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|
/* 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.
*
*/
#include "base/version.h"
#include "agi/agi.h"
#include "agi/sprite.h"
#include "agi/graphics.h"
#include "agi/opcodes.h"
#include "agi/menu.h"
#include "common/random.h"
#include "common/textconsole.h"
namespace Agi {
#define p0 (p[0])
#define p1 (p[1])
#define p2 (p[2])
#define p3 (p[3])
#define p4 (p[4])
#define p5 (p[5])
#define p6 (p[6])
#define ip state->_curLogic->cIP
#define vt state->viewTable[p0]
#define vt_v state->viewTable[state->vars[p0]]
#define _v state->vars
#define getGameID() state->_vm->getGameID()
#define getFeatures() state->_vm->getFeatures()
#define getVersion() state->_vm->getVersion()
#define getLanguage() state->_vm->getLanguage()
#define setflag(a,b) state->_vm->setflag(a,b)
#define getflag(a) state->_vm->getflag(a)
void cmdIncrement(AgiGame *state, uint8 *p) {
if (_v[p0] != 0xff)
++_v[p0];
}
void cmdDecrement(AgiGame *state, uint8 *p) {
if (_v[p0] != 0)
--_v[p0];
}
void cmdAssignN(AgiGame *state, uint8 *p) {
_v[p0] = p1;
// WORKAROUND for a bug in fan _game "Get outta SQ"
// Total number of points is stored in variable 7, which
// is then incorrectly assigned to 0. Thus, when the _game
// is restarted, "Points 0 of 0" is shown. We set the
// variable to the correct value here
// Fixes bug #1942476 - "AGI: Fan(Get Outta SQ) - Score
// is lost on restart"
if (getGameID() == GID_GETOUTTASQ && p0 == 7)
_v[p0] = 8;
}
void cmdAddN(AgiGame *state, uint8 *p) {
_v[p0] += p1;
}
void cmdSubN(AgiGame *state, uint8 *p) {
_v[p0] -= p1;
}
void cmdAssignV(AgiGame *state, uint8 *p) {
_v[p0] = _v[p1];
}
void cmdAddV(AgiGame *state, uint8 *p) {
_v[p0] += _v[p1];
}
void cmdSubV(AgiGame *state, uint8 *p) {
_v[p0] -= _v[p1];
}
void cmdMulN(AgiGame *state, uint8 *p) {
_v[p0] *= p1;
}
void cmdMulV(AgiGame *state, uint8 *p) {
_v[p0] *= _v[p1];
}
void cmdDivN(AgiGame *state, uint8 *p) {
_v[p0] /= p1;
}
void cmdDivV(AgiGame *state, uint8 *p) {
_v[p0] /= _v[p1];
}
void cmdRandom(AgiGame *state, uint8 *p) {
_v[p2] = state->_vm->_rnd->getRandomNumber(p1 - p0) + p0;
}
void cmdLindirectN(AgiGame *state, uint8 *p) {
_v[_v[p0]] = p1;
}
void cmdLindirectV(AgiGame *state, uint8 *p) {
_v[_v[p0]] = _v[p1];
}
void cmdRindirect(AgiGame *state, uint8 *p) {
_v[p0] = _v[_v[p1]];
}
void cmdSet(AgiGame *state, uint8 *p) {
setflag(*p, true);
}
void cmdReset(AgiGame *state, uint8 *p) {
setflag(*p, false);
}
void cmdToggle(AgiGame *state, uint8 *p) {
setflag(*p, !getflag(*p));
}
void cmdSetV(AgiGame *state, uint8 *p) {
setflag(_v[p0], true);
}
void cmdResetV(AgiGame *state, uint8 *p) {
setflag(_v[p0], false);
}
void cmdToggleV(AgiGame *state, uint8 *p) {
setflag(_v[p0], !getflag(_v[p0]));
}
void cmdNewRoom(AgiGame *state, uint8 *p) {
state->_vm->newRoom(p0);
// WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush.
// Intro was skipped because the enter-keypress finalizing the entering
// of the copy protection string (Copy protection is in logic.128) was
// left over to the intro scene (Starts with room 73 i.e. logic.073).
// The intro scene checks for any keys pressed and if it finds any it
// jumps to the _game's start (Room 1 i.e. logic.001). We clear the
// keyboard buffer when the intro sequence's first room (Room 73) is
// loaded so that no keys from the copy protection scene can be left
// over to cause the intro to skip to the _game's start.
if (getGameID() == GID_GOLDRUSH && p0 == 73)
state->keypress = 0;
}
void cmdNewRoomF(AgiGame *state, uint8 *p) {
state->_vm->newRoom(_v[p0]);
}
void cmdLoadView(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rVIEW, p0);
}
void cmdLoadLogic(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rLOGIC, p0);
}
void cmdLoadSound(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rSOUND, p0);
}
void cmdLoadViewF(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rVIEW, _v[p0]);
}
void cmdLoadLogicF(AgiGame *state, uint8 *p) {
state->_vm->agiLoadResource(rLOGIC, _v[p0]);
}
void cmdDiscardView(AgiGame *state, uint8 *p) {
state->_vm->agiUnloadResource(rVIEW, p0);
}
void cmdObjectOnAnything(AgiGame *state, uint8 *p) {
vt.flags &= ~(ON_WATER | ON_LAND);
}
void cmdObjectOnLand(AgiGame *state, uint8 *p) {
vt.flags |= ON_LAND;
}
void cmdObjectOnWater(AgiGame *state, uint8 *p) {
vt.flags |= ON_WATER;
}
void cmdObserveHorizon(AgiGame *state, uint8 *p) {
vt.flags &= ~IGNORE_HORIZON;
}
void cmdIgnoreHorizon(AgiGame *state, uint8 *p) {
vt.flags |= IGNORE_HORIZON;
}
void cmdObserveObjs(AgiGame *state, uint8 *p) {
vt.flags &= ~IGNORE_OBJECTS;
}
void cmdIgnoreObjs(AgiGame *state, uint8 *p) {
vt.flags |= IGNORE_OBJECTS;
}
void cmdObserveBlocks(AgiGame *state, uint8 *p) {
vt.flags &= ~IGNORE_BLOCKS;
}
void cmdIgnoreBlocks(AgiGame *state, uint8 *p) {
vt.flags |= IGNORE_BLOCKS;
}
void cmdSetHorizon(AgiGame *state, uint8 *p) {
state->horizon = p0;
}
void cmdGetPriority(AgiGame *state, uint8 *p) {
_v[p1] = vt.priority;
}
void cmdSetPriority(AgiGame *state, uint8 *p) {
vt.flags |= FIXED_PRIORITY;
vt.priority = p1;
// WORKAROUND: this fixes bug #1712585 in KQ4 (dwarf sprite priority)
// For this scene, ego (Rosella) hasn't got a fixed priority till script 54
// explicitly sets priority 8 for her, so that she can walk back to the table
// without being drawn over the other dwarfs
// It seems that in this scene, ego's priority is set to 8, but the priority of
// the last dwarf with the soup bowls (view 152) is also set to 8, which causes
// the dwarf to be drawn behind ego
// With this workaround, when the _game scripts set the priority of view 152
