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op_cmd.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2006 The ScummVM project
 *
 * Copyright (C) 1999-2003 Sarien Team
 *
 * 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: https://svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-9-1/engines/agi/op_cmd.cpp $
 * $Id: op_cmd.cpp 23011 2006-06-10 13:20:29Z ender $
 *
 */

#include "common/stdafx.h"

#include "agi/agi.h"
#include "agi/sprite.h"
#include "agi/graphics.h"
#include "agi/keyboard.h"
#include "agi/opcodes.h"
#include "agi/menu.h"
#include "agi/savegame.h"
#include "agi/text.h"

namespace Agi {

#define p0  (p[0])
#define p1  (p[1])
#define p2  (p[2])
#define p3  (p[3])
#define p4  (p[4])
#define p5  (p[5])
#define p6  (p[6])

#define ip  cur_logic->cIP
#define vt  game.view_table[p0]

static struct agi_logic *cur_logic;

int timer_hack;               /* Workaround for timer loop in MH1 */

#define _v game.vars
#define cmd(x) static void cmd_##x (uint8 *p)

cmd(increment) {
      if (_v[p0] != 0xff)
            ++_v[p0];
}

cmd(decrement) {
      if (_v[p0] != 0)
            --_v[p0];
}

cmd(assignn) {
      _v[p0] = p1;
}

cmd(addn) {
      _v[p0] += p1;
}

cmd(subn) {
      _v[p0] -= p1;
}

cmd(assignv) {
      _v[p0] = _v[p1];
}

cmd(addv) {
      _v[p0] += _v[p1];
}

cmd(subv) {
      _v[p0] -= _v[p1];
}

cmd(mul_n) {
      _v[p0] *= p1;
}

cmd(mul_v) {
      _v[p0] *= _v[p1];
}

cmd(div_n) {
      _v[p0] /= p1;
}

cmd(div_v) {
      _v[p0] /= _v[p1];
}

cmd(random) {
      _v[p2] = rnd->getRandomNumber(p1 - p0) + p0;
}

cmd(lindirectn) {
      _v[_v[p0]] = p1;
}

cmd(lindirectv) {
      _v[_v[p0]] = _v[p1];
}

cmd(rindirect) {
      _v[p0] = _v[_v[p1]];
}

cmd(set) {
      setflag(*p, true);
}

cmd(reset) {
      setflag(*p, false);
}

cmd(toggle) {
      setflag(*p, !getflag(*p));
}

cmd(set_v) {
      setflag(_v[p0], true);
}

cmd(reset_v) {
      setflag(_v[p0], false);
}

cmd(toggle_v) {
      setflag(_v[p0], !getflag(_v[p0]));
}

cmd(new_room) {
      new_room(p0);
}

cmd(new_room_f) {
      new_room(_v[p0]);
}

cmd(load_view) {
      agi_load_resource(rVIEW, p0);
}

cmd(load_logic) {
      agi_load_resource(rLOGIC, p0);
}

cmd(load_sound) {
      agi_load_resource(rSOUND, p0);
}

cmd(load_view_f) {
      agi_load_resource(rVIEW, _v[p0]);
}

cmd(load_logic_f) {
      agi_load_resource(rLOGIC, _v[p0]);
}

cmd(discard_view) {
      agi_unload_resource(rVIEW, p0);
}

cmd(object_on_anything) {
      vt.flags &= ~(ON_WATER | ON_LAND);
}

cmd(object_on_land) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      vt.flags |= ON_LAND;
}

cmd(object_on_water) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      vt.flags |= ON_WATER;
}

cmd(observe_horizon) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      vt.flags &= ~IGNORE_HORIZON;
}

cmd(ignore_horizon) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      vt.flags |= IGNORE_HORIZON;
}

cmd(observe_objs) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      vt.flags &= ~IGNORE_OBJECTS;
}

cmd(ignore_objs) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      vt.flags |= IGNORE_OBJECTS;
}

cmd(observe_blocks) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      vt.flags &= ~IGNORE_BLOCKS;
}

cmd(ignore_blocks) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      vt.flags |= IGNORE_BLOCKS;
}

cmd(set_horizon) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      game.horizon = p0;
}

cmd(get_priority) {
      _v[p1] = vt.priority;
}

cmd(set_priority) {
      vt.flags |= FIXED_PRIORITY;
      vt.priority = p1;
}

cmd(set_priority_f) {
      vt.flags |= FIXED_PRIORITY;
      vt.priority = _v[p1];
}

cmd(release_priority) {
      vt.flags &= ~FIXED_PRIORITY;
}

cmd(set_upper_left) {                     /* do nothing (AGI 2.917) */
}

cmd(start_update) {
      start_update(&vt);
}

cmd(stop_update) {
      stop_update(&vt);
}

cmd(current_view) {
      _v[p1] = vt.current_view;
}

cmd(current_cel) {
      _v[p1] = vt.current_cel;
      debugC(4, kDebugLevelScripts, "v%d=%d", p1, _v[p1]);
}

