scummvm/engines/saga/script.cpp
Filippos Karapetis 7886aedebb Fixed a nasty regression from the script system rewrite (commit #35670), which will cause crashes under certain conditions, and probably makes SAGA games non-completable.
When a script thread is waiting for another thread, the current instruction offset should not be modified. The thread processing function would incorrectly continue in some special cases, and would incorrectly alter the current instruction offset. This becomes apparent in some special cases only, which made it hard to spot - plus, SAGA games have not been tested for 0.13.0, so there weren't any reports for this.

This change SHOULD go to the 0.13.0 branch, but we've already tagged...

svn-id: r38581
2009-02-20 10:49:43 +00:00

1863 lines
55 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
// Scripting module: Script resource handling functions
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/console.h"
#include "saga/script.h"
#include "saga/interface.h"
#include "saga/itedata.h"
#include "saga/scene.h"
#include "saga/events.h"
#include "saga/actor.h"
#include "saga/objectmap.h"
#include "saga/isomap.h"
#include "saga/resource.h"
namespace Saga {
#define RID_SCENE1_VOICE_START 57
#define RID_SCENE1_VOICE_END 186
SAGA1Script::SAGA1Script(SagaEngine *vm) : Script(vm) {
ResourceContext *resourceContext;
byte *resourcePointer;
size_t resourceLength;
int prevTell;
int i, j;
byte *stringsPointer;
size_t stringsLength;
//initialize member variables
_abortEnabled = true;
_skipSpeeches = false;
_conversingThread = NULL;
_firstObjectSet = false;
_secondObjectNeeded = false;
_pendingVerb = getVerbType(kVerbNone);
_currentVerb = getVerbType(kVerbNone);
_stickyVerb = getVerbType(kVerbWalkTo);
_leftButtonVerb = getVerbType(kVerbNone);
_rightButtonVerb = getVerbType(kVerbNone);
_pointerObject = ID_NOTHING;
_staticSize = 0;
_commonBufferSize = COMMON_BUFFER_SIZE;
_commonBuffer = (byte*)malloc(_commonBufferSize);
memset(_commonBuffer, 0, _commonBufferSize);
debug(8, "Initializing scripting subsystem");
// Load script resource file context
_scriptContext = _vm->_resource->getContext(GAME_SCRIPTFILE);
if (_scriptContext == NULL) {
error("Script::Script() script context not found");
}
resourceContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
if (resourceContext == NULL) {
error("Script::Script() resource context not found");
}
uint32 scriptResourceId = 0;
scriptResourceId = _vm->getResourceDescription()->moduleLUTResourceId;
debug(3, "Loading module LUT from resource %i", scriptResourceId);
_vm->_resource->loadResource(resourceContext, scriptResourceId, resourcePointer, resourceLength);
// Create logical script LUT from resource
if (resourceLength % 22 == 0) { // ITE CD
_modulesLUTEntryLen = 22;
} else if (resourceLength % 16 == 0) { // ITE disk, IHNM
_modulesLUTEntryLen = 16;
} else {
error("Script::Script() Invalid script lookup table length (%i)", (int)resourceLength);
}
// Calculate number of entries
_modulesCount = resourceLength / _modulesLUTEntryLen;
debug(3, "LUT has %i entries", _modulesCount);
// Allocate space for logical LUT
_modules = (ModuleData *)malloc(_modulesCount * sizeof(*_modules));
if (_modules == NULL) {
memoryError("Script::Script()");
}
// Convert LUT resource to logical LUT
MemoryReadStreamEndian scriptS(resourcePointer, resourceLength, resourceContext->isBigEndian);
for (i = 0; i < _modulesCount; i++) {
memset(&_modules[i], 0, sizeof(ModuleData));
prevTell = scriptS.pos();
_modules[i].scriptResourceId = scriptS.readUint16();
_modules[i].stringsResourceId = scriptS.readUint16();
_modules[i].voicesResourceId = scriptS.readUint16();
// Skip the unused portion of the structure
for (j = scriptS.pos(); j < prevTell + _modulesLUTEntryLen; j++) {
if (scriptS.readByte() != 0)
warning("Unused scriptLUT part isn't really unused for LUT %d (pos: %d)", i, j);
}
}
free(resourcePointer);
// TODO
//
// In ITE, the "main strings" resource contains both the verb strings
// and the object names.
//
// In IHNM, the "main strings" contains the verb strings, but not the
// object names. At least, I think that's the case.
_vm->_resource->loadResource(resourceContext, _vm->getResourceDescription()->mainStringsResourceId, stringsPointer, stringsLength);
_vm->loadStrings(_mainStrings, stringsPointer, stringsLength);
free(stringsPointer);
setupScriptOpcodeList();
// Setup script functions
switch (_vm->getGameId()) {
case GID_ITE:
setupITEScriptFuncList();
break;
#ifdef ENABLE_IHNM
case GID_IHNM:
setupIHNMScriptFuncList();
break;
#endif
}
}
SAGA1Script::~SAGA1Script() {
debug(8, "Shutting down scripting subsystem.");
_mainStrings.freeMem();
_globalVoiceLUT.freeMem();
freeModules();
free(_modules);
free(_commonBuffer);
}
SAGA2Script::SAGA2Script(SagaEngine *vm) : Script(vm) {
byte *resourcePointer;
size_t resourceLength;
debug(8, "Initializing scripting subsystem");
// Load script resource file context
_scriptContext = _vm->_resource->getContext(GAME_SCRIPTFILE);
if (_scriptContext == NULL) {
error("Script::Script() script context not found");
}
// Script export segment (lookup table)
uint32 saga2ExportSegId = MKID_BE('_EXP');
int32 entryNum = _scriptContext->getEntryNum(saga2ExportSegId);
if (entryNum < 0)
error("Unable to locate the script's export segment");
debug(3, "Loading module LUT from resource %i", entryNum);
_vm->_resource->loadResource(_scriptContext, (uint32)entryNum, resourcePointer, resourceLength);
_modulesLUTEntryLen = sizeof(uint32);
// Calculate number of entries
_modulesCount = resourceLength / _modulesLUTEntryLen + 1;
debug(3, "LUT has %i entries", _modulesCount);
// Script data segment
/*
uint32 saga2DataSegId = MKID_BE('__DA');
entryNum = _scriptContext->getEntryNum(saga2DataSegId);
if (entryNum < 0)
error("Unable to locate the script's data segment");
debug(3, "Loading module data from resource %i", entryNum);
_vm->_resource->loadResource(_scriptContext, (uint32)entryNum, resourcePointer, resourceLength);
*/
// TODO
}
SAGA2Script::~SAGA2Script() {
debug(8, "Shutting down scripting subsystem.");
// TODO
}
// Initializes the scripting module.
