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// license:BSD-3-Clause
// copyright-holders:Aaron Giles
/***************************************************************************
cheat.h
Cheat system.
***************************************************************************/
#pragma once
#ifndef __CHEAT_H__
#define __CHEAT_H__
#include "debug/express.h"
#include "ui/ui.h"
//**************************************************************************
// CONSTANTS
//**************************************************************************
enum script_state
{
SCRIPT_STATE_OFF = 0,
SCRIPT_STATE_ON,
SCRIPT_STATE_RUN,
SCRIPT_STATE_CHANGE,
SCRIPT_STATE_COUNT
};
DECLARE_ENUM_OPERATORS(script_state)
//**************************************************************************
// TYPE DEFINITIONS
//**************************************************************************
class cheat_manager;
// ======================> number_and_format
// helper class to remember a format along with a number
class number_and_format
{
public:
// construction/destruction
number_and_format(UINT64 value = 0, int format = 0)
: m_value(value),
m_format(format) { }
// pass-through to look like a regular number
operator UINT64 &() { return m_value; }
operator const UINT64 &() const { return m_value; }
// format the number according to its format
const char *format(astring &string) const;
private:
// internal state
UINT64 m_value;
int m_format;
};
// ======================> cheat_parameter
// a parameter for a cheat, which can be set in the UI
class cheat_parameter
{
public:
// construction/destruction
cheat_parameter(cheat_manager &manager, symbol_table &symbols, const char *filename, xml_data_node ¶mnode);
// queries
const char *text();
bool has_itemlist() const { return (m_itemlist.count() != 0); }
bool is_minimum() const { return (m_value == ((m_itemlist.count() == 0) ? m_minval : m_itemlist.first()->value())); }
bool is_maximum() const { return (m_value == ((m_itemlist.count() == 0) ? m_maxval : m_itemlist.last()->value())); }
// state setters
bool set_minimum_state();
bool set_prev_state();
bool set_next_state();
// actions
void save(emu_file &cheatfile) const;
private:
// a single item in a parameter item list
class item
{
friend class simple_list<item>;
public:
// construction/destruction
item(const char *text, UINT64 value, int valformat)
: m_next(NULL),
m_text(text),
m_value(value, valformat) { }
// getters
item *next() const { return m_next; }
const number_and_format &value() const { return m_value; }
const char *text() const { return m_text; }
private:
// internal state
item * m_next; // next item in list
astring m_text; // name of the item
number_and_format m_value; // value of the item
};
// internal state
number_and_format m_minval; // minimum value
number_and_format m_maxval; // maximum value
number_and_format m_stepval; // step value
UINT64 m_value; // live value of the parameter
astring m_curtext; // holding for a value string
simple_list<item> m_itemlist; // list of items
};
// ======================> cheat_script
// a script entry, specifying which state to execute under
class cheat_script
{
friend class simple_list<cheat_script>;
public:
// construction/destruction
cheat_script(cheat_manager &manager, symbol_table &symbols, const char *filename, xml_data_node &scriptnode);
// getters
script_state state() const { return m_state; }
// actions
void execute(cheat_manager &manager, UINT64 &argindex);
void save(emu_file &cheatfile) const;
private:
// an entry within the script
class script_entry
{
friend class simple_list<script_entry>;
public:
// construction/destruction
script_entry(cheat_manager &manager, symbol_table &symbols, const char *filename, xml_data_node &entrynode, bool isaction);
// getters
script_entry *next() const { return m_next; }
// actions
void execute(cheat_manager &manager, UINT64 &argindex);
void save(emu_file &cheatfile) const;
private:
// an argument for output
class output_argument
{
friend class simple_list<output_argument>;
public:
// construction/destruction
output_argument(cheat_manager &manager, symbol_table &symbols, const char *filename, xml_data_node &argnode);
// getters
output_argument *next() const { return m_next; }
int count() const { return m_count; }
int values(UINT64 &argindex, UINT64 *result);
// actions
void save(emu_file &cheatfile) const;
private:
// internal state
output_argument * m_next; // link to next argument
parsed_expression m_expression; // expression for argument
UINT64 m_count; // number of repetitions
};
// internal helpers
void validate_format(const char *filename, int line);
// internal state
script_entry * m_next; // link to next entry
parsed_expression m_condition; // condition under which this is executed
parsed_expression m_expression; // expression to execute
astring m_format; // string format to print
simple_list<output_argument> m_arglist; // list of arguments
INT8 m_line; // which line to print on
UINT8 m_justify; // justification when printing
// constants
