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-rw-r--r--engines/scumm/actor.cpp504
-rw-r--r--engines/scumm/actor.h7
-rw-r--r--engines/scumm/saveload.h2
-rw-r--r--engines/scumm/script.cpp6
4 files changed, 296 insertions, 223 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index 636f718582..90ee5bf368 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -51,6 +51,12 @@ static const byte v0ActorTalkArray[0x19] = {
0xC0, 0xC0, 0x00, 0x06, 0x06
};
+static const byte v0WalkboxSlantedModifier[0x16] = {
+ 0x00,0x01,0x02,0x03,0x03,0x04,0x05,0x06,
+ 0x06,0x07,0x08,0x09,0x09,0x0A,0x0B,
+ 0x0C,0x0C,0x0D,0x0E,0x0F,0x10,0x10
+};
+
Actor::Actor(ScummEngine *scumm, int id) :
_vm(scumm), _number(id) {
assert(_vm != 0);
@@ -183,6 +189,20 @@ void Actor_v0::initActor(int mode) {
_costCommand = 0xFF;
_miscflags = 0;
_speaking = 0;
+
+ _walkCountModulo = 0;
+ _newWalkBoxEntered = false;
+ _walkDirX = 0;
+ _walkDirY = 0;
+ _walkYCountGreaterThanXCount = 0;
+ _walkXCount = 0;
+ _walkXCountInc = 0;
+ _walkYCount = 0;
+ _walkYCountInc = 0;
+ _walkMaxXYCountInc = 0;
+
+ _tmp_WalkBox = 0;
+ _tmp_NewWalkBoxEntered = 0;
_animFrameRepeat = 0;
for (int i = 0; i < 8; ++i) {
@@ -250,11 +270,11 @@ void Actor::stopActorMoving() {
if (_walkScript)
_vm->stopScript(_walkScript);
- _moving = 0;
-
if (_vm->_game.version == 0) {
_moving = 2;
setDirection(_facing);
+ } else {
+ _moving = 0;
}
}
@@ -343,9 +363,6 @@ int Actor::actorWalkStep() {
int distX, distY;
int nextFacing;
- if (_vm->_game.version == 0)
- ((Actor_v0 *)this)->_animFrameRepeat = -1;
-
_needRedraw = true;
nextFacing = updateActorDirection(true);
@@ -354,10 +371,6 @@ int Actor::actorWalkStep() {
startWalkAnim(1, nextFacing);
}
_moving |= MF_IN_LEG;
-
- // V0: Don't move during the turn
- if (_vm->_game.version == 0)
- return 0;
}
if (_walkbox != _walkdata.curbox && _vm->checkXYInBoxBounds(_walkdata.curbox, _pos.x, _pos.y)) {
@@ -393,12 +406,113 @@ int Actor::actorWalkStep() {
return 0;
}
- if (_vm->_game.version == 0)
- ((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
-
return 1;
}
+bool Actor_v0::calcWalkDistances() {
+ _walkDirX = 0;
+ _walkDirY = 0;
+ _walkYCountGreaterThanXCount = 0;
+ uint16 A = 0;
+
+ if (_CurrentWalkTo.x >= _tmp_Dest.x ) {
+ A = _CurrentWalkTo.x - _tmp_Dest.x;
+ _walkDirX = 1;
+ } else {
+ A = _tmp_Dest.x - _CurrentWalkTo.x;
+ }
+
+ _walkXCountInc = A;
+
+ if (_CurrentWalkTo.y >= _tmp_Dest.y ) {
+ A = _CurrentWalkTo.y - _tmp_Dest.y;
+ _walkDirY = 1;
+ } else {
+ A = _tmp_Dest.y - _CurrentWalkTo.y;
+ }
+
+ _walkYCountInc = A;
+ if ( !_walkXCountInc && !_walkYCountInc )
+ return true;
+
+ if( _walkXCountInc <= _walkYCountInc )
+ _walkYCountGreaterThanXCount = 1;
