diff options
Diffstat (limited to 'engines/saga/actor_walk.cpp')
-rw-r--r-- | engines/saga/actor_walk.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/engines/saga/actor_walk.cpp b/engines/saga/actor_walk.cpp index d62c1c61d7..7a0ac33e98 100644 --- a/engines/saga/actor_walk.cpp +++ b/engines/saga/actor_walk.cpp @@ -207,7 +207,7 @@ void Actor::updateActorsScene(int actorsEntrance) { if (actor->_flags & kProtagonist) { actor->_finalTarget = actor->_location; _centerActor = _protagonist = actor; - } else if (_vm->getGameType() == GType_ITE && + } else if (_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneResourceId() == ITE_SCENE_OVERMAP) { continue; } @@ -247,7 +247,7 @@ void Actor::updateActorsScene(int actorsEntrance) { // // After stepping on an action zone, Rif is trying to exit. // Shift Rif's entry position to a non action zone area. - if (_vm->getGameType() == GType_ITE) { + if (_vm->getGameId() == GID_ITE) { if ((_vm->_scene->currentSceneNumber() >= 53) && (_vm->_scene->currentSceneNumber() <= 66)) _protagonist->_location.y += 10; } @@ -341,7 +341,7 @@ void Actor::handleActions(int msec, bool setup) { if (!actor->_inScene) continue; - if ((_vm->getGameType() == GType_ITE) && (i == ACTOR_DRAGON_INDEX)) { + if ((_vm->getGameId() == GID_ITE) && (i == ACTOR_DRAGON_INDEX)) { moveDragon(actor); continue; } @@ -455,7 +455,7 @@ void Actor::handleActions(int msec, bool setup) { } actor->_partialTarget.fromScreenPoint(actor->_walkStepsPoints[actor->_walkStepIndex++]); - if (_vm->getGameType() == GType_ITE) { + if (_vm->getGameId() == GID_ITE) { if (actor->_partialTarget.x > 224 * 2 * ACTOR_LMULT) { actor->_partialTarget.x -= 256 * 2 * ACTOR_LMULT; } @@ -474,7 +474,7 @@ void Actor::handleActions(int msec, bool setup) { } } - if (_vm->getGameType() == GType_ITE) + if (_vm->getGameId() == GID_ITE) speed = (ACTOR_LMULT * 2 * actor->_screenScale + 63) / 256; else speed = (ACTOR_SPEED * actor->_screenScale + 128) >> 8; @@ -482,7 +482,7 @@ void Actor::handleActions(int msec, bool setup) { if (speed < 1) speed = 1; - if (_vm->getGameType() == GType_IHNM) + if (_vm->getGameId() == GID_IHNM) speed = speed / 2; if ((actor->_actionDirection == kDirUp) || (actor->_actionDirection == kDirDown)) { @@ -539,7 +539,7 @@ void Actor::handleActions(int msec, bool setup) { actor->cycleWrap(frameRange->frameCount); actor->_frameNumber = frameRange->frameIndex + actor->_actionCycle; } else { - if (_vm->getGameType() == GType_ITE) { + if (_vm->getGameId() == GID_ITE) { actor->_location.x += directionLUT[actor->_actionDirection][0] * 2; actor->_location.y += directionLUT[actor->_actionDirection][1] * 2; } else { @@ -696,7 +696,7 @@ void Actor::handleActions(int msec, bool setup) { // to the left, which makes him exit the screen when the graffiti is examined. // We effectively change the left side of the hitzone here so that it starts from // pixel 301 onwards. The same workaround is applied in Script::whichObject - if (_vm->getGameType() == GType_IHNM) { + if (_vm->getGameId() == GID_IHNM) { if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 22) if (hitPoint.x <= 300) hitZone = NULL; @@ -710,7 +710,7 @@ void Actor::handleActions(int msec, bool setup) { // (room 51) for hitzone 24577 (the door with the copy protection) to avoid the glitch. This glitch // happens because the copy protection is supposed to kick in at this point, but it's bypassed // (with permission from Wyrmkeep Entertainment) - if (hitZone && !(_vm->getGameType() == GType_ITE && _vm->_scene->currentSceneNumber() == 51 && hitZone->getHitZoneId() == 24577)) { + if (hitZone && !(_vm->getGameId() == GID_ITE && _vm->_scene->currentSceneNumber() == 51 && hitZone->getHitZoneId() == 24577)) { stepZoneAction(actor, hitZone, false, false); } } @@ -891,7 +891,7 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) { if (_vm->_scene->getFlags() & kSceneFlagISO) { - if ((_vm->getGameType() == GType_ITE) && (actor->_index == ACTOR_DRAGON_INDEX)) { + if ((_vm->getGameId() == GID_ITE) && (actor->_index == ACTOR_DRAGON_INDEX)) { return false; } @@ -938,10 +938,10 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) { if ( ((actor->_currentAction >= kActionWalkToPoint && actor->_currentAction <= kActionWalkDir) || - (_vm->getGameType() == GType_ITE && actor == _protagonist)) && + (_vm->getGameId() == GID_ITE && actor == _protagonist)) && !_vm->_scene->canWalk(pointFrom)) { - int max = _vm->getGameType() == GType_ITE ? 8 : 4; + int max = _vm->getGameId() == GID_ITE ? 8 : 4; for (i = 1; i < max; i++) { pointAdd = pointFrom; @@ -956,7 +956,7 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) { pointFrom = pointAdd; break; } - if (_vm->getGameType() == GType_ITE) { + if (_vm->getGameId() == GID_ITE) { pointAdd = pointFrom; pointAdd.x += i; if (_vm->_scene->canWalk(pointAdd)) { @@ -1087,7 +1087,7 @@ bool Actor::actorEndWalk(uint16 actorId, bool recurse) { actor = getActor(actorId); actor->_actorFlags &= ~kActorBackwards; - if (_vm->getGameType() == GType_ITE) { + if (_vm->getGameId() == GID_ITE) { if (actor->_location.distance(actor->_finalTarget) > 8 && (actor->_flags & kProtagonist) && recurse && !(actor->_actorFlags & kActorNoCollide)) { actor->_actorFlags |= kActorNoCollide; @@ -1107,7 +1107,7 @@ bool Actor::actorEndWalk(uint16 actorId, bool recurse) { if (actor == _protagonist) { _vm->_script->wakeUpActorThread(kWaitTypeWalk, actor); if (_vm->_script->_pendingVerb == _vm->_script->getVerbType(kVerbWalkTo)) { - if (_vm->getGameType() == GType_ITE) + if (_vm->getGameId() == GID_ITE) actor->_location.toScreenPointUV(testPoint); // it's wrong calculation, but it is used in ITE else actor->_location.toScreenPointXY(testPoint); |