From 65fb1f9a09b3460eebaf7d033990fe9e778070f4 Mon Sep 17 00:00:00 2001 From: Robert Crossfield Date: Tue, 24 Jan 2012 23:23:19 +1100 Subject: SCUMM: Fix the animation system, rename the Limb Frame Repeat variable --- engines/scumm/actor.cpp | 259 ++++++++++++++++++++++++++++++++------------ engines/scumm/actor.h | 43 +++++--- engines/scumm/costume.cpp | 234 +++++++++++---------------------------- engines/scumm/costume.h | 2 - engines/scumm/script_v0.cpp | 10 +- 5 files changed, 285 insertions(+), 263 deletions(-) (limited to 'engines') diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp index 3a4f72181b..2d0e498f48 100644 --- a/engines/scumm/actor.cpp +++ b/engines/scumm/actor.cpp @@ -42,6 +42,14 @@ namespace Scumm { byte Actor::kInvalidBox = 0; +static const byte v0ActorTalkArray[0x19] = { + 0x00, 0x06, 0x06, 0x06, 0x06, + 0x06, 0x06, 0x00, 0x46, 0x06, + 0x06, 0x06, 0x06, 0xFF, 0xFF, + 0x06, 0xC0, 0x06, 0x06, 0x00, + 0xC0, 0xC0, 0x00, 0x06, 0x06 +}; + Actor::Actor(ScummEngine *scumm, int id) : _vm(scumm), _number(id) { assert(_vm != 0); @@ -226,11 +234,6 @@ void Actor::stopActorMoving() { if (_walkScript) _vm->stopScript(_walkScript); - // V0 Games will walk on the spot if the actor is stopped mid-walk - // So we must set the stand still frame - if (_vm->_game.version == 0) - startWalkAnim(3, -1); - _moving = 0; } @@ -320,11 +323,12 @@ int Actor::actorWalkStep() { int nextFacing; if( _vm->_game.version == 0 ) - ((ActorC64*) this)->_byte_FD0A = -1; + ((ActorC64*) this)->_AnimFrameRepeat = -1; _needRedraw = true; - nextFacing = updateActorDirection(true); + nextFacing = updateActorDirection(true);; + if (!(_moving & MF_IN_LEG) || _facing != nextFacing) { if (_walkFrame != _frame || _facing != nextFacing) { startWalkAnim(1, nextFacing); @@ -364,6 +368,7 @@ int Actor::actorWalkStep() { _moving &= ~MF_IN_LEG; return 0; } + return 1; } @@ -415,6 +420,9 @@ void Actor::startWalkActor(int destX, int destY, int dir) { } } + if( _vm->_game.version == 0 ) + ((ActorC64*) this)->animateActor(dir); + _walkdata.dest.x = abr.x; _walkdata.dest.y = abr.y; _walkdata.destbox = abr.box; @@ -545,17 +553,18 @@ void Actor_v2::walkActor() { if (_moving & MF_TURN) { new_dir = updateActorDirection(false); - // FIXME: is this correct? + if (_facing != new_dir) { - // Actor never stops walking when an object has been selected without this - if (_vm->_game.version ==0) - _moving = 0; - - setDirection(new_dir); + if( _vm->_game.version != 0 ) + setDirection(new_dir); - } else + } else { _moving = 0; + } + + if( _vm->_game.version == 0 ) + ((ActorC64*)this)->setCmdFromDirection( newDirToOldDir(new_dir) ); return; } @@ -564,6 +573,8 @@ void Actor_v2::walkActor() { if (_moving & MF_IN_LEG) { actorWalkStep(); + if( _vm->_game.version == 0 ) + ((ActorC64*) this)->animateActor( newDirToOldDir( _facing ) ); } else { if (_moving & MF_LAST_LEG) { _moving = 0; @@ -850,7 +861,7 @@ void Actor::setDirection(int direction) { direction = 90; // Do nothing if actor is already facing in the given direction - if (_vm->_game.version != 0 && _facing == direction) + if (_facing == direction) return; // Normalize the angle @@ -872,25 +883,45 @@ void Actor::setDirection(int direction) { _needRedraw = true; } -void ActorC64::setDirection(int direction) { +void ActorC64::setDirection(int cmd) { // Normalize the angle - _facing = normalizeAngle(direction); - - // 0x2C17 - // _byte_FDE8 = -1; + _facing = normalizeAngle( cmd ); // If there is no costume set for this actor, we are