script_ShortMessage(sScript*);
sScript *Script_Action(sScript*);
sScript *Script_IfExpLevel(sScript*);
// Shop/barter action
sScript *Script_Barter(sScript*);
// Item related actions
sScript *Script_IfItem(sScript*);
sScript *Script_AddItem(sScript*);
sScript *Script_RemoveItem(sScript*);
// Barrier related actions
sScript *Script_AddBarrier(sScript*);
sScript *Script_EnableBarrier(sScript*);
sScript *Script_RemoveBarrier(sScript*);
// Trigger related actions
sScript *Script_AddTrigger(sScript*);
sScript *Script_EnableTrigger(sScript*);
sScript *Script_RemoveTrigger(sScript*);
// Sound related actions
sScript *Script_Sound(sScript*);
sScript *Script_Music(sScript*);
sScript *Script_StopMusic(sScript*);
// Win game action
sScript *Script_WinGame(sScript*);
// Comment and separator actions
sScript *Script_CommentOrSeparator(sScript*);
// Wait action
sScript *Script_Wait(sScript*);
// Random number generation
sScript *Script_IfRandThen(sScript*);
// Force a frame to render
sScript *Script_Render(sScript*);
// If/then processing function
sScript *Script_IfThen(sScript *ScriptPtr, BOOL Skip);
// The overloaded processing functions
BOOL Release();
sScript *Process(sScript *Script);
public:
cGameScript();
~cGameScript();
BOOL SetData(cApp *App);
BOOL Reset();
BOOL Save(char *Filename);
BOOL Load(char *Filename);
};
#endif
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