scummvm/engines/scumm/script_v8.cpp
Orgad Shaneh c8fc484c37 SCUMM: Fix X-range of selection for Hebrew on scumm<7
curRect.left is assigned in the script, and it is not modified. right is
assigned with the screen width - original left.

This results in bad highlighting of the verbs all over the line width,
instead of being limited to the actual string.

Due to that, sometimes the selection range of the up/down arrows overlaps
with some of the verbs, and then these verbs cannot be selected.

Solve by storing the original left value, and using it as initial x
position for the string (the actual right-to-left manipulation is done in
drawString()), and modify the value of curRect.left to match the string
that was actually drawn.

This bug is similar to the one that was fixed in 58e921eb87, but the
solution that was done there for v7 and v8 cannot work here, because the
string logic is much more complicated.
2021-04-26 21:26:41 +03:00

1362 lines
34 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/config-manager.h"
#include "common/system.h"
#include "scumm/actor.h"
#include "scumm/akos.h"
#include "scumm/charset.h"
#include "scumm/file.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/scumm_v8.h"
#include "scumm/sound.h"
#include "scumm/util.h"
#include "scumm/verbs.h"
#include "scumm/smush/smush_player.h"
#include "audio/mixer.h"
namespace Scumm {
#define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v8, x)
void ScummEngine_v8::setupOpcodes() {
/* 00 */
OPCODE(0x01, o6_pushWord);
OPCODE(0x02, o6_pushWordVar);
OPCODE(0x03, o6_wordArrayRead);
/* 04 */
OPCODE(0x04, o6_wordArrayIndexedRead);
OPCODE(0x05, o6_dup);
OPCODE(0x06, o6_pop);
OPCODE(0x07, o6_not);
/* 08 */
OPCODE(0x08, o6_eq);
OPCODE(0x09, o6_neq);
OPCODE(0x0a, o6_gt);
OPCODE(0x0b, o6_lt);
/* 0C */
OPCODE(0x0c, o6_le);
OPCODE(0x0d, o6_ge);
OPCODE(0x0e, o6_add);
OPCODE(0x0f, o6_sub);
/* 10 */
OPCODE(0x10, o6_mul);
OPCODE(0x11, o6_div);
OPCODE(0x12, o6_land);
OPCODE(0x13, o6_lor);
/* 14 */
OPCODE(0x14, o6_band);
OPCODE(0x15, o6_bor);
OPCODE(0x16, o8_mod);
/* 18 */
/* 1C */
/* 20 */
/* 24 */
/* 28 */
/* 2C */
/* 30 */
/* 34 */
/* 38 */
/* 3C */
/* 40 */
/* 44 */
/* 48 */
/* 4C */
/* 50 */
/* 54 */
/* 58 */
/* 5C */
/* 60 */
/* 64 */
OPCODE(0x64, o6_if);
OPCODE(0x65, o6_ifNot);
OPCODE(0x66, o6_jump);
OPCODE(0x67, o6_breakHere);
/* 68 */
OPCODE(0x68, o6_delayFrames);
OPCODE(0x69, o8_wait);
OPCODE(0x6a, o6_delay);
OPCODE(0x6b, o6_delaySeconds);
/* 6C */
OPCODE(0x6c, o6_delayMinutes);
OPCODE(0x6d, o6_writeWordVar);
OPCODE(0x6e, o6_wordVarInc);
OPCODE(0x6f, o6_wordVarDec);
/* 70 */
OPCODE(0x70, o8_dimArray);
OPCODE(0x71, o6_wordArrayWrite);
OPCODE(0x72, o6_wordArrayInc);
OPCODE(0x73, o6_wordArrayDec);
/* 74 */
OPCODE(0x74, o8_dim2dimArray);
OPCODE(0x75, o6_wordArrayIndexedWrite);
OPCODE(0x76, o8_arrayOps);
/* 78 */
OPCODE(0x79, o6_startScript);
OPCODE(0x7a, o6_startScriptQuick);
OPCODE(0x7b, o6_stopObjectCode);
/* 7C */
OPCODE(0x7c, o6_stopScript);
OPCODE(0x7d, o6_jumpToScript);
OPCODE(0x7e, o6_dummy); // O_RETURN boils down to a NOP
OPCODE(0x7f, o6_startObject);
/* 80 */
OPCODE(0x80, o6_stopObjectScript);
OPCODE(0x81, o6_cutscene);
OPCODE(0x82, o6_endCutscene);
OPCODE(0x83, o6_freezeUnfreeze);
/* 84 */
OPCODE(0x84, o6_beginOverride);
OPCODE(0x85, o6_endOverride);
OPCODE(0x86, o6_stopSentence);
/* 88 */
OPCODE(0x89, o6_setClass);
OPCODE(0x8a, o6_setState);
OPCODE(0x8b, o6_setOwner);
/* 8C */
OPCODE(0x8c, o6_panCameraTo);
OPCODE(0x8d, o6_actorFollowCamera);
OPCODE(0x8e, o6_setCameraAt);
OPCODE(0x8f, o6_printActor);
/* 90 */
OPCODE(0x90, o6_printEgo);
OPCODE(0x91, o6_talkActor);
OPCODE(0x92, o6_talkEgo);
OPCODE(0x93, o6_printLine);
