scummvm/engines/scumm/verbs.cpp
2010-10-05 19:04:52 +00:00

1625 lines
42 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/actor.h"
#include "scumm/charset.h"
#include "scumm/he/intern_he.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/scumm_v0.h"
#include "scumm/scumm_v7.h"
#include "scumm/verbs.h"
namespace Scumm {
enum {
kInventoryUpArrow = 4,
kInventoryDownArrow = 5,
kSentenceLine = 6
};
struct VerbSettings {
int id;
int x_pos;
int y_pos;
int prep;
const char *name;
};
static const VerbSettings v0VerbTable_English[] = {
{ 1, 8, 0, 0, "Open"},
{ 2, 8, 1, 0, "Close"},
{ 3, 0, 2, 4, "Give"},
{ 4, 32, 0, 0, "Turn on"},
{ 5, 32, 1, 0, "Turn off"},
{ 6, 32, 2, 2, "Fix"},
{ 7, 24, 0, 0, "New Kid"},
{ 8, 24, 1, 2, "Unlock"},
{ 9, 0, 0, 0, "Push"},
{10, 0, 1, 0, "Pull"},
{11, 24, 2, 255, "Use"},
{12, 8, 2, 0, "Read"},
{13, 15, 0, 0, "Walk to"},
{14, 15, 1, 0, "Pick up"},
{15, 15, 2, 0, "What is"}
};
// FIXME: Replace * with the correct character
static const VerbSettings v0VerbTable_German[] = {
{ 1, 7, 0, 0, "$ffne"},
{ 2, 13, 1, 0, "Schlie*e"},
{ 3, 0, 2, 4, "Gebe"},
{ 4, 37, 1, 0, "Ein"},
{ 5, 37, 0, 0, "Aus"},
{ 6, 23, 1, 2, "Repariere"},
{ 7, 34, 2, 0, "Person"},
{ 8, 23, 0, 2, "Schlie*e auf"},
{ 9, 0, 0, 0, "Dr<cke"},
{10, 0, 1, 0, "Ziehe"},
{11, 23, 2, 255, "Benutz"},
{12, 7, 2, 0, "Lese"},
{13, 13, 0, 0, "Gehe zu"},
{14, 7, 1, 0, "Nimm"},
{15, 13, 2, 0, "Was ist"}
};
void ScummEngine_v0::resetVerbs() {
VirtScreen *virt = &_virtscr[kVerbVirtScreen];
VerbSlot *vs;
const VerbSettings *vtable;
int i;
switch (_language) {
case Common::DE_DEU:
vtable = (const VerbSettings*)v0VerbTable_German;
break;
default:
vtable = (const VerbSettings*)v0VerbTable_English;
}
for (i = 1; i < 16; i++)
killVerb(i);
for (i = 1; i < 16; i++) {
vs = &_verbs[i];
vs->verbid = vtable[i - 1].id;
vs->color = 5;
vs->hicolor = 7;
vs->dimcolor = 11;
vs->type = kTextVerbType;
vs->charset_nr = _string[0]._default.charset;
vs->curmode = 1;
vs->saveid = 0;
vs->key = 0;
vs->center = 0;
vs->imgindex = 0;
vs->prep = vtable[i - 1].prep;
vs->curRect.left = vtable[i - 1].x_pos * 8;
vs->curRect.top = vtable[i - 1].y_pos * 8 + virt->topline + 8;
loadPtrToResource(rtVerb, i, (const byte*)vtable[i - 1].name);
}
}
void ScummEngine_v0::setNewKidVerbs() {
VirtScreen *virt = &_virtscr[kVerbVirtScreen];
VerbSlot *vs;
int i;
for (i = 1; i < 16; i++)
killVerb(i);
for (i = 1; i < 4; i++) {
vs = &_verbs[i];
vs->verbid = i;
vs->color = 5;
vs->hicolor = 7;
vs->dimcolor = 11;
vs->type = kTextVerbType;
vs->charset_nr = _string[0]._default.charset;
vs->curmode = 1;
vs->saveid = 0;
vs->key = 0;
vs->center = 0;
vs->imgindex = 0;
vs->prep = 0;
vs->curRect.left = (i * 8) * 8;
vs->curRect.top = virt->topline + 8;
Actor *a = derefActor(VAR(96 + i), "setNewKidVerbs");
loadPtrToResource(rtVerb, i, (const byte*)a->getActorName());
}
setUserState(191);
}
void ScummEngine_v0::switchActor(int slot) {
resetSentence(false);
if (_currentRoom == 45)
return;
// radiation suit? don't let the player switch
if (VAR(VAR_EGO) == 8)
return;
// verbs disabled? or just new kid button?
