aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm
diff options
context:
space:
mode:
Diffstat (limited to 'engines/scumm')
-rw-r--r--engines/scumm/actor.cpp57
-rw-r--r--engines/scumm/actor.h4
-rw-r--r--engines/scumm/boxes.cpp10
-rw-r--r--engines/scumm/gfx.cpp2
-rw-r--r--engines/scumm/object.cpp2
-rw-r--r--engines/scumm/scumm.cpp50
-rw-r--r--engines/scumm/scumm.h11
-rw-r--r--engines/scumm/scumm_v0.h4
8 files changed, 101 insertions, 39 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index 6cb5ce5708..b3e7926015 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -272,23 +272,23 @@ void Actor_v0::walkBoxQueueReset() {
_walkboxHistory.clear();
_walkboxQueueIndex = 0;
- for (uint i = 0; i < ARRAYSIZE( _walkboxQueue ); ++i) {
+ for (uint i = 0; i < ARRAYSIZE(_walkboxQueue); ++i) {
_walkboxQueue[i] = kInvalidBox;
}
}
bool Actor_v0::walkBoxQueueAdd(int box) {
- if (_walkboxQueueIndex == ARRAYSIZE( _walkboxQueue ))
+ if (_walkboxQueueIndex == ARRAYSIZE(_walkboxQueue))
return false;
- _walkboxQueue[_walkboxQueueIndex++] = box ;
- _walkboxHistory.push_back( box );
+ _walkboxQueue[_walkboxQueueIndex++] = box;
+ _walkboxHistory.push_back(box);
return true;
}
void Actor_v0::walkboxQueueReverse() {
- int j = ARRAYSIZE( _walkboxQueue ) - 1;
+ int j = ARRAYSIZE(_walkboxQueue) - 1;
while (_walkboxQueue[j] == kInvalidBox && j >= 1)
--j;
@@ -328,21 +328,21 @@ bool Actor_v0::walkBoxQueuePrepare() {
// Build a series of walkboxes from our current position, to the target
do {
// Add the current box to the queue
- if (!walkBoxQueueAdd( BoxFound ))
+ if (!walkBoxQueueAdd(BoxFound))
return false;
// Loop until we find a walkbox which hasn't been tested
while (_walkboxQueueIndex > 0) {
// Check if the dest box is a direct neighbour
- if ((BoxFound = _vm->getNextBox( BoxFound, _walkdata.destbox )) == kInvalidBox) {
+ if ((BoxFound = _vm->getNextBox(BoxFound, _walkdata.destbox)) == kInvalidBox) {
// Its not, start hunting through this boxes immediate connections
- byte* boxm = _vm->getBoxConnectionBase( _walkboxQueue[_walkboxQueueIndex - 1] );
+ byte* boxm = _vm->getBoxConnectionBase(_walkboxQueue[_walkboxQueueIndex - 1]);
// Attempt to find one, which we havn't already used
for (; *boxm != kInvalidBox; ++boxm) {
- if (walkBoxQueueFind( *boxm ) != true)
+ if (walkBoxQueueFind(*boxm) != true)
break;
}
@@ -357,7 +357,7 @@ bool Actor_v0::walkBoxQueuePrepare() {
_newWalkBoxEntered = true;
- walkBoxQueueAdd( BoxFound );
+ walkBoxQueueAdd(BoxFound);
walkboxQueueReverse();
return true;
@@ -750,7 +750,7 @@ void Actor::startWalkActor(int destX, int destY, int dir) {
_walkdata.curbox = _walkbox;
if (_vm->_game.version == 0) {
- ((Actor_v0*)this)->walkBoxQueuePrepare();
+ ((Actor_v0 *)this)->walkBoxQueuePrepare();
} else if (_vm->_game.version <= 2) {
_moving = (_moving & ~(MF_LAST_LEG | MF_IN_LEG)) | MF_NEW_LEG;
@@ -1507,9 +1507,9 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
if (_vm->_game.version == 0) {