static const int MAX_ARGUMENTS = 32;
};
// internal state
simple_list<script_entry> m_entrylist; // list of actions to perform
script_state m_state; // which state this script is for
};
// ======================> cheat_entry
// a single cheat
class cheat_entry
{
friend class simple_list<cheat_entry>;
public:
// construction/destruction
cheat_entry(cheat_manager &manager, symbol_table &globaltable, const char *filename, xml_data_node &cheatnode);
~cheat_entry();
// getters
cheat_manager &manager() const { return m_manager; }
cheat_entry *next() const { return m_next; }
script_state state() const { return m_state; }
const char *description() const { return m_description; }
const char *comment() const { return m_comment; }
// script detection
bool has_run_script() const { return (m_run_script != NULL); }
bool has_on_script() const { return (m_on_script != NULL); }
bool has_off_script() const { return (m_off_script != NULL); }
bool has_change_script() const { return (m_change_script != NULL); }
// script execution
void execute_off_script() { if (has_off_script()) m_off_script->execute(m_manager, m_argindex); }
void execute_on_script() { if (has_on_script()) m_on_script->execute(m_manager, m_argindex); }
void execute_run_script() { if (has_run_script()) m_run_script->execute(m_manager, m_argindex); }
void execute_change_script() { if (has_change_script()) m_change_script->execute(m_manager, m_argindex); }
// cheat classification
bool is_text_only() const { return (m_parameter == NULL && !has_run_script() && !has_off_script() && !has_on_script()); }
bool is_oneshot() const { return (m_parameter == NULL && !has_run_script() && !has_off_script() && has_on_script()); }
bool is_onoff() const { return (m_parameter == NULL && (has_run_script() || (has_off_script() && has_on_script()))); }
bool is_value_parameter() const { return (m_parameter != NULL && !m_parameter->has_itemlist()); }
bool is_itemlist_parameter() const { return (m_parameter != NULL && m_parameter->has_itemlist()); }
bool is_oneshot_parameter() const { return (m_parameter != NULL && !has_run_script() && !has_off_script() && has_change_script()); }
// actions
bool activate();
bool select_default_state();
bool select_previous_state();
bool select_next_state();
void save(emu_file &cheatfile) const;
// UI helpers
void menu_text(astring &description, astring &state, UINT32 &flags);
// per-frame update
void frame_update() { if (m_state == SCRIPT_STATE_RUN) execute_run_script(); }
private:
// internal helpers
bool set_state(script_state newstate);
auto_pointer<cheat_script> &script_for_state(script_state state);
// internal state
cheat_manager & m_manager; // reference to our manager
cheat_entry * m_next; // next cheat entry
astring m_description; // string description/menu title
astring m_comment; // comment data
auto_pointer<cheat_parameter> m_parameter; // parameter
auto_pointer<cheat_script> m_on_script; // script to run when turning on
auto_pointer<cheat_script> m_off_script; // script to run when turning off
auto_pointer<cheat_script> m_change_script; // script to run when value changes
auto_pointer<cheat_script> m_run_script; // script to run each frame when on
symbol_table m_symbols; // symbol table for this cheat
script_state m_state; // current cheat state
UINT32 m_numtemp; // number of temporary variables
UINT64 m_argindex; // argument index variable
// constants
static const int DEFAULT_TEMP_VARIABLES = 10;
};
// ======================> cheat_manager
// private machine-global data
class cheat_manager
{
public:
// construction/destruction
cheat_manager(running_machine &machine);
// getters
running_machine &machine() const { return m_machine; }
bool enabled() const { return !m_disabled; }
cheat_entry *first() const { return m_cheatlist.first(); }
// setters
void set_enable(bool enable = true);
// actions
void reload();
bool save_all(const char *filename);
void render_text(render_container &container);
// output helpers
astring &get_output_astring(int row, int justify);
// global helpers
static const char *quote_expression(astring &string, const parsed_expression &expression);
static UINT64 execute_frombcd(symbol_table &table, void *ref, int params, const UINT64 *param);
static UINT64 execute_tobcd(symbol_table &table, void *ref, int params, const UINT64 *param);
private:
// internal helpers
void frame_update();
void load_cheats(const char *filename);
// internal state
running_machine & m_machine; // reference to our machine
simple_list<cheat_entry> m_cheatlist; // cheat list
UINT64 m_framecount; // frame count
astring m_output[UI_TARGET_FONT_ROWS*2]; // array of output strings
UINT8 m_justify[UI_TARGET_FONT_ROWS*2]; // justification for each string
UINT8 m_numlines; // number of lines available for output
INT8 m_lastline; // last line used for output
bool m_disabled; // true if the cheat engine is disabled
symbol_table m_symtable; // global symbol table
// constants
static const int CHEAT_VERSION = 1;
};
#endif /* __CHEAT_H__ */
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