https://github.com/scummvm/scummvm
Tip revision: 580ec65220fb75a01cb6256af865eab7c8571fe6 authored by Eugene Sandulenko on 28 August 2021, 19:00:31 UTC
RELEASE: This is 2.4.0git
RELEASE: This is 2.4.0git
Tip revision: 580ec65
script.cpp
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/config-manager.h"
#include "common/util.h"
#include "common/system.h"
#include "scumm/actor.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/util.h"
#include "scumm/scumm_v0.h"
#include "scumm/scumm_v2.h"
#include "scumm/sound.h"
#include "scumm/verbs.h"
namespace Scumm {
/* Start executing script 'script' with the given parameters */
void ScummEngine::runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle) {
ScriptSlot *s;
//byte *scriptPtr;
uint32 scriptOffs;
byte scriptType;
int slot;
if (!script)
return;
if (!recursive)
stopScript(script);
uint16 number = (_currentScript != 0xFF) ? vm.slot[_currentScript].number : 0;
if (script < _numGlobalScripts) {
// Call getResourceAddress to ensure the resource is loaded & its usage count reset
/*scriptPtr =*/ getResourceAddress(rtScript, script);
scriptOffs = _resourceHeaderSize;
scriptType = WIO_GLOBAL;
debugC(DEBUG_SCRIPTS, "runScript(Global-%d) from %d-%d", script,
number, _roomResource);
} else {
scriptOffs = _localScriptOffsets[script - _numGlobalScripts];
if (scriptOffs == 0)
error("Local script %d is not in room %d", script, _roomResource);
scriptType = WIO_LOCAL;
debugC(DEBUG_SCRIPTS, "runScript(%d) from %d-%d", script,
number, _roomResource);
}
if (cycle == 0)
cycle = (_game.heversion >= 90) ? VAR(VAR_SCRIPT_CYCLE) : 1;
slot = getScriptSlot();
s = &vm.slot[slot];
s->number = script;
s->offs = scriptOffs;
s->status = ssRunning;
s->where = scriptType;
s->freezeResistant = freezeResistant;
s->recursive = recursive;
s->freezeCount = 0;
s->delayFrameCount = 0;
s->cycle = cycle;
initializeLocals(slot, lvarptr);
runScriptNested(slot);
}
void ScummEngine::runObjectScript(int object, int entry, bool freezeResistant, bool recursive, int *vars, int slot, int cycle) {
ScriptSlot *s;
uint32 obcd;
int where, offs;
if (!object)
return;
if (!recursive && (_game.version >= 3))
stopObjectScript(object);
where = whereIsObject(object);
if (where == WIO_NOT_FOUND) {
warning("Code for object %d not in room %d", object, _roomResource);
return;
}
obcd = getOBCDOffs(object);
// Find a free object slot, unless one was specified
if (slot == -1)
slot = getScriptSlot();
offs = getVerbEntrypoint(object, entry);
if (offs == 0)
return;
if (cycle == 0)
cycle = (_game.heversion >= 90) ? VAR(VAR_SCRIPT_CYCLE) : 1;
s = &vm.slot[slot];
s->number = object;
s->offs = obcd + offs;
s->status = ssRunning;
s->where = where;
s->freezeResistant = freezeResistant;
s->recursive = recursive;
s->freezeCount = 0;
s->delayFrameCount = 0;
s->cycle = cycle;
initializeLocals(slot, vars);
runScriptNested(slot);
}
void ScummEngine::initializeLocals(int slot, int *vars) {
int i;
if (!vars) {
for (i = 0; i < NUM_SCRIPT_LOCAL; i++)
vm.localvar[slot][i] = 0;
} else {
for (i = 0; i < NUM_SCRIPT_LOCAL; i++)
vm.localvar[slot][i] = vars[i];
}
}
int ScummEngine::getVerbEntrypoint(int obj, int entry) {
const byte *objptr, *verbptr;
int verboffs;
// WORKAROUND for bug #2826: Disallow pulling the rope if it's
// already in the player's inventory.
if (_game.id == GID_MONKEY2 && obj == 1047 && entry == 6 && whereIsObject(obj) == WIO_INVENTORY) {
return 0;
}
if (whereIsObject(obj) == WIO_NOT_FOUND)
return 0;
objptr = getOBCDFromObject(obj);
assert(objptr);
if (_game.version == 0)
verbptr = objptr + 14;
else if (_game.version <= 2)
verbptr = objptr + 15;
else if ((_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) ||
_game.features & GF_OLD_BUNDLE)
verbptr = objptr + 17;
else if (_game.features & GF_SMALL_HEADER)
verbptr = objptr + 19;
else
verbptr = findResource(MKTAG('V','E','R','B'), objptr);
assert(verbptr);
verboffs = verbptr - objptr;
if (!(_game.features & GF_SMALL_HEADER))
verbptr += _resourceHeaderSize;
if (_game.version == 8) {
const uint32 *ptr = (const uint32 *)verbptr;
uint32 verb;
do {
verb = READ_LE_UINT32(ptr);
if (!verb)
return 0;
if (verb == (uint32)entry || verb == 0xFFFFFFFF)
break;
ptr += 2;
} while (1);
return verboffs + 8 + READ_LE_UINT32(ptr + 1);
} else if (_game.version <= 2) {
do {
const int kFallbackEntry = (_game.version == 0 ? 0x0F : 0xFF);
if (!*verbptr)
return 0;
if (*verbptr == entry || *verbptr == kFallbackEntry)
break;
verbptr += 2;
} while (1);
return *(verbptr + 1);
} else {
do {
if (!*verbptr)
return 0;
if (*verbptr == entry || *verbptr == 0xFF)
break;
verbptr += 3;
} while (1);
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine) {
verbptr += READ_LE_UINT16(verbptr + 1) + 3;
return verbptr - objptr;
} else if (_game.features & GF_SMALL_HEADER)
return READ_LE_UINT16(verbptr + 1);
else
return verboffs + READ_LE_UINT16(verbptr + 1);
}
}
/* Stop script 'script' */
void ScummEngine::stopScript(int script) {
ScriptSlot *ss;
int i;
if (script == 0)
return;
ss = vm.slot;
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
if (script == ss->number && ss->status != ssDead &&
(ss->where == WIO_GLOBAL || ss->where == WIO_LOCAL)) {
if (ss->cutsceneOverride)
if (_game.version >= 5)
