On Tue, 28 Nov 2006 10:05:45 +0000 Stuart J Urquhart <[EMAIL PROTECTED]> wrote:
> >> > >> To get this to work, just look at the river. The screen should enter > >> into a conversation mode. If you want to exit, just choose the third > >> option. > >> I still haven't decided upon how to handle scrolling conversation > >> items, or items which disappear after you have clicked on them. I > >> could either shift the positions of the verbs, or hide the last verb > >> and shift the text up. Or perhaps i could make use of additional > >> scumm functionality i haven't discovered yet. Decisions, > >> Decisions.... > > > > There is nothing in the engine for scrolling the verbs. It must be > > done > > "by hands". The best way is probably to first load the strings in > > arrays, and have an array wich list all these string array and a > > variable > > for the current offset. Then make a script that read the "list" array > > starting at the given offset and use the setVerbNameString() function > > to set the verb's text. > > I noticed that, yes. In fact, I decided to have a look at how DOTT > was messing about with the verb's, so i placed a few breakpoints in > the debugger (I'm a bit too lazy to fish around using the script de- > compiler), and watched where the major verb functions were being > called. It went something like this: > > <Conversation Started> > everything hidden with saveVerbs() // several calls i might add, > including odd ones like "0,0" and "100,100" > > Conversation verbs initialized[9] // i.e. its called 9 times > Conversation_Start: > For each conversation verb: > Set to Disabled (setVerbOff()) > <Conversation piece goes here, > Conversation stopped if conditions met> > For each active conversation item: > Name Loaded (setVerbName()) > Set to Active (setVerbOn()) > <If option selected, go back to Conversatipn_Start> > > everything restored with restoreVerbs() > all conversation items hidden, etc. > <Conversation Ended> > > (conversation verbs do not seem to be killed, unless i missed a case) I looked a bit at scripts and found the same thing. It's seems they have no generic code, each conversation script setup the verbs itself, etc > Sadly, i didn't find any cases of conversation scrolling in DOTT - i > don't think there are any! Though then again scrolling conversation > options just complicate game-play anyway :) Yep, now that i think about it i don't remember any conversation with scrollable choices in DOTT either. > I also checked out the inventory scrolling. It seemed rather simple, > as all that happens when you select the scroll up/down is : > > For each verb in the inventory view: > Set to Disabled (setVerbOff()) > For each verb in the inventory view with an according inventory item: > Set image (setVerbObject()) > Set to Active (setVerbOn()) > > (of course, the up/down verbs are also altered, but i was just > looking at the general flow, so i didn't catch them) Extanding the inventory stuff for larger inventories shouldn't be too hard. The hardest part is probably to test it properly :) > The only other scumm v6 game i have handy is samnmax, which of course > uses those boxes which pop up instead of conversation items, so i > can't really check what that does as it wouldn't be applicable to the > conversation interface I'm looking to recreate. iirc only one version (the floppy or demo dunno anymore) of s&m use v6, otherwise it's v7. v7 is basically very similar to v6, it just support a few more image format and some opcode are different. The biggest differences are probably within iMUSE. > Of course, i could check the v5 game opcodes, I've got a lot more v5 > games to experiment with :) I doubt that it would be very usefull, afaik v6 is a nearly complete rewrite of the engine. Otherwise i added a second actor (a santa :) to the road example. Currently it just stand there unanimated and is not "useful" in anyway. But we have something to start seriously implementing dialogs. BTW in case you wonder where the graphics are comming from or want to extand the new costume a bit check http://reinerstileset.4players.de The new costume is made from the "john doe" sprite. Albeu _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
