void AgiEngine::replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7) { switch (type) { case ADD_PIC: debugC(8, kDebugLevelMain, "--- decoding picture %d ---", p1); agiLoadResource(rPICTURE, p1); _picture->decodePicture(p1, p2, p3 != 0); break; case ADD_VIEW: agiLoadResource(rVIEW, p1); _sprites->addToPic(p1, p2, p3, p4, p5, p6, p7); break; } }
/** * Set up new room. * This function is called when ego enters a new room. * @param n room number */ void AgiEngine::newRoom(int n) { VtEntry *v; int i; // Simulate slowww computer. // Many effects rely on it. pause(kPauseRoom); debugC(4, kDebugLevelMain, "*** room %d ***", n); _sound->stopSound(); i = 0; for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) { v->entry = i++; v->flags &= ~(ANIMATED | DRAWN); v->flags |= UPDATE; v->stepTime = 1; v->stepTimeCount = 1; v->cycleTime = 1; v->cycleTimeCount = 1; v->stepSize = 1; } agiUnloadResources(); _game.playerControl = true; _game.block.active = false; _game.horizon = 36; _game.vars[vPrevRoom] = _game.vars[vCurRoom]; _game.vars[vCurRoom] = n; _game.vars[vBorderTouchObj] = 0; _game.vars[vBorderCode] = 0; _game.vars[vEgoViewResource] = _game.viewTable[0].currentView; agiLoadResource(rLOGIC, n); // Reposition ego in the new room switch (_game.vars[vBorderTouchEgo]) { case 1: _game.viewTable[0].yPos = _HEIGHT - 1; break; case 2: _game.viewTable[0].xPos = 0; break; case 3: _game.viewTable[0].yPos = HORIZON + 1; break; case 4: _game.viewTable[0].xPos = _WIDTH - _game.viewTable[0].xSize; break; } _game.vars[vBorderTouchEgo] = 0; setflag(fNewRoomExec, true); _game.exitAllLogics = true; writeStatus(); writePrompt(); }
/** * Execute a logic script * @param n Number of the logic resource to execute */ int AgiEngine::runLogic(int n) { AgiGame *state = &_game; uint8 op = 0; uint8 p[CMD_BSIZE] = { 0 }; int num = 0; ScriptPos sp; //int logic_index = 0; state->logic_list[0] = 0; state->max_logics = 0; debugC(2, kDebugLevelScripts, "================="); debugC(2, kDebugLevelScripts, "runLogic(%d)", n); sp.script = n; sp.curIP = 0; _game.execStack.push_back(sp); // If logic not loaded, load it if (~_game.dirLogic[n].flags & RES_LOADED) { debugC(4, kDebugLevelScripts, "logic %d not loaded!", n); agiLoadResource(rLOGIC, n); } _game.lognum = n; _game._curLogic = &_game.logics[_game.lognum]; _game._curLogic->cIP = _game._curLogic->sIP; _timerHack = 0; while (ip < _game.logics[n].size && !(shouldQuit() || _restartGame)) { if (_debug.enabled) { if (_debug.steps > 0) { if (_debug.logic0 || n) { debugConsole(n, lCOMMAND_MODE, NULL); _debug.steps--; } } else { _sprites->blitBoth(); _sprites->commitBoth(); do { mainCycle(); } while (!_debug.steps && _debug.enabled); _sprites->eraseBoth(); } } _game.execStack.back().curIP = ip; char st[101]; int sz = MIN(_game.execStack.size(), 100u); memset(st, '.', sz); st[sz] = 0; switch (op = *(code + ip++)) { case 0xff: // if (open/close) testIfCode(n); break; case 0xfe: // goto // +2 covers goto size ip += 2 + ((int16)READ_LE_UINT16(code + ip)); // timer must keep running even in goto loops, // but AGI engine can't do that :( if (_timerHack > 20) { pollTimer(); updateTimer(); _timerHack = 0; } break; case 0x00: // return debugC(2, kDebugLevelScripts, "%sreturn() // Logic %d", st, n); debugC(2, kDebugLevelScripts, "================="); // if (getVersion() < 0x2000) { // if (logic_index < state->max_logics) { // n = state->logic_list[++logic_index]; // state->_curLogic = &state->logics[n]; // state->lognum = n; // ip = 2; // warning("running logic %d\n", n); // break; // } // _v[13]=0; // } _game.execStack.pop_back(); return 1; default: num = logicNamesCmd[op].argumentsLength(); memmove(p, code + ip, num); memset(p + num, 0, CMD_BSIZE - num); debugC(2, kDebugLevelScripts, "%s%s(%d %d %d)", st, logicNamesCmd[op].name, p[0], p[1], p[2]); _agiCommands[op](&_game, p); ip += num; } // if ((op == 0x0B || op == 0x3F || op == 0x40) && logic_index < state->max_logics) { // n = state->logic_list[++logic_index]; // state->_curLogic = &state->logics[n]; // state->lognum = n; // ip = 2; // warning("running logic %d\n", n); // } if (_game.exitAllLogics) break; } _game.execStack.pop_back(); return 0; // after executing new.room() }
/** * Set up new room. * This function is called when ego enters a new room. * @param n room number */ void AgiEngine::newRoom(int16 newRoomNr) { ScreenObjEntry *screenObj; ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY]; int i; // Loading trigger artificialDelayTrigger_NewRoom(newRoomNr); debugC(4, kDebugLevelMain, "*** room %d ***", newRoomNr); _sound->stopSound(); i = 0; for (screenObj = _game.screenObjTable; screenObj < &_game.screenObjTable[SCREENOBJECTS_MAX]; screenObj++) { screenObj->objectNr = i++; screenObj->flags &= ~(fAnimated | fDrawn); screenObj->flags |= fUpdate; screenObj->stepTime = 1; screenObj->stepTimeCount = 1; screenObj->cycleTime = 1; screenObj->cycleTimeCount = 1; screenObj->stepSize = 1; } agiUnloadResources(); _game.playerControl = true; _game.block.active = false; _game.horizon = 36; setVar(VM_VAR_PREVIOUS_ROOM, getVar(VM_VAR_CURRENT_ROOM)); setVar(VM_VAR_CURRENT_ROOM, newRoomNr); setVar(VM_VAR_BORDER_TOUCH_OBJECT, 0); setVar(VM_VAR_BORDER_CODE, 0); setVar(VM_VAR_EGO_VIEW_RESOURCE, screenObjEgo->currentViewNr); agiLoadResource(RESOURCETYPE_LOGIC, newRoomNr); // Reposition ego in the new room switch (getVar(VM_VAR_BORDER_TOUCH_EGO)) { case 1: screenObjEgo->yPos = SCRIPT_HEIGHT - 1; break; case 2: screenObjEgo->xPos = 0; break; case 3: screenObjEgo->yPos = _game.horizon + 1; break; case 4: screenObjEgo->xPos = SCRIPT_WIDTH - screenObjEgo->xSize; break; } uint16 agiVersion = getVersion(); if (agiVersion < 0x2000) { warning("STUB: NewRoom(%d)", newRoomNr); screenObjEgo->flags &= ~fDidntMove; // animateObject(0); agiLoadResource(RESOURCETYPE_VIEW, screenObjEgo->currentViewNr); setView(screenObjEgo, screenObjEgo->currentViewNr); } else { if (agiVersion >= 0x3000) { // this was only done in AGI3 if (screenObjEgo->motionType == kMotionEgo) { screenObjEgo->motionType = kMotionNormal; setVar(VM_VAR_EGO_DIRECTION, 0); } } setVar(VM_VAR_BORDER_TOUCH_EGO, 0); setFlag(VM_FLAG_NEW_ROOM_EXEC, true); _game.exitAllLogics = true; _game._vm->_text->statusDraw(); _game._vm->_text->promptRedraw(); } }
int AgiEngine::loadGame(const Common::String &fileName, bool checkId) { char description[31], saveVersion, loadId[8]; int i, vtEntries = MAX_VIEWTABLE; uint8 t; int16 parm[7]; Common::InSaveFile *in; debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::loadGame(%s)", fileName.c_str()); if (!