error("Script %d stopped with active cutscene/override", script);
ss->number = 0;
ss->status = ssDead;
nukeArrays(i);
if (_currentScript == i)
_currentScript = 0xFF;
}
}
for (i = 0; i < vm.numNestedScripts; ++i) {
if (vm.nest[i].number == script &&
(vm.nest[i].where == WIO_GLOBAL || vm.nest[i].where == WIO_LOCAL)) {
nukeArrays(vm.nest[i].slot);
vm.nest[i].number = 0;
vm.nest[i].slot = 0xFF;
vm.nest[i].where = 0xFF;
}
}
}
/* Stop an object script 'script'*/
void ScummEngine::stopObjectScript(int script) {
ScriptSlot *ss;
int i;
if (script == 0)
return;
ss = vm.slot;
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
if (script == ss->number && ss->status != ssDead &&
(ss->where == WIO_ROOM || ss->where == WIO_INVENTORY || ss->where == WIO_FLOBJECT)) {
if (ss->cutsceneOverride)
if (_game.version >= 5)
error("Object %d stopped with active cutscene/override", script);
ss->number = 0;
ss->status = ssDead;
nukeArrays(i);
if (_currentScript == i)
_currentScript = 0xFF;
}
}
for (i = 0; i < vm.numNestedScripts; ++i) {
if (vm.nest[i].number == script &&
(vm.nest[i].where == WIO_ROOM || vm.nest[i].where == WIO_INVENTORY || vm.nest[i].where == WIO_FLOBJECT)) {
nukeArrays(vm.nest[i].slot);
vm.nest[i].number = 0;
vm.nest[i].slot = 0xFF;
vm.nest[i].where = 0xFF;
}
}
}
/* Return a free script slot */
int ScummEngine::getScriptSlot() {
ScriptSlot *s;
int i;
for (i = 1; i < NUM_SCRIPT_SLOT; i++) {
s = &vm.slot[i];
if (s->status == ssDead)
return i;
}
error("Too many scripts running, %d max", NUM_SCRIPT_SLOT);
return -1;
}
/* Run script 'script' nested - eg, within the parent script.*/
void ScummEngine::runScriptNested(int script) {
NestedScript *nest;
ScriptSlot *slot;
updateScriptPtr();
if (vm.numNestedScripts >= kMaxScriptNesting)
error("Too many nested scripts");
nest = &vm.nest[vm.numNestedScripts];
if (_currentScript == 0xFF) {
nest->number = 0;
nest->where = 0xFF;
} else {
// Store information about the currently running script
slot = &vm.slot[_currentScript];
nest->number = slot->number;
nest->where = slot->where;
nest->slot = _currentScript;
}
vm.numNestedScripts++;
_currentScript = script;
getScriptBaseAddress();
resetScriptPointer();
executeScript();
if (vm.numNestedScripts != 0)
vm.numNestedScripts--;
if (nest->number) {
// Try to resume the script which called us, if its status has not changed
// since it invoked us. In particular, we only resume it if it hasn't been
// stopped in the meantime, and if it did not already move on.
slot = &vm.slot[nest->slot];
if (slot->number == nest->number && slot->where == nest->where &&
slot->status != ssDead && slot->freezeCount == 0) {
_currentScript = nest->slot;
getScriptBaseAddress();
resetScriptPointer();
return;
}
}
_currentScript = 0xFF;
}
void ScummEngine::updateScriptPtr() {
if (_currentScript == 0xFF)
return;
vm.slot[_currentScript].offs = _scriptPointer - _scriptOrgPointer;
}
/* Nuke arrays based on script */
void ScummEngine::nukeArrays(byte scriptSlot) {
int i;
if (_game.heversion == 0 || scriptSlot == 0)
return;
for (i = 1; i < _numArray; i++) {
if (_arraySlot[i] == scriptSlot) {
_res->nukeResource(rtString, i);
_arraySlot[i] = 0;
}
}
}
/* Get the code pointer to a script */
void ScummEngine::getScriptBaseAddress() {
ScriptSlot *ss;
int idx;
if (_currentScript == 0xFF)
return;
ss = &vm.slot[_currentScript];
switch (ss->where) {
case WIO_INVENTORY: /* inventory script * */
for (idx = 0; idx < _numInventory; idx++)
if (_inventory[idx] == ss->number)
break;
_scriptOrgPointer = getResourceAddress(rtInventory, idx);
assert(idx < _numInventory);
_lastCodePtr = &_res->_types[rtInventory][idx]._address;
break;
case WIO_LOCAL:
case WIO_ROOM: /* room script */
if (_game.version == 8) {
_scriptOrgPointer = getResourceAddress(rtRoomScripts, _roomResource);
assert(_roomResource < (int)_res->_types[rtRoomScripts].size());
_lastCodePtr = &_res->_types[rtRoomScripts][_roomResource]._address;
} else {
_scriptOrgPointer = getResourceAddress(rtRoom, _roomResource);
assert(_roomResource < _numRooms);
_lastCodePtr = &_res->_types[rtRoom][_roomResource]._address;
}
break;
case WIO_GLOBAL: /* global script */
_scriptOrgPointer = getResourceAddress(rtScript, ss->number);
assert(ss->number < _numScripts);
_lastCodePtr = &_res->_types[rtScript][ss->number]._address;
break;
case WIO_FLOBJECT: /* flobject script */
idx = getObjectIndex(ss->number);
assert(idx != -1);
idx = _objs[idx].fl_object_index;
_scriptOrgPointer = getResourceAddress(rtFlObject, idx);
assert(idx < _numFlObject);
_lastCodePtr = &_res->_types[rtFlObject][idx]._address;
break;
default:
error("Bad type while getting base address");
}
// The following fixes bug #2028. Confirmed against disasm.
if (_game.version <= 2 && _scriptOrgPointer == NULL) {
ss->status = ssDead;
_currentScript = 0xFF;
}
}
void ScummEngine::resetScriptPointer() {
if (_currentScript == 0xFF)
return;
_scriptPointer = _scriptOrgPointer + vm.slot[_currentScript].offs;
}
/**
* This method checks whether the resource that contains the active script
* moved, and if so, updates the script pointer accordingly.
*
* The script resource may have moved because it might have been garbage
* collected by ResourceManager::expireResources.
