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-rw-r--r--engines/toon/script_func.cpp1154
1 files changed, 1154 insertions, 0 deletions
diff --git a/engines/toon/script_func.cpp b/engines/toon/script_func.cpp
new file mode 100644
index 0000000000..821a8971de
--- /dev/null
+++ b/engines/toon/script_func.cpp
@@ -0,0 +1,1154 @@
+/* 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.
+*
+* $URL$
+* $Id$
+*
+*/
+
+#include "toon/script_func.h"
+#include "toon/script.h"
+#include "toon/state.h"
+#include "toon/toon.h"
+#include "toon/anim.h"
+#include "toon/hotspot.h"
+#include "toon/drew.h"
+#include "toon/flux.h"
+
+namespace Toon {
+
+typedef Common::Functor1Mem<EMCState *, int32, ScriptFunc> OpcodeV2;
+#define SetOpcodeTable(x) table = &x;
+#define Opcode(x) table->push_back(new OpcodeV2(this, &ScriptFunc::x))
+#define OpcodeUnImpl() table->push_back(new OpcodeV2(this, 0))
+
+ScriptFunc::ScriptFunc(ToonEngine *vm) {
+ Common::Array<const Opcode *> *table = 0;
+
+ _vm = vm;
+ _opcodes.reserve(176);
+ SetOpcodeTable(_opcodes);
+
+ Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
+ Opcode(sys_Cmd_Change_Actor_X_And_Y); // dd offset sub_2A710
+ Opcode(sys_Cmd_Init_Talking_Character); // dd offset sub_2A4E0
+ Opcode(sys_Cmd_Draw_Actor_Standing), // dd offset sub_2A650
+ Opcode(sys_Cmd_Get_Actor_X), // dd offset sub_2ADC0
+ Opcode(sys_Cmd_Get_Actor_Y), // dd offset sub_2ADD0
+ Opcode(sys_Cmd_Get_Actor_Facing), // dd offset sub_2A790
+ Opcode(sys_Cmd_Get_Last_Scene), // dd offset sub_29F80
+ Opcode(sys_Cmd_Debug_Print), // dd offset sub_2A510
+ Opcode(sys_Cmd_Flip_Screens), // dd offset sub_2A180
+ Opcode(sys_Cmd_Play_Flic), // dd offset sub_2A080
+ Opcode(sys_Cmd_Force_Facing), // dd offset sub_29F90
+ Opcode(sys_Cmd_Restart_Thread), // dd offset sub_29F30
+ Opcode(sys_Cmd_Walk_Actor_To_Point), // dd offset sub_2A440
+ Opcode(sys_Cmd_Set_Sack_Visible), // dd offset sub_29920
+ Opcode(sys_Cmd_Set_Actor_Facing), // dd offset sub_2AD60
+ Opcode(sys_Cmd_Confiscate_Inventory), // dd offset sub_29EB0
+ Opcode(sys_Cmd_Character_Talks), // dd offset sub_29F00
+ Opcode(sys_Cmd_Visited_Scene), // dd offset sub_29E80
+ Opcode(sys_Cmd_Query_Rif_Flag), // dd offset sub_29D20
+ Opcode(sys_Cmd_Query_Scroll), // dd offset sub_29D60
+ Opcode(sys_Cmd_Set_Initial_Location), // dd offset sub_2AD80
+ Opcode(sys_Cmd_Make_Line_Non_Walkable), // dd offset sub_29FC0
+ Opcode(sys_Cmd_Make_Line_Walkable), // dd offset sub_2A050
+ Opcode(sys_Cmd_Walk_Actor_On_Condition), // dd offset sub_29D70
+ Opcode(sys_Cmd_Set_Actor_Facing_Point), // dd offset sub_29E60
+ Opcode(sys_Cmd_Set_Inventory_Slot), // dd offset sub_2B0D0
+ Opcode(sys_Cmd_Get_Inventory_Slot), // dd offset sub_2B0F0
+ Opcode(sys_Cmd_Add_Item_To_Inventory), // dd offset sub_2AE50
+ Opcode(sys_Cmd_Set_Actor_RGB_Modifiers), // dd offset sub_29CA0
+ Opcode(sys_Cmd_Init_Conversation_AP), // dd offset sub_2B130
+ Opcode(sys_Cmd_Actor_Talks), // dd offset sub_2ADA0
+ Opcode(sys_Cmd_Say_Lines), // dd offset sub_29B20
+ Opcode(sys_Cmd_Set_Rif_Flag), // dd offset sub_2A320
+ Opcode(sys_Cmd_Empty_Inventory), // dd offset sub_2AE10
+ Opcode(sys_Cmd_Set_Anim_Scale_Size), // dd offset sub_29BD0
+ Opcode(sys_Cmd_Delete_Item_From_Inventory), // dd offset sub_2AE70
+ Opcode(sys_Cmd_Specific_Item_In_Inventory), // dd offset sub_2A740
+ Opcode(sys_Cmd_Run_Script), // dd offset sub_29AF0
+ Opcode(sys_Cmd_Query_Game_Flag), // dd offset sub_2A3E0
+ Opcode(sys_Cmd_Reset_Game_Flag), // dd offset sub_2A420
+ Opcode(sys_Cmd_Set_Game_Flag), // dd offset sub_2A400
+ Opcode(sys_Cmd_Create_Mouse_Item), // dd offset sub_2A4B0
+ Opcode(sys_Cmd_Destroy_Mouse_Item), // dd offset sub_2A4D0
+ Opcode(sys_Cmd_Get_Mouse_State), // dd offset sub_2A860
+ Opcode(sys_Cmd_Hide_Mouse), // dd offset sub_2A5D0
+ Opcode(sys_Cmd_Exit_Conversation), // dd offset sub_29AE0
+ Opcode(sys_Cmd_Set_Mouse_Pos), // dd offset sub_2A810
+ Opcode(sys_Cmd_Show_Mouse), // dd offset sub_2A5F0
+ Opcode(sys_Cmd_In_Close_Up), // dd offset sub_29FB0
+ Opcode(sys_Cmd_Set_Scroll_Lock), // dd offset sub_298B0
+ Opcode(sys_Cmd_Fill_Area_Non_Walkable), // dd offset sub_29FF0
+ Opcode(sys_Cmd_Set_Scroll_Coords), // dd offset sub_298D0
+ Opcode(sys_Cmd_Hide_Cutaway), // dd offset sub_2A0F0
+ Opcode(sys_Cmd_Show_Cutaway), // dd offset sub_2A100
+ Opcode(sys_Cmd_Pause_Ticks), // dd offset sub_2A360
+ Opcode(sys_Cmd_In_Conversation), // dd offset sub_29C60
+ Opcode(sys_Cmd_Character_Talking), // dd offset sub_29C70
+ Opcode(sys_Cmd_Set_Flux_Facing_Point), // dd offset sub_29980
+ Opcode(sys_Cmd_Set_Flux_Facing), // dd offset sub_299A0
+ Opcode(sys_Cmd_Set_Flux_Coords), // dd offset sub_299C0
