/* 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 "common/endian.h" #include "gui/message.h" #include "sound/mixer.h" #include "sound/mods/infogrames.h" #include "gob/gob.h" #include "gob/inter.h" #include "gob/helper.h" #include "gob/global.h" #include "gob/util.h" #include "gob/dataio.h" #include "gob/draw.h" #include "gob/game.h" #include "gob/expression.h" #include "gob/script.h" #include "gob/resources.h" #include "gob/hotspots.h" #include "gob/goblin.h" #include "gob/map.h" #include "gob/mult.h" #include "gob/scenery.h" #include "gob/video.h" #include "gob/save/saveload.h" #include "gob/videoplayer.h" #include "gob/sound/sound.h" namespace Gob { #define OPCODEVER Inter_v2 #define OPCODEDRAW(i, x) _opcodesDraw[i]._OPCODEDRAW(OPCODEVER, x) #define OPCODEFUNC(i, x) _opcodesFunc[i]._OPCODEFUNC(OPCODEVER, x) #define OPCODEGOB(i, x) _opcodesGob[i]._OPCODEGOB(OPCODEVER, x) Inter_v2::Inter_v2(GobEngine *vm) : Inter_v1(vm) { } void Inter_v2::setupOpcodesDraw() { Inter_v1::setupOpcodesDraw(); OPCODEDRAW(0x01, o2_playMult); OPCODEDRAW(0x02, o2_freeMultKeys); OPCODEDRAW(0x0A, o2_setRenderFlags); OPCODEDRAW(0x13, o2_multSub); OPCODEDRAW(0x14, o2_initMult); OPCODEDRAW(0x17, o2_loadMultObject); OPCODEDRAW(0x1C, o2_renderStatic); OPCODEDRAW(0x1D, o2_loadCurLayer); OPCODEDRAW(0x20, o2_playCDTrack); OPCODEDRAW(0x21, o2_waitCDTrackEnd); OPCODEDRAW(0x22, o2_stopCD); OPCODEDRAW(0x23, o2_readLIC); OPCODEDRAW(0x24, o2_freeLIC); OPCODEDRAW(0x25, o2_getCDTrackPos); OPCODEDRAW(0x30, o2_loadFontToSprite); OPCODEDRAW(0x40, o2_totSub); OPCODEDRAW(0x41, o2_switchTotSub); OPCODEDRAW(0x42, o2_pushVars); OPCODEDRAW(0x43, o2_popVars); OPCODEDRAW(0x50, o2_loadMapObjects); OPCODEDRAW(0x51, o2_freeGoblins); OPCODEDRAW(0x52, o2_moveGoblin); OPCODEDRAW(0x53, o2_writeGoblinPos); OPCODEDRAW(0x54, o2_stopGoblin); OPCODEDRAW(0x55, o2_setGoblinState); OPCODEDRAW(0x56, o2_placeGoblin); OPCODEDRAW(0x80, o2_initScreen); OPCODEDRAW(0x81, o2_scroll); OPCODEDRAW(0x82, o2_setScrollOffset); OPCODEDRAW(0x83, o2_playImd); OPCODEDRAW(0x84, o2_getImdInfo); OPCODEDRAW(0x85, o2_openItk); OPCODEDRAW(0x86, o2_closeItk); OPCODEDRAW(0x87, o2_setImdFrontSurf); OPCODEDRAW(0x88, o2_resetImdFrontSurf); } void Inter_v2::setupOpcodesFunc() { Inter_v1::setupOpcodesFunc(); OPCODEFUNC(0x09, o2_assign); OPCODEFUNC(0x11, o2_printText); OPCODEFUNC(0x17, o2_animPalInit); OPCODEFUNC(0x18, o2_addHotspot); OPCODEFUNC(0x19, o2_removeHotspot); OPCODEFUNC(0x25, o2_goblinFunc); OPCODEFUNC(0x39, o2_stopSound); OPCODEFUNC(0x3A, o2_loadSound); OPCODEFUNC(0x3E, o2_getFreeMem); OPCODEFUNC(0x3F, o2_checkData); OPCODEFUNC(0x4D, o2_readData); OPCODEFUNC(0x4E, o2_writeData); } void Inter_v2::setupOpcodesGob() { OPCODEGOB( 0, o2_loadInfogramesIns); OPCODEGOB( 1, o2_startInfogrames); OPCODEGOB( 2, o2_stopInfogrames); OPCODEGOB( 10, o2_playInfogrames); OPCODEGOB(100, o2_handleGoblins); OPCODEGOB(500, o2_playProtracker); OPCODEGOB(501, o2_stopProtracker); } void Inter_v2::checkSwitchTable(uint32 &offset) { byte type; int16 len; int32 value; bool found; found = false; offset = 0; type = _vm->_game->_script->peekByte(); value = _vm->_game->_script->readVarIndex(); switch (type) { case TYPE_VAR_INT8: case TYPE_ARRAY_INT8: value = (int8) READ_VARO_UINT8(value); break; case TYPE_VAR_INT32: case TYPE_ARRAY_INT32: value = READ_VARO_UINT32(value); break; default: value = (int16) READ_VARO_UINT16(value); break; } if (_terminate) return; len = _vm->_game->_script->readInt8(); while (len != -5) { for (int i = 0; i < len; i++) { type = _vm->_game->_script->peekByte(); switch (type) { case TYPE_IMM_INT32: _vm->_game->_script->skip(1); if (!found && (value == _vm->_game->_script->peekInt32())) found = true; _vm->_game->_script->skip(5); break; case TYPE_IMM_INT16: _vm->_game->_script->skip(1); if (!found && (value == _vm->_game->_script->peekInt16())) found = true; _vm->_game->_script->skip(3); break; case TYPE_IMM_INT8: _vm->_game->_script->skip(1); if (!found && (value == _vm->_game->_script->peekInt8())) found = true; _vm->_game->_script->skip(2); break; default: if (!found) { _vm->_game->_script->evalExpr(0); if (value == _vm->_game->_script->getResultInt()) found = true; } else _vm->_game->_script->skipExpr(99); break; } } if (found && (offset == 0)) offset = _vm->_game->_script->pos(); _vm->_game->_script->skip(_vm->_game->_script->peekUint16(2) + 2); len = _vm->_game->_script->readInt8(); } if ((_vm->_game->_script->peekByte() >> 4) != 4) return; _vm->_game->_script->skip(1); if (offset == 0) offset = _vm->_game->_script->pos(); _vm->_game->_script->skip(_vm->_game->_script->peekUint16(2) + 2); } void Inter_v2::o2_playMult() { int16 checkEscape; checkEscape = _vm->_game->_script->readInt16(); _vm->_mult->setMultData(checkEscape >> 1); _vm->_mult->playMult(VAR(57), -1, checkEscape & 0x1, 0); } void Inter_v2::o2_freeMultKeys() { uint16 index = _vm->_game->_script->readUint16(); if (!