*/
void ScummEngine::refreshScriptPointer() {
if (*_lastCodePtr != _scriptOrgPointer) {
long oldoffs = _scriptPointer - _scriptOrgPointer;
getScriptBaseAddress();
_scriptPointer = _scriptOrgPointer + oldoffs;
}
}
/** Execute a script - Read opcode, and execute it from the table */
void ScummEngine::executeScript() {
int c;
while (_currentScript != 0xFF) {
if (_showStack == 1) {
debugN("Stack:");
for (c = 0; c < _scummStackPos; c++) {
debugN(" %d", _vmStack[c]);
}
debugN("\n");
}
_opcode = fetchScriptByte();
if (_game.version > 2) // V0-V2 games didn't use the didexec flag
vm.slot[_currentScript].didexec = true;
debugC(DEBUG_OPCODES, "Script %d, offset 0x%x: [%X] %s()",
vm.slot[_currentScript].number,
(uint)(_scriptPointer - _scriptOrgPointer),
_opcode,
getOpcodeDesc(_opcode));
if (_hexdumpScripts == true) {
for (c = -1; c < 15; c++) {
debugN(" %02x", *(_scriptPointer + c));
}
debugN("\n");
}
executeOpcode(_opcode);
}
}
void ScummEngine::executeOpcode(byte i) {
if (_opcodes[i].proc && _opcodes[i].proc->isValid())
(*_opcodes[i].proc)();
else {
error("Invalid opcode '%x' at %lx", i, (long)(_scriptPointer - _scriptOrgPointer));
}
}
const char *ScummEngine::getOpcodeDesc(byte i) {
#ifndef REDUCE_MEMORY_USAGE
return _opcodes[i].desc;
#else
return "";
#endif
}
byte ScummEngine::fetchScriptByte() {
refreshScriptPointer();
return *_scriptPointer++;
}
uint ScummEngine::fetchScriptWord() {
refreshScriptPointer();
uint a = READ_LE_UINT16(_scriptPointer);
_scriptPointer += 2;
return a;
}
int ScummEngine::fetchScriptWordSigned() {
return (int16)fetchScriptWord();
}
uint ScummEngine::fetchScriptDWord() {
refreshScriptPointer();
uint a = READ_LE_UINT32(_scriptPointer);
_scriptPointer += 4;
return a;
}
int ScummEngine::fetchScriptDWordSigned() {
return (int32)fetchScriptDWord();
}
int ScummEngine::readVar(uint var) {
int a;
debugC(DEBUG_VARS, "readvar(%d)", var);
if ((var & 0x2000) && (_game.version <= 5)) {
a = fetchScriptWord();
if (a & 0x2000)
var += readVar(a & ~0x2000);
else
var += a & 0xFFF;
var &= ~0x2000;
}
if (!(var & 0xF000)) {
if (!_copyProtection) {
if (var == 490 && _game.id == GID_MONKEY2) {
var = 518;
}
}
if (VAR_SUBTITLES != 0xFF && var == VAR_SUBTITLES) {
return ConfMan.getBool("subtitles");
}
if (VAR_NOSUBTITLES != 0xFF && var == VAR_NOSUBTITLES) {
return !ConfMan.getBool("subtitles");
}
assertRange(0, var, _numVariables - 1, "variable (reading)");
return _scummVars[var];
}
if (var & 0x8000) {
if (_game.heversion >= 80) {
var &= 0xFFF;
assertRange(0, var, _numRoomVariables - 1, "room variable (reading)");
return _roomVars[var];
} else if (_game.version <= 3 && !(_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns) &&
!(_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)) {
int bit = var & 0xF;
var = (var >> 4) & 0xFF;
if (!_copyProtection) {
if (_game.id == GID_LOOM && (_game.platform == Common::kPlatformFMTowns) && var == 214 && bit == 15) {
return 0;
} else if (_game.id == GID_ZAK && (_game.platform == Common::kPlatformFMTowns) && var == 151 && bit == 8) {
return 0;
}
}
assertRange(0, var, _numVariables - 1, "variable (reading)");
return (_scummVars[ var ] & ( 1 << bit ) ) ? 1 : 0;
} else {
var &= 0x7FFF;
if (!_copyProtection) {
if (_game.id == GID_INDY3 && (_game.platform == Common::kPlatformFMTowns) && var == 1508)
return 0;
}
assertRange(0, var, _numBitVariables - 1, "variable (reading)");
return (_bitVars[var >> 3] & (1 << (var & 7))) ? 1 : 0;
}
}
if (var & 0x4000) {
if (_game.features & GF_FEW_LOCALS) {
var &= 0xF;
} else {
var &= 0xFFF;
}
if (_game.heversion >= 80)
assertRange(0, var, 25, "local variable (reading)");
else
assertRange(0, var, 20, "local variable (reading)");
return vm.localvar[_currentScript][var];
}
error("Illegal varbits (r)");
return -1;
}
void ScummEngine::writeVar(uint var, int value) {
debugC(DEBUG_VARS, "writeVar(%d, %d)", var, value);
if (!(var & 0xF000)) {
assertRange(0, var, _numVariables - 1, "variable (writing)");
if (VAR_SUBTITLES != 0xFF && var == VAR_SUBTITLES) {
// Ignore default setting in HE72-74 games
if (_game.heversion <= 74 && vm.slot[_currentScript].number == 1)
return;
assert(value == 0 || value == 1);
ConfMan.setBool("subtitles", (value != 0));
}
if (VAR_NOSUBTITLES != 0xFF && var == VAR_NOSUBTITLES) {
// Ignore default setting in HE60-71 games
if (_game.heversion >= 60 && vm.slot[_currentScript].number == 1)
return;
assert(value == 0 || value == 1);
ConfMan.setBool("subtitles", !value);
}
if (var == VAR_CHARINC) {
// Did the user override the talkspeed manually? Then use that.
// Otherwise, use the value specified by the game script.
// Note: To determine whether there was a user override, we only
// look at the target specific settings, assuming that any global
// value is likely to be bogus. See also bug #4008.
if (ConfMan.hasKey("talkspeed", _targetName)) {
value = getTalkSpeed();
} else {
// Save the new talkspeed value to ConfMan
setTalkSpeed(value);
}
}
_scummVars[var] = value;
// Unlike the PC version, the Macintosh version of Loom appears
// to hard-code the drawing of the practice mode box. This is
// handled by script 27 in both versions, but wherease the PC
// version draws the notes, the the Mac version this just sets
// variables 50 and 54.