+
+ // 2FCC
+ A = _walkXCountInc;
+ if( A <= _walkYCountInc )
+ A = _walkYCountInc;
+
+ _walkMaxXYCountInc = A;
+ _walkXCount = _walkXCountInc;
+ _walkYCount = _walkYCountInc;
+ _walkCountModulo = _walkMaxXYCountInc;
+
+ return false;
+}
+
+byte Actor_v0::actorWalkX() {
+ byte A = _walkXCount;
+ A += _walkXCountInc;
+ if (A >= _walkCountModulo) {
+ if (!_walkDirX ) {
+ _tmp_Dest.x--;
+ } else {
+ _tmp_Dest.x++;
+ }
+
+ A -= _walkCountModulo;
+ }
+ // 2EAC
+ _walkXCount = A;
+ setTmpFromActor();
+ if (updateWalkbox() == kInvalidBox) {
+ // 2EB9
+ setActorFromTmp();
+
+ return 3;
+ }
+ // 2EBF
+ if (_tmp_Dest.x == _CurrentWalkTo.x)
+ return 1;
+
+ return 0;
+}
+
+byte Actor_v0::actorWalkY() {
+ byte A = _walkYCount;
+ A += _walkYCountInc;
+ if (A >= _walkCountModulo) {
+ if (!_walkDirY ) {
+ _tmp_Dest.y--;
+ } else {
+ _tmp_Dest.y++;
+ }
+
+ A -= _walkCountModulo;
+ }
+ // 2EEB
+ _walkYCount = A;
+ setTmpFromActor();
+ if (updateWalkbox() == kInvalidBox) {
+ // 2EF8
+ setActorFromTmp();
+ return 4;
+ }
+ // 2EFE
+ if (_walkYCountInc != 0) {
+ if (_walkYCountInc == 0xFF) {
+ setActorFromTmp();
+ return 4;
+ }
+ }
+ // 2F0D
+ if (_CurrentWalkTo.y == _tmp_Dest.y)
+ return 1;
+
+ return 0;
+}
+
void Actor::startWalkActor(int destX, int destY, int dir) {
AdjustBoxResult abr;
@@ -451,14 +565,14 @@ void Actor::startWalkActor(int destX, int destY, int dir) {
_walkdata.dest.y = abr.y;
_walkdata.destbox = abr.box;
_walkdata.destdir = dir;
- if(_vm->_game.version != 0 ) {
- _moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
- } else {
- ((Actor_v0*)this)->_newWalkBoxEntered = 1;
- }
_walkdata.point3.x = 32000;
-
_walkdata.curbox = _walkbox;
+
+ if(_vm->_game.version == 0 ) {
+ ((Actor_v0*)this)->_newWalkBoxEntered = true;
+ } else {
+ _moving = (_moving & MF_IN_LEG) | MF_NEW_LEG;
+ }
}
void Actor::startWalkAnim(int cmd, int angle) {
@@ -575,183 +689,14 @@ void Actor::walkActor() {
calcMovementFactor(_walkdata.dest);
}
-bool Actor_v0::calcWalkDistances() {
- _walkDirX = 0;
- _walkDirY = 0;
- _walkYCountGreaterThanXCount = 0;
- uint16 A = 0;
-
- if (_CurrentWalkTo.x >= _tmp_Dest.x ) {
- A = _CurrentWalkTo.x - _tmp_Dest.x;
- _walkDirX = 1;
- } else {
- A = _tmp_Dest.x - _CurrentWalkTo.x;
- }
-
- _walkXCountInc = A;
-
- if (_CurrentWalkTo.y >= _tmp_Dest.y ) {
- A = _CurrentWalkTo.y - _tmp_Dest.y;
- _walkDirY = 1;
- } else {
- A = _tmp_Dest.y - _CurrentWalkTo.y;
- }
-
- _walkYCountInc = A;
- if ( !_walkXCountInc && !_walkYCountInc )
- return true;
-
- if( _walkXCountInc <= _walkYCountInc )
- _walkYCountGreaterThanXCount = 1;
-
- // 2FCC
- A = _walkXCountInc;
- if( A <= _walkYCountInc )
- A = _walkYCountInc;
-
- _walkMaxXYCountInc = A;
