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https://github.com/libretro/scummvm.git
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69cdccd962
Unlike the EGA DOS version, it doesn't seem to be the scripts that keep track of double-clicks. Instead, the engine sets a variable to indicate them. Unlike the DOS version, we don't check that the second click happens close enough on the screen to the first one. We could, but it seemed needlessly complicated.
1565 lines
42 KiB
C++
1565 lines
42 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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*/
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#include "common/config-manager.h"
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#include "common/util.h"
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#include "common/system.h"
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#include "scumm/actor.h"
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/util.h"
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#include "scumm/scumm_v0.h"
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#include "scumm/scumm_v2.h"
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#include "scumm/sound.h"
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#include "scumm/verbs.h"
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namespace Scumm {
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/* Start executing script 'script' with the given parameters */
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void ScummEngine::runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle) {
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ScriptSlot *s;
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//byte *scriptPtr;
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uint32 scriptOffs;
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byte scriptType;
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int slot;
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if (!script)
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return;
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if (!recursive)
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stopScript(script);
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if (script < _numGlobalScripts) {
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// Call getResourceAddress to ensure the resource is loaded & its usage count reset
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/*scriptPtr =*/ getResourceAddress(rtScript, script);
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scriptOffs = _resourceHeaderSize;
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scriptType = WIO_GLOBAL;
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debugC(DEBUG_SCRIPTS, "runScript(Global-%d) from %d-%d", script,
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vm.slot[_currentScript].number, _roomResource);
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} else {
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scriptOffs = _localScriptOffsets[script - _numGlobalScripts];
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if (scriptOffs == 0)
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error("Local script %d is not in room %d", script, _roomResource);
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scriptType = WIO_LOCAL;
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debugC(DEBUG_SCRIPTS, "runScript(%d) from %d-%d", script,
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vm.slot[_currentScript].number, _roomResource);
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}
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if (cycle == 0)
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cycle = (_game.heversion >= 90) ? VAR(VAR_SCRIPT_CYCLE) : 1;
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slot = getScriptSlot();
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s = &vm.slot[slot];
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s->number = script;
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s->offs = scriptOffs;
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s->status = ssRunning;
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s->where = scriptType;
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s->freezeResistant = freezeResistant;
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s->recursive = recursive;
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s->freezeCount = 0;
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s->delayFrameCount = 0;
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s->cycle = cycle;
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initializeLocals(slot, lvarptr);
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runScriptNested(slot);
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}
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void ScummEngine::runObjectScript(int object, int entry, bool freezeResistant, bool recursive, int *vars, int slot, int cycle) {
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ScriptSlot *s;
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uint32 obcd;
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int where, offs;
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if (!object)
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return;
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if (!recursive && (_game.version >= 3))
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stopObjectScript(object);
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where = whereIsObject(object);
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if (where == WIO_NOT_FOUND) {
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warning("Code for object %d not in room %d", object, _roomResource);
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return;
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}
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obcd = getOBCDOffs(object);
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// Find a free object slot, unless one was specified
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if (slot == -1)
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slot = getScriptSlot();
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offs = getVerbEntrypoint(object, entry);
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if (offs == 0)
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return;
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if (cycle == 0)
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cycle = (_game.heversion >= 90) ? VAR(VAR_SCRIPT_CYCLE) : 1;
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s = &vm.slot[slot];
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s->number = object;
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s->offs = obcd + offs;
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s->status = ssRunning;
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s->where = where;
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s->freezeResistant = freezeResistant;
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s->recursive = recursive;
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s->freezeCount = 0;
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s->delayFrameCount = 0;
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s->cycle = cycle;
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initializeLocals(slot, vars);
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runScriptNested(slot);
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}
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void ScummEngine::initializeLocals(int slot, int *vars) {
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int i;
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if (!vars) {
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for (i = 0; i < 25; i++)
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vm.localvar[slot][i] = 0;
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} else {
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for (i = 0; i < 25; i++)
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vm.localvar[slot][i] = vars[i];
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}
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}
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int ScummEngine::getVerbEntrypoint(int obj, int entry) {
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const byte *objptr, *verbptr;
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int verboffs;
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// WORKAROUND for bug #1555938: Disallow pulling the rope if it's
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// already in the player's inventory.
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if (_game.id == GID_MONKEY2 && obj == 1047 && entry == 6 && whereIsObject(obj) == WIO_INVENTORY) {
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return 0;
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}
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if (whereIsObject(obj) == WIO_NOT_FOUND)
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return 0;
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objptr = getOBCDFromObject(obj);
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assert(objptr);
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if (_game.version == 0)
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verbptr = objptr + 14;
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else if (_game.version <= 2)
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verbptr = objptr + 15;
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else if ((_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) ||
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_game.features & GF_OLD_BUNDLE)
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verbptr = objptr + 17;
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else if (_game.features & GF_SMALL_HEADER)
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verbptr = objptr + 19;
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else
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verbptr = findResource(MKTAG('V','E','R','B'), objptr);
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assert(verbptr);
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verboffs = verbptr - objptr;
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if (!(_game.features & GF_SMALL_HEADER))
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verbptr += _resourceHeaderSize;
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if (_game.version == 8) {
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const uint32 *ptr = (const uint32 *)verbptr;
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uint32 verb;
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do {
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verb = READ_LE_UINT32(ptr);
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if (!verb)
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return 0;
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if (verb == (uint32)entry || verb == 0xFFFFFFFF)
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break;
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ptr += 2;
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} while (1);
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return verboffs + 8 + READ_LE_UINT32(ptr + 1);
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} else if (_game.version <= 2) {
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do {
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const int kFallbackEntry = (_game.version == 0 ? 0x0F : 0xFF);
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if (!*verbptr)
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return 0;
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if (*verbptr == entry || *verbptr == kFallbackEntry)
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break;
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verbptr += 2;
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} while (1);
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return *(verbptr + 1);
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} else {
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do {
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if (!*verbptr)
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return 0;
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if (*verbptr == entry || *verbptr == 0xFF)
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break;
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verbptr += 3;
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} while (1);
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if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
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verbptr += READ_LE_UINT16(verbptr + 1) + 3;
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return verbptr - objptr;
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} else if (_game.features & GF_SMALL_HEADER)
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return READ_LE_UINT16(verbptr + 1);
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else
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return verboffs + READ_LE_UINT16(verbptr + 1);
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}
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}
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/* Stop script 'script' */
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void ScummEngine::stopScript(int script) {
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ScriptSlot *ss;
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int i;
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if (script == 0)
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return;
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ss = vm.slot;
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for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
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if (script == ss->number && ss->status != ssDead &&
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(ss->where == WIO_GLOBAL || ss->where == WIO_LOCAL)) {
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if (ss->cutsceneOverride)
