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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/scumm_v3.h"
#include "scumm/scumm_v5.h"
#include "scumm/sound.h"
#include "scumm/players/player_towns.h"
#include "scumm/util.h"
#include "scumm/verbs.h"
#include "common/savefile.h"
#include "common/config-manager.h"
namespace Scumm {
#define OPCODE(i, x) _opcodes[i]._OPCODE(ScummEngine_v5, x)
void ScummEngine_v5::setupOpcodes() {
/* 00 */
OPCODE(0x00, o5_stopObjectCode);
OPCODE(0x01, o5_putActor);
OPCODE(0x02, o5_startMusic);
OPCODE(0x03, o5_getActorRoom);
/* 04 */
OPCODE(0x04, o5_isGreaterEqual);
OPCODE(0x05, o5_drawObject);
OPCODE(0x06, o5_getActorElevation);
OPCODE(0x07, o5_setState);
/* 08 */
OPCODE(0x08, o5_isNotEqual);
OPCODE(0x09, o5_faceActor);
OPCODE(0x0a, o5_startScript);
OPCODE(0x0b, o5_getVerbEntrypoint);
/* 0C */
OPCODE(0x0c, o5_resourceRoutines);
OPCODE(0x0d, o5_walkActorToActor);
OPCODE(0x0e, o5_putActorAtObject);
OPCODE(0x0f, o5_getObjectState);
/* 10 */
OPCODE(0x10, o5_getObjectOwner);
OPCODE(0x11, o5_animateActor);
OPCODE(0x12, o5_panCameraTo);
OPCODE(0x13, o5_actorOps);
/* 14 */
OPCODE(0x14, o5_print);
OPCODE(0x15, o5_actorFromPos);
OPCODE(0x16, o5_getRandomNr);
OPCODE(0x17, o5_and);
/* 18 */
OPCODE(0x18, o5_jumpRelative);
OPCODE(0x19, o5_doSentence);
OPCODE(0x1a, o5_move);
OPCODE(0x1b, o5_multiply);
/* 1C */
OPCODE(0x1c, o5_startSound);
OPCODE(0x1d, o5_ifClassOfIs);
OPCODE(0x1e, o5_walkActorTo);
OPCODE(0x1f, o5_isActorInBox);
/* 20 */
OPCODE(0x20, o5_stopMusic);
OPCODE(0x21, o5_putActor);
OPCODE(0x22, o5_getAnimCounter);
OPCODE(0x23, o5_getActorY);
/* 24 */
OPCODE(0x24, o5_loadRoomWithEgo);
OPCODE(0x25, o5_pickupObject);
OPCODE(0x26, o5_setVarRange);
OPCODE(0x27, o5_stringOps);
/* 28 */
OPCODE(0x28, o5_equalZero);
OPCODE(0x29, o5_setOwnerOf);
OPCODE(0x2a, o5_startScript);
OPCODE(0x2b, o5_delayVariable);
/* 2C */
OPCODE(0x2c, o5_cursorCommand);
OPCODE(0x2d, o5_putActorInRoom);
OPCODE(0x2e, o5_delay);
// OPCODE(0x2f, o5_ifNotState);
/* 30 */
OPCODE(0x30, o5_matrixOps);
OPCODE(0x31, o5_getInventoryCount);
OPCODE(0x32, o5_setCameraAt);
OPCODE(0x33, o5_roomOps);
/* 34 */
OPCODE(0x34, o5_getDist);
OPCODE(0x35, o5_findObject);
OPCODE(0x36, o5_walkActorToObject);
OPCODE(0x37, o5_startObject);
/* 38 */
OPCODE(0x38, o5_isLessEqual);
OPCODE(0x39, o5_doSentence);
OPCODE(0x3a, o5_subtract);
OPCODE(0x3b, o5_getActorScale);
/* 3C */
OPCODE(0x3c, o5_stopSound);
OPCODE(0x3d, o5_findInventory);
OPCODE(0x3e, o5_walkActorTo);
OPCODE(0x3f, o5_drawBox);
/* 40 */
OPCODE(0x40, o5_cutscene);
OPCODE(0x41, o5_putActor);
OPCODE(0x42, o5_chainScript);
OPCODE(0x43, o5_getActorX);
/* 44 */
OPCODE(0x44, o5_isLess);
// OPCODE(0x45, o5_drawObject);
OPCODE(0x46, o5_increment);
OPCODE(0x47, o5_setState);
/* 48 */
OPCODE(0x48, o5_isEqual);
OPCODE(0x49, o5_faceActor);
OPCODE(0x4a, o5_startScript);
OPCODE(0x4b, o5_getVerbEntrypoint);
/* 4C */
OPCODE(0x4c, o5_soundKludge);
OPCODE(0x4d, o5_walkActorToActor);
OPCODE(0x4e, o5_putActorAtObject);
// OPCODE(0x4f, o5_ifState);
/* 50 */
// OPCODE(0x50, o5_pickupObjectOld);
OPCODE(0x51, o5_animateActor);
OPCODE(0x52, o5_actorFollowCamera);
OPCODE(0x53, o5_actorOps);
/* 54 */
OPCODE(0x54, o5_setObjectName);
OPCODE(0x55, o5_actorFromPos);
OPCODE(0x56, o5_getActorMoving);
OPCODE(0x57, o5_or);
/* 58 */
OPCODE(0x58, o5_beginOverride);
OPCODE(0x59, o5_doSentence);
OPCODE(0x5a, o5_add);
OPCODE(0x5b, o5_divide);
/* 5C */
// OPCODE(0x5c, o5_oldRoomEffect);
OPCODE(0x5d, o5_setClass);
OPCODE(0x5e, o5_walkActorTo);
OPCODE(0x5f, o5_isActorInBox);
/* 60 */
OPCODE(0x60, o5_freezeScripts);
OPCODE(0x61, o5_putActor);
OPCODE(0x62, o5_stopScript);
OPCODE(0x63, o5_getActorFacing);
/* 64 */
OPCODE(0x64, o5_loadRoomWithEgo);
OPCODE(0x65, o5_pickupObject);
OPCODE(0x66, o5_getClosestObjActor);
OPCODE(0x67, o5_getStringWidth);
/* 68 */
OPCODE(0x68, o5_isScriptRunning);
OPCODE(0x69, o5_setOwnerOf);
OPCODE(0x6a, o5_startScript);
OPCODE(0x6b, o5_debug);
/* 6C */
OPCODE(0x6c, o5_getActorWidth);
OPCODE(0x6d, o5_putActorInRoom);
OPCODE(0x6e, o5_stopObjectScript);
// OPCODE(0x6f, o5_ifNotState);
/* 70 */
OPCODE(0x70, o5_lights);
OPCODE(0x71, o5_getActorCostume);
OPCODE(0x72, o5_loadRoom);
OPCODE(0x73, o5_roomOps);
/* 74 */
OPCODE(0x74, o5_getDist);
OPCODE(0x75, o5_findObject);
OPCODE(0x76, o5_walkActorToObject);
OPCODE(0x77, o5_startObject);
/* 78 */
OPCODE(0x78, o5_isGreater);
OPCODE(0x79, o5_doSentence);
OPCODE(0x7a, o5_verbOps);
OPCODE(0x7b, o5_getActorWalkBox);
/* 7C */
OPCODE(0x7c, o5_isSoundRunning);
OPCODE(0x7d, o5_findInventory);
OPCODE(0x7e, o5_walkActorTo);
OPCODE(0x7f, o5_drawBox);
/* 80 */
OPCODE(0x80, o5_breakHere);
OPCODE(0x81, o5_putActor);
OPCODE(0x82, o5_startMusic);
OPCODE(0x83, o5_getActorRoom);
/* 84 */
OPCODE(0x84, o5_isGreaterEqual);
OPCODE(0x85, o5_drawObject);
OPCODE(0x86, o5_getActorElevation);
OPCODE(0x87, o5_setState);
/* 88 */
OPCODE(0x88, o5_isNotEqual);
OPCODE(0x89, o5_faceActor);
OPCODE(0x8a, o5_startScript);
OPCODE(0x8b, o5_getVerbEntrypoint);
/* 8C */
OPCODE(0x8c, o5_resourceRoutines);
OPCODE(0x8d, o5_walkActorToActor);
OPCODE(0x8e, o5_putActorAtObject);
OPCODE(0x8f, o5_getObjectState);
/* 90 */
OPCODE(0x90, o5_getObjectOwner);
OPCODE(0x91, o5_animateActor);
OPCODE(0x92, o5_panCameraTo);
OPCODE(0x93, o5_actorOps);
/* 94 */
OPCODE(0x94, o5_print);
OPCODE(0x95, o5_actorFromPos);
OPCODE(0x96, o5_getRandomNr);
OPCODE(0x97, o5_and);
/* 98 */
OPCODE(0x98, o5_systemOps);
OPCODE(0x99, o5_doSentence);
OPCODE(0x9a, o5_move);
OPCODE(0x9b, o5_multiply);
/* 9C */
OPCODE(0x9c, o5_startSound);
OPCODE(0x9d, o5_ifClassOfIs);
OPCODE(0x9e, o5_walkActorTo);
OPCODE(0x9f, o5_isActorInBox);
/* A0 */
OPCODE(0xa0, o5_stopObjectCode);
OPCODE(0xa1, o5_putActor);
OPCODE(0xa2, o5_getAnimCounter);
OPCODE(0xa3, o5_getActorY);
/* A4 */
OPCODE(0xa4, o5_loadRoomWithEgo);
OPCODE(0xa5, o5_pickupObject);
OPCODE(0xa6, o5_setVarRange);
OPCODE(0xa7, o5_dummy);
/* A8 */
OPCODE(0xa8, o5_notEqualZero);
OPCODE(0xa9, o5_setOwnerOf);
OPCODE(0xaa, o5_startScript);
OPCODE(0xab, o5_saveRestoreVerbs);
/* AC */
OPCODE(0xac, o5_expression);
OPCODE(0xad, o5_putActorInRoom);
OPCODE(0xae, o5_wait);
// OPCODE(0xaf, o5_ifNotState);
/* B0 */
OPCODE(0xb0, o5_matrixOps);
OPCODE(0xb1, o5_getInventoryCount);
OPCODE(0xb2, o5_setCameraAt);
OPCODE(0xb3, o5_roomOps);
/* B4 */
OPCODE(0xb4, o5_getDist);
OPCODE(0xb5, o5_findObject);
OPCODE(0xb6, o5_walkActorToObject);
OPCODE(0xb7, o5_startObject);
/* B8 */
OPCODE(0xb8, o5_isLessEqual);
OPCODE(0xb9, o5_doSentence);
OPCODE(0xba, o5_subtract);
OPCODE(0xbb, o5_getActorScale);
/* BC */
OPCODE(0xbc, o5_stopSound);
OPCODE(0xbd, o5_findInventory);
OPCODE(0xbe, o5_walkActorTo);
OPCODE(0xbf, o5_drawBox);
/* C0 */
OPCODE(0xc0, o5_endCutscene);
OPCODE(0xc1, o5_putActor);
OPCODE(0xc2, o5_chainScript);
OPCODE(0xc3, o5_getActorX);
/* C4 */
OPCODE(0xc4, o5_isLess);
// OPCODE(0xc5, o5_drawObject);
OPCODE(0xc6, o5_decrement);
OPCODE(0xc7, o5_setState);
/* C8 */
OPCODE(0xc8, o5_isEqual);
OPCODE(0xc9, o5_faceActor);
OPCODE(0xca, o5_startScript);
OPCODE(0xcb, o5_getVerbEntrypoint);
/* CC */
OPCODE(0xcc, o5_pseudoRoom);
OPCODE(0xcd, o5_walkActorToActor);
OPCODE(0xce, o5_putActorAtObject);
// OPCODE(0xcf, o5_ifState);
/* D0 */
// OPCODE(0xd0, o5_pickupObjectOld);
OPCODE(0xd1, o5_animateActor);
OPCODE(0xd2, o5_actorFollowCamera);
OPCODE(0xd3, o5_actorOps);
/* D4 */
OPCODE(0xd4, o5_setObjectName);
OPCODE(0xd5, o5_actorFromPos);
OPCODE(0xd6, o5_getActorMoving);
OPCODE(0xd7, o5_or);
/* D8 */
OPCODE(0xd8, o5_printEgo);
OPCODE(0xd9, o5_doSentence);
OPCODE(0xda, o5_add);
OPCODE(0xdb, o5_divide);
/* DC */
// OPCODE(0xdc, o5_oldRoomEffect);
OPCODE(0xdd, o5_setClass);
OPCODE(0xde, o5_walkActorTo);
OPCODE(0xdf, o5_isActorInBox);
/* E0 */
OPCODE(0xe0, o5_freezeScripts);
OPCODE(0xe1, o5_putActor);
OPCODE(0xe2, o5_stopScript);
OPCODE(0xe3, o5_getActorFacing);
/* E4 */
OPCODE(0xe4, o5_loadRoomWithEgo);
OPCODE(0xe5, o5_pickupObject);
OPCODE(0xe6, o5_getClosestObjActor);
OPCODE(0xe7, o5_getStringWidth);
/* E8 */
OPCODE(0xe8, o5_isScriptRunning);
OPCODE(0xe9, o5_setOwnerOf);
OPCODE(0xea, o5_startScript);
OPCODE(0xeb, o5_debug);
/* EC */
OPCODE(0xec, o5_getActorWidth);
OPCODE(0xed, o5_putActorInRoom);
OPCODE(0xee, o5_stopObjectScript);
// OPCODE(0xef, o5_ifNotState);
/* F0 */
OPCODE(0xf0, o5_lights);
OPCODE(0xf1, o5_getActorCostume);
OPCODE(0xf2, o5_loadRoom);
OPCODE(0xf3, o5_roomOps);
/* F4 */
OPCODE(0xf4, o5_getDist);
OPCODE(0xf5, o5_findObject);
OPCODE(0xf6, o5_walkActorToObject);
OPCODE(0xf7, o5_startObject);
/* F8 */
OPCODE(0xf8, o5_isGreater);
OPCODE(0xf9, o5_doSentence);
OPCODE(0xfa, o5_verbOps);
OPCODE(0xfb, o5_getActorWalkBox);
/* FC */
OPCODE(0xfc, o5_isSoundRunning);
OPCODE(0xfd, o5_findInventory);
OPCODE(0xfe, o5_walkActorTo);
OPCODE(0xff, o5_drawBox);
}
int ScummEngine_v5::getVar() {
return readVar(fetchScriptWord());
}
int ScummEngine_v5::getVarOrDirectByte(byte mask) {
if (_opcode & mask)
return getVar();
return fetchScriptByte();
}
int ScummEngine_v5::getVarOrDirectWord(byte mask) {
if (_opcode & mask)
return getVar();
return fetchScriptWordSigned();
}
void ScummEngine_v5::getResultPos() {
int a;
_resultVarNumber = fetchScriptWord();
if (_resultVarNumber & 0x2000) {
a = fetchScriptWord();
if (a & 0x2000) {
_resultVarNumber += readVar(a & ~0x2000);
} else {
_resultVarNumber += a & 0xFFF;
}
_resultVarNumber &= ~0x2000;
}
}
void ScummEngine_v5::setResult(int value) {
writeVar(_resultVarNumber, value);
}
void ScummEngine_v5::jumpRelative(bool cond) {
// We explicitly call ScummEngine::fetchScriptWord()
// to make this method work also in v0, which overloads
// fetchScriptWord to only read bytes (which is the right thing
// to do for most opcodes, but not for jump offsets).
int16 offset = ScummEngine::fetchScriptWord();
if (!cond)
_scriptPointer += offset;
}
void ScummEngine_v5::o5_actorFollowCamera() {
actorFollowCamera(getVarOrDirectByte(0x80));
}
void ScummEngine_v5::o5_actorFromPos() {
int x, y;
getResultPos();
x = getVarOrDirectWord(PARAM_1);
y = getVarOrDirectWord(PARAM_2);
setResult(getActorFromPos(x, y));
}
void ScummEngine_v5::o5_actorOps() {
static const byte convertTable[20] =
{ 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 20 };
// WORKAROUND bug #2233 "MI2 FM-TOWNS: Elaine's mappiece directly flies to treehouse"
// There's extra code inserted in script 45 from room 45 that caused that behaviour,
// the code below just skips the extra script code. As confirmed by Aric Wilmunder,
// "the fishing pole puzzle had been removed for the Towns because vertical scrolling
// hadn't been implemented", but it appears to work nonetheless, which is what they
// also observed when doing the QA for the PC version.
if (_game.id == GID_MONKEY2 && _game.platform == Common::kPlatformFMTowns &&
vm.slot[_currentScript].number == 45 && _currentRoom == 45 &&
(_scriptPointer - _scriptOrgPointer == 0xA9) && enhancementEnabled(kEnhRestoredContent)) {
_scriptPointer += 0xCF - 0xA1;
writeVar(32811, 0); // clear bit 43
return;
}
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_actorOps");
int i, j;
// WORKAROUND: There's a continuity error in Monkey 1, in that the Jolly Roger should
// only appear in the first scene showing the Sea Monkey in the middle of the sea,
// since Guybrush must have picked it for the two other ship cutscenes to happen.
