mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-18 23:57:32 +00:00
1861 lines
49 KiB
C++
1861 lines
49 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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*
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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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*
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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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*/
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#include "base/version.h"
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#include "agi/agi.h"
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#include "agi/sprite.h"
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#include "agi/graphics.h"
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#include "agi/opcodes.h"
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#include "agi/menu.h"
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#include "common/random.h"
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#include "common/textconsole.h"
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namespace Agi {
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#define p0 (p[0])
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#define p1 (p[1])
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#define p2 (p[2])
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#define p3 (p[3])
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#define p4 (p[4])
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#define p5 (p[5])
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#define p6 (p[6])
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#define code state->_curLogic->data
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#define ip state->_curLogic->cIP
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#define vt state->viewTable[p0]
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#define vt_v state->viewTable[state->vars[p0]]
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#define _v state->vars
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#define getGameID() state->_vm->getGameID()
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#define getFeatures() state->_vm->getFeatures()
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#define getVersion() state->_vm->getVersion()
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#define getLanguage() state->_vm->getLanguage()
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#define setflag(a,b) state->_vm->setflag(a,b)
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#define getflag(a) state->_vm->getflag(a)
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void cmdIncrement(AgiGame *state, uint8 *p) {
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if (getVersion() < 0x2000) {
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if (_v[p0] < 0xf0)
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++_v[p0];
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} else {
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if (_v[p0] != 0xff)
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++_v[p0];
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}
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}
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void cmdDecrement(AgiGame *state, uint8 *p) {
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if (_v[p0] != 0)
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--_v[p0];
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}
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void cmdAssignN(AgiGame *state, uint8 *p) {
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_v[p0] = p1;
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// WORKAROUND for a bug in fan game "Get outta SQ"
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// Total number of points is stored in variable 7, which
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// is then incorrectly assigned to 0. Thus, when the game
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// is restarted, "Points 0 of 0" is shown. We set the
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// variable to the correct value here
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// Fixes bug #1942476 - "AGI: Fan(Get Outta SQ) - Score
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// is lost on restart"
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if (getGameID() == GID_GETOUTTASQ && p0 == 7)
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_v[p0] = 8;
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}
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void cmdAddN(AgiGame *state, uint8 *p) {
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_v[p0] += p1;
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}
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void cmdSubN(AgiGame *state, uint8 *p) {
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_v[p0] -= p1;
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}
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void cmdAssignV(AgiGame *state, uint8 *p) {
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_v[p0] = _v[p1];
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}
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void cmdAddV(AgiGame *state, uint8 *p) {
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_v[p0] += _v[p1];
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}
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void cmdSubV(AgiGame *state, uint8 *p) {
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_v[p0] -= _v[p1];
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}
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void cmdMulN(AgiGame *state, uint8 *p) {
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_v[p0] *= p1;
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}
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void cmdMulV(AgiGame *state, uint8 *p) {
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_v[p0] *= _v[p1];
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}
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void cmdDivN(AgiGame *state, uint8 *p) {
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_v[p0] /= p1;
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}
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void cmdDivV(AgiGame *state, uint8 *p) {
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_v[p0] /= _v[p1];
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}
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void cmdRandomV1(AgiGame *state, uint8 *p) {
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_v[p0] = state->_vm->_rnd->getRandomNumber(250);
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}
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void cmdRandom(AgiGame *state, uint8 *p) {
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_v[p2] = state->_vm->_rnd->getRandomNumber(p1 - p0) + p0;
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}
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void cmdLindirectN(AgiGame *state, uint8 *p) {
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_v[_v[p0]] = p1;
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}
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void cmdLindirectV(AgiGame *state, uint8 *p) {
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_v[_v[p0]] = _v[p1];
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}
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void cmdRindirect(AgiGame *state, uint8 *p) {
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_v[p0] = _v[_v[p1]];
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}
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void cmdSet(AgiGame *state, uint8 *p) {
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setflag(*p, true);
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}
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void cmdReset(AgiGame *state, uint8 *p) {
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setflag(*p, false);
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}
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void cmdToggle(AgiGame *state, uint8 *p) {
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setflag(*p, !getflag(*p));
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}
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void cmdSetV(AgiGame *state, uint8 *p) {
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if (getVersion() < 0x2000) {
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_v[p0] = 1;
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} else {
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setflag(_v[p0], true);
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}
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}
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void cmdResetV(AgiGame *state, uint8 *p) {
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if (getVersion() < 0x2000) {
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_v[p0] = 0;
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} else {
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setflag(_v[p0], false);
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}
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}
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void cmdToggleV(AgiGame *state, uint8 *p) {
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if (getVersion() < 0x2000) {
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_v[p0] ^= 1;
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} else {
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setflag(_v[p0], !getflag(_v[p0]));
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}
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}
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void cmdNewRoom(AgiGame *state, uint8 *p) {
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state->_vm->newRoom(p0);
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// WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush.
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// Intro was skipped because the enter-keypress finalizing the entering
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// of the copy protection string (Copy protection is in logic.128) was
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// left over to the intro scene (Starts with room 73 i.e. logic.073).
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// The intro scene checks for any keys pressed and if it finds any it
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// jumps to the game's start (Room 1 i.e. logic.001). We clear the
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// keyboard buffer when the intro sequence's first room (Room 73) is
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// loaded so that no keys from the copy protection scene can be left
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// over to cause the intro to skip to the game's start.
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if (getGameID() == GID_GOLDRUSH && p0 == 73)
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state->keypress = 0;
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}
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void cmdNewRoomF(AgiGame *state, uint8 *p) {
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state->_vm->newRoom(_v[p0]);
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}
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void cmdLoadView(AgiGame *state, uint8 *p) {
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state->_vm->agiLoadResource(rVIEW, p0);
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}
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void cmdLoadLogic(AgiGame *state, uint8 *p) {
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state->_vm->agiLoadResource(rLOGIC, p0);
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}
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void cmdLoadSound(AgiGame *state, uint8 *p) {
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state->_vm->agiLoadResource(rSOUND, p0);
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}
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void cmdLoadViewF(AgiGame *state, uint8 *p) {
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state->_vm->agiLoadResource(rVIEW, _v[p0]);
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}
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void cmdLoadLogicF(AgiGame *state, uint8 *p) {
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state->_vm->agiLoadResource(rLOGIC, _v[p0]);
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}
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void cmdDiscardView(AgiGame *state, uint8 *p) {
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state->_vm->agiUnloadResource(rVIEW, p0);
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}
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void cmdObjectOnAnything(AgiGame *state, uint8 *p) {
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vt.flags &= ~(fOnWater | fOnLand);
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}
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void cmdObjectOnLand(AgiGame *state, uint8 *p) {
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vt.flags |= fOnLand;
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}
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void cmdObjectOnWater(AgiGame *state, uint8 *p) {
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vt.flags |= fOnWater;
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}
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void cmdObserveHorizon(AgiGame *state, uint8 *p) {
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vt.flags &= ~fIgnoreHorizon;
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}
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void cmdIgnoreHorizon(AgiGame *state, uint8 *p) {
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vt.flags |= fIgnoreHorizon;
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}
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void cmdObserveObjs(AgiGame *state, uint8 *p) {
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vt.flags &= ~fIgnoreObjects;
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}
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void cmdIgnoreObjs(AgiGame *state, uint8 *p) {
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vt.flags |= fIgnoreObjects;
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}
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void cmdObserveBlocks(AgiGame *state, uint8 *p) {
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vt.flags &= ~fIgnoreBlocks;
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}
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void cmdIgnoreBlocks(AgiGame *state, uint8 *p) {
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vt.flags |= fIgnoreBlocks;
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}
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void cmdSetHorizon(AgiGame *state, uint8 *p) {
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state->horizon = p0;
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}
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void cmdGetPriority(AgiGame *state, uint8 *p) {
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_v[p1] = vt.priority;
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}
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void cmdSetPriority(AgiGame *state, uint8 *p) {
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vt.flags |= fFixedPriority;
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vt.priority = p1;
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// WORKAROUND: this fixes bug #1712585 in KQ4 (dwarf sprite priority)
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// For this scene, ego (Rosella) hasn't got a fixed priority till script 54
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// explicitly sets priority 8 for her, so that she can walk back to the table
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// without being drawn over the other dwarfs
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// It seems that in this scene, ego's priority is set to 8, but the priority of
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// the last dwarf with the soup bowls (view 152) is also set to 8, which causes
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// the dwarf to be drawn behind ego
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// With this workaround, when the game scripts set the priority of view 152