// Loads script resource look-up table, initializes script data system
Script::Script(SagaEngine *vm) : _vm(vm) {
}
// Shut down script module gracefully; free all allocated module resources
Script::~Script() {
}
// Script opcodes
#define OPCODE(x) {&Script::x, #x}
void Script::setupScriptOpcodeList() {
static const ScriptOpDescription SAGA1ScriptOpcodes[] = {
OPCODE(opDummy), // 00: Undefined
// Internal operations
OPCODE(opNextBlock), // 01: Continue execution at next block
OPCODE(opDup), // 02: Duplicate 16-bit value on stack
OPCODE(opDrop), // 03: Drop 16-bit value on stack
// Primary values
OPCODE(opZero), // 04: Push a zero on the stack
OPCODE(opOne), // 05: Push a one on the stack
OPCODE(opConstInt), // 06: Constant integer
OPCODE(opDummy), // 07: Constant ID reference (unused)
OPCODE(opStrLit), // 08: String literal
OPCODE(opDummy), // 09: Symbol address (unused)
OPCODE(opDummy), // 10: Symbol contents (unused)
// References within this module
OPCODE(opGetFlag), // 11: Read flag bit
OPCODE(opGetInt), // 12: Read integer
OPCODE(opDummy), // 13: Read string (unused)
OPCODE(opDummy), // 14: Read id (unused)
OPCODE(opPutFlag), // 15: Write flag bit
OPCODE(opPutInt), // 16: Write integer
OPCODE(opDummy), // 17: Write string (unused)
OPCODE(opDummy), // 18: Write id (unused)
// Void versions, which consume their arguments
OPCODE(opPutFlagV), // 19: Write flag bit
OPCODE(opPutIntV), // 20: Write integer
OPCODE(opDummy), // 21: Write string (unused)
OPCODE(opDummy), // 22: Write id (unused)
// Function calling
OPCODE(opCall), // 23: Call function
OPCODE(opCcall), // 24: Call C function
OPCODE(opCcallV), // 25: Call C function (void)
OPCODE(opEnter), // 26: Enter a function
OPCODE(opReturn), // 27: Return from a function
OPCODE(opReturnV), // 28: Return from a function (void)
// Branching
OPCODE(opJmp), // 29
OPCODE(opJmpTrueV), // 30: Test argument and consume it
OPCODE(opJmpFalseV), // 31: Test argument and consume it
OPCODE(opJmpTrue), // 32: Test argument but don't consume it
OPCODE(opJmpFalse), // 33: Test argument but don't consume it
OPCODE(opJmpSwitch), // 34: Switch (integer)
OPCODE(opDummy), // 35: Switch (string) (unused)
OPCODE(opJmpRandom), // 36: Random jump
// Unary operators
OPCODE(opNegate), // 37
OPCODE(opNot), // 38
OPCODE(opCompl), // 39
OPCODE(opIncV), // 40: Increment, don't push
OPCODE(opDecV), // 41: Increment, don't push
OPCODE(opPostInc), // 42
OPCODE(opPostDec), // 43
// Arithmetic
OPCODE(opAdd), // 44
OPCODE(opSub), // 45
OPCODE(opMul), // 46
OPCODE(opDiv), // 47
OPCODE(opMod), // 48
// Conditional
OPCODE(opDummy), // 49: opConditional (unused)
OPCODE(opDummy), // 50: opComma (unused)
// Comparison
OPCODE(opEq), // 51
OPCODE(opNe), // 52
OPCODE(opGt), // 53
OPCODE(opLt), // 54
OPCODE(opGe), // 55
OPCODE(opLe), // 56
// String comparison
OPCODE(opDummy), // 57: opStrEq (unused)
OPCODE(opDummy), // 58: opStrNe (unused)
OPCODE(opDummy), // 59: opStrGt (unused)
OPCODE(opDummy), // 60: opStrLt (unused)
OPCODE(opDummy), // 61: opStrGe (unused)
OPCODE(opDummy), // 62: opStrLe (unused)
// Shift
OPCODE(opRsh), // 63
OPCODE(opLsh), // 64
// Bitwise
OPCODE(opAnd), // 65
OPCODE(opOr), // 66
OPCODE(opXor), // 67
// Logical
OPCODE(opLAnd), // 68
OPCODE(opLOr), // 69
OPCODE(opLXor), // 70
// String manipulation
OPCODE(opDummy), // 71: opStrCat, string concatenation (unused)
OPCODE(opDummy), // 72: opStrFormat, string formatting (unused)
// Assignment
OPCODE(opDummy), // 73: assign (unused)
OPCODE(opDummy), // 74: += (unused)
OPCODE(opDummy), // 75: -= (unused)
OPCODE(opDummy), // 76: *= (unused)
OPCODE(opDummy), // 77: /= (unused)
OPCODE(opDummy), // 78: %= (unused)
OPCODE(opDummy), // 79: <<= (unused)
OPCODE(opDummy), // 80: >>= (unused)
OPCODE(opDummy), // 81: and (unused)
OPCODE(opDummy), // 82: or (unused)
// Special
OPCODE(opSpeak), // 83
OPCODE(opDialogBegin), // 84
OPCODE(opDialogEnd), // 85
OPCODE(opReply), // 86
OPCODE(opAnimate) // 87
};
#ifdef ENABLE_SAGA2
static const ScriptOpDescription SAGA2ScriptOpcodes[] = {
OPCODE(opDummy), // 00: Undefined
// Internal operations
OPCODE(opNextBlock), // 01: Continue execution at next block
OPCODE(opDup), // 02: Duplicate 16-bit value on stack
OPCODE(opDrop), // 03: Drop 16-bit value on stack
// Primary values
OPCODE(opZero), // 04: Push a zero on the stack
OPCODE(opOne), // 05: Push a one on the stack
OPCODE(opConstInt), // 06: Constant integer
OPCODE(opDummy), // 07: Constant ID reference (unused)
OPCODE(opStrLit), // 08: String literal
OPCODE(opDummy), // 09: Symbol address (unused)
OPCODE(opDummy), // 10: Symbol contents (unused)
OPCODE(opDummy), // 11: Reference to "this" (unused)
OPCODE(opDummy), // 12: Dereference of an ID (unused)
// References within this module
OPCODE(opGetFlag), // 13: Read flag bit
OPCODE(opGetByte), // 14: Read byte
OPCODE(opGetInt), // 15: Read integer
OPCODE(opDummy), // 16: Read string (unused)
OPCODE(opDummy), // 17: Read id (unused)
OPCODE(opPutFlag), // 18: Write flag bit
OPCODE(opPutByte), // 19: Write byte
OPCODE(opPutInt), // 20: Write integer
OPCODE(opDummy), // 21: Write string (unused)
OPCODE(opDummy), // 22: Write id (unused)
OPCODE(opDummy), // 23: Push effective address (unused)
// Void versions, which consume their arguments
OPCODE(opPutFlagV), // 24: Write flag bit
OPCODE(opPutByteV), // 25: Write byte
OPCODE(opPutIntV), // 26: Write integer
OPCODE(opDummy), // 27: Write string (unused)
OPCODE(opDummy), // 28: Write id (unused)
// Function calling
OPCODE(opCallNear), // 29: Call function in the same segment
OPCODE(opCallFar), // 30: Call function in other segment
OPCODE(opCcall), // 31: Call C function
OPCODE(opCcallV), // 32: Call C function (void)
OPCODE(opCallMember), // 33: Call member function
OPCODE(opCallMemberV), // 34: Call member function (void)
OPCODE(opEnter), // 35: Enter a function
OPCODE(opReturn), // 36: Return from a function
OPCODE(opReturnV), // 37: Return from a function (void)
// Branching
OPCODE(opJmp), // 38
OPCODE(opJmpTrueV), // 39: Test argument and consume it
OPCODE(opJmpFalseV), // 40: Test argument and consume it
OPCODE(opJmpTrue), // 41: Test argument but don't consume it
OPCODE(opJmpFalse), // 42: Test argument but don't consume it
OPCODE(opJmpSwitch), // 43: Switch (integer)
