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authorMax Horn2010-06-21 21:33:22 +0000
committerMax Horn2010-06-21 21:33:22 +0000
commite7da62763ecb26a35b2a4624226a8ee2bf79a853 (patch)
treeda593c34682c420d8fde07ce582106685a44af79 /engines/agi/op_cmd.cpp
parentdf569a6c822f3893c9daeee649fde7a974ee1cd2 (diff)
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AGI: Turn timerHack and curLogic into AgiEngine members; get rid of some #defines
svn-id: r50125
Diffstat (limited to 'engines/agi/op_cmd.cpp')
-rw-r--r--engines/agi/op_cmd.cpp642
1 files changed, 315 insertions, 327 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index e18b35d35d..072ab0114f 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -35,8 +35,6 @@
namespace Agi {
-#define g_agi this
-
#define p0 (p[0])
#define p1 (p[1])
#define p2 (p[2])
@@ -45,20 +43,10 @@ namespace Agi {
#define p5 (p[5])
#define p6 (p[6])
-#define game _game
-#define g_sprites _sprites
-#define g_sound _sound
-#define g_gfx _gfx
-#define g_picture _picture
-
-#define ip curLogic->cIP
+#define ip _curLogic->cIP
#define vt _game.viewTable[p0]
#define vt_v _game.viewTable[_game.vars[p0]]
-static struct AgiLogic *curLogic;
-
-int timerHack; // Workaround for timer loop in MH1
-
#define _v _game.vars
void AgiEngine::cmd_increment(uint8 *p) {
@@ -74,14 +62,14 @@ void AgiEngine::cmd_decrement(uint8 *p) {
void AgiEngine::cmd_assignn(uint8 *p) {
_v[p0] = p1;
- // WORKAROUND for a bug in fan game "Get outta SQ"
+ // WORKAROUND for a bug in fan _game "Get outta SQ"
// Total number of points is stored in variable 7, which
- // is then incorrectly assigned to 0. Thus, when the game
+ // is then incorrectly assigned to 0. Thus, when the _game
// is restarted, "Points 0 of 0" is shown. We set the
// variable to the correct value here
// Fixes bug #1942476 - "AGI: Fan(Get Outta SQ) - Score
// is lost on restart"
- if (g_agi->getGameID() == GID_GETOUTTASQ && p0 == 7)
+ if (getGameID() == GID_GETOUTTASQ && p0 == 7)
_v[p0] = 8;
}
@@ -122,7 +110,7 @@ void AgiEngine::cmd_div_v(uint8 *p) {
}
void AgiEngine::cmd_random(uint8 *p) {
- _v[p2] = g_agi->_rnd->getRandomNumber(p1 - p0) + p0;
+ _v[p2] = _rnd->getRandomNumber(p1 - p0) + p0;
}
void AgiEngine::cmd_lindirectn(uint8 *p) {
@@ -138,71 +126,71 @@ void AgiEngine::cmd_rindirect(uint8 *p) {
}
void AgiEngine::cmd_set(uint8 *p) {
- g_agi->setflag(*p, true);
+ setflag(*p, true);
}
void AgiEngine::cmd_reset(uint8 *p) {
- g_agi->setflag(*p, false);
+ setflag(*p, false);
}
void AgiEngine::cmd_toggle(uint8 *p) {
- g_agi->setflag(*p, !g_agi->getflag(*p));
+ setflag(*p, !getflag(*p));
}
void AgiEngine::cmd_set_v(uint8 *p) {
- g_agi->setflag(_v[p0], true);
+ setflag(_v[p0], true);
}
void AgiEngine::cmd_reset_v(uint8 *p) {
- g_agi->setflag(_v[p0], false);
+ setflag(_v[p0], false);
}
void AgiEngine::cmd_toggle_v(uint8 *p) {
- g_agi->setflag(_v[p0], !g_agi->getflag(_v[p0]));
+ setflag(_v[p0], !getflag(_v[p0]));
}
void AgiEngine::cmd_new_room(uint8 *p) {
- g_agi->newRoom(p0);
+ newRoom(p0);
// WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush.
// Intro was skipped because the enter-keypress finalizing the entering
// of the copy protection string (Copy protection is in logic.128) was
// left over to the intro scene (Starts with room 73 i.e. logic.073).
// The intro scene checks for any keys pressed and if it finds any it
- // jumps to the game's start (Room 1 i.e. logic.001). We clear the
+ // jumps to the _game's start (Room 1 i.e. logic.001). We clear the
// keyboard buffer when the intro sequence's first room (Room 73) is
// loaded so that no keys from the copy protection scene can be left
- // over to cause the intro to skip to the game's start.
- if (g_agi->getGameID() == GID_GOLDRUSH && p0 == 73)
- game.keypress = 0;
+ // over to cause the intro to skip to the _game's start.
+ if (getGameID() == GID_GOLDRUSH && p0 == 73)
+ _game.keypress = 0;
}
void AgiEngine::cmd_new_room_f(uint8 *p) {
- g_agi->newRoom(_v[p0]);
+ newRoom(_v[p0]);
}
void AgiEngine::cmd_load_view(uint8 *p) {
- g_agi->agiLoadResource(rVIEW, p0);
+ agiLoadResource(rVIEW, p0);
}
void AgiEngine::cmd_load_logic(uint8 *p) {
- g_agi->agiLoadResource(rLOGIC, p0);
+ agiLoadResource(rLOGIC, p0);
}
void AgiEngine::cmd_load_sound(uint8 *p) {
- g_agi->agiLoadResource(rSOUND, p0);
+ agiLoadResource(rSOUND, p0);
}
void AgiEngine::cmd_load_view_f(uint8 *p) {
- g_agi->agiLoadResource(rVIEW, _v[p0]);
+ agiLoadResource(rVIEW, _v[p0]);
}
void AgiEngine::cmd_load_logic_f(uint8 *p) {
- g_agi->agiLoadResource(rLOGIC, _v[p0]);
+ agiLoadResource(rLOGIC, _v[p0]);
}
void AgiEngine::cmd_discard_view(uint8 *p) {
- g_agi->agiUnloadResource(rVIEW, p0);
+ agiUnloadResource(rVIEW, p0);
}
void AgiEngine::cmd_object_on_anything(uint8 *p) {
@@ -242,7 +230,7 @@ void AgiEngine::cmd_ignore_blocks(uint8 *p) {
}
void AgiEngine::cmd_set_horizon(uint8 *p) {
- game.horizon = p0;
+ _game.horizon = p0;
}
void AgiEngine::cmd_get_priority(uint8 *p) {
@@ -260,15 +248,15 @@ void AgiEngine::cmd_set_priority(uint8 *p) {
// It seems that in this scene, ego's priority is set to 8, but the priority of
// the last dwarf with the soup bowls (view 152) is also set to 8, which causes
// the dwarf to be drawn behind ego
- // With this workaround, when the game scripts set the priority of view 152
