scummvm/engines/m4/mads_logic.cpp
Paul Gilbert 0bcfbd3cbd M4: Replaced the trouble variable data map code with direct statements.
Since there aren't expected to be all that many engine variables needed, this seems a cleaner overall implementation.
2011-05-15 09:23:02 +10:00

990 lines
28 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.
*
*/
#include "common/textconsole.h"
#include "m4/m4.h"
#include "m4/dialogs.h"
#include "m4/mads_logic.h"
#include "m4/scene.h"
#define MAX_CALL_PARAMS 10
namespace M4 {
void MadsGameLogic::initialiseGlobals() {
// Clear the entire globals list
Common::set_to(&_madsVm->globals()->_globals[0], &_madsVm->globals()->_globals[TOTAL_NUM_VARIABLES], 0);
SET_GLOBAL(4, 8);
SET_GLOBAL(33, 1);
SET_GLOBAL(10, 0xFFFF);
SET_GLOBAL(13, 0xFFFF);
SET_GLOBAL(15, 0xFFFF);
SET_GLOBAL(19, 0xFFFF);
SET_GLOBAL(20, 0xFFFF);
SET_GLOBAL(21, 0xFFFF);
SET_GLOBAL(95, 0xFFFF);
// TODO: unknown sub call
// Put the values 0 through 3 in a random ordering in global slots 83 - 86
for (int idx = 0; idx < 4; ) {
int randVal = _madsVm->_random->getRandomNumber(4);
SET_GLOBAL(83 + idx, randVal);
// Check whether the given value has already been used
bool flag = false;
for (int idx2 = 0; idx2 < idx; ++idx2) {
if (randVal == GET_GLOBAL(83 + idx2))
flag = true;
}
if (!flag)
++idx;
}
// Put the values 0 through 3 in a random ordering in global slots 87 - 90
for (int idx = 0; idx < 4; ) {
int randVal = _madsVm->_random->getRandomNumber(3);
SET_GLOBAL(87 + idx, randVal);
// Check whether the given value has already been used
bool flag = false;
for (int idx2 = 0; idx2 < idx; ++idx2) {
if (randVal == GET_GLOBAL(87 + idx2))
flag = true;
}
if (!flag)
++idx;
}
// Miscellaneous global settings
SET_GLOBAL(120, 501);
SET_GLOBAL(121, 0xFFFF);
SET_GLOBAL(110, 0xFFFF);
SET_GLOBAL(119, 1);
SET_GLOBAL(134, 4);
SET_GLOBAL(190, 201);
SET_GLOBAL(191, 301);
SET_GLOBAL(192, 413);
SET_GLOBAL(193, 706);
SET_GLOBAL(194, 801);
SET_GLOBAL(195, 551);
SET_GLOBAL(196, 752);
// Fill out the globals 200 - 209 with unique random number values less than 10000
for (int idx = 0; idx < 10; ) {
int randVal = _madsVm->_random->getRandomNumber(9999);
SET_GLOBAL(200 + idx, randVal);
// Check whether the given value has already been used
bool flag = false;
for (int idx2 = 0; idx2 < idx; ++idx2) {
if (randVal == GET_GLOBAL(87 + idx2))
flag = true;
}
if (!flag)
++idx;
}
switch (_madsVm->globals()->_difficultyLevel) {
case 1:
// Very hard
SET_GLOBAL(35, 0);
// TODO: object set room
SET_GLOBAL(137, 5);
SET_GLOBAL(136, 0);
break;
case 2:
// Hard
SET_GLOBAL(35, 0);
// TODO: object set room
SET_GLOBAL(136, 0xFFFF);
SET_GLOBAL(137, 6);
break;
case 3:
// Easy
SET_GLOBAL(35, 2);
// TODO: object set room
break;
}
_madsVm->_player._direction = 8;
_madsVm->_player._newDirection = 8;
// TODO: unknown processing routine getting called for 'RXM' and 'ROX'
}
/*--------------------------------------------------------------------------*/
const char *MadsSceneLogic::subFormatList[] = {"scene%d_enter", "scene%d_step", "scene%d_preaction", "scene%d_actions"};
