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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.
*
* $URL$
* $Id$
*
*/
#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"
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 game g_agi->_game
#define g_sprites g_agi->_sprites
#define g_sound g_agi->_sound
#define g_gfx g_agi->_gfx
#define g_picture g_agi->_picture
#define ip curLogic->cIP
#define vt game.viewTable[p0]
#define vt_v game.viewTable[game.vars[p0]]
static struct AgiLogic *curLogic;
int timerHack; // Workaround for timer loop in MH1
#define _v game.vars
#define cmd(x) static void cmd_##x (AgiEngine *g_agi, uint8 *p)
cmd(increment) {
if (_v[p0] != 0xff)
++_v[p0];
}
cmd(decrement) {
if (_v[p0] != 0)
--_v[p0];
}
cmd(assignn) {
_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 (g_agi->getGameID() == GID_GETOUTTASQ && p0 == 7)
_v[p0] = 8;
}
cmd(addn) {
_v[p0] += p1;
}
cmd(subn) {
_v[p0] -= p1;
}
cmd(assignv) {
_v[p0] = _v[p1];
}
cmd(addv) {
_v[p0] += _v[p1];
}
cmd(subv) {
_v[p0] -= _v[p1];
}
cmd(mul_n) {
_v[p0] *= p1;
}
cmd(mul_v) {
_v[p0] *= _v[p1];
}
cmd(div_n) {
_v[p0] /= p1;
}
cmd(div_v) {
_v[p0] /= _v[p1];
}
cmd(random) {
_v[p2] = g_agi->_rnd->getRandomNumber(p1 - p0) + p0;
}
cmd(lindirectn) {
_v[_v[p0]] = p1;
}
cmd(lindirectv) {
_v[_v[p0]] = _v[p1];
}
cmd(rindirect) {
_v[p0] = _v[_v[p1]];
}
cmd(set) {
g_agi->setflag(*p, true);
}
cmd(reset) {
g_agi->setflag(*p, false);
}
cmd(toggle) {
g_agi->setflag(*p, !g_agi->getflag(*p));
}
cmd(set_v) {
g_agi->setflag(_v[p0], true);
}
cmd(reset_v) {
g_agi->setflag(_v[p0], false);
}
cmd(toggle_v) {
g_agi->setflag(_v[p0], !g_agi->getflag(_v[p0]));
}
cmd(new_room) {
g_agi->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 (g_agi->getGameID() == GID_GOLDRUSH && p0 == 73)
game.keypress = 0;
}
cmd(new_room_f) {
g_agi->newRoom(_v[p0]);
}
cmd(load_view) {
g_agi->agiLoadResource(rVIEW, p0);
}
cmd(load_logic) {
g_agi->agiLoadResource(rLOGIC, p0);
}
cmd(load_sound) {
g_agi->agiLoadResource(rSOUND, p0);
}
cmd(load_view_f) {
g_agi->agiLoadResource(rVIEW, _v[p0]);
}
cmd(load_logic_f) {
g_agi->agiLoadResource(rLOGIC, _v[p0]);
}
cmd(discard_view) {
g_agi->agiUnloadResource(rVIEW, p0);
}
cmd(object_on_anything) {
vt.flags &= ~(ON_WATER | ON_LAND);
}
cmd(object_on_land) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
vt.flags |= ON_LAND;
}
cmd(object_on_water) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
vt.flags |= ON_WATER;
}
cmd(observe_horizon) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
vt.flags &= ~IGNORE_HORIZON;
}
cmd(ignore_horizon) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
vt.flags |= IGNORE_HORIZON;
}
cmd(observe_objs) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
vt.flags &= ~IGNORE_OBJECTS;
}
cmd(ignore_objs) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
vt.flags |= IGNORE_OBJECTS;
}
cmd(observe_blocks) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
vt.flags &= ~IGNORE_BLOCKS;
}
cmd(ignore_blocks) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
vt.flags |= IGNORE_BLOCKS;
}
cmd(set_horizon) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
game.horizon = p0;
}
cmd(get_priority) {
_v[p1] = vt.priority;
}
cmd(set_priority) {
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 (g_agi->getGameID() == GID_KQ4 && vt.currentView == 152) {
game.viewTable[19].flags |= FIXED_PRIORITY;