if (_currentMode == 0 || _currentMode == 1 || _currentMode == 2)
return;
// verbs disabled for the current actor
ActorC64 *a = (ActorC64 *)derefActor(VAR(VAR_EGO), "switchActor");
if (a->_miscflags & 0x40)
return;
VAR(VAR_EGO) = VAR(97 + slot);
resetVerbs();
actorFollowCamera(VAR(VAR_EGO));
setUserState(247);
}
void ScummEngine_v2::initV2MouseOver() {
int i;
int arrow_color, color, hi_color;
if (_game.version == 2) {
color = 13;
hi_color = 14;
arrow_color = 1;
} else {
color = 16;
hi_color = 7;
arrow_color = 6;
}
_mouseOverBoxV2 = -1;
// Inventory items
for (i = 0; i < 2; i++) {
_mouseOverBoxesV2[2 * i].rect.left = 0;
_mouseOverBoxesV2[2 * i].rect.right = 144;
_mouseOverBoxesV2[2 * i].rect.top = 32 + 8 * i;
_mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8;
_mouseOverBoxesV2[2 * i].color = color;
_mouseOverBoxesV2[2 * i].hicolor = hi_color;
_mouseOverBoxesV2[2 * i + 1].rect.left = 176;
_mouseOverBoxesV2[2 * i + 1].rect.right = 320;
_mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top;
_mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom;
_mouseOverBoxesV2[2 * i + 1].color = color;
_mouseOverBoxesV2[2 * i + 1].hicolor = hi_color;
}
// Inventory arrows
_mouseOverBoxesV2[kInventoryUpArrow].rect.left = 144;
_mouseOverBoxesV2[kInventoryUpArrow].rect.right = 176;
_mouseOverBoxesV2[kInventoryUpArrow].rect.top = 32;
_mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 40;
_mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color;
_mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color;
_mouseOverBoxesV2[kInventoryDownArrow].rect.left = 144;
_mouseOverBoxesV2[kInventoryDownArrow].rect.right = 176;
_mouseOverBoxesV2[kInventoryDownArrow].rect.top = 40;
_mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 48;
_mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color;
_mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color;
// Sentence line
_mouseOverBoxesV2[kSentenceLine].rect.left = 0;
_mouseOverBoxesV2[kSentenceLine].rect.right = 320;
_mouseOverBoxesV2[kSentenceLine].rect.top = 0;
_mouseOverBoxesV2[kSentenceLine].rect.bottom = 8;
_mouseOverBoxesV2[kSentenceLine].color = color;
_mouseOverBoxesV2[kSentenceLine].hicolor = hi_color;
}
void ScummEngine_v2::initNESMouseOver() {
int i;
int arrow_color, color, hi_color;
color = 0;
hi_color = 0;
arrow_color = 0;
_mouseOverBoxV2 = -1;
// Inventory items
for (i = 0; i < 2; i++) {
_mouseOverBoxesV2[2 * i].rect.left = 16;
_mouseOverBoxesV2[2 * i].rect.right = 120;
_mouseOverBoxesV2[2 * i].rect.top = 48 + 8 * i;
_mouseOverBoxesV2[2 * i].rect.bottom = _mouseOverBoxesV2[2 * i].rect.top + 8;
_mouseOverBoxesV2[2 * i].color = color;
_mouseOverBoxesV2[2 * i].hicolor = hi_color;
_mouseOverBoxesV2[2 * i + 1].rect.left = 152;
_mouseOverBoxesV2[2 * i + 1].rect.right = 256;
_mouseOverBoxesV2[2 * i + 1].rect.top = _mouseOverBoxesV2[2 * i].rect.top;
_mouseOverBoxesV2[2 * i + 1].rect.bottom = _mouseOverBoxesV2[2 * i].rect.bottom;
_mouseOverBoxesV2[2 * i + 1].color = color;
_mouseOverBoxesV2[2 * i + 1].hicolor = hi_color;
}
// Inventory arrows
_mouseOverBoxesV2[kInventoryUpArrow].rect.left = 128;
_mouseOverBoxesV2[kInventoryUpArrow].rect.right = 136;
_mouseOverBoxesV2[kInventoryUpArrow].rect.top = 48;
_mouseOverBoxesV2[kInventoryUpArrow].rect.bottom = 56;
_mouseOverBoxesV2[kInventoryUpArrow].color = arrow_color;
_mouseOverBoxesV2[kInventoryUpArrow].hicolor = hi_color;
_mouseOverBoxesV2[kInventoryDownArrow].rect.left = 136;
_mouseOverBoxesV2[kInventoryDownArrow].rect.right = 144;
_mouseOverBoxesV2[kInventoryDownArrow].rect.top = 48;
_mouseOverBoxesV2[kInventoryDownArrow].rect.bottom = 56;
_mouseOverBoxesV2[kInventoryDownArrow].color = arrow_color;
_mouseOverBoxesV2[kInventoryDownArrow].hicolor = hi_color;
// Sentence line
_mouseOverBoxesV2[kSentenceLine].rect.left = 16;
_mouseOverBoxesV2[kSentenceLine].rect.right = 256;
_mouseOverBoxesV2[kSentenceLine].rect.top = 0;
_mouseOverBoxesV2[kSentenceLine].rect.bottom = 8;
_mouseOverBoxesV2[kSentenceLine].color = color;
_mouseOverBoxesV2[kSentenceLine].hicolor = hi_color;
}
void ScummEngine_v2::checkV2MouseOver(Common::Point pos) {
VirtScreen *vs = &_virtscr[kVerbVirtScreen];
Common::Rect rect;
byte *ptr, *dst;
int i, x, y, new_box = -1;
// Don't do anything unless the inventory is active
if (!(_userState & 64)) {
_mouseOverBoxV2 = -1;
return;
}
if (_cursor.state > 0) {
for (i = 0; i < ARRAYSIZE(_mouseOverBoxesV2); i++) {
if (_mouseOverBoxesV2[i].rect.contains(pos.x, pos.y - vs->topline)) {
new_box = i;
break;
}
}
}
if (new_box != _mouseOverBoxV2) {
if (_mouseOverBoxV2 != -1) {
rect = _mouseOverBoxesV2[_mouseOverBoxV2].rect;
dst = ptr = vs->getPixels(rect.left, rect.top);
// Remove highlight.
