/* ScummVM - Scumm Interpreter * Copyright (C) 2004 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ // Scripting module script function component #include "reinherit.h" #include "yslib.h" #include "actor_mod.h" #include "animation_mod.h" #include "console_mod.h" #include "interface_mod.h" #include "text_mod.h" #include "script.h" #include "sfuncs.h" namespace Saga { R_SFUNC_ENTRY SFuncList[R_SFUNC_NUM] = { {0, 0, NULL}, {1, 1, SF_sleep}, {2, 0, NULL}, {3, 1, SF_3}, {4, 1, SF_setCommandText}, {5, 0, NULL}, {6, 3, SF_actorWalkTo}, {7, 0, SF_doAction}, {8, 2, SF_setFacing}, {9, 0, NULL}, {10, 0, NULL}, {11, 1, SF_freezeInterface}, {12, 0, NULL}, {13, 0, NULL}, {14, 0, SF_faceTowards}, {15, 0, SF_setFollower}, {16, 0, NULL}, {17, 0, NULL}, {18, 0, NULL}, {19, 0, NULL}, {20, 0, NULL}, {21, 0, NULL}, {22, 0, NULL}, {23, 0, NULL}, {24, 0, NULL}, {25, 0, SF_centerActor}, {26, 3, SF_startAnim}, {27, 3, SF_actorWalkToAsync}, {28, 0, NULL}, {29, 0, SF_setActorState}, {30, 3, SF_moveTo}, {31, 0, NULL}, {32, 0, NULL}, {33, 0, NULL}, {34, 0, SF_swapActors}, {35, 0, NULL}, {36, 4, SF_actorWalk}, {37, 4, SF_cycleActorFrames}, {38, 3, SF_setFrame}, {39, 0, NULL}, {40, 0, NULL}, {41, 4, SF_linkAnim}, {42, 0, SF_scriptSpecialWalk}, {43, 6, SF_placeActor}, {44, 0, SF_checkUserInterrupt}, {45, 0, SF_walkRelative}, {46, 0, SF_moveRelative}, {47, 0, NULL}, {48, 0, NULL}, {49, 0, NULL}, {50, 0, NULL}, {51, 0, NULL}, {52, 0, SF_throwActor}, {53, 0, SF_waitWalk}, {54, 0, NULL}, {55, 0, SF_changeActorScene}, {56, 0, SF_climb}, {57, 0, NULL}, {58, 0, SF_setActorZ}, {59, 0, NULL}, {60, 0, SF_getActorX}, {61, 0, SF_getActorY}, {62, 0, NULL}, {63, 0, NULL}, {64, 0, NULL}, {65, 0, NULL}, {66, 0, NULL}, {67, 0, NULL}, {68, 0, NULL}, {69, 0, NULL}, {70, 0, NULL}, {71, 0, NULL}, {72, 0, NULL}, {73, 0, NULL}, {74, 0, NULL}, {75, 0, NULL}, {76, 0, NULL}, {77, 0, NULL} }; // Script function #1 (0x01) blocking // Suspends thread execution for the specified time period // Param1: time to suspend ( units? ) int SF_sleep(R_SCRIPTFUNC_PARAMS) { SDataWord_T time_param; int time; SSTACK_Pop(thread->stack, &time_param); time = SDATA_ReadWordU(time_param); thread->sleep_time = time * 10; return R_SUCCESS; } // Script function #3 (0x03) // Unknown function; pops a parameter and pushes a return value // Param1: unknown int SF_3(R_SCRIPTFUNC_PARAMS) { // INCOMPLETE SDataWord_T param1; SSTACK_Pop(thread->stack, ¶m1); SSTACK_Push(thread->stack, 0); // push for now to allow intro faire // setup to run completely return R_SUCCESS; } // Script function #4 (0x04) nonblocking // Set the command display to the specified text string // Param1: dialogue index of string int SF_setCommandText(R_SCRIPTFUNC_PARAMS) { SDataWord_T s_idx_parm; SSTACK_Pop(thread->stack, &s_idx_parm); // INCOMPLETE return R_SUCCESS; } // Script function #6 (0x06) blocking // Commands the specified actor to walk to the given position // Param1: actor id // Param2: actor destination x // Param3: actor destination y int SF_actorWalkTo(R_SCRIPTFUNC_PARAMS) { SDataWord_T actor_parm; SDataWord_T x_parm; SDataWord_T y_parm; int actor_id; int actor_idx; R_POINT pt; SSTACK_Pop(thread->stack, &actor_parm); SSTACK_Pop(thread->stack, &x_parm); SSTACK_Pop(thread->stack, &y_parm); actor_id = SDATA_ReadWordS(actor_parm); actor_idx = ACTOR_GetActorIndex(actor_id); if (actor_idx < 0) { CON_Print(S_WARN_PREFIX "SF.08: Actor id 0x%X not found.", actor_id); return R_FAILURE; } pt.x = SDATA_ReadWordS(x_parm); pt.y = SDATA_ReadWordS(y_parm); ACTOR_WalkTo(actor_idx, &pt, 0, &thread->sem); return R_SUCCESS; } // Script function #7 int SF_doAction(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #8 (0x08) nonblocking // Sets the orientation of the specified actor. // Param1: actor id // Param2: actor orientation int SF_setFacing(R_SCRIPTFUNC_PARAMS) { SDataWord_T actor_parm; SDataWord_T orient_parm; int actor_id; int actor_idx; int orientation; SSTACK_Pop(thread->stack, &actor_parm); SSTACK_Pop(thread->stack, &orient_parm); actor_id = SDATA_ReadWordS(actor_parm); orientation = SDATA_ReadWordS(orient_parm); actor_idx = ACTOR_GetActorIndex(actor_id); if (actor_idx < 0) { CON_Print(S_WARN_PREFIX "SF.08: Actor id 0x%X not found.", actor_id); return R_FAILURE; } ACTOR_SetOrientation(actor_idx, orientation); return R_SUCCESS; } // 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 int SF_freezeInterface(R_SCRIPTFUNC_PARAMS) { SDataWord_T b_param; SSTACK_Pop(thread->stack, &b_param); if (b_param) { INTERFACE_Deactivate(); } else { INTERFACE_Activate(); } return R_SUCCESS; } // Script function #14 int SF_faceTowards(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #15 int SF_setFollower(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #25 int SF_centerActor(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #26 (0x1A) nonblocking // Starts the specified animation // Param1: ? // Param2: frames of animation to play or -1 to loop // Param3: animation id int SF_startAnim(R_SCRIPTFUNC_PARAMS) { // FIXME: implementation is wrong. Should link animation SDataWord_T unk_parm; SDataWord_T frame_parm; SDataWord_T anim_id_parm; int frame_count; int anim_id; SSTACK_Pop(thread->stack, &anim_id_parm); SSTACK_Pop(thread->stack, &frame_parm); SSTACK_Pop(thread->stack, &unk_parm); frame_count = SDATA_ReadWordS(frame_parm); anim_id = SDATA_ReadWordS(anim_id_parm); if (ANIM_Play(anim_id, 0) != R_SUCCESS) { CON_Print(S_WARN_PREFIX "SF.26: ANIM_Play() failed. Anim id: %u\n", anim_id); return R_FAILURE; } return R_SUCCESS; } // Script function #27 (0x1B) nonblocking // Commands the specified actor to walk to the given position // Param1: actor id // Param2: actor destination x // Param3: actor destination y int SF_actorWalkToAsync(R_SCRIPTFUNC_PARAMS) { SDataWord_T actor_parm; SDataWord_T x_parm; SDataWord_T y_parm; int actor_id; int actor_idx; R_POINT pt; SSTACK_Pop(thread->stack, &actor_parm); SSTACK_Pop(thread->stack, &x_parm); SSTACK_Pop(thread->stack, &y_parm); actor_id = SDATA_ReadWordS(actor_parm); actor_idx = ACTOR_GetActorIndex(actor_id); if (actor_idx < 0) { CON_Print(S_WARN_PREFIX "SF.08: Actor id 0x%X not found.", actor_id); return R_FAILURE; } pt.x = SDATA_ReadWordS(x_parm); pt.y = SDATA_ReadWordS(y_parm); ACTOR_WalkTo(actor_idx, &pt, 0, NULL); return R_SUCCESS; } // Script function #29 int SF_setActorState(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #30 (0x1E) nonblocking // Positions