scummvm/scumm/script_v2.cpp
2003-12-17 17:35:40 +00:00

1591 lines
36 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/intern.h"
#include "scumm/object.h"
#include "scumm/scumm.h"
#include "scumm/sound.h"
#include "scumm/verbs.h"
namespace Scumm {
#define OPCODE(x) { &ScummEngine_v2::x, #x }
void ScummEngine_v2::setupOpcodes() {
static const OpcodeEntryV2 opcodes[256] = {
/* 00 */
OPCODE(o5_stopObjectCode),
OPCODE(o2_putActor),
OPCODE(o5_startMusic),
OPCODE(o5_getActorRoom),
/* 04 */
OPCODE(o2_isGreaterEqual),
OPCODE(o2_drawObject),
OPCODE(o2_getActorElevation),
OPCODE(o2_setState08),
/* 08 */
OPCODE(o5_isNotEqual),
OPCODE(o5_faceActor),
OPCODE(o2_assignVarWordIndirect),
OPCODE(o2_setObjPreposition),
/* 0C */
OPCODE(o2_resourceRoutines),
OPCODE(o5_walkActorToActor),
OPCODE(o2_putActorAtObject),
OPCODE(o2_ifNotState08),
/* 10 */
OPCODE(o5_getObjectOwner),
OPCODE(o2_animateActor),
OPCODE(o2_panCameraTo),
OPCODE(o2_actorOps),
/* 14 */
OPCODE(o5_print),
OPCODE(o2_actorFromPos),
OPCODE(o5_getRandomNr),
OPCODE(o2_clearState02),
/* 18 */
OPCODE(o5_jumpRelative),
OPCODE(o2_doSentence),
OPCODE(o5_move),
OPCODE(o2_setBitVar),
/* 1C */
OPCODE(o5_startSound),
OPCODE(o2_ifClassOfIs),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifState02),
/* 20 */
OPCODE(o5_stopMusic),
OPCODE(o2_putActor),
OPCODE(o5_saveLoadGame),
OPCODE(o2_getActorY),
/* 24 */
OPCODE(o2_loadRoomWithEgo),
OPCODE(o2_drawObject),
OPCODE(o5_setVarRange),
OPCODE(o2_setState04),
/* 28 */
OPCODE(o5_equalZero),
OPCODE(o2_setOwnerOf),
OPCODE(o2_addIndirect),
OPCODE(o5_delayVariable),
/* 2C */
OPCODE(o2_assignVarByte),
OPCODE(o5_putActorInRoom),
OPCODE(o2_delay),
OPCODE(o2_ifNotState04),
/* 30 */
OPCODE(o2_setBoxFlags),
OPCODE(o2_getBitVar),
OPCODE(o2_setCameraAt),
OPCODE(o2_roomOps),
/* 34 */
OPCODE(o5_getDist),
OPCODE(o2_findObject),
OPCODE(o2_walkActorToObject),
OPCODE(o2_setState01),
/* 38 */
OPCODE(o2_isLessEqual),
OPCODE(o2_doSentence),
OPCODE(o2_subtract),
OPCODE(o2_waitForActor),
/* 3C */
OPCODE(o5_stopSound),
OPCODE(o2_setActorElevation),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifNotState01),
/* 40 */
OPCODE(o2_cutscene),
OPCODE(o2_putActor),
OPCODE(o2_startScript),
OPCODE(o2_getActorX),
/* 44 */
OPCODE(o2_isLess),
OPCODE(o2_drawObject),
OPCODE(o5_increment),
OPCODE(o2_clearState08),
/* 48 */
OPCODE(o5_isEqual),
OPCODE(o5_faceActor),
OPCODE(o2_chainScript),
OPCODE(o2_setObjPreposition),
/* 4C */
OPCODE(o2_waitForSentence),
OPCODE(o5_walkActorToActor),
OPCODE(o2_putActorAtObject),
OPCODE(o2_ifState08),
/* 50 */
OPCODE(o2_pickupObject),
OPCODE(o2_animateActor),
OPCODE(o5_actorFollowCamera),
OPCODE(o2_actorOps),
/* 54 */
OPCODE(o2_setObjectName),
OPCODE(o2_actorFromPos),
OPCODE(o5_getActorMoving),
