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Allowed IHNM to use the opSpeak opcode. Aborting that code path early meant
that the instruction wasn't fully read, so the next opcode would be wrong. This is what caused it to crash. To keep the game from hanging, I also allowed the engine to call the _actors->direct() function for IHNM. This allows AM's intro speech to be played in its entirety. Since this includes the "hate" speech, I've removed that part from the hard-coded intro. To get the right music playing, I've enabled the sfPlayMusic() function for IHNM. This is pure guesswork, though. Once the scene changes, the wrong music plays again. However, this is scene music, i.e. not scripted. It doesn't play the background sound. Looks like _fxTable[] isn't generated for IHNM. More noticeably, until the scene changes it doesn't show any graphics apart from the subtitles, which are drawn in the wrong colour and (I believe) the wrong font. svn-id: r18712
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@ -83,7 +83,6 @@ LoadSceneParams IHNM_IntroList[] = {
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{0, kLoadByDescription, &IHNM_IntroMovie1Desc, Scene::SC_IHNMIntroMovieProc1, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
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{0, kLoadByDescription, &IHNM_IntroMovie2Desc, Scene::SC_IHNMIntroMovieProc2, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
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{0, kLoadByDescription, &IHNM_IntroMovie3Desc, Scene::SC_IHNMIntroMovieProc3, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE},
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{0, kLoadByDescription, &IHNM_IntroMovie4Desc, Scene::SC_IHNMHateProc, false, kTransitionNoFade, 0, NO_CHAPTER_CHANGE}
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};
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int Scene::IHNMStartProc() {
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@ -322,88 +321,4 @@ int Scene::IHNMIntroMovieProc3(int param) {
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return 0;
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}
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int Scene::SC_IHNMHateProc(int param, void *refCon) {
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return ((Scene *)refCon)->IHNMHateProc(param);
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}
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int Scene::IHNMHateProc(int param) {
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Event event;
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Event *q_event;
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switch (param) {
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case SCENE_BEGIN:
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_vm->_anim->setCycles(0, -1);
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// Start "hate" animation
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event.type = kEvTOneshot;
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event.code = kAnimEvent;
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event.op = kEventPlay;
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event.param = 0;
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event.time = 0;
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q_event = _vm->_events->queue(&event);
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// More music
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event.type = kEvTOneshot;
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event.code = kMusicEvent;
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event.param = 32;
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event.param2 = MUSIC_LOOP;
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event.op = kEventPlay;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// Background for intro scene is the first frame of the
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// intro animation; display it and set the palette
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event.type = kEvTOneshot;
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event.code = kBgEvent;
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event.op = kEventDisplay;
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event.param = kEvPSetPalette;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// Play voice
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event.type = kEvTOneshot;
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event.code = kVoiceEvent;
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event.op = kEventPlay;
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event.param = 0;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// Background sound
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event.type = kEvTOneshot;
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event.code = kSoundEvent;
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event.op = kEventPlay;
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event.param = 260;
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event.param2 = 255; // FIXME: Verify volume
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event.param3 = SOUND_LOOP;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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// End background sound after the voice has finished
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event.type = kEvTOneshot;
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event.code = kSoundEvent;
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event.op = kEventStop;
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event.time = _vm->_sndRes->getVoiceLength(0);
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q_event = _vm->_events->chain(q_event, &event);
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// End scene after the voice has finished
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event.type = kEvTOneshot;
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event.code = kSceneEvent;
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event.op = kEventEnd;
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event.time = 0;
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q_event = _vm->_events->chain(q_event, &event);
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break;
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default:
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break;
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}
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return 0;
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}
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} // End of namespace Saga
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@ -314,7 +314,7 @@ int SagaEngine::go() {
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// Since Puzzle is actorless, we do it here
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if (_puzzle->isActive()) {
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_actor->handleSpeech(msec);
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} else if (!_scene->isInIntro() && getGameType() == GType_ITE) {
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} else if (!_scene->isInIntro()) {
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if (_interface->getMode() == kPanelMain ||
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_interface->getMode() == kPanelConverse ||
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_interface->getMode() == kPanelNull)
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@ -1640,12 +1640,12 @@ void Script::sfPlayMusic(SCRIPTFUNC_PARAMS) {
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_vm->_music->stop();
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}
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} else {
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int16 param1 = thread->pop();
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// TODO: Verify this
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int16 param1 = thread->pop() + 32;
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int16 param2 = thread->pop();
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debug(0, "STUB: sfPlayMusic(%d, %d)", param1, param2);
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_vm->_music->play(param1, param2 ? MUSIC_LOOP: MUSIC_NORMAL);
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}
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}
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// Script function #64 (0x40)
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@ -1738,6 +1738,10 @@ void Script::sfPlayLoopedSound(SCRIPTFUNC_PARAMS) {
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int16 param = thread->pop();
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int res;
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// TODO: This doesn't work for IHNM yet. As a point of reference, when
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// 'param' is 11, during the "hate" speech, it should probably
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// play sound resource 260. Probably quite loudly.
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if (param >= 0 && param < _vm->_sndRes->_fxTableLen) {
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res = _vm->_sndRes->_fxTable[param].res;
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if (_vm->getFeatures() & GF_CD_FX)
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@ -615,16 +615,13 @@ bool Script::runThread(ScriptThread *thread, uint instructionLimit) {
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int16 first;
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const char *strings[ACTOR_SPEECH_STRING_MAX];
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if (_vm->getGameType() == GType_IHNM)
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break;
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if (_vm->_actor->isSpeaking()) {
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thread->wait(kWaitTypeSpeech);
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return false;
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}
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stringsCount = scriptS.readByte();
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actorId = scriptS.readUint16LE();
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actorId = scriptS.readUint16LE();
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speechFlags = scriptS.readByte();
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scriptS.readUint16LE(); // x,y skip
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