scummvm/scumm/script_v5.cpp
2003-07-18 05:49:21 +00:00

2704 lines
63 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "actor.h"
#include "charset.h"
#include "intern.h"
#include "sound.h"
#include "verbs.h"
#define OPCODE(x) { &Scumm_v5::x, #x }
void Scumm_v5::setupOpcodes() {
static const OpcodeEntryV5 opcodes[256] = {
/* 00 */
OPCODE(o5_stopObjectCode),
OPCODE(o5_putActor),
OPCODE(o5_startMusic),
OPCODE(o5_getActorRoom),
/* 04 */
OPCODE(o5_isGreaterEqual),
OPCODE(o5_drawObject),
OPCODE(o5_getActorElevation),
OPCODE(o5_setState),
/* 08 */
OPCODE(o5_isNotEqual),
OPCODE(o5_faceActor),
OPCODE(o5_startScript),
OPCODE(o5_getVerbEntrypoint),
/* 0C */
OPCODE(o5_resourceRoutines),
OPCODE(o5_walkActorToActor),
OPCODE(o5_putActorAtObject),
OPCODE(o5_getObjectState),
/* 10 */
OPCODE(o5_getObjectOwner),
OPCODE(o5_animateActor),
OPCODE(o5_panCameraTo),
OPCODE(o5_actorSet),
/* 14 */
OPCODE(o5_print),
OPCODE(o5_actorFromPos),
OPCODE(o5_getRandomNr),
OPCODE(o5_and),
/* 18 */
OPCODE(o5_jumpRelative),
OPCODE(o5_doSentence),
OPCODE(o5_move),
OPCODE(o5_multiply),
/* 1C */
OPCODE(o5_startSound),
OPCODE(o5_ifClassOfIs),
OPCODE(o5_walkActorTo),
OPCODE(o5_isActorInBox),
/* 20 */
OPCODE(o5_stopMusic),
OPCODE(o5_putActor),
OPCODE(o5_getAnimCounter),
OPCODE(o5_getActorY),
/* 24 */
OPCODE(o5_loadRoomWithEgo),
OPCODE(o5_pickupObject),
OPCODE(o5_setVarRange),
OPCODE(o5_stringOps),
/* 28 */
OPCODE(o5_equalZero),
OPCODE(o5_setOwnerOf),
OPCODE(o5_startScript),
OPCODE(o5_delayVariable),
/* 2C */
OPCODE(o5_cursorCommand),
OPCODE(o5_putActorInRoom),
OPCODE(o5_delay),
OPCODE(o5_ifNotState),
/* 30 */
OPCODE(o5_matrixOps),
OPCODE(o5_getInventoryCount),
OPCODE(o5_setCameraAt),
OPCODE(o5_roomOps),
/* 34 */
OPCODE(o5_getDist),
OPCODE(o5_findObject),
OPCODE(o5_walkActorToObject),
OPCODE(o5_startObject),
/* 38 */
OPCODE(o5_lessOrEqual),
OPCODE(o5_doSentence),
OPCODE(o5_subtract),
OPCODE(o5_getActorScale),
/* 3C */
OPCODE(o5_stopSound),
OPCODE(o5_findInventory),
OPCODE(o5_walkActorTo),
OPCODE(o5_drawBox),
/* 40 */
OPCODE(o5_cutscene),
OPCODE(o5_putActor),
OPCODE(o5_chainScript),
OPCODE(o5_getActorX),
/* 44 */
OPCODE(o5_isLess),
OPCODE(o5_drawObject),
OPCODE(o5_increment),
OPCODE(o5_setState),
/* 48 */
OPCODE(o5_isEqual),
OPCODE(o5_faceActor),
OPCODE(o5_startScript),
OPCODE(o5_getVerbEntrypoint),
/* 4C */
OPCODE(o5_soundKludge),
OPCODE(o5_walkActorToActor),
OPCODE(o5_putActorAtObject),
OPCODE(o5_ifState),
/* 50 */
OPCODE(o5_pickupObjectOld),
OPCODE(o5_animateActor),
OPCODE(o5_actorFollowCamera),
OPCODE(o5_actorSet),
/* 54 */
OPCODE(o5_setObjectName),
OPCODE(o5_actorFromPos),
OPCODE(o5_getActorMoving),
OPCODE(o5_or),
/* 58 */
OPCODE(o5_beginOverride),
OPCODE(o5_doSentence),
OPCODE(o5_add),
OPCODE(o5_divide),
/* 5C */
OPCODE(o5_oldRoomEffect),
OPCODE(o5_setClass),
OPCODE(o5_walkActorTo),
OPCODE(o5_isActorInBox),
/* 60 */
OPCODE(o5_freezeScripts),
OPCODE(o5_putActor),
OPCODE(o5_stopScript),
OPCODE(o5_getActorFacing),
/* 64 */
OPCODE(o5_loadRoomWithEgo),
OPCODE(o5_pickupObject),
OPCODE(o5_getClosestObjActor),
OPCODE(o5_getStringWidth),
/* 68 */
OPCODE(o5_isScriptRunning),
OPCODE(o5_setOwnerOf),
OPCODE(o5_startScript),
OPCODE(o5_debug),
/* 6C */
OPCODE(o5_getActorWidth),
OPCODE(o5_putActorInRoom),
OPCODE(o5_stopObjectScript),
OPCODE(o5_ifNotState),
/* 70 */
OPCODE(o5_lights),
OPCODE(o5_getActorCostume),
OPCODE(o5_loadRoom),
OPCODE(o5_roomOps),
/* 74 */
OPCODE(o5_getDist),
OPCODE(o5_findObject),
OPCODE(o5_walkActorToObject),
OPCODE(o5_startObject),
/* 78 */
OPCODE(o5_isGreater),
OPCODE(o5_doSentence),
OPCODE(o5_verbOps),
OPCODE(o5_getActorWalkBox),
/* 7C */
OPCODE(o5_isSoundRunning),
OPCODE(o5_findInventory),
OPCODE(o5_walkActorTo),
OPCODE(o5_drawBox),
/* 80 */
OPCODE(o5_breakHere),
OPCODE(o5_putActor),
OPCODE(o5_startMusic),
OPCODE(o5_getActorRoom),
/* 84 */
OPCODE(o5_isGreaterEqual),
OPCODE(o5_drawObject),
OPCODE(o5_getActorElevation),
OPCODE(o5_setState),
/* 88 */
OPCODE(o5_isNotEqual),
OPCODE(o5_faceActor),
OPCODE(o5_startScript),
OPCODE(o5_getVerbEntrypoint),
/* 8C */
OPCODE(o5_resourceRoutines),
OPCODE(o5_walkActorToActor),
OPCODE(o5_putActorAtObject),
OPCODE(o5_getObjectState),
/* 90 */
OPCODE(o5_getObjectOwner),
OPCODE(o5_animateActor),
OPCODE(o5_panCameraTo),
OPCODE(o5_actorSet),
/* 94 */
OPCODE(o5_print),
OPCODE(o5_actorFromPos),
OPCODE(o5_getRandomNr),
OPCODE(o5_and),
/* 98 */
OPCODE(o5_quitPauseRestart),
OPCODE(o5_doSentence),
OPCODE(o5_move),
OPCODE(o5_multiply),
/* 9C */
OPCODE(o5_startSound),
OPCODE(o5_ifClassOfIs),
OPCODE(o5_walkActorTo),
OPCODE(o5_isActorInBox),
/* A0 */
OPCODE(o5_stopObjectCode),
OPCODE(o5_putActor),
OPCODE(o5_getAnimCounter),
OPCODE(o5_getActorY),
/* A4 */
OPCODE(o5_loadRoomWithEgo),
OPCODE(o5_pickupObject),
OPCODE(o5_setVarRange),
OPCODE(o5_saveLoadVars),
/* A8 */
OPCODE(o5_notEqualZero),
OPCODE(o5_setOwnerOf),
OPCODE(o5_startScript),
OPCODE(o5_saveRestoreVerbs),
/* AC */
OPCODE(o5_expression),
OPCODE(o5_putActorInRoom),
OPCODE(o5_wait),
OPCODE(o5_ifNotState),
/* B0 */
OPCODE(o5_matrixOps),
OPCODE(o5_getInventoryCount),
OPCODE(o5_setCameraAt),
OPCODE(o5_roomOps),
/* B4 */
OPCODE(o5_getDist),
OPCODE(o5_findObject),
OPCODE(o5_walkActorToObject),
OPCODE(o5_startObject),
/* B8 */
OPCODE(o5_lessOrEqual),
OPCODE(o5_doSentence),
OPCODE(o5_subtract),
OPCODE(o5_getActorScale),
/* BC */
OPCODE(o5_stopSound),
OPCODE(o5_findInventory),
OPCODE(o5_walkActorTo),
OPCODE(o5_drawBox),
/* C0 */
OPCODE(o5_endCutscene),
OPCODE(o5_putActor),
OPCODE(o5_chainScript),
OPCODE(o5_getActorX),
/* C4 */
OPCODE(o5_isLess),
OPCODE(o5_drawObject),
OPCODE(o5_decrement),
OPCODE(o5_setState),
/* C8 */
OPCODE(o5_isEqual),
OPCODE(o5_faceActor),
OPCODE(o5_startScript),
OPCODE(o5_getVerbEntrypoint),
/* CC */
OPCODE(o5_pseudoRoom),
OPCODE(o5_walkActorToActor),
OPCODE(o5_putActorAtObject),
OPCODE(o5_ifState),
/* D0 */
OPCODE(o5_pickupObjectOld),
OPCODE(o5_animateActor),
OPCODE(o5_actorFollowCamera),
OPCODE(o5_actorSet),
/* D4 */
OPCODE(o5_setObjectName),
OPCODE(o5_actorFromPos),
OPCODE(o5_getActorMoving),
OPCODE(o5_or),
/* D8 */
OPCODE(o5_printEgo),
OPCODE(o5_doSentence),
OPCODE(o5_add),
OPCODE(o5_divide),
/* DC */
OPCODE(o5_oldRoomEffect),
OPCODE(o5_setClass),
OPCODE(o5_walkActorTo),
OPCODE(o5_isActorInBox),
/* E0 */
OPCODE(o5_freezeScripts),
OPCODE(o5_putActor),
OPCODE(o5_stopScript),