OPCODE(o2_setState02),
/* 58 */
OPCODE(o2_beginOverride),
OPCODE(o2_doSentence),
OPCODE(o2_add),
OPCODE(o2_setBitVar),
/* 5C */
OPCODE(o2_dummy),
OPCODE(o2_ifClassOfIs),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifNotState02),
/* 60 */
OPCODE(o2_cursorCommand),
OPCODE(o2_putActor),
OPCODE(o5_stopScript),
OPCODE(o5_getActorFacing),
/* 64 */
OPCODE(o2_loadRoomWithEgo),
OPCODE(o2_drawObject),
OPCODE(o5_getClosestObjActor),
OPCODE(o2_clearState04),
/* 68 */
OPCODE(o5_isScriptRunning),
OPCODE(o2_setOwnerOf),
OPCODE(o2_subIndirect),
OPCODE(o2_dummy),
/* 6C */
OPCODE(o2_getObjPreposition),
OPCODE(o5_putActorInRoom),
OPCODE(o2_dummy),
OPCODE(o2_ifState04),
/* 70 */
OPCODE(o2_lights),
OPCODE(o5_getActorCostume),
OPCODE(o5_loadRoom),
OPCODE(o2_roomOps),
/* 74 */
OPCODE(o5_getDist),
OPCODE(o2_findObject),
OPCODE(o2_walkActorToObject),
OPCODE(o2_clearState01),
/* 78 */
OPCODE(o2_isGreater),
OPCODE(o2_doSentence),
OPCODE(o2_verbOps),
OPCODE(o2_getActorWalkBox),
/* 7C */
OPCODE(o5_isSoundRunning),
OPCODE(o2_setActorElevation),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifState01),
/* 80 */
OPCODE(o5_breakHere),
OPCODE(o2_putActor),
OPCODE(o5_startMusic),
OPCODE(o5_getActorRoom),
/* 84 */
OPCODE(o2_isGreaterEqual),
OPCODE(o2_drawObject),
OPCODE(o2_getActorElevation),
OPCODE(o2_setState08),
/* 88 */
OPCODE(o5_isNotEqual),
OPCODE(o5_faceActor),
OPCODE(o2_assignVarWordIndirect),
OPCODE(o2_setObjPreposition),
/* 8C */
OPCODE(o2_resourceRoutines),
OPCODE(o5_walkActorToActor),
OPCODE(o2_putActorAtObject),
OPCODE(o2_ifNotState08),
/* 90 */
OPCODE(o5_getObjectOwner),
OPCODE(o2_animateActor),
OPCODE(o2_panCameraTo),
OPCODE(o2_actorOps),
/* 94 */
OPCODE(o5_print),
OPCODE(o2_actorFromPos),
OPCODE(o5_getRandomNr),
OPCODE(o2_clearState02),
/* 98 */
OPCODE(o2_restart),
OPCODE(o2_doSentence),
OPCODE(o5_move),
OPCODE(o2_setBitVar),
/* 9C */
OPCODE(o5_startSound),
OPCODE(o2_ifClassOfIs),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifState02),
/* A0 */
OPCODE(o5_stopObjectCode),
OPCODE(o2_putActor),
OPCODE(o5_saveLoadGame),
OPCODE(o2_getActorY),
/* A4 */
OPCODE(o2_loadRoomWithEgo),
OPCODE(o2_drawObject),
OPCODE(o5_setVarRange),
OPCODE(o2_setState04),
/* A8 */
OPCODE(o5_notEqualZero),
OPCODE(o2_setOwnerOf),
OPCODE(o2_addIndirect),
OPCODE(o2_switchCostumeSet),
/* AC */
OPCODE(o2_drawSentence),
OPCODE(o5_putActorInRoom),
OPCODE(o2_waitForMessage),
OPCODE(o2_ifNotState04),
/* B0 */
OPCODE(o2_setBoxFlags),
OPCODE(o2_getBitVar),
OPCODE(o2_setCameraAt),
OPCODE(o2_roomOps),
/* B4 */
OPCODE(o5_getDist),
OPCODE(o2_findObject),
OPCODE(o2_walkActorToObject),
OPCODE(o2_setState01),
/* B8 */
OPCODE(o2_isLessEqual),
OPCODE(o2_doSentence),
OPCODE(o2_subtract),
OPCODE(o2_waitForActor),
