/* 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. * */ #ifndef PRINCE_SCRIPT_H #define PRINCE_SCRIPT_H #include "common/random.h" #include "common/endian.h" #include "common/array.h" #include "common/stream.h" #include "prince/flags.h" namespace Prince { class PrinceEngine; class Animation; class Object; struct Anim; struct BackgroundAnim; struct Mask; class Room { public: Room(); int _mobs; // mob flag offset int _backAnim; // offset to array of animation numbers int _obj; // offset to array of object numbers int _nak; // offset to array of masks int _itemUse; int _itemGive; int _walkTo; // offset to array of WALKTO events or 0 int _examine; // offset to array of EXAMINE events or 0 int _pickup; int _use; int _pushOpen; int _pullClose; int _talk; int _give; bool loadStream(Common::SeekableReadStream &stream); bool loadRoom(byte *roomData); int getOptionOffset(int option); private: typedef void (Room::*LoadingStep)(Common::SeekableReadStream &stream); void nextLoadStep(Common::SeekableReadStream &stream, LoadingStep step); void loadMobs(Common::SeekableReadStream &stream); void loadBackAnim(Common::SeekableReadStream &stream); void loadObj(Common::SeekableReadStream &stream); void loadNak(Common::SeekableReadStream &stream); void loadItemUse(Common::SeekableReadStream &stream); void loadItemGive(Common::SeekableReadStream &stream); void loadWalkTo(Common::SeekableReadStream &stream); void loadExamine(Common::SeekableReadStream &stream); void loadPickup(Common::SeekableReadStream &stream); void loadUse(Common::SeekableReadStream &stream); void loadPushOpen(Common::SeekableReadStream &stream); void loadPullClose(Common::SeekableReadStream &stream); void loadTalk(Common::SeekableReadStream &stream); void loadGive(Common::SeekableReadStream &stream); }; class Script { public: static const int16 kMaxRooms = 60; Script(PrinceEngine *vm); ~Script(); struct ScriptInfo { int rooms; int startGame; int restoreGame; int stdExamine; int stdPickup; int stdUse; int stdOpen; int stdClose; int stdTalk; int stdGive; int usdCode; int invObjExam; int invObjUse; int invObjUU; int stdUseItem; int lightSources; int specRout; int invObjGive; int stdGiveItem; int goTester; }; ScriptInfo _scriptInfo; bool loadStream(Common::SeekableReadStream &stream); uint16 readScript16(uint32 address); uint32 readScript32(uint32 address); uint32 getStartGameOffset(); uint32 getLocationInitScript(int initRoomTableOffset, int roomNr); int16 getLightX(int locationNr); int16 getLightY(int locationNr); int32 getShadowScale(int locationNr); uint8 *getRoomOffset(int locationNr); int32 getOptionStandardOffset(int option); uint8 *getHeroAnimName(int offset); void installBackAnims(Common::Array &backAnimList, int roomBackAnimOffset); void installSingleBackAnim(Common::Array &backAnimList, int slot, int roomBackAnimOffset); void installObjects(int offset); bool loadAllMasks(Common::Array &maskList, int offset); int scanMobEvents(int mobMask, int dataEventOffset); int scanMobEventsWithItem(int mobMask, int dataEventOffset, int itemMask); byte getMobVisible(int roomMobOffset, uint16 mob); void setMobVisible(int roomMobOffset, uint16 mob, byte value); uint32 getBackAnimId(int roomBackAnimOffset, int slot); void setBackAnimId(int roomBackAnimOffset, int slot, int animId); byte getObjId(int roomObjOffset, int slot); void setObjId(int roomObjOffset, int slot, byte objectId); const char *getString(uint32 offset) { return (const char *)(&_data[offset]); } private: PrinceEngine *_vm; uint8 *_data; uint32 _dataSize; Common::Array _roomList; }; class InterpreterFlags { public: InterpreterFlags(); void setFlagValue(Flags::Id flag, int32 value); int32 getFlagValue(Flags::Id flag); void resetAllFlags(); static const uint16 kFlagMask = 0x8000; static const uint16 kMaxFlags = 2000; private: int32 _flags[kMaxFlags]; }; class Interpreter { public: Interpreter(PrinceEngine *vm, Script *script, InterpreterFlags *flags); void stopBg() { _bgOpcodePC = 0; } void stepBg(); void stepFg(); void storeNewPC(int opcodePC); int getLastOPCode(); int getFgOpcodePC(); void setBgOpcodePC(uint32 value); void setFgOpcodePC(uint32 value); uint32 getCurrentString(); void