/* ScummVM - Scumm Interpreter * Copyright (C) 2002-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "scumm.h" #include "actor.h" #include "charset.h" #include "intern.h" #include "sound.h" #include "verbs.h" #include "smush/smush_player.h" #include #define OPCODE(x) { &Scumm_v8::x, #x } void Scumm_v8::setupOpcodes() { static const OpcodeEntryV8 opcodes[256] = { /* 00 */ OPCODE(o6_invalid), OPCODE(o6_pushWord), OPCODE(o6_pushWordVar), OPCODE(o6_wordArrayRead), /* 04 */ OPCODE(o6_wordArrayIndexedRead), OPCODE(o6_dup), OPCODE(o6_pop), OPCODE(o6_not), /* 08 */ OPCODE(o6_eq), OPCODE(o6_neq), OPCODE(o6_gt), OPCODE(o6_lt), /* 0C */ OPCODE(o6_le), OPCODE(o6_ge), OPCODE(o6_add), OPCODE(o6_sub), /* 10 */ OPCODE(o6_mul), OPCODE(o6_div), OPCODE(o6_land), OPCODE(o6_lor), /* 14 */ OPCODE(o6_band), OPCODE(o6_bor), OPCODE(o8_mod), OPCODE(o6_invalid), /* 18 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 1C */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 20 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 24 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 28 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 2C */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 30 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 34 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 38 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 3C */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 40 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 44 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 48 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 4C */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 50 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 54 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 58 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 5C */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 60 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 64 */ OPCODE(o6_jumpTrue), OPCODE(o6_jumpFalse), OPCODE(o6_jump), OPCODE(o6_breakHere), /* 68 */ OPCODE(o6_delayFrames), OPCODE(o8_wait), OPCODE(o6_delay), OPCODE(o6_delaySeconds), /* 6C */ OPCODE(o6_delayMinutes), OPCODE(o6_writeWordVar), OPCODE(o6_wordVarInc), OPCODE(o6_wordVarDec), /* 70 */ OPCODE(o8_dim), OPCODE(o6_wordArrayWrite), OPCODE(o6_wordArrayInc), OPCODE(o6_wordArrayDec), /* 74 */ OPCODE(o8_dim2), OPCODE(o6_wordArrayIndexedWrite), OPCODE(o8_arrayOps), OPCODE(o6_invalid), /* 78 */ OPCODE(o6_invalid), OPCODE(o6_startScriptEx), OPCODE(o6_startScript), OPCODE(o6_stopObjectCode), /* 7C */ OPCODE(o6_stopScript), OPCODE(o6_jumpToScript), OPCODE(o6_dummy), // O_RETURN boils down to a NOP OPCODE(o6_startObjectEx), /* 80 */ OPCODE(o6_stopObjectScript), OPCODE(o6_cutscene), OPCODE(o6_endCutscene), OPCODE(o6_freezeUnfreeze), /* 84 */ OPCODE(o6_beginOverride), OPCODE(o6_endOverride), OPCODE(o6_stopSentence), OPCODE(o6_invalid), /* 88 */ OPCODE(o6_invalid), OPCODE(o6_setClass), OPCODE(o6_setState), OPCODE(o6_setOwner), /* 8C */ OPCODE(o6_panCameraTo), OPCODE(o6_actorFollowCamera), OPCODE(o6_setCameraAt), OPCODE(o6_printActor), /* 90 */ OPCODE(o6_printEgo), OPCODE(o6_talkActor), OPCODE(o6_talkEgo), OPCODE(o6_printLine), /* 94 */ OPCODE(o6_printCursor), OPCODE(o6_printDebug), OPCODE(o6_printSystem), OPCODE(o8_blastText), /* 98 */ OPCODE(o8_drawObject), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* 9C */ OPCODE(o8_cursorCommand), OPCODE(o6_loadRoom), OPCODE(o6_loadRoomWithEgo), OPCODE(o6_walkActorToObj), /* A0 */ OPCODE(o6_walkActorTo), OPCODE(o6_putActorInRoom), OPCODE(o6_putActorAtObject), OPCODE(o6_faceActor), /* A4 */ OPCODE(o6_animateActor), OPCODE(o6_doSentence), OPCODE(o6_pickupObject), OPCODE(o6_setBoxFlags), /* A8 */ OPCODE(o8_createBoxMatrix), OPCODE(o6_invalid), OPCODE(o8_resourceRoutines), OPCODE(o8_roomOps), /* AC */ OPCODE(o8_actorOps), OPCODE(o8_cameraOps), OPCODE(o8_verbOps), OPCODE(o6_startSound), /* B0 */ OPCODE(o6_startMusic), OPCODE(o6_stopSound), OPCODE(o8_soundKludge), OPCODE(o8_system), /* B4 */ OPCODE(o6_saveRestoreVerbs), OPCODE(o6_setObjectName), OPCODE(o6_getDateTime), OPCODE(o6_drawBox), /* B8 */ OPCODE(o6_invalid), OPCODE(o8_startVideo), OPCODE(o8_kernelSetFunctions), OPCODE(o6_invalid), /* BC */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* C0 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* C4 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* C8 */ OPCODE(o6_startScriptQuick), // FIXME: are these really the "quick" (=recursive) variants, OPCODE(o6_startObjectQuick), // or aren't these maybe supposed to be the "plain" versions, too? OPCODE(o6_pickOneOf), OPCODE(o6_pickOneOfDefault), /* CC */ OPCODE(o6_invalid), OPCODE(o6_isAnyOf), OPCODE(o6_getRandomNumber), OPCODE(o6_getRandomNumberRange), /* D0 */ OPCODE(o6_ifClassOfIs), OPCODE(o6_getState), OPCODE(o6_getOwner), OPCODE(o6_isScriptRunning), /* D4 */ OPCODE(o6_invalid), OPCODE(o6_isSoundRunning), OPCODE(o6_abs), OPCODE(o6_invalid), /* D8 */ OPCODE(o8_kernelGetFunctions), OPCODE(o6_isActorInBox), OPCODE(o6_getVerbEntrypoint), OPCODE(o6_getActorFromXY), /* DC */ OPCODE(o6_findObject), OPCODE(o6_getVerbFromXY), OPCODE(o6_invalid), OPCODE(o6_findInventory), /* E0 */ OPCODE(o6_getInventoryCount), OPCODE(o6_getAnimateVariable), OPCODE(o6_getActorRoom), OPCODE(o6_getActorWalkBox), /* E4 */ OPCODE(o6_getActorMoving), OPCODE(o6_getActorCostume), OPCODE(o6_getActorScaleX), OPCODE(o6_getActorLayer), /* E8 */ OPCODE(o6_getActorElevation), OPCODE(o6_getActorWidth), OPCODE(o6_getObjectNewDir), OPCODE(o6_getObjectX), /* EC */ OPCODE(o6_getObjectY), OPCODE(o8_getActorChore), OPCODE(o6_distObjectObject), OPCODE(o6_distPtPt), /* F0 */ OPCODE(o8_getObjectImageX), OPCODE(o8_getObjectImageY), OPCODE(o8_getObjectImageWidth), OPCODE(o8_getObjectImageHeight), /* F4 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o8_getStringWidth), OPCODE(o8_getActorZPlane), /* F8 */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), /* FC */ OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), OPCODE(o6_invalid), }; _opcodesV8 = opcodes; } void Scumm_v8::executeOpcode(byte i) { OpcodeProcV8 op = _opcodesV8[i].proc; (this->*op) (); } const char *Scumm_v8::getOpcodeDesc(byte i) { return _opcodesV8[i].desc; } // In V8, the word size is 4 byte, not 2 bytes as in V6/V7 games uint Scumm_v8::fetchScriptWord() { int a; if (*_lastCodePtr + sizeof(MemBlkHeader) != _scriptOrgPointer) { uint32 oldoffs = _scriptPointer - _scriptOrgPointer; getScriptBaseAddress(); _scriptPointer = _scriptOrgPointer + oldoffs; } a = READ_LE_UINT32(_scriptPointer); _scriptPointer += 4; return a; } int Scumm_v8::fetchScriptWordSigned() { return (int32)fetchScriptWord(); } int Scumm_v8::readVar(uint var) { debug(9, "readvar(%d)", var); if (!(var & 0xF0000000)) { checkRange(_numVariables - 1, 0, var, "Variable %d out of range(r)"); return _scummVars[var]; } if (var & 0x80000000) { var &= 0x7FFFFFFF; checkRange(_numBitVariables - 1, 0, var, "Bit variable %d out of range(r)"); return (_bitVars[var >> 3] & (1 << (var & 7))) ? 1 : 0; } if (var & 0x40000000) { var &= 0xFFFFFFF; checkRange(25, 0, var, "Local variable %d out of range(r)"); return vm.localvar[_currentScript][var]; } error("Illegal varbits (r)"); return -1; } void Scumm_v8::writeVar(uint var, int value) { debug(9, "writeVar(%d, %d)", var, value); if (!(var & 0xF0000000)) { checkRange(_numVariables - 1, 0, var, "Variable %d out of range(w)"); _scummVars[var] = value; if ((_varwatch == (int)var) || (_varwatch == 0)) { if (vm.slot[_currentScript].number < 100) debug(1, "vars[%d] = %d (via script-%d)", var, value, vm.slot[_currentScript].number); else debug(1, "vars[%d] = %d (via room-%d-%d)", var, value, _currentRoom, vm.slot[_currentScript].number); } return; } if (var & 0x80000000) { var &= 0x7FFFFFFF; checkRange(_numBitVariables - 1, 0, var, "Bit variable %d out of range(w)"); if (value) _bitVars[var >> 3] |= (1 << (var & 7)); else _bitVars[var >> 3] &= ~(1 << (var & 7)); return; } if (var & 0x40000000) { var &= 0xFFFFFFF; checkRange(25, 0, var, "Local variable %d out of range(w)"); vm.localvar[_currentScript][var] = value; return; } error("Illegal varbits (w)"); } void Scumm_v8::decodeParseString(int m, int n) { byte b; b = fetchScriptByte(); switch (b) { case 0xC8: setStringVars(m); if (n) _actorToPrintStrFor = pop(); break; case 0xC9: _string[m].t_xpos = _string[m].xpos; _string[m].t_ypos = _string[m].ypos; _string[m].t_center = _string[m].center; _string[m].t_overhead = _string[m].overhead; _string[m].t_no_talk_anim = _string[m].no_talk_anim; _string[m].t_right = _string[m].right; _string[m].t_color = _string[m].color; _string[m].t_charset = _string[m].charset; break; case 0xCA: _string[m].ypos = pop(); _string[m].xpos = pop(); _string[m].overhead = false; break; case 0xCB: _string[m].color = pop(); break; case 0xCC: _string[m].center = true; _string[m].overhead = false; break; case 0xCD: // SO_PRINT_CHARSET Set print character set _string[m].charset = pop(); break; case 0xCE: _string[m].center = false; _string[m].overhead = false; break; case 0xCF: _string[m].overhead = true; _string[m].no_talk_anim = false; break; case 0xD2: case 0xD0: // SO_PRINT_MUMBLE _string[m].no_talk_anim = true; break; case 0xD1: _messagePtr = _scriptPointer; _scriptPointer += resStrLen(_scriptPointer)+ 