/* BC */
OPCODE(o5_stopSound),
OPCODE(o2_setActorElevation),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifNotState01),
/* C0 */
OPCODE(o2_endCutscene),
OPCODE(o2_putActor),
OPCODE(o2_startScript),
OPCODE(o2_getActorX),
/* C4 */
OPCODE(o2_isLess),
OPCODE(o2_drawObject),
OPCODE(o5_decrement),
OPCODE(o2_clearState08),
/* C8 */
OPCODE(o5_isEqual),
OPCODE(o5_faceActor),
OPCODE(o2_chainScript),
OPCODE(o2_setObjPreposition),
/* CC */
OPCODE(o5_pseudoRoom),
OPCODE(o5_walkActorToActor),
OPCODE(o2_putActorAtObject),
OPCODE(o2_ifState08),
/* D0 */
OPCODE(o2_pickupObject),
OPCODE(o2_animateActor),
OPCODE(o5_actorFollowCamera),
OPCODE(o2_actorOps),
/* D4 */
OPCODE(o2_setObjectName),
OPCODE(o2_actorFromPos),
OPCODE(o5_getActorMoving),
OPCODE(o2_setState02),
/* D8 */
OPCODE(o5_printEgo),
OPCODE(o2_doSentence),
OPCODE(o2_add),
OPCODE(o2_setBitVar),
/* DC */
OPCODE(o2_dummy),
OPCODE(o2_ifClassOfIs),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifNotState02),
/* E0 */
OPCODE(o2_cursorCommand),
OPCODE(o2_putActor),
OPCODE(o5_stopScript),
OPCODE(o5_getActorFacing),
/* E4 */
OPCODE(o2_loadRoomWithEgo),
OPCODE(o2_drawObject),
OPCODE(o5_getClosestObjActor),
OPCODE(o2_clearState04),
/* E8 */
OPCODE(o5_isScriptRunning),
OPCODE(o2_setOwnerOf),
OPCODE(o2_subIndirect),
OPCODE(o2_dummy),
/* EC */
OPCODE(o2_getObjPreposition),
OPCODE(o5_putActorInRoom),
OPCODE(o2_dummy),
OPCODE(o2_ifState04),
/* F0 */
OPCODE(o2_lights),
OPCODE(o5_getActorCostume),
OPCODE(o5_loadRoom),
OPCODE(o2_roomOps),
/* F4 */
OPCODE(o5_getDist),
OPCODE(o2_findObject),
OPCODE(o2_walkActorToObject),
OPCODE(o2_clearState01),
/* F8 */
OPCODE(o2_isGreater),
OPCODE(o2_doSentence),
OPCODE(o2_verbOps),
OPCODE(o2_getActorWalkBox),
/* FC */
OPCODE(o5_isSoundRunning),
OPCODE(o2_setActorElevation),
OPCODE(o2_walkActorTo),
OPCODE(o2_ifState01)
};
_opcodesV2 = opcodes;
}
#define SENTENCE_SCRIPT 2
#define PARAM_1 0x80
#define PARAM_2 0x40
#define PARAM_3 0x20
void ScummEngine_v2::executeOpcode(byte i) {
OpcodeProcV2 op = _opcodesV2[i].proc;
(this->*op) ();
}
const char *ScummEngine_v2::getOpcodeDesc(byte i) {
return _opcodesV2[i].desc;
}
int ScummEngine_v2::getVar() {
return readVar(fetchScriptByte());
}
int v1_mm_actor_speech_color[] = {1, 7, 2, 14, 8, 1, 3, 7, 7, 12, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 7, 7, 0};
void ScummEngine_v2::decodeParseString() {
byte buffer[512];
byte *ptr = buffer;
byte c;
bool insertSpace = false;
while ((c = fetchScriptByte())) {
insertSpace = (c & 0x80) != 0;
c &= 0x7f;
if (c < 8) {
// Special codes as seen in CHARSET_1 etc. My guess is that they
// have a similar function as the corresponding embedded stuff in modern
// games. Hence for now we convert them to the modern format.
