scummvm/engines/macventure/script.h

294 lines
11 KiB
C++

/* 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.
*
*/
/*
* Based on
* WebVenture (c) 2010, Sean Kasun
* https://github.com/mrkite/webventure, http://seancode.com/webventure/
*
* Used with explicit permission from the author
*/
#ifndef MACVENTURE_SCRIPT_H
#define MACVENTURE_SCRIPT_H
#include "macventure/container.h"
#include "macventure/world.h"
#include "macventure/macventure.h"
#include "macventure/controls.h"
namespace MacVenture {
class Container;
class World;
typedef uint32 ObjID;
class ScriptAsset {
public:
ScriptAsset(ObjID id, Container *container);
~ScriptAsset() {}
void reset();
uint8 fetch();
bool hasNext();
void branch(int16 amount);
ObjID getId();
private:
void loadInstructions();
private:
ObjID _id;
Container *_container;
Common::Array<uint8> _instructions;
uint32 _ip; // Instruction pointer
};
class EngineState {
public:
EngineState() {
clear();
}
void push(int16 data) {
sp--;
stack[sp] = unneg16(data);
}
int16 pop() {
int16 v = stack[sp];
sp++;
return v;
}
int16 peek(int16 off) {
return stack[sp + off];
}
void poke(int16 off, int16 val) {
stack[sp + off] = unneg16(val);
}
void clear() {
sp = 0x80;
for (int i = 0; i < sp; i++) {
stack[i] = 0;
}
}
int16 size() {
return 0x80 - sp;
}
private:
int16 unneg16(int16 data) {
if (data < 0)
data = ((-data) ^ 0xFFFF) + 1;
return data;
}
private:
int16 stack[0x80];
int16 sp;
};
struct FunCall {
int16 func;
int16 rank;
FunCall(int16 f, int16 r) {
func = f;
rank = r;
}
};
struct EngineFrame {
ControlAction action;
ObjID src;
ObjID dest;
int x;
int y;
EngineState state;
Common::List<ScriptAsset> scripts;
Common::Array<FunCall> saves;
uint32 familyIdx;
bool haltedInFirst;
bool haltedInFamily;
bool haltedInSaves;
};
class ScriptEngine {
public:
ScriptEngine(MacVentureEngine *engine, World *world);
~ScriptEngine();
public:
bool runControl(ControlAction action, ObjID source, ObjID destination, Common::Point delta);
bool resume(bool execAll);
void reset();
private:
bool execFrame(bool execAll);
bool loadScript(EngineFrame *frame, uint32 scriptID);
bool resumeFunc(EngineFrame *frame);
bool runFunc(EngineFrame *frame);
private:
// Aux
int16 neg16(int16 val);
int16 neg8(int16 val);
int16 sumChildrenAttr(int16 obj, int16 attr, bool recursive);
void ensureNonzeroDivisor(int16 divisor, byte opcode);
// Opcodes
void op80GATT(EngineState *state, EngineFrame *frame); //get attribute
void op81SATT(EngineState *state, EngineFrame *frame); //set attribute
void op82SUCH(EngineState *state, EngineFrame *frame); //sum children attribute
void op83PUCT(EngineState *state, EngineFrame *frame); //push selected control
void op84PUOB(EngineState *state, EngineFrame *frame); //push selected object
void op85PUTA(EngineState *state, EngineFrame *frame); //push target
void op86PUDX(EngineState *state, EngineFrame *frame); //push deltax
void op87PUDY(EngineState *state, EngineFrame *frame); //push deltay
void op88PUIB(EngineState *state, EngineFrame *frame, ScriptAsset *script);//push immediate.b
void op89PUI(EngineState *state, EngineFrame *frame, ScriptAsset *script);//push immediate
void op8aGGLO(EngineState *state, EngineFrame *frame); //get global
void op8bSGLO(EngineState *state, EngineFrame *frame); //set global
void op8cRAND(EngineState *state, EngineFrame *frame); //random
void op8dCOPY(EngineState *state, EngineFrame *frame); //copy
void op8eCOPYN(EngineState *state, EngineFrame *frame); //copyn
void op8fSWAP(EngineState *state, EngineFrame *frame); //swap
void op90SWAPN(EngineState *state, EngineFrame *frame); //swapn
void op91POP(EngineState *state, EngineFrame *frame); //pop
void op92COPYP(EngineState *state, EngineFrame *frame); //copy+1
void op93COPYPN(EngineState *state, EngineFrame *frame);//copy+n
void op94SHUFF(EngineState *state, EngineFrame *frame); //shuffle
void op95SORT(EngineState *state, EngineFrame *frame); //sort
void op96CLEAR(EngineState *state, EngineFrame *frame); //clear stack
void op97SIZE(EngineState *state, EngineFrame *frame); //get stack size
void op98ADD(EngineState *state, EngineFrame *frame); //add
void op99SUB(EngineState *state, EngineFrame *frame); //subtract
void op9aMUL(EngineState *state, EngineFrame *frame); //multiply
void op9bDIV(EngineState *state, EngineFrame *frame); //divide
void op9cMOD(EngineState *state, EngineFrame *frame); //mod
void op9dDMOD(EngineState *state, EngineFrame *frame); //divmod
void op9eABS(EngineState *state, EngineFrame *frame); //abs
void op9fNEG(EngineState *state, EngineFrame *frame); //neg
void opa0AND(EngineState *state, EngineFrame *frame); //and
void opa1OR(EngineState *state, EngineFrame *frame); //or
void opa2XOR(EngineState *state, EngineFrame *frame); //xor
void opa3NOT(EngineState *state, EngineFrame *frame); //not
void opa4LAND(EngineState *state, EngineFrame *frame); //logical and
void opa5LOR(EngineState *state, EngineFrame *frame); //logical or
void opa6LXOR(EngineState *state, EngineFrame *frame); //logical xor
void opa7LNOT(EngineState *state, EngineFrame *frame); //logical not
void opa8GTU(EngineState *state, EngineFrame *frame); //gt? unsigned
void opa9LTU(EngineState *state, EngineFrame *frame); //lt? unsigned
void opaaGTS(EngineState *state, EngineFrame *frame); //gt? signed
void opabLTS(EngineState *state, EngineFrame *frame); //lt? signed
void opacEQ(EngineState *state, EngineFrame *frame); //eq?