+ // With this workaround, when the _game scripts set the priority of view 152
// (seventh dwarf with soup bowls), ego's priority is set to 7
- // The game script itself sets priotity 8 for ego before she starts walking,
+ // The _game script itself sets priotity 8 for ego before she starts walking,
// and then releases the fixed priority set on ego after ego is seated
// Therefore, this workaround only affects that specific part of this scene
// Ego is set to object 19 by script 54
- if (g_agi->getGameID() == GID_KQ4 && vt.currentView == 152) {
- game.viewTable[19].flags |= FIXED_PRIORITY;
- game.viewTable[19].priority = 7;
+ if (getGameID() == GID_KQ4 && vt.currentView == 152) {
+ _game.viewTable[19].flags |= FIXED_PRIORITY;
+ _game.viewTable[19].priority = 7;
}
}
@@ -285,11 +273,11 @@ void AgiEngine::cmd_set_upper_left(uint8 *p) { // do nothing (AGI 2.917)
}
void AgiEngine::cmd_start_update(uint8 *p) {
- g_agi->startUpdate(&vt);
+ startUpdate(&vt);
}
void AgiEngine::cmd_stop_update(uint8 *p) {
- g_agi->stopUpdate(&vt);
+ stopUpdate(&vt);
}
void AgiEngine::cmd_current_view(uint8 *p) {
@@ -310,29 +298,29 @@ void AgiEngine::cmd_last_cel(uint8 *p) {
}
void AgiEngine::cmd_set_cel(uint8 *p) {
- g_agi->setCel(&vt, p1);
+ setCel(&vt, p1);
vt.flags &= ~DONTUPDATE;
}
void AgiEngine::cmd_set_cel_f(uint8 *p) {
- g_agi->setCel(&vt, _v[p1]);
+ setCel(&vt, _v[p1]);
vt.flags &= ~DONTUPDATE;
}
void AgiEngine::cmd_set_view(uint8 *p) {
- g_agi->setView(&vt, p1);
+ setView(&vt, p1);
}
void AgiEngine::cmd_set_view_f(uint8 *p) {
- g_agi->setView(&vt, _v[p1]);
+ setView(&vt, _v[p1]);
}
void AgiEngine::cmd_set_loop(uint8 *p) {
- g_agi->setLoop(&vt, p1);
+ setLoop(&vt, p1);
}
void AgiEngine::cmd_set_loop_f(uint8 *p) {
- g_agi->setLoop(&vt, _v[p1]);
+ setLoop(&vt, _v[p1]);
}
void AgiEngine::cmd_number_of_loops(uint8 *p) {
@@ -386,102 +374,102 @@ void AgiEngine::cmd_get_dir(uint8 *p) {
}
void AgiEngine::cmd_get_room_f(uint8 *p) {
- _v[p1] = g_agi->objectGetLocation(_v[p0]);
+ _v[p1] = objectGetLocation(_v[p0]);
}
void AgiEngine::cmd_put(uint8 *p) {
- g_agi->objectSetLocation(p0, _v[p1]);
+ objectSetLocation(p0, _v[p1]);
}
void AgiEngine::cmd_put_f(uint8 *p) {
- g_agi->objectSetLocation(_v[p0], _v[p1]);
+ objectSetLocation(_v[p0], _v[p1]);
}
void AgiEngine::cmd_drop(uint8 *p) {
- g_agi->objectSetLocation(p0, 0);
+ objectSetLocation(p0, 0);
}
void AgiEngine::cmd_get(uint8 *p) {
- g_agi->objectSetLocation(p0, EGO_OWNED);
+ objectSetLocation(p0, EGO_OWNED);
}
void AgiEngine::cmd_get_f(uint8 *p) {
- g_agi->objectSetLocation(_v[p0], EGO_OWNED);
+ objectSetLocation(_v[p0], EGO_OWNED);
}
void AgiEngine::cmd_word_to_string(uint8 *p) {
- strcpy(game.strings[p0], game.egoWords[p1].word);
+ strcpy(_game.strings[p0], _game.egoWords[p1].word);
}
void AgiEngine::cmd_open_dialogue(uint8 *p) {
- game.hasWindow = true;
+ _game.hasWindow = true;
}
void AgiEngine::cmd_close_dialogue(uint8 *p) {
- game.hasWindow = false;
+ _game.hasWindow = false;
}
void AgiEngine::cmd_close_window(uint8 *p) {
- g_agi->closeWindow();
+ closeWindow();
}
void AgiEngine::cmd_status_line_on(uint8 *p) {
- game.statusLine = true;
- g_agi->writeStatus();
+ _game.statusLine = true;
+ writeStatus();
}
void AgiEngine::cmd_status_line_off(uint8 *p) {
- game.statusLine = false;
- g_agi->writeStatus();
+ _game.statusLine = false;
+ writeStatus();
}
void AgiEngine::cmd_show_obj(uint8 *p) {
- g_sprites->showObj(p0);
+ _sprites->showObj(p0);
}
void AgiEngine::cmd_show_obj_v(uint8 *p) {
- g_sprites->showObj(_v[p0]);
+ _sprites->showObj(_v[p0]);
}
void AgiEngine::cmd_sound(uint8 *p) {
- g_sound->startSound(p0, p1);
+ _sound->startSound(p0, p1);
}
void AgiEngine::cmd_stop_sound(uint8 *p) {
- g_sound->stopSound();
+ _sound->stopSound();
}
void AgiEngine::cmd_menu_input(uint8 *p) {
- g_agi->newInputMode(INPUT_MENU);
+ newInputMode(INPUT_MENU);
}
void AgiEngine::cmd_enable_item(uint8 *p) {
- g_agi->_menu->setItem(p0, true);
+ _menu->setItem(p0, true);
}
void AgiEngine::cmd_disable_item(uint8 *p) {
- g_agi->_menu->setItem(p0, false);
+ _menu->setItem(p0, false);
}
void AgiEngine::cmd_submit_menu(uint8 *p) {
- g_agi->_menu->submit();
+ _menu->submit();
}
void AgiEngine::cmd_set_scan_start(uint8 *p) {
- curLogic->sIP = curLogic->cIP;
+ _curLogic->sIP = _curLogic->cIP;
}
void AgiEngine::cmd_reset_scan_start(uint8 *p) {
- curLogic->sIP = 2;
+ _curLogic->sIP = 2;
}
void AgiEngine::cmd_save_game(uint8 *p) {
- game.simpleSave ? g_agi->saveGameSimple() : g_agi->saveGameDialog();
+ _game.simpleSave ? saveGameSimple() : saveGameDialog();
}
void AgiEngine::cmd_load_game(uint8 *p) {
assert(1);
- game.simpleSave ? g_agi->loadGameSimple() : g_agi->loadGameDialog();
+ _game.simpleSave ? loadGameSimple() : loadGameDialog();
}
void AgiEngine::cmd_init_disk(uint8 *p) { // do nothing
@@ -497,7 +485,7 @@ void AgiEngine::cmd_trace_info(uint8 *p) { // do nothing
}
void AgiEngine::cmd_show_mem(uint8 *p) {
- g_agi->messageBox("Enough memory");
+ messageBox("Enough memory");
}
void AgiEngine::cmd_init_joy(uint8 *p) { // do nothing
@@ -508,8 +496,8 @@ void AgiEngine::cmd_script_size(uint8 *p) {
}
void AgiEngine::cmd_cancel_line(uint8 *p) {
- g_agi->_game.inputBuffer[0] = 0;
- g_agi->writePrompt();
+ _game.inputBuffer[0] = 0;
+ writePrompt();
}
// This implementation is based on observations of Amiga's Gold Rush.
