scummvm/saga/sfuncs.cpp
Eugene Sandulenko 6cd35f7507 Now load actors only on demand. That lets select Nimdok (doctor) part. Just
click on him and move mouse away quickly, so it will not try to get actor's
name which is broken ATM.

svn-id: r18984
2005-10-09 01:43:08 +00:00

2039 lines
50 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 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 "saga/saga.h"
#include "saga/gfx.h"
#include "saga/actor.h"
#include "saga/animation.h"
#include "saga/console.h"
#include "saga/events.h"
#include "saga/font.h"
#include "saga/interface.h"
#include "saga/music.h"
#include "saga/itedata.h"
#include "saga/puzzle.h"
#include "saga/render.h"
#include "saga/sound.h"
#include "saga/sndres.h"
#include "saga/script.h"
#include "saga/objectmap.h"
#include "saga/scene.h"
#include "saga/isomap.h"
#include "saga/resnames.h"
#include "common/config-manager.h"
namespace Saga {
#define OPCODE(x) {&Script::x, #x}
void Script::setupScriptFuncList(void) {
static const ScriptFunctionDescription ITEscriptFunctionsList[ITE_SCRIPT_FUNCTION_MAX] = {
OPCODE(sfPutString),
OPCODE(sfWait),
OPCODE(sfTakeObject),
OPCODE(sfIsCarried),
OPCODE(sfStatusBar),
OPCODE(sfMainMode),
OPCODE(sfScriptWalkTo),
OPCODE(sfScriptDoAction),
OPCODE(sfSetActorFacing),
OPCODE(sfStartBgdAnim),
OPCODE(sfStopBgdAnim),
OPCODE(sfLockUser),
OPCODE(sfPreDialog),
OPCODE(sfKillActorThreads),
OPCODE(sfFaceTowards),
OPCODE(sfSetFollower),
OPCODE(sfScriptGotoScene),
OPCODE(sfSetObjImage),
OPCODE(sfSetObjName),
OPCODE(sfGetObjImage),
OPCODE(sfGetNumber),
OPCODE(sfScriptOpenDoor),
OPCODE(sfScriptCloseDoor),
OPCODE(sfSetBgdAnimSpeed),
OPCODE(SF_cycleColors),
OPCODE(sfDoCenterActor),
OPCODE(sfStartBgdAnimSpeed),
OPCODE(sfScriptWalkToAsync),
OPCODE(sfEnableZone),
OPCODE(sfSetActorState),
OPCODE(sfScriptMoveTo),
OPCODE(sfSceneEq),
OPCODE(sfDropObject),
OPCODE(sfFinishBgdAnim),
OPCODE(sfSwapActors),
OPCODE(sfSimulSpeech),
OPCODE(sfScriptWalk),
OPCODE(sfCycleFrames),
OPCODE(sfSetFrame),
OPCODE(sfSetPortrait),
OPCODE(sfSetProtagPortrait),
OPCODE(sfChainBgdAnim),
OPCODE(sfScriptSpecialWalk),
OPCODE(sfPlaceActor),
OPCODE(sfCheckUserInterrupt),
OPCODE(sfScriptWalkRelative),
OPCODE(sfScriptMoveRelative),
OPCODE(sfSimulSpeech2),
OPCODE(sfPlacard),
OPCODE(sfPlacardOff),
OPCODE(sfSetProtagState),
OPCODE(sfResumeBgdAnim),
OPCODE(sfThrowActor),
OPCODE(sfWaitWalk),
OPCODE(sfScriptSceneID),
OPCODE(sfChangeActorScene),
OPCODE(sfScriptClimb),
OPCODE(sfSetDoorState),
OPCODE(sfSetActorZ),
OPCODE(sfScriptText),
OPCODE(sfGetActorX),
OPCODE(sfGetActorY),
OPCODE(sfEraseDelta),
OPCODE(sfPlayMusic),
OPCODE(sfPickClimbOutPos),
OPCODE(sfTossRif),
OPCODE(sfShowControls),
OPCODE(sfShowMap),
OPCODE(sfPuzzleWon),
OPCODE(sfEnableEscape),
OPCODE(sfPlaySound),
OPCODE(sfPlayLoopedSound),
OPCODE(sfGetDeltaFrame),
OPCODE(sfShowProtect),
OPCODE(sfProtectResult),
OPCODE(sfRand),
OPCODE(sfFadeMusic),
OPCODE(sfPlayVoice)
};
static const ScriptFunctionDescription IHNMscriptFunctionsList[IHNM_SCRIPT_FUNCTION_MAX] = {
OPCODE(sfNull),
OPCODE(sfWait),
OPCODE(sfTakeObject),
OPCODE(sfIsCarried),
OPCODE(sfStatusBar),
OPCODE(sfMainMode),
OPCODE(sfScriptWalkTo),
OPCODE(sfScriptDoAction),
OPCODE(sfSetActorFacing),
OPCODE(sfStartBgdAnim),
OPCODE(sfStopBgdAnim),
OPCODE(sfNull),
OPCODE(sfPreDialog),
OPCODE(sfKillActorThreads),
OPCODE(sfFaceTowards),
OPCODE(sfSetFollower),
OPCODE(sfScriptGotoScene),
OPCODE(sfSetObjImage),
OPCODE(sfSetObjName),
OPCODE(sfGetObjImage),
OPCODE(sfGetNumber),
OPCODE(sfScriptOpenDoor),
OPCODE(sfScriptCloseDoor),
OPCODE(sfSetBgdAnimSpeed),
OPCODE(SF_cycleColors),
OPCODE(sfDoCenterActor),
OPCODE(sfStartBgdAnimSpeed),
OPCODE(sfScriptWalkToAsync),
OPCODE(sfEnableZone),
OPCODE(sfSetActorState),
OPCODE(sfScriptMoveTo),
OPCODE(sfSceneEq),
OPCODE(sfDropObject),
OPCODE(sfFinishBgdAnim),
OPCODE(sfSwapActors),
OPCODE(sfSimulSpeech),
OPCODE(sfScriptWalk),
OPCODE(sfCycleFrames),
OPCODE(sfSetFrame),
OPCODE(sfSetPortrait),
OPCODE(sfSetProtagPortrait),
OPCODE(sfChainBgdAnim),
OPCODE(sfScriptSpecialWalk),
OPCODE(sfPlaceActor),
OPCODE(sfCheckUserInterrupt),
OPCODE(sfScriptWalkRelative),
OPCODE(sfScriptMoveRelative),
OPCODE(sfSimulSpeech2),
OPCODE(sfPsychicProfile),
OPCODE(sfPsychicProfileOff),
OPCODE(sfSetProtagState),
OPCODE(sfResumeBgdAnim),
OPCODE(sfThrowActor),
OPCODE(sfWaitWalk),
OPCODE(sfScriptSceneID),
OPCODE(sfChangeActorScene),
OPCODE(sfScriptClimb),
OPCODE(sfSetDoorState),
OPCODE(sfSetActorZ),
OPCODE(sfScriptText),
OPCODE(sfGetActorX),
OPCODE(sfGetActorY),
OPCODE(sfEraseDelta),
OPCODE(sfPlayMusic),
OPCODE(sfNull),
OPCODE(sfEnableEscape),
OPCODE(sfPlaySound),
OPCODE(sfPlayLoopedSound),
OPCODE(sfGetDeltaFrame),
OPCODE(sfNull),
OPCODE(sfNull),
OPCODE(sfRand),
OPCODE(sfFadeMusic),
OPCODE(sfNull),
OPCODE(sfSetChapterPoints),
OPCODE(sfSetPortraitBgColor),
OPCODE(sfScriptStartCutAway),
OPCODE(sfReturnFromCutAway),
OPCODE(sfEndCutAway),
OPCODE(sfGetMouseClicks),
OPCODE(sfResetMouseClicks),
OPCODE(sfWaitFrames),
OPCODE(sfScriptFade),
OPCODE(sfScriptStartVideo),
OPCODE(sfScriptReturnFromVideo),
OPCODE(sfScriptEndVideo),
OPCODE(sfSetActorZ),
OPCODE(sf87),
OPCODE(sf88),
OPCODE(sf89),
OPCODE(sfVstopFX),
OPCODE(sfVstopLoopedFX),
OPCODE(sfNull),
OPCODE(sfDemoIsInteractive),
OPCODE(sfVsetTrack),
OPCODE(sfGetPoints),