- _walkXCount = _walkXCountInc;
- _walkYCount = _walkYCountInc;
- _walkCountModulo = _walkMaxXYCountInc;
-
- return false;
-}
-
-byte Actor_v0::updateWalkbox() {
- if( _vm->checkXYInBoxBounds( _walkbox, _pos.x, _pos.y ) )
- return 0;
-
- int numBoxes = _vm->getNumBoxes() - 1;
- for (int i = 0; i <= numBoxes; i++) {
- if (_vm->checkXYInBoxBounds( i, _pos.x, _pos.y ) == true ) {
- if (_walkdata.curbox == i ) {
- setBox(i);
-
- _newWalkBoxEntered = 1;
- return i;
- }
- }
- }
-
- return 0xFF;
-}
-
-void Actor_v0::setTmpFromActor() {
- _tmp_Pos = _pos;
- _pos = _tmp_Dest;
- _tmp_WalkBox = _walkbox;
- _tmp_NewWalkBoxEntered = _newWalkBoxEntered;
-}
-
-void Actor_v0::setActorFromTmp() {
- _pos = _tmp_Pos;
- _tmp_Dest = _tmp_Pos;
- _walkbox = _tmp_WalkBox;
- _newWalkBoxEntered = _tmp_NewWalkBoxEntered;
-}
-
-byte Actor_v0::actorWalkX() {
- byte A = _walkXCount;
- A += _walkXCountInc;
- if (A >= _walkCountModulo) {
- if (!_walkDirX ) {
- _tmp_Dest.x--;
- } else {
- _tmp_Dest.x++;
- }
-
- A -= _walkCountModulo;
- }
- // 2EAC
- _walkXCount = A;
- setTmpFromActor();
- if (updateWalkbox() == 0xFF) {
- // 2EB9
- setActorFromTmp();
-
- return 3;
- }
- // 2EBF
- if (_tmp_Dest.x == _CurrentWalkTo.x)
- return 1;
-
- return 0;
-}
-
-byte Actor_v0::actorWalkY() {
- byte A = _walkYCount;
- A += _walkYCountInc;
- if (A >= _walkCountModulo) {
- if (!_walkDirY ) {
- _tmp_Dest.y--;
- } else {
- _tmp_Dest.y++;
- }
-
- A -= _walkCountModulo;
- }
- // 2EEB
- _walkYCount = A;
- setTmpFromActor();
- if (updateWalkbox() == 0xFF) {
- // 2EF8
- setActorFromTmp();
- return 4;
- }
- // 2EFE
- if (_walkYCountInc != 0) {
- if (_walkYCountInc == 0xFF) {
- setActorFromTmp();
- return 4;
- }
- }
- // 2F0D
- if (_CurrentWalkTo.y == _tmp_Dest.y)
- return 1;
-
- return 0;
-}
-
-void Actor_v0::directionUpdate() {
-
- int nextFacing = updateActorDirection(true);
- if (_facing != nextFacing) {
- // 2A89
- setDirection(nextFacing);
-
- // Still need to turn?
- if (_facing != _targetFacing ) {
- _moving |= 0x80;
- return;
- }
- }
-
- _moving &= ~0x80;
-}
-
-void Actor_v0::actorSetWalkTo() {
-
- if (_newWalkBoxEntered == 0)
- return;
-
- _newWalkBoxEntered = 0;
-
- int nextBox = ((ScummEngine_v0*)_vm)->walkboxFindTarget( this, _walkdata.destbox, _walkdata.dest );
- if (nextBox != 0xFF) {
- _walkdata.curbox = nextBox;
- }
-}
-
void Actor_v0::walkActor() {
actorSetWalkTo();
_needRedraw = true;
if (_NewWalkTo != _CurrentWalkTo) {
-
- // 2A27
_CurrentWalkTo = _NewWalkTo;
-loc_2A33:;
+L2A33:;
_moving &= 0xF0;
_tmp_Dest = _pos;
@@ -784,13 +729,11 @@ loc_2A33:;
// 2A0A
if ((_moving & 0x7F) != 1) {
- if (_NewWalkTo == _pos) {
+ if (_NewWalkTo == _pos)
return;
- }
}
}
-
// 2A9A