//
// Some official releases appear to have a fix for this (e.g. the English floppy VGA
// version), but most releases don't. The fixed release would check whether the
// script describing that "the crew begins to plan their voyage" is running in order
// to display the flag, so we just reuse this check. The Ultimate Talkie also fixed
// this, but in a different way which doesn't look as portable between releases.
if ((_game.id == GID_MONKEY_EGA || _game.id == GID_MONKEY_VGA || (_game.id == GID_MONKEY && !(_game.features & GF_ULTIMATE_TALKIE))) &&
_roomResource == 87 && vm.slot[_currentScript].number == 10002 && act == 9 &&
enhancementEnabled(kEnhVisualChanges)) {
const int scriptNr = (_game.version == 5) ? 122 : 119;
if (!isScriptRunning(scriptNr)) {
a->putActor(0);
stopObjectCode();
return;
}
}
while ((_opcode = fetchScriptByte()) != 0xFF) {
if (_game.features & GF_SMALL_HEADER)
_opcode = (_opcode & 0xE0) | convertTable[(_opcode & 0x1F) - 1];
switch (_opcode & 0x1F) {
case 0: /* dummy case */
getVarOrDirectByte(PARAM_1);
break;
case 1: // SO_COSTUME
i = getVarOrDirectByte(PARAM_1);
// WORKAROUND: In the VGA floppy version of Monkey
// Island 1, there are two different costumes for the
// captain Smirk close-up: 0 for when the game is run
// from floppies, and 76 for when the game is run from
// hard disk, I believe.
//
// Costume 0 doesn't have any cigar smoke, perhaps to
// cut down on disk access.
//
// But in the VGA CD version, only costume 0 is used
// and the close-up is missing the cigar smoke.
if (_game.id == GID_MONKEY && _currentRoom == 76 && act == 12 && i == 0 && enhancementEnabled(kEnhVisualChanges)) {
i = 76;
}
a->setActorCostume(i);
break;
case 2: // SO_STEP_DIST
i = getVarOrDirectByte(PARAM_1);
j = getVarOrDirectByte(PARAM_2);
a->setActorWalkSpeed(i, j);
break;
case 3: // SO_SOUND
a->_sound[0] = getVarOrDirectByte(PARAM_1);
break;
case 4: // SO_WALK_ANIMATION
a->_walkFrame = getVarOrDirectByte(PARAM_1);
break;
case 5: // SO_TALK_ANIMATION
a->_talkStartFrame = getVarOrDirectByte(PARAM_1);
a->_talkStopFrame = getVarOrDirectByte(PARAM_2);
break;
case 6: // SO_STAND_ANIMATION
a->_standFrame = getVarOrDirectByte(PARAM_1);
break;
case 7: // SO_ANIMATION
getVarOrDirectByte(PARAM_1);
getVarOrDirectByte(PARAM_2);
getVarOrDirectByte(PARAM_3);
break;
case 8: // SO_DEFAULT
a->initActor(0);
break;
case 9: // SO_ELEVATION
a->setElevation(getVarOrDirectWord(PARAM_1));
break;
case 10: // SO_ANIMATION_DEFAULT
a->_initFrame = 1;
a->_walkFrame = 2;
a->_standFrame = 3;
a->_talkStartFrame = 4;
a->_talkStopFrame = 5;
break;
case 11: // SO_PALETTE
i = getVarOrDirectByte(PARAM_1);
j = getVarOrDirectByte(PARAM_2);
assertRange(0, i, 31, "o5_actorOps: palette slot");
// WORKAROUND: In the corridors of Castle Brunwald,
// there is a 'continuity error' with the Nazi guards
// in the FM-TOWNS version. They still have their
// palette override from the EGA version, making them
// appear in gray there, although their uniforms are
// green when you fight them or meet them again in
// the zeppelin. The PC VGA version fixed this.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns &&
(a->_costume == 23 || a->_costume == 28 || a->_costume == 29) &&
(_currentRoom == 20 || _currentRoom == 28 || _currentRoom == 32) && enhancementEnabled(kEnhVisualChanges)) {
break;
}
// WORKAROUND: The smoke animation is the same as
// what's used for the voodoo lady's cauldron. But
// for some reason, the colors changed between the
// VGA floppy and CD versions. So when it tries to
// remap the colors, it uses the wrong indexes. The
// CD animation uses colors 1-3, where the floppy
// version uses 2, 3, and 9.
//
// We don't touch the colours in general - the Special
// edition have pretty much made them canon anyway -
// but for the Smirk close-up we want the same colors
// as the floppy version.
if (_game.id == GID_MONKEY && _currentRoom == 76 && enhancementEnabled(kEnhVisualChanges)) {
if (i == 3)
i = 1;
else if (i == 9)
i = 3;
}
// WORKAROUND for original bug. The original interpreter has a color fix for CGA mode which can be seen
// in Actor::setActorCostume(). Sometimes (e. g. when Bobbin walks out of the darkened tent) the actor
// colors are changed via script without taking into account the need to repeat the color fix.
if (_game.id == GID_LOOM && _renderMode == Common::kRenderCGA && act == 1) {
if (i == 6 && j == 6)
j = 5;
else if (i == 7 && j == 7)
j = 15;
else if (i == 8 && j == 8)
j = 0;
}
// Setting palette color 0 to 0 appears to be a way to
// reset the actor palette in the TurboGrafx-16 version
// of Loom. It's used in several places, but the only
// one where I can see any visible difference is when
// leaving the darkened tent.
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine && i == 0 && j == 0) {
for (int k = 0; k < 32; k++)
a->setPalette(k, 0xFF);
} else {
a->setPalette(i, j);
}
break;
case 12: // SO_TALK_COLOR
a->_talkColor = getVarOrDirectByte(PARAM_1);
break;
case 13: // SO_ACTOR_NAME
loadPtrToResource(rtActorName, a->_number, nullptr);
break;
case 14: // SO_INIT_ANIMATION
a->_initFrame = getVarOrDirectByte(PARAM_1);
break;
case 16: // SO_ACTOR_WIDTH
a->_width = getVarOrDirectByte(PARAM_1);
break;
case 17: // SO_ACTOR_SCALE
if (_game.version == 4) {
i = j = getVarOrDirectByte(PARAM_1);
} else {
i = getVarOrDirectByte(PARAM_1);
j = getVarOrDirectByte(PARAM_2);
}
a->_boxscale = i;
a->setScale(i, j);
break;
case 18: // SO_NEVER_ZCLIP
a->_forceClip = 0;
break;
case 19: // SO_ALWAYS_ZCLIP
a->_forceClip = getVarOrDirectByte(PARAM_1);
break;
case 20: // SO_IGNORE_BOXES
case 21: // SO_FOLLOW_BOXES
a->_ignoreBoxes = !(_opcode & 1);
a->_forceClip = 0;
if (a->isInCurrentRoom())
a->putActor();
break;
case 22: // SO_ANIMATION_SPEED
a->setAnimSpeed(getVarOrDirectByte(PARAM_1));
break;
case 23: // SO_SHADOW
a->_shadowMode = getVarOrDirectByte(PARAM_1);
break;
default:
error("o5_actorOps: default case %d", _opcode & 0x1F);
}
}
}
void ScummEngine_v5::o5_setClass() {
int obj = getVarOrDirectWord(PARAM_1);
int cls;
while ((_opcode = fetchScriptByte()) != 0xFF) {
cls = getVarOrDirectWord(PARAM_1);
// WORKAROUND: In the CD versions of Monkey 1 with the full 256-color
// inventory, going at Stan's messes up the color of some objects, such
// as the "striking yellow color" of the flower from the forest, the
// rubber chicken, or Guybrush's trousers. The following palette fixes
// are taken from the Ultimate Talkie Edition.
if (_game.id == GID_MONKEY && _game.platform != Common::kPlatformFMTowns &&
_game.platform != Common::kPlatformSegaCD && _roomResource == 59 &&
_currentScript != 0xFF && vm.slot [_currentScript].number == 10002 &&
obj == 915 && cls == 6 && _currentPalette[251 * 3] == 0 &&
enhancementEnabled(kEnhVisualChanges) && !(_game.features & GF_ULTIMATE_TALKIE)) {
// True as long as Guybrush isn't done with the voodoo recipe on the
// Sea Monkey. The Ultimate Talkie Edition probably does this as a way
// to limit this palette override to Part One; just copy this behavior.
if (_scummVars[260] < 8) {
setPalColor(245, 68, 68, 68); // gray
setPalColor(247, 252, 244, 0); // yellow
setPalColor(249, 112, 212, 0); // lime
}
setPalColor(251, 32, 84, 0); // green
}
// WORKAROUND bug #3099: Due to a script bug, the wrong opcode is
// used to test and set the state of various objects (e.g. the inside
// door (object 465) of the of the Hostel on Mars), when opening the
// Hostel door from the outside.
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns &&
vm.slot[_currentScript].number == 205 && _currentRoom == 185 &&
(cls == 0 || cls == 1)) {
putState(obj, cls);
} else if (cls == 0) {
// Class '0' means: clean all class data
_classData[obj] = 0;
if ((_game.features & GF_SMALL_HEADER) && objIsActor(obj)) {
Actor *a = derefActor(obj, "o5_setClass");
a->_ignoreBoxes = false;
a->_forceClip = 0;
}
} else
putClass(obj, cls, (cls & 0x80) ? true : false);
}
}
void ScummEngine_v5::o5_add() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
// WORKAROUND bug #994: This works around a script bug in LoomCD. To
// understand the reasoning behind this, compare script 210 and 218 in
// room 20. Apparently they made a mistake when converting the absolute
// delays into relative ones.
if (_game.id == GID_LOOM && _game.version == 4 && vm.slot[_currentScript].number == 210 && _currentRoom == 20 && _resultVarNumber == 0x4000) {
switch (a) {
// Fix for the Var[250] == 11 case
case 138:
a = 145;
break;
case 324:
a = 324 - 138;
break;
// Fixes for the Var[250] == 14 case
case 130:
a = 170;
break;
case 342:
a = 342 - 130 + 15; // Small extra adjustment for the "OUCH"
break;
case 384:
a -= 342;
break;
case 564:
a -= 384;
break;
default:
break;
}
}
// WORKAROUND: The clock tower is controlled by two variables: 163 and
// 247 in the floppy VGA version, 164 and 248 in the CD version. I
// don't know about the EGA version, but this fix only concerns the
// CD version.
//
// Whenever you enter the room, the first variable is cleared. It is
// then set if you examine the clock tower. The second variable
// determines which description you see, e.g. "Ten o'clock.", "Hmm.
// Still ten o'clock.", etc.
//
// If the first variable was set, the second is incremented when you
// leave the room. That means that every time you examine the clock
// tower, you get a new description (there are three of them, with a
// random variation on the last one) but only if you've been away from
// the room in between.
//
// But in the CD version, someone has attempted to "fix" this behavior
// by always incrementing the second variable when the clock tower is
// examined. So you don't have to leave the room in between, and if
// you examine the clock tower once and then leave, the second variable
// is incremented twice so you'll never see the second description.
//
// We restore the old behavior by adding 0, not 1, to the second
// variable when examining the clock tower.
if (_game.id == GID_MONKEY && vm.slot[_currentScript].number == 210 && _currentRoom == 35 && _resultVarNumber == 248 && a == 1 && enhancementEnabled(kEnhRestoredContent)) {
a = 0;
}
setResult(readVar(_resultVarNumber) + a);
}
void ScummEngine_v5::o5_and() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
setResult(readVar(_resultVarNumber) & a);
}
void ScummEngine_v5::o5_animateActor() {
int act = getVarOrDirectByte(PARAM_1);
int anim = getVarOrDirectByte(PARAM_2);
// WORKAROUND bug #1265: This script calls animateCostume(86,255) and
// animateCostume(31,255), with 86 and 31 being script numbers used as
// (way out of range) actor numbers. This seems to be yet another script
// bug which the original engine let slip by.
// For more information about why this happens, see o5_getActorRoom().
if (!isValidActor(act)) {
return;
}
// WORKAROUND bug #1339: While on Mars, going outside without your helmet
// (or missing some other part of your "space suite" will cause your
// character to complain ("I can't breathe."). Unfortunately, this is
// coupled with an animate command, making it very difficult to return to
// safety (from where you came). The following hack works around this by
// ignoring that particular turn command.
if (_game.id == GID_ZAK && _currentRoom == 182 && anim == 246 &&
((_game.version < 3 && vm.slot[_currentScript].number == 82)
|| (_game.version == 3 && vm.slot[_currentScript].number == 131))) {
return;
}
Actor *a = derefActor(act, "o5_animateActor");
a->animateActor(anim);
}
void ScummEngine_v5::o5_breakHere() {
// WORKAROUND: The English PC Engine version of Loom shows a Turbo
// Technologies loading screen. In the Mednafen emulator it's shown for
// about 10 seconds while the game is loading resources. ScummVM does
// that in the blink of an eye.
//
// Injecting the delay into the breakHere instruction seems like the
// least intrusive way of adding the delay. The script calls it a number
// of times, but only once from room 69.
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine && _language == Common::EN_ANY && _currentScript != 0xFF && vm.slot [_currentScript].number == 44 && _currentRoom == 69) {
vm.slot[_currentScript].delay = 120;
vm.slot[_currentScript].status = ssPaused;
}
updateScriptPtr();
_currentScript = 0xFF;
}
void ScummEngine_v5::o5_chainScript() {
int vars[NUM_SCRIPT_LOCAL];
int script;
int cur;
script = getVarOrDirectByte(PARAM_1);
getWordVararg(vars);
cur = _currentScript;
// WORKAROUND bug #812: Work around a bug in script 33 in Indy3.
// That script is used for the fist fights in the Zeppelin. It uses
// Local[5], even though that is never set to any value. But script 33 is
// called via chainScript by script 32, and in there Local[5] is set to
// the actor ID of the opposing soldier. So, we copy that value over to
// the Local[5] variable of script 33.
// FIXME: This workaround is meant for Indy3 EGA/VGA, but we make no
// checks to exclude the Mac/FM-TOWNS versions. We need to check whether
// those need the same workaround; if they don't, or if they need it in
// modified form, adjust this workaround accordingly.
