scummvm/engines/agi/op_cmd.cpp
2016-02-01 01:34:36 +01:00

2479 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 "base/version.h"
#include "agi/agi.h"
#include "agi/inv.h"
#include "agi/sprite.h"
#include "agi/text.h"
#include "agi/graphics.h"
#include "agi/opcodes.h"
#include "agi/menu.h"
#include "agi/systemui.h"
#include "agi/words.h"
#include "common/random.h"
#include "common/textconsole.h"
namespace Agi {
#define getGameID() state->_vm->getGameID()
#define getFeatures() state->_vm->getFeatures()
#define getVersion() state->_vm->getVersion()
#define getLanguage() state->_vm->getLanguage()
void cmdIncrement(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
byte varVal = vm->getVar(varNr);
if (getVersion() < 0x2000) {
if (varVal < 0xf0) {
varVal++;
vm->setVar(varNr, varVal);
}
} else {
if (varVal != 0xff) {
varVal++;
vm->setVar(varNr, varVal);
}
}
}
void cmdDecrement(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
byte varVal = vm->getVar(varNr);
if (varVal != 0) {
varVal--;
vm->setVar(varNr, varVal);
}
}
void cmdAssignN(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
uint16 value = parameter[1];
vm->setVar(varNr, value);
// WORKAROUND for a bug in fan game "Get outta SQ"
// Total number of points is stored in variable 7, which
// is then incorrectly assigned to 0. Thus, when the game
// is restarted, "Points 0 of 0" is shown. We set the
// variable to the correct value here
// Fixes bug #1942476 - "AGI: Fan(Get Outta SQ) - Score
// is lost on restart"
if (getGameID() == GID_GETOUTTASQ && varNr == 7)
vm->setVar(varNr, 8);
}
void cmdAddN(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
uint16 value = parameter[1];
byte varVal = vm->getVar(varNr);
vm->setVar(varNr, varVal + value);
}
void cmdSubN(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
uint16 value = parameter[1];
byte varVal = vm->getVar(varNr);
vm->setVar(varNr, varVal - value);
}
void cmdAssignV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal2 = vm->getVar(varNr2);
vm->setVar(varNr1, varVal2);
}
void cmdAddV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal1 = vm->getVar(varNr1);
byte varVal2 = vm->getVar(varNr2);
vm->setVar(varNr1, varVal1 + varVal2);
}
void cmdSubV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal1 = vm->getVar(varNr1);
byte varVal2 = vm->getVar(varNr2);
vm->setVar(varNr1, varVal1 - varVal2);
}
void cmdMulN(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
uint16 value = parameter[1];
byte varVal = vm->getVar(varNr);
vm->setVar(varNr, varVal * value);
}
void cmdMulV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal1 = vm->getVar(varNr1);
byte varVal2 = vm->getVar(varNr2);
vm->setVar(varNr1, varVal1 * varVal2);
}
void cmdDivN(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
uint16 value = parameter[1];
byte varVal = vm->getVar(varNr);
vm->setVar(varNr, varVal / value);
}
void cmdDivV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal1 = vm->getVar(varNr1);
byte varVal2 = vm->getVar(varNr2);
vm->setVar(varNr1, varVal1 / varVal2);
}
void cmdRandomV1(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
vm->setVar(varNr, vm->_rnd->getRandomNumber(250));
}
void cmdRandom(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 valueMin = parameter[0];
uint16 valueMax = parameter[1];
uint16 varNr = parameter[2];
vm->setVar(varNr, vm->_rnd->getRandomNumber(valueMax - valueMin) + valueMin);
}
void cmdLindirectN(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
uint16 value = parameter[1];
byte varVal = vm->getVar(varNr);
vm->setVar(varVal, value);
}
void cmdLindirectV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal1 = vm->getVar(varNr1);
byte varVal2 = vm->getVar(varNr2);
vm->setVar(varVal1, varVal2);
}
void cmdRindirect(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal2 = vm->getVar(varNr2);
byte value = vm->getVar(varVal2);
vm->setVar(varNr1, value);
}
void cmdSet(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 flagNr = parameter[0];
vm->setFlag(flagNr, true);
}
void cmdReset(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 flagNr = parameter[0];
vm->setFlag(flagNr, false);
}
void cmdToggle(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 flagNr = parameter[0];
bool curFlagState = vm->getFlag(flagNr);
vm->setFlag(flagNr, !curFlagState);
}
void cmdSetV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 flagNr = parameter[0];
if (getVersion() < 0x2000) {
vm->setVar(flagNr, 1);
} else {
flagNr = vm->getVar(flagNr);
vm->setFlag(flagNr, true);
}
}
void cmdResetV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 flagNr = parameter[0];
if (getVersion() < 0x2000) {
vm->setVar(flagNr, 0);
} else {
flagNr = vm->getVar(flagNr);
vm->setFlag(flagNr, false);
}
}
void cmdToggleV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 flagNr = parameter[0];
if (getVersion() < 0x2000) {
byte value = vm->getVar(flagNr);
vm->setVar(flagNr, value ^ 1);
} else {
flagNr = vm->getVar(flagNr);
bool curFlagState = vm->getFlag(flagNr);
vm->setFlag(flagNr, !curFlagState);
}
}
void cmdNewRoom(AgiGame *state, uint8 *parameter) {
uint16 newRoomNr = parameter[0];
state->_vm->newRoom(newRoomNr);
// WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush.
// Intro was skipped because the enter-keypress finalizing the entering
// of the copy protection string (Copy protection is in logic.128) was
// left over to the intro scene (Starts with room 73 i.e. logic.073).
// The intro scene checks for any keys pressed and if it finds any it
// jumps to the game's start (Room 1 i.e. logic.001). We clear the
// keyboard buffer when the intro sequence's first room (Room 73) is
// loaded so that no keys from the copy protection scene can be left
// over to cause the intro to skip to the game's start.