cmd(current_loop) {
      _v[p1] = vt.current_loop;
}

cmd(last_cel) {
      _v[p1] = vt.loop_data->num_cels - 1;
}

cmd(set_cel) {
      set_cel(&vt, p1);
      vt.flags &= ~DONTUPDATE;
}

cmd(set_cel_f) {
      set_cel(&vt, _v[p1]);
      vt.flags &= ~DONTUPDATE;
}

cmd(set_view) {
      debugC(4, kDebugLevelScripts, "o%d, %d", p0, p1);
      set_view(&vt, p1);
}

cmd(set_view_f) {
      set_view(&vt, _v[p1]);
}

cmd(set_loop) {
      set_loop(&vt, p1);
}

cmd(set_loop_f) {
      set_loop(&vt, _v[p1]);
}

cmd(number_of_loops) {
      _v[p1] = vt.num_loops;
}

cmd(fix_loop) {
      vt.flags |= FIX_LOOP;
}

cmd(release_loop) {
      vt.flags &= ~FIX_LOOP;
}

cmd(step_size) {
      vt.step_size = _v[p1];
}

cmd(step_time) {
      vt.step_time = vt.step_time_count = _v[p1];
}

cmd(cycle_time) {
      vt.cycle_time = vt.cycle_time_count = _v[p1];
}

cmd(stop_cycling) {
      vt.flags &= ~CYCLING;
}

cmd(start_cycling) {
      vt.flags |= CYCLING;
}

cmd(normal_cycle) {
      vt.cycle = CYCLE_NORMAL;
      vt.flags |= CYCLING;
}

cmd(reverse_cycle) {
      vt.cycle = CYCLE_REVERSE;
      vt.flags |= CYCLING;
}

cmd(set_dir) {
      vt.direction = _v[p1];
}

cmd(get_dir) {
      _v[p1] = vt.direction;
}

cmd(get_room_f) {
      _v[p1] = object_get_location(_v[p0]);
}

cmd(put) {
      object_set_location(p0, _v[p1]);
}

cmd(put_f) {
      object_set_location(_v[p0], _v[p1]);
}

cmd(drop) {
      object_set_location(p0, 0);
}

cmd(get) {
      object_set_location(p0, EGO_OWNED);
}

cmd(get_f) {
      object_set_location(_v[p0], EGO_OWNED);
}

cmd(word_to_string) {
      strcpy(game.strings[p0], game.ego_words[p1].word);
}

cmd(open_dialogue) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      game.has_window = true;
}

cmd(close_dialogue) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      game.has_window = false;
}

cmd(close_window) {
      _text->close_window();
}

cmd(status_line_on) {
      game.status_line = true;
      _text->write_status();
}

cmd(status_line_off) {
      game.status_line = false;
      _text->write_status();
}

cmd(show_obj) {
      _sprites->show_obj(p0);
}

cmd(show_obj_v) {
      _sprites->show_obj(_v[p0]);
}

cmd(sound) {
      start_sound(p0, p1);
}

cmd(stop_sound) {
      stop_sound();
}

cmd(menu_input) {
      new_input_mode(INPUT_MENU);
}

cmd(enable_item) {
      menu->set_item(p0, true);
}

cmd(disable_item) {
      menu->set_item(p0, false);
}

cmd(submit_menu) {
      menu->submit();
}

cmd(set_scan_start) {
      cur_logic->sIP = cur_logic->cIP;
}

cmd(reset_scan_start) {
      cur_logic->sIP = 2;
}

cmd(save_game) {
      game.simple_save ? savegame_simple() : savegame_dialog();
}

cmd(load_game) {
      assert(1);
      game.simple_save ? loadgame_simple() : loadgame_dialog();
}

cmd(init_disk) {                    /* do nothing */
}

cmd(log) {                    /* do nothing */
}

cmd(trace_on) {                     /* do nothing */
}

cmd(trace_info) {                   /* do nothing */
}

cmd(show_mem) {
      _text->message_box("Enough memory");
}

cmd(init_joy) { /* do nothing */ ;
}

cmd(script_size) {
      report("script.size(%d)\n", p0);
}

cmd(cancel_line) {
      report("cancel.line\n");
}

cmd(obj_status_f) {
      report("obj.status.f\n");
}

/* unknown commands:
 * unk_170: Force savegame name -- j5
 * unk_171: script save -- j5
 * unk_172: script restore -- j5
 * unk_173: Activate keypressed control (ego only moves while key is pressed)
 * unk_174: Change priority table (used in KQ4) -- j5
 * unk_177: Disable menus completely -- j5
 * unk_181: Deactivate keypressed control (default control of ego)
 */
cmd(set_simple) {
      game.simple_save = true;
}