OPCODE(sfSetGlobalFlag),
OPCODE(sfClearGlobalFlag),
OPCODE(sfTestGlobalFlag),
OPCODE(sfSetPoints),
OPCODE(sfSetSpeechBox),
OPCODE(sfDebugShowData),
OPCODE(sfWaitFramesEsc),
OPCODE(sf103),
OPCODE(sfDisableAbortSpeeches)
};
if (_vm->getGameType() == GType_IHNM)
_scriptFunctionsList = IHNMscriptFunctionsList;
else
_scriptFunctionsList = ITEscriptFunctionsList;
}
// Script function #0 (0x00)
// Print a debugging message
void Script::sfPutString(SCRIPTFUNC_PARAMS) {
const char *str;
str = thread->_strings->getString(thread->pop());
_vm->_console->DebugPrintf("sfPutString: %s\n",str);
debug(0, "sfPutString: %s", str);
}
// Script function #1 (0x01) blocking
// Param1: time in ticks
void Script::sfWait(SCRIPTFUNC_PARAMS) {
int16 time;
time = thread->pop();
if (!_skipSpeeches) {
thread->waitDelay(ticksToMSec(time)); // put thread to sleep
}
}
// Script function #2 (0x02)
void Script::sfTakeObject(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
ObjectData *obj;
obj = _vm->_actor->getObj(objectId);
if (obj->_sceneNumber != ITE_SCENE_INV) {
obj->_sceneNumber = ITE_SCENE_INV;
//4debug for (int j=0;j<17;j++)
_vm->_interface->addToInventory(objectId);
}
}
// Script function #3 (0x03)
// Check if an object is carried.
void Script::sfIsCarried(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
CommonObjectData *object;
if (_vm->_actor->validObjId(objectId)) {
object = _vm->_actor->getObj(objectId);
thread->_returnValue = (object->_sceneNumber == ITE_SCENE_INV) ? 1 : 0;
} else {
thread->_returnValue = 0;
}
}
// Script function #4 (0x04) nonblocking
// Set the command display to the specified text string
// Param1: dialogue index of string
void Script::sfStatusBar(SCRIPTFUNC_PARAMS) {
int16 stringIndex = thread->pop();
_vm->_interface->setStatusText(thread->_strings->getString(stringIndex));
}
// Script function #5 (0x05)
void Script::sfMainMode(SCRIPTFUNC_PARAMS) {
_vm->_actor->_centerActor = _vm->_actor->_protagonist;
showVerb();
_vm->_interface->activate();
_vm->_interface->setMode(kPanelMain);
if (_vm->getGameType() == GType_ITE)
setPointerVerb();
}
// Script function #6 (0x06) blocking
// Param1: actor id
// Param2: actor x
// Param3: actor y
void Script::sfScriptWalkTo(SCRIPTFUNC_PARAMS) {
uint16 actorId;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation)) {
thread->waitWalk(actor);
}
}
// Script function #7 (0x07)
// Param1: actor id
// Param2: action
// Param3: theObject
// Param4: withObject
void Script::sfScriptDoAction(SCRIPTFUNC_PARAMS) {
uint16 objectId;
uint16 action;
uint16 theObject;
uint16 withObject;
int16 scriptEntryPointNumber;
int16 moduleNumber;
ActorData *actor;
ObjectData *obj;
const HitZone *hitZone;
Event event;
objectId = thread->pop();
action = thread->pop();
theObject = thread->pop();
withObject = thread->pop();
switch (objectTypeId(objectId)) {
case kGameObjectObject:
obj = _vm->_actor->getObj(objectId);
scriptEntryPointNumber = obj->_scriptEntrypointNumber;
if (scriptEntryPointNumber <= 0) {
return;
}
moduleNumber = 0;
break;
case kGameObjectActor:
actor = _vm->_actor->getActor(objectId);
scriptEntryPointNumber = actor->_scriptEntrypointNumber;
if (scriptEntryPointNumber <= 0) {
return;
}
if (actor->_flags & (kProtagonist | kFollower)) {
moduleNumber = 0;
} else {
moduleNumber = _vm->_scene->getScriptModuleNumber();
}
break;
case kGameObjectHitZone:
case kGameObjectStepZone:
if (objectTypeId(objectId) == kGameObjectHitZone) {
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(objectId));
} else {
hitZone = _vm->_scene->_actionMap->getHitZone(objectIdToIndex(objectId));
}
scriptEntryPointNumber = hitZone->getScriptNumber();
moduleNumber = _vm->_scene->getScriptModuleNumber();
break;
default:
error("Script::sfScriptDoAction wrong object type 0x%X", objectId);
}
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventExecNonBlocking;
event.time = 0;
event.param = moduleNumber;
event.param2 = scriptEntryPointNumber;
event.param3 = action; // Action
event.param4 = theObject; // Object
event.param5 = withObject; // With Object
event.param6 = objectId;
_vm->_events->queue(&event);
}
// Script function #8 (0x08) nonblocking
// Param1: actor id
// Param2: actor orientation
void Script::sfSetActorFacing(SCRIPTFUNC_PARAMS) {
int16 actorId;
int actorDirection;
ActorData *actor;
actorId = thread->pop();
actorDirection = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->_facingDirection = actor->_actionDirection = actorDirection;
actor->_targetObject = ID_NOTHING;
}
// Script function #9 (0x09)
void Script::sfStartBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
int16 cycles = thread->pop();
_vm->_anim->setCycles(animId, cycles);
_vm->_anim->setFrameTime(animId, ticksToMSec(kRepeatSpeedTicks));
_vm->_anim->play(animId, 0);
debug(1, "sfStartBgdAnim(%d, %d)", animId, cycles);
}
// Script function #10 (0x0A)
void Script::sfStopBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
_vm->_anim->stop(animId);
debug(1, "sfStopBgdAnim(%d)", animId);
}
// 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
void Script::sfLockUser(SCRIPTFUNC_PARAMS) {
int16 lock;
lock = thread->pop();
if (lock) {
_vm->_interface->deactivate();
} else {
_vm->_interface->activate();
}
}
// Script function #12 (0x0C)
// Disables mouse input, etc.