_vm->_mult->hasMultData(index)) return; _vm->_mult->setMultData(index); _vm->_mult->freeMultKeys(); _vm->_mult->zeroMultData(index); } void Inter_v2::o2_setRenderFlags() { int16 expr; expr = _vm->_game->_script->readValExpr(); if (expr & 0x8000) { _vm->_draw->_renderFlags |= expr & 0x3FFF; } else { if (expr & 0x4000) _vm->_draw->_renderFlags &= expr & 0x3FFF; else _vm->_draw->_renderFlags = expr; } } void Inter_v2::o2_multSub() { _vm->_mult->multSub(_vm->_game->_script->readValExpr()); } void Inter_v2::o2_initMult() { int16 oldAnimHeight; int16 oldAnimWidth; int16 oldObjCount; int16 posXVar; int16 posYVar; int16 animDataVar; oldAnimWidth = _vm->_mult->_animWidth; oldAnimHeight = _vm->_mult->_animHeight; oldObjCount = _vm->_mult->_objCount; _vm->_mult->_animLeft = _vm->_game->_script->readInt16(); _vm->_mult->_animTop = _vm->_game->_script->readInt16(); _vm->_mult->_animWidth = _vm->_game->_script->readInt16(); _vm->_mult->_animHeight = _vm->_game->_script->readInt16(); _vm->_mult->_objCount = _vm->_game->_script->readInt16(); posXVar = _vm->_game->_script->readVarIndex(); posYVar = _vm->_game->_script->readVarIndex(); animDataVar = _vm->_game->_script->readVarIndex(); if (_vm->_mult->_objects && (oldObjCount != _vm->_mult->_objCount)) { warning("Initializing new objects without having " "cleaned up the old ones at first"); _vm->_mult->clearObjectVideos(); for (int i = 0; i < _vm->_mult->_objCount; i++) { delete _vm->_mult->_objects[i].pPosX; delete _vm->_mult->_objects[i].pPosY; } delete[] _vm->_mult->_objects; delete[] _vm->_mult->_renderObjs; delete[] _vm->_mult->_orderArray; _vm->_mult->_objects = 0; _vm->_mult->_renderObjs = 0; _vm->_mult->_orderArray = 0; } if (_vm->_mult->_objects == 0) { _vm->_mult->_renderObjs = new Mult::Mult_Object*[_vm->_mult->_objCount]; memset(_vm->_mult->_renderObjs, 0, _vm->_mult->_objCount * sizeof(Mult::Mult_Object*)); if (_terminate) return; _vm->_mult->_orderArray = new int8[_vm->_mult->_objCount]; memset(_vm->_mult->_orderArray, 0, _vm->_mult->_objCount * sizeof(int8)); _vm->_mult->_objects = new Mult::Mult_Object[_vm->_mult->_objCount]; memset(_vm->_mult->_objects, 0, _vm->_mult->_objCount * sizeof(Mult::Mult_Object)); for (int i = 0; i < _vm->_mult->_objCount; i++) { uint32 offPosX = i * 4 + (posXVar / 4) * 4; uint32 offPosY = i * 4 + (posYVar / 4) * 4; uint32 offAnim = animDataVar + i * 4 * _vm->_global->_inter_animDataSize; _vm->_mult->_objects[i].pPosX = new VariableReference(*_vm->_inter->_variables, offPosX); _vm->_mult->_objects[i].pPosY = new VariableReference(*_vm->_inter->_variables, offPosY); _vm->_mult->_objects[i].pAnimData = (Mult::Mult_AnimData *) _variables->getAddressOff8(offAnim); _vm->_mult->_objects[i].pAnimData->isStatic = 1; _vm->_mult->_objects[i].tick = 0; _vm->_mult->_objects[i].lastLeft = -1; _vm->_mult->_objects[i].lastRight = -1; _vm->_mult->_objects[i].lastTop = -1; _vm->_mult->_objects[i].lastBottom = -1; _vm->_mult->_objects[i].goblinX = 1; _vm->_mult->_objects[i].goblinY = 1; } } if (_vm->_mult->_animSurf && ((oldAnimWidth != _vm->_mult->_animWidth) || (oldAnimHeight != _vm->_mult->_animHeight))) { _vm->_draw->freeSprite(22); _vm->_mult->_animSurf.reset(); } _vm->_draw->adjustCoords(0, &_vm->_mult->_animWidth, &_vm->_mult->_animHeight); if (!_vm->_mult->_animSurf) { _vm->_draw->initSpriteSurf(22, _vm->_mult->_animWidth, _vm->_mult->_animHeight, 0); _vm->_mult->_animSurf = _vm->_draw->_spritesArray[22]; if (_terminate) return; } _vm->_draw->adjustCoords(1, &_vm->_mult->_animWidth, &_vm->_mult->_animHeight); _vm->_draw->_sourceSurface = 21; _vm->_draw->_destSurface = 22; _vm->_draw->_spriteLeft = _vm->_mult->_animLeft; _vm->_draw->_spriteTop = _vm->_mult->_animTop; _vm->_draw->_spriteRight = _vm->_mult->_animWidth; _vm->_draw->_spriteBottom = _vm->_mult->_animHeight; _vm->_draw->_destSpriteX = 0; _vm->_draw->_destSpriteY = 0; _vm->_draw->spriteOperation(0); debugC(4, kDebugGraphics, "o2_initMult: x = %d, y = %d, w = %d, h = %d", _vm->_mult->_animLeft, _vm->_mult->_animTop, _vm->_mult->_animWidth, _vm->_mult->_animHeight); debugC(4, kDebugGraphics, " _vm->_mult->_objCount = %d, " "animation data size = %d", _vm->_mult->_objCount, _vm->_global->_inter_animDataSize); } void Inter_v2::o2_loadMultObject() { int16 val; int16 objIndex; int16 animation; int16 layer; byte *multData; objIndex = _vm->_game->_script->readValExpr(); val = _vm->_game->_script->readValExpr(); *_vm->_mult->_objects[objIndex].pPosX = val; val = _vm->_game->_script->readValExpr(); *_vm->_mult->_objects[objIndex].pPosY = val; debugC(4, kDebugGameFlow, "Loading mult object %d", objIndex); multData = (byte *) _vm->_mult->_objects[objIndex].pAnimData; for (int i = 0; i < 11; i++) { if (_vm->_game->_script->peekByte() != 99) multData[i] = _vm->_game->_script->readValExpr(); else _vm->_game->_script->skip(1); } Mult::Mult_Object &obj = _vm->_mult->_objects[objIndex]; Mult::Mult_AnimData &objAnim = *(obj.pAnimData); if ((objAnim.animType == 100) && (objIndex < _vm->_goblin->_gobsCount)) { val = *(obj.pPosX) % 256; obj.destX = val; obj.gobDestX = val; obj.goblinX = val; val = *(obj.pPosY) % 256; obj.destY = val; obj.gobDestY = val; obj.goblinY = val; *(obj.pPosX) *= _vm->_map->_tilesWidth; layer = objAnim.layer; animation = obj.goblinStates[layer][0].animation; objAnim.framesLeft = objAnim.maxFrame; objAnim.nextState = -1; objAnim.newState = -1; objAnim.pathExistence = 0; objAnim.isBusy = 0; objAnim.state = layer; objAnim.layer = obj.goblinStates[objAnim.state][0].layer; objAnim.animation = animation; _vm->_scenery->updateAnim(layer, 0, animation, 0, *(obj.pPosX), *(obj.pPosY), 0); if (!