/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "base/version.h" #include "agi/agi.h" #include "agi/inv.h" #include "agi/sprite.h" #include "agi/text.h" #include "agi/graphics.h" #include "agi/opcodes.h" #include "agi/menu.h" #include "agi/systemui.h" #include "agi/words.h" #include "common/random.h" #include "common/textconsole.h" namespace Agi { #define getFeatures() state->_vm->getFeatures() #define getVersion() state->_vm->getVersion() #define getLanguage() state->_vm->getLanguage() void cmdIncrement(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte varVal = vm->getVar(varNr); if (getVersion() < 0x2000) { if (varVal < 0xf0) { varVal++; vm->setVar(varNr, varVal); } } else { if (varVal != 0xff) { varVal++; vm->setVar(varNr, varVal); } } } void cmdDecrement(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte varVal = vm->getVar(varNr); if (varVal != 0) { varVal--; vm->setVar(varNr, varVal); } } void cmdAssignN(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; uint16 value = parameter[1]; vm->setVar(varNr, value); // 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 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 (vm->getGameID() == GID_GETOUTTASQ && varNr == 7) vm->setVar(varNr, 8); } void cmdAddN(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; uint16 value = parameter[1]; byte varVal = vm->getVar(varNr); vm->setVar(varNr, varVal + value); } void cmdSubN(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; uint16 value = parameter[1]; byte varVal = vm->getVar(varNr); vm->setVar(varNr, varVal - value); } void cmdAssignV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal2 = vm->getVar(varNr2); vm->setVar(varNr1, varVal2); } void cmdAddV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal1 = vm->getVar(varNr1); byte varVal2 = vm->getVar(varNr2); vm->setVar(varNr1, varVal1 + varVal2); } void cmdSubV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal1 = vm->getVar(varNr1); byte varVal2 = vm->getVar(varNr2); vm->setVar(varNr1, varVal1 - varVal2); } void cmdMulN(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; uint16 value = parameter[1]; byte varVal = vm->getVar(varNr); vm->setVar(varNr, varVal * value); } void cmdMulV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal1 = vm->getVar(varNr1); byte varVal2 = vm->getVar(varNr2); vm->setVar(varNr1, varVal1 * varVal2); } void cmdDivN(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; uint16 value = parameter[1]; byte varVal = vm->getVar(varNr); vm->setVar(varNr, varVal / value); } void cmdDivV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal1 = vm->getVar(varNr1); byte varVal2 = vm->getVar(varNr2); vm->setVar(varNr1, varVal1 / varVal2); } void cmdRandomV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; vm->setVar(varNr, vm->_rnd->getRandomNumber(250)); } void cmdRandom(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 valueMin = parameter[0]; uint16 valueMax = parameter[1]; uint16 varNr = parameter[2]; vm->setVar(varNr, vm->_rnd->getRandomNumber(valueMax - valueMin) + valueMin); } void cmdLindirectN(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; uint16 value = parameter[1]; byte varVal = vm->getVar(varNr); vm->setVar(varVal, value); } void cmdLindirectV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal1 = vm->getVar(varNr1); byte varVal2 = vm->getVar(varNr2); vm->setVar(varVal1, varVal2); } void cmdRindirect(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal2 = vm->getVar(varNr2); byte value = vm->getVar(varVal2); vm->setVar(varNr1, value); } void cmdSet(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; vm->setFlag(flagNr, true); } void cmdReset(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; vm->setFlag(flagNr, false); } void cmdToggle(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; bool curFlagState = vm->getFlag(flagNr); vm->setFlag(flagNr, !curFlagState); } void cmdSetV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; if (getVersion() < 0x2000) { vm->setVar(flagNr, 1); } else { flagNr = vm->getVar(flagNr); vm->setFlag(flagNr, true); } } void cmdResetV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; if (getVersion() < 0x2000) { vm->setVar(flagNr, 0); } else { flagNr = vm->getVar(flagNr); vm->setFlag(flagNr, false); } } void cmdToggleV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 flagNr = parameter[0]; if (getVersion() < 0x2000) { byte value = vm->getVar(flagNr); vm->setVar(flagNr, value ^ 1); } else { flagNr = vm->getVar(flagNr); bool curFlagState = vm->getFlag(flagNr); vm->setFlag(flagNr, !curFlagState); } } void cmdNewRoom(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 newRoomNr = parameter[0]; state->_vm->newRoom(newRoomNr); } void cmdNewRoomF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte value = vm->getVar(varNr); state->_vm->newRoom(value); } void cmdLoadView(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 resourceNr = parameter[0]; state->_vm->agiLoadResource(RESOURCETYPE_VIEW, resourceNr); } void cmdLoadLogic(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 resourceNr = parameter[0]; state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, resourceNr); } void cmdLoadSound(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 resourceNr = parameter[0]; state->_vm->agiLoadResource(RESOURCETYPE_SOUND, resourceNr); } void cmdLoadViewF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte value = vm->getVar(varNr); vm->agiLoadResource(RESOURCETYPE_VIEW, value); } void cmdLoadLogicF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte value = vm->getVar(varNr); state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, value); } void cmdDiscardView(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 resourceNr = parameter[0]; state->_vm->agiUnloadResource(RESOURCETYPE_VIEW, resourceNr); } void cmdObjectOnAnything(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags &= ~(fOnWater | fOnLand); } void cmdObjectOnLand(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fOnLand; } void cmdObjectOnWater(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fOnWater; } void cmdObserveHorizon(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags &= ~fIgnoreHorizon; } void cmdIgnoreHorizon(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fIgnoreHorizon; } void cmdObserveObjs(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags &= ~fIgnoreObjects; } void cmdIgnoreObjs(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fIgnoreObjects; } void cmdObserveBlocks(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags &= ~fIgnoreBlocks; } void cmdIgnoreBlocks(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fIgnoreBlocks; } void cmdSetHorizon(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 horizonValue = parameter[0]; state->horizon = horizonValue; } void cmdGetPriority(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setVar(varNr, screenObj->priority); } void cmdSetPriority(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 priority = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fFixedPriority; screenObj->priority = priority; } void cmdSetPriorityF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fFixedPriority; screenObj->priority = vm->getVar(varNr); } void cmdReleasePriority(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags &= ~fFixedPriority; } void cmdSetUpperLeft(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // do nothing (AGI 2.917) } void cmdStartUpdate(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; state->_vm->startUpdate(screenObj); } void cmdStopUpdate(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; state->_vm->stopUpdate(screenObj); } void