void Script::sfPreDialog(SCRIPTFUNC_PARAMS) {
_vm->_interface->deactivate();
_vm->_interface->converseClear();
if (_vm->_interface->isInMainMode())
_vm->_interface->setMode(kPanelConverse);
else
_vm->_interface->converseDisplayText();
_vm->_interface->setMode(kPanelNull);
}
// Script function #13 (0x0D)
void Script::sfKillActorThreads(SCRIPTFUNC_PARAMS) {
ScriptThread *anotherThread;
ScriptThreadList::iterator threadIterator;
int16 actorId;
actorId = thread->pop();
for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
anotherThread = threadIterator.operator->();
if ((anotherThread != thread) && (anotherThread->_threadVars[kThreadVarActor] == actorId)) {
anotherThread->_flags &= ~kTFlagWaiting;
anotherThread->_flags |= kTFlagAborted;
}
}
}
// Script function #14 (0x0E)
// Param1: actor id
// Param2: object id
void Script::sfFaceTowards(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 targetObject;
ActorData *actor;
actorId = thread->pop();
targetObject = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->_targetObject = targetObject;
}
// Script function #15 (0x0F)
// Param1: actor id
// Param2: target object
void Script::sfSetFollower(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 targetObject;
ActorData *actor;
actorId = thread->pop();
targetObject = thread->pop();
debug(1, "sfSetFollower(%d, %d) [%d]", actorId, targetObject, _vm->_actor->actorIdToIndex(actorId));
actor = _vm->_actor->getActor(actorId);
actor->_targetObject = targetObject;
if (targetObject != ID_NOTHING) {
actor->_flags |= kFollower;
actor->_actorFlags &= ~kActorNoFollow;
} else {
actor->_flags &= ~kFollower;
}
}
// Script function #16 (0x10)
void Script::sfScriptGotoScene(SCRIPTFUNC_PARAMS) {
int16 sceneNumber;
int16 entrance;
sceneNumber = thread->pop();
entrance = thread->pop();
if (sceneNumber < 0) {
_vm->shutDown();
return;
}
if (_vm->getGameType() == GType_IHNM) {
warning("FIXME: implement sfScriptGotoScene differences for IHNM");
// Since it doesn't look like the IHNM scripts remove the
// cutaway after the intro, this is probably the best place to
// to it.
_vm->_anim->clearCutaway();
}
// It is possible to leave scene when converse panel is on,
// particulalrly it may happen at Moneychanger tent. This
// prevent this from happening.
if (_vm->_interface->getMode() == kPanelConverse) {
_vm->_interface->setMode(kPanelMain);
}
_vm->_scene->changeScene(sceneNumber, entrance, (sceneNumber == ITE_SCENE_ENDCREDIT1) ? kTransitionFade : kTransitionNoFade);
//TODO: placard stuff
_pendingVerb = kVerbNone;
_currentObject[0] = _currentObject[1] = ID_NOTHING;
showVerb();
}
// Script function #17 (0x11)
// Param1: object id
// Param2: sprite index
void Script::sfSetObjImage(SCRIPTFUNC_PARAMS) {
uint16 objectId;
uint16 spriteId;
ObjectData *obj;
objectId = thread->pop();
spriteId = thread->pop();
obj = _vm->_actor->getObj(objectId);
obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
_vm->_interface->refreshInventory();
}
// Script function #18 (0x12)
// Param1: object id
// Param2: name index
void Script::sfSetObjName(SCRIPTFUNC_PARAMS) {
uint16 objectId;
uint16 nameIdx;
ObjectData *obj;
objectId = thread->pop();
nameIdx = thread->pop();
obj = _vm->_actor->getObj(objectId);
obj->_nameIndex = nameIdx;
}
// Script function #19 (0x13)
// Param1: object id
void Script::sfGetObjImage(SCRIPTFUNC_PARAMS) {
uint16 objectId;
ObjectData *obj;
objectId = thread->pop();
obj = _vm->_actor->getObj(objectId);
if (_vm->getGameType() == GType_IHNM)
thread->_returnValue = obj->_spriteListResourceId;
else
thread->_returnValue = obj->_spriteListResourceId - OBJ_SPRITE_BASE;
}
// Script function #20 (0x14)
void Script::sfGetNumber(SCRIPTFUNC_PARAMS) {
if (_vm->_interface->_statusTextInputState == kStatusTextInputFirstRun) {
_vm->_interface->enterStatusString();
thread->wait(kWaitTypeStatusTextInput);
disContinue = true;
} else {
if (_vm->_interface->_statusTextInputState == kStatusTextInputAborted) {
thread->_returnValue = -1;
} else {
thread->_returnValue = atoi(_vm->_interface->_statusTextInputString);
}
_vm->_interface->_statusTextInputState = kStatusTextInputFirstRun;
}
}
// Script function #21 (0x15)
// Param1: door #
void Script::sfScriptOpenDoor(SCRIPTFUNC_PARAMS) {
int16 doorNumber;
doorNumber = thread->pop();
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->setTileDoorState(doorNumber, 1);
} else {
_vm->_scene->setDoorState(doorNumber, 0);
}
}
// Script function #22 (0x16)
// Param1: door #
void Script::sfScriptCloseDoor(SCRIPTFUNC_PARAMS) {
int16 doorNumber;
doorNumber = thread->pop();
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->setTileDoorState(doorNumber, 0);
} else {
_vm->_scene->setDoorState(doorNumber, 0xff);
}
}
// Script function #23 (0x17)
void Script::sfSetBgdAnimSpeed(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
int16 speed = thread->pop();
_vm->_anim->setFrameTime(animId, ticksToMSec(speed));
debug(1, "sfSetBgdAnimSpeed(%d, %d)", animId, speed);
}
// Script function #24 (0x18)
void Script::SF_cycleColors(SCRIPTFUNC_PARAMS) {
SF_stub("SF_cycleColors", thread, nArgs);
error("Please, report this to sev");
}
// Script function #25 (0x19)
// Param1: actor id
void Script::sfDoCenterActor(SCRIPTFUNC_PARAMS) {
int16 actorId;
actorId = thread->pop();
