diff options
author | Max Horn | 2003-09-14 18:16:45 +0000 |
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committer | Max Horn | 2003-09-14 18:16:45 +0000 |
commit | 6512592d0f0be9afcc0f3aa30b1b505490ebea54 (patch) | |
tree | 59eb579d38946c02e2d579de1c6d106ecacf4114 /scumm | |
parent | fd7727e9d2a5414e021439eb88d30ca687ac691e (diff) | |
download | scummvm-rg350-6512592d0f0be9afcc0f3aa30b1b505490ebea54.tar.gz scummvm-rg350-6512592d0f0be9afcc0f3aa30b1b505490ebea54.tar.bz2 scummvm-rg350-6512592d0f0be9afcc0f3aa30b1b505490ebea54.zip |
moved Actor x/y to _pos.x/_pos.y -> this makes it much easier to grep for access of the actor position
svn-id: r10253
Diffstat (limited to 'scumm')
-rw-r--r-- | scumm/actor.cpp | 135 | ||||
-rw-r--r-- | scumm/actor.h | 3 | ||||
-rw-r--r-- | scumm/boxes.cpp | 36 | ||||
-rw-r--r-- | scumm/camera.cpp | 30 | ||||
-rw-r--r-- | scumm/debugger.cpp | 10 | ||||
-rw-r--r-- | scumm/gfx.cpp | 4 | ||||
-rw-r--r-- | scumm/object.cpp | 4 | ||||
-rw-r--r-- | scumm/script_v2.cpp | 4 | ||||
-rw-r--r-- | scumm/script_v5.cpp | 14 | ||||
-rw-r--r-- | scumm/script_v6.cpp | 14 | ||||
-rw-r--r-- | scumm/script_v8.cpp | 4 | ||||
-rw-r--r-- | scumm/scummvm.cpp | 2 | ||||
-rw-r--r-- | scumm/string.cpp | 8 |
13 files changed, 162 insertions, 106 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index e53ac2402d..92476b8e59 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -69,8 +69,8 @@ void Actor::initActor(int mode) { if (mode == 1) { costume = 0; room = 0; - x = 0; - y = 0; + _pos.x = 0; + _pos.y = 0; facing = 180; } else if (mode == 2) { facing = 180; @@ -159,7 +159,7 @@ int Scumm::getAngleFromPos(int x, int y) const { } int Actor::calcMovementFactor(ScummVM::Point next) { - ScummVM::Point actorPos(x, y); + ScummVM::Point actorPos(_pos); int diffX, diffY; int32 deltaXFactor, deltaYFactor; @@ -341,7 +341,7 @@ void Actor::setBox(int box) { int Actor::actorWalkStep() { int tmpX, tmpY; - int actorX, actorY; + ScummVM::Point actorPos; int distX, distY; int nextFacing; @@ -355,39 +355,37 @@ int Actor::actorWalkStep() { moving |= MF_IN_LEG; } - actorX = x; - actorY = y; + actorPos = _pos; - if (walkbox != walkdata.curbox && _vm->checkXYInBoxBounds(walkdata.curbox, actorX, actorY)) { + if (walkbox != walkdata.curbox && _vm->checkXYInBoxBounds(walkdata.curbox, actorPos.x, actorPos.y)) { setBox(walkdata.curbox); } distX = abs(walkdata.next.x - walkdata.cur.x); distY = abs(walkdata.next.y - walkdata.cur.y); - if (abs(actorX - walkdata.cur.x) >= distX && abs(actorY - walkdata.cur.y) >= distY) { + if (abs(actorPos.x - walkdata.cur.x) >= distX && abs(actorPos.y - walkdata.cur.y) >= distY) { moving &= ~MF_IN_LEG; return 0; } - tmpX = (actorX << 16) + walkdata.xfrac + (walkdata.deltaXFactor >> 8) * scalex; + tmpX = (actorPos.x << 16) + walkdata.xfrac + (walkdata.deltaXFactor >> 8) * scalex; walkdata.xfrac = (uint16)tmpX; - actorX = (tmpX >> 16); + actorPos.x = (tmpX >> 16); - tmpY = (actorY << 16) + walkdata.yfrac + (walkdata.deltaYFactor >> 8) * scaley; + tmpY = (actorPos.y << 16) + walkdata.yfrac + (walkdata.deltaYFactor >> 8) * scaley; walkdata.yfrac = (uint16)tmpY; - actorY = (tmpY >> 16); + actorPos.y = (tmpY >> 16); - if (abs(actorX - walkdata.cur.x) > distX) { - actorX = walkdata.next.x; + if (abs(actorPos.x - walkdata.cur.x) > distX) { + actorPos.x = walkdata.next.x; } - if (abs(actorY - walkdata.cur.y) > distY) { - actorY = walkdata.next.y; + if (abs(actorPos.y - walkdata.cur.y) > distY) { + actorPos.y = walkdata.next.y; } - x = actorX; - y = actorY; + _pos = actorPos; return 1; } @@ -423,7 +421,7 @@ void Actor::setupActorScale() { // if (_vm->getBoxFlags(walkbox) & kBoxPlayerOnly) // return; - scale = _vm->getScale(walkbox, x, y); + scale = _vm->getScale(walkbox, _pos.x, _pos.y); assert(scale <= 0xFF); scalex = scaley = (byte)scale; @@ -575,8 +573,8 @@ void Actor::putActor(int dstX, int dstY, byte newRoom) { if (_vm->_gameId == GID_SAMNMAX && newRoom == 16 && number == 5 && dstX == 235 && dstY == 236) dstX++; - x = dstX; - y = dstY; + _pos.x = dstX; + _pos.y = dstY; room = newRoom; needRedraw = true; @@ -604,8 +602,8 @@ int Actor::getActorXYPos(int &xPos, int &yPos) const { if (!isInCurrentRoom()) return -1; - xPos = x; - yPos = y; + xPos = _pos.x; + yPos = _pos.y; return 0; } @@ -692,10 +690,10 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY) { void Actor::adjustActorPos() { AdjustBoxResult abr; - abr = adjustXYToBeInBox(x, y); + abr = adjustXYToBeInBox(_pos.x, _pos.y); - x = abr.x; - y = abr.y; + _pos.x = abr.x; + _pos.y = abr.y; walkdata.destbox = abr.box; setBox(abr.box); @@ -726,7 +724,7 @@ void Actor::faceToObject(int obj) { if (_vm->getObjectOrActorXY(obj, x2, y2) == -1) return; - dir = (x2 > x) ? 90 : 270; + dir = (x2 > _pos.x) ? 90 : 270; turnToDirection(dir); } @@ -859,7 +857,7 @@ static int compareDrawOrder(const void* a, const void* b) return -1; // The actor with higher y value is ordered higher - diff = actor1->y - actor2->y; + diff = actor1->_pos.y - actor2->_pos.y; if (diff < 0) return -1; if (diff > 0) @@ -939,8 +937,8 @@ void Actor::drawActorCostume() { bcr->updateNbStrips(); - bcr->_actorX = x - _vm->virtscr[0].xstart; - bcr->_actorY = y - elevation; + bcr->_actorX = _pos.x - _vm->virtscr[0].xstart; + bcr->_actorY = _pos.y - elevation; if (_vm->_version <= 2) { // HACK: We have to adjust the x position by one strip (8 pixels) in @@ -1263,8 +1261,8 @@ void Actor::startWalkActor(int destX, int destY, int dir) { } if (!isInCurrentRoom()) { - x = abr.x; - y = abr.y; + _pos.x = abr.x; + _pos.y = abr.y; if (dir != -1) setDirection(dir); return; @@ -1283,7 +1281,7 @@ void Actor::startWalkActor(int destX, int destY, int dir) { return; } - if (x == abr.x && y == abr.y) { + if (_pos.x == abr.x && _pos.y == abr.y) { turnToDirection(dir); return; } @@ -1380,8 +1378,8 @@ void Actor::walkActor() { moving &= MF_IN_LEG; } + moving &= ~MF_NEW_LEG; do { - moving &= ~MF_NEW_LEG; if (walkbox == kInvalidBox) { setBox(walkdata.destbox); @@ -1414,6 +1412,58 @@ void Actor::walkActor() { calcMovementFactor(walkdata.dest); } +/* +void Actor::walkActorV12() { + ScummVM::Point foundPath, tmp; + int new_dir, next_box; + + if (moving & MF_TURN) { + new_dir = updateActorDirection(false); + if (facing != new_dir) + setDirection(new_dir); + else + moving = 0; + return; + } + + if (!moving) + return; + + if (moving & MF_IN_LEG) { + actorWalkStep(); + } else { + if (moving & MF_LAST_LEG) { + moving = 0; + startWalkAnim(3, walkdata.destdir); + } else { + setBox(walkdata.curbox); + if (walkbox == walkdata.destbox) { + foundPath = walkdata.dest; + moving |= MF_LAST_LEG; + } else { + next_box = _vm->getPathToDestBox(walkbox, walkdata.destbox); + if (next_box < 0) { + moving |= MF_LAST_LEG; + return; + } + + // Can't walk through locked boxes + int flags = _vm->getBoxFlags(next_box); + if (flags & kBoxLocked && !(flags & kBoxPlayerOnly && !isPlayer())) { + moving |= MF_LAST_LEG; + } + + walkdata.curbox = next_box; + + _vm->getClosestPtOnBox(walkdata.curbox, x, y, tmp.x, tmp.y); + _vm->getClosestPtOnBox(walkbox, tmp.x, tmp.y, foundPath.x, foundPath.y); + } + calcMovementFactor(foundPath); + } + } +} +*/ + void Actor::walkActorOld() { ScummVM::Point p2, p3; // Gate locations int new_dir, next_box; @@ -1452,8 +1502,8 @@ void Actor::walkActorOld() { moving &= MF_IN_LEG; } + moving &= ~MF_NEW_LEG; do { - moving &= ~MF_NEW_LEG; if (walkbox == kInvalidBox) { setBox(walkdata.destbox); @@ -1469,25 +1519,30 @@ void Actor::walkActorOld() { moving |= MF_LAST_LEG; return; } - + // Can't walk through locked boxes int flags = _vm->getBoxFlags(next_box); if (flags & kBoxLocked && !(flags & kBoxPlayerOnly && !isPlayer())) { moving |= MF_LAST_LEG; +// FIXME: Work in progress +// walkdata.destdir = facing; return; } walkdata.curbox = next_box; if (_vm->_version <= 2) { - _vm->getClosestPtOnBox(walkdata.curbox, x, y, p2.x, p2.y); + _vm->getClosestPtOnBox(walkdata.curbox, _pos.x, _pos.y, p2.x, p2.y); _vm->getClosestPtOnBox(walkbox, p2.x, p2.y, p3.x, p3.y); +// FIXME: Work in progress +// calcMovementFactor(p3); +// return; } else { findPathTowardsOld(walkbox, next_box, walkdata.destbox, p2, p3); if (p2.x == 32000 && p3.x == 32000) { break; } - + if (p2.x != 32000) { if (calcMovementFactor(p2)) { walkdata.point3 = p3; @@ -1597,8 +1652,8 @@ bool Actor::isPlayer() { const SaveLoadEntry *Actor::getSaveLoadEntries() { static const SaveLoadEntry