game.viewTable[19].priority = 7;
}
}
cmd(set_priority_f) {
vt.flags |= FIXED_PRIORITY;
vt.priority = _v[p1];
}
cmd(release_priority) {
vt.flags &= ~FIXED_PRIORITY;
}
cmd(set_upper_left) { // do nothing (AGI 2.917)
}
cmd(start_update) {
g_agi->startUpdate(&vt);
}
cmd(stop_update) {
g_agi->stopUpdate(&vt);
}
cmd(current_view) {
_v[p1] = vt.currentView;
}
cmd(current_cel) {
_v[p1] = vt.currentCel;
debugC(4, kDebugLevelScripts, "v%d=%d", p1, _v[p1]);
}
cmd(current_loop) {
_v[p1] = vt.currentLoop;
}
cmd(last_cel) {
_v[p1] = vt.loopData->numCels - 1;
}
cmd(set_cel) {
g_agi->setCel(&vt, p1);
vt.flags &= ~DONTUPDATE;
}
cmd(set_cel_f) {
g_agi->setCel(&vt, _v[p1]);
vt.flags &= ~DONTUPDATE;
}
cmd(set_view) {
debugC(4, kDebugLevelScripts, "o%d, %d", p0, p1);
g_agi->setView(&vt, p1);
}
cmd(set_view_f) {
g_agi->setView(&vt, _v[p1]);
}
cmd(set_loop) {
g_agi->setLoop(&vt, p1);
}
cmd(set_loop_f) {
g_agi->setLoop(&vt, _v[p1]);
}
cmd(number_of_loops) {
_v[p1] = vt.numLoops;
}
cmd(fix_loop) {
vt.flags |= FIX_LOOP;
}
cmd(release_loop) {
vt.flags &= ~FIX_LOOP;
}
cmd(step_size) {
vt.stepSize = _v[p1];
}
cmd(step_time) {
vt.stepTime = vt.stepTimeCount = _v[p1];
}
cmd(cycle_time) {
vt.cycleTime = vt.cycleTimeCount = _v[p1];
}
cmd(stop_cycling) {
vt.flags &= ~CYCLING;
}
cmd(start_cycling) {
vt.flags |= CYCLING;
}
cmd(normal_cycle) {
vt.cycle = CYCLE_NORMAL;
vt.flags |= CYCLING;
}
cmd(reverse_cycle) {
vt.cycle = CYCLE_REVERSE;
vt.flags |= CYCLING;
}
cmd(set_dir) {
vt.direction = _v[p1];
}
cmd(get_dir) {
_v[p1] = vt.direction;
}
cmd(get_room_f) {
_v[p1] = g_agi->objectGetLocation(_v[p0]);
}
cmd(put) {
g_agi->objectSetLocation(p0, _v[p1]);
}
cmd(put_f) {
g_agi->objectSetLocation(_v[p0], _v[p1]);
}
cmd(drop) {
g_agi->objectSetLocation(p0, 0);
}
cmd(get) {
g_agi->objectSetLocation(p0, EGO_OWNED);
}
cmd(get_f) {
g_agi->objectSetLocation(_v[p0], EGO_OWNED);
}
cmd(word_to_string) {
strcpy(game.strings[p0], game.egoWords[p1].word);
}
cmd(open_dialogue) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
game.hasWindow = true;
}
cmd(close_dialogue) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
game.hasWindow = false;
}
cmd(close_window) {
g_agi->closeWindow();
}
cmd(status_line_on) {
game.statusLine = true;
g_agi->writeStatus();
}
cmd(status_line_off) {
game.statusLine = false;
g_agi->writeStatus();
}
cmd(show_obj) {
g_sprites->showObj(p0);
}
cmd(show_obj_v) {
g_sprites->showObj(_v[p0]);
}
cmd(sound) {
g_sound->startSound(p0, p1);
}
cmd(stop_sound) {
g_sound->stopSound();
}
cmd(menu_input) {
g_agi->newInputMode(INPUT_MENU);
}
cmd(enable_item) {
g_agi->_menu->setItem(p0, true);
}
cmd(disable_item) {
g_agi->_menu->setItem(p0, false);
}
cmd(submit_menu) {
g_agi->_menu->submit();
}
cmd(set_scan_start) {
curLogic->sIP = curLogic->cIP;
}
cmd(reset_scan_start) {
curLogic->sIP = 2;
}
cmd(save_game) {
game.simpleSave ? g_agi->saveGameSimple() : g_agi->saveGameDialog();
}
cmd(load_game) {
assert(1);
game.simpleSave ? g_agi->loadGameSimple() : g_agi->loadGameDialog();
}
cmd(init_disk) { // do nothing
}
cmd(log) { // do nothing
}
cmd(trace_on) { // do nothing
}
cmd(trace_info) { // do nothing
}
cmd(show_mem) {
g_agi->messageBox("Enough memory");
}
cmd(init_joy) { // do nothing
}
cmd(script_size) {
report("script.size(%d)\n", p0);
}
cmd(cancel_line) {
g_agi->_game.inputBuffer[0] = 0;
g_agi->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).