//
// In this script, the variables are set to the same value but
// it appears that only variable 50 is cleared when the box is
// supposed to disappear. I don't know what the purpose of
// variable 54 is.
if (_game.id == GID_LOOM && _game.platform == Common::kPlatformMacintosh) {
if (VAR(128) == 0 && var == 50) {
mac_drawLoomPracticeMode();
}
}
if ((_varwatch == (int)var || _varwatch == 0) && _currentScript < NUM_SCRIPT_SLOT) {
if (vm.slot[_currentScript].number < 100)
debug(1, "vars[%d] = %d (via script-%d)", var, value, vm.slot[_currentScript].number);
else
debug(1, "vars[%d] = %d (via room-%d-%d)", var, value, _currentRoom,
vm.slot[_currentScript].number);
}
return;
}
if (var & 0x8000) {
if (_game.heversion >= 80) {
var &= 0xFFF;
assertRange(0, var, _numRoomVariables - 1, "room variable (writing)");
_roomVars[var] = value;
} else if (_game.version <= 3 && !(_game.id == GID_INDY3 && _game.platform == Common::kPlatformFMTowns) &&
!(_game.id == GID_LOOM && _game.platform == Common::kPlatformPCEngine)) {
// In the old games, the bit variables were using the same memory
// as the normal variables!
int bit = var & 0xF;
var = (var >> 4) & 0xFF;
assertRange(0, var, _numVariables - 1, "variable (writing)");
if (value)
_scummVars[var] |= ( 1 << bit );
else
_scummVars[var] &= ~( 1 << bit );
} else {
var &= 0x7FFF;
assertRange(0, var, _numBitVariables - 1, "bit variable (writing)");
if (value)
_bitVars[var >> 3] |= (1 << (var & 7));
else
_bitVars[var >> 3] &= ~(1 << (var & 7));
}
return;
}
if (var & 0x4000) {
if (_game.features & GF_FEW_LOCALS) {
var &= 0xF;
} else {
var &= 0xFFF;
}
if (_game.heversion >= 80)
assertRange(0, var, 25, "local variable (writing)");
else
assertRange(0, var, 20, "local variable (writing)");
vm.localvar[_currentScript][var] = value;
return;
}
error("Illegal varbits (w)");
}
void ScummEngine::push(int a) {
assert(_scummStackPos >= 0 && _scummStackPos < ARRAYSIZE(_vmStack));
_vmStack[_scummStackPos++] = a;
}
int ScummEngine::pop() {
assert(_scummStackPos >= 1 && _scummStackPos <= ARRAYSIZE(_vmStack));
return _vmStack[--_scummStackPos];
}
void ScummEngine::stopObjectCode() {
ScriptSlot *ss;
ss = &vm.slot[_currentScript];
if (_game.version <= 2) {
if (ss->where == WIO_GLOBAL || ss->where == WIO_LOCAL) {
stopScript(ss->number);
} else {
ss->number = 0;
ss->status = ssDead;
}
} else if (_game.version <= 5) {
if (ss->where != WIO_GLOBAL && ss->where != WIO_LOCAL) {
stopObjectScript(ss->number);
} else {
if (_game.version >= 4 && ss->cutsceneOverride)
error("Script %d ending with active cutscene/override (%d)", ss->number, ss->cutsceneOverride);
ss->number = 0;
ss->status = ssDead;
}
} else {
if (ss->where != WIO_GLOBAL && ss->where != WIO_LOCAL) {
if (ss->cutsceneOverride)
error("Object %d ending with active cutscene/override (%d)", ss->number, ss->cutsceneOverride);
} else {
if (ss->cutsceneOverride)
error("Script %d ending with active cutscene/override (%d)", ss->number, ss->cutsceneOverride);
}
ss->number = 0;
ss->status = ssDead;
}
nukeArrays(_currentScript);
_currentScript = 0xFF;
}
void ScummEngine::runInventoryScript(int i) {
if (VAR(VAR_INVENTORY_SCRIPT)) {
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh) {
inventoryScriptIndy3Mac();
} else {
int args[NUM_SCRIPT_LOCAL];
memset(args, 0, sizeof(args));
args[0] = i;
runScript(VAR(VAR_INVENTORY_SCRIPT), 0, 0, args);
}
}
}
void ScummEngine::inventoryScriptIndy3Mac() {
int slot;
// VAR(67) controls the scroll offset of the inventory in Indy3 for Macintosh.
// The inventory consists of two columns with three items visible in each,
// so a maximum of six items are visible at once.
// The scroll offset must be non-negative and if there are six or less items
// in the inventory, the inventory is fixed in the top position.
const int invCount = getInventoryCount(VAR(VAR_EGO));
if (VAR(67) < 0 || invCount <= 6) {
VAR(67) = 0;
}
// If there are more than six items in the inventory, clamp the scroll position
// to be at most invCount-6, rounded up to the next even integer.
bool scrolledToBottom = false;
if (invCount > 6 && VAR(67) >= invCount - 6) {
VAR(67) = invCount - 6;
// Odd number of inventory items? -> increment VAR(67) to make it even
if (invCount & 1) {
VAR(67)++;
}
scrolledToBottom = true;
}
// Now update var 83 till 89 to contain the inventory IDs of the
// corresponding inventory slots.
// Also setup fake verbs for the inventory
byte tmp[6] = { 0xFF, 0x06, 0x52, 0x00, 0x00, 0x00 };
for (int j = 1; j < 7; j++) {
int tmpA = (VAR(67) + j);
int tmpB = findInventory(VAR(VAR_EGO), tmpA);
VAR(82 + j) = tmpB;
// Setup fake verb
tmp[2] = 0x52 + j;
slot = getVerbSlot(100 + j, 0);
loadPtrToResource(rtVerb, slot, tmp);
VerbSlot *vs = &_verbs[slot];
vs->type = kTextVerbType;
vs->imgindex = 0;
vs->curmode = 1;
drawVerb(slot, 0);
}
// Enable up arrow if there are more than six items and we are not already
// scrolled all the way up.
slot = getVerbSlot(107, 0);
_verbs[slot].curmode = (invCount > 6 && VAR(67)) ? 1 : 0;
drawVerb(slot, 0);
// Enable down arrow if there are more than six items and we are not already
// scrolled all the way down.
slot = getVerbSlot(108, 0);
_verbs[slot].curmode = (invCount > 6 && !scrolledToBottom) ? 1 : 0;
drawVerb(slot, 0);
// Redraw!
