scummvm/engines/scumm/script_v5.cpp
2014-02-18 02:39:38 +01:00

2713 lines
70 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.
*
*/
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/scumm_v3.h"
#include "scumm/scumm_v5.h"
#include "scumm/sound.h"
#include "scumm/players/player_towns.h"
#include "scumm/util.h"
#include "scumm/verbs.h"
#include "common/savefile.h"
namespace Scumm {
#define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v5, x)
void ScummEngine_v5::setupOpcodes() {
/* 00 */
OPCODE(0x00, o5_stopObjectCode);
OPCODE(0x01, o5_putActor);
OPCODE(0x02, o5_startMusic);
OPCODE(0x03, o5_getActorRoom);
/* 04 */
OPCODE(0x04, o5_isGreaterEqual);
OPCODE(0x05, o5_drawObject);
OPCODE(0x06, o5_getActorElevation);
OPCODE(0x07, o5_setState);
/* 08 */
OPCODE(0x08, o5_isNotEqual);
OPCODE(0x09, o5_faceActor);
OPCODE(0x0a, o5_startScript);
OPCODE(0x0b, o5_getVerbEntrypoint);
/* 0C */
OPCODE(0x0c, o5_resourceRoutines);
OPCODE(0x0d, o5_walkActorToActor);
OPCODE(0x0e, o5_putActorAtObject);
OPCODE(0x0f, o5_getObjectState);
/* 10 */
OPCODE(0x10, o5_getObjectOwner);
OPCODE(0x11, o5_animateActor);
OPCODE(0x12, o5_panCameraTo);
OPCODE(0x13, o5_actorOps);
/* 14 */
OPCODE(0x14, o5_print);
OPCODE(0x15, o5_actorFromPos);
OPCODE(0x16, o5_getRandomNr);
OPCODE(0x17, o5_and);
/* 18 */
OPCODE(0x18, o5_jumpRelative);
OPCODE(0x19, o5_doSentence);
OPCODE(0x1a, o5_move);
OPCODE(0x1b, o5_multiply);
/* 1C */
OPCODE(0x1c, o5_startSound);
OPCODE(0x1d, o5_ifClassOfIs);
OPCODE(0x1e, o5_walkActorTo);
OPCODE(0x1f, o5_isActorInBox);
/* 20 */
OPCODE(0x20, o5_stopMusic);
OPCODE(0x21, o5_putActor);
OPCODE(0x22, o5_getAnimCounter);
OPCODE(0x23, o5_getActorY);
/* 24 */
OPCODE(0x24, o5_loadRoomWithEgo);
OPCODE(0x25, o5_pickupObject);
OPCODE(0x26, o5_setVarRange);
OPCODE(0x27, o5_stringOps);
/* 28 */
OPCODE(0x28, o5_equalZero);
OPCODE(0x29, o5_setOwnerOf);
OPCODE(0x2a, o5_startScript);
OPCODE(0x2b, o5_delayVariable);
/* 2C */
OPCODE(0x2c, o5_cursorCommand);
OPCODE(0x2d, o5_putActorInRoom);
OPCODE(0x2e, o5_delay);
// OPCODE(0x2f, o5_ifNotState);
/* 30 */
OPCODE(0x30, o5_matrixOps);
OPCODE(0x31, o5_getInventoryCount);
OPCODE(0x32, o5_setCameraAt);
OPCODE(0x33, o5_roomOps);
/* 34 */
OPCODE(0x34, o5_getDist);
OPCODE(0x35, o5_findObject);
OPCODE(0x36, o5_walkActorToObject);
OPCODE(0x37, o5_startObject);
/* 38 */
OPCODE(0x38, o5_isLessEqual);
OPCODE(0x39, o5_doSentence);
OPCODE(0x3a, o5_subtract);
OPCODE(0x3b, o5_getActorScale);
/* 3C */
OPCODE(0x3c, o5_stopSound);
OPCODE(0x3d, o5_findInventory);
OPCODE(0x3e, o5_walkActorTo);
OPCODE(0x3f, o5_drawBox);
/* 40 */
OPCODE(0x40, o5_cutscene);
OPCODE(0x41, o5_putActor);
OPCODE(0x42, o5_chainScript);
OPCODE(0x43, o5_getActorX);
/* 44 */
OPCODE(0x44, o5_isLess);
// OPCODE(0x45, o5_drawObject);
OPCODE(0x46, o5_increment);
OPCODE(0x47, o5_setState);
/* 48 */
OPCODE(0x48, o5_isEqual);
OPCODE(0x49, o5_faceActor);
OPCODE(0x4a, o5_startScript);
OPCODE(0x4b, o5_getVerbEntrypoint);
/* 4C */
OPCODE(0x4c, o5_soundKludge);
OPCODE(0x4d, o5_walkActorToActor);
OPCODE(0x4e, o5_putActorAtObject);
// OPCODE(0x4f, o5_ifState);
/* 50 */
// OPCODE(0x50, o5_pickupObjectOld);
OPCODE(0x51, o5_animateActor);
OPCODE(0x52, o5_actorFollowCamera);
OPCODE(0x53, o5_actorOps);
/* 54 */
OPCODE(0x54, o5_setObjectName);
OPCODE(0x55, o5_actorFromPos);
OPCODE(0x56, o5_getActorMoving);
OPCODE(0x57, o5_or);
/* 58 */
OPCODE(0x58, o5_beginOverride);
OPCODE(0x59, o5_doSentence);
OPCODE(0x5a, o5_add);
OPCODE(0x5b, o5_divide);
/* 5C */
// OPCODE(0x5c, o5_oldRoomEffect);
OPCODE(0x5d, o5_setClass);
OPCODE(0x5e, o5_walkActorTo);
OPCODE(0x5f, o5_isActorInBox);
/* 60 */
OPCODE(0x60, o5_freezeScripts);
OPCODE(0x61, o5_putActor);
OPCODE(0x62, o5_stopScript);
OPCODE(0x63, o5_getActorFacing);
/* 64 */
OPCODE(0x64, o5_loadRoomWithEgo);
OPCODE(0x65, o5_pickupObject);
OPCODE(0x66, o5_getClosestObjActor);
OPCODE(0x67, o5_getStringWidth);
/* 68 */
OPCODE(0x68, o5_isScriptRunning);
OPCODE(0x69, o5_setOwnerOf);
OPCODE(0x6a, o5_startScript);
OPCODE(0x6b, o5_debug);
/* 6C */
OPCODE(0x6c, o5_getActorWidth);
OPCODE(0x6d, o5_putActorInRoom);
OPCODE(0x6e, o5_stopObjectScript);
// OPCODE(0x6f, o5_ifNotState);
/* 70 */
OPCODE(0x70, o5_lights);
OPCODE(0x71, o5_getActorCostume);
OPCODE(0x72, o5_loadRoom);
OPCODE(0x73, o5_roomOps);
/* 74 */
OPCODE(0x74, o5_getDist);
OPCODE(0x75, o5_findObject);
OPCODE(0x76, o5_walkActorToObject);
OPCODE(0x77, o5_startObject);
/* 78 */
OPCODE(0x78, o5_isGreater);
OPCODE(0x79, o5_doSentence);
OPCODE(0x7a, o5_verbOps);
OPCODE(0x7b, o5_getActorWalkBox);
/* 7C */
OPCODE(0x7c, o5_isSoundRunning);
OPCODE(0x7d, o5_findInventory);
OPCODE(0x7e, o5_walkActorTo);
OPCODE(0x7f, o5_drawBox);
/* 80 */
OPCODE(0x80, o5_breakHere);
OPCODE(0x81, o5_putActor);
OPCODE(0x82, o5_startMusic);
OPCODE(0x83, o5_getActorRoom);
/* 84 */
OPCODE(0x84, o5_isGreaterEqual);
OPCODE(0x85, o5_drawObject);
OPCODE(0x86, o5_getActorElevation);
OPCODE(0x87, o5_setState);
/* 88 */
OPCODE(0x88, o5_isNotEqual);
OPCODE(0x89, o5_faceActor);
OPCODE(0x8a, o5_startScript);
OPCODE(0x8b, o5_getVerbEntrypoint);
/* 8C */
OPCODE(0x8c, o5_resourceRoutines);
OPCODE(0x8d, o5_walkActorToActor);
OPCODE(0x8e, o5_putActorAtObject);
OPCODE(0x8f, o5_getObjectState);
/* 90 */
OPCODE(0x90, o5_getObjectOwner);
OPCODE(0x91, o5_animateActor);
OPCODE(0x92, o5_panCameraTo);
OPCODE(0x93, o5_actorOps);
/* 94 */
OPCODE(0x94, o5_print);
OPCODE(0x95, o5_actorFromPos);
OPCODE(0x96, o5_getRandomNr);
OPCODE(0x97, o5_and);
/* 98 */
OPCODE(0x98, o5_systemOps);
OPCODE(0x99, o5_doSentence);
OPCODE(0x9a, o5_move);
OPCODE(0x9b, o5_multiply);
/* 9C */
OPCODE(0x9c, o5_startSound);
OPCODE(0x9d, o5_ifClassOfIs);
OPCODE(0x9e, o5_walkActorTo);
OPCODE(0x9f, o5_isActorInBox);
/* A0 */
OPCODE(0xa0, o5_stopObjectCode);
OPCODE(0xa1, o5_putActor);
OPCODE(0xa2, o5_getAnimCounter);
OPCODE(0xa3, o5_getActorY);
/* A4 */
OPCODE(0xa4, o5_loadRoomWithEgo);
OPCODE(0xa5, o5_pickupObject);
OPCODE(0xa6, o5_setVarRange);
OPCODE(0xa7, o5_dummy);
/* A8 */
OPCODE(0xa8, o5_notEqualZero);
OPCODE(0xa9, o5_setOwnerOf);
OPCODE(0xaa, o5_startScript);
OPCODE(0xab, o5_saveRestoreVerbs);
/* AC */
OPCODE(0xac, o5_expression);
OPCODE(0xad, o5_putActorInRoom);
OPCODE(0xae, o5_wait);
// OPCODE(0xaf, o5_ifNotState);
/* B0 */
OPCODE(0xb0, o5_matrixOps);
OPCODE(0xb1, o5_getInventoryCount);
OPCODE(0xb2, o5_setCameraAt);
OPCODE(0xb3, o5_roomOps);
/* B4 */
OPCODE(0xb4, o5_getDist);
OPCODE(0xb5, o5_findObject);
OPCODE(0xb6, o5_walkActorToObject);
OPCODE(0xb7, o5_startObject);
/* B8 */
OPCODE(0xb8, o5_isLessEqual);
OPCODE(0xb9, o5_doSentence);
OPCODE(0xba, o5_subtract);