if (_moving == 2)
return;
@@ -805,14 +748,11 @@ loc_2A33:;
if (_moving & 0x80)
return;
- // 2AC2
animateActor(newDirToOldDir(_facing));
}
- // 2ACE
if ((_moving & 0x0F) == 3 ) {
-loc_2C36:;
- // 2C36
+L2C36:;
setTmpFromActor();
if (!_walkDirX) {
@@ -822,13 +762,12 @@ loc_2C36:;
}
// 2C51
- if (updateWalkbox() != 0xFF) {
- //2C66
+ if (updateWalkbox() != kInvalidBox) {
+
setActorFromTmp();
- goto loc_2A33;
+ goto L2A33;
}
- // 2C6C
setActorFromTmp();
if (_CurrentWalkTo.y == _tmp_Dest.y) {
@@ -841,8 +780,9 @@ loc_2C36:;
} else {
_tmp_Dest.y++;
}
+
setTmpFromActor();
- //2C8B
+
byte A = updateWalkbox();
if (A == 0xFF) {
setActorFromTmp();
@@ -861,8 +801,7 @@ loc_2C36:;
// 2ADA
if ((_moving & 0x0F) == 4) {
- // 2CA3
-loc_2CA3:;
+L2CA3:;
setTmpFromActor();
if (!_walkDirY) {
@@ -870,14 +809,14 @@ loc_2CA3:;
} else {
_pos.y++;
}
- if (updateWalkbox() == 0xFF) {
+ if (updateWalkbox() == kInvalidBox) {
// 2CC7
setActorFromTmp();
if( _CurrentWalkTo.x == _tmp_Dest.x) {
stopActorMoving();
return;
}
- // 2CD5
+
if (!_walkDirX) {
_tmp_Dest.x--;
} else {
@@ -885,7 +824,7 @@ loc_2CA3:;
}
setTmpFromActor();
- if (updateWalkbox() == 0xFF) {
+ if (updateWalkbox() == kInvalidBox) {
setActorFromTmp();
stopActorMoving();
}
@@ -893,22 +832,20 @@ loc_2CA3:;
return;
} else {
setActorFromTmp();
- goto loc_2A33;
+ goto L2A33;
}
}
if ((_moving & 0x0F) == 0) {
- // 2AE8
+ // 2AE8
byte A = actorWalkX();
if (A == 1) {
A = actorWalkY();
- if (A == 1) {
- // 2AF6
+ if (A == 1) {
_moving &= 0xF0;
_moving |= A;
} else {
- // 2B04
if (A == 4)
stopActorMoving();
}
@@ -929,7 +866,7 @@ loc_2CA3:;
directionUpdate();
animateActor(newDirToOldDir(_facing));
- goto loc_2C36;
+ goto L2C36;
} else {
// 2B39
@@ -937,7 +874,6 @@ loc_2CA3:;
if (A != 4)
return;
- // 2B46
_moving &= 0xF0;
_moving |= A;
@@ -949,7 +885,7 @@ loc_2CA3:;
directionUpdate();
animateActor(newDirToOldDir(_facing));
- goto loc_2CA3;
+ goto L2CA3;
}
}
}
@@ -1394,7 +1330,7 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
if (_vm->_game.version == 0) {
_walkdata.dest = _pos;
- ((Actor_v0*)this)->_newWalkBoxEntered = 1;
+ ((Actor_v0*)this)->_newWalkBoxEntered = true;
((Actor_v0*)this)->_CurrentWalkTo = _pos;
setDirection(oldDirToNewDir(2));
@@ -1512,6 +1448,59 @@ static int checkXYInBoxBounds(int boxnum, int x, int y, int &destX, int &destY)
return dist;
}
+AdjustBoxResult Actor_v0::adjustPosInBorderWalkbox(AdjustBoxResult box) {
+ AdjustBoxResult Result = box;
+ BoxCoords BoxCoord = _vm->getBoxCoordinates(box.box);
+
+ byte boxMask = _vm->getMaskFromBox(box.box);
+ if (!(boxMask & 0x80))
+ return Result;
+
+ char A;
+ boxMask &= 0x7C;
+ if (boxMask == 0x0C)
+ A = 2;
+ else {
+ if (boxMask != 0x08)