- ((Actor_v0*)this)->_newWalkBoxEntered = false;
- ((Actor_v0*)this)->_CurrentWalkTo = _pos;
- ((Actor_v0*)this)->_NewWalkTo = _pos;
+ ((Actor_v0 *)this)->_newWalkBoxEntered = false;
+ ((Actor_v0 *)this)->_CurrentWalkTo = _pos;
+ ((Actor_v0 *)this)->_NewWalkTo = _pos;
// V0 always sets the actor to face the camera upon entering a room
setDirection(oldDirToNewDir(2));
@@ -2512,7 +2512,7 @@ void Actor_v0::limbFrameCheck(int limb) {
void Actor_v0::animateCostume() {
speakCheck();
- byte count = _vm->_costumeLoader->increaseAnims( this );
+ byte count = _vm->_costumeLoader->increaseAnims(this);
if (count) {
_vm->_V0Delay._actorLimbRedrawDrawCount += count;
@@ -3430,7 +3430,7 @@ void Actor_v0::actorSetWalkTo() {
_newWalkBoxEntered = false;
- int nextBox = ((ScummEngine_v0*)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest);
+ int nextBox = ((ScummEngine_v0 *)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest);
if (nextBox != kInvalidBox) {
_walkdata.curbox = nextBox;
}
@@ -3471,22 +3471,27 @@ void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
ser->saveLoadEntries(this, actorEntries);
+ // When loading, we need to ensure the limbs are restarted
if (ser->isLoading()) {
- if (_costCommand != 0xFF ) {
+
+ // valid costume command?
+ if (_costCommand != 0xFF) {
+ // Do we have a walkbox queue?
if (_walkboxQueueIndex < 1) {
-
_costCommand = 0xFF;
- setDirection( _facing );
+
+ // Standing Still
+ setDirection(_facing);
speakCheck();
- }
- else {
- //_costCommandNew = _costCommand;
- //_costCommand = 0xFF;
- //animateActor( _costCommandNew );
+
+ } else {
+ // Force limb direction update
_facing = 0;
directionUpdate();
- animateActor( newDirToOldDir( _facing ) );
+
+ // Begin walking
+ animateActor(newDirToOldDir(_facing));
}
}
}
@@ -3633,7 +3638,7 @@ void Actor::saveLoadWithSerializer(Serializer *ser) {
_walkdata.point3.y >>= V12_Y_SHIFT;
}
- setDirection( _facing );
+ setDirection(_facing);
}
}
diff --git a/engines/scumm/actor.h b/engines/scumm/actor.h
index 3bc301fddb..62ba161f4e 100644
--- a/engines/scumm/actor.h
+++ b/engines/scumm/actor.h
@@ -387,8 +387,8 @@ public:
private:
- bool walkBoxQueueAdd( int box );
- bool walkBoxQueueFind( int box );
+ bool walkBoxQueueAdd(int box);
+ bool walkBoxQueueFind(int box);
void walkboxQueueReverse();
public:
diff --git a/engines/scumm/boxes.cpp b/engines/scumm/boxes.cpp
index 108f227ec2..b5caec3c4f 100644
--- a/engines/scumm/boxes.cpp
+++ b/engines/scumm/boxes.cpp
@@ -692,14 +692,14 @@ byte *ScummEngine::getBoxMatrixBaseAddr() {
return ptr;
}
-byte *ScummEngine::getBoxConnectionBase( int box ) {
+byte *ScummEngine::getBoxConnectionBase(int box) {
byte *boxm = getBoxMatrixBaseAddr();
int boxIndex = 0;
for (; boxIndex != box; ++boxIndex) {
- while ( *boxm != 0xFF) {
+ while (*boxm != 0xFF) {
++boxm;
}
@@ -736,7 +736,7 @@ int ScummEngine::getNextBox(byte from, byte to) {
if (_game.version == 0) {
- boxm = getBoxConnectionBase( from );