cmd(pop_script) {
      report("pop.script\n");
}

cmd(hold_key) {
      report("hold.key\n");
}

cmd(discard_sound) {
      report("discard.sound\n");
}

cmd(hide_mouse) {
      report("hide.mouse\n");
}

cmd(allow_menu) {
      report("allow.menu\n");
}

cmd(show_mouse) {
      report("show.mouse\n");
}

cmd(fence_mouse) {
      report("fence.mouse\n");
}

cmd(release_key) {
      report("release.key\n");
}

cmd(adj_ego_move_to_x_y) {
      game.view_table[0].flags |= ADJ_EGO_XY;
}

cmd(parse) {
      _v[V_word_not_found] = 0;
      setflag(F_entered_cli, false);
      setflag(F_said_accepted_input, false);

      dictionary_words(_text->agi_sprintf(game.strings[p0]));
}

cmd(call) {
      int old_cIP;
      int old_lognum;

      /* CM: we don't save sIP because set.scan.start can be
       *     used in a called script (fixes xmas demo)
       */
      old_cIP = cur_logic->cIP;
      old_lognum = game.lognum;

      run_logic(p0);

      game.lognum = old_lognum;
      cur_logic = &game.logics[game.lognum];
      cur_logic->cIP = old_cIP;
}

cmd(call_f) {
      cmd_call(&_v[p0]);
}

cmd(draw_pic) {
      debugC(6, kDebugLevelScripts, "=== draw pic %d ===", _v[p0]);
      _sprites->erase_both();
      decode_picture(_v[p0], true);
      _sprites->blit_both();
      game.picture_shown = 0;
      debugC(6, kDebugLevelScripts, "--- end of draw pic %d ---", _v[p0]);
}

cmd(show_pic) {
      debugC(6, kDebugLevelScripts, "=== show pic ===");
      setflag(F_output_mode, false);
      cmd_close_window(NULL);
      show_pic();
      game.picture_shown = 1;
      debugC(6, kDebugLevelScripts, "--- end of show pic ---");
}

cmd(load_pic) {
      _sprites->erase_both();
      agi_load_resource(rPICTURE, _v[p0]);
      _sprites->blit_both();
}

cmd(discard_pic) {
      debugC(6, kDebugLevelScripts, "--- discard pic ---");
      /* do nothing */
}

cmd(overlay_pic) {
      debugC(6, kDebugLevelScripts, "--- overlay pic ---");
      _sprites->erase_both();
      decode_picture(_v[p0], false);
      _sprites->blit_both();
      game.picture_shown = 0;
      _sprites->commit_both();
}

cmd(show_pri_screen) {
      debug_.priority = 1;
      _sprites->erase_both();
      show_pic();
      _sprites->blit_both();
      wait_key();
      debug_.priority = 0;
      _sprites->erase_both();
      show_pic();
      _sprites->blit_both();
}

cmd(animate_obj) {
      if (vt.flags & ANIMATED)
            return;

      debugC(4, kDebugLevelScripts, "animate vt entry #%d", p0);
      vt.flags = ANIMATED | UPDATE | CYCLING;
      vt.motion = MOTION_NORMAL;
      vt.cycle = CYCLE_NORMAL;
      vt.direction = 0;
}

cmd(unanimate_all) {
      int i;
      for (i = 0; i < MAX_VIEWTABLE; i++)
            game.view_table[i].flags &= ~(ANIMATED | DRAWN);
}

cmd(draw) {
      if (vt.flags & DRAWN)
            return;

      if (vt.y_size <= 0 || vt.x_size <= 0)
            return;

      debugC(4, kDebugLevelScripts, "draw entry %d", vt.entry);

      vt.flags |= UPDATE;
      if (agi_get_release() >= 0x3000) {
            set_loop(&vt, vt.current_loop);
            set_cel(&vt, vt.current_cel);
      }
      fix_position(p0);
      vt.x_pos2 = vt.x_pos;
      vt.y_pos2 = vt.y_pos;
      vt.cel_data_2 = vt.cel_data;
      _sprites->erase_upd_sprites();
      vt.flags |= DRAWN;

      if (agi_get_release() <= 0x2440)    /* See bug #546562 */
            vt.flags |= ANIMATED;

      _sprites->blit_upd_sprites();
      vt.flags &= ~DONTUPDATE;

      _sprites->commit_block(vt.x_pos, vt.y_pos - vt.y_size + 1, vt.x_pos + vt.x_size - 1, vt.y_pos);

      debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", p0, vt.flags);
}

cmd(erase) {
      if (~vt.flags & DRAWN)
            return;

      _sprites->erase_upd_sprites();
      if (vt.flags & UPDATE) {
            vt.flags &= ~DRAWN;
      } else {
            _sprites->erase_nonupd_sprites();
            vt.flags &= ~DRAWN;
            _sprites->blit_nonupd_sprites();
      }
      _sprites->blit_upd_sprites();

