scummvm/engines/toon/script_func.cpp
D G Turner cfe7bf614b TOON: Remove unecessary getSystem() function.
This was needed due to the unecessary protected shadow variable
hiding the Engine superclass _system member variable.
2012-07-07 14:37:15 +01:00

1227 lines
45 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 "common/debug.h"
#include "common/system.h"
#include "toon/script_func.h"
#include "toon/script.h"
#include "toon/state.h"
#include "toon/toon.h"
#include "toon/anim.h"
#include "toon/hotspot.h"
#include "toon/drew.h"
#include "toon/flux.h"
namespace Toon {
#define SetOpcodeTable(x) table = &x;
#define Opcode(x) table->push_back(new OpcodeV2(this, &ScriptFunc::x))
#define OpcodeUnImpl() table->push_back(new OpcodeV2(this, 0))
ScriptFunc::ScriptFunc(ToonEngine *vm) {
Common::Array<const OpcodeV2 *> *table = 0;
_vm = vm;
_opcodes.reserve(176);
SetOpcodeTable(_opcodes);
Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
Opcode(sys_Cmd_Change_Actor_X_And_Y); // dd offset sub_2A710
Opcode(sys_Cmd_Init_Talking_Character); // dd offset sub_2A4E0
Opcode(sys_Cmd_Draw_Actor_Standing), // dd offset sub_2A650
Opcode(sys_Cmd_Get_Actor_X), // dd offset sub_2ADC0
Opcode(sys_Cmd_Get_Actor_Y), // dd offset sub_2ADD0
Opcode(sys_Cmd_Get_Actor_Facing), // dd offset sub_2A790
Opcode(sys_Cmd_Get_Last_Scene), // dd offset sub_29F80
Opcode(sys_Cmd_Debug_Print), // dd offset sub_2A510
Opcode(sys_Cmd_Flip_Screens), // dd offset sub_2A180
Opcode(sys_Cmd_Play_Flic), // dd offset sub_2A080
Opcode(sys_Cmd_Force_Facing), // dd offset sub_29F90
Opcode(sys_Cmd_Restart_Thread), // dd offset sub_29F30
Opcode(sys_Cmd_Walk_Actor_To_Point), // dd offset sub_2A440
Opcode(sys_Cmd_Set_Sack_Visible), // dd offset sub_29920
Opcode(sys_Cmd_Set_Actor_Facing), // dd offset sub_2AD60
Opcode(sys_Cmd_Confiscate_Inventory), // dd offset sub_29EB0
Opcode(sys_Cmd_Character_Talks), // dd offset sub_29F00
Opcode(sys_Cmd_Visited_Scene), // dd offset sub_29E80
Opcode(sys_Cmd_Query_Rif_Flag), // dd offset sub_29D20
Opcode(sys_Cmd_Query_Scroll), // dd offset sub_29D60
Opcode(sys_Cmd_Set_Initial_Location), // dd offset sub_2AD80
Opcode(sys_Cmd_Make_Line_Non_Walkable), // dd offset sub_29FC0
Opcode(sys_Cmd_Make_Line_Walkable), // dd offset sub_2A050
Opcode(sys_Cmd_Walk_Actor_On_Condition), // dd offset sub_29D70
Opcode(sys_Cmd_Set_Actor_Facing_Point), // dd offset sub_29E60
Opcode(sys_Cmd_Set_Inventory_Slot), // dd offset sub_2B0D0
Opcode(sys_Cmd_Get_Inventory_Slot), // dd offset sub_2B0F0
Opcode(sys_Cmd_Add_Item_To_Inventory), // dd offset sub_2AE50
Opcode(sys_Cmd_Set_Actor_RGB_Modifiers), // dd offset sub_29CA0
Opcode(sys_Cmd_Init_Conversation_AP), // dd offset sub_2B130
Opcode(sys_Cmd_Actor_Talks), // dd offset sub_2ADA0
Opcode(sys_Cmd_Say_Lines), // dd offset sub_29B20
Opcode(sys_Cmd_Set_Rif_Flag), // dd offset sub_2A320
Opcode(sys_Cmd_Empty_Inventory), // dd offset sub_2AE10
Opcode(sys_Cmd_Set_Anim_Scale_Size), // dd offset sub_29BD0
Opcode(sys_Cmd_Delete_Item_From_Inventory), // dd offset sub_2AE70
Opcode(sys_Cmd_Specific_Item_In_Inventory), // dd offset sub_2A740
Opcode(sys_Cmd_Run_Script), // dd offset sub_29AF0
Opcode(sys_Cmd_Query_Game_Flag), // dd offset sub_2A3E0
Opcode(sys_Cmd_Reset_Game_Flag), // dd offset sub_2A420
Opcode(sys_Cmd_Set_Game_Flag), // dd offset sub_2A400
Opcode(sys_Cmd_Create_Mouse_Item), // dd offset sub_2A4B0
Opcode(sys_Cmd_Destroy_Mouse_Item), // dd offset sub_2A4D0
Opcode(sys_Cmd_Get_Mouse_State), // dd offset sub_2A860
Opcode(sys_Cmd_Hide_Mouse), // dd offset sub_2A5D0
Opcode(sys_Cmd_Exit_Conversation), // dd offset sub_29AE0
Opcode(sys_Cmd_Set_Mouse_Pos), // dd offset sub_2A810
Opcode(sys_Cmd_Show_Mouse), // dd offset sub_2A5F0
Opcode(sys_Cmd_In_Close_Up), // dd offset sub_29FB0
Opcode(sys_Cmd_Set_Scroll_Lock), // dd offset sub_298B0
Opcode(sys_Cmd_Fill_Area_Non_Walkable), // dd offset sub_29FF0
Opcode(sys_Cmd_Set_Scroll_Coords), // dd offset sub_298D0
Opcode(sys_Cmd_Hide_Cutaway), // dd offset sub_2A0F0
Opcode(sys_Cmd_Show_Cutaway), // dd offset sub_2A100
Opcode(sys_Cmd_Pause_Ticks), // dd offset sub_2A360
Opcode(sys_Cmd_In_Conversation), // dd offset sub_29C60
Opcode(sys_Cmd_Character_Talking), // dd offset sub_29C70
Opcode(sys_Cmd_Set_Flux_Facing_Point), // dd offset sub_29980
Opcode(sys_Cmd_Set_Flux_Facing), // dd offset sub_299A0
Opcode(sys_Cmd_Set_Flux_Coords), // dd offset sub_299C0
Opcode(sys_Cmd_Set_Flux_Visible), // dd offset sub_299F0
Opcode(sys_Cmd_Get_Flux_X), // dd offset sub_29A40
Opcode(sys_Cmd_Get_Flux_Y), // dd offset sub_29A50
Opcode(sys_Cmd_Get_Flux_Facing), // dd offset sub_29A60
Opcode(sys_Cmd_Get_Flux_Flags), // dd offset sub_29A70
Opcode(sys_Cmd_Query_Flux_Coords), // dd offset sub_29A90
Opcode(sys_Cmd_Have_A_Conversation), // dd offset sub_2B110
Opcode(sys_Cmd_Walk_Flux_To_Point), // dd offset sub_29AC0
Opcode(sys_Cmd_Get_Actor_Final_X), // dd offset sub_29940
