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author | Travis Howell | 2004-01-15 02:59:51 +0000 |
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committer | Travis Howell | 2004-01-15 02:59:51 +0000 |
commit | 6752f57473d9bbfdcd2acd66f2c70ce2c6e76e0b (patch) | |
tree | 2733e82eff0c41bb976430fde6b1a7cac44858cc /scumm/actor.cpp | |
parent | b99db7695845efa59cdb02f01159d7c1b87a612c (diff) | |
download | scummvm-rg350-6752f57473d9bbfdcd2acd66f2c70ce2c6e76e0b.tar.gz scummvm-rg350-6752f57473d9bbfdcd2acd66f2c70ce2c6e76e0b.tar.bz2 scummvm-rg350-6752f57473d9bbfdcd2acd66f2c70ce2c6e76e0b.zip |
Use simpler checks
HE games used old directions style
svn-id: r12397
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r-- | scumm/actor.cpp | 37 |
1 files changed, 19 insertions, 18 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index 2cc09837cf..a9fcd3da58 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -308,12 +308,12 @@ int Actor::updateActorDirection(bool is_walking) { if ((_vm->_version == 6) && ignoreTurns) return facing; - dirType = (_vm->_features & GF_NEW_COSTUMES) ? _vm->akos_hasManyDirections(costume) : false; + dirType = (_vm->_version >= 7) ? _vm->akos_hasManyDirections(costume) : false; from = toSimpleDir(dirType, facing); dir = remapDirection(targetFacing, is_walking); - if (_vm->_features & GF_NEW_COSTUMES) + if (_vm->_version >= 7) // Direction interpolation interfers with walk scripts in Dig; they perform // (much better) interpolation themselves. shouldInterpolate = false; @@ -422,7 +422,7 @@ void Actor::setupActorScale() { } void Actor::startAnimActor(int f) { - if ((_vm->_features & GF_NEW_COSTUMES) && !(_vm->_features & GF_HUMONGOUS)) { + if (_vm->_version >= 7) { switch (f) { case 1001: f = initFrame; @@ -440,6 +440,16 @@ void Actor::startAnimActor(int f) { f = talkStopFrame; break; } + + frame = f; + + if (costume != 0) { + animProgress = 0; + needRedraw = true; + if (f == initFrame) + cost.reset(); + _vm->akos_decodeData(this, f, (uint) - 1); + } } else { switch (f) { case 0x38: @@ -458,19 +468,7 @@ void Actor::startAnimActor(int f) { f = talkStopFrame; break; } - } - if (_vm->_features & GF_NEW_COSTUMES) { - frame = f; - - if (costume != 0) { - animProgress = 0; - needRedraw = true; - if (f == initFrame) - cost.reset(); - _vm->akos_decodeData(this, f, (uint) - 1); - } - } else { assert(f != 0x3E); frame = f; @@ -482,7 +480,10 @@ void Actor::startAnimActor(int f) { // Causes Zak to lose his body in several scenes, see bug #771508 if (_vm->_version >= 3 && f == initFrame) cost.reset(); - _vm->cost_decodeData(this, f, (uint) - 1); + if (_vm->_features & GF_NEW_COSTUMES) + _vm->akos_decodeData(this, f, (uint) - 1); + else + _vm->cost_decodeData(this, f, (uint) - 1); } } } @@ -490,7 +491,7 @@ void Actor::startAnimActor(int f) { void Actor::animateActor(int anim) { int cmd, dir; - if ((_vm->_features & GF_NEW_COSTUMES) && !(_vm->_features & GF_HUMONGOUS)) { + if (_vm->_version >= 7) { if (anim == 0xFF) anim = 2000; @@ -965,7 +966,7 @@ void Actor::drawActorCostume() { bcr->setPalette(palette); bcr->setFacing(this); - if ((_vm->_features & GF_NEW_COSTUMES) && !(_vm->_features & GF_HUMONGOUS)) { + if (_vm->_version >= 7) { bcr->_zbuf = forceClip; if (bcr->_zbuf == 100) { |