// (seventh dwarf with soup bowls), ego's priority is set to 7
// The _game script itself sets priotity 8 for ego before she starts walking,
// and then releases the fixed priority set on ego after ego is seated
// Therefore, this workaround only affects that specific part of this scene
// Ego is set to object 19 by script 54
if (getGameID() == GID_KQ4 && vt.currentView == 152) {
state->viewTable[19].flags |= FIXED_PRIORITY;
state->viewTable[19].priority = 7;
}
}
void cmdSetPriorityF(AgiGame *state, uint8 *p) {
vt.flags |= FIXED_PRIORITY;
vt.priority = _v[p1];
}
void cmdReleasePriority(AgiGame *state, uint8 *p) {
vt.flags &= ~FIXED_PRIORITY;
}
void cmdSetUpperLeft(AgiGame *state, uint8 *p) { // do nothing (AGI 2.917)
}
void cmdStartUpdate(AgiGame *state, uint8 *p) {
state->_vm->startUpdate(&vt);
}
void cmdStopUpdate(AgiGame *state, uint8 *p) {
state->_vm->stopUpdate(&vt);
}
void cmdCurrentView(AgiGame *state, uint8 *p) {
_v[p1] = vt.currentView;
}
void cmdCurrentCel(AgiGame *state, uint8 *p) {
_v[p1] = vt.currentCel;
debugC(4, kDebugLevelScripts, "v%d=%d", p1, _v[p1]);
}
void cmdCurrentLoop(AgiGame *state, uint8 *p) {
_v[p1] = vt.currentLoop;
}
void cmdLastCel(AgiGame *state, uint8 *p) {
_v[p1] = vt.loopData->numCels - 1;
}
void cmdSetCel(AgiGame *state, uint8 *p) {
state->_vm->setCel(&vt, p1);
vt.flags &= ~DONTUPDATE;
}
void cmdSetCelF(AgiGame *state, uint8 *p) {
state->_vm->setCel(&vt, _v[p1]);
vt.flags &= ~DONTUPDATE;
}
void cmdSetView(AgiGame *state, uint8 *p) {
state->_vm->setView(&vt, p1);
}
void cmdSetViewF(AgiGame *state, uint8 *p) {
state->_vm->setView(&vt, _v[p1]);
}
void cmdSetLoop(AgiGame *state, uint8 *p) {
state->_vm->setLoop(&vt, p1);
}
void cmdSetLoopF(AgiGame *state, uint8 *p) {
state->_vm->setLoop(&vt, _v[p1]);
}
void cmdNumberOfLoops(AgiGame *state, uint8 *p) {
_v[p1] = vt.numLoops;
}
void cmdFixLoop(AgiGame *state, uint8 *p) {
vt.flags |= FIX_LOOP;
}
void cmdReleaseLoop(AgiGame *state, uint8 *p) {
vt.flags &= ~FIX_LOOP;
}
void cmdStepSize(AgiGame *state, uint8 *p) {
vt.stepSize = _v[p1];
}
void cmdStepTime(AgiGame *state, uint8 *p) {
vt.stepTime = vt.stepTimeCount = _v[p1];
}
void cmdCycleTime(AgiGame *state, uint8 *p) {
vt.cycleTime = vt.cycleTimeCount = _v[p1];
}
void cmdStopCycling(AgiGame *state, uint8 *p) {
vt.flags &= ~CYCLING;
}
void cmdStartCycling(AgiGame *state, uint8 *p) {
vt.flags |= CYCLING;
}
void cmdNormalCycle(AgiGame *state, uint8 *p) {
vt.cycle = CYCLE_NORMAL;
vt.flags |= CYCLING;
}
void cmdReverseCycle(AgiGame *state, uint8 *p) {
vt.cycle = CYCLE_REVERSE;
vt.flags |= CYCLING;
}
void cmdSetDir(AgiGame *state, uint8 *p) {
vt.direction = _v[p1];
}
void cmdGetDir(AgiGame *state, uint8 *p) {
_v[p1] = vt.direction;
}
void cmdGetRoomF(AgiGame *state, uint8 *p) {
_v[p1] = state->_vm->objectGetLocation(_v[p0]);
}
void cmdPut(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(p0, _v[p1]);
}
void cmdPutF(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(_v[p0], _v[p1]);
}
void cmdDrop(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(p0, 0);
}
void cmdGet(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(p0, EGO_OWNED);
}
void cmdGetF(AgiGame *state, uint8 *p) {
state->_vm->objectSetLocation(_v[p0], EGO_OWNED);
}
void cmdWordToString(AgiGame *state, uint8 *p) {
strcpy(state->strings[p0], state->egoWords[p1].word);
}
void cmdOpenDialogue(AgiGame *state, uint8 *p) {
state->hasWindow = true;
}
void cmdCloseDialogue(AgiGame *state, uint8 *p) {
state->hasWindow = false;
}
void cmdCloseWindow(AgiGame *state, uint8 *p) {
state->_vm->closeWindow();
}
void cmdStatusLineOn(AgiGame *state, uint8 *p) {
state->statusLine = true;
state->_vm->writeStatus();
}
void cmdStatusLineOff(AgiGame *state, uint8 *p) {
state->statusLine = false;
state->_vm->writeStatus();
}
void cmdShowObj(AgiGame *state, uint8 *p) {
state->_vm->_sprites->showObj(p0);
}
void cmdShowObjV(AgiGame *state, uint8 *p) {
state->_vm->_sprites->showObj(_v[p0]);
}
void cmdSound(AgiGame *state, uint8 *p) {
state->_vm->_sound->startSound(p0, p1);
}
void cmdStopSound(AgiGame *state, uint8 *p) {
state->_vm->_sound->stopSound();
}
void cmdMenuInput(AgiGame *state, uint8 *p) {
state->_vm->newInputMode(INPUT_MENU);
}
void cmdEnableItem(AgiGame *state, uint8 *p) {
state->_vm->_menu->setItem(p0, true);
}
void cmdDisableItem(AgiGame *state, uint8 *p) {
state->_vm->_menu->setItem(p0, false);
}
void cmdSubmitMenu(AgiGame *state, uint8 *p) {
state->_vm->_menu->submit();
}
void cmdSetScanStart(AgiGame *state, uint8 *p) {
state->_curLogic->sIP = state->_curLogic->cIP;
}
void cmdResetScanStart(AgiGame *state, uint8 *p) {
state->_curLogic->sIP = 2;
}
void cmdSaveGame(AgiGame *state, uint8 *p) {
state->simpleSave ? state->_vm->saveGameSimple() : state->_vm->saveGameDialog();
}
void cmdLoadGame(AgiGame *state, uint8 *p) {
assert(1);
state->simpleSave ? state->_vm->loadGameSimple() : state->_vm->loadGameDialog();
}
void cmdInitDisk(AgiGame *state, uint8 *p) { // do nothing
}
void cmdLog(AgiGame *state, uint8 *p) { // do nothing
}
void cmdTraceOn(AgiGame *state, uint8 *p) { // do nothing
}
void cmdTraceInfo(AgiGame *state, uint8 *p) { // do nothing
}
void cmdShowMem(AgiGame *state, uint8 *p) {
state->_vm->messageBox("Enough memory");
}
void cmdInitJoy(AgiGame *state, uint8 *p) { // do nothing
}
void cmdScriptSize(AgiGame *state, uint8 *p) {
debug(0, "script.size(%d)", p0);
}
void cmdCancelLine(AgiGame *state, uint8 *p) {
state->inputBuffer[0] = 0;
state->cursorPos = 0;
state->_vm->writePrompt();
}
// This implementation is based on observations of Amiga's Gold Rush.
