Age | Commit message (Collapse) | Author |
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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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Thanks to LordHoto for reporting it
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Thanks to LordHoto for reporting it
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The other uses seem to pass Common::Point via a pointer to the object too,
so this seems fine to do here too.
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This reverts commit 0599145ecf92aeabf5bd4221a91761237f970323.
This mapping was incorrect, 503 is the outro.
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mouse is released.
This fixes bug #3484777.
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The A-acute, I-acute, O-acute and U-acute seem to be missing from the font,
and are now all remapped to their unaccented ASCII variants. I and A
were added by 303333352a3, and this patch adds O and U.
This is assuming the CP850 encoding, which is not entirely verified.
See bugs #2040311 and #3483383.
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Check where the click was *before* scrolling the view, so that
it works with a touchscreen. Also, check shouldQuit() here.
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This is intended to help debug the missing Spanish characters reported
in #2040311 and #3483383.
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