      _sprites->commit_block(vt.x_pos, vt.y_pos - vt.y_size + 1, vt.x_pos + vt.x_size - 1, vt.y_pos);
}

cmd(position) {
      vt.x_pos = vt.x_pos2 = p1;
      vt.y_pos = vt.y_pos2 = p2;
}

cmd(position_f) {
      vt.x_pos = vt.x_pos2 = _v[p1];
      vt.y_pos = vt.y_pos2 = _v[p2];
}

cmd(get_posn) {
      game.vars[p1] = (unsigned char)vt.x_pos;
      game.vars[p2] = (unsigned char)vt.y_pos;
}

cmd(reposition) {
      int dx = (int8) _v[p1], dy = (int8) _v[p2];

      debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy);
      vt.flags |= UPDATE_POS;

      if (dx < 0 && vt.x_pos < -dx)
            vt.x_pos = 0;
      else
            vt.x_pos += dx;

      if (dy < 0 && vt.y_pos < -dy)
            vt.y_pos = 0;
      else
            vt.y_pos += dy;

      fix_position(p0);
}

cmd(reposition_to) {
      vt.x_pos = p1;
      vt.y_pos = p2;
      vt.flags |= UPDATE_POS;
      fix_position(p0);
}

cmd(reposition_to_f) {
      vt.x_pos = _v[p1];
      vt.y_pos = _v[p2];
      vt.flags |= UPDATE_POS;
      fix_position(p0);
}

cmd(add_to_pic) {
      _sprites->add_to_pic(p0, p1, p2, p3, p4, p5, p6);
}

cmd(add_to_pic_f) {
      _sprites->add_to_pic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]);
}

cmd(force_update) {
      _sprites->erase_both();
      _sprites->blit_both();
      _sprites->commit_both();
}

cmd(reverse_loop) {
      debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
      vt.cycle = CYCLE_REV_LOOP;
      vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
      vt.parm1 = p1;
      setflag(p1, false);
}

cmd(end_of_loop) {
      debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
      vt.cycle = CYCLE_END_OF_LOOP;
      vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
      vt.parm1 = p1;
      setflag(p1, false);
}

cmd(block) {
      debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", p0, p1, p2, p3);
      game.block.active = true;
      game.block.x1 = p0;
      game.block.y1 = p1;
      game.block.x2 = p2;
      game.block.y2 = p3;
}

cmd(unblock) {
      game.block.active = false;
}

cmd(normal_motion) {
      vt.motion = MOTION_NORMAL;
}

cmd(stop_motion) {
      vt.direction = 0;
      vt.motion = MOTION_NORMAL;
      if (p0 == 0) {          /* ego only */
            _v[V_ego_dir] = 0;
            game.player_control = false;
      }
}

cmd(start_motion) {
      vt.motion = MOTION_NORMAL;
      if (p0 == 0) {          /* ego only */
            _v[V_ego_dir] = 0;
            game.player_control = true;
      }
}

cmd(player_control) {
      game.player_control = true;
      game.view_table[0].motion = MOTION_NORMAL;
}

cmd(program_control) {
      game.player_control = false;
}

cmd(follow_ego) {
      vt.motion = MOTION_FOLLOW_EGO;
      vt.parm1 = p1 > vt.step_size ? p1 : vt.step_size;
      vt.parm2 = p2;
      vt.parm3 = 0xff;
      setflag(p2, false);
      vt.flags |= UPDATE;
}

cmd(move_obj) {
      /* _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4); */

      vt.motion = MOTION_MOVE_OBJ;
      vt.parm1 = p1;
      vt.parm2 = p2;
      vt.parm3 = vt.step_size;
      vt.parm4 = p4;

      if (p3 != 0)
            vt.step_size = p3;

      setflag(p4, false);
      vt.flags |= UPDATE;

      if (p0 == 0)
            game.player_control = false;

      /* AGI 2.272 (ddp, xmas) doesn't call move_obj! */
      if (agi_get_release() > 0x2272)
            move_obj(&vt);
}

cmd(move_obj_f) {
      vt.motion = MOTION_MOVE_OBJ;
      vt.parm1 = _v[p1];
      vt.parm2 = _v[p2];
      vt.parm3 = vt.step_size;
      vt.parm4 = p4;

      if (_v[p3] != 0)
            vt.step_size = _v[p3];

      setflag(p4, false);
      vt.flags |= UPDATE;

      if (p0 == 0)
            game.player_control = false;

