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@@ -8,7 +8,7 @@
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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@@ -20,372 +20,372 @@
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#include "decompiler/instruction/KernelCallInstruction.h"
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#include "decompiler/field/FieldEngine.h"
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-namespace FF7{
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+/**
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+ * A model instruction.
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+ */
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+class FieldModelInstruction : public KernelCallInstruction{
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+
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+ public:
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+
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+ /**
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+ * Processes the instruction.
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+ *
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+ * @param func[in] Function to process.
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+ * @param stack[out] Function stack.
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+ * @param engine[in] Engine.
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+ * @param code_gen[in] Code generator.
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+ */
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+ virtual void ProcessInst(
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+ Function& func, ValueStack &stack, Engine *engine, CodeGenerator *code_gen
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+ ) override;
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+
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+ private:
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+
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+ /**
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+ * Processes a JOIN opcode.
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+ *
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+ * Opcode: 0x08
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+ * Short name: JOIN
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+ * Long name: Party Field Join
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+ * Memory layout (2 bytes)
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+ * |0x08|S|
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+ *
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+ * Arguments
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+ * - const UByte S: Speed that the characters join back together.
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+ *
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+ * Causes seperated party characters that have previously been SPLIT
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+ * onto the field, to be joined back together again; that is, only the
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+ * party leader becomes visible on the field. This should be called if
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+ * a previous SPLIT has completed (the party members have finished
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+ * speaking, or performing their actions, for example). As with SPLIT,
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+ * the speed of the join is specified, from a scale of 1 (almost
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+ * instant) to FF (very slow walk), and must be non-zero. In contrast
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+ * to most MOVE related op codes, the speed is this setting is
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+ * actually the total number of frames required. Depending on the
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+ * distance from the player character and the number of frames
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+ * required, the entity plays a run or walk animation. Also, all
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+ * characters take the same time irrespective of distance. Calling
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+ * JOIN without having previously SPLIT the characters will cause the
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+ * party members to appear at the walkmesh origin and attempt to JOIN
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+ * from there. This is not normally the required behaviour and should
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+ * be avoided.
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+ *
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+ * @param codegen[in|out] Code generator to append lines.
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+ */
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+ void ProcessJOIN(CodeGenerator* code_gen);
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+
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+ /**
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+ * Processes a SPLIT opcode.
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+ *
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+ * Opcode: 0x09
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+ * Short name: SPLIT
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+ * Long name: Party Field Split
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+ *
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+ * Memory layout (15 bytes)
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+ * |0x20|B1/B2|B3/B4|B5/B6|XA|XA|YA|YA|DA|XB|XB|YB|YB|DB|S|
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+ *
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+ * Arguments
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+ * - const Bit[4] B1: Bank for XA, or zero if XA is specified as a
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+ * literal value.
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+ * - const Bit[4] B2: Bank for YA, or zero if YA is specified as a
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+ * literal value.
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+ * - const Bit[4] B3: Bank for DA, or zero if DA is specified as a
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+ * literal value.
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+ * - const Bit[4] B4: Bank for XB, or zero if XB is specified as a
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+ * literal value.
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+ * - const Bit[4] B5: Bank for YB, or zero if YB is specified as a
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+ * literal value.
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+ * - const Bit[4] B6: Bank for DB, or zero if DB is specified as a
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+ * literal value.
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+ * - const Short XA: X-coordinate of the second character in the party
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+ * after the split, or address for the value if B1 is non-zero.
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+ * - const Short YA: Y-coordinate of the second character in the party
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+ * after the split, or address for the value if B2 is non-zero.
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+ * - const UByte DA: Direction the second character faces after the
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+ * split, or address for the value if B3 is non-zero.
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+ * - const Short XB: X-coordinate of the third character in the party
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+ * after the split, or address for the value if B4 is non-zero.
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+ * - const Short YB: Y-coordinate of the third character in the party
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+ * after the split, or address for the value if B5 is non-zero.
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+ * - const UByte DB: Direction the third character faces after the
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+ * split, or address for the value if B6 is non-zero.
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+ * - const UByte S: Speed that the characters split.
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+ *
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+ * Causes the common 'split effect' whereby the second and third
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+ * characters in the current party 'come out' from the party leader.
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+ * That is, they become visible in the field, starting from the center
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+ * of the party leader, and move out to the coordinates specified in
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+ * the argument list. This is commonly used when the other characters
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+ * in the current party have an action or dialog to perform and must
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+ * be individually visible in the field. As well as specifying final
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+ * coordinates for the two other party characters, the directions each
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+ * character faces after the split are specified as a byte, using the
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+ * common direction values found throughout the game. Speed is also
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+ * given and is used to specify the rate at which the characters leave
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+ * the party leader, using a scale from 1 (almost instant) to FF
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+ * (extremely slow walk); this must be non-zero. In contrast to most
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+ * MOVE related op codes, the speed is this setting is actually the
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+ * total number of frames required. Depending on the distance from the
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+ * player character and the number of frames required, the entity
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+ * plays a run or walk animation. Also, all characters take the same
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+ * time irrespective of distance.