_vm->_map->_bigTiles) *(obj.pPosY) = (obj.goblinY + 1) * _vm->_map->_tilesHeight - (_vm->_scenery->_animBottom - _vm->_scenery->_animTop); else *(obj.pPosY) = ((obj.goblinY + 1) * _vm->_map->_tilesHeight) - (_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - ((obj.goblinY + 1) / 2); *(obj.pPosX) = obj.goblinX * _vm->_map->_tilesWidth; } else if ((objAnim.animType == 101) && (objIndex < _vm->_goblin->_gobsCount)) { layer = objAnim.layer; animation = obj.goblinStates[layer][0].animation; objAnim.nextState = -1; objAnim.newState = -1; objAnim.state = layer; objAnim.layer = obj.goblinStates[objAnim.state][0].layer; objAnim.animation = animation; if ((*(obj.pPosX) == 1000) && (*(obj.pPosY) == 1000)) { Scenery::AnimLayer *animLayer = _vm->_scenery->getAnimLayer(animation, objAnim.layer); *(obj.pPosX) = animLayer->posX; *(obj.pPosY) = animLayer->posY; } _vm->_scenery->updateAnim(layer, 0, animation, 0, *(obj.pPosX), *(obj.pPosY), 0); } else if ((objAnim.animType != 100) && (objAnim.animType != 101)) { if ((((int32) *(obj.pPosX)) == -1234) && (((int32) *(obj.pPosY)) == -4321)) { if (obj.videoSlot > 0) _vm->_vidPlayer->slotClose(obj.videoSlot - 1); obj.videoSlot = 0; obj.lastLeft = -1; obj.lastTop = -1; obj.lastBottom = -1; obj.lastRight = -1; } } } void Inter_v2::o2_renderStatic() { int16 layer; int16 index; index = _vm->_game->_script->readValExpr(); layer = _vm->_game->_script->readValExpr(); _vm->_scenery->renderStatic(index, layer); } void Inter_v2::o2_loadCurLayer() { _vm->_scenery->_curStatic = _vm->_game->_script->readValExpr(); _vm->_scenery->_curStaticLayer = _vm->_game->_script->readValExpr(); } void Inter_v2::o2_playCDTrack() { if (!(_vm->_draw->_renderFlags & RENDERFLAG_NOBLITINVALIDATED)) _vm->_draw->blitInvalidated(); _vm->_game->_script->evalExpr(0); _vm->_sound->cdPlay(_vm->_game->_script->getResultStr()); } void Inter_v2::o2_waitCDTrackEnd() { debugC(1, kDebugSound, "CDROM: Waiting for playback to end"); while (_vm->_sound->cdGetTrackPos() >= 0) _vm->_util->longDelay(1); } void Inter_v2::o2_stopCD() { _vm->_sound->cdStop(); } void Inter_v2::o2_readLIC() { char path[40]; _vm->_game->_script->evalExpr(0); strncpy0(path, _vm->_game->_script->getResultStr(), 35); strcat(path, ".LIC"); _vm->_sound->cdLoadLIC(path); } void Inter_v2::o2_freeLIC() { _vm->_sound->cdUnloadLIC(); } void Inter_v2::o2_getCDTrackPos() { int16 varPos; int16 varName; _vm->_util->longDelay(1); varPos = _vm->_game->_script->readVarIndex(); varName = _vm->_game->_script->readVarIndex(); WRITE_VAR_OFFSET(varPos, _vm->_sound->cdGetTrackPos(GET_VARO_STR(varName))); WRITE_VARO_STR(varName, _vm->_sound->cdGetCurrentTrack()); } void Inter_v2::o2_loadFontToSprite() { int16 i = _vm->_game->_script->readInt16(); _vm->_draw->_fontToSprite[i].sprite = _vm->_game->_script->readByte(); _vm->_game->_script->skip(1); _vm->_draw->_fontToSprite[i].base = _vm->_game->_script->readByte(); _vm->_game->_script->skip(1); _vm->_draw->_fontToSprite[i].width = _vm->_game->_script->readByte(); _vm->_game->_script->skip(1); _vm->_draw->_fontToSprite[i].height = _vm->_game->_script->readByte(); _vm->_game->_script->skip(1); } void Inter_v2::o2_totSub() { char totFile[14]; byte length; int flags; int i; length = _vm->_game->_script->readByte(); if ((length & 0x7F) > 13) error("Length in o2_totSub is greater than 13 (%d)", length); if (length & 0x80) { _vm->_game->_script->evalExpr(0); strcpy(totFile, _vm->_game->_script->getResultStr()); } else { for (i = 0; i < length; i++) totFile[i] = _vm->_game->_script->readChar(); totFile[i] = 0; } // WORKAROUND: There is a race condition in the script when opening the notepad if (!scumm_stricmp(totFile, "edit")) _vm->_util->forceMouseUp(); // WORKAROUND: For some reason, the variable indicating which TOT to load next // is overwritten in the guard house card game in Woodruff if ((_vm->getGameType() == kGameTypeWoodruff) && !scumm_stricmp(totFile, "6")) strcpy(totFile, "EMAP2011"); flags = _vm->_game->_script->readByte(); _vm->_game->totSub(flags, totFile); } void Inter_v2::o2_switchTotSub() { int16 index; int16 skipPlay; index = _vm->_game->_script->readInt16(); skipPlay = _vm->_game->_script->readInt16(); _vm->_game->switchTotSub(index, skipPlay); } void