@@ -583,7 +571,7 @@ void AgiEngine::cmd_obj_status_f(uint8 *p) {
vt_v.stepSize,
cycleDesc,
motionDesc);
- g_agi->messageBox(msg);
+ messageBox(msg);
}
// unknown commands:
@@ -595,43 +583,43 @@ void AgiEngine::cmd_obj_status_f(uint8 *p) {
// unk_177: Disable menus completely -- j5
// unk_181: Deactivate keypressed control (default control of ego)
void AgiEngine::cmd_set_simple(uint8 *p) {
- if (!(g_agi->getFeatures() & (GF_AGI256 | GF_AGI256_2))) {
- game.simpleSave = true;
+ if (!(getFeatures() & (GF_AGI256 | GF_AGI256_2))) {
+ _game.simpleSave = true;
} else { // AGI256 and AGI256-2 use this unknown170 command to load 256 color pictures.
// Load the picture. Similar to void AgiEngine::cmd_load_pic(uint8 *p).
- g_sprites->eraseBoth();
- g_agi->agiLoadResource(rPICTURE, _v[p0]);
+ _sprites->eraseBoth();
+ agiLoadResource(rPICTURE, _v[p0]);
// Draw the picture. Similar to void AgiEngine::cmd_draw_pic(uint8 *p).
- g_picture->decodePicture(_v[p0], false, true);
- g_sprites->blitBoth();
- game.pictureShown = 0;
+ _picture->decodePicture(_v[p0], false, true);
+ _sprites->blitBoth();
+ _game.pictureShown = 0;
// Show the picture. Similar to void AgiEngine::cmd_show_pic(uint8 *p).
- g_agi->setflag(fOutputMode, false);
- g_agi->closeWindow();
- g_picture->showPic();
- game.pictureShown = 1;
+ setflag(fOutputMode, false);
+ closeWindow();
+ _picture->showPic();
+ _game.pictureShown = 1;
// Simulate slowww computer. Many effects rely on this
- g_agi->pause(kPausePicture);
+ pause(kPausePicture);
}
}
void AgiEngine::cmd_pop_script(uint8 *p) {
- if (g_agi->getVersion() >= 0x2915) {
+ if (getVersion() >= 0x2915) {
report("pop.script\n");
}
}
void AgiEngine::cmd_hold_key(uint8 *p) {
- if (g_agi->getVersion() >= 0x3098) {
- g_agi->_egoHoldKey = true;
+ if (getVersion() >= 0x3098) {
+ _egoHoldKey = true;
}
}
void AgiEngine::cmd_discard_sound(uint8 *p) {
- if (g_agi->getVersion() >= 0x2936) {
+ if (getVersion() >= 0x2936) {
report("discard.sound\n");
}
}
@@ -644,14 +632,14 @@ void AgiEngine::cmd_hide_mouse(uint8 *p) {
// to walk somewhere else than to the right using the mouse.
// FIXME: Write a proper implementation using disassembly and
// apply it to other games as well if applicable.
- game.viewTable[0].flags &= ~ADJ_EGO_XY;
+ _game.viewTable[0].flags &= ~ADJ_EGO_XY;
g_system->showMouse(false);
}
void AgiEngine::cmd_allow_menu(uint8 *p) {
- if (g_agi->getVersion() >= 0x3098) {
- g_agi->setflag(fMenusWork, ((p0 != 0) ? true : false));
+ if (getVersion() >= 0x3098) {
+ setflag(fMenusWork, ((p0 != 0) ? true : false));
}
}
@@ -660,14 +648,14 @@ void AgiEngine::cmd_show_mouse(uint8 *p) {
}
void AgiEngine::cmd_fence_mouse(uint8 *p) {
- g_agi->_game.mouseFence.moveTo(p0, p1);
- g_agi->_game.mouseFence.setWidth(p2 - p0);
- g_agi->_game.mouseFence.setHeight(p3 - p1);
+ _game.mouseFence.moveTo(p0, p1);
+ _game.mouseFence.setWidth(p2 - p0);
+ _game.mouseFence.setHeight(p3 - p1);
}
void AgiEngine::cmd_release_key(uint8 *p) {
- if (g_agi->getVersion() >= 0x3098) {
- g_agi->_egoHoldKey = false;
+ if (getVersion() >= 0x3098) {
+ _egoHoldKey = false;
}
}
@@ -693,28 +681,28 @@ void AgiEngine::cmd_adj_ego_move_to_x_y(uint8 *p) {
// onto the ladder so this is more like it (Although that may be caused
// by something else because this command doesn't do any flag manipulations
// in the Amiga version - checked it with disassembly).
- if (x != game.adjMouseX || y != game.adjMouseY)
- game.viewTable[EGO_VIEW_TABLE].flags &= ~ADJ_EGO_XY;
+ if (x != _game.adjMouseX || y != _game.adjMouseY)
+ _game.viewTable[EGO_VIEW_TABLE].flags &= ~ADJ_EGO_XY;
- game.adjMouseX = x;
- game.adjMouseY = y;
+ _game.adjMouseX = x;
+ _game.adjMouseY = y;
debugC(4, kDebugLevelScripts, "adj.ego.move.to.x.y(%d, %d)", x, y);
break;
// TODO: Check where (if anywhere) the 0 arguments version is used
case 0:
default:
- game.viewTable[0].flags |= ADJ_EGO_XY;
+ _game.viewTable[0].flags |= ADJ_EGO_XY;
break;
}
}
void AgiEngine::cmd_parse(uint8 *p) {
_v[vWordNotFound] = 0;
- g_agi->setflag(fEnteredCli, false);
- g_agi->setflag(fSaidAcceptedInput, false);
+ setflag(fEnteredCli, false);
+ setflag(fSaidAcceptedInput, false);
- g_agi->dictionaryWords(g_agi->agiSprintf(game.strings[p0]));
+ dictionaryWords(agiSprintf(_game.strings[p0]));
}
void AgiEngine::cmd_call(uint8 *p) {
@@ -723,14 +711,14 @@ void AgiEngine::cmd_call(uint8 *p) {
// CM: we don't save sIP because set.scan.start can be
// used in a called script (fixes xmas demo)
- oldCIP = curLogic->cIP;
- oldLognum = game.lognum;
+ oldCIP = _curLogic->cIP;
+ oldLognum = _game.lognum;
- g_agi->runLogic(p0);
+ runLogic(p0);
- game.lognum = oldLognum;
- curLogic = &game.logics[game.lognum];
- curLogic->cIP = oldCIP;
+ _game.lognum = oldLognum;
+ _curLogic = &_game.logics[_game.lognum];
+ _curLogic->cIP = oldCIP;
}
void AgiEngine::cmd_call_f(uint8 *p) {
@@ -739,11 +727,11 @@ void AgiEngine::cmd_call_f(uint8 *p) {
void AgiEngine::cmd_draw_pic(uint8 *p) {
debugC(6, kDebugLevelScripts, "=== draw pic %d ===", _v[p0]);
- g_sprites->eraseBoth();
- g_picture->decodePicture(_v[p0], true);
- g_sprites->blitBoth();
- g_sprites->commitBoth();
- game.pictureShown = 0;
+ _sprites->eraseBoth();
+ _picture->decodePicture(_v[p0], true);
+ _sprites->blitBoth();
+ _sprites->commitBoth();
+ _game.pictureShown = 0;
debugC(6, kDebugLevelScripts, "--- end of draw pic %d ---", _v[p0]);
// WORKAROUND for a script bug which exists in SQ1, logic scripts
@@ -758,29 +746,29 @@ void AgiEngine::cmd_draw_pic(uint8 *p) {
// above the ground), flag 103 is reset, thereby fixing this issue. Note
// that this is a script bug and occurs in the original interpreter as well.