actorEntries[] = { - MKLINE(Actor, x, sleInt16, VER(8)), - MKLINE(Actor, y, sleInt16, VER(8)), + MKLINE(Actor, _pos.x, sleInt16, VER(8)), + MKLINE(Actor, _pos.y, sleInt16, VER(8)), MKLINE(Actor, top, sleInt16, VER(8)), MKLINE(Actor, bottom, sleInt16, VER(8)), MKLINE(Actor, elevation, sleInt16, VER(8)), diff --git a/scumm/actor.h b/scumm/actor.h index 1e020af494..83a2ec2b31 100644 --- a/scumm/actor.h +++ b/scumm/actor.h @@ -82,7 +82,8 @@ public: static void initActorClass(Scumm *scumm); public: - int x, y, top, bottom; + ScummVM::Point _pos; + int top, bottom; int elevation; uint width; byte number; diff --git a/scumm/boxes.cpp b/scumm/boxes.cpp index 17f79f5257..6d0222ccf4 100644 --- a/scumm/boxes.cpp +++ b/scumm/boxes.cpp @@ -802,11 +802,11 @@ bool Actor::findPathTowards(byte box1nr, byte box2nr, byte box3nr, ScummVM::Poin if (flag & 2) SWAP(box2.ul.y, box2.ur.y); } else { - pos = y; + pos = _pos.y; if (box2nr == box3nr) { - int diffX = walkdata.dest.x - x; - int diffY = walkdata.dest.y - y; - int boxDiffX = box1.ul.x - x; + int diffX = walkdata.dest.x - _pos.x; + int diffY = walkdata.dest.y - _pos.y; + int boxDiffX = box1.ul.x - _pos.x; if (diffX != 0) { int t; @@ -816,7 +816,7 @@ bool Actor::findPathTowards(byte box1nr, byte box2nr, byte box3nr, ScummVM::Poin if (t == 0 && (diffY <= 0 || diffX <= 0) && (diffY >= 0 || diffX >= 0)) t = -1; - pos = y + t; + pos = _pos.y + t; } } @@ -859,16 +859,16 @@ bool Actor::findPathTowards(byte box1nr, byte box2nr, byte box3nr, ScummVM::Poin } else { if (box2nr == box3nr) { - int diffX = walkdata.dest.x - x; - int diffY = walkdata.dest.y - y; - int boxDiffY = box1.ul.y - y; + int diffX = walkdata.dest.x - _pos.x; + int diffY = walkdata.dest.y - _pos.y; + int boxDiffY = box1.ul.y - _pos.y; - pos = x; + pos = _pos.x; if (diffY != 0) { pos += diffX * boxDiffY / diffY; } } else { - pos = x; + pos = _pos.x; } q = pos; @@ -1155,21 +1155,21 @@ void Actor::findPathTowardsOld(byte trap1, byte trap2, byte final_trap, ScummVM: // next box (trap2) = final box? if (trap2 == final_trap) { // Is the actor (x,y) between both gates? - if (compareSlope(x, y, walkdata.dest.x, walkdata.dest.y, gateA[0].x, gateA[0].y) != - compareSlope(x, y, walkdata.dest.x, walkdata.dest.y, gateB[0].x, gateB[0].y) && - compareSlope(x, y, walkdata.dest.x, walkdata.dest.y, gateA[1].x, gateA[1].y) != - compareSlope(x, y, walkdata.dest.x, walkdata.dest.y, gateB[1].x, gateB[1].y)) { + if (compareSlope(_pos.x, _pos.y, walkdata.dest.x, walkdata.dest.y, gateA[0].x, gateA[0].y) != + compareSlope(_pos.x, _pos.y, walkdata.dest.x, walkdata.dest.y, gateB[0].x, gateB[0].y) && + compareSlope(_pos.x, _pos.y, walkdata.dest.x, walkdata.dest.y, gateA[1].x, gateA[1].y) != + compareSlope(_pos.x, _pos.y, walkdata.dest.x, walkdata.dest.y, gateB[1].x, gateB[1].y)) { return; } } - pt = closestPtOnLine(gateA[1].x, gateA[1].y, gateB[1].x, gateB[1].y, x, y); + pt = closestPtOnLine(gateA[1].x, gateA[1].y, gateB[1].x, gateB[1].y, _pos.x, _pos.y); p3.x = pt.x; p3.y = pt.y; - if (compareSlope(x, y, p3.x, p3.y, gateA[0].x, gateA[0].y) == - compareSlope(x, y, p3.x, p3.y, gateB[0].x, gateB[0].y)) { - closestPtOnLine(gateA[0].x, gateA[0].y, gateB[0].x, gateB[0].y, x, y); + if (compareSlope(_pos.x, _pos.y, p3.x, p3.y, gateA[0].x, gateA[0].y) == + compareSlope(_pos.x, _pos.y, p3.x, p3.y, gateB[0].x, gateB[0].y)) { + closestPtOnLine(gateA[0].x, gateA[0].y, gateB[0].x, gateB[0].y, _pos.x, _pos.y); p2.x = pt.x; /* if point 2 between gates, ignore! */ p2.y = pt.y; } diff --git a/scumm/camera.cpp b/scumm/camera.cpp index 2af7e092b0..46633343ba 100644 --- a/scumm/camera.cpp +++ b/scumm/camera.cpp @@ -93,14 +93,14 @@ void Scumm::setCameraFollows(Actor *a) { if (!a->isInCurrentRoom()) { startScene(a->getRoom(), 0, 0); camera._mode = CM_FOLLOW_ACTOR; - camera._cur.x = a->x; + camera._cur.x = a->_pos.x; setCameraAt(camera._cur.x, 0); } - t = (a->x >> 3); + t = (a->_pos.x >> 3); if (t - _screenStartStrip < camera._leftTrigger || t - _screenStartStrip > camera._rightTrigger) - setCameraAt(a->x, 0); + setCameraAt(a->_pos.x, 0); for (i = 1; i < _numActors; i++) { if (_actors[i].isInCurrentRoom()) @@ -121,11 +121,11 @@ void Scumm_v7::setCameraFollows(Actor *a) { startScene(a->getRoom(), 0, 0); } - ax = abs(a->x - camera._cur.x); - ay = abs(a->y - camera._cur.y); + ax = abs(a->_pos.x - camera._cur.x); + ay = abs(a->_pos.y - camera._cur.y); if (ax > VAR(VAR_CAMERA_THRESHOLD_X) || ay > VAR(VAR_CAMERA_THRESHOLD_Y) || ax > (_screenWidth / 2) || ay > (_screenHeight / 2)) { - setCameraAt(a->x, a->y); + setCameraAt(a->_pos.x, a->_pos.y); } if (a->number != oldfollow) @@ -175,7 +175,7 @@ void Scumm::moveCamera() { if (camera._mode == CM_FOLLOW_ACTOR) { a = derefActor(camera._follows, "moveCamera"); - actorx = a->x; + actorx = a->_pos.x; t = (actorx >> 3) - _screenStartStrip; if (t < camera._leftTrigger || t > camera._rightTrigger) { @@ -191,7 +191,7 @@ void Scumm::moveCamera() { if (camera._movingToActor) { a = derefActor(camera._follows, "moveCamera(2)"); - camera._dest.x = a->x; + camera._dest.x = a->_pos.x; } if (camera._dest.x < VAR(VAR_CAMERA_MIN_X)) @@ -210,7 +210,7 @@ void Scumm::moveCamera() { } /* a is set a bit above */ - if (camera._movingToActor && (camera._cur.x >> 3) == (a->x >> 3)) { + if (camera._movingToActor && (camera._cur.x >> 3) == (a->_pos.x >> 3)) { camera._movingToActor = false; } @@ -231,13 +231,13 @@ void Scumm_v7::moveCamera() { if (camera._follows) { a = derefActor(camera._follows, "moveCamera"); - if (abs(camera._cur.x - a->x) > VAR(VAR_CAMERA_THRESHOLD_X) || - abs(camera._cur.y - a->y) > VAR(VAR_CAMERA_THRESHOLD_Y)) { + if (abs(camera._cur.x - a->_pos.x) > VAR(VAR_CAMERA_THRESHOLD_X) || + abs(camera._cur.y - a->_pos.y) > VAR(VAR_CAMERA_THRESHOLD_Y)) { camera._movingToActor = true; if (VAR(VAR_CAMERA_THRESHOLD_X) == 0) - camera._cur.x = a->x; + camera._cur.x = a->_pos.x; if (VAR(VAR_CAMERA_THRESHOLD_Y) == 0) - camera._cur.y = a->y; + camera._cur.y = a->_pos.y; clampCameraPos(&camera._cur); } } else { @@ -245,8 +245,8 @@ void Scumm_v7::moveCamera() { } if (camera._movingToActor) { - VAR(VAR_CAMERA_DEST_X) = camera._dest.x = a->x; - VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = a->y; + VAR(VAR_CAMERA_DEST_X) = camera._dest.x = a->_pos.x; + VAR(VAR_CAMERA_DEST_Y) = camera._dest.y = a->_pos.y; } assert(camera._cur.x >= (_screenWidth / 2) && camera._cur.y >= (_screenHeight / 2)); diff --git a/scumm/debugger.cpp b/scumm/debugger.cpp index d225ba13a6..700d285d04 100644 --- a/scumm/debugger.cpp +++ b/scumm/debugger.cpp @@ -620,12 +620,12 @@ bool ScummDebugger::Cmd_Actor(int argc, const char **argv) { a->ignoreBoxes = (value > 0); Debug_Printf("Actor[%d].ignoreBoxes = %d\n", actnum, a->ignoreBoxes); } else if (!strcmp(argv[2], "x")) { - a->putActor(value, a->y, a->room); - Debug_Printf("Actor[%d].x = %d\n", actnum, a->x); + a->putActor(value, a->_pos.y, a->room); + Debug_Printf("Actor[%d].x = %d\n", actnum, a->_pos.x); _s->_fullRedraw = 1; } else if (!strcmp(argv[2], "y")) { - a->putActor(a->x, value, a->room); - Debug_Printf("Actor[%d].y = %d\n", actnum, a->y); + a->putActor(a->_pos.x, value, a->room); + Debug_Printf("Actor[%d].y = %d\n", actnum, a->_pos.y); _s->_fullRedraw = 1; } else if (!strcmp(argv[2], "elevation")) { a->elevation = value; @@ -659,7 +659,7 @@ bool ScummDebugger::Cmd_PrintActor(int argc, const char **argv) { a = &_s->_actors[i]; if (a->visible) Debug_Printf("|%2d|%4d|%4d|%4d|%4d|%3d|%5d|%3d|%3d|%3d|%5d|%5d|%3d|$%02x|\n", - a->number, a->room, a->x, a->y, a->elevation, a->costume, + a->number, a->room, a->_pos.x, a->_pos.y, a->elevation, a->costume, a->width, a->walkbox, a->moving, a->forceClip, a->frame, a->scalex, a->getFacing(), int(_s->_classData[a->number]&0xFF)); } diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp index 294962e5fc..f2df497714 100644 --- a/scumm/gfx.cpp +++ b/scumm/gfx.cpp @@ -662,8 +662,8 @@ void Scumm::drawFlashlight() { y = _mouse.y - virtscr[0].topline; } else { Actor *a = derefActor(VAR(VAR_EGO), "drawFlashlight"); - x = a->x; - y = a->y; + x = a->_pos.x; + y = a->_pos.y; } _flashlight.w = _flashlight.xStrips * 8; _flashlight.h = _flashlight.yStrips * 8; diff --git a/scumm/object.cpp b/scumm/object.cpp index 16b563e6ae..245b883a34 100644 --- a/scumm/object.cpp +++ b/scumm/object.cpp @@ -1221,7 +1221,7 @@ int Scumm::getObjX(int obj) { if (obj < _numActors) { if (obj < 1) return 0; /* fix for indy4's map */ - return