scummvm/engines/illusions/bbdou/scriptopcodes_bbdou.cpp
johndoe123 65049228a8 ILLUSIONS: Remove old TODOs
(cherry picked from commit bb95440)
2018-07-20 06:43:33 +00:00

992 lines
31 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "illusions/bbdou/illusions_bbdou.h"
#include "illusions/bbdou/scriptopcodes_bbdou.h"
#include "illusions/bbdou/bbdou_menukeys.h"
#include "illusions/bbdou/gamestate_bbdou.h"
#include "illusions/bbdou/menusystem_bbdou.h"
#include "illusions/actor.h"
#include "illusions/camera.h"
#include "illusions/dictionary.h"
#include "illusions/input.h"
#include "illusions/resources/scriptresource.h"
#include "illusions/resources/talkresource.h"
#include "illusions/screen.h"
#include "illusions/scriptstack.h"
#include "illusions/sound.h"
#include "illusions/specialcode.h"
#include "illusions/threads/scriptthread.h"
namespace Illusions {
// ScriptOpcodes_BBDOU
ScriptOpcodes_BBDOU::ScriptOpcodes_BBDOU(IllusionsEngine_BBDOU *vm)
: ScriptOpcodes(vm), _vm(vm) {
initOpcodes();
}
ScriptOpcodes_BBDOU::~ScriptOpcodes_BBDOU() {
freeOpcodes();
}
typedef Common::Functor2Mem<ScriptThread*, OpCall&, void, ScriptOpcodes_BBDOU> ScriptOpcodeI;
#define OPCODE(op, func) \
_opcodes[op] = new ScriptOpcodeI(this, &ScriptOpcodes_BBDOU::func); \
_opcodeNames[op] = #func;
void ScriptOpcodes_BBDOU::initOpcodes() {
// First clear everything
for (uint i = 0; i < 256; ++i) {
_opcodes[i] = 0;
}
// Register opcodes
OPCODE(2, opSuspend);
OPCODE(3, opYield);
OPCODE(4, opTerminate);
OPCODE(5, opJump);
OPCODE(6, opStartScriptThread);
// 7 unused
OPCODE(8, opStartTempScriptThread);
OPCODE(9, opStartTimerThread);
// 10-11 unused
OPCODE(12, opNotifyThreadId);
// 13 unused
OPCODE(14, opSetThreadSceneId);
OPCODE(15, opEndTalkThreads);
OPCODE(16, opLoadResource);
OPCODE(17, opUnloadResource);
OPCODE(18, opEnterMenuPause);
OPCODE(19, opLeaveMenuPause);
OPCODE(20, opEnterScene);
OPCODE(21, opLeaveScene);
OPCODE(22, opEnterPause);
OPCODE(23, opLeavePause);
OPCODE(24, opUnloadActiveScenes);
OPCODE(25, opChangeScene);
OPCODE(26, opStartModalScene);
OPCODE(27, opExitModalScene);
// 28-29 unused
OPCODE(30, opEnterCloseUpScene);
OPCODE(31, opExitCloseUpScene);
OPCODE(32, opPanCenterObject);
// 33 unused
OPCODE(34, opPanToObject);
OPCODE(35, opPanToNamedPoint);
OPCODE(36, opPanToPoint);
OPCODE(37, opPanStop);
OPCODE(39, opSetDisplay);
OPCODE(40, opSetCameraBounds);
OPCODE(41, opSetCameraBoundsToMasterBg);
OPCODE(42, opIncBlockCounter);
OPCODE(43, opClearBlockCounter);
// 44 unused
OPCODE(45, opSetProperty);
OPCODE(46, opPlaceActor);
OPCODE(47, opFaceActor);
OPCODE(48, opFaceActorToObject);
OPCODE(49, opStartSequenceActor);
// 50 unused
OPCODE(51, opStartMoveActor);
// 52 unused
OPCODE(53, opSetActorToNamedPoint);
OPCODE(54, opSetActorPosition);
// 55 unused
OPCODE(56, opStartTalkThread);
OPCODE(57, opAppearActor);
OPCODE(58, opDisappearActor);
OPCODE(59, opIsActorVisible);
OPCODE(60, opActivateObject);
OPCODE(61, opDeactivateObject);
OPCODE(62, opSetDefaultSequence);
OPCODE(63, opSetSelectSfx);
OPCODE(64, opSetMoveSfx);
OPCODE(65, opSetDenySfx);
OPCODE(66, opSetAdjustUpSfx);
OPCODE(67, opSetAdjustDnSfx);
// 68 unused
OPCODE(69, opPause);
OPCODE(70, opResume);
OPCODE(71, opStartSound);
OPCODE(72, opStartSoundAtPosition);
OPCODE(73, opStartSoundAtActor);
OPCODE(74, opStopSound);
OPCODE(75, opStartMusic);
OPCODE(76, opStopMusic);
// 77 unused
OPCODE(78, opStackPushRandom);
OPCODE(79, opIfLte);
OPCODE(80, opAddMenuChoice);
OPCODE(81, opDisplayMenu);