_vm->_actor->_centerActor = _vm->_actor->getActor(actorId);
}
// Script function #26 (0x1A) nonblocking
// Starts the specified animation
void Script::sfStartBgdAnimSpeed(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
int16 cycles = thread->pop();
int16 speed = thread->pop();
_vm->_anim->setCycles(animId, cycles);
_vm->_anim->setFrameTime(animId, ticksToMSec(speed));
_vm->_anim->play(animId, 0);
debug(1, "sfStartBgdAnimSpeed(%d, %d, %d)", animId, cycles, speed);
}
// Script function #27 (0x1B) nonblocking
// Param1: actor id
// Param2: actor x
// Param3: actor y
void Script::sfScriptWalkToAsync(SCRIPTFUNC_PARAMS) {
int16 actorId;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
actor->_flags &= ~kFollower;
_vm->_actor->actorWalkTo(actorId, actorLocation);
}
// Script function #28 (0x1C)
void Script::sfEnableZone(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
int16 flag = thread->pop();
HitZone *hitZone;
if (objectTypeId(objectId) == kGameObjectHitZone) {
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(objectId));
} else {
hitZone = _vm->_scene->_actionMap->getHitZone(objectIdToIndex(objectId));
}
if (flag) {
hitZone->setFlag(kHitZoneEnabled);
} else {
hitZone->clearFlag(kHitZoneEnabled);
_vm->_actor->_protagonist->_lastZone = NULL;
}
}
// Script function #29 (0x1D)
// Param1: actor id
// Param2: current action
void Script::sfSetActorState(SCRIPTFUNC_PARAMS) {
int16 actorId;
int currentAction;
ActorData *actor;
actorId = thread->pop();
currentAction = thread->pop();
actor = _vm->_actor->getActor(actorId);
if ((currentAction >= kActionWalkToPoint) && (currentAction <= kActionWalkToPoint)) {
wakeUpActorThread(kWaitTypeWalk, actor);
}
actor->_currentAction = currentAction;
actor->_actorFlags &= ~kActorBackwards;
}
// Script function #30 (0x1E) nonblocking
// Param1: actor id
// Param2: actor pos x
// Param3: actor pos y
void Script::sfScriptMoveTo(SCRIPTFUNC_PARAMS) {
int16 objectId;
Location location;
ActorData *actor;
ObjectData *obj;
objectId = thread->pop();
location.x = thread->pop();
location.y = thread->pop();
if (_vm->_actor->validActorId(objectId)) {
actor = _vm->_actor->getActor(objectId);
actor->_location.x = location.x;
actor->_location.y = location.y;
} else {
if (_vm->_actor->validObjId(objectId)) {
obj = _vm->_actor->getObj(objectId);
obj->_location.x = location.x;
obj->_location.y = location.y;
}
}
}
// Script function #31 (0x21)
// Param1: sceneNumber
void Script::sfSceneEq(SCRIPTFUNC_PARAMS) {
int16 sceneNumber = thread->pop();
if (_vm->_scene->getSceneResourceId(sceneNumber) == _vm->_scene->currentSceneResourceId())
thread->_returnValue = 1;
else
thread->_returnValue = 0;
}
// Script function #32 (0x20)
void Script::sfDropObject(SCRIPTFUNC_PARAMS) {
uint16 objectId;
uint16 spriteId;
int16 x;
int16 y;
ObjectData *obj;
objectId = thread->pop();
spriteId = thread->pop();
x = thread->pop();
y = thread->pop();
obj = _vm->_actor->getObj(objectId);
if (obj->_sceneNumber == ITE_SCENE_INV) {
_vm->_interface->removeFromInventory(objectId);
}
obj->_sceneNumber = _vm->_scene->currentSceneNumber();
if (_vm->getGameType() == GType_IHNM)
obj->_spriteListResourceId = spriteId;
else
obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
obj->_location.x = x;
obj->_location.y = y;
}
// Script function #33 (0x21)
void Script::sfFinishBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
_vm->_anim->finish(animId);
debug(1, "sfFinishBgdAnim(%d)", animId);
}
// Script function #34 (0x22)
// Param1: actor id 1
// Param2: actor id 2
void Script::sfSwapActors(SCRIPTFUNC_PARAMS) {
int16 actorId1;
int16 actorId2;
ActorData *actor1;
ActorData *actor2;
actorId1 = thread->pop();
actorId2 = thread->pop();
actor1 = _vm->_actor->getActor(actorId1);
actor2 = _vm->_actor->getActor(actorId2);
SWAP(actor1->_location, actor2->_location);
if (actor1->_flags & kProtagonist) {
actor1->_flags &= ~kProtagonist;
actor2->_flags |= kProtagonist;
_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2;
} else if (actor2->_flags & kProtagonist) {
actor2->_flags &= ~kProtagonist;
actor1->_flags |= kProtagonist;
_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1;
}
// Here non-protagonist ID gets saved in variable
if (_vm->getGameType() == GType_IHNM)
warning("sfSwapActors: incomplete implementation");
}
// Script function #35 (0x23)
// Param1: string rid
// Param2: actorscount
// Param3: actor id1
///....
// Param3: actor idN
void Script::sfSimulSpeech(SCRIPTFUNC_PARAMS) {
int16 stringId;
int16 actorsCount;
int i;
uint16 actorsIds[ACTOR_SPEECH_ACTORS_MAX];
const char *string;
int16 sampleResourceId = -1;
stringId = thread->pop();
actorsCount = thread->pop();
if (actorsCount > ACTOR_SPEECH_ACTORS_MAX)
error("sfSimulSpeech actorsCount=0x%X exceed ACTOR_SPEECH_ACTORS_MAX", actorsCount);
for (i = 0; i < actorsCount; i++)
actorsIds[i] = thread->pop();
string = thread->_strings->getString(stringId);
if (thread->_voiceLUT->voices) {
if (_vm->getGameType() == GType_IHNM && stringId >= 338) {
sampleResourceId = -1;
} else {
sampleResourceId = thread->_voiceLUT->voices[stringId];
if (sampleResourceId <= 0 || sampleResourceId > 4000)
sampleResourceId = -1;
}
}
_vm->_actor->simulSpeech(string, actorsIds, actorsCount, 0, sampleResourceId);
thread->wait(kWaitTypeSpeech);
}
// Script function #36 (0x24) ?
