scummvm/engines/agi/op_test.cpp
Johannes Schickel aed02365ec Strip trailing spaces/tabs.
svn-id: r47541
2010-01-25 01:39:44 +00:00

430 lines
10 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 "agi/agi.h"
#include "agi/opcodes.h"
namespace Agi {
static uint8 testObjRight(uint8, uint8, uint8, uint8, uint8);
static uint8 testObjCentre(uint8, uint8, uint8, uint8, uint8);
static uint8 testObjInBox(uint8, uint8, uint8, uint8, uint8);
static uint8 testPosn(uint8, uint8, uint8, uint8, uint8);
static uint8 testSaid(uint8, uint8 *);
static uint8 testController(uint8);
static uint8 testKeypressed();
static uint8 testCompareStrings(uint8, uint8);
static AgiEngine *g_agi;
#define game g_agi->_game
#define ip (game.logics[lognum].cIP)
#define code (game.logics[lognum].data)
#define testEqual(v1, v2) (g_agi->getvar(v1) == (v2))
#define testLess(v1, v2) (g_agi->getvar(v1) < (v2))
#define testGreater(v1, v2) (g_agi->getvar(v1) > (v2))
#define testIsSet(flag) (g_agi->getflag(flag))
#define testHas(obj) (g_agi->objectGetLocation(obj) == EGO_OWNED)
#define testObjInRoom(obj, v) (g_agi->objectGetLocation(obj) == g_agi->getvar(v))
extern int timerHack; // For the timer loop in MH1 logic 153
static uint8 testCompareStrings(uint8 s1, uint8 s2) {
char ms1[MAX_STRINGLEN];
char ms2[MAX_STRINGLEN];
int j, k, l;
strcpy(ms1, game.strings[s1]);
strcpy(ms2, game.strings[s2]);
l = strlen(ms1);
for (k = 0, j = 0; k < l; k++) {
switch (ms1[k]) {
case 0x20:
case 0x09:
case '-':
case '.':
case ',':
case ':':
case ';':
case '!':
case '\'':
break;
default:
ms1[j++] = toupper(ms1[k]);
break;
}
}
ms1[j] = 0x0;
l = strlen(ms2);
for (k = 0, j = 0; k < l; k++) {
switch (ms2[k]) {
case 0x20:
case 0x09:
case '-':
case '.':
case ',':
case ':':
case ';':
case '!':
case '\'':
break;
default:
ms2[j++] = toupper(ms2[k]);
break;
}
}
ms2[j] = 0x0;
return !strcmp(ms1, ms2);
}
static uint8 testKeypressed() {
int x = game.keypress;
game.keypress = 0;
if (!x) {
int mode = game.inputMode;
game.inputMode = INPUT_NONE;
g_agi->mainCycle();
game.inputMode = mode;
}
if (x)
debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", x);
return x;
}
static uint8 testController(uint8 cont) {
return (game.controllerOccured[cont] ? 1 : 0);
}
static uint8 testPosn(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
VtEntry *v = &game.viewTable[n];
uint8 r;
r = v->xPos >= x1 && v->yPos >= y1 && v->xPos <= x2 && v->yPos <= y2;
debugC(7, kDebugLevelScripts, "(%d,%d) in (%d,%d,%d,%d): %s", v->xPos, v->yPos, x1, y1, x2, y2, r ? "true" : "false");
return r;
}
static uint8 testObjInBox(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
VtEntry *v = &game.viewTable[n];
return v->xPos >= x1 &&
v->yPos >= y1 && v->xPos + v->xSize - 1 <= x2 && v->yPos <= y2;
}
// if n is in centre of box
static uint8 testObjCentre(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
VtEntry *v = &game.viewTable[n];
return v->xPos + v->xSize / 2 >= x1 &&
v->xPos + v->xSize / 2 <= x2 && v->yPos >= y1 && v->yPos <= y2;
}
// if nect N is in right corner
static uint8 testObjRight(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
VtEntry *v = &game.viewTable[n];
return v->xPos + v->xSize - 1 >= x1 &&
v->xPos + v->xSize - 1 <= x2 && v->yPos >= y1 && v->yPos <= y2;
}
// When player has entered something, it is parsed elsewhere
static uint8 testSaid(uint8 nwords, uint8 *cc) {
int c, n = game.numEgoWords;
int z = 0;
if (g_agi->getflag(fSaidAcceptedInput) || !g_agi->getflag(fEnteredCli))
return false;
// FR:
// I think the reason for the code below is to add some speed....
//
// if (nwords != num_ego_words)
// return false;
//
// In the disco scene in Larry 1 when you type "examine blonde",
// inside the logic is expected ( said("examine", "blonde", "rol") )
// where word("rol") = 9999
//
// According to the interpreter code 9999 means that whatever the
// user typed should be correct, but it looks like code 9999 means that
// if the string is empty at this point, the entry is also correct...