+ Opcode(sys_Cmd_Set_Flux_Visible), // dd offset sub_299F0
+ Opcode(sys_Cmd_Get_Flux_X), // dd offset sub_29A40
+ Opcode(sys_Cmd_Get_Flux_Y), // dd offset sub_29A50
+ Opcode(sys_Cmd_Get_Flux_Facing), // dd offset sub_29A60
+ Opcode(sys_Cmd_Get_Flux_Flags), // dd offset sub_29A70
+ Opcode(sys_Cmd_Query_Flux_Coords), // dd offset sub_29A90
+ Opcode(sys_Cmd_Have_A_Conversation), // dd offset sub_2B110
+ Opcode(sys_Cmd_Walk_Flux_To_Point), // dd offset sub_29AC0
+ Opcode(sys_Cmd_Get_Actor_Final_X), // dd offset sub_29940
+ Opcode(sys_Cmd_Get_Actor_Final_Y), // dd offset sub_29960
+ Opcode(sys_Cmd_Query_Scene_Anim_Loaded), // dd offset sub_29870
+ Opcode(sys_Cmd_Play_Flux_Anim), // dd offset sub_29820
+ Opcode(sys_Cmd_Set_Anim_Priority), // dd offset sub_29790
+ Opcode(sys_Cmd_Place_Scene_Anim), // dd offset sub_2A7A0
+ Opcode(sys_Cmd_Update_Scene_Animations), // dd offset sub_2AE30
+ Opcode(sys_Cmd_Get_Drew_Scale), // dd offset sub_297E0
+ Opcode(sys_Cmd_Query_Drew_Flags), // dd offset sub_29800
+ Opcode(sys_Cmd_Set_Music), // dd offset sub_29720
+ Opcode(sys_Cmd_Query_Speech), // dd offset sub_296D0
+ Opcode(sys_Cmd_Enter_New_Scene), // dd offset sub_2A550
+ Opcode(sys_Cmd_Enter_Same_Scene), // dd offset sub_2ADE0
+ Opcode(sys_Cmd_Is_Pixel_Walkable), // dd offset sub_2A4F0
+ Opcode(sys_Cmd_Show_Screen), // dd offset sub_2A0C0
+ Opcode(sys_Cmd_Hide_Screen), // dd offset sub_2A0F0
+ Opcode(sys_Cmd_Dummy), // dd offset sub_295D0
+ Opcode(sys_Cmd_Set_Special_Enter_X_And_Y), // dd offset sub_2A590
+ Opcode(sys_Cmd_Get_Mouse_X), // dd offset sub_296B0
+ Opcode(sys_Cmd_Get_Mouse_Y), // dd offset sub_296C0
+ Opcode(sys_Cmd_Fade_Palette), // dd offset sub_29650
+ Opcode(sys_Cmd_Music_Enabled), // dd offset sub_29620
+ Opcode(sys_Cmd_Dummy), // dd offset sub_295F0
+ Opcode(sys_Cmd_Dummy), // dd offset sub_29610
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Random), // dd offset sub_2A600
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Wait_Key), // dd offset sub_2AE20
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Draw_Scene_Anim_WSA_Frame_To_Back), // dd offset sub_2A940
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Set_Scene_Anim_Wait), // dd offset sub_2A870
+ Opcode(sys_Cmd_Init_Scene_Anim), // dd offset sub_2AC60
+ Opcode(sys_Cmd_Set_Scene_Animation_Active_Flag), // dd offset sub_2AB10
+ Opcode(sys_Cmd_Draw_Scene_Anim_WSA_Frame), // dd offset sub_2A8D0
+ Opcode(sys_Cmd_Move_Scene_Anim), // dd offset sub_2AA90
+ Opcode(sys_Cmd_Run_Actor_Default_Script), // dd offset sub_2A4E0
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Set_Location_Data), // dd offset sub_2AE90
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Set_CountDown_Timer), // dd offset sub_2AFC0
+ Opcode(sys_Cmd_Query_CountDown_Timer), // dd offset sub_2AFE0
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Proceed_To_Next_Chapter), // dd offset sub_2AFF0
+ Opcode(sys_Cmd_Play_Sfx_Plus), // dd offset sub_2A1D0
+ Opcode(sys_Cmd_Play_Sfx), // dd offset sub_2A1A0
+ Opcode(sys_Cmd_Set_Ambient_Sfx), // dd offset sub_2A260
+ Opcode(sys_Cmd_Kill_Ambient_Sfx), // dd offset sub_2A300
+ Opcode(sys_Cmd_Set_Ambient_Sfx_Plus), // dd offset sub_2A290
+ Opcode(sys_Cmd_Set_Ambient_Volume), // dd offset sub_2A240
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Freeze_Scene_Animation), // dd offset sub_2AB90
+ Opcode(sys_Cmd_Unfreeze_Scene_Animation), // dd offset sub_2ABB0
+ Opcode(sys_Cmd_Scene_Animation_Frozen), // dd offset sub_2ABD0
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Set_Script_Game_Data_Global), // dd offset sub_2ABF0
+ Opcode(sys_Cmd_Get_Script_Game_Data_Global), // dd offset sub_2AC30
+ Opcode(sys_Cmd_Say_Line), // dd offset loc_2A190
+ Opcode(sys_Cmd_Knight_Puzzle_Get_Coord), // dd offset sub_2A110
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Add_Scene_Anim), // dd offset sub_2AC60
+ Opcode(sys_Cmd_Remove_Scene_Anim), // dd offset sub_2ACE0
+ Opcode(sys_Cmd_Disable_Timer), // dd offset sub_2AD00
+ Opcode(sys_Cmd_Enable_Timer), // dd offset sub_2AD20
+ Opcode(sys_Cmd_Set_Timer), // dd offset sub_2AD40
+ Opcode(sys_Cmd_Set_Palette_Color), // dd offset sub_2B020
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Number_Of_NPCs), // dd offset loc_2A190
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Dummy), // dd offset sub_2B160
+ Opcode(sys_Cmd_Get_Config_Language), // dd offset sub_2B0C0
+ Opcode(sys_Cmd_Dummy); // dd offset sub_2B160
+}
+
+ScriptFunc::~ScriptFunc(void) {
+
+}
+
+char *GetText(int32 i, EMCState *state) {
+ short stack = stackPos(i);
+ unsigned short textoffset = READ_BE_UINT16(&((unsigned short *)(state->dataPtr->text))[stack]);
