very simple full throttle support, use the FULL_THROTTLE define. (will fix later)

modified some actor parts to work better with full throttle (most likely new bugs because of that).
directions are now stored as angles instead of left/right/up/down
implemented loadFlObject (flobjects are currently saved in the savestate, will fix that also)

svn-id: r3505
This commit is contained in:
Ludvig Strigeus 2001-11-26 19:57:57 +00:00
parent 7b959f6267
commit 38e2a886ce
20 changed files with 3354 additions and 1324 deletions

View file

@ -50,7 +50,6 @@ void Scumm::runScript(int script, int a, int b, int16 *lvarptr) {
scriptOffs = _localScriptList[script - _numGlobalScripts];
if (scriptOffs == 0)
error("Local script %d is not in room %d", script, _roomResource);
scriptOffs += 9;
scriptType = WIO_LOCAL;
}
@ -298,7 +297,7 @@ int Scumm::readVar(uint var) {
return _vars[var];
}
if (var&0x2000 && _majorScummVersion==5) {
if (var&0x2000 && !(_features&GF_NEW_OPCODES)) {
a = fetchScriptWord();
if (a&0x2000)
var = (var+readVar(a&~0x2000))&~0x2000;
@ -451,6 +450,7 @@ bool Scumm::isScriptInUse(int script) {
return false;
}
void Scumm::runHook(int i) {
int16 tmp[16];
tmp[0] = i;
@ -575,9 +575,9 @@ void Scumm::killScriptsAndResources() {
/* Nuke local object names */
if (_newNames) {
for (i=0; i<50; i++) {
for (i=0; i<_numNewNames; i++) {
int j = _newNames[i];
if (j && (getOwner(j)&OF_OWNER_MASK) == 0) {
if (j && getOwner(j) == 0) {
_newNames[i] = 0;
nukeResource(rtObjectName, i);
}
@ -597,31 +597,33 @@ void Scumm::checkAndRunVar33() {
return;
}
if (_sentenceIndex > 0x7F || sentence[_sentenceIndex].unk)
if (!_sentenceNum || sentence[_sentenceNum-1].unk)
return;
if (sentence[_sentenceIndex].unk2 &&
sentence[_sentenceIndex].unk3==sentence[_sentenceIndex].unk4) {
_sentenceIndex--;
return;
}
_localParamList[0] = sentence[_sentenceIndex].unk5;
_localParamList[1] = sentence[_sentenceIndex].unk4;
_localParamList[2] = sentence[_sentenceIndex].unk3;
_sentenceIndex--;
_sentenceNum--;
#if !defined(FULL_THROTTLE)
if (sentence[_sentenceNum].unk2 &&
sentence[_sentenceNum].unk3==sentence[_sentenceNum].unk4)
return;
#endif
_localParamList[0] = sentence[_sentenceNum].unk5;
_localParamList[1] = sentence[_sentenceNum].unk4;
_localParamList[2] = sentence[_sentenceNum].unk3;
_currentScript = 0xFF;
if (_vars[VAR_SENTENCE_SCRIPT])
runScript(_vars[VAR_SENTENCE_SCRIPT], 0, 0, _localParamList);
}
void Scumm::runInputScript(int a, int cmd, int mode) {
memset(_localParamList, 0, sizeof(_localParamList));
_localParamList[0] = a;
_localParamList[1] = cmd;
_localParamList[2] = mode;
int16 args[16];
memset(args, 0, sizeof(args));
args[0] = a;
args[1] = cmd;
args[2] = mode;
if (_vars[VAR_VERB_SCRIPT])
runScript(_vars[VAR_VERB_SCRIPT], 0, 0, _localParamList);
runScript(_vars[VAR_VERB_SCRIPT], 0, 0, args);
}
void Scumm::decreaseScriptDelay(int amount) {
@ -695,7 +697,7 @@ int Scumm::getVerbEntrypoint(int obj, int entry) {