Inter_v2::o2_pushVars() { byte count; int16 varOff; count = _vm->_game->_script->readByte(); for (int i = 0; i < count; i++, _varStackPos++) { if ((_vm->_game->_script->peekByte() == 25) || (_vm->_game->_script->peekByte() == 28)) { varOff = _vm->_game->_script->readVarIndex(); _vm->_game->_script->skip(1); _variables->copyTo(varOff, _varStack + _varStackPos, _vm->_global->_inter_animDataSize * 4); _varStackPos += _vm->_global->_inter_animDataSize * 4; _varStack[_varStackPos] = _vm->_global->_inter_animDataSize * 4; } else { int32 n = _vm->_game->_script->getResultInt(); if (_vm->_game->_script->evalExpr(&varOff) != 20) n = 0; memcpy(_varStack + _varStackPos, &n, 4); _varStackPos += 4; _varStack[_varStackPos] = 4; } } } void Inter_v2::o2_popVars() { byte count; int16 varOff; int16 size; count = _vm->_game->_script->readByte(); for (int i = 0; i < count; i++) { varOff = _vm->_game->_script->readVarIndex(); size = _varStack[--_varStackPos]; _varStackPos -= size; _variables->copyFrom(varOff, _varStack + _varStackPos, size); } } void Inter_v2::o2_loadMapObjects() { _vm->_map->loadMapObjects(0); } void Inter_v2::o2_freeGoblins() { _vm->_goblin->freeObjects(); } void Inter_v2::o2_moveGoblin() { int16 destX, destY; int16 index; destX = _vm->_game->_script->readValExpr(); destY = _vm->_game->_script->readValExpr(); index = _vm->_game->_script->readValExpr(); _vm->_goblin->move(destX, destY, index); } void Inter_v2::o2_writeGoblinPos() { int16 varX, varY; int16 index; varX = _vm->_game->_script->readVarIndex(); varY = _vm->_game->_script->readVarIndex(); index = _vm->_game->_script->readValExpr(); WRITE_VAR_OFFSET(varX, _vm->_mult->_objects[index].goblinX); WRITE_VAR_OFFSET(varY, _vm->_mult->_objects[index].goblinY); } void Inter_v2::o2_stopGoblin() { int16 index = _vm->_game->_script->readValExpr(); _vm->_mult->_objects[index].pAnimData->pathExistence = 4; } void Inter_v2::o2_setGoblinState() { int16 index; int16 state; int16 type; int16 layer; int16 animation; int16 deltaX, deltaY; int16 deltaWidth, deltaHeight; index = _vm->_game->_script->readValExpr(); state = _vm->_game->_script->readValExpr(); type = _vm->_game->_script->readValExpr(); Mult::Mult_Object &obj = _vm->_mult->_objects[index]; Mult::Mult_AnimData &objAnim = *(obj.pAnimData); objAnim.stateType = type; if (!obj.goblinStates[state]) return; Scenery::AnimLayer *animLayer; switch (type) { case 0: objAnim.frame = 0; layer = obj.goblinStates[state][0].layer; animation = obj.goblinStates[state][0].animation; objAnim.state = state; objAnim.layer = layer; objAnim.animation = animation; animLayer = _vm->_scenery->getAnimLayer(animation, layer); *(obj.pPosX) = animLayer->posX; *(obj.pPosY) = animLayer->posY; objAnim.isPaused = 0; objAnim.isStatic = 0; objAnim.newCycle = animLayer->framesCount; break; case 1: case 4: case 6: layer = obj.goblinStates[objAnim.state][0].layer; animation = obj.goblinStates[objAnim.state][0].animation; _vm->_scenery->updateAnim(layer, 0, animation, 0, *(obj.pPosX), *(obj.pPosY), 0); deltaHeight = _vm->_scenery->_animBottom - _vm->_scenery->_animTop; deltaWidth = _vm->_scenery->_animRight - _vm->_scenery->_animLeft; animLayer = _vm->_scenery->getAnimLayer(objAnim.animation, objAnim.layer); deltaX = animLayer->animDeltaX; deltaY = animLayer->animDeltaY; layer = obj.goblinStates[state][0].layer; animation = obj.goblinStates[state][0].animation; objAnim.state = state; objAnim.layer = layer; objAnim.animation = animation; objAnim.frame = 0; objAnim.isPaused = 0; objAnim.isStatic = 0; animLayer = _vm->_scenery->getAnimLayer(animation, layer); objAnim.newCycle = animLayer->framesCount; _vm->_scenery->updateAnim(layer, 0, animation, 0, *(obj.pPosX), *(obj.pPosY), 0); deltaHeight -= _vm->_scenery->_animBottom - _vm->_scenery->_animTop; deltaWidth -= _vm->_scenery->_animRight - _vm->_scenery->_animLeft; *(obj.pPosX) += deltaWidth + deltaX; *(obj.pPosY) += deltaHeight + deltaY; break; case 11: layer = obj.goblinStates[state][0].layer; animation = obj.goblinStates[state][0].animation; objAnim.state = state; objAnim.layer = layer; objAnim.animation = animation; objAnim.frame = 0; objAnim.isPaused = 0; objAnim.isStatic = 0; animLayer = _vm->_scenery->getAnimLayer(animation, layer); objAnim.newCycle = animLayer->framesCount; _vm->_scenery->updateAnim(layer, 0, animation, 0, *(obj.pPosX), *(obj.pPosY), 0); if (_vm->_map->_bigTiles) *(obj.pPosY) = ((obj.goblinY + 1) * _vm->_map->_tilesHeight) - (_vm->_scenery->_animBottom - _vm->_scenery->_animTop) - ((obj.goblinY + 1) / 2); else *(obj.pPosY) = ((obj.goblinY + 1) * _vm->_map->_tilesHeight) - (_vm->_scenery->_animBottom - _vm->_scenery->_animTop); *(obj.pPosX) = obj.goblinX * _vm->_map->_tilesWidth; break; } } void Inter_v2::o2_placeGoblin() { int16 index; int16 x, y; int16 state; index = _vm->_game->_script->readValExpr(); x = _vm->_game->_script->readValExpr(); y = _vm->_game->_script->readValExpr(); state = _vm->_game->_script->readValExpr(); _vm->_goblin->placeObject(0, 0, index, x, y, state); } void Inter_v2::o2_initScreen() { int16 offY; int16 videoMode; int16 width, height; offY = _vm->_game->_script->readInt16(); videoMode = offY & 0xFF; offY = (offY >> 8) & 0xFF; width = _vm->_game->_script->readValExpr(); height = _vm->_game->_script->readValExpr(); _vm->_video->clearScreen(); // Lost in Time switches to 640x400x16 when showing the title screen if (_vm->getGameType() == kGameTypeLostInTime) { if (videoMode == 0x10) { width = _vm->_width = 640; height = _vm->_height = 400; _vm->_global->_colorCount = 16; _vm->_video->setSize(true); } else if (_vm->_global->_videoMode == 0x10) { if (width == -1) width = 320; if (height == -1) height = 200; _vm->_width = 320; _vm->_height = 200; _vm->_global->_colorCount = 256; _vm->_video->setSize(false); } } _vm->_global->_fakeVideoMode = videoMode; // Some versions require this if (videoMode == 0xD) videoMode = _vm->_mode; if ((videoMode == _vm->_global->_videoMode) && (width == -1)) return; if (width > 0) _vm->_video->_surfWidth = width; if (height > 0) _vm->_video->_surfHeight = height; _vm->_video->_splitHeight1 = MIN(_vm->_height, _vm->_video->_surfHeight - offY); _vm->_video->_splitHeight2 = offY; _vm->_video->_splitStart = _vm->_video->_surfHeight - offY; _vm->_video->_screenDeltaX = 0; _vm->_video->_screenDeltaY = 0; _vm->_global->_mouseMinX = 0; _vm->_global->_mouseMinY = 0; _vm->_global->_mouseMaxX = _vm->_width; _vm->_global->_mouseMaxY = _vm->_height - _vm->_video->_splitHeight2 - 1; _vm->_draw->closeScreen(); _vm->_util->clearPalette(); memset(_vm->_global->_redPalette, 0, 256); memset(_vm->_global->_greenPalette, 0, 256); memset(_vm->_global->_bluePalette, 0, 256); _vm->_global->_videoMode = videoMode; _vm->_video->initPrimary(videoMode); WRITE_VAR(15, _vm->_global->_fakeVideoMode); _vm->_global->_setAllPalette = true; _vm->_util->setMousePos(_vm->_global->_inter_mouseX, _vm->_global->_inter_mouseY); _vm->_util->clearPalette(); _vm->_draw->initScreen(); _vm->_util->setScrollOffset(); } void Inter_v2::o2_scroll() { int16 startX; int16 startY; int16 endX; int16 endY; int16 stepX; int16 stepY; int16 curX; int16 curY; startX = CLIP((int) _vm->_game->_script->readValExpr(), 0, _vm->_video->_surfWidth - _vm->_width); startY = CLIP((int) _vm->_game->_script->readValExpr(), 0, _vm->_video->_surfHeight - _vm->_height); endX = CLIP((int) _vm->_game->_script->readValExpr(), 0, _vm->_video->_surfWidth - _vm->_width); endY = CLIP((int) _vm->_game->_script->readValExpr(), 0, _vm->_video->_surfHeight - _vm->_height); stepX = _vm->_game->_script->readValExpr(); stepY = _vm->_game->_script->readValExpr(); curX = startX; curY = startY; while (!_vm->shouldQuit() && ((curX != endX) || (curY != endY))) { curX = stepX > 0 ? MIN(curX + stepX, (int) endX) : MAX(curX + stepX, (int) endX); curY = stepY > 0 ? MIN(curY + stepY, (int) endY) : MAX(curY + stepY, (int) endY); _vm->_draw->_scrollOffsetX = curX; _vm->_draw->_scrollOffsetY = curY; _vm->_util->setScrollOffset(); _vm->_video->dirtyRectsAll(); } } void Inter_v2::o2_setScrollOffset() { int16 offsetX, offsetY; offsetX = _vm->_game->_script->readValExpr(); offsetY = _vm->_game->_script->readValExpr(); if (offsetX == -1) { _vm->_game->_preventScroll = !_vm->_game->_preventScroll; WRITE_VAR(2, _vm->_draw->_scrollOffsetX); WRITE_VAR(3, _vm->_draw->_scrollOffsetY); } else { int16 screenW = _vm->_video->_surfWidth; int16 screenH = _vm->_video->_surfHeight; if (screenW > _vm->_width) screenW -= _vm->_width; if (screenH > _vm->_height) screenH -= _vm->_height; _vm->_draw->_scrollOffsetX = CLIP(offsetX, 0, screenW); _vm->_draw->_scrollOffsetY = CLIP(offsetY, 0, screenH); _vm->_video->dirtyRectsAll(); } _vm->_util->setScrollOffset(); _noBusyWait = true; } void Inter_v2::o2_playImd() { char imd[128]; int16 x, y; int16 startFrame; int16 lastFrame; int16 breakKey; int16 flags; int16 palStart; int16 palEnd; uint16 palCmd; bool close; _vm->_game->_script->evalExpr(0); _vm->_game->_script->getResultStr()[8] = 0; strncpy0(imd, _vm->_game->_script->getResultStr(), 127); x = _vm->_game->_script->readValExpr(); y = _vm->_game->_script->readValExpr(); startFrame = _vm->_game->_script->readValExpr(); lastFrame = _vm->_game->_script->readValExpr(); breakKey = _vm->_game->_script->readValExpr(); flags = _vm->_game->_script->readValExpr(); palStart = _vm->_game->_script->readValExpr(); palEnd = _vm->_game->_script->readValExpr(); palCmd = 1 << (flags & 0x3F); debugC(1, kDebugVideo, "Playing video \"%s\" @ %d+%d, frames %d - %d, " "paletteCmd %d (%d - %d), flags %X", _vm->_game->_script->getResultStr(), x, y, startFrame, lastFrame, palCmd, palStart, palEnd, flags); if ((imd[0] != 0) && !