/* 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. * */ // 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 #2057200 - "IHNM: Invisible inventory objects", // #1861126 - "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 #1861863 - "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 == NULL) 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 == 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) { 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 = 138; 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; 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->setVolume(_vm->_musicVolume, 1); _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->setVolume(_vm->_musicVolume, 1); _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 = NULL; 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