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-rw-r--r--actor.cpp82
-rw-r--r--actor.h12
-rw-r--r--script_v1.cpp10
-rw-r--r--script_v2.cpp10
-rw-r--r--scumm.h1
-rw-r--r--scummvm.cpp6
6 files changed, 65 insertions, 56 deletions
diff --git a/actor.cpp b/actor.cpp
index ae59b754c3..bc85cef7c0 100644
--- a/actor.cpp
+++ b/actor.cpp
@@ -271,7 +271,7 @@ int Actor::updateActorDirection()
return dir;
}
-void Actor::setActorBox(int box)
+void Actor::setBox(int box)
{
walkbox = box;
mask = _vm->getMaskFromBox(box);
@@ -302,7 +302,7 @@ int Actor::actorWalkStep()
actorY = y;
if (walkbox != walkdata.curbox && _vm->checkXYInBoxBounds(walkdata.curbox, actorX, actorY)) {
- setActorBox(walkdata.curbox);
+ setBox(walkdata.curbox);
}
distX = abs(walkdata.newx - walkdata.x);
@@ -478,7 +478,7 @@ void Actor::animateActor(int anim)
break;
case 3:
moving &= ~MF_TURN;
- setActorDirection(dir);
+ setDirection(dir);
break;
case 4:
turnToDirection(dir);
@@ -488,7 +488,7 @@ void Actor::animateActor(int anim)
}
}
-void Actor::setActorDirection(int direction)
+void Actor::setDirection(int direction)
{
uint aMask;
int i;
@@ -517,35 +517,35 @@ void Actor::setActorDirection(int direction)
needBgReset = true;
}
-void Scumm::putActor(Actor *a, int dstX, int dstY, byte room)
+void Actor::putActor(int dstX, int dstY, byte newRoom)
{
- if (a->visible && _currentRoom != room && _vars[VAR_TALK_ACTOR] == a->number) {
- clearMsgQueue();
+ if (visible && _vm->_currentRoom != newRoom && _vm->_vars[_vm->VAR_TALK_ACTOR] == number) {
+ _vm->clearMsgQueue();
}
- a->x = dstX;
- a->y = dstY;
- a->room = room;
- a->needRedraw = true;
- a->needBgReset = true;
+ x = dstX;
+ y = dstY;
+ room = newRoom;
+ needRedraw = true;
+ needBgReset = true;
- if (_vars[VAR_EGO] == a->number) {
- _egoPositioned = true;
+ if (_vm->_vars[_vm->VAR_EGO] == number) {
+ _vm->_egoPositioned = true;
}
- if (a->visible) {
- if (a->isInCurrentRoom()) {
- if (a->moving) {
- a->startAnimActor(a->standFrame);
- a->moving = 0;
+ if (visible) {
+ if (isInCurrentRoom()) {
+ if (moving) {
+ startAnimActor(standFrame);
+ moving = 0;
}
- a->adjustActorPos();
+ adjustActorPos();
} else {
- a->hideActor();
+ hideActor();
}
} else {
- if (a->isInCurrentRoom())
- a->showActor();
+ if (isInCurrentRoom())
+ showActor();
}
}
@@ -606,13 +606,15 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom)
if (i == -1)
continue;
- // FIXME - we check here if the box suggested by getPathToDestBox
- // is locked or not. This prevents us from walking thru
- // closed doors in some cases in Zak256. However a better fix
- // would be to recompute the box matrix whenever flags change.
- flags = _vm->getBoxFlags(i);
- if (flags & 0x80 && (!(flags & 0x20) || isInClass(0x1F)))
- continue;
+ if (_vm->_features & GF_OLD256) {
+ // FIXME - we check here if the box suggested by getPathToDestBox
+ // is locked or not. This prevents us from walking thru
+ // closed doors in some cases in Zak256. However a better fix
+ // would be to recompute the box matrix whenever flags change.
