scummvm/engines/illusions/sequenceopcodes.cpp
2021-12-26 18:48:43 +01:00

422 lines
14 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "illusions/illusions.h"
#include "illusions/sequenceopcodes.h"
#include "illusions/actor.h"
#include "illusions/dictionary.h"
#include "illusions/resources/actorresource.h"
#include "illusions/screen.h"
#include "illusions/scriptopcodes.h"
#include "illusions/sound.h"
namespace Illusions {
// SequenceOpcodes
SequenceOpcodes::SequenceOpcodes(IllusionsEngine *vm)
: _vm(vm) {
initOpcodes();
}
SequenceOpcodes::~SequenceOpcodes() {
freeOpcodes();
}
void SequenceOpcodes::execOpcode(Control *control, OpCall &opCall) {
if (!_opcodes[opCall._op])
error("SequenceOpcodes::execOpcode() Unimplemented opcode %d", opCall._op);
debug(3, "execSequenceOpcode(%d) %s objectID: %08X", opCall._op, _opcodeNames[opCall._op].c_str(), control->_objectId);
(*_opcodes[opCall._op])(control, opCall);
}
typedef Common::Functor2Mem<Control*, OpCall&, void, SequenceOpcodes> SequenceOpcodeI;
#define OPCODE(op, func) \
_opcodes[op] = new SequenceOpcodeI(this, &SequenceOpcodes::func); \
_opcodeNames[op] = #func;
void SequenceOpcodes::initOpcodes() {
// First clear everything
for (uint i = 0; i < 256; ++i) {
_opcodes[i] = nullptr;
}
// Register opcodes
OPCODE(1, opYield);
OPCODE(2, opSetFrameIndex);
OPCODE(3, opEndSequence);
OPCODE(4, opIncFrameDelay);
OPCODE(5, opSetRandomFrameDelay);
OPCODE(6, opSetFrameSpeed);
OPCODE(7, opJump);
OPCODE(8, opJumpRandom);
OPCODE(9, opGotoSequence);
OPCODE(10, opStartForeignSequence);
OPCODE(11, opBeginLoop);
OPCODE(12, opNextLoop);
OPCODE(13, opSetActorIndex);
OPCODE(14, opSwitchActorIndex);
OPCODE(15, opSwitchFacing);
OPCODE(16, opAppearActor);
OPCODE(17, opDisappearActor);
OPCODE(18, opAppearForeignActor);
OPCODE(19, opDisappearForeignActor);
OPCODE(20, opSetNamedPointPosition);
OPCODE(21, opMoveDelta);
// 22-24 unused in Duckman, CHECKME BBDOU
OPCODE(25, opFaceActor);
// 26-27 unused in Duckman, CHECKME BBDOU
OPCODE(28, opNotifyThreadId1);
OPCODE(29, opSetPathCtrY);
// 30-31 unused in Duckman, CHECKME BBDOU
OPCODE(32, opDisablePathWalkPoints);
OPCODE(33, opSetPathWalkPoints);
OPCODE(34, opDisableAutoScale);
OPCODE(35, opSetScale);
OPCODE(36, opSetScaleLayer);
OPCODE(37, opDeactivatePathWalkRects);
OPCODE(38, opSetPathWalkRects);
OPCODE(39, opSetPriority);
OPCODE(40, opSetPriorityLayer);
OPCODE(41, opDisableAutoRegionLayer);
OPCODE(42, opSetRegionLayer);
// 43-47 unused in Duckman, CHECKME BBDOU
OPCODE(48, opSetPalette);
OPCODE(49, opShiftPalette);
OPCODE(50, opPlaySound);
OPCODE(51, opStopSound);
OPCODE(52, opStartScriptThread);
OPCODE(53, opPlaceSubActor);
OPCODE(54, opStartSubSequence);
OPCODE(55, opStopSubSequence);
}
#undef OPCODE
void SequenceOpcodes::freeOpcodes() {
for (uint i = 0; i < 256; ++i) {
delete _opcodes[i];
}
}
// Opcodes
void SequenceOpcodes::opYield(Control *control, OpCall &opCall) {
opCall._result = 2;
}
void SequenceOpcodes::opSetFrameIndex(Control *control, OpCall &opCall) {
ARG_INT16(frameIndex);
if (control->_actor->_flags & Illusions::ACTOR_FLAG_80) {
int16 frameIncr = READ_LE_UINT16(control->_actor->_entryTblPtr);
if (frameIncr) {
frameIndex += frameIncr - 1;
control->_actor->_entryTblPtr += 2;
} else {
