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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
// Scripting module: Script resource handling functions
#include "saga/saga.h"
#include "saga/gfx.h"
#include "saga/console.h"
#include "saga/script.h"
#include "saga/interface.h"
#include "saga/itedata.h"
#include "saga/scene.h"
#include "saga/events.h"
#include "saga/actor.h"
#include "saga/objectmap.h"
#include "saga/isomap.h"
#include "saga/resource.h"
namespace Saga {
// Initializes the scripting module.
// Loads script resource look-up table, initializes script data system
Script::Script(SagaEngine *vm) : _vm(vm) {
ResourceContext *resourceContext;
byte *resourcePointer;
size_t resourceLength;
int prevTell;
int i, j;
byte *stringsPointer;
size_t stringsLength;
//initialize member variables
_abortEnabled = true;
_skipSpeeches = false;
_conversingThread = NULL;
_firstObjectSet = false;
_secondObjectNeeded = false;
_pendingVerb = getVerbType(kVerbNone);
_currentVerb = getVerbType(kVerbNone);
_stickyVerb = getVerbType(kVerbWalkTo);
_leftButtonVerb = getVerbType(kVerbNone);
_rightButtonVerb = getVerbType(kVerbNone);
_pointerObject = ID_NOTHING;
_staticSize = 0;
_commonBufferSize = COMMON_BUFFER_SIZE;
_commonBuffer = (byte*)malloc(_commonBufferSize);
memset(_commonBuffer, 0, _commonBufferSize);
debug(8, "Initializing scripting subsystem");
// Load script resource file context
_scriptContext = _vm->_resource->getContext(GAME_SCRIPTFILE);
if (_scriptContext == NULL) {
error("Script::Script() script context not found");
}
resourceContext = _vm->_resource->getContext(GAME_RESOURCEFILE);
if (resourceContext == NULL) {
error("Script::Script() resource context not found");
}
uint32 scriptResourceId = 0;
if (!_vm->isSaga2()) {
scriptResourceId = _vm->getResourceDescription()->moduleLUTResourceId;
debug(3, "Loading module LUT from resource %i", scriptResourceId);
_vm->_resource->loadResource(resourceContext, scriptResourceId, resourcePointer, resourceLength);
} else {
uint32 saga2DataSegId = MKID_BE('__DA');
int32 scr = _scriptContext->getEntryNum(saga2DataSegId);
if (scr < 0)
error("Unable to locate the script's data segment");
scriptResourceId = (uint32)scr;
debug(3, "Loading module LUT from resource %i", scriptResourceId);
_vm->_resource->loadResource(_scriptContext, scriptResourceId, resourcePointer, resourceLength);
//uint32 saga2ExportSegId = MKID_BE('_EXP');
// TODO: SAGA2 script export segment
}
// Do nothing for SAGA2 games for now
if (_vm->isSaga2()) {
return;
}
// Create logical script LUT from resource
if (resourceLength % S_LUT_ENTRYLEN_ITECD == 0) {
_modulesLUTEntryLen = S_LUT_ENTRYLEN_ITECD;
} else if (resourceLength % S_LUT_ENTRYLEN_ITEDISK == 0) {
_modulesLUTEntryLen = S_LUT_ENTRYLEN_ITEDISK;
} else {
error("Script::Script() Invalid script lookup table length (%i)", (int)resourceLength);
}
// Calculate number of entries
_modulesCount = resourceLength / _modulesLUTEntryLen;
debug(3, "LUT has %i entries", _modulesCount);
// Allocate space for logical LUT
_modules = (ModuleData *)malloc(_modulesCount * sizeof(*_modules));
if (_modules == NULL) {
memoryError("Script::Script()");
}
// Convert LUT resource to logical LUT
MemoryReadStreamEndian scriptS(resourcePointer, resourceLength, resourceContext->isBigEndian);
for (i = 0; i < _modulesCount; i++) {
memset(&_modules[i], 0, sizeof(ModuleData));
prevTell = scriptS.pos();
_modules[i].scriptResourceId = scriptS.readUint16();
_modules[i].stringsResourceId = scriptS.readUint16();
_modules[i].voicesResourceId = scriptS.readUint16();
// Skip the unused portion of the structure
for (j = scriptS.pos(); j < prevTell + _modulesLUTEntryLen; j++) {
if (scriptS.readByte() != 0)
warning("Unused scriptLUT part isn't really unused for LUT %d (pos: %d)", i, j);
}
}
free(resourcePointer);
// TODO
//
// In ITE, the "main strings" resource contains both the verb strings
// and the object names.
