mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-18 23:57:32 +00:00
480 lines
12 KiB
C++
480 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "agi/agi.h"
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#include "agi/opcodes.h"
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#include "common/endian.h"
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namespace Agi {
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#define ip (state->_curLogic->cIP)
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#define code (state->_curLogic->data)
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#define getvar(a) state->_vm->getvar(a)
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#define getflag(a) state->_vm->getflag(a)
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#define testEqual(v1, v2) (getvar(v1) == (v2))
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#define testLess(v1, v2) (getvar(v1) < (v2))
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#define testGreater(v1, v2) (getvar(v1) > (v2))
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#define testIsSet(flag) (getflag(flag))
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#define testHas(obj) (state->_vm->objectGetLocation(obj) == EGO_OWNED)
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#define testHasV1(obj) (state->_vm->objectGetLocation(obj) == EGO_OWNED_V1)
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#define testObjInRoom(obj, v) (state->_vm->objectGetLocation(obj) == getvar(v))
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void condEqual(AgiGame *state, uint8 *p) {
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if (p[0] == 11)
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state->_vm->_timerHack++;
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state->testResult = testEqual(p[0], p[1]);
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}
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void condEqualV(AgiGame *state, uint8 *p) {
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if (p[0] == 11 || p[1] == 11)
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state->_vm->_timerHack++;
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state->testResult = testEqual(p[0], getvar(p[1]));
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}
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void condLess(AgiGame *state, uint8 *p) {
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if (p[0] == 11)
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state->_vm->_timerHack++;
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state->testResult = testLess(p[0], p[1]);
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}
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void condLessV(AgiGame *state, uint8 *p) {
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if (p[0] == 11 || p[1] == 11)
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state->_vm->_timerHack++;
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state->testResult = testLess(p[0], getvar(p[1]));
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}
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void condGreater(AgiGame *state, uint8 *p) {
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if (p[0] == 11)
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state->_vm->_timerHack++;
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state->testResult = testGreater(p[0], p[1]);
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}
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void condGreaterV(AgiGame *state, uint8 *p) {
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if (p[0] == 11 || p[1] == 11)
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state->_vm->_timerHack++;
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state->testResult = testGreater(p[0], getvar(p[1]));
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}
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void condIsSet(AgiGame *state, uint8 *p) {
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state->testResult = testIsSet(p[0]);
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}
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void condIsSetV(AgiGame *state, uint8 *p) {
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state->testResult = testIsSet(getvar(p[0]));
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}
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void condIsSetV1(AgiGame *state, uint8 *p) {
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state->testResult = getvar(p[0]) > 0;
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}
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void condHas(AgiGame *state, uint8 *p) {
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state->testResult = testHas(p[0]);
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}
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void condHasV1(AgiGame *state, uint8 *p) {
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state->testResult = testHasV1(p[0]);
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}
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void condObjInRoom(AgiGame *state, uint8 *p) {
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state->testResult = testObjInRoom(p[0], p[1]);
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}
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void condPosn(AgiGame *state, uint8 *p) {
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state->testResult = state->_vm->testPosn(p[0], p[1], p[2], p[3], p[4]);
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}
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void condController(AgiGame *state, uint8 *p) {
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state->testResult = state->_vm->testController(p[0]);
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}
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void condHaveKey(AgiGame *state, uint8 *p) {
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state->testResult = state->_vm->testKeypressed();
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}
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void condSaid(AgiGame *state, uint8 *p) {
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int ec = state->_vm->testSaid(p[0], p + 1);
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state->testResult = ec;
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}
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void condSaid1(AgiGame *state, uint8 *p) {
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state->testResult = false;
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if (!getflag(fEnteredCli))
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return;
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int id0 = READ_LE_UINT16(p);
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if ((id0 == 1 || id0 == state->egoWords[0].id))
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state->testResult = true;
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}
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void condSaid2(AgiGame *state, uint8 *p) {
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state->testResult = false;
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if (!getflag(fEnteredCli))
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return;
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int id0 = READ_LE_UINT16(p);
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int id1 = READ_LE_UINT16(p + 2);
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if ((id0 == 1 || id0 == state->egoWords[0].id) &&
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(id1 == 1 || id1 == state->egoWords[1].id))
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state->testResult = true;
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}
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void condSaid3(AgiGame *state, uint8 *p) {
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state->testResult = false;
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if (!getflag(fEnteredCli))
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return;
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int id0 = READ_LE_UINT16(p);
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int id1 = READ_LE_UINT16(p + 2);
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int id2 = READ_LE_UINT16(p + 4);
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if ((id0 == 1 || id0 == state->egoWords[0].id) &&
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(id1 == 1 || id1 == state->egoWords[1].id) &&
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(id2 == 1 || id2 == state->egoWords[2].id))
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state->testResult = true;
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}
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void condBit(AgiGame *state, uint8 *p) {
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state->testResult = (getvar(p[1]) >> p[0]) & 1;
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}
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void condCompareStrings(AgiGame *state, uint8 *p) {
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debugC(7, kDebugLevelScripts, "comparing [%s], [%s]", state->strings[p[0]], state->strings[p[1]]);
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state->testResult = state->_vm->testCompareStrings(p[0], p[1]);
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}
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void condObjInBox(AgiGame *state, uint8 *p) {
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state->testResult = state->_vm->testObjInBox(p[0], p[1], p[2], p[3], p[4]);
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}
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void condCenterPosn(AgiGame *state, uint8 *p) {
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state->testResult = state->_vm->testObjCenter(p[0], p[1], p[2], p[3], p[4]);
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}
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void condRightPosn(AgiGame *state, uint8 *p) {
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state->testResult = state->_vm->testObjRight(p[0], p[1], p[2], p[3], p[4]);
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}
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void condUnknown13(AgiGame *state, uint8 *p) {
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// My current theory is that this command checks whether the ego is currently moving
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// and that that movement has been caused using the mouse and not using the keyboard.