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// (seventh dwarf with soup bowls), ego's priority is set to 7
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// The game script itself sets priotity 8 for ego before she starts walking,
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// and then releases the fixed priority set on ego after ego is seated
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// Therefore, this workaround only affects that specific part of this scene
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// Ego is set to object 19 by script 54
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if (getGameID() == GID_KQ4 && vt.currentView == 152) {
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state->viewTable[19].flags |= fFixedPriority;
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state->viewTable[19].priority = 7;
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}
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}
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void cmdSetPriorityF(AgiGame *state, uint8 *p) {
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vt.flags |= fFixedPriority;
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vt.priority = _v[p1];
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}
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void cmdReleasePriority(AgiGame *state, uint8 *p) {
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vt.flags &= ~fFixedPriority;
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}
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void cmdSetUpperLeft(AgiGame *state, uint8 *p) { // do nothing (AGI 2.917)
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}
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void cmdStartUpdate(AgiGame *state, uint8 *p) {
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state->_vm->startUpdate(&vt);
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}
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void cmdStopUpdate(AgiGame *state, uint8 *p) {
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state->_vm->stopUpdate(&vt);
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}
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void cmdCurrentView(AgiGame *state, uint8 *p) {
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_v[p1] = vt.currentView;
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}
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void cmdCurrentCel(AgiGame *state, uint8 *p) {
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_v[p1] = vt.currentCel;
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debugC(4, kDebugLevelScripts, "v%d=%d", p1, _v[p1]);
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}
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void cmdCurrentLoop(AgiGame *state, uint8 *p) {
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_v[p1] = vt.currentLoop;
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}
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void cmdLastCel(AgiGame *state, uint8 *p) {
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_v[p1] = vt.loopData->numCels - 1;
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}
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void cmdSetCel(AgiGame *state, uint8 *p) {
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state->_vm->setCel(&vt, p1);
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if (getVersion() >= 0x2000) {
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vt.flags &= ~fDontupdate;
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}
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}
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void cmdSetCelF(AgiGame *state, uint8 *p) {
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state->_vm->setCel(&vt, _v[p1]);
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vt.flags &= ~fDontupdate;
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}
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void cmdSetView(AgiGame *state, uint8 *p) {
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state->_vm->setView(&vt, p1);
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}
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void cmdSetViewF(AgiGame *state, uint8 *p) {
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state->_vm->setView(&vt, _v[p1]);
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}
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void cmdSetLoop(AgiGame *state, uint8 *p) {
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state->_vm->setLoop(&vt, p1);
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}
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void cmdSetLoopF(AgiGame *state, uint8 *p) {
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state->_vm->setLoop(&vt, _v[p1]);
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}
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void cmdNumberOfLoops(AgiGame *state, uint8 *p) {
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_v[p1] = vt.numLoops;
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}
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void cmdFixLoop(AgiGame *state, uint8 *p) {
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vt.flags |= fFixLoop;
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}
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void cmdReleaseLoop(AgiGame *state, uint8 *p) {
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vt.flags &= ~fFixLoop;
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}
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void cmdStepSize(AgiGame *state, uint8 *p) {
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vt.stepSize = _v[p1];
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}
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void cmdStepTime(AgiGame *state, uint8 *p) {
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vt.stepTime = vt.stepTimeCount = _v[p1];
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}
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void cmdCycleTime(AgiGame *state, uint8 *p) {
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vt.cycleTime = vt.cycleTimeCount = _v[p1];
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}
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void cmdStopCycling(AgiGame *state, uint8 *p) {
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vt.flags &= ~fCycling;
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}
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void cmdStartCycling(AgiGame *state, uint8 *p) {
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vt.flags |= fCycling;
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}
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void cmdNormalCycle(AgiGame *state, uint8 *p) {
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vt.cycle = kCycleNormal;
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vt.flags |= fCycling;
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}
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void cmdReverseCycle(AgiGame *state, uint8 *p) {
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vt.cycle = kCycleReverse;
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vt.flags |= fCycling;
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}
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void cmdSetDir(AgiGame *state, uint8 *p) {
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vt.direction = _v[p1];
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}
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void cmdGetDir(AgiGame *state, uint8 *p) {
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_v[p1] = vt.direction;
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}
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void cmdGetRoomF(AgiGame *state, uint8 *p) {
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_v[p1] = state->_vm->objectGetLocation(_v[p0]);
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}
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void cmdPut(AgiGame *state, uint8 *p) {
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state->_vm->objectSetLocation(p0, _v[p1]);
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}
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void cmdPutF(AgiGame *state, uint8 *p) {
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state->_vm->objectSetLocation(_v[p0], _v[p1]);
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}
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void cmdDrop(AgiGame *state, uint8 *p) {
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state->_vm->objectSetLocation(p0, 0);
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}
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void cmdGet(AgiGame *state, uint8 *p) {
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state->_vm->objectSetLocation(p0, EGO_OWNED);
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}
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void cmdGetV1(AgiGame *state, uint8 *p) {
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state->_vm->objectSetLocation(p0, EGO_OWNED_V1);
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}
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void cmdGetF(AgiGame *state, uint8 *p) {
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state->_vm->objectSetLocation(_v[p0], EGO_OWNED);
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}
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void cmdWordToString(AgiGame *state, uint8 *p) {
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strcpy(state->strings[p0], state->egoWords[p1].word);
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}
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void cmdOpenDialogue(AgiGame *state, uint8 *p) {
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state->hasWindow = true;
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}
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void cmdCloseDialogue(AgiGame *state, uint8 *p) {
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state->hasWindow = false;
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}
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void cmdCloseWindow(AgiGame *state, uint8 *p) {
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state->_vm->closeWindow();
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}
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void cmdStatusLineOn(AgiGame *state, uint8 *p) {
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state->statusLine = true;
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state->_vm->writeStatus();
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}
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void cmdStatusLineOff(AgiGame *state, uint8 *p) {
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state->statusLine = false;
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state->_vm->writeStatus();
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}
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void cmdShowObj(AgiGame *state, uint8 *p) {
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state->_vm->_sprites->showObj(p0);
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}
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void cmdShowObjV(AgiGame *state, uint8 *p) {
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state->_vm->_sprites->showObj(_v[p0]);
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}
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void cmdSound(AgiGame *state, uint8 *p) {
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state->_vm->_sound->startSound(p0, p1);
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}
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void cmdStopSound(AgiGame *state, uint8 *p) {
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state->_vm->_sound->stopSound();
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}
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void cmdMenuInput(AgiGame *state, uint8 *p) {
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state->_vm->newInputMode(INPUT_MENU);
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}
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void cmdEnableItem(AgiGame *state, uint8 *p) {
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state->_vm->_menu->setItem(p0, true);
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}
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void cmdDisableItem(AgiGame *state, uint8 *p) {
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state->_vm->_menu->setItem(p0, false);
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}
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void cmdSubmitMenu(AgiGame *state, uint8 *p) {
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state->_vm->_menu->submit();
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}
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void cmdSetScanStart(AgiGame *state, uint8 *p) {
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state->_curLogic->sIP = state->_curLogic->cIP;
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}
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void cmdResetScanStart(AgiGame *state, uint8 *p) {
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state->_curLogic->sIP = 2;
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}
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void cmdSaveGame(AgiGame *state, uint8 *p) {
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state->simpleSave ? state->_vm->saveGameSimple() : state->_vm->saveGameDialog();
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}
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void cmdLoadGame(AgiGame *state, uint8 *p) {
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assert(1);
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state->simpleSave ? state->_vm->loadGameSimple() : state->_vm->loadGameDialog();
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}
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void cmdInitDisk(AgiGame *state, uint8 *p) { // do nothing
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}
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|
|
void cmdLog(AgiGame *state, uint8 *p) { // do nothing
|
|
}
|
|
|
|
void cmdTraceOn(AgiGame *state, uint8 *p) { // do nothing
|
|
}
|
|
|
|
void cmdTraceInfo(AgiGame *state, uint8 *p) { // do nothing
|
|
}
|
|
|
|
void cmdShowMem(AgiGame *state, uint8 *p) {
|
|
state->_vm->messageBox("Enough memory");
|
|
}
|
|
|
|
void cmdInitJoy(AgiGame *state, uint8 *p) { // do nothing
|
|
}
|
|
|
|
void cmdScriptSize(AgiGame *state, uint8 *p) {
|
|
debug(0, "script.size(%d)", p0);
|
|
}
|
|
|
|
void cmdCancelLine(AgiGame *state, uint8 *p) {
|
|
state->inputBuffer[0] = 0;
|
|
state->cursorPos = 0;
|
|
state->_vm->writePrompt();
|
|
}
|
|
|
|
// This implementation is based on observations of Amiga's Gold Rush.
|
|
// You can try this out (in the original and in ScummVM) by writing "bird man"
|
|
// to enter Gold Rush's debug mode and then writing "show position" or "sp".
|
|
// TODO: Make the cycle and motion status lines more like in Amiga's Gold Rush.
|
|
// TODO: Add control status line (After stepsize, before cycle status).
|
|
// Don't know what the control status means yet, possibly flags?
|
|
// Examples of the control-value (Taken in the first screen i.e. room 1):
|
|
// 4051 (When ego is stationary),
|
|
// 471 (When walking on the first screen's bridge),
|
|
// 71 (When walking around, using the mouse or the keyboard).
|
|
void cmdObjStatusF(AgiGame *state, uint8 *p) {
|
|
const char *cycleDesc; // Object's cycle description line
|
|
const char *motionDesc; // Object's motion description line
|
|
char msg[256]; // The whole object status message
|
|
|
|
// Generate cycle description line
|
|
switch (vt_v.cycle) {
|
|
case kCycleNormal:
|
|
cycleDesc = "normal cycle";
|
|
break;
|
|
case kCycleEndOfLoop:
|
|
cycleDesc = "end of loop";
|
|
break;
|
|
case kCycleRevLoop:
|
|
cycleDesc = "reverse loop";
|
|
break;
|
|
case kCycleReverse:
|
|
cycleDesc = "reverse cycle";
|
|
break;
|
|
default:
|
|
cycleDesc = "unknown cycle type";
|
|
break;
|
|
}
|
|
|
|
// Generate motion description line
|
|
switch (vt_v.motion) {
|
|
case kMotionNormal:
|
|
motionDesc = "normal motion";
|
|
break;
|
|
case kMotionWander:
|
|
motionDesc = "wandering";
|
|
break;
|
|
case kMotionFollowEgo:
|
|
motionDesc = "following ego";
|
|
break;
|
|
case kMotionMoveObj:
|
|
// Amiga's Gold Rush! most probably uses "move to (x, y)"
|
|
// here with real values for x and y. The same output
|
|
// is used when moving the ego around using the mouse.
