scummvm/engines/saga/sfuncs.cpp

2128 lines
52 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.
*
* $URL$
* $Id$
*
*/
// Scripting module script function component
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/actor.h"
#include "saga/animation.h"
#include "saga/console.h"
#include "saga/events.h"
#include "saga/font.h"
#include "saga/interface.h"
#include "saga/music.h"
#include "saga/itedata.h"
#include "saga/puzzle.h"
#include "saga/render.h"
#include "saga/sound.h"
#include "saga/sndres.h"
#include "saga/script.h"
#include "saga/objectmap.h"
#include "saga/scene.h"
#include "saga/isomap.h"
#include "saga/sagaresnames.h"
#include "common/config-manager.h"
namespace Saga {
#define OPCODE(x) {&Script::x, #x}
void Script::setupScriptFuncList(void) {
static const ScriptFunctionDescription ITEscriptFunctionsList[ITE_SCRIPT_FUNCTION_MAX] = {
OPCODE(sfPutString),
OPCODE(sfWait),
OPCODE(sfTakeObject),
OPCODE(sfIsCarried),
OPCODE(sfStatusBar),
OPCODE(sfMainMode),
OPCODE(sfScriptWalkTo),
OPCODE(sfScriptDoAction),
OPCODE(sfSetActorFacing),
OPCODE(sfStartBgdAnim),
OPCODE(sfStopBgdAnim),
OPCODE(sfLockUser),
OPCODE(sfPreDialog),
OPCODE(sfKillActorThreads),
OPCODE(sfFaceTowards),
OPCODE(sfSetFollower),
OPCODE(sfScriptGotoScene),
OPCODE(sfSetObjImage),
OPCODE(sfSetObjName),
OPCODE(sfGetObjImage),
OPCODE(sfGetNumber),
OPCODE(sfScriptOpenDoor),
OPCODE(sfScriptCloseDoor),
OPCODE(sfSetBgdAnimSpeed),
OPCODE(SF_cycleColors),
OPCODE(sfDoCenterActor),
OPCODE(sfStartBgdAnimSpeed),
OPCODE(sfScriptWalkToAsync),
OPCODE(sfEnableZone),
OPCODE(sfSetActorState),
OPCODE(sfScriptMoveTo),
OPCODE(sfSceneEq),
OPCODE(sfDropObject),
OPCODE(sfFinishBgdAnim),
OPCODE(sfSwapActors),
OPCODE(sfSimulSpeech),
OPCODE(sfScriptWalk),
OPCODE(sfCycleFrames),
OPCODE(sfSetFrame),
OPCODE(sfSetPortrait),
OPCODE(sfSetProtagPortrait),
OPCODE(sfChainBgdAnim),
OPCODE(sfScriptSpecialWalk),
OPCODE(sfPlaceActor),
OPCODE(sfCheckUserInterrupt),
OPCODE(sfScriptWalkRelative),
OPCODE(sfScriptMoveRelative),
OPCODE(sfSimulSpeech2),
OPCODE(sfPlacard),
OPCODE(sfPlacardOff),
OPCODE(sfSetProtagState),
OPCODE(sfResumeBgdAnim),
OPCODE(sfThrowActor),
OPCODE(sfWaitWalk),
OPCODE(sfScriptSceneID),
OPCODE(sfChangeActorScene),
OPCODE(sfScriptClimb),
OPCODE(sfSetDoorState),
OPCODE(sfSetActorZ),
OPCODE(sfScriptText),
OPCODE(sfGetActorX),
OPCODE(sfGetActorY),
OPCODE(sfEraseDelta),
OPCODE(sfPlayMusic),
OPCODE(sfPickClimbOutPos),
OPCODE(sfTossRif),
OPCODE(sfShowControls),
OPCODE(sfShowMap),
OPCODE(sfPuzzleWon),
OPCODE(sfEnableEscape),
OPCODE(sfPlaySound),
OPCODE(sfPlayLoopedSound),
OPCODE(sfGetDeltaFrame),
OPCODE(sfShowProtect),
OPCODE(sfProtectResult),
OPCODE(sfRand),
OPCODE(sfFadeMusic),
OPCODE(sfPlayVoice)
};
static const ScriptFunctionDescription IHNMscriptFunctionsList[IHNM_SCRIPT_FUNCTION_MAX] = {
OPCODE(sfNull),
OPCODE(sfWait),
OPCODE(sfTakeObject),
OPCODE(sfIsCarried),
OPCODE(sfStatusBar),
OPCODE(sfMainMode),
OPCODE(sfScriptWalkTo),
OPCODE(sfScriptDoAction),
OPCODE(sfSetActorFacing),
OPCODE(sfStartBgdAnim),
OPCODE(sfStopBgdAnim),
OPCODE(sfLockUser),
OPCODE(sfPreDialog),
OPCODE(sfKillActorThreads),
OPCODE(sfFaceTowards),
OPCODE(sfSetFollower),
OPCODE(sfScriptGotoScene),
OPCODE(sfSetObjImage),
OPCODE(sfSetObjName),
OPCODE(sfGetObjImage),
OPCODE(sfGetNumber),
OPCODE(sfScriptOpenDoor),
OPCODE(sfScriptCloseDoor),
OPCODE(sfSetBgdAnimSpeed),
OPCODE(SF_cycleColors),
OPCODE(sfDoCenterActor),
OPCODE(sfStartBgdAnimSpeed),
OPCODE(sfScriptWalkToAsync),
OPCODE(sfEnableZone),
OPCODE(sfSetActorState),
OPCODE(sfScriptMoveTo),
OPCODE(sfSceneEq),
OPCODE(sfDropObject),
OPCODE(sfFinishBgdAnim),
OPCODE(sfSwapActors),
OPCODE(sfSimulSpeech),
OPCODE(sfScriptWalk),
OPCODE(sfCycleFrames),
OPCODE(sfSetFrame),
OPCODE(sfSetPortrait),
OPCODE(sfSetProtagPortrait),
OPCODE(sfChainBgdAnim),
OPCODE(sfScriptSpecialWalk),
OPCODE(sfPlaceActor),
OPCODE(sfCheckUserInterrupt),
OPCODE(sfScriptWalkRelative),
OPCODE(sfScriptMoveRelative),
OPCODE(sfSimulSpeech2),
OPCODE(sfPsychicProfile),
OPCODE(sfPsychicProfileOff),
OPCODE(sfSetProtagState),
OPCODE(sfResumeBgdAnim),
OPCODE(sfThrowActor),
OPCODE(sfWaitWalk),
OPCODE(sfScriptSceneID),
OPCODE(sfChangeActorScene),
OPCODE(sfScriptClimb),
OPCODE(sfSetDoorState),
OPCODE(sfSetActorZ),
OPCODE(sfScriptText),
OPCODE(sfGetActorX),
OPCODE(sfGetActorY),
OPCODE(sfEraseDelta),
OPCODE(sfPlayMusic),
OPCODE(sfNull),
OPCODE(sfEnableEscape),
OPCODE(sfPlaySound),
OPCODE(sfPlayLoopedSound),
OPCODE(sfGetDeltaFrame),
OPCODE(sfNull),
OPCODE(sfNull),
OPCODE(sfRand),
OPCODE(sfFadeMusic),
OPCODE(sfNull),
OPCODE(sfSetChapterPoints),
OPCODE(sfSetPortraitBgColor),
OPCODE(sfScriptStartCutAway),
OPCODE(sfReturnFromCutAway),
OPCODE(sfEndCutAway),
OPCODE(sfGetMouseClicks),
OPCODE(sfResetMouseClicks),
OPCODE(sfWaitFrames),
OPCODE(sfScriptFade),
OPCODE(sfScriptStartVideo),
OPCODE(sfScriptReturnFromVideo),
OPCODE(sfScriptEndVideo),
OPCODE(sfSetActorZ),
OPCODE(sf87),
OPCODE(sf88),
OPCODE(sf89),
OPCODE(sfVstopFX),
OPCODE(sfVstopLoopedFX),
OPCODE(sfNull),
OPCODE(sfDemoIsInteractive),
OPCODE(sfVsetTrack),
OPCODE(sfGetPoints),
OPCODE(sfSetGlobalFlag),
OPCODE(sfClearGlobalFlag),
OPCODE(sfTestGlobalFlag),