OPCODE(0xbb, o5_getActorScale);
/* BC */
OPCODE(0xbc, o5_stopSound);
OPCODE(0xbd, o5_findInventory);
OPCODE(0xbe, o5_walkActorTo);
OPCODE(0xbf, o5_drawBox);
/* C0 */
OPCODE(0xc0, o5_endCutscene);
OPCODE(0xc1, o5_putActor);
OPCODE(0xc2, o5_chainScript);
OPCODE(0xc3, o5_getActorX);
/* C4 */
OPCODE(0xc4, o5_isLess);
// OPCODE(0xc5, o5_drawObject);
OPCODE(0xc6, o5_decrement);
OPCODE(0xc7, o5_setState);
/* C8 */
OPCODE(0xc8, o5_isEqual);
OPCODE(0xc9, o5_faceActor);
OPCODE(0xca, o5_startScript);
OPCODE(0xcb, o5_getVerbEntrypoint);
/* CC */
OPCODE(0xcc, o5_pseudoRoom);
OPCODE(0xcd, o5_walkActorToActor);
OPCODE(0xce, o5_putActorAtObject);
// OPCODE(0xcf, o5_ifState);
/* D0 */
// OPCODE(0xd0, o5_pickupObjectOld);
OPCODE(0xd1, o5_animateActor);
OPCODE(0xd2, o5_actorFollowCamera);
OPCODE(0xd3, o5_actorOps);
/* D4 */
OPCODE(0xd4, o5_setObjectName);
OPCODE(0xd5, o5_actorFromPos);
OPCODE(0xd6, o5_getActorMoving);
OPCODE(0xd7, o5_or);
/* D8 */
OPCODE(0xd8, o5_printEgo);
OPCODE(0xd9, o5_doSentence);
OPCODE(0xda, o5_add);
OPCODE(0xdb, o5_divide);
/* DC */
// OPCODE(0xdc, o5_oldRoomEffect);
OPCODE(0xdd, o5_setClass);
OPCODE(0xde, o5_walkActorTo);
OPCODE(0xdf, o5_isActorInBox);
/* E0 */
OPCODE(0xe0, o5_freezeScripts);
OPCODE(0xe1, o5_putActor);
OPCODE(0xe2, o5_stopScript);
OPCODE(0xe3, o5_getActorFacing);
/* E4 */
OPCODE(0xe4, o5_loadRoomWithEgo);
OPCODE(0xe5, o5_pickupObject);
OPCODE(0xe6, o5_getClosestObjActor);
OPCODE(0xe7, o5_getStringWidth);
/* E8 */
OPCODE(0xe8, o5_isScriptRunning);
OPCODE(0xe9, o5_setOwnerOf);
OPCODE(0xea, o5_startScript);
OPCODE(0xeb, o5_debug);
/* EC */
OPCODE(0xec, o5_getActorWidth);
OPCODE(0xed, o5_putActorInRoom);
OPCODE(0xee, o5_stopObjectScript);
// OPCODE(0xef, o5_ifNotState);
/* F0 */
OPCODE(0xf0, o5_lights);
OPCODE(0xf1, o5_getActorCostume);
OPCODE(0xf2, o5_loadRoom);
OPCODE(0xf3, o5_roomOps);
/* F4 */
OPCODE(0xf4, o5_getDist);
OPCODE(0xf5, o5_findObject);
OPCODE(0xf6, o5_walkActorToObject);
OPCODE(0xf7, o5_startObject);
/* F8 */
OPCODE(0xf8, o5_isGreater);
OPCODE(0xf9, o5_doSentence);
OPCODE(0xfa, o5_verbOps);
OPCODE(0xfb, o5_getActorWalkBox);
/* FC */
OPCODE(0xfc, o5_isSoundRunning);
OPCODE(0xfd, o5_findInventory);
OPCODE(0xfe, o5_walkActorTo);
OPCODE(0xff, o5_drawBox);
}
int ScummEngine_v5::getVar() {
return readVar(fetchScriptWord());
}
int ScummEngine_v5::getVarOrDirectByte(byte mask) {
if (_opcode & mask)
return getVar();
return fetchScriptByte();
}
int ScummEngine_v5::getVarOrDirectWord(byte mask) {
if (_opcode & mask)
return getVar();
return fetchScriptWordSigned();
}
void ScummEngine_v5::getResultPos() {
int a;
_resultVarNumber = fetchScriptWord();
if (_resultVarNumber & 0x2000) {
a = fetchScriptWord();
if (a & 0x2000) {
_resultVarNumber += readVar(a & ~0x2000);
} else {
_resultVarNumber += a & 0xFFF;
}
_resultVarNumber &= ~0x2000;
}
}
void ScummEngine_v5::setResult(int value) {
writeVar(_resultVarNumber, value);
}
void ScummEngine_v5::jumpRelative(bool cond) {
// We explicitly call ScummEngine::fetchScriptWord()
// to make this method work also in v0, which overloads
// fetchScriptWord to only read bytes (which is the right thing
// to do for most opcodes, but not for jump offsets).
int16 offset = ScummEngine::fetchScriptWord();
if (!cond)
_scriptPointer += offset;
}
void ScummEngine_v5::o5_actorFollowCamera() {
actorFollowCamera(getVarOrDirectByte(0x80));
}
void ScummEngine_v5::o5_actorFromPos() {
int x, y;
getResultPos();
x = getVarOrDirectWord(PARAM_1);
y = getVarOrDirectWord(PARAM_2);
setResult(getActorFromPos(x, y));
}
void ScummEngine_v5::o5_actorOps() {
static const byte convertTable[20] =
{ 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 20 };
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_actorOps");
int i, j;
while ((_opcode = fetchScriptByte()) != 0xFF) {
if (_game.features & GF_SMALL_HEADER)
_opcode = (_opcode & 0xE0) | convertTable[(_opcode & 0x1F) - 1];
switch (_opcode & 0x1F) {
case 0: /* dummy case */
getVarOrDirectByte(PARAM_1);
break;
case 1: // SO_COSTUME
a->setActorCostume(getVarOrDirectByte(PARAM_1));
break;
case 2: // SO_STEP_DIST
i = getVarOrDirectByte(PARAM_1);
j = getVarOrDirectByte(PARAM_2);
a->setActorWalkSpeed(i, j);
break;
case 3: // SO_SOUND
a->_sound[0] = getVarOrDirectByte(PARAM_1);
break;
case 4: // SO_WALK_ANIMATION
a->_walkFrame = getVarOrDirectByte(PARAM_1);
break;
case 5: // SO_TALK_ANIMATION
a->_talkStartFrame = getVarOrDirectByte(PARAM_1);
a->_talkStopFrame = getVarOrDirectByte(PARAM_2);
break;
case 6: // SO_STAND_ANIMATION
a->_standFrame = getVarOrDirectByte(PARAM_1);
break;
case 7: // SO_ANIMATION
getVarOrDirectByte(PARAM_1);
getVarOrDirectByte(PARAM_2);
getVarOrDirectByte(PARAM_3);
break;
case 8: // SO_DEFAULT
a->initActor(0);
break;
case 9: // SO_ELEVATION
a->setElevation(getVarOrDirectWord(PARAM_1));
break;
case 10: // SO_ANIMATION_DEFAULT
a->_initFrame = 1;
a->_walkFrame = 2;
a->_standFrame = 3;
a->_talkStartFrame = 4;
a->_talkStopFrame = 5;
break;
case 11: // SO_PALETTE
i = getVarOrDirectByte(PARAM_1);
j = getVarOrDirectByte(PARAM_2);
assertRange(0, i, 31, "o5_actorOps: palette slot");
a->setPalette(i, j);
break;
case 12: // SO_TALK_COLOR
a->_talkColor = getVarOrDirectByte(PARAM_1);
break;
case 13: // SO_ACTOR_NAME
loadPtrToResource(rtActorName, a->_number, NULL);
break;
case 14: // SO_INIT_ANIMATION
a->_initFrame = getVarOrDirectByte(PARAM_1);
break;
case 16: // SO_ACTOR_WIDTH
a->_width = getVarOrDirectByte(PARAM_1);
break;
case 17: // SO_ACTOR_SCALE
if (_game.version == 4) {
i = j = getVarOrDirectByte(PARAM_1);
} else {
i = getVarOrDirectByte(PARAM_1);
j = getVarOrDirectByte(PARAM_2);
}
a->_boxscale = i;
a->setScale(i, j);
break;
case 18: // SO_NEVER_ZCLIP
a->_forceClip = 0;
break;
case 19: // SO_ALWAYS_ZCLIP
a->_forceClip = getVarOrDirectByte(PARAM_1);
break;
case 20: // SO_IGNORE_BOXES
case 21: // SO_FOLLOW_BOXES
a->_ignoreBoxes = !(_opcode & 1);
a->_forceClip = 0;
if (a->isInCurrentRoom())
a->putActor();
break;
case 22: // SO_ANIMATION_SPEED
a->setAnimSpeed(getVarOrDirectByte(PARAM_1));
break;
case 23: // SO_SHADOW
a->_shadowMode = getVarOrDirectByte(PARAM_1);
break;
default:
error("o5_actorOps: default case %d", _opcode & 0x1F);
}
}
}
void ScummEngine_v5::o5_setClass() {
int obj = getVarOrDirectWord(PARAM_1);
int cls;
while ((_opcode = fetchScriptByte()) != 0xFF) {
cls = getVarOrDirectWord(PARAM_1);
// WORKAROUND bug #1668393: Due to a script bug, the wrong opcode is
// used to test and set the state of various objects (e.g. the inside
// door (object 465) of the of the Hostel on Mars), when opening the
// Hostel door from the outside.