#define OPSIZE8 0x40 ///< when this bit is set - the operand size is 8 bits
#define OPSIZE16 0x80 ///< when this bit is set - the operand size is 16 bits
#define OPMASK 0x3F ///< mask to isolate the opcode
enum Opcodes {
OP_HALT = 0, OP_IMM = 1, OP_ZERO = 2, OP_ONE = 3, OP_MINUSONE = 4, OP_STR = 5, OP_DLOAD = 6,
OP_DSTORE = 7, OP_PAL = 8, OP_LOAD = 9, OP_GLOAD = 10, OP_STORE = 11, OP_GSTORE = 12,
OP_CALL = 13, OP_LIBCALL = 14, OP_RET = 15, OP_ALLOC = 16, OP_JUMP = 17, OP_JMPFALSE = 18,
OP_JMPTRUE = 19, OP_EQUAL = 20, OP_LESS = 21, OP_LEQUAL = 22, OP_NEQUAL = 23, OP_GEQUAL = 24,
OP_GREAT = 25, OP_PLUS = 26, OP_MINUS = 27, OP_LOR = 28, OP_MULT = 29, OP_DIV = 30,
OP_MOD = 31, OP_AND = 32, OP_OR = 33, OP_EOR = 34, OP_LAND = 35, OP_NOT = 36, OP_COMP = 37,
OP_NEG = 38, OP_DUP = 39,
TOTAL_OPCODES = 40
};
const char *MadsSceneLogic::_opcodeStrings[] = {
"HALT", "IMM", "ZERO", "ONE", "MINUSONE", "STR", "DLOAD", "DSTORE", NULL, "LOAD", "GLOAD",
"STORE", "GSTORE", "CALL", "LIBCALL", "RET", "ALLOC", "JUMP", "JMPFALSE", "JMPTRUE", "EQUAL",
"LESS", "LEQUAL", "NEQUAL", "GEQUAL", "GREAT", "PLUS", "MINUS", "LOR", "MULT", "DIV",
"MOD", "AND", "OR", "EOR", "LAND", "NOT", "COMP", "NEG", "DUP"
};
/**
* This method sets up the data map with pointers to all the common game objects. This allows the script engine to
* convert game specific offsets for various fields in the original game's data segment into a generic data index
* that will be common across all the MADS games
void MadsSceneLogic::initialiseDataMap() {
// The unique order of these items must be maintained
}
*/
uint32 MadsSceneLogic::getDataValue(int dataId) {
switch (dataId) {
case 1:
return _madsVm->scene()->_abortTimersMode2;
case 2:
return _madsVm->scene()->_abortTimers;
case 3:
return _madsVm->_player._stepEnabled ? 0xffff : 0;
case 4:
return _madsVm->scene()->_nextScene;
case 5:
return _madsVm->scene()->_previousScene;
case 6:
return _madsVm->_player._playerPos.x;
case 7:
return _madsVm->_player._playerPos.y;
case 8:
return _madsVm->_player._direction;
case 9:
return _madsVm->_player._visible ? 0xffff : 0;
case 10:
return getActiveAnimationBool();
case 11:
return getAnimationCurrentFrame();
default:
// All other data variables get stored in the hash table
return _madsVm->globals()->_dataMap[dataId];
break;
}
}
void MadsSceneLogic::setDataValue(int dataId, uint16 dataValue) {
switch (dataId) {
case 1:
_madsVm->scene()->_abortTimersMode2 = (AbortTimerMode)dataValue;
break;
case 2:
_madsVm->scene()->_abortTimers = dataValue;
break;
case 3:
_madsVm->_player._stepEnabled = dataValue != 0;
break;
case 4:
_madsVm->scene()->_nextScene = dataValue;
break;
case 5:
_madsVm->scene()->_previousScene = dataValue;
break;
case 6:
_madsVm->_player._playerPos.x = dataValue;
break;
case 7:
_madsVm->_player._playerPos.y = dataValue;
break;
case 8:
_madsVm->_player._direction = dataValue;
break;
case 9:
_madsVm->_player._visible = dataValue != 0;
break;
case 10:
case 11:
error("Tried to set read only data field %d", dataId);
break;
default:
// All other data variables get stored in the hash table
