//Returns 0 if the call terminated. If the caller provides a callback and the thread does not terminate,
//it will continue to run. Otherwise it will be killed. Returns 1 in this case.
int CCobInstance::RealCall(int functionId, vector<int> &args, CBCobThreadFinish cb, void *p1, void *p2)
{
	CCobThread *t = new CCobThread(script, this);
	t->Start(functionId, args, false);

#if COB_DEBUG > 0
	if (COB_DEBUG_FILTER)
		logOutput.Print("Calling %s:%s", script.name.c_str(), script.scriptNames[functionId].c_str());
#endif

	int res = t->Tick(30);
	t->CommitAnims(30);

	//Make sure this is run even if the call terminates instantly
	if (cb) 
		t->SetCallback(cb, p1, p2);

	if (res == -1) {
		//Retrieve parameter values from stack		
		for (unsigned int i = 0; i < args.size(); ++i) {
			args[i] = t->GetStackVal(i);
		}
		delete t;
		return 0;
	}
	else {
		//It has already added itself to the correct scheduler (global for sleep, or local for anim)
		return 1;
	}
}
Beispiel #2
0
/**
 * @brief Calls a cob script function
 * @param functionId int cob script function id
 * @param args vector<int> function arguments
 * @param cb CBCobThreadFinish Callback function
 * @param p1 void* callback argument #1
 * @param p2 void* callback argument #2
 * @return 0 if the call terminated. If the caller provides a callback and the thread does not terminate,
 *  it will continue to run. Otherwise it will be killed. Returns 1 in this case.
 */
int CCobInstance::RealCall(int functionId, vector<int> &args, CBCobThreadFinish cb, void *p1, void *p2)
{
	if (functionId < 0 || size_t(functionId) >= script.scriptNames.size()) {
		if (cb) {
			// in case the function doesnt exist the callback should still be called
			(*cb)(0, p1, p2);
		}
		return -1;
	}

	CCobThread *t = new CCobThread(script, this);
	t->Start(functionId, args, false);

#if COB_DEBUG > 0
	if (COB_DEBUG_FILTER)
		logOutput.Print("Calling %s:%s", script.name.c_str(), script.scriptNames[functionId].c_str());
#endif

	int res = t->Tick(30);
	t->CommitAnims(30);

	// Make sure this is run even if the call terminates instantly
	if (cb)
		t->SetCallback(cb, p1, p2);

	if (res == -1) {
		unsigned int i = 0, argc = t->CheckStack(args.size());
		// Retrieve parameter values from stack
		for (; i < argc; ++i)
			args[i] = t->GetStackVal(i);
		// Set erroneous parameters to 0
		for (; i < args.size(); ++i)
			args[i] = 0;
		delete t;
		return 0;
	}
	else {
		// It has already added itself to the correct scheduler (global for sleep, or local for anim)
		return 1;
	}
}
//Returns -1 if this thread is dead and needs to be killed
int CCobThread::Tick(int deltaTime)
{
	if (state == Sleep) {
		logOutput.Print("CobError: sleeping thread ticked!");
	}
	if (state == Dead || !owner) {
		return -1;
	}

	state = Run;
	GCobEngine.SetCurThread(this);

	int r1, r2, r3, r4, r5, r6;
	vector<int> args;
	CCobThread *thread;

	execTrace.clear();
	delayedAnims.clear();
	//list<int>::iterator ei;
	vector<int>::iterator ei;

#if COB_DEBUG > 0
	if (COB_DEBUG_FILTER)
		logOutput.Print("Executing in %s (from %s)", script.scriptNames[callStack.back().functionId].c_str(), GetName().c_str());
#endif

	while (state == Run) {
		//int opcode = *(int *)&script.code[PC];

		//Disabling exec trace gives about a 50% speedup on vm-intensive code
		//execTrace.push_back(PC);

		int opcode = GET_LONG_PC();

#if COB_DEBUG > 1
		if (COB_DEBUG_FILTER)
			logOutput.Print("PC: %x opcode: %x (%s)", PC - 1, opcode, GetOpcodeName(opcode).c_str());
#endif

		switch(opcode) {
			case PUSH_CONSTANT:
				r1 = GET_LONG_PC();
				stack.push_back(r1);
				break;
			case SLEEP:
				r1 = POP();
				wakeTime = GCurrentTime + r1;
				state = Sleep;
				GCobEngine.AddThread(this);
				GCobEngine.SetCurThread(NULL);