|
|
motionDesc = "moving to a point";
|
|
break;
|
|
default:
|
|
motionDesc = "unknown motion type";
|
|
break;
|
|
}
|
|
|
|
sprintf(msg,
|
|
"Object %d:\n" \
|
|
"x: %d xsize: %d\n" \
|
|
"y: %d ysize: %d\n" \
|
|
"pri: %d\n" \
|
|
"stepsize: %d\n" \
|
|
"%s\n" \
|
|
"%s",
|
|
_v[p0],
|
|
vt_v.xPos, vt_v.xSize,
|
|
vt_v.yPos, vt_v.ySize,
|
|
vt_v.priority,
|
|
vt_v.stepSize,
|
|
cycleDesc,
|
|
motionDesc);
|
|
state->_vm->messageBox(msg);
|
|
}
|
|
|
|
// unknown commands:
|
|
// unk_170: Force savegame name -- j5
|
|
// unk_171: script save -- j5
|
|
// unk_172: script restore -- j5
|
|
// unk_173: Activate keypressed control (ego only moves while key is pressed)
|
|
// unk_174: Change priority table (used in KQ4) -- j5
|
|
// unk_177: Disable menus completely -- j5
|
|
// unk_181: Deactivate keypressed control (default control of ego)
|
|
void cmdSetSimple(AgiGame *state, uint8 *p) {
|
|
if (!(getFeatures() & (GF_AGI256 | GF_AGI256_2))) {
|
|
state->simpleSave = true;
|
|
} else { // AGI256 and AGI256-2 use this unknown170 command to load 256 color pictures.
|
|
// Load the picture. Similar to void cmdLoad_pic(AgiGame *state, uint8 *p).
|
|
state->_vm->_sprites->eraseBoth();
|
|
state->_vm->agiLoadResource(rPICTURE, _v[p0]);
|
|
|
|
// Draw the picture. Similar to void cmdDraw_pic(AgiGame *state, uint8 *p).
|
|
state->_vm->_picture->decodePicture(_v[p0], false, true);
|
|
state->_vm->_sprites->blitBoth();
|
|
state->pictureShown = 0;
|
|
|
|
// Show the picture. Similar to void cmdShow_pic(AgiGame *state, uint8 *p).
|
|
setflag(fOutputMode, false);
|
|
state->_vm->closeWindow();
|
|
state->_vm->_picture->showPic();
|
|
state->pictureShown = 1;
|
|
|
|
// Simulate slowww computer. Many effects rely on this
|
|
state->_vm->pause(kPausePicture);
|
|
}
|
|
}
|
|
|
|
void cmdPopScript(AgiGame *state, uint8 *p) {
|
|
if (getVersion() >= 0x2915) {
|
|
debug(0, "pop.script");
|
|
}
|
|
}
|
|
|
|
void cmdHoldKey(AgiGame *state, uint8 *p) {
|
|
if (getVersion() >= 0x3098) {
|
|
state->_vm->_egoHoldKey = true;
|
|
}
|
|
}
|
|
|
|
void cmdDiscardSound(AgiGame *state, uint8 *p) {
|
|
if (getVersion() >= 0x2936) {
|
|
debug(0, "discard.sound");
|
|
}
|
|
}
|
|
|
|
void cmdHideMouse(AgiGame *state, uint8 *p) {
|
|
// WORKAROUND: Turns off current movement that's being caused with the mouse.
|
|
// This fixes problems with too many popup boxes appearing in the Amiga
|
|
// Gold Rush's copy protection failure scene (i.e. the hanging scene, logic.192).
|
|
// Previously multiple popup boxes appeared one after another if you tried
|
|
// to walk somewhere else than to the right using the mouse.
|
|
// FIXME: Write a proper implementation using disassembly and
|
|
// apply it to other games as well if applicable.
|
|
state->viewTable[0].flags &= ~fAdjEgoXY;
|
|
|
|
g_system->showMouse(false);
|
|
}
|
|
|
|
void cmdAllowMenu(AgiGame *state, uint8 *p) {
|
|
if (getVersion() >= 0x3098) {
|
|
setflag(fMenusWork, ((p0 != 0) ? true : false));
|
|
}
|
|
}
|
|
|
|
void cmdShowMouse(AgiGame *state, uint8 *p) {
|
|
g_system->showMouse(true);
|
|
}
|
|
|
|
void cmdFenceMouse(AgiGame *state, uint8 *p) {
|
|
state->mouseFence.moveTo(p0, p1);
|
|
state->mouseFence.setWidth(p2 - p0);
|
|
state->mouseFence.setHeight(p3 - p1);
|
|
}
|
|
|
|
void cmdReleaseKey(AgiGame *state, uint8 *p) {
|
|
if (getVersion() >= 0x3098) {
|
|
state->_vm->_egoHoldKey = false;
|
|
}
|
|
}
|
|
|
|
void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *p) {
|
|
int8 x, y;
|
|
|
|
switch (logicNamesCmd[182].argumentsLength()) {
|
|
// The 2 arguments version is used at least in Amiga Gold Rush!
|
|
// (v2.05 1989-03-09, Amiga AGI 2.316) in logics 130 and 150
|
|
// (Using arguments (0, 0), (0, 7), (0, 8), (9, 9) and (-9, 9)).
|
|
case 2:
|
|
// Both arguments are signed 8-bit (i.e. in range -128 to +127).
|
|
x = (int8) p0;
|
|
y = (int8) p1;
|
|
|
|
// Turn off ego's current movement caused with the mouse if
|
|
// adj.ego.move.to.x.y is called with other arguments than previously.
|
|
// Fixes weird looping behavior when walking to a ladder in the mines
|
|
// (Rooms 147-162) in Gold Rush using the mouse. Sometimes the ego didn't
|
|
// stop when walking to a ladder using the mouse but kept moving on the
|
|
// ladder in a horizontally looping manner i.e. from right to left, from
|
|
// right to left etc. In the Amiga Gold Rush the ego stopped when getting
|
|
// onto the ladder so this is more like it (Although that may be caused
|
|
// by something else because this command doesn't do any flag manipulations
|
|
// in the Amiga version - checked it with disassembly).
|
|
if (x != state->adjMouseX || y != state->adjMouseY)
|
|
state->viewTable[EGO_VIEW_TABLE].flags &= ~fAdjEgoXY;
|
|
|
|
state->adjMouseX = x;
|
|
state->adjMouseY = y;
|
|
|
|
debugC(4, kDebugLevelScripts, "adj.ego.move.to.x.y(%d, %d)", x, y);
|
|
break;
|
|
// TODO: Check where (if anywhere) the 0 arguments version is used
|
|
case 0:
|
|
default:
|
|
state->viewTable[0].flags |= fAdjEgoXY;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void cmdParse(AgiGame *state, uint8 *p) {
|
|
_v[vWordNotFound] = 0;
|
|
setflag(fEnteredCli, false);
|
|
setflag(fSaidAcceptedInput, false);
|
|
|
|
state->_vm->dictionaryWords(state->_vm->agiSprintf(state->strings[p0]));
|
|
}
|
|
|
|
void cmdCall(AgiGame *state, uint8 *p) {
|
|
int oldCIP;
|
|
int oldLognum;
|
|
|
|
// CM: we don't save sIP because set.scan.start can be
|
|
// used in a called script (fixes xmas demo)
|
|
oldCIP = state->_curLogic->cIP;
|
|
oldLognum = state->lognum;
|
|
|
|
state->_vm->runLogic(p0);
|
|
|
|
state->lognum = oldLognum;
|
|
state->_curLogic = &state->logics[state->lognum];
|
|
state->_curLogic->cIP = oldCIP;
|
|
}
|
|
|
|
void cmdCallF(AgiGame *state, uint8 *p) {
|
|
cmdCall(state, &_v[p0]);
|
|
}
|
|
|
|
void cmdDrawPicV1(AgiGame *state, uint8 *p) {
|
|
debugC(6, kDebugLevelScripts, "=== draw pic V1 %d ===", _v[p0]);
|
|
state->_vm->_picture->decodePicture(_v[p0], true);
|
|
|
|
state->_vm->clearPrompt();
|
|
|
|
// Simulate slowww computer. Many effects rely on this
|
|
state->_vm->pause(kPausePicture);
|
|
}
|
|
|
|
void cmdDrawPic(AgiGame *state, uint8 *p) {
|
|
debugC(6, kDebugLevelScripts, "=== draw pic %d ===", _v[p0]);
|
|
state->_vm->_sprites->eraseBoth();
|
|
state->_vm->_picture->decodePicture(_v[p0], true);
|
|
state->_vm->_sprites->blitBoth();
|
|
state->_vm->_sprites->commitBoth();
|
|
state->pictureShown = 0;
|
|
debugC(6, kDebugLevelScripts, "--- end of draw pic %d ---", _v[p0]);
|
|
|
|
// WORKAROUND for a script bug which exists in SQ1, logic scripts
|
|
// 20 and 110. Flag 103 is not reset correctly, which leads to erroneous
|
|
// behavior from view 46 (the spider droid). View 46 is supposed to
|
|
// follow ego and explode when it comes in contact with him. However, as
|
|
// flag 103 is not reset correctly, when the player goes down the path
|
|
// and back up, the spider is always at the base of the path (since it
|
|
// can't go up) and kills the player when he goes down at ground level
|
|
// (although the spider droid sprite itself seems to be correctly positioned).