//
// With the removal of this code, the behaviour of the scene was
// corrected
for (c = 0; nwords && n; c++, nwords--, n--) {
z = READ_LE_UINT16(cc);
cc += 2;
switch (z) {
case 9999: // rest of line (empty string counts to...)
nwords = 1;
break;
case 1: // any word
break;
default:
if (game.egoWords[c].id != z)
return false;
break;
}
}
// The entry string should be entirely parsed, or last word = 9999
if (n && z != 9999)
return false;
// The interpreter string shouldn't be entirely parsed, but next
// word must be 9999.
if (nwords != 0 && READ_LE_UINT16(cc) != 9999)
return false;
g_agi->setflag(fSaidAcceptedInput, true);
return true;
}
int AgiEngine::testIfCode(int lognum) {
g_agi = this;
int ec = true;
int retval = true;
uint8 op = 0;
uint8 notTest = false;
uint8 orTest = false;
uint16 lastIp = ip;
uint8 p[16] = { 0 };
bool end_test = false;
while (retval && !(shouldQuit() || _restartGame) && !end_test) {
if (_debug.enabled && (_debug.logic0 || lognum))
debugConsole(lognum, lTEST_MODE, NULL);
lastIp = ip;
op = *(code + ip++);
memmove(p, (code + ip), 16);
switch (op) {
case 0xFF: // END IF, TEST true
end_test = true;
break;
case 0xFD:
notTest = !notTest;
continue;
case 0xFC: // OR
// if or_test is ON and we hit 0xFC, end of OR, then
// or is STILL false so break.
if (orTest) {
ec = false;
retval = false;
end_test = true;
}
orTest = true;
continue;
case 0x00:
// return true?
end_test = true;
break;
case 0x01:
ec = testEqual(p[0], p[1]);
if (p[0] == 11)
timerHack++;
break;
case 0x02:
ec = testEqual(p[0], getvar(p[1]));
if (p[0] == 11 || p[1] == 11)
timerHack++;
break;
case 0x03:
ec = testLess(p[0], p[1]);
if (p[0] == 11)
timerHack++;
break;
case 0x04:
ec = testLess(p[0], getvar(p[1]));
if (p[0] == 11 || p[1] == 11)
timerHack++;
break;
case 0x05:
ec = testGreater(p[0], p[1]);
if (p[0] == 11)
timerHack++;
break;
case 0x06:
ec = testGreater(p[0], getvar(p[1]));
if (p[0] == 11 || p[1] == 11)
timerHack++;
break;
case 0x07:
ec = testIsSet(p[0]);
break;
case 0x08:
ec = testIsSet(getvar(p[0]));
break;
case 0x09:
ec = testHas(p[0]);
break;
case 0x0A:
ec = testObjInRoom(p[0], p[1]);
break;
case 0x0B:
ec = testPosn(p[0], p[1], p[2], p[3], p[4]);
break;
case 0x0C:
ec = testController(p[0]);
break;
case 0x0D:
ec = testKeypressed();
break;
case 0x0E:
ec = testSaid(p[0], (uint8 *) code + (ip + 1));
ip = lastIp;
ip++; // skip opcode
ip += p[0] * 2; // skip num_words * 2
ip++; // skip num_words opcode
break;
case 0x0F:
debugC(7, kDebugLevelScripts, "comparing [%s], [%s]", game.strings[p[0]], game.strings[p[1]]);
ec = testCompareStrings(p[0], p[1]);
break;
case 0x10:
ec = testObjInBox(p[0], p[1], p[2], p[3], p[4]);
break;
case 0x11:
ec = testObjCentre(p[0], p[1], p[2], p[3], p[4]);
break;
case 0x12:
ec = testObjRight(p[0], p[1], p[2], p[3], p[4]);
break;
case 0x13: // Unknown test command 19
// My current theory is that this command checks whether the ego is currently moving
// and that that movement has been caused using the mouse and not using the keyboard.
// I base this theory on the game's behaviour on an Amiga emulator, not on disassembly.
// This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09
// (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature).
// TODO: Check this command's implementation using disassembly just to be sure.
ec = game.viewTable[0].flags & ADJ_EGO_XY;
debugC(7, kDebugLevelScripts, "op_test: in.motion.using.mouse = %s (Amiga-specific testcase 19)", ec ? "true" : "false");
break;
default:
ec = false;
end_test = true;
}
if (!end_test) {
if (op <= 0x12)
ip += logicNamesTest[op].numArgs;
// exchange ec value
if (notTest)
ec = !ec;
// not is only enabled for 1 test command
notTest = false;
if (orTest && ec) {
// a true inside an OR statement passes
// ENTIRE statement scan for end of OR
// CM: test for opcode < 0xfc changed from 'op' to
// '*(code+ip)', to avoid problem with the 0xfd (NOT)
// opcode byte. Changed a bad ip += ... ip++ construct.
// This should fix the crash with Larry's logic.0 code:
//
// if ((isset(4) ||
// !isset(2) ||
// v30 == 2 ||
// v30 == 1)) {
// goto Label1;
// }
//
// The bytecode is:
// ff fc 07 04 fd 07 02 01 1e 02 01 1e 01 fc ff
// find end of OR
while (*(code + ip) != 0xFC) {
if (*(code + ip) == 0x0E) { // said
ip++;
// cover count + ^words
ip += 1 + ((*(code + ip)) * 2);
continue;
}
if (*(code + ip) < 0xFC)
ip += logicNamesTest[*(code + ip)].numArgs;
ip++;
}
ip++;
orTest = false;
retval = true;
} else {
retval = orTest ? retval || ec : retval && ec;
}
}
}
// if false, scan for end of IP?
if (retval)
ip += 2;
else {
ip = lastIp;
while (*(code + ip) != 0xff) {
if (*(code + ip) == 0x0e) {
ip++;
ip += (*(code + ip)) * 2 + 1;
} else if (*(code + ip) < 0xfc) {
ip += logicNamesTest[*(code + ip)].numArgs;
ip++;
} else {
ip++;
}
}
ip++; // skip over 0xFF
ip += READ_LE_UINT16(code + ip) + 2;
}
if (_debug.enabled && (_debug.logic0 || lognum))
debugConsole(lognum, 0xFF, retval ? "=true" : "=false");
return retval;
}
} // End of namespace Agi