FieldWalkmeshInstruction.h 3.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101
  1. /*
  2. * Copyright (C) 2022 V-Gears Team
  3. *
  4. * This program is free software: you can redistribute it and/or modify
  5. * it under the terms of the GNU General Public License as published by
  6. * the Free Software Foundation, either version 3 of the License, or
  7. * (at your option) any later version.
  8. *
  9. * This program is distributed in the hope that it will be useful,
  10. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. * GNU General Public License for more details.
  13. *
  14. * You should have received a copy of the GNU General Public License
  15. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  16. */
  17. #pragma once
  18. #include "decompiler/instruction/KernelCallInstruction.h"
  19. #include "decompiler/field/FieldEngine.h"
  20. /**
  21. * A walkmesh instruction.
  22. */
  23. class FieldWalkmeshInstruction : public KernelCallInstruction{
  24. public:
  25. /**
  26. * Processes the instruction.
  27. *
  28. * @param[in] func Function to process.
  29. * @param[out] stack Function stack.
  30. * @param[in] engine Engine. Unused.
  31. * @param[in,out] code_gen Code generator to append lines.
  32. */
  33. virtual void ProcessInst(
  34. Function& func, ValueStack& stack, Engine* engine, CodeGenerator* code_gen
  35. ) override;
  36. private:
  37. void ProcessUC(CodeGenerator* code_gen);
  38. /**
  39. * Processes a LINE opcode.
  40. *
  41. * Opcode: 0xD0
  42. * Short name: LINE
  43. * Long name: Line definition
  44. *
  45. * Memory layout (7 bytes)
  46. * |0xD0|XA|YA|ZA|XB|YB|ZB|
  47. *
  48. * Arguments:
  49. * - const Short XA: X-coordinate of the first point of the line.
  50. * - const Short YA: Y-coordinate of the first point of the line.
  51. * - const Short ZA: Z-coordinate of the first point of the line.
  52. * - const Short XB: X-coordinate of the second point of the line.
  53. * - const Short YB: Y-coordinate of the second point of the line.
  54. * - const Short ZB: Z-coordinate of the second point of the line.
  55. *
  56. * Defines a line on the walkmesh that, when crossed by a playable
  57. * character, causes one of the entity's scripts to be executed. These
  58. * are similar to the triggers in Section 8. All the lines in the
  59. * current field can be turned on or off by using the LINON opcode.
  60. *
  61. * There are generally 6 scripts (other than the init and main) if the
  62. * entity is a LINE.
  63. * - script index 2 -> S1 - [OK].
  64. * - script index 3 -> S2 - Move.
  65. * - script index 4 -> S3 - Move.
  66. * - script index 5 -> S4 - Go.
  67. * - script index 6 -> S5 - Go 1x.
  68. * - script index 7 -> S6 - Go away.
  69. *
  70. * @param[in,out] code_gen Code generator to append lines.
  71. * @param[in] entity The entity name.
  72. */
  73. void ProcessLINE(CodeGenerator* code_gen, const std::string& entity);
  74. /**
  75. * Processes a LINON opcode.
  76. *
  77. * Opcode: 0xD1
  78. * Short name: LINON
  79. * Long name: Line Switch
  80. *
  81. * Memory layout (2 bytes):
  82. * |0xD1|S|
  83. *
  84. * const UByte S: Switch on/off (1/0, respectively).
  85. *
  86. * Turns on or off the LINE that was registered by this entity in the current field. If set
  87. * to off, the line will not be triggered by the character walking through them.
  88. *
  89. * @param[in,out] code_gen Code generator to append lines.
  90. */
  91. void ProcessLINON(CodeGenerator* code_gen);
  92. };