// Param1: actor id
// Param2: actor x
// Param3: actor y
// Param4: actor walk flag
void Script::sfScriptWalk(SCRIPTFUNC_PARAMS) {
int16 actorId;
Location actorLocation;
ActorData *actor;
uint16 walkFlags;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, ID_NOTHING, walkFlags);
actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) {
thread->waitWalk(actor);
}
if (walkFlags & kWalkBackPedal) {
actor->_actorFlags |= kActorBackwards;
}
actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #37 (0x25) nonblocking
// Param1: actor id
// Param2: flags telling how to cycle the frames
// Param3: cycle frame number
// Param4: cycle delay
void Script::sfCycleFrames(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 flags;
int cycleFrameSequence;
int cycleDelay;
ActorData *actor;
actorId = thread->pop();
flags = thread->pop();
cycleFrameSequence = thread->pop();
cycleDelay = thread->pop();
actor = _vm->_actor->getActor(actorId);
if (flags & kCyclePong) {
actor->_currentAction = kActionPongFrames;
} else {
actor->_currentAction = kActionCycleFrames;
}
actor->_actorFlags &= ~(kActorContinuous | kActorRandom | kActorBackwards);
if (!(flags & kCycleOnce)) {
actor->_actorFlags |= kActorContinuous;
}
if (flags & kCycleRandom) {
actor->_actorFlags |= kActorRandom;
}
if (flags & kCycleReverse) {
actor->_actorFlags |= kActorBackwards;
}
actor->_cycleFrameSequence = cycleFrameSequence;
actor->_cycleTimeCount = 0;
actor->_cycleDelay = cycleDelay;
actor->_actionCycle = 0;
}
// Script function #38 (0x26) nonblocking
// Param1: actor id
// Param2: frame type
// Param3: frame offset
void Script::sfSetFrame(SCRIPTFUNC_PARAMS) {
int16 actorId;
int frameType;
int frameOffset;
ActorData *actor;
ActorFrameRange *frameRange;
actorId = thread->pop();
frameType = thread->pop();
frameOffset = thread->pop();
actor = _vm->_actor->getActor(actorId);
frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
actor->_frameNumber = frameRange->frameIndex + frameOffset;
if (actor->_currentAction != kActionFall) {
actor->_currentAction = kActionFreeze;
}
}
// Script function #39 (0x27)
// Sets the right-hand portrait
void Script::sfSetPortrait(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
_vm->_interface->setRightPortrait(param);
}
// Script function #40 (0x28)
// Sets the left-hand portrait
void Script::sfSetProtagPortrait(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
_vm->_interface->setLeftPortrait(param);
}
// 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
void Script::sfChainBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId1 = thread->pop();
int16 animId = thread->pop();
int16 cycles = thread->pop();
int16 speed = thread->pop();
if (speed >= 0) {
_vm->_anim->setCycles(animId, cycles);
_vm->_anim->stop(animId);
_vm->_anim->setFrameTime(animId, ticksToMSec(speed));
}
_vm->_anim->link(animId1, animId);
debug(1, "sfChainBgdAnim(%d, %d, %d, %d)", animId1, animId, cycles, speed);
}
// Script function #42 (0x2A)
// Param1: actor id
// Param2: actor x
// Param3: actor y
// Param4: frame seq
void Script::sfScriptSpecialWalk(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 walkFrameSequence;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
walkFrameSequence = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
_vm->_actor->actorWalkTo(actorId, actorLocation);
actor->_walkFrameSequence = walkFrameSequence;
}
// Script function #43 (0x2B) nonblocking
// Param1: actor id
// Param2: actor x
// Param3: actor y
// Param4: actor direction
// Param5: actor action
// Param6: actor frame number
void Script::sfPlaceActor(SCRIPTFUNC_PARAMS) {
int16 actorId;
Location actorLocation;
int actorDirection;
int frameType;
int frameOffset;
ActorData *actor;
ActorFrameRange *frameRange;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actorDirection = thread->pop();
frameType = thread->pop();
frameOffset = thread->pop();
debug(1, "sfPlaceActor(id = 0x%x, x=%d, y=%d, dir=%d, frameType=%d, frameOffset=%d)", actorId, actorLocation.x,
actorLocation.y, actorDirection, frameType, frameOffset);
actor = _vm->_actor->getActor(actorId);
actor->_location.x = actorLocation.x;
actor->_location.y = actorLocation.y;
actor->_facingDirection = actor->_actionDirection = actorDirection;
if (!actor->_frames)
_vm->_actor->loadActorResources(actor);
if (frameType >= 0) {
frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
if (frameRange->frameCount <= frameOffset) {
error("Wrong frameOffset 0x%X", frameOffset);
}
actor->_frameNumber = frameRange->frameIndex + frameOffset;
actor->_currentAction = kActionFreeze;
} else {
actor->_currentAction = kActionWait;
}
actor->_targetObject = ID_NOTHING;
}
// 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.
void Script::sfCheckUserInterrupt(SCRIPTFUNC_PARAMS) {
thread->_returnValue = (_skipSpeeches == true);
}
// Script function #45 (0x2D)
// Param1: actor id
// Param2: object id
// Param3: actor x
// Param4: actor y
// Param5: actor walk flag
void Script::sfScriptWalkRelative(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 objectId;
uint16 walkFlags;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
objectId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) {
thread->waitWalk(actor);
}
if (walkFlags & kWalkBackPedal) {
actor->_actorFlags |= kActorBackwards;
}
actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #46 (0x2E)
// Param1: actor id
// Param2: object id
// Param3: actor x
// Param4: actor y
// Param5: actor walk flag
void Script::sfScriptMoveRelative(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 objectId;
uint16 walkFlags;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
objectId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
actor->_location = actorLocation;
actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #47 (0x2F)
void Script::sfSimulSpeech2(SCRIPTFUNC_PARAMS) {
int16 stringId;
int16 actorsCount;
int16 speechFlags;
int i;
uint16 actorsIds[ACTOR_SPEECH_ACTORS_MAX];
const char *string;
int16 sampleResourceId = -1;
stringId = thread->pop();
actorsCount = thread->pop();
speechFlags = thread->pop();
if (actorsCount > ACTOR_SPEECH_ACTORS_MAX)
error("sfSimulSpeech2 actorsCount=0x%X exceed ACTOR_SPEECH_ACTORS_MAX", actorsCount);
for (i = 0; i < actorsCount; i++)
actorsIds[i] = thread->pop();
string = thread->_strings->getString(stringId);
if (thread->_voiceLUT->voices) {
sampleResourceId = thread->_voiceLUT->voices[stringId];
if (sampleResourceId <= 0 || sampleResourceId > 4000)
sampleResourceId = -1;
}
_vm->_actor->simulSpeech(string, actorsIds, actorsCount, speechFlags, sampleResourceId);
thread->wait(kWaitTypeSpeech);
}
// Script function #48 (0x30)
// Param1: string rid
void Script::sfPlacard(SCRIPTFUNC_PARAMS) {
int stringId;
Surface *backBuffer = _vm->_gfx->getBackBuffer();
static PalEntry cur_pal[PAL_ENTRIES];
PalEntry *pal;
Event event;
Event *q_event;
if (_vm->getGameType() == GType_IHNM) {
warning("Psychic profile is not implemented");
return;
}
thread->wait(kWaitTypePlacard);
_vm->_interface->rememberMode();
_vm->_interface->setMode(kPanelPlacard);
stringId = thread->pop();
event.type = kEvTOneshot;
event.code = kCursorEvent;
event.op = kEventHide;
q_event = _vm->_events->queue(&event);
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kInterfaceEvent;
event.op = kEventClearStatus;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kGraphicsEvent;
event.op = kEventSetFlag;
event.param = RF_PLACARD;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kGraphicsEvent;
event.op = kEventFillRect;
event.data = backBuffer;
event.param = 138;
event.param2 = 0;
event.param3 = _vm->_scene->getHeight();
event.param4 = 0;
event.param5 = _vm->getDisplayWidth();
q_event = _vm->_events->chain(q_event, &event);
// Put the text in the center of the viewport, assuming it will fit on
// one line. If we cannot make that assumption we'll need to extend
// the text drawing function so that it can center text around a point.