for (y = rect.height() - 1; y >= 0; y--) {
for (x = rect.width() - 1; x >= 0; x--) {
if (dst[x] == _mouseOverBoxesV2[_mouseOverBoxV2].hicolor)
dst[x] = _mouseOverBoxesV2[_mouseOverBoxV2].color;
}
dst += vs->pitch;
}
markRectAsDirty(kVerbVirtScreen, rect);
}
if (new_box != -1) {
rect = _mouseOverBoxesV2[new_box].rect;
dst = ptr = vs->getPixels(rect.left, rect.top);
// Apply highlight
for (y = rect.height() - 1; y >= 0; y--) {
for (x = rect.width() - 1; x >= 0; x--) {
if (dst[x] == _mouseOverBoxesV2[new_box].color)
dst[x] = _mouseOverBoxesV2[new_box].hicolor;
}
dst += vs->pitch;
}
markRectAsDirty(kVerbVirtScreen, rect);
}
_mouseOverBoxV2 = new_box;
}
}
void ScummEngine_v2::checkV2Inventory(int x, int y) {
int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;
int object = 0;
y -= _virtscr[kVerbVirtScreen].topline;
if ((y < inventoryArea) || !(_mouseAndKeyboardStat & MBS_LEFT_CLICK))
return;
if (_mouseOverBoxesV2[kInventoryUpArrow].rect.contains(x, y)) {
if (_inventoryOffset >= 2) {
_inventoryOffset -= 2;
redrawV2Inventory();
}
} else if (_mouseOverBoxesV2[kInventoryDownArrow].rect.contains(x, y)) {
if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
_inventoryOffset += 2;
redrawV2Inventory();
}
}
for (object = 0; object < 4; object++) {
if (_mouseOverBoxesV2[object].rect.contains(x, y)) {
break;
}
}
if (object >= 4)
return;
object = findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset);
if (object > 0) {
if (_game.version == 0) {
_activeInventory = object;
} else {
runInputScript(kInventoryClickArea, object, 0);
}
}
}
void ScummEngine_v2::redrawV2Inventory() {
VirtScreen *vs = &_virtscr[kVerbVirtScreen];
int i;
int max_inv;
Common::Rect inventoryBox;
int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;
int maxChars = (_game.platform == Common::kPlatformNES) ? 13: 18;
_mouseOverBoxV2 = -1;
if (!(_userState & 64)) // Don't draw inventory unless active
return;
// Clear on all invocations
inventoryBox.top = vs->topline + inventoryArea;
inventoryBox.bottom = vs->topline + vs->h;
inventoryBox.left = 0;
inventoryBox.right = vs->w;
restoreBackground(inventoryBox);
_string[1].charset = 1;
max_inv = getInventoryCount(_scummVars[VAR_EGO]) - _inventoryOffset;
if (max_inv > 4)
max_inv = 4;
for (i = 0; i < max_inv; i++) {
int obj = findInventory(_scummVars[VAR_EGO], i + 1 + _inventoryOffset);
if (obj == 0)
break;
_string[1].ypos = _mouseOverBoxesV2[i].rect.top + vs->topline;
_string[1].xpos = _mouseOverBoxesV2[i].rect.left;
_string[1].right = _mouseOverBoxesV2[i].rect.right - 1;
_string[1].color = _mouseOverBoxesV2[i].color;
_v0ObjectInInventory = true;
const byte *tmp = getObjOrActorName(obj);
_v0ObjectInInventory = false;
assert(tmp);
// Prevent inventory entries from overflowing by truncating the text
byte msg[20];
msg[maxChars] = 0;
strncpy((char *)msg, (const char *)tmp, maxChars);
// Draw it
drawString(1, msg);
}
// If necessary, draw "up" arrow
if (_inventoryOffset > 0) {
_string[1].xpos = _mouseOverBoxesV2[kInventoryUpArrow].rect.left;
_string[1].ypos = _mouseOverBoxesV2[kInventoryUpArrow].rect.top + vs->topline;
_string[1].right = _mouseOverBoxesV2[kInventoryUpArrow].rect.right - 1;
_string[1].color = _mouseOverBoxesV2[kInventoryUpArrow].color;
if (_game.platform == Common::kPlatformNES)
drawString(1, (const byte *)"\x7E");
else
drawString(1, (const byte *)" \1\2");
}
// If necessary, draw "down" arrow
if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
_string[1].xpos = _mouseOverBoxesV2[kInventoryDownArrow].rect.left;
_string[1].ypos = _mouseOverBoxesV2[kInventoryDownArrow].rect.top + vs->topline;
_string[1].right = _mouseOverBoxesV2[kInventoryDownArrow].rect.right - 1;
_string[1].color = _mouseOverBoxesV2[kInventoryDownArrow].color;
if (_game.platform == Common::kPlatformNES)
drawString(1, (const byte *)"\x7F");
else
drawString(1, (const byte *)" \3\4");
}
}
void ScummEngine::redrawVerbs() {
if (_game.version <= 2 && !(_userState & 128)) // Don't draw verbs unless active
return;
int i, verb = 0;
if (_cursor.state > 0)
verb = findVerbAtPos(_mouse.x, _mouse.y);
// Iterate over all verbs.
// Note: This is the correct order (at least for MI EGA, MI2, Full Throttle).
// Do not change it! If you discover, based on disasm, that some game uses
// another (e.g. the reverse) order here, you have to use an if/else construct
// to add it as a special case!
for (i = 0; i < _numVerbs; i++) {
if (i == verb && _verbs[verb].hicolor)
drawVerb(i, 1);
else
drawVerb(i, 0);
}
_verbMouseOver = verb;
}
void ScummEngine::handleMouseOver(bool updateInventory) {
if (_completeScreenRedraw) {
verbMouseOver(0);
} else {
if (_cursor.state > 0)
verbMouseOver(findVerbAtPos(_mouse.x, _mouse.y));
}
}
void ScummEngine_v2::handleMouseOver(bool updateInventory) {
ScummEngine::handleMouseOver(updateInventory);
if (updateInventory) {
// FIXME/TODO: Reset and redraw the sentence line
_inventoryOffset = 0;
}
if (_completeScreenRedraw || updateInventory) {
redrawV2Inventory();
}
checkV2MouseOver(_mouse);
}
void ScummEngine_v0::handleMouseOver(bool updateInventory) {
ScummEngine_v2::handleMouseOver(updateInventory);
drawSentence();
}
#ifdef ENABLE_HE
void ScummEngine_v72he::checkExecVerbs() {
VAR(VAR_MOUSE_STATE) = 0;
if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
return;
VAR(VAR_MOUSE_STATE) = _mouseAndKeyboardStat;
ScummEngine::checkExecVerbs();
}
#endif
void ScummEngine::checkExecVerbs() {
int i, over;
VerbSlot *vs;
if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
return;
if (_mouseAndKeyboardStat < MBS_MAX_KEY) {
/* Check keypresses */
if (!(_game.id == GID_MONKEY && _game.platform == Common::kPlatformSegaCD)) {
// This is disabled in the SegaCD version as the "vs->key" values setup
// by script-17 conflict with the values expected by the generic keyboard
// input script. See tracker item #1193185.
vs = &_verbs[1];
for (i = 1; i < _numVerbs; i++, vs++) {
if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) {
if (_mouseAndKeyboardStat == vs->key) {
// Trigger verb as if the user clicked it
runInputScript(kVerbClickArea, vs->verbid, 1);
return;
}
}
}
}
if ((_game.id == GID_INDY4 || _game.id == GID_PASS) && _mouseAndKeyboardStat >= '0' && _mouseAndKeyboardStat <= '9') {
// To support keyboard fighting in FOA, we need to remap the number keys.