finished if (_costume == 0) return; +} - if (_moving) - _vm->_costumeLoader->costumeDecodeData(this, _walkFrame, 0); - else { - _vm->_costumeLoader->costumeDecodeData(this, _standFrame, 0); - } +// based on 0x2BCA, doesn't match disassembly because 'oldDir' variable +// is not the same value as stored in the original interpreter +int ActorC64::setCmdFromDirection(int direction) { + int res = 0; - _needRedraw = true; + switch (direction) { + case 0: + res = 4; // Left + break; + + case 1: + res = 5; // Right + break; + + case 2: + res = 6; // Face Away + break; + + default: + res = 7; // Face Camera + break; + } + + + _AnimFrameRepeat = -1; + animateActor(res); + animateCostume(); + + return res; } void Actor::faceToObject(int obj) { @@ -961,10 +992,12 @@ void Actor::putActor(int dstX, int dstY, int newRoom) { if (_visible) { if (isInCurrentRoom()) { + if (_moving) { stopActorMoving(); startAnimActor(_standFrame); } + adjustActorPos(); } else { #ifdef ENABLE_HE @@ -1228,6 +1261,8 @@ void Actor::adjustActorPos() { if (flags & 7) { turnToDirection(_facing); } + if (_vm->_game.version == 0) + ((ActorC64*)this)->setCmdFromDirection( newDirToOldDir(_facing) ); } } @@ -1300,12 +1335,21 @@ void Actor::showActor() { _vm->ensureResourceLoaded(rtCostume, _costume); if (_vm->_game.version == 0) { + ActorC64 *a = ((ActorC64*) this); + + a->_costCommand = a->_costCommandNew = 0xFF; + + for( int i = 0; i < 8; ++i ) { + a->_limbFrameRepeatNew[i] = 0; + + } // 0x39DF - ((ActorC64*) this)->_byte_FDE8 = 1; + a->_AnimFrameRepeat = 1; _cost.reset(); - startAnimActor(_standFrame); + a->setCmdFromDirection( newDirToOldDir(_facing) ); + } else if (_vm->_game.version <= 2) { _cost.reset(); startAnimActor(_standFrame); @@ -1817,6 +1861,27 @@ void Actor::startAnimActor(int f) { } } +void ActorC64::startAnimActor(int f) { + if (f == _talkStartFrame) { + if (v0ActorTalkArray[_number] & 0x40) + return; + + _speaking = 1; + return; + } + + if (f == _talkStopFrame) { + + _speaking = 0; + return; + } + + if( f == _standFrame ) + setCmdFromDirection( newDirToOldDir(_facing) ); + else + animateActor( newDirToOldDir(_facing) ); +} + void Actor::animateActor(int anim) { int cmd, dir; @@ -1878,6 +1943,65 @@ void Actor::animateCostume() { } } +void ActorC64::limbFrameCheck() { + if (_cost.frame[_limb_current] == 0xFFFF ) + return; + + if (_cost.start[_limb_current] == _cost.frame[_limb_current] ) + return; + + // 0x25A4 + _cost.start[_limb_current] = _cost.frame[_limb_current]; + + _limbFrameRepeat[_limb_current] = _limbFrameRepeatNew[_limb_current]; + + _cost.active[_limb_current] = _cost.frame[_limb_current]; + _cost.curpos[_limb_current] = 0; + + _needRedraw = true; +} + +void ActorC64::animateCostume() { + + // Sound + if (_moving && _vm->_currentRoom != 1 && _vm->_currentRoom != 44) { + if (_cost.soundPos == 0) + _cost.soundCounter++; + + // Is this the correct location? + // 0x073C + if (v0ActorTalkArray[_number] & 0x3F) + _cost.soundPos = (_cost.soundPos + 1) % 3; + } + + _vm->_costumeLoader->loadCostume(_costume); + + speakCheck(); + + for( _limb_current = 0; _limb_current < 8; ++_limb_current ) { + limbFrameCheck(); + + if (_vm->_costumeLoader->increaseAnims(this)) + _needRedraw = true; + } +} + +void ActorC64::speakCheck() { + + if (v0ActorTalkArray[_number] & 0x80) + return; + + int cmd = newDirToOldDir( _facing ); + + if (_speaking & 0x80) + cmd += 0x0C; + else + cmd += 0x10; + + _AnimFrameRepeat = -1; + animateActor( cmd ); +} + #ifdef ENABLE_SCUMM_7_8 