Hey there, --On 31 August 2007 08:57:22 +0000 "Gerrit ." <[EMAIL PROTECTED]> wrote:
> Hi, I was just playing around with ScummC, and I have to say it's totally > cool! Thanks for making it possible to mess around with the Scumm engine. > > What I am trying to achieve with the sample "road" game is that you can > switch egos, like in "Day of the Tentacle". It seems that it's almost as > easy as switching the VAR_EGO variable to the right person. That's > fantastic! > > Santa isn't yet constraint by the boxes and the screen doesn't scroll for > him, but since Beasty still reacts, I guess it's just a matter of > changing some "hero" variables in the scripts to "VAR_EGO". Backing up Alban's suggestions for this, there are a lot of funky parameters which go into making a SCUMM actor work properly. In this case though, it is likely something simple such as "setActorIgnoreBoxes" being called for the santa actor (check in room.scc for this). Also note that if you plan on using santa in more than 1 room (e.g. you might make him follow you around), it might be a good idea to move his relevant resources (e.g. costume) to the main resource room. > > There are several issues with the inventory though, and here, except in > the inventory handler script, I didn't find any Beasty-specific code > that could be responsible for the errors. Here are the problems: > > * When you switch from Santa to Beasty or vice versa, the axe is always > displayed if one person has it in his inventory. It's only the picture > though, the person holding the real axe can still use it as a command and > the other can't. Maybe a script is needed to draw black boxes over empty > inventory slots? I recall when doing the conversation example i had problems with redraw; though i cannot quite remember what it was. Though then again it might have simply been a matter of me not destroying the extra verb's correctly. > > * This one is weirder: if one actor gives the axe to the other, it > disappears in the first person's inventory. However, the image doesn't > appear in the second person's inventory. There is an "axe" command in the > slot, but it's only one pixel in width and several pixels in height. The > axe can be used normally with this command, and be given back and forth, > but the picture never appears again, only the invisible one-pixel wide > command changes the owner. Your inventory code looks a bit funny - i would suggest double checking it to see if it sets everything up correctly. Considering i haven't meddled with Alban's example inventory code, i have no idea what it should look like. > > If you have any ideas what additional commands and scripts are needed to > organize separate inventories for several egos in ScummC, please tell me. If you are getting stuck on which functions to use, i would suggest either de-compiling the scripts from DOTT (or any other relevant SCUMM game) using the tool from ScummVM, or compile your own copy of ScummVM and put a few debug points in the v6 scumm callback's which should give you an indication of what really is happening at runtime. Regards, James _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