|
|
// With this workaround, when the player goes back to picture 20 (1 screen
|
|
// above the ground), flag 103 is reset, thereby fixing this issue. Note
|
|
// that this is a script bug and occurs in the original interpreter as well.
|
|
// Fixes bug #1658514: AGI: SQ1 (2.2 DOS ENG) bizzare exploding roger
|
|
if (getGameID() == GID_SQ1 && _v[p0] == 20)
|
|
setflag(103, false);
|
|
|
|
// Simulate slowww computer. Many effects rely on this
|
|
state->_vm->pause(kPausePicture);
|
|
}
|
|
|
|
void cmdShowPic(AgiGame *state, uint8 *p) {
|
|
debugC(6, kDebugLevelScripts, "=== show pic ===");
|
|
|
|
setflag(fOutputMode, false);
|
|
state->_vm->closeWindow();
|
|
state->_vm->_picture->showPic();
|
|
state->pictureShown = 1;
|
|
|
|
debugC(6, kDebugLevelScripts, "--- end of show pic ---");
|
|
}
|
|
|
|
void cmdLoadPic(AgiGame *state, uint8 *p) {
|
|
state->_vm->_sprites->eraseBoth();
|
|
state->_vm->agiLoadResource(rPICTURE, _v[p0]);
|
|
state->_vm->_sprites->blitBoth();
|
|
state->_vm->_sprites->commitBoth();
|
|
}
|
|
|
|
void cmdLoadPicV1(AgiGame *state, uint8 *p) {
|
|
state->_vm->agiLoadResource(rPICTURE, _v[p0]);
|
|
}
|
|
|
|
void cmdDiscardPic(AgiGame *state, uint8 *p) {
|
|
debugC(6, kDebugLevelScripts, "--- discard pic ---");
|
|
// do nothing
|
|
}
|
|
|
|
void cmdOverlayPic(AgiGame *state, uint8 *p) {
|
|
debugC(6, kDebugLevelScripts, "--- overlay pic ---");
|
|
|
|
state->_vm->_sprites->eraseBoth();
|
|
state->_vm->_picture->decodePicture(_v[p0], false);
|
|
state->_vm->_sprites->blitBoth();
|
|
state->pictureShown = 0;
|
|
state->_vm->_sprites->commitBoth();
|
|
|
|
// Simulate slowww computer. Many effects rely on this
|
|
state->_vm->pause(kPausePicture);
|
|
}
|
|
|
|
void cmdShowPriScreen(AgiGame *state, uint8 *p) {
|
|
state->_vm->_debug.priority = 1;
|
|
state->_vm->_sprites->eraseBoth();
|
|
state->_vm->_picture->showPic();
|
|
state->_vm->_sprites->blitBoth();
|
|
|
|
state->_vm->waitKey();
|
|
|
|
state->_vm->_debug.priority = 0;
|
|
state->_vm->_sprites->eraseBoth();
|
|
state->_vm->_picture->showPic();
|
|
state->_vm->_sprites->blitBoth();
|
|
}
|
|
|
|
void cmdAnimateObj(AgiGame *state, uint8 *p) {
|
|
if (getVersion() < 0x2000) {
|
|
if (vt.flags & fDidntMove)
|
|
return;
|
|
} else {
|
|
if (vt.flags & fAnimated)
|
|
return;
|
|
}
|
|
|
|
debugC(4, kDebugLevelScripts, "animate vt entry #%d", p0);
|
|
vt.flags = fAnimated | fUpdate | fCycling;
|
|
|
|
if (getVersion() < 0x2000) {
|
|
vt.flags |= fDidntMove;
|
|
}
|
|
|
|
vt.motion = kMotionNormal;
|
|
vt.cycle = kCycleNormal;
|
|
vt.direction = 0;
|
|
}
|
|
|
|
void cmdUnanimateAll(AgiGame *state, uint8 *p) {
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_VIEWTABLE; i++)
|
|
state->viewTable[i].flags &= ~(fAnimated | fDrawn);
|
|
}
|
|
|
|
void cmdDraw(AgiGame *state, uint8 *p) {
|
|
if (vt.flags & fDrawn)
|
|
return;
|
|
|
|
if (vt.ySize <= 0 || vt.xSize <= 0)
|
|
return;
|
|
|
|
debugC(4, kDebugLevelScripts, "draw entry %d", vt.entry);
|
|
|
|
vt.flags |= fUpdate;
|
|
if (getVersion() >= 0x3000) {
|
|
state->_vm->setLoop(&vt, vt.currentLoop);
|
|
state->_vm->setCel(&vt, vt.currentCel);
|
|
}
|
|
|
|
state->_vm->fixPosition(p0);
|
|
vt.xPos2 = vt.xPos;
|
|
vt.yPos2 = vt.yPos;
|
|
vt.celData2 = vt.celData;
|
|
state->_vm->_sprites->eraseUpdSprites();
|
|
vt.flags |= fDrawn;
|
|
|
|
// WORKAROUND: This fixes a bug with AGI Fanmade game Space Trek.
|
|
// The original workaround checked if AGI version was <= 2.440, which could
|
|
// cause regressions with some AGI games. The original workaround no longer
|
|
// works for Space Trek in ScummVM, as all fanmade games are set to use
|
|
// AGI version 2.917, but it applies to all other games where AGI version is
|
|
// <= 2.440, which was not the original purpose of this workaround. It is
|
|
// assumed that this bug is caused by AGI Studio, so this applies to all
|
|
// fanmade games only.
|
|
// TODO: Investigate this further and check if any other fanmade AGI
|
|
// games are affected. If yes, then it'd be best to set this for Space
|
|
// Trek only
|
|
if (getFeatures() & GF_FANMADE) // See Sarien bug #546562
|
|
vt.flags |= fAnimated;
|
|
|
|
state->_vm->_sprites->blitUpdSprites();
|
|
vt.flags &= ~fDontupdate;
|
|
|
|
state->_vm->_sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos, true);
|
|
|
|
debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", p0, vt.flags);
|
|
}
|
|
|
|
void cmdErase(AgiGame *state, uint8 *p) {
|
|
if (~vt.flags & fDrawn)
|
|
return;
|
|
|
|
state->_vm->_sprites->eraseUpdSprites();
|
|
|
|
if (vt.flags & fUpdate) {
|
|
vt.flags &= ~fDrawn;
|
|
} else {
|
|
state->_vm->_sprites->eraseNonupdSprites();
|
|
vt.flags &= ~fDrawn;
|
|
state->_vm->_sprites->blitNonupdSprites();
|
|
}
|
|
state->_vm->_sprites->blitUpdSprites();
|
|
|
|
int x1, y1, x2, y2;
|
|
|
|
x1 = MIN((int)MIN(vt.xPos, vt.xPos2), MIN(vt.xPos + vt.celData->width, vt.xPos2 + vt.celData2->width));
|
|
x2 = MAX((int)MAX(vt.xPos, vt.xPos2), MAX(vt.xPos + vt.celData->width, vt.xPos2 + vt.celData2->width));
|
|
y1 = MIN((int)MIN(vt.yPos, vt.yPos2), MIN(vt.yPos - vt.celData->height, vt.yPos2 - vt.celData2->height));
|
|
y2 = MAX((int)MAX(vt.yPos, vt.yPos2), MAX(vt.yPos - vt.celData->height, vt.yPos2 - vt.celData2->height));
|
|
|
|
state->_vm->_sprites->commitBlock(x1, y1, x2, y2, true);
|
|
}
|
|
|
|
void cmdPosition(AgiGame *state, uint8 *p) {
|
|
vt.xPos = vt.xPos2 = p1;
|
|
vt.yPos = vt.yPos2 = p2;
|
|
|
|
// WORKAROUND: Part of the fix for bug #1659209 "AGI: Space Trek sprite duplication"
|
|
// with an accompanying identical workaround in position.v-command (i.e. command 0x26).
|
|
// These two workarounds together make up the whole fix. The bug was caused by
|
|
// wrongly written script data in Space Trek v1.0's scripts (At least logics 4 and 11).
|
|
// Position-command was called with horizontal values over 200 (Outside the screen!).
|
|
// Clipping the coordinates so the views stay wholly on-screen seems to fix the problems.
|
|
// It is probable (Would have to check better with disassembly to be completely sure)
|
|
// that AGI 2.440 clipped its coordinates in its position and position.v-commands
|
|
// although AGI 2.917 certainly doesn't (Checked that with disassembly) and that's why
|
|
// Space Trek may have worked better with AGI 2.440 than with some other AGI versions.
|
|
// I haven't checked but if Space Trek solely abuses the position-command we wouldn't
|
|
// strictly need the identical workaround in the position.v-command but it does make
|
|
// for a nice symmetry.