// This might allow us to reuse the existing code.
*ptr++ = 0xFF;
*ptr++ = c;
if (c > 3) {
*ptr++ = fetchScriptByte();
*ptr++ = 0;
}
} else
*ptr++ = c;
if (insertSpace)
*ptr++ = ' ';
}
*ptr = 0;
int textSlot = 0;
_string[textSlot].xpos = 0;
_string[textSlot].ypos = 0;
_string[textSlot].right = 320;
_string[textSlot].center = false;
_string[textSlot].overhead = false;
// V1 Mansion Mansion uses dynamic color table for subtitles
if ((_gameId == GID_MANIAC) && (_version == 1)) {
// Demo mode doesn't set subtitle color before display first subtitle.
if (_demoMode && _actorToPrintStrFor == 0xFF)
_string[textSlot].color = 1;
else if (_actorToPrintStrFor != 0xFF)
_string[textSlot].color = v1_mm_actor_speech_color[_actorToPrintStrFor];
}
_messagePtr = buffer;
actorTalk();
}
int ScummEngine_v2::readVar(uint var) {
if (var >= 14 && var <= 16)
var = _scummVars[var];
checkRange(_numVariables - 1, 0, var, "Variable %d out of range(r)");
debug(6, "readvar(%d) = %d", var, _scummVars[var]);
return _scummVars[var];
}
void ScummEngine_v2::writeVar(uint var, int value) {
checkRange(_numVariables - 1, 0, var, "Variable %d out of range(r)");
debug(6, "writeVar(%d) = %d", var, value);
_scummVars[var] = value;
}
void ScummEngine_v2::getResultPosIndirect() {
_resultVarNumber = _scummVars[fetchScriptByte()];
}
void ScummEngine_v2::getResultPos() {
_resultVarNumber = fetchScriptByte();
}
void ScummEngine_v2::setStateCommon(byte type) {
int obj = getVarOrDirectWord(PARAM_1);
putState(obj, getState(obj) | type);
}
void ScummEngine_v2::clearStateCommon(byte type) {
int obj = getVarOrDirectWord(PARAM_1);
putState(obj, getState(obj) & ~type);
}
void ScummEngine_v2::o2_setState08() {
int obj = getVarOrDirectWord(PARAM_1);
putState(obj, getState(obj) | 0x08);
removeObjectFromRoom(obj);
clearDrawObjectQueue();
}
void ScummEngine_v2::o2_clearState08() {
int obj = getVarOrDirectWord(PARAM_1);
putState(obj, getState(obj) & ~0x08);
removeObjectFromRoom(obj);
clearDrawObjectQueue();
}
void ScummEngine_v2::o2_setState04() {
setStateCommon(0x04);
}
void ScummEngine_v2::o2_clearState04() {
clearStateCommon(0x04);
}
void ScummEngine_v2::o2_setState02() {
setStateCommon(0x02);
}
void ScummEngine_v2::o2_clearState02() {
clearStateCommon(0x02);
}
void ScummEngine_v2::o2_setState01() {
setStateCommon(0x01);
}
void ScummEngine_v2::o2_clearState01() {
clearStateCommon(0x01);
}
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 (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::ifStateCommon(byte type) {
int obj = getVarOrDirectWord(PARAM_1);
if ((getState(obj) & type) == 0)
o5_jumpRelative();
else
ignoreScriptWord();
}
void ScummEngine_v2::ifNotStateCommon(byte type) {
int obj = getVarOrDirectWord(PARAM_1);
if ((getState(obj) & type) != 0)
o5_jumpRelative();
else
ignoreScriptWord();
}
void ScummEngine_v2::o2_ifState08() {