//
// In IHNM, the "main strings" contains the verb strings, but not the
// object names. At least, I think that's the case.
_vm->_resource->loadResource(resourceContext, _vm->getResourceDescription()->mainStringsResourceId, stringsPointer, stringsLength);
_vm->loadStrings(_mainStrings, stringsPointer, stringsLength);
free(stringsPointer);
setupScriptFuncList();
}
// Shut down script module gracefully; free all allocated module resources
Script::~Script() {
debug(8, "Shutting down scripting subsystem.");
_mainStrings.freeMem();
_globalVoiceLUT.freeMem();
freeModules();
if (!_vm->isSaga2()) // TODO: remove this once the script module is working for SAGA2
free(_modules);
free(_commonBuffer);
}
void Script::loadModule(int scriptModuleNumber) {
byte *resourcePointer;
size_t resourceLength;
// Validate script number
if ((scriptModuleNumber < 0) || (scriptModuleNumber >= _modulesCount)) {
error("Script::loadScript() Invalid script module number");
}
if (_modules[scriptModuleNumber].loaded) {
return;
}
// Initialize script data structure
debug(3, "Loading script module #%d", scriptModuleNumber);
_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].scriptResourceId, resourcePointer, resourceLength);
loadModuleBase(_modules[scriptModuleNumber], resourcePointer, resourceLength);
free(resourcePointer);
_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].stringsResourceId, resourcePointer, resourceLength);
_vm->loadStrings(_modules[scriptModuleNumber].strings, resourcePointer, resourceLength);
free(resourcePointer);
if (_modules[scriptModuleNumber].voicesResourceId > 0) {
_vm->_resource->loadResource(_scriptContext, _modules[scriptModuleNumber].voicesResourceId, resourcePointer, resourceLength);
loadVoiceLUT(_modules[scriptModuleNumber].voiceLUT, resourcePointer, resourceLength);
free(resourcePointer);
}
_modules[scriptModuleNumber].staticOffset = _staticSize;
_staticSize += _modules[scriptModuleNumber].staticSize;
if (_staticSize > _commonBufferSize) {
error("Script::loadModule() _staticSize > _commonBufferSize");
}
_modules[scriptModuleNumber].loaded = true;
}
void Script::freeModules() {
int i;
for (i = 0; i < _modulesCount; i++) {
if (_modules[i].loaded) {
_modules[i].freeMem();
_modules[i].loaded = false;
}
}
_staticSize = 0;
}
void Script::loadModuleBase(ModuleData &module, const byte *resourcePointer, size_t resourceLength) {
int i;
debug(3, "Loading module base...");
module.moduleBase = (byte*)malloc(resourceLength);
module.moduleBaseSize = resourceLength;
memcpy(module.moduleBase, resourcePointer, resourceLength);
MemoryReadStreamEndian scriptS(module.moduleBase, module.moduleBaseSize, _scriptContext->isBigEndian);
module.entryPointsCount = scriptS.readUint16();
scriptS.readUint16(); //skip
module.entryPointsTableOffset = scriptS.readUint16();
scriptS.readUint16(); //skip
if ((module.moduleBaseSize - module.entryPointsTableOffset) < (module.entryPointsCount * SCRIPT_TBLENTRY_LEN)) {
error("Script::loadModuleBase() Invalid table offset");
}
if (module.entryPointsCount > SCRIPT_MAX) {
error("Script::loadModuleBase()Script limit exceeded");
}
module.entryPoints = (EntryPoint *)malloc(module.entryPointsCount * sizeof(*module.entryPoints));
if (module.entryPoints == NULL) {
memoryError("Script::loadModuleBase");
}
// Read in the entrypoint table
module.staticSize = scriptS.readUint16();
while (scriptS.pos() < module.entryPointsTableOffset)
scriptS.readByte();
for (i = 0; i < module.entryPointsCount; i++) {
// First uint16 is the offset of the entrypoint name from the start
// of the bytecode resource, second uint16 is the offset of the
// bytecode itself for said entrypoint
module.entryPoints[i].nameOffset = scriptS.readUint16();
module.entryPoints[i].offset = scriptS.readUint16();
// Perform a simple range check on offset values