      /* AGI 2.272 (ddp, xmas) doesn't call move_obj! */
      if (agi_get_release() > 0x2272)
            move_obj(&vt);
}

cmd(wander) {
      if (p0 == 0)
            game.player_control = false;
      vt.motion = MOTION_WANDER;
      vt.flags |= UPDATE;
}

cmd(set_game_id) {
      if (cur_logic->texts && (p0 - 1) <= cur_logic->num_texts)
            strncpy(game.id, cur_logic->texts[p0 - 1], 8);
      else
            game.id[0] = 0;

      report("Game ID: \"%s\"\n", game.id);
}

cmd(pause) {
      int tmp = game.clock_enabled;
      const char *b[] = { "Continue", NULL };

      game.clock_enabled = false;
      _text->selection_box("  Game is paused.  \n\n\n", b);
      game.clock_enabled = tmp;
}

cmd(set_menu) {
      debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, cur_logic->num_texts);
      if (cur_logic->texts != NULL && p0 < cur_logic->num_texts)
            menu->add(cur_logic->texts[p0 - 1]);
}

cmd(set_menu_item) {
      debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, cur_logic->num_texts);
      if (cur_logic->texts != NULL && p0 <= cur_logic->num_texts)
            menu->add_item(cur_logic->texts[p0 - 1], p1);
}

cmd(version) {
      char ver_msg[] = TITLE " v" VERSION;
      char ver2_msg[] =
          "\n"
          "                             \n\n"
          "Emulating Sierra AGI v%x.%03x\n";
      char ver3_msg[] =
          "\n"
          "                             \n\n"
          "  Emulating AGI v%x.002.%03x\n";
      /* no Sierra as it wraps textbox */
      char *r, *q;
      int ver, maj, min;
      char msg[256];

      ver = agi_get_release();
      maj = (ver >> 12) & 0xf;
      min = ver & 0xfff;

      q = maj == 2 ? ver2_msg : ver3_msg;
      r = strchr(q + 1, '\n');

      strncpy(q + 1 + ((r - q > 0 ? r - q : 1) / 4), ver_msg, strlen(ver_msg));
      sprintf(msg, q, maj, min);
      _text->message_box(msg);
}

cmd(configure_screen) {
      game.line_min_print = p0;
      game.line_user_input = p1;
      game.line_status = p2;
}

cmd(text_screen) {
      debugC(4, kDebugLevelScripts, "switching to text mode");
      game.gfx_mode = false;
      /*
       * Simulates the "bright background bit" of the PC video
       * controller.
       */
      if (game.color_bg)
            game.color_bg |= 0x08;
      clear_screen(game.color_bg);
}

cmd(graphics) {
      debugC(4, kDebugLevelScripts, "switching to graphics mode");
      if (!game.gfx_mode) {
            game.gfx_mode = true;
            clear_screen(0);
            show_pic();
            _text->write_status();
            _text->write_prompt();
      }
}

cmd(set_text_attribute) {
      game.color_fg = p0;
      game.color_bg = p1;

      if (game.gfx_mode) {
            if (game.color_bg != 0) {
                  game.color_fg = 0;
                  game.color_bg = 15;
            }
      }
}

cmd(status) {
      inventory();
}

cmd(quit) {
      const char *buttons[] = { "Quit", "Continue", NULL };

      stop_sound();
      if (p0) {
            game.quit_prog_now = true;
      } else {
            if (_text->selection_box
                (" Quit the game, or continue? \n\n\n", buttons) == 0) {
                  game.quit_prog_now = true;
            }
      }
}

cmd(restart_game) {
      const char *buttons[] = { "Restart", "Continue", NULL };
      int sel;

      stop_sound();
      sel = getflag(F_auto_restart) ? 1 :
          _text->selection_box(" Restart game, or continue? \n\n\n", buttons);

      if (sel == 0) {
            game.quit_prog_now = 0xff;
            setflag(F_restart_game, true);
            menu->enable_all();
      }
}

cmd(distance) {
      int16 x1, y1, x2, y2, d;
      struct vt_entry *v0 = &game.view_table[p0];
      struct vt_entry *v1 = &game.view_table[p1];

      if (v0->flags & DRAWN && v1->flags & DRAWN) {
            x1 = v0->x_pos + v0->x_size / 2;
            y1 = v0->y_pos;
            x2 = v1->x_pos + v1->x_size / 2;
            y2 = v1->y_pos;
            d = abs(x1 - x2) + abs(y1 - y2);
            if (d > 0xfe)
                  d = 0xfe;
      } else {
            d = 0xff;
      }
      _v[p2] = (unsigned char)d;
}

cmd(accept_input) {
      debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal");
      new_input_mode(INPUT_NORMAL);
      game.input_enabled = true;
}

cmd(prevent_input) {
      debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input");
      new_input_mode(INPUT_NONE);
      game.input_enabled = false;
}

cmd(get_string) {
      int tex, row, col;

      debugC(4, kDebugLevelScripts, "%d %d %d %d %d", p0, p1, p2, p3, p4);

      tex = p1 - 1;
      row = p2;
      col = p3;

      /* Workaround for SQLC bug.
       * See bug #792125 for details
       */
      if (row > 24)
            row = 24;
      if (col > 39)
            col = 39;

      new_input_mode(INPUT_GETSTRING);

      if (cur_logic->texts != NULL && cur_logic->num_texts >= tex) {
            int len = strlen(cur_logic->texts[tex]);
            _text->print_text(cur_logic->texts[tex], 0, col, row, len, game.color_fg, game.color_bg);
            get_string(col + len - 1, row, p4, p0);

            /* SGEO: display input char */
            print_character((col + len), row, game.cursor_char, game.color_fg, game.color_bg);
      }

      do {
            main_cycle();
      } while (game.input_mode == INPUT_GETSTRING);
}

cmd(get_num) {
      debugC(4, kDebugLevelScripts, "%d %d", p0, p1);
      new_input_mode(INPUT_GETSTRING);

      if (cur_logic->texts != NULL && cur_logic->num_texts >= (p0 - 1)) {
            int len = strlen(cur_logic->texts[p0 - 1]);
            _text->print_text(cur_logic->texts[p0 - 1], 0, 0, 22, len, game.color_fg, game.color_bg);
            get_string(len - 1, 22, 3, MAX_STRINGS);

            /* CM: display input char */
            print_character((p3 + len), 22, game.cursor_char, game.color_fg, game.color_bg);
      }

      do {
            main_cycle();
      } while (game.input_mode == INPUT_GETSTRING);

      _v[p1] = atoi(game.strings[MAX_STRINGS]);
      debugC(4, kDebugLevelScripts, "[%s] -> %d", game.strings[MAX_STRINGS], _v[p1]);
      _text->clear_lines(22, 22, game.color_bg);
      _text->flush_lines(22, 22);
}

cmd(set_cursor_char) {
      if (cur_logic->texts != NULL && (p0 - 1) <= cur_logic->num_texts) {
            game.cursor_char = *cur_logic->texts[p0 - 1];
      } else {
            /* default */
            game.cursor_char = '_';
      }
}

cmd(set_key) {
      int key;

      debugC(4, kDebugLevelScripts, "%d %d %d", p0, p1, p2);

      if (game.ev_keyp[p2].data != 0)     /* TBC sets c23 (ESC) twice! */
            return;

      key = 256 * p1 + p0;
      game.ev_keyp[p2].data = key;
      game.ev_keyp[p2].occured = false;
}

cmd(set_string) {
      /* CM: to avoid crash in Groza (str = 150) */
      if (p0 > MAX_STRINGS)
            return;
      strcpy(game.strings[p0], cur_logic->texts[p1 - 1]);
}

cmd(display) {
      _text->print_text(cur_logic->texts[p2 - 1], p1, 0, p0, 40, game.color_fg, game.color_bg);
}

cmd(display_f) {
      debugC(4, kDebugLevelScripts, "p0 = %d", p0);
      _text->print_text(cur_logic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, game.color_fg, game.color_bg);
}

cmd(clear_text_rect) {
      int c, x1, y1, x2, y2;

      if ((c = p4) != 0)
            c = 15;
      x1 = p1 * CHAR_COLS;
      y1 = p0 * CHAR_LINES;
      x2 = (p3 + 1) * CHAR_COLS - 1;
      y2 = (p2 + 1) * CHAR_LINES - 1;

      /* Added to prevent crash with x2 = 40 in the iigs demo */
      if (x1 > GFX_WIDTH)
            x1 = GFX_WIDTH - 1;
      if (x2 > GFX_WIDTH)
            x2 = GFX_WIDTH - 1;
      if (y1 > GFX_HEIGHT)
            y1 = GFX_HEIGHT - 1;
      if (y2 > GFX_HEIGHT)
            y2 = GFX_HEIGHT - 1;

      draw_rectangle(x1, y1, x2, y2, c);
      flush_block(x1, y1, x2, y2);
}

cmd(toggle_monitor) {
      report("toggle.monitor\n");
}

cmd(echo_line) {
      strcpy((char *)game.input_buffer, (const char *)game.echo_buffer);
      game.cursor_pos = strlen((char *)game.input_buffer);
      game.has_prompt = 0;
}

cmd(clear_lines) {
      uint8 l;

      /* Residence 44 calls clear.lines(24,0,0), see bug #558423 */
      l = p1 ? p1 : p0;

      _text->clear_lines(p0, l, p2);
      _text->flush_lines(p0, l);
}

cmd(print) {
      int n = p0 < 1 ? 1 : p0;
      _text->print(cur_logic->texts[n - 1], 0, 0, 0);
}

cmd(print_f) {
      int n = _v[p0] < 1 ? 1 : _v[p0];
      _text->print(cur_logic->texts[n - 1], 0, 0, 0);
}

cmd(print_at) {
      int n = p0 < 1 ? 1 : p0;
      debugC(4, kDebugLevelScripts, "%d %d %d %d", p0, p1, p2, p3);
      _text->print(cur_logic->texts[n - 1], p1, p2, p3);
}

cmd(print_at_v) {
      int n = _v[p0] < 1 ? 1 : _v[p0];
      _text->print(cur_logic->texts[n - 1], p1, p2, p3);
}

cmd(push_script) {
      if (opt.agimouse) {
            game.vars[27] = mouse.button;
            game.vars[28] = mouse.x / 2;
            game.vars[29] = mouse.y;
      } else
            report("push.script\n");
}

cmd(set_pri_base) {
      int i, x, pri;

      report("Priority base set to %d\n", p0);

