mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-08 20:07:11 +00:00
Merge pull request #785 from segrax/master
SCUMM: Maniac V0: Walkbox / Timing improvements
This commit is contained in:
commit
8af6a0ddd2
@ -259,6 +259,8 @@ void Actor_v0::initActor(int mode) {
|
||||
_limb_flipped[i] = false;
|
||||
}
|
||||
|
||||
walkBoxQueueReset();
|
||||
|
||||
if (_vm->_game.features & GF_DEMO) {
|
||||
_sound[0] = v0ActorDemoTalk[_number];
|
||||
} else {
|
||||
@ -266,6 +268,116 @@ void Actor_v0::initActor(int mode) {
|
||||
}
|
||||
}
|
||||
|
||||
void Actor_v0::walkBoxQueueReset() {
|
||||
_walkboxHistory.clear();
|
||||
_walkboxQueueIndex = 0;
|
||||
|
||||
for (uint i = 0; i < ARRAYSIZE(_walkboxQueue); ++i) {
|
||||
_walkboxQueue[i] = kInvalidBox;
|
||||
}
|
||||
}
|
||||
|
||||
bool Actor_v0::walkBoxQueueAdd(int box) {
|
||||
|
||||
if (_walkboxQueueIndex == ARRAYSIZE(_walkboxQueue))
|
||||
return false;
|
||||
|
||||
_walkboxQueue[_walkboxQueueIndex++] = box;
|
||||
_walkboxHistory.push_back(box);
|
||||
return true;
|
||||
}
|
||||
|
||||
void Actor_v0::walkboxQueueReverse() {
|
||||
int j = ARRAYSIZE(_walkboxQueue) - 1;
|
||||
|
||||
while (_walkboxQueue[j] == kInvalidBox && j >= 1)
|
||||
--j;
|
||||
|
||||
if (j <= 1)
|
||||
return;
|
||||
|
||||
for (int i = 1; i < j && j >= 1 ; ++i, --j) {
|
||||
|
||||
byte tmp = _walkboxQueue[i];
|
||||
|
||||
_walkboxQueue[i] = _walkboxQueue[j];
|
||||
_walkboxQueue[j] = tmp;
|
||||
}
|
||||
}
|
||||
|
||||
bool Actor_v0::walkBoxQueueFind(int box) {
|
||||
|
||||
for (uint i = 0; i < _walkboxHistory.size(); ++i) {
|
||||
if (box == _walkboxHistory[i])
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Actor_v0::walkBoxQueuePrepare() {
|
||||
walkBoxQueueReset();
|
||||
int BoxFound = _walkbox;
|
||||
|
||||
if (BoxFound == _walkdata.destbox) {
|
||||
|
||||
_newWalkBoxEntered = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Build a series of walkboxes from our current position, to the target
|
||||
do {
|
||||
// Add the current box to the queue
|
||||
if (!walkBoxQueueAdd(BoxFound))
|
||||
return false;
|
||||
|
||||
// Loop until we find a walkbox which hasn't been tested
|
||||
while (_walkboxQueueIndex > 0) {
|
||||
|
||||
// Check if the dest box is a direct neighbour
|
||||
if ((BoxFound = _vm->getNextBox(BoxFound, _walkdata.destbox)) == kInvalidBox) {
|
||||
|
||||
// Its not, start hunting through this boxes immediate connections
|
||||
byte* boxm = _vm->getBoxConnectionBase(_walkboxQueue[_walkboxQueueIndex - 1]);
|
||||
|
||||
// Attempt to find one, which we havn't already used
|
||||
for (; *boxm != kInvalidBox; ++boxm) {
|
||||
if (walkBoxQueueFind(*boxm) != true)
|
||||
break;
|
||||
}
|
||||
|
||||
BoxFound = *boxm;
|
||||
}
|
||||
|
||||
// Found one?
