scummvm/lure/scripts.cpp
2006-02-11 12:54:56 +00:00

576 lines
16 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2005-2006 The ScummVM project
*
* 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 "lure/scripts.h"
#include "lure/res.h"
#include "lure/game.h"
#include "common/stack.h"
namespace Lure {
/*------------------------------------------------------------------------*/
/*- Script Method List -*/
/*- -*/
/*------------------------------------------------------------------------*/
// activateHotspot
// Activates a hotspot entry for active use
void Script::activateHotspot(uint16 hotspotId, uint16 v2, uint16 v3) {
Resources::getReference().activateHotspot(hotspotId);
}
// setHotspotScript
// Sets a hotspot's animation script offset from a master table of offsets
void Script::setHotspotScript(uint16 hotspotId, uint16 scriptIndex, uint16 v3) {
Resources &r = Resources::getReference();
uint16 offset = r.getHotspotScript(scriptIndex);
HotspotData *rsc = r.getHotspot(hotspotId);
rsc->sequenceOffset = offset;
}
// Clears the sequence delay list
void Script::clearSequenceDelayList(uint16 v1, uint16 scriptIndex, uint16 v3) {
Resources::getReference().delayList().clear();
}
// deactivates the specified hotspot from active animation
void Script::deactivateHotspot(uint16 hotspotId, uint16 v2, uint16 v3) {
Resources &rsc = Resources::getReference();
if (hotspotId < START_NONVISUAL_HOTSPOT_ID)
rsc.deactivateHotspot(hotspotId);
HotspotData *hs = rsc.getHotspot(hotspotId);
hs->flags |= 0x20;
if (hotspotId < START_NONVISUAL_HOTSPOT_ID)
hs->layer = 0xff;
}
// Sets the offset for the table of action sequence offsets for the given
// hotspot
void Script::setActionsOffset(uint16 hotspotId, uint16 offset, uint16 v3) {
Resources &res = Resources::getReference();
HotspotData *hotspot = res.getHotspot(hotspotId);
if (!res.getHotspotActions(offset))
warning("Hotspot %d set to invalid actions offset %d",
hotspotId, offset);
hotspot->actionsOffset = offset;
}
// Add a sequence to be executed after a specified delay
void Script::addDelayedSequence(uint16 seqOffset, uint16 delay, uint16 v3) {
SequenceDelayList &list = Resources::getReference().delayList();
list.addSequence(delay, seqOffset);
}
// Checks whether the given character is in the specified room, and stores
// the result in the general value field
void Script::characterInRoom(uint16 characterId, uint16 roomNumber, uint16 v3) {
Resources &res = Resources::getReference();
uint16 result = 0;
if (characterId >= PLAYER_ID) {
HotspotData *hotspot = res.getHotspot(characterId);
if (hotspot->roomNumber == roomNumber)
result = 1;
}
res.fieldList().setField(GENERAL, result);
}
// Changes the given hotspot's name to a new name
void Script::setHotspotName(uint16 hotspotId, uint16 nameId, uint16 v3) {
HotspotData *hotspot = Resources::getReference().getHotspot(hotspotId);
hotspot->nameId = nameId;
}
// Displays the given string resource Id in a dialog
void Script::displayDialog(uint16 stringId, uint16 v2, uint16 v3) {
Dialog::show(stringId);
}
// Flags for remotely viewing a room
void Script::remoteRoomViewSetup(uint16 v1, uint16 v2, uint16 v3) {
Hotspot *player = Resources::getReference().getActiveHotspot(PLAYER_ID);
player->setTickProc(0); // disable player actions
Game::getReference().setRemoteView();
}
// Gets the current blocked state for the given door and stores it in the
// general value field
void Script::getDoorBlocked(uint16 hotspotId, uint16 v2, uint16 v3) {
Resources &res = Resources::getReference();
RoomExitJoinData *joinRec = res.getExitJoin(hotspotId);
res.fieldList().setField(GENERAL, joinRec->blocked);
}
// Decrements the number of inventory itemst he player has
void Script::decrInventoryItems(uint16 v1, uint16 v2, uint16 v3) {