OPCODE(opDummy), // 44: Switch (string) (unused)
OPCODE(opJmpRandom), // 45: Random jump
// Unary operators
OPCODE(opNegate), // 46
OPCODE(opNot), // 47
OPCODE(opCompl), // 48
OPCODE(opIncV), // 49: Increment, don't push
OPCODE(opDecV), // 50: Increment, don't push
OPCODE(opPostInc), // 51
OPCODE(opPostDec), // 52
// Arithmetic
OPCODE(opAdd), // 53
OPCODE(opSub), // 54
OPCODE(opMul), // 55
OPCODE(opDiv), // 56
OPCODE(opMod), // 57
// Conditional
OPCODE(opDummy), // 58: opConditional (unused)
OPCODE(opDummy), // 59: opComma (unused)
// Comparison
OPCODE(opEq), // 60
OPCODE(opNe), // 61
OPCODE(opGt), // 62
OPCODE(opLt), // 63
OPCODE(opGe), // 64
OPCODE(opLe), // 65
// String comparison
OPCODE(opDummy), // 66: opStrEq (unused)
OPCODE(opDummy), // 67: opStrNe (unused)
OPCODE(opDummy), // 68: opStrGt (unused)
OPCODE(opDummy), // 69: opStrLt (unused)
OPCODE(opDummy), // 70: opStrGe (unused)
OPCODE(opDummy), // 71: opStrLe (unused)
// Shift
OPCODE(opRsh), // 72
OPCODE(opLsh), // 73
// Bitwise
OPCODE(opAnd), // 74
OPCODE(opOr), // 75
OPCODE(opXor), // 76
// Logical
OPCODE(opLAnd), // 77
OPCODE(opLOr), // 78
OPCODE(opLXor), // 79
// String manipulation
OPCODE(opDummy), // 80: opStrCat, string concatenation (unused)
OPCODE(opDummy), // 81: opStrFormat, string formatting (unused)
// Assignment
OPCODE(opDummy), // 82: assign (unused)
OPCODE(opDummy), // 83: += (unused)
OPCODE(opDummy), // 84: -= (unused)
OPCODE(opDummy), // 85: *= (unused)
OPCODE(opDummy), // 86: /= (unused)
OPCODE(opDummy), // 87: %= (unused)
OPCODE(opDummy), // 88: <<= (unused)
OPCODE(opDummy), // 89: >>= (unused)
OPCODE(opDummy), // 90: and (unused)
OPCODE(opDummy), // 91: or (unused)
// Special
OPCODE(opSpeak), // 92
OPCODE(opDialogBegin), // 93
OPCODE(opDialogEnd), // 94
OPCODE(opReply), // 95
OPCODE(opAnimate), // 96
OPCODE(opJmpSeedRandom),// 97: Seeded random jump
OPCODE(opDummy) // 98: Get seeded export number (unused)
};
#endif
if (!_vm->isSaga2()) {
_scriptOpsList = SAGA1ScriptOpcodes;
#ifdef ENABLE_SAGA2
} else {
_scriptOpsList = SAGA2ScriptOpcodes;
#endif
}
}
void Script::opDup(SCRIPTOP_PARAMS) {
thread->push(thread->stackTop());
}
void Script::opDrop(SCRIPTOP_PARAMS) {
thread->pop();
}
void Script::opZero(SCRIPTOP_PARAMS) {
thread->push(0);
}
void Script::opOne(SCRIPTOP_PARAMS) {
thread->push(1);
}
void Script::opConstInt(SCRIPTOP_PARAMS) {
thread->push(scriptS->readSint16LE());
}
void Script::opStrLit(SCRIPTOP_PARAMS) {
thread->push(scriptS->readSint16LE());
}
void Script::opGetFlag(SCRIPTOP_PARAMS) {
byte *addr = thread->baseAddress(scriptS->readByte());
int16 iparam1 = scriptS->readSint16LE();
addr += (iparam1 >> 3);
iparam1 = (1 << (iparam1 & 7));
thread->push((*addr) & iparam1 ? 1 : 0);
}
void Script::opGetByte(SCRIPTOP_PARAMS) {
// SAGA 2 opcode
// TODO
warning("opGetByte");
}
void Script::opGetInt(SCRIPTOP_PARAMS) {
byte mode = scriptS->readByte();
byte *addr = thread->baseAddress(mode);
int16 iparam1 = scriptS->readSint16LE();
addr += iparam1;
thread->push(readUint16(addr, mode));
debug(8, "0x%X", readUint16(addr, mode));
}
void Script::opPutFlag(SCRIPTOP_PARAMS) {
byte *addr = thread->baseAddress(scriptS->readByte());
int16 iparam1 = scriptS->readSint16LE();
addr += (iparam1 >> 3);
iparam1 = (1 << (iparam1 & 7));
if (thread->stackTop()) {
*addr |= iparam1;
} else {
*addr &= ~iparam1;
}
}
void Script::opPutByte(SCRIPTOP_PARAMS) {
// SAGA 2 opcode
// TODO
warning("opPutByte");
}
void Script::opPutInt(SCRIPTOP_PARAMS) {
byte mode = scriptS->readByte();
byte *addr = thread->baseAddress(mode);
int16 iparam1 = scriptS->readSint16LE();
addr += iparam1;
writeUint16(addr, thread->stackTop(), mode);
}
void Script::opPutFlagV(SCRIPTOP_PARAMS) {
byte *addr = thread->baseAddress(scriptS->readByte());
int16 iparam1 = scriptS->readSint16LE();
addr += (iparam1 >> 3);
iparam1 = (1 << (iparam1 & 7));
if (thread->pop()) {
*addr |= iparam1;
} else {
*addr &= ~iparam1;
}
}
void Script::opPutByteV(SCRIPTOP_PARAMS) {
// SAGA 2 opcode
// TODO
warning("opPutByteV");
}
void Script::opPutIntV(SCRIPTOP_PARAMS) {
byte mode = scriptS->readByte();
byte *addr = thread->baseAddress(mode);
int16 iparam1 = scriptS->readSint16LE();
addr += iparam1;
writeUint16(addr, thread->pop(), mode);
}
void Script::opCall(SCRIPTOP_PARAMS) {
byte argumentsCount = scriptS->readByte();
int16 iparam1 = scriptS->readByte();
if (iparam1 != kAddressModule) {
error("Script::runThread iparam1 != kAddressModule");
}
byte *addr = thread->baseAddress(iparam1);
iparam1 = scriptS->readSint16LE();
addr += iparam1;
thread->push(argumentsCount);
// NOTE: The original pushes the program
// counter as a pointer here. But I don't think
// we will have to do that.
thread->push(scriptS->pos());
// NOTE2: program counter is 32bit - so we should "emulate" it size - because kAddressStack relies on it
thread->push(0);
thread->_instructionOffset = iparam1;
}
void Script::opCallNear(SCRIPTOP_PARAMS) {
// SAGA 2 opcode
// TODO
warning("opCallNear");
}
void Script::opCallFar(SCRIPTOP_PARAMS) {
// SAGA 2 opcode
// TODO
warning("opCallFar");
}
void Script::opCcall(SCRIPTOP_PARAMS) {
byte argumentsCount = scriptS->readByte();
uint16 functionNumber = scriptS->readUint16LE();
if (functionNumber >= ((_vm->getGameId() == GID_IHNM) ?
IHNM_SCRIPT_FUNCTION_MAX : ITE_SCRIPT_FUNCTION_MAX)) {
error("Script::opCcall() Invalid script function number (%d)", functionNumber);
}
debug(2, "Calling #%d %s argCount=%i", functionNumber, _scriptFunctionsList[functionNumber].scriptFunctionName, argumentsCount);
ScriptFunctionType scriptFunction = _scriptFunctionsList[functionNumber].scriptFunction;
uint16 checkStackTopIndex = thread->_stackTopIndex + argumentsCount;
(this->*scriptFunction)(thread, argumentsCount, stopParsing);
if (stopParsing)
return;
if (scriptFunction == &Saga::Script::sfScriptGotoScene) {
stopParsing = true; // cause abortAllThreads called and _this_ thread destroyed
breakOut = true;
return;
}
#ifdef ENABLE_IHNM
if (scriptFunction == &Saga::Script::sfVsetTrack) {
stopParsing = true;
breakOut = true;
return; // cause abortAllThreads called and _this_ thread destroyed
}
#endif
thread->_stackTopIndex = checkStackTopIndex;
thread->push(thread->_returnValue); // return value
if (thread->_flags & kTFlagAsleep)
breakOut = true; // break out of loop!
