scummvm/engines/draci/script.cpp

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/* 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.
*
* $URL$
* $Id$
*
*/
#include "common/debug.h"
#include "common/stream.h"
#include "common/stack.h"
#include "common/queue.h"
#include "draci/draci.h"
#include "draci/script.h"
#include "draci/game.h"
namespace Draci {
// FIXME: Change parameter types to names once I figure out what they are exactly
void Script::setupCommandList() {
/** A table of all the commands the game player uses */
static const GPL2Command gplCommands[] = {
{ 0, 0, "gplend", 0, { 0 }, NULL },
{ 0, 1, "exit", 0, { 0 }, NULL },
{ 1, 1, "goto", 1, { 3 }, &Script::c_Goto },
{ 2, 1, "Let", 2, { 3, 4 }, &Script::c_Let },
{ 3, 1, "if", 2, { 4, 3 }, &Script::c_If },
{ 4, 1, "Start", 2, { 3, 2 }, &Script::start },
{ 5, 1, "Load", 2, { 3, 2 }, &Script::load },
{ 5, 2, "StartPlay", 2, { 3, 2 }, &Script::startPlay },
{ 5, 3, "JustTalk", 0, { 0 }, NULL },
{ 5, 4, "JustStay", 0, { 0 }, NULL },
{ 6, 1, "Talk", 2, { 3, 2 }, &Script::talk },
{ 7, 1, "ObjStat", 2, { 3, 3 }, &Script::objStat },
{ 7, 2, "ObjStat_On", 2, { 3, 3 }, &Script::objStatOn },
{ 8, 1, "IcoStat", 2, { 3, 3 }, &Script::icoStat },
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{ 9, 1, "Dialogue", 1, { 2 }, &Script::dialogue },
{ 9, 2, "ExitDialogue", 0, { 0 }, &Script::exitDialogue },
{ 9, 3, "ResetDialogue", 0, { 0 }, &Script::resetDialogue },
{ 9, 4, "ResetDialogueFrom", 0, { 0 }, &Script::resetDialogueFrom },
{ 9, 5, "ResetBlock", 1, { 3 }, &Script::resetBlock },
{ 10, 1, "WalkOn", 3, { 1, 1, 3 }, &Script::walkOn },
{ 10, 2, "StayOn", 3, { 1, 1, 3 }, &Script::walkOn }, // HACK: not a proper implementation
{ 10, 3, "WalkOnPlay", 3, { 1, 1, 3 }, &Script::walkOnPlay },
{ 11, 1, "LoadPalette", 1, { 2 }, &Script::loadPalette },
{ 12, 1, "SetPalette", 0, { 0 }, &Script::setPalette },
{ 12, 2, "BlackPalette", 0, { 0 }, &Script::blackPalette },
{ 13, 1, "FadePalette", 3, { 1, 1, 1 }, NULL },
{ 13, 2, "FadePalettePlay", 3, { 1, 1, 1 }, NULL },
{ 14, 1, "NewRoom", 2, { 3, 1 }, &Script::newRoom },
{ 15, 1, "ExecInit", 1, { 3 }, &Script::execInit },
{ 15, 2, "ExecLook", 1, { 3 }, &Script::execLook },
{ 15, 3, "ExecUse", 1, { 3 }, &Script::execUse },
{ 16, 1, "RepaintInventory", 0, { 0 }, NULL },
{ 16, 2, "ExitInventory", 0, { 0 }, NULL },
{ 17, 1, "ExitMap", 0, { 0 }, NULL },
{ 18, 1, "LoadMusic", 1, { 2 }, NULL },
{ 18, 2, "StartMusic", 0, { 0 }, NULL },
{ 18, 3, "StopMusic", 0, { 0 }, NULL },
{ 18, 4, "FadeOutMusic", 1, { 1 }, NULL },
{ 18, 5, "FadeInMusic", 1, { 1 }, NULL },
{ 19, 1, "Mark", 0, { 0 }, &Script::mark },
{ 19, 2, "Release", 0, { 0 }, &Script::release },
{ 20, 1, "Play", 0, { 0 }, &Script::play },
{ 21, 1, "LoadMap", 1, { 2 }, &Script::loadMap },
{ 21, 2, "RoomMap", 0, { 0 }, &Script::roomMap },
{ 22, 1, "DisableQuickHero", 0, { 0 }, NULL },
{ 22, 2, "EnableQuickHero", 0, { 0 }, NULL },
{ 23, 1, "DisableSpeedText", 0, { 0 }, NULL },
{ 23, 2, "EnableSpeedText", 0, { 0 }, NULL },
{ 24, 1, "QuitGame", 0, { 0 }, NULL },
{ 25, 1, "PushNewRoom", 0, { 0 }, NULL },
{ 25, 2, "PopNewRoom", 0, { 0 }, NULL },
{ 26, 1, "ShowCheat", 0, { 0 }, NULL },
{ 26, 2, "HideCheat", 0, { 0 }, NULL },
{ 26, 3, "ClearCheat", 1, { 1 }, NULL },
{ 27, 1, "FeedPassword", 3, { 1, 1, 1 }, NULL }
};
/** Operators used by the mathematical evaluator */