// You can try this out (in the original and in ScummVM) by writing "bird man"
// to enter Gold Rush's debug mode and then writing "show position" or "sp".
// TODO: Make the cycle and motion status lines more like in Amiga's Gold Rush.
// TODO: Add control status line (After stepsize, before cycle status).
// Don't know what the control status means yet, possibly flags?
// Examples of the control-value (Taken in the first screen i.e. room 1):
// 4051 (When ego is stationary),
// 471 (When walking on the first screen's bridge),
// 71 (When walking around, using the mouse or the keyboard).
void cmdObjStatusF(AgiGame *state, uint8 *p) {
const char *cycleDesc; // Object's cycle description line
const char *motionDesc; // Object's motion description line
char msg[256]; // The whole object status message
// Generate cycle description line
switch (vt_v.cycle) {
case CYCLE_NORMAL:
cycleDesc = "normal cycle";
break;
case CYCLE_END_OF_LOOP:
cycleDesc = "end of loop";
break;
case CYCLE_REV_LOOP:
cycleDesc = "reverse loop";
break;
case CYCLE_REVERSE:
cycleDesc = "reverse cycle";
break;
default:
cycleDesc = "unknown cycle type";
break;
}
// Generate motion description line
switch (vt_v.motion) {
case MOTION_NORMAL:
motionDesc = "normal motion";
break;
case MOTION_WANDER:
motionDesc = "wandering";
break;
case MOTION_FOLLOW_EGO:
motionDesc = "following ego";
break;
case MOTION_MOVE_OBJ:
// Amiga's Gold Rush! most probably uses "move to (x, y)"
// here with real values for x and y. The same output
// is used when moving the ego around using the mouse.
motionDesc = "moving to a point";
break;
default:
motionDesc = "unknown motion type";
break;
}
sprintf(msg,
"Object %d:\n" \
"x: %d xsize: %d\n" \
"y: %d ysize: %d\n" \
"pri: %d\n" \
"stepsize: %d\n" \
"%s\n" \
"%s",
_v[p0],
vt_v.xPos, vt_v.xSize,
vt_v.yPos, vt_v.ySize,
vt_v.priority,
vt_v.stepSize,
cycleDesc,
motionDesc);
state->_vm->messageBox(msg);
}
// unknown commands:
// unk_170: Force savegame name -- j5
// unk_171: script save -- j5
// unk_172: script restore -- j5
// unk_173: Activate keypressed control (ego only moves while key is pressed)
// unk_174: Change priority table (used in KQ4) -- j5
// unk_177: Disable menus completely -- j5
// unk_181: Deactivate keypressed control (default control of ego)
void cmdSetSimple(AgiGame *state, uint8 *p) {
if (!(getFeatures() & (GF_AGI256 | GF_AGI256_2))) {
state->simpleSave = true;
} else { // AGI256 and AGI256-2 use this unknown170 command to load 256 color pictures.
// Load the picture. Similar to void cmdLoad_pic(AgiGame *state, uint8 *p).
state->_vm->_sprites->eraseBoth();
state->_vm->agiLoadResource(rPICTURE, _v[p0]);
// Draw the picture. Similar to void cmdDraw_pic(AgiGame *state, uint8 *p).
state->_vm->_picture->decodePicture(_v[p0], false, true);
state->_vm->_sprites->blitBoth();
state->pictureShown = 0;
// Show the picture. Similar to void cmdShow_pic(AgiGame *state, uint8 *p).
setflag(fOutputMode, false);
state->_vm->closeWindow();
state->_vm->_picture->showPic();
state->pictureShown = 1;
// Simulate slowww computer. Many effects rely on this
state->_vm->pause(kPausePicture);
}
}
void cmdPopScript(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x2915) {
debug(0, "pop.script");
}
}
void cmdHoldKey(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x3098) {
state->_vm->_egoHoldKey = true;
}
}
void cmdDiscardSound(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x2936) {
debug(0, "discard.sound");
}
}
void cmdHideMouse(AgiGame *state, uint8 *p) {
// WORKAROUND: Turns off current movement that's being caused with the mouse.
// This fixes problems with too many popup boxes appearing in the Amiga
// Gold Rush's copy protection failure scene (i.e. the hanging scene, logic.192).
// Previously multiple popup boxes appeared one after another if you tried
// to walk somewhere else than to the right using the mouse.
// FIXME: Write a proper implementation using disassembly and
// apply it to other games as well if applicable.
state->viewTable[0].flags &= ~ADJ_EGO_XY;
g_system->showMouse(false);
}
void cmdAllowMenu(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x3098) {
setflag(fMenusWork, ((p0 != 0) ? true : false));
}
}
void cmdShowMouse(AgiGame *state, uint8 *p) {
g_system->showMouse(true);
}
void cmdFenceMouse(AgiGame *state, uint8 *p) {
state->mouseFence.moveTo(p0, p1);
state->mouseFence.setWidth(p2 - p0);
state->mouseFence.setHeight(p3 - p1);
}
void cmdReleaseKey(AgiGame *state, uint8 *p) {
if (getVersion() >= 0x3098) {
state->_vm->_egoHoldKey = false;
}
}
void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *p) {
int8 x, y;
switch (logicNamesCmd[182].argumentsLength()) {
// The 2 arguments version is used at least in Amiga Gold Rush!
// (v2.05 1989-03-09, Amiga AGI 2.316) in logics 130 and 150
// (Using arguments (0, 0), (0, 7), (0, 8), (9, 9) and (-9, 9)).
case 2:
// Both arguments are signed 8-bit (i.e. in range -128 to +127).
x = (int8) p0;
y = (int8) p1;
// Turn off ego's current movement caused with the mouse if
// adj.ego.move.to.x.y is called with other arguments than previously.
