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
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2002 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm.h"
#include "actor.h"
#include "charset.h"
#include "intern.h"
#include "sound.h"
#include "verbs.h"
#include "smush/player.h"
#include "smush/scumm_renderer.h"
/*
* NO, we do NOT support CMI yet :-) This file is mostly a placeholder and a place
* to grow real support in. For now, only a few opcodes are implemented, and they
* might even be wrong... so don't hold your breath.
*/
#define OPCODE(x) { &Scumm_v8::x, #x }
void Scumm_v8::setupOpcodes()
{
// TODO: any of the o6_ entries are potentially wrong and pure guesses :-)
static const OpcodeEntryV8 opcodes[256] = {
/* 00 */
OPCODE(o6_invalid),
OPCODE(o6_pushWord),
OPCODE(o6_pushWordVar),
OPCODE(o6_wordArrayRead),
/* 04 */
OPCODE(o6_wordArrayIndexedRead),
OPCODE(o6_dup),
OPCODE(o6_pop),
OPCODE(o6_not),
/* 08 */
OPCODE(o6_eq),
OPCODE(o6_neq),
OPCODE(o6_gt),
OPCODE(o6_lt),
/* 0C */
OPCODE(o6_le),
OPCODE(o6_ge),
OPCODE(o6_add),
OPCODE(o6_sub),
/* 10 */
OPCODE(o6_mul),
OPCODE(o6_div),
OPCODE(o6_land),
OPCODE(o6_lor),
/* 14 */
OPCODE(o6_band),
OPCODE(o6_bor),
OPCODE(o8_mod),
OPCODE(o6_invalid),
/* 18 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 1C */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 20 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 24 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 28 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 2C */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 30 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 34 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 38 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 3C */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 40 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 44 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 48 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 4C */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 50 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 54 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 58 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 5C */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 60 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 64 */
OPCODE(o6_jumpTrue),
OPCODE(o6_jumpFalse),
OPCODE(o6_jump),
OPCODE(o6_breakHere),
/* 68 */
OPCODE(o6_delayFrames),
OPCODE(o8_wait),
OPCODE(o6_delay),
OPCODE(o6_delaySeconds),
/* 6C */
OPCODE(o6_delayMinutes),
OPCODE(o6_writeWordVar),
OPCODE(o6_wordVarInc),
OPCODE(o6_wordVarDec),
/* 70 */
OPCODE(o8_dim),
OPCODE(o6_wordArrayWrite),
OPCODE(o6_wordArrayInc),
OPCODE(o6_wordArrayDec),
/* 74 */
OPCODE(o8_dim2),
OPCODE(o6_wordArrayIndexedWrite),
OPCODE(o8_arrayOps),
OPCODE(o6_invalid),
/* 78 */
OPCODE(o6_invalid),
OPCODE(o6_startScriptEx),
OPCODE(o6_startScript),
OPCODE(o6_stopObjectCode),
/* 7C */
OPCODE(o6_stopScript),
OPCODE(o6_jumpToScript),
OPCODE(o6_dummy), // O_RETURN boils down to a NOP
OPCODE(o6_startObjectEx),
/* 80 */
OPCODE(o6_stopObjectScript), // FIXME - is this right?
OPCODE(o6_cutscene),
OPCODE(o6_endCutscene),
OPCODE(o6_freezeUnfreeze),
/* 84 */
OPCODE(o6_beginOverride),
OPCODE(o6_endOverride),
OPCODE(o6_stopSentence),
OPCODE(o6_invalid),
/* 88 */
OPCODE(o6_invalid),
OPCODE(o6_setClass),
OPCODE(o6_setState),
OPCODE(o6_setOwner),
/* 8C */
OPCODE(o6_panCameraTo),
OPCODE(o6_actorFollowCamera),
OPCODE(o6_setCameraAt),
OPCODE(o6_printActor),
/* 90 */
OPCODE(o6_printEgo),
OPCODE(o6_talkActor),
OPCODE(o6_talkEgo),
OPCODE(o8_printLine),
/* 94 */
OPCODE(o8_printCursor),
OPCODE(o8_printDebug),
OPCODE(o8_printSystem),
OPCODE(o8_blastText),
/* 98 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* 9C */
OPCODE(o8_cursorCommand),
OPCODE(o6_loadRoom),
OPCODE(o6_loadRoomWithEgo), // FIXME - this is a pure guess
OPCODE(o6_walkActorToObj),
/* A0 */
OPCODE(o6_walkActorTo),
OPCODE(o6_putActorInRoom), // FIXME - this seems to be wrong? at least we get actor indices from 31 to 79 here...
OPCODE(o6_putActorAtObject),
OPCODE(o6_faceActor),
/* A4 */
OPCODE(o6_animateActor),
OPCODE(o6_doSentence),
OPCODE(o6_pickupObject),
OPCODE(o6_setBoxFlags),
/* A8 */
OPCODE(o6_createBoxMatrix), // fixme?
OPCODE(o6_invalid),
OPCODE(o8_resourceRoutines),
OPCODE(o8_roomOps),
/* AC */
OPCODE(o8_actorOps),
OPCODE(o8_cameraOps),
OPCODE(o8_verbOps),
OPCODE(o6_startSound),
/* B0 */
OPCODE(o6_startMusic),
OPCODE(o6_stopSound),
OPCODE(o8_soundKludge),
OPCODE(o8_system),
/* B4 */
OPCODE(o6_saveRestoreVerbs),
OPCODE(o6_setObjectName),
OPCODE(o6_invalid),
OPCODE(o6_drawBox),
/* B8 */
OPCODE(o6_invalid),
OPCODE(o8_startVideo),
OPCODE(o6_kernelSetFunctions),
OPCODE(o6_invalid),
/* BC */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* C0 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* C4 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* C8 */
OPCODE(o6_startScriptQuick), // FIXME - this function returns something in V8 !
OPCODE(o6_startObjectQuick),
OPCODE(o6_pickOneOf),
OPCODE(o6_pickOneOfDefault),
/* CC */
OPCODE(o6_invalid),
OPCODE(o6_isAnyOf),
OPCODE(o6_getRandomNumber),
OPCODE(o6_getRandomNumberRange),
/* D0 */
OPCODE(o6_ifClassOfIs), // FIXME - this is a guess
OPCODE(o6_getState),
OPCODE(o6_getOwner),
OPCODE(o6_isScriptRunning),
/* D4 */
OPCODE(o6_invalid),
OPCODE(o6_isSoundRunning),
OPCODE(o6_abs),
OPCODE(o6_invalid),
/* D8 */
OPCODE(o6_kernelGetFunctions),
OPCODE(o6_isActorInBox),
OPCODE(o6_getVerbEntrypoint),
OPCODE(o6_getActorFromXY),
/* DC */
OPCODE(o6_findObject),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_findInventory),
/* E0 */
OPCODE(o6_getInventoryCount),
OPCODE(o6_getAnimateVariable),
OPCODE(o6_getActorRoom),
OPCODE(o6_getActorWalkBox),
/* E4 */
OPCODE(o6_getActorMoving),
OPCODE(o6_getActorCostume),
OPCODE(o6_getActorScaleX),
OPCODE(o6_getActorLayer),
/* E8 */
OPCODE(o6_getActorElevation),
OPCODE(o6_getActorWidth),
OPCODE(o6_getObjectNewDir), // FIXME: is this right?