static const GPL2Operator gplOperators[] = {
{"&", &Script::operAnd },
{"|", &Script::operOr },
{"^", &Script::operXor },
{"==", &Script::operEqual },
{"!=", &Script::operNotEqual },
{"<", &Script::operLess },
{">", &Script::operGreater },
{"<=", &Script::operLessOrEqual },
{">=", &Script::operGreaterOrEqual },
{"*", &Script::operMul },
{"/", &Script::operDiv },
{"%", &Script::operMod },
{"+", &Script::operAdd },
{"-", &Script::operSub }
};
/** Functions used by the mathematical evaluator */
static const GPL2Function gplFunctions[] = {
{ "Not", &Script::funcNot },
{ "Random", &Script::funcRandom },
{ "IsIcoOn", &Script::funcIsIcoOn },
{ "IsIcoAct", &Script::funcIsIcoAct },
{ "IcoStat", &Script::funcIcoStat },
{ "ActIco", &Script::funcActIco },
{ "IsObjOn", &Script::funcIsObjOn },
{ "IsObjOff", &Script::funcIsObjOff },
{ "IsObjAway", &Script::funcIsObjAway },
{ "ObjStat", &Script::funcObjStat },
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{ "LastBlock", &Script::funcLastBlock },
{ "AtBegin", &Script::funcAtBegin },
{ "BlockVar", &Script::funcBlockVar },
{ "HasBeen", &Script::funcHasBeen },
{ "MaxLine", &Script::funcMaxLine },
{ "ActPhase", &Script::funcActPhase },
{ "Cheat", NULL },
};
_commandList = gplCommands;
_operatorList = gplOperators;
_functionList = gplFunctions;
}
/** Type of mathematical object */
enum mathExpressionObject {
kMathEnd,
kMathNumber,
kMathOperator,
kMathFunctionCall,
kMathVariable
};
/* GPL operators */
int Script::operAnd(int op1, int op2) const {
return op1 & op2;
}
int Script::operOr(int op1, int op2) const {
return op1 | op2;
}
int Script::operXor(int op1, int op2) const {
return op1 ^ op2;
}
int Script::operEqual(int op1, int op2) const {
return op1 == op2;
}
int Script::operNotEqual(int op1, int op2) const {
return op1 != op2;
}
int Script::operLess(int op1, int op2) const {
return op1 < op2;
}
int Script::operGreater(int op1, int op2) const {
return op1 > op2;
}
int Script::operGreaterOrEqual(int op1, int op2) const {
return op1 >= op2;
}
int Script::operLessOrEqual(int op1, int op2) const {
return op1 <= op2;
}
int Script::operMul(int op1, int op2) const {
return op1 * op2;
}
int Script::operAdd(int op1, int op2) const {
return op1 + op2;
}
int Script::operSub(int op1, int op2) const {
return op1 - op2;
}
int Script::operDiv(int op1, int op2) const {
return op1 / op2;
}
int Script::operMod(int op1, int op2) const {
return op1 % op2;
}
/* GPL functions */
int Script::funcRandom(int n) const {
// The function needs to return numbers in the [0..n-1] range so we need to deduce 1
// (RandomSource::getRandomNumber returns a number in the range [0..n])
n -= 1;
return _vm->_rnd.getRandomNumber(n);
}
int Script::funcAtBegin(int yesno) const {
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return _vm->_game->isDialogueBegin() == (bool)yesno;
}
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int Script::funcLastBlock(int blockID) const {
blockID -= 1;
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return _vm->_game->getDialogueLastBlock() == blockID;
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}
int Script::funcBlockVar(int blockID) const {
blockID -= 1;
const int currentOffset = _vm->_game->getCurrentDialogueOffset();
return _vm->_game->getDialogueVar(currentOffset + blockID);
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}
