From fcb708e1657fd77a60237b039d40bb5e6f5e1a99 Mon Sep 17 00:00:00 2001 From: Max Horn Date: Mon, 23 Dec 2002 23:53:29 +0000 Subject: implemented actorOps for V8 (with some guessing involved) svn-id: r6087 --- scumm/script_v8.cpp | 114 +++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 112 insertions(+), 2 deletions(-) (limited to 'scumm') diff --git a/scumm/script_v8.cpp b/scumm/script_v8.cpp index a63f9d687f..ecda2fbc97 100644 --- a/scumm/script_v8.cpp +++ b/scumm/script_v8.cpp @@ -21,6 +21,7 @@ #include "stdafx.h" #include "scumm.h" +#include "actor.h" #include "intern.h" #include "sound.h" #include "verbs.h" @@ -833,6 +834,7 @@ void Scumm_v8::o8_actorOps() // TODO byte subOp = fetchScriptByte(); Actor *a; + int i, j; if (subOp == 0x7A) { _curActor = pop(); @@ -846,43 +848,151 @@ void Scumm_v8::o8_actorOps() switch (subOp) { case 0x64: // SO_ACTOR_COSTUME Set actor costume + a->setActorCostume(pop()); + break; case 0x65: // SO_ACTOR_STEP_DIST Set actor width of steps -// case 0x66: // SO_358 + j = pop(); + i = pop(); + a->setActorWalkSpeed(i, j); + break; case 0x67: // SO_ACTOR_ANIMATION_DEFAULT Set actor animation to default + a->initFrame = 1; + a->walkFrame = 2; + a->standFrame = 3; + a->talkFrame1 = 4; + a->talkFrame2 = 5; + break; case 0x68: // SO_ACTOR_ANIMATION_INIT Initialize animation + a->initFrame = pop(); + break; case 0x69: // SO_ACTOR_ANIMATION_TALK Set actor animation to talk animation + a->talkFrame2 = pop(); + a->talkFrame1 = pop(); + break; case 0x6A: // SO_ACTOR_ANIMATION_WALK Set actor animation to walk animation + a->walkFrame = pop(); + break; case 0x6B: // SO_ACTOR_ANIMATION_STAND Set actor animation to standing animation + a->standFrame = pop(); + break; case 0x6C: // SO_ACTOR_ANIMATION_SPEED Set speed of animation + a->animSpeed = pop(); + a->animProgress = 0; + break; case 0x6D: // SO_ACTOR_DEFAULT + // FIXME - is this right? Or maybe a->initActor(2) ? + a->initActor(0); + break; case 0x6E: // SO_ACTOR_ELEVATION + a->elevation = pop(); + a->needRedraw = true; + a->needBgReset = true; + break; case 0x6F: // SO_ACTOR_PALETTE Set actor palette + j = pop(); + i = pop(); + checkRange(31, 0, i, "Illegal palet slot %d"); + a->palette[i] = j; + a->needRedraw = true; + break; case 0x70: // SO_ACTOR_TALK_COLOR Set actor talk color + a->talkColor = pop(); + break; case 0x71: // SO_ACTOR_NAME Set name of actor + loadPtrToResource(rtActorName, a->number, NULL); + break; case 0x72: // SO_ACTOR_WIDTH Set width of actor + a->width = pop(); + break; case 0x73: // SO_ACTOR_SCALE Set scaling of actor + a->scalex = a->scaley = pop(); + a->needRedraw = true; + a->needBgReset = true; + break; case 0x74: // SO_ACTOR_NEVER_ZCLIP ? + a->forceClip = 0; + break; case 0x75: // SO_ACTOR_ALWAYS_ZCLIP ? + a->forceClip = pop(); + break; case 0x76: // SO_ACTOR_IGNORE_BOXES Make actor ignore boxes + a->ignoreBoxes = true; + a->forceClip = 100; + if (a->isInCurrentRoom()) + a->putActor(a->x, a->y, a->room); + break; case 0x77: // SO_ACTOR_FOLLOW_BOXES Make actor follow boxes + a->ignoreBoxes = false; + a->forceClip = 100; + if (a->isInCurrentRoom()) + a->putActor(a->x, a->y, a->room); + break; case 0x78: // SO_ACTOR_SPECIAL_DRAW + // TODO - implement this! + i = pop(); + warning("o8_actorOps: specialDraw(%d) not implemented", i); + break; case 0x79: // SO_ACTOR_TEXT_OFFSET Set text offset relative to actor - case 0x7A: // SO_ACTOR_INIT Initialize actor + a->talkPosX = pop(); + a->talkPosY = pop(); + break; +// case 0x7A: // SO_ACTOR_INIT Initialize actor case 0x7B: // SO_ACTOR_VARIABLE Set actor variable + // FIXME - is this right?? + i = pop(); + a->setAnimVar(pop(), i); + break; case 0x7C: // SO_ACTOR_IGNORE_TURNS_ON Make actor ignore turns + a->ignoreTurns = true; + break; case 0x7D: // SO_ACTOR_IGNORE_TURNS_OFF Make actor follow turns + a->ignoreTurns = false; + break; case 0x7E: // SO_ACTOR_NEW New actor + // FIXME - is this right? Or maybe a->initActor(0) ? + a->initActor(2); + break; case 0x7F: // SO_ACTOR_DEPTH Set actor Z position + a->layer = pop(); + break; case 0x80: // SO_ACTOR_STOP + a->stopActorMoving(); + a->startAnimActor(a->standFrame); + break; case 0x81: // SO_ACTOR_FACE Make actor face angle + a->moving &= ~MF_TURN; + a->setDirection(pop()); + break; case 0x82: // SO_ACTOR_TURN Turn actor + a->turnToDirection(pop()); + break; case 0x83: // SO_ACTOR_WALK_SCRIPT Set walk script for actor? + a->walk_script = pop(); + break; case 0x84: // SO_ACTOR_TALK_SCRIPT Set talk script for actor? + a->talk_script = pop(); + break; case 0x85: // SO_ACTOR_WALK_PAUSE + a->moving |= 0x80; + break; case 0x86: // SO_ACTOR_WALK_RESUME + a->moving &= ~0x7f; + break; case 0x87: // SO_ACTOR_VOLUME Set volume of actor speech + // TODO - implement this! + i = pop(); + warning("o8_actorOps: setActorVolume(%d) not implemented", i); + break; case 0x88: // SO_ACTOR_FREQUENCY Set frequency of actor speech + // TODO - implement this! + i = pop(); + warning("o8_actorOps: setActorFrequency(%d) not implemented", i); + break; case 0x89: // SO_ACTOR_PAN + // TODO - implement this! + i = pop(); + warning("o8_actorOps: setActorPan(%d) not implemented", i); + break; default: error("o8_actorOps: default case %d", subOp); } -- cgit v1.2.3