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// I base this theory on the game's behavior on an Amiga emulator, not on disassembly.
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// This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09
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// (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature).
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// TODO: Check this command's implementation using disassembly just to be sure.
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int ec = state->viewTable[0].flags & fAdjEgoXY;
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debugC(7, kDebugLevelScripts, "op_test: in.motion.using.mouse = %s (Amiga-specific testcase 19)", ec ? "true" : "false");
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state->testResult = ec;
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}
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void condUnknown(AgiGame *state, uint8 *p) {
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warning("Skipping unknown test command %2X", *(code + ip - 1));
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state->testResult = false;
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}
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uint8 AgiEngine::testCompareStrings(uint8 s1, uint8 s2) {
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char ms1[MAX_STRINGLEN];
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char ms2[MAX_STRINGLEN];
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int j, k, l;
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strcpy(ms1, _game.strings[s1]);
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strcpy(ms2, _game.strings[s2]);
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l = strlen(ms1);
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for (k = 0, j = 0; k < l; k++) {
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switch (ms1[k]) {
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case 0x20:
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case 0x09:
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case '-':
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case '.':
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case ',':
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case ':':
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case ';':
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case '!':
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case '\'':
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break;
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default:
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ms1[j++] = toupper(ms1[k]);
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break;
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}
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}
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ms1[j] = 0x0;
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l = strlen(ms2);
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for (k = 0, j = 0; k < l; k++) {
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switch (ms2[k]) {
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case 0x20:
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case 0x09:
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case '-':
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case '.':
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case ',':
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case ':':
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case ';':
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case '!':
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case '\'':
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break;
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default:
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ms2[j++] = toupper(ms2[k]);
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break;
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}
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}
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ms2[j] = 0x0;
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return !strcmp(ms1, ms2);
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}
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uint8 AgiEngine::testKeypressed() {
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int x = _game.keypress;
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_game.keypress = 0;
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if (!x) {
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InputMode mode = _game.inputMode;
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_game.inputMode = INPUT_NONE;
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// Only check for events here, without updating the game cycle,
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// otherwise the animations in some games are drawn too quickly
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// like, for example, Manannan's lightnings in the intro of KQ3
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// and the bullets opened in the logo of PQ1, during its intro.
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// Fixes bug #3600733
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mainCycle(true);
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_game.inputMode = mode;
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}
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if (x)
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debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", x);
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return x;
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}
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uint8 AgiEngine::testController(uint8 cont) {
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return (_game.controllerOccured[cont] ? 1 : 0);
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}
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uint8 AgiEngine::testPosn(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
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VtEntry *v = &_game.viewTable[n];
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uint8 r;
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r = v->xPos >= x1 && v->yPos >= y1 && v->xPos <= x2 && v->yPos <= y2;
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debugC(7, kDebugLevelScripts, "(%d,%d) in (%d,%d,%d,%d): %s", v->xPos, v->yPos, x1, y1, x2, y2, r ? "true" : "false");
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return r;
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}
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uint8 AgiEngine::testObjInBox(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
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VtEntry *v = &_game.viewTable[n];
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return v->xPos >= x1 &&
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v->yPos >= y1 && v->xPos + v->xSize - 1 <= x2 && v->yPos <= y2;
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}
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// if n is in center of box
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uint8 AgiEngine::testObjCenter(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
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VtEntry *v = &_game.viewTable[n];
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return v->xPos + v->xSize / 2 >= x1 &&
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v->xPos + v->xSize / 2 <= x2 && v->yPos >= y1 && v->yPos <= y2;
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}
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// if nect N is in right corner
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uint8 AgiEngine::testObjRight(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
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VtEntry *v = &_game.viewTable[n];
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return v->xPos + v->xSize - 1 >= x1 &&
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v->xPos + v->xSize - 1 <= x2 && v->yPos >= y1 && v->yPos <= y2;
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}
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// When player has entered something, it is parsed elsewhere
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uint8 AgiEngine::testSaid(uint8 nwords, uint8 *cc) {
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AgiGame *state = &_game;
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int c, n = _game.numEgoWords;
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int z = 0;
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if (getflag(fSaidAcceptedInput) || !getflag(fEnteredCli))
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return false;
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// FR:
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// I think the reason for the code below is to add some speed....