int Script::funcHasBeen(int blockID) const {
blockID -= 1;
const int currentOffset = _vm->_game->getCurrentDialogueOffset();
return _vm->_game->getDialogueVar(currentOffset + blockID) > 0;
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}
int Script::funcMaxLine(int lines) const {
return _vm->_game->getDialogueLinesNum() < lines;
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}
int Script::funcNot(int n) const {
return !n;
}
int Script::funcIsIcoOn(int itemID) const {
itemID -= 1;
return _vm->_game->getItemStatus(itemID) == 1;
}
int Script::funcIcoStat(int itemID) const {
itemID -= 1;
int status = _vm->_game->getItemStatus(itemID);
return (status == 1) ? 1 : 2;
}
int Script::funcIsIcoAct(int itemID) const {
itemID -= 1;
return _vm->_game->getCurrentItem() == itemID;
}
int Script::funcActIco(int itemID) const {
// The parameter seems to be an omission in the original player since it's not
// used in the implementation of the function. It's possible that the functions were
// implemented in such a way that they had to have a single parameter so this is only
// passed as a dummy.
return _vm->_game->getCurrentItem();
}
int Script::funcIsObjOn(int objID) const {
objID -= 1;
const GameObject *obj = _vm->_game->getObject(objID);
return obj->_visible;
}
int Script::funcIsObjOff(int objID) const {
objID -= 1;
const GameObject *obj = _vm->_game->getObject(objID);
// We index locations from 0 (as opposed to the original player where it was from 1)
// That's why the "away" location 0 from the data files is converted to -1
return !obj->_visible && obj->_location != -1;
}
int Script::funcObjStat(int objID) const {
objID -= 1;
const GameObject *obj = _vm->_game->getObject(objID);
if (obj->_location == _vm->_game->getRoomNum()) {
if (obj->_visible) {
return 1; // object is ON (in the room and visible)
} else {
return 2; // object is OFF (in the room, not visible)
}
} else {
return 3; // object is AWAY (not in the room)
}
}
int Script::funcIsObjAway(int objID) const {
objID -= 1;
const GameObject *obj = _vm->_game->getObject(objID);
// see Script::funcIsObjOff
return !obj->_visible && obj->_location == -1;
}
int Script::funcActPhase(int objID) const {
objID -= 1;
// Default return value
int ret = 0;
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return ret;
}
const GameObject *obj = _vm->_game->getObject(objID);
bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible);
if (objID == kDragonObject || visible) {
int animID = obj->_anims[0];
Animation *anim = _vm->_anims->getAnimation(animID);
ret = anim->currentFrameNum();
}
return ret;
}
/* GPL commands */
void Script::play(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
_vm->_game->setLoopSubstatus(kSubstatusStrange);
_vm->_game->setExitLoop(true);
_vm->_game->loop();
_vm->_game->setExitLoop(false);
_vm->_game->setLoopSubstatus(kSubstatusOrdinary);
}
void Script::load(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int objID = params.pop() - 1;
int animID = params.pop() - 1;
uint i;
GameObject *obj = _vm->_game->getObject(objID);
// If the animation is already loaded, return
for(i = 0; i < obj->_anims.size(); ++i) {
if (obj->_anims[i] == animID) {
return;
}
}
// Load the animation into memory
_vm->_game->loadAnimation(animID, obj->_z);
// We insert the ID of the loaded animation into the object's internal array
// of owned animation IDs.