Opcode(sys_Cmd_Get_Actor_Final_Y), // dd offset sub_29960
Opcode(sys_Cmd_Query_Scene_Anim_Loaded), // dd offset sub_29870
Opcode(sys_Cmd_Play_Flux_Anim), // dd offset sub_29820
Opcode(sys_Cmd_Set_Anim_Priority), // dd offset sub_29790
Opcode(sys_Cmd_Place_Scene_Anim), // dd offset sub_2A7A0
Opcode(sys_Cmd_Update_Scene_Animations), // dd offset sub_2AE30
Opcode(sys_Cmd_Get_Drew_Scale), // dd offset sub_297E0
Opcode(sys_Cmd_Query_Drew_Flags), // dd offset sub_29800
Opcode(sys_Cmd_Set_Music), // dd offset sub_29720
Opcode(sys_Cmd_Query_Speech), // dd offset sub_296D0
Opcode(sys_Cmd_Enter_New_Scene), // dd offset sub_2A550
Opcode(sys_Cmd_Enter_Same_Scene), // dd offset sub_2ADE0
Opcode(sys_Cmd_Is_Pixel_Walkable), // dd offset sub_2A4F0
Opcode(sys_Cmd_Show_Screen), // dd offset sub_2A0C0
Opcode(sys_Cmd_Hide_Screen), // dd offset sub_2A0F0
Opcode(sys_Cmd_Dummy), // dd offset sub_295D0
Opcode(sys_Cmd_Set_Special_Enter_X_And_Y), // dd offset sub_2A590
Opcode(sys_Cmd_Get_Mouse_X), // dd offset sub_296B0
Opcode(sys_Cmd_Get_Mouse_Y), // dd offset sub_296C0
Opcode(sys_Cmd_Fade_Palette), // dd offset sub_29650
Opcode(sys_Cmd_Music_Enabled), // dd offset sub_29620
Opcode(sys_Cmd_Dummy), // dd offset sub_295F0
Opcode(sys_Cmd_Dummy), // dd offset sub_29610
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Random), // dd offset sub_2A600
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Wait_Key), // dd offset sub_2AE20
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Draw_Scene_Anim_WSA_Frame_To_Back), // dd offset sub_2A940
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Set_Scene_Anim_Wait), // dd offset sub_2A870
Opcode(sys_Cmd_Init_Scene_Anim), // dd offset sub_2AC60
Opcode(sys_Cmd_Set_Scene_Animation_Active_Flag), // dd offset sub_2AB10
Opcode(sys_Cmd_Draw_Scene_Anim_WSA_Frame), // dd offset sub_2A8D0
Opcode(sys_Cmd_Move_Scene_Anim), // dd offset sub_2AA90
Opcode(sys_Cmd_Run_Actor_Default_Script), // dd offset sub_2A4E0
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Set_Location_Data), // dd offset sub_2AE90
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Set_CountDown_Timer), // dd offset sub_2AFC0
Opcode(sys_Cmd_Query_CountDown_Timer), // dd offset sub_2AFE0
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Proceed_To_Next_Chapter), // dd offset sub_2AFF0
Opcode(sys_Cmd_Play_Sfx_Plus), // dd offset sub_2A1D0
Opcode(sys_Cmd_Play_Sfx), // dd offset sub_2A1A0
Opcode(sys_Cmd_Set_Ambient_Sfx), // dd offset sub_2A260
Opcode(sys_Cmd_Kill_Ambient_Sfx), // dd offset sub_2A300
Opcode(sys_Cmd_Set_Ambient_Sfx_Plus), // dd offset sub_2A290
Opcode(sys_Cmd_Set_Ambient_Volume), // dd offset sub_2A240
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Freeze_Scene_Animation), // dd offset sub_2AB90
Opcode(sys_Cmd_Unfreeze_Scene_Animation), // dd offset sub_2ABB0
Opcode(sys_Cmd_Scene_Animation_Frozen), // dd offset sub_2ABD0
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Set_Script_Game_Data_Global), // dd offset sub_2ABF0
Opcode(sys_Cmd_Get_Script_Game_Data_Global), // dd offset sub_2AC30
Opcode(sys_Cmd_Say_Line), // dd offset loc_2A190
Opcode(sys_Cmd_Knight_Puzzle_Get_Coord), // dd offset sub_2A110
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Add_Scene_Anim), // dd offset sub_2AC60
Opcode(sys_Cmd_Remove_Scene_Anim), // dd offset sub_2ACE0
Opcode(sys_Cmd_Disable_Timer), // dd offset sub_2AD00
Opcode(sys_Cmd_Enable_Timer), // dd offset sub_2AD20
Opcode(sys_Cmd_Set_Timer), // dd offset sub_2AD40
Opcode(sys_Cmd_Set_Palette_Color), // dd offset sub_2B020
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Number_Of_NPCs), // dd offset loc_2A190
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
Opcode(sys_Cmd_Get_Config_Language), // dd offset sub_2B0C0
Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
}
ScriptFunc::~ScriptFunc(void) {
while (!_opcodes.empty()) {
const OpcodeV2 *temp = _opcodes.back();
_opcodes.pop_back();
delete temp;
}
}
char *GetText(int32 i, EMCState *state) {
short stack = stackPos(i);
unsigned short textoffset = READ_BE_UINT16(&((unsigned short *)(state->dataPtr->text))[stack]);
char *text = (char *)&state->dataPtr->text[textoffset];
return text;
}
int32 ScriptFunc::sys_Cmd_Dummy(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Change_Actor_X_And_Y(EMCState *state) {
_vm->getDrew()->forcePosition(stackPos(0), stackPos(1));
//_vm->getDrew()->resetScale();
return 0;
}
int32 ScriptFunc::sys_Cmd_Init_Talking_Character(EMCState *state) {
// really does nothing in original
return 0;
}
int32 ScriptFunc::sys_Cmd_Draw_Actor_Standing(EMCState *state) {
int32 arg1 = stackPos(0);
int32 arg2 = stackPos(1);
int32 arg3 = stackPos(2);
// WORKAROUND: In scene 19 (transformed barn), Drew disappears when it shouldn't. It seems like a script bug
// even if the game works correctly at this point
// We need a special case for it then.