OPCODE(o6_getObjectX),
/* EC */
OPCODE(o6_getObjectY),
OPCODE(o6_getActorAnimCounter1),
OPCODE(o6_distObjectObject),
OPCODE(o6_distPtPt),
/* F0 */
OPCODE(o8_getObjectImageX),
OPCODE(o8_getObjectImageY),
OPCODE(o8_getObjectImageWidth),
OPCODE(o8_getObjectImageHeight),
/* F4 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o8_getStringWidth),
OPCODE(o6_invalid),
/* F8 */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
/* FC */
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
OPCODE(o6_invalid),
};
_opcodesV8 = opcodes;
}
void Scumm_v8::executeOpcode(int i)
{
OpcodeProcV8 op = _opcodesV8[i].proc;
(this->*op) ();
}
const char *Scumm_v8::getOpcodeDesc(int i)
{
return _opcodesV8[i].desc;
}
// In V8, the word size is 4 byte, not 2 bytes as in V6/V7 games
uint Scumm_v8::fetchScriptWord()
{
int a;
if (*_lastCodePtr + sizeof(MemBlkHeader) != _scriptOrgPointer) {
uint32 oldoffs = _scriptPointer - _scriptOrgPointer;
getScriptBaseAddress();
_scriptPointer = _scriptOrgPointer + oldoffs;
}
a = READ_LE_UINT32(_scriptPointer);
_scriptPointer += 4;
return a;
}
int Scumm_v8::fetchScriptWordSigned()
{
return (int32)fetchScriptWord();
}
int Scumm_v8::readVar(uint var)
{
debug(9, "readvar(%d)", var);
if (!(var & 0xF0000000)) {
checkRange(_numVariables - 1, 0, var, "Variable %d out of range(r)");
return _vars[var];
}
if (var & 0x80000000) {
var &= 0x7FFFFFFF;
checkRange(_numBitVariables - 1, 0, var, "Bit variable %d out of range(r)");
return (_bitVars[var >> 3] & (1 << (var & 7))) ? 1 : 0;
}
if (var & 0x40000000) {
var &= 0xFFFFFFF;
checkRange(0x10, 0, var, "Local variable %d out of range(r)");
return vm.localvar[_currentScript][var];
}
error("Illegal varbits (r)");
return -1;
}
void Scumm_v8::writeVar(uint var, int value)
{
debug(9, "writeVar(%d, %d)", var, value);
if (!(var & 0xF0000000)) {
checkRange(_numVariables - 1, 0, var, "Variable %d out of range(w)");
_vars[var] = value;
if ((_varwatch == (int)var) || (_varwatch == 0)) {
if (vm.slot[_currentScript].number < 100)
debug(1, "vars[%d] = %d (via script-%d)", var, value, vm.slot[_currentScript].number);
else
debug(1, "vars[%d] = %d (via room-%d-%d)", var, value, _currentRoom, vm.slot[_currentScript].number);
}
return;
}
if (var & 0x80000000) {
var &= 0x7FFFFFFF;
checkRange(_numBitVariables - 1, 0, var, "Bit variable %d out of range(w)");
if (value)
_bitVars[var >> 3] |= (1 << (var & 7));
else
_bitVars[var >> 3] &= ~(1 << (var & 7));
return;
}
if (var & 0x40000000) {
var &= 0xFFFFFFF;
checkRange(0x10, 0, var, "Local variable %d out of range(w)");
vm.localvar[_currentScript][var] = value;
return;
}
error("Illegal varbits (w)");
}
void Scumm_v8::decodeParseString(int m, int n)
{
byte b;
b = fetchScriptByte();
switch (b) {
case 0xC8:
setStringVars(m);
if (n)
_actorToPrintStrFor = pop();
return;
case 0xC9:
_string[m].t_xpos = _string[m].xpos;
_string[m].t_ypos = _string[m].ypos;
_string[m].t_center = _string[m].center;
_string[m].t_overhead = _string[m].overhead;
_string[m].t_no_talk_anim = _string[m].no_talk_anim;
_string[m].t_right = _string[m].right;
_string[m].t_color = _string[m].color;
_string[m].t_charset = _string[m].charset;
return;
case 0xCA:
_string[m].ypos = pop();
_string[m].xpos = pop();
_string[m].overhead = false;
break;
case 0xCB:
_string[m].color = pop();
break;
case 0xCC:
_string[m].center = true;
_string[m].overhead = false;
break;
case 0xCD: { // SO_PRINT_CHARSET Set print character set
// FIXME - TODO
int charset = pop();
_string[m].charset = charset;
}
break;
case 0xCE:
_string[m].center = false;
_string[m].overhead = false;
break;
case 0xCF:
_string[m].overhead = true;
_string[m].no_talk_anim = false;
break;
case 0xD0: // SO_PRINT_MUMBLE
error("decodeParseString: SO_PRINT_MUMBLE");
break;
case 0xD1: {
#if 1
_messagePtr = _scriptPointer;
if (_messagePtr[0] == '/') {
char pointer[20];
int i, j;
_scriptPointer += resStrLen((char*)_scriptPointer)+ 1;
translateText(_messagePtr, _transText);
for (i = 0, j = 0; (_messagePtr[i] != '/' || j == 0) && j < 19; i++) {
if (_messagePtr[i] != '/')
pointer[j++] = _messagePtr[i];
}
pointer[j] = 0;
// Stop any talking that's still going on
if (_sound->_talkChannel > -1)
_mixer->stop(_sound->_talkChannel);
// _sound->_talkChannel = _sound->playBundleSound(pointer);
_messagePtr = _transText;
switch (m) {
case 0:
actorTalk();
break;
case 1:
drawString(1);
break;
case 2:
unkMessage1();
break;
case 3:
unkMessage2();
break;
}
return;
} else {
switch (m) {
case 0:
actorTalk();
break;
case 1:
drawString(1);
break;
case 2:
unkMessage1();
break;
case 3:
unkMessage2();
break;
}
_scriptPointer = _messagePtr;
return;
}
#else
char buffer[1024];
_messagePtr = _scriptPointer;
if (_messagePtr[0] == '/') {
char pointer[20];
int i, j;
// Skip over the string
_scriptPointer += resStrLen((char*)_scriptPointer) + 1;
translateText(_messagePtr, _transText);
for (i = 0, j = 0; (_messagePtr[i] != '/' || j == 0) && j < 19; i++) {
if (_messagePtr[i] != '/')
pointer[j++] = _messagePtr[i];
}
pointer[j] = 0;
// Stop any talking that's still going on
if (_sound->_talkChannel > -1)
_mixer->stop(_sound->_talkChannel);
// FIXME: no 'digvoice.bun' in COMI
_sound->_talkChannel = _sound->playBundleSound(pointer);
_messagePtr = _transText;
_msgPtrToAdd = (byte *)buffer;
_messagePtr = addMessageToStack(_messagePtr);
} else {
_msgPtrToAdd = (byte *)buffer;
_scriptPointer = _messagePtr = addMessageToStack(_messagePtr);
}
if (_fr[_string[m].charset] == NULL) // FIXME: Put this elsewhere?
loadCharset(_string[m].charset);
if (_fr[_string[m].charset] != NULL) {
int x = _string[m].xpos;
// HACK - center mode. I call this a hack because we really should
// not duplicate all the string code from string.cpp. Rather, maybe
// abstract away the code in string.cpp from using the 'charset'
// fonts, and allow it to work both with old and new fonts. To this
// end, we should seperate the parts of Charset/_charset which are
// for bookkeeping (like x_pos, center mode etc.) and those that are
// for rendering. Then let the old (think printCharOld), medium (printChar),
// new (NUT) style renderers be subclasses of a common base class (which
// defines the API). This will clean up the code, and allow us to reuse
// the string logic in string.cpp.
if (_string[m].center)
x -= _fr[_string[m].charset]->getStringWidth(buffer) / 2;
_fr[_string[m].charset]->drawString(buffer, x, _string[m].ypos, _string[m].color, 0);
}
#endif
break;
}
case 0xD2: // SO_PRINT_WRAP Set print wordwrap
error("decodeParseString: SO_PRINT_MUMBLE");
break;
default:
error("decodeParseString: default case");
}
}
void Scumm_v8::o8_mod()
{
int a = pop();
push(pop() % a);
}
void Scumm_v8::o8_wait()
{
// TODO
byte subOp = fetchScriptByte();
switch (subOp) {
case 0x1E: { // SO_WAIT_FOR_ACTOR Wait for actor (to finish current action?)