_madsVm->globals()->_dataMap[dataId] = dataValue;
break;
}
}
const char *MadsSceneLogic::formAnimName(char sepChar, int16 suffixNum) {
return MADSResourceManager::getResourceName(sepChar, _sceneNumber, EXTTYPE_NONE, NULL, suffixNum);
}
void MadsSceneLogic::getSceneSpriteSet() {
char prefix[100];
// Room change sound
_madsVm->_sound->playSound(5);
// Set up sprite set prefix to use
if ((_sceneNumber <= 103) || (_sceneNumber == 111)) {
if (_madsVm->globals()->_globals[0] == SEX_FEMALE)
strcpy(prefix, "ROX");
else
strcpy(prefix, "RXM");
} else if (_sceneNumber <= 110) {
strcpy(prefix, "RXSW");
_madsVm->globals()->_globals[0] = SEX_UNKNOWN;
} else if (_sceneNumber == 112)
strcpy(prefix, "");
_madsVm->globals()->playerSpriteChanged = true;
_madsVm->_player.loadSprites(prefix);
// if ((_sceneNumber == 105) ((_sceneNumber == 109) && (word_84800 != 0)))
// _madsVm->globals()->playerSpriteChanged = true;
_vm->_palette->setEntry(16, 0x38, 0xFF, 0xFF);
_vm->_palette->setEntry(17, 0x38, 0xb4, 0xb4);
}
void MadsSceneLogic::getAnimName() {
const char *newName = MADSResourceManager::getAAName(
((_sceneNumber <= 103) || (_sceneNumber > 111)) ? 0 : 1);
strcpy(_madsVm->scene()->_aaName, newName);
}
/*--------------------------------------------------------------------------*/
uint16 MadsSceneLogic::loadSpriteSet(uint16 suffixNum, uint16 sepChar) {
assert(sepChar < 256);
const char *resName = formAnimName((char)sepChar, (int16)suffixNum);
return _madsVm->scene()->loadSceneSpriteSet(resName);
}
uint16 MadsSceneLogic::startReversibleSpriteSequence(uint16 srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
M4Sprite *spriteFrame = _madsVm->scene()->_spriteSlots.getSprite(srcSpriteIdx).getFrame(0);
uint8 depth = _madsVm->_rails->getDepth(Common::Point(spriteFrame->x + (spriteFrame->width() / 2),
spriteFrame->y + (spriteFrame->height() / 2)));
return _madsVm->scene()->_sequenceList.add(srcSpriteIdx, flipped, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0,
true, 100, depth - 1, 1, ANIMTYPE_REVERSIBLE, 0, 0);
}
uint16 MadsSceneLogic::startCycledSpriteSequence(uint16 srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
M4Sprite *spriteFrame = _madsVm->scene()->_spriteSlots.getSprite(srcSpriteIdx).getFrame(0);
uint8 depth = _madsVm->_rails->getDepth(Common::Point(spriteFrame->x + (spriteFrame->width() / 2),
spriteFrame->y + (spriteFrame->height() / 2)));
return _madsVm->scene()->_sequenceList.add(srcSpriteIdx, flipped, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0,
true, 100, depth - 1, 1, ANIMTYPE_CYCLED, 0, 0);
}
uint16 MadsSceneLogic::startSpriteSequence3(uint16 srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
M4Sprite *spriteFrame = _madsVm->scene()->_spriteSlots.getSprite(srcSpriteIdx).getFrame(0);
uint8 depth = _madsVm->_rails->getDepth(Common::Point(spriteFrame->x + (spriteFrame->width() / 2),
spriteFrame->y + (spriteFrame->height() / 2)));
return _madsVm->scene()->_sequenceList.add(srcSpriteIdx, flipped, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0,