if (getGameID() == GID_GOLDRUSH && newRoomNr == 73)
state->keypress = 0;
}
void cmdNewRoomF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
byte value = vm->getVar(varNr);
state->_vm->newRoom(value);
}
void cmdLoadView(AgiGame *state, uint8 *parameter) {
uint16 resourceNr = parameter[0];
state->_vm->agiLoadResource(RESOURCETYPE_VIEW, resourceNr);
}
void cmdLoadLogic(AgiGame *state, uint8 *parameter) {
uint16 resourceNr = parameter[0];
state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, resourceNr);
}
void cmdLoadSound(AgiGame *state, uint8 *parameter) {
uint16 resourceNr = parameter[0];
state->_vm->agiLoadResource(RESOURCETYPE_SOUND, resourceNr);
}
void cmdLoadViewF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
byte value = vm->getVar(varNr);
vm->agiLoadResource(RESOURCETYPE_VIEW, value);
}
void cmdLoadLogicF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
byte value = vm->getVar(varNr);
state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, value);
}
void cmdDiscardView(AgiGame *state, uint8 *parameter) {
uint16 resourceNr = parameter[0];
state->_vm->agiUnloadResource(RESOURCETYPE_VIEW, resourceNr);
}
void cmdObjectOnAnything(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags &= ~(fOnWater | fOnLand);
}
void cmdObjectOnLand(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fOnLand;
}
void cmdObjectOnWater(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fOnWater;
}
void cmdObserveHorizon(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags &= ~fIgnoreHorizon;
}
void cmdIgnoreHorizon(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fIgnoreHorizon;
}
void cmdObserveObjs(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags &= ~fIgnoreObjects;
}
void cmdIgnoreObjs(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fIgnoreObjects;
}
void cmdObserveBlocks(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags &= ~fIgnoreBlocks;
}
void cmdIgnoreBlocks(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fIgnoreBlocks;
}
void cmdSetHorizon(AgiGame *state, uint8 *parameter) {
uint16 horizonValue = parameter[0];
state->horizon = horizonValue;
}
void cmdGetPriority(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setVar(varNr, screenObj->priority);
}
void cmdSetPriority(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 priority = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fFixedPriority;
screenObj->priority = priority;
}
void cmdSetPriorityF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fFixedPriority;
screenObj->priority = vm->getVar(varNr);
}
void cmdReleasePriority(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags &= ~fFixedPriority;
}
void cmdSetUpperLeft(AgiGame *state, uint8 *parameter) { // do nothing (AGI 2.917)
}
void cmdStartUpdate(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
state->_vm->startUpdate(screenObj);
}
void cmdStopUpdate(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
state->_vm->stopUpdate(screenObj);
}
void cmdCurrentView(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setVar(varNr, screenObj->currentViewNr);
}
void cmdCurrentCel(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setVar(varNr, screenObj->currentCelNr);
debugC(4, kDebugLevelScripts, "v%d=%d", varNr, screenObj->currentCelNr);
}
void cmdCurrentLoop(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setVar(varNr, screenObj->currentLoopNr);
}
void cmdLastCel(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setVar(varNr, screenObj->loopData->celCount - 1);
}
void cmdSetCel(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 celNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setCel(screenObj, celNr);
if (getVersion() >= 0x2000) {
screenObj->flags &= ~fDontupdate;
}
}
void cmdSetCelF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
byte value = vm->getVar(varNr);
vm->setCel(screenObj, value);
screenObj->flags &= ~fDontupdate;
}
void cmdSetView(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 viewNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
state->_vm->setView(screenObj, viewNr);
}
void cmdSetViewF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
byte value = vm->getVar(varNr);
state->_vm->setView(screenObj, value);
}
void cmdSetLoop(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 loopNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
state->_vm->setLoop(screenObj, loopNr);
}
void cmdSetLoopF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
byte value = vm->getVar(varNr);
state->_vm->setLoop(screenObj, value);
}
void cmdNumberOfLoops(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setVar(varNr, screenObj->loopCount);
}
void cmdFixLoop(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fFixLoop;
}
void cmdReleaseLoop(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags &= ~fFixLoop;
}
void cmdStepSize(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->stepSize = vm->getVar(varNr);
}
void cmdStepTime(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->stepTime = screenObj->stepTimeCount = vm->getVar(varNr);
}
void cmdCycleTime(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->cycleTime = screenObj->cycleTimeCount = vm->getVar(varNr);
}
void cmdStopCycling(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags &= ~fCycling;
}
void cmdStartCycling(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fCycling;
}
void cmdNormalCycle(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->cycle = kCycleNormal;
screenObj->flags |= fCycling;
}
void cmdReverseCycle(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->cycle = kCycleReverse;
screenObj->flags |= fCycling;
}
void cmdSetDir(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->direction = vm->getVar(varNr);
}
void cmdGetDir(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setVar(varNr, screenObj->direction);
}
void cmdGetRoomF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal1 = vm->getVar(varNr1);
vm->setVar(varNr2, state->_vm->objectGetLocation(varVal1));
}
void cmdPut(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr = parameter[1];
byte varVal = vm->getVar(varNr);
vm->objectSetLocation(objectNr, varVal);
}
void cmdPutF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
byte varVal1 = vm->getVar(varNr1);
byte varVal2 = vm->getVar(varNr2);
state->_vm->objectSetLocation(varVal1, varVal2);
}
void cmdDrop(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
state->_vm->objectSetLocation(objectNr, 0);
}
void cmdGet(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
state->_vm->objectSetLocation(objectNr, EGO_OWNED);
}
void cmdGetV1(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
state->_vm->objectSetLocation(objectNr, EGO_OWNED_V1);
}
void cmdGetF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
byte varVal = vm->getVar(varNr);
state->_vm->objectSetLocation(varVal, EGO_OWNED);
}
void cmdWordToString(AgiGame *state, uint8 *parameter) {
uint16 stringNr = parameter[0];
uint16 wordNr = parameter[1];
strcpy(state->strings[stringNr], state->_vm->_words->getEgoWord(wordNr));
}
void cmdOpenDialogue(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
vm->_text->dialogueOpen();
}
void cmdCloseDialogue(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
vm->_text->dialogueClose();
}
void cmdCloseWindow(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
vm->_text->closeWindow();
}
void cmdStatusLineOn(AgiGame *state, uint8 *parameter) {
TextMgr *text = state->_vm->_text;
text->statusEnable();
text->statusDraw();
}
void cmdStatusLineOff(AgiGame *state, uint8 *parameter) {
TextMgr *text = state->_vm->_text;
text->statusDisable();
state->_vm->_text->statusClear();
}
void cmdShowObj(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
state->_vm->_sprites->showObject(objectNr);
}
void cmdShowObjV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
byte varVal = vm->getVar(varNr);
state->_vm->_sprites->showObject(varVal);
}
void cmdSound(AgiGame *state, uint8 *parameter) {
uint16 resourceNr = parameter[0];
uint16 flagNr = parameter[1];
state->_vm->_sound->startSound(resourceNr, flagNr);
}
void cmdStopSound(AgiGame *state, uint8 *parameter) {
state->_vm->_sound->stopSound();
}
void cmdMenuInput(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
if (vm->getFlag(VM_FLAG_MENUS_WORK)) {
vm->_menu->delayedExecute();
}
}
void cmdEnableItem(AgiGame *state, uint8 *parameter) {
uint16 controlCode = parameter[0];
state->_vm->_menu->itemEnable(controlCode);
}
void cmdDisableItem(AgiGame *state, uint8 *parameter) {
uint16 controlCode = parameter[0];
state->_vm->_menu->itemDisable(controlCode);
}
void cmdSubmitMenu(AgiGame *state, uint8 *parameter) {
state->_vm->_menu->submit();
}
void cmdSetScanStart(AgiGame *state, uint8 *parameter) {
state->_curLogic->sIP = state->_curLogic->cIP;
}
void cmdResetScanStart(AgiGame *state, uint8 *parameter) {
state->_curLogic->sIP = 2;
}
void cmdSaveGame(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
vm->inGameTimerPause();
if (state->automaticSave) {
if (vm->saveGameAutomatic()) {
// automatic save succeded
vm->inGameTimerResume();
return;
}
// fall back to regular dialog otherwise
}
vm->saveGameDialog();
vm->inGameTimerResume();
}
void cmdLoadGame(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
vm->inGameTimerPause();
if (state->automaticSave) {
if (vm->loadGameAutomatic()) {
// automatic restore succeded
vm->inGameTimerResume();
return;
}
// fall back to regular dialog otherwise
}
vm->loadGameDialog();
vm->inGameTimerResume();
}
void cmdInitDisk(AgiGame *state, uint8 *parameter) { // do nothing
}
void cmdLog(AgiGame *state, uint8 *parameter) { // do nothing
}
void cmdTraceOn(AgiGame *state, uint8 *parameter) { // do nothing
}
void cmdTraceInfo(AgiGame *state, uint8 *parameter) { // do nothing
}
void cmdShowMem(AgiGame *state, uint8 *parameter) {
state->_vm->_text->messageBox("Enough memory");
}
void cmdInitJoy(AgiGame *state, uint8 *parameter) { // do nothing
}
void cmdScriptSize(AgiGame *state, uint8 *parameter) {
debug(0, "script.size(%d)", parameter[0]);
}
// This implementation is based on observations of Amiga's Gold Rush.
// You can try this out (in the original and in ScummVM) by writing "bird man"
// to enter Gold Rush's debug mode and then writing "show position" or "sp".
// TODO: Make the cycle and motion status lines more like in Amiga's Gold Rush.
// TODO: Add control status line (After stepsize, before cycle status).
// Don't know what the control status means yet, possibly flags?