}
void Script::opCallMember(SCRIPTOP_PARAMS) {
// SAGA 2 opcode
// TODO
warning("opCallMember");
}
void Script::opCallMemberV(SCRIPTOP_PARAMS) {
// SAGA 2 opcode
// TODO
warning("opCallMemberV");
}
void Script::opCcallV(SCRIPTOP_PARAMS) {
byte argumentsCount = scriptS->readByte();
uint16 functionNumber = scriptS->readUint16LE();
if (functionNumber >= ((_vm->getGameId() == GID_IHNM) ?
IHNM_SCRIPT_FUNCTION_MAX : ITE_SCRIPT_FUNCTION_MAX)) {
error("Script::opCcallV() Invalid script function number (%d)", functionNumber);
}
debug(2, "Calling #%d %s argCount=%i", functionNumber, _scriptFunctionsList[functionNumber].scriptFunctionName, argumentsCount);
ScriptFunctionType scriptFunction = _scriptFunctionsList[functionNumber].scriptFunction;
uint16 checkStackTopIndex = thread->_stackTopIndex + argumentsCount;
(this->*scriptFunction)(thread, argumentsCount, stopParsing);
if (stopParsing)
return;
if (scriptFunction == &Saga::Script::sfScriptGotoScene) {
stopParsing = true;
breakOut = true;
return; // cause abortAllThreads called and _this_ thread destroyed
}
#ifdef ENABLE_IHNM
if (scriptFunction == &Saga::Script::sfVsetTrack) {
stopParsing = true;
breakOut = true;
return; // cause abortAllThreads called and _this_ thread destroyed
}
#endif
thread->_stackTopIndex = checkStackTopIndex;
if (thread->_flags & kTFlagAsleep)
breakOut = true; // break out of loop!
}
void Script::opEnter(SCRIPTOP_PARAMS) {
thread->push(thread->_frameIndex);
thread->_frameIndex = thread->_stackTopIndex;
thread->_stackTopIndex -= (scriptS->readSint16LE() / 2);
}
void Script::opReturn(SCRIPTOP_PARAMS) {
thread->_returnValue = thread->pop(); // return value
thread->_stackTopIndex = thread->_frameIndex;
thread->_frameIndex = thread->pop();
if (thread->pushedSize() == 0) {
thread->_flags |= kTFlagFinished;
stopParsing = true;
breakOut = true;
return;
} else {
thread->pop(); //cause it 0
thread->_instructionOffset = thread->pop();
// Pop all the call parameters off the stack
int16 iparam1 = thread->pop();
while (iparam1--) {
thread->pop();
}
thread->push(thread->_returnValue);
}
}
void Script::opReturnV(SCRIPTOP_PARAMS) {
thread->_stackTopIndex = thread->_frameIndex;
thread->_frameIndex = thread->pop();
if (thread->pushedSize() == 0) {
thread->_flags |= kTFlagFinished;
stopParsing = true;
breakOut = true;
return;
} else {
thread->pop(); //cause it 0
thread->_instructionOffset = thread->pop();
// Pop all the call parameters off the stack
int16 iparam1 = thread->pop();
while (iparam1--) {
thread->pop();
}
}
}
void Script::opJmp(SCRIPTOP_PARAMS) {
thread->_instructionOffset = scriptS->readUint16LE();
}
void Script::opJmpTrueV(SCRIPTOP_PARAMS) {
uint16 jmpOffset1 = scriptS->readUint16LE();
if (thread->pop())
thread->_instructionOffset = jmpOffset1;
}
void Script::opJmpFalseV(SCRIPTOP_PARAMS) {
uint16 jmpOffset1 = scriptS->readUint16LE();
if (!thread->pop())
thread->_instructionOffset = jmpOffset1;
}
void Script::opJmpTrue(SCRIPTOP_PARAMS) {
uint16 jmpOffset1 = scriptS->readUint16LE();
if (thread->stackTop())
thread->_instructionOffset = jmpOffset1;
}
void Script::opJmpFalse(SCRIPTOP_PARAMS) {
uint16 jmpOffset1 = scriptS->readUint16LE();
if (!thread->stackTop())
thread->_instructionOffset = jmpOffset1;
}
void Script::opJmpSwitch(SCRIPTOP_PARAMS) {
int16 iparam1 = scriptS->readSint16LE();
int16 iparam2 = thread->pop();
int16 iparam3;
while (iparam1--) {
iparam3 = scriptS->readUint16LE();
thread->_instructionOffset = scriptS->readUint16LE();
if (iparam3 == iparam2)
break;
}
if (iparam1 < 0)
thread->_instructionOffset = scriptS->readUint16LE();
}
void Script::opJmpRandom(SCRIPTOP_PARAMS) {
// Supposedly the number of possible branches.
// The original interpreter ignores it.
scriptS->readUint16LE();
int16 iparam1 = scriptS->readSint16LE();
iparam1 = _vm->_rnd.getRandomNumber(iparam1 - 1);
int16 iparam2;
while (1) {
iparam2 = scriptS->readSint16LE();
thread->_instructionOffset = scriptS->readUint16LE();
iparam1 -= iparam2;
if (iparam1 < 0)
break;
}
}
void Script::opNegate(SCRIPTOP_PARAMS) {
thread->push(-thread->pop());
}
void Script::opNot(SCRIPTOP_PARAMS) {
thread->push(!thread->pop());
}
void Script::opCompl(SCRIPTOP_PARAMS) {
thread->push(~thread->pop());
}
void Script::opIncV(SCRIPTOP_PARAMS) {
byte mode = scriptS->readByte();
byte *addr = thread->baseAddress(mode);
int16 iparam1 = scriptS->readSint16LE();
addr += iparam1;
iparam1 = readUint16(addr, mode);
writeUint16(addr, iparam1 + 1, mode);
}
void Script::opDecV(SCRIPTOP_PARAMS) {
byte mode = scriptS->readByte();
byte *addr = thread->baseAddress(mode);
int16 iparam1 = scriptS->readSint16LE();
addr += iparam1;
iparam1 = readUint16(addr, mode);
writeUint16(addr, iparam1 - 1, mode);
}
void Script::opPostInc(SCRIPTOP_PARAMS) {
byte mode = scriptS->readByte();
byte *addr = thread->baseAddress(mode);
int16 iparam1 = scriptS->readSint16LE();
addr += iparam1;
iparam1 = readUint16(addr, mode);
thread->push(iparam1);
writeUint16(addr, iparam1 + 1, mode);
}
void Script::opPostDec(SCRIPTOP_PARAMS) {
byte mode = scriptS->readByte();
byte *addr = thread->baseAddress(mode);
int16 iparam1 = scriptS->readSint16LE();
addr += iparam1;
iparam1 = readUint16(addr, mode);
thread->push(iparam1);
writeUint16(addr, iparam1 - 1, mode);
}
void Script::opAdd(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 + iparam2);
}
void Script::opSub(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 - iparam2);
}
void Script::opMul(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 * iparam2);
}
void Script::opDiv(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 / iparam2);
}
void Script::opMod(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 % iparam2);
}
void Script::opEq(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push((iparam1 == iparam2) ? 1 : 0);
}
void Script::opNe(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push((iparam1 != iparam2) ? 1 : 0);
}
void Script::opGt(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push((iparam1 > iparam2) ? 1 : 0);
}
void Script::opLt(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push((iparam1 < iparam2) ? 1 : 0);
}
void Script::opGe(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push((iparam1 >= iparam2) ? 1 : 0);
}
void Script::opLe(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push((iparam1 <= iparam2) ? 1 : 0);
}
void Script::opRsh(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 >> iparam2);
}
void Script::opLsh(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 << iparam2);
}
void Script::opAnd(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 & iparam2);
}
void Script::opOr(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 | iparam2);
}
void Script::opXor(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(iparam1 ^ iparam2);
}