OPCODE(82, opSwitchMenuChoice);
OPCODE(83, opQuitGame);
OPCODE(84, opResetGame);
OPCODE(85, opSaveGame);
OPCODE(86, opRestoreGameState);
OPCODE(87, opDeactivateButton);
OPCODE(88, opActivateButton);
OPCODE(89, opNop);
// 90 unused
OPCODE(91, opNop);
// 92-102 unused
OPCODE(103, opJumpIf);
OPCODE(104, opIsPrevSceneId);
OPCODE(105, opIsCurrentSceneId);
OPCODE(106, opIsActiveSceneId);
OPCODE(107, opNot);
OPCODE(108, opAnd);
OPCODE(109, opOr);
OPCODE(110, opGetProperty);
OPCODE(111, opCompareBlockCounter);
OPCODE(126, opDebug126);
OPCODE(127, opDebug127);
OPCODE(144, opPlayVideo);
OPCODE(146, opStackPop);
OPCODE(147, opStackDup);
OPCODE(148, opLoadSpecialCodeModule);
OPCODE(150, opRunSpecialCode);
OPCODE(152, opLinkObjectToObject);
OPCODE(153, opUnlinkObject);
OPCODE(160, opStopActor);
OPCODE(161, opSetActorUsePan);
OPCODE(168, opStartAbortableThread);
OPCODE(169, opKillThread);
OPCODE(170, opLoadGame);
OPCODE(171, opPushLoadgameResult);
OPCODE(172, opPushSavegameResult);
// 173, 174 unused
OPCODE(175, opSetSceneIdThreadId);
OPCODE(176, opStackPush0);
OPCODE(177, opSetFontId);
OPCODE(178, opAddMenuKey);
OPCODE(179, opChangeSceneAll);
}
#undef OPCODE
void ScriptOpcodes_BBDOU::freeOpcodes() {
for (uint i = 0; i < 256; ++i) {
delete _opcodes[i];
}
}
// Opcodes
void ScriptOpcodes_BBDOU::opSuspend(ScriptThread *scriptThread, OpCall &opCall) {
opCall._result = kTSSuspend;
}
void ScriptOpcodes_BBDOU::opYield(ScriptThread *scriptThread, OpCall &opCall) {
opCall._result = kTSYield;
}
void ScriptOpcodes_BBDOU::opTerminate(ScriptThread *scriptThread, OpCall &opCall) {
opCall._result = kTSTerminate;
}
void ScriptOpcodes_BBDOU::opJump(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(jumpOffs);
opCall._deltaOfs += jumpOffs;
}
void ScriptOpcodes_BBDOU::opStartScriptThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(threadId);
_vm->startScriptThread(threadId, opCall._threadId,
scriptThread->_value8, scriptThread->_valueC, scriptThread->_value10);
}
void ScriptOpcodes_BBDOU::opStartTempScriptThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(codeOffs);
_vm->startTempScriptThread(opCall._code + codeOffs,
opCall._threadId, scriptThread->_value8, scriptThread->_valueC, scriptThread->_value10);
}
void ScriptOpcodes_BBDOU::opStartTimerThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(isAbortable);
ARG_INT16(duration);
ARG_INT16(maxDuration);
if (maxDuration)
duration += _vm->getRandom(maxDuration);
//duration = 1;//DEBUG Speeds up things
if (isAbortable)
_vm->startAbortableTimerThread(duration, opCall._threadId);
else
_vm->startTimerThread(duration, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opNotifyThreadId(ScriptThread *scriptThread, OpCall &opCall) {
Thread *thread = _vm->_threads->findThread(opCall._callerThreadId);
if (!(thread->_notifyFlags & 1))
_vm->notifyThreadId(thread->_callingThreadId);
}
void ScriptOpcodes_BBDOU::opSetThreadSceneId(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->_threads->setThreadSceneId(opCall._callerThreadId, sceneId);
}
void ScriptOpcodes_BBDOU::opEndTalkThreads(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_threads->endTalkThreads();
}
void ScriptOpcodes_BBDOU::opLoadResource(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(resourceId);
// NOTE Skipped checking for stalled resources
uint32 sceneId = _vm->getCurrentScene();
_vm->_resSys->loadResource(resourceId, sceneId, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opUnloadResource(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(resourceId);