cmdCurrentView(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setVar(varNr, screenObj->currentViewNr); } void cmdCurrentCel(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setVar(varNr, screenObj->currentCelNr); debugC(4, kDebugLevelScripts, "v%d=%d", varNr, screenObj->currentCelNr); } void cmdCurrentLoop(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setVar(varNr, screenObj->currentLoopNr); } void cmdLastCel(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setVar(varNr, screenObj->loopData->celCount - 1); } void cmdSetCel(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 celNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setCel(screenObj, celNr); if (getVersion() >= 0x2000) { screenObj->flags &= ~fDontupdate; } } void cmdSetCelF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; byte value = vm->getVar(varNr); vm->setCel(screenObj, value); screenObj->flags &= ~fDontupdate; } void cmdSetView(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 viewNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; state->_vm->setView(screenObj, viewNr); } void cmdSetViewF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; byte value = vm->getVar(varNr); state->_vm->setView(screenObj, value); } void cmdSetLoop(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 loopNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; state->_vm->setLoop(screenObj, loopNr); } void cmdSetLoopF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; byte value = vm->getVar(varNr); state->_vm->setLoop(screenObj, value); } void cmdNumberOfLoops(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setVar(varNr, screenObj->loopCount); } void cmdFixLoop(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fFixLoop; } void cmdReleaseLoop(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags &= ~fFixLoop; } void cmdStepSize(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->stepSize = vm->getVar(varNr); } void cmdStepTime(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->stepTime = screenObj->stepTimeCount = vm->getVar(varNr); } void cmdCycleTime(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->cycleTime = screenObj->cycleTimeCount = vm->getVar(varNr); } void cmdStopCycling(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags &= ~fCycling; } void cmdStartCycling(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fCycling; } void cmdNormalCycle(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->cycle = kCycleNormal; screenObj->flags |= fCycling; } void cmdReverseCycle(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->cycle = kCycleReverse; screenObj->flags |= fCycling; } void cmdSetDir(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->direction = vm->getVar(varNr); } void cmdGetDir(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setVar(varNr, screenObj->direction); } void cmdGetRoomF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal1 = vm->getVar(varNr1); vm->setVar(varNr2, state->_vm->objectGetLocation(varVal1)); } void cmdPut(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr = parameter[1]; byte varVal = vm->getVar(varNr); vm->objectSetLocation(objectNr, varVal); } void cmdPutF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; byte varVal1 = vm->getVar(varNr1); byte varVal2 = vm->getVar(varNr2); state->_vm->objectSetLocation(varVal1, varVal2); } void cmdDrop(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; state->_vm->objectSetLocation(objectNr, 0); } void cmdGet(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; state->_vm->objectSetLocation(objectNr, EGO_OWNED); } void cmdGetV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; state->_vm->objectSetLocation(objectNr, EGO_OWNED_V1); } void cmdGetF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte varVal = vm->getVar(varNr); state->_vm->objectSetLocation(varVal, EGO_OWNED); } void cmdWordToString(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 stringNr = parameter[0]; uint16 wordNr = parameter[1]; strcpy(state->strings[stringNr], state->_vm->_words->getEgoWord(wordNr)); } void cmdOpenDialogue(AgiGame *state, AgiEngine *vm, uint8 *parameter) { vm->_text->dialogueOpen(); } void cmdCloseDialogue(AgiGame *state, AgiEngine *vm, uint8 *parameter) { vm->_text->dialogueClose(); } void cmdCloseWindow(AgiGame *state, AgiEngine *vm, uint8 *parameter) { vm->_text->closeWindow(); } void cmdStatusLineOn(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *text = state->_vm->_text; text->statusEnable(); text->statusDraw(); } void cmdStatusLineOff(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *text = state->_vm->_text; text->statusDisable(); state->_vm->_text->statusClear(); } void cmdShowObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; state->_vm->_sprites->showObject(objectNr); } void cmdShowObjV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte varVal = vm->getVar(varNr); state->_vm->_sprites->showObject(varVal); } void cmdSound(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 resourceNr = parameter[0]; uint16 flagNr = parameter[1]; state->_vm->_sound->startSound(resourceNr, flagNr); } void cmdStopSound(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->_vm->_sound->stopSound(); } void cmdMenuInput(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if (vm->getFlag(VM_FLAG_MENUS_ACCESSIBLE)) { vm->_menu->delayedExecuteViaKeyboard(); } } void cmdEnableItem(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 controlCode = parameter[0]; state->_vm->_menu->itemEnable(controlCode); } void cmdDisableItem(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 controlCode = parameter[0]; state->_vm->_menu->itemDisable(controlCode); } void cmdSubmitMenu(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->_vm->_menu->submit(); } void cmdSetScanStart(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->_curLogic->sIP = state->_curLogic->cIP; } void cmdResetScanStart(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->_curLogic->sIP = 2; } void cmdSaveGame(AgiGame *state, AgiEngine *vm, uint8 *parameter) { vm->inGameTimerPause(); if (state->automaticSave) { if (vm->saveGameAutomatic()) { // automatic save succeded vm->inGameTimerResume(); return; } // fall back to regular dialog otherwise } vm->saveGameDialog(); vm->inGameTimerResume(); } void cmdLoadGame(AgiGame *state, AgiEngine *vm, uint8 *parameter) { vm->inGameTimerPause(); if (state->automaticSave) { if (vm->loadGameAutomatic()) { // automatic restore succeded vm->inGameTimerResume(); return; } // fall back to regular dialog otherwise } vm->loadGameDialog(); vm->inGameTimerResume(); } void cmdInitDisk(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // do nothing } void cmdLog(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // do nothing } void cmdTraceOn(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // do nothing } void cmdTraceInfo(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // do nothing } void cmdShowMem(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->_vm->_text->messageBox("Enough memory"); } void cmdInitJoy(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // do nothing } void cmdScriptSize(AgiGame *state, AgiEngine *vm, uint8 *parameter) { debug(0, "script.size(%d)", parameter[0]); } // This implementation is based on observations of Amiga's Gold Rush. // You can try this out (in the original and in ScummVM) by writing "bird man" // to enter Gold Rush's debug mode and then writing "show position" or "sp". // TODO: Make the cycle and motion status lines more like in Amiga's Gold Rush. // TODO: Add control status line (After stepsize, before cycle status). // Don't know what the control status means yet, possibly flags? // Examples