/* 94 */
OPCODE(0x94, o6_printText);
OPCODE(0x95, o6_printDebug);
OPCODE(0x96, o6_printSystem);
OPCODE(0x97, o8_blastText);
/* 98 */
OPCODE(0x98, o8_drawObject);
/* 9C */
OPCODE(0x9c, o8_cursorCommand);
OPCODE(0x9d, o6_loadRoom);
OPCODE(0x9e, o6_loadRoomWithEgo);
OPCODE(0x9f, o6_walkActorToObj);
/* A0 */
OPCODE(0xa0, o6_walkActorTo);
OPCODE(0xa1, o6_putActorAtXY);
OPCODE(0xa2, o6_putActorAtObject);
OPCODE(0xa3, o6_faceActor);
/* A4 */
OPCODE(0xa4, o6_animateActor);
OPCODE(0xa5, o6_doSentence);
OPCODE(0xa6, o6_pickupObject);
OPCODE(0xa7, o6_setBoxFlags);
/* A8 */
OPCODE(0xa8, o6_createBoxMatrix);
OPCODE(0xaa, o8_resourceRoutines);
OPCODE(0xab, o8_roomOps);
/* AC */
OPCODE(0xac, o8_actorOps);
OPCODE(0xad, o8_cameraOps);
OPCODE(0xae, o8_verbOps);
OPCODE(0xaf, o6_startSound);
/* B0 */
OPCODE(0xb0, o6_startMusic);
OPCODE(0xb1, o6_stopSound);
OPCODE(0xb2, o6_soundKludge);
OPCODE(0xb3, o8_systemOps);
/* B4 */
OPCODE(0xb4, o6_saveRestoreVerbs);
OPCODE(0xb5, o6_setObjectName);
OPCODE(0xb6, o6_getDateTime);
OPCODE(0xb7, o6_drawBox);
/* B8 */
OPCODE(0xb9, o8_startVideo);
OPCODE(0xba, o8_kernelSetFunctions);
/* BC */
/* C0 */
/* C4 */
/* C8 */
OPCODE(0xc8, o6_startScriptQuick2);
OPCODE(0xc9, o6_startObjectQuick);
OPCODE(0xca, o6_pickOneOf);
OPCODE(0xcb, o6_pickOneOfDefault);
/* CC */
OPCODE(0xcd, o6_isAnyOf);
OPCODE(0xce, o6_getRandomNumber);
OPCODE(0xcf, o6_getRandomNumberRange);
/* D0 */
OPCODE(0xd0, o6_ifClassOfIs);
OPCODE(0xd1, o6_getState);
OPCODE(0xd2, o6_getOwner);
OPCODE(0xd3, o6_isScriptRunning);
/* D4 */
OPCODE(0xd5, o6_isSoundRunning);
OPCODE(0xd6, o6_abs);
/* D8 */
OPCODE(0xd8, o8_kernelGetFunctions);
OPCODE(0xd9, o6_isActorInBox);
OPCODE(0xda, o6_getVerbEntrypoint);
OPCODE(0xdb, o6_getActorFromXY);
/* DC */
OPCODE(0xdc, o6_findObject);
OPCODE(0xdd, o6_getVerbFromXY);
OPCODE(0xdf, o6_findInventory);
/* E0 */
OPCODE(0xe0, o6_getInventoryCount);
OPCODE(0xe1, o6_getAnimateVariable);
OPCODE(0xe2, o6_getActorRoom);
OPCODE(0xe3, o6_getActorWalkBox);
/* E4 */
OPCODE(0xe4, o6_getActorMoving);
OPCODE(0xe5, o6_getActorCostume);
OPCODE(0xe6, o6_getActorScaleX);
OPCODE(0xe7, o6_getActorLayer);
/* E8 */
OPCODE(0xe8, o6_getActorElevation);
OPCODE(0xe9, o6_getActorWidth);
OPCODE(0xea, o6_getObjectNewDir);
OPCODE(0xeb, o6_getObjectX);
/* EC */
OPCODE(0xec, o6_getObjectY);
OPCODE(0xed, o8_getActorChore);
OPCODE(0xee, o6_distObjectObject);
OPCODE(0xef, o6_distPtPt);
/* F0 */
OPCODE(0xf0, o8_getObjectImageX);
OPCODE(0xf1, o8_getObjectImageY);
OPCODE(0xf2, o8_getObjectImageWidth);
OPCODE(0xf3, o8_getObjectImageHeight);
/* F4 */
OPCODE(0xf6, o8_getStringWidth);
OPCODE(0xf7, o8_getActorZPlane);
/* F8 */
/* FC */
}
// In V8, the word size is 4 byte, not 2 bytes as in V6/V7 games
uint ScummEngine_v8::fetchScriptWord() {
return fetchScriptDWord();
}
int ScummEngine_v8::fetchScriptWordSigned() {
return (int32)fetchScriptDWordSigned();
}
int ScummEngine_v8::readVar(uint var) {
debugC(DEBUG_VARS, "readvar(%d)", var);
if (!(var & 0xF0000000)) {
assertRange(0, var, _numVariables - 1, "variable");
return _scummVars[var];
}
if (var & 0x80000000) {
var &= 0x7FFFFFFF;
assertRange(0, var, _numBitVariables - 1, "bit variable (reading)");
return (_bitVars[var >> 3] & (1 << (var & 7))) ? 1 : 0;
}
if (var & 0x40000000) {
var &= 0xFFFFFFF;
assertRange(0, var, 25, "local variable (reading)");
return vm.localvar[_currentScript][var];
}
error("Illegal varbits (r)");
return -1;
}
void ScummEngine_v8::writeVar(uint var, int value) {
debugC(DEBUG_VARS, "writeVar(%d, %d)", var, value);
if (!(var & 0xF0000000)) {
assertRange(0, var, _numVariables - 1, "variable (writing)");
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 #4008.
