/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2006 The ScummVM project * * 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/stdafx.h" #include "scumm/actor.h" #include "scumm/charset.h" #include "scumm/intern.h" #include "scumm/object.h" #include "scumm/scumm.h" #include "scumm/verbs.h" namespace Scumm { #define OPCODE(x) _OPCODE(ScummEngine_c64, x) void ScummEngine_c64::setupOpcodes() { static const OpcodeEntryC64 opcodes[256] = { /* 00 */ OPCODE(o5_stopObjectCode), OPCODE(o2_putActor), OPCODE(o5_startMusic), OPCODE(o_doSentence), /* 04 */ OPCODE(o_isGreaterEqual), OPCODE(o_stopCurrentScript), OPCODE(o5_getDist), OPCODE(o5_getActorRoom), /* 08 */ OPCODE(o_isNotEqual), OPCODE(o_stopCurrentScript), OPCODE(o_stopCurrentScript), OPCODE(o_setActorBitVar), /* 0C */ OPCODE(o_loadSound), OPCODE(o_printEgo_c64), OPCODE(o_putActorAtObject), OPCODE(o2_clearState02), /* 10 */ OPCODE(o5_breakHere), OPCODE(o_animateActor), OPCODE(o2_panCameraTo), OPCODE(o_lockCostume), /* 14 */ OPCODE(o_print_c64), OPCODE(o5_walkActorToActor), OPCODE(o5_getRandomNr), OPCODE(o_clearState08), /* 18 */ OPCODE(o_jumpRelative), OPCODE(o_stopCurrentScript), OPCODE(o5_move), OPCODE(o_getActorBitVar), /* 1C */ OPCODE(o5_startSound), OPCODE(o_setBitVar), OPCODE(o2_walkActorTo), OPCODE(o2_ifState04), /* 20 */ OPCODE(o5_stopMusic), OPCODE(o2_putActor), OPCODE(o5_saveLoadGame), OPCODE(o_stopCurrentScript), /* 24 */ OPCODE(o_unknown2), OPCODE(o5_loadRoom), OPCODE(o_getClosestObjActor), OPCODE(o2_getActorY), /* 28 */ OPCODE(o_equalZero), OPCODE(o_setOwnerOf), OPCODE(o2_delay), OPCODE(o_setActorBitVar), /* 2C */ OPCODE(o_stopCurrentScript), OPCODE(o5_putActorInRoom), OPCODE(o_print_c64), OPCODE(o2_ifState08), /* 30 */ OPCODE(o_loadCostume), OPCODE(o_getBitVar), OPCODE(o2_setCameraAt), OPCODE(o_lockScript), /* 34 */ OPCODE(o5_getDist), OPCODE(o_stopCurrentScript), OPCODE(o2_walkActorToObject), OPCODE(o2_clearState04), /* 38 */ OPCODE(o_isLessEqual), OPCODE(o_stopCurrentScript), OPCODE(o2_subtract), OPCODE(o_stopCurrentScript), /* 3C */ OPCODE(o5_stopSound), OPCODE(o_setBitVar), OPCODE(o2_walkActorTo), OPCODE(o2_ifState02), /* 40 */ OPCODE(o2_cutscene), OPCODE(o2_putActor), OPCODE(o2_startScript), OPCODE(o_doSentence), /* 44 */ OPCODE(o_isLess), OPCODE(o_stopCurrentScript), OPCODE(o5_increment), OPCODE(o2_getActorX), /* 48 */ OPCODE(o_isEqual), OPCODE(o_stopCurrentScript), OPCODE(o_loadRoom), OPCODE(o_setActorBitVar), /* 4C */ OPCODE(o_loadScript), OPCODE(o_lockRoom), OPCODE(o_putActorAtObject), OPCODE(o2_clearState02), /* 50 */ OPCODE(o_nop), OPCODE(o_animateActor), OPCODE(o5_actorFollowCamera), OPCODE(o_lockSound), /* 54 */ OPCODE(o_setObjectName), OPCODE(o5_walkActorToActor), OPCODE(o_getActorMoving), OPCODE(o_clearState08), /* 58 */ OPCODE(o_beginOverride), OPCODE(o_stopCurrentScript), OPCODE(o2_add), OPCODE(o_getActorBitVar), /* 5C */ OPCODE(o5_startSound), OPCODE(o_setBitVar), OPCODE(o2_walkActorTo), OPCODE(o2_ifState04), /* 60 */ OPCODE(o_cursorCommand), OPCODE(o2_putActor), OPCODE(o2_stopScript), OPCODE(o_stopCurrentScript), /* 64 */ OPCODE(o_ifActiveObject), OPCODE(o_stopCurrentScript), OPCODE(o_getClosestObjActor), OPCODE(o5_getActorFacing), /* 68 */ OPCODE(o5_isScriptRunning), OPCODE(o_setOwnerOf), OPCODE(o_stopCurrentScript), OPCODE(o_setActorBitVar), /* 6C */ OPCODE(o_stopCurrentScript), OPCODE(o5_putActorInRoom), OPCODE(o2_dummy), OPCODE(o2_ifState08), /* 70 */ OPCODE(o_lights), OPCODE(o_getBitVar), OPCODE(o_nop), OPCODE(o5_getObjectOwner), /* 74 */ OPCODE(o5_getDist), OPCODE(o_printEgo_c64), OPCODE(o2_walkActorToObject), OPCODE(o2_clearState04), /* 78 */ OPCODE(o_isGreater), OPCODE(o_stopCurrentScript), OPCODE(o_stopCurrentScript), OPCODE(o_stopCurrentScript), /* 7C */ OPCODE(o5_isSoundRunning), OPCODE(o_setBitVar), OPCODE(o2_walkActorTo), OPCODE(o2_ifNotState02), /* 80 */ OPCODE(o_stopCurrentScript), OPCODE(o2_putActor), OPCODE(o_stopCurrentScript), OPCODE(o_doSentence), /* 84 */ OPCODE(o_isGreaterEqual), OPCODE(o_stopCurrentScript), OPCODE(o_nop), OPCODE(o5_getActorRoom), /* 88 */ OPCODE(o_isNotEqual), OPCODE(o_stopCurrentScript), OPCODE(o_stopCurrentScript), OPCODE(o_setActorBitVar), /* 8C */ OPCODE(o_loadSound), OPCODE(o_stopCurrentScript), OPCODE(o_putActorAtObject), OPCODE(o2_setState02), /* 90 */ OPCODE(o_pickupObject), OPCODE(o_animateActor), OPCODE(o2_panCameraTo), OPCODE(o_unlockCostume), /* 94 */ OPCODE(o5_print), OPCODE(o2_actorFromPos), OPCODE(o_stopCurrentScript), OPCODE(o_setState08), /* 98 */ OPCODE(o2_restart), OPCODE(o_stopCurrentScript), OPCODE(o5_move), OPCODE(o_getActorBitVar), /* 9C */ OPCODE(o5_startSound), OPCODE(o_setBitVar), OPCODE(o2_walkActorTo), OPCODE(o2_ifNotState04), /* A0 */ OPCODE(o5_stopObjectCode), OPCODE(o2_putActor), OPCODE(o5_saveLoadGame), OPCODE(o_stopCurrentScript), /* A4 */ OPCODE(o_unknown2), OPCODE(o5_loadRoom), OPCODE(o_stopCurrentScript), OPCODE(o2_getActorY), /* A8 */ OPCODE(o_notEqualZero), OPCODE(o_setOwnerOf), OPCODE(o_stopCurrentScript), OPCODE(o_setActorBitVar), /* AC */ OPCODE(o_stopCurrentScript), OPCODE(o5_putActorInRoom), OPCODE(o_print_c64), OPCODE(o2_ifNotState08), /* B0 */ OPCODE(o_loadCostume), OPCODE(o_getBitVar), OPCODE(o2_setCameraAt), OPCODE(o_unlockScript), /* B4 */ OPCODE(o5_getDist), OPCODE(o_stopCurrentScript), OPCODE(o2_walkActorToObject), OPCODE(o2_setState04), /* B8 */ OPCODE(o_isLessEqual), OPCODE(o_stopCurrentScript), OPCODE(o2_subtract), OPCODE(o_stopCurrentScript), /* BC */ OPCODE(o5_stopSound), OPCODE(o_setBitVar), OPCODE(o2_walkActorTo), OPCODE(o2_ifNotState02), /* C0 */ OPCODE(o2_endCutscene), OPCODE(o2_putActor), OPCODE(o2_startScript), OPCODE(o_doSentence), /* C4 */ OPCODE(o_isLess), OPCODE(o_stopCurrentScript), OPCODE(o5_decrement), OPCODE(o2_getActorX), /* C8 */ OPCODE(o_isEqual), OPCODE(o_stopCurrentScript), OPCODE(o_loadRoom), OPCODE(o_setActorBitVar), /* CC */ OPCODE(o_loadScript), OPCODE(o_unlockRoom), OPCODE(o_putActorAtObject), OPCODE(o2_setState02), /* D0 */ OPCODE(o_nop), OPCODE(o_animateActor), OPCODE(o5_actorFollowCamera), OPCODE(o_unlockSound), /* D4 */ OPCODE(o_setObjectName), OPCODE(o2_actorFromPos), OPCODE(o_getActorMoving), OPCODE(o_setState08), /* D8 */ OPCODE(o_stopCurrentScript), OPCODE(o_stopCurrentScript), OPCODE(o2_add), OPCODE(o_getActorBitVar), /* DC */ OPCODE(o5_startSound), OPCODE(o_setBitVar), OPCODE(o2_walkActorTo), OPCODE(o2_ifNotState04), /* E0 */ OPCODE(o_cursorCommand), OPCODE(o2_putActor), OPCODE(o2_stopScript), OPCODE(o_stopCurrentScript), /* E4 */ OPCODE(o_ifActiveObject), OPCODE(o_loadRoomWithEgo), OPCODE(o_stopCurrentScript), OPCODE(o5_getActorFacing), /* E8 */ OPCODE(o5_isScriptRunning), OPCODE(o_setOwnerOf), OPCODE(o_stopCurrentScript), OPCODE(o_setActorBitVar), /* EC */ OPCODE(o_stopCurrentScript), OPCODE(o5_putActorInRoom), OPCODE(o2_dummy), OPCODE(o2_ifNotState08), /* F0 */ OPCODE(o_lights), OPCODE(o_getBitVar), OPCODE(o_nop), OPCODE(o5_getObjectOwner), /* F4 */ OPCODE(o5_getDist), OPCODE(o_stopCurrentScript), OPCODE(o2_walkActorToObject), OPCODE(o2_setState04), /* F8 */ OPCODE(o_isGreater), OPCODE(o_stopCurrentScript), OPCODE(o_stopCurrentScript), OPCODE(o_stopCurrentScript), /* FC */ OPCODE(o5_isSoundRunning), OPCODE(o_setBitVar), OPCODE(o2_walkActorTo), OPCODE(o2_ifState02) }; _opcodesC64 = opcodes; } #define SENTENCE_SCRIPT 2 #define PARAM_1 0x80 #define PARAM_2 0x40 #define PARAM_3 0x20 void ScummEngine_c64::executeOpcode(byte i) { OpcodeProcC64 op = _opcodesC64[i].proc; (this->*op) (); } int ScummEngine_c64::getVarOrDirectWord(byte mask) { return getVarOrDirectByte(mask); } uint ScummEngine_c64::fetchScriptWord() { return fetchScriptByte(); } const char *ScummEngine_c64::getOpcodeDesc(byte i) { return _opcodesC64[i].desc; } int ScummEngine_c64::getObjectFlag() { if (_opcode & 0x40) return _activeObject; return fetchScriptByte(); } void ScummEngine_c64::decodeParseString() { byte buffer[512]; byte *ptr = buffer; byte c; bool insertSpace = false; while ((c = fetchScriptByte())) { insertSpace = (c & 0x80) != 0; c &= 0x7f; if (c == '/') { *ptr++ = 13; } else { *ptr++ = c; } if (insertSpace) *ptr++ = ' '; } *ptr = 0; int textSlot = 0; _string[textSlot].xpos = 0; _string[textSlot].ypos = 0; _string[textSlot].right = 320; _string[textSlot].center = false; _string[textSlot].overhead = false; if (_actorToPrintStrFor == 0xFF) _string[textSlot].color = 14; actorTalk(buffer); } void ScummEngine_c64::setStateCommon(byte type) { int obj = getObjectFlag(); putState(obj, getState(obj) | type); } void ScummEngine_c64::clearStateCommon(byte type) { int obj = getObjectFlag(); putState(obj, getState(obj) & ~type); } void ScummEngine_c64::ifStateCommon(byte type) { int obj = getObjectFlag(); if ((getState(obj) & type) == 0) { o_jumpRelative(); } else { fetchScriptByte(); fetchScriptByte(); } } void ScummEngine_c64::ifNotStateCommon(byte type) { int obj = getObjectFlag(); if ((getState(obj) & type) != 0) { o_jumpRelative(); } else { fetchScriptByte(); fetchScriptByte(); } } void ScummEngine_c64::drawSentence() { Common::Rect sentenceline; static char sentence[256]; const byte *temp; int sentencePrep = 0; if (!(_userState & 32)) return; if (getResourceAddress(rtVerb, _activeVerb)) { strcpy(sentence, (char*)getResourceAddress(rtVerb, _activeVerb)); } else { return; } if (_activeObject > 0) { temp = getObjOrActorName(_activeObject); if (temp) { strcat(sentence, " "); strcat(sentence, (const char*)temp); } if (_verbs[_activeVerb].prep == 0xFF) { byte *ptr = getOBCDFromObject(_activeObject); assert(ptr); sentencePrep = (*(ptr + 11) >> 5); } else { sentencePrep = _verbs[_activeVerb].prep; } } if (sentencePrep > 0 && sentencePrep <= 4) { // The prepositions, like the fonts, were hard code in the engine. Thus // we have to do that, too, and provde localized versions for all the // languages MM/Zak are available in. // // The order here matches the one defined in gameDetector.h const char *prepositions[][5] = { { " ", " in", " with", " on", " to" }, // English { " ", " mit", " mit", " mit", " zu" }, // German { " ", " dans", " avec", " sur", " <" },// French { " ", " in", " con", " su", " a" }, // Italian { " ", " in", " with", " on", " to" }, // Portugese { " ", " en", " con", " en", " a" }, // Spanish { " ", " in", " with", " on", " to" }, // Japanese { " ", " in", " with", " on", " to" }, // Chinese { " ", " in", " with", " on", " to" } // Korean }; int lang = (_language <= 8) ? _language : 0; // Default to english strcat(sentence, prepositions[lang][sentencePrep]); } if (_activeInventory > 0) { temp = getObjOrActorName(_activeInventory); if (temp) { strcat(sentence, " "); strcat(sentence, (const char*)temp); } } _string[2].charset = 1; _string[2].ypos = virtscr[kVerbVirtScreen].topline; _string[2].xpos = 0; _string[2].color = 16; byte string[80]; char *ptr = sentence; int i = 0, len = 0; // Maximum length of printable characters int maxChars = 40; while (*ptr) { if (*ptr != '@') len++; if (len > maxChars) { break; } string[i++] = *ptr++; } string[i] = 0; sentenceline.top = virtscr[kVerbVirtScreen].topline; sentenceline.bottom = virtscr[kVerbVirtScreen].topline + 8; sentenceline.left = 0; sentenceline.right = 319; restoreBG(sentenceline); drawString(2, (byte*)string); } void ScummEngine_c64::o_setState08() { int obj = getObjectFlag(); putState(obj, getState(obj) | 0x08); markObjectRectAsDirty(obj); clearDrawObjectQueue(); } void ScummEngine_c64::o_clearState08() { int obj = getObjectFlag(); putState(obj, getState(obj) & ~0x08); markObjectRectAsDirty(obj); clearDrawObjectQueue(); } void ScummEngine_c64::o_stopCurrentScript() { int script; script = vm.slot[_currentScript].number; if (_currentScript != 0 && vm.slot[_currentScript].number == script) stopObjectCode(); else stopScript(script); } void ScummEngine_c64::o_loadSound() { int resid = fetchScriptByte(); ensureResourceLoaded(rtSound, resid); } void ScummEngine_c64::o_lockSound() { int resid = fetchScriptByte(); res.lock(rtSound, resid); } void ScummEngine_c64::o_unlockSound() { int resid = fetchScriptByte(); res.unlock(rtSound, resid); } void ScummEngine_c64::o_loadCostume() { int resid = getVarOrDirectByte(PARAM_1); ensureResourceLoaded(rtCostume, resid); } void ScummEngine_c64::o_lockCostume() { int resid = fetchScriptByte(); res.lock(rtCostume, resid); } void ScummEngine_c64::o_unlockCostume() { int resid = fetchScriptByte(); res.unlock(rtCostume, resid); } void ScummEngine_c64::o_loadScript() { int resid = getVarOrDirectByte(PARAM_1); ensureResourceLoaded(rtScript, resid); } void ScummEngine_c64::o_lockScript() { int resid = fetchScriptByte(); res.lock(rtScript, resid); } void ScummEngine_c64::o_unlockScript() { int resid = fetchScriptByte(); res.unlock(rtScript, resid); } void ScummEngine_c64::o_loadRoom() { int resid = getVarOrDirectByte(PARAM_1); ensureResourceLoaded(rtRoom, resid); } void ScummEngine_c64::o_loadRoomWithEgo() { Actor *a; int obj, room, x, y, dir; obj = fetchScriptByte(); room = fetchScriptByte(); a = derefActor(VAR(VAR_EGO), "o_loadRoomWithEgo"); a->putActor(0, 0, room); _egoPositioned = false; startScene(a->_room, a, obj); getObjectXYPos(obj, x, y, dir); a->putActor(x, y, _currentRoom); a->setDirection(dir + 180); camera._dest.x = camera._cur.x = a->_pos.x; setCameraAt(a->_pos.x, a->_pos.y); setCameraFollows(a); _fullRedraw = true; resetSentence(); if (x >= 0 && y >= 0) { a->startWalkActor(x, y, -1); } } void ScummEngine_c64::o_lockRoom() { int resid = fetchScriptByte(); res.lock(rtRoom, resid); } void ScummEngine_c64::o_unlockRoom() { int resid = fetchScriptByte(); res.unlock(rtRoom, resid); } void ScummEngine_c64::o_cursorCommand() { // TODO int state = 0; _currentMode = fetchScriptByte(); switch (_currentMode) { case 0: state = 15; break; case 1: state = 31; break; case 2: break; case 3: state = 247; break; } setUserState(state); debug(0, "o_cursorCommand(%d)", _currentMode); } void ScummEngine_c64::o_lights() { int a; a = getVarOrDirectByte(PARAM_1); // Convert older light mode values into // equivalent values.of later games // 0 Darkness // 1 Flashlight // 2 Lighted area if (a == 2) VAR(VAR_CURRENT_LIGHTS) = 11; else if (a == 1) VAR(VAR_CURRENT_LIGHTS) = 4; else VAR(VAR_CURRENT_LIGHTS) = 0; _fullRedraw = true; } void ScummEngine_c64::o_animateActor() { int act = getVarOrDirectByte(PARAM_1); int anim = getVarOrDirectByte(PARAM_2); int unk = fetchScriptByte(); debug(0,"o_animateActor: unk %d", unk); Actor *a = derefActor(act, "o_animateActor"); a->animateActor(anim); } void ScummEngine_c64::o_getActorMoving() { getResultPos(); int act = getVarOrDirectByte(PARAM_1); Actor *a = derefActor(act, "o_getActorMoving"); if (a->_moving) setResult(1); else setResult(2); } void ScummEngine_c64::o_putActorAtObject() { int obj, x, y; Actor *a; a = derefActor(getVarOrDirectByte(PARAM_1), "o_putActorAtObject"); obj = fetchScriptByte(); if (whereIsObject(obj) != WIO_NOT_FOUND) getObjectXYPos(obj, x, y); else { x = 30; y = 60; } a->putActor(x, y, a->_room); } void ScummEngine_c64::o_pickupObject() { int obj = fetchScriptByte(); if (obj == 0) { obj = _activeObject; } if (obj < 1) { error("pickupObject received invalid index %d (script %d)", obj, vm.slot[_currentScript].number); } if (getObjectIndex(obj) == -1) return; if (whereIsObject(obj) == WIO_INVENTORY) /* Don't take an */ return; /* object twice */ addObjectToInventory(obj, _roomResource); markObjectRectAsDirty(obj); putOwner(obj, VAR(VAR_EGO)); putState(obj, getState(obj) | 0xA); clearDrawObjectQueue(); runInventoryScript(1); } void ScummEngine_c64::o_setObjectName() { int obj = fetchScriptByte(); setObjectName(obj); } void ScummEngine_c64::o_nop() { } // TODO: Maybe translate actor flags in future. void ScummEngine_c64::o_setActorBitVar() { byte act = getVarOrDirectByte(PARAM_1); byte mask = getVarOrDirectByte(PARAM_2); byte mod = getVarOrDirectByte(PARAM_3); Actor *a = derefActor(act, "o_setActorBitVar"); if (mod) a->_miscflags |= mask; else a->_miscflags &= ~mask; debug(0, "o_setActorBitVar(%d, %d, %d)", act, mask, mod); } void ScummEngine_c64::o_getActorBitVar() { getResultPos(); byte act = getVarOrDirectByte(PARAM_1); byte mask = getVarOrDirectByte(PARAM_2); Actor *a = derefActor(act, "o_getActorBitVar"); setResult((a->_miscflags & mask) ? 1 : 0); debug(0, "o_getActorBitVar(%d, %d, %d)", act, mask, (a->_miscflags & mask)); } void ScummEngine_c64::o_setBitVar() { byte flag = getVarOrDirectByte(PARAM_1); byte mask = getVarOrDirectByte(PARAM_2); byte mod = getVarOrDirectByte(PARAM_3); if (mod) _bitVars[flag] |= (1 << mask); else _bitVars[flag] &= ~(1 << mask); debug(0, "o_setBitVar (%d, %d %d)", flag, mask, mod); } void ScummEngine_c64::o_getBitVar() { getResultPos(); byte flag = getVarOrDirectByte(PARAM_1); byte mask = getVarOrDirectByte(PARAM_2); setResult((_bitVars[flag] & (1 << mask)) ? 