void Actor::animateLimb(int limb, int f) { // This methods is very similiar to animateCostume(). @@ -2661,42 +2785,43 @@ void ScummEngine_v71he::queueAuxEntry(int actorNum, int subIndex) { #endif void ActorC64::animateActor(int anim) { - int dir = oldDirToNewDir(anim % 4); - - if( this->isInCurrentRoom() ) { - - // this->_costCommandNew = anim; - - // 0x273A - /*switch( anim ) { - case 4: - dir = 1; - break; - case 5: - dir = 0; - break; - case 6: - dir = 0x80; - break; - case 7: - dir = 0x81; - break; - - default: - return; - }*/ - - - this->_byte_FD0A = this->_byte_FDE8; - - this->setDirection( dir ); - - } else { - - if( anim > 4 ) { - if( anim <= 7 ) - this->setDirection( dir ); - } + int dir = -1; + + switch( anim ) { + case 0x04: + dir = 0; + break; + + case 0x05: + dir = 1; + break; + + case 0x06: + dir = 2; + break; + + case 0x07: + dir = 3; + break; + + default: + break; + } + + if( isInCurrentRoom() ) { + + _costCommandNew = anim; + _vm->_costumeLoader->costumeDecodeData(this, 0, 0); + + if( dir == -1 ) + return; + + setDirection( oldDirToNewDir(dir) ); + + } else { + + if( anim > 4 && anim <= 7 ) + setDirection( oldDirToNewDir(dir) ); } } @@ -2708,10 +2833,8 @@ void ActorC64::saveLoadWithSerializer(Serializer *ser) { MKLINE(ActorC64, _costFrame, sleByte, VER(84)), MKLINE(ActorC64, _miscflags, sleByte, VER(84)), MKLINE(ActorC64, _speaking, sleByte, VER(84)), - MKLINE(ActorC64, _speakingPrev, sleByte, VER(84)), - MKLINE(ActorC64, _byte_FD0A, sleByte, VER(89)), - MKLINE(ActorC64, _byte_FDE8, sleByte, VER(89)), - MKARRAY(ActorC64, _byte_FCE2[0], sleInt8, 8, VER(89)), + MKLINE(ActorC64, _AnimFrameRepeat, sleByte, VER(89)), + MKARRAY(ActorC64, _limbFrameRepeatNew[0], sleInt8, 8, VER(89)), MKEND() }; diff --git a/engines/scumm/actor.h b/engines/scumm/actor.h index 7e8faa54cc..35ff657fa7 100644 --- a/engines/scumm/actor.h +++ b/engines/scumm/actor.h @@ -208,7 +208,7 @@ public: virtual void walkActor(); void drawActorCostume(bool hitTestMode = false); virtual void prepareDrawActorCostume(BaseCostumeRenderer *bcr); - void animateCostume(); + virtual void animateCostume(); virtual void setActorCostume(int c); void animateLimb(int limb, int f); @@ -222,7 +222,7 @@ protected: void startWalkAnim(int cmd, int angle); public: void runActorTalkScript(int f); - void startAnimActor(int frame); + virtual void startAnimActor(int frame); void remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold); void remapActorPaletteColor(int slot, int color); @@ -348,38 +348,47 @@ enum ActorC64MiscFlags { class ActorC64 : public Actor_v2 { public: - byte _costCommand, _costFrame; + byte _costCommandNew, _costCommand, _costFrame; byte _miscflags; - byte _speaking, _speakingPrev; + byte _speaking; - int8 _byte_FDE8; - int8 _byte_FD0A; - int8 _byte_FCE2[8]; - + int8 _AnimFrameRepeat; + int8 _limbFrameRepeatNew[8], _limbFrameRepeat[8]; + + byte _limb_current; + bool _limb_flipped[8]; public: ActorC64(ScummEngine *scumm, int id) : Actor_v2(scumm, id) { - _costCommand = 0; + _costCommand = 0xFF; _costFrame = 0; _speaking = 0; - _speakingPrev = 0; - _byte_FD0A = 0; - _byte_FDE8 = 0; - - // Reset the limb counter? - for( int i = 0; i < sizeof( _byte_FCE2 ); ++i ) - _byte_FCE2[i] = 0; - + _AnimFrameRepeat = 0; + _costCommandNew = 0; + + for( int i = 0; i < 8; ++i ) { + _limbFrameRepeatNew[i] = 0; + _limbFrameRepeat[i] = 0; + _limb_flipped[i] = false; + } } virtual void initActor(int mode) { Actor_v2::initActor(mode); if (mode == -1) { _miscflags = 