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if (_game.version >= 5)
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error("Script %d stopped with active cutscene/override", script);
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ss->number = 0;
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ss->status = ssDead;
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nukeArrays(i);
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if (_currentScript == i)
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_currentScript = 0xFF;
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}
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}
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for (i = 0; i < vm.numNestedScripts; ++i) {
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if (vm.nest[i].number == script &&
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(vm.nest[i].where == WIO_GLOBAL || vm.nest[i].where == WIO_LOCAL)) {
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nukeArrays(vm.nest[i].slot);
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vm.nest[i].number = 0;
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vm.nest[i].slot = 0xFF;
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vm.nest[i].where = 0xFF;
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}
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}
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}
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/* Stop an object script 'script'*/
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void ScummEngine::stopObjectScript(int script) {
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ScriptSlot *ss;
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int i;
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if (script == 0)
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return;
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ss = vm.slot;
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for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
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if (script == ss->number && ss->status != ssDead &&
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(ss->where == WIO_ROOM || ss->where == WIO_INVENTORY || ss->where == WIO_FLOBJECT)) {
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if (ss->cutsceneOverride)
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if (_game.version >= 5)
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error("Object %d stopped with active cutscene/override", script);
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ss->number = 0;
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ss->status = ssDead;
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nukeArrays(i);
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if (_currentScript == i)
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_currentScript = 0xFF;
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}
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}
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for (i = 0; i < vm.numNestedScripts; ++i) {
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if (vm.nest[i].number == script &&
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(vm.nest[i].where == WIO_ROOM || vm.nest[i].where == WIO_INVENTORY || vm.nest[i].where == WIO_FLOBJECT)) {
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nukeArrays(vm.nest[i].slot);
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vm.nest[i].number = 0;
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vm.nest[i].slot = 0xFF;
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vm.nest[i].where = 0xFF;
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}
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}
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}
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/* Return a free script slot */
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int ScummEngine::getScriptSlot() {
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ScriptSlot *s;
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int i;
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for (i = 1; i < NUM_SCRIPT_SLOT; i++) {
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s = &vm.slot[i];
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if (s->status == ssDead)
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return i;
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}
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error("Too many scripts running, %d max", NUM_SCRIPT_SLOT);
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return -1;
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}
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/* Run script 'script' nested - eg, within the parent script.*/
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void ScummEngine::runScriptNested(int script) {
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NestedScript *nest;
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ScriptSlot *slot;
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updateScriptPtr();
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if (vm.numNestedScripts >= kMaxScriptNesting)
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error("Too many nested scripts");
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nest = &vm.nest[vm.numNestedScripts];
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if (_currentScript == 0xFF) {
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nest->number = 0;
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nest->where = 0xFF;
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} else {
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// Store information about the currently running script
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slot = &vm.slot[_currentScript];
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nest->number = slot->number;
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nest->where = slot->where;
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nest->slot = _currentScript;
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}
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vm.numNestedScripts++;
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_currentScript = script;
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getScriptBaseAddress();
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resetScriptPointer();
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executeScript();
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if (vm.numNestedScripts != 0)
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vm.numNestedScripts--;
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if (nest->number) {
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// Try to resume the script which called us, if its status has not changed
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// since it invoked us. In particular, we only resume it if it hasn't been
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// stopped in the meantime, and if it did not already move on.
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slot = &vm.slot[nest->slot];
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if (slot->number == nest->number && slot->where == nest->where &&
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slot->status != ssDead && slot->freezeCount == 0) {
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_currentScript = nest->slot;
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getScriptBaseAddress();
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resetScriptPointer();
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return;
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}
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}
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_currentScript = 0xFF;
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}
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void ScummEngine::updateScriptPtr() {
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if (_currentScript == 0xFF)
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return;
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vm.slot[_currentScript].offs = _scriptPointer - _scriptOrgPointer;
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}
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/* Nuke arrays based on script */
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void ScummEngine::nukeArrays(byte scriptSlot) {
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int i;
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if (_game.heversion == 0 || scriptSlot == 0)
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return;
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for (i = 1; i < _numArray; i++) {
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if (_arraySlot[i] == scriptSlot) {
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_res->nukeResource(rtString, i);
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_arraySlot[i] = 0;
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}
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}
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}
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/* Get the code pointer to a script */
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void ScummEngine::getScriptBaseAddress() {
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ScriptSlot *ss;
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int idx;
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if (_currentScript == 0xFF)
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return;
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ss = &vm.slot[_currentScript];
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switch (ss->where) {
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case WIO_INVENTORY: /* inventory script * */
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for (idx = 0; idx < _numInventory; idx++)
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if (_inventory[idx] == ss->number)
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break;
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_scriptOrgPointer = getResourceAddress(rtInventory, idx);
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assert(idx < _numInventory);
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_lastCodePtr = &_res->_types[rtInventory][idx]._address;
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break;
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case WIO_LOCAL:
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case WIO_ROOM: /* room script */
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if (_game.version == 8) {
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_scriptOrgPointer = getResourceAddress(rtRoomScripts, _roomResource);
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assert(_roomResource < (int)_res->_types[rtRoomScripts].size());
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_lastCodePtr = &_res->_types[rtRoomScripts][_roomResource]._address;
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} else {
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_scriptOrgPointer = getResourceAddress(rtRoom, _roomResource);
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assert(_roomResource < _numRooms);
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_lastCodePtr = &_res->_types[rtRoom][_roomResource]._address;
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}
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break;
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case WIO_GLOBAL: /* global script */
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_scriptOrgPointer = getResourceAddress(rtScript, ss->number);
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assert(ss->number < _numScripts);
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_lastCodePtr = &_res->_types[rtScript][ss->number]._address;
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break;
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case WIO_FLOBJECT: /* flobject script */
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idx = getObjectIndex(ss->number);
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assert(idx != -1);
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idx = _objs[idx].fl_object_index;
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_scriptOrgPointer = getResourceAddress(rtFlObject, idx);
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assert(idx < _numFlObject);
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_lastCodePtr = &_res->_types[rtFlObject][idx]._address;
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break;
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default:
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error("Bad type while getting base address");
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}
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// The following fixes bug #1202487. Confirmed against disasm.
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if (_game.version <= 2 && _scriptOrgPointer == NULL) {
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ss->status = ssDead;
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_currentScript = 0xFF;
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}
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}
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void ScummEngine::resetScriptPointer() {
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if (_currentScript == 0xFF)
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return;
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_scriptPointer = _scriptOrgPointer + vm.slot[_currentScript].offs;
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}
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/**
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* This method checks whether the resource that contains the active script
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* moved, and if so, updates the script pointer accordingly.
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*
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* The script resource may have moved because it might have been garbage
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* collected by ResourceManager::expireResources.
