/* 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. * * $URL$ * $Id$ * */ #include "common/debug.h" #include "common/stream.h" #include "common/stack.h" #include "draci/gpldisasm.h" #include "draci/draci.h" namespace Draci { // FIXME: Change parameter types to names once I figure out what they are exactly /** A table of all the commands the game player uses */ GPL2Command gplCommands[] = { { 0, 0, "gplend", 0, { 0 } }, { 0, 1, "exit", 0, { 0 } }, { 1, 1, "goto", 1, { 3 } }, { 2, 1, "Let", 2, { 3, 4 } }, { 3, 1, "if", 2, { 4, 3 } }, { 4, 1, "Start", 2, { 3, 2 } }, { 5, 1, "Load", 2, { 3, 2 } }, { 5, 2, "StartPlay", 2, { 3, 2 } }, { 5, 3, "JustTalk", 0, { 0 } }, { 5, 4, "JustStay", 0, { 0 } }, { 6, 1, "Talk", 2, { 3, 2 } }, { 7, 1, "ObjStat", 2, { 3, 3 } }, { 7, 2, "ObjStat_On", 2, { 3, 3 } }, { 8, 1, "IcoStat", 2, { 3, 3 } }, { 9, 1, "Dialogue", 1, { 2 } }, { 9, 2, "ExitDialogue", 0, { 0 } }, { 9, 3, "ResetDialogue", 0, { 0 } }, { 9, 4, "ResetDialogueFrom", 0, { 0 } }, { 9, 5, "ResetBlock", 1, { 3 } }, { 10, 1, "WalkOn", 3, { 1, 1, 3 } }, { 10, 2, "StayOn", 3, { 1, 1, 3 } }, { 10, 3, "WalkOnPlay", 3, { 1, 1, 3 } }, { 11, 1, "LoadPalette", 1, { 2 } }, { 12, 1, "SetPalette", 0, { 0 } }, { 12, 2, "BlackPalette", 0, { 0 } }, { 13, 1, "FadePalette", 3, { 1, 1, 1 } }, { 13, 2, "FadePalettePlay", 3, { 1, 1, 1 } }, { 14, 1, "NewRoom", 2, { 3, 1 } }, { 15, 1, "ExecInit", 1, { 3 } }, { 15, 2, "ExecLook", 1, { 3 } }, { 15, 3, "ExecUse", 1, { 3 } }, { 16, 1, "RepaintInventory", 0, { 0 } }, { 16, 2, "ExitInventory", 0, { 0 } }, { 17, 1, "ExitMap", 0, { 0 } }, { 18, 1, "LoadMusic", 1, { 2 } }, { 18, 2, "StartMusic", 0, { 0 } }, { 18, 3, "StopMusic", 0, { 0 } }, { 18, 4, "FadeOutMusic", 1, { 1 } }, { 18, 5, "FadeInMusic", 1, { 1 } }, { 19, 1, "Mark", 0, { 0 } }, { 19, 2, "Release", 0, { 0 } }, { 20, 1, "Play", 0, { 0 } }, { 21, 1, "LoadMap", 1, { 2 } }, { 21, 2, "RoomMap", 0, { 0 } }, { 22, 1, "DisableQuickHero", 0, { 0 } }, { 22, 2, "EnableQuickHero", 0, { 0 } }, { 23, 1, "DisableSpeedText", 0, { 0 } }, { 23, 2, "EnableSpeedText", 0, { 0 } }, { 24, 1, "QuitGame", 0, { 0 } }, { 25, 1, "PushNewRoom", 0, { 0 } }, { 25, 2, "PopNewRoom", 0, { 0 } }, { 26, 1, "ShowCheat", 0, { 0 } }, { 26, 2, "HideCheat", 0, { 0 } }, { 26, 3, "ClearCheat", 1, { 1 } }, { 27, 1, "FeedPassword", 3, { 1, 1, 1 } } }; /** Operators used by the mathematical evaluator */ Common::String operators[] = { "oper_and", "oper_or", "oper_xor", "oper_equals", "oper_not_equal", "oper_less_than", "oper_greater_than", "oper_less_or_equal", "oper_greater_or_equal", "oper_multiply", "oper_divide", "oper_remainder", "oper_plus", "oper_minus" }; /** Functions used by the mathematical evaluator */ Common::String functions[] = { "F_Not", "F_Random", "F_IsIcoOn", "F_IsIcoAct", "F_IcoStat", "F_ActIco", "F_IsObjOn", "F_IsObjOff", "F_IsObjAway", "F_ObjStat", "F_LastBlock", "F_AtBegin", "F_BlockVar", "F_HasBeen", "F_MaxLine", "F_ActPhase", "F_Cheat" }; const unsigned int kNumCommands = sizeof gplCommands / sizeof gplCommands[0]; /** Type of mathematical object */ enum mathExpressionObject { kMathEnd, kMathNumber, kMathOperator, kMathFunctionCall, kMathVariable }; // FIXME: The evaluator is now complete but I still need to implement callbacks /** * @brief Evaluates mathematical expressions * @param reader Stream reader set to the beginning of the expression */ void handleMathExpression(Common::MemoryReadStream &reader) { Common::Stack stk; mathExpressionObject obj; // Read in initial math object obj = (mathExpressionObject)reader.readUint16LE(); uint16 value; while (1) { if (obj == kMathEnd) { // Check whether the expression was evaluated correctly // The stack should contain only