/* 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. * * $URL$ * $Id$ * */ #include "base/version.h" #include "agi/agi.h" #include "agi/sprite.h" #include "agi/graphics.h" #include "agi/keyboard.h" #include "agi/opcodes.h" #include "agi/menu.h" namespace Agi { #define p0 (p[0]) #define p1 (p[1]) #define p2 (p[2]) #define p3 (p[3]) #define p4 (p[4]) #define p5 (p[5]) #define p6 (p[6]) #define game g_agi->_game #define g_sprites g_agi->_sprites #define g_sound g_agi->_sound #define g_text g_agi->_text #define g_gfx g_agi->_gfx #define g_picture g_agi->_picture #define ip curLogic->cIP #define vt game.viewTable[p0] #define vt_v game.viewTable[game.vars[p0]] static struct AgiLogic *curLogic; static AgiEngine *g_agi; int timerHack; // Workaround for timer loop in MH1 #define _v game.vars #define cmd(x) static void cmd_##x (uint8 *p) cmd(increment) { if (_v[p0] != 0xff) ++_v[p0]; } cmd(decrement) { if (_v[p0] != 0) --_v[p0]; } cmd(assignn) { _v[p0] = p1; // 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 (g_agi->getGameID() == GID_GETOUTTASQ && p0 == 7) _v[p0] = 8; } cmd(addn) { _v[p0] += p1; } cmd(subn) { _v[p0] -= p1; } cmd(assignv) { _v[p0] = _v[p1]; } cmd(addv) { _v[p0] += _v[p1]; } cmd(subv) { _v[p0] -= _v[p1]; } cmd(mul_n) { _v[p0] *= p1; } cmd(mul_v) { _v[p0] *= _v[p1]; } cmd(div_n) { _v[p0] /= p1; } cmd(div_v) { _v[p0] /= _v[p1]; } cmd(random) { _v[p2] = g_agi->_rnd->getRandomNumber(p1 - p0) + p0; } cmd(lindirectn) { _v[_v[p0]] = p1; } cmd(lindirectv) { _v[_v[p0]] = _v[p1]; } cmd(rindirect) { _v[p0] = _v[_v[p1]]; } cmd(set) { g_agi->setflag(*p, true); } cmd(reset) { g_agi->setflag(*p, false); } cmd(toggle) { g_agi->setflag(*p, !g_agi->getflag(*p)); } cmd(set_v) { g_agi->setflag(_v[p0], true); } cmd(reset_v) { g_agi->setflag(_v[p0], false); } cmd(toggle_v) { g_agi->setflag(_v[p0], !g_agi->getflag(_v[p0])); } cmd(new_room) { g_agi->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 // 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; } cmd(new_room_f) { g_agi->newRoom(_v[p0]); } cmd(load_view) { g_agi->agiLoadResource(rVIEW, p0); } cmd(load_logic) { g_agi->agiLoadResource(rLOGIC, p0); } cmd(load_sound) { g_agi->agiLoadResource(rSOUND, p0); } cmd(load_view_f) { g_agi->agiLoadResource(rVIEW, _v[p0]); } cmd(load_logic_f) { g_agi->agiLoadResource(rLOGIC, _v[p0]); } cmd(discard_view) { g_agi->agiUnloadResource(rVIEW, p0); } cmd(object_on_anything) { vt.flags &= ~(ON_WATER | ON_LAND); } cmd(object_on_land) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); vt.flags |= ON_LAND; } cmd(object_on_water) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); vt.flags |= ON_WATER; } cmd(observe_horizon) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); vt.flags &= ~IGNORE_HORIZON; } cmd(ignore_horizon) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); vt.flags |= IGNORE_HORIZON; } cmd(observe_objs) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); vt.flags &= ~IGNORE_OBJECTS; } cmd(ignore_objs) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); vt.flags |= IGNORE_OBJECTS; } cmd(observe_blocks) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); vt.flags &= ~IGNORE_BLOCKS; } cmd(ignore_blocks) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); vt.flags |= IGNORE_BLOCKS; } cmd(set_horizon) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); game.horizon = p0; } cmd(get_priority) { _v[p1] = vt.priority; } cmd(set_priority) { vt.flags |= FIXED_PRIORITY; vt.priority = p1; // WORKAROUND: this fixes bug #1712585 in KQ4 (dwarf sprite priority) // For this scene, ego (Rosella) hasn't got a fixed priority till script 54 // explicitly sets priority 8 for her, so that she can walk back to the table // without being drawn over the other