int offs = fetchScriptWordSigned();
if (derefActorSafe(pop(), "o8_wait:SO_WAIT_FOR_ACTOR")->moving) {
_scriptPointer += offs;
o6_breakHere();
}
return;
}
case 0x1F: // SO_WAIT_FOR_MESSAGE Wait for message
if (_vars[VAR_HAVE_MSG])
break;
return;
case 0x20: // SO_WAIT_FOR_CAMERA Wait for camera (to finish current action?)
if (camera._dest != camera._cur)
break;
return;
case 0x21: // SO_WAIT_FOR_SENTENCE
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(_vars[VAR_SENTENCE_SCRIPT]))
return;
break;
}
if (!isScriptInUse(_vars[VAR_SENTENCE_SCRIPT]))
return;
break;
case 0x22: { // SO_WAIT_FOR_ANIMATION
int actnum = pop();
Actor *a = derefActorSafe(actnum, "o8_wait:SO_WAIT_FOR_ANIMATION");
int offs = fetchScriptWordSigned();
if (a && a->isInCurrentRoom() && a->needRedraw) {
_scriptPointer += offs;
o6_breakHere();
}
return;
}
case 0x23: { // SO_WAIT_FOR_TURN
int actnum = pop();
Actor *a = derefActorSafe(actnum, "o8_wait:SO_WAIT_FOR_TURN");
int offs = fetchScriptWordSigned();
if (a && a->isInCurrentRoom() && a->moving & MF_TURN) {
_scriptPointer += offs;
o6_breakHere();
}
return;
}
default:
error("o8_wait: default case %d", subOp);
}
_scriptPointer -= 2;
o6_breakHere();
}
void Scumm_v8::o8_dim()
{
byte subOp = fetchScriptByte();
int array = fetchScriptWord();
switch (subOp) {
case 0x0A: // SO_ARRAY_SCUMMVAR
defineArray(array, 5, 0, pop());
break;
case 0x0B: // SO_ARRAY_STRING
defineArray(array, 4, 0, pop());
break;
case 0x0C: // SO_ARRAY_UNDIM
nukeArray(array);
break;
default:
error("o8_dim: default case %d", subOp);
}
}
void Scumm_v8::o8_dim2()
{
byte subOp = fetchScriptByte();
int array = fetchScriptWord(), a, b;
switch (subOp) {
case 0x0A: // SO_ARRAY_SCUMMVAR
b = pop();
a = pop();
defineArray(array, 5, a, b);
break;
case 0x0B: // SO_ARRAY_STRING
b = pop();
a = pop();
defineArray(array, 4, a, b);
break;
case 0x0C: // SO_ARRAY_UNDIM
nukeArray(array);
break;
default:
error("o8_dim2: default case %d", subOp);
}
}
void Scumm_v8::o8_arrayOps()
{
byte subOp = fetchScriptByte();
int array = fetchScriptWord();
int b, c, d, len;
int list[128];
switch (subOp) {
case 0x14: // SO_ASSIGN_STRING
{
int idx = pop();
ArrayHeader *ah;
int r;
len = getStringLen(NULL);
r = defineArray(array, 4, 0, len);
ah = (ArrayHeader *)getResourceAddress(rtString, r);
copyString(ah->data + idx, NULL, len);
}
break;
case 0x15: // SO_ASSIGN_SCUMMVAR_LIST
// TODO / FIXME: is this right?
b = pop();
c = pop();
d = readVar(array);
if (d == 0) {
defineArray(array, 5, 0, b + c);
}
while (c--) {
writeArray(array, 0, b + c, pop());
}
break;
case 0x16: // SO_ASSIGN_2DIM_LIST
// TODO / FIXME: is this right?
b = pop();
len = getStackList(list, sizeof(list) / sizeof(list[0]));
d = readVar(array);
if (d == 0)
error("Must DIM a two dimensional array before assigning");
c = pop();
while (--len >= 0) {
writeArray(array, c, b + len, list[len]);
}
break;
default:
error("o8_arrayOps: default case %d (array %d)", subOp, array);
}
}
void Scumm_v8::o8_printLine()
{
// FIXME
decodeParseString(0, 0);
}
void Scumm_v8::o8_printCursor()
{
// FIXME
decodeParseString(1, 0);
}
void Scumm_v8::o8_printDebug()
{
// FIXME
decodeParseString(2, 0);
}
void Scumm_v8::o8_printSystem()
{
// FIXME
decodeParseString(3, 0);
}
void Scumm_v8::o8_blastText()
{
// FIXME
decodeParseString(1, 0);
}
void Scumm_v8::o8_cursorCommand()
{
// TODO
byte subOp = fetchScriptByte();
int a, i;
int args[16];
switch (subOp) {
case 0xDC: // SO_CURSOR_ON Turn cursor on
_cursor.state = 1;
verbMouseOver(0);
break;
case 0xDD: // SO_CURSOR_OFF Turn cursor off
_cursor.state = 0;
verbMouseOver(0);
break;
case 0xDE: // SO_CURSOR_SOFT_ON Turn soft cursor on
_cursor.state++;
if (_cursor.state > 1)
error("Cursor state greater than 1 in script");
verbMouseOver(0);
break;
case 0xDF: // SO_CURSOR_SOFT_OFF Turn soft cursor off
_cursor.state--;
verbMouseOver(0);
break;
case 0xE0: // SO_USERPUT_ON
_userPut = 1;
break;
case 0xE1: // SO_USERPUT_OFF
_userPut = 0;
break;
case 0xE2: // SO_USERPUT_SOFT_ON
_userPut++;
break;
case 0xE3: // SO_USERPUT_SOFT_OFF
_userPut--;
break;
case 0xE4: // SO_CURSOR_IMAGE Set cursor image
{
int idx = pop();
int room, obj;
obj = popRoomAndObj(&room);
setCursorImg(obj, room, idx);
}
break;
case 0xE5: // SO_CURSOR_HOTSPOT Set cursor hotspot
a = pop();
setCursorHotspot2(pop(), a);
break;
case 0xE6: // SO_CURSOR_TRANSPARENT Set cursor transparent color
makeCursorColorTransparent(pop());
break;
case 0xE7: { // SO_CHARSET_SET
int charset = pop();
warning("Set userface charset to %d\n", charset);
// loadCharset(charset);
break;
}
case 0xE8: // SO_CHARSET_COLOR
getStackList(args, sizeof(args) / sizeof(args[0]));
for (i = 0; i < 16; i++)
_charsetColorMap[i] = _charsetData[_string[1].t_charset][i] = (unsigned char)args[i];
break;
case 0xE9: // SO_CURSOR_PUT
default:
error("o8_cursorCommand: default case %d", subOp);
}
_vars[VAR_CURSORSTATE] = _cursor.state;
_vars[VAR_USERPUT] = _userPut;
}
void Scumm_v8::o8_resourceRoutines()
{
// TODO
byte subOp = fetchScriptByte();
int resid = pop();
switch (subOp) {
case 0x3C: // SO_HEAP_LOAD_CHARSET Load character set to heap
ensureResourceLoaded(rtCharset, resid); // FIXME - is this correct?