void Script::opLAnd(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push((iparam1 && iparam2) ? 1 : 0);
}
void Script::opLOr(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push((iparam1 || iparam2) ? 1 : 0);
}
void Script::opLXor(SCRIPTOP_PARAMS) {
int16 iparam2 = thread->pop();
int16 iparam1 = thread->pop();
thread->push(((iparam1 && !iparam2) || (!iparam1 && iparam2)) ? 1 : 0);
}
void Script::opSpeak(SCRIPTOP_PARAMS) {
if (_vm->_actor->isSpeaking()) {
thread->wait(kWaitTypeSpeech);
stopParsing = true;
breakOut = false;
return;
}
int stringsCount = scriptS->readByte();
uint16 actorId = scriptS->readUint16LE();
uint16 speechFlags = scriptS->readByte();
int sampleResourceId = -1;
int16 first;
const char *strings[ACTOR_SPEECH_STRING_MAX];
scriptS->readUint16LE(); // x,y skip
if (stringsCount == 0)
error("opSpeak stringsCount == 0");
if (stringsCount > ACTOR_SPEECH_STRING_MAX)
error("opSpeak stringsCount=0x%X exceed ACTOR_SPEECH_STRING_MAX", stringsCount);
int16 iparam1 = first = thread->stackTop();
for (int i = 0; i < stringsCount; i++) {
iparam1 = thread->pop();
strings[i] = thread->_strings->getString(iparam1);
}
// now data contains last string index
if (_vm->getFeatures() & GF_OLD_ITE_DOS) { // special ITE dos
if ((_vm->_scene->currentSceneNumber() == ITE_DEFAULT_SCENE) &&
(iparam1 >= 288) && (iparam1 <= (RID_SCENE1_VOICE_END - RID_SCENE1_VOICE_START + 288))) {
sampleResourceId = RID_SCENE1_VOICE_START + iparam1 - 288;
}
} else {
if (thread->_voiceLUT->voicesCount > first)
sampleResourceId = thread->_voiceLUT->voices[first];
}
if (sampleResourceId < 0 || sampleResourceId > 4000)
sampleResourceId = -1;
if (_vm->getGameId() == GID_ITE && !sampleResourceId)
sampleResourceId = -1;
_vm->_actor->actorSpeech(actorId, strings, stringsCount, sampleResourceId, speechFlags);
if (!(speechFlags & kSpeakAsync)) {
thread->wait(kWaitTypeSpeech);
}
}
void Script::opDialogBegin(SCRIPTOP_PARAMS) {
if (_conversingThread) {
thread->wait(kWaitTypeDialogBegin);
stopParsing = true;
breakOut = false;
return;
}
_conversingThread = thread;
_vm->_interface->converseClear();
}
void Script::opDialogEnd(SCRIPTOP_PARAMS) {
if (thread == _conversingThread) {
_vm->_interface->activate();
_vm->_interface->setMode(kPanelConverse);
thread->wait(kWaitTypeDialogEnd);
stopParsing = true;
breakOut = false;
return;
}
}
void Script::opReply(SCRIPTOP_PARAMS) {
const char *str;
byte replyNum = scriptS->readByte();
byte flags = scriptS->readByte();
int16 iparam1 = 0;
int strID = thread->pop();
if (flags & kReplyOnce) {
iparam1 = scriptS->readSint16LE();
byte *addr = thread->_staticBase + (iparam1 >> 3);
if (*addr & (1 << (iparam1 & 7))) {
return;
}
}
str = thread->_strings->getString(strID);
if (_vm->_interface->converseAddText(str, strID, replyNum, flags, iparam1))
warning("Error adding ConverseText (%s, %d, %d, %d)", str, replyNum, flags, iparam1);
}
void Script::opAnimate(SCRIPTOP_PARAMS) {
scriptS->readUint16LE();
scriptS->readUint16LE();
thread->_instructionOffset += scriptS->readByte();
}
void Script::opJmpSeedRandom(SCRIPTOP_PARAMS) {
// SAGA 2 opcode
// TODO
warning("opJmpSeedRandom");
}
void Script::loadModule(int scriptModuleNumber) {
byte *resourcePointer;
size_t resourceLength;
// Validate script number
if ((scriptModuleNumber < 0) || (scriptModuleNumber >= _modulesCount)) {
error("Script::loadScript() Invalid script module number");
}
if (_modules[scriptModuleNumber].loaded) {
return;
}
// Initialize script data structure
debug(3, "Loading script module #%d", scriptModuleNumber);
_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].scriptResourceId, resourcePointer, resourceLength);
loadModuleBase(_modules[scriptModuleNumber], resourcePointer, resourceLength);
free(resourcePointer);
_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].stringsResourceId, resourcePointer, resourceLength);
_vm->loadStrings(_modules[scriptModuleNumber].strings, resourcePointer, resourceLength);
free(resourcePointer);
if (_modules[scriptModuleNumber].voicesResourceId > 0) {
_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].voicesResourceId, resourcePointer, resourceLength);
loadVoiceLUT(_modules[scriptModuleNumber].voiceLUT, resourcePointer, resourceLength);
free(resourcePointer);
}
_modules[scriptModuleNumber].staticOffset = _staticSize;
_staticSize += _modules[scriptModuleNumber].staticSize;
if (_staticSize > _commonBufferSize) {
error("Script::loadModule() _staticSize > _commonBufferSize");
}
_modules[scriptModuleNumber].loaded = true;
}
void Script::freeModules() {
int i;
for (i = 0; i < _modulesCount; i++) {
if (_modules[i].loaded) {
_modules[i].freeMem();
_modules[i].loaded = false;
}
}
_staticSize = 0;
}
void Script::loadModuleBase(ModuleData &module, const byte *resourcePointer, size_t resourceLength) {
int i;
debug(3, "Loading module base...");
module.moduleBase = (byte*)malloc(resourceLength);
module.moduleBaseSize = resourceLength;
memcpy(module.moduleBase, resourcePointer, resourceLength);
MemoryReadStreamEndian scriptS(module.moduleBase, module.moduleBaseSize, _scriptContext->isBigEndian);
module.entryPointsCount = scriptS.readUint16();
scriptS.readUint16(); //skip
module.entryPointsTableOffset = scriptS.readUint16();
scriptS.readUint16(); //skip
if ((module.moduleBaseSize - module.entryPointsTableOffset) < (module.entryPointsCount * SCRIPT_TBLENTRY_LEN)) {
error("Script::loadModuleBase() Invalid table offset");
}
if (module.entryPointsCount > SCRIPT_MAX) {
error("Script::loadModuleBase()Script limit exceeded");
}
module.entryPoints = (EntryPoint *)malloc(module.entryPointsCount * sizeof(*module.entryPoints));
if (module.entryPoints == NULL) {
memoryError("Script::loadModuleBase");
}
// Read in the entrypoint table
module.staticSize = scriptS.readUint16();
while (scriptS.pos() < module.entryPointsTableOffset)
scriptS.readByte();
for (i = 0; i < module.entryPointsCount; i++) {
// First uint16 is the offset of the entrypoint name from the start
// of the bytecode resource, second uint16 is the offset of the
// bytecode itself for said entrypoint
module.entryPoints[i].nameOffset = scriptS.readUint16();
module.entryPoints[i].offset = scriptS.readUint16();
// Perform a simple range check on offset values
if ((module.entryPoints[i].nameOffset >= module.moduleBaseSize) || (module.entryPoints[i].offset >= module.moduleBaseSize)) {
error("Script::loadModuleBase() Invalid offset encountered in script entrypoint table");
}
}
}
void Script::loadVoiceLUT(VoiceLUT &voiceLUT, const byte *resourcePointer, size_t resourceLength) {
uint16 i;
voiceLUT.voicesCount = resourceLength / 2;
voiceLUT.voices = (uint16 *)malloc(voiceLUT.voicesCount * sizeof(*voiceLUT.voices));
if (voiceLUT.voices == NULL) {
error("Script::loadVoiceLUT() not enough memory");
}