+ boxm = getBoxConnectionBase(from);
for (; *boxm != 0xFF; ++boxm) {
if (*boxm == to)
@@ -1173,7 +1173,7 @@ bool ScummEngine::areBoxesNeighbors(int box1nr, int box2nr) {
}
byte ScummEngine_v0::walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest) {
- Actor_v0 *Actor = (Actor_v0*)a;
+ Actor_v0 *Actor = (Actor_v0 *)a;
byte nextBox = kOldInvalidBox;
// Do we have a walkbox queue to process
@@ -1195,7 +1195,7 @@ byte ScummEngine_v0::walkboxFindTarget(Actor *a, int destbox, Common::Point walk
// Next box reached
if (nextBox != Actor::kInvalidBox && nextBox != a->_walkbox) {
- getClosestPtOnBox(getBoxCoordinates(nextBox), a->getPos().x, a->getPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
+ getClosestPtOnBox(getBoxCoordinates(nextBox), a->getRealPos().x, a->getRealPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
} else {
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index 5dc96eceb9..48818b8abf 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -3797,7 +3797,7 @@ void ScummEngine::fadeOut(int effect) {
// V0 wipes the text area before fading out
if (_game.version == 0) {
- updateDirtyScreen( kTextVirtScreen );
+ updateDirtyScreen(kTextVirtScreen);
}
// TheDig can disable fadeIn(), and may call fadeOut() several times
diff --git a/engines/scumm/object.cpp b/engines/scumm/object.cpp
index db836467ef..da94a34baf 100644
--- a/engines/scumm/object.cpp
+++ b/engines/scumm/object.cpp
@@ -1126,6 +1126,7 @@ void ScummEngine_v80he::clearDrawQueues() {
*/
void ScummEngine::markObjectRectAsDirty(int obj) {
int i, strip;
+ ++_V0Delay._objectRedrawCount;
for (i = 1; i < _numLocalObjects; i++) {
if (_objs[i].obj_nr == (uint16)obj) {
@@ -1133,6 +1134,7 @@ void ScummEngine::markObjectRectAsDirty(int obj) {
const int minStrip = MAX(_screenStartStrip, _objs[i].x_pos / 8);
const int maxStrip = MIN(_screenEndStrip+1, _objs[i].x_pos / 8 + _objs[i].width / 8);
for (strip = minStrip; strip < maxStrip; strip++) {
+ ++_V0Delay._objectStripRedrawCount;
setGfxUsageBit(strip, USAGE_BIT_DIRTY);
}
}
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp
index 3b7dea194b..3c617470fe 100644
--- a/engines/scumm/scumm.cpp
+++ b/engines/scumm/scumm.cpp
@@ -732,11 +732,40 @@ ScummEngine_v0::ScummEngine_v0(OSystem *syst, const DetectorResult &dr)
VAR_ACTIVE_OBJECT2 = 0xFF;
VAR_IS_SOUND_RUNNING = 0xFF;
VAR_ACTIVE_VERB = 0xFF;
+
+ DelayReset();
if (strcmp(dr.fp.pattern, "maniacdemo.d64") == 0 )
_game.features |= GF_DEMO;
}
+void ScummEngine_v0::DelayReset() {
+ _V0Delay._screenScroll = false;
+ _V0Delay._objectRedrawCount = 0;
+ _V0Delay._objectStripRedrawCount = 0;
+ _V0Delay._actorRedrawCount = 0;
+ _V0Delay._actorLimbRedrawDrawCount = 0;
+}
+
+int ScummEngine_v0::DelayCalculateDelta() {
+ float Time = 0;
+
+ // These values are made up, based on trial/error with visual inspection against WinVice
+ // If anyone feels inclined, the routines in the original engine could be profiled
+ // and these values changed accordindly.