      /* game.alt_pri = true; */
      x = (_HEIGHT - p0) * _HEIGHT / 10;

      for (i = 0; i < _HEIGHT; i++) {
            pri = (i - p0) < 0 ? 4 : (i - p0) * _HEIGHT / x + 5;
            if (pri > 15)
                  pri = 15;
            game.pri_table[i] = pri;
      }
}

cmd(mouse_posn) {
      _v[p0] = WIN_TO_PIC_X(mouse.x);
      _v[p1] = WIN_TO_PIC_Y(mouse.y);
}

cmd(shake_screen) {
      int i;

      /* AGI Mouse 1.1 uses shake.screen values between 100 and 109 to
       * set the palette.
       */
      if (opt.agimouse && p0 >= 100 && p0 < 110) {
            report("not implemented: AGI Mouse palettes\n");
            return;
      } else
            shake_start();

      _sprites->commit_both();            /* Fixes SQ1 demo */
      for (i = 4 * p0; i; i--) {
            shake_screen(i & 1);
            flush_block(0, 0, GFX_WIDTH - 1, GFX_HEIGHT - 1);
            main_cycle();
      }
      shake_end();
}

static void (*agi_command[183]) (uint8 *) = {
      NULL,             /* 0x00 */
      cmd_increment,
      cmd_decrement,
      cmd_assignn,
      cmd_assignv,
      cmd_addn,
      cmd_addv,
      cmd_subn,
      cmd_subv,   /* 0x08 */
      cmd_lindirectv,
      cmd_rindirect,
      cmd_lindirectn,
      cmd_set,
      cmd_reset,
      cmd_toggle,
      cmd_set_v,
      cmd_reset_v,      /* 0x10 */
      cmd_toggle_v,
      cmd_new_room,
      cmd_new_room_f,
      cmd_load_logic,
      cmd_load_logic_f,
      cmd_call,
      cmd_call_f,
      cmd_load_pic,     /* 0x18 */
      cmd_draw_pic,
      cmd_show_pic,
      cmd_discard_pic,
      cmd_overlay_pic,
      cmd_show_pri_screen,
      cmd_load_view,
      cmd_load_view_f,
      cmd_discard_view, /* 0x20 */
      cmd_animate_obj,
      cmd_unanimate_all,
      cmd_draw,
      cmd_erase,
      cmd_position,
      cmd_position_f,
      cmd_get_posn,
      cmd_reposition,   /* 0x28 */
      cmd_set_view,
      cmd_set_view_f,
      cmd_set_loop,
      cmd_set_loop_f,
      cmd_fix_loop,
      cmd_release_loop,
      cmd_set_cel,
      cmd_set_cel_f,    /* 0x30 */
      cmd_last_cel,
      cmd_current_cel,
      cmd_current_loop,
      cmd_current_view,
      cmd_number_of_loops,
      cmd_set_priority,
      cmd_set_priority_f,
      cmd_release_priority,   /* 0x38 */
      cmd_get_priority,
      cmd_stop_update,
      cmd_start_update,
      cmd_force_update,
      cmd_ignore_horizon,
      cmd_observe_horizon,
      cmd_set_horizon,
      cmd_object_on_water,    /* 0x40 */
      cmd_object_on_land,
      cmd_object_on_anything,
      cmd_ignore_objs,
      cmd_observe_objs,
      cmd_distance,
      cmd_stop_cycling,
      cmd_start_cycling,
      cmd_normal_cycle, /* 0x48 */
      cmd_end_of_loop,
      cmd_reverse_cycle,
      cmd_reverse_loop,
      cmd_cycle_time,
      cmd_stop_motion,
      cmd_start_motion,
      cmd_step_size,
      cmd_step_time,    /* 0x50 */
      cmd_move_obj,
      cmd_move_obj_f,
      cmd_follow_ego,
      cmd_wander,
      cmd_normal_motion,
      cmd_set_dir,
      cmd_get_dir,
      cmd_ignore_blocks,      /* 0x58 */
      cmd_observe_blocks,
      cmd_block,
      cmd_unblock,
      cmd_get,
      cmd_get_f,
      cmd_drop,
      cmd_put,
      cmd_put_f,  /* 0x60 */
      cmd_get_room_f,
      cmd_load_sound,
      cmd_sound,
      cmd_stop_sound,
      cmd_print,
      cmd_print_f,
      cmd_display,
      cmd_display_f,    /* 0x68 */
      cmd_clear_lines,
      cmd_text_screen,
      cmd_graphics,
      cmd_set_cursor_char,
      cmd_set_text_attribute,
      cmd_shake_screen,
      cmd_configure_screen,
      cmd_status_line_on,     /* 0x70 */
      cmd_status_line_off,
      cmd_set_string,
      cmd_get_string,
      cmd_word_to_string,
      cmd_parse,
      cmd_get_num,
      cmd_prevent_input,
      cmd_accept_input, /* 0x78 */
      cmd_set_key,
      cmd_add_to_pic,
      cmd_add_to_pic_f,
      cmd_status,
      cmd_save_game,
      cmd_load_game,
      cmd_init_disk,
      cmd_restart_game, /* 0x80 */
      cmd_show_obj,
      cmd_random,
      cmd_program_control,
      cmd_player_control,
      cmd_obj_status_f,
      cmd_quit,
      cmd_show_mem,
      cmd_pause,  /* 0x88 */
      cmd_echo_line,
      cmd_cancel_line,
      cmd_init_joy,
      cmd_toggle_monitor,
      cmd_version,
      cmd_script_size,
      cmd_set_game_id,
      cmd_log,    /* 0x90 */
      cmd_set_scan_start,
      cmd_reset_scan_start,
      cmd_reposition_to,
      cmd_reposition_to_f,
      cmd_trace_on,
      cmd_trace_info,
      cmd_print_at,
      cmd_print_at_v,   /* 0x98 */
      cmd_discard_view,
      cmd_clear_text_rect,
      cmd_set_upper_left,
      cmd_set_menu,
      cmd_set_menu_item,
      cmd_submit_menu,
      cmd_enable_item,
      cmd_disable_item, /* 0xa0 */
      cmd_menu_input,
      cmd_show_obj_v,
      cmd_open_dialogue,
      cmd_close_dialogue,
      cmd_mul_n,
      cmd_mul_v,
      cmd_div_n,
      cmd_div_v,  /* 0xa8 */
      cmd_close_window,
      cmd_set_simple,
      cmd_push_script,
      cmd_pop_script,
      cmd_hold_key,
      cmd_set_pri_base,
      cmd_discard_sound,
      cmd_hide_mouse,   /* 0xb0 */
      cmd_allow_menu,
      cmd_show_mouse,
      cmd_fence_mouse,
      cmd_mouse_posn,
      cmd_release_key,
      cmd_adj_ego_move_to_x_y
};

