mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 16:59:06 +00:00
ea3373708c
svn-id: r41259
431 lines
10 KiB
C++
431 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "agi/agi.h"
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#include "agi/keyboard.h"
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#include "agi/opcodes.h"
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namespace Agi {
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static uint8 testObjRight(uint8, uint8, uint8, uint8, uint8);
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static uint8 testObjCentre(uint8, uint8, uint8, uint8, uint8);
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static uint8 testObjInBox(uint8, uint8, uint8, uint8, uint8);
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static uint8 testPosn(uint8, uint8, uint8, uint8, uint8);
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static uint8 testSaid(uint8, uint8 *);
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static uint8 testController(uint8);
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static uint8 testKeypressed(void);
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static uint8 testCompareStrings(uint8, uint8);
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static AgiEngine *g_agi;
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#define game g_agi->_game
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#define ip (game.logics[lognum].cIP)
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#define code (game.logics[lognum].data)
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#define testEqual(v1, v2) (g_agi->getvar(v1) == (v2))
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#define testLess(v1, v2) (g_agi->getvar(v1) < (v2))
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#define testGreater(v1, v2) (g_agi->getvar(v1) > (v2))
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#define testIsSet(flag) (g_agi->getflag(flag))
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#define testHas(obj) (g_agi->objectGetLocation(obj) == EGO_OWNED)
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#define testObjInRoom(obj, v) (g_agi->objectGetLocation(obj) == g_agi->getvar(v))
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extern int timerHack; // For the timer loop in MH1 logic 153
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static uint8 testCompareStrings(uint8 s1, uint8 s2) {
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char ms1[MAX_STRINGLEN];
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char ms2[MAX_STRINGLEN];
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int j, k, l;
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strcpy(ms1, game.strings[s1]);
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strcpy(ms2, game.strings[s2]);
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l = strlen(ms1);
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for (k = 0, j = 0; k < l; k++) {
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switch (ms1[k]) {
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case 0x20:
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case 0x09:
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case '-':
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case '.':
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case ',':
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case ':':
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case ';':
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case '!':
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case '\'':
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break;
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default:
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ms1[j++] = toupper(ms1[k]);
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break;
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}
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}
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ms1[j] = 0x0;
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l = strlen(ms2);
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for (k = 0, j = 0; k < l; k++) {
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switch (ms2[k]) {
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case 0x20:
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case 0x09:
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case '-':
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case '.':
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case ',':
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case ':':
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case ';':
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case '!':
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case '\'':
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break;
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default:
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ms2[j++] = toupper(ms2[k]);
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break;
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}
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}
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ms2[j] = 0x0;
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return !strcmp(ms1, ms2);
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}
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static uint8 testKeypressed() {
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int x = game.keypress;
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game.keypress = 0;
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if (!x) {
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int mode = game.inputMode;
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game.inputMode = INPUT_NONE;
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g_agi->mainCycle();
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game.inputMode = mode;
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}
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if (x)
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debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", x);
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return x;
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}
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static uint8 testController(uint8 cont) {
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return (game.controllerOccured[cont] ? 1 : 0);
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}
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static uint8 testPosn(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
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VtEntry *v = &game.viewTable[n];
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uint8 r;
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r = v->xPos >= x1 && v->yPos >= y1 && v->xPos <= x2 && v->yPos <= y2;
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debugC(7, kDebugLevelScripts, "(%d,%d) in (%d,%d,%d,%d): %s", v->xPos, v->yPos, x1, y1, x2, y2, r ? "true" : "false");
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return r;
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}
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static uint8 testObjInBox(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
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VtEntry *v = &game.viewTable[n];
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return v->xPos >= x1 &&
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v->yPos >= y1 && v->xPos + v->xSize - 1 <= x2 && v->yPos <= y2;
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}
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// if n is in centre of box
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static uint8 testObjCentre(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
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VtEntry *v = &game.viewTable[n];
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return v->xPos + v->xSize / 2 >= x1 &&
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v->xPos + v->xSize / 2 <= x2 && v->yPos >= y1 && v->yPos <= y2;
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}
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// if nect N is in right corner
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static uint8 testObjRight(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
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VtEntry *v = &game.viewTable[n];
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return v->xPos + v->xSize - 1 >= x1 &&
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v->xPos + v->xSize - 1 <= x2 && v->yPos >= y1 && v->yPos <= y2;
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}
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// When player has entered something, it is parsed elsewhere
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static uint8 testSaid(uint8 nwords, uint8 *cc) {
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int c, n = game.numEgoWords;
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int z = 0;
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if (g_agi->getflag(fSaidAcceptedInput) || !g_agi->getflag(fEnteredCli))
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return false;
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// FR:
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// I think the reason for the code below is to add some speed....
