/* 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 "common/queue.h" #include "draci/draci.h" #include "draci/script.h" #include "draci/game.h" namespace Draci { // FIXME: Change parameter types to names once I figure out what they are exactly void Script::setupCommandList() { /** A table of all the commands the game player uses */ static const GPL2Command gplCommands[] = { { 0, 0, "gplend", 0, { 0 }, NULL }, { 0, 1, "exit", 0, { 0 }, NULL }, { 1, 1, "goto", 1, { 3 }, &Script::c_Goto }, { 2, 1, "Let", 2, { 3, 4 }, &Script::c_Let }, { 3, 1, "if", 2, { 4, 3 }, &Script::c_If }, { 4, 1, "Start", 2, { 3, 2 }, &Script::start }, { 5, 1, "Load", 2, { 3, 2 }, &Script::load }, { 5, 2, "StartPlay", 2, { 3, 2 }, &Script::startPlay }, { 5, 3, "JustTalk", 0, { 0 }, &Script::justTalk }, { 5, 4, "JustStay", 0, { 0 }, &Script::justStay }, { 6, 1, "Talk", 2, { 3, 2 }, &Script::talk }, { 7, 1, "ObjStat", 2, { 3, 3 }, &Script::objStat }, { 7, 2, "ObjStat_On", 2, { 3, 3 }, &Script::objStatOn }, { 8, 1, "IcoStat", 2, { 3, 3 }, &Script::icoStat }, { 9, 1, "Dialogue", 1, { 2 }, &Script::dialogue }, { 9, 2, "ExitDialogue", 0, { 0 }, &Script::exitDialogue }, { 9, 3, "ResetDialogue", 0, { 0 }, &Script::resetDialogue }, { 9, 4, "ResetDialogueFrom", 0, { 0 }, &Script::resetDialogueFrom }, { 9, 5, "ResetBlock", 1, { 3 }, &Script::resetBlock }, { 10, 1, "WalkOn", 3, { 1, 1, 3 }, &Script::walkOn }, { 10, 2, "StayOn", 3, { 1, 1, 3 }, &Script::stayOn }, { 10, 3, "WalkOnPlay", 3, { 1, 1, 3 }, &Script::walkOnPlay }, { 11, 1, "LoadPalette", 1, { 2 }, &Script::loadPalette }, { 12, 1, "SetPalette", 0, { 0 }, &Script::setPalette }, { 12, 2, "BlackPalette", 0, { 0 }, &Script::blackPalette }, { 13, 1, "FadePalette", 3, { 1, 1, 1 }, &Script::fadePalette }, { 13, 2, "FadePalettePlay", 3, { 1, 1, 1 }, &Script::fadePalettePlay }, { 14, 1, "NewRoom", 2, { 3, 1 }, &Script::newRoom }, { 15, 1, "ExecInit", 1, { 3 }, &Script::execInit }, { 15, 2, "ExecLook", 1, { 3 }, &Script::execLook }, { 15, 3, "ExecUse", 1, { 3 }, &Script::execUse }, { 18, 1, "LoadMusic", 1, { 2 }, &Script::loadMusic }, { 18, 2, "StartMusic", 0, { 0 }, &Script::startMusic }, { 18, 3, "StopMusic", 0, { 0 }, &Script::stopMusic }, { 19, 1, "Mark", 0, { 0 }, &Script::mark }, { 19, 2, "Release", 0, { 0 }, &Script::release }, { 20, 1, "Play", 0, { 0 }, &Script::play }, { 21, 1, "LoadMap", 1, { 2 }, &Script::loadMap }, { 21, 2, "RoomMap", 0, { 0 }, &Script::roomMap }, { 22, 1, "DisableQuickHero", 0, { 0 }, &Script::disableQuickHero }, { 22, 2, "EnableQuickHero", 0, { 0 }, &Script::enableQuickHero }, { 23, 1, "DisableSpeedText", 0, { 0 }, &Script::disableSpeedText }, { 23, 2, "EnableSpeedText", 0, { 0 }, &Script::enableSpeedText }, { 24, 1, "QuitGame", 0, { 0 }, &Script::quitGame }, { 25, 1, "PushNewRoom", 0, { 0 }, &Script::pushNewRoom }, { 25, 2, "PopNewRoom", 0, { 0 }, &Script::popNewRoom }, // The following commands are not used in the original game files. { 16, 1, "RepaintInventory", 0, { 0 }, NULL }, { 16, 2, "ExitInventory", 0, { 0 }, NULL }, { 17, 1, "ExitMap", 0, { 0 }, NULL }, { 18, 4, "FadeOutMusic", 1, { 1 }, NULL }, { 18, 5, "FadeInMusic", 1, { 1 }, NULL }, // The following commands are not even defined in the game // sources, but their numbers are allocated for internal // purposes of the old player. { 26, 1, "ShowCheat", 0, { 0 }, NULL }, { 26, 2, "HideCheat", 0, { 0 }, NULL }, { 26, 3, "ClearCheat", 1, { 1 }, NULL }, { 27, 1, "FeedPassword", 3, { 1, 1, 1 }, NULL } }; /** Operators used by the mathematical evaluator */ static const GPL2Operator gplOperators[] = { {"&", &Script::operAnd }, {"|", &Script::operOr }, {"^", &Script::operXor }, {"==", &Script::operEqual }, {"!