// Examples of the control-value (Taken in the first screen i.e. room 1):
// 4051 (When ego is stationary),
// 471 (When walking on the first screen's bridge),
// 71 (When walking around, using the mouse or the keyboard).
void cmdObjStatusF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[vm->getVar(varNr)];
const char *cycleDesc; // Object's cycle description line
const char *motionDesc; // Object's motion description line
char msg[256]; // The whole object status message
// Generate cycle description line
switch (screenObj->cycle) {
case kCycleNormal:
cycleDesc = "normal cycle";
break;
case kCycleEndOfLoop:
cycleDesc = "end of loop";
break;
case kCycleRevLoop:
cycleDesc = "reverse loop";
break;
case kCycleReverse:
cycleDesc = "reverse cycle";
break;
default:
cycleDesc = "unknown cycle type";
break;
}
// Generate motion description line
switch (screenObj->motionType) {
case kMotionNormal:
motionDesc = "normal motion";
break;
case kMotionWander:
motionDesc = "wandering";
break;
case kMotionFollowEgo:
motionDesc = "following ego";
break;
case kMotionMoveObj:
// Amiga's Gold Rush! most probably uses "move to (x, y)"
// here with real values for x and y. The same output
// is used when moving the ego around using the mouse.
motionDesc = "moving to a point";
break;
default:
motionDesc = "unknown motion type";
break;
}
sprintf(msg,
"Object %d:\n" \
"x: %d xsize: %d\n" \
"y: %d ysize: %d\n" \
"pri: %d\n" \
"stepsize: %d\n" \
"%s\n" \
"%s",
vm->getVar(varNr),
screenObj->xPos, screenObj->xSize,
screenObj->yPos, screenObj->ySize,
screenObj->priority,
screenObj->stepSize,
cycleDesc,
motionDesc);
state->_vm->_text->messageBox(msg);
}
// unknown commands:
// unk_170: Force savegame name -- j5
// unk_171: script save -- j5
// unk_172: script restore -- j5
// unk_173: Activate keypressed control (ego only moves while key is pressed)
// unk_174: Change priority table (used in KQ4) -- j5
// unk_177: Disable menus completely -- j5
// unk_181: Deactivate keypressed control (default control of ego)
void cmdSetSimple(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
if (!(getFeatures() & (GF_AGI256 | GF_AGI256_2))) {
int16 stringNr = parameter[0];
const char *textPtr = nullptr;
state->automaticSave = false;
// Try to get description for automatic saves
textPtr = state->strings[stringNr];
strncpy(state->automaticSaveDescription, textPtr, sizeof(state->automaticSaveDescription));
if (state->automaticSaveDescription[0]) {
// We got it and it's set, so enable automatic saving
state->automaticSave = true;
}
} else { // AGI256 and AGI256-2 use this unknown170 command to load 256 color pictures.
// Load the picture. Similar to void cmdLoad_pic(AgiGame *state, uint8 *p).
SpritesMgr *spritesMgr = state->_vm->_sprites;
uint16 varNr = parameter[0];
uint16 resourceNr = vm->getVar(varNr);
spritesMgr->eraseSprites();
vm->agiLoadResource(RESOURCETYPE_PICTURE, resourceNr);
// Draw the picture. Similar to void cmdDraw_pic(AgiGame *state, uint8 *p).
vm->_picture->decodePicture(resourceNr, false, true);
spritesMgr->drawAllSpriteLists();
state->pictureShown = false;
// Show the picture. Similar to void cmdShow_pic(AgiGame *state, uint8 *p).
vm->setFlag(VM_FLAG_OUTPUT_MODE, false);
vm->_text->closeWindow();
vm->_picture->showPic();
state->pictureShown = true;
// Loading trigger
vm->loadingTrigger_DrawPicture();
}
}
void cmdPopScript(AgiGame *state, uint8 *parameter) {
if (getVersion() >= 0x2915) {
debug(0, "pop.script");
}
}
void cmdHoldKey(AgiGame *state, uint8 *parameter) {
if (getVersion() >= 0x3098) {
state->_vm->_egoHoldKey = true;
}
}
void cmdDiscardSound(AgiGame *state, uint8 *parameter) {
if (getVersion() >= 0x2936) {
debug(0, "discard.sound");
}
}
void cmdHideMouse(AgiGame *state, uint8 *parameter) {
// WORKAROUND: Turns off current movement that's being caused with the mouse.
// This fixes problems with too many popup boxes appearing in the Amiga
// Gold Rush's copy protection failure scene (i.e. the hanging scene, logic.192).
// Previously multiple popup boxes appeared one after another if you tried
// to walk somewhere else than to the right using the mouse.
// FIXME: Write a proper implementation using disassembly and
// apply it to other games as well if applicable.
//state->screenObjTable[SCREENOBJECTS_EGO_ENTRY].flags &= ~fAdjEgoXY;
state->_vm->_game.mouseHidden = true;
g_system->showMouse(false);
}
void cmdAllowMenu(AgiGame *state, uint8 *parameter) {
uint16 allowed = parameter[0];
if (getVersion() >= 0x3098) {
if (allowed) {
state->_vm->_menu->accessAllow();
} else {
state->_vm->_menu->accessDeny();
}
}
}
void cmdShowMouse(AgiGame *state, uint8 *parameter) {
state->_vm->_game.mouseHidden = false;
g_system->showMouse(true);
}
void cmdFenceMouse(AgiGame *state, uint8 *parameter) {
uint16 varNr1 = parameter[0];
uint16 varNr2 = parameter[1];
uint16 varNr3 = parameter[2];
uint16 varNr4 = parameter[3];
state->mouseFence.moveTo(varNr1, varNr2);
state->mouseFence.setWidth(varNr3 - varNr1);
state->mouseFence.setHeight(varNr4 - varNr1);
}
void cmdReleaseKey(AgiGame *state, uint8 *parameter) {
if (getVersion() >= 0x3098) {
state->_vm->_egoHoldKey = false;
}
}
void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *parameter) {
int8 x, y;
switch (logicNamesCmd[182].argumentsLength()) {
// The 2 arguments version is used at least in Amiga Gold Rush!
// (v2.05 1989-03-09, Amiga AGI 2.316) in logics 130 and 150
// (Using arguments (0, 0), (0, 7), (0, 8), (9, 9) and (-9, 9)).
case 2:
// Both arguments are signed 8-bit (i.e. in range -128 to +127).
x = (int8) parameter[0];
y = (int8) parameter[1];
// Turn off ego's current movement caused with the mouse if
// adj.ego.move.to.x.y is called with other arguments than previously.
// Fixes weird looping behavior when walking to a ladder in the mines
// (Rooms 147-162) in Gold Rush using the mouse. Sometimes the ego didn't
// stop when walking to a ladder using the mouse but kept moving on the
// ladder in a horizontally looping manner i.e. from right to left, from
// right to left etc. In the Amiga Gold Rush the ego stopped when getting
// onto the ladder so this is more like it (Although that may be caused
// by something else because this command doesn't do any flag manipulations
// in the Amiga version - checked it with disassembly).
if (x != state->adjMouseX || y != state->adjMouseY)
state->screenObjTable[SCREENOBJECTS_EGO_ENTRY].flags &= ~fAdjEgoXY;
state->adjMouseX = x;
state->adjMouseY = y;
debugC(4, kDebugLevelScripts, "adj.ego.move.to.x.y(%d, %d)", x, y);
break;
// TODO: Check where (if anywhere) the 0 arguments version is used
case 0:
default:
state->screenObjTable[SCREENOBJECTS_EGO_ENTRY].flags |= fAdjEgoXY;
break;
}
}
void cmdParse(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
TextMgr *text = state->_vm->_text;
uint16 stringNr = parameter[0];
vm->setVar(VM_VAR_WORD_NOT_FOUND, 0);
vm->setFlag(VM_FLAG_ENTERED_CLI, false);
vm->setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
vm->_words->parseUsingDictionary(text->stringPrintf(state->strings[stringNr]));
}
void cmdCall(AgiGame *state, uint8 *parameter) {
uint16 logicNr = parameter[0];
int oldCIP;
int oldLognum;
// CM: we don't save sIP because set.scan.start can be
// used in a called script (fixes xmas demo)
oldCIP = state->_curLogic->cIP;
oldLognum = state->lognum;
state->_vm->runLogic(logicNr);
state->lognum = oldLognum;
state->_curLogic = &state->logics[state->lognum];
state->_curLogic->cIP = oldCIP;
}
void cmdCallF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
byte logicNr = vm->getVar(varNr);
cmdCall(state, &logicNr);
}
void cmdDrawPicV1(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
uint16 resourceNr = vm->getVar(varNr);
debugC(6, kDebugLevelScripts, "=== draw pic V1 %d ===", resourceNr);
state->_vm->_picture->decodePicture(resourceNr, true);
// TODO: check, if this was really done
vm->_text->promptClear();
// Loading trigger
vm->loadingTrigger_DrawPicture();
}
void cmdDrawPic(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
SpritesMgr *spritesMgr = state->_vm->_sprites;
uint16 varNr = parameter[0];
uint16 resourceNr = vm->getVar(varNr);
debugC(6, kDebugLevelScripts, "=== draw pic %d ===", resourceNr);
spritesMgr->eraseSprites();
vm->_picture->decodePicture(resourceNr, true);
spritesMgr->buildAllSpriteLists();
spritesMgr->drawAllSpriteLists();
state->pictureShown = false;
debugC(6, kDebugLevelScripts, "--- end of draw pic %d ---", resourceNr);
// WORKAROUND for a script bug which exists in SQ1, logic scripts
// 20 and 110. Flag 103 is not reset correctly, which leads to erroneous
// behavior from view 46 (the spider droid). View 46 is supposed to
// follow ego and explode when it comes in contact with him. However, as
// flag 103 is not reset correctly, when the player goes down the path
// and back up, the spider is always at the base of the path (since it
// can't go up) and kills the player when he goes down at ground level
// (although the spider droid sprite itself seems to be correctly positioned).
