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
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010a781ada
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6b09826b33
11 changed files with 497 additions and 89 deletions
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@ -552,7 +552,6 @@ void ScummEngine_v6he::o6_actorOps() {
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int i, j, k;
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int args[8];
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byte b;
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byte name[256];
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b = fetchScriptByte();
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if (b == 197) {
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@ -565,25 +564,12 @@ void ScummEngine_v6he::o6_actorOps() {
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return;
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switch (b) {
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case 21:
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// HE 7.3 (Pajama Sam onwards)
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k = getStackList(args, ARRAYSIZE(args));
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break;
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case 30:
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// _heversion >= 70
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_actorClipOverride.bottom = pop();
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_actorClipOverride.right = pop();
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_actorClipOverride.top = pop();
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_actorClipOverride.left = pop();
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warning("o6_actorOps: stub case %d", b);
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break;
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case 64:
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// _heversion >= 72
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_actorClipOverride.bottom = pop();
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_actorClipOverride.right = pop();
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_actorClipOverride.top = pop();
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_actorClipOverride.left = pop();
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warning("o6_actorOps: stub case %d", b);
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break;
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case 76: // SO_COSTUME
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a->setActorCostume(pop());
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@ -637,8 +623,7 @@ void ScummEngine_v6he::o6_actorOps() {
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a->talkColor = pop();
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break;
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case 88: // SO_ACTOR_NAME
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copyScriptString(name);
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loadPtrToResource(rtActorName, a->number, name);
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loadPtrToResource(rtActorName, a->number, NULL);
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break;
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case 89: // SO_INIT_ANIMATION
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a->initFrame = pop();
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@ -1252,7 +1237,6 @@ void ScummEngine_v6he::decodeParseString(int m, int n) {
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byte b;
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int i, color;
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int args[31];
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byte name[1024];
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b = fetchScriptByte();
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@ -1303,23 +1287,6 @@ void ScummEngine_v6he::decodeParseString(int m, int n) {
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}
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_scriptPointer += resStrLen(_scriptPointer) + 1;
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break;
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case 194: // HE 7.2
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decodeScriptString(name, true);
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switch (m) {
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case 0:
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actorTalk(name);
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break;
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case 1:
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drawString(1, name);
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break;
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case 2:
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unkMessage1(name);
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break;
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case 3:
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unkMessage2(name);
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break;
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}
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break;
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case 0xF9:
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color = pop();
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