mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-05 00:36:57 +00:00
1695 lines
45 KiB
C++
1695 lines
45 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/scumm_v2.h"
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#include "scumm/sound.h"
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#include "scumm/util.h"
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#include "scumm/verbs.h"
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namespace Scumm {
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// Helper functions for ManiacMansion workarounds
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#define MM_SCRIPT(script) (script + (_game.version == 0 ? 0 : 5))
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#define MM_VALUE(v0,v1) (_game.version == 0 ? v0 : v1)
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#define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v2, x)
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void ScummEngine_v2::setupOpcodes() {
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/* 00 */
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OPCODE(0x00, o5_stopObjectCode);
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OPCODE(0x01, o2_putActor);
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OPCODE(0x02, o5_startMusic);
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OPCODE(0x03, o5_getActorRoom);
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/* 04 */
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OPCODE(0x04, o2_isGreaterEqual);
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OPCODE(0x05, o2_drawObject);
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OPCODE(0x06, o2_getActorElevation);
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OPCODE(0x07, o2_setState08);
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/* 08 */
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OPCODE(0x08, o5_isNotEqual);
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OPCODE(0x09, o5_faceActor);
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OPCODE(0x0a, o2_assignVarWordIndirect);
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OPCODE(0x0b, o2_setObjPreposition);
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/* 0C */
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OPCODE(0x0c, o2_resourceRoutines);
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OPCODE(0x0d, o5_walkActorToActor);
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OPCODE(0x0e, o2_putActorAtObject);
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OPCODE(0x0f, o2_ifNotState08);
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/* 10 */
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OPCODE(0x10, o5_getObjectOwner);
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OPCODE(0x11, o5_animateActor);
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OPCODE(0x12, o2_panCameraTo);
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OPCODE(0x13, o2_actorOps);
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/* 14 */
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OPCODE(0x14, o5_print);
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OPCODE(0x15, o2_actorFromPos);
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OPCODE(0x16, o5_getRandomNr);
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OPCODE(0x17, o2_clearState02);
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/* 18 */
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OPCODE(0x18, o5_jumpRelative);
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OPCODE(0x19, o2_doSentence);
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OPCODE(0x1a, o5_move);
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OPCODE(0x1b, o2_setBitVar);
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/* 1C */
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OPCODE(0x1c, o5_startSound);
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OPCODE(0x1d, o2_ifClassOfIs);
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OPCODE(0x1e, o2_walkActorTo);
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OPCODE(0x1f, o2_ifState02);
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/* 20 */
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OPCODE(0x20, o5_stopMusic);
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OPCODE(0x21, o2_putActor);
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OPCODE(0x22, o4_saveLoadGame);
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OPCODE(0x23, o2_getActorY);
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/* 24 */
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OPCODE(0x24, o2_loadRoomWithEgo);
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OPCODE(0x25, o2_drawObject);
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OPCODE(0x26, o5_setVarRange);
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OPCODE(0x27, o2_setState04);
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/* 28 */
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OPCODE(0x28, o5_equalZero);
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OPCODE(0x29, o2_setOwnerOf);
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OPCODE(0x2a, o2_addIndirect);
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OPCODE(0x2b, o5_delayVariable);
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/* 2C */
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OPCODE(0x2c, o2_assignVarByte);
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OPCODE(0x2d, o2_putActorInRoom);
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OPCODE(0x2e, o2_delay);
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OPCODE(0x2f, o2_ifNotState04);
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/* 30 */
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OPCODE(0x30, o3_setBoxFlags);
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OPCODE(0x31, o2_getBitVar);
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OPCODE(0x32, o2_setCameraAt);
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OPCODE(0x33, o2_roomOps);
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/* 34 */
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OPCODE(0x34, o5_getDist);
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OPCODE(0x35, o2_findObject);
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OPCODE(0x36, o2_walkActorToObject);
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OPCODE(0x37, o2_setState01);
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/* 38 */
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OPCODE(0x38, o2_isLessEqual);
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OPCODE(0x39, o2_doSentence);
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OPCODE(0x3a, o2_subtract);
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OPCODE(0x3b, o2_waitForActor);
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/* 3C */
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OPCODE(0x3c, o5_stopSound);
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OPCODE(0x3d, o2_setActorElevation);
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OPCODE(0x3e, o2_walkActorTo);
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OPCODE(0x3f, o2_ifNotState01);
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/* 40 */
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OPCODE(0x40, o2_cutscene);
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OPCODE(0x41, o2_putActor);
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OPCODE(0x42, o2_startScript);
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OPCODE(0x43, o2_getActorX);
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/* 44 */
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OPCODE(0x44, o2_isLess);
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OPCODE(0x45, o2_drawObject);
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OPCODE(0x46, o5_increment);
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OPCODE(0x47, o2_clearState08);
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/* 48 */
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OPCODE(0x48, o5_isEqual);
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OPCODE(0x49, o5_faceActor);
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OPCODE(0x4a, o2_chainScript);
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OPCODE(0x4b, o2_setObjPreposition);
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/* 4C */
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OPCODE(0x4c, o2_waitForSentence);
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OPCODE(0x4d, o5_walkActorToActor);
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OPCODE(0x4e, o2_putActorAtObject);
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OPCODE(0x4f, o2_ifState08);
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/* 50 */
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OPCODE(0x50, o2_pickupObject);
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OPCODE(0x51, o5_animateActor);
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OPCODE(0x52, o5_actorFollowCamera);
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OPCODE(0x53, o2_actorOps);
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/* 54 */
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OPCODE(0x54, o5_setObjectName);
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OPCODE(0x55, o2_actorFromPos);
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OPCODE(0x56, o5_getActorMoving);
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OPCODE(0x57, o2_setState02);
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/* 58 */
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OPCODE(0x58, o2_beginOverride);
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OPCODE(0x59, o2_doSentence);
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OPCODE(0x5a, o2_add);
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OPCODE(0x5b, o2_setBitVar);
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/* 5C */
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OPCODE(0x5c, o2_dummy);
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OPCODE(0x5d, o2_ifClassOfIs);
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OPCODE(0x5e, o2_walkActorTo);
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OPCODE(0x5f, o2_ifNotState02);
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/* 60 */
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OPCODE(0x60, o2_cursorCommand);
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OPCODE(0x61, o2_putActor);
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OPCODE(0x62, o2_stopScript);
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OPCODE(0x63, o5_getActorFacing);
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/* 64 */
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OPCODE(0x64, o2_loadRoomWithEgo);
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OPCODE(0x65, o2_drawObject);
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OPCODE(0x66, o5_getClosestObjActor);
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OPCODE(0x67, o2_clearState04);
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/* 68 */
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OPCODE(0x68, o5_isScriptRunning);
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OPCODE(0x69, o2_setOwnerOf);
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OPCODE(0x6a, o2_subIndirect);
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OPCODE(0x6b, o2_dummy);
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/* 6C */
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OPCODE(0x6c, o2_getObjPreposition);
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OPCODE(0x6d, o2_putActorInRoom);
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OPCODE(0x6e, o2_dummy);
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OPCODE(0x6f, o2_ifState04);
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/* 70 */
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OPCODE(0x70, o2_lights);
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OPCODE(0x71, o5_getActorCostume);
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OPCODE(0x72, o5_loadRoom);
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OPCODE(0x73, o2_roomOps);
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/* 74 */
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OPCODE(0x74, o5_getDist);
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OPCODE(0x75, o2_findObject);
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OPCODE(0x76, o2_walkActorToObject);
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OPCODE(0x77, o2_clearState01);
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/* 78 */
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OPCODE(0x78, o2_isGreater);
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OPCODE(0x79, o2_doSentence);
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OPCODE(0x7a, o2_verbOps);
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OPCODE(0x7b, o2_getActorWalkBox);
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/* 7C */
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OPCODE(0x7c, o5_isSoundRunning);
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OPCODE(0x7d, o2_setActorElevation);
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OPCODE(0x7e, o2_walkActorTo);
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OPCODE(0x7f, o2_ifState01);
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/* 80 */
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OPCODE(0x80, o5_breakHere);
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OPCODE(0x81, o2_putActor);
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OPCODE(0x82, o5_startMusic);
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OPCODE(0x83, o5_getActorRoom);
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/* 84 */
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OPCODE(0x84, o2_isGreaterEqual);
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OPCODE(0x85, o2_drawObject);
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OPCODE(0x86, o2_getActorElevation);
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OPCODE(0x87, o2_setState08);
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/* 88 */
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OPCODE(0x88, o5_isNotEqual);