if ((module.entryPoints[i].nameOffset >= module.moduleBaseSize) || (module.entryPoints[i].offset >= module.moduleBaseSize)) {
error("Script::loadModuleBase() Invalid offset encountered in script entrypoint table");
}
}
}
void Script::loadVoiceLUT(VoiceLUT &voiceLUT, const byte *resourcePointer, size_t resourceLength) {
uint16 i;
voiceLUT.voicesCount = resourceLength / 2;
voiceLUT.voices = (uint16 *)malloc(voiceLUT.voicesCount * sizeof(*voiceLUT.voices));
if (voiceLUT.voices == NULL) {
error("Script::loadVoiceLUT() not enough memory");
}
MemoryReadStreamEndian scriptS(resourcePointer, resourceLength, _scriptContext->isBigEndian);
for (i = 0; i < voiceLUT.voicesCount; i++) {
voiceLUT.voices[i] = scriptS.readUint16();
}
}
// verb
void Script::showVerb(int statusColor) {
const char *verbName;
const char *object1Name;
const char *object2Name;
char statusString[STATUS_TEXT_LEN];
if (_leftButtonVerb == getVerbType(kVerbNone)) {
_vm->_interface->setStatusText("");
return;
}
if (_vm->getGameId() == GID_ITE)
verbName = _mainStrings.getString(_leftButtonVerb - 1);
else
verbName = _mainStrings.getString(_leftButtonVerb + 1);
if (objectTypeId(_currentObject[0]) == kGameObjectNone) {
_vm->_interface->setStatusText(verbName, statusColor);
return;
}
object1Name = _vm->getObjectName(_currentObject[0]);
if (!_secondObjectNeeded) {
snprintf(statusString, STATUS_TEXT_LEN, "%s %s", verbName, object1Name);
_vm->_interface->setStatusText(statusString, statusColor);
return;
}
if (objectTypeId(_currentObject[1]) != kGameObjectNone) {
object2Name = _vm->getObjectName(_currentObject[1]);
} else {
object2Name = "";
}
if (_leftButtonVerb == getVerbType(kVerbGive)) {
snprintf(statusString, STATUS_TEXT_LEN, _vm->getTextString(kTextGiveTo), object1Name, object2Name);
_vm->_interface->setStatusText(statusString, statusColor);
} else {
if (_leftButtonVerb == getVerbType(kVerbUse)) {
snprintf(statusString, STATUS_TEXT_LEN, _vm->getTextString(kTextUseWidth), object1Name, object2Name);
_vm->_interface->setStatusText(statusString, statusColor);
} else {
snprintf(statusString, STATUS_TEXT_LEN, "%s %s", verbName, object1Name);
_vm->_interface->setStatusText(statusString, statusColor);
}
}
}
int Script::getVerbType(VerbTypes verbType) {
if (_vm->getGameId() == GID_ITE) {
switch (verbType) {
case kVerbNone:
return kVerbITENone;
case kVerbWalkTo:
return kVerbITEWalkTo;
case kVerbGive:
return kVerbITEGive;
case kVerbUse:
return kVerbITEUse;
case kVerbEnter:
return kVerbITEEnter;
case kVerbLookAt:
return kVerbITELookAt;
case kVerbPickUp:
return kVerbITEPickUp;
case kVerbOpen:
return kVerbITEOpen;
case kVerbClose:
return kVerbITEClose;
case kVerbTalkTo:
return kVerbITETalkTo;
case kVerbWalkOnly:
return kVerbITEWalkOnly;
case kVerbLookOnly:
return kVerbITELookOnly;
case kVerbOptions:
return kVerbITEOptions;
}
}
else {
switch (verbType) {
case kVerbNone:
return kVerbIHNMNone;
case kVerbWalkTo:
return kVerbIHNMWalk;
case kVerbLookAt:
return kVerbIHNMLookAt;
case kVerbPickUp:
return kVerbIHNMTake;
case kVerbUse:
return kVerbIHNMUse;
case kVerbTalkTo:
return kVerbIHNMTalkTo;
case kVerbOpen:
return kVerbIHNMSwallow;
case kVerbGive:
return kVerbIHNMGive;
case kVerbClose:
return kVerbIHNMPush;
case kVerbEnter:
return kVerbIHNMEnter;
case kVerbWalkOnly:
return kVerbIHNMWalkOnly;
case kVerbLookOnly:
return kVerbIHNMLookOnly;
case kVerbOptions:
return kVerbIHNMOptions;
}
}
error("Script::getVerbType() unknown verb type %d", verbType);
}
void Script::setVerb(int verb) {
_pendingObject[0] = ID_NOTHING;
_currentObject[0] = ID_NOTHING;
_pendingObject[1] = ID_NOTHING;
_currentObject[1] = ID_NOTHING;
_firstObjectSet = false;
_secondObjectNeeded = false;
// The pointer object will be updated again immediately. This way the
// new verb will be applied to it. It's not exactly how the original
// engine did it, but it appears to work.
