mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 18:24:59 +00:00
399 lines
9.4 KiB
C++
399 lines
9.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef PRINCE_SCRIPT_H
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#define PRINCE_SCRIPT_H
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#include "common/random.h"
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#include "common/endian.h"
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#include "common/array.h"
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#include "common/stream.h"
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#include "prince/flags.h"
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namespace Prince {
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class PrinceEngine;
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class Animation;
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class Object;
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struct Anim;
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struct BackgroundAnim;
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struct Mask;
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class Room {
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public:
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Room();
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int _mobs; // mob flag offset
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int _backAnim; // offset to array of animation numbers
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int _obj; // offset to array of object numbers
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int _nak; // offset to array of masks
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int _itemUse;
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int _itemGive;
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int _walkTo; // offset to array of WALKTO events or 0
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int _examine; // offset to array of EXAMINE events or 0
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int _pickup;
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int _use;
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int _pushOpen;
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int _pullClose;
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int _talk;
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int _give;
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bool loadStream(Common::SeekableReadStream &stream);
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bool loadRoom(byte *roomData);
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int getOptionOffset(int option);
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private:
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typedef void (Room::*LoadingStep)(Common::SeekableReadStream &stream);
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void nextLoadStep(Common::SeekableReadStream &stream, LoadingStep step);
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void loadMobs(Common::SeekableReadStream &stream);
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void loadBackAnim(Common::SeekableReadStream &stream);
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void loadObj(Common::SeekableReadStream &stream);
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void loadNak(Common::SeekableReadStream &stream);
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void loadItemUse(Common::SeekableReadStream &stream);
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void loadItemGive(Common::SeekableReadStream &stream);
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void loadWalkTo(Common::SeekableReadStream &stream);
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void loadExamine(Common::SeekableReadStream &stream);
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void loadPickup(Common::SeekableReadStream &stream);
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void loadUse(Common::SeekableReadStream &stream);
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void loadPushOpen(Common::SeekableReadStream &stream);
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void loadPullClose(Common::SeekableReadStream &stream);
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void loadTalk(Common::SeekableReadStream &stream);
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void loadGive(Common::SeekableReadStream &stream);
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};
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class Script {
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public:
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static const int16 kMaxRooms = 60;
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Script(PrinceEngine *vm);
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~Script();
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struct ScriptInfo {
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int rooms;
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int startGame;
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int restoreGame;
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int stdExamine;
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int stdPickup;
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int stdUse;
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int stdOpen;
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int stdClose;
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int stdTalk;
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int stdGive;
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int usdCode;
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int invObjExam;
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int invObjUse;
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int invObjUU;
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int stdUseItem;
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int lightSources;
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int specRout;
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int invObjGive;
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int stdGiveItem;
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int goTester;
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};
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ScriptInfo _scriptInfo;
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bool loadStream(Common::SeekableReadStream &stream);
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uint16 readScript16(uint32 address);
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uint32 readScript32(uint32 address);
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uint32 getStartGameOffset();
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uint32 getLocationInitScript(int initRoomTableOffset, int roomNr);
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int16 getLightX(int locationNr);
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int16 getLightY(int locationNr);
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int32 getShadowScale(int locationNr);
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uint8 *getRoomOffset(int locationNr);
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int32 getOptionStandardOffset(int option);
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uint8 *getHeroAnimName(int offset);
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void installBackAnims(Common::Array<BackgroundAnim> &backAnimList, int roomBackAnimOffset);
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void installSingleBackAnim(Common::Array<BackgroundAnim> &backAnimList, int slot, int roomBackAnimOffset);
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void installObjects(int offset);
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bool loadAllMasks(Common::Array<Mask> &maskList, int offset);
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int scanMobEvents(int mobMask, int dataEventOffset);
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int scanMobEventsWithItem(int mobMask, int dataEventOffset, int itemMask);
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byte getMobVisible(int roomMobOffset, uint16 mob);
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void setMobVisible(int roomMobOffset, uint16 mob, byte value);
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uint32 getBackAnimId(int roomBackAnimOffset, int slot);
