mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 14:18:37 +00:00
1231 lines
45 KiB
C++
1231 lines
45 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/debug.h"
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#include "common/system.h"
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#include "toon/script_func.h"
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#include "toon/script.h"
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#include "toon/state.h"
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#include "toon/toon.h"
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#include "toon/anim.h"
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#include "toon/hotspot.h"
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#include "toon/drew.h"
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#include "toon/flux.h"
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namespace Toon {
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#define SetOpcodeTable(x) table = &x;
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#define Opcode(x) table->push_back(new OpcodeV2(this, &ScriptFunc::x))
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#define OpcodeUnImpl() table->push_back(new OpcodeV2(this, 0))
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ScriptFunc::ScriptFunc(ToonEngine *vm) {
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Common::Array<const OpcodeV2 *> *table = 0;
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_vm = vm;
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_opcodes.reserve(176);
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SetOpcodeTable(_opcodes);
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Change_Actor_X_And_Y); // dd offset sub_2A710
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Opcode(sys_Cmd_Init_Talking_Character); // dd offset sub_2A4E0
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Opcode(sys_Cmd_Draw_Actor_Standing); // dd offset sub_2A650
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Opcode(sys_Cmd_Get_Actor_X); // dd offset sub_2ADC0
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Opcode(sys_Cmd_Get_Actor_Y); // dd offset sub_2ADD0
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Opcode(sys_Cmd_Get_Actor_Facing); // dd offset sub_2A790
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Opcode(sys_Cmd_Get_Last_Scene); // dd offset sub_29F80
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Opcode(sys_Cmd_Debug_Print); // dd offset sub_2A510
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Opcode(sys_Cmd_Flip_Screens); // dd offset sub_2A180
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Opcode(sys_Cmd_Play_Flic); // dd offset sub_2A080
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Opcode(sys_Cmd_Force_Facing); // dd offset sub_29F90
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Opcode(sys_Cmd_Restart_Thread); // dd offset sub_29F30
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Opcode(sys_Cmd_Walk_Actor_To_Point); // dd offset sub_2A440
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Opcode(sys_Cmd_Set_Sack_Visible); // dd offset sub_29920
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Opcode(sys_Cmd_Set_Actor_Facing); // dd offset sub_2AD60
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Opcode(sys_Cmd_Confiscate_Inventory); // dd offset sub_29EB0
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Opcode(sys_Cmd_Character_Talks); // dd offset sub_29F00
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Opcode(sys_Cmd_Visited_Scene); // dd offset sub_29E80
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Opcode(sys_Cmd_Query_Rif_Flag); // dd offset sub_29D20
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Opcode(sys_Cmd_Query_Scroll); // dd offset sub_29D60
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Opcode(sys_Cmd_Set_Initial_Location); // dd offset sub_2AD80
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Opcode(sys_Cmd_Make_Line_Non_Walkable); // dd offset sub_29FC0
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Opcode(sys_Cmd_Make_Line_Walkable); // dd offset sub_2A050
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Opcode(sys_Cmd_Walk_Actor_On_Condition); // dd offset sub_29D70
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Opcode(sys_Cmd_Set_Actor_Facing_Point); // dd offset sub_29E60
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Opcode(sys_Cmd_Set_Inventory_Slot); // dd offset sub_2B0D0
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Opcode(sys_Cmd_Get_Inventory_Slot); // dd offset sub_2B0F0
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Opcode(sys_Cmd_Add_Item_To_Inventory); // dd offset sub_2AE50
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Opcode(sys_Cmd_Set_Actor_RGB_Modifiers); // dd offset sub_29CA0
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Opcode(sys_Cmd_Init_Conversation_AP); // dd offset sub_2B130
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Opcode(sys_Cmd_Actor_Talks); // dd offset sub_2ADA0
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Opcode(sys_Cmd_Say_Lines); // dd offset sub_29B20
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Opcode(sys_Cmd_Set_Rif_Flag); // dd offset sub_2A320
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Opcode(sys_Cmd_Empty_Inventory); // dd offset sub_2AE10
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Opcode(sys_Cmd_Set_Anim_Scale_Size); // dd offset sub_29BD0
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Opcode(sys_Cmd_Delete_Item_From_Inventory); // dd offset sub_2AE70
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Opcode(sys_Cmd_Specific_Item_In_Inventory); // dd offset sub_2A740
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Opcode(sys_Cmd_Run_Script); // dd offset sub_29AF0
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Opcode(sys_Cmd_Query_Game_Flag); // dd offset sub_2A3E0