_pointerObject = ID_NOTHING;
setLeftButtonVerb( verb );
showVerb();
}
void Script::setLeftButtonVerb(int verb) {
int oldVerb = _currentVerb;
_currentVerb = _leftButtonVerb = verb;
if ((_currentVerb != oldVerb) && (_vm->_interface->getMode() == kPanelMain)){
if (oldVerb > getVerbType(kVerbNone))
_vm->_interface->setVerbState(oldVerb, 2);
if (_currentVerb > getVerbType(kVerbNone))
_vm->_interface->setVerbState(_currentVerb, 2);
}
}
void Script::setRightButtonVerb(int verb) {
int oldVerb = _rightButtonVerb;
_rightButtonVerb = verb;
if ((_rightButtonVerb != oldVerb) && (_vm->_interface->getMode() == kPanelMain)){
if (oldVerb > getVerbType(kVerbNone))
_vm->_interface->setVerbState(oldVerb, 2);
if (_rightButtonVerb > getVerbType(kVerbNone))
_vm->_interface->setVerbState(_rightButtonVerb, 2);
}
}
void Script::doVerb() {
int scriptEntrypointNumber = 0;
int scriptModuleNumber = 0;
int objectType;
Event event;
const char *excuseText;
int excuseSampleResourceId;
const HitZone *hitZone;
objectType = objectTypeId(_pendingObject[0]);
if (_pendingVerb == getVerbType(kVerbGive)) {
scriptEntrypointNumber = _vm->_actor->getObjectScriptEntrypointNumber(_pendingObject[1]);
if (_vm->_actor->getObjectFlags(_pendingObject[1]) & (kFollower|kProtagonist|kExtended)) {
scriptModuleNumber = 0;
} else {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
}
// IHNM never sets scriptModuleNumber to 0
if (_vm->getGameId() == GID_IHNM)
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
} else {
if (_pendingVerb == getVerbType(kVerbUse)) {
if ((objectTypeId(_pendingObject[1]) > kGameObjectNone) && (objectType < objectTypeId(_pendingObject[1]))) {
SWAP(_pendingObject[0], _pendingObject[1]);
objectType = objectTypeId(_pendingObject[0]);
}
}
if (objectType == 0)
return;
else if (objectType == kGameObjectHitZone) {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
if (hitZone == NULL)
return;
if ((hitZone->getFlags() & kHitZoneExit) == 0) {
scriptEntrypointNumber = hitZone->getScriptNumber();
}
} else {
if (objectType & (kGameObjectActor | kGameObjectObject)) {
scriptEntrypointNumber = _vm->_actor->getObjectScriptEntrypointNumber(_pendingObject[0]);
if ((objectType == kGameObjectActor) && !(_vm->_actor->getObjectFlags(_pendingObject[0]) & (kFollower|kProtagonist|kExtended))) {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
} else {
scriptModuleNumber = 0;
}
// IHNM never sets scriptModuleNumber to 0
if (_vm->getGameId() == GID_IHNM)
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
}
}
}
// WORKAROUND for a bug in the original game scripts of IHNM. Edna's script (actor 8197) is problematic, so
// when the knife (object 16385) is used with her, the expected result is not correct. The first time that
// the knife is used, Edna's heart is cut out (which is correct). But on subsequent use, the object's script
// is buggy, therefore it's possible to talk to a dead Edna by using the knife on her, or to incorrectly get her
// heart again, which remove's Gorrister's heart from the inventory. The solution is to disable the "use knife with
// Edna" action altogether, because if the player wants to kill Edna, he can do that by talking to her and
// choosing "[Cut out Edna's heart]", which works correctly. To disable this action, if the knife is used on Edna, we
// change the action here to "use knife with the knife", which yields a better reply ("I'd just dull my knife").