dwarfs // 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 // (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, // 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; } } cmd(set_priority_f) { vt.flags |= FIXED_PRIORITY; vt.priority = _v[p1]; } cmd(release_priority) { vt.flags &= ~FIXED_PRIORITY; } cmd(set_upper_left) { // do nothing (AGI 2.917) } cmd(start_update) { g_agi->startUpdate(&vt); } cmd(stop_update) { g_agi->stopUpdate(&vt); } cmd(current_view) { _v[p1] = vt.currentView; } cmd(current_cel) { _v[p1] = vt.currentCel; debugC(4, kDebugLevelScripts, "v%d=%d", p1, _v[p1]); } cmd(current_loop) { _v[p1] = vt.currentLoop; } cmd(last_cel) { _v[p1] = vt.loopData->numCels - 1; } cmd(set_cel) { g_agi->setCel(&vt, p1); vt.flags &= ~DONTUPDATE; } cmd(set_cel_f) { g_agi->setCel(&vt, _v[p1]); vt.flags &= ~DONTUPDATE; } cmd(set_view) { debugC(4, kDebugLevelScripts, "o%d, %d", p0, p1); g_agi->setView(&vt, p1); } cmd(set_view_f) { g_agi->setView(&vt, _v[p1]); } cmd(set_loop) { g_agi->setLoop(&vt, p1); } cmd(set_loop_f) { g_agi->setLoop(&vt, _v[p1]); } cmd(number_of_loops) { _v[p1] = vt.numLoops; } cmd(fix_loop) { vt.flags |= FIX_LOOP; } cmd(release_loop) { vt.flags &= ~FIX_LOOP; } cmd(step_size) { vt.stepSize = _v[p1]; } cmd(step_time) { vt.stepTime = vt.stepTimeCount = _v[p1]; } cmd(cycle_time) { vt.cycleTime = vt.cycleTimeCount = _v[p1]; } cmd(stop_cycling) { vt.flags &= ~CYCLING; } cmd(start_cycling) { vt.flags |= CYCLING; } cmd(normal_cycle) { vt.cycle = CYCLE_NORMAL; vt.flags |= CYCLING; } cmd(reverse_cycle) { vt.cycle = CYCLE_REVERSE; vt.flags |= CYCLING; } cmd(set_dir) { vt.direction = _v[p1]; } cmd(get_dir) { _v[p1] = vt.direction; } cmd(get_room_f) { _v[p1] = g_agi->objectGetLocation(_v[p0]); } cmd(put) { g_agi->objectSetLocation(p0, _v[p1]); } cmd(put_f) { g_agi->objectSetLocation(_v[p0], _v[p1]); } cmd(drop) { g_agi->objectSetLocation(p0, 0); } cmd(get) { g_agi->objectSetLocation(p0, EGO_OWNED); } cmd(get_f) { g_agi->objectSetLocation(_v[p0], EGO_OWNED); } cmd(word_to_string) { strcpy(game.strings[p0], game.egoWords[p1].word); } cmd(open_dialogue) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); game.hasWindow = true; } cmd(close_dialogue) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); game.hasWindow = false; } cmd(close_window) { g_agi->closeWindow(); } cmd(status_line_on) { game.statusLine = true; g_agi->writeStatus(); } cmd(status_line_off) { game.statusLine = false; g_agi->writeStatus(); } cmd(show_obj) { g_sprites->showObj(p0); } cmd(show_obj_v) { g_sprites->showObj(_v[p0]); } cmd(sound) { g_sound->startSound(p0, p1); } cmd(stop_sound) { g_sound->stopSound(); } cmd(menu_input) { g_agi->newInputMode(INPUT_MENU); } cmd(enable_item) { g_agi->_menu->setItem(p0, true); } cmd(disable_item) { g_agi->_menu->setItem(p0, false); } cmd(submit_menu) { g_agi->_menu->submit(); } cmd(set_scan_start) { curLogic->sIP = curLogic->cIP; } cmd(reset_scan_start) { curLogic->sIP = 2; } cmd(save_game) { game.simpleSave ? g_agi->saveGameSimple() : g_agi->saveGameDialog(); } cmd(load_game) { assert(1); game.simpleSave ? g_agi->loadGameSimple() : g_agi->loadGameDialog(); } cmd(init_disk) { // do nothing } cmd(log) { // do nothing } cmd(trace_on) { // do nothing } cmd(trace_info) { // do nothing } cmd(show_mem) { g_agi->messageBox("Enough memory"); } cmd(init_joy) { // do nothing } cmd(script_size) { report("script.size(%d)\n", p0); } cmd(cancel_line) { g_agi->_game.inputBuffer[0] = 0; g_agi->writePrompt(); } // 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). cmd(obj_status_f) { 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 (vt_v.cycle) { case CYCLE_NORMAL: cycleDesc = "normal cycle"; break; case CYCLE_END_OF_LOOP: cycleDesc = "end of