// With this workaround, when the player goes back to picture 20 (1 screen
// above the ground), flag 103 is reset, thereby fixing this issue. Note
// that this is a script bug and occurs in the original interpreter as well.
// Fixes bug #3056: AGI: SQ1 (2.2 DOS ENG) bizzare exploding roger
if (getGameID() == GID_SQ1 && resourceNr == 20)
vm->setFlag(103, false);
// Loading trigger
vm->loadingTrigger_DrawPicture();
}
void cmdShowPic(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
debugC(6, kDebugLevelScripts, "=== show pic ===");
vm->setFlag(VM_FLAG_OUTPUT_MODE, false);
vm->_text->closeWindow();
vm->_picture->showPicWithTransition();
state->pictureShown = true;
debugC(6, kDebugLevelScripts, "--- end of show pic ---");
}
void cmdLoadPic(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
SpritesMgr *spritesMgr = state->_vm->_sprites;
uint16 varNr = parameter[0];
uint16 resourceNr = vm->getVar(varNr);
spritesMgr->eraseSprites();
vm->agiLoadResource(RESOURCETYPE_PICTURE, resourceNr);
spritesMgr->buildAllSpriteLists();
spritesMgr->drawAllSpriteLists();
}
void cmdLoadPicV1(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 varNr = parameter[0];
uint16 resourceNr = vm->getVar(varNr);
state->_vm->agiLoadResource(RESOURCETYPE_PICTURE, resourceNr);
}
void cmdDiscardPic(AgiGame *state, uint8 *parameter) {
debugC(6, kDebugLevelScripts, "--- discard pic ---");
// do nothing
}
void cmdOverlayPic(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
SpritesMgr *spritesMgr = state->_vm->_sprites;
uint16 varNr = parameter[0];
uint16 resourceNr = vm->getVar(varNr);
debugC(6, kDebugLevelScripts, "--- overlay pic ---");
spritesMgr->eraseSprites();
vm->_picture->decodePicture(resourceNr, false);
spritesMgr->buildAllSpriteLists();
spritesMgr->drawAllSpriteLists();
spritesMgr->showAllSpriteLists();
state->pictureShown = false;
// Loading trigger
vm->loadingTrigger_DrawPicture();
}
void cmdShowPriScreen(AgiGame *state, uint8 *parameter) {
GfxMgr *gfx = state->_vm->_gfx;
gfx->debugShowMap(1); // switch to priority map
state->_vm->waitKey();
gfx->debugShowMap(0); // switch back to visual map
}
void cmdAnimateObj(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
if (getVersion() < 0x2000) {
if (screenObj->flags & fDidntMove)
return;
} else {
if (screenObj->flags & fAnimated)
return;
}
debugC(4, kDebugLevelScripts, "animate vt entry #%d", objectNr);
screenObj->flags = fAnimated | fUpdate | fCycling;
if (getVersion() < 0x2000) {
screenObj->flags |= fDidntMove;
}
screenObj->motionType = kMotionNormal;
screenObj->cycle = kCycleNormal;
screenObj->direction = 0;
}
void cmdUnanimateAll(AgiGame *state, uint8 *parameter) {
int i;
state->_vm->_sprites->eraseSprites();
for (i = 0; i < SCREENOBJECTS_MAX; i++)
state->screenObjTable[i].flags &= ~(fAnimated | fDrawn);
}
void cmdDraw(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
if (screenObj->flags & fDrawn)
return;
// if (vt.ySize <= 0 || vt.xSize <= 0)
// return;
debugC(4, kDebugLevelScripts, "draw entry %d", screenObj->objectNr);
screenObj->flags |= fUpdate;
if (getVersion() >= 0x3000) {
state->_vm->setLoop(screenObj, screenObj->currentLoopNr);
state->_vm->setCel(screenObj, screenObj->currentCelNr);
}
SpritesMgr *sprites = state->_vm->_sprites;
state->_vm->fixPosition(objectNr);
screenObj->xPos_prev = screenObj->xPos;
screenObj->yPos_prev = screenObj->yPos;
screenObj->xSize_prev = screenObj->xSize;
screenObj->ySize_prev = screenObj->ySize;
//screenObj->celData2 = screenObj->celData;
sprites->eraseRegularSprites();
screenObj->flags |= fDrawn;
sprites->buildRegularSpriteList();
sprites->drawRegularSpriteList();
sprites->showSprite(screenObj);
screenObj->flags &= ~fDontupdate;
debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", objectNr, screenObj->flags);
}
void cmdErase(AgiGame *state, uint8 *parameter) {
SpritesMgr *sprites = state->_vm->_sprites;
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
bool noUpdateFlag = false;
if (!(screenObj->flags & fDrawn))
return;
sprites->eraseRegularSprites();
if ((screenObj->flags & fUpdate) == 0) {
noUpdateFlag = true;
sprites->eraseStaticSprites();
}
screenObj->flags &= ~fDrawn;
if (noUpdateFlag) {
sprites->buildStaticSpriteList();
sprites->drawStaticSpriteList();
}
sprites->buildRegularSpriteList();
sprites->drawRegularSpriteList();
sprites->showSprite(screenObj);
}
void cmdPosition(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 xPos = parameter[1];
uint16 yPos = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->xPos = screenObj->xPos_prev = xPos;
screenObj->yPos = screenObj->yPos_prev = yPos;
}
void cmdPositionV1(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 xPos = parameter[1];
uint16 yPos = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->xPos = xPos;
screenObj->yPos = yPos;
}
void cmdPositionF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr1 = parameter[1];
uint16 varNr2 = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->xPos = screenObj->xPos_prev = vm->getVar(varNr1);
screenObj->yPos = screenObj->yPos_prev = vm->getVar(varNr2);
}
void cmdPositionFV1(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr1 = parameter[1];
uint16 varNr2 = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->xPos = vm->getVar(varNr1);
screenObj->yPos = vm->getVar(varNr2);
}
void cmdGetPosn(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr1 = parameter[1];
uint16 varNr2 = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
vm->setVar(varNr1, (unsigned char)screenObj->xPos);
vm->setVar(varNr2, (unsigned char)screenObj->yPos);
}
void cmdReposition(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr1 = parameter[1];
uint16 varNr2 = parameter[2];
int16 dx = (int8) vm->getVar(varNr1);
int16 dy = (int8) vm->getVar(varNr2);
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy);
screenObj->flags |= fUpdatePos;
if (dx < 0 && screenObj->xPos < -dx)
screenObj->xPos = 0;
else
screenObj->xPos += dx;
if (dy < 0 && screenObj->yPos < -dy)
screenObj->yPos = 0;
else
screenObj->yPos += dy;
state->_vm->fixPosition(objectNr);
}
void cmdRepositionV1(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 xPosPlus = parameter[1];
uint16 yPosPlus = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->xPos_prev = screenObj->xPos;
screenObj->yPos_prev = screenObj->yPos;
screenObj->flags |= fUpdatePos;
screenObj->xPos = (screenObj->xPos + xPosPlus) & 0xff;
screenObj->yPos = (screenObj->yPos + yPosPlus) & 0xff;
}
void cmdRepositionTo(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 xPos = parameter[1];
uint16 yPos = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->xPos = xPos;
screenObj->yPos = yPos;
screenObj->flags |= fUpdatePos;
state->_vm->fixPosition(objectNr);
}
void cmdRepositionToF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 varNr1 = parameter[1];
uint16 varNr2 = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->xPos = vm->getVar(varNr1);
screenObj->yPos = vm->getVar(varNr2);
screenObj->flags |= fUpdatePos;
state->_vm->fixPosition(objectNr);
}
void cmdAddToPic(AgiGame *state, uint8 *parameter) {
uint16 viewNr = parameter[0];
uint16 loopNr = parameter[1];
uint16 celNr = parameter[2];
uint16 xPos = parameter[3];
uint16 yPos = parameter[4];
uint16 priority = parameter[5];