// FIXME: Do we still need this workaround, 19 years later? I can't
// reproduce the original crash anymore, maybe we handle uninitialized
// local values the same way the original interpreter did, now?
if (_game.id == GID_INDY3 && cur != 0xFF && vm.slot[cur].number == 32 && script == 33) {
vars[5] = vm.localvar[cur][5];
}
assert(cur != 0xFF);
vm.slot[cur].number = 0;
vm.slot[cur].status = ssDead;
_currentScript = 0xFF;
runScript(script, vm.slot[cur].freezeResistant, vm.slot[cur].recursive, vars);
}
void ScummEngine_v5::o5_cursorCommand() {
int i, j, k;
int table[32];
memset(table, 0, sizeof(table));
switch ((_opcode = fetchScriptByte()) & 0x1F) {
case 1: // SO_CURSOR_ON
_cursor.state = 1;
verbMouseOver(0);
break;
case 2: // SO_CURSOR_OFF
_cursor.state = (_game.id == GID_MONKEY && _game.platform == Common::kPlatformMacintosh) ? 1 : 0;
verbMouseOver(0);
break;
case 3: // SO_USERPUT_ON
_userPut = 1;
break;
case 4: // SO_USERPUT_OFF
_userPut = 0;
break;
case 5: // SO_CURSOR_SOFT_ON
_cursor.state++;
verbMouseOver(0);
break;
case 6: // SO_CURSOR_SOFT_OFF
_cursor.state--;
if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformMacintosh && _cursor.state == 0)
_cursor.state = 1;
verbMouseOver(0);
break;
case 7: // SO_USERPUT_SOFT_ON
_userPut++;
break;
case 8: // SO_USERPUT_SOFT_OFF
_userPut--;
break;
case 10: // SO_CURSOR_IMAGE
i = getVarOrDirectByte(PARAM_1); // Cursor number
j = getVarOrDirectByte(PARAM_2); // Charset letter to use
redefineBuiltinCursorFromChar(i, j);
break;
case 11: // SO_CURSOR_HOTSPOT
i = getVarOrDirectByte(PARAM_1);
j = getVarOrDirectByte(PARAM_2);
k = getVarOrDirectByte(PARAM_3);
redefineBuiltinCursorHotspot(i, j, k);
break;
case 12: // SO_CURSOR_SET
i = getVarOrDirectByte(PARAM_1);
if (i >= 0 && i <= 3)
_currentCursor = i;
else
error("SO_CURSOR_SET: unsupported cursor id %d", i);
break;
case 13: // SO_CHARSET_SET
initCharset(getVarOrDirectByte(PARAM_1));
break;
case 14: /* unk */
if (_game.version == 3) {
/*int a = */ getVarOrDirectByte(PARAM_1);
/*int b = */ getVarOrDirectByte(PARAM_2);
// This is some kind of "init charset" opcode. However, we don't have to do anything
// in here, as our initCharset automatically calls loadCharset for GF_SMALL_HEADER,
// games if needed.
} else {
getWordVararg(table);
// WORKAROUND bug #13735 - "Inaccurate verb rendering in Monkey 1 FM-TOWNS"
// MI1 FM-Towns has a bug in the original interpreter which removes the shadow color from the verbs.
// getWordVararg() will generate a WORD table, but then - right here - it is accessed like a DWORD
// table. This is actually fixed in the original interpreters for MI2 and INDY4. It could be argued
// if we even want that "fixed", but it does lead to bug tickets in Monkey 1 FM-TOWNS") and the
// "fix" restores the original appearance (which - as per usual - is a matter of personal taste...).
// So let people make their own choice with the Enhancement setting.
int m = (_game.platform == Common::kPlatformFMTowns && _game.id == GID_MONKEY && !enhancementEnabled(kEnhVisualChanges)) ? 2 : 1;
for (i = 0; i < 16; i++)
_charsetColorMap[i] = _charsetData[_string[1]._default.charset][i] = (unsigned char)table[i * m];
}
break;
default:
break;
}
if (_game.version >= 4) {
VAR(VAR_CURSORSTATE) = _cursor.state;
VAR(VAR_USERPUT) = _userPut;
}
}
void ScummEngine_v5::o5_cutscene() {
int args[NUM_SCRIPT_LOCAL];
getWordVararg(args);
// WORKAROUND: In Indy 3, the cutscene where Indy and his father escape
// from the zeppelin with the biplane is missing the `[1]` parameter
// which disables the verb interface. For some reason, this only causes
// a problem on the FM-TOWNS version, though... also happens under UNZ.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns && _currentRoom == 80 && _currentScript != 0xFF && vm.slot[_currentScript].number == 201 && args[0] == 0 && enhancementEnabled(kEnhVisualChanges)) {
args[0] = 1;
}
beginCutscene(args);
}
void ScummEngine_v5::o5_endCutscene() {
endCutscene();
}
void ScummEngine_v5::o5_debug() {
int a = getVarOrDirectWord(PARAM_1);
debugC(DEBUG_GENERAL, "o5_debug(%d)", a);
}
void ScummEngine_v5::o5_decrement() {
getResultPos();
setResult(readVar(_resultVarNumber) - 1);
}
void ScummEngine_v5::o5_delay() {
int delay = fetchScriptByte();
delay |= fetchScriptByte() << 8;
delay |= fetchScriptByte() << 16;
assert(_currentScript != 0xFF);
vm.slot[_currentScript].delay = delay;
vm.slot[_currentScript].status = ssPaused;
o5_breakHere();
}
void ScummEngine_v5::o5_delayVariable() {
assert(_currentScript != 0xFF);
vm.slot[_currentScript].delay = getVar();
vm.slot[_currentScript].status = ssPaused;
o5_breakHere();
}
void ScummEngine_v5::o5_divide() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
if (a == 0) {
error("Divide by zero");
setResult(0);
} else
setResult(readVar(_resultVarNumber) / a);
}
void ScummEngine_v5::o5_doSentence() {
int verb;
verb = getVarOrDirectByte(PARAM_1);
if (verb == 0xFE) {
_sentenceNum = 0;
stopScript(VAR(VAR_SENTENCE_SCRIPT));
clearClickedStatus();
return;
}
int objectA = getVarOrDirectWord(PARAM_2);
int objectB = getVarOrDirectWord(PARAM_3);
doSentence(verb, objectA, objectB);
}
void ScummEngine_v5::o5_drawBox() {
int x, y, x2, y2, color;
x = getVarOrDirectWord(PARAM_1);
y = getVarOrDirectWord(PARAM_2);
_opcode = fetchScriptByte();
x2 = getVarOrDirectWord(PARAM_1);
y2 = getVarOrDirectWord(PARAM_2);
color = getVarOrDirectByte(PARAM_3);
drawBox(x, y, x2, y2, color);
}
void ScummEngine_v5::o5_drawObject() {
int state, obj, idx, i;
ObjectData *od;
uint16 x, y, w, h;
int xpos, ypos;
state = 1;
xpos = ypos = 255;
obj = getVarOrDirectWord(PARAM_1);
if (_game.features & GF_SMALL_HEADER) {
xpos = getVarOrDirectWord(PARAM_2);
ypos = getVarOrDirectWord(PARAM_3);
} else {
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: /* draw at */
xpos = getVarOrDirectWord(PARAM_1);
ypos = getVarOrDirectWord(PARAM_2);
break;
case 2: /* set state */
state = getVarOrDirectWord(PARAM_1);
break;
case 0x1F: /* neither */
break;
default:
error("o5_drawObject: unknown subopcode %d", _opcode & 0x1F);
}
}
// WORKAROUND: Captain Dread's head will glitch if you have already talked to him,
// give him an object and then immediately talk to him again ("It's me again.").
// This is because the original script forgot to check Bit[129] (= already facing
// Guybrush) in that particular case, and so Dread would always try to turn and
// face Guybrush even if he's already looking at him. drawObject() should never
// be called if Bit[129] is set in that script, so if it does happen, it means
// the check was missing, and so we ignore the next 32 bytes of Dread's reaction.
if (_game.id == GID_MONKEY2 && !(_game.features & GF_ULTIMATE_TALKIE) && _currentRoom == 22 && _currentScript != 0xFF && vm.slot [_currentScript].number == 201 && obj == 237 &&
state == 1 && readVar(0x8000 + 129) == 1 && enhancementEnabled(kEnhMinorBugFixes)) {
_scriptPointer += 32;
return;
}
// WORKAROUND: In Indy3, the first close-up frame of Indy's reaction after drinking
// from the Grail is never shown; it always starts at the second step, with Indy
// already appearing a bit older. This is a bit unfortunate, especially if you
// picked up the real Grail. This was probably done as a way to unconditionally
// reset the animation if it's already been played, but we can just do an
// unconditional reset of all previous frames instead, restoring the first one.
if (_game.id == GID_INDY3 && _roomResource == 87 && _currentScript != 0xFF && vm.slot [_currentScript].number == 200 && obj == 899 && state == 1 && VAR(VAR_TIMER_NEXT) != 12 && enhancementEnabled(kEnhRestoredContent)) {
i = _numLocalObjects - 1;
do {
if (_objs[i].obj_nr)
putState(_objs[i].obj_nr, 0);
} while (--i);
return;
}
// WORKAROUND: In some of the earliest 16-color releases of Loom, the
// staircase at the right of room 32 will glitch if Bobbin uses it to exit
// the room, if he entered it via the other stairs in the ground. This has
// been officially fixed in some '1.2' releases (e.g. French DOS/EGA) and
// all later versions; this smaller workaround appears to be enough.
if (_game.id == GID_LOOM && _game.version == 3 && !(_game.features & GF_OLD256) && _roomResource == 32 &&
vm.slot[_currentScript].number == 10002 && obj == 540 && state == 1 && xpos == 255 && ypos == 255 &&
enhancementEnabled(kEnhMinorBugFixes)) {
if (getState(541) == 1) {
putState(obj, state);
obj = 541;
state = 0;
}
}
idx = getObjectIndex(obj);
if (idx == -1)
return;
od = &_objs[idx];
if (xpos != 0xFF) {
od->walk_x += (xpos * 8) - od->x_pos;
od->x_pos = xpos * 8;
od->walk_y += (ypos * 8) - od->y_pos;
od->y_pos = ypos * 8;
}
addObjectToDrawQue(idx);
x = od->x_pos;
y = od->y_pos;
w = od->width;
h = od->height;
i = _numLocalObjects - 1;
do {
if (_objs[i].obj_nr && _objs[i].x_pos == x && _objs[i].y_pos == y && _objs[i].width == w && _objs[i].height == h)
putState(_objs[i].obj_nr, 0);
} while (--i);
putState(obj, state);
}
void ScummEngine_v5::o5_dummy() {
// The KIXX XL release of Monkey Island 2 (Amiga disk) used opcode 0xa7
// as dummy, in order to remove copy protection and keep level selection.
if (_opcode != 0xa7 || _game.id == GID_MONKEY2)
warning("o5_dummy invoked (opcode %d)", _opcode);
}
void ScummEngine_v5::o5_getStringWidth() {
int string, width = 0;
byte *ptr;
getResultPos();
string = getVarOrDirectByte(PARAM_1);
ptr = getResourceAddress(rtString, string);
assert(ptr);
width = _charset->getStringWidth(0, ptr);
setResult(width);
}
void ScummEngine_v5::o5_expression() {
int dst, i;
_scummStackPos = 0;
getResultPos();
dst = _resultVarNumber;
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0x1F) {
case 1: /* varordirect */
push(getVarOrDirectWord(PARAM_1));
break;
case 2: /* add */
i = pop();
push(i + pop());
break;
case 3: /* sub */
i = pop();
push(pop() - i);
break;
case 4: /* mul */
i = pop();
push(i * pop());
break;
case 5: /* div */
i = pop();
if (i == 0)
error("Divide by zero");
push(pop() / i);
break;
case 6: /* normal opcode */
_opcode = fetchScriptByte();
executeOpcode(_opcode);
push(_scummVars[0]);
break;
default:
break;
}
}
_resultVarNumber = dst;
setResult(pop());
}
void ScummEngine_v5::o5_faceActor() {
int act = getVarOrDirectByte(PARAM_1);
int obj = getVarOrDirectWord(PARAM_2);
Actor *a = derefActorSafe(act, "o5_faceActor");
if (a)
a->faceToObject(obj);
}
void ScummEngine_v5::o5_findInventory() {
getResultPos();
int x = getVarOrDirectByte(PARAM_1);
int y = getVarOrDirectByte(PARAM_2);
setResult(findInventory(x, y));
}
void ScummEngine_v5::o5_findObject() {
getResultPos();
int x = getVarOrDirectByte(PARAM_1);
int y = getVarOrDirectByte(PARAM_2);
int obj = findObject(x, y);
// WORKAROUND bug #13367: In some versions of Loom, it's possible to
// walk right through the closed cell door if you allowed Stoke to lead
// you into the cell rather than skipping the cutscene. This is because
// the open door (object 623) isn't made non-touchable when the door
// closes at the end of the cutscene.
//
// The FM Towns and TurboGrafx-16 versions fix this by making sure the
// object is untouchable at the end of the cutscene. The Macintosh and
// VGA talkie versions make sure the object script checks if the door
// is open. This makes the script identical to the script for the wall
// to the left of the door (object 609).
//
// These fixes produce subtly different behavior, but since the VGA
// talkie version (sadly) is the most readily available these days,
// let's go with that fix. But we do it by redirecting the click to the
// wall object instead.
if (_game.id == GID_LOOM && _game.version == 3 &&
(_game.platform == Common::kPlatformDOS || _game.platform == Common::kPlatformAmiga || _game.platform == Common::kPlatformAtariST) &&
_currentRoom == 38 && obj == 623 && enhancementEnabled(kEnhMinorBugFixes)) {
obj = 609;
}
// WORKAROUND bug #13385: Clicking on the cave entrance to go back into
// the dragon caves registers on the incorrect object. Since the object
// script is responsible for actually moving you to the other room and
// this script is empty, redirect the action to the cave object's
// script instead.
if (_game.id == GID_LOOM && _game.version == 4 && _currentRoom == 33 && obj == 482 && enhancementEnabled(kEnhMinorBugFixes)) {
obj = 468;
}
setResult(obj);
}
void ScummEngine_v5::o5_freezeScripts() {
int scr = getVarOrDirectByte(PARAM_1);
if (scr != 0)
freezeScripts(scr);
else
unfreezeScripts();
}
void ScummEngine_v5::o5_getActorCostume() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorCostume");
setResult(a->_costume);
}
void ScummEngine_v5::o5_getActorElevation() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorElevation");
setResult(a->getElevation());
}
void ScummEngine_v5::o5_getActorFacing() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorFacing");
setResult(newDirToOldDir(a->getFacing()));
}
void ScummEngine_v5::o5_getActorMoving() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorMoving");
setResult(a->_moving);
}
void ScummEngine_v5::o5_getActorRoom() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
// Sometimes this function is called with an invalid actor argument.
// An example of that is INDY4 bug #832, in which (quoting dwatteau):
//
// ---
// Script 94-206 is started by script 94-200 this way:
//
// Var[442] = getObjectOwner(586) (the metal rod)
// startScript(201,[Var[442]],F)
// startScript(206,[Var[442]],F,R)
//
// Script 201 gets to run first, and it changes the value of Var[442],
// so by the time script 206 is invoked, it gets a bad value as param.
// ---
//
// The original doesn't use a structure for actors' data, and instead uses
// several scattered arrays (one for each parameter, e.g. x, y, room,
// elevation, etc.), each one with as many max elements as the max number
// of actors allowed in the engine. Whenever an edge case like this happens,
// _actorRoom[<invalid-idx>] basically yields whichever value is found in
// memory after the bounds of the array, so it's pretty much undefined behavior.