of the control-value (Taken in the first screen i.e. room 1): // 4051 (When ego is stationary), // 471 (When walking on the first screen's bridge), // 71 (When walking around, using the mouse or the keyboard). void cmdObjStatusF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[vm->getVar(varNr)]; const char *cycleDesc; // Object's cycle description line const char *motionDesc; // Object's motion description line char msg[256]; // The whole object status message // Generate cycle description line switch (screenObj->cycle) { case kCycleNormal: cycleDesc = "normal cycle"; break; case kCycleEndOfLoop: cycleDesc = "end of loop"; break; case kCycleRevLoop: cycleDesc = "reverse loop"; break; case kCycleReverse: cycleDesc = "reverse cycle"; break; default: cycleDesc = "unknown cycle type"; break; } // Generate motion description line switch (screenObj->motionType) { case kMotionNormal: motionDesc = "normal motion"; break; case kMotionWander: motionDesc = "wandering"; break; case kMotionFollowEgo: motionDesc = "following ego"; break; case kMotionMoveObj: // Amiga's Gold Rush! most probably uses "move to (x, y)" // here with real values for x and y. The same output // is used when moving the ego around using the mouse. motionDesc = "moving to a point"; break; default: motionDesc = "unknown motion type"; break; } sprintf(msg, "Object %d:\n" \ "x: %d xsize: %d\n" \ "y: %d ysize: %d\n" \ "pri: %d\n" \ "stepsize: %d\n" \ "%s\n" \ "%s", vm->getVar(varNr), screenObj->xPos, screenObj->xSize, screenObj->yPos, screenObj->ySize, screenObj->priority, screenObj->stepSize, cycleDesc, motionDesc); state->_vm->_text->messageBox(msg); } // unknown commands: // unk_170: Force savegame name -- j5 // unk_171: script save -- j5 // unk_172: script restore -- j5 // unk_173: Activate keypressed control (ego only moves while key is pressed) // unk_174: Change priority table (used in KQ4) -- j5 // unk_177: Disable menus completely -- j5 // unk_181: Deactivate keypressed control (default control of ego) void cmdSetSimple(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if (!(getFeatures() & (GF_AGI256 | GF_AGI256_2))) { // set.simple is called by Larry 1 on Apple IIgs at the store, after answering the 555-6969 phone. // load.sound(16) is called right before it. Interpreter is 2.440-like. // it's called with parameter 16. // Original interpreter doesn't seem to play any sound. // TODO: Figure out what's going on. It can't be automatic saving of course. // Also getting called in KQ1, when planting beans - parameter 12. // And when killing the witch - parameter 40. if ((getVersion() < 0x2425) || (getVersion() == 0x2440)) { // was not available before 2.2425, but also not available in 2.440 warning("set.simple called, although not available for current AGI version"); return; } int16 stringNr = parameter[0]; const char *textPtr = nullptr; state->automaticSave = false; // Try to get description for automatic saves textPtr = state->strings[stringNr]; strncpy(state->automaticSaveDescription, textPtr, sizeof(state->automaticSaveDescription)); state->automaticSaveDescription[sizeof(state->automaticSaveDescription) - 1] = 0; if (state->automaticSaveDescription[0]) { // We got it and it's set, so enable automatic saving state->automaticSave = true; } } else { // AGI256 and AGI256-2 use this unknown170 command to load 256 color pictures. // Load the picture. Similar to void cmdLoad_pic(AgiGame *state, AgiEngine *vm, uint8 *p). SpritesMgr *spritesMgr = state->_vm->_sprites; uint16 varNr = parameter[0]; uint16 resourceNr = vm->getVar(varNr); spritesMgr->eraseSprites(); vm->agiLoadResource(RESOURCETYPE_PICTURE, resourceNr); // Draw the picture. Similar to void cmdDraw_pic(AgiGame *state, AgiEngine *vm, uint8 *p). vm->_picture->decodePicture(resourceNr, false, true); spritesMgr->drawAllSpriteLists(); state->pictureShown = false; // Loading trigger vm->artificialDelayTrigger_DrawPicture(resourceNr); // Show the picture. Similar to void cmdShow_pic(AgiGame *state, AgiEngine *vm, uint8 *p). vm->setFlag(VM_FLAG_OUTPUT_MODE, false); vm->_text->closeWindow(); vm->_picture->showPic(); state->pictureShown = true; } } // push.script was not available until 2.425, and also not available in 2.440 void cmdPopScript(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if ((getVersion() < 0x2425) || (getVersion() == 0x2440)) { // was not available before 2.2425, but also not available in 2.440 warning("pop.script called, although not available for current AGI version"); return; } debug(0, "pop.script"); } void cmdDiscardSound(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if (getVersion() >= 0x2936) { debug(0, "discard.sound"); } } void cmdShowMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if (state->mouseEnabled) { state->mouseHidden = false; g_system->showMouse(true); } } // Seems to have been added for AGI3, at least according to PC AGI // Space Quest 2 on Apple IIgs (using AGI ) calls it during the spaceship cutscene in the intro // but show.mouse is never called afterwards. Game running under emulator doesn't seem to hide the mouse cursor. // TODO: figure out, what exactly happens. Probably some hacked-in command and not related to mouse cursor for that game? void cmdHideMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if (getVersion() < 0x3000) { // was not available before 3.086 warning("hide.mouse, although not available for current AGI version"); return; } if ((vm->getGameID() == GID_MH1) && (vm->getPlatform() == Common::kPlatformApple2GS)) { // Called right after beating arcade sequence on day 4 in the hospital Parameter is "1". // Right before cutscene. show.mouse isn't called. Probably different function. warning("hide.mouse called, disabled for MH1 Apple IIgs"); return; } // WORKAROUND: Turns off current movement that's being caused with the mouse. // This fixes problems with too many popup boxes appearing in the Amiga // Gold Rush's copy protection failure scene (i.e. the hanging scene, logic.192). // Previously multiple popup boxes appeared one after another if you tried // 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. //state->screenObjTable[SCREENOBJECTS_EGO_ENTRY].flags &= ~fAdjEgoXY; if (state->mouseEnabled) { state->mouseHidden = true; g_system->showMouse(false); } } void cmdAllowMenu(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if (getVersion() < 0x3098) { // was not available before 3.098 warning("allow.menu called, although not available for current AGI version"); return; } uint16 allowed = parameter[0]; if (allowed) { state->_vm->_menu->accessAllow(); } else { state->_vm->_menu->accessDeny(); } } void cmdFenceMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr1 = parameter[0]; uint16 varNr2 = parameter[1]; uint16 varNr3 = parameter[2]; uint16 varNr4 = parameter[3]; state->mouseFence.moveTo(varNr1, varNr2); state->mouseFence.setWidth(varNr3 - varNr1); state->mouseFence.setHeight(varNr4 - varNr1); } // HoldKey was added in 2.425 // There was no way to disable this mode until 3.098 though void cmdHoldKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if ((getVersion() < 0x2425) || (getVersion() == 0x2440)) { // was not available before 2.425, but also not available in 2.440 warning("hold.key called, although not available for current AGI version"); return; } vm->_keyHoldMode = true; } void cmdReleaseKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if (getVersion() < 0x3098) { // was not available before 3.098 warning("release.key called, although not available for current AGI version"); return; } vm->_keyHoldMode = false; } void cmdAdjEgoMoveToXY(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int8 x, y; switch (logicNamesCmd[182].argumentsLength()) { // The 2 arguments version is used at least in Amiga Gold Rush! // (v2.05 1989-03-09, Amiga AGI 2.316) in logics 130 and 150 // (Using arguments (0, 0), (0, 7), (0, 8), (9, 9) and (-9, 9)). case 2: // Both arguments are signed 8-bit (i.e. in range -128 to +127). x = (int8) parameter[0]; y = (int8) parameter[1]; // Turn off ego's current movement caused with the mouse if // adj.ego.move.to.x.y is called with other arguments than previously. // Fixes weird looping behavior when walking to a ladder in the mines // (Rooms 147-162) in Gold Rush using the mouse. Sometimes the ego didn't // stop when walking to a ladder using the mouse but kept moving on the // ladder in a horizontally looping manner i.e. from right to left, from // right to left etc. In the Amiga Gold Rush the ego stopped when getting // 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 != state->adjMouseX || y != state->adjMouseY) state->screenObjTable[SCREENOBJECTS_EGO_ENTRY].flags &= ~fAdjEgoXY; state->adjMouseX = x; state->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: state->screenObjTable[SCREENOBJECTS_EGO_ENTRY].flags |= fAdjEgoXY; break; } } void cmdParse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *text = state->_vm->_text; uint16 stringNr = parameter[0]; vm->setVar(VM_VAR_WORD_NOT_FOUND, 0); vm->setFlag(VM_FLAG_ENTERED_CLI, false); vm->setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false); vm->_words->parseUsingDictionary(text->stringPrintf(state->strings[stringNr])); } void cmdCall(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 logicNr = parameter[0]; int oldCIP; int oldLognum; // CM: we don't save sIP because set.scan.start can be // used in a called script (fixes xmas demo) oldCIP = state->_curLogic->cIP; oldLognum = state->curLogicNr; state->_vm->runLogic(logicNr); state->curLogicNr = oldLognum; state->_curLogic = &state->logics[state->curLogicNr]; state->_curLogic->cIP = oldCIP; } void cmdCallF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; byte logicNr = vm->getVar(varNr); cmdCall(state, vm, &logicNr); } void cmdDrawPicV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; uint16 resourceNr = vm->getVar(varNr); debugC(6, kDebugLevelScripts, "=== draw pic V1 %d ===", resourceNr); state->_vm->_picture->decodePicture(resourceNr, true); // TODO: check, if this was really done vm->_text->promptClear(); // Loading trigger vm->artificialDelayTrigger_DrawPicture(resourceNr); } void cmdDrawPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) { SpritesMgr *spritesMgr = state->_vm->_sprites; uint16 varNr = parameter[0]; uint16 resourceNr = vm->getVar(varNr); debugC(6, kDebugLevelScripts, "=== draw pic %d ===", resourceNr); spritesMgr->eraseSprites(); vm->_picture->decodePicture(resourceNr, true); spritesMgr->buildAllSpriteLists(); spritesMgr->drawAllSpriteLists(); state->pictureShown = false; debugC(6, kDebugLevelScripts, "--- end of draw pic %d ---", resourceNr); // WORKAROUND for a script bug which exists in SQ1, logic scripts // 20 and 110. Flag 103 is not reset correctly, which leads to erroneous // behavior from view 46 (the spider droid). View 46 is supposed to // follow ego and explode when it comes in contact with him. However, as // flag 103 is not reset correctly, when the player goes down the path // and back up, the spider is always at the base of the path (since it // can't go up) and kills the player when he goes down at ground level // (although the spider droid sprite itself seems to be correctly positioned). // With this workaround, when the player goes back to picture 20 (1 screen // 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 #3056: AGI: SQ1 (2.2 DOS ENG) bizzare exploding roger if (vm->getGameID() == GID_SQ1 && resourceNr == 20) vm->setFlag(103, false); // Loading trigger vm->artificialDelayTrigger_DrawPicture(resourceNr); } void cmdShowPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) { debugC(6, kDebugLevelScripts, "=== show pic ==="); vm->setFlag(VM_FLAG_OUTPUT_MODE, false); vm->_text->closeWindow(); vm->_picture->showPicWithTransition(); state->pictureShown = true; debugC(6, kDebugLevelScripts, "--- end of show pic ---"); } void cmdLoadPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) { SpritesMgr *spritesMgr = state->_vm->_sprites; uint16 varNr = parameter[0]; uint16 resourceNr = vm->getVar(varNr); spritesMgr->eraseSprites(); vm->agiLoadResource(RESOURCETYPE_PICTURE, resourceNr); spritesMgr->buildAllSpriteLists(); spritesMgr->drawAllSpriteLists(); } void cmdLoadPicV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 varNr = parameter[0]; uint16 resourceNr = vm->getVar(varNr); state->_vm->agiLoadResource(RESOURCETYPE_PICTURE, resourceNr); } void cmdDiscardPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) { debugC(6, kDebugLevelScripts, "--- discard pic ---"); // do nothing } void cmdOverlayPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) { SpritesMgr *spritesMgr = state->_vm->_sprites; uint16 varNr = parameter[0]; uint16 resourceNr = vm->getVar(varNr); debugC(6, kDebugLevelScripts, "--- overlay pic ---"); spritesMgr->eraseSprites(); vm->_picture->decodePicture(resourceNr, false); spritesMgr->buildAllSpriteLists(); spritesMgr->drawAllSpriteLists(); spritesMgr->showAllSpriteLists(); state->pictureShown = false; // Loading trigger vm->artificialDelayTrigger_DrawPicture(resourceNr); } void cmdShowPriScreen(AgiGame *state, AgiEngine *vm, uint8 *parameter) { GfxMgr *gfx = state->_vm->_gfx; gfx->debugShowMap(1); // switch to priority map state->_vm->waitKey(); gfx->debugShowMap(0); // switch back to visual map } void cmdAnimateObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; if (getVersion() < 0x2000) { if (screenObj->flags & fDidntMove) return; } else { if (screenObj->flags & fAnimated) return; } debugC(4, kDebugLevelScripts, "animate vt entry #%d", objectNr); screenObj->flags = fAnimated | fUpdate | fCycling; if (getVersion() < 0x2000) { screenObj->flags |= fDidntMove; } screenObj->motionType = kMotionNormal; screenObj->cycle = kCycleNormal; screenObj->direction = 0; } void cmdUnanimateAll(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int i; state->_vm->_sprites->eraseSprites(); for (i = 0; i < SCREENOBJECTS_MAX; i++) state->screenObjTable[i].flags &= ~(fAnimated | fDrawn); } void cmdDraw(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; if (screenObj->flags & fDrawn) return; // if (vt.ySize <= 0 || vt.xSize <= 0) // return; debugC(4, kDebugLevelScripts, "draw entry %d", screenObj->objectNr); screenObj->flags |= fUpdate; if (getVersion() >= 0x3000) { state->_vm->setLoop(screenObj, screenObj->currentLoopNr); state->_vm->setCel(screenObj, screenObj->currentCelNr); } SpritesMgr *sprites = state->_vm->_sprites; state->_vm->fixPosition(objectNr); screenObj->xPos_prev = screenObj->xPos; screenObj->yPos_prev = screenObj->yPos; screenObj->xSize_prev = screenObj->xSize; screenObj->ySize_prev = screenObj->ySize; //screenObj->celData2 = screenObj->celData; sprites->eraseRegularSprites(); screenObj->flags |= fDrawn; sprites->buildRegularSpriteList(); sprites->drawRegularSpriteList(); sprites->showSprite(screenObj); screenObj->flags &= ~fDontupdate; debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", objectNr, screenObj->flags); } void cmdErase(AgiGame *state, AgiEngine *vm, uint8 *parameter) { SpritesMgr *sprites = state->_vm->_sprites; uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; bool noUpdateFlag = false; if (!