scummvm/engines/agos/vga_s2.cpp

221 lines
5.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 "agos/agos.h"
#include "agos/intern.h"
namespace AGOS {
void AGOSEngine_Simon2::setupVideoOpcodes(VgaOpcodeProc *op) {
AGOSEngine_Simon1::setupVideoOpcodes(op);
op[56] = &AGOSEngine::vc56_delayLong;
op[58] = &AGOSEngine::vc58_changePriority;
op[59] = &AGOSEngine::vc59_stopAnimations;
op[64] = &AGOSEngine::vc64_ifSpeech;
op[65] = &AGOSEngine::vc65_slowFadeIn;
op[66] = &AGOSEngine::vc66_ifEqual;
op[67] = &AGOSEngine::vc67_ifLE;
op[68] = &AGOSEngine::vc68_ifGE;
op[69] = &AGOSEngine::vc69_playSeq;
op[70] = &AGOSEngine::vc70_joinSeq;
op[71] = &AGOSEngine::vc71_ifSeqWaiting;
op[72] = &AGOSEngine::vc72_segue;
op[73] = &AGOSEngine::vc73_setMark;
op[74] = &AGOSEngine::vc74_clearMark;
}
void AGOSEngine::vc56_delayLong() {
uint16 num = vcReadVarOrWord() * _frameCount;
if (getGameType() == GType_FF && _currentTable) {
// WORKAROUND: When the repair man comes to fix the car, the game doesn't
// wait long enough for the screen to completely scroll to the left side.
if (_currentTable->id == 20438 && _vgaCurSpriteId == 13 && _vgaCurZoneNum == 2) {
num *= 2;
}
}
addVgaEvent(num + _vgaBaseDelay, ANIMATE_EVENT, _vcPtr, _vgaCurSpriteId, _vgaCurZoneNum);
_vcPtr = (byte *)&_vc_get_out_of_code;
}
void AGOSEngine::vc58_changePriority() {
uint16 sprite = _vgaCurSpriteId;
uint16 file = _vgaCurZoneNum;
const byte *vcPtrOrg;
uint16 tmp;
_vgaCurZoneNum = vcReadNextWord();
_vgaCurSpriteId = vcReadNextWord();
tmp = to16Wrapper(vcReadNextWord());
vcPtrOrg = _vcPtr;
_vcPtr = (byte *)&tmp;
vc23_setPriority();
_vcPtr = vcPtrOrg;
_vgaCurSpriteId = sprite;
_vgaCurZoneNum = file;
}
void AGOSEngine::vc59_stopAnimations() {
uint16 file = vcReadNextWord();
uint16 start = vcReadNextWord();
uint16 end = vcReadNextWord() + 1;
do {
vcStopAnimation(file, start);
} while (++start != end);
}
void AGOSEngine::vc64_ifSpeech() {
if ((getGameType() == GType_SIMON2 && _subtitles && _language != Common::HB_ISR) ||
!_sound->isVoiceActive()) {
vcSkipNextInstruction();
}
}
void AGOSEngine::vc65_slowFadeIn() {
_fastFadeInFlag = 624;
_fastFadeCount = 208;
if (_windowNum != 4) {
_fastFadeInFlag = 768;
_fastFadeCount = 256;
}
_fastFadeInFlag |= 0x8000;
_fastFadeOutFlag = false;
}
void AGOSEngine::vc66_ifEqual() {
uint16 a = vcReadNextWord();
uint16 b = vcReadNextWord();
if (vcReadVar(a) != vcReadVar(b))
vcSkipNextInstruction();
}
void AGOSEngine::vc67_ifLE() {
uint16 a = vcReadNextWord();
uint16 b = vcReadNextWord();
if (vcReadVar(a) >= vcReadVar(b))
vcSkipNextInstruction();
}
void AGOSEngine::vc68_ifGE() {
uint16 a = vcReadNextWord();
uint16 b = vcReadNextWord();
if (vcReadVar(a) <= vcReadVar(b))
vcSkipNextInstruction();
}
void AGOSEngine::vc69_playSeq() {
int16 track = vcReadNextWord();
int16 loop = vcReadNextWord();
// Jamieson630:
// This is a "play track". The original
// design stored the track to play if one was
// already in progress, so that the next time a
// "fill MIDI stream" event occured, the MIDI
// player would find the change and switch
// tracks. We use a different architecture that
// allows for an immediate response here, but
// we'll simulate the variable changes so other
// scripts don't get thrown off.
// NOTE: This opcode looks very similar in function
// to vc72(), except that vc72() may allow for
// specifying a non-valid track number (999 or -1)
// as a means of stopping what music is currently
// playing.
_midi.setLoop(loop != 0);
_midi.startTrack(track);
}
void AGOSEngine::vc70_joinSeq() {
// Simon2
uint16 track = vcReadNextWord();
uint16 loop = vcReadNextWord();
// Jamieson630:
// This sets the "on end of track" action.
// It specifies whether to loop the current
// track and, if not, whether to switch to
// a different track upon completion.
if (track != 0xFFFF && track != 999)
_midi.queueTrack(track, loop != 0);
else
_midi.setLoop(loop != 0);
}
void AGOSEngine::vc71_ifSeqWaiting() {
// Jamieson630:
// This command skips the next instruction
// unless (1) there is a track playing, AND
// (2) there is a track queued to play after it.
if (!_midi.isPlaying(true))
vcSkipNextInstruction();
}
void AGOSEngine::vc72_segue() {
// Jamieson630:
// This is a "play or stop track". Note that
// this opcode looks very similar in function
// to vc69(), except that this opcode may allow
// for specifying a track of 999 or -1 in order to
// stop the music. We'll code it that way for now.
// NOTE: It's possible that when "stopping" a track,
// we're supposed to just go on to the next queued
// track, if any. Must find out if there is ANY
// case where this is used to stop a track in the
// first place.
int16 track = vcReadNextWord();
int16 loop = vcReadNextWord();
if (track == -1 || track == 999) {
stopMusic();
} else {
_midi.setLoop(loop != 0);
_midi.startTrack(track);
}
}
void AGOSEngine::vc73_setMark() {
_marks |= (1 << vcReadNextWord());
}
void AGOSEngine::vc74_clearMark() {
_marks &= ~(1 << vcReadNextWord());
}
} // End of namespace AGOS