// Fixes bug #1658514: AGI: SQ1 (2.2 DOS ENG) bizzare exploding roger
- if (g_agi->getGameID() == GID_SQ1 && _v[p0] == 20)
- g_agi->setflag(103, false);
+ if (getGameID() == GID_SQ1 && _v[p0] == 20)
+ setflag(103, false);
// Simulate slowww computer. Many effects rely on this
- g_agi->pause(kPausePicture);
+ pause(kPausePicture);
}
void AgiEngine::cmd_show_pic(uint8 *p) {
debugC(6, kDebugLevelScripts, "=== show pic ===");
- g_agi->setflag(fOutputMode, false);
- g_agi->closeWindow();
- g_picture->showPic();
- game.pictureShown = 1;
+ setflag(fOutputMode, false);
+ closeWindow();
+ _picture->showPic();
+ _game.pictureShown = 1;
debugC(6, kDebugLevelScripts, "--- end of show pic ---");
}
void AgiEngine::cmd_load_pic(uint8 *p) {
- g_sprites->eraseBoth();
- g_agi->agiLoadResource(rPICTURE, _v[p0]);
- g_sprites->blitBoth();
- g_sprites->commitBoth();
+ _sprites->eraseBoth();
+ agiLoadResource(rPICTURE, _v[p0]);
+ _sprites->blitBoth();
+ _sprites->commitBoth();
}
void AgiEngine::cmd_discard_pic(uint8 *p) {
@@ -791,28 +779,28 @@ void AgiEngine::cmd_discard_pic(uint8 *p) {
void AgiEngine::cmd_overlay_pic(uint8 *p) {
debugC(6, kDebugLevelScripts, "--- overlay pic ---");
- g_sprites->eraseBoth();
- g_picture->decodePicture(_v[p0], false);
- g_sprites->blitBoth();
- game.pictureShown = 0;
- g_sprites->commitBoth();
+ _sprites->eraseBoth();
+ _picture->decodePicture(_v[p0], false);
+ _sprites->blitBoth();
+ _game.pictureShown = 0;
+ _sprites->commitBoth();
// Simulate slowww computer. Many effects rely on this
- g_agi->pause(kPausePicture);
+ pause(kPausePicture);
}
void AgiEngine::cmd_show_pri_screen(uint8 *p) {
- g_agi->_debug.priority = 1;
- g_sprites->eraseBoth();
- g_picture->showPic();
- g_sprites->blitBoth();
+ _debug.priority = 1;
+ _sprites->eraseBoth();
+ _picture->showPic();
+ _sprites->blitBoth();
- g_agi->waitKey();
+ waitKey();
- g_agi->_debug.priority = 0;
- g_sprites->eraseBoth();
- g_picture->showPic();
- g_sprites->blitBoth();
+ _debug.priority = 0;
+ _sprites->eraseBoth();
+ _picture->showPic();
+ _sprites->blitBoth();
}
void AgiEngine::cmd_animate_obj(uint8 *p) {
@@ -830,7 +818,7 @@ void AgiEngine::cmd_unanimate_all(uint8 *p) {
int i;
for (i = 0; i < MAX_VIEWTABLE; i++)
- game.viewTable[i].flags &= ~(ANIMATED | DRAWN);
+ _game.viewTable[i].flags &= ~(ANIMATED | DRAWN);
}
void AgiEngine::cmd_draw(uint8 *p) {
@@ -843,19 +831,19 @@ void AgiEngine::cmd_draw(uint8 *p) {
debugC(4, kDebugLevelScripts, "draw entry %d", vt.entry);
vt.flags |= UPDATE;
- if (g_agi->getVersion() >= 0x3000) {
- g_agi->setLoop(&vt, vt.currentLoop);
- g_agi->setCel(&vt, vt.currentCel);
+ if (getVersion() >= 0x3000) {
+ setLoop(&vt, vt.currentLoop);
+ setCel(&vt, vt.currentCel);
}
- g_agi->fixPosition(p0);
+ fixPosition(p0);
vt.xPos2 = vt.xPos;
vt.yPos2 = vt.yPos;
vt.celData2 = vt.celData;
- g_sprites->eraseUpdSprites();
+ _sprites->eraseUpdSprites();
vt.flags |= DRAWN;
- // WORKAROUND: This fixes a bug with AGI Fanmade game Space Trek.
+ // WORKAROUND: This fixes a bug with AGI Fanmade _game Space Trek.
// The original workaround checked if AGI version was <= 2.440, which could
// cause regressions with some AGI games. The original workaround no longer
// works for Space Trek in ScummVM, as all fanmade games are set to use
@@ -866,13 +854,13 @@ void AgiEngine::cmd_draw(uint8 *p) {
// TODO: Investigate this further and check if any other fanmade AGI
// games are affected. If yes, then it'd be best to set this for Space
// Trek only
- if (g_agi->getFeatures() & GF_FANMADE) // See Sarien bug #546562
+ if (getFeatures() & GF_FANMADE) // See Sarien bug #546562
vt.flags |= ANIMATED;
- g_sprites->blitUpdSprites();
+ _sprites->blitUpdSprites();
vt.flags &= ~DONTUPDATE;
- g_sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos, true);
+ _sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos, true);
debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", p0, vt.flags);
}
@@ -881,16 +869,16 @@ void AgiEngine::cmd_erase(uint8 *p) {
if (~vt.flags & DRAWN)
return;
- g_sprites->eraseUpdSprites();
+ _sprites->eraseUpdSprites();
if (vt.flags & UPDATE) {
vt.flags &= ~DRAWN;
} else {
- g_sprites->eraseNonupdSprites();
+ _sprites->eraseNonupdSprites();
vt.flags &= ~DRAWN;
- g_sprites->blitNonupdSprites();
+ _sprites->blitNonupdSprites();
}
- g_sprites->blitUpdSprites();
+ _sprites->blitUpdSprites();
int x1, y1, x2, y2;
@@ -899,7 +887,7 @@ void AgiEngine::cmd_erase(uint8 *p) {
y1 = MIN((int)MIN(vt.yPos, vt.yPos2), MIN(vt.yPos - vt.celData->height, vt.yPos2 - vt.celData2->height));
y2 = MAX((int)MAX(vt.yPos, vt.yPos2), MAX(vt.yPos - vt.celData->height, vt.yPos2 - vt.celData2->height));
- g_sprites->commitBlock(x1, y1, x2, y2, true);
+ _sprites->commitBlock(x1, y1, x2, y2, true);
}
void AgiEngine::cmd_position(uint8 *p) {
@@ -919,8 +907,8 @@ void AgiEngine::cmd_position(uint8 *p) {
// I haven't checked but if Space Trek solely abuses the position-command we wouldn't
// strictly need the identical workaround in the position.v-command but it does make
// for a nice symmetry.