(screenObj->flags & fDrawn)) return; sprites->eraseRegularSprites(); if ((screenObj->flags & fUpdate) == 0) { noUpdateFlag = true; sprites->eraseStaticSprites(); } screenObj->flags &= ~fDrawn; if (noUpdateFlag) { sprites->buildStaticSpriteList(); sprites->drawStaticSpriteList(); } sprites->buildRegularSpriteList(); sprites->drawRegularSpriteList(); sprites->showSprite(screenObj); } void cmdPosition(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 xPos = parameter[1]; uint16 yPos = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->xPos = screenObj->xPos_prev = xPos; screenObj->yPos = screenObj->yPos_prev = yPos; } void cmdPositionV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 xPos = parameter[1]; uint16 yPos = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->xPos = xPos; screenObj->yPos = yPos; } void cmdPositionF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr1 = parameter[1]; uint16 varNr2 = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->xPos = screenObj->xPos_prev = vm->getVar(varNr1); screenObj->yPos = screenObj->yPos_prev = vm->getVar(varNr2); } void cmdPositionFV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr1 = parameter[1]; uint16 varNr2 = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->xPos = vm->getVar(varNr1); screenObj->yPos = vm->getVar(varNr2); } void cmdGetPosn(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr1 = parameter[1]; uint16 varNr2 = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; vm->setVar(varNr1, (unsigned char)screenObj->xPos); vm->setVar(varNr2, (unsigned char)screenObj->yPos); } void cmdReposition(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr1 = parameter[1]; uint16 varNr2 = parameter[2]; int16 dx = (int8) vm->getVar(varNr1); int16 dy = (int8) vm->getVar(varNr2); ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy); screenObj->flags |= fUpdatePos; if (dx < 0 && screenObj->xPos < -dx) screenObj->xPos = 0; else screenObj->xPos += dx; if (dy < 0 && screenObj->yPos < -dy) screenObj->yPos = 0; else screenObj->yPos += dy; state->_vm->fixPosition(objectNr); } void cmdRepositionV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 xPosPlus = parameter[1]; uint16 yPosPlus = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->xPos_prev = screenObj->xPos; screenObj->yPos_prev = screenObj->yPos; screenObj->flags |= fUpdatePos; screenObj->xPos = (screenObj->xPos + xPosPlus) & 0xff; screenObj->yPos = (screenObj->yPos + yPosPlus) & 0xff; } void cmdRepositionTo(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 xPos = parameter[1]; uint16 yPos = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->xPos = xPos; screenObj->yPos = yPos; screenObj->flags |= fUpdatePos; state->_vm->fixPosition(objectNr); } void cmdRepositionToF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 varNr1 = parameter[1]; uint16 varNr2 = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->xPos = vm->getVar(varNr1); screenObj->yPos = vm->getVar(varNr2); screenObj->flags |= fUpdatePos; state->_vm->fixPosition(objectNr); } void cmdAddToPic(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 viewNr = parameter[0]; uint16 loopNr = parameter[1]; uint16 celNr = parameter[2]; uint16 xPos = parameter[3]; uint16 yPos = parameter[4]; uint16 priority = parameter[5]; uint16 border = parameter[6]; state->_vm->_sprites->addToPic(viewNr, loopNr, celNr, xPos, yPos, priority, border); } void cmdAddToPicV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 viewNr = parameter[0]; uint16 loopNr = parameter[1]; uint16 celNr = parameter[2]; uint16 xPos = parameter[3]; uint16 yPos = parameter[4]; uint16 priority = parameter[5]; state->_vm->_sprites->addToPic(viewNr, loopNr, celNr, xPos, yPos, priority, -1); } void cmdAddToPicF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 viewNr = vm->getVar(parameter[0]); uint16 loopNr = vm->getVar(parameter[1]); uint16 celNr = vm->getVar(parameter[2]); uint16 xPos = vm->getVar(parameter[3]); uint16 yPos = vm->getVar(parameter[4]); uint16 priority = vm->getVar(parameter[5]); uint16 border = vm->getVar(parameter[6]); state->_vm->_sprites->addToPic(viewNr, loopNr, celNr, xPos, yPos, priority, border); } void cmdForceUpdate(AgiGame *state, AgiEngine *vm, uint8 *parameter) { SpritesMgr *spritesMgr = state->_vm->_sprites; spritesMgr->eraseSprites(); spritesMgr->buildAllSpriteLists(); spritesMgr->drawAllSpriteLists(); spritesMgr->showAllSpriteLists(); } void cmdReverseLoop(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 loopFlag = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; debugC(4, kDebugLevelScripts, "o%d, f%d", objectNr, loopFlag); screenObj->cycle = kCycleRevLoop; screenObj->flags |= (fDontupdate | fUpdate | fCycling); screenObj->loop_flag = loopFlag; state->_vm->setFlag(screenObj->loop_flag, false); vm->cyclerActivated(screenObj); } void cmdReverseLoopV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 loopFlag = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; debugC(4, kDebugLevelScripts, "o%d, f%d", objectNr, loopFlag); screenObj->cycle = kCycleRevLoop; state->_vm->setCel(screenObj, 0); screenObj->flags |= (fDontupdate | fUpdate | fCycling); screenObj->loop_flag = loopFlag; //screenObj->parm3 = 0; } void cmdEndOfLoop(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 loopFlag = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; debugC(4, kDebugLevelScripts, "o%d, f%d", objectNr, loopFlag); screenObj->cycle = kCycleEndOfLoop; screenObj->flags |= (fDontupdate | fUpdate | fCycling); screenObj->loop_flag = loopFlag; vm->setFlag(screenObj->loop_flag, false); vm->cyclerActivated(screenObj); } void cmdEndOfLoopV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 loopFlag = parameter[1]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; debugC(4, kDebugLevelScripts, "o%d, f%d", objectNr, loopFlag); screenObj->cycle = kCycleEndOfLoop; state->_vm->setCel(screenObj, 0); screenObj->flags |= (fDontupdate | fUpdate | fCycling); screenObj->loop_flag = loopFlag; //screenObj->parm3 = 0; } void cmdBlock(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 x1 = parameter[0]; uint16 y1 = parameter[1]; uint16 x2 = parameter[2]; uint16 y2 = parameter[3]; debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", x1, y1, x2, y2); state->block.active = true; state->block.x1 = x1; state->block.y1 = y1; state->block.x2 = x2; state->block.y2 = y2; } void cmdUnblock(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->block.active = false; } void cmdNormalMotion(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->motionType = kMotionNormal; } void cmdStopMotion(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->direction = 0; screenObj->motionType = kMotionNormal; if (objectNr == 0) { // ego only state->_vm->setVar(VM_VAR_EGO_DIRECTION, 0); state->playerControl = false; } } void cmdStopMotionV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags &= ~fAnimated; } void cmdStartMotion(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->motionType = kMotionNormal; if (objectNr == 0) { // ego only state->_vm->setVar(VM_VAR_EGO_DIRECTION, 0); state->playerControl = true; } } void cmdStartMotionV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->flags |= fAnimated; } void cmdPlayerControl(AgiGame *state, AgiEngine *vm, uint8 *parameter) { ScreenObjEntry *screenObjEgo = &state->screenObjTable[SCREENOBJECTS_EGO_ENTRY]; state->playerControl = true; if (screenObjEgo->motionType != kMotionEgo) screenObjEgo->motionType = kMotionNormal; } void cmdProgramControl(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->playerControl = false; } void cmdFollowEgo(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 followStepSize = parameter[1]; uint16 followFlag = parameter[2]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->motionType = kMotionFollowEgo; if (followStepSize <= screenObj->stepSize) { screenObj->follow_stepSize = screenObj->stepSize; } else { screenObj->follow_stepSize = followStepSize; } screenObj->follow_flag = followFlag; screenObj->follow_count = 255; if (getVersion() < 0x2000) { vm->setVar(screenObj->follow_flag, 0); screenObj->flags |= fUpdate | fAnimated; } else { vm->setFlag(screenObj->follow_flag, false); screenObj->flags |= fUpdate; } vm->motionActivated(screenObj); } void cmdMoveObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 moveX = parameter[1]; uint16 moveY = parameter[2]; uint16 stepSize = parameter[3]; uint16 moveFlag = parameter[4]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; // _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4); screenObj->motionType = kMotionMoveObj; screenObj->move_x = moveX; screenObj->move_y = moveY; screenObj->move_stepSize = screenObj->stepSize; screenObj->move_flag = moveFlag; if (stepSize != 0) screenObj->stepSize = stepSize; if (getVersion() < 0x2000) { vm->setVar(moveFlag, 0); screenObj->flags |= fUpdate | fAnimated; } else { vm->setFlag(screenObj->move_flag, false); screenObj->flags |= fUpdate; } vm->motionActivated(screenObj); if (objectNr == 0) state->playerControl = false; // AGI 2.272 (ddp, xmas) doesn't call move_obj! if (getVersion() > 0x2272) vm->moveObj(screenObj); } void cmdMoveObjF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; uint16 moveX = vm->getVar(parameter[1]); uint16 moveY = vm->getVar(parameter[2]); uint16 stepSize = vm->getVar(parameter[3]); uint16 moveFlag = parameter[4]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; screenObj->motionType = kMotionMoveObj; screenObj->move_x = moveX; screenObj->move_y = moveY; screenObj->move_stepSize = screenObj->stepSize; screenObj->move_flag = moveFlag; if (stepSize != 0) screenObj->stepSize = stepSize; vm->setFlag(screenObj->move_flag, false); screenObj->flags |= fUpdate; vm->motionActivated(screenObj); if (objectNr == 0) state->playerControl = false; // AGI 2.272 (ddp, xmas) doesn't call move_obj! if (getVersion() > 0x2272) vm->moveObj(screenObj); } void cmdWander(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr = parameter[0]; ScreenObjEntry *screenObj = &state->screenObjTable[objectNr]; if (objectNr == 0) state->playerControl = false; screenObj->motionType = kMotionWander; if (getVersion() < 0x2000) { screenObj->flags |= fUpdate | fAnimated; } else { screenObj->flags |= fUpdate; } vm->motionActivated(screenObj); } void cmdSetGameID(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 textNr = parameter[0]; if (state->_curLogic->texts && (textNr - 1) <= state->_curLogic->numTexts) Common::strlcpy(state->id, state->_curLogic->texts[textNr - 1], 8); else state->id[0] = 0; debug(0, "Game ID: \"%s\"", state->id); } void cmdPause(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // Show pause message box vm->inGameTimerPause(); state->_vm->_systemUI->pauseDialog(); vm->inGameTimerResume(); } void cmdSetMenu(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 textNr = parameter[0]; debugC(4, kDebugLevelScripts, "text %02x of %02x", textNr, state->_curLogic->numTexts); if (state->_curLogic->texts != NULL && (textNr - 1) <= state->_curLogic->numTexts) { const char *menuText = state->_curLogic->texts[textNr - 1]; state->_vm->_menu->addMenu(menuText); } } void cmdSetMenuItem(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 textNr = parameter[0] - 1; uint16 controllerSlot = parameter[1]; debugC(4, kDebugLevelScripts, "text %02x of %02x", textNr, state->_curLogic->numTexts); if (state->_curLogic->texts != NULL && textNr <= state->_curLogic->numTexts) { const char *menuItemText = state->_curLogic->texts[textNr]; state->_vm->_menu->addMenuItem(menuItemText, controllerSlot); } } void cmdVersion(AgiGame *state, AgiEngine *vm, uint8 *parameter) { char ver2Msg[] = "\n" " \n\n" " ScummVM Sierra AGI v%x.%03x"; char ver3Msg[] = "\n" " \n\n" "ScummVM Sierra AGI v%x.002.%03x"; Common::String verMsg = TITLE " v%s"; int ver = getVersion(); int maj = (ver >> 12) & 0xf; int min = ver & 0xfff; verMsg += (maj == 2 ? ver2Msg : ver3Msg); verMsg = Common::String::format(verMsg.c_str(), gScummVMVersion, maj, min); state->_vm->_text->messageBox(verMsg.c_str()); } void cmdConfigureScreen(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *textMgr = state->_vm->_text; uint16 lineMinPrint = parameter[0]; uint16 promptRow = parameter[1]; uint16 statusRow = parameter[2]; textMgr->configureScreen(lineMinPrint); textMgr->statusRow_Set(statusRow); textMgr->promptRow_Set(promptRow); } void cmdTextScreen(AgiGame *state, AgiEngine *vm, uint8 *parameter) { GfxMgr *gfxMgr = state->_vm->_gfx; TextMgr *textMgr = state->_vm->_text; debugC(4, kDebugLevelScripts, "switching to text mode"); state->gfxMode = false; gfxMgr->setPalette(false); // set text-mode palette textMgr->charAttrib_Set(textMgr->_textAttrib.foreground, textMgr->_textAttrib.background); gfxMgr->clearDisplay(0); textMgr->clearLines(0, 24, textMgr->_textAttrib.combinedBackground); } void cmdGraphics(AgiGame *state, AgiEngine *vm, uint8 *parameter) { debugC(4, kDebugLevelScripts, "switching to graphics mode"); state->_vm->redrawScreen(); } void cmdSetTextAttribute(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int16 foreground = parameter[0]; int16 background = parameter[1]; state->_vm->_text->charAttrib_Set(foreground, background); } void cmdStatus(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *textMgr = state->_vm->_text; InventoryMgr *inventoryMgr = state->_vm->_inventory; textMgr->inputEditOn(); textMgr->charAttrib_Push(); textMgr->charAttrib_Set(0, 15); cmdTextScreen(state, vm, parameter); inventoryMgr->show(); //invent_state = 0; textMgr->charAttrib_Pop(); state->_vm->redrawScreen(); } void cmdQuit(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 withoutPrompt = parameter[0]; // const char *buttons[] = { "Quit", "Continue", NULL }; state->_vm->_sound->stopSound(); if (withoutPrompt) { state->_vm->quitGame(); } else { if (state->_vm->_systemUI->quitDialog()) { state->_vm->quitGame(); } } } void cmdQuitV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->_vm->_sound->stopSound(); state->_vm->quitGame(); } void cmdRestartGame(AgiGame *state, AgiEngine *vm, uint8 *parameter) { bool doRestart = false; state->_vm->_sound->stopSound(); if (vm->getFlag(VM_FLAG_AUTO_RESTART)) { doRestart = true; } else { doRestart = vm->_systemUI->restartDialog(); } if (doRestart) { vm->_restartGame = true; vm->setFlag(VM_FLAG_RESTART_GAME, true); vm->_menu->itemEnableAll(); } } void cmdDistance(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 objectNr1 = parameter[0]; uint16 objectNr2 = parameter[1]; uint16 destVarNr = parameter[2]; int16 x1, y1, x2, y2, d; ScreenObjEntry *screenObj1 = &state->screenObjTable[objectNr1]; ScreenObjEntry *screenObj2 = &state->screenObjTable[objectNr2]; if (screenObj1->flags & fDrawn && screenObj2->flags & fDrawn) { x1 = screenObj1->xPos + screenObj1->xSize / 2; y1 = screenObj1->yPos; x2 = screenObj2->xPos + screenObj2->xSize / 2; y2 = screenObj2->yPos; d = ABS(x1 - x2) + ABS(y1 - y2); if (d > 0xfe) d = 0xfe; } else { d = 0xff; } // WORKAROUND: Fixes King's Quest IV's script bug #3067 (KQ4: Zombie bug). // This bug also happens in the original interpreter. // In the graveyard (Rooms 16 and 18) at night if you had the Obsidian Scarab (Item 4) // and you were very close to a spot where a zombie was going to rise up from the // ground you could reproduce the bug. Just standing there and letting the zombie // try to rise up the Obsidian Scarab would repel the zombie immediately and that // would make the script bug so that the zombie would still come up but it just // 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 (vm->getGameID() == GID_KQ4 && (vm->getVar(VM_VAR_CURRENT_ROOM) == 16 || vm->getVar(VM_VAR_CURRENT_ROOM) == 18) && destVarNr >= 221 && destVarNr <= 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. // Variables 155, 156 and 158 are used to save the state of each zombie in room 18. // Rosella gets turned to a zombie only if any of the zombies is under 10 units away // from her and she doesn't have the Obsidian Scarab (Item 4). Likewise Rosella makes // a zombie go back into the ground if the zombie comes under 15 units away from her // and she has the Obsidian Scarab. To ensure a zombie always first rises up before // checking for either of the aforementioned conditions (Rosella getting turned to // a zombie or the zombie getting turned away by the scarab) we make it appear the // zombie is far away from Rosella if the zombie is not already up and chasing her. enum zombieStates {ZOMBIE_SET_TO_RISE_UP, ZOMBIE_RISING_UP, ZOMBIE_CHASING_EGO}; uint8 zombieStateVarNumList[] = {155, 156, (uint8)((vm->getVar(VM_VAR_CURRENT_ROOM) == 16) ? 