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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 "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);
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 1
if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
// FIXME / TODO: OK the first thing to note is: at least in Zak256,
// maybe also in other games, this opcode does a bit more. I added
// some stubs here, but somebody with a full IDA or more knowledge
// about this will have to fill in the gaps. At least now we know
// that something is missing here :-)
if (a == 4) {
//printf("o5_oldRoomEffect ODDBALL: _opcode = 0x%x, a = 0x%x\n", _opcode, a);
// No idea what byte_2FCCF is, but it's a globale boolean flag.
// I only add it here as a temporary hack to make the pseudo code compile.
// Maybe it is just there as a reentry protection guard, given
// how it is used? It might also correspond to _screenEffectFlag.
int byte_2FCCF = 0;
// For now, we force a redraw of the screen background. This
// way the Zak end credits seem to work mostly correct.
VirtScreen *vs = &_virtscr[kMainVirtScreen];
restoreBackground(Common::Rect(0, vs->topline, vs->w, vs->topline + vs->h));
vs->setDirtyRange(0, vs->h);
updateDirtyScreen(kMainVirtScreen);
if (byte_2FCCF) {
// Here now "sub_1C44" is called, which sets byte_2FCCF to 0 then
// calls yet another sub (which also reads byte_2FCCF):
byte_2FCCF = 0;
//call sub_0BB3
// Now sub_085C is called. This is quite simply: it sets
// 0xF000 bytes. starting at 0x40000 to 0. No idea what that
// buffer is, maybe a screen buffer, though. Note that
// 0xF000 = 320*192.
// Maybe this is also the charset mask being cleaned?
// call sub_085C
// And then sub_1C54 is called, which is almost identical to
// the above sub_1C44, only it sets byte_2FCCF to 1:
byte_2FCCF = 1;
// call sub_0BB3
} else {
// Here only sub_085C is called (see comment above)
// call sub_085C
}
return;
}
#endif
}
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;
}
}
}
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;
}
}
}
/**
* 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);
strncpy(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
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