+ char *text = (char *)&state->dataPtr->text[textoffset];
+ return text;
+}
+
+int32 ScriptFunc::sys_Cmd_Dummy(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Change_Actor_X_And_Y(EMCState *state) {
+ _vm->getDrew()->setPosition(stackPos(0), stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Init_Talking_Character(EMCState *state) {
+ // really does nothing in original
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Draw_Actor_Standing(EMCState *state) {
+
+ int32 arg1 = stackPos(0);
+ int32 arg2 = stackPos(1);
+
+ if (arg2 > -1)
+ _vm->getDrew()->setFacing(arg2);
+
+ if (arg1 < 0) {
+ _vm->getDrew()->setVisible(false);
+ } else {
+ _vm->getDrew()->setVisible(true);
+ _vm->getDrew()->playStandingAnim();
+ }
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Actor_X(EMCState *state) {
+ return _vm->getDrew()->getX();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Actor_Y(EMCState *state) {
+ return _vm->getDrew()->getY();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Actor_Final_X(EMCState *state) {
+ return _vm->getDrew()->getFinalX();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Actor_Final_Y(EMCState *state) {
+ return _vm->getDrew()->getFinalY();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Actor_Facing(EMCState *state) {
+ return _vm->getDrew()->getFacing();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Last_Scene(EMCState *state) {
+ return _vm->state()->_lastVisitedScene;
+}
+
+int32 ScriptFunc::sys_Cmd_Debug_Print(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Flip_Screens(EMCState *state) {
+ _vm->flipScreens();
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Play_Flic(EMCState *state) {
+
+ char name[256];
+
+ // workaround for the video of the beginning
+ if (strstr(GetText(0, state), "209"))
+ sprintf(name, "misc/%s", GetText(0, state));
+ else
+ strcpy(name, _vm->createRoomFilename(GetText(0, state)).c_str());
+
+// Strangerke - Commented (not used)
+// int32 Flags = stackPos(1);
+ int32 stopMusic = stackPos(2);
+ _vm->getMoviePlayer()->play(name, stopMusic);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Force_Facing(EMCState *state) {
+ _vm->getDrew()->setFacing(stackPos(0));
+ _vm->getDrew()->playStandingAnim();
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Restart_Thread(EMCState *state) {
+
+ int32 sceneId = stackPos(0);
+ _vm->getScript()->init(&_vm->getSceneAnimationScript(sceneId)->_state, _vm->getSceneAnimationScript(sceneId)->_data);
+ _vm->getScript()->start(&_vm->getSceneAnimationScript(sceneId)->_state, 9 + sceneId);
+
+ if (!stackPos(1))
+ _vm->setSceneAnimationScriptUpdate(false);
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Walk_Actor_To_Point(EMCState *state) {
+ return _vm->getDrew()->walkTo(stackPos(0), stackPos(1));
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Sack_Visible(EMCState *state) {
+ _vm->state()->_sackVisible = stackPos(0) > 0;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Actor_Facing(EMCState *state) {
+ _vm->getDrew()->setFacing(stackPos(0));
+ _vm->getDrew()->playStandingAnim();
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Confiscate_Inventory(EMCState *state) {
+ for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) {
+ _vm->state()->_confiscatedInventory[_vm->state()->_numConfiscatedInventoryItems] = _vm->state()->_inventory[i];
+ _vm->state()->_numConfiscatedInventoryItems++;
+ }
+ _vm->state()->_numInventoryItems = 0;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Character_Talks(EMCState *state) {
+ _vm->characterTalk(stackPos(0), false);
+ //_vm->characterTalk(stackPos(0));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Visited_Scene(EMCState *state) {
+ return _vm->state()->_locations[stackPos(0)]._visited ? 1 : 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Query_Rif_Flag(EMCState *state) {
+
+ int32 hs = _vm->getHotspots()->FindBasedOnCorner(stackPos(0), stackPos(1));
+ if (hs >= 0)
+ return _vm->getHotspots()->Get(hs)->getData(stackPos(2));
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Query_Scroll(EMCState *state) {
+ return _vm->state()->_currentScrollValue;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Initial_Location(EMCState *state) {
+ int32 initialLocation = stackPos(0);
+ _vm->state()->_currentScene = initialLocation;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Make_Line_Non_Walkable(EMCState *state) {
+ _vm->makeLineNonWalkable(stackPos(0), stackPos(1), stackPos(2), stackPos(3));
+
+ // we have to store some info for savegame
+ _vm->getSaveBufferStream()->writeSint16BE(2); // 2 = sys_Cmd_Make_Line_Non_Walkable
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(0));