// Fixes weird looping behavior when walking to a ladder in the mines
// (Rooms 147-162) in Gold Rush using the mouse. Sometimes the ego didn't
// stop when walking to a ladder using the mouse but kept moving on the
// ladder in a horizontally looping manner i.e. from right to left, from
// right to left etc. In the Amiga Gold Rush the ego stopped when getting
// onto the ladder so this is more like it (Although that may be caused
// by something else because this command doesn't do any flag manipulations
// in the Amiga version - checked it with disassembly).
if (x != state->adjMouseX || y != state->adjMouseY)
state->viewTable[EGO_VIEW_TABLE].flags &= ~ADJ_EGO_XY;
state->adjMouseX = x;
state->adjMouseY = y;
debugC(4, kDebugLevelScripts, "adj.ego.move.to.x.y(%d, %d)", x, y);
break;
// TODO: Check where (if anywhere) the 0 arguments version is used
case 0:
default:
state->viewTable[0].flags |= ADJ_EGO_XY;
break;
}
}
void cmdParse(AgiGame *state, uint8 *p) {
_v[vWordNotFound] = 0;
setflag(fEnteredCli, false);
setflag(fSaidAcceptedInput, false);
state->_vm->dictionaryWords(state->_vm->agiSprintf(state->strings[p0]));
}
void cmdCall(AgiGame *state, uint8 *p) {
int oldCIP;
int oldLognum;
// CM: we don't save sIP because set.scan.start can be
// used in a called script (fixes xmas demo)
oldCIP = state->_curLogic->cIP;
oldLognum = state->lognum;
state->_vm->runLogic(p0);
state->lognum = oldLognum;
state->_curLogic = &state->logics[state->lognum];
state->_curLogic->cIP = oldCIP;
}
void cmdCallF(AgiGame *state, uint8 *p) {
cmdCall(state, &_v[p0]);
}
void cmdDrawPic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "=== draw pic %d ===", _v[p0]);
state->_vm->_sprites->eraseBoth();
state->_vm->_picture->decodePicture(_v[p0], true);
state->_vm->_sprites->blitBoth();
state->_vm->_sprites->commitBoth();
state->pictureShown = 0;
debugC(6, kDebugLevelScripts, "--- end of draw pic %d ---", _v[p0]);
// WORKAROUND for a script bug which exists in SQ1, logic scripts
// 20 and 110. Flag 103 is not reset correctly, which leads to erroneous
// behavior from view 46 (the spider droid). View 46 is supposed to
// follow ego and explode when it comes in contact with him. However, as
// flag 103 is not reset correctly, when the player goes down the path
// and back up, the spider is always at the base of the path (since it
// can't go up) and kills the player when he goes down at ground level
// (although the spider droid sprite itself seems to be correctly positioned).
// With this workaround, when the player goes back to picture 20 (1 screen
// above the ground), flag 103 is reset, thereby fixing this issue. Note
// that this is a script bug and occurs in the original interpreter as well.
// Fixes bug #1658514: AGI: SQ1 (2.2 DOS ENG) bizzare exploding roger
if (getGameID() == GID_SQ1 && _v[p0] == 20)
setflag(103, false);
// Simulate slowww computer. Many effects rely on this
state->_vm->pause(kPausePicture);
}
void cmdShowPic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "=== show pic ===");
setflag(fOutputMode, false);
state->_vm->closeWindow();
state->_vm->_picture->showPic();
state->pictureShown = 1;
debugC(6, kDebugLevelScripts, "--- end of show pic ---");
}
void cmdLoadPic(AgiGame *state, uint8 *p) {
state->_vm->_sprites->eraseBoth();
state->_vm->agiLoadResource(rPICTURE, _v[p0]);
state->_vm->_sprites->blitBoth();
state->_vm->_sprites->commitBoth();
}
void cmdDiscardPic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "--- discard pic ---");
// do nothing
}
void cmdOverlayPic(AgiGame *state, uint8 *p) {
debugC(6, kDebugLevelScripts, "--- overlay pic ---");
state->_vm->_sprites->eraseBoth();
state->_vm->_picture->decodePicture(_v[p0], false);
state->_vm->_sprites->blitBoth();
state->pictureShown = 0;
state->_vm->_sprites->commitBoth();
// Simulate slowww computer. Many effects rely on this
state->_vm->pause(kPausePicture);
}
void cmdShowPriScreen(AgiGame *state, uint8 *p) {
state->_vm->_debug.priority = 1;
state->_vm->_sprites->eraseBoth();
state->_vm->_picture->showPic();
state->_vm->_sprites->blitBoth();
state->_vm->waitKey();
state->_vm->_debug.priority = 0;
state->_vm->_sprites->eraseBoth();
state->_vm->_picture->showPic();
state->_vm->_sprites->blitBoth();
}
void cmdAnimateObj(AgiGame *state, uint8 *p) {
if (vt.flags & ANIMATED)
return;
debugC(4, kDebugLevelScripts, "animate vt entry #%d", p0);
vt.flags = ANIMATED | UPDATE | CYCLING;
vt.motion = MOTION_NORMAL;
vt.cycle = CYCLE_NORMAL;
vt.direction = 0;
}
void cmdUnanimateAll(AgiGame *state, uint8 *p) {
int i;
for (i = 0; i < MAX_VIEWTABLE; i++)
state->viewTable[i].flags &= ~(ANIMATED | DRAWN);
}
void cmdDraw(AgiGame *state, uint8 *p) {
if (vt.flags & DRAWN)
return;
if (vt.ySize <= 0 || vt.xSize <= 0)
return;
debugC(4, kDebugLevelScripts, "draw entry %d", vt.entry);
vt.flags |= UPDATE;
if (getVersion() >= 0x3000) {
state->_vm->setLoop(&vt, vt.currentLoop);
state->_vm->setCel(&vt, vt.currentCel);
}
state->_vm->fixPosition(p0);
vt.xPos2 = vt.xPos;
vt.yPos2 = vt.yPos;
vt.celData2 = vt.celData;
state->_vm->_sprites->eraseUpdSprites();
vt.flags |= DRAWN;
// WORKAROUND: This fixes a bug with AGI Fanmade _game Space Trek.
// The original workaround checked if AGI version was <= 2.440, which could
// cause regressions with some AGI games. The original workaround no longer
// works for Space Trek in ScummVM, as all fanmade games are set to use
// AGI version 2.917, but it applies to all other games where AGI version is
// <= 2.440, which was not the original purpose of this workaround. It is
// assumed that this bug is caused by AGI Studio, so this applies to all
// fanmade games only.
