https://github.com/scummvm/scummvm
Tip revision: f7e4d1fe80cb7b9e2374f511d3bac626cb806d30 authored by Eugene Sandulenko on 16 December 2023, 21:08:45 UTC
DISTS: Generated Code::Blocks and MSVC project files
DISTS: Generated Code::Blocks and MSVC project files
Tip revision: f7e4d1f
sfuncs.cpp
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
// 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/resource.h"
#include "saga/script.h"
#include "saga/objectmap.h"
#include "saga/scene.h"
#include "saga/isomap.h"
#include "common/config-manager.h"
namespace Saga {
void Script::setupITEScriptFuncList() {
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(sfCycleColors),
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)
};
_scriptFunctionsList = ITEScriptFunctionsList;
}
// Script function #0 (0x00)
// Print a debugging message
void Script::sfPutString(SCRIPTFUNC_PARAMS) {
const char *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 = thread->pop();
if (!_skipSpeeches) {
thread->waitDelay(_vm->ticksToMSec(time)); // put thread to sleep
}
}
// Script function #2 (0x02)
void Script::sfTakeObject(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
ObjectData *obj = _vm->_actor->getObj(objectId);
if (obj->_sceneNumber != ITE_SCENE_INV) {
obj->_sceneNumber = ITE_SCENE_INV;
// Normally, when objects are picked up, they should always have the same
// _spriteListResourceId as their _index value. Some don't in IHNM, so
// we fix their sprite here
// Fixes bugs #3873 - "IHNM: Invisible inventory objects",
// #3540 - "IHNM: Crash when Gorrister cuts sheet in the mooring ring"
// and some incorrect objects in the IHNM demo
if (_vm->getGameId() == GID_IHNM)
obj->_spriteListResourceId = obj->_index;
_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) {
_vm->_interface->setStatusText(thread->_strings->getString(thread->pop()));
}
// Script function #5 (0x05)
void Script::sfMainMode(SCRIPTFUNC_PARAMS) {
_vm->_actor->_centerActor = _vm->_actor->_protagonist;
showVerb();
_vm->_interface->activate();
_vm->_interface->setMode(kPanelMain);
// Sometimes, the active cutaway is cleared after this opcode is called,
// resulting in an incorrect mode being set. An example is Ellen's chapter
// in IHNM, when using the computer with the chaos trebler CD. Make sure
// that the saved mode is kPanelMain, so that it won't get overwritten
// by an incorrect stored mode
_vm->_interface->rememberMode();
if (_vm->getGameId() == GID_ITE)
setPointerVerb();
// The early Windows and Mac demos of ITE were non-interactive. In those demos,
// the intro is shown and then when the first scene is shown, there's a dialog
// thanking the user for playing the demo and asking him to buy the full game,
// without allowing him to continue any further. The game data itself for these
// demos does not contain any scripts for the first scene (i.e. there's no text
// in the game data to look at Rif's silver medallion). Also, there are no more
// scenes apart from the Grand Tournament scene. This opcode is called in those
// demos, and I assume that its use there is to just show the popup window and
// exit the game. Therefore, once this opcode is called in the older ITE demos,
// exit the game. Known non-interactive demos are GID_ITE_MACDEMO1 and
// GID_ITE_WINDEMO1
if (_vm->_script->isNonInteractiveDemo())
_vm->quitGame();
}
// Script function #6 (0x06) blocking
// Param1: actor id
// Param2: actor x
// Param3: actor y
void Script::sfScriptWalkTo(SCRIPTFUNC_PARAMS) {
uint16 actorId = thread->pop();
ActorData *actor = _vm->_actor->getActor(actorId);
Location actorLocation;
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
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 = thread->pop();
uint16 action = thread->pop();
uint16 theObject = thread->pop();
uint16 withObject = thread->pop();
int16 scriptEntryPointNumber;
int16 moduleNumber;
ActorData *actor;
ObjectData *obj;
const HitZone *hitZone;
Event event;
// If the player uses an object and then immediately reuses that object
// (without it being shown in the verb area), the object returned is wrong (0),
// so we make it equal to the second object here.