|
||||
if (BoxFound != kInvalidBox) {
|
||||
|
||||
// Did we find a connection to the final walkbox
|
||||
if (BoxFound == _walkdata.destbox) {
|
||||
|
||||
_newWalkBoxEntered = true;
|
||||
|
||||
walkBoxQueueAdd(BoxFound);
|
||||
|
||||
walkboxQueueReverse();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Nope, check the next box
|
||||
break;
|
||||
}
|
||||
|
||||
// Drop this box, its useless to us
|
||||
_walkboxQueue[--_walkboxQueueIndex] = kInvalidBox;
|
||||
|
||||
BoxFound = _walkboxQueue[_walkboxQueueIndex - 1];
|
||||
}
|
||||
|
||||
} while (_walkboxQueueIndex > 0);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void Actor::setBox(int box) {
|
||||
_walkbox = box;
|
||||
setupActorScale();
|
||||
@ -634,17 +746,18 @@ void Actor::startWalkActor(int destX, int destY, int dir) {
|
||||
_walkdata.dest.y = abr.y;
|
||||
_walkdata.destbox = abr.box;
|
||||
_walkdata.destdir = dir;
|
||||
|
||||
_walkdata.point3.x = 32000;
|
||||
_walkdata.curbox = _walkbox;
|
||||
|
||||
if (_vm->_game.version == 0) {
|
||||
((Actor_v0*)this)->_newWalkBoxEntered = true;
|
||||
((Actor_v0 *)this)->walkBoxQueuePrepare();
|
||||
|
||||
} else if (_vm->_game.version <= 2) {
|
||||
_moving = (_moving & ~(MF_LAST_LEG | MF_IN_LEG)) | MF_NEW_LEG;
|
||||
} else {
|
||||
_moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
|
||||
}
|
||||
|
||||
_walkdata.point3.x = 32000;
|
||||
_walkdata.curbox = _walkbox;
|
||||
}
|
||||
|
||||
void Actor::startWalkAnim(int cmd, int angle) {
|
||||
@ -861,13 +974,7 @@ L2C36:;
|
||||
stopActorMoving();
|
||||
return;
|
||||
}
|
||||
// 2C98: Yes, an exact copy of what just occurred.. the original does this, so im doing it...
|
||||
// Just to keep me sane when going over it :)
|
||||
if (A == 0xFF) {
|
||||
setActorFromTmp();
|
||||
stopActorMoving();
|
||||
return;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@ -1398,13 +1505,13 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
|
||||
showActor();
|
||||
}
|
||||
|
||||
// V0 always sets the actor to face the camera upon entering a room
|
||||
if (_vm->_game.version == 0) {
|
||||
_walkdata.dest = _pos;
|
||||
|
||||
((Actor_v0*)this)->_newWalkBoxEntered = true;
|
||||
((Actor_v0*)this)->_CurrentWalkTo = _pos;
|
||||
((Actor_v0 *)this)->_newWalkBoxEntered = false;
|
||||
((Actor_v0 *)this)->_CurrentWalkTo = _pos;
|
||||
((Actor_v0 *)this)->_NewWalkTo = _pos;
|
||||
|
||||
// V0 always sets the actor to face the camera upon entering a room
|
||||
setDirection(oldDirToNewDir(2));
|
||||
}
|
||||
}
|
||||
@ -1549,7 +1656,7 @@ AdjustBoxResult Actor_v0::adjustPosInBorderWalkbox(AdjustBoxResult box) {
|
||||
if (A < box.x)
|
||||
return box;
|
||||
|
||||
if (A < 0xA0 || A == 0xA0)
|
||||
if (A <= 0xA0)
|
||||
A = 0;
|
||||
|
||||
Result.x = A;
|
||||
@ -1980,9 +2087,10 @@ void ScummEngine::processActors() {
|
||||
if (_game.version == 0) {
|
||||
// 0x057B
|
||||
Actor_v0 *a0 = (Actor_v0*) a;
|
||||
if (a0->_speaking & 1)
|
||||
if (a0->_speaking & 1) {
|
||||
a0->_speaking ^= 0xFE;
|
||||
|
||||
++_V0Delay._actorRedrawCount;
|
||||
}
|
||||
// 0x22B5
|
||||
if (a0->_miscflags & kActorMiscFlagHide)
|
||||
continue;
|
||||
@ -2404,8 +2512,13 @@ void Actor_v0::limbFrameCheck(int limb) {
|
||||
void Actor_v0::animateCostume() {
|
||||
speakCheck();
|
||||
|
||||
if (_vm->_costumeLoader->increaseAnims(this))
|
||||
byte count = _vm->_costumeLoader->increaseAnims(this);
|
||||
|
||||
if (count) {
|
||||
_vm->_V0Delay._actorLimbRedrawDrawCount += count;
|
||||
|
||||
_needRedraw = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Actor_v0::speakCheck() {
|
||||