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+ *
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+ * @param codegen[in|out] Code generator to append lines.
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+ */
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+ void ProcessSPLIT(CodeGenerator* code_gen);
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+
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+ void ProcessTLKON(CodeGenerator* code_gen, const std::string& entity);
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+
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+ void ProcessPC(CodeGenerator* code_gen, const std::string& entity);
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+
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+ void ProcessCHAR(CodeGenerator* code_gen, const std::string& entity);
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+
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+ void ProcessDFANM(CodeGenerator* code_gen, const std::string& entity, int char_id);
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+
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+ void ProcessANIME1(CodeGenerator* code_gen, const std::string& entity, int char_id);
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+
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+ void ProcessVISI(CodeGenerator* code_gen, const std::string& entity);
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+
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+ void ProcessXYZI(CodeGenerator* code_gen, const std::string& entity);
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+
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+ void ProcessMOVE(CodeGenerator* code_gen, const std::string& entity);
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+
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+ void ProcessMSPED(CodeGenerator* code_gen, const std::string& entity);
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+
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+ void ProcessDIR(CodeGenerator* code_gen, const std::string& entity);
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- /**
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- * A model instruction.
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- */
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- class FieldModelInstruction : public KernelCallInstruction{
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+ void ProcessTURNGEN(CodeGenerator* code_gen, const std::string& entity);
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- public:
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+ void ProcessGETAI(CodeGenerator* code_gen, const FieldEngine& engine);
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- /**
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- * Processes the instruction.
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- *
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- * @param func[in] Function to process.
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- * @param stack[out] Function stack.
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- * @param engine[in] Engine.
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- * @param code_gen[in] Code generator.
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- */
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- virtual void ProcessInst(
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- Function& func, ValueStack &stack, Engine *engine, CodeGenerator *code_gen
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- ) override;
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+ void ProcessANIM_2(CodeGenerator* code_gen, const std::string& entity, int char_id);
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- private:
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+ void ProcessCANIM2(CodeGenerator* code_gen, const std::string& entity, int char_id);
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- /**
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- * Processes a JOIN opcode.
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- *
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- * Opcode: 0x08
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- * Short name: JOIN
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- * Long name: Party Field Join
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- * Memory layout (2 bytes)
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- * |0x08|S|
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- *
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- * Arguments
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- * - const UByte S: Speed that the characters join back together.
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- *
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- * Causes seperated party characters that have previously been
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- * SPLIT onto the field, to be joined back together again; that
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- * is, only the party leader becomes visible on the field. This
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- * should be called if a previous SPLIT has completed (the party
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- * members have finished speaking, or performing their actions,
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- * for example). As with SPLIT, the speed of the join is
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- * specified, from a scale of 1 (almost instant) to FF (very slow
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- * walk), and must be non-zero. In contrast to most MOVE related
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- * op codes, the speed is this setting is actually the total
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- * number of frames required. Depending on the distance from the
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- * player character and the number of frames required, the entity
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- * plays a run or walk animation. Also, all characters take the
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- * same time irrespective of distance. Calling JOIN without having
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- * previously SPLIT the characters will cause the party members to
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- * appear at the walkmesh origin and attempt to JOIN from there.
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- * This is not normally the required behaviour and should be
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- * avoided.
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- *
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- * @param codegen[in|out] Code generator to append lines.
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- */
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- void ProcessJOIN(CodeGenerator* code_gen);
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+ void ProcessCANM_2(CodeGenerator* code_gen, const std::string& entity, int char_id);
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- /**
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- * Processes a SPLIT opcode.
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- *
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- * Opcode: 0x09
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- * Short name: SPLIT
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- * Long name: Party Field Split
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- *
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- * Memory layout (15 bytes)
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- * |0x20|B1/B2|B3/B4|B5/B6|XA|XA|YA|YA|DA|XB|XB|YB|YB|DB|S|
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- *
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- * Arguments
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- * - const Bit[4] B1: Bank for XA, or zero if XA is specified as a
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- * literal value.
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- * - const Bit[4] B2: Bank for YA, or zero if YA is specified as a
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- * literal value.
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- * - const Bit[4] B3: Bank for DA, or zero if DA is specified as a
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- * literal value.
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- * - const Bit[4] B4: Bank for XB, or zero if XB is specified as a
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- * literal value.
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- * - const Bit[4] B5: Bank for YB, or zero if YB is specified as a
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- * literal value.
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- * - const Bit[4] B6: Bank for DB, or zero if DB is specified as a
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- * literal value.
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- * - const Short XA: X-coordinate of the second character in the
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- * party after the split, or address for the value if B1 is
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- * non-zero.