OPCODE(sfSetPoints),
OPCODE(sfSetSpeechBox),
OPCODE(sfDebugShowData),
OPCODE(sfWaitFramesEsc),
OPCODE(sf103),
OPCODE(sfDisableAbortSpeeches)
};
if (_vm->getGameType() == GType_IHNM)
_scriptFunctionsList = IHNMscriptFunctionsList;
else
_scriptFunctionsList = ITEscriptFunctionsList;
}
// Script function #0 (0x00)
// Print a debugging message
void Script::sfPutString(SCRIPTFUNC_PARAMS) {
const char *str;
str = thread->_strings->getString(thread->pop());
_vm->_console->DebugPrintf("sfPutString: %s\n",str);
debug(0, "sfPutString: %s", str);
}
// Script function #1 (0x01) blocking
// Param1: time in ticks
void Script::sfWait(SCRIPTFUNC_PARAMS) {
int16 time;
time = thread->pop();
if (!_skipSpeeches) {
thread->waitDelay(ticksToMSec(time)); // put thread to sleep
}
}
// Script function #2 (0x02)
void Script::sfTakeObject(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
ObjectData *obj;
obj = _vm->_actor->getObj(objectId);
if (obj->_sceneNumber != ITE_SCENE_INV) {
obj->_sceneNumber = ITE_SCENE_INV;
//4debug for (int j=0;j<17;j++)
_vm->_interface->addToInventory(objectId);
}
}
// Script function #3 (0x03)
// Check if an object is carried.
void Script::sfIsCarried(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
CommonObjectData *object;
if (_vm->_actor->validObjId(objectId)) {
object = _vm->_actor->getObj(objectId);
thread->_returnValue = (object->_sceneNumber == ITE_SCENE_INV) ? 1 : 0;
} else {
thread->_returnValue = 0;
}
}
// Script function #4 (0x04) nonblocking
// Set the command display to the specified text string
// Param1: dialogue index of string
void Script::sfStatusBar(SCRIPTFUNC_PARAMS) {
int16 stringIndex = thread->pop();
_vm->_interface->setStatusText(thread->_strings->getString(stringIndex));
}
// Script function #5 (0x05)
void Script::sfMainMode(SCRIPTFUNC_PARAMS) {
_vm->_actor->_centerActor = _vm->_actor->_protagonist;
showVerb();
_vm->_interface->activate();
_vm->_interface->setMode(kPanelMain);
if (_vm->getGameType() == GType_ITE)
setPointerVerb();
}
// Script function #6 (0x06) blocking
// Param1: actor id
// Param2: actor x
// Param3: actor y
void Script::sfScriptWalkTo(SCRIPTFUNC_PARAMS) {
uint16 actorId;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation)) {
thread->waitWalk(actor);
}
}
// Script function #7 (0x07)
// Param1: actor id
// Param2: action
// Param3: theObject
// Param4: withObject
void Script::sfScriptDoAction(SCRIPTFUNC_PARAMS) {
uint16 objectId;
uint16 action;
uint16 theObject;
uint16 withObject;
int16 scriptEntryPointNumber;
int16 moduleNumber;
ActorData *actor;
ObjectData *obj;
const HitZone *hitZone;
Event event;
objectId = thread->pop();
action = thread->pop();
theObject = thread->pop();
withObject = thread->pop();
switch (objectTypeId(objectId)) {
case kGameObjectObject:
obj = _vm->_actor->getObj(objectId);
scriptEntryPointNumber = obj->_scriptEntrypointNumber;
if (scriptEntryPointNumber <= 0) {
return;
}
moduleNumber = 0;
break;
case kGameObjectActor:
actor = _vm->_actor->getActor(objectId);
scriptEntryPointNumber = actor->_scriptEntrypointNumber;
if (scriptEntryPointNumber <= 0) {
return;
}
if (actor->_flags & (kProtagonist | kFollower)) {
moduleNumber = 0;
} else {
moduleNumber = _vm->_scene->getScriptModuleNumber();
}
break;
case kGameObjectHitZone:
case kGameObjectStepZone:
if (objectTypeId(objectId) == kGameObjectHitZone)
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(objectId));
else
hitZone = _vm->_scene->_actionMap->getHitZone(objectIdToIndex(objectId));
if (hitZone == NULL)
return;
scriptEntryPointNumber = hitZone->getScriptNumber();
moduleNumber = _vm->_scene->getScriptModuleNumber();
break;
default:
error("Script::sfScriptDoAction wrong object type 0x%X", objectId);
}
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventExecNonBlocking;
event.time = 0;
event.param = moduleNumber;
event.param2 = scriptEntryPointNumber;
event.param3 = action; // Action
event.param4 = theObject; // Object
event.param5 = withObject; // With Object
event.param6 = objectId;
_vm->_events->queue(&event);
}
// Script function #8 (0x08) nonblocking
// Param1: actor id
// Param2: actor orientation
void Script::sfSetActorFacing(SCRIPTFUNC_PARAMS) {
int16 actorId;
int actorDirection;
ActorData *actor;
actorId = thread->pop();
actorDirection = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->_facingDirection = actor->_actionDirection = actorDirection;
actor->_targetObject = ID_NOTHING;
}
// Script function #9 (0x09)
void Script::sfStartBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
int16 cycles = thread->pop();
_vm->_anim->setCycles(animId, cycles);
_vm->_anim->setFrameTime(animId, ticksToMSec(kRepeatSpeedTicks));
_vm->_anim->play(animId, 0);
debug(1, "sfStartBgdAnim(%d, %d)", animId, cycles);
}
// Script function #10 (0x0A)
void Script::sfStopBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
_vm->_anim->stop(animId);
debug(1, "sfStopBgdAnim(%d)", animId);
}
// Script function #11 (0x0B) nonblocking
// If the parameter is true, the user interface is disabled while script
// continues to run. If the parameter is false, the user interface is
// reenabled.