|
|
if (getFeatures() & GF_CLIPCOORDS)
|
|
state->_vm->clipViewCoordinates(&vt);
|
|
}
|
|
|
|
void cmdPositionV1(AgiGame *state, uint8 *p) {
|
|
vt.xPos = p1;
|
|
vt.yPos = p2;
|
|
}
|
|
|
|
void cmdPositionF(AgiGame *state, uint8 *p) {
|
|
vt.xPos = vt.xPos2 = _v[p1];
|
|
vt.yPos = vt.yPos2 = _v[p2];
|
|
|
|
// WORKAROUND: Part of the fix for bug #1659209 "AGI: Space Trek sprite duplication"
|
|
// with an accompanying identical workaround in position-command (i.e. command 0x25).
|
|
// See that workaround's comment for more in-depth information.
|
|
if (getFeatures() & GF_CLIPCOORDS)
|
|
state->_vm->clipViewCoordinates(&vt);
|
|
}
|
|
|
|
void cmdPositionFV1(AgiGame *state, uint8 *p) {
|
|
vt.xPos = _v[p1];
|
|
vt.yPos = _v[p2];
|
|
}
|
|
|
|
void cmdGetPosn(AgiGame *state, uint8 *p) {
|
|
state->vars[p1] = (unsigned char)vt.xPos;
|
|
state->vars[p2] = (unsigned char)vt.yPos;
|
|
}
|
|
|
|
void cmdReposition(AgiGame *state, uint8 *p) {
|
|
int dx = (int8) _v[p1], dy = (int8) _v[p2];
|
|
|
|
debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy);
|
|
vt.flags |= fUpdatePos;
|
|
|
|
if (dx < 0 && vt.xPos < -dx)
|
|
vt.xPos = 0;
|
|
else
|
|
vt.xPos += dx;
|
|
|
|
if (dy < 0 && vt.yPos < -dy)
|
|
vt.yPos = 0;
|
|
else
|
|
vt.yPos += dy;
|
|
|
|
state->_vm->fixPosition(p0);
|
|
}
|
|
|
|
void cmdRepositionV1(AgiGame *state, uint8 *p) {
|
|
vt.xPos2 = vt.xPos;
|
|
vt.yPos2 = vt.yPos;
|
|
vt.flags |= fUpdatePos;
|
|
|
|
vt.xPos = (vt.xPos + p1) & 0xff;
|
|
vt.yPos = (vt.yPos + p2) & 0xff;
|
|
}
|
|
|
|
void cmdRepositionTo(AgiGame *state, uint8 *p) {
|
|
vt.xPos = p1;
|
|
vt.yPos = p2;
|
|
vt.flags |= fUpdatePos;
|
|
state->_vm->fixPosition(p0);
|
|
}
|
|
|
|
void cmdRepositionToF(AgiGame *state, uint8 *p) {
|
|
vt.xPos = _v[p1];
|
|
vt.yPos = _v[p2];
|
|
vt.flags |= fUpdatePos;
|
|
state->_vm->fixPosition(p0);
|
|
}
|
|
|
|
void cmdAddToPic(AgiGame *state, uint8 *p) {
|
|
state->_vm->_sprites->addToPic(p0, p1, p2, p3, p4, p5, p6);
|
|
}
|
|
|
|
void cmdAddToPicV1(AgiGame *state, uint8 *p) {
|
|
state->_vm->_sprites->addToPic(p0, p1, p2, p3, p4, p5, -1);
|
|
}
|
|
|
|
void cmdAddToPicF(AgiGame *state, uint8 *p) {
|
|
state->_vm->_sprites->addToPic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]);
|
|
}
|
|
|
|
void cmdForceUpdate(AgiGame *state, uint8 *p) {
|
|
state->_vm->_sprites->eraseBoth();
|
|
state->_vm->_sprites->blitBoth();
|
|
state->_vm->_sprites->commitBoth();
|
|
}
|
|
|
|
void cmdReverseLoop(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
|
|
vt.cycle = kCycleRevLoop;
|
|
vt.flags |= (fDontupdate | fUpdate | fCycling);
|
|
vt.parm1 = p1;
|
|
setflag(p1, false);
|
|
}
|
|
|
|
void cmdReverseLoopV1(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
|
|
vt.cycle = kCycleRevLoop;
|
|
state->_vm->setCel(&vt, 0);
|
|
vt.flags |= (fDontupdate | fUpdate | fCycling);
|
|
vt.parm1 = p1;
|
|
vt.parm3 = 0;
|
|
}
|
|
|
|
void cmdEndOfLoop(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
|
|
vt.cycle = kCycleEndOfLoop;
|
|
vt.flags |= (fDontupdate | fUpdate | fCycling);
|
|
vt.parm1 = p1;
|
|
setflag(p1, false);
|
|
}
|
|
|
|
void cmdEndOfLoopV1(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
|
|
vt.cycle = kCycleEndOfLoop;
|
|
state->_vm->setCel(&vt, 0);
|
|
vt.flags |= (fDontupdate | fUpdate | fCycling);
|
|
vt.parm1 = p1;
|
|
vt.parm3 = 0;
|
|
}
|
|
|
|
void cmdBlock(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", p0, p1, p2, p3);
|
|
state->block.active = true;
|
|
state->block.x1 = p0;
|
|
state->block.y1 = p1;
|
|
state->block.x2 = p2;
|
|
state->block.y2 = p3;
|
|
}
|
|
|
|
void cmdUnblock(AgiGame *state, uint8 *p) {
|
|
state->block.active = false;
|
|
}
|
|
|
|
void cmdNormalMotion(AgiGame *state, uint8 *p) {
|
|
vt.motion = kMotionNormal;
|
|
}
|
|
|
|
void cmdStopMotion(AgiGame *state, uint8 *p) {
|
|
vt.direction = 0;
|
|
vt.motion = kMotionNormal;
|
|
if (p0 == 0) { // ego only
|
|
_v[vEgoDir] = 0;
|
|
state->playerControl = false;
|
|
}
|
|
}
|
|
|
|
void cmdStopMotionV1(AgiGame *state, uint8 *p) {
|
|
vt.flags &= ~fAnimated;
|
|
}
|
|
|
|
void cmdStartMotion(AgiGame *state, uint8 *p) {
|
|
vt.motion = kMotionNormal;
|
|
if (p0 == 0) { // ego only
|
|
_v[vEgoDir] = 0;
|
|
state->playerControl = true;
|
|
}
|
|
}
|
|
|
|
void cmdStartMotionV1(AgiGame *state, uint8 *p) {
|
|
vt.flags |= fAnimated;
|
|
}
|
|
|
|
void cmdPlayerControl(AgiGame *state, uint8 *p) {
|
|
state->playerControl = true;
|
|
state->viewTable[0].motion = kMotionNormal;
|
|
}
|
|
|
|
void cmdProgramControl(AgiGame *state, uint8 *p) {
|
|
state->playerControl = false;
|
|
}
|
|
|
|
void cmdFollowEgo(AgiGame *state, uint8 *p) {
|
|
vt.motion = kMotionFollowEgo;
|
|
vt.parm1 = p1 > vt.stepSize ? p1 : vt.stepSize;
|
|
vt.parm2 = p2;
|
|
vt.parm3 = 0xff;
|
|
|
|
if (getVersion() < 0x2000) {
|
|
_v[p2] = 0;
|
|
vt.flags |= fUpdate | fAnimated;
|
|
} else {
|
|
setflag(p2, false);
|
|
vt.flags |= fUpdate;
|
|
}
|
|
}
|
|
|
|
void cmdMoveObj(AgiGame *state, uint8 *p) {
|
|
// _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4);
|
|
|
|
vt.motion = kMotionMoveObj;
|
|
vt.parm1 = p1;
|
|
vt.parm2 = p2;
|
|
vt.parm3 = vt.stepSize;
|
|
vt.parm4 = p4;
|
|
|
|
if (p3 != 0)
|
|
vt.stepSize = p3;
|
|
|
|
if (getVersion() < 0x2000) {
|
|
_v[p4] = 0;
|
|
vt.flags |= fUpdate | fAnimated;
|
|
} else {
|
|
setflag(p4, false);
|
|
vt.flags |= fUpdate;
|
|
}
|
|
|
|
if (p0 == 0)
|
|
state->playerControl = false;
|
|
|
|
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
|
|
if (getVersion() > 0x2272)
|
|
state->_vm->moveObj(&vt);
|
|
}
|
|
|
|
void cmdMoveObjF(AgiGame *state, uint8 *p) {
|
|
vt.motion = kMotionMoveObj;
|
|
vt.parm1 = _v[p1];
|
|
vt.parm2 = _v[p2];
|
|
vt.parm3 = vt.stepSize;
|
|
vt.parm4 = p4;
|
|
|
|
if (_v[p3] != 0)
|
|
vt.stepSize = _v[p3];
|
|
|
|
setflag(p4, false);
|
|
vt.flags |= fUpdate;
|
|
|
|
if (p0 == 0)
|
|
state->playerControl = false;
|
|
|
|
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
|
|
if (getVersion() > 0x2272)
|
|
state->_vm->moveObj(&vt);
|
|
}
|
|
|
|
void cmdWander(AgiGame *state, uint8 *p) {
|
|
if (p0 == 0)
|
|
state->playerControl = false;
|
|
|
|
vt.motion = kMotionWander;
|
|
if (getVersion() < 0x2000) {
|
|
vt.flags |= fUpdate | fAnimated;
|
|
} else {
|
|
vt.flags |= fUpdate;
|
|
}
|
|
}
|
|
|
|
void cmdSetGameID(AgiGame *state, uint8 *p) {
|
|
if (state->_curLogic->texts && (p0 - 1) <= state->_curLogic->numTexts)
|
|
Common::strlcpy(state->id, state->_curLogic->texts[p0 - 1], 8);
|
|
else
|
|
state->id[0] = 0;
|
|
|
|
debug(0, "Game ID: \"%s\"", state->id);
|
|
}
|
|
|
|
void cmdPause(AgiGame *state, uint8 *p) {
|
|
int tmp = state->clockEnabled;
|
|
const char *b[] = { "Continue", NULL };
|
|
const char *b_ru[] = { "\x8f\xe0\xae\xa4\xae\xab\xa6\xa8\xe2\xec", NULL };
|
|
|
|