=", &Script::operNotEqual }, {"<", &Script::operLess }, {">", &Script::operGreater }, {"<=", &Script::operLessOrEqual }, {">=", &Script::operGreaterOrEqual }, {"*", &Script::operMul }, {"/", &Script::operDiv }, {"%", &Script::operMod }, {"+", &Script::operAdd }, {"-", &Script::operSub } }; /** Functions used by the mathematical evaluator */ static const GPL2Function gplFunctions[] = { { "Not", &Script::funcNot }, { "Random", &Script::funcRandom }, { "IsIcoOn", &Script::funcIsIcoOn }, { "IsIcoAct", &Script::funcIsIcoAct }, { "IcoStat", &Script::funcIcoStat }, { "ActIco", &Script::funcActIco }, { "IsObjOn", &Script::funcIsObjOn }, { "IsObjOff", &Script::funcIsObjOff }, { "IsObjAway", &Script::funcIsObjAway }, { "ObjStat", &Script::funcObjStat }, { "LastBlock", &Script::funcLastBlock }, { "AtBegin", &Script::funcAtBegin }, { "BlockVar", &Script::funcBlockVar }, { "HasBeen", &Script::funcHasBeen }, { "MaxLine", &Script::funcMaxLine }, { "ActPhase", &Script::funcActPhase }, // The following function is not even defined in the game // sources, but its number is allocated for internal purposes // of the old player. { "Cheat", NULL }, }; _commandList = gplCommands; _operatorList = gplOperators; _functionList = gplFunctions; } /** Type of mathematical object */ enum mathExpressionObject { kMathEnd, kMathNumber, kMathOperator, kMathFunctionCall, kMathVariable }; /* GPL operators */ int Script::operAnd(int op1, int op2) const { return op1 & op2; } int Script::operOr(int op1, int op2) const { return op1 | op2; } int Script::operXor(int op1, int op2) const { return op1 ^ op2; } int Script::operEqual(int op1, int op2) const { return op1 == op2; } int Script::operNotEqual(int op1, int op2) const { return op1 != op2; } int Script::operLess(int op1, int op2) const { return op1 < op2; } int Script::operGreater(int op1, int op2) const { return op1 > op2; } int Script::operGreaterOrEqual(int op1, int op2) const { return op1 >= op2; } int Script::operLessOrEqual(int op1, int op2) const { return op1 <= op2; } int Script::operMul(int op1, int op2) const { return op1 * op2; } int Script::operAdd(int op1, int op2) const { return op1 + op2; } int Script::operSub(int op1, int op2) const { return op1 - op2; } int Script::operDiv(int op1, int op2) const { return op1 / op2; } int Script::operMod(int op1, int op2) const { return op1 % op2; } /* GPL functions */ int Script::funcRandom(int n) const { // The function needs to return numbers in the [0..n-1] range so we need to deduce 1 // (RandomSource::getRandomNumber returns a number in the range [0..n]) n -= 1; return _vm->_rnd.getRandomNumber(n); } int Script::funcAtBegin(int yesno) const { return _vm->_game->isDialogueBegin() == (bool)yesno; } int Script::funcLastBlock(int blockID) const { blockID -= 1; return _vm->_game->getDialogueLastBlock() == blockID; } int Script::funcBlockVar(int blockID) const { blockID -= 1; const int currentOffset = _vm->_game->getCurrentDialogueOffset(); return _vm->_game->getDialogueVar(currentOffset + blockID); } int Script::funcHasBeen(int blockID) const { blockID -= 1; const int currentOffset = _vm->_game->getCurrentDialogueOffset(); return _vm->_game->getDialogueVar(currentOffset + blockID) > 0; } int Script::funcMaxLine(int lines) const { return _vm->_game->getDialogueLinesNum() < lines; } int Script::funcNot(int n) const { return !n; } int Script::funcIsIcoOn(int itemID) const { itemID -= 1; return _vm->_game->getItemStatus(itemID) == 1; } int Script::funcIcoStat(int itemID) const { itemID -= 1; int status = _vm->_game->getItemStatus(itemID); return (status == 1) ? 