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(1));
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(2));
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(3));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Make_Line_Walkable(EMCState *state) {
+ _vm->makeLineWalkable(stackPos(0), stackPos(1), stackPos(2), stackPos(3));
+
+ // we have to store some info for savegame
+ _vm->getSaveBufferStream()->writeSint16BE(3); // 3 = sys_Cmd_Make_Line_Walkable
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(0));
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(1));
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(2));
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(3));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Walk_Actor_On_Condition(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Actor_Facing_Point(EMCState *state) {
+ int32 fx = stackPos(0);
+ int32 fy = stackPos(1);
+ _vm->getDrew()->setFacing(_vm->getDrew()->getFacingFromDirection(fx - _vm->getDrew()->getX(), fy - _vm->getDrew()->getY()));
+ return 1;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Inventory_Slot(EMCState *state) {
+ _vm->state()->_inventory[stackPos(1)] = stackPos(0);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Inventory_Slot(EMCState *state) {
+ return _vm->state()->_inventory[stackPos(0)];
+}
+
+int32 ScriptFunc::sys_Cmd_Add_Item_To_Inventory(EMCState *state) {
+ _vm->addItemToInventory(stackPos(0));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Actor_RGB_Modifiers(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Init_Conversation_AP(EMCState *state) {
+ debugC(0, 0xfff, "init_conversation_ap %d %d %d %d", stackPos(0), stackPos(1), stackPos(2), stackPos(3));
+ _vm->initCharacter(stackPos(0), stackPos(1), stackPos(2), stackPos(3));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Actor_Talks(EMCState *state) {
+ _vm->characterTalk(stackPos(0), false);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Say_Lines(EMCState *state) {
+ //_vm->sayLines(2, 1440);
+ _vm->sayLines(stackPos(0), stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Rif_Flag(EMCState *state) {
+ int32 hs = _vm->getHotspots()->FindBasedOnCorner(stackPos(0), stackPos(1));
+ if (hs >= 0)
+ _vm->getHotspots()->Get(hs)->setData(stackPos(2), stackPos(3));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Empty_Inventory(EMCState *state) {
+
+ for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++)
+ _vm->state()->_inventory[i] = 0;
+
+ _vm->state()->_numInventoryItems = 0;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Anim_Scale_Size(EMCState *state) {
+ return 0;
+}
+int32 ScriptFunc::sys_Cmd_Delete_Item_From_Inventory(EMCState *state) {
+ for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) {
+ if (stackPos(0) == _vm->state()->_inventory[i])
+ _vm->state()->_inventory[i] = 0;
+ }
+ _vm->rearrangeInventory();
+ return 0;
+}
+int32 ScriptFunc::sys_Cmd_Specific_Item_In_Inventory(EMCState *state) {
+ for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) {
+ if (_vm->state()->_inventory[i] == stackPos(0))
+ return 1;
+ }
+ if (_vm->state()->_mouseState == stackPos(0))
+ return 1;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Run_Script(EMCState *state) {
+ return _vm->runEventScript(_vm->getMouseX(), _vm->getMouseY(), 2, stackPos(0), 0);
+}
+
+int32 ScriptFunc::sys_Cmd_Query_Game_Flag(EMCState *state) {
+ int32 arg = stackPos(0);
+ return (_vm->state()->_gameFlag[arg >> 3] & (1 << (arg & 7))) != 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Reset_Game_Flag(EMCState *state) {
+ int32 arg = stackPos(0);
+ _vm->state()->_gameFlag[arg >> 3] &= ~(1 << (arg & 7));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Game_Flag(EMCState *state) {
+ int32 arg = stackPos(0);
+ _vm->state()->_gameFlag[arg >> 3] |= (1 << (arg & 7));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Create_Mouse_Item(EMCState *state) {
+ _vm->createMouseItem(stackPos(0));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Destroy_Mouse_Item(EMCState *state) {
+ _vm->deleteMouseItem();
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Mouse_State(EMCState *state) {
+ return _vm->state()->_mouseState;
+}
+
+int32 ScriptFunc::sys_Cmd_Hide_Mouse(EMCState *state) {
+ _vm->state()->_mouseHidden = true;
+ //if (Game.MouseHiddenCount > 0) Game.MouseHiddenCount = 1;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Exit_Conversation(EMCState *state) {
+ _vm->state()->_exitConversation = true;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Mouse_Pos(EMCState *state) {
+ _vm->getSystem()->warpMouse(stackPos(0) - _vm->state()->_currentScrollValue, stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Show_Mouse(EMCState *state) {