uint16 border = parameter[6];
state->_vm->_sprites->addToPic(viewNr, loopNr, celNr, xPos, yPos, priority, border);
}
void cmdAddToPicV1(AgiGame *state, uint8 *parameter) {
uint16 viewNr = parameter[0];
uint16 loopNr = parameter[1];
uint16 celNr = parameter[2];
uint16 xPos = parameter[3];
uint16 yPos = parameter[4];
uint16 priority = parameter[5];
state->_vm->_sprites->addToPic(viewNr, loopNr, celNr, xPos, yPos, priority, -1);
}
void cmdAddToPicF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 viewNr = vm->getVar(parameter[0]);
uint16 loopNr = vm->getVar(parameter[1]);
uint16 celNr = vm->getVar(parameter[2]);
uint16 xPos = vm->getVar(parameter[3]);
uint16 yPos = vm->getVar(parameter[4]);
uint16 priority = vm->getVar(parameter[5]);
uint16 border = vm->getVar(parameter[6]);
state->_vm->_sprites->addToPic(viewNr, loopNr, celNr, xPos, yPos, priority, border);
}
void cmdForceUpdate(AgiGame *state, uint8 *parameter) {
SpritesMgr *spritesMgr = state->_vm->_sprites;
spritesMgr->eraseSprites();
spritesMgr->buildAllSpriteLists();
spritesMgr->drawAllSpriteLists();
spritesMgr->showAllSpriteLists();
}
void cmdReverseLoop(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 loopFlag = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
debugC(4, kDebugLevelScripts, "o%d, f%d", objectNr, loopFlag);
screenObj->cycle = kCycleRevLoop;
screenObj->flags |= (fDontupdate | fUpdate | fCycling);
screenObj->loop_flag = loopFlag;
state->_vm->setFlag(screenObj->loop_flag, false);
}
void cmdReverseLoopV1(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 loopFlag = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
debugC(4, kDebugLevelScripts, "o%d, f%d", objectNr, loopFlag);
screenObj->cycle = kCycleRevLoop;
state->_vm->setCel(screenObj, 0);
screenObj->flags |= (fDontupdate | fUpdate | fCycling);
screenObj->loop_flag = loopFlag;
//screenObj->parm3 = 0;
}
void cmdEndOfLoop(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 loopFlag = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
debugC(4, kDebugLevelScripts, "o%d, f%d", objectNr, loopFlag);
screenObj->cycle = kCycleEndOfLoop;
screenObj->flags |= (fDontupdate | fUpdate | fCycling);
screenObj->loop_flag = loopFlag;
vm->setFlag(screenObj->loop_flag, false);
}
void cmdEndOfLoopV1(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
uint16 loopFlag = parameter[1];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
debugC(4, kDebugLevelScripts, "o%d, f%d", objectNr, loopFlag);
screenObj->cycle = kCycleEndOfLoop;
state->_vm->setCel(screenObj, 0);
screenObj->flags |= (fDontupdate | fUpdate | fCycling);
screenObj->loop_flag = loopFlag;
//screenObj->parm3 = 0;
}
void cmdBlock(AgiGame *state, uint8 *parameter) {
uint16 x1 = parameter[0];
uint16 y1 = parameter[1];
uint16 x2 = parameter[2];
uint16 y2 = parameter[3];
debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", x1, y1, x2, y2);
state->block.active = true;
state->block.x1 = x1;
state->block.y1 = y1;
state->block.x2 = x2;
state->block.y2 = y2;
}
void cmdUnblock(AgiGame *state, uint8 *parameter) {
state->block.active = false;
}
void cmdNormalMotion(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->motionType = kMotionNormal;
}
void cmdStopMotion(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->direction = 0;
screenObj->motionType = kMotionNormal;
if (objectNr == 0) { // ego only
state->_vm->setVar(VM_VAR_EGO_DIRECTION, 0);
state->playerControl = false;
}
}
void cmdStopMotionV1(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags &= ~fAnimated;
}
void cmdStartMotion(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->motionType = kMotionNormal;
if (objectNr == 0) { // ego only
state->_vm->setVar(VM_VAR_EGO_DIRECTION, 0);
state->playerControl = true;
}
}
void cmdStartMotionV1(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->flags |= fAnimated;
}
void cmdPlayerControl(AgiGame *state, uint8 *parameter) {
ScreenObjEntry *screenObjEgo = &state->screenObjTable[SCREENOBJECTS_EGO_ENTRY];
state->playerControl = true;
if (screenObjEgo->motionType != kMotionEgo)
screenObjEgo->motionType = kMotionNormal;
}
void cmdProgramControl(AgiGame *state, uint8 *parameter) {
state->playerControl = false;
}
void cmdFollowEgo(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 followStepSize = parameter[1];
uint16 followFlag = parameter[2];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->motionType = kMotionFollowEgo;
if (followStepSize <= screenObj->stepSize) {
screenObj->follow_stepSize = screenObj->stepSize;
} else {
screenObj->follow_stepSize = followStepSize;
}
screenObj->follow_flag = followFlag;
screenObj->follow_count = 255;
if (getVersion() < 0x2000) {
vm->setVar(screenObj->follow_flag, 0);
screenObj->flags |= fUpdate | fAnimated;
} else {
vm->setFlag(screenObj->follow_flag, false);
screenObj->flags |= fUpdate;
}
}
void cmdMoveObj(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 moveX = parameter[1];
uint16 moveY = parameter[2];
uint16 stepSize = parameter[3];
uint16 moveFlag = parameter[4];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
// _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4);
screenObj->motionType = kMotionMoveObj;
screenObj->move_x = moveX;
screenObj->move_y = moveY;
screenObj->move_stepSize = screenObj->stepSize;
screenObj->move_flag = moveFlag;
if (stepSize != 0)
screenObj->stepSize = stepSize;
if (getVersion() < 0x2000) {
vm->setVar(moveFlag, 0);
screenObj->flags |= fUpdate | fAnimated;
} else {
vm->setFlag(screenObj->move_flag, false);
screenObj->flags |= fUpdate;
}
if (objectNr == 0)
state->playerControl = false;
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
if (getVersion() > 0x2272)
vm->moveObj(screenObj);
}
void cmdMoveObjF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr = parameter[0];
uint16 moveX = vm->getVar(parameter[1]);
uint16 moveY = vm->getVar(parameter[2]);
uint16 stepSize = vm->getVar(parameter[3]);
uint16 moveFlag = parameter[4];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
screenObj->motionType = kMotionMoveObj;
screenObj->move_x = moveX;
screenObj->move_y = moveY;
screenObj->move_stepSize = screenObj->stepSize;
screenObj->move_flag = moveFlag;
if (stepSize != 0)
screenObj->stepSize = stepSize;
vm->setFlag(screenObj->move_flag, false);
screenObj->flags |= fUpdate;
if (objectNr == 0)
state->playerControl = false;
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
if (getVersion() > 0x2272)
vm->moveObj(screenObj);
}
void cmdWander(AgiGame *state, uint8 *parameter) {
uint16 objectNr = parameter[0];
ScreenObjEntry *screenObj = &state->screenObjTable[objectNr];
if (objectNr == 0)
state->playerControl = false;
screenObj->motionType = kMotionWander;
if (getVersion() < 0x2000) {
screenObj->flags |= fUpdate | fAnimated;
} else {
screenObj->flags |= fUpdate;
}
}
void cmdSetGameID(AgiGame *state, uint8 *parameter) {
uint16 textNr = parameter[0];
if (state->_curLogic->texts && (textNr - 1) <= state->_curLogic->numTexts)
Common::strlcpy(state->id, state->_curLogic->texts[textNr - 1], 8);
else
state->id[0] = 0;
debug(0, "Game ID: \"%s\"", state->id);
}
void cmdPause(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
bool skipPause = false;
// We check in here, if a special key was specified to trigger menus.