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)
debugC(DEBUG_VARS, "vars[%d] = %d (via script-%d)", var, value, vm.slot[_currentScript].number);
else
debugC(DEBUG_VARS, "vars[%d] = %d (via room-%d-%d)", var, value, _currentRoom, vm.slot[_currentScript].number);
}
return;
}
if (var & 0x80000000) {
var &= 0x7FFFFFFF;
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 & 0x40000000) {
var &= 0xFFFFFFF;
assertRange(0, var, 25, "local variable (writing)");
vm.localvar[_currentScript][var] = value;
return;
}
error("Illegal varbits (w)");
}
void ScummEngine_v8::decodeParseString(int m, int n) {
byte b = fetchScriptByte();
switch (b) {
case 0xC8: // SO_PRINT_BASEOP
_string[m].loadDefault();
if (n)
_actorToPrintStrFor = pop();
break;
case 0xC9: // SO_PRINT_END
_string[m].saveDefault();
break;
case 0xCA: // SO_PRINT_AT
_string[m].ypos = pop();
_string[m].xpos = pop();
_string[m].overhead = false;
break;
case 0xCB: // SO_PRINT_COLOR
_string[m].color = pop();
break;
case 0xCC: // SO_PRINT_CENTER
_string[m].center = true;
_string[m].overhead = false;
break;
case 0xCD: // SO_PRINT_CHARSET Set print character set
_string[m].charset = pop();
break;
case 0xCE: // SO_PRINT_LEFT
_string[m].wrapping = false;
_string[m].overhead = false;
break;
case 0xCF: // SO_PRINT_OVERHEAD
_string[m].overhead = true;
_string[m].no_talk_anim = false;
break;
case 0xD0: // SO_PRINT_MUMBLE
_string[m].no_talk_anim = true;
break;
case 0xD1: // SO_PRINT_STRING
printString(m, _scriptPointer);
_scriptPointer += resStrLen(_scriptPointer) + 1;
break;
case 0xD2: // SO_PRINT_WRAP Set print wordwrap
_string[m].wrapping = true;
_string[m].overhead = false;
break;
default:
error("decodeParseString: default case 0x%x", b);
}
}
void ScummEngine_v8::readArrayFromIndexFile() {
int num;
int a, b;
while ((num = _fileHandle->readUint32LE()) != 0) {
a = _fileHandle->readUint32LE();
b = _fileHandle->readUint32LE();
if (b != 0)
defineArray(num, kIntArray, b, a);
else
defineArray(num, kIntArray, a, b);
}
}
void ScummEngine_v8::o8_mod() {
int a = pop();
push(pop() % a);
}
void ScummEngine_v8::o8_wait() {
int actnum;
int offs = -2;
Actor *a;
byte subOp = fetchScriptByte();
switch (subOp) {
case 0x1E: // SO_WAIT_FOR_ACTOR Wait for actor (to finish current action?)
offs = fetchScriptWordSigned();
actnum = pop();
a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_ACTOR");
if (a->isInCurrentRoom() && a->_moving)
break;
return;
case 0x1F: // SO_WAIT_FOR_MESSAGE Wait for message
if (VAR(VAR_HAVE_MSG))
break;
return;
case 0x20: // SO_WAIT_FOR_CAMERA Wait for camera (to finish current action?)
if (camera._dest != camera._cur)
break;
return;
case 0x21: // SO_WAIT_FOR_SENTENCE
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
break;
}
if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
break;
case 0x22: // SO_WAIT_FOR_ANIMATION
offs = fetchScriptWordSigned();
actnum = pop();
a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_ANIMATION");
if (a->isInCurrentRoom() && a->_needRedraw)
break;
return;
case 0x23: // SO_WAIT_FOR_TURN
offs = fetchScriptWordSigned();
actnum = pop();
a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_TURN");
if (a->isInCurrentRoom() && a->_moving & MF_TURN)
break;
return;
default:
error("o8_wait: default case 0x%x", subOp);
}
_scriptPointer += offs;
o6_breakHere();
}
void ScummEngine_v8::o8_dimArray() {
byte subOp = fetchScriptByte();
int array = fetchScriptWord();
switch (subOp) {
case 0x0A: // SO_ARRAY_SCUMMVAR
defineArray(array, kIntArray, 0, pop());
break;
case 0x0B: // SO_ARRAY_STRING
defineArray(array, kStringArray, 0, pop());
break;
case 0x0C: // SO_ARRAY_UNDIM
nukeArray(array);
break;
default:
error("o8_dimArray: default case 0x%x", subOp);
}
}
void ScummEngine_v8::o8_dim2dimArray() {
byte subOp = fetchScriptByte();
int array = fetchScriptWord(), a, b;
switch (subOp) {
case 0x0A: // SO_ARRAY_SCUMMVAR
b = pop();
a = pop();
defineArray(array, kIntArray, a, b);
break;
case 0x0B: // SO_ARRAY_STRING
b = pop();
a = pop();
defineArray(array, kStringArray, a, b);
break;
case 0x0C: // SO_ARRAY_UNDIM
nukeArray(array);
break;
default:
error("o8_dim2dimArray: default case 0x%x", subOp);
}
}
void ScummEngine_v8::o8_arrayOps() {
byte subOp = fetchScriptByte();
int array = fetchScriptWord();
int b, c, d, len;
byte *data;
int list[128];
switch (subOp) {
case 0x14: // SO_ASSIGN_STRING
b = pop();
len = resStrLen(_scriptPointer);
data = defineArray(array, kStringArray, 0, len + 1);
copyScriptString(data + b);
break;
case 0x15: // SO_ASSIGN_SCUMMVAR_LIST
b = pop();
len = getStackList(list, ARRAYSIZE(list));
d = readVar(array);
if (d == 0) {
defineArray(array, kIntArray, 0, b + len);
}
while (--len >= 0) {
writeArray(array, 0, b + len, list[len]);
}
break;
case 0x16: // SO_ASSIGN_2DIM_LIST
b = pop();
len = getStackList(list, ARRAYSIZE(list));
d = readVar(array);
if (d == 0)
error("Must DIM a two dimensional array before assigning");
c = pop();
while (--len >= 0) {
writeArray(array, c, b + len, list[len]);
}
break;
default:
error("o8_arrayOps: default case 0x%x (array %d)", subOp, array);
}
}
void ScummEngine_v8::o8_blastText() {
// Original V8 interpreter uses StringSlot 2 for o_blastText and 4 for o_printDebug.
