コード例 #1
0
ファイル: script_v4.cpp プロジェクト: havlenapetr/Scummvm
void ScummEngine_v4::o4_oldRoomEffect() {
	int a;

	_opcode = fetchScriptByte();
	if ((_opcode & 0x1F) == 3) {
		a = getVarOrDirectWord(PARAM_1);

#if 1
		if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
			// FIXME / TODO: OK the first thing to note is: at least in Zak256,
			// maybe also in other games, this opcode does a bit more. I added
			// some stubs here, but somebody with a full IDA or more knowledge
			// about this will have to fill in the gaps. At least now we know
			// that something is missing here :-)

			if (a == 4) {
				//printf("o5_oldRoomEffect ODDBALL: _opcode = 0x%x, a = 0x%x\n", _opcode, a);
				// No idea what byte_2FCCF is, but it's a globale boolean flag.
				// I only add it here as a temporary hack to make the pseudo code compile.
				// Maybe it is just there as a reentry protection guard, given
				// how it is used? It might also correspond to _screenEffectFlag.
				int byte_2FCCF = 0;

				// For now, we force a redraw of the screen background. This
				// way the Zak end credits seem to work mostly correct.
				VirtScreen *vs = &_virtscr[kMainVirtScreen];
				restoreBackground(Common::Rect(0, vs->topline, vs->w, vs->topline + vs->h));
				vs->setDirtyRange(0, vs->h);
				updateDirtyScreen(kMainVirtScreen);

				if (byte_2FCCF) {
					// Here now "sub_1C44" is called, which sets byte_2FCCF to 0 then
					// calls yet another sub (which also reads byte_2FCCF):

					byte_2FCCF = 0;
					//call sub_0BB3


					// Now sub_085C is called. This is quite simply: it sets
					// 0xF000 bytes. starting at 0x40000 to 0. No idea what that
					// buffer is, maybe a screen buffer, though. Note that
					// 0xF000 = 320*192.
					// Maybe this is also the charset mask being cleaned?

					// call sub_085C


					// And then sub_1C54 is called, which is almost identical to
					// the above sub_1C44, only it sets byte_2FCCF to 1:

					byte_2FCCF = 1;
					// call sub_0BB3

				} else {
					// Here only sub_085C is called (see comment above)

					// call sub_085C
				}
			return;
			}
#endif

		}
		if (a) {
			_switchRoomEffect = (byte)(a & 0xFF);
			_switchRoomEffect2 = (byte)(a >> 8);
		} else {