//
// We certainly can't allow that in our code, so we just set the result to 0.
if (!isValidActor(act)) {
setResult(0);
return;
}
Actor *a = derefActor(act, "o5_getActorRoom");
setResult(a->_room);
}
void ScummEngine_v5::o5_getActorScale() {
Actor *a;
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
a = derefActor(act, "o5_getActorScale");
setResult(a->_scalex);
}
void ScummEngine_v5::o5_getActorWalkBox() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorWalkBox");
setResult(a->_walkbox);
}
void ScummEngine_v5::o5_getActorWidth() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getActorWidth");
setResult(a->_width);
}
void ScummEngine_v5::o5_getActorX() {
int a;
getResultPos();
if ((_game.id == GID_INDY3) && !(_game.platform == Common::kPlatformMacintosh))
a = getVarOrDirectByte(PARAM_1);
else
a = getVarOrDirectWord(PARAM_1);
setResult(getObjX(a));
}
void ScummEngine_v5::o5_getActorY() {
int a;
getResultPos();
if ((_game.id == GID_INDY3) && !(_game.platform == Common::kPlatformMacintosh))
a = getVarOrDirectByte(PARAM_1);
else
a = getVarOrDirectWord(PARAM_1);
setResult(getObjY(a));
}
void ScummEngine_v5::o5_getAnimCounter() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o5_getAnimCounter");
setResult(a->_cost.animCounter);
}
void ScummEngine_v5::o5_getClosestObjActor() {
int obj;
int act;
int dist;
// This code can't detect any actors farther away than 255 units
// (pixels in newer games, characters in older ones.) But this is
// perfectly OK, as it is exactly how the original behaved.
int closest_obj = 0xFF, closest_dist = 0xFF;
getResultPos();
act = getVarOrDirectWord(PARAM_1);
obj = VAR(VAR_ACTOR_RANGE_MAX);
do {
dist = getObjActToObjActDist(act, obj);
if (dist < closest_dist) {
closest_dist = dist;
closest_obj = obj;
}
} while (--obj >= VAR(VAR_ACTOR_RANGE_MIN));
setResult(closest_obj);
}
void ScummEngine_v5::o5_getDist() {
int o1, o2;
int r;
getResultPos();
o1 = getVarOrDirectWord(PARAM_1);
o2 = getVarOrDirectWord(PARAM_2);
if (_game.version == 0) // in v0 both parameters are always actor IDs, never objects
r = getObjActToObjActDist(actorToObj(o1), actorToObj(o2));
else
r = getObjActToObjActDist(o1, o2);
setResult(r);
}
void ScummEngine_v5::o5_getInventoryCount() {
getResultPos();
setResult(getInventoryCount(getVarOrDirectByte(PARAM_1)));
}
void ScummEngine_v5::o5_getObjectOwner() {
getResultPos();
setResult(getOwner(getVarOrDirectWord(PARAM_1)));
}
void ScummEngine_v5::o5_getObjectState() {
getResultPos();
setResult(getState(getVarOrDirectWord(PARAM_1)));
}
void ScummEngine_v5::o5_getRandomNr() {
getResultPos();
int max = getVarOrDirectByte(PARAM_1);
int rnd = _rnd.getRandomNumber(max);
setResult(rnd);
debug(6, "o5_getRandomNr(): %d (min: 0, max: %d)", rnd, max);
}
void ScummEngine_v5::o5_isScriptRunning() {
getResultPos();
setResult(isScriptRunning(getVarOrDirectByte(PARAM_1)));
// WORKAROUND bug #346 (also occurs in original): Object stopped with active cutscene
// In script 204 room 25 (Cannibal Village) a crash can occur when you are
// expected to give something to the cannibals, but instead wait a bit and look at
// certain items, like the compass or kidnap note. Those inventory items contain little
// cutscenes and are abrubtly stopped by the endcutscene in script 204 at 0x0060.
// This patch changes the result of isScriptRunning(164) to also wait for any
// inventory scripts that are in a cutscene state, preventing the crash.
//
// (The original interpreter would print a fatal "Object xxx stopped with active
// cutscene/override" error.)
//
// Note: the SCUMMv4 releases also produce strange animation results in this case, but
// (AFAICS) no error. Fixing this would be nice as well (as a `kEnhMinorBugFixes` fix)
// but it would require a different workaround in a different place, since the script
// is a bit different.
if (_game.id == GID_MONKEY && _currentScript != 0xFF && vm.slot [_currentScript].number == 204 && _currentRoom == 25 &&
enhancementEnabled(kEnhGameBreakingBugFixes)) {
ScriptSlot *ss = vm.slot;
for (int i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
if (ss->status != ssDead && ss->where == WIO_INVENTORY && ss->cutsceneOverride) {
setResult(1);
return;
}
}
}
}
void ScummEngine_v5::o5_getVerbEntrypoint() {
int a, b;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
setResult(getVerbEntrypoint(a, b));
}
void ScummEngine_v5::o5_ifClassOfIs() {
int obj, cls, b = 0;
bool cond = true;
obj = getVarOrDirectWord(PARAM_1);
while ((_opcode = fetchScriptByte()) != 0xFF) {
cls = getVarOrDirectWord(PARAM_1);
// WORKAROUND bug #3099: Due to a script bug, the wrong opcode is
// used to test and set the state of various objects (e.g. the inside
// door (object 465) of the of the Hostel on Mars), when opening the
// Hostel door from the outside.
//
// TODO: check the behavior of the original interpreter against ours,
// in this particular case.
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns &&
vm.slot[_currentScript].number == 205 && _currentRoom == 185 &&
obj == 465 && cls == 0 && enhancementEnabled(kEnhGameBreakingBugFixes)) {
cond = (getState(obj) == 0);
} else {
b = getClass(obj, cls);
if (((cls & 0x80) && !b) || (!(cls & 0x80) && b))
cond = false;
}
}
jumpRelative(cond);
}
void ScummEngine_v5::o5_increment() {
getResultPos();
setResult(readVar(_resultVarNumber) + 1);
}
void ScummEngine_v5::o5_isActorInBox() {
int act = getVarOrDirectByte(PARAM_1);
int box = getVarOrDirectByte(PARAM_2);
Actor *a = derefActor(act, "o5_isActorInBox");
jumpRelative(checkXYInBoxBounds(box, a->getRealPos().x, a->getRealPos().y));
}
void ScummEngine_v5::o5_isEqual() {
int16 a, b;
int var;
if (_game.version <= 2)
var = fetchScriptByte();
else
var = fetchScriptWord();
a = readVar(var);
b = getVarOrDirectWord(PARAM_1);
// WORKAROUND: Looking at the map on Hook Isle or in Meathook's house
// causes various issues. The CD release prevented this by making
// Guybrush say "I don't need to look at a map right now." instead, so
// backport this fix to the floppy EGA/VGA releases.
//
// (It looks like the (or some?) Amiga releases already have this
// fix, but it's written in a way so that it can't hurt.)
if ((_game.id == GID_MONKEY_EGA || _game.id == GID_MONKEY_VGA) && _currentScript != 0xFF && vm.slot [_currentScript].number == 120 && var == VAR_ROOM && b == 29) {
// In Meathook's house; check is missing from both EGA and VGA SCUMMv4
// releases. It can cause a fatal "ERROR: (63:49:0x14A): Local script 207
// is not in room 63!" error, if one looks at the map instead of using
// any verb on the parrot, so this requires `kEnhGameBreakingBugFixes`.
if (a == 37 && enhancementEnabled(kEnhGameBreakingBugFixes))
b = a;
// Hook Isle Shore; check is missing from EGA SCUMMv4 releases only.
// It just causes strange animations, so `kEnhMinorBugFixes` is enough.
if (_game.id == GID_MONKEY_EGA && a == 48 && enhancementEnabled(kEnhMinorBugFixes))
b = a;
}
// HACK: See bug report #441. The sound effects for Largo's screams
// are only played on type 5 soundcards. However, there is at least one
// other sound effect (the bartender spitting) which is only played on
// type 3 soundcards.
if (_game.id == GID_MONKEY2 && var == VAR_SOUNDCARD && b == 5)
b = a;
// WORKAROUND: The Ultimate Talkie edition of Monkey Island 2 doesn't
// check the proper objects when you sell back the hub cap and the
// pirate hat to the antique dealer on Booty Island, making Guybrush
// silent when he asks about these two particular objects.
//
// Not using enhancementEnabled, since this small oversight only
// exists in this fan-made edition which was made for enhancements.
if (_game.id == GID_MONKEY2 && (_game.features & GF_ULTIMATE_TALKIE) && _roomResource == 48 && _currentScript != 0xFF && vm.slot [_currentScript].number == 215 && a == vm.localvar[_currentScript][0]) {
if (a == 550 && b == 530)
b = a;
else if (a == 549 && b == 529)
b = a;
}
// WORKAROUND: The Ultimate Talkie edition of Monkey Island 2 has no
// audio for the "Hey spitter" and "C'mon! What are you? Afraid?"
// lines from the crowd in the spitting contest. It's there in the
// 000001e1, 00000661, 00000caf, 000001e8, 0000066c and 00000cba.wav
// files, but these resources are not called in this script, and it also
// looks like they're not built into the MONSTER.SOU file either, so
// these lines remain silent at the moment, although they were voiced.
//
// Try to detect and skip them, which as much care as possible for any
// future update or fan translation which would change this.
//
// Intentionally not using enhancementEnabled for this version.
if (_game.id == GID_MONKEY2 && (_game.features & GF_ULTIMATE_TALKIE) &&
_roomResource == 47 && vm.slot[_currentScript].number == 218 &&
var == 0x4000 + 1 && a == vm.localvar[_currentScript][1] &&
a == b && (b == 7 || b == 13)) {
// No need to skip any line if playing in always-prefer-original-text
// mode (Bit[588]) where silent lines are expected, or if speech is muted.
if (readVar(0x8000 + 588) == 1 && !ConfMan.getBool("speech_mute")) {
// Only skip the line when we can detect one and it has no sound prologue.
if (memcmp(_scriptPointer + 2, "\x27\x01\x1D", 3) == 0 && memcmp(_scriptPointer + 5, "\xFF\x0A", 2) != 0) {
// Cheat and use the next recorded line, but do it in a way so that it
// shouldn't be played twice in a row.
if (vm.localvar[_currentScript][1] == _scummVars[516])
_scummVars[516]++;
vm.localvar[_currentScript][1]++;
a = -1;
}
}
}
// HACK: To allow demo script of Maniac Mansion V2
// The camera x position is only 100, instead of 180, after game title name scrolls.
if (_game.id == GID_MANIAC && _game.version == 2 && (_game.features & GF_DEMO) && isScriptRunning(173) && b == 180)
b = 100;
jumpRelative(b == a);
}
void ScummEngine_v5::o5_isGreater() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
jumpRelative(b > a);
}
void ScummEngine_v5::o5_isGreaterEqual() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
jumpRelative(b >= a);
}
void ScummEngine_v5::o5_isLess() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
jumpRelative(b < a);
}
void ScummEngine_v5::o5_isLessEqual() {
int var = fetchScriptWord();
int16 a = readVar(var);
int16 b = getVarOrDirectWord(PARAM_1);
// WORKAROUND bug #1266: INDY3TOWNS: Biplane controls are haywire.
// This is broken under UNZ too; the script does an incorrect signed
// comparison, possibly with the intent of checking for a gamepad.
//
// Since the biplane is unplayable without this, we use
// `kEnhGameBreakingBugFixes`.
if (_game.id == GID_INDY3 && (_game.platform == Common::kPlatformFMTowns) &&
(vm.slot[_currentScript].number == 200 || vm.slot[_currentScript].number == 203) &&
_currentRoom == 70 && b == -256 && enhancementEnabled(kEnhGameBreakingBugFixes)) {
o5_jumpRelative();
return;
}
// WORKAROUND: When Mandible uses the distaff, it seems to light up
// only three times with no animation for the second note. Actually,
// the animations for the first and second notes are played so closely
// together that they look like one. This adjusts the timing of the
// second one.
if (_game.id == GID_LOOM && _game.version >= 4 && _language == Common::EN_ANY && vm.slot[_currentScript].number == 95 && var == VAR_MUSIC_TIMER && b == 1708 && enhancementEnabled(kEnhVisualChanges)) {
b = 1815;
}
jumpRelative(b <= a);
}
void ScummEngine_v5::o5_isNotEqual() {
int16 a = getVar();
int16 b = getVarOrDirectWord(PARAM_1);
jumpRelative(b != a);
}
void ScummEngine_v5::o5_notEqualZero() {
int a;
// WORKAROUND for a possible dead-end in Monkey Island 2. By luck, this
// only happens in the Ultimate Talkie Edition (because it fixes another
// script error which unveils this one), or when one enables the second
// workaround just below in one of the original releases.
//
// Once Bit[70] has been properly set by one of the configurations above,
// Captain Dread will have his intended reaction of forcing you to go back
// to Scabb Island, once you've got the four map pieces. But, unless you're
// playing in Lite mode, you'll need the lens from the model lighthouse,
// otherwise Wally won't be able to read the map, and you'll be completely
// stuck on Scabb Island with no way of going back to the Phatt Island
// Library, since Dread's ship is gone.
if (_game.id == GID_MONKEY2 && ((_roomResource == 22 && vm.slot[_currentScript].number == 202) ||
(_roomResource == 2 && vm.slot[_currentScript].number == 10002) ||
vm.slot[_currentScript].number == 97) && enhancementEnabled(kEnhGameBreakingBugFixes)) {
int var = fetchScriptWord();
a = readVar(var);
// WORKAROUND: When Guybrush buys a map piece from the antiques dealer,
// the script forgets to set Bit[70], which means that an intended
// reaction from Captain Dread forcing you to go back to Scabb when you
// get the full map was never triggered in the original game.
//
// The Ultimate Edition fixed this in script 48-207 (when you buy the
// map piece), but for the other versions we're fixing it on-the-fly
// at the last moment instead (by checking for the object in the
// inventory instead of Bit[70]), so that it will also work with older
// savegames, and so that you can uncheck the Enhancement option at any
// moment if you realize that you want the original behavior.
//
// Note that fixing this unveils the script error causing the possible
// dead-end described above.
if (!(_game.features & GF_ULTIMATE_TALKIE) && var == 0x8000 + 70 && a == 0 && getOwner(519) == VAR(VAR_EGO) && enhancementEnabled(kEnhRestoredContent)) {
a = 1;
}
// [Back to the previous "dead-end" workaround.]
// If you've got the four map pieces and the script is checking this...
else if (var == 0x8000 + 69 && a == 1 && getOwner(519) == VAR(VAR_EGO) && readVar(0x8000 + 55) == 1 && readVar(0x8000 + 366) == 1) {
// ...but you don't have the lens and you never gave it to Wally...
// (and you're not playing the Lite mode, where this doesn't matter)
if (getOwner(295) != VAR(VAR_EGO) && readVar(0x8000 + 67) != 0 && readVar(0x8000 + 567) == 0) {
// ...then short-circuit this condition, so that you can still go back
// to Phatt Island to pick up the lens, as in the original game.
a = 0;
}
}
} else {
a = getVar();
}
jumpRelative(a != 0);
}
void ScummEngine_v5::o5_equalZero() {
const byte *oldaddr = _scriptPointer - 1;
int a;
// WORKAROUND: Examining the dragon's pile of gold a second time causes
// Bobbin to animate as if he's talking, but no text is displayed. When
// running the game in an emulator, there's neither text nor animation
// when examining the pile again. While the symptoms are slightly
// different, this points to a script bug.