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void setBackAnimId(int roomBackAnimOffset, int slot, int animId);
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byte getObjId(int roomObjOffset, int slot);
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void setObjId(int roomObjOffset, int slot, byte objectId);
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const char *getString(uint32 offset) {
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return (const char *)(&_data[offset]);
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}
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private:
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PrinceEngine *_vm;
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uint8 *_data;
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uint32 _dataSize;
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Common::Array<Room> _roomList;
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};
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class InterpreterFlags {
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public:
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InterpreterFlags();
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void setFlagValue(Flags::Id flag, int32 value);
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int32 getFlagValue(Flags::Id flag);
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void resetAllFlags();
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static const uint16 kFlagMask = 0x8000;
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static const uint16 kMaxFlags = 2000;
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private:
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int32 _flags[kMaxFlags];
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};
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class Interpreter {
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public:
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Interpreter(PrinceEngine *vm, Script *script, InterpreterFlags *flags);
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void stopBg() { _bgOpcodePC = 0; }
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void stepBg();
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void stepFg();
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void storeNewPC(int opcodePC);
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int getLastOPCode();
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int getFgOpcodePC();
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void setBgOpcodePC(uint32 value);
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void setFgOpcodePC(uint32 value);
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uint32 getCurrentString();
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void setCurrentString(uint32 value);
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byte *getString();
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void setString(byte *newString);
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void increaseString();
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void setResult(byte value);
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private:
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PrinceEngine *_vm;
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Script *_script;
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InterpreterFlags *_flags;
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uint32 _currentInstruction;
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uint32 _bgOpcodePC;
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uint32 _fgOpcodePC;
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uint16 _lastOpcode;
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uint32 _lastInstruction;
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byte _result;
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bool _opcodeNF; // break interpreter loop
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bool _opcodeEnd; // end of a game flag
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static const uint32 _STACK_SIZE = 500;
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uint32 _stack[_STACK_SIZE];
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struct stringStack {
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byte *string;
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byte *dialogData;
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uint32 currentString;
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} _stringStack;
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uint8 _stacktop;
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uint32 _waitFlag;
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byte *_string;
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uint32 _currentString;
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const char *_mode;
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// Helper functions
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uint32 step(uint32 opcodePC);
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uint16 readScript16();
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uint32 readScript32();
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int32 readScriptFlagValue();
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Flags::Id readScriptFlagId();
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int checkSeq(byte *string);
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void debugInterpreter(const char *s, ...);
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typedef void (Interpreter::*OpcodeFunc)();
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static OpcodeFunc _opcodes[];
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static const uint kGiveLetterScriptFix = 79002;
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static const uint kSecondBirdAnimationScriptFix = 45658;
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// Keep opcode handlers names as they are in original code
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// making it easier to switch back and forth
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void O_WAITFOREVER();
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void O_BLACKPALETTE();
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void O_SETUPPALETTE();
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void O_INITROOM();
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void O_SETSAMPLE();
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void O_FREESAMPLE();
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void O_PLAYSAMPLE();
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void O_PUTOBJECT();
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void O_REMOBJECT();
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void O_SHOWANIM();
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void O_CHECKANIMEND();
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void O_FREEANIM();
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void O_CHECKANIMFRAME();
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void O_PUTBACKANIM();
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void O_REMBACKANIM();
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void O_CHECKBACKANIMFRAME();
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void O_FREEALLSAMPLES();
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void O_SETMUSIC();
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void O_STOPMUSIC();
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void O__WAIT();
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void O_UPDATEOFF();
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void O_UPDATEON();
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void O_UPDATE ();
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void O_CLS();
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void O__CALL();
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void O_RETURN();
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void O_GO();
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void O_BACKANIMUPDATEOFF();
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void O_BACKANIMUPDATEON();
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void O_CHANGECURSOR();
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void O_CHANGEANIMTYPE();