OPCODE(o5_getActorFacing),
/* E4 */
OPCODE(o5_loadRoomWithEgo),
OPCODE(o5_pickupObject),
OPCODE(o5_getClosestObjActor),
OPCODE(o5_getStringWidth),
/* E8 */
OPCODE(o5_isScriptRunning),
OPCODE(o5_setOwnerOf),
OPCODE(o5_startScript),
OPCODE(o5_debug),
/* EC */
OPCODE(o5_getActorWidth),
OPCODE(o5_putActorInRoom),
OPCODE(o5_stopObjectScript),
OPCODE(o5_ifNotState),
/* F0 */
OPCODE(o5_lights),
OPCODE(o5_getActorCostume),
OPCODE(o5_loadRoom),
OPCODE(o5_roomOps),
/* F4 */
OPCODE(o5_getDist),
OPCODE(o5_findObject),
OPCODE(o5_walkActorToObject),
OPCODE(o5_startObject),
/* F8 */
OPCODE(o5_isGreater),
OPCODE(o5_doSentence),
OPCODE(o5_verbOps),
OPCODE(o5_getActorWalkBox),
/* FC */
OPCODE(o5_isSoundRunning),
OPCODE(o5_findInventory),
OPCODE(o5_walkActorTo),
OPCODE(o5_drawBox)
};
_opcodesV5 = opcodes;
}
void Scumm_v5::executeOpcode(byte i) {
OpcodeProcV5 op = _opcodesV5[i].proc;
(this->*op) ();
}
const char *Scumm_v5::getOpcodeDesc(byte i) {
return _opcodesV5[i].desc;
}
int Scumm_v5::getVar() {
return readVar(fetchScriptWord());
}
int Scumm_v5::getVarOrDirectByte(byte mask) {
if (_opcode & mask)
return getVar();
return fetchScriptByte();
}
int Scumm_v5::getVarOrDirectWord(byte mask) {
if (_opcode & mask)
return getVar();
return (int16)fetchScriptWord();
}
void Scumm_v5::o5_actorFollowCamera() {
actorFollowCamera(getVarOrDirectByte(0x80));
}
void Scumm_v5::o5_actorFromPos() {
int x, y;
getResultPos();
x = getVarOrDirectWord(0x80);
y = getVarOrDirectWord(0x40);
setResult(getActorFromPos(x, y));
}
void Scumm_v5::o5_actorSet() {
static const byte convertTable[20] =
{ 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 20 };
int act = getVarOrDirectByte(0x80);
Actor *a;
int i, j;
if (act == 0) {
// This case happens in Zak256 (and maybe elsewhere), to set the
// default talk color (9).
while ((_opcode = fetchScriptByte()) != 0xFF) {
if (_features & GF_SMALL_HEADER)
_opcode = (_opcode & 0xE0) | convertTable[(_opcode & 0x1F) - 1];
if (_opcode== 12)
_string[0].color = getVarOrDirectByte(0x80);
else
error("o5_actorSet: Invalid sub opcode %d in actor 0 case", _opcode);
}
return;
}
a = derefActor(act, "o5_actorSet");
while ((_opcode = fetchScriptByte()) != 0xFF) {
if (_features & GF_SMALL_HEADER)
_opcode = (_opcode & 0xE0) | convertTable[(_opcode & 0x1F) - 1];
switch (_opcode & 0x1F) {
case 0: /* dummy case */
getVarOrDirectByte(0x80);
break;
case 1: /* costume */
a->setActorCostume(getVarOrDirectByte(0x80));
break;
case 2: /* walkspeed */
i = getVarOrDirectByte(0x80);
j = getVarOrDirectByte(0x40);
a->setActorWalkSpeed(i, j);
break;
case 3: /* sound */
a->sound[0] = getVarOrDirectByte(0x80);
break;
case 4: /* walkanim */
a->walkFrame = getVarOrDirectByte(0x80);
break;
case 5: /* talkanim */
a->talkStartFrame = getVarOrDirectByte(0x80);
a->talkStopFrame = getVarOrDirectByte(0x40);
break;
case 6: /* standanim */
a->standFrame = getVarOrDirectByte(0x80);
break;
case 7: /* ignore */
getVarOrDirectByte(0x80);
getVarOrDirectByte(0x40);
getVarOrDirectByte(0x20);
break;
case 8: /* init */
a->initActor(0);
break;
case 9: /* elevation */
a->elevation = getVarOrDirectWord(0x80);
a->needRedraw = true;
break;
case 10: /* defaultanims */
a->initFrame = 1;
a->walkFrame = 2;
a->standFrame = 3;
a->talkStartFrame = 4;
a->talkStopFrame = 5;
break;
case 11: /* palette */
i = getVarOrDirectByte(0x80);
j = getVarOrDirectByte(0x40);
checkRange(31, 0, i, "Illegal palette slot %d");
a->palette[i] = j;
a->needRedraw = true;
break;
case 12: /* talk color */
a->talkColor = getVarOrDirectByte(0x80);
break;
case 13: /* name */
loadPtrToResource(rtActorName, a->number, NULL);
break;
case 14: /* initanim */
a->initFrame = getVarOrDirectByte(0x80);
break;
case 15: /* unk */
error("o5_actorset:unk not implemented");
#if 0
int args[16] =
{
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
};
getWordVararg(args);
for (i = 0; i < 16; i++)
if (args[i] != 0xFF)
a->palette[i] = args[i];
#endif
break;
case 16: /* width */
a->width = getVarOrDirectByte(0x80);
break;
case 17: /* scale */
if ((_gameId == GID_MONKEY_VGA) || (_gameId == GID_MONKEY_EGA)) {
a->scalex = a->scaley = getVarOrDirectByte(0x80);
} else {
a->scalex = getVarOrDirectByte(0x80);
a->scaley = getVarOrDirectByte(0x40);
}
a->needRedraw = true;
break;
case 18: /* neverzclip */
a->forceClip = 0;
break;
case 19: /* setzclip */
a->forceClip = getVarOrDirectByte(0x80);
break;
case 20: /* ignoreboxes */
case 21: /* followboxes */
a->ignoreBoxes = !(_opcode & 1);
a->forceClip = 0;
if (a->isInCurrentRoom())
a->putActor(a->x, a->y, a->room);
break;
case 22: /* animspeed */
a->animSpeed = getVarOrDirectByte(0x80);
a->animProgress = 0;
break;
case 23: /* shadow mode */
a->shadow_mode = getVarOrDirectByte(0x80);
break;
default:
warning("o5_actorSet: default case");
}
}
}
void Scumm_v5::o5_setClass() {
int obj = getVarOrDirectWord(0x80);
int newClass;
while ((_opcode = fetchScriptByte()) != 0xFF) {
newClass = getVarOrDirectWord(0x80);
if (newClass == 0) {
// Class '0' means: clean all class data
_classData[obj] = 0;
if ((_features & GF_SMALL_HEADER) && obj <= _numActors) {
Actor *a = derefActor(obj, "o5_setClass");
a->ignoreBoxes = false;
a->forceClip = 0;
}
} else
putClass(obj, newClass, (newClass & 0x80) ? true : false);
}
}
void Scumm_v5::o5_add() {
int a;
getResultPos();
a = getVarOrDirectWord(0x80);
setResult(readVar(_resultVarNumber) + a);
}
void Scumm_v5::o5_and() {
int a;
getResultPos();
a = getVarOrDirectWord(0x80);
setResult(readVar(_resultVarNumber) & a);
}
void Scumm_v5::o5_animateActor() {
int act = getVarOrDirectByte(0x80);
int anim = getVarOrDirectByte(0x40);
Actor *a = derefActor(act, "o5_animateActor");
a->animateActor(anim);
}
void Scumm_v5::o5_breakHere() {
updateScriptPtr();
_currentScript = 0xFF;
}
void Scumm_v5::o5_chainScript() {
int vars[16];
int script;
int cur;
script = getVarOrDirectByte(0x80);
getWordVararg(vars);
cur = _currentScript;
// FIXME: Work around a bug in script 33 in Indy3 VGA. That script is
// used for the fist fights in the Zeppeling. It uses Local[5], even
// though that is never set to any value. But script 33 is called
// via chainScript by script 32, and in there Local[5] is defined to
// the actor ID of the opposing soldier. So, we copy that value
// over to the Local[5] variable of script 33.