// It doesn't end up in exactly the same spot as the original did it,
// but it's close enough for now at least.
TextListEntry textEntry;
textEntry.color = kITEColorBrightWhite;
textEntry.effectColor = kITEColorBlack;
textEntry.point.x = _vm->getDisplayWidth() / 2;
textEntry.point.y = (_vm->_scene->getHeight() - _vm->_font->getHeight(kMediumFont)) / 2;
textEntry.fontId = kMediumFont;
textEntry.flags = (FontEffectFlags)(kFontOutline | kFontCentered);
textEntry.text = thread->_strings->getString(stringId);
_placardTextEntry = _vm->_scene->_textList.addEntry(textEntry);
event.type = kEvTOneshot;
event.code = kTextEvent;
event.op = kEventDisplay;
event.data = _placardTextEntry;
q_event = _vm->_events->chain(q_event, &event);
_vm->_scene->getBGPal(pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventThreadWake;
event.param = kWaitTypePlacard;
q_event = _vm->_events->chain(q_event, &event);
}
// Script function #49 (0x31)
void Script::sfPlacardOff(SCRIPTFUNC_PARAMS) {
static PalEntry cur_pal[PAL_ENTRIES];
PalEntry *pal;
Event event;
Event *q_event;
thread->wait(kWaitTypePlacard);
_vm->_interface->restoreMode();
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
q_event = _vm->_events->queue(&event);
event.type = kEvTOneshot;
event.code = kGraphicsEvent;
event.op = kEventClearFlag;
event.param = RF_PLACARD;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kTextEvent;
event.op = kEventRemove;
event.data = _placardTextEntry;
q_event = _vm->_events->chain(q_event, &event);
_vm->_scene->getBGPal(pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kCursorEvent;
event.op = kEventShow;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventThreadWake;
event.param = kWaitTypePlacard;
q_event = _vm->_events->chain(q_event, &event);
}
void Script::sfPsychicProfile(SCRIPTFUNC_PARAMS) {
SF_stub("sfPsychicProfile", thread, nArgs);
}
void Script::sfPsychicProfileOff(SCRIPTFUNC_PARAMS) {
SF_stub("sfPsychicProfileOff", thread, nArgs);
}
// Script function #50 (0x32)
void Script::sfSetProtagState(SCRIPTFUNC_PARAMS) {
int protagState = thread->pop();
_vm->_actor->setProtagState(protagState);
}
// Script function #51 (0x33)
void Script::sfResumeBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
int16 cycles = thread->pop();
_vm->_anim->resume(animId, cycles);
debug(1, "sfResumeBgdAnimSpeed(%d, %d)", animId, cycles);
}
// Script function #52 (0x34)
// Param1: actor id
// Param2: x
// Param3: y
// Param4: unknown
// Param5: actionCycle
// Param6: flags
void Script::sfThrowActor(SCRIPTFUNC_PARAMS) {
int16 actorId;
ActorData *actor;
int16 flags;
int32 actionCycle;
Location location;
actorId = thread->pop();
location.x = thread->pop();
location.y = thread->pop();
thread->pop();
actionCycle = thread->pop();
flags = thread->pop();
actor = _vm->_actor->getActor(actorId);
location.z = actor->_location.z;
actor->_currentAction = kActionFall;
actor->_actionCycle = actionCycle;
actor->_fallAcceleration = -20;
actor->_fallVelocity = - (actor->_fallAcceleration * actor->_actionCycle) / 2;
actor->_fallPosition = actor->_location.z << 4;
actor->_finalTarget = location;
actor->_actionCycle--;
if (!(flags & kWalkAsync)) {
thread->waitWalk(actor);
}
}
// Script function #53 (0x35)
// Param1: actor id
// Param2: target object
void Script::sfWaitWalk(SCRIPTFUNC_PARAMS) {
int16 actorId;
ActorData *actor;
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
if ((actor->_currentAction == kActionWalkToPoint) ||
(actor->_currentAction == kActionWalkToLink) ||
(actor->_currentAction == kActionFall)) {
thread->waitWalk(actor);
}
}
// Script function #54 (0x36)
void Script::sfScriptSceneID(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->_scene->currentSceneNumber();
}
// Script function #55 (0x37)
// Param1: actor id
// Param2: scene number
void Script::sfChangeActorScene(SCRIPTFUNC_PARAMS) {
int16 actorId;
int32 sceneNumber;
ActorData *actor;
actorId = thread->pop();
sceneNumber = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->_sceneNumber = sceneNumber;
}
// Script function #56 (0x38)
// Param1: actor id
// Param2: z
// Param3: frame seq
// Param4: flags
void Script::sfScriptClimb(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 z;
ActorData *actor;
uint16 flags;
int cycleFrameSequence;
actorId = thread->pop();
z = thread->pop();
cycleFrameSequence = thread->pop();
flags = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->_finalTarget.z = z;
actor->_flags &= ~kFollower;
actor->_actionCycle = 1;
actor->_cycleFrameSequence = cycleFrameSequence;
actor->_currentAction = kActionClimb;
if (!(flags & kWalkAsync)) {
thread->waitWalk(actor);
}
}
// Script function #57 (0x39)
// Param1: door #
// Param2: door state
void Script::sfSetDoorState(SCRIPTFUNC_PARAMS) {
int16 doorNumber;
int16 doorState;
doorNumber = thread->pop();
doorState = thread->pop();
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->setTileDoorState(doorNumber, doorState);
} else {
_vm->_scene->setDoorState(doorNumber, doorState);
}
}
// Script function #58 (0x3A)
// Param1: actor id
// Param2: z
void Script::sfSetActorZ(SCRIPTFUNC_PARAMS) {
int16 objectId;
ActorData *actor;
ObjectData *obj;
int16 z;
objectId = thread->pop();
z = thread->pop();
if (_vm->_actor->validActorId(objectId)) {
actor = _vm->_actor->getActor(objectId);
actor->_location.z = z;
} else {
if (_vm->_actor->validObjId(objectId)) {
obj = _vm->_actor->getObj(objectId);