// NOTE Skipped checking for stalled resources
_vm->_resSys->unloadResourceById(resourceId);
}
void ScriptOpcodes_BBDOU::opEnterMenuPause(ScriptThread *scriptThread, OpCall &opCall) {
_vm->enterMenuPause();
}
void ScriptOpcodes_BBDOU::opLeaveMenuPause(ScriptThread *scriptThread, OpCall &opCall) {
_vm->leaveMenuPause();
}
void ScriptOpcodes_BBDOU::opEnterScene(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
uint scenesCount = _vm->_activeScenes.getActiveScenesCount();
if (scenesCount > 0) {
uint32 currSceneId;
_vm->_activeScenes.getActiveSceneInfo(scenesCount, &currSceneId, 0);
// TODO krnfileDump(currSceneId);
}
if (!_vm->enterScene(sceneId, opCall._callerThreadId))
opCall._result = kTSTerminate;
}
void ScriptOpcodes_BBDOU::opLeaveScene(ScriptThread *scriptThread, OpCall &opCall) {
_vm->exitScene(opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opEnterPause(ScriptThread *scriptThread, OpCall &opCall) {
_vm->enterPause(opCall._callerThreadId);
_vm->_talkItems->pauseBySceneId(_vm->getCurrentScene());
}
void ScriptOpcodes_BBDOU::opLeavePause(ScriptThread *scriptThread, OpCall &opCall) {
_vm->leavePause(opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opUnloadActiveScenes(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->dumpActiveScenes(sceneId, opCall._callerThreadId);
}
//DEBUG Scenes
//uint32 dsceneId = 0x00010031, dthreadId = 0x00020036;//MAP
//uint32 dsceneId = 0x00010028, dthreadId = 0x000202A1;
//uint32 dsceneId = 0x00010007, dthreadId = 0x0002000C;//Auditorium
//uint32 dsceneId = 0x0001000B, dthreadId = 0x00020010;
//uint32 dsceneId = 0x00010013, dthreadId = 0x00020018;//Therapist
//uint32 dsceneId = 0x00010016, dthreadId = 0x0002001B;//Dorms ext
//uint32 dsceneId = 0x00010017, dthreadId = 0x0002001C;//Dorms int
//uint32 dsceneId = 0x0001000D, dthreadId = 0x00020012;//Food minigame
//uint32 dsceneId = 0x00010067, dthreadId = 0x0002022A;
uint32 dsceneId = 0x0001000C, dthreadId = 0x00020011;//Cafeteria
//uint32 dsceneId = 0x0001000B, dthreadId = 0x00020010;
//uint32 dsceneId = 0x0001001A, dthreadId = 0x0002001F;
//uint32 dsceneId = 0x00010047, dthreadId = 0x0002005F;
//uint32 dsceneId = 0x0001007D, dthreadId = 0x000203B9;
// uint32 dsceneId = 0x0001000D, dthreadId = 0x00020012; // Food minigame
void ScriptOpcodes_BBDOU::opChangeScene(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
ARG_UINT32(threadId);
if (dsceneId) {
//#define RUN_WALKTHROUGH
#ifdef RUN_WALKTHROUGH
_vm->_walkthroughStarted = true;
dsceneId = 0;
return;
#endif
sceneId = dsceneId;
threadId = dthreadId;
dsceneId = 0;
}
// NOTE Skipped checking for stalled resources
_vm->_input->discardAllEvents();
_vm->_prevSceneId = _vm->getCurrentScene();
_vm->exitScene(opCall._callerThreadId);
_vm->enterScene(sceneId, opCall._callerThreadId);
_vm->_gameState->writeState(sceneId, threadId);
_vm->startAnonScriptThread(threadId, 0,
scriptThread->_value8, scriptThread->_valueC, scriptThread->_value10);
}
void ScriptOpcodes_BBDOU::opStartModalScene(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
ARG_UINT32(threadId);
// NOTE Skipped checking for stalled resources
_vm->_input->discardAllEvents();
_vm->enterPause(opCall._callerThreadId);
_vm->_talkItems->pauseBySceneId(_vm->getCurrentScene());
_vm->enterScene(sceneId, opCall._callerThreadId);
_vm->startScriptThread(threadId, 0,
scriptThread->_value8, scriptThread->_valueC, scriptThread->_value10);
opCall._result = kTSSuspend;