+ flags = _vm->getBoxFlags(i);
+ if (flags & 0x80 && (!(flags & 0x20) || isInClass(0x1F)))
+ continue;
+ }
}
if (!_vm->inBoxQuickReject(j, dstX, dstY, threshold))
@@ -663,7 +665,7 @@ void Actor::adjustActorPos()
y = abr.y;
walkdata.destbox = (byte)abr.dist;
- setActorBox(abr.dist);
+ setBox(abr.dist);
walkdata.destx = -1;
@@ -1077,7 +1079,7 @@ void Actor::startWalkActor(int destX, int destY, int dir)
x = abr.x;
y = abr.y;
if (dir != -1)
- setActorDirection(dir);
+ setDirection(dir);
return;
}
@@ -1130,11 +1132,11 @@ void Actor::startWalkAnim(int cmd, int angle)
} else*/ {
switch (cmd) {
case 1: /* start walk */
- setActorDirection(angle);
+ setDirection(angle);
startAnimActor(walkFrame);
break;
case 2: /* change dir only */
- setActorDirection(angle);
+ setDirection(angle);
break;
case 3: /* stop walk */
turnToDirection(angle);
@@ -1157,7 +1159,7 @@ void Actor::walkActor()
if (moving & MF_LAST_LEG) {
moving = 0;
- setActorBox(walkdata.destbox);
+ setBox(walkdata.destbox);
startWalkAnim(3, walkdata.destdir);
return;
}
@@ -1165,20 +1167,20 @@ void Actor::walkActor()
if (moving & MF_TURN) {
j = updateActorDirection();
if (facing != j)
- setActorDirection(j);
+ setDirection(j);
else
moving = 0;
return;
}
- setActorBox(walkdata.curbox);
+ setBox(walkdata.curbox);
moving &= MF_IN_LEG;
}
do {
moving &= ~MF_NEW_LEG;
if ((!walkbox && (!(_vm->_features & GF_SMALL_HEADER)))) {
- setActorBox(walkdata.destbox);
+ setBox(walkdata.destbox);
walkdata.curbox = walkdata.destbox;
break;
}
@@ -1197,7 +1199,7 @@ void Actor::walkActor()
if (calcMovementFactor(_vm->_foundPathX, _vm->_foundPathY))
return;
- setActorBox(walkdata.curbox);
+ setBox(walkdata.curbox);
} while (1);
moving |= MF_LAST_LEG;
@@ -1277,7 +1279,7 @@ void Actor::walkActorOld()
if (moving & MF_TURN) {
new_dir = updateActorDirection();
if (facing != new_dir) {
- setActorDirection(new_dir);
+ setDirection(new_dir);
return;
}
moving = 0;
diff --git a/actor.h b/actor.h
index 3d0dee020c..a954d2df5d 100644
--- a/actor.h
+++ b/actor.h
@@ -119,22 +119,30 @@ public:
void showActor();
void initActor(int mode);
+ void putActor(int x, int y, byte room);
void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
+protected:
int calcMovementFactor(int newx, int newy);
int actorWalkStep();
int remapDirection(int dir);
void setupActorScale();
+public:
void stopActorMoving();
void startWalkAnim(int cmd, int angle);
void startAnimActor(int frame);
- void setActorBox(int box);
+protected:
+ void setBox(int box);
int updateActorDirection();
- void setActorDirection(int direction);
+
+public:
+ void setDirection(int direction);
int getActorXYPos(int &x, int &y);
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY, int pathfrom);
+protected:
void adjustActorPos();
+public:
void turnToDirection(int newdir);
void walkActor();
void drawActorCostume();
diff --git a/script_v1.cpp b/script_v1.cpp
index 03a21e591c..e9bea054e6 100644
--- a/script_v1.cpp
+++ b/script_v1.cpp
@@ -813,7 +813,7 @@ void Scumm::o5_actorSet()
a->forceClip = 0;
FixRoom:
if (a->isInCurrentRoom())