MemoryReadStreamEndian scriptS(resourcePointer, resourceLength, _scriptContext->isBigEndian);
for (i = 0; i < voiceLUT.voicesCount; i++) {
voiceLUT.voices[i] = scriptS.readUint16();
}
}
// verb
void Script::showVerb(int statusColor) {
const char *verbName;
const char *object1Name;
const char *object2Name;
char statusString[STATUS_TEXT_LEN];
if (_leftButtonVerb == getVerbType(kVerbNone)) {
_vm->_interface->setStatusText("");
return;
}
if (_vm->getGameId() == GID_ITE)
verbName = _mainStrings.getString(_leftButtonVerb - 1);
else
verbName = _mainStrings.getString(_leftButtonVerb + 1);
if (objectTypeId(_currentObject[0]) == kGameObjectNone) {
_vm->_interface->setStatusText(verbName, statusColor);
return;
}
object1Name = _vm->getObjectName(_currentObject[0]);
if (!_secondObjectNeeded) {
snprintf(statusString, STATUS_TEXT_LEN, "%s %s", verbName, object1Name);
_vm->_interface->setStatusText(statusString, statusColor);
return;
}
if (objectTypeId(_currentObject[1]) != kGameObjectNone) {
object2Name = _vm->getObjectName(_currentObject[1]);
} else {
object2Name = "";
}
if (_leftButtonVerb == getVerbType(kVerbGive)) {
snprintf(statusString, STATUS_TEXT_LEN, _vm->getTextString(kTextGiveTo), object1Name, object2Name);
_vm->_interface->setStatusText(statusString, statusColor);
} else {
if (_leftButtonVerb == getVerbType(kVerbUse)) {
snprintf(statusString, STATUS_TEXT_LEN, _vm->getTextString(kTextUseWidth), object1Name, object2Name);
_vm->_interface->setStatusText(statusString, statusColor);
} else {
snprintf(statusString, STATUS_TEXT_LEN, "%s %s", verbName, object1Name);
_vm->_interface->setStatusText(statusString, statusColor);
}
}
}
int Script::getVerbType(VerbTypes verbType) {
if (_vm->getGameId() == GID_ITE) {
switch (verbType) {
case kVerbNone:
return kVerbITENone;
case kVerbWalkTo:
return kVerbITEWalkTo;
case kVerbGive:
return kVerbITEGive;
case kVerbUse:
return kVerbITEUse;
case kVerbEnter:
return kVerbITEEnter;
case kVerbLookAt:
return kVerbITELookAt;
case kVerbPickUp:
return kVerbITEPickUp;
case kVerbOpen:
return kVerbITEOpen;
case kVerbClose:
return kVerbITEClose;
case kVerbTalkTo:
return kVerbITETalkTo;
case kVerbWalkOnly:
return kVerbITEWalkOnly;
case kVerbLookOnly:
return kVerbITELookOnly;
case kVerbOptions:
return kVerbITEOptions;
}
#ifdef ENABLE_IHNM
} else if (_vm->getGameId() == GID_IHNM) {
switch (verbType) {
case kVerbNone:
return kVerbIHNMNone;
case kVerbWalkTo:
return kVerbIHNMWalk;
case kVerbLookAt:
return kVerbIHNMLookAt;
case kVerbPickUp:
return kVerbIHNMTake;
case kVerbUse:
return kVerbIHNMUse;
case kVerbTalkTo:
return kVerbIHNMTalkTo;
case kVerbOpen:
return kVerbIHNMSwallow;
case kVerbGive:
return kVerbIHNMGive;
case kVerbClose:
return kVerbIHNMPush;
case kVerbEnter:
return kVerbIHNMEnter;
case kVerbWalkOnly:
return kVerbIHNMWalkOnly;
case kVerbLookOnly:
return kVerbIHNMLookOnly;
case kVerbOptions:
return kVerbIHNMOptions;
}
#endif
}
error("Script::getVerbType() unknown verb type %d", verbType);
}
void Script::setVerb(int verb) {
_pendingObject[0] = ID_NOTHING;
_currentObject[0] = ID_NOTHING;
_pendingObject[1] = ID_NOTHING;
_currentObject[1] = ID_NOTHING;
_firstObjectSet = false;
_secondObjectNeeded = false;
// The pointer object will be updated again immediately. This way the
// new verb will be applied to it. It's not exactly how the original
// engine did it, but it appears to work.
_pointerObject = ID_NOTHING;
setLeftButtonVerb( verb );
showVerb();
}
void Script::setLeftButtonVerb(int verb) {
int oldVerb = _currentVerb;
_currentVerb = _leftButtonVerb = verb;
if ((_currentVerb != oldVerb) && (_vm->_interface->getMode() == kPanelMain)){
if (oldVerb > getVerbType(kVerbNone))
_vm->_interface->setVerbState(oldVerb, 2);
if (_currentVerb > getVerbType(kVerbNone))
_vm->_interface->setVerbState(_currentVerb, 2);
}
}
void Script::setRightButtonVerb(int verb) {
int oldVerb = _rightButtonVerb;
_rightButtonVerb = verb;
if ((_rightButtonVerb != oldVerb) && (_vm->_interface->getMode() == kPanelMain)){
if (oldVerb > getVerbType(kVerbNone))
_vm->_interface->setVerbState(oldVerb, 2);
if (_rightButtonVerb > getVerbType(kVerbNone))
_vm->_interface->setVerbState(_rightButtonVerb, 2);
}
}
void Script::doVerb() {
int scriptEntrypointNumber = 0;
int scriptModuleNumber = 0;
int objectType;
Event event;
const char *excuseText;
int excuseSampleResourceId;
const HitZone *hitZone;
objectType = objectTypeId(_pendingObject[0]);
if (_pendingVerb == getVerbType(kVerbGive)) {
scriptEntrypointNumber = _vm->_actor->getObjectScriptEntrypointNumber(_pendingObject[1]);
if (_vm->_actor->getObjectFlags(_pendingObject[1]) & (kFollower|kProtagonist|kExtended)) {
scriptModuleNumber = 0;
} else {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
}
// IHNM never sets scriptModuleNumber to 0
if (_vm->getGameId() == GID_IHNM)
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
} else {
if (_pendingVerb == getVerbType(kVerbUse)) {
if ((objectTypeId(_pendingObject[1]) > kGameObjectNone) && (objectType < objectTypeId(_pendingObject[1]))) {
SWAP(_pendingObject[0], _pendingObject[1]);
objectType = objectTypeId(_pendingObject[0]);
}
}
if (objectType == 0)
return;
else if (objectType == kGameObjectHitZone) {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
if (hitZone == NULL)
return;
if ((hitZone->getFlags() & kHitZoneExit) == 0) {
scriptEntrypointNumber = hitZone->getScriptNumber();
}
} else {
if (objectType & (kGameObjectActor | kGameObjectObject)) {
scriptEntrypointNumber = _vm->_actor->getObjectScriptEntrypointNumber(_pendingObject[0]);
if ((objectType == kGameObjectActor) && !(_vm->_actor->getObjectFlags(_pendingObject[0]) & (kFollower|kProtagonist|kExtended))) {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
} else {
scriptModuleNumber = 0;
}
// IHNM never sets scriptModuleNumber to 0
if (_vm->getGameId() == GID_IHNM)
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
}
}
}
// WORKAROUND for a bug in the original game scripts of IHNM. Edna's script (actor 8197) is problematic, so
// when the knife (object 16385) is used with her, the expected result is not correct. The first time that
// the knife is used, Edna's heart is cut out (which is correct). But on subsequent use, the object's script
// is buggy, therefore it's possible to talk to a dead Edna by using the knife on her, or to incorrectly get her
// heart again, which remove's Gorrister's heart from the inventory. The solution is to disable the "use knife with
// Edna" action altogether, because if the player wants to kill Edna, he can do that by talking to her and
// choosing "[Cut out Edna's heart]", which works correctly. To disable this action, if the knife is used on Edna, we
// change the action here to "use knife with the knife", which yields a better reply ("I'd just dull my knife").
