mirror of
https://github.com/libretro/scummvm.git
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a0250fe0b1
svn-id: r35603
765 lines
21 KiB
C++
765 lines
21 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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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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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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* $URL$
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* $Id$
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*/
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#include "common/util.h"
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#include "common/stack.h"
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#include "sword2/sword2.h"
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#include "sword2/header.h"
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#include "sword2/defs.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/memory.h"
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#include "sword2/resman.h"
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namespace Sword2 {
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#define STACK_SIZE 10
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// The machine code table
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#ifndef REDUCE_MEMORY_USAGE
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# define OPCODE(x) { &Logic::x, #x }
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#else
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# define OPCODE(x) { &Logic::x, "" }
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#endif
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void Logic::setupOpcodes() {
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static const OpcodeEntry opcodes[] = {
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/* 00 */
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OPCODE(fnTestFunction),
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OPCODE(fnTestFlags),
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OPCODE(fnRegisterStartPoint),
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OPCODE(fnInitBackground),
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/* 04 */
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OPCODE(fnSetSession),
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OPCODE(fnBackSprite),
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OPCODE(fnSortSprite),
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OPCODE(fnForeSprite),
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/* 08 */
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OPCODE(fnRegisterMouse),
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OPCODE(fnAnim),
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OPCODE(fnRandom),
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OPCODE(fnPreLoad),
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/* 0C */
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OPCODE(fnAddSubject),
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OPCODE(fnInteract),
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OPCODE(fnChoose),
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OPCODE(fnWalk),
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/* 10 */
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OPCODE(fnWalkToAnim),
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OPCODE(fnTurn),
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OPCODE(fnStandAt),
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OPCODE(fnStand),
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/* 14 */
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OPCODE(fnStandAfterAnim),
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OPCODE(fnPause),
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OPCODE(fnMegaTableAnim),
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OPCODE(fnAddMenuObject),
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/* 18 */
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OPCODE(fnStartConversation),
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OPCODE(fnEndConversation),
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OPCODE(fnSetFrame),
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OPCODE(fnRandomPause),
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/* 1C */
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OPCODE(fnRegisterFrame),
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OPCODE(fnNoSprite),
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OPCODE(fnSendSync),
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OPCODE(fnUpdatePlayerStats),
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/* 20 */
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OPCODE(fnPassGraph),
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OPCODE(fnInitFloorMouse),
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OPCODE(fnPassMega),
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OPCODE(fnFaceXY),
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/* 24 */
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OPCODE(fnEndSession),
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OPCODE(fnNoHuman),
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OPCODE(fnAddHuman),
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OPCODE(fnWeWait),
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/* 28 */
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OPCODE(fnTheyDoWeWait),
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OPCODE(fnTheyDo),
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OPCODE(fnWalkToTalkToMega),
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OPCODE(fnFadeDown),
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/* 2C */
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OPCODE(fnISpeak),
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OPCODE(fnTotalRestart),
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OPCODE(fnSetWalkGrid),
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OPCODE(fnSpeechProcess),
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/* 30 */
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OPCODE(fnSetScaling),
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OPCODE(fnStartEvent),
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OPCODE(fnCheckEventWaiting),
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OPCODE(fnRequestSpeech),
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/* 34 */
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OPCODE(fnGosub),
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OPCODE(fnTimedWait),
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OPCODE(fnPlayFx),
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OPCODE(fnStopFx),
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/* 38 */
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OPCODE(fnPlayMusic),
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OPCODE(fnStopMusic),
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OPCODE(fnSetValue),
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OPCODE(fnNewScript),
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/* 3C */
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OPCODE(fnGetSync),
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OPCODE(fnWaitSync),
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OPCODE(fnRegisterWalkGrid),
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OPCODE(fnReverseMegaTableAnim),
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/* 40 */
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OPCODE(fnReverseAnim),
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OPCODE(fnAddToKillList),
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OPCODE(fnSetStandbyCoords),
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OPCODE(fnBackPar0Sprite),
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/* 44 */
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OPCODE(fnBackPar1Sprite),
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OPCODE(fnForePar0Sprite),
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OPCODE(fnForePar1Sprite),
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OPCODE(fnSetPlayerActionEvent),
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/* 48 */
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OPCODE(fnSetScrollCoordinate),
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OPCODE(fnStandAtAnim),
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OPCODE(fnSetScrollLeftMouse),
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OPCODE(fnSetScrollRightMouse),
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/* 4C */
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OPCODE(fnColour),
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OPCODE(fnFlash),
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OPCODE(fnPreFetch),
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OPCODE(fnGetPlayerSaveData),
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/* 50 */
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OPCODE(fnPassPlayerSaveData),
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OPCODE(fnSendEvent),
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OPCODE(fnAddWalkGrid),
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OPCODE(fnRemoveWalkGrid),