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns &&
vm.slot[_currentScript].number == 205 && _currentRoom == 185 &&
(cls == 0 || cls == 1)) {
putState(obj, cls);
} else if (cls == 0) {
// Class '0' means: clean all class data
_classData[obj] = 0;
if ((_game.features & GF_SMALL_HEADER) && obj <= _numActors) {
Actor *a = derefActor(obj, "o5_setClass");
a->_ignoreBoxes = false;
a->_forceClip = 0;
}
} else
putClass(obj, cls, (cls & 0x80) ? true : false);
}
}
void ScummEngine_v5::o5_add() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
// WORKAROUND bug #770065: This works around a script bug in LoomCD. To
// understand the reasoning behind this, compare script 210 and 218 in
// room 20. Apparently they made a mistake when converting the absolute
// delays into relative ones.
if (_game.id == GID_LOOM && _game.version == 4 && vm.slot[_currentScript].number == 210 && _currentRoom == 20 && _resultVarNumber == 0x4000) {
switch (a) {
// Fix for the Var[250] == 11 case
case 138:
a = 145;
break;
case 324:
a = 324 - 138;
break;
// Fixes for the Var[250] == 14 case
case 130:
a = 170;
break;
case 342:
a = 342 - 130 + 15; // Small extra adjustment for the "OUCH"
break;
case 384:
a -= 342;
break;
case 564:
a -= 384;
break;
}
}
setResult(readVar(_resultVarNumber) + a);
}
void ScummEngine_v5::o5_and() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
setResult(readVar(_resultVarNumber) & a);
}
void ScummEngine_v5::o5_animateActor() {
int act = getVarOrDirectByte(PARAM_1);
int anim = getVarOrDirectByte(PARAM_2);
// WORKAROUND bug #820357: This seems to be yet another script bug which
// the original engine let slip by. For details, refer to the tracker item.
if (_game.id == GID_INDY4 && vm.slot[_currentScript].number == 206 && _currentRoom == 17 && (act == 31 || act == 86)) {
return;
}
// WORKAROUND bug #859513: While on mars, going outside without your helmet
// (or missing some other part of your "space suite" will cause your
// character to complain ("I can't breathe."). Unfortunately, this is
// coupled with an animate command, making it very difficult to return to
// safety (from where you came). The following hack works around this by
// ignoring that particular turn command.
if (_game.id == GID_ZAK && _currentRoom == 182 && anim == 246 &&
((_game.version < 3 && vm.slot[_currentScript].number == 82)
|| (_game.version == 3 && vm.slot[_currentScript].number == 131))) {
return;
}
Actor *a = derefActor(act, "o5_animateActor");
a->animateActor(anim);
}
void ScummEngine_v5::o5_breakHere() {
updateScriptPtr();
_currentScript = 0xFF;
}
void ScummEngine_v5::o5_chainScript() {
int vars[NUM_SCRIPT_LOCAL];
int script;
int cur;
script = getVarOrDirectByte(PARAM_1);
getWordVararg(vars);
cur = _currentScript;
// WORKAROUND bug #743314: Work around a bug in script 33 in Indy3 VGA.
// That script is used for the fist fights in the Zeppelin. It uses
// Local[5], even though that is never set to any value. But script 33 is
// called via chainScript by script 32, and in there Local[5] is set to
// the actor ID of the opposing soldier. So, we copy that value over to
// the Local[5] variable of script 33.
// FIXME: This workaround is meant for Indy3 VGA, but we make no checks
// to exclude the EGA/Mac/FM-TOWNS versions. We need to check whether
// those need the same workaround; if they don't, or if they need it in
// modified form, adjust this workaround accordingly.
if (_game.id == GID_INDY3 && vm.slot[cur].number == 32 && script == 33) {
vars[5] = vm.localvar[cur][5];
}
vm.slot[cur].number = 0;
vm.slot[cur].status = ssDead;
_currentScript = 0xFF;
runScript(script, vm.slot[cur].freezeResistant, vm.slot[cur].recursive, vars);
}
void ScummEngine_v5::o5_cursorCommand() {
int i, j, k;
int table[NUM_SCRIPT_LOCAL];
switch ((_opcode = fetchScriptByte()) & 0x1F) {
case 1: // SO_CURSOR_ON
_cursor.state = 1;
verbMouseOver(0);
break;
case 2: // SO_CURSOR_OFF
_cursor.state = 0;
verbMouseOver(0);
break;
case 3: // SO_USERPUT_ON
_userPut = 1;
break;
case 4: // SO_USERPUT_OFF
_userPut = 0;
break;
case 5: // SO_CURSOR_SOFT_ON
_cursor.state++;
verbMouseOver(0);
break;
case 6: // SO_CURSOR_SOFT_OFF
_cursor.state--;
verbMouseOver(0);
break;
case 7: // SO_USERPUT_SOFT_ON
_userPut++;
break;
case 8: // SO_USERPUT_SOFT_OFF
_userPut--;
break;
case 10: // SO_CURSOR_IMAGE
i = getVarOrDirectByte(PARAM_1); // Cursor number
j = getVarOrDirectByte(PARAM_2); // Charset letter to use
redefineBuiltinCursorFromChar(i, j);
break;
case 11: // SO_CURSOR_HOTSPOT
i = getVarOrDirectByte(PARAM_1);
j = getVarOrDirectByte(PARAM_2);
k = getVarOrDirectByte(PARAM_3);
redefineBuiltinCursorHotspot(i, j, k);
break;
case 12: // SO_CURSOR_SET
i = getVarOrDirectByte(PARAM_1);
if (i >= 0 && i <= 3)
_currentCursor = i;
else
error("SO_CURSOR_SET: unsupported cursor id %d", i);
break;
case 13: // SO_CHARSET_SET
initCharset(getVarOrDirectByte(PARAM_1));
break;
case 14: /* unk */
if (_game.version == 3) {
/*int a = */ getVarOrDirectByte(PARAM_1);
/*int b = */ getVarOrDirectByte(PARAM_2);
// This is some kind of "init charset" opcode. However, we don't have to do anything
// in here, as our initCharset automatically calls loadCharset for GF_SMALL_HEADER,
// games if needed.
} else {
getWordVararg(table);
for (i = 0; i < 16; i++)
_charsetColorMap[i] = _charsetData[_string[1]._default.charset][i] = (unsigned char)table[i];
}
break;
}
if (_game.version >= 4) {
VAR(VAR_CURSORSTATE) = _cursor.state;
VAR(VAR_USERPUT) = _userPut;
}
}
void ScummEngine_v5::o5_cutscene() {
int args[NUM_SCRIPT_LOCAL];
getWordVararg(args);
beginCutscene(args);
}
void ScummEngine_v5::o5_endCutscene() {
endCutscene();
}
void ScummEngine_v5::o5_debug() {
int a = getVarOrDirectWord(PARAM_1);
debugC(DEBUG_GENERAL, "o5_debug(%d)", a);
}
void ScummEngine_v5::o5_decrement() {
getResultPos();
setResult(readVar(_resultVarNumber) - 1);
}
void ScummEngine_v5::o5_delay() {
int delay = fetchScriptByte();
delay |= fetchScriptByte() << 8;
delay |= fetchScriptByte() << 16;
vm.slot[_currentScript].delay = delay;
vm.slot[_currentScript].status = ssPaused;
o5_breakHere();
}
void ScummEngine_v5::o5_delayVariable() {
vm.slot[_currentScript].delay = getVar();
vm.slot[_currentScript].status = ssPaused;
o5_breakHere();
}
void ScummEngine_v5::o5_divide() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
if (a == 0) {
error("Divide by zero");
setResult(0);
} else
setResult(readVar(_resultVarNumber) / a);
}
void ScummEngine_v5::o5_doSentence() {
int verb;
verb = getVarOrDirectByte(PARAM_1);
if (verb == 0xFE) {
_sentenceNum = 0;
stopScript(VAR(VAR_SENTENCE_SCRIPT));
clearClickedStatus();
return;
}
int objectA = getVarOrDirectWord(PARAM_2);
int objectB = getVarOrDirectWord(PARAM_3);
doSentence(verb, objectA, objectB);
}
void ScummEngine_v5::o5_drawBox() {
int x, y, x2, y2, color;
x = getVarOrDirectWord(PARAM_1);
y = getVarOrDirectWord(PARAM_2);
_opcode = fetchScriptByte();
x2 = getVarOrDirectWord(PARAM_1);
y2 = getVarOrDirectWord(PARAM_2);
color = getVarOrDirectByte(PARAM_3);
drawBox(x, y, x2, y2, color);
}
void ScummEngine_v5::o5_drawObject() {
int state, obj, idx, i;
ObjectData *od;
uint16 x, y, w, h;
int xpos, ypos;
state = 1;
xpos = ypos = 255;
obj = getVarOrDirectWord(PARAM_1);
if (_game.features & GF_SMALL_HEADER) {
xpos = getVarOrDirectWord(PARAM_2);
ypos = getVarOrDirectWord(PARAM_3);
} else {
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: /* draw at */
xpos = getVarOrDirectWord(PARAM_1);
ypos = getVarOrDirectWord(PARAM_2);
break;
case 2: /* set state */
state = getVarOrDirectWord(PARAM_1);
break;
case 0x1F: /* neither */
break;
default:
error("o5_drawObject: unknown subopcode %d", _opcode & 0x1F);
}
}
idx = getObjectIndex(obj);
if (idx == -1)
return;
od = &_objs[idx];
if (xpos != 0xFF) {
od->walk_x += (xpos * 8) - od->x_pos;
od->x_pos = xpos * 8;
od->walk_y += (ypos * 8) - od->y_pos;
od->y_pos = ypos * 8;
}
addObjectToDrawQue(idx);
x = od->x_pos;
y = od->y_pos;
w = od->width;
h = od->height;
i = _numLocalObjects - 1;
do {
if (_objs[i].obj_nr && _objs[i].x_pos == x && _objs[i].y_pos == y && _objs[i].width == w && _objs[i].height == h)
putState(_objs[i].obj_nr, 0);
} while (--i);
putState(obj, state);
}
void ScummEngine_v5::o5_dummy() {
// The KIXX XL release of Monkey Island 2 (Amiga disk) used opcode 0xa7
// as dummy, in order to remove copy protection and keep level selection.