// Since slot 2 is already mapped to printDebug for V6 (see ScummEngine::printString()),
// we just "swap" the slots, and use slot 4 here.
decodeParseString(4, 0);
}
void ScummEngine_v8::o8_cursorCommand() {
byte subOp = fetchScriptByte();
int a;
int args[4];
switch (subOp) {
case 0xDC: // SO_CURSOR_ON Turn cursor on
_cursor.state = 1;
verbMouseOver(0);
break;
case 0xDD: // SO_CURSOR_OFF Turn cursor off
_cursor.state = 0;
verbMouseOver(0);
break;
case 0xDE: // SO_CURSOR_SOFT_ON Turn soft cursor on
_cursor.state++;
verbMouseOver(0);
break;
case 0xDF: // SO_CURSOR_SOFT_OFF Turn soft cursor off
_cursor.state--;
verbMouseOver(0);
break;
case 0xE0: // SO_USERPUT_ON
_userPut = 1;
break;
case 0xE1: // SO_USERPUT_OFF
_userPut = 0;
break;
case 0xE2: // SO_USERPUT_SOFT_ON
_userPut++;
break;
case 0xE3: // SO_USERPUT_SOFT_OFF
_userPut--;
break;
case 0xE4: // SO_CURSOR_IMAGE Set cursor image
{
int idx = pop();
int room, obj;
obj = popRoomAndObj(&room);
setCursorFromImg(obj, room, idx);
}
break;
case 0xE5: // SO_CURSOR_HOTSPOT Set cursor hotspot
a = pop();
setCursorHotspot(pop(), a);
break;
case 0xE6: // SO_CURSOR_TRANSPARENT Set cursor transparent color
setCursorTransparency(pop());
break;
case 0xE7: // SO_CHARSET_SET
_string[0]._default.charset = pop();
break;
case 0xE8: // SO_CHARSET_COLOR
getStackList(args, ARRAYSIZE(args));
// This opcode does nothing (confirmed with disasm)
break;
case 0xE9: // SO_CURSOR_PUT
{
int y = pop();
int x = pop();
_system->warpMouse(x, y);
}
break;
default:
error("o8_cursorCommand: default case 0x%x", subOp);
}
VAR(VAR_CURSORSTATE) = _cursor.state;
VAR(VAR_USERPUT) = _userPut;
}
void ScummEngine_v8::o8_resourceRoutines() {
byte subOp = fetchScriptByte();
int resid = pop();
switch (subOp) {
case 0x3C: // Dummy case
break;
case 0x3D: // SO_HEAP_LOAD_COSTUME Load costume to heap
ensureResourceLoaded(rtCostume, resid);
break;
case 0x3E: // SO_HEAP_LOAD_OBJECT Load object to heap
{
int room = getObjectRoom(resid);
loadFlObject(resid, room);
}
break;
case 0x3F: // SO_HEAP_LOAD_ROOM Load room to heap
ensureResourceLoaded(rtRoom, resid);
break;
case 0x40: // SO_HEAP_LOAD_SCRIPT Load script to heap
ensureResourceLoaded(rtScript, resid);
break;
case 0x41: // SO_HEAP_LOAD_SOUND Load sound to heap
ensureResourceLoaded(rtSound, resid);
break;
case 0x42: // SO_HEAP_LOCK_COSTUME Lock costume in heap
_res->lock(rtCostume, resid);
break;
case 0x43: // SO_HEAP_LOCK_ROOM Lock room in heap
_res->lock(rtRoom, resid);
break;
case 0x44: // SO_HEAP_LOCK_SCRIPT Lock script in heap
_res->lock(rtScript, resid);
break;
case 0x45: // SO_HEAP_LOCK_SOUND Lock sound in heap
_res->lock(rtSound, resid);
break;
case 0x46: // SO_HEAP_UNLOCK_COSTUME Unlock costume
_res->unlock(rtCostume, resid);
break;
case 0x47: // SO_HEAP_UNLOCK_ROOM Unlock room
_res->unlock(rtRoom, resid);
break;
case 0x48: // SO_HEAP_UNLOCK_SCRIPT Unlock script
_res->unlock(rtScript, resid);
break;
case 0x49: // SO_HEAP_UNLOCK_SOUND Unlock sound
_res->unlock(rtSound, resid);
break;
case 0x4A: // SO_HEAP_NUKE_COSTUME Remove costume from heap
_res->setResourceCounter(rtCostume, resid, 0x7F);
break;
case 0x4B: // SO_HEAP_NUKE_ROOM Remove room from heap
_res->setResourceCounter(rtRoom, resid, 0x7F);
break;
case 0x4C: // SO_HEAP_NUKE_SCRIPT Remove script from heap
_res->setResourceCounter(rtScript, resid, 0x7F);
break;
case 0x4D: // SO_HEAP_NUKE_SOUND Remove sound from heap
_res->setResourceCounter(rtSound, resid, 0x7F);
break;
default:
error("o8_resourceRoutines: default case 0x%x", subOp);
}
}
void ScummEngine_v8::o8_roomOps() {
byte subOp = fetchScriptByte();
int a, b, c, d, e;
switch (subOp) {
case 0x52: // SO_ROOM_PALETTE Set room palette
d = pop();
c = pop();
b = pop();
a = pop();
setPalColor(d, a, b, c);
break;
case 0x57: // SO_ROOM_FADE Fade room
a = pop();
if (a) {
_switchRoomEffect = (byte)(a);
_switchRoomEffect2 = (byte)(a >> 8);
} else {
fadeIn(_newEffect);
}
break;
case 0x58: // SO_ROOM_RGB_INTENSITY Set room color intensity
e = pop();
d = pop();
c = pop();
b = pop();
a = pop();
darkenPalette(a, b, c, d, e);