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- * - const Short YA: Y-coordinate of the second character in the
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- * party after the split, or address for the value if B2 is
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- * non-zero.
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- * - const UByte DA: Direction the second character faces after the
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- * split, or address for the value if B3 is non-zero.
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- * - const Short XB: X-coordinate of the third character in the
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- * party after the split, or address for the value if B4 is
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- * non-zero.
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- * - const Short YB: Y-coordinate of the third character in the
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- * party after the split, or address for the value if B5 is
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- * non-zero.
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- * - const UByte DB: Direction the third character faces after the
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- * split, or address for the value if B6 is non-zero.
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- * - const UByte S: Speed that the characters split.
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- *
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- * Causes the common 'split effect' whereby the second and third
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- * characters in the current party 'come out' from the party
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- * leader. That is, they become visible in the field, starting
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- * from the center of the party leader, and move out to the
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- * coordinates specified in the argument list. This is commonly
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- * used when the other characters in the current party have an
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- * action or dialog to perform and must be individually visible in
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- * the field. As well as specifying final coordinates for the two
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- * other party characters, the directions each character faces
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- * after the split are specified as a byte, using the common
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- * direction values found throughout the game. Speed is also given
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- * and is used to specify the rate at which the characters leave
|
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- * the party leader, using a scale from 1 (almost instant) to FF
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- * (extremely slow walk); this must be non-zero. In contrast to
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- * most MOVE related op codes, the speed is this setting is
|
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|
- * actually the total number of frames required. Depending on the
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- * distance from the player character and the number of frames
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- * required, the entity plays a run or walk animation. Also, all
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- * characters take the same time irrespective of distance.
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- *
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- * @param codegen[in|out] Code generator to append lines.
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- */
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- void ProcessSPLIT(CodeGenerator* code_gen);
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- void ProcessTLKON(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessPC(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessCHAR(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessDFANM(CodeGenerator* code_gen, const std::string& entity, int char_id);
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- void ProcessANIME1(CodeGenerator* code_gen, const std::string& entity, int char_id);
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- void ProcessVISI(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessXYZI(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessMOVE(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessMSPED(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessDIR(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessTURNGEN(CodeGenerator* code_gen, const std::string& entity);
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- void ProcessGETAI(CodeGenerator* code_gen, const FieldEngine& engine);
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- void ProcessANIM_2(CodeGenerator* code_gen, const std::string& entity, int char_id);
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- void ProcessCANIM2(CodeGenerator* code_gen, const std::string& entity, int char_id);
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- void ProcessCANM_2(CodeGenerator* code_gen, const std::string& entity, int char_id);
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- void ProcessCC(CodeGenerator* code_gen, const FieldEngine& engine);
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+ void ProcessCC(CodeGenerator* code_gen, const FieldEngine& engine);
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- /**
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- * Processes a JUMP opcode.
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- *
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- * Opcode: 0xC0
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- * Short name: JUMP
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- * Long name: Jump
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- *
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- * Memory layout (7 bytes)
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- * |0xC2|B1/B2|B3/B4|X|Y|I|Steps|
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- *
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- * Arguments
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- * - const Bit[4] B1: Bank to retrieve X-coordinate, or zero if
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- * specifying X as a literal value.
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- * - const Bit[4] B2: Bank to retrieve Y-coordinate, or zero if
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- * specifying Y as a literal value.
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- * - const Bit[4] B3: Bank to retrieve triangle ID, or zero if
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- * specifying Z as a literal value.
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- * - const Bit[4] B4: Bank to retrieve jump height, or zero if
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- * specifying H as a literal value.
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- * - const Short X: X-coordinate of the target to jump to, or
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- * lower byte specifying address if B1 is non-zero.
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- * - const Short Y: Y-coordinate of the target to jump to, or
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- * lower byte specifying address if B2 is non-zero.
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- * - const Short I: Triangle ID of the target to jump to, or
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- * lower byte specifying address if B3 is non-zero.
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- * - const UShort Steps: Steps in jump. Must be non-zero if a
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- * literal value. Alternatively, lower byte specifies address if
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- * B4 is non-zero.
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- *
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- * Causes the character to jump to the specified point and
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- * triangle ID, with the jump curve peaking at a height which is
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- * increased by using a larger value for the H argument. In
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- * addition, the larger the number, the longer the jump will take
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- * to complete. A "normal" value is around 0x15, 0x01 is fast and
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- * instantaneous; the argument must not be zero or the game will
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- * crash. Whilst this is an unsigned two-byte number, a large
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- * value (beyond around 0x60) will not only cause a vast jump
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- * height, but also cause the screen to scroll erratically (the
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- * larger the number, the more erratic).
