1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "illusions/illusions.h"
24 #include "illusions/sequenceopcodes.h"
25 #include "illusions/actor.h"
26 #include "illusions/dictionary.h"
27 #include "illusions/resources/actorresource.h"
28 #include "illusions/screen.h"
29 #include "illusions/scriptopcodes.h"
30 #include "illusions/sound.h"
31
32 namespace Illusions {
33
34 // SequenceOpcodes
35
SequenceOpcodes(IllusionsEngine * vm)36 SequenceOpcodes::SequenceOpcodes(IllusionsEngine *vm)
37 : _vm(vm) {
38 initOpcodes();
39 }
40
~SequenceOpcodes()41 SequenceOpcodes::~SequenceOpcodes() {
42 freeOpcodes();
43 }
44
execOpcode(Control * control,OpCall & opCall)45 void SequenceOpcodes::execOpcode(Control *control, OpCall &opCall) {
46 if (!_opcodes[opCall._op])
47 error("SequenceOpcodes::execOpcode() Unimplemented opcode %d", opCall._op);
48 debug(3, "execSequenceOpcode(%d) %s objectID: %08X", opCall._op, _opcodeNames[opCall._op].c_str(), control->_objectId);
49 (*_opcodes[opCall._op])(control, opCall);
50 }
51
52 typedef Common::Functor2Mem<Control*, OpCall&, void, SequenceOpcodes> SequenceOpcodeI;
53 #define OPCODE(op, func) \
54 _opcodes[op] = new SequenceOpcodeI(this, &SequenceOpcodes::func); \
55 _opcodeNames[op] = #func;
56
initOpcodes()57 void SequenceOpcodes::initOpcodes() {
58 // First clear everything
59 for (uint i = 0; i < 256; ++i) {
60 _opcodes[i] = 0;
61 }
62 // Register opcodes
63 OPCODE(1, opYield);
64 OPCODE(2, opSetFrameIndex);
65 OPCODE(3, opEndSequence);
66 OPCODE(4, opIncFrameDelay);
67 OPCODE(5, opSetRandomFrameDelay);
68 OPCODE(6, opSetFrameSpeed);
69 OPCODE(7, opJump);
70 OPCODE(8, opJumpRandom);
71 OPCODE(9, opGotoSequence);
72 OPCODE(10, opStartForeignSequence);
73 OPCODE(11, opBeginLoop);
74 OPCODE(12, opNextLoop);
75 OPCODE(13, opSetActorIndex);
76 OPCODE(14, opSwitchActorIndex);
77 OPCODE(15, opSwitchFacing);
78 OPCODE(16, opAppearActor);
79 OPCODE(17, opDisappearActor);
80 OPCODE(18, opAppearForeignActor);
81 OPCODE(19, opDisappearForeignActor);
82 OPCODE(20, opSetNamedPointPosition);
83 OPCODE(21, opMoveDelta);
84 // 22-24 unused in Duckman, CHECKME BBDOU
85 OPCODE(25, opFaceActor);
86 // 26-27 unused in Duckman, CHECKME BBDOU
87 OPCODE(28, opNotifyThreadId1);
88 OPCODE(29, opSetPathCtrY);
89 // 30-31 unused in Duckman, CHECKME BBDOU
90 OPCODE(32, opDisablePathWalkPoints);
91 OPCODE(33, opSetPathWalkPoints);
92 OPCODE(34, opDisableAutoScale);
93 OPCODE(35, opSetScale);
94 OPCODE(36, opSetScaleLayer);
95 OPCODE(37, opDeactivatePathWalkRects);
96 OPCODE(38, opSetPathWalkRects);
97 OPCODE(39, opSetPriority);
98 OPCODE(40, opSetPriorityLayer);
99 OPCODE(41, opDisableAutoRegionLayer);
100 OPCODE(42, opSetRegionLayer);
101 // 43-47 unused in Duckman, CHECKME BBDOU
102 OPCODE(48, opSetPalette);
103 OPCODE(49, opShiftPalette);
104 OPCODE(50, opPlaySound);
105 OPCODE(51, opStopSound);
106 OPCODE(52, opStartScriptThread);
107 OPCODE(53, opPlaceSubActor);
108 OPCODE(54, opStartSubSequence);
109 OPCODE(55, opStopSubSequence);
110 }
111
112 #undef OPCODE
113
freeOpcodes()114 void SequenceOpcodes::freeOpcodes() {
115 for (uint i = 0; i < 256; ++i) {
116 delete _opcodes[i];
117 }
118 }
119
120 // Opcodes
121
opYield(Control * control,OpCall & opCall)122 void SequenceOpcodes::opYield(Control *control, OpCall &opCall) {
123 opCall._result = 2;