state->clockEnabled = false;
|
|
|
|
switch (getLanguage()) {
|
|
case Common::RU_RUS:
|
|
state->_vm->selectionBox(" \x88\xa3\xe0\xa0 \xae\xe1\xe2\xa0\xad\xae\xa2\xab\xa5\xad\xa0. \n\n\n", b_ru);
|
|
break;
|
|
default:
|
|
state->_vm->selectionBox(" Game is paused. \n\n\n", b);
|
|
break;
|
|
}
|
|
state->clockEnabled = tmp;
|
|
}
|
|
|
|
void cmdSetMenu(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, state->_curLogic->numTexts);
|
|
|
|
if (state->_curLogic->texts != NULL && p0 <= state->_curLogic->numTexts)
|
|
state->_vm->_menu->add(state->_curLogic->texts[p0 - 1]);
|
|
}
|
|
|
|
void cmdSetMenuItem(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, state->_curLogic->numTexts);
|
|
|
|
if (state->_curLogic->texts != NULL && p0 <= state->_curLogic->numTexts)
|
|
state->_vm->_menu->addItem(state->_curLogic->texts[p0 - 1], p1);
|
|
}
|
|
|
|
void cmdVersion(AgiGame *state, uint8 *p) {
|
|
char ver2Msg[] =
|
|
"\n"
|
|
" \n\n"
|
|
" Emulating Sierra AGI v%x.%03x\n";
|
|
char ver3Msg[] =
|
|
"\n"
|
|
" \n\n"
|
|
" Emulating AGI v%x.002.%03x\n";
|
|
// no Sierra as it wraps textbox
|
|
|
|
Common::String verMsg = TITLE " v%s";
|
|
|
|
int ver = getVersion();
|
|
int maj = (ver >> 12) & 0xf;
|
|
int min = ver & 0xfff;
|
|
|
|
verMsg += (maj == 2 ? ver2Msg : ver3Msg);
|
|
verMsg = Common::String::format(verMsg.c_str(), gScummVMVersion, maj, min);
|
|
|
|
state->_vm->messageBox(verMsg.c_str());
|
|
}
|
|
|
|
void cmdConfigureScreen(AgiGame *state, uint8 *p) {
|
|
state->lineMinPrint = p0;
|
|
state->lineUserInput = p1;
|
|
state->lineStatus = p2;
|
|
}
|
|
|
|
void cmdTextScreen(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "switching to text mode");
|
|
state->gfxMode = false;
|
|
|
|
// Simulates the "bright background bit" of the PC video
|
|
// controller.
|
|
if (state->colorBg)
|
|
state->colorBg |= 0x08;
|
|
|
|
state->_vm->_gfx->clearScreen(state->colorBg);
|
|
}
|
|
|
|
void cmdGraphics(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "switching to graphics mode");
|
|
|
|
if (!state->gfxMode) {
|
|
state->gfxMode = true;
|
|
state->_vm->_gfx->clearScreen(0);
|
|
state->_vm->_picture->showPic();
|
|
state->_vm->writeStatus();
|
|
state->_vm->writePrompt();
|
|
}
|
|
}
|
|
|
|
void cmdSetTextAttribute(AgiGame *state, uint8 *p) {
|
|
state->colorFg = p0;
|
|
state->colorBg = p1;
|
|
|
|
if (state->gfxMode) {
|
|
if (state->colorBg != 0) {
|
|
state->colorFg = 0;
|
|
state->colorBg = 15;
|
|
}
|
|
}
|
|
}
|
|
|
|
void cmdStatus(AgiGame *state, uint8 *p) {
|
|
state->_vm->inventory();
|
|
}
|
|
|
|
void cmdQuit(AgiGame *state, uint8 *p) {
|
|
const char *buttons[] = { "Quit", "Continue", NULL };
|
|
|
|
state->_vm->_sound->stopSound();
|
|
if (p0) {
|
|
state->_vm->quitGame();
|
|
} else {
|
|
if (state->_vm->selectionBox(" Quit the game, or continue? \n\n\n", buttons) == 0) {
|
|
state->_vm->quitGame();
|
|
}
|
|
}
|
|
}
|
|
|
|
void cmdQuitV1(AgiGame *state, uint8 *p) {
|
|
state->_vm->_sound->stopSound();
|
|
state->_vm->quitGame();
|
|
}
|
|
|
|
void cmdRestartGame(AgiGame *state, uint8 *p) {
|
|
const char *buttons[] = { "Restart", "Continue", NULL };
|
|
int sel;
|
|
|
|
state->_vm->_sound->stopSound();
|
|
sel = getflag(fAutoRestart) ? 0 :
|
|
state->_vm->selectionBox(" Restart game, or continue? \n\n\n", buttons);
|
|
|
|
if (sel == 0) {
|
|
state->_vm->_restartGame = true;
|
|
setflag(fRestartGame, true);
|
|
state->_vm->_menu->enableAll();
|
|
}
|
|
}
|
|
|
|
void cmdDistance(AgiGame *state, uint8 *p) {
|
|
int16 x1, y1, x2, y2, d;
|
|
VtEntry *v0 = &state->viewTable[p0];
|
|
VtEntry *v1 = &state->viewTable[p1];
|
|
|
|
if (v0->flags & fDrawn && v1->flags & fDrawn) {
|
|
x1 = v0->xPos + v0->xSize / 2;
|
|
y1 = v0->yPos;
|
|
x2 = v1->xPos + v1->xSize / 2;
|
|
y2 = v1->yPos;
|
|
d = ABS(x1 - x2) + ABS(y1 - y2);
|
|
if (d > 0xfe)
|
|
d = 0xfe;
|
|
} else {
|
|
d = 0xff;
|
|
}
|
|
|
|
// WORKAROUND: Fixes King's Quest IV's script bug #1660424 (KQ4: Zombie bug).
|
|
// In the graveyard (Rooms 16 and 18) at night if you had the Obsidian Scarab (Item 4)
|
|
// and you were very close to a spot where a zombie was going to rise up from the
|
|
// ground you could reproduce the bug. Just standing there and letting the zombie
|
|
// try to rise up the Obsidian Scarab would repel the zombie immediately and that
|
|
// would make the script bug so that the zombie would still come up but it just
|
|
// wouldn't chase Rosella around anymore. If it had worked correctly the zombie
|
|
// wouldn't have come up at all or it would have come up and gone back down
|
|
// immediately. The latter approach is the one implemented here.
|
|
if (getGameID() == GID_KQ4 && (_v[vCurRoom] == 16 || _v[vCurRoom] == 18) && p2 >= 221 && p2 <= 223) {
|
|
// Rooms 16 and 18 are graveyards where three zombies come up at night. They use logics 16 and 18.
|
|
// Variables 221-223 are used to save the distance between each zombie and Rosella.
|
|
// Variables 155, 156 and 162 are used to save the state of each zombie in room 16.
|
|
// Variables 155, 156 and 158 are used to save the state of each zombie in room 18.
|
|
// Rosella gets turned to a zombie only if any of the zombies is under 10 units away
|
|
// from her and she doesn't have the Obsidian Scarab (Item 4). Likewise Rosella makes
|
|
// a zombie go back into the ground if the zombie comes under 15 units away from her
|
|
// and she has the Obsidian Scarab. To ensure a zombie always first rises up before
|
|
// checking for either of the aforementioned conditions (Rosella getting turned to
|
|
// a zombie or the zombie getting turned away by the scarab) we make it appear the
|
|
// zombie is far away from Rosella if the zombie is not already up and chasing her.
|
|
enum zombieStates {ZOMBIE_SET_TO_RISE_UP, ZOMBIE_RISING_UP, ZOMBIE_CHASING_EGO};
|
|
uint8 zombieStateVarNumList[] = {155, 156, (uint8)((_v[vCurRoom] == 16) ? 162 : 158)};
|
|
uint8 zombieNum = p2 - 221; // Zombie's number (In range 0-2)
|
|
uint8 zombieStateVarNum = zombieStateVarNumList[zombieNum]; // Number of the variable containing zombie's state
|
|
uint8 zombieState = _v[zombieStateVarNum]; // Zombie's state
|
|
// If zombie is not chasing Rosella then set its distance from Rosella to the maximum
|
|
if (zombieState != ZOMBIE_CHASING_EGO)
|
|
d = 0xff;
|
|
}
|
|
|
|
_v[p2] = (unsigned char)d;
|
|
}
|
|
|
|
void cmdAcceptInput(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal");
|
|
|
|
state->_vm->newInputMode(INPUT_NORMAL);
|
|
state->inputEnabled = true;
|
|
state->_vm->writePrompt();
|
|
}
|
|
|
|
void cmdPreventInput(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input");
|
|
|
|
state->_vm->newInputMode(INPUT_NONE);
|
|
state->inputEnabled = false;
|
|
|
|
// Always clear with black background. Fixes bug #3080041.
