fixed o5_resourceRoutines for OLD256 games (various subopcodes are still not implemented, though); some cleanup
svn-id: r5699
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f2eeb91ca8
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3 changed files with 80 additions and 44 deletions
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@ -1498,88 +1498,122 @@ void Scumm::o5_quitPauseRestart()
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void Scumm::o5_resourceRoutines()
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{
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const ResTypes resType[4] = { rtScript, rtSound, rtCostume, rtRoom };
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int resid = 0;
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int foo, bar;
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_opcode = fetchScriptByte();
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if (_opcode != 17)
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resid = getVarOrDirectByte(0x80);
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if (_features & GF_OLD256) /*FIXME: find a better way to implement this */
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if (_features & GF_OLD256)
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_opcode &= 0x3F;
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switch (_opcode & 0x1F) {
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case 1: /* load script */
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ensureResourceLoaded(rtScript, resid);
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else
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_opcode &= 0x1F;
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switch (_opcode) {
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case 1: // load script
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case 2: // load sound
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case 3: // load costume
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ensureResourceLoaded(resType[_opcode-1], resid);
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break;
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case 2: /* load sound */
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ensureResourceLoaded(rtSound, resid);
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break;
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case 3: /* load costume */
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ensureResourceLoaded(rtCostume, resid);
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break;
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case 4: /* load room */
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if (_features & GF_OLD256)
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ensureResourceLoaded(rtScript, resid & 0x7F); /*FIXME: missing stuff... */
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else
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case 4: // load room
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if (_features & GF_OLD256) {
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ensureResourceLoaded(rtRoom, resid);
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if (resid > 0x7F)
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resid = _resourceMapper[resid & 0x7F];
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if (_currentRoom != resid) {
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res.flags[rtRoom][resid] |= 1;
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}
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} else
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ensureResourceLoaded(rtRoom, resid);
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break;
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case 5: /* nuke script */
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setResourceCounter(rtScript, resid, 0x7F);
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case 5: // nuke script
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case 6: // nuke sound
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case 7: // nuke costume
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case 8: // nuke room
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if (_features & GF_OLD256)
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warning("o5_resourceRoutines %d should not occure in GF_OLD256 games", _opcode);
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else
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setResourceCounter(resType[_opcode-5], resid, 0x7F);
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break;
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case 6: /* nuke sound */
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setResourceCounter(rtSound, resid, 0x7F);
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break;
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case 7: /* nuke costume */
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setResourceCounter(rtCostume, resid, 0x7F);
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break;
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case 8: /* nuke room */
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setResourceCounter(rtRoom, resid, 0x7F);
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break;
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case 9: /* lock script */
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case 9: // lock script
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if (resid >= _numGlobalScripts)
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break;
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lock(rtScript, resid);
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break;
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case 10: /* lock sound */
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case 10: // lock sound
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lock(rtSound, resid);
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break;
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case 11: /* lock costume */
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case 11: // lock costume
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lock(rtCostume, resid);
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break;
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case 12: /* lock room */
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case 12: // lock room
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if (resid > 0x7F)
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resid = _resourceMapper[resid & 0x7F];
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lock(rtRoom, resid);
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break;
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case 13: /* unlock script */
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case 13: // unlock script
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if (resid >= _numGlobalScripts)
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break;
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unlock(rtScript, resid);
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break;
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case 14: /* unlock sound */
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case 14: // unlock sound
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unlock(rtSound, resid);
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break;
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case 15: /* unlock costume */
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case 15: // unlock costume
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unlock(rtCostume, resid);
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break;
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case 16: /* unlock room */
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case 16: // unlock room
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if (resid > 0x7F)
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resid = _resourceMapper[resid & 0x7F];
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unlock(rtRoom, resid);
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break;
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case 17: /* clear heap */
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case 17: // clear heap
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heapClear(0);
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unkHeapProc2(0, 0);
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break;
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case 18: /* load charset */
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case 18: // load charset
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loadCharset(resid);
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break;
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case 19: /* nuke charset */
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case 19: // nuke charset
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nukeCharset(resid);
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break;
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case 20: /* load fl object */
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case 20: // load fl object
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loadFlObject(getVarOrDirectWord(0x40), resid);
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break;
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case 0x1F + 1:
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// TODO
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warning("o5_resourceRoutines %d not yet handled", _opcode);
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break;
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case 0x20 + 1:
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// TODO
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warning("o5_resourceRoutines %d not yet handled", _opcode);
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break;
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case 0x22 + 1:
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// TODO
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foo = getVarOrDirectByte(0x40);
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warning("o5_resourceRoutines %d not yet handled", _opcode);
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break;
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case 0x23 + 1:
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// TODO
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foo = getVarOrDirectByte(0x40);
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bar = fetchScriptByte();
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warning("o5_resourceRoutines %d not yet handled", _opcode);
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break;
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case 0x24 + 1:
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// TODO
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foo = getVarOrDirectByte(0x40);
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warning("o5_resourceRoutines %d not yet handled", _opcode);
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break;
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default:
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warning("Unknown o5_resourcesroutine: %d", _opcode & 0x1F);
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warning("Unknown o5_resourceRoutines: %d", _opcode);
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break;
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}
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}
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@ -2513,6 +2547,7 @@ void Scumm::o5_pickupObjectOld()
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// FIXME: Zak256 (Zaire): Why does this happen at all?
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if (obj < 1) {
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warning("pickupObjectOld received negative index %d (0x%02x)", obj, obj);
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printf("_currentScript = %d / %d\n", _currentScript, vm.slot[_currentScript].number);
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return;
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}
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