if (_opcode != 0xa7 || _game.id == GID_MONKEY2)
warning("o5_dummy invoked (opcode %d)", _opcode);
}
void ScummEngine_v5::o5_getStringWidth() {
int string, width = 0;
byte *ptr;
getResultPos();
string = getVarOrDirectByte(PARAM_1);
ptr = getResourceAddress(rtString, string);
assert(ptr);
width = _charset->getStringWidth(0, ptr);
setResult(width);
}
void ScummEngine_v5::o5_expression() {
int dst, i;
_scummStackPos = 0;
getResultPos();
dst = _resultVarNumber;
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0x1F) {
case 1: /* varordirect */
push(getVarOrDirectWord(PARAM_1));
break;
case 2: /* add */
i = pop();
push(i + pop());
break;
case 3: /* sub */
i = pop();
push(pop() - i);
break;
case 4: /* mul */
i = pop();
push(i * pop());
break;
case 5: /* div */
i = pop();
if (i == 0)
error("Divide by zero");
push(pop() / i);
break;
case 6: /* normal opcode */
_opcode = fetchScriptByte();
executeOpcode(_opcode);
push(_scummVars[0]);
break;
}
}
_resultVarNumber = dst;
setResult(pop());
}
void ScummEngine_v5::o5_faceActor() {
int act = getVarOrDirectByte(PARAM_1);
int obj = getVarOrDirectWord(PARAM_2);
Actor *a = derefActor(act, "o5_faceActor");
a->faceToObject(obj);
}
void ScummEngine_v5::o5_findInventory() {
getResultPos();
int x = getVarOrDirectByte(PARAM_1);
int y = getVarOrDirectByte(PARAM_2);
setResult(findInventory(x, y));
}
void ScummEngine_v5::o5_findObject() {
getResultPos();
int x = getVarOrDirectByte(PARAM_1);
int y = getVarOrDirectByte(PARAM_2);
setResult(findObject(x, y));
}
void ScummEngine_v5::o5_freezeScripts() {
int scr = getVarOrDirectByte(PARAM_1);
if (scr != 0)
freezeScripts(scr);
else
unfreezeScripts();
}
void ScummEngine_v5::o5_getActorCostume() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorCostume");
setResult(a->_costume);
}
void ScummEngine_v5::o5_getActorElevation() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorElevation");
setResult(a->getElevation());
}
void ScummEngine_v5::o5_getActorFacing() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorFacing");
setResult(newDirToOldDir(a->getFacing()));
}
void ScummEngine_v5::o5_getActorMoving() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorMoving");
setResult(a->_moving);
}
void ScummEngine_v5::o5_getActorRoom() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
// WORKAROUND bug #746349. This is a really odd bug in either the script
// or in our script engine. Might be a good idea to investigate this
// further by e.g. looking at the FOA engine a bit closer.
if (_game.id == GID_INDY4 && _roomResource == 94 && vm.slot[_currentScript].number == 206 && !isValidActor(act)) {
setResult(0);
return;
}
Actor *a = derefActor(act, "o5_getActorRoom");
setResult(a->_room);
}
void ScummEngine_v5::o5_getActorScale() {
Actor *a;
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
a = derefActor(act, "o5_getActorScale");
setResult(a->_scalex);
}
void ScummEngine_v5::o5_getActorWalkBox() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorWalkBox");
setResult(a->_walkbox);
}
void ScummEngine_v5::o5_getActorWidth() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorWidth");
setResult(a->_width);
}
void ScummEngine_v5::o5_getActorX() {
int a;
getResultPos();
if ((_game.id == GID_INDY3) && !(_game.platform == Common::kPlatformMacintosh))
a = getVarOrDirectByte(PARAM_1);
else
a = getVarOrDirectWord(PARAM_1);
setResult(getObjX(a));
}
void ScummEngine_v5::o5_getActorY() {
int a;
getResultPos();
if ((_game.id == GID_INDY3) && !(_game.platform == Common::kPlatformMacintosh)) {
a = getVarOrDirectByte(PARAM_1);
// WORKAROUND bug #636433 (can't get into Zeppelin)
if (_roomResource == 36) {
setResult(getObjY(a) - 1);
return;
}
} else
a = getVarOrDirectWord(PARAM_1);
setResult(getObjY(a));
}
void ScummEngine_v5::o5_getAnimCounter() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getAnimCounter");
setResult(a->_cost.animCounter);
}
void ScummEngine_v5::o5_getClosestObjActor() {
int obj;
int act;
int dist;
// This code can't detect any actors farther away than 255 units
// (pixels in newer games, characters in older ones.) But this is
// perfectly OK, as it is exactly how the original behaved.
int closest_obj = 0xFF, closest_dist = 0xFF;
getResultPos();
act = getVarOrDirectWord(PARAM_1);
obj = VAR(VAR_ACTOR_RANGE_MAX);
do {
dist = getObjActToObjActDist(act, obj);
if (dist < closest_dist) {
closest_dist = dist;
closest_obj = obj;
}
} while (--obj >= VAR(VAR_ACTOR_RANGE_MIN));
setResult(closest_obj);
}
void ScummEngine_v5::o5_getDist() {
int o1, o2;
int r;
getResultPos();
o1 = getVarOrDirectWord(PARAM_1);
o2 = getVarOrDirectWord(PARAM_2);
if (_game.version == 0) // in v0 both parameters are always actor IDs, never objects
r = getObjActToObjActDist(actorToObj(o1), actorToObj(o2));
else
r = getObjActToObjActDist(o1, o2);
// FIXME: MI2 race workaround, see bug #597022. We never quite figured out
// what the real cause of this, or if it maybe occurs in the original, too...
if (_game.id == GID_MONKEY2 && vm.slot[_currentScript].number == 40 && r < 60)
r = 60;
// WORKAROUND bug #795937
if ((_game.id == GID_MONKEY_EGA || _game.id == GID_PASS) && o1 == 1 && o2 == 307 && vm.slot[_currentScript].number == 205 && r == 2)
r = 3;
setResult(r);
}
void ScummEngine_v5::o5_getInventoryCount() {
getResultPos();
setResult(getInventoryCount(getVarOrDirectByte(PARAM_1)));
}
void ScummEngine_v5::o5_getObjectOwner() {
getResultPos();
setResult(getOwner(getVarOrDirectWord(PARAM_1)));
}
void ScummEngine_v5::o5_getObjectState() {
getResultPos();
setResult(getState(getVarOrDirectWord(PARAM_1)));
}
void ScummEngine_v5::o5_getRandomNr() {
getResultPos();
setResult(_rnd.getRandomNumber(getVarOrDirectByte(PARAM_1)));
}
void ScummEngine_v5::o5_isScriptRunning() {
getResultPos();
setResult(isScriptRunning(getVarOrDirectByte(PARAM_1)));
}
void ScummEngine_v5::o5_getVerbEntrypoint() {
int a, b;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
setResult(getVerbEntrypoint(a, b));
}
void ScummEngine_v5::o5_ifClassOfIs() {
int obj, cls, b = 0;
bool cond = true;
obj = getVarOrDirectWord(PARAM_1);
while ((_opcode = fetchScriptByte()) != 0xFF) {
cls = getVarOrDirectWord(PARAM_1);
// WORKAROUND bug #1668393: Due to a script bug, the wrong opcode is
// used to test and set the state of various objects (e.g. the inside
// door (object 465) of the of the Hostel on Mars), when opening the
// Hostel door from the outside.
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns &&
vm.slot[_currentScript].number == 205 && _currentRoom == 185 &&
obj == 465 && cls == 0) {
cond = (getState(obj) == 0);
} else {
b = getClass(obj, cls);
if (((cls & 0x80) && !b) || (!(cls & 0x80) && b))
cond = false;
}
}
jumpRelative(cond);
}
void ScummEngine_v5::o5_increment() {
getResultPos();
setResult(readVar(_resultVarNumber) + 1);
}
void ScummEngine_v5::o5_isActorInBox() {
int act = getVarOrDirectByte(PARAM_1);
int box = getVarOrDirectByte(PARAM_2);
Actor *a = derefActor(act, "o5_isActorInBox");
jumpRelative(checkXYInBoxBounds(box, a->getRealPos().x, a->getRealPos().y));
}
void ScummEngine_v5::o5_isEqual() {
int16 a, b;
int var;
if (_game.version <= 2)
var = fetchScriptByte();
else
var = fetchScriptWord();
a = readVar(var);
b = getVarOrDirectWord(PARAM_1);
// HACK: See bug report #602348. The sound effects for Largo's screams
// are only played on type 5 soundcards. However, there is at least one
// other sound effect (the bartender spitting) which is only played on
// type 3 soundcards.
if (_game.id == GID_MONKEY2 && var == VAR_SOUNDCARD && b == 5)
b = a;
// HACK: To allow demo script of Maniac Mansion V2
// The camera x position is only 100, instead of 180, after game title name scrolls.
if (_game.id == GID_MANIAC && _game.version == 2 && (_game.features & GF_DEMO) && isScriptRunning(173) && b == 180)
b = 100;
jumpRelative(b == a);
}
void ScummEngine_v5::o5_isGreater() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
jumpRelative(b > a);
}
void ScummEngine_v5::o5_isGreaterEqual() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
jumpRelative(b >= a);
}
void ScummEngine_v5::o5_isLess() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
jumpRelative(b < a);
}
void ScummEngine_v5::o5_isLessEqual() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
// WORKAROUND bug #820507 : Work around a bug in Indy3Town.
if (_game.id == GID_INDY3 && (_game.platform == Common::kPlatformFMTowns) &&
(vm.slot[_currentScript].number == 200 || vm.slot[_currentScript].number == 203) &&
_currentRoom == 70 && b == -256) {
o5_jumpRelative();
return;
}
jumpRelative(b <= a);
}
void ScummEngine_v5::o5_isNotEqual() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
jumpRelative(b != a);
}
void ScummEngine_v5::o5_notEqualZero() {
int a = getVar();
jumpRelative(a != 0);
}
void ScummEngine_v5::o5_equalZero() {
int a = getVar();
jumpRelative(a == 0);
}
void ScummEngine_v5::o5_jumpRelative() {
jumpRelative(false);
}
void ScummEngine_v5::o5_lights() {
int a, b, c;
a = getVarOrDirectByte(PARAM_1);
b = fetchScriptByte();
c = fetchScriptByte();
if (c == 0)
VAR(VAR_CURRENT_LIGHTS) = a;
else if (c == 1) {
_flashlight.xStrips = a;
_flashlight.yStrips = b;
}
_fullRedraw = true;
}
void ScummEngine_v5::o5_loadRoom() {
int room;
room = getVarOrDirectByte(PARAM_1);
// For small header games, we only call startScene if the room
// actually changed. This avoid unwanted (wrong) fades in Zak256
// and others. OTOH, it seems to cause a problem in newer games.