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- * Main update function go through all entity with JUMP state and
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- * if stage is 0 it calculates final Z point according to triangle
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- * id. It sets current coords as start coords. The main thing this
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- * function does is set B coefficient for later calculation. It
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- * defines as follows:
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- * B = (Z_final - Z_start) / steps - steps * 1.45;
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- * Then it set current step to 0 and stage to 1. On next update
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- * other part of function works. It's calculate real position.
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- * First it increment current step number. Then it calculate X and
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- * Y. They change linear so nothing interesting here. The Z
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- * calculation is as follows:
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- * Z_current = - step^2 * 1.45 + step * B + Z_start;
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- * If current substep equal number of steps then we set current
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- * triangle to final triangle and set stage to 2. Which finalizes
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- * the routine on next opcode call. Neither animation nor sound is
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- * specified in this opcode. An animation is played by using an
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- * animation opcode such as DFANM, and a SOUND played, before the
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- * jump.
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- *
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- * @param codegen[in|out] Code generator to append lines.
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- * @param entity[in] The name of the entity.
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- */
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- void ProcessJUMP(CodeGenerator* code_gen, const std::string& entity);
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+ /**
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+ * Processes a JUMP opcode.
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+ *
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+ * Opcode: 0xC0
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+ * Short name: JUMP
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+ * Long name: Jump
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+ *
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|
+ * Memory layout (7 bytes)
|
|
|
+ * |0xC2|B1/B2|B3/B4|X|Y|I|Steps|
|
|
|
+ *
|
|
|
+ * Arguments
|
|
|
+ * - const Bit[4] B1: Bank to retrieve X-coordinate, or zero if
|
|
|
+ * specifying X as a literal value.
|
|
|
+ * - const Bit[4] B2: Bank to retrieve Y-coordinate, or zero if
|
|
|
+ * specifying Y as a literal value.
|
|
|
+ * - const Bit[4] B3: Bank to retrieve triangle ID, or zero if
|
|
|
+ * specifying Z as a literal value.
|
|
|
+ * - const Bit[4] B4: Bank to retrieve jump height, or zero if
|
|
|
+ * specifying H as a literal value.
|
|
|
+ * - const Short X: X-coordinate of the target to jump to, or lower
|
|
|
+ * byte specifying address if B1 is non-zero.
|
|
|
+ * - const Short Y: Y-coordinate of the target to jump to, or lower
|
|
|
+ * byte specifying address if B2 is non-zero.
|
|
|
+ * - const Short I: Triangle ID of the target to jump to, or lower
|
|
|
+ * byte specifying address if B3 is non-zero.
|
|
|
+ * - const UShort Steps: Steps in jump. Must be non-zero if a literal
|
|
|
+ * value. Alternatively, lower byte specifies address if B4 is
|
|
|
+ * non-zero.
|
|
|
+ *
|
|
|
+ * Causes the character to jump to the specified point and triangle
|
|
|
+ * ID, with the jump curve peaking at a height which is increased by
|
|
|
+ * using a larger value for the H argument. In addition, the larger
|
|
|
+ * the number, the longer the jump will take to complete. A "normal"
|
|
|
+ * value is around 0x15, 0x01 is fast and instantaneous; the argument
|
|
|
+ * must not be zero or the game will crash. Whilst this is an unsigned
|
|
|
+ * two-byte number, a large value (beyond around 0x60) will not only
|
|
|
+ * cause a vast jump height, but also cause the screen to scroll
|
|
|
+ * erratically (the larger the number, the more erratic). Main update
|
|
|
+ * function go through all entity with JUMP state and if stage is 0 it
|
|
|
+ * calculates final Z point according to triangle id. It sets current
|
|
|
+ * coords as start coords. The main thing this function does is set B
|
|
|
+ * coefficient for later calculation. It defines as follows:
|
|
|
+ * B = (Z_final - Z_start) / steps - steps * 1.45;
|
|
|
+ * Then it set current step to 0 and stage to 1. On next update other
|
|
|
+ * part of function works. It's calculate real position. First it
|
|
|
+ * increment current step number. Then it calculate X and Y. They
|
|
|
+ * change linear so nothing interesting here. The Z calculation is as
|
|
|
+ * follows:
|
|
|
+ * Z_current = - step^2 * 1.45 + step * B + Z_start;
|
|
|
+ * If current substep equal number of steps then we set current
|
|
|
+ * triangle to final triangle and set stage to 2. Which finalizes the
|
|
|
+ * routine on next opcode call. Neither animation nor sound is
|
|
|
+ * specified in this opcode. An animation is played by using an
|
|
|
+ * animation opcode such as DFANM, and a SOUND played, before the
|
|
|
+ * jump.
|
|
|
+ *
|
|
|
+ * @param codegen[in|out] Code generator to append lines.
|
|
|
+ * @param entity[in] The name of the entity.