break;
case 0x3D: // SO_HEAP_LOAD_COSTUME Load costume to heap
ensureResourceLoaded(rtCostume, resid);
break;
case 0x3E: // SO_HEAP_LOAD_OBJECT Load object to heap
{
// FIXME
int room = getObjectRoom(resid);
warning("o8_resourceRoutines: SO_HEAP_LOAD_OBJECT %d/%d", resid, room);
loadFlObject(resid, room);
}
break;
case 0x3F: // SO_HEAP_LOAD_ROOM Load room to heap
ensureResourceLoaded(rtRoom, resid);
break;
case 0x40: // SO_HEAP_LOAD_SCRIPT Load script to heap
ensureResourceLoaded(rtScript, resid);
break;
case 0x41: // SO_HEAP_LOAD_SOUND Load sound to heap
ensureResourceLoaded(rtSound, resid);
break;
case 0x42: // SO_HEAP_LOCK_COSTUME Lock costume in heap
lock(rtCostume, resid);
break;
case 0x43: // SO_HEAP_LOCK_ROOM Lock room in heap
lock(rtRoom, resid);
break;
case 0x44: // SO_HEAP_LOCK_SCRIPT Lock script in heap
lock(rtScript, resid);
break;
case 0x45: // SO_HEAP_LOCK_SOUND Lock sound in heap
lock(rtSound, resid);
break;
case 0x46: // SO_HEAP_UNLOCK_COSTUME Unlock costume
unlock(rtCostume, resid);
break;
case 0x47: // SO_HEAP_UNLOCK_ROOM Unlock room
unlock(rtRoom, resid);
break;
case 0x48: // SO_HEAP_UNLOCK_SCRIPT Unlock script
unlock(rtScript, resid);
break;
case 0x49: // SO_HEAP_UNLOCK_SOUND Unlock sound
unlock(rtSound, resid);
break;
case 0x4A: // SO_HEAP_NUKE_COSTUME Remove costume from heap
setResourceCounter(rtCostume, resid, 0x7F);
break;
case 0x4B: // SO_HEAP_NUKE_ROOM Remove room from heap
setResourceCounter(rtRoom, resid, 0x7F);
break;
case 0x4C: // SO_HEAP_NUKE_SCRIPT Remove script from heap
setResourceCounter(rtScript, resid, 0x7F);
break;
case 0x4D: // SO_HEAP_NUKE_SOUND Remove sound from heap
setResourceCounter(rtSound, resid, 0x7F);
break;
default:
error("o8_resourceRoutines: default case %d", subOp);
}
}
void Scumm_v8::o8_roomOps()
{
// TODO
byte subOp = fetchScriptByte();
int a, b, c, d, e;
switch (subOp) {
case 0x52: // SO_ROOM_PALETTE Set room palette
error("o8_roomOps: default case %d", subOp);
break;
case 0x55: // SO_ROOM_INTENSITY Set room intensity
// Not used in CMI???
c = pop();
b = pop();
a = pop();
darkenPalette(a, a, a, b, c);
break;
case 0x57: // SO_ROOM_FADE Fade room
a = pop();
if (a) {
_switchRoomEffect = (byte)(a);
_switchRoomEffect2 = (byte)(a >> 8);
} else {
fadeIn(_newEffect);
}
break;
case 0x58: // SO_ROOM_RGB_INTENSITY Set room color intensity
e = pop();
d = pop();
c = pop();
b = pop();
a = pop();
darkenPalette(a, b, c, d, e);
break;
case 0x59: // SO_ROOM_TRANSFORM Transform room
case 0x5A: // SO_ROOM_CYCLE_SPEED Set palette cycling speed
case 0x5B: // SO_ROOM_COPY_PALETTE Copy palette
case 0x5C: // SO_ROOM_NEW_PALETTE Create new palette
error("o8_roomOps: unimplemented case %d", subOp);
break;
case 0x5D: // SO_ROOM_SAVE_GAME Save game
warning("V8 Save game opcode not implemented");
break;
case 0x5E: // SO_ROOM_LOAD_GAME Load game
warning("V8 Load game opcode not implemented");
break;
case 0x5F: // SO_ROOM_SATURATION Set saturation of room colors
default:
error("o8_roomOps: default case %d", subOp);
}
}
void Scumm_v8::o8_actorOps()
{
// TODO
byte subOp = fetchScriptByte();
Actor *a;
int i, j;
if (subOp == 0x7A) {
_curActor = pop();
//printf("Setting current actor to %d\n", _curActor);
return;
}
a = derefActorSafe(_curActor, "o8_actorOps");
if (!a)
return;
switch (subOp) {
case 0x64: // SO_ACTOR_COSTUME Set actor costume
a->setActorCostume(pop());
break;
case 0x65: // SO_ACTOR_STEP_DIST Set actor width of steps
j = pop();
i = pop();
a->setActorWalkSpeed(i, j);
break;
case 0x67: // SO_ACTOR_ANIMATION_DEFAULT Set actor animation to default
a->initFrame = 1;
a->walkFrame = 2;
a->standFrame = 3;
a->talkFrame1 = 4;
a->talkFrame2 = 5;
break;
case 0x68: // SO_ACTOR_ANIMATION_INIT Initialize animation
a->initFrame = pop();
break;
case 0x69: // SO_ACTOR_ANIMATION_TALK Set actor animation to talk animation
a->talkFrame2 = pop();
a->talkFrame1 = pop();
break;
case 0x6A: // SO_ACTOR_ANIMATION_WALK Set actor animation to walk animation
a->walkFrame = pop();
break;
case 0x6B: // SO_ACTOR_ANIMATION_STAND Set actor animation to standing animation
a->standFrame = pop();
break;
case 0x6C: // SO_ACTOR_ANIMATION_SPEED Set speed of animation
a->animSpeed = pop();
a->animProgress = 0;
break;
case 0x6D: // SO_ACTOR_DEFAULT
// FIXME - is this right? Or maybe a->initActor(2) ?
a->initActor(0);
break;
case 0x6E: // SO_ACTOR_ELEVATION
a->elevation = pop();
a->needRedraw = true;
a->needBgReset = true;
break;
case 0x6F: // SO_ACTOR_PALETTE Set actor palette
j = pop();
i = pop();
checkRange(31, 0, i, "Illegal palet slot %d");
a->palette[i] = j;
a->needRedraw = true;
break;
case 0x70: // SO_ACTOR_TALK_COLOR Set actor talk color
a->talkColor = pop();
break;
case 0x71: // SO_ACTOR_NAME Set name of actor
loadPtrToResource(rtActorName, a->number, NULL);
break;
case 0x72: // SO_ACTOR_WIDTH Set width of actor
a->width = pop();
break;
case 0x73: // SO_ACTOR_SCALE Set scaling of actor
a->scalex = a->scaley = pop();
a->needRedraw = true;
a->needBgReset = true;
break;
case 0x74: // SO_ACTOR_NEVER_ZCLIP ?
a->forceClip = 0;
break;
case 0x75: // SO_ACTOR_ALWAYS_ZCLIP ?
a->forceClip = pop();
break;
case 0x76: // SO_ACTOR_IGNORE_BOXES Make actor ignore boxes
a->ignoreBoxes = true;
a->forceClip = 100;
if (a->isInCurrentRoom())
a->putActor(a->x, a->y, a->room);
break;
case 0x77: // SO_ACTOR_FOLLOW_BOXES Make actor follow boxes
a->ignoreBoxes = false;
a->forceClip = 100;
if (a->isInCurrentRoom())
a->putActor(a->x, a->y, a->room);
break;
case 0x78: // SO_ACTOR_SPECIAL_DRAW
// TODO - implement this!
i = pop();
warning("o8_actorOps: specialDraw(%d) not implemented", i);
break;
case 0x79: // SO_ACTOR_TEXT_OFFSET Set text offset relative to actor
a->talkPosX = pop();
a->talkPosY = pop();
break;
// case 0x7A: // SO_ACTOR_INIT Initialize actor
case 0x7B: // SO_ACTOR_VARIABLE Set actor variable
// FIXME - is this right??
i = pop();
a->setAnimVar(pop(), i);
break;
case 0x7C: // SO_ACTOR_IGNORE_TURNS_ON Make actor ignore turns
a->ignoreTurns = true;
break;
case 0x7D: // SO_ACTOR_IGNORE_TURNS_OFF Make actor follow turns
a->ignoreTurns = false;
break;
case 0x7E: // SO_ACTOR_NEW New actor
// FIXME - is this right? Or maybe a->initActor(0) ?