// Param1: boolean
void Script::sfLockUser(SCRIPTFUNC_PARAMS) {
int16 lock;
lock = thread->pop();
if (lock) {
_vm->_interface->deactivate();
} else {
_vm->_interface->activate();
}
}
// Script function #12 (0x0C)
// Disables mouse input, etc.
void Script::sfPreDialog(SCRIPTFUNC_PARAMS) {
_vm->_interface->deactivate();
_vm->_interface->converseClear();
if (_vm->_interface->isInMainMode())
_vm->_interface->setMode(kPanelConverse);
else
_vm->_interface->converseDisplayText();
_vm->_interface->setMode(kPanelNull);
}
// Script function #13 (0x0D)
void Script::sfKillActorThreads(SCRIPTFUNC_PARAMS) {
ScriptThread *anotherThread;
ScriptThreadList::iterator threadIterator;
int16 actorId;
actorId = thread->pop();
for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
anotherThread = threadIterator.operator->();
if ((anotherThread != thread) && (anotherThread->_threadVars[kThreadVarActor] == actorId)) {
anotherThread->_flags &= ~kTFlagWaiting;
anotherThread->_flags |= kTFlagAborted;
}
}
}
// Script function #14 (0x0E)
// Param1: actor id
// Param2: object id
void Script::sfFaceTowards(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 targetObject;
ActorData *actor;
actorId = thread->pop();
targetObject = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->_targetObject = targetObject;
}
// Script function #15 (0x0F)
// Param1: actor id
// Param2: target object
void Script::sfSetFollower(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 targetObject;
ActorData *actor;
actorId = thread->pop();
targetObject = thread->pop();
debug(1, "sfSetFollower(%d, %d) [%d]", actorId, targetObject, _vm->_actor->actorIdToIndex(actorId));
actor = _vm->_actor->getActor(actorId);
actor->_targetObject = targetObject;
if (targetObject != ID_NOTHING) {
actor->_flags |= kFollower;
actor->_actorFlags &= ~kActorNoFollow;
} else {
actor->_flags &= ~kFollower;
}
}
// Script function #16 (0x10)
void Script::sfScriptGotoScene(SCRIPTFUNC_PARAMS) {
int16 sceneNumber;
int16 entrance;
int16 transition = 0; // IHNM
sceneNumber = thread->pop();
entrance = thread->pop();
if (_vm->getGameType() == GType_IHNM)
transition = thread->pop();
if (sceneNumber < 0) {
if (_vm->getGameType() == GType_ITE) {
_vm->shutDown();
return;
}
}
if (_vm->getGameType() == GType_IHNM) {
warning("FIXME: implement sfScriptGotoScene differences for IHNM");
// Since it doesn't look like the IHNM scripts remove the
// cutaway after the intro, this is probably the best place to
// to it.
_vm->_anim->clearCutaway();
}
// It is possible to leave scene when converse panel is on,
// particulalrly it may happen at Moneychanger tent. This
// prevent this from happening.
if (_vm->_interface->getMode() == kPanelConverse) {
_vm->_interface->setMode(kPanelMain);
}
if (sceneNumber == -1 && _vm->getGameType() == GType_IHNM) {
// TODO: This is used to return back to the character selection screen in IHNM.
// However, it seems more than this is needed, AM's speech is wrong and no actors
// are shown
_vm->_scene->changeScene(154, entrance, kTransitionFade, 8);
} else {
_vm->_scene->changeScene(sceneNumber, entrance, (sceneNumber == ITE_SCENE_ENDCREDIT1) ? kTransitionFade : kTransitionNoFade);
}
//TODO: placard stuff
_pendingVerb = _vm->_script->getVerbType(kVerbNone);
_currentObject[0] = _currentObject[1] = ID_NOTHING;
showVerb();
}
// Script function #17 (0x11)
// Param1: object id
// Param2: sprite index
void Script::sfSetObjImage(SCRIPTFUNC_PARAMS) {
uint16 objectId;
uint16 spriteId;
ObjectData *obj;
objectId = thread->pop();
spriteId = thread->pop();
obj = _vm->_actor->getObj(objectId);
obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
_vm->_interface->refreshInventory();
}
// Script function #18 (0x12)
// Param1: object id
// Param2: name index
void Script::sfSetObjName(SCRIPTFUNC_PARAMS) {
uint16 objectId;
uint16 nameIdx;
ObjectData *obj;
objectId = thread->pop();
nameIdx = thread->pop();
obj = _vm->_actor->getObj(objectId);
obj->_nameIndex = nameIdx;
}
// Script function #19 (0x13)
// Param1: object id
void Script::sfGetObjImage(SCRIPTFUNC_PARAMS) {
uint16 objectId;
ObjectData *obj;
objectId = thread->pop();
obj = _vm->_actor->getObj(objectId);
if (_vm->getGameType() == GType_IHNM)
thread->_returnValue = obj->_spriteListResourceId;
else
thread->_returnValue = obj->_spriteListResourceId - OBJ_SPRITE_BASE;
}
// Script function #20 (0x14)
void Script::sfGetNumber(SCRIPTFUNC_PARAMS) {
if (_vm->_interface->_statusTextInputState == kStatusTextInputFirstRun) {
_vm->_interface->enterStatusString();
thread->wait(kWaitTypeStatusTextInput);
disContinue = true;
} else {
if (_vm->_interface->_statusTextInputState == kStatusTextInputAborted) {
thread->_returnValue = -1;
} else {
thread->_returnValue = atoi(_vm->_interface->_statusTextInputString);
}
_vm->_interface->_statusTextInputState = kStatusTextInputFirstRun;
}
}
// Script function #21 (0x15)
// Param1: door #
void Script::sfScriptOpenDoor(SCRIPTFUNC_PARAMS) {
int16 doorNumber;
doorNumber = thread->pop();
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->setTileDoorState(doorNumber, 1);
} else {
_vm->_scene->setDoorState(doorNumber, 0);
}
}
// Script function #22 (0x16)
// Param1: door #
void Script::sfScriptCloseDoor(SCRIPTFUNC_PARAMS) {
int16 doorNumber;
doorNumber = thread->pop();
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->setTileDoorState(doorNumber, 0);
} else {
_vm->_scene->setDoorState(doorNumber, 0xff);
}
}
// Script function #23 (0x17)
void Script::sfSetBgdAnimSpeed(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
int16 speed = thread->pop();
_vm->_anim->setFrameTime(animId, ticksToMSec(speed));
debug(1, "sfSetBgdAnimSpeed(%d, %d)", animId, speed);
}
// Script function #24 (0x18)
void Script::SF_cycleColors(SCRIPTFUNC_PARAMS) {
SF_stub("SF_cycleColors", thread, nArgs);
error("Please, report this to sev");
}
// Script function #25 (0x19)
// Param1: actor id
void Script::sfDoCenterActor(SCRIPTFUNC_PARAMS) {
int16 actorId;
actorId = thread->pop();
_vm->_actor->_centerActor = _vm->_actor->getActor(actorId);
}
// Script function #26 (0x1A) nonblocking
// Starts the specified animation
void Script::sfStartBgdAnimSpeed(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
int16 cycles = thread->pop();
int16 speed = thread->pop();
_vm->_anim->setCycles(animId, cycles);
_vm->_anim->setFrameTime(animId, ticksToMSec(speed));
_vm->_anim->play(animId, 0);
debug(1, "sfStartBgdAnimSpeed(%d, %d, %d)", animId, cycles, speed);
}
// Script function #27 (0x1B) nonblocking
// Param1: actor id
// Param2: actor x
// Param3: actor y
void Script::sfScriptWalkToAsync(SCRIPTFUNC_PARAMS) {
int16 actorId;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
actor->_flags &= ~kFollower;
_vm->_actor->actorWalkTo(actorId, actorLocation);
}
// Script function #28 (0x1C)
void Script::sfEnableZone(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
int16 flag = thread->pop();
HitZone *hitZone;
if (objectTypeId(objectId) == 0)