0; } + } virtual void animateActor(int anim); + virtual void animateCostume(); + + void limbFrameCheck(); + + void speakCheck(); virtual void setDirection(int direction); + int setCmdFromDirection(int direction); + void startAnimActor(int f); // Used by the save/load system: virtual void saveLoadWithSerializer(Serializer *ser); diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp index 965cee79a8..c7285ead56 100644 --- a/engines/scumm/costume.cpp +++ b/engines/scumm/costume.cpp @@ -72,14 +72,6 @@ static const int v1MMNESLookup[25] = { 0x17, 0x00, 0x01, 0x05, 0x16 }; -static const byte v0ActorTalkArray[0x19] = { - 0x00, 0x06, 0x06, 0x06, 0x06, - 0x06, 0x06, 0x00, 0x46, 0x06, - 0x06, 0x06, 0x06, 0xFF, 0xFF, - 0x06, 0xC0, 0x06, 0x06, 0x00, - 0xC0, 0xC0, 0x00, 0x06, 0x06 -}; - byte ClassicCostumeRenderer::mainRoutine(int xmoveCur, int ymoveCur) { int i, skip = 0; byte drawFlag = 1; @@ -1187,10 +1179,12 @@ static const byte actorColorsMMC64[25] = { } byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) { + ActorC64* A = (ActorC64*) a; + if (limb >= 8) return 0; - if (a->_cost.start[limb] == 0xFFFF) + if (a->_cost.curpos[limb] == 0xFFFF || A->_cost.active[limb] == 0xFFFF ) return 0; if (limb == 0) { @@ -1198,8 +1192,8 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) { _draw_bottom = 0; } - bool flipped = (a->_cost.start[limb] & 0x80) != 0; - byte frameStart = _loaded._frameOffsets[a->_cost.frame[limb]]; + byte frameB = _loaded._frameOffsets[limb] + a->_cost.active[limb]; + byte frameStart = _loaded._frameOffsets[ frameB ]; byte frame = _loaded._frameOffsets[frameStart + a->_cost.curpos[limb]]; if (frame == 0xFF) return 0; @@ -1231,7 +1225,7 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) { if (!width || !height) return 0; - int xpos = _actorX + (flipped ? -1 : +1) * (offsetX * 8 - a->_width / 2); + int xpos = _actorX + (A->_limb_flipped[ limb ] ? -1 : +1) * (offsetX * 8 - a->_width / 2); // +1 as we appear to be 1 pixel away from the original interpreter int ypos = _actorY - offsetY + 1; @@ -1241,13 +1235,13 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) { byte color = data[y * width + x]; byte pcolor; - int destX = xpos + (flipped ? -(x + 1) : x) * 8; + int destX = xpos + (A->_limb_flipped[ limb ] ? -(x + 1) : x) * 8; int destY = ypos + y; if (destY >= 0 && destY < _out.h && destX >= 0 && destX < _out.w) { byte *dst = (byte *)_out.pixels + destY * _out.pitch + destX; byte *mask = _vm->getMaskBuffer(0, destY, _zbuf); - if (flipped) { + if (A->_limb_flipped[ limb ]) { LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6); } else { LINE(6, 0); LINE(4, 2); LINE(2, 4); LINE(0, 6); @@ -1258,7 +1252,7 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) { _draw_top = MIN(_draw_top, ypos); _draw_bottom = MAX(_draw_bottom, ypos + height); - if (flipped) + if (A->_limb_flipped[ limb ]) _vm->markRectAsDirty(kMainVirtScreen, xpos - (width * 8), xpos, ypos, ypos + height, _actorID); else _vm->markRectAsDirty(kMainVirtScreen, xpos, xpos + (width * 8), ypos, ypos + height, _actorID); @@ -1291,195 +1285,93 @@ void C64CostumeLoader::loadCostume(int id) { _maxHeight = 0; } -void C64CostumeLoader::frameUpdate(ActorC64 *a, int cmd ) { - byte limbFrames = 0; - - // Each costume-command has 8 limbs (0x2622) - cmd <<= 3; - - for (int limb = 0, pos = 0; limb < 8; ++limb, pos = 0) { - // get the frame number for the beginning of the costume command - limbFrames = ((_animCmds + cmd)[limb]); - - // Dont change if frame is invalid - if (limbFrames == 0xFF) - continue; - - // 0x2679 - a->_byte_FCE2[limb] = a->_byte_FD0A; - - // Has limb frames ptr changed since last update? - if (a->_cost.start[limb] == limbFrames) - continue; - - // Set new limb command addresses - a->_cost.start[limb] = limbFrames; - a->_cost.frame[limb] = _frameOffsets[limb] + (limbFrames & 0x7f); // limb animation-frames ptr - - // Get first entry of a limbs' frames - byte frameStart = _frameOffsets[ a->_cost.frame[limb]]; - - // Loop each frame in this limb until we reach the end marker - while (pos != 0xFF) { // This is just so we dont overflow - byte frame = _frameOffsets[frameStart + pos]; - - // Each animation-frame until we find end - if (frame == 0xFF) - break; - - byte ptrLow = _baseptr[frame]; - byte ptrHigh = ptrLow + _dataOffsets[4]; - int frameOffset = (_baseptr[ptrHigh] << 8) + _baseptr[ptrLow + 2]; // 0x23EF / 0x2400 - - const byte *data = _baseptr + frameOffset; - - if (data[3] > _maxHeight) - _maxHeight = data[3] + 1; - - ++pos; - } - - // Set ending position of limb frames - a->_cost.end[limb] = pos; - a->_cost.curpos[limb] = 0; - } -} - -// based on 0x2BCA, doesn't match disassembly because 'oldDir' variable -// is not the same value as stored in the original interpreter -int C64CostumeLoader::dirToDirStop(int oldDir) { - int res = 0; - - switch (oldDir) { - case 0: - res = 4; // Left - break; - - case 1: - res = 5; // Right - break; - - case 2: - res = 6; // Face Camera - break; +void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { + ActorC64 *A = (ActorC64 *)a; - default: - res = 7; // Face Away - break; - } - - return res; -} + loadCostume(a->_costume); -void C64CostumeLoader::actorSpeak(ActorC64 *a, int &cmd) { - if (v0ActorTalkArray[a->_number] & 0x80) + if( A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew) ) return; - if ((a->_speaking & 0x80)) - cmd += 0x0C; - else - cmd += 0x10; - - a->_byte_FDE8 = -1; -} + A->_costCommand = A->_costCommandNew; -void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { - ActorC64 *A = (ActorC64 *)a; - int dir = newDirToOldDir(a->getFacing()); - int command = dir; + int cmd = A->_costCommand; + byte limbFrameNumber = 0; - loadCostume(a->_costume); + // Each costume-command has 8 limbs (0x2622) + cmd <<= 3; - // Enable/Disable speaking flag - if (frame == a->_talkStartFrame) { + for (int limb = 0; limb < 8; ++limb) { - if (v0ActorTalkArray[a->_number] & 0x40) - return; + // get the frame number for the beginning of the costume command + limbFrameNumber = ((_animCmds + cmd)[limb]); - A->_speaking = 1; - return; - } + if( limbFrameNumber & 0x80 ) { - if (frame == a->_talkStopFrame) { + // 0x263D + if( limbFrameNumber == 0xFF ) + continue; - A->_speaking = 0; - return; - } + // 0x2643 + a->_cost.frame[limb] = (limbFrameNumber & 0x7f); // limb animation-frames ptr + if( A->_limb_flipped[limb] != true ) + a->_cost.start[limb] = 0xFFFF; - // Different command for stand frame - if (frame == a->_standFrame) - command = dirToDirStop(dir); + A->_limb_flipped[limb] = true; - // Update the limb frames - frameUpdate(A, command); + } else { + //0x2660 + a->_cost.frame[limb] = limbFrameNumber; - // Keep current command/frame mode - A->_costCommand = dir; - A->_costFrame = frame; + if( A->_limb_flipped[limb] != false ) + a->_cost.start[limb] = 0xFFFF; - // Update 'speaking' frames? - if (A->_speaking) { - command = dir; // Incase standing frame was set as cmd - actorSpeak(A, command); + A->_limb_flipped[limb] = false; + } - // Update