Add patch #2970176 - V0: MM Verb + Anim Fix.

svn-id: r48269
This commit is contained in:
Travis Howell 2010-03-16 08:59:48 +00:00
parent a7e6397fa4
commit b968a69468
6 changed files with 178 additions and 47 deletions

View File

@ -215,6 +215,12 @@ void ScummEngine::walkActors() {
void Actor::stopActorMoving() {
if (_walkScript)
_vm->stopScript(_walkScript);
// V0 Games will walk on the spot if the actor is stopped mid-walk
// So we must set the stand still frame
if (_vm->_game.version == 0)
startWalkAnim(3, -1);
_moving = 0;
}

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@ -75,6 +75,13 @@ static const int v1MMNESLookup[25] = {
0x17, 0x00, 0x01, 0x05, 0x16
};
const byte v0ActorTalkArray[0x19] = {
0x00, 0x06, 0x06, 0x06, 0x06,
0x06, 0x06, 0x00, 0x46, 0x06,
0x06, 0x06, 0x06, 0xFF, 0xFF,
0x06, 0xC0, 0x06, 0x06, 0x00,
0xC0, 0xC0, 0x00, 0x06, 0x06
};
byte ClassicCostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) {
int i, skip = 0;
@ -1341,6 +1348,10 @@ int C64CostumeLoader::dirToDirStop(int oldDir) {
}
void C64CostumeLoader::actorSpeak(ActorC64 *a, int &cmd) {
if ((v0ActorTalkArray[ a->_number ] & 0x80))
return;
if ((a->_speaking & 0x80))
cmd += 0x0C;
else
@ -1356,6 +1367,9 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
// Enable/Disable speaking flag
if (frame == a->_talkStartFrame) {
if ((v0ActorTalkArray[ a->_number ] & 0x40))
return;
A->_speaking = 1;
return;
}
@ -1393,15 +1407,7 @@ byte C64CostumeLoader::increaseAnims(Actor *a) {
int cmd = A->_costCommand;
A->_speakingPrev = A->_speaking;
// Update to use speak frame
if (A->_speaking & 0x80) {
actorSpeak(A, cmd);
} else {
// Update to use stand frame
if (A->_costFrame == A->_standFrame)
cmd = dirToDirStop(cmd);
}
actorSpeak(A, cmd);
// Update the limb frames
frameUpdate(A, cmd);
@ -1410,7 +1416,11 @@ byte C64CostumeLoader::increaseAnims(Actor *a) {
if (A->_moving && _vm->_currentRoom != 1 && _vm->_currentRoom != 44) {
if (a->_cost.soundPos == 0)
a->_cost.soundCounter++;
a->_cost.soundPos = (a->_cost.soundPos + 1) % 3;
// Is this the correct location?
// 0x073C
if ((v0ActorTalkArray[ a->_number ] & 0x3F))
a->_cost.soundPos = (a->_cost.soundPos + 1) % 3;
}
// increase each frame pos

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@ -28,7 +28,6 @@
#include "scumm/base-costume.h"
namespace Scumm {
class ClassicCostumeLoader : public BaseCostumeLoader {
public:
int _id;

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@ -635,7 +635,19 @@ void ScummEngine_v0::o_loadRoomWithEgo() {
a = derefActor(VAR(VAR_EGO), "o_loadRoomWithEgo");
a->putActor(0, 0, room);
//0x634F
if ((((ActorC64*) a)->_miscflags & 0x40)) {
// TODO: Check if this is the correct function
// to be calling here
stopObjectCode();
return;
}
// The original interpreter seems to set the actors new room X/Y to the last rooms X/Y
// This fixes a problem with MM: script 158 in room 12, the 'Oompf!' script
// This scripts runs before the actor position is set to the correct location
a->putActor(a->getPos().x, a->getPos().y, room);
_egoPositioned = false;
startScene(a->_room, a, obj);
@ -815,6 +827,10 @@ void ScummEngine_v0::o_setActorBitVar() {
else
a->_miscflags &= ~mask;
// This flag causes the actor to stop moving (used by script #158, Green Tentacle 'Oomph!')
if (a->_miscflags & 0x40)
a->stopActorMoving();
debug(0, "o_setActorBitVar(%d, %d, %d)", act, mask, mod);
}

