mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 20:55:19 +00:00
1304f53af1
svn-id: r27099
219 lines
5.9 KiB
C++
219 lines
5.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* 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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/stdafx.h"
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#include "agos/agos.h"
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#include "agos/intern.h"
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namespace AGOS {
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void AGOSEngine_Simon2::setupVideoOpcodes(VgaOpcodeProc *op) {
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AGOSEngine_Simon1::setupVideoOpcodes(op);
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op[56] = &AGOSEngine::vc56_delayLong;
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op[58] = &AGOSEngine::vc58_changePriority;
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op[59] = &AGOSEngine::vc59_stopAnimations;
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op[64] = &AGOSEngine::vc64_ifSpeech;
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op[65] = &AGOSEngine::vc65_slowFadeIn;
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op[66] = &AGOSEngine::vc66_ifEqual;
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op[67] = &AGOSEngine::vc67_ifLE;
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op[68] = &AGOSEngine::vc68_ifGE;
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op[69] = &AGOSEngine::vc69_playSeq;
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op[70] = &AGOSEngine::vc70_joinSeq;
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op[71] = &AGOSEngine::vc71_ifSeqWaiting;
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op[72] = &AGOSEngine::vc72_segue;
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op[73] = &AGOSEngine::vc73_setMark;
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op[74] = &AGOSEngine::vc74_clearMark;
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}
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void AGOSEngine::vc56_delayLong() {
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uint16 num = vcReadVarOrWord() * _frameCount;
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if (getGameType() == GType_FF && _currentTable->id == 20438 && _vgaCurSpriteId == 13 && _vgaCurZoneNum == 2) {
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// WORKAROUND: When the repair man comes to fix the car, the game doesn't
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// wait long enough for the screen to completely scroll to the left side.
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num *= 2;
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}
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addVgaEvent(num + _vgaBaseDelay, ANIMATE_EVENT, _vcPtr, _vgaCurSpriteId, _vgaCurZoneNum);
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_vcPtr = (byte *)&_vc_get_out_of_code;
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}
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void AGOSEngine::vc58_changePriority() {
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uint16 sprite = _vgaCurSpriteId;
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uint16 file = _vgaCurZoneNum;
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const byte *vcPtrOrg;
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uint16 tmp;
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_vgaCurZoneNum = vcReadNextWord();
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_vgaCurSpriteId = vcReadNextWord();
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tmp = to16Wrapper(vcReadNextWord());
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vcPtrOrg = _vcPtr;
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_vcPtr = (byte *)&tmp;
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vc23_setPriority();
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_vcPtr = vcPtrOrg;
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_vgaCurSpriteId = sprite;
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_vgaCurZoneNum = file;
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}
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void AGOSEngine::vc59_stopAnimations() {
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uint16 file = vcReadNextWord();
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uint16 start = vcReadNextWord();
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uint16 end = vcReadNextWord() + 1;
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do {
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vcStopAnimation(file, start);
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} while (++start != end);
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}
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void AGOSEngine::vc64_ifSpeech() {
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if ((getGameType() == GType_SIMON2 && _subtitles && _language != Common::HB_ISR) ||
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!_sound->isVoiceActive()) {
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vcSkipNextInstruction();
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}
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}
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void AGOSEngine::vc65_slowFadeIn() {
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_fastFadeInFlag = 624;
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_fastFadeCount = 208;
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if (_windowNum != 4) {
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_fastFadeInFlag = 768;
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_fastFadeCount = 256;
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}
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_fastFadeInFlag |= 0x8000;
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_fastFadeOutFlag = false;
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}
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void AGOSEngine::vc66_ifEqual() {
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uint16 a = vcReadNextWord();
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uint16 b = vcReadNextWord();
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if (vcReadVar(a) != vcReadVar(b))
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vcSkipNextInstruction();
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}
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void AGOSEngine::vc67_ifLE() {
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uint16 a = vcReadNextWord();
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uint16 b = vcReadNextWord();
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if (vcReadVar(a) >= vcReadVar(b))
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vcSkipNextInstruction();
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}
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void AGOSEngine::vc68_ifGE() {
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uint16 a = vcReadNextWord();
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uint16 b = vcReadNextWord();
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if (vcReadVar(a) <= vcReadVar(b))
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vcSkipNextInstruction();
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}
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void AGOSEngine::vc69_playSeq() {
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int16 track = vcReadNextWord();
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int16 loop = vcReadNextWord();
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// Jamieson630:
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// This is a "play track". The original
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// design stored the track to play if one was
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// already in progress, so that the next time a
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// "fill MIDI stream" event occured, the MIDI
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// player would find the change and switch
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// tracks. We use a different architecture that
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// allows for an immediate response here, but
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// we'll simulate the variable changes so other
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// scripts don't get thrown off.
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// NOTE: This opcode looks very similar in function
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// to vc72(), except that vc72() may allow for
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// specifying a non-valid track number (999 or -1)
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// as a means of stopping what music is currently
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// playing.
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_midi.setLoop(loop != 0);
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_midi.startTrack(track);
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}
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void AGOSEngine::vc70_joinSeq() {
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// Simon2
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uint16 track = vcReadNextWord();
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uint16 loop = vcReadNextWord();
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// Jamieson630:
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// This sets the "on end of track" action.
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// It specifies whether to loop the current
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// track and, if not, whether to switch to
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// a different track upon completion.
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if (track != 0xFFFF && track != 999)
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_midi.queueTrack(track, loop != 0);
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else
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_midi.setLoop(loop != 0);
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}
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void AGOSEngine::vc71_ifSeqWaiting() {
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// Jamieson630:
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// This command skips the next instruction
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// unless (1) there is a track playing, AND
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// (2) there is a track queued to play after it.
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if (!_midi.isPlaying(true))
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vcSkipNextInstruction();
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}
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void AGOSEngine::vc72_segue() {
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// Jamieson630:
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// This is a "play or stop track". Note that
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// this opcode looks very similar in function
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// to vc69(), except that this opcode may allow
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// for specifying a track of 999 or -1 in order to
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// stop the music. We'll code it that way for now.
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// NOTE: It's possible that when "stopping" a track,
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// we're supposed to just go on to the next queued
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// track, if any. Must find out if there is ANY
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// case where this is used to stop a track in the
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// first place.
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int16 track = vcReadNextWord();
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int16 loop = vcReadNextWord();
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if (track == -1 || track == 999) {
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stopMusic();
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} else {
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_midi.setLoop(loop != 0);
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_midi.startTrack(track);
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}
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}
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void AGOSEngine::vc73_setMark() {
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_marks |= (1 << vcReadNextWord());
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}
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void AGOSEngine::vc74_clearMark() {
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_marks &= ~(1 << vcReadNextWord());
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}
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} // End of namespace AGOS
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