scummvm/saga/sfuncs.cpp
Eugene Sandulenko 0ccb1b726b Plug in Puzzle. Now it consists mainly of stubs but neverthless lets skip
the Puzzle and continue game pretending like you completed the Puzzle.

svn-id: r18225
2005-05-23 02:23:34 +00:00

1701 lines
41 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"
namespace Saga {
#define OPCODE(x) {&Script::x, #x}
void Script::setupScriptFuncList(void) {
static const ScriptFunctionDescription scriptFunctionsList[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(SF_getNumber),
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(SF_throwActor),
OPCODE(sfWaitWalk),
OPCODE(sfScriptSceneID),
OPCODE(SF_changeActorScene),
OPCODE(SF_climb),
OPCODE(sfSetDoorState),
OPCODE(SF_setActorZ),
OPCODE(SF_text),
OPCODE(SF_getActorX),
OPCODE(SF_getActorY),
OPCODE(SF_eraseDelta),
OPCODE(sfPlayMusic),
OPCODE(SF_pickClimbOutPos),
OPCODE(SF_tossRif),
OPCODE(SF_showControls),
OPCODE(SF_showMap),
OPCODE(sfPuzzleWon),
OPCODE(sfEnableEscape),
OPCODE(sfPlaySound),
OPCODE(SF_playLoopedSound),
OPCODE(sfGetDeltaFrame),
OPCODE(sfShowProtect),
OPCODE(sfProtectResult),
OPCODE(sfRand),
OPCODE(SF_fadeMusic),
OPCODE(SF_playVoice),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub),
OPCODE(SF_stub)
};
_scriptFunctionsList = scriptFunctionsList;
}
// 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);
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");
}
event.type = ONESHOT_EVENT;
event.code = SCRIPT_EVENT;
event.op = EVENT_EXEC_NONBLOCKING;
event.time = 0;
event.param = moduleNumber;
event.param2 = scriptEntryPointNumber;
event.param3 = action; // Action
event.param4 = theObject; // Object
event.param5 = theObject; // 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->play(animId, kRepeatSpeed);
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;
}
}
static struct SceneSubstitutes {
int sceneId;
const char *message;
const char *name;
const char *image;
} sceneSubstitutes[] = {
{
7,
"Tycho says he knows much about the northern lands. Can Rif convince "
"the Dog to share this knowledge?",
"The Home of Tycho Northpaw",
"tycho.bbm"
},
{
27,
"The scene of the crime may hold many clues, but will the servants of "
"the Sanctuary trust Rif?",
"The Sanctuary of the Orb",
"sanctuar.bbm"
},
{
5,
"The Rats hold many secrets that could guide Rif on his quest -- assuming "
"he can get past the doorkeeper.",
"The Rat Complex",
"ratdoor.bbm"
},
{
2,
"The Ferrets enjoy making things and have the materials to do so. How can "
"that help Rif?",
"The Ferret Village",
"ferrets.bbm"
},
{
67,
"What aid can the noble King of the Elks provide to Rif and his companions?",
"The Realm of the Forest King",
"elkenter.bbm"
},
{
3,
"The King holds Rif's sweetheart hostage. Will the Boar provide any "
"assistance to Rif?",
"The Great Hall of the Boar King",
"boarhall.bbm"
}
};
// 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;
}
// This is used for latter demos where all places on world map except
// Tent Faire are substituted with LBM picture and short description
// TODO: implement
for (int i = 0; i < ARRAYSIZE(sceneSubstitutes); i++) {
if (sceneSubstitutes[i].sceneId == sceneNumber) {
debug(0, "Scene %d substitute exists", sceneNumber);
}
}
_vm->_scene->changeScene(sceneNumber, entrance, (sceneNumber == RID_ITE_ENDCREDIT_SCENE_1) ? 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);
thread->_returnValue = obj->spriteListResourceId - OBJ_SPRITE_BASE;
}
// Script function #20 (0x14)
