scummvm/engines/twine/script_move_v1.cpp

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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.
*
*/
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#include "twine/script_move_v1.h"
#include "common/textconsole.h"
#include "common/util.h"
#include "twine/actor.h"
#include "twine/animations.h"
#include "twine/movements.h"
#include "twine/redraw.h"
#include "twine/renderer.h"
#include "twine/scene.h"
#include "twine/sound.h"
#include "twine/twine.h"
namespace TwinE {
static uint8 *scriptPtr = nullptr;
static int32 scriptPosition = 0;
static ActorMoveStruct *move = nullptr;
static int32 numRepeatSample = 1;
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/** Returns:
-1 - Need implementation
0 - Completed
1 - Break script */
typedef int32 ScriptMoveFunc(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor);
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struct ScriptMoveFunction {
const char *name;
ScriptMoveFunc *function;
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};
#define MAPFUNC(name, func) \
{ name, func }
/*0x00*/
static int32 mEND(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript = -1;
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return 1;
}
/*0x01*/
static int32 mNOP(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
return 0;
}
/*0x02*/
static int32 mBODY(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
int32 bodyIdx = *(scriptPtr);
engine->_actor->initModelActor(bodyIdx, actorIdx);
actor->positionInMoveScript++;
return 0;
}
/*0x03*/
static int32 mANIM(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
AnimationTypes animIdx = (AnimationTypes) * (scriptPtr++);
if (engine->_animations->initAnim(animIdx, 0, 0, actorIdx)) {
actor->positionInMoveScript++;
} else {
actor->positionInMoveScript = scriptPosition;
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return 1;
}
return 0;
}
/*0x04*/
static int32 mGOTO_POINT(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript++;
engine->_scene->currentScriptValue = *(scriptPtr);
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const ScenePoint &sp = engine->_scene->sceneTracks[engine->_scene->currentScriptValue];
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engine->_renderer->destX = sp.x;
engine->_renderer->destY = sp.y;
engine->_renderer->destZ = sp.z;
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const int32 newAngle = engine->_movements->getAngleAndSetTargetActorDistance(actor->x, actor->z, sp.x, sp.z);
if (actor->staticFlags.bIsSpriteActor) {
actor->angle = newAngle;
} else {
engine->_movements->moveActor(actor->angle, newAngle, actor->speed, &actor->move);
}
if (engine->_movements->targetActorDistance > 500) {
actor->positionInMoveScript -= 2;
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return 1;
}
return 0;
}
/*0x05*/
static int32 mWAIT_ANIM(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
if (!actor->dynamicFlags.bAnimEnded) {
actor->positionInMoveScript--;
} else {
engine->_movements->clearRealAngle(actor);
}
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return 1;
}
/*0x06*/
static int32 mLOOP(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
// TODO
return -1;
}
/*0x07*/
static int32 mANGLE(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 2;
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if (actor->staticFlags.bIsSpriteActor) {
return 0;
}
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engine->_scene->currentScriptValue = *((int16 *)scriptPtr);
if (actor->move.numOfStep == 0) {
engine->_movements->moveActor(actor->angle, engine->_scene->currentScriptValue, actor->speed, move);
}
if (actor->angle == engine->_scene->currentScriptValue) {
engine->_movements->clearRealAngle(actor);
return 0;