1; if (_messagePtr[0] == '/') { char pointer[20]; int i, j; translateText(_messagePtr, _transText); for (i = 0, j = 0; (_messagePtr[i] != '/' || j == 0) && j < 19; i++) { if (_messagePtr[i] != '/') pointer[j++] = _messagePtr[i]; } pointer[j] = 0; int new_sound = _sound->playBundleSound(pointer); if (new_sound != -1) { // Stop any talking that's still going on if (_sound->_talkChannel > -1) _mixer->stop(_sound->_talkChannel); _sound->_talkChannel = new_sound; } _messagePtr = _transText; } switch (m) { case 0: actorTalk(); break; case 1: drawString(1); break; case 2: unkMessage1(); break; case 3: unkMessage2(); break; case 5:{ byte buffer[256]; _msgPtrToAdd = buffer; addMessageToStack(_messagePtr); enqueueText(buffer, _string[m].xpos, _string[m].ypos, _string[m].color, _string[m].charset, _string[m].center); } break; } break; // case 0xD2: // SO_PRINT_WRAP Set print wordwrap // error("decodeParseString: SO_PRINT_WRAP"); // break; default: error("decodeParseString: default case 0x%x", b); } } void Scumm_v8::o8_mod() { int a = pop(); push(pop() % a); } void Scumm_v8::o8_wait() { int actnum; int offs = -2; Actor *a; byte subOp = fetchScriptByte(); switch (subOp) { case 0x1E: // SO_WAIT_FOR_ACTOR Wait for actor (to finish current action?) offs = fetchScriptWordSigned(); actnum = pop(); a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_ACTOR"); if (a->isInCurrentRoom() && a->moving) break; return; case 0x1F: // SO_WAIT_FOR_MESSAGE Wait for message if (VAR(VAR_HAVE_MSG)) break; return; case 0x20: // SO_WAIT_FOR_CAMERA Wait for camera (to finish current action?) if (camera._dest != camera._cur) break; return; case 0x21: // 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 0x22: // SO_WAIT_FOR_ANIMATION offs = fetchScriptWordSigned(); actnum = pop(); a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_ANIMATION"); if (a->isInCurrentRoom() && a->needRedraw) break; return; case 0x23: // SO_WAIT_FOR_TURN offs = fetchScriptWordSigned(); actnum = pop(); a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_TURN"); if (a->isInCurrentRoom() && a->moving & MF_TURN) break; return; default: error("o8_wait: default case 0x%x", subOp); } _scriptPointer += offs; o6_breakHere(); } void Scumm_v8::o8_dim() { byte subOp = fetchScriptByte(); int array = fetchScriptWord(); switch (subOp) { case 0x0A: // SO_ARRAY_SCUMMVAR defineArray(array, 5, 0, pop()); break; case 0x0B: // SO_ARRAY_STRING defineArray(array, 4, 0, pop()); break; case 0x0C: // SO_ARRAY_UNDIM nukeArray(array); break; default: error("o8_dim: default case 0x%x", subOp); } } void Scumm_v8::o8_dim2() { byte subOp = fetchScriptByte(); int array = fetchScriptWord(), a, b; switch (subOp) { case 0x0A: // SO_ARRAY_SCUMMVAR b = pop(); a = pop(); defineArray(array, 5, a, b); break; case 0x0B: // SO_ARRAY_STRING b = pop(); a = pop(); defineArray(array, 4, a, b); break; case 0x0C: // SO_ARRAY_UNDIM nukeArray(array); break; default: error("o8_dim2: default case 0x%x", subOp); } } void Scumm_v8::o8_arrayOps() { byte subOp = fetchScriptByte(); int array = fetchScriptWord(); int b, c, d, len; ArrayHeader *ah; int list[128]; switch (subOp) { case 0x14: // SO_ASSIGN_STRING b = pop(); len = resStrLen(_scriptPointer); c = defineArray(array, 4, 0, len + 1); ah = (ArrayHeader *)getResourceAddress(rtString, c); copyScriptString(ah->data + b); break; case 0x15: // SO_ASSIGN_SCUMMVAR_LIST b = pop(); len = getStackList(list, ARRAYSIZE(list)); d = readVar(array); if (d == 0) { defineArray(array, 5, 0, b + len); } while (--len >= 0) { writeArray(array, 0, b + len, list[len]); } break; case 0x16: // 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("o8_arrayOps: default case 0x%x (array %d)", subOp, array); } } void Scumm_v8::o8_blastText() { // FIXME decodeParseString(5, 0); } void Scumm_v8::o8_cursorCommand() { byte subOp = fetchScriptByte(); int a, i; int args[16]; switch (subOp) { case 0xDC: // SO_CURSOR_ON Turn cursor on _cursor.state = 1; verbMouseOver(0); break; case 0xDD: // SO_CURSOR_OFF Turn cursor off _cursor.state = 0; verbMouseOver(0); break; case 0xDE: // SO_CURSOR_SOFT_ON Turn soft cursor on _cursor.state++; // FIXME is this check right? see bug #739229 if (_cursor.state > 1) warning("Cursor state %d greater than 1 in script", _cursor.state); verbMouseOver(0); break; case 0xDF: // SO_CURSOR_SOFT_OFF Turn soft cursor off _cursor.state--; verbMouseOver(0); break; case 0xE0: // SO_USERPUT_ON _userPut = 1; break; case 0xE1: // SO_USERPUT_OFF _userPut = 0; break; case 0xE2: // SO_USERPUT_SOFT_ON _userPut++; break; case 0xE3: // SO_USERPUT_SOFT_OFF _userPut--; break; case 0xE4: // SO_CURSOR_IMAGE Set cursor