// Care must be taken to store them sorted (increasing order) as some things
// depend on this.
for(i = 0; i < obj->_anims.size(); ++i) {
if (obj->_anims[i] > animID) {
break;
}
}
obj->_anims.insert_at(i, animID);
}
void Script::start(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int objID = params.pop() - 1;
int animID = params.pop() - 1;
const GameObject *obj = _vm->_game->getObject(objID);
// Stop all animation that the object owns
for (uint i = 0; i < obj->_anims.size(); ++i) {
_vm->_anims->stop(obj->_anims[i]);
}
Animation *anim = _vm->_anims->getAnimation(animID);
if (objID == kDragonObject)
_vm->_game->positionAnimAsHero(anim);
anim->registerCallback(&Animation::stopAnimation);
bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible);
if (objID == kDragonObject || visible) {
_vm->_anims->play(animID);
}
}
void Script::startPlay(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int objID = params.pop() - 1;
int animID = params.pop() - 1;
const GameObject *obj = _vm->_game->getObject(objID);
// Stop all animation that the object owns
for (uint i = 0; i < obj->_anims.size(); ++i) {
_vm->_anims->stop(obj->_anims[i]);
}
Animation *anim = _vm->_anims->getAnimation(animID);
if (objID == kDragonObject)
_vm->_game->positionAnimAsHero(anim);
anim->registerCallback(&Animation::exitGameLoop);
_vm->_game->setLoopSubstatus(kSubstatusStrange);
bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible);
if (objID == kDragonObject || visible) {
_vm->_anims->play(animID);
}
_vm->_game->loop();
_vm->_game->setExitLoop(false);
_vm->_anims->stop(animID);
_vm->_game->setLoopSubstatus(kSubstatusOrdinary);
anim->registerCallback(&Animation::doNothing);
}
void Script::c_If(Common::Queue<int> &params) {
int expression = params.pop();
int jump = params.pop();
if (expression)
_jump = jump;
}
void Script::c_Goto(Common::Queue<int> &params) {
int jump = params.pop();
_jump = jump;
}
void Script::c_Let(Common::Queue<int> &params) {
int var = params.pop() - 1;
int value = params.pop();
_vm->_game->setVariable(var, value);
}
void Script::mark(Common::Queue<int> &params) {
_vm->_game->setMarkedAnimationIndex(_vm->_anims->getLastIndex());
}
void Script::release(Common::Queue<int> &params) {
int markedIndex = _vm->_game->getMarkedAnimationIndex();
// Also delete those animations from the game's objects
for (uint i = 0; i < _vm->_game->getNumObjects(); ++i) {
GameObject *obj = _vm->_game->getObject(i);
for (uint j = 0; j < obj->_anims.size(); ++j) {
Animation *anim;
anim = _vm->_anims->getAnimation(obj->_anims[j]);
if (anim != NULL && anim->getIndex() > markedIndex)
obj->_anims.remove_at(j);
}
}
// Delete animations which have an index greater than the marked index
_vm->_anims->deleteAfterIndex(markedIndex);
}
void Script::icoStat(Common::Queue<int> &params) {
int status = params.pop();
int itemID = params.pop() - 1;
_vm->_game->setItemStatus(itemID, status == 1);
if (_vm->_game->getItemStatus(itemID) == 0) {
if (itemID != kNoItem) {
_vm->_anims->deleteAnimation(kInventoryItemsID - itemID);
}
_vm->_game->removeItem(itemID);
if (_vm->_game->getCurrentItem() == itemID) {
_vm->_game->setCurrentItem(kNoItem);
}
if (_vm->_mouse->getCursorType() == kNormalCursor) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
_vm->_mouse->cursorOff();
}
}
}
if (_vm->_game->getItemStatus(itemID) == 1) {
if (itemID != kNoItem) {
Animation *itemAnim = _vm->_anims->addItem(kInventoryItemsID - itemID);
