mirror of
https://github.com/libretro/scummvm.git
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399 lines
11 KiB
C++
399 lines
11 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 "m4/woodscript.h"
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#include "common/memstream.h"
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#include "graphics/palette.h"
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namespace M4 {
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// FIXME: Put in Engine/WoodScript class
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RGB8 _mainPalette[256];
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//Woodscript Assembler/Compiler
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int32 Bytecode::_dataFormats[] = {0, 5, 8, 12, 16};
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Bytecode::Bytecode(WoodScript *ws, byte *code, int32 codeSize, Sequence *seq) {
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_ws = ws;
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_code = new Common::MemoryReadStream(code, codeSize);
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_sequence = seq;
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}
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Bytecode::~Bytecode() {
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delete _code;
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}
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int Bytecode::loadInstruction(Instruction &instruction) {
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//debugCN(kDebugScript, "Bytecode::loadInstruction() ip = %08X\n", _code->pos());
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int32 format, data;
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uint32 code, code2;
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code = _code->readUint32LE();
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instruction.instr = (code >> 25) & 0xFF;
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instruction.argp[0] = NULL;
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instruction.argp[1] = NULL;
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instruction.argp[2] = NULL;
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instruction.argc = 0;
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// Maybe make this a for-loop?
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format = (code >> 22) & 7;
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if (format) {
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/* Load argument 1 */
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data = code & 0xFFFF;
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decodeArgument(format, data, instruction.argp[0], instruction.argv[0]);
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instruction.argc++;
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/* Load argument 2 */
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format = (code >> 19) & 7;
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if (format) {
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code2 = _code->readUint32LE();
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data = (code2 >> 16) & 0xFFFF;
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decodeArgument(format, data, instruction.argp[1], instruction.argv[1]);
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instruction.argc++;
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/* Load argument 3 */
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format = (code >> 16) & 7;
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if (format) {
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data = code2 & 0xFFFF;
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decodeArgument(format, data, instruction.argp[2], instruction.argv[2]);
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instruction.argc++;
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}
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}
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}
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return 0; //FIXME check if instruction size is needed by caller
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}
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void Bytecode::jumpAbsolute(int32 ofs) {
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_code->seek(ofs * 4);
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//debugCN(kDebugScript, "Bytecode::jumpAbsolute() ofs = %08X\n", _code->pos());
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}
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void Bytecode::jumpRelative(int32 ofs) {
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_code->seek(ofs * 4, SEEK_CUR);
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}
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void Bytecode::setSequence(Sequence *seq) {
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_sequence = seq;
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}
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void Bytecode::setCode(byte *code, int32 codeSize) {
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delete _code;
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_code = new Common::MemoryReadStream(code, codeSize);
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}
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Sequence *Bytecode::sequence() const {
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assert(_sequence);
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return _sequence;
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}
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bool Bytecode::decodeArgument(int32 format, int32 data, long *&arg, long &value) {
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int32 index;
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if (format == 1) {
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if (data & 0x8000)
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index = _sequence->indexReg();
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else
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index = data & 0x0FFF;
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switch (data & 0x7000) {
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case 0x0000:
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arg = sequence()->getParentVarPtr(index);
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value = *arg;
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break;
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case 0x1000:
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arg = sequence()->getVarPtr(index);
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value = *arg;
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break;
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case 0x2000:
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arg = sequence()->getDataPtr(index);
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value = *arg;
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break;
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}
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} else if (format == 2) {
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if (data & 0x8000)
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index = _sequence->indexReg();
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else
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index = data & 0x0FFF;
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arg = _ws->getGlobalPtr(index);
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value = *arg;
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} else {
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if (data & 0x8000) {
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value = -(data & 0x7FFF) << (_dataFormats[format - 3]);
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} else {
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value = (data & 0x7FFF) << (_dataFormats[format - 3]);
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}
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arg = &value;
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}
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return true;
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}
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WoodScript::WoodScript(MadsM4Engine *vm) {
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_vm = vm;
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_machineId = 0;
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_assets = new AssetManager(vm);
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_globals = new long[256]; //FIXME Find out how many globals there should be
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memset(_globals, 0, sizeof(long));
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_backgroundSurface = NULL;
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//Common::Rect viewBounds = Common::Rect(0, 0, 640, 480);