+ _vm->state()->_mouseHidden = false;
+ //if (Game.MouseHiddenCount < 0) Game.MouseHiddenCount = 0;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_In_Close_Up(EMCState *state) {
+ return _vm->state()->_inCloseUp;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Scroll_Lock(EMCState *state) {
+ _vm->state()->_currentScrollLock = stackPos(0) > 0;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Fill_Area_Non_Walkable(EMCState *state) {
+ _vm->getMask()->floodFillNotWalkableOnMask(stackPos(0), stackPos(1));
+
+ // we have to store some info for savegame
+ _vm->getSaveBufferStream()->writeSint16BE(4); // 4 = sys_Cmd_Make_Line_Walkable
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(0));
+ _vm->getSaveBufferStream()->writeSint16BE(stackPos(1));
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Scroll_Coords(EMCState *state) {
+ _vm->state()->_currentScrollValue = stackPos(0);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Hide_Cutaway(EMCState *state) {
+ _vm->hideCutaway();
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Show_Cutaway(EMCState *state) {
+ _vm->showCutaway("");
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Pause_Ticks(EMCState *state) {
+
+ if (!_vm->isUpdatingSceneAnimation() || _vm->getScriptRegionNested() > 0) {
+ if (stackPos(1))
+ _vm->waitTicks(stackPos(0), true);
+ else
+ _vm->waitTicks(stackPos(0), false);
+ } else {
+ uint32 sceneId = _vm->getCurrentUpdatingSceneAnimation();
+ uint32 waitTicks = stackPos(0);
+ if (waitTicks < 1) waitTicks = 1;
+
+ waitTicks *= _vm->getTickLength();
+
+ if (sceneId < 40) {
+ int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer;
+ if (nextTicks < _vm->getOldMilli())
+ _vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks;
+ else
+ _vm->getSceneAnimationScript(sceneId)->_lastTimer = nextTicks;
+ }
+ return 0;
+ }
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_In_Conversation(EMCState *state) {
+ return _vm->state()->_inConversation;
+}
+
+int32 ScriptFunc::sys_Cmd_Character_Talking(EMCState *state) {
+ int32 characterId = stackPos(0);
+ Character *character = _vm->getCharacterById(characterId);
+ if (character)
+ return (character->getFlag() & 4) && (character->getFlag() & 8);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Flux_Facing_Point(EMCState *state) {
+ int32 fx = stackPos(0);
+ int32 fy = stackPos(1);
+ _vm->getFlux()->setFacing(_vm->getFlux()->getFacingFromDirection(fx - _vm->getFlux()->getX(), fy - _vm->getFlux()->getY()));
+ _vm->getFlux()->playStandingAnim();
+ return 1;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Flux_Facing(EMCState *state) {
+ _vm->getFlux()->setFacing(stackPos(0));
+ _vm->getFlux()->playStandingAnim();
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Flux_Coords(EMCState *state) {
+ _vm->getFlux()->stopWalk();
+ _vm->getFlux()->setPosition(stackPos(0), stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Flux_Visible(EMCState *state) {
+ _vm->getFlux()->setVisible(stackPos(0) > 0);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Flux_X(EMCState *state) {
+ return _vm->getFlux()->getX();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Flux_Y(EMCState *state) {
+ return _vm->getFlux()->getY();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Flux_Facing(EMCState *state) {
+ return _vm->getFlux()->getFacing();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Flux_Flags(EMCState *state) {
+ return (_vm->getFlux()->getFlag() & stackPos(0)) != 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Query_Flux_Coords(EMCState *state) {
+ return (stackPos(0) == _vm->getFlux()->getX()) && (stackPos(1) == _vm->getFlux()->getY());
+}
+
+int32 ScriptFunc::sys_Cmd_Have_A_Conversation(EMCState *state) {
+ _vm->haveAConversation(stackPos(0));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Walk_Flux_To_Point(EMCState *state) {
+ _vm->getFlux()->walkTo(stackPos(0), stackPos(1));
+ return 1;
+}
+
+int32 ScriptFunc::sys_Cmd_Query_Scene_Anim_Loaded(EMCState *state) {
+ return _vm->getSceneAnimation(stackPos(0))->_active;
+}
+
+int32 ScriptFunc::sys_Cmd_Play_Flux_Anim(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Anim_Priority(EMCState *state) {
+
+ SceneAnimation *sceneAnim = _vm->getSceneAnimation(stackPos(0));
+ sceneAnim->_animInstance->setLayerZ(stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Place_Scene_Anim(EMCState *state) {
+ int32 sceneId = stackPos(0);
+ int32 x = stackPos(1);
+ int32 y = stackPos(2);
+ int32 frame = stackPos(5);
+
+ SceneAnimation *sceneAnim = _vm->getSceneAnimation(sceneId);
