mirror of
https://github.com/libretro/scummvm.git
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3fe739efb2
svn-id: r14568
620 lines
15 KiB
C++
620 lines
15 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Scripting module script function component
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#include "saga/saga.h"
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#include "saga/gfx.h"
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#include "saga/actor.h"
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#include "saga/animation.h"
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#include "saga/console.h"
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#include "saga/interface.h"
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#include "saga/script.h"
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#include "saga/sdata.h"
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#include "common/stack.h"
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namespace Saga {
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#define OPCODE(x) &Script::x
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void Script::setupScriptFuncList(void) {
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static const R_SFUNC_ENTRY SFuncList[R_SFUNC_NUM] = {
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{0, 0, NULL},
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{1, 1, OPCODE(SF_sleep)},
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{2, 0, NULL},
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{3, 1, OPCODE(SF_3)},
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{4, 1, OPCODE(SF_setCommandText)},
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{5, 0, NULL},
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{6, 3, OPCODE(SF_actorWalkTo)},
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{7, 0, OPCODE(SF_doAction)},
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{8, 2, OPCODE(SF_setFacing)},
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{9, 0, NULL},
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{10, 0, NULL},
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{11, 1, OPCODE(SF_freezeInterface)},
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{12, 0, NULL},
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{13, 0, NULL},
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{14, 0, OPCODE(SF_faceTowards)},
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{15, 0, OPCODE(SF_setFollower)},
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{16, 0, NULL},
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{17, 0, NULL},
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{18, 0, NULL},
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{19, 0, NULL},
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{20, 0, NULL},
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{21, 0, NULL},
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{22, 0, NULL},
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{23, 0, NULL},
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{24, 0, NULL},
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{25, 0, OPCODE(SF_centerActor)},
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{26, 3, OPCODE(SF_startAnim)},
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{27, 3, OPCODE(SF_actorWalkToAsync)},
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{28, 0, NULL},
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{29, 0, OPCODE(SF_setActorState)},
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{30, 3, OPCODE(SF_moveTo)},
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{31, 0, NULL},
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{32, 0, NULL},
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{33, 0, NULL},
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{34, 0, OPCODE(SF_swapActors)},
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{35, 0, NULL},
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{36, 4, OPCODE(SF_actorWalk)},
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{37, 4, OPCODE(SF_cycleActorFrames)},
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{38, 3, OPCODE(SF_setFrame)},
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{39, 0, NULL},
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{40, 0, NULL},
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{41, 4, OPCODE(SF_linkAnim)},
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{42, 0, OPCODE(SF_scriptSpecialWalk)},
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{43, 6, OPCODE(SF_placeActor)},
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{44, 0, OPCODE(SF_checkUserInterrupt)},
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{45, 0, OPCODE(SF_walkRelative)},
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{46, 0, OPCODE(SF_moveRelative)},
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{47, 0, NULL},
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{48, 0, NULL},
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{49, 0, NULL},
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{50, 0, NULL},
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{51, 0, NULL},
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{52, 0, OPCODE(SF_throwActor)},
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{53, 0, OPCODE(SF_waitWalk)},
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{54, 0, NULL},
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{55, 0, OPCODE(SF_changeActorScene)},
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{56, 0, OPCODE(SF_climb)},
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{57, 0, NULL},
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{58, 0, OPCODE(SF_setActorZ)},
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{59, 0, NULL},
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{60, 0, OPCODE(SF_getActorX)},
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{61, 0, OPCODE(SF_getActorY)},
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{62, 0, NULL},
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{63, 0, NULL},
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{64, 0, NULL},
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{65, 0, NULL},
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{66, 0, NULL},
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{67, 0, NULL},
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{68, 0, NULL},
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{69, 0, NULL},
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{70, 0, NULL},
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{71, 0, NULL},
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{72, 0, NULL},
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{73, 0, NULL},
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{74, 0, NULL},
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{75, 0, NULL},
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{76, 0, NULL},
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{77, 0, NULL}
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};
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_SFuncList = SFuncList;
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}
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// Script function #1 (0x01) blocking
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// Suspends thread execution for the specified time period
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// Param1: time to suspend ( units? )
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int Script::SF_sleep(R_SCRIPTFUNC_PARAMS) {
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SDataWord_T time_param;
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int time;
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time_param = thread->stack->pop();
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time = _vm->_sdata->readWordU(time_param);
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thread->sleep_time = time * 10;
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return R_SUCCESS;
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}
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// Script function #3 (0x03)