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//
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// if (nwords != num_ego_words)
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// return false;
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//
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// In the disco scene in Larry 1 when you type "examine blonde",
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// inside the logic is expected ( said("examine", "blonde", "rol") )
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// where word("rol") = 9999
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//
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// According to the interpreter code 9999 means that whatever the
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// user typed should be correct, but it looks like code 9999 means that
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// if the string is empty at this point, the entry is also correct...
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//
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// With the removal of this code, the behaviour of the scene was
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// corrected
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for (c = 0; nwords && n; c++, nwords--, n--) {
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z = READ_LE_UINT16(cc);
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cc += 2;
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switch (z) {
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case 9999: // rest of line (empty string counts to...)
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nwords = 1;
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break;
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case 1: // any word
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break;
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default:
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if (game.egoWords[c].id != z)
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return false;
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break;
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}
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}
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// The entry string should be entirely parsed, or last word = 9999
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if (n && z != 9999)
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return false;
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// The interpreter string shouldn't be entirely parsed, but next
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// word must be 9999.
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if (nwords != 0 && READ_LE_UINT16(cc) != 9999)
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return false;
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g_agi->setflag(fSaidAcceptedInput, true);
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return true;
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}
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int AgiEngine::testIfCode(int lognum) {
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g_agi = this;
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int ec = true;
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int retval = true;
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uint8 op = 0;
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uint8 notTest = false;
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uint8 orTest = false;
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uint16 lastIp = ip;
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uint8 p[16] = { 0 };
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bool end_test = false;
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while (retval && !(shouldQuit() || _restartGame) && !end_test) {
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if (_debug.enabled && (_debug.logic0 || lognum))
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debugConsole(lognum, lTEST_MODE, NULL);
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lastIp = ip;
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op = *(code + ip++);
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memmove(p, (code + ip), 16);
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switch (op) {
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case 0xFF: // END IF, TEST true
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end_test = true;
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break;
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case 0xFD:
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notTest = !notTest;
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continue;
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case 0xFC: // OR
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// if or_test is ON and we hit 0xFC, end of OR, then
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// or is STILL false so break.
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if (orTest) {
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ec = false;
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retval = false;
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end_test = true;
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}
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orTest = true;
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continue;
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case 0x00:
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// return true?