break;
case 0x59: // SO_ROOM_TRANSFORM Transform room
d = pop();
c = pop();
b = pop();
a = pop();
palManipulateInit(a, b, c, d);
break;
case 0x5C: // SO_ROOM_NEW_PALETTE New palette
a = pop();
setCurrentPalette(a);
break;
case 0x5D: // SO_ROOM_SAVE_GAME Save game
_saveSound = 0;
_saveTemporaryState = true;
_saveLoadSlot = 1;
_saveLoadFlag = 1;
break;
case 0x5E: // SO_ROOM_LOAD_GAME Load game
_saveSound = pop();
if (!_saveLoadFlag) {
_saveTemporaryState = true;
_saveLoadSlot = 1;
_saveLoadFlag = 2;
}
break;
case 0x5F: // SO_ROOM_SATURATION Set saturation of room colors
e = pop();
d = pop();
c = pop();
b = pop();
a = pop();
desaturatePalette(a, b, c, d, e);
break;
default:
error("o8_roomOps: default case 0x%x", subOp);
}
}
void ScummEngine_v8::o8_actorOps() {
byte subOp = fetchScriptByte();
Actor *a;
int i, j;
if (subOp == 0x7A) {
_curActor = pop();
return;
}
a = derefActorSafe(_curActor, "o8_actorOps");
if (!a)
return;
switch (subOp) {
case 0x64: // SO_ACTOR_COSTUME Set actor costume
a->setActorCostume(pop());
break;
case 0x65: // SO_ACTOR_STEP_DIST Set actor width of steps
j = pop();
i = pop();
a->setActorWalkSpeed(i, j);
break;
case 0x67: // SO_ACTOR_ANIMATION_DEFAULT Set actor animation to default
a->_initFrame = 1;
a->_walkFrame = 2;
a->_standFrame = 3;
a->_talkStartFrame = 4;
a->_talkStopFrame = 5;
break;
case 0x68: // SO_ACTOR_ANIMATION_INIT Initialize animation
a->_initFrame = pop();
break;
case 0x69: // SO_ACTOR_ANIMATION_TALK Set actor animation to talk animation
a->_talkStopFrame = pop();
a->_talkStartFrame = pop();
break;
case 0x6A: // SO_ACTOR_ANIMATION_WALK Set actor animation to walk animation
a->_walkFrame = pop();
break;
case 0x6B: // SO_ACTOR_ANIMATION_STAND Set actor animation to standing animation
a->_standFrame = pop();
break;
case 0x6C: // SO_ACTOR_ANIMATION_SPEED Set speed of animation
a->setAnimSpeed(pop());
break;
case 0x6D: // SO_ACTOR_DEFAULT
a->initActor(0);
break;
case 0x6E: // SO_ACTOR_ELEVATION
a->setElevation(pop());
break;
case 0x6F: // SO_ACTOR_PALETTE Set actor palette
j = pop();
i = pop();
assertRange(0, i, 31, "o8_actorOps: palette slot");
a->setPalette(i, j);
break;
case 0x70: // SO_ACTOR_TALK_COLOR Set actor talk color
a->_talkColor = pop();
break;
case 0x71: // SO_ACTOR_NAME Set name of actor
loadPtrToResource(rtActorName, a->_number, NULL);
break;
case 0x72: // SO_ACTOR_WIDTH Set width of actor
a->_width = pop();
break;
case 0x73: // SO_ACTOR_SCALE Set scaling of actor
i = pop();
a->setScale(i, i);
break;
case 0x74: // SO_ACTOR_NEVER_ZCLIP
a->_forceClip = 0;
break;
case 0x75: // SO_ACTOR_ALWAYS_ZCLIP
a->_forceClip = pop();
// V8 uses 255 where we used to use 100
if (a->_forceClip == 255)
a->_forceClip = 100;
break;
case 0x76: // SO_ACTOR_IGNORE_BOXES Make actor ignore boxes
a->_ignoreBoxes = true;
a->_forceClip = 100;
if (a->isInCurrentRoom())
a->putActor();
break;
case 0x77: // SO_ACTOR_FOLLOW_BOXES Make actor follow boxes
a->_ignoreBoxes = false;
a->_forceClip = 100;
if (a->isInCurrentRoom())
a->putActor();
break;
case 0x78: // SO_ACTOR_SPECIAL_DRAW
a->_shadowMode = pop();
break;
case 0x79: // SO_ACTOR_TEXT_OFFSET Set text offset relative to actor
a->_talkPosY = pop();
a->_talkPosX = pop();
break;
// case 0x7A: // SO_ACTOR_INIT Set current actor (handled above)
case 0x7B: // SO_ACTOR_VARIABLE Set actor variable
i = pop();
a->setAnimVar(pop(), i);
break;
case 0x7C: // SO_ACTOR_IGNORE_TURNS_ON Make actor ignore turns
a->_ignoreTurns = true;
break;
case 0x7D: // SO_ACTOR_IGNORE_TURNS_OFF Make actor follow turns
a->_ignoreTurns = false;
break;
case 0x7E: // SO_ACTOR_NEW New actor
a->initActor(2);
break;
case 0x7F: // SO_ACTOR_DEPTH Set actor Z position
a->_layer = pop();
break;
case 0x80: // SO_ACTOR_STOP
a->stopActorMoving();
a->startAnimActor(a->_standFrame);
break;
case 0x81: // SO_ACTOR_FACE Make actor face angle
a->_moving &= ~MF_TURN;
a->setDirection(pop());
break;
case 0x82: // SO_ACTOR_TURN Turn actor
a->turnToDirection(pop());
break;
case 0x83: // SO_ACTOR_WALK_SCRIPT Set walk script for actor?
