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scummvm/engines/asylum/scriptman.cpp
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16 KiB
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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 "asylum/scriptman.h"
#include "common/system.h"
DECLARE_SINGLETON(Asylum::ScriptManager);
namespace Asylum {
static bool g_initialized = false;
ScriptManager::ScriptManager() {
if (!g_initialized) {
g_initialized = true;
_currentLine = 0;
_currentLoops = 0;
_processing = false;
_delayedSceneIndex = -1;
_delayedVideoIndex = -1;
_allowInput = true;
memset(_gameFlags, 0, 1512);
}
}
void ScriptManager::setScript(ActionDefinitions *action) {
_currentScript = action;
if (_currentScript) {
for (uint8 i = 0; i < _currentScript->commands[0].numLines; i++) {
debugC(kDebugLevelScripts,
"Line: %02d/%02d :: 0x%02X (%d, %d, %d, %d, %d, %d, %d, %d, %d)",
i,
_currentScript->commands[0].numLines - 1,
_currentScript->commands[i].opcode,
_currentScript->commands[i].param1,
_currentScript->commands[i].param2,
_currentScript->commands[i].param3,
_currentScript->commands[i].param4,
_currentScript->commands[i].param5,
_currentScript->commands[i].param6,
_currentScript->commands[i].param7,
_currentScript->commands[i].param8,
_currentScript->commands[i].param9);
}
}
}
void ScriptManager::setScene(Scene* scene) {
_scene = scene;
}
void ScriptManager::setScriptIndex(uint32 index) {
_currentScript = 0;
_currentLine = 0;
setScript(_scene->getActionList(index));
}
void ScriptManager::setGameFlag(int flag) {
_gameFlags[flag] &= ~(1 << flag);
}
void ScriptManager::processActionList() {
bool done = false, waitCycle = false;
int lineIncrement = 1;
_processing = true;
if (_currentScript) {
while (!done && !waitCycle) {
lineIncrement = 1; // Reset line increment value
if (_currentLoops > 1000) {
// TODO - processActionLists has run too many iterations
}
// TODO: this should be a pointer to allow changes in commands array
ActionCommand *currentCommand = &_currentScript->commands[_currentLine];
switch (currentCommand->opcode) {
/* 0x00 */ case kReturn0:
done = true;
lineIncrement = 0;
break;
/* 0x01 */ case kSetGameFlag:
setGameFlag(currentCommand->param1);
break;
/* 0x02 */ case kClearGameFlag: {
int flagNum = currentCommand->param1;
_gameFlags[flagNum] &= ~(1 << flagNum);
}
break;
/* 0x03 */ //case kToogleGameFlag:
/* 0x04 */ case kJumpIfGameFlag:
if (currentCommand->param1) {
bool doJump = false;
if (currentCommand->param2)
doJump = _gameFlags[currentCommand->param1] == 0;
else
doJump = _gameFlags[currentCommand->param1] != 0;
if (doJump)
_currentLine = currentCommand->param3;
}
break;
/* 0x05 */ case kHideCursor:
_scene->_screen->hideCursor();
_allowInput = false;
break;
/* 0x06 */ case kShowCursor:
_scene->_screen->showCursor();
_allowInput = true;
break;
/* 0x07 */ case kPlayAnimation: {
int barrierIndex = _scene->_sceneResource->getBarrierIndexById(currentCommand->param1);
if (barrierIndex >= 0)
_scene->_sceneResource->getWorldStats()->barriers[barrierIndex].flags |= 0x20; // TODO - enums for flags (0x20 is visible/playing?)
