Age | Commit message (Collapse) | Author |
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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().
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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.
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players
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- 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
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parameter of resetSentence()
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after the setDirection call
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opcode
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- o_setObjectName has a default value
- o_putActorAtObject can either operate on a fg or bg object
Note: neither the default value nor the bg object opcode (4E) seem to be ever used by any script. So this commit is rather for completeness than for bug-fixing.
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Before Michael did not develop the film correctly
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Shorten the timer delay does not work as escaping with a second kid is not possible too. Instead decrease engine speed during script execution.
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Escaping with only one kid should not be possible anymore.
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Thanks segra for finding how it works in the original interpreter. The plant is handled specially and 0 is used instead of its y-position.
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- o5_breakHere() seems to be still needed. For example edna does not manage to walk up the ladder if this is not enabled.
- numLocalObjects seems to be big enough so that < instead of <= can be used. The original interpreter only uses the local ids 0 .. 44 whereas scummvm has _numLocalObjects set to 200.
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This fixes the issue that a kid will not enter the front door after opening it with the key.
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Otherwise the command will never be removed and the stack overflows
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- execute sentence if verb was clicked twice
- reuse the first object if a new verb is selected (but no preposition is used yet)
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Found by segra.
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The kid names are now displayed in the sentence line (instead of the verb area) as it is done in the original.
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- getVerbEntrypoint() should not handle walk-to differently (revert 0x0D handling back to original behavior)
- VAR_ACTIVE_ACTOR actually is VAR_ACTIVE_OBJECT2
- runSentenceScript(): "if (_cmdVerb == kVerbWalkTo)" must be "if (_cmdVerb != kVerbWalkTo)"
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- MM C64 uses command stack (SentenceTab, doSentence()) now
- _cmdObject... added for current SentenceTab. The _active... variables are only used to build a sentence in the inventory but never by a script.
-> many routines are not needed anymore and are removed
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- removed complicated and unnecessary _v0ObjectIndex, _v0ObjectInInventory, _v0ObjectFlag vars
- started to merge object id and type into one object value (type<<8|id)
- verb preposition ids do not dependent on language -> remove from VerbSettings
Note:
- objects with type=0 are foreground objects. They have a state, an owner and a bg overlay image.
- objects with type=1 are bg objects. They do not have a state or owner and are already contained in the bg image. The do not have an entry in objectState/OwnerTable
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_activeObject(2)/_activeObject(2)Type
Note: the transition is not completed yet. The code compiles but is probably not runnable as not every occurrence of _activeInventory has been properly replaced.
The usage of _v0ObjectIndex and _v0ObjectInInventory should be revised too and both variables should be replaced by another mechanism (maybe by using a single variable "obj = (type << 8) | id").
- moved v0 only vars _activeInventory, _activeObject, _activeVerb from ScummEngine_v2 to ScummEngine_v0
- removed _activeActor, _activeInvExecute, _activeObject2Inv and _activeInventory. They are handled by _activeObject/_activeObjectType and _activeObject2/_activeObject2Type now.
- removed _activeObject(2)Index as they only bloat the code without any benefit (?)
- merge prep-name tables from ScummEngine_v2::drawPreposition() and ScummEngine_v0::drawSentenceWord() by introducing ScummEngine_v2::drawPreposition()
- rename ObjectData.flags -> obj_type (quick-fix only, needs review! Maybe obj_nr and obj_type can be merged into one var: obj_nr = (obj_type << 8) | obj_nr)
- o_unknown2 is negation of o_ifActiveObject (o_ifNotEqualActiveObject2)
- renamed o_ifActiveObject -> o_ifEqualActiveObject2 as it acts only on _activeObject2
- renamed ScummEngine_v0::drawSentenceWord() -> ScummEngine_v0::getObjectName()
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MANIAC C64: Bug while getting the stamps from the parcel - ID: 3072094
MMC64: use stamps with envelope - ID: 3095595
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- Now the correct actor name is shown with "give ... to meteor". Formerly the name was "".
- Add actor names that do not have a string assigned
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Sounds are played that fast in fast-mode that the queue gets stuck.
This is just a workaround and only fixes the symptoms. Check the queue handling for a correct fix.
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BenCastricum/5db023646a8c685469bfe9dc551a282f8240ae04
SCUMM: Use regular detection algorithms for FMTOWNS demos.
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Maniac Mansion.
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