It actually was stopMusic() before and so stopped only the music and not all sounds.
The former implementation is for the o_stopMusic opcode which is not supported directly by ScummVM (it always stops all sounds). It is kept as stopMusic_intern() but is not used anymore.
- handle mode switching correctly
- do not freeze scripts in cutscene mode (mode 0), as some scripts are freezed in mode 0 that should not be freezed
- kModeNoNewKid (mode 2) needs the same userState as mode 3
- rename o_cursorCommand to o_setMode as it is not really cursor specific
- handle actorHiding correctly (do not set costume to 0 as the previous costume cannot be reverted after hiding)
- add drawSentence
- document meanings for actor misc flags
- fix actor names for "new kid" if the radiation suit is used (all kids are set to 0 then with actor 0 name " ")
- cleanup actor switching routine
- _userPut is not used anymore in v0
- o_setObjectName has a default value
- o_putActorAtObject can either operate on a fg or bg object
Note: neither the default value nor the bg object opcode (4E) seem to be ever used by any script. So this commit is rather for completeness than for bug-fixing.
- 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.
- 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)"
- 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
- 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
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()
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.