#if COB_DEBUG > 0
				if (COB_DEBUG_FILTER)
					logOutput.Print("%s sleeping for %d ms", script.scriptNames[callStack.back().functionId].c_str(), r1);
#endif
				return 0;
			case SPIN:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r3 = POP();				//speed
				r4 = POP();				//accel
				owner->Spin(r1, r2, r3, r4);
				break;
			case STOP_SPIN:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r3 = POP();				//decel
				//logOutput.Print("Stop spin of %s around %d", script.pieceNames[r1].c_str(), r2);
				owner->StopSpin(r1, r2, r3);
				break;
			case RETURN:
				retCode = POP();
				if (callStack.back().returnAddr == -1) {

#if COB_DEBUG > 0
					if (COB_DEBUG_FILTER)
						logOutput.Print("%s returned %d", script.scriptNames[callStack.back().functionId].c_str(), retCode);
#endif

					state = Dead;
					GCobEngine.SetCurThread(NULL);
					//callStack.pop_back();
					//Leave values intact on stack in case caller wants to check them
					return -1;
				}

				PC = callStack.back().returnAddr;
				while (stack.size() > callStack.back().stackTop) {
					stack.pop_back();
				}
				callStack.pop_back();

#if COB_DEBUG > 0
				if (COB_DEBUG_FILTER)
					logOutput.Print("Returning to %s", script.scriptNames[callStack.back().functionId].c_str());
#endif

				break;
			case SHADE:
				r1 = GET_LONG_PC();
				break;
			case DONT_SHADE:
				r1 = GET_LONG_PC();
				break;
			case CACHE:
				r1 = GET_LONG_PC();
				break;
			case DONT_CACHE:
				r1 = GET_LONG_PC();
				break;
			case CALL: {
				r1 = GET_LONG_PC();
				PC--;
				const string& name = script.scriptNames[r1];
				if (name.find("lua_") == 0) {
					script.code[PC - 1] = LUA_CALL;
					LuaCall();
					break;
				}
				script.code[PC - 1] = REAL_CALL;

				// fall through //
			}
			case REAL_CALL:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();

				if (script.scriptLengths[r1] == 0) {
					//logOutput.Print("Preventing call to zero-len script %s", script.scriptNames[r1].c_str());
					break;
				}

				struct callInfo ci;
				ci.functionId = r1;
				ci.returnAddr = PC;
				ci.stackTop = stack.size() - r2;
				callStack.push_back(ci);
				paramCount = r2;

				PC = script.scriptOffsets[r1];
#if COB_DEBUG > 0
				if (COB_DEBUG_FILTER)
					logOutput.Print("Calling %s", script.scriptNames[r1].c_str());
#endif
				break;
			case LUA_CALL:
				LuaCall();
				break;
			case POP_STATIC:
				r1 = GET_LONG_PC();
				r2 = POP();
				owner->staticVars[r1] = r2;
				//logOutput.Print("Pop static var %d val %d", r1, r2);
				break;
			case POP_STACK:
				POP();
				break;
			case START:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();

				if (script.scriptLengths[r1] == 0) {
					//logOutput.Print("Preventing start of zero-len script %s", script.scriptNames[r1].c_str());
					break;
				}

				args.clear();
				for (r3 = 0; r3 < r2; ++r3) {
					r4 = POP();
					args.push_back(r4);
				}

				thread = SAFE_NEW CCobThread(script, owner);
				thread->Start(r1, args, true);

				//Seems that threads should inherit signal mask from creator
				thread->signalMask = signalMask;

#if COB_DEBUG > 0
				if (COB_DEBUG_FILTER)
					logOutput.Print("Starting %s %d", script.scriptNames[r1].c_str(), signalMask);
#endif

