diff options
Diffstat (limited to 'engines/scumm')
-rw-r--r-- | engines/scumm/actor.cpp | 57 | ||||
-rw-r--r-- | engines/scumm/actor.h | 4 | ||||
-rw-r--r-- | engines/scumm/boxes.cpp | 10 | ||||
-rw-r--r-- | engines/scumm/gfx.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/object.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/scumm.cpp | 50 | ||||
-rw-r--r-- | engines/scumm/scumm.h | 11 | ||||
-rw-r--r-- | engines/scumm/scumm_v0.h | 4 |
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); |