// FOA apparently expects PC scancode values (see script 46 if you want
// to know where I got these numbers from). Oddly enough, the The Indy 3
// part of the "Passport to Adventure" demo expects the same keyboard
// mapping, even though the full game doesn't.
static const int numpad[10] = {
'0',
335, 336, 337,
331, 332, 333,
327, 328, 329
};
_mouseAndKeyboardStat = numpad[_mouseAndKeyboardStat - '0'];
}
if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
// HACK: In the FM-TOWNS games Indy3, Loom and Zak the most significant bit is set for special keys
// like F5 (=0x8005) or joystick buttons (mask 0xFE00, e.g. SELECT=0xFE40 for the save/load menu).
// Hence the distinction with (_mouseAndKeyboardStat < MBS_MAX_KEY) between mouse- and key-events is not applicable
// to this games, so we have to remap the special keys here.
if (_mouseAndKeyboardStat == 319) {
_mouseAndKeyboardStat = 0x8005;
}
}
if ((_game.platform == Common::kPlatformFMTowns && _game.id == GID_ZAK) &&
(_mouseAndKeyboardStat >= 315 && _mouseAndKeyboardStat <= 318)) {
// Hack: Handle switching to a person via F1-F4 keys.
// This feature isn't available in the scripts of the FM-TOWNS version.
int fKey = _mouseAndKeyboardStat - 314;
int switchSlot = getVerbSlot(36, 0);
// check if switch-verb is enabled
if (_verbs[switchSlot].curmode == 1) {
// Check if person is available (see script 23 from ZAK_FM-TOWNS and script 4 from ZAK_PC).
// Zak: Var[144 Bit 15], Annie: Var[145 Bit 0], Melissa: Var[145 Bit 1], Leslie: Var[145 Bit 2]
if (!readVar(0x890E + fKey)) {
runInputScript(kVerbClickArea, 36 + fKey, 0);
}
}
return;
}
// Generic keyboard input
runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1);
} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
VirtScreen *zone = findVirtScreen(_mouse.y);
const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2;
// This could be kUnkVirtScreen.
// Fixes bug #1536932: "MANIACNES: Crash on click in speechtext-area"
if (!zone)
return;
over = findVerbAtPos(_mouse.x, _mouse.y);
if (over != 0) {
// Verb was clicked
runInputScript(kVerbClickArea, _verbs[over].verbid, code);
} else {
// Scene was clicked
runInputScript((zone->number == kMainVirtScreen) ? kSceneClickArea : kVerbClickArea, 0, code);
}
}
}
void ScummEngine_v2::checkExecVerbs() {
int i, over;
VerbSlot *vs;
if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
return;
if (_mouseAndKeyboardStat < MBS_MAX_KEY) {
/* Check keypresses */
vs = &_verbs[1];
for (i = 1; i < _numVerbs; i++, vs++) {
if (vs->verbid && vs->saveid == 0 && vs->curmode == 1) {
if (_mouseAndKeyboardStat == vs->key) {
// Trigger verb as if the user clicked it
runInputScript(kVerbClickArea, vs->verbid, 1);
return;
}
}
}
// Simulate inventory picking and scrolling keys
int object = -1;
switch (_mouseAndKeyboardStat) {
case 'u': // arrow up
if (_inventoryOffset >= 2) {
_inventoryOffset -= 2;
redrawV2Inventory();
}
return;
case 'j': // arrow down
if (_inventoryOffset + 4 < getInventoryCount(_scummVars[VAR_EGO])) {
_inventoryOffset += 2;
redrawV2Inventory();
}
return;
case 'i': // object
object = 0;
break;
case 'o':
object = 1;
break;
case 'k':
object = 2;
break;
case 'l':
object = 3;
break;
}
if (object != -1) {
object = findInventory(_scummVars[VAR_EGO], object + 1 + _inventoryOffset);
if (object > 0) {
if (_game.version == 0) {
_activeInventory = object;
} else {
runInputScript(kInventoryClickArea, object, 0);
}
}
return;
}
// Generic keyboard input
runInputScript(kKeyClickArea, _mouseAndKeyboardStat, 1);
} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
VirtScreen *zone = findVirtScreen(_mouse.y);
const byte code = _mouseAndKeyboardStat & MBS_LEFT_CLICK ? 1 : 2;
const int inventoryArea = (_game.platform == Common::kPlatformNES) ? 48: 32;
// This could be kUnkVirtScreen.