|
|
|
+ */
|
|
|
+ void ProcessJUMP(CodeGenerator* code_gen, const std::string& entity);
|
|
|
|
|
|
- /**
|
|
|
- * Processes a AXYZI opcode
|
|
|
- *
|
|
|
- * Opcode: 0xC1
|
|
|
- * Short name: AXYZI
|
|
|
- * Long name: Entity Get Position
|
|
|
- *
|
|
|
- * Memory layout (8 bytes)
|
|
|
- * |0xC1|B1/B2|B3/B4|A|X|Y|Z|I|
|
|
|
- *
|
|
|
- * Arguments
|
|
|
- * - const Bit[4] B1: Bank to store X.
|
|
|
- * - const Bit[4] B2: Bank to store Y.
|
|
|
- * - const Bit[4] B3: Bank to store Z.
|
|
|
- * - const Bit[4] B4: Bank to store I.
|
|
|
- * - const UByte A: Entity ID whose field object will have its
|
|
|
- * position retrieved from.
|
|
|
- * - const UByte X: Address to store the X-coordinate.
|
|
|
- * - const UByte Y: Address to store the Y-coordinate.
|
|
|
- * - const UByte Z: Address to store the Z-coordinate.
|
|
|
- * - const UByte I: Address to store the ID of the walkmesh
|
|
|
- * triangle the object is standing on.
|
|
|
- *
|
|
|
- * Retrieves the coordinates of the field object that the entity,
|
|
|
- * whose ID specified in A, is associated with. This opcode uses
|
|
|
- * an entity ID, not a field object offset; as such, if an entity
|
|
|
- * ID is given that does not have a field object, this opcode will
|
|
|
- * store zero in each of the four address specified.
|
|
|
- *
|
|
|
- * @param codegen[in|out] Code generator to append lines.
|
|
|
- */
|
|
|
- void ProcessAXYZI(CodeGenerator* code_gen);
|
|
|
+ /**
|
|
|
+ * Processes a AXYZI opcode
|
|
|
+ *
|
|
|
+ * Opcode: 0xC1
|
|
|
+ * Short name: AXYZI
|
|
|
+ * Long name: Entity Get Position
|
|
|
+ *
|
|
|
+ * Memory layout (8 bytes)
|
|
|
+ * |0xC1|B1/B2|B3/B4|A|X|Y|Z|I|
|
|
|
+ *
|
|
|
+ * Arguments
|
|
|
+ * - const Bit[4] B1: Bank to store X.
|
|
|
+ * - const Bit[4] B2: Bank to store Y.
|
|
|
+ * - const Bit[4] B3: Bank to store Z.
|
|
|
+ * - const Bit[4] B4: Bank to store I.
|
|
|
+ * - const UByte A: Entity ID whose field object will have its
|
|
|
+ * position retrieved from.
|
|
|
+ * - const UByte X: Address to store the X-coordinate.
|
|
|
+ * - const UByte Y: Address to store the Y-coordinate.
|
|
|
+ * - const UByte Z: Address to store the Z-coordinate.
|
|
|
+ * - const UByte I: Address to store the ID of the walkmesh triangle
|
|
|
+ * the object is standing on.
|
|
|
+ *
|
|
|
+ * Retrieves the coordinates of the field object that the entity,
|
|
|
+ * whose ID specified in A, is associated with. This opcode uses an
|
|
|
+ * entity ID, not a field object offset; as such, if an entity ID is
|
|
|
+ * given that does not have a field object, this opcode will store
|
|
|
+ * zero in each of the four address specified.
|
|
|
+ *
|
|
|
+ * @param codegen[in|out] Code generator to append lines.
|
|
|
+ */
|
|
|
+ void ProcessAXYZI(CodeGenerator* code_gen);
|
|
|
|
|
|
- /**
|
|
|
- * Processes a LADER opcode.
|
|
|
- *
|
|
|
- * Opcode: 0xC2
|
|
|
- * Short name: LADER
|
|
|
- * Long name: Ladder
|
|
|
- *
|
|
|
- * Memory layout (15 bytes)
|
|
|
- * |0xC2|B1/B2|B3/B4|X|X|Y|Y|Z|Z|I|I|K|A|D|S|
|
|
|
- *
|
|
|
- * Arguments
|
|
|
- * - const Bit[4] B1: Bank to retrieve X-coordinate, or zero if X
|
|
|
- * is specified as a literal value.
|
|
|
- * - const Bit[4] B2: Bank to retrieve Y-coordinate, or zero if Y
|
|
|
- * is specified as a literal value.
|
|
|
- * - const Bit[4] B3: Bank to retrieve Z-coordinate, or zero if Z
|
|
|
- * is specified as a literal value.
|
|
|
- * - const Bit[4] B4: Bank to retrieve ID, or zero if I is
|
|
|
- * specified as a literal value.
|
|
|
- * - const Short X: X-coordinate of the end of the ladder, or
|
|
|
- * address to find X-coordinate if B1 is non-zero.
|
|
|
- * - const Short Y: Y-coordinate of the end of the ladder, or
|
|
|
- * address to find Y-coordinate if B2 is non-zero.