- if (g_agi->getFeatures() & GF_CLIPCOORDS)
- g_agi->clipViewCoordinates(&vt);
+ if (getFeatures() & GF_CLIPCOORDS)
+ clipViewCoordinates(&vt);
}
void AgiEngine::cmd_position_f(uint8 *p) {
@@ -930,13 +918,13 @@ void AgiEngine::cmd_position_f(uint8 *p) {
// WORKAROUND: Part of the fix for bug #1659209 "AGI: Space Trek sprite duplication"
// with an accompanying identical workaround in position-command (i.e. command 0x25).
// See that workaround's comment for more in-depth information.
- if (g_agi->getFeatures() & GF_CLIPCOORDS)
- g_agi->clipViewCoordinates(&vt);
+ if (getFeatures() & GF_CLIPCOORDS)
+ clipViewCoordinates(&vt);
}
void AgiEngine::cmd_get_posn(uint8 *p) {
- game.vars[p1] = (unsigned char)vt.xPos;
- game.vars[p2] = (unsigned char)vt.yPos;
+ _game.vars[p1] = (unsigned char)vt.xPos;
+ _game.vars[p2] = (unsigned char)vt.yPos;
}
void AgiEngine::cmd_reposition(uint8 *p) {
@@ -955,35 +943,35 @@ void AgiEngine::cmd_reposition(uint8 *p) {
else
vt.yPos += dy;
- g_agi->fixPosition(p0);
+ fixPosition(p0);
}
void AgiEngine::cmd_reposition_to(uint8 *p) {
vt.xPos = p1;
vt.yPos = p2;
vt.flags |= UPDATE_POS;
- g_agi->fixPosition(p0);
+ fixPosition(p0);
}
void AgiEngine::cmd_reposition_to_f(uint8 *p) {
vt.xPos = _v[p1];
vt.yPos = _v[p2];
vt.flags |= UPDATE_POS;
- g_agi->fixPosition(p0);
+ fixPosition(p0);
}
void AgiEngine::cmd_add_to_pic(uint8 *p) {
- g_sprites->addToPic(p0, p1, p2, p3, p4, p5, p6);
+ _sprites->addToPic(p0, p1, p2, p3, p4, p5, p6);
}
void AgiEngine::cmd_add_to_pic_f(uint8 *p) {
- g_sprites->addToPic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]);
+ _sprites->addToPic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]);
}
void AgiEngine::cmd_force_update(uint8 *p) {
- g_sprites->eraseBoth();
- g_sprites->blitBoth();
- g_sprites->commitBoth();
+ _sprites->eraseBoth();
+ _sprites->blitBoth();
+ _sprites->commitBoth();
}
void AgiEngine::cmd_reverse_loop(uint8 *p) {
@@ -991,7 +979,7 @@ void AgiEngine::cmd_reverse_loop(uint8 *p) {
vt.cycle = CYCLE_REV_LOOP;
vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
vt.parm1 = p1;
- g_agi->setflag(p1, false);
+ setflag(p1, false);
}
void AgiEngine::cmd_end_of_loop(uint8 *p) {
@@ -999,20 +987,20 @@ void AgiEngine::cmd_end_of_loop(uint8 *p) {
vt.cycle = CYCLE_END_OF_LOOP;
vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
vt.parm1 = p1;
- g_agi->setflag(p1, false);
+ setflag(p1, false);
}
void AgiEngine::cmd_block(uint8 *p) {
debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", p0, p1, p2, p3);
- game.block.active = true;
- game.block.x1 = p0;
- game.block.y1 = p1;
- game.block.x2 = p2;
- game.block.y2 = p3;
+ _game.block.active = true;
+ _game.block.x1 = p0;
+ _game.block.y1 = p1;
+ _game.block.x2 = p2;
+ _game.block.y2 = p3;
}
void AgiEngine::cmd_unblock(uint8 *p) {
- game.block.active = false;
+ _game.block.active = false;
}
void AgiEngine::cmd_normal_motion(uint8 *p) {
@@ -1024,7 +1012,7 @@ void AgiEngine::cmd_stop_motion(uint8 *p) {
vt.motion = MOTION_NORMAL;
if (p0 == 0) { // ego only
_v[vEgoDir] = 0;
- game.playerControl = false;
+ _game.playerControl = false;
}
}
@@ -1032,17 +1020,17 @@ void AgiEngine::cmd_start_motion(uint8 *p) {
vt.motion = MOTION_NORMAL;
if (p0 == 0) { // ego only
_v[vEgoDir] = 0;
- game.playerControl = true;
+ _game.playerControl = true;
}
}
void AgiEngine::cmd_player_control(uint8 *p) {
- game.playerControl = true;
- game.viewTable[0].motion = MOTION_NORMAL;
+ _game.playerControl = true;
+ _game.viewTable[0].motion = MOTION_NORMAL;
}
void AgiEngine::cmd_program_control(uint8 *p) {
- game.playerControl = false;
+ _game.playerControl = false;
}
void AgiEngine::cmd_follow_ego(uint8 *p) {
@@ -1050,7 +1038,7 @@ void AgiEngine::cmd_follow_ego(uint8 *p) {
vt.parm1 = p1 > vt.stepSize ? p1 : vt.stepSize;
vt.parm2 = p2;
vt.parm3 = 0xff;
- g_agi->setflag(p2, false);
+ setflag(p2, false);
vt.flags |= UPDATE;
}
@@ -1066,15 +1054,15 @@ void AgiEngine::cmd_move_obj(uint8 *p) {
if (p3 != 0)
vt.stepSize = p3;
- g_agi->setflag(p4, false);
+ setflag(p4, false);
vt.flags |= UPDATE;
if (p0 == 0)
- game.playerControl = false;
+ _game.playerControl = false;
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
- if (g_agi->getVersion() > 0x2272)
- g_agi->moveObj(&vt);
+ if (getVersion() > 0x2272)
+ moveObj(&vt);
}
void AgiEngine::cmd_move_obj_f(uint8 *p) {
@@ -1087,64 +1075,64 @@ void AgiEngine::cmd_move_obj_f(uint8 *p) {
if (_v[p3] != 0)
vt.stepSize = _v[p3];
- g_agi->setflag(p4, false);
+ setflag(p4, false);
vt.flags |= UPDATE;
if (p0 == 0)
- game.playerControl = false;
+ _game.playerControl = false;
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
- if (g_agi->getVersion() > 0x2272)
- g_agi->moveObj(&vt);
+ if (getVersion() > 0x2272)
+ moveObj(&vt);
}
void AgiEngine::cmd_wander(uint8 *p) {
if (p0 == 0)
- game.playerControl = false;
+ _game.playerControl = false;
vt.motion = MOTION_WANDER;
vt.flags |= UPDATE;
}
void AgiEngine::cmd_set_game_id(uint8 *p) {
- if (curLogic->texts && (p0 - 1) <= curLogic->numTexts)
- strncpy(game.id, curLogic->texts[p0 - 1], 8);
+ if (_curLogic->texts && (p0 - 1) <= _curLogic->numTexts)