// Fixes bug #1536932: "MANIACNES: Crash on click in speechtext-area"
if (!zone)
return;
if (zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) {
// Click into V2 sentence line
runInputScript(kSentenceClickArea, 0, 0);
} else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + inventoryArea) {
// Click into V2 inventory
checkV2Inventory(_mouse.x, _mouse.y);
} else {
over = findVerbAtPos(_mouse.x, _mouse.y);
if (over != 0) {
// Verb was clicked
runInputScript(kVerbClickArea, _verbs[over].verbid, code);
} else {
// Scene was clicked
runInputScript((zone->number == kMainVirtScreen) ? kSceneClickArea : kVerbClickArea, 0, code);
}
}
}
}
void ScummEngine_v0::runObject(int obj, int entry) {
int prev = _v0ObjectInInventory;
if (getVerbEntrypoint(obj, entry) == 0) {
// If nothing was found, attempt to find the 'WHAT-IS' verb script
// (which is not really the what-is script, as this verb never actually executes
// it merely seems to be some type of fallback)
if (getVerbEntrypoint(obj, 0x0F) != 0) {
entry = 0x0F;
}
}
_v0ObjectInInventory = prev;
if (getVerbEntrypoint(obj, entry) != 0) {
_v0ObjectInInventory = prev;
runObjectScript(obj, entry, false, false, NULL);
} else if (entry != 13 && entry != 15) {
if (_activeVerb != 3) {
VAR(VAR_ACTIVE_VERB) = entry;
runScript(3, 0, 0, 0);
// For some reasons, certain objects don't have a "give" script
} else if (VAR(VAR_ACTIVE_ACTOR) > 0 && VAR(VAR_ACTIVE_ACTOR) < 8) {
if (_activeInventory)
setOwnerOf(_activeInventory, VAR(VAR_ACTIVE_ACTOR));
}
}
}
bool ScummEngine_v0::verbMoveToActor(int actor) {
Actor *a = derefActor(VAR(VAR_EGO), "verbMoveToActor");
Actor *a2 = derefActor(actor, "verbMoveToActor");
int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y);
if (!a->_moving && dist > 4) {
a->startWalkActor(a2->getRealPos().x, a2->getRealPos().y, -1);
} else {
if (dist <= 4) {
a->stopActorMoving();
return false;
}
}
return true;
}
bool ScummEngine_v0::verbMove(int object, int objectIndex, bool invObject) {
int x, y, dir;
Actor *a = derefActor(VAR(VAR_EGO), "verbMove");
if (_currentMode != 3 && _currentMode != 2)
return false;
_v0ObjectIndex = true;
getObjectXYPos(objectIndex, x, y, dir);
_v0ObjectIndex = false;
// Detect distance from target object
int dist = getDist(a->getRealPos().x, a->getRealPos().y, x, y);
if (a->_moving)
return true;
if (dist > 5) {
a->startWalkActor(x, y, dir);
VAR(6) = x;
VAR(7) = y;
return true;
} else {
// Finished walk, are we picking up the item?
if (_verbPickup) {
int oldActive = _activeObject, oldIndex = _activeObjectIndex;
_activeObject = object;
_activeObjectIndex = objectIndex;
_v0ObjectIndex = true;
// Execute pickup
runObject(objectIndex, 14);
_v0ObjectIndex = false;
_activeObject = oldActive;
_activeObjectIndex = oldIndex;
// Finished picking up
_verbPickup = false;
}
}
return false;
}
bool ScummEngine_v0::verbObtain(int obj, int objIndex) {
bool didPickup = false;
int prep, where = whereIsObjectInventory(obj);
if (objIndex == 0)
return false;
// Object in inventory ?
if (where != WIO_INVENTORY) {
_v0ObjectIndex = true;
prep = verbPrep(objIndex);
if (prep == 1 || prep == 4) {
if (_activeVerb != 13 && _activeVerb != 14) {
_verbPickup = true;
didPickup = true;
}
} else {
_verbPickup = false;
}
// Ignore verbs?
Actor *a = derefActor(VAR(VAR_EGO), "verbObtain");
if (((ActorC64 *)a)->_miscflags & 0x40) {
resetSentence(false);
return false;
}
//attempt move to object
if (verbMove(obj, objIndex, false))
return true;
if (didPickup && (prep == 1 || prep == 4))
if (_activeVerb != 13 && _activeVerb != 14) {
_v0ObjectInInventory = true;
if (whereIsObject(obj) == WIO_INVENTORY)
_activeInventory = obj;
else
resetSentence();
_v0ObjectInInventory = false;
}
}
return false;
}
int ScummEngine_v0::verbPrep(int object) {
if (!_v0ObjectInInventory)
_v0ObjectIndex = true;
else
_v0ObjectIndex = false;
byte *ptr = getOBCDFromObject(object);
_v0ObjectIndex = false;
assert(ptr);
return (*(ptr + 11) >> 5);
}
bool ScummEngine_v0::verbExecutes(int object, bool inventory) {
_v0ObjectInInventory = inventory;
int prep = verbPrep(object);
if (prep == 2 || prep == 0) {
return true;
}
return false;
}
bool ScummEngine_v0::verbExec() {
int prep = 0;
int entry = (_currentMode != 0 && _currentMode != 1) ? _activeVerb : 15;
if ((!_activeInvExecute && _activeObject && getObjectIndex(_activeObject) == -1)) {
resetSentence();
return false;
}
// Lets try walk to the object
if (_activeObject && _activeObjectIndex && !_activeObjectObtained && _currentMode != 0) {
prep = verbPrep(_activeObjectIndex);
if (verbObtain(_activeObject, _activeObjectIndex))
return true;
_activeObjectObtained = true;
}
// Attempt to obtain/reach object2
if (_activeObject2 && _activeObject2Index && !_activeObject2Obtained && _currentMode != 0) {
prep = verbPrep(_activeObject2Index);
_v0ObjectInInventory = false;
if (verbObtain(_activeObject2, _activeObject2Index))
return true;
if (prep != 1 && prep != 4) {
_activeInventory = _activeObject;
_activeObject = _activeObject2;
_activeObjectIndex = _activeObject2Index;
_activeObject2 = 0;
_activeObject2Index = 0;
}
_activeObject2Obtained = true;
}
// Give-To
if (_activeVerb == 3 && _activeInventory && _activeActor) {
// FIXME: Actors need to turn and face each other
if (verbMoveToActor(_activeActor)) {
// Ignore verbs?
