scummvm/engines/scumm/script_v4.cpp
Florian Kagerer 0d8f4a22ae SCUMM/FM-TOWNS: fix palette and other graphics issues
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this  dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).

Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.

This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).

Japanese font drawing hasn’t been improved much yet. This will be a separate task.

svn-id: r52966
2010-10-01 19:24:52 +00:00

440 lines
12 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.
*
* $URL$
* $Id$
*
*/
#include "scumm/scumm_v4.h"
#include "scumm/object.h"
namespace Scumm {
#define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v4, x)
void ScummEngine_v4::setupOpcodes() {
ScummEngine_v5::setupOpcodes();
OPCODE(0x25, o5_drawObject);
OPCODE(0x45, o5_drawObject);
OPCODE(0x65, o5_drawObject);
OPCODE(0xa5, o5_drawObject);
OPCODE(0xc5, o5_drawObject);
OPCODE(0xe5, o5_drawObject);
OPCODE(0x50, o4_pickupObject);
OPCODE(0xd0, o4_pickupObject);
OPCODE(0x5c, o4_oldRoomEffect);
OPCODE(0xdc, o4_oldRoomEffect);
OPCODE(0x0f, o4_ifState);
OPCODE(0x4f, o4_ifState);
OPCODE(0x8f, o4_ifState);
OPCODE(0xcf, o4_ifState);
OPCODE(0x2f, o4_ifNotState);
OPCODE(0x6f, o4_ifNotState);
OPCODE(0xaf, o4_ifNotState);
OPCODE(0xef, o4_ifNotState);
OPCODE(0xa7, o4_saveLoadVars);
OPCODE(0x22, o4_saveLoadGame);
OPCODE(0xa2, o4_saveLoadGame);
// Disable some opcodes which are unused in v4.
_opcodes[0x3b].setProc(0, 0);
_opcodes[0x4c].setProc(0, 0);
_opcodes[0xbb].setProc(0, 0);
}
void ScummEngine_v4::o4_ifState() {
int a = getVarOrDirectWord(PARAM_1);
int b = getVarOrDirectByte(PARAM_2);
jumpRelative(getState(a) == b);
}
void ScummEngine_v4::o4_ifNotState() {
int a = getVarOrDirectWord(PARAM_1);
int b = getVarOrDirectByte(PARAM_2);
jumpRelative(getState(a) != b);
}
void ScummEngine_v4::o4_pickupObject() {
int obj = getVarOrDirectWord(PARAM_1);
if (obj < 1) {
error("pickupObjectOld received invalid index %d (script %d)", obj, vm.slot[_currentScript].number);
}
if (getObjectIndex(obj) == -1)
return;
if (whereIsObject(obj) == WIO_INVENTORY) // Don't take an object twice
return;
// debug(0, "adding %d from %d to inventoryOld", obj, _currentRoom);
addObjectToInventory(obj, _roomResource);
markObjectRectAsDirty(obj);
putOwner(obj, VAR(VAR_EGO));
putClass(obj, kObjectClassUntouchable, 1);
putState(obj, 1);
clearDrawObjectQueue();
runInventoryScript(1);
}
void ScummEngine_v4::o4_oldRoomEffect() {
int a;
_opcode = fetchScriptByte();
if ((_opcode & 0x1F) == 3) {
a = getVarOrDirectWord(PARAM_1);
if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
if (a == 4) {
_textSurface.fillRect(Common::Rect(0, 0, _textSurface.w * _textSurfaceMultiplier, _textSurface.h * _textSurfaceMultiplier), 0);
if (_townsScreen)
_townsScreen->clearLayer(1);
return;
}
}
if (a) {
_switchRoomEffect = (byte)(a & 0xFF);
_switchRoomEffect2 = (byte)(a >> 8);
} else {
fadeIn(_newEffect);
}
}
}
void ScummEngine_v4::o4_saveLoadVars() {
if (fetchScriptByte() == 1)
saveVars();
else
loadVars();
}
enum StringIds {
// The string IDs used by Indy3 to store the episode resp. series IQ points.
// Note that we save the episode IQ points but load the series IQ points,
// which matches the original Indy3 save/load code. See also the notes
// on Feature Request #1666521.
STRINGID_IQ_EPISODE = 7,
STRINGID_IQ_SERIES = 9,
// The string IDs of the first savegame name, used as an offset to determine
// the IDs of all savenames.
// Loom is the only game whose savenames start with a different ID.
STRINGID_SAVENAME1 = 10,