image { int idx = pop(); int room, obj; obj = popRoomAndObj(&room); setCursorImg(obj, room, idx); } break; case 0xE5: // SO_CURSOR_HOTSPOT Set cursor hotspot a = pop(); setCursorHotspot(pop(), a); break; case 0xE6: // SO_CURSOR_TRANSPARENT Set cursor transparent color makeCursorColorTransparent(pop()); break; case 0xE7: { // SO_CHARSET_SET int charset = pop(); warning("Set userface charset to %d", charset); // loadCharset(charset); break; } case 0xE8: // SO_CHARSET_COLOR getStackList(args, ARRAYSIZE(args)); for (i = 0; i < 16; i++) _charsetColorMap[i] = _charsetData[_string[1].t_charset][i] = (unsigned char)args[i]; break; case 0xE9: // SO_CURSOR_PUT { int y = pop(); int x = pop(); _system->warp_mouse(x, y); _system->update_screen(); } break; default: error("o8_cursorCommand: default case 0x%x", subOp); } VAR(VAR_CURSORSTATE) = _cursor.state; VAR(VAR_USERPUT) = _userPut; } void Scumm_v8::o8_createBoxMatrix() { int i; Actor *a; createBoxMatrix(); for (i = 1; i < _numActors; i++) { a = &_actors[i]; if (a && a->isInCurrentRoom()) a->adjustActorPos(); } } void Scumm_v8::o8_resourceRoutines() { byte subOp = fetchScriptByte(); int resid = pop(); switch (subOp) { case 0x3C: // SO_HEAP_LOAD_CHARSET Load character set to heap ensureResourceLoaded(rtCharset, resid); // FIXME - is this correct? break; case 0x3D: // SO_HEAP_LOAD_COSTUME Load costume to heap ensureResourceLoaded(rtCostume, resid); break; case 0x3E: // SO_HEAP_LOAD_OBJECT Load object to heap { int room = getObjectRoom(resid); loadFlObject(resid, room); } break; case 0x3F: // SO_HEAP_LOAD_ROOM Load room to heap ensureResourceLoaded(rtRoom, resid); break; case 0x40: // SO_HEAP_LOAD_SCRIPT Load script to heap ensureResourceLoaded(rtScript, resid); break; case 0x41: // SO_HEAP_LOAD_SOUND Load sound to heap ensureResourceLoaded(rtSound, resid); break; case 0x42: // SO_HEAP_LOCK_COSTUME Lock costume in heap lock(rtCostume, resid); break; case 0x43: // SO_HEAP_LOCK_ROOM Lock room in heap lock(rtRoom, resid); break; case 0x44: // SO_HEAP_LOCK_SCRIPT Lock script in heap lock(rtScript, resid); break; case 0x45: // SO_HEAP_LOCK_SOUND Lock sound in heap lock(rtSound, resid); break; case 0x46: // SO_HEAP_UNLOCK_COSTUME Unlock costume unlock(rtCostume, resid); break; case 0x47: // SO_HEAP_UNLOCK_ROOM Unlock room unlock(rtRoom, resid); break; case 0x48: // SO_HEAP_UNLOCK_SCRIPT Unlock script unlock(rtScript, resid); break; case 0x49: // SO_HEAP_UNLOCK_SOUND Unlock sound unlock(rtSound, resid); break; case 0x4A: // SO_HEAP_NUKE_COSTUME Remove costume from heap setResourceCounter(rtCostume, resid, 0x7F); break; case 0x4B: // SO_HEAP_NUKE_ROOM Remove room from heap setResourceCounter(rtRoom, resid, 0x7F); break; case 0x4C: // SO_HEAP_NUKE_SCRIPT Remove script from heap setResourceCounter(rtScript, resid, 0x7F); break; case 0x4D: // SO_HEAP_NUKE_SOUND Remove sound from heap setResourceCounter(rtSound, resid, 0x7F); break; default: error("o8_resourceRoutines: default case 0x%x", subOp); } } void Scumm_v8::o8_roomOps() { byte subOp = fetchScriptByte(); int a, b, c, d, e; switch (subOp) { case 0x52: // SO_ROOM_PALETTE Set room palette d = pop(); c = pop(); b = pop(); a = pop(); setPalColor(d, a, b, c); break; case 0x55: // SO_ROOM_INTENSITY Set room intensity // Not used in CMI??? c = pop(); b = pop(); a = pop(); darkenPalette(a, a, a, b, c); break; case 0x57: // SO_ROOM_FADE Fade room a = pop(); if (a) { _switchRoomEffect = (byte)(a); _switchRoomEffect2 = (byte)(a >> 8); } else { fadeIn(_newEffect); } break; case 0x58: // SO_ROOM_RGB_INTENSITY Set room color intensity e = pop(); d = pop(); c = pop(); b = pop(); a = pop(); darkenPalette(a, b, c, d, e); break; case 0x59: // SO_ROOM_TRANSFORM Transform room d = pop(); c = pop(); b = pop(); a = pop(); warning("o8_roomOps: unimplemented case SO_ROOM_TRANSFORM(%d,%d,%d,%d)", a, b, c, d); break; case 0x5A: // SO_ROOM_CYCLE_SPEED Set palette cycling speed case 0x5B: // SO_ROOM_COPY_PALETTE Copy palette error("o8_roomOps: unimplemented case %d", subOp); break; case 0x5C: // SO_ROOM_NEW_PALETTE New palette a = pop(); setPalette(a); break; case 0x5D: // SO_ROOM_SAVE_GAME Save game _saveLoadCompatible = true; _saveLoadSlot = 1; _saveLoadFlag = 1; break; case 0x5E: // SO_ROOM_LOAD_GAME Load game _saveLoadCompatible = true; _saveLoadSlot = 1; _saveLoadFlag = 2; break; case 0x5F: // SO_ROOM_SATURATION Set saturation of room colors e = pop(); d = pop(); c = pop(); b = pop(); a = pop(); desaturatePalette(a, b, c, d, e); break; default: error("o8_roomOps: default case 0x%x", subOp); } } void Scumm_v8::o8_actorOps() { byte subOp = fetchScriptByte(); Actor *a; int i, j; if (subOp == 0x7A) { _curActor = pop(); //printf("Setting current actor to %d\n", _curActor); return; } a = derefActorSafe(_curActor, "o8_actorOps"); if (!a) return; switch (subOp) { case 0x64: // SO_ACTOR_COSTUME Set actor costume a->setActorCostume(pop()); break; case 0x65: // SO_ACTOR_STEP_DIST Set actor width of steps j = pop(); i = pop(); a->setActorWalkSpeed(i, j); break; case 0x67: // SO_ACTOR_ANIMATION_DEFAULT Set actor animation to default a->initFrame = 1; a->walkFrame = 2; a->standFrame = 3; a->talkStartFrame = 4; a->talkStopFrame = 5; break; case 0x68: // SO_ACTOR_ANIMATION_INIT Initialize animation a->initFrame = pop(); break; case 0x69: // SO_ACTOR_ANIMATION_TALK Set actor animation to talk animation a->talkStopFrame = pop(); a->talkStartFrame = pop(); break; case 0x6A: // SO_ACTOR_ANIMATION_WALK Set actor animation to walk animation a->walkFrame = pop(); break; case 0x6B: // SO_ACTOR_ANIMATION_STAND Set actor animation to standing animation a->standFrame = pop(); break; case 0x6C: // SO_ACTOR_ANIMATION_SPEED Set speed of animation a->animSpeed = pop(); a->animProgress = 0; break; case 0x6D: // SO_ACTOR_DEFAULT // FIXME - is this right? Or maybe a->initActor(2) ? //warning("o8_actorOps: SO_ACTOR_DEFAULT"); a->initActor(0); break; case 0x6E: // SO_ACTOR_ELEVATION i = pop(); if (i != a->elevation) { a->elevation = i; a->needRedraw = true; } break; case 0x6F: // SO_ACTOR_PALETTE Set actor palette j = pop(); i = pop(); checkRange(31, 0, i, "Illegal palette slot %d"); a->palette[i] = j; a->needRedraw = true; break; case 0x70: // SO_ACTOR_TALK_COLOR Set actor talk color a->talkColor = pop(); break; case 0x71: // SO_ACTOR_NAME Set name of actor loadPtrToResource(rtActorName, a->number, NULL); break; case 0x72: // SO_ACTOR_WIDTH Set width of actor a->width = pop(); break; case 0x73: // SO_ACTOR_SCALE Set scaling of actor a->scalex = a->scaley = pop(); a->needRedraw = true; break; case 0x74: // SO_ACTOR_NEVER_ZCLIP ? a->forceClip = 0; break; case 0x75: // SO_ACTOR_ALWAYS_ZCLIP ? a->forceClip = pop(); // V8 uses 255 where we used to use 100 if (a->forceClip == 255) a->forceClip = 100; break; case 0x76: // SO_ACTOR_IGNORE_BOXES Make actor ignore boxes a->ignoreBoxes = true; a->forceClip = 100; if (a->isInCurrentRoom()) a->putActor(a->x, a->y, a->room); break; case 0x77: // SO_ACTOR_FOLLOW_BOXES Make actor follow boxes a->ignoreBoxes = false; a->forceClip = 100; if (a->isInCurrentRoom()) a->putActor(a->x, a->y, a->room); break; case 0x78: // SO_ACTOR_SPECIAL_DRAW a->shadow_mode = pop(); break; case 0x79: // SO_ACTOR_TEXT_OFFSET Set text offset relative to actor a->talkPosY = pop(); a->talkPosX = pop(); break; // case 0x7A: // SO_ACTOR_INIT Set current actor (handled above) case 0x7B: // SO_ACTOR_VARIABLE Set actor variable // FIXME - is this right?? i = pop(); a->setAnimVar(pop(), i); break; case 0x7C: // SO_ACTOR_IGNORE_TURNS_ON Make actor ignore turns warning("ignoreTurns not yet implemented"); a->ignoreTurns = true; break; case 0x7D: // SO_ACTOR_IGNORE_TURNS_OFF Make actor follow turns a->ignoreTurns = false; break; case 0x7E: // SO_ACTOR_NEW New actor // FIXME - is this right? Or maybe a->initActor(0) ? warning("o8_actorOps: SO_ACTOR_NEW"); a->initActor(2); break; case 0x7F: // SO_ACTOR_DEPTH Set actor Z position a->layer = pop(); break; case 0x80: // SO_ACTOR_STOP a->stopActorMoving(); a->startAnimActor(a->standFrame); break; case 0x81: // SO_ACTOR_FACE Make actor face angle a->moving &= ~MF_TURN; a->setDirection(pop()); break; case 0x82: // SO_ACTOR_TURN Turn actor a->turnToDirection(pop()); break; case 0x83: // SO_ACTOR_WALK_SCRIPT Set walk script for actor? a->walkScript = pop(); break; case 0x84: // SO_ACTOR_TALK_SCRIPT Set talk script for actor? a->talkScript = pop(); break; case 0x85: // SO_ACTOR_WALK_PAUSE a->moving |= MF_FROZEN; break; case 0x86: // SO_ACTOR_WALK_RESUME a->moving &= ~MF_FROZEN; break; case 0x87: // SO_ACTOR_VOLUME Set volume of actor speech // TODO - implement this! i = pop(); warning("o8_actorOps: setActorVolume(%d) not implemented", i); break; case 0x88: // SO_ACTOR_FREQUENCY Set frequency of actor speech a->talkFrequency = pop(); break; case 0x89: // SO_ACTOR_PAN // TODO - implement this! i = pop(); warning("o8_actorOps: setActorPan(%d) not implemented", i); break; default: error("o8_actorOps: default case 0x%x", subOp); } } void Scumm_v8::o8_cameraOps() { // TODO byte subOp = fetchScriptByte(); switch (subOp) { case 0x32: // SO_CAMERA_PAUSE //warning("freezeCamera NYI"); break; case 0x33: // SO_CAMERA_RESUME //warning("unfreezeCamera NYI"); break; default: error("o8_cameraOps: default case 0x%x", subOp); } } void