derefActor(obj, "getObjX")->x; + return derefActor(obj, "getObjX")->_pos.x; } else { if (whereIsObject(obj) == WIO_NOT_FOUND) return -1; @@ -1235,7 +1235,7 @@ int Scumm::getObjY(int obj) { if (obj < _numActors) { if (obj < 1) return 0; /* fix for indy4's map */ - return derefActor(obj, "getObjY")->y; + return derefActor(obj, "getObjY")->_pos.y; } else { if (whereIsObject(obj) == WIO_NOT_FOUND) return -1; diff --git a/scumm/script_v2.cpp b/scumm/script_v2.cpp index a6eb2fd26e..3034fd1d37 100644 --- a/scumm/script_v2.cpp +++ b/scumm/script_v2.cpp @@ -1291,8 +1291,8 @@ void Scumm_v2::o2_loadRoomWithEgo() { a->putActor(x2, y2, _currentRoom); a->setDirection(dir + 180); - camera._dest.x = camera._cur.x = a->x; - setCameraAt(a->x, a->y); + camera._dest.x = camera._cur.x = a->_pos.x; + setCameraAt(a->_pos.x, a->_pos.y); setCameraFollows(a); _fullRedraw = 1; diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp index fa1075a23a..e8770fb9f8 100644 --- a/scumm/script_v5.cpp +++ b/scumm/script_v5.cpp @@ -512,7 +512,7 @@ void Scumm_v5::o5_actorSet() { a->ignoreBoxes = !(_opcode & 1); a->forceClip = 0; if (a->isInCurrentRoom()) - a->putActor(a->x, a->y, a->room); + a->putActor(a->_pos.x, a->_pos.y, a->room); break; case 22: /* animspeed */ @@ -1327,7 +1327,7 @@ void Scumm_v5::o5_isActorInBox() { int box = getVarOrDirectByte(0x40); Actor *a = derefActor(act, "o5_isActorInBox"); - if (!checkXYInBoxBounds(box, a->x, a->y)) + if (!checkXYInBoxBounds(box, a->_pos.x, a->_pos.y)) o5_jumpRelative(); else ignoreScriptWord(); @@ -1489,9 +1489,9 @@ void Scumm_v5::o5_loadRoomWithEgo() { } // FIXME: Can this be removed? - camera._cur.x = a->x; + camera._cur.x = a->_pos.x; - setCameraAt(a->x, a->y); + setCameraAt(a->_pos.x, a->_pos.y); setCameraFollows(a); _fullRedraw = 1; @@ -2662,9 +2662,9 @@ void Scumm_v5::o5_walkActorToActor() { dist = a->scalex * a->width / 0xFF; dist += (a2->scalex * a2->width / 0xFF) / 2; } - x = a2->x; - y = a2->y; - if (x < a->x) + x = a2->_pos.x; + y = a2->_pos.y; + if (x < a->_pos.x) x += dist; else x -= dist; diff --git a/scumm/script_v6.cpp b/scumm/script_v6.cpp index ebf8d7358d..7d4be06aea 100644 --- a/scumm/script_v6.cpp +++ b/scumm/script_v6.cpp @@ -1023,9 +1023,9 @@ void Scumm_v6::o6_walkActorToObj() { dist = a2->scalex * a2->width / 0xFF; dist += dist / 2; } - x = a2->x; - y = a2->y; - if (x < a->x) + x = a2->_pos.x; + y = a2->_pos.y; + if (x < a->_pos.x) x += dist; else x -= dist; @@ -1161,7 +1161,7 @@ void Scumm_v6::o6_loadRoomWithEgo() { VAR(VAR_WALKTO_OBJ) = 0; if (_version == 6) { - setCameraAt(a->x, a->y); + setCameraAt(a->_pos.x, a->_pos.y); setCameraFollows(a); } @@ -1267,7 +1267,7 @@ void Scumm_v6::o6_getAnimateVariable() { void Scumm_v6::o6_isActorInBox() { int box = pop(); Actor *a = derefActor(pop(), "o6_isActorInBox"); - push(checkXYInBoxBounds(box, a->x, a->y)); + push(checkXYInBoxBounds(box, a->_pos.x, a->_pos.y)); } void Scumm_v6::o6_getActorLayer() { @@ -1715,7 +1715,7 @@ void Scumm_v6::o6_actorOps() { else a->forceClip = 0; if (a->isInCurrentRoom()) - a->putActor(a->x, a->y, a->room); + a->putActor(a->_pos.x, a->_pos.y, a->room); break; case 96: a->ignoreBoxes = 0; @@ -1724,7 +1724,7 @@ void Scumm_v6::o6_actorOps() { else a->forceClip = 0; if (a->isInCurrentRoom()) - a->putActor(a->x, a->y, a->room); + a->putActor(a->_pos.x, a->_pos.y, a->room); break; case 97: a->setAnimSpeed(pop()); diff --git a/scumm/script_v8.cpp b/scumm/script_v8.cpp index 6bfdd11a46..e502faa9df 100644 --- a/scumm/script_v8.cpp +++ b/scumm/script_v8.cpp @@ -1002,13 +1002,13 @@ void Scumm_v8::o8_actorOps() { a->ignoreBoxes = true; a->forceClip = 100; if (a->isInCurrentRoom()) - a->putActor(a->x, a->y, a->room); + a->putActor(a->_pos.x, a->_pos.y, a->room); break; case 0x77: // SO_ACTOR_FOLLOW_BOXES Make actor follow boxes a->ignoreBoxes = false; a->forceClip = 100; if (a->isInCurrentRoom()) - a->putActor(a->x, a->y, a->room); + a->putActor(a->_pos.x, a->_pos.y, a->room); break; case 0x78: // SO_ACTOR_SPECIAL_DRAW a->shadow_mode = pop(); diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp index a28bf4934e..fb5b6c5f1a 100644 --- a/scumm/scummvm.cpp +++ b/scumm/scummvm.cpp @@ -2020,7 +2020,7 @@ void Scumm::startScene(int room, Actor *a, int objectNr) { } if (camera._follows) { a = derefActor(camera._follows, "startScene: follows"); - setCameraAt(a->x, a->y); + setCameraAt(a->_pos.x, a->_pos.y); } } diff --git a/scumm/string.cpp b/scumm/string.cpp index 74a57f7198..903c9dd4e2 100644 --- a/scumm/string.cpp +++ b/scumm/string.cpp @@ -108,24 +108,24 @@ void Scumm::CHARSET_1() { if (a && _string[0].overhead != 0) { if (_version <= 5) { - _string[0].xpos = a->x - camera._cur.x + (_screenWidth / 2); + _string[0].xpos = a->_pos.x - camera._cur.x + (_screenWidth / 2); if (VAR(VAR_V5_TALK_STRING_Y) < 0) { s = (a->scaley * (int)VAR(VAR_V5_TALK_STRING_Y)) / 0xFF; - _string[0].ypos = (int)(((VAR(VAR_V5_TALK_STRING_Y) - s) >> 1) + s - a->elevation + a->y); + _string[0].ypos = (int)(((VAR(VAR_V5_TALK_STRING_Y) - s) >> 1) + s - a->elevation + a->_pos.y); } else { _string[0].ypos = (int)VAR(VAR_V5_TALK_STRING_Y); } } else { s = a->scaley * a->talkPosY / 0xFF; - _string[0].ypos = ((a->talkPosY - s) >> 1) + s - a->elevation + a->y; + _string[0].ypos = ((a->talkPosY - s) >> 1) + s - a->elevation + a->_pos.y; if (_string[0].ypos < _screenTop) _string[0].ypos = _screenTop; s = a->scalex * a->talkPosX / 0xFF; - _string[0].xpos = ((a->talkPosX - s) >> 1) + s + a->x - camera._cur.x + (_screenWidth / 2); + _string[0].xpos = ((a->talkPosX - s) >> 1) + s + a->_pos.x - camera._cur.x + (_screenWidth / 2); } if (_string[0].ypos < 1) |