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/* 54 */
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OPCODE(fnCheckForEvent),
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OPCODE(fnPauseForEvent),
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OPCODE(fnClearEvent),
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OPCODE(fnFaceMega),
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/* 58 */
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OPCODE(fnPlaySequence),
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OPCODE(fnShadedSprite),
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OPCODE(fnUnshadedSprite),
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OPCODE(fnFadeUp),
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/* 5C */
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OPCODE(fnDisplayMsg),
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OPCODE(fnSetObjectHeld),
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OPCODE(fnAddSequenceText),
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OPCODE(fnResetGlobals),
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/* 60 */
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OPCODE(fnSetPalette),
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OPCODE(fnRegisterPointerText),
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OPCODE(fnFetchWait),
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OPCODE(fnRelease),
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/* 64 */
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OPCODE(fnPrepareMusic),
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OPCODE(fnSoundFetch),
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OPCODE(fnPrepareMusic), // Again, apparently
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OPCODE(fnSmackerLeadIn),
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/* 68 */
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OPCODE(fnSmackerLeadOut),
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OPCODE(fnStopAllFx),
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OPCODE(fnCheckPlayerActivity),
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OPCODE(fnResetPlayerActivityDelay),
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/* 6C */
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OPCODE(fnCheckMusicPlaying),
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OPCODE(fnPlayCredits),
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OPCODE(fnSetScrollSpeedNormal),
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OPCODE(fnSetScrollSpeedSlow),
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/* 70 */
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OPCODE(fnRemoveChooser),
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OPCODE(fnSetFxVolAndPan),
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OPCODE(fnSetFxVol),
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OPCODE(fnRestoreGame),
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/* 74 */
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OPCODE(fnRefreshInventory),
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OPCODE(fnChangeShadows)
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};
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_numOpcodes = ARRAYSIZE(opcodes);
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_opcodes = opcodes;
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}
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int Logic::runResScript(uint32 scriptRes, uint32 offset) {
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byte *scriptAddr;
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int result;
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scriptAddr = _vm->_resman->openResource(scriptRes);
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result = runScript(scriptAddr, scriptAddr, offset);
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_vm->_resman->closeResource(scriptRes);
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return result;
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}
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int Logic::runResObjScript(uint32 scriptRes, uint32 objRes, uint32 offset) {
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byte *scriptAddr, *objAddr;
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int result;
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scriptAddr = _vm->_resman->openResource(scriptRes);
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objAddr = _vm->_resman->openResource(objRes);
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result = runScript(scriptAddr, objAddr, offset);
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_vm->_resman->closeResource(objRes);
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_vm->_resman->closeResource(scriptRes);
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return result;
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}
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int Logic::runScript(byte *scriptData, byte *objectData, uint32 offset) {
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byte pc[4];
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WRITE_LE_UINT32(pc, offset);
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return runScript2(scriptData, objectData, pc);
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}
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// This form of the runScript function is only called directly from
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// the processSession() function, which uses it to update the script PC in the
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// current object hub. For reasons which I do not understand, I couldn't get it
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// to work if I called the function first with a dummy offset variable, and
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// and then updated the object hub myself.
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int Logic::runScript2(byte *scriptData, byte *objectData, byte *offsetPtr) {
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// Interestingly, unlike our BASS engine the stack is a local variable.
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// I don't know whether or not this is relevant to the working of the
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// BS2 engine.
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Common::FixedStack<int32, STACK_SIZE> stack;
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int32 opcodeParams[STACK_SIZE];
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uint32 offset = READ_LE_UINT32(offsetPtr);
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ResHeader header;
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header.read(scriptData);
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scriptData += ResHeader::size() + ObjectHub::size();
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// The script data format:
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// int32_TYPE 1 Size of variable space in bytes
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// ... The variable space
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// int32_TYPE 1 numberOfScripts
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// int32_TYPE numberOfScripts The offsets for each script
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// Initialise some stuff
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uint32 ip = 0; // Code pointer
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int scriptNumber;
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// Get the start of variables and start of code
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byte *localVars = scriptData + 4;
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byte *code = scriptData + READ_LE_UINT32(scriptData) + 4;
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uint32 noScripts = READ_LE_UINT32(code);
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code += 4;
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byte *offsetTable = code;
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if (offset < noScripts) {
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ip = READ_LE_UINT32(offsetTable + offset * 4);
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scriptNumber = offset;
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debug(8, "Starting script %d from %d", scriptNumber, ip);
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} else {
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uint i;
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ip = offset;
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for (i = 1; i < noScripts; i++) {
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if (READ_LE_UINT32(offsetTable + 4 * i) >= ip)
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break;
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}
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scriptNumber = i - 1;
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debug(8, "Resuming script %d from %d", scriptNumber, ip);
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}
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// There are a couple of known script bugs related to interacting with
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// certain objects. We try to work around a few of them.