true, 100, depth - 1, -1, ANIMTYPE_CYCLED, 0, 0);
}
void MadsSceneLogic::activateHotspot(int idx, bool active) {
// TODO:
}
void MadsSceneLogic::getPlayerSpritesPrefix() {
_madsVm->_sound->playSound(5);
char oldName[80];
strcpy(oldName, _madsVm->_player._spritesPrefix);
if ((_madsVm->globals()->_nextSceneId <= 103) || (_madsVm->globals()->_nextSceneId == 111))
strcpy(_madsVm->_player._spritesPrefix, (_madsVm->globals()->_globals[0] == SEX_FEMALE) ? "ROX" : "RXM");
else if (_madsVm->globals()->_nextSceneId <= 110)
strcpy(_madsVm->_player._spritesPrefix, "RXSM");
else if (_madsVm->globals()->_nextSceneId == 112)
strcpy(_madsVm->_player._spritesPrefix, "");
if (strcmp(oldName, _madsVm->_player._spritesPrefix) != 0)
_madsVm->_player._spritesChanged = true;
if ((_madsVm->globals()->_nextSceneId == 105) ||
((_madsVm->globals()->_nextSceneId == 109) && (_madsVm->globals()->_globals[15] != 0))) {
// TODO: unknown flag setting
_madsVm->_player._spritesChanged = true;
}
_madsVm->_palette->setEntry(16, 40, 255, 255);
_madsVm->_palette->setEntry(17, 40, 180, 180);
}
void MadsSceneLogic::getPlayerSpritesPrefix2() {
_madsVm->_sound->playSound(5);
char oldName[80];
strcpy(oldName, _madsVm->_player._spritesPrefix);
if ((_madsVm->globals()->_nextSceneId == 213) || (_madsVm->globals()->_nextSceneId == 216))
strcpy(_madsVm->_player._spritesPrefix, "");
else if (_madsVm->globals()->_globals[0] == SEX_MALE)
strcpy(_madsVm->_player._spritesPrefix, "RXM");
else
strcpy(_madsVm->_player._spritesPrefix, "ROX");
// TODO: unknown flag setting for next scene Id > 212
if (strcmp(oldName, _madsVm->_player._spritesPrefix) != 0)
_madsVm->_player._spritesChanged = true;
/* if ((_madsVm->globals()->_nextSceneId == 203) && (_madsVm->globals()->_nextSceneId == 204) &&
(_madsVm->globals()->_globals[0x22] == 0))
// TODO: unknown flag set
*/
_madsVm->_palette->setEntry(16, 40, 255, 255);
_madsVm->_palette->setEntry(17, 40, 180, 180);
}
/*--------------------------------------------------------------------------*/
/**
* Loads the MADS.DAT file and loads the script data for the correct game/language
*/
void MadsSceneLogic::initialiseScripts() {
Common::File f;
if (!f.open("mads.dat")) {
warning("Could not locate mads.dat file");
return;
}
// Validate that the file being read is a valid mads.dat file
char header[4];
f.read(&header[0], 4);
if (strncmp(header, "MADS", 4) != 0) {
warning("Invalid mads.dat file");
return;
}
// Get a list of the offsets of game blocks
uint32 v;
Common::Array<uint32> offsets;
while ((v = f.readUint32LE()) != 0)
offsets.push_back(v);
// Check the header of each block in turn
_scriptsData = NULL;
_scriptsSize = 0;
for (uint i = 0; i < offsets.size(); ++i) {
// Get the block header
f.seek(offsets[i]);
byte gameId = f.readByte();
byte language = f.readByte();
f.readByte(); // Language currently unused
// If this block isn't for the current game, skip it
if (_madsVm->getGameType() != (gameId + 2))
continue;
if ((language != 1) || (_madsVm->getLanguage() != Common::EN_ANY))
continue;
// Found script block for the given game and language.