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*/
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void ScummEngine::refreshScriptPointer() {
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if (*_lastCodePtr != _scriptOrgPointer) {
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long oldoffs = _scriptPointer - _scriptOrgPointer;
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getScriptBaseAddress();
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_scriptPointer = _scriptOrgPointer + oldoffs;
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}
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}
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/** Execute a script - Read opcode, and execute it from the table */
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void ScummEngine::executeScript() {
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int c;
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while (_currentScript != 0xFF) {
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if (_showStack == 1) {
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debugN("Stack:");
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for (c = 0; c < _scummStackPos; c++) {
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debugN(" %d", _vmStack[c]);
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}
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debugN("\n");
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}
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_opcode = fetchScriptByte();
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if (_game.version > 2) // V0-V2 games didn't use the didexec flag
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vm.slot[_currentScript].didexec = true;
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debugC(DEBUG_OPCODES, "Script %d, offset 0x%x: [%X] %s()",
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vm.slot[_currentScript].number,
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(uint)(_scriptPointer - _scriptOrgPointer),
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_opcode,
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getOpcodeDesc(_opcode));
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if (_hexdumpScripts == true) {
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for (c = -1; c < 15; c++) {
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debugN(" %02x", *(_scriptPointer + c));
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}
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debugN("\n");
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}
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executeOpcode(_opcode);
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}
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}
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void ScummEngine::executeOpcode(byte i) {
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if (_opcodes[i].proc && _opcodes[i].proc->isValid())
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(*_opcodes[i].proc)();
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else {
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error("Invalid opcode '%x' at %lx", i, (long)(_scriptPointer - _scriptOrgPointer));
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}
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}
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const char *ScummEngine::getOpcodeDesc(byte i) {
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#ifndef REDUCE_MEMORY_USAGE
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return _opcodes[i].desc;
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#else
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return "";
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#endif
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}
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byte ScummEngine::fetchScriptByte() {
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refreshScriptPointer();
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return *_scriptPointer++;
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}
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|
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uint ScummEngine::fetchScriptWord() {
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refreshScriptPointer();
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uint a = READ_LE_UINT16(_scriptPointer);
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_scriptPointer += 2;
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return a;
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}
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|
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int ScummEngine::fetchScriptWordSigned() {
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return (int16)fetchScriptWord();
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}
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|
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uint ScummEngine::fetchScriptDWord() {
|
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refreshScriptPointer();
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uint a = READ_LE_UINT32(_scriptPointer);
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_scriptPointer += 4;
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return a;
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}
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|
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int ScummEngine::fetchScriptDWordSigned() {
|
|
return (int32)fetchScriptDWord();
|
|
}
|
|
|
|
int ScummEngine::readVar(uint var) {
|
|
int a;
|
|
|
|
debugC(DEBUG_VARS, "readvar(%d)", var);
|
|
|
|
if ((var & 0x2000) && (_game.version <= 5)) {
|
|
a = fetchScriptWord();
|
|
if (a & 0x2000)
|
|
var += readVar(a & ~0x2000);
|
|
else
|
|
var += a & 0xFFF;
|
|
var &= ~0x2000;
|
|
}
|
|
|
|
if (!(var & 0xF000)) {
|
|
if (!_copyProtection) {
|
|
if (var == 490 && _game.id == GID_MONKEY2) {
|
|
var = 518;
|
|
}
|
|
}
|
|
|
|
if (VAR_SUBTITLES != 0xFF && var == VAR_SUBTITLES) {
|
|
return ConfMan.getBool("subtitles");
|
|
}
|
|
if (VAR_NOSUBTITLES != 0xFF && var == VAR_NOSUBTITLES) {
|
|
return !ConfMan.getBool("subtitles");
|
|
}
|
|
|
|
assertRange(0, var, _numVariables - 1, "variable (reading)");
|
|
return _scummVars[var];
|
|
}
|
|
|
|
if (var & 0x8000) {
|
|
if (_game.heversion >= 80) {
|
|
var &= 0xFFF;
|
|
assertRange(0, var, _numRoomVariables - 1, "room variable (reading)");
|
|
return _roomVars[var];
|
|
|
|
} else if (_game.version <= 3 && !(_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns) &&
|
|
!(_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)) {
|
|
int bit = var & 0xF;
|
|
var = (var >> 4) & 0xFF;
|
|
|
|
if (!_copyProtection) {
|
|
if (_game.id == GID_LOOM && (_game.platform == Common::kPlatformFMTowns) && var == 214 && bit == 15) {
|
|
return 0;
|
|
} else if (_game.id == GID_ZAK && (_game.platform == Common::kPlatformFMTowns) && var == 151 && bit == 8) {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
assertRange(0, var, _numVariables - 1, "variable (reading)");
|
|
return (_scummVars[ var ] & ( 1 << bit ) ) ? 1 : 0;
|
|
} else {
|
|
var &= 0x7FFF;
|
|
if (!_copyProtection) {
|
|
if (_game.id == GID_INDY3 && (_game.platform == Common::kPlatformFMTowns) && var == 1508)
|
|
return 0;
|
|
}
|
|
|
|
assertRange(0, var, _numBitVariables - 1, "variable (reading)");
|
|
return (_bitVars[var >> 3] & (1 << (var & 7))) ? 1 : 0;
|
|
}
|
|
}
|
|
|
|
if (var & 0x4000) {
|
|
if (_game.features & GF_FEW_LOCALS) {
|
|
var &= 0xF;
|
|
} else {
|
|
var &= 0xFFF;
|
|
}
|
|
|
|
if (_game.heversion >= 80)
|
|
assertRange(0, var, 25, "local variable (reading)");
|
|
else
|
|
assertRange(0, var, 20, "local variable (reading)");
|
|
return vm.localvar[_currentScript][var];
|
|
}
|
|
|
|
error("Illegal varbits (r)");
|
|
return -1;
|
|
}
|
|
|
|
void ScummEngine::writeVar(uint var, int value) {
|
|
debugC(DEBUG_VARS, "writeVar(%d, %d)", var, value);
|
|
|
|
if (!(var & 0xF000)) {
|
|
assertRange(0, var, _numVariables - 1, "variable (writing)");
|
|
|
|
if (VAR_SUBTITLES != 0xFF && var == VAR_SUBTITLES) {
|
|
// Ignore default setting in HE72-74 games
|
|
if (_game.heversion <= 74 && vm.slot[_currentScript].number == 1)
|
|
return;
|
|
assert(value == 0 || value == 1);
|
|
ConfMan.setBool("subtitles", (value != 0));
|
|
}
|
|
if (VAR_NOSUBTITLES != 0xFF && var == VAR_NOSUBTITLES) {
|
|
// Ignore default setting in HE60-71 games
|
|
if (_game.heversion >= 60 && vm.slot[_currentScript].number == 1)
|
|
return;
|
|
assert(value == 0 || value == 1);
|
|
ConfMan.setBool("subtitles", !value);
|
|
}
|
|
|
|
if (var == VAR_CHARINC) {
|
|
// Did the user override the talkspeed manually? Then use that.
|
|
// Otherwise, use the value specified by the game script.
|
|
// Note: To determine whether there was a user override, we only
|
|
// look at the target specific settings, assuming that any global
|
|
// value is likely to be bogus. See also bug #2251765.
|
|
if (ConfMan.hasKey("talkspeed", _targetName)) {
|
|
value = getTalkSpeed();
|
|
} else {
|
|
// Save the new talkspeed value to ConfMan
|
|
setTalkSpeed(value);
|
|
}
|
|
}
|
|
|
|
_scummVars[var] = value;
|
|
|
|
if ((_varwatch == (int)var) || (_varwatch == 0)) {
|
|
if (vm.slot[_currentScript].number < 100)
|
|
debug(1, "vars[%d] = %d (via script-%d)", var, value, vm.slot[_currentScript].number);
|
|
else
|
|
debug(1, "vars[%d] = %d (via room-%d-%d)", var, value, _currentRoom,
|
|
vm.slot[_currentScript].number);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (var & 0x8000) {
|
|
if (_game.heversion >= 80) {
|
|
var &= 0xFFF;
|
|
assertRange(0, var, _numRoomVariables - 1, "room variable (writing)");
|
|
_roomVars[var] = value;
|
|
|
|
} else if (_game.version <= 3 && !(_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns) &&
|
|
!(_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)) {
|
|
// In the old games, the bit variables were using the same memory
|
|
// as the normal variables!
