/* 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 "agi/agi.h" #include "agi/graphics.h" #include "agi/opcodes.h" #include "agi/words.h" #include "common/endian.h" namespace Agi { #define ip (state->_curLogic->cIP) #define code (state->_curLogic->data) void condEqual(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 varNr1 = p[0]; uint16 varVal1 = vm->getVar(varNr1); uint16 value2 = p[1]; state->testResult = (varVal1 == value2); } void condEqualV(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 varNr1 = p[0]; uint16 varNr2 = p[1]; uint16 varVal1 = vm->getVar(varNr1); uint16 varVal2 = vm->getVar(varNr2); state->testResult = (varVal1 == varVal2); } void condLess(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 varNr1 = p[0]; uint16 varVal1 = vm->getVar(varNr1); uint16 value2 = p[1]; state->testResult = (varVal1 < value2); } void condLessV(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 varNr1 = p[0]; uint16 varNr2 = p[1]; uint16 varVal1 = vm->getVar(varNr1); uint16 varVal2 = vm->getVar(varNr2); state->testResult = (varVal1 < varVal2); } void condGreater(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 varNr1 = p[0]; uint16 varVal1 = vm->getVar(varNr1); uint16 value2 = p[1]; state->testResult = (varVal1 > value2); } void condGreaterV(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 varNr1 = p[0]; uint16 varNr2 = p[1]; uint16 varVal1 = vm->getVar(varNr1); uint16 varVal2 = vm->getVar(varNr2); state->testResult = (varVal1 > varVal2); } void condIsSet(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = vm->getFlag(p[0]); } void condIsSetV(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 varNr = p[0]; uint16 varVal = vm->getVar(varNr); state->testResult = vm->getFlag(varVal); } void condIsSetV1(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 varNr = p[0]; uint16 varVal = vm->getVar(varNr); state->testResult = varVal > 0; } void condHas(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 objectNr = p[0]; state->testResult = (vm->objectGetLocation(objectNr) == EGO_OWNED); } void condHasV1(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 objectNr = p[0]; state->testResult = (vm->objectGetLocation(objectNr) == EGO_OWNED_V1); } void condObjInRoom(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 objectNr = p[0]; uint16 varNr = p[1]; uint16 varVal = vm->getVar(varNr); state->testResult = (vm->objectGetLocation(objectNr) == varVal); } void condPosn(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = vm->testPosn(p[0], p[1], p[2], p[3], p[4]); } void condController(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = vm->testController(p[0]); } void condHaveKey(AgiGame *state, AgiEngine *vm, uint8 *p) { // Only check for key when there is not already one set by scripts if (vm->getVar(VM_VAR_KEY)) { state->testResult = 1; return; } // we are not really an inner loop, but we stop processAGIEvents() from doing regular cycle work by setting it up vm->cycleInnerLoopActive(CYCLE_INNERLOOP_HAVEKEY); uint16 key = vm->processAGIEvents(); vm->cycleInnerLoopInactive(); if (key) { debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", key); vm->setVar(VM_VAR_KEY, key); state->testResult = 1; return; } state->testResult = 0; } void condSaid(AgiGame *state, AgiEngine *vm, uint8 *p) { int ec = vm->testSaid(p[0], p + 1); state->testResult = ec; } void condSaid1(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = false; if (!vm->getFlag(VM_FLAG_ENTERED_CLI)) return; int id0 = READ_LE_UINT16(p); if ((id0 == 1 || id0 == vm->_words->getEgoWordId(0))) state->testResult = true; } void condSaid2(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = false; if (!vm->getFlag(VM_FLAG_ENTERED_CLI)) return; int id0 = READ_LE_UINT16(p); int id1 = READ_LE_UINT16(p + 2); if ((id0 == 1 || id0 == vm->_words->getEgoWordId(0)) && (id1 == 1 || id1 == vm->_words->getEgoWordId(1))) state->testResult = true; } void condSaid3(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = false; if (!vm->getFlag(VM_FLAG_ENTERED_CLI)) return; int id0 = READ_LE_UINT16(p); int id1 = READ_LE_UINT16(p + 2); int id2 = READ_LE_UINT16(p + 4); if ((id0 == 1 || id0 == vm->_words->getEgoWordId(0)) && (id1 == 1 || id1 == vm->_words->getEgoWordId(1)) && (id2 == 1 || id2 == vm->_words->getEgoWordId(2))) state->testResult = true; } void condBit(AgiGame *state, AgiEngine *vm, uint8 *p) { uint16 value1 = p[0]; uint16 varNr2 = p[1]; uint16 varVal2 = vm->getVar(varNr2); state->testResult = (varVal2 >> value1) & 1; } void condCompareStrings(AgiGame *state, AgiEngine *vm, uint8 *p) { debugC(7, kDebugLevelScripts, "comparing [%s], [%s]", state->strings[p[0]], state->strings[p[1]]); state->testResult = vm->testCompareStrings(p[0], p[1]); } void condObjInBox(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = vm->testObjInBox(p[0], p[1], p[2], p[3], p[4]); } void condCenterPosn(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = vm->testObjCenter(p[0], p[1], p[2], p[3], p[4]); } void condRightPosn(AgiGame *state, AgiEngine *vm, uint8 *p) { state->testResult = vm->testObjRight(p[0], p[1], p[2], p[3], p[4]); } void condUnknown13(AgiGame *state, AgiEngine *vm, uint8 *p) { // My current theory is that this command checks whether the ego is currently moving // and that that movement has been caused using the mouse and not using the keyboard. // I base this theory on the game's behavior on an Amiga emulator, not on disassembly. // This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09 // (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature). // TODO: Check this command's implementation using disassembly just to be sure. int ec = state->screenObjTable[SCREENOBJECTS_EGO_ENTRY].flags & fAdjEgoXY; debugC(7, kDebugLevelScripts, "op_test: in.motion.using.mouse = %s (Amiga-specific testcase 19)", ec ? "true" : "false"); state->testResult = ec; } void condUnknown(AgiGame *state, AgiEngine *vm, uint8 *p) { warning("Skipping unknown test command %2X", *(code + ip - 1)); state->testResult = false; } uint8 AgiEngine::testCompareStrings(uint8 s1, uint8 s2) { char ms1[MAX_STRINGLEN]; char ms2[MAX_STRINGLEN]; int j, k, l; Common::strlcpy(ms1, _game.strings[s1], MAX_STRINGLEN); Common::strlcpy(ms2, _game.strings[s2], MAX_STRINGLEN); l = strlen(ms1); for (k = 0, j = 0; k < l; k++) { switch (ms1[k]) { case 0x20: case 0x09: case '-': case '.': case ',': case ':': case ';': case '!': case '\'': break; default: ms1[j++] = tolower(ms1[k]); break; } } ms1[j] = 0x0; l = strlen(ms2); for (k = 0, j = 0; k < l; k++) { switch (ms2[k]) { case 0x20: case 0x09: case '-': case '.': case ',': case ':': case ';': case '!': case '\'': break; default: ms2[j++] = tolower(ms2[k]); break; } } ms2[j] = 0x0; return !strcmp(ms1, ms2); } uint8 AgiEngine::testController(uint8 cont) { return (_game.controllerOccured[cont] ? true : false); } uint8 AgiEngine::testPosn(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) { ScreenObjEntry *v = &_game.screenObjTable[n]; uint8 r; r = v->xPos >= x1 && v->yPos >= y1 && v->xPos <= x2 && v->yPos <= y2; debugC(7, kDebugLevelScripts, "(%d,%d) in (%d,%d,%d,%d): %s", v->xPos, v->yPos, x1, y1, x2, y2, r ? "true" : "false"); return r; } uint8 AgiEngine::testObjInBox(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) { ScreenObjEntry *v = &_game.screenObjTable[n]; return v->xPos >= x1 && v->yPos >= y1 && v->xPos + v->xSize - 1 <= x2 && v->yPos <= y2; } // if n is in center of box uint8 AgiEngine::testObjCenter(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) { ScreenObjEntry *v = &_game.screenObjTable[n]; return v->xPos + v->xSize / 2 >= x1 && v->xPos + v->xSize / 2 <= x2 && v->yPos >= y1 && v->yPos <= y2; } // if nect N is in right corner uint8 AgiEngine::testObjRight(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) { ScreenObjEntry *v = &_game.screenObjTable[n]; return v->xPos + v->xSize - 1 >= x1 && v->xPos + v->xSize - 1 <= x2 && v->yPos >= y1 && v->yPos <= y2; } // When player has entered something, it is parsed elsewhere uint8 AgiEngine::testSaid(uint8 nwords, uint8 *cc) { AgiGame *state = &_game; AgiEngine *vm = state->_vm; Words *words = vm->_words; int c, n = words->getEgoWordCount(); int z = 0; if (vm->getFlag(VM_FLAG_SAID_ACCEPTED_INPUT) || !vm->getFlag(VM_FLAG_ENTERED_CLI)) return false; // FR: // I think the reason for the code below is to add some speed.... // // if (nwords != num_ego_words) // return false; // // In the disco scene in Larry 1 when you type "examine blonde", // inside the logic is expected ( said("examine", "blonde", "rol") ) // where word("rol") = 9999 // // According to the interpreter code 9999 means that whatever the // user typed should be correct, but it looks like code 9999 means that // if the string is empty at this point, the entry is also correct... // // With the removal of this code, the behavior of the scene was // corrected for (c = 0; nwords && n; c++, nwords--, n--) { z = READ_LE_UINT16(cc); cc += 2; switch (z) { case 9999: // rest of line (empty string counts to...) nwords = 1; break; case 1: // any word break; default: if (words->getEgoWordId(c) != z) return false; break; } } // The entry string should be entirely parsed, or last word = 9999 if (n && z != 9999) return false; // The interpreter string shouldn't be entirely parsed, but next // word must be 9999. if (nwords != 0 && READ_LE_UINT16(cc) != 9999) return false; setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, true); return true; } bool AgiEngine::testIfCode(int16 logicNr) { AgiGame *state = &_game; uint8 op; uint8 p[16]; int notMode = false; int orMode = false; int endTest = false; int result = true; while (!(shouldQuit() || _restartGame) && !endTest) { if (_debug.enabled && (_debug.logic0 || logicNr)) debugConsole(logicNr, lTEST_MODE, NULL); op = *(code + ip++); memmove(p, (code + ip), 16); switch (op) { case 0xFC: if (orMode) { // We have reached the end of an OR expression without // a single test command evaluating as true. Thus the OR // expression evalutes as false which means the whole // expression evaluates as false. So skip until the // ending 0xFF and return. skipInstructionsUntil(0xFF); result = false; endTest = true; } else { orMode = true; } continue; case 0xFD: notMode = true; continue; case 0x00: case 0xFF: endTest = true; continue; default: // Evaluate the command and skip the rest of the instruction _opCodesCond[op].functionPtr(state, this, p); if (state->exitAllLogics) { // required even here, because of at least the timer heuristic // which when triggered waits a bit and processes ScummVM events and user may therefore restore a saved game // fixes bug #9707 // TODO: maybe delay restoring the game instead, when GMM is used? return true; } skipInstruction(op); // NOT mode is enabled only for one instruction if (notMode) state->testResult = !state->testResult; notMode = false; if (orMode) { if (state->testResult) { // We are in OR mode and the last test command evaluated // as true, thus the whole OR expression evaluates as // true. So skip the rest of the OR expression and // continue normally. skipInstructionsUntil(0xFC); orMode = false; continue; } } else { result &= state->testResult; if (!result) { // Since we are in AND mode and the last test command // evaluated as false, the whole expression also evaluates // as false. So skip until the ending 0xFF and return. skipInstructionsUntil(0xFF); endTest = true; continue; } } break; } } // Skip the following IF block if the condition evaluates as false if (result) ip += 2; else ip += READ_LE_UINT16(code + ip) + 2; if (_debug.enabled && (_debug.logic0 || logicNr)) debugConsole(logicNr, 0xFF, result ? "=true" : "=false"); return result; } void AgiEngine::skipInstruction(byte op) { AgiGame *state = &_game; if (op >= 0xFC) return; if (op == 0x0E && state->_vm->getVersion() >= 0x2000) // said ip += *(code + ip) * 2 + 1; else { ip += _opCodesCond[op].parameterSize; } } void AgiEngine::skipInstructionsUntil(byte v) { AgiGame *state = &_game; int originalIP = state->_curLogic->cIP; while (1) { byte op = *(code + ip++); if (op == v) return; if (op < 0xFC) { if (!_opCodesCond[op].functionPtr) { // security-check error("illegal opcode %x during skipinstructions in script %d at %d (triggered at %d)", op, state->curLogicNr, ip, originalIP); } } skipInstruction(op); } } } // End of namespace Agi