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//_surfaceView = new View(viewBounds);
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}
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WoodScript::~WoodScript() {
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delete _assets;
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delete[] _globals;
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}
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Sequence *WoodScript::createSequence(Machine *machine, int32 sequenceHash) {
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Sequence *sequence = new Sequence(this, machine, sequenceHash);
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_sequences.push_back(sequence);
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_layers.push_back(sequence);
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return sequence;
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}
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void WoodScript::runSequencePrograms() {
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// A lot TODO
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for (Common::Array<Sequence*>::iterator it = _sequences.begin(); it != _sequences.end(); ++it) {
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Sequence *sequence = *it;
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if (sequence->isActive()) {
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sequence->runProgram();
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if (sequence->isTerminated() && sequence->hasEndOfSequenceRequestPending()) {
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_endOfSequenceRequestList.push_back(sequence);
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}
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}
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}
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}
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void WoodScript::runEndOfSequenceRequests() {
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}
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void WoodScript::runTimerSequenceRequests() {
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}
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Machine *WoodScript::createMachine(int32 machineHash, Sequence *parentSeq,
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int32 dataHash, int32 dataRowIndex, int callbackHandler, const char *machineName) {
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//debugCN(kDebugScript, "WoodScript::createMachine(%d)\n", machineHash);
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Machine *machine = new Machine(this, machineHash, parentSeq, dataHash, dataRowIndex, callbackHandler, machineName, _machineId);
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_machineId++;
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_machines.push_back(machine);
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// goto first state for initialization
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machine->enterState();
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return machine;
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}
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int32 WoodScript::loadSeries(const char* seriesName, int32 hash, RGB8* palette) {
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return _assets->addSpriteAsset(seriesName, hash, palette);
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}
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void WoodScript::unloadSeries(int32 hash) {
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_assets->clearAssets(kAssetTypeCELS, hash, hash);
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}
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void WoodScript::setSeriesFramerate(Machine *machine, int32 frameRate) {
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}
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Machine *WoodScript::playSeries(const char *seriesName, long layer, uint32 flags, int32 triggerNum,
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int32 frameRate, int32 loopCount, int32 s, int32 x, int32 y,
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int32 firstFrame, int32 lastFrame) {
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//debugCN(kDebugScript, "WoodScript::playSeries(%s)\n", seriesName);
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RGB8 *palette = NULL;
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if (flags & SERIES_LOAD_PALETTE)
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palette = &_mainPalette[0];
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int32 spriteHash = _assets->addSpriteAsset(seriesName, -1, palette);
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_globals[kGlobTemp1] = (long)spriteHash << 24;
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_globals[kGlobTemp2] = layer << 16;
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_globals[kGlobTemp3] = _vm->_kernel->createTrigger(triggerNum);
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_globals[kGlobTemp4] = frameRate << 16;
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_globals[kGlobTemp5] = loopCount << 16;
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_globals[kGlobTemp6] = (s << 16) / 100;
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_globals[kGlobTemp7] = x << 16;
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_globals[kGlobTemp8] = y << 16;
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_globals[kGlobTemp9] = firstFrame << 16;
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_globals[kGlobTemp10] = lastFrame << 16;
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_globals[kGlobTemp11] = (flags & SERIES_PINGPONG) ? 0x10000 : 0;
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_globals[kGlobTemp12] = (flags & SERIES_BACKWARD) ? 0x10000 : 0;
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_globals[kGlobTemp13] = (flags & SERIES_RANDOM) ? 0x10000 : 0;
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_globals[kGlobTemp14] = (flags & SERIES_STICK) ? 0x10000 : 0;
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_globals[kGlobTemp15] = (flags & SERIES_LOOP_TRIGGER) ? 0x10000 : 0;
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_globals[kGlobTemp16] = (flags & SERIES_HORZ_FLIP) ? 0x10000 : 0;
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return createMachine(0, NULL, -1, -1, kCallbackTriggerDispatch, seriesName);
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}
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Machine *WoodScript::showSeries(const char *seriesName, long layer, uint32 flags, int32 triggerNum,
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int32 duration, int32 index, int32 s, int32 x, int32 y) {
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RGB8 *palette = NULL;
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if (flags & SERIES_LOAD_PALETTE)
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palette = &_mainPalette[0];
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int32 spriteHash = _assets->addSpriteAsset(seriesName, -1, palette);
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_globals[kGlobTemp1] = spriteHash << 24;
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_globals[kGlobTemp2] = layer << 16;
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_globals[kGlobTemp3] = _vm->_kernel->createTrigger(triggerNum);
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_globals[kGlobTemp4] = duration << 16;
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_globals[kGlobTemp5] = index << 16;
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_globals[kGlobTemp6] = (s << 16) / 100;
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_globals[kGlobTemp7] = x << 16;
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_globals[kGlobTemp8] = y << 16;
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_globals[kGlobTemp14] = (flags & SERIES_STICK) ? 0x10000 : 0;
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_globals[kGlobTemp16] = (flags & SERIES_HORZ_FLIP) ? 0x10000 : 0;
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return createMachine(1, NULL, -1, -1, kCallbackTriggerDispatch, seriesName);
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}
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Machine *WoodScript::streamSeries(const char *seriesName, int32 frameRate, long layer, int32 triggerNum) {
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//debugCN(kDebugScript, "WoodScript::streamSeries(%s)\n", seriesName);
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_globals[kGlobTemp1] = frameRate << 16;
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/* FIXME: Single frames from a stream series will be decompressed on-the-fly, contrary to
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"normal" sprite series, to save some memory, and since no random access to single
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frames is needed, this is ok.