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_80;
control->_actor->_entryTblPtr = nullptr;
control->_actor->_notifyThreadId2 = 0;
_vm->notifyThreadId(control->_actor->_notifyThreadId1);
opCall._result = 1;
}
}
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_100;
if (control->_actor->_flags & Illusions::ACTOR_FLAG_8000) {
control->appearActor();
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_8000;
}
control->_actor->_newFrameIndex = frameIndex;
}
void SequenceOpcodes::opEndSequence(Control *control, OpCall &opCall) {
control->_actor->_seqCodeIp = nullptr;
if (control->_actor->_flags & Illusions::ACTOR_FLAG_800) {
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_800;
control->_actor->_frames = nullptr;
control->_actor->_frameIndex = 0;
control->_actor->_newFrameIndex = 0;
_vm->_resSys->unloadResourceById(control->_actor->_sequenceId);
}
_vm->notifyThreadId(control->_actor->_notifyThreadId1);
opCall._result = 1;
}
void SequenceOpcodes::opIncFrameDelay(Control *control, OpCall &opCall) {
ARG_INT16(frameDelayIncr);
control->_actor->_seqCodeValue3 += frameDelayIncr;
opCall._result = 2;
}
void SequenceOpcodes::opSetRandomFrameDelay(Control *control, OpCall &opCall) {
ARG_INT16(minFrameDelay);
ARG_INT16(maxFrameDelay);
control->_actor->_seqCodeValue3 += minFrameDelay + _vm->getRandom(maxFrameDelay);
opCall._result = 2;
}
void SequenceOpcodes::opSetFrameSpeed(Control *control, OpCall &opCall) {
ARG_INT16(frameSpeed);
control->_actor->_seqCodeValue2 = frameSpeed;
}
void SequenceOpcodes::opJump(Control *control, OpCall &opCall) {
ARG_INT16(jumpOffs);
opCall._deltaOfs += jumpOffs;
}
void SequenceOpcodes::opJumpRandom(Control *control, OpCall &opCall) {
ARG_INT16(count);
ARG_SKIP(_vm->getRandom(count) * 2);
ARG_INT16(jumpOffs);
opCall._deltaOfs += jumpOffs;
}
void SequenceOpcodes::opGotoSequence(Control *control, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(nextSequenceId);
uint32 notifyThreadId1 = control->_actor->_notifyThreadId1;
control->clearNotifyThreadId1();
if (control->_actor->_pathNode) {
control->startSequenceActor(nextSequenceId, 1, notifyThreadId1);
} else {
control->startSequenceActor(nextSequenceId, 2, notifyThreadId1);
}
opCall._deltaOfs = 0;
}
void SequenceOpcodes::opStartForeignSequence(Control *control, OpCall &opCall) {
ARG_INT16(foreignObjectNum);
ARG_UINT32(sequenceId);
Control *foreignControl = _vm->_dict->getObjectControl(foreignObjectNum | 0x40000);
foreignControl->startSequenceActor(sequenceId, 2, 0);
}
void SequenceOpcodes::opBeginLoop(Control *control, OpCall &opCall) {
ARG_INT16(loopCount);
control->_actor->pushSequenceStack(loopCount);
}
void SequenceOpcodes::opNextLoop(Control *control, OpCall &opCall) {
ARG_INT16(jumpOffs);
int16 currLoopCount = control->_actor->popSequenceStack();
if (currLoopCount > 0) {
control->_actor->pushSequenceStack(currLoopCount - 1);
opCall._deltaOfs = -jumpOffs;
}
}
void SequenceOpcodes::opSetActorIndex(Control *control, OpCall &opCall) {
ARG_BYTE(actorIndex);
control->setActorIndex(actorIndex);
}
void SequenceOpcodes::opSwitchActorIndex(Control *control, OpCall &opCall) {
ARG_INT16(actorIndex);
ARG_INT16(jumpOffs);
if (control->_actor->_actorIndex != actorIndex)
opCall._deltaOfs += jumpOffs;