// See also bug #743314.
if ((_gameId == GID_INDY3_256 || _gameId == GID_INDY3_TOWNS) && vm.slot[cur].number == 32 && script == 33) {
vars[5] = vm.localvar[cur][5];
}
vm.slot[cur].number = 0;
vm.slot[cur].status = 0;
_currentScript = 0xFF;
runScript(script, vm.slot[cur].freezeResistant, vm.slot[cur].recursive, vars);
}
void Scumm_v5::o5_cursorCommand() {
int i, j, k;
int table[16];
switch ((_opcode = fetchScriptByte()) & 0x1F) {
case 1: /* cursor show */
_cursor.state = 1;
verbMouseOver(0);
break;
case 2: /* cursor hide */
_cursor.state = 0;
verbMouseOver(0);
break;
case 3: /* userput on */
_userPut = 1;
break;
case 4: /* userput off */
_userPut = 0;
break;
case 5: /* cursor soft on */
_cursor.state++;
verbMouseOver(0);
break;
case 6: /* cursor soft off */
_cursor.state--;
verbMouseOver(0);
break;
case 7: /* userput soft on */
_userPut++;
break;
case 8: /* userput soft off */
_userPut--;
break;
case 10: /* set cursor img */
i = getVarOrDirectByte(0x80);
j = getVarOrDirectByte(0x40);
// cursor image in both Looms is based on image from charset
// omit for now.
// FIXME: Actually: is this opcode ever called by a non-Loom game?
// Which V3-V5 game besides Loom makes use of custom cursors, ever?
if ((_gameId != GID_LOOM256) && (_gameId != GID_LOOM)) {
warning("setCursorImg called - tell Fingolfin where you saw this!");
setCursorImg(i, j, 1);
}
break;
case 11: /* set cursor hotspot */
i = getVarOrDirectByte(0x80);
j = getVarOrDirectByte(0x40);
k = getVarOrDirectByte(0x20);
setCursorHotspot(j, k);
break;
case 12: /* init cursor */
setCursor(getVarOrDirectByte(0x80));
break;
case 13: /* init charset */
initCharset(getVarOrDirectByte(0x80));
break;
case 14: /* unk */
if (_features & GF_OLD_BUNDLE || _gameId == GID_INDY3_256 || _gameId == GID_INDY3_TOWNS) {
// FIXME: What is this supposed to do? From comparing
// Indy3's script 118 to the Passport Demo's script 58
// my guess is that it's some sort of "init charset",
// but why does it need two parameters?
int a = getVarOrDirectByte(0x80);
int b = getVarOrDirectByte(0x40);
warning("o5_cursorCommand: unknown subopcode 14 (init charset?): %d, %d", a, b);
// Maybe the following is what to do (or maybe b instead of a); since I have only
// seen a = b = 1, this is not clear; still even if this is right, what's b?
// loadCharset(a);
// Assuming this is correct, we might not actually need it, as our
// initCharset automatically calls loadCharset for GF_SMALL_HEADER, if needed.
// Loom ega at least does need this and v2 has its own cursor command
// so making this for OLD_BUNDLE.
} else {
getWordVararg(table);
for (i = 0; i < 16; i++)
_charsetColorMap[i] = _charsetData[_string[1].t_charset][i] = (unsigned char)table[i];
}
break;
}
if (!(_features & GF_OLD_BUNDLE) && _gameId != GID_INDY3_256 && _gameId != GID_INDY3_TOWNS) {
VAR(VAR_CURSORSTATE) = _cursor.state;
VAR(VAR_USERPUT) = _userPut;
}
}
void Scumm_v5::o5_cutscene() {
int args[16];
getWordVararg(args);
beginCutscene(args);
}
void Scumm_v5::o5_endCutscene() {
endCutscene();
}
void Scumm_v5::o5_debug() {
int a = getVarOrDirectWord(0x80);
debug(1, "o5_debug(%d)", a);
}
void Scumm_v5::o5_decrement() {
getResultPos();
setResult(readVar(_resultVarNumber) - 1);
}
void Scumm_v5::o5_delay() {
int delay = fetchScriptByte();
delay |= fetchScriptByte() << 8;
delay |= fetchScriptByte() << 16;
vm.slot[_currentScript].delay = delay;
vm.slot[_currentScript].status = 1;
o5_breakHere();
}
void Scumm_v5::o5_delayVariable() {
vm.slot[_currentScript].delay = getVar();
vm.slot[_currentScript].status = 1;
o5_breakHere();
}
void Scumm_v5::o5_divide() {
int a;
getResultPos();
a = getVarOrDirectWord(0x80);
if (a == 0) {
error("Divide by zero");
setResult(0);
} else
setResult(readVar(_resultVarNumber) / a);
}
void Scumm_v5::o5_doSentence() {
int verb;
SentenceTab *st;
verb = getVarOrDirectByte(0x80);
if (verb == 0xFE) {
_sentenceNum = 0;
stopScript(VAR(VAR_SENTENCE_SCRIPT));
clearClickedStatus();
return;
}
st = &_sentence[_sentenceNum++];
st->verb = verb;
st->objectA = getVarOrDirectWord(0x40);
st->objectB = getVarOrDirectWord(0x20);
st->preposition = (st->objectB != 0);
st->freezeCount = 0;
}
void Scumm_v5::o5_drawBox() {
int x, y, x2, y2, color;
x = getVarOrDirectWord(0x80);
y = getVarOrDirectWord(0x40);
_opcode = fetchScriptByte();
x2 = getVarOrDirectWord(0x80);
y2 = getVarOrDirectWord(0x40);
color = getVarOrDirectByte(0x20);
drawBox(x, y, x2, y2, color);
}
void Scumm_v5::o5_drawObject() {
int state, obj, idx, i;
ObjectData *od;
uint16 x, y, w, h;
int xpos, ypos;
state = 1;
xpos = ypos = 255;
obj = getVarOrDirectWord(0x80);
if (_features & GF_SMALL_HEADER) {
xpos = getVarOrDirectWord(0x40);
ypos = getVarOrDirectWord(0x20);
} else {
switch ((_opcode = fetchScriptByte()) & 0x1F) {
case 1: /* draw at */
xpos = getVarOrDirectWord(0x80);
ypos = getVarOrDirectWord(0x40);
break;
case 2: /* set state */
state = getVarOrDirectWord(0x80);
break;
case 0x1F: /* neither */
break;
default:
error("o5_drawObject: default case");
}
}
idx = getObjectIndex(obj);
if (idx == -1)
return;
od = &_objs[idx];
if (xpos != 0xFF) {
od->walk_x += (xpos << 3) - od->x_pos;
od->x_pos = xpos << 3;
od->walk_y += (ypos << 3) - od->y_pos;
od->y_pos = ypos << 3;
}
addObjectToDrawQue(idx);
x = od->x_pos;
y = od->y_pos;
w = od->width;
h = od->height;
i = _numLocalObjects - 1;
do {
if (_objs[i].obj_nr && _objs[i].x_pos == x && _objs[i].y_pos == y && _objs[i].width == w && _objs[i].height == h)
putState(_objs[i].obj_nr, 0);
} while (--i);
putState(obj, state);
}
void Scumm_v5::o5_getStringWidth() {
// TODO - not sure if this is correct... needs testing
int a = getVarOrDirectByte(0x80);
byte *ptr = getResourceAddress(rtString, a);
int width = 0;
if (ptr)
width = _charset->getStringWidth(0, ptr);
setResult(width);
warning("o5_getStringWidth, result %d", width);
}
void Scumm_v5::o5_saveLoadVars() {
// TODO
error("o5_saveLoadVars not yet implemented");
}
void Scumm_v5::o5_expression() {
int dst, i;
_scummStackPos = 0;
getResultPos();
dst = _resultVarNumber;
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0x1F) {
case 1: /* varordirect */
push(getVarOrDirectWord(0x80));
break;
case 2: /* add */
i = pop();
push(i + pop());
break;
case 3: /* sub */
i = pop();
push(pop() - i);
break;
case 4: /* mul */
i = pop();
push(i * pop());
break;
case 5: /* div */
i = pop();
if (i == 0)
error("Divide by zero");
push(pop() / i);
break;
case 6: /* normal opcode */
_opcode = fetchScriptByte();
executeOpcode(_opcode);
push(_scummVars[0]);
break;
}
}
_resultVarNumber = dst;
setResult(pop());
}
void Scumm_v5::o5_faceActor() {
int act = getVarOrDirectByte(0x80);
int obj = getVarOrDirectWord(0x40);
Actor *a = derefActor(act, "o5_faceActor");
a->faceToObject(obj);
}
void Scumm_v5::o5_findInventory() {
getResultPos();
int x = getVarOrDirectByte(0x80);
int y = getVarOrDirectByte(0x40);
setResult(findInventory(x, y));
}
void Scumm_v5::o5_findObject() {
getResultPos();
int x = getVarOrDirectByte(0x80);
int y = getVarOrDirectByte(0x40);
setResult(findObject(x, y));
}
void Scumm_v5::o5_freezeScripts() {
int scr = getVarOrDirectByte(0x80);
if (scr != 0)
freezeScripts(scr);
else
unfreezeScripts();
}
void Scumm_v5::o5_getActorCostume() {
getResultPos();
int act = getVarOrDirectByte(0x80);
Actor *a = derefActor(act, "o5_getActorCostume");
setResult(a->costume);
}
void Scumm_v5::o5_getActorElevation() {
getResultPos();
int act = getVarOrDirectByte(0x80);
Actor *a = derefActor(act, "o5_getActorElevation");
setResult(a->elevation);
}
void Scumm_v5::o5_getActorFacing() {
getResultPos();
int act = getVarOrDirectByte(0x80);
Actor *a = derefActor(act, "o5_getActorFacing");
setResult(newDirToOldDir(a->facing));
}
void Scumm_v5::o5_getActorMoving() {
getResultPos();
int act = getVarOrDirectByte(0x80);
Actor *a = derefActor(act, "o5_getActorMoving");
setResult(a->moving);
}
void Scumm_v5::o5_getActorRoom() {
getResultPos();
int act = getVarOrDirectByte(0x80);
// FIXME: Workaround for bug #746349. This is a really odd bu
//in either the script or in our script engine. Might be a good
// idea to investigate this further by e.g. looking at the FOA
// engine a bit closer.