|
|
state->_vm->clearPrompt(true);
|
|
}
|
|
|
|
void cmdGetString(AgiGame *state, uint8 *p) {
|
|
int tex, row, col;
|
|
|
|
debugC(4, kDebugLevelScripts, "%d %d %d %d %d", p0, p1, p2, p3, p4);
|
|
|
|
tex = p1 - 1;
|
|
row = p2;
|
|
col = p3;
|
|
|
|
// Workaround for SQLC bug.
|
|
// See Sarien bug #792125 for details
|
|
if (row > 24)
|
|
row = 24;
|
|
if (col > 39)
|
|
col = 39;
|
|
|
|
state->_vm->newInputMode(INPUT_GETSTRING);
|
|
|
|
if (state->_curLogic->texts != NULL && state->_curLogic->numTexts >= tex) {
|
|
int len = strlen(state->_curLogic->texts[tex]);
|
|
|
|
state->_vm->printText(state->_curLogic->texts[tex], 0, col, row, len, state->colorFg, state->colorBg);
|
|
state->_vm->getString(col + len - 1, row, p4, p0);
|
|
|
|
// SGEO: display input char
|
|
state->_vm->_gfx->printCharacter((col + len), row, state->cursorChar, state->colorFg, state->colorBg);
|
|
}
|
|
|
|
do {
|
|
state->_vm->mainCycle();
|
|
} while (state->inputMode == INPUT_GETSTRING && !(state->_vm->shouldQuit() || state->_vm->_restartGame));
|
|
}
|
|
|
|
void cmdGetNum(AgiGame *state, uint8 *p) {
|
|
debugC(4, kDebugLevelScripts, "%d %d", p0, p1);
|
|
|
|
state->_vm->newInputMode(INPUT_GETSTRING);
|
|
|
|
if (state->_curLogic->texts != NULL && state->_curLogic->numTexts >= (p0 - 1)) {
|
|
int len = strlen(state->_curLogic->texts[p0 - 1]);
|
|
|
|
state->_vm->printText(state->_curLogic->texts[p0 - 1], 0, 0, 22, len, state->colorFg, state->colorBg);
|
|
state->_vm->getString(len - 1, 22, 3, MAX_STRINGS);
|
|
|
|
// CM: display input char
|
|
state->_vm->_gfx->printCharacter((p3 + len), 22, state->cursorChar, state->colorFg, state->colorBg);
|
|
}
|
|
|
|
do {
|
|
state->_vm->mainCycle();
|
|
} while (state->inputMode == INPUT_GETSTRING && !(state->_vm->shouldQuit() || state->_vm->_restartGame));
|
|
|
|
_v[p1] = atoi(state->strings[MAX_STRINGS]);
|
|
|
|
debugC(4, kDebugLevelScripts, "[%s] -> %d", state->strings[MAX_STRINGS], _v[p1]);
|
|
|
|
state->_vm->clearLines(22, 22, state->colorBg);
|
|
state->_vm->flushLines(22, 22);
|
|
}
|
|
|
|
void cmdSetCursorChar(AgiGame *state, uint8 *p) {
|
|
if (state->_curLogic->texts != NULL && (p0 - 1) <= state->_curLogic->numTexts) {
|
|
state->cursorChar = *state->_curLogic->texts[p0 - 1];
|
|
} else {
|
|
// default
|
|
state->cursorChar = '_';
|
|
}
|
|
}
|
|
|
|
void cmdSetKey(AgiGame *state, uint8 *p) {
|
|
int key = 256 * p1 + p0;
|
|
int slot = -1;
|
|
|
|
for (int i = 0; i < MAX_CONTROLLERS; i++) {
|
|
if (slot == -1 && !state->controllers[i].keycode)
|
|
slot = i;
|
|
|
|
if (state->controllers[i].keycode == key && state->controllers[i].controller == p2)
|
|
return;
|
|
}
|
|
|
|
if (slot == -1) {
|
|
warning("Number of set.keys exceeded %d", MAX_CONTROLLERS);
|
|
return;
|
|
}
|
|
|
|
debugC(4, kDebugLevelScripts, "cmdSetKey: %d %d %d", p0, p1, p2);
|
|
state->controllers[slot].keycode = key;
|
|
state->controllers[slot].controller = p2;
|
|
|
|
state->controllerOccured[p2] = false;
|
|
}
|
|
|
|
void cmdSetString(AgiGame *state, uint8 *p) {
|
|
// CM: to avoid crash in Groza (str = 150)
|
|
if (p0 > MAX_STRINGS)
|
|
return;
|
|
strcpy(state->strings[p0], state->_curLogic->texts[p1 - 1]);
|
|
}
|
|
|
|
void cmdDisplay(AgiGame *state, uint8 *p) {
|
|
// V1 has 4 args
|
|
int t = (getVersion() >= 0x2000 ? p2 : p3);
|
|
int len = 40;
|
|
|
|
char *s = state->_vm->wordWrapString(state->_curLogic->texts[t - 1], &len);
|
|
|
|
state->_vm->printText(s, p1, 0, p0, 40, state->colorFg, state->colorBg);
|
|
|
|
free(s);
|
|
}
|
|
|
|
void cmdDisplayF(AgiGame *state, uint8 *p) {
|
|
state->_vm->printText(state->_curLogic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, state->colorFg, state->colorBg);
|
|
}
|
|
|
|
void cmdClearTextRect(AgiGame *state, uint8 *p) {
|
|
int c, x1, y1, x2, y2;
|
|
|
|
if ((c = p4) != 0)
|
|
c = 15;
|
|
|
|
x1 = p1 * CHAR_COLS;
|
|
y1 = p0 * CHAR_LINES;
|
|
x2 = (p3 + 1) * CHAR_COLS - 1;
|
|
y2 = (p2 + 1) * CHAR_LINES - 1;
|
|
|
|
// Added to prevent crash with x2 = 40 in the iigs demo
|
|
if (x1 > GFX_WIDTH)
|
|
x1 = GFX_WIDTH - 1;
|
|
if (x2 > GFX_WIDTH)
|
|
x2 = GFX_WIDTH - 1;
|
|
if (y1 > GFX_HEIGHT)
|
|
y1 = GFX_HEIGHT - 1;
|
|
if (y2 > GFX_HEIGHT)
|
|
y2 = GFX_HEIGHT - 1;
|
|
|
|
state->_vm->_gfx->drawRectangle(x1, y1, x2, y2, c);
|
|
state->_vm->_gfx->flushBlock(x1, y1, x2, y2);
|
|
}
|
|
|
|
void cmdToggleMonitor(AgiGame *state, uint8 *p) {
|
|
debug(0, "toggle.monitor");
|
|
}
|
|
|
|
void cmdEchoLine(AgiGame *state, uint8 *p) {
|
|
strcpy((char *)state->inputBuffer, (const char *)state->echoBuffer);
|
|
state->cursorPos = strlen((char *)state->inputBuffer);
|
|
state->hasPrompt = 0;
|
|
}
|
|
|
|
void cmdClearLines(AgiGame *state, uint8 *p) {
|
|
uint8 l;
|
|
|
|
// Residence 44 calls clear.lines(24,0,0), see Sarien bug #558423
|
|
l = p1 ? p1 : p0;
|
|
|
|
// Agent06 incorrectly calls clear.lines(1,150,0), see ScummVM bugs
|
|
// #1935838 and #1935842
|
|
l = (l <= 24) ? l : 24;
|
|
|
|
state->_vm->clearLines(p0, l, p2);
|
|
state->_vm->flushLines(p0, l);
|
|
}
|
|
|
|
void cmdPrint(AgiGame *state, uint8 *p) {
|
|
int n = p0 < 1 ? 1 : p0;
|
|
|
|
state->_vm->print(state->_curLogic->texts[n - 1], 0, 0, 0);
|
|
}
|
|
|
|
void cmdPrintF(AgiGame *state, uint8 *p) {
|
|
int n = _v[p0] < 1 ? 1 : _v[p0];
|
|
|
|
state->_vm->print(state->_curLogic->texts[n - 1], 0, 0, 0);
|
|
}
|
|
|
|
void cmdPrintAt(AgiGame *state, uint8 *p) {
|
|
int n = p0 < 1 ? 1 : p0;
|
|
|
|
debugC(4, kDebugLevelScripts, "%d %d %d %d", p0, p1, p2, p3);
|
|
|
|
state->_vm->print(state->_curLogic->texts[n - 1], p1, p2, p3);
|
|
}
|
|
|
|
void cmdPrintAtV(AgiGame *state, uint8 *p) {
|
|
int n = _v[p0] < 1 ? 1 : _v[p0];
|
|
|
|
state->_vm->print(state->_curLogic->texts[n - 1], p1, p2, p3);
|
|
}
|
|
|
|
void cmdPushScript(AgiGame *state, uint8 *p) {
|
|
// We run AGIMOUSE always as a side effect
|
|
//if (getFeatures() & GF_AGIMOUSE || true) {
|
|
state->vars[27] = state->_vm->_mouse.button;
|
|
state->vars[28] = state->_vm->_mouse.x / 2;
|
|
state->vars[29] = state->_vm->_mouse.y;
|
|
/*} else {
|
|
if (getVersion() >= 0x2915) {
|
|
debug(0, "push.script");
|
|
}
|
|
}*/
|
|
}
|
|
|
|
void cmdSetPriBase(AgiGame *state, uint8 *p) {
|
|
int i, x, pri;
|
|
|
|
debug(0, "Priority base set to %d", p0);
|
|
|
|
// state->alt_pri = true;
|
|
x = (_HEIGHT - p0) * _HEIGHT / 10;
|
|
|
|
for (i = 0; i < _HEIGHT; i++) {
|
|
pri = (i - p0) < 0 ? 4 : (i - p0) * _HEIGHT / x + 5;
|
|
if (pri > 15)
|
|
pri = 15;
|
|
state->priTable[i] = pri;
|
|
}
|
|
}
|
|
|
|
void cmdMousePosn(AgiGame *state, uint8 *p) {
|
|
_v[p0] = WIN_TO_PIC_X(state->_vm->_mouse.x);
|
|
_v[p1] = WIN_TO_PIC_Y(state->_vm->_mouse.y);
|
|
}
|
|
|
|
void cmdShakeScreen(AgiGame *state, uint8 *p) {
|
|
int i;
|
|
|
|
// AGIPAL uses shake.screen values between 100 and 109 to set the palette
|
|
// (Checked the original AGIPAL-hack's shake.screen-routine's disassembly).