162 : 158)}; uint8 zombieNum = destVarNr - 221; // Zombie's number (In range 0-2) uint8 zombieStateVarNum = zombieStateVarNumList[zombieNum]; // Number of the variable containing zombie's state uint8 zombieState = vm->getVar(zombieStateVarNum); // Zombie's state // If zombie is not chasing Rosella then set its distance from Rosella to the maximum if (zombieState != ZOMBIE_CHASING_EGO) d = 0xff; } vm->setVar(destVarNr, (unsigned char)d); } void cmdAcceptInput(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *textMgr = state->_vm->_text; debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal"); textMgr->promptEnable(); textMgr->promptRedraw(); } void cmdPreventInput(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *textMgr = state->_vm->_text; debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input"); textMgr->promptDisable(); textMgr->inputEditOn(); textMgr->clearLine(textMgr->promptRow_Get(), 0); } void cmdCancelLine(AgiGame *state, AgiEngine *vm, uint8 *parameter) { state->_vm->_text->promptCancelLine(); } void cmdEchoLine(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *textMgr = state->_vm->_text; if (textMgr->promptIsEnabled()) { textMgr->promptEchoLine(); } } void cmdGetString(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *textMgr = state->_vm->_text; int16 stringDestNr = parameter[0]; int16 leadInTextNr = parameter[1] - 1; int16 stringRow = parameter[2]; int16 stringColumn = parameter[3]; int16 stringMaxLen = parameter[4]; bool previousEditState = false; const char *leadInTextPtr = nullptr; if (stringMaxLen > TEXT_STRING_MAX_SIZE) stringMaxLen = TEXT_STRING_MAX_SIZE; debugC(4, kDebugLevelScripts, "%d %d %d %d %d", stringDestNr, leadInTextNr, stringRow, stringColumn, stringMaxLen); previousEditState = textMgr->inputGetEditStatus(); textMgr->charPos_Push(); textMgr->inputEditOn(); // Workaround for SQLC bug. // See Sarien bug #792125 for details // if (promptRow > 24) // promptRow = 24; // if (promptColumn > 39) // promptColumn = 39; if (stringRow < 25) { textMgr->charPos_Set(stringRow, stringColumn); } if (state->_curLogic->texts && state->_curLogic->numTexts >= leadInTextNr) { leadInTextPtr = state->_curLogic->texts[leadInTextNr]; leadInTextPtr = textMgr->stringPrintf(leadInTextPtr); leadInTextPtr = textMgr->stringWordWrap(leadInTextPtr, 40); // ?? not absolutely sure textMgr->displayText(leadInTextPtr); } state->_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_GETSTRING); textMgr->stringSet(""); textMgr->stringEdit(stringMaxLen); // copy string to destination // TODO: not sure if set all the time or only when ENTER is pressed strcpy(&state->_vm->_game.strings[stringDestNr][0], (char *)textMgr->_inputString); textMgr->charPos_Pop(); if (!previousEditState) { textMgr->inputEditOff(); } } void cmdGetNum(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *textMgr = state->_vm->_text; int16 leadInTextNr = parameter[0] - 1; int16 numberDestVarNr = parameter[1]; const char *leadInTextPtr = nullptr; byte number = 0; debugC(4, kDebugLevelScripts, "%d %d", leadInTextNr, numberDestVarNr); textMgr->inputEditOn(); textMgr->charPos_Set(textMgr->promptRow_Get(), 0); if (state->_curLogic->texts && state->_curLogic->numTexts >= leadInTextNr) { leadInTextPtr = state->_curLogic->texts[leadInTextNr]; leadInTextPtr = textMgr->stringPrintf(leadInTextPtr); leadInTextPtr = textMgr->stringWordWrap(leadInTextPtr, 40); // ?? not absolutely sure textMgr->displayText(leadInTextPtr); } textMgr->inputEditOff(); state->_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_GETNUMBER); textMgr->stringSet(""); textMgr->stringEdit(3); textMgr->promptRedraw(); number = atoi((char *)textMgr->_inputString); vm->setVar(numberDestVarNr, number); debugC(4, kDebugLevelScripts, "[%s] -> %d", state->strings[MAX_STRINGS], number); } void cmdSetCursorChar(AgiGame *state, AgiEngine *vm, uint8 *parameter) { TextMgr *textMgr = state->_vm->_text; uint16 textNr = parameter[0] - 1; if (state->_curLogic->texts != NULL && textNr <= state->_curLogic->numTexts) { textMgr->inputSetCursorChar(*state->_curLogic->texts[textNr]); } else { // default textMgr->inputSetCursorChar('_'); } } void cmdSetKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 key = parameter[0] + (parameter[1] << 8); uint16 controllerSlot = parameter[2]; int16 keyMappingSlot = -1; for (int i = 0; i < MAX_CONTROLLER_KEYMAPPINGS; i++) { if (keyMappingSlot == -1 && !state->controllerKeyMapping[i].keycode) keyMappingSlot = i; if (state->controllerKeyMapping[i].keycode == key && state->controllerKeyMapping[i].controllerSlot == controllerSlot) return; } if (keyMappingSlot == -1) { warning("Number of set.keys exceeded %d", MAX_CONTROLLER_KEYMAPPINGS); return; } debugC(4, kDebugLevelScripts, "cmdSetKey: %d %d %d", parameter[0], parameter[1], controllerSlot); state->controllerKeyMapping[keyMappingSlot].keycode = key; state->controllerKeyMapping[keyMappingSlot].controllerSlot = controllerSlot; state->controllerOccured[controllerSlot] = false; } void cmdSetString(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 stringNr = parameter[0]; uint16 textNr = parameter[1] - 1; // CM: to avoid crash in Groza (str = 150) if (stringNr > MAX_STRINGS) return; strcpy(state->strings[stringNr], state->_curLogic->texts[textNr]); } void cmdDisplay(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // V1 has 4 args int16 textNr = (getVersion() >= 0x2000 ? parameter[2] : parameter[3]); int16 textRow = parameter[0]; int16 textColumn = parameter[1]; state->_vm->_text->display(textNr, textRow, textColumn); } void cmdDisplayF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int16 textRow = vm->getVar(parameter[0]); int16 textColumn = vm->getVar(parameter[1]); int16 textNr = vm->getVar(parameter[2]); state->_vm->_text->display(textNr, textRow, textColumn); } void cmdClearTextRect(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int16 textUpperRow = parameter[0]; int16 textUpperColumn = parameter[1]; int16 textLowerRow = parameter[2]; int16 textLowerColumn = parameter[3]; int16 color = state->_vm->_text->calculateTextBackground(parameter[4]); state->_vm->_text->clearBlock(textUpperRow, textUpperColumn, textLowerRow, textLowerColumn, color); } void cmdToggleMonitor(AgiGame *state, AgiEngine *vm, uint8 *parameter) { debug(0, "toggle.monitor"); } void cmdClearLines(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int16 textRowUpper = parameter[0]; int16 textRowLower = parameter[1]; int16 color = state->_vm->_text->calculateTextBackground(parameter[2]); // Residence 44 calls clear.lines(24,0,0), see Sarien bug #558423 // Agent06 incorrectly calls clear.lines(1,150,0), see ScummVM bugs // #1935838 and #1935842 if (textRowUpper > textRowLower) { warning("cmdClearLines: RowUpper higher than RowLower"); textRowLower = textRowUpper; } state->_vm->_text->clearLines(textRowUpper, textRowLower, color); } void cmdPrint(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int16 textNr = parameter[0]; state->_vm->_text->print(textNr); } void cmdPrintF(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int16 textNr = vm->getVar(parameter[0]); state->_vm->_text->print(textNr); } void cmdPrintAt(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int16 textNr = parameter[0]; int16 textRow = parameter[1]; int16 textColumn = parameter[2]; int16 textWidth = parameter[3]; debugC(4, kDebugLevelScripts, "%d %d %d %d", textNr, textRow, textColumn, textWidth); state->_vm->_text->printAt(textNr, textRow, textColumn, textWidth); } void cmdPrintAtV(AgiGame *state, AgiEngine *vm, uint8 *parameter) { int16 textNr = vm->getVar(parameter[0]); int16 textRow = parameter[1]; int16 textColumn = parameter[2]; int16 textWidth = parameter[3]; debugC(4, kDebugLevelScripts, "%d %d %d %d", textNr, textRow, textColumn, textWidth); state->_vm->_text->printAt(textNr, textRow, textColumn, textWidth); } // push.script was not available until 2.425, and also not available in 2.440 void cmdPushScript(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // We run AGIMOUSE always as a side effect //if (getFeatures() & GF_AGIMOUSE || true) { vm->setVar(VM_VAR_MOUSE_BUTTONSTATE, state->_vm->_mouse.button); vm->setVar(VM_VAR_MOUSE_X, vm->_mouse.pos.x / 2); vm->setVar(VM_VAR_MOUSE_Y, vm->_mouse.pos.y); /*} else { if (getVersion() >= 0x2915) { debug(0, "push.script"); } }*/ } void cmdSetPriBase(AgiGame *state, AgiEngine *vm, uint8 *parameter) { if ((getVersion() != 0x2425) && (getVersion() < 0x2936)) { // was only available in the 2.425 interpreter and from 2.936 (last AGI2 version) onwards // Called during KQ3 (Apple IIgs): // - picking up chicken (parameter = 50) // - opening store/tavern door (parameter = 19) // - when pirates say "Land Ho" (parameter = 16) // - when killing the dragon (parameter = 4) // Also called by SQ2 (Apple IIgs): // - in Vohaul's lair (SQ2 currently gets this call through, which breaks some priority) // TODO: Figure out what's going on warning("set.pri.base called, although not available for current AGI version"); return; } uint16 priorityBase = parameter[0]; debug(0, "Priority base set to %d", priorityBase); state->_vm->_gfx->setPriorityTable(priorityBase); } void cmdMousePosn(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 destVarNr1 = parameter[0]; uint16 destVarNr2 = parameter[1]; int16 mouseX = vm->_mouse.pos.x; int16 mouseY = vm->_mouse.pos.y; state->_vm->adjustPosToGameScreen(mouseX, mouseY); vm->setVar(destVarNr1, mouseX); vm->setVar(destVarNr2, mouseY); } void cmdShakeScreen(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 shakeCount = parameter[0]; // 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 (shakeCount >= 100 && shakeCount < 110) { if (getFeatures() & GF_AGIPAL) { state->_vm->_gfx->setAGIPal(shakeCount); return; } else { warning("It looks like GF_AGIPAL flag is missing"); } } state->_vm->_gfx->shakeScreen(shakeCount); } void cmdSetSpeed(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // V1 command (void)state; (void)parameter; // speed = _v[p0]; } void cmdSetItemView(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // V1 command (void)state; (void)parameter; } void cmdCallV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 resourceNr = parameter[0]; state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, resourceNr); // FIXME: The following instruction looks incomplete. // Maybe something is meant to be assigned to, or read from, // the logic_list entry? // state->logic_list[++state->max_logics]; // For now, just do the increment, to silence a clang warning ++state->max_logics; vm->setVar(13, 1); // ???? maybe create another enum vor VM Vars } void cmdNewRoomV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 resourceNr = parameter[0]; warning("cmdNewRoomV1()"); state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, resourceNr); state->max_logics = 1; state->logic_list[1] = resourceNr; vm->setVar(13, 1); } void cmdNewRoomVV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 resourceNr = vm->getVar(parameter[0]); warning("cmdNewRoomVV1()"); state->_vm->agiLoadResource(RESOURCETYPE_LOGIC, resourceNr); state->max_logics = 1; state->logic_list[1] = resourceNr; vm->setVar(13, 1); } void cmdUnknown(AgiGame *state, AgiEngine *vm, uint8 *parameter) { warning("Skipping unknown opcode %2X", *(state->_curLogic->data + state->_curLogic->cIP - 1)); } /** * Execute a logic script * @param n Number of the logic resource to execute */ int AgiEngine::runLogic(int16 logicNr) { AgiGame *state = &_game; uint8 op = 0; uint8 p[CMD_BSIZE] = { 0 }; int num = 0; ScriptPos sp; //int logic_index = 0; state->logic_list[0] = 0; state->max_logics = 0; debugC(2, kDebugLevelScripts, "================="); debugC(2, kDebugLevelScripts, "runLogic(%d)", logicNr); sp.script = logicNr; sp.curIP = 0; _game.execStack.push_back(sp); // If logic not loaded, load it if (~_game.dirLogic[logicNr].flags & RES_LOADED) { debugC(4, kDebugLevelScripts, "logic %d not loaded!", logicNr); agiLoadResource(RESOURCETYPE_LOGIC, logicNr); } _game.curLogicNr = logicNr; _game._curLogic = &_game.logics[_game.curLogicNr]; _game._curLogic->cIP = _game._curLogic->sIP; while (state->_curLogic->cIP < _game.logics[logicNr].size && !(shouldQuit() || _restartGame)) { // TODO: old code, needs to be adjusted #if 0 if (_debug.enabled) { if (_debug.steps > 0) { if (_debug.logic0 || n) { debugConsole(n, lCOMMAND_MODE, NULL); _debug.steps--; } } else { _sprites->blitBoth(); _sprites->commitBoth(); do { mainCycle(); } while (!_debug.steps && _debug.enabled); _sprites->eraseAllSprites(); } } #endif // Just a counter for every instruction, that got executed _instructionCounter++; _game.execStack.back().curIP = state->_curLogic->cIP; char st[101]; int sz = MIN(_game.execStack.size(), 100u); memset(st, '.', sz); st[sz] = 0; switch (op = *(state->_curLogic->data + state->_curLogic->cIP++)) { case 0xff: // if (open/close) testIfCode(logicNr); break; case 0xfe: // goto // +2 covers goto size state->_curLogic->cIP += 2 + ((int16)READ_LE_UINT16(state->_curLogic->data + state->_curLogic->cIP)); break; case 0x00: // return debugC(2, kDebugLevelScripts, "%sreturn() // Logic %d", st, logicNr); debugC(2, kDebugLevelScripts, "================="); // if (getVersion() < 0x2000) { // if (logic_index < state->max_logics) { // n = state->logic_list[++logic_index]; // state->_curLogic = &state->logics[n]; // state->lognum = n; // ip = 2; // warning("running logic %d\n", n); // break; // } // _v[13]=0; // } _game.execStack.pop_back(); return 1; default: num = logicNamesCmd[op].argumentsLength(); memmove(p, state->_curLogic->data + state->_curLogic->cIP, num); memset(p + num, 0, CMD_BSIZE - num); debugC(2, kDebugLevelScripts, "%s%s(%d %d %d)", st, logicNamesCmd[op].name, p[0], p[1], p[2]); _agiCommands[op](&_game, this, p); state->_curLogic->cIP += num; } // if ((op == 0x0B || op == 0x3F || op == 0x40) && logic_index < state->max_logics) { // n = state->logic_list[++logic_index]; // state->_curLogic = &state->logics[n]; // state->lognum = n; // state->_curLogic_cIP = 2; // warning("running logic %d\n", n); // } if (_game.exitAllLogics) break; } _game.execStack.pop_back(); return 0; // after executing new.room() } void AgiEngine::executeAgiCommand(uint8 op, uint8 *p) { debugC(2, kDebugLevelScripts, "%s(%d %d %d)", logicNamesCmd[op].name, p[0], p[1], p[2]); _agiCommands[op](&_game, this, p); } } // End of namespace Agi