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/* 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 "m4/woodscript.h"
namespace M4 {
// FIXME: Put in Engine/WoodScript class
RGB8 _mainPalette[256];
//Woodscript Assembler/Compiler
int32 Bytecode::_dataFormats[] = {0, 5, 8, 12, 16};
Bytecode::Bytecode(WoodScript *ws, byte *code, int32 codeSize, Sequence *seq) {
_ws = ws;
_code = new Common::MemoryReadStream(code, codeSize);
_sequence = seq;
}
Bytecode::~Bytecode() {
delete _code;
}
int Bytecode::loadInstruction(Instruction &instruction) {
//printf("Bytecode::loadInstruction() ip = %08X\n", _code->pos());
int32 format, data;
uint32 code, code2;
code = _code->readUint32LE();
instruction.instr = (code >> 25) & 0xFF;
instruction.argp[0] = NULL;
instruction.argp[1] = NULL;
instruction.argp[2] = NULL;
instruction.argc = 0;
// Maybe make this a for-loop?
format = (code >> 22) & 7;
if (format) {
/* Load argument 1 */
data = code & 0xFFFF;
decodeArgument(format, data, instruction.argp[0], instruction.argv[0]);
instruction.argc++;
/* Load argument 2 */
format = (code >> 19) & 7;
if (format) {
code2 = _code->readUint32LE();
data = (code2 >> 16) & 0xFFFF;
decodeArgument(format, data, instruction.argp[1], instruction.argv[1]);
instruction.argc++;
/* Load argument 3 */
format = (code >> 16) & 7;
if (format) {
data = code2 & 0xFFFF;
decodeArgument(format, data, instruction.argp[2], instruction.argv[2]);
instruction.argc++;
}
}
}
return 0; //FIXME check if instruction size is needed by caller
}
void Bytecode::jumpAbsolute(int32 ofs) {
_code->seek(ofs * 4);
//printf("Bytecode::jumpAbsolute() ofs = %08X\n", _code->pos());
}
void Bytecode::jumpRelative(int32 ofs) {
_code->seek(ofs * 4, SEEK_CUR);
}
void Bytecode::setSequence(Sequence *seq) {
_sequence = seq;
}
void Bytecode::setCode(byte *code, int32 codeSize) {
delete _code;
_code = new Common::MemoryReadStream(code, codeSize);
}
Sequence *Bytecode::sequence() const {
assert(_sequence);
return _sequence;
}
bool Bytecode::decodeArgument(int32 format, int32 data, long *&arg, long &value) {
int32 index;
if (format == 1) {
if (data & 0x8000)
index = _sequence->indexReg();
else
index = data & 0x0FFF;
switch (data & 0x7000) {
case 0x0000:
arg = sequence()->getParentVarPtr(index);
value = *arg;
break;
case 0x1000:
arg = sequence()->getVarPtr(index);
value = *arg;
break;
case 0x2000:
arg = sequence()->getDataPtr(index);
value = *arg;
break;
}
} else if (format == 2) {
if (data & 0x8000)
index = _sequence->indexReg();
else
index = data & 0x0FFF;
arg = _ws->getGlobalPtr(index);
value = *arg;
} else {
if (data & 0x8000) {
value = -(data & 0x7FFF) << (_dataFormats[format - 3]);
} else {
value = (data & 0x7FFF) << (_dataFormats[format - 3]);
}
arg = &value;
}
return true;
}
WoodScript::WoodScript(M4Engine *vm) {
_vm = vm;
_machineId = 0;
_assets = new AssetManager(vm);
_globals = new long[256]; //FIXME Find out how many globals there should be
memset(_globals, 0, sizeof(long));
_backgroundSurface = NULL;
Common::Rect viewBounds = Common::Rect(0, 0, 640, 480);
//_surfaceView = new View(viewBounds);
}
WoodScript::~WoodScript() {
delete _assets;
delete[] _globals;
}
Sequence *WoodScript::createSequence(Machine *machine, int32 sequenceHash) {
Sequence *sequence = new Sequence(this, machine, sequenceHash);
_sequences.push_back(sequence);
_layers.push_back(sequence);
return sequence;
}
void WoodScript::runSequencePrograms() {
// A lot TODO
for (Common::Array<Sequence*>::iterator it = _sequences.begin(); it != _sequences.end(); it++) {
Sequence *sequence = *it;
if (sequence->isActive()) {