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bool checkMopBug = false;
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bool checkPyramidBug = false;
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bool checkElevatorBug = false;
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bool checkPearlBug = false;
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if (scriptNumber == 2) {
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if (strcmp((char *)header.name, "mop_73") == 0)
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checkMopBug = true;
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else if (strcmp((char *)header.name, "titipoco_81") == 0)
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checkPyramidBug = true;
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else if (strcmp((char *)header.name, "lift_82") == 0)
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checkElevatorBug = true;
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else if (strcmp((char *)header.name, "pearl_31") == 0)
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checkPearlBug = true;
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}
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code += noScripts * 4;
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// Code should now be pointing at an identifier and a checksum
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byte *checksumBlock = code;
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code += 4 * 3;
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if (READ_LE_UINT32(checksumBlock) != 12345678) {
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error("Invalid script in object %s", header.name);
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return 0;
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}
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int32 codeLen = READ_LE_UINT32(checksumBlock + 4);
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int32 checksum = 0;
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for (int i = 0; i < codeLen; i++)
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checksum += (unsigned char) code[i];
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if (checksum != (int32)READ_LE_UINT32(checksumBlock + 8)) {
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debug(1, "Checksum error in object %s", header.name);
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// This could be bad, but there has been a report about someone
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// who had problems running the German version because of
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// checksum errors. Could there be a version where checksums
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// weren't properly calculated?
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}
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bool runningScript = true;
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int parameterReturnedFromMcodeFunction = 0; // Allow scripts to return things
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int savedStartOfMcode = 0; // For saving start of mcode commands
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while (runningScript) {
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int i;
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int32 a, b;
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int curCommand, parameter, value; // Command and parameter variables
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int retVal;
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int caseCount;
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bool foundCase;
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byte *ptr;
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curCommand = code[ip++];
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switch (curCommand) {
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// Script-related opcodes
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case CP_END_SCRIPT:
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// End the script
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runningScript = false;
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// WORKAROUND: The dreaded pyramid bug makes the torch
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// untakeable when you speak to Titipoco. This is
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// because one of the conditions for the torch to be
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// takeable is that Titipoco isn't doing anything out
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// of the ordinary. Global variable 913 has to be 0 to
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// signify that he is in his "idle" state.
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//
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// Unfortunately, simply the act of speaking to him
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// sets variable 913 to 1 (probably to stop him from
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// turning around every now and then). The script may
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// then go on to set the variable to different values
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// to trigger various behaviours in him, but if you
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// have run out of these cases the script won't ever
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// set it back to 0 again.
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//
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// So if his click hander finishes, and variable 913 is
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// 1, we set it back to 0 manually.
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if (checkPyramidBug && readVar(913) == 1) {
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warning("Working around pyramid bug: Resetting Titipoco's state");
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writeVar(913, 0);
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}
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// WORKAROUND: The not-so-known-but-should-be-dreaded
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// elevator bug.
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//
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// The click handler for the top of the elevator only
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// handles using the elevator, not examining it. When
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// examining it, the mouse cursor is removed but never
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// restored.