1 : 2; } int Script::funcIsIcoAct(int itemID) const { itemID -= 1; return _vm->_game->getCurrentItem() == itemID; } int Script::funcActIco(int itemID) const { // The parameter seems to be an omission in the original player since it's not // used in the implementation of the function. It's possible that the functions were // implemented in such a way that they had to have a single parameter so this is only // passed as a dummy. return _vm->_game->getCurrentItem(); } int Script::funcIsObjOn(int objID) const { objID -= 1; const GameObject *obj = _vm->_game->getObject(objID); return obj->_visible; } int Script::funcIsObjOff(int objID) const { objID -= 1; const GameObject *obj = _vm->_game->getObject(objID); // We index locations from 0 (as opposed to the original player where it was from 1) // That's why the "away" location 0 from the data files is converted to -1 return !obj->_visible && obj->_location != -1; } int Script::funcObjStat(int objID) const { objID -= 1; const GameObject *obj = _vm->_game->getObject(objID); if (obj->_location == _vm->_game->getRoomNum()) { if (obj->_visible) { return 1; // object is ON (in the room and visible) } else { return 2; // object is OFF (in the room, not visible) } } else { return 3; // object is AWAY (not in the room) } } int Script::funcIsObjAway(int objID) const { objID -= 1; const GameObject *obj = _vm->_game->getObject(objID); // see Script::funcIsObjOff return !obj->_visible && obj->_location == -1; } int Script::funcActPhase(int objID) const { objID -= 1; // Default return value int ret = 0; if (_vm->_game->getLoopStatus() == kStatusInventory) { return ret; } const GameObject *obj = _vm->_game->getObject(objID); bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible); if (objID == kDragonObject || visible) { const int i = _vm->_game->playingObjectAnimation(obj); if (i >= 0) { int animID = obj->_anim[i]; Animation *anim = _vm->_anims->getAnimation(animID); ret = anim->currentFrameNum(); } } return ret; } /* GPL commands */ void Script::play(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } // Runs just one phase of the loop and exits. Used when waiting for a // particular animation phase to come. _vm->_game->loop(kInnerUntilExit, true); } Animation *Script::loadObjectAnimation(GameObject *obj, int animID) { _vm->_game->loadAnimation(animID, obj->_z); obj->_anim.push_back(animID); return _vm->_anims->getAnimation(animID); } void Script::load(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int objID = params.pop() - 1; int animID = params.pop() - 1; uint i; GameObject *obj = _vm->_game->getObject(objID); // If the animation is already loaded, return for (i = 0; i < obj->_anim.size(); ++i) { if (obj->_anim[i] == animID) { return; } } // We don't test here whether an animation is loaded in the // AnimationManager while not being registered in the object's array of // animations. This cannot legally happen and an assertion will be // thrown by loadAnimation(). loadObjectAnimation(obj, animID); } void Script::start(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int objID = params.pop() - 1; int animID = params.pop() - 1; GameObject *obj = _vm->_game->getObject(objID); _vm->_game->stopObjectAnimations(obj); Animation *anim = _vm->_anims->getAnimation(animID); if (!anim) { // The original game files seem to contain errors, which I have // verified by inspecting their source code. They try to load // each animation before starting it, but fail to anticipate // all possible code paths when game loading comes into play. // // In particular, if I load the game at the stump location, // apply a hedgehog on them, and then talk to them, one of the // animations is not loaded. This animation would have been // loaded had I talked to them before applying the hedgehog // (because a different dialog init code is run before