verbMouseOver(0);
}
void ScummEngine::freezeScripts(int flag) {
int i;
if (_game.version <= 2) {
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
if (_currentScript != i && vm.slot[i].status != ssDead && !vm.slot[i].freezeResistant) {
vm.slot[i].status |= 0x80;
}
}
return;
}
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
if (_currentScript != i && vm.slot[i].status != ssDead && (!vm.slot[i].freezeResistant || flag >= 0x80)) {
vm.slot[i].status |= 0x80;
vm.slot[i].freezeCount++;
}
}
for (i = 0; i < NUM_SENTENCE; i++)
_sentence[i].freezeCount++;
if (vm.cutSceneScriptIndex != 0xFF) {
vm.slot[vm.cutSceneScriptIndex].status &= 0x7F;
vm.slot[vm.cutSceneScriptIndex].freezeCount = 0;
}
}
void ScummEngine::unfreezeScripts() {
int i;
if (_game.version <= 2) {
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
vm.slot[i].status &= 0x7F;
}
return;
}
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
if (vm.slot[i].status & 0x80) {
if (!--vm.slot[i].freezeCount) {
vm.slot[i].status &= 0x7F;
}
}
}
for (i = 0; i < NUM_SENTENCE; i++) {
if (_sentence[i].freezeCount > 0)
_sentence[i].freezeCount--;
}
}
void ScummEngine::runAllScripts() {
int i;
for (i = 0; i < NUM_SCRIPT_SLOT; i++)
vm.slot[i].didexec = false;
_currentScript = 0xFF;
int numCycles = (_game.heversion >= 90) ? VAR(VAR_NUM_SCRIPT_CYCLES) : 1;
for (int cycle = 1; cycle <= numCycles; cycle++) {
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
if (vm.slot[i].cycle == cycle && vm.slot[i].status == ssRunning && !vm.slot[i].didexec) {
_currentScript = (byte)i;
getScriptBaseAddress();
resetScriptPointer();
executeScript();
}
}
}
}
void ScummEngine::runExitScript() {
if (VAR_EXIT_SCRIPT != 0xFF && VAR(VAR_EXIT_SCRIPT))
runScript(VAR(VAR_EXIT_SCRIPT), 0, 0, 0);
if (_EXCD_offs) {
int slot = getScriptSlot();
vm.slot[slot].status = ssRunning;
vm.slot[slot].number = 10001;
vm.slot[slot].where = WIO_ROOM;
vm.slot[slot].offs = _EXCD_offs;
vm.slot[slot].freezeResistant = false;
vm.slot[slot].recursive = false;
vm.slot[slot].freezeCount = 0;
vm.slot[slot].delayFrameCount = 0;
vm.slot[slot].cycle = 1;
// FIXME: the exit script of room 7 in indy3 only seems to have a size
// and tag not actual data not even a 00 (stop code). Maybe we should
// be limiting ourselves to strictly reading the size from the header?
if (_game.id == GID_INDY3 && !(_game.features & GF_OLD_BUNDLE)) {
byte *roomptr = getResourceAddress(rtRoom, _roomResource);
const byte *excd = findResourceData(MKTAG('E','X','C','D'), roomptr) - _resourceHeaderSize;
if (!excd || (getResourceDataSize(excd) < 1)) {
debug(2, "Exit-%d is empty", _roomResource);
return;
}
}
initializeLocals(slot, 0);
runScriptNested(slot);
}
if (VAR_EXIT_SCRIPT2 != 0xFF && VAR(VAR_EXIT_SCRIPT2))
runScript(VAR(VAR_EXIT_SCRIPT2), 0, 0, 0);
#ifdef ENABLE_SCUMM_7_8
// WORKAROUND: The spider lair (room 44) will optionally play the sound
// of trickling water (sound 215), but it never stops it. The same sound
// effect is also used in room 33, so let's do the same fade out that it
// does in that room's exit script.
if (_game.id == GID_DIG && _currentRoom == 44) {
int scriptCmds[] = { 14, 215, 0x600, 0, 30, 0, 0, 0 };
_sound->soundKludge(scriptCmds, ARRAYSIZE(scriptCmds));
}
#endif
}
void ScummEngine::runEntryScript() {
if (VAR_ENTRY_SCRIPT != 0xFF && VAR(VAR_ENTRY_SCRIPT))
runScript(VAR(VAR_ENTRY_SCRIPT), 0, 0, 0);
if (_ENCD_offs) {
int slot = getScriptSlot();
vm.slot[slot].status = ssRunning;
vm.slot[slot].number = 10002;
vm.slot[slot].where = WIO_ROOM;
vm.slot[slot].offs = _ENCD_offs;
vm.slot[slot].freezeResistant = false;
vm.slot[slot].recursive = false;
vm.slot[slot].freezeCount = 0;
vm.slot[slot].delayFrameCount = 0;
vm.slot[slot].cycle = 1;
initializeLocals(slot, 0);
runScriptNested(slot);
}
if (VAR_ENTRY_SCRIPT2 != 0xFF && VAR(VAR_ENTRY_SCRIPT2))
runScript(VAR(VAR_ENTRY_SCRIPT2), 0, 0, 0);
}
void ScummEngine::runQuitScript() {
if (VAR_QUIT_SCRIPT != 0xFF && VAR(VAR_QUIT_SCRIPT)) {
int args[NUM_SCRIPT_LOCAL];
memset(args, 0, sizeof(args));
args[0] = 2;
args[1] = 1003;
runScript(VAR(VAR_QUIT_SCRIPT), 0, 0, args);
}
}
void ScummEngine::killScriptsAndResources() {
ScriptSlot *ss;
int i;
ss = vm.slot;
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
if (ss->where == WIO_ROOM || ss->where == WIO_FLOBJECT) {
if (ss->cutsceneOverride) {
if (_game.version >= 5)
warning("Object %d stopped with active cutscene/override in exit", ss->number);
ss->cutsceneOverride = 0;
}
nukeArrays(i);
ss->status = ssDead;
} else if (ss->where == WIO_LOCAL) {
if (ss->cutsceneOverride) {
if (_game.version >= 5)
warning("Script %d stopped with active cutscene/override in exit", ss->number);
ss->cutsceneOverride = 0;
}
nukeArrays(i);
ss->status = ssDead;
}
}
/* Nuke local object names */
if (_newNames) {
for (i = 0; i < _numNewNames; i++) {
const int obj = _newNames[i];
if (obj) {
const int owner = getOwner((_game.version != 0 ? obj : OBJECT_V0_ID(obj)));
// We can delete custom name resources if either the object is
// no longer in use (i.e. not owned by anyone anymore); or if
// it is an object which is owned by a room.