cmd(obj_status_f) {
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);
g_agi->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)
cmd(set_simple) {
if (!(g_agi->getFeatures() & (GF_AGI256 | GF_AGI256_2))) {
game.simpleSave = true;
} else { // AGI256 and AGI256-2 use this unknown170 command to load 256 color pictures.
// Load the picture. Similar to cmd(load_pic).
g_sprites->eraseBoth();
g_agi->agiLoadResource(rPICTURE, _v[p0]);
// Draw the picture. Similar to cmd(draw_pic).
g_picture->decodePicture(_v[p0], false, true);
g_sprites->blitBoth();
game.pictureShown = 0;
// Show the picture. Similar to cmd(show_pic).
g_agi->setflag(fOutputMode, false);
cmd_close_window(g_agi, NULL);
g_picture->showPic();
game.pictureShown = 1;
// Simulate slowww computer. Many effects rely on this
g_agi->pause(kPausePicture);
}
}
cmd(pop_script) {
if (g_agi->getVersion() >= 0x2915) {
report("pop.script\n");
}
}
cmd(hold_key) {
if (g_agi->getVersion() >= 0x3098) {
g_agi->_egoHoldKey = true;
}
}
cmd(discard_sound) {
if (g_agi->getVersion() >= 0x2936) {
report("discard.sound\n");
}
}
cmd(hide_mouse) {
// 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.
game.viewTable[0].flags &= ~ADJ_EGO_XY;
g_system->showMouse(false);
}
cmd(allow_menu) {
if (g_agi->getVersion() >= 0x3098) {
g_agi->setflag(fMenusWork, ((p0 != 0) ? true : false));
}
}
cmd(show_mouse) {
g_system->showMouse(true);
}
cmd(fence_mouse) {
g_agi->_game.mouseFence.moveTo(p0, p1);
g_agi->_game.mouseFence.setWidth(p2 - p0);
g_agi->_game.mouseFence.setHeight(p3 - p1);
}
cmd(release_key) {
if (g_agi->getVersion() >= 0x3098) {
g_agi->_egoHoldKey = false;
}
}
cmd(adj_ego_move_to_x_y) {
int8 x, y;
switch (logicNamesCmd[182].numArgs) {
// 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 behaviour 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 != game.adjMouseX || y != game.adjMouseY)
game.viewTable[EGO_VIEW_TABLE].flags &= ~ADJ_EGO_XY;
game.adjMouseX = x;
game.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:
game.viewTable[0].flags |= ADJ_EGO_XY;
break;
}
}
cmd(parse) {
_v[vWordNotFound] = 0;
g_agi->setflag(fEnteredCli, false);
g_agi->setflag(fSaidAcceptedInput, false);
g_agi->dictionaryWords(g_agi->agiSprintf(game.strings[p0]));
}
cmd(call) {
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 = curLogic->cIP;
oldLognum = game.lognum;
g_agi->runLogic(p0);
game.lognum = oldLognum;
curLogic = &game.logics[game.lognum];
curLogic->cIP = oldCIP;
}
cmd(call_f) {
cmd_call(g_agi, &_v[p0]);
}
cmd(draw_pic) {
debugC(6, kDebugLevelScripts, "=== draw pic %d ===", _v[p0]);
g_sprites->eraseBoth();
g_picture->decodePicture(_v[p0], true);
g_sprites->blitBoth();
game.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 (g_agi->getGameID() == GID_SQ1 && _v[p0] == 20)
g_agi->setflag(103, false);
// Simulate slowww computer. Many effects rely on this
g_agi->pause(kPausePicture);
}
cmd(show_pic) {
debugC(6, kDebugLevelScripts, "=== show pic ===");
g_agi->setflag(fOutputMode, false);
cmd_close_window(g_agi, NULL);
g_picture->showPic();
game.pictureShown = 1;
debugC(6, kDebugLevelScripts, "--- end of show pic ---");
