mirror of
https://github.com/libretro/scummvm.git
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246 lines
6.5 KiB
C++
246 lines
6.5 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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* 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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* 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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#include "dragons/dragons.h"
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#include "dragons/sequenceopcodes.h"
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#include "dragons/actor.h"
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#include "sequenceopcodes.h"
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namespace Dragons {
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// OpCall
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void OpCall::skip(uint size) {
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_code += size;
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}
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byte OpCall::readByte() {
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return *_code++;
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}
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int16 OpCall::readSint16() {
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int16 value = READ_LE_UINT16(_code);
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_code += 2;
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return value;
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}
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uint32 OpCall::readUint32() {
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uint32 value = READ_LE_UINT32(_code);
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_code += 4;
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return value;
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}
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// SequenceOpcodes
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SequenceOpcodes::SequenceOpcodes(DragonsEngine *vm)
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: _vm(vm) {
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initOpcodes();
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}
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SequenceOpcodes::~SequenceOpcodes() {
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freeOpcodes();
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}
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void SequenceOpcodes::execOpcode(Actor *control, OpCall &opCall) {
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assert(opCall._op < DRAGONS_NUM_SEQ_OPCODES);
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if (!_opcodes[opCall._op])
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error("SequenceOpcodes::execOpcode() Unimplemented opcode %d", opCall._op);
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debug(3, "execSequenceOpcode(%d) %s", opCall._op, _opcodeNames[opCall._op].c_str());
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(*_opcodes[opCall._op])(control, opCall);
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}
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typedef Common::Functor2Mem<Actor*, OpCall&, void, SequenceOpcodes> SequenceOpcodeI;
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#define OPCODE(op, func) \
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_opcodes[op] = new SequenceOpcodeI(this, &SequenceOpcodes::func); \
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_opcodeNames[op] = #func;
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void SequenceOpcodes::initOpcodes() {
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// First clear everything
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for (uint i = 0; i < DRAGONS_NUM_SEQ_OPCODES; ++i) {
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_opcodes[i] = 0;
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}
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// Register opcodes
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OPCODE(1, opSetFramePointer);
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OPCODE(2, opSetFramePointerAndStop);
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OPCODE(3, opJmp);
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OPCODE(4, opSetFieldC);
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OPCODE(5, opSetSequenceTimer);
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OPCODE(6, opUpdateXYResetSeqTimer);
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OPCODE(7, opUpdateXYResetSeqTimerAndStop);
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// unused
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OPCODE(9, opSetActorFlag4AndStop);
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// unused
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OPCODE(11, opSetActorFlags404);
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OPCODE(12, opClearActorFlag400);
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OPCODE(13, opChangeSequence);
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// unused
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OPCODE(15, opSetField7a);
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OPCODE(16, opUpdateFlags);
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OPCODE(17, opPlaySound);
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OPCODE(18, opSetXY);
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OPCODE(19, opSetXYAndStop);
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}
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#undef OPCODE
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void SequenceOpcodes::freeOpcodes() {
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for (uint i = 0; i < DRAGONS_NUM_SEQ_OPCODES; ++i) {
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delete _opcodes[i];
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}
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}
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void SequenceOpcodes::updateReturn(OpCall &opCall, uint16 size) {
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opCall._deltaOfs = size * 2 + 2;
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}
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// Opcodes
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void SequenceOpcodes::opSetFramePointer(Actor *actor, OpCall &opCall) {
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ARG_INT16(framePointer);
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debug(3, "set frame pointer %X", framePointer);
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actor->loadFrame((uint16)framePointer);
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actor->flags |= Dragons::ACTOR_FLAG_2;
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actor->sequenceTimer = actor->field_c;
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updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opSetFramePointerAndStop(Actor *actor, OpCall &opCall) {
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opSetFramePointer(actor, opCall);