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OPCODE(0x89, o5_faceActor);
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OPCODE(0x8a, o2_assignVarWordIndirect);
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OPCODE(0x8b, o2_setObjPreposition);
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/* 8C */
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OPCODE(0x8c, o2_resourceRoutines);
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OPCODE(0x8d, o5_walkActorToActor);
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OPCODE(0x8e, o2_putActorAtObject);
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OPCODE(0x8f, o2_ifNotState08);
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/* 90 */
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OPCODE(0x90, o5_getObjectOwner);
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OPCODE(0x91, o5_animateActor);
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OPCODE(0x92, o2_panCameraTo);
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OPCODE(0x93, o2_actorOps);
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/* 94 */
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OPCODE(0x94, o5_print);
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OPCODE(0x95, o2_actorFromPos);
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OPCODE(0x96, o5_getRandomNr);
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OPCODE(0x97, o2_clearState02);
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/* 98 */
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OPCODE(0x98, o2_restart);
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OPCODE(0x99, o2_doSentence);
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OPCODE(0x9a, o5_move);
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OPCODE(0x9b, o2_setBitVar);
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/* 9C */
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OPCODE(0x9c, o5_startSound);
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OPCODE(0x9d, o2_ifClassOfIs);
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OPCODE(0x9e, o2_walkActorTo);
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OPCODE(0x9f, o2_ifState02);
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/* A0 */
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OPCODE(0xa0, o5_stopObjectCode);
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OPCODE(0xa1, o2_putActor);
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OPCODE(0xa2, o4_saveLoadGame);
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OPCODE(0xa3, o2_getActorY);
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/* A4 */
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OPCODE(0xa4, o2_loadRoomWithEgo);
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OPCODE(0xa5, o2_drawObject);
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OPCODE(0xa6, o5_setVarRange);
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OPCODE(0xa7, o2_setState04);
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/* A8 */
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OPCODE(0xa8, o5_notEqualZero);
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OPCODE(0xa9, o2_setOwnerOf);
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OPCODE(0xaa, o2_addIndirect);
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OPCODE(0xab, o2_switchCostumeSet);
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/* AC */
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OPCODE(0xac, o2_drawSentence);
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OPCODE(0xad, o2_putActorInRoom);
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OPCODE(0xae, o2_waitForMessage);
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OPCODE(0xaf, o2_ifNotState04);
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/* B0 */
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OPCODE(0xb0, o3_setBoxFlags);
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OPCODE(0xb1, o2_getBitVar);
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OPCODE(0xb2, o2_setCameraAt);
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OPCODE(0xb3, o2_roomOps);
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/* B4 */
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OPCODE(0xb4, o5_getDist);
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OPCODE(0xb5, o2_findObject);
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OPCODE(0xb6, o2_walkActorToObject);
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OPCODE(0xb7, o2_setState01);
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/* B8 */
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OPCODE(0xb8, o2_isLessEqual);
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OPCODE(0xb9, o2_doSentence);
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OPCODE(0xba, o2_subtract);
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OPCODE(0xbb, o2_waitForActor);
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/* BC */
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OPCODE(0xbc, o5_stopSound);
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OPCODE(0xbd, o2_setActorElevation);
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OPCODE(0xbe, o2_walkActorTo);
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OPCODE(0xbf, o2_ifNotState01);
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/* C0 */
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OPCODE(0xc0, o2_endCutscene);
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OPCODE(0xc1, o2_putActor);
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OPCODE(0xc2, o2_startScript);
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OPCODE(0xc3, o2_getActorX);
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/* C4 */
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OPCODE(0xc4, o2_isLess);
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OPCODE(0xc5, o2_drawObject);
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OPCODE(0xc6, o5_decrement);
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OPCODE(0xc7, o2_clearState08);
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/* C8 */
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OPCODE(0xc8, o5_isEqual);
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OPCODE(0xc9, o5_faceActor);
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OPCODE(0xca, o2_chainScript);
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OPCODE(0xcb, o2_setObjPreposition);
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/* CC */
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OPCODE(0xcc, o5_pseudoRoom);
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OPCODE(0xcd, o5_walkActorToActor);
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OPCODE(0xce, o2_putActorAtObject);
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OPCODE(0xcf, o2_ifState08);
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/* D0 */
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OPCODE(0xd0, o2_pickupObject);
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OPCODE(0xd1, o5_animateActor);
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OPCODE(0xd2, o5_actorFollowCamera);
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OPCODE(0xd3, o2_actorOps);
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/* D4 */
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OPCODE(0xd4, o5_setObjectName);
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OPCODE(0xd5, o2_actorFromPos);
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OPCODE(0xd6, o5_getActorMoving);
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OPCODE(0xd7, o2_setState02);
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/* D8 */
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OPCODE(0xd8, o5_printEgo);
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OPCODE(0xd9, o2_doSentence);
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OPCODE(0xda, o2_add);
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OPCODE(0xdb, o2_setBitVar);
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/* DC */
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OPCODE(0xdc, o2_dummy);
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OPCODE(0xdd, o2_ifClassOfIs);
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OPCODE(0xde, o2_walkActorTo);
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OPCODE(0xdf, o2_ifNotState02);
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/* E0 */
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OPCODE(0xe0, o2_cursorCommand);
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OPCODE(0xe1, o2_putActor);
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OPCODE(0xe2, o2_stopScript);
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OPCODE(0xe3, o5_getActorFacing);
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/* E4 */
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OPCODE(0xe4, o2_loadRoomWithEgo);
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OPCODE(0xe5, o2_drawObject);
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OPCODE(0xe6, o5_getClosestObjActor);
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OPCODE(0xe7, o2_clearState04);
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/* E8 */
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OPCODE(0xe8, o5_isScriptRunning);
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OPCODE(0xe9, o2_setOwnerOf);
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OPCODE(0xea, o2_subIndirect);
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OPCODE(0xeb, o2_dummy);
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/* EC */
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OPCODE(0xec, o2_getObjPreposition);
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OPCODE(0xed, o2_putActorInRoom);
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OPCODE(0xee, o2_dummy);
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OPCODE(0xef, o2_ifState04);
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/* F0 */
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OPCODE(0xf0, o2_lights);
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OPCODE(0xf1, o5_getActorCostume);
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OPCODE(0xf2, o5_loadRoom);
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OPCODE(0xf3, o2_roomOps);
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/* F4 */
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OPCODE(0xf4, o5_getDist);
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OPCODE(0xf5, o2_findObject);
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OPCODE(0xf6, o2_walkActorToObject);
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OPCODE(0xf7, o2_clearState01);
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/* F8 */
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OPCODE(0xf8, o2_isGreater);
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OPCODE(0xf9, o2_doSentence);
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OPCODE(0xfa, o2_verbOps);
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OPCODE(0xfb, o2_getActorWalkBox);
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/* FC */
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OPCODE(0xfc, o5_isSoundRunning);
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OPCODE(0xfd, o2_setActorElevation);
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OPCODE(0xfe, o2_walkActorTo);
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OPCODE(0xff, o2_ifState01);
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}
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#define SENTENCE_SCRIPT 2
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int ScummEngine_v2::getVar() {
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return readVar(fetchScriptByte());
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}
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void ScummEngine_v2::decodeParseString() {
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byte buffer[512];
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byte *ptr = buffer;
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byte c;
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bool insertSpace = false;
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while ((c = fetchScriptByte())) {
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insertSpace = (c & 0x80) != 0;
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c &= 0x7f;
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if (c < 8) {
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// Special codes as seen in CHARSET_1 etc. My guess is that they
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// have a similar function as the corresponding embedded stuff in modern
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// games. Hence for now we convert them to the modern format.
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// This might allow us to reuse the existing code.
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*ptr++ = 0xFF;
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*ptr++ = c;
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if (c > 3) {
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*ptr++ = fetchScriptByte();
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*ptr++ = 0;
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}
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} else
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*ptr++ = c;
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if (insertSpace)
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*ptr++ = ' ';
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}
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*ptr = 0;
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// WORKAROUND bug #13473: in the French version of Maniac Mansion, the cutscene
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// where Purple Tentacle is bullying Sandy hangs once Dr Fred is done talking,
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// because his reaction line in shorter in this translation (which is unusual for
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// French which tends to be more verbose) and the `unless (VAR_CHARCOUNT > 90)`
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// loop in script #155 hasn't been ajusted for this shorter length.