return;
else if (objectTypeId(objectId) == kGameObjectHitZone)
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(objectId));
else
hitZone = _vm->_scene->_actionMap->getHitZone(objectIdToIndex(objectId));
if (hitZone == NULL)
return;
if (flag) {
hitZone->setFlag(kHitZoneEnabled);
} else {
hitZone->clearFlag(kHitZoneEnabled);
_vm->_actor->_protagonist->_lastZone = NULL;
}
}
// Script function #29 (0x1D)
// Param1: actor id
// Param2: current action
void Script::sfSetActorState(SCRIPTFUNC_PARAMS) {
int16 actorId;
int currentAction;
ActorData *actor;
actorId = thread->pop();
currentAction = thread->pop();
actor = _vm->_actor->getActor(actorId);
if ((currentAction >= kActionWalkToPoint) && (currentAction <= kActionWalkToPoint)) {
wakeUpActorThread(kWaitTypeWalk, actor);
}
actor->_currentAction = currentAction;
actor->_actorFlags &= ~kActorBackwards;
}
// Script function #30 (0x1E) nonblocking
// Param1: actor id
// Param2: actor pos x
// Param3: actor pos y
void Script::sfScriptMoveTo(SCRIPTFUNC_PARAMS) {
int16 objectId;
Location location;
ActorData *actor;
ObjectData *obj;
objectId = thread->pop();
location.x = thread->pop();
location.y = thread->pop();
if (_vm->_actor->validActorId(objectId)) {
actor = _vm->_actor->getActor(objectId);
actor->_location.x = location.x;
actor->_location.y = location.y;
} else {
if (_vm->_actor->validObjId(objectId)) {
obj = _vm->_actor->getObj(objectId);
obj->_location.x = location.x;
obj->_location.y = location.y;
}
}
}
// Script function #31 (0x21)
// Param1: sceneNumber
void Script::sfSceneEq(SCRIPTFUNC_PARAMS) {
int16 sceneNumber = thread->pop();
if (_vm->_scene->getSceneResourceId(sceneNumber) == _vm->_scene->currentSceneResourceId())
thread->_returnValue = 1;
else
thread->_returnValue = 0;
}
// Script function #32 (0x20)
void Script::sfDropObject(SCRIPTFUNC_PARAMS) {
uint16 objectId;
uint16 spriteId;
int16 x;
int16 y;
ObjectData *obj;
objectId = thread->pop();
spriteId = thread->pop();
x = thread->pop();
y = thread->pop();
obj = _vm->_actor->getObj(objectId);
if (obj->_sceneNumber == ITE_SCENE_INV) {
_vm->_interface->removeFromInventory(objectId);
}
obj->_sceneNumber = _vm->_scene->currentSceneNumber();
if (_vm->getGameType() == GType_IHNM)
obj->_spriteListResourceId = spriteId;
else
obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
obj->_location.x = x;
obj->_location.y = y;
}
// Script function #33 (0x21)
void Script::sfFinishBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
_vm->_anim->finish(animId);
debug(1, "sfFinishBgdAnim(%d)", animId);
}
// Script function #34 (0x22)
// Param1: actor id 1
// Param2: actor id 2
void Script::sfSwapActors(SCRIPTFUNC_PARAMS) {
int16 actorId1;
int16 actorId2;
ActorData *actor1;
ActorData *actor2;
actorId1 = thread->pop();
actorId2 = thread->pop();
actor1 = _vm->_actor->getActor(actorId1);
actor2 = _vm->_actor->getActor(actorId2);
SWAP(actor1->_location, actor2->_location);
if (actor1->_flags & kProtagonist) {
actor1->_flags &= ~kProtagonist;
actor2->_flags |= kProtagonist;
_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2;
if (_vm->getGameType() == GType_IHNM)
_vm->_scene->setProtag(actorId2);
} else if (actor2->_flags & kProtagonist) {
actor2->_flags &= ~kProtagonist;
actor1->_flags |= kProtagonist;
_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1;
if (_vm->getGameType() == GType_IHNM)
_vm->_scene->setProtag(actorId1);
}
}
// Script function #35 (0x23)
// Param1: string rid
// Param2: actorscount
// Param3: actor id1
///....
// Param3: actor idN
void Script::sfSimulSpeech(SCRIPTFUNC_PARAMS) {
int16 stringId;
int16 actorsCount;
int i;
uint16 actorsIds[ACTOR_SPEECH_ACTORS_MAX];
const char *string;
int16 sampleResourceId = -1;
stringId = thread->pop();
actorsCount = thread->pop();
if (actorsCount > ACTOR_SPEECH_ACTORS_MAX)
error("sfSimulSpeech actorsCount=0x%X exceed ACTOR_SPEECH_ACTORS_MAX", actorsCount);
for (i = 0; i < actorsCount; i++)
actorsIds[i] = thread->pop();
string = thread->_strings->getString(stringId);
if (thread->_voiceLUT->voices) {
if (_vm->getGameType() == GType_IHNM && stringId >= 338) {
sampleResourceId = -1;
} else {
sampleResourceId = thread->_voiceLUT->voices[stringId];
if (sampleResourceId <= 0 || sampleResourceId > 4000)
sampleResourceId = -1;
}
}
_vm->_actor->simulSpeech(string, actorsIds, actorsCount, 0, sampleResourceId);
thread->wait(kWaitTypeSpeech);
}
// Script function #36 (0x24) ?
// Param1: actor id
// Param2: actor x
// Param3: actor y
// Param4: actor walk flag
void Script::sfScriptWalk(SCRIPTFUNC_PARAMS) {
int16 actorId;
Location actorLocation;
ActorData *actor;
uint16 walkFlags;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, ID_NOTHING, walkFlags);
actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) {
thread->waitWalk(actor);
}
if (walkFlags & kWalkBackPedal) {
actor->_actorFlags |= kActorBackwards;
}
actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #37 (0x25) nonblocking
// Param1: actor id
// Param2: flags telling how to cycle the frames
// Param3: cycle frame number
// Param4: cycle delay
void Script::sfCycleFrames(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 flags;
int cycleFrameSequence;
int cycleDelay;
ActorData *actor;
actorId = thread->pop();
flags = thread->pop();
cycleFrameSequence = thread->pop();
cycleDelay = thread->pop();
actor = _vm->_actor->getActor(actorId);
if (flags & kCyclePong) {
actor->_currentAction = kActionPongFrames;
} else {
actor->_currentAction = kActionCycleFrames;
}
actor->_actorFlags &= ~(kActorContinuous | kActorRandom | kActorBackwards);
if (!(flags & kCycleOnce)) {
actor->_actorFlags |= kActorContinuous;
}
if (flags & kCycleRandom) {
actor->_actorFlags |= kActorRandom;
}
if (flags & kCycleReverse) {
actor->_actorFlags |= kActorBackwards;
}
actor->_cycleFrameSequence = cycleFrameSequence;
actor->_cycleTimeCount = 0;
actor->_cycleDelay = cycleDelay;
actor->_actionCycle = 0;
}
// Script function #38 (0x26) nonblocking
// Param1: actor id
// Param2: frame type
// Param3: frame offset
void Script::sfSetFrame(SCRIPTFUNC_PARAMS) {
int16 actorId;
int frameType;
int frameOffset;
ActorData *actor;
ActorFrameRange *frameRange;
actorId = thread->pop();
frameType = thread->pop();
frameOffset = thread->pop();
actor = _vm->_actor->getActor(actorId);
frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
actor->_frameNumber = frameRange->frameIndex + frameOffset;
if (actor->_currentAction != kActionFall) {
actor->_currentAction = kActionFreeze;
}
}
// Script function #39 (0x27)
// Sets the right-hand portrait
void Script::sfSetPortrait(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
_vm->_interface->setRightPortrait(param);
}
// Script function #40 (0x28)
// Sets the left-hand portrait
void Script::sfSetProtagPortrait(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
_vm->_interface->setLeftPortrait(param);
}
// Script function #41 (0x29) nonblocking
// Links the specified animations for playback
// Param1: ?