// Fixes bug #3545 - "ITE: Crash when using Eeah with Eeah"
if (theObject == 0 && objectId == 0 && withObject > 0)
theObject = objectId = withObject;
switch (objectTypeId(objectId)) {
case kGameObjectObject:
obj = _vm->_actor->getObj(objectId);
scriptEntryPointNumber = obj->_scriptEntrypointNumber;
if (scriptEntryPointNumber <= 0) {
return;
}
moduleNumber = 0;
if (_vm->getGameId() == GID_IHNM)
moduleNumber = _vm->_scene->getScriptModuleNumber();
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();
}
if (_vm->getGameId() == GID_IHNM)
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 == nullptr)
return;
scriptEntryPointNumber = hitZone->getScriptNumber();
moduleNumber = _vm->_scene->getScriptModuleNumber();
break;
default:
// Unknown case, do nothing
warning("Script::sfScriptDoAction wrong object type 0x%X", objectId);
return;
}
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) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
int actorDirection = thread->pop();
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, _vm->ticksToMSec(kRepeatSpeedTicks));
if (!_vm->_anim->isPlaying(animId))
_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 param = thread->pop();
if (param != 0) {
_vm->_interface->deactivate();
} else {
_vm->_interface->activate();
}
debug(1, "sfLockUser(%d)", param);
}
// 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) {
ScriptThreadList::iterator threadIterator;
int16 actorId = thread->pop();
for (threadIterator = _threadList.begin(); threadIterator != _threadList.end(); ++threadIterator) {
ScriptThread &anotherThread = *threadIterator;
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) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
actor->_targetObject = thread->pop();
}
// Script function #15 (0x0F)
// Param1: actor id
// Param2: target object
void Script::sfSetFollower(SCRIPTFUNC_PARAMS) {
int16 actorId = thread->pop();
ActorData *actor = _vm->_actor->getActor(actorId);
actor->_targetObject = thread->pop();
debug(1, "sfSetFollower(%d, %d) [%d]", actorId, actor->_targetObject, _vm->_actor->actorIdToIndex(actorId));
if (actor->_targetObject != ID_NOTHING) {
actor->_flags |= kFollower;
actor->_actorFlags &= ~kActorNoFollow;
} else {
actor->_flags &= ~kFollower;
}
}
// Script function #16 (0x10)
void Script::sfScriptGotoScene(SCRIPTFUNC_PARAMS) {
int16 sceneNumber = thread->pop();
int16 entrance = thread->pop();
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM) {
_vm->_gfx->setCursor(kCursorBusy);
}
#endif
if (_vm->getGameId() == GID_ITE && sceneNumber < 0) {
_vm->quitGame();
return;
}
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM && sceneNumber == 0) {
_vm->_scene->creditsScene();
return;
}
#endif
// It is possible to leave scene when converse panel is on,
// particulalrly it may happen at Moneychanger tent. This
// prevents this from happening.
if (_vm->_interface->getMode() == kPanelConverse) {
_vm->_interface->setMode(kPanelMain);
}
// changeScene calls loadScene which calls setVerb. setVerb resets all pending objects and object flags
if (sceneNumber == -1 && _vm->getGameId() == GID_IHNM) {
// Return back to the character selection screen in IHNM
_vm->_scene->changeScene(154, entrance, kTransitionFade, 8);
} else {
_vm->_scene->changeScene(sceneNumber, entrance, (sceneNumber == ITE_SCENE_ENDCREDIT1) ? kTransitionFade : kTransitionNoFade);
}
if (_vm->_interface->getMode() == kPanelPlacard ||
_vm->_interface->getMode() == kPanelCutaway ||
_vm->_interface->getMode() == kPanelVideo) {
_vm->_gfx->showCursor(true);
_vm->_interface->setMode(kPanelMain);
}
_pendingVerb = _vm->_script->getVerbType(kVerbNone);
_currentObject[0] = _currentObject[1] = ID_NOTHING;
showVerb(); // calls setStatusText("")
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM) {
// There are some cutaways which are not removed by game scripts, like the cutaway
// after the intro of IHNM or the cutaway at the end of Ellen's part in the IHNM demo.