obj->_location.z = z;
}
}
}
// Script function #59 (0x3B)
// Param1: stringId
// Param2: flags
// Param3: color
// Param4: x
// Param5: y
void Script::sfScriptText(SCRIPTFUNC_PARAMS) {
int16 stringId;
int16 flags;
Rect rect;
int color;
Point point;
int width;
const char*text;
stringId = thread->pop();
flags = thread->pop();
color = thread->pop();
point.x = thread->pop();
point.y = thread->pop();
text = thread->_strings->getString(stringId);
if (_vm->getGameType() == GType_ITE)
width = _vm->_font->getStringWidth(kMediumFont, text, 0, kFontOutline);
else
width = _vm->_font->getStringWidth(kIHNMMainFont, text, 0, kFontOutline);
rect.top = point.y - 6;
rect.setHeight(12);
rect.left = point.x - width / 2;
rect.setWidth(width);
if (_vm->getGameType() == GType_ITE)
_vm->_actor->setSpeechColor(color, kITEColorBlack);
else
_vm->_actor->setSpeechColor(color, kIHNMColorBlack);
_vm->_actor->nonActorSpeech(rect, &text, 1, -1, flags);
}
// Script function #60 (0x3C)
// Param1: actor id
void Script::sfGetActorX(SCRIPTFUNC_PARAMS) {
int16 actorId;
ActorData *actor;
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
thread->_returnValue = actor->_location.x >> 2;
}
// Script function #61 (0x3D)
// Param1: actor id
void Script::sfGetActorY(SCRIPTFUNC_PARAMS) {
int16 actorId;
ActorData *actor;
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
thread->_returnValue = actor->_location.y >> 2;
}
// Script function #62 (0x3E)
void Script::sfEraseDelta(SCRIPTFUNC_PARAMS) {
Surface *backGroundSurface;
BGInfo backGroundInfo;
backGroundSurface = _vm->_render->getBackGroundSurface();
_vm->_scene->getBGInfo(backGroundInfo);
backGroundSurface->blit(backGroundInfo.bounds, backGroundInfo.buffer);
}
// Script function #63 (0x3F)
void Script::sfPlayMusic(SCRIPTFUNC_PARAMS) {
if (_vm->getGameType() == GType_ITE) {
int16 param = thread->pop() + 9;
if (param >= 9 && param <= 34) {
_vm->_music->setVolume(-1, 1);
_vm->_music->play(param);
} else {
_vm->_music->stop();
}
} else {
int16 param1 = thread->pop();
int16 param2 = thread->pop();
if (param1 < 0) {
_vm->_music->stop();
return;
}
if (param1 >= _vm->_music->_songTableLen) {
warning("sfPlayMusic: Wrong song number (%d > %d)", param1, _vm->_music->_songTableLen - 1);
} else {
_vm->_music->setVolume(-1, 1);
_vm->_music->play(_vm->_music->_songTable[param1], param2 ? MUSIC_LOOP : MUSIC_NORMAL);
}
}
}
// Script function #64 (0x40)
void Script::sfPickClimbOutPos(SCRIPTFUNC_PARAMS) {
int16 u, v, t;
ActorData *protagonist = _vm->_actor->_protagonist;
while (true) {
u = (_vm->_rnd.getRandomNumber(63) & 63) + 40;
v = (_vm->_rnd.getRandomNumber(63) & 63) + 40;
t = _vm->_isoMap->getTileIndex(u, v, 6);
if (t == 65) {
protagonist->_location.u() = (u << 4) + 4;
protagonist->_location.v() = (v << 4) + 4;
protagonist->_location.z = 48;
break;
}
}
}
// Script function #65 (0x41)
void Script::sfTossRif(SCRIPTFUNC_PARAMS) {
int16 uc , vc;
uint16 direction;
ActorData *protagonist = _vm->_actor->_protagonist;
uc = protagonist->_location.u() >> 4;
vc = protagonist->_location.v() >> 4;
if (_vm->_isoMap->findNearestChasm(uc, vc, direction)) {
uc <<= 4;
vc <<= 4;
protagonist->_facingDirection = direction;
protagonist->_finalTarget.u() = uc;
protagonist->_finalTarget.v() = vc;
protagonist->_finalTarget.z = -40;
protagonist->_currentAction = kActionFall;
protagonist->_actionCycle = 24;
protagonist->_fallAcceleration = - 20;
protagonist->_fallVelocity = - (protagonist->_fallAcceleration * 16) / 2 - (44 / 12);
protagonist->_fallPosition = protagonist->_location.z << 4;
protagonist->_actionCycle--;
}
}
// Script function #66 (0x42)
void Script::sfShowControls(SCRIPTFUNC_PARAMS) {
// It has zero implementation in Win rerelase, and in DOS
// release it deals with video ports.
}
// Script function #67 (0x43)
void Script::sfShowMap(SCRIPTFUNC_PARAMS) {
_vm->_interface->setMode(kPanelMap);
}
// Script function #68 (0x44)
void Script::sfPuzzleWon(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->_puzzle->isSolved();
}
// Script function #69 (0x45)
void Script::sfEnableEscape(SCRIPTFUNC_PARAMS) {
if (thread->pop())
_abortEnabled = true;
else {
_skipSpeeches = false;
_abortEnabled = false;
}
}
// Script function #70 (0x46)
void Script::sfPlaySound(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
int res;
if (param >= 0 && param < _vm->_sndRes->_fxTableLen) {
res = _vm->_sndRes->_fxTable[param].res;
if (_vm->getFeatures() & GF_CD_FX)
res -= 14;
_vm->_sndRes->playSound(res, _vm->_sndRes->_fxTable[param].vol, false);
} else {
_vm->_sound->stopSound();
}
}
// Script function #71 (0x47)
void Script::sfPlayLoopedSound(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
int res;
if (param >= 0 && param < _vm->_sndRes->_fxTableLen) {
res = _vm->_sndRes->_fxTable[param].res;
if (_vm->getFeatures() & GF_CD_FX)
res -= 14;
_vm->_sndRes->playSound(res, _vm->_sndRes->_fxTable[param].vol, true);
} else {
_vm->_sound->stopSound();
}
}
// Script function #72 (0x48)
void Script::sfGetDeltaFrame(SCRIPTFUNC_PARAMS) {
uint16 animId = (uint16)thread->pop();
thread->_returnValue = _vm->_anim->getCurrentFrame(animId);
}
// Script function #73 (0x49)
void Script::sfShowProtect(SCRIPTFUNC_PARAMS) {
thread->wait(kWaitTypeRequest);
//TODO:protection dialog
thread->_flags &= ~kTFlagWaiting;
}
// Script function #74 (0x4A)
void Script::sfProtectResult(SCRIPTFUNC_PARAMS) {
int protectHash;
//cheating
protectHash = thread->pop();