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//
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// So we add some extra spaces at the end of the string if it's too short; this
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// unblocks the cutscene and also lets Sandy react as intended.
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//
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// (Not using `_enableEnhancements` because some users could be really confused
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// by the game hanging and they may not know about the Esc key.)
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if (_game.id == GID_MANIAC && _game.platform != Common::kPlatformNES && _language == Common::FR_FRA && vm.slot[_currentScript].number == 155 && _roomResource == 31 && _actorToPrintStrFor == 9) {
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while (ptr - buffer < 100) {
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*ptr++ = ' ';
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}
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*ptr = 0;
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}
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// WORKAROUND: There is a typo in Syd's biography ("tring" instead of
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// "trying") in the English DOS version of Maniac Mansion (v1). As far
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// as I know, this is the only version with the typo.
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else if (_game.id == GID_MANIAC && _game.version == 1
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&& _game.platform == Common::kPlatformDOS
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&& !(_game.features & GF_DEMO) && _language == Common::EN_ANY
|
|
&& vm.slot[_currentScript].number == 260 && enhancementEnabled(kEnhTextLocFixes)
|
|
&& strncmp((char *)buffer + 26, " tring ", 7) == 0) {
|
|
for (byte *p = ptr; p >= buffer + 29; p--)
|
|
*(p + 1) = *p;
|
|
|
|
buffer[29] = 'y';
|
|
}
|
|
|
|
int textSlot = 0;
|
|
_string[textSlot].xpos = 0;
|
|
_string[textSlot].ypos = 0;
|
|
_string[textSlot].right = _screenWidth - 1;
|
|
_string[textSlot].center = false;
|
|
_string[textSlot].overhead = false;
|
|
|
|
if (_game.id == GID_MANIAC && _actorToPrintStrFor == 0xFF) {
|
|
if (_game.version == 0) {
|
|
_string[textSlot].color = 14;
|
|
} else if (_game.features & GF_DEMO) {
|
|
_string[textSlot].color = (_game.version == 2) ? 15 : 1;
|
|
}
|
|
}
|
|
|
|
actorTalk(buffer);
|
|
}
|
|
|
|
int ScummEngine_v2::readVar(uint var) {
|
|
if (_game.version >= 1 && var >= 14 && var <= 16)
|
|
var = _scummVars[var];
|
|
|
|
assertRange(0, var, _numVariables - 1, "variable (reading)");
|
|
debugC(DEBUG_VARS, "readvar(%d) = %d", var, _scummVars[var]);
|
|
return _scummVars[var];
|
|
}
|
|
|
|
void ScummEngine_v2::writeVar(uint var, int value) {
|
|
assertRange(0, var, _numVariables - 1, "variable (writing)");
|
|
debugC(DEBUG_VARS, "writeVar(%d) = %d", var, value);
|
|
|
|
if (VAR_CUTSCENEEXIT_KEY != 0xFF && var == VAR_CUTSCENEEXIT_KEY) {
|
|
// Remap the cutscene exit key in earlier games
|
|
if (value == 4 || value == 13 || value == 64)
|
|
value = 27;
|
|
}
|
|
|
|
// WORKAROUND: According to the Maniac Mansion manual, you should be
|
|
// able to execute your command by clicking on the sentence line. But
|
|
// this does not work until later games. The main difference between
|
|
// the verb scripts (script 4) in Maniac Mansion and Zak McKracken is
|
|
// that Zak will set variable 34 when you click on the sentence line
|
|
// (as indicated by VAR_CLICK_AREA), and Maniac Mansion will not.
|
|
//
|
|
// When VAR_CLICK_AREA is 5, there is only one place where variable 34
|
|
// is initialized to 0, so that seems like a good place to inject our
|
|
// own check.
|
|
|
|
if (_game.id == GID_MANIAC && (_game.version == 1 || _game.version == 2)
|
|
&& _game.platform != Common::kPlatformNES
|
|
&& vm.slot[_currentScript].number == 4
|
|
&& VAR(VAR_CLICK_AREA) == kSentenceClickArea
|
|
&& var == 34 && value == 0 && enhancementEnabled(kEnhRestoredContent)) {
|
|
value = 1;
|
|
}
|
|
|
|
_scummVars[var] = value;
|
|
}
|
|
|
|
void ScummEngine_v2::getResultPosIndirect() {
|
|
_resultVarNumber = _scummVars[fetchScriptByte()];
|
|
}
|
|
|
|
void ScummEngine_v2::getResultPos() {
|
|
_resultVarNumber = fetchScriptByte();
|
|
}
|
|
|
|
int ScummEngine_v2::getActiveObject() {
|
|
return getVarOrDirectWord(PARAM_1);
|
|
}
|
|
|
|
void ScummEngine_v2::setStateCommon(byte type) {
|
|
int obj = getActiveObject();
|
|
putState(obj, getState(obj) | type);
|
|
}
|
|
|
|
void ScummEngine_v2::clearStateCommon(byte type) {
|
|
int obj = getActiveObject();
|
|
putState(obj, getState(obj) & ~type);
|
|
}
|
|
|
|
void ScummEngine_v2::ifStateCommon(byte type) {
|
|
int obj = getActiveObject();
|
|
|
|
jumpRelative((getState(obj) & type) != 0);
|
|
}
|
|
|
|
void ScummEngine_v2::ifNotStateCommon(byte type) {
|
|
int obj = getActiveObject();
|
|
|
|
jumpRelative((getState(obj) & type) == 0);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setState08() {
|
|
int obj = getActiveObject();
|
|
putState(obj, getState(obj) | kObjectState_08);
|
|
markObjectRectAsDirty(obj);
|
|
clearDrawObjectQueue();
|
|
}
|
|
|
|
void ScummEngine_v2::o2_clearState08() {
|
|
int obj = getActiveObject();
|
|
putState(obj, getState(obj) & ~kObjectState_08);
|
|
markObjectRectAsDirty(obj);
|
|
clearDrawObjectQueue();
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setState04() {
|
|
setStateCommon(kObjectStateLocked);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_clearState04() {
|
|
clearStateCommon(kObjectStateLocked);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setState02() {
|
|
setStateCommon(kObjectStateUntouchable);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_clearState02() {
|
|
clearStateCommon(kObjectStateUntouchable);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setState01() {
|
|
setStateCommon(kObjectStatePickupable);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_clearState01() {
|
|
clearStateCommon(kObjectStatePickupable);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_assignVarWordIndirect() {
|
|
getResultPosIndirect();
|
|
setResult(getVarOrDirectWord(PARAM_1));
|
|
}
|
|
|
|
void ScummEngine_v2::o2_assignVarByte() {
|
|
getResultPos();
|
|
setResult(fetchScriptByte());
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setObjPreposition() {
|
|
int obj = getVarOrDirectWord(PARAM_1);
|
|
int unk = fetchScriptByte();
|
|
|
|
if (_game.platform == Common::kPlatformNES)
|
|
return;
|
|
|
|
if (whereIsObject(obj) != WIO_NOT_FOUND) {
|
|
// FIXME: this might not work properly the moment we save and restore the game.