				break;
			case CREATE_LOCAL_VAR:
				if (paramCount == 0) {
					stack.push_back(0);
				}
				else {
					paramCount--;
				}
				break;
			case GET_UNIT_VALUE:
				r1 = POP();
				if ((r1 >= LUA0) && (r1 <= LUA9)) {
					stack.push_back(luaArgs[r1 - LUA0]);
					break;
				}
				ForceCommitAllAnims();			// getunitval could possibly read piece locations
				r1 = owner->GetUnitVal(r1, 0, 0, 0, 0);
				stack.push_back(r1);
				break;
			case JUMP_NOT_EQUAL:
				r1 = GET_LONG_PC();
				r2 = POP();
				if (r2 == 0) {
					PC = r1;
				}
				break;
			case JUMP:
				r1 = GET_LONG_PC();
				//this seem to be an error in the docs..
				//r2 = script.scriptOffsets[callStack.back().functionId] + r1;
				PC = r1;
				break;
			case POP_LOCAL_VAR:
				r1 = GET_LONG_PC();
				r2 = POP();
				stack[callStack.back().stackTop + r1] = r2;
				break;
			case PUSH_LOCAL_VAR:
				r1 = GET_LONG_PC();
				r2 = stack[callStack.back().stackTop + r1];
				stack.push_back(r2);
				break;
			case SET_LESS_OR_EQUAL:
				r2 = POP();
				r1 = POP();
				if (r1 <= r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case BITWISE_AND:
				r1 = POP();
				r2 = POP();
				stack.push_back(r1 & r2);
				break;
			case BITWISE_OR:	//seems to want stack contents or'd, result places on stack
				r1 = POP();
				r2 = POP();
				stack.push_back(r1 | r2);
				break;
			case BITWISE_XOR:
				r1 = POP();
				r2 = POP();
				stack.push_back(r1 ^ r2);
				break;
			case BITWISE_NOT:
				r1 = POP();
				stack.push_back(~r1);
				break;
			case EXPLODE:
				r1 = GET_LONG_PC();
				r2 = POP();
				owner->Explode(r1, r2);
				break;
			case PLAY_SOUND:
				r1 = GET_LONG_PC();
				r2 = POP();
				owner->PlayUnitSound(r1, r2);
				break;
			case PUSH_STATIC:
				r1 = GET_LONG_PC();
				stack.push_back(owner->staticVars[r1]);
				//logOutput.Print("Push static %d val %d", r1, owner->staticVars[r1]);
				break;
			case SET_NOT_EQUAL:
				r1 = POP();
				r2 = POP();
				if (r1 != r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case SET_EQUAL:
				r1 = POP();
				r2 = POP();
				if (r1 == r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case SET_LESS:
				r2 = POP();
				r1 = POP();
				if (r1 < r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case SET_GREATER:
				r2 = POP();
				r1 = POP();
				if (r1 > r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case SET_GREATER_OR_EQUAL:
				r2 = POP();
				r1 = POP();
				if (r1 >= r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case RAND:
				r2 = POP();
				r1 = POP();
				r3 = gs->randInt() % (r2 - r1 + 1) + r1;
				stack.push_back(r3);
				break;
			case EMIT_SFX:
				r1 = POP();
				r2 = GET_LONG_PC();
				owner->EmitSfx(r1, r2);
				break;
			case MUL:
				r1 = POP();
				r2 = POP();
				stack.push_back(r1 * r2);
				break;
			case SIGNAL:
				r1 = POP();
				owner->Signal(r1);
				break;
			case SET_SIGNAL_MASK:
				r1 = POP();
				signalMask = r1;
				break;
			case TURN:
				r2 = POP();
				r1 = POP();
				r3 = GET_LONG_PC();
				r4 = GET_LONG_PC();
				//logOutput.Print("Turning piece %s axis %d to %d speed %d", script.pieceNames[r3].c_str(), r4, r2, r1);
				ForceCommitAnim(1, r3, r4);
				owner->Turn(r3, r4, r1, r2);
				break;
			case GET:
				r5 = POP();
				r4 = POP();
				r3 = POP();
				r2 = POP();
				r1 = POP();
				if ((r1 >= LUA0) && (r1 <= LUA9)) {
					stack.push_back(luaArgs[r1 - LUA0]);
					break;
				}
				ForceCommitAllAnims();
				r6 = owner->GetUnitVal(r1, r2, r3, r4, r5);
				stack.push_back(r6);
				break;
			case ADD:
				r2 = POP();
				r1 = POP();
				stack.push_back(r1 + r2);
				break;
			case SUB:
				r2 = POP();
				r1 = POP();
				r3 = r1 - r2;
				stack.push_back(r3);
				break;
			case DIV:
				r2 = POP();
				r1 = POP();
				if (r2 != 0)
					r3 = r1 / r2;
				else {
					r3 = 1000;	//infinity!
					logOutput.Print("CobError: division by zero");
				}
				stack.push_back(r3);
				break;
			case MOD:
				r2 = POP();
				r1 = POP();
				if (r2 != 0)
					stack.push_back(r1 % r2);
				else {
					stack.push_back(0);
					logOutput.Print("CobError: modulo division by zero");
				}
				break;
			case MOVE:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r4 = POP();
				r3 = POP();
				ForceCommitAnim(2, r1, r2);
				owner->Move(r1, r2, r3, r4);
				break;
			case MOVE_NOW:{
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r3 = POP();

				if (owner->smoothAnim) {
					DelayedAnim a;
					a.type = 2;
					a.piece = r1;
					a.axis = r2;
					a.dest = r3;
					delayedAnims.push_back(a);