ifStateCommon(0x08);
}
void ScummEngine_v2::o2_ifNotState08() {
ifNotStateCommon(0x08);
}
void ScummEngine_v2::o2_ifState04() {
ifStateCommon(0x04);
}
void ScummEngine_v2::o2_ifNotState04() {
ifNotStateCommon(0x04);
}
void ScummEngine_v2::o2_ifState02() {
ifStateCommon(0x02);
}
void ScummEngine_v2::o2_ifNotState02() {
ifNotStateCommon(0x02);
}
void ScummEngine_v2::o2_ifState01() {
ifStateCommon(0x01);
}
void ScummEngine_v2::o2_ifNotState01() {
ifNotStateCommon(0x01);
}
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 (_version == 1)
i = act;
else
i = fetchScriptByte();
a->palette[i] = arg;
a->needRedraw = true;
break;
case 3: // SO_ACTOR_NAME
loadPtrToResource(rtActorName, a->number, NULL);
break;
case 4: // SO_COSTUME
a->setActorCostume(arg);
break;
case 5: // SO_TALK_COLOR
if ((_gameId == GID_MANIAC) && (_version == 1))
v1_mm_actor_speech_color[act] = arg;
else
a->talkColor = arg;
break;
default:
warning("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) & ~0x08);
}
putState(obj, getState(od->obj_nr) | 0x08);
}
void ScummEngine_v2::o2_resourceRoutines() {
const ResTypes resTypes[] = {
rtNumTypes, // Invalid
rtNumTypes, // Invalid
rtCostume,
rtRoom,
rtNumTypes, // Invalid
rtScript,
rtSound
};
int resid = getVarOrDirectByte(PARAM_1);
int opcode = fetchScriptByte();
ResTypes type = rtNumTypes;
if (0 <= (opcode >> 4) && (opcode >> 4) < (int)ARRAYSIZE(resTypes))
type = resTypes[opcode >> 4];
if ((opcode & 0x0f) == 0 || type == rtNumTypes)
return;
if ((opcode & 0x0f) == 1) {
ensureResourceLoaded(type, resid);
} else {
if (opcode & 1)
lock(type, resid);
else
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 < _maxVerbs);
//printf("o2_verbOps delete slot = %d\n", slot);
killVerb(slot);
break;
case 0xFF: // Verb On/Off
verb = fetchScriptByte();
state = fetchScriptByte();
slot = getVerbSlot(verb, 0);
//printf("o2_verbOps Verb On/Off: verb = %d, slot = %d, state = %d\n", verb, slot, state);
_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 ((_gameId == GID_MANIAC) && (_version == 1))
y+=8;
//printf("o2_verbOps: verb = %d, slot = %d, x = %d, y = %d, unk = %d, name = %s\n",
// verb, slot, x, y, prep, _scriptPointer);
VerbSlot *vs;
assert(0 < slot && slot < _maxVerbs);
vs = &_verbs[slot];
vs->verbid = verb;
if (_version == 1) {
if (_gameId == GID_MANIAC && _demoMode)
vs->color = 16;
else
vs->color = 5;
vs->hicolor = 7;
vs->dimcolor = 11;
} else {
vs->color = 2;
vs->hicolor = 14;
vs->dimcolor = 8;
}
vs->type = kTextVerbType;
vs->charset_nr = _string[0].t_charset;
vs->curmode = 1;
vs->saveid = 0;
vs->key = 0;
vs->center = 0;
vs->imgindex = 0;
vs->prep = prep;
vs->x = x;
vs->y = y;
// FIXME: again, this map depends on the language of the game.
// E.g. a german keyboard has 'z' and 'y' swapped, while a french
// keyboard starts with "awert", etc.