// Clear any remaining cutaways here
_vm->_anim->clearCutaway();
_vm->_gfx->setCursor(kCursorNormal);
}
#endif
}
// Script function #17 (0x11)
// Param1: object id
// Param2: sprite index
void Script::sfSetObjImage(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
uint16 spriteId = thread->pop();
_vm->_actor->getObj(objectId)->_spriteListResourceId = spriteId + (_vm->getGameId() == GID_ITE ? 9 : 0);
_vm->_interface->refreshInventory();
}
// Script function #18 (0x12)
// Param1: object id
// Param2: name index
void Script::sfSetObjName(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
uint16 nameIdx = thread->pop();
_vm->_actor->getObj(objectId)->_nameIndex = nameIdx;
}
// Script function #19 (0x13)
// Param1: object id
void Script::sfGetObjImage(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
thread->_returnValue = _vm->_actor->getObj(objectId)->_spriteListResourceId - (_vm->getGameId() == GID_ITE ? 9 : 0);
}
// 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 = 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 = 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, _vm->ticksToMSec(speed));
debug(1, "sfSetBgdAnimSpeed(%d, %d)", animId, speed);
}
// Script function #24 (0x18)
void Script::sfCycleColors(SCRIPTFUNC_PARAMS) {
sfStub("sfCycleColors", thread, nArgs);
error("Please, report this to sev");
}
// Script function #25 (0x19)
// Param1: actor id
void Script::sfDoCenterActor(SCRIPTFUNC_PARAMS) {
_vm->_actor->_centerActor = _vm->_actor->getActor(thread->pop());
}
// 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, _vm->ticksToMSec(speed));
if (!_vm->_anim->isPlaying(animId))
_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 = thread->pop();
ActorData *actor = _vm->_actor->getActor(actorId);
Location actorLocation;
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
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 == nullptr)
return;
if (flag) {
hitZone->setFlag(kHitZoneEnabled);
} else {
hitZone->clearFlag(kHitZoneEnabled);
_vm->_actor->_protagonist->_lastZone = nullptr;
}
}
// Script function #29 (0x1D)
// Param1: actor id
// Param2: current action
void Script::sfSetActorState(SCRIPTFUNC_PARAMS) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
int currentAction = thread->pop();
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 = thread->pop();
Location location;
location.x = thread->pop();
location.y = thread->pop();
ActorData *actor;
ObjectData *obj;
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 = thread->pop();
ObjectData *obj = _vm->_actor->getObj(objectId);
uint16 spriteId = thread->pop();
obj->_location.x = thread->pop();
obj->_location.y = thread->pop();
if (obj->_sceneNumber == ITE_SCENE_INV) {
_vm->_interface->removeFromInventory(objectId);
}
obj->_sceneNumber = _vm->_scene->currentSceneNumber();
if (_vm->getGameId() == GID_IHNM) {
// Don't update _spriteListResourceId if spriteId is 0 and the object is not the
// psychic profile. If spriteId == 0, the object's sprite is incorrectly reset.
// This occurs in the IHNM demo and with some incorrect scripts in the retail version
// of the game
if (spriteId > 0 || (spriteId == 0 && objectId == IHNM_OBJ_PROFILE))
obj->_spriteListResourceId = spriteId;
} else {
obj->_spriteListResourceId = spriteId + 9;
}
}
// 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 = thread->pop();
int16 actorId2 = thread->pop();
ActorData *actor1 = _vm->_actor->getActor(actorId1);
ActorData *actor2 = _vm->_actor->getActor(actorId2);
SWAP(actor1->_location, actor2->_location);
SWAP(actor1->_lastZone, actor2->_lastZone);
if (actor1->_flags & kProtagonist) {
actor1->_flags &= ~kProtagonist;
actor2->_flags |= kProtagonist;
_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2;
} else if (actor2->_flags & kProtagonist) {
actor2->_flags &= ~kProtagonist;
actor1->_flags |= kProtagonist;
_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1;
}
}
// Script function #35 (0x23)
// Param1: string rid
// Param2: actorscount
// Param3: actor id1
///....