// TODO: Investigate this further and check if any other fanmade AGI
// games are affected. If yes, then it'd be best to set this for Space
// Trek only
if (getFeatures() & GF_FANMADE) // See Sarien bug #546562
vt.flags |= ANIMATED;
state->_vm->_sprites->blitUpdSprites();
vt.flags &= ~DONTUPDATE;
state->_vm->_sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos, true);
debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", p0, vt.flags);
}
void cmdErase(AgiGame *state, uint8 *p) {
if (~vt.flags & DRAWN)
return;
state->_vm->_sprites->eraseUpdSprites();
if (vt.flags & UPDATE) {
vt.flags &= ~DRAWN;
} else {
state->_vm->_sprites->eraseNonupdSprites();
vt.flags &= ~DRAWN;
state->_vm->_sprites->blitNonupdSprites();
}
state->_vm->_sprites->blitUpdSprites();
int x1, y1, x2, y2;
x1 = MIN((int)MIN(vt.xPos, vt.xPos2), MIN(vt.xPos + vt.celData->width, vt.xPos2 + vt.celData2->width));
x2 = MAX((int)MAX(vt.xPos, vt.xPos2), MAX(vt.xPos + vt.celData->width, vt.xPos2 + vt.celData2->width));
y1 = MIN((int)MIN(vt.yPos, vt.yPos2), MIN(vt.yPos - vt.celData->height, vt.yPos2 - vt.celData2->height));
y2 = MAX((int)MAX(vt.yPos, vt.yPos2), MAX(vt.yPos - vt.celData->height, vt.yPos2 - vt.celData2->height));
state->_vm->_sprites->commitBlock(x1, y1, x2, y2, true);
}
void cmdPosition(AgiGame *state, uint8 *p) {
vt.xPos = vt.xPos2 = p1;
vt.yPos = vt.yPos2 = p2;
// WORKAROUND: Part of the fix for bug #1659209 "AGI: Space Trek sprite duplication"
// with an accompanying identical workaround in position.v-command (i.e. command 0x26).
// These two workarounds together make up the whole fix. The bug was caused by
// wrongly written script data in Space Trek v1.0's scripts (At least logics 4 and 11).
// Position-command was called with horizontal values over 200 (Outside the screen!).
// Clipping the coordinates so the views stay wholly on-screen seems to fix the problems.
// It is probable (Would have to check better with disassembly to be completely sure)
// that AGI 2.440 clipped its coordinates in its position and position.v-commands
// although AGI 2.917 certainly doesn't (Checked that with disassembly) and that's why
// Space Trek may have worked better with AGI 2.440 than with some other AGI versions.
// I haven't checked but if Space Trek solely abuses the position-command we wouldn't
// strictly need the identical workaround in the position.v-command but it does make
// for a nice symmetry.
if (getFeatures() & GF_CLIPCOORDS)
state->_vm->clipViewCoordinates(&vt);
}
void cmdPositionF(AgiGame *state, uint8 *p) {
vt.xPos = vt.xPos2 = _v[p1];
vt.yPos = vt.yPos2 = _v[p2];
// WORKAROUND: Part of the fix for bug #1659209 "AGI: Space Trek sprite duplication"
// with an accompanying identical workaround in position-command (i.e. command 0x25).
// See that workaround's comment for more in-depth information.
if (getFeatures() & GF_CLIPCOORDS)
state->_vm->clipViewCoordinates(&vt);
}
void cmdGetPosn(AgiGame *state, uint8 *p) {
state->vars[p1] = (unsigned char)vt.xPos;
state->vars[p2] = (unsigned char)vt.yPos;
}
void cmdReposition(AgiGame *state, uint8 *p) {
int dx = (int8) _v[p1], dy = (int8) _v[p2];
debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy);
vt.flags |= UPDATE_POS;
if (dx < 0 && vt.xPos < -dx)
vt.xPos = 0;
else
vt.xPos += dx;
if (dy < 0 && vt.yPos < -dy)
vt.yPos = 0;
else
vt.yPos += dy;
state->_vm->fixPosition(p0);
}
void cmdRepositionTo(AgiGame *state, uint8 *p) {
vt.xPos = p1;
vt.yPos = p2;
vt.flags |= UPDATE_POS;
state->_vm->fixPosition(p0);
}
void cmdRepositionToF(AgiGame *state, uint8 *p) {
vt.xPos = _v[p1];
vt.yPos = _v[p2];
vt.flags |= UPDATE_POS;
state->_vm->fixPosition(p0);
}
void cmdAddToPic(AgiGame *state, uint8 *p) {
state->_vm->_sprites->addToPic(p0, p1, p2, p3, p4, p5, p6);
}
void cmdAddToPicF(AgiGame *state, uint8 *p) {
state->_vm->_sprites->addToPic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]);
}
void cmdForceUpdate(AgiGame *state, uint8 *p) {
state->_vm->_sprites->eraseBoth();
state->_vm->_sprites->blitBoth();
state->_vm->_sprites->commitBoth();
}
void cmdReverseLoop(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
vt.cycle = CYCLE_REV_LOOP;
vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
vt.parm1 = p1;
setflag(p1, false);
}
void cmdEndOfLoop(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
vt.cycle = CYCLE_END_OF_LOOP;
vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
vt.parm1 = p1;
setflag(p1, false);
}
void cmdBlock(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", p0, p1, p2, p3);
state->block.active = true;
state->block.x1 = p0;
state->block.y1 = p1;
state->block.x2 = p2;
state->block.y2 = p3;
}
void cmdUnblock(AgiGame *state, uint8 *p) {
state->block.active = false;
}
void cmdNormalMotion(AgiGame *state, uint8 *p) {
vt.motion = MOTION_NORMAL;
}
void cmdStopMotion(AgiGame *state, uint8 *p) {
vt.direction = 0;
vt.motion = MOTION_NORMAL;
if (p0 == 0) { // ego only
_v[vEgoDir] = 0;
state->playerControl = false;
}
}
void cmdStartMotion(AgiGame *state, uint8 *p) {
vt.motion = MOTION_NORMAL;
if (p0 == 0) { // ego only
_v[vEgoDir] = 0;
state->playerControl = true;
}
}
void cmdPlayerControl(AgiGame *state, uint8 *p) {
state->playerControl = true;
state->viewTable[0].motion = MOTION_NORMAL;
}
void cmdProgramControl(AgiGame *state, uint8 *p) {
state->playerControl = false;
}
void cmdFollowEgo(AgiGame *state, uint8 *p) {
vt.motion = MOTION_FOLLOW_EGO;
vt.parm1 = p1 > vt.stepSize ? p1 : vt.stepSize;
vt.parm2 = p2;
vt.parm3 = 0xff;
setflag(p2, false);
vt.flags |= UPDATE;
}
void cmdMoveObj(AgiGame *state, uint8 *p) {
// _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4);
vt.motion = MOTION_MOVE_OBJ;
vt.parm1 = p1;
vt.parm2 = p2;
vt.parm3 = vt.stepSize;