// Fixes bug #1826871 - "IHNM: Edna's got two hearts but loves to be on the hook"
if (_vm->getGameId() == GID_IHNM && _pendingObject[0] == 16385 && _pendingObject[1] == 8197 && _pendingVerb == 4)
_pendingObject[1] = 16385;
// WORKAROUND for a bug in the original game scripts of IHNM. Gorrister's heart is not supposed to have a
// "use" phrase attached to it (it's not used anywhere, it's only given), but when "used", an incorrect
// reply is given to the player ("It's too narrow for me to pass", said when Gorrister tries to pick up the
// heart without a rope). Therefore, for object number 16397 (Gorrister's heart), when the active verb is
// "Use", set it to "Push", which gives a more appropriate reply ("What good will that do me?")
if (_vm->getGameId() == GID_IHNM && _pendingObject[0] == 16397 && _pendingVerb == 4)
_pendingVerb = 8;
if (scriptEntrypointNumber > 0) {
event.type = kEvTOneshot;
event.code = kScriptEvent;
event.op = kEventExecNonBlocking;
event.time = 0;
event.param = scriptModuleNumber;
event.param2 = scriptEntrypointNumber;
event.param3 = _pendingVerb; // Action
event.param4 = _pendingObject[0]; // Object
event.param5 = _pendingObject[1]; // With Object
event.param6 = (objectType == kGameObjectActor) ? _pendingObject[0] : ID_PROTAG; // Actor
_vm->_events->queue(&event);
} else {
// Show excuse text in ITE CD Versions
if (_vm->getGameId() == GID_ITE) {
_vm->getExcuseInfo(_pendingVerb, excuseText, excuseSampleResourceId);
if (excuseText) {
// In Floppy versions we don't have excuse texts
if (_vm->getFeatures() & GF_ITE_FLOPPY)
excuseSampleResourceId = -1;
_vm->_actor->actorSpeech(ID_PROTAG, &excuseText, 1, excuseSampleResourceId, 0);
}
}
}
if ((_currentVerb == getVerbType(kVerbWalkTo)) || (_currentVerb == getVerbType(kVerbLookAt))) {
_stickyVerb = _currentVerb;
}
_pendingVerb = getVerbType(kVerbNone);
_currentObject[0] = _currentObject[1] = ID_NOTHING;
setLeftButtonVerb(_stickyVerb);
setPointerVerb();
}
void Script::setPointerVerb() {
if (_vm->_interface->isActive()) {
_pointerObject = ID_PROTAG;
whichObject(_vm->mousePos());
}
}
void Script::hitObject(bool leftButton) {
int verb;
verb = leftButton ? _leftButtonVerb : _rightButtonVerb;
if (verb > getVerbType(kVerbNone)) {
if (_firstObjectSet) {
if (_secondObjectNeeded) {
_pendingObject[0] = _currentObject[0];
_pendingObject[1] = _currentObject[1];
_pendingVerb = verb;
_leftButtonVerb = verb;
if (_pendingVerb > getVerbType(kVerbNone))
showVerb(kITEColorBrightWhite);
else
showVerb();
_secondObjectNeeded = false;
_firstObjectSet = false;
return;
}
} else {
if (verb == getVerbType(kVerbGive)) {
_secondObjectNeeded = true;
} else {
if (verb == getVerbType(kVerbUse)) {
if (_currentObjectFlags[0] & kObjUseWith) {
_secondObjectNeeded = true;
}
}
}
if (!_secondObjectNeeded) {
_pendingObject[0] = _currentObject[0];
_pendingObject[1] = ID_NOTHING;
_pendingVerb = verb;
_secondObjectNeeded = false;
_firstObjectSet = false;
} else {
_firstObjectSet = true;
}
}
_leftButtonVerb = verb;
if (_pendingVerb > getVerbType(kVerbNone))
showVerb(kITEColorBrightWhite);
else
showVerb();
}
}
void Script::playfieldClick(const Point& mousePoint, bool leftButton) {
Location pickLocation;
const HitZone *hitZone;
Point specialPoint;
_vm->incrementMouseClickCount();
_vm->_actor->abortSpeech();
