mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
fb79b18571
svn-id: r41000
482 lines
13 KiB
C++
482 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "scumm/scumm_v4.h"
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#include "scumm/object.h"
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namespace Scumm {
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#define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v4, x)
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void ScummEngine_v4::setupOpcodes() {
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ScummEngine_v5::setupOpcodes();
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OPCODE(0x25, o5_drawObject);
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OPCODE(0x45, o5_drawObject);
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OPCODE(0x65, o5_drawObject);
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OPCODE(0xa5, o5_drawObject);
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OPCODE(0xc5, o5_drawObject);
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OPCODE(0xe5, o5_drawObject);
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OPCODE(0x50, o4_pickupObject);
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OPCODE(0xd0, o4_pickupObject);
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OPCODE(0x5c, o4_oldRoomEffect);
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OPCODE(0xdc, o4_oldRoomEffect);
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OPCODE(0x0f, o4_ifState);
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OPCODE(0x4f, o4_ifState);
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OPCODE(0x8f, o4_ifState);
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OPCODE(0xcf, o4_ifState);
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OPCODE(0x2f, o4_ifNotState);
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OPCODE(0x6f, o4_ifNotState);
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OPCODE(0xaf, o4_ifNotState);
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OPCODE(0xef, o4_ifNotState);
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OPCODE(0xa7, o4_saveLoadVars);
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OPCODE(0x22, o4_saveLoadGame);
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OPCODE(0xa2, o4_saveLoadGame);
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}
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void ScummEngine_v4::o4_ifState() {
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int a = getVarOrDirectWord(PARAM_1);
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int b = getVarOrDirectByte(PARAM_2);
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jumpRelative(getState(a) == b);
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}
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void ScummEngine_v4::o4_ifNotState() {
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int a = getVarOrDirectWord(PARAM_1);
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int b = getVarOrDirectByte(PARAM_2);
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jumpRelative(getState(a) != b);
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}
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void ScummEngine_v4::o4_pickupObject() {
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int obj = getVarOrDirectWord(PARAM_1);
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if (obj < 1) {
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error("pickupObjectOld received invalid index %d (script %d)", obj, vm.slot[_currentScript].number);
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}
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if (getObjectIndex(obj) == -1)
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return;
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if (whereIsObject(obj) == WIO_INVENTORY) // Don't take an object twice
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return;
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// debug(0, "adding %d from %d to inventoryOld", obj, _currentRoom);
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addObjectToInventory(obj, _roomResource);
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markObjectRectAsDirty(obj);
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putOwner(obj, VAR(VAR_EGO));
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putClass(obj, kObjectClassUntouchable, 1);
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putState(obj, 1);
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clearDrawObjectQueue();
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runInventoryScript(1);
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}
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void ScummEngine_v4::o4_oldRoomEffect() {
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int a;
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_opcode = fetchScriptByte();
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if ((_opcode & 0x1F) == 3) {
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a = getVarOrDirectWord(PARAM_1);
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#if 1
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if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
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// FIXME / TODO: OK the first thing to note is: at least in Zak256,
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// maybe also in other games, this opcode does a bit more. I added
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// some stubs here, but somebody with a full IDA or more knowledge
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// about this will have to fill in the gaps. At least now we know
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// that something is missing here :-)
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if (a == 4) {
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//printf("o5_oldRoomEffect ODDBALL: _opcode = 0x%x, a = 0x%x\n", _opcode, a);
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// No idea what byte_2FCCF is, but it's a globale boolean flag.
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// I only add it here as a temporary hack to make the pseudo code compile.
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// Maybe it is just there as a reentry protection guard, given
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// how it is used? It might also correspond to _screenEffectFlag.
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int byte_2FCCF = 0;
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// For now, we force a redraw of the screen background. This
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// way the Zak end credits seem to work mostly correct.
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VirtScreen *vs = &_virtscr[kMainVirtScreen];
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restoreBackground(Common::Rect(0, vs->topline, vs->w, vs->topline + vs->h));
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vs->setDirtyRange(0, vs->h);
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updateDirtyScreen(kMainVirtScreen);
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if (byte_2FCCF) {
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// Here now "sub_1C44" is called, which sets byte_2FCCF to 0 then
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// calls yet another sub (which also reads byte_2FCCF):
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byte_2FCCF = 0;
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//call sub_0BB3
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// Now sub_085C is called. This is quite simply: it sets
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// 0xF000 bytes. starting at 0x40000 to 0. No idea what that
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// buffer is, maybe a screen buffer, though. Note that
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// 0xF000 = 320*192.
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// Maybe this is also the charset mask being cleaned?
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// call sub_085C
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// And then sub_1C54 is called, which is almost identical to
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// the above sub_1C44, only it sets byte_2FCCF to 1:
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byte_2FCCF = 1;
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// call sub_0BB3
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} else {
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// Here only sub_085C is called (see comment above)
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// call sub_085C
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}
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return;
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}
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#endif
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}
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if (a) {
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_switchRoomEffect = (byte)(a & 0xFF);
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_switchRoomEffect2 = (byte)(a >> 8);
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} else {
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fadeIn(_newEffect);
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}
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}
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}
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void ScummEngine_v4::o4_saveLoadVars() {
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if (fetchScriptByte() == 1)
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saveVars();
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else
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loadVars();
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}
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enum StringIds {
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// The string IDs used by Indy3 to store the episode resp. series IQ points.