// Param3: actor idN
void Script::sfSimulSpeech(SCRIPTFUNC_PARAMS) {
int16 stringId = thread->pop();
int16 actorsCount = thread->pop();
int i;
uint16 actorsIds[ACTOR_SPEECH_ACTORS_MAX];
const char *string = thread->_strings->getString(stringId);
int16 sampleResourceId = -1;
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();
if (!thread->_voiceLUT->empty()) {
if (_vm->getGameId() == GID_IHNM && stringId >= 338) {
sampleResourceId = -1;
} else {
sampleResourceId = (*thread->_voiceLUT)[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 = thread->pop();
ActorData *actor = _vm->_actor->getActor(actorId);
Location actorLocation;
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actorLocation.z = actor->_location.z;
uint16 walkFlags = thread->pop();
actor->_flags &= ~kFollower;
_vm->_actor->realLocation(actorLocation, ID_NOTHING, walkFlags);
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) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
int16 flags = thread->pop();
int cycleFrameSequence = thread->pop();
int cycleDelay = thread->pop();
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) {
if (_vm->getGameId() == GID_IHNM &&
_vm->_scene->currentChapterNumber() == 2 && _vm->_scene->currentSceneNumber() == 41) {
// WORKAROUND: Prevent Benny from walking backwards after talking to the child via the monitor. This
// occurs in the original as well, and is fixed by not setting the kActorBackwards flag at this point
} else {
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 = thread->pop();
ActorData *actor = _vm->_actor->getActor(actorId);
int frameType = thread->pop();
int frameOffset = thread->pop();
ActorFrameRange *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) {
_vm->_interface->setRightPortrait(thread->pop());
}
// Script function #40 (0x28)
// Sets the left-hand portrait
void Script::sfSetProtagPortrait(SCRIPTFUNC_PARAMS) {
_vm->_interface->setLeftPortrait(thread->pop());
}
// 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, _vm->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 = thread->pop();
ActorData *actor = _vm->_actor->getActor(actorId);
Location actorLocation;
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actorLocation.z = actor->_location.z;
int16 walkFrameSequence = thread->pop();
_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 = thread->pop();
ActorData *actor = _vm->_actor->getActor(actorId);
actor->_location.x = thread->pop();
actor->_location.y = thread->pop();
actor->_facingDirection = actor->_actionDirection = thread->pop();
int frameType = thread->pop();
int frameOffset = thread->pop();
ActorFrameRange *frameRange;
debug(1, "sfPlaceActor(id = 0x%X, x=%d, y=%d, dir=%d, frameType=%d, frameOffset=%d)", actorId, actor->_location.x,
actor->_location.y, actor->_facingDirection, frameType, frameOffset);
if (frameType >= 0) {
frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
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 = thread->pop();
ActorData *actor = _vm->_actor->getActor(actorId);
int16 objectId = thread->pop();
Location actorLocation;
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actorLocation.z = actor->_location.z;
uint16 walkFlags = thread->pop();
actor->_flags &= ~kFollower;
_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
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) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
int16 objectId = thread->pop();
Location actorLocation;
actorLocation.x = thread->pop();
actorLocation.y = thread->pop();
actorLocation.z = actor->_location.z;
uint16 walkFlags = thread->pop();
_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 = thread->pop();
const char *string = thread->_strings->getString(stringId);
int16 actorsCount = thread->pop();
int16 speechFlags = thread->pop();
int i;
uint16 actorsIds[ACTOR_SPEECH_ACTORS_MAX];
int16 sampleResourceId = -1;
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();
if (!thread->_voiceLUT->empty()) {