the // application). Talking to the stumps is necessary to be able // to apply the hedgehog, so normal game-play is safe. // However, if I save the game after talking to them and load // it later, then the game variables are set so as to allow me // to apply the hedgehog, but there is no way that the game // player would load the requested animation by itself. // See objekty:5077 and parezy.txt:27. anim = loadObjectAnimation(obj, animID); debugC(1, kDraciBytecodeDebugLevel, "start(%d=%s) cannot find animation %d. Loading.", objID, obj->_title.c_str(), animID); } if (objID == kDragonObject) _vm->_game->positionAnimAsHero(anim); anim->registerCallback(&Animation::stopAnimation); bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible); if (objID == kDragonObject || visible) { _vm->_anims->play(animID); } } void Script::startPlay(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int objID = params.pop() - 1; int animID = params.pop() - 1; GameObject *obj = _vm->_game->getObject(objID); _vm->_game->stopObjectAnimations(obj); Animation *anim = _vm->_anims->getAnimation(animID); if (!anim) { anim = loadObjectAnimation(obj, animID); debugC(1, kDraciBytecodeDebugLevel, "startPlay(%d=%s) cannot find animation %d. Loading.", objID, obj->_title.c_str(), animID); } if (objID == kDragonObject) _vm->_game->positionAnimAsHero(anim); anim->registerCallback(&Animation::exitGameLoop); bool visible = (obj->_location == _vm->_game->getRoomNum() && obj->_visible); if (objID == kDragonObject || visible) { _vm->_anims->play(animID); } // Runs an inner loop until the animation ends. _vm->_game->loop(kInnerUntilExit, false); _vm->_anims->stop(animID); anim->registerCallback(&Animation::doNothing); } void Script::justTalk(Common::Queue ¶ms) { const GameObject *dragon = _vm->_game->getObject(kDragonObject); const int last_anim = static_cast (_vm->_game->playingObjectAnimation(dragon)); int new_anim; if (last_anim == kSpeakRight || last_anim == kStopRight) { new_anim = kSpeakRight; } else { new_anim = kSpeakLeft; } _vm->_game->playHeroAnimation(new_anim); } void Script::justStay(Common::Queue ¶ms) { const GameObject *dragon = _vm->_game->getObject(kDragonObject); const int last_anim = static_cast (_vm->_game->playingObjectAnimation(dragon)); int new_anim; if (last_anim == kSpeakRight || last_anim == kStopRight) { new_anim = kStopRight; } else { new_anim = kStopLeft; } _vm->_game->playHeroAnimation(new_anim); } void Script::c_If(Common::Queue ¶ms) { int expression = params.pop(); int jump = params.pop(); if (expression) _jump = jump; } void Script::c_Goto(Common::Queue ¶ms) { int jump = params.pop(); _jump = jump; } void Script::c_Let(Common::Queue ¶ms) { int var = params.pop() - 1; int value = params.pop(); _vm->_game->setVariable(var, value); } void Script::loadMusic(Common::Queue ¶ms) { int track = params.pop(); _vm->_game->setMusicTrack(track); } void Script::startMusic(Common::Queue ¶ms) { // If already playing this track, nothing happens. _vm->_music->playSMF(_vm->_game->getMusicTrack(), true); } void Script::stopMusic(Common::Queue ¶ms) { _vm->_music->stop(); _vm->_game->setMusicTrack(0); } void Script::mark(Common::Queue ¶ms) { _vm->_game->setMarkedAnimationIndex(_vm->_anims->getLastIndex()); } void Script::release(Common::Queue ¶ms) { int markedIndex = _vm->_game->getMarkedAnimationIndex(); _vm->_game->deleteAnimationsAfterIndex(markedIndex); } void Script::icoStat(Common::Queue ¶ms) { int status = params.pop(); int itemID = params.pop() - 1; _vm->_game->setItemStatus(itemID, status == 1); if (_vm->_game->getItemStatus(itemID) == 0) { if (itemID != kNoItem) { _vm->_anims->deleteAnimation(kInventoryItemsID - itemID); } _vm->_game->removeItem(itemID); if (_vm->_game->getCurrentItem() == itemID) { _vm->_game->setCurrentItem(kNoItem); } if (_vm->_mouse->getCursorType() == kNormalCursor) { if (_vm->_game->getLoopStatus() == kStatusInventory) { _vm->_mouse->cursorOff(); } } } if (_vm->_game->getItemStatus(itemID) == 1) { if (itemID != kNoItem) { Animation *itemAnim = _vm->_anims->addItem(kInventoryItemsID - itemID, false); const BAFile *f = _vm->_itemImagesArchive->getFile(2 * itemID); Sprite *sp = new Sprite(f->_data, f->_length, 0, 0, true); itemAnim->addFrame(sp, NULL); } _vm->_game->setCurrentItem(itemID); _vm->_mouse->loadItemCursor(itemID, false); // TODO: This is probably not needed but I'm leaving it to be sure for now // The original engine needed to turn off the mouse temporarily when changing // the cursor image. I'm just setting it to the final state of that transition. if (_vm->_game->getLoopStatus() == kStatusInventory) { _vm->_mouse->cursorOn(); } } } void Script::objStatOn(Common::Queue ¶ms) { int objID = params.pop() - 1; int roomID = params.pop() - 1; GameObject *obj = _vm->_game->getObject(objID); obj->_location = roomID; obj->_visible = true; } void Script::objStat(Common::Queue ¶ms) { int status = params.pop(); int objID = params.pop() - 1; GameObject *obj = _vm->_game->getObject(objID); if (status == 1) { return; } else if (status == 2) { obj->_visible = false; } else { obj->_visible = false; obj->_location = -1; } _vm->_game->stopObjectAnimations(obj); } void Script::execInit(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int objID = params.pop() - 1; const GameObject *obj = _vm->_game->getObject(objID); run(obj->_program, obj->_init); } void Script::execLook(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int objID = params.pop() - 1; const GameObject *obj = _vm->_game->getObject(objID); run(obj->_program, obj->_look); } void Script::execUse(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int objID = params.pop() - 1; const GameObject *obj = _vm->_game->getObject(objID); run(obj->_program, obj->_use); } void Script::stayOn(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int x = params.pop(); int y = params.pop(); SightDirection dir = static_cast (params.pop()); // Jumps into the given position regardless of the walking map. _vm->_game->stopWalking(); _vm->_game->positionHero(_vm->_game->findNearestWalkable(x, y), dir); } void Script::walkOn(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int x = params.pop(); int y = params.pop(); SightDirection dir = static_cast (params.pop()); // Constructs an optimal path and starts walking there. No callback // will be called at the end nor will the loop-body exit. _vm->_game->stopWalking(); _vm->_game->walkHero(x, y, dir); } void Script::walkOnPlay(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int x = params.pop(); int y = params.pop(); SightDirection dir = static_cast (params.pop()); _vm->_game->stopWalking(); _vm->_game->walkHero(x, y, dir); // Walk in an inner loop until the hero has arrived at the target // point. Then the loop-body will exit. _vm->_game->loop(kInnerUntilExit, false); } void Script::newRoom(Common::Queue ¶ms) { if (_vm->_game->getLoopStatus() == kStatusInventory) { return; } int room = params.pop() - 1; int gate = params.pop() - 1; _vm->_game->scheduleEnteringRoomUsingGate(room, gate); } void Script::talk(Common::Queue ¶ms) { int personID = params.pop() - 1; int sentenceID = params.pop() - 1; Surface *surface = _vm->_screen->getSurface(); // Fetch string const BAFile *f = _vm->_stringsArchive->getFile(sentenceID); // Fetch frame for the speech text Animation *speechAnim = _vm->_anims->getAnimation(kSpeechText); Text *speechFrame = reinterpret_cast(speechAnim->getCurrentFrame()); // Fetch person info const Person *person = _vm->_game->getPerson(personID); // Fetch the dubbing SoundSample *sample = _vm->_sound->isMutedVoice() ? NULL : _vm->_dubbingArchive->getSample(sentenceID, 0); // Set the string and text colour surface->markDirtyRect(speechFrame->getRect(kNoDisplacement)); if (_vm->_sound->showSubtitles() || !sample) { speechFrame->setText(Common::String((const char *)f->_data+1, f->_length-1)); } else { speechFrame->setText(""); } speechFrame->setColour(person->_fontColour); // HACK: Some strings in the English data files are too long to fit the screen // This is a temporary resolution. speechFrame->setFont(_vm->_bigFont); if (speechFrame->getWidth() >= kScreenWidth) { speechFrame->setFont(_vm->_smallFont); } // Speak the dubbing if possible uint dubbingDuration = 0; if (sample) { dubbingDuration = (uint) (1000.0 * sample->_length / sample->_frequency + 500.0); debugC(3, kDraciSoundDebugLevel, "Playing sentence %d: %d+%d with duration %dms", sentenceID, sample->_offset, sample->_length, dubbingDuration); _vm->_sound->playVoice(sample); } // Record time int talkSpeed = _vm->_sound->talkSpeed(); if (!_vm->_game->getEnableSpeedText() && talkSpeed > kStandardSpeed) { talkSpeed = kStandardSpeed; } if (talkSpeed <= 0) { talkSpeed = 1; } uint subtitleDuration; if (talkSpeed >= 255) { subtitleDuration = 0; } else { subtitleDuration = (kBaseSpeechDuration + speechFrame->getLength() * kSpeechTimeUnit) / talkSpeed; } const uint duration = MAX(subtitleDuration, dubbingDuration); _vm->_game->setSpeechTiming(_vm->_system->getMillis(), duration); // TODO: Implement inventory part // Set speech text coordinates int x = surface->centerOnX(person->_x, speechFrame->getWidth()); int y = surface->putAboveY(person->_y, speechFrame->getHeight()); speechFrame->setX(x); speechFrame->setY(y); // Call the game loop to enable interactivity until the text expires. _vm->_game->loop(kInnerWhileTalk, false); // Delete the text _vm->_screen->getSurface()->markDirtyRect(speechFrame->getRect(kNoDisplacement)); speechFrame->setText(""); // Stop the playing sample and deallocate it. Stopping should only be // necessary if the user interrupts the playback. if (sample) { _vm->_sound->stopVoice(); sample->close(); } } void Script::dialogue(Common::Queue ¶ms) { int dialogueID = params.pop() - 1; _vm->_game->dialogueMenu(dialogueID); } void Script::loadMap(Common::Queue ¶ms) { int mapID = params.pop() - 1; _vm->_game->loadWalkingMap(mapID); } void Script::resetDialogue(Common::Queue ¶ms) { const int currentOffset = _vm->_game->getCurrentDialogueOffset(); for (int i = 0; i < _vm->_game->getDialogueBlockNum(); ++i) { _vm->_game->setDialogueVar(currentOffset + i, 0); } } void Script::resetDialogueFrom(Common::Queue ¶ms) { const int currentOffset = _vm->_game->getCurrentDialogueOffset(); for (int i = _vm->_game->getDialogueCurrentBlock(); i < _vm->_game->getDialogueBlockNum(); ++i) { _vm->_game->setDialogueVar(currentOffset + i, 0); } } void Script::resetBlock(Common::Queue ¶ms) { int blockID = params.pop() - 1; const int currentOffset = _vm->_game->getCurrentDialogueOffset(); _vm->_game->setDialogueVar(currentOffset + blockID, 0); } void Script::exitDialogue(Common::Queue ¶ms) { _vm->_game->setDialogueExit(true); } void Script::roomMap(Common::Queue ¶ms) { // Load the default walking map for the room _vm->_game->loadWalkingMap(_vm->_game->getMapID()); } void Script::disableQuickHero(Common::Queue ¶ms) { _vm->_game->setEnableQuickHero(false); } void Script::enableQuickHero(Common::Queue ¶ms) { _vm->_game->setEnableQuickHero(true); } void Script::disableSpeedText(Common::Queue ¶ms) { _vm->_game->setEnableSpeedText(false); } void