124 }
125
opSetFrameIndex(Control * control,OpCall & opCall)126 void SequenceOpcodes::opSetFrameIndex(Control *control, OpCall &opCall) {
127 ARG_INT16(frameIndex);
128 if (control->_actor->_flags & Illusions::ACTOR_FLAG_80) {
129 int16 frameIncr = READ_LE_UINT16(control->_actor->_entryTblPtr);
130 if (frameIncr) {
131 frameIndex += frameIncr - 1;
132 control->_actor->_entryTblPtr += 2;
133 } else {
134 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_80;
135 control->_actor->_entryTblPtr = 0;
136 control->_actor->_notifyThreadId2 = 0;
137 _vm->notifyThreadId(control->_actor->_notifyThreadId1);
138 opCall._result = 1;
139 }
140 }
141 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_100;
142 if (control->_actor->_flags & Illusions::ACTOR_FLAG_8000) {
143 control->appearActor();
144 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_8000;
145 }
146 control->_actor->_newFrameIndex = frameIndex;
147 }
148
opEndSequence(Control * control,OpCall & opCall)149 void SequenceOpcodes::opEndSequence(Control *control, OpCall &opCall) {
150 control->_actor->_seqCodeIp = 0;
151 if (control->_actor->_flags & Illusions::ACTOR_FLAG_800) {
152 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_800;
153 control->_actor->_frames = 0;
154 control->_actor->_frameIndex = 0;
155 control->_actor->_newFrameIndex = 0;
156 _vm->_resSys->unloadResourceById(control->_actor->_sequenceId);
157 }
158 _vm->notifyThreadId(control->_actor->_notifyThreadId1);
159 opCall._result = 1;
160 }
161
opIncFrameDelay(Control * control,OpCall & opCall)162 void SequenceOpcodes::opIncFrameDelay(Control *control, OpCall &opCall) {
163 ARG_INT16(frameDelayIncr);
164 control->_actor->_seqCodeValue3 += frameDelayIncr;
165 opCall._result = 2;
166 }
167
opSetRandomFrameDelay(Control * control,OpCall & opCall)168 void SequenceOpcodes::opSetRandomFrameDelay(Control *control, OpCall &opCall) {
169 ARG_INT16(minFrameDelay);
170 ARG_INT16(maxFrameDelay);
171 control->_actor->_seqCodeValue3 += minFrameDelay + _vm->getRandom(maxFrameDelay);
172 opCall._result = 2;
173 }
174
opSetFrameSpeed(Control * control,OpCall & opCall)175 void SequenceOpcodes::opSetFrameSpeed(Control *control, OpCall &opCall) {
176 ARG_INT16(frameSpeed);
177 control->_actor->_seqCodeValue2 = frameSpeed;
178 }
179
opJump(Control * control,OpCall & opCall)180 void SequenceOpcodes::opJump(Control *control, OpCall &opCall) {
181 ARG_INT16(jumpOffs);
182 opCall._deltaOfs += jumpOffs;
183 }
184
opJumpRandom(Control * control,OpCall & opCall)185 void SequenceOpcodes::opJumpRandom(Control *control, OpCall &opCall) {
186 ARG_INT16(count);
187 ARG_SKIP(_vm->getRandom(count) * 2);
188 ARG_INT16(jumpOffs);
189 opCall._deltaOfs += jumpOffs;
190 }
191
opGotoSequence(Control * control,OpCall & opCall)192 void SequenceOpcodes::opGotoSequence(Control *control, OpCall &opCall) {
193 ARG_SKIP(2);
194 ARG_UINT32(nextSequenceId);
195 uint32 notifyThreadId1 = control->_actor->_notifyThreadId1;
196 control->clearNotifyThreadId1();
197 if (control->_actor->_pathNode) {
198 control->startSequenceActor(nextSequenceId, 1, notifyThreadId1);
199 } else {
200 control->startSequenceActor(nextSequenceId, 2, notifyThreadId1);
201 }
202 opCall._deltaOfs = 0;
203 }
204
opStartForeignSequence(Control * control,OpCall & opCall)205 void SequenceOpcodes::opStartForeignSequence(Control *control, OpCall &opCall) {
