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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 func[in] Function to process.
- * @param stack[out] Function stack.
- * @param engine[in] Engine.
- * @param code_gen[in] 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 behaviour and should
- * be avoided.
- *
- * @param codegen[in|out] 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 codegen[in|out] Code generator to append lines.
- */
- void ProcessSPLIT(CodeGenerator* code_gen);
- void ProcessTLKON(CodeGenerator* code_gen, const std::string& entity);
- void ProcessPC(CodeGenerator* code_gen, const std::string& entity);
- 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);
- 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 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 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);
- /**
- * 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);
- };
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