Actor *a = derefActor(VAR(VAR_EGO), "verbExec");
if (((ActorC64 *)a)->_miscflags & 0x40) {
resetSentence(false);
return false;
}
return true;
}
_v0ObjectInInventory = true;
VAR(VAR_ACTIVE_ACTOR) = _activeActor;
runObject(_activeInventory , 3);
_v0ObjectInInventory = false;
resetSentence();
return false;
}
// Where we performing an action on an actor?
if (_activeActor) {
_v0ObjectIndex = true;
runObject(_activeActor, entry);
_v0ObjectIndex = false;
_verbExecuting = false;
resetSentence();
return false;
}
// If we've finished walking (now near target), execute the action
if (_activeObject && _activeObjectIndex && verbPrep(_activeObjectIndex) == 2) {
_v0ObjectIndex = true;
runObject(_activeObjectIndex, entry);
_v0ObjectIndex = false;
_verbExecuting = false;
if ((_currentMode == 3 || _currentMode == 2) && _activeVerb == 13)
return false;
resetSentence();
return false;
}
// We acted on an inventory item
if (_activeInventory && verbExecutes(_activeInventory, true) && _activeVerb != 3) {
_v0ObjectInInventory = true;
runObject(_activeInventory, _activeVerb);
_verbExecuting = false;
if (_currentMode == 3 && _activeVerb == 13) {
resetSentence(true);
return false;
}
resetSentence();
return false;
}
// Item not in inventory is executed
if (_activeObject) {
_v0ObjectIndex = true;
runObject(_activeObjectIndex, entry);
_v0ObjectIndex = false;
} else if (_activeInventory) {
// Not sure this is the correct way to do this,
// however its working for most situations - segra
if (verbExecutes(_activeInventory, true) == false) {
if (_activeObject2 && _activeObject2Inv && verbExecutes(_activeObject2, true)) {
_v0ObjectInInventory = true;
_activeObject = _activeInventory;
_activeInventory = _activeObject2;
runObject(_activeObject, _activeVerb);
} else {
_v0ObjectInInventory = true;
if (_activeObject2) {
_activeObject = _activeObject2;
runObject(_activeObject, _activeVerb);
} else
runObject(_activeInventory, _activeVerb);
}
} else {
_v0ObjectInInventory = true;
runObject(_activeInventory, _activeVerb);
}
}
_verbExecuting = false;
if (_activeVerb == 13) {
resetSentence(true);
return false;
}
resetSentence();
return false;
}
void ScummEngine_v0::checkExecVerbs() {
Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
VirtScreen *zone = findVirtScreen(_mouse.y);
// Is a verb currently executing
if (_verbExecuting) {
// Check if mouse click
if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
int over = findVerbAtPos(_mouse.x, _mouse.y);
int act = getActorFromPos(_virtualMouse.x, _virtualMouse.y);
int obj = findObject(_virtualMouse.x, _virtualMouse.y);
if (over && over != _activeVerb) {
_activeVerb = over;
_verbExecuting = false;
return;
}
if (!obj && !act && !over) {
resetSentence(false);
} else {
a->stopActorMoving();
}
} else {
if (_verbExecuting && !verbExec())
return;
}
}
// What-Is selected, any object we hover over is selected, on mouse press we set to WalkTo
if (_activeVerb == 15) {
int obj = findObject(_virtualMouse.x, _virtualMouse.y);
int objIdx = findObjectIndex(_virtualMouse.x, _virtualMouse.y);
_activeObject = obj;
_activeObjectIndex = objIdx;
if ((_mouseAndKeyboardStat & MBS_MOUSE_MASK))
_activeVerb = 13; // Walk-To
return;
}
if (_userPut <= 0 || _mouseAndKeyboardStat == 0)
return;
if (_mouseAndKeyboardStat < MBS_MAX_KEY) {
/* Check keypresses */
// TODO
} else if (_mouseAndKeyboardStat & MBS_MOUSE_MASK) {
if (zone->number == kVerbVirtScreen && _mouse.y <= zone->topline + 8) {
// TODO
} else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + 32) {
int prevInventory = _activeInventory;
int invOff = _inventoryOffset;
// Click into V2 inventory
checkV2Inventory(_mouse.x, _mouse.y);
// Did the Inventory position changed (arrows pressed, do nothing)
if (invOff != _inventoryOffset)
return;
// No inventory selected?
if (!_activeInventory)
return;
// Did we just change the selected inventory item?
if (prevInventory && prevInventory != _activeInventory && _activeInventory != _activeObject2) {
_v0ObjectInInventory = true;
int prep = verbPrep(_activeInventory);
_v0ObjectInInventory = true;
int prep2 = verbPrep(prevInventory);
// Should the new inventory object remain as the secondary selected object
// Or should the new inventory object become primary?
if (prep != prep2 || prep != 1) {
if (prep == 1 || prep == 3) {
int tmp = _activeInventory;
_activeInventory = prevInventory;
prevInventory = tmp;
}
}
// Setup object2
_activeObject = 0;
_activeInvExecute = true;
_activeObject2Inv = true;
_activeObject2 = _activeInventory;
_activeInventory = prevInventory;
return;
}
// is the new selected inventory the same as the last selected?, reset to previous if it is
if (_activeInventory == _activeObject2)
_activeInventory = prevInventory;
// Inventory Selected changed
if (prevInventory != _activeInventory)
if (!_activeObject2 || prevInventory != _activeObject2)
return;
if (_activeVerb == 11 && !(((_activeObject || _activeInventory)) || !_activeObject2))
return;
} else {
int over = findVerbAtPos(_mouse.x, _mouse.y);
int act = getActorFromPos(_virtualMouse.x, _virtualMouse.y);
int obj = findObject(_virtualMouse.x, _virtualMouse.y);
int objIdx = findObjectIndex(_virtualMouse.x, _virtualMouse.y);
// If we already have an object selected, and we just clicked an actor
// Clear any object we may of also clicked on
if ((_activeObject || _activeInventory) && act) {
obj = 0;
objIdx = 0;
}
// Handle New Kid verb options
if (_activeVerb == 7 || over == 7) {
// Disable New-Kid (in the secret lab)
if (_currentMode == 2 || _currentMode == 0)
return;
if (!(((ActorC64 *)a)->_miscflags & 0x80)) {
if (_activeVerb != 7) {
_activeVerb = over;
over = 0;
}
}
if (over) {
_activeVerb = 13;
switchActor(_verbs[over].verbid - 1);
return;
}
setNewKidVerbs();
return;
}
// Clicked on nothing, walk here?
if (!over && !act && _activeVerb == 13 && !obj && _currentMode != 0) {
// Clear all selected
resetSentence();
// 0xB31
VAR(6) = _virtualMouse.x / V12_X_MULTIPLIER;
VAR(7) = _virtualMouse.y / V12_Y_MULTIPLIER;
if (zone->number == kMainVirtScreen) {
// Ignore verbs?