}
void ScriptOpcodes_BBDOU::opExitModalScene(ScriptThread *scriptThread, OpCall &opCall) {
// NOTE Skipped checking for stalled resources
_vm->_input->discardAllEvents();
_vm->exitScene(opCall._callerThreadId);
_vm->leavePause(opCall._callerThreadId);
_vm->_talkItems->unpauseBySceneId(_vm->getCurrentScene());
}
void ScriptOpcodes_BBDOU::opEnterCloseUpScene(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
// NOTE Skipped checking for stalled resources
_vm->_input->discardAllEvents();
_vm->enterPause(opCall._callerThreadId);
_vm->enterScene(sceneId, opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opExitCloseUpScene(ScriptThread *scriptThread, OpCall &opCall) {
_vm->exitScene(opCall._callerThreadId);
_vm->leavePause(opCall._callerThreadId);
opCall._result = kTSYield;
}
void ScriptOpcodes_BBDOU::opPanCenterObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(speed);
ARG_UINT32(objectId);
_vm->_camera->panCenterObject(objectId, speed);
}
void ScriptOpcodes_BBDOU::opPanToObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(speed);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
Common::Point pos = control->getActorPosition();
_vm->_camera->panToPoint(pos, speed, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opPanToNamedPoint(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(speed);
ARG_UINT32(namedPointId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
_vm->_camera->panToPoint(pos, speed, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opPanToPoint(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(speed);
ARG_INT16(x);
ARG_INT16(y);
_vm->_camera->panToPoint(Common::Point(x, y), speed, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opPanStop(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_camera->stopPan();
}
void ScriptOpcodes_BBDOU::opSetDisplay(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(flag);
_vm->_screen->setDisplayOn(flag != 0);
}
void ScriptOpcodes_BBDOU::opSetCameraBounds(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(x1);
ARG_INT16(y1);
ARG_INT16(x2);
ARG_INT16(y2);
_vm->_camera->setBounds(Common::Point(x1, y1), Common::Point(x2, y2));
}
void ScriptOpcodes_BBDOU::opSetCameraBoundsToMasterBg(ScriptThread *scriptThread, OpCall &opCall) {
WidthHeight bgDimensions = _vm->_backgroundInstances->getMasterBgDimensions();
_vm->_camera->setBoundsToDimensions(bgDimensions);
}
void ScriptOpcodes_BBDOU::opIncBlockCounter(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
byte value = _vm->_scriptResource->_blockCounters.get(index) + 1;
if (value <= 63)
_vm->_scriptResource->_blockCounters.set(index, value);
}
void ScriptOpcodes_BBDOU::opClearBlockCounter(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
_vm->_scriptResource->_blockCounters.set(index, 0);
}
void ScriptOpcodes_BBDOU::opSetProperty(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(value);
ARG_UINT32(propertyId);
_vm->_scriptResource->_properties.set(propertyId, value != 0);
}
void ScriptOpcodes_BBDOU::opPlaceActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(actorTypeId);
ARG_UINT32(sequenceId);
ARG_UINT32(namedPointId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
_vm->_controls->placeActor(actorTypeId, pos, sequenceId, objectId, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opFaceActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(facing);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->faceActor(facing);
}