|
|
if (p0 >= 100 && p0 < 110) {
|
|
if (getFeatures() & GF_AGIPAL) {
|
|
state->_vm->_gfx->setAGIPal(p0);
|
|
return;
|
|
} else {
|
|
warning("It looks like GF_AGIPAL flag is missing");
|
|
}
|
|
}
|
|
|
|
// Disables input while shaking to prevent bug
|
|
// #1678230: AGI: Entering text while screen is shaking
|
|
bool originalValue = state->inputEnabled;
|
|
state->inputEnabled = false;
|
|
|
|
state->_vm->_gfx->shakeStart();
|
|
|
|
state->_vm->_sprites->commitBoth(); // Fixes SQ1 demo
|
|
for (i = 4 * p0; i; i--) {
|
|
state->_vm->_gfx->shakeScreen(i & 1);
|
|
state->_vm->_gfx->flushBlock(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
|
|
state->_vm->mainCycle();
|
|
}
|
|
state->_vm->_gfx->shakeEnd();
|
|
|
|
// Sets input back to what it was
|
|
state->inputEnabled = originalValue;
|
|
}
|
|
|
|
void cmdSetSpeed(AgiGame *state, uint8 *p) {
|
|
// V1 command
|
|
(void)state;
|
|
(void)p;
|
|
// speed = _v[p0];
|
|
}
|
|
|
|
void cmdSetItemView(AgiGame *state, uint8 *p) {
|
|
// V1 command
|
|
(void)state;
|
|
(void)p;
|
|
}
|
|
|
|
void cmdCallV1(AgiGame *state, uint8 *p) {
|
|
state->_vm->agiLoadResource(rLOGIC, p0);
|
|
// FIXME: The following instruction looks incomplete.
|
|
// Maybe something is meant to be assigned to, or read from,
|
|
// the logic_list entry?
|
|
// state->logic_list[++state->max_logics];
|
|
// For now, just do the increment, to silence a clang warning
|
|
++state->max_logics;
|
|
_v[13] = 1;
|
|
}
|
|
|
|
void cmdNewRoomV1(AgiGame *state, uint8 *p) {
|
|
warning("cmdNewRoomV1()");
|
|
state->_vm->agiLoadResource(rLOGIC, p0);
|
|
state->max_logics = 1;
|
|
state->logic_list[1] = p0;
|
|
_v[13] = 1;
|
|
}
|
|
|
|
void cmdNewRoomVV1(AgiGame *state, uint8 *p) {
|
|
warning("cmdNewRoomVV1()");
|
|
state->_vm->agiLoadResource(rLOGIC, _v[p0]);
|
|
state->max_logics = 1;
|
|
state->logic_list[1] = _v[p0];
|
|
_v[13] = 1;
|
|
}
|
|
|
|
void cmdUnknown(AgiGame *state, uint8 *p) {
|
|
warning("Skipping unknown opcode %2X", *(code + ip - 1));
|
|
}
|
|
|
|
/**
|
|
* Execute a logic script
|
|
* @param n Number of the logic resource to execute
|
|
*/
|
|
int AgiEngine::runLogic(int n) {
|
|
AgiGame *state = &_game;
|
|
uint8 op = 0;
|
|
uint8 p[CMD_BSIZE] = { 0 };
|
|
int num = 0;
|
|
ScriptPos sp;
|
|
//int logic_index = 0;
|
|
|
|
state->logic_list[0] = 0;
|
|
state->max_logics = 0;
|
|
|
|
debugC(2, kDebugLevelScripts, "=================");
|
|
debugC(2, kDebugLevelScripts, "runLogic(%d)", n);
|
|
|
|
sp.script = n;
|
|
sp.curIP = 0;
|
|
_game.execStack.push_back(sp);
|
|
|
|
// If logic not loaded, load it
|
|
if (~_game.dirLogic[n].flags & RES_LOADED) {
|
|
debugC(4, kDebugLevelScripts, "logic %d not loaded!", n);
|
|
agiLoadResource(rLOGIC, n);
|
|
}
|
|
|
|
_game.lognum = n;
|
|
_game._curLogic = &_game.logics[_game.lognum];
|
|
|
|
_game._curLogic->cIP = _game._curLogic->sIP;
|
|
|
|
_timerHack = 0;
|
|
while (ip < _game.logics[n].size && !(shouldQuit() || _restartGame)) {
|
|
if (_debug.enabled) {
|
|
if (_debug.steps > 0) {
|
|
if (_debug.logic0 || n) {
|
|
debugConsole(n, lCOMMAND_MODE, NULL);
|
|
_debug.steps--;
|
|
}
|
|
} else {
|
|
_sprites->blitBoth();
|
|
_sprites->commitBoth();
|
|
do {
|
|
mainCycle();
|
|
} while (!_debug.steps && _debug.enabled);
|
|
_sprites->eraseBoth();
|
|
}
|
|
}
|
|
|
|
_game.execStack.back().curIP = ip;
|
|
|
|
char st[101];
|
|
int sz = MIN(_game.execStack.size(), 100u);
|
|
memset(st, '.', sz);
|
|
st[sz] = 0;
|
|
|
|
switch (op = *(code + ip++)) {
|
|
case 0xff: // if (open/close)
|
|
testIfCode(n);
|
|
break;
|
|
case 0xfe: // goto
|
|
// +2 covers goto size
|
|
ip += 2 + ((int16)READ_LE_UINT16(code + ip));
|
|
|
|
// timer must keep running even in goto loops,
|
|
// but AGI engine can't do that :(
|
|
if (_timerHack > 20) {
|
|
pollTimer();
|
|
updateTimer();
|
|
_timerHack = 0;
|
|
}
|
|
break;
|
|
case 0x00: // return
|
|
debugC(2, kDebugLevelScripts, "%sreturn() // Logic %d", st, n);
|
|
debugC(2, kDebugLevelScripts, "=================");
|
|
|
|
// if (getVersion() < 0x2000) {
|
|
// if (logic_index < state->max_logics) {
|
|
// n = state->logic_list[++logic_index];
|
|
// state->_curLogic = &state->logics[n];
|
|
// state->lognum = n;
|
|
// ip = 2;
|
|
// warning("running logic %d\n", n);
|
|
// break;
|
|
// }
|
|
// _v[13]=0;
|
|
// }
|
|
|
|
_game.execStack.pop_back();
|
|
return 1;
|
|
default:
|
|
num = logicNamesCmd[op].argumentsLength();
|
|
memmove(p, code + ip, num);
|
|
memset(p + num, 0, CMD_BSIZE - num);
|
|
|
|
debugC(2, kDebugLevelScripts, "%s%s(%d %d %d)", st, logicNamesCmd[op].name, p[0], p[1], p[2]);
|
|
|
|
_agiCommands[op](&_game, p);
|
|
ip += num;
|
|
}
|
|
|
|
// if ((op == 0x0B || op == 0x3F || op == 0x40) && logic_index < state->max_logics) {
|
|
// n = state->logic_list[++logic_index];
|
|
// state->_curLogic = &state->logics[n];
|
|
// state->lognum = n;
|
|
// ip = 2;
|
|
// warning("running logic %d\n", n);
|
|
// }
|
|
|
|
if (_game.exitAllLogics)
|
|
break;
|
|
}
|
|
|
|
_game.execStack.pop_back();
|
|
|
|
return 0; // after executing new.room()
|
|
}
|
|
|
|
void AgiEngine::executeAgiCommand(uint8 op, uint8 *p) {
|
|
debugC(2, kDebugLevelScripts, "%s(%d %d %d)", logicNamesCmd[op].name, p[0], p[1], p[2]);
|
|
|
|
_agiCommands[op](&_game, p);
|
|
}
|
|
|
|
} // End of namespace Agi
|