diff options
-rw-r--r-- | engines/saga/actor.h | 1 | ||||
-rw-r--r-- | engines/saga/saveload.cpp | 29 | ||||
-rw-r--r-- | engines/saga/scene.h | 3 | ||||
-rw-r--r-- | engines/saga/sfuncs.cpp | 4 |
4 files changed, 2 insertions, 35 deletions
diff --git a/engines/saga/actor.h b/engines/saga/actor.h index b8a5436d76..8dc27c74be 100644 --- a/engines/saga/actor.h +++ b/engines/saga/actor.h @@ -468,7 +468,6 @@ public: int actorIdToIndex(uint16 id) { return (id == ID_PROTAG) ? 0 : objectIdToIndex(id); } uint16 actorIndexToId(int index) { return (index == 0) ? ID_PROTAG : objectIndexToId(kGameObjectActor, index); } ActorData *getActor(uint16 actorId); - ActorData *getFirstActor() { return &_actors.front(); } // clarification: Obj - means game object, such Hat, Spoon etc, Object - means Actor,Obj,HitZone,StepZone diff --git a/engines/saga/saveload.cpp b/engines/saga/saveload.cpp index 90ba62070b..e659e09ce8 100644 --- a/engines/saga/saveload.cpp +++ b/engines/saga/saveload.cpp @@ -215,8 +215,7 @@ void SagaEngine::save(const char *fileName, const char *saveName) { #ifdef ENABLE_IHNM if (getGameId() == GID_IHNM) { out->writeSint32LE(_scene->currentChapterNumber()); - // Protagonist - out->writeSint32LE(_scene->currentProtag()); + out->writeSint32LE(0); // obsolete, was used for the protagonist out->writeSint32LE(_scene->getCurrentMusicTrack()); out->writeSint32LE(_scene->getCurrentMusicRepeat()); } @@ -316,7 +315,7 @@ void SagaEngine::load(const char *fileName) { if (getGameId() == GID_IHNM) { int currentChapter = _scene->currentChapterNumber(); _scene->setChapterNumber(in->readSint32LE()); - _scene->setProtag(in->readSint32LE()); + in->skip(4); // obsolete, was used for setting the protagonist if (_scene->currentChapterNumber() != currentChapter) _scene->changeScene(-2, 0, kTransitionFade, _scene->currentChapterNumber()); _scene->setCurrentMusicTrack(in->readSint32LE()); @@ -366,30 +365,6 @@ void SagaEngine::load(const char *fileName) { int volume = _music->getVolume(); _music->setVolume(0); -#ifdef ENABLE_IHNM - // Protagonist swapping - if (getGameId() == GID_IHNM) { - if (_scene->currentProtag() != 0 && _scene->currentChapterNumber() != 6) { - ActorData *actor1 = _actor->getFirstActor(); - ActorData *actor2; - // The original gets actor2 from the current protagonist ID, but this is sometimes wrong - // If the current protagonist ID is not correct, use the stored protagonist - if (!_actor->validActorId(_scene->currentProtag())) { - actor2 = _actor->_protagonist; - } else { - actor2 = _actor->getActor(_scene->currentProtag()); - } - - SWAP(actor1->_location, actor2->_location); - - actor2->_flags &= ~kProtagonist; - actor1->_flags |= kProtagonist; - _actor->_protagonist = _actor->_centerActor = actor1; - _scene->setProtag(actor1->_id); - } - } -#endif - _scene->clearSceneQueue(); _scene->changeScene(sceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade); diff --git a/engines/saga/scene.h b/engines/saga/scene.h index 6a9571d282..410713c5d5 100644 --- a/engines/saga/scene.h +++ b/engines/saga/scene.h @@ -286,8 +286,6 @@ class Scene { #endif return _sceneLUT[sceneNumber]; } - int currentProtag() const { return _currentProtag; } - void setProtag(int pr) { _currentProtag = pr; } int currentSceneNumber() const { return _sceneNumber; } int currentChapterNumber() const { return _chapterNumber; } void setChapterNumber(int ch) { _chapterNumber = ch; } @@ -341,7 +339,6 @@ class Scene { Common::Array<uint16> _sceneLUT; SceneQueueList _sceneQueue; bool _sceneLoaded; - int _currentProtag; int _sceneNumber; int _chapterNumber; int _outsetSceneNumber; diff --git a/engines/saga/sfuncs.cpp b/engines/saga/sfuncs.cpp index cb963e23ac..2175d8f40a 100644 --- a/engines/saga/sfuncs.cpp +++ b/engines/saga/sfuncs.cpp @@ -748,14 +748,10 @@ void Script::sfSwapActors(SCRIPTFUNC_PARAMS) { actor1->_flags &= ~kProtagonist; actor2->_flags |= kProtagonist; _vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2; - if (_vm->getGameId() == GID_IHNM) - _vm->_scene->setProtag(actorId2); } else if (actor2->_flags & kProtagonist) { actor2->_flags &= ~kProtagonist; actor1->_flags |= kProtagonist; _vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1; - if (_vm->getGameId() == GID_IHNM) - _vm->_scene->setProtag(actorId1); } } |