Scumm_v8::o8_verbOps() { byte subOp = fetchScriptByte(); VerbSlot *vs = NULL; int slot, a, b; _verbRedraw = true; if (subOp == 0x96) { _curVerb = pop(); _curVerbSlot = getVerbSlot(_curVerb, 0); checkRange(_maxVerbs - 1, 0, _curVerbSlot, "Illegal new verb slot %d"); //printf("Setting current actor to %d\n", _curActor); return; } assert(0 <= _curVerbSlot && _curVerbSlot < _maxVerbs); vs = &_verbs[_curVerbSlot]; assert(vs); switch (subOp) { case 0x96: // SO_VERB_INIT Choose verb number for editing // handled above! break; case 0x97: // SO_VERB_NEW New verb if (_curVerbSlot == 0) { for (slot = 1; slot < _maxVerbs; slot++) { if (_verbs[slot].verbid == 0) break; } if (slot >= _maxVerbs) { error("Too many verbs"); } _curVerbSlot = slot; } vs = &_verbs[_curVerbSlot]; vs->verbid = _curVerb; vs->color = 2; vs->hicolor = 0; vs->dimcolor = 8; vs->type = kTextVerbType; vs->charset_nr = _string[0].t_charset; vs->curmode = 0; vs->saveid = 0; vs->key = 0; vs->center = 0; vs->imgindex = 0; break; case 0x98: // SO_VERB_DELETE Delete verb killVerb(_curVerbSlot); break; case 0x99: // SO_VERB_NAME Set verb name loadPtrToResource(rtVerb, _curVerbSlot, NULL); vs->type = kTextVerbType; vs->imgindex = 0; break; case 0x9A: // SO_VERB_AT Set verb (X,Y) placement vs->y = pop(); vs->x = pop(); break; case 0x9B: // SO_VERB_ON Turn verb on vs->curmode = 1; break; case 0x9C: // SO_VERB_OFF Turn verb off vs->curmode = 0; break; case 0x9D: // SO_VERB_COLOR Set verb color vs->color = pop(); break; case 0x9E: // SO_VERB_HICOLOR Set verb highlighted color vs->hicolor = pop(); break; case 0xA0: // SO_VERB_DIMCOLOR Set verb dimmed (disabled) color vs->dimcolor = pop(); break; case 0xA1: // SO_VERB_DIM vs->curmode = 2; break; case 0xA2: // SO_VERB_KEY Set keypress to associate with verb vs->key = pop(); break; case 0xA3: // SO_VERB_IMAGE Set verb image b = pop(); a = pop(); if (_curVerbSlot && a != vs->imgindex) { setVerbObject(b, a, _curVerbSlot); vs->type = kImageVerbType; vs->imgindex = a; } break; case 0xA4: // SO_VERB_NAME_STR Set verb name a = pop(); if (a == 0) { loadPtrToResource(rtVerb, _curVerbSlot, (const byte *)""); } else { loadPtrToResource(rtVerb, _curVerbSlot, getStringAddress(a)); } vs->type = kTextVerbType; vs->imgindex = 0; break; case 0xA5: // SO_VERB_CENTER Center verb vs->center = 1; break; case 0xA6: // SO_VERB_CHARSET Choose charset for verb // FIXME - TODO vs->charset_nr = pop(); break; case 0xA7: // SO_VERB_LINE_SPACING Choose linespacing for verb // FIXME - TODO // Note: it seems that var596 stores the "line spacing". It is used by various // scripts that place verbs for that. // Also, var595 contains the vertical position at which to start placing verbs (330) pop(); break; default: error("o8_verbops: default case 0x%x", subOp); } } void Scumm_v8::o8_soundKludge() { int args[16]; int num = getStackList(args, ARRAYSIZE(args)); _sound->soundKludge(args, num); } void Scumm_v8::o8_system() { byte subOp = fetchScriptByte(); switch (subOp) { case 0x28: // SO_SYSTEM_RESTART Restart game restart(); break; case 0x29: // SO_SYSTEM_QUIT Quit game shutDown(); break; default: error("o8_system: invalid case 0x%x", subOp); } } void Scumm_v8::o8_startVideo() { int len = resStrLen(_scriptPointer); warning("o8_startVideo(%s/%s)", getGameDataPath(), (const char*)_scriptPointer); SmushPlayer *sp = new SmushPlayer(this, 83333, !_noSubtitles); sp->play((const char*)_scriptPointer, getGameDataPath()); delete sp; _scriptPointer += len + 1; } void Scumm_v8::o8_kernelSetFunctions() { // TODO Actor *a; int args[30]; int len = getStackList(args, ARRAYSIZE(args)); switch (args[0]) { case 11: { // lockObject int objidx = getObjectIndex(args[1]); if (objidx == -1) { warning("Cannot find object %d to lock", args[1]); break; } lock(rtFlObject, objidx); // if (ObjData.field28 != 0) { // ObjData.field32 = 1; // } break; } case 12: { // unlockObject int objidx = getObjectIndex(args[1]); if (objidx == -1) { warning("Cannot find object %d to unlock", args[1]); break; } unlock(rtFlObject, objidx); // if (ObjData.field28 != 0) { // ObjData.field32 = 0; // } break; } case 13: // remapCostume a = derefActor(args[1], "o8_kernelSetFunctions:remapCostume"); a->remapActorPalette(args[2], args[3], args[4], -1); break; case 14: // remapCostumeInsert a = derefActor(args[1], "o8_kernelSetFunctions:remapCostumeInsert"); a->remapActorPalette(args[2], args[3], args[4], args[5]); break; case 15: // setVideoFrameRate // not used anymore (was smush frame rate) break; case 20: // setBoxScaleSlot setBoxScaleSlot(args[1], args[2]); break; case 21: // setScaleSlot setScaleSlot(args[1], args[2], args[3], args[4], args[5], args[6], args[7]); break; case 