sampleResourceId = (*thread->_voiceLUT)[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 = thread->pop();
static PalEntry cur_pal[PAL_ENTRIES];
PalEntry *pal;
Event event;
EventColumns *eventColumns;
thread->wait(kWaitTypePlacard);
_vm->_interface->rememberMode();
_vm->_interface->setMode(kPanelPlacard);
event.type = kEvTOneshot;
event.code = kCursorEvent;
event.op = kEventHide;
eventColumns = _vm->_events->queue(event);
_vm->_interface->setFadeMode(kFadeOut);
// Fade to black out
_vm->_gfx->getCurrentPal(cur_pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventPalToBlack;
event.time = 0;
event.duration = kNormalFadeDuration;
event.data = cur_pal;
_vm->_events->chain(eventColumns, event);
// set fade mode
event.type = kEvTImmediate;
event.code = kInterfaceEvent;
event.op = kEventSetFadeMode;
event.param = kNoFade;
event.time = 0;
event.duration = 0;
_vm->_events->chain(eventColumns, event);
event.type = kEvTOneshot;
event.code = kInterfaceEvent;
event.op = kEventClearStatus;
_vm->_events->chain(eventColumns, event);
event.type = kEvTOneshot;
event.code = kGraphicsEvent;
event.op = kEventFillRect;
event.param = _vm->isECS() ? 31 : kITEDOSColorDarkBlue8a;
event.param2 = 0;
event.param3 = _vm->_scene->getHeight();
event.param4 = 0;
event.param5 = _vm->getDisplayInfo().width;
_vm->_events->chain(eventColumns, 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->getDisplayInfo().width / 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;
_vm->_events->chain(eventColumns, event);
_vm->_scene->getBGPal(pal);
event.type = kEvTImmediate;
event.code = kPalEvent;
event.op = kEventBlackToPal;
event.time = 0;
event.duration = kNormalFadeDuration;
if (_vm->isECS()) {
pal[31].red = 0;
pal[31].green = 0x4b;
pal[31].blue = 0x97;
}
event.data = pal;
_vm->_events->chain(eventColumns, event);
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventThreadWake;
event.param = kWaitTypePlacard;
_vm->_events->chain(eventColumns, event);
}
// Script function #49 (0x31)
void Script::sfPlacardOff(SCRIPTFUNC_PARAMS) {
thread->wait(kWaitTypePlacard);
_vm->_scene->clearPlacard();
}
// Script function #50 (0x32)
void Script::sfSetProtagState(SCRIPTFUNC_PARAMS) {
_vm->_actor->setProtagState(thread->pop());
}
// 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) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
actor->_finalTarget.x = thread->pop();
actor->_finalTarget.y = thread->pop();
actor->_finalTarget.z = actor->_location.z;
thread->pop(); // not used
int32 actionCycle = thread->pop();
int16 flags = thread->pop();
actor->_currentAction = kActionFall;
actor->_actionCycle = actionCycle;
actor->_fallAcceleration = -20;
actor->_fallVelocity = - (actor->_fallAcceleration * actor->_actionCycle) / 2;
actor->_fallPosition = actor->_location.z << 4;
actor->_actionCycle--;
if (!(flags & kWalkAsync)) {
thread->waitWalk(actor);
}
}
// Script function #53 (0x35)
// Param1: actor id
// Param2: target object
void Script::sfWaitWalk(SCRIPTFUNC_PARAMS) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
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) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
actor->_sceneNumber = thread->pop();
}
// Script function #56 (0x38)
// Param1: actor id
// Param2: z
// Param3: frame seq
// Param4: flags
void Script::sfScriptClimb(SCRIPTFUNC_PARAMS) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
actor->_finalTarget.z = thread->pop();
int cycleFrameSequence = thread->pop();
uint16 flags = thread->pop();
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 = thread->pop();
int16 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 = thread->pop();
int16 z = thread->pop();
ActorData *actor;
ObjectData *obj;
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) {
const char *text = thread->_strings->getString(thread->pop());
int16 flags = thread->pop();
int color = thread->pop();
Point point;
point.x = thread->pop();
point.y = thread->pop();
Rect rect;