vt.parm4 = p4;
if (p3 != 0)
vt.stepSize = p3;
setflag(p4, false);
vt.flags |= UPDATE;
if (p0 == 0)
state->playerControl = false;
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
if (getVersion() > 0x2272)
state->_vm->moveObj(&vt);
}
void cmdMoveObjF(AgiGame *state, uint8 *p) {
vt.motion = MOTION_MOVE_OBJ;
vt.parm1 = _v[p1];
vt.parm2 = _v[p2];
vt.parm3 = vt.stepSize;
vt.parm4 = p4;
if (_v[p3] != 0)
vt.stepSize = _v[p3];
setflag(p4, false);
vt.flags |= UPDATE;
if (p0 == 0)
state->playerControl = false;
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
if (getVersion() > 0x2272)
state->_vm->moveObj(&vt);
}
void cmdWander(AgiGame *state, uint8 *p) {
if (p0 == 0)
state->playerControl = false;
vt.motion = MOTION_WANDER;
vt.flags |= UPDATE;
}
void cmdSetGameID(AgiGame *state, uint8 *p) {
if (state->_curLogic->texts && (p0 - 1) <= state->_curLogic->numTexts)
strncpy(state->id, state->_curLogic->texts[p0 - 1], 8);
else
state->id[0] = 0;
debug(0, "Game ID: \"%s\"", state->id);
}
void cmdPause(AgiGame *state, uint8 *p) {
int tmp = state->clockEnabled;
const char *b[] = { "Continue", NULL };
const char *b_ru[] = { "\x8f\xe0\xae\xa4\xae\xab\xa6\xa8\xe2\xec", NULL };
state->clockEnabled = false;
switch (getLanguage()) {
case Common::RU_RUS:
state->_vm->selectionBox(" \x88\xa3\xe0\xa0 \xae\xe1\xe2\xa0\xad\xae\xa2\xab\xa5\xad\xa0. \n\n\n", b_ru);
break;
default:
state->_vm->selectionBox(" Game is paused. \n\n\n", b);
break;
}
state->clockEnabled = tmp;
}
void cmdSetMenu(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, state->_curLogic->numTexts);
if (state->_curLogic->texts != NULL && p0 <= state->_curLogic->numTexts)
state->_vm->_menu->add(state->_curLogic->texts[p0 - 1]);
}
void cmdSetMenuItem(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, state->_curLogic->numTexts);
if (state->_curLogic->texts != NULL && p0 <= state->_curLogic->numTexts)
state->_vm->_menu->addItem(state->_curLogic->texts[p0 - 1], p1);
}
void cmdVersion(AgiGame *state, uint8 *p) {
char verMsg[64];
char ver2Msg[] =
"\n"
" \n\n"
" Emulating Sierra AGI v%x.%03x\n";
char ver3Msg[] =
"\n"
" \n\n"
" Emulating AGI v%x.002.%03x\n";
// no Sierra as it wraps textbox
char *r, *q;
int ver, maj, min;
char msg[256];
int gap;
int len;
sprintf(verMsg, TITLE " v%s", gScummVMVersion);
ver = getVersion();
maj = (ver >> 12) & 0xf;
min = ver & 0xfff;
q = maj == 2 ? ver2Msg : ver3Msg;
r = strchr(q + 1, '\n');
// insert our version into the other version
len = strlen(verMsg);
gap = r - q;
if (gap < 0)
gap = 0;
else
gap = (gap - len) / 2;
strncpy(q + 1 + gap, verMsg, strlen(verMsg));
sprintf(msg, q, maj, min);
state->_vm->messageBox(msg);
}
void cmdConfigureScreen(AgiGame *state, uint8 *p) {
state->lineMinPrint = p0;
state->lineUserInput = p1;
state->lineStatus = p2;
}
void cmdTextScreen(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "switching to text mode");
state->gfxMode = false;
// Simulates the "bright background bit" of the PC video
// controller.
if (state->colorBg)
state->colorBg |= 0x08;
state->_vm->_gfx->clearScreen(state->colorBg);
}
void cmdGraphics(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "switching to graphics mode");
if (!state->gfxMode) {
state->gfxMode = true;
state->_vm->_gfx->clearScreen(0);
state->_vm->_picture->showPic();
state->_vm->writeStatus();
state->_vm->writePrompt();
}
}
void cmdSetTextAttribute(AgiGame *state, uint8 *p) {
state->colorFg = p0;
state->colorBg = p1;
if (state->gfxMode) {
if (state->colorBg != 0) {
state->colorFg = 0;
state->colorBg = 15;
}
}
}
void cmdStatus(AgiGame *state, uint8 *p) {
state->_vm->inventory();
}
void cmdQuit(AgiGame *state, uint8 *p) {
const char *buttons[] = { "Quit", "Continue", NULL };
state->_vm->_sound->stopSound();
if (p0) {
state->_vm->quitGame();
} else {
if (state->_vm->selectionBox(" Quit the game, or continue? \n\n\n", buttons) == 0) {
state->_vm->quitGame();
}
}
}
void cmdRestartGame(AgiGame *state, uint8 *p) {
const char *buttons[] = { "Restart", "Continue", NULL };
int sel;
state->_vm->_sound->stopSound();
sel = getflag(fAutoRestart) ? 0 :
state->_vm->selectionBox(" Restart _game, or continue? \n\n\n", buttons);
if (sel == 0) {
state->_vm->_restartGame = true;
setflag(fRestartGame, true);
state->_vm->_menu->enableAll();
}
}
void cmdDistance(AgiGame *state, uint8 *p) {
int16 x1, y1, x2, y2, d;
VtEntry *v0 = &state->viewTable[p0];
VtEntry *v1 = &state->viewTable[p1];
if (v0->flags & DRAWN && v1->flags & DRAWN) {
x1 = v0->xPos + v0->xSize / 2;
y1 = v0->yPos;
x2 = v1->xPos + v1->xSize / 2;
y2 = v1->yPos;
d = ABS(x1 - x2) + ABS(y1 - y2);
if (d > 0xfe)
d = 0xfe;
} else {
d = 0xff;
}
// WORKAROUND: Fixes King's Quest IV's script bug #1660424 (KQ4: Zombie bug).
// In the graveyard (Rooms 16 and 18) at night if you had the Obsidian Scarab (Item 4)
// and you were very close to a spot where a zombie was going to rise up from the
// ground you could reproduce the bug. Just standing there and letting the zombie
// try to rise up the Obsidian Scarab would repel the zombie immediately and that
// would make the script bug so that the zombie would still come up but it just
// wouldn't chase Rosella around anymore. If it had worked correctly the zombie
// wouldn't have come up at all or it would have come up and gone back down
// immediately. The latter approach is the one implemented here.
if (getGameID() == GID_KQ4 && (_v[vCurRoom] == 16 || _v[vCurRoom] == 18) && p2 >= 221 && p2 <= 223) {
// Rooms 16 and 18 are graveyards where three zombies come up at night. They use logics 16 and 18.
// Variables 221-223 are used to save the distance between each zombie and Rosella.
// Variables 155, 156 and 162 are used to save the state of each zombie in room 16.