if (_gameId == GID_INDY4 && _roomResource == 94 && vm.slot[_currentScript].number == 206 && act > _numActors) {
setResult(0);
return;
}
Actor *a = derefActor(act, "o5_getActorRoom");
setResult(a->room);
}
void Scumm_v5::o5_getActorScale() {
Actor *a;
// dummy opcode in the loom
if (_gameId == GID_LOOM)
return;
// INDY3 uses this opcode as a wait_for_actor();
if ((_gameId == GID_INDY3_TOWNS) || (_gameId == GID_INDY3_256) || (_gameId == GID_INDY3)) {
const byte *oldaddr = _scriptPointer - 1;
a = derefActor(getVarOrDirectByte(0x80), "o5_getActorScale (wait)");
if (a->moving) {
_scriptPointer = oldaddr;
o5_breakHere();
}
return;
}
getResultPos();
int act = getVarOrDirectByte(0x80);
a = derefActor(act, "o5_getActorScale");
setResult(a->scalex);
}
void Scumm_v5::o5_getActorWalkBox() {
getResultPos();
int act = getVarOrDirectByte(0x80);
Actor *a = derefActor(act, "o5_getActorWalkBox");
setResult(a->walkbox);
}
void Scumm_v5::o5_getActorWidth() {
getResultPos();
int act = getVarOrDirectByte(0x80);
Actor *a = derefActor(act, "o5_getActorWidth");
setResult(a->width);
}
void Scumm_v5::o5_getActorX() {
int a;
getResultPos();
if (_gameId == GID_INDY3_TOWNS || _gameId == GID_INDY3_256 || _gameId == GID_INDY3)
a = getVarOrDirectByte(0x80);
else
a = getVarOrDirectWord(0x80);
setResult(getObjX(a));
}
void Scumm_v5::o5_getActorY() {
int a;
getResultPos();
if (_gameId == GID_INDY3_TOWNS || _gameId == GID_INDY3_256 || _gameId == GID_INDY3) {
a = getVarOrDirectByte(0x80);
// FIXME - bug 636433 workaround (can't get into Zeppelin)
if (_roomResource == 36) {
setResult(getObjY(a) - 1);
return;
}
} else
a = getVarOrDirectWord(0x80);
setResult(getObjY(a));
}
void Scumm_v5::o5_getAnimCounter() {
getResultPos();
int act = getVarOrDirectByte(0x80);
Actor *a = derefActor(act, "o5_getAnimCounter");
setResult(a->cost.animCounter);
}
void Scumm_v5::o5_getClosestObjActor() {
int obj;
int act;
int dist;
// This is a bit odd: We can't detect any actors farther away than
// 255 units (pixels in newer games, characters in older ones.) To
// fix this, we also need to change getObjActToObjActDist(), since
// it returns 255 to indicate that it can't find the actor, and make
// sure we don't break o5_getDist() in the process.
//
// But we probably won't have to.
int closest_obj = 0xFF, closest_dist = 0xFF;
getResultPos();
act = getVarOrDirectWord(0x80);
obj = VAR(VAR_ACTOR_RANGE_MAX);
do {
dist = getObjActToObjActDist(act, obj);
if (dist < closest_dist) {
closest_dist = dist;
closest_obj = obj;
}
} while (--obj >= VAR(VAR_ACTOR_RANGE_MIN));
setResult(closest_obj);
}
void Scumm_v5::o5_getDist() {
int o1, o2;
int r;
getResultPos();
o1 = getVarOrDirectWord(0x80);
o2 = getVarOrDirectWord(0x40);
r = getObjActToObjActDist(o1, o2);
// FIXME: MI2 race workaround, see bug #597022
if (_gameId == GID_MONKEY2 && vm.slot[_currentScript].number == 40 && r < 60)
r = 60;
setResult(r);
}
void Scumm_v5::o5_getInventoryCount() {
getResultPos();
setResult(getInventoryCount(getVarOrDirectByte(0x80)));
}
void Scumm_v5::o5_getObjectOwner() {
getResultPos();
setResult(getOwner(getVarOrDirectWord(0x80)));
}
void Scumm_v5::o5_getObjectState() {
if (_features & GF_SMALL_HEADER) {
o5_ifState();
} else {
getResultPos();
setResult(getState(getVarOrDirectWord(0x80)));
}
}
void Scumm_v5::o5_ifState() {
int a = getVarOrDirectWord(0x80);
int b = getVarOrDirectByte(0x40);
if (getState(a) != b)
o5_jumpRelative();
else
ignoreScriptWord();
}
void Scumm_v5::o5_ifNotState() {
int a = getVarOrDirectWord(0x80);
int b = getVarOrDirectByte(0x40);
if (getState(a) == b)
o5_jumpRelative();
else
ignoreScriptWord();
}
void Scumm_v5::o5_getRandomNr() {
getResultPos();
setResult(_rnd.getRandomNumber(getVarOrDirectByte(0x80)));
}
void Scumm_v5::o5_isScriptRunning() {
getResultPos();
setResult(isScriptRunning(getVarOrDirectByte(0x80)));
}
void Scumm_v5::o5_getVerbEntrypoint() {
int a, b;
getResultPos();
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
setResult(getVerbEntrypoint(a, b));
}
void Scumm_v5::o5_ifClassOfIs() {
int act, cls, b = 0;
bool cond = true;
act = getVarOrDirectWord(0x80);
while ((_opcode = fetchScriptByte()) != 0xFF) {
cls = getVarOrDirectWord(0x80);
if (!cls) // FIXME: Ender can't remember why this is here,
b = false; // but it fixes an oddball zak256 crash
else
b = getClass(act, cls);
if (cls & 0x80 && !b || !(cls & 0x80) && b)
cond = false;
}
if (cond)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_increment() {
getResultPos();
setResult(readVar(_resultVarNumber) + 1);
}
void Scumm_v5::o5_isActorInBox() {
int act = getVarOrDirectByte(0x80);
int box = getVarOrDirectByte(0x40);
Actor *a = derefActor(act, "o5_isActorInBox");
if (!checkXYInBoxBounds(box, a->x, a->y))
o5_jumpRelative();
else
ignoreScriptWord();
}
void Scumm_v5::o5_isEqual() {
int16 a, b;
int var;
if (_version <= 2)
var = fetchScriptByte();
else
var = fetchScriptWord();
a = readVar(var);
b = getVarOrDirectWord(0x80);
// HACK: See bug report #602348. The sound effects for Largo's screams
// are only played on type 5 soundcards. However, there is at least one
// other sound effect (the bartender spitting) which is only played on
// type 3 soundcards.
if (_gameId == GID_MONKEY2 && var == VAR_SOUNDCARD && b == 5)
b = a;
if (b == a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_isGreater() {
int16 a = getVar();
int16 b = getVarOrDirectWord(0x80);
if (b > a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_isGreaterEqual() {
int16 a = getVar();
int16 b = getVarOrDirectWord(0x80);
if (b >= a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_isLess() {
int16 a = getVar();
int16 b = getVarOrDirectWord(0x80);
if (b < a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_lessOrEqual() {
int16 a = getVar();
int16 b = getVarOrDirectWord(0x80);
if (b <= a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_isNotEqual() {
int16 a = getVar();
int16 b = getVarOrDirectWord(0x80);
if (b != a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_notEqualZero() {
int a = getVar();
if (a != 0)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_equalZero() {
int a = getVar();
if (a == 0)
ignoreScriptWord();
else
o5_jumpRelative();
}
void Scumm_v5::o5_jumpRelative() {
_scriptPointer += (int16)fetchScriptWord();
}
void Scumm_v5::o5_lights() {
int a, b, c;
a = getVarOrDirectByte(0x80);
b = fetchScriptByte();
c = fetchScriptByte();
if (c == 0)
VAR(VAR_CURRENT_LIGHTS) = a;
else if (c == 1) {
_flashlight.xStrips = a;
_flashlight.yStrips = b;
}
_fullRedraw = 1;
}
void Scumm_v5::o5_loadRoom() {
int room;
room = getVarOrDirectByte(0x80);
// For small header games, we only call startScene if the room
// actually changed. This avoid unwanted (wrong) fades in Zak256
// and others. OTOH, it seems to cause a problem in newer games.