|
|
|
- * - const Short Z: Z-coordinate of the end of the ladder, or
|
|
|
- * address to find Z-coordinate if B3 is non-zero.
|
|
|
- * - const UShort I: ID of the walkmesh triangle found at the end
|
|
|
- * of the ladder, or address to find ID if B4 is non-zero.
|
|
|
- * - const UByte K: The keys used to move the character on the
|
|
|
- * ladder.
|
|
|
- * - const UByte A: Animation ID for the field object's movement
|
|
|
- * animation.
|
|
|
- * - const UByte D: Direction the character faces when climbing
|
|
|
- * the ladder.
|
|
|
- * - const UByte S: Speed of the animation whilst climbing the
|
|
|
- * ladder.
|
|
|
- *
|
|
|
- * Causes the character to climb a ladder; that is, switching from
|
|
|
- * standard walkmesh movement, to climbing along a line connecting
|
|
|
- * two points on the walkmesh. If B1, B2, B3 or B4 is non-zero,
|
|
|
- * then the value for that particular component is taken from
|
|
|
- * memory using the corresponding bank and address specified,
|
|
|
- * rather than as a literal value. Both retrieved values and
|
|
|
- * literals can be used for different components. If using X, Y, Z
|
|
|
- * or I as addresses, the lower byte should hold the address
|
|
|
- * whilst the higher byte should be zero. The coordinates specify
|
|
|
- * the end-point of the ladder; the current position of the
|
|
|
- * character is used as the start point. The ID of the walkmesh
|
|
|
- * triangle must be specified; this is the triangle the character
|
|
|
- * will step onto after reaching the end point of the ladder. The
|
|
|
- * K value specifies the keys used to move the character across
|
|
|
- * the ladder; keys outside the range found in the table will
|
|
|
- * cause unpredictable behaviour. The animation ID specifies an
|
|
|
- * offset into the field object's animation list; this animation
|
|
|
- * is played at the speed specified by S whilst the character
|
|
|
- * climbs. Finally, the D argument is a direction value in the
|
|
|
- * game's standard direction format, which orients the character
|
|
|
- * on the ladder. This opcode is used as part of the character's
|
|
|
- * entity, rather than in a seperate entity, as with a LINE. A
|
|
|
- * LINE is used to set the start point of the ladder on the
|
|
|
- * walkmesh. When this LINE is crossed by the player, a script in
|
|
|
- * the LINE then uses a PREQ (or one of its variants), calling the
|
|
|
- * script in the party leader that defines the LADER, causing the
|
|
|
- * character to switch to 'climbing mode'. To set up a two-way
|
|
|
- * ladder, two LINEs are used at either end, with different values
|
|
|
- * for the LADER arguments, such as differing end points. If this
|
|
|
- * opcode is used as part of a non-playable character entity, the
|
|
|
- * NPC object will automatically climb from the start to the end
|
|
|
- * point without need for player interaction.
|
|
|
- *
|
|
|
- * @param codegen[in|out] Code generator to append lines.
|
|
|
- * @param entity[in] The name of the entity.
|
|
|
- */
|
|
|
- void ProcessLADER(CodeGenerator* code_gen, const std::string& entity);
|
|
|
+ /**
|
|
|
+ * Processes a LADER opcode.
|
|
|
+ *
|
|
|
+ * Opcode: 0xC2
|
|
|
+ * Short name: LADER
|
|
|
+ * Long name: Ladder
|
|
|
+ *
|
|
|
+ * Memory layout (15 bytes)
|
|
|
+ * |0xC2|B1/B2|B3/B4|X|X|Y|Y|Z|Z|I|I|K|A|D|S|
|
|
|
+ *
|
|
|
+ * Arguments
|
|
|
+ * - const Bit[4] B1: Bank to retrieve X-coordinate, or zero if X is
|
|
|
+ * specified as a literal value.
|
|
|
+ * - const Bit[4] B2: Bank to retrieve Y-coordinate, or zero if Y is
|
|
|
+ * specified as a literal value.
|
|
|
+ * - const Bit[4] B3: Bank to retrieve Z-coordinate, or zero if Z is
|
|
|
+ * specified as a literal value.
|
|
|
+ * - const Bit[4] B4: Bank to retrieve ID, or zero if I is specified
|
|
|
+ * as a literal value.
|
|
|
+ * - const Short X: X-coordinate of the end of the ladder, or address
|
|
|
+ * to find X-coordinate if B1 is non-zero.
|
|
|
+ * - const Short Y: Y-coordinate of the end of the ladder, or address
|
|
|
+ * to find Y-coordinate if B2 is non-zero.
|
|
|
+ * - const Short Z: Z-coordinate of the end of the ladder, or address
|
|
|
+ * to find Z-coordinate if B3 is non-zero.