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// Note that we save the episode IQ points but load the series IQ points,
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// which matches the original Indy3 save/load code. See also the notes
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// on Feature Request #1666521.
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STRINGID_IQ_EPISODE = 7,
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STRINGID_IQ_SERIES = 9,
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// The string IDs of the first savegame name, used as an offset to determine
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// the IDs of all savenames.
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// Loom is the only game whose savenames start with a different ID.
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STRINGID_SAVENAME1 = 10,
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STRINGID_SAVENAME1_LOOM = 9
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};
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void ScummEngine_v4::saveVars() {
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int a, b;
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while ((_opcode = fetchScriptByte()) != 0) {
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switch (_opcode & 0x1F) {
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case 0x01: // write a range of variables
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getResultPos();
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a = _resultVarNumber;
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getResultPos();
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b = _resultVarNumber;
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debug(0, "stub saveVars: vars %d -> %d", a, b);
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break;
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case 0x02: // write a range of string variables
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a = getVarOrDirectByte(PARAM_1);
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b = getVarOrDirectByte(PARAM_2);
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if (a == STRINGID_IQ_EPISODE && b == STRINGID_IQ_EPISODE) {
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if (_game.id == GID_INDY3) {
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saveIQPoints();
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}
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break;
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}
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// FIXME: changing savegame-names not supported
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break;
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case 0x03: // open file
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a = resStrLen(_scriptPointer);
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strncpy(_saveLoadVarsFilename, (const char *)_scriptPointer, a);
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_saveLoadVarsFilename[a] = '\0';
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_scriptPointer += a + 1;
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break;
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case 0x04:
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return;
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case 0x1F: // close file
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_saveLoadVarsFilename[0] = '\0';
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return;
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}
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}
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}
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void ScummEngine_v4::loadVars() {
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int a, b;
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while ((_opcode = fetchScriptByte()) != 0) {
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switch (_opcode & 0x1F) {
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case 0x01: // read a range of variables
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getResultPos();
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a = _resultVarNumber;
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getResultPos();
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b = _resultVarNumber;
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debug(0, "stub loadVars: vars %d -> %d", a, b);
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break;
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case 0x02: // read a range of string variables
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a = getVarOrDirectByte(PARAM_1);
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b = getVarOrDirectByte(PARAM_2);
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int slot;
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int slotSize;
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byte* slotContent;
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int savegameId;
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bool avail_saves[100];
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if (a == STRINGID_IQ_SERIES && b == STRINGID_IQ_SERIES) {
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// Zak256 loads the IQ script-slot but does not use it -> ignore it
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if (_game.id == GID_INDY3) {
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byte *ptr = getResourceAddress(rtString, STRINGID_IQ_SERIES);
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if (ptr) {
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int size = getResourceSize(rtString, STRINGID_IQ_SERIES);
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loadIQPoints(ptr, size);
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}
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}
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break;
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}
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listSavegames(avail_saves, ARRAYSIZE(avail_saves));
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for (slot = a; slot <= b; ++slot) {
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slotSize = getResourceSize(rtString, slot);
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slotContent = getResourceAddress(rtString, slot);
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// load savegame names
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savegameId = slot - a + 1;
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Common::String name;
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if (avail_saves[savegameId] && getSavegameName(savegameId, name)) {
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int pos;
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const char *ptr = name.c_str();
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// slotContent ends with {'\0','@'} -> max. length = slotSize-2
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for (pos = 0; pos < slotSize - 2; ++pos) {
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if (!ptr[pos])
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break;
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// replace special characters
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if (ptr[pos] >= 32 && ptr[pos] <= 122 && ptr[pos] != 64)
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slotContent[pos] = ptr[pos];
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else
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slotContent[pos] = '_';
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}
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slotContent[pos] = '\0';
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} else {
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slotContent[0] = '\0';
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}
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}
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break;
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case 0x03: // open file
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a = resStrLen(_scriptPointer);
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strncpy(_saveLoadVarsFilename, (const char *)_scriptPointer, a);
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_saveLoadVarsFilename[a] = '\0';
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_scriptPointer += a + 1;
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break;
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case 0x04:
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return;
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case 0x1F: // close file
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_saveLoadVarsFilename[0] = '\0';
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return;
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}
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}
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}
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/**
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* IQ Point calculation for Indy3.
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* The scripts that perform this task are
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* - script-9 (save/load dialog initialization, loads room 14),
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* - room-14-204 (load series IQ string),
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* - room-14-205 (save series IQ string),
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* - room-14-206 (calculate series IQ string).
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* Unfortunately script-9 contains lots of GUI stuff so calling this script
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* directly is not possible. The other scripts depend on script-9.
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*/
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void ScummEngine_v4::updateIQPoints() {
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int seriesIQ;
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// IQString[0..72] corresponds to each puzzle's IQ.