@ -3254,7 +3367,7 @@ void Actor_v0::animateActor(int anim) {
|
||||
|
||||
} else {
|
||||
|
||||
if (anim > 4 && anim <= 7)
|
||||
if (anim >= 4 && anim <= 7)
|
||||
_facing = normalizeAngle(oldDirToNewDir(dir));
|
||||
}
|
||||
}
|
||||
@ -3311,13 +3424,13 @@ void Actor_v0::setActorFromTmp() {
|
||||
}
|
||||
|
||||
void Actor_v0::actorSetWalkTo() {
|
||||
|
||||
|
||||
if (_newWalkBoxEntered == false)
|
||||
return;
|
||||
|
||||
_newWalkBoxEntered = false;
|
||||
|
||||
int nextBox = ((ScummEngine_v0*)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest);
|
||||
int nextBox = ((ScummEngine_v0 *)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest);
|
||||
if (nextBox != kInvalidBox) {
|
||||
_walkdata.curbox = nextBox;
|
||||
}
|
||||
@ -3350,10 +3463,38 @@ void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
|
||||
MKLINE(Actor_v0, _walkYCount, sleByte, VER(97)),
|
||||
MKLINE(Actor_v0, _walkYCountInc, sleByte, VER(97)),
|
||||
MKLINE(Actor_v0, _walkMaxXYCountInc, sleByte, VER(97)),
|
||||
|
||||
MKARRAY(Actor_v0, _walkboxQueue[0], sleByte, 16, VER(98)),
|
||||
MKLINE(Actor_v0, _walkboxQueueIndex, sleByte, VER(98)),
|
||||
MKEND()
|
||||
};
|
||||
|
||||
ser->saveLoadEntries(this, actorEntries);
|
||||
|
||||
// When loading, we need to ensure the limbs are restarted
|
||||
if (ser->isLoading()) {
|
||||
|
||||
// valid costume command?
|
||||
if (_costCommand != 0xFF) {
|
||||
|
||||
// Do we have a walkbox queue?
|
||||
if (_walkboxQueueIndex < 1) {
|
||||
_costCommand = 0xFF;
|
||||
|
||||
// Standing Still
|
||||
setDirection(_facing);
|
||||
speakCheck();
|
||||
|
||||
} else {
|
||||
// Force limb direction update
|
||||
_facing = 0;
|
||||
directionUpdate();
|
||||
|
||||
// Begin walking
|
||||
animateActor(newDirToOldDir(_facing));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Actor::saveLoadWithSerializer(Serializer *ser) {
|
||||
@ -3496,6 +3637,8 @@ void Actor::saveLoadWithSerializer(Serializer *ser) {
|
||||
_walkdata.point3.x >>= V12_X_SHIFT;
|
||||
_walkdata.point3.y >>= V12_Y_SHIFT;
|
||||
}
|
||||
|
||||
setDirection(_facing);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -350,6 +350,11 @@ class Actor_v0 : public Actor_v2 {
|
||||
public:
|
||||
Common::Point _CurrentWalkTo, _NewWalkTo;
|
||||
|
||||
Common::Array<byte> _walkboxHistory;
|
||||
|
||||
byte _walkboxQueue[0x10];
|
||||
byte _walkboxQueueIndex;
|
||||
|
||||
byte _costCommandNew;
|
||||
byte _costCommand;
|
||||
byte _miscflags;
|
||||
@ -380,6 +385,12 @@ public:
|
||||
|
||||
bool _limb_flipped[8];
|
||||
|
||||
private:
|
||||
|
||||
bool walkBoxQueueAdd(int box);
|
||||
bool walkBoxQueueFind(int box);
|
||||
void walkboxQueueReverse();
|
||||
|
||||
public:
|
||||
Actor_v0(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {}
|
||||
|
||||
@ -401,6 +412,9 @@ public:
|
||||
byte actorWalkY();
|
||||
byte updateWalkbox();
|
||||
|
||||
void walkBoxQueueReset();
|
||||
bool walkBoxQueuePrepare();
|
||||
|
||||
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
|
||||
AdjustBoxResult adjustPosInBorderWalkbox(AdjustBoxResult box);
|
||||
|
||||
|
@ -692,6 +692,22 @@ byte *ScummEngine::getBoxMatrixBaseAddr() {
|
||||
return ptr;
|
||||
}
|
||||
|
||||
byte *ScummEngine::getBoxConnectionBase(int box) {
|
||||
byte *boxm = getBoxMatrixBaseAddr();
|
||||
|
||||
int boxIndex = 0;
|
||||
|
||||
for (; boxIndex != box; ++boxIndex) {
|
||||
|
||||
while (*boxm != 0xFF) {
|
||||
++boxm;
|
||||
}
|
||||
|
||||
++boxm;
|
||||
}
|
||||
|
||||
return boxm;
|
||||
}
|
||||
/**
|
||||
* Compute if there is a way that connects box 'from' with box 'to'.