_vm->_vidPlayer->primaryOpen(imd, x, y, flags)) { WRITE_VAR(11, (uint32) -1); return; } close = (lastFrame == -1); if (startFrame == -2) { startFrame = lastFrame = 0; close = false; } if (startFrame >= 0) _vm->_vidPlayer->primaryPlay(startFrame, lastFrame, breakKey, palCmd, palStart, palEnd, 0); if (close) _vm->_vidPlayer->primaryClose(); } void Inter_v2::o2_getImdInfo() { int16 varX, varY; int16 varFrames; int16 varWidth, varHeight; _vm->_game->_script->evalExpr(0); varX = _vm->_game->_script->readVarIndex(); varY = _vm->_game->_script->readVarIndex(); varFrames = _vm->_game->_script->readVarIndex(); varWidth = _vm->_game->_script->readVarIndex(); varHeight = _vm->_game->_script->readVarIndex(); // WORKAROUND: The nut rolling animation in the administration center // in Woodruff is called "noixroul", but the scripts think it's "noixroule". if ((_vm->getGameType() == kGameTypeWoodruff) && (!scumm_stricmp(_vm->_game->_script->getResultStr(), "noixroule"))) strcpy(_vm->_game->_script->getResultStr(), "noixroul"); _vm->_vidPlayer->writeVideoInfo(_vm->_game->_script->getResultStr(), varX, varY, varFrames, varWidth, varHeight); } void Inter_v2::o2_openItk() { char fileName[32]; _vm->_game->_script->evalExpr(0); strncpy0(fileName, _vm->_game->_script->getResultStr(), 27); if (!strchr(fileName, '.')) strcat(fileName, ".ITK"); _vm->_dataIO->openDataFile(fileName, true); } void Inter_v2::o2_closeItk() { _vm->_dataIO->closeDataFile(true); } void Inter_v2::o2_setImdFrontSurf() { } void Inter_v2::o2_resetImdFrontSurf() { } bool Inter_v2::o2_assign(OpFuncParams ¶ms) { byte destType = _vm->_game->_script->peekByte(); int16 dest = _vm->_game->_script->readVarIndex(); byte loopCount; if (_vm->_game->_script->peekByte() == 99) { _vm->_game->_script->skip(1); loopCount = _vm->_game->_script->readByte(); } else loopCount = 1; for (int i = 0; i < loopCount; i++) { int16 result; int16 srcType = _vm->_game->_script->evalExpr(&result); switch (destType) { case TYPE_VAR_INT8: case TYPE_ARRAY_INT8: WRITE_VARO_UINT8(dest + i, _vm->_game->_script->getResultInt()); break; case TYPE_VAR_INT16: case TYPE_ARRAY_INT16: WRITE_VARO_UINT16(dest + i * 2, _vm->_game->_script->getResultInt()); break; case TYPE_VAR_INT32: case TYPE_ARRAY_INT32: WRITE_VAR_OFFSET(dest + i * 4, _vm->_game->_script->getResultInt()); break; case TYPE_VAR_INT32_AS_INT16: WRITE_VARO_UINT16(dest + i * 4, _vm->_game->_script->getResultInt()); break; case TYPE_VAR_STR: case TYPE_ARRAY_STR: if (srcType == TYPE_IMM_INT16) WRITE_VARO_UINT8(dest, result); else WRITE_VARO_STR(dest, _vm->_game->_script->getResultStr()); break; } } return false; } bool Inter_v2::o2_printText(OpFuncParams ¶ms) { char buf[60]; int i; _vm->_draw->_destSpriteX = _vm->_game->_script->readValExpr(); _vm->_draw->_destSpriteY = _vm->_game->_script->readValExpr(); _vm->_draw->_backColor = _vm->_game->_script->readValExpr(); _vm->_draw->_frontColor = _vm->_game->_script->readValExpr(); _vm->_draw->_fontIndex = _vm->_game->_script->readValExpr(); _vm->_draw->_destSurface = 21; _vm->_draw->_textToPrint = buf; _vm->_draw->_transparency = 0; if (_vm->_draw->_backColor == 16) { _vm->_draw->_backColor = 0; _vm->_draw->_transparency = 1; } do { for (i = 0; (_vm->_game->_script->peekChar() != '.') && (_vm->_game->_script->peekByte() != 200); i++) { buf[i] = _vm->_game->_script->readChar(); } if (_vm->_game->_script->peekByte() != 200) { _vm->_game->_script->skip(1); switch (_vm->_game->_script->peekByte()) { case TYPE_VAR_INT8: case TYPE_ARRAY_INT8: sprintf(buf + i, "%d", (int8) READ_VARO_UINT8(_vm->_game->_script->readVarIndex())); break; case TYPE_VAR_INT16: case TYPE_VAR_INT32_AS_INT16: case TYPE_ARRAY_INT16: sprintf(buf + i, "%d", (int16) READ_VARO_UINT16(_vm->_game->_script->readVarIndex())); break; case TYPE_VAR_INT32: case TYPE_ARRAY_INT32: sprintf(buf + i, "%d", VAR_OFFSET(_vm->_game->_script->readVarIndex())); break; case TYPE_VAR_STR: case TYPE_ARRAY_STR: sprintf(buf + i, "%s", GET_VARO_STR(_vm->_game->_script->readVarIndex())); break; } _vm->_game->_script->skip(1); } else buf[i] = 0; _vm->_draw->spriteOperation(DRAW_PRINTTEXT); } while (_vm->_game->_script->peekByte() != 200); _vm->_game->_script->skip(1); return false; } bool Inter_v2::o2_animPalInit(OpFuncParams ¶ms) { int16 index; index = _vm->_game->_script->readInt16(); if (index > 0) { index--; _animPalLowIndex[index] = _vm->_game->_script->readValExpr(); _animPalHighIndex[index] = _vm->_game->_script->readValExpr(); _animPalDir[index] = 1; } else if (index == 0) { memset(_animPalDir, 0, 8 * sizeof(int16)); _vm->_game->_script->readValExpr(); _vm->_game->_script->readValExpr(); } else { index = -index - 1; _animPalLowIndex[index] = _vm->_game->_script->readValExpr(); _animPalHighIndex[index] = _vm->_game->_script->readValExpr(); _animPalDir[index] = -1; } return false; } bool Inter_v2::o2_addHotspot(OpFuncParams ¶ms) { int16 id = _vm->_game->_script->readValExpr(); uint16 funcPos = _vm->_game->_script->pos(); int16 left = _vm->_game->_script->readValExpr(); int16 top = _vm->_game->_script->readValExpr(); uint16 width = _vm->_game->_script->readValExpr(); uint16 