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, NULL);
}
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;
}
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, NULL, 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::o2_drawSentence() {
Common::Rect sentenceline;
static char sentence[256];
const byte *temp;
int slot = getVerbSlot(VAR(VAR_SENTENCE_VERB), 0);
if (!(_userState & 32))
return;
if (getResourceAddress(rtVerb, slot))
strcpy(sentence, (char*)getResourceAddress(rtVerb, slot));
else
return;
if (VAR(VAR_SENTENCE_OBJECT1) > 0) {
temp = getObjOrActorName(VAR(VAR_SENTENCE_OBJECT1));
if (temp) {
strcat(sentence, " ");
strcat(sentence, (const char*)temp);
}
// For V1 games, the engine must compute the preposition.
// In all other Scumm versions, this is done by the sentence script.
if ((_gameId == GID_MANIAC && _version == 1) && (VAR(VAR_SENTENCE_PREPOSITION) == 0)) {
if (_verbs[slot].prep == 0xFF) {
byte *ptr = getOBCDFromObject(VAR(VAR_SENTENCE_OBJECT1));
assert(ptr);
VAR(VAR_SENTENCE_PREPOSITION) = (*(ptr + 12) >> 5);
} else
VAR(VAR_SENTENCE_PREPOSITION) = _verbs[slot].prep;
}
}
if (0 < VAR(VAR_SENTENCE_PREPOSITION) && VAR(VAR_SENTENCE_PREPOSITION) <= 4) {
// 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.
//
// The order here matches the one defined in gameDetector.h
const char *prepositions[][5] = {
{ " ", " in", " with", " on", " to" }, // English
{ " ", " mit", " mit", " mit", " zu" }, // German
{ " ", " dans", " avec", " sur", " <" }, // French
{ " ", " in", " con", " su", " a" }, // Italian
{ " ", " in", " with", " on", " to" }, // Portugese
{ " ", " en", " con", " en", " a" }, // Spanish
{ " ", " in", " with", " on", " to" }, // Japanese
{ " ", " in", " with", " on", " to" }, // Chinese
{ " ", " in", " with", " on", " to" } // Korean
};
int lang = (_language <= 8) ? _language : 0; // Default to english
strcat(sentence, prepositions[lang][VAR(VAR_SENTENCE_PREPOSITION)]);
}
if (VAR(VAR_SENTENCE_OBJECT2) > 0) {
temp = getObjOrActorName(VAR(VAR_SENTENCE_OBJECT2));
if (temp) {
strcat(sentence, " ");
strcat(sentence, (const char*)temp);
}
}
_string[2].charset = 1;
_string[2].ypos = virtscr[2].topline;
_string[2].xpos = 0;
if (_version == 1)
_string[2].color = 16;
else
_string[2].color = 13;
char *ptr = sentence;
int n = 0;
// Maximum length: 40 printable characters
while (*ptr) {
if (*ptr != '@')
n++;
if (n > 40) {
*ptr = 0;
break;
}
ptr++;
}
_messagePtr = (byte*)sentence;
sentenceline.top = virtscr[2].topline;
sentenceline.bottom = virtscr[2].topline + 8;
sentenceline.left = 0;
sentenceline.right = 319;
restoreBG(sentenceline);
drawString(2);
}
void ScummEngine_v2::o2_ifClassOfIs() {
int obj = getVarOrDirectWord(PARAM_1);
int clsop = getVarOrDirectByte(PARAM_2);
byte *obcd = getOBCDFromObject(obj);
if (obcd == 0) {
o5_jumpRelative();
return;
}
byte cls = *(obcd + 6);
if ((cls & clsop) != clsop) {
o5_jumpRelative();
return;
}
ignoreScriptWord();
}
void ScummEngine_v2::o2_walkActorTo() {
int x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o2_walkActorTo");
x = getVarOrDirectByte(PARAM_2) * 8;
y = getVarOrDirectByte(PARAM_3) * 2;
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) * 8;
y = getVarOrDirectByte(PARAM_3) * 2;
a->putActor(x, y, a->room);
}
#ifndef BYPASS_COPY_PROT
#define BYPASS_COPY_PROT
#endif
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 ((_gameId == GID_ZAK) && (script == 15) && (_roomResource == 45))
return;
}
runScript(script, 0, 0, 0);
}
void ScummEngine_v2::o2_panCameraTo() {
panCameraTo(getVarOrDirectByte(PARAM_1) * 8, 0);
}
void ScummEngine_v2::o2_walkActorToObject() {