if (((ActorC64 *)a)->_miscflags & 0x40) {
resetSentence(false);
return;
}
a->stopActorMoving();
a->startWalkActor(VAR(6), VAR(7), -1);
_verbExecuting = true;
}
return;
}
// No new verb, use previous
if (over == 0)
over = _activeVerb;
// No verb selected, use walk-to
if (!_activeVerb)
_activeVerb = over = 13; // Walk-To
// New verb selected
if (_activeVerb != over) {
_activeVerb = over;
if (_activeVerb == 13) {
resetSentence();
}
return;
}
// Only allowing targetting actors if its the GIVE/USE verb
if (_activeVerb == 3 || _activeVerb == 11) {
// Different actor selected?
if (act) {
if (_activeActor != act) {
_activeActor = act;
return;
}
}
}
if (obj && obj != _activeObject) {
if (!_activeObject)
if (_activeInventory)
_activeInvExecute = true;
// USE
if (_activeVerb == 11 || _activeVerb == 8) {
if (obj != _activeObject || obj != _activeObject2) {
if (!_activeObject || _activeInventory) {
_activeObject = obj;
_activeObjectIndex = objIdx;
return;
} else {
if (_activeObject2 != obj) {
_activeObject2 = obj;
_activeObject2Index = objIdx;
return;
}
}
}
} else {
a->stopActorMoving();
_activeObject = obj;
_activeObjectIndex = objIdx;
if (_activeVerb != 13)
return;
//return;
}
}
}
_verbExecuting = true;
} // mouse k/b action
}
void ScummEngine::verbMouseOver(int verb) {
// Don't do anything unless verbs are active
if (_game.version <= 2 && !(_userState & 128))
return;
if (_game.id == GID_FT)
return;
if (_verbMouseOver != verb) {
if (_verbs[_verbMouseOver].type != kImageVerbType) {
drawVerb(_verbMouseOver, 0);
_verbMouseOver = verb;
}
if (_verbs[verb].type != kImageVerbType && _verbs[verb].hicolor) {
drawVerb(verb, 1);
_verbMouseOver = verb;
}
}
}
int ScummEngine::findVerbAtPos(int x, int y) const {
if (!_numVerbs)
return 0;
VerbSlot *vs;
int i = _numVerbs - 1;
vs = &_verbs[i];
do {
if (vs->curmode != 1 || !vs->verbid || vs->saveid || y < vs->curRect.top || y >= vs->curRect.bottom)
continue;
if (vs->center) {
if (x < -(vs->curRect.right - 2 * vs->curRect.left) || x >= vs->curRect.right)
continue;
} else {
if (x < vs->curRect.left || x >= vs->curRect.right)
continue;
}
return i;
} while (--vs, --i);
return 0;
}
#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v7::drawVerb(int verb, int mode) {
VerbSlot *vs;
if (!verb)
return;
vs = &_verbs[verb];
if (!vs->saveid && vs->curmode && vs->verbid) {
if (vs->type == kImageVerbType) {
drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top);
return;
}
uint8 color = vs->color;
if (vs->curmode == 2)
color = vs->dimcolor;
else if (mode && vs->hicolor)
color = vs->hicolor;
const byte *msg = getResourceAddress(rtVerb, verb);
if (!msg)
return;
// Convert the message, and skip a few remaining 0xFF codes (they
// occur in FT; subtype 10, which is used for the speech associated
// with the string).
byte buf[384];
convertMessageToString(msg, buf, sizeof(buf));
msg = buf;
while (*msg == 0xFF)
msg += 4;
// Set the specified charset id
int oldID = _charset->getCurID();
_charset->setCurID(vs->charset_nr);
// Compute the text rect
vs->curRect.right = 0;
vs->curRect.bottom = 0;
const byte *msg2 = msg;
while (*msg2) {
const int charWidth = _charset->getCharWidth(*msg2);
const int charHeight = _charset->getCharHeight(*msg2);
vs->curRect.right += charWidth;
if (vs->curRect.bottom < charHeight)
vs->curRect.bottom = charHeight;
msg2++;
}
vs->curRect.right += vs->curRect.left;
vs->curRect.bottom += vs->curRect.top;
vs->oldRect = vs->curRect;
const int maxWidth = _screenWidth - vs->curRect.left;
if (_charset->getStringWidth(0, buf) > maxWidth && _game.version == 8) {
byte tmpBuf[384];
memcpy(tmpBuf, msg, 384);
int len = resStrLen(tmpBuf) - 1;
while (len >= 0) {
if (tmpBuf[len] == ' ') {
tmpBuf[len] = 0;
if (_charset->getStringWidth(0, tmpBuf) <= maxWidth) {
break;
}
}
--len;
}
enqueueText(tmpBuf, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center);
if (len >= 0) {
enqueueText(&msg[len + 1], vs->curRect.left, vs->curRect.top + _verbLineSpacing, color, vs->charset_nr, vs->center);
vs->curRect.bottom += _verbLineSpacing;
}
} else {
enqueueText(msg, vs->curRect.left, vs->curRect.top, color, vs->charset_nr, vs->center);
}
_charset->setCurID(oldID);
}
}
#endif
void ScummEngine::drawVerb(int verb, int mode) {
VerbSlot *vs;
bool tmp;
if (!verb)
return;
vs = &_verbs[verb];
if (!vs->saveid && vs->curmode && vs->verbid) {
if (vs->type == kImageVerbType) {
drawVerbBitmap(verb, vs->curRect.left, vs->curRect.top);
return;
}
restoreVerbBG(verb);
_string[4].charset = vs->charset_nr;
_string[4].xpos = vs->curRect.left;
_string[4].ypos = vs->curRect.top;
_string[4].right = _screenWidth - 1;
_string[4].center = vs->center;
if (vs->curmode == 2)
_string[4].color = vs->dimcolor;
else if (mode && vs->hicolor)
_string[4].color = vs->hicolor;
else
_string[4].color = vs->color;
// FIXME For the future: Indy3 and under inv scrolling
/*
if (verb >= 31 && verb <= 36)
verb += _inventoryOffset;