void ScriptOpcodes_BBDOU::opFaceActorToObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId1);
ARG_UINT32(objectId2);
Control *control1 = _vm->_dict->getObjectControl(objectId1);
Control *control2 = _vm->_dict->getObjectControl(objectId2);
Common::Point pos1 = control1->getActorPosition();
Common::Point pos2 = control2->getActorPosition();
uint facing;
if (_vm->calcPointDirection(pos1, pos2, facing))
control1->faceActor(facing);
}
void ScriptOpcodes_BBDOU::opStartSequenceActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(sequenceId);
// NOTE Skipped checking for stalled sequence, not sure if needed
Control *control = _vm->_dict->getObjectControl(objectId);
control->startSequenceActor(sequenceId, 2, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opStartMoveActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(sequenceId);
ARG_UINT32(namedPointId);
// NOTE Skipped checking for stalled sequence, not sure if needed
Control *control = _vm->_dict->getObjectControl(objectId);
if (!control) { return; }// TODO CHECKME
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
control->startMoveActor(sequenceId, pos, opCall._callerThreadId, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opSetActorToNamedPoint(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(namedPointId);
Control *control = _vm->_dict->getObjectControl(objectId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
control->stopActor();
control->setActorPosition(pos);
}
void ScriptOpcodes_BBDOU::opSetActorPosition(ScriptThread *scriptThread, OpCall &opCall) {
ARG_UINT32(objectId);
ARG_INT16(x);
ARG_INT16(y);
Control *control = _vm->_dict->getObjectControl(objectId);
Common::Point pos(x, y);
control->setActorPosition(pos);
}
void ScriptOpcodes_BBDOU::opStartTalkThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(duration);
ARG_UINT32(objectId);
ARG_UINT32(talkId);
ARG_UINT32(sequenceId1);
ARG_UINT32(sequenceId2);
ARG_UINT32(namedPointId);
_vm->startTalkThread(duration, objectId, talkId, sequenceId1, sequenceId2, namedPointId, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opAppearActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
if (!control) {
Common::Point pos = _vm->getNamedPointPosition(0x70023);
_vm->_controls->placeActor(0x50001, pos, 0x60001, objectId, 0);
control = _vm->_dict->getObjectControl(objectId);
control->startSequenceActor(0x60001, 2, 0);
}
control->appearActor();
}
void ScriptOpcodes_BBDOU::opDisappearActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->disappearActor();
}
void ScriptOpcodes_BBDOU::opIsActorVisible(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
const bool visible = control && control->isActorVisible();
_vm->_stack->push(visible ? 1 : 0);
}
void ScriptOpcodes_BBDOU::opActivateObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
if (control)
control->activateObject();
}
void ScriptOpcodes_BBDOU::opDeactivateObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->deactivateObject();
}
void ScriptOpcodes_BBDOU::opSetDefaultSequence(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(defaultSequenceId);
ARG_UINT32(sequenceId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->_actor->_defaultSequences.set(sequenceId, defaultSequenceId);
}
void ScriptOpcodes_BBDOU::opSetSelectSfx(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(soundEffectId);
// TODO _vm->setSelectSfx(soundEffectId);
}
void ScriptOpcodes_BBDOU::opSetMoveSfx(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(soundEffectId);