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// Unknown function; pops a parameter and pushes a return value
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// Param1: unknown
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int Script::SF_3(R_SCRIPTFUNC_PARAMS) {
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// INCOMPLETE
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SDataWord_T param1;
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param1 = thread->stack->pop();
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thread->stack->push(0); // push for now to allow intro faire
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// setup to run completely
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return R_SUCCESS;
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}
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// Script function #4 (0x04) nonblocking
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// Set the command display to the specified text string
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// Param1: dialogue index of string
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int Script::SF_setCommandText(R_SCRIPTFUNC_PARAMS) {
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SDataWord_T s_idx_parm;
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s_idx_parm = thread->stack->pop();
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// INCOMPLETE
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return R_SUCCESS;
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}
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// Script function #6 (0x06) blocking
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// Commands the specified actor to walk to the given position
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// Param1: actor id
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// Param2: actor destination x
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// Param3: actor destination y
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int Script::SF_actorWalkTo(R_SCRIPTFUNC_PARAMS) {
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SDataWord_T actor_parm;
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SDataWord_T x_parm;
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SDataWord_T y_parm;
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int actor_id;
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int actor_idx;
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R_POINT pt;
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actor_parm = thread->stack->pop();
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x_parm = thread->stack->pop();
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y_parm = thread->stack->pop();
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actor_id = _vm->_sdata->readWordS(actor_parm);
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actor_idx = _vm->_actor->getActorIndex(actor_id);
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if (actor_idx < 0) {
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_vm->_console->print(S_WARN_PREFIX "SF.08: Actor id 0x%X not found.", actor_id);
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return R_FAILURE;
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}
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pt.x = _vm->_sdata->readWordS(x_parm);
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pt.y = _vm->_sdata->readWordS(y_parm);
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_vm->_actor->walkTo(actor_idx, &pt, 0, &thread->sem);
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return R_SUCCESS;
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}
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// Script function #7
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int Script::SF_doAction(R_SCRIPTFUNC_PARAMS) {
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return R_SUCCESS;
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}
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// Script function #8 (0x08) nonblocking
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// Sets the orientation of the specified actor.
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// Param1: actor id
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// Param2: actor orientation
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int Script::SF_setFacing(R_SCRIPTFUNC_PARAMS) {
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SDataWord_T actor_parm;
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SDataWord_T orient_parm;
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int actor_id;
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int actor_idx;
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int orientation;
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actor_parm = thread->stack->pop();
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orient_parm = thread->stack->pop();
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actor_id = _vm->_sdata->readWordS(actor_parm);
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orientation = _vm->_sdata->readWordS(orient_parm);
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actor_idx = _vm->_actor->getActorIndex(actor_id);
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if (actor_idx < 0) {
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_vm->_console->print(S_WARN_PREFIX "SF.08: Actor id 0x%X not found.", actor_id);
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return R_FAILURE;
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}
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_vm->_actor->setOrientation(actor_idx, orientation);
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return R_SUCCESS;
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}
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// Script function #11 (0x0B) nonblocking
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// If the parameter is true, the user interface is disabled while script
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// continues to run. If the parameter is false, the user interface is
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// reenabled.
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// Param1: boolean
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int Script::SF_freezeInterface(R_SCRIPTFUNC_PARAMS) {
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SDataWord_T b_param;
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b_param = thread->stack->pop();
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if (b_param) {
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_vm->_interface->deactivate();
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} else {
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_vm->_interface->activate();
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}
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return R_SUCCESS;
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}
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// Script function #14
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int Script::SF_faceTowards(R_SCRIPTFUNC_PARAMS) {
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return R_SUCCESS;
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}
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// Script function #15
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int Script::SF_setFollower(R_SCRIPTFUNC_PARAMS) {
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return R_SUCCESS;
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}
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// Script function #25
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int Script::SF_centerActor(R_SCRIPTFUNC_PARAMS) {
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return R_SUCCESS;
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}
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// Script function #26 (0x1A) nonblocking
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// Starts the specified animation
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// Param1: ?