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//
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// if (nwords != num_ego_words)
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// return false;
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//
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// In the disco scene in Larry 1 when you type "examine blonde",
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// inside the logic is expected ( said("examine", "blonde", "rol") )
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// where word("rol") = 9999
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//
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// According to the interpreter code 9999 means that whatever the
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// user typed should be correct, but it looks like code 9999 means that
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// if the string is empty at this point, the entry is also correct...
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//
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// With the removal of this code, the behavior of the scene was
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// corrected
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for (c = 0; nwords && n; c++, nwords--, n--) {
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z = READ_LE_UINT16(cc);
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cc += 2;
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switch (z) {
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case 9999: // rest of line (empty string counts to...)
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nwords = 1;
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break;
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case 1: // any word
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break;
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default:
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if (_game.egoWords[c].id != z)
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return false;
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break;
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}
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}
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// The entry string should be entirely parsed, or last word = 9999
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if (n && z != 9999)
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return false;
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// The interpreter string shouldn't be entirely parsed, but next
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// word must be 9999.
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if (nwords != 0 && READ_LE_UINT16(cc) != 9999)
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return false;
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setflag(fSaidAcceptedInput, true);
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return true;
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}
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int AgiEngine::testIfCode(int lognum) {
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AgiGame *state = &_game;
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uint8 op;
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uint8 p[16];
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int notMode = false;
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int orMode = false;
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int endTest = false;
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int result = true;
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while (!(shouldQuit() || _restartGame) && !endTest) {
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if (_debug.enabled && (_debug.logic0 || lognum))
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debugConsole(lognum, lTEST_MODE, NULL);
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op = *(code + ip++);
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memmove(p, (code + ip), 16);
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switch (op) {
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case 0xFC:
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if (orMode) {
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// We have reached the end of an OR expression without
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// a single test command evaluating as true. Thus the OR
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// expression evalutes as false which means the whole
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// expression evaluates as false. So skip until the
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// ending 0xFF and return.
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skipInstructionsUntil(0xFF);
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result = false;
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endTest = true;
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} else {
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orMode = true;
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}
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continue;
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case 0xFD:
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notMode = true;
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continue;
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case 0x00:
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case 0xFF:
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endTest = true;
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continue;
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default:
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// Evaluate the command and skip the rest of the instruction
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_agiCondCommands[op](state, p);
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skipInstruction(op);
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// NOT mode is enabled only for one instruction
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if (notMode)
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state->testResult = !state->testResult;
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notMode = false;
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if (orMode) {
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if (state->testResult) {
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// We are in OR mode and the last test command evaluated
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// as true, thus the whole OR expression evaluates as
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// true. So skip the rest of the OR expression and
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// continue normally.
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skipInstructionsUntil(0xFC);
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orMode = false;
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continue;
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}
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} else {
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result &= state->testResult;
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if (!result) {
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// Since we are in AND mode and the last test command
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// evaluated as false, the whole expression also evaluates
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// as false. So skip until the ending 0xFF and return.
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skipInstructionsUntil(0xFF);
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endTest = true;
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continue;
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}
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}
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break;
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}
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}
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// Skip the following IF block if the condition evaluates as false
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if (result)
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ip += 2;
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else
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ip += READ_LE_UINT16(code + ip) + 2;
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if (_debug.enabled && (_debug.logic0 || lognum))
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debugConsole(lognum, 0xFF, result ? "=true" : "=false");
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return result;
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}
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void AgiEngine::skipInstruction(byte op) {
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AgiGame *state = &_game;
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if (op >= 0xFC)
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return;
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if (op == 0x0E && state->_vm->getVersion() >= 0x2000) // said
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ip += *(code + ip) * 2 + 1;
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else
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ip += logicNamesTest[op].argumentsLength();
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}
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void AgiEngine::skipInstructionsUntil(byte v) {
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AgiGame *state = &_game;
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while (1) {
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byte op = *(code + ip++);
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if (op == v)
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return;
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skipInstruction(op);
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}
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}
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} // End of namespace Agi
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