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::start },
{ 5, 3, "JustTalk", 0, { 0 }, NULL },
{ 5, 4, "JustStay", 0, { 0 }, NULL },
{ 6, 1, "Talk", 2, { 3, 2 }, NULL },
{ 7, 1, "ObjStat", 2, { 3, 3 }, &Script::objStat },
{ 7, 2, "ObjStat_On", 2, { 3, 3 }, &Script::objStatOn },
{ 8, 1, "IcoStat", 2, { 3, 3 }, NULL },
{ 9, 1, "Dialogue", 1, { 2 }, NULL },
{ 9, 2, "ExitDialogue", 0, { 0 }, NULL },
{ 9, 3, "ResetDialogue", 0, { 0 }, NULL },
{ 9, 4, "ResetDialogueFrom", 0, { 0 }, NULL },
{ 9, 5, "ResetBlock", 1, { 3 }, NULL },
{ 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::walkOn }, // HACK: not a proper implementation
{ 11, 1, "LoadPalette", 1, { 2 }, NULL },
{ 12, 1, "SetPalette", 0, { 0 }, NULL },
{ 12, 2, "BlackPalette", 0, { 0 }, NULL },
{ 13, 1, "FadePalette", 3, { 1, 1, 1 }, NULL },
{ 13, 2, "FadePalettePlay", 3, { 1, 1, 1 }, NULL },
{ 14, 1, "NewRoom", 2, { 3, 1 }, NULL },
{ 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 }, NULL },
{ 21, 2, "RoomMap", 0, { 0 }, NULL },
{ 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", NULL },
{ "IcoStat", &Script::funcIcoStat },
{ "ActIco", NULL },
{ "IsObjOn", &Script::funcIsObjOn },
{ "IsObjOff", &Script::funcIsObjOff },
{ "IsObjAway", &Script::funcIsObjAway },
{ "ObjStat", NULL },
{ "LastBlock", NULL },
{ "AtBegin", NULL },
{ "BlockVar", NULL },
{ "HasBeen", NULL },
{ "MaxLine", NULL },
{ "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) {
return op1 & op2;
}
int Script::operOr(int op1, int op2) {
return op1 | op2;
}
int Script::operXor(int op1, int op2) {
return op1 ^ op2;
}
int Script::operEqual(int op1, int op2) {
return op1 == op2;
}
int Script::operNotEqual(int op1, int op2) {
return op1 != op2;
}
int Script::operLess(int op1, int op2) {
return op1 < op2;
}
int Script::operGreater(int op1, int op2) {
return op1 > op2;
}
int Script::operGreaterOrEqual(int op1, int op2) {
return op1 >= op2;
}
int Script::operLessOrEqual(int op1, int op2) {
return op1 <= op2;
}
int Script::operMul(int op1, int op2) {
return op1 * op2;
}
int Script::operAdd(int op1, int op2) {
return op1 + op2;
}
int Script::operSub(int op1, int op2) {
return op1 - op2;
}
int Script::operDiv(int op1, int op2) {
return op1 / op2;
}
int Script::operMod(int op1, int op2) {
return op1 % op2;
}
/* GPL functions */
int Script::funcRandom(int n) {
// 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::funcNot(int n) {
return !n;
}
int Script::funcIsIcoOn(int iconID) {
iconID -= 1;
return _vm->_game->getIconStatus(iconID) == 1;
}
int Script::funcIcoStat(int iconID) {
iconID -= 1;
int status = _vm->_game->getIconStatus(iconID);
return (status == 1) ? 1 : 2;
}
int Script::funcIsObjOn(int objID) {
objID -= 1;
GameObject *obj = _vm->_game->getObject(objID);
return obj->_visible;
}
int Script::funcIsObjOff(int objID) {
objID -= 1;
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::funcIsObjAway(int objID) {
objID -= 1;
GameObject *obj = _vm->_game->getObject(objID);
// see Script::funcIsObjOff
return !obj->_visible && obj->_location == -1;
}
int Script::funcActPhase(int objID) {
objID -= 1;
// Default return value
int ret = 0;
if (_vm->_game->getLoopStatus() == kStatusInventory) {
return ret;
}
GameObject *obj = _vm->_game->getObject(objID);
bool visible = (objID == kDragonObject || obj->_visible);
if (visible && (obj->_location == _vm->_game->getRoomNum())) {
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) {
_vm->_game->loop();
}
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;
GameObject *obj = _vm->_game->getObject(objID);
bool visible = (objID == kDragonObject || obj->_visible);
if (visible && (obj->_location == _vm->_game->getRoomNum())) {
_vm->_anims->play(animID);
}
}
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::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;
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;
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;
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);
}
/**
* @brief Evaluates mathematical expressions
* @param reader Stream reader set to the beginning of the expression
*/
int Script::handleMathExpression(Common::MemoryReadStream &reader) {
Common::Stack<int> stk;
mathExpressionObject obj;
GPL2Operator oper;
GPL2Function func;
// 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(3, kDraciBytecodeDebugLevel, "\t\tnumber: %d", value);
break;
case kMathOperator:
value = reader.readSint16LE();
arg1 = stk.pop();
arg2 = stk.pop();
// Fetch operator
oper = _operatorList[value-1];
// Calculate result
res = (this->*(oper._handler))(arg1, arg2);
// Push result
stk.push(res);
debugC(3, kDraciBytecodeDebugLevel, "\t\t%d %s %d (res: %d)",
arg1, oper._name.c_str(), arg2, res);
break;
case kMathVariable:
value = reader.readSint16LE();
stk.push(_vm->_game->getVariable(value-1));
debugC(3, kDraciBytecodeDebugLevel, "\t\tvariable: %d (%d)", value,
_vm->_game->getVariable(value-1));
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(3, kDraciBytecodeDebugLevel, "\t\tcall: %s (not implemented)",
func._name.c_str());
} else {
arg1 = stk.pop();
// Calculate result
res = (this->*(func._handler))(arg1);
// Push the result on the evaluation stack
stk.push(res);
debugC(3, kDraciBytecodeDebugLevel, "\t\tcall: %s(%d) (res: %d)",
func._name.c_str(), arg1, res);
}
break;
}
obj = (mathExpressionObject) reader.readSint16LE();
}
return stk.pop();
}
/**
* @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) {
unsigned int 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(GPL2Program program, uint16 offset) {
// 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(6, 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;
if ((cmd = findCommand(num, subnum))) {
int tmp;
// Print command name
debugC(1, kDraciBytecodeDebugLevel, "%s", cmd->_name.c_str());
for (int i = 0; i < cmd->_numParams; ++i) {
if (cmd->_paramTypes[i] == 4) {
debugC(2, kDraciBytecodeDebugLevel, "\t<MATHEXPR>");
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);
}
GPLHandler handler = cmd->_handler;
if (handler != NULL) {
// Call the handler for the current command
(this->*(cmd->_handler))(params);
}
} while (cmd->_name != "gplend" && cmd->_name != "exit");
return 0;
}
}