+ sceneAnim->_animInstance->setPosition(x, y, 0, false);
+ sceneAnim->_animInstance->forceFrame(frame);
+ _vm->setSceneAnimationScriptUpdate(false);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Update_Scene_Animations(EMCState *state) {
+ //debugC(0, 0xfff, "UpdateAnimations");
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Drew_Scale(EMCState *state) {
+ int32 scale = _vm->getDrew()->getScale();
+ if (!scale)
+ return 1024;
+ return scale;
+}
+
+int32 ScriptFunc::sys_Cmd_Query_Drew_Flags(EMCState *state) {
+ return (_vm->getDrew()->getFlag() & stackPos(0)) != 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Music(EMCState *state) {
+
+ char *newMus = GetText(0, state);
+ _vm->getAudioManager()->playMusic(_vm->state()->_locations[_vm->state()->_currentScene]._name, newMus);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Query_Speech(EMCState *state) {
+ if (_vm->getAudioManager()->voiceStillPlaying())
+ return 1;
+ else
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Enter_New_Scene(EMCState *state) {
+ _vm->exitScene();
+ _vm->getDrew()->setFacing(stackPos(1));
+ _vm->loadScene(stackPos(0));
+ _vm->setSceneAnimationScriptUpdate(false);
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Enter_Same_Scene(EMCState *state) {
+ _vm->exitScene();
+ _vm->loadScene(_vm->state()->_currentScene);
+ _vm->setSceneAnimationScriptUpdate(false);
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Is_Pixel_Walkable(EMCState *state) {
+ return (_vm->getMask()->getData(stackPos(0), stackPos(1)) & 0x1f) > 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Show_Screen(EMCState *state) {
+ _vm->showCutaway(GetText(0, state));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Hide_Screen(EMCState *state) {
+ _vm->hideCutaway();
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Special_Enter_X_And_Y(EMCState *state) {
+ _vm->state()->_nextSpecialEnterX = stackPos(0);
+ _vm->state()->_nextSpecialEnterY = stackPos(1);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Mouse_X(EMCState *state) {
+ return _vm->getMouseX();
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Mouse_Y(EMCState *state) {
+ return _vm->getMouseY();
+}
+
+int32 ScriptFunc::sys_Cmd_Fade_Palette(EMCState *state) {
+ debugC(0, 0xfff, "fadePalette %d %d", stackPos(0), stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Music_Enabled(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Random(EMCState *state) {
+ int32 randMin = stackPos(0);
+ int32 randMax = stackPos(1);
+ int32 t = 0;
+
+ if (randMin > randMax) {
+ t = randMin;
+ randMin = randMax;
+ randMax = t;
+ }
+ return _vm->randRange(randMin, randMax);
+}
+
+int32 ScriptFunc::sys_Cmd_Wait_Key(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Draw_Scene_Anim_WSA_Frame_To_Back(EMCState *state) {
+ // draw the frame in the backbuffer (picture then)
+
+ int32 animId = stackPos(0);
+ int32 frame = stackPos(1);
+
+ if (frame < 0)
+ return 0;
+
+ SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
+
+ if (sceneAnim->_active) {
+ sceneAnim->_animInstance->setFrame(frame);
+ sceneAnim->_animInstance->setAnimationRange(frame, frame);
+ sceneAnim->_animInstance->stopAnimation();
+ sceneAnim->_animInstance->renderOnPicture();
+
+ // we have to store some info for savegame
+ _vm->getSaveBufferStream()->writeSint16BE(1); // 1 = Draw_Scene_Anim_WSA_Frame_To_Back
+ _vm->getSaveBufferStream()->writeSint16BE(frame);
+ _vm->getSaveBufferStream()->writeSint16BE(strlen(sceneAnim->_animInstance->getAnimation()->_name) + 1);
+ _vm->getSaveBufferStream()->write(sceneAnim->_animInstance->getAnimation()->_name, strlen(sceneAnim->_animInstance->getAnimation()->_name) + 1);
+ _vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getX());
+ _vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getY());
+ _vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getZ());
+ _vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getLayerZ());
+
+ }
+ return 1;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Scene_Anim_Wait(EMCState *state) {
+ int32 sceneId = stackPos(0);
+ int32 waitTicks = stackPos(1);
+ if (waitTicks < 1) waitTicks = 1;
+
+ // WORKAROUND : To fix the timing problem in the Gift-O-Matic
+ // The animation was too fast and the player was unable to click fast enough to get objects
+ // Here we slow down the animation
+ if (_vm->state()->_currentScene == 24) {
+ if (_vm->getCurrentUpdatingSceneAnimation() == 6) {
+ if (waitTicks == 1) {
+ waitTicks = 10;
+ _vm->setSceneAnimationScriptUpdate(false);
+ }
+ }
+ }
+
+ // WORKAROUND : In Wolf place, the animation to move the pot was too fast and the player was unable to
+ // progress into the game.
