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authorKari Salminen2008-01-07 08:57:28 +0000
committerKari Salminen2008-01-07 08:57:28 +0000
commit01a256455dba4c8c30b6142d166e11556d083605 (patch)
treeeaf30027da05a0b93570e4cda44af519479efa57 /engines
parent4fb5f9274d67c20cd596941867a294b92df1dfbc (diff)
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Add partial implementation of obj.status.v-command (Based on observations of the command's output in the Amiga version of Gold Rush!).
svn-id: r30321
Diffstat (limited to 'engines')
-rw-r--r--engines/agi/op_cmd.cpp73
1 files changed, 73 insertions, 0 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index cea1850ff5..9e2d48feb3 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -52,6 +52,7 @@ namespace Agi {
#define ip curLogic->cIP
#define vt game.viewTable[p0]
+#define vt_v game.viewTable[game.vars[p0]]
static struct AgiLogic *curLogic;
static AgiEngine *g_agi;
@@ -513,8 +514,80 @@ cmd(cancel_line) {
report("cancel.line\n");
}
+// This implementation is based on observations of Amiga's Gold Rush.
+// You can try this out (in the original and in ScummVM) by writing "bird man"
+// to enter Gold Rush's debug mode and then writing "show position" or "sp".
+// TODO: Make the cycle and motion status lines more like in Amiga's Gold Rush.
+// TODO: Add control status line (After stepsize, before cycle status).
+// Don't know what the control status means yet, possibly flags?
+// Examples of the control-value (Taken in the first screen i.e. room 1):
+// 4051 (When ego is stationary),
+// 471 (When walking on the first screen's bridge),
+// 71 (When walking around, using the mouse or the keyboard).
cmd(obj_status_f) {
report("obj.status.f\n");
+
+ const char *cycleDesc; // Object's cycle description line
+ const char *motionDesc; // Object's motion description line
+ char msg[256]; // The whole object status message
+
+ // Generate cycle description line
+ switch (vt_v.cycle) {
+ case CYCLE_NORMAL:
+ cycleDesc = "normal cycle";
+ break;
+ case CYCLE_END_OF_LOOP:
+ cycleDesc = "end of loop";
+ break;
+ case CYCLE_REV_LOOP:
+ cycleDesc = "reverse loop";
+ break;
+ case CYCLE_REVERSE:
+ cycleDesc = "reverse cycle";
+ break;
+ default:
+ cycleDesc = "unknown cycle type";
+ break;
+ }
+
+ // Generate motion description line
+ switch (vt_v.motion) {
+ case MOTION_NORMAL:
+ motionDesc = "normal motion";
+ break;
+ case MOTION_WANDER:
+ motionDesc = "wandering";
+ break;
+ case MOTION_FOLLOW_EGO:
+ motionDesc = "following ego";
+ break;
+ case MOTION_MOVE_OBJ:
+ // Amiga's Gold Rush! most probably uses "move to (x, y)"
+ // here with real values for x and y. The same output
+ // is used when moving the ego around using the mouse.
+ motionDesc = "moving to a point";
+ break;
+ default:
+ motionDesc = "unknown motion type";
+ break;
+ }
+
+ sprintf(msg,
+ "Object %d:\n" \
+ "x: %d xsize: %d\n" \
+ "y: %d ysize: %d\n" \
+ "pri: %d\n" \
+ "stepsize: %d\n" \
+ "%s\n" \
+ "%s",
+ _v[p0],
+ vt_v.xPos, vt_v.xSize,
+ vt_v.yPos, vt_v.ySize,
+ vt_v.priority,
+ vt_v.stepSize,
+ cycleDesc,
+ motionDesc);
+ g_agi->messageBox(msg);
}
/* unknown commands: