scummvm/engines/scumm/script_v5.cpp
Donovan Watteau 14f12c3d6c SCUMM: Fix the storekeeper closing the door in MI1CD (WORKAROUND)
In the v5 releases of Monkey Island 1, the storekeeper on Mêlée Island
closes the door *after* going to the counter, which looks very strange
since he's far away from it, at this point. In the v4 releases, he just
closes it *before* walking away from it, which is much more natural.

AFAIK the storekeeper isn't meant to have the same Jedi powers as the
troll on the bridge, so that's probably yet another scripting oversight
from the SCUMM v4 to v5 update.

Fix this by calling the related script a bit earlier. This was already
fixed in the SegaCD release and in the Ultimate Talkie edition.
2022-10-12 22:53:31 +03:00

3552 lines
110 KiB
C++

/* 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) && _enableEnhancements) {
_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) &&
_roomResource == 87 && vm.slot[_currentScript].number == 10002 && act == 9 &&
_enableEnhancements && strcmp(_game.variant, "SE Talkie") != 0) {
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 && _enableEnhancements) {
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) && _enableEnhancements) {
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) {
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 &&
vm.slot[_currentScript].number == 10002 && obj == 915 && cls == 6 &&
_currentPalette[251 * 3] == 0 && _enableEnhancements &&
strcmp(_game.variant, "SE Talkie") != 0) {
// 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 && _enableEnhancements) {
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.
if (_game.id == GID_INDY4 && vm.slot[_currentScript].number == 206 && _currentRoom == 17 && (act == 31 || act == 86)) {
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 && 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 && vm.slot[cur].number == 32 && script == 33) {
vars[5] = vm.localvar[cur][5];
}
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 = 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--;
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 && !_enableEnhancements) ? 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 && vm.slot[_currentScript].number == 201 && args[0] == 0 && _enableEnhancements) {
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;
vm.slot[_currentScript].delay = delay;
vm.slot[_currentScript].status = ssPaused;
o5_breakHere();
}
void ScummEngine_v5::o5_delayVariable() {
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);
// HACK: breath mint(object 458) should only be given to actors.
// Giving it to non-actor objects crashes the game.
// The sentence doesn't run a script if the recipient is not an actor.
// Trac #13196
// This bug occurred always when breath mint was given to non-actor objects
// and sometimes when other non actor objects were given to breathe mint
// Giving pot or red herring to breath mint triggered the bug as these two objects' scripts
// reverse the sentence (in case if the user had reversed the items), effectively making the sentence
// such that the breath mint is being given to the pot/red herring.
// But giving hunk o' meat to breath mint didn't trigger the bug as such reversal is not done
// by hunk o' meat's script.
if (((_game.id == GID_MONKEY_VGA && (_game.features & GF_DEMO)) ||
(_game.id == GID_MONKEY_EGA && (_game.features & GF_DEMO)))
&& verb == 3 && objectA == 458 && !isValidActor(objectB))
return;
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 && _currentRoom == 22 && vm.slot[_currentScript].number == 201 && obj == 237 &&
state == 1 && readVar(0x8000 + 129) == 1 && _enableEnhancements && strcmp(_game.variant, "SE Talkie") != 0) {
_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 && vm.slot[_currentScript].number == 200 && obj == 899 && state == 1 && VAR(VAR_TIMER_NEXT) != 12 && _enableEnhancements) {
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 &&
_enableEnhancements) {
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 = derefActor(act, "o5_faceActor");
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 && _enableEnhancements) {
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 && _enableEnhancements) {
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);
// FIXME: MI2 race workaround, see bug #420. We never quite figured out
// what the real cause of this, or if it maybe occurs in the original, too...
if (_game.id == GID_MONKEY2 && vm.slot[_currentScript].number == 40 && r < 60)
r = 60;
// WORKAROUND bug #1194
if ((_game.id == GID_MONKEY_EGA || _game.id == GID_PASS) && o1 == 1 && o2 == 307 && vm.slot[_currentScript].number == 205 && r == 2)
r = 3;
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();
setResult(_rnd.getRandomNumber(getVarOrDirectByte(PARAM_1)));
}
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 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.
if (_game.id == GID_MONKEY && vm.slot[_currentScript].number == 204 && _currentRoom == 25) {
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.
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns &&
vm.slot[_currentScript].number == 205 && _currentRoom == 185 &&
obj == 465 && cls == 0) {
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);
// 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 `_enableEnhancements`, since this small oversight only
// exists in this fan-made edition which was made for enhancements.
if (_game.id == GID_MONKEY2 && _roomResource == 48 && vm.slot[_currentScript].number == 215 && a == vm.localvar[_currentScript][0] && strcmp(_game.variant, "SE Talkie") == 0) {
if (a == 550 && b == 530)
b = 550;
else if (a == 549 && b == 529)
b = 549;
}
// 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 `_enableEnhancements` for this version.
if (_game.id == GID_MONKEY2 && _roomResource == 47 && vm.slot[_currentScript].number == 218 &&
var == 0x4000 + 1 && a == vm.localvar[_currentScript][1] && a == b && (b == 7 || b == 13) &&
strcmp(_game.variant, "SE Talkie") == 0) {
// 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 don't check for
// `_enableEnhancements`, and always enable this fix.
if (_game.id == GID_INDY3 && (_game.platform == Common::kPlatformFMTowns) &&
(vm.slot[_currentScript].number == 200 || vm.slot[_currentScript].number == 203) &&
_currentRoom == 70 && b == -256) {
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 && _enableEnhancements) {
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.
//
// Not using `_enableEnhancements`, since we always want to solve a dead-end
// in a Monkey Island game!
if (_game.id == GID_MONKEY2 && ((_roomResource == 22 && vm.slot[_currentScript].number == 202) || (_roomResource == 2 && vm.slot[_currentScript].number == 10002) || vm.slot[_currentScript].number == 97)) {
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 (var == 0x8000 + 70 && a == 0 && getOwner(519) == VAR(VAR_EGO) && strcmp(_game.variant, "SE Talkie") != 0 && _enableEnhancements) {
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) {
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 && _enableEnhancements) {
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, 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 && _enableEnhancements) {
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);
_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 && _currentRoom == 25 && vm.slot[_currentScript].number == 205 && VAR(VAR_HAVE_MSG) && strcmp(_game.variant, "SE Talkie") == 0) {
_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 && _enableEnhancements) {
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 && _enableEnhancements) {
// 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;
}
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
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, vm.slot[_currentScript].number);
break;
case 33:
// TODO (apparently never used in FM-TOWNS)
debug(0, "o5_resourceRoutines %d not yet handled (script %d)", op, vm.slot[_currentScript].number);
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 && _enableEnhancements) {
// 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 workaroud waits for cutscenes
// to end, preventing the crash.
if (_game.id == GID_MONKEY && vm.slot[_currentScript].number == 68) {
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 && _enableEnhancements) {
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);
// Macintosh version of indy3ega used different interface, so adjust values.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh) {
VAR(68) = 0;
VAR(69) = 0;
VAR(70) = 168;
VAR(71) = 0;
VAR(72) = 168;
VAR(73) = 0;
VAR(74) = 168;
VAR(75) = 0;
VAR(76) = 176;
VAR(77) = 176;
VAR(78) = 184;
VAR(79) = 184;
VAR(80) = 192;
VAR(81) = 192;
}
}
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->addSoundToQueue(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->addSoundToQueue(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 && _enableEnhancements) {
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 && _enableEnhancements) {
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) && _enableEnhancements)
return;
// WORKAROUND bug #2198: Script 171 loads a complete room resource,
// instead of the actual script, causing invalid opcode cases
if (_game.id == GID_ZAK && _game.platform == Common::kPlatformFMTowns && script == 171)
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.
if (_game.id == GID_INDY3 && vm.slot[_currentScript].number == 106 && script == 125 && VAR(115) != 2) {
// 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 &&
vm.slot[_currentScript].number >= 422 && vm.slot[_currentScript].number <= 425 && _enableEnhancements) {
// 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 &&
vm.slot[_currentScript].number == 213 && VAR(VAR_HAVE_MSG) &&
getOwner(933) == VAR(VAR_EGO) && getClass(933, 146) && _enableEnhancements) {
// 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);
// Macintosh version of indy3ega used different interface, so adjust values.