|
|
int bit = var & 0xF;
|
|
var = (var >> 4) & 0xFF;
|
|
assertRange(0, var, _numVariables - 1, "variable (writing)");
|
|
if (value)
|
|
_scummVars[var] |= ( 1 << bit );
|
|
else
|
|
_scummVars[var] &= ~( 1 << bit );
|
|
} else {
|
|
var &= 0x7FFF;
|
|
assertRange(0, var, _numBitVariables - 1, "bit variable (writing)");
|
|
|
|
if (value)
|
|
_bitVars[var >> 3] |= (1 << (var & 7));
|
|
else
|
|
_bitVars[var >> 3] &= ~(1 << (var & 7));
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (var & 0x4000) {
|
|
if (_game.features & GF_FEW_LOCALS) {
|
|
var &= 0xF;
|
|
} else {
|
|
var &= 0xFFF;
|
|
}
|
|
|
|
if (_game.heversion >= 80)
|
|
assertRange(0, var, 25, "local variable (writing)");
|
|
else
|
|
assertRange(0, var, 20, "local variable (writing)");
|
|
|
|
vm.localvar[_currentScript][var] = value;
|
|
return;
|
|
}
|
|
|
|
error("Illegal varbits (w)");
|
|
}
|
|
|
|
void ScummEngine::push(int a) {
|
|
assert(_scummStackPos >= 0 && _scummStackPos < ARRAYSIZE(_vmStack));
|
|
_vmStack[_scummStackPos++] = a;
|
|
}
|
|
|
|
int ScummEngine::pop() {
|
|
assert(_scummStackPos >= 1 && _scummStackPos <= ARRAYSIZE(_vmStack));
|
|
return _vmStack[--_scummStackPos];
|
|
}
|
|
|
|
void ScummEngine::stopObjectCode() {
|
|
ScriptSlot *ss;
|
|
|
|
ss = &vm.slot[_currentScript];
|
|
if (_game.version <= 2) {
|
|
if (ss->where == WIO_GLOBAL || ss->where == WIO_LOCAL) {
|
|
stopScript(ss->number);
|
|
} else {
|
|
ss->number = 0;
|
|
ss->status = ssDead;
|
|
}
|
|
} else if (_game.version <= 5) {
|
|
if (ss->where != WIO_GLOBAL && ss->where != WIO_LOCAL) {
|
|
stopObjectScript(ss->number);
|
|
} else {
|
|
if (_game.version >= 4 && ss->cutsceneOverride)
|
|
error("Script %d ending with active cutscene/override (%d)", ss->number, ss->cutsceneOverride);
|
|
|
|
ss->number = 0;
|
|
ss->status = ssDead;
|
|
}
|
|
} else {
|
|
if (ss->where != WIO_GLOBAL && ss->where != WIO_LOCAL) {
|
|
if (ss->cutsceneOverride)
|
|
error("Object %d ending with active cutscene/override (%d)", ss->number, ss->cutsceneOverride);
|
|
} else {
|
|
if (ss->cutsceneOverride)
|
|
error("Script %d ending with active cutscene/override (%d)", ss->number, ss->cutsceneOverride);
|
|
}
|
|
ss->number = 0;
|
|
ss->status = ssDead;
|
|
}
|
|
|
|
nukeArrays(_currentScript);
|
|
_currentScript = 0xFF;
|
|
}
|
|
|
|
void ScummEngine::runInventoryScript(int i) {
|
|
int args[24];
|
|
memset(args, 0, sizeof(args));
|
|
args[0] = i;
|
|
if (VAR(VAR_INVENTORY_SCRIPT)) {
|
|
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh) {
|
|
inventoryScriptIndy3Mac();
|
|
} else {
|
|
runScript(VAR(VAR_INVENTORY_SCRIPT), 0, 0, args);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::inventoryScriptIndy3Mac() {
|
|
int slot;
|
|
|
|
// VAR(67) controls the scroll offset of the inventory in Indy3 for Macintosh.
|
|
// The inventory consists of two columns with three items visible in each,
|
|
// so a maximum of six items are visible at once.
|
|
|
|
// The scroll offset must be non-negative and if there are six or less items
|
|
// in the inventory, the inventory is fixed in the top position.
|
|
const int invCount = getInventoryCount(VAR(VAR_EGO));
|
|
if (VAR(67) < 0 || invCount <= 6) {
|
|
VAR(67) = 0;
|
|
}
|
|
|
|
// If there are more than six items in the inventory, clamp the scroll position
|
|
// to be at most invCount-6, rounded up to the next even integer.
|
|
bool scrolledToBottom = false;
|
|
if (invCount > 6 && VAR(67) >= invCount - 6) {
|
|
VAR(67) = invCount - 6;
|
|
// Odd number of inventory items? -> increment VAR(67) to make it even
|
|
if (invCount & 1) {
|
|
VAR(67)++;
|
|
}
|
|
scrolledToBottom = true;
|
|
}
|
|
|
|
// Now update var 83 till 89 to contain the inventory IDs of the
|
|
// corresponding inventory slots.
|
|
// Also setup fake verbs for the inventory
|
|
byte tmp[6] = { 0xFF, 0x06, 0x52, 0x00, 0x00, 0x00 };
|
|
for (int j = 1; j < 7; j++) {
|
|
int tmpA = (VAR(67) + j);
|
|
int tmpB = findInventory(VAR(VAR_EGO), tmpA);
|
|
VAR(82 + j) = tmpB;
|
|
|
|
// Setup fake verb
|
|
tmp[2] = 0x52 + j;
|
|
slot = getVerbSlot(100 + j, 0);
|
|
loadPtrToResource(rtVerb, slot, tmp);
|
|
|
|
VerbSlot *vs = &_verbs[slot];
|
|
vs->type = kTextVerbType;
|
|
vs->imgindex = 0;
|
|
vs->curmode = 1;
|
|
drawVerb(slot, 0);
|
|
}
|
|
|
|
// Enable up arrow if there are more than six items and we are not already
|
|
// scrolled all the way up.
|
|
slot = getVerbSlot(107, 0);
|
|
_verbs[slot].curmode = (invCount > 6 && VAR(67)) ? 1 : 0;
|
|
drawVerb(slot, 0);
|
|
|
|
// Enable down arrow if there are more than six items and we are not already
|
|
// scrolled all the way down.
|
|
slot = getVerbSlot(108, 0);
|
|
_verbs[slot].curmode = (invCount > 6 && !scrolledToBottom) ? 1 : 0;
|
|
drawVerb(slot, 0);
|
|
|
|
// Redraw!
