/* 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/config-manager.h" #include "common/system.h" #include "scumm/actor.h" #include "scumm/charset.h" #include "scumm/file.h" #include "scumm/imuse/imuse.h" #include "scumm/imuse_digi/dimuse.h" #include "scumm/insane/insane.h" #include "scumm/object.h" #include "scumm/resource.h" #include "scumm/scumm.h" #include "scumm/scumm_v6.h" #include "scumm/scumm_v7.h" #include "scumm/smush/smush_player.h" #include "scumm/sound.h" #include "scumm/util.h" #include "scumm/verbs.h" namespace Scumm { #define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v6, x) void ScummEngine_v6::setupOpcodes() { /* 00 */ OPCODE(0x00, o6_pushByte); OPCODE(0x01, o6_pushWord); OPCODE(0x02, o6_pushByteVar); OPCODE(0x03, o6_pushWordVar); /* 04 */ OPCODE(0x06, o6_byteArrayRead); OPCODE(0x07, o6_wordArrayRead); /* 08 */ OPCODE(0x0a, o6_byteArrayIndexedRead); OPCODE(0x0b, o6_wordArrayIndexedRead); /* 0C */ OPCODE(0x0c, o6_dup); OPCODE(0x0d, o6_not); OPCODE(0x0e, o6_eq); OPCODE(0x0f, o6_neq); /* 10 */ OPCODE(0x10, o6_gt); OPCODE(0x11, o6_lt); OPCODE(0x12, o6_le); OPCODE(0x13, o6_ge); /* 14 */ OPCODE(0x14, o6_add); OPCODE(0x15, o6_sub); OPCODE(0x16, o6_mul); OPCODE(0x17, o6_div); /* 18 */ OPCODE(0x18, o6_land); OPCODE(0x19, o6_lor); OPCODE(0x1a, o6_pop); /* 1C */ /* 20 */ /* 24 */ /* 28 */ /* 2C */ /* 30 */ /* 34 */ /* 38 */ /* 3C */ /* 40 */ OPCODE(0x42, o6_writeByteVar); OPCODE(0x43, o6_writeWordVar); /* 44 */ OPCODE(0x46, o6_byteArrayWrite); OPCODE(0x47, o6_wordArrayWrite); /* 48 */ OPCODE(0x4a, o6_byteArrayIndexedWrite); OPCODE(0x4b, o6_wordArrayIndexedWrite); /* 4C */ OPCODE(0x4e, o6_byteVarInc); OPCODE(0x4f, o6_wordVarInc); /* 50 */ OPCODE(0x52, o6_byteArrayInc); OPCODE(0x53, o6_wordArrayInc); /* 54 */ OPCODE(0x56, o6_byteVarDec); OPCODE(0x57, o6_wordVarDec); /* 58 */ OPCODE(0x5a, o6_byteArrayDec); OPCODE(0x5b, o6_wordArrayDec); /* 5C */ OPCODE(0x5c, o6_if); OPCODE(0x5d, o6_ifNot); OPCODE(0x5e, o6_startScript); OPCODE(0x5f, o6_startScriptQuick); /* 60 */ OPCODE(0x60, o6_startObject); OPCODE(0x61, o6_drawObject); OPCODE(0x62, o6_drawObjectAt); OPCODE(0x63, o6_drawBlastObject); /* 64 */ OPCODE(0x64, o6_setBlastObjectWindow); OPCODE(0x65, o6_stopObjectCode); OPCODE(0x66, o6_stopObjectCode); OPCODE(0x67, o6_endCutscene); /* 68 */ OPCODE(0x68, o6_cutscene); OPCODE(0x69, o6_stopMusic); OPCODE(0x6a, o6_freezeUnfreeze); OPCODE(0x6b, o6_cursorCommand); /* 6C */ OPCODE(0x6c, o6_breakHere); OPCODE(0x6d, o6_ifClassOfIs); OPCODE(0x6e, o6_setClass); OPCODE(0x6f, o6_getState); /* 70 */ OPCODE(0x70, o6_setState); OPCODE(0x71, o6_setOwner); OPCODE(0x72, o6_getOwner); OPCODE(0x73, o6_jump); /* 74 */ OPCODE(0x74, o6_startSound); OPCODE(0x75, o6_stopSound); OPCODE(0x76, o6_startMusic); OPCODE(0x77, o6_stopObjectScript); /* 78 */ OPCODE(0x78, o6_panCameraTo); OPCODE(0x79, o6_actorFollowCamera); OPCODE(0x7a, o6_setCameraAt); OPCODE(0x7b, o6_loadRoom); /* 7C */ OPCODE(0x7c, o6_stopScript); OPCODE(0x7d, o6_walkActorToObj); OPCODE(0x7e, o6_walkActorTo); OPCODE(0x7f, o6_putActorAtXY); /* 80 */ OPCODE(0x80, o6_putActorAtObject); OPCODE(0x81, o6_faceActor); OPCODE(0x82, o6_animateActor); OPCODE(0x83, o6_doSentence); /* 84 */ OPCODE(0x84, o6_pickupObject); OPCODE(0x85, o6_loadRoomWithEgo); OPCODE(0x87, o6_getRandomNumber); /* 88 */ OPCODE(0x88, o6_getRandomNumberRange); OPCODE(0x8a, o6_getActorMoving); OPCODE(0x8b, o6_isScriptRunning); /* 8C */ OPCODE(0x8c, o6_getActorRoom); OPCODE(0x8d, o6_getObjectX); OPCODE(0x8e, o6_getObjectY); OPCODE(0x8f, o6_getObjectOldDir); /* 90 */ OPCODE(0x90, o6_getActorWalkBox); OPCODE(0x91, o6_getActorCostume); OPCODE(0x92, o6_findInventory); OPCODE(0x93, o6_getInventoryCount); /* 94 */ OPCODE(0x94, o6_getVerbFromXY); OPCODE(0x95, o6_beginOverride); OPCODE(0x96, o6_endOverride); OPCODE(0x97, o6_setObjectName); /* 98 */ OPCODE(0x98, o6_isSoundRunning); OPCODE(0x99, o6_setBoxFlags); OPCODE(0x9a, o6_createBoxMatrix); OPCODE(0x9b, o6_resourceRoutines); /* 9C */ OPCODE(0x9c, o6_roomOps); OPCODE(0x9d, o6_actorOps); OPCODE(0x9e, o6_verbOps); OPCODE(0x9f, o6_getActorFromXY); /* A0 */ OPCODE(0xa0, o6_findObject); OPCODE(0xa1, o6_pseudoRoom); OPCODE(0xa2, o6_getActorElevation); OPCODE(0xa3, o6_getVerbEntrypoint); /* A4 */ OPCODE(0xa4, o6_arrayOps); OPCODE(0xa5, o6_saveRestoreVerbs); OPCODE(0xa6, o6_drawBox); OPCODE(0xa7, o6_pop); /* A8 */ OPCODE(0xa8, o6_getActorWidth); OPCODE(0xa9, o6_wait); OPCODE(0xaa, o6_getActorScaleX); OPCODE(0xab, o6_getActorAnimCounter); /* AC */ OPCODE(0xac, o6_soundKludge); OPCODE(0xad, o6_isAnyOf); OPCODE(0xae, o6_systemOps); OPCODE(0xaf, o6_isActorInBox); /* B0 */ OPCODE(0xb0, o6_delay); OPCODE(0xb1, o6_delaySeconds); OPCODE(0xb2, o6_delayMinutes); OPCODE(0xb3, o6_stopSentence); /* B4 */ OPCODE(0xb4, o6_printLine); OPCODE(0xb5, o6_printText); OPCODE(0xb6, o6_printDebug); OPCODE(0xb7, o6_printSystem); /* B8 */ OPCODE(0xb8, o6_printActor); OPCODE(0xb9, o6_printEgo); OPCODE(0xba, o6_talkActor); OPCODE(0xbb, o6_talkEgo); /* BC */ OPCODE(0xbc, o6_dimArray); OPCODE(0xbd, o6_dummy); OPCODE(0xbe, o6_startObjectQuick); OPCODE(0xbf, o6_startScriptQuick2); /* C0 */ OPCODE(0xc0, o6_dim2dimArray); /* C4 */ OPCODE(0xc4, o6_abs); OPCODE(0xc5, o6_distObjectObject); OPCODE(0xc6, o6_distObjectPt); OPCODE(0xc7, o6_distPtPt); /* C8 */ OPCODE(0xc8, o6_kernelGetFunctions); OPCODE(0xc9, o6_kernelSetFunctions); OPCODE(0xca, o6_delayFrames); OPCODE(0xcb, o6_pickOneOf); /* CC */ OPCODE(0xcc, o6_pickOneOfDefault); OPCODE(0xcd, o6_stampObject); /* D0 */ OPCODE(0xd0, o6_getDateTime); OPCODE(0xd1, o6_stopTalking); OPCODE(0xd2, o6_getAnimateVariable); /* D4 */ OPCODE(0xd4, o6_shuffle); OPCODE(0xd5, o6_jumpToScript); OPCODE(0xd6, o6_band); OPCODE(0xd7, o6_bor); /* D8 */ OPCODE(0xd8, o6_isRoomScriptRunning); /* DC */ OPCODE(0xdd, o6_findAllObjects); /* E0 */ OPCODE(0xe1, o6_getPixel); OPCODE(0xe3, o6_pickVarRandom); /* E4 */ OPCODE(0xe4, o6_setBoxSet); /* E8 */ /* EC */ OPCODE(0xec, o6_getActorLayer); OPCODE(0xed, o6_getObjectNewDir); } int ScummEngine_v6::popRoomAndObj(int *room) { int obj; if (_game.version >= 7) { obj = pop(); *room = getObjectRoom(obj); } else { *room = pop(); obj = pop(); } return obj; } byte *ScummEngine_v6::defineArray(int array, int type, int dim2, int dim1) { int id; int size; ArrayHeader *ah; assert(0 <= type && type <= 5); if (_game.heversion >= 61) { if (type == kBitArray || type == kNibbleArray) type = kByteArray; } else { // NOTE: The following code turns all arrays except string arrays into // integer arrays. There seems to be no reason for this, and it wastes // space. However, we can't just remove this either, as that would // break savegame compatibility. So do not touch this unless you are // also adding code which updates old savegames, too. And of course // readArray() and writeArray() would have to be updated, too... if (type != kStringArray) type = kIntArray; } nukeArray(array); id = findFreeArrayId(); if (_game.version == 8) { if (array & 0x40000000) { } if (array & 0x80000000) { error("Can't define bit variable as array pointer"); } size = (type == kIntArray) ? 4 : 1; } else { if (array & 0x4000) { } if (array & 0x8000) { error("Can't define bit variable as array pointer"); } size = (type == kIntArray) ? 