scummvm/engines/agi/op_test.cpp
Paweł Kołodziejski 1d3ca2e409 first phase of objectisation of agi engine
svn-id: r24808
2006-12-06 19:27:02 +00:00

420 lines
9.8 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2003 Sarien 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/stdafx.h"
#include "agi/agi.h"
#include "agi/keyboard.h"
#include "agi/opcodes.h"
namespace Agi {
static uint8 test_obj_right(uint8, uint8, uint8, uint8, uint8);
static uint8 test_obj_centre(uint8, uint8, uint8, uint8, uint8);
static uint8 test_obj_in_box(uint8, uint8, uint8, uint8, uint8);
static uint8 test_posn(uint8, uint8, uint8, uint8, uint8);
static uint8 test_said(uint8, uint8 *);
static uint8 test_controller(uint8);
static uint8 test_keypressed(void);
static uint8 test_compare_strings(uint8, uint8);
static AgiEngine *g_agi;
#define game g_agi->game
#define ip (game.logics[lognum].cIP)
#define code (game.logics[lognum].data)
#define test_equal(v1, v2) (g_agi->getvar(v1) == (v2))
#define test_less(v1, v2) (g_agi->getvar(v1) < (v2))
#define test_greater(v1, v2) (g_agi->getvar(v1) > (v2))
#define test_isset(flag) (g_agi->getflag(flag))
#define test_has(obj) (g_agi->object_get_location(obj) == EGO_OWNED)
#define test_obj_in_room(obj, v) (g_agi->object_get_location(obj) == g_agi->getvar(v))
extern int timer_hack; /* For the timer loop in MH1 logic 153 */
static uint8 test_compare_strings(uint8 s1, uint8 s2) {
char ms1[MAX_STRINGLEN];
char ms2[MAX_STRINGLEN];
int j, k, l;
strcpy(ms1, game.strings[s1]);
strcpy(ms2, game.strings[s2]);
l = strlen(ms1);
for (k = 0, j = 0; k < l; k++) {
switch (ms1[k]) {
case 0x20:
case 0x09:
case '-':
case '.':
case ',':
case ':':
case ';':
case '!':
case '\'':
break;
default:
ms1[j++] = toupper(ms1[k]);
break;
}
}
ms1[j] = 0x0;
l = strlen(ms2);
for (k = 0, j = 0; k < l; k++) {
switch (ms2[k]) {
case 0x20:
case 0x09:
case '-':
case '.':
case ',':
case ':':
case ';':
case '!':
case '\'':
break;
default:
ms2[j++] = toupper(ms2[k]);
break;
}
}
ms2[j] = 0x0;
return !strcmp(ms1, ms2);
}
static uint8 test_keypressed() {
int x = game.keypress;
game.keypress = 0;
if (!x) {
int mode = game.input_mode;
game.input_mode = INPUT_NONE;
g_agi->main_cycle();
game.input_mode = mode;
}
if (x)
debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", x);
return x;
}
static uint8 test_controller(uint8 cont) {
return game.ev_keyp[cont].occured;
}
static uint8 test_posn(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
struct vt_entry *v = &game.view_table[n];
uint8 r;
r = v->x_pos >= x1 && v->y_pos >= y1 && v->x_pos <= x2 && v->y_pos <= y2;
debugC(7, kDebugLevelScripts, "(%d,%d) in (%d,%d,%d,%d): %s", v->x_pos, v->y_pos, x1, y1, x2, y2, r ? "true" : "false");
return r;
}
static uint8 test_obj_in_box(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
struct vt_entry *v = &game.view_table[n];
return v->x_pos >= x1 &&
v->y_pos >= y1 && v->x_pos + v->x_size - 1 <= x2 && v->y_pos <= y2;
}
/* if n is in centre of box */
static uint8 test_obj_centre(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
struct vt_entry *v = &game.view_table[n];
return v->x_pos + v->x_size / 2 >= x1 &&
v->x_pos + v->x_size / 2 <= x2 && v->y_pos >= y1 && v->y_pos <= y2;
}
/* if nect N is in right corner */
static uint8 test_obj_right(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
struct vt_entry *v = &game.view_table[n];
return v->x_pos + v->x_size - 1 >= x1 &&
v->x_pos + v->x_size - 1 <= x2 && v->y_pos >= y1 && v->y_pos <= y2;
}
/* When player has entered something, it is parsed elsewhere */
static uint8 test_said(uint8 nwords, uint8 *cc) {
int c, n = game.num_ego_words;
int z = 0;
if (g_agi->getflag(F_said_accepted_input) || !g_agi->getflag(F_entered_cli))
return false;
/* FR:
* I think the reason for the code below is to add some speed....
*
* if (nwords != num_ego_words)
* return false;
*
* In the disco scene in Larry 1 when you type "examine blonde",
* inside the logic is expected ( said("examine", "blonde", "rol") )
* where word("rol") = 9999
*
* According to the interpreter code 9999 means that whatever the
* user typed should be correct, but it looks like code 9999 means that
* if the string is empty at this point, the entry is also correct...
*
* With the removal of this code, the behaviour of the scene was
* corrected
*/
for (c = 0; nwords && n; c++, nwords--, n--) {
z = READ_LE_UINT16(cc);
cc += 2;
switch (z) {
case 9999: /* rest of line (empty string counts to...) */
nwords = 1;
break;
case 1: /* any word */
break;
default:
if (game.ego_words[c].id != z)
return false;
break;
}
}
/* The entry string should be entirely parsed, or last word = 9999 */
if (n && z != 9999)
return false;
/* The interpreter string shouldn't be entirely parsed, but next
* word must be 9999.