if (!(_game.features & GF_SMALL_HEADER) || room != _currentRoom)
startScene(room, 0, 0);
_fullRedraw = true;
}
void ScummEngine_v5::o5_loadRoomWithEgo() {
Actor *a;
int obj, room, x, y;
int x2, y2, dir, oldDir;
obj = getVarOrDirectWord(PARAM_1);
room = getVarOrDirectByte(PARAM_2);
a = derefActor(VAR(VAR_EGO), "o5_loadRoomWithEgo");
a->putActor(room);
oldDir = a->getFacing();
_egoPositioned = false;
x = fetchScriptWordSigned();
y = fetchScriptWordSigned();
VAR(VAR_WALKTO_OBJ) = obj;
startScene(a->_room, a, obj);
VAR(VAR_WALKTO_OBJ) = 0;
if (_game.version <= 4) {
if (whereIsObject(obj) != WIO_ROOM)
error("o5_loadRoomWithEgo: Object %d is not in room %d", obj, _currentRoom);
if (!_egoPositioned) {
getObjectXYPos(obj, x2, y2, dir);
a->putActor(x2, y2, _currentRoom);
if (a->getFacing() == oldDir)
a->setDirection(dir + 180);
}
a->_moving = 0;
}
// This is based on disassembly
camera._cur.x = camera._dest.x = a->getPos().x;
if ((_game.id == GID_ZAK || _game.id == GID_LOOM) && (_game.platform == Common::kPlatformFMTowns)) {
setCameraAt(a->getPos().x, a->getPos().y);
}
setCameraFollows(a);
_fullRedraw = true;
if (x != -1) {
a->startWalkActor(x, y, -1);
}
}
void ScummEngine_v5::o5_matrixOps() {
int a, b;
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1:
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
setBoxFlags(a, b);
break;
case 2:
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
setBoxScale(a, b);
break;
case 3:
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
setBoxScale(a, (b - 1) | 0x8000);
break;
case 4:
createBoxMatrix();
break;
}
}
void ScummEngine_v5::o5_move() {
getResultPos();
setResult(getVarOrDirectWord(PARAM_1));
}
void ScummEngine_v5::o5_multiply() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
setResult(readVar(_resultVarNumber) * a);
}
void ScummEngine_v5::o5_or() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
setResult(readVar(_resultVarNumber) | a);
}
void ScummEngine_v5::o5_beginOverride() {
if (fetchScriptByte() != 0)
beginOverride();
else
endOverride();
}
void ScummEngine_v5::o5_panCameraTo() {
panCameraTo(getVarOrDirectWord(PARAM_1), 0);
}
void ScummEngine_v5::o5_pickupObject() {
int obj, room;
obj = getVarOrDirectWord(PARAM_1);
room = getVarOrDirectByte(PARAM_2);
if (room == 0)
room = _roomResource;
addObjectToInventory(obj, room);
putOwner(obj, VAR(VAR_EGO));
putClass(obj, kObjectClassUntouchable, 1);
putState(obj, 1);
markObjectRectAsDirty(obj);
clearDrawObjectQueue();
runInventoryScript(1);
}
void ScummEngine_v5::o5_print() {
_actorToPrintStrFor = getVarOrDirectByte(PARAM_1);
decodeParseString();
}
void ScummEngine_v5::o5_printEgo() {
_actorToPrintStrFor = (byte)VAR(VAR_EGO);
decodeParseString();
}
void ScummEngine_v5::o5_pseudoRoom() {
int i = fetchScriptByte(), j;
while ((j = fetchScriptByte()) != 0) {
if (j >= 0x80) {
_resourceMapper[j & 0x7F] = i;
}
}
}
void ScummEngine_v5::o5_putActor() {
int x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o5_putActor");
x = getVarOrDirectWord(PARAM_2);
y = getVarOrDirectWord(PARAM_3);
a->putActor(x, y);
}
void ScummEngine_v5::o5_putActorAtObject() {
int obj, x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o5_putActorAtObject");
obj = getVarOrDirectWord(PARAM_2);
if (whereIsObject(obj) != WIO_NOT_FOUND)
getObjectXYPos(obj, x, y);
else {
x = 240;
y = 120;
}
a->putActor(x, y);
}
void ScummEngine_v5::o5_putActorInRoom() {
Actor *a;
int act = getVarOrDirectByte(PARAM_1);
int room = getVarOrDirectByte(PARAM_2);
a = derefActor(act, "o5_putActorInRoom");
if (a->_visible && _currentRoom != room && getTalkingActor() == a->_number) {
stopTalk();
}
a->_room = room;
if (!room)
a->putActor(0, 0, 0);
}
void ScummEngine_v5::o5_systemOps() {
byte subOp = fetchScriptByte();
switch (subOp) {
case 1: // SO_RESTART
restart();
break;
case 2: // SO_PAUSE
pauseGame();
break;
case 3: // SO_QUIT
quitGame();
break;
default:
error("o5_systemOps: unknown subopcode %d", subOp);
}
}
void ScummEngine_v5::o5_resourceRoutines() {
const ResType resType[4] = { rtScript, rtSound, rtCostume, rtRoom };
int resid = 0;
int foo, bar;
_opcode = fetchScriptByte();
if (_opcode != 17)
resid = getVarOrDirectByte(PARAM_1);
if (!(_game.platform == Common::kPlatformFMTowns)) {
// FIXME - this probably can be removed eventually, I don't think the following
// check will ever be triggered, but then I could be wrong and it's better
// to play it safe.
if ((_opcode & 0x3F) != (_opcode & 0x1F))
error("Oops, this shouldn't happen: o5_resourceRoutines opcode %d", _opcode);
}
int op = _opcode & 0x3F;
// FIXME: Sound resources are currently missing
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine &&
(op == 2 || op == 6)) {
return;
}
switch (op) {
case 1: // SO_LOAD_SCRIPT
case 2: // SO_LOAD_SOUND
case 3: // SO_LOAD_COSTUME
ensureResourceLoaded(resType[op - 1], resid);
break;
case 4: // SO_LOAD_ROOM
ensureResourceLoaded(rtRoom, resid);
if (_game.version == 3) {
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
if (_currentRoom != resid) {
_res->setResourceCounter(rtRoom, resid, 1);
}
}
break;
case 5: // SO_NUKE_SCRIPT
case 6: // SO_NUKE_SOUND
case 7: // SO_NUKE_COSTUME
case 8: // SO_NUKE_ROOM
if (_game.id == GID_ZAK && (_game.platform == Common::kPlatformFMTowns))
error("o5_resourceRoutines %d should not occur in Zak256", op);
else
_res->setResourceCounter(resType[op-5], resid, 0x7F);
break;
case 9: // SO_LOCK_SCRIPT
if (resid >= _numGlobalScripts)
break;
_res->lock(rtScript, resid);
break;
case 10: // SO_LOCK_SOUND
// FIXME: Sound resources are currently missing
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)
break;
_res->lock(rtSound, resid);
break;
case 11: // SO_LOCK_COSTUME
_res->lock(rtCostume, resid);
break;
case 12: // SO_LOCK_ROOM
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
_res->lock(rtRoom, resid);
break;
case 13: // SO_UNLOCK_SCRIPT
if (resid >= _numGlobalScripts)
break;
_res->unlock(rtScript, resid);
break;
case 14: // SO_UNLOCK_SOUND
// FIXME: Sound resources are currently missing
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)
break;
_res->unlock(rtSound, resid);
break;
case 15: // SO_UNLOCK_COSTUME
_res->unlock(rtCostume, resid);
break;
case 16: // SO_UNLOCK_ROOM
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
_res->unlock(rtRoom, resid);
break;
case 17: // SO_CLEAR_HEAP
//heapClear(0);
//unkHeapProc2(0, 0);
break;
case 18: // SO_LOAD_CHARSET
loadCharset(resid);
break;
case 19: // SO_NUKE_CHARSET
nukeCharset(resid);
break;
case 20: // SO_LOAD_OBJECT
loadFlObject(getVarOrDirectWord(PARAM_2), resid);
break;
// TODO: For the following see also Hibarnatus' information on bug #805691.