// module currently doesn't use a static counter for the number of
// inventory items, so don't do anything
}
// Sets the current frame number for the given hotspot
void Script::setFrameNumber(uint16 hotspotId, uint16 frameNumber, uint16 v3) {
Hotspot *hotspot = Resources::getReference().getActiveHotspot(hotspotId);
hotspot->setFrameNumber(frameNumber);
}
// Disables the given hotspot from being highlighted by the cursor
void Script::disableHotspot(uint16 hotspotId, uint16 v2, uint16 v3) {
HotspotData *hotspot = Resources::getReference().getHotspot(hotspotId);
hotspot->flags |= 0x20;
}
// Increase the player's number by the specified amount
void Script::increaseNumGroats(uint16 v1, uint16 numGroats, uint16 v3) {
ValueTableData &fields = Resources::getReference().fieldList();
fields.numGroats() += numGroats;
}
// Enables the flags for the given hotspot for it to be actively highlighted
void Script::enableHotspot(uint16 hotspotId, uint16 v2, uint16 v3) {
HotspotData *hotspot = Resources::getReference().getHotspot(hotspotId);
// Clear flag 0x20 and add flag 0x80
hotspot->flags = (hotspot->flags & 0xdf) | 0x80;
}
// Marks the door in room 14 for closing
void Script::room14DoorClose(uint16 v1, uint16 v2, uint16 v3) {
RoomExitJoinData *joinRec = Resources::getReference().getExitJoin(0x2719);
joinRec->blocked = 1;
}
// Sets the sequence result to 1 if the given secondary description for a
// hotspot is empty (for inventory items, this gives the description before
// the item is initially picked up)
void Script::checkDroppedDesc(uint16 hotspotId, uint16 v2, uint16 v3) {
Resources &res = Resources::getReference();
HotspotData *hotspot = res.getHotspot(hotspotId);
uint16 seqResult = (hotspot->descId2 == 0) ? 1 : 0;
res.fieldList().setField(SEQUENCE_RESULT, seqResult);
}
// Marks the given door hotspot for closing
void Script::doorClose(uint16 hotspotId, uint16 v2, uint16 v3) {
RoomExitJoinData *joinRec = Resources::getReference().getExitJoin(hotspotId);
if (!joinRec) error("Tried to close a non-door");
joinRec->blocked = 1;
}
// Marks the given door hotspot for opening
void Script::doorOpen(uint16 hotspotId, uint16 v2, uint16 v3) {
RoomExitJoinData *joinRec = Resources::getReference().getExitJoin(hotspotId);
if (!joinRec) error("Tried to close a non-door");
joinRec->blocked = 0;
}
// Lookup the given message Id for the specified character and display in a dialog
void Script::displayMessage(uint16 messageId, uint16 characterId, uint16 unknownVal) {
Dialog::showMessage(messageId, characterId);
}
// Assign the given hotspot item to the player's inventory
void Script::givePlayerItem(uint16 hotspotId, uint16 v2, uint16 v3) {
HotspotData *hotspot = Resources::getReference().getHotspot(hotspotId);
hotspot->roomNumber = PLAYER_ID;
hotspot->flags |= 0x80;
}
// Decrease the number of graots the player has
void Script::decreaseNumGroats(uint16 characterId, uint16 numGroats, uint16 v3) {
ValueTableData &fields = Resources::getReference().fieldList();
fields.numGroats() -= numGroats;
}
// Sets the tick handler for the village Skorl to an alternate handler
void Script::setVillageSkorlTickProc(uint16 v1, uint16 v2, uint16 v3) {
HotspotData *hotspot = Resources::getReference().getHotspot(0x3F1);
hotspot->tickProcOffset = 0x7efa;
}
// Stores the current number of groats in the general field
void Script::getNumGroats(uint16 v1, uint16 v2, uint16 v3) {
ValueTableData fields = Resources::getReference().fieldList();
fields.setField(GENERAL, fields.numGroats());
}
// Loads the specified animation, completely bypassing the standard process
// of checking for a load proc/sequence
void Script::animationLoad(uint16 hotspotId, uint16 v2, uint16 v3) {
Resources::getReference().addHotspot(hotspotId);
}
// Adds the passed actions to the available actions for the given hotspot