// If that's the case, normally triggering the menu should be handled inside handleController()
// For the rare cases, where this approach doesn't work because the trigger is not mapped to a controller,
// we trigger the menu in here.
//
// for further study read the comments for handleController()
//
// This is needed for at least Mixed Up Mother Goose for Apple IIgs.
if (state->specialMenuTriggerKey) {
if (vm->_menu->isAvailable()) {
// Pulldown-menu is actually available (was submitted)
skipPause = true;
// Check, if special trigger key is currently NOT mapped.
if (vm->getSpecialMenuControllerSlot() < 0) {
// menu trigger is not mapped, trigger menu
vm->_menu->delayedExecute();
} else {
// menu trigger is mapped, do not replace "pause"
skipPause = false;
}
} else {
warning("menu is not available, doing regular pause game instead");
}
}
if (!skipPause) {
// Show pause message box
int originalClockState = state->clockEnabled;
vm->inGameTimerPause();
state->clockEnabled = false;
state->_vm->_systemUI->pauseDialog();
vm->inGameTimerPause();
state->clockEnabled = originalClockState;
}
}
void cmdSetMenu(AgiGame *state, uint8 *parameter) {
uint16 textNr = parameter[0];
debugC(4, kDebugLevelScripts, "text %02x of %02x", textNr, state->_curLogic->numTexts);
if (state->_curLogic->texts != NULL && (textNr - 1) <= state->_curLogic->numTexts) {
const char *menuText = state->_curLogic->texts[textNr - 1];
state->_vm->_menu->addMenu(menuText);
}
}
void cmdSetMenuItem(AgiGame *state, uint8 *parameter) {
uint16 textNr = parameter[0] - 1;
uint16 controllerSlot = parameter[1];
debugC(4, kDebugLevelScripts, "text %02x of %02x", textNr, state->_curLogic->numTexts);
if (state->_curLogic->texts != NULL && textNr <= state->_curLogic->numTexts) {
const char *menuItemText = state->_curLogic->texts[textNr];
state->_vm->_menu->addMenuItem(menuItemText, controllerSlot);
}
}
void cmdVersion(AgiGame *state, uint8 *parameter) {
char ver2Msg[] =
"\n"
" \n\n"
" ScummVM Sierra AGI v%x.%03x";
char ver3Msg[] =
"\n"
" \n\n"
"ScummVM Sierra AGI v%x.002.%03x";
Common::String verMsg = TITLE " v%s";
int ver = getVersion();
int maj = (ver >> 12) & 0xf;
int min = ver & 0xfff;
verMsg += (maj == 2 ? ver2Msg : ver3Msg);
verMsg = Common::String::format(verMsg.c_str(), gScummVMVersion, maj, min);
state->_vm->_text->messageBox(verMsg.c_str());
}
void cmdConfigureScreen(AgiGame *state, uint8 *parameter) {
TextMgr *textMgr = state->_vm->_text;
uint16 lineMinPrint = parameter[0];
uint16 promptRow = parameter[1];
uint16 statusRow = parameter[2];
textMgr->configureScreen(lineMinPrint);
textMgr->statusRow_Set(statusRow);
textMgr->promptRow_Set(promptRow);
}
void cmdTextScreen(AgiGame *state, uint8 *parameter) {
GfxMgr *gfxMgr = state->_vm->_gfx;
TextMgr *textMgr = state->_vm->_text;
debugC(4, kDebugLevelScripts, "switching to text mode");
state->gfxMode = false;
gfxMgr->setPalette(false); // set text-mode palette
textMgr->charAttrib_Set(textMgr->_textAttrib.foreground, textMgr->_textAttrib.background);
gfxMgr->clearDisplay(0);
textMgr->clearLines(0, 24, textMgr->_textAttrib.combinedBackground);
}
void cmdGraphics(AgiGame *state, uint8 *parameter) {
debugC(4, kDebugLevelScripts, "switching to graphics mode");
state->_vm->redrawScreen();
}
void cmdSetTextAttribute(AgiGame *state, uint8 *parameter) {
int16 foreground = parameter[0];
int16 background = parameter[1];
state->_vm->_text->charAttrib_Set(foreground, background);
}
void cmdStatus(AgiGame *state, uint8 *parameter) {
TextMgr *textMgr = state->_vm->_text;
InventoryMgr *inventoryMgr = state->_vm->_inventory;
textMgr->inputEditOn();
textMgr->charAttrib_Push();
textMgr->charAttrib_Set(0, 15);
cmdTextScreen(state, parameter);
inventoryMgr->show();
//invent_state = 0;
textMgr->charAttrib_Pop();
state->_vm->redrawScreen();
}
void cmdQuit(AgiGame *state, uint8 *parameter) {
uint16 withoutPrompt = parameter[0];
// const char *buttons[] = { "Quit", "Continue", NULL };
state->_vm->_sound->stopSound();
if (withoutPrompt) {
state->_vm->quitGame();
} else {
if (state->_vm->_systemUI->quitDialog()) {
state->_vm->quitGame();
}
}
}
void cmdQuitV1(AgiGame *state, uint8 *parameter) {
state->_vm->_sound->stopSound();
state->_vm->quitGame();
}
void cmdRestartGame(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
bool doRestart = false;
state->_vm->_sound->stopSound();
if (vm->getFlag(VM_FLAG_AUTO_RESTART)) {
doRestart = true;
} else {
doRestart = vm->_systemUI->restartDialog();
}
if (doRestart) {
vm->_restartGame = true;
vm->setFlag(VM_FLAG_RESTART_GAME, true);
vm->_menu->itemEnableAll();
}
}
void cmdDistance(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 objectNr1 = parameter[0];
uint16 objectNr2 = parameter[1];
uint16 destVarNr = parameter[2];
int16 x1, y1, x2, y2, d;
ScreenObjEntry *screenObj1 = &state->screenObjTable[objectNr1];
ScreenObjEntry *screenObj2 = &state->screenObjTable[objectNr2];
if (screenObj1->flags & fDrawn && screenObj2->flags & fDrawn) {
x1 = screenObj1->xPos + screenObj1->xSize / 2;
y1 = screenObj1->yPos;
x2 = screenObj2->xPos + screenObj2->xSize / 2;
y2 = screenObj2->yPos;
d = ABS(x1 - x2) + ABS(y1 - y2);
if (d > 0xfe)
d = 0xfe;
} else {
d = 0xff;
}
// WORKAROUND: Fixes King's Quest IV's script bug #3067 (KQ4: Zombie bug).
// This bug also happens in the original interpreter.
// In the graveyard (Rooms 16 and 18) at night if you had the Obsidian Scarab (Item 4)
// and you were very close to a spot where a zombie was going to rise up from the
// ground you could reproduce the bug. Just standing there and letting the zombie
// try to rise up the Obsidian Scarab would repel the zombie immediately and that
// would make the script bug so that the zombie would still come up but it just
// wouldn't chase Rosella around anymore. If it had worked correctly the zombie
// wouldn't have come up at all or it would have come up and gone back down
// immediately. The latter approach is the one implemented here.
if (getGameID() == GID_KQ4 && (vm->getVar(VM_VAR_CURRENT_ROOM) == 16 || vm->getVar(VM_VAR_CURRENT_ROOM) == 18) && destVarNr >= 221 && destVarNr <= 223) {
// Rooms 16 and 18 are graveyards where three zombies come up at night. They use logics 16 and 18.
// Variables 221-223 are used to save the distance between each zombie and Rosella.
// Variables 155, 156 and 162 are used to save the state of each zombie in room 16.
// Variables 155, 156 and 158 are used to save the state of each zombie in room 18.