objptr = getObjectAddress(obj);
assert(objptr);
verbptr = findResource(MKID('VERB'), objptr, 0);
verbptr = findResource(MKID('VERB'), objptr);
if (verbptr==NULL)
error("No verb block in object %d", obj);
@ -777,61 +779,93 @@ void Scumm::faceActorToObj(int act, int obj) {
if (getObjectOrActorXY(obj)==-1)
return;
dir = (_xPos > x) ? 1 : 0;
dir = (_xPos > x) ? 90 : 270;
turnToDirection(derefActorSafe(act, "faceActorToObj"), dir);
}
void Scumm::animateActor(int act, int anim) {
#if defined(FULL_THROTTLE)
int cmd,dir;
Actor *a;
a = derefActorSafe(act, "animateActor");
if (anim==0xFF)
anim = 2000;
cmd = anim / 1000;
dir = anim % 1000;
/* temporary code */
// dir = newDirToOldDir(dir);
switch(cmd) {
case 2:
stopActorMoving(a);
startAnimActor(a, a->standFrame);
break;
case 3:
a->moving &= ~4;
fixActorDirection(a, dir);
break;
case 4:
turnToDirection(a, dir);
break;
default:
startAnimActor(a, anim);
}
#else
int shr,dir;
bool inRoom;
Actor *a;
a = derefActorSafe(act, "animateActor");
shr = anim>>2;
dir = anim&3;
inRoom = (a->room == _currentRoom);
if (shr == 0x3F) {
if (inRoom) {
startAnimActor(a, a->standFrame, a->facing);
a->moving = 0;
}
return;
switch(anim>>2) {
case 0x3F:
stopActorMoving(a);
startAnimActor(a, a->standFrame);
break;
case 0x3E:
a->moving &= ~4;
fixActorDirection(a, oldDirToNewDir(dir));
break;
case 0x3D:
turnToDirection(a, oldDirToNewDir(dir));
break;
default:
startAnimActor(a, anim);
}
if (shr == 0x3E) {
if (inRoom) {
startAnimActor(a, 0x3E, dir);
a->moving &= ~4;
}
a->facing = dir;
return;
}
if (shr == 0x3D) {
if (inRoom) {
turnToDirection(a, dir);
} else {
a->facing = dir;
}
return;
}
startAnimActor(a, anim, a->facing);
#endif
}
int Scumm::getScriptRunning(int script) {
bool Scumm::isScriptRunning(int script) {
int i;
ScriptSlot *ss = vm.slot;
for (i=0; i<NUM_SCRIPT_SLOT; i++,ss++)
if (ss->number==script && (ss->where==WIO_GLOBAL ||
ss->where==WIO_LOCAL) && ss->status)
return 1;
return 0;
return true;
return false;
}
bool Scumm::isRoomScriptRunning(int script) {
int i;
ScriptSlot *ss = vm.slot;
for (i=0; i<NUM_SCRIPT_SLOT; i++,ss++)
if (ss->number==script && ss->where==WIO_ROOM && ss->status)
return true;
return false;
}
void Scumm::beginOverride() {
int index;
uint32 *ptr;
@ -970,4 +1004,47 @@ void Scumm::exitCutscene() {
_vars[VAR_OVERRIDE] = 1;
vm.cutScenePtr[vm.cutSceneStackPointer] = 0;
}
}
}
#if defined(FULL_THROTTLE)
void Scumm::doSentence(int c, int b, int a) {
SentenceTab *st;
if (b==a)
return;
st = &sentence[_sentenceNum-1];
if (_sentenceNum &&
st->unk5 == c && st->unk4==b && st->unk3==a)
return;
_sentenceNum++;
st++;
st->unk5 = c;
st->unk4 = b;
st->unk3 = a;
st->unk = 0;
warning("dosentence(%d,%d,%d)", c, b, a);
}
#else
void Scumm::doSentence(int c, int b, int a) {
SentenceTab *st;
st = &sentence[_sentenceNum++];
st->unk5 = c;
st->unk4 = b;
st->unk3 = a;
if (!(st->unk3&0xFF00))
st->unk2 = 0;
else
st->unk2 = 1;
st->unk = 0;
}
#endif