*/
const byte *msg = getResourceAddress(rtVerb, verb);
if (!msg)
return;
tmp = _charset->_center;
drawString(4, msg);
_charset->_center = tmp;
vs->curRect.right = _charset->_str.right;
vs->curRect.bottom = _charset->_str.bottom;
vs->oldRect = _charset->_str;
_charset->_str.left = _charset->_str.right;
} else if (_game.id != GID_FT) {
restoreVerbBG(verb);
}
}
void ScummEngine::restoreVerbBG(int verb) {
VerbSlot *vs;
vs = &_verbs[verb];
uint8 col =
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
((_game.platform == Common::kPlatformFMTowns) && (_game.id == GID_MONKEY2 || _game.id == GID_INDY4) && (vs->bkcolor == _townsOverrideShadowColor)) ? 0 :
#endif
vs->bkcolor;
if (vs->oldRect.left != -1) {
restoreBackground(vs->oldRect, col);
vs->oldRect.left = -1;
}
}
void ScummEngine::drawVerbBitmap(int verb, int x, int y) {
VerbSlot *vst = &_verbs[verb];
VirtScreen *vs;
bool twobufs;
const byte *imptr = 0;
int ydiff, xstrip;
int imgw, imgh;
int i, tmp;
byte *obim;
uint32 size;
if ((vs = findVirtScreen(y)) == NULL)
return;
_gdi->disableZBuffer();
twobufs = vs->hasTwoBuffers;
vs->hasTwoBuffers = false;
xstrip = x / 8;
ydiff = y - vs->topline;
obim = getResourceAddress(rtVerb, verb);
assert(obim);
if (_game.features & GF_OLD_BUNDLE) {
imgw = obim[0];
imgh = obim[1] / 8;
imptr = obim + 2;
} else if (_game.features & GF_SMALL_HEADER) {
size = READ_LE_UINT32(obim);
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
imgw = (*(obim + size + 10));
imgh = (*(obim + size + 15)) / 8;
} else {
imgw = (*(obim + size + 11));
imgh = (*(obim + size + 17)) / 8;
}
imptr = getObjectImage(obim, 1);
} else {
const ImageHeader *imhd = (const ImageHeader *)findResourceData(MKID_BE('IMHD'), obim);
if (_game.version >= 7) {
imgw = READ_LE_UINT16(&imhd->v7.width) / 8;
imgh = READ_LE_UINT16(&imhd->v7.height) / 8;
} else {
imgw = READ_LE_UINT16(&imhd->old.width) / 8;
imgh = READ_LE_UINT16(&imhd->old.height) / 8;
}
imptr = getObjectImage(obim, 1);
}
assert(imptr);
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
_gdi->_distaff = (vst->verbid != 54);
}
for (i = 0; i < imgw; i++) {
tmp = xstrip + i;
_gdi->drawBitmap(imptr, vs, tmp, ydiff, imgw * 8, imgh * 8, i, 1, Gdi::dbAllowMaskOr | Gdi::dbObjectMode);
}
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
_gdi->_distaff = false;
}
vst->curRect.right = vst->curRect.left + imgw * 8;
vst->curRect.bottom = vst->curRect.top + imgh * 8;
vst->oldRect = vst->curRect;
_gdi->enableZBuffer();
vs->hasTwoBuffers = twobufs;
}
int ScummEngine::getVerbSlot(int id, int mode) const {
int i;
for (i = 1; i < _numVerbs; i++) {
if (_verbs[i].verbid == id && _verbs[i].saveid == mode) {
return i;
}
}
return 0;
}
void ScummEngine::killVerb(int slot) {
VerbSlot *vs;
if (slot == 0)
return;
vs = &_verbs[slot];
vs->verbid = 0;
vs->curmode = 0;
_res->nukeResource(rtVerb, slot);
if (_game.version <= 6 && vs->saveid == 0) {
drawVerb(slot, 0);
verbMouseOver(0);
}
vs->saveid = 0;
}
void ScummEngine::setVerbObject(uint room, uint object, uint verb) {
const byte *obimptr;
const byte *obcdptr;
uint32 size, size2;
FindObjectInRoom foir;
int i;
if (_game.heversion >= 70) { // Windows titles. Here we always ignore room
room = getObjectRoom(object);
}
if (whereIsObject(object) == WIO_FLOBJECT)
error("Can't grab verb image from flobject");
if (_game.features & GF_OLD_BUNDLE) {
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr == object) {
findObjectInRoom(&foir, foImageHeader, object, room);
size = READ_LE_UINT16(foir.obim);
byte *ptr = _res->createResource(rtVerb, verb, size + 2);
obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
ptr[0] = *(obcdptr + 9); // Width
ptr[1] = *(obcdptr + 15); // Height
memcpy(ptr + 2, foir.obim, size);
return;
}
}
} else if (_game.features & GF_SMALL_HEADER) {
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr == object) {
// FIXME: the only thing we need from the OBCD is the image size!
// So we could use almost the same code (except for offsets)
// as in the GF_OLD_BUNDLE code. But of course that would break save games
// unless we insert special conversion code... <sigh>
findObjectInRoom(&foir, foImageHeader, object, room);
size = READ_LE_UINT32(foir.obim);
obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
size2 = READ_LE_UINT32(obcdptr);
_res->createResource(rtVerb, verb, size + size2);
obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim;
obcdptr = getResourceAddress(rtRoom, room) + getOBCDOffs(object);
memcpy(getResourceAddress(rtVerb, verb), obimptr, size);
memcpy(getResourceAddress(rtVerb, verb) + size, obcdptr, size2);
return;
}
}
} else {
findObjectInRoom(&foir, foImageHeader, object, room);
size = READ_BE_UINT32(foir.obim + 4);
_res->createResource(rtVerb, verb, size);
obimptr = getResourceAddress(rtRoom, room) - foir.roomptr + foir.obim;
memcpy(getResourceAddress(rtVerb, verb), obimptr, size);
}
}
} // End of namespace Scumm