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- /*
- * Copyright (C) 2022 V-Gears Team
- *
- * 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 3 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, see <http://www.gnu.org/licenses/>.
- */
- #pragma once
- #include "decompiler/instruction/KernelCallInstruction.h"
- #include "decompiler/field/FieldEngine.h"
- /**
- * A model instruction.
- */
- class FieldModelInstruction : public KernelCallInstruction{
- public:
- /**
- * Processes the instruction.
- *
- * @param[in] func Function to process.
- * @param[out] stack Function stack.
- * @param[in] engine Engine.
- * @param[in] code_gen Code generator.
- */
- virtual void ProcessInst(
- Function& func, ValueStack &stack, Engine* engine, CodeGenerator* code_gen
- ) override;
- private:
- /**
- * Processes a JOIN opcode.
- *
- * Opcode: 0x08
- * Short name: JOIN
- * Long name: Party Field Join
- * Memory layout (2 bytes)
- * |0x08|S|
- *
- * Arguments
- * - const UByte S: Speed that the characters join back together.
- *
- * Causes seperated party characters that have previously been SPLIT onto the field, to be
- * joined back together again; that is, only the party leader becomes visible on the field.
- * This should be called if a previous SPLIT has completed (the party members have finished
- * speaking, or performing their actions, for example). As with SPLIT, the speed of the
- * join is specified, from a scale of 1 (almost instant) to FF (very slow walk), and must
- * be non-zero. In contrast to most MOVE related op codes, the speed is this setting is
- * actually the total number of frames required. Depending on the distance from the player
- * character and the number of frames required, the entity plays a run or walk animation.
- * Also, all characters take the same time irrespective of distance. Calling JOIN without
- * having previously SPLIT the characters will cause the party members to appear at the
- * walkmesh origin and attempt to JOIN from there. This is not normally the required
- * behavior and should be avoided.
- *
- * @param[in,out] code_gen Code generator to append lines.
- */
- void ProcessJOIN(CodeGenerator* code_gen);
- /**
- * Processes a SPLIT opcode.
- *
- * Opcode: 0x09
- * Short name: SPLIT
- * Long name: Party Field Split
- *
- * Memory layout (15 bytes)
- * |0x20|B1/B2|B3/B4|B5/B6|XA|XA|YA|YA|DA|XB|XB|YB|YB|DB|S|
- *
- * Arguments
- * - const Bit[4] B1: Bank for XA, or zero if XA is specified as a literal value.
- * - const Bit[4] B2: Bank for YA, or zero if YA is specified as a literal value.
- * - const Bit[4] B3: Bank for DA, or zero if DA is specified as a literal value.
- * - const Bit[4] B4: Bank for XB, or zero if XB is specified as a literal value.
- * - const Bit[4] B5: Bank for YB, or zero if YB is specified as a literal value.
- * - const Bit[4] B6: Bank for DB, or zero if DB is specified as a literal value.
- * - const Short XA: X-coordinate of the second character in the party after the split, or
- * address for the value if B1 is non-zero.
- * - const Short YA: Y-coordinate of the second character in the party after the split, or
- * address for the value if B2 is non-zero.
- * - const UByte DA: Direction the second character faces after the split, or address for
- * the value if B3 is non-zero.
- * - const Short XB: X-coordinate of the third character in the party after the split, or
- * address for the value if B4 is non-zero.
- * - const Short YB: Y-coordinate of the third character in the party after the split, or
- * address for the value if B5 is non-zero.
- * - const UByte DB: Direction the third character faces after the split, or address for
- * the value if B6 is non-zero.
- * - const UByte S: Speed that the characters split.
- *
- * Causes the common 'split effect' whereby the second and third characters in the current
- * party 'come out' from the party leader. That is, they become visible in the field,
- * starting from the center of the party leader, and move out to the coordinates specified
- * in the argument list. This is commonly used when the other characters in the current
- * party have an action or dialog to perform and must be individually visible in the field.
- * As well as specifying final coordinates for the two other party characters, the
- * directions each character faces after the split are specified as a byte, using the
- * common direction values found throughout the game. Speed is also given and is used to
- * specify the rate at which the characters leave the party leader, using a scale from 1
- * (almost instant) to FF (extremely slow walk); this must be non-zero. In contrast to most
- * MOVE related op codes, the speed is this setting is actually the total number of frames
- * required. Depending on the distance from the player character and the number of frames
- * required, the entity plays a run or walk animation. Also, all characters take the same
- * time irrespective of distance.
- *
- * @param[in,out] code_gen Code generator to append lines.
- */
- void ProcessSPLIT(CodeGenerator* code_gen);
- /**
- * Processes a TLKON opcode.
- *
- * Opcode: 0x7E
- * Short name: TLKON
- * Long name: Talk Switch
- *
- * Memory layout (2 bytes)
- * |0x7E|S
- *
- * Arguments:
- *
- * - const UByte B: Switch on/off (0/1, respectively).