void Script::addActions(uint16 hotspotId, uint16 actions, uint16 v3) {
HotspotData *hotspot = Resources::getReference().getHotspot(hotspotId);
hotspot->actions |= actions;
}
// Checks the status of the cell door, and starts music depending on it's state
void Script::checkCellDoor(uint16 v1, uint16 v2, uint16 v3) {
// In the original game, this method checks to see if the cell door
// is currently open, if it is, starts a music sequence. I'll
// implement this method properly when I get around to implementing
// the in-game music
}
typedef void(*SequenceMethodPtr)(uint16, uint16, uint16);
struct SequenceMethodRecord {
uint8 methodIndex;
SequenceMethodPtr proc;
};
SequenceMethodRecord scriptMethods[] = {
{0, Script::activateHotspot},
{1, Script::setHotspotScript},
{4, Script::clearSequenceDelayList},
{6, Script::deactivateHotspot},
{8, Script::addDelayedSequence},
{10, Script::characterInRoom},
{11, Script::setActionsOffset},
{12, Script::setHotspotName},
{16, Script::displayDialog},
{18, Script::remoteRoomViewSetup},
{20, Script::checkCellDoor},
{22, Script::getDoorBlocked},
{28, Script::decrInventoryItems},
{30, Script::setFrameNumber},
{32, Script::disableHotspot},
{34, Script::increaseNumGroats},
{35, Script::enableHotspot},
{39, Script::room14DoorClose},
{40, Script::checkDroppedDesc},
{42, Script::doorClose},
{44, Script::doorOpen},
{47, Script::displayMessage},
{50, Script::givePlayerItem},
{51, Script::decreaseNumGroats},
{54, Script::setVillageSkorlTickProc},
{57, Script::getNumGroats},
{62, Script::animationLoad},
{63, Script::addActions},
{65, Script::checkCellDoor},
{0xff, NULL}};
/*------------------------------------------------------------------------*/
/*- Script Execution -*/
/*- -*/
/*------------------------------------------------------------------------*/
uint16 Script::execute(uint16 startOffset) {
Resources &r = Resources::getReference();
ValueTableData &fields = r.fieldList();
MemoryBlock *scriptData = r.scriptData();
byte *scripts = scriptData->data();
Common::Stack<uint16> stack;
Common::Stack<uint16> methodStack;
byte opcode;
uint16 param, v1, v2;
uint16 param1, param2, param3;
uint16 fieldNum;
uint32 tempVal;
SequenceMethodPtr ptr;
SequenceMethodRecord *rec;
uint16 offset = startOffset;
bool breakFlag = false;
param = 0;
fields.setField(SEQUENCE_RESULT, 0);
while (!breakFlag) {
if (offset >= scriptData->size())
error("Script failure in script %d - invalid offset %d", startOffset, offset);
opcode = scripts[offset++];
if ((opcode & 1) != 0) {
// Flag to read next two bytes as active parameter
if (offset >= scriptData->size()-2)
error("Script failure in script %d - invalid offset %d", startOffset, offset);
param = READ_LE_UINT16(scripts + offset);
offset += 2;
}
opcode >>= 1; // Discard param bit from opcode byte
switch (opcode) {
case S_OPCODE_ABORT:
case S_OPCODE_ABORT2:
case S_OPCODE_ABORT3:
methodStack.clear();
break;
case S_OPCODE_ADD:
stack.push(stack.pop() + stack.pop());
break;
case S_OPCODE_SUBTRACT:
v1 = stack.pop();
v2 = stack.pop();
stack.push(v2 - v1);
break;
case S_OPCODE_MULTIPLY:
tempVal = stack.pop() * stack.pop();
stack.push(tempVal & 0xffff);
param = (uint16) (tempVal >> 16);
break;
case S_OPCODE_DIVIDE:
v1 = stack.pop();
v2 = stack.pop();
stack.push(v2 / v1);
param = v2 % v1; // remainder
break;
case S_OPCODE_NOT_EQUALS:
stack.push((stack.pop() != stack.pop()) ? 0 : 1);
break;
case S_OPCODE_EQUALS:
stack.push((stack.pop() == stack.pop()) ? 0 : 1);
break;
case S_OPCODE_GT:
stack.push((stack.pop() > stack.pop()) ? 1 : 0);
break;
case S_OPCODE_LT:
stack.push((stack.pop() < stack.pop()) ? 1 : 0);
break;
case S_OPCODE_LT2:
stack.push((stack.pop() < stack.pop()) ? 1 : 0);
break;
case S_OPCODE_GT2:
stack.push((stack.pop() > stack.pop()) ? 1 : 0);
break;