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@ -878,8 +878,9 @@ protected:
void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
public:
int getObjectOrActorXY(int object, int &x, int &y); // Used in actor.cpp, hence public
int getDist(int x, int y, int x2, int y2); // Also used in actor.cpp
protected:
int getDist(int x, int y, int x2, int y2);
int getObjActToObjActDist(int a, int b); // Not sure how to handle
const byte *getObjOrActorName(int obj); // these three..
void setObjectName(int obj);

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@ -154,10 +154,27 @@ void ScummEngine_v0::setNewKidVerbs() {
}
void ScummEngine_v0::switchActor(int slot) {
VAR(VAR_EGO) = VAR(97 + slot);
actorFollowCamera(VAR(VAR_EGO));
resetVerbs();
resetSentence(false);
if (_currentRoom == 45)
return;
// radiation suit? don't let the player switch
if (VAR(VAR_EGO) == 8)
return;
// verbs disabled? or just new kid button?
if (_currentMode == 0 || _currentMode == 1 || _currentMode == 2)
return;
// verbs disabled for the current actor
ActorC64 *a = (ActorC64 *)derefActor(VAR(VAR_EGO), "switchActor");
if (a->_miscflags & 0x40)
return;
VAR(VAR_EGO) = VAR(97 + slot);
resetVerbs();
actorFollowCamera(VAR(VAR_EGO));
setUserState(247);
}
@ -668,6 +685,18 @@ void ScummEngine_v2::checkExecVerbs() {
void ScummEngine_v0::runObject(int obj, int entry) {
int prev = _v0ObjectInInventory;
if (getVerbEntrypoint(obj, entry) == 0) {
// If nothing was found, attempt to find the 'WHAT-IS' verb script
// (which is not really the what-is script, as this verb never actually executes
// it merely seems to be some type of fallback)
if (getVerbEntrypoint(obj, 0x0F) != 0) {
entry = 0x0F;
}
}
_v0ObjectInInventory = prev;
if (getVerbEntrypoint(obj, entry) != 0) {
_v0ObjectInInventory = prev;
runObjectScript(obj, entry, false, false, NULL);
@ -698,17 +727,17 @@ void ScummEngine_v2::runObject(int obj, int entry) {
}
bool ScummEngine_v0::verbMoveToActor(int actor) {
Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
Actor *a2 =derefActor(actor, "checkExecVerbs");
Actor *a = derefActor(VAR(VAR_EGO), "verbMoveToActor");
Actor *a2 =derefActor(actor, "verbMoveToActor");
int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y);
if (!a->_moving) {
int dist = getDist(a->getRealPos().x, a->getRealPos().y, a2->getRealPos().x, a2->getRealPos().y);
if (dist > 8)
a->startWalkActor(a2->getRealPos().x, a2->getRealPos().y, 1);
else
if (!a->_moving && dist > 4) {
a->startWalkActor(a2->getRealPos().x, a2->getRealPos().y, -1);
} else {
if (dist <= 4) {
a->stopActorMoving();
return false;
return true;
}
}
return true;
@ -716,21 +745,22 @@ bool ScummEngine_v0::verbMoveToActor(int actor) {
bool ScummEngine_v0::verbMove(int object, int objectIndex, bool invObject) {
int x, y, dir;
Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
Actor *a = derefActor(VAR(VAR_EGO), "verbMove");
if (_currentMode != 3 && _currentMode != 2)
return false;
if (a->_moving)
return true;
_v0ObjectIndex = true;
getObjectXYPos(objectIndex, x, y, dir);
_v0ObjectIndex = false;
// Detect distance from target object
int dist = getDist(a->getRealPos().x, a->getRealPos().y, x, y);
if (dist > 8) {
if (a->_moving)
return true;
if (dist > 5) {
