aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm/script_v4.cpp
blob: 63eb26d30196a96b1b62e4995406e8ce42bf1147 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
/* 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 "scumm/scumm_v4.h"
#include "scumm/object.h"

namespace Scumm {

#define OPCODE(i, x)	_opcodes[i]._OPCODE(ScummEngine_v4, x)

void ScummEngine_v4::setupOpcodes() {
	ScummEngine_v5::setupOpcodes();

	OPCODE(0x25, o5_drawObject);
	OPCODE(0x45, o5_drawObject);
	OPCODE(0x65, o5_drawObject);
	OPCODE(0xa5, o5_drawObject);
	OPCODE(0xc5, o5_drawObject);
	OPCODE(0xe5, o5_drawObject);

	OPCODE(0x50, o4_pickupObject);
	OPCODE(0xd0, o4_pickupObject);

	OPCODE(0x5c, o4_oldRoomEffect);
	OPCODE(0xdc, o4_oldRoomEffect);

	OPCODE(0x0f, o4_ifState);
	OPCODE(0x4f, o4_ifState);
	OPCODE(0x8f, o4_ifState);
	OPCODE(0xcf, o4_ifState);

	OPCODE(0x2f, o4_ifNotState);
	OPCODE(0x6f, o4_ifNotState);
	OPCODE(0xaf, o4_ifNotState);
	OPCODE(0xef, o4_ifNotState);

	OPCODE(0xa7, o4_saveLoadVars);

	OPCODE(0x22, o4_saveLoadGame);
	OPCODE(0xa2, o4_saveLoadGame);

	// Disable some opcodes which are unused in v4.
	_opcodes[0x3b].setProc(0, 0);
	_opcodes[0x4c].setProc(0, 0);
	_opcodes[0xbb].setProc(0, 0);
}

void ScummEngine_v4::o4_ifState() {
	int a = getVarOrDirectWord(PARAM_1);
	int b = getVarOrDirectByte(PARAM_2);

	// WORKAROUND bug #3306145 (also occurs in original): Some old versions of
	// Indy3 sometimes fail to allocate IQ points correctly. To quote:
	// "About the points error leaving Castle Brunwald: It seems to "reversed"!
	// When you get caught, free yourself and escape, you get 25 IQ points even
	// though you're not supposed to. However if you escape WITHOUT getting
	// caught, you get 0 IQ points (supposed to get 25 IQ points)."
	// This workaround is meant to address that.
	if (_game.id == GID_INDY3 && a == 367 &&
	    vm.slot[_currentScript].number == 363 && _currentRoom == 25) {
		b = 0;
	}

	jumpRelative(getState(a) == b);
}

void ScummEngine_v4::o4_ifNotState() {
	int a = getVarOrDirectWord(PARAM_1);
	int b = getVarOrDirectByte(PARAM_2);

	jumpRelative(getState(a) != b);
}

void ScummEngine_v4::o4_pickupObject() {
	int obj = getVarOrDirectWord(PARAM_1);

	if (obj < 1) {
		error("pickupObjectOld received invalid index %d (script %d)", obj, vm.slot[_currentScript].number);
	}

	if (getObjectIndex(obj) == -1)
		return;

	if (whereIsObject(obj) == WIO_INVENTORY)	// Don't take an object twice
		return;

	// debug(0, "adding %d from %d to inventoryOld", obj, _currentRoom);
	addObjectToInventory(obj, _roomResource);
	markObjectRectAsDirty(obj);
	putOwner(obj, VAR(VAR_EGO));
	putClass(obj, kObjectClassUntouchable, 1);
	putState(obj, 1);
	clearDrawObjectQueue();
	runInventoryScript(1);
}

void ScummEngine_v4::o4_oldRoomEffect() {
	int a;

	_opcode = fetchScriptByte();
	if ((_opcode & 0x1F) == 3) {
		a = getVarOrDirectWord(PARAM_1);

		if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
			if (a == 4) {
				_textSurface.fillRect(Common::Rect(0, 0, _textSurface.w * _textSurfaceMultiplier, _textSurface.h * _textSurfaceMultiplier), 0);
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
				if (_townsScreen)
					_townsScreen->clearLayer(1);
#endif
				return;
			}
		}

		if (a) {
			_switchRoomEffect = (byte)(a & 0xFF);
			_switchRoomEffect2 = (byte)(a >> 8);
		} else {
			fadeIn(_newEffect);
		}
	}
}

void ScummEngine_v4::o4_saveLoadVars() {
	if (fetchScriptByte() == 1)
		saveVars();
	else
		loadVars();
}

enum StringIds {
	// The string IDs used by Indy3 to store the episode resp. series IQ points.
	// Note that we save the episode IQ points but load the series IQ points,
	// which matches the original Indy3 save/load code. See also the notes
	// on Feature Request #1666521.
	STRINGID_IQ_EPISODE = 7,
	STRINGID_IQ_SERIES = 9,
	// The string IDs of the first savegame name, used as an offset to determine
	// the IDs of all savenames.
	// Loom is the only game whose savenames start with a different ID.
	STRINGID_SAVENAME1 = 10,
	STRINGID_SAVENAME1_LOOM = 9
};