|
||||
* Returns the number of a box adjacent to 'from' that is the next on the
|
||||
@ -719,21 +735,18 @@ int ScummEngine::getNextBox(byte from, byte to) {
|
||||
boxm = getBoxMatrixBaseAddr();
|
||||
|
||||
if (_game.version == 0) {
|
||||
// calculate shortest paths
|
||||
byte *itineraryMatrix = (byte *)malloc(numOfBoxes * numOfBoxes);
|
||||
calcItineraryMatrix(itineraryMatrix, numOfBoxes);
|
||||
|
||||
dest = to;
|
||||
do {
|
||||
dest = itineraryMatrix[numOfBoxes * from + dest];
|
||||
} while (dest != Actor::kInvalidBox && !areBoxesNeighbors(from, dest));
|
||||
boxm = getBoxConnectionBase(from);
|
||||
|
||||
if (dest == Actor::kInvalidBox)
|
||||
dest = -1;
|
||||
for (; *boxm != 0xFF; ++boxm) {
|
||||
if (*boxm == to)
|
||||
break;
|
||||
}
|
||||
|
||||
free(itineraryMatrix);
|
||||
return dest;
|
||||
} else if (_game.version <= 2) {
|
||||
return *boxm;
|
||||
|
||||
}
|
||||
else if (_game.version <= 2) {
|
||||
// The v2 box matrix is a real matrix with numOfBoxes rows and columns.
|
||||
// The first numOfBoxes bytes contain indices to the start of the corresponding
|
||||
// row (although that seems unnecessary to me - the value is easily computable.
|
||||
@ -967,6 +980,7 @@ void ScummEngine::calcItineraryMatrix(byte *itineraryMatrix, int num) {
|
||||
// 255 (= infinity) to all other boxes.
|
||||
for (i = 0; i < num; i++) {
|
||||
for (j = 0; j < num; j++) {
|
||||
|
||||
if (i == j) {
|
||||
adjacentMatrix[i * boxSize + j] = 0;
|
||||
itineraryMatrix[i * boxSize + j] = j;
|
||||
@ -1159,21 +1173,32 @@ bool ScummEngine::areBoxesNeighbors(int box1nr, int box2nr) {
|
||||
}
|
||||
|
||||
byte ScummEngine_v0::walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest) {
|
||||
Actor_v0 *Actor = (Actor_v0*)a;
|
||||
Actor_v0 *Actor = (Actor_v0 *)a;
|
||||
byte nextBox = kOldInvalidBox;
|
||||
|
||||
byte nextBox = getNextBox(a->_walkbox, destbox);
|
||||
// Do we have a walkbox queue to process
|
||||
if (Actor->_walkboxQueueIndex > 1) {
|
||||
nextBox = Actor->_walkboxQueue[--Actor->_walkboxQueueIndex];
|
||||
|
||||
if (nextBox != 0xFF && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
|
||||
if (Actor->_walkboxQueueIndex <= 1) {
|
||||
Actor->walkBoxQueueReset();
|
||||
}
|
||||
}
|
||||
|
||||
// Target box reached?