a->startWalkActor(x, y, dir);
VAR(6) = x;
VAR(7) = y;
@ -766,6 +796,7 @@ bool ScummEngine_v0::verbObtain(int obj, int objIndex) {
if (objIndex == 0)
return false;
// Object in inventory ?
if (where != WIO_INVENTORY) {
_v0ObjectIndex = true;
prep = verbPrep(objIndex);
@ -778,13 +809,29 @@ bool ScummEngine_v0::verbObtain(int obj, int objIndex) {
} else {
_verbPickup = false;
}
// Ignore verbs?
Actor *a = derefActor(VAR(VAR_EGO), "verbObtain");
if ((((ActorC64*) a)->_miscflags & 0x40)) {
resetSentence(false);
return false;
}
//attempt move to object
if (verbMove(obj, objIndex, false))
return true;
if (didPickup && (prep == 1 || prep == 4))
if (_activeVerb != 13 && _activeVerb != 14)
_activeInventory = obj;
if (_activeVerb != 13 && _activeVerb != 14) {
_v0ObjectInInventory = true;
if (whereIsObject( obj ) == WIO_INVENTORY)
_activeInventory = obj;
else
resetSentence();
_v0ObjectInInventory = false;
}
}
return false;
@ -795,6 +842,7 @@ int ScummEngine_v0::verbPrep(int object) {
_v0ObjectIndex = true;
else
_v0ObjectIndex = false;
byte *ptr = getOBCDFromObject(object);
_v0ObjectIndex = false;
assert(ptr);
@ -831,6 +879,7 @@ bool ScummEngine_v0::verbExec() {
_activeObjectObtained = true;
}
// Attempt to obtain/reach object2
if (_activeObject2 && _activeObject2Index && !_activeObject2Obtained && _currentMode != 0) {
prep = verbPrep(_activeObject2Index);
@ -852,10 +901,16 @@ bool ScummEngine_v0::verbExec() {
// Give-To
if (_activeVerb == 3 && _activeInventory && _activeActor) {
// FIXME: Actors need to turn and face each other
// And walk to each other
if (verbMoveToActor(_activeActor))
return true;
if (verbMoveToActor(_activeActor)) {
// Ignore verbs?
Actor *a = derefActor(VAR(VAR_EGO), "verbExec");
if ((((ActorC64*) a)->_miscflags & 0x40)) {
resetSentence(false);
return false;
}
return true;
}
_v0ObjectInInventory = true;
VAR(5) = _activeActor;
runObject(_activeInventory , 3);
@ -865,6 +920,7 @@ bool ScummEngine_v0::verbExec() {
return false;
}
// Where we performing an action on an actor?
if (_activeActor) {
_v0ObjectIndex = true;
runObject(_activeActor, entry);
@ -905,13 +961,16 @@ bool ScummEngine_v0::verbExec() {
return false;
}
// Item not in inventory is executed
if (_activeObject) {
_v0ObjectIndex = true;
runObject(_activeObjectIndex, entry);
_v0ObjectIndex = false;
} else if (_activeInventory) {
// Not sure this is the correct way to do this,
// however its working for most situations - segra
if (verbExecutes(_activeInventory, true) == false) {
if (_activeObject2 && verbExecutes(_activeObject2, true)) {
if (_activeObject2 && _activeObject2Inv && verbExecutes(_activeObject2, true)) {
_v0ObjectInInventory = true;
_activeObject = _activeInventory;
@ -920,11 +979,17 @@ bool ScummEngine_v0::verbExec() {
runObject(_activeObject, _activeVerb);
} else {
_v0ObjectInInventory = true;
runObject(_activeInventory, _activeVerb);
if (_activeObject2) {
_activeObject = _activeObject2;
runObject(_activeObject, _activeVerb);
} else
runObject(_activeInventory, _activeVerb);
}
} else {
runObject(_activeInventory, _activeVerb);
_v0ObjectInInventory = true;
runObject(_activeInventory, _activeVerb);
}
}
@ -941,7 +1006,7 @@ bool ScummEngine_v0::verbExec() {
}
