scummvm/engines/sword2/interpreter.h

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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.
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*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
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* 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.
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*
* $URL$
* $Id$
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*/
#ifndef SWORD2_INTERPRETER_H
#define SWORD2_INTERPRETER_H
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#include "common/endian.h"
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namespace Sword2 {
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// Interpreter return codes
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enum {
IR_STOP = 0, // Quit for a cycle
IR_CONT = 1, // Continue as normal
IR_TERMINATE = 2, // Return without updating the offset
IR_REPEAT = 3, // Return; offset at start of function call
IR_GOSUB = 4 // Return with updated offset
};
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// Get parameter fix so that the playstation version can handle words not on
// word boundaries
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#define Read8ip(var) { var = code[ip]; ip++; }
#define Read16ip(var) { var = (int16)READ_LE_UINT16(code + ip); ip += 2; }
#define Read32ip(var) { var = (int32)READ_LE_UINT32(code + ip); ip += 4; }
#define Read32ipLeaveip(var) { var = (int32)READ_LE_UINT32(code + ip); }
enum {
// Compiled tokens
CP_END_SCRIPT = 0,
CP_PUSH_LOCAL_VAR32 = 1, // Push a local variable on to the stack
CP_PUSH_GLOBAL_VAR32 = 2, // Push a global variable
CP_POP_LOCAL_VAR32 = 3, // Pop a local variable from the stack
CP_CALL_MCODE = 4, // Call a machine code function
CP_PUSH_LOCAL_ADDR = 5, // Push the address of a local variable
CP_PUSH_INT32 = 6, // Adjust the stack after calling an fn function
CP_SKIPONFALSE = 7, // Skip if the bottom value on the stack is false
CP_SKIPALWAYS = 8, // Skip a block of code
CP_SWITCH = 9, // Switch on last stack value
CP_ADDNPOP_LOCAL_VAR32 = 10, // Add to a local varible
CP_SUBNPOP_LOCAL_VAR32 = 11, // Subtract from a local variable
CP_SKIPONTRUE = 12, // Skip if the bottom value on the stack is true
CP_POP_GLOBAL_VAR32 = 13, // Pop a global variable
CP_ADDNPOP_GLOBAL_VAR32 = 14, // Add to a global variable
CP_SUBNPOP_GLOBAL_VAR32 = 15, // Subtract from a global variable
CP_DEBUGON = 16, // Turn debugging on
CP_DEBUGOFF = 17, // Turn debugging off
CP_QUIT = 18, // Quit for a cycle
CP_TERMINATE = 19, // Quit script completely
// Operators
OP_ISEQUAL = 20, // '=='
OP_PLUS = 21, // '+'
OP_MINUS = 22, // '-'
OP_TIMES = 23, // '*'
OP_DIVIDE = 24, // '/'
OP_NOTEQUAL = 25, // '=='
OP_ANDAND = 26, // '&&'
OP_GTTHAN = 27, // '>'
OP_LSTHAN = 28, // '<'
// More tokens, mixed types
CP_JUMP_ON_RETURNED = 29, // Use table of jumps with value returned from fn_mcode
CP_TEMP_TEXT_PROCESS = 30, // A dummy text process command for me
CP_SAVE_MCODE_START = 31, // Save the mcode code start for restarting when necessary
CP_RESTART_SCRIPT = 32, // Start the script from the beginning
CP_PUSH_STRING = 33, // Push a pointer to a string on the stack
CP_PUSH_DEREFERENCED_STRUCTURE = 34, // Push the address of a structure thing
OP_GTTHANE = 35, // >=
OP_LSTHANE = 36, // <=
OP_OROR = 37 // || or OR
};
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} // End of namespace Sword2
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#endif