/* 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. * */ #include "common/debug.h" #include "common/system.h" #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 { #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 *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) { while (!_opcodes.empty()) { const OpcodeV2 *temp = _opcodes.back(); _opcodes.pop_back(); delete temp; } } 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()->forcePosition(stackPos(0), stackPos(1)); //_vm->getDrew()->resetScale(); 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); int32 arg3 = stackPos(2); // WORKAROUND: In scene 19 (transformed barn), Drew disappears when it shouldn't. It seems like a script bug // even if the game works correctly at this point // We need a special case for it then. if (_vm->state()->_currentScene == 19 && arg3 == 1 && arg1 < 0) { arg1 = 1; } if (arg2 > -1) _vm->getDrew()->forceFacing(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) { Common::String name; // workaround for the video of the beginning if (strstr(GetText(0, state), "209")) name = GetText(0, state); else name = _vm->createRoomFilename(GetText(0, state)); 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()->forceFacing(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) { _vm->initCharacter(stackPos(0), stackPos(1), stackPos(2), stackPos(3)); return 0; } int32 ScriptFunc::sys_Cmd_Actor_Talks(EMCState *state) { _vm->characterTalk(stackPos(0), false); return 0; } int32 ScriptFunc::sys_Cmd_Say_Lines(EMCState *state) { // WORKAROUND: In the scene 4 (Castle), if you click twice on the closed door, Drew disappears // the script makes him disappear for the custom animation and not reappear. if (_vm->state()->_currentScene == 4 && stackPos(1) == 562) { _vm->getDrew()->setVisible(true); } _vm->sayLines(stackPos(0), stackPos(1)); return 0; } int32 ScriptFunc::sys_Cmd_Set_Rif_Flag(EMCState *state) { int32 hs = _vm->getHotspots()->FindBasedOnCorner(stackPos(0), stackPos(1)); if (hs >= 0) _vm->getHotspots()->Get(hs)->setData(stackPos(2), stackPos(3)); return 0; } int32 ScriptFunc::sys_Cmd_Empty_Inventory(EMCState *state) { for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) _vm->state()->_inventory[i] = 0; _vm->state()->_numInventoryItems = 0; return 0; } int32 ScriptFunc::sys_Cmd_Set_Anim_Scale_Size(EMCState *state) { int32 animID = stackPos(0); int32 scale = stackPos(1); SceneAnimation *sceneAnim = _vm->getSceneAnimation(animID); if (sceneAnim) { sceneAnim->_animInstance->setUseMask(true); sceneAnim->_animInstance->setScale(scale, true); } return 0; } int32 ScriptFunc::sys_Cmd_Delete_Item_From_Inventory(EMCState *state) { for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) { if (stackPos(0) == _vm->state()->_inventory[i]) _vm->state()->_inventory[i] = 0; } _vm->rearrangeInventory(); return 0; } int32 ScriptFunc::sys_Cmd_Specific_Item_In_Inventory(EMCState *state) { for (int32 i = 0; i < _vm->state()->_numInventoryItems; i++) { if (_vm->state()->_inventory[i] == stackPos(0)) return 1; } if (_vm->state()->_mouseState == stackPos(0)) return 1; return 0; } int32 ScriptFunc::sys_Cmd_Run_Script(EMCState *state) { return _vm->runEventScript(_vm->getMouseX(), _vm->getMouseY(), 2, stackPos(0), 0); } int32 ScriptFunc::sys_Cmd_Query_Game_Flag(EMCState *state) { int32 arg = stackPos(0); return (_vm->state()->_gameFlag[arg >> 3] & (1 << (arg & 7))) != 0; } int32 ScriptFunc::sys_Cmd_Reset_Game_Flag(EMCState *state) { int32 arg = stackPos(0); _vm->state()->_gameFlag[arg >> 3] &= ~(1 << (arg & 7)); return 0; } int32 ScriptFunc::sys_Cmd_Set_Game_Flag(EMCState *state) { int32 arg = stackPos(0); _vm->state()->_gameFlag[arg >> 3] |= (1 << (arg & 7)); return 0; } int32 ScriptFunc::sys_Cmd_Create_Mouse_Item(EMCState *state) { _vm->createMouseItem(stackPos(0)); return 0; } int32 ScriptFunc::sys_Cmd_Destroy_Mouse_Item(EMCState *state) { _vm->deleteMouseItem(); return 0; } int32 ScriptFunc::sys_Cmd_Get_Mouse_State(EMCState *state) { return _vm->state()->_mouseState; } int32 ScriptFunc::sys_Cmd_Hide_Mouse(EMCState *state) { _vm->state()->_mouseHidden = true; //if (Game.MouseHiddenCount > 0) Game.MouseHiddenCount = 1; return 0; } int32 ScriptFunc::sys_Cmd_Exit_Conversation(EMCState *state) { _vm->state()->_exitConversation = true; return 0; } int32 ScriptFunc::sys_Cmd_Set_Mouse_Pos(EMCState *state) { if (_vm->state()->_inCloseUp) { _vm->_system->warpMouse(stackPos(0), stackPos(1)); } else { _vm->_system->warpMouse(stackPos(0) - _vm->state()->_currentScrollValue, stackPos(1)); } return 0; } int32 ScriptFunc::sys_Cmd_Show_Mouse(EMCState *state) { _vm->state()->_mouseHidden = false; //if (Game.MouseHiddenCount < 0) Game.MouseHiddenCount = 0; return 0; } int32 ScriptFunc::sys_Cmd_In_Close_Up(EMCState *state) { return _vm->state()->_inCloseUp; } int32 ScriptFunc::sys_Cmd_Set_Scroll_Lock(EMCState *state) { _vm->state()->_currentScrollLock = stackPos(0) > 0; return 0; } int32 ScriptFunc::sys_Cmd_Fill_Area_Non_Walkable(EMCState *state) { _vm->getMask()->floodFillNotWalkableOnMask(stackPos(0), stackPos(1)); // we have to store some info for savegame _vm->getSaveBufferStream()->writeSint16BE(4); // 4 = sys_Cmd_Make_Line_Walkable _vm->getSaveBufferStream()->writeSint16BE(stackPos(0)); _vm->getSaveBufferStream()->writeSint16BE(stackPos(1)); return 0; } int32 ScriptFunc::sys_Cmd_Set_Scroll_Coords(EMCState *state) { _vm->state()->_currentScrollValue = stackPos(0); return 0; } int32 ScriptFunc::sys_Cmd_Hide_Cutaway(EMCState *state) { _vm->hideCutaway(); return 0; } int32 ScriptFunc::sys_Cmd_Show_Cutaway(EMCState *state) { _vm->showCutaway(""); return 0; } int32 ScriptFunc::sys_Cmd_Pause_Ticks(EMCState *state) { if (!_vm->isUpdatingSceneAnimation() || _vm->getScriptRegionNested() > 0) { if (stackPos(1)) _vm->waitTicks(stackPos(0), true); else _vm->waitTicks(stackPos(0), false); } else { uint32 sceneId = _vm->getCurrentUpdatingSceneAnimation(); uint32 waitTicks = stackPos(0); if (waitTicks < 1) waitTicks = 1; waitTicks *= _vm->getTickLength(); if (sceneId < 40) { int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer; if (nextTicks < _vm->getOldMilli()) _vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks; else _vm->getSceneAnimationScript(sceneId)->_lastTimer = nextTicks; } return 0; } return 0; } int32 ScriptFunc::sys_Cmd_In_Conversation(EMCState *state) { return _vm->state()->_inConversation; } int32 