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Opcode(sys_Cmd_Reset_Game_Flag); // dd offset sub_2A420
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Opcode(sys_Cmd_Set_Game_Flag); // dd offset sub_2A400
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Opcode(sys_Cmd_Create_Mouse_Item); // dd offset sub_2A4B0
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Opcode(sys_Cmd_Destroy_Mouse_Item); // dd offset sub_2A4D0
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Opcode(sys_Cmd_Get_Mouse_State); // dd offset sub_2A860
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Opcode(sys_Cmd_Hide_Mouse); // dd offset sub_2A5D0
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Opcode(sys_Cmd_Exit_Conversation); // dd offset sub_29AE0
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Opcode(sys_Cmd_Set_Mouse_Pos); // dd offset sub_2A810
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Opcode(sys_Cmd_Show_Mouse); // dd offset sub_2A5F0
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Opcode(sys_Cmd_In_Close_Up); // dd offset sub_29FB0
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Opcode(sys_Cmd_Set_Scroll_Lock); // dd offset sub_298B0
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Opcode(sys_Cmd_Fill_Area_Non_Walkable); // dd offset sub_29FF0
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Opcode(sys_Cmd_Set_Scroll_Coords); // dd offset sub_298D0
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Opcode(sys_Cmd_Hide_Cutaway); // dd offset sub_2A0F0
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Opcode(sys_Cmd_Show_Cutaway); // dd offset sub_2A100
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Opcode(sys_Cmd_Pause_Ticks); // dd offset sub_2A360
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Opcode(sys_Cmd_In_Conversation); // dd offset sub_29C60
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Opcode(sys_Cmd_Character_Talking); // dd offset sub_29C70
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Opcode(sys_Cmd_Set_Flux_Facing_Point); // dd offset sub_29980
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Opcode(sys_Cmd_Set_Flux_Facing); // dd offset sub_299A0
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Opcode(sys_Cmd_Set_Flux_Coords); // dd offset sub_299C0
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Opcode(sys_Cmd_Set_Flux_Visible); // dd offset sub_299F0
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Opcode(sys_Cmd_Get_Flux_X); // dd offset sub_29A40
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Opcode(sys_Cmd_Get_Flux_Y); // dd offset sub_29A50
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Opcode(sys_Cmd_Get_Flux_Facing); // dd offset sub_29A60
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Opcode(sys_Cmd_Get_Flux_Flags); // dd offset sub_29A70
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Opcode(sys_Cmd_Query_Flux_Coords); // dd offset sub_29A90
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Opcode(sys_Cmd_Have_A_Conversation); // dd offset sub_2B110
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Opcode(sys_Cmd_Walk_Flux_To_Point); // dd offset sub_29AC0
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Opcode(sys_Cmd_Get_Actor_Final_X); // dd offset sub_29940
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Opcode(sys_Cmd_Get_Actor_Final_Y); // dd offset sub_29960
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Opcode(sys_Cmd_Query_Scene_Anim_Loaded); // dd offset sub_29870
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Opcode(sys_Cmd_Play_Flux_Anim); // dd offset sub_29820
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Opcode(sys_Cmd_Set_Anim_Priority); // dd offset sub_29790
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Opcode(sys_Cmd_Place_Scene_Anim); // dd offset sub_2A7A0
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Opcode(sys_Cmd_Update_Scene_Animations); // dd offset sub_2AE30
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Opcode(sys_Cmd_Get_Drew_Scale); // dd offset sub_297E0
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Opcode(sys_Cmd_Query_Drew_Flags); // dd offset sub_29800
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Opcode(sys_Cmd_Set_Music); // dd offset sub_29720
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Opcode(sys_Cmd_Query_Speech); // dd offset sub_296D0
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Opcode(sys_Cmd_Enter_New_Scene); // dd offset sub_2A550
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Opcode(sys_Cmd_Enter_Same_Scene); // dd offset sub_2ADE0
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Opcode(sys_Cmd_Is_Pixel_Walkable); // dd offset sub_2A4F0
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Opcode(sys_Cmd_Show_Screen); // dd offset sub_2A0C0
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Opcode(sys_Cmd_Hide_Screen); // dd offset sub_2A0F0
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Opcode(sys_Cmd_Dummy); // dd offset sub_295D0
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Opcode(sys_Cmd_Set_Special_Enter_X_And_Y); // dd offset sub_2A590
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Opcode(sys_Cmd_Get_Mouse_X); // dd offset sub_296B0
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Opcode(sys_Cmd_Get_Mouse_Y); // dd offset sub_296C0
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Opcode(sys_Cmd_Fade_Palette); // dd offset sub_29650
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Opcode(sys_Cmd_Music_Enabled); // dd offset sub_29620
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Opcode(sys_Cmd_Dummy); // dd offset sub_295F0
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Opcode(sys_Cmd_Dummy); // dd offset sub_29610
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Random); // dd offset sub_2A600
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Wait_Key); // dd offset sub_2AE20