}
cmd(load_pic) {
g_sprites->eraseBoth();
g_agi->agiLoadResource(rPICTURE, _v[p0]);
g_sprites->blitBoth();
}
cmd(discard_pic) {
debugC(6, kDebugLevelScripts, "--- discard pic ---");
// do nothing
}
cmd(overlay_pic) {
debugC(6, kDebugLevelScripts, "--- overlay pic ---");
g_sprites->eraseBoth();
g_picture->decodePicture(_v[p0], false);
g_sprites->blitBoth();
game.pictureShown = 0;
g_sprites->commitBoth();
// Simulate slowww computer. Many effects rely on this
g_agi->pause(kPausePicture);
}
cmd(show_pri_screen) {
g_agi->_debug.priority = 1;
g_sprites->eraseBoth();
g_picture->showPic();
g_sprites->blitBoth();
g_agi->waitKey();
g_agi->_debug.priority = 0;
g_sprites->eraseBoth();
g_picture->showPic();
g_sprites->blitBoth();
}
cmd(animate_obj) {
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;
}
cmd(unanimate_all) {
int i;
for (i = 0; i < MAX_VIEWTABLE; i++)
game.viewTable[i].flags &= ~(ANIMATED | DRAWN);
}
cmd(draw) {
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 (g_agi->getVersion() >= 0x3000) {
g_agi->setLoop(&vt, vt.currentLoop);
g_agi->setCel(&vt, vt.currentCel);
}
g_agi->fixPosition(p0);
vt.xPos2 = vt.xPos;
vt.yPos2 = vt.yPos;
vt.celData2 = vt.celData;
g_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 (g_agi->getFeatures() & GF_FANMADE) // See Sarien bug #546562
vt.flags |= ANIMATED;
g_sprites->blitUpdSprites();
vt.flags &= ~DONTUPDATE;
g_sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos);
debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", p0, vt.flags);
}
cmd(erase) {
if (~vt.flags & DRAWN)
return;
g_sprites->eraseUpdSprites();
if (vt.flags & UPDATE) {
vt.flags &= ~DRAWN;
} else {
g_sprites->eraseNonupdSprites();
vt.flags &= ~DRAWN;
g_sprites->blitNonupdSprites();
}
g_sprites->blitUpdSprites();
g_sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos);
}
cmd(position) {
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 (g_agi->getFeatures() & GF_CLIPCOORDS)
g_agi->clipViewCoordinates(&vt);
}
cmd(position_f) {
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 (g_agi->getFeatures() & GF_CLIPCOORDS)
g_agi->clipViewCoordinates(&vt);
}
cmd(get_posn) {
game.vars[p1] = (unsigned char)vt.xPos;
game.vars[p2] = (unsigned char)vt.yPos;
}
cmd(reposition) {
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;
g_agi->fixPosition(p0);
}
cmd(reposition_to) {
vt.xPos = p1;
vt.yPos = p2;
vt.flags |= UPDATE_POS;
g_agi->fixPosition(p0);
}
cmd(reposition_to_f) {
vt.xPos = _v[p1];
vt.yPos = _v[p2];
vt.flags |= UPDATE_POS;
g_agi->fixPosition(p0);
}
cmd(add_to_pic) {
g_sprites->addToPic(p0, p1, p2, p3, p4, p5, p6);
}
cmd(add_to_pic_f) {
g_sprites->addToPic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]);
}
cmd(force_update) {
g_sprites->eraseBoth();
g_sprites->blitBoth();
g_sprites->commitBoth();
}
cmd(reverse_loop) {
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
vt.cycle = CYCLE_REV_LOOP;
vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
vt.parm1 = p1;
g_agi->setflag(p1, false);
}
cmd(end_of_loop) {
debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
vt.cycle = CYCLE_END_OF_LOOP;
vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
vt.parm1 = p1;
g_agi->setflag(p1, false);
}
cmd(block) {
debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", p0, p1, p2, p3);
game.block.active = true;
game.block.x1 = p0;
game.block.y1 = p1;
game.block.x2 = p2;
game.block.y2 = p3;
}
cmd(unblock) {
game.block.active = false;
}
cmd(normal_motion) {
vt.motion = MOTION_NORMAL;
}
cmd(stop_motion) {
vt.direction = 0;
vt.motion = MOTION_NORMAL;
if (p0 == 0) { // ego only
_v[vEgoDir] = 0;
game.playerControl = false;
}
}
cmd(start_motion) {
vt.motion = MOTION_NORMAL;
if (p0 == 0) { // ego only
_v[vEgoDir] = 0;
game.playerControl = true;
}
}
cmd(player_control) {
game.playerControl = true;
game.viewTable[0].motion = MOTION_NORMAL;
}
cmd(program_control) {
game.playerControl = false;
}
cmd(follow_ego) {
vt.motion = MOTION_FOLLOW_EGO;
vt.parm1 = p1 > vt.stepSize ? p1 : vt.stepSize;
vt.parm2 = p2;
vt.parm3 = 0xff;
g_agi->setflag(p2, false);
vt.flags |= UPDATE;
}
cmd(move_obj) {
// _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;
g_agi->setflag(p4, false);
vt.flags |= UPDATE;
if (p0 == 0)
game.playerControl = false;
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
if (g_agi->getVersion() > 0x2272)
g_agi->moveObj(&vt);
}
cmd(move_obj_f) {
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];
g_agi->setflag(p4, false);
vt.flags |= UPDATE;
if (p0 == 0)
game.playerControl = false;
// AGI 2.272 (ddp, xmas) doesn't call move_obj!
if (g_agi->getVersion() > 0x2272)
g_agi->moveObj(&vt);
}
cmd(wander) {
if (p0 == 0)
game.playerControl = false;
vt.motion = MOTION_WANDER;
vt.flags |= UPDATE;
}
cmd(set_game_id) {
if (curLogic->texts && (p0 - 1) <= curLogic->numTexts)
strncpy(game.id, curLogic->texts[p0 - 1], 8);
else
game.id[0] = 0;
report("Game ID: \"%s\"\n", game.id);
}
cmd(pause) {
int tmp = game.clockEnabled;
const char *b[] = { "Continue", NULL };
const char *b_ru[] = { "\x8f\xe0\xae\xa4\xae\xab\xa6\xa8\xe2\xec", NULL };
game.clockEnabled = false;
switch (g_agi->getLanguage()) {
case Common::RU_RUS:
g_agi->selectionBox(" \x88\xa3\xe0\xa0 \xae\xe1\xe2\xa0\xad\xae\xa2\xab\xa5\xad\xa0. \n\n\n", b_ru);
break;
default:
g_agi->selectionBox(" Game is paused. \n\n\n", b);
break;
}
game.clockEnabled = tmp;
}
cmd(set_menu) {
debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, curLogic->numTexts);
if (curLogic->texts != NULL && p0 <= curLogic->numTexts)
g_agi->_menu->add(curLogic->texts[p0 - 1]);
}
cmd(set_menu_item) {
debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, curLogic->numTexts);
if (curLogic->texts != NULL && p0 <= curLogic->numTexts)
g_agi->_menu->addItem(curLogic->texts[p0 - 1], p1);
}
cmd(version) {
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 = g_agi->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);
g_agi->messageBox(msg);
}
cmd(configure_screen) {
game.lineMinPrint = p0;
game.lineUserInput = p1;
game.lineStatus = p2;
}
cmd(text_screen) {
debugC(4, kDebugLevelScripts, "switching to text mode");
game.gfxMode = false;
// Simulates the "bright background bit" of the PC video
// controller.