}
actor->positionInMoveScript -= 3;
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return 1;
}
/*0x08*/
static int32 mPOS_POINT(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript++;
engine->_scene->currentScriptValue = *(scriptPtr);
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const ScenePoint &sp = engine->_scene->sceneTracks[engine->_scene->currentScriptValue];
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engine->_renderer->destX = sp.x;
engine->_renderer->destY = sp.y;
engine->_renderer->destZ = sp.z;
if (actor->staticFlags.bIsSpriteActor) {
actor->speed = 0;
}
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actor->x = sp.x;
actor->y = sp.y;
actor->z = sp.z;
return 0;
}
/*0x09*/
static int32 mLABEL(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->labelIdx = *(scriptPtr);
actor->positionInMoveScript++;
actor->currentLabelPtr = actor->positionInMoveScript - 2;
return 0;
}
/*0x0A*/
static int32 mGOTO(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript = *((int16 *)scriptPtr);
return 0;
}
/*0x0B*/
static int32 mSTOP(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript = -1;
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return 1;
}
/*0x0C*/
static int32 mGOTO_SYM_POINT(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript++;
engine->_scene->currentScriptValue = *(scriptPtr);
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const ScenePoint &sp = engine->_scene->sceneTracks[engine->_scene->currentScriptValue];
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engine->_renderer->destX = sp.x;
engine->_renderer->destY = sp.y;
engine->_renderer->destZ = sp.z;
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const int32 newAngle = 0x200 + engine->_movements->getAngleAndSetTargetActorDistance(actor->x, actor->z, sp.x, sp.z);
if (actor->staticFlags.bIsSpriteActor) {
actor->angle = newAngle;
} else {
engine->_movements->moveActor(actor->angle, newAngle, actor->speed, &actor->move);
}
if (engine->_movements->targetActorDistance > 500) {
actor->positionInMoveScript -= 2;
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return 1;
}
return 0;
}
/*0x0D*/
static int32 mWAIT_NUM_ANIM(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 2;
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bool abortMove = 0;
if (actor->dynamicFlags.bAnimEnded) {
int32 animPos, animRepeats;
animRepeats = *(scriptPtr);
animPos = *(scriptPtr + 1);
animPos++;
if (animPos == animRepeats) {
animPos = 0;
} else {
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abortMove = 1;
}
*(scriptPtr + 1) = animPos;
} else {
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abortMove = 1;
}
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if (abortMove == 1) {
actor->positionInMoveScript -= 3;
}
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return abortMove;
}
/*0x0E*/
static int32 mSAMPLE(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
int32 sampleIdx = *((int16 *)scriptPtr);
engine->_sound->playSample(sampleIdx, 0x1000, 1, actor->x, actor->y, actor->z, actorIdx);
actor->positionInMoveScript += 2;
return 0;
}
/*0x0F*/
static int32 mGOTO_POINT_3D(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript++;
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if (!actor->staticFlags.bIsSpriteActor) {
return 0;
}
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engine->_scene->currentScriptValue = *(scriptPtr);
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const ScenePoint &sp = engine->_scene->sceneTracks[engine->_scene->currentScriptValue];
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engine->_renderer->destX = sp.x;
engine->_renderer->destY = sp.y;
engine->_renderer->destZ = sp.z;