// Fixes bug #1826871 - "IHNM: Edna's got two hearts but loves to be on the hook"
if (_vm->getGameId() == GID_IHNM && _pendingObject[0] == 16385 && _pendingObject[1] == 8197 && _pendingVerb == 4)
_pendingObject[1] = 16385;
// WORKAROUND for a bug in the original game scripts of IHNM. Gorrister's heart is not supposed to have a
// "use" phrase attached to it (it's not used anywhere, it's only given), but when "used", an incorrect
// reply is given to the player ("It's too narrow for me to pass", said when Gorrister tries to pick up the
// heart without a rope). Therefore, for object number 16397 (Gorrister's heart), when the active verb is
// "Use", set it to "Push", which gives a more appropriate reply ("What good will that do me?")
if (_vm->getGameId() == GID_IHNM && _pendingObject[0] == 16397 && _pendingVerb == 4)
_pendingVerb = 8;
if (scriptEntrypointNumber > 0) {
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventExecNonBlocking;
event.time = 0;
event.param = scriptModuleNumber;
event.param2 = scriptEntrypointNumber;
event.param3 = _pendingVerb; // Action
event.param4 = _pendingObject[0]; // Object
event.param5 = _pendingObject[1]; // With Object
event.param6 = (objectType == kGameObjectActor) ? _pendingObject[0] : ID_PROTAG; // Actor
_vm->_events->queue(&event);
} else {
// Show excuse text in ITE CD Versions
if (_vm->getGameId() == GID_ITE) {
_vm->getExcuseInfo(_pendingVerb, excuseText, excuseSampleResourceId);
if (excuseText) {
// In Floppy versions we don't have excuse texts
if (_vm->getFeatures() & GF_ITE_FLOPPY)
excuseSampleResourceId = -1;
_vm->_actor->actorSpeech(ID_PROTAG, &excuseText, 1, excuseSampleResourceId, 0);
}
}
}
if ((_currentVerb == getVerbType(kVerbWalkTo)) || (_currentVerb == getVerbType(kVerbLookAt))) {
_stickyVerb = _currentVerb;
}
_pendingVerb = getVerbType(kVerbNone);
_currentObject[0] = _currentObject[1] = ID_NOTHING;
setLeftButtonVerb(_stickyVerb);
setPointerVerb();
}
void Script::setPointerVerb() {
if (_vm->_interface->isActive()) {
_pointerObject = ID_PROTAG;
whichObject(_vm->mousePos());
}
}
void Script::hitObject(bool leftButton) {
int verb;
verb = leftButton ? _leftButtonVerb : _rightButtonVerb;
if (verb > getVerbType(kVerbNone)) {
if (_firstObjectSet) {
if (_secondObjectNeeded) {
_pendingObject[0] = _currentObject[0];
_pendingObject[1] = _currentObject[1];
_pendingVerb = verb;
_leftButtonVerb = verb;
if (_pendingVerb > getVerbType(kVerbNone))
showVerb(kITEColorBrightWhite);
else
showVerb();
_secondObjectNeeded = false;
_firstObjectSet = false;
return;
}
} else {
if (verb == getVerbType(kVerbGive)) {
_secondObjectNeeded = true;
} else {
if (verb == getVerbType(kVerbUse)) {
if (_currentObjectFlags[0] & kObjUseWith) {
_secondObjectNeeded = true;
}
}
}
if (!_secondObjectNeeded) {
_pendingObject[0] = _currentObject[0];
_pendingObject[1] = ID_NOTHING;
_pendingVerb = verb;
_secondObjectNeeded = false;
_firstObjectSet = false;
} else {
_firstObjectSet = true;
}
}
_leftButtonVerb = verb;
if (_pendingVerb > getVerbType(kVerbNone))
showVerb(kITEColorBrightWhite);
else
showVerb();
}
}
void Script::playfieldClick(const Point& mousePoint, bool leftButton) {
Location pickLocation;
const HitZone *hitZone;
Point specialPoint;
_vm->incrementMouseClickCount();
_vm->_actor->abortSpeech();
if ((_vm->_actor->_protagonist->_currentAction != kActionWait) &&
(_vm->_actor->_protagonist->_currentAction != kActionFreeze) &&
(_vm->_actor->_protagonist->_currentAction != kActionWalkToLink) &&
(_vm->_actor->_protagonist->_currentAction != kActionWalkToPoint)) {
return;
}
if (_pendingVerb > getVerbType(kVerbNone)) {
setLeftButtonVerb(getVerbType(kVerbWalkTo));
}
if (_pointerObject != ID_NOTHING) {
hitObject( leftButton );
} else {
_pendingObject[0] = ID_NOTHING;
_pendingObject[1] = ID_NOTHING;
_pendingVerb = getVerbType(kVerbWalkTo);
}
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->screenPointToTileCoords(mousePoint, pickLocation);
} else {
pickLocation.fromScreenPoint(mousePoint);
}
hitZone = NULL;
if (objectTypeId(_pendingObject[0]) == kGameObjectHitZone) {
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
} else {
if ((_pendingVerb == getVerbType(kVerbUse)) && (objectTypeId(_pendingObject[1]) == kGameObjectHitZone)) {
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[1]));
}
}
if (hitZone != NULL) {
if (_vm->getGameId() == GID_ITE) {
if (hitZone->getFlags() & kHitZoneNoWalk) {
_vm->_actor->actorFaceTowardsPoint(ID_PROTAG, pickLocation);
doVerb();
return;
}
} else {
if (_vm->getGameId() == GID_IHNM) {
if ((hitZone->getFlags() & kHitZoneNoWalk) && (_pendingVerb != getVerbType(kVerbWalkTo))) {
doVerb();
return;
}
}
}
if (hitZone->getFlags() & kHitZoneProject) {
if (!hitZone->getSpecialPoint(specialPoint)) {
// Original behaved this way and this prevents from crash
// at ruins. See bug #1257459
specialPoint.x = specialPoint.y = 0;
}
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
pickLocation.u() = specialPoint.x;
pickLocation.v() = specialPoint.y;
pickLocation.z = _vm->_actor->_protagonist->_location.z;
} else {
pickLocation.fromScreenPoint(specialPoint);
}
}
}
if (_vm->getGameId() == GID_ITE) {
if ((_pendingVerb == getVerbType(kVerbWalkTo)) ||
(_pendingVerb == getVerbType(kVerbPickUp)) ||
(_pendingVerb == getVerbType(kVerbOpen)) ||
(_pendingVerb == getVerbType(kVerbClose)) ||
(_pendingVerb == getVerbType(kVerbUse))) {
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
} else {
if (_pendingVerb == getVerbType(kVerbLookAt)) {
if (objectTypeId(_pendingObject[0]) != kGameObjectActor ) {
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
} else {
doVerb();
}
} else {
if ((_pendingVerb == getVerbType(kVerbTalkTo)) ||
(_pendingVerb == getVerbType(kVerbGive))) {
doVerb();
}
}
}
}
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM) {
if ((_pendingVerb == getVerbType(kVerbWalkTo)) ||
(_pendingVerb == getVerbType(kVerbPickUp)) ||
(_pendingVerb == getVerbType(kVerbOpen)) ||
(_pendingVerb == getVerbType(kVerbClose)) ||
(_pendingVerb == getVerbType(kVerbUse))) {
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
// Auto-use no-walk hitzones in IHNM, needed for Benny's chapter
if (_pendingVerb == getVerbType(kVerbWalkTo) &&
hitZone != NULL && (hitZone->getFlags() & kHitZoneNoWalk)) {
_pendingVerb = getVerbType(kVerbUse);
if (objectTypeId(_pendingObject[0]) == kGameObjectActor) {
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
doVerb();
}
}