}
void SequenceOpcodes::opSwitchFacing(Control *control, OpCall &opCall) {
ARG_INT16(facing);
ARG_INT16(jumpOffs);
if (!(control->_actor->_facing & facing))
opCall._deltaOfs += jumpOffs;
}
void SequenceOpcodes::opAppearActor(Control *control, OpCall &opCall) {
control->appearActor();
}
void SequenceOpcodes::opDisappearActor(Control *control, OpCall &opCall) {
control->disappearActor();
control->_actor->_newFrameIndex = 0;
}
void SequenceOpcodes::opAppearForeignActor(Control *control, OpCall &opCall) {
ARG_INT16(foreignObjectNum);
Control *foreignControl = _vm->_dict->getObjectControl(foreignObjectNum | 0x40000);
if (!foreignControl) {
Common::Point pos = _vm->getNamedPointPosition(_vm->getGameId() == kGameIdDuckman ? 0x00070001 : 0x00070023);
_vm->_controls->placeActor(0x00050001, pos, 0x00060001, foreignObjectNum | 0x40000, 0);
foreignControl = _vm->_dict->getObjectControl(foreignObjectNum | 0x40000);
}
foreignControl->appearActor();
}
void SequenceOpcodes::opDisappearForeignActor(Control *control, OpCall &opCall) {
ARG_INT16(foreignObjectNum);
Control *foreignControl = _vm->_dict->getObjectControl(foreignObjectNum | 0x40000);
foreignControl->disappearActor();
}
void SequenceOpcodes::opSetNamedPointPosition(Control *control, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(namedPointId);
control->_actor->_position = _vm->getNamedPointPosition(namedPointId);
}
void SequenceOpcodes::opMoveDelta(Control *control, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(deltaX);
ARG_INT16(deltaY);
control->_actor->_position.x += deltaX;
control->_actor->_position.y += deltaY;
}
void SequenceOpcodes::opFaceActor(Control *control, OpCall &opCall) {
ARG_INT16(facing);
control->_actor->_facing = facing;
}
void SequenceOpcodes::opNotifyThreadId1(Control *control, OpCall &opCall) {
_vm->notifyThreadId(control->_actor->_notifyThreadId1);
}
void SequenceOpcodes::opSetPathCtrY(Control *control, OpCall &opCall) {
ARG_INT16(pathCtrY);
control->_actor->_pathCtrY = pathCtrY;
}
void SequenceOpcodes::opDisablePathWalkPoints(Control *control, OpCall &opCall) {
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_HAS_WALK_POINTS;
}
void SequenceOpcodes::opSetPathWalkPoints(Control *control, OpCall &opCall) {
ARG_INT16(pathWalkPointsIndex);
BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
control->_actor->_flags |= Illusions::ACTOR_FLAG_HAS_WALK_POINTS;
control->_actor->_pathWalkPoints = bgRes->getPathWalkPoints(pathWalkPointsIndex - 1);
}
void SequenceOpcodes::opDisableAutoScale(Control *control, OpCall &opCall) {
// Keep current scale but don't autoscale
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_SCALED;
}
void SequenceOpcodes::opSetScale(Control *control, OpCall &opCall) {
ARG_INT16(scale);
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_SCALED;
control->setActorScale(scale);
}
void SequenceOpcodes::opSetScaleLayer(Control *control, OpCall &opCall) {
ARG_INT16(scaleLayerIndex);
BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
control->_actor->_flags |= Illusions::ACTOR_FLAG_SCALED;
control->_actor->_scaleLayer = bgRes->getScaleLayer(scaleLayerIndex - 1);
int scale = control->_actor->_scaleLayer->getScale(control->_actor->_position);
control->setActorScale(scale);