+ strncpy(_game.id, _curLogic->texts[p0 - 1], 8);
else
- game.id[0] = 0;
+ _game.id[0] = 0;
- report("Game ID: \"%s\"\n", game.id);
+ report("Game ID: \"%s\"\n", _game.id);
}
void AgiEngine::cmd_pause(uint8 *p) {
- int tmp = game.clockEnabled;
+ int tmp = _game.clockEnabled;
const char *b[] = { "Continue", NULL };
const char *b_ru[] = { "\x8f\xe0\xae\xa4\xae\xab\xa6\xa8\xe2\xec", NULL };
- game.clockEnabled = false;
+ _game.clockEnabled = false;
- switch (g_agi->getLanguage()) {
+ switch (getLanguage()) {
case Common::RU_RUS:
- g_agi->selectionBox(" \x88\xa3\xe0\xa0 \xae\xe1\xe2\xa0\xad\xae\xa2\xab\xa5\xad\xa0. \n\n\n", b_ru);
+ selectionBox(" \x88\xa3\xe0\xa0 \xae\xe1\xe2\xa0\xad\xae\xa2\xab\xa5\xad\xa0. \n\n\n", b_ru);
break;
default:
- g_agi->selectionBox(" Game is paused. \n\n\n", b);
+ selectionBox(" Game is paused. \n\n\n", b);
break;
}
- game.clockEnabled = tmp;
+ _game.clockEnabled = tmp;
}
void AgiEngine::cmd_set_menu(uint8 *p) {
- debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, curLogic->numTexts);
+ debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, _curLogic->numTexts);
- if (curLogic->texts != NULL && p0 <= curLogic->numTexts)
- g_agi->_menu->add(curLogic->texts[p0 - 1]);
+ if (_curLogic->texts != NULL && p0 <= _curLogic->numTexts)
+ _menu->add(_curLogic->texts[p0 - 1]);
}
void AgiEngine::cmd_set_menu_item(uint8 *p) {
- debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, curLogic->numTexts);
+ debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, _curLogic->numTexts);
- if (curLogic->texts != NULL && p0 <= curLogic->numTexts)
- g_agi->_menu->addItem(curLogic->texts[p0 - 1], p1);
+ if (_curLogic->texts != NULL && p0 <= _curLogic->numTexts)
+ _menu->addItem(_curLogic->texts[p0 - 1], p1);
}
void AgiEngine::cmd_version(uint8 *p) {
@@ -1166,7 +1154,7 @@ void AgiEngine::cmd_version(uint8 *p) {
sprintf(verMsg, TITLE " v%s", gScummVMVersion);
- ver = g_agi->getVersion();
+ ver = getVersion();
maj = (ver >> 12) & 0xf;
min = ver & 0xfff;
@@ -1184,65 +1172,65 @@ void AgiEngine::cmd_version(uint8 *p) {
strncpy(q + 1 + gap, verMsg, strlen(verMsg));
sprintf(msg, q, maj, min);
- g_agi->messageBox(msg);
+ messageBox(msg);
}
void AgiEngine::cmd_configure_screen(uint8 *p) {
- game.lineMinPrint = p0;
- game.lineUserInput = p1;
- game.lineStatus = p2;
+ _game.lineMinPrint = p0;
+ _game.lineUserInput = p1;
+ _game.lineStatus = p2;
}
void AgiEngine::cmd_text_screen(uint8 *p) {
debugC(4, kDebugLevelScripts, "switching to text mode");
- game.gfxMode = false;
+ _game.gfxMode = false;
// Simulates the "bright background bit" of the PC video
// controller.
- if (game.colorBg)
- game.colorBg |= 0x08;
+ if (_game.colorBg)
+ _game.colorBg |= 0x08;
- g_gfx->clearScreen(game.colorBg);
+ _gfx->clearScreen(_game.colorBg);
}
void AgiEngine::cmd_graphics(uint8 *p) {
debugC(4, kDebugLevelScripts, "switching to graphics mode");
- if (!game.gfxMode) {
- game.gfxMode = true;
- g_gfx->clearScreen(0);
- g_picture->showPic();
- g_agi->writeStatus();
- g_agi->writePrompt();
+ if (!_game.gfxMode) {
+ _game.gfxMode = true;
+ _gfx->clearScreen(0);
+ _picture->showPic();
+ writeStatus();
+ writePrompt();
}
}
void AgiEngine::cmd_set_text_attribute(uint8 *p) {
- game.colorFg = p0;
- game.colorBg = p1;
+ _game.colorFg = p0;
+ _game.colorBg = p1;
- if (game.gfxMode) {
- if (game.colorBg != 0) {
- game.colorFg = 0;
- game.colorBg = 15;
+ if (_game.gfxMode) {
+ if (_game.colorBg != 0) {
+ _game.colorFg = 0;
+ _game.colorBg = 15;
}
}
}
void AgiEngine::cmd_status(uint8 *p) {
- g_agi->inventory();
+ inventory();
}
void AgiEngine::cmd_quit(uint8 *p) {
const char *buttons[] = { "Quit", "Continue", NULL };
- g_sound->stopSound();
+ _sound->stopSound();
if (p0) {
- g_agi->quitGame();
+ quitGame();
} else {
- if (g_agi->selectionBox
- (" Quit the game, or continue? \n\n\n", buttons) == 0) {
- g_agi->quitGame();
+ if (selectionBox
+ (" Quit the _game, or continue? \n\n\n", buttons) == 0) {
+ quitGame();
}
}
}
@@ -1251,21 +1239,21 @@ void AgiEngine::cmd_restart_game(uint8 *p) {
const char *buttons[] = { "Restart", "Continue", NULL };
int sel;
- g_sound->stopSound();
- sel = g_agi->getflag(fAutoRestart) ? 0 :
- g_agi->selectionBox(" Restart game, or continue? \n\n\n", buttons);
+ _sound->stopSound();
+ sel = getflag(fAutoRestart) ? 0 :
+ selectionBox(" Restart _game, or continue? \n\n\n", buttons);
if (sel == 0) {
- g_agi->_restartGame = true;
- g_agi->setflag(fRestartGame, true);
- g_agi->_menu->enableAll();
+ _restartGame = true;
+ setflag(fRestartGame, true);
+ _menu->enableAll();
}
}
void AgiEngine::cmd_distance(uint8 *p) {
int16 x1, y1, x2, y2, d;
- VtEntry *v0 = &game.viewTable[p0];
- VtEntry *v1 = &game.viewTable[p1];
+ VtEntry *v0 = &_game.viewTable[p0];
+ VtEntry *v1 = &_game.viewTable[p1];
if (v0->flags & DRAWN && v1->flags & DRAWN) {
x1 = v0->xPos + v0->xSize / 2;
@@ -1288,7 +1276,7 @@ void AgiEngine::cmd_distance(uint8 *p) {
// wouldn't chase Rosella around anymore. If it had worked correctly the zombie
// wouldn't have come up at all or it would have come up and gone back down
// immediately. The latter approach is the one implemented here.