if (!(_features & GF_SMALL_HEADER) || room != _currentRoom)
startScene(room, 0, 0);
_fullRedraw = 1;
}
void Scumm_v5::o5_loadRoomWithEgo() {
Actor *a;
int obj, room, x, y;
obj = getVarOrDirectWord(0x80);
room = getVarOrDirectByte(0x40);
a = derefActor(VAR(VAR_EGO), "o5_loadRoomWithEgo");
a->putActor(0, 0, room);
_egoPositioned = false;
x = (int16)fetchScriptWord();
y = (int16)fetchScriptWord();
VAR(VAR_WALKTO_OBJ) = obj;
startScene(a->room, a, obj);
VAR(VAR_WALKTO_OBJ) = 0;
// FIXME: Can this be removed?
camera._cur.x = a->x;
setCameraAt(a->x, a->y);
setCameraFollows(a);
_fullRedraw = 1;
if (x != -1) {
a->startWalkActor(x, y, -1);
}
}
void Scumm_v5::o5_matrixOps() {
int a, b;
if (_version == 3) {
a = getVarOrDirectByte(0x80);
b = fetchScriptByte();
setBoxFlags(a, b);
return;
}
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1:
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
setBoxFlags(a, b);
break;
case 2:
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
setBoxScale(a, b);
break;
case 3:
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
setBoxScale(a, (b - 1) | 0x8000);
break;
case 4:
createBoxMatrix();
break;
}
}
void Scumm_v5::o5_move() {
getResultPos();
setResult(getVarOrDirectWord(0x80));
}
void Scumm_v5::o5_multiply() {
int a;
getResultPos();
a = getVarOrDirectWord(0x80);
setResult(readVar(_resultVarNumber) * a);
}
void Scumm_v5::o5_or() {
int a;
getResultPos();
a = getVarOrDirectWord(0x80);
setResult(readVar(_resultVarNumber) | a);
}
void Scumm_v5::o5_beginOverride() {
if (fetchScriptByte() != 0)
beginOverride();
else
endOverride();
}
void Scumm_v5::o5_panCameraTo() {
panCameraTo(getVarOrDirectWord(0x80), 0);
}
void Scumm_v5::o5_pickupObject() {
int obj, room;
if (_version == 3) {
o5_drawObject();
return;
}
obj = getVarOrDirectWord(0x80);
room = getVarOrDirectByte(0x40);
if (room == 0)
room = _roomResource;
addObjectToInventory(obj, room);
putOwner(obj, VAR(VAR_EGO));
putClass(obj, kObjectClassUntouchable, 1);
putState(obj, 1);
removeObjectFromRoom(obj);
clearDrawObjectQueue();
runInventoryScript(1);
}
void Scumm_v5::o5_print() {
_actorToPrintStrFor = getVarOrDirectByte(0x80);
decodeParseString();
}
void Scumm_v5::o5_printEgo() {
_actorToPrintStrFor = (byte)VAR(VAR_EGO);
decodeParseString();
}
void Scumm_v5::o5_pseudoRoom() {
int i = fetchScriptByte(), j;
while ((j = fetchScriptByte()) != 0) {
if (j >= 0x80) {
_resourceMapper[j & 0x7F] = i;
}
}
}
void Scumm_v5::o5_putActor() {
int x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(0x80), "o5_putActor");
x = getVarOrDirectWord(0x40);
y = getVarOrDirectWord(0x20);
a->putActor(x, y, a->room);
}
void Scumm_v5::o5_putActorAtObject() {
int obj, x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(0x80), "o5_putActorAtObject");
obj = getVarOrDirectWord(0x40);
if (whereIsObject(obj) != WIO_NOT_FOUND)
getObjectXYPos(obj, x, y);
else {
x = 240;
y = 120;
}
a->putActor(x, y, a->room);
}
void Scumm_v5::o5_putActorInRoom() {
Actor *a;
int act = getVarOrDirectByte(0x80);
int room = getVarOrDirectByte(0x40);
a = derefActor(act, "o5_putActorInRoom");
if (a->visible && _currentRoom != room && VAR(VAR_TALK_ACTOR) == a->number) {
clearMsgQueue();
}
a->room = room;
if (!room)
a->putActor(0, 0, 0);
}
void Scumm_v5::o5_quitPauseRestart() {
byte subOp = fetchScriptByte();
switch (subOp) {
case 1: // Restart
restart();
break;
case 2: // Pause
pauseGame();
break;
case 3: // Quit
shutDown();
break;
default:
error("o5_quitPauseRestart invalid case %d", subOp);
}
}
void Scumm_v5::o5_resourceRoutines() {
const ResTypes resType[4] = { rtScript, rtSound, rtCostume, rtRoom };
int resid = 0;
int foo, bar;
_opcode = fetchScriptByte();
if (_opcode != 17)
resid = getVarOrDirectByte(0x80);
if (!(_features & GF_FMTOWNS)) {
// FIXME - this probably can be removed eventually, I don't think the following
// check will ever be triggered, but then I could be wrong and it's better
// to play it safe.
if ((_opcode & 0x3F) != (_opcode & 0x1F))
error("Oops, this shouldn't happen: o5_resourceRoutines opcode %d", _opcode);
}
int op = _opcode & 0x3F;
switch (_opcode & 0x3F) {
case 1: // load script
case 2: // load sound
case 3: // load costume
ensureResourceLoaded(resType[op-1], resid);
break;
case 4: // load room
if (_version == 3) {
ensureResourceLoaded(rtRoom, resid);
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
if (_currentRoom != resid) {
res.flags[rtRoom][resid] |= 1;
}
} else
ensureResourceLoaded(rtRoom, resid);
break;
case 5: // nuke script
case 6: // nuke sound
case 7: // nuke costume
case 8: // nuke room
if (_gameId == GID_ZAK256)
warning("o5_resourceRoutines %d should not occur in Zak256", op);
else
setResourceCounter(resType[op-5], resid, 0x7F);
break;
case 9: // lock script
if (resid >= _numGlobalScripts)
break;
lock(rtScript, resid);
break;
case 10: // lock sound
lock(rtSound, resid);
break;
case 11: // lock costume
lock(rtCostume, resid);
break;
case 12: // lock room
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
lock(rtRoom, resid);
break;
case 13: // unlock script
if (resid >= _numGlobalScripts)
break;
unlock(rtScript, resid);
break;
case 14: // unlock sound
unlock(rtSound, resid);
break;
case 15: // unlock costume
unlock(rtCostume, resid);
break;
case 16: // unlock room
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
unlock(rtRoom, resid);
break;
case 17: // clear heap
//heapClear(0);
//unkHeapProc2(0, 0);
break;
case 18: // load charset
loadCharset(resid);
break;
case 19: // nuke charset
nukeCharset(resid);
break;
case 20: // load fl object
loadFlObject(getVarOrDirectWord(0x40), resid);
break;
case 32:
// TODO
warning("o5_resourceRoutines %d not yet handled (script %d)", _opcode & 0x3F, vm.slot[_currentScript].number);
break;
case 33:
// TODO
warning("o5_resourceRoutines %d not yet handled (script %d)", _opcode & 0x3F, vm.slot[_currentScript].number);
break;
case 35:
// TODO
foo = getVarOrDirectByte(0x40);
warning("o5_resourceRoutines %d not yet handled (script %d)", _opcode & 0x3F, vm.slot[_currentScript].number);
break;
case 36:
// TODO
foo = getVarOrDirectByte(0x40);
bar = fetchScriptByte();
warning("o5_resourceRoutines %d not yet handled (script %d)", _opcode & 0x3F, vm.slot[_currentScript].number);
break;
case 37:
// TODO
foo = getVarOrDirectByte(0x40);
warning("o5_resourceRoutines %d not yet handled (script %d)", _opcode & 0x3F, vm.slot[_currentScript].number);
break;
default:
warning("Unknown o5_resourceRoutines: %d", _opcode & 0x3F);
break;
}
}
void Scumm_v5::o5_roomOps() {
int a = 0, b = 0, c, d, e;
if (_version == 3) {
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
}
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: /* room scroll */
if (_version != 3) {
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
}
if (a < (_screenWidth / 2))
a = (_screenWidth / 2);
if (b < (_screenWidth / 2))
b = (_screenWidth / 2);
if (a > _roomWidth - (_screenWidth / 2))
a = _roomWidth - (_screenWidth / 2);
if (b > _roomWidth - (_screenWidth / 2))
b = _roomWidth - (_screenWidth / 2);
VAR(VAR_CAMERA_MIN_X) = a;
VAR(VAR_CAMERA_MAX_X) = b;
break;
case 2: /* room color */
if (_features & GF_SMALL_HEADER) {
if (_version != 3) {
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
}
checkRange(256, 0, a, "o5_roomOps: 2: Illegal room color slot (%d)");
// FIXME - fingolfin thinks our whole _shadowPalette usage is weird.