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void O__SETFLAG();
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void O_COMPARE();
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void O_JUMPZ();
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void O_JUMPNZ();
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void O_EXIT();
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void O_ADDFLAG();
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void O_TALKANIM();
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void O_SUBFLAG();
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void O_SETSTRING();
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void O_ANDFLAG();
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void O_GETMOBDATA();
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void O_ORFLAG();
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void O_SETMOBDATA();
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void O_XORFLAG();
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void O_GETMOBTEXT();
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void O_MOVEHERO();
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void O_WALKHERO();
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void O_SETHERO();
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void O_HEROOFF();
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void O_HEROON();
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void O_CLSTEXT();
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void O_CALLTABLE();
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void O_CHANGEMOB();
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void O_ADDINV();
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void O_REMINV();
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void O_REPINV();
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void O_OBSOLETE_GETACTION();
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void O_ADDWALKAREA();
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void O_REMWALKAREA();
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void O_RESTOREWALKAREA();
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void O_WAITFRAME();
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void O_SETFRAME();
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void O_RUNACTION();
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void O_COMPAREHI();
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void O_COMPARELO();
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void O_PRELOADSET();
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void O_FREEPRELOAD();
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void O_CHECKINV();
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void O_TALKHERO();
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void O_WAITTEXT();
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void O_SETHEROANIM();
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void O_WAITHEROANIM();
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void O_GETHERODATA();
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void O_GETMOUSEBUTTON();
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void O_CHANGEFRAMES();
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void O_CHANGEBACKFRAMES();
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void O_GETBACKANIMDATA();
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void O_GETANIMDATA();
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void O_SETBGCODE();
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void O_SETBACKFRAME();
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void O_GETRND();
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void O_TALKBACKANIM();
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void O_LOADPATH();
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void O_GETCHAR();
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void O_SETDFLAG();
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void O_CALLDFLAG();
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void O_PRINTAT();
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void O_ZOOMIN();
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void O_ZOOMOUT();
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void O_SETSTRINGOFFSET();
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void O_GETOBJDATA();
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void O_SETOBJDATA();
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void O_SWAPOBJECTS();
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void O_CHANGEHEROSET();
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void O_ADDSTRING();
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void O_SUBSTRING();
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void O_INITDIALOG();
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void O_ENABLEDIALOGOPT();
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void O_DISABLEDIALOGOPT();
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void O_SHOWDIALOGBOX();
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void O_STOPSAMPLE();
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void O_BACKANIMRANGE();
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void O_CLEARPATH();
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void O_SETPATH();
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void O_GETHEROX();
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void O_GETHEROY();
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void O_GETHEROD();
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void O_PUSHSTRING();
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void O_POPSTRING();
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void O_SETFGCODE();
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void O_STOPHERO();
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void O_ANIMUPDATEOFF();
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void O_ANIMUPDATEON();
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void O_FREECURSOR();
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void O_ADDINVQUIET();
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void O_RUNHERO();
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void O_SETBACKANIMDATA();
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void O_VIEWFLC();
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void O_CHECKFLCFRAME();
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void O_CHECKFLCEND();
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void O_FREEFLC();
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void O_TALKHEROSTOP();
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void O_HEROCOLOR();
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void O_GRABMAPA();
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void O_ENABLENAK();
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void O_DISABLENAK();
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void O_GETMOBNAME();
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void O_SWAPINVENTORY();
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void O_CLEARINVENTORY();
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void O_SKIPTEXT();
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void O_SETVOICEH();
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void O_SETVOICEA();
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void O_SETVOICEB();
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void O_SETVOICEC();
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void O_VIEWFLCLOOP();
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void O_FLCSPEED();
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void O_OPENINVENTORY();
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void O_KRZYWA();
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void O_GETKRZYWA();
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void O_GETMOB();
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void O_INPUTLINE();
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void O_SETVOICED();
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void O_BREAK_POINT();
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};
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} // End of namespace Prince
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#endif
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