if (_vm->state()->_currentScene == 19 && arg3 == 1 && arg1 < 0) {
arg1 = 1;
}
if (arg2 > -1)
_vm->getDrew()->forceFacing(arg2);
if (arg1 < 0) {
_vm->getDrew()->setVisible(false);
} else {
_vm->getDrew()->setVisible(true);
_vm->getDrew()->playStandingAnim();
}
return 0;
}
int32 ScriptFunc::sys_Cmd_Get_Actor_X(EMCState *state) {
return _vm->getDrew()->getX();
}
int32 ScriptFunc::sys_Cmd_Get_Actor_Y(EMCState *state) {
return _vm->getDrew()->getY();
}
int32 ScriptFunc::sys_Cmd_Get_Actor_Final_X(EMCState *state) {
return _vm->getDrew()->getFinalX();
}
int32 ScriptFunc::sys_Cmd_Get_Actor_Final_Y(EMCState *state) {
return _vm->getDrew()->getFinalY();
}
int32 ScriptFunc::sys_Cmd_Get_Actor_Facing(EMCState *state) {
return _vm->getDrew()->getFacing();
}
int32 ScriptFunc::sys_Cmd_Get_Last_Scene(EMCState *state) {
return _vm->state()->_lastVisitedScene;
}
int32 ScriptFunc::sys_Cmd_Debug_Print(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Flip_Screens(EMCState *state) {
_vm->flipScreens();
return 0;
}
int32 ScriptFunc::sys_Cmd_Play_Flic(EMCState *state) {
Common::String name;
// workaround for the video of the beginning
if (strstr(GetText(0, state), "209"))
name = GetText(0, state);
else
name = _vm->createRoomFilename(GetText(0, state));
int32 stopMusic = stackPos(2);
_vm->getMoviePlayer()->play(name, stopMusic);
return 0;
}
int32 ScriptFunc::sys_Cmd_Force_Facing(EMCState *state) {
_vm->getDrew()->setFacing(stackPos(0));
_vm->getDrew()->playStandingAnim();
return 0;
}
int32 ScriptFunc::sys_Cmd_Restart_Thread(EMCState *state) {
int32 sceneId = stackPos(0);
_vm->getScript()->init(&_vm->getSceneAnimationScript(sceneId)->_state, _vm->getSceneAnimationScript(sceneId)->_data);
_vm->getScript()->start(&_vm->getSceneAnimationScript(sceneId)->_state, 9 + sceneId);
if (!stackPos(1))
_vm->setSceneAnimationScriptUpdate(false);
return 0;
}
int32 ScriptFunc::sys_Cmd_Walk_Actor_To_Point(EMCState *state) {
return _vm->getDrew()->walkTo(stackPos(0), stackPos(1));
}
int32 ScriptFunc::sys_Cmd_Set_Sack_Visible(EMCState *state) {
_vm->state()->_sackVisible = stackPos(0) > 0;
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Actor_Facing(EMCState *state) {
_vm->getDrew()->forceFacing(stackPos(0));
_vm->getDrew()->playStandingAnim();
return 0;
}
int32 ScriptFunc::sys_Cmd_Confiscate_Inventory(EMCState *state) {
for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) {
_vm->state()->_confiscatedInventory[_vm->state()->_numConfiscatedInventoryItems] = _vm->state()->_inventory[i];
_vm->state()->_numConfiscatedInventoryItems++;
}
_vm->state()->_numInventoryItems = 0;
return 0;
}
int32 ScriptFunc::sys_Cmd_Character_Talks(EMCState *state) {
_vm->characterTalk(stackPos(0), false);
//_vm->characterTalk(stackPos(0));
return 0;
}
int32 ScriptFunc::sys_Cmd_Visited_Scene(EMCState *state) {
return _vm->state()->_locations[stackPos(0)]._visited ? 1 : 0;
}
int32 ScriptFunc::sys_Cmd_Query_Rif_Flag(EMCState *state) {
int32 hs = _vm->getHotspots()->FindBasedOnCorner(stackPos(0), stackPos(1));
if (hs >= 0)
return _vm->getHotspots()->Get(hs)->getData(stackPos(2));
return 0;
}
int32 ScriptFunc::sys_Cmd_Query_Scroll(EMCState *state) {
return _vm->state()->_currentScrollValue;
}
int32 ScriptFunc::sys_Cmd_Set_Initial_Location(EMCState *state) {
int32 initialLocation = stackPos(0);
_vm->state()->_currentScene = initialLocation;
return 0;
}
int32 ScriptFunc::sys_Cmd_Make_Line_Non_Walkable(EMCState *state) {
_vm->makeLineNonWalkable(stackPos(0), stackPos(1), stackPos(2), stackPos(3));
// we have to store some info for savegame
_vm->getSaveBufferStream()->writeSint16BE(2); // 2 = sys_Cmd_Make_Line_Non_Walkable
_vm->getSaveBufferStream()->writeSint16BE(stackPos(0));
_vm->getSaveBufferStream()->writeSint16BE(stackPos(1));
_vm->getSaveBufferStream()->writeSint16BE(stackPos(2));
_vm->getSaveBufferStream()->writeSint16BE(stackPos(3));
return 0;
}
int32 ScriptFunc::sys_Cmd_Make_Line_Walkable(EMCState *state) {
_vm->makeLineWalkable(stackPos(0), stackPos(1), stackPos(2), stackPos(3));
// we have to store some info for savegame
_vm->getSaveBufferStream()->writeSint16BE(3); // 3 = sys_Cmd_Make_Line_Walkable
_vm->getSaveBufferStream()->writeSint16BE(stackPos(0));
_vm->getSaveBufferStream()->writeSint16BE(stackPos(1));
_vm->getSaveBufferStream()->writeSint16BE(stackPos(2));
_vm->getSaveBufferStream()->writeSint16BE(stackPos(3));
return 0;
}