a->initActor(2);
break;
case 0x7F: // SO_ACTOR_DEPTH Set actor Z position
a->layer = pop();
break;
case 0x80: // SO_ACTOR_STOP
a->stopActorMoving();
a->startAnimActor(a->standFrame);
break;
case 0x81: // SO_ACTOR_FACE Make actor face angle
a->moving &= ~MF_TURN;
a->setDirection(pop());
break;
case 0x82: // SO_ACTOR_TURN Turn actor
a->turnToDirection(pop());
break;
case 0x83: // SO_ACTOR_WALK_SCRIPT Set walk script for actor?
a->walk_script = pop();
break;
case 0x84: // SO_ACTOR_TALK_SCRIPT Set talk script for actor?
a->talk_script = pop();
break;
case 0x85: // SO_ACTOR_WALK_PAUSE
a->moving |= 0x80;
break;
case 0x86: // SO_ACTOR_WALK_RESUME
a->moving &= ~0x7f;
break;
case 0x87: // SO_ACTOR_VOLUME Set volume of actor speech
// TODO - implement this!
i = pop();
warning("o8_actorOps: setActorVolume(%d) not implemented", i);
break;
case 0x88: // SO_ACTOR_FREQUENCY Set frequency of actor speech
// TODO - implement this!
i = pop();
warning("o8_actorOps: setActorFrequency(%d) not implemented", i);
break;
case 0x89: // SO_ACTOR_PAN
// TODO - implement this!
i = pop();
warning("o8_actorOps: setActorPan(%d) not implemented", i);
break;
default:
error("o8_actorOps: default case %d", subOp);
}
}
void Scumm_v8::o8_cameraOps()
{
// TODO
byte subOp = fetchScriptByte();
switch (subOp) {
case 0x32: // SO_CAMERA_PAUSE
warning("freezeCamera NYI");
break;
case 0x33: // SO_CAMERA_RESUME
warning("unfreezeCamera NYI");
break;
default:
error("o8_cameraOps: default case %d", subOp);
}
}
void Scumm_v8::o8_verbOps()
{
// TODO
byte subOp = fetchScriptByte();
VerbSlot *vs = NULL;
int slot, a, b;
if (0 <= _curVerbSlot && _curVerbSlot < _maxVerbs)
vs = &_verbs[_curVerbSlot];
switch (subOp) {
case 0x96: // SO_VERB_INIT Choose verb number for editing
_curVerb = pop();
_curVerbSlot = getVerbSlot(_curVerb, 0);
checkRange(_maxVerbs - 1, 0, _curVerbSlot, "Illegal new verb slot %d");
break;
case 0x97: // SO_VERB_NEW New verb
slot = getVerbSlot(_curVerb, 0);
if (slot == 0) {
for (slot = 1; slot < _maxVerbs; slot++) {
if (_verbs[slot].verbid == 0)
break;
}
if (slot == _maxVerbs)
error("Too many verbs");
_curVerbSlot = slot;
}
vs = &_verbs[slot];
vs->verbid = _curVerb;
vs->color = 2;
vs->hicolor = 0;
vs->dimcolor = 8;
vs->type = kTextVerbType;
vs->charset_nr = _string[0].t_charset;
vs->curmode = 0;
vs->saveid = 0;
vs->key = 0;
vs->center = 0;
vs->imgindex = 0;
break;
case 0x98: // SO_VERB_DELETE Delete verb
killVerb(_curVerbSlot);
break;
case 0x99: // SO_VERB_NAME Set verb name
loadPtrToResource(rtVerb, _curVerbSlot, NULL);
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 0x9A: // SO_VERB_AT Set verb (X,Y) placement
vs->y = pop();
vs->x = pop();
break;
case 0x9B: // SO_VERB_ON Turn verb on
vs->curmode = 1;
break;
case 0x9C: // SO_VERB_OFF Turn verb off
vs->curmode = 0;
break;
case 0x9D: // SO_VERB_COLOR Set verb color
vs->color = pop();
break;
case 0x9E: // SO_VERB_HICOLOR Set verb highlighted color
vs->hicolor = pop();
break;
case 0xA0: // SO_VERB_DIMCOLOR Set verb dimmed (disabled) color
vs->dimcolor = pop();
break;
case 0xA1: // SO_VERB_DIM
vs->curmode = 2;
break;
case 0xA2: // SO_VERB_KEY Set keypress to associate with verb
vs->key = pop();
break;
case 0xA3: // SO_VERB_IMAGE Set verb image
b = pop();
a = pop();
if (_curVerbSlot && a != vs->imgindex) {
setVerbObject(b, a, _curVerbSlot);
vs->type = kImageVerbType;
vs->imgindex = a;
}
break;
case 0xA4: // SO_VERB_NAME_STR Set verb name
a = pop();
if (a == 0) {
loadPtrToResource(rtVerb, _curVerbSlot, (byte *)"");
} else {
loadPtrToResource(rtVerb, _curVerbSlot, getStringAddress(a));
}
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 0xA5: // SO_VERB_CENTER Center verb
vs->center = 1;
break;
case 0xA6: // SO_VERB_CHARSET Choose charset for verb
// FIXME - TODO
vs->charset_nr = pop();
//printf("Set to charset %d\n", vs->charset_nr);
break;
case 0xA7: // SO_VERB_LINE_SPACING Choose linespacing for verb
// FIXME - TODO
pop();
break;
default:
error("o8_verbops: default case %d", subOp);
}
}
void Scumm_v8::o8_soundKludge()
{
int args[16];
int num = getStackList(args, sizeof(args) / sizeof(args[0]));
_sound->soundKludge(args, num);
}
void Scumm_v8::o8_system()
{
// TODO
byte subOp = fetchScriptByte();
// switch (subOp) {
// default:
error("o8_system: default case %d", subOp);
// }
}
void Scumm_v8::o8_startVideo()
{
int len = resStrLen((char*)_scriptPointer);
warning("o8_startVideo(%s/%s)\n", getGameDataPath(), (char*)_scriptPointer);
//ScummRenderer * sr = new ScummRenderer(this, 1000/14);
//SmushPlayer * sp = new SmushPlayer(sr);
//sp->play((char*)_scriptPointer, dirName);
_scriptPointer += len + 1;
}
void Scumm_v8::o6_kernelSetFunctions()
{
// TODO
int args[30];
int len = getStackList(args, sizeof(args) / sizeof(args[0]));
switch (args[0]) {
case 11: // lockObject
warning("o6_kernelSetFunctions: lockObject(%d)", args[1]);
lock(rtFlObject, args[1]); // FIXME - no idea if this is right?
// getObjectIndex(args[1]);
// if (ObjData.field28 != 0) {
// ObjData.field32 = 1;
// }
break;
case 12: // unlockObject
warning("o6_kernelSetFunctions: unlockObject(%d)", args[1]);
unlock(rtFlObject, args[1]); // FIXME - no idea if this is right?