case 32:
// TODO (apparently never used in FM-TOWNS)
debug(0, "o5_resourceRoutines %d not yet handled (script %d)", op, vm.slot[_currentScript].number);
break;
case 33:
// TODO (apparently never used in FM-TOWNS)
debug(0, "o5_resourceRoutines %d not yet handled (script %d)", op, vm.slot[_currentScript].number);
break;
case 35:
if (_townsPlayer)
_townsPlayer->setVolumeCD(getVarOrDirectByte(PARAM_2), resid);
break;
case 36:
foo = getVarOrDirectByte(PARAM_2);
bar = fetchScriptByte();
if (_townsPlayer)
_townsPlayer->setSoundVolume(resid, foo, bar);
break;
case 37:
if (_townsPlayer)
_townsPlayer->setSoundNote(resid, getVarOrDirectByte(PARAM_2));
break;
default:
error("o5_resourceRoutines: default case %d", op);
}
}
void ScummEngine_v5::o5_roomOps() {
int a = 0, b = 0, c, d, e;
const bool paramsBeforeOpcode = ((_game.version == 3) && (_game.platform != Common::kPlatformPCEngine));
if (paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: // SO_ROOM_SCROLL
if (!paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
if (a < (_screenWidth / 2))
a = (_screenWidth / 2);
if (b < (_screenWidth / 2))
b = (_screenWidth / 2);
if (a > _roomWidth - (_screenWidth / 2))
a = _roomWidth - (_screenWidth / 2);
if (b > _roomWidth - (_screenWidth / 2))
b = _roomWidth - (_screenWidth / 2);
VAR(VAR_CAMERA_MIN_X) = a;
VAR(VAR_CAMERA_MAX_X) = b;
break;
case 2: // SO_ROOM_COLOR
if (_game.features & GF_SMALL_HEADER) {
if (!paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
assertRange(0, a, 256, "o5_roomOps: 2: room color slot");
_roomPalette[b] = a;
_fullRedraw = true;
} else {
error("room-color is no longer a valid command");
}
break;
case 3: // SO_ROOM_SCREEN
if (!paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
initScreens(a, b);
break;
case 4: // SO_ROOM_PALETTE
if (_game.features & GF_SMALL_HEADER) {
if (!paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
assertRange(0, a, 256, "o5_roomOps: 4: room color slot");
_shadowPalette[b] = a;
setDirtyColors(b, b);
} else {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
c = getVarOrDirectWord(PARAM_3);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(PARAM_1);
setPalColor(d, a, b, c); /* index, r, g, b */
}
break;
case 5: // SO_ROOM_SHAKE_ON
setShake(1);
break;
case 6: // SO_ROOM_SHAKE_OFF
setShake(0);
break;
case 7: // SO_ROOM_SCALE
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
_opcode = fetchScriptByte();
c = getVarOrDirectByte(PARAM_1);
d = getVarOrDirectByte(PARAM_2);
_opcode = fetchScriptByte();
e = getVarOrDirectByte(PARAM_2);
setScaleSlot(e - 1, 0, b, a, 0, d, c);
break;
case 8: // SO_ROOM_INTENSITY
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
c = getVarOrDirectByte(PARAM_3);
darkenPalette(a, a, a, b, c);
break;
case 9: // SO_ROOM_SAVEGAME
_saveLoadFlag = getVarOrDirectByte(PARAM_1);
_saveLoadSlot = getVarOrDirectByte(PARAM_2);
_saveLoadSlot = 99; /* use this slot */
_saveTemporaryState = true;
break;
case 10: // SO_ROOM_FADE
a = getVarOrDirectWord(PARAM_1);
if (a) {
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
if (_game.platform == Common::kPlatformFMTowns) {
switch (a) {
case 8:
towns_drawStripToScreen(&_virtscr[kMainVirtScreen], 0, _virtscr[kMainVirtScreen].topline, 0, 0, _virtscr[kMainVirtScreen].w, _virtscr[kMainVirtScreen].topline + _virtscr[kMainVirtScreen].h);
_townsScreen->update();
return;
case 9:
_townsActiveLayerFlags = 2;
_townsScreen->toggleLayers(_townsActiveLayerFlags);
return;
case 10:
_townsActiveLayerFlags = 3;
_townsScreen->toggleLayers(_townsActiveLayerFlags);
return;
case 11:
_townsScreen->clearLayer(1);
return;
case 12:
_townsActiveLayerFlags = 0;
_townsScreen->toggleLayers(_townsActiveLayerFlags);
return;
case 13:
_townsActiveLayerFlags = 1;
_townsScreen->toggleLayers(_townsActiveLayerFlags);
return;
case 16: // enable clearing of layer 2 buffer in drawBitmap()
_townsPaletteFlags |= 2;
return;
case 17: // disable clearing of layer 2 buffer in drawBitmap()
_townsPaletteFlags &= ~2;
return;
case 18: // clear kMainVirtScreen layer 2 buffer
_textSurface.fillRect(Common::Rect(0, _virtscr[kMainVirtScreen].topline * _textSurfaceMultiplier, _textSurface.pitch, (_virtscr[kMainVirtScreen].topline + _virtscr[kMainVirtScreen].h) * _textSurfaceMultiplier), 0);
case 19: // enable palette operations (palManipulate(), cyclePalette() etc.)
_townsPaletteFlags |= 1;
return;
case 20: // disable palette operations
_townsPaletteFlags &= ~1;
return;
case 21: // disable clearing of layer 0 in initScreens()
_townsClearLayerFlag = 1;
return;
case 22: // enable clearing of layer 0 in initScreens()
_townsClearLayerFlag = 0;
return;
case 30:
_townsOverrideShadowColor = 3;
return;
}
}
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
_switchRoomEffect = (byte)(a & 0xFF);
_switchRoomEffect2 = (byte)(a >> 8);
} else {
fadeIn(_newEffect);
}
break;
case 11: // SO_RGB_ROOM_INTENSITY
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
c = getVarOrDirectWord(PARAM_3);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(PARAM_1);
e = getVarOrDirectByte(PARAM_2);
darkenPalette(a, b, c, d, e);
break;
case 12: // SO_ROOM_SHADOW
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
c = getVarOrDirectWord(PARAM_3);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(PARAM_1);
e = getVarOrDirectByte(PARAM_2);
setShadowPalette(a, b, c, d, e, 0, 256);
break;
case 13: // SO_SAVE_STRING
{
// This subopcode is used in Indy 4 to save the IQ points
// data. No other LucasArts game uses it. We use this fact
// to substitute a filename based on the targetname
// ("TARGET.iq").
//
// This way, the iq data of each Indy 4 variant stays
// separate. Moreover, the filename now clearly reflects to
// which target it belongs (as it should).
//
// In addition, the Monkey Island fan patch (which adds
// speech support and more things to MI 1 and 2) uses
// this opcode to generate a "monkey.cfg" file containing.
// some user controllable settings.
// Once more we use a custom filename ("TARGET.cfg").
Common::String filename;
char chr;
a = getVarOrDirectByte(PARAM_1);
while ((chr = fetchScriptByte()))
filename += chr;
if (_game.id == GID_INDY4) {
filename = _targetName + ".iq";
} else if (_game.id == GID_MONKEY || _game.id == GID_MONKEY2) {
filename = _targetName + ".cfg";
} else {
error("SO_SAVE_STRING: Unsupported filename %s", filename.c_str());
}
Common::OutSaveFile *file = _saveFileMan->openForSaving(filename);
if (file != NULL) {
byte *ptr;
ptr = getResourceAddress(rtString, a);
file->write(ptr, resStrLen(ptr) + 1);
delete file;
VAR(VAR_SOUNDRESULT) = 0;
}
break;
}
case 14: // SO_LOAD_STRING
{
// This subopcode is used in Indy 4 to load the IQ points data.
// See SO_SAVE_STRING for details
Common::String filename;
char chr;
a = getVarOrDirectByte(PARAM_1);
while ((chr = fetchScriptByte()))
filename += chr;
if (_game.id == GID_INDY4) {
filename = _targetName + ".iq";
} else if (_game.id == GID_MONKEY || _game.id == GID_MONKEY2) {
filename = _targetName + ".cfg";
} else {
error("SO_LOAD_STRING: Unsupported filename %s", filename.c_str());
}
Common::InSaveFile *file = _saveFileMan->openForLoading(filename);
if (file != NULL) {
byte *ptr;
const int len = file->size();
ptr = (byte *)malloc(len + 1);
assert(ptr);
int r = file->read(ptr, len);
assert(r == len);
ptr[len] = '\0';
loadPtrToResource(rtString, a, ptr);
free(ptr);
delete file;
}
break;
}
case 15: // SO_ROOM_TRANSFORM
a = getVarOrDirectByte(PARAM_1);
_opcode = fetchScriptByte();
b = getVarOrDirectByte(PARAM_1);
c = getVarOrDirectByte(PARAM_2);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(PARAM_1);
palManipulateInit(a, b, c, d);
break;
case 16: // SO_CYCLE_SPEED
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
assertRange(1, a, 16, "o5_roomOps: 16: color cycle");
_colorCycle[a - 1].delay = (b != 0) ? 0x4000 / (b * 0x4C) : 0;
break;
default:
error("o5_roomOps: unknown subopcode %d", _opcode & 0x1F);
}
}
void ScummEngine_v5::o5_saveRestoreVerbs() {
int a, b, c, slot, slot2;
_opcode = fetchScriptByte();
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
c = getVarOrDirectByte(PARAM_3);
switch (_opcode) {
case 1: // SO_SAVE_VERBS
while (a <= b) {
slot = getVerbSlot(a, 0);
if (slot && _verbs[slot].saveid == 0) {
_verbs[slot].saveid = c;
drawVerb(slot, 0);
verbMouseOver(0);
}
a++;
}
break;
case 2: // SO_RESTORE_VERBS
while (a <= b) {
slot = getVerbSlot(a, c);
if (slot) {
slot2 = getVerbSlot(a, 0);
if (slot2)
killVerb(slot2);
slot = getVerbSlot(a, c);
_verbs[slot].saveid = 0;
drawVerb(slot, 0);
verbMouseOver(0);
}
a++;
}
break;
case 3: // SO_DELETE_VERBS
while (a <= b) {
slot = getVerbSlot(a, c);
if (slot)
killVerb(slot);
a++;
}
break;
default:
error("o5_saveRestoreVerbs: unknown subopcode %d", _opcode);
}
}
void ScummEngine_v5::o5_setCameraAt() {
setCameraAtEx(getVarOrDirectWord(PARAM_1));
}
void ScummEngine_v5::o5_setObjectName() {
int obj = getVarOrDirectWord(PARAM_1);
setObjectName(obj);
}
void ScummEngine_v5::o5_setOwnerOf() {
int obj, owner;
obj = getVarOrDirectWord(PARAM_1);
owner = getVarOrDirectByte(PARAM_2);
setOwnerOf(obj, owner);
}
void ScummEngine_v5::o5_setState() {
int obj, state;
obj = getVarOrDirectWord(PARAM_1);
state = getVarOrDirectByte(PARAM_2);
putState(obj, state);
markObjectRectAsDirty(obj);
if (_bgNeedsRedraw)
clearDrawObjectQueue();
}
void ScummEngine_v5::o5_setVarRange() {
int a, b;
getResultPos();
a = fetchScriptByte();
do {
if (_opcode & 0x80)
b = fetchScriptWordSigned();
else
b = fetchScriptByte();
setResult(b);
_resultVarNumber++;
} while (--a);
// Macintosh version of indy3ega used different interface, so adjust values.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh) {
VAR(68) = 0;
VAR(69) = 0;
VAR(70) = 168;
VAR(71) = 0;
VAR(72) = 168;
VAR(73) = 0;
VAR(74) = 168;
VAR(75) = 0;
VAR(76) = 176;
VAR(77) = 176;
VAR(78) = 184;
VAR(79) = 184;
VAR(80) = 192;
VAR(81) = 192;
}
}
void ScummEngine_v5::o5_startMusic() {
if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
// In FM-TOWNS games this is some kind of Audio CD status query function.