//
// I think this happens because in the PC Engine version the entire
// scene is a cutscene. In the EGA version, only the part where the
// dragon responds is. So the cutscene starts, the message is printed
// and then the cutscene immediately ends, which triggers an "end of
// cutscene" script. This is probably what clears the text.
//
// The script sets Bit[92] to indicate that the dragon has responded.
// If the bit has been set, we simulate a WaitForMessage() instruction
// here, so that the script pauses until the "Wow!" message is gone.
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine && vm.slot[_currentScript].number == 109 &&
enhancementEnabled(kEnhMinorBugFixes)) {
int var = fetchScriptWord();
a = readVar(var);
if (var == 32860 && a == 1 && VAR(VAR_HAVE_MSG)) {
_scriptPointer = oldaddr;
o5_breakHere();
return;
}
} else {
a = getVar();
}
jumpRelative(a == 0);
}
void ScummEngine_v5::o5_jumpRelative() {
jumpRelative(false);
}
void ScummEngine_v5::o5_lights() {
int a, b, c;
a = getVarOrDirectByte(PARAM_1);
b = fetchScriptByte();
c = fetchScriptByte();
if (c == 0)
VAR(VAR_CURRENT_LIGHTS) = a;
else if (c == 1) {
_flashlight.xStrips = a;
_flashlight.yStrips = b;
}
_fullRedraw = true;
}
void ScummEngine_v5::o5_loadRoom() {
int room;
room = getVarOrDirectByte(PARAM_1);
// WORKAROUND bug #12420 (also occurs in original) Broken window and coat missing
// This happens when you skip the cutscenes in the beginning, in particular
// the one where Indy enters the office for the first time. If object 23 (National
// Archeology) is in possession of Indy (owner == 1) then it's safe to force the
// coat (object 24) and broken window (object 25) into the room.
if (_game.id == GID_INDY4 && room == 1 && _objectOwnerTable[23] == 1 && enhancementEnabled(kEnhMinorBugFixes)) {
putState(24, 1);
putState(25, 1);
}
// WORKAROUND: The first time you examine Rusty while he's sleeping,
// you will get a close-up of him. Which one should depend on whether
// or not you've used the Reflection draft on him. But in some versions,
// you will always get the close-up where he's wearing his own clothes.
if (_game.id == GID_LOOM && _game.version == 3 && room == 29 &&
vm.slot[_currentScript].number == 112 && enhancementEnabled(kEnhVisualChanges)) {
Actor *a = derefActorSafe(VAR(VAR_EGO), "o5_loadRoom");
// Bobbin's normal costume is number 1. If he's wearing anything
// else, he's presumably disguised as Rusty. The game also sets
// a variable, but uses different ones for different versions of
// the game. You can't even assume that every English version
// uses the same one!
if (a && a->_costume != 1)
room = 68;
}
// For small header games, we only call startScene if the room
// actually changed. This avoid unwanted (wrong) fades in Zak256
// and others. OTOH, it seems to cause a problem in newer games.
if (!(_game.features & GF_SMALL_HEADER) || room != _currentRoom)
startScene(room, nullptr, 0);
// DIG and COMI don't flag a full redraw after starting the scene.
if (_game.version < 7 || _game.id == GID_FT)
_fullRedraw = true;
}
void ScummEngine_v5::o5_loadRoomWithEgo() {
Actor *a;
int obj, room, x, y;
int x2, y2, dir, oldDir;
obj = getVarOrDirectWord(PARAM_1);
room = getVarOrDirectByte(PARAM_2);
a = derefActor(VAR(VAR_EGO), "o5_loadRoomWithEgo");
a->putActor(room);
oldDir = a->getFacing();
_egoPositioned = false;
x = fetchScriptWordSigned();
y = fetchScriptWordSigned();
VAR(VAR_WALKTO_OBJ) = obj;
startScene(a->_room, a, obj);
VAR(VAR_WALKTO_OBJ) = 0;
if (_game.version <= 4) {
if (whereIsObject(obj) != WIO_ROOM)
error("o5_loadRoomWithEgo: Object %d is not in room %d", obj, _currentRoom);
if (!_egoPositioned) {
getObjectXYPos(obj, x2, y2, dir);
a->putActor(x2, y2, _currentRoom);
if (a->getFacing() == oldDir)
a->setDirection(dir + 180);
}
a->_moving = 0;
}
// This is based on disassembly
camera._cur.x = camera._dest.x = a->getPos().x;
if ((_game.id == GID_ZAK || _game.id == GID_LOOM) && (_game.platform == Common::kPlatformFMTowns)) {
setCameraAt(a->getPos().x, a->getPos().y);
}
setCameraFollows(a);
_fullRedraw = true;
if (x != -1) {
a->startWalkActor(x, y, -1);
}
}
void ScummEngine_v5::o5_matrixOps() {
int a, b;
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1:
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
setBoxFlags(a, b);
break;
case 2:
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
setBoxScale(a, b);
break;
case 3:
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
setBoxScale(a, (b - 1) | 0x8000);
break;
case 4:
createBoxMatrix();
break;
default:
break;
}
}
void ScummEngine_v5::o5_move() {
getResultPos();
setResult(getVarOrDirectWord(PARAM_1));
}
void ScummEngine_v5::o5_multiply() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
setResult(readVar(_resultVarNumber) * a);
}
void ScummEngine_v5::o5_or() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
setResult(readVar(_resultVarNumber) | a);
}
void ScummEngine_v5::o5_beginOverride() {
if (fetchScriptByte() != 0)
beginOverride();
else
endOverride();
}
void ScummEngine_v5::o5_panCameraTo() {
panCameraTo(getVarOrDirectWord(PARAM_1), 0);
}
void ScummEngine_v5::o5_pickupObject() {
int obj, room;
obj = getVarOrDirectWord(PARAM_1);
room = getVarOrDirectByte(PARAM_2);
if (room == 0)
room = _roomResource;
addObjectToInventory(obj, room);
putOwner(obj, VAR(VAR_EGO));
putClass(obj, kObjectClassUntouchable, 1);
putState(obj, 1);
markObjectRectAsDirty(obj);
clearDrawObjectQueue();
runInventoryScript(1);
}
void ScummEngine_v5::o5_print() {
// WORKAROUND bug #13374: The patched script for the Ultimate Talkie
// is missing a WaitForMessage() after Lemonhead says "Oooh, that's
// nice." so we insert one here. If there is a future version that
// fixes this, the workaround still shouldn't do any harm.
//
// The workaround is deliberately not marked as an enhancement, since
// this version makes so many changes of its own.
if (_game.id == GID_MONKEY && (_game.features & GF_ULTIMATE_TALKIE) && _currentRoom == 25 && vm.slot[_currentScript].number == 205 && VAR(VAR_HAVE_MSG)) {
_scriptPointer--;
o5_breakHere();
return;
}
_actorToPrintStrFor = getVarOrDirectByte(PARAM_1);
decodeParseString();
}
void ScummEngine_v5::o5_printEgo() {
_actorToPrintStrFor = (byte)VAR(VAR_EGO);
decodeParseString();
}
void ScummEngine_v5::o5_pseudoRoom() {
int i = fetchScriptByte(), j;
while ((j = fetchScriptByte()) != 0) {
if (j >= 0x80) {
_resourceMapper[j & 0x7F] = i;
}
}
}
void ScummEngine_v5::o5_putActor() {
int act, x, y;
act = getVarOrDirectByte(PARAM_1);
x = getVarOrDirectWord(PARAM_2);
y = getVarOrDirectWord(PARAM_3);
// WORKAROUND: When enabling the cigar smoke in the captain Smirk
// close-up, it turns out that the coordinates in the CD
// version's script were taken from the EGA version.
//
// The coordinates below are taken from the VGA floppy version. The
// "Ultimate Talkie" version also corrects the positions, but uses
// other coordinates. The difference is never more than a single pixel,
// so there's not much reason to correct those.
if (_game.id == GID_MONKEY && _currentRoom == 76 && act == 12 && enhancementEnabled(kEnhVisualChanges)) {
if (x == 176 && y == 80) {
x = 174;
y = 86;
} else if (x == 176 && y == 78) {
x = 172;
}
} else if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns && _currentRoom == 42 && vm.slot[_currentScript].number == 201 && act == 6 && x == 136 && y == 0 && enhancementEnabled(kEnhVisualChanges)) {
// WORKAROUND: bug #2762: When switching back to Zak after using the blue
// crystal on the bird in Lima, the bird will disappear, come back and
// disappear again. This is really strange and only happens with the
// FM-TOWNS version, which adds an unconditional putActor(6,136,0) sequence
// that will always negate the getActorX()/getActorY() checks that follow.
return;
}
Actor *a = derefActor(act, "o5_putActor");
a->putActor(x, y);
}
void ScummEngine_v5::o5_putActorAtObject() {
int obj, x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o5_putActorAtObject");
obj = getVarOrDirectWord(PARAM_2);
if (whereIsObject(obj) != WIO_NOT_FOUND)
getObjectXYPos(obj, x, y);
else {
x = 240;
y = 120;
// WORKAROUND: When Guybrush dives down to the Mad Monkey, he
// is positioned near the anchor (though since it can't be
// found yet, it uses this default position). He's then lowered
// to the ocean floor by adjusting his elevation. But he will
// be drawn for a split second at the unelevated position. This
// is a bug in the original game, and we work around it by
// adjusting the elevation immediately.
if (_game.id == GID_MONKEY2 && a->_number == 1 && vm.slot[_currentScript].number == 58 && enhancementEnabled(kEnhMinorBugFixes)) {
a->setElevation(99);
}
}
a->putActor(x, y);
}
void ScummEngine_v5::o5_putActorInRoom() {
Actor *a;
int act = getVarOrDirectByte(PARAM_1);
int room = getVarOrDirectByte(PARAM_2);
a = derefActor(act, "o5_putActorInRoom");
if (a->_visible && _currentRoom != room && getTalkingActor() == a->_number) {
stopTalk();
}
a->_room = room;
if (!room)
a->putActor(0, 0, 0);
}
void ScummEngine_v5::o5_systemOps() {
byte subOp = fetchScriptByte();
switch (subOp) {
case 1: // SO_RESTART
restart();
break;
case 2: // SO_PAUSE
pauseGame();
break;
case 3: // SO_QUIT
_quitFromScriptCmd = true;
quitGame();
break;
default:
error("o5_systemOps: unknown subopcode %d", subOp);
}
}
void ScummEngine_v5::o5_resourceRoutines() {
const ResType resType[4] = { rtScript, rtSound, rtCostume, rtRoom };
int resid = 0;
int foo, bar;
_opcode = fetchScriptByte();
if (_opcode != 17)
resid = getVarOrDirectByte(PARAM_1);
if (!(_game.platform == Common::kPlatformFMTowns)) {
// FIXME - this probably can be removed eventually, I don't think the following
// check will ever be triggered, but then I could be wrong and it's better
// to play it safe.
if ((_opcode & 0x3F) != (_opcode & 0x1F))
error("Oops, this shouldn't happen: o5_resourceRoutines opcode %d", _opcode);
}
int op = _opcode & 0x3F;
// FIXME: Sound resources are currently missing
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine &&
(op == 2 || op == 6)) {
return;
}
switch (op) {
case 1: // SO_LOAD_SCRIPT
case 2: // SO_LOAD_SOUND
case 3: // SO_LOAD_COSTUME
ensureResourceLoaded(resType[op - 1], resid);
break;
case 4: // SO_LOAD_ROOM
ensureResourceLoaded(rtRoom, resid);
if (_game.version == 3) {
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
if (_currentRoom != resid) {
_res->setResourceCounter(rtRoom, resid, 1);
}
}
break;
case 5: // SO_NUKE_SCRIPT
case 6: // SO_NUKE_SOUND
case 7: // SO_NUKE_COSTUME
case 8: // SO_NUKE_ROOM
if (_game.id == GID_ZAK && (_game.platform == Common::kPlatformFMTowns))
error("o5_resourceRoutines %d should not occur in Zak256", op);
else
_res->setResourceCounter(resType[op-5], resid, 0x7F);
break;
case 9: // SO_LOCK_SCRIPT
if (resid >= _numGlobalScripts)
break;
_res->lock(rtScript, resid);
break;
case 10: // SO_LOCK_SOUND
// FIXME: Sound resources are currently missing
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)
break;
_res->lock(rtSound, resid);
break;
case 11: // SO_LOCK_COSTUME
_res->lock(rtCostume, resid);
break;
case 12: // SO_LOCK_ROOM
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
_res->lock(rtRoom, resid);
break;
case 13: // SO_UNLOCK_SCRIPT
if (resid >= _numGlobalScripts)
break;
_res->unlock(rtScript, resid);
break;
case 14: // SO_UNLOCK_SOUND
// FIXME: Sound resources are currently missing
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)
break;
_res->unlock(rtSound, resid);
break;
case 15: // SO_UNLOCK_COSTUME
_res->unlock(rtCostume, resid);
break;
case 16: // SO_UNLOCK_ROOM
if (resid > 0x7F)
resid = _resourceMapper[resid & 0x7F];
_res->unlock(rtRoom, resid);
break;
case 17: // SO_CLEAR_HEAP
//heapClear(0);
//unkHeapProc2(0, 0);
break;
case 18: // SO_LOAD_CHARSET
loadCharset(resid);
break;
case 19: // SO_NUKE_CHARSET
nukeCharset(resid);
break;
case 20: // SO_LOAD_OBJECT
loadFlObject(getVarOrDirectWord(PARAM_2), resid);
break;
// TODO: For the following see also Hibernatus' information on bug #7315.
case 32:
// TODO (apparently never used in FM-TOWNS)
debug(0, "o5_resourceRoutines %d not yet handled (script %d)", op, _currentScript != 0xFF ? vm.slot [_currentScript].number : -1);
break;
case 33:
// TODO (apparently never used in FM-TOWNS)
debug(0, "o5_resourceRoutines %d not yet handled (script %d)", op, _currentScript != 0xFF ? vm.slot [_currentScript].number : -1);
break;
case 35:
if (_townsPlayer)
_townsPlayer->setVolumeCD(getVarOrDirectByte(PARAM_2), resid);
break;
case 36:
foo = getVarOrDirectByte(PARAM_2);
bar = fetchScriptByte();
if (_townsPlayer)
_townsPlayer->setSoundVolume(resid, foo, bar);
break;
case 37:
if (_townsPlayer)
_townsPlayer->setSoundNote(resid, getVarOrDirectByte(PARAM_2));
break;
default:
error("o5_resourceRoutines: default case %d", op);
}
}
void ScummEngine_v5::o5_roomOps() {
int a = 0, b = 0, c, d, e;
const bool paramsBeforeOpcode = ((_game.version == 3) && (_game.platform != Common::kPlatformPCEngine));
if (paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: // SO_ROOM_SCROLL
if (!paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
if (a < (_screenWidth / 2))
a = (_screenWidth / 2);
if (b < (_screenWidth / 2))
b = (_screenWidth / 2);
if (a > _roomWidth - (_screenWidth / 2))
a = _roomWidth - (_screenWidth / 2);
if (b > _roomWidth - (_screenWidth / 2))
b = _roomWidth - (_screenWidth / 2);
VAR(VAR_CAMERA_MIN_X) = a;
VAR(VAR_CAMERA_MAX_X) = b;
break;
case 2: // SO_ROOM_COLOR
if (_game.features & GF_SMALL_HEADER) {
if (!paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
assertRange(0, a, 256, "o5_roomOps: 2: room color slot");
_roomPalette[b] = a;
_fullRedraw = true;
} else {
error("room-color is no longer a valid command");
}
break;
case 3: // SO_ROOM_SCREEN
if (!paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
initScreens(a, b);
break;
case 4: // SO_ROOM_PALETTE
if (_game.features & GF_SMALL_HEADER) {
if (!paramsBeforeOpcode) {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
}
assertRange(0, a, 256, "o5_roomOps: 4: room color slot");
_shadowPalette[b] = a;
// In b/w Mac rendering mode, the shadow palette is
// handled by the renderer itself. See comment in
// mac_drawStripToScreen().