// getObjectIndex(args[1]);
// if (ObjData.field28 != 0) {
// ObjData.field32 = 0;
// }
break;
case 13: // remapCostume
derefActorSafe(args[1], "o6_kernelSetFunctions:remapCostume")->remapActorPalette(args[2], args[3], args[4], -1);
break;
case 14: // remapCostumeInsert
derefActorSafe(args[1], "o6_kernelSetFunctions:remapCostumeInsert")->remapActorPalette(args[2], args[3], args[4], args[5]);
break;
case 15: // setVideoFrameRate
// not used anymore (was smush frame rate)
break;
case 20: // setBoxSlot
setBoxScale(args[1], args[2]);
break;
case 21: // setScaleSlot
warning("o6_kernelSetFunctions: setScaleSlot(%d, %d, %d, %d, %d, %d, %d)", args[1], args[2], args[3], args[4], args[5], args[6], args[7]);
break;
case 22: // setBannerColors
// warning("o6_kernelSetFunctions: setBannerColors(%d, %d, %d, %d)", args[1], args[2], args[3], args[4]);
break;
case 23: // setActorChoreLimbFrame
warning("o6_kernelSetFunctions: setActorChoreLimbFrame(%d, %d, %d, %d)", args[1], args[2], args[3], args[4]);
break;
case 24: // clearTextQueue
warning("o6_kernelSetFunctions: clearTextQueue()");
break;
case 25: // saveGameWrite
warning("o6_kernelSetFunctions: saveGameWrite(%d, %d)", args[1], args[2]);
break;
case 26: // saveGameRead
warning("o6_kernelSetFunctions: saveGameRead(%d, %d)", args[1], args[2]);
break;
case 27: // saveGameReadName
warning("o6_kernelSetFunctions: saveGameReadName(%d)", args[1]);
break;
case 28: // saveGameStampScreenshot
warning("o6_kernelSetFunctions: saveGameStampScreenshot(%d, %d, %d, %d, %d, %d)", args[1], args[2], args[3], args[4], args[5], args[6]);
break;
case 29: // setKeyScript
warning("o6_kernelSetFunctions: setKeyScript(%d, %d)", args[1], args[2]);
break;
case 30: // killAllScriptsButMe
warning("o6_kernelSetFunctions: killAllScriptsButMe()");
killAllScriptsExceptCurrent();
break;
case 31: // stopAllVideo
warning("o6_kernelSetFunctions: stopAllVideo()");
break;
case 32: // writeRegistryValue
warning("o6_kernelSetFunctions: writeRegistryValue(%d, %d)", args[1], args[2]);
break;
case 33: // paletteSetIntensity
warning("o6_kernelSetFunctions: paletteSetIntensity(%d, %d)", args[1], args[2]);
break;
case 34: // queryQuit
warning("o6_kernelSetFunctions: queryQuit()");
break;
case 108:
setupShadowPalette(args[1], args[2], args[3], args[4], args[5], args[6]);
break;
case 109:
setupShadowPalette(0, args[1], args[2], args[3], args[4], args[5]);
break;
case 115: // getWalkBoxAt
// TODO
break;
case 116: // isPointInBox
// TODO
break;
case 118:
enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 3);
break;
case 119:
enqueueObject(args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8], 0);
break;
default:
warning("o6_kernelSetFunctions: default case (len = %d)", len);
}
}
void Scumm_v8::o6_kernelGetFunctions()
{
// TODO
int args[30];
int len = getStackList(args, sizeof(args) / sizeof(args[0]));
switch (args[0]) {
case 0xCE: // getRGBSlot
case 0xD3: // getKeyState
case 0xD7: // getBox
case 0xD8: // findBlastObject
case 0xD9: // actorHit
case 0xDA: // lipSyncWidth
case 0xDB: // lipSyncHeight
case 0xDC: // actorTalkAnimation
// FIXME - hack!
push(0);
break;
case 0xDD: // getMasterSFXVol
push(_sound->_sound_volume_sfx / 2);
break;
case 0xDE: // getMasterVoiceVol
push(_sound->_sound_volume_sfx / 2);
break;
case 0xDF: // getMasterMusicVol
push(_sound->_sound_volume_music / 2);
break;
case 0xE0: // readRegistryValue
{
printf("readRegistryValue(%d)\n", args[1]);
int array = args[1];
// FIXME - hack: for some reasons the wrong variable ID arrives here, compared to the
// scripts. Probably a wrong push/pop somewhere. For now override to correct value.
array = 658;
ArrayHeader *ah = (ArrayHeader *)getResourceAddress(rtString, readVar(array));
if (!strcmp((char *)ah->data, "Saveload Page"))
push(1);
else
push(0);
}
break;
default:
error("o6_kernelGetFunctions: default case (len = %d)", len);
}
}
void Scumm_v8::o8_getObjectImageX()
{
int i = getObjectIndex(pop());
push(_objs[i].x_pos);
}
void Scumm_v8::o8_getObjectImageY()
{
int i = getObjectIndex(pop());
push(_objs[i].y_pos);
}
void Scumm_v8::o8_getObjectImageWidth()
{
int i = getObjectIndex(pop());
push(_objs[i].width);
}
void Scumm_v8::o8_getObjectImageHeight()
{
int i = getObjectIndex(pop());
push(_objs[i].height);
}
void Scumm_v8::o8_getStringWidth()
{
int a = pop(); // What is this? The first param for getStringWidth()? Or a charset id?
int len = resStrLen((char*)_scriptPointer);
int width = _charset->getStringWidth(0, _scriptPointer);
push(width);
_scriptPointer += len + 1;
}
/*
From http://scummrev.mixnmojo.com/specs/CMIOpcodes.shtml
000 O_0
001 O_PUSH_NUMBER Push number onto stack.
002 O_PUSH_VARIABLE Push variable value onto stack.
003 O_PUSH_ARRAY_VALUE Push array value onto stack.
004 O_PUSH_ARRAY2_VALUE ?
005 O_DUP Duplicate stack value
006 O_POP Pop value from stack.
007 O_NOT NOT (!)
008 O_EQ Equals (==)
009 O_NEQ Does not equal (!=)
00A O_GT Greater than (>)
00B O_LT Less than (<)
00C O_LEQ Less than or equal (<=)
00D O_GEQ Greater than or equal (>=)
00E O_ADD Add (+)
00F O_SUB Subtract (-)
010 O_MUL Multiply (*)
011 O_DIV Divide (/)
012 O_LAND Logical AND
013 O_LOR Logical OR
014 O_BAND Binary AND
015 O_BOR Binary OR
016 O_MOD Modulus (%)
017 O_23
018 O_24
019 O_25
01A O_26
01B O_27
01C O_28
01D O_29
01E O_30
01F O_31
020 O_32
021 O_33
022 O_34
023 O_35
024 O_36
025 O_37
026 O_38
027 O_39
028 O_40
029 O_41
02A O_42
02B O_43
02C O_44
02D O_45
02E O_46
02F O_47
030 O_48
031 O_49
032 O_50
033 O_51
034 O_52
035 O_53
036 O_54
037 O_55
038 O_56
039 O_57
03A O_58
03B O_59
03C O_60
03D O_61
03E O_62
03F O_63
040 O_64
041 O_65
042 O_66
043 O_67
044 O_68
045 O_69
046 O_70
047 O_71
048 O_72
049 O_73
04A O_74
04B O_75
04C O_76
04D O_77
04E O_78
04F O_79
050 O_80
051 O_81
052 O_82
053 O_83
054 O_84
055 O_85
056 O_86
057 O_87
058 O_88
059 O_89
05A O_90
05B O_91
05C O_92
05D O_93
05E O_94
05F O_95
060 O_96
061 O_97
062 O_98
063 O_99
064 O_IF if ()
065 O_IF_NOT if not ()
066 O_JUMP jump/goto
067 O_BREAK_HERE Break out of script
068 O_BREAK_HERE_VAR
069 O_WAIT_FOR_STUFF Wait Sub opcodes
06A O_SLEEP_JIFFIES Sleep for jiffies (10ths of a second)
06B O_SLEEP_SECONDS Sleep for seconds
06C O_SLEEP_MINUTES Sleep for minutes
06D O_STORE_VARIABLE Assign value to variable
06E O_INC_VARIABLE Increase variable value (++)
06F O_DEC_VARIABLE Decrease variable value (--)
070 O_ARRAY_DIM Set dimension of array
071 O_STORE_ARRAY Assign value to array
072 O_INC_ARRAY Increase array value
073 O_DEC_ARRAY Decrease array value
074 O_ARRAY_DIM2 Set dimensions of 2 dimensional array
075 O_STORE_ARRAY2 Assign value to 2 dimensional array
076 O_ASSIGN_ARRAY ?
077 O_ARRAY_SHUFFLE Shuffle array
078 O_ARRAY_LOCALIZE ?
079 O_START_SCRIPT Start script
07A O_START_SCRIPT_QUICK ?
07B O_END_SCRIPT End script
07C O_STOP_SCRIPT Stop script from running
07D O_CHAIN_SCRIPT ?
07E O_RETURN Return
07F O_START_OBJECT ?