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// IQString[73] indicates that the IQ-file was loaded successfully and is always 0 when
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// the IQ is calculated, hence it will be ignored here.
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const int NUM_PUZZLES = 73;
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byte seriesIQString[NUM_PUZZLES];
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byte *episodeIQString;
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int episodeIQStringSize;
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// load string with IQ points given per puzzle in any savegame
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// IMPORTANT: the resource string STRINGID_IQ_SERIES is only valid while
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// the original save/load dialog is executed, so do not use it here.
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memset(seriesIQString, 0, sizeof(seriesIQString));
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loadIQPoints(seriesIQString, sizeof(seriesIQString));
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// string with IQ points given per puzzle in current savegame
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episodeIQString = getResourceAddress(rtString, STRINGID_IQ_EPISODE);
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if (!episodeIQString)
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return;
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episodeIQStringSize = getResourceSize(rtString, STRINGID_IQ_EPISODE);
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if (episodeIQStringSize < NUM_PUZZLES)
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return;
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// merge episode and series IQ strings and calculate series IQ
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seriesIQ = 0;
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// iterate over puzzles
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for (int i = 0; i < NUM_PUZZLES ; ++i) {
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byte puzzleIQ = seriesIQString[i];
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// if puzzle is solved copy points to episode string
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if (puzzleIQ > 0)
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episodeIQString[i] = puzzleIQ;
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// add puzzle's IQ-points to series IQ
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seriesIQ += episodeIQString[i];
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}
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_scummVars[245] = seriesIQ;
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// save series IQ string
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saveIQPoints();
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}
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void ScummEngine_v4::saveIQPoints() {
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// save Indy3 IQ-points
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Common::OutSaveFile *file;
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Common::String filename = _targetName + ".iq";
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file = _saveFileMan->openForSaving(filename);
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if (file != NULL) {
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byte *ptr = getResourceAddress(rtString, STRINGID_IQ_EPISODE);
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if (ptr) {
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int size = getResourceSize(rtString, STRINGID_IQ_EPISODE);
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file->write(ptr, size);
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}
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delete file;
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}
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}
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void ScummEngine_v4::loadIQPoints(byte *ptr, int size) {
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// load Indy3 IQ-points
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Common::InSaveFile *file;
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Common::String filename = _targetName + ".iq";
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file = _saveFileMan->openForLoading(filename);
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if (file != NULL) {
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byte *tmp = (byte*)malloc(size);
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int nread = file->read(tmp, size);
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if (nread == size) {
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memcpy(ptr, tmp, size);
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}
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free(tmp);
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delete file;
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}
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}
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void ScummEngine_v4::o4_saveLoadGame() {
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getResultPos();
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byte a = getVarOrDirectByte(PARAM_1);
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byte slot = a & 0x1F;
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byte result = 0;
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// Slot numbers in older games start with 0, in newer games with 1
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if (_game.version <= 2)
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slot++;
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if ((_game.id == GID_MANIAC) && (_game.version <= 1)) {
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// Convert older load/save screen
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// 1 Load
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// 2 Save
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slot = 1;
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if (a == 1)
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_opcode = 0x40;
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else if ((a == 2) || (_game.platform == Common::kPlatformNES))
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_opcode = 0x80;
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} else {
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_opcode = a & 0xE0;
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}
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switch (_opcode) {
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case 0x00: // num slots available
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result = 100;
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break;
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case 0x20: // drive
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if (_game.version <= 3) {
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// 0 = ???
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// [1,2] = disk drive [A:,B:]
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// 3 = hard drive
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result = 3;
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} else {
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// set current drive
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result = 1;
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}
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break;
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case 0x40: // load
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if (loadState(slot, false))
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result = 3; // sucess
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else
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result = 5; // failed to load
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break;
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case 0x80: // save
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if (_game.version <= 3) {
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char name[32];
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if (_game.version <= 2) {
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// use generic name
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sprintf(name, "Game %c", 'A'+slot-1);
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} else {
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// use name entered by the user
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char* ptr;
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int firstSlot = (_game.id == GID_LOOM) ? STRINGID_SAVENAME1_LOOM : STRINGID_SAVENAME1;
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ptr = (char*)getStringAddress(slot + firstSlot - 1);
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strncpy(name, ptr, sizeof(name));
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}
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if (savePreparedSavegame(slot, name))
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result = 0;
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else
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result = 2;
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} else {
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result = 2; // failed to save
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}
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break;
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case 0xC0: // test if save exists
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{
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Common::InSaveFile *file;
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bool avail_saves[100];
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listSavegames(avail_saves, ARRAYSIZE(avail_saves));
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Common::String filename = makeSavegameName(slot, false);
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if (avail_saves[slot] && (file = _saveFileMan->openForLoading(filename))) {
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result = 6; // save file exists
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delete file;
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} else
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result = 7; // save file does not exist
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}
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break;
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default:
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error("o4_saveLoadGame: unknown subopcode %d", _opcode);
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}
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setResult(result);
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}
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} // End of namespace Scumm
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