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Draw_Scene_Anim_WSA_Frame_To_Back); // dd offset sub_2A940
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Set_Scene_Anim_Wait); // dd offset sub_2A870
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Opcode(sys_Cmd_Init_Scene_Anim); // dd offset sub_2AC60
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Opcode(sys_Cmd_Set_Scene_Animation_Active_Flag); // dd offset sub_2AB10
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Opcode(sys_Cmd_Draw_Scene_Anim_WSA_Frame); // dd offset sub_2A8D0
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Opcode(sys_Cmd_Move_Scene_Anim); // dd offset sub_2AA90
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Opcode(sys_Cmd_Run_Actor_Default_Script); // dd offset sub_2A4E0
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Set_Location_Data); // dd offset sub_2AE90
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Set_CountDown_Timer); // dd offset sub_2AFC0
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Opcode(sys_Cmd_Query_CountDown_Timer); // dd offset sub_2AFE0
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Proceed_To_Next_Chapter); // dd offset sub_2AFF0
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Opcode(sys_Cmd_Play_Sfx_Plus); // dd offset sub_2A1D0
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Opcode(sys_Cmd_Play_Sfx); // dd offset sub_2A1A0
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Opcode(sys_Cmd_Set_Ambient_Sfx); // dd offset sub_2A260
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Opcode(sys_Cmd_Kill_Ambient_Sfx); // dd offset sub_2A300
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Opcode(sys_Cmd_Set_Ambient_Sfx_Plus); // dd offset sub_2A290
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Opcode(sys_Cmd_Set_Ambient_Volume); // dd offset sub_2A240
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Freeze_Scene_Animation); // dd offset sub_2AB90
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Opcode(sys_Cmd_Unfreeze_Scene_Animation); // dd offset sub_2ABB0
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Opcode(sys_Cmd_Scene_Animation_Frozen); // dd offset sub_2ABD0
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Set_Script_Game_Data_Global); // dd offset sub_2ABF0
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Opcode(sys_Cmd_Get_Script_Game_Data_Global); // dd offset sub_2AC30
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Opcode(sys_Cmd_Say_Line); // dd offset loc_2A190
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Opcode(sys_Cmd_Knight_Puzzle_Get_Coord); // dd offset sub_2A110
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Add_Scene_Anim); // dd offset sub_2AC60
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Opcode(sys_Cmd_Remove_Scene_Anim); // dd offset sub_2ACE0
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Opcode(sys_Cmd_Disable_Timer); // dd offset sub_2AD00
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Opcode(sys_Cmd_Enable_Timer); // dd offset sub_2AD20
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Opcode(sys_Cmd_Set_Timer); // dd offset sub_2AD40
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Opcode(sys_Cmd_Set_Palette_Color); // dd offset sub_2B020
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Number_Of_NPCs); // dd offset loc_2A190
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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Opcode(sys_Cmd_Get_Config_Language); // dd offset sub_2B0C0
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Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
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}
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ScriptFunc::~ScriptFunc(void) {
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while (!_opcodes.empty()) {
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const OpcodeV2 *temp = _opcodes.back();
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_opcodes.pop_back();
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delete temp;
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}
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}
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char *GetText(int32 i, EMCState *state) {
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short stack = stackPos(i);
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unsigned short textoffset = READ_BE_UINT16(&((unsigned short *)(state->dataPtr->text))[stack]);
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char *text = (char *)&state->dataPtr->text[textoffset];
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return text;
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}
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int32 ScriptFunc::sys_Cmd_Dummy(EMCState *state) {
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Change_Actor_X_And_Y(EMCState *state) {
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_vm->getDrew()->forcePosition(stackPos(0), stackPos(1));
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//_vm->getDrew()->resetScale();
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Init_Talking_Character(EMCState *state) {
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// really does nothing in original
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Draw_Actor_Standing(EMCState *state) {
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int32 arg1 = stackPos(0);
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int32 arg2 = stackPos(1);
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int32 arg3 = stackPos(2);
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// WORKAROUND: In scene 19 (transformed barn), Drew disappears when it shouldn't. It seems like a script bug
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// even if the game works correctly at this point
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// We need a special case for it then.