+ if (_vm->state()->_currentScene == 29) {
+ if (_vm->getCurrentUpdatingSceneAnimation() == 8 || _vm->getCurrentUpdatingSceneAnimation() == 7) {
+ if (waitTicks == 1) {
+ waitTicks = 5;
+ _vm->setSceneAnimationScriptUpdate(false);
+ }
+ }
+ }
+
+ // WORKAROUND : In transformed hangar, everything is too fast..
+ if (_vm->state()->_currentScene == 19) {
+ waitTicks = 10;
+ _vm->setSceneAnimationScriptUpdate(false);
+ }
+
+ waitTicks *= _vm->getTickLength();
+
+ if (sceneId >= 0 && sceneId < 40) {
+ int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer;
+ //debugC(0,0xff, "sw : assigining %d to lasttimer of %d (current tick %d old milli %d) ",nextTicks, sceneId , _vm->getSystem()->getMillis(), _vm->getOldMilli());
+ if (nextTicks < _vm->getOldMilli())
+ _vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks;
+ else
+ _vm->getSceneAnimationScript(sceneId)->_lastTimer = nextTicks;
+ }
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Init_Scene_Anim(EMCState *state) {
+ int32 animId = stackPos(0);
+ int32 flags = stackPos(1);
+
+ SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
+ if (sceneAnim->_active)
+ return 0;
+
+ sceneAnim->_animation = new Animation(_vm);
+ sceneAnim->_animation->loadAnimation(GetText(12, state));
+ sceneAnim->_animInstance = _vm->getAnimationManager()->createNewInstance(kAnimationScene);
+ sceneAnim->_animInstance->setAnimation(sceneAnim->_animation);
+ sceneAnim->_animInstance->setVisible((flags & 1) != 0);
+ sceneAnim->_animInstance->setAnimationRange(stackPos(11), stackPos(11));
+ sceneAnim->_animInstance->setFrame(stackPos(11));
+
+ _vm->getAnimationManager()->addInstance(sceneAnim->_animInstance);
+
+ debugC(0, 0xfff, "Init Anim %s %d %d %d %d %d %d %d %d %d %d %d %d %d\n", GetText(12, state), stackPos(0), stackPos(1), stackPos(2), stackPos(3),
+ stackPos(4), stackPos(5), stackPos(6), stackPos(7), stackPos(8), stackPos(9), stackPos(10), stackPos(11), stackPos(12));
+
+ int32 dx = stackPos(4);
+ int32 dy = stackPos(5);
+ int32 layerZ = stackPos(3);
+
+ if (dx == -2)
+ sceneAnim->_animInstance->moveRelative(640, 0, 0);
+ else if (dx >= 0)
+ sceneAnim->_animInstance->setX(dx);
+
+ if (dy >= 0)
+ sceneAnim->_animInstance->setY(dy);
+ else
+ dy = sceneAnim->_animation->_y1;
+
+ if (flags & 0x20)
+ sceneAnim->_animInstance->setZ(_vm->getLayerAtPoint(dx, dy));
+
+ if (layerZ >= 0) {
+ sceneAnim->_animInstance->setLayerZ(layerZ);
+ } else {
+ dy = dy + sceneAnim->_animation->_y2 - sceneAnim->_animation->_y1 - 1;
+ sceneAnim->_animInstance->setLayerZ(dy);
+ }
+
+ sceneAnim->_animInstance->setId(stackPos(0));
+
+
+ sceneAnim->_active = true;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Scene_Animation_Active_Flag(EMCState *state) {
+ int32 animId = stackPos(0);
+ int32 activeFlag = stackPos(1);
+
+ SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
+
+ if (sceneAnim->_active)
+ sceneAnim->_animInstance->setVisible(activeFlag > 0);
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Draw_Scene_Anim_WSA_Frame(EMCState *state) {
+ int32 animId = stackPos(0);
+ int32 frame = stackPos(1);
+
+ if (frame < 0)
+ return 0;
+
+ SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
+
+ if (sceneAnim->_active) {
+ sceneAnim->_animInstance->setFrame(frame);
+ sceneAnim->_animInstance->setAnimationRange(frame, frame);
+ sceneAnim->_animInstance->stopAnimation();
+ }
+ _vm->setSceneAnimationScriptUpdate(false);
+
+ // WORKAROUND : Too fast animations...