206 ARG_INT16(foreignObjectNum);
207 ARG_UINT32(sequenceId);
208 Control *foreignControl = _vm->_dict->getObjectControl(foreignObjectNum | 0x40000);
209 foreignControl->startSequenceActor(sequenceId, 2, 0);
210 }
211
opBeginLoop(Control * control,OpCall & opCall)212 void SequenceOpcodes::opBeginLoop(Control *control, OpCall &opCall) {
213 ARG_INT16(loopCount);
214 control->_actor->pushSequenceStack(loopCount);
215 }
216
opNextLoop(Control * control,OpCall & opCall)217 void SequenceOpcodes::opNextLoop(Control *control, OpCall &opCall) {
218 ARG_INT16(jumpOffs);
219 int16 currLoopCount = control->_actor->popSequenceStack();
220 if (currLoopCount > 0) {
221 control->_actor->pushSequenceStack(currLoopCount - 1);
222 opCall._deltaOfs = -jumpOffs;
223 }
224 }
225
opSetActorIndex(Control * control,OpCall & opCall)226 void SequenceOpcodes::opSetActorIndex(Control *control, OpCall &opCall) {
227 ARG_BYTE(actorIndex);
228 control->setActorIndex(actorIndex);
229 }
230
opSwitchActorIndex(Control * control,OpCall & opCall)231 void SequenceOpcodes::opSwitchActorIndex(Control *control, OpCall &opCall) {
232 ARG_INT16(actorIndex);
233 ARG_INT16(jumpOffs);
234 if (control->_actor->_actorIndex != actorIndex)
235 opCall._deltaOfs += jumpOffs;
236 }
237
opSwitchFacing(Control * control,OpCall & opCall)238 void SequenceOpcodes::opSwitchFacing(Control *control, OpCall &opCall) {
239 ARG_INT16(facing);
240 ARG_INT16(jumpOffs);
241 if (!(control->_actor->_facing & facing))
242 opCall._deltaOfs += jumpOffs;
243 }
244
opAppearActor(Control * control,OpCall & opCall)245 void SequenceOpcodes::opAppearActor(Control *control, OpCall &opCall) {
246 control->appearActor();
247 }
248
opDisappearActor(Control * control,OpCall & opCall)249 void SequenceOpcodes::opDisappearActor(Control *control, OpCall &opCall) {
250 control->disappearActor();
251 control->_actor->_newFrameIndex = 0;
252 }
253
opAppearForeignActor(Control * control,OpCall & opCall)254 void SequenceOpcodes::opAppearForeignActor(Control *control, OpCall &opCall) {
255 ARG_INT16(foreignObjectNum);
256 Control *foreignControl = _vm->_dict->getObjectControl(foreignObjectNum | 0x40000);
257 if (!foreignControl) {
258 Common::Point pos = _vm->getNamedPointPosition(_vm->getGameId() == kGameIdDuckman ? 0x00070001 : 0x00070023);
259 _vm->_controls->placeActor(0x00050001, pos, 0x00060001, foreignObjectNum | 0x40000, 0);
260 foreignControl = _vm->_dict->getObjectControl(foreignObjectNum | 0x40000);
261 }
262 foreignControl->appearActor();
263 }
264
opDisappearForeignActor(Control * control,OpCall & opCall)265 void SequenceOpcodes::opDisappearForeignActor(Control *control, OpCall &opCall) {
266 ARG_INT16(foreignObjectNum);
267 Control *foreignControl = _vm->_dict->getObjectControl(foreignObjectNum | 0x40000);
268 foreignControl->disappearActor();
269 }
270
opSetNamedPointPosition(Control * control,OpCall & opCall)271 void SequenceOpcodes::opSetNamedPointPosition(Control *control, OpCall &opCall) {
272 ARG_SKIP(2);
273 ARG_UINT32(namedPointId);
274 control->_actor->_position = _vm->getNamedPointPosition(namedPointId);
275 }
276
opMoveDelta(Control * control,OpCall & opCall)277 void SequenceOpcodes::opMoveDelta(Control *control, OpCall &opCall) {
278 ARG_SKIP(2);
279 ARG_INT16(deltaX);
280 ARG_INT16(deltaY);