+ return Result;
+
+ A = 1;
+ }
+
+ // 1BC6
+ byte Modifier = box.y - BoxCoord.ul.y;
+ assert(Modifier < 0x16);
+
+ if (A == 1) {
+ // 1BCF
+ A = BoxCoord.ur.x - v0WalkboxSlantedModifier[ Modifier ];
+ if (A < box.x)
+ return box;
+
+ if (A < 0xA0 || A == 0xA0)
+ A = 0;
+
+ Result.x = A;
+ } else {
+ // 1BED
+ A = BoxCoord.ul.x + v0WalkboxSlantedModifier[ Modifier ];
+
+ if (A < box.x || A == box.x)
+ Result.x = A;
+ }
+
+ return Result;
+}
+
+AdjustBoxResult Actor_v0::adjustXYToBeInBox(int dstX, int dstY) {
+ AdjustBoxResult Result = Actor_v2::adjustXYToBeInBox(dstX, dstY);
+
+ if( Result.box == kInvalidBox )
+ return Result;
+
+ return adjustPosInBorderWalkbox(Result);
+}
+
AdjustBoxResult Actor_v2::adjustXYToBeInBox(const int dstX, const int dstY) {
AdjustBoxResult abr;
@@ -1722,7 +1711,7 @@ void Actor::showActor() {
Actor_v0 *a = ((Actor_v0 *)this);
a->_costCommand = a->_costCommandNew = 0xFF;
-
+ _walkdata.dest = a->_CurrentWalkTo;
for (int i = 0; i < 8; ++i) {
a->_limbFrameRepeat[i] = 0;
@@ -1955,7 +1944,7 @@ void ScummEngine::processActors() {
continue;
// Sound
- if (a0->_moving && _currentRoom != 1 && _currentRoom != 44) {
+ if (a0->_moving != 2 && _currentRoom != 1 && _currentRoom != 44) {
if (a0->_cost.soundPos == 0)
a0->_cost.soundCounter++;
@@ -1973,8 +1962,9 @@ void ScummEngine::processActors() {
// comment further up in this method for some details.
if (a->_costume) {
- // Unfortunately in V0, the 'animateCostume' call happens right after the call to 'walkActor', before drawing the actor... doing it the
- // other way with V0, causes graphic glitches
+ // Unfortunately in V0, the 'animateCostume' call happens right after the call to 'walkActor' (which is before drawing the actor)...
+ // doing it the other way with V0, causes animation glitches (when beginnning to walk, as the costume hasnt been updated).
+ // Updating the costume directly after 'walkActor' and again, after drawing... causes frame skipping
if (_game.version == 0) {
a->animateCostume();
a->drawActorCostume();
@@ -3218,6 +3208,70 @@ void Actor_v0::animateActor(int anim) {
}
}
+byte Actor_v0::updateWalkbox() {
+ if( _vm->checkXYInBoxBounds( _walkbox, _pos.x, _pos.y ) )
+ return 0;
+
+ int numBoxes = _vm->getNumBoxes() - 1;
+ for (int i = 0; i <= numBoxes; i++) {
+ if (_vm->checkXYInBoxBounds( i, _pos.x, _pos.y ) == true ) {
+ if (_walkdata.curbox == i) {
+ setBox(i);
+ directionUpdate();
+
+ _newWalkBoxEntered = true;
+ return i;
+ }
+ }
+ }
+
+ return kInvalidBox;
+}
+
+void Actor_v0::directionUpdate() {
+
+ int nextFacing = updateActorDirection(true);
+ if (_facing != nextFacing) {
+ // 2A89
+ setDirection(nextFacing);
+
+ // Still need to turn?