int obj;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o2_walkActorToObject");
obj = getVarOrDirectWord(PARAM_2);
if (whereIsObject(obj) != WIO_NOT_FOUND) {
int x, y, dir;
getObjectXYPos(obj, x, y, dir);
a->startWalkActor(x, y, dir);
}
}
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);
else {
x = 240;
y = 120;
}
a->putActor(x, y, a->room);
}
void ScummEngine_v2::o2_getActorElevation() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o2_getActorElevation");
setResult(a->elevation / 2);
}
void ScummEngine_v2::o2_setActorElevation() {
int act = getVarOrDirectByte(PARAM_1);
int elevation = (int8)getVarOrDirectByte(PARAM_2);
Actor *a = derefActor(act, "o2_setActorElevation");
a->elevation = elevation * 2;
a->needRedraw = true;
}
void ScummEngine_v2::o2_animateActor() {
int act = getVarOrDirectByte(PARAM_1);
int anim = getVarOrDirectByte(PARAM_2);
Actor *a = derefActor(act, "o2_animateActor");
a->animateActor(anim);
}
void ScummEngine_v2::o2_actorFromPos() {
int x, y;
getResultPos();
x = getVarOrDirectByte(PARAM_1) * 8;
y = getVarOrDirectByte(PARAM_2) * 2;
setResult(getActorFromPos(x, y));
}
void ScummEngine_v2::o2_findObject() {
getResultPos();
int x = getVarOrDirectByte(PARAM_1) * 8;
int y = getVarOrDirectByte(PARAM_2) * 2;
setResult(findObject(x, y));
}
void ScummEngine_v2::o2_getActorX() {
int a;
getResultPos();
a = getVarOrDirectByte(PARAM_1);
setResult(getObjX(a) / 8);
}
void ScummEngine_v2::o2_getActorY() {
int a;
getResultPos();
a = getVarOrDirectByte(PARAM_1);
setResult(getObjY(a) / 2);
}
void ScummEngine_v2::o2_isGreater() {
uint16 a = getVar();
uint16 b = getVarOrDirectWord(PARAM_1);
if (b > a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void ScummEngine_v2::o2_isGreaterEqual() {
uint16 a = getVar();
uint16 b = getVarOrDirectWord(PARAM_1);
if (b >= a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void ScummEngine_v2::o2_isLess() {
uint16 a = getVar();
uint16 b = getVarOrDirectWord(PARAM_1);
if (b < a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void ScummEngine_v2::o2_isLessEqual() {
uint16 a = getVar();
uint16 b = getVarOrDirectWord(PARAM_1);
if (b <= a)
ignoreScriptWord();
else
o5_jumpRelative();
}
void ScummEngine_v2::o2_lights() {
int a, b, c;
a = getVarOrDirectByte(PARAM_1);
b = fetchScriptByte();
c = fetchScriptByte();
if (c == 0) {
if (_gameId == GID_MANIAC && _version == 1) {
// 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 = 1;
}
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");
a->putActor(0, 0, room);
_egoPositioned = false;
x = (int8)fetchScriptByte() * 8;
y = (int8)fetchScriptByte() * 2;
startScene(a->room, a, obj);
getObjectXYPos(obj, x2, y2, dir);
a->putActor(x2, y2, _currentRoom);
a->setDirection(dir + 180);
camera._dest.x = camera._cur.x = a->_pos.x;
setCameraAt(a->_pos.x, a->_pos.y);
setCameraFollows(a);
_fullRedraw = 1;
resetSentence();
if (x >= 0 && y >= 0) {
a->startWalkActor(x, y, -1);
}
runScript(5, 0, 0, 0);
}
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 = 1;
o5_breakHere();
}
void ScummEngine_v2::o2_setBoxFlags() {
int a, b;
a = getVarOrDirectByte(PARAM_1);
b = fetchScriptByte();
setBoxFlags(a, b);
}
void ScummEngine_v2::o2_setCameraAt() {
setCameraAtEx(getVarOrDirectByte(PARAM_1) * 8);
}
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 (_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;
}
}
void ScummEngine_v2::o2_cutscene() {
//warning("TODO 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;
// FIXME allows quotes script (173) to start during introudction of
// demo mode of V1 Maniac Mansion. setUserState was halting script
// 173 before it started.