if (owner == 0 || (_game.version < 7 && owner == OF_OWNER_ROOM)) {
// WORKAROUND for a problem mentioned in bug report #1607:
// In FOA in the sentry room, in the chest plate of the statue,
// the pegs may be renamed to mouth: this custom name is lost
// when leaving the room; this hack prevents this).
if (owner == OF_OWNER_ROOM && _game.id == GID_INDY4 && 336 <= obj && obj <= 340)
continue;
_newNames[i] = 0;
_res->nukeResource(rtObjectName, i);
}
}
}
}
}
void ScummEngine::killAllScriptsExceptCurrent() {
for (int i = 0; i < NUM_SCRIPT_SLOT; i++) {
if (i != _currentScript) {
vm.slot[i].status = ssDead;
vm.slot[i].cutsceneOverride = 0;
}
}
}
void ScummEngine::doSentence(int verb, int objectA, int objectB) {
SentenceTab *st;
if (_game.version >= 7) {
if (objectA == objectB)
return;
if (_sentenceNum > 0) {
st = &_sentence[_sentenceNum - 1];
// Check if this doSentence request is identical to the previous one;
// if yes, ignore this invocation.
if (_sentenceNum && st->verb == verb && st->objectA == objectA && st->objectB == objectB)
return;
}
}
assert(_sentenceNum < NUM_SENTENCE);
st = &_sentence[_sentenceNum++];
st->verb = verb;
st->objectA = objectA;
st->objectB = objectB;
st->preposition = (objectB != 0);
st->freezeCount = 0;
}
void ScummEngine::checkAndRunSentenceScript() {
int i;
int localParamList[NUM_SCRIPT_LOCAL];
const ScriptSlot *ss;
int sentenceScript;
if (_game.version <= 2)
sentenceScript = 2;
else
sentenceScript = VAR(VAR_SENTENCE_SCRIPT);
memset(localParamList, 0, sizeof(localParamList));
if (isScriptInUse(sentenceScript)) {
ss = vm.slot;
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++)
if (ss->number == sentenceScript && ss->status != ssDead && ss->freezeCount == 0)
return;
}
if (!_sentenceNum || _sentence[_sentenceNum - 1].freezeCount)
return;
_sentenceNum--;
SentenceTab &st = _sentence[_sentenceNum];
if (_game.version < 7)
if (st.preposition && st.objectB == st.objectA)
return;
if (_game.version <= 2) {
VAR(VAR_ACTIVE_VERB) = st.verb;
VAR(VAR_ACTIVE_OBJECT1) = st.objectA;
VAR(VAR_ACTIVE_OBJECT2) = st.objectB;
VAR(VAR_VERB_ALLOWED) = (0 != getVerbEntrypoint(st.objectA, st.verb));
} else {
localParamList[0] = st.verb;
localParamList[1] = st.objectA;
localParamList[2] = st.objectB;
if (_game.id == GID_FT && !isValidActor(localParamList[1]) && !isValidActor(localParamList[2])) {
// WORKAROUND for bug #2466. The buggy script clearly
// assumes that one of the two objects is an actor. If that's
// not the case, fall back on the default sentence script.
// FIXME: We do not yet have all necessary information, but the
// following is known:
//
// * The US PC version uses scripts 28 and 103 and has 456 scripts.
// * The French PC version uses scripts 29 and 104 and has 467 scripts.
// * The German Mac version uses scripts 29 and 104 and has 469 scripts.
// * The German, Italian, Portuguese and Spanish PC versions
// use script 29. The other script is not currently known.
// * The US Mac demo uses script 28.
//
// For now we assume that if there are more than 460 scripts, then
// the pair 29/104 is used, else the pair 28/103.
if (_res->_types[rtScript].size() > 460) {
if (sentenceScript == 104)
sentenceScript = 29;
} else {
if (sentenceScript == 103)
sentenceScript = 28;
}
}
}
_currentScript = 0xFF;
if (sentenceScript)
runScript(sentenceScript, 0, 0, localParamList);
}
void ScummEngine_v0::walkToActorOrObject(int object) {
int x, y, dir;
Actor_v0 *a = (Actor_v0 *)derefActor(VAR(VAR_EGO), "walkToObject");
_walkToObject = object;
_walkToObjectState = kWalkToObjectStateWalk;
if (OBJECT_V0_TYPE(object) == kObjectV0TypeActor) {
walkActorToActor(VAR(VAR_EGO), OBJECT_V0_ID(object), 4);
x = a->getRealPos().x;
y = a->getRealPos().y;
} else {
walkActorToObject(VAR(VAR_EGO), object);
getObjectXYPos(object, x, y, dir);
}
VAR(6) = x;
VAR(7) = y;
// actor must not move if frozen
if (a->_miscflags & kActorMiscFlagFreeze) {
a->stopActorMoving();
a->_newWalkBoxEntered = false;
}
}
bool ScummEngine_v0::checkPendingWalkAction() {
// before a sentence script is executed, it might be necessary to walk to
// and pickup objects before. Check if such an action is pending and handle
// it if available.