const BAFile *f = _vm->_itemImagesArchive->getFile(2 * itemID);
Sprite *sp = new Sprite(f->_data, f->_length, 0, 0, true);
itemAnim->addFrame(sp);
}
_vm->_game->setCurrentItem(itemID);
_vm->_mouse->loadItemCursor(itemID);
// TODO: This is probably not needed but I'm leaving it to be sure for now
// The original engine needed to turn off the mouse temporarily when changing
// the cursor image. I'm just setting it to the final state of that transition.
if (_vm->_game->getLoopStatus() == kStatusInventory) {
_vm->_mouse->cursorOn();
}
}
}
void Script::objStatOn(Common::Queue<int> &params) {
int objID = params.pop() - 1;
int roomID = params.pop() - 1;
GameObject *obj = _vm->_game->getObject(objID);
obj->_location = roomID;
obj->_visible = true;
}
void Script::objStat(Common::Queue<int> &params) {
int status = params.pop();
int objID = params.pop() - 1;
GameObject *obj = _vm->_game->getObject(objID);
if (status == 1) {
return;
} else if (status == 2) {
obj->_visible = false;
} else {
obj->_visible = false;
obj->_location = -1;
}
for (uint i = 0; i < obj->_anims.size(); ++i) {
_vm->_anims->stop(obj->_anims[i]);
}
}
void Script::execInit(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int objID = params.pop() - 1;
const GameObject *obj = _vm->_game->getObject(objID);
run(obj->_program, obj->_init);
}
void Script::execLook(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int objID = params.pop() - 1;
const GameObject *obj = _vm->_game->getObject(objID);
run(obj->_program, obj->_look);
}
void Script::execUse(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int objID = params.pop() - 1;
const GameObject *obj = _vm->_game->getObject(objID);
run(obj->_program, obj->_use);
}
void Script::walkOn(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int x = params.pop();
int y = params.pop();
params.pop(); // facing direction, not used yet
_vm->_game->walkHero(x, y);
}
void Script::walkOnPlay(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int x = params.pop();
int y = params.pop();
params.pop(); // facing direction, not used yet
// HACK: This should be an onDest action when hero walking is properly implemented
_vm->_game->setExitLoop(true);
_vm->_game->walkHero(x, y);
_vm->_game->setLoopSubstatus(kSubstatusStrange);
_vm->_game->loop();
_vm->_game->setLoopSubstatus(kSubstatusOrdinary);
_vm->_game->setExitLoop(false);
}
void Script::newRoom(Common::Queue<int> &params) {
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return;
}
int room = params.pop() - 1;
int gate = params.pop() - 1;
_vm->_game->setRoomNum(room);
_vm->_game->setGateNum(gate);
}
void Script::talk(Common::Queue<int> &params) {
int personID = params.pop() - 1;
int sentenceID = params.pop() - 1;
Surface *surface = _vm->_screen->getSurface();
// Fetch string
const BAFile *f = _vm->_stringsArchive->getFile(sentenceID);
// Fetch frame for the speech text
Animation *speechAnim = _vm->_anims->getAnimation(kSpeechText);
Text *speechFrame = reinterpret_cast<Text *>(speechAnim->getFrame());
// Fetch person info
const Person *person = _vm->_game->getPerson(personID);
// Set the string and text colour
surface->markDirtyRect(speechFrame->getRect());
speechFrame->setText(Common::String((const char *)f->_data+1, f->_length-1));
speechFrame->setColour(person->_fontColour);
// HACK: Some strings in the English data files are too long to fit the screen
// This is a temporary resolution.