|
|
byte *ptr = getOBCDFromObject(obj) + 12;
|
|
*ptr &= 0x1F;
|
|
*ptr |= unk << 5;
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_getObjPreposition() {
|
|
getResultPos();
|
|
int obj = getVarOrDirectWord(PARAM_1);
|
|
|
|
if (whereIsObject(obj) != WIO_NOT_FOUND) {
|
|
byte *ptr = getOBCDFromObject(obj) + 12;
|
|
setResult(*ptr >> 5);
|
|
} else {
|
|
setResult(0xFF);
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setBitVar() {
|
|
int var = fetchScriptWord();
|
|
byte a = getVarOrDirectByte(PARAM_1);
|
|
|
|
int bit_var = var + a;
|
|
int bit_offset = bit_var & 0x0f;
|
|
bit_var >>= 4;
|
|
|
|
if (getVarOrDirectByte(PARAM_2))
|
|
_scummVars[bit_var] |= (1 << bit_offset);
|
|
else
|
|
_scummVars[bit_var] &= ~(1 << bit_offset);
|
|
|
|
}
|
|
|
|
void ScummEngine_v2::o2_getBitVar() {
|
|
getResultPos();
|
|
int var = fetchScriptWord();
|
|
byte a = getVarOrDirectByte(PARAM_1);
|
|
|
|
int bit_var = var + a;
|
|
int bit_offset = bit_var & 0x0f;
|
|
bit_var >>= 4;
|
|
|
|
setResult((_scummVars[bit_var] & (1 << bit_offset)) ? 1 : 0);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifState08() {
|
|
ifStateCommon(kObjectState_08);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifNotState08() {
|
|
ifNotStateCommon(kObjectState_08);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifState04() {
|
|
ifStateCommon(kObjectStateLocked);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifNotState04() {
|
|
ifNotStateCommon(kObjectStateLocked);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifState02() {
|
|
ifStateCommon(kObjectStateUntouchable);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifNotState02() {
|
|
ifNotStateCommon(kObjectStateUntouchable);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifState01() {
|
|
ifStateCommon(kObjectStatePickupable);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifNotState01() {
|
|
ifNotStateCommon(kObjectStatePickupable);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_addIndirect() {
|
|
int a;
|
|
getResultPosIndirect();
|
|
a = getVarOrDirectWord(PARAM_1);
|
|
_scummVars[_resultVarNumber] += a;
|
|
}
|
|
|
|
void ScummEngine_v2::o2_subIndirect() {
|
|
int a;
|
|
getResultPosIndirect();
|
|
a = getVarOrDirectWord(PARAM_1);
|
|
_scummVars[_resultVarNumber] -= a;
|
|
}
|
|
|
|
void ScummEngine_v2::o2_add() {
|
|
int a;
|
|
getResultPos();
|
|
a = getVarOrDirectWord(PARAM_1);
|
|
_scummVars[_resultVarNumber] += a;
|
|
}
|
|
|
|
void ScummEngine_v2::o2_subtract() {
|
|
int a;
|
|
getResultPos();
|
|
a = getVarOrDirectWord(PARAM_1);
|
|
_scummVars[_resultVarNumber] -= a;
|
|
}
|
|
|
|
void ScummEngine_v2::o2_waitForActor() {
|
|
Actor *a = derefActor(getVarOrDirectByte(PARAM_1), "o2_waitForActor");
|
|
if (a->_moving) {
|
|
_scriptPointer -= 2;
|
|
o5_breakHere();
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_waitForMessage() {
|
|
if (VAR(VAR_HAVE_MSG)) {
|
|
_scriptPointer--;
|
|
o5_breakHere();
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_waitForSentence() {
|
|
if (!_sentenceNum && !isScriptInUse(SENTENCE_SCRIPT))
|
|
return;
|
|
|
|
_scriptPointer--;
|
|
o5_breakHere();
|
|
}
|
|
|
|
void ScummEngine_v2::o2_actorOps() {
|
|
int act = getVarOrDirectByte(PARAM_1);
|
|
int arg = getVarOrDirectByte(PARAM_2);
|
|
Actor *a;
|
|
int i;
|
|
|
|
_opcode = fetchScriptByte();
|
|
if (act == 0 && _opcode == 5) {
|
|
// This case happens in the Zak/MM bootscripts, to set the default talk color (9).
|
|
_string[0].color = arg;
|
|
return;
|
|
}
|
|
|
|
a = derefActor(act, "actorOps");
|
|
|
|
switch (_opcode) {
|
|
case 1: // SO_SOUND
|
|
a->_sound[0] = arg;
|
|
break;
|
|
case 2: // SO_PALETTE
|
|
if (_game.version == 1)
|
|
i = act;
|
|
else
|
|
i = fetchScriptByte();
|
|
|
|
a->setPalette(i, arg);
|
|
break;
|
|
case 3: // SO_ACTOR_NAME
|
|
loadPtrToResource(rtActorName, a->_number, nullptr);
|
|
break;
|
|
case 4: // SO_COSTUME
|
|
a->setActorCostume(arg);
|
|
break;
|
|
case 5: // SO_TALK_COLOR
|
|
if (_game.id == GID_MANIAC && _game.version == 2 && (_game.features & GF_DEMO) && arg == 1)
|
|
a->_talkColor = 15;
|
|
else
|
|
a->_talkColor = arg;
|
|
break;
|
|
default:
|
|
error("o2_actorOps: opcode %d not yet supported", _opcode);
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_restart() {
|
|
restart();
|
|
}
|
|
|
|
void ScummEngine_v2::o2_drawObject() {
|
|
int obj, idx, i;
|
|
ObjectData *od;
|
|
uint16 x, y, w, h;
|
|
int xpos, ypos;
|
|
|
|
obj = getVarOrDirectWord(PARAM_1);
|
|
xpos = getVarOrDirectByte(PARAM_2);
|
|
ypos = getVarOrDirectByte(PARAM_3);
|
|
|
|
idx = getObjectIndex(obj);
|
|
if (idx == -1)
|
|
return;
|
|
|
|
od = &_objs[idx];
|
|
if (xpos != 0xFF) {
|
|
od->walk_x += (xpos * 8) - od->x_pos;
|
|
od->x_pos = xpos * 8;
|
|
od->walk_y += (ypos * 8) - od->y_pos;
|
|
od->y_pos = ypos * 8;
|
|
}
|
|
addObjectToDrawQue(idx);
|
|
|
|
x = od->x_pos;
|
|
y = od->y_pos;
|
|
w = od->width;
|
|
h = od->height;
|
|
|
|
i = _numLocalObjects;
|
|
while (i--) {
|
|
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, getState(_objs[i].obj_nr) & ~kObjectState_08);
|
|
}
|
|
|
|
putState(obj, getState(od->obj_nr) | kObjectState_08);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_resourceRoutines() {
|
|
const ResType resTypes[] = {
|
|
rtInvalid,
|
|
rtInvalid,
|
|
rtCostume,
|
|
rtRoom,
|
|
rtInvalid,
|
|
rtScript,
|
|
rtSound
|
|
};
|
|
int resid = getVarOrDirectByte(PARAM_1);
|
|
int opcode = fetchScriptByte();
|
|
|
|
ResType type = rtInvalid;
|
|
if (0 <= (opcode >> 4) && (opcode >> 4) < (int)ARRAYSIZE(resTypes))
|
|
type = resTypes[opcode >> 4];
|
|
|
|
if ((opcode & 0x0f) == 0 || type == rtInvalid)
|
|
return;
|
|
|
|
// HACK V2 Maniac Mansion tries to load an invalid sound resource in demo script.
|
|
if (_game.id == GID_MANIAC && _game.version == 2 && vm.slot[_currentScript].number == 9 && type == rtSound && resid == 1)
|
|
return;
|
|
|
|
if ((opcode & 0x0f) == 1) {
|
|
ensureResourceLoaded(type, resid);
|
|
} else {
|
|
if (opcode & 1)
|
|
_res->lock(type, resid);
|
|
else
|
|
_res->unlock(type, resid);
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_verbOps() {
|
|
int verb = fetchScriptByte();
|
|
int slot, state;
|
|
|
|
switch (verb) {
|
|
case 0: // SO_DELETE_VERBS
|
|
slot = getVarOrDirectByte(PARAM_1) + 1;
|
|
assert(0 < slot && slot < _numVerbs);
|
|
killVerb(slot);
|
|
break;
|
|
|
|
case 0xFF: // Verb On/Off
|
|
verb = fetchScriptByte();
|
|
state = fetchScriptByte();
|
|
slot = getVerbSlot(verb, 0);
|
|
_verbs[slot].curmode = state;
|
|
break;
|
|
|
|
default: { // New Verb
|
|
int x = fetchScriptByte() * 8;
|
|
int y = fetchScriptByte() * 8;
|
|
slot = getVarOrDirectByte(PARAM_1) + 1;
|
|
int prep = fetchScriptByte(); // Only used in V1?
