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authorMax Horn2003-01-07 17:35:20 +0000
committerMax Horn2003-01-07 17:35:20 +0000
commiteaf2e1a31326e65538816c9c4c799bd16c58dcdb (patch)
tree72d7ee93f3f539bcc1c9a8ac5260fc7b7622d8c7 /scumm/actor.cpp
parent08d34d17c0d8b4fd0f476ed81c3b2bb948178491 (diff)
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more akos/costume merging
svn-id: r6352
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r--scumm/actor.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index 542cdd440e..0cdee51650 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -944,7 +944,7 @@ void Actor::drawActorCostume()
// to be at the moment or, if it's not in any box, don't mask
// at all.
//
- // This is similar to the clipping == 100 check used for AKOS
+ // This is similar to the _zbuf == 100 check used for AKOS
// costumes, except I haven't been able to figure out the
// proper check here. It's not quite enough to check if
// ignoreBoxes != 0 and checking if walkbox == 0 yields too
@@ -985,10 +985,10 @@ void Actor::drawActorCostume()
cr.setCostume(costume);
cr.setPalette(palette);
- cr.setFacing(facing);
+ cr.setFacing(this);
- cr.draw_top = top = 0xFF;
- cr.draw_bottom = bottom = 0;
+ cr._draw_top = top = 0xFF;
+ cr._draw_bottom = bottom = 0;
cr._dirty_id = number;
@@ -997,28 +997,28 @@ void Actor::drawActorCostume()
needBgReset = true;
needRedraw = true;
}
- top = cr.draw_top;
- bottom = cr.draw_bottom;
+ top = cr._draw_top;
+ bottom = cr._draw_bottom;
} else {
AkosRenderer ar(_vm);
ar.charsetmask = true;
- ar._x = x - _vm->virtscr[0].xstart;
- ar._y = y - elevation;
+ ar._actorX = x - _vm->virtscr[0].xstart;
+ ar._actorY = y - elevation;
ar._scaleX = scalex;
ar._scaleY = scaley;
- ar.clipping = forceClip;
- if (ar.clipping == 100) {
- ar.clipping = _vm->getMaskFromBox(walkbox);
- if (ar.clipping > _vm->gdi._numZBuffer)
- ar.clipping = _vm->gdi._numZBuffer;
+ ar._zbuf = forceClip;
+ if (ar._zbuf == 100) {
+ ar._zbuf = _vm->getMaskFromBox(walkbox);
+ if (ar._zbuf > _vm->gdi._numZBuffer)
+ ar._zbuf = _vm->gdi._numZBuffer;
}
ar.outptr = _vm->virtscr[0].screenPtr + _vm->virtscr[0].xstart;
ar.outwidth = _vm->virtscr[0].width;
ar.outheight = _vm->virtscr[0].height;
- ar.shadow_mode = shadow_mode;
- ar.shadow_table = _vm->_shadowPalette;
+ ar._shadow_mode = shadow_mode;
+ ar._shadow_table = _vm->_shadowPalette;
ar.setCostume(costume);
ar.setPalette(palette);
@@ -1026,8 +1026,8 @@ void Actor::drawActorCostume()
ar._dirty_id = number;
- ar.draw_top = top = 0x7fffffff;
- ar.draw_bottom = bottom = 0;
+ ar._draw_top = top = 0x7fffffff;
+ ar._draw_bottom = bottom = 0;
if (ar.drawCostume(cost)) {
// FIXME: this breaks talking in The Dig. But why?
@@ -1035,8 +1035,8 @@ void Actor::drawActorCostume()
//needBgReset = true;
//needRedraw = true;
}
- top = ar.draw_top;
- bottom = ar.draw_bottom;
+ top = ar._draw_top;
+ bottom = ar._draw_bottom;
}
}