+ if (_facing != _targetFacing) {
+ _moving |= 0x80;
+ return;
+ }
+ }
+
+ _moving &= ~0x80;
+}
+
+void Actor_v0::setTmpFromActor() {
+ _tmp_Pos = _pos;
+ _pos = _tmp_Dest;
+ _tmp_WalkBox = _walkbox;
+ _tmp_NewWalkBoxEntered = _newWalkBoxEntered;
+}
+
+void Actor_v0::setActorFromTmp() {
+ _pos = _tmp_Pos;
+ _tmp_Dest = _tmp_Pos;
+ _walkbox = _tmp_WalkBox;
+ _newWalkBoxEntered = _tmp_NewWalkBoxEntered;
+}
+
+void Actor_v0::actorSetWalkTo() {
+
+ if (_newWalkBoxEntered == false)
+ return;
+
+ _newWalkBoxEntered = false;
+
+ int nextBox = ((ScummEngine_v0*)_vm)->walkboxFindTarget(this, _walkdata.destbox, _walkdata.dest);
+ if (nextBox != kInvalidBox) {
+ _walkdata.curbox = nextBox;
+ }
+}
+
void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
Actor::saveLoadWithSerializer(ser);
@@ -3231,6 +3285,20 @@ void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
MKLINE(Actor_v0, _animFrameRepeat, sleByte, VER(89)),
MKARRAY(Actor_v0, _limbFrameRepeatNew[0], sleInt8, 8, VER(89)),
MKARRAY(Actor_v0, _limbFrameRepeat[0], sleInt8, 8, VER(90)),
+ MKLINE(Actor_v0, _CurrentWalkTo.x, sleInt16, VER(97)),
+ MKLINE(Actor_v0, _CurrentWalkTo.y, sleInt16, VER(97)),
+ MKLINE(Actor_v0, _NewWalkTo.x, sleInt16, VER(97)),
+ MKLINE(Actor_v0, _NewWalkTo.y, sleInt16, VER(97)),
+ MKLINE(Actor_v0, _walkCountModulo, sleInt8, VER(97)),
+ MKLINE(Actor_v0, _newWalkBoxEntered, sleByte, VER(97)),
+ MKLINE(Actor_v0, _walkDirX, sleByte, VER(97)),
+ MKLINE(Actor_v0, _walkDirY, sleByte, VER(97)),
+ MKLINE(Actor_v0, _walkYCountGreaterThanXCount, sleByte, VER(97)),
+ MKLINE(Actor_v0, _walkXCount, sleByte, VER(97)),
+ MKLINE(Actor_v0, _walkXCountInc, sleByte, VER(97)),
+ MKLINE(Actor_v0, _walkYCount, sleByte, VER(97)),
+ MKLINE(Actor_v0, _walkYCountInc, sleByte, VER(97)),
+ MKLINE(Actor_v0, _walkMaxXYCountInc, sleByte, VER(97)),
MKEND()
};
diff --git a/engines/scumm/actor.h b/engines/scumm/actor.h
index c554cad040..c1a3f23318 100644
--- a/engines/scumm/actor.h
+++ b/engines/scumm/actor.h
@@ -356,7 +356,7 @@ public:
byte _speaking;
byte _walkCountModulo;
- byte _newWalkBoxEntered;
+ bool _newWalkBoxEntered;
byte _walkDirX;
byte _walkDirY;
@@ -372,7 +372,7 @@ public:
Common::Point _tmp_Pos;
Common::Point _tmp_Dest;
byte _tmp_WalkBox;
- byte _tmp_NewWalkBoxEntered;
+ bool _tmp_NewWalkBoxEntered;
int8 _animFrameRepeat;
int8 _limbFrameRepeatNew[8];
@@ -401,6 +401,9 @@ public:
byte actorWalkY();
byte updateWalkbox();
+ AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY);
+ AdjustBoxResult adjustPosInBorderWalkbox(AdjustBoxResult box);
+
void setTmpFromActor();
void setActorFromTmp();
diff --git a/engines/scumm/saveload.h b/engines/scumm/saveload.h
index 01ed21ece5..753287e217 100644
--- a/engines/scumm/saveload.h
+++ b/engines/scumm/saveload.h
@@ -47,7 +47,7 @@ namespace Scumm {
* only saves/loads those which are valid for the version of the savegame
* which is being loaded/saved currently.
*/
-#define CURRENT_VER 96
+#define CURRENT_VER 97
/**
* An auxillary macro, used to specify savegame versions. We use this instead
diff --git a/engines/scumm/script.cpp b/engines/scumm/script.cpp
index efd5e7bd2c..c9b37d43b1 100644
--- a/engines/scumm/script.cpp
+++ b/engines/scumm/script.cpp
@@ -1164,8 +1164,10 @@ void ScummEngine_v0::walkToActorOrObject(int object) {
VAR(7) = y;
// actor must not move if frozen
- if (a->_miscflags & kActorMiscFlagFreeze)
+ if (a->_miscflags & kActorMiscFlagFreeze) {
a->stopActorMoving();
+ a->_newWalkBoxEntered = false;
+ }
}
bool ScummEngine_v0::checkPendingWalkAction() {
@@ -1179,7 +1181,7 @@ bool ScummEngine_v0::checkPendingWalkAction() {
Actor_v0 *a = (Actor_v0 *)derefActor(actor, "checkPendingWalkAction");
// wait until walking or turning action is finished
- if (a->_moving!=2)
+ if (a->_moving != 2)
return true;
// after walking and turning finally execute the script