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author | Arnaud Boutonné | 2010-08-22 23:11:29 +0000 |
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committer | Arnaud Boutonné | 2010-08-22 23:11:29 +0000 |
commit | c8005dfb75d07ecc3db98562263c7b96feb19638 (patch) | |
tree | 4b92abadb44f1e5c326265dd62f811bb7b4755b0 /engines/gob | |
parent | 0348ca3e65292784126920eae38c9376aa113f8a (diff) | |
download | scummvm-rg350-c8005dfb75d07ecc3db98562263c7b96feb19638.tar.gz scummvm-rg350-c8005dfb75d07ecc3db98562263c7b96feb19638.tar.bz2 scummvm-rg350-c8005dfb75d07ecc3db98562263c7b96feb19638.zip |
GOB - Fix 2 bugs in Fascination Hebrew, now playable.
Again, thanks SylvainTV for the debugging efforts
svn-id: r52288
Diffstat (limited to 'engines/gob')
-rw-r--r-- | engines/gob/inter.h | 1 | ||||
-rw-r--r-- | engines/gob/inter_fascin.cpp | 49 | ||||
-rw-r--r-- | engines/gob/scenery.cpp | 23 |
3 files changed, 66 insertions, 7 deletions
diff --git a/engines/gob/inter.h b/engines/gob/inter.h index c925d8cf72..b819c5e46a 100644 --- a/engines/gob/inter.h +++ b/engines/gob/inter.h @@ -432,6 +432,7 @@ protected: void oFascin_playProtracker(OpGobParams ¶ms); + bool oFascin_assign(OpFuncParams ¶ms); bool oFascin_copySprite(OpFuncParams ¶ms); bool oFascin_keyFunc(OpFuncParams ¶ms); diff --git a/engines/gob/inter_fascin.cpp b/engines/gob/inter_fascin.cpp index 1758b4470d..8744ed5f89 100644 --- a/engines/gob/inter_fascin.cpp +++ b/engines/gob/inter_fascin.cpp @@ -33,6 +33,7 @@ #include "gob/dataio.h" #include "gob/draw.h" #include "gob/game.h" +#include "gob/expression.h" #include "gob/script.h" #include "gob/palanim.h" #include "gob/video.h" @@ -87,7 +88,7 @@ void Inter_Fascination::setupOpcodesDraw() { void Inter_Fascination::setupOpcodesFunc() { Inter_v2::setupOpcodesFunc(); - OPCODEFUNC(0x09, o1_assign); + OPCODEFUNC(0x09, oFascin_assign); OPCODEFUNC(0x32, oFascin_copySprite); } @@ -112,6 +113,52 @@ void Inter_Fascination::setupOpcodesGob() { OPCODEGOB(1002, o2_stopProtracker); } +bool Inter_Fascination::oFascin_assign(OpFuncParams ¶ms) { + byte destType = _vm->_game->_script->peekByte(); + int16 dest = _vm->_game->_script->readVarIndex(); + + byte loopCount; + if (_vm->_game->_script->peekByte() == 99) { + _vm->_game->_script->skip(1); + loopCount = _vm->_game->_script->readByte(); + } else + loopCount = 1; + + for (int i = 0; i < loopCount; i++) { + int16 result; + int16 srcType = _vm->_game->_script->evalExpr(&result); + + switch (destType) { + case TYPE_VAR_INT8: // 18 + if (srcType != TYPE_IMM_INT16) { //20 + char* str = _vm->_game->_script->getResultStr(); + WRITE_VARO_STR(dest, str); + } else + WRITE_VARO_UINT8(dest + i, _vm->_game->_script->getResultInt()); + break; + + case TYPE_VAR_INT32_AS_INT16: // 24. Yes, it's really there + case TYPE_ARRAY_INT16: //27 + WRITE_VARO_UINT16(dest + i * 2, _vm->_game->_script->getResultInt()); + break; + + case TYPE_VAR_INT32: // 23 + case TYPE_ARRAY_INT32: // 26 + WRITE_VAR_OFFSET(dest + i * 4, _vm->_game->_script->getResultInt()); // or *2 ? + break; + + case TYPE_VAR_STR: // 25 + case TYPE_ARRAY_STR: // 28 + if (srcType == TYPE_IMM_INT16) + WRITE_VARO_UINT8(dest, result); + else + WRITE_VARO_STR(dest, _vm->_game->_script->getResultStr()); + break; + } + } + + return false; +} bool Inter_Fascination::oFascin_copySprite(OpFuncParams ¶ms) { _vm->_draw->_sourceSurface = _vm->_game->_script->readInt16(); diff --git a/engines/gob/scenery.cpp b/engines/gob/scenery.cpp index 75e242e6c5..a667d6615d 100644 --- a/engines/gob/scenery.cpp +++ b/engines/gob/scenery.cpp @@ -923,13 +923,24 @@ void Scenery::writeAnimLayerInfo(uint16 index, uint16 layer, int16 varDX, int16 varDY, int16 varUnk0, int16 varFrames) { assert(index < 10); - assert(layer < _animations[index].layersCount); - AnimLayer &animLayer = _animations[index].layers[layer]; - WRITE_VAR_OFFSET(varDX, animLayer.animDeltaX); - WRITE_VAR_OFFSET(varDY, animLayer.animDeltaY); - WRITE_VAR_OFFSET(varUnk0, animLayer.unknown0); - WRITE_VAR_OFFSET(varFrames, animLayer.framesCount); +// WORKAROUND - Fascination Hebrew is using scripts from the CD versions, but of course +// no CD track, so the anim syncing failed, and the anims were suppressed. But they +// didn't updated the scripts. Skipping the wrong anims is a solution. + if ((_vm->getGameType() == kGameTypeFascination) && (layer >= _animations[index].layersCount)) { + WRITE_VAR_OFFSET(varDX, 0); + WRITE_VAR_OFFSET(varDY, 0); + WRITE_VAR_OFFSET(varUnk0, 0); + WRITE_VAR_OFFSET(varFrames, 0); + } else { + assert(layer < _animations[index].layersCount); + + AnimLayer &animLayer = _animations[index].layers[layer]; + WRITE_VAR_OFFSET(varDX, animLayer.animDeltaX); + WRITE_VAR_OFFSET(varDY, animLayer.animDeltaY); + WRITE_VAR_OFFSET(varUnk0, animLayer.unknown0); + WRITE_VAR_OFFSET(varFrames, animLayer.framesCount); + } } int16 Scenery::getStaticLayersCount(uint16 index) { |