int32 ScriptFunc::sys_Cmd_Walk_Actor_On_Condition(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Actor_Facing_Point(EMCState *state) {
int32 fx = stackPos(0);
int32 fy = stackPos(1);
_vm->getDrew()->setFacing(_vm->getDrew()->getFacingFromDirection(fx - _vm->getDrew()->getX(), fy - _vm->getDrew()->getY()));
return 1;
}
int32 ScriptFunc::sys_Cmd_Set_Inventory_Slot(EMCState *state) {
_vm->state()->_inventory[stackPos(1)] = stackPos(0);
return 0;
}
int32 ScriptFunc::sys_Cmd_Get_Inventory_Slot(EMCState *state) {
return _vm->state()->_inventory[stackPos(0)];
}
int32 ScriptFunc::sys_Cmd_Add_Item_To_Inventory(EMCState *state) {
_vm->addItemToInventory(stackPos(0));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Actor_RGB_Modifiers(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Init_Conversation_AP(EMCState *state) {
_vm->initCharacter(stackPos(0), stackPos(1), stackPos(2), stackPos(3));
return 0;
}
int32 ScriptFunc::sys_Cmd_Actor_Talks(EMCState *state) {
_vm->characterTalk(stackPos(0), false);
return 0;
}
int32 ScriptFunc::sys_Cmd_Say_Lines(EMCState *state) {
// WORKAROUND: In the scene 4 (Castle), if you click twice on the closed door, Drew disappears
// the script makes him disappear for the custom animation and not reappear.
if (_vm->state()->_currentScene == 4 && stackPos(1) == 562) {
_vm->getDrew()->setVisible(true);
}
_vm->sayLines(stackPos(0), stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Rif_Flag(EMCState *state) {
int32 hs = _vm->getHotspots()->FindBasedOnCorner(stackPos(0), stackPos(1));
if (hs >= 0)
_vm->getHotspots()->Get(hs)->setData(stackPos(2), stackPos(3));
return 0;
}
int32 ScriptFunc::sys_Cmd_Empty_Inventory(EMCState *state) {
for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++)
_vm->state()->_inventory[i] = 0;
_vm->state()->_numInventoryItems = 0;
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Anim_Scale_Size(EMCState *state) {
int32 animID = stackPos(0);
int32 scale = stackPos(1);
SceneAnimation *sceneAnim = _vm->getSceneAnimation(animID);
if (sceneAnim) {
sceneAnim->_animInstance->setUseMask(true);
sceneAnim->_animInstance->setScale(scale, true);
}
return 0;
}
int32 ScriptFunc::sys_Cmd_Delete_Item_From_Inventory(EMCState *state) {
for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) {
if (stackPos(0) == _vm->state()->_inventory[i])
_vm->state()->_inventory[i] = 0;
}
_vm->rearrangeInventory();
return 0;
}
int32 ScriptFunc::sys_Cmd_Specific_Item_In_Inventory(EMCState *state) {
for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) {
if (_vm->state()->_inventory[i] == stackPos(0))
return 1;
}
if (_vm->state()->_mouseState == stackPos(0))
return 1;
return 0;
}
int32 ScriptFunc::sys_Cmd_Run_Script(EMCState *state) {
return _vm->runEventScript(_vm->getMouseX(), _vm->getMouseY(), 2, stackPos(0), 0);
}
int32 ScriptFunc::sys_Cmd_Query_Game_Flag(EMCState *state) {
int32 arg = stackPos(0);
return (_vm->state()->_gameFlag[arg >> 3] & (1 << (arg & 7))) != 0;
}
int32 ScriptFunc::sys_Cmd_Reset_Game_Flag(EMCState *state) {
int32 arg = stackPos(0);
_vm->state()->_gameFlag[arg >> 3] &= ~(1 << (arg & 7));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Game_Flag(EMCState *state) {
int32 arg = stackPos(0);
_vm->state()->_gameFlag[arg >> 3] |= (1 << (arg & 7));
return 0;
}
int32 ScriptFunc::sys_Cmd_Create_Mouse_Item(EMCState *state) {
_vm->createMouseItem(stackPos(0));
return 0;
}
int32 ScriptFunc::sys_Cmd_Destroy_Mouse_Item(EMCState *state) {
_vm->deleteMouseItem();
return 0;
}
int32 ScriptFunc::sys_Cmd_Get_Mouse_State(EMCState *state) {
return _vm->state()->_mouseState;
}
int32 ScriptFunc::sys_Cmd_Hide_Mouse(EMCState *state) {
_vm->state()->_mouseHidden = true;
//if (Game.MouseHiddenCount > 0) Game.MouseHiddenCount = 1;
return 0;
}
int32 ScriptFunc::sys_Cmd_Exit_Conversation(EMCState *state) {
_vm->state()->_exitConversation = true;
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Mouse_Pos(EMCState *state) {
if (_vm->state()->_inCloseUp) {
_vm->_system->warpMouse(stackPos(0), stackPos(1));
} else {
_vm->_system->warpMouse(stackPos(0) - _vm->state()->_currentScrollValue, stackPos(1));
}
return 0;
}
int32 ScriptFunc::sys_Cmd_Show_Mouse(EMCState *state) {
_vm->state()->_mouseHidden = false;
//if (Game.MouseHiddenCount < 0) Game.MouseHiddenCount = 0;
return 0;
}
int32 ScriptFunc::sys_Cmd_In_Close_Up(EMCState *state) {
return _vm->state()->_inCloseUp;
