diff options
Diffstat (limited to 'engines/scumm')
-rw-r--r-- | engines/scumm/actor.cpp | 6 | ||||
-rw-r--r-- | engines/scumm/costume.cpp | 30 | ||||
-rw-r--r-- | engines/scumm/costume.h | 1 | ||||
-rw-r--r-- | engines/scumm/script_v0.cpp | 18 | ||||
-rw-r--r-- | engines/scumm/scumm.h | 3 | ||||
-rw-r--r-- | engines/scumm/verbs.cpp | 165 |
6 files changed, 177 insertions, 46 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp index bb3617f8b2..5c314e844a 100644 --- a/engines/scumm/actor.cpp +++ b/engines/scumm/actor.cpp @@ -215,6 +215,12 @@ void ScummEngine::walkActors() { void Actor::stopActorMoving() { if (_walkScript) _vm->stopScript(_walkScript); + + // V0 Games will walk on the spot if the actor is stopped mid-walk + // So we must set the stand still frame + if (_vm->_game.version == 0) + startWalkAnim(3, -1); + _moving = 0; } diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp index 099ee357e0..4961200355 100644 --- a/engines/scumm/costume.cpp +++ b/engines/scumm/costume.cpp @@ -75,6 +75,13 @@ static const int v1MMNESLookup[25] = { 0x17, 0x00, 0x01, 0x05, 0x16 }; +const byte v0ActorTalkArray[0x19] = { + 0x00, 0x06, 0x06, 0x06, 0x06, + 0x06, 0x06, 0x00, 0x46, 0x06, + 0x06, 0x06, 0x06, 0xFF, 0xFF, + 0x06, 0xC0, 0x06, 0x06, 0x00, + 0xC0, 0xC0, 0x00, 0x06, 0x06 +}; byte ClassicCostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) { int i, skip = 0; @@ -1341,6 +1348,10 @@ int C64CostumeLoader::dirToDirStop(int oldDir) { } void C64CostumeLoader::actorSpeak(ActorC64 *a, int &cmd) { + + if ((v0ActorTalkArray[ a->_number ] & 0x80)) + return; + if ((a->_speaking & 0x80)) cmd += 0x0C; else @@ -1356,6 +1367,9 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { // Enable/Disable speaking flag if (frame == a->_talkStartFrame) { + if ((v0ActorTalkArray[ a->_number ] & 0x40)) + return; + A->_speaking = 1; return; } @@ -1393,15 +1407,7 @@ byte C64CostumeLoader::increaseAnims(Actor *a) { int cmd = A->_costCommand; A->_speakingPrev = A->_speaking; - // Update to use speak frame - if (A->_speaking & 0x80) { - actorSpeak(A, cmd); - - } else { - // Update to use stand frame - if (A->_costFrame == A->_standFrame) - cmd = dirToDirStop(cmd); - } + actorSpeak(A, cmd); // Update the limb frames frameUpdate(A, cmd); @@ -1410,7 +1416,11 @@ byte C64CostumeLoader::increaseAnims(Actor *a) { if (A->_moving && _vm->_currentRoom != 1 && _vm->_currentRoom != 44) { if (a->_cost.soundPos == 0) a->_cost.soundCounter++; - a->_cost.soundPos = (a->_cost.soundPos + 1) % 3; + + // Is this the correct location? + // 0x073C + if ((v0ActorTalkArray[ a->_number ] & 0x3F)) + a->_cost.soundPos = (a->_cost.soundPos + 1) % 3; } // increase each frame pos diff --git a/engines/scumm/costume.h b/engines/scumm/costume.h index b72ac6d282..367b86839d 100644 --- a/engines/scumm/costume.h +++ b/engines/scumm/costume.h @@ -28,7 +28,6 @@ #include "scumm/base-costume.h" namespace Scumm { - class ClassicCostumeLoader : public BaseCostumeLoader { public: int _id; diff --git a/engines/scumm/script_v0.cpp b/engines/scumm/script_v0.cpp index d21b26beb3..828691f05c 100644 --- a/engines/scumm/script_v0.cpp +++ b/engines/scumm/script_v0.cpp @@ -635,7 +635,19 @@ void ScummEngine_v0::o_loadRoomWithEgo() { a = derefActor(VAR(VAR_EGO), "o_loadRoomWithEgo"); - a->putActor(0, 0, room); + //0x634F + if ((((ActorC64*) a)->_miscflags & 0x40)) { + + // TODO: Check if this is the correct function + // to be calling here + stopObjectCode(); + return; + } + + // The original interpreter seems to set the actors new room X/Y to the last rooms X/Y + // This