// Param2: total linked frame count
// Param3: animation id link target
// Param4: animation id link source
void Script::sfChainBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId1 = thread->pop();
int16 animId = thread->pop();
int16 cycles = thread->pop();
int16 speed = thread->pop();
if (speed >= 0) {
_vm->_anim->setCycles(animId, cycles);
_vm->_anim->stop(animId);
_vm->_anim->setFrameTime(animId, ticksToMSec(speed));
}
_vm->_anim->link(animId1, animId);
debug(1, "sfChainBgdAnim(%d, %d, %d, %d)", animId1, animId, cycles, speed);
}
// Script function #42 (0x2A)
// Param1: actor id
// Param2: actor x
// Param3: actor y
// Param4: frame seq
void Script::sfScriptSpecialWalk(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 walkFrameSequence;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
walkFrameSequence = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
_vm->_actor->actorWalkTo(actorId, actorLocation);
actor->_walkFrameSequence = walkFrameSequence;
}
// Script function #43 (0x2B) nonblocking
// Param1: actor id
// Param2: actor x
// Param3: actor y
// Param4: actor direction
// Param5: actor action
// Param6: actor frame number
void Script::sfPlaceActor(SCRIPTFUNC_PARAMS) {
int16 actorId;
Location actorLocation;
int actorDirection;
int frameType;
int frameOffset;
ActorData *actor;
ActorFrameRange *frameRange;
actorId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actorDirection = thread->pop();
frameType = thread->pop();
frameOffset = thread->pop();
debug(1, "sfPlaceActor(id = 0x%x, x=%d, y=%d, dir=%d, frameType=%d, frameOffset=%d)", actorId, actorLocation.x,
actorLocation.y, actorDirection, frameType, frameOffset);
actor = _vm->_actor->getActor(actorId);
actor->_location.x = actorLocation.x;
actor->_location.y = actorLocation.y;
actor->_facingDirection = actor->_actionDirection = actorDirection;
if (!actor->_frames)
_vm->_actor->loadActorResources(actor); //? is not it already loaded ?
if (frameType >= 0) {
frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
if (frameRange->frameCount <= frameOffset) {
warning("Wrong frameOffset 0x%X", frameOffset);
}
actor->_frameNumber = frameRange->frameIndex + frameOffset;
actor->_currentAction = kActionFreeze;
} else {
actor->_currentAction = kActionWait;
}
actor->_targetObject = ID_NOTHING;
}
// Script function #44 (0x2C) nonblocking
// Checks to see if the user has interrupted a currently playing
// game cinematic. Pushes a zero or positive value if the game
// has not been interrupted.
void Script::sfCheckUserInterrupt(SCRIPTFUNC_PARAMS) {
thread->_returnValue = (_skipSpeeches == true);
}
// Script function #45 (0x2D)
// Param1: actor id
// Param2: object id
// Param3: actor x
// Param4: actor y
// Param5: actor walk flag
void Script::sfScriptWalkRelative(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 objectId;
uint16 walkFlags;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
objectId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) {
thread->waitWalk(actor);
}
if (walkFlags & kWalkBackPedal) {
actor->_actorFlags |= kActorBackwards;
}
actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #46 (0x2E)
// Param1: actor id
// Param2: object id
// Param3: actor x
// Param4: actor y
// Param5: actor walk flag
void Script::sfScriptMoveRelative(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 objectId;
uint16 walkFlags;
Location actorLocation;
ActorData *actor;
actorId = thread->pop();
objectId = thread->pop();
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
actor->_location = actorLocation;
actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #47 (0x2F)
void Script::sfSimulSpeech2(SCRIPTFUNC_PARAMS) {
int16 stringId;
int16 actorsCount;
int16 speechFlags;
int i;
uint16 actorsIds[ACTOR_SPEECH_ACTORS_MAX];
const char *string;
int16 sampleResourceId = -1;
stringId = thread->pop();
actorsCount = thread->pop();
speechFlags = thread->pop();
if (actorsCount > ACTOR_SPEECH_ACTORS_MAX)
error("sfSimulSpeech2 actorsCount=0x%X exceed ACTOR_SPEECH_ACTORS_MAX", actorsCount);
for (i = 0; i < actorsCount; i++)
actorsIds[i] = thread->pop();
string = thread->_strings->getString(stringId);
if (thread->_voiceLUT->voices) {
sampleResourceId = thread->_voiceLUT->voices[stringId];
if (sampleResourceId <= 0 || sampleResourceId > 4000)
sampleResourceId = -1;
}
_vm->_actor->simulSpeech(string, actorsIds, actorsCount, speechFlags, sampleResourceId);
thread->wait(kWaitTypeSpeech);
}
// Script function #48 (0x30)
// Param1: string rid
void Script::sfPlacard(SCRIPTFUNC_PARAMS) {
int stringId;
Surface *backBuffer = _vm->_gfx->getBackBuffer();
static PalEntry cur_pal[PAL_ENTRIES];
PalEntry *pal;
Event event;
Event *q_event;
if (_vm->getGameType() == GType_IHNM) {
warning("Psychic profile is not implemented");
return;
}
thread->wait(kWaitTypePlacard);
_vm->_interface->rememberMode();
_vm->_interface->setMode(kPanelPlacard);
stringId = thread->pop();
event.type = kEvTOneshot;
event.code = kCursorEvent;
event.op = kEventHide;
q_event = _vm->_events->queue(&event);
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kInterfaceEvent;
event.op = kEventClearStatus;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kGraphicsEvent;
event.op = kEventSetFlag;
event.param = RF_PLACARD;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kGraphicsEvent;
event.op = kEventFillRect;
event.data = backBuffer;
event.param = 138;
event.param2 = 0;
event.param3 = _vm->_scene->getHeight();
event.param4 = 0;
event.param5 = _vm->getDisplayWidth();
q_event = _vm->_events->chain(q_event, &event);
// Put the text in the center of the viewport, assuming it will fit on
// one line. If we cannot make that assumption we'll need to extend
// the text drawing function so that it can center text around a point.
// It doesn't end up in exactly the same spot as the original did it,
// but it's close enough for now at least.