// See also bug #762589 (thanks to Hibernatus for providing the information).
getResultPos();
int b = getVarOrDirectByte(PARAM_1);
int result = 0;
switch (b) {
case 0:
result = _sound->pollCD() == 0;
break;
case 0xFC:
// TODO: Unpause (resume) audio track. We'll have to extend Sound and OSystem for this.
break;
case 0xFD:
// TODO: Pause audio track. We'll have to extend Sound and OSystem for this.
break;
case 0xFE:
result = _sound->getCurrentCDSound();
break;
case 0xFF:
result = _townsPlayer->getCurrentCdaVolume();
break;
default:
// TODO: return track length in seconds. We'll have to extend Sound and OSystem for this.
// To check scummvm returns the right track length you
// can look at the global script #9 (0x888A in 49.LFL).
break;
}
debugC(DEBUG_GENERAL,"o5_startMusic(%d)", b);
setResult(result);
} else {
_sound->addSoundToQueue(getVarOrDirectByte(PARAM_1));
}
}
void ScummEngine_v5::o5_startSound() {
const byte *oldaddr = _scriptPointer - 1;
int sound = getVarOrDirectByte(PARAM_1);
// WORKAROUND: In the scene where Largo is talking to Mad Marty, the
// Woodtick music often resumes before Largo's theme has finished. As
// far as I can tell, this is a script bug.
if (_game.id == GID_MONKEY2 && sound == 110 && _sound->isSoundRunning(151)) {
debug(1, "Delaying Woodtick music until Largo's theme has finished");
_scriptPointer = oldaddr;
o5_breakHere();
return;
}
if (VAR_MUSIC_TIMER != 0xFF)
VAR(VAR_MUSIC_TIMER) = 0;
_sound->addSoundToQueue(sound);
}
void ScummEngine_v5::o5_stopMusic() {
_sound->stopAllSounds();
}
void ScummEngine_v5::o5_stopSound() {
_sound->stopSound(getVarOrDirectByte(PARAM_1));
}
void ScummEngine_v5::o5_isSoundRunning() {
int snd;
getResultPos();
snd = getVarOrDirectByte(PARAM_1);
if (snd)
snd = _sound->isSoundRunning(snd);
setResult(snd);
}
void ScummEngine_v5::o5_soundKludge() {
int items[NUM_SCRIPT_LOCAL];
int num = getWordVararg(items);
_sound->soundKludge(items, num);
}
void ScummEngine_v5::o5_startObject() {
int obj, script;
int data[NUM_SCRIPT_LOCAL];
obj = getVarOrDirectWord(PARAM_1);
script = getVarOrDirectByte(PARAM_2);
getWordVararg(data);
runObjectScript(obj, script, 0, 0, data);
}
void ScummEngine_v5::o5_startScript() {
int op, script;
int data[NUM_SCRIPT_LOCAL];
op = _opcode;
script = getVarOrDirectByte(PARAM_1);
getWordVararg(data);
// WORKAROUND bug #1290485: Script 171 loads a complete room resource,
// instead of the actual script, causing invalid opcode cases
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns && script == 171)
return;
// WORKAROUND bug #3306145 (also occurs in original): Some old versions of
// Indy3 sometimes fail to allocate IQ points correctly. To quote:
// "In the Amiga version you get the 15 points for puzzle 30 if you give the
// book or KO the guy. The PC version correctly gives 10 points for puzzle
// 29 for KO and 15 for puzzle 30 when giving the book."
// This workaround is meant to address that.
if (_game.id == GID_INDY3 && vm.slot[_currentScript].number == 106 && script == 125 && VAR(115) != 2) {
// If Var[115] != 2, then:
// Correct: startScript(125,[29,10]);
// Wrong : startScript(125,[30,15]);
data[0] = 29;
data[1] = 10;
}
// Method used by original games to skip copy protection scheme
if (!_copyProtection) {
// Copy protection was disabled in LucasArts Classic Adventures (PC Disk)
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformDOS && _game.version == 3 && _currentRoom == 69 && script == 201)
script = 205;
// Copy protection was disabled in KIXX XL release (Amiga Disk) and
// in LucasArts Classic Adventures (PC Disk)
if (_game.id == GID_MONKEY_VGA && script == 152)
return;
// Copy protection was disabled in LucasArts Mac CD Game Pack II (Macintosh CD)
if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformMacintosh && script == 155)
return;
}
runScript(script, (op & 0x20) != 0, (op & 0x40) != 0, data);
// WORKAROUND: Indy3 does not save the series IQ automatically after changing it.
// Save on IQ increment (= script 125 was executed).
if (_game.id == GID_INDY3 && script == 125)
((ScummEngine_v4 *)this)->updateIQPoints();
}
void ScummEngine_v5::o5_stopObjectCode() {
stopObjectCode();
}
void ScummEngine_v5::o5_stopObjectScript() {
stopObjectScript(getVarOrDirectWord(PARAM_1));
}
void ScummEngine_v5::o5_stopScript() {
const byte *oldaddr = _scriptPointer - 1;
int script;
script = getVarOrDirectByte(PARAM_1);
if (_game.id == GID_INDY4 && script == 164 &&
_roomResource == 50 && vm.slot[_currentScript].number == 213 && VAR(VAR_HAVE_MSG)) {
// WORKAROUND bug #1308033: Due to a script bug, a line of text is skipped
// which Indy is supposed to speak when he finds Orichalcum in some old
// bones in the caves below Crete.
_scriptPointer = oldaddr;
o5_breakHere();
return;
}
if (!script)
stopObjectCode();
else
stopScript(script);
}
void ScummEngine_v5::o5_stringOps() {
int a, b, c, i;
byte *ptr;
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: /* loadstring */
loadPtrToResource(rtString, getVarOrDirectByte(PARAM_1), NULL);
break;
case 2: /* copystring */
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
assert(a != b);
_res->nukeResource(rtString, a);
ptr = getResourceAddress(rtString, b);
if (ptr)
loadPtrToResource(rtString, a, ptr);
break;
case 3: /* set string char */
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
c = getVarOrDirectByte(PARAM_3);
ptr = getResourceAddress(rtString, a);
if (ptr == NULL)
error("String %d does not exist", a);
ptr[b] = c;
break;
case 4: /* get string char */
getResultPos();
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
ptr = getResourceAddress(rtString, a);
if (ptr == NULL)
error("String %d does not exist", a);
setResult(ptr[b]);
break;
case 5: /* create empty string */
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
_res->nukeResource(rtString, a);
if (b) {
ptr = _res->createResource(rtString, a, b);
if (ptr) {
for (i = 0; i < b; i++)
ptr[i] = 0;
}
}
break;
}
}
void ScummEngine_v5::o5_subtract() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
setResult(readVar(_resultVarNumber) - a);
}
void ScummEngine_v5::o5_verbOps() {
int verb, slot;
VerbSlot *vs;
int a, b;
byte *ptr;
verb = getVarOrDirectByte(PARAM_1);
slot = getVerbSlot(verb, 0);
assertRange(0, slot, _numVerbs - 1, "new verb slot");
vs = &_verbs[slot];
vs->verbid = verb;
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0x1F) {
case 1: // SO_VERB_IMAGE
a = getVarOrDirectWord(PARAM_1);
if (slot) {
setVerbObject(_roomResource, a, slot);
vs->type = kImageVerbType;
}
break;
case 2: // SO_VERB_NAME
loadPtrToResource(rtVerb, slot, NULL);
if (slot == 0)
_res->nukeResource(rtVerb, slot);
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 3: // SO_VERB_COLOR
vs->color = getVarOrDirectByte(PARAM_1);
break;
case 4: // SO_VERB_HICOLOR
vs->hicolor = getVarOrDirectByte(PARAM_1);
break;
case 5: // SO_VERB_AT
vs->curRect.left = getVarOrDirectWord(PARAM_1);
vs->curRect.top = getVarOrDirectWord(PARAM_2);
// Macintosh version of indy3ega used different interface, so adjust values.