a->_walkScript = pop();
break;
case 0x84: // SO_ACTOR_TALK_SCRIPT Set talk script for actor?
a->_talkScript = pop();
break;
case 0x85: // SO_ACTOR_WALK_PAUSE
a->_moving |= MF_FROZEN;
break;
case 0x86: // SO_ACTOR_WALK_RESUME
a->_moving &= ~MF_FROZEN;
break;
case 0x87: // SO_ACTOR_VOLUME Set volume of actor speech
a->_talkVolume = pop();
break;
case 0x88: // SO_ACTOR_FREQUENCY Set frequency of actor speech
a->_talkFrequency = pop();
break;
case 0x89: // SO_ACTOR_PAN
a->_talkPan = pop();
break;
default:
error("o8_actorOps: default case 0x%x", subOp);
}
}
void ScummEngine_v8::o8_cameraOps() {
byte subOp = fetchScriptByte();
switch (subOp) {
case 0x32: // SO_CAMERA_PAUSE
//debug(0, "freezeCamera NYI");
break;
case 0x33: // SO_CAMERA_RESUME
//debug(0, "unfreezeCamera NYI");
break;
default:
error("o8_cameraOps: default case 0x%x", subOp);
}
}
void ScummEngine_v8::o8_verbOps() {
byte subOp = fetchScriptByte();
VerbSlot *vs = NULL;
int slot, a, b;
if (subOp == 0x96) {
_curVerb = pop();
_curVerbSlot = getVerbSlot(_curVerb, 0);
assertRange(0, _curVerbSlot, _numVerbs - 1, "new verb slot");
return;
}
assert(0 <= _curVerbSlot && _curVerbSlot < _numVerbs);
vs = &_verbs[_curVerbSlot];
assert(vs);
switch (subOp) {
case 0x96: // SO_VERB_INIT Choose verb number for editing
// handled above!
break;
case 0x97: // SO_VERB_NEW New verb
if (_curVerbSlot == 0) {
for (slot = 1; slot < _numVerbs; slot++) {
if (_verbs[slot].verbid == 0)
break;
}
if (slot >= _numVerbs) {
error("Too many verbs");
}
_curVerbSlot = slot;
}
vs = &_verbs[_curVerbSlot];
vs->verbid = _curVerb;
vs->color = 2;
vs->hicolor = 0;
vs->dimcolor = 8;
vs->type = kTextVerbType;
vs->charset_nr = _string[0]._default.charset;
vs->curmode = 0;
vs->saveid = 0;
vs->key = 0;
vs->center = 0;
vs->imgindex = 0;
break;
case 0x98: // SO_VERB_DELETE Delete verb
killVerb(_curVerbSlot);
break;
case 0x99: // SO_VERB_NAME Set verb name
loadPtrToResource(rtVerb, _curVerbSlot, NULL);
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 0x9A: // SO_VERB_AT Set verb (X,Y) placement
vs->curRect.top = pop();
if (_language == Common::HE_ISR)
vs->curRect.right = _screenWidth - 1 - pop();
else
vs->curRect.left = vs->origLeft = pop();
break;
case 0x9B: // SO_VERB_ON Turn verb on
vs->curmode = 1;
break;
case 0x9C: // SO_VERB_OFF Turn verb off
vs->curmode = 0;
break;
case 0x9D: // SO_VERB_COLOR Set verb color
vs->color = pop();
break;
case 0x9E: // SO_VERB_HICOLOR Set verb highlighted color
vs->hicolor = pop();
break;
case 0xA0: // SO_VERB_DIMCOLOR Set verb dimmed (disabled) color
vs->dimcolor = pop();
break;
case 0xA1: // SO_VERB_DIM
vs->curmode = 2;
break;
case 0xA2: // SO_VERB_KEY Set keypress to associate with verb
vs->key = pop();
break;
case 0xA3: // SO_VERB_IMAGE Set verb image
b = pop();
a = pop();
if (_curVerbSlot && a != vs->imgindex) {
setVerbObject(b, a, _curVerbSlot);
vs->type = kImageVerbType;
vs->imgindex = a;
}
break;
case 0xA4: // SO_VERB_NAME_STR Set verb name
a = pop();
if (a == 0) {
loadPtrToResource(rtVerb, _curVerbSlot, (const byte *)"");
} else {
loadPtrToResource(rtVerb, _curVerbSlot, getStringAddress(a));
}
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 0xA5: // SO_VERB_CENTER Center verb
vs->center = 1;
break;
case 0xA6: // SO_VERB_CHARSET Choose charset for verb
vs->charset_nr = pop();
break;
case 0xA7: // SO_VERB_LINE_SPACING Choose linespacing for verb
_verbLineSpacing = pop();
break;
default:
error("o8_verbops: default case 0x%x", subOp);
}
}
void ScummEngine_v8::o8_systemOps() {
byte subOp = fetchScriptByte();
switch (subOp) {
case 0x28: // SO_SYSTEM_RESTART Restart game
restart();
break;
case 0x29: // SO_SYSTEM_QUIT Quit game
quitGame();
break;
default:
error("o8_systemOps: invalid case 0x%x", subOp);
}
}
void ScummEngine_v8::o8_startVideo() {
int len = resStrLen(_scriptPointer);
_splayer->play((const char*)_scriptPointer, 12);
_scriptPointer += len + 1;
}
void ScummEngine_v8::o8_kernelSetFunctions() {
// TODO
Actor *a;
int args[30];
int len = getStackList(args, ARRAYSIZE(args));
switch (args[0]) {
case 11: { // lockObject
int objidx = getObjectIndex(args[1]);
assert(objidx != -1);
_res->lock(rtFlObject, _objs[objidx].fl_object_index);