2 : 1; } writeVar(array, id); size *= dim2 + 1; size *= dim1 + 1; ah = (ArrayHeader *)_res->createResource(rtString, id, size + sizeof(ArrayHeader)); ah->type = TO_LE_16(type); ah->dim1 = TO_LE_16(dim1 + 1); ah->dim2 = TO_LE_16(dim2 + 1); return ah->data; } void ScummEngine_v6::nukeArray(int a) { int data; data = readVar(a); if (_game.heversion >= 80) data &= ~0x33539000; if (data) _res->nukeResource(rtString, data); if (_game.heversion >= 60) _arraySlot[data] = 0; writeVar(a, 0); } int ScummEngine_v6::findFreeArrayId() { byte **addr = _res->address[rtString]; int i; for (i = 1; i < _numArray; i++) { if (!addr[i]) return i; } error("Out of array pointers, %d max", _numArray); return -1; } #define SWAP16(x) x = SWAP_BYTES_16(x) ScummEngine_v6::ArrayHeader *ScummEngine_v6::getArray(int array) { ArrayHeader *ah = (ArrayHeader *)getResourceAddress(rtString, readVar(array)); if (!ah) return 0; if (_game.heversion == 0) { // Workaround for a long standing bug where we saved array headers in native // endianness, instead of a fixed endianness. We now always store the // dimensions in little endian byte order. But to stay compatible with older // savegames, we try to detect savegames which were created on a big endian // system and convert them to the proper little endian format on the fly. if ((FROM_LE_16(ah->dim1) & 0xF000) || (FROM_LE_16(ah->dim2) & 0xF000) || (FROM_LE_16(ah->type) & 0xFF00)) { SWAP16(ah->dim1); SWAP16(ah->dim2); SWAP16(ah->type); } } return ah; } int ScummEngine_v6::readArray(int array, int idx, int base) { ArrayHeader *ah = getArray(array); if (ah == NULL || ah->data == NULL) error("readArray: invalid array %d (%d)", array, readVar(array)); // WORKAROUND bug #645711. This is clearly a script bug, as this script // excerpt shows nicely: // ... // [03A7] (5D) if (isAnyOf(array-447[localvar13][localvar14],[0,4])) { // [03BD] (5D) if ((localvar13 != -1) && (localvar14 != -1)) { // [03CF] (B6) printDebug.begin() // ... // So it checks for invalid array indices only *after* using them to access // the array. Ouch. if (_game.id == GID_FT && array == 447 && _currentRoom == 95 && vm.slot[_currentScript].number == 2010 && idx == -1 && base == -1) { return 0; } const int offset = base + idx * FROM_LE_16(ah->dim1); if (offset < 0 || offset >= FROM_LE_16(ah->dim1) * FROM_LE_16(ah->dim2)) { error("readArray: array %d out of bounds: [%d,%d] exceeds [%d,%d]", array, base, idx, FROM_LE_16(ah->dim1), FROM_LE_16(ah->dim2)); } int val; if (FROM_LE_16(ah->type) != kIntArray) { val = ah->data[offset]; } else if (_game.version == 8) { val = (int32)READ_LE_UINT32(ah->data + offset * 4); } else { val = (int16)READ_LE_UINT16(ah->data + offset * 2); } return val; } void ScummEngine_v6::writeArray(int array, int idx, int base, int value) { ArrayHeader *ah = getArray(array); if (!ah) return; const int offset = base + idx * FROM_LE_16(ah->dim1); if (offset < 0 || offset >= FROM_LE_16(ah->dim1) * FROM_LE_16(ah->dim2)) { error("writeArray: array %d out of bounds: [%d,%d] exceeds [%d,%d]", array, base, idx, FROM_LE_16(ah->dim1), FROM_LE_16(ah->dim2)); } if (FROM_LE_16(ah->type) != kIntArray) { ah->data[offset] = value; } else if (_game.version == 8) { WRITE_LE_UINT32(ah->data + offset * 4, value); } else { WRITE_LE_UINT16(ah->data + offset * 2, value); } } void ScummEngine_v6::readArrayFromIndexFile() { int num; int a, b, c; while ((num = _fileHandle->readUint16LE()) != 0) { a = _fileHandle->readUint16LE(); b = _fileHandle->readUint16LE(); c = _fileHandle->readUint16LE(); if (c == kBitArray) defineArray(num, kBitArray, a, b); else defineArray(num, kIntArray, a, b); } } int ScummEngine_v6::getStackList(int *args, uint maxnum) { uint num, i; for (i = 0; i < maxnum; i++) args[i] = 0; num = pop(); if (num > maxnum) error("Too many items %d in stack list, max %d", num, maxnum); i = num; while (i--) { args[i] = pop(); } return num; } void ScummEngine_v6::o6_pushByte() { push(fetchScriptByte()); } void ScummEngine_v6::o6_pushWord() { push(fetchScriptWordSigned()); } void ScummEngine_v6::o6_pushByteVar() { push(readVar(fetchScriptByte())); } void ScummEngine_v6::o6_pushWordVar() { push(readVar(fetchScriptWord())); } void ScummEngine_v6::o6_byteArrayRead() { int base = pop(); push(readArray(fetchScriptByte(), 0, base)); } void ScummEngine_v6::o6_wordArrayRead() { int base = pop(); push(readArray(fetchScriptWord(), 0, base)); } void ScummEngine_v6::o6_byteArrayIndexedRead() { int base = pop(); int idx = pop(); push(readArray(fetchScriptByte(), idx, base)); } void ScummEngine_v6::o6_wordArrayIndexedRead() { int base = pop(); int idx = pop(); push(readArray(fetchScriptWord(), idx, base)); } void ScummEngine_v6::o6_dup() { int a = pop(); push(a); push(a); } void ScummEngine_v6::o6_not() { push(pop() == 0); } void ScummEngine_v6::o6_eq() { int a = pop(); int b = pop(); // WORKAROUND: Forces the game version string set via script 1 to be used in both Macintosh and Windows versions, // when checking for save game compatibility. Allows saved games to be shared between Macintosh and Windows versions. // The scripts check VAR_PLATFORM (b) against the value (2) of the Macintosh platform (a). if (_game.id == GID_BASEBALL2001 && (vm.slot[_currentScript].number == 291 || vm.slot[_currentScript].number == 292) && a == 2 && b == 1) { push(1); } else { push(a == b); } } void ScummEngine_v6::o6_neq() { push(pop() != pop()); } void ScummEngine_v6::o6_gt() { int a = pop(); push(pop() > a); } void ScummEngine_v6::o6_lt() { int a = pop(); push(pop() < a); } void ScummEngine_v6::o6_le() { int a = pop(); push(pop() <= a); } void ScummEngine_v6::o6_ge() { int a = pop(); push(pop() >= a); } void ScummEngine_v6::o6_add() { int a = pop(); push(pop() + a); } void ScummEngine_v6::o6_sub() { int a = pop(); push(pop() - a); } void ScummEngine_v6::o6_mul() { int a = pop(); push(pop() * a); } void ScummEngine_v6::o6_div() { int a = pop(); if (a == 0) error("division by zero"); push(pop() / a); } void ScummEngine_v6::o6_land() { int a = pop(); push(pop() && a); } void ScummEngine_v6::o6_lor() { int a = pop(); push(pop() || a); } void ScummEngine_v6::o6_bor() { int a = pop(); push(pop() | a); } void ScummEngine_v6::o6_band() { int a = pop(); push(pop() & a); } void ScummEngine_v6::o6_pop() { pop(); } void ScummEngine_v6::o6_writeByteVar() { writeVar(fetchScriptByte(), pop()); } void ScummEngine_v6::o6_writeWordVar() { writeVar(fetchScriptWord(), pop()); } void ScummEngine_v6::o6_byteArrayWrite() { int a = pop(); writeArray(fetchScriptByte(), 0, pop(), a); } void ScummEngine_v6::o6_wordArrayWrite() { int a = pop(); writeArray(fetchScriptWord(), 0, pop(), a); } void ScummEngine_v6::o6_byteArrayIndexedWrite() { int val = pop(); int base = pop(); writeArray(fetchScriptByte(), pop(), base, val); } void ScummEngine_v6::o6_wordArrayIndexedWrite() { int val = pop(); int base = pop(); writeArray(fetchScriptWord(), pop(), base, val); } void ScummEngine_v6::o6_byteVarInc() { int var = fetchScriptByte(); writeVar(var, readVar(var) + 1); } void ScummEngine_v6::o6_wordVarInc() { int var = fetchScriptWord(); writeVar(var, readVar(var) + 1); } void ScummEngine_v6::o6_byteArrayInc() { int var = fetchScriptByte(); int base = pop(); writeArray(var, 0, base, readArray(var, 0, base) + 1); } void ScummEngine_v6::o6_wordArrayInc() { int var = fetchScriptWord(); int base = pop(); writeArray(var, 0, base, readArray(var, 0, base) + 1); } void ScummEngine_v6::o6_byteVarDec() { int var = fetchScriptByte(); writeVar(var, readVar(var) - 1); } void ScummEngine_v6::o6_wordVarDec() { int var = fetchScriptWord(); writeVar(var, readVar(var) - 1); } void ScummEngine_v6::o6_byteArrayDec() { int var = fetchScriptByte(); int base = pop(); writeArray(var, 0, base, readArray(var, 0, base) - 1); } void ScummEngine_v6::o6_wordArrayDec() { int var = fetchScriptWord(); int base = pop(); writeArray(var, 0, base, readArray(var, 0, base) - 1); } void ScummEngine_v6::o6_if() { if (pop()) o6_jump(); else fetchScriptWord(); } void ScummEngine_v6::o6_ifNot() { if (!pop()) o6_jump(); else fetchScriptWord(); } void ScummEngine_v6::o6_jump() { int offset = fetchScriptWordSigned(); // WORKAROUND bug #2826144: Talking to the guard at the bigfoot party, after // he's let you inside, will cause the game to hang, if you end the conversation. // This is a script bug, due to a missing jump in one segment of the script. if (_game.id == GID_SAMNMAX && vm.slot[_currentScript].number == 101 && readVar(0x8000 + 97) == 1 && offset == 1) { offset = -18; } _scriptPointer += offset; } void ScummEngine_v6::o6_startScript() { int args[25]; int script, flags; getStackList(args, ARRAYSIZE(args)); script = pop(); flags = pop(); // WORKAROUND bug #556558: At Dino Bungee National Memorial, the buttons for // the Wally and Rex dinosaurs will always restart their speech, instead of // stopping and starting their speech. This was a script bug in the original // game. if (_game.id == GID_SAMNMAX && _roomResource == 59 && vm.slot[_currentScript].number == 201 && script == 48) { o6_breakHere(); } // WORKAROUND bug #903223: In Puerto Pollo, if you have Guybrush examine // the church clock, he'll read out the current time. Nice touch, only that // it sounds crap in