// It seems very suspicious that subopcode 2 is identical to subopcode 4
// for GF_SMALL_HEADER games. Needs investigation.
// printf("copyPalColor(%d, %d)\n", a, b);
// copyPalColor(a, b);
_shadowPalette[b] = a;
setDirtyColors(b, b);
} else {
error("room-color is no longer a valid command");
}
break;
case 3: /* set screen */
if (_version != 3) {
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
}
initScreens(0, a, _screenWidth, b);
break;
case 4: /* set palette color */
if (_features & GF_SMALL_HEADER) {
if (_version != 3) {
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
}
checkRange(256, 0, a, "o5_roomOps: 2: Illegal room color slot (%d)");
_shadowPalette[b] = a;
setDirtyColors(b, b);
} else {
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
c = getVarOrDirectWord(0x20);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(0x80);
setPalColor(d, a, b, c); /* index, r, g, b */
}
break;
case 5: /* shake on */
setShake(1);
break;
case 6: /* shake off */
setShake(0);
break;
case 7: /* room scale for old games */
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
_opcode = fetchScriptByte();
c = getVarOrDirectByte(0x80);
d = getVarOrDirectByte(0x40);
_opcode = fetchScriptByte();
e = getVarOrDirectByte(0x40);
setScaleItem(e - 1, b, a, d, c);
break;
case 8: /* room scale? */
if (_features & GF_SMALL_HEADER) {
if (_version != 3) {
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
}
c = getVarOrDirectWord(0x20);
} else {
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
c = getVarOrDirectByte(0x20);
}
darkenPalette(a, a, a, b, c);
break;
case 9: /* ? */
_saveLoadFlag = getVarOrDirectByte(0x80);
_saveLoadSlot = getVarOrDirectByte(0x40);
_saveLoadSlot = 99; /* use this slot */
_saveLoadCompatible = true;
break;
case 10: /* ? */
a = getVarOrDirectWord(0x80);
if (a) {
_switchRoomEffect = (byte)a;
_switchRoomEffect2 = (byte)(a >> 8);
} else {
fadeIn(_newEffect);
}
break;
case 11: /* ? */
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
c = getVarOrDirectWord(0x20);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(0x80);
e = getVarOrDirectByte(0x40);
darkenPalette(a, b, c, d, e);
break;
case 12: /* ? */
a = getVarOrDirectWord(0x80);
b = getVarOrDirectWord(0x40);
c = getVarOrDirectWord(0x20);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(0x80);
e = getVarOrDirectByte(0x40);
setupShadowPalette(a, b, c, d, e);
break;
case 13:{ /* save-string */
File file;
char filename[256], *s;
a = getVarOrDirectByte(0x80);
s = filename;
while ((*s++ = fetchScriptByte()));
file.open(filename, getSavePath(), File::kFileWriteMode);
if (file.isOpen()) {
byte *ptr;
ptr = getResourceAddress(rtString, a);
file.write(ptr, resStrLen(ptr) + 1);
}
break;
}
case 14:{ /* load-string */
File file;
char filename[256], *s;
a = getVarOrDirectByte(0x80);
s = filename;
while ((*s++ = fetchScriptByte()));
file.open(filename, getSavePath(), File::kFileReadMode);
if (file.isOpen()) {
byte *ptr;
int len = file.size();
ptr = (byte *)calloc(len + 1, 1); // Create a zero terminated buffer
file.read(ptr, len); // Read in the data
loadPtrToResource(rtString, a, ptr);
free(ptr);
}
break;
}
case 15: /* palmanip */
a = getVarOrDirectByte(0x80);
_opcode = fetchScriptByte();
b = getVarOrDirectByte(0x80);
c = getVarOrDirectByte(0x40);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(0x80);
palManipulateInit(b, c, a, d);
break;
case 16:
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
if (a < 1)
a = 1; /* FIXME: ZAK256 */
checkRange(16, 1, a, "o5_roomOps: 16: color cycle out of range (%d)");
_colorCycle[a - 1].delay = (b != 0) ? 0x4000 / (b * 0x4C) : 0;
break;
default:
error("o5_roomOps: unknown subopcode %d", _opcode & 0x1F);
}
}
void Scumm_v5::o5_saveRestoreVerbs() {
int a, b, c, slot, slot2;
_opcode = fetchScriptByte();
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
c = getVarOrDirectByte(0x20);
switch (_opcode) {
case 1: /* hide verbs */
while (a <= b) {
slot = getVerbSlot(a, 0);
if (slot && _verbs[slot].saveid == 0) {
_verbs[slot].saveid = c;
drawVerb(slot, 0);
verbMouseOver(0);
}
a++;
}
break;
case 2: /* show verbs */
while (a <= b) {
slot = getVerbSlot(a, c);
if (slot) {
slot2 = getVerbSlot(a, 0);
if (slot2)
killVerb(slot2);
slot = getVerbSlot(a, c);
_verbs[slot].saveid = 0;
drawVerb(slot, 0);
verbMouseOver(0);
}
a++;
}
break;
case 3: /* kill verbs */
while (a <= b) {
slot = getVerbSlot(a, c);
if (slot)
killVerb(slot);
a++;
}
break;
default:
error("o5_saveRestoreVerbs: invalid opcode");
}
}
void Scumm_v5::o5_setCameraAt() {
setCameraAtEx(getVarOrDirectWord(0x80));
}
void Scumm_v5::o5_setObjectName() {
int obj = getVarOrDirectWord(0x80);
int size;
int a;
int i = 0;
byte *name = NULL;
unsigned char work[256];
// Read in new name
while ((a = fetchScriptByte()) != 0) {
work[i++] = a;
if (a == 0xFF) {
work[i++] = fetchScriptByte();
work[i++] = fetchScriptByte();
work[i++] = fetchScriptByte();
}
}
work[i++] = 0;
if (obj < _numActors)
error("Can't set actor %d name with new-name-of", obj);
// TODO: Would be nice if we used rtObjectName resource for pre-V6
// games, too. The only problem with that which I can see is that this
// would break savegames. I.e. it would require yet another change to
// the save/load system.
byte *objptr;
objptr = getOBCDFromObject(obj);
if (objptr == NULL) {
// FIXME: Bug 587553. This is an odd one and looks more like
// an actual bug in the original script. Usually we would error
warning("Can't find OBCD to rename object %d to %s", obj, work);
return;
}
if (_features & GF_SMALL_HEADER) {
byte offset = 0;
if (_features & GF_OLD_BUNDLE)
offset = *(objptr + 16);
else
offset = *(objptr + 18);
size = READ_LE_UINT16(objptr) - offset;
name = objptr + offset;
} else {
name = 0;
#if 0
name = findResourceData(MKID('OBNA'), objptr);
#else
// FIXME: we can't use findResourceData anymore, because it returns const
// data, while this function *must* return a non-const pointer. That is so
// because in o2_setObjectName / o5_setObjectName we directly modify this
// data. Now, we could add a non-const version of findResourceData, too
// (C++ makes that easy); but this here is really the *only* place in all
// of ScummVM where it wold be needed! That seems kind of a waste...
//
// So for now, I duplicate some code from findResourceData / findResource
// here. However, a much nicer solution might be (with stress on "might")
// to use the same technique as in V6 games: that is, use a seperate
// resource for changed names. That would be the cleanest solution, but
// might proof to be infeasible, as it might lead to unforseen regressions.
uint32 tag = MKID('OBNA');
byte *searchin = objptr;
uint32 curpos, totalsize;
assert(searchin);
searchin += 4;
totalsize = READ_BE_UINT32(searchin);
curpos = 8;
searchin += 4;
while (curpos < totalsize) {
if (READ_UINT32(searchin) == tag) {
name = searchin + _resourceHeaderSize;
break;
}
size = READ_BE_UINT32(searchin + 4);
if ((int32)size <= 0) {
error("(%c%c%c%c) Not found in %d... illegal block len %d",
tag & 0xFF, (tag >> 8) & 0xFF, (tag >> 16) & 0xFF, (tag >> 24) & 0xFF, 0, size);
}
curpos += size;
searchin += size;
}
#endif
size = getResourceDataSize(name);
}
if (name == 0)
return; // Silently bail out
if (i > size) {
warning("New name of object %d too long: old 's' (%d), new '%s' (%d))",
obj, name, i, work, size);
i = size;
}
memcpy(name, work, i);
runInventoryScript(0);
}
void Scumm_v5::o5_setOwnerOf() {
int obj, owner;
obj = getVarOrDirectWord(0x80);
owner = getVarOrDirectByte(0x40);
setOwnerOf(obj, owner);
}
void Scumm_v5::o5_setState() {
int obj, state;
obj = getVarOrDirectWord(0x80);
state = getVarOrDirectByte(0x40);
putState(obj, state);
removeObjectFromRoom(obj);
if (_BgNeedsRedraw)
clearDrawObjectQueue();
}
void Scumm_v5::o5_setVarRange() {
int a, b;
getResultPos();
a = fetchScriptByte();
do {
if (_opcode & 0x80)
b = fetchScriptWordSigned();
else
b = fetchScriptByte();
setResult(b);
_resultVarNumber++;
} while (--a);
}
void Scumm_v5::o5_startMusic() {
if (_features & GF_FMTOWNS) {
// In Zak256, this seems to be some kind of Audio CD status query function.