if ((_vm->_actor->_protagonist->_currentAction != kActionWait) &&
(_vm->_actor->_protagonist->_currentAction != kActionFreeze) &&
(_vm->_actor->_protagonist->_currentAction != kActionWalkToLink) &&
(_vm->_actor->_protagonist->_currentAction != kActionWalkToPoint)) {
return;
}
if (_pendingVerb > getVerbType(kVerbNone)) {
setLeftButtonVerb(getVerbType(kVerbWalkTo));
}
if (_pointerObject != ID_NOTHING) {
hitObject( leftButton );
} else {
_pendingObject[0] = ID_NOTHING;
_pendingObject[1] = ID_NOTHING;
_pendingVerb = getVerbType(kVerbWalkTo);
}
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
_vm->_isoMap->screenPointToTileCoords(mousePoint, pickLocation);
} else {
pickLocation.fromScreenPoint(mousePoint);
}
hitZone = NULL;
if (objectTypeId(_pendingObject[0]) == kGameObjectHitZone) {
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
} else {
if ((_pendingVerb == getVerbType(kVerbUse)) && (objectTypeId(_pendingObject[1]) == kGameObjectHitZone)) {
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[1]));
}
}
if (hitZone != NULL) {
if (_vm->getGameId() == GID_ITE) {
if (hitZone->getFlags() & kHitZoneNoWalk) {
_vm->_actor->actorFaceTowardsPoint(ID_PROTAG, pickLocation);
doVerb();
return;
}
} else {
if (_vm->getGameId() == GID_IHNM) {
if ((hitZone->getFlags() & kHitZoneNoWalk) && (_pendingVerb != getVerbType(kVerbWalkTo))) {
doVerb();
return;
}
}
}
if (hitZone->getFlags() & kHitZoneProject) {
if (!hitZone->getSpecialPoint(specialPoint)) {
// Original behaved this way and this prevents from crash
// at ruins. See bug #1257459
specialPoint.x = specialPoint.y = 0;
}
// tiled stuff
if (_vm->_scene->getFlags() & kSceneFlagISO) {
pickLocation.u() = specialPoint.x;
pickLocation.v() = specialPoint.y;
pickLocation.z = _vm->_actor->_protagonist->_location.z;
} else {
pickLocation.fromScreenPoint(specialPoint);
}
}
}
if (_vm->getGameId() == GID_ITE) {
if ((_pendingVerb == getVerbType(kVerbWalkTo)) ||
(_pendingVerb == getVerbType(kVerbPickUp)) ||
(_pendingVerb == getVerbType(kVerbOpen)) ||
(_pendingVerb == getVerbType(kVerbClose)) ||
(_pendingVerb == getVerbType(kVerbUse))) {
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
} else {
if (_pendingVerb == getVerbType(kVerbLookAt)) {
if (objectTypeId(_pendingObject[0]) != kGameObjectActor ) {
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
} else {
doVerb();
}
} else {
if ((_pendingVerb == getVerbType(kVerbTalkTo)) ||
(_pendingVerb == getVerbType(kVerbGive))) {
doVerb();
}
}
}
}
if (_vm->getGameId() == GID_IHNM) {
if ((_pendingVerb == getVerbType(kVerbWalkTo)) ||
(_pendingVerb == getVerbType(kVerbPickUp)) ||
(_pendingVerb == getVerbType(kVerbOpen)) ||
(_pendingVerb == getVerbType(kVerbClose)) ||
(_pendingVerb == getVerbType(kVerbUse))) {
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
// Auto-use no-walk hitzones in IHNM, needed for Benny's chapter
if (_pendingVerb == getVerbType(kVerbWalkTo) &&
hitZone != NULL && (hitZone->getFlags() & kHitZoneNoWalk)) {
_pendingVerb = getVerbType(kVerbUse);
if (objectTypeId(_pendingObject[0]) == kGameObjectActor) {
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
doVerb();
}
}
// Auto-use hitzone with id 24576 (the exit to the left) in screens 16 - 19
// (screens with Gorrister's heart) in IHNM. For some reason, this zone does
// not have a corresponding action zone, so we auto-use it here, like the exits