|
|
verbMouseOver(0);
|
|
}
|
|
|
|
void ScummEngine::freezeScripts(int flag) {
|
|
int i;
|
|
|
|
if (_game.version <= 2) {
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
|
|
if (_currentScript != i && vm.slot[i].status != ssDead && !vm.slot[i].freezeResistant) {
|
|
vm.slot[i].status |= 0x80;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
|
|
if (_currentScript != i && vm.slot[i].status != ssDead && (!vm.slot[i].freezeResistant || flag >= 0x80)) {
|
|
vm.slot[i].status |= 0x80;
|
|
vm.slot[i].freezeCount++;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < NUM_SENTENCE; i++)
|
|
_sentence[i].freezeCount++;
|
|
|
|
if (vm.cutSceneScriptIndex != 0xFF) {
|
|
vm.slot[vm.cutSceneScriptIndex].status &= 0x7F;
|
|
vm.slot[vm.cutSceneScriptIndex].freezeCount = 0;
|
|
}
|
|
}
|
|
|
|
void ScummEngine::unfreezeScripts() {
|
|
int i;
|
|
|
|
if (_game.version <= 2) {
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
|
|
vm.slot[i].status &= 0x7F;
|
|
}
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
|
|
if (vm.slot[i].status & 0x80) {
|
|
if (!--vm.slot[i].freezeCount) {
|
|
vm.slot[i].status &= 0x7F;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < NUM_SENTENCE; i++) {
|
|
if (_sentence[i].freezeCount > 0)
|
|
_sentence[i].freezeCount--;
|
|
}
|
|
}
|
|
|
|
|
|
void ScummEngine::runAllScripts() {
|
|
int i;
|
|
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++)
|
|
vm.slot[i].didexec = false;
|
|
|
|
_currentScript = 0xFF;
|
|
int numCycles = (_game.heversion >= 90) ? VAR(VAR_NUM_SCRIPT_CYCLES) : 1;
|
|
|
|
for (int cycle = 1; cycle <= numCycles; cycle++) {
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
|
|
if (vm.slot[i].cycle == cycle && vm.slot[i].status == ssRunning && !vm.slot[i].didexec) {
|
|
_currentScript = (byte)i;
|
|
getScriptBaseAddress();
|
|
resetScriptPointer();
|
|
executeScript();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::runExitScript() {
|
|
if (VAR_EXIT_SCRIPT != 0xFF && VAR(VAR_EXIT_SCRIPT))
|
|
runScript(VAR(VAR_EXIT_SCRIPT), 0, 0, 0);
|
|
if (_EXCD_offs) {
|
|
int slot = getScriptSlot();
|
|
vm.slot[slot].status = ssRunning;
|
|
vm.slot[slot].number = 10001;
|
|
vm.slot[slot].where = WIO_ROOM;
|
|
vm.slot[slot].offs = _EXCD_offs;
|
|
vm.slot[slot].freezeResistant = false;
|
|
vm.slot[slot].recursive = false;
|
|
vm.slot[slot].freezeCount = 0;
|
|
vm.slot[slot].delayFrameCount = 0;
|
|
vm.slot[slot].cycle = 1;
|
|
|
|
// FIXME: the exit script of room 7 in indy3 only seems to have a size
|
|
// and tag not actual data not even a 00 (stop code). Maybe we should
|
|
// be limiting ourselves to strictly reading the size from the header?
|
|
if (_game.id == GID_INDY3 && !(_game.features & GF_OLD_BUNDLE)) {
|
|
byte *roomptr = getResourceAddress(rtRoom, _roomResource);
|
|
const byte *excd = findResourceData(MKTAG('E','X','C','D'), roomptr) - _resourceHeaderSize;
|
|
if (!excd || (getResourceDataSize(excd) < 1)) {
|
|
debug(2, "Exit-%d is empty", _roomResource);
|
|
return;
|
|
}
|
|
}
|
|
|
|
initializeLocals(slot, 0);
|
|
runScriptNested(slot);
|
|
}
|
|
if (VAR_EXIT_SCRIPT2 != 0xFF && VAR(VAR_EXIT_SCRIPT2))
|
|
runScript(VAR(VAR_EXIT_SCRIPT2), 0, 0, 0);
|
|
|
|
#ifdef ENABLE_SCUMM_7_8
|
|
// WORKAROUND: The spider lair (room 44) will optionally play the sound
|
|
// of trickling water (sound 215), but it never stops it. The same sound
|
|
// effect is also used in room 33, so let's do the same fade out that it
|
|
// does in that room's exit script.
|
|
if (_game.id == GID_DIG && _currentRoom == 44) {
|
|
int scriptCmds[] = { 14, 215, 0x600, 0, 30, 0, 0, 0 };
|
|
_sound->soundKludge(scriptCmds, ARRAYSIZE(scriptCmds));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void ScummEngine::runEntryScript() {
|
|
if (VAR_ENTRY_SCRIPT != 0xFF && VAR(VAR_ENTRY_SCRIPT))
|
|
runScript(VAR(VAR_ENTRY_SCRIPT), 0, 0, 0);
|
|
if (_ENCD_offs) {
|
|
int slot = getScriptSlot();
|
|
vm.slot[slot].status = ssRunning;
|
|
vm.slot[slot].number = 10002;
|
|
vm.slot[slot].where = WIO_ROOM;
|
|
vm.slot[slot].offs = _ENCD_offs;
|
|
vm.slot[slot].freezeResistant = false;
|
|
vm.slot[slot].recursive = false;
|
|
vm.slot[slot].freezeCount = 0;
|
|
vm.slot[slot].delayFrameCount = 0;
|
|
vm.slot[slot].cycle = 1;
|
|
initializeLocals(slot, 0);
|
|
runScriptNested(slot);
|
|
}
|
|
if (VAR_ENTRY_SCRIPT2 != 0xFF && VAR(VAR_ENTRY_SCRIPT2))
|
|
runScript(VAR(VAR_ENTRY_SCRIPT2), 0, 0, 0);
|
|
}
|
|
|
|
void ScummEngine::killScriptsAndResources() {
|
|
ScriptSlot *ss;
|
|
int i;
|
|
|
|
ss = vm.slot;
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
|
|
if (ss->where == WIO_ROOM || ss->where == WIO_FLOBJECT) {
|
|
if (ss->cutsceneOverride) {
|
|
if (_game.version >= 5)
|
|
warning("Object %d stopped with active cutscene/override in exit", ss->number);
|
|
ss->cutsceneOverride = 0;
|
|
}
|
|
nukeArrays(i);
|
|
ss->status = ssDead;
|
|
} else if (ss->where == WIO_LOCAL) {
|
|
if (ss->cutsceneOverride) {
|
|
if (_game.version >= 5)
|
|
warning("Script %d stopped with active cutscene/override in exit", ss->number);
|
|
ss->cutsceneOverride = 0;
|
|
}
|
|
nukeArrays(i);
|
|
ss->status = ssDead;
|
|
}
|
|
}
|
|
|
|
/* Nuke local object names */
|
|
if (_newNames) {
|
|
for (i = 0; i < _numNewNames; i++) {
|
|
const int obj = _newNames[i];
|
|
if (obj) {
|
|
const int owner = getOwner((_game.version != 0 ? obj : OBJECT_V0_ID(obj)));
|
|
// We can delete custom name resources if either the object is
|
|
// no longer in use (i.e. not owned by anyone anymore); or if
|
|
// it is an object which is owned by a room.
|
|
if (owner == 0 || (_game.version < 7 && owner == OF_OWNER_ROOM)) {
|
|
// WORKAROUND for a problem mentioned in bug report #941275:
|
|
// In FOA in the sentry room, in the chest plate of the statue,
|
|
// the pegs may be renamed to mouth: this custom name is lost
|
|
// when leaving the room; this hack prevents this).