// See also bug #762589 (thanks to Hibernatus for providing the information).
getResultPos();
int b = getVarOrDirectByte(0x80);
int result = 0;
switch (b) {
case 0:
result = _sound->pollCD() == 0;
break;
case 0xFC:
// TODO: Unpause (resume) audio track. We'll have to extend Sound and OSystem for this.
break;
case 0xFD:
// TODO: Pause audio track. We'll have to extend Sound and OSystem for this.
break;
case 0xFE:
result = _sound->getCurrentCDSound();
break;
case 0xFF:
// Unknown, but apparently never used.
break;
default:
// TODO: return track length in seconds. We'll have to extend Sound and OSystem for this.
// To check scummvm returns the right track length you
// can look at the global script #9 (0x888A in 49.LFL).
break;
}
warning("unknown: o5_startMusic(%d)", b);
setResult(0);
} else {
_sound->addSoundToQueue(getVarOrDirectByte(0x80));
}
}
void Scumm_v5::o5_startSound() {
VAR(VAR_MUSIC_TIMER) = 0;
_sound->addSoundToQueue(getVarOrDirectByte(0x80));
}
void Scumm_v5::o5_stopMusic() {
_sound->stopAllSounds();
}
void Scumm_v5::o5_stopSound() {
_sound->stopSound(getVarOrDirectByte(0x80));
}
void Scumm_v5::o5_isSoundRunning() {
int snd;
getResultPos();
snd = getVarOrDirectByte(0x80);
if (snd)
snd = _sound->isSoundRunning(snd);
setResult(snd);
}
void Scumm_v5::o5_soundKludge() {
int items[16];
int i;
if (_features & GF_SMALL_HEADER) { // Is WaitForSentence in SCUMM V3
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
} else if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
_scriptPointer--;
o5_breakHere();
return;
}
for (i = 0; i < 16; i++)
items[i] = 0;
int num = getWordVararg(items);
_sound->soundKludge(items, num);
}
void Scumm_v5::o5_startObject() {
int obj, script;
int data[16];
obj = getVarOrDirectWord(0x80);
script = getVarOrDirectByte(0x40);
getWordVararg(data);
runObjectScript(obj, script, 0, 0, data);
}
void Scumm_v5::o5_startScript() {
int op, script;
int data[16];
op = _opcode;
script = getVarOrDirectByte(0x80);
getWordVararg(data);
runScript(script, (op & 0x20) != 0, (op & 0x40) != 0, data);
}
void Scumm_v5::o5_stopObjectCode() {
stopObjectCode();
}
void Scumm_v5::o5_stopObjectScript() {
stopObjectScript(getVarOrDirectWord(0x80));
}
void Scumm_v5::o5_stopScript() {
int script;
script = getVarOrDirectByte(0x80);
if (!script)
stopObjectCode();
else
stopScript(script);
}
void Scumm_v5::o5_stringOps() {
int a, b, c, i;
byte *ptr;
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: /* loadstring */
loadPtrToResource(rtString, getVarOrDirectByte(0x80), NULL);
break;
case 2: /* copystring */
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
nukeResource(rtString, a);
ptr = getResourceAddress(rtString, b);
if (ptr)
loadPtrToResource(rtString, a, ptr);
break;
case 3: /* set string char */
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
c = getVarOrDirectByte(0x20);
ptr = getResourceAddress(rtString, a);
if (_gameId != GID_LOOM256) { /* FIXME - LOOM256 */
if (ptr == NULL)
error("String %d does not exist", a);
ptr[b] = c;
}
break;
case 4: /* get string char */
getResultPos();
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
ptr = getResourceAddress(rtString, a);
if (ptr == NULL)
error("String %d does not exist", a);
setResult(ptr[b]);
break;
case 5: /* create empty string */
a = getVarOrDirectByte(0x80);
b = getVarOrDirectByte(0x40);
nukeResource(rtString, a);
if (b) {
ptr = createResource(rtString, a, b);
if (ptr) {
for (i = 0; i < b; i++)
ptr[i] = 0;
}
}
break;
}
}
void Scumm_v5::o5_subtract() {
int a;
getResultPos();
a = getVarOrDirectWord(0x80);
setResult(readVar(_resultVarNumber) - a);
}
void Scumm_v5::o5_verbOps() {
int verb, slot;
VerbSlot *vs;
int a, b;
byte *ptr;
verb = getVarOrDirectByte(0x80);
slot = getVerbSlot(verb, 0);
checkRange(_maxVerbs - 1, 0, slot, "Illegal new verb slot %d");
vs = &_verbs[slot];
vs->verbid = verb;
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0x1F) {
case 1: /* load image */
a = getVarOrDirectWord(0x80);
if (slot) {
setVerbObject(_roomResource, a, slot);
vs->type = kImageVerbType;
}
break;
case 2: /* load from code */
loadPtrToResource(rtVerb, slot, NULL);
if (slot == 0)
nukeResource(rtVerb, slot);
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 3: /* color */
vs->color = getVarOrDirectByte(0x80);
break;
case 4: /* set hi color */
vs->hicolor = getVarOrDirectByte(0x80);
break;
case 5: /* set xy */
vs->x = getVarOrDirectWord(0x80);
vs->y = getVarOrDirectWord(0x40);
// FIXME: hack loom notes into right spot
if (_gameId == GID_LOOM256) {
if ((verb >= 90) && (verb <= 97)) { // Notes
switch (verb) {
case 90:
case 91:
vs->y -= 7;
break;
case 92:
vs->y -= 6;
break;
case 93:
vs->y -= 4;
break;
case 94:
vs->y -= 3;
break;
case 95:
vs->y -= 1;
break;
case 97:
vs->y -= 5;
}
}
}
break;
case 6: /* set on */
vs->curmode = 1;
break;
case 7: /* set off */
vs->curmode = 0;
break;
case 8: /* delete */
killVerb(slot);
break;
case 9: /* new */
slot = getVerbSlot(verb, 0);
if (slot == 0) {
for (slot = 1; slot < _maxVerbs; slot++) {
if (_verbs[slot].verbid == 0)
break;
}
if (slot == _maxVerbs)
error("Too many verbs");
}
vs = &_verbs[slot];
vs->verbid = verb;
vs->color = 2;
vs->hicolor = 0;
vs->dimcolor = 8;
vs->type = kTextVerbType;
vs->charset_nr = _string[0].t_charset;
vs->curmode = 0;
vs->saveid = 0;
vs->key = 0;
vs->center = 0;
vs->imgindex = 0;
break;
case 16: /* set dim color */
vs->dimcolor = getVarOrDirectByte(0x80);
break;
case 17: /* dim */
vs->curmode = 2;
break;
case 18: /* set key */
vs->key = getVarOrDirectByte(0x80);
break;
case 19: /* set center */
vs->center = 1;
break;
case 20: /* set to string */
ptr = getResourceAddress(rtString, getVarOrDirectWord(0x80));
if (!ptr)
nukeResource(rtVerb, slot);
else {
loadPtrToResource(rtVerb, slot, ptr);
}
if (slot == 0)
nukeResource(rtVerb, slot);
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 22: /* assign object */
a = getVarOrDirectWord(0x80);
b = getVarOrDirectByte(0x40);
if (slot && vs->imgindex != a) {
setVerbObject(b, a, slot);
vs->type = kImageVerbType;
vs->imgindex = a;
}
break;
case 23: /* set back color */
vs->bkcolor = getVarOrDirectByte(0x80);
break;
}
}
drawVerb(slot, 0);
verbMouseOver(0);
}
void Scumm_v5::o5_wait() {
const byte *oldaddr = _scriptPointer - 1;
if ((_gameId == GID_INDY3_TOWNS) || (_gameId == GID_INDY3_256) || (_gameId == GID_INDY3)) {
_opcode = 2;
} else
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: { /* wait for actor */
Actor *a = derefActorSafe(getVarOrDirectByte(0x80), "o5_wait");
if (a && a->isInCurrentRoom() && a->moving)
break;
return;
}
case 2: /* wait for message */
if (VAR(VAR_HAVE_MSG))
break;
return;
case 3: /* wait for camera */
if (camera._cur.x >> 3 != camera._dest.x >> 3)
break;
return;
case 4: /* wait for sentence */
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
break;
}
if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
break;
default:
error("o5_wait: default case");
return;
}
_scriptPointer = oldaddr;
o5_breakHere();
}
void Scumm_v5::o5_walkActorTo() {
int x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(0x80), "o5_walkActorTo");
x = getVarOrDirectWord(0x40);
y = getVarOrDirectWord(0x20);
a->startWalkActor(x, y, -1);
}
void Scumm_v5::o5_walkActorToActor() {
int x, y;
Actor *a, *a2;
int nr = getVarOrDirectByte(0x80);
int nr2 = getVarOrDirectByte(0x40);
int dist = fetchScriptByte();
if (nr == 106 && _gameId == GID_INDY4) {
warning("Bypassing Indy4 bug");
return;
}
if (_gameId == GID_LOOM256 && nr == 1 && nr2 == 0 &&
dist == 255 && vm.slot[_currentScript].number == 98) {
// FIXME: Work around bug #743615. LoomCD script 98
// contains this: walkActorToActor(1,0,255)
// Once more this is either a script bug, or there is
// some hidden meaning in this odd walk request?