void Script::SF_getNumber(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
error(0, "STUB: SF_getNumber(), %d args", nArgs);
}
// 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) {
for (int i = 0; i < nArgs; i++)
thread->pop();
debug(0, "STUB: SF_cycleColors(), %d args", nArgs);
}
// 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->play(animId, ticksToMSec(speed));
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;
debug(0, "sfEnableZone(%d, %d)", objectId, flag);
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 actorId;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->location.x = actorLocation.x;
actor->location.y = actorLocation.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();
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;
}
}
// 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) {
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;
int 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(%d, %d, %d, %d, %d, %d)", actorId, actorLocation.x,
actorLocation.y, actorDirection, frameType, frameOffset);
if (_vm->getGameType() == GType_IHNM) {
warning("Actors aren't implemented for IHNM yet");
return;
}
actor = _vm->_actor->getActor(actorId);
actor->location.x = actorLocation.x;
actor->location.y = actorLocation.y;
actor->facingDirection = actor->actionDirection = actorDirection;
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);
}
static TEXTLIST_ENTRY *placardTextEntry;
// Script function #48 (0x30)
// Param1: string rid
void Script::sfPlacard(SCRIPTFUNC_PARAMS) {
int stringId;
SURFACE *back_buf = _vm->_gfx->getBackBuffer();
static PALENTRY cur_pal[PAL_ENTRIES];
PALENTRY *pal;
EVENT event;
EVENT *q_event;
thread->wait(kWaitTypePlacard);
_vm->_interface->rememberMode();
_vm->_interface->setMode(kPanelPlacard);
stringId = thread->pop();
event.type = ONESHOT_EVENT;
event.code = CURSOR_EVENT;
event.op = EVENT_HIDE;
q_event = _vm->_events->queue(&event);
_vm->_gfx->getCurrentPal(cur_pal);
event.type = IMMEDIATE_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_PALTOBLACK;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = ONESHOT_EVENT;
event.code = INTERFACE_EVENT;
event.op = EVENT_CLEAR_STATUS;
q_event = _vm->_events->chain(q_event, &event);
event.type = ONESHOT_EVENT;
event.code = GRAPHICS_EVENT;
event.op = EVENT_SETFLAG;
event.param = RF_PLACARD;
q_event = _vm->_events->chain(q_event, &event);
event.type = ONESHOT_EVENT;
event.code = GRAPHICS_EVENT;
event.op = EVENT_FILL_RECT;
event.data = back_buf;
event.param = 138;
event.param2 = 0;
event.param3 = _vm->getSceneHeight();
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.
TEXTLIST_ENTRY text_entry;
text_entry.color = kITEColorBrightWhite;
text_entry.effect_color = kITEColorBlack;
text_entry.text_x = _vm->getDisplayWidth() / 2;
text_entry.text_y = (_vm->getSceneHeight() - _vm->_font->getHeight(MEDIUM_FONT_ID)) / 2;
text_entry.font_id = MEDIUM_FONT_ID;
text_entry.flags = FONT_OUTLINE | FONT_CENTERED;
text_entry.string = thread->_strings->getString(stringId);
placardTextEntry = _vm->textAddEntry(_vm->_scene->_textList, &text_entry);
event.type = ONESHOT_EVENT;
event.code = TEXT_EVENT;
event.op = EVENT_DISPLAY;
event.data = placardTextEntry;
q_event = _vm->_events->chain(q_event, &event);
_vm->_scene->getBGPal(&pal);
event.type = IMMEDIATE_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_BLACKTOPAL;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = ONESHOT_EVENT;