// Variables 155, 156 and 158 are used to save the state of each zombie in room 18.
// Rosella gets turned to a zombie only if any of the zombies is under 10 units away
// from her and she doesn't have the Obsidian Scarab (Item 4). Likewise Rosella makes
// a zombie go back into the ground if the zombie comes under 15 units away from her
// and she has the Obsidian Scarab. To ensure a zombie always first rises up before
// checking for either of the aforementioned conditions (Rosella getting turned to
// a zombie or the zombie getting turned away by the scarab) we make it appear the
// zombie is far away from Rosella if the zombie is not already up and chasing her.
enum zombieStates {ZOMBIE_SET_TO_RISE_UP, ZOMBIE_RISING_UP, ZOMBIE_CHASING_EGO};
uint8 zombieStateVarNumList[] = {155, 156, (_v[vCurRoom] == 16) ? 162 : 158};
uint8 zombieNum = p2 - 221; // Zombie's number (In range 0-2)
uint8 zombieStateVarNum = zombieStateVarNumList[zombieNum]; // Number of the variable containing zombie's state
uint8 zombieState = _v[zombieStateVarNum]; // Zombie's state
// If zombie is not chasing Rosella then set its distance from Rosella to the maximum
if (zombieState != ZOMBIE_CHASING_EGO)
d = 0xff;
}
_v[p2] = (unsigned char)d;
}
void cmdAcceptInput(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal");
state->_vm->newInputMode(INPUT_NORMAL);
state->inputEnabled = true;
state->_vm->writePrompt();
}
void cmdPreventInput(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input");
state->_vm->newInputMode(INPUT_NONE);
state->inputEnabled = false;
state->_vm->clearPrompt();
}
void cmdGetString(AgiGame *state, uint8 *p) {
int tex, row, col;
debugC(4, kDebugLevelScripts, "%d %d %d %d %d", p0, p1, p2, p3, p4);
tex = p1 - 1;
row = p2;
col = p3;
// Workaround for SQLC bug.
// See Sarien bug #792125 for details
if (row > 24)
row = 24;
if (col > 39)
col = 39;
state->_vm->newInputMode(INPUT_GETSTRING);
if (state->_curLogic->texts != NULL && state->_curLogic->numTexts >= tex) {
int len = strlen(state->_curLogic->texts[tex]);
state->_vm->printText(state->_curLogic->texts[tex], 0, col, row, len, state->colorFg, state->colorBg);
state->_vm->getString(col + len - 1, row, p4, p0);
// SGEO: display input char
state->_vm->_gfx->printCharacter((col + len), row, state->cursorChar, state->colorFg, state->colorBg);
}
do {
state->_vm->mainCycle();
} while (state->inputMode == INPUT_GETSTRING && !(state->_vm->shouldQuit() || state->_vm->_restartGame));
}
void cmdGetNum(AgiGame *state, uint8 *p) {
debugC(4, kDebugLevelScripts, "%d %d", p0, p1);
state->_vm->newInputMode(INPUT_GETSTRING);
if (state->_curLogic->texts != NULL && state->_curLogic->numTexts >= (p0 - 1)) {
int len = strlen(state->_curLogic->texts[p0 - 1]);
state->_vm->printText(state->_curLogic->texts[p0 - 1], 0, 0, 22, len, state->colorFg, state->colorBg);
state->_vm->getString(len - 1, 22, 3, MAX_STRINGS);
// CM: display input char
state->_vm->_gfx->printCharacter((p3 + len), 22, state->cursorChar, state->colorFg, state->colorBg);
}
do {
state->_vm->mainCycle();
} while (state->inputMode == INPUT_GETSTRING && !(state->_vm->shouldQuit() || state->_vm->_restartGame));
_v[p1] = atoi(state->strings[MAX_STRINGS]);
debugC(4, kDebugLevelScripts, "[%s] -> %d", state->strings[MAX_STRINGS], _v[p1]);
state->_vm->clearLines(22, 22, state->colorBg);
state->_vm->flushLines(22, 22);
}
void cmdSetCursorChar(AgiGame *state, uint8 *p) {
if (state->_curLogic->texts != NULL && (p0 - 1) <= state->_curLogic->numTexts) {
state->cursorChar = *state->_curLogic->texts[p0 - 1];
} else {
// default
state->cursorChar = '_';
}
}
void cmdSetKey(AgiGame *state, uint8 *p) {
int key;
if (state->lastController >= MAX_CONTROLLERS) {
warning("Number of set.keys exceeded %d", MAX_CONTROLLERS);
return;
}
debugC(4, kDebugLevelScripts, "%d %d %d", p0, p1, p2);
key = 256 * p1 + p0;
state->controllers[state->lastController].keycode = key;
state->controllers[state->lastController].controller = p2;
state->lastController++;
state->controllerOccured[p2] = false;
}
void cmdSetString(AgiGame *state, uint8 *p) {
// CM: to avoid crash in Groza (str = 150)
if (p0 > MAX_STRINGS)
return;
strcpy(state->strings[p0], state->_curLogic->texts[p1 - 1]);
}
void cmdDisplay(AgiGame *state, uint8 *p) {
int len = 40;
char *s = state->_vm->wordWrapString(state->_curLogic->texts[p2 - 1], &len);
state->_vm->printText(s, p1, 0, p0, 40, state->colorFg, state->colorBg);
free(s);
}
void cmdDisplayF(AgiGame *state, uint8 *p) {
state->_vm->printText(state->_curLogic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, state->colorFg, state->colorBg);
}
void cmdClearTextRect(AgiGame *state, uint8 *p) {
int c, x1, y1, x2, y2;
if ((c = p4) != 0)
c = 15;
x1 = p1 * CHAR_COLS;
y1 = p0 * CHAR_LINES;
x2 = (p3 + 1) * CHAR_COLS - 1;
y2 = (p2 + 1) * CHAR_LINES - 1;
// Added to prevent crash with x2 = 40 in the iigs demo
if (x1 > GFX_WIDTH)
x1 = GFX_WIDTH - 1;
if (x2 > GFX_WIDTH)
x2 = GFX_WIDTH - 1;
if (y1 > GFX_HEIGHT)
y1 = GFX_HEIGHT - 1;
if (y2 > GFX_HEIGHT)
y2 = GFX_HEIGHT - 1;
state->_vm->_gfx->drawRectangle(x1, y1, x2, y2, c);
state->_vm->_gfx->flushBlock(x1, y1, x2, y2);
}
void cmdToggleMonitor(AgiGame *state, uint8 *p) {
debug(0, "toggle.monitor");
}
void cmdEchoLine(AgiGame *state, uint8 *p) {