}
void SequenceOpcodes::opDeactivatePathWalkRects(Control *control, OpCall &opCall) {
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_HAS_WALK_RECTS;
}
void SequenceOpcodes::opSetPathWalkRects(Control *control, OpCall &opCall) {
ARG_INT16(pathWalkRectsIndex);
BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
control->_actor->_flags |= Illusions::ACTOR_FLAG_HAS_WALK_RECTS;
control->_actor->_pathWalkRects = bgRes->getPathWalkRects(pathWalkRectsIndex - 1);
}
void SequenceOpcodes::opSetPriority(Control *control, OpCall &opCall) {
ARG_INT16(priority);
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_PRIORITY;
control->setPriority(priority);
}
void SequenceOpcodes::opSetPriorityLayer(Control *control, OpCall &opCall) {
ARG_INT16(priorityLayerIndex);
BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
control->_actor->_flags |= Illusions::ACTOR_FLAG_PRIORITY;
control->_actor->_priorityLayer = bgRes->getPriorityLayer(priorityLayerIndex - 1);
int priority = control->_actor->_priorityLayer->getPriority(control->_actor->_position);
control->setPriority(priority);
}
void SequenceOpcodes::opDisableAutoRegionLayer(Control *control, OpCall &opCall) {
control->_actor->_flags &= ~Illusions::ACTOR_FLAG_REGION;
}
void SequenceOpcodes::opSetRegionLayer(Control *control, OpCall &opCall) {
ARG_INT16(regionLayerIndex);
BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
control->_actor->_flags |= Illusions::ACTOR_FLAG_REGION;
control->_actor->_regionLayer = bgRes->getRegionLayer(regionLayerIndex - 1);
}
void SequenceOpcodes::opSetPalette(Control *control, OpCall &opCall) {
ARG_INT16(paletteIndex);
ARG_BYTE(fromIndex);
BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
Palette *palette = bgRes->getPalette(paletteIndex - 1);
_vm->_screenPalette->setPalette(palette->_palette, fromIndex, palette->_count);
}
void SequenceOpcodes::opShiftPalette(Control *control, OpCall &opCall) {
ARG_INT16(fromIndex);
ARG_INT16(toIndex);
_vm->_screenPalette->shiftPalette(fromIndex, toIndex);
}
void SequenceOpcodes::opPlaySound(Control *control, OpCall &opCall) {
ARG_INT16(flags);
ARG_INT16(volume);
ARG_INT16(pan);
ARG_UINT32(soundEffectId);
if (!(flags & 1))
volume = 255;
if (!(flags & 2))
pan = _vm->convertPanXCoord(control->_actor->_position.x);
_vm->_soundMan->playSound(soundEffectId, volume, pan);
}
void SequenceOpcodes::opStopSound(Control *control, OpCall &opCall) {
ARG_UINT32(soundEffectId);
_vm->_soundMan->stopSound(soundEffectId);
}
void SequenceOpcodes::opStartScriptThread(Control *control, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(threadId);
_vm->startScriptThreadSimple(threadId, 0);
}
void SequenceOpcodes::opPlaceSubActor(Control *control, OpCall &opCall) {
ARG_INT16(linkIndex);
ARG_UINT32(actorTypeId);
ARG_UINT32(sequenceId);
_vm->_controls->placeSubActor(control->_objectId, linkIndex, actorTypeId, sequenceId);
}
void SequenceOpcodes::opStartSubSequence(Control *control, OpCall &opCall) {
ARG_INT16(linkIndex);
ARG_UINT32(sequenceId);
control->startSubSequence(linkIndex, sequenceId);
}
void SequenceOpcodes::opStopSubSequence(Control *control, OpCall &opCall) {
ARG_INT16(linkIndex);
control->stopSubSequence(linkIndex);
}
} // End of namespace Illusions