}
int32 ScriptFunc::sys_Cmd_Set_Scroll_Lock(EMCState *state) {
_vm->state()->_currentScrollLock = stackPos(0) > 0;
return 0;
}
int32 ScriptFunc::sys_Cmd_Fill_Area_Non_Walkable(EMCState *state) {
_vm->getMask()->floodFillNotWalkableOnMask(stackPos(0), stackPos(1));
// we have to store some info for savegame
_vm->getSaveBufferStream()->writeSint16BE(4); // 4 = sys_Cmd_Make_Line_Walkable
_vm->getSaveBufferStream()->writeSint16BE(stackPos(0));
_vm->getSaveBufferStream()->writeSint16BE(stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Scroll_Coords(EMCState *state) {
_vm->state()->_currentScrollValue = stackPos(0);
return 0;
}
int32 ScriptFunc::sys_Cmd_Hide_Cutaway(EMCState *state) {
_vm->hideCutaway();
return 0;
}
int32 ScriptFunc::sys_Cmd_Show_Cutaway(EMCState *state) {
_vm->showCutaway("");
return 0;
}
int32 ScriptFunc::sys_Cmd_Pause_Ticks(EMCState *state) {
if (!_vm->isUpdatingSceneAnimation() || _vm->getScriptRegionNested() > 0) {
if (stackPos(1))
_vm->waitTicks(stackPos(0), true);
else
_vm->waitTicks(stackPos(0), false);
} else {
uint32 sceneId = _vm->getCurrentUpdatingSceneAnimation();
uint32 waitTicks = stackPos(0);
if (waitTicks < 1) waitTicks = 1;
waitTicks *= _vm->getTickLength();
if (sceneId < 40) {
int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer;
if (nextTicks < _vm->getOldMilli())
_vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks;
else
_vm->getSceneAnimationScript(sceneId)->_lastTimer = nextTicks;
}
return 0;
}
return 0;
}
int32 ScriptFunc::sys_Cmd_In_Conversation(EMCState *state) {
return _vm->state()->_inConversation;
}
int32 ScriptFunc::sys_Cmd_Character_Talking(EMCState *state) {
int32 characterId = stackPos(0);
Character *character = _vm->getCharacterById(characterId);
if (character)
return character->isTalking();
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Flux_Facing_Point(EMCState *state) {
int32 fx = stackPos(0);
int32 fy = stackPos(1);
_vm->getFlux()->setFacing(_vm->getFlux()->getFacingFromDirection(fx - _vm->getFlux()->getX(), fy - _vm->getFlux()->getY()));
if (_vm->getFlux()->getFlag() == 0) // don't reset the animation unless Flux is in idle mode
_vm->getFlux()->playStandingAnim();
return 1;
}
int32 ScriptFunc::sys_Cmd_Set_Flux_Facing(EMCState *state) {
_vm->getFlux()->forceFacing(stackPos(0));
if (_vm->getFlux()->getFlag() == 0) // don't reset the animation unless Flux is in idle mode
_vm->getFlux()->playStandingAnim();
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Flux_Coords(EMCState *state) {
_vm->getFlux()->stopWalk();
_vm->getFlux()->forcePosition(stackPos(0), stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Flux_Visible(EMCState *state) {
_vm->getFlux()->setVisible(stackPos(0) > 0);
return 0;
}
int32 ScriptFunc::sys_Cmd_Get_Flux_X(EMCState *state) {
return _vm->getFlux()->getX();
}
int32 ScriptFunc::sys_Cmd_Get_Flux_Y(EMCState *state) {
return _vm->getFlux()->getY();
}
int32 ScriptFunc::sys_Cmd_Get_Flux_Facing(EMCState *state) {
return _vm->getFlux()->getFacing();
}
int32 ScriptFunc::sys_Cmd_Get_Flux_Flags(EMCState *state) {
return (_vm->getFlux()->getFlag() & stackPos(0)) != 0;
}
int32 ScriptFunc::sys_Cmd_Query_Flux_Coords(EMCState *state) {
return (stackPos(0) == _vm->getFlux()->getX()) && (stackPos(1) == _vm->getFlux()->getY());
}
int32 ScriptFunc::sys_Cmd_Have_A_Conversation(EMCState *state) {
_vm->haveAConversation(stackPos(0));
return 0;
}
int32 ScriptFunc::sys_Cmd_Walk_Flux_To_Point(EMCState *state) {
_vm->getFlux()->walkTo(stackPos(0), stackPos(1));
return 1;
}
int32 ScriptFunc::sys_Cmd_Query_Scene_Anim_Loaded(EMCState *state) {
return _vm->getSceneAnimation(stackPos(0))->_active;
}
int32 ScriptFunc::sys_Cmd_Play_Flux_Anim(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Anim_Priority(EMCState *state) {
SceneAnimation *sceneAnim = _vm->getSceneAnimation(stackPos(0));
sceneAnim->_animInstance->setLayerZ(stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Place_Scene_Anim(EMCState *state) {
int32 sceneId = stackPos(0);
int32 x = stackPos(1);
int32 y = stackPos(2);
int32 frame = stackPos(5);
SceneAnimation *sceneAnim = _vm->getSceneAnimation(sceneId);
sceneAnim->_animInstance->setPosition(x, y, sceneAnim->_animInstance->getZ(), false);
sceneAnim->_animInstance->forceFrame(frame);
_vm->setSceneAnimationScriptUpdate(false);
return 0;
}
int32 ScriptFunc::sys_Cmd_Update_Scene_Animations(EMCState *state) {