_scriptsSize = (i < (offsets.size() - 1)) ? offsets[i + 1] - offsets[i] : f.size() - offsets[i];
break;
}
if (!_scriptsSize) {
warning("Could not find appropriate scripts block for game in mads.dat file");
f.close();
return;
}
// Load up the list of subroutines into a hash map
uint32 blockOffset = f.pos() - 3;
uint32 subsStart = 0;
for (;;) {
// Get next entry
Common::String subName;
char c;
while ((c = (char)f.readByte()) != '\0')
subName += c;
if (subName.empty())
// Reached end of subroutine list
break;
// Read in the offset of the routine
uint32 offset = f.readUint32LE();
if (_subroutines.empty()) {
// The first subroutine offset is used to reduce the amount of data to later load in. In essence,
// the subroutine index will not be separately loaded, since it's contents will be in the hash map
subsStart = offset;
_scriptsSize -= offset;
}
_subroutines[subName] = offset - subsStart;
_subroutineOffsets.push_back(offset - subsStart);
}
// Read in the remaining data
f.seek(blockOffset + subsStart, SEEK_SET);
_scriptsData = (byte *)malloc(_scriptsSize);
f.read(_scriptsData, _scriptsSize);
f.close();
}
void MadsSceneLogic::selectScene(int sceneNum) {
assert(sceneNum == 101);
_sceneNumber = sceneNum;
Common::set_to(&_spriteIndexes[0], &_spriteIndexes[50], 0);
// If debugging is turned on, show a debug warning if any of the scene methods aren't present
if (gDebugLevel > 0) {
for (int i = 0; i < 4; ++i) {
char buffer[20];
sprintf(buffer, subFormatList[i], sceneNum);
Common::HashMap<Common::String, uint32>::iterator it = _subroutines.find(Common::String(buffer));
if (it == _subroutines.end())
debugC(1, kDebugScript, "Scene method %s not found", buffer);
}
}
}
void MadsSceneLogic::setupScene() {
// FIXME: This is the hardcoded logic for Rex scene 101 only
const char *animName = formAnimName('A', -1);
warning("anim - %s", animName);
// sub_1e754(animName, 3);
if ((_sceneNumber >= 101) && (_sceneNumber <= 112))
getPlayerSpritesPrefix();
else
getPlayerSpritesPrefix2();
getAnimName();
}
/**
* Handles the logic when a scene is entered
*/
void MadsSceneLogic::doEnterScene() {
char buffer[20];
sprintf(buffer, subFormatList[SUBFORMAT_ENTER], _sceneNumber);
execute(Common::String(buffer));
}
/**
* Handles the script execution which is called regularly every frame
*/
void MadsSceneLogic::doSceneStep() {
char buffer[20];
sprintf(buffer, subFormatList[SUBFORMAT_STEP], _sceneNumber);
execute(Common::String(buffer));
}
/**
* Handles and preactions before an action is started
*/
void MadsSceneLogic::doPreactions() {
char buffer[20];
sprintf(buffer, subFormatList[SUBFORMAT_PREACTIONS], _sceneNumber);
execute(Common::String(buffer));
}
/**
* Handles any action that has been selected
*/
void MadsSceneLogic::doAction() {
char buffer[20];
sprintf(buffer, subFormatList[SUBFORMAT_ACTIONS], _sceneNumber);
execute(Common::String(buffer));
}
/**
* Executes the script with the specified name
*/
void MadsSceneLogic::execute(const Common::String &scriptName) {
Common::HashMap<Common::String, uint32>::iterator it = _subroutines.find(scriptName);
if (it != _subroutines.end())
execute(it->_value);
}
#define UNUSED_VAL 0xEAEAEAEA
/**
* Executes the script at the specified offset
*/
void MadsSceneLogic::execute(uint32 subOffset) {
Common::Array<ScriptVar> locals;
Common::Stack<ScriptVar> stack;
char opcodeBuffer[100];
uint32 scriptOffset = subOffset;
uint32 param;
debugC(1, kDebugScript, "executing script at %xh", subOffset);
bool done = false;
while (!done) {
param = UNUSED_VAL;
byte opcode = _scriptsData[scriptOffset++];
