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control.cpp
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/* Jzip V2.1 Infocom/Inform Zcode Format Interpreter
* --------------------------------------------------------------------
* Copyright (c) 2000 John D. Holder. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* --------------------------------------------------------------------
*/
/*
* Modified by Louis Davis April, 2012
* Arduino support.
*
*/
/*
* control.c
*
* Functions that alter the flow of control.
*
*/
#include "ztypes.h"
/*
* z_check_arg_count
*
* Jump if argument is present.
*
*/
void z_check_arg_count( zword_t argc )
{
conditional_jump( argc <= ( zword_t ) ( stack[fp + 1] & ARGS_MASK ) );
} /* z_check_arg_count */
/*
* z_call
*
* Call a subroutine. Save PC and FP then load new PC and initialise stack based
* local arguments.
*
* Implements: call_1s, call_1n, call_2s, call_2n, call, call_vs, call_vs2, call_vn, call_vn2
*
*/
int z_call( int argc, zword_t * argv, int type )
{
zword_t arg;
int i = 1, args, status = 0;
/* Convert calls to 0 as returning FALSE */
if ( argv[0] == 0 )
{
if ( type == FUNCTION )
store_operand( FALSE );
return ( 0 );
}
/* Save current PC, FP and argument count on stack */
stack[--sp] = ( zword_t ) ( pc >> 16 );
stack[--sp] = ( zword_t ) ( pc & 0xFFFF );
stack[--sp] = fp;
stack[--sp] = ( argc - 1 ) | type;
/* Create FP for new subroutine and load new PC */
fp = sp - 1;
pc = ( unsigned long ) argv[0] * story_scaler;
/* Read argument count and initialise local variables */
args = ( unsigned int ) read_code_byte( );
while ( --args >= 0 )
{
arg = ( h_type > V4 ) ? 0 : read_code_word( );
stack[--sp] = ( --argc > 0 ) ? argv[i++] : arg;
}
/* If the call is asynchronous then call the interpreter directly.
* We will return back here when the corresponding return frame is
* encountered in the ret call. */
if ( type == ASYNC )
{
status = interpret( );
interpreter_state = RUN;
interpreter_status = 1;
}
return ( status );
} /* z_call */
/*
* z_ret
*
* Return from subroutine. Restore FP and PC from stack.
*
*/
void z_ret( zword_t value )
{
zword_t argc;
/* Clean stack */
sp = fp + 1;
/* Restore argument count, FP and PC */
argc = stack[sp++];
fp = stack[sp++];
pc = stack[sp++];
pc += ( unsigned long ) stack[sp++] << 16;
/* If this was an async call then stop the interpreter and return
* the value from the async routine. This is slightly hacky using
* a global state variable, but ret can be called with conditional_jump
* which in turn can be called from all over the place, sigh. A
* better design would have all opcodes returning the status RUN, but
* this is too much work and makes the interpreter loop look ugly */
if ( ( argc & TYPE_MASK ) == ASYNC )
{
interpreter_state = STOP;
interpreter_status = ( int ) value;
}
else
{
/* Return subroutine value for function call only */
if ( ( argc & TYPE_MASK ) == FUNCTION )
{
store_operand( value );
}
}
} /* z_ret */
/*
* z_jump
*
* Unconditional jump. Jump is PC relative.
*
*/
void z_jump( zword_t offset )
{
pc = ( unsigned long ) ( pc + ( ZINT16 ) offset - 2 );
} /* z_jump */
/*
* z_restart
*
* Restart game by initialising environment and reloading start PC.
*
*/
void z_restart( void )
{
unsigned int scripting_flag;
/* Randomise */
SRANDOM_FUNC( ( unsigned int ) millis( ) );
/* Remember scripting state */
scripting_flag = get_word( H_FLAGS ) & SCRIPTING_FLAG;
/* Restart the screen */
restart_screen( );
/* Reset the interpreter state */
restart_interp( scripting_flag );
/* Load start PC, SP and FP */
pc = h_start_pc;
sp = STACK_SIZE;
fp = STACK_SIZE - 1;
} /* z_restart */
/*
* restart_interp
*
* Do all the things which need to be done after startup, restart, and restore
* commands.
*
*/
void restart_interp( int scripting_flag )
{
if ( scripting_flag )
set_word( H_FLAGS, ( get_word( H_FLAGS ) | SCRIPTING_FLAG ) );
set_byte( H_INTERPRETER, h_interpreter );
set_byte( H_INTERPRETER_VERSION, h_interpreter_version );
set_byte( H_SCREEN_ROWS, DEFAULT_ROWS ); /* Screen dimension in characters */
set_byte( H_SCREEN_COLUMNS, DEFAULT_COLS );
set_byte( H_SCREEN_LEFT, 0 ); /* Screen dimension in smallest addressable units, ie. pixels */
set_byte( H_SCREEN_RIGHT, DEFAULT_COLS );
set_byte( H_SCREEN_TOP, 0 );
set_byte( H_SCREEN_BOTTOM, DEFAULT_ROWS );
set_byte( H_MAX_CHAR_WIDTH, 1 ); /* Size of a character in screen units */
set_byte( H_MAX_CHAR_HEIGHT, 1 );
/* Initialise status region */
if ( h_type < V4 )
{
write_char('\n');
}
} /* restart_interp */
/*
* z_catch
*
* Return the value of the frame pointer (FP) for later use with throw.
* Before V5 games this was a simple pop.
*
*/
void z_catch( void )
{
if ( h_type > V4 )
{
store_operand( fp );
}
else
{
sp++;
}
} /* z_catch */
/*
* z_throw
*
* Remove one or more stack frames and return. Works like longjmp, see z_catch.
*
*/
void z_throw( zword_t value, zword_t new_fp )
{
if ( new_fp > fp )
{
fatal();
}
fp = new_fp;
z_ret( value );
} /* z_throw */