|
|
// V1 Maniac verbs are relative to the 'verb area' - under the sentence
|
|
if (_game.platform == Common::kPlatformNES)
|
|
x += 8;
|
|
else if ((_game.id == GID_MANIAC) && (_game.version == 1))
|
|
y += 8;
|
|
|
|
VerbSlot *vs;
|
|
assert(0 < slot && slot < _numVerbs);
|
|
|
|
vs = &_verbs[slot];
|
|
vs->verbid = verb;
|
|
if (_game.platform == Common::kPlatformNES) {
|
|
vs->color = 1;
|
|
vs->hicolor = 1;
|
|
vs->dimcolor = 1;
|
|
} else if (_game.platform == Common::kPlatformC64) {
|
|
vs->color = 5;
|
|
vs->hicolor = 7;
|
|
vs->dimcolor = 11;
|
|
} else {
|
|
vs->color = (_game.id == GID_MANIAC && (_game.features & GF_DEMO)) ? 13 : 2;
|
|
vs->hicolor = _hiLiteColorVerbArrow;
|
|
vs->dimcolor = 8;
|
|
}
|
|
vs->type = kTextVerbType;
|
|
vs->charset_nr = _string[0]._default.charset;
|
|
vs->curmode = 1;
|
|
vs->saveid = 0;
|
|
vs->key = 0;
|
|
vs->center = 0;
|
|
vs->imgindex = 0;
|
|
vs->prep = prep;
|
|
|
|
vs->curRect.left = vs->origLeft = x;
|
|
|
|
// WORKAROUND for original bug (#14198): The italian version of Maniac Mansion
|
|
// erroneously set one of the verbs' ("Unlock") y coordinate to 1600 instead of
|
|
// 168 via scripts. We apply the fix and mark it as an enhancement.
|
|
if (_game.id == GID_MANIAC && _game.version == 2 && _language == Common::IT_ITA &&
|
|
slot == 15 && y == 1600 && enhancementEnabled(kEnhTextLocFixes)) {
|
|
vs->curRect.top = 168;
|
|
} else {
|
|
vs->curRect.top = y;
|
|
}
|
|
|
|
// FIXME: these keyboard map depends on the language of the game.
|
|
// E.g. a german keyboard has 'z' and 'y' swapped, while a french
|
|
// keyboard starts with "azerty", etc.
|
|
if (_game.platform == Common::kPlatformNES) {
|
|
static const char keyboard[] = {
|
|
'q','w','e','r',
|
|
'a','s','d','f',
|
|
'z','x','c','v'
|
|
};
|
|
if (1 <= slot && slot <= ARRAYSIZE(keyboard))
|
|
vs->key = keyboard[slot - 1];
|
|
} else {
|
|
static const char keyboard[] = {
|
|
'q','w','e','r','t',
|
|
'a','s','d','f','g',
|
|
'z','x','c','v','b'
|
|
};
|
|
if (1 <= slot && slot <= ARRAYSIZE(keyboard))
|
|
vs->key = keyboard[slot - 1];
|
|
}
|
|
|
|
// It follows the verb name
|
|
loadPtrToResource(rtVerb, slot, nullptr);
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Force redraw of the modified verb slot
|
|
drawVerb(slot, 0);
|
|
verbMouseOver(0);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_doSentence() {
|
|
int a;
|
|
SentenceTab *st;
|
|
|
|
a = getVarOrDirectByte(PARAM_1);
|
|
if (a == 0xFC) {
|
|
_sentenceNum = 0;
|
|
stopScript(SENTENCE_SCRIPT);
|
|
return;
|
|
}
|
|
if (a == 0xFB) {
|
|
resetSentence();
|
|
return;
|
|
}
|
|
|
|
assert(_sentenceNum < NUM_SENTENCE);
|
|
st = &_sentence[_sentenceNum++];
|
|
|
|
st->verb = a;
|
|
st->objectA = getVarOrDirectWord(PARAM_2);
|
|
st->objectB = getVarOrDirectWord(PARAM_3);
|
|
st->preposition = (st->objectB != 0);
|
|
st->freezeCount = 0;
|
|
|
|
// Execute or print the sentence
|
|
_opcode = fetchScriptByte();
|
|
switch (_opcode) {
|
|
case 0:
|
|
// Do nothing (besides setting up the sentence above)
|
|
break;
|
|
case 1:
|
|
// Execute the sentence
|
|
_sentenceNum--;
|
|
|
|
if (st->verb == 254) {
|
|
ScummEngine::stopObjectScript(st->objectA);
|
|
} else {
|
|
bool isBackgroundScript;
|
|
bool isSpecialVerb;
|
|
if (st->verb != 253 && st->verb != 250) {
|
|
VAR(VAR_ACTIVE_VERB) = st->verb;
|
|
VAR(VAR_ACTIVE_OBJECT1) = st->objectA;
|
|
VAR(VAR_ACTIVE_OBJECT2) = st->objectB;
|
|
|
|
isBackgroundScript = false;
|
|
isSpecialVerb = false;
|
|
} else {
|
|
isBackgroundScript = (st->verb == 250);
|
|
isSpecialVerb = true;
|
|
st->verb = 253;
|
|
}
|
|
|
|
// Check if an object script for this object is already running. If
|
|
// so, reuse its script slot. Note that we abuse two script flags:
|
|
// freezeResistant and recursive. We use them to track two
|
|
// script flags used in V1/V2 games. The main reason we do it this
|
|
// ugly evil way is to avoid having to introduce yet another save
|
|
// game revision.
|
|
int slot = -1;
|
|
ScriptSlot *ss;
|
|
int i;
|
|
|
|
ss = vm.slot;
|
|
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
|
|
if (st->objectA == ss->number &&
|
|
ss->freezeResistant == isBackgroundScript &&
|
|
ss->recursive == isSpecialVerb &&
|
|
(ss->where == WIO_ROOM || ss->where == WIO_INVENTORY || ss->where == WIO_FLOBJECT)) {
|
|
slot = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
runObjectScript(st->objectA, st->verb, isBackgroundScript, isSpecialVerb, nullptr, slot);
|
|
}
|
|
break;
|
|
case 2:
|
|
// Print the sentence
|
|
_sentenceNum--;
|
|
|
|
VAR(VAR_SENTENCE_VERB) = st->verb;
|
|
VAR(VAR_SENTENCE_OBJECT1) = st->objectA;
|
|
VAR(VAR_SENTENCE_OBJECT2) = st->objectB;
|
|
|
|
o2_drawSentence();
|
|
break;
|
|
default:
|
|
error("o2_doSentence: unknown subopcode %d", _opcode);
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::drawPreposition(int index) {
|
|
// The prepositions, like the fonts, were hard code in the engine. Thus
|
|
// we have to do that, too, and provde localized versions for all the
|
|
// languages MM/Zak are available in.
|
|
const char *prepositions[][5] = {
|
|
{ " ", " in", " with", " on", " to" }, // English
|
|
{ " ", " mit", " mit", " mit", " zu" }, // German
|
|
{ " ", " dans", " avec", " sur", " <" }, // French
|
|
{ " ", " in", " con", " su", " a" }, // Italian
|
|
{ " ", " en", " con", " en", " a" }, // Spanish
|
|
{ " ", " \x7f", " \x7f", " na", " \x7f" },// Russian
|
|
{ " ", " B", " SN", " SM", " M" }, // Hebrew
|
|
};
|
|
int lang;
|
|
switch (_language) {
|
|
case Common::DE_DEU:
|
|
lang = 1;
|
|
break;
|
|
case Common::FR_FRA:
|
|
lang = 2;
|
|
break;
|
|
case Common::IT_ITA:
|
|
lang = 3;
|
|
break;
|
|
case Common::ES_ESP:
|
|
lang = 4;
|
|
break;
|
|
case Common::RU_RUS:
|
|
lang = 5;
|
|
break;
|
|
case Common::HE_ISR:
|
|
lang = 6;
|
|
break;
|
|
default:
|
|
lang = 0; // Default to english
|
|
}
|
|
|
|
if (_game.platform == Common::kPlatformNES) {
|
|
_sentenceBuf += (const char *)(getResourceAddress(rtCostume, 78) + VAR(VAR_SENTENCE_PREPOSITION) * 8 + 2);
|
|
} else
|
|
_sentenceBuf += prepositions[lang][index];
|
|
}
|
|
|
|
void ScummEngine_v2::o2_drawSentence() {
|
|
drawSentence();
|
|
}
|
|
|
|
void ScummEngine_v2::o2_ifClassOfIs() {
|
|
int obj = getVarOrDirectWord(PARAM_1);
|
|
int clsop = getVarOrDirectByte(PARAM_2);
|
|
|
|
|
|
byte *obcd = getOBCDFromObject(obj);
|
|
|
|
if (obcd == nullptr) {
|
|
o5_jumpRelative();
|
|
return;
|
|
}
|
|
|
|
byte cls = *(obcd + 6);
|
|
jumpRelative((cls & clsop) == clsop);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_walkActorTo() {
|
|
int x, y;
|
|
Actor *a;
|
|
|
|
int act = getVarOrDirectByte(PARAM_1);
|
|
|
|
// WORKAROUND bug #2110: crash when trying to fly back to San Francisco.