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// Param2: frames of animation to play or -1 to loop
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// Param3: animation id
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int Script::SF_startAnim(R_SCRIPTFUNC_PARAMS) {
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// FIXME: implementation is wrong. Should link animation
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SDataWord_T unk_parm;
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SDataWord_T frame_parm;
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SDataWord_T anim_id_parm;
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int frame_count;
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int anim_id;
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anim_id_parm = thread->stack->pop();
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frame_parm = thread->stack->pop();
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unk_parm = thread->stack->pop();
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frame_count = _vm->_sdata->readWordS(frame_parm);
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anim_id = _vm->_sdata->readWordS(anim_id_parm);
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if (_vm->_anim->play(anim_id, 0) != R_SUCCESS) {
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_vm->_console->print(S_WARN_PREFIX "SF.26: Anim::play() failed. Anim id: %u\n", anim_id);
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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// Script function #27 (0x1B) nonblocking
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// Commands the specified actor to walk to the given position
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// Param1: actor id
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// Param2: actor destination x
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// Param3: actor destination y
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int Script::SF_actorWalkToAsync(R_SCRIPTFUNC_PARAMS) {
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SDataWord_T actor_parm;
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SDataWord_T x_parm;
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SDataWord_T y_parm;
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int actor_id;
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int actor_idx;
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R_POINT pt;
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actor_parm = thread->stack->pop();
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x_parm = thread->stack->pop();
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y_parm = thread->stack->pop();
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actor_id = _vm->_sdata->readWordS(actor_parm);
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actor_idx = _vm->_actor->getActorIndex(actor_id);
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if (actor_idx < 0) {
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_vm->_console->print(S_WARN_PREFIX "SF.08: Actor id 0x%X not found.",
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actor_id);
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return R_FAILURE;
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}
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pt.x = _vm->_sdata->readWordS(x_parm);
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pt.y = _vm->_sdata->readWordS(y_parm);
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_vm->_actor->walkTo(actor_idx, &pt, 0, NULL);
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return R_SUCCESS;
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}
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// Script function #29
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int Script::SF_setActorState(R_SCRIPTFUNC_PARAMS) {
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return R_SUCCESS;
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}
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// Script function #30 (0x1E) nonblocking
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// Positions an actor at the specified location; actor is created if the
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// actor does not already exist.
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// Param1: actor id
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// Param2: actor pos x
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// Param3: actor pos y
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int Script::SF_moveTo(R_SCRIPTFUNC_PARAMS) {
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SDataWord_T actor_parm;
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SDataWord_T x_parm;
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SDataWord_T y_parm;
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int actor_id;
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int actor_idx;
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int result;
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R_POINT pt;
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actor_parm = thread->stack->pop();
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x_parm = thread->stack->pop();
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y_parm = thread->stack->pop();
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actor_id = _vm->_sdata->readWordS(actor_parm);
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pt.x = _vm->_sdata->readWordS(x_parm);
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pt.y = _vm->_sdata->readWordS(y_parm);
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if (!_vm->_actor->actorExists(actor_id)) {
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result = _vm->_actor->create(actor_id, pt.x, pt.y);
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if (result != R_SUCCESS) {
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_vm->_console->print(S_WARN_PREFIX "SF.30: Couldn't create actor 0x%X.", actor_id);
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return R_FAILURE;
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}
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} else {
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actor_idx = _vm->_actor->getActorIndex(actor_id);
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_vm->_actor->move(actor_idx, &pt);
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}
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return R_SUCCESS;
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}
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// Script function #34
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int Script::SF_swapActors(R_SCRIPTFUNC_PARAMS) {
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return R_SUCCESS;
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}
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// Script function #36 (0x24) ?