loop"; break; case CYCLE_REV_LOOP: cycleDesc = "reverse loop"; break; case CYCLE_REVERSE: cycleDesc = "reverse cycle"; break; default: cycleDesc = "unknown cycle type"; break; } // Generate motion description line switch (vt_v.motion) { case MOTION_NORMAL: motionDesc = "normal motion"; break; case MOTION_WANDER: motionDesc = "wandering"; break; case MOTION_FOLLOW_EGO: motionDesc = "following ego"; break; case MOTION_MOVE_OBJ: // 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", _v[p0], vt_v.xPos, vt_v.xSize, vt_v.yPos, vt_v.ySize, vt_v.priority, vt_v.stepSize, cycleDesc, motionDesc); g_agi->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) cmd(set_simple) { if (!(g_agi->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 cmd(load_pic). g_sprites->eraseBoth(); g_agi->agiLoadResource(rPICTURE, _v[p0]); // Draw the picture. Similar to cmd(draw_pic). g_picture->decodePicture(_v[p0], false, true); g_sprites->blitBoth(); game.pictureShown = 0; // Show the picture. Similar to cmd(show_pic). g_agi->setflag(fOutputMode, false); cmd_close_window(NULL); g_picture->showPic(); game.pictureShown = 1; // Simulate slowww computer. Many effects rely on this g_agi->pause(kPausePicture); } } cmd(pop_script) { if (g_agi->getVersion() >= 0x2915) { report("pop.script\n"); } } cmd(hold_key) { if (g_agi->getVersion() >= 0x3098) { g_agi->_egoHoldKey = true; } } cmd(discard_sound) { if (g_agi->getVersion() >= 0x2936) { report("discard.sound\n"); } } cmd(hide_mouse) { // 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. game.viewTable[0].flags &= ~ADJ_EGO_XY; g_system->showMouse(false); } cmd(allow_menu) { if (g_agi->getVersion() >= 0x3098) { g_agi->setflag(fMenusWork, ((p0 != 0) ? true : false)); } } cmd(show_mouse) { g_system->showMouse(true); } cmd(fence_mouse) { g_agi->_game.mouseFence.moveTo(p0, p1); g_agi->_game.mouseFence.setWidth(p2 - p0); g_agi->_game.mouseFence.setHeight(p3 - p1); } cmd(release_key) { if (g_agi->getVersion() >= 0x3098) { g_agi->_egoHoldKey = false; } } cmd(adj_ego_move_to_x_y) { int8 x, y; switch (logicNamesCmd[182].numArgs) { // 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) p0; y = (int8) p1; // 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 behaviour 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 != game.adjMouseX || y != game.adjMouseY) game.viewTable[EGO_VIEW_TABLE].flags &= ~ADJ_EGO_XY; 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; break; } } cmd(parse) { _v[vWordNotFound] = 0; g_agi->setflag(fEnteredCli, false); g_agi->setflag(fSaidAcceptedInput, false); g_agi->dictionaryWords(g_agi->agiSprintf(game.strings[p0])); } cmd(call) { 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 = curLogic->cIP; oldLognum = game.lognum; g_agi->runLogic(p0); game.lognum = oldLognum; curLogic = &game.logics[game.lognum]; curLogic->cIP = oldCIP; } cmd(call_f) { cmd_call(&_v[p0]); } cmd(draw_pic) { debugC(6, kDebugLevelScripts, "=== draw pic %d ===", _v[p0]); g_sprites->eraseBoth(); g_picture->decodePicture(_v[p0], true); g_sprites->blitBoth(); game.pictureShown = 0; debugC(6, kDebugLevelScripts, "--- end of draw pic %d ---", _v[p0]); // 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 #1658514: AGI: SQ1 (2.2 DOS ENG) bizzare exploding roger if (g_agi->getGameID() == GID_SQ1 && _v[p0] == 20) g_agi->setflag(103, false); // Simulate slowww computer. Many effects rely on this g_agi->pause(kPausePicture); } cmd(show_pic) { debugC(6, kDebugLevelScripts, "=== show pic ==="); g_agi->setflag(fOutputMode, false); cmd_close_window(NULL); g_picture->showPic(); game.pictureShown = 1; debugC(6, kDebugLevelScripts, "--- end of show pic ---"); } cmd(load_pic) { g_sprites->eraseBoth(); g_agi->agiLoadResource(rPICTURE, _v[p0]); g_sprites->blitBoth(); } cmd(discard_pic) { debugC(6, kDebugLevelScripts, "--- discard