// Rosella gets turned to a zombie only if any of the zombies is under 10 units away
// from her and she doesn't have the Obsidian Scarab (Item 4). Likewise Rosella makes
// a zombie go back into the ground if the zombie comes under 15 units away from her
// and she has the Obsidian Scarab. To ensure a zombie always first rises up before
// checking for either of the aforementioned conditions (Rosella getting turned to
// a zombie or the zombie getting turned away by the scarab) we make it appear the
// zombie is far away from Rosella if the zombie is not already up and chasing her.
enum zombieStates {ZOMBIE_SET_TO_RISE_UP, ZOMBIE_RISING_UP, ZOMBIE_CHASING_EGO};
uint8 zombieStateVarNumList[] = {155, 156, (uint8)((vm->getVar(VM_VAR_CURRENT_ROOM) == 16) ? 162 : 158)};
uint8 zombieNum = destVarNr - 221; // Zombie's number (In range 0-2)
uint8 zombieStateVarNum = zombieStateVarNumList[zombieNum]; // Number of the variable containing zombie's state
uint8 zombieState = vm->getVar(zombieStateVarNum); // Zombie's state
// If zombie is not chasing Rosella then set its distance from Rosella to the maximum
if (zombieState != ZOMBIE_CHASING_EGO)
d = 0xff;
}
vm->setVar(destVarNr, (unsigned char)d);
}
void cmdAcceptInput(AgiGame *state, uint8 *parameter) {
TextMgr *textMgr = state->_vm->_text;
debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal");
state->_vm->newInputMode(INPUTMODE_NORMAL);
textMgr->promptEnable();
textMgr->promptRedraw();
}
void cmdPreventInput(AgiGame *state, uint8 *parameter) {
TextMgr *textMgr = state->_vm->_text;
debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input");
state->_vm->newInputMode(INPUTMODE_NONE);
textMgr->promptDisable();
textMgr->inputEditOn();
textMgr->clearLine(textMgr->promptRow_Get(), 0);
}
void cmdCancelLine(AgiGame *state, uint8 *parameter) {
state->_vm->_text->promptCancelLine();
}
void cmdEchoLine(AgiGame *state, uint8 *parameter) {
TextMgr *textMgr = state->_vm->_text;
if (textMgr->promptIsEnabled()) {
textMgr->promptEchoLine();
}
}
void cmdGetString(AgiGame *state, uint8 *parameter) {
TextMgr *textMgr = state->_vm->_text;
int16 stringDestNr = parameter[0];
int16 leadInTextNr = parameter[1] - 1;
int16 stringRow = parameter[2];
int16 stringColumn = parameter[3];
int16 stringMaxLen = parameter[4];
bool previousEditState = false;
const char *leadInTextPtr = nullptr;
if (stringMaxLen > TEXT_STRING_MAX_SIZE)
stringMaxLen = TEXT_STRING_MAX_SIZE;
debugC(4, kDebugLevelScripts, "%d %d %d %d %d", stringDestNr, leadInTextNr, stringRow, stringColumn, stringMaxLen);
previousEditState = textMgr->inputGetEditStatus();
textMgr->charPos_Push();
textMgr->inputEditOn();
// Workaround for SQLC bug.
// See Sarien bug #792125 for details
// if (promptRow > 24)
// promptRow = 24;
// if (promptColumn > 39)
// promptColumn = 39;
if (stringRow < 25) {
textMgr->charPos_Set(stringRow, stringColumn);
}
if (state->_curLogic->texts && state->_curLogic->numTexts >= leadInTextNr) {
leadInTextPtr = state->_curLogic->texts[leadInTextNr];
leadInTextPtr = textMgr->stringPrintf(leadInTextPtr);
leadInTextPtr = textMgr->stringWordWrap(leadInTextPtr, 40); // ?? not absolutely sure
textMgr->displayText(leadInTextPtr);
}
state->_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_GETSTRING);
textMgr->stringSet("");
textMgr->stringEdit(stringMaxLen);
// copy string to destination
// TODO: not sure if set all the time or only when ENTER is pressed
strcpy(&state->_vm->_game.strings[stringDestNr][0], (char *)textMgr->_inputString);
textMgr->charPos_Pop();
if (!previousEditState) {
textMgr->inputEditOff();
}
}
void cmdGetNum(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
TextMgr *textMgr = state->_vm->_text;
int16 leadInTextNr = parameter[0] - 1;
int16 numberDestVarNr = parameter[1];
const char *leadInTextPtr = nullptr;
byte number = 0;
debugC(4, kDebugLevelScripts, "%d %d", leadInTextNr, numberDestVarNr);
textMgr->inputEditOn();
textMgr->charPos_Set(textMgr->promptRow_Get(), 0);
if (state->_curLogic->texts && state->_curLogic->numTexts >= leadInTextNr) {
leadInTextPtr = state->_curLogic->texts[leadInTextNr];
leadInTextPtr = textMgr->stringPrintf(leadInTextPtr);
leadInTextPtr = textMgr->stringWordWrap(leadInTextPtr, 40); // ?? not absolutely sure
textMgr->displayText(leadInTextPtr);
}
textMgr->inputEditOff();
state->_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_GETNUMBER);
textMgr->stringSet("");
textMgr->stringEdit(3);
textMgr->promptRedraw();
number = atoi((char *)textMgr->_inputString);
vm->setVar(numberDestVarNr, number);
debugC(4, kDebugLevelScripts, "[%s] -> %d", state->strings[MAX_STRINGS], number);
}
void cmdSetCursorChar(AgiGame *state, uint8 *parameter) {
TextMgr *textMgr = state->_vm->_text;
uint16 textNr = parameter[0] - 1;
if (state->_curLogic->texts != NULL && textNr <= state->_curLogic->numTexts) {
textMgr->inputSetCursorChar(*state->_curLogic->texts[textNr]);
} else {
// default
textMgr->inputSetCursorChar('_');
}
}
void cmdSetKey(AgiGame *state, uint8 *parameter) {
uint16 key = parameter[0] + (parameter[1] << 8);
uint16 controllerSlot = parameter[2];
int16 keyMappingSlot = -1;
for (int i = 0; i < MAX_CONTROLLER_KEYMAPPINGS; i++) {
if (keyMappingSlot == -1 && !state->controllerKeyMapping[i].keycode)
keyMappingSlot = i;
if (state->controllerKeyMapping[i].keycode == key && state->controllerKeyMapping[i].controllerSlot == controllerSlot)
return;
}
if (keyMappingSlot == -1) {
warning("Number of set.keys exceeded %d", MAX_CONTROLLER_KEYMAPPINGS);
return;
}
debugC(4, kDebugLevelScripts, "cmdSetKey: %d %d %d", parameter[0], parameter[1], controllerSlot);
state->controllerKeyMapping[keyMappingSlot].keycode = key;
state->controllerKeyMapping[keyMappingSlot].controllerSlot = controllerSlot;
state->controllerOccured[controllerSlot] = false;
}
void cmdSetString(AgiGame *state, uint8 *parameter) {
uint16 stringNr = parameter[0];
uint16 textNr = parameter[1] - 1;
// CM: to avoid crash in Groza (str = 150)
if (stringNr > MAX_STRINGS)
return;
strcpy(state->strings[stringNr], state->_curLogic->texts[textNr]);
}
void cmdDisplay(AgiGame *state, uint8 *parameter) {
// V1 has 4 args
int16 textNr = (getVersion() >= 0x2000 ? parameter[2] : parameter[3]);
int16 textRow = parameter[0];
int16 textColumn = parameter[1];
state->_vm->_text->display(textNr, textRow, textColumn);
}
void cmdDisplayF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
int16 textRow = vm->getVar(parameter[0]);
int16 textColumn = vm->getVar(parameter[1]);
int16 textNr = vm->getVar(parameter[2]);
state->_vm->_text->display(textNr, textRow, textColumn);
}
void cmdClearTextRect(AgiGame *state, uint8 *parameter) {
int16 textUpperRow = parameter[0];
int16 textUpperColumn = parameter[1];
int16 textLowerRow = parameter[2];
int16 textLowerColumn = parameter[3];
int16 color = state->_vm->_text->calculateTextBackground(parameter[4]);
state->_vm->_text->clearBlock(textUpperRow, textUpperColumn, textLowerRow, textLowerColumn, color);
}
void cmdToggleMonitor(AgiGame *state, uint8 *parameter) {
debug(0, "toggle.monitor");
}
void cmdClearLines(AgiGame *state, uint8 *parameter) {
int16 textRowUpper = parameter[0];