// TODO _vm->setMoveSfx(soundEffectId);
}
void ScriptOpcodes_BBDOU::opSetDenySfx(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(soundEffectId);
// TODO _vm->setDenySfx(soundEffectId);
}
void ScriptOpcodes_BBDOU::opSetAdjustUpSfx(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(soundEffectId);
// TODO _vm->setAdjustUpSfx(soundEffectId);
}
void ScriptOpcodes_BBDOU::opSetAdjustDnSfx(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(soundEffectId);
// TODO _vm->setAdjustDnSfx(soundEffectId);
}
void ScriptOpcodes_BBDOU::opPause(ScriptThread *scriptThread, OpCall &opCall) {
_vm->pause(opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opResume(ScriptThread *scriptThread, OpCall &opCall) {
_vm->unpause(opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opStartSound(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(volume);
ARG_INT16(pan);
ARG_UINT32(soundEffectId);
_vm->_soundMan->playSound(soundEffectId, volume, pan);
}
void ScriptOpcodes_BBDOU::opStartSoundAtPosition(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(volume);
ARG_UINT32(soundEffectId);
ARG_UINT32(namedPointId);
Common::Point pos = _vm->getNamedPointPosition(namedPointId);
int16 pan = _vm->convertPanXCoord(pos.x);
_vm->_soundMan->playSound(soundEffectId, volume, pan);
}
void ScriptOpcodes_BBDOU::opStartSoundAtActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(volume);
ARG_UINT32(objectId);
ARG_UINT32(soundEffectId);
Control *control = _vm->_dict->getObjectControl(objectId);
Common::Point pos = control->getActorPosition();
int16 pan = _vm->convertPanXCoord(pos.x);
_vm->_soundMan->playSound(soundEffectId, volume, pan);
}
void ScriptOpcodes_BBDOU::opStopSound(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(soundEffectId);
_vm->_soundMan->stopSound(soundEffectId);
}
void ScriptOpcodes_BBDOU::opStartMusic(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(volume);
ARG_INT16(pan);
ARG_UINT32(musicId);
ARG_UINT32(type);
_vm->_soundMan->playMusic(musicId, type, volume, pan, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opStopMusic(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_soundMan->stopMusic();
}
void ScriptOpcodes_BBDOU::opStackPushRandom(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(maxValue);
_vm->_stack->push(_vm->getRandom(maxValue) + 1);
}
void ScriptOpcodes_BBDOU::opIfLte(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(rvalue);
ARG_INT16(elseJumpOffs);
int16 lvalue = _vm->_stack->pop();
if (!(lvalue <= rvalue))
opCall._deltaOfs += elseJumpOffs;
}
void ScriptOpcodes_BBDOU::opAddMenuChoice(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(jumpOffs);
ARG_INT16(endMarker);
_vm->_stack->push(endMarker);
_vm->_stack->push(jumpOffs);
}
void ScriptOpcodes_BBDOU::opDisplayMenu(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(timeoutChoiceOfs);
ARG_UINT32(menuId);
ARG_UINT32(timeOutDuration);
MenuChoiceOffsets menuChoiceOffsets;
// Load menu choices from the stack
do {
int16 choiceOffs = _vm->_stack->pop();
menuChoiceOffsets.push_back(choiceOffs);
} while (_vm->_stack->pop() == 0);
// TODO DBEUG Start menu not yet implemented, fake selection of "Start game"
if (menuId == 0x001C0001) {
_vm->_menuChoiceOfs = 88;
_vm->notifyThreadId(opCall._callerThreadId);
return;
}
// Duckman has the timeout choice offset on the stack and the index as parameter
// BBDOU instead has only the choice offset as parameter
// So we just add the timeout choice offset and use its index.