void ScummEngine_v4::saveVars() {
	int a, b;

	while ((_opcode = fetchScriptByte()) != 0) {
		switch (_opcode & 0x1F) {
		case 0x01: // write a range of variables
			getResultPos();
			a = _resultVarNumber;
			getResultPos();
			b = _resultVarNumber;
			debug(0, "stub saveVars: vars %d -> %d", a, b);
			break;
		case 0x02: // write a range of string variables
			a = getVarOrDirectByte(PARAM_1);
			b = getVarOrDirectByte(PARAM_2);

			if (a == STRINGID_IQ_EPISODE && b == STRINGID_IQ_EPISODE) {
				if (_game.id == GID_INDY3) {
					saveIQPoints();
				}
				break;
			}
			// FIXME: changing savegame-names not supported
			break;
		case 0x03: // open file
			a = resStrLen(_scriptPointer);
			strncpy(_saveLoadVarsFilename, (const char *)_scriptPointer, a);
			_saveLoadVarsFilename[a] = '\0';
			_scriptPointer += a + 1;
			break;
		case 0x04:
			return;
		case 0x1F: // close file
			_saveLoadVarsFilename[0] = '\0';
			return;
		default:
			break;
		}
	}
}

void ScummEngine_v4::loadVars() {
	int a, b;

	while ((_opcode = fetchScriptByte()) != 0) {
		switch (_opcode & 0x1F) {
		case 0x01: // read a range of variables
			getResultPos();
			a = _resultVarNumber;
			getResultPos();
			b = _resultVarNumber;
			debug(0, "stub loadVars: vars %d -> %d", a, b);
			break;
		case 0x02: // read a range of string variables
			a = getVarOrDirectByte(PARAM_1);
			b = getVarOrDirectByte(PARAM_2);

			int slot;
			int slotSize;
			byte* slotContent;
			int savegameId;
			bool avail_saves[100];

			if (a == STRINGID_IQ_SERIES && b == STRINGID_IQ_SERIES) {
				// Zak256 loads the IQ script-slot but does not use it -> ignore it
				if (_game.id == GID_INDY3) {
					byte *ptr = getResourceAddress(rtString, STRINGID_IQ_SERIES);
					if (ptr) {
						int size = getResourceSize(rtString, STRINGID_IQ_SERIES);
						loadIQPoints(ptr, size);
					}
				}
				break;
			}

			listSavegames(avail_saves, ARRAYSIZE(avail_saves));
			for (slot = a; slot <= b; ++slot) {
				slotSize = getResourceSize(rtString, slot);
				slotContent = getResourceAddress(rtString, slot);

				// load savegame names
				savegameId = slot - a + 1;
				Common::String name;
				if (avail_saves[savegameId] && getSavegameName(savegameId, name)) {
					int pos;
					const char *ptr = name.c_str();
					// slotContent ends with {'\0','@'} -> max. length = slotSize-2
					for (pos = 0; pos < slotSize - 2; ++pos) {
						if (!ptr[pos])
							break;
						// replace special characters
						if (ptr[pos] >= 32 && ptr[pos] <= 122 && ptr[pos] != 64)
							slotContent[pos] = ptr[pos];
						else
							slotContent[pos] = '_';
					}
					slotContent[pos] = '\0';
				} else {
					slotContent[0] = '\0';
				}
			}
			break;
		case 0x03: // open file
			a = resStrLen(_scriptPointer);
			strncpy(_saveLoadVarsFilename, (const char *)_scriptPointer, a);
			_saveLoadVarsFilename[a] = '\0';
			_scriptPointer += a + 1;
			break;
		case 0x04:
			return;
		case 0x1F: // close file
			_saveLoadVarsFilename[0] = '\0';
			return;
		default:
			break;
		}
	}
}

/**
 * IQ Point calculation for Indy3.
 * The scripts that perform this task are
 * - script-9 (save/load dialog initialization, loads room 14),
 * - room-14-204 (load series IQ string),
 * - room-14-205 (save series IQ string),
 * - room-14-206 (calculate series IQ string).
 * Unfortunately script-9 contains lots of GUI stuff so calling this script
 * directly is not possible. The other scripts depend on script-9.
 */
void ScummEngine_v4::updateIQPoints() {
	int seriesIQ;
	// IQString[0..72] corresponds to each puzzle's IQ.
	// IQString[73] indicates that the IQ-file was loaded successfully and is always 0 when
	// the IQ is calculated, hence it will be ignored here.
	const int NUM_PUZZLES = 73;
	byte seriesIQString[NUM_PUZZLES];
	byte *episodeIQString;
	int episodeIQStringSize;

