SCUMM: More finely differentiate opcode tables between v3, v4 and v5

This has been tested and verified as much as I can, but has a small
risk of leading to (easily fixable) regressions.

svn-id: r52130
This commit is contained in:
Max Horn 2010-08-16 19:58:01 +00:00
parent 5602b2cf81
commit 8a5705132d
5 changed files with 47 additions and 25 deletions

View File

@ -640,7 +640,6 @@ void ScummEngine_v2::o2_waitForActor() {
}
void ScummEngine_v2::o2_waitForMessage() {
if (VAR(VAR_HAVE_MSG)) {
_scriptPointer--;
o5_breakHere();

View File

@ -24,6 +24,7 @@
*/
#include "scumm/scumm_v3.h"
#include "scumm/actor.h"
namespace Scumm {
@ -36,6 +37,11 @@ void ScummEngine_v3::setupOpcodes() {
OPCODE(0x30, o3_setBoxFlags);
OPCODE(0xb0, o3_setBoxFlags);
}
OPCODE(0x3b, o3_waitForActor);
OPCODE(0xbb, o3_waitForActor);
OPCODE(0x4c, o3_waitForSentence);
}
void ScummEngine_v3::o3_setBoxFlags() {
@ -46,4 +52,38 @@ void ScummEngine_v3::o3_setBoxFlags() {
setBoxFlags(a, b);
}
void ScummEngine_v3::o3_waitForActor() {
// This opcode was a NOP in LOOM. Also, we cannot directly use
// o2_waitForActor because there the _scriptPointer is different (it
// assumes that getVar reads only a single byte, which is correct
// for v2 but not for v3). Of course we could copy the code here to
// o2_waitForActor and then merge the two, but right now I am
// keeping this as it is.
if (_game.id == GID_INDY3) {
const byte *oldaddr = _scriptPointer - 1;
Actor *a = derefActor(getVarOrDirectByte(PARAM_1), "o3_waitForActor");
if (a->_moving) {
_scriptPointer = oldaddr;
o5_breakHere();
}
}
}
void ScummEngine_v3::o3_waitForSentence() {
// FIXME/TODO: Can we merge this with o2_waitForSentence? I think
// the code here is actually incorrect, and the code in
// o2_waitForSentence correct, but somebody should check the
// disassembly for Indy and Loom.
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
} else if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
_scriptPointer--;
o5_breakHere();
}
} // End of namespace Scumm

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@ -60,6 +60,11 @@ void ScummEngine_v4::setupOpcodes() {
OPCODE(0x22, o4_saveLoadGame);
OPCODE(0xa2, o4_saveLoadGame);
// Disable some opcodes which are unused in v4.
_opcodes[0x3b].setProc(0, 0);
_opcodes[0x4c].setProc(0, 0);
_opcodes[0xbb].setProc(0, 0);
}
void ScummEngine_v4::o4_ifState() {

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@ -999,17 +999,6 @@ void ScummEngine_v5::o5_getActorRoom() {
void ScummEngine_v5::o5_getActorScale() {
Actor *a;
// INDY3 uses this opcode for waitForActor
if (_game.id == GID_INDY3) {
const byte *oldaddr = _scriptPointer - 1;
a = derefActor(getVarOrDirectByte(PARAM_1), "o5_getActorScale (wait)");
if (a->_moving) {
_scriptPointer = oldaddr;
o5_breakHere();
}
return;
}
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
a = derefActor(act, "o5_getActorScale");
@ -2044,19 +2033,6 @@ void ScummEngine_v5::o5_isSoundRunning() {
void ScummEngine_v5::o5_soundKludge() {
int items[16];
if (_game.features & GF_SMALL_HEADER) { // Is WaitForSentence in SCUMM V3
if (_sentenceNum) {
if (_sentence[_sentenceNum - 1].freezeCount && !isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
} else if (!isScriptInUse(VAR(VAR_SENTENCE_SCRIPT)))
return;
_scriptPointer--;
o5_breakHere();
return;
}
int num = getWordVararg(items);
_sound->soundKludge(items, num);
}

View File

@ -50,6 +50,8 @@ protected:
/* Version 3 script opcodes */
void o3_setBoxFlags();
void o3_waitForActor();
void o3_waitForSentence();
};
/**