//debugC(0, 0xfff, "UpdateAnimations");
return 0;
}
int32 ScriptFunc::sys_Cmd_Get_Drew_Scale(EMCState *state) {
int32 scale = _vm->getDrew()->getScale();
if (!scale)
return 1024;
return scale;
}
int32 ScriptFunc::sys_Cmd_Query_Drew_Flags(EMCState *state) {
return (_vm->getDrew()->getFlag() & stackPos(0)) != 0;
}
int32 ScriptFunc::sys_Cmd_Set_Music(EMCState *state) {
char *newMus = GetText(0, state);
_vm->getAudioManager()->playMusic(_vm->state()->_locations[_vm->state()->_currentScene]._name, newMus);
return 0;
}
int32 ScriptFunc::sys_Cmd_Query_Speech(EMCState *state) {
if (_vm->getAudioManager()->voiceStillPlaying())
return 1;
else
return 0;
}
int32 ScriptFunc::sys_Cmd_Enter_New_Scene(EMCState *state) {
_vm->exitScene();
_vm->getDrew()->forceFacing(stackPos(1));
_vm->loadScene(stackPos(0));
_vm->setSceneAnimationScriptUpdate(false);
return 0;
}
int32 ScriptFunc::sys_Cmd_Enter_Same_Scene(EMCState *state) {
_vm->exitScene();
_vm->loadScene(_vm->state()->_currentScene);
_vm->setSceneAnimationScriptUpdate(false);
return 0;
}
int32 ScriptFunc::sys_Cmd_Is_Pixel_Walkable(EMCState *state) {
return (_vm->getMask()->getData(stackPos(0), stackPos(1)) & 0x1f) > 0;
}
int32 ScriptFunc::sys_Cmd_Show_Screen(EMCState *state) {
_vm->showCutaway(GetText(0, state));
return 0;
}
int32 ScriptFunc::sys_Cmd_Hide_Screen(EMCState *state) {
_vm->hideCutaway();
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Special_Enter_X_And_Y(EMCState *state) {
_vm->state()->_nextSpecialEnterX = stackPos(0);
_vm->state()->_nextSpecialEnterY = stackPos(1);
return 0;
}
int32 ScriptFunc::sys_Cmd_Get_Mouse_X(EMCState *state) {
return _vm->getMouseX();
}
int32 ScriptFunc::sys_Cmd_Get_Mouse_Y(EMCState *state) {
return _vm->getMouseY();
}
int32 ScriptFunc::sys_Cmd_Fade_Palette(EMCState *state) {
debugC(0, 0xfff, "fadePalette %d %d", stackPos(0), stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Music_Enabled(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Random(EMCState *state) {
int32 randMin = stackPos(0);
int32 randMax = stackPos(1);
int32 t = 0;
if (randMin > randMax) {
t = randMin;
randMin = randMax;
randMax = t;
}
return _vm->randRange(randMin, randMax);
}
int32 ScriptFunc::sys_Cmd_Wait_Key(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Draw_Scene_Anim_WSA_Frame_To_Back(EMCState *state) {
// draw the frame in the backbuffer (picture then)
int32 animId = stackPos(0);
int32 frame = stackPos(1);
if (frame < 0)
return 0;
SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
if (sceneAnim->_active) {
sceneAnim->_animInstance->setFrame(frame);
sceneAnim->_animInstance->setAnimationRange(frame, frame);
sceneAnim->_animInstance->stopAnimation();
sceneAnim->_animInstance->renderOnPicture();
// we have to store some info for savegame
_vm->getSaveBufferStream()->writeSint16BE(1); // 1 = Draw_Scene_Anim_WSA_Frame_To_Back
_vm->getSaveBufferStream()->writeSint16BE(frame);
_vm->getSaveBufferStream()->writeSint16BE(strlen(sceneAnim->_animInstance->getAnimation()->_name) + 1);
_vm->getSaveBufferStream()->write(sceneAnim->_animInstance->getAnimation()->_name, strlen(sceneAnim->_animInstance->getAnimation()->_name) + 1);
_vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getX());
_vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getY());
_vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getZ());
_vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getLayerZ());
}
return 1;
}
int32 ScriptFunc::sys_Cmd_Set_Scene_Anim_Wait(EMCState *state) {
int32 sceneId = stackPos(0);
int32 waitTicks = stackPos(1);
if (waitTicks < 1) waitTicks = 1;
// WORKAROUND : To fix the timing problem in the Gift-O-Matic
// The animation was too fast and the player was unable to click fast enough to get objects
// Here we slow down the animation
if (_vm->state()->_currentScene == 24) {
if (_vm->getCurrentUpdatingSceneAnimation() == 6) {
if (waitTicks == 1) {
waitTicks = 10;
_vm->setSceneAnimationScriptUpdate(false);
}
}
}
// WORKAROUND : In Wolf place, the animation to move the pot was too fast and the player was unable to
// progress into the game.
if (_vm->state()->_currentScene == 29) {
if (_vm->getCurrentUpdatingSceneAnimation() == 8 || _vm->getCurrentUpdatingSceneAnimation() == 7) {
if (waitTicks == 1) {
waitTicks = 5;
_vm->setSceneAnimationScriptUpdate(false);
}
}
}
// WORKAROUND : In transformed hangar, everything is too fast..