- if (g_agi->getGameID() == GID_KQ4 && (_v[vCurRoom] == 16 || _v[vCurRoom] == 18) && p2 >= 221 && p2 <= 223) {
+ if (getGameID() == GID_KQ4 && (_v[vCurRoom] == 16 || _v[vCurRoom] == 18) && p2 >= 221 && p2 <= 223) {
// Rooms 16 and 18 are graveyards where three zombies come up at night. They use logics 16 and 18.
// Variables 221-223 are used to save the distance between each zombie and Rosella.
// Variables 155, 156 and 162 are used to save the state of each zombie in room 16.
@@ -1316,18 +1304,18 @@ void AgiEngine::cmd_distance(uint8 *p) {
void AgiEngine::cmd_accept_input(uint8 *p) {
debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal");
- g_agi->newInputMode(INPUT_NORMAL);
- game.inputEnabled = true;
- g_agi->writePrompt();
+ newInputMode(INPUT_NORMAL);
+ _game.inputEnabled = true;
+ writePrompt();
}
void AgiEngine::cmd_prevent_input(uint8 *p) {
debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input");
- g_agi->newInputMode(INPUT_NONE);
- game.inputEnabled = false;
+ newInputMode(INPUT_NONE);
+ _game.inputEnabled = false;
- g_agi->clearPrompt();
+ clearPrompt();
}
void AgiEngine::cmd_get_string(uint8 *p) {
@@ -1346,63 +1334,63 @@ void AgiEngine::cmd_get_string(uint8 *p) {
if (col > 39)
col = 39;
- g_agi->newInputMode(INPUT_GETSTRING);
+ newInputMode(INPUT_GETSTRING);
- if (curLogic->texts != NULL && curLogic->numTexts >= tex) {
- int len = strlen(curLogic->texts[tex]);
+ if (_curLogic->texts != NULL && _curLogic->numTexts >= tex) {
+ int len = strlen(_curLogic->texts[tex]);
- g_agi->printText(curLogic->texts[tex], 0, col, row, len, game.colorFg, game.colorBg);
- g_agi->getString(col + len - 1, row, p4, p0);
+ printText(_curLogic->texts[tex], 0, col, row, len, _game.colorFg, _game.colorBg);
+ getString(col + len - 1, row, p4, p0);
// SGEO: display input char
- g_gfx->printCharacter((col + len), row, game.cursorChar, game.colorFg, game.colorBg);
+ _gfx->printCharacter((col + len), row, _game.cursorChar, _game.colorFg, _game.colorBg);
}
do {
- g_agi->mainCycle();
- } while (game.inputMode == INPUT_GETSTRING && !(g_agi->shouldQuit() || g_agi->_restartGame));
+ mainCycle();
+ } while (_game.inputMode == INPUT_GETSTRING && !(shouldQuit() || _restartGame));
}
void AgiEngine::cmd_get_num(uint8 *p) {
debugC(4, kDebugLevelScripts, "%d %d", p0, p1);
- g_agi->newInputMode(INPUT_GETSTRING);
+ newInputMode(INPUT_GETSTRING);
- if (curLogic->texts != NULL && curLogic->numTexts >= (p0 - 1)) {
- int len = strlen(curLogic->texts[p0 - 1]);
+ if (_curLogic->texts != NULL && _curLogic->numTexts >= (p0 - 1)) {
+ int len = strlen(_curLogic->texts[p0 - 1]);
- g_agi->printText(curLogic->texts[p0 - 1], 0, 0, 22, len, game.colorFg, game.colorBg);
- g_agi->getString(len - 1, 22, 3, MAX_STRINGS);
+ printText(_curLogic->texts[p0 - 1], 0, 0, 22, len, _game.colorFg, _game.colorBg);
+ getString(len - 1, 22, 3, MAX_STRINGS);
// CM: display input char
- g_gfx->printCharacter((p3 + len), 22, game.cursorChar, game.colorFg, game.colorBg);
+ _gfx->printCharacter((p3 + len), 22, _game.cursorChar, _game.colorFg, _game.colorBg);
}
do {
- g_agi->mainCycle();
- } while (game.inputMode == INPUT_GETSTRING && !(g_agi->shouldQuit() || g_agi->_restartGame));
+ mainCycle();
+ } while (_game.inputMode == INPUT_GETSTRING && !(shouldQuit() || _restartGame));
- _v[p1] = atoi(game.strings[MAX_STRINGS]);
+ _v[p1] = atoi(_game.strings[MAX_STRINGS]);
- debugC(4, kDebugLevelScripts, "[%s] -> %d", game.strings[MAX_STRINGS], _v[p1]);
+ debugC(4, kDebugLevelScripts, "[%s] -> %d", _game.strings[MAX_STRINGS], _v[p1]);
- g_agi->clearLines(22, 22, game.colorBg);
- g_agi->flushLines(22, 22);
+ clearLines(22, 22, _game.colorBg);
+ flushLines(22, 22);
}
void AgiEngine::cmd_set_cursor_char(uint8 *p) {
- if (curLogic->texts != NULL && (p0 - 1) <= curLogic->numTexts) {
- game.cursorChar = *curLogic->texts[p0 - 1];
+ if (_curLogic->texts != NULL && (p0 - 1) <= _curLogic->numTexts) {
+ _game.cursorChar = *_curLogic->texts[p0 - 1];
} else {
// default
- game.cursorChar = '_';
+ _game.cursorChar = '_';
}
}
void AgiEngine::cmd_set_key(uint8 *p) {
int key;
- if (game.lastController >= MAX_CONTROLLERS) {
+ if (_game.lastController >= MAX_CONTROLLERS) {
warning("Number of set.keys exceeded %d", MAX_CONTROLLERS);
return;
}
@@ -1411,32 +1399,32 @@ void AgiEngine::cmd_set_key(uint8 *p) {
key = 256 * p1 + p0;
- game.controllers[game.lastController].keycode = key;
- game.controllers[game.lastController].controller = p2;
- game.lastController++;
+ _game.controllers[_game.lastController].keycode = key;
+ _game.controllers[_game.lastController].controller = p2;
+ _game.lastController++;
- game.controllerOccured[p2] = false;
+ _game.controllerOccured[p2] = false;
}
void AgiEngine::cmd_set_string(uint8 *p) {
// CM: to avoid crash in Groza (str = 150)
if (p0 > MAX_STRINGS)
return;
- strcpy(game.strings[p0], curLogic->texts[p1 - 1]);
+ strcpy(_game.strings[p0], _curLogic->texts[p1 - 1]);
}
void AgiEngine::cmd_display(uint8 *p) {
int len = 40;
- char *s = g_agi->wordWrapString(curLogic->texts[p2 - 1], &len);
+ char *s = wordWrapString(_curLogic->texts[p2 - 1], &len);
- g_agi->printText(s, p1, 0, p0, 40, game.colorFg, game.colorBg);
+ printText(s, p1, 0, p0, 40, _game.colorFg, _game.colorBg);
free(s);
}
