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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 "agi/agi.h"
#include "agi/graphics.h"
#include "agi/opcodes.h"
#include "agi/words.h"
#include "common/endian.h"
namespace Agi {
#define ip (state->_curLogic->cIP)
#define code (state->_curLogic->data)
void condEqual(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 varNr1 = p[0];
uint16 varVal1 = vm->getVar(varNr1);
uint16 value2 = p[1];
state->testResult = (varVal1 == value2);
}
void condEqualV(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 varNr1 = p[0];
uint16 varNr2 = p[1];
uint16 varVal1 = vm->getVar(varNr1);
uint16 varVal2 = vm->getVar(varNr2);
state->testResult = (varVal1 == varVal2);
}
void condLess(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 varNr1 = p[0];
uint16 varVal1 = vm->getVar(varNr1);
uint16 value2 = p[1];
state->testResult = (varVal1 < value2);
}
void condLessV(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 varNr1 = p[0];
uint16 varNr2 = p[1];
uint16 varVal1 = vm->getVar(varNr1);
uint16 varVal2 = vm->getVar(varNr2);
state->testResult = (varVal1 < varVal2);
}
void condGreater(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 varNr1 = p[0];
uint16 varVal1 = vm->getVar(varNr1);
uint16 value2 = p[1];
state->testResult = (varVal1 > value2);
}
void condGreaterV(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 varNr1 = p[0];
uint16 varNr2 = p[1];
uint16 varVal1 = vm->getVar(varNr1);
uint16 varVal2 = vm->getVar(varNr2);
state->testResult = (varVal1 > varVal2);
}
void condIsSet(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = vm->getFlag(p[0]);
}
void condIsSetV(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 varNr = p[0];
uint16 varVal = vm->getVar(varNr);
state->testResult = vm->getFlag(varVal);
}
void condIsSetV1(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 varNr = p[0];
uint16 varVal = vm->getVar(varNr);
state->testResult = varVal > 0;
}
void condHas(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 objectNr = p[0];
state->testResult = (vm->objectGetLocation(objectNr) == EGO_OWNED);
}
void condHasV1(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 objectNr = p[0];
state->testResult = (vm->objectGetLocation(objectNr) == EGO_OWNED_V1);
}
void condObjInRoom(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 objectNr = p[0];
uint16 varNr = p[1];
uint16 varVal = vm->getVar(varNr);
state->testResult = (vm->objectGetLocation(objectNr) == varVal);
}
void condPosn(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = vm->testPosn(p[0], p[1], p[2], p[3], p[4]);
}
void condController(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = vm->testController(p[0]);
}
void condHaveKey(AgiGame *state, AgiEngine *vm, uint8 *p) {
// Only check for key when there is not already one set by scripts
if (vm->getVar(VM_VAR_KEY)) {
state->testResult = 1;
return;
}
// we are not really an inner loop, but we stop processAGIEvents() from doing regular cycle work by setting it up
vm->cycleInnerLoopActive(CYCLE_INNERLOOP_HAVEKEY);
uint16 key = vm->processAGIEvents();
vm->cycleInnerLoopInactive();
if (key) {
debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", key);
vm->setVar(VM_VAR_KEY, key);
state->testResult = 1;
return;
}
state->testResult = 0;
}
void condSaid(AgiGame *state, AgiEngine *vm, uint8 *p) {
int ec = vm->testSaid(p[0], p + 1);
state->testResult = ec;
}
void condSaid1(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = false;
if (!vm->getFlag(VM_FLAG_ENTERED_CLI))
return;
int id0 = READ_LE_UINT16(p);
if ((id0 == 1 || id0 == vm->_words->getEgoWordId(0)))
state->testResult = true;
}
void condSaid2(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = false;
if (!vm->getFlag(VM_FLAG_ENTERED_CLI))
return;
int id0 = READ_LE_UINT16(p);
int id1 = READ_LE_UINT16(p + 2);
if ((id0 == 1 || id0 == vm->_words->getEgoWordId(0)) &&
(id1 == 1 || id1 == vm->_words->getEgoWordId(1)))
state->testResult = true;
}
void condSaid3(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = false;
if (!vm->getFlag(VM_FLAG_ENTERED_CLI))
return;
int id0 = READ_LE_UINT16(p);
int id1 = READ_LE_UINT16(p + 2);
int id2 = READ_LE_UINT16(p + 4);
