aboutsummaryrefslogtreecommitdiff
path: root/scumm/actor.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r--scumm/actor.cpp70
1 files changed, 26 insertions, 44 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index 542ff7a1a8..b0b5a94f5c 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -770,42 +770,35 @@ void Actor::showActor() {
void Scumm::showActors() {
int i;
- Actor *a;
for (i = 1; i < _numActors; i++) {
- a = derefActor(i);
- if (a->isInCurrentRoom())
- a->showActor();
+ if (_actors[i].isInCurrentRoom())
+ _actors[i].showActor();
}
}
void Scumm::walkActors() {
int i;
- Actor *a;
for (i = 1; i < _numActors; i++) {
- a = derefActor(i);
- if (a->isInCurrentRoom())
+ if (_actors[i].isInCurrentRoom())
if (_features & GF_AFTER_V2 || _features & GF_AFTER_V3)
- a->walkActorOld();
+ _actors[i].walkActorOld();
else
- a->walkActor();
+ _actors[i].walkActor();
}
}
/* Used in Scumm v5 only. Play sounds associated with actors */
void Scumm::playActorSounds() {
int i;
- Actor *a;
for (i = 1; i < _numActors; i++) {
- a = derefActor(i);
- if (a->cost.animCounter2 && a->isInCurrentRoom() && a->sound) {
+ if (_actors[i].cost.animCounter2 && _actors[i].isInCurrentRoom() && _actors[i].sound) {
_currentScript = 0xFF;
- _sound->addSoundToQueue(a->sound[0]);
+ _sound->addSoundToQueue(_actors[i].sound[0]);
for (i = 1; i < _numActors; i++) {
- a = derefActor(i);
- a->cost.animCounter2 = 0;
+ _actors[i].cost.animCounter2 = 0;
}
return;
}
@@ -824,11 +817,10 @@ void Scumm::processActors() {
// Make a list of all actors in this room
for (i = 1; i < _numActors; i++) {
- a = derefActor(i);
- if ((_features & GF_AFTER_V8) && a->layer < 0)
+ if ((_features & GF_AFTER_V8) && _actors[i].layer < 0)
continue;
- if (a->isInCurrentRoom())
- actors[numactors++] = a;
+ if (_actors[i].isInCurrentRoom())
+ actors[numactors++] = &_actors[i];
}
if (!numactors) {
delete [] actors;
@@ -866,16 +858,14 @@ void Scumm::processActors() {
// Used in Scumm v8, to allow the verb coin to be drawn over the inventory
// chest. I'm assuming that draw order won't matter here.
void Scumm::processUpperActors() {
- Actor *a;
int i;
for (i = 1; i < _numActors; i++) {
- a = derefActor(i);
- if (a->isInCurrentRoom() && a->costume && a->layer < 0) {
+ if (_actors[i].isInCurrentRoom() && _actors[i].costume && _actors[i].layer < 0) {
CHECK_HEAP
- a->drawActorCostume();
+ _actors[i].drawActorCostume();
CHECK_HEAP
- a->animateCostume();
+ _actors[i].animateCostume();
}
}
}
@@ -1038,9 +1028,8 @@ void Scumm::setActorRedrawFlags(bool fg, bool bg) {
if (_fullRedraw) {
for (j = 1; j < _numActors; j++) {
- Actor *a = derefActor(j);
- a->needRedraw |= fg;
- a->needBgReset |= bg;
+ _actors[j].needRedraw |= fg;
+ _actors[j].needBgReset |= bg;
}
} else {
for (i = 0; i < gdi._numStrips; i++) {
@@ -1048,10 +1037,8 @@ void Scumm::setActorRedrawFlags(bool fg, bool bg) {
if (testGfxAnyUsageBits(strip)) {
for (j = 1; j < _numActors; j++) {
if (testGfxUsageBit(strip, j) && testGfxOtherUsageBits(strip, j)) {
- Actor *a = derefActor(j);
- assert(a->number == j);
- a->needRedraw |= fg;
- a->needBgReset |= bg;
+ _actors[j].needRedraw |= fg;
+ _actors[j].needBgReset |= bg;
}
}
}
@@ -1065,10 +1052,8 @@ int Scumm::getActorFromPos(int x, int y) {
if (!testGfxAnyUsageBits(x >> 3))
return 0;
for (i = 1; i < _numActors; i++) {
- Actor *a = derefActor(i);
- assert(a->number == i);
if (testGfxUsageBit(x >> 3, i) && !getClass(i, kObjectClassUntouchable)
- && y >= a->top && y <= a->bottom) {
+ && y >= _actors[i].top && y <= _actors[i].bottom) {
return i;
}
}
@@ -1088,8 +1073,7 @@ void Scumm::actorTalk() {
VAR(VAR_TALK_ACTOR) = 0xFF;
} else {
int oldact;
- a = derefActorSafe(_actorToPrintStrFor, "actorTalk");
- assert(a);
+ a = derefActor(_actorToPrintStrFor, "actorTalk");
if (!a->isInCurrentRoom() && !(_features & GF_NEW_COSTUMES)) {
oldact = 0xFF;
} else {
@@ -1109,7 +1093,7 @@ void Scumm::actorTalk() {
if (VAR(VAR_TALK_ACTOR) > 0x7F) {
_charsetColor = (byte)_string[0].color;
} else {
- a = derefActorSafe(VAR(VAR_TALK_ACTOR), "actorTalk(2)");
+ a = derefActor(VAR(VAR_TALK_ACTOR), "actorTalk(2)");
_charsetColor = a->talkColor;
}
_charsetBufPos = 0;
@@ -1131,7 +1115,7 @@ void Scumm::stopTalk() {
act = VAR(VAR_TALK_ACTOR);
if (act && act < 0x80) {
- Actor *a = derefActorSafe(act, "stopTalk");
+ Actor *a = derefActor(act, "stopTalk");
if ((a->isInCurrentRoom() && _useTalkAnims) || (_features & GF_NEW_COSTUMES)) {
a->startAnimActor(a->talkStopFrame);
_useTalkAnims = false;
@@ -1506,18 +1490,16 @@ void Scumm::resetActorBgs() {
for (i = 0; i < gdi._numStrips; i++) {
int strip = _screenStartStrip + i;
for (j = 1; j < _numActors; j++) {
- a = derefActor(j);
- if (testGfxUsageBit(strip, j) && a->top != 0xFF && a->needBgReset) {
+ if (testGfxUsageBit(strip, j) && _actors[j].top != 0xFF && _actors[j].needBgReset) {
clearGfxUsageBit(strip, j);
- if ((a->bottom - a->top) >= 0)
- gdi.resetBackground(a->top, a->bottom, i);
+ if ((_actors[j].bottom - _actors[j].top) >= 0)
+ gdi.resetBackground(_actors[j].top, _actors[j].bottom, i);
}
}
}
for (i = 1; i < _numActors; i++) {
- a = derefActor(i);
- a->needBgReset = false;
+ _actors[i].needBgReset = false;
}
}