	// load string with IQ points given per puzzle in any savegame
	// IMPORTANT: the resource string STRINGID_IQ_SERIES is only valid while
	// the original save/load dialog is executed, so do not use it here.
	memset(seriesIQString, 0, sizeof(seriesIQString));
	loadIQPoints(seriesIQString, sizeof(seriesIQString));

	// string with IQ points given per puzzle in current savegame
	episodeIQString = getResourceAddress(rtString, STRINGID_IQ_EPISODE);
	if (!episodeIQString)
		return;
	episodeIQStringSize = getResourceSize(rtString, STRINGID_IQ_EPISODE);
	if (episodeIQStringSize < NUM_PUZZLES)
		return;

	// merge episode and series IQ strings and calculate series IQ
	seriesIQ = 0;
	// iterate over puzzles
	for (int i = 0; i < NUM_PUZZLES; ++i) {
		byte puzzleIQ = seriesIQString[i];
		// if puzzle is solved copy points to episode string
		if (puzzleIQ > 0)
			episodeIQString[i] = puzzleIQ;
		// add puzzle's IQ-points to series IQ
		seriesIQ += episodeIQString[i];
	}
	_scummVars[245] = seriesIQ;

	// save series IQ string
	saveIQPoints();
}

void ScummEngine_v4::saveIQPoints() {
	// save Indy3 IQ-points
	Common::OutSaveFile *file;
	Common::String filename = _targetName + ".iq";

	file = _saveFileMan->openForSaving(filename);
	if (file != NULL) {
		byte *ptr = getResourceAddress(rtString, STRINGID_IQ_EPISODE);
		if (ptr) {
			int size = getResourceSize(rtString, STRINGID_IQ_EPISODE);
			file->write(ptr, size);
		}
		delete file;
	}
}

void ScummEngine_v4::loadIQPoints(byte *ptr, int size) {
	// load Indy3 IQ-points
	Common::InSaveFile *file;
	Common::String filename = _targetName + ".iq";

	file = _saveFileMan->openForLoading(filename);
	if (file != NULL) {
		byte *tmp = (byte *)malloc(size);
		int nread = file->read(tmp, size);
		if (nread == size) {
			memcpy(ptr, tmp, size);
		}
		free(tmp);
		delete file;
	}
}

void ScummEngine_v4::o4_saveLoadGame() {
	getResultPos();
	byte slot;
	byte a = getVarOrDirectByte(PARAM_1);
	byte result = 0;

	if ((_game.id == GID_MANIAC && _game.version <= 1) || (_game.id == GID_ZAK && _game.platform == Common::kPlatformC64)) {
		// Convert V0/V1 load/save screen (they support only one savegame per disk)
		// 1 Load
		// 2 Save
		slot = 1;
		if (a == 1)
			_opcode = 0x40;
		else if ((a == 2) || (_game.platform == Common::kPlatformNES))
			_opcode = 0x80;
	} else {
		slot = a & 0x1F;
		// Slot numbers in older games start with 0, in newer games with 1
		if (_game.version <= 2)
			slot++;
		_opcode = a & 0xE0;
	}

	switch (_opcode) {
	case 0x00: // num slots available
		result = 100;
		break;
	case 0x20: // drive
		if (_game.version <= 3) {
			// 0 = ???
			// [1,2] = disk drive [A:,B:]
			// 3 = hard drive
			result = 3;
		} else {
			// set current drive
			result = 1;
		}
		break;
	case 0x40: // load
		if (loadState(slot, false))
			result = 3; // sucess
		else
			result = 5; // failed to load
		break;
	case 0x80: // save
		if (_game.version <= 3) {
			char name[32];
			if (_game.version <= 2) {
				// use generic name
				sprintf(name, "Game %c", 'A'+slot-1);
			} else {
				// use name entered by the user
				char* ptr;
				int firstSlot = (_game.id == GID_LOOM) ? STRINGID_SAVENAME1_LOOM : STRINGID_SAVENAME1;
				ptr = (char *)getStringAddress(slot + firstSlot - 1);
				Common::strlcpy(name, ptr, sizeof(name));
			}

			if (savePreparedSavegame(slot, name))
				result = 0;
			else
				result = 2;
		} else {
			result = 2; // failed to save
		}
		break;
	case 0xC0: // test if save exists
		{
		Common::InSaveFile *file;
		bool avail_saves[100];

		listSavegames(avail_saves, ARRAYSIZE(avail_saves));
		Common::String filename = makeSavegameName(slot, false);
		if (avail_saves[slot] && (file = _saveFileMan->openForLoading(filename))) {
			result = 6; // save file exists
			delete file;
		} else
			result = 7; // save file does not exist
		}
		break;
	default:
		error("o4_saveLoadGame: unknown subopcode %d", _opcode);
	}

	setResult(result);
}

} // End of namespace Scumm