sequence->runProgram();
if (sequence->isTerminated() && sequence->hasEndOfSequenceRequestPending()) {
_endOfSequenceRequestList.push_back(sequence);
}
}
}
}
void WoodScript::runEndOfSequenceRequests() {
}
void WoodScript::runTimerSequenceRequests() {
}
Machine *WoodScript::createMachine(int32 machineHash, Sequence *parentSeq,
int32 dataHash, int32 dataRowIndex, int callbackHandler, const char *machineName) {
//printf("WoodScript::createMachine(%d)\n", machineHash); fflush(stdout);
Machine *machine = new Machine(this, machineHash, parentSeq, dataHash, dataRowIndex, callbackHandler, machineName, _machineId);
_machineId++;
_machines.push_back(machine);
// goto first state for initialization
machine->enterState();
return machine;
}
int32 WoodScript::loadSeries(const char* seriesName, int32 hash, RGB8* palette) {
return _assets->addSpriteAsset(seriesName, hash, palette);
}
void WoodScript::unloadSeries(int32 hash) {
_assets->clearAssets(kAssetTypeCELS, hash, hash);
}
void WoodScript::setSeriesFramerate(Machine *machine, int32 frameRate) {
}
Machine *WoodScript::playSeries(const char *seriesName, long layer, uint32 flags, int32 triggerNum,
int32 frameRate, int32 loopCount, int32 s, int32 x, int32 y,
int32 firstFrame, int32 lastFrame) {
//printf("WoodScript::playSeries(%s)\n", seriesName);
RGB8 *palette = NULL;
if (flags & SERIES_LOAD_PALETTE)
palette = &_mainPalette[0];
int32 spriteHash = _assets->addSpriteAsset(seriesName, -1, palette);
_globals[kGlobTemp1] = (long)spriteHash << 24;
_globals[kGlobTemp2] = layer << 16;
_globals[kGlobTemp3] = _vm->_kernel->createTrigger(triggerNum);
_globals[kGlobTemp4] = frameRate << 16;
_globals[kGlobTemp5] = loopCount << 16;
_globals[kGlobTemp6] = (s << 16) / 100;
_globals[kGlobTemp7] = x << 16;
_globals[kGlobTemp8] = y << 16;
_globals[kGlobTemp9] = firstFrame << 16;
_globals[kGlobTemp10] = lastFrame << 16;
_globals[kGlobTemp11] = (flags & SERIES_PINGPONG) ? 0x10000 : 0;
_globals[kGlobTemp12] = (flags & SERIES_BACKWARD) ? 0x10000 : 0;
_globals[kGlobTemp13] = (flags & SERIES_RANDOM) ? 0x10000 : 0;
_globals[kGlobTemp14] = (flags & SERIES_STICK) ? 0x10000 : 0;
_globals[kGlobTemp15] = (flags & SERIES_LOOP_TRIGGER) ? 0x10000 : 0;
_globals[kGlobTemp16] = (flags & SERIES_HORZ_FLIP) ? 0x10000 : 0;
return createMachine(0, NULL, -1, -1, kCallbackTriggerDispatch, seriesName);
}
Machine *WoodScript::showSeries(const char *seriesName, long layer, uint32 flags, int32 triggerNum,
int32 duration, int32 index, int32 s, int32 x, int32 y) {
RGB8 *palette = NULL;
if (flags & SERIES_LOAD_PALETTE)
palette = &_mainPalette[0];
int32 spriteHash = _assets->addSpriteAsset(seriesName, -1, palette);
_globals[kGlobTemp1] = spriteHash << 24;
_globals[kGlobTemp2] = layer << 16;
_globals[kGlobTemp3] = _vm->_kernel->createTrigger(triggerNum);
_globals[kGlobTemp4] = duration << 16;
_globals[kGlobTemp5] = index << 16;
_globals[kGlobTemp6] = (s << 16) / 100;
_globals[kGlobTemp7] = x << 16;
_globals[kGlobTemp8] = y << 16;
_globals[kGlobTemp14] = (flags & SERIES_STICK) ? 0x10000 : 0;
_globals[kGlobTemp16] = (flags & SERIES_HORZ_FLIP) ? 0x10000 : 0;
return createMachine(1, NULL, -1, -1, kCallbackTriggerDispatch, seriesName);
}
Machine *WoodScript::streamSeries(const char *seriesName, int32 frameRate, long layer, int32 triggerNum) {
//printf("WoodScript::streamSeries(%s)\n", seriesName);
_globals[kGlobTemp1] = frameRate << 16;
/* FIXME: Single frames from a stream series will be decompressed on-the-fly, contrary to
"normal" sprite series, to save some memory, and since no random access to single
frames is needed, this is ok.