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actor->angle = engine->_movements->getAngleAndSetTargetActorDistance(actor->x, actor->z, sp.x, sp.z);
actor->animType = engine->_movements->getAngleAndSetTargetActorDistance(actor->y, 0, sp.y, engine->_movements->targetActorDistance);
if (engine->_movements->targetActorDistance > 100) {
actor->positionInMoveScript -= 2;
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return 1;
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} else {
actor->x = sp.x;
actor->y = sp.y;
actor->z = sp.z;
}
return 0;
}
/*0x10*/
static int32 mSPEED(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 2;
actor->speed = *((int16 *)scriptPtr);
if (actor->staticFlags.bIsSpriteActor) {
engine->_movements->setActorAngle(0, actor->speed, 50, move);
}
return 0;
}
/*0x11*/
static int32 mBACKGROUND(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript++;
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if (*scriptPtr != 0) {
if (!actor->staticFlags.bIsBackgrounded) {
actor->staticFlags.bIsBackgrounded = 1;
if (actor->dynamicFlags.bIsVisible) {
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engine->_redraw->reqBgRedraw = true;
}
}
} else {
if (actor->staticFlags.bIsBackgrounded) {
actor->staticFlags.bIsBackgrounded = 0;
if (actor->dynamicFlags.bIsVisible) {
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engine->_redraw->reqBgRedraw = true;
}
}
}
return 0;
}
/*0x12*/
static int32 mWAIT_NUM_SECOND(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 5;
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const int32 numSeconds = *(scriptPtr++);
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int32 currentTime = *((int32 *)scriptPtr);
if (currentTime == 0) {
currentTime = engine->lbaTime + numSeconds * 50;
*((int32 *)scriptPtr) = currentTime;
}
if (engine->lbaTime < currentTime) {
actor->positionInMoveScript -= 6;
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return 1;
} else {
*((int32 *)scriptPtr) = 0;
}
return 0;
}
/*0x13*/
static int32 mNO_BODY(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
engine->_actor->initModelActor(-1, actorIdx);
return 0;
}
/*0x14*/
static int32 mBETA(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
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const int16 beta = *((int16 *)scriptPtr);
actor->positionInMoveScript += 2;
actor->angle = beta;
if (actor->staticFlags.bIsSpriteActor) {
engine->_movements->clearRealAngle(actor);
}
return 0;
}
/*0x15*/
static int32 mOPEN_LEFT(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 2;
if (actor->staticFlags.bIsSpriteActor && actor->staticFlags.bUsesClipping) {
actor->angle = 0x300;
actor->doorStatus = *((int16 *)scriptPtr);
actor->dynamicFlags.bIsSpriteMoving = 1;
actor->speed = 1000;
engine->_movements->setActorAngle(0, 1000, 50, move);
}
return 0;
}
/*0x16*/
static int32 mOPEN_RIGHT(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 2;
if (actor->staticFlags.bIsSpriteActor && actor->staticFlags.bUsesClipping) {
actor->angle = 0x100;
actor->doorStatus = *((int16 *)scriptPtr);
actor->dynamicFlags.bIsSpriteMoving = 1;
actor->speed = 1000;
engine->_movements->setActorAngle(0, 1000, 50, move);
}
return 0;
}
/*0x17*/
static int32 mOPEN_UP(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 2;
if (actor->staticFlags.bIsSpriteActor && actor->staticFlags.bUsesClipping) {
actor->angle = 0x200;
actor->doorStatus = *((int16 *)scriptPtr);
actor->dynamicFlags.bIsSpriteMoving = 1;
actor->speed = 1000;
engine->_movements->setActorAngle(0, 1000, 50, move);
}
return 0;
}
/*0x18*/
static int32 mOPEN_DOWN(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 2;
if (actor->staticFlags.bIsSpriteActor && actor->staticFlags.bUsesClipping) {
actor->angle = 0;
actor->doorStatus = *((int16 *)scriptPtr);
actor->dynamicFlags.bIsSpriteMoving = 1;
actor->speed = 1000;