break;
}
case 12: { // unlockObject
int objidx = getObjectIndex(args[1]);
assert(objidx != -1);
_res->unlock(rtFlObject, _objs[objidx].fl_object_index);
break;
}
case 13: // remapCostume
a = derefActor(args[1], "o8_kernelSetFunctions:remapCostume");
a->remapActorPalette(args[2], args[3], args[4], -1);
break;
case 14: // remapCostumeInsert
a = derefActor(args[1], "o8_kernelSetFunctions:remapCostumeInsert");
a->remapActorPalette(args[2], args[3], args[4], args[5]);
break;
case 15: // setVideoFrameRate
// not used anymore (was smush frame rate)
break;
case 20: // setBoxScaleSlot
setBoxScaleSlot(args[1], args[2]);
break;
case 21: // setScaleSlot
setScaleSlot(args[1], args[2], args[3], args[4], args[5], args[6], args[7]);
break;
case 22: // setBannerColors
// debug(0, "o8_kernelSetFunctions: setBannerColors(%d, %d, %d, %d)", args[1], args[2], args[3], args[4]);
break;
case 23: // setActorChoreLimbFrame
a = derefActor(args[1], "o8_kernelSetFunctions:setActorChoreLimbFrame");
a->startAnimActor(args[2]);
a->animateLimb(args[3], args[4]);
break;
case 24: // clearTextQueue
removeBlastTexts();
break;
case 25: { // saveGameReadName
Common::String name;
if (getSavegameName(args[1], name)) {
int size = name.size() + 1;
_res->nukeResource(rtString, args[2]);
ArrayHeader *ah = (ArrayHeader *)_res->createResource(rtString, args[2], size + sizeof(ArrayHeader));
ah->type = TO_LE_16(kStringArray);
ah->dim1 = TO_LE_16(size + 1);
ah->dim2 = TO_LE_16(1);
memcpy(getStringAddress(args[2]), name.c_str(), size);
}
break;
}
case 26: { // saveGameWrite
// FIXME: This doesn't work
char *address = (char *)getStringAddress(args[2]);
debug(0, "o8_kernelSetFunctions: saveGame(%d, %s)", args[1], address);
break;
}
case 27: // saveGameRead
_saveLoadSlot = args[1];
_saveLoadFlag = 2;
_saveTemporaryState = false;
break;
case 28: // saveGameStampScreenshot
debug(0, "o8_kernelSetFunctions: saveGameStampScreenshot(%d, %d, %d, %d, %d, %d)", args[1], args[2], args[3], args[4], args[5], args[6]);
break;
case 29: // setKeyScript
_keyScriptKey = args[1];
_keyScriptNo = args[2];
break;
case 30: // killAllScriptsButMe
killAllScriptsExceptCurrent();
break;
case 31: // stopAllVideo
debug(0, "o8_kernelSetFunctions: stopAllVideo()");
break;
case 32: // writeRegistryValue
{
int idx = args[1];
int value = args[2];
const char *str = (const char *)getStringAddress(idx);
debugC(DEBUG_GENERAL,"o8_kernelSetFunctions: writeRegistryValue(%s, %d)", str, value);
}
break;
case 33: // paletteSetIntensity
debug(0, "o8_kernelSetFunctions: paletteSetIntensity(%d, %d)", args[1], args[2]);
break;
case 34: // queryQuit
if (ConfMan.getBool("confirm_exit"))
confirmExitDialog();
else
quitGame();
break;
case 108: // buildPaletteShadow
setShadowPalette(args[1], args[2], args[3], args[4], args[5], args[6]);
break;
case 109: // setPaletteShadow
setShadowPalette(0, args[1], args[2], args[3], args[4], args[5]);
break;
case 118: // blastShadowObject
enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 3);
break;
case 119: // superBlastObject
enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 0);
break;
default:
error("o8_kernelSetFunctions: default case 0x%x (len = %d)", args[0], len);
}
}
void ScummEngine_v8::o8_kernelGetFunctions() {
int args[30];
int len = getStackList(args, ARRAYSIZE(args));
switch (args[0]) {
case 0x73: // getWalkBoxAt
push(getSpecialBox(args[1], args[2]));
break;
case 0x74: // isPointInBox
push(checkXYInBoxBounds(args[3], args[1], args[2]));
break;
case 0xD3: // getKeyState
push(getKeyState(args[1]));
break;
case 0xCE: // getRGBSlot
push(remapPaletteColor(args[1], args[2], args[3], -1));
break;
case 0xD7: // getBox
push(checkXYInBoxBounds(args[3], args[1], args[2]));
break;
case 0xD8: { // findBlastObject
int x = args[1] + (camera._cur.x & 7);
int y = args[2] + _screenTop;
BlastObject *eo;
for (int i = _blastObjectQueuePos - 1; i >= 0; i--) {
eo = &_blastObjectQueue[i];
if (eo->rect.contains(x, y) && !getClass(eo->number, kObjectClassUntouchable)) {
push(eo->number);
return;
}
}
push(0);
break;
}
case 0xD9: { // actorHit - used, for example, to detect ship collision
// during ship-to-ship combat.