if ((id0 == 1 || id0 == vm->_words->getEgoWordId(0)) &&
(id1 == 1 || id1 == vm->_words->getEgoWordId(1)) &&
(id2 == 1 || id2 == vm->_words->getEgoWordId(2)))
state->testResult = true;
}
void condBit(AgiGame *state, AgiEngine *vm, uint8 *p) {
uint16 value1 = p[0];
uint16 varNr2 = p[1];
uint16 varVal2 = vm->getVar(varNr2);
state->testResult = (varVal2 >> value1) & 1;
}
void condCompareStrings(AgiGame *state, AgiEngine *vm, uint8 *p) {
debugC(7, kDebugLevelScripts, "comparing [%s], [%s]", state->strings[p[0]], state->strings[p[1]]);
state->testResult = vm->testCompareStrings(p[0], p[1]);
}
void condObjInBox(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = vm->testObjInBox(p[0], p[1], p[2], p[3], p[4]);
}
void condCenterPosn(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = vm->testObjCenter(p[0], p[1], p[2], p[3], p[4]);
}
void condRightPosn(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = vm->testObjRight(p[0], p[1], p[2], p[3], p[4]);
}
void condUnknown13(AgiGame *state, AgiEngine *vm, uint8 *p) {
// My current theory is that this command checks whether the ego is currently moving
// and that that movement has been caused using the mouse and not using the keyboard.
// I base this theory on the game's behavior on an Amiga emulator, not on disassembly.
// This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09
// (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature).
// TODO: Check this command's implementation using disassembly just to be sure.
int ec = state->screenObjTable[SCREENOBJECTS_EGO_ENTRY].flags & fAdjEgoXY;
debugC(7, kDebugLevelScripts, "op_test: in.motion.using.mouse = %s (Amiga-specific testcase 19)", ec ? "true" : "false");
state->testResult = ec;
}
void condUnknown(AgiGame *state, AgiEngine *vm, uint8 *p) {
warning("Skipping unknown test command %2X", *(code + ip - 1));
state->testResult = false;
}
uint8 AgiEngine::testCompareStrings(uint8 s1, uint8 s2) {
char ms1[MAX_STRINGLEN];
char ms2[MAX_STRINGLEN];
int j, k, l;
Common::strlcpy(ms1, _game.strings[s1], MAX_STRINGLEN);
Common::strlcpy(ms2, _game.strings[s2], MAX_STRINGLEN);
l = strlen(ms1);
for (k = 0, j = 0; k < l; k++) {
switch (ms1[k]) {
case 0x20:
case 0x09:
case '-':
case '.':
case ',':
case ':':
case ';':
case '!':
case '\'':
break;
default:
ms1[j++] = tolower(ms1[k]);
break;
}
}
ms1[j] = 0x0;
l = strlen(ms2);
for (k = 0, j = 0; k < l; k++) {
switch (ms2[k]) {
case 0x20:
case 0x09:
case '-':
case '.':
case ',':
case ':':
case ';':
case '!':
case '\'':
break;
default:
ms2[j++] = tolower(ms2[k]);
break;
}
}
ms2[j] = 0x0;
return !strcmp(ms1, ms2);
}
uint8 AgiEngine::testController(uint8 cont) {
return (_game.controllerOccured[cont] ? true : false);
}
uint8 AgiEngine::testPosn(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
ScreenObjEntry *v = &_game.screenObjTable[n];
uint8 r;
r = v->xPos >= x1 && v->yPos >= y1 && v->xPos <= x2 && v->yPos <= y2;
debugC(7, kDebugLevelScripts, "(%d,%d) in (%d,%d,%d,%d): %s", v->xPos, v->yPos, x1, y1, x2, y2, r ? "true" : "false");
return r;
}
uint8 AgiEngine::testObjInBox(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
ScreenObjEntry *v = &_game.screenObjTable[n];
return v->xPos >= x1 &&
v->yPos >= y1 && v->xPos + v->xSize - 1 <= x2 && v->yPos <= y2;
}
// if n is in center of box
uint8 AgiEngine::testObjCenter(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
ScreenObjEntry *v = &_game.screenObjTable[n];
return v->xPos + v->xSize / 2 >= x1 &&
v->xPos + v->xSize / 2 <= x2 && v->yPos >= y1 && v->yPos <= y2;
}
// if nect N is in right corner
uint8 AgiEngine::testObjRight(uint8 n, uint8 x1, uint8 y1, uint8 x2, uint8 y2) {
ScreenObjEntry *v = &_game.screenObjTable[n];
return v->xPos + v->xSize - 1 >= x1 &&
v->xPos + v->xSize - 1 <= x2 && v->yPos >= y1 && v->yPos <= y2;
}
// When player has entered something, it is parsed elsewhere
uint8 AgiEngine::testSaid(uint8 nwords, uint8 *cc) {
AgiGame *state = &_game;
AgiEngine *vm = state->_vm;
Words *words = vm->_words;
int c, n = words->getEgoWordCount();
int z = 0;
if (vm->getFlag(VM_FLAG_SAID_ACCEPTED_INPUT) || !vm->getFlag(VM_FLAG_ENTERED_CLI))
return false;
// FR:
// I think the reason for the code below is to add some speed....