|
|
if (owner == OF_OWNER_ROOM && _game.id == GID_INDY4 && 336 <= obj && obj <= 340)
|
|
continue;
|
|
|
|
_newNames[i] = 0;
|
|
_res->nukeResource(rtObjectName, i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::killAllScriptsExceptCurrent() {
|
|
for (int i = 0; i < NUM_SCRIPT_SLOT; i++) {
|
|
if (i != _currentScript) {
|
|
vm.slot[i].status = ssDead;
|
|
vm.slot[i].cutsceneOverride = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::doSentence(int verb, int objectA, int objectB) {
|
|
SentenceTab *st;
|
|
|
|
if (_game.version >= 7) {
|
|
|
|
if (objectA == objectB)
|
|
return;
|
|
|
|
if (_sentenceNum > 0) {
|
|
st = &_sentence[_sentenceNum - 1];
|
|
|
|
// Check if this doSentence request is identical to the previous one;
|
|
// if yes, ignore this invocation.
|
|
if (_sentenceNum && st->verb == verb && st->objectA == objectA && st->objectB == objectB)
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
assert(_sentenceNum < NUM_SENTENCE);
|
|
st = &_sentence[_sentenceNum++];
|
|
|
|
st->verb = verb;
|
|
st->objectA = objectA;
|
|
st->objectB = objectB;
|
|
st->preposition = (objectB != 0);
|
|
st->freezeCount = 0;
|
|
}
|
|
|
|
void ScummEngine::checkAndRunSentenceScript() {
|
|
int i;
|
|
int localParamList[24];
|
|
const ScriptSlot *ss;
|
|
int sentenceScript;
|
|
|
|
if (_game.version <= 2)
|
|
sentenceScript = 2;
|
|
else
|
|
sentenceScript = VAR(VAR_SENTENCE_SCRIPT);
|
|
|
|
memset(localParamList, 0, sizeof(localParamList));
|
|
if (isScriptInUse(sentenceScript)) {
|
|
ss = vm.slot;
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++)
|
|
if (ss->number == sentenceScript && ss->status != ssDead && ss->freezeCount == 0)
|
|
return;
|
|
}
|
|
|
|
if (!_sentenceNum || _sentence[_sentenceNum - 1].freezeCount)
|
|
return;
|
|
|
|
_sentenceNum--;
|
|
SentenceTab &st = _sentence[_sentenceNum];
|
|
|
|
if (_game.version < 7)
|
|
if (st.preposition && st.objectB == st.objectA)
|
|
return;
|
|
|
|
if (_game.version <= 2) {
|
|
VAR(VAR_ACTIVE_VERB) = st.verb;
|
|
VAR(VAR_ACTIVE_OBJECT1) = st.objectA;
|
|
VAR(VAR_ACTIVE_OBJECT2) = st.objectB;
|
|
VAR(VAR_VERB_ALLOWED) = (0 != getVerbEntrypoint(st.objectA, st.verb));
|
|
} else {
|
|
localParamList[0] = st.verb;
|
|
localParamList[1] = st.objectA;
|
|
localParamList[2] = st.objectB;
|
|
|
|
|
|
if (_game.id == GID_FT && !isValidActor(localParamList[1]) && !isValidActor(localParamList[2])) {
|
|
// WORKAROUND for bug #1407789. The buggy script clearly
|
|
// assumes that one of the two objects is an actor. If that's
|
|
// not the case, fall back on the default sentence script.
|
|
|
|
// FIXME: We do not yet have all necessary information, but the
|
|
// following is known:
|
|
//
|
|
// * The US PC version uses scripts 28 and 103 and has 456 scripts.
|
|
// * The French PC version uses scripts 29 and 104 and has 467 scripts.
|
|
// * The German Mac version uses scripts 29 and 104 and has 469 scripts.
|
|
// * The German, Italian, Portuguese and Spanish PC versions
|
|
// use script 29. The other script is not currently known.
|
|
// * The US Mac demo uses script 28.
|
|
//
|
|
// For now we assume that if there are more than 460 scripts, then
|
|
// the pair 29/104 is used, else the pair 28/103.
|
|
|
|
if (_res->_types[rtScript].size() > 460) {
|
|
if (sentenceScript == 104)
|
|
sentenceScript = 29;
|
|
} else {
|
|
if (sentenceScript == 103)
|
|
sentenceScript = 28;
|
|
}
|
|
}
|
|
}
|
|
_currentScript = 0xFF;
|
|
if (sentenceScript)
|
|
runScript(sentenceScript, 0, 0, localParamList);
|
|
}
|
|
|
|
void ScummEngine_v0::walkToActorOrObject(int object) {
|
|
int x, y, dir;
|
|
Actor_v0 *a = (Actor_v0 *)derefActor(VAR(VAR_EGO), "walkToObject");
|
|
|
|
_walkToObject = object;
|
|
_walkToObjectState = kWalkToObjectStateWalk;
|
|
|
|
if (OBJECT_V0_TYPE(object) == kObjectV0TypeActor) {
|
|
walkActorToActor(VAR(VAR_EGO), OBJECT_V0_ID(object), 4);
|
|
x = a->getRealPos().x;
|
|
y = a->getRealPos().y;
|
|
} else {
|
|
walkActorToObject(VAR(VAR_EGO), object);
|
|
getObjectXYPos(object, x, y, dir);
|
|
}
|
|
|
|
VAR(6) = x;
|
|
VAR(7) = y;
|
|
|
|
// actor must not move if frozen
|
|
if (a->_miscflags & kActorMiscFlagFreeze)
|
|
a->stopActorMoving();
|
|
}
|
|
|
|
bool ScummEngine_v0::checkPendingWalkAction() {
|
|
// before a sentence script is executed, it might be necessary to walk to
|
|
// and pickup objects before. Check if such an action is pending and handle
|
|
// it if available.