Actor *a = derefActor(args[1], "actorHit");
push(a->actorHitTest(args[2], args[3] + _screenTop));
break;
}
case 0xDA: // lipSyncWidth
push(_imuseDigital->getCurVoiceLipSyncWidth());
break;
case 0xDB: // lipSyncHeight
push(_imuseDigital->getCurVoiceLipSyncHeight());
break;
case 0xDC: // actorTalkAnimation
{
Actor *a = derefActor(args[1], "actorTalkAnimation");
push(a->_talkStartFrame);
}
break;
case 0xDD: // getGroupSfxVol
push(_mixer->getVolumeForSoundType(Audio::Mixer::kSFXSoundType) / 2);
break;
case 0xDE: // getGroupVoiceVol
push(_mixer->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType) / 2);
break;
case 0xDF: // getGroupMusicVol
push(_mixer->getVolumeForSoundType(Audio::Mixer::kMusicSoundType) / 2);
break;
case 0xE0: // readRegistryValue
{
int idx = args[1];
const char *str = (const char *)getStringAddress(idx);
if (!strcmp(str, "SFX Volume"))
push(ConfMan.getInt("sfx_volume") / 2);
else if (!strcmp(str, "Voice Volume"))
push(ConfMan.getInt("speech_volume") / 2);
else if (!strcmp(str, "Music Volume"))
push(ConfMan.getInt("music_volume") / 2);
else if (!strcmp(str, "Text Status"))
push(ConfMan.getBool("subtitles"));
else if (!strcmp(str, "Object Names"))
push(ConfMan.getBool("object_labels"));
else if (!strcmp(str, "Saveload Page"))
push(14);
else // Use defaults
push(-1);
debugC(DEBUG_GENERAL,"o8_kernelGetFunctions: readRegistryValue(%s)", str);
}
break;
case 0xE1: // imGetMusicPosition
push(_imuseDigital->getCurMusicPosInMs());
break;
case 0xE2: // musicLipSyncWidth
push(_imuseDigital->getCurMusicLipSyncWidth(args[1]));
break;
case 0xE3: // musicLipSyncHeight
push(_imuseDigital->getCurMusicLipSyncHeight(args[1]));
break;
default:
error("o8_kernelGetFunctions: default case 0x%x (len = %d)", args[0], len);
}
}
void ScummEngine_v8::o8_getActorChore() {
int actnum = pop();
Actor *a = derefActor(actnum, "o8_getActorChore");
push(a->_frame);
}
void ScummEngine_v8::o8_getActorZPlane() {
int actnum = pop();
Actor *a = derefActor(actnum, "o8_getActorZPlane");
int z = a->_forceClip;
if (z == 100) {
z = getMaskFromBox(a->_walkbox);
if (z > _gdi->_numZBuffer - 1)
z = _gdi->_numZBuffer - 1;
}
push(z);
}
void ScummEngine_v8::o8_getObjectImageX() {
int i = getObjectIndex(pop());
assert(i);
push(_objs[i].x_pos);
}
void ScummEngine_v8::o8_getObjectImageY() {
int i = getObjectIndex(pop());
assert(i);
push(_objs[i].y_pos);
}
void ScummEngine_v8::o8_getObjectImageWidth() {
int i = getObjectIndex(pop());
assert(i);
push(_objs[i].width);
}
void ScummEngine_v8::o8_getObjectImageHeight() {
int i = getObjectIndex(pop());
assert(i);
push(_objs[i].height);
}
void ScummEngine_v8::o8_getStringWidth() {
int charset = pop();
int oldID = _charset->getCurID();
int width;
const byte *msg = _scriptPointer;
byte transBuf[512];
// Skip to the next instruction
_scriptPointer += resStrLen(_scriptPointer) + 1;
translateText(msg, transBuf);
msg = transBuf;
// Temporary set the specified charset id
_charset->setCurID(charset);
// Determine the strings width
width = _charset->getStringWidth(0, msg);
// Revert to old font
_charset->setCurID(oldID);
push(width);
}
void ScummEngine_v8::o8_drawObject() {
int state = pop();
int y = pop();
int x = pop();
int obj = pop();
setObjectState(obj, state, x, y);
}
} // End of namespace Scumm