//
// if (nwords != num_ego_words)
// return false;
//
// In the disco scene in Larry 1 when you type "examine blonde",
// inside the logic is expected ( said("examine", "blonde", "rol") )
// where word("rol") = 9999
//
// According to the interpreter code 9999 means that whatever the
// user typed should be correct, but it looks like code 9999 means that
// if the string is empty at this point, the entry is also correct...
//
// With the removal of this code, the behavior of the scene was
// corrected
for (c = 0; nwords && n; c++, nwords--, n--) {
z = READ_LE_UINT16(cc);
cc += 2;
switch (z) {
case 9999: // rest of line (empty string counts to...)
nwords = 1;
break;
case 1: // any word
break;
default:
if (words->getEgoWordId(c) != z)
return false;
break;
}
}
// The entry string should be entirely parsed, or last word = 9999
if (n && z != 9999)
return false;
// The interpreter string shouldn't be entirely parsed, but next
// word must be 9999.
if (nwords != 0 && READ_LE_UINT16(cc) != 9999)
return false;
setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, true);
return true;
}
int AgiEngine::testIfCode(int lognum) {
AgiGame *state = &_game;
uint8 op;
uint8 p[16];
int notMode = false;
int orMode = false;
int endTest = false;
int result = true;
while (!(shouldQuit() || _restartGame) && !endTest) {
if (_debug.enabled && (_debug.logic0 || lognum))
debugConsole(lognum, lTEST_MODE, NULL);
op = *(code + ip++);
memmove(p, (code + ip), 16);
switch (op) {
case 0xFC:
if (orMode) {
// We have reached the end of an OR expression without
// a single test command evaluating as true. Thus the OR
// expression evalutes as false which means the whole
// expression evaluates as false. So skip until the
// ending 0xFF and return.
skipInstructionsUntil(0xFF);
result = false;
endTest = true;
} else {
orMode = true;
}
continue;
case 0xFD:
notMode = true;
continue;
case 0x00:
case 0xFF:
endTest = true;
continue;
default:
// Evaluate the command and skip the rest of the instruction
_agiCondCommands[op](state, this, p);
skipInstruction(op);
// NOT mode is enabled only for one instruction
if (notMode)
state->testResult = !state->testResult;
notMode = false;
if (orMode) {
if (state->testResult) {
// We are in OR mode and the last test command evaluated
// as true, thus the whole OR expression evaluates as
// true. So skip the rest of the OR expression and
// continue normally.
skipInstructionsUntil(0xFC);
orMode = false;
continue;
}
} else {
result &= state->testResult;
if (!result) {
// Since we are in AND mode and the last test command
// evaluated as false, the whole expression also evaluates
// as false. So skip until the ending 0xFF and return.
skipInstructionsUntil(0xFF);
endTest = true;
continue;
}
}
break;
}
}
// Skip the following IF block if the condition evaluates as false
if (result)
ip += 2;
else
ip += READ_LE_UINT16(code + ip) + 2;
if (_debug.enabled && (_debug.logic0 || lognum))
debugConsole(lognum, 0xFF, result ? "=true" : "=false");
return result;
}
void AgiEngine::skipInstruction(byte op) {
AgiGame *state = &_game;
if (op >= 0xFC)
return;
if (op == 0x0E && state->_vm->getVersion() >= 0x2000) // said
ip += *(code + ip) * 2 + 1;
else
ip += logicNamesTest[op].argumentsLength();
}
void AgiEngine::skipInstructionsUntil(byte v) {
AgiGame *state = &_game;
while (1) {
byte op = *(code + ip++);
if (op == v)
return;
skipInstruction(op);
}
}
} // End of namespace Agi
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