|
|
// walkActorTo() is called with an invalid actor number by script 115,
|
|
// after the room is loaded. The original DOS interpreter probably let
|
|
// this slip by.
|
|
if (_game.id == GID_ZAK && _game.version == 1 && vm.slot[_currentScript].number == 115 && act == 249) {
|
|
act = VAR(VAR_EGO);
|
|
}
|
|
|
|
a = derefActor(act, "o2_walkActorTo");
|
|
|
|
x = getVarOrDirectByte(PARAM_2);
|
|
y = getVarOrDirectByte(PARAM_3);
|
|
|
|
a->startWalkActor(x, y, -1);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_putActor() {
|
|
int act = getVarOrDirectByte(PARAM_1);
|
|
int x, y;
|
|
Actor *a;
|
|
|
|
a = derefActor(act, "o2_putActor");
|
|
x = getVarOrDirectByte(PARAM_2);
|
|
y = getVarOrDirectByte(PARAM_3);
|
|
|
|
a->putActor(x, y);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_startScript() {
|
|
int script = getVarOrDirectByte(PARAM_1);
|
|
|
|
if (!_copyProtection) {
|
|
// The enhanced version of Zak McKracken included in the
|
|
// SelectWare Classic Collection bundle used CD check instead
|
|
// of the usual key code check at airports.
|
|
if ((_game.id == GID_ZAK) && (script == 15) && (_roomResource == 45))
|
|
return;
|
|
}
|
|
|
|
// WORKAROUND bug #2524: In Maniac Mansion, when the door bell
|
|
// rings, then this normally causes Ted Edison to leave his room.
|
|
// This is controlled by script 87. On the other hand, when the
|
|
// player enters Ted's room while Ted is in it, then Ted captures
|
|
// the player and puts his active ego into the cellar prison.
|
|
//
|
|
// Unfortunately, the two events can collide: If the cutscene is
|
|
// playing in which Ted captures the player (controlled by script
|
|
// 88) and simultaneously the door bell rings (due to package
|
|
// delivery...) then this leads to an assertion (in ScummVM, due to
|
|
// its stricter validity checking), or to unexpected / strange
|
|
// behavior (in the original engine). The script writers apparently
|
|
// anticipated the possibility of the door bell ringing: Before
|
|
// script 91 starts script 88, it explicitly stops script 87.
|
|
// Unfortunately, this is not quite enough, as script 87 can be
|
|
// started while script 88 is already running -- specifically, by
|
|
// the package delivery sequence.
|
|
//
|
|
// Now, one can easily suppress this particular assertion, but then
|
|
// one still gets odd behavior: Ted is in the process of
|
|
// incarcerating the player, when the door bell rings; Ted promptly
|
|
// leaves to get the package, leaving the player alone (!), but then
|
|
// moments later we cut to the cellar, where Ted just put the
|
|
// player. That seems weird and irrational (the Edisons may be mad,
|
|
// but they are not stupid when it comes to putting people into
|
|
// their dungeon ;)
|
|
//
|
|
// To avoid this, we use a somewhat more elaborate workaround: If
|
|
// script 88 or 89 are running (which control the capture resp.
|
|
// imprisonment of the player), then any attempt to start script 87
|
|
// (which makes Ted go answer the door bell) is simply ignored. This
|
|
// way, the door bell still chimes, but Ted ignores it.
|
|
if (_game.id == GID_MANIAC) {
|
|
if (script == MM_SCRIPT(82)) {
|
|
if (isScriptRunning(MM_SCRIPT(83)) || isScriptRunning(MM_SCRIPT(84)))
|
|
return;
|
|
}
|
|
}
|
|
|
|
// WORKAROUND bug #4556: Purple Tentacle can appear in the lab, after being
|
|
// chased out and end up stuck in the room. This bug is triggered if the player
|
|
// enters the lab within 45 minutes of first entering the mansion and has chased Purple Tentacle
|
|
// out. Eventually the cutscene with Purple Tentacle chasing Sandy in the lab
|
|
// will play. This script leaves Purple Tentacle in the room causing him to become
|
|
// a permanent resident.
|
|
// Our fix is simply to prevent the Cutscene playing, if the lab has already been stormed
|
|
if (_game.id == GID_MANIAC) {
|
|
if (script == MM_SCRIPT(150)) {
|
|
if (VAR(MM_VALUE(104, 120)) == 1)
|
|
return;
|
|
}
|
|
}
|
|
|
|
runScript(script, 0, 0, nullptr);
|
|
}
|
|
|
|
void ScummEngine_v2::stopScriptCommon(int script) {
|
|
// WORKAROUND bug #4112: If you enter the lab while Dr. Fred has the power turned off
|
|
// to repair the Zom-B-Matic, the script will be stopped and the power will never turn
|
|
// back on. This fix forces the power on, when the player enters the lab,
|
|
// if the script which turned it off is running
|
|
if (_game.id == GID_MANIAC && _roomResource == 4 && isScriptRunning(MM_SCRIPT(138))) {
|
|
|
|
if (vm.slot[_currentScript].number == MM_VALUE(130, 163)) {
|
|
|
|
if (script == MM_SCRIPT(138)) {
|
|
|
|
int obj = MM_VALUE(124, 157);
|
|
putState(obj, getState(obj) & ~kObjectState_08);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_game.id == GID_MANIAC && _roomResource == 26 && vm.slot[_currentScript].number == 10001) {
|
|
// FIXME: Nasty hack for bug #1529
|
|
// Don't let the exit script for room 26 stop the script (116), when
|
|
// switching to the dungeon (script 89)
|
|
if (script == MM_SCRIPT(111) && isScriptRunning(MM_SCRIPT(84)))
|
|
return;
|
|
}
|
|
|
|
if (script == 0)
|
|
script = vm.slot[_currentScript].number;
|
|
|
|
if (_currentScript != 0 && vm.slot[_currentScript].number == script)
|
|
stopObjectCode();
|
|
else
|
|
stopScript(script);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_stopScript() {
|
|
stopScriptCommon(getVarOrDirectByte(PARAM_1));
|
|
}
|
|
|
|
void ScummEngine_v2::o2_panCameraTo() {
|
|
panCameraTo(getVarOrDirectByte(PARAM_1) * V12_X_MULTIPLIER, 0);
|
|
}
|
|
|
|
void ScummEngine_v2::walkActorToObject(int actor, int obj) {
|
|
int x, y, dir;
|
|
getObjectXYPos(obj, x, y, dir);
|
|
|
|
Actor *a = derefActor(actor, "walkActorToObject");
|
|
AdjustBoxResult r = a->adjustXYToBeInBox(x, y);
|
|
x = r.x;
|
|
y = r.y;
|
|
|
|
a->startWalkActor(x, y, dir);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_walkActorToObject() {
|
|
int actor = getVarOrDirectByte(PARAM_1);
|
|
int obj = getVarOrDirectWord(PARAM_2);
|
|
if (whereIsObject(obj) != WIO_NOT_FOUND) {
|
|
walkActorToObject(actor, obj);
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_putActorAtObject() {
|
|
int obj, x, y;
|
|
Actor *a;
|
|
|
|
a = derefActor(getVarOrDirectByte(PARAM_1), "o2_putActorAtObject");
|
|
obj = getVarOrDirectWord(PARAM_2);
|
|
if (whereIsObject(obj) != WIO_NOT_FOUND) {
|
|
getObjectXYPos(obj, x, y);
|
|
AdjustBoxResult r = a->adjustXYToBeInBox(x, y);
|
|
x = r.x;
|
|
y = r.y;
|
|
} else {
|
|
x = 30;
|
|
y = 60;
|
|
}
|
|
|
|
a->putActor(x, y);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_putActorInRoom() {
|
|
Actor *a;
|
|
int act = getVarOrDirectByte(PARAM_1);
|
|
int room = getVarOrDirectByte(PARAM_2);
|
|
|
|
a = derefActor(act, "o2_putActorInRoom");
|
|
|
|
a->_room = room;
|
|
if (!room) {
|
|
if (_game.id == GID_MANIAC && _game.version <= 1 && _game.platform != Common::kPlatformNES)
|
|
a->setFacing(180);
|
|
|
|
a->putActor(0, 0, 0);
|
|
}
|
|
|
|
// WORKAROUND bug #2285: Caponians dont disguise after using blue crystal
|
|
// This is for a game scripting oversight.