thread->push(protectHash);
thread->_returnValue = protectHash;
}
// Script function #75 (0x4b)
void Script::sfRand(SCRIPTFUNC_PARAMS) {
int16 param;
param = thread->pop();
thread->_returnValue = _vm->_rnd.getRandomNumber(param - 1);
}
// Script function #76 (0x4c)
void Script::sfFadeMusic(SCRIPTFUNC_PARAMS) {
_vm->_music->setVolume(0, 1000);
}
// Script function #77 (0x4d)
void Script::sfPlayVoice(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
warning("sfPlayVoice(%d)", param);
if (param > 0) {
_vm->_sndRes->playVoice(param + 3712);
} else {
_vm->_sound->stopSound();
}
}
void Script::finishDialog(int replyID, int flags, int bitOffset) {
byte *addr;
if (_conversingThread) {
_vm->_interface->setMode(kPanelNull);
_conversingThread->_flags &= ~kTFlagWaiting;
_conversingThread->push(replyID);
if (flags & kReplyOnce) {
addr = _conversingThread->_staticBase + (bitOffset >> 3);
*addr |= (1 << (bitOffset & 7));
}
}
_conversingThread = NULL;
wakeUpThreads(kWaitTypeDialogBegin);
}
void Script::sfSetChapterPoints(SCRIPTFUNC_PARAMS) {
int16 ethics = thread->pop();
int16 barometer = thread->pop();
int chapter = _vm->_scene->currentChapterNumber();
_vm->_ethicsPoints[chapter] = ethics;
_vm->_spiritualBarometer = barometer;
}
void Script::sfSetPortraitBgColor(SCRIPTFUNC_PARAMS) {
int16 red = thread->pop();
int16 green = thread->pop();
int16 blue = thread->pop();
_vm->_interface->setPortraitBgColor(red, green, blue);
}
void Script::sfScriptStartCutAway(SCRIPTFUNC_PARAMS) {
int16 cut;
int16 fade;
cut = thread->pop();
thread->pop(); // Not used
fade = thread->pop();
_vm->_anim->playCutaway(cut, fade != 0);
}
void Script::sfReturnFromCutAway(SCRIPTFUNC_PARAMS) {
_vm->_anim->returnFromCutaway();
}
void Script::sfEndCutAway(SCRIPTFUNC_PARAMS) {
_vm->_anim->endCutaway();
}
void Script::sfGetMouseClicks(SCRIPTFUNC_PARAMS) {
SF_stub("sfGetMouseClicks", thread, nArgs);
}
void Script::sfResetMouseClicks(SCRIPTFUNC_PARAMS) {
SF_stub("sfResetMouseClicks", thread, nArgs);
}
void Script::sfWaitFrames(SCRIPTFUNC_PARAMS) {
SF_stub("sfWaitFrames", thread, nArgs);
}
void Script::sfScriptFade(SCRIPTFUNC_PARAMS) {
SF_stub("sfScriptFade", thread, nArgs);
}
void Script::sfScriptStartVideo(SCRIPTFUNC_PARAMS) {
SF_stub("sfScriptStartVideo", thread, nArgs);
}
void Script::sfScriptReturnFromVideo(SCRIPTFUNC_PARAMS) {
SF_stub("sfScriptReturnFromVideo", thread, nArgs);
}
void Script::sfScriptEndVideo(SCRIPTFUNC_PARAMS) {
SF_stub("sfScriptEndVideo", thread, nArgs);
}
void Script::sf87(SCRIPTFUNC_PARAMS) {
SF_stub("sf87", thread, nArgs);
}
void Script::sf88(SCRIPTFUNC_PARAMS) {
SF_stub("sf88", thread, nArgs);
}
void Script::sf89(SCRIPTFUNC_PARAMS) {
SF_stub("sf89", thread, nArgs);
}
void Script::sfVstopFX(SCRIPTFUNC_PARAMS) {
_vm->_sound->stopSound();
}
void Script::sfVstopLoopedFX(SCRIPTFUNC_PARAMS) {
_vm->_sound->stopSound();
}
void Script::sfDemoIsInteractive(SCRIPTFUNC_PARAMS) {
thread->_returnValue = 0;
}
void Script::sfVsetTrack(SCRIPTFUNC_PARAMS) {
int16 chapter = thread->pop();
int16 sceneNumber = thread->pop();
int16 actorsEntrance = thread->pop();
debug(2, "sfVsetTrrack(%d, %d, %d)", chapter, sceneNumber, actorsEntrance);
_vm->_scene->changeScene(sceneNumber, actorsEntrance, kTransitionFade, chapter);
}
void Script::sfGetPoints(SCRIPTFUNC_PARAMS) {
int16 index = thread->pop();
if (index >= 0 && index < ARRAYSIZE(_vm->_ethicsPoints))
thread->_returnValue = _vm->_ethicsPoints[index];
else
thread->_returnValue = 0;
}
void Script::sfSetGlobalFlag(SCRIPTFUNC_PARAMS) {
int16 flag = thread->pop();
if (flag >= 0 && flag < 32)
_vm->_globalFlags |= (1 << flag);
}
void Script::sfClearGlobalFlag(SCRIPTFUNC_PARAMS) {
int16 flag = thread->pop();
if (flag >= 0 && flag < 32)
_vm->_globalFlags &= ~(1 << flag);
}
void Script::sfTestGlobalFlag(SCRIPTFUNC_PARAMS) {
int16 flag = thread->pop();
if (flag >= 0 && flag < 32 && _vm->_globalFlags & (1 << flag))
thread->_returnValue = 1;
else
thread->_returnValue = 0;
}
void Script::sfSetPoints(SCRIPTFUNC_PARAMS) {
int16 index = thread->pop();
int16 points = thread->pop();
if (index >= 0 && index < ARRAYSIZE(_vm->_ethicsPoints))
_vm->_ethicsPoints[index] = points;
}
void Script::sfSetSpeechBox(SCRIPTFUNC_PARAMS) {
int16 param1 = thread->pop();
int16 param2 = thread->pop();
int16 param3 = thread->pop();
int16 param4 = thread->pop();
_vm->_actor->_speechBoxScript.left = param1;
_vm->_actor->_speechBoxScript.top = param2;
_vm->_actor->_speechBoxScript.setWidth(param3);
_vm->_actor->_speechBoxScript.setHeight(param4);
}
void Script::sfDebugShowData(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
char buf[50];
snprintf(buf, 50, "Reached breakpoint %d", param);
_vm->_interface->setStatusText(buf);
}
void Script::sfWaitFramesEsc(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->_framesEsc;
}
void Script::sf103(SCRIPTFUNC_PARAMS) {
SF_stub("sf103", thread, nArgs);
}
void Script::sfDisableAbortSpeeches(SCRIPTFUNC_PARAMS) {
int value = thread->pop();
_vm->_interface->disableAbortSpeeches(value != 0);
}
void Script::sfNull(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
}
void Script::SF_stub(const char *name, ScriptThread *thread, int nArgs) {
char buf[256], buf1[100];
snprintf(buf, 256, "STUB: %s(", name);
for (int i = 0; i < nArgs; i++) {
snprintf(buf1, 100, "%d", thread->pop());
strncat(buf, buf1, 256);
if (i + 1 < nArgs)
strncat(buf, ", ", 256);
}
debug(0, "%s)", buf);
}
} // End of namespace Saga