if (game.colorBg)
game.colorBg |= 0x08;
g_gfx->clearScreen(game.colorBg);
}
cmd(graphics) {
debugC(4, kDebugLevelScripts, "switching to graphics mode");
if (!game.gfxMode) {
game.gfxMode = true;
g_gfx->clearScreen(0);
g_picture->showPic();
g_agi->writeStatus();
g_agi->writePrompt();
}
}
cmd(set_text_attribute) {
game.colorFg = p0;
game.colorBg = p1;
if (game.gfxMode) {
if (game.colorBg != 0) {
game.colorFg = 0;
game.colorBg = 15;
}
}
}
cmd(status) {
g_agi->inventory();
}
cmd(quit) {
const char *buttons[] = { "Quit", "Continue", NULL };
g_sound->stopSound();
if (p0) {
g_agi->quitGame();
} else {
if (g_agi->selectionBox
(" Quit the game, or continue? \n\n\n", buttons) == 0) {
g_agi->quitGame();
}
}
}
cmd(restart_game) {
const char *buttons[] = { "Restart", "Continue", NULL };
int sel;
g_sound->stopSound();
sel = g_agi->getflag(fAutoRestart) ? 0 :
g_agi->selectionBox(" Restart game, or continue? \n\n\n", buttons);
if (sel == 0) {
g_agi->_restartGame = true;
g_agi->setflag(fRestartGame, true);
g_agi->_menu->enableAll();
}
}
cmd(distance) {
int16 x1, y1, x2, y2, d;
VtEntry *v0 = &game.viewTable[p0];
VtEntry *v1 = &game.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 (g_agi->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;
}
cmd(accept_input) {
debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal");
g_agi->newInputMode(INPUT_NORMAL);
game.inputEnabled = true;
g_agi->writePrompt();
}
cmd(prevent_input) {
debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input");
g_agi->newInputMode(INPUT_NONE);
game.inputEnabled = false;
g_agi->clearPrompt();
}
cmd(get_string) {
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;
g_agi->newInputMode(INPUT_GETSTRING);
if (curLogic->texts != NULL && curLogic->numTexts >= tex) {
int len = strlen(curLogic->texts[tex]);
g_agi->printText(curLogic->texts[tex], 0, col, row, len, game.colorFg, game.colorBg);
g_agi->getString(col + len - 1, row, p4, p0);
// SGEO: display input char
g_gfx->printCharacter((col + len), row, game.cursorChar, game.colorFg, game.colorBg);
}
do {
g_agi->mainCycle();
} while (game.inputMode == INPUT_GETSTRING && !(g_agi->shouldQuit() || g_agi->_restartGame));
}
cmd(get_num) {
debugC(4, kDebugLevelScripts, "%d %d", p0, p1);
g_agi->newInputMode(INPUT_GETSTRING);
if (curLogic->texts != NULL && curLogic->numTexts >= (p0 - 1)) {
int len = strlen(curLogic->texts[p0 - 1]);
g_agi->printText(curLogic->texts[p0 - 1], 0, 0, 22, len, game.colorFg, game.colorBg);
g_agi->getString(len - 1, 22, 3, MAX_STRINGS);
// CM: display input char
g_gfx->printCharacter((p3 + len), 22, game.cursorChar, game.colorFg, game.colorBg);
}
do {
g_agi->mainCycle();
} while (game.inputMode == INPUT_GETSTRING && !(g_agi->shouldQuit() || g_agi->_restartGame));
_v[p1] = atoi(game.strings[MAX_STRINGS]);
debugC(4, kDebugLevelScripts, "[%s] -> %d", game.strings[MAX_STRINGS], _v[p1]);
g_agi->clearLines(22, 22, game.colorBg);
g_agi->flushLines(22, 22);
}
cmd(set_cursor_char) {
if (curLogic->texts != NULL && (p0 - 1) <= curLogic->numTexts) {
game.cursorChar = *curLogic->texts[p0 - 1];
} else {
// default
game.cursorChar = '_';
}
}
cmd(set_key) {
int key;
if (game.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;
game.controllers[game.lastController].keycode = key;
game.controllers[game.lastController].controller = p2;