pic ---"); // do nothing } cmd(overlay_pic) { debugC(6, kDebugLevelScripts, "--- overlay pic ---"); g_sprites->eraseBoth(); g_picture->decodePicture(_v[p0], false); g_sprites->blitBoth(); game.pictureShown = 0; g_sprites->commitBoth(); // Simulate slowww computer. Many effects rely on this g_agi->pause(kPausePicture); } cmd(show_pri_screen) { g_agi->_debug.priority = 1; g_sprites->eraseBoth(); g_picture->showPic(); g_sprites->blitBoth(); g_agi->waitKey(); g_agi->_debug.priority = 0; g_sprites->eraseBoth(); g_picture->showPic(); g_sprites->blitBoth(); } cmd(animate_obj) { if (vt.flags & ANIMATED) return; debugC(4, kDebugLevelScripts, "animate vt entry #%d", p0); vt.flags = ANIMATED | UPDATE | CYCLING; vt.motion = MOTION_NORMAL; vt.cycle = CYCLE_NORMAL; vt.direction = 0; } cmd(unanimate_all) { int i; for (i = 0; i < MAX_VIEWTABLE; i++) game.viewTable[i].flags &= ~(ANIMATED | DRAWN); } cmd(draw) { if (vt.flags & DRAWN) return; if (vt.ySize <= 0 || vt.xSize <= 0) return; 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); } g_agi->fixPosition(p0); vt.xPos2 = vt.xPos; vt.yPos2 = vt.yPos; vt.celData2 = vt.celData; g_sprites->eraseUpdSprites(); vt.flags |= DRAWN; // 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 // AGI version 2.917, but it applies to all other games where AGI version is // <= 2.440, which was not the original purpose of this workaround. It is // assumed that this bug is caused by AGI Studio, so this applies to all // fanmade games only. // 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 vt.flags |= ANIMATED; g_sprites->blitUpdSprites(); vt.flags &= ~DONTUPDATE; g_sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos); debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", p0, vt.flags); } cmd(erase) { if (~vt.flags & DRAWN) return; g_sprites->eraseUpdSprites(); if (vt.flags & UPDATE) { vt.flags &= ~DRAWN; } else { g_sprites->eraseNonupdSprites(); vt.flags &= ~DRAWN; g_sprites->blitNonupdSprites(); } g_sprites->blitUpdSprites(); g_sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos); } cmd(position) { vt.xPos = vt.xPos2 = p1; vt.yPos = vt.yPos2 = p2; // WORKAROUND: Part of the fix for bug #1659209 "AGI: Space Trek sprite duplication" // with an accompanying identical workaround in position.v-command (i.e. command 0x26). // These two workarounds together make up the whole fix. The bug was caused by // wrongly written script data in Space Trek v1.0's scripts (At least logics 4 and 11). // Position-command was called with horizontal values over 200 (Outside the screen!). // Clipping the coordinates so the views stay wholly on-screen seems to fix the problems. // It is probable (Would have to check better with disassembly to be completely sure) // that AGI 2.440 clipped its coordinates in its position and position.v-commands // although AGI 2.917 certainly doesn't (Checked that with disassembly) and that's why // Space Trek may have worked better with AGI 2.440 than with some other AGI versions. // 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); } cmd(position_f) { vt.xPos = vt.xPos2 = _v[p1]; vt.yPos = vt.yPos2 = _v[p2]; // 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); } cmd(get_posn) { game.vars[p1] = (unsigned char)vt.xPos; game.vars[p2] = (unsigned char)vt.yPos; } cmd(reposition) { int dx = (int8) _v[p1], dy = (int8) _v[p2]; debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy); vt.flags |= UPDATE_POS; if (dx < 0 && vt.xPos < -dx) vt.xPos = 0; else vt.xPos += dx; if (dy < 0 && vt.yPos < -dy) vt.yPos = 0; else vt.yPos += dy; g_agi->fixPosition(p0); } cmd(reposition_to) { vt.xPos = p1; vt.yPos = p2; vt.flags |= UPDATE_POS; g_agi->fixPosition(p0); } cmd(reposition_to_f) { vt.xPos = _v[p1]; vt.yPos = _v[p2]; vt.flags |= UPDATE_POS; g_agi->fixPosition(p0); } cmd(add_to_pic) { g_sprites->addToPic(p0, p1, p2, p3, p4, p5, p6); } cmd(add_to_pic_f) { g_sprites->addToPic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]); } cmd(force_update) { g_sprites->eraseBoth(); g_sprites->blitBoth(); g_sprites->commitBoth(); } cmd(reverse_loop) { debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1); vt.cycle = CYCLE_REV_LOOP; vt.flags |= (DONTUPDATE | UPDATE | CYCLING); vt.parm1 = p1; g_agi->setflag(p1, false); } cmd(end_of_loop) { debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1); vt.cycle = CYCLE_END_OF_LOOP; vt.flags |= (DONTUPDATE | UPDATE | CYCLING); vt.parm1 = p1; g_agi->setflag(p1, false); } cmd(block) { 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; } cmd(unblock) { game.block.active = false; } cmd(normal_motion) { vt.motion = MOTION_NORMAL; } cmd(stop_motion) { vt.direction = 0; vt.motion = MOTION_NORMAL; if (p0 == 0) { // ego only _v[vEgoDir] = 0; game.playerControl = false; } } cmd(start_motion) { vt.motion = MOTION_NORMAL; if (p0 == 0) { // ego only _v[vEgoDir] = 0; game.playerControl = true; } } cmd(player_control) { game.playerControl = true; game.viewTable[0].motion = MOTION_NORMAL; } cmd(program_control) { game.playerControl = false; } cmd(follow_ego) { vt.motion = MOTION_FOLLOW_EGO; vt.parm1 = p1 > vt.stepSize ? p1 : vt.stepSize; vt.parm2 = p2; vt.parm3 = 0xff; g_agi->setflag(p2, false); vt.flags |= UPDATE; } cmd(move_obj) { // _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4); vt.motion = MOTION_MOVE_OBJ; vt.parm1 = p1; vt.parm2 = p2; vt.parm3 = vt.stepSize; vt.parm4 = p4; if (p3 != 0) vt.stepSize = p3; g_agi->setflag(p4, false); vt.flags |= UPDATE; if (p0 == 0) game.playerControl = false; // AGI 2.272 (ddp, xmas) doesn't call move_obj! if (g_agi->getVersion() > 0x2272) g_agi->moveObj(&vt); } cmd(move_obj_f) { vt.motion = MOTION_MOVE_OBJ; vt.parm1 = _v[p1]; vt.parm2 = _v[p2]; vt.parm3 = vt.stepSize; vt.parm4 = p4; if (_v[p3] != 0) vt.stepSize = _v[p3]; g_agi->setflag(p4, false); vt.flags |= UPDATE; if (p0 == 0) game.playerControl = false; // AGI 2.272 (ddp, xmas) doesn't call move_obj! if (g_agi->getVersion() > 0x2272) g_agi->moveObj(&vt); } cmd(wander) { if (p0 == 0) game.playerControl = false; vt.motion = MOTION_WANDER; vt.flags |= UPDATE; } cmd(set_game_id) { if (curLogic->texts && (p0 - 1) <= curLogic->numTexts) strncpy(game.id, curLogic->texts[p0 - 1], 8); else game.id[0] = 0; report("Game ID: \"%s\"\n", game.id); } cmd(pause) { 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; switch (g_agi->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); break; default: g_agi->selectionBox(" Game is paused. \n\n\n", b); break; } game.clockEnabled = tmp; } cmd(set_menu) { 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]); } cmd(set_menu_item) { 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); } cmd(version) { char verMsg[64]; char ver2Msg[] = "\n" " \n\n" " Emulating Sierra AGI v%x.%03x\n"; char ver3Msg[] = "\n" " \n\n" " Emulating AGI v%x.002.%03x\n"; // no Sierra as it wraps textbox char *r, *q; int ver, maj, min; char msg[256]; int gap; int len; sprintf(verMsg, TITLE " v%s", gScummVMVersion); ver = g_agi->getVersion(); maj = (ver >> 12) & 0xf; min = ver & 0xfff; q = maj == 2 ? ver2Msg : ver3Msg; r = strchr(q + 1, '\n'); // insert our version into the other version len = strlen(verMsg); gap = r - q; if (gap < 0) gap = 0; else gap = (gap - len) / 2; strncpy(q + 1 + gap, verMsg, strlen(verMsg)); sprintf(msg, q, maj, min); g_agi->messageBox(msg); } cmd(configure_screen) { game.lineMinPrint = p0; game.lineUserInput = p1; game.lineStatus = p2; } cmd(text_screen) { debugC(4, kDebugLevelScripts, "switching to text mode"); game.gfxMode = false; // Simulates the "bright background bit" of the PC video // controller. if (game.colorBg) game.colorBg |= 0x08; g_gfx->clearScreen(game.colorBg); } cmd(graphics) { 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(); } } cmd(set_text_attribute) { game.colorFg = p0; game.colorBg = p1; if (game.gfxMode) { if (game.colorBg != 0) { game.colorFg = 0; game.colorBg = 15; } } } cmd(status) { g_agi->inventory(); } cmd(quit) { const char *buttons[] = { "Quit", "Continue", NULL }; g_sound->stopSound(); if (p0) { g_agi->quitGame(); } else { if (g_agi->selectionBox (" Quit the game, or continue? \n\n\n", buttons) == 0) { g_agi->quitGame(); } } } cmd(restart_game) { 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); if (sel == 0) { g_agi->_restartGame = true; g_agi->setflag(fRestartGame, true); g_agi->_menu->enableAll(); } } cmd(distance) { int16 x1, y1, x2, y2, d; VtEntry *v0 = &game.viewTable[p0]; VtEntry *v1 = &game.viewTable[p1]; if (v0->flags & DRAWN && v1->flags & DRAWN) { x1 = v0->xPos + v0->xSize / 2; y1 = v0->yPos; x2 = v1->xPos + v1->xSize / 2; y2 = v1->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 #1660424 (KQ4: Zombie bug). // 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 (g_agi->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. // 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, (_v[vCurRoom] == 16) ? 162 : 158}; uint8 zombieNum = p2 - 221; // Zombie's number (In range 0-2) uint8 zombieStateVarNum = zombieStateVarNumList[zombieNum]; // Number of the variable containing zombie's state uint8 zombieState = _v[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; } _v[p2] = (unsigned char)d; } cmd(accept_input) { debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal"); g_agi->newInputMode(INPUT_NORMAL); game.inputEnabled = true; g_agi->writePrompt(); } cmd(prevent_input) { debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input"); g_agi->newInputMode(INPUT_NONE); game.inputEnabled = false; g_agi->clearPrompt(); } cmd(get_string) { int tex, row, col; debugC(4, kDebugLevelScripts, "%d %d %d %d %d", p0, p1, p2, p3, p4); tex = p1 - 1; row = p2; col = p3; // Workaround for SQLC bug. // See Sarien bug #792125 for details if (row > 24) row = 24; if (col > 39) col = 39; g_agi->newInputMode(INPUT_GETSTRING); 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); // SGEO: display input char g_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)); } cmd(get_num) { debugC(4, kDebugLevelScripts, "%d %d", p0, p1); g_agi->newInputMode(INPUT_GETSTRING); 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); // CM: display input char g_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)); _v[p1] = atoi(game.strings[MAX_STRINGS]); debugC(4, kDebugLevelScripts, "[%s] -> %d", game.strings[MAX_STRINGS], _v[p1]); g_agi->clearLines(22, 22, game.colorBg); g_agi->flushLines(22, 22); } cmd(set_cursor_char) { if (curLogic->texts != NULL && (p0 - 1) <= curLogic->numTexts) { game.cursorChar = *curLogic->texts[p0 - 1]; } else { // default game.cursorChar = '_'; } } cmd(set_key) { int key; if (game.lastController >= MAX_CONTROLLERS) { warning("Number of set.keys exceeded %d", MAX_CONTROLLERS); return; } debugC(4, kDebugLevelScripts, "%d %d %d", p0, p1, p2); key = 256 * p1 + p0; game.controllers[game.lastController].keycode = key; game.controllers[game.lastController].controller = p2; game.lastController++; game.controllerOccured[p2] = false; } cmd(set_string) { // CM: to avoid crash in Groza (str = 150) if (p0 > MAX_STRINGS) return; strcpy(game.strings[p0], curLogic->texts[p1 - 1]); } cmd(display) { int len = 40; char *s = g_agi->wordWrapString(curLogic->texts[p2 - 1], &len); g_agi->printText(s, p1, 0, p0, 40, game.colorFg, game.colorBg); free(s); } cmd(display_f) { debugC(4, kDebugLevelScripts, "p0 = %d", p0); g_agi->printText(curLogic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, game.colorFg, game.colorBg); } cmd(clear_text_rect) { int c, x1, y1, x2, y2; if ((c = p4) != 0) c = 15; x1 = p1 * CHAR_COLS; y1 = p0 * CHAR_LINES; x2 = (p3 + 1) * CHAR_COLS - 1; y2 = (p2 + 1) * CHAR_LINES - 1; // Added to prevent crash with x2 = 40 in the iigs demo if (x1 > GFX_WIDTH) x1 = GFX_WIDTH - 1; if (x2 > GFX_WIDTH) x2 = GFX_WIDTH - 1; if (y1 > GFX_HEIGHT) y1 = GFX_HEIGHT - 1; if (y2 > GFX_HEIGHT) y2 = GFX_HEIGHT - 1; g_gfx->drawRectangle(x1, y1, x2, y2, c); g_gfx->flushBlock(x1, y1, x2, y2); } cmd(toggle_monitor) { report("toggle.monitor\n"); } cmd(echo_line) { strcpy((char *)game.inputBuffer, (const char *)game.echoBuffer); game.cursorPos = strlen((char *)game.inputBuffer); game.hasPrompt = 0; } cmd(clear_lines) { uint8 l; // Residence 44 calls clear.lines(24,0,0), see Sarien bug #558423 l = p1 ? p1 : p0; // Agent06 incorrectly calls clear.lines(1,150,0), see ScummVM bugs // #1935838 and #1935842 l = (l <= 24) ? l : 24; g_agi->clearLines(p0, l, p2); g_agi->flushLines(p0, l); } cmd(print) { int n = p0 < 1 ? 1 : p0; g_agi->print(curLogic->texts[n - 1], 0, 0, 0); } cmd(print_f) { int n = _v[p0] < 1 ? 1 : _v[p0]; g_agi->print(curLogic->texts[n - 1], 0, 0, 0); } cmd(print_at) { int n = p0 < 1 ? 1 : p0; debugC(4, kDebugLevelScripts, "%d %d %d %d", p0, p1, p2, p3); g_agi->print(curLogic->texts[n - 1], p1, p2, p3); } cmd(print_at_v) { int n = _v[p0] < 1 ? 1 : _v[p0]; g_agi->print(curLogic->texts[n - 1], p1, p2, p3); } cmd(push_script) { // We run AGIMOUSE always as a side effect if (g_agi->getFeatures() & GF_AGIMOUSE || 1) { game.vars[27] = g_mouse.button; game.vars[28] = g_mouse.x / 2; game.vars[29] = g_mouse.y; } else { if (g_agi->getVersion() >= 0x2915) { report("push.script\n"); } } } cmd(set_pri_base) { int i, x, pri; report("Priority base set to %d\n", p0); // 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; } } cmd(mouse_posn) { _v[p0] = WIN_TO_PIC_X(g_mouse.x); _v[p1] = WIN_TO_PIC_Y(g_mouse.y); } cmd(shake_screen) { int i; // 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); return; } else { warning("It looks like GF_AGIPAL flag is missing"); } } // Disables input while shaking to prevent bug // #1678230: AGI: Entering text while screen is shaking int originalValue = game.inputEnabled; game.inputEnabled = 0; g_gfx->shakeStart(); g_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(); } g_gfx->shakeEnd(); // Sets input back to what it was game.inputEnabled = originalValue; } static void (*agiCommand[183])(uint8 *) = { NULL, // 0x00 cmd_increment, cmd_decrement, cmd_assignn, cmd_assignv, cmd_addn, cmd_addv, cmd_subn, cmd_subv, // 0x08 cmd_lindirectv, cmd_rindirect, cmd_lindirectn, cmd_set, cmd_reset, cmd_toggle, cmd_set_v, cmd_reset_v, // 0x10 cmd_toggle_v, cmd_new_room, cmd_new_room_f, cmd_load_logic, cmd_load_logic_f, cmd_call, cmd_call_f, cmd_load_pic, // 0x18 cmd_draw_pic, cmd_show_pic, cmd_discard_pic, cmd_overlay_pic, cmd_show_pri_screen, cmd_load_view, cmd_load_view_f, cmd_discard_view, // 0x20 cmd_animate_obj, cmd_unanimate_all, cmd_draw, cmd_erase, cmd_position, cmd_position_f, cmd_get_posn, cmd_reposition, // 0x28 cmd_set_view, cmd_set_view_f, cmd_set_loop, cmd_set_loop_f, cmd_fix_loop, cmd_release_loop, cmd_set_cel, cmd_set_cel_f, // 0x30 cmd_last_cel, cmd_current_cel, cmd_current_loop, cmd_current_view, cmd_number_of_loops, cmd_set_priority, cmd_set_priority_f, cmd_release_priority, // 0x38 cmd_get_priority, cmd_stop_update, cmd_start_update, cmd_force_update, cmd_ignore_horizon, cmd_observe_horizon, cmd_set_horizon, cmd_object_on_water, // 