/* 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 "agi/agi.h" #include "agi/keyboard.h" #include "agi/opcodes.h" namespace Agi { static uint8 testObjRight(uint8, uint8, uint8, uint8, uint8); static uint8 testObjCentre(uint8, uint8, uint8, uint8, uint8); static uint8 testObjInBox(uint8, uint8, uint8, uint8, uint8); static uint8 testPosn(uint8, uint8, uint8, uint8, uint8); static uint8 testSaid(uint8, uint8 *); static uint8 testController(uint8); static uint8 testKeypressed(void); static uint8 testCompareStrings(uint8, uint8); static AgiEngine *g_agi; #define game g_agi->_game #define ip (game.logics[lognum].cIP) #define code (game.logics[lognum].data) #define testEqual(v1, v2) (g_agi->getvar(v1) == (v2)) #define testLess(v1, v2) (g_agi->getvar(v1) < (v2)) #define testGreater(v1, v2) (g_agi->getvar(v1) > (v2)) #define testIsSet(flag) (g_agi->getflag(flag)) #define testHas(obj) (g_agi->objectGetLocation(obj) == EGO_OWNED) #define testObjInRoom(obj, v) (g_agi->objectGetLocation(obj) == g_agi->getvar(v)) extern int timerHack; // For the timer loop in MH1 logic 153 static uint8 testCompareStrings(uint8 s1, uint8 s2) { char ms1[MAX_STRINGLEN]; char ms2[MAX_STRINGLEN]; int j, k, l; strcpy(ms1, game.strings[s1]); strcpy(ms2, game.strings[s2]); 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++] = toupper(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++] = toupper(ms2[k]); break; } } ms2[j] = 0x0; return !strcmp(ms1, ms2); } static uint8 testKeypressed() { int x = game.keypress; game.keypress = 0; if (!x) { int mode = game.inputMode; game.inputMode = INPUT_NONE; g_agi->mainCycle(); game.inputMode = mode; } if (x) debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", x); return x; } static uint8 testController(uint8 cont) { return (game.controllerOccured[cont] ? 1 : 0); } static uint8 testPosn(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) { VtEntry *v = &game.viewTable[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; } static uint8 testObjInBox(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) { VtEntry *v = &game.viewTable[n]; return v->xPos >= x1 && v->yPos >= y1 && v->xPos + v->xSize - 1 <= x2 && v->yPos <= y2; } // if n is in centre of box static uint8 testObjCentre(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) { VtEntry *v = &game.viewTable[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 static uint8 testObjRight(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) { VtEntry *v = &game.viewTable[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 static uint8 testSaid(uint8 nwords, uint8 *cc) { int c, n = game.numEgoWords; int z = 0; if (g_agi->getflag(fSaidAcceptedInput) || !g_agi->getflag(fEnteredCli)) 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 behaviour 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 (game.egoWords[c].id != 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; g_agi->setflag(fSaidAcceptedInput, true); return true; } int AgiEngine::testIfCode(int lognum) { g_agi = this; int ec = true; int retval = true; uint8 op = 0; uint8 notTest = false; uint8 orTest = false; uint16 lastIp = ip; uint8 p[16] = { 0 }; bool end_test = false; while (retval && !