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if (checkElevatorBug && readVar(RIGHT_BUTTON)) {
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warning("Working around elevator bug: Restoring mouse pointer");
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fnAddHuman(NULL);
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}
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debug(9, "CP_END_SCRIPT");
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break;
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case CP_QUIT:
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// Quit out for a cycle
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WRITE_LE_UINT32(offsetPtr, ip);
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debug(9, "CP_QUIT");
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return 0;
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case CP_TERMINATE:
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// Quit out immediately without affecting the offset
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// pointer
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debug(9, "CP_TERMINATE");
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return 3;
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case CP_RESTART_SCRIPT:
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// Start the script again
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ip = FROM_LE_32(offsetTable[scriptNumber]);
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debug(9, "CP_RESTART_SCRIPT");
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break;
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// Stack-related opcodes
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case CP_PUSH_INT32:
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// Push a long word value on to the stack
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Read32ip(parameter);
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stack.push(parameter);
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debug(9, "CP_PUSH_INT32: %d", parameter);
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break;
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case CP_PUSH_LOCAL_VAR32:
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// Push the contents of a local variable
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Read16ip(parameter);
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stack.push(READ_LE_UINT32(localVars + parameter));
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debug(9, "CP_PUSH_LOCAL_VAR32: localVars[%d] => %d", parameter / 4, READ_LE_UINT32(localVars + parameter));
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break;
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case CP_PUSH_GLOBAL_VAR32:
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// Push a global variable
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Read16ip(parameter);
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stack.push(readVar(parameter));
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debug(9, "CP_PUSH_GLOBAL_VAR32: scriptVars[%d] => %d", parameter, readVar(parameter));
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break;
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case CP_PUSH_LOCAL_ADDR:
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// Push the address of a local variable
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// From what I understand, some scripts store data
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// (e.g. mouse pointers) in their local variable space
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// from the very beginning, and use this mechanism to
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// pass that data to the opcode function. I don't yet
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// know the conceptual difference between this and the
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// CP_PUSH_DEREFERENCED_STRUCTURE opcode.
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Read16ip(parameter);
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stack.push(_vm->_memory->encodePtr(localVars + parameter));
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debug(9, "CP_PUSH_LOCAL_ADDR: &localVars[%d] => %p", parameter / 4, localVars + parameter);
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break;
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case CP_PUSH_STRING:
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// Push the address of a string on to the stack
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// Get the string size
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Read8ip(parameter);
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// ip now points to the string
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ptr = code + ip;
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stack.push(_vm->_memory->encodePtr(ptr));
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debug(9, "CP_PUSH_STRING: \"%s\"", ptr);
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ip += (parameter + 1);
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break;
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case CP_PUSH_DEREFERENCED_STRUCTURE:
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// Push the address of a dereferenced structure
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Read32ip(parameter);
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ptr = objectData + 4 + ResHeader::size() + ObjectHub::size() + parameter;
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stack.push(_vm->_memory->encodePtr(ptr));
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debug(9, "CP_PUSH_DEREFERENCED_STRUCTURE: %d => %p", parameter, ptr);
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break;
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case CP_POP_LOCAL_VAR32:
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// Pop a value into a local word variable
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Read16ip(parameter);
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value = stack.pop();
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WRITE_LE_UINT32(localVars + parameter, value);
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debug(9, "CP_POP_LOCAL_VAR32: localVars[%d] = %d", parameter / 4, value);
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break;
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case CP_POP_GLOBAL_VAR32:
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// Pop a global variable
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Read16ip(parameter);
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value = stack.pop();
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// WORKAROUND for bug #1214168: The not-at-all dreaded
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// mop bug.
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//
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// At the London Docks, global variable 1003 keeps
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// track of Nico:
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//
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// 0: Hiding behind the first crate.
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// 1: Hiding behind the second crate.
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// 2: Standing in plain view on the deck.
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// 3: Hiding on the roof.
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//
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// The bug happens when trying to pick up the mop while
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// hiding on the roof. Nico climbs down, the mop is
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// picked up, but the variable remains set to 3.
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// Visually, everything looks ok. But as far as the
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// scripts are concerned, she's still hiding up on the
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// roof. This is not fatal, but leads to a number of
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// glitches until the state is corrected. E.g. trying
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// to climb back up the ladder will cause Nico to climb
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// down again.
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//
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// Global variable 1017 keeps track of the mop. Setting
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// it to 2 means that the mop has been picked up. We
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// use that as the signal that Nico's state needs to be
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// updated as well.