					//logOutput.Print("Delayed move %s %d %d", owner->pieces[r1].name.c_str(), r2, r3);
				}
				else {
					owner->MoveNow(r1, r2, r3);
				}

				break;}
			case TURN_NOW:{
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r3 = POP();

				if (owner->smoothAnim) {
					DelayedAnim a;
					a.type = 1;
					a.piece = r1;
					a.axis = r2;
					a.dest = r3;
					delayedAnims.push_back(a);
				}
				else {
					owner->TurnNow(r1, r2, r3);
				}

				break;}
			case WAIT_TURN:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				//logOutput.Print("Waiting for turn on piece %s around axis %d", script.pieceNames[r1].c_str(), r2);
				if (owner->AddTurnListener(r1, r2, this)) {
					state = WaitTurn;
					GCobEngine.SetCurThread(NULL);
					return 0;
				}
				else
					break;
			case WAIT_MOVE:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				//logOutput.Print("Waiting for move on piece %s on axis %d", script.pieceNames[r1].c_str(), r2);
				if (owner->AddMoveListener(r1, r2, this)) {
					state = WaitMove;
					GCobEngine.SetCurThread(NULL);
					return 0;
				}
				break;
			case SET:
				r2 = POP();
				r1 = POP();
				//logOutput.Print("Setting unit value %d to %d", r1, r2);
				if ((r1 >= LUA0) && (r1 <= LUA9)) {
					luaArgs[r1 - LUA0] = r2;
					break;
				}
				owner->SetUnitVal(r1, r2);
				break;
			case ATTACH:
				r3 = POP();
				r2 = POP();
				r1 = POP();
				owner->AttachUnit(r2, r1);
				break;
			case DROP:
				r1 = POP();
				owner->DropUnit(r1);
				break;
			case LOGICAL_NOT:		//Like bitwise, but only on values 1 and 0.
				r1 = POP();
				if (r1 == 0)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case LOGICAL_AND:
				r1 = POP();
				r2 = POP();
				if (r1 && r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case LOGICAL_OR:
				r1 = POP();
				r2 = POP();
				if (r1 || r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case LOGICAL_XOR:
				r1 = POP();
				r2 = POP();
				if (!!r1 ^ !!r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case HIDE:
				r1 = GET_LONG_PC();
				owner->SetVisibility(r1, false);
				//logOutput.Print("Hiding %d", r1);
				break;
			case SHOW:{
				r1 = GET_LONG_PC();
				int i;
				for (i = 0; i < COB_MaxWeapons; ++i)
					if (callStack.back().functionId == script.scriptIndex[COBFN_FirePrimary + i])
						break;

				// If true, we are in a Fire-script and should show a special flare effect
				if (i < COB_MaxWeapons) {
					owner->ShowFlare(r1);
				}
				else {
					owner->SetVisibility(r1, true);
				}
				//logOutput.Print("Showing %d", r1);
				break;}
			default:
				logOutput.Print("CobError: Unknown opcode %x (in %s:%s at %x)", opcode, script.name.c_str(), script.scriptNames[callStack.back().functionId].c_str(), PC - 1);
				logOutput.Print("Exec trace:");
				ei = execTrace.begin();
				while (ei != execTrace.end()) {
					logOutput.Print("PC: %3x  opcode: %s", *ei, GetOpcodeName(script.code[*ei]).c_str());
					ei++;
				}
				state = Dead;
				GCobEngine.SetCurThread(NULL);
				return -1;
				break;
		}

	}

	GCobEngine.SetCurThread(NULL);
	return 0;
}
Beispiel #4
0
bool CCobThread::Tick()
{
	if (state == Sleep) {
		LOG_L(L_ERROR, "sleeping thread ticked!");
	}
	if (state == Dead || owner == nullptr) {
		return false;
	}

	state = Run;

	int r1, r2, r3, r4, r5, r6;

	vector<int> args;
	vector<int>::iterator ei;

