Increase actor.sound to 32 for HE 80+ games.

Add some more HE vars.
More adjustments for copying script strings in HE games.

svn-id: r14903
This commit is contained in:
Travis Howell 2004-09-05 09:36:51 +00:00
parent 010a781ada
commit 6b09826b33
11 changed files with 497 additions and 89 deletions

View file

@ -552,7 +552,6 @@ void ScummEngine_v6he::o6_actorOps() {
int i, j, k;
int args[8];
byte b;
byte name[256];
b = fetchScriptByte();
if (b == 197) {
@ -565,25 +564,12 @@ void ScummEngine_v6he::o6_actorOps() {
return;
switch (b) {
case 21:
// HE 7.3 (Pajama Sam onwards)
k = getStackList(args, ARRAYSIZE(args));
break;
case 30:
// _heversion >= 70
_actorClipOverride.bottom = pop();
_actorClipOverride.right = pop();
_actorClipOverride.top = pop();
_actorClipOverride.left = pop();
warning("o6_actorOps: stub case %d", b);
break;
case 64:
// _heversion >= 72
_actorClipOverride.bottom = pop();
_actorClipOverride.right = pop();
_actorClipOverride.top = pop();
_actorClipOverride.left = pop();
warning("o6_actorOps: stub case %d", b);
break;
case 76: // SO_COSTUME
a->setActorCostume(pop());
@ -637,8 +623,7 @@ void ScummEngine_v6he::o6_actorOps() {
a->talkColor = pop();
break;
case 88: // SO_ACTOR_NAME
copyScriptString(name);
loadPtrToResource(rtActorName, a->number, name);
loadPtrToResource(rtActorName, a->number, NULL);
break;
case 89: // SO_INIT_ANIMATION
a->initFrame = pop();
@ -1252,7 +1237,6 @@ void ScummEngine_v6he::decodeParseString(int m, int n) {
byte b;
int i, color;
int args[31];
byte name[1024];
b = fetchScriptByte();
@ -1303,23 +1287,6 @@ void ScummEngine_v6he::decodeParseString(int m, int n) {
}
_scriptPointer += resStrLen(_scriptPointer) + 1;
break;
case 194: // HE 7.2
decodeScriptString(name, true);
switch (m) {
case 0:
actorTalk(name);
break;
case 1:
drawString(1, name);
break;
case 2:
unkMessage1(name);
break;
case 3:
unkMessage2(name);
break;
}
break;
case 0xF9:
color = pop();