fixes a problem with MM: script 158 in room 12, the 'Oompf!' script + // This scripts runs before the actor position is set to the correct location + a->putActor(a->getPos().x, a->getPos().y, room); _egoPositioned = false; startScene(a->_room, a, obj); @@ -815,6 +827,10 @@ void ScummEngine_v0::o_setActorBitVar() { else a->_miscflags &= ~mask; + // This flag causes the actor to stop moving (used by script #158, Green Tentacle 'Oomph!') + if (a->_miscflags & 0x40) + a->stopActorMoving(); + debug(0, "o_setActorBitVar(%d, %d, %d)", act, mask, mod); } diff --git a/engines/scumm/scumm.h b/engines/scumm/scumm.h index 5442c12185..e7956681b7 100644 --- a/engines/scumm/scumm.h +++ b/engines/scumm/scumm.h @@ -878,8 +878,9 @@ protected: void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room); public: int getObjectOrActorXY(int object, int &x, int &y); // Used in actor.cpp, hence public + int getDist(int x, int y, int x2, int y2); // Also used in actor.cpp protected: - int getDist(int x, int y, int x2, int y2); + int getObjActToObjActDist(int a, int b); // Not sure how to handle const byte *getObjOrActorName(int obj); // these three.. void setObjectName(int obj); diff --git a/engines/scumm/verbs.cpp b/engines/scumm/verbs.cpp index fdb1b6d4b4..a84f0253a1 100644 --- a/engines/scumm/verbs.cpp +++ b/engines/scumm/verbs.cpp @@ -154,10 +154,27 @@ void ScummEngine_v0::setNewKidVerbs() { } void ScummEngine_v0::switchActor(int slot) { + resetSentence(false); + + if (_currentRoom == 45) + return; + + // radiation suit? don't let the player switch + if (VAR(VAR_EGO) == 8) + return; + + // verbs disabled? or just new kid button? + if (_currentMode == 0 || _currentMode == 1 || _currentMode == 2) + return; + + // verbs disabled for the current actor + ActorC64 *a = (ActorC64 *)derefActor(VAR(VAR_EGO), "switchActor"); + if (a->_miscflags & 0x40) + return; + VAR(VAR_EGO) = VAR(97 + slot); - actorFollowCamera(VAR(VAR_EGO)); resetVerbs(); - resetSentence(false); + actorFollowCamera(VAR(VAR_EGO)); setUserState(247); } @@ -668,6 +685,18 @@ void ScummEngine_v2::checkExecVerbs() { void ScummEngine_v0::runObject(int obj, int entry) { int prev = _v0ObjectInInventory; + if (getVerbEntrypoint(obj, entry) == 0) { + // If nothing was found, attempt to find the 'WHAT-IS' verb script + // (which is not really the what-is script, as this verb never actually executes + // it merely seems to be some type of fallback) + if (getVerbEntrypoint(obj, 0x0F) != 0) { + + entry = 0x0F; + } + } + + _v0ObjectInInventory = prev; + if (getVerbEntrypoint(obj, entry) != 0) { _v0ObjectInInventory = prev; runObjectScript(obj, entry, false, false, NULL); @@ -698,17 +727,17 @@ void ScummEngine_v2::runObject(int obj, int entry) { } bool ScummEngine_v0::verbMoveToActor(int actor) { - Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs"); - Actor *a2 =derefActor(actor, "checkExecVerbs"); + Actor *a = derefActor(VAR(VAR_EGO), "verbMoveToActor"); + Actor *a2 =derefActor(actor, "verbMoveToActor"); + int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y); - if (!a->_moving) { - int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y); - if (dist > 8) - a->startWalkActor(a2->getRealPos().x, a2->getRealPos().y, 1); - else + if (!a->_moving && dist > 4) { + a->startWalkActor(a2->getRealPos().x, a2->getRealPos().y, -1); + } else { + if (dist <= 4) { + a->stopActorMoving(); return false; - - return true; + } } return true; @@ -716,21 +745,22 @@ bool ScummEngine_v0::verbMoveToActor(int actor) { bool ScummEngine_v0::verbMove(int object, int objectIndex, bool