an actor at the specified location; actor is created if the // actor does not already exist. // Param1: actor id // Param2: actor pos x // Param3: actor pos y int SF_moveTo(R_SCRIPTFUNC_PARAMS) { SDataWord_T actor_parm; SDataWord_T x_parm; SDataWord_T y_parm; int actor_id; int actor_idx; int result; R_POINT pt; SSTACK_Pop(thread->stack, &actor_parm); SSTACK_Pop(thread->stack, &x_parm); SSTACK_Pop(thread->stack, &y_parm); actor_id = SDATA_ReadWordS(actor_parm); pt.x = SDATA_ReadWordS(x_parm); pt.y = SDATA_ReadWordS(y_parm); if (!ACTOR_ActorExists(actor_id)) { result = ACTOR_Create(actor_id, pt.x, pt.y); if (result != R_SUCCESS) { CON_Print(S_WARN_PREFIX "SF.30: Couldn't create actor 0x%X.", actor_id); return R_FAILURE; } } else { actor_idx = ACTOR_GetActorIndex(actor_id); ACTOR_Move(actor_idx, &pt); } return R_SUCCESS; } // Script function #34 int SF_swapActors(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #36 (0x24) ? // Commands the specified actor to walk to the given position // Param1: actor id // Param2: actor destination x // Param3: actor destination y // Param4: unknown int SF_actorWalk(R_SCRIPTFUNC_PARAMS) { // INCOMPLETE SDataWord_T actor_parm; SDataWord_T x_parm; SDataWord_T y_parm; SDataWord_T unk_parm; int actor_idx; R_POINT pt; SSTACK_Pop(thread->stack, &actor_parm); SSTACK_Pop(thread->stack, &x_parm); SSTACK_Pop(thread->stack, &y_parm); SSTACK_Pop(thread->stack, &unk_parm); actor_idx = ACTOR_GetActorIndex(SDATA_ReadWordS(actor_parm)); if (actor_idx < 0) { CON_Print(S_WARN_PREFIX "SF.36: Actor id 0x%X not found.", (int)actor_parm); return R_FAILURE; } pt.x = SDATA_ReadWordS(x_parm); pt.y = SDATA_ReadWordS(y_parm); #if 1 ACTOR_WalkTo(actor_idx, &pt, 0, NULL); #else ACTOR_WalkTo(actor_idx, &pt, 0, &thread->sem); #endif return R_SUCCESS; } // Script function #37 (0x25) nonblocking // Sets an actor to the specified action state // Param1: actor id // Param2: unknown // Param3: actor action state // Param4: unknown int SF_cycleActorFrames(R_SCRIPTFUNC_PARAMS) { // INCOMPLETE SDataWord_T actor_parm; SDataWord_T unk1_parm; SDataWord_T unk2_parm; SDataWord_T action_parm; int actor_id; int actor_idx; int action; //uint16 flags; SSTACK_Pop(thread->stack, &actor_parm); SSTACK_Pop(thread->stack, &unk1_parm); SSTACK_Pop(thread->stack, &action_parm); SSTACK_Pop(thread->stack, &unk2_parm); actor_id = SDATA_ReadWordS(actor_parm); action = SDATA_ReadWordS(action_parm); actor_idx = ACTOR_GetActorIndex(actor_id); if (ACTOR_SetAction(actor_idx, action, ACTION_NONE) != R_SUCCESS) { CON_Print(S_WARN_PREFIX "SF.37: ACTOR_SetAction() failed."); return R_FAILURE; } return R_SUCCESS; } // Script function #38 (0x26) nonblocking // Sets an actor to the specified action state // Param1: actor id // Param2: actor action state // Param3: unknown int SF_setFrame(R_SCRIPTFUNC_PARAMS) { // INCOMPLETE SDataWord_T actor_parm; SDataWord_T unk1_parm; SDataWord_T action_parm; int actor_id; int actor_idx; int action; //uint16 flags; SSTACK_Pop(thread->stack, &actor_parm); SSTACK_Pop(thread->stack, &action_parm); SSTACK_Pop(thread->stack, &unk1_parm); actor_id = SDATA_ReadWordS(actor_parm); action = SDATA_ReadWordS(action_parm); actor_idx = ACTOR_GetActorIndex(actor_id); if (ACTOR_SetAction(actor_idx, action, ACTION_NONE) != R_SUCCESS) { CON_Print(S_WARN_PREFIX "SF.38: ACTOR_SetAction() failed."); return R_FAILURE; } return R_SUCCESS; } // 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 int SF_linkAnim(R_SCRIPTFUNC_PARAMS) { SDataWord_T unk_parm; SDataWord_T tframes_parm; SDataWord_T anim1_parm; SDataWord_T anim2_parm; int tframes; uint16 anim_id1; uint16 anim_id2; SSTACK_Pop(thread->stack, &anim1_parm); SSTACK_Pop(thread->stack, &anim2_parm); SSTACK_Pop(thread->stack, &tframes_parm); SSTACK_Pop(thread->stack, &unk_parm); tframes = SDATA_ReadWordS(tframes_parm); anim_id1 = SDATA_ReadWordU(anim1_parm); anim_id2 = SDATA_ReadWordU(anim2_parm); if (ANIM_Link(anim_id1, anim_id2) != R_SUCCESS) { CON_Print(S_WARN_PREFIX "SF.41: ANIM_Link() failed. (%u->%u)\n", anim_id1, anim_id2); return R_FAILURE; } return R_SUCCESS; } // Script function #42 int SF_scriptSpecialWalk(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #43 (0x2B) nonblocking // Positions an actor at the specified location; actor is created if the // actor does not already exist. // Param1: actor id // Param2: actor pos x // Param3: actor pos y // Param4: ? // Param5: actor action // Param6: ? int SF_placeActor(R_SCRIPTFUNC_PARAMS) { // INCOMPLETE SDataWord_T actor_parm; SDataWord_T x_parm; SDataWord_T y_parm; SDataWord_T action_parm; SDataWord_T unknown_parm; int actor_id; int actor_idx; int action_state; int result; R_POINT pt; SSTACK_Pop(thread->stack, &actor_parm); SSTACK_Pop(thread->stack, &x_parm); SSTACK_Pop(thread->stack, &y_parm); SSTACK_Pop(thread->stack, &unknown_parm); SSTACK_Pop(thread->stack, &action_parm); SSTACK_Pop(thread->stack, &unknown_parm); actor_id = SDATA_ReadWordS(actor_parm); pt.x = SDATA_ReadWordS(x_parm); pt.y = SDATA_ReadWordS(y_parm); action_state = SDATA_ReadWordU(action_parm); if (!ACTOR_ActorExists(actor_id)) { result = ACTOR_Create(actor_id, pt.x, pt.y); if (result != R_SUCCESS) { CON_Print(S_WARN_PREFIX "SF.43: Couldn't create actor 0x%X.", actor_id); return R_FAILURE; } } else { actor_idx = ACTOR_GetActorIndex(actor_id); ACTOR_Move(actor_idx, &pt); } actor_idx = ACTOR_GetActorIndex(actor_id); ACTOR_SetDefaultAction(actor_idx, action_state, ACTION_NONE); ACTOR_SetAction(actor_idx, action_state, ACTION_NONE); return R_SUCCESS; } // 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. int SF_checkUserInterrupt(R_SCRIPTFUNC_PARAMS) { SSTACK_Push(thread->stack, 0); // INCOMPLETE return R_SUCCESS; } // Script function #45 int SF_walkRelative(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #46 int SF_moveRelative(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #52 int SF_throwActor(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #53 int SF_waitWalk(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #55 int SF_changeActorScene(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #56 int SF_climb(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #58 int SF_setActorZ(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #60 int SF_getActorX(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } // Script function #61 int SF_getActorY(R_SCRIPTFUNC_PARAMS) { return R_SUCCESS; } } // End of namespace Saga