|
|
|
+ * - const UShort I: ID of the walkmesh triangle found at the end of
|
|
|
+ * the ladder, or address to find ID if B4 is non-zero.
|
|
|
+ * - const UByte K: The keys used to move the character on the ladder.
|
|
|
+ * - const UByte A: Animation ID for the field object's movement
|
|
|
+ * animation.
|
|
|
+ * - const UByte D: Direction the character faces when climbing the
|
|
|
+ * ladder.
|
|
|
+ * - const UByte S: Speed of the animation whilst climbing the ladder.
|
|
|
+ *
|
|
|
+ * Causes the character to climb a ladder; that is, switching from
|
|
|
+ * standard walkmesh movement, to climbing along a line connecting two
|
|
|
+ * points on the walkmesh. If B1, B2, B3 or B4 is non-zero, then the
|
|
|
+ * value for that particular component is taken from memory using the
|
|
|
+ * corresponding bank and address specified, rather than as a literal
|
|
|
+ * value. Both retrieved values and literals can be used for different
|
|
|
+ * components. If using X, Y, Z or I as addresses, the lower byte
|
|
|
+ * should hold the address whilst the higher byte should be zero. The
|
|
|
+ * coordinates specify the end-point of the ladder; the current
|
|
|
+ * position of the character is used as the start point. The ID of the
|
|
|
+ * walkmesh triangle must be specified; this is the triangle the
|
|
|
+ * character will step onto after reaching the end point of the ladder.
|
|
|
+ * The K value specifies the keys used to move the character across
|
|
|
+ * the ladder; keys outside the range found in the table will cause
|
|
|
+ * unpredictable behavior. The animation ID specifies an offset into
|
|
|
+ * the field object's animation list; this animation is played at the
|
|
|
+ * speed specified by S whilst the character climbs. Finally, the D
|
|
|
+ * argument is a direction value in the game's standard direction
|
|
|
+ * format, which orients the character on the ladder. This opcode is
|
|
|
+ * used as part of the character's entity, rather than in a separate
|
|
|
+ * entity, as with a LINE. A LINE is used to set the start point of
|
|
|
+ * the ladder on the walkmesh. When this LINE is crossed by the
|
|
|
+ * player, a script in the LINE then uses a PREQ (or one of its
|
|
|
+ * variants), calling the script in the party leader that defines the
|
|
|
+ * LADER, causing the character to switch to 'climbing mode'. To set
|
|
|
+ * up a two-way ladder, two LINEs are used at either end, with
|
|
|
+ * different values for the LADER arguments, such as differing end
|
|
|
+ * points. If this opcode is used as part of a non-playable character
|
|
|
+ * entity, the NPC object will automatically climb from the start to
|
|
|
+ * the end point without need for player interaction.
|
|
|
+ *
|
|
|
+ * @param codegen[in|out] Code generator to append lines.
|
|
|
+ * @param entity[in] The name of the entity.
|
|
|
+ */
|
|
|
+ void ProcessLADER(CodeGenerator* code_gen, const std::string& entity);
|
|
|
|
|
|
- void ProcessSOLID(CodeGenerator* code_gen, const std::string& entity);
|
|
|
+ void ProcessSOLID(CodeGenerator* code_gen, const std::string& entity);
|
|
|
|
|
|
- /**
|
|
|
- * Processes an OFST opcode.
|
|
|
- *
|
|
|
- * Opcode: 0xC3
|
|
|
- * Short name: OFST
|
|
|
- * Long name: Offset Object
|
|
|
- *
|
|
|
- * Memory layout (8 bytes)
|
|
|
- * |0xC3|B1/B2|B3/B4|T|X|Y|Z|S|
|
|
|
- *
|
|
|
- * Arguments:
|
|
|
- * - const Bit[4] B1: Bank to retrieve X offset, or zero if X is
|
|
|
- * specified as a literal.
|
|
|
- * - const Bit[4] B2: Bank to retrieve Y offset, or zero if Y is
|
|
|
- * specified as a literal.
|
|
|
- * - const Bit[4] B3: Bank to retrieve Z offset, or zero if Z is
|
|
|
- * specified as a literal.
|
|
|
- * - const Bit[4] B4: Bank to retrieve speed, or zero if S is
|
|
|
- * specified as a literal.
|
|
|
- * - const UByte T: Type of movement.
|
|
|
- * - const Short X: X offset amount, relative to current position,
|
|
|
- * or address to find X offset, if B1 is non-zero.
|
|
|
- * - const Short Y: Y offset amount, relative to current position,
|
|
|
- * or address to find Y offset, if B2 is non-zero.
|
|
|
- * - const Short Z: Z offset amount, relative to current position,
|
|
|
- * or address to find Z offset, if B3 is non-zero.
|
|
|
- * - const UShort S: Speed of the offset movement, if type is
|
|
|
- * non-zero, or address to find speed, if B4 is non-zero.