(shouldQuit() || _restartGame) && !end_test) { if (_debug.enabled && (_debug.logic0 || lognum)) debugConsole(lognum, lTEST_MODE, NULL); lastIp = ip; op = *(code + ip++); memmove(p, (code + ip), 16); switch (op) { case 0xFF: // END IF, TEST true end_test = true; break; case 0xFD: notTest = !notTest; continue; case 0xFC: // OR // if or_test is ON and we hit 0xFC, end of OR, then // or is STILL false so break. if (orTest) { ec = false; retval = false; end_test = true; } orTest = true; continue; case 0x00: // return true? end_test = true; break; case 0x01: ec = testEqual(p[0], p[1]); if (p[0] == 11) timerHack++; break; case 0x02: ec = testEqual(p[0], getvar(p[1])); if (p[0] == 11 || p[1] == 11) timerHack++; break; case 0x03: ec = testLess(p[0], p[1]); if (p[0] == 11) timerHack++; break; case 0x04: ec = testLess(p[0], getvar(p[1])); if (p[0] == 11 || p[1] == 11) timerHack++; break; case 0x05: ec = testGreater(p[0], p[1]); if (p[0] == 11) timerHack++; break; case 0x06: ec = testGreater(p[0], getvar(p[1])); if (p[0] == 11 || p[1] == 11) timerHack++; break; case 0x07: ec = testIsSet(p[0]); break; case 0x08: ec = testIsSet(getvar(p[0])); break; case 0x09: ec = testHas(p[0]); break; case 0x0A: ec = testObjInRoom(p[0], p[1]); break; case 0x0B: ec = testPosn(p[0], p[1], p[2], p[3], p[4]); break; case 0x0C: ec = testController(p[0]); break; case 0x0D: ec = testKeypressed(); break; case 0x0E: ec = testSaid(p[0], (uint8 *) code + (ip + 1)); ip = lastIp; ip++; // skip opcode ip += p[0] * 2; // skip num_words * 2 ip++; // skip num_words opcode break; case 0x0F: debugC(7, kDebugLevelScripts, "comparing [%s], [%s]", game.strings[p[0]], game.strings[p[1]]); ec = testCompareStrings(p[0], p[1]); break; case 0x10: ec = testObjInBox(p[0], p[1], p[2], p[3], p[4]); break; case 0x11: ec = testObjCentre(p[0], p[1], p[2], p[3], p[4]); break; case 0x12: ec = testObjRight(p[0], p[1], p[2], p[3], p[4]); break; case 0x13: // Unknown test command 19 // 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 behaviour 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. ec = game.viewTable[0].flags & ADJ_EGO_XY; debugC(7, kDebugLevelScripts, "op_test: in.motion.using.mouse = %s (Amiga-specific testcase 19)", ec ? "true" : "false"); break; default: ec = false; end_test = true; } if (!end_test) { if (op <= 0x12) ip += logicNamesTest[op].numArgs; // exchange ec value if (notTest) ec = !ec; // not is only enabled for 1 test command notTest = false; if (orTest && ec) { // a true inside an OR statement passes // ENTIRE statement scan for end of OR // CM: test for opcode < 0xfc changed from 'op' to // '*(code+ip)', to avoid problem with the 0xfd (NOT) // opcode byte. Changed a bad ip += ... ip++ construct. // This should fix the crash with Larry's logic.0 code: // // if ((isset(4) || // !isset(2) || // v30 == 2 || // v30 == 1)) { // goto Label1; // } // // The bytecode is: // ff fc 07 04 fd 07 02 01 1e 02 01 1e 01 fc ff // find end of OR while (*(code + ip) != 0xFC) { if (*(code + ip) == 0x0E) { // said ip++; // cover count + ^words ip += 1 + ((*(code + ip)) * 2); continue; } if (*(code + ip) < 0xFC) ip += logicNamesTest[*(code + ip)].numArgs; ip++; } ip++; orTest = false; retval = true; } else { retval = orTest ? retval || ec : retval && ec; } } } // if false, scan for end of IP? if (retval) ip += 2; else { ip = lastIp; while (*(code + ip) != 0xff) { if (*(code + ip) == 0x0e) { ip++; ip += (*(code + ip)) * 2 + 1; } else if (*(code + ip) < 0xfc) { ip += logicNamesTest[*(code + ip)].numArgs; ip++; } else { ip++; } } ip++; // skip over 0xFF ip += READ_LE_UINT16(code + ip) + 2; } if (_debug.enabled && (_debug.logic0 || lognum)) debugConsole(lognum, 0xFF, retval ? "=true" : "=false"); return retval; } } // End of namespace Agi