else
debugC(kDebugLevelScripts,
"Requested invalid object ID:0x%02X in Scene %d Line %d.",
currentCommand->param1,
_scene->getSceneIndex(),
_currentLine);
}
break;
/* 0x08 */ //case kMoveScenePosition:
/* 0x09 */ case kHideActor: {
uint32 actorIndex = 0;
if (currentCommand->param1 == -1)
;//actorIndex = _scene->getWorldStats()->playerActor;
else
actorIndex = currentCommand->param1;
if ((actorIndex >= 0) && (actorIndex < _scene->_sceneResource->getWorldStats()->numActors))
_scene->actorVisible(actorIndex, false);
else
debugC(kDebugLevelScripts,
"Requested invalid actor ID:0x%02X in Scene %d Line %d.",
currentCommand->param1,
_scene->getSceneIndex(),
_currentLine);
}
break;
/* 0x0A */ case kShowActor: {
uint32 actorIndex = 0;
if (currentCommand->param1 == -1)
;//actorIndex = _scene->getWorldStats()->playerActor;
else
actorIndex = currentCommand->param1;
if ((actorIndex >= 0) && (actorIndex < _scene->_sceneResource->getWorldStats()->numActors))
_scene->actorVisible(actorIndex, true);
else
debugC(kDebugLevelScripts,
"Requested invalid actor ID:0x%02X in Scene %d Line %d.",
currentCommand->param1,
_scene->getSceneIndex(),
_currentLine);
}
break;
/* 0x0B */ case kSetActorStats: {
uint32 actorIndex = 0;
if (currentCommand->param1 == -1)
;//actorIndex = _scene->getWorldStats()->playerActor;
else
actorIndex = currentCommand->param1;
if ((actorIndex >= 0) && (actorIndex < _scene->_sceneResource->getWorldStats()->numActors)) {
_scene->setActorPosition(actorIndex, currentCommand->param2, currentCommand->param3);
_scene->setActorAction(actorIndex, currentCommand->param4);
}
else
debugC(kDebugLevelScripts,
"Requested invalid actor ID:0x%02X in Scene %d Script %d Line %d.",
currentCommand->param1,
_scene->getSceneIndex(),
_currentLine);
}
break;
/* 0x0C */ //case kSetSceneMotionStat:
/* 0x0D */ //case kDisableActor:
/* 0x0E */ case kEnableActor: {
int actorIndex = 0;
if (currentCommand->param1 == -1)
;//actorIndex = _scene->getWorldStats()->playerActor;
else
actorIndex = currentCommand->param1;
if (_scene->_sceneResource->getWorldStats()->actors[actorIndex].field_40 == 5) {
enableActorSub(actorIndex, 4);
}
}
break;
/* 0x0F */ case kEnableBarriers: {
int barIdx = _scene->_sceneResource->getBarrierIndexById(currentCommand->param1);
uint32 sndIdx = currentCommand->param3;
uint32 v59 = currentCommand->param2;
if (!_currentScript->counter && _scene->getSceneIndex() != 13 && sndIdx != 0) {
// TODO
// Find a script that actually has a valid param3
// to see if this code is accurate :P
ResourcePack *tmpRes = new ResourcePack(12);
_scene->_sound->playSfx(tmpRes, ((int)(sndIdx != 0) & 5) + 0x80120001);
delete tmpRes;
}
if (_currentScript->counter >= 3 * v59 - 1) {
_currentScript->counter = 0;
_scene->_sceneResource->getWorldStats()->barriers[barIdx].field_67C = 0;
processActionListSub02(_currentScript, currentCommand, 2);
_currentLoops = 1; // v4 = 1;
} else {
int v64;
int v62 = _currentScript->counter + 1;
_currentScript->counter = v62;
if (sndIdx) {
v64 = 1;
int v170 = 3 - v62 / v59;
_scene->_sceneResource->getWorldStats()->barriers[barIdx].field_67C = v170;
} else {
v64 = 0;
_scene->_sceneResource->getWorldStats()->barriers[barIdx].field_67C = v62 / v59 + 1;
}
processActionListSub02(_currentScript, currentCommand, v64);
}
}
break;
/* 0x10 */ case kReturn:
done = true;
lineIncrement = 0;
break;
/* 0x11 */ case kDestroyObject: {
int barrierIndex = _scene->_sceneResource->getBarrierIndexById(currentCommand->param1);
if (barrierIndex >= 0)
_scene->_sceneResource->getWorldStats()->barriers[barrierIndex].flags &= 0xFFFFDF; // TODO - enums for flags (0x20 is visible/playing?)