// in Benny's chapter
if (_vm->_scene->currentChapterNumber() == 1 &&
_vm->_scene->currentSceneNumber() >= 16 &&
_vm->_scene->currentSceneNumber() <= 19 &&
_pendingVerb == getVerbType(kVerbWalkTo) &&
hitZone != NULL && hitZone->getHitZoneId() == 24576) {
_pendingVerb = getVerbType(kVerbUse);
if (objectTypeId(_pendingObject[0]) == kGameObjectActor) {
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
doVerb();
}
}
} else {
if (_pendingVerb == getVerbType(kVerbLookAt)) {
if (objectTypeId(_pendingObject[0]) != kGameObjectActor) {
_vm->_actor->actorWalkTo(ID_PROTAG, pickLocation);
} else {
_vm->_actor->actorFaceTowardsObject(ID_PROTAG, _pendingObject[0]);
doVerb();
}
} else {
if ((_pendingVerb == getVerbType(kVerbTalkTo)) ||
(_pendingVerb == getVerbType(kVerbGive))) {
doVerb();
}
}
}
}
}
void Script::whichObject(const Point& mousePoint) {
uint16 objectId;
int16 objectFlags;
int newRightButtonVerb;
uint16 newObjectId;
ActorData *actor;
ObjectData *obj;
Point pickPoint;
Location pickLocation;
int hitZoneIndex;
const HitZone * hitZone;
PanelButton * panelButton;
objectId = ID_NOTHING;
objectFlags = 0;
_leftButtonVerb = _currentVerb;
newRightButtonVerb = getVerbType(kVerbNone);
// _protagonist can be null while loading a game from the command line
if (_vm->_actor->_protagonist == NULL)
return;
if (_vm->_actor->_protagonist->_currentAction != kActionWalkDir) {
if (_vm->_scene->getHeight() >= mousePoint.y) {
newObjectId = _vm->_actor->hitTest(mousePoint, true);
if (newObjectId != ID_NOTHING) {
if (objectTypeId(newObjectId) == kGameObjectObject) {
objectId = newObjectId;
objectFlags = 0;
newRightButtonVerb = getVerbType(kVerbLookAt);
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
objectId = ID_NOTHING;
newObjectId = ID_NOTHING;
}
} else {
actor = _vm->_actor->getActor(newObjectId);
objectId = newObjectId;
if (_vm->getGameId() == GID_ITE)
objectFlags = kObjUseWith;
// Note: for IHNM, the default right button action is "Look at" for actors,
// but "Talk to" makes much more sense
newRightButtonVerb = getVerbType(kVerbTalkTo);
// Slight hack because of the above change: the jukebox in Gorrister's chapter
// is an actor, so change the right button action to "Look at"
if (_vm->getGameId() == GID_IHNM && objectId == 8199)
newRightButtonVerb = getVerbType(kVerbLookAt);
if ((_currentVerb == getVerbType(kVerbPickUp)) ||
(_currentVerb == getVerbType(kVerbOpen)) ||
(_currentVerb == getVerbType(kVerbClose)) ||
((_currentVerb == getVerbType(kVerbGive)) && !_firstObjectSet) ||
((_currentVerb == getVerbType(kVerbUse)) && !(actor->_flags & kFollower))) {
if (_vm->getGameId() == GID_ITE) {
objectId = ID_NOTHING;
newObjectId = ID_NOTHING;
}
}
}
}
if (newObjectId == ID_NOTHING) {
pickPoint = mousePoint;
if (_vm->_scene->getFlags() & kSceneFlagISO) {
pickPoint.y -= _vm->_actor->_protagonist->_location.z;
_vm->_isoMap->screenPointToTileCoords(pickPoint, pickLocation);
pickLocation.toScreenPointUV(pickPoint);
}
hitZoneIndex = _vm->_scene->_objectMap->hitTest(pickPoint);
// WORKAROUND for an incorrect hitzone which exists in IHNM
// In Gorrister's chapter, in the toilet screen, the hitzone of the exit is
// placed over the place where Gorrister sits to examine the graffiti on the wall
// to the left, which makes him exit the screen when the graffiti is examined.