void opadEQS(EngineState *state, EngineFrame *frame); //eq string?
void opaeCONT(EngineState *state, EngineFrame *frame); //contains
void opafCONTW(EngineState *state, EngineFrame *frame); //contains word
void opb0BRA(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bra
void opb1BRAB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bra.b
void opb2BEQ(EngineState *state, EngineFrame *frame, ScriptAsset *script); //beq
void opb3BEQB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //beq.b
void opb4BNE(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bne
void opb5BNEB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bne.b
void opb6CLAT(EngineState *state, EngineFrame *frame); //call later
void opb7CCA(EngineState *state, EngineFrame *frame); //cancel call
void opb8CLOW(EngineState *state, EngineFrame *frame); //cancel low priority
void opb9CHI(EngineState *state, EngineFrame *frame); //cancel high priority
void opbaCRAN(EngineState *state, EngineFrame *frame); //cancel priority range
bool opbbFORK(EngineState *state, EngineFrame *frame); //fork
bool opbcCALL(EngineState *state, EngineFrame *frame, ScriptAsset &script); //call
void opbdFOOB(EngineState *state, EngineFrame *frame); //focus object
void opbeSWOB(EngineState *state, EngineFrame *frame); //swap objects
void opbfSNOB(EngineState *state, EngineFrame *frame); //snap object
void opc0TEXI(EngineState *state, EngineFrame *frame); //toggle exits
void opc1PTXT(EngineState *state, EngineFrame *frame); //print text
void opc2PNEW(EngineState *state, EngineFrame *frame); //print newline
void opc3PTNE(EngineState *state, EngineFrame *frame); //print text+nl
void opc4PNTN(EngineState *state, EngineFrame *frame); //print nl+text+nl
void opc5PNUM(EngineState *state, EngineFrame *frame); //print number
void opc6P2(EngineState *state, EngineFrame *frame); //push 2
void opc7PLBG(EngineState *state, EngineFrame *frame); //play sound in background
void opc8PLAW(EngineState *state, EngineFrame *frame); //play sound and wait
void opc9WAIT(EngineState *state, EngineFrame *frame); //wait for sound to finish?
void opcaTIME(EngineState *state, EngineFrame *frame); //get current time
void opcbDAY(EngineState *state, EngineFrame *frame); //get current day
void opccCHLD(EngineState *state, EngineFrame *frame); //get children
void opcdNCHLD(EngineState *state, EngineFrame *frame); //get num children
void opceVERS(EngineState *state, EngineFrame *frame); //get engine version
void opcfPSCE(EngineState *state, EngineFrame *frame); //push scenario number
void opd0P1(EngineState *state, EngineFrame *frame); //push 1
void opd1GOBD(EngineState *state, EngineFrame *frame); //get object dimensions
void opd2GOVP(EngineState *state, EngineFrame *frame); //get overlap percent
void opd3CAPC(EngineState *state, EngineFrame *frame); //capture children
void opd4RELC(EngineState *state, EngineFrame *frame); //release children
void opd5DLOG(EngineState *state, EngineFrame *frame); //show speech dialog
void opd6ACMD(EngineState *state, EngineFrame *frame); //activate command
void opd7LOSE(EngineState *state, EngineFrame *frame); //lose game
void opd8WIN(EngineState *state, EngineFrame *frame); //win game
void opd9SLEEP(EngineState *state, EngineFrame *frame); //sleep
void opdaCLICK(EngineState *state, EngineFrame *frame); //click to continue
void opdbROBQ(EngineState *state, EngineFrame *frame); //run queue
void opdcRSQ(EngineState *state, EngineFrame *frame); //run sound queue
void opddRTQ(EngineState *state, EngineFrame *frame); //run text queue
void opdeUPSC(EngineState *state, EngineFrame *frame); //update screen
void opdfFMAI(EngineState *state, EngineFrame *frame); //flash main window
void ope0CHGR(EngineState *state, EngineFrame *frame); //cache graphic and object
void ope1CHSO(EngineState *state, EngineFrame *frame); //cache sound
void ope2MDIV(EngineState *state, EngineFrame *frame); //muldiv
void ope3UPOB(EngineState *state, EngineFrame *frame); //update object
void ope4PLEV(EngineState *state, EngineFrame *frame); //currently playing event?
void ope5WEV(EngineState *state, EngineFrame *frame); //wait for event to finish
void ope6GFIB(EngineState *state, EngineFrame *frame); //get fibonacci (joke)
void ope7CFIB(EngineState *state, EngineFrame *frame); //calc fibonacci
void op00NOOP(byte op);
private:
MacVentureEngine *_engine;
World *_world;
Common::List<EngineFrame> _frames;
Container *_scripts;
};
} // End of namespace MacVenture
#endif