0x40 cmd_object_on_land, cmd_object_on_anything, cmd_ignore_objs, cmd_observe_objs, cmd_distance, cmd_stop_cycling, cmd_start_cycling, cmd_normal_cycle, // 0x48 cmd_end_of_loop, cmd_reverse_cycle, cmd_reverse_loop, cmd_cycle_time, cmd_stop_motion, cmd_start_motion, cmd_step_size, cmd_step_time, // 0x50 cmd_move_obj, cmd_move_obj_f, cmd_follow_ego, cmd_wander, cmd_normal_motion, cmd_set_dir, cmd_get_dir, cmd_ignore_blocks, // 0x58 cmd_observe_blocks, cmd_block, cmd_unblock, cmd_get, cmd_get_f, cmd_drop, cmd_put, cmd_put_f, // 0x60 cmd_get_room_f, cmd_load_sound, cmd_sound, cmd_stop_sound, cmd_print, cmd_print_f, cmd_display, cmd_display_f, // 0x68 cmd_clear_lines, cmd_text_screen, cmd_graphics, cmd_set_cursor_char, cmd_set_text_attribute, cmd_shake_screen, cmd_configure_screen, cmd_status_line_on, // 0x70 cmd_status_line_off, cmd_set_string, cmd_get_string, cmd_word_to_string, cmd_parse, cmd_get_num, cmd_prevent_input, cmd_accept_input, // 0x78 cmd_set_key, cmd_add_to_pic, cmd_add_to_pic_f, cmd_status, cmd_save_game, cmd_load_game, cmd_init_disk, cmd_restart_game, // 0x80 cmd_show_obj, cmd_random, cmd_program_control, cmd_player_control, cmd_obj_status_f, cmd_quit, cmd_show_mem, cmd_pause, // 0x88 cmd_echo_line, cmd_cancel_line, cmd_init_joy, cmd_toggle_monitor, cmd_version, cmd_script_size, cmd_set_game_id, cmd_log, // 0x90 cmd_set_scan_start, cmd_reset_scan_start, cmd_reposition_to, cmd_reposition_to_f, cmd_trace_on, cmd_trace_info, cmd_print_at, cmd_print_at_v, // 0x98 cmd_discard_view, cmd_clear_text_rect, cmd_set_upper_left, cmd_set_menu, cmd_set_menu_item, cmd_submit_menu, cmd_enable_item, cmd_disable_item, // 0xa0 cmd_menu_input, cmd_show_obj_v, cmd_open_dialogue, cmd_close_dialogue, cmd_mul_n, cmd_mul_v, cmd_div_n, cmd_div_v, // 0xa8 cmd_close_window, cmd_set_simple, cmd_push_script, cmd_pop_script, cmd_hold_key, cmd_set_pri_base, cmd_discard_sound, cmd_hide_mouse, // 0xb0 cmd_allow_menu, cmd_show_mouse, cmd_fence_mouse, cmd_mouse_posn, cmd_release_key, cmd_adj_ego_move_to_x_y }; /** * Execute a logic script * @param n Number of the logic resource to execute */ int AgiEngine::runLogic(int n) { uint8 op = 0; uint8 p[CMD_BSIZE] = { 0 }; uint8 *code = NULL; g_agi = this; int num = 0; ScriptPos sp; sp.script = n; sp.curIP = 0; _game.execStack.push_back(sp); // If logic not loaded, load it if (~_game.dirLogic[n].flags & RES_LOADED) { debugC(4, kDebugLevelScripts, "logic %d not loaded!", n); agiLoadResource(rLOGIC, n); } _game.lognum = n; curLogic = &_game.logics[game.lognum]; code = curLogic->data; curLogic->cIP = curLogic->sIP; timerHack = 0; while (ip < _game.logics[n].size && !(shouldQuit() || _restartGame)) { if (_debug.enabled) { if (_debug.steps > 0) { if (_debug.logic0 || n) { debugConsole(n, lCOMMAND_MODE, NULL); _debug.steps--; } } else { _sprites->blitBoth(); do { mainCycle(); } while (!_debug.steps && _debug.enabled); _sprites->eraseBoth(); } } _game.execStack.back().curIP = ip; processEvents(); switch (op = *(code + ip++)) { case 0xff: // if (open/close) testIfCode(n); break; case 0xfe: // goto // +2 covers goto size ip += 2 + ((int16)READ_LE_UINT16(code + ip)); // timer must keep running even in goto loops, // but AGI engine can't do that :( if (timerHack > 20) { pollTimer(); updateTimer(); timerHack = 0; } break; case 0x00: // return _game.execStack.pop_back(); return 1; default: num = logicNamesCmd[op].numArgs; memmove(p, code + ip, num); memset(p + num, 0, CMD_BSIZE - num); debugC(2, kDebugLevelScripts, "%s(%d %d %d)", logicNamesCmd[op].name, p[0], p[1], p[2]); agiCommand[op](p); ip += num; } 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]); g_agi = this; agiCommand[op] (p); } } // End of namespace Agi