STRINGID_SAVENAME1_LOOM = 9
};
void ScummEngine_v4::saveVars() {
int a, b;
while ((_opcode = fetchScriptByte()) != 0) {
switch (_opcode & 0x1F) {
case 0x01: // write a range of variables
getResultPos();
a = _resultVarNumber;
getResultPos();
b = _resultVarNumber;
debug(0, "stub saveVars: vars %d -> %d", a, b);
break;
case 0x02: // write a range of string variables
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
if (a == STRINGID_IQ_EPISODE && b == STRINGID_IQ_EPISODE) {
if (_game.id == GID_INDY3) {
saveIQPoints();
}
break;
}
// FIXME: changing savegame-names not supported
break;
case 0x03: // open file
a = resStrLen(_scriptPointer);
strncpy(_saveLoadVarsFilename, (const char *)_scriptPointer, a);
_saveLoadVarsFilename[a] = '\0';
_scriptPointer += a + 1;
break;
case 0x04:
return;
case 0x1F: // close file
_saveLoadVarsFilename[0] = '\0';
return;
}
}
}
void ScummEngine_v4::loadVars() {
int a, b;
while ((_opcode = fetchScriptByte()) != 0) {
switch (_opcode & 0x1F) {
case 0x01: // read a range of variables
getResultPos();
a = _resultVarNumber;
getResultPos();
b = _resultVarNumber;
debug(0, "stub loadVars: vars %d -> %d", a, b);
break;
case 0x02: // read a range of string variables
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
int slot;
int slotSize;
byte* slotContent;
int savegameId;
bool avail_saves[100];
if (a == STRINGID_IQ_SERIES && b == STRINGID_IQ_SERIES) {
// Zak256 loads the IQ script-slot but does not use it -> ignore it
if (_game.id == GID_INDY3) {
byte *ptr = getResourceAddress(rtString, STRINGID_IQ_SERIES);
if (ptr) {
int size = getResourceSize(rtString, STRINGID_IQ_SERIES);
loadIQPoints(ptr, size);
}
}
break;
}
listSavegames(avail_saves, ARRAYSIZE(avail_saves));
for (slot = a; slot <= b; ++slot) {
slotSize = getResourceSize(rtString, slot);
slotContent = getResourceAddress(rtString, slot);
// load savegame names
savegameId = slot - a + 1;
Common::String name;
if (avail_saves[savegameId] && getSavegameName(savegameId, name)) {
int pos;
const char *ptr = name.c_str();
// slotContent ends with {'\0','@'} -> max. length = slotSize-2
for (pos = 0; pos < slotSize - 2; ++pos) {
if (!ptr[pos])
break;
// replace special characters
if (ptr[pos] >= 32 && ptr[pos] <= 122 && ptr[pos] != 64)
slotContent[pos] = ptr[pos];
else
slotContent[pos] = '_';
}
slotContent[pos] = '\0';
} else {
slotContent[0] = '\0';
}
}
break;
case 0x03: // open file
a = resStrLen(_scriptPointer);
strncpy(_saveLoadVarsFilename, (const char *)_scriptPointer, a);
_saveLoadVarsFilename[a] = '\0';
_scriptPointer += a + 1;
break;
case 0x04:
return;
case 0x1F: // close file
_saveLoadVarsFilename[0] = '\0';
return;
}
}
}
/**
* IQ Point calculation for Indy3.
* The scripts that perform this task are
* - script-9 (save/load dialog initialization, loads room 14),
* - room-14-204 (load series IQ string),
* - room-14-205 (save series IQ string),
* - room-14-206 (calculate series IQ string).
* Unfortunately script-9 contains lots of GUI stuff so calling this script
* directly is not possible. The other scripts depend on script-9.
*/
void ScummEngine_v4::updateIQPoints() {
int seriesIQ;
// IQString[0..72] corresponds to each puzzle's IQ.
// IQString[73] indicates that the IQ-file was loaded successfully and is always 0 when
// the IQ is calculated, hence it will be ignored here.
const int NUM_PUZZLES = 73;
byte seriesIQString[NUM_PUZZLES];
byte *episodeIQString;
int episodeIQStringSize;
// load string with IQ points given per puzzle in any savegame
// IMPORTANT: the resource string STRINGID_IQ_SERIES is only valid while