|
|
// After first using the blue crystal, a cutscene of the two Caponians plays (script-96),
|
|
// locking object 344 (which prevents the cutscene playing again) and setting Var[245] to 0x18.
|
|
// script-5 uses this variable to set the Caponian costume
|
|
// On first apperance after using the blue crystal, the Caponians now will have the disguise on
|
|
//
|
|
// If you visit the spacecraft and ring the doorbell, Var[245] will be set to 0x1C (Disguise off)
|
|
// Using the blue crystal again, will result in the Caponian appearing without his disguise
|
|
// as Var[245] is never set back to 0x18. This WORKAROUND fixes the problem by ensuring
|
|
// Var[245] is set to have the Disguise on in most situations
|
|
//
|
|
// We don't touch the variable in the following situations
|
|
// If the Caponian is being put into the space ship room, or the current room is the
|
|
// space ship and the Caponian is being put into the backroom of the telephone company (you didnt show your fan club card)
|
|
if (_game.id == GID_ZAK && _game.version <= 2 && act == 7) {
|
|
// Is script-96 cutscene done
|
|
if ((getState(344) & kObjectStateLocked)) {
|
|
// Not 'putting' in the space ship
|
|
if (room != 10) {
|
|
// not putting in telephone back room, and not in space ship
|
|
if (room != 16 && _currentRoom != 10) {
|
|
// Set caponian costume to 'disguise on'
|
|
writeVar(245, 0x18);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_getActorElevation() {
|
|
getResultPos();
|
|
int act = getVarOrDirectByte(PARAM_1);
|
|
Actor *a = derefActor(act, "o2_getActorElevation");
|
|
setResult(a->getElevation());
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setActorElevation() {
|
|
int act = getVarOrDirectByte(PARAM_1);
|
|
int elevation = (int8)getVarOrDirectByte(PARAM_2);
|
|
|
|
Actor *a = derefActor(act, "o2_setActorElevation");
|
|
a->setElevation(elevation);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_actorFromPos() {
|
|
int x, y;
|
|
getResultPos();
|
|
x = getVarOrDirectByte(PARAM_1) * V12_X_MULTIPLIER;
|
|
y = getVarOrDirectByte(PARAM_2) * V12_Y_MULTIPLIER;
|
|
setResult(getActorFromPos(x, y));
|
|
}
|
|
|
|
void ScummEngine_v2::o2_findObject() {
|
|
int obj;
|
|
getResultPos();
|
|
int x = getVarOrDirectByte(PARAM_1) * V12_X_MULTIPLIER;
|
|
int y = getVarOrDirectByte(PARAM_2) * V12_Y_MULTIPLIER;
|
|
obj = findObject(x, y);
|
|
if (obj == 0 && (_game.platform == Common::kPlatformNES) && (_userState & USERSTATE_IFACE_INVENTORY)) {
|
|
if (_mouseOverBoxV2 >= 0 && _mouseOverBoxV2 < 4)
|
|
obj = findInventory(VAR(VAR_EGO), _mouseOverBoxV2 + _inventoryOffset + 1);
|
|
}
|
|
setResult(obj);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_getActorX() {
|
|
int a;
|
|
getResultPos();
|
|
|
|
a = getVarOrDirectByte(PARAM_1);
|
|
setResult(getObjX(actorToObj(a)));
|
|
}
|
|
|
|
void ScummEngine_v2::o2_getActorY() {
|
|
int a;
|
|
getResultPos();
|
|
|
|
a = getVarOrDirectByte(PARAM_1);
|
|
setResult(getObjY(actorToObj(a)));
|
|
}
|
|
|
|
void ScummEngine_v2::o2_isGreater() {
|
|
uint16 a = getVar();
|
|
uint16 b = getVarOrDirectWord(PARAM_1);
|
|
jumpRelative(b > a);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_isGreaterEqual() {
|
|
uint16 a = getVar();
|
|
uint16 b = getVarOrDirectWord(PARAM_1);
|
|
jumpRelative(b >= a);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_isLess() {
|
|
uint16 a = getVar();
|
|
uint16 b = getVarOrDirectWord(PARAM_1);
|
|
|
|
jumpRelative(b < a);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_isLessEqual() {
|
|
uint16 a = getVar();
|
|
uint16 b = getVarOrDirectWord(PARAM_1);
|
|
jumpRelative(b <= a);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_lights() {
|
|
int a, b, c;
|
|
|
|
a = getVarOrDirectByte(PARAM_1);
|
|
b = fetchScriptByte();
|
|
c = fetchScriptByte();
|
|
|
|
if (c == 0) {
|
|
if (_game.id == GID_MANIAC && _game.version == 1 && !(_game.platform == Common::kPlatformNES)) {
|
|
// Convert older light mode values into
|
|
// equivalent values of later games.
|
|
// 0 Darkness
|
|
// 1 Flashlight
|
|
// 2 Lighted area
|
|
if (a == 2)
|
|
VAR(VAR_CURRENT_LIGHTS) = 11;
|
|
else if (a == 1)
|
|
VAR(VAR_CURRENT_LIGHTS) = 4;
|
|
else
|
|
VAR(VAR_CURRENT_LIGHTS) = 0;
|
|
} else
|
|
VAR(VAR_CURRENT_LIGHTS) = a;
|
|
} else if (c == 1) {
|
|
_flashlight.xStrips = a;
|
|
_flashlight.yStrips = b;
|
|
}
|
|
_fullRedraw = true;
|
|
}
|
|
|
|
void ScummEngine_v2::o2_loadRoomWithEgo() {
|
|
Actor *a;
|
|
int obj, room, x, y, x2, y2, dir;
|
|
|
|
obj = getVarOrDirectWord(PARAM_1);
|
|
room = getVarOrDirectByte(PARAM_2);
|
|
|
|
a = derefActor(VAR(VAR_EGO), "o2_loadRoomWithEgo");
|
|
|
|
// The original interpreter sets the actors new room X/Y to the last rooms X/Y
|
|
// This fixes a problem with MM: script 161 in room 12, the 'Oomph!' script
|
|
// This scripts runs before the actor position is set to the correct room entry location
|
|
if ((_game.id == GID_MANIAC) && (_game.platform != Common::kPlatformNES)) {
|
|
a->putActor(a->getPos().x, a->getPos().y, room);
|
|
} else {
|
|
a->putActor(0, 0, room);
|
|
}
|
|
_egoPositioned = false;
|
|
|
|
x = (int8)fetchScriptByte();
|
|
y = (int8)fetchScriptByte();
|
|
|
|
startScene(a->_room, a, obj);
|
|
|
|
getObjectXYPos(obj, x2, y2, dir);
|
|
AdjustBoxResult r = a->adjustXYToBeInBox(x2, y2);
|
|
x2 = r.x;
|
|
y2 = r.y;
|
|
a->putActor(x2, y2, _currentRoom);
|
|
a->setDirection(dir + 180);
|
|
|
|
camera._dest.x = camera._cur.x = a->getPos().x;
|
|
setCameraAt(a->getPos().x, a->getPos().y);
|
|
setCameraFollows(a);
|
|
|
|
_fullRedraw = true;
|
|
|
|
resetSentence();
|
|
|
|
if (x >= 0 && y >= 0) {
|
|
a->startWalkActor(x, y, -1);
|
|
}
|
|
runScript(5, 0, 0, nullptr);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setOwnerOf() {
|
|
int obj, owner;
|
|
|
|
obj = getVarOrDirectWord(PARAM_1);
|
|
owner = getVarOrDirectByte(PARAM_2);
|
|
|
|
setOwnerOf(obj, owner);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_delay() {
|
|
int delay = fetchScriptByte();