281 control->_actor->_position.x += deltaX;
282 control->_actor->_position.y += deltaY;
283 }
284
opFaceActor(Control * control,OpCall & opCall)285 void SequenceOpcodes::opFaceActor(Control *control, OpCall &opCall) {
286 ARG_INT16(facing);
287 control->_actor->_facing = facing;
288 }
289
opNotifyThreadId1(Control * control,OpCall & opCall)290 void SequenceOpcodes::opNotifyThreadId1(Control *control, OpCall &opCall) {
291 _vm->notifyThreadId(control->_actor->_notifyThreadId1);
292 }
293
opSetPathCtrY(Control * control,OpCall & opCall)294 void SequenceOpcodes::opSetPathCtrY(Control *control, OpCall &opCall) {
295 ARG_INT16(pathCtrY);
296 control->_actor->_pathCtrY = pathCtrY;
297 }
298
opDisablePathWalkPoints(Control * control,OpCall & opCall)299 void SequenceOpcodes::opDisablePathWalkPoints(Control *control, OpCall &opCall) {
300 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_HAS_WALK_POINTS;
301 }
302
opSetPathWalkPoints(Control * control,OpCall & opCall)303 void SequenceOpcodes::opSetPathWalkPoints(Control *control, OpCall &opCall) {
304 ARG_INT16(pathWalkPointsIndex);
305 BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
306 control->_actor->_flags |= Illusions::ACTOR_FLAG_HAS_WALK_POINTS;
307 control->_actor->_pathWalkPoints = bgRes->getPathWalkPoints(pathWalkPointsIndex - 1);
308 }
309
opDisableAutoScale(Control * control,OpCall & opCall)310 void SequenceOpcodes::opDisableAutoScale(Control *control, OpCall &opCall) {
311 // Keep current scale but don't autoscale
312 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_SCALED;
313 }
314
opSetScale(Control * control,OpCall & opCall)315 void SequenceOpcodes::opSetScale(Control *control, OpCall &opCall) {
316 ARG_INT16(scale);
317 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_SCALED;
318 control->setActorScale(scale);
319 }
320
opSetScaleLayer(Control * control,OpCall & opCall)321 void SequenceOpcodes::opSetScaleLayer(Control *control, OpCall &opCall) {
322 ARG_INT16(scaleLayerIndex);
323 BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
324 control->_actor->_flags |= Illusions::ACTOR_FLAG_SCALED;
325 control->_actor->_scaleLayer = bgRes->getScaleLayer(scaleLayerIndex - 1);
326 int scale = control->_actor->_scaleLayer->getScale(control->_actor->_position);
327 control->setActorScale(scale);
328 }
329
opDeactivatePathWalkRects(Control * control,OpCall & opCall)330 void SequenceOpcodes::opDeactivatePathWalkRects(Control *control, OpCall &opCall) {
331 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_HAS_WALK_RECTS;
332 }
333
opSetPathWalkRects(Control * control,OpCall & opCall)334 void SequenceOpcodes::opSetPathWalkRects(Control *control, OpCall &opCall) {
335 ARG_INT16(pathWalkRectsIndex);
336 BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
337 control->_actor->_flags |= Illusions::ACTOR_FLAG_HAS_WALK_RECTS;
338 control->_actor->_pathWalkRects = bgRes->getPathWalkRects(pathWalkRectsIndex - 1);
339 }
340
opSetPriority(Control * control,OpCall & opCall)341 void SequenceOpcodes::opSetPriority(Control *control, OpCall &opCall) {
342 ARG_INT16(priority);
343 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_PRIORITY;
344 control->setPriority(priority);
345 }
346
opSetPriorityLayer(Control * control,OpCall & opCall)347 void SequenceOpcodes::opSetPriorityLayer(Control *control, OpCall &opCall) {