if (speechFrame->getWidth() >= kScreenWidth) {
speechFrame->setFont(_vm->_smallFont);
} else {
speechFrame->setFont(_vm->_bigFont);
}
// Set the loop substatus to an appropriate value
_vm->_game->setLoopSubstatus(kSubstatusTalk);
// Record time
_vm->_game->setSpeechTick(_vm->_system->getMillis());
// TODO: Implement inventory part
// Set speech text coordinates
int x = surface->centerOnX(person->_x, speechFrame->getWidth());
int y = surface->centerOnY(person->_y, speechFrame->getHeight() * 2);
speechFrame->setX(x);
speechFrame->setY(y);
// Prevent the loop from exiting early if other things left the loop in the
// "exit immediately" state
_vm->_game->setExitLoop(false);
// Call the game loop to enable interactivity until the text expires
_vm->_game->loop();
// Delete the text
_vm->_screen->getSurface()->markDirtyRect(speechFrame->getRect());
speechFrame->setText("");
// Revert to "normal" loop status
_vm->_game->setLoopSubstatus(kSubstatusOrdinary);
_vm->_game->setExitLoop(false);
}
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void Script::dialogue(Common::Queue<int> &params) {
int dialogueID = params.pop() - 1;
_vm->_game->dialogueMenu(dialogueID);
}
void Script::loadMap(Common::Queue<int> &params) {
int mapID = params.pop() - 1;
_vm->_game->loadWalkingMap(mapID);
}
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void Script::resetDialogue(Common::Queue<int> &params) {
const int currentOffset = _vm->_game->getCurrentDialogueOffset();
for (int i = 0; i < _vm->_game->getDialogueBlockNum(); ++i) {
_vm->_game->setDialogueVar(currentOffset + i, 0);
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}
}
void Script::resetDialogueFrom(Common::Queue<int> &params) {
const int currentOffset = _vm->_game->getCurrentDialogueOffset();
for (int i = _vm->_game->getDialogueCurrentBlock(); i < _vm->_game->getDialogueBlockNum(); ++i) {
_vm->_game->setDialogueVar(currentOffset + i, 0);
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}
}
void Script::resetBlock(Common::Queue<int> &params) {
int blockID = params.pop() - 1;
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const int currentOffset = _vm->_game->getCurrentDialogueOffset();
_vm->_game->setDialogueVar(currentOffset + blockID, 0);
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}
void Script::exitDialogue(Common::Queue<int> &params) {
_vm->_game->setDialogueExit(true);
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}
void Script::roomMap(Common::Queue<int> &params) {
// Load the default walking map for the room
_vm->_game->loadWalkingMap();
}
void Script::loadPalette(Common::Queue<int> &params) {
int palette = params.pop() - 1;
_vm->_game->schedulePalette(palette);
}
void Script::blackPalette(Common::Queue<int> &params) {
_vm->_game->schedulePalette(kBlackPalette);
}
void Script::setPalette(Common::Queue<int> &params) {
if (_vm->_game->getScheduledPalette() == -1) {
_vm->_screen->setPaletteEmpty();
} else {
const BAFile *f;
f = _vm->_paletteArchive->getFile(_vm->_game->getScheduledPalette());
_vm->_screen->setPalette(f->_data, 0, kNumColours);
}
}
void Script::endCurrentProgram() {
_endProgram = true;
}
/**
* @brief Evaluates mathematical expressions
* @param reader Stream reader set to the beginning of the expression
*/
int Script::handleMathExpression(Common::MemoryReadStream *reader) const {
Common::Stack<int> stk;
mathExpressionObject obj;
GPL2Operator oper;
GPL2Function func;
debugC(4, kDraciBytecodeDebugLevel, "\t<MATHEXPR>");
// Read in initial math object
obj = (mathExpressionObject)reader->readSint16LE();