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if (checkMopBug && parameter == 1017 && readVar(1003) != 2) {
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warning("Working around mop bug: Setting Nico's state");
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writeVar(1003, 2);
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}
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writeVar(parameter, value);
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debug(9, "CP_POP_GLOBAL_VAR32: scriptsVars[%d] = %d", parameter, value);
|
|
break;
|
|
case CP_ADDNPOP_LOCAL_VAR32:
|
|
Read16ip(parameter);
|
|
value = READ_LE_UINT32(localVars + parameter) + stack.pop();
|
|
WRITE_LE_UINT32(localVars + parameter, value);
|
|
debug(9, "CP_ADDNPOP_LOCAL_VAR32: localVars[%d] => %d", parameter / 4, value);
|
|
break;
|
|
case CP_SUBNPOP_LOCAL_VAR32:
|
|
Read16ip(parameter);
|
|
value = READ_LE_UINT32(localVars + parameter) - stack.pop();
|
|
WRITE_LE_UINT32(localVars + parameter, value);
|
|
debug(9, "CP_SUBNPOP_LOCAL_VAR32: localVars[%d] => %d", parameter / 4, value);
|
|
break;
|
|
case CP_ADDNPOP_GLOBAL_VAR32:
|
|
// Add and pop a global variable
|
|
Read16ip(parameter);
|
|
value = readVar(parameter) + stack.pop();
|
|
writeVar(parameter, value);
|
|
debug(9, "CP_ADDNPOP_GLOBAL_VAR32: scriptVars[%d] => %d", parameter, value);
|
|
break;
|
|
case CP_SUBNPOP_GLOBAL_VAR32:
|
|
// Sub and pop a global variable
|
|
Read16ip(parameter);
|
|
value = readVar(parameter) - stack.pop();
|
|
writeVar(parameter, value);
|
|
debug(9, "CP_SUBNPOP_GLOBAL_VAR32: scriptVars[%d] => %d", parameter, value);
|
|
break;
|
|
|
|
// Jump opcodes
|
|
|
|
case CP_SKIPONTRUE:
|
|
// Skip if the value on the stack is true
|
|
Read32ipLeaveip(parameter);
|
|
value = stack.pop();
|
|
if (!value) {
|
|
ip += 4;
|
|
debug(9, "CP_SKIPONTRUE: %d (IS FALSE (NOT SKIPPED))", parameter);
|
|
} else {
|
|
ip += parameter;
|
|
debug(9, "CP_SKIPONTRUE: %d (IS TRUE (SKIPPED))", parameter);
|
|
}
|
|
break;
|
|
case CP_SKIPONFALSE:
|
|
// Skip if the value on the stack is false
|
|
Read32ipLeaveip(parameter);
|
|
value = stack.pop();
|
|
if (value) {
|
|
ip += 4;
|
|
debug(9, "CP_SKIPONFALSE: %d (IS TRUE (NOT SKIPPED))", parameter);
|
|
} else {
|
|
ip += parameter;
|
|
debug(9, "CP_SKIPONFALSE: %d (IS FALSE (SKIPPED))", parameter);
|
|
}
|
|
break;
|
|
case CP_SKIPALWAYS:
|
|
// skip a block
|
|
Read32ipLeaveip(parameter);
|
|
ip += parameter;
|
|
debug(9, "CP_SKIPALWAYS: %d", parameter);
|
|
break;
|
|
case CP_SWITCH:
|
|
// switch
|
|
value = stack.pop();
|
|
Read32ip(caseCount);
|
|
|
|
// Search the cases
|
|
foundCase = false;
|
|
for (i = 0; i < caseCount && !foundCase; i++) {
|
|
if (value == (int32)READ_LE_UINT32(code + ip)) {
|
|
// We have found the case, so lets
|
|
// jump to it
|
|
foundCase = true;
|
|
ip += READ_LE_UINT32(code + ip + 4);
|
|
} else
|
|
ip += 4 * 2;
|
|
}
|
|
|
|
// If we found no matching case then use the default
|
|
|
|
if (!foundCase)
|
|
ip += READ_LE_UINT32(code + ip);
|
|
|
|
debug(9, "CP_SWITCH: [SORRY, NO DEBUG INFO]");
|
|
break;
|
|
case CP_SAVE_MCODE_START:
|
|
// Save the start position on an mcode instruction in
|
|
// case we need to restart it again
|
|
savedStartOfMcode = ip - 1;
|
|
debug(9, "CP_SAVE_MCODE_START");
|
|
break;
|
|
case CP_CALL_MCODE:
|
|
// Call an mcode routine
|
|
Read16ip(parameter);
|
|
assert(parameter < _numOpcodes);
|
|
// amount to adjust stack by (no of parameters)
|
|
Read8ip(value);
|
|
debug(9, "CP_CALL_MCODE: '%s', %d", _opcodes[parameter].desc, value);
|
|
while (--value >= 0) {
|
|
opcodeParams[value] = stack.pop();
|
|
}
|
|
retVal = (this->*_opcodes[parameter].proc)(opcodeParams);
|
|
|
|
switch (retVal & 7) {
|
|
case IR_STOP:
|
|
// Quit out for a cycle
|
|
WRITE_LE_UINT32(offsetPtr, ip);
|
|
return 0;
|
|
case IR_CONT:
|
|
// Continue as normal
|
|
break;
|
|
case IR_TERMINATE:
|
|
if (checkPearlBug && readVar(1290) == 0) {
|
|
// Pearl's interaction script will wait
|
|
// until global(1290) is no longer 0
|
|
// before doing anything. But if the
|
|
// script was terminated prematurely,
|
|
// that never happens.