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opCall._result = 0;
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}
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void SequenceOpcodes::opJmp(Actor *actor, OpCall &opCall) {
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ARG_INT16(newIp);
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if (!(actor->flags & Dragons::ACTOR_FLAG_1000)) {
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byte *newOffset = actor->getSeqIpAtOffset((uint32)newIp);
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opCall._deltaOfs = (int32)(newOffset - actor->_seqCodeIp); //opCall._code);
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debug(3, "opJump delta: %d", opCall._deltaOfs);
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} else {
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updateReturn(opCall, 1);
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}
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}
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void SequenceOpcodes::opSetFieldC(Actor *actor, OpCall &opCall) {
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ARG_INT16(newFieldC);
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actor->field_c = (uint16)newFieldC;
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debug(3, "set fieldC: %d", newFieldC);
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updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opSetSequenceTimer(Actor *actor, OpCall &opCall) {
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ARG_INT16(newSeqTimer);
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actor->sequenceTimer = (uint16)newSeqTimer;
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debug(3, "set sequenceTimer: %d", newSeqTimer);
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updateReturn(opCall, 1);
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opCall._result = 0;
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}
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void SequenceOpcodes::opUpdateXYResetSeqTimer(Actor *actor, OpCall &opCall) {
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ARG_INT8(xOffset);
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ARG_INT8(yOffset);
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actor->x_pos += xOffset;
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actor->y_pos += yOffset;
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actor->sequenceTimer = actor->field_c;
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debug(3, "update actor %d XY offset (%d,%d) new values (%d, %d) %d", actor->_actorID, xOffset, yOffset, actor->x_pos, actor->y_pos, actor->sequenceTimer);
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updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opUpdateXYResetSeqTimerAndStop(Actor *actor, OpCall &opCall) {
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opUpdateXYResetSeqTimer(actor, opCall);
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opCall._result = 0;
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}
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void SequenceOpcodes::opSetActorFlag4AndStop(Actor *actor, OpCall &opCall) {
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actor->flags |= Dragons::ACTOR_FLAG_4;
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opCall._deltaOfs = 0;
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opCall._result = 0;
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//updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opSetActorFlags404(Actor *actor, OpCall &opCall) {
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actor->flags |= (Dragons::ACTOR_FLAG_4 | Dragons::ACTOR_FLAG_400 );
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updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opClearActorFlag400(Actor *actor, OpCall &opCall) {
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actor->flags &= ~Dragons::ACTOR_FLAG_400;
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updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opChangeSequence(Actor *actor, OpCall &opCall) {
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ARG_INT16(newValue);
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actor->_sequenceID = (uint16)newValue;
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updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opSetField7a(Actor *actor, OpCall &opCall) {
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ARG_INT16(newValue);
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actor->field_7a = (uint16)newValue;
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updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opUpdateFlags(Actor *actor, OpCall &opCall) {
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if (actor->flags & Dragons::ACTOR_FLAG_1000) {
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actor->flags &= Dragons::ACTOR_FLAG_4;
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}
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updateReturn(opCall, 0);
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}
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void SequenceOpcodes::opPlaySound(Actor *actor, OpCall &opCall) {
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ARG_INT16(soundId);
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debug(3, "opPlaySound actorId: %d soundId: %d", actor->_actorID, soundId);
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_vm->playSound((uint16)soundId);
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updateReturn(opCall, 1);
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}
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void SequenceOpcodes::opSetXY(Actor *actor, OpCall &opCall) {
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ARG_INT16(x);
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ARG_INT16(y);
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actor->x_pos = x;
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actor->y_pos = y;
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updateReturn(opCall, 2);
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}
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void SequenceOpcodes::opSetXYAndStop(Actor *actor, OpCall &opCall) {
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opSetXY(actor, opCall);
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opCall._result = 0;
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}
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//void SequenceOpcodes::opYield(Control *control, OpCall &opCall) {
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// opCall._result = 2;
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//}
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//
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//void SequenceOpcodes::opStopSubSequence(Control *control, OpCall &opCall) {
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// ARG_INT16(linkIndex);
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// control->stopSubSequence(linkIndex);
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//}
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} // End of namespace Dragons
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