the limb speak frames - frameUpdate(A, command); + // 0x2679 + A->_limbFrameRepeatNew[limb] = A->_AnimFrameRepeat; } } byte C64CostumeLoader::increaseAnims(Actor *a) { ActorC64 *A = (ActorC64 *)a; + + if( _frameOffsets == 0 ) + return 0; - // check if the actor speak flag has changed since last frame increase - if (A->_speaking != A->_speakingPrev) { - int cmd = A->_costCommand; - A->_speakingPrev = A->_speaking; - - actorSpeak(A, cmd); - - // Update the limb frames - frameUpdate(A, cmd); - } - - if (A->_moving && _vm->_currentRoom != 1 && _vm->_currentRoom != 44) { - if (a->_cost.soundPos == 0) - a->_cost.soundCounter++; - - // Is this the correct location? - // 0x073C - if (v0ActorTalkArray[a->_number] & 0x3F) - a->_cost.soundPos = (a->_cost.soundPos + 1) % 3; - } + uint16 limbPrevious = a->_cost.curpos[A->_limb_current]++; // increase each frame pos // 0x2543 - for (int limb = 0; limb < 8; ++limb) { - - if (++a->_cost.curpos[limb] >= a->_cost.end[limb]) { + byte frameB = _frameOffsets[A->_limb_current] + a->_cost.active[A->_limb_current]; + byte frameStart = _frameOffsets[ frameB ]; + byte frame = _frameOffsets[frameStart + a->_cost.curpos[A->_limb_current]]; - // 0x2541 - if( A->_byte_FCE2[limb] == 0 ) { + if ( frame == 0xFF ) { + // 0x2545 + if( A->_limbFrameRepeat[A->_limb_current] == 0 ) { - // 0x2556 - --a->_cost.curpos[limb]; + // 0x2556 + --A->_cost.curpos[A->_limb_current]; - //A->_costCommandNew = 0xFF; - //A->_costCommand = 0xFF; + A->_costCommandNew = 0xFF; + A->_costCommand = 0xFF; - // 0x2568 - //A->_limbCommandNew[limb] = 0xFF; - //A->_limbCommand[limb] = 0xFF; + // 0x2568 + A->_cost.frame[A->_limb_current] = 0xFFFF; + A->_cost.start[A->_limb_current] = 0xFFFF; - } else { - if( A->_byte_FCE2[limb] != -1 ) - --A->_byte_FCE2[limb]; + } else { + if( A->_limbFrameRepeat[A->_limb_current] != -1 ) + --A->_limbFrameRepeat[A->_limb_current]; - a->_cost.curpos[limb] = 0; - } + a->_cost.curpos[A->_limb_current] = 0; } + } - - } + if( limbPrevious == a->_cost.curpos[A->_limb_current] ) + return 0; return 1; } diff --git a/engines/scumm/costume.h b/engines/scumm/costume.h index 3acf2a1f6c..50e3f1e1b2 100644 --- a/engines/scumm/costume.h +++ b/engines/scumm/costume.h @@ -77,9 +77,7 @@ public: int _maxHeight; protected: - void actorSpeak(ActorC64 *a, int &cmd); int dirToDirStop(int oldDir); - void frameUpdate(ActorC64 *A, int cmd); }; diff --git a/engines/scumm/script_v0.cpp b/engines/scumm/script_v0.cpp index 4081123e13..0bdefd660b 100644 --- a/engines/scumm/script_v0.cpp +++ b/engines/scumm/script_v0.cpp @@ -27,6 +27,7 @@ #include "scumm/resource.h" #include "scumm/scumm_v0.h" #include "scumm/verbs.h" +#include "scumm/util.h" namespace Scumm { @@ -601,8 +602,7 @@ void ScummEngine_v0::o_loadRoomWithEgo() { x = r.x; y = r.y; a->putActor(x, y, _currentRoom); - a->setDirection(dir + 180); - + camera._dest.x = camera._cur.x = a->getPos().x; setCameraAt(a->getPos().x, a->getPos().y); setCameraFollows(a); @@ -674,13 +674,13 @@ void ScummEngine_v0::o_lights() { void ScummEngine_v0::o_animateActor() { int act = getVarOrDirectByte(PARAM_1); int anim = getVarOrDirectByte(PARAM_2); - int8 unk = (int8) fetchScriptByte(); + int8 animFrameRepeat = (int8) fetchScriptByte(); - debug(0,"o_animateActor: unk %d", unk); + debug(0,"o_animateActor: animFrameRepeat %d", animFrameRepeat); ActorC64 *a = (ActorC64*) derefActor(act, "o_animateActor"); - a->_byte_FDE8 = unk; + a->_AnimFrameRepeat = animFrameRepeat; switch( anim ) { -- cgit v1.2.3