+ Time += _V0Delay._objectRedrawCount * 7;
+ Time += _V0Delay._objectStripRedrawCount * 0.6;
+ Time += _V0Delay._actorRedrawCount * 2.0;
+ Time += _V0Delay._actorLimbRedrawDrawCount * 0.3;
+
+ if (_V0Delay._screenScroll)
+ Time += 3.6f;
+
+ DelayReset();
+
+ return roundf(Time);
+}
+
ScummEngine_v6::ScummEngine_v6(OSystem *syst, const DetectorResult &dr)
: ScummEngine(syst, dr) {
_blastObjectQueuePos = 0;
@@ -2079,13 +2108,24 @@ Common::Error ScummEngine::go() {
if (delta < 1) // Ensure we don't get into an endless loop
delta = 1; // by not decreasing sleepers.
- // WORKAROUND: walking speed in the original v0/v1 interpreter
+ // WORKAROUND: Unfortunately the MOS 6502 wasn't always fast enough for MM
+ // a number of situations can lead to the engine running at less than 60 ticks per second, without this drop
+ // - A single kid is able to escape via the Dungeon Door (after pushing the brick)
+ // - During the intro, calls to 'SetState08' are made for the lights on the mansion, with a 'breakHere'
+ // in between each, the reduction in ticks then occurs while affected stripes are being redrawn.
+ // The music buildup is then out of sync with the text "A Lucasfilm Games Production".
+ // Each call to 'breakHere' has been replaced with calls to 'Delay' in the V1/V2 versions of the game
+ if (_game.version == 0) {
+ delta += ((ScummEngine_v0 *)this)->DelayCalculateDelta();
+ }
+
+ // WORKAROUND: walking speed in the original v1 interpreter
// is sometimes slower (e.g. during scrolling) than in ScummVM.
// This is important for the door-closing action in the dungeon,
// otherwise (delta < 6) a single kid is able to escape.
- if ((_game.version == 0 && isScriptRunning(132)) ||
- (_game.version == 1 && isScriptRunning(137)))
- delta = 6;
+ if (_game.version == 1 && isScriptRunning(137)) {
+ delta = 6;
+ }
// Wait...
waitForTimer(delta * 1000 / 60 - diff);
@@ -2452,6 +2492,8 @@ void ScummEngine_v8::scummLoop_handleSaveLoad() {
void ScummEngine::scummLoop_handleDrawing() {
if (camera._cur != camera._last || _bgNeedsRedraw || _fullRedraw) {
+ _V0Delay._screenScroll = true;
+
redrawBGAreas();
}
diff --git a/engines/scumm/scumm.h b/engines/scumm/scumm.h
index 5a653d0970..2906fc71f5 100644
--- a/engines/scumm/scumm.h
+++ b/engines/scumm/scumm.h
@@ -298,7 +298,14 @@ struct StringTab : StringSlot {
}
};
+struct ScummEngine_v0_Delays {
+ bool _screenScroll;
+ uint _objectRedrawCount;
+ uint _objectStripRedrawCount;
+ uint _actorRedrawCount;
+ uint _actorLimbRedrawDrawCount;
+};
enum WhereIsObject {
WIO_NOT_FOUND = -1,
@@ -1097,6 +1104,8 @@ public:
// Indy4 Amiga specific
byte *_verbPalette;
+ ScummEngine_v0_Delays _V0Delay;
+
protected:
int _shadowPaletteSize;
byte _currentPalette[3 * 256];
@@ -1131,7 +1140,7 @@ public:
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
- byte *getBoxConnectionBase( int box );
+ byte *getBoxConnectionBase(int box);
int getNextBox(byte from, byte to);
diff --git a/engines/scumm/scumm_v0.h b/engines/scumm/scumm_v0.h
index 4098d639c4..5f40940166 100644
--- a/engines/scumm/scumm_v0.h
+++ b/engines/scumm/scumm_v0.h
@@ -70,6 +70,10 @@ public:
byte walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest);
+ /* Delay calculation */
+ void DelayReset();
+ int DelayCalculateDelta();
+
protected:
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);