if (_renderMode == Common::kRenderMacintoshBW) {
_fullRedraw = true;
} else
setDirtyColors(b, b);
} else {
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
c = getVarOrDirectWord(PARAM_3);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(PARAM_1);
// WORKAROUND: The CD version of Monkey Island 1 will
// set a couple of default colors, presumably for the
// GUI to use. But in the close-up of captain Smirk,
// we want the original color 3 for the cigar smoke. It
// should be ok since there is no GUI in this scene.
if (_game.id == GID_MONKEY && _currentRoom == 76 && d == 3 && enhancementEnabled(kEnhVisualChanges)) {
// Do nothing
} else {
setPalColor(d, a, b, c); /* index, r, g, b */
}
}
break;
case 5: // SO_ROOM_SHAKE_ON
setShake(1);
break;
case 6: // SO_ROOM_SHAKE_OFF
setShake(0);
break;
case 7: // SO_ROOM_SCALE
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
_opcode = fetchScriptByte();
c = getVarOrDirectByte(PARAM_1);
d = getVarOrDirectByte(PARAM_2);
_opcode = fetchScriptByte();
e = getVarOrDirectByte(PARAM_2);
setScaleSlot(e - 1, 0, b, a, 0, d, c);
break;
case 8: // SO_ROOM_INTENSITY
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
c = getVarOrDirectByte(PARAM_3);
darkenPalette(a, a, a, b, c);
break;
case 9: // SO_ROOM_SAVEGAME
_saveLoadFlag = getVarOrDirectByte(PARAM_1);
_saveLoadSlot = getVarOrDirectByte(PARAM_2);
_saveLoadSlot = 99; /* use this slot */
_saveTemporaryState = true;
break;
case 10: // SO_ROOM_FADE
a = getVarOrDirectWord(PARAM_1);
if (a) {
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
if (_game.platform == Common::kPlatformFMTowns) {
switch (a) {
case 8:
towns_drawStripToScreen(&_virtscr[kMainVirtScreen], 0, _virtscr[kMainVirtScreen].topline, 0, 0, _virtscr[kMainVirtScreen].w, _virtscr[kMainVirtScreen].topline + _virtscr[kMainVirtScreen].h);
_townsScreen->update();
return;
case 9:
_townsActiveLayerFlags = 2;
_townsScreen->toggleLayers(_townsActiveLayerFlags);
return;
case 10:
_townsActiveLayerFlags = 3;
_townsScreen->toggleLayers(_townsActiveLayerFlags);
return;
case 11:
_townsScreen->clearLayer(1);
return;
case 12:
_townsActiveLayerFlags = 0;
_townsScreen->toggleLayers(_townsActiveLayerFlags);
return;
case 13:
_townsActiveLayerFlags = 1;
_townsScreen->toggleLayers(_townsActiveLayerFlags);
return;
case 16: // enable clearing of layer 2 buffer in drawBitmap()
_townsPaletteFlags |= 2;
return;
case 17: // disable clearing of layer 2 buffer in drawBitmap()
_townsPaletteFlags &= ~2;
return;
case 18: // clear kMainVirtScreen layer 2 buffer
_textSurface.fillRect(Common::Rect(0, _virtscr[kMainVirtScreen].topline * _textSurfaceMultiplier, _textSurface.pitch, (_virtscr[kMainVirtScreen].topline + _virtscr[kMainVirtScreen].h) * _textSurfaceMultiplier), 0);
return;
case 19: // enable palette operations (palManipulate(), cyclePalette() etc.)
_townsPaletteFlags |= 1;
return;
case 20: // disable palette operations
_townsPaletteFlags &= ~1;
return;
case 21: // disable clearing of layer 0 in initScreens()
_townsClearLayerFlag = 1;
return;
case 22: // enable clearing of layer 0 in initScreens()
_townsClearLayerFlag = 0;
return;
case 30:
_townsOverrideShadowColor = 3;
return;
default:
break;
}
}
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
_switchRoomEffect = (byte)(a & 0xFF);
_switchRoomEffect2 = (byte)(a >> 8);
} else {
fadeIn(_newEffect);
}
break;
case 11: // SO_RGB_ROOM_INTENSITY
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
c = getVarOrDirectWord(PARAM_3);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(PARAM_1);
e = getVarOrDirectByte(PARAM_2);
darkenPalette(a, b, c, d, e);
break;
case 12: // SO_ROOM_SHADOW
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectWord(PARAM_2);
c = getVarOrDirectWord(PARAM_3);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(PARAM_1);
e = getVarOrDirectByte(PARAM_2);
setShadowPalette(a, b, c, d, e, 0, 256);
break;
case 13: // SO_SAVE_STRING
{
// This subopcode is used in Indy 4 to save the IQ points
// data. No other LucasArts game uses it. We use this fact
// to substitute a filename based on the targetname
// ("TARGET.iq").
//
// This way, the iq data of each Indy 4 variant stays
// separate. Moreover, the filename now clearly reflects to
// which target it belongs (as it should).
//
// In addition, the Monkey Island fan patch (which adds
// speech support and more things to MI 1 and 2) uses
// this opcode to generate a "monkey.cfg" file containing.
// some user controllable settings.
// Once more we use a custom filename ("TARGET.cfg").
Common::String filename;
char chr;
a = getVarOrDirectByte(PARAM_1);
while ((chr = fetchScriptByte()))
filename += chr;
if (_game.id == GID_INDY4) {
filename = _targetName + ".iq";
} else if (_game.id == GID_MONKEY || _game.id == GID_MONKEY2) {
filename = _targetName + ".cfg";
} else {
error("SO_SAVE_STRING: Unsupported filename %s", filename.c_str());
}
Common::OutSaveFile *file = _saveFileMan->openForSaving(filename);
if (file != nullptr) {
byte *ptr;
ptr = getResourceAddress(rtString, a);
file->write(ptr, resStrLen(ptr) + 1);
delete file;
VAR(VAR_SOUNDRESULT) = 0;
}
break;
}
case 14: // SO_LOAD_STRING
{
// This subopcode is used in Indy 4 to load the IQ points data.
// See SO_SAVE_STRING for details
Common::String filename;
char chr;
a = getVarOrDirectByte(PARAM_1);
while ((chr = fetchScriptByte()))
filename += chr;
if (_game.id == GID_INDY4) {
filename = _targetName + ".iq";
} else if (_game.id == GID_MONKEY || _game.id == GID_MONKEY2) {
filename = _targetName + ".cfg";
} else {
error("SO_LOAD_STRING: Unsupported filename %s", filename.c_str());
}
Common::InSaveFile *file = _saveFileMan->openForLoading(filename);
if (file != nullptr) {
byte *ptr;
const int len = file->size();
ptr = (byte *)malloc(len + 1);
assert(ptr);
int r = file->read(ptr, len);
assert(r == len);
ptr[len] = '\0';
loadPtrToResource(rtString, a, ptr);
free(ptr);
delete file;
}
break;
}
case 15: // SO_ROOM_TRANSFORM
a = getVarOrDirectByte(PARAM_1);
_opcode = fetchScriptByte();
b = getVarOrDirectByte(PARAM_1);
c = getVarOrDirectByte(PARAM_2);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(PARAM_1);
palManipulateInit(a, b, c, d);
break;
case 16: // SO_CYCLE_SPEED
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
assertRange(1, a, 16, "o5_roomOps: 16: color cycle");
_colorCycle[a - 1].delay = (b != 0) ? 0x4000 / (b * 0x4C) : 0;
break;
default:
error("o5_roomOps: unknown subopcode %d", _opcode & 0x1F);
break;
}
}
void ScummEngine_v5::o5_saveRestoreVerbs() {
int a, b, c, slot, slot2;
_opcode = fetchScriptByte();
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
c = getVarOrDirectByte(PARAM_3);
switch (_opcode) {
case 1: // SO_SAVE_VERBS
while (a <= b) {
slot = getVerbSlot(a, 0);
if (slot && _verbs[slot].saveid == 0) {
_verbs[slot].saveid = c;
drawVerb(slot, 0);
verbMouseOver(0);
}
a++;
}
break;
case 2: // SO_RESTORE_VERBS
while (a <= b) {
slot = getVerbSlot(a, c);
if (slot) {
slot2 = getVerbSlot(a, 0);
if (slot2)
killVerb(slot2);
slot = getVerbSlot(a, c);
_verbs[slot].saveid = 0;
drawVerb(slot, 0);
verbMouseOver(0);
}
a++;
}
break;
case 3: // SO_DELETE_VERBS
while (a <= b) {
slot = getVerbSlot(a, c);
if (slot)
killVerb(slot);
a++;
}
break;
default:
error("o5_saveRestoreVerbs: unknown subopcode %d", _opcode);
}
}
void ScummEngine_v5::o5_setCameraAt() {
setCameraAtEx(getVarOrDirectWord(PARAM_1));
}
void ScummEngine_v5::o5_setObjectName() {
// WORKAROUND bug #10571 (also occurs in original) Object stopped with active cutscene
// Script 68 contains the code for handling the mugs. The issue occurs when a mug
// changes state. It will call setObjectName for the new state which in its turn
// restarts objects in inventory. Some objects (kidnap note) can be in a cutscene state
// what causes a crash if the object gets restarted. This workaround waits for cutscenes
// to end, preventing the crash.
//
// (The original interpreter would print a fatal "Object xxx stopped with active
// cutscene/override" error.)
if (_game.id == GID_MONKEY && vm.slot[_currentScript].number == 68 && enhancementEnabled(kEnhGameBreakingBugFixes)) {
ScriptSlot *ss = vm.slot;
for (int i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
if (ss->status != ssDead && ss->where == WIO_INVENTORY && ss->cutsceneOverride) {
_scriptPointer--;
return o5_breakHere();
}
}
}
int obj = getVarOrDirectWord(PARAM_1);
setObjectName(obj);
}
void ScummEngine_v5::o5_setOwnerOf() {
int obj, owner;
obj = getVarOrDirectWord(PARAM_1);
owner = getVarOrDirectByte(PARAM_2);
setOwnerOf(obj, owner);
}
void ScummEngine_v5::o5_setState() {
int obj, state;
obj = getVarOrDirectWord(PARAM_1);
state = getVarOrDirectByte(PARAM_2);
// WORKAROUND: The door will glitch if one closes it before using the voodoo
// doll on Largo. Script 13-213 triggers the same action without any glitch,
// though, since it properly resets the state of the (invisible) laundry claim
// ticket part of the door, so we just reuse its setState and setClass calls.
if (_game.id == GID_MONKEY2 && _currentRoom == 13 && vm.slot[_currentScript].number == 200 &&
obj == 108 && state == 1 && getState(100) != 1 && getState(111) != 2 && enhancementEnabled(kEnhMinorBugFixes)) {
putState(111, 2);
markObjectRectAsDirty(111);
putClass(111, 160, true);
}
putState(obj, state);
markObjectRectAsDirty(obj);
if (_bgNeedsRedraw)
clearDrawObjectQueue();
}
void ScummEngine_v5::o5_setVarRange() {
int a, b;
getResultPos();
a = fetchScriptByte();
do {
if (_opcode & 0x80)
b = fetchScriptWordSigned();
else
b = fetchScriptByte();
setResult(b);
_resultVarNumber++;
} while (--a);
}
void ScummEngine_v5::o5_startMusic() {
if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
// In FM-TOWNS games this is some kind of Audio CD status query function.
// See also bug #927 (thanks to Hibernatus for providing the information).
getResultPos();
int b = getVarOrDirectByte(PARAM_1);
int result = 0;
switch (b) {
case 0:
result = _sound->pollCD() == 0;
break;
case 0xFC:
// TODO: Unpause (resume) audio track. We'll have to extend Sound and OSystem for this.
break;
case 0xFD:
// TODO: Pause audio track. We'll have to extend Sound and OSystem for this.
break;
case 0xFE:
result = _sound->getCurrentCDSound();
break;
case 0xFF:
result = _townsPlayer->getCurrentCdaVolume();
break;
default:
// TODO: return track length in seconds. We'll have to extend Sound and OSystem for this.
// To check scummvm returns the right track length you
// can look at the global script #9 (0x888A in 49.LFL).
break;
}
debugC(DEBUG_GENERAL,"o5_startMusic(%d)", b);
setResult(result);
} else {
_sound->startSound(getVarOrDirectByte(PARAM_1));
}
}
void ScummEngine_v5::o5_startSound() {
const byte *oldaddr = _scriptPointer - 1;
int sound = getVarOrDirectByte(PARAM_1);
// WORKAROUND: There are times when Largo's theme is playing. Once it
// has finished, the old music should resume. But the scripts don't
// actually check that, they just wait for the scene to end. So it may
// work fine, if the subtitles are timed correctly, but it may not.
//
// The Amiga version cut much of the music, so it shouldn't be needed
// for that version.
//
// Sound 103 is Largo talking to the bartender.
// Sound 110 is Largo talking to Mad Marty.
if (_game.id == GID_MONKEY2 && _game.platform != Common::kPlatformAmiga && (sound == 103 || sound == 110) && _sound->isSoundRunning(151)) {
debug(1, "Delaying music until Largo's theme has finished");
_scriptPointer = oldaddr;
o5_breakHere();
return;
}
if (VAR_MUSIC_TIMER != 0xFF)
VAR(VAR_MUSIC_TIMER) = 0;
_sound->startSound(sound);
}
void ScummEngine_v5::o5_stopMusic() {
_sound->stopAllSounds();
}
void ScummEngine_v5::o5_stopSound() {
int sound = getVarOrDirectByte(PARAM_1);
// WORKAROUND: Don't stop the background audio when showing the close-up
// of captain Smirk. You are still outdoors, so it makes more sense if
// they keep playing like they do in the Special Edition. (Though there
// the background makes it more obvious.)
//
// The sound is stopped by the exit script, which always has number
// 10001 regardless of which room it is. We figure out which one by
// looking at which rooms we're moving between.
if (_game.id == GID_MONKEY && (_game.features & GF_AUDIOTRACKS) && sound == 126 && vm.slot[_currentScript].number == 10001 && VAR(VAR_ROOM) == 43 && VAR(VAR_NEW_ROOM) == 76 && enhancementEnabled(kEnhAudioChanges)) {
return;
}
// WORKAROUND: In MM NES, Wendy's CD player script forgets to update the
// music status variable when you stop it. Wendy's music would then
// resume when leaving some rooms (such as room 3 with the chandelier),
// even though her CD player was off.
if (_game.id == GID_MANIAC && _game.platform == Common::kPlatformNES && sound == 75 && vm.slot[_currentScript].number == 50 && VAR(VAR_EGO) == 6 && VAR(224) == sound && enhancementEnabled(kEnhAudioChanges)) {
VAR(224) = 0;
}
_sound->stopSound(sound);
}
void ScummEngine_v5::o5_isSoundRunning() {
int snd;
getResultPos();
snd = getVarOrDirectByte(PARAM_1);
if (snd)
snd = _sound->isSoundRunning(snd);
setResult(snd);
}
void ScummEngine_v5::o5_soundKludge() {
int items[NUM_SCRIPT_LOCAL];
int num = getWordVararg(items);
_sound->soundKludge(items, num);
}
void ScummEngine_v5::o5_startObject() {
int obj, script;
int data[NUM_SCRIPT_LOCAL];
obj = getVarOrDirectWord(PARAM_1);
script = getVarOrDirectByte(PARAM_2);
getWordVararg(data);
runObjectScript(obj, script, 0, 0, data);
}
void ScummEngine_v5::o5_startScript() {
int op, script;
int data[NUM_SCRIPT_LOCAL];
op = _opcode;
script = getVarOrDirectByte(PARAM_1);
getWordVararg(data);
// WORKAROUND bug #13370: If you try to leave the plateau before
// healing Rusty, his ghost will block the way. But this should not
// happen during the cutscene where he first appears, because then he
// will appear to teleport from one spot to another.