the german version (and maybe others, too). It seems // the original engine of the german version played just a simple fixed // text in this spot, for the above reason. Since the data files are // unchanged, it must have been an engine hack job. No idea how they did // it exactly, but this here is how we do it :-) if (_game.id == GID_CMI && script == 204 && _currentRoom == 15 && vm.slot[_currentScript].number == 421 && _language == Common::DE_DEU) { _actorToPrintStrFor = 1; _string[0].loadDefault(); actorTalk((const byte *)"/VDSO325/Whoa! Look at the time. Gotta scoot."); return; } // WORKAROUND bug #1878514: When turning pages in the recipe book // (found on Blood Island), there is a brief moment where it displays // text from two different pages at the same time. // // The content of the books is drawing (in an endless loop) by local // script 2007. Changing the page is handled by script 2006, which // first stops script 2007; then switches the page; then restarts // script 2007. But it fails to clear the blast texts beforehand. // Hence, the next time blast text is drawn, both the old one (from // the old instance of script 2007) and the new text (from the new // instance) are briefly drawn simultaneously. // // This looks like a script bug to me (a missing call to clearTextQueue). // But this could also hint at a subtle bug in ScummVM; we should check // whether this bug occurs with the original engine or not. if (_game.id == GID_CMI && script == 2007 && _currentRoom == 62 && vm.slot[_currentScript].number == 2006) { removeBlastTexts(); } runScript(script, (flags & 1) != 0, (flags & 2) != 0, args); } void ScummEngine_v6::o6_jumpToScript() { int args[25]; int script, flags; getStackList(args, ARRAYSIZE(args)); script = pop(); flags = pop(); stopObjectCode(); runScript(script, (flags & 1) != 0, (flags & 2) != 0, args); } void ScummEngine_v6::o6_startScriptQuick() { int args[25]; int script; getStackList(args, ARRAYSIZE(args)); script = pop(); runScript(script, 0, 0, args); } void ScummEngine_v6::o6_startScriptQuick2() { int args[25]; int script; getStackList(args, ARRAYSIZE(args)); script = pop(); runScript(script, 0, 1, args); } void ScummEngine_v6::o6_startObject() { int args[25]; int script, entryp; int flags; getStackList(args, ARRAYSIZE(args)); entryp = pop(); script = pop(); flags = pop(); runObjectScript(script, entryp, (flags & 1) != 0, (flags & 2) != 0, args); } void ScummEngine_v6::o6_startObjectQuick() { int args[25]; int script, entryp; getStackList(args, ARRAYSIZE(args)); entryp = pop(); script = pop(); runObjectScript(script, entryp, 0, 1, args); } void ScummEngine_v6::o6_drawObject() { int state = pop(); int obj = pop(); // This is based on disassembly if (state == 0) state = 1; setObjectState(obj, state, -1, -1); } void ScummEngine_v6::o6_drawObjectAt() { int y = pop(); int x = pop(); int obj = pop(); // WORKAROUND bug #1846746 : Adjust x and y position of // objects in credits sequence, to match other ports if (_game.id == GID_PUTTMOON && _game.platform == Common::kPlatform3DO && _roomResource == 38 && vm.slot[_currentScript].number == 206) { x = y = -1; } setObjectState(obj, 1, x, y); } void ScummEngine_v6::o6_stopObjectCode() { stopObjectCode(); } void ScummEngine_v6::o6_endCutscene() { endCutscene(); } void ScummEngine_v6::o6_cutscene() { int args[25]; getStackList(args, ARRAYSIZE(args)); beginCutscene(args); } void ScummEngine_v6::o6_stopMusic() { _sound->stopAllSounds(); } void ScummEngine_v6::o6_freezeUnfreeze() { int a = pop(); if (a) freezeScripts(a); else unfreezeScripts(); } void ScummEngine_v6::o6_cursorCommand() { int a, i; int args[16]; byte subOp = fetchScriptByte(); switch (subOp) { case 0x90: // SO_CURSOR_ON Turn cursor on _cursor.state = 1; verbMouseOver(0); break; case 0x91: // SO_CURSOR_OFF Turn cursor off _cursor.state = 0; verbMouseOver(0); break; case 0x92: // SO_USERPUT_ON _userPut = 1; break; case 0x93: // SO_USERPUT_OFF _userPut = 0; break; case 0x94: // SO_CURSOR_SOFT_ON Turn soft cursor on _cursor.state++; if (_cursor.state > 1) error("Cursor state greater than 1 in script"); verbMouseOver(0); break; case 0x95: // SO_CURSOR_SOFT_OFF Turn soft cursor off _cursor.state--; verbMouseOver(0); break; case 0x96: // SO_USERPUT_SOFT_ON _userPut++; break; case 0x97: // SO_USERPUT_SOFT_OFF _userPut--; break; case 0x99: // SO_CURSOR_IMAGE Set cursor image { int room, obj; if (_game.heversion >= 70) { obj = pop(); room = getObjectRoom(obj); } else { obj = popRoomAndObj(&room); } setCursorFromImg(obj, room, 1); break; } case 0x9A: // SO_CURSOR_HOTSPOT Set cursor hotspot a = pop(); setCursorHotspot(pop(), a); updateCursor(); break; case 0x9C: // SO_CHARSET_SET initCharset(pop()); break; case 0x9D: // SO_CHARSET_COLOR getStackList(args, ARRAYSIZE(args)); for (i = 0; i < 16; i++) _charsetColorMap[i] = _charsetData[_string[1]._default.charset][i] = (unsigned char)args[i]; break; case 0xD6: // SO_CURSOR_TRANSPARENT Set cursor transparent color setCursorTransparency(pop()); break; default: error("o6_cursorCommand: default case %x", subOp); } VAR(VAR_CURSORSTATE) = _cursor.state; VAR(VAR_USERPUT) = _userPut; } void ScummEngine_v6::o6_breakHere() { updateScriptPtr(); _currentScript = 0xFF; } void ScummEngine_v6::o6_ifClassOfIs() { int args[16]; int num, obj, cls; bool b; int cond = 1; num = getStackList(args, ARRAYSIZE(args)); obj = pop(); if (_game.heversion >= 80 && num == 0) { push(_classData[obj]); return; } while (--num >= 0) { cls = args[num]; b = getClass(obj, cls); if ((cls & 0x80 && !b) || (!(cls & 0x80) && b)) cond = 0; } push(cond); } void ScummEngine_v6::o6_setClass() { int args[16]; int num, obj, cls; num = getStackList(args, ARRAYSIZE(args)); obj = pop(); while (--num >= 0) { cls = args[num]; if (cls == 0) _classData[num] = 0; else if (cls & 0x80) putClass(obj, cls, 1); else putClass(obj, cls, 0); } } void ScummEngine_v6::o6_getState() { push(getState(pop())); } void ScummEngine_v6::o6_setState() { int state = pop(); int obj = pop(); putState(obj, state); markObjectRectAsDirty(obj); if (_bgNeedsRedraw) clearDrawObjectQueue(); } void ScummEngine_v6::o6_setOwner() { int owner = pop(); int obj = pop(); setOwnerOf(obj, owner); } void ScummEngine_v6::o6_getOwner() { push(getOwner(pop())); } void ScummEngine_v6::o6_startSound() { int offset = 0; // In Fatty Bear's Birthday Surprise the piano uses offsets 1 - 23 to // indicate which note to play, but only when using the standard piano // sound. See also o60_soundOps() if (_game.heversion >= 60 && (_game.id != GID_PUTTDEMO)) offset = pop(); #ifdef ENABLE_SCUMM_7_8 if (_game.version >= 7) _imuseDigital->startSfx(pop(), 64); else #endif _sound->addSoundToQueue(pop(), offset); } void ScummEngine_v6::o6_stopSound() { _sound->stopSound(pop()); } void ScummEngine_v6::o6_startMusic() { if (_game.version >= 7) error("o6_startMusic() It shouldn't be called here for imuse digital"); _sound->addSoundToQueue(pop()); } void ScummEngine_v6::o6_stopObjectScript() { stopObjectScript(pop()); } void ScummEngine_v6::o6_panCameraTo() { if (_game.version >= 7) { int y = pop(); int x = pop(); panCameraTo(x, y); } else { panCameraTo(pop(), 0); } } void ScummEngine_v6::o6_actorFollowCamera() { if (_game.version >= 7) setCameraFollows(derefActor(pop(), "actorFollowCamera")); else actorFollowCamera(pop()); } void ScummEngine_v6::o6_setCameraAt() { if (_game.version >= 7) { int x, y; camera._follows = 0; VAR(VAR_CAMERA_FOLLOWED_ACTOR) = 0; y = pop(); x = pop(); setCameraAt(x, y); } else { setCameraAtEx(pop()); } } void ScummEngine_v6::o6_loadRoom() { int room = pop(); startScene(room, 0, 0); if (_game.heversion >= 61) { setCameraAt(camera._cur.x, 0); } _fullRedraw = true; } void ScummEngine_v6::o6_stopScript() { int script = pop(); if (script == 0) stopObjectCode(); else stopScript(script); } void ScummEngine_v6::o6_walkActorToObj() { int act, obj, dist; Actor *a, *a2; int x, y; dist = pop(); obj = pop(); act = pop(); a = derefActor(act, "o6_walkActorToObj"); if (obj >= _numActors) { int wio = whereIsObject(obj); if (wio != WIO_FLOBJECT && wio != WIO_ROOM) return; int dir; getObjectXYPos(obj, x, y, dir); a->startWalkActor(x, y, dir); } else { a2 = derefActorSafe(obj, "o6_walkActorToObj(2)"); if (_game.id == GID_SAMNMAX && a2 == 0) { // WORKAROUND bug #742676 SAM: Fish Farm. Note quite sure why it // happens, whether it's normal or due to a bug in the ScummVM code. debug(0, "o6_walkActorToObj: invalid actor %d", obj); return; } if (!a->isInCurrentRoom() || !a2->isInCurrentRoom()) return; if (dist == 0) { dist = a2->_scalex * a2->_width / 0xFF; dist += dist / 2; } x = a2->getPos().x; y = a2->getPos().y; if (x < a->getPos().x) x += dist; else x -= dist; a->startWalkActor(x, y, -1); } } void ScummEngine_v6::o6_walkActorTo() { int x, y; y = pop(); x = pop(); Actor *a = derefActor(pop(), "o6_walkActorTo"); a->startWalkActor(x, y, -1); } void ScummEngine_v6::o6_putActorAtXY() { int room, x, y, act; Actor *a; room = pop(); y = pop(); x = pop(); act = pop(); a = derefActor(act, "o6_putActorAtXY"); if (room == 0xFF || room == 0x7FFFFFFF) { room = a->_room; } else { if (a->_visible && _currentRoom != room && getTalkingActor() == a->_number) { stopTalk(); } if (room != 0) a->_room = room; } a->putActor(x, y, room); } void ScummEngine_v6::o6_putActorAtObject() { int room, obj, x, y; Actor *a; obj = popRoomAndObj(&room); a = derefActor(pop(), "o6_putActorAtObject"); if (whereIsObject(obj) != WIO_NOT_FOUND) { getObjectXYPos(obj, x, y); } else { x = 160; y = 120; } if (room == 0xFF) room = a->_room; a->putActor(x, y, room); } void ScummEngine_v6::o6_faceActor() { int obj = pop(); Actor *a = derefActor(pop(), "o6_faceActor"); a->faceToObject(obj); } void ScummEngine_v6::o6_animateActor() { int anim = pop(); int act = pop(); if (_game.id == GID_TENTACLE && _roomResource == 57 && vm.slot[_currentScript].number == 19 && act == 593) { // WORKAROUND bug #743363: This very odd case (animateActor(593,250)) // occurs in DOTT, in the cutscene after George cuts down the "cherry // tree" and the tree Laverne is trapped in vanishes... // Not sure if this means animateActor somehow also must work for objects // (593 is the time machine in room 57), or if this is simply a script bug. act = 6; } if (_game.id == GID_SAMNMAX && _roomResource == 35 && vm.slot[_currentScript].number == 202 && act == 4 && anim == 14) { // WORKAROUND bug #1223621 (Animation glitch at World of Fish). // Before starting animation 14 of the fisherman, make sure he isn't // talking anymore. This appears to be a bug in the original game as well. if (getTalkingActor() == 4) { stopTalk(); } } Actor *a = derefActor(act, "o6_animateActor"); a->animateActor(anim); } void ScummEngine_v6::o6_doSentence() { int verb, objectA, objectB; objectB = pop(); if (_game.version < 8) pop(); // dummy pop (in Sam&Max, seems to be always 0 or 130) objectA = pop(); verb = pop(); doSentence(verb, objectA, objectB); } void ScummEngine_v6::o6_pickupObject() { int obj, room; int i; obj = popRoomAndObj(&room); if (room == 0) room = _roomResource; for (i = 0; i < _numInventory; i++) { if (_inventory[i] == (uint16)obj) { putOwner(obj, VAR(VAR_EGO)); runInventoryScript(obj); return; } } addObjectToInventory(obj, room); putOwner(obj, VAR(VAR_EGO)); putClass(obj, kObjectClassUntouchable, 1); putState(obj, 1); markObjectRectAsDirty(obj); clearDrawObjectQueue(); runInventoryScript(obj); } void ScummEngine_v6::o6_loadRoomWithEgo() { Actor *a; int obj, room, x, y; y = pop(); x = pop(); obj = popRoomAndObj(&room); a = derefActor(VAR(VAR_EGO), "o6_loadRoomWithEgo"); a->putActor(0, 0, room); _egoPositioned = false; VAR(VAR_WALKTO_OBJ) = obj; startScene(a->_room, a, obj); VAR(VAR_WALKTO_OBJ) = 0; if (_game.version == 6) { camera._cur.x = camera._dest.x = a->getPos().x; setCameraFollows(a, (_game.heversion >= 60)); } _fullRedraw = true; if (x != -1 && x != 0x7FFFFFFF) { a->startWalkActor(x, y, -1); } } void ScummEngine_v6::o6_getRandomNumber() { int rnd; rnd = _rnd.getRandomNumber(ABS(pop())); if (VAR_RANDOM_NR != 0xFF) VAR(VAR_RANDOM_NR) = rnd; push(rnd); } void ScummEngine_v6::o6_getRandomNumberRange() { int max = pop(); int min = pop(); int rnd = _rnd.getRandomNumberRng(min, max); if (VAR_RANDOM_NR != 0xFF) VAR(VAR_RANDOM_NR) = rnd; push(rnd); } void ScummEngine_v6::o6_isScriptRunning() { push(isScriptRunning(pop())); } void ScummEngine_v6::o6_isRoomScriptRunning() { push(isRoomScriptRunning(pop())); } void ScummEngine_v6::o6_getActorMoving() { Actor *a = derefActor(pop(), "o6_getActorMoving"); push(a->_moving); } void ScummEngine_v6::o6_getActorRoom() { int act = pop(); if (act == 0) { // This case occurs at the very least in COMI. That's because in COMI's script 28, // there is a check which looks as follows: // if (((VAR_TALK_ACTOR != 0) && (VAR_HAVE_MSG == 1)) && // (getActorRoom(VAR_TALK_ACTOR) == VAR_ROOM)) // Due to the way this is represented in bytecode, the engine cannot // short circuit. Hence, even though this would be perfectly fine code // in C/C++, here it can (and does) lead to getActorRoom(0) being // invoked. We silently ignore this. push(0); return; } if (act == 255) { // This case also occurs in COMI... push(0); return; } Actor *a = derefActor(act, "o6_getActorRoom"); push(a->_room); } void ScummEngine_v6::o6_getActorWalkBox() { Actor *a = derefActor(pop(), "o6_getActorWalkBox"); push(a->_ignoreBoxes ? 0 : a->_walkbox); } void ScummEngine_v6::o6_getActorCostume() { Actor *a = derefActor(pop(), "o6_getActorCostume"); push(a->_costume); } void ScummEngine_v6::o6_getActorElevation() { Actor *a = derefActor(pop(), "o6_getActorElevation"); push(a->getElevation()); } void ScummEngine_v6::o6_getActorWidth() { Actor *a = derefActor(pop(), "o6_getActorWidth"); push(a->_width); } void ScummEngine_v6::o6_getActorScaleX() { Actor *a = derefActor(pop(), "o6_getActorScaleX"); push(a->_scalex); } void ScummEngine_v6::o6_getActorAnimCounter() { Actor *a = derefActor(pop(), "o6_getActorAnimCounter"); push(a->_cost.animCounter); } void ScummEngine_v6::o6_getAnimateVariable() { int var = pop(); Actor *a = derefActor(pop(), "o6_getAnimateVariable"); push(a->getAnimVar(var)); } void ScummEngine_v6::o6_isActorInBox() { int box = pop(); Actor *a = derefActor(pop(), "o6_isActorInBox"); push(checkXYInBoxBounds(box, a->getPos().x, a->getPos().y)); } void ScummEngine_v6::o6_getActorLayer() { Actor *a = derefActor(pop(), "getActorLayer"); push(a->_layer); } void ScummEngine_v6::o6_getObjectX() { push(getObjX(pop())); } void ScummEngine_v6::o6_getObjectY() { push(getObjY(pop())); } void ScummEngine_v6::o6_getObjectOldDir() { push(getObjOldDir(pop())); } void ScummEngine_v6::o6_getObjectNewDir() { push(getObjNewDir(pop())); } void ScummEngine_v6::o6_findInventory() { int idx = pop(); int owner = pop(); push(findInventory(owner, idx)); } void ScummEngine_v6::o6_getInventoryCount() { push(getInventoryCount(pop())); } void ScummEngine_v6::o6_getVerbFromXY() { int y = pop(); int x = pop(); int over = findVerbAtPos(x, y); if (over) over = _verbs[over].verbid; push(over); } void ScummEngine_v6::o6_beginOverride() { beginOverride(); _skipVideo = 0; } void ScummEngine_v6::o6_endOverride() { endOverride(); } void ScummEngine_v6::o6_setObjectName() { int obj = pop(); setObjectName(obj); } void ScummEngine_v6::o6_isSoundRunning() { int snd = pop(); if (snd) snd = _sound->isSoundRunning(snd); push(snd); } void ScummEngine_v6::o6_setBoxFlags() { int table[65]; int num, value; value = pop(); num = getStackList(table, ARRAYSIZE(table)); while (--num >= 0) { setBoxFlags(table[num], value); } } void ScummEngine_v6::o6_createBoxMatrix() { createBoxMatrix(); if ((_game.id == GID_DIG) || (_game.id == GID_CMI)) putActors(); } void ScummEngine_v6::o6_resourceRoutines() { int resid; byte subOp = fetchScriptByte(); switch (subOp) { case 100: // SO_LOAD_SCRIPT resid = pop(); if (_game.version >= 7) if (resid >= _numGlobalScripts) break; ensureResourceLoaded(rtScript, resid); break; case 101: // SO_LOAD_SOUND resid = pop(); ensureResourceLoaded(rtSound, resid); break; case 102: // SO_LOAD_COSTUME resid = pop(); ensureResourceLoaded(rtCostume, resid); break; case 103: // SO_LOAD_ROOM resid = pop(); ensureResourceLoaded(rtRoom, resid); break; case 104: // SO_NUKE_SCRIPT resid = pop(); if (_game.version >= 7) if (resid >= _numGlobalScripts) break; _res->setResourceCounter(rtScript, resid, 0x7F); break; case 105: // SO_NUKE_SOUND resid = pop(); _res->setResourceCounter(rtSound, resid, 0x7F); break; case 106: // SO_NUKE_COSTUME resid = pop(); _res->setResourceCounter(rtCostume, resid, 0x7F); break; case 107: // SO_NUKE_ROOM resid = pop(); _res->setResourceCounter(rtRoom, resid, 0x7F); break; case 108: // SO_LOCK_SCRIPT resid = pop(); if (resid >= _numGlobalScripts) break; _res->lock(rtScript, resid); break; case 109: // SO_LOCK_SOUND resid = pop(); _res->lock(rtSound, resid); break; case 110: // SO_LOCK_COSTUME resid = pop(); _res->lock(rtCostume, resid); break; case 111: // SO_LOCK_ROOM resid = pop(); if (resid > 0x7F) resid = _resourceMapper[resid & 0x7F]; _res->lock(rtRoom, resid); break; case 112: // SO_UNLOCK_SCRIPT resid = pop(); if (resid >= _numGlobalScripts) break; _res->unlock(rtScript, resid); break; case 113: // SO_UNLOCK_SOUND resid = pop(); _res->unlock(rtSound, resid); break; case 114: // SO_UNLOCK_COSTUME resid = pop(); _res->unlock(rtCostume, resid); break; case 115: // SO_UNLOCK_ROOM resid = pop(); if (resid > 0x7F) resid = _resourceMapper[resid & 0x7F]; _res->unlock(rtRoom, resid); break; case 116: // SO_CLEAR_HEAP /* this is actually a scumm message */ error("clear heap not working yet"); break; case 117: // SO_LOAD_CHARSET resid = pop(); loadCharset(resid); break; case 118: // SO_NUKE_CHARSET resid = pop(); nukeCharset(resid); break; case 119: // SO_LOAD_OBJECT { int room, obj = popRoomAndObj(&room); loadFlObject(obj, room); break; } default: error("o6_resourceRoutines: default case %d", subOp); } } void ScummEngine_v6::o6_roomOps() { int a, b, c, d, e; byte subOp = fetchScriptByte(); switch (subOp) { case 172: // SO_ROOM_SCROLL b = pop(); a = pop(); if (a < (_screenWidth / 2)) a = (_screenWidth / 2); if (b < (_screenWidth / 2)) b = (_screenWidth / 2); if (a > _roomWidth - (_screenWidth / 2)) a = _roomWidth - (_screenWidth / 2); if (b > _roomWidth - (_screenWidth / 2)) b = _roomWidth - (_screenWidth / 2); VAR(VAR_CAMERA_MIN_X) = a; VAR(VAR_CAMERA_MAX_X) = b; break; case 174: // SO_ROOM_SCREEN b = pop(); a = pop(); initScreens(a, b); break; case 175: // SO_ROOM_PALETTE d = pop(); c = pop(); b = pop(); a = pop(); setPalColor(d, a, b, c); break; case 176: // SO_ROOM_SHAKE_ON setShake(1); break; case 177: // SO_ROOM_SHAKE_OFF setShake(0); break; case 179: // SO_ROOM_INTENSITY c = pop(); b = pop(); a = pop(); darkenPalette(a, a, a, b, c); break; case 180: // SO_ROOM_SAVEGAME _saveTemporaryState = true; _saveLoadSlot = pop(); _saveLoadFlag = pop(); if (_game.id == GID_TENTACLE) _saveSound = (_saveLoadSlot != 0); break; case 181: // SO_ROOM_FADE a = pop(); if (a) { _switchRoomEffect = (byte)(a & 0xFF); _switchRoomEffect2 = (byte)(a >> 8); } else { fadeIn(_newEffect); } break; case 182: // SO_RGB_ROOM_INTENSITY e = pop(); d = pop(); c = pop(); b = pop(); a = pop(); darkenPalette(a, b, c, d, e); break; case 183: // SO_ROOM_SHADOW e = pop(); d = pop(); c = pop(); b = pop(); a = pop(); setShadowPalette(a, b, c, d, e, 0, 256); break; case 184: // SO_SAVE_STRING error("save string not implemented"); break; case 185: // SO_LOAD_STRING error("load string not implemented"); break; case 186: // SO_ROOM_TRANSFORM d = pop(); c = pop(); b = pop(); a = pop(); palManipulateInit(a, b, c, d); break; case 187: // SO_CYCLE_SPEED b = pop(); a = pop(); assertRange(1, a, 16, "o6_roomOps: 187: color cycle"); _colorCycle[a - 1].delay = (b != 0) ? 0x4000 / (b * 0x4C) : 0; break; case 213: // SO_ROOM_NEW_PALETTE a = pop(); // This opcode is used when turning off noir mode in Sam & Max, // but since our implementation of this feature doesn't change // the original palette there's no need to reload it. Doing it // this way, we avoid some graphics glitches that the original // interpreter had. if (_game.id == GID_SAMNMAX && vm.slot[_currentScript].number == 64) setDirtyColors(0, 255); else setCurrentPalette(a); break; default: error("o6_roomOps: default case %d", subOp); } } void ScummEngine_v6::o6_actorOps() { Actor *a; int i, j, k; int args[8]; byte subOp = fetchScriptByte(); if (subOp == 197) { _curActor = pop(); return; } a = derefActorSafe(_curActor, "o6_actorOps"); if (!a) return; switch (subOp) { case 76: // SO_COSTUME a->setActorCostume(pop()); break; case 77: // SO_STEP_DIST j = pop(); i = pop(); a->setActorWalkSpeed(i, j); break; case 78: // SO_SOUND k = getStackList(args, ARRAYSIZE(args)); for (i = 0; i < k; i++) a->_sound[i] = args[i]; break; case 79: // SO_WALK_ANIMATION a->_walkFrame = pop(); break; case 80: // SO_TALK_ANIMATION a->_talkStopFrame = pop(); a->_talkStartFrame = pop(); break; case 81: // SO_STAND_ANIMATION a->_standFrame = pop(); break; case 82: // SO_ANIMATION // dummy case in scumm6 pop(); pop(); pop(); break; case 83: // SO_DEFAULT a->initActor(0); break; case 84: // SO_ELEVATION a->setElevation(pop()); break; case 85: // SO_ANIMATION_DEFAULT a->_initFrame = 1; a->_walkFrame = 2; a->_standFrame = 3; a->_talkStartFrame = 4; a->_talkStopFrame = 5; break; case 86: // SO_PALETTE j = pop(); i = pop(); assertRange(0, i, 255, "o6_actorOps: palette slot"); a->setPalette(i, j); break; case 87: // SO_TALK_COLOR a->_talkColor = pop(); break; case 88: // SO_ACTOR_NAME loadPtrToResource(rtActorName, a->_number, NULL); break; case 89: // SO_INIT_ANIMATION a->_initFrame = pop(); break; case 91: // SO_ACTOR_WIDTH a->_width = pop(); break; case 92: // SO_SCALE i = pop(); a->setScale(i, i); break; case 93: // SO_NEVER_ZCLIP a->_forceClip = 0; break; case 225: // SO_ALWAYS_ZCLIP case 94: // SO_ALWAYS_ZCLIP a->_forceClip = pop(); break; case 95: // SO_IGNORE_BOXES a->_ignoreBoxes = 1; a->_forceClip = (_game.version >= 7) ? 100 : 0; if (a->isInCurrentRoom()) a->putActor(); break; case 96: // SO_FOLLOW_BOXES a->_ignoreBoxes = 0; a->_forceClip = (_game.version >= 7) ? 100 : 0; if (a->isInCurrentRoom()) a->putActor(); break; case 97: // SO_ANIMATION_SPEED a->setAnimSpeed(pop()); break; case 98: // SO_SHADOW a->_shadowMode = pop(); break; case 99: // SO_TEXT_OFFSET a->_talkPosY = pop(); a->_talkPosX = pop(); break; case 198: // SO_ACTOR_VARIABLE i = pop(); a->setAnimVar(pop(), i); break; case 215: // SO_ACTOR_IGNORE_TURNS_ON a->_ignoreTurns = true; break; case 216: // SO_ACTOR_IGNORE_TURNS_OFF a->_ignoreTurns = false; break; case 217: // SO_ACTOR_NEW a->initActor(2); break; case 227: // SO_ACTOR_DEPTH a->_layer = pop(); break; case 228: // SO_ACTOR_WALK_SCRIPT a->_walkScript = pop(); break; case 229: // SO_ACTOR_STOP a->stopActorMoving(); a->startAnimActor(a->_standFrame); break; case 230: /* set direction */ a->_moving &= ~MF_TURN; a->setDirection(pop()); break; case 231: /* turn to direction */ a->turnToDirection(pop()); break; case 233: // SO_ACTOR_WALK_PAUSE a->_moving |= MF_FROZEN; break; case 234: // SO_ACTOR_WALK_RESUME a->_moving &= ~MF_FROZEN; break; case 235: // SO_ACTOR_TALK_SCRIPT a->_talkScript = pop(); break; default: error("o6_actorOps: default case %d", subOp); } } void ScummEngine_v6::o6_verbOps() { int slot, a, b; VerbSlot *vs; byte subOp = fetchScriptByte(); if (subOp == 196) { _curVerb = pop(); _curVerbSlot = getVerbSlot(_curVerb, 0); assertRange(0, _curVerbSlot, _numVerbs - 1, "new verb slot"); return; } vs = &_verbs[_curVerbSlot]; slot = _curVerbSlot; switch (subOp) { case 124: // SO_VERB_IMAGE a = pop(); if (_curVerbSlot) { setVerbObject(_roomResource, a, slot); vs->type = kImageVerbType; if (_game.heversion >= 61) vs->imgindex = a; } break; case 125: // SO_VERB_NAME loadPtrToResource(rtVerb, slot, NULL); vs->type = kTextVerbType; vs->imgindex = 0; break; case 126: // SO_VERB_COLOR vs->color = pop(); break; case 127: // SO_VERB_HICOLOR vs->hicolor = pop(); break; case 128: // SO_VERB_AT vs->curRect.top = pop(); vs->curRect.left = pop(); break; case 129: // SO_VERB_ON vs->curmode = 1; break; case 130: // SO_VERB_OFF vs->curmode = 0; break; case 131: // SO_VERB_DELETE if (_game.heversion >= 60) { slot = getVerbSlot(pop(), 0); } killVerb(slot); break; case 132: // SO_VERB_NEW slot = getVerbSlot(_curVerb, 0); if (slot == 0) { for (slot = 1; slot < _numVerbs; slot++) { if (_verbs[slot].verbid == 0) break; } if (slot == _numVerbs) error("Too many verbs"); _curVerbSlot = slot; } vs = &_verbs[slot]; vs->verbid = _curVerb; vs->color = 2; vs->hicolor = 0; vs->dimcolor = 8; vs->type = kTextVerbType; vs->charset_nr = _string[0]._default.charset; vs->curmode = 0; vs->saveid = 0; vs->key = 0; vs->center = 0; vs->imgindex = 0; break; case 133: // SO_VERB_DIMCOLOR vs->dimcolor = pop(); break; case 134: // SO_VERB_DIM vs->curmode = 2; break; case 135: // SO_VERB_KEY vs->key = pop(); break; case 136: // SO_VERB_CENTER vs->center = 1; break; case 137: // SO_VERB_NAME_STR a = pop(); if (a == 0) { loadPtrToResource(rtVerb, slot, (const byte *)""); } else { loadPtrToResource(rtVerb, slot, getStringAddress(a)); } vs->type = kTextVerbType; vs->imgindex = 0; break; case 139: // SO_VERB_IMAGE_IN_ROOM b = pop(); a = pop(); if (slot && a != vs->imgindex) { setVerbObject(b, a, slot); vs->type = kImageVerbType; vs->imgindex = a; } break; case 140: // SO_VERB_BAKCOLOR vs->bkcolor = pop(); break; case 255: drawVerb(slot, 0); verbMouseOver(0); break; default: error("o6_verbops: default case %d", subOp); } } void ScummEngine_v6::o6_getActorFromXY() { int y = pop(); int x = pop(); int r = getActorFromPos(x, y); push(r); } void ScummEngine_v6::o6_findObject() { int y = pop(); int x = pop(); int r = findObject(x, y); push(r); } void ScummEngine_v6::o6_pseudoRoom() { int list[100]; int num, a, value; num = getStackList(list, ARRAYSIZE(list)); value = pop(); while (--num >= 0) { a = list[num]; if (a > 0x7F) _resourceMapper[a & 0x7F] = value; } } void ScummEngine_v6::o6_getVerbEntrypoint() { int e = pop(); int v = pop(); push(getVerbEntrypoint(v, e)); } void ScummEngine_v6::o6_arrayOps() { byte subOp = fetchScriptByte(); int array = fetchScriptWord(); int b, c, d, len; byte *data; int list[128]; switch (subOp) { case 205: // SO_ASSIGN_STRING b = pop(); len = resStrLen(_scriptPointer); data = defineArray(array, kStringArray, 0, len + 1); copyScriptString(data + b); break; case 208: // SO_ASSIGN_INT_LIST b = pop(); c = pop(); d = readVar(array); if (d == 0) { defineArray(array, kIntArray, 0, b + c); } while (c--) { writeArray(array, 0, b + c, pop()); } break; case 212: // SO_ASSIGN_2DIM_LIST b = pop(); len = getStackList(list, ARRAYSIZE(list)); d = readVar(array); if (d == 0) error("Must DIM a two dimensional array before assigning"); c = pop(); while (--len >= 0) { writeArray(array, c, b + len, list[len]); } break; default: error("o6_arrayOps: default case %d (array %d)", subOp, array); } } void ScummEngine_v6::o6_saveRestoreVerbs() { int a, b, c; int slot, slot2; c = pop(); b = pop(); a = pop(); byte subOp = fetchScriptByte(); if (_game.version == 8) { subOp = (subOp - 141) + 0xB4; } switch (subOp) { case 141: // SO_SAVE_VERBS while (a <= b) { slot = getVerbSlot(a, 0); if (slot && _verbs[slot].saveid == 0) { _verbs[slot].saveid = c; drawVerb(slot, 0); verbMouseOver(0); } a++; } break; case 142: // SO_RESTORE_VERBS while (a <= b) { slot = getVerbSlot(a, c); if (slot) { slot2 = getVerbSlot(a, 0); if (slot2) killVerb(slot2); slot = getVerbSlot(a, c); _verbs[slot].saveid = 0; drawVerb(slot, 0); verbMouseOver(0); } a++; } break; case 143: // SO_DELETE_VERBS while (a <= b) { slot = getVerbSlot(a, c); if (slot) killVerb(slot); a++; } break; default: error("o6_saveRestoreVerbs: default case"); } } void ScummEngine_v6::o6_drawBox() { int x, y, x2, y2, color; color = pop(); y2 = pop(); x2 = pop(); y = pop(); x = pop(); drawBox(x, y, x2, y2, color); } void ScummEngine_v6::o6_wait() { int actnum; int offs = -2; Actor *a; byte subOp = fetchScriptByte(); switch (subOp) { case 168: // SO_WAIT_FOR_ACTOR Wait for actor offs = fetchScriptWordSigned(); actnum = pop(); a = derefActor(actnum, "o6_wait:168"); if (_game.version >= 7) { if (a->isInCurrentRoom() && a->_moving) break; } else { if (a->_moving) break; } return; case 169: // SO_WAIT_FOR_MESSAGE Wait for message if (VAR(VAR_HAVE_MSG)) break; return; case 170: // SO_WAIT_FOR_CAMERA Wait for camera if (_game.version >= 7) { if (camera._dest != camera._cur) break; } else { if (camera._cur.x / 8 != camera._dest.x / 8) break; } return; case 171: // SO_WAIT_FOR_SENTENCE if (_sentenceNum) { if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT))) return; break; } if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT))) return; break; case 226: // SO_WAIT_FOR_ANIMATION offs = fetchScriptWordSigned(); actnum = pop(); a = derefActor(actnum, "o6_wait:226"); if (a->isInCurrentRoom() && a->_needRedraw) break; return; case 232: // SO_WAIT_FOR_TURN // WORKAROUND for bug #744441: An angle will often be received as the // actor number due to script bugs in The Dig. In all cases where this // occurs, _curActor is set just before it, so we can use it instead. // // For now, if the value passed in is divisible by 45, assume it is an // angle, and use _curActor as the actor to wait for. offs = fetchScriptWordSigned(); actnum = pop(); if (actnum % 45 == 0) { actnum = _curActor; } a = derefActor(actnum, "o6_wait:232b"); if (a->isInCurrentRoom() && a->_moving & MF_TURN) break; return; default: error("o6_wait: default case 0x%x", subOp); } _scriptPointer += offs; o6_breakHere(); } void ScummEngine_v6::o6_soundKludge() { int list[16]; int num = getStackList(list, ARRAYSIZE(list)); _sound->soundKludge(list, num); // WORKAROUND for bug #1398195: The room-11-2016 script contains a // slight bug causing it to busy-wait for a sound to finish. Even under // the best of circumstances, this will cause the game to hang briefly. // On platforms where threading is cooperative, it will cause the game // to hang indefinitely. We identify the buggy part of the script by // looking for a soundKludge() opcode immediately followed by a jump. if (_game.id == GID_CMI && _roomResource == 11 && vm.slot[_currentScript].number == 2016 && *_scriptPointer == 0x66) { debug(3, "Working around script bug in room-11-2016"); o6_breakHere(); } } void ScummEngine_v6::o6_isAnyOf() { int list[100]; int num; int32 val; num = getStackList(list, ARRAYSIZE(list)); val = pop(); while (--num >= 0) { if (list[num] == val) { push(1); return; } } push(0); } void ScummEngine_v6::o6_systemOps() { byte subOp = fetchScriptByte(); switch (subOp) { case 158: // SO_RESTART restart(); break; case 159: // SO_PAUSE pauseGame(); break; case 160: // SO_QUIT quitGame(); break; default: error("o6_systemOps invalid case %d", subOp); } } void ScummEngine_v6::o6_delay() { uint32 delay = (uint16)pop(); vm.slot[_currentScript].delay = delay; vm.slot[_currentScript].status = ssPaused; o6_breakHere(); } void ScummEngine_v6::o6_delaySeconds() { uint32 delay = (uint32)pop(); delay = delay * 60; vm.slot[_currentScript].delay = delay; vm.slot[_currentScript].status = ssPaused; o6_breakHere(); } void ScummEngine_v6::o6_delayMinutes() { uint32 delay = (uint16)pop() * 3600; vm.slot[_currentScript].delay = delay; vm.slot[_currentScript].status = ssPaused; o6_breakHere(); } void ScummEngine_v6::o6_stopSentence() { _sentenceNum = 0; stopScript(VAR(VAR_SENTENCE_SCRIPT)); clearClickedStatus(); } void ScummEngine_v6::o6_printLine() { _actorToPrintStrFor = 0xFF; decodeParseString(0, 0); } void ScummEngine_v6::o6_printText() { decodeParseString(1, 0); } void ScummEngine_v6::o6_printDebug() { decodeParseString(2, 0); } void ScummEngine_v6::o6_printSystem() { decodeParseString(3, 0); } void ScummEngine_v6::o6_printActor() { decodeParseString(0, 1); } void ScummEngine_v6::o6_printEgo() { push(VAR(VAR_EGO)); decodeParseString(0, 1); } void ScummEngine_v6::o6_talkActor() { int offset = _scriptPointer - _scriptOrgPointer; // WORKAROUND for bug #896489: see below for detailed description if (_forcedWaitForMessage) { if (VAR(VAR_HAVE_MSG)) { _scriptPointer--; o6_breakHere(); return; } _forcedWaitForMessage = false; _scriptPointer += resStrLen(_scriptPointer) + 1; return; } _actorToPrintStrFor = pop(); // WORKAROUND for bug #2016521: "DOTT: Bernard impersonating LaVerne" // Original script did not check for VAR_EGO == 2 before executing // a talkActor opcode. if (_game.id == GID_TENTACLE && vm.slot[_currentScript].number == 307 && VAR(VAR_EGO) != 2 && _actorToPrintStrFor == 2) { _scriptPointer += resStrLen(_scriptPointer) + 1; return; } _string[0].loadDefault(); actorTalk(_scriptPointer); // WORKAROUND for bug #896489: "DIG: Missing subtitles when talking to Brink" // Original script does not have wait.waitForMessage() after