*/
_globals[kGlobTemp4] = 0; // The actual stream is opened in the Sequence
_globals[kGlobTemp5] = 0;//TODO: kernel_trigger_create(triggerNum); // trigger
_globals[kGlobTemp6] = layer << 16; // layer
return createMachine(6, NULL, -1, -1, kCallbackTriggerDispatch, seriesName);
}
void WoodScript::update() {
// TODO: Don't show hidden sequences etc.
// TODO: For now, prevent any engine action if a menu is being displayed - eventually this should be
// changed to a proper check of the engine paused variable, which the menus should set while active
if (_vm->_viewManager->getView(VIEWID_MENU) != NULL)
return;
//TODO: Include _pauseTime
uint32 clockTime = g_system->getMillis() / 60; // FIXME: g_system
_globals[kGlobTimeDelta] = clockTime - _globals[kGlobTime];
_globals[kGlobTime] += _globals[kGlobTimeDelta];
runSequencePrograms();
if (_backgroundSurface) {
// FIXME: For now, copy the whole surface. Later, copy only the rectangles that need updating.
_backgroundSurface->copyTo(_surfaceView);
} else {
// "This should never happen."
_surfaceView->fillRect(Common::Rect(0, 0, 640, 480), 0);
}
{
// FIXME: This should be done when a new palette is set
byte palette[1024];
g_system->grabPalette(palette, 0, 256);
for (int i = 0; i < 256; i++) {
_mainPalette[i].r = palette[i * 4 + 0];
_mainPalette[i].g = palette[i * 4 + 1];
_mainPalette[i].b = palette[i * 4 + 2];
}
}
for (Common::Array<Sequence*>::iterator it = _layers.begin(); it != _layers.end(); it++) {
Sequence *sequence = *it;
// TODO: Use correct clipRect etc.
Common::Rect clipRect = Common::Rect(0, 0, 640, 480);
Common::Rect updateRect;
sequence->draw(_surfaceView, clipRect, updateRect);
}
// Handle end-of-sequence requests
if (_endOfSequenceRequestList.size() > 0) {
for (Common::Array<Sequence*>::iterator it = _endOfSequenceRequestList.begin(); it != _endOfSequenceRequestList.end(); it++) {
Sequence *sequence = *it;
EndOfSequenceRequestItem endOfSequenceRequestItem = sequence->getEndOfSequenceRequestItem();
sequence->getMachine()->execBlock(endOfSequenceRequestItem.codeOffset, endOfSequenceRequestItem.count);
}
_endOfSequenceRequestList.clear();
}
}
void WoodScript::clear() {
for (Common::Array<Sequence*>::iterator it = _sequences.begin(); it != _sequences.end(); it++)
delete *it;
_sequences.clear();
for (Common::Array<Machine*>::iterator it = _machines.begin(); it != _machines.end(); it++)
delete *it;
_machines.clear();
_layers.clear();
_endOfSequenceRequestList.clear();
}
void WoodScript::setDepthTable(int16 *depthTable) {
_depthTable = depthTable;
}
long *WoodScript::getGlobalPtr(int index) {
return &_globals[index];
}
long WoodScript::getGlobal(int index) {
return _globals[index];
}
void WoodScript::setGlobal(int index, long value) {
_globals[index] = value;
}
void WoodScript::setBackgroundSurface(M4Surface *backgroundSurface) {
_backgroundSurface = backgroundSurface;
}
void WoodScript::setSurfaceView(View *view) {
_surfaceView = view;
}
RGB8 *WoodScript::getMainPalette() const {
return _mainPalette;
}
}
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