invObject) { int x, y, dir; - Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs"); + Actor *a = derefActor(VAR(VAR_EGO), "verbMove"); if (_currentMode != 3 && _currentMode != 2) return false; - if (a->_moving) - return true; - _v0ObjectIndex = true; getObjectXYPos(objectIndex, x, y, dir); _v0ObjectIndex = false; + // Detect distance from target object int dist = getDist(a->getRealPos().x, a->getRealPos().y, x, y); - if (dist > 8) { + if (a->_moving) + return true; + + if (dist > 5) { a->startWalkActor(x, y, dir); VAR(6) = x; VAR(7) = y; @@ -766,6 +796,7 @@ bool ScummEngine_v0::verbObtain(int obj, int objIndex) { if (objIndex == 0) return false; + // Object in inventory ? if (where != WIO_INVENTORY) { _v0ObjectIndex = true; prep = verbPrep(objIndex); @@ -778,13 +809,29 @@ bool ScummEngine_v0::verbObtain(int obj, int objIndex) { } else { _verbPickup = false; } + + // Ignore verbs? + Actor *a = derefActor(VAR(VAR_EGO), "verbObtain"); + if ((((ActorC64*) a)->_miscflags & 0x40)) { + resetSentence(false); + return false; + } + //attempt move to object if (verbMove(obj, objIndex, false)) return true; if (didPickup && (prep == 1 || prep == 4)) - if (_activeVerb != 13 && _activeVerb != 14) - _activeInventory = obj; + if (_activeVerb != 13 && _activeVerb != 14) { + _v0ObjectInInventory = true; + + if (whereIsObject( obj ) == WIO_INVENTORY) + _activeInventory = obj; + else + resetSentence(); + + _v0ObjectInInventory = false; + } } return false; @@ -795,6 +842,7 @@ int ScummEngine_v0::verbPrep(int object) { _v0ObjectIndex = true; else _v0ObjectIndex = false; + byte *ptr = getOBCDFromObject(object); _v0ObjectIndex = false; assert(ptr); @@ -831,6 +879,7 @@ bool ScummEngine_v0::verbExec() { _activeObjectObtained = true; } + // Attempt to obtain/reach object2 if (_activeObject2 && _activeObject2Index && !_activeObject2Obtained && _currentMode != 0) { prep = verbPrep(_activeObject2Index); @@ -852,10 +901,16 @@ bool ScummEngine_v0::verbExec() { // Give-To if (_activeVerb == 3 && _activeInventory && _activeActor) { // FIXME: Actors need to turn and face each other - // And walk to each other - if (verbMoveToActor(_activeActor)) - return true; + if (verbMoveToActor(_activeActor)) { + // Ignore verbs? + Actor *a = derefActor(VAR(VAR_EGO), "verbExec"); + if ((((ActorC64*) a)->_miscflags & 0x40)) { + resetSentence(false); + return false; + } + return true; + } _v0ObjectInInventory = true; VAR(5) = _activeActor; runObject(_activeInventory , 3); @@ -865,6 +920,7 @@ bool ScummEngine_v0::verbExec() { return false; } + // Where we performing an action on an actor? if (_activeActor) { _v0ObjectIndex = true; runObject(_activeActor, entry); @@ -905,13 +961,16 @@ bool ScummEngine_v0::verbExec() { return false; } + // Item not in inventory is executed if (_activeObject) { _v0ObjectIndex = true; runObject(_activeObjectIndex, entry); _v0ObjectIndex = false; } else if (_activeInventory) { + // Not sure this is the correct way to do this, + // however its working for most situations - segra if (verbExecutes(_activeInventory, true) == false) { - if (_activeObject2 && verbExecutes(_activeObject2, true)) { + if (_activeObject2 && _activeObject2Inv && verbExecutes(_activeObject2, true)) { _v0ObjectInInventory = true; _activeObject = _activeInventory; @@ -920,11 +979,17 @@ bool ScummEngine_v0::verbExec() { runObject(_activeObject, _activeVerb); } else { _v0ObjectInInventory = true; - runObject(_activeInventory, _activeVerb); + + if (_activeObject2) { + _activeObject = _activeObject2; + + runObject(_activeObject, _activeVerb); + } else + runObject(_activeInventory, _activeVerb); } } else { - runObject(_activeInventory, _activeVerb); _v0ObjectInInventory = true; + runObject(_activeInventory, _activeVerb); } } @@ -941,7 +1006,7 @@ bool ScummEngine_v0::verbExec() { } void ScummEngine_v0::checkExecVerbs() { - Actor *a; + Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs"); VirtScreen *zone = findVirtScreen(_mouse.y); // Is a verb currently executing @@ -961,10 +1026,10 @@ void ScummEngine_v0::checkExecVerbs() { if (!obj && !act && !over) { resetSentence(false); } else { - a = derefActor(VAR(VAR_EGO), "checkExecVerbs"); a->stopActorMoving(); } } else { + if (_verbExecuting && !verbExec()) return; } @@ -994,14 +1059,37 @@ void ScummEngine_v0::checkExecVerbs() { // TODO } else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + 32) { int prevInventory = _activeInventory; + int invOff = _inventoryOffset; // Click into V2 inventory checkV2Inventory(_mouse.x, _mouse.y); + + // Did the Inventory position changed (arrows pressed, do nothing) + if (invOff != _inventoryOffset) + return; + + // No inventory selected? if (!_activeInventory) return; // Did we just change the selected inventory item? if (prevInventory && prevInventory != _activeInventory && _activeInventory != _activeObject2) { + _v0ObjectInInventory = true; + int prep = verbPrep( _activeInventory ); + _v0ObjectInInventory = true; + int prep2 = verbPrep( prevInventory ); + + // Should the new inventory object remain as the secondary selected object + // Or should the new inventory object become primary? + if (prep != prep2 || prep != 1) { + if (prep == 1 || prep == 3) { + int tmp = _activeInventory; + _activeInventory = prevInventory; + prevInventory = tmp; + } + } + + // Setup object2 _activeObject = 0; _activeInvExecute = true; _activeObject2Inv = true; @@ -1019,7 +1107,7 @@ void ScummEngine_v0::checkExecVerbs() { if (!_activeObject2 || prevInventory != _activeObject2) return; - if (_activeVerb == 11 && !((!(_activeObject || _activeInventory)) || !_activeObject2)) + if (_activeVerb == 11 && !(((_activeObject || _activeInventory)) || !_activeObject2)) return; } else { int over = findVerbAtPos(_mouse.x, _mouse.y); @@ -1027,6 +1115,8 @@ void ScummEngine_v0::checkExecVerbs() { int obj = findObject(_virtualMouse.x, _virtualMouse.y); int objIdx = findObjectIndex(_virtualMouse.x, _virtualMouse.y); + // If we already have an object selected, and we just clicked an actor + // Clear any object we may of also clicked on if ((_activeObject || _activeInventory) && act) { obj = 0; objIdx = 0; @@ -1037,10 +1127,12 @@ void ScummEngine_v0::checkExecVerbs() { // Disable New-Kid (in the secret lab) if (_currentMode == 2 || _currentMode == 0) return; - - if (_activeVerb != 7) { - _activeVerb = over; - over = 0; + + if (!(((ActorC64*) a)->_miscflags & 0x80)) { + if (_activeVerb != 7) { + _activeVerb = over; + over = 0; + } } if (over) { @@ -1064,9 +1156,14 @@ void ScummEngine_v0::checkExecVerbs() { VAR(7) = _virtualMouse.y / V12_Y_MULTIPLIER; if (zone->number == kMainVirtScreen) { - a = derefActor(VAR(VAR_EGO), "checkExecVerbs"); + // Ignore verbs? + if ((((ActorC64*) a)->_miscflags & 0x40)) { + resetSentence(false); + return; + } a->stopActorMoving(); - a->startWalkActor(_virtualMouse.x / V12_X_MULTIPLIER, _virtualMouse.y / V12_Y_MULTIPLIER, -1); + a->startWalkActor(VAR(6), VAR(7), -1); + _verbExecuting = true; } return; } @@ -1120,6 +1217,8 @@ void ScummEngine_v0::checkExecVerbs() { } } } else { + a->stopActorMoving(); + _activeObject = obj; _activeObjectIndex = objIdx; |