080 O_STOP_OBJECT ?
081 O_CUT_SCENE Start of cutscene (interface off)
082 O_END_CUT_SCENE End of cutscene (interface on)
083 O_FREEZE_SCRIPTS ?
084 O_OVERRIDE ?
085 O_OVERRIDE_OFF ?
086 O_STOP_SENTENCE ?
087 O_DEBUG Set debug mode
088 O_DEBUG_WINDEX Set debug mode with output to external window
089 O_CLASS_OF Set class of script
08A O_STATE_OF ?
08B O_OWNER_OF Set owner of object
08C O_CAMERA_PAN_TO Pan camera to (X,Y)
08D O_CAMERA_FOLLOW Make camera follow character/object
08E O_CAMERA_AT Place camera at specific (X,Y)
08F O_SAY_LINE Talk
090 O_SAY_LINE_DEFAULT Talk using default actor
091 O_SAY_LINE_SIMPLE Talk with less arguments
092 O_SAY_LINE_SIMPLE_DEFAULT Talk with less arguments using default actor
093 O_PRINT_LINE Print a line on screen
094 O_PRINT_CURSOR
095 O_PRINT_DEBUG
096 O_PRINT_SYSTEM
097 O_BLAST_TEXT Text to output to screen
098 O_DRAW_OBJECT Draw object
099 O_153
09A O_BLAST_OBJECT
09B O_155
09C O_USERFACE ?
09D O_CURRENT_ROOM Set current room
09E O_COME_OUT_DOOR
09F O_WALK_ACTOR_TO_OBJECT Walk to object
0A0 O_WALK_ACTOR_TO_XY Walk to coordinate
0A1 O_PUT_ACTOR_AT_XY Put at coordinate
0A2 O_PUT_ACTOR_AT_OBJECT Put at object
0A3 O_FACE_TOWARDS Change facing
0A4 O_DO_ANIMATION Animate
0A5 O_DO_SENTENCE
0A6 O_PICK_UP_OBJECT Pick up object
0A7 O_SET_BOX
0A8 O_SET_BOX_PATH
0A9 O_SET_BOX_SET
0AA O_HEAP_STUFF Heap sub opcodes
0AB O_ROOM_STUFF Room sub opcodes
0AC O_ACTOR_STUFF Actor sub opcodes
0AD O_CAMERA_STUFF Camera sub opcodes
0AE O_VERB_STUFF Verb sub opcodes
0AF O_START_SFX Start sound effect
0B0 O_START_MUSIC Start music
0B1 O_STOP_SOUND Stop sound (effect or music)
0B2 O_SOUND_KLUDGE ?
0B3 O_SYSTEM System sub opcodes
0B4 O_VERB_SETS
0B5 O_NEW_NAME_OF Set new name of object
0B6 O_GET_TIME_DATE Get time and/or date
0B7 O_DRAW_BOX
0B8 O_ACTOBJ_STAMP
0B9 O_START_VIDEO Start cutscene video
0BA O_KLUDGE
0BB O_187
0BC O_188
0BD O_189
0BE O_190
0BF O_191
0C0 O_192
0C1 O_193
0C2 O_194
0C3 O_195
0C4 O_196
0C5 O_197
0C6 O_198
0C7 O_199
0C8 F_START_SCRIPT Start script
0C9 F_START_OBJECT Start object script
0CA F_PICK
0CB F_PICK_DEFAULT
0CC F_PICK_RANDOM
0CD F_IN_SET
0CE F_RANDOM Get random number
0CF F_RANDOM_BETWEEN Get random number between two values
0D0 F_CLASS_OF Get class of script
0D1 F_STATE_OF
0D2 F_OWNER_OF Get owner of object
0D3 F_SCRIPT_RUNNING Test if script is running
0D4 F_OBJECT_RUNNING Test if object is running
0D5 F_SOUND_RUNNING Test if sound is running
0D6 F_ABS Get absolute value
0D7 F_PIXEL
0D8 F_KLUDGE
0D9 F_IN_BOX Test if object is in box
0DA F_VALID_VERB
0DB F_FIND_ACTOR
0DC F_FIND_OBJECT
0DD F_FIND_VERB
0DE F_FIND_ALL_OBJECTS
0DF F_ACTOR_INVENTORY
0E0 F_ACTOR_INVENTORY_COUNT Get number of items in inventory
0E1 F_ACTOR_VARIABLE Get actor variable (property)
0E2 F_ACTOR_ROOM Get current room for actor
0E3 F_ACTOR_BOX Get current box for actor
0E4 F_ACTOR_MOVING Test if actor is moving
0E5 F_ACTOR_COSTUME Get current costume for actor
0E6 F_ACTOR_SCALE Get current scale of actor
0E7 F_ACTOR_DEPTH Get current Z position of actor
0E8 F_ACTOR_ELEVATION Get current actor elevation
0E9 F_ACTOR_WIDTH Get current actor width
0EA F_ACTOBJ_FACING Get current actor/object facing
0EB F_ACTOBJ_X Get X position of actor/object
0EC F_ACTOBJ_Y Get Y position of actor/object
0ED F_ACTOR_CHORE
0EE F_PROXIMITY_2ACTOBJS Get distance between 2 actors/objects
0EF F_PROXIMITY_2POINTS Get distance between 2 points
0F0 F_OBJECT_IMAGE_X Get X position of object image
0F1 F_OBJECT_IMAGE_Y Get Y position of object image
0F2 F_OBJECT_IMAGE_WIDTH Get width of object image
0F3 F_OBJECT_IMAGE_HEIGHT Get height of object image
0F4 F_VERB_X Get X position of verb
0F5 F_VERB_Y Get Y position of verb
0F6 F_STRING_WIDTH
0F7 F_ACTOR_ZPLANE
0F8 O_248
0F9 O_249
0FA O_250
0FB O_251
0FC O_252
0FD O_253
0FE O_254
0FF O_255
The following are subopcodes - just strip the leading 1
100 SO_256
101 SO_257
102 SO_258
103 SO_259
104 SO_260
105 SO_261
106 SO_262
107 SO_263
108 SO_264
109 SO_265
10A SO_ARRAY_SCUMMVAR
10B SO_ARRAY_STRING
10C SO_ARRAY_UNDIM
10D SO_269
10E SO_270
10F SO_271
110 SO_272
111 SO_273
112 SO_274
113 SO_275
114 SO_ASSIGN_STRING
115 SO_ASSIGN_SCUMMVAR_LIST
116 SO_ASSIGN_2DIM_LIST
117 SO_279
118 SO_280
119 SO_281
11A SO_282
11B SO_283
11C SO_284
11D SO_285
11E SO_WAIT_FOR_ACTOR Wait for actor (to finish current action?)