void AgiEngine::cmd_display_f(uint8 *p) {
- g_agi->printText(curLogic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, game.colorFg, game.colorBg);
+ printText(_curLogic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, _game.colorFg, _game.colorBg);
}
void AgiEngine::cmd_clear_text_rect(uint8 *p) {
@@ -1460,8 +1448,8 @@ void AgiEngine::cmd_clear_text_rect(uint8 *p) {
if (y2 > GFX_HEIGHT)
y2 = GFX_HEIGHT - 1;
- g_gfx->drawRectangle(x1, y1, x2, y2, c);
- g_gfx->flushBlock(x1, y1, x2, y2);
+ _gfx->drawRectangle(x1, y1, x2, y2, c);
+ _gfx->flushBlock(x1, y1, x2, y2);
}
void AgiEngine::cmd_toggle_monitor(uint8 *p) {
@@ -1469,9 +1457,9 @@ void AgiEngine::cmd_toggle_monitor(uint8 *p) {
}
void AgiEngine::cmd_echo_line(uint8 *p) {
- strcpy((char *)game.inputBuffer, (const char *)game.echoBuffer);
- game.cursorPos = strlen((char *)game.inputBuffer);
- game.hasPrompt = 0;
+ strcpy((char *)_game.inputBuffer, (const char *)_game.echoBuffer);
+ _game.cursorPos = strlen((char *)_game.inputBuffer);
+ _game.hasPrompt = 0;
}
void AgiEngine::cmd_clear_lines(uint8 *p) {
@@ -1484,20 +1472,20 @@ void AgiEngine::cmd_clear_lines(uint8 *p) {
// #1935838 and #1935842
l = (l <= 24) ? l : 24;
- g_agi->clearLines(p0, l, p2);
- g_agi->flushLines(p0, l);
+ clearLines(p0, l, p2);
+ flushLines(p0, l);
}
void AgiEngine::cmd_print(uint8 *p) {
int n = p0 < 1 ? 1 : p0;
- g_agi->print(curLogic->texts[n - 1], 0, 0, 0);
+ print(_curLogic->texts[n - 1], 0, 0, 0);
}
void AgiEngine::cmd_print_f(uint8 *p) {
int n = _v[p0] < 1 ? 1 : _v[p0];
- g_agi->print(curLogic->texts[n - 1], 0, 0, 0);
+ print(_curLogic->texts[n - 1], 0, 0, 0);
}
void AgiEngine::cmd_print_at(uint8 *p) {
@@ -1505,23 +1493,23 @@ void AgiEngine::cmd_print_at(uint8 *p) {
debugC(4, kDebugLevelScripts, "%d %d %d %d", p0, p1, p2, p3);
- g_agi->print(curLogic->texts[n - 1], p1, p2, p3);
+ print(_curLogic->texts[n - 1], p1, p2, p3);
}
void AgiEngine::cmd_print_at_v(uint8 *p) {
int n = _v[p0] < 1 ? 1 : _v[p0];
- g_agi->print(curLogic->texts[n - 1], p1, p2, p3);
+ print(_curLogic->texts[n - 1], p1, p2, p3);
}
void AgiEngine::cmd_push_script(uint8 *p) {
// We run AGIMOUSE always as a side effect
- if (g_agi->getFeatures() & GF_AGIMOUSE || 1) {
- game.vars[27] = g_agi->_mouse.button;
- game.vars[28] = g_agi->_mouse.x / 2;
- game.vars[29] = g_agi->_mouse.y;
+ if (getFeatures() & GF_AGIMOUSE || 1) {
+ _game.vars[27] = _mouse.button;
+ _game.vars[28] = _mouse.x / 2;
+ _game.vars[29] = _mouse.y;
} else {
- if (g_agi->getVersion() >= 0x2915) {
+ if (getVersion() >= 0x2915) {
report("push.script\n");
}
}
@@ -1532,20 +1520,20 @@ void AgiEngine::cmd_set_pri_base(uint8 *p) {
report("Priority base set to %d\n", p0);
- // game.alt_pri = true;
+ // _game.alt_pri = true;
x = (_HEIGHT - p0) * _HEIGHT / 10;
for (i = 0; i < _HEIGHT; i++) {
pri = (i - p0) < 0 ? 4 : (i - p0) * _HEIGHT / x + 5;
if (pri > 15)
pri = 15;
- game.priTable[i] = pri;
+ _game.priTable[i] = pri;
}
}
void AgiEngine::cmd_mouse_posn(uint8 *p) {
- _v[p0] = WIN_TO_PIC_X(g_agi->_mouse.x);
- _v[p1] = WIN_TO_PIC_Y(g_agi->_mouse.y);
+ _v[p0] = WIN_TO_PIC_X(_mouse.x);
+ _v[p1] = WIN_TO_PIC_Y(_mouse.y);
}
void AgiEngine::cmd_shake_screen(uint8 *p) {
@@ -1554,8 +1542,8 @@ void AgiEngine::cmd_shake_screen(uint8 *p) {
// AGIPAL uses shake.screen values between 100 and 109 to set the palette
// (Checked the original AGIPAL-hack's shake.screen-routine's disassembly).
if (p0 >= 100 && p0 < 110) {
- if (g_agi->getFeatures() & GF_AGIPAL) {
- g_gfx->setAGIPal(p0);
+ if (getFeatures() & GF_AGIPAL) {
+ _gfx->setAGIPal(p0);
return;
} else {
warning("It looks like GF_AGIPAL flag is missing");
@@ -1564,21 +1552,21 @@ void AgiEngine::cmd_shake_screen(uint8 *p) {
// Disables input while shaking to prevent bug
// #1678230: AGI: Entering text while screen is shaking
- bool originalValue = game.inputEnabled;
- game.inputEnabled = false;
+ bool originalValue = _game.inputEnabled;
+ _game.inputEnabled = false;
- g_gfx->shakeStart();
+ _gfx->shakeStart();
- g_sprites->commitBoth(); // Fixes SQ1 demo
+ _sprites->commitBoth(); // Fixes SQ1 demo
for (i = 4 * p0; i; i--) {
- g_gfx->shakeScreen(i & 1);
- g_gfx->flushBlock(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
- g_agi->mainCycle();
+ _gfx->shakeScreen(i & 1);
+ _gfx->flushBlock(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
+ mainCycle();
}
- g_gfx->shakeEnd();
+ _gfx->shakeEnd();
// Sets input back to what it was
- game.inputEnabled = originalValue;
+ _game.inputEnabled = originalValue;
}
void AgiEngine::setupOpcodes() {
@@ -1797,12 +1785,12 @@ int AgiEngine::runLogic(int n) {
}
_game.lognum = n;
- curLogic = &_game.logics[_game.lognum];
+ _curLogic = &_game.logics[_game.lognum];
- code = curLogic->data;
- curLogic->cIP = curLogic->sIP;
+ code = _curLogic->data;
+ _curLogic->cIP = _curLogic->sIP;
- timerHack = 0;
+ _timerHack = 0;
while (ip < _game.logics[n].size && !(shouldQuit() || _restartGame)) {
if (_debug.enabled) {
if (_debug.steps > 0) {
@@ -1837,10 +1825,10 @@ int AgiEngine::runLogic(int n) {
// timer must keep running even in goto loops,
// but AGI engine can't do that :(
- if (timerHack > 20) {
+ if (_timerHack > 20) {
pollTimer();
updateTimer();
- timerHack = 0;
+ _timerHack = 0;
}
break;
case 0x00: // return