strcpy((char *)state->inputBuffer, (const char *)state->echoBuffer);
state->cursorPos = strlen((char *)state->inputBuffer);
state->hasPrompt = 0;
}
void cmdClearLines(AgiGame *state, uint8 *p) {
uint8 l;
// Residence 44 calls clear.lines(24,0,0), see Sarien bug #558423
l = p1 ? p1 : p0;
// Agent06 incorrectly calls clear.lines(1,150,0), see ScummVM bugs
// #1935838 and #1935842
l = (l <= 24) ? l : 24;
state->_vm->clearLines(p0, l, p2);
state->_vm->flushLines(p0, l);
}
void cmdPrint(AgiGame *state, uint8 *p) {
int n = p0 < 1 ? 1 : p0;
state->_vm->print(state->_curLogic->texts[n - 1], 0, 0, 0);
}
void cmdPrintF(AgiGame *state, uint8 *p) {
int n = _v[p0] < 1 ? 1 : _v[p0];
state->_vm->print(state->_curLogic->texts[n - 1], 0, 0, 0);
}
void cmdPrintAt(AgiGame *state, uint8 *p) {
int n = p0 < 1 ? 1 : p0;
debugC(4, kDebugLevelScripts, "%d %d %d %d", p0, p1, p2, p3);
state->_vm->print(state->_curLogic->texts[n - 1], p1, p2, p3);
}
void cmdPrintAtV(AgiGame *state, uint8 *p) {
int n = _v[p0] < 1 ? 1 : _v[p0];
state->_vm->print(state->_curLogic->texts[n - 1], p1, p2, p3);
}
void cmdPushScript(AgiGame *state, uint8 *p) {
// We run AGIMOUSE always as a side effect
if (getFeatures() & GF_AGIMOUSE || true) {
state->vars[27] = state->_vm->_mouse.button;
state->vars[28] = state->_vm->_mouse.x / 2;
state->vars[29] = state->_vm->_mouse.y;
} else {
if (getVersion() >= 0x2915) {
debug(0, "push.script");
}
}
}
void cmdSetPriBase(AgiGame *state, uint8 *p) {
int i, x, pri;
debug(0, "Priority base set to %d", p0);
// state->alt_pri = true;
x = (_HEIGHT - p0) * _HEIGHT / 10;
for (i = 0; i < _HEIGHT; i++) {
pri = (i - p0) < 0 ? 4 : (i - p0) * _HEIGHT / x + 5;
if (pri > 15)
pri = 15;
state->priTable[i] = pri;
}
}
void cmdMousePosn(AgiGame *state, uint8 *p) {
_v[p0] = WIN_TO_PIC_X(state->_vm->_mouse.x);
_v[p1] = WIN_TO_PIC_Y(state->_vm->_mouse.y);
}
void cmdShakeScreen(AgiGame *state, uint8 *p) {
int i;
// AGIPAL uses shake.screen values between 100 and 109 to set the palette
// (Checked the original AGIPAL-hack's shake.screen-routine's disassembly).
if (p0 >= 100 && p0 < 110) {
if (getFeatures() & GF_AGIPAL) {
state->_vm->_gfx->setAGIPal(p0);
return;
} else {
warning("It looks like GF_AGIPAL flag is missing");
}
}
// Disables input while shaking to prevent bug
// #1678230: AGI: Entering text while screen is shaking
bool originalValue = state->inputEnabled;
state->inputEnabled = false;
state->_vm->_gfx->shakeStart();
state->_vm->_sprites->commitBoth(); // Fixes SQ1 demo
for (i = 4 * p0; i; i--) {
state->_vm->_gfx->shakeScreen(i & 1);
state->_vm->_gfx->flushBlock(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
state->_vm->mainCycle();
}
state->_vm->_gfx->shakeEnd();
// Sets input back to what it was
state->inputEnabled = originalValue;
}
void cmdSetSpeed(AgiGame *state, uint8 *p) {
// V1 command
(void)state;
(void)p;
}
void cmdUnknown(AgiGame *state, uint8 *p) {
warning("Skipping unknown opcode %2X", *(p - 1));
}
/**
* Execute a logic script
* @param n Number of the logic resource to execute
*/
int AgiEngine::runLogic(int n) {
uint8 op = 0;
uint8 p[CMD_BSIZE] = { 0 };
uint8 *code = NULL;
int num = 0;
ScriptPos sp;
AgiGame *state = &_game;
debugC(2, kDebugLevelScripts, "=================");
debugC(2, kDebugLevelScripts, "runLogic(%d)", n);
sp.script = n;
sp.curIP = 0;
_game.execStack.push_back(sp);
// If logic not loaded, load it
if (~_game.dirLogic[n].flags & RES_LOADED) {
debugC(4, kDebugLevelScripts, "logic %d not loaded!", n);
agiLoadResource(rLOGIC, n);
}
_game.lognum = n;
_game._curLogic = &_game.logics[_game.lognum];
code = _game._curLogic->data;
_game._curLogic->cIP = _game._curLogic->sIP;
_timerHack = 0;
while (ip < _game.logics[n].size && !(shouldQuit() || _restartGame)) {
if (_debug.enabled) {
if (_debug.steps > 0) {
if (_debug.logic0 || n) {
debugConsole(n, lCOMMAND_MODE, NULL);
_debug.steps--;
}
} else {
_sprites->blitBoth();
_sprites->commitBoth();
do {
mainCycle();
} while (!_debug.steps && _debug.enabled);
_sprites->eraseBoth();
}
}
_game.execStack.back().curIP = ip;
char st[101];
int sz = MIN(_game.execStack.size(), 100u);
memset(st, '.', sz);
st[sz] = 0;
switch (op = *(code + ip++)) {
case 0xff: // if (open/close)
testIfCode(n);
break;
case 0xfe: // goto
// +2 covers goto size
ip += 2 + ((int16)READ_LE_UINT16(code + ip));
// timer must keep running even in goto loops,
// but AGI engine can't do that :(
if (_timerHack > 20) {
pollTimer();
updateTimer();
_timerHack = 0;
}
break;
case 0x00: // return
debugC(2, kDebugLevelScripts, "%sreturn() // Logic %d", st, n);
debugC(2, kDebugLevelScripts, "=================");
_game.execStack.pop_back();
return 1;
default:
num = logicNamesCmd[op].argumentsLength();
memmove(p, code + ip, num);
memset(p + num, 0, CMD_BSIZE - num);
debugC(2, kDebugLevelScripts, "%s%s(%d %d %d)", st, logicNamesCmd[op].name, p[0], p[1], p[2]);
_agiCommands[op](&_game, p);
ip += num;
}
if (_game.exitAllLogics)
break;
}
_game.execStack.pop_back();
return 0; // after executing new.room()
}
void AgiEngine::executeAgiCommand(uint8 op, uint8 *p) {
debugC(2, kDebugLevelScripts, "%s(%d %d %d)", logicNamesCmd[op].name, p[0], p[1], p[2]);
_agiCommands[op](&_game, p);
// (this->*_agiCommands[op])(p);
}
} // End of namespace Agi
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