Script::enableSpeedText(Common::Queue ¶ms) { _vm->_game->setEnableSpeedText(true); } void Script::loadPalette(Common::Queue ¶ms) { int palette = params.pop() - 1; _vm->_game->schedulePalette(palette); } void Script::blackPalette(Common::Queue ¶ms) { _vm->_game->schedulePalette(kBlackPalette); } void Script::fadePalette(Common::Queue ¶ms) { params.pop(); // unused first and last params.pop(); int phases = params.pop(); // Let the palette fade in the background while the game continues. // Since we don't set substatus to kInnerWhileFade, the outer loop will // just continue rather than exit. _vm->_game->initializeFading(phases); } void Script::fadePalettePlay(Common::Queue ¶ms) { params.pop(); // unused first and last params.pop(); int phases = params.pop(); _vm->_game->initializeFading(phases); // Call the game loop to enable interactivity until the fading is done. _vm->_game->loop(kInnerWhileFade, false); } void Script::setPalette(Common::Queue ¶ms) { if (_vm->_game->getScheduledPalette() == -1) { _vm->_screen->setPalette(NULL, 0, kNumColours); } else { const BAFile *f; f = _vm->_paletteArchive->getFile(_vm->_game->getScheduledPalette()); _vm->_screen->setPalette(f->_data, 0, kNumColours); } // Immediately update the palette _vm->_screen->copyToScreen(); _vm->_system->delayMillis(20); } void Script::quitGame(Common::Queue ¶ms) { _vm->_game->setQuit(true); } void Script::pushNewRoom(Common::Queue ¶ms) { _vm->_game->pushNewRoom(); } void Script::popNewRoom(Common::Queue ¶ms) { _vm->_game->popNewRoom(); } /** * @brief Evaluates mathematical expressions * @param reader Stream reader set to the beginning of the expression */ int Script::handleMathExpression(Common::MemoryReadStream *reader) const { Common::Stack stk; mathExpressionObject obj; GPL2Operator oper; GPL2Function func; debugC(4, kDraciBytecodeDebugLevel, "\t"); // Read in initial math object obj = (mathExpressionObject)reader->readSint16LE(); int value; int arg1, arg2, res; 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->readSint16LE(); stk.push(value); debugC(4, kDraciBytecodeDebugLevel, "\t\tnumber: %d", value); break; case kMathOperator: value = reader->readSint16LE(); arg2 = stk.pop(); arg1 = stk.pop(); // Fetch operator oper = _operatorList[value-1]; // Calculate result res = (this->*(oper._handler))(arg1, arg2); // Push result stk.push(res); debugC(4, kDraciBytecodeDebugLevel, "\t\t%d %s %d (res: %d)", arg1, oper._name, arg2, res); break; case kMathVariable: value = reader->readSint16LE() - 1; stk.push(_vm->_game->getVariable(value)); debugC(4, kDraciBytecodeDebugLevel, "\t\tvariable: %d (%d)", value, _vm->_game->getVariable(value)); break; case kMathFunctionCall: value = reader->readSint16LE(); // Fetch function func = _functionList[value-1]; // If not yet implemented if (func._handler == NULL) { stk.pop(); // Pushing dummy value stk.push(0); debugC(4, kDraciBytecodeDebugLevel, "\t\tcall: %s (not implemented)", func._name); } else { arg1 = stk.pop(); // Calculate result res = (this->*(func._handler))(arg1); // Push the result on the evaluation stack stk.push(res); debugC(4, kDraciBytecodeDebugLevel, "\t\tcall: %s(%d) (res: %d)", func._name, arg1, res); } break; } obj = (mathExpressionObject) reader->readSint16LE(); } return stk.pop(); } /** * @brief Evaluates a GPL mathematical expression on a given offset and returns * the result (which is normally a boolean-like value) * * @param program A GPL2Program instance of the program containing the expression * @param offset Offset of the expression inside the program (in multiples of 2 bytes) * * @return The result of the expression converted to a bool. * * Reference: the function equivalent to this one is called "Can()" in the original engine. */ bool Script::testExpression(const GPL2Program &program, uint16 offset) const { // Initialize program reader Common::MemoryReadStream reader(program._bytecode, program._length); // Offset is given as number of 16-bit integers so we need to convert // it to a number of bytes offset -= 1; offset *= 2; // Seek to the expression reader.seek(offset); debugC(4, kDraciBytecodeDebugLevel, "Evaluating (standalone) GPL expression at offset %d:", offset); return (bool)handleMathExpression(&reader); } /** * @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. */ const GPL2Command *Script::findCommand(byte num, byte subnum) const { uint i = 0; while (1) { // Command not found if (i >= kNumCommands) { break; } // Return found command if (_commandList[i]._number == num && _commandList[i]._subNumber == subnum) { return &_commandList[i]; } ++i; } return NULL; } /** * @brief GPL2 bytecode interpreter * @param program GPL program in the form of a GPL2Program struct * offset Offset into the program where execution should begin * * GPL2 is short for Game Programming Language 2 which is the script language * used by Draci Historie. This is the interpreter 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. */ void Script::run(const GPL2Program &program, uint16 offset) { if (shouldEndProgram()) { // This might get set by some GPL commands via Script::endCurrentProgram() // if they need a program to stop midway. This flag is sticky until cleared // at the top level. return; } int oldJump = _jump; // Mark the last animation index before we do anything so a Release command // doesn't unload too many animations if we forget to use a Mark command first _vm->_game->setMarkedAnimationIndex(_vm->_anims->getLastIndex()); // Stream reader for the whole program Common::MemoryReadStream reader(program._bytecode, program._length); // Parameter queue that is passed to each command Common::Queue params; // Offset is given as number of 16-bit integers so we need to convert // it to a number of bytes offset -= 1; offset *= 2; // Seek to the requested part of the program reader.seek(offset); debugC(3, kDraciBytecodeDebugLevel, "Starting GPL program at offset %d (program length: %d)", offset, program._length); const GPL2Command *cmd; do { // Account for GPL jump that some commands set if (_jump != 0) { debugC(3, kDraciBytecodeDebugLevel, "Jumping from offset %d to %d (%d bytes)", reader.pos(), reader.pos() + _jump, _jump); reader.seek(_jump, SEEK_CUR); } // Reset jump _jump = 0; // Clear any parameters left on the stack from the previous command // This likely won't be needed once all commands are implemented params.clear(); // 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; if ((cmd = findCommand(num, subnum))) { int tmp; // Print command name debugC(1, kDraciBytecodeDebugLevel, "%s", cmd->_name); for (int i = 0; i < cmd->_numParams; ++i) { if (cmd->_paramTypes[i] == 4) { debugC(3, kDraciBytecodeDebugLevel, "Evaluating (in-script) GPL expression at offset %d: ", offset); params.push(handleMathExpression(&reader)); } else { tmp = reader.readSint16LE(); params.push(tmp); debugC(2, kDraciBytecodeDebugLevel, "\t%d", tmp); } } } else { debugC(1, kDraciBytecodeDebugLevel, "Unknown opcode %d, %d", num, subnum); abort(); } GPLHandler handler = cmd->_handler; if (handler != NULL) { // Call the handler for the current command (this->*(cmd->_handler))(params); } } while (cmd->_number != 0 && !shouldEndProgram()); // 0 = gplend and exit _jump = oldJump; // Reset the flags which may have temporarily been altered inside the script. _vm->_game->setEnableQuickHero(true); _vm->_game->setEnableSpeedText(true); } } // End of namespace Draci