|
|
delay |= fetchScriptByte() << 8;
|
|
delay |= fetchScriptByte() << 16;
|
|
delay = 0xFFFFFF - delay;
|
|
|
|
vm.slot[_currentScript].delay = delay;
|
|
vm.slot[_currentScript].status = ssPaused;
|
|
o5_breakHere();
|
|
}
|
|
|
|
void ScummEngine_v2::o2_setCameraAt() {
|
|
setCameraAtEx(getVarOrDirectByte(PARAM_1) * V12_X_MULTIPLIER);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_roomOps() {
|
|
int a = getVarOrDirectByte(PARAM_1);
|
|
int b = getVarOrDirectByte(PARAM_2);
|
|
|
|
_opcode = fetchScriptByte();
|
|
switch (_opcode & 0x1F) {
|
|
case 1: // SO_ROOM_SCROLL
|
|
a *= 8;
|
|
b *= 8;
|
|
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: // SO_ROOM_COLOR
|
|
if (_game.version == 1) {
|
|
// V1 zak needs to know when room color is changed
|
|
_roomPalette[0] = 255;
|
|
_roomPalette[1] = a;
|
|
_roomPalette[2] = b;
|
|
} else {
|
|
_roomPalette[b] = a;
|
|
}
|
|
_fullRedraw = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_cutscene() {
|
|
vm.cutSceneData[0] = _userState | (_userPut ? 16 : 0);
|
|
vm.cutSceneData[1] = (int16)VAR(VAR_CURSORSTATE);
|
|
vm.cutSceneData[2] = _currentRoom;
|
|
vm.cutSceneData[3] = camera._mode;
|
|
|
|
VAR(VAR_CURSORSTATE) = 200;
|
|
|
|
// Hide inventory, freeze scripts, hide cursor
|
|
setUserState(USERSTATE_SET_IFACE |
|
|
USERSTATE_SET_CURSOR |
|
|
USERSTATE_SET_FREEZE | USERSTATE_FREEZE_ON);
|
|
|
|
_sentenceNum = 0;
|
|
stopScript(SENTENCE_SCRIPT);
|
|
resetSentence();
|
|
|
|
vm.cutScenePtr[0] = 0;
|
|
}
|
|
|
|
void ScummEngine_v2::o2_endCutscene() {
|
|
vm.cutSceneStackPointer = 0;
|
|
|
|
VAR(VAR_OVERRIDE) = 0;
|
|
vm.cutSceneScript[0] = 0;
|
|
vm.cutScenePtr[0] = 0;
|
|
|
|
VAR(VAR_CURSORSTATE) = vm.cutSceneData[1];
|
|
|
|
// Reset user state to values before cutscene
|
|
setUserState(vm.cutSceneData[0] | USERSTATE_SET_IFACE | USERSTATE_SET_CURSOR | USERSTATE_SET_FREEZE);
|
|
|
|
if ((_game.id == GID_MANIAC) && !(_game.platform == Common::kPlatformNES)) {
|
|
camera._mode = (byte) vm.cutSceneData[3];
|
|
if (camera._mode == kFollowActorCameraMode) {
|
|
actorFollowCamera(VAR(VAR_EGO));
|
|
} else if (vm.cutSceneData[2] != _currentRoom) {
|
|
startScene(vm.cutSceneData[2], nullptr, 0);
|
|
}
|
|
} else {
|
|
actorFollowCamera(VAR(VAR_EGO));
|
|
}
|
|
}
|
|
|
|
void ScummEngine_v2::o2_beginOverride() {
|
|
vm.cutScenePtr[0] = _scriptPointer - _scriptOrgPointer;
|
|
vm.cutSceneScript[0] = _currentScript;
|
|
|
|
// Skip the jump instruction following the override instruction
|
|
fetchScriptByte();
|
|
ScummEngine::fetchScriptWord();
|
|
}
|
|
|
|
void ScummEngine_v2::o2_chainScript() {
|
|
int script = getVarOrDirectByte(PARAM_1);
|
|
stopScript(vm.slot[_currentScript].number);
|
|
_currentScript = 0xFF;
|
|
runScript(script, 0, 0, nullptr);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_pickupObject() {
|
|
int obj = getVarOrDirectWord(PARAM_1);
|
|
|
|
if (obj < 1) {
|
|
error("pickupObject 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 */
|
|
|
|
addObjectToInventory(obj, _roomResource);
|
|
markObjectRectAsDirty(obj);
|
|
putOwner(obj, VAR(VAR_EGO));
|
|
putState(obj, getState(obj) | kObjectState_08 | kObjectStateUntouchable);
|
|
clearDrawObjectQueue();
|
|
|
|
runInventoryScript(1);
|
|
if (_game.platform == Common::kPlatformNES)
|
|
_sound->startSound(51); // play 'pickup' sound
|
|
}
|
|
|
|
void ScummEngine_v2::o2_cursorCommand() { // TODO: Define the magic numbers
|
|
uint16 cmd = getVarOrDirectWord(PARAM_1);
|
|
byte state = cmd >> 8;
|
|
|
|
if (cmd & 0xFF) {
|
|
VAR(VAR_CURSORSTATE) = cmd & 0xFF;
|
|
}
|
|
|
|
setUserState(state);
|
|
}
|
|
|
|
void ScummEngine_v2::setUserState(byte state) {
|
|
if (state & USERSTATE_SET_IFACE) { // Userface
|
|
if (_game.platform == Common::kPlatformNES)
|
|
_userState = (_userState & ~USERSTATE_IFACE_ALL) | (state & USERSTATE_IFACE_ALL);
|
|
else
|
|
_userState = state & USERSTATE_IFACE_ALL;
|
|
}
|
|
|
|
if (state & USERSTATE_SET_FREEZE) { // Freeze
|
|
if (state & USERSTATE_FREEZE_ON)
|
|
freezeScripts(0);
|
|
else
|
|
unfreezeScripts();
|
|
}
|
|
|
|
if (state & USERSTATE_SET_CURSOR) { // Cursor Show/Hide
|
|
if (_game.platform == Common::kPlatformNES)
|
|
_userState = (_userState & ~USERSTATE_CURSOR_ON) | (state & USERSTATE_CURSOR_ON);
|
|
if (state & USERSTATE_CURSOR_ON) {
|
|
_userPut = 1;
|
|
_cursor.state = 1;
|
|
} else {
|
|
_userPut = 0;
|
|
_cursor.state = 0;
|
|
}
|
|
}
|
|
|
|
// Hide all verbs and inventory
|
|
Common::Rect rect;
|
|
rect.top = _virtscr[kVerbVirtScreen].topline;
|
|
rect.bottom = _virtscr[kVerbVirtScreen].topline + 8 * 88;
|
|
rect.right = _virtscr[kVerbVirtScreen].w - 1;
|
|
if (_game.platform == Common::kPlatformNES) {
|
|
rect.left = 16;
|
|
} else {
|
|
rect.left = 0;
|
|
}
|
|
restoreBackground(rect);
|
|
|
|
// Draw all verbs and inventory
|
|
redrawVerbs();
|
|
runInventoryScript(1);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_getActorWalkBox() {
|
|
Actor *a;
|
|
getResultPos();
|
|
a = derefActor(getVarOrDirectByte(PARAM_1), "o2_getActorWalkbox");
|
|
setResult(a->isInCurrentRoom() ? a->_walkbox: 0xFF);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_dummy() {
|
|
// Opcode 0xEE is used in maniac and zak but has no purpose
|
|
if (_opcode != 0xEE)
|
|
warning("o2_dummy invoked (opcode %d)", _opcode);
|
|
}
|
|
|
|
void ScummEngine_v2::o2_switchCostumeSet() {
|
|
// NES version of maniac uses this to switch between the two
|
|
// groups of costumes it has
|
|
if (_game.platform == Common::kPlatformNES)
|
|
NES_loadCostumeSet(fetchScriptByte());
|
|
else if (_game.platform == Common::kPlatformC64)
|
|
fetchScriptByte();
|
|
else
|
|
o2_dummy();
|
|
}
|
|
|
|
void ScummEngine_v2::resetSentence() {
|
|
VAR(VAR_SENTENCE_VERB) = VAR(VAR_BACKUP_VERB);
|
|
VAR(VAR_SENTENCE_OBJECT1) = 0;
|
|
VAR(VAR_SENTENCE_OBJECT2) = 0;
|
|
VAR(VAR_SENTENCE_PREPOSITION) = 0;
|
|
}
|
|
|
|
void ScummEngine_v2::runInventoryScript(int i) {
|
|
redrawV2Inventory();
|
|
}
|
|
|
|
} // End of namespace Scumm
|