return;
}
if (_gameId == GID_INDY4 && nr == 1 && nr2 == 106 &&
dist == 255 && vm.slot[_currentScript].number == 210) {
// FIXME: Work around an invalid actor bug when using the
// camel in Fate of Atlantis, the "wits" path. The room-65-210
// script contains this: walkActorToActor(1,106,255)
// Once more this is either a script bug, or there is
// some hidden meaning in this odd walk request?
return;
}
a = derefActor(nr, "o5_walkActorToActor");
if (!a->isInCurrentRoom())
return;
a2 = derefActor(nr2, "o5_walkActorToActor(2)");
if (!a2->isInCurrentRoom())
return;
if (_version <= 2)
dist *= 8;
else if (dist == 0xFF) {
dist = a->scalex * a->width / 0xFF;
dist += (a2->scalex * a2->width / 0xFF) / 2;
}
x = a2->x;
y = a2->y;
if (x < a->x)
x += dist;
else
x -= dist;
if (_version <= 3) {
AdjustBoxResult abr = a->adjustXYToBeInBox(x, y);
x = abr.x;
y = abr.y;
}
a->startWalkActor(x, y, -1);
}
void Scumm_v5::o5_walkActorToObject() {
int obj;
Actor *a;
a = derefActor(getVarOrDirectByte(0x80), "o5_walkActorToObject");
obj = getVarOrDirectWord(0x40);
if (whereIsObject(obj) != WIO_NOT_FOUND) {
int x, y, dir;
getObjectXYPos(obj, x, y, dir);
a->startWalkActor(x, y, dir);
}
}
int Scumm_v5::getWordVararg(int *ptr) {
int i;
for (i = 0; i < 16; i++)
ptr[i] = 0;
i = 0;
while ((_opcode = fetchScriptByte()) != 0xFF) {
ptr[i++] = getVarOrDirectWord(0x80);
}
return i;
}
void Scumm_v5::decodeParseString() {
int textSlot;
switch (_actorToPrintStrFor) {
case 252:
textSlot = 3;
break;
case 253:
textSlot = 2;
break;
case 254:
textSlot = 1;
break;
default:
textSlot = 0;
}
setStringVars(textSlot);
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0xF) {
case 0: /* set string xy */
_string[textSlot].xpos = getVarOrDirectWord(0x80);
_string[textSlot].ypos = getVarOrDirectWord(0x40);
_string[textSlot].overhead = false;
break;
case 1: /* color */
_string[textSlot].color = getVarOrDirectByte(0x80);
break;
case 2: /* clipping */
_string[textSlot].right = getVarOrDirectWord(0x80);
break;
case 3: /* erase */
{
int a = getVarOrDirectWord(0x80);
int b = getVarOrDirectWord(0x40);
warning("Scumm_v5::decodeParseString: Unhandled case 3: %d, %d", a, b);
}
break;
case 4: /* center */
_string[textSlot].center = true;
_string[textSlot].overhead = false;
break;
case 6: /* left */
// FIXME: not sure if GF_OLD_BUNDLE is the right thing to check...
// but Loom needs this, for sure.
if (_features & GF_OLD_BUNDLE) {
// FIXME: this value seems to be some kind of override
// for text spacing?!?
/* int a = */ getVarOrDirectWord(0x80);
} else {
_string[textSlot].center = false;
_string[textSlot].overhead = false;
}
break;
case 7: /* overhead */
_string[textSlot].overhead = true;
break;
case 8:{ /* play loom talkie sound - used in other games ? */
int offset = (uint16)getVarOrDirectWord(0x80);
int delay = (uint16)getVarOrDirectWord(0x40);
if (_gameId == GID_LOOM256) {
VAR(VAR_MUSIC_TIMER) = 0;
if (offset == 0 && delay == 0) {
_sound->stopCD();
} else {
// Loom specified the offset from the start of the CD;
// thus we have to subtract the length of the first track
// (22500 frames) plus the 2 second = 150 frame leadin.
// I.e. in total 22650 frames.
offset = (int)(offset * 7.5 - 22650);
// Slightly increase the delay (5 frames = 1/25 of a second).
// This noticably improves the experience in Loom CD.
delay = (int)(delay * 7.5 + 5);
_sound->playCDTrack(1, 0, offset, delay);
}
} else {
warning("parseString: 8");
}
}
break;
case 15:
_messagePtr = _scriptPointer;
switch (textSlot) {
case 0:
actorTalk();
break;
case 1:
drawString(1);
break;
case 2:
unkMessage1();
break;
case 3:
unkMessage2();
break;
}
// FIXME: Store positions, this is needed for Indy3 (Grail Diary)..
// I don't believe this is the correct fix, may cause other problems
// later in the game.
//
// It's also needed for Loom, or the lines Bobbin
// speaks during the intro are put at position 0,0.
// In addition, Loom needs to remember the text colour.
if (_gameId == GID_INDY3_TOWNS || _gameId == GID_INDY3_256 || _gameId == GID_INDY3 || _gameId == GID_LOOM) {
_string[textSlot].t_xpos = _string[textSlot].xpos;
_string[textSlot].t_ypos = _string[textSlot].ypos;
_string[textSlot].t_color = _string[textSlot].color;
}
_scriptPointer = _messagePtr;
return;
default:
warning("Scumm_v5::decodeParseString: Unhandled case %d", _opcode & 0xF);
return;
}
}
_string[textSlot].t_xpos = _string[textSlot].xpos;
_string[textSlot].t_ypos = _string[textSlot].ypos;
_string[textSlot].t_center = _string[textSlot].center;
_string[textSlot].t_overhead = _string[textSlot].overhead;
_string[textSlot].t_right = _string[textSlot].right;
_string[textSlot].t_color = _string[textSlot].color;
_string[textSlot].t_charset = _string[textSlot].charset;
}
void Scumm_v5::o5_oldRoomEffect() {
int a;
_opcode = fetchScriptByte();
if ((_opcode & 0x1F) == 3) {
a = getVarOrDirectWord(0x80);
#if 1
if (_features & GF_FMTOWNS) {
// FIXME / TODO: OK the first thing to note is: at least in Zak256,
// maybe also in other games, this opcode does a bit more. I added
// some stubs here, but somebody with a full IDA or more knowledge
// about this will have to fill in the gaps. At least now we know
// that something is missing here :-)
if (a == 4) {
printf("o5_oldRoomEffect ODDBALL: _opcode = 0x%x, a = 0x%x\n", _opcode, a);
// No idea what byte_2FCCF is, but it's a globale boolean flag.
// I only add it here as a temporary hack to make the pseudo code compile.
// Maybe it is just there as a reentry protection guard, given
// how it is used? It might also correspond to _screenEffectFlag.
int byte_2FCCF = 0;
// For now, we force a redraw of the screen background. This
// Makes the Zak end credits work more or less correctly.
VirtScreen *vs = &virtscr[0];
restoreBG(ScummVM::Rect(0,vs->topline, vs->width, vs->topline + vs->height));
virtscr[0].setDirtyRange(0, virtscr[0].height);
updateDirtyScreen(0);
if (byte_2FCCF) {
// Here now "sub_1C44" is called, which sets byte_2FCCF to 0 then
// calls yet another sub (which also reads byte_2FCCF):
byte_2FCCF = 0;
//call sub_0BB3
// Now sub_085C is called. This is quite simply: it sets
// 0xF000 bytes. starting at 0x40000 to 0. No idea what that
// buffer is, maybe a screen buffer, though. Note that
// 0xF000 = 320*192.
// Maybe this is also the charset mask being cleaned?
// call sub_085C
// And then sub_1C54 is called, which is almost identical to
// the above sub_1C44, only it sets byte_2FCCF to 1:
byte_2FCCF = 1;
// call sub_0BB3
} else {
// Here only sub_085C is called (see comment above)
// call sub_085C
}
return;
}
#endif
}
if (a) {
_switchRoomEffect = (byte)a;
_switchRoomEffect2 = (byte)(a >> 8);
} else {
fadeIn(_newEffect);
}
}
}
void Scumm_v5::o5_pickupObjectOld() {
int obj = getVarOrDirectWord(0x80);
if (obj < 1) {
error("pickupObjectOld received invalid index %d (script %d)", obj, vm.slot[_currentScript].number);
}
if (getObjectIndex(obj) == -1)
return;
if (whereIsObject(obj) == WIO_INVENTORY) /* Don't take an */
return; /* object twice */
// warning("adding %d from %d to inventoryOld", obj, _currentRoom);
addObjectToInventory(obj, _roomResource);
removeObjectFromRoom(obj);
putOwner(obj, VAR(VAR_EGO));
putClass(obj, kObjectClassUntouchable, 1);
putState(obj, 1);
clearDrawObjectQueue();
runInventoryScript(1);
}