// the original save/load dialog is executed, so do not use it here.
memset(seriesIQString, 0, sizeof(seriesIQString));
loadIQPoints(seriesIQString, sizeof(seriesIQString));
// string with IQ points given per puzzle in current savegame
episodeIQString = getResourceAddress(rtString, STRINGID_IQ_EPISODE);
if (!episodeIQString)
return;
episodeIQStringSize = getResourceSize(rtString, STRINGID_IQ_EPISODE);
if (episodeIQStringSize < NUM_PUZZLES)
return;
// merge episode and series IQ strings and calculate series IQ
seriesIQ = 0;
// iterate over puzzles
for (int i = 0; i < NUM_PUZZLES ; ++i) {
byte puzzleIQ = seriesIQString[i];
// if puzzle is solved copy points to episode string
if (puzzleIQ > 0)
episodeIQString[i] = puzzleIQ;
// add puzzle's IQ-points to series IQ
seriesIQ += episodeIQString[i];
}
_scummVars[245] = seriesIQ;
// save series IQ string
saveIQPoints();
}
void ScummEngine_v4::saveIQPoints() {
// save Indy3 IQ-points
Common::OutSaveFile *file;
Common::String filename = _targetName + ".iq";
file = _saveFileMan->openForSaving(filename);
if (file != NULL) {
byte *ptr = getResourceAddress(rtString, STRINGID_IQ_EPISODE);
if (ptr) {
int size = getResourceSize(rtString, STRINGID_IQ_EPISODE);
file->write(ptr, size);
}
delete file;
}
}
void ScummEngine_v4::loadIQPoints(byte *ptr, int size) {
// load Indy3 IQ-points
Common::InSaveFile *file;
Common::String filename = _targetName + ".iq";
file = _saveFileMan->openForLoading(filename);
if (file != NULL) {
byte *tmp = (byte*)malloc(size);
int nread = file->read(tmp, size);
if (nread == size) {
memcpy(ptr, tmp, size);
}
free(tmp);
delete file;
}
}
void ScummEngine_v4::o4_saveLoadGame() {
getResultPos();
byte slot;
byte a = getVarOrDirectByte(PARAM_1);
byte result = 0;
if ((_game.id == GID_MANIAC && _game.version <= 1) || (_game.id == GID_ZAK && _game.platform == Common::kPlatformC64)) {
// Convert V0/V1 load/save screen (they support only one savegame per disk)
// 1 Load
// 2 Save
slot = 1;
if (a == 1)
_opcode = 0x40;
else if ((a == 2) || (_game.platform == Common::kPlatformNES))
_opcode = 0x80;
} else {
slot = a & 0x1F;
// Slot numbers in older games start with 0, in newer games with 1
if (_game.version <= 2)
slot++;
_opcode = a & 0xE0;
}
switch (_opcode) {
case 0x00: // num slots available
result = 100;
break;
case 0x20: // drive
if (_game.version <= 3) {
// 0 = ???
// [1,2] = disk drive [A:,B:]
// 3 = hard drive
result = 3;
} else {
// set current drive
result = 1;
}
break;
case 0x40: // load
if (loadState(slot, false))
result = 3; // sucess
else
result = 5; // failed to load
break;
case 0x80: // save
if (_game.version <= 3) {
char name[32];
if (_game.version <= 2) {
// use generic name
sprintf(name, "Game %c", 'A'+slot-1);
} else {
// use name entered by the user
char* ptr;
int firstSlot = (_game.id == GID_LOOM) ? STRINGID_SAVENAME1_LOOM : STRINGID_SAVENAME1;
ptr = (char*)getStringAddress(slot + firstSlot - 1);
strncpy(name, ptr, sizeof(name));
}
if (savePreparedSavegame(slot, name))
result = 0;
else
result = 2;
} else {
result = 2; // failed to save
}
break;
case 0xC0: // test if save exists
{
Common::InSaveFile *file;
bool avail_saves[100];
listSavegames(avail_saves, ARRAYSIZE(avail_saves));
Common::String filename = makeSavegameName(slot, false);
if (avail_saves[slot] && (file = _saveFileMan->openForLoading(filename))) {
result = 6; // save file exists
delete file;
} else
result = 7; // save file does not exist
}
break;
default:
error("o4_saveLoadGame: unknown subopcode %d", _opcode);
}
setResult(result);
}
} // End of namespace Scumm