	//execTrace.clear();

	//LOG_L(L_DEBUG, "Executing in %s (from %s)", script.scriptNames[callStack.back().functionId].c_str(), GetName().c_str());

	while (state == Run) {
		//int opcode = *(int*)&script.code[PC];

		// Disabling exec trace gives about a 50% speedup on vm-intensive code
		//execTrace.push_back(PC);

		int opcode = GET_LONG_PC();

		//LOG_L(L_DEBUG, "PC: %x opcode: %x (%s)", PC - 1, opcode, GetOpcodeName(opcode).c_str());

		switch(opcode) {
			case PUSH_CONSTANT:
				r1 = GET_LONG_PC();
				stack.push_back(r1);
				break;
			case SLEEP:
				r1 = POP();
				wakeTime = cobEngine->GetCurrentTime() + r1;
				state = Sleep;
				cobEngine->AddThread(this);
				//LOG_L(L_DEBUG, "%s sleeping for %d ms", script.scriptNames[callStack.back().functionId].c_str(), r1);
				return true;
			case SPIN:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r3 = POP();         // speed
				r4 = POP();         // accel
				owner->Spin(r1, r2, r3, r4);
				break;
			case STOP_SPIN:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r3 = POP();         // decel
				//LOG_L(L_DEBUG, "Stop spin of %s around %d", script.pieceNames[r1].c_str(), r2);
				owner->StopSpin(r1, r2, r3);
				break;
			case RETURN:
				retCode = POP();
				if (callStack.back().returnAddr == -1) {
					//LOG_L(L_DEBUG, "%s returned %d", script.scriptNames[callStack.back().functionId].c_str(), retCode);
					state = Dead;
					//callStack.pop_back();
					// Leave values intact on stack in case caller wants to check them
					return false;
				}

				PC = callStack.back().returnAddr;
				while (stack.size() > callStack.back().stackTop) {
					stack.pop_back();
				}
				callStack.pop_back();
				//LOG_L(L_DEBUG, "Returning to %s", owner->script->scriptNames[callStack.back().functionId].c_str());
				break;
			case SHADE:
				r1 = GET_LONG_PC();
				break;
			case DONT_SHADE:
				r1 = GET_LONG_PC();
				break;
			case CACHE:
				r1 = GET_LONG_PC();
				break;
			case DONT_CACHE:
				r1 = GET_LONG_PC();
				break;
			case CALL: {
				r1 = GET_LONG_PC();
				PC--;
				const string& name = owner->script->scriptNames[r1];
				if (name.find("lua_") == 0) {
					owner->script->code[PC - 1] = LUA_CALL;
					LuaCall();
					break;
				}
				owner->script->code[PC - 1] = REAL_CALL;

				// fall through //
			}
			case REAL_CALL:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();

				if (owner->script->scriptLengths[r1] == 0) {
					//LOG_L(L_DEBUG, "Preventing call to zero-len script %s", owner->script->scriptNames[r1].c_str());
					break;
				}

				CallInfo ci;
				ci.functionId = r1;
				ci.returnAddr = PC;
				ci.stackTop = stack.size() - r2;
				callStack.push_back(ci);
				paramCount = r2;

				PC = owner->script->scriptOffsets[r1];
				//LOG_L(L_DEBUG, "Calling %s", owner->script->scriptNames[r1].c_str());
				break;
			case LUA_CALL:
				LuaCall();
				break;
			case POP_STATIC:
				r1 = GET_LONG_PC();
				r2 = POP();
				owner->staticVars[r1] = r2;
				//LOG_L(L_DEBUG, "Pop static var %d val %d", r1, r2);
				break;
			case POP_STACK:
				POP();
				break;
			case START: {
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();

				if (owner->script->scriptLengths[r1] == 0) {
					//LOG_L(L_DEBUG, "Preventing start of zero-len script %s", owner->script->scriptNames[r1].c_str());
					break;
				}

				args.clear();
				args.reserve(r2);
				for (r3 = 0; r3 < r2; ++r3) {
					r4 = POP();
					args.push_back(r4);
				}

				CCobThread* thread = new CCobThread(owner);
				thread->Start(r1, args, true);