|
|
|
- *
|
|
|
- * Offsets the field object, belonging to the entity whose script
|
|
|
- * this opcode resides in, by a certain amount. After being
|
|
|
- * offset, the character continues to be constrained in movement
|
|
|
- * as defined by the walkmesh's shape, but at a certain distance
|
|
|
- * away from the normal walkmesh position. Other field objects are
|
|
|
- * unaffected, and their position or movements are maintained on
|
|
|
- * the walkmesh's original position. If B1, B2, B3 or B4 is
|
|
|
- * non-zero, then the value for that particular component is taken
|
|
|
- * from memory using the corresponding bank and address specified,
|
|
|
- * rather than as a literal value. Both retrieved values and
|
|
|
- * literals can be used for different components. If using T, X, Y
|
|
|
- * or S as addresses, the lower byte should hold the address
|
|
|
- * whilst the higher byte should be zero. The amount to offset is
|
|
|
- * specified relative to the current position. If Type is
|
|
|
- * specified, the object moves gradually from its current point to
|
|
|
- * the offset position; this can be used to simulate movements
|
|
|
- * such as elevators. Any type outside the range in the table will
|
|
|
- * cause the offset not to occur. If the object is set to move
|
|
|
- * gradually, then the speed of offset can be set; the greater the
|
|
|
- * number, the slower the object moves to its target offset.
|
|
|
- * Script execution may also be halted until the gradual offset
|
|
|
- * has been completed. For this, see OFSTW.
|
|
|
- *
|
|
|
- * @param codegen[in|out] Code generator to append lines.
|
|
|
- * @param entity[in] The entity name.
|
|
|
- */
|
|
|
- void ProcessOFST(CodeGenerator* codegen, const std::string& entity);
|
|
|
- };
|
|
|
+ /**
|
|
|
+ * Processes an OFST opcode.
|
|
|
+ *
|
|
|
+ * Opcode: 0xC3
|
|
|
+ * Short name: OFST
|
|
|
+ * Long name: Offset Object
|
|
|
+ *
|
|
|
+ * Memory layout (8 bytes)
|
|
|
+ * |0xC3|B1/B2|B3/B4|T|X|Y|Z|S|
|
|
|
+ *
|
|
|
+ * Arguments:
|
|
|
+ * - const Bit[4] B1: Bank to retrieve X offset, or zero if X is
|
|
|
+ * specified as a literal.
|
|
|
+ * - const Bit[4] B2: Bank to retrieve Y offset, or zero if Y is
|
|
|
+ * specified as a literal.
|
|
|
+ * - const Bit[4] B3: Bank to retrieve Z offset, or zero if Z is
|
|
|
+ * specified as a literal.
|
|
|
+ * - const Bit[4] B4: Bank to retrieve speed, or zero if S is
|
|
|
+ * specified as a literal.
|
|
|
+ * - const UByte T: Type of movement.
|
|
|
+ * - const Short X: X offset amount, relative to current position, or
|
|
|
+ * address to find X offset, if B1 is non-zero.
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+ * - const Short Y: Y offset amount, relative to current position, or
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+ * address to find Y offset, if B2 is non-zero.
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+ * - const Short Z: Z offset amount, relative to current position, or
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+ * address to find Z offset, if B3 is non-zero.
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+ * - const UShort S: Speed of the offset movement, if type is
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+ * non-zero, or address to find speed, if B4 is non-zero.
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+ *
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+ * Offsets the field object, belonging to the entity whose script this
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+ * opcode resides in, by a certain amount. After being offset, the
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+ * character continues to be constrained in movement as defined by the
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+ * walkmesh's shape, but at a certain distance away from the normal
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+ * walkmesh position. Other field objects are unaffected, and their
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+ * position or movements are maintained on the walkmesh's original
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+ * position. If B1, B2, B3 or B4 is non-zero, then the value for that
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+ * particular component is taken from memory using the corresponding
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+ * bank and address specified, rather than as a literal value. Both
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+ * retrieved values and literals can be used for different components.
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+ * If using T, X, Y or S as addresses, the lower byte should hold the
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+ * address whilst the higher byte should be zero. The amount to offset
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+ * is specified relative to the current position. If Type is
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+ * specified, the object moves gradually from its current point to the
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+ * offset position; this can be used to simulate movements such as
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+ * elevators. Any type outside the range in the table will cause the
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+ * offset not to occur. If the object is set to move gradually, then
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+ * the speed of offset can be set; the greater the number, the slower
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+ * the object moves to its target offset. Script execution may also be
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+ * halted until the gradual offset has been completed. For this, see
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+ * OFSTW.
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+ *
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+ * @param codegen[in|out] Code generator to append lines.
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+ * @param entity[in] The entity name.
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+ */
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+ void ProcessOFST(CodeGenerator* codegen, const std::string& entity);
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+};
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-}
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