engine->_movements->setActorAngle(0, 1000, 50, move);
}
return 0;
}
/*0x19*/
static int32 mCLOSE(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
if (actor->staticFlags.bIsSpriteActor && actor->staticFlags.bUsesClipping) {
actor->doorStatus = 0;
actor->dynamicFlags.bIsSpriteMoving = 1;
actor->speed = -1000;
engine->_movements->setActorAngle(0, -1000, 50, move);
}
return 0;
}
/*0x1A*/
static int32 mWAIT_DOOR(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
if (actor->staticFlags.bIsSpriteActor && actor->staticFlags.bUsesClipping) {
if (actor->speed) {
actor->positionInMoveScript--;
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return 1;
}
}
return 0;
}
/*0x1B*/
static int32 mSAMPLE_RND(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
int32 freq = engine->getRandomNumber(2048) + 2048;
int32 sampleIdx = *((int16 *)scriptPtr);
engine->_sound->playSample(sampleIdx, freq, 1, actor->x, actor->y, actor->z, actorIdx);
actor->positionInMoveScript += 2;
return 0;
}
/*0x1C*/
static int32 mSAMPLE_ALWAYS(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
int32 sampleIdx = *((int16 *)scriptPtr);
if (!engine->_sound->isSamplePlaying(sampleIdx)) { // if its not playing
engine->_sound->playSample(sampleIdx, 0x1000, -1, actor->x, actor->y, actor->z, actorIdx);
}
actor->positionInMoveScript += 2;
return 0;
}
/*0x1D*/
static int32 mSAMPLE_STOP(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
int32 sampleIdx = *((int16 *)scriptPtr);
engine->_sound->stopSample(sampleIdx);
actor->positionInMoveScript += 2;
return 0;
}
/*0x1E*/
static int32 mPLAY_FLA(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
// TODO
return -1;
}
/*0x1F*/
static int32 mREPEAT_SAMPLE(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
numRepeatSample = *((int16 *)scriptPtr);
actor->positionInMoveScript += 2;
return 0;
}
/*0x20*/
static int32 mSIMPLE_SAMPLE(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
int32 sampleIdx = *((int16 *)scriptPtr);
engine->_sound->playSample(sampleIdx, 0x1000, numRepeatSample, actor->x, actor->y, actor->z, actorIdx);
numRepeatSample = 1;
actor->positionInMoveScript += 2;
return 0;
}
/*0x21*/
static int32 mFACE_HERO(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 2;
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if (actor->staticFlags.bIsSpriteActor) {
return 0;
}
engine->_scene->currentScriptValue = *((int16 *)scriptPtr);
if (engine->_scene->currentScriptValue == -1 && actor->move.numOfStep == 0) {
engine->_scene->currentScriptValue = engine->_movements->getAngleAndSetTargetActorDistance(actor->x, actor->z, engine->_scene->sceneHero->x, engine->_scene->sceneHero->z);
engine->_movements->moveActor(actor->angle, engine->_scene->currentScriptValue, actor->speed, &actor->move);
*((int16 *)scriptPtr) = engine->_scene->currentScriptValue;
}
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if (actor->angle != engine->_scene->currentScriptValue) {
actor->positionInMoveScript -= 3;
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return 1;
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} else {
engine->_movements->clearRealAngle(actor);
*((int16 *)scriptPtr) = -1;
}
return 0;
}
/*0x22*/
static int32 mANGLE_RND(TwinEEngine *engine, int32 actorIdx, ActorStruct *actor) {
actor->positionInMoveScript += 4;
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if (actor->staticFlags.bIsSpriteActor) {
return 0;
}
engine->_scene->currentScriptValue = *((int16 *)scriptPtr + 2);
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if (engine->_scene->currentScriptValue == -1 && actor->move.numOfStep == 0) {
if (engine->getRandomNumber() & 1) {
engine->_scene->currentScriptValue = *((int16 *)scriptPtr);
const int32 newAngle = actor->angle + 0x100 + (ABS(engine->_scene->currentScriptValue) >> 1);
