more v2 fixes; cleanup
svn-id: r7301
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parent
3b77249ab0
commit
488d5fe351
4 changed files with 47 additions and 43 deletions
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@ -366,6 +366,42 @@ const char *Scumm_v2::getOpcodeDesc(int i) {
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return _opcodesV2[i].desc;
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}
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void Scumm_v2::decodeParseString() {
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byte buffer[256]; // FIXME
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byte *ptr = buffer;
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byte c;
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while ((c = fetchScriptByte())) {
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if (c & 0x80) {
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*ptr++ = c & 0x7f;
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*ptr++ = ' ';
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} else if (c < 8) {
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// Special codes as seen in CHARSET_1 etc. My guess is that they
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// have a similar function as the corresponding embedded stuff in modern
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// games. Hence for now we convert them to the modern format.
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// This might allow us to reuse the existing code.
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*ptr++ = 0xFF;
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*ptr++ = c;
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if (c > 3) {
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*ptr++ = 0;
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*ptr++ = fetchScriptByte();
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}
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} else
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*ptr++ = c;
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}
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*ptr = 0;
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printf("TODO: Scumm_v2::decodeParseString(\"%s\")\n", buffer);
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}
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int Scumm_v2::readVar(uint var) {
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debug(6, "readvar=%d", var);
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if (var >= 14 && var <= 16)
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var = _vars[var];
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checkRange(_numVariables - 1, 0, var, "Variable %d out of range(r)");
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return _vars[var];
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}
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void Scumm_v2::setStateCommon(byte type) {
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int obj = getVarOrDirectWord(0x80);
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putState(obj, getState(obj) | type);
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@ -457,15 +493,15 @@ void Scumm_v2::o2_getObjY() {
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}
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void Scumm_v2::o2_setBitVar() {
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byte hi = fetchScriptByte();
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byte lo = fetchScriptByte();
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byte hi = fetchScriptByte();
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byte a = getVarOrDirectByte(0x80);
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int bit_var = (hi << 8) + lo + a;
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int bit_offset = bit_var & 0x0f;
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bit_var >>= 4;
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if (getVarOrDirectByte(0x80))
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if (getVarOrDirectByte(0x40))
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_vars[bit_var] |= (1 << bit_offset);
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else
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_vars[bit_var] &= ~(1 << bit_offset);
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@ -473,8 +509,8 @@ void Scumm_v2::o2_setBitVar() {
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void Scumm_v2::o2_getBitVar() {
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getResultPos();
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byte hi = fetchScriptByte();
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byte lo = fetchScriptByte();
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byte hi = fetchScriptByte();
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byte a = getVarOrDirectByte(0x80);
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int bit_var = (hi << 8) + lo + a;
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@ -561,12 +597,12 @@ void Scumm_v2::o2_actorSet() {
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Actor *a = derefActorSafe(act, "actorSet");
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int i;
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_opcode = fetchScriptByte();
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if (!a) {
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fetchScriptByte();
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return;
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}
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switch (fetchScriptByte()) {
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switch (_opcode) {
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case 1: // Actor Sound
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a->sound[0] = arg;
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break;
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@ -588,6 +624,8 @@ void Scumm_v2::o2_actorSet() {
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case 5: // Talk Color
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a->talkColor = arg;
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break;
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default:
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warning("o2_actorSet: opcode %d not yet supported", _opcode);
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}
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}
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@ -832,33 +870,6 @@ void Scumm_v2::o2_doSentence() {
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}
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}
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void Scumm_v2::decodeParseString() {
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byte buffer[256]; // FIXME
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byte *ptr = buffer;
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byte c;
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while ((c = fetchScriptByte())) {
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if (c & 0x80) {
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*ptr++ = c & 0x7f;
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*ptr++ = ' ';
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} else if (c < 8) {
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// Special codes as seen in CHARSET_1 etc. My guess is that they
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// have a similar function as the corresponding embedded stuff in modern
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// games. Hence for now we convert them to the modern format.
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// This might allow us to reuse the existing code.
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*ptr++ = 0xFF;
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*ptr++ = c;
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if (c > 3) {
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*ptr++ = 0;
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*ptr++ = fetchScriptByte();
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}
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} else
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*ptr++ = c;
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}
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*ptr = 0;
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printf("TODO: Scumm_v2::decodeParseString(\"%s\")\n", buffer);
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}
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void Scumm_v2::o2_ifClassOfIs() {
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int act = getVarOrDirectWord(0x80);
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int clsop = getVarOrDirectByte(0x40);
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