if (_walkToObjectState == kWalkToObjectStateDone)
return false;
int actor = VAR(VAR_EGO);
Actor_v0 *a = (Actor_v0 *)derefActor(actor, "checkPendingWalkAction");
// wait until walking or turning action is finished
if (a->_moving != 2)
return true;
// after walking and turning finally execute the script
if (_walkToObjectState == kWalkToObjectStateTurn) {
runSentenceScript();
// change actor facing
} else {
int x, y, distX, distY;
if (objIsActor(_walkToObject)) {
Actor *b = derefActor(objToActor(_walkToObject), "checkPendingWalkAction(2)");
x = b->getRealPos().x;
y = b->getRealPos().y;
if (x < a->getRealPos().x)
x += 4;
else
x -= 4;
} else {
getObjectXYPos(_walkToObject, x, y);
}
AdjustBoxResult abr = a->adjustXYToBeInBox(x, y);
distX = ABS(a->getRealPos().x - abr.x);
distY = ABS(a->getRealPos().y - abr.y);
if (distX <= 4 && distY <= 8) {
if (objIsActor(_walkToObject)) { // walk to actor finished
// make actors turn to each other
a->faceToObject(_walkToObject);
int otherActor = objToActor(_walkToObject);
// ignore the plant
if (otherActor != 19) {
Actor *b = derefActor(otherActor, "checkPendingWalkAction(3)");
b->faceToObject(actorToObj(actor));
}
} else { // walk to object finished
int tmpX, tmpY, dir;
getObjectXYPos(_walkToObject, tmpX, tmpY, dir);
a->turnToDirection(dir);
}
_walkToObjectState = kWalkToObjectStateTurn;
return true;
}
}
_walkToObjectState = kWalkToObjectStateDone;
return false;
}
void ScummEngine_v0::checkAndRunSentenceScript() {
if (checkPendingWalkAction())
return;
if (!_sentenceNum || _sentence[_sentenceNum - 1].freezeCount)
return;
SentenceTab &st = _sentence[_sentenceNum - 1];
if (st.preposition && st.objectB == st.objectA) {
_sentenceNum--;
return;
}
_currentScript = 0xFF;
assert(st.objectA);
// If two objects are involved, at least one must be in the actors inventory
if (st.objectB &&
(OBJECT_V0_TYPE(st.objectA) != kObjectV0TypeFG || _objectOwnerTable[st.objectA] != VAR(VAR_EGO)) &&
(OBJECT_V0_TYPE(st.objectB) != kObjectV0TypeFG || _objectOwnerTable[st.objectB] != VAR(VAR_EGO)))
{
if (getVerbEntrypoint(st.objectA, kVerbPickUp))
doSentence(kVerbPickUp, st.objectA, 0);
else if (getVerbEntrypoint(st.objectB, kVerbPickUp))
doSentence(kVerbPickUp, st.objectB, 0);
else
_sentenceNum--;
return;
}
_cmdVerb = st.verb;
_cmdObject = st.objectA;
_cmdObject2 = st.objectB;
_sentenceNum--;
// abort sentence execution if the number of nested scripts is too high.
// This might happen for instance if the sentence command depends on an
// object that the actor has to pick-up in a nested doSentence() call.
// If the actor is not able to pick-up the object (e.g. because it is not
// reachable or pickupable) a nested pick-up command is triggered again
// and again, so the actual sentence command will never be executed.
// In this case the sentence command has to be aborted.
_sentenceNestedCount++;
if (_sentenceNestedCount > 6) {
_sentenceNestedCount = 0;
_sentenceNum = 0;
return;
}
if (whereIsObject(st.objectA) != WIO_INVENTORY) {
if (_currentMode != kModeKeypad) {
walkToActorOrObject(st.objectA);
return;
}
} else if (st.objectB && whereIsObject(st.objectB) != WIO_INVENTORY) {
walkToActorOrObject(st.objectB);
return;
}
runSentenceScript();
if (_currentMode == kModeKeypad) {
_walkToObjectState = kWalkToObjectStateDone;
}
}
void ScummEngine_v0::runSentenceScript() {
_redrawSentenceLine = true;
if (getVerbEntrypoint(_cmdObject, _cmdVerb) != 0) {
// do not read in the dark
if (!(_cmdVerb == kVerbRead && _currentLights == 0)) {
VAR(VAR_ACTIVE_OBJECT2) = OBJECT_V0_ID(_cmdObject2);
runObjectScript(_cmdObject, _cmdVerb, false, false, NULL);
return;
}
} else {
if (_cmdVerb == kVerbGive) {
// no "give to"-script: give to other kid or ignore
int actor = OBJECT_V0_ID(_cmdObject2);
if (actor < 8)
setOwnerOf(_cmdObject, actor);
return;
}
}
if (_cmdVerb != kVerbWalkTo) {
// perform verb's fallback action
VAR(VAR_ACTIVE_VERB) = _cmdVerb;
runScript(3, 0, 0, 0);
}
}
void ScummEngine_v2::runInputScript(int clickArea, int val, int mode) {
int args[NUM_SCRIPT_LOCAL];
int verbScript;
verbScript = 4;
VAR(VAR_CLICK_AREA) = clickArea;
switch (clickArea) {
case kVerbClickArea: // Verb clicked
VAR(VAR_CLICK_VERB) = val;
break;
case kInventoryClickArea: // Inventory clicked
VAR(VAR_CLICK_OBJECT) = val;
break;
default:
break;
}
memset(args, 0, sizeof(args));
args[0] = clickArea;
args[1] = val;
args[2] = mode;
if (verbScript)
runScript(verbScript, 0, 0, args);
}
void ScummEngine::runInputScript(int clickArea, int val, int mode) {
int args[NUM_SCRIPT_LOCAL];
int verbScript;
verbScript = VAR(VAR_VERB_SCRIPT);
memset(args, 0, sizeof(args));
args[0] = clickArea;
args[1] = val;
args[2] = mode;
// All HE 72+ games but only some HE 71 games.
if (_game.heversion >= 71) {
args[3] = VAR(VAR_VIRT_MOUSE_X);
args[4] = VAR(VAR_VIRT_MOUSE_Y);
}
// Macintosh version of indy3ega used different interface, so adjust values.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh) {
if (clickArea == kVerbClickArea && (val >= 101 && val <= 108)) {
if (val == 107) {
VAR(67) -= 2;
inventoryScriptIndy3Mac();
return;
} else if (val == 108) {
VAR(67) += 2;
inventoryScriptIndy3Mac();
return;
} else {
args[0] = kInventoryClickArea;
args[1] = VAR(82 + (val - 100));
}
}
// Clicks are handled differently in Indy3 mac: param 2 of the
// input script is set to 0 for normal clicks, and to 1 for double clicks.
// The EGA DOS version of Loom also checks that the second click happens
// close enough to the first one, but that seems like overkill.
uint32 time = _system->getMillis();
args[2] = (time < _lastInputScriptTime + 500); // 500 ms double click delay
_lastInputScriptTime = time;
} else if (_game.id == GID_LOOM && _game.platform == Common::kPlatformMacintosh) {
uint32 time = _system->getMillis();
VAR(52) = (time < _lastInputScriptTime + 500); // 500 ms double click delay
_lastInputScriptTime = time;
}
if (verbScript) {
// It seems that script 18 expects to be called twice: Once
// with parameter 1 (kVerbClickArea) to clear all the verbs,
// and once with 3 (kInventoryClickArea) to print the "Take
// this <something>" message.
//
// In the 256-color DOS version, this is all done in the same
// call to the script.