- putActor(a, a->x, a->y, a->room);
+ a->putActor(a->x, a->y, a->room);
break;
case 21: /* followboxes */
a->ignoreBoxes = 0;
@@ -1575,7 +1575,7 @@ void Scumm::o5_loadRoomWithEgo()
a = derefActorSafe(_vars[VAR_EGO], "o5_loadRoomWithEgo");
/* Warning: used previously _xPos, _yPos from a previous update of those */
- putActor(a, a->x, a->y, room);
+ a->putActor(a->x, a->y, room);
x = (int16)fetchScriptWord();
y = (int16)fetchScriptWord();
@@ -1726,7 +1726,7 @@ void Scumm::o5_putActor()
x = getVarOrDirectWord(0x40);
y = getVarOrDirectWord(0x20);
- putActor(a, x, y, a->room);
+ a->putActor(x, y, a->room);
}
@@ -1743,7 +1743,7 @@ void Scumm::o5_putActorAtObject()
x = 240;
y = 120;
}
- putActor(a, x, y, a->room);
+ a->putActor(x, y, a->room);
}
void Scumm::o5_putActorInRoom()
@@ -1758,7 +1758,7 @@ void Scumm::o5_putActorInRoom()
}
a->room = room;
if (!room)
- putActor(a, 0, 0, 0);
+ a->putActor(0, 0, 0);
}
void Scumm::o5_quitPauseRestart()
diff --git a/script_v2.cpp b/script_v2.cpp
index 784535092c..0d3d66b8e6 100644
--- a/script_v2.cpp
+++ b/script_v2.cpp
@@ -1393,7 +1393,7 @@ void Scumm::o6_putActorInRoom()
if (room != 0)
a->room = room;
}
- putActor(a, x, y, room);
+ a->putActor(x, y, room);
}
@@ -1413,7 +1413,7 @@ void Scumm::o6_putActorAtObject()
}
if (room == 0xFF)
room = a->room;
- putActor(a, x, y, room);
+ a->putActor(x, y, room);
}
void Scumm::o6_faceActor()
@@ -1489,7 +1489,7 @@ void Scumm::o6_loadRoomWithEgo()
a = derefActorSafe(_vars[VAR_EGO], "o_loadRoomWithEgo");
- putActor(a, 0, 0, room);
+ a->putActor(0, 0, room);
_egoPositioned = false;
_vars[VAR_WALKTO_OBJ] = obj;
@@ -1997,7 +1997,7 @@ void Scumm::o6_actorSet()
a->forceClip = 0;
FixRooms:;
if (a->isInCurrentRoom())
- putActor(a, a->x, a->y, a->room);
+ a->putActor(a->x, a->y, a->room);
break;
case 96:
a->ignoreBoxes = 0;
@@ -2045,7 +2045,7 @@ void Scumm::o6_actorSet()
break;
case 230: /* set direction */
a->moving &= ~MF_TURN;
- a->setActorDirection(pop());
+ a->setDirection(pop());
break;
case 231: /* turn to direction */
a->turnToDirection(pop());
diff --git a/scumm.h b/scumm.h
index 93ab2f61c0..29be4fa217 100644
--- a/scumm.h
+++ b/scumm.h
@@ -779,7 +779,6 @@ public:
Actor *derefActor(int id);
Actor *derefActorSafe(int id, const char *errmsg);
Actor *getFirstActor() { return _actors; }
- void putActor(Actor *a, int x, int y, byte room);
void showActors();
uint32 *_classData;
diff --git a/scummvm.cpp b/scummvm.cpp
index d9b9a8cae9..4c8f9aa963 100644
--- a/scummvm.cpp
+++ b/scummvm.cpp
@@ -491,8 +491,8 @@ void Scumm::startScene(int room, Actor * a, int objectNr)
_currentRoom);
int x, y, dir;
getObjectXYPos(objectNr, x, y, dir);
- putActor(a, x, y, _currentRoom);
- a->setActorDirection(dir + 180);
+ a->putActor(x, y, _currentRoom);
+ a->setDirection(dir + 180);
a->moving = 0;
}
@@ -505,7 +505,7 @@ void Scumm::startScene(int room, Actor * a, int objectNr)
if (a && !_egoPositioned) {
int x, y;
getObjectXYPos(objectNr, x, y);
- putActor(a, x, y, _currentRoom);
+ a->putActor(x, y, _currentRoom);
a->moving = 0;
}
} else {