TextListEntry textEntry;
textEntry.knownColor = kKnownColorBrightWhite;
textEntry.effectKnownColor = kKnownColorBlack;
textEntry.point.x = _vm->getDisplayWidth() / 2;
textEntry.point.y = (_vm->_scene->getHeight() - _vm->_font->getHeight(kKnownFontMedium)) / 2;
textEntry.font = kKnownFontMedium;
textEntry.flags = (FontEffectFlags)(kFontOutline | kFontCentered);
textEntry.text = thread->_strings->getString(stringId);
_placardTextEntry = _vm->_scene->_textList.addEntry(textEntry);
event.type = kEvTOneshot;
event.code = kTextEvent;
event.op = kEventDisplay;
event.data = _placardTextEntry;
q_event = _vm->_events->chain(q_event, &event);
_vm->_scene->getBGPal(pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventThreadWake;
event.param = kWaitTypePlacard;
q_event = _vm->_events->chain(q_event, &event);
}
// Script function #49 (0x31)
void Script::sfPlacardOff(SCRIPTFUNC_PARAMS) {
static PalEntry cur_pal[PAL_ENTRIES];
PalEntry *pal;
Event event;
Event *q_event;
thread->wait(kWaitTypePlacard);
_vm->_interface->restoreMode();
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
q_event = _vm->_events->queue(&event);
event.type = kEvTOneshot;
event.code = kGraphicsEvent;
event.op = kEventClearFlag;
event.param = RF_PLACARD;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kTextEvent;
event.op = kEventRemove;
event.data = _placardTextEntry;
q_event = _vm->_events->chain(q_event, &event);
_vm->_scene->getBGPal(pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = pal;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kCursorEvent;
event.op = kEventShow;
q_event = _vm->_events->chain(q_event, &event);
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventThreadWake;
event.param = kWaitTypePlacard;
q_event = _vm->_events->chain(q_event, &event);
}
void Script::sfPsychicProfile(SCRIPTFUNC_PARAMS) {
SF_stub("sfPsychicProfile", thread, nArgs);
}
void Script::sfPsychicProfileOff(SCRIPTFUNC_PARAMS) {
SF_stub("sfPsychicProfileOff", thread, nArgs);
}
// Script function #50 (0x32)
void Script::sfSetProtagState(SCRIPTFUNC_PARAMS) {
int protagState = thread->pop();
_vm->_actor->setProtagState(protagState);
}
// Script function #51 (0x33)
void Script::sfResumeBgdAnim(SCRIPTFUNC_PARAMS) {
int16 animId = thread->pop();
int16 cycles = thread->pop();
_vm->_anim->resume(animId, cycles);
debug(1, "sfResumeBgdAnimSpeed(%d, %d)", animId, cycles);
}
// Script function #52 (0x34)
// Param1: actor id
// Param2: x
// Param3: y
// Param4: unknown
// Param5: actionCycle
// Param6: flags
void Script::sfThrowActor(SCRIPTFUNC_PARAMS) {
int16 actorId;
ActorData *actor;
int16 flags;
int32 actionCycle;
Location location;
actorId = thread->pop();
location.x = thread->pop();
location.y = thread->pop();
thread->pop();
actionCycle = thread->pop();
flags = thread->pop();
actor = _vm->_actor->getActor(actorId);
location.z = actor->_location.z;
actor->_currentAction = kActionFall;
actor->_actionCycle = actionCycle;
actor->_fallAcceleration = -20;
actor->_fallVelocity = - (actor->_fallAcceleration * actor->_actionCycle) / 2;
actor->_fallPosition = actor->_location.z << 4;
actor->_finalTarget = location;
actor->_actionCycle--;
if (!(flags & kWalkAsync)) {
thread->waitWalk(actor);
}
}
// Script function #53 (0x35)
// Param1: actor id
// Param2: target object
void Script::sfWaitWalk(SCRIPTFUNC_PARAMS) {
int16 actorId;
ActorData *actor;
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
if ((actor->_currentAction == kActionWalkToPoint) ||
(actor->_currentAction == kActionWalkToLink) ||
(actor->_currentAction == kActionFall)) {
thread->waitWalk(actor);
}
}
// Script function #54 (0x36)
void Script::sfScriptSceneID(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->_scene->currentSceneNumber();
}
// Script function #55 (0x37)
// Param1: actor id
// Param2: scene number
void Script::sfChangeActorScene(SCRIPTFUNC_PARAMS) {
int16 actorId;
int32 sceneNumber;
ActorData *actor;
actorId = thread->pop();
sceneNumber = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->_sceneNumber = sceneNumber;
}
// Script function #56 (0x38)
// Param1: actor id
// Param2: z
// Param3: frame seq
// Param4: flags
void Script::sfScriptClimb(SCRIPTFUNC_PARAMS) {
int16 actorId;
int16 z;
ActorData *actor;
uint16 flags;
int cycleFrameSequence;
actorId = thread->pop();
z = thread->pop();
cycleFrameSequence = thread->pop();
flags = thread->pop();
actor = _vm->_actor->getActor(actorId);
actor->_finalTarget.z = z;
actor->_flags &= ~kFollower;
actor->_actionCycle = 1;
actor->_cycleFrameSequence = cycleFrameSequence;
actor->_currentAction = kActionClimb;
if (!(flags & kWalkAsync)) {
thread->waitWalk(actor);
}
}
// Script function #57 (0x39)
// Param1: door #
// Param2: door state
void Script::sfSetDoorState(SCRIPTFUNC_PARAMS) {
int16 doorNumber;
int16 doorState;
doorNumber = thread->pop();
doorState = thread->pop();
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->setTileDoorState(doorNumber, doorState);
} else {
_vm->_scene->setDoorState(doorNumber, doorState);
}
}
// Script function #58 (0x3A)
// Param1: actor id
// Param2: z
void Script::sfSetActorZ(SCRIPTFUNC_PARAMS) {
int16 objectId;
ActorData *actor;
ObjectData *obj;
int16 z;
objectId = thread->pop();
z = thread->pop();
if (_vm->_actor->validActorId(objectId)) {
actor = _vm->_actor->getActor(objectId);
actor->_location.z = z;
} else {
if (_vm->_actor->validObjId(objectId)) {
obj = _vm->_actor->getObj(objectId);
obj->_location.z = z;
}
}
}
// Script function #59 (0x3B)
// Param1: stringId
// Param2: flags
// Param3: color
// Param4: x
// Param5: y
void Script::sfScriptText(SCRIPTFUNC_PARAMS) {
int16 stringId;
int16 flags;
Rect rect;
int color;
Point point;
int width;
const char*text;
stringId = thread->pop();
flags = thread->pop();
color = thread->pop();
point.x = thread->pop();
point.y = thread->pop();
text = thread->_strings->getString(stringId);
width = _vm->_font->getStringWidth(kKnownFontScript, text, 0, kFontOutline);
rect.top = point.y - 6;
rect.setHeight(12);
rect.left = point.x - width / 2;
rect.setWidth(width);
_vm->_actor->setSpeechColor(color, _vm->KnownColor2ColorId(kKnownColorBlack));