height = _vm->_game->_script->readValExpr(); uint16 flags = _vm->_game->_script->readValExpr(); uint16 key = _vm->_game->_script->readInt16(); if (key == 0) key = ABS(id) + 41960; if (left < 0) { width += left; left = 0; } if (top < 0) { height += top; top = 0; } int16 index; if (id < 0) index = _vm->_game->_hotspots->add(0xD000 - id, left & 0xFFFC, top & 0xFFFC, left + width + 3, top + height + 3, flags, key, 0, 0, funcPos); else index = _vm->_game->_hotspots->add(0xE000 + id, left, top, left + width - 1, top + height - 1, flags, key, 0, 0, funcPos); return false; } bool Inter_v2::o2_removeHotspot(OpFuncParams ¶ms) { int16 id = _vm->_game->_script->readValExpr(); uint8 stateType1 = Hotspots::kStateFilledDisabled | Hotspots::kStateType1; uint8 stateType2 = Hotspots::kStateFilledDisabled | Hotspots::kStateType2; if (id == -2) _vm->_game->_hotspots->removeState(stateType1); else if (id == -1) _vm->_game->_hotspots->removeState(stateType2); else _vm->_game->_hotspots->remove((stateType2 << 12) + id); return false; } bool Inter_v2::o2_goblinFunc(OpFuncParams ¶ms) { // TODO: In Inca 2, this is the big SpaceShoot0rz()-Opcode. // It's not yet implemented, so we fudge our way through // and pretend we've won. if (_vm->getGameType() == kGameTypeInca2) { _vm->_game->_script->skip(4); uint16 resVar = _vm->_game->_script->readUint16(); _vm->_game->_script->skip(4); WRITE_VAR(resVar, 1); return false; } OpGobParams gobParams; int16 cmd; cmd = _vm->_game->_script->readInt16(); gobParams.paramCount = _vm->_game->_script->readInt16(); gobParams.extraData = cmd; if (cmd != 101) executeOpcodeGob(cmd, gobParams); return false; } bool Inter_v2::o2_stopSound(OpFuncParams ¶ms) { int16 expr; expr = _vm->_game->_script->readValExpr(); if (expr < 0) { _vm->_sound->adlibStop(); } else _vm->_sound->blasterStop(expr); _soundEndTimeKey = 0; return false; } bool Inter_v2::o2_loadSound(OpFuncParams ¶ms) { loadSound(0); return false; } bool Inter_v2::o2_getFreeMem(OpFuncParams ¶ms) { int16 freeVar; int16 maxFreeVar; freeVar = _vm->_game->_script->readVarIndex(); maxFreeVar = _vm->_game->_script->readVarIndex(); // HACK WRITE_VAR_OFFSET(freeVar, 1000000); WRITE_VAR_OFFSET(maxFreeVar, 1000000); WRITE_VAR(16, _vm->_game->_script->getVariablesCount() * 4); return false; } bool Inter_v2::o2_checkData(OpFuncParams ¶ms) { int16 handle; int16 varOff; int32 size; SaveLoad::SaveMode mode; _vm->_game->_script->evalExpr(0); varOff = _vm->_game->_script->readVarIndex(); size = -1; handle = 1; char *file = _vm->_game->_script->getResultStr(); // WORKAROUND: For some reason, the variable indicating which TOT to load next // is overwritten in the guard house card game in Woodruff if ((_vm->getGameType() == kGameTypeWoodruff) && !scumm_stricmp(file, "6.TOT")) strcpy(file, "EMAP2011.TOT"); mode = _vm->_saveLoad->getSaveMode(file); if (mode == SaveLoad::kSaveModeNone) { if (_vm->_dataIO->existData(file)) size = _vm->_dataIO->getDataSize(file); else warning("File \"%s\" not found", file); } else if (mode == SaveLoad::kSaveModeSave) size = _vm->_saveLoad->getSize(file); else if (mode == SaveLoad::kSaveModeExists) size = 23; if (size == -1) handle = -1; debugC(2, kDebugFileIO, "Requested size of file \"%s\": %d", file, size); WRITE_VAR_OFFSET(varOff, handle); WRITE_VAR(16, (uint32) size); return false; } bool Inter_v2::o2_readData(OpFuncParams ¶ms) { int32 retSize; int32 size; int32 offset; int16 dataVar; int16 handle; byte *buf; SaveLoad::SaveMode mode; _vm->_game->_script->evalExpr(0); dataVar = _vm->_game->_script->readVarIndex(); size = _vm->_game->_script->readValExpr(); _vm->_game->_script->evalExpr(0); offset = _vm->_game->_script->getResultInt(); retSize = 0; char *file = _vm->_game->_script->getResultStr(); debugC(2, kDebugFileIO, "Read from file \"%s\" (%d, %d bytes at %d)", file, dataVar, size, offset); mode = _vm->_saveLoad->getSaveMode(file); if (mode == SaveLoad::kSaveModeSave) { WRITE_VAR(1, 1); if (!_vm->_saveLoad->load(file, dataVar, size, offset)) { GUI::MessageDialog dialog("Failed to load game state from file."); dialog.runModal(); } else WRITE_VAR(1, 0); return false; } else if (mode == SaveLoad::kSaveModeIgnore) return false; if (size < 0) { warning("Attempted to read a raw sprite from file \"%s\"", file); return false ; } else if (size == 0) { dataVar = 0; size = _vm->_game->_script->getVariablesCount() * 4; } buf = _variables->getAddressOff8(dataVar); if (file[0] == 0) { WRITE_VAR(1, size); return false; } WRITE_VAR(1, 1); handle = _vm->_dataIO->openData(file); if (handle < 0) return false; DataStream *stream = _vm->_dataIO->openAsStream(handle, true); _vm->_draw->animateCursor(4); if (offset < 0) stream->seek(offset + 1, SEEK_END); else stream->seek(offset); if (((dataVar >> 2) == 59) && (size == 4)) { WRITE_VAR(59, stream->readUint32LE()); // The scripts in some versions divide through 256^3 then, // effectively doing a LE->BE conversion if ((_vm->getPlatform() != Common::kPlatformPC) && (VAR(59) < 256)) WRITE_VAR(59, SWAP_BYTES_32(VAR(59))); } else retSize = stream->read(buf, size); if (retSize == size) WRITE_VAR(1, 0); delete stream; return false; } bool Inter_v2::o2_writeData(OpFuncParams ¶ms) { int32 offset; int32 size; int16 dataVar; SaveLoad::SaveMode mode; _vm->_game->_script->evalExpr(0); dataVar = _vm->_game->_script->readVarIndex(); size = _vm->_game->_script->readValExpr(); _vm->_game->_script->evalExpr(0); offset = _vm->_game->_script->getResultInt(); char *file = _vm->_game->_script->getResultStr(); debugC(2, kDebugFileIO, "Write to file \"%s\" (%d, %d bytes at %d)", file, dataVar, size, offset); WRITE_VAR(1, 1); mode = _vm->_saveLoad->getSaveMode(file); if (mode == SaveLoad::kSaveModeSave) { if (!_vm->_saveLoad->save(file, dataVar, size, offset)) { GUI::MessageDialog dialog("Failed to save game state to file."); dialog.runModal(); } else WRITE_VAR(1, 0); } else if (mode == SaveLoad::kSaveModeNone) warning("Attempted to write to file \"%s\"", file); return false; } void Inter_v2::o2_loadInfogramesIns(OpGobParams ¶ms) { int16 varName; char fileName[20]; varName = _vm->_game->_script->readInt16(); strncpy0(fileName, GET_VAR_STR(varName), 15); strcat(fileName, ".INS"); _vm->_sound->infogramesLoadInstruments(fileName); } void Inter_v2::o2_playInfogrames(OpGobParams ¶ms) { int16 varName; char fileName[20]; varName = _vm->_game->_script->readInt16(); strncpy0(fileName, GET_VAR_STR(varName), 15); strcat(fileName, ".DUM"); _vm->_sound->infogramesLoadSong(fileName); _vm->_sound->infogramesPlay(); } void Inter_v2::o2_startInfogrames(OpGobParams ¶ms) { _vm->_game->_script->readInt16(); _vm->_sound->infogramesPlay(); } void Inter_v2::o2_stopInfogrames(OpGobParams ¶ms) { _vm->_game->_script->readInt16(); _vm->_sound->infogramesStop(); } void Inter_v2::o2_playProtracker(OpGobParams ¶ms) { _vm->_sound->protrackerPlay("mod.babayaga"); } void Inter_v2::o2_stopProtracker(OpGobParams ¶ms) { _vm->_sound->protrackerStop(); } void Inter_v2::o2_handleGoblins(OpGobParams ¶ms) { _vm->_goblin->_gob1NoTurn = VAR(_vm->_game->_script->readInt16()) != 0; _vm->_goblin->_gob2NoTurn = VAR(_vm->_game->_script->readInt16()) != 0; _vm->_goblin->_gob1RelaxTimeVar = _vm->_game->_script->readInt16(); _vm->_goblin->_gob2RelaxTimeVar = _vm->_game->_script->readInt16(); _vm->_goblin->_gob1Busy = VAR(_vm->_game->_script->readInt16()) != 0; _vm->_goblin->_gob2Busy = VAR(_vm->_game->_script->readInt16()) != 0; _vm->_goblin->handleGoblins(); } int16 Inter_v2::loadSound(int16 search) { byte *dataPtr; int16 id; int16 slot; uint16 slotIdMask; uint32 dataSize; SoundType type; type = SOUND_SND; slotIdMask = 0; dataSize = 0; if (!search) { slot = _vm->_game->_script->readValExpr(); if (slot < 0) { type = SOUND_ADL; slot = -slot; } id = _vm->_game->_script->readInt16(); } else { id = _vm->_game->_script->readInt16(); for (slot = 0; slot < Sound::kSoundsCount; slot++) if (_vm->_sound->sampleGetBySlot(slot)->isId(id)) { slotIdMask = 0x8000; break; } if (slot == Sound::kSoundsCount) { for (slot = (Sound::kSoundsCount - 1); slot >= 0; slot--) { if (_vm->_sound->sampleGetBySlot(slot)->empty()) break; } if (slot == -1) { warning("Inter_v2::loadSound(): No free slot to load sound " "(id = %d)", id); return 0; } } } SoundDesc *sample = _vm->_sound->sampleGetBySlot(slot); _vm->_sound->sampleFree(sample, true, slot); if (id == -1) { char sndfile[14]; strncpy0(sndfile, _vm->_game->_script->readString(9), 9); if (type == SOUND_ADL) strcat(sndfile, ".ADL"); else strcat(sndfile, ".SND"); dataPtr = _vm->_dataIO->getData(sndfile); dataSize = _vm->_dataIO->getDataSize(sndfile); if (!dataPtr) return 0; if (!sample->load(type, dataPtr, dataSize)) { delete[] dataPtr; return 0; } sample->_id = id; return slot | slotIdMask; } Resource *resource = _vm->_game->_resources->getResource(id); if (!resource) return 0; if (!sample->load(type, resource)) { delete resource; return 0; } sample->_id = id; return slot | slotIdMask; } void Inter_v2::animPalette() { int16 i; int16 j; Video::Color col; bool first; first = true; for (j = 0; j < 8; j ++) { if (_animPalDir[j] == 0) continue; if (first) { _vm->_video->waitRetrace(); first = false; } if (_animPalDir[j] == -1) { col = _vm->_global->_pPaletteDesc->vgaPal[_animPalLowIndex[j]]; for (i = _animPalLowIndex[j]; i < _animPalHighIndex[j]; i++) _vm->_draw->_vgaPalette[i] = _vm->_draw->_vgaPalette[i + 1]; _vm->_global->_pPaletteDesc->vgaPal[_animPalHighIndex[j]] = col; } else { col = _vm->_global->_pPaletteDesc->vgaPal[_animPalHighIndex[j]]; for (i = _animPalHighIndex[j]; i > _animPalLowIndex[j]; i--) _vm->_draw->_vgaPalette[i] = _vm->_draw->_vgaPalette[i - 1]; _vm->_global->_pPaletteDesc->vgaPal[_animPalLowIndex[j]] = col; } _vm->_global->_pPaletteDesc->vgaPal = _vm->_draw->_vgaPalette; } if (!first) _vm->_video->setFullPalette(_vm->_global->_pPaletteDesc); } } // End of namespace Gob