menuChoiceOffsets.push_back(timeoutChoiceOfs);
uint timeOutMenuChoiceIndex = menuChoiceOffsets.size() - 1;
_vm->_menuSystem->runMenu(menuChoiceOffsets, &_vm->_menuChoiceOfs,
menuId, timeOutDuration, timeOutMenuChoiceIndex,
opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opSwitchMenuChoice(ScriptThread *scriptThread, OpCall &opCall) {
opCall._deltaOfs += _vm->_menuChoiceOfs;
}
void ScriptOpcodes_BBDOU::opQuitGame(ScriptThread *scriptThread, OpCall &opCall) {
_vm->quitGame();
}
void ScriptOpcodes_BBDOU::opResetGame(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_threads->terminateThreads(opCall._callerThreadId);
_vm->reset();
_vm->_input->activateButton(0xFFFF);
// TODO _vm->stopMusic();
// TODO _vm->_gameStates->clear();
}
void ScriptOpcodes_BBDOU::opSaveGame(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(bankNum)
ARG_INT16(slotNum)
_vm->saveSavegameFromScript(slotNum, opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opRestoreGameState(ScriptThread *scriptThread, OpCall &opCall) {
_vm->activateSavegame(opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opDeactivateButton(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(button)
_vm->_input->deactivateButton(button);
}
void ScriptOpcodes_BBDOU::opActivateButton(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(button)
_vm->_input->activateButton(button);
}
void ScriptOpcodes_BBDOU::opNop(ScriptThread *scriptThread, OpCall &opCall) {
// Opcode empty but still called
}
void ScriptOpcodes_BBDOU::opJumpIf(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(jumpOffs);
int16 value = _vm->_stack->pop();
if (value == 0)
opCall._deltaOfs += jumpOffs;
}
void ScriptOpcodes_BBDOU::opIsPrevSceneId(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->_stack->push(_vm->_prevSceneId == sceneId ? 1 : 0);
}
void ScriptOpcodes_BBDOU::opIsCurrentSceneId(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->_stack->push(_vm->getCurrentScene() == sceneId ? 1 : 0);
}
void ScriptOpcodes_BBDOU::opIsActiveSceneId(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
_vm->_stack->push(_vm->_activeScenes.isSceneActive(sceneId) ? 1 : 0);
}
void ScriptOpcodes_BBDOU::opNot(ScriptThread *scriptThread, OpCall &opCall) {
int16 value = _vm->_stack->pop();
_vm->_stack->push(value != 0 ? 0 : 1);
}
void ScriptOpcodes_BBDOU::opAnd(ScriptThread *scriptThread, OpCall &opCall) {
int16 value1 = _vm->_stack->pop();
int16 value2 = _vm->_stack->pop();
_vm->_stack->push(value1 & value2);
}
void ScriptOpcodes_BBDOU::opOr(ScriptThread *scriptThread, OpCall &opCall) {
int16 value1 = _vm->_stack->pop();
int16 value2 = _vm->_stack->pop();
_vm->_stack->push(value1 | value2);
}
void ScriptOpcodes_BBDOU::opGetProperty(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(propertyId)
bool value = _vm->_scriptResource->_properties.get(propertyId);
_vm->_stack->push(value ? 1 : 0);
}
void ScriptOpcodes_BBDOU::opCompareBlockCounter(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(index);
ARG_INT16(compareOp);
ARG_INT16(rvalue);
int16 lvalue = _vm->_scriptResource->_blockCounters.get(index);
bool compareResult = false;
switch (compareOp) {
case 1:
compareResult = lvalue == rvalue;
break;
case 2:
compareResult = lvalue != rvalue;
break;
case 3:
compareResult = lvalue < rvalue;
break;
case 4:
compareResult = lvalue > rvalue;
break;
case 5:
compareResult = lvalue >= rvalue;
break;
case 6:
compareResult = lvalue <= rvalue;
break;
}
_vm->_stack->push(compareResult ? 1 : 0);
}
void ScriptOpcodes_BBDOU::opDebug126(ScriptThread *scriptThread, OpCall &opCall) {
// NOTE Prints some debug text
debug(1, "[DBG126] %s", (char*)opCall._code);
}
void ScriptOpcodes_BBDOU::opDebug127(ScriptThread *scriptThread, OpCall &opCall) {
// NOTE Prints some debug text