|
||||
if (nextBox != Actor::kInvalidBox && nextBox == destbox && areBoxesNeighbors(a->_walkbox, nextBox)) {
|
||||
|
||||
Actor->_NewWalkTo = walkdest;
|
||||
return nextBox;
|
||||
}
|
||||
|
||||
if (nextBox != 0xFF && nextBox != a->_walkbox) {
|
||||
// Next box reached
|
||||
if (nextBox != Actor::kInvalidBox && nextBox != a->_walkbox) {
|
||||
|
||||
getClosestPtOnBox(getBoxCoordinates(nextBox), a->getPos().x, a->getPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
|
||||
getClosestPtOnBox(getBoxCoordinates(nextBox), a->getRealPos().x, a->getRealPos().y, Actor->_NewWalkTo.x, Actor->_NewWalkTo.y);
|
||||
|
||||
} else {
|
||||
|
||||
if (walkdest.x == -1)
|
||||
Actor->_NewWalkTo = Actor->_CurrentWalkTo;
|
||||
else
|
||||
|
@ -3795,6 +3795,11 @@ void ScummEngine::fadeOut(int effect) {
|
||||
_textSurface.fillRect(Common::Rect(0, vs->topline * _textSurfaceMultiplier, _textSurface.pitch, (vs->topline + vs->h) * _textSurfaceMultiplier), 0);
|
||||
#endif
|
||||
|
||||
// V0 wipes the text area before fading out
|
||||
if (_game.version == 0) {
|
||||
updateDirtyScreen(kTextVirtScreen);
|
||||
}
|
||||
|
||||
// TheDig can disable fadeIn(), and may call fadeOut() several times
|
||||
// successively. Disabling the _screenEffectFlag check forces the screen
|
||||
// to get cleared. This fixes glitches, at least, in the first cutscenes
|
||||
|
@ -58,7 +58,7 @@ struct CameraData {
|
||||
/** Virtual screen identifiers */
|
||||
enum VirtScreenNumber {
|
||||
kMainVirtScreen = 0, // The 'stage'
|
||||
kTextVirtScreen = 1, // In V1-V3 games: the area where text is printed
|
||||
kTextVirtScreen = 1, // In V0-V3 games: the area where text is printed
|
||||
kVerbVirtScreen = 2, // The verb area
|
||||
kUnkVirtScreen = 3 // ?? Not sure what this one is good for...
|
||||
};
|
||||
|
@ -1126,6 +1126,7 @@ void ScummEngine_v80he::clearDrawQueues() {
|
||||
*/
|
||||
void ScummEngine::markObjectRectAsDirty(int obj) {
|
||||
int i, strip;
|
||||
++_V0Delay._objectRedrawCount;
|
||||
|
||||
for (i = 1; i < _numLocalObjects; i++) {
|
||||
if (_objs[i].obj_nr == (uint16)obj) {
|
||||
@ -1133,6 +1134,7 @@ void ScummEngine::markObjectRectAsDirty(int obj) {
|
||||
const int minStrip = MAX(_screenStartStrip, _objs[i].x_pos / 8);
|
||||
const int maxStrip = MIN(_screenEndStrip+1, _objs[i].x_pos / 8 + _objs[i].width / 8);
|
||||
for (strip = minStrip; strip < maxStrip; strip++) {
|
||||
++_V0Delay._objectStripRedrawCount;
|
||||
setGfxUsageBit(strip, USAGE_BIT_DIRTY);
|
||||
}
|
||||
}
|
||||
|
@ -47,7 +47,7 @@ namespace Scumm {
|
||||
* only saves/loads those which are valid for the version of the savegame
|
||||
* which is being loaded/saved currently.
|
||||
*/
|
||||
#define CURRENT_VER 97
|
||||
#define CURRENT_VER 98
|
||||
|
||||
/**
|
||||
* An auxillary macro, used to specify savegame versions. We use this instead
|
||||
|
@ -732,11 +732,40 @@ ScummEngine_v0::ScummEngine_v0(OSystem *syst, const DetectorResult &dr)
|
||||
VAR_ACTIVE_OBJECT2 = 0xFF;
|
||||
VAR_IS_SOUND_RUNNING = 0xFF;
|
||||
VAR_ACTIVE_VERB = 0xFF;
|
||||
|
||||
DelayReset();
|
||||
|
||||
if (strcmp(dr.fp.pattern, "maniacdemo.d64") == 0 )
|
||||
_game.features |= GF_DEMO;
|
||||
}
|
||||
|
||||
void ScummEngine_v0::DelayReset() {
|
||||
_V0Delay._screenScroll = false;
|
||||
_V0Delay._objectRedrawCount = 0;
|
||||
_V0Delay._objectStripRedrawCount = 0;
|
||||
_V0Delay._actorRedrawCount = 0;
|
||||
_V0Delay._actorLimbRedrawDrawCount = 0;
|
||||
}
|
||||
|
||||
int ScummEngine_v0::DelayCalculateDelta() {
|
||||
float Time = 0;
|
||||
|
||||
// These values are made up, based on trial/error with visual inspection against WinVice
|
||||
// If anyone feels inclined, the routines in the original engine could be profiled
|
||||
// and these values changed accordindly.