if (_vm->state()->_currentScene == 19) {
waitTicks = 10;
_vm->setSceneAnimationScriptUpdate(false);
}
// WORKAROUND : Slow down just a little the guards dance animation so that the voices don't cut
if (_vm->state()->_currentScene == 2 && (sceneId == 2 || sceneId == 3)) {
waitTicks = 7;
_vm->setSceneAnimationScriptUpdate(false);
}
waitTicks *= _vm->getTickLength();
if (sceneId >= 0 && sceneId < 40) {
int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer;
if (nextTicks < _vm->getOldMilli())
_vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks;
else
_vm->getSceneAnimationScript(sceneId)->_lastTimer = nextTicks;
}
return 0;
}
int32 ScriptFunc::sys_Cmd_Init_Scene_Anim(EMCState *state) {
int32 animId = stackPos(0);
int32 flags = stackPos(1);
SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
if (sceneAnim->_active)
return 0;
delete sceneAnim->_animation;
delete sceneAnim->_animInstance;
sceneAnim->_animation = new Animation(_vm);
sceneAnim->_animation->loadAnimation(GetText(12, state));
sceneAnim->_animInstance = _vm->getAnimationManager()->createNewInstance(kAnimationScene);
sceneAnim->_originalAnimInstance = sceneAnim->_animInstance;
sceneAnim->_animInstance->setAnimation(sceneAnim->_animation);
sceneAnim->_animInstance->setVisible((flags & 1) != 0);
sceneAnim->_animInstance->setAnimationRange(stackPos(11), stackPos(11));
sceneAnim->_animInstance->setFrame(stackPos(11));
debugC(0, 0xfff, "Init Anim %s %d %d %d %d %d %d %d %d %d %d %d %d %d\n", GetText(12, state), stackPos(0), stackPos(1), stackPos(2), stackPos(3),
stackPos(4), stackPos(5), stackPos(6), stackPos(7), stackPos(8), stackPos(9), stackPos(10), stackPos(11), stackPos(12));
int32 dx = stackPos(4);
int32 dy = stackPos(5);
int32 x = stackPos(2);
int32 layerZ = stackPos(3);
if (dx == -2)
sceneAnim->_animInstance->moveRelative(TOON_SCREEN_WIDTH, 0, 0);
else if (dx < 0) {
dx = sceneAnim->_animation->_x1;
}
else if (dx >= 0)
sceneAnim->_animInstance->setX(dx);
if (dy >= 0)
sceneAnim->_animInstance->setY(dy);
else
dy = sceneAnim->_animation->_y1;
if (flags & 0x20) {
sceneAnim->_animInstance->setZ(_vm->getLayerAtPoint(x, layerZ));
sceneAnim->_animInstance->setUseMask(true);
}
if (layerZ >= 0) {
sceneAnim->_animInstance->setLayerZ(layerZ);
} else {
dy = dy + sceneAnim->_animation->_y2 - sceneAnim->_animation->_y1 - 1;
sceneAnim->_animInstance->setLayerZ(dy);
}
sceneAnim->_animInstance->setId(stackPos(0));
sceneAnim->_active = true;
// add the animation to the list only if it's already visible
if (flags & 1) {
_vm->getAnimationManager()->addInstance(sceneAnim->_animInstance);
}
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Scene_Animation_Active_Flag(EMCState *state) {
int32 animId = stackPos(0);
int32 activeFlag = stackPos(1);
SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
if (sceneAnim->_active) {
sceneAnim->_animInstance->setVisible(activeFlag > 0);
if (activeFlag) {
_vm->getAnimationManager()->addInstance(sceneAnim->_animInstance);
}
}
return 0;
}
int32 ScriptFunc::sys_Cmd_Draw_Scene_Anim_WSA_Frame(EMCState *state) {
int32 animId = stackPos(0);
int32 frame = stackPos(1);
if (frame < 0)
return 0;
SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
if (sceneAnim->_active) {
sceneAnim->_animInstance->setAnimation(sceneAnim->_animation);
sceneAnim->_animInstance->setFrame(frame);
sceneAnim->_animInstance->setAnimationRange(frame, frame);
sceneAnim->_animInstance->stopAnimation();
}
_vm->setSceneAnimationScriptUpdate(false);
// WORKAROUND : Too fast animations...
if (_vm->state()->_currentScene == 26 && animId == 22)
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 3);
if (_vm->state()->_currentScene == 14) {
if (animId == 3 || animId == 2 || animId == 4)
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2);
else if (animId == 20 || animId == 15 || animId == 21 || animId == 16 || animId == 17 || animId == 18)
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 1);
else if (animId == 9) {
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 3);
}
}
if (_vm->state()->_currentScene == 19 && _vm->getCurrentUpdatingSceneAnimation() == 0 ) {
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 6);
}
if (_vm->state()->_currentScene == 29) {
if (animId == 16 || animId == 26 || animId == 36)
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2);
}
return 0;
}
int32 ScriptFunc::sys_Cmd_Move_Scene_Anim(EMCState *state) {
int32 animId = stackPos(0);
SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
sceneAnim->_animInstance->moveRelative(stackPos(1), stackPos(2), 0);
_vm->setSceneAnimationScriptUpdate(false);
return 0;
}
int32 ScriptFunc::sys_Cmd_Run_Actor_Default_Script(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Location_Data(EMCState *state) {
// initial setup of locations
int32 locationId = stackPos(0);
debugC(0, 0, "setlocationdata(%d) %s %x %s %s %d %d", locationId, GetText(1, state), stackPos(2), GetText(3, state), GetText(4, state), stackPos(5), stackPos(6));
strcpy(_vm->state()->_locations[locationId]._name, GetText(1, state));
