scummvm/engines/m4/woodscript.h
2008-04-20 14:47:37 +00:00

352 lines
10 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef M4_WOODSCRIPT_H
#define M4_WOODSCRIPT_H
#include "common/scummsys.h"
#include "common/util.h"
#include "common/str.h"
#include "common/array.h"
#include "common/stream.h"
#include "graphics/surface.h"
#include "m4/globals.h"
#include "m4/assets.h"
#include "m4/resource.h"
#include "m4/sprite.h"
#include "m4/m4.h"
#include "m4/graphics.h"
#include "m4/viewmgr.h"
namespace M4 {
class M4Engine;
class WoodScript;
class Machine;
class Sequence;
class AssetManager;
class View;
struct Instruction {
int32 instr;
long *argp[3];
long argv[3];
int argc;
// Helper method; many opcode functions can get either a defined value or a random value
long getValue() {
if (argc == 3)
return _vm->imath_ranged_rand16(argv[1], argv[2]);
else
return argv[1];
}
};
class Bytecode {
public:
Bytecode(WoodScript *ws, byte *code, int32 codeSize, Sequence *seq);
~Bytecode();
int loadInstruction(Instruction &instruction);
void jumpAbsolute(int32 ofs);
void jumpRelative(int32 ofs);
void setSequence(Sequence *sequence);
void setCode(byte *code, int32 codeSize);
Sequence *sequence() const;
uint32 pos() const { return _code->pos() / 4; }
protected:
WoodScript *_ws;
Common::MemoryReadStream *_code;
Sequence *_sequence;
static int32 _dataFormats[];
bool decodeArgument(int32 format, int32 data, long *&arg, long &value);
};
struct EndOfSequenceRequestItem {
int32 codeOffset, count;
EndOfSequenceRequestItem() : codeOffset(-1) {}
bool isValid() const { return codeOffset >= 0; }
};
typedef Common::Array<EndOfSequenceRequestItem> EndOfSequenceRequestList;
class Sequence {
public:
Sequence(WoodScript *ws, Machine *machine, int32 sequenceHash);
~Sequence();
void pause();
void resume();
void issueEndOfSequenceRequest(int32 codeOffset, int32 count);
void cancelEndOfSequenceRequest();
bool runProgram();
bool changeProgram(int32 sequenceHash);
void clearVars();
long *getVarPtr(int index);
long *getParentVarPtr(int index);
long *getDataPtr(int index);
void setActive(bool active) { _active = active; }
bool isActive() const { return _active; }
bool isTerminated() const { return _terminated; }
void draw(M4Surface *surface, const Common::Rect &clipRect, Common::Rect &updateRect);
bool s1_end(Instruction &instruction);
bool s1_clearVars(Instruction &instruction);
bool s1_set(Instruction &instruction);
bool s1_compare(Instruction &instruction);
bool s1_add(Instruction &instruction);
bool s1_sub(Instruction &instruction);
bool s1_mul(Instruction &instruction);
bool s1_div(Instruction &instruction);
bool s1_and(Instruction &instruction);
bool s1_or(Instruction &instruction);
bool s1_not(Instruction &instruction);
bool s1_sin(Instruction &instruction);
bool s1_cos(Instruction &instruction);
bool s1_abs(Instruction &instruction);
bool s1_min(Instruction &instruction);
bool s1_max(Instruction &instruction);
bool s1_mod(Instruction &instruction);
bool s1_floor(Instruction &instruction);
bool s1_round(Instruction &instruction);
bool s1_ceil(Instruction &instruction);
bool s1_point(Instruction &instruction);
bool s1_dist2d(Instruction &instruction);
bool s1_crunch(Instruction &instruction);
bool s1_branch(Instruction &instruction);
bool s1_setFrame(Instruction &instruction);
bool s1_sendMessage(Instruction &instruction);
bool s1_push(Instruction &instruction);
bool s1_pop(Instruction &instruction);
bool s1_jumpSub(Instruction &instruction);
bool s1_return(Instruction &instruction);
bool s1_getFrameCount(Instruction &instruction);
bool s1_getFrameRate(Instruction &instruction);
bool s1_getCelsPixSpeed(Instruction &instruction);
bool s1_setIndex(Instruction &instruction);
bool s1_setLayer(Instruction &instruction);
bool s1_setDepth(Instruction &instruction);
bool s1_setData(Instruction &instruction);
bool s1_openStream(Instruction &instruction);
bool s1_streamNextFrame(Instruction &instruction);
bool s1_closeStream(Instruction &instruction);
int32 indexReg() const { return _indexReg; }
EndOfSequenceRequestItem getEndOfSequenceRequestItem() const { return _endOfSequenceRequest; }
bool hasEndOfSequenceRequestPending() const { return _endOfSequenceRequest.isValid(); }
void resetEndOfSequenceRequest() { _endOfSequenceRequest.codeOffset = -1; }
Machine *getMachine() const { return _machine; }
protected:
WoodScript *_ws;
Bytecode *_code;
long *_vars;
bool _active, _terminated;
Machine *_machine;
Sequence *_parentSequence;
int32 _layer;
int32 _startTime, _switchTime;
long *_dataRow;
int32 _localVarCount;
int32 _cmpFlags;
EndOfSequenceRequestItem _endOfSequenceRequest;
int32 _indexReg;