*/
if (nwords != 0 && READ_LE_UINT16(cc) != 9999)
return false;
g_agi->setflag(F_said_accepted_input, true);
return true;
}
int AgiEngine::test_if_code(int lognum) {
g_agi = this;
int ec = true;
int retval = true;
uint8 op = 0;
uint8 not_test = false;
uint8 or_test = false;
uint16 last_ip = ip;
uint8 p[16] = { 0 };
while (retval && !game.quit_prog_now) {
if (g_agi->_debug.enabled && (g_agi->_debug.logic0 || lognum))
debug_console(lognum, lTEST_MODE, NULL);
last_ip = ip;
op = *(code + ip++);
memmove(p, (code + ip), 16);
switch (op) {
case 0xFF: /* END IF, TEST true */
goto end_test;
case 0xFD:
not_test = !not_test;
continue;
case 0xFC: /* OR */
/* if or_test is ON and we hit 0xFC, end of OR, then
* or is STILL false so break.
*/
if (or_test) {
ec = false;
retval = false;
goto end_test;
}
or_test = true;
continue;
case 0x00:
/* return true? */
goto end_test;
case 0x01:
ec = test_equal(p[0], p[1]);
if (p[0] == 11)
timer_hack++;
break;
case 0x02:
ec = test_equal(p[0], getvar(p[1]));
if (p[0] == 11 || p[1] == 11)
timer_hack++;
break;
case 0x03:
ec = test_less(p[0], p[1]);
if (p[0] == 11)
timer_hack++;
break;
case 0x04:
ec = test_less(p[0], getvar(p[1]));
if (p[0] == 11 || p[1] == 11)
timer_hack++;
break;
case 0x05:
ec = test_greater(p[0], p[1]);
if (p[0] == 11)
timer_hack++;
break;
case 0x06:
ec = test_greater(p[0], getvar(p[1]));
if (p[0] == 11 || p[1] == 11)
timer_hack++;
break;
case 0x07:
ec = test_isset(p[0]);
break;
case 0x08:
ec = test_isset(getvar(p[0]));
break;
case 0x09:
ec = test_has(p[0]);
break;
case 0x0A:
ec = test_obj_in_room(p[0], p[1]);
break;
case 0x0B:
ec = test_posn(p[0], p[1], p[2], p[3], p[4]);
break;
case 0x0C:
ec = test_controller(p[0]);
break;
case 0x0D:
ec = test_keypressed();
break;
case 0x0E:
ec = test_said(p[0], (uint8 *) code + (ip + 1));
ip = last_ip;
ip++; /* skip opcode */
ip += p[0] * 2; /* skip num_words * 2 */
ip++; /* skip num_words opcode */
break;
case 0x0F:
debugC(7, kDebugLevelScripts, "comparing [%s], [%s]", game.strings[p[0]], game.strings[p[1]]);
ec = test_compare_strings(p[0], p[1]);
break;
case 0x10:
ec = test_obj_in_box(p[0], p[1], p[2], p[3], p[4]);
break;
case 0x11:
ec = test_obj_centre(p[0], p[1], p[2], p[3], p[4]);
break;
case 0x12:
ec = test_obj_right(p[0], p[1], p[2], p[3], p[4]);
break;
default:
ec = false;
goto end_test;
}
if (op <= 0x12)
ip += logic_names_test[op].num_args;
/* exchange ec value */
if (not_test)
ec = !ec;
/* not is only enabled for 1 test command */
not_test = false;
if (or_test && ec) {
/* a true inside an OR statement passes
* ENTIRE statement scan for end of OR
*/
/* CM: test for opcode < 0xfc changed from 'op' to
* '*(code+ip)', to avoid problem with the 0xfd (NOT)
* opcode byte. Changed a bad ip += ... ip++ construct.
* This should fix the crash with Larry's logic.0 code:
*
* if ((isset(4) ||
* !isset(2) ||
* v30 == 2 ||
* v30 == 1)) {
* goto Label1;
* }
*
* The bytecode is:
* ff fc 07 04 fd 07 02 01 1e 02 01 1e 01 fc ff
*/
/* find end of OR */
while (*(code + ip) != 0xFC) {
if (*(code + ip) == 0x0E) { /* said */
ip++;
/* cover count + ^words */
ip += 1 + ((*(code + ip)) * 2);
continue;
}
if (*(code + ip) < 0xFC)
ip += logic_names_test[*(code + ip)].num_args;
ip++;
}
ip++;
or_test = false;
retval = true;
} else {
retval = or_test ? retval || ec : retval && ec;
}
}
end_test:
/* if false, scan for end of IP? */
if (retval)
ip += 2;
else {
ip = last_ip;
while (*(code + ip) != 0xff) {
if (*(code + ip) == 0x0e) {
ip++;
ip += (*(code + ip)) * 2 + 1;
} else if (*(code + ip) < 0xfc) {
ip += logic_names_test[*(code + ip)].num_args;
ip++;
} else {
ip++;
}
}
ip++; /* skip over 0xFF */
ip += READ_LE_UINT16(code + ip) + 2;
}
if (g_agi->_debug.enabled && (g_agi->_debug.logic0 || lognum))
debug_console(lognum, 0xFF, retval ? "=true" : "=false");
return retval;
}
} // End of namespace Agi