several messages: // // [011A] (5D) if (getActorCostume(VAR_EGO) == 1) { // [0126] (BA) talkActor("/STOP.008/Low out.",3) // [013D] (A9) wait.waitForMessage() // [013F] (5D) } else if (var227 == 0) { // [014C] (BA) talkActor("/STOP.009/Never mind.",3) // [0166] (73) } else { // // Here we simulate that opcode. if (_game.id == GID_DIG && vm.slot[_currentScript].number == 88) { if (offset == 0x158 || offset == 0x214 || offset == 0x231 || offset == 0x278) { _forcedWaitForMessage = true; _scriptPointer--; return; } } _scriptPointer += resStrLen(_scriptPointer) + 1; } void ScummEngine_v6::o6_talkEgo() { push(VAR(VAR_EGO)); o6_talkActor(); } void ScummEngine_v6::o6_dimArray() { int data; byte subOp = fetchScriptByte(); switch (subOp) { case 199: // SO_INT_ARRAY data = kIntArray; break; case 200: // SO_BIT_ARRAY data = kBitArray; break; case 201: // SO_NIBBLE_ARRAY data = kNibbleArray; break; case 202: // SO_BYTE_ARRAY data = kByteArray; break; case 203: // SO_STRING_ARRAY data = kStringArray; break; case 204: // SO_UNDIM_ARRAY nukeArray(fetchScriptWord()); return; default: error("o6_dimArray: default case %d", subOp); } defineArray(fetchScriptWord(), data, 0, pop()); } void ScummEngine_v6::o6_dummy() { } void ScummEngine_v6::o6_dim2dimArray() { int a, b, data; byte subOp = fetchScriptByte(); switch (subOp) { case 199: // SO_INT_ARRAY data = kIntArray; break; case 200: // SO_BIT_ARRAY data = kBitArray; break; case 201: // SO_NIBBLE_ARRAY data = kNibbleArray; break; case 202: // SO_BYTE_ARRAY data = kByteArray; break; case 203: // SO_STRING_ARRAY data = kStringArray; break; default: error("o6_dim2dimArray: default case %d", subOp); } b = pop(); a = pop(); defineArray(fetchScriptWord(), data, a, b); } void ScummEngine_v6::o6_abs() { int a = pop(); push(ABS(a)); } void ScummEngine_v6::o6_distObjectObject() { int a, b; b = pop(); a = pop(); push(getDistanceBetween(true, a, 0, true, b, 0)); } void ScummEngine_v6::o6_distObjectPt() { int a, b, c; c = pop(); b = pop(); a = pop(); push(getDistanceBetween(true, a, 0, false, b, c)); } void ScummEngine_v6::o6_distPtPt() { int a, b, c, d; d = pop(); c = pop(); b = pop(); a = pop(); push(getDistanceBetween(false, a, b, false, c, d)); } void ScummEngine_v6::o6_drawBlastObject() { int args[16]; int a, b, c, d, e; getStackList(args, ARRAYSIZE(args)); e = pop(); d = pop(); c = pop(); b = pop(); a = pop(); enqueueObject(a, b, c, d, e, 0xFF, 0xFF, 1, 0); } // Set BOMP processing window void ScummEngine_v6::o6_setBlastObjectWindow() { pop(); pop(); pop(); pop(); // None of the scripts of The Dig and Full Throttle use this opcode. // Sam & Max only uses it at the beginning of the highway subgame. In // the original interpreter pop'ed arguments are just ignored and the // clipping blastObject window is defined with (0, 0, 320, 200)... // which matches the screen dimensions and thus, doesn't require // another clipping operation. // So, we just handle this as no-op opcode. } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v7::o6_kernelSetFunctions() { int args[30]; int num; Actor *a; num = getStackList(args, ARRAYSIZE(args)); switch (args[0]) { case 4: grabCursor(args[1], args[2], args[3], args[4]); break; case 6: { // SMUSH movie playback if (args[1] == 0 && !_skipVideo) { const char *videoname = (const char *)getStringAddressVar(VAR_VIDEONAME); assert(videoname); // Correct incorrect smush filename in Macintosh FT demo if ((_game.id == GID_FT) && (_game.features & GF_DEMO) && (_game.platform == Common::kPlatformMacintosh) && (!strcmp(videoname, "jumpgorge.san"))) _splayer->play("jumpgorg.san", _smushFrameRate); // WORKAROUND: A faster frame rate is required, to keep audio/video in sync in this video else if (_game.id == GID_DIG && !strcmp(videoname, "sq3.san")) _splayer->play(videoname, 14); else _splayer->play(videoname, _smushFrameRate); if (_game.id == GID_DIG) { _disableFadeInEffect = true; } } else if (_game.id == GID_FT && !_skipVideo) { const int insaneVarNum = ((_game.features & GF_DEMO) && (_game.platform == Common::kPlatformPC)) ? 232 : 233; _insane->setSmushParams(_smushFrameRate); _insane->runScene(insaneVarNum); } } break; case 12: setCursorFromImg(args[1], (uint) - 1, args[2]); break; case 13: derefActor(args[1], "o6_kernelSetFunctions:13")->remapActorPalette(args[2], args[3], args[4], -1); break; case 14: derefActor(args[1], "o6_kernelSetFunctions:14")->remapActorPalette(args[2], args[3], args[4], args[5]); break; case 15: _smushFrameRate = args[1]; break; case 16: case 17: enqueueText(getStringAddressVar(VAR_STRING2DRAW), args[3], args[4], args[2], args[1], (args[0] == 16)); break; case 20: _imuseDigital->setRadioChatterSFX(args[1]); break; case 107: a = derefActor(args[1], "o6_kernelSetFunctions: 107"); a->setScale((unsigned char)args[2], -1); break; case 108: setShadowPalette(args[1], args[2], args[3], args[4], args[5], args[6]); break; case 109: setShadowPalette(0, args[1], args[2], args[3], args[4], args[5]); break; case 114: error("o6_kernelSetFunctions: stub114()"); break; case 117: freezeScripts(2); break; case 118: enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 3); break; case 119: enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 0); break; case 124: _saveSound = args[1]; break; case 215: ConfMan.setBool("subtitles", args[1] != 0); break; default: error("o6_kernelSetFunctions: default case %d (param count %d)", args[0], num); break; } } #endif void ScummEngine_v6::o6_kernelSetFunctions() { int args[30]; int num; Actor *a; num = getStackList(args, ARRAYSIZE(args)); switch (args[0]) { case 3: // Dummy case break; case 4: grabCursor(args[1], args[2], args[3], args[4]); break; case 5: fadeOut(args[1]); break; case 6: _fullRedraw = true; redrawBGAreas(); setActorRedrawFlags(); processActors(); fadeIn(args[1]); break; case 8: startManiac(); break; case 9: killAllScriptsExceptCurrent(); break; case 104: /* samnmax */ nukeFlObjects(args[2], args[3]); break; case 107: /* set actor scale */ a = derefActor(args[1], "o6_kernelSetFunctions: 107"); a->setScale((unsigned char)args[2], -1); break; case 108: /* create proc_special_palette */ case 109: // Case 108 and 109 share the same function if (num != 6) error("o6_kernelSetFunctions sub op %d: expected 6 params but got %d", args[0], num); setShadowPalette(args[3], args[4], args[5], args[1], args[2], 0, 256); break; case 110: clearCharsetMask(); break; case 111: a = derefActor(args[1], "o6_kernelSetFunctions: 111"); a->_shadowMode = args[2] + args[3]; break; case 112: /* palette shift? */ setShadowPalette(args[3], args[4], args[5], args[1], args[2], args[6], args[7]); break; case 114: // Sam & Max film noir mode if (_game.id == GID_SAMNMAX) { // At this point ScummVM will already have set // variable 0x8000 to indicate that the game is // in film noir mode. All we have to do here is // to mark the palette as "dirty", because // updatePalette() will desaturate the colors // as they are uploaded to the backend. // // This actually works better than the original // interpreter, where actors would sometimes // still be drawn in color. setDirtyColors(0, 255); } else error("stub o6_kernelSetFunctions_114()"); break; case 117: // Sam & Max uses this opcode in script-43, right // before a screensaver is selected. // // Sam & Max uses variable 132 to specify the number of // minutes of inactivity (no mouse movements) before // starting the screensaver, so setting it to 0 will // help in debugging. freezeScripts(0x80); break; case 119: enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 0); break; case 120: swapPalColors(args[1], args[2]); break; case 122: VAR(VAR_SOUNDRESULT) = (short)_imuse->doCommand (num - 1, &args[1]); break; case 123: copyPalColor(args[2], args[1]); break; case 124: _saveSound = args[1]; break; default: error("o6_kernelSetFunctions: default case %d (param count %d)", args[0], num); break; } } void ScummEngine_v6::o6_kernelGetFunctions() { int args[30]; int i; int slot; Actor *a; VirtScreen *vs = &_virtscr[kMainVirtScreen]; getStackList(args, ARRAYSIZE(args)); switch (args[0]) { case 113: // WORKAROUND for bug #899249: The scripts used for screen savers // in Sam & Max use hard coded values for the maximum height