_vm->_actor->nonActorSpeech(rect, &text, 1, -1, flags);
}
// Script function #60 (0x3C)
// Param1: actor id
void Script::sfGetActorX(SCRIPTFUNC_PARAMS) {
int16 actorId;
ActorData *actor;
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
thread->_returnValue = actor->_location.x >> 2;
}
// Script function #61 (0x3D)
// Param1: actor id
void Script::sfGetActorY(SCRIPTFUNC_PARAMS) {
int16 actorId;
ActorData *actor;
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
thread->_returnValue = actor->_location.y >> 2;
}
// Script function #62 (0x3E)
void Script::sfEraseDelta(SCRIPTFUNC_PARAMS) {
Surface *backGroundSurface;
BGInfo backGroundInfo;
backGroundSurface = _vm->_render->getBackGroundSurface();
_vm->_scene->getBGInfo(backGroundInfo);
backGroundSurface->blit(backGroundInfo.bounds, backGroundInfo.buffer);
}
// Script function #63 (0x3F)
void Script::sfPlayMusic(SCRIPTFUNC_PARAMS) {
if (_vm->getGameType() == GType_ITE) {
int16 param = thread->pop() + 9;
if (param >= 9 && param <= 34) {
_vm->_music->setVolume(-1, 1);
_vm->_music->play(param);
} else {
_vm->_music->stop();
}
} else {
int16 param1 = thread->pop();
int16 param2 = thread->pop();
if (param1 < 0) {
_vm->_music->stop();
return;
}
if (param1 >= _vm->_music->_songTableLen) {
warning("sfPlayMusic: Wrong song number (%d > %d)", param1, _vm->_music->_songTableLen - 1);
} else {
_vm->_music->setVolume(-1, 1);
_vm->_music->play(_vm->_music->_songTable[param1], param2 ? MUSIC_LOOP : MUSIC_NORMAL);
_vm->_scene->setCurrentMusicTrack(param1);
_vm->_scene->setCurrentMusicRepeat(param2);
}
}
}
// Script function #64 (0x40)
void Script::sfPickClimbOutPos(SCRIPTFUNC_PARAMS) {
int16 u, v, t;
ActorData *protagonist = _vm->_actor->_protagonist;
while (true) {
u = (_vm->_rnd.getRandomNumber(63) & 63) + 40;
v = (_vm->_rnd.getRandomNumber(63) & 63) + 40;
t = _vm->_isoMap->getTileIndex(u, v, 6);
if (t == 65) {
protagonist->_location.u() = (u << 4) + 4;
protagonist->_location.v() = (v << 4) + 4;
protagonist->_location.z = 48;
break;
}
}
}
// Script function #65 (0x41)
void Script::sfTossRif(SCRIPTFUNC_PARAMS) {
int16 uc , vc;
uint16 direction;
ActorData *protagonist = _vm->_actor->_protagonist;
uc = protagonist->_location.u() >> 4;
vc = protagonist->_location.v() >> 4;
if (_vm->_isoMap->findNearestChasm(uc, vc, direction)) {
uc <<= 4;
vc <<= 4;
protagonist->_facingDirection = direction;
protagonist->_finalTarget.u() = uc;
protagonist->_finalTarget.v() = vc;
protagonist->_finalTarget.z = -40;
protagonist->_currentAction = kActionFall;
protagonist->_actionCycle = 24;
protagonist->_fallAcceleration = - 20;
protagonist->_fallVelocity = - (protagonist->_fallAcceleration * 16) / 2 - (44 / 12);
protagonist->_fallPosition = protagonist->_location.z << 4;
protagonist->_actionCycle--;
}
}
// Script function #66 (0x42)
void Script::sfShowControls(SCRIPTFUNC_PARAMS) {
// It has zero implementation in Win rerelase, and in DOS
// release it deals with video ports.
}
// Script function #67 (0x43)
void Script::sfShowMap(SCRIPTFUNC_PARAMS) {
_vm->_interface->setMode(kPanelMap);
}
// Script function #68 (0x44)
void Script::sfPuzzleWon(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->_puzzle->isSolved();
}
// Script function #69 (0x45)
void Script::sfEnableEscape(SCRIPTFUNC_PARAMS) {
if (thread->pop())
_abortEnabled = true;
else {
_skipSpeeches = false;
_abortEnabled = false;
}
}
// Script function #70 (0x46)
void Script::sfPlaySound(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
int res;
if (param >= 0 && param < _vm->_sndRes->_fxTableLen) {
res = _vm->_sndRes->_fxTable[param].res;
if (_vm->getFeatures() & GF_CD_FX)
res -= 14;
_vm->_sndRes->playSound(res, _vm->_sndRes->_fxTable[param].vol, false);
} else {
_vm->_sound->stopSound();
}
}
// Script function #71 (0x47)
void Script::sfPlayLoopedSound(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
int res;
if (param >= 0 && param < _vm->_sndRes->_fxTableLen) {
res = _vm->_sndRes->_fxTable[param].res;
if (_vm->getFeatures() & GF_CD_FX)
res -= 14;
_vm->_sndRes->playSound(res, _vm->_sndRes->_fxTable[param].vol, true);
} else {
_vm->_sound->stopSound();
}
}
// Script function #72 (0x48)
void Script::sfGetDeltaFrame(SCRIPTFUNC_PARAMS) {
uint16 animId = (uint16)thread->pop();
thread->_returnValue = _vm->_anim->getCurrentFrame(animId);
}
// Script function #73 (0x49)
void Script::sfShowProtect(SCRIPTFUNC_PARAMS) {
if (_vm->_copyProtection) {
thread->wait(kWaitTypeRequest);
_vm->_interface->setMode(kPanelProtect);
}
}
// Script function #74 (0x4A)
void Script::sfProtectResult(SCRIPTFUNC_PARAMS) {
if (_vm->_copyProtection) {
thread->_returnValue = _vm->_interface->getProtectHash();
} else {
int protectHash;
//cheating
protectHash = thread->pop();
thread->push(protectHash);
thread->_returnValue = protectHash;
}
}
// Script function #75 (0x4b)
void Script::sfRand(SCRIPTFUNC_PARAMS) {
int16 param;
param = thread->pop();
thread->_returnValue = _vm->_rnd.getRandomNumber(param - 1);
}
// Script function #76 (0x4c)
void Script::sfFadeMusic(SCRIPTFUNC_PARAMS) {
_vm->_music->setVolume(0, 1000);
}
// Script function #77 (0x4d)
void Script::sfPlayVoice(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
warning("sfPlayVoice(%d)", param);
if (param > 0) {
_vm->_sndRes->playVoice(param + 3712);
} else {
_vm->_sound->stopSound();
}
}
void Script::finishDialog(int strID, int replyID, int flags, int bitOffset) {
byte *addr;
const char *str;
if (_conversingThread) {
_vm->_interface->setMode(kPanelNull);
if (_vm->getGameType() == GType_IHNM) {
str = _conversingThread->_strings->getString(strID);
if (*str != '[') {
int sampleResourceId = -1;
sampleResourceId = _conversingThread->_voiceLUT->voices[strID];
if (sampleResourceId < 0 || sampleResourceId > 4000)
sampleResourceId = -1;
_vm->_actor->actorSpeech(_vm->_actor->_protagonist->_id, &str, 1, sampleResourceId, 0);
}
}
_conversingThread->_flags &= ~kTFlagWaiting;
_conversingThread->push(replyID);
if (flags & kReplyOnce) {
addr = _conversingThread->_staticBase + (bitOffset >> 3);
*addr |= (1 << (bitOffset & 7));
}
}
_conversingThread = NULL;