else
debugC(kDebugLevelScripts,
"Requested invalid object ID:0x%02X in Scene %d Line %d.",
currentCommand->param1,
_scene->getSceneIndex(),
_currentLine);
}
break;
/* 0x12 */ //case k_unk12_JMP_WALK_ACTOR:
/* 0x13 */ //case k_unk13_JMP_WALK_ACTOR:
/* 0x14 */ //case k_unk14_JMP_WALK_ACTOR:
/* 0x15 */ //case k_unk15:
/* 0x16 */ //case kResetAnimation:
/* 0x17 */ //case kClearFlag1Bit0:
/* 0x18 */ //case k_unk18_PLAY_SND:
/* 0x19 */ //case kJumpIfFlag2Bit0:
/* 0x1A */ //case kSetFlag2Bit0:
/* 0x1B */ //case kClearFlag2Bit0:
/* 0x1C */ //case kJumpIfFlag2Bit2:
/* 0x1D */ //case kSetFlag2Bit2:
/* 0x1E */ //case kClearFlag2Bit2:
/* 0x1F */ //case kJumpIfFlag2Bit1:
/* 0x20 */ //case kSetFlag2Bit1:
/* 0x21 */ //case kClearFlag2Bit1:
/* 0x22 */ //case k_unk22:
/* 0x23 */ //case k_unk23:
/* 0x24 */ //case k_unk24:
/* 0x25 */ //case kRunEncounter:
/* 0x26 */ //case kJumpIfFlag2Bit4:
/* 0x27 */ //case kSetFlag2Bit4:
/* 0x28 */ //case kClearFlag2Bit4:
/* 0x29 */ //case kSetActorField638:
/* 0x2A */ //case kJumpIfActorField638:
/* 0x2B */ case kChangeScene:
_delayedSceneIndex = currentCommand->param1 + 4;
debug(kDebugLevelScripts,
"Queueing Scene Change to scene %d...",
_delayedSceneIndex);
break;
/* 0x2C */ //case k_unk2C_ActorSub:
/* 0x2D */ case kPlayMovie:
_delayedVideoIndex = currentCommand->param1;
break;
/* 0x2E */ case kStopAllBarriersSounds:
// TODO: do this for all barriers that have sfx playing
_scene->_sound->stopSfx();
break;
/* 0x2F */ //case kSetActionFlag01:
/* 0x30 */ //case kClearActionFlag01:
/* 0x31 */ //case kResetSceneRect:
/* 0x32 */ //case kChangeMusicById:
/* 0x33 */ case kStopMusic:
_scene->_sound->stopMusic();
break;
/* 0x34 */ //case k_unk34_Status:
/* 0x35 */ //case k_unk35:
/* 0x36 */ //case k_unk36:
/* 0x37 */ case kRunBlowUpPuzzle: {
int blowUpPuzzleIdx = currentCommand->param1;
_scene->setBlowUpPuzzle(new BlowUpPuzzleVCR(_scene));
_scene->getBlowUpPuzzle()->openBlowUp();
}
break;
/* 0x38 */ //case kJumpIfFlag2Bit3:
/* 0x39 */ //case kSetFlag2Bit3:
/* 0x3A */ //case kClearFlag2Bit3:
/* 0x3B */ //case k_unk3B_PALETTE_MOD:
/* 0x3C */ //case k_unk3C_CMP_VAL:
/* 0x3D */ case kWaitUntilFramePlayed: {
int barrierIndex = _scene->_sceneResource->getBarrierIndexById(currentCommand->param1);
if (barrierIndex >= 0) {
uint32 frameNum = 0;
if (currentCommand->param2 == -1)
frameNum = _scene->_sceneResource->getWorldStats()->barriers[barrierIndex].frameCount - 1;
else
frameNum = currentCommand->param2;
if (_scene->_sceneResource->getWorldStats()->barriers[barrierIndex].tickCount < frameNum) {
lineIncrement = 0;
waitCycle = true;
}
} else
debugC(kDebugLevelScripts,
"Requested invalid object ID:0x%02X in Scene %d Line %d.",
currentCommand->param1,
_scene->getSceneIndex(),
_currentLine);
}
break;
/* 0x3E */ case kUpdateWideScreen: {
int barSize = currentCommand->param1;
if(barSize >= 22) {
currentCommand->param1 = 0;
} else {
_scene->_screen->drawWideScreen(4 * barSize);
currentCommand->param1++;
}
}
break;
/* 0x3F */ //case k_unk3F:
/* 0x40 */ //case k_unk40_SOUND:
/* 0x41 */ case kPlaySpeech: {
// TODO - Add support for other param options
uint32 sndIdx = currentCommand->param1;
if ((int)sndIdx >= 0) {
if (sndIdx >= 259) {
sndIdx -= 9;
_scene->_sound->playSfx(_scene->_speechPack, sndIdx - 0x7FFD0000);
} else {
_scene->_sound->playSfx(_scene->_speechPack, sndIdx);
}
} else
debugC(kDebugLevelScripts,
"Requested invalid sound ID:0x%02X in Scene %d Line %d.",
currentCommand->param1,
_scene->getSceneIndex(),
_currentLine);
}
break;