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if (_vm->state()->_currentScene == 19 && arg3 == 1 && arg1 < 0) {
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arg1 = 1;
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}
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if (arg2 > -1)
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_vm->getDrew()->forceFacing(arg2);
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if (arg1 < 0) {
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_vm->getDrew()->setVisible(false);
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} else {
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_vm->getDrew()->setVisible(true);
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_vm->getDrew()->playStandingAnim();
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}
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Get_Actor_X(EMCState *state) {
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return _vm->getDrew()->getX();
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}
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int32 ScriptFunc::sys_Cmd_Get_Actor_Y(EMCState *state) {
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return _vm->getDrew()->getY();
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}
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int32 ScriptFunc::sys_Cmd_Get_Actor_Final_X(EMCState *state) {
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return _vm->getDrew()->getFinalX();
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}
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int32 ScriptFunc::sys_Cmd_Get_Actor_Final_Y(EMCState *state) {
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return _vm->getDrew()->getFinalY();
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}
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int32 ScriptFunc::sys_Cmd_Get_Actor_Facing(EMCState *state) {
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return _vm->getDrew()->getFacing();
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}
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int32 ScriptFunc::sys_Cmd_Get_Last_Scene(EMCState *state) {
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return _vm->state()->_lastVisitedScene;
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}
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int32 ScriptFunc::sys_Cmd_Debug_Print(EMCState *state) {
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Flip_Screens(EMCState *state) {
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_vm->flipScreens();
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Play_Flic(EMCState *state) {
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Common::String stateText = GetText(0, state);
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Common::String name;
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// workaround for the video of the beginning
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if (stateText.contains("209")) {
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name = stateText;
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} else {
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name = _vm->createRoomFilename(stateText.c_str());
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}
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int32 stopMusic = stackPos(2);
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_vm->getMoviePlayer()->play(name, stopMusic);
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Force_Facing(EMCState *state) {
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_vm->getDrew()->setFacing(stackPos(0));
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_vm->getDrew()->playStandingAnim();
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Restart_Thread(EMCState *state) {
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int32 sceneId = stackPos(0);
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_vm->getScript()->init(&_vm->getSceneAnimationScript(sceneId)->_state, _vm->getSceneAnimationScript(sceneId)->_data);
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_vm->getScript()->start(&_vm->getSceneAnimationScript(sceneId)->_state, 9 + sceneId);
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if (!stackPos(1))
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_vm->setSceneAnimationScriptUpdate(false);
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Walk_Actor_To_Point(EMCState *state) {
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return _vm->getDrew()->walkTo(stackPos(0), stackPos(1));
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}
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int32 ScriptFunc::sys_Cmd_Set_Sack_Visible(EMCState *state) {
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_vm->state()->_sackVisible = stackPos(0) > 0;
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Set_Actor_Facing(EMCState *state) {
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_vm->getDrew()->forceFacing(stackPos(0));
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_vm->getDrew()->playStandingAnim();
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return 0;
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}
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int32 ScriptFunc::sys_Cmd_Confiscate_Inventory(EMCState *state) {
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for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) {
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_vm->state()->_confiscatedInventory[_vm->state()->_numConfiscatedInventoryItems] = _vm->state()->_inventory[i];
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_vm->state()->_numConfiscatedInventoryItems++;
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}
|
|
_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) {
|
|
if (!_vm->getFlux()->getFlag()) {
|
|
_vm->getFlux()->playAnim(stackPos(0), 0, stackPos(1));
|
|
_vm->getFlux()->setFlag(_vm->getFlux()->getFlag() | 4);
|
|
}
|
|
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));
|
|
Common::strlcpy(_vm->state()->_locations[locationId]._name, GetText(1, state), 64);
|
|
Common::strlcpy(_vm->state()->_locations[locationId]._music, GetText(3, state), 64);
|
|
Common::strlcpy(_vm->state()->_locations[locationId]._cutaway, GetText(4, state), 64);
|
|
_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
|