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// Commands the specified actor to walk to the given position
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// Param1: actor id
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// Param2: actor destination x
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// Param3: actor destination y
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// Param4: unknown
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int Script::SF_actorWalk(R_SCRIPTFUNC_PARAMS) {
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// INCOMPLETE
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SDataWord_T actor_parm;
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SDataWord_T x_parm;
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SDataWord_T y_parm;
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SDataWord_T unk_parm;
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int actor_idx;
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R_POINT pt;
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actor_parm = thread->stack->pop();
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x_parm = thread->stack->pop();
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y_parm = thread->stack->pop();
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unk_parm = thread->stack->pop();
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actor_idx = _vm->_actor->getActorIndex(_vm->_sdata->readWordS(actor_parm));
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if (actor_idx < 0) {
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_vm->_console->print(S_WARN_PREFIX "SF.36: Actor id 0x%X not found.", (int)actor_parm);
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return R_FAILURE;
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}
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pt.x = _vm->_sdata->readWordS(x_parm);
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pt.y = _vm->_sdata->readWordS(y_parm);
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#if 1
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_vm->_actor->walkTo(actor_idx, &pt, 0, NULL);
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#else
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_vm->_actor->walkTo(actor_idx, &pt, 0, &thread->sem);
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#endif
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return R_SUCCESS;
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}
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// Script function #37 (0x25) nonblocking
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// Sets an actor to the specified action state
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// Param1: actor id
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// Param2: unknown
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// Param3: actor action state
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// Param4: unknown
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int Script::SF_cycleActorFrames(R_SCRIPTFUNC_PARAMS) {
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// INCOMPLETE
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SDataWord_T actor_parm;
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SDataWord_T unk1_parm;
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SDataWord_T unk2_parm;
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SDataWord_T action_parm;
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int actor_id;
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int actor_idx;
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int action;
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//uint16 flags;
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actor_parm = thread->stack->pop();
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unk1_parm = thread->stack->pop();
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action_parm = thread->stack->pop();
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unk2_parm = thread->stack->pop();
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actor_id = _vm->_sdata->readWordS(actor_parm);
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action = _vm->_sdata->readWordS(action_parm);
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actor_idx = _vm->_actor->getActorIndex(actor_id);
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if (_vm->_actor->setAction(actor_idx, action, ACTION_NONE) != R_SUCCESS) {
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_vm->_console->print(S_WARN_PREFIX "SF.37: Actor::setAction() failed.");
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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// Script function #38 (0x26) nonblocking
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// Sets an actor to the specified action state
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// Param1: actor id
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// Param2: actor action state
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// Param3: unknown
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int Script::SF_setFrame(R_SCRIPTFUNC_PARAMS) {
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// INCOMPLETE
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SDataWord_T actor_parm;
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SDataWord_T unk1_parm;
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SDataWord_T action_parm;
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int actor_id;
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int actor_idx;
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int action;
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//uint16 flags;
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actor_parm = thread->stack->pop();
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action_parm = thread->stack->pop();
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unk1_parm = thread->stack->pop();
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actor_id = _vm->_sdata->readWordS(actor_parm);
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action = _vm->_sdata->readWordS(action_parm);
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actor_idx = _vm->_actor->getActorIndex(actor_id);
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if (_vm->_actor->setAction(actor_idx, action, ACTION_NONE) != R_SUCCESS) {
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_vm->_console->print(S_WARN_PREFIX "SF.38: Actor::setAction() failed.");
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return R_FAILURE;
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}
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return R_SUCCESS;
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}
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// Script function #41 (0x29) nonblocking
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// Links the specified animations for playback
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// Param1: ?