game.lastController++;
game.controllerOccured[p2] = false;
}
cmd(set_string) {
// CM: to avoid crash in Groza (str = 150)
if (p0 > MAX_STRINGS)
return;
strcpy(game.strings[p0], curLogic->texts[p1 - 1]);
}
cmd(display) {
int len = 40;
char *s = g_agi->wordWrapString(curLogic->texts[p2 - 1], &len);
g_agi->printText(s, p1, 0, p0, 40, game.colorFg, game.colorBg);
free(s);
}
cmd(display_f) {
debugC(4, kDebugLevelScripts, "p0 = %d", p0);
g_agi->printText(curLogic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, game.colorFg, game.colorBg);
}
cmd(clear_text_rect) {
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;
g_gfx->drawRectangle(x1, y1, x2, y2, c);
g_gfx->flushBlock(x1, y1, x2, y2);
}
cmd(toggle_monitor) {
report("toggle.monitor\n");
}
cmd(echo_line) {
strcpy((char *)game.inputBuffer, (const char *)game.echoBuffer);
game.cursorPos = strlen((char *)game.inputBuffer);
game.hasPrompt = 0;
}
cmd(clear_lines) {
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;
g_agi->clearLines(p0, l, p2);
g_agi->flushLines(p0, l);
}
cmd(print) {
int n = p0 < 1 ? 1 : p0;
g_agi->print(curLogic->texts[n - 1], 0, 0, 0);
}
cmd(print_f) {
int n = _v[p0] < 1 ? 1 : _v[p0];
g_agi->print(curLogic->texts[n - 1], 0, 0, 0);
}
cmd(print_at) {
int n = p0 < 1 ? 1 : p0;
debugC(4, kDebugLevelScripts, "%d %d %d %d", p0, p1, p2, p3);
g_agi->print(curLogic->texts[n - 1], p1, p2, p3);
}
cmd(print_at_v) {
int n = _v[p0] < 1 ? 1 : _v[p0];
g_agi->print(curLogic->texts[n - 1], p1, p2, p3);
}
cmd(push_script) {
// We run AGIMOUSE always as a side effect
if (g_agi->getFeatures() & GF_AGIMOUSE || 1) {
game.vars[27] = g_agi->_mouse.button;
game.vars[28] = g_agi->_mouse.x / 2;
game.vars[29] = g_agi->_mouse.y;
} else {
if (g_agi->getVersion() >= 0x2915) {
report("push.script\n");
}
}
}
cmd(set_pri_base) {
int i, x, pri;
report("Priority base set to %d\n", p0);
// game.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;
game.priTable[i] = pri;
}
}
cmd(mouse_posn) {
_v[p0] = WIN_TO_PIC_X(g_agi->_mouse.x);
_v[p1] = WIN_TO_PIC_Y(g_agi->_mouse.y);
}
cmd(shake_screen) {
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 (g_agi->getFeatures() & GF_AGIPAL) {
g_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
int originalValue = game.inputEnabled;
game.inputEnabled = 0;
g_gfx->shakeStart();
g_sprites->commitBoth(); // Fixes SQ1 demo
for (i = 4 * p0; i; i--) {
g_gfx->shakeScreen(i & 1);
g_gfx->flushBlock(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
g_agi->mainCycle();
}
g_gfx->shakeEnd();
// Sets input back to what it was
game.inputEnabled = originalValue;
}
static void (*agiCommand[183])(AgiEngine *, uint8 *) = {
NULL, // 0x00
cmd_increment,
cmd_decrement,
cmd_assignn,
cmd_assignv,
cmd_addn,
cmd_addv,
cmd_subn,
cmd_subv, // 0x08
cmd_lindirectv,
cmd_rindirect,
cmd_lindirectn,
cmd_set,
cmd_reset,
cmd_toggle,
cmd_set_v,
cmd_reset_v, // 0x10
cmd_toggle_v,
cmd_new_room,
cmd_new_room_f,
cmd_load_logic,
cmd_load_logic_f,
cmd_call,
cmd_call_f,
cmd_load_pic, // 0x18
cmd_draw_pic,
cmd_show_pic,
cmd_discard_pic,
cmd_overlay_pic,
cmd_show_pri_screen,
cmd_load_view,
cmd_load_view_f,
cmd_discard_view, // 0x20
cmd_animate_obj,
cmd_unanimate_all,
cmd_draw,
cmd_erase,
cmd_position,
cmd_position_f,
cmd_get_posn,
cmd_reposition, // 0x28
cmd_set_view,