if (!(_gameId == GID_MANIAC && _version == 1 && _demoMode))
// Hide inventory, freeze scripts, hide cursor
setUserState(15);
_sentenceNum = 0;
stopScript(SENTENCE_SCRIPT);
resetSentence();
vm.cutScenePtr[0] = 0;
}
void ScummEngine_v2::o2_endCutscene() {
//warning("TODO 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] | 7);
if (_gameId == GID_MANIAC) {
camera._mode = (byte) vm.cutSceneData[3];
if (camera._mode == CM_FOLLOW_ACTOR) {
actorFollowCamera(VAR(VAR_EGO));
} else if (vm.cutSceneData[2] != _currentRoom) {
startScene(vm.cutSceneData[2], 0, 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();
fetchScriptWord();
}
void ScummEngine_v2::o2_chainScript() {
int data = getVarOrDirectByte(0x80);
stopScript(vm.slot[_currentScript].number);
_currentScript = 0xFF;
runScript(data, 0, 0, 0);
}
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);
removeObjectFromRoom(obj);
putOwner(obj, VAR(VAR_EGO));
putState(obj, getState(obj) | 0xA);
clearDrawObjectQueue();
runInventoryScript(1);
}
void ScummEngine_v2::o2_setObjectName() {
int obj = getVarOrDirectWord(PARAM_1);
int size = 0;
int a;
int i = 0;
byte *name = NULL;
byte work[256];
// Read in new name
do {
a = fetchScriptByte();
work[i++] = a;
} while (a);
if (obj < _numActors)
error("Can't set actor %d name with new-name-of", obj);
// TODO: Would be nice if we used rtObjectName resource for pre-V6
// games, too. The only problem with that which I can see is that this
// would break savegames. I.e. it would require yet another change to
// the save/load system.
// FIXME: This is rather nasty code.
// Find the object name in the OBCD resource.
byte *objptr;
objptr = getOBCDFromObject(obj);
if (objptr == NULL)
return; // Silently fail for now
name = objptr + *(objptr + 14);
while (name[size++])
;
if (i > size) {
warning("New name of object %d too long (old *%s* new *%s*)", obj, name, work);
i = size;
}
while (i < size) {
work[i - 1] = '@';
i++;
}
work[i - 1] = 0;
memcpy(name, work, i);
runInventoryScript(0);
}
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 & 4) { // Userface
_userState = state & (32 | 64 | 128);
}
if (state & 1) { // Freeze
if (state & 8)
freezeScripts(0);
else
unfreezeScripts();
}
if (state & 2) { // Cursor Show/Hide
if (state & 16) {
_userPut = 1;
_cursor.state = 1;
} else {
_userPut = 0;
_cursor.state = 0;
}
}
// Hide all verbs and inventory
Common::Rect rect;
rect.top = virtscr[2].topline;
rect.bottom = virtscr[2].topline + 8 * 88;
rect.left = 0;
rect.right = 319;
restoreBG(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->walkbox);
}
void ScummEngine_v2::o2_dummy() {
// Opcode 238 is used in Zak but has no purpose
if (!(_gameId == GID_ZAK && _opcode == 238))
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 (_features & GF_NES) {
warning("stub: o2_switchCostumeSet()");
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;
}
#undef PARAM_1
#undef PARAM_2
#undef PARAM_3
} // End of namespace Scumm