setCurrentString(uint32 value); byte *getString(); void setString(byte *newString); void increaseString(); void setResult(byte value); private: PrinceEngine *_vm; Script *_script; InterpreterFlags *_flags; uint32 _currentInstruction; uint32 _bgOpcodePC; uint32 _fgOpcodePC; uint16 _lastOpcode; uint32 _lastInstruction; byte _result; bool _opcodeNF; // break interpreter loop bool _opcodeEnd; // end of a game flag static const uint32 _STACK_SIZE = 500; uint32 _stack[_STACK_SIZE]; struct stringStack { byte *string; byte *dialogData; uint32 currentString; } _stringStack; uint8 _stacktop; uint32 _waitFlag; byte *_string; uint32 _currentString; const char *_mode; // Helper functions uint32 step(uint32 opcodePC); uint16 readScript16(); uint32 readScript32(); int32 readScriptFlagValue(); Flags::Id readScriptFlagId(); int checkSeq(byte *string); void debugInterpreter(const char *s, ...); typedef void (Interpreter::*OpcodeFunc)(); static OpcodeFunc _opcodes[]; static const uint kGiveLetterScriptFix = 79002; static const uint kSecondBirdAnimationScriptFix = 45658; // Keep opcode handlers names as they are in original code // making it easier to switch back and forth void O_WAITFOREVER(); void O_BLACKPALETTE(); void O_SETUPPALETTE(); void O_INITROOM(); void O_SETSAMPLE(); void O_FREESAMPLE(); void O_PLAYSAMPLE(); void O_PUTOBJECT(); void O_REMOBJECT(); void O_SHOWANIM(); void O_CHECKANIMEND(); void O_FREEANIM(); void O_CHECKANIMFRAME(); void O_PUTBACKANIM(); void O_REMBACKANIM(); void O_CHECKBACKANIMFRAME(); void O_FREEALLSAMPLES(); void O_SETMUSIC(); void O_STOPMUSIC(); void O__WAIT(); void O_UPDATEOFF(); void O_UPDATEON(); void O_UPDATE (); void O_CLS(); void O__CALL(); void O_RETURN(); void O_GO(); void O_BACKANIMUPDATEOFF(); void O_BACKANIMUPDATEON(); void O_CHANGECURSOR(); void O_CHANGEANIMTYPE(); void O__SETFLAG(); void O_COMPARE(); void O_JUMPZ(); void O_JUMPNZ(); void O_EXIT(); void O_ADDFLAG(); void O_TALKANIM(); void O_SUBFLAG(); void O_SETSTRING(); void O_ANDFLAG(); void O_GETMOBDATA(); void O_ORFLAG(); void O_SETMOBDATA(); void O_XORFLAG(); void O_GETMOBTEXT(); void O_MOVEHERO(); void O_WALKHERO(); void O_SETHERO(); void O_HEROOFF(); void O_HEROON(); void O_CLSTEXT(); void O_CALLTABLE(); void O_CHANGEMOB(); void O_ADDINV(); void O_REMINV(); void O_REPINV(); void O_OBSOLETE_GETACTION(); void O_ADDWALKAREA(); void O_REMWALKAREA(); void O_RESTOREWALKAREA(); void O_WAITFRAME(); void O_SETFRAME(); void O_RUNACTION(); void O_COMPAREHI(); void O_COMPARELO(); void O_PRELOADSET(); void O_FREEPRELOAD(); void O_CHECKINV(); void O_TALKHERO(); void O_WAITTEXT(); void O_SETHEROANIM(); void O_WAITHEROANIM(); void O_GETHERODATA(); void O_GETMOUSEBUTTON(); void O_CHANGEFRAMES(); void O_CHANGEBACKFRAMES(); void O_GETBACKANIMDATA(); void O_GETANIMDATA(); void O_SETBGCODE(); void O_SETBACKFRAME(); void O_GETRND(); void O_TALKBACKANIM(); void O_LOADPATH(); void O_GETCHAR(); void O_SETDFLAG(); void O_CALLDFLAG(); void O_PRINTAT(); void O_ZOOMIN(); void O_ZOOMOUT(); void O_SETSTRINGOFFSET(); void O_GETOBJDATA(); void O_SETOBJDATA(); void O_SWAPOBJECTS(); void O_CHANGEHEROSET(); void O_ADDSTRING(); void O_SUBSTRING(); void O_INITDIALOG(); void O_ENABLEDIALOGOPT(); void O_DISABLEDIALOGOPT(); void O_SHOWDIALOGBOX(); void O_STOPSAMPLE(); void O_BACKANIMRANGE(); void O_CLEARPATH(); void O_SETPATH(); void O_GETHEROX(); void O_GETHEROY(); void O_GETHEROD(); void O_PUSHSTRING(); void O_POPSTRING(); void O_SETFGCODE(); void O_STOPHERO(); void O_ANIMUPDATEOFF(); void O_ANIMUPDATEON(); void O_FREECURSOR(); void O_ADDINVQUIET(); void O_RUNHERO(); void O_SETBACKANIMDATA(); void O_VIEWFLC(); void O_CHECKFLCFRAME(); void O_CHECKFLCEND(); void O_FREEFLC(); void O_TALKHEROSTOP(); void O_HEROCOLOR(); void O_GRABMAPA(); void O_ENABLENAK(); void O_DISABLENAK(); void O_GETMOBNAME(); void O_SWAPINVENTORY(); void O_CLEARINVENTORY(); void O_SKIPTEXT(); void O_SETVOICEH(); void O_SETVOICEA(); void O_SETVOICEB(); void O_SETVOICEC(); void O_VIEWFLCLOOP(); void O_FLCSPEED(); void O_OPENINVENTORY(); void O_KRZYWA(); void O_GETKRZYWA(); void O_GETMOB(); void O_INPUTLINE(); void O_SETVOICED(); void O_BREAK_POINT(); }; } // End of namespace Prince #endif