sprintf(opcodeBuffer, "%.4x[%.2d] - %s", scriptOffset - 1, stack.size(), _opcodeStrings[opcode & OPMASK]);
switch (opcode & OPMASK) {
case OP_HALT: // end of program
case OP_RET:
done = true;
break;
case OP_IMM: // Loads immediate value onto stack
param = getParam(scriptOffset, opcode);
stack.push(ScriptVar(param));
break;
case OP_ZERO: // loads zero onto stack
stack.push(ScriptVar((uint32)0));
break;
case OP_ONE: // loads one onto stack
stack.push(ScriptVar(1));
break;
case OP_MINUSONE: // loads minus one (0xffff) onto stack
stack.push(ScriptVar(0xffff));
break;
case OP_DLOAD: { // Gets data variable
param = getParam(scriptOffset, opcode);
uint16 v = getDataValue(param);
stack.push(ScriptVar(v));
break;
}
case OP_DSTORE: { // Stores data variable
param = getParam(scriptOffset, opcode);
ScriptVar v = stack.pop();
setDataValue(param, v.isInt() ? v.get() : 0);
break;
}
case OP_LOAD: // loads local variable onto stack
param = getParam(scriptOffset, opcode);
stack.push(locals[param]);
break;
case OP_STORE: // Pops a value and stores it in a local
// Get the local index and expand the locals store if necessary
param = getParam(scriptOffset, opcode);
while (param >= locals.size())
locals.push_back(ScriptVar());
locals[param] = stack.pop();
break;
case OP_GLOAD: // loads global variable onto stack
param = getParam(scriptOffset, opcode);
assert(param < TOTAL_NUM_VARIABLES);
stack.push(_madsVm->globals()->_globals[param]);
break;
case OP_GSTORE: // pops stack and stores in global variable
param = getParam(scriptOffset, opcode);
assert(param < TOTAL_NUM_VARIABLES);
_madsVm->globals()->_globals[param] = stack.pop().get();
break;
case OP_CALL: // procedure call
param = getParam(scriptOffset, opcode);
assert(param < _subroutineOffsets.size());
execute(_subroutineOffsets[param]);
break;
case OP_LIBCALL: // library procedure or function call
param = getParam(scriptOffset, opcode);
callSubroutine(param, stack);
break;
case OP_JUMP: // unconditional jump
param = subOffset + getParam(scriptOffset, opcode);
scriptOffset = param;
break;
case OP_JMPFALSE: // conditional jump
param = subOffset + getParam(scriptOffset, opcode);
if (stack.pop().get() == 0)
// Condition satisfied - do the jump
scriptOffset = param;
break;
case OP_JMPTRUE: // conditional jump
param = subOffset + getParam(scriptOffset, opcode);
if (stack.pop().get() != 0)
// Condition satisfied - do the jump
scriptOffset = param;
break;
case OP_EQUAL: // tests top two items on stack for equality
case OP_LESS: // tests top two items on stack
case OP_LEQUAL: // tests top two items on stack
case OP_NEQUAL: // tests top two items on stack
case OP_GEQUAL: // tests top two items on stack
case OP_GREAT: // tests top two items on stack
case OP_LOR: // logical or of top two items on stack and replaces with result
case OP_LAND: // logical ands top two items on stack and replaces with result
{
uint32 param2 = stack.pop().get();
uint32 param1 = stack.pop().get();
// Do the comparison
uint32 tmp = 0;
switch (opcode) {
case OP_EQUAL: tmp = (param1 == param2); break;
case OP_LESS: tmp = (param1 < param2); break;
case OP_LEQUAL: tmp = (param1 <= param2); break;
case OP_NEQUAL: tmp = (param1 != param2); break;
case OP_GEQUAL: tmp = (param1 >= param2); break;
case OP_GREAT: tmp = (param1 > param2); break;
case OP_LOR: tmp = (param1 || param2); break;
case OP_LAND: tmp = (param1 && param2); break;
}
stack.push(ScriptVar(tmp));
}
break;
case OP_PLUS: // adds top two items on stack and replaces with result
case OP_MINUS: // subs top two items on stack and replaces with result
case OP_MULT: // multiplies top two items on stack and replaces with result