|
|
warning("Working around Pearl bug: Resetting Pearl's state");
|
|
writeVar(1290, 1);
|
|
}
|
|
// Return without updating the offset
|
|
return 2;
|
|
case IR_REPEAT:
|
|
// Return setting offset to start of this
|
|
// function call
|
|
WRITE_LE_UINT32(offsetPtr, savedStartOfMcode);
|
|
return 0;
|
|
case IR_GOSUB:
|
|
// that's really neat
|
|
WRITE_LE_UINT32(offsetPtr, ip);
|
|
return 2;
|
|
default:
|
|
error("Bad return code (%d) from '%s'", retVal & 7, _opcodes[parameter].desc);
|
|
}
|
|
parameterReturnedFromMcodeFunction = retVal >> 3;
|
|
break;
|
|
case CP_JUMP_ON_RETURNED:
|
|
// Jump to a part of the script depending on
|
|
// the return value from an mcode routine
|
|
|
|
// Get the maximum value
|
|
Read8ip(parameter);
|
|
debug(9, "CP_JUMP_ON_RETURNED: %d => %d",
|
|
parameterReturnedFromMcodeFunction,
|
|
READ_LE_UINT32(code + ip + parameterReturnedFromMcodeFunction * 4));
|
|
ip += READ_LE_UINT32(code + ip + parameterReturnedFromMcodeFunction * 4);
|
|
break;
|
|
|
|
// Operators
|
|
|
|
case OP_ISEQUAL:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a == b);
|
|
debug(9, "OP_ISEQUAL: RESULT = %d", a == b);
|
|
break;
|
|
case OP_NOTEQUAL:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a != b);
|
|
debug(9, "OP_NOTEQUAL: RESULT = %d", a != b);
|
|
break;
|
|
case OP_GTTHAN:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a > b);
|
|
debug(9, "OP_GTTHAN: RESULT = %d", a > b);
|
|
break;
|
|
case OP_LSTHAN:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a < b);
|
|
debug(9, "OP_LSTHAN: RESULT = %d", a < b);
|
|
break;
|
|
case OP_GTTHANE:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a >= b);
|
|
debug(9, "OP_GTTHANE: RESULT = %d", a >= b);
|
|
break;
|
|
case OP_LSTHANE:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a <= b);
|
|
debug(9, "OP_LSTHANE: RESULT = %d", a <= b);
|
|
break;
|
|
case OP_PLUS:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a + b);
|
|
debug(9, "OP_PLUS: RESULT = %d", a + b);
|
|
break;
|
|
case OP_MINUS:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a - b);
|
|
debug(9, "OP_MINUS: RESULT = %d", a - b);
|
|
break;
|
|
case OP_TIMES:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a * b);
|
|
debug(9, "OP_TIMES: RESULT = %d", a * b);
|
|
break;
|
|
case OP_DIVIDE:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a / b);
|
|
debug(9, "OP_DIVIDE: RESULT = %d", a / b);
|
|
break;
|
|
case OP_ANDAND:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a && b);
|
|
debug(9, "OP_ANDAND: RESULT = %d", a && b);
|
|
break;
|
|
case OP_OROR:
|
|
b = stack.pop();
|
|
a = stack.pop();
|
|
stack.push(a || b);
|
|
debug(9, "OP_OROR: RESULT = %d", a || b);
|
|
break;
|
|
|
|
// Debugging opcodes, I think
|
|
|
|
case CP_DEBUGON:
|
|
debug(9, "CP_DEBUGON");
|
|
break;
|
|
case CP_DEBUGOFF:
|
|
debug(9, "CP_DEBUGOFF");
|
|
break;
|
|
case CP_TEMP_TEXT_PROCESS:
|
|
Read32ip(parameter);
|
|
debug(9, "CP_TEMP_TEXT_PROCESS: %d", parameter);
|
|
break;
|
|
default:
|
|
error("Invalid script command %d", curCommand);
|
|
return 3;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
} // End of namespace Sword2
|