1 : 0); debug(0, "o_getBitVar (%d, %d %d)", flag, mask, _bitVars[flag] & (1 << mask)); } void ScummEngine_c64::o_print_c64() { _actorToPrintStrFor = fetchScriptByte(); decodeParseString(); } void ScummEngine_c64::o_printEgo_c64() { _actorToPrintStrFor = (byte)VAR(VAR_EGO); decodeParseString(); } void ScummEngine_c64::o_doSentence() { byte entry = fetchScriptByte(); byte obj = fetchScriptByte(); fetchScriptByte(); runObjectScript(obj, entry, false, false, NULL); } void ScummEngine_c64::o_unknown2() { byte var1 = fetchScriptByte(); error("STUB: o_unknown2(%d)", var1); } void ScummEngine_c64::o_ifActiveObject() { byte obj = fetchScriptByte(); if (obj == _activeInventory) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_getClosestObjActor() { int obj; int act; int dist; // This code can't detect any actors farther away than 255 units // (pixels in newer games, characters in older ones.) But this is // perfectly OK, as it is exactly how the original behaved. int closest_obj = 0xFF, closest_dist = 0xFF; getResultPos(); act = getVarOrDirectByte(PARAM_1); obj = (_opcode & 0x40) ? 25 : 7; do { dist = getObjActToObjActDist(act, obj); if (dist < closest_dist) { closest_dist = dist; closest_obj = obj; } } while (--obj); setResult(closest_obj); } void ScummEngine_c64::o_beginOverride() { const int idx = vm.cutSceneStackPointer; assert(0 <= idx && idx < 5); vm.cutScenePtr[idx] = _scriptPointer - _scriptOrgPointer; vm.cutSceneScript[idx] = _currentScript; // Skip the jump instruction following the override instruction // (the jump is responsible for "skipping" cutscenes, and the reason // why we record the current script position in vm.cutScenePtr). fetchScriptByte(); ScummEngine::fetchScriptWord(); // This is based on disassembly VAR(VAR_OVERRIDE) = 0; } void ScummEngine_c64::o_isEqual() { int16 a, b; int var; var = fetchScriptByte(); a = readVar(var); b = getVarOrDirectByte(PARAM_1); if (b == a) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_isGreater() { int16 a = getVar(); int16 b = getVarOrDirectByte(PARAM_1); if (b > a) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_isGreaterEqual() { int16 a = getVar(); int16 b = getVarOrDirectByte(PARAM_1); if (b >= a) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_isLess() { int16 a = getVar(); int16 b = getVarOrDirectByte(PARAM_1); if (b < a) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_isLessEqual() { int16 a = getVar(); int16 b = getVarOrDirectByte(PARAM_1); if (b <= a) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_isNotEqual() { int16 a = getVar(); int16 b = getVarOrDirectByte(PARAM_1); if (b != a) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_notEqualZero() { int a = getVar(); if (a != 0) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_equalZero() { int a = getVar(); if (a == 0) ScummEngine::fetchScriptWord(); else o_jumpRelative(); } void ScummEngine_c64::o_jumpRelative() { int16 offset = (int16)ScummEngine::fetchScriptWord(); _scriptPointer += offset; } void ScummEngine_c64::o_setOwnerOf() { int obj, owner; obj = getVarOrDirectWord(PARAM_1); owner = getVarOrDirectByte(PARAM_2); if (obj == 0) obj = _activeInventory; setOwnerOf(obj, owner); } void ScummEngine_c64::resetSentence() { _activeInventory = 0; _activeObject = 0; _activeVerb = 13; } #undef PARAM_1 #undef PARAM_2 #undef PARAM_3 } // End of namespace Scumm