case OP_DIV: // divides top two items on stack and replaces with result
case OP_MOD: // divides top two items on stack and replaces with modulus
case OP_AND: // bitwise ands top two items on stack and replaces with result
case OP_OR: // bitwise ors top two items on stack and replaces with result
case OP_EOR: // bitwise exclusive ors top two items on stack and replaces with result
{
uint32 param2 = stack.pop().get();
uint32 param1 = stack.pop().get();
// replace other operand with result of operation
switch (opcode) {
case OP_PLUS: param1 += param2; break;
case OP_MINUS: param1 -= param2; break;
case OP_MULT: param1 *= param2; break;
case OP_DIV: param1 /= param2; break;
case OP_MOD: param1 %= param2; break;
case OP_AND: param1 &= param2; break;
case OP_OR: param1 |= param2; break;
case OP_EOR: param1 ^= param2; break;
}
stack.push(ScriptVar(param1));
}
break;
case OP_NOT: // logical nots top item on stack
param = stack.pop().get();
stack.push(ScriptVar((uint32)(!param) & 0xffff));
break;
case OP_COMP: // complements top item on stack
param = stack.pop().get();
stack.push(ScriptVar((~param) & 0xffff));
break;
case OP_NEG: // negates top item on stack
param = stack.pop().get();
stack.push(ScriptVar(((uint32)-(int32)param) & 0xffff));
break;
case OP_DUP: // duplicates top item on stack
stack.push(stack.top());
break;
default:
error("execute() - Unknown opcode");
}
// check for stack size
assert(stack.size() < 100);
if (gDebugLevel > 0) {
if (param != UNUSED_VAL)
sprintf(opcodeBuffer + strlen(opcodeBuffer), "\t%d", param);
debugC(2, kDebugScript, "%s", opcodeBuffer);
}
}
debugC(1, kDebugScript, "finished executing script");
// make sure stack is unwound
assert(stack.size() == 0);
}
uint32 MadsSceneLogic::getParam(uint32 &scriptOffset, int opcode) {
switch (opcode & (~OPMASK)) {
case OPSIZE8:
return _scriptsData[scriptOffset++];
case OPSIZE16: {
uint16 v = READ_LE_UINT16(&_scriptsData[scriptOffset]);
scriptOffset += sizeof(uint16);
return v;
}
default: {
uint32 v = READ_LE_UINT32(&_scriptsData[scriptOffset]);
scriptOffset += sizeof(uint32);
return v;
}
}
}
/**
* Support method for extracting the required number of parameters needed for a library routine call
*/
void MadsSceneLogic::getCallParameters(int numParams, Common::Stack<ScriptVar> &stack, ScriptVar *callParams) {
assert(numParams <= MAX_CALL_PARAMS);
for (int i = 0; i < numParams; ++i, ++callParams)
*callParams = stack.pop();
}
#define EXTRACT_PARAMS(n) getCallParameters(n, stack, p)
void MadsSceneLogic::callSubroutine(int subIndex, Common::Stack<ScriptVar> &stack) {
ScriptVar p[MAX_CALL_PARAMS];
switch (subIndex) {
case 1: {
// dialog_show
EXTRACT_PARAMS(1);
Dialog *dlg = new Dialog(_vm, p[0].getStr(), "TODO: Proper Title");
_vm->_viewManager->addView(dlg);
_vm->_viewManager->moveToFront(dlg);
break;
}
case 2:
// SequenceList_remove
EXTRACT_PARAMS(1);
_madsVm->scene()->_sequenceList.remove(p[0]);
break;
case 3:
case 6:
case 20: {
// 3: start_reversible_sprite_sequence
// 6: start_cycled_sprite_sequence
// 20: start_sprite_sequence3
EXTRACT_PARAMS(6);
int idx;
if (subIndex == 3)
idx = startReversibleSpriteSequence(p[0], p[1] != 0, p[2], p[3], p[4], p[5]);
else if (subIndex == 6)
idx = startCycledSpriteSequence(p[0], p[1], p[2], p[3], p[4], p[5]);
else
idx = startSpriteSequence3(p[0], p[1] != 0, p[2], p[3], p[4], p[5]);
stack.push(ScriptVar(idx));
break;
}
case 4:
// SequenceList_setAnimRange
EXTRACT_PARAMS(3);
_madsVm->scene()->_sequenceList.setAnimRange(p[0], p[1], p[2]);
break;
case 5:
// SequenceList_addSubEntry
EXTRACT_PARAMS(4);