|
||||
Time += _V0Delay._objectRedrawCount * 7;
|
||||
Time += _V0Delay._objectStripRedrawCount * 0.6;
|
||||
Time += _V0Delay._actorRedrawCount * 2.0;
|
||||
Time += _V0Delay._actorLimbRedrawDrawCount * 0.3;
|
||||
|
||||
if (_V0Delay._screenScroll)
|
||||
Time += 3.6f;
|
||||
|
||||
DelayReset();
|
||||
|
||||
return roundf(Time);
|
||||
}
|
||||
|
||||
ScummEngine_v6::ScummEngine_v6(OSystem *syst, const DetectorResult &dr)
|
||||
: ScummEngine(syst, dr) {
|
||||
_blastObjectQueuePos = 0;
|
||||
@ -2079,13 +2108,24 @@ Common::Error ScummEngine::go() {
|
||||
if (delta < 1) // Ensure we don't get into an endless loop
|
||||
delta = 1; // by not decreasing sleepers.
|
||||
|
||||
// WORKAROUND: walking speed in the original v0/v1 interpreter
|
||||
// WORKAROUND: Unfortunately the MOS 6502 wasn't always fast enough for MM
|
||||
// a number of situations can lead to the engine running at less than 60 ticks per second, without this drop
|
||||
// - A single kid is able to escape via the Dungeon Door (after pushing the brick)
|
||||
// - During the intro, calls to 'SetState08' are made for the lights on the mansion, with a 'breakHere'
|
||||
// in between each, the reduction in ticks then occurs while affected stripes are being redrawn.
|
||||
// The music buildup is then out of sync with the text "A Lucasfilm Games Production".
|
||||
// Each call to 'breakHere' has been replaced with calls to 'Delay' in the V1/V2 versions of the game
|
||||
if (_game.version == 0) {
|
||||
delta += ((ScummEngine_v0 *)this)->DelayCalculateDelta();
|
||||
}
|
||||
|
||||
// WORKAROUND: walking speed in the original v1 interpreter
|
||||
// is sometimes slower (e.g. during scrolling) than in ScummVM.
|
||||
// This is important for the door-closing action in the dungeon,
|
||||
// otherwise (delta < 6) a single kid is able to escape.
|
||||
if ((_game.version == 0 && isScriptRunning(132)) ||
|
||||
(_game.version == 1 && isScriptRunning(137)))
|
||||
delta = 6;
|
||||
if (_game.version == 1 && isScriptRunning(137)) {
|
||||
delta = 6;
|
||||
}
|
||||
|
||||
// Wait...
|
||||
waitForTimer(delta * 1000 / 60 - diff);
|
||||
@ -2452,6 +2492,8 @@ void ScummEngine_v8::scummLoop_handleSaveLoad() {
|
||||
|
||||
void ScummEngine::scummLoop_handleDrawing() {
|
||||
if (camera._cur != camera._last || _bgNeedsRedraw || _fullRedraw) {
|
||||
_V0Delay._screenScroll = true;
|
||||
|
||||
redrawBGAreas();
|
||||
}
|
||||
|
||||
|
@ -298,7 +298,14 @@ struct StringTab : StringSlot {
|
||||
}
|
||||
};
|
||||
|
||||
struct ScummEngine_v0_Delays {
|
||||
bool _screenScroll;
|
||||
uint _objectRedrawCount;
|
||||
uint _objectStripRedrawCount;
|
||||
uint _actorRedrawCount;
|
||||
uint _actorLimbRedrawDrawCount;
|
||||
|
||||
};
|
||||
|
||||
enum WhereIsObject {
|
||||
WIO_NOT_FOUND = -1,
|
||||
@ -1097,6 +1104,8 @@ public:
|
||||
// Indy4 Amiga specific
|
||||
byte *_verbPalette;
|
||||
|
||||
ScummEngine_v0_Delays _V0Delay;
|
||||
|
||||
protected:
|
||||
int _shadowPaletteSize;
|
||||
byte _currentPalette[3 * 256];
|
||||
@ -1131,6 +1140,8 @@ public:
|
||||
|
||||
byte getNumBoxes();
|
||||
byte *getBoxMatrixBaseAddr();
|
||||
byte *getBoxConnectionBase(int box);
|
||||
|
||||
int getNextBox(byte from, byte to);
|
||||
|
||||
void setBoxFlags(int box, int val);
|
||||
|
@ -70,6 +70,10 @@ public:
|
||||
|
||||
byte walkboxFindTarget(Actor *a, int destbox, Common::Point walkdest);
|
||||
|
||||
/* Delay calculation */
|
||||
void DelayReset();
|
||||
int DelayCalculateDelta();
|
||||
|
||||
protected:
|
||||
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user