|
|
if (_walkToObjectState == kWalkToObjectStateDone)
|
|
return false;
|
|
|
|
int actor = VAR(VAR_EGO);
|
|
Actor_v0 *a = (Actor_v0 *)derefActor(actor, "checkPendingWalkAction");
|
|
|
|
// wait until walking or turning action is finished
|
|
if (a->_moving)
|
|
return true;
|
|
|
|
// after walking and turning finally execute the script
|
|
if (_walkToObjectState == kWalkToObjectStateTurn) {
|
|
runSentenceScript();
|
|
// change actor facing
|
|
} else {
|
|
int x, y, distX, distY;
|
|
if (objIsActor(_walkToObject)) {
|
|
Actor *b = derefActor(objToActor(_walkToObject), "checkPendingWalkAction(2)");
|
|
x = b->getRealPos().x;
|
|
y = b->getRealPos().y;
|
|
if (x < a->getRealPos().x)
|
|
x += 4;
|
|
else
|
|
x -= 4;
|
|
} else {
|
|
getObjectXYPos(_walkToObject, x, y);
|
|
}
|
|
AdjustBoxResult abr = a->adjustXYToBeInBox(x, y);
|
|
distX = ABS(a->getRealPos().x - abr.x);
|
|
distY = ABS(a->getRealPos().y - abr.y);
|
|
|
|
if (distX <= 4 && distY <= 8) {
|
|
if (objIsActor(_walkToObject)) { // walk to actor finished
|
|
// make actors turn to each other
|
|
a->faceToObject(_walkToObject);
|
|
int otherActor = objToActor(_walkToObject);
|
|
// ignore the plant
|
|
if (otherActor != 19) {
|
|
Actor *b = derefActor(otherActor, "checkPendingWalkAction(3)");
|
|
b->faceToObject(actorToObj(actor));
|
|
}
|
|
} else { // walk to object finished
|
|
int tmpX, tmpY, dir;
|
|
getObjectXYPos(_walkToObject, tmpX, tmpY, dir);
|
|
a->turnToDirection(dir);
|
|
}
|
|
_walkToObjectState = kWalkToObjectStateTurn;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
_walkToObjectState = kWalkToObjectStateDone;
|
|
return false;
|
|
}
|
|
|
|
void ScummEngine_v0::checkAndRunSentenceScript() {
|
|
if (checkPendingWalkAction())
|
|
return;
|
|
|
|
if (!_sentenceNum || _sentence[_sentenceNum - 1].freezeCount)
|
|
return;
|
|
|
|
SentenceTab &st = _sentence[_sentenceNum - 1];
|
|
|
|
if (st.preposition && st.objectB == st.objectA) {
|
|
_sentenceNum--;
|
|
return;
|
|
}
|
|
|
|
_currentScript = 0xFF;
|
|
|
|
assert(st.objectA);
|
|
|
|
// If two objects are involved, at least one must be in the actors inventory
|
|
if (st.objectB &&
|
|
(OBJECT_V0_TYPE(st.objectA) != kObjectV0TypeFG || _objectOwnerTable[st.objectA] != VAR(VAR_EGO)) &&
|
|
(OBJECT_V0_TYPE(st.objectB) != kObjectV0TypeFG || _objectOwnerTable[st.objectB] != VAR(VAR_EGO)))
|
|
{
|
|
if (getVerbEntrypoint(st.objectA, kVerbPickUp))
|
|
doSentence(kVerbPickUp, st.objectA, 0);
|
|
else if (getVerbEntrypoint(st.objectB, kVerbPickUp))
|
|
doSentence(kVerbPickUp, st.objectB, 0);
|
|
else
|
|
_sentenceNum--;
|
|
return;
|
|
}
|
|
|
|
_cmdVerb = st.verb;
|
|
_cmdObject = st.objectA;
|
|
_cmdObject2 = st.objectB;
|
|
_sentenceNum--;
|
|
|
|
// abort sentence execution if the number of nested scripts is too high.
|
|
// This might happen for instance if the sentence command depends on an
|
|
// object that the actor has to pick-up in a nested doSentence() call.
|
|
// If the actor is not able to pick-up the object (e.g. because it is not
|
|
// reachable or pickupable) a nested pick-up command is triggered again
|
|
// and again, so the actual sentence command will never be executed.
|
|
// In this case the sentence command has to be aborted.
|
|
_sentenceNestedCount++;
|
|
if (_sentenceNestedCount > 6) {
|
|
_sentenceNestedCount = 0;
|
|
_sentenceNum = 0;
|
|
return;
|
|
}
|
|
|
|
if (whereIsObject(st.objectA) != WIO_INVENTORY) {
|
|
if (_currentMode != kModeKeypad) {
|
|
walkToActorOrObject(st.objectA);
|
|
return;
|
|
}
|
|
} else if (st.objectB && whereIsObject(st.objectB) != WIO_INVENTORY) {
|
|
walkToActorOrObject(st.objectB);
|
|
return;
|
|
}
|
|
|
|
runSentenceScript();
|
|
if (_currentMode == kModeKeypad) {
|
|
_walkToObjectState = kWalkToObjectStateDone;
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v0::runSentenceScript() {
|
|
_redrawSentenceLine = true;
|
|
|
|
if (getVerbEntrypoint(_cmdObject, _cmdVerb) != 0) {
|
|
// do not read in the dark
|
|
if (!(_cmdVerb == kVerbRead && _currentLights == 0)) {
|
|
VAR(VAR_ACTIVE_OBJECT2) = OBJECT_V0_ID(_cmdObject2);
|
|
runObjectScript(_cmdObject, _cmdVerb, false, false, NULL);
|
|
return;
|
|
}
|
|
} else {
|
|
if (_cmdVerb == kVerbGive) {
|
|
// no "give to"-script: give to other kid or ignore
|
|
int actor = OBJECT_V0_ID(_cmdObject2);
|
|
if (actor < 8)
|
|
setOwnerOf(_cmdObject, actor);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (_cmdVerb != kVerbWalkTo) {
|
|
// perform verb's fallback action
|
|
VAR(VAR_ACTIVE_VERB) = _cmdVerb;
|
|
runScript(3, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::runInputScript(int clickArea, int val, int mode) {
|
|
int args[24];
|
|
int verbScript;
|
|
|
|
verbScript = 4;
|
|
VAR(VAR_CLICK_AREA) = clickArea;
|
|
switch (clickArea) {
|
|
case kVerbClickArea: // Verb clicked
|
|
VAR(VAR_CLICK_VERB) = val;
|
|
break;
|
|
case kInventoryClickArea: // Inventory clicked
|
|
VAR(VAR_CLICK_OBJECT) = val;
|
|
break;
|
|
}
|
|
|
|
memset(args, 0, sizeof(args));
|
|
args[0] = clickArea;
|
|
args[1] = val;
|
|
args[2] = mode;
|
|
|
|
if (verbScript)
|
|
runScript(verbScript, 0, 0, args);
|
|
}
|
|
|
|
void ScummEngine::runInputScript(int clickArea, int val, int mode) {
|
|
int args[24];
|
|
int verbScript;
|
|
|
|
verbScript = VAR(VAR_VERB_SCRIPT);
|
|
|
|
memset(args, 0, sizeof(args));
|
|
args[0] = clickArea;
|
|
args[1] = val;
|
|
args[2] = mode;
|
|
// All HE 72+ games but only some HE 71 games.
|
|
if (_game.heversion >= 71) {
|
|
args[3] = VAR(VAR_VIRT_MOUSE_X);
|
|
args[4] = VAR(VAR_VIRT_MOUSE_Y);
|
|
}
|
|
|
|
// Macintosh version of indy3ega used different interface, so adjust values.
|
|
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh) {
|
|
if (clickArea == kVerbClickArea && (val >= 101 && val <= 108)) {
|
|
if (val == 107) {
|
|
VAR(67) -= 2;
|
|
inventoryScriptIndy3Mac();
|
|
return;
|
|
} else if (val == 108) {
|
|
VAR(67) += 2;
|
|
inventoryScriptIndy3Mac();
|
|
return;
|
|
} else {
|
|
args[0] = kInventoryClickArea;
|
|
args[1] = VAR(82 + (val - 100));
|
|
}
|
|
}
|
|
|
|
// Clicks are handled differently in Indy3 mac: param 2 of the
|
|
// input script is set to 0 for normal clicks, and to 1 for double clicks.
|
|
// The EGA DOS version of Loom also checks that the second click happens
|
|
// close enough to the first one, but that seems like overkill.