debug(1, "[DBG127] %s", (char*)opCall._code);
}
void ScriptOpcodes_BBDOU::opPlayVideo(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(videoId);
ARG_UINT32(priority);
#if 0 // TODO DEBUG Set to 0 to skip videos
_vm->playVideo(videoId, objectId, priority, opCall._threadId);
#else
//DEBUG Resume calling thread, later done by the video player
_vm->notifyThreadId(opCall._callerThreadId);
#endif
}
void ScriptOpcodes_BBDOU::opStackPop(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_stack->pop();
}
void ScriptOpcodes_BBDOU::opStackDup(ScriptThread *scriptThread, OpCall &opCall) {
int16 value = _vm->_stack->peek();
_vm->_stack->push(value);
}
void ScriptOpcodes_BBDOU::opLoadSpecialCodeModule(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(specialCodeModuleId);
_vm->_resSys->loadResource(specialCodeModuleId, 0, 0);
}
void ScriptOpcodes_BBDOU::opRunSpecialCode(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(specialCodeId);
_vm->_specialCode->run(specialCodeId, opCall);
}
void ScriptOpcodes_BBDOU::opLinkObjectToObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
ARG_UINT32(parentObjectId);
ARG_UINT32(linkedObjectValue);
Control *control = _vm->_dict->getObjectControl(objectId);
control->linkToObject(parentObjectId, linkedObjectValue);
}
void ScriptOpcodes_BBDOU::opUnlinkObject(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->unlinkObject();
}
void ScriptOpcodes_BBDOU::opStopActor(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->stopActor();
}
void ScriptOpcodes_BBDOU::opSetActorUsePan(ScriptThread *scriptThread, OpCall &opCall) {
ARG_INT16(usePan)
ARG_UINT32(objectId);
Control *control = _vm->_dict->getObjectControl(objectId);
control->setActorUsePan(usePan);
}
void ScriptOpcodes_BBDOU::opStartAbortableThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(codeOffs);
ARG_INT16(skipOffs);
_vm->startAbortableThread(opCall._code + codeOffs,
opCall._code + skipOffs, opCall._threadId);
}
void ScriptOpcodes_BBDOU::opKillThread(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(threadId);
_vm->_threads->killThread(threadId);
}
void ScriptOpcodes_BBDOU::opLoadGame(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_INT16(bankNum)
ARG_INT16(slotNum)
_vm->loadSavegameFromScript(slotNum, opCall._callerThreadId);
}
void ScriptOpcodes_BBDOU::opPushLoadgameResult(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_stack->push(_vm->_loadGameResult ? 1 : 0);
}
void ScriptOpcodes_BBDOU::opPushSavegameResult(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_stack->push(_vm->_saveGameResult ? 1 : 0);
}
void ScriptOpcodes_BBDOU::opSetSceneIdThreadId(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
ARG_UINT32(threadId);
_vm->setSceneIdThreadId(sceneId, threadId);
}
void ScriptOpcodes_BBDOU::opStackPush0(ScriptThread *scriptThread, OpCall &opCall) {
_vm->_stack->push(0);
}
void ScriptOpcodes_BBDOU::opSetFontId(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(fontId);
_vm->setCurrFontId(fontId);
}
void ScriptOpcodes_BBDOU::opAddMenuKey(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(key);
ARG_UINT32(threadId);
_vm->_menuKeys->addMenuKey(key, threadId);
}
void ScriptOpcodes_BBDOU::opChangeSceneAll(ScriptThread *scriptThread, OpCall &opCall) {
ARG_SKIP(2);
ARG_UINT32(sceneId);
ARG_UINT32(threadId);
// NOTE Skipped checking for stalled resources
_vm->_input->discardAllEvents();
_vm->_prevSceneId = _vm->getCurrentScene();
_vm->dumpActiveScenes(_vm->_globalSceneId, opCall._callerThreadId);
_vm->enterScene(sceneId, opCall._callerThreadId);
_vm->_gameState->writeState(sceneId, threadId);
_vm->startAnonScriptThread(threadId, 0,
scriptThread->_value8, scriptThread->_valueC, scriptThread->_value10);
}
} // End of namespace Illusions