int 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) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
thread->_returnValue = actor->_location.x >> 2;
}
// Script function #61 (0x3D)
// Param1: actor id
void Script::sfGetActorY(SCRIPTFUNC_PARAMS) {
ActorData *actor = _vm->_actor->getActor(thread->pop());
thread->_returnValue = actor->_location.y >> 2;
}
// Script function #62 (0x3E)
void Script::sfEraseDelta(SCRIPTFUNC_PARAMS) {
BGInfo backGroundInfo;
_vm->_scene->getBGInfo(backGroundInfo);
_vm->_render->getBackGroundSurface()->blit(backGroundInfo.bounds, backGroundInfo.buffer);
_vm->_render->addDirtyRect(backGroundInfo.bounds);
}
// Script function #63 (0x3F)
void Script::sfPlayMusic(SCRIPTFUNC_PARAMS) {
if (_vm->getGameId() == GID_ITE) {
int16 param = thread->pop() + 9;
if (param >= 9 && param <= 34) {
_vm->_music->play(param);
} else {
_vm->_music->stop();
}
#ifdef ENABLE_IHNM
} else if (_vm->getGameId() == GID_IHNM) {
int16 param1 = thread->pop();
int16 param2 = thread->pop();
if (param1 < 0) {
_vm->_music->stop();
return;
}
if (uint(param1) >= _vm->_music->_songTable.size()) {
warning("sfPlayMusic: Wrong song number (%d > %d)", param1, _vm->_music->_songTable.size() - 1);
} else {
_vm->_music->play(_vm->_music->_songTable[param1], param2 ? MUSIC_LOOP : MUSIC_NORMAL);
if (!_vm->_scene->haveChapterPointsChanged()) {
_vm->_scene->setCurrentMusicTrack(param1);
_vm->_scene->setCurrentMusicRepeat(param2);
} else {
// Don't save this music track when saving in IHNM
_vm->_scene->setChapterPointsChanged(false);
}
}
#endif
}
}
// 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) {
uint16 direction;
ActorData *protagonist = _vm->_actor->_protagonist;
int16 uc = protagonist->_location.u() >> 4;
int16 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 (uint(param) < _vm->_sndRes->_fxTable.size()) {
res = _vm->_sndRes->_fxTable[param].res;
if (_vm->getGameId() == GID_ITE && !(_vm->getFeatures() & GF_ITE_FLOPPY))
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 (uint(param) < _vm->_sndRes->_fxTable.size()) {
res = _vm->_sndRes->_fxTable[param].res;
if (_vm->getGameId() == GID_ITE && !(_vm->getFeatures() & GF_ITE_FLOPPY))
res -= 14;
_vm->_sndRes->playSound(res, _vm->_sndRes->_fxTable[param].vol, true);
} else {
_vm->_sound->stopSound();
}
debug(1, "sfPlayLoopedSound(%d)", param);
}
// Script function #72 (0x48)
// Param1: animation id
void Script::sfGetDeltaFrame(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->_anim->getCurrentFrame((uint16)thread->pop());
}
// 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 {
//cheating
int protectHash = thread->pop();
thread->push(protectHash);
thread->_returnValue = protectHash;
}
}
// Script function #75 (0x4b)
void Script::sfRand(SCRIPTFUNC_PARAMS) {
thread->_returnValue = _vm->_rnd.getRandomNumber(thread->pop() - 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();
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;
if (_conversingThread) {
_vm->_interface->setMode(kPanelNull);
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM) {
const char *str = _conversingThread->_strings->getString(strID);
if (*str != '[') {
int sampleResourceId = -1;
sampleResourceId = (*_conversingThread->_voiceLUT)[strID];
if (sampleResourceId < 0 || sampleResourceId > 4000)
sampleResourceId = -1;
_vm->_actor->actorSpeech(_vm->_actor->_protagonist->_id, &str, 1, sampleResourceId, 0);
}
}
#endif
_conversingThread->_flags &= ~kTFlagWaiting;
_conversingThread->push(replyID);
if (flags & kReplyOnce) {
addr = _conversingThread->_staticBase + (bitOffset >> 3);
*addr |= (1 << (bitOffset & 7));
}
}
_conversingThread = nullptr;
wakeUpThreads(kWaitTypeDialogBegin);
}
void Script::sfNull(SCRIPTFUNC_PARAMS) {
for (int i = 0; i < nArgs; i++)
thread->pop();
}
void Script::sfStub(const char *name, ScriptThread *thread, int nArgs) {
debugN(0, "STUB: %s(", name);
for (int i = 0; i < nArgs; i++) {
debugN(0, "%d", thread->pop());
if (i + 1 < nArgs)
debugN(0, ", ");
}
debug(0, ")");
}
} // End of namespace Saga