int value;
int arg1, arg2, res;
while (1) {
if (obj == kMathEnd) {
// Check whether the expression was evaluated correctly
// The stack should contain only one value after the evaluation
// i.e. the result of the expression
assert(stk.size() == 1 && "Mathematical expression error");
break;
}
switch (obj) {
// If the object type is not known, assume that it's a number
default:
case kMathNumber:
value = reader->readSint16LE();
stk.push(value);
debugC(4, kDraciBytecodeDebugLevel, "\t\tnumber: %d", value);
break;
case kMathOperator:
value = reader->readSint16LE();
arg2 = stk.pop();
arg1 = stk.pop();
// Fetch operator
oper = _operatorList[value-1];
// Calculate result
res = (this->*(oper._handler))(arg1, arg2);
// Push result
stk.push(res);
debugC(4, kDraciBytecodeDebugLevel, "\t\t%d %s %d (res: %d)",
arg1, oper._name, arg2, res);
break;
case kMathVariable:
value = reader->readSint16LE() - 1;
stk.push(_vm->_game->getVariable(value));
debugC(4, kDraciBytecodeDebugLevel, "\t\tvariable: %d (%d)", value,
_vm->_game->getVariable(value));
break;
case kMathFunctionCall:
value = reader->readSint16LE();
// Fetch function
func = _functionList[value-1];
// If not yet implemented
if (func._handler == NULL) {
stk.pop();
// FIXME: Pushing dummy value for now, but should push return value
stk.push(0);
debugC(4, kDraciBytecodeDebugLevel, "\t\tcall: %s (not implemented)",
func._name);
} else {
arg1 = stk.pop();
// Calculate result
res = (this->*(func._handler))(arg1);
// Push the result on the evaluation stack
stk.push(res);
debugC(4, kDraciBytecodeDebugLevel, "\t\tcall: %s(%d) (res: %d)",
func._name, arg1, res);
}
break;
}
obj = (mathExpressionObject) reader->readSint16LE();
}
return stk.pop();
}
/**
* @brief Evaluates a GPL mathematical expression on a given offset and returns
* the result (which is normally a boolean-like value)
*
* @param program A GPL2Program instance of the program containing the expression
* @param offset Offset of the expression inside the program (in multiples of 2 bytes)
*
* @return The result of the expression converted to a bool.
*
* Reference: the function equivalent to this one is called "Can()" in the original engine.
*/
bool Script::testExpression(const GPL2Program &program, uint16 offset) const {
// Initialize program reader
Common::MemoryReadStream reader(program._bytecode, program._length);
// Offset is given as number of 16-bit integers so we need to convert
// it to a number of bytes
offset -= 1;
offset *= 2;
// Seek to the expression
reader.seek(offset);
debugC(4, kDraciBytecodeDebugLevel,
"Evaluating (standalone) GPL expression at offset %d:", offset);
return (bool)handleMathExpression(&reader);
}
/**
* @brief Find the current command in the internal table
*
* @param num Command number
* @param subnum Command subnumer
*
* @return NULL if command is not found. Otherwise, a pointer to a GPL2Command
* struct representing the command.
*/
const GPL2Command *Script::findCommand(byte num, byte subnum) const {
uint i = 0;
while (1) {
// Command not found
if (i >= kNumCommands) {
break;
}
// Return found command
if (_commandList[i]._number == num &&
_commandList[i]._subNumber == subnum) {
return &_commandList[i];
}
++i;
}
return NULL;
}
/**
* @brief GPL2 bytecode interpreter
* @param program GPL program in the form of a GPL2Program struct
* offset Offset into the program where execution should begin
*
* GPL2 is short for Game Programming Language 2 which is the script language
* used by Draci Historie. This is the interpreter for the language.