case S_OPCODE_AND:
stack.push(stack.pop() & stack.pop());
break;
case S_OPCODE_OR:
stack.push(stack.pop() | stack.pop());
break;
case S_OPCODE_LOGICAL_AND:
stack.push(((stack.pop() != 0) && (stack.pop() != 0)) ? 1 : 0);
break;
case S_OPCODE_LOGICAL_OR:
stack.push(((stack.pop() != 0) || (stack.pop() != 0)) ? 1 : 0);
break;
case S_OPCODE_GET_FIELD:
// Opcode not yet fully implemented
fieldNum = param >> 1;
v1 = fields.getField(fieldNum);
stack.push(v1);
break;
case S_OPCODE_SET_FIELD:
// Opcode not yet fully implemented
fieldNum = param >> 1;
v1 = stack.pop();
fields.setField(fieldNum, v1);
break;
case S_OPCODE_PUSH:
stack.push(param);
break;
case S_OPCODE_SUBROUTINE:
methodStack.push(offset);
offset = param;
break;
case S_OPCODE_EXEC:
param1 = 0; param2 = 0; param3 = 0;
if (!stack.empty()) param1 = stack.pop();
if (!stack.empty()) param2 = stack.pop();
if (!stack.empty()) param3 = stack.pop();
rec = &scriptMethods[0];
while ((rec->methodIndex != 0xff) && (rec->methodIndex != param))
++rec;
if (rec->methodIndex == 0xff)
warning("Undefined script method %d", param);
else {
ptr = rec->proc;
ptr(param1, param2, param3);
}
break;
case S_OPCODE_COND_JUMP:
v1 = stack.pop();
if (v1 == 0) offset += (int16) param;
break;
case S_OPCODE_JUMP:
offset += (int16) param;
break;
case S_OPCODE_RANDOM:
param = r.random() >> 8; // make number between 0 to 255
break;
case S_OPCODE_END:
// Signal to end the execution
if (!methodStack.empty())
offset = methodStack.pop();
else
breakFlag = true;
break;
default:
error("Unknown script opcode %d", opcode);
break;
}
}
return fields.getField(SEQUENCE_RESULT);
}
/*------------------------------------------------------------------------*/
/*- Hotspot Script Handler -*/
/*- -*/
/*------------------------------------------------------------------------*/
int16 HotspotScript::nextVal(MemoryBlock *data, uint16 &offset) {
if (offset >= data->size() - 1)
error("Script failure - invalid offset");
int16 value = READ_LE_UINT16(data->data() + offset);
offset += 2;
return value;
}
bool HotspotScript::execute(Hotspot *h)
{
Resources &r = Resources::getReference();
MemoryBlock *scriptData = r.hotspotScriptData();
uint16 offset = h->script();
int16 opcode = 0;
int16 param1, param2;
bool breakFlag = false;
while (!breakFlag) {
opcode = nextVal(scriptData, offset);
switch (opcode) {
case S2_OPCODE_TIMEOUT:
param1 = nextVal(scriptData, offset);
h->setTickCtr(param1);
h->setScript(offset);
breakFlag = true;
break;
case S2_OPCODE_POSITION:
param1 = nextVal(scriptData, offset);
param2 = nextVal(scriptData, offset);
h->setPosition(param1 - 0x80, param2 - 0x80);
break;
case S2_OPCODE_CHANGE_POS:
param1 = nextVal(scriptData, offset);
param2 = nextVal(scriptData, offset);
h->setPosition(h->x() + param1, h->y() + param2);
break;
case S2_OPCODE_UNLOAD:
breakFlag = true;
break;
case S2_OPCODE_DIMENSIONS:
param1 = nextVal(scriptData, offset) << 4;
param2 = nextVal(scriptData, offset);
h->setSize((uint16) param1, (uint16) param2);
break;
case S2_OPCODE_JUMP:
offset = (uint16) nextVal(scriptData, offset);
break;
case S2_OPCODE_ANIMATION:
param1 = nextVal(scriptData, offset);
h->setAnimation(param1);
break;
case S2_OPCODE_UNKNOWN_247:
param1 = nextVal(scriptData, offset);
param2 = nextVal(scriptData, offset);
// warning("UNKNOWN_247 stub called");
break;
case S2_OPCODE_UNKNOWN_258:
param1 = nextVal(scriptData, offset);
// warning("UNKNOWN_258 stub called");
break;
case S2_OPCODE_ACTIONS:
param1 = nextVal(scriptData, offset) << 4;
param2 = nextVal(scriptData, offset);
h->setActions((uint32) param1 | ((uint32) param2 << 16));
break;
default:
// Set the animation frame number
h->setFrameNumber(opcode);
h->setScript(offset);
breakFlag = true;
break;
}
}
return (opcode == S2_OPCODE_UNLOAD);
}
} // end of namespace Lure