and width. // This causes problems in rooms (ie. Credits) where their values are // lower, so we set result to zero if out of bounds. if (args[1] >= 0 && args[1] <= vs->w && args[2] >= 0 && args[2] <= vs->h) { byte pixel = *vs->getPixels(args[1], args[2]); push(pixel); } else { push(0); } break; case 115: push(getSpecialBox(args[1], args[2])); break; case 116: push(checkXYInBoxBounds(args[3], args[1], args[2])); break; case 206: push(remapPaletteColor(args[1], args[2], args[3], -1)); break; case 207: i = getObjectIndex(args[1]); assert(i); push(_objs[i].x_pos); break; case 208: i = getObjectIndex(args[1]); assert(i); push(_objs[i].y_pos); break; case 209: i = getObjectIndex(args[1]); assert(i); push(_objs[i].width); break; case 210: i = getObjectIndex(args[1]); assert(i); push(_objs[i].height); break; case 211: /* 13 = thrust 336 = thrust 328 = thrust 27 = abort 97 = left 331 = left 115 = right 333 = right */ push(getKeyState(args[1])); break; case 212: a = derefActor(args[1], "o6_kernelGetFunctions:212"); // This is used by walk scripts push(a->_frame); break; case 213: slot = getVerbSlot(args[1], 0); push(_verbs[slot].curRect.left); break; case 214: slot = getVerbSlot(args[1], 0); push(_verbs[slot].curRect.top); break; case 215: if ((_extraBoxFlags[args[1]] & 0x00FF) == 0x00C0) { push(_extraBoxFlags[args[1]]); } else { push(getBoxFlags(args[1])); } break; default: error("o6_kernelGetFunctions: default case %d", args[0]); } } int ScummEngine::getKeyState(int key) { switch (key) { case 0x147: // Home // FIXME: There seems to be a mistake in the code here ("insert" vs. "home") return (_keyDownMap[Common::KEYCODE_KP7] || _keyDownMap[Common::KEYCODE_INSERT]) ? 1 : 0; case 0x148: // Up return (_keyDownMap[Common::KEYCODE_KP8] || _keyDownMap[Common::KEYCODE_UP] || _keyDownMap[Common::KEYCODE_8]) ? 1 : 0; case 0x149: // PgUp return (_keyDownMap[Common::KEYCODE_KP9] || _keyDownMap[Common::KEYCODE_PAGEUP]) ? 1 : 0; case 0x14B: // Left return (_keyDownMap[Common::KEYCODE_KP4] || _keyDownMap[Common::KEYCODE_LEFT] || _keyDownMap[Common::KEYCODE_4]) ? 1 : 0; case 0x14D: // Right return (_keyDownMap[Common::KEYCODE_KP6] || _keyDownMap[Common::KEYCODE_RIGHT] || _keyDownMap[Common::KEYCODE_6]) ? 1 : 0; case 0x14F: // End return (_keyDownMap[Common::KEYCODE_KP1] || _keyDownMap[Common::KEYCODE_END]) ? 1 : 0; case 0x150: // Down return (_keyDownMap[Common::KEYCODE_KP2] || _keyDownMap[Common::KEYCODE_DOWN] || _keyDownMap[Common::KEYCODE_2]) ? 1 : 0; case 0x151: // PgDn return (_keyDownMap[Common::KEYCODE_KP3] || _keyDownMap[Common::KEYCODE_PAGEDOWN]) ? 1 : 0; default: return (_keyDownMap[key]) ? 1 : 0; } } void ScummEngine_v6::o6_delayFrames() { ScriptSlot *ss = &vm.slot[_currentScript]; if (ss->delayFrameCount == 0) { ss->delayFrameCount = pop(); } else { ss->delayFrameCount--; } if (ss->delayFrameCount) { _scriptPointer--; o6_breakHere(); } } void ScummEngine_v6::o6_pickOneOf() { int args[100]; int i, num; num = getStackList(args, ARRAYSIZE(args)); i = pop(); if (i < 0 || i > num) error("o6_pickOneOf: %d out of range (0, %d)", i, num - 1); push(args[i]); } void ScummEngine_v6::o6_pickOneOfDefault() { int args[100]; int i, num, def; def = pop(); num = getStackList(args, ARRAYSIZE(args)); i = pop(); if (i < 0 || i >= num) i = def; else i = args[i]; push(i); } void ScummEngine_v6::o6_stampObject() { int object, x, y, state; state = pop(); y = pop(); x = pop(); object = pop(); if (_game.version >= 7 && object < 30) { if (state == 0) state = 255; Actor *a = derefActor(object, "o6_stampObject"); a->_scalex = state; a->_scaley = state; a->putActor(x, y, _currentRoom); a->_drawToBackBuf = true; a->drawActorCostume(); a->_drawToBackBuf = false; a->drawActorCostume(); return; } if (state == 0) state = 1; int objnum = getObjectIndex(object); if (objnum == -1) return; if (x != -1) { _objs[objnum].x_pos = x * 8; _objs[objnum].y_pos = y * 8; } putState(object, state); drawObject(objnum, 0); } void ScummEngine_v6::o6_stopTalking() { stopTalk(); } void ScummEngine_v6::o6_findAllObjects() { int room = pop(); int i = 1; if (room != _currentRoom) error("o6_findAllObjects: current room is not %d", room); writeVar(0, 0); defineArray(0, kIntArray, 0, _numLocalObjects + 1); writeArray(0, 0, 0, _numLocalObjects); while (i < _numLocalObjects) { writeArray(0, 0, i, _objs[i].obj_nr); i++; } push(readVar(0)); } void ScummEngine_v6::shuffleArray(int num, int minIdx, int maxIdx) { int range = maxIdx - minIdx; int count = range * 2; // Shuffle the array 'num' while (count--) { // Determine two random elements... int rand1 = _rnd.getRandomNumber(range) + minIdx; int rand2 = _rnd.getRandomNumber(range) + minIdx; // ...and swap them int val1 = readArray(num, 0, rand1); int val2 = readArray(num, 0, rand2); writeArray(num, 0, rand1, val2); writeArray(num, 0, rand2, val1); } } void ScummEngine_v6::o6_shuffle() { int b = pop(); int a = pop(); shuffleArray(fetchScriptWord(), a, b); } void ScummEngine_v6::o6_pickVarRandom() { int num; int args[100]; int dim1; num = getStackList(args, ARRAYSIZE(args)); int value = fetchScriptWord(); if (readVar(value) == 0) { defineArray(value, kIntArray, 0, num); if (num > 0) { int16 counter = 0; do { writeArray(value, 0, counter + 1, args[counter]); } while (++counter < num); } shuffleArray(value, 1, num); writeArray(value, 0, 0, 2); push(readArray(value, 0, 1)); return; } num = readArray(value, 0, 0); ArrayHeader *ah = getArray(value); dim1 = FROM_LE_16(ah->dim1) - 1; if (dim1 < num) { int16 var_2 = readArray(value, 0, num - 1); shuffleArray(value, 1, dim1); if (readArray(value, 0, 1) == var_2) { num = 2; } else { num = 1; } } writeArray(value, 0, 0, num + 1); push(readArray(value, 0, num)); } void ScummEngine_v6::o6_getDateTime() { TimeDate t; _system->getTimeAndDate(t); VAR(VAR_TIMEDATE_YEAR) = t.tm_year; VAR(VAR_TIMEDATE_MONTH) = t.tm_mon; VAR(VAR_TIMEDATE_DAY) = t.tm_mday; VAR(VAR_TIMEDATE_HOUR) = t.tm_hour; VAR(VAR_TIMEDATE_MINUTE) = t.tm_min; if (_game.version == 8) VAR(VAR_TIMEDATE_SECOND) = t.tm_sec; } void ScummEngine_v6::o6_getPixel() { int x, y; if (_game.heversion >= 61 && _game.heversion <= 62) { x = pop(); y = pop(); } else { y = pop(); x = pop(); } VirtScreen *vs = findVirtScreen(y); if (vs == NULL || x > _screenWidth - 1 || x < 0) { push(-1); return; } byte pixel = *vs->getPixels(x, y - vs->topline); push(pixel); } void ScummEngine_v6::o6_setBoxSet() { int arg = pop() - 1; const byte *room = getResourceAddress(rtRoom, _roomResource); const byte *boxd = NULL, *boxm = NULL; int32 dboxSize, mboxSize; int i; ResourceIterator boxds(room, false); for (i = 0; i < arg; i++) boxd = boxds.findNext(MKID_BE('BOXD')); if (!boxd) error("ScummEngine_v6::o6_setBoxSet: Can't find dboxes for set %d", arg); dboxSize = READ_BE_UINT32(boxd + 4) - 8; byte *matrix = _res->createResource(rtMatrix, 2, dboxSize); assert(matrix); memcpy(matrix, boxd + 8, dboxSize); ResourceIterator boxms(room, false); for (i = 0; i < arg; i++) boxm = boxms.findNext(MKID_BE('BOXM')); if (!boxm) error("ScummEngine_v6::o6_setBoxSet: Can't find mboxes for set %d", arg); mboxSize = READ_BE_UINT32(boxm + 4) - 8; matrix = _res->createResource(rtMatrix, 1, mboxSize); assert(matrix); memcpy(matrix, boxm + 8, mboxSize); if (_game.version == 7) putActors(); } void ScummEngine_v6::decodeParseString(int m, int n) { byte b = fetchScriptByte(); switch (b) { case 65: // SO_AT _string[m].ypos = pop(); _string[m].xpos = pop(); _string[m].overhead = false; break; case 66: // SO_COLOR _string[m].color = pop(); break; case 67: // SO_CLIPPED _string[m].right = pop(); break; case 69: // SO_CENTER _string[m].center = true; _string[m].overhead = false; break; case 71: // SO_LEFT _string[m].center = false; _string[m].overhead = false; break; case 72: // SO_OVERHEAD _string[m].overhead = true; _string[m].no_talk_anim = false; break; case 74: // SO_MUMBLE _string[m].no_talk_anim = true; break; case 75: // SO_TEXTSTRING printString(m, _scriptPointer); _scriptPointer += resStrLen(_scriptPointer) + 1; break; case 0xFE: _string[m].loadDefault(); if (n) _actorToPrintStrFor = pop(); break; case 0xFF: _string[m].saveDefault(); break; default: error("decodeParseString: default case 0x%x", b); } } } // End of namespace Scumm