if ((_game.platform == Common::kPlatformMacintosh) && (_game.id == GID_INDY3)) {
switch (verb) {
case 1:
case 2:
case 9:
vs->curRect.left += 16;
break;
case 10:
case 11:
case 12:
vs->curRect.left += 36;
break;
case 4:
case 5:
case 8:
vs->curRect.left += 60;
break;
case 13:
case 32:
case 33:
case 34:
vs->curRect.left += 90;
break;
case 107:
vs->curRect.left -= 54;
vs->curRect.top += 16;
break;
case 108:
vs->curRect.left -= 54;
vs->curRect.top += 8;
break;
}
} else if (_game.id == GID_LOOM && _game.version == 4) {
// FIXME: hack loom notes into right spot
if ((verb >= 90) && (verb <= 97)) { // Notes
switch (verb) {
case 90:
case 91:
vs->curRect.top -= 7;
break;
case 92:
vs->curRect.top -= 6;
break;
case 93:
vs->curRect.top -= 4;
break;
case 94:
vs->curRect.top -= 3;
break;
case 95:
vs->curRect.top -= 1;
break;
case 97:
vs->curRect.top -= 5;
}
}
}
break;
case 6: // SO_VERB_ON
vs->curmode = 1;
break;
case 7: // SO_VERB_OFF
vs->curmode = 0;
break;
case 8: // SO_VERB_DELETE
killVerb(slot);
break;
case 9: // SO_VERB_NEW
slot = getVerbSlot(verb, 0);
if (_game.platform == Common::kPlatformFMTowns && _game.version == 3 && slot)
continue;
if (slot == 0) {
for (slot = 1; slot < _numVerbs; slot++) {
if (_verbs[slot].verbid == 0)
break;
}
if (slot == _numVerbs)
error("Too many verbs");
}
vs = &_verbs[slot];
vs->verbid = verb;
vs->color = 2;
vs->hicolor = (_game.version == 3) ? 14 : 0;
vs->dimcolor = 8;
vs->type = kTextVerbType;
vs->charset_nr = _string[0]._default.charset;
vs->curmode = 0;
vs->saveid = 0;
vs->key = 0;
vs->center = 0;
vs->imgindex = 0;
break;
case 16: // SO_VERB_DIMCOLOR
vs->dimcolor = getVarOrDirectByte(PARAM_1);
break;
case 17: // SO_VERB_DIM
vs->curmode = 2;
break;
case 18: // SO_VERB_KEY
vs->key = getVarOrDirectByte(PARAM_1);
break;
case 19: // SO_VERB_CENTER
vs->center = 1;
break;
case 20: // SO_VERB_NAME_STR
ptr = getResourceAddress(rtString, getVarOrDirectWord(PARAM_1));
if (!ptr)
_res->nukeResource(rtVerb, slot);
else {
loadPtrToResource(rtVerb, slot, ptr);
}
if (slot == 0)
_res->nukeResource(rtVerb, slot);
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 22: /* assign object */
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
if (slot && vs->imgindex != a) {
setVerbObject(b, a, slot);
vs->type = kImageVerbType;
vs->imgindex = a;
}
break;
case 23: /* set back color */
vs->bkcolor = getVarOrDirectByte(PARAM_1);
break;
default:
error("o5_verbOps: unknown subopcode %d", _opcode & 0x1F);
}
}
// Force redraw of the modified verb slot
drawVerb(slot, 0);
verbMouseOver(0);
}
void ScummEngine_v5::o5_wait() {
const byte *oldaddr = _scriptPointer - 1;
if ((_game.id == GID_INDY3) && !(_game.platform == Common::kPlatformMacintosh)) {
_opcode = 2;
} else
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: // SO_WAIT_FOR_ACTOR
{
Actor *a = derefActorSafe(getVarOrDirectByte(PARAM_1), "o5_wait");
if (a && a->_moving)
break;
return;
}
case 2: // SO_WAIT_FOR_MESSAGE
if (VAR(VAR_HAVE_MSG))
break;
return;
case 3: // SO_WAIT_FOR_CAMERA
if (camera._cur.x / 8 != camera._dest.x / 8)
break;
return;
case 4: // SO_WAIT_FOR_SENTENCE
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
} else if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
break;
default:
error("o5_wait: unknown subopcode %d", _opcode & 0x1F);
return;
}
_scriptPointer = oldaddr;
o5_breakHere();
}
void ScummEngine_v5::o5_walkActorTo() {
int x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o5_walkActorTo");
x = getVarOrDirectWord(PARAM_2);
y = getVarOrDirectWord(PARAM_3);
a->startWalkActor(x, y, -1);
}
void ScummEngine_v5::walkActorToActor(int actor, int toActor, int dist) {
Actor *a = derefActor(actor, "walkActorToActor");
Actor *to = derefActor(toActor, "walkActorToActor(2)");
if (_game.version <= 2) {
dist *= V12_X_MULTIPLIER;
} else if (dist == 0xFF) {
dist = a->_scalex * a->_width / 0xFF;
dist += (to->_scalex * to->_width / 0xFF) / 2;
}
int x = to->getPos().x;
int y = to->getPos().y;
if (x < a->getPos().x)
x += dist;
else
x -= dist;
if (_game.version <= 2) {
x /= V12_X_MULTIPLIER;
y /= V12_Y_MULTIPLIER;
}
if (_game.version <= 3) {
AdjustBoxResult abr = a->adjustXYToBeInBox(x, y);
x = abr.x;
y = abr.y;
}
a->startWalkActor(x, y, -1);
// WORKAROUND: See bug #2971126 for details on why this is here.
if (_game.version == 0)
o5_breakHere();
}
void ScummEngine_v5::o5_walkActorToActor() {
Actor *a, *a2;
int nr = getVarOrDirectByte(PARAM_1);
int nr2 = getVarOrDirectByte(PARAM_2);
int dist = fetchScriptByte();
if (_game.id == GID_LOOM && _game.version == 4 && nr == 1 && nr2 == 0 &&
dist == 255 && vm.slot[_currentScript].number == 98) {
// WORKAROUND bug #743615: LoomCD script 98 contains this:
// walkActorToActor(1,0,255)
// Once again this is either a script bug, or there is some hidden
// or unknown meaning to this odd walk request...
return;
}
if (_game.id == GID_INDY4 && nr == 1 && nr2 == 106 &&
dist == 255 && vm.slot[_currentScript].number == 210) {
// WORKAROUND bug: Work around an invalid actor bug when using the
// camel in Fate of Atlantis, the "wits" path. The room-65-210 script
// contains this:
// walkActorToActor(1,106,255)
// Once again this is either a script bug, or there is some hidden
// or unknown meaning to this odd walk request...
return;
}
a = derefActor(nr, "o5_walkActorToActor");
if (!a->isInCurrentRoom())
return;
a2 = derefActor(nr2, "o5_walkActorToActor(2)");
if (!a2->isInCurrentRoom())
return;
walkActorToActor(nr, nr2, dist);
}
void ScummEngine_v5::o5_walkActorToObject() {
int obj;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o5_walkActorToObject");
obj = getVarOrDirectWord(PARAM_2);
if (whereIsObject(obj) != WIO_NOT_FOUND) {
int x, y, dir;
getObjectXYPos(obj, x, y, dir);
a->startWalkActor(x, y, dir);
}
}
int ScummEngine_v5::getWordVararg(int *ptr) {
int i;
for (i = 0; i < NUM_SCRIPT_LOCAL; i++)
ptr[i] = 0;
i = 0;
while ((_opcode = fetchScriptByte()) != 0xFF) {
ptr[i++] = getVarOrDirectWord(PARAM_1);
}
return i;
}
void ScummEngine_v5::decodeParseString() {
int textSlot;
switch (_actorToPrintStrFor) {
case 252:
textSlot = 3;
break;
case 253:
textSlot = 2;
break;
case 254:
textSlot = 1;
break;
default:
textSlot = 0;
}
_string[textSlot].loadDefault();
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0xF) {
case 0: // SO_AT
_string[textSlot].xpos = getVarOrDirectWord(PARAM_1);
_string[textSlot].ypos = getVarOrDirectWord(PARAM_2);
_string[textSlot].overhead = false;
break;
case 1: // SO_COLOR
_string[textSlot].color = getVarOrDirectByte(PARAM_1);
break;
case 2: // SO_CLIPPED
_string[textSlot].right = getVarOrDirectWord(PARAM_1);
break;
case 3: // SO_ERASE
{
int w = getVarOrDirectWord(PARAM_1);
int h = getVarOrDirectWord(PARAM_2);
// restoreCharsetBg(xpos, xpos + w, ypos, ypos + h)
error("ScummEngine_v5::decodeParseString: Unhandled case 3: %d, %d", w, h);
}
break;
case 4: // SO_CENTER
_string[textSlot].center = true;
_string[textSlot].overhead = false;
break;
case 6: // SO_LEFT
if (_game.version == 3) {
_string[textSlot].height = getVarOrDirectWord(PARAM_1);
} else {
_string[textSlot].center = false;
_string[textSlot].overhead = false;
}
break;
case 7: // SO_OVERHEAD
_string[textSlot].overhead = true;
break;
case 8:{ // SO_SAY_VOICE
int offset = (uint16)getVarOrDirectWord(PARAM_1);
int delay = (uint16)getVarOrDirectWord(PARAM_2);
if (_game.id == GID_LOOM && _game.version == 4) {
if (offset == 0 && delay == 0) {
VAR(VAR_MUSIC_TIMER) = 0;
_sound->stopCD();
} else {
// Loom specified the offset from the start of the CD;
// thus we have to subtract the length of the first track
// (22500 frames) plus the 2 second = 150 frame leadin.
// I.e. in total 22650 frames.
offset = (int)(offset * 7.5 - 22500 - 2*75);
// Slightly increase the delay (5 frames = 1/25 of a second).
// This noticably improves the experience in Loom CD.
delay = (int)(delay * 7.5 + 5);
_sound->playCDTrack(1, 0, offset, delay);
}
} else {
error("ScummEngine_v5::decodeParseString: Unhandled case 8");
}
}
break;
case 15:{ // SO_TEXTSTRING
const int len = resStrLen(_scriptPointer);
if (_game.id == GID_LOOM && strcmp((const char *) _scriptPointer, "I am Choas.") == 0) {
// WORKAROUND: This happens when Chaos introduces
// herself to bishop Mandible. Of all the places to put
// a typo...
printString(textSlot, (const byte *) "I am Chaos.");
} else if (_game.id == GID_INDY4 && _roomResource == 23 && vm.slot[_currentScript].number == 167 &&
len == 24 && 0==memcmp(_scriptPointer+16, "pregod", 6)) {
// WORKAROUND for bug #1621210.
byte tmpBuf[25];
memcpy(tmpBuf, _scriptPointer, 25);
if (tmpBuf[22] == '8')
strcpy((char *)tmpBuf+16, "^18^");
else
strcpy((char *)tmpBuf+16, "^19^");
printString(textSlot, tmpBuf);
} else if (_game.id == GID_MONKEY_EGA && _roomResource == 30 && vm.slot[_currentScript].number == 411 &&
strstr((const char *)_scriptPointer, "NCREDIT-NOTE-AMOUNT")) {
// WORKAROUND for bug #3003643 (MI1EGA German: Credit text incorrect)
// The script contains buggy text.
const char *tmp = strstr((const char *)_scriptPointer, "NCREDIT-NOTE-AMOUNT");
char tmpBuf[256];
const int diff = tmp - (const char *)_scriptPointer;
memcpy(tmpBuf, _scriptPointer, diff);
strcpy(tmpBuf + diff, "5000");
strcpy(tmpBuf + diff + 4, tmp + sizeof("NCREDIT-NOTE-AMOUNT") - 1);
printString(textSlot, (byte *)tmpBuf);
} else {
printString(textSlot, _scriptPointer);
}
_scriptPointer += len + 1;
}
// In SCUMM V1-V3, there were no 'default' values for the text slot
// values. Hence to achieve correct behavior, we have to keep the
// 'default' values in sync with the active values.
//
// Note: This is needed for Indy3 (Grail Diary). It's also needed
// for Loom, or the lines Bobbin speaks during the intro are put
// at position 0,0.
//
// Note: We can't use saveDefault() here because we only want to
// save the position and color. In particular, we do not want to
// save the 'center' flag. See bug #933168.
if (_game.version <= 3) {
_string[textSlot]._default.xpos = _string[textSlot].xpos;
_string[textSlot]._default.ypos = _string[textSlot].ypos;
_string[textSlot]._default.height = _string[textSlot].height;
_string[textSlot]._default.color = _string[textSlot].color;
}
return;
default:
error("ScummEngine_v5::decodeParseString: Unhandled case %d", _opcode & 0xF);
}
}
_string[textSlot].saveDefault();
}
} // End of namespace Scumm