wakeUpThreads(kWaitTypeDialogBegin);
}
void Script::sfSetChapterPoints(SCRIPTFUNC_PARAMS) {
int16 ethics = thread->pop();
int16 barometer = thread->pop();
int chapter = _vm->_scene->currentChapterNumber();
_vm->_ethicsPoints[chapter] = ethics;
_vm->_spiritualBarometer = ethics * 256 / barometer;
}
void Script::sfSetPortraitBgColor(SCRIPTFUNC_PARAMS) {
int16 red = thread->pop();
int16 green = thread->pop();
int16 blue = thread->pop();
_vm->_interface->setPortraitBgColor(red, green, blue);
}
void Script::sfScriptStartCutAway(SCRIPTFUNC_PARAMS) {
int16 cut;
int16 fade;
cut = thread->pop();
thread->pop(); // Not used
fade = thread->pop();
_vm->_anim->setCutAwayMode(kPanelCutaway);
_vm->_anim->playCutaway(cut, fade != 0);
}
void Script::sfReturnFromCutAway(SCRIPTFUNC_PARAMS) {
_vm->_anim->returnFromCutaway();
thread->wait(kWaitTypeWakeUp);
}
void Script::sfEndCutAway(SCRIPTFUNC_PARAMS) {
_vm->_anim->endCutaway();
}
void Script::sfGetMouseClicks(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->getMouseClickCount();
}
void Script::sfResetMouseClicks(SCRIPTFUNC_PARAMS) {
_vm->resetMouseClickCount();
}
// Used in IHNM only
// Param1: frames
void Script::sfWaitFrames(SCRIPTFUNC_PARAMS) {
int16 frames;
frames = thread->pop();
// HACK for the nightfall scene in Benny's chapter
// sfWaitFrames is supposed to wait for fadein and fadeout during that cutaway, but we
// don't support it yet (function sfScriptFade). This is a temporary hack to avoid
// having ScummVM wait for ever in that cutaway
// FIXME: Remove this hack once the palette fading is properly handled
if (_vm->_scene->currentChapterNumber() == 2 && _vm->_scene->currentSceneNumber() == 41 && _vm->_anim->hasCutaway())
return;
if (!_skipSpeeches)
thread->waitFrames(_vm->_frameCount + frames);
}
void Script::sfScriptFade(SCRIPTFUNC_PARAMS) {
thread->pop(); // first pal entry, ignored (already handled by Gfx::palToBlack)
thread->pop(); // last pal entry, ignored (already handled by Gfx::palToBlack)
int16 startingBrightness = thread->pop();
int16 endingBrightness = thread->pop();
// delay between pal changes is always 10 (not used)
static PalEntry cur_pal[PAL_ENTRIES];
Event event;
short delta = (startingBrightness < endingBrightness) ? +1 : -1;
_vm->_gfx->getCurrentPal(cur_pal);
// TODO: This is still wrong, probably a new event type needs to be added (kEventPalFade)
warning("TODO: sfScriptFade");
return;
if (startingBrightness > 255)
startingBrightness = 255;
if (startingBrightness < 0 )
startingBrightness = 0;
if (endingBrightness > 255)
endingBrightness = 255;
if (endingBrightness < 0)
endingBrightness = 0;
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration - ((endingBrightness - startingBrightness) * delta);
event.data = cur_pal;
_vm->_events->queue(&event);
}
void Script::sfScriptStartVideo(SCRIPTFUNC_PARAMS) {
int16 vid;
int16 fade;
vid = thread->pop();
fade = thread->pop();
_vm->_anim->setCutAwayMode(kPanelVideo);
_vm->_anim->startVideo(vid, fade != 0);
}
void Script::sfScriptReturnFromVideo(SCRIPTFUNC_PARAMS) {
_vm->_anim->returnFromVideo();
}
void Script::sfScriptEndVideo(SCRIPTFUNC_PARAMS) {
_vm->_anim->endVideo();
}
void Script::sf87(SCRIPTFUNC_PARAMS) {
SF_stub("sf87", thread, nArgs);
}
void Script::sf88(SCRIPTFUNC_PARAMS) {
SF_stub("sf88", thread, nArgs);
}
void Script::sf89(SCRIPTFUNC_PARAMS) {
SF_stub("sf89", thread, nArgs);
}
void Script::sfVstopFX(SCRIPTFUNC_PARAMS) {
_vm->_sound->stopSound();
}
void Script::sfVstopLoopedFX(SCRIPTFUNC_PARAMS) {
_vm->_sound->stopSound();
}
void Script::sfDemoIsInteractive(SCRIPTFUNC_PARAMS) {
thread->_returnValue = 0;
}
void Script::sfVsetTrack(SCRIPTFUNC_PARAMS) {
int16 chapter = thread->pop();
int16 sceneNumber = thread->pop();
int16 actorsEntrance = thread->pop();
debug(2, "sfVsetTrrack(%d, %d, %d)", chapter, sceneNumber, actorsEntrance);
_vm->_scene->changeScene(sceneNumber, actorsEntrance, kTransitionFade, chapter);
}
void Script::sfGetPoints(SCRIPTFUNC_PARAMS) {
int16 index = thread->pop();
if (index >= 0 && index < ARRAYSIZE(_vm->_ethicsPoints))
thread->_returnValue = _vm->_ethicsPoints[index];
else
thread->_returnValue = 0;
}
void Script::sfSetGlobalFlag(SCRIPTFUNC_PARAMS) {
int16 flag = thread->pop();
if (flag >= 0 && flag < 32)
_vm->_globalFlags |= (1 << flag);
}
void Script::sfClearGlobalFlag(SCRIPTFUNC_PARAMS) {
int16 flag = thread->pop();
if (flag >= 0 && flag < 32)
_vm->_globalFlags &= ~(1 << flag);
}
void Script::sfTestGlobalFlag(SCRIPTFUNC_PARAMS) {
int16 flag = thread->pop();
if (flag >= 0 && flag < 32 && _vm->_globalFlags & (1 << flag))
thread->_returnValue = 1;
else
thread->_returnValue = 0;
}
void Script::sfSetPoints(SCRIPTFUNC_PARAMS) {
int16 index = thread->pop();
int16 points = thread->pop();
if (index >= 0 && index < ARRAYSIZE(_vm->_ethicsPoints))
_vm->_ethicsPoints[index] = points;
}
void Script::sfSetSpeechBox(SCRIPTFUNC_PARAMS) {
int16 param1 = thread->pop();
int16 param2 = thread->pop();
int16 param3 = thread->pop();
int16 param4 = thread->pop();
_vm->_actor->_speechBoxScript.left = param1;
_vm->_actor->_speechBoxScript.top = param2;
_vm->_actor->_speechBoxScript.setWidth(param3 - param1);
_vm->_actor->_speechBoxScript.setHeight(param4 - param2);
}
void Script::sfDebugShowData(SCRIPTFUNC_PARAMS) {
int16 param = thread->pop();
char buf[50];
snprintf(buf, 50, "Reached breakpoint %d", param);
_vm->_interface->setStatusText(buf);
}
void Script::sfWaitFramesEsc(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->_framesEsc;
}
void Script::sf103(SCRIPTFUNC_PARAMS) {
SF_stub("sf103", thread, nArgs);
}
void Script::sfDisableAbortSpeeches(SCRIPTFUNC_PARAMS) {
int value = thread->pop();
_vm->_interface->disableAbortSpeeches(value != 0);
}
void Script::sfNull(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
}
void Script::SF_stub(const char *name, ScriptThread *thread, int nArgs) {
char buf[256], buf1[100];
snprintf(buf, 256, "STUB: %s(", name);
for (int i = 0; i < nArgs; i++) {
snprintf(buf1, 100, "%d", thread->pop());
strncat(buf, buf1, 256);
if (i + 1 < nArgs)
strncat(buf, ", ", 256);
}
debug(0, "%s)", buf);
}
} // End of namespace Saga