- *
- * Turns on or off, for an entity, the ability for the playable character to interact with
- * the entity by pressing the [X] button. More precisely, this enables or disables the On
- * Press script (script 2); if set to off, script 2 will not execute when the button is
- * pressed and the player is facing the entity's object. If set to on, the script will
- * execute, as normal.
- */
- void ProcessTLKON(CodeGenerator* code_gen, const std::string& entity);
- void ProcessPC(CodeGenerator* code_gen, const std::string& entity, int char_id);
- void ProcessCHAR(CodeGenerator* code_gen, const std::string& entity);
- void ProcessDFANM(CodeGenerator* code_gen, const std::string& entity, int char_id);
- void ProcessANIME1(CodeGenerator* code_gen, const std::string& entity, int char_id);
- void ProcessVISI(CodeGenerator* code_gen, const std::string& entity);
- void ProcessXYZI(CodeGenerator* code_gen, const std::string& entity);
- void ProcessMOVE(CodeGenerator* code_gen, const std::string& entity);
- /**
- * Processes a TURA opcode.
- *
- * Opcode: 0xAB
- * Short name: TURA
- * Long name: Turn to entity
- *
- * Memory layout (4 bytes)
- * |0xB4|Entity id|Rotate side type|Steps in rotation
- *
- * Arguments
- *
- * - const Bit[4] Entity id: Entity id to which model we calculate direction during first
- * opcode call.
- * - const Short Rotate side type: Specify how model will be rotated. (0 - clockwise/ 1 -
- * anti-clockwise/ 2 - closest)
- * - const Short Steps in rotation: Set number of steps in rotation.
- *
- * Rotation calculated like in TUGNGEN, except end direction calculated during first opcode
- * call. Rotation always calculated smoothly. Like in TURNGEN(XX,XX,XX,XX,02); This opcode
- * will be called until turn is over and then continue script execution.
- *
- * @param[in,out] code_gen Code generator to append lines.
- * @param[in] entity The name of the entity.
- * @param[in] engine The field engine.
- */
- void ProcessTURA(
- CodeGenerator* code_gen, const std::string& entity, const FieldEngine& engine
- );
- void ProcessMSPED(CodeGenerator* code_gen, const std::string& entity);
- void ProcessDIR(CodeGenerator* code_gen, const std::string& entity);
- void ProcessTURNGEN(CodeGenerator* code_gen, const std::string& entity);
- void ProcessGETAI(CodeGenerator* code_gen, const FieldEngine& engine);
- void ProcessANIM_2(CodeGenerator* code_gen, const std::string& entity, int char_id);
- void ProcessCANIM2(CodeGenerator* code_gen, const std::string& entity, int char_id);
- void ProcessCANM_2(CodeGenerator* code_gen, const std::string& entity, int char_id);
- void ProcessCC(CodeGenerator* code_gen, const FieldEngine& engine);
- /**
- * Processes a JUMP opcode.
- *
- * Opcode: 0xC0
- * Short name: JUMP
- * Long name: Jump
- *
- * 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.
- * - const Bit[4] B2: Bank to retrieve Y-coordinate, or zero if specifying Y as a literal.
- * - const Bit[4] B3: Bank to retrieve triangle ID, or zero if specifying Z as a literal.
- * - const Bit[4] B4: Bank to retrieve jump height, or zero if specifying H as a literal.
- * - 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[in,out] code_gen Code generator to append lines.
- * @param[in] entity 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[in,out] code_gen 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 specifiedas 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[in,out] code_gen Code generator to append lines.
- * @param[in] entity The name of the entity.
- */
- void ProcessLADER(CodeGenerator* code_gen, const std::string& entity);
- /**
- * Processes an SLIDR opcode.
- *
- * Opcode: 0xC6
- * Short name: SLIDR
- * Long name: Solid Range
- *
- * Memory layout (3 bytes)
- * |0xC6|B|R|
- *
- * Arguments:
- *
- * - const UByte B: Bank to retrieve R, or zero if R is specified as a literal value.
- * - const UByte R: Range value.
- *
- * Adjusts the range of the collision circle for the entity's field object, changing the
- * distance threshold for collisions between the object, and both other objects and the
- * walkmesh boundaries. Lower values produce a lower circle for the object; higher values
- * increase the circle size.
- */
- void ProcessSLIDR(CodeGenerator* code_gen, const std::string& entity);
- /**
- * Processes a SOLID opcode.
- *
- * Opcode: 0xC7
- * Short name: SOLID
- * Long name: Solid object
- *
- * Memory layout (2 bytes)
- * |0xC7|S|
- *
- * Arguments:
- *
- * const UByte S: Switch on/off (0/1, respectively).
- *
- * Switches the solidity of the field object associated with this entity; that is, turns
- * collision detection on or off. When off, the playable character will be able to walk
- * through the entity's object, as if it were not there. This may be used for such objects
- * as save points, where the character must be able to walk through the object to be able
- * to access the save menu item.
- */
- 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[in,out] code_gen Code generator to append lines.
- * @param[in] entity The entity name.
- */
- void ProcessOFST(CodeGenerator* code_gen, const std::string& entity);
- };
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