// Auto-use hitzone with id 24576 (the exit to the left) in screens 16 - 19
// (screens with Gorrister's heart) in IHNM. For some reason, this zone does
// not have a corresponding action zone, so we auto-use it here, like the exits
// in Benny's chapter
if (_vm->_scene->currentChapterNumber() == 1 &&
_vm->_scene->currentSceneNumber() >= 16 &&
_vm->_scene->currentSceneNumber() <= 19 &&
_pendingVerb == getVerbType(kVerbWalkTo) &&
hitZone != NULL && hitZone->getHitZoneId() == 24576) {
_pendingVerb = getVerbType(kVerbUse);
if (objectTypeId(_pendingObject[0]) == kGameObjectActor) {
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
doVerb();
}
}
} else {
if (_pendingVerb == getVerbType(kVerbLookAt)) {
if (objectTypeId(_pendingObject[0]) != kGameObjectActor) {
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
} else {
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
doVerb();
}
} else {
if ((_pendingVerb == getVerbType(kVerbTalkTo)) ||
(_pendingVerb == getVerbType(kVerbGive))) {
doVerb();
}
}
}
}
#endif
}
void Script::whichObject(const Point& mousePoint) {
uint16 objectId;
int16 objectFlags;
int newRightButtonVerb;
uint16 newObjectId;
ActorData *actor;
ObjectData *obj;
Point pickPoint;
Location pickLocation;
int hitZoneIndex;
const HitZone * hitZone;
PanelButton * panelButton;
objectId = ID_NOTHING;
objectFlags = 0;
_leftButtonVerb = _currentVerb;
newRightButtonVerb = getVerbType(kVerbNone);
// _protagonist can be null while loading a game from the command line
if (_vm->_actor->_protagonist == NULL)
return;
if (_vm->_actor->_protagonist->_currentAction != kActionWalkDir) {
if (_vm->_scene->getHeight() >= mousePoint.y) {
newObjectId = _vm->_actor->hitTest(mousePoint, true);
if (newObjectId != ID_NOTHING) {
if (objectTypeId(newObjectId) == kGameObjectObject) {
objectId = newObjectId;
objectFlags = 0;
newRightButtonVerb = getVerbType(kVerbLookAt);
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
objectId = ID_NOTHING;
newObjectId = ID_NOTHING;
}
} else {
actor = _vm->_actor->getActor(newObjectId);
objectId = newObjectId;
if (_vm->getGameId() == GID_ITE)
objectFlags = kObjUseWith;
// Note: for IHNM, the default right button action is "Look at" for actors,
// but "Talk to" makes much more sense
newRightButtonVerb = getVerbType(kVerbTalkTo);
// Slight hack because of the above change: the jukebox in Gorrister's chapter
// is an actor, so change the right button action to "Look at"
if (_vm->getGameId() == GID_IHNM && objectId == 8199)
newRightButtonVerb = getVerbType(kVerbLookAt);
if ((_currentVerb == getVerbType(kVerbPickUp)) ||
(_currentVerb == getVerbType(kVerbOpen)) ||
(_currentVerb == getVerbType(kVerbClose)) ||
((_currentVerb == getVerbType(kVerbGive)) && !_firstObjectSet) ||
((_currentVerb == getVerbType(kVerbUse)) && !(actor->_flags & kFollower))) {
if (_vm->getGameId() == GID_ITE) {
objectId = ID_NOTHING;
newObjectId = ID_NOTHING;
}
}
}
}
if (newObjectId == ID_NOTHING) {
pickPoint = mousePoint;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
pickPoint.y -= _vm->_actor->_protagonist->_location.z;
_vm->_isoMap->screenPointToTileCoords(pickPoint, pickLocation);
pickLocation.toScreenPointUV(pickPoint);
}
hitZoneIndex = _vm->_scene->_objectMap->hitTest(pickPoint);
// WORKAROUND for an incorrect hitzone which exists in IHNM
// In Gorrister's chapter, in the toilet screen, the hitzone of the exit is
// placed over the place where Gorrister sits to examine the graffiti on the wall
// to the left, which makes him exit the screen when the graffiti is examined.
// We effectively change the left side of the hitzone here so that it starts from
// pixel 301 onwards. The same workaround is applied in Actor::handleActions
if (_vm->getGameId() == GID_IHNM) {
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 22)
if (hitZoneIndex == 8 && pickPoint.x <= 300)
hitZoneIndex = -1;
}
if ((hitZoneIndex != -1)) {
hitZone = _vm->_scene->_objectMap->getHitZone(hitZoneIndex);
objectId = hitZone->getHitZoneId();
objectFlags = 0;
newRightButtonVerb = hitZone->getRightButtonVerb() & 0x7f;
// WORKAROUND for a problematic object in IHNM
// In the freezer room, the key that drops is made of a hitzone which
// contains the key object itself. We change the object ID that the
// hitzone contains (object ID 24578 - "The key") to the ID of the key
// object itself (object ID 16402 - "Edna's key"), as the user can keep
// hovering the cursor to both items, but can only pick up one
if (_vm->getGameId() == GID_IHNM) {
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 24) {
if (objectId == 24578)
objectId = 16402;
}
}
if (_vm->getGameId() == GID_ITE) {
if (newRightButtonVerb == getVerbType(kVerbWalkOnly)) {
if (_firstObjectSet) {
objectId = ID_NOTHING;
} else {
newRightButtonVerb = _leftButtonVerb = getVerbType(kVerbWalkTo);
}
} else {
if (newRightButtonVerb == getVerbType(kVerbLookOnly)) {
if (_firstObjectSet) {
objectId = ID_NOTHING;
} else {
newRightButtonVerb = _leftButtonVerb = getVerbType(kVerbLookAt);
}
}
}
if (newRightButtonVerb >= getVerbType(kVerbOptions)) {
newRightButtonVerb = getVerbType(kVerbNone);
}
} else {
if (newRightButtonVerb >= getVerbType(kVerbOptions)) {
newRightButtonVerb = getVerbType(kVerbWalkTo);
}
}
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
objectId = ID_NOTHING;
newObjectId = ID_NOTHING;
}
if ((_leftButtonVerb == getVerbType(kVerbUse)) && (hitZone->getRightButtonVerb() & 0x80)) {
objectFlags = kObjUseWith;
}
}
}
} else {
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
// no way
} else {
panelButton = _vm->_interface->inventoryHitTest(mousePoint);
if (panelButton) {
objectId = _vm->_interface->getInventoryContentByPanelButton(panelButton);
if (objectId != 0) {
obj = _vm->_actor->getObj(objectId);
newRightButtonVerb = getVerbType(kVerbLookAt);
if (obj->_interactBits & kObjUseWith) {
objectFlags = kObjUseWith;
}
}
}
}
if ((_currentVerb == getVerbType(kVerbPickUp)) || (_currentVerb == getVerbType(kVerbTalkTo)) || (_currentVerb == getVerbType(kVerbWalkTo))) {
_leftButtonVerb = getVerbType(kVerbLookAt);
}
}
}
if (objectId != _pointerObject) {
_pointerObject = objectId;
_currentObject[_firstObjectSet ? 1 : 0] = objectId;
_currentObjectFlags[_firstObjectSet ? 1 : 0] = objectFlags;
if (_pendingVerb == getVerbType(kVerbNone)) {
showVerb();
}
}
if (newRightButtonVerb != _rightButtonVerb) {
setRightButtonVerb(newRightButtonVerb);
}
}
} // End of namespace Saga