aboutsummaryrefslogtreecommitdiff
path: root/saga/sfuncs.cpp
blob: c6fc1b810e6ca46b17ea8ec7bfde53d50f75be3b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
/* 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, &param1);
	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