int16 textRowLower = parameter[1];
int16 color = state->_vm->_text->calculateTextBackground(parameter[2]);
// Residence 44 calls clear.lines(24,0,0), see Sarien bug #558423
// Agent06 incorrectly calls clear.lines(1,150,0), see ScummVM bugs
// #1935838 and #1935842
if (textRowUpper > textRowLower) {
warning("cmdClearLines: RowUpper higher than RowLower");
textRowLower = textRowUpper;
}
state->_vm->_text->clearLines(textRowUpper, textRowLower, color);
}
void cmdPrint(AgiGame *state, uint8 *parameter) {
int16 textNr = parameter[0];
state->_vm->_text->print(textNr);
}
void cmdPrintF(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
int16 textNr = vm->getVar(parameter[0]);
state->_vm->_text->print(textNr);
}
void cmdPrintAt(AgiGame *state, uint8 *parameter) {
int16 textNr = parameter[0];
int16 textRow = parameter[1];
int16 textColumn = parameter[2];
int16 textWidth = parameter[3];
debugC(4, kDebugLevelScripts, "%d %d %d %d", textNr, textRow, textColumn, textWidth);
state->_vm->_text->printAt(textNr, textRow, textColumn, textWidth);
}
void cmdPrintAtV(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
int16 textNr = vm->getVar(parameter[0]);
int16 textRow = parameter[1];
int16 textColumn = parameter[2];
int16 textWidth = parameter[3];
debugC(4, kDebugLevelScripts, "%d %d %d %d", textNr, textRow, textColumn, textWidth);
state->_vm->_text->printAt(textNr, textRow, textColumn, textWidth);
}
void cmdPushScript(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
// We run AGIMOUSE always as a side effect
//if (getFeatures() & GF_AGIMOUSE || true) {
vm->setVar(VM_VAR_MOUSE_BUTTONSTATE, state->_vm->_mouse.button);
vm->setVar(VM_VAR_MOUSE_X, vm->_mouse.pos.x / 2);
vm->setVar(VM_VAR_MOUSE_Y, vm->_mouse.pos.y);
/*} else {
if (getVersion() >= 0x2915) {
debug(0, "push.script");
}
}*/
}
void cmdSetPriBase(AgiGame *state, uint8 *parameter) {
uint16 priorityBase = parameter[0];
debug(0, "Priority base set to %d", priorityBase);
state->_vm->_gfx->setPriorityTable(priorityBase);
}
void cmdMousePosn(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 destVarNr1 = parameter[0];
uint16 destVarNr2 = parameter[1];
int16 mouseX = vm->_mouse.pos.x;
int16 mouseY = vm->_mouse.pos.y;
state->_vm->adjustPosToGameScreen(mouseX, mouseY);
vm->setVar(destVarNr1, mouseX);
vm->setVar(destVarNr2, mouseY);
}
void cmdShakeScreen(AgiGame *state, uint8 *parameter) {
uint16 shakeCount = parameter[0];
// AGIPAL uses shake.screen values between 100 and 109 to set the palette
// (Checked the original AGIPAL-hack's shake.screen-routine's disassembly).
if (shakeCount >= 100 && shakeCount < 110) {
if (getFeatures() & GF_AGIPAL) {
state->_vm->_gfx->setAGIPal(shakeCount);
return;
} else {
warning("It looks like GF_AGIPAL flag is missing");
}
}
state->_vm->_gfx->shakeScreen(shakeCount);
}
void cmdSetSpeed(AgiGame *state, uint8 *parameter) {
// V1 command
(void)state;
(void)parameter;
// speed = _v[p0];
}
void cmdSetItemView(AgiGame *state, uint8 *parameter) {
// V1 command
(void)state;
(void)parameter;
}
void cmdCallV1(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 resourceNr = parameter[0];
state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, resourceNr);
// FIXME: The following instruction looks incomplete.
// Maybe something is meant to be assigned to, or read from,
// the logic_list entry?
// state->logic_list[++state->max_logics];
// For now, just do the increment, to silence a clang warning
++state->max_logics;
vm->setVar(13, 1); // ???? maybe create another enum vor VM Vars
}
void cmdNewRoomV1(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 resourceNr = parameter[0];
warning("cmdNewRoomV1()");
state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, resourceNr);
state->max_logics = 1;
state->logic_list[1] = resourceNr;
vm->setVar(13, 1);
}
void cmdNewRoomVV1(AgiGame *state, uint8 *parameter) {
AgiEngine *vm = state->_vm;
uint16 resourceNr = vm->getVar(parameter[0]);
warning("cmdNewRoomVV1()");
state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, resourceNr);
state->max_logics = 1;
state->logic_list[1] = resourceNr;
vm->setVar(13, 1);
}
void cmdUnknown(AgiGame *state, uint8 *parameter) {
warning("Skipping unknown opcode %2X", *(state->_curLogic->data + state->_curLogic->cIP - 1));
}
/**
* Execute a logic script
* @param n Number of the logic resource to execute
*/
int AgiEngine::runLogic(int n) {
AgiGame *state = &_game;
uint8 op = 0;
uint8 p[CMD_BSIZE] = { 0 };
int num = 0;
ScriptPos sp;
//int logic_index = 0;
state->logic_list[0] = 0;
state->max_logics = 0;
debugC(2, kDebugLevelScripts, "=================");
debugC(2, kDebugLevelScripts, "runLogic(%d)", n);
sp.script = n;
sp.curIP = 0;
_game.execStack.push_back(sp);
// If logic not loaded, load it
if (~_game.dirLogic[n].flags & RES_LOADED) {
debugC(4, kDebugLevelScripts, "logic %d not loaded!", n);
agiLoadResource(RESOURCETYPE_LOGIC, n);
}
_game.lognum = n;
_game._curLogic = &_game.logics[_game.lognum];
_game._curLogic->cIP = _game._curLogic->sIP;
while (state->_curLogic->cIP < _game.logics[n].size && !(shouldQuit() || _restartGame)) {
// TODO: old code, needs to be adjusted
#if 0
if (_debug.enabled) {
if (_debug.steps > 0) {
if (_debug.logic0 || n) {
debugConsole(n, lCOMMAND_MODE, NULL);
_debug.steps--;
}
} else {
_sprites->blitBoth();
_sprites->commitBoth();
do {
mainCycle();
} while (!_debug.steps && _debug.enabled);
_sprites->eraseAllSprites();
}
}
#endif
_game.execStack.back().curIP = state->_curLogic->cIP;
char st[101];
int sz = MIN(_game.execStack.size(), 100u);
memset(st, '.', sz);
st[sz] = 0;
switch (op = *(state->_curLogic->data + state->_curLogic->cIP++)) {
case 0xff: // if (open/close)
testIfCode(n);
break;
case 0xfe: // goto
// +2 covers goto size
state->_curLogic->cIP += 2 + ((int16)READ_LE_UINT16(state->_curLogic->data + state->_curLogic->cIP));
break;
case 0x00: // return
debugC(2, kDebugLevelScripts, "%sreturn() // Logic %d", st, n);
debugC(2, kDebugLevelScripts, "=================");
// if (getVersion() < 0x2000) {
// if (logic_index < state->max_logics) {
// n = state->logic_list[++logic_index];
// state->_curLogic = &state->logics[n];
// state->lognum = n;
// ip = 2;
// warning("running logic %d\n", n);
// break;
// }
// _v[13]=0;
// }
_game.execStack.pop_back();
return 1;
default:
num = logicNamesCmd[op].argumentsLength();
memmove(p, state->_curLogic->data + state->_curLogic->cIP, num);
memset(p + num, 0, CMD_BSIZE - num);
debugC(2, kDebugLevelScripts, "%s%s(%d %d %d)", st, logicNamesCmd[op].name, p[0], p[1], p[2]);
_agiCommands[op](&_game, p);
state->_curLogic->cIP += num;
}
// if ((op == 0x0B || op == 0x3F || op == 0x40) && logic_index < state->max_logics) {
// n = state->logic_list[++logic_index];
// state->_curLogic = &state->logics[n];
// state->lognum = n;
// state->_curLogic_cIP = 2;
// warning("running logic %d\n", n);
// }
if (_game.exitAllLogics)
break;
}
_game.execStack.pop_back();
return 0; // after executing new.room()
}
void AgiEngine::executeAgiCommand(uint8 op, uint8 *p) {
debugC(2, kDebugLevelScripts, "%s(%d %d %d)", logicNamesCmd[op].name, p[0], p[1], p[2]);
_agiCommands[op](&_game, p);
}
} // End of namespace Agi