/* 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. * */ /* * Based on * WebVenture (c) 2010, Sean Kasun * https://github.com/mrkite/webventure, http://seancode.com/webventure/ * * Used with explicit permission from the author */ #ifndef MACVENTURE_SCRIPT_H #define MACVENTURE_SCRIPT_H #include "macventure/container.h" #include "macventure/world.h" #include "macventure/macventure.h" #include "macventure/controls.h" namespace MacVenture { class Container; class World; typedef uint32 ObjID; class ScriptAsset { public: ScriptAsset(ObjID id, Container *container); ~ScriptAsset() {} void reset(); uint8 fetch(); bool hasNext(); void branch(int16 amount); ObjID getId(); private: void loadInstructions(); private: ObjID _id; Container *_container; Common::Array _instructions; uint32 _ip; // Instruction pointer }; class EngineState { public: EngineState() { clear(); } void push(int16 data) { sp--; stack[sp] = unneg16(data); } int16 pop() { int16 v = stack[sp]; sp++; return v; } int16 peek(int16 off) { return stack[sp + off]; } void poke(int16 off, int16 val) { stack[sp + off] = unneg16(val); } void clear() { sp = 0x80; for (int i = 0; i < sp; i++) { stack[i] = 0; } } int16 size() { return 0x80 - sp; } private: int16 unneg16(int16 data) { if (data < 0) data = ((-data) ^ 0xFFFF) + 1; return data; } private: int16 stack[0x80]; int16 sp; }; struct FunCall { int16 func; int16 rank; FunCall(int16 f, int16 r) { func = f; rank = r; } }; struct EngineFrame { ControlAction action; ObjID src; ObjID dest; int x; int y; EngineState state; Common::List scripts; Common::Array saves; uint32 familyIdx; bool haltedInFirst; bool haltedInFamily; bool haltedInSaves; }; class ScriptEngine { public: ScriptEngine(MacVentureEngine *engine, World *world); ~ScriptEngine(); public: bool runControl(ControlAction action, ObjID source, ObjID destination, Common::Point delta); bool resume(bool execAll); void reset(); private: bool execFrame(bool execAll); bool loadScript(EngineFrame *frame, uint32 scriptID); bool resumeFunc(EngineFrame *frame); bool runFunc(EngineFrame *frame); private: // Aux int16 neg16(int16 val); int16 neg8(int16 val); int16 sumChildrenAttr(int16 obj, int16 attr, bool recursive); void ensureNonzeroDivisor(int16 divisor, byte opcode); // Opcodes void op80GATT(EngineState *state, EngineFrame *frame); //get attribute void op81SATT(EngineState *state, EngineFrame *frame); //set attribute void op82SUCH(EngineState *state, EngineFrame *frame); //sum children attribute void op83PUCT(EngineState *state, EngineFrame *frame); //push selected control void op84PUOB(EngineState *state, EngineFrame *frame); //push selected object void op85PUTA(EngineState *state, EngineFrame *frame); //push target void op86PUDX(EngineState *state, EngineFrame *frame); //push deltax void op87PUDY(EngineState *state, EngineFrame *frame); //push deltay void op88PUIB(EngineState *state, EngineFrame *frame, ScriptAsset *script);//push immediate.b void op89PUI(EngineState *state, EngineFrame *frame, ScriptAsset *script);//push immediate void op8aGGLO(EngineState *state, EngineFrame *frame); //get global void op8bSGLO(EngineState *state, EngineFrame *frame); //set global void op8cRAND(EngineState *state, EngineFrame *frame); //random void op8dCOPY(EngineState *state, EngineFrame *frame); //copy void op8eCOPYN(EngineState *state, EngineFrame *frame); //copyn void op8fSWAP(EngineState *state, EngineFrame *frame); //swap void op90SWAPN(EngineState *state, EngineFrame *frame); //swapn void op91POP(EngineState *state, EngineFrame *frame); //pop void op92COPYP(EngineState *state, EngineFrame *frame); //copy+1 void op93COPYPN(EngineState *state, EngineFrame *frame);//copy+n void op94SHUFF(EngineState *state, EngineFrame *frame); //shuffle void op95SORT(EngineState *state, EngineFrame *frame); //sort void op96CLEAR(EngineState *state, EngineFrame *frame); //clear stack void op97SIZE(EngineState *state, EngineFrame *frame); //get stack size void op98ADD(EngineState *state, EngineFrame *frame); //add void op99SUB(EngineState *state, EngineFrame *frame); //subtract void op9aMUL(EngineState *state, EngineFrame *frame); //multiply void op9bDIV(EngineState *state, EngineFrame *frame); //divide void op9cMOD(EngineState *state, EngineFrame *frame); //mod void op9dDMOD(EngineState *state, EngineFrame *frame); //divmod void op9eABS(EngineState *state, EngineFrame *frame); //abs void op9fNEG(EngineState *state, EngineFrame *frame); //neg void opa0AND(EngineState *state, EngineFrame *frame); //and void opa1OR(EngineState *state, EngineFrame *frame); //or void opa2XOR(EngineState *state, EngineFrame *frame); //xor void opa3NOT(EngineState *state, EngineFrame *frame); //not void opa4LAND(EngineState *state, EngineFrame *frame); //logical and void opa5LOR(EngineState *state, EngineFrame *frame); //logical or void opa6LXOR(EngineState *state, EngineFrame *frame); //logical xor void opa7LNOT(EngineState *state, EngineFrame *frame); //logical not void opa8GTU(EngineState *state, EngineFrame *frame); //gt? unsigned void opa9LTU(EngineState *state, EngineFrame *frame); //lt? unsigned void opaaGTS(EngineState *state, EngineFrame *frame); //gt? signed void opabLTS(EngineState *state, EngineFrame *frame); //lt? signed void opacEQ(EngineState *state, EngineFrame *frame); //eq? void opadEQS(EngineState *state, EngineFrame *frame); //eq string? void opaeCONT(EngineState *state, EngineFrame *frame); //contains void opafCONTW(EngineState *state, EngineFrame *frame); //contains word void opb0BRA(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bra void opb1BRAB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bra.b void opb2BEQ(EngineState *state, EngineFrame *frame, ScriptAsset *script); //beq void opb3BEQB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //beq.b void opb4BNE(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bne void opb5BNEB(EngineState *state, EngineFrame *frame, ScriptAsset *script); //bne.b void opb6CLAT(EngineState *state, EngineFrame *frame); //call later void opb7CCA(EngineState *state, EngineFrame *frame); //cancel call void opb8CLOW(EngineState *state, EngineFrame *frame); //cancel low priority void opb9CHI(EngineState *state, EngineFrame *frame); //cancel high priority void opbaCRAN(EngineState *state, EngineFrame *frame); //cancel priority range bool opbbFORK(EngineState *state, EngineFrame *frame); //fork bool opbcCALL(EngineState *state, EngineFrame *frame, ScriptAsset &script); //call void opbdFOOB(EngineState *state, EngineFrame *frame); //focus object void opbeSWOB(EngineState *state, EngineFrame *frame); //swap objects void opbfSNOB(EngineState *state, EngineFrame *frame); //snap object void opc0TEXI(EngineState *state, EngineFrame *frame); //toggle exits void opc1PTXT(EngineState *state, EngineFrame *frame); //print text void opc2PNEW(EngineState *state, EngineFrame *frame); //print newline void opc3PTNE(EngineState *state, EngineFrame *frame); //print text+nl void opc4PNTN(EngineState *state, EngineFrame *frame); //print nl+text+nl void opc5PNUM(EngineState *state, EngineFrame *frame); //print number void opc6P2(EngineState *state, EngineFrame *frame); //push 2 void opc7PLBG(EngineState *state, EngineFrame *frame); //play sound in background void opc8PLAW(EngineState *state, EngineFrame *frame); //play sound and wait void opc9WAIT(EngineState *state, EngineFrame *frame); //wait for sound to finish? void opcaTIME(EngineState *state, EngineFrame *frame); //get current time void opcbDAY(EngineState *state, EngineFrame *frame); //get current day void opccCHLD(EngineState *state, EngineFrame *frame); //get children void opcdNCHLD(EngineState *state, EngineFrame *frame); //get num children void opceVERS(EngineState *state, EngineFrame *frame); //get engine version void opcfPSCE(EngineState *state, EngineFrame *frame); //push scenario number void opd0P1(EngineState *state, EngineFrame *frame); //push 1 void opd1GOBD(EngineState *state, EngineFrame *frame); //get object dimensions void opd2GOVP(EngineState *state, EngineFrame *frame); //get overlap percent void opd3CAPC(EngineState *state, EngineFrame *frame); //capture children void opd4RELC(EngineState *state, EngineFrame *frame); //release children void opd5DLOG(EngineState *state, EngineFrame *frame); //show speech dialog void opd6ACMD(EngineState *state, EngineFrame *frame); //activate command void opd7LOSE(EngineState *state, EngineFrame *frame); //lose game void opd8WIN(EngineState *state, EngineFrame *frame); //win game void opd9SLEEP(EngineState *state, EngineFrame *frame); //sleep void opdaCLICK(EngineState *state, EngineFrame *frame); //click to continue void opdbROBQ(EngineState *state, EngineFrame *frame); //run queue void opdcRSQ(EngineState *state, EngineFrame *frame); //run sound queue void opddRTQ(EngineState *state, EngineFrame *frame); //run text queue void opdeUPSC(EngineState *state, EngineFrame *frame); //update screen void opdfFMAI(EngineState *state, EngineFrame *frame); //flash main window void ope0CHGR(EngineState *state, EngineFrame *frame); //cache graphic and object void ope1CHSO(EngineState *state, EngineFrame *frame); //cache sound void ope2MDIV(EngineState *state, EngineFrame *frame); //muldiv void ope3UPOB(EngineState *state, EngineFrame *frame); //update object void ope4PLEV(EngineState *state, EngineFrame *frame); //currently playing event? void ope5WEV(EngineState *state, EngineFrame *frame); //wait for event to finish void ope6GFIB(EngineState *state, EngineFrame *frame); //get fibonacci (joke) void ope7CFIB(EngineState *state, EngineFrame *frame); //calc fibonacci void op00NOOP(byte op); private: MacVentureEngine *_engine; World *_world; Common::List _frames; Container *_scripts; }; } // End of namespace MacVenture #endif