strcpy(_vm->state()->_locations[locationId]._music, GetText(3, state));
strcpy(_vm->state()->_locations[locationId]._cutaway, GetText(4, state));
_vm->state()->_locations[locationId]._flags = stackPos(2);
_vm->state()->_locations[locationId]._visited = false;
_vm->state()->_locations[locationId]._numSceneAnimations = stackPos(5);
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_CountDown_Timer(EMCState *state) {
// game timer is in ticks
_vm->state()->_gameTimer = stackPos(0) * _vm->getTickLength();
return 0;
}
int32 ScriptFunc::sys_Cmd_Query_CountDown_Timer(EMCState *state) {
return _vm->state()->_gameTimer;
}
int32 ScriptFunc::sys_Cmd_Proceed_To_Next_Chapter(EMCState *state) {
_vm->state()->_currentChapter = stackPos(0);
_vm->exitScene();
_vm->loadScene(stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Play_Sfx_Plus(EMCState *state) {
//debugC(0, 0xfff, "playSfx ( %d , %d, %d, %d, %d )", stackPos(0), stackPos(1), stackPos(2), stackPos(3), stackPos(4));
_vm->playSFX(stackPos(0), stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Play_Sfx(EMCState *state) {
//debugC(0, 0xfff, "playSfx ( %d , %d)", stackPos(0), stackPos(1));
_vm->playSFX(stackPos(0), stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Ambient_Sfx(EMCState *state) {
//debug("Ambient Sfx : %d %d %d %d", stackPos(0), stackPos(1), stackPos(2), stackPos(3));
_vm->getAudioManager()->startAmbientSFX(stackPos(0), stackPos(1), stackPos(2), stackPos(3));
return 0;
}
int32 ScriptFunc::sys_Cmd_Kill_Ambient_Sfx(EMCState *state) {
//debug("Kill Sfx : %d", stackPos(0));
_vm->getAudioManager()->killAmbientSFX(stackPos(0));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Ambient_Sfx_Plus(EMCState *state) {
//debug("Ambient Sfx Plus: %d %d %d %d %d %d %d %d", stackPos(0), stackPos(1), stackPos(2), stackPos(3), stackPos(4), stackPos(5), stackPos(6), stackPos(7));
_vm->getAudioManager()->startAmbientSFX(stackPos(0), stackPos(1), stackPos(2), stackPos(3));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Ambient_Volume(EMCState *state) {
//debug("Ambient Volume : %d %d", stackPos(0), stackPos(1));
_vm->getAudioManager()->setAmbientSFXVolume(stackPos(0), stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Freeze_Scene_Animation(EMCState *state) {
_vm->getSceneAnimationScript(stackPos(0))->_frozen = true;
return 0;
}
int32 ScriptFunc::sys_Cmd_Unfreeze_Scene_Animation(EMCState *state) {
_vm->getSceneAnimationScript(stackPos(0))->_frozen = false;
return 0;
}
int32 ScriptFunc::sys_Cmd_Scene_Animation_Frozen(EMCState *state) {
return _vm->getSceneAnimationScript(stackPos(0))->_frozen ? 1 : 0;
}
int32 ScriptFunc::sys_Cmd_Set_Script_Game_Data_Global(EMCState *state) {
_vm->state()->_gameGlobalData[stackPos(0)] = stackPos(1);
return stackPos(1);
}
int32 ScriptFunc::sys_Cmd_Get_Script_Game_Data_Global(EMCState *state) {
return _vm->state()->_gameGlobalData[stackPos(0)];
}
int32 ScriptFunc::sys_Cmd_Say_Line(EMCState *state) {
_vm->sayLines(1 , stackPos(0));
return 0;
}
int32 ScriptFunc::sys_Cmd_Knight_Puzzle_Get_Coord(EMCState *state) {
static const uint16 knightCoords[] = {
0x327, 0x0fa, 0x354, 0x0f8, 0x383, 0x0f4, 0x3a4, 0x0f0, 0x3d3, 0x0ed,
0x3fd, 0x0ef, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x310, 0x109, 0x349, 0x103,
0x378, 0x103, 0x3a4, 0x102, 0x3d5, 0x102, 0x403, 0x103, 0x2fe, 0x12d,
0x2fe, 0x12d, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x369, 0x123, 0x3a4, 0x123,
0x3d8, 0x121, 0x410, 0x124, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x2fe, 0x12d,
0x2fe, 0x12d, 0x35d, 0x14f, 0x3a2, 0x149, 0x3db, 0x149, 0x415, 0x14a,
0x2fe, 0x12d, 0x2fe, 0x12d
};
return knightCoords[stackPos(2) + 2 * (8 * stackPos(1) + stackPos(0))];
}
int32 ScriptFunc::sys_Cmd_Add_Scene_Anim(EMCState *state) {
return sys_Cmd_Init_Scene_Anim(state);
}
int32 ScriptFunc::sys_Cmd_Remove_Scene_Anim(EMCState *state) {
int32 sceneId = stackPos(0);
if (!_vm->getSceneAnimation(sceneId)->_active)
return 0;
SceneAnimation *sceneAnim = _vm->getSceneAnimation(sceneId);
sceneAnim->_active = false;
_vm->getAnimationManager()->removeInstance(sceneAnim->_animInstance);
delete sceneAnim->_animation;
sceneAnim->_animation = NULL;
// see if one character shares this instance
for (int32 c = 0; c < 32; c++) {
if (_vm->getCharacter(c) && _vm->getCharacter(c)->getAnimationInstance() == sceneAnim->_originalAnimInstance) {
_vm->getCharacter(c)->setAnimationInstance(NULL);
}
}
delete sceneAnim->_originalAnimInstance;
sceneAnim->_originalAnimInstance = NULL;
sceneAnim->_animInstance = NULL;
return 0;
}
int32 ScriptFunc::sys_Cmd_Disable_Timer(EMCState *state) {
_vm->disableTimer(stackPos(0));
return 0;
}
int32 ScriptFunc::sys_Cmd_Enable_Timer(EMCState *state) {
_vm->enableTimer(stackPos(0));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Timer(EMCState *state) {
_vm->setTimer(stackPos(0), stackPos(1));
return 0;
}
int32 ScriptFunc::sys_Cmd_Set_Palette_Color(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Number_Of_NPCs(EMCState *state) {
return 0;
}
int32 ScriptFunc::sys_Cmd_Get_Config_Language(EMCState *state) {
return 0;
}
} // End of namespace Toon