event.code = SCRIPT_EVENT;
event.op = EVENT_THREAD_WAKE;
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 = IMMEDIATE_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_PALTOBLACK;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
q_event = _vm->_events->queue(&event);
event.type = ONESHOT_EVENT;
event.code = GRAPHICS_EVENT;
event.op = EVENT_CLEARFLAG;
event.param = RF_PLACARD;
q_event = _vm->_events->chain(q_event, &event);
event.type = ONESHOT_EVENT;
event.code = TEXT_EVENT;
event.op = EVENT_REMOVE;
event.data = placardTextEntry;
q_event = _vm->_events->chain(q_event, &event);
_vm->_scene->getBGPal(&pal);
event.type = IMMEDIATE_EVENT;
event.code = PAL_EVENT;
event.op = EVENT_BLACKTOPAL;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = ONESHOT_EVENT;
event.code = CURSOR_EVENT;
event.op = EVENT_SHOW;
q_event = _vm->_events->chain(q_event, &event);
event.type = ONESHOT_EVENT;
event.code = SCRIPT_EVENT;
event.op = EVENT_THREAD_WAKE;
event.param = kWaitTypePlacard;
q_event = _vm->_events->chain(q_event, &event);
}
// 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)
void Script::SF_throwActor(SCRIPTFUNC_PARAMS) {
int param1, param2, param3, param4, param5, param6;
param1 = thread->pop();
param2 = thread->pop();
param3 = thread->pop();
param4 = thread->pop();
param5 = thread->pop();
param6 = thread->pop();
error(0, "STUB: SF_throwActor(%d, %d, %d, %d, %d, %d)", param1, param2, param3, param4, param5, param6);
}
// 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)
void Script::SF_changeActorScene(SCRIPTFUNC_PARAMS) {
int param1 = thread->pop();
int param2 = thread->pop();
error(0, "STUB: SF_changeActorScene(%d, %d)", param1, param2);
}
// Script function #56 (0x38)
void Script::SF_climb(SCRIPTFUNC_PARAMS) {
int param1 = thread->pop();
int param2 = thread->pop();
int param3 = thread->pop();
int param4 = thread->pop();
error(0, "STUB: SF_climb(%d, %d, %d, %d)", param1, param2, param3, param4);
}
// 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)
void Script::SF_setActorZ(SCRIPTFUNC_PARAMS) {
int param1 = thread->pop();
int param2 = thread->pop();
error(0, "STUB: SF_setActorZ(%d, %d)", param1, param2);
}
// Script function #59 (0x3B)
void Script::SF_text(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
error(0, "STUB: SF_text(), %d args", nArgs);
}
// Script function #60 (0x3C)
void Script::SF_getActorX(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
error(0, "STUB: SF_getActorX(%d)", param);
}
// Script function #61 (0x3D)
void Script::SF_getActorY(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
error(0, "STUB: SF_getActorY(%d)", param);
}
// Script function #62 (0x3E)
void Script::SF_eraseDelta(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
error(0, "STUB: SF_eraseDelta(), %d args", nArgs);
}
// 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->play(param);
else
_vm->_music->stop();
} else {
int16 param1 = thread->pop();
int16 param2 = thread->pop();
debug(0, "STUB: sfPlayMusic(%d, %d)", param1, param2);
}
}
// Script function #64 (0x40)
void Script::SF_pickClimbOutPos(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
debug(0, "STUB: SF_pickClimbOutPos(), %d args", nArgs);
}
// Script function #65 (0x41)
void Script::SF_tossRif(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
debug(0, "STUB: SF_tossRif(), %d args", nArgs);
}
// Script function #66 (0x42)
void Script::SF_showControls(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