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// Param2: total linked frame count
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// Param3: animation id link target
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// Param4: animation id link source
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int Script::SF_linkAnim(R_SCRIPTFUNC_PARAMS) {
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SDataWord_T unk_parm;
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SDataWord_T tframes_parm;
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SDataWord_T anim1_parm;
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SDataWord_T anim2_parm;
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int tframes;
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uint16 anim_id1;
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uint16 anim_id2;
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anim1_parm = thread->stack->pop();
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anim2_parm = thread->stack->pop();
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tframes_parm = thread->stack->pop();
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unk_parm = thread->stack->pop();
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tframes = _vm->_sdata->readWordS(tframes_parm);
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anim_id1 = _vm->_sdata->readWordU(anim1_parm);
|
|
anim_id2 = _vm->_sdata->readWordU(anim2_parm);
|
|
|
|
if (_vm->_anim->link(anim_id1, anim_id2) != R_SUCCESS) {
|
|
_vm->_console->print(S_WARN_PREFIX "SF.41: Anim::link() failed. (%u->%u)\n", anim_id1, anim_id2);
|
|
return R_FAILURE;
|
|
}
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #42
|
|
int Script::SF_scriptSpecialWalk(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #43 (0x2B) nonblocking
|
|
// Positions an actor at the specified location; actor is created if the
|
|
// actor does not already exist.
|
|
// Param1: actor id
|
|
// Param2: actor pos x
|
|
// Param3: actor pos y
|
|
// Param4: ?
|
|
// Param5: actor action
|
|
// Param6: ?
|
|
int Script::SF_placeActor(R_SCRIPTFUNC_PARAMS) {
|
|
// INCOMPLETE
|
|
SDataWord_T actor_parm;
|
|
SDataWord_T x_parm;
|
|
SDataWord_T y_parm;
|
|
SDataWord_T action_parm;
|
|
SDataWord_T unknown_parm;
|
|
int actor_id;
|
|
int actor_idx;
|
|
int action_state;
|
|
int result;
|
|
R_POINT pt;
|
|
|
|
actor_parm = thread->stack->pop();
|
|
x_parm = thread->stack->pop();
|
|
y_parm = thread->stack->pop();
|
|
unknown_parm = thread->stack->pop();
|
|
action_parm = thread->stack->pop();
|
|
unknown_parm = thread->stack->pop();
|
|
|
|
actor_id = _vm->_sdata->readWordS(actor_parm);
|
|
pt.x = _vm->_sdata->readWordS(x_parm);
|
|
pt.y = _vm->_sdata->readWordS(y_parm);
|
|
action_state = _vm->_sdata->readWordU(action_parm);
|
|
|
|
if (!_vm->_actor->actorExists(actor_id)) {
|
|
result = _vm->_actor->create(actor_id, pt.x, pt.y);
|
|
if (result != R_SUCCESS) {
|
|
_vm->_console->print(S_WARN_PREFIX "SF.43: Couldn't create actor 0x%X.", actor_id);
|
|
return R_FAILURE;
|
|
}
|
|
} else {
|
|
actor_idx = _vm->_actor->getActorIndex(actor_id);
|
|
_vm->_actor->move(actor_idx, &pt);
|
|
}
|
|
|
|
actor_idx = _vm->_actor->getActorIndex(actor_id);
|
|
_vm->_actor->setDefaultAction(actor_idx, action_state, ACTION_NONE);
|
|
_vm->_actor->setAction(actor_idx, action_state, ACTION_NONE);
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #44 (0x2C) nonblocking
|
|
// Checks to see if the user has interrupted a currently playing
|
|
// game cinematic. Pushes a zero or positive value if the game
|
|
// has not been interrupted.
|
|
int Script::SF_checkUserInterrupt(R_SCRIPTFUNC_PARAMS) {
|
|
thread->stack->push(0);
|
|
|
|
// INCOMPLETE
|
|
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #45
|
|
int Script::SF_walkRelative(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #46
|
|
int Script::SF_moveRelative(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #52
|
|
int Script::SF_throwActor(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #53
|
|
int Script::SF_waitWalk(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #55
|
|
int Script::SF_changeActorScene(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #56
|
|
int Script::SF_climb(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #58
|
|
int Script::SF_setActorZ(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #60
|
|
int Script::SF_getActorX(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
// Script function #61
|
|
int Script::SF_getActorY(R_SCRIPTFUNC_PARAMS) {
|
|
return R_SUCCESS;
|
|
}
|
|
|
|
} // End of namespace Saga
|