M4Sprite *_curFrame;
int32 _sequenceHash;
int32 _returnHashes[8]; //FIXME: Use constant instead of 8
uint32 _returnOffsets[8];
int32 _returnStackIndex;
Common::SeekableReadStream *_stream;
SpriteAsset *_streamSpriteAsset;
bool streamOpen();
bool streamNextFrame();
void streamClose();
};
class Machine {
public:
Machine(WoodScript *ws, int32 machineHash, Sequence *parentSeq, int32 dataHash,
int32 dataRowIndex, int callbackHandler, Common::String machineName, int32 id);
~Machine();
void clearMessages();
void clearPersistentMessages();
void restorePersistentMessages();
void sendMessage(uint32 messageHash, long messageValue, Machine *sender);
void resetSwitchTime();
bool changeSequenceProgram(int32 sequenceHash);
bool searchMessages(uint32 messageHash, uint32 messageValue, Machine *sender);
bool searchPersistentMessages(uint32 messageHash, uint32 messageValue, Machine *sender);
void enterState();
int32 execInstruction();
void execBlock(int32 offset, int32 count);
int32 getState() { return _currentState; }
int32 getId() const { return _id; }
bool m1_gotoState(Instruction &instruction);
bool m1_jump(Instruction &instruction);
bool m1_terminate(Instruction &instruction);
bool m1_startSequence(Instruction &instruction);
bool m1_pauseSequence(Instruction &instruction);
bool m1_resumeSequence(Instruction &instruction);
bool m1_storeValue(Instruction &instruction);
bool m1_sendMessage(Instruction &instruction);
bool m1_broadcastMessage(Instruction &instruction);
bool m1_replyMessage(Instruction &instruction);
bool m1_sendSystemMessage(Instruction &instruction);
bool m1_createMachine(Instruction &instruction);
bool m1_createMachineEx(Instruction &instruction);
bool m1_clearVars(Instruction &instruction);
void m1_onEndSequence(Instruction &instruction);
void m1_onMessage(Instruction &instruction);
void m1_switchLt(Instruction &instruction);
void m1_switchLe(Instruction &instruction);
void m1_switchEq(Instruction &instruction);
void m1_switchNe(Instruction &instruction);
void m1_switchGe(Instruction &instruction);
void m1_switchGt(Instruction &instruction);
long *dataRow() const { return _dataRow; }
Sequence *parentSequence() const { return _parentSequence; }
Common::String name() const { return _name; }
protected:
WoodScript *_ws;
Bytecode *_code;
Common::String _name;
Sequence *_sequence, *_parentSequence;
byte *_mach;
int32 _machHash, _machineCodeOffset;
int32 _stateCount, _stateTableOffset;
long *_dataRow;
int32 _id, _recursionLevel, _currentState, _targetCount;
/* TODO:
m->msgReplyXM = NULL;
m->CintrMsg = CintrMsg;
_walkPath
_messages
_persistentMessages
_usedPersistentMessages
*/
};
class WoodScript {
public:
WoodScript(M4Engine *vm);
~WoodScript();
Machine *createMachine(int32 machineHash, Sequence *parentSeq, int32 dataHash, int32 dataRowIndex, int callbackHandler, const char *machineName);
Sequence *createSequence(Machine *machine, int32 sequenceHash);
void runSequencePrograms();
void runEndOfSequenceRequests();
void runTimerSequenceRequests();
/* Series */
// Move to own class, e.g. SeriesPlayer
int32 loadSeries(const char* seriesName, int32 hash, RGB8* palette);
void unloadSeries(int32 hash);
void setSeriesFramerate(Machine *machine, int32 frameRate);
Machine *playSeries(const char *seriesName, long layer, uint32 flags, int32 triggerNum,
int32 frameRate, int32 loopCount, int32 s, int32 x, int32 y,
int32 firstFrame, int32 lastFrame);
Machine *showSeries(const char *seriesName, long layer, uint32 flags, int32 triggerNum,
int32 duration, int32 index, int32 s, int32 x, int32 y);
Machine *streamSeries(const char *seriesName, int32 frameRate, long layer, int32 triggerNum);
void update();
void clear();
/* Misc */
void setDepthTable(int16 *depthTable);
long *getGlobalPtr(int index);
long getGlobal(int index);
void setGlobal(int index, long value);
AssetManager *assets() const { return _assets; }
// Sets the untouched, clean surface which contains the room background
void setBackgroundSurface(M4Surface *backgroundSurface);
// Sets the view which is used for drawing
void setSurfaceView(View *view);
RGB8 *getMainPalette() const;
void setInverseColorTable(byte *inverseColorTable) { _inverseColorTable = inverseColorTable; }
byte *getInverseColorTable() const { return _inverseColorTable; }
protected:
M4Engine *_vm;
AssetManager *_assets;
Common::Array<Sequence*> _sequences, _layers;
Common::Array<Machine*> _machines;
int32 _machineId;
long *_globals;
Common::Array<Sequence*> _endOfSequenceRequestList;
int32 _indexReg;
/* Misc */
int16 *_depthTable;
byte *_inverseColorTable;
M4Surface *_backgroundSurface;
View *_surfaceView;
};
} // End of namespace M4
#endif