void ScummEngine_v0::checkExecVerbs() {
Actor *a;
Actor *a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
VirtScreen *zone = findVirtScreen(_mouse.y);
// Is a verb currently executing
@ -961,10 +1026,10 @@ void ScummEngine_v0::checkExecVerbs() {
if (!obj && !act && !over) {
resetSentence(false);
} else {
a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
a->stopActorMoving();
}
} else {
if (_verbExecuting && !verbExec())
return;
}
@ -994,14 +1059,37 @@ void ScummEngine_v0::checkExecVerbs() {
// TODO
} else if (zone->number == kVerbVirtScreen && _mouse.y > zone->topline + 32) {
int prevInventory = _activeInventory;
int invOff = _inventoryOffset;
// Click into V2 inventory
checkV2Inventory(_mouse.x, _mouse.y);
// Did the Inventory position changed (arrows pressed, do nothing)
if (invOff != _inventoryOffset)
return;
// No inventory selected?
if (!_activeInventory)
return;
// Did we just change the selected inventory item?
if (prevInventory && prevInventory != _activeInventory && _activeInventory != _activeObject2) {
_v0ObjectInInventory = true;
int prep = verbPrep( _activeInventory );
_v0ObjectInInventory = true;
int prep2 = verbPrep( prevInventory );
// Should the new inventory object remain as the secondary selected object
// Or should the new inventory object become primary?
if (prep != prep2 || prep != 1) {
if (prep == 1 || prep == 3) {
int tmp = _activeInventory;
_activeInventory = prevInventory;
prevInventory = tmp;
}
}
// Setup object2
_activeObject = 0;
_activeInvExecute = true;
_activeObject2Inv = true;
@ -1019,7 +1107,7 @@ void ScummEngine_v0::checkExecVerbs() {
if (!_activeObject2 || prevInventory != _activeObject2)
return;
if (_activeVerb == 11 && !((!(_activeObject || _activeInventory)) || !_activeObject2))
if (_activeVerb == 11 && !(((_activeObject || _activeInventory)) || !_activeObject2))
return;
} else {
int over = findVerbAtPos(_mouse.x, _mouse.y);
@ -1027,6 +1115,8 @@ void ScummEngine_v0::checkExecVerbs() {
int obj = findObject(_virtualMouse.x, _virtualMouse.y);
int objIdx = findObjectIndex(_virtualMouse.x, _virtualMouse.y);
// If we already have an object selected, and we just clicked an actor
// Clear any object we may of also clicked on
if ((_activeObject || _activeInventory) && act) {
obj = 0;
objIdx = 0;
@ -1037,10 +1127,12 @@ void ScummEngine_v0::checkExecVerbs() {
// Disable New-Kid (in the secret lab)
if (_currentMode == 2 || _currentMode == 0)
return;
if (_activeVerb != 7) {
_activeVerb = over;
over = 0;
if (!(((ActorC64*) a)->_miscflags & 0x80)) {
if (_activeVerb != 7) {
_activeVerb = over;
over = 0;
}
}
if (over) {
@ -1064,9 +1156,14 @@ void ScummEngine_v0::checkExecVerbs() {
VAR(7) = _virtualMouse.y / V12_Y_MULTIPLIER;
if (zone->number == kMainVirtScreen) {
a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
// Ignore verbs?
if ((((ActorC64*) a)->_miscflags & 0x40)) {
resetSentence(false);
return;
}
a->stopActorMoving();
a->startWalkActor(_virtualMouse.x / V12_X_MULTIPLIER, _virtualMouse.y / V12_Y_MULTIPLIER, -1);
a->startWalkActor(VAR(6), VAR(7), -1);
_verbExecuting = true;
}
return;
}
@ -1120,6 +1217,8 @@ void ScummEngine_v0::checkExecVerbs() {
}
}
} else {
a->stopActorMoving();
_activeObject = obj;
_activeObjectIndex = objIdx;