//
// Should this workaround apply to other input scripts
// as well? I don't know.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh && verbScript == 18 && val >= 101 && val <= 106) {
args[0] = kVerbClickArea;
runScript(verbScript, 0, 0, args);
args[0] = kInventoryClickArea;
runScript(verbScript, 0, 0, args);
} else
runScript(verbScript, 0, 0, args);
}
}
void ScummEngine::decreaseScriptDelay(int amount) {
ScriptSlot *ss = vm.slot;
int i;
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++) {
if (ss->status == ssPaused) {
ss->delay -= amount;
if (ss->delay < 0) {
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh && ss->number == 134) {
// Unlike the DOS version, there doesn't
// appear to be anything in the credits
// script to clear the credits between
// the text screens. I don't know how
// the original did it, but the only
// reliable way I can think of is to
// trigger on the end of each delay
// throughout the script.
//
// Since this is at the very end of the
// game, it should be safe enough.
mac_undrawIndy3CreditsText();
}
ss->status = ssRunning;
ss->delay = 0;
}
}
}
}
bool ScummEngine::isScriptInUse(int script) const {
int i;
const ScriptSlot *ss = vm.slot;
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++)
if (ss->number == script)
return true;
return false;
}
bool ScummEngine::isScriptRunning(int script) const {
int i;
const ScriptSlot *ss = vm.slot;
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++)
if (ss->number == script && (ss->where == WIO_GLOBAL || ss->where == WIO_LOCAL) && ss->status != ssDead)
return true;
return false;
}
bool ScummEngine::isRoomScriptRunning(int script) const {
int i;
const ScriptSlot *ss = vm.slot;
for (i = 0; i < NUM_SCRIPT_SLOT; i++, ss++)
if (ss->number == script && ss->where == WIO_ROOM && ss->status != ssDead)
return true;
return false;
}
void ScummEngine::copyScriptString(byte *dst) {
int len = resStrLen(_scriptPointer) + 1;
memcpy(dst, _scriptPointer, len);
_scriptPointer += len;
dst += len;
*dst = 0;
}
/**
* Given a pointer to a Scumm string, this function returns the total
* byte length of the string data in that resource. To do so it has to
* understand certain special characters embedded into the string. The
* reason for this function is that sometimes this embedded data
* contains zero bytes, thus we can't just use strlen.
*/
int ScummEngine::resStrLen(const byte *src) {
int num = 0;
byte chr;
if (src == NULL) {
refreshScriptPointer();
src = _scriptPointer;
}
while ((chr = *src++) != 0) {
num++;
if (_game.heversion <= 71 && chr == 0xFF) {
chr = *src++;
num++;
// WORKAROUND for bug #1675, a script bug in Indy3. See also
// the corresponding code in ScummEngine::convertMessageToString().
if (_game.id == GID_INDY3 && chr == 0x2E) {
continue;
}
if (chr != 1 && chr != 2 && chr != 3 && chr != 8) {
if (_game.version == 8) {
src += 4;
num += 4;
} else {
src += 2;
num += 2;
}
}
}
}
return num;
}
void ScummEngine::beginCutscene(int *args) {
int scr = _currentScript;
vm.slot[scr].cutsceneOverride++;
++vm.cutSceneStackPointer;
if (vm.cutSceneStackPointer >= kMaxCutsceneNum)
error("Cutscene stack overflow");
vm.cutSceneData[vm.cutSceneStackPointer] = args[0];
vm.cutSceneScript[vm.cutSceneStackPointer] = 0;
vm.cutScenePtr[vm.cutSceneStackPointer] = 0;
vm.cutSceneScriptIndex = scr;
if (VAR(VAR_CUTSCENE_START_SCRIPT))
runScript(VAR(VAR_CUTSCENE_START_SCRIPT), 0, 0, args);
vm.cutSceneScriptIndex = 0xFF;
}
void ScummEngine::endCutscene() {
ScriptSlot *ss = &vm.slot[_currentScript];
int args[NUM_SCRIPT_LOCAL];
if (ss->cutsceneOverride > 0) // Only terminate if active
ss->cutsceneOverride--;
memset(args, 0, sizeof(args));
args[0] = vm.cutSceneData[vm.cutSceneStackPointer];
VAR(VAR_OVERRIDE) = 0;
if (vm.cutScenePtr[vm.cutSceneStackPointer] && (ss->cutsceneOverride > 0)) // Only terminate if active
ss->cutsceneOverride--;
vm.cutSceneScript[vm.cutSceneStackPointer] = 0;
vm.cutScenePtr[vm.cutSceneStackPointer] = 0;
if (0 == vm.cutSceneStackPointer) {
// WORKAROUND bug #5624: Due to poor translation of the v2 script to
// v5 an if statement jumps in the middle of a cutscene causing a
// endCutscene() without a begin cutscene()
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns &&
vm.slot[_currentScript].number == 205 && _currentRoom == 185) {
return;
}
error("Cutscene stack underflow");
}
vm.cutSceneStackPointer--;
if (VAR(VAR_CUTSCENE_END_SCRIPT))
runScript(VAR(VAR_CUTSCENE_END_SCRIPT), 0, 0, args);
}
void ScummEngine::abortCutscene() {
const int idx = vm.cutSceneStackPointer;
assert(0 <= idx && idx < kMaxCutsceneNum);
uint32 offs = vm.cutScenePtr[idx];
if (offs) {
ScriptSlot *ss = &vm.slot[vm.cutSceneScript[idx]];
ss->offs = offs;
ss->status = ssRunning;
ss->freezeCount = 0;
if (ss->cutsceneOverride > 0)
ss->cutsceneOverride--;
VAR(VAR_OVERRIDE) = 1;
vm.cutScenePtr[idx] = 0;
}
}
void ScummEngine::beginOverride() {
const int idx = vm.cutSceneStackPointer;
assert(0 <= idx && idx < kMaxCutsceneNum);
vm.cutScenePtr[idx] = _scriptPointer - _scriptOrgPointer;
vm.cutSceneScript[idx] = _currentScript;
// Skip the jump instruction following the override instruction
// (the jump is responsible for "skipping" cutscenes, and the reason
// why we record the current script position in vm.cutScenePtr).
fetchScriptByte();
fetchScriptWord();
if (_game.version >= 5)
VAR(VAR_OVERRIDE) = 0;
}
void ScummEngine::endOverride() {
const int idx = vm.cutSceneStackPointer;
assert(0 <= idx && idx < kMaxCutsceneNum);
vm.cutScenePtr[idx] = 0;
vm.cutSceneScript[idx] = 0;
if (_game.version >= 4)
VAR(VAR_OVERRIDE) = 0;
}
} // End of namespace Scumm