(in = _saveFileMan->openForLoading(fileName))) { warning("Can't open file '%s', game not loaded", fileName.c_str()); return errBadFileOpen; } else { debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName.c_str()); } uint32 typea = in->readUint32BE(); if (typea == AGIflag) { debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start"); } else { warning("This doesn't appear to be an AGI savegame, game not restored"); delete in; return errOK; } in->read(description, 31); debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Description is: %s", description); saveVersion = in->readByte(); if (saveVersion < 2) // is the save game pre-ScummVM? warning("Old save game version (%d, current version is %d). Will try and read anyway, but don't be surprised if bad things happen", saveVersion, SAVEGAME_VERSION); if (saveVersion < 3) warning("This save game contains no AGIPAL data, if the game is using the AGIPAL hack, it won't work correctly"); if (saveVersion >= 4) { // We don't need the thumbnail here, so just read it and discard it Graphics::skipThumbnail(*in); in->readUint32BE(); // save date in->readUint16BE(); // save time // TODO: played time } _game.state = (State)in->readByte(); in->read(loadId, 8); if (strcmp(loadId, _game.id) && checkId) { delete in; warning("This save seems to be from a different AGI game (save from %s, running %s), not loaded", loadId, _game.id); return errBadFileOpen; } strncpy(_game.id, loadId, 8); if (saveVersion >= 5) { char md5[32 + 1]; for (i = 0; i < 32; i++) { md5[i] = in->readByte(); } md5[i] = 0; // terminate // As noted above in AgiEngine::saveGame the MD5 sum field may be all zero // when the save was made via a fallback matched game. In this case we will // replace the MD5 sum with a nicer string, so that the user can easily see // this fact in the debug output. The string saved in "md5" will never match // any valid MD5 sum, thus it is safe to do that here. if (md5[0] == 0) strcpy(md5, "fallback matched"); debug(0, "Saved game MD5: \"%s\"", md5); if (!getGameMD5()) { warning("Since your game was only detected via the fallback detector, there is no possibility to assure the save is compatible with your game version"); debug(0, "The game used for saving is \"%s\".", md5); } else if (strcmp(md5, getGameMD5())) { warning("Game was saved with different gamedata - you may encounter problems"); debug(0, "Your game is \"%s\" and save is \"%s\".", getGameMD5(), md5); } } for (i = 0; i < MAX_FLAGS; i++) _game.flags[i] = in->readByte(); for (i = 0; i < MAX_VARS; i++) _game.vars[i] = in->readByte(); setvar(vFreePages, 180); // Set amount of free memory to realistic value (Overwriting the just loaded value) _game.horizon = in->readSint16BE(); _game.lineStatus = in->readSint16BE(); _game.lineUserInput = in->readSint16BE(); _game.lineMinPrint = in->readSint16BE(); // These are never saved _game.cursorPos = 0; _game.inputBuffer[0] = 0; _game.echoBuffer[0] = 0; _game.keypress = 0; _game.inputMode = (InputMode)in->readSint16BE(); _game.lognum = in->readSint16BE(); _game.playerControl = in->readSint16BE(); if (in->readSint16BE()) quitGame(); _game.statusLine = in->readSint16BE(); _game.clockEnabled = in->readSint16BE(); _game.exitAllLogics = in->readSint16BE(); _game.pictureShown = in->readSint16BE(); _game.hasPrompt = in->readSint16BE(); _game.gameFlags = in->readSint16BE(); _game.inputEnabled = in->readSint16BE(); for (i = 0; i < _HEIGHT; i++) _game.priTable[i] = in->readByte(); if (_game.hasWindow) closeWindow(); _game.msgBoxTicks = 0; _game.block.active = false; // game.window - fixed by close_window() // game.has_window - fixed by close_window() _game.gfxMode = in->readSint16BE(); _game.cursorChar = in->readByte(); _game.colorFg = in->readSint16BE(); _game.colorBg = in->readSint16BE(); // game.hires - rebuilt from image stack // game.sbuf - rebuilt from image stack // game.ego_words - fixed by clean_input // game.num_ego_words - fixed by clean_input _game.numObjects = in->readSint16BE(); for (i = 0; i < (int16)_game.numObjects; i++) objectSetLocation(i, in->readSint16BE()); // Those are not serialized for (i = 0; i < MAX_DIRS; i++) { _game.controllerOccured[i] = false; } for (i = 0; i < MAX_STRINGS; i++) in->read(_game.strings[i], MAX_STRINGLEN); for (i = 0; i < MAX_DIRS; i++) { if (in->readByte() & RES_LOADED) agiLoadResource(rLOGIC, i); else agiUnloadResource(rLOGIC, i); _game.logics[i].sIP = in->readSint16BE(); _game.logics[i].cIP = in->readSint16BE(); } for (i = 0; i < MAX_DIRS; i++) { if (in->readByte() & RES_LOADED) agiLoadResource(rPICTURE, i); else agiUnloadResource(rPICTURE, i); } for (i = 0; i < MAX_DIRS; i++) { if (in->readByte() & RES_LOADED) agiLoadResource(rVIEW, i); else agiUnloadResource(rVIEW, i); } for (i = 0; i < MAX_DIRS; i++) { if (in->readByte() & RES_LOADED) agiLoadResource(rSOUND, i); else agiUnloadResource(rSOUND, i); } // game.pictures - loaded above // game.logics - loaded above // game.views - loaded above // game.sounds - loaded above for (i = 0; i < vtEntries; i++) { VtEntry *v = &_game.viewTable[i]; v->stepTime = in->readByte(); v->stepTimeCount = in->readByte(); v->entry = in->readByte(); v->xPos = in->readSint16BE(); v->yPos = in->readSint16BE(); v->currentView = in->readByte(); // v->view_data - fixed below v->currentLoop = in->readByte(); v->numLoops = in->readByte(); // v->loop_data - fixed below v->currentCel = in->readByte(); v->numCels = in->readByte(); // v->cel_data - fixed below // v->cel_data_2 - fixed below v->xPos2 = in->readSint16BE(); v->yPos2 = in->readSint16BE(); // v->s - fixed below v->xSize = in->readSint16BE(); v->ySize = in->readSint16BE(); v->stepSize = in->readByte(); v->cycleTime = in->readByte(); v->cycleTimeCount = in->readByte(); v->direction = in->readByte(); v->motion = (MotionType)in->readByte(); v->cycle = (CycleType)in->readByte(); v->priority = in->readByte(); v->flags = in->readUint16BE(); v->parm1 = in->readByte(); v->parm2 = in->readByte(); v->parm3 = in->readByte(); v->parm4 = in->readByte(); } for (i = vtEntries; i < MAX_VIEWTABLE; i++) { memset(&_game.viewTable[i], 0, sizeof(VtEntry)); } // Fix some pointers in viewtable for (i = 0; i < MAX_VIEWTABLE; i++) { VtEntry *v = &_game.viewTable[i]; if (_game.dirView[v->currentView].offset == _EMPTY) continue; if (!(_game.dirView[v->currentView].flags & RES_LOADED)) agiLoadResource(rVIEW, v->currentView); setView(v, v->currentView); // Fix v->view_data setLoop(v, v->currentLoop); // Fix v->loop_data setCel(v, v->currentCel); // Fix v->cel_data v->celData2 = v->celData; v->s = NULL; // not sure if it is used... } _sprites->eraseBoth(); // Clear input line _gfx->clearScreen(0); writeStatus(); // Recreate background from saved image stack clearImageStack(); while ((t = in->readByte()) != 0) { for (i = 0; i < 7; i++) parm[i] = in->readSint16BE(); replayImageStackCall(t, parm[0], parm[1], parm[2], parm[3], parm[4], parm[5], parm[6]); } // Load AGIPAL Data if (saveVersion >= 3) _gfx->setAGIPal(in->readSint16BE()); delete in; debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName.c_str()); setflag(fRestoreJustRan, true); _game.hasPrompt = 0; // force input line repaint if necessary cleanInput(); _sprites->eraseBoth(); _sprites->blitBoth(); _sprites->commitBoth(); _picture->showPic(); _gfx->doUpdate(); return errOK; }