22: // setBannerColors // warning("o8_kernelSetFunctions: setBannerColors(%d, %d, %d, %d)", args[1], args[2], args[3], args[4]); break; case 23: // setActorChoreLimbFrame // FIXME: This is critical, and is the cause of the Cannon "too many scripts" crash // This opcode is used a lot in script 28. // The problem here is that args[4] is always 0, as it is computed from // lipSyncWidth and lipSyncHeight, which we currently don't support. As a result, // actors will currently not move their mouth at all! // warning("o8_kernelSetFunctions: setActorChoreLimbFrame(%d, %d, %d, %d)", args[1], args[2], args[3], args[4]); a = derefActor(args[1], "o8_kernelSetFunctions:setActorChoreLimbFrame"); a->startAnimActor(args[2]); a->animateLimb(args[3], args[4]); break; case 24: // clearTextQueue // TODO - clearTextQueue // warning("o8_kernelSetFunctions: clearTextQueue()"); break; case 25: { // saveGameReadName SaveFileManager *mgr = _system->get_savefile_manager(); char *address = (char*)getStringAddress(args[2]); char name[30]; if (!address) { warning("o8_kernelSetFunctions: saveGameReadName failed finding slot string %d", args[2]); break; } getSavegameName(args[1] - 1, name, mgr); if (strlen(name) > 0 && strlen(name) < 30) strcpy(address, name); break; } case 26: { // saveGame? //SaveFileManager *mgr = _system->get_savefile_manager(); //char *address = (char*)getStringAddress(args[2]); char address[30]; warning("o8_kernelSetFunctions: saveGame?(%d, %s)", args[1], address); break; } case 27: { // FIXME: This doesn't work // saveGameRead _saveLoadSlot = args[1]; _saveLoadFlag = 2; _saveLoadCompatible = false; warning("Sgl: %d", args[1]); break; } case 28: // saveGameStampScreenshot warning("o8_kernelSetFunctions: saveGameStampScreenshot(%d, %d, %d, %d, %d, %d)", args[1], args[2], args[3], args[4], args[5], args[6]); break; case 29: // setKeyScript _keyScriptKey = args[1]; _keyScriptNo = args[2]; break; case 30: // killAllScriptsButMe warning("o8_kernelSetFunctions: killAllScriptsButMe()"); killAllScriptsExceptCurrent(); break; case 31: // stopAllVideo warning("o8_kernelSetFunctions: stopAllVideo()"); break; case 32: // writeRegistryValue warning("o8_kernelSetFunctions: writeRegistryValue(%d, %d)", args[1], args[2]); break; case 33: // paletteSetIntensity warning("o8_kernelSetFunctions: paletteSetIntensity(%d, %d)", args[1], args[2]); break; case 34: // queryQuit warning("o8_kernelSetFunctions: queryQuit()"); break; case 108: // buildPaletteShadow setupShadowPalette(args[1], args[2], args[3], args[4], args[5], args[6]); break; case 109: // setPaletteShadow setupShadowPalette(0, args[1], args[2], args[3], args[4], args[5]); break; case 118: // blastShadowObject enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 3); break; case 119: // superBlastObject enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 0); break; default: warning("o8_kernelSetFunctions: default case 0x%x (len = %d)", args[0], len); } } void Scumm_v8::o8_kernelGetFunctions() { // TODO int args[30]; int len = getStackList(args, ARRAYSIZE(args)); switch (args[0]) { case 0x73: // getWalkBoxAt push(getSpecialBox(args[1], args[2])); break; case 0x74: // isPointInBox push(checkXYInBoxBounds(args[3], args[1], args[2])); break; case 0xD3: // getKeyState switch(args[1]) { // Stub out a few specific cases, just to make things less noisy // To actually implement this, we may need a new OSystem call to do // asyncronous keyboard state checking... case 0x14B: // Left Arrow depressed? case 0x14D: // Right Arrow depressed? case 0x09: // Tab depressed (fire in ship combat) push(0); break; default: warning("getKeyState(0x%X)", args[1]); push(0); break; } break; case 0xCE: // getRGBSlot case 0xD7: // getBox push(0); warning("o8_kernelGetFunctions: default case 0x%x (len = %d)", args[0], len); break; case 0xD8: { // findBlastObject int x = args[1] + (camera._cur.x & 7); int y = args[2] + (camera._cur.y - (_screenHeight /2));; BlastObject *eo; for (int i = _blastObjectQueuePos - 1; i >= 0; i--) { eo = &_blastObjectQueue[i]; if (eo->posX <= x && eo->width + eo->posX > x && eo->posY <= y && eo->height + eo->posY > y) { if (!getClass(eo->number, kObjectClassUntouchable)) { push(eo->number); return; } } } push(0); break; } case 0xD9: { // actorHit - used, for example, to detect ship collision // during ship-to-ship combat. #if 0 Actor *a = derefActor(args[1], "actorHit"); int x = args[2]; int y = args[3]; // TODO: this should perform a collision test, i.e. check if // point (x,y) lies on the given actor or not. // To achieve this, one needs to consider the current costume // etc. What