/* 0x42 */ //case k_unk42:
/* 0x43 */ //case k_unk43:
/* 0x44 */ //case kPaletteFade:
/* 0x45 */ //case kStartPaletteFadeThread:
/* 0x46 */ //case k_unk46:
/* 0x47 */ //case kActorFaceObject:
/* 0x48 */ //case k_unk48_MATTE_01:
/* 0x49 */ //case k_unk49_MATTE_90:
/* 0x4A */ //case kJumpIfSoundPlaying:
/* 0x4B */ //case kChangePlayerCharacterIndex:
/* 0x4C */ case kChangeActorField40: { // TODO: figure out what is this field and what values are set
int actorIdx = currentCommand->param1;
int fieldType = currentCommand->param2;
if(fieldType) {
if(_scene->getResources()->getWorldStats()->actors[actorIdx].field_40 < 11) {
_scene->getResources()->getWorldStats()->actors[actorIdx].field_40 = 14;
}
} else {
_scene->getResources()->getWorldStats()->actors[actorIdx].field_40 = 4;
}
}
break;
/* 0x4D */ //case kStopSound:
/* 0x4E */ //case k_unk4E_RANDOM_COMMAND:
/* 0x4F */ case kClearScreen:
if(currentCommand->param1) {
_scene->_screen->clearScreen();
}
break;
/* 0x50 */ //case kQuit:
/* 0x51 */ //case kJumpObjectFrame:
/* 0x52 */ //case k_unk52:
/* 0x53 */ //case k_unk53:
/* 0x54 */ //case k_unk54_SET_ACTIONLIST_6EC:
/* 0x55 */ //case k_unk55:
/* 0x56 */ //case k_unk56:
/* 0x57 */ //case k_unk57:
/* 0x58 */ //case k_unk58:
/* 0x59 */ //case k_unk59:
/* 0x5A */ //case k_unk5A:
/* 0x5B */ //case k_unk5B:
/* 0x5C */ //case k_unk5C:
/* 0x5D */ //case k_unk5D:
/* 0x5E */ //case k_unk5E:
/* 0x5F */ //case k_unk5F:
/* 0x60 */ //case k_unk60_SET_OR_CLR_ACTIONAREA_FLAG:
/* 0x61 */ //case k_unk61:
/* 0x62 */ //case k_unk62_SHOW_OPTIONS_SCREEN:
default:
debugC(kDebugLevelScripts,
"Unhandled opcode 0x%02X in Scene %d Line %d.",
currentCommand->opcode,
_scene->getSceneIndex(),
_currentLine);
break;
} // end switch
_currentLine += lineIncrement;
_currentLoops++;
} // end while
if (done) {
_currentLine = 0;
_currentLoops = 0;
_currentScript = 0;
}
}
_processing = false;
}
void ScriptManager::processActionListSub02(ActionDefinitions* script, ActionCommand *command, int a4) {
int v4 = 0;
int result;
int barrierIdx = 0;
if (a4) {
if (a4 == 1) {
;
} else {
result = a4 - 2;
int v8 = command->param4;
for (int i = 7; i > 0; i--) {
barrierIdx = _scene->getResources()->getBarrierIndexById(v8);
if (barrierIdx)
_scene->getResources()->getWorldStats()->barriers[barrierIdx].field_67C = 0;
v8 += 4;
}
}
// TODO
switch (_scene->getSceneIndex()) {
case 7:
warning("Scene 7 / v4 != 0 Not Implemented");
break;
case 6:
warning("Scene 6 / v4 != 0 Not Implemented");
break;
case 8:
warning("Scene 8 / v4 != 0 Not Implemented");
break;
case 3:
warning("Scene 3 / v4 != 0 Not Implemented");
break;
case 4:
warning("Scene 4 / v4 != 0 Not Implemented");
break;
default:
return;
}
} else {
int v13 = command->param4;
int v4 = script->counter / command->param2 + 4;
for (int i = 7; i > 0; i--) {
barrierIdx = _scene->getResources()->getBarrierIndexById(v13);
if (barrierIdx >= 0)
_scene->getResources()->getWorldStats()->barriers[barrierIdx].field_67C = v4;
v13 += 4;
}
// TODO
switch (_scene->getSceneIndex()) {
case 7:
warning("Scene 7 / v4 = 0 Not Implemented");
break;
case 6:
warning("Scene 6 / v4 = 0 Not Implemented");
break;
case 8:
warning("Scene 8 / v4 = 0 Not Implemented");
break;
case 3:
warning("Scene 3 / v4 = 0 Not Implemented");
break;
case 4:
warning("Scene 4 / v4 = 0 Not Implemented");
break;
default:
return;
}
}
}
void ScriptManager::enableActorSub(int actorIndex, int condition) {
}
ScriptManager::~ScriptManager() {
// TODO Auto-generated destructor stub
}
} // end of namespace Asylum