scummvm/saga/sfuncs.cpp
2004-05-13 01:41:23 +00:00

615 lines
14 KiB
C++

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