11F SO_WAIT_FOR_MESSAGE Wait for message
120 SO_WAIT_FOR_CAMERA Wait for camera (to finish current action?)
121 SO_WAIT_FOR_SENTENCE
122 SO_WAIT_FOR_ANIMATION
123 SO_WAIT_FOR_TURN
124 SO_292
125 SO_293
126 SO_294
127 SO_295
128 SO_SYSTEM_RESTART Restart game
129 SO_SYSTEM_QUIT Quit game
12A SO_298
12B SO_299
12C SO_300
12D SO_301
12E SO_302
12F SO_303
130 SO_304
131 SO_305
132 SO_CAMERA_PAUSE
133 SO_CAMERA_RESUME
134 SO_308
135 SO_309
136 SO_310
137 SO_311
138 SO_312
139 SO_313
13A SO_314
13B SO_315
13C SO_HEAP_LOAD_CHARSET Load character set to heap
13D SO_HEAP_LOAD_COSTUME Load costume to heap
13E SO_HEAP_LOAD_OBJECT Load object to heap
13F SO_HEAP_LOAD_ROOM Load room to heap
140 SO_HEAP_LOAD_SCRIPT Load script to heap
141 SO_HEAP_LOAD_SOUND Load sound to heap
142 SO_HEAP_LOCK_COSTUME Lock costume in heap
143 SO_HEAP_LOCK_ROOM Lock room in heap
144 SO_HEAP_LOCK_SCRIPT Lock script in heap
145 SO_HEAP_LOCK_SOUND Lock sound in heap
146 SO_HEAP_UNLOCK_COSTUME Unlock costume
147 SO_HEAP_UNLOCK_ROOM Unlock room
148 SO_HEAP_UNLOCK_SCRIPT Unlock script
149 SO_HEAP_UNLOCK_SOUND Unlock sound
14A SO_HEAP_NUKE_COSTUME Remove costume from heap
14B SO_HEAP_NUKE_ROOM Remove room from heap
14C SO_HEAP_NUKE_SCRIPT Remove script from heap
14D SO_HEAP_NUKE_SOUND Remove sound from heap
14E SO_334
14F SO_335
150 SO_336
151 SO_337
152 SO_ROOM_PALETTE Set room palette
153 SO_339
154 SO_340
155 SO_ROOM_INTENSITY Set room intensity
156 SO_342
157 SO_ROOM_FADE Fade room
158 SO_ROOM_RGB_INTENSITY Set room color intensity
159 SO_ROOM_TRANSFORM Transform room
15A SO_ROOM_CYCLE_SPEED Set palette cycling speed
15B SO_ROOM_COPY_PALETTE Copy palette
15C SO_ROOM_NEW_PALETTE Create new palette
15D SO_ROOM_SAVE_GAME Save game
15E SO_ROOM_LOAD_GAME Load game
15F SO_ROOM_SATURATION Set saturation of room colors
160 SO_352
161 SO_353
162 SO_354
163 SO_355
164 SO_ACTOR_COSTUME Set actor costume
165 SO_ACTOR_STEP_DIST Set actor width of steps
166 SO_358
167 SO_ACTOR_ANIMATION_DEFAULT Set actor animation to default
168 SO_ACTOR_ANIMATION_INIT Initialize animation
169 SO_ACTOR_ANIMATION_TALK Set actor animation to talk animation
16A SO_ACTOR_ANIMATION_WALK Set actor animation to walk animation
16B SO_ACTOR_ANIMATION_STAND Set actor animation to standing animation
16C SO_ACTOR_ANIMATION_SPEED Set speed of animation
16D SO_ACTOR_DEFAULT
16E SO_ACTOR_ELEVATION
16F SO_ACTOR_PALETTE Set actor palette
170 SO_ACTOR_TALK_COLOR Set actor talk color
171 SO_ACTOR_NAME Set name of actor
172 SO_ACTOR_WIDTH Set width of actor
173 SO_ACTOR_SCALE Set scaling of actor
174 SO_ACTOR_NEVER_ZCLIP ?
175 SO_ACTOR_ALWAYS_ZCLIP ?
176 SO_ACTOR_IGNORE_BOXES Make actor ignore boxes
177 SO_ACTOR_FOLLOW_BOXES Make actor follow boxes
178 SO_ACTOR_SPECIAL_DRAW
179 SO_ACTOR_TEXT_OFFSET Set text offset relative to actor
17A SO_ACTOR_INIT Initialize actor
17B SO_ACTOR_VARIABLE Set actor variable
17C SO_ACTOR_IGNORE_TURNS_ON Make actor ignore turns
17D SO_ACTOR_IGNORE_TURNS_OFF Make actor follow turns
17E SO_ACTOR_NEW New actor
17F SO_ACTOR_DEPTH Set actor Z position
180 SO_ACTOR_STOP
181 SO_ACTOR_FACE Make actor face angle
182 SO_ACTOR_TURN Turn actor
183 SO_ACTOR_WALK_SCRIPT Set walk script for actor?
184 SO_ACTOR_TALK_SCRIPT Set talk script for actor?
185 SO_ACTOR_WALK_PAUSE
186 SO_ACTOR_WALK_RESUME
187 SO_ACTOR_VOLUME Set volume of actor speech
188 SO_ACTOR_FREQUENCY Set frequency of actor speech
189 SO_ACTOR_PAN
18A SO_394
18B SO_395
18C SO_396
18D SO_397
18E SO_398
18F SO_399
190 SO_400
191 SO_401
192 SO_402
193 SO_403
194 SO_404
195 SO_405
196 SO_VERB_INIT Choose verb number for editing
197 SO_VERB_NEW New verb
198 SO_VERB_DELETE Delete verb
199 SO_VERB_NAME Set verb name
19A SO_VERB_AT Set verb (X,Y) placement
19B SO_VERB_ON Turn verb on
19C SO_VERB_OFF Turn verb off
19D SO_VERB_COLOR Set verb color
19E SO_VERB_HICOLOR Set verb highlighted color
19F SO_415
1A0 SO_VERB_DIMCOLOR Set verb dimmed (disabled) color
1A1 SO_VERB_DIM
1A2 SO_VERB_KEY Set keypress to associate with verb
1A3 SO_VERB_IMAGE Set verb image
1A4 SO_VERB_NAME_STR Set verb name
1A5 SO_VERB_CENTER Center verb
1A6 SO_VERB_CHARSET Choose charset for verb
1A7 SO_VERB_LINE_SPACING Choose linespacing for verb
1A8 SO_424
1A9 SO_425
1AA SO_426
1AB SO_427
1AC SO_428
1AD SO_429
1AE SO_430
1AF SO_431
1B0 SO_432
1B1 SO_433
1B2 SO_434
1B3 SO_435
1B4 SO_VERBS_SAVE
1B5 SO_VERBS_RESTORE
1B6 SO_VERBS_DELETE
1B7 SO_439
1B8 SO_440
1B9 SO_441
1BA SO_442
1BB SO_443
1BC SO_444
1BD SO_445
1BE SO_446
1BF SO_447
1C0 SO_448
1C1 SO_449
1C2 SO_450
1C3 SO_451
1C4 SO_452
1C5 SO_453
1C6 SO_454
1C7 SO_455
1C8 SO_PRINT_BASEOP
1C9 SO_PRINT_END
1CA SO_PRINT_AT Print at coordinates (x,y)
1CB SO_PRINT_COLOR Print color
1CC SO_PRINT_CENTER Center output
1CD SO_PRINT_CHARSET Set print character set
1CE SO_PRINT_LEFT Left justify output
1CF SO_PRINT_OVERHEAD
1D0 SO_PRINT_MUMBLE
1D1 SO_PRINT_STRING Set string to print
1D2 SO_PRINT_WRAP Set print wordwrap
1D3 SO_467
1D4 SO_468
1D5 SO_469
1D6 SO_470
1D7 SO_471
1D8 SO_472
1D9 SO_473
1DA SO_474
1DB SO_475
1DC SO_CURSOR_ON Turn cursor on
1DD SO_CURSOR_OFF Turn cursor off
1DE SO_CURSOR_SOFT_ON Turn soft cursor on
1DF SO_CURSOR_SOFT_OFF Turn soft cursor off
1E0 SO_USERPUT_ON
1E1 SO_USERPUT_OFF
1E2 SO_USERPUT_SOFT_ON
1E3 SO_USERPUT_SOFT_OFF
1E4 SO_CURSOR_IMAGE Set cursor image
1E5 SO_CURSOR_HOTSPOT Set cursor hotspot
1E6 SO_CURSOR_TRANSPARENT Set cursor transparent color
1E7 SO_CHARSET_SET
1E8 SO_CHARSET_COLOR
1E9 SO_CURSOR_PUT
1EA SO_490
1EB SO_491
1EC SO_492
1ED SO_493
1EE SO_494
1EF SO_495
1F0 SO_496
1F1 SO_497
1F2 SO_498
1F3 SO_499
1F4 SO_500
1F5 SO_501
1F6 SO_502
1F7 SO_503
1F8 SO_504
1F9 SO_505
1FA SO_506
1FB SO_507
1FC SO_508
1FD SO_509
1FE SO_510
1FF SO_511
*/
|