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author | Max Horn | 2003-01-06 13:41:29 +0000 |
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committer | Max Horn | 2003-01-06 13:41:29 +0000 |
commit | 37a64f5d12e0343347cffa57b7e1bbd00ec60db0 (patch) | |
tree | 1aece16d09acafb47237d3a759a48850e2aa857a | |
parent | f1d1076fd7aef2a17b37ecae1708a89e80686a86 (diff) | |
download | scummvm-rg350-37a64f5d12e0343347cffa57b7e1bbd00ec60db0.tar.gz scummvm-rg350-37a64f5d12e0343347cffa57b7e1bbd00ec60db0.tar.bz2 scummvm-rg350-37a64f5d12e0343347cffa57b7e1bbd00ec60db0.zip |
cleanup; added a hack to avoid crash in the canon scene (at least it works this way for me)
svn-id: r6347
-rw-r--r-- | scumm/actor.cpp | 2 | ||||
-rw-r--r-- | scumm/akos.cpp | 15 | ||||
-rw-r--r-- | scumm/intern.h | 2 | ||||
-rw-r--r-- | scumm/script_v6.cpp | 2 | ||||
-rw-r--r-- | scumm/script_v8.cpp | 98 |
5 files changed, 84 insertions, 35 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index 3b1d16ebfb..9599ad32d0 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -474,7 +474,7 @@ void Actor::startAnimActor(int f) if (f == 3 && _vm->_gameId == GID_INDY3_256 && (_vm->_currentRoom != 79)) f = initFrame; - if (isInCurrentRoom() && costume) { + if (isInCurrentRoom() && costume != 0) { animProgress = 0; cost.animCounter1 = 0; needRedraw = true; diff --git a/scumm/akos.cpp b/scumm/akos.cpp index 41d80853cf..76ebab7881 100644 --- a/scumm/akos.cpp +++ b/scumm/akos.cpp @@ -70,17 +70,14 @@ enum AkosOpcodes { bool Scumm::akos_hasManyDirections(Actor *a) { - if (_features & GF_NEW_COSTUMES) { - byte *akos; - AkosHeader *akhd; + byte *akos; + AkosHeader *akhd; - akos = getResourceAddress(rtCostume, a->costume); - assert(akos); + akos = getResourceAddress(rtCostume, a->costume); + assert(akos); - akhd = (AkosHeader *) findResourceData(MKID('AKHD'), akos); - return (akhd->flags & 2) != 0; - } - return 0; + akhd = (AkosHeader *) findResourceData(MKID('AKHD'), akos); + return (akhd->flags & 2) != 0; } int Scumm::akos_frameToAnim(Actor *a, int frame) diff --git a/scumm/intern.h b/scumm/intern.h index 62d9f5e10b..e0d765aaa1 100644 --- a/scumm/intern.h +++ b/scumm/intern.h @@ -429,6 +429,8 @@ protected: void o8_kernelGetFunctions(); void o8_getDateTime(); + void o8_getActorChore(); + void o8_getObjectImageX(); void o8_getObjectImageY(); void o8_getObjectImageWidth(); diff --git a/scumm/script_v6.cpp b/scumm/script_v6.cpp index b73581a631..c4375db98d 100644 --- a/scumm/script_v6.cpp +++ b/scumm/script_v6.cpp @@ -2845,7 +2845,7 @@ void Scumm_v6::o6_kernelGetFunctions() void Scumm_v6::o6_delayFrames() { ScriptSlot *ss = &vm.slot[_currentScript]; - if (ss->delayFrameCount== 0) { + if (ss->delayFrameCount == 0) { ss->delayFrameCount = pop(); } else { ss->delayFrameCount--; diff --git a/scumm/script_v8.cpp b/scumm/script_v8.cpp index 4cf0d2bc03..18b46214a7 100644 --- a/scumm/script_v8.cpp +++ b/scumm/script_v8.cpp @@ -336,8 +336,7 @@ void Scumm_v8::setupOpcodes() OPCODE(o6_getObjectX), /* EC */ OPCODE(o6_getObjectY), - OPCODE(o6_getActorAnimCounter1), // FIXME: This is bogus, it should return the value set by setActorChoreLimbFrame - // It's pretty critical, and part of (At least) the cannon toomanyscripts crash + OPCODE(o8_getActorChore), OPCODE(o6_distObjectObject), OPCODE(o6_distPtPt), /* F0 */ @@ -584,16 +583,21 @@ void Scumm_v8::o8_mod() void Scumm_v8::o8_wait() { // TODO + int actnum, offs; + Actor *a; byte subOp = fetchScriptByte(); + switch (subOp) { - case 0x1E: { // SO_WAIT_FOR_ACTOR Wait for actor (to finish current action?) - int offs = fetchScriptWordSigned(); - if (derefActorSafe(pop(), "o8_wait:SO_WAIT_FOR_ACTOR")->moving) { + case 0x1E: // SO_WAIT_FOR_ACTOR Wait for actor (to finish current action?) + offs = fetchScriptWordSigned(); + actnum = pop(); + a = derefActorSafe(actnum, "o8_wait:SO_WAIT_FOR_ACTOR"); + assert(a); + if (a->moving) { _scriptPointer += offs; o6_breakHere(); } return; - } case 0x1F: // SO_WAIT_FOR_MESSAGE Wait for message if (_vars[VAR_HAVE_MSG]) break; @@ -611,27 +615,26 @@ void Scumm_v8::o8_wait() if (!isScriptInUse(_vars[VAR_SENTENCE_SCRIPT])) return; break; - case 0x22: { // SO_WAIT_FOR_ANIMATION - int actnum = pop(); - Actor *a = derefActorSafe(actnum, "o8_wait:SO_WAIT_FOR_ANIMATION"); - int offs = fetchScriptWordSigned(); - if (a && a->isInCurrentRoom() && a->needRedraw) { + case 0x22: // SO_WAIT_FOR_ANIMATION + offs = fetchScriptWordSigned(); + actnum = pop(); + a = derefActorSafe(actnum, "o8_wait:SO_WAIT_FOR_ANIMATION"); + assert(a); + if (a->isInCurrentRoom() && a->needRedraw) { _scriptPointer += offs; o6_breakHere(); } return; - } - case 0x23: { // SO_WAIT_FOR_TURN - int actnum = pop(); - Actor *a = derefActorSafe(actnum, "o8_wait:SO_WAIT_FOR_TURN"); - int offs = fetchScriptWordSigned(); - if (a && a->isInCurrentRoom() && a->moving & MF_TURN) { + case 0x23: // SO_WAIT_FOR_TURN + offs = fetchScriptWordSigned(); + actnum = pop(); + a = derefActorSafe(actnum, "o8_wait:SO_WAIT_FOR_TURN"); + assert(a); + if (a->isInCurrentRoom() && a->moving & MF_TURN) { _scriptPointer += offs; o6_breakHere(); } return; - } - default: error("o8_wait: default case 0x%x", subOp); } @@ -1315,6 +1318,7 @@ void Scumm_v8::o8_startVideo() void Scumm_v8::o8_kernelSetFunctions() { // TODO + Actor *a; int args[30]; int len = getStackList(args, sizeof(args) / sizeof(args[0])); @@ -1336,10 +1340,14 @@ void Scumm_v8::o8_kernelSetFunctions() // } break; case 13: // remapCostume - derefActorSafe(args[1], "o8_kernelSetFunctions:remapCostume")->remapActorPalette(args[2], args[3], args[4], -1); + a = derefActorSafe(args[1], "o8_kernelSetFunctions:remapCostume"); + assert(a); + a->remapActorPalette(args[2], args[3], args[4], -1); break; case 14: // remapCostumeInsert - derefActorSafe(args[1], "o8_kernelSetFunctions:remapCostumeInsert")->remapActorPalette(args[2], args[3], args[4], args[5]); + a = derefActorSafe(args[1], "o8_kernelSetFunctions:remapCostumeInsert"); + assert(a); + a->remapActorPalette(args[2], args[3], args[4], args[5]); break; case 15: // setVideoFrameRate // not used anymore (was smush frame rate) @@ -1353,8 +1361,29 @@ void Scumm_v8::o8_kernelSetFunctions() case 22: // setBannerColors // warning("o8_kernelSetFunctions: setBannerColors(%d, %d, %d, %d)", args[1], args[2], args[3], args[4]); break; - case 23: // setActorChoreLimbFrame - FIXME: This is critical, and is the cause of the Cannon "too many scripts" crash -// warning("o8_kernelSetFunctions: setActorChoreLimbFrame(%d, %d, %d, %d)", args[1], args[2], args[3], args[4]); + case 23: // setActorChoreLimbFrame + { + // FIXME: This is critical, and is the cause of the Cannon "too many scripts" crash + // This opcode is used a lot in script 28. + warning("o8_kernelSetFunctions: setActorChoreLimbFrame(%d, %d, %d, %d)", args[1], args[2], args[3], args[4]); + a = derefActorSafe(args[1], "o8_kernelSetFunctions:setActorChoreLimbFrame"); + assert(a); +/* + // The naming of this opcode would suggest this labeling of variables: + int chore = args[2]; // mostly the return value of actorTalkAnimation() + int limb = args[3]; // mostly 0 and 1, but also 2, 3 + int frame = args[4]; // some number usually derived from lipSyncWidth and lipSyncHeight + + // However, I am not fully sure that is correct (names can deceive, or can simply be wrong). + // And even if it is, the question is how to use it... + + // Note that akos_decodeData takes as parameter a "chore" = frame and bitmask + // specifiying a set of limbs. That would lead to code like this: + a->frame = chore; + akos_decodeData(a, frame, 0x8000 >> limb); + // But that seems to be quite bogus :-) Anyway, this is just random guessing, and + // it would be much better if somebody would disassmble the code in question. +*/ } break; case 24: // clearTextQueue warning("o8_kernelSetFunctions: clearTextQueue()"); @@ -1449,9 +1478,17 @@ void Scumm_v8::o8_kernelGetFunctions() break; case 0xDA: // lipSyncWidth case 0xDB: // lipSyncHeight + // TODO - these methods are probably for lip syncing? + push(0); + break; case 0xDC: // actorTalkAnimation - // TODO - these methods are for lip syncing. Not so important right now, though + // TODO - this method is used mostly to compute a parameter for setActorChoreLimbFrame + // (to be precise, the second parameter, i.e. args[1]) + { + Actor *a = derefActorSafe(args[1], "actorTalkAnimation"); + assert(a); push(0); + } break; case 0xDD: // getMasterSFXVol push(_sound->_sound_volume_sfx / 2); @@ -1488,6 +1525,19 @@ void Scumm_v8::o8_kernelGetFunctions() } +void Scumm_v8::o8_getActorChore() +{ + int actnum = pop(); + Actor *a = derefActorSafe(actnum, "o8_getActorChore"); + assert(a); + + // FIXME: hack to avoid the "Too many scripts running" in the canon scene + push(11); + // Maybe this would be the correct code here? What scumm calls a "chore" corresponds + // to our actor "frame", I think. +// push(a->frame); +} + void Scumm_v8::o8_getObjectImageX() { int i = getObjectIndex(pop()); |