|
|
uint32 time = _system->getMillis();
|
|
args[2] = (time < _lastInputScriptTime + 500); // 500 ms double click delay
|
|
_lastInputScriptTime = time;
|
|
} else if (_game.id == GID_LOOM && _game.platform == Common::kPlatformMacintosh) {
|
|
uint32 time = _system->getMillis();
|
|
VAR(52) = (time < _lastInputScriptTime + 500); // 500 ms double click delay
|
|
_lastInputScriptTime = time;
|
|
}
|
|
|
|
if (verbScript)
|
|
runScript(verbScript, 0, 0, args);
|
|
}
|
|
|
|
void ScummEngine::decreaseScriptDelay(int amount) {
|
|
ScriptSlot *ss = vm.slot;
|
|
int i;
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
|
|
if (ss->status == ssPaused) {
|
|
ss->delay -= amount;
|
|
if (ss->delay < 0) {
|
|
ss->status = ssRunning;
|
|
ss->delay = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ScummEngine::isScriptInUse(int script) const {
|
|
int i;
|
|
const ScriptSlot *ss = vm.slot;
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++)
|
|
if (ss->number == script)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
bool ScummEngine::isScriptRunning(int script) const {
|
|
int i;
|
|
const ScriptSlot *ss = vm.slot;
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++)
|
|
if (ss->number == script && (ss->where == WIO_GLOBAL || ss->where == WIO_LOCAL) && ss->status != ssDead)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
bool ScummEngine::isRoomScriptRunning(int script) const {
|
|
int i;
|
|
const ScriptSlot *ss = vm.slot;
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++)
|
|
if (ss->number == script && ss->where == WIO_ROOM && ss->status != ssDead)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
void ScummEngine::copyScriptString(byte *dst) {
|
|
int len = resStrLen(_scriptPointer) + 1;
|
|
memcpy(dst, _scriptPointer, len);
|
|
_scriptPointer += len;
|
|
dst += len;
|
|
*dst = 0;
|
|
}
|
|
|
|
/**
|
|
* Given a pointer to a Scumm string, this function returns the total
|
|
* byte length of the string data in that resource. To do so it has to
|
|
* understand certain special characters embedded into the string. The
|
|
* reason for this function is that sometimes this embedded data
|
|
* contains zero bytes, thus we can't just use strlen.
|
|
*/
|
|
int ScummEngine::resStrLen(const byte *src) {
|
|
int num = 0;
|
|
byte chr;
|
|
if (src == NULL) {
|
|
refreshScriptPointer();
|
|
src = _scriptPointer;
|
|
}
|
|
while ((chr = *src++) != 0) {
|
|
num++;
|
|
if (_game.heversion <= 71 && chr == 0xFF) {
|
|
chr = *src++;
|
|
num++;
|
|
|
|
// WORKAROUND for bug #985948, a script bug in Indy3. See also
|
|
// the corresponding code in ScummEngine::convertMessageToString().
|
|
if (_game.id == GID_INDY3 && chr == 0x2E) {
|
|
continue;
|
|
}
|
|
|
|
if (chr != 1 && chr != 2 && chr != 3 && chr != 8) {
|
|
if (_game.version == 8) {
|
|
src += 4;
|
|
num += 4;
|
|
} else {
|
|
src += 2;
|
|
num += 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return num;
|
|
}
|
|
|
|
void ScummEngine::beginCutscene(int *args) {
|
|
int scr = _currentScript;
|
|
vm.slot[scr].cutsceneOverride++;
|
|
|
|
++vm.cutSceneStackPointer;
|
|
if (vm.cutSceneStackPointer >= kMaxCutsceneNum)
|
|
error("Cutscene stack overflow");
|
|
|
|
vm.cutSceneData[vm.cutSceneStackPointer] = args[0];
|
|
vm.cutSceneScript[vm.cutSceneStackPointer] = 0;
|
|
vm.cutScenePtr[vm.cutSceneStackPointer] = 0;
|
|
|
|
vm.cutSceneScriptIndex = scr;
|
|
if (VAR(VAR_CUTSCENE_START_SCRIPT))
|
|
runScript(VAR(VAR_CUTSCENE_START_SCRIPT), 0, 0, args);
|
|
vm.cutSceneScriptIndex = 0xFF;
|
|
}
|
|
|
|
void ScummEngine::endCutscene() {
|
|
ScriptSlot *ss = &vm.slot[_currentScript];
|
|
int args[16];
|
|
|
|
if (ss->cutsceneOverride > 0) // Only terminate if active
|
|
ss->cutsceneOverride--;
|
|
|
|
memset(args, 0, sizeof(args));
|
|
args[0] = vm.cutSceneData[vm.cutSceneStackPointer];
|
|
|
|
VAR(VAR_OVERRIDE) = 0;
|
|
|
|
if (vm.cutScenePtr[vm.cutSceneStackPointer] && (ss->cutsceneOverride > 0)) // Only terminate if active
|
|
ss->cutsceneOverride--;
|
|
|
|
vm.cutSceneScript[vm.cutSceneStackPointer] = 0;
|
|
vm.cutScenePtr[vm.cutSceneStackPointer] = 0;
|
|
|
|
if (0 == vm.cutSceneStackPointer)
|
|
error("Cutscene stack underflow");
|
|
vm.cutSceneStackPointer--;
|
|
|
|
if (VAR(VAR_CUTSCENE_END_SCRIPT))
|
|
runScript(VAR(VAR_CUTSCENE_END_SCRIPT), 0, 0, args);
|
|
}
|
|
|
|
void ScummEngine::abortCutscene() {
|
|
const int idx = vm.cutSceneStackPointer;
|
|
assert(0 <= idx && idx < kMaxCutsceneNum);
|
|
|
|
uint32 offs = vm.cutScenePtr[idx];
|
|
if (offs) {
|
|
ScriptSlot *ss = &vm.slot[vm.cutSceneScript[idx]];
|
|
ss->offs = offs;
|
|
ss->status = ssRunning;
|
|
ss->freezeCount = 0;
|
|
|
|
if (ss->cutsceneOverride > 0)
|
|
ss->cutsceneOverride--;
|
|
|
|
VAR(VAR_OVERRIDE) = 1;
|
|
vm.cutScenePtr[idx] = 0;
|
|
}
|
|
}
|
|
|
|
void ScummEngine::beginOverride() {
|
|
const int idx = vm.cutSceneStackPointer;
|
|
assert(0 <= idx && idx < kMaxCutsceneNum);
|
|
|
|
vm.cutScenePtr[idx] = _scriptPointer - _scriptOrgPointer;
|
|
vm.cutSceneScript[idx] = _currentScript;
|
|
|
|
// Skip the jump instruction following the override instruction
|
|
// (the jump is responsible for "skipping" cutscenes, and the reason
|
|
// why we record the current script position in vm.cutScenePtr).
|
|
fetchScriptByte();
|
|
fetchScriptWord();
|
|
|
|
if (_game.version >= 5)
|
|
VAR(VAR_OVERRIDE) = 0;
|
|
}
|
|
|
|
void ScummEngine::endOverride() {
|
|
const int idx = vm.cutSceneStackPointer;
|
|
assert(0 <= idx && idx < kMaxCutsceneNum);
|
|
|
|
vm.cutScenePtr[idx] = 0;
|
|
vm.cutSceneScript[idx] = 0;
|
|
|
|
if (_game.version >= 4)
|
|
VAR(VAR_OVERRIDE) = 0;
|
|
}
|
|
|
|
} // End of namespace Scumm
|