#define CMD_BSIZE 12

/**
 * Execute a logic script
 * @param n  Number of the logic resource to execute
 */
int run_logic(int n) {
      uint8 op = 0;
      uint8 p[CMD_BSIZE] = { 0 };
      uint8 *code = NULL;
      int num = 0;

      /* If logic not loaded, load it */
      if (~game.dir_logic[n].flags & RES_LOADED) {
            debugC(4, kDebugLevelScripts, "logic %d not loaded!", n);
            agi_load_resource(rLOGIC, n);
      }

      game.lognum = n;
      cur_logic = &game.logics[game.lognum];

      code = cur_logic->data;
      cur_logic->cIP = cur_logic->sIP;

      timer_hack = 0;
      while (ip < game.logics[n].size && !game.quit_prog_now) {
            if (debug_.enabled) {
                  if (debug_.steps > 0) {
                        if (debug_.logic0 || n) {
                              debug_console(n, lCOMMAND_MODE, NULL);
                              debug_.steps--;
                        }
                  } else {
                        _sprites->blit_both();
                        do {
                              main_cycle();
                        } while (!debug_.steps && debug_.enabled);
                        _sprites->erase_both();
                  }
            }

            switch (op = *(code + ip++)) {
            case 0xff:  /* if (open/close) */
                  test_if_code(n);
                  break;
            case 0xfe:  /* goto */
                  /* +2 covers goto size */
                  ip += 2 + ((int16)READ_LE_UINT16(code + ip));
                  /* timer must keep running even in goto loops,
                   * but AGI engine can't do that :(
                   */
                  if (timer_hack > 20) {
                        poll_timer();
                        update_timer();
                        timer_hack = 0;
                  }
                  break;
            case 0x00:  /* return */
                  return 1;
            default:
                  num = logic_names_cmd[op].num_args;
                  memmove(p, code + ip, num);
                  memset(p + num, 0, CMD_BSIZE - num);

                  debugC(2, kDebugLevelScripts, "%s(%d %d %d)", logic_names_cmd[op].name, p[0], p[1], p[2]);
                  agi_command[op] (p);
                  ip += num;
            }

            if (game.exit_all_logics)
                  break;
      }

      return 0;         /* after executing new.room() */
}

void execute_agi_command(uint8 op, uint8 *p) {
      debugC(2, kDebugLevelScripts, "%s(%d %d %d)", logic_names_cmd[op].name, p[0], p[1], p[2]);
      agi_command[op] (p);
}

} // End of namespace Agi

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