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*/
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_globals[kGlobTemp4] = 0; // The actual stream is opened in the Sequence
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_globals[kGlobTemp5] = 0;//TODO: kernel_trigger_create(triggerNum); // trigger
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_globals[kGlobTemp6] = layer << 16; // layer
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return createMachine(6, NULL, -1, -1, kCallbackTriggerDispatch, seriesName);
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}
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void WoodScript::update() {
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// TODO: Don't show hidden sequences etc.
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// TODO: For now, prevent any engine action if a menu is being displayed - eventually this should be
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// changed to a proper check of the engine paused variable, which the menus should set while active
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if (_vm->_viewManager->getView(VIEWID_MENU) != NULL)
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return;
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//TODO: Include _pauseTime
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uint32 clockTime = g_system->getMillis() / 60; // FIXME: g_system
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_globals[kGlobTimeDelta] = clockTime - _globals[kGlobTime];
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_globals[kGlobTime] += _globals[kGlobTimeDelta];
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runSequencePrograms();
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if (_backgroundSurface) {
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// FIXME: For now, copy the whole surface. Later, copy only the rectangles that need updating.
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_backgroundSurface->copyTo(_surfaceView);
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} else {
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// "This should never happen."
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_surfaceView->fillRect(Common::Rect(0, 0, 640, 480), 0);
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}
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{
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// FIXME: This should be done when a new palette is set
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byte palette[768];
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g_system->getPaletteManager()->grabPalette(palette, 0, 256);
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for (int i = 0; i < 256; i++) {
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_mainPalette[i].r = palette[i * 3 + 0];
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_mainPalette[i].g = palette[i * 3 + 1];
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_mainPalette[i].b = palette[i * 3 + 2];
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}
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}
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for (Common::Array<Sequence*>::iterator it = _layers.begin(); it != _layers.end(); ++it) {
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Sequence *sequence = *it;
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// TODO: Use correct clipRect etc.
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Common::Rect clipRect = Common::Rect(0, 0, 640, 480);
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Common::Rect updateRect;
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sequence->draw(_surfaceView, clipRect, updateRect);
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}
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// Handle end-of-sequence requests
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if (_endOfSequenceRequestList.size() > 0) {
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for (Common::Array<Sequence*>::iterator it = _endOfSequenceRequestList.begin(); it != _endOfSequenceRequestList.end(); ++it) {
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Sequence *sequence = *it;
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EndOfSequenceRequestItem endOfSequenceRequestItem = sequence->getEndOfSequenceRequestItem();
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sequence->getMachine()->execBlock(endOfSequenceRequestItem.codeOffset, endOfSequenceRequestItem.count);
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}
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_endOfSequenceRequestList.clear();
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}
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}
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void WoodScript::clear() {
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for (Common::Array<Sequence*>::iterator it = _sequences.begin(); it != _sequences.end(); ++it)
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delete *it;
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_sequences.clear();
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for (Common::Array<Machine*>::iterator it = _machines.begin(); it != _machines.end(); ++it)
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delete *it;
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_machines.clear();
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_layers.clear();
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_endOfSequenceRequestList.clear();
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}
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void WoodScript::setDepthTable(int16 *depthTable) {
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_depthTable = depthTable;
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}
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long *WoodScript::getGlobalPtr(int index) {
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return &_globals[index];
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}
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long WoodScript::getGlobal(int index) {
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return _globals[index];
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}
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void WoodScript::setGlobal(int index, long value) {
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_globals[index] = value;
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}
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void WoodScript::setBackgroundSurface(M4Surface *backgroundSurface) {
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_backgroundSurface = backgroundSurface;
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}
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void WoodScript::setSurfaceView(View *view) {
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_surfaceView = view;
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}
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RGB8 *WoodScript::getMainPalette() const {
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return _mainPalette;
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}
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}
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