348 ARG_INT16(priorityLayerIndex);
349 BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
350 control->_actor->_flags |= Illusions::ACTOR_FLAG_PRIORITY;
351 control->_actor->_priorityLayer = bgRes->getPriorityLayer(priorityLayerIndex - 1);
352 int priority = control->_actor->_priorityLayer->getPriority(control->_actor->_position);
353 control->setPriority(priority);
354 }
355
opDisableAutoRegionLayer(Control * control,OpCall & opCall)356 void SequenceOpcodes::opDisableAutoRegionLayer(Control *control, OpCall &opCall) {
357 control->_actor->_flags &= ~Illusions::ACTOR_FLAG_REGION;
358 }
359
opSetRegionLayer(Control * control,OpCall & opCall)360 void SequenceOpcodes::opSetRegionLayer(Control *control, OpCall &opCall) {
361 ARG_INT16(regionLayerIndex);
362 BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
363 control->_actor->_flags |= Illusions::ACTOR_FLAG_REGION;
364 control->_actor->_regionLayer = bgRes->getRegionLayer(regionLayerIndex - 1);
365 }
366
opSetPalette(Control * control,OpCall & opCall)367 void SequenceOpcodes::opSetPalette(Control *control, OpCall &opCall) {
368 ARG_INT16(paletteIndex);
369 ARG_BYTE(fromIndex);
370 BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource();
371 Palette *palette = bgRes->getPalette(paletteIndex - 1);
372 _vm->_screenPalette->setPalette(palette->_palette, fromIndex, palette->_count);
373 }
374
opShiftPalette(Control * control,OpCall & opCall)375 void SequenceOpcodes::opShiftPalette(Control *control, OpCall &opCall) {
376 ARG_INT16(fromIndex);
377 ARG_INT16(toIndex);
378 _vm->_screenPalette->shiftPalette(fromIndex, toIndex);
379 }
380
opPlaySound(Control * control,OpCall & opCall)381 void SequenceOpcodes::opPlaySound(Control *control, OpCall &opCall) {
382 ARG_INT16(flags);
383 ARG_INT16(volume);
384 ARG_INT16(pan);
385 ARG_UINT32(soundEffectId);
386 if (!(flags & 1))
387 volume = 255;
388 if (!(flags & 2))
389 pan = _vm->convertPanXCoord(control->_actor->_position.x);
390 _vm->_soundMan->playSound(soundEffectId, volume, pan);
391 }
392
opStopSound(Control * control,OpCall & opCall)393 void SequenceOpcodes::opStopSound(Control *control, OpCall &opCall) {
394 ARG_UINT32(soundEffectId);
395 _vm->_soundMan->stopSound(soundEffectId);
396 }
397
opStartScriptThread(Control * control,OpCall & opCall)398 void SequenceOpcodes::opStartScriptThread(Control *control, OpCall &opCall) {
399 ARG_SKIP(2);
400 ARG_UINT32(threadId);
401 _vm->startScriptThreadSimple(threadId, 0);
402 }
403
opPlaceSubActor(Control * control,OpCall & opCall)404 void SequenceOpcodes::opPlaceSubActor(Control *control, OpCall &opCall) {
405 ARG_INT16(linkIndex);
406 ARG_UINT32(actorTypeId);
407 ARG_UINT32(sequenceId);
408 _vm->_controls->placeSubActor(control->_objectId, linkIndex, actorTypeId, sequenceId);
409 }
410
opStartSubSequence(Control * control,OpCall & opCall)411 void SequenceOpcodes::opStartSubSequence(Control *control, OpCall &opCall) {
412 ARG_INT16(linkIndex);
413 ARG_UINT32(sequenceId);
414 control->startSubSequence(linkIndex, sequenceId);
415 }
416
opStopSubSequence(Control * control,OpCall & opCall)417 void SequenceOpcodes::opStopSubSequence(Control *control, OpCall &opCall) {
418 ARG_INT16(linkIndex);
419 control->stopSubSequence(linkIndex);
420 }
421
422 } // End of namespace Illusions
423