				// Seems that threads should inherit signal mask from creator
				thread->signalMask = signalMask;
				//LOG_L(L_DEBUG, "Starting %s %d", owner->script->scriptNames[r1].c_str(), signalMask);
			} break;
			case CREATE_LOCAL_VAR:
				if (paramCount == 0) {
					stack.push_back(0);
				} else {
					paramCount--;
				}
				break;
			case GET_UNIT_VALUE:
				r1 = POP();
				if ((r1 >= LUA0) && (r1 <= LUA9)) {
					stack.push_back(luaArgs[r1 - LUA0]);
					break;
				}
				r1 = owner->GetUnitVal(r1, 0, 0, 0, 0);
				stack.push_back(r1);
				break;
			case JUMP_NOT_EQUAL:
				r1 = GET_LONG_PC();
				r2 = POP();
				if (r2 == 0) {
					PC = r1;
				}
				break;
			case JUMP:
				r1 = GET_LONG_PC();
				// this seem to be an error in the docs..
				//r2 = owner->script->scriptOffsets[callStack.back().functionId] + r1;
				PC = r1;
				break;
			case POP_LOCAL_VAR:
				r1 = GET_LONG_PC();
				r2 = POP();
				stack[callStack.back().stackTop + r1] = r2;
				break;
			case PUSH_LOCAL_VAR:
				r1 = GET_LONG_PC();
				r2 = stack[callStack.back().stackTop + r1];
				stack.push_back(r2);
				break;
			case SET_LESS_OR_EQUAL:
				r2 = POP();
				r1 = POP();
				if (r1 <= r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case BITWISE_AND:
				r1 = POP();
				r2 = POP();
				stack.push_back(r1 & r2);
				break;
			case BITWISE_OR: // seems to want stack contents or'd, result places on stack
				r1 = POP();
				r2 = POP();
				stack.push_back(r1 | r2);
				break;
			case BITWISE_XOR:
				r1 = POP();
				r2 = POP();
				stack.push_back(r1 ^ r2);
				break;
			case BITWISE_NOT:
				r1 = POP();
				stack.push_back(~r1);
				break;
			case EXPLODE:
				r1 = GET_LONG_PC();
				r2 = POP();
				owner->Explode(r1, r2);
				break;
			case PLAY_SOUND:
				r1 = GET_LONG_PC();
				r2 = POP();
				owner->PlayUnitSound(r1, r2);
				break;
			case PUSH_STATIC:
				r1 = GET_LONG_PC();
				stack.push_back(owner->staticVars[r1]);
				//LOG_L(L_DEBUG, "Push static %d val %d", r1, owner->staticVars[r1]);
				break;
			case SET_NOT_EQUAL:
				r1 = POP();
				r2 = POP();
				if (r1 != r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case SET_EQUAL:
				r1 = POP();
				r2 = POP();
				if (r1 == r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case SET_LESS:
				r2 = POP();
				r1 = POP();
				if (r1 < r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case SET_GREATER:
				r2 = POP();
				r1 = POP();
				if (r1 > r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case SET_GREATER_OR_EQUAL:
				r2 = POP();
				r1 = POP();
				if (r1 >= r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case RAND:
				r2 = POP();
				r1 = POP();
				r3 = gs->randInt() % (r2 - r1 + 1) + r1;
				stack.push_back(r3);
				break;
			case EMIT_SFX:
				r1 = POP();
				r2 = GET_LONG_PC();
				owner->EmitSfx(r1, r2);
				break;
			case MUL:
				r1 = POP();
				r2 = POP();
				stack.push_back(r1 * r2);
				break;
			case SIGNAL:
				r1 = POP();
				owner->Signal(r1);
				break;
			case SET_SIGNAL_MASK:
				r1 = POP();
				signalMask = r1;
				break;
			case TURN:
				r2 = POP();
				r1 = POP();
				r3 = GET_LONG_PC();
				r4 = GET_LONG_PC();
				//LOG_L(L_DEBUG, "Turning piece %s axis %d to %d speed %d", owner->script->pieceNames[r3].c_str(), r4, r2, r1);
				owner->Turn(r3, r4, r1, r2);
				break;
			case GET:
				r5 = POP();
				r4 = POP();
				r3 = POP();
				r2 = POP();
				r1 = POP();
				if ((r1 >= LUA0) && (r1 <= LUA9)) {
					stack.push_back(luaArgs[r1 - LUA0]);
					break;
				}
				r6 = owner->GetUnitVal(r1, r2, r3, r4, r5);
				stack.push_back(r6);
				break;
			case ADD:
				r2 = POP();
				r1 = POP();
				stack.push_back(r1 + r2);