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end_test = true;
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break;
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case 0x01:
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ec = testEqual(p[0], p[1]);
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if (p[0] == 11)
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timerHack++;
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break;
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case 0x02:
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ec = testEqual(p[0], getvar(p[1]));
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if (p[0] == 11 || p[1] == 11)
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timerHack++;
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break;
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case 0x03:
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ec = testLess(p[0], p[1]);
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if (p[0] == 11)
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timerHack++;
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break;
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case 0x04:
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ec = testLess(p[0], getvar(p[1]));
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if (p[0] == 11 || p[1] == 11)
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timerHack++;
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break;
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case 0x05:
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ec = testGreater(p[0], p[1]);
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if (p[0] == 11)
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timerHack++;
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break;
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case 0x06:
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ec = testGreater(p[0], getvar(p[1]));
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if (p[0] == 11 || p[1] == 11)
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timerHack++;
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break;
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case 0x07:
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ec = testIsSet(p[0]);
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break;
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case 0x08:
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ec = testIsSet(getvar(p[0]));
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break;
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case 0x09:
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ec = testHas(p[0]);
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break;
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case 0x0A:
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ec = testObjInRoom(p[0], p[1]);
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break;
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case 0x0B:
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ec = testPosn(p[0], p[1], p[2], p[3], p[4]);
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break;
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case 0x0C:
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ec = testController(p[0]);
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break;
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case 0x0D:
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ec = testKeypressed();
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break;
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case 0x0E:
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ec = testSaid(p[0], (uint8 *) code + (ip + 1));
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ip = lastIp;
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ip++; // skip opcode
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ip += p[0] * 2; // skip num_words * 2
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ip++; // skip num_words opcode
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break;
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case 0x0F:
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debugC(7, kDebugLevelScripts, "comparing [%s], [%s]", game.strings[p[0]], game.strings[p[1]]);
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ec = testCompareStrings(p[0], p[1]);
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break;
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case 0x10:
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ec = testObjInBox(p[0], p[1], p[2], p[3], p[4]);
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break;
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case 0x11:
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ec = testObjCentre(p[0], p[1], p[2], p[3], p[4]);
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break;
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case 0x12:
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ec = testObjRight(p[0], p[1], p[2], p[3], p[4]);
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break;
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case 0x13: // Unknown test command 19
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// My current theory is that this command checks whether the ego is currently moving
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// and that that movement has been caused using the mouse and not using the keyboard.
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// I base this theory on the game's behaviour on an Amiga emulator, not on disassembly.
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// This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09
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// (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature).
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// TODO: Check this command's implementation using disassembly just to be sure.
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ec = game.viewTable[0].flags & ADJ_EGO_XY;
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debugC(7, kDebugLevelScripts, "op_test: in.motion.using.mouse = %s (Amiga-specific testcase 19)", ec ? "true" : "false");
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break;
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default:
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ec = false;
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end_test = true;
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}
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if (!end_test) {
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if (op <= 0x12)
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ip += logicNamesTest[op].numArgs;
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// exchange ec value
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if (notTest)
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ec = !ec;
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// not is only enabled for 1 test command
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notTest = false;
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if (orTest && ec) {
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// a true inside an OR statement passes
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// ENTIRE statement scan for end of OR
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// CM: test for opcode < 0xfc changed from 'op' to
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// '*(code+ip)', to avoid problem with the 0xfd (NOT)
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// opcode byte. Changed a bad ip += ... ip++ construct.
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// This should fix the crash with Larry's logic.0 code:
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//
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// if ((isset(4) ||
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// !isset(2) ||
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// v30 == 2 ||
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// v30 == 1)) {
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// goto Label1;
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// }
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//
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// The bytecode is:
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// ff fc 07 04 fd 07 02 01 1e 02 01 1e 01 fc ff
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// find end of OR
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while (*(code + ip) != 0xFC) {
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if (*(code + ip) == 0x0E) { // said
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ip++;
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// cover count + ^words
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ip += 1 + ((*(code + ip)) * 2);
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continue;
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}
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if (*(code + ip) < 0xFC)
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ip += logicNamesTest[*(code + ip)].numArgs;
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ip++;
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}
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ip++;
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orTest = false;
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retval = true;
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} else {
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retval = orTest ? retval || ec : retval && ec;
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}
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}
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}
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// if false, scan for end of IP?
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if (retval)
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ip += 2;
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else {
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ip = lastIp;
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while (*(code + ip) != 0xff) {
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if (*(code + ip) == 0x0e) {
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ip++;
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ip += (*(code + ip)) * 2 + 1;
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} else if (*(code + ip) < 0xfc) {
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ip += logicNamesTest[*(code + ip)].numArgs;
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ip++;
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} else {
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ip++;
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}
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}
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ip++; // skip over 0xFF
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ip += READ_LE_UINT16(code + ip) + 2;
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}
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if (_debug.enabled && (_debug.logic0 || lognum))
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debugConsole(lognum, 0xFF, retval ? "=true" : "=false");
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return retval;
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}
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} // End of namespace Agi
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