//
// In the VGA talkie version Rusty just appears in the rift, rather
// than gliding in from off-stage. The only thing that's affected is
// whether Bobbin or Rusty speaks first, and the dialog makes sense
// either way.
if (_game.id == GID_LOOM && _game.version == 3 && script == 207 && isScriptRunning(98) && enhancementEnabled(kEnhVisualChanges))
return;
// WORKAROUND bug #2198: Script 171 loads a complete room resource,
// instead of the actual script, causing invalid opcode cases
//
// TODO: what does the original interpreter do in this case?
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns && script == 171 && enhancementEnabled(kEnhGameBreakingBugFixes))
return;
// WORKAROUND bug #5709 (also occurs in original): Some old versions of
// Indy3 sometimes fail to allocate IQ points correctly. To quote:
// "In the Amiga version you get the 15 points for puzzle 30 if you give the
// book or KO the guy. The PC version correctly gives 10 points for puzzle
// 29 for KO and 15 for puzzle 30 when giving the book."
// This workaround is meant to address that.
//
// See also the similar ScummEngine_v4::o4_ifState() workaround.
if (_game.id == GID_INDY3 && _currentScript != 0xFF && vm.slot[_currentScript].number == 106 && script == 125 && VAR(115) != 2 &&
enhancementEnabled(kEnhMinorBugFixes)) {
// If Var[115] != 2, then:
// Correct: startScript(125,[29,10]);
// Wrong : startScript(125,[30,15]);
data[0] = 29;
data[1] = 10;
}
// WORKAROUND: in Loom v3, if one uses the stealth draft on the
// shepherds, their first reaction line ("We are the masters of
// stealth") is missing a Local[0] value for the actor number. This
// causes the line to be silently skipped (as in the original).
if (_game.id == GID_LOOM && _game.version == 3 && _roomResource == 23 && script == 232 && data[0] == 0 && _currentScript != 0xFF &&
vm.slot[_currentScript].number >= 422 && vm.slot[_currentScript].number <= 425 && enhancementEnabled(kEnhRestoredContent)) {
// Restore the missing line by attaching it to the shepherd on which the
// draft was used.
data[0] = vm.slot[_currentScript].number % 10;
// WORKAROUND: in some EGA releases, actor 3 may have been removed from
// the current room, although he's still on screen (the EGA English 1.1
// release fixed this), so no line can be attached to him. Forcing his
// appearance or ignoring his removal doesn't fix this problem, for some
// reason. So, if we detect this, we default to actor 4 (since that's
// what the Talkie version always used), for now.
if (data[0] == 3 && isValidActor(3) && !_actors[3]->isInCurrentRoom())
data[0] = 4;
}
// Method used by original games to skip copy protection scheme
if (!_copyProtection) {
// Copy protection was disabled in LucasArts Classic Adventures (PC Disk)
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformDOS && _game.version == 3 && _currentRoom == 69 && script == 201)
script = 205;
// Copy protection was disabled in KIXX XL release (Amiga Disk) and
// in LucasArts Classic Adventures (PC Disk)
if (_game.id == GID_MONKEY_VGA && script == 152)
return;
// Copy protection was disabled in LucasArts Mac CD Game Pack II (Macintosh CD)
if (_game.id == GID_MONKEY && _game.platform == Common::kPlatformMacintosh && script == 155)
return;
}
runScript(script, (op & 0x20) != 0, (op & 0x40) != 0, data);
// WORKAROUND: Indy3 does not save the series IQ automatically after changing it.
// Save on IQ increment (= script 125 was executed).
if (_game.id == GID_INDY3 && script == 125)
((ScummEngine_v4 *)this)->updateIQPoints();
}
void ScummEngine_v5::o5_stopObjectCode() {
stopObjectCode();
}
void ScummEngine_v5::o5_stopObjectScript() {
stopObjectScript(getVarOrDirectWord(PARAM_1));
}
void ScummEngine_v5::o5_stopScript() {
const byte *oldaddr = _scriptPointer - 1;
int script;
script = getVarOrDirectByte(PARAM_1);
if (_game.id == GID_INDY4 && script == 164 && _roomResource == 50 && _currentScript != 0xFF &&
vm.slot[_currentScript].number == 213 && VAR(VAR_HAVE_MSG) &&
getOwner(933) == VAR(VAR_EGO) && getClass(933, 146) && enhancementEnabled(kEnhRestoredContent)) {
// WORKAROUND bug #2215: Due to a script bug, a line of text is skipped
// which Indy is supposed to speak when he finds Orichalcum in some old
// bones in the caves below Crete, if (and only if) he has already put
// some beads in the gold box beforehand. Also happens in DREAMM.
_scriptPointer = oldaddr;
o5_breakHere();
return;
}
if (!script)
stopObjectCode();
else
stopScript(script);
}
void ScummEngine_v5::o5_stringOps() {
int a, b, c, i;
byte *ptr;
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: /* loadstring */
loadPtrToResource(rtString, getVarOrDirectByte(PARAM_1), nullptr);
break;
case 2: /* copystring */
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
assert(a != b);
_res->nukeResource(rtString, a);
ptr = getResourceAddress(rtString, b);
if (ptr)
loadPtrToResource(rtString, a, ptr);
break;
case 3: /* set string char */
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
c = getVarOrDirectByte(PARAM_3);
ptr = getResourceAddress(rtString, a);
if (ptr == nullptr)
error("String %d does not exist", a);
ptr[b] = c;
break;
case 4: /* get string char */
getResultPos();
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
ptr = getResourceAddress(rtString, a);
if (ptr == nullptr)
error("String %d does not exist", a);
setResult(ptr[b]);
break;
case 5: /* create empty string */
a = getVarOrDirectByte(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
_res->nukeResource(rtString, a);
if (b) {
ptr = _res->createResource(rtString, a, b);
if (ptr) {
for (i = 0; i < b; i++)
ptr[i] = 0;
}
}
break;
default:
break;
}
}
void ScummEngine_v5::o5_subtract() {
int a;
getResultPos();
a = getVarOrDirectWord(PARAM_1);
setResult(readVar(_resultVarNumber) - a);
}
void ScummEngine_v5::o5_verbOps() {
int verb, slot;
VerbSlot *vs;
int a, b;
byte *ptr;
verb = getVarOrDirectByte(PARAM_1);
slot = getVerbSlot(verb, 0);
assertRange(0, slot, _numVerbs - 1, "new verb slot");
vs = &_verbs[slot];
vs->verbid = verb;
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0x1F) {
case 1: // SO_VERB_IMAGE
a = getVarOrDirectWord(PARAM_1);
if (slot) {
setVerbObject(_roomResource, a, slot);
vs->type = kImageVerbType;
}
break;
case 2: // SO_VERB_NAME
loadPtrToResource(rtVerb, slot, nullptr);
if (slot == 0)
_res->nukeResource(rtVerb, slot);
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 3: // SO_VERB_COLOR
vs->color = getVarOrDirectByte(PARAM_1);
break;
case 4: // SO_VERB_HICOLOR
vs->hicolor = getVarOrDirectByte(PARAM_1);
break;
case 5: // SO_VERB_AT
vs->curRect.left = getVarOrDirectWord(PARAM_1);
vs->curRect.top = getVarOrDirectWord(PARAM_2);
if (_game.platform == Common::kPlatformFMTowns && ConfMan.getBool("trim_fmtowns_to_200_pixels")) {
if (_game.id == GID_ZAK && verb == 116)
// WORKAROUND: FM-TOWNS Zak used the extra 40 pixels at the bottom to increase the inventory to 10 items
// if we trim to 200 pixels, we need to move the 'down arrow' (verb 116) to higher location
vs->curRect.top -= 18;
}
vs->origLeft = vs->curRect.left;
break;
case 6: // SO_VERB_ON
vs->curmode = 1;
break;
case 7: // SO_VERB_OFF
vs->curmode = 0;
break;
case 8: // SO_VERB_DELETE
killVerb(slot);
break;
case 9: // SO_VERB_NEW
slot = getVerbSlot(verb, 0);
if (_game.platform == Common::kPlatformFMTowns && _game.version == 3 && slot)
continue;
if (slot == 0) {
for (slot = 1; slot < _numVerbs; slot++) {
if (_verbs[slot].verbid == 0)
break;
}
if (slot == _numVerbs)
error("Too many verbs");
}
vs = &_verbs[slot];
vs->verbid = verb;
vs->color = 2;
vs->hicolor = (_game.version == 3) ? 14 : 0;
vs->dimcolor = 8;
vs->type = kTextVerbType;
vs->charset_nr = _string[0]._default.charset;
vs->curmode = 0;
vs->saveid = 0;
vs->key = 0;
vs->center = 0;
vs->imgindex = 0;
break;
case 16: // SO_VERB_DIMCOLOR
vs->dimcolor = getVarOrDirectByte(PARAM_1);
break;
case 17: // SO_VERB_DIM
vs->curmode = 2;
break;
case 18: // SO_VERB_KEY
vs->key = getVarOrDirectByte(PARAM_1);
break;
case 19: // SO_VERB_CENTER
vs->center = 1;
break;
case 20: // SO_VERB_NAME_STR
ptr = getResourceAddress(rtString, getVarOrDirectWord(PARAM_1));
if (!ptr)
_res->nukeResource(rtVerb, slot);
else {
loadPtrToResource(rtVerb, slot, ptr);
}
if (slot == 0)
_res->nukeResource(rtVerb, slot);
vs->type = kTextVerbType;
vs->imgindex = 0;
break;
case 22: /* assign object */
a = getVarOrDirectWord(PARAM_1);
b = getVarOrDirectByte(PARAM_2);
if (slot && vs->imgindex != a) {
setVerbObject(b, a, slot);
vs->type = kImageVerbType;
vs->imgindex = a;
}
break;
case 23: /* set back color */
vs->bkcolor = getVarOrDirectByte(PARAM_1);
break;
default:
error("o5_verbOps: unknown subopcode %d", _opcode & 0x1F);
}
}
// Force redraw of the modified verb slot
drawVerb(slot, 0);
verbMouseOver(0);
}
void ScummEngine_v5::o5_wait() {
const byte *oldaddr = _scriptPointer - 1;
if ((_game.id == GID_INDY3) && !(_game.platform == Common::kPlatformMacintosh)) {
_opcode = 2;
} else
_opcode = fetchScriptByte();
switch (_opcode & 0x1F) {
case 1: // SO_WAIT_FOR_ACTOR
{
Actor *a = derefActorSafe(getVarOrDirectByte(PARAM_1), "o5_wait");
if (a && a->_moving)
break;
return;
}
case 2: // SO_WAIT_FOR_MESSAGE
if (VAR(VAR_HAVE_MSG))
break;
return;
case 3: // SO_WAIT_FOR_CAMERA
if (camera._cur.x / 8 != camera._dest.x / 8)
break;
return;
case 4: // SO_WAIT_FOR_SENTENCE
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
} else if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
break;
default:
error("o5_wait: unknown subopcode %d", _opcode & 0x1F);
return;
}
_scriptPointer = oldaddr;
o5_breakHere();
}
void ScummEngine_v5::o5_walkActorTo() {
int x, y;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o5_walkActorTo");
x = getVarOrDirectWord(PARAM_2);
y = getVarOrDirectWord(PARAM_3);
// WORKAROUND: In MI1 CD, when the storekeeper comes back from outside,
// he will close the door *after* going to his counter, which looks very
// strange, since he's then quite far away from the door. Force calling
// the script which closes the door *before* he starts walking away from
// it, as in the other releases. Another v5 bug fixed on SegaCD, though!
if (_game.id == GID_MONKEY && !(_game.features & GF_ULTIMATE_TALKIE) && _game.platform != Common::kPlatformSegaCD &&
_currentRoom == 30 && _currentScript != 0xFF && vm.slot[_currentScript].number == 207 && a->_number == 11 &&
x == 232 && y == 141 && enhancementEnabled(kEnhVisualChanges)) {
if (whereIsObject(387) == WIO_ROOM && getState(387) == 1 && getState(437) == 1) {
int args[NUM_SCRIPT_LOCAL];
memset(args, 0, sizeof(args));
args[0] = 387;
args[1] = 437;
runScript(26, 0, 0, args);
}
}
// WORKAROUND: In Indy4, in the Crete room where there's the gold box,
// Indy can get stuck if one clicks too quickly on the right and the
// "elevator" isn't there yet (also with the original interpreter).
// This is because the box matrix is initialized too late in the entry
// script for that room, so we have to do it a bit earlier.
//
// Intentionally using `kEnhGameBreakingBugFixes`, since you can get
// completely stuck.
if (_game.id == GID_INDY4 && _currentScript != 0xFF && vm.slot[_currentScript].number == 10002 &&
_currentRoom == (_game.platform == Common::kPlatformAmiga ? 58 : 60) &&
VAR(224) == 140 && a->_number == VAR(VAR_EGO) && x == 45 && y == 137 &&
enhancementEnabled(kEnhGameBreakingBugFixes)) {
// If the elevator isn't on the current floor yet...
if (whereIsObject(829) == WIO_ROOM && getState(829) == 0 && getBoxFlags(7) != 128) {
// ...immediately set its box flags so that you can't walk on it
setBoxFlags(7, 128);
for (int i = 12; i <= 15; ++i)
setBoxFlags(i, 128);
createBoxMatrix();
}
}
a->startWalkActor(x, y, -1);
}
void ScummEngine_v5::walkActorToActor(int actor, int toActor, int dist) {
Actor *a = derefActor(actor, "walkActorToActor");
Actor *to = derefActor(toActor, "walkActorToActor(2)");
if (_game.version <= 2) {
dist *= V12_X_MULTIPLIER;
} else if (dist == 0xFF) {
dist = a->_scalex * a->_width / 0xFF;
dist += (to->_scalex * to->_width / 0xFF) / 2;
}
int x = to->getPos().x;
int y = to->getPos().y;
if (x < a->getPos().x)
x += dist;
else
x -= dist;
if (_game.version <= 2) {
x /= V12_X_MULTIPLIER;
y /= V12_Y_MULTIPLIER;
}
if (_game.version <= 3) {
AdjustBoxResult abr = a->adjustXYToBeInBox(x, y);
x = abr.x;
y = abr.y;
}
a->startWalkActor(x, y, -1);
}
void ScummEngine_v5::o5_walkActorToActor() {
Actor *a, *a2;
int nr = getVarOrDirectByte(PARAM_1);
int nr2 = getVarOrDirectByte(PARAM_2);
int dist = fetchScriptByte();
// We put a guard here, in case the scripts end up giving us
// an invalid actor id (and FOA does that quite a lot)...
if (!isValidActor(nr))
return;
a = derefActor(nr, "o5_walkActorToActor");
if (!a->isInCurrentRoom())
return;
// Same as before...
if (!isValidActor(nr2))
return;
a2 = derefActor(nr2, "o5_walkActorToActor(2)");
if (!a2->isInCurrentRoom())
return;
walkActorToActor(nr, nr2, dist);
}
void ScummEngine_v5::o5_walkActorToObject() {
int obj;
Actor *a;
a = derefActor(getVarOrDirectByte(PARAM_1), "o5_walkActorToObject");
obj = getVarOrDirectWord(PARAM_2);
if (whereIsObject(obj) != WIO_NOT_FOUND) {
int x, y, dir;
getObjectXYPos(obj, x, y, dir);
a->startWalkActor(x, y, dir);
}
}
int ScummEngine_v5::getWordVararg(int *ptr) {
int i;
for (i = 0; i < NUM_SCRIPT_LOCAL; i++)
ptr[i] = 0;
i = 0;
while ((_opcode = fetchScriptByte()) != 0xFF) {
ptr[i++] = getVarOrDirectWord(PARAM_1);
}
return i;
}
void ScummEngine_v5::decodeParseString() {
int textSlot;
int color;
switch (_actorToPrintStrFor) {
case 252:
textSlot = 3;
break;
case 253:
textSlot = 2;
break;
case 254:
textSlot = 1;
break;
default:
textSlot = 0;
}
_string[textSlot].loadDefault();
while ((_opcode = fetchScriptByte()) != 0xFF) {
switch (_opcode & 0xF) {
case 0: // SO_AT
_string[textSlot].xpos = getVarOrDirectWord(PARAM_1);
_string[textSlot].ypos = getVarOrDirectWord(PARAM_2);
_string[textSlot].overhead = false;
break;
case 1: // SO_COLOR
color = getVarOrDirectByte(PARAM_1);
// HACK: The Indy 3 credits script asks for white text
// with a shadow, but in a Mac emulator the text is
// drawn in light gray with a shadow instead. Very
// strange.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh && _currentScript != 0xFF && vm.slot [_currentScript].number == 134 && color == 0x8F)
color = 0x87;
// WORKAROUND: In the CD version of MI1, the text in
// the sign about the dogs only sleeping has the wrong
// color. We can't find an exact match to what the
// floppy version used, but we pick on that's as close
// as we can get.