ScriptFunc::sys_Cmd_Character_Talking(EMCState *state) { int32 characterId = stackPos(0); Character *character = _vm->getCharacterById(characterId); if (character) return character->isTalking(); return 0; } int32 ScriptFunc::sys_Cmd_Set_Flux_Facing_Point(EMCState *state) { int32 fx = stackPos(0); int32 fy = stackPos(1); _vm->getFlux()->setFacing(_vm->getFlux()->getFacingFromDirection(fx - _vm->getFlux()->getX(), fy - _vm->getFlux()->getY())); if (_vm->getFlux()->getFlag() == 0) // don't reset the animation unless Flux is in idle mode _vm->getFlux()->playStandingAnim(); return 1; } int32 ScriptFunc::sys_Cmd_Set_Flux_Facing(EMCState *state) { _vm->getFlux()->forceFacing(stackPos(0)); if (_vm->getFlux()->getFlag() == 0) // don't reset the animation unless Flux is in idle mode _vm->getFlux()->playStandingAnim(); return 0; } int32 ScriptFunc::sys_Cmd_Set_Flux_Coords(EMCState *state) { _vm->getFlux()->stopWalk(); _vm->getFlux()->forcePosition(stackPos(0), stackPos(1)); return 0; } int32 ScriptFunc::sys_Cmd_Set_Flux_Visible(EMCState *state) { _vm->getFlux()->setVisible(stackPos(0) > 0); return 0; } int32 ScriptFunc::sys_Cmd_Get_Flux_X(EMCState *state) { return _vm->getFlux()->getX(); } int32 ScriptFunc::sys_Cmd_Get_Flux_Y(EMCState *state) { return _vm->getFlux()->getY(); } int32 ScriptFunc::sys_Cmd_Get_Flux_Facing(EMCState *state) { return _vm->getFlux()->getFacing(); } int32 ScriptFunc::sys_Cmd_Get_Flux_Flags(EMCState *state) { return (_vm->getFlux()->getFlag() & stackPos(0)) != 0; } int32 ScriptFunc::sys_Cmd_Query_Flux_Coords(EMCState *state) { return (stackPos(0) == _vm->getFlux()->getX()) && (stackPos(1) == _vm->getFlux()->getY()); } int32 ScriptFunc::sys_Cmd_Have_A_Conversation(EMCState *state) { _vm->haveAConversation(stackPos(0)); return 0; } int32 ScriptFunc::sys_Cmd_Walk_Flux_To_Point(EMCState *state) { _vm->getFlux()->walkTo(stackPos(0), stackPos(1)); return 1; } int32 ScriptFunc::sys_Cmd_Query_Scene_Anim_Loaded(EMCState *state) { return _vm->getSceneAnimation(stackPos(0))->_active; } int32 ScriptFunc::sys_Cmd_Play_Flux_Anim(EMCState *state) { return 0; } int32 ScriptFunc::sys_Cmd_Set_Anim_Priority(EMCState *state) { SceneAnimation *sceneAnim = _vm->getSceneAnimation(stackPos(0)); sceneAnim->_animInstance->setLayerZ(stackPos(1)); return 0; } int32 ScriptFunc::sys_Cmd_Place_Scene_Anim(EMCState *state) { int32 sceneId = stackPos(0); int32 x = stackPos(1); int32 y = stackPos(2); int32 frame = stackPos(5); SceneAnimation *sceneAnim = _vm->getSceneAnimation(sceneId); sceneAnim->_animInstance->setPosition(x, y, sceneAnim->_animInstance->getZ(), false); sceneAnim->_animInstance->forceFrame(frame); _vm->setSceneAnimationScriptUpdate(false); return 0; } int32 ScriptFunc::sys_Cmd_Update_Scene_Animations(EMCState *state) { //debugC(0, 0xfff, "UpdateAnimations"); return 0; } int32 ScriptFunc::sys_Cmd_Get_Drew_Scale(EMCState *state) { int32 scale = _vm->getDrew()->getScale(); if (!scale) return 1024; return scale; } int32 ScriptFunc::sys_Cmd_Query_Drew_Flags(EMCState *state) { return (_vm->getDrew()->getFlag() & stackPos(0)) != 0; } int32 ScriptFunc::sys_Cmd_Set_Music(EMCState *state) { char *newMus = GetText(0, state); _vm->getAudioManager()->playMusic(_vm->state()->_locations[_vm->state()->_currentScene]._name, newMus); return 0; } int32 ScriptFunc::sys_Cmd_Query_Speech(EMCState *state) { if (_vm->getAudioManager()->voiceStillPlaying()) return 1; else return 0; } int32 ScriptFunc::sys_Cmd_Enter_New_Scene(EMCState *state) { _vm->exitScene(); _vm->getDrew()->forceFacing(stackPos(1)); _vm->loadScene(stackPos(0)); _vm->setSceneAnimationScriptUpdate(false); return 0; } int32 ScriptFunc::sys_Cmd_Enter_Same_Scene(EMCState *state) { _vm->exitScene(); _vm->loadScene(_vm->state()->_currentScene); _vm->setSceneAnimationScriptUpdate(false); return 0; } int32 ScriptFunc::sys_Cmd_Is_Pixel_Walkable(EMCState *state) { return (_vm->getMask()->getData(stackPos(0), stackPos(1)) & 0x1f) > 0; } int32 ScriptFunc::sys_Cmd_Show_Screen(EMCState *state) { _vm->showCutaway(GetText(0, state)); return 0; } int32 ScriptFunc::sys_Cmd_Hide_Screen(EMCState *state) { _vm->hideCutaway(); return 0; } int32 ScriptFunc::sys_Cmd_Set_Special_Enter_X_And_Y(EMCState *state) { _vm->state()->_nextSpecialEnterX = stackPos(0); _vm->state()->_nextSpecialEnterY = stackPos(1); return 0; } int32 ScriptFunc::sys_Cmd_Get_Mouse_X(EMCState *state) { return _vm->getMouseX(); } int32 ScriptFunc::sys_Cmd_Get_Mouse_Y(EMCState *state) { return _vm->getMouseY(); } int32 ScriptFunc::sys_Cmd_Fade_Palette(EMCState *state) { debugC(0, 0xfff, "fadePalette %d %d", stackPos(0), stackPos(1)); return 0; } int32 ScriptFunc::sys_Cmd_Music_Enabled(EMCState *state) { return 0; } int32 ScriptFunc::sys_Cmd_Random(EMCState *state) { int32 randMin = stackPos(0); int32 randMax = stackPos(1); int32 t = 0; if (randMin > randMax) { t = randMin; randMin = randMax; randMax = t; } return _vm->randRange(randMin, randMax); } int32 ScriptFunc::sys_Cmd_Wait_Key(EMCState *state) { return 0; } int32 ScriptFunc::sys_Cmd_Draw_Scene_Anim_WSA_Frame_To_Back(EMCState *state) { // draw the frame in the backbuffer (picture then) int32 animId = stackPos(0); int32 frame = stackPos(1); if (frame < 0) return 0; SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId); if (sceneAnim->_active) { sceneAnim->_animInstance->setFrame(frame); sceneAnim->_animInstance->setAnimationRange(frame, frame); sceneAnim->_animInstance->stopAnimation(); sceneAnim->_animInstance->renderOnPicture(); // we have to store some info for savegame _vm->getSaveBufferStream()->writeSint16BE(1); // 1 = Draw_Scene_Anim_WSA_Frame_To_Back _vm->getSaveBufferStream()->writeSint16BE(frame); _vm->getSaveBufferStream()->writeSint16BE(strlen(sceneAnim->_animInstance->getAnimation()->_name) + 1); _vm->getSaveBufferStream()->write(sceneAnim->_animInstance->getAnimation()->_name, strlen(sceneAnim->_animInstance->getAnimation()->_name) + 1); _vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getX()); _vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getY()); _vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getZ()); _vm->getSaveBufferStream()->writeSint16BE(sceneAnim->_animInstance->getLayerZ()); } return 1; } int32 ScriptFunc::sys_Cmd_Set_Scene_Anim_Wait(EMCState *state) { int32 sceneId = stackPos(0); int32 waitTicks = stackPos(1); if (waitTicks < 1) waitTicks = 1; // WORKAROUND : To fix the timing problem in the Gift-O-Matic // The animation was too fast and the player was unable to click fast enough to get objects // Here we slow down the animation if (_vm->state()->_currentScene == 24) { if (_vm->getCurrentUpdatingSceneAnimation() == 6) { if (waitTicks == 1) { waitTicks = 10; _vm->setSceneAnimationScriptUpdate(false); } } } // WORKAROUND : In Wolf place, the animation to move the pot was too fast and the player was unable to // progress into the game. if (_vm->state()->_currentScene == 29) { if (_vm->getCurrentUpdatingSceneAnimation() == 8 || _vm->getCurrentUpdatingSceneAnimation() == 7) { if (waitTicks == 1) { waitTicks = 5; _vm->setSceneAnimationScriptUpdate(false); } } } // WORKAROUND : In transformed hangar, everything is too fast.. if (_vm->state()->_currentScene == 19) { waitTicks = 10; _vm->setSceneAnimationScriptUpdate(false); } // WORKAROUND : Slow down just a little the guards dance animation so that the voices don't cut if (_vm->state()->_currentScene == 2 && (sceneId == 2 || sceneId == 3)) { waitTicks = 7; _vm->setSceneAnimationScriptUpdate(false); } waitTicks *= _vm->getTickLength(); if (sceneId >= 0 && sceneId < 40) { int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer; if (nextTicks < _vm->getOldMilli()) _vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks; else _vm->getSceneAnimationScript(sceneId)->_lastTimer = nextTicks; } return 0; } int32 ScriptFunc::sys_Cmd_Init_Scene_Anim(EMCState *state) { int32 animId = stackPos(0); int32 flags = stackPos(1); SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId); if (sceneAnim->_active) return 0; delete sceneAnim->_animation; delete sceneAnim->_animInstance; sceneAnim->_animation = new Animation(_vm); sceneAnim->_animation->loadAnimation(GetText(12, state)); sceneAnim->_animInstance = _vm->getAnimationManager()->createNewInstance(kAnimationScene); sceneAnim->_originalAnimInstance = sceneAnim->_animInstance; sceneAnim->_animInstance->setAnimation(sceneAnim->_animation); sceneAnim->_animInstance->setVisible((flags & 1) != 0); sceneAnim->_animInstance->setAnimationRange(stackPos(11), stackPos(11)); sceneAnim->_animInstance->setFrame(stackPos(11)); debugC(0, 0xfff, "Init Anim %s %d %d %d %d %d %d %d %d %d %d %d %d %d\n", GetText(12, state), stackPos(0), stackPos(1), stackPos(2), stackPos(3), stackPos(4), stackPos(5), stackPos(6), stackPos(7), stackPos(8), stackPos(9), stackPos(10), stackPos(11), stackPos(12)); int32 dx = stackPos(4); int32 dy = stackPos(5); int32 x = stackPos(2); int32 layerZ = stackPos(3); if (dx == -2) sceneAnim->_animInstance->moveRelative(TOON_SCREEN_WIDTH, 0, 0); else if (dx < 0) { dx = sceneAnim->_animation->_x1; } else if (dx >= 0) sceneAnim->_animInstance->setX(dx); if (dy >= 0) sceneAnim->_animInstance->setY(dy); else dy = sceneAnim->_animation->_y1; if (flags & 0x20) { sceneAnim->_animInstance->setZ(_vm->getLayerAtPoint(x, layerZ)); sceneAnim->_animInstance->setUseMask(true); } if (layerZ >= 0) { sceneAnim->_animInstance->setLayerZ(layerZ); } else { dy = dy + sceneAnim->_animation->_y2 - sceneAnim->_animation->_y1 - 1; sceneAnim->_animInstance->setLayerZ(dy); } sceneAnim->_animInstance->setId(stackPos(0)); sceneAnim->_active = true; // add the animation to the list only if it's already visible if (flags & 1) { _vm->getAnimationManager()->addInstance(sceneAnim->_animInstance); } return 0; } int32 ScriptFunc::sys_Cmd_Set_Scene_Animation_Active_Flag(EMCState *state) { int32 animId = stackPos(0); int32 activeFlag = stackPos(1); SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId); if (sceneAnim->_active) { sceneAnim->_animInstance->setVisible(activeFlag > 0); if (activeFlag) { _vm->getAnimationManager()->addInstance(sceneAnim->_animInstance); } } return 0; } int32 ScriptFunc::sys_Cmd_Draw_Scene_Anim_WSA_Frame(EMCState *state) { int32 animId = stackPos(0); int32 frame = stackPos(1); if (frame < 0) return 0; SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId); if (sceneAnim->_active) { sceneAnim->_animInstance->setAnimation(sceneAnim->_animation); sceneAnim->_animInstance->setFrame(frame); sceneAnim->_animInstance->setAnimationRange(frame, frame); sceneAnim->_animInstance->stopAnimation(); } _vm->setSceneAnimationScriptUpdate(false); // WORKAROUND : Too fast animations... if (_vm->state()->_currentScene == 26 && animId == 22) _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 3); if (_vm->state()->_currentScene == 14) { if (animId == 3 || animId == 2 || animId == 4) _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2); else if (animId == 20 || animId == 15 || animId == 21 || animId == 16 || animId == 17 || animId == 18) _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 1); else if (animId == 9) { _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 3); } } if (_vm->state()->_currentScene == 19 && _vm->getCurrentUpdatingSceneAnimation() == 0 ) { _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 6); } if (_vm->state()->_currentScene == 29) { if (animId == 16 || animId == 26 || animId == 36) _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2); } return 0; } int32 ScriptFunc::sys_Cmd_Move_Scene_Anim(EMCState *state) { int32 animId = stackPos(0); SceneAnimation *sceneAnim = _vm->getSceneAnimation(animId); sceneAnim->_animInstance->moveRelative(stackPos(1), stackPos(2), 0); _vm->setSceneAnimationScriptUpdate(false); return 0; } int32 ScriptFunc::sys_Cmd_Run_Actor_Default_Script(EMCState *state) { return 0; } int32 ScriptFunc::sys_Cmd_Set_Location_Data(EMCState *state) { // initial setup of locations int32 locationId = stackPos(0); debugC(0, 0, "setlocationdata(%d) %s %x %s %s %d %d", locationId, GetText(1, state), stackPos(2), GetText(3, state), GetText(4, state), stackPos(5), stackPos(6)); 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) { //debug("Ambient Sfx : %d %d %d %d", stackPos(0), stackPos(1), stackPos(2), stackPos(3)); _vm->getAudioManager()->startAmbientSFX(stackPos(0), stackPos(1), stackPos(2), stackPos(3)); return 0; } int32 ScriptFunc::sys_Cmd_Kill_Ambient_Sfx(EMCState *state) { //debug("Kill Sfx : %d", stackPos(0)); _vm->getAudioManager()->killAmbientSFX(stackPos(0)); return 0; } int32 ScriptFunc::sys_Cmd_Set_Ambient_Sfx_Plus(EMCState *state) { //debug("Ambient Sfx Plus: %d %d %d %d %d %d %d %d", stackPos(0), stackPos(1), stackPos(2), stackPos(3), stackPos(4), stackPos(5), stackPos(6), stackPos(7)); _vm->getAudioManager()->startAmbientSFX(stackPos(0), stackPos(1), stackPos(2), stackPos(3)); return 0; } int32 ScriptFunc::sys_Cmd_Set_Ambient_Volume(EMCState *state) { //debug("Ambient Volume : %d %d", stackPos(0), stackPos(1)); _vm->getAudioManager()->setAmbientSFXVolume(stackPos(0), stackPos(1)); return 0; } int32 ScriptFunc::sys_Cmd_Freeze_Scene_Animation(EMCState *state) { _vm->getSceneAnimationScript(stackPos(0))->_frozen = true; return 0; } int32 ScriptFunc::sys_Cmd_Unfreeze_Scene_Animation(EMCState *state) { _vm->getSceneAnimationScript(stackPos(0))->_frozen = false; return 0; } int32 ScriptFunc::sys_Cmd_Scene_Animation_Frozen(EMCState *state) { return _vm->getSceneAnimationScript(stackPos(0))->_frozen ? 1 : 0; } int32 ScriptFunc::sys_Cmd_Set_Script_Game_Data_Global(EMCState *state) { _vm->state()->_gameGlobalData[stackPos(0)] = stackPos(1); return stackPos(1); } int32 ScriptFunc::sys_Cmd_Get_Script_Game_Data_Global(EMCState *state) { return _vm->state()->_gameGlobalData[stackPos(0)]; } int32 ScriptFunc::sys_Cmd_Say_Line(EMCState *state) { _vm->sayLines(1 , stackPos(0)); return 0; } int32 ScriptFunc::sys_Cmd_Knight_Puzzle_Get_Coord(EMCState *state) { static const uint16 knightCoords[] = { 0x327, 0x0fa, 0x354, 0x0f8, 0x383, 0x0f4, 0x3a4, 0x0f0, 0x3d3, 0x0ed, 0x3fd, 0x0ef, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x310, 0x109, 0x349, 0x103, 0x378, 0x103, 0x3a4, 0x102, 0x3d5, 0x102, 0x403, 0x103, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x369, 0x123, 0x3a4, 0x123, 0x3d8, 0x121, 0x410, 0x124, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x2fe, 0x12d, 0x35d, 0x14f, 0x3a2, 0x149, 0x3db, 0x149, 0x415, 0x14a, 0x2fe, 0x12d, 0x2fe, 0x12d }; return knightCoords[stackPos(2) + 2 * (8 * stackPos(1) + stackPos(0))]; } int32 ScriptFunc::sys_Cmd_Add_Scene_Anim(EMCState *state) { return sys_Cmd_Init_Scene_Anim(state); } int32 ScriptFunc::sys_Cmd_Remove_Scene_Anim(EMCState *state) { int32 sceneId = stackPos(0); if (!_vm->getSceneAnimation(sceneId)->_active) return 0; SceneAnimation *sceneAnim = _vm->getSceneAnimation(sceneId); sceneAnim->_active = false; _vm->getAnimationManager()->removeInstance(sceneAnim->_animInstance); delete sceneAnim->_animation; sceneAnim->_animation = NULL; // see if one character shares this instance for (int32 c = 0; c < 32; c++) { if (_vm->getCharacter(c) && _vm->getCharacter(c)->getAnimationInstance() == sceneAnim->_originalAnimInstance) { _vm->getCharacter(c)->setAnimationInstance(NULL); } } delete sceneAnim->_originalAnimInstance; sceneAnim->_originalAnimInstance = NULL; sceneAnim->_animInstance = NULL; return 0; } int32 ScriptFunc::sys_Cmd_Disable_Timer(EMCState *state) { _vm->disableTimer(stackPos(0)); return 0; } int32 ScriptFunc::sys_Cmd_Enable_Timer(EMCState *state) { _vm->enableTimer(stackPos(0)); return 0; } int32 ScriptFunc::sys_Cmd_Set_Timer(EMCState *state) { _vm->setTimer(stackPos(0), stackPos(1)); return 0; } int32 ScriptFunc::sys_Cmd_Set_Palette_Color(EMCState *state) { return 0; } int32 ScriptFunc::sys_Cmd_Number_Of_NPCs(EMCState *state) { return 0; } int32 ScriptFunc::sys_Cmd_Get_Config_Language(EMCState *state) { return 0; } } // End of namespace Toon