engine->_scene->currentScriptValue = (newAngle - engine->getRandomNumber(engine->_scene->currentScriptValue)) & 0x3FF;
} else {
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engine->_scene->currentScriptValue = *((int16 *)scriptPtr);
const int32 newAngle = actor->angle - 0x100 + (ABS(engine->_scene->currentScriptValue) >> 1);
engine->_scene->currentScriptValue = (newAngle - engine->getRandomNumber(engine->_scene->currentScriptValue)) & 0x3FF;
}
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engine->_movements->moveActor(actor->angle, engine->_scene->currentScriptValue, actor->speed, &actor->move);
*((int16 *)scriptPtr + 2) = engine->_scene->currentScriptValue;
}
if (actor->angle != engine->_scene->currentScriptValue) {
actor->positionInMoveScript -= 5;
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return 1;
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} else {
engine->_movements->clearRealAngle(actor);
*((int16 *)scriptPtr + 2) = -1;
}
return 0;
}
static const ScriptMoveFunction function_map[] = {
/*0x00*/ MAPFUNC("END", mEND),
/*0x01*/ MAPFUNC("NOP", mNOP),
/*0x02*/ MAPFUNC("BODY", mBODY),
/*0x03*/ MAPFUNC("ANIM", mANIM),
/*0x04*/ MAPFUNC("GOTO_POINT", mGOTO_POINT),
/*0x05*/ MAPFUNC("WAIT_ANIM", mWAIT_ANIM),
/*0x06*/ MAPFUNC("LOOP", mLOOP),
/*0x07*/ MAPFUNC("ANGLE", mANGLE),
/*0x08*/ MAPFUNC("POS_POINT", mPOS_POINT),
/*0x09*/ MAPFUNC("LABEL", mLABEL),
/*0x0A*/ MAPFUNC("GOTO", mGOTO),
/*0x0B*/ MAPFUNC("STOP", mSTOP),
/*0x0C*/ MAPFUNC("GOTO_SYM_POINT", mGOTO_SYM_POINT),
/*0x0D*/ MAPFUNC("WAIT_NUM_ANIM", mWAIT_NUM_ANIM),
/*0x0E*/ MAPFUNC("SAMPLE", mSAMPLE),
/*0x0F*/ MAPFUNC("GOTO_POINT_3D", mGOTO_POINT_3D),
/*0x10*/ MAPFUNC("SPEED", mSPEED),
/*0x11*/ MAPFUNC("BACKGROUND", mBACKGROUND),
/*0x12*/ MAPFUNC("WAIT_NUM_SECOND", mWAIT_NUM_SECOND),
/*0x13*/ MAPFUNC("NO_BODY", mNO_BODY),
/*0x14*/ MAPFUNC("BETA", mBETA),
/*0x15*/ MAPFUNC("OPEN_LEFT", mOPEN_LEFT),
/*0x16*/ MAPFUNC("OPEN_RIGHT", mOPEN_RIGHT),
/*0x17*/ MAPFUNC("OPEN_UP", mOPEN_UP),
/*0x18*/ MAPFUNC("OPEN_DOWN", mOPEN_DOWN),
/*0x19*/ MAPFUNC("CLOSE", mCLOSE),
/*0x1A*/ MAPFUNC("WAIT_DOOR", mWAIT_DOOR),
/*0x1B*/ MAPFUNC("SAMPLE_RND", mSAMPLE_RND),
/*0x1C*/ MAPFUNC("SAMPLE_ALWAYS", mSAMPLE_ALWAYS),
/*0x1D*/ MAPFUNC("SAMPLE_STOP", mSAMPLE_STOP),
/*0x1E*/ MAPFUNC("PLAY_FLA", mPLAY_FLA),
/*0x1F*/ MAPFUNC("REPEAT_SAMPLE", mREPEAT_SAMPLE),
/*0x20*/ MAPFUNC("SIMPLE_SAMPLE", mSIMPLE_SAMPLE),
/*0x21*/ MAPFUNC("FACE_HERO", mFACE_HERO),
/*0x22*/ MAPFUNC("ANGLE_RND", mANGLE_RND)};
ScriptMove::ScriptMove(TwinEEngine *engine) : _engine(engine) {
scriptPtr = nullptr;
scriptPosition = 0;
move = nullptr;
numRepeatSample = 1;
}
void ScriptMove::processMoveScript(int32 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
move = &actor->move;
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numRepeatSample = 1;
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int32 end = -2;
do {
scriptPosition = actor->positionInMoveScript;
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// TODO: use Common::MemoryReadStream for the script parsing
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scriptPtr = actor->moveScript + actor->positionInMoveScript;
int32 scriptOpcode = *(scriptPtr++);
actor->positionInMoveScript++;
if (scriptOpcode >= 0 && scriptOpcode < ARRAYSIZE(function_map)) {
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end = function_map[scriptOpcode].function(_engine, actorIdx, actor);
} else {
error("Actor %d with wrong offset/opcode - Offset: %d (opcode: %i)", actorIdx, actor->positionInLifeScript, scriptOpcode);
}
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if (end < 0) { // show error message
warning("Actor %d Life script [%s] not implemented", actorIdx, function_map[scriptOpcode].name);
}
} while (end != 1);
}
} // namespace TwinE