// We effectively change the left side of the hitzone here so that it starts from
// pixel 301 onwards. The same workaround is applied in Actor::handleActions
if (_vm->getGameId() == GID_IHNM) {
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 22)
if (hitZoneIndex == 8 && pickPoint.x <= 300)
hitZoneIndex = -1;
}
if ((hitZoneIndex != -1)) {
hitZone = _vm->_scene->_objectMap->getHitZone(hitZoneIndex);
objectId = hitZone->getHitZoneId();
objectFlags = 0;
newRightButtonVerb = hitZone->getRightButtonVerb() & 0x7f;
// WORKAROUND for a problematic object in IHNM
// In the freezer room, the key that drops is made of a hitzone which
// contains the key object itself. We change the object ID that the
// hitzone contains (object ID 24578 - "The key") to the ID of the key
// object itself (object ID 16402 - "Edna's key"), as the user can keep
// hovering the cursor to both items, but can only pick up one
if (_vm->getGameId() == GID_IHNM) {
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 24) {
if (objectId == 24578)
objectId = 16402;
}
}
if (_vm->getGameId() == GID_ITE) {
if (newRightButtonVerb == getVerbType(kVerbWalkOnly)) {
if (_firstObjectSet) {
objectId = ID_NOTHING;
} else {
newRightButtonVerb = _leftButtonVerb = getVerbType(kVerbWalkTo);
}
} else {
if (newRightButtonVerb == getVerbType(kVerbLookOnly)) {
if (_firstObjectSet) {
objectId = ID_NOTHING;
} else {
newRightButtonVerb = _leftButtonVerb = getVerbType(kVerbLookAt);
}
}
}
if (newRightButtonVerb >= getVerbType(kVerbOptions)) {
newRightButtonVerb = getVerbType(kVerbNone);
}
} else {
if (newRightButtonVerb >= getVerbType(kVerbOptions)) {
newRightButtonVerb = getVerbType(kVerbWalkTo);
}
}
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
objectId = ID_NOTHING;
newObjectId = ID_NOTHING;
}
if ((_leftButtonVerb == getVerbType(kVerbUse)) && (hitZone->getRightButtonVerb() & 0x80)) {
objectFlags = kObjUseWith;
}
}
}
} else {
if ((_currentVerb == getVerbType(kVerbTalkTo)) || ((_currentVerb == getVerbType(kVerbGive)) && _firstObjectSet)) {
// no way
} else {
panelButton = _vm->_interface->inventoryHitTest(mousePoint);
if (panelButton) {
objectId = _vm->_interface->getInventoryContentByPanelButton(panelButton);
if (objectId != 0) {
obj = _vm->_actor->getObj(objectId);
newRightButtonVerb = getVerbType(kVerbLookAt);
if (obj->_interactBits & kObjUseWith) {
objectFlags = kObjUseWith;
}
}
}
}
if ((_currentVerb == getVerbType(kVerbPickUp)) || (_currentVerb == getVerbType(kVerbTalkTo)) || (_currentVerb == getVerbType(kVerbWalkTo))) {
_leftButtonVerb = getVerbType(kVerbLookAt);
}
}
}
if (objectId != _pointerObject) {
_pointerObject = objectId;
_currentObject[_firstObjectSet ? 1 : 0] = objectId;
_currentObjectFlags[_firstObjectSet ? 1 : 0] = objectFlags;
if (_pendingVerb == getVerbType(kVerbNone)) {
showVerb();
}
}
if (newRightButtonVerb != _rightButtonVerb) {
setRightButtonVerb(newRightButtonVerb);
}
}
} // End of namespace Saga
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