+ if (_vm->state()->_currentScene == 26 && animId == 22)
+ _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 3);
+
+ if (_vm->state()->_currentScene == 14) {
+ if (animId == 3 || animId == 2 || animId == 4)
+ _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2);
+ else if (animId == 20 || animId == 15 || animId == 21 || animId == 16 || animId == 17 || animId == 18)
+ _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 1);
+ else if (animId == 9) {
+ _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 6);
+ }
+ }
+
+ if (_vm->state()->_currentScene == 29) {
+ if (animId == 16 || animId == 26 || animId == 36)
+ _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2);
+ }
+
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Move_Scene_Anim(EMCState *state) {
+ int32 animId = stackPos(0);
+
+ SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId);
+ sceneAnim->_animInstance->moveRelative(stackPos(1), stackPos(2), 0);
+ _vm->setSceneAnimationScriptUpdate(false);
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Run_Actor_Default_Script(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Location_Data(EMCState *state) {
+ // initial setup of locations
+ int32 locationId = stackPos(0);
+ debugC(0, 0, "setlocationdata(%d) %s %x %s %s %d %d", locationId, GetText(1, state), stackPos(2), GetText(3, state), GetText(4, state), stackPos(5), stackPos(6));
+ strcpy(_vm->state()->_locations[locationId]._name, GetText(1, state));
+ strcpy(_vm->state()->_locations[locationId]._music, GetText(3, state));
+ strcpy(_vm->state()->_locations[locationId]._cutaway, GetText(4, state));
+ _vm->state()->_locations[locationId]._flags = stackPos(2);
+ _vm->state()->_locations[locationId]._visited = false;
+ _vm->state()->_locations[locationId]._numSceneAnimations = stackPos(5);
+
+ return 0;
+
+}
+
+int32 ScriptFunc::sys_Cmd_Set_CountDown_Timer(EMCState *state) {
+ // game timer is in ticks
+ _vm->state()->_gameTimer = stackPos(0) * _vm->getTickLength();
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Query_CountDown_Timer(EMCState *state) {
+ return _vm->state()->_gameTimer;
+}
+
+int32 ScriptFunc::sys_Cmd_Proceed_To_Next_Chapter(EMCState *state) {
+
+ _vm->state()->_currentChapter = stackPos(0);
+ _vm->exitScene();
+ _vm->loadScene(stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Play_Sfx_Plus(EMCState *state) {
+ //debugC(0,0xfff, "playSfx ( %d , %d, %d, %d, %d )", stackPos(0), stackPos(1), stackPos(2), stackPos(3), stackPos(4));
+ _vm->playSFX(stackPos(0), stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Play_Sfx(EMCState *state) {
+ //debugC(0,0xfff, "playSfx ( %d , %d)", stackPos(0), stackPos(1));
+ _vm->playSFX(stackPos(0), stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Ambient_Sfx(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Kill_Ambient_Sfx(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Ambient_Sfx_Plus(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Ambient_Volume(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Freeze_Scene_Animation(EMCState *state) {
+
+ _vm->getSceneAnimationScript(stackPos(0))->_frozen = true;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Unfreeze_Scene_Animation(EMCState *state) {
+ _vm->getSceneAnimationScript(stackPos(0))->_frozen = false;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Scene_Animation_Frozen(EMCState *state) {
+ return _vm->getSceneAnimationScript(stackPos(0))->_frozen ? 1 : 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Script_Game_Data_Global(EMCState *state) {
+ _vm->state()->_gameGlobalData[stackPos(0)] = stackPos(1);
+ return stackPos(1);
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Script_Game_Data_Global(EMCState *state) {
+ return _vm->state()->_gameGlobalData[stackPos(0)];
+}
+
+int32 ScriptFunc::sys_Cmd_Say_Line(EMCState *state) {
+ _vm->sayLines(1 , stackPos(0));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Knight_Puzzle_Get_Coord(EMCState *state) {
+ static const uint16 knightCoords[] = {
+ 0x327, 0x0fa, 0x354, 0x0f8, 0x383, 0x0f4, 0x3a4, 0x0f0, 0x3d3, 0x0ed,
+ 0x3fd, 0x0ef, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x310, 0x109, 0x349, 0x103,
+ 0x378, 0x103, 0x3a4, 0x102, 0x3d5, 0x102, 0x403, 0x103, 0x2fe, 0x12d,
+ 0x2fe, 0x12d, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x369, 0x123, 0x3a4, 0x123,
+ 0x3d8, 0x121, 0x410, 0x124, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x2fe, 0x12d,
+ 0x2fe, 0x12d, 0x35d, 0x14f, 0x3a2, 0x149, 0x3db, 0x149, 0x415, 0x14a,
+ 0x2fe, 0x12d, 0x2fe, 0x12d
+ };
+
+ return knightCoords[stackPos(2) + 2 * (8 * stackPos(1) + stackPos(0))];
+}
+
+int32 ScriptFunc::sys_Cmd_Add_Scene_Anim(EMCState *state) {
+ return sys_Cmd_Init_Scene_Anim(state);
+}
+
+int32 ScriptFunc::sys_Cmd_Remove_Scene_Anim(EMCState *state) {
+ int32 sceneId = stackPos(0);
+
+ if (!_vm->getSceneAnimation(sceneId)->_active)
+ return 0;
+
+ SceneAnimation *sceneAnim = _vm->getSceneAnimation(sceneId);
+ sceneAnim->_active = false;
+ _vm->getAnimationManager()->removeInstance(sceneAnim->_animInstance);
+ sceneAnim->_animation = 0;
+ sceneAnim->_animInstance = 0;
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Disable_Timer(EMCState *state) {
+ _vm->disableTimer(stackPos(0));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Enable_Timer(EMCState *state) {
+ _vm->enableTimer(stackPos(0));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Timer(EMCState *state) {
+ _vm->setTimer(stackPos(0), stackPos(1));
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Set_Palette_Color(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Number_Of_NPCs(EMCState *state) {
+ return 0;
+}
+
+int32 ScriptFunc::sys_Cmd_Get_Config_Language(EMCState *state) {
+ return 0;
+}
+
+} // End of namespace Toon