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2012-02-11SCUMM: replaced A with a0 to avoid upper-case local varsTobias Gunkel
2012-02-11SCUMM: cleanup and separation of objIsActor()/objToActor()/actorToObj() for ↵Tobias Gunkel
v0 and other engines
2012-02-11SCUMM: match style-guide, add missing spaces between some "if ()", "for ()"Tobias Gunkel
2012-02-11SCUMM: add support for diagonal walking between boxes (e.g. used for meteor ↵Tobias Gunkel
opening scene)
2012-02-11SCUMM: Remove old codeRobert Crossfield
2012-02-11SCUMM: Few changes for animations, dont move while turning & not necessary ↵Robert Crossfield
to call animateactor during startanimactor
2012-02-11SCUMM: replace "c64" with "v0" when it applies to both C64 and AppleII v0 ↵Tobias Gunkel
versions In addition some routines (e.g. the gfx ones) that are even used in v1.
2012-02-11SCUMM: save complete v0 state and initialize actors correctlyTobias Gunkel
2012-02-11SCUMM: remove the temporary variable _limb_currentTobias Gunkel
2012-02-11SCUMM: _currentLights is v0 onlyTobias Gunkel
2012-02-11SCUMM: adjust to coding style-guideTobias Gunkel
2012-02-11SCUMM: fix gcc compiler warningsTobias Gunkel
2012-02-11SCUMM: Fix if there is no costume setRobert Crossfield
2012-02-11SCUMM: Fix ActorStop, V0 needs to set the stop directionRobert Crossfield
2012-02-11SCUMM: forward savegame version is needed due to previous savegame changes)Tobias Gunkel
2012-02-11SCUMM: fix cutscenes by reintroduction of freeze modesTobias Gunkel
2012-02-11SCUMM: replace o_beginOverride() with o2_beginOverride()Tobias Gunkel
In contrast to the comment in o_beginOverride() VAR(VAR_OVERRIDE) is not set in the disassembly. In addition the cutscene stack-pointer is always 0 as this feature is not used in v0. This makes o_beginOverride() work the same way o2_beginOverride() and so it is not needed anymore. Note that fetchScriptWord() was changed to ScummEngine::fetchScriptWord() in o2_beginOverride() as ScummEngine_v0::fetchScriptWord() only fetches a byte. As we need two bytes here we have to use ScummEngine::fetchScriptWord().
2012-02-11SCUMM: introduce constants for _userState for cleaner and easier to ↵Tobias Gunkel
understand code
2012-02-11SCUMM: isPlayer() is not supported by engine v0Tobias Gunkel
2012-02-11SCUMM: scumm_vars 14 to 16 are not handled specially in v0Tobias Gunkel
Reading the manuscript will be fixed by this.
2012-02-11SCUMM: fix diagonal walking in at least MM v0Tobias Gunkel
The comparison "ABS((int)(deltaXFactor >> 16)) > _speedx)" does not work as "deltaXFactor >> 16" will clear the fractional part of deltaXFactor. As a result the deltaXFactor might be bigger than (_speedx<<16) and the actor moves faster than he should.
2012-02-11SCUMM: in v0 do not allow an inventory item as 2nd object of a give-to commandTobias Gunkel
2012-02-11SCUMM: handle v0 distance check in checkPendingWalkAction() correctlyTobias Gunkel
2012-02-11SCUMM: Remove unused variable, remove old commentRobert Crossfield
2012-02-11SCUMM: Fix V0 Sound, and a direction issue (affected walking down the ladder)Robert Crossfield
2012-02-11SCUMM: Improve commentsRobert Crossfield
2012-02-11SCUMM: V0 always turns actor towards camera when entering room, remove ↵Robert Crossfield
unnecessary loadcostume
2012-02-11SCUMM: Remove unnecessary calls to animateActorRobert Crossfield
2012-02-11SCUMM: Fix for V0 objectsRobert Crossfield
2012-02-11SCUMM: Fix Tentacle issue, and possibly some other animation issuesRobert Crossfield
2012-02-11SCUMM: fix actor climbing on plant or swimming pool ladderTobias Gunkel
Before, the actor will descend the ladder of the pool and maybe even into the the pool. Another issue fixed by this is the actor climbing onto the plant pot if you give something to it.
2012-02-11SCUMM: fix for old savegamesTobias Gunkel
2012-02-11SCUMM: Animations fix again, no need for the hack nowRobert Crossfield
2012-02-11SCUMM: Remove the setCmdFromDirection functionRobert Crossfield
2012-02-11SCUMM: Animation FixesRobert Crossfield
2012-02-11SCUMM: Fix the animation system, rename the Limb Frame Repeat variableRobert Crossfield
2012-02-11SCUMM: keep track of the number of nested script calls for a sentenceTobias Gunkel
command in v0 If for instance an object necessary for the sentence command is not reachable or pickupable (try to use faucet (object 55) with jar with water in microwave (object 50), the pick-up script of the jar will tell the actor to pickup object 99 (jar not in microwave)) the actor will try to pick-up the jar infinitely. This is fixed by counting the amount of nested scripts the sentence command has called (directly or indirectly) so far and aborts it if there have been too many.
2012-02-11SCUMM: complete handling of pending walkTo actions for sentence commandsTobias Gunkel
in v0
2012-02-11SCUMM: handle actor freeze in walkToActorOrObject()Tobias Gunkel
2012-02-11SCUMM: fix o_setObjectName()Tobias Gunkel
The parameter can either be a FG or BG object depending on the opcode.
2012-02-11SCUMM: delete some obsolete v0 TODOsTobias Gunkel
2012-02-11SCUMM: Fix actor ID handling in v0Tobias Gunkel
Some object functions allow actor IDs and object IDs as parameters. They are easily distinguishable in engines > 0 as actor IDs are < _numActors and object IDs are bigger. In v0 this is not the case as there are objects with IDs like 3 and 5 (e.g. the hamster). So object ID handling was unified for v0 and the other engines by introducing objIsActor(), objToActor() and ActorToObj().
2012-02-11SCUMM: fix saving of array _byte_FCE2Tobias Gunkel
2012-02-11SCUMM: fix resetAllSounds() in player_sidTobias Gunkel
It actually was stopMusic() before and so stopped only the music and not all sounds. The former implementation is for the o_stopMusic opcode which is not supported directly by ScummVM (it always stops all sounds). It is kept as stopMusic_intern() but is not used anymore.
2012-02-11SCUMM: remove unimplemented und unused method startMusic() in pce and apple2 ↵Tobias Gunkel
players
2012-02-11SCUMM: do not convert a savegame twiceTobias Gunkel
2012-02-11SCUMM: fix v0 mode handling and actor switchingTobias Gunkel
- handle mode switching correctly - do not freeze scripts in cutscene mode (mode 0), as some scripts are freezed in mode 0 that should not be freezed - kModeNoNewKid (mode 2) needs the same userState as mode 3 - rename o_cursorCommand to o_setMode as it is not really cursor specific - handle actorHiding correctly (do not set costume to 0 as the previous costume cannot be reverted after hiding) - add drawSentence - document meanings for actor misc flags - fix actor names for "new kid" if the radiation suit is used (all kids are set to 0 then with actor 0 name " ") - cleanup actor switching routine - _userPut is not used anymore in v0
2012-02-11SCUMM: fix blank sentence line in v0 after cutscenes and remove unused ↵Tobias Gunkel
parameter of resetSentence()
2012-02-11SCUMM: Re-arrange some things to make it closer to the originalsegrax
2012-02-11SCUMM: Save the new variables, move the setting of the unknown variable to ↵segrax
after the setDirection call