the original code seems to do is to draw the // actor/costume (but maybe in a custom buffer?), and let the // draw code perform the hit test. // But I am not 100% clear on this. For example, it probably // shouldn't touch the gfx usage bits, and some other things... // So maybe we need dedicated code for this after all? warning("actorHit(%d, %d, %d) NYI", args[1], x, y); #endif push(1); // FIXME - for now always return 1 /* // Rough sketch, thanks to DanielFox and ludde struct SomeStruct { int RoomHeight, RoomWidth; byte *ScreenBuffer; } dword_4FC150 = args[3]; // X dword_4FC154 = args[2]; // Y Actor &a = pActors[args[1]]; Point rel = GetScreenCoordsRelativeToRoom(), pt, scale; SomeStruct tmp; pt.x = a.x + a.field_18 - rel.x; // 18/1C are some kind of pt.y = a.y + a.field_1C - rel.y; // X/Y offsets... scale.x = a.scale_x; scale.y = a.scale_y; dword_4FC148 = 2; graphics_getBuffer1Info(&tmp); // Some kind of get_virtscreen? chore_drawActor(tmp, actor_nr, &pt, &scale); if (dword_4FC148 != 1) // Guess this is changed by dword_4FC148 = 0; // chore_drawActor push(dword_4FC148); */ break; } case 0xDA: // lipSyncWidth case 0xDB: // lipSyncHeight // TODO - get lip sync data for the currently active voice // HACK - return random values for now, to make things look half decent push(_rnd.getRandomNumber(255)); break; case 0xDC: // actorTalkAnimation { Actor *a = derefActor(args[1], "actorTalkAnimation"); push(a->talkStartFrame); } break; case 0xDD: // getMasterSFXVol push(_sound->_sound_volume_sfx / 2); break; case 0xDE: // getMasterVoiceVol push(_sound->_sound_volume_sfx / 2); break; case 0xDF: // getMasterMusicVol push(_sound->_sound_volume_music / 2); break; case 0xE0: // readRegistryValue { int array = args[1]; // FIXME - hack: for some reasons the wrong variable ID arrives here, compared to the // scripts. Probably a wrong push/pop somewhere. For now override to correct value. array = 658; ArrayHeader *ah = (ArrayHeader *)getResourceAddress(rtString, readVar(array)); if (!strcmp((char *)ah->data, "Saveload Page") || !strcmp((char *)ah->data, "Object Names")) push(1); else push(0); } break; case 0xE1: // imGetMusicPosition warning("o8_kernelGetFunctions: imGetMusicPosition(stub)"); // FIXME - get this stuff to be properly implemented push(_sound->_bundleMusicPosition); break; case 0xE2: // musicLipSyncWidth case 0xE3: // musicLipSyncHeight // TODO - get lip sync data for the currently active music //warning("o8_kernelGetFunctions: musicLipSync(case 0x%x, len = %d)", args[0], len); push(_rnd.getRandomNumber(255)); break; default: error("o8_kernelGetFunctions: default case 0x%x (len = %d)", args[0], len); } } void Scumm_v8::o8_getActorChore() { int actnum = pop(); Actor *a = derefActor(actnum, "o8_getActorChore"); // FIXME: This is a hack for the cannon scene, as something isn't quite right // here yet.. if ((_roomResource == 10) && (vm.slot[_currentScript].number == 2021)) { push(11); return; } push(a->frame); } void Scumm_v8::o8_getActorZPlane() { int actnum = pop(); Actor *a = derefActor(actnum, "o8_getActorZPlane"); int z = a->forceClip; if (z == 100) { z = getMaskFromBox(a->walkbox); if (z > gdi._numZBuffer) z = gdi._numZBuffer; } push(z); } void Scumm_v8::o8_getObjectImageX() { int i = getObjectIndex(pop()); push(_objs[i].x_pos); } void Scumm_v8::o8_getObjectImageY() { int i = getObjectIndex(pop()); push(_objs[i].y_pos); } void Scumm_v8::o8_getObjectImageWidth() { int i = getObjectIndex(pop()); push(_objs[i].width); } void Scumm_v8::o8_getObjectImageHeight() { int i = getObjectIndex(pop()); push(_objs[i].height); } void Scumm_v8::o8_getStringWidth() { int charset = pop(); int oldID = _charset->getCurID(); int width; const byte *msg = _scriptPointer; // Skip to the next instruction _scriptPointer += resStrLen(_scriptPointer) + 1; if (msg[0] == '/') { translateText(msg, _transText); msg = _transText; } // Temporary set the specified charset id _charset->setCurID(_string[charset].charset); // Determine the strings width width = _charset->getStringWidth(0, msg); // Revert to old font _charset->setCurID(oldID); push(width); } void Scumm_v8::o8_drawObject() { int state = pop(), y = pop(), x = pop(), obj = pop(), objnum = getObjectIndex(obj); ObjectData *od; if (!objnum) return; od = &_objs[objnum]; if (x != 0x7FFFFFFF) { od->x_pos = x; od->y_pos = y; debug(1, "setting position: 0x%X b 0x%X\n", x, y); } addObjectToDrawQue(objnum); if (state == 255 || state == 254) warning("o8_drawObject(%d, %d, %d, %d): extended attributes unimplemented", x, y, objnum, state); else warning("o8_drawObject(%d, %d, %d, %d)", x, y, objnum, state); putState(obj, state); }