stack.push(ScriptVar(_madsVm->scene()->_sequenceList.addSubEntry(p[0], (SequenceSubEntryMode)p[1].get(), p[2], p[3])));
break;
case 7: {
// quotes_get_pointer
EXTRACT_PARAMS(1);
const char *quoteStr = _madsVm->globals()->getQuote(p[0]);
stack.push(ScriptVar(quoteStr));
break;
}
case 8: {
// KernelMessageList_add
EXTRACT_PARAMS(8);
int msgIndex = _madsVm->scene()->_kernelMessages.add(Common::Point(p[0], p[1]), p[2],
p[3], p[4], p[5] | (p[6] << 16), p[7].getStr());
stack.push(ScriptVar(msgIndex));
break;
}
case 9:
// SequenceList_unk3
EXTRACT_PARAMS(1);
// TODO: Implement unk3 method
// stack.push(ScriptVar(_madsVm->scene()->_sequenceList.unk3(p[0])));
break;
case 10:
// start_sound
EXTRACT_PARAMS(1);
_madsVm->_sound->playSound(p[0]);
break;
case 11:
// SceneLogic_formAnimName
EXTRACT_PARAMS(2);
stack.push(ScriptVar(formAnimName((char)p[0], p[1])));
break;
case 12:
// SpriteList_addSprites
EXTRACT_PARAMS(2);
stack.push(ScriptVar(_madsVm->scene()->_spriteSlots.addSprites(p[0].getStr(), false, p[1])));
break;
case 13:
// hotspot_activate
EXTRACT_PARAMS(2);
// TODO: Implement setActive version that takes in a hotspot Id
// _madsVm->scene()->getSceneResources().hotspots->setActive(p[0], p[1] != 0);
break;
case 14: {
// DynamicHotspots_add
EXTRACT_PARAMS(7);
int idx = _madsVm->scene()->_dynamicHotspots.add(p[0], p[1], p[2],
Common::Rect(p[6], p[5], p[6] + p[4], p[5] + p[3]));
stack.push(ScriptVar(idx));
break;
}
case 15:
// SequenceList_setDepth
EXTRACT_PARAMS(2);
_madsVm->scene()->_sequenceList.setDepth(p[0], p[1]);
break;
case 16: {
// quotes_load
// Quotes loading can take an arbitrary number of quote Ids, terminated by a 0
int firstId = -1;
int quoteId;
while ((quoteId = stack.pop()) != 0) {
if (firstId == -1)
firstId = quoteId;
_madsVm->globals()->loadQuote(quoteId);
}
if (firstId != -1)
stack.push(ScriptVar(_madsVm->globals()->getQuote(firstId)));
break;
}
case 17: {
// form_resource_name
EXTRACT_PARAMS(4);
const char *suffix = NULL;
if (p[4].isInt()) {
// If integer provided for suffix, it must be a value of 0 (NULL)
uint32 vTemp = p[4] | stack.pop();
assert(!vTemp);
} else
suffix = p[4].getStr();
stack.push(ScriptVar(MADSResourceManager::getResourceName((char)p[1], p[0], (ExtensionType)p[3].get(),
suffix, (int16)p[2])));
break;
}
case 18:
// MadsScene_loadAnimation
EXTRACT_PARAMS(3);
_madsVm->scene()->loadAnimation(p[1].getStr(), p[0]);
break;
case 19: {
// Action_isAction
int verbId = stack.pop();
int objectNameId = (verbId == 0) ? 0 : stack.pop().get();
int indirectObjectId = (objectNameId == 0) ? 0 : stack.pop().get();
stack.push(ScriptVar(_madsVm->scene()->_action.isAction(verbId, objectNameId, indirectObjectId)));
break;
}
case 21:
// DynamicHotspots_remove
EXTRACT_PARAMS(1);
_madsVm->scene()->_dynamicHotspots.remove(p[0]);
break;
case 22: {
// object_is_present
EXTRACT_PARAMS(1);
const MadsObject *obj = _madsVm->globals()->getObject(p[0]);
stack.push(ScriptVar((obj->roomNumber == _madsVm->scene()->_currentScene)));
break;
}
case 23:
// inventory_add
EXTRACT_PARAMS(1);
_madsVm->scene()->getInterface()->addObjectToInventory(p[0]);
break;
case 24: {
// dialog_picture_show
EXTRACT_PARAMS(3);
int messageId = p[0] | (p[1] << 16);
int objectNum = p[2];
warning("TODO: Implement dialog with picture. MessageId=%d, objectNum=%d", messageId, objectNum);
break;
}
case 25: {
// object_is_in_inventory
EXTRACT_PARAMS(1);
const MadsObject *obj = _madsVm->globals()->getObject(p[0]);
stack.push(ScriptVar(obj->isInInventory()));
break;
}
default:
error("Unknown subroutine %d called", subIndex);
break;
}
}
#undef EXTRACT_PARAMS
}