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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 window instruction.
- */
- class FieldWindowInstruction : public KernelCallInstruction{
- public:
- /**
- * Processes the instruction.
- *
- * @param[in] func Function to process.
- * @param[out] stack Function stack. Unused.
- * @param[in] engine Engine.
- * @param[in,out] code_gen Code generator to append lines.
- */
- virtual void ProcessInst(
- Function& func, ValueStack& stack, Engine* engine, CodeGenerator* code_gen
- ) override;
- private:
- /**
- * Processes a STTIM opcode.
- *
- * Opcode: 0x38
- * Short name: STTIM
- * Long name: Set Timer
- *
- * Memory layout (6 bytes)
- * |0x38|B1/B2|0/B3|H|M|S|
- *
- * Arguments
- * - const Bit[4] B1: Bank to find hours value, or zero if hours (B1) is passed as a value.
- * - const Bit[4] B2: Bank to find minutes value, or zero if minutes (B2) is passed as a
- * value.
- * - const Bit[4] 0: Zero.
- * - const Bit[4] B3: Bank to find seconds value, or zero if seconds (B3) is passed as a
- * value.
- * - const UByte H: Hours, or address to find hours value, if B1 is non-zero.
- * - const UByte M: Minutes, or address to find minutes value, if B2 is non-zero.
- * - const UByte S: Seconds, or address to find seconds value, if B3 is non-zero.
- *
- * Sets the clock, as found in the WSPCL opcode. If the hours, minutes or seconds are
- * specified in the argument, the corresponding B nybble is zero. Otherwise, the value for
- * the time component is retrieved from the bank and address specified. The separate time
- * components can be retrieved from memory or specified as a value, in the same argument
- * list. Hours are not directly visible on the clock, as it only displays minutes and
- * seconds. Hours are translated into minutes.
- *
- * @param[in,out] code_gen Code generator to append lines.
- */
- void ProcessSTTIM(CodeGenerator* code_gen);
- void ProcessMESSAGE(CodeGenerator* code_gen, const std::string& script_name);
- void ProcessMPNAM(CodeGenerator* code_gen, const std::string& script_name);
- /**
- * Processes a MENU opcode.
- *
- * Opcode: 0x49
- * Short name: MENU
- * Long name: Menu
- *
- * Memory layout (4 bytes)
- * |0x49|B|T|E|
- *
- * Arguments
- * - const UByte B: Bank for parameter, or zero if P is specified as a literal value.
- * - const UByte T: Type of menu, or special event.
- * - const UByte P: Parameter to the menu, or address of parameter value, if B is non-zero.
- *
- * MENU has two uses. Its primary function is to display a menu or other special screen.
- * These menus range from the character name entry screen, to a shop, and even the staff
- * credit display. The other function is to provide a set of special events that would
- * normally be accomplished through a set of opcodes, but are instead coded directly into a
- * MENU call. Some types of menu are erroneous or produce erratic behaviour, and were most
- * likely used for testing. As such, they are not listed here.
- *
- * Standard Menu Types
- *
- * ID Menu Type
- * 5 FF7 Credits
- * 6 Character Name Entry
- * 7 Party Select
- * 8 Shop
- * 9 Main Menu
- * E Save Screen
- *
- * Special Event Types
- * ID Event Type
- * F Yuffie's Materia Steal (Remove All Materia)
- * 12 Remove Cloud's Materia
- * 13 Restore Cloud's Materia
- *
- * Parameters
- *
- * Character Name Entry: Parameter indicates the name of the character to edit, and follows
- * the standard Character IDs, as well as 0x64 to indicate the Chocobo naming screen.
- *
- * @param[in,out] code_gen Code generator to append lines.
- */
- void ProcessMENU(CodeGenerator* code_gen);
- void ProcessMENU2(CodeGenerator* code_gen);
- void ProcessWINDOW(CodeGenerator* code_gen);
- void ProcessWCLSE(CodeGenerator* code_gen);
- /**
- * Processes a WSPCL opcode.
- *
- * Opcode: 0x36
- * Short name: WSPCL
- * Long name: Window Special (Numerical Display)
- *
- * Memory layout (5 bytes.)
- * |0x36|W|T|X|Y|
- *
- * Arguments
- *
- * - const UByte W: WINDOW ID to apply the change to.
- * - const UByte T: Type of display.
- * - const UByte X: X-coordinate of the numerical display, relative to the top-left of the
- * window.
- * - const UByte Y: Y-coordinate of the numerical display, relative to the top-left of the
- * window.
- *
- * Creates a numerical display inside the given window. The display can be either in the
- * form of a clock, or a scoreboard with six digits. This only creates the numerical
- * display; to actually show it, a MESSAGE or ASK command needs to be issued. Using a blank
- * line of dialog will allow you to create a numerical display in the top-left of the
- * window without field dialog hidden behind it. Alternatively, dialog can be shown along
- * with the display by placing the display in an appropriate area of the window. To set the
- * time for the clock variant, STTIM is used. To set the number for the numerical display,
- * WNUMB is used.
- *
- * @param[in,out] code_gen Code generator to append lines.
- */
- void ProcessWSPCL(CodeGenerator* code_gen);
- /**
- * Processes a WMODE opcode.
- *
- * Opcode: 0x52
- * Short name: WMODE
- * Long name: Window Mode
- *
- * Memory layout (4 bytes)
- * |0x52|N|M|C|
- *
- * Arguments
- *
- * - const UByte N: The ID of the window whose mode will be set.
- * - const UByte M: Mode of the window.
- * - const UByte C: Window permanency.
- *
- * Changes properties associated with the WINDOW whose ID is specified. The mode byte sets
- * the style of the window, as detailed below. If the final byte is set to 1, the window
- * cannot be closed by the player pushing [OK]. The mode of the window should be changed
- * before it is displayed with MESSAGE or ASK, or the changes will not be visible unless
- * the window is closed and reopened.
- *
- * @param[in,out] code_gen Code generator to append lines.
- */
- void ProcessWMODE(CodeGenerator* code_gen);
- };
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