debug(0, "STUB: SF_showControls(), %d args", nArgs);
}
// Script function #67 (0x43)
void Script::SF_showMap(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
debug(0, "STUB: SF_showMap(), %d args", nArgs);
}
// 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;
}
}
static struct {
int res;
int vol;
} sfxTable[] = {
{ FX_DOOR_OPEN, 127 },
{ FX_DOOR_CLOSE, 127 },
{ FX_RUSH_WATER, 63 }, // Floppy volume: 127
{ FX_RUSH_WATER, 26 }, // Floppy volume: 40
{ FX_CRICKET, 64 },
{ FX_PORTICULLIS, 84 }, // Floppy volume: 127
{ FX_CLOCK_1, 64 },
{ FX_CLOCK_2, 64 },
{ FX_DAM_MACHINE, 64 },
{ FX_DAM_MACHINE, 40 },
{ FX_HUM1, 64 },
{ FX_HUM2, 64 },
{ FX_HUM3, 64 },
{ FX_HUM4, 64 },
{ FX_WATER_LOOP_S, 32 }, // Floppy volume: 64
{ FX_SURF, 42 }, // Floppy volume: 127
{ FX_SURF, 32 }, // Floppy volume: 64
{ FX_FIRELOOP, 64 }, // Floppy volume: 96
{ FX_SCRAPING, 84 }, // Floppy volume: 127
{ FX_BEE_SWARM, 64 }, // Floppy volume: 96
{ FX_BEE_SWARM, 26 }, // Floppy volume: 40
{ FX_SQUEAKBOARD, 64 },
{ FX_KNOCK, 127 },
{ FX_COINS, 32 }, // Floppy volume: 48
{ FX_STORM, 84 }, // Floppy volume: 127
{ FX_DOOR_CLOSE_2, 84 }, // Floppy volume: 127
{ FX_ARCWELD, 84 }, // Floppy volume: 127
{ FX_RETRACT_ORB, 127 },
{ FX_DRAGON, 127 },
{ FX_SNORES, 127 },
{ FX_SPLASH, 127 },
{ FX_LOBBY_DOOR, 127 },
{ FX_CHIRP_LOOP, 26 }, // Floppy volume: 40
{ FX_DOOR_CREAK, 96 },
{ FX_SPOON_DIG, 64 },
{ FX_CROW, 96 },
{ FX_COLDWIND, 42 }, // Floppy volume: 64
{ FX_TOOL_SND_1, 96 },
{ FX_TOOL_SND_2, 127 },
{ FX_TOOL_SND_3, 64 },
{ FX_DOOR_METAL, 96 },
{ FX_WATER_LOOP_S, 32 },
{ FX_WATER_LOOP_L, 32 }, // Floppy volume: 64
{ FX_DOOR_OPEN_2, 127 },
{ FX_JAIL_DOOR, 64 },
{ FX_KILN_FIRE, 53 }, // Floppy volume: 80
// Only in the CD version
{ FX_CROWD_01, 64 },
{ FX_CROWD_02, 64 },
{ FX_CROWD_03, 64 },
{ FX_CROWD_04, 64 },
{ FX_CROWD_05, 64 },
{ FX_CROWD_06, 64 },
{ FX_CROWD_07, 64 },
{ FX_CROWD_08, 64 },
{ FX_CROWD_09, 64 },
{ FX_CROWD_10, 64 },
{ FX_CROWD_11, 64 },
{ FX_CROWD_12, 64 },
{ FX_CROWD_13, 64 },
{ FX_CROWD_14, 64 },
{ FX_CROWD_15, 64 },
{ FX_CROWD_16, 64 },
{ FX_CROWD_17, 64 }
};
// Script function #70 (0x46)
void Script::sfPlaySound(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
int res;
if (param < ARRAYSIZE(sfxTable)) {
res = sfxTable[param].res;
if (_vm->getFeatures() & GF_CD_FX)
res -= 14;
_vm->_sndRes->playSound(res, sfxTable[param].vol, false);
} else {
_vm->_sound->stopSound();
}
}
// Script function #71 (0x47)
void Script::SF_playLoopedSound(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
debug(0, "STUB: SF_playLoopedSound(), %d args", nArgs);
}
// 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;
if (_vm->getGameType() == GType_IHNM) {
// I don't know what this function does in IHNM, but apparently
// it can take three parameters.
debug(0, "STUB: sfRand()");
for (int i = 0; i < nArgs; i++) {
thread->pop();
}
thread->_returnValue = 0;
} else {
param = thread->pop();
thread->_returnValue = _vm->_rnd.getRandomNumber(param - 1);
}
}
// Script function #76 (0x4c)
void Script::SF_fadeMusic(SCRIPTFUNC_PARAMS) {
debug(0, "STUB: SF_fadeMusic()");
}
// Script function #77 (0x4d)
void Script::SF_playVoice(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
debug(0, "STUB: SF_playVoice(), %d args", nArgs);
}
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::SF_stub(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
debug(0, "STUB: SF_stub(), %d args", nArgs);
}
} // End of namespace Saga