				break;
			case SUB:
				r2 = POP();
				r1 = POP();
				r3 = r1 - r2;
				stack.push_back(r3);
				break;
			case DIV:
				r2 = POP();
				r1 = POP();
				if (r2 != 0)
					r3 = r1 / r2;
				else {
					r3 = 1000; // infinity!
					ShowError("division by zero");
				}
				stack.push_back(r3);
				break;
			case MOD:
				r2 = POP();
				r1 = POP();
				if (r2 != 0)
					stack.push_back(r1 % r2);
				else {
					stack.push_back(0);
					ShowError("modulo division by zero");
				}
				break;
			case MOVE:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r4 = POP();
				r3 = POP();
				owner->Move(r1, r2, r3, r4);
				break;
			case MOVE_NOW:{
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r3 = POP();
				owner->MoveNow(r1, r2, r3);
				break;}
			case TURN_NOW:{
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				r3 = POP();
				owner->TurnNow(r1, r2, r3);
				break;}
			case WAIT_TURN:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				//LOG_L(L_DEBUG, "Waiting for turn on piece %s around axis %d", owner->script->pieceNames[r1].c_str(), r2);
				if (owner->NeedsWait(CCobInstance::ATurn, r1, r2)) {
					state = WaitTurn;
					waitPiece = r1;
					waitAxis = r2;
					return true;
				}
				else
					break;
			case WAIT_MOVE:
				r1 = GET_LONG_PC();
				r2 = GET_LONG_PC();
				//LOG_L(L_DEBUG, "Waiting for move on piece %s on axis %d", owner->script->pieceNames[r1].c_str(), r2);
				if (owner->NeedsWait(CCobInstance::AMove, r1, r2)) {
					state = WaitMove;
					waitPiece = r1;
					waitAxis = r2;
					return true;
				}
				break;
			case SET:
				r2 = POP();
				r1 = POP();
				//LOG_L(L_DEBUG, "Setting unit value %d to %d", r1, r2);
				if ((r1 >= LUA0) && (r1 <= LUA9)) {
					luaArgs[r1 - LUA0] = r2;
					break;
				}
				owner->SetUnitVal(r1, r2);
				break;
			case ATTACH:
				r3 = POP();
				r2 = POP();
				r1 = POP();
				owner->AttachUnit(r2, r1);
				break;
			case DROP:
				r1 = POP();
				owner->DropUnit(r1);
				break;
			case LOGICAL_NOT: // Like bitwise, but only on values 1 and 0.
				r1 = POP();
				if (r1 == 0)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case LOGICAL_AND:
				r1 = POP();
				r2 = POP();
				if (r1 && r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case LOGICAL_OR:
				r1 = POP();
				r2 = POP();
				if (r1 || r2)
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case LOGICAL_XOR:
				r1 = POP();
				r2 = POP();
				if ( (!!r1) ^ (!!r2))
					stack.push_back(1);
				else
					stack.push_back(0);
				break;
			case HIDE:
				r1 = GET_LONG_PC();
				owner->SetVisibility(r1, false);
				//LOG_L(L_DEBUG, "Hiding %d", r1);
				break;
			case SHOW:{
				r1 = GET_LONG_PC();
				int i;
				for (i = 0; i < MAX_WEAPONS_PER_UNIT; ++i)
					if (callStack.back().functionId == owner->script->scriptIndex[COBFN_FirePrimary + COBFN_Weapon_Funcs * i])
						break;

				// If true, we are in a Fire-script and should show a special flare effect
				if (i < MAX_WEAPONS_PER_UNIT) {
					owner->ShowFlare(r1);
				}
				else {
					owner->SetVisibility(r1, true);
				}
				//LOG_L(L_DEBUG, "Showing %d", r1);
				break;}
			default:
				LOG_L(L_ERROR, "Unknown opcode %x (in %s:%s at %x)",
						opcode, owner->script->name.c_str(),
						owner->script->scriptNames[callStack.back().functionId].c_str(),
						PC - 1);
				LOG_L(L_ERROR, "Exec trace:");
				// ei = execTrace.begin();
				// while (ei != execTrace.end()) {
					// LOG_L(L_ERROR, "PC: %3x  opcode: %s", *ei, GetOpcodeName(owner->script->code[*ei]).c_str());
					// ++ei;
				// }
				state = Dead;
				return false;
		}
	}

	return (state != Dead); // can arrive here as dead, through CCobInstance::Signal()
}