one value after the evaluation // i.e. the result of the expression assert(stk.size() == 1 && "Mathematical expression error"); break; } switch (obj) { // If the object type is not known, assume that it's a number default: case kMathNumber: value = reader.readUint16LE(); stk.push(value); debugC(3, kDraciBytecodeDebugLevel, "\t\t-number %hu", value); break; case kMathOperator: value = reader.readUint16LE(); stk.pop(); stk.pop(); // FIXME: Pushing dummy value for now, but should push return value stk.push(0); debugC(3, kDraciBytecodeDebugLevel, "\t\t-operator %s", operators[value-1].c_str()); break; case kMathVariable: value = reader.readUint16LE(); stk.push(value); debugC(3, kDraciBytecodeDebugLevel, "\t\t-variable %hu", value); break; case kMathFunctionCall: value = reader.readUint16LE(); stk.pop(); // FIXME: Pushing dummy value for now, but should push return value stk.push(0); debugC(3, kDraciBytecodeDebugLevel, "\t\t-functioncall %s", functions[value-1].c_str()); break; } obj = (mathExpressionObject) reader.readUint16LE(); } return; } /** * @brief Find the current command in the internal table * * @param num Command number * @param subnum Command subnumer * * @return NULL if command is not found. Otherwise, a pointer to a GPL2Command * struct representing the command. */ GPL2Command *findCommand(byte num, byte subnum) { unsigned int i = 0; while (1) { // Command not found if (i >= kNumCommands) { break; } // Return found command if (gplCommands[i]._number == num && gplCommands[i]._subNumber == subnum) { return &gplCommands[i]; } ++i; } return NULL; } /** * @brief GPL2 bytecode disassembler * @param gplcode A pointer to the bytecode * @param len Length of the bytecode * * GPL2 is short for Game Programming Language 2 which is the script language * used by Draci Historie. This is a simple disassembler for the language. * * A compiled GPL2 program consists of a stream of bytes representing commands * and their parameters. The syntax is as follows: * * Syntax of a command: * * * Syntax of a parameter: * - 1: integer number literally passed to the program * - 2-1: string stored in the reservouir of game strings (i.e. something to be * displayed) and stored as an index in this list * - 2-2: string resolved by the compiler (i.e., a path to another file) and * replaced by an integer index of this entity in the appropriate namespace * (e.g., the index of the palette, location, ...) * - 3-0: relative jump to a label defined in this code. Each label must be * first declared in the beginning of the program. * - 3-1 .. 3-9: index of an entity in several namespaces, defined in file ident * - 4: mathematical expression compiled into a postfix format * * In the compiled program, parameters of type 1..3 are represented by a single * 16-bit integer. The called command knows by its definition what namespace the * value comes from. */ int gpldisasm(byte *gplcode, uint16 len) { Common::MemoryReadStream reader(gplcode, len); while (!reader.eos()) { // read in command pair uint16 cmdpair = reader.readUint16BE(); // extract high byte, i.e. the command number byte num = (cmdpair >> 8) & 0xFF; // extract low byte, i.e. the command subnumber byte subnum = cmdpair & 0xFF; GPL2Command *cmd; if ((cmd = findCommand(num, subnum))) { // Print command name debugC(2, kDraciBytecodeDebugLevel, "%s", cmd->_name.c_str()); for (uint16 i = 0; i < cmd->_numParams; ++i) { if (cmd->_paramTypes[i] == 4) { debugC(3, kDraciBytecodeDebugLevel, "\t"); handleMathExpression(reader); } else { debugC(3, kDraciBytecodeDebugLevel, "\t%hu", reader.readUint16LE()); } } } else { debugC(2, kDraciBytecodeDebugLevel, "Unknown opcode %hu, %hu", num, subnum); } } return 0; } }