if ((_game.platform == Common::kPlatformMacintosh) && (_game.id == GID_INDY3)) {
switch (verb) {
case 1:
case 2:
case 9:
vs->curRect.left += 16;
break;
case 10:
case 11:
case 12:
vs->curRect.left += 36;
break;
case 4:
case 5:
case 8:
vs->curRect.left += 60;
break;
case 13:
case 32:
case 33:
case 34:
vs->curRect.left += 90;
break;
case 107:
vs->curRect.left -= 54;
vs->curRect.top += 16;
break;
case 108:
vs->curRect.left -= 54;
vs->curRect.top += 8;
break;
default:
break;
}
} else 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
// It seems that the Mac version of Indiana Jones and
// the Last Crusade treats the entire inventory as a
// single verb, or at least that's my guess as far as
// script 12 is concerned. In the 256-color DOS
// version (I don't have the EGA version), the script
// enables all inventory verbs, and possibly the
// inventory arrows. Well, that's what the hard-coded
// inventory script does, so this should be fine.
//
// This fixes a problem where if you offer an object
// to someone and then press "Never mind", the next
// time you try you see only one inventory object.
//
// I don't know if it has to be limited to this
// particular script, but that's what I'll do for now.
if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh && verb == 101 && vm.slot[_currentScript].number == 12) {
inventoryScriptIndy3Mac();
} else
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.platform != Common::kPlatformSegaCD && _currentRoom == 30 &&
vm.slot[_currentScript].number == 207 && a->_number == 11 && x == 232 && y == 141 &&
_enableEnhancements && strcmp(_game.variant, "SE Talkie") != 0) {
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);
}
}
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();
if (_game.id == GID_LOOM && _game.version == 4 && nr == 1 && nr2 == 0 &&
dist == 255 && vm.slot[_currentScript].number == 98) {
// WORKAROUND bug #814: LoomCD script 98 contains this:
// walkActorToActor(1,0,255)
// Once again this is either a script bug, or there is some hidden
// or unknown meaning to this odd walk request...
return;
}
if (_game.id == GID_INDY4 && nr == 1 && nr2 == 106 &&
dist == 255 && vm.slot[_currentScript].number == 210) {
// WORKAROUND bug: Work around an invalid actor bug when using the
// camel in Fate of Atlantis, the "wits" path. The room-65-210 script
// contains this:
// walkActorToActor(1,106,255)
// Once again this is either a script bug, or there is some hidden
// or unknown meaning to this odd walk request...
return;
}
a = derefActor(nr, "o5_walkActorToActor");
if (!a->isInCurrentRoom())
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 && 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.
else if (_game.id == GID_MONKEY &&
_game.platform != Common::kPlatformSegaCD &&
_game.platform != Common::kPlatformFMTowns &&
_currentRoom == 36 &&
vm.slot[_currentScript].number == 201 &&
color == 2 &&
strcmp(_game.variant, "SE Talkie") != 0 &&
_enableEnhancements) {
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 noticably 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 &&
vm.slot[_currentScript].number == 95 && _enableEnhancements &&
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 &&
vm.slot[_currentScript].number == 203 && _string[textSlot].color == 0x0F && _enableEnhancements) {
// 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 &&
vm.slot[_currentScript].number == 201 && _enableEnhancements) {
// 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 && vm.slot[_currentScript].number == 167 &&
len == 24 && _enableEnhancements && 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 &&
vm.slot[_currentScript].number == 209 && _actorToPrintStrFor == 4 && len == 81 &&
strcmp(_game.variant, "Floppy") != 0 && _enableEnhancements) {
// 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 && vm.slot[_currentScript].number == 161 && _actorToPrintStrFor == 2 &&
_game.platform != Common::kPlatformAmiga && strcmp(_game.variant, "Floppy") != 0 &&
_enableEnhancements) {
// 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) {
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 && vm.slot[_currentScript].number == 411 &&
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.platform != Common::kPlatformSegaCD &&
((_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 &&
strcmp(_game.variant, "SE Talkie") != 0 && _enableEnhancements) {
// 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.platform != Common::kPlatformSegaCD &&
(vm.slot[_currentScript].number == 140 || vm.slot[_currentScript].number == 294) &&
_actorToPrintStrFor == 255 && _string[textSlot].color == 0x06 &&
strcmp(_game.variant, "SE Talkie") != 0 && _enableEnhancements) {
// 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 && 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