cmd_set_view_f,
cmd_set_loop,
cmd_set_loop_f,
cmd_fix_loop,
cmd_release_loop,
cmd_set_cel,
cmd_set_cel_f, // 0x30
cmd_last_cel,
cmd_current_cel,
cmd_current_loop,
cmd_current_view,
cmd_number_of_loops,
cmd_set_priority,
cmd_set_priority_f,
cmd_release_priority, // 0x38
cmd_get_priority,
cmd_stop_update,
cmd_start_update,
cmd_force_update,
cmd_ignore_horizon,
cmd_observe_horizon,
cmd_set_horizon,
cmd_object_on_water, // 0x40
cmd_object_on_land,
cmd_object_on_anything,
cmd_ignore_objs,
cmd_observe_objs,
cmd_distance,
cmd_stop_cycling,
cmd_start_cycling,
cmd_normal_cycle, // 0x48
cmd_end_of_loop,
cmd_reverse_cycle,
cmd_reverse_loop,
cmd_cycle_time,
cmd_stop_motion,
cmd_start_motion,
cmd_step_size,
cmd_step_time, // 0x50
cmd_move_obj,
cmd_move_obj_f,
cmd_follow_ego,
cmd_wander,
cmd_normal_motion,
cmd_set_dir,
cmd_get_dir,
cmd_ignore_blocks, // 0x58
cmd_observe_blocks,
cmd_block,
cmd_unblock,
cmd_get,
cmd_get_f,
cmd_drop,
cmd_put,
cmd_put_f, // 0x60
cmd_get_room_f,
cmd_load_sound,
cmd_sound,
cmd_stop_sound,
cmd_print,
cmd_print_f,
cmd_display,
cmd_display_f, // 0x68
cmd_clear_lines,
cmd_text_screen,
cmd_graphics,
cmd_set_cursor_char,
cmd_set_text_attribute,
cmd_shake_screen,
cmd_configure_screen,
cmd_status_line_on, // 0x70
cmd_status_line_off,
cmd_set_string,
cmd_get_string,
cmd_word_to_string,
cmd_parse,
cmd_get_num,
cmd_prevent_input,
cmd_accept_input, // 0x78
cmd_set_key,
cmd_add_to_pic,
cmd_add_to_pic_f,
cmd_status,
cmd_save_game,
cmd_load_game,
cmd_init_disk,
cmd_restart_game, // 0x80
cmd_show_obj,
cmd_random,
cmd_program_control,
cmd_player_control,
cmd_obj_status_f,
cmd_quit,
cmd_show_mem,
cmd_pause, // 0x88
cmd_echo_line,
cmd_cancel_line,
cmd_init_joy,
cmd_toggle_monitor,
cmd_version,
cmd_script_size,
cmd_set_game_id,
cmd_log, // 0x90
cmd_set_scan_start,
cmd_reset_scan_start,
cmd_reposition_to,
cmd_reposition_to_f,
cmd_trace_on,
cmd_trace_info,
cmd_print_at,
cmd_print_at_v, // 0x98
cmd_discard_view,
cmd_clear_text_rect,
cmd_set_upper_left,
cmd_set_menu,
cmd_set_menu_item,
cmd_submit_menu,
cmd_enable_item,
cmd_disable_item, // 0xa0
cmd_menu_input,
cmd_show_obj_v,
cmd_open_dialogue,
cmd_close_dialogue,
cmd_mul_n,
cmd_mul_v,
cmd_div_n,
cmd_div_v, // 0xa8
cmd_close_window,
cmd_set_simple,
cmd_push_script,
cmd_pop_script,
cmd_hold_key,
cmd_set_pri_base,
cmd_discard_sound,
cmd_hide_mouse, // 0xb0
cmd_allow_menu,
cmd_show_mouse,
cmd_fence_mouse,
cmd_mouse_posn,
cmd_release_key,
cmd_adj_ego_move_to_x_y
};
/**
* 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;
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;
curLogic = &_game.logics[_game.lognum];
code = curLogic->data;
curLogic->cIP = 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();
do {
mainCycle();
} while (!_debug.steps && _debug.enabled);
_sprites->eraseBoth();
}
}
_game.execStack.back().curIP = ip;
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
_game.execStack.pop_back();
return 1;
default:
num = logicNamesCmd[op].numArgs;
memmove(p, code + ip, num);
memset(p + num, 0, CMD_BSIZE - num);
debugC(2, kDebugLevelScripts, "%s(%d %d %d)", logicNamesCmd[op].name, p[0], p[1], p[2]);
agiCommand[op](this, 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]);
agiCommand[op] (this, p);
}
} // End of namespace Agi
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