//
// The SEGA CD version uses the old colors already, and
// the FM Towns version makes the text more readable by
// giving it a black outline. The Macintosh release only
// requires changing the color of the background, not the
// text.
//
// See also the related Gdi::drawStrip() workaround.
else if (_game.id == GID_MONKEY &&
!(_game.features & GF_ULTIMATE_TALKIE) &&
_game.platform != Common::kPlatformSegaCD &&
_game.platform != Common::kPlatformFMTowns &&
_game.platform != Common::kPlatformMacintosh &&
_currentRoom == 36 &&
vm.slot[_currentScript].number == 201 &&
color == 2 &&
enhancementEnabled(kEnhVisualChanges)) {
color = findClosestPaletteColor(_currentPalette, 256, 0, 171, 0);
}
_string[textSlot].color = color;
break;
case 2: // SO_CLIPPED
_string[textSlot].right = getVarOrDirectWord(PARAM_1);
break;
case 3: // SO_ERASE
{
int w = getVarOrDirectWord(PARAM_1);
int h = getVarOrDirectWord(PARAM_2);
// restoreCharsetBg(xpos, xpos + w, ypos, ypos + h)
error("ScummEngine_v5::decodeParseString: Unhandled case 3: %d, %d", w, h);
}
break;
case 4: // SO_CENTER
_string[textSlot].center = true;
_string[textSlot].overhead = false;
break;
case 6: // SO_LEFT
if (_game.version == 3) {
_string[textSlot].height = getVarOrDirectWord(PARAM_1);
} else {
_string[textSlot].center = false;
_string[textSlot].overhead = false;
}
break;
case 7: // SO_OVERHEAD
_string[textSlot].overhead = true;
break;
case 8:{ // SO_SAY_VOICE
int offset = (uint16)getVarOrDirectWord(PARAM_1);
int delay = (uint16)getVarOrDirectWord(PARAM_2);
if (_game.id == GID_LOOM && _game.version == 4) {
if (offset == 0 && delay == 0) {
VAR(VAR_MUSIC_TIMER) = 0;
_sound->stopCD();
} else {
// Loom specified the offset from the start of the CD;
// thus we have to subtract the length of the first track
// (22500 frames) plus the 2 second = 150 frame leadin.
// I.e. in total 22650 frames.
offset = (int)(offset * 7.5 - 22500 - 2*75);
// Add the user-specified adjustment.
if (ConfMan.hasKey("loom_playback_adjustment")) {
int adjustment = ConfMan.getInt("loom_playback_adjustment");
offset += ((75 * adjustment) / 100);
if (offset < 0)
offset = 0;
}
// Slightly increase the delay (5 frames = 1/25 of a second).
// This noticeably improves the experience in Loom CD.
delay = (int)(delay * 7.5 + 5);
_sound->playCDTrack(1, 1, offset, delay);
}
} else {
error("ScummEngine_v5::decodeParseString: Unhandled case 8");
}
}
break;
case 15: // SO_TEXTSTRING
decodeParseStringTextString(textSlot);
return;
default:
error("ScummEngine_v5::decodeParseString: Unhandled case %d", _opcode & 0xF);
}
}
_string[textSlot].saveDefault();
}
void ScummEngine_v5::decodeParseStringTextString(int textSlot) {
const int len = resStrLen(_scriptPointer);
if (_game.id == GID_LOOM && _game.version == 4 && _language == Common::EN_ANY &&
_currentScript != 0xFF && vm.slot[_currentScript].number == 95 && enhancementEnabled(kEnhTextLocFixes) &&
strcmp((const char *)_scriptPointer, "I am Choas.") == 0) {
// WORKAROUND: This happens when Chaos introduces
// herself to bishop Mandible. Of all the places to put
// a typo...
printString(textSlot, (const byte *)"I am Chaos.");
} else if (_game.id == GID_LOOM && _game.version == 4 && _roomResource == 90 &&
_currentScript != 0xFF && vm.slot[_currentScript].number == 203 && _string[textSlot].color == 0x0F && enhancementEnabled(kEnhSubFmtCntChanges)) {
// WORKAROUND: When Mandible speaks with Goodmold, his second
// speech line is missing its color parameter.
_string[textSlot].color = 0x0A;
printString(textSlot, _scriptPointer);
} else if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns && _roomResource == 80 &&
_currentScript != 0xFF && vm.slot[_currentScript].number == 201 && enhancementEnabled(kEnhSubFmtCntChanges)) {
// WORKAROUND: When Indy and his father escape the zeppelin
// with the biplane in the FM-TOWNS version, they share the
// same text color. Indeed, they're not given any explicit
// color, but for some reason this is only a problem on the
// FM-TOWNS. In order to determine who's who, we look for a
// `\xFF\x03` wait instruction or the `Junior` word, since
// only Henry Sr. uses them in this script.
if (strstr((const char *)_scriptPointer, "\xFF\x03") || strstr((const char *)_scriptPointer, "Junior"))
_string[textSlot].color = 0x0A;
else
_string[textSlot].color = 0x0E;
printString(textSlot, _scriptPointer);
} else if (_game.id == GID_INDY4 && _roomResource == 23 && _currentScript != 0xFF && vm.slot[_currentScript].number == 167 &&
len == 24 && enhancementEnabled(kEnhTextLocFixes) && memcmp(_scriptPointer+16, "pregod", 6) == 0) {
// WORKAROUND for bug #2961: At the end of Indy4, if Ubermann is told
// to use 20 orichalcum beads, he'll count "pregod8" and "pregod9"
// instead of "18" and "19", in some releases.
//
// TODO: Check whether this issue also appears in any floppy version,
// because the current workaround doesn't look compatible with
// non-talkie releases.
byte tmpBuf[25];
memcpy(tmpBuf, _scriptPointer, 25);
if (tmpBuf[22] == '8')
Common::strlcpy((char *)tmpBuf+16, "^18^", sizeof(tmpBuf) - 16);
else
Common::strlcpy((char *)tmpBuf+16, "^19^", sizeof(tmpBuf) - 16);
printString(textSlot, tmpBuf);
} else if (_game.id == GID_INDY4 && _language == Common::EN_ANY && _roomResource == 10 &&
_currentScript != 0xFF && vm.slot[_currentScript].number == 209 && _actorToPrintStrFor == 4 && len == 81 &&
strcmp(_game.variant, "Floppy") != 0 && enhancementEnabled(kEnhSubFmtCntChanges)) {
// WORKAROUND: The English Talkie version of Indy4 changed Kerner's
// lines when he uses the phone booth in New York, but the text doesn't
// match the voice and it mentions the wrong person, in most releases.
// The fixed string is taken from the 1994 Macintosh release.
const char origText[] = "Fritz^ Fantastic\x10news!\xFF\x03I think we've found the treasure we\x10seek.";
const char newText[] = "Dr. Ubermann^ Fantastic\x10news!\xFF\x03We've found the treasure we\x10seek.";
if (strcmp((const char *)_scriptPointer + 16, origText) == 0) {
byte *tmpBuf = new byte[sizeof(newText) + 16];
memcpy(tmpBuf, _scriptPointer, 16);
memcpy(tmpBuf + 16, newText, sizeof(newText));
printString(textSlot, tmpBuf);
delete[] tmpBuf;
} else {
printString(textSlot, _scriptPointer);
}
} else if (_game.id == GID_INDY4 && _currentScript != 0xFF && vm.slot[_currentScript].number == 161 && _actorToPrintStrFor == 2 &&
_game.platform != Common::kPlatformAmiga && strcmp(_game.variant, "Floppy") != 0 &&
enhancementEnabled(kEnhAudioChanges)) {
// WORKAROUND: In Indy 4, if one plays as Sophia and looks at Indy, then
// her "There's nothing to look at." reaction line will be said with
// Indy's voice, because script 68-161 doesn't check for Sophia in this
// case. Script 68-4 has a "There's nothing to look at." line for Sophia,
// though, so we reuse this if the current line contains the expected
// audio offset.
if (memcmp(_scriptPointer, "\xFF\x0A\x5D\x8E\xFF\x0A\x63\x08\xFF\x0A\x0E\x00\xFF\x0A\x00\x00", 16) == 0 && len >= 16) {
byte *tmpBuf = new byte[len];
memcpy(tmpBuf, "\xFF\x0A\xCE\x3B\xFF\x0A\x01\x05\xFF\x0A\x0E\x00\xFF\x0A\x00\x00", 16);
memcpy(tmpBuf + 16, _scriptPointer + 16, len - 16);
printString(textSlot, tmpBuf);
delete[] tmpBuf;
} else {
printString(textSlot, _scriptPointer);
}
} else if (_game.id == GID_MONKEY_EGA && _roomResource == 30 && _currentScript != 0xFF && vm.slot[_currentScript].number == 411 &&
enhancementEnabled(kEnhTextLocFixes) &&
strstr((const char *)_scriptPointer, "NCREDIT-NOTE-AMOUNT")) {
// WORKAROUND for bug #4886 (MI1EGA German: Credit text incorrect)
// The script contains buggy text.
const char *tmp = strstr((const char *)_scriptPointer, "NCREDIT-NOTE-AMOUNT");
char tmpBuf[256];
const int diff = tmp - (const char *)_scriptPointer;
memcpy(tmpBuf, _scriptPointer, diff);
Common::strlcpy(tmpBuf + diff, "5000", sizeof(tmpBuf) - diff);
Common::strlcpy(tmpBuf + diff + 4, tmp + sizeof("NCREDIT-NOTE-AMOUNT") - 1, sizeof(tmpBuf) - diff - 4);
printString(textSlot, (byte *)tmpBuf);
} else if (_game.id == GID_MONKEY && !(_game.features & GF_ULTIMATE_TALKIE) &&
_game.platform != Common::kPlatformSegaCD &&
_currentScript != 0xFF && ((_roomResource == 78 && vm.slot[_currentScript].number == 201) ||
(_roomResource == 45 && vm.slot[_currentScript].number == 200 &&
isValidActor(10) && _actors[10]->isInCurrentRoom())) &&
_actorToPrintStrFor == 255 && _string[textSlot].color != 0x0F &&
enhancementEnabled(kEnhSubFmtCntChanges)) {
// WORKAROUND: When Guybrush goes to the church at the end of Monkey1,
// the color for the ghost priest's lines is inconsistent in the v5
// releases (except for the SegaCD one with the smaller palette).
// Fix this while making sure that it doesn't apply to Elaine saying
// "I heard that!" offscreen.
_string[textSlot].color = (_game.platform == Common::kPlatformFMTowns) ? 0x0A : 0xF9;
printString(textSlot, _scriptPointer);
} else if (_game.id == GID_MONKEY && !(_game.features & GF_ULTIMATE_TALKIE) &&
_game.platform != Common::kPlatformSegaCD && _currentScript != 0xFF &&
(vm.slot[_currentScript].number == 140 || vm.slot[_currentScript].number == 294) &&
_actorToPrintStrFor == 255 && _string[textSlot].color == 0x06 &&
enhancementEnabled(kEnhSubFmtCntChanges)) {
// WORKAROUND: In MI1 CD, the colors when the navigator head speaks are
// not the intended ones (dark purple instead of brown), because the
// original `Color(6)` parameter was kept without adjusting it for the
// v5 palette changes (a common oversight in that version). The verb
// options may also look wrong in that scene, but we don't fix that, as
// this font in displayed in green, white or purple between the
// different releases and scenes, so we don't know the original intent.
_string[textSlot].color = (_game.platform == Common::kPlatformFMTowns) ? 0x0C : 0xEA;
printString(textSlot, _scriptPointer);
} else if (_game.id == GID_MONKEY && _roomResource == 25 && _currentScript != 0xFF && vm.slot[_currentScript].number == 205) {
printPatchedMI1CannibalString(textSlot, _scriptPointer);
} else {
printString(textSlot, _scriptPointer);
}
_scriptPointer += len + 1;
// In SCUMM V1-V3, there were no 'default' values for the text slot
// values. Hence to achieve correct behavior, we have to keep the
// 'default' values in sync with the active values.
//
// Note: This is needed for Indy3 (Grail Diary). It's also needed
// for Loom, or the lines Bobbin speaks during the intro are put
// at position 0,0.
//
// Note: We can't use saveDefault() here because we only want to
// save the position and color. In particular, we do not want to
// save the 'center' flag. See bug #1588.
if (_game.version <= 3) {
_string[textSlot]._default.xpos = _string[textSlot].xpos;
_string[textSlot]._default.ypos = _string[textSlot].ypos;
_string[textSlot]._default.height = _string[textSlot].height;
_string[textSlot]._default.color = _string[textSlot].color;
}
}
void ScummEngine_v5::printPatchedMI1CannibalString(int textSlot, const byte *ptr) {
const char *msg = (const char *)ptr;
if (strncmp((const char *)ptr, "/LH.ENG/", 8) == 0) {
msg =
"Oooh, that's nice.\xFF\x03"
"Simple. Just like one of mine.\xFF\x03"
"And little. Like mine.";
} else if (strncmp((const char *)ptr, "/LH.DEU/", 8) == 0) {
msg =
"Oooh, das ist nett.\xFF\x03"
"Einfach. Wie eines von meinen.\xFF\x03"
"Und klein. Wie meine.";
} else if (strncmp((const char *)ptr, "/LH.ITA/", 8) == 0) {
msg =
"Oooh, che bello.\xFF\x03"
"Semplice. Proprio come uno dei miei.\xFF\x03"
"E piccolo. Come il mio.";
} else if (strncmp((const char *)ptr, "/LH.ESP/", 8) == 0) {
msg =
"Oooh, qu\x82 bonito.\xFF\x03"
"Simple. Como uno de los m\xA1os.\xFF\x03"
"Y peque\xA4o, como los m\xA1os.";
}
printString(textSlot, (const byte *)msg);
}
} // End of namespace Scumm
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