*
* A compiled GPL2 program consists of a stream of bytes representing commands
* and their parameters. The syntax is as follows:
*
* Syntax of a command:
* <name of the command> <number> <sub-number> <list of parameters...>
*
* Syntax of a parameter:
* - 1: integer number literally passed to the program
* - 2-1: string stored in the reservouir of game strings (i.e. something to be
* displayed) and stored as an index in this list
* - 2-2: string resolved by the compiler (i.e., a path to another file) and
* replaced by an integer index of this entity in the appropriate namespace
* (e.g., the index of the palette, location, ...)
* - 3-0: relative jump to a label defined in this code. Each label must be
* first declared in the beginning of the program.
* - 3-1 .. 3-9: index of an entity in several namespaces, defined in file ident
* - 4: mathematical expression compiled into a postfix format
*
* In the compiled program, parameters of type 1..3 are represented by a single
* 16-bit integer. The called command knows by its definition what namespace the
* value comes from.
*/
int Script::run(const GPL2Program &program, uint16 offset) {
int oldJump = _jump;
// Mark the last animation index before we do anything so a Release command
// doesn't unload too many animations if we forget to use a Mark command first
_vm->_game->setMarkedAnimationIndex(_vm->_anims->getLastIndex());
// Stream reader for the whole program
Common::MemoryReadStream reader(program._bytecode, program._length);
// Parameter queue that is passed to each command
Common::Queue<int> params;
// Offset is given as number of 16-bit integers so we need to convert
// it to a number of bytes
offset -= 1;
offset *= 2;
// Seek to the requested part of the program
reader.seek(offset);
debugC(3, kDraciBytecodeDebugLevel,
"Starting GPL program at offset %d (program length: %d)", offset, program._length);
const GPL2Command *cmd;
do {
// Account for GPL jump that some commands set
if (_jump != 0) {
debugC(3, kDraciBytecodeDebugLevel,
"Jumping from offset %d to %d (%d bytes)",
reader.pos(), reader.pos() + _jump, _jump);
reader.seek(_jump, SEEK_CUR);
}
// Reset jump
_jump = 0;
// Clear any parameters left on the stack from the previous command
// This likely won't be needed once all commands are implemented
params.clear();
// read in command pair
uint16 cmdpair = reader.readUint16BE();
// extract high byte, i.e. the command number
byte num = (cmdpair >> 8) & 0xFF;
// extract low byte, i.e. the command subnumber
byte subnum = cmdpair & 0xFF;
// This might get set by some GPL commands via Script::endCurrentProgram()
// if they need a program to stop midway
_endProgram = false;
if ((cmd = findCommand(num, subnum))) {
int tmp;
// Print command name
debugC(1, kDraciBytecodeDebugLevel, "%s", cmd->_name);
for (int i = 0; i < cmd->_numParams; ++i) {
if (cmd->_paramTypes[i] == 4) {
debugC(3, kDraciBytecodeDebugLevel,
"Evaluating (in-script) GPL expression at offset %d: ", offset);
params.push(handleMathExpression(&reader));
} else {
tmp = reader.readSint16LE();
params.push(tmp);
debugC(2, kDraciBytecodeDebugLevel, "\t%d", tmp);
}
}
} else {
debugC(1, kDraciBytecodeDebugLevel, "Unknown opcode %d, %d",
num, subnum);
abort();
}
GPLHandler handler = cmd->_handler;
if (handler != NULL) {
// Call the handler for the current command
(this->*(cmd->_handler))(params);
}
} while (cmd->_number != 0 && !_endProgram); // 0 = gplend and exit
_endProgram = false;
_jump = oldJump;
return 0;
}
} // end of namespace Draci