SCUMM: Moved more stuf from class Actor to ActorHE
svn-id: r34648
This commit is contained in:
parent
c41480bfd4
commit
1537e162f6
6 changed files with 102 additions and 79 deletions
|
@ -881,9 +881,9 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
|
|||
_vm->stopTalk();
|
||||
}
|
||||
|
||||
// WORKAROUND: The green transparency of the tank in the Hall of Oddities is
|
||||
// is positioned one pixel too far to the left. This appears to be a
|
||||
// bug in the original game as well.
|
||||
// WORKAROUND: The green transparency of the tank in the Hall of Oddities
|
||||
// is positioned one pixel too far to the left. This appears to be a bug
|
||||
// in the original game as well.
|
||||
if (_vm->_game.id == GID_SAMNMAX && newRoom == 16 && _number == 5 && dstX == 235 && dstY == 236)
|
||||
dstX++;
|
||||
|
||||
|
@ -906,7 +906,7 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
|
|||
} else {
|
||||
#ifdef ENABLE_HE
|
||||
if (_vm->_game.heversion >= 71)
|
||||
((ScummEngine_v71he *)_vm)->queueAuxBlock(this);
|
||||
((ScummEngine_v71he *)_vm)->queueAuxBlock((ActorHE *)this);
|
||||
#endif
|
||||
hideActor();
|
||||
}
|
||||
|
@ -1210,6 +1210,10 @@ void Actor::hideActor() {
|
|||
_cost.soundCounter = 0;
|
||||
_needRedraw = false;
|
||||
_needBgReset = true;
|
||||
}
|
||||
|
||||
void ActorHE::hideActor() {
|
||||
Actor::hideActor();
|
||||
_auxBlock.reset();
|
||||
}
|
||||
|
||||
|
@ -1633,13 +1637,15 @@ void Actor::startAnimActor(int f) {
|
|||
|
||||
if (isInCurrentRoom() && _costume != 0) {
|
||||
_animProgress = 0;
|
||||
_cost.animCounter = 0;
|
||||
_needRedraw = true;
|
||||
_cost.animCounter = 0;
|
||||
// V1 - V2 games don't seem to need a _cost.reset() at this point.
|
||||
// Causes Zak to lose his body in several scenes, see bug #771508
|
||||
if (_vm->_game.version >= 3 && f == _initFrame) {
|
||||
_cost.reset();
|
||||
_auxBlock.reset();
|
||||
if (_vm->_game.heversion != 0) {
|
||||
((ActorHE *)this)->_auxBlock.reset();
|
||||
}
|
||||
}
|
||||
_vm->_costumeLoader->costumeDecodeData(this, f, (uint) - 1);
|
||||
_frame = f;
|
||||
|
@ -1780,7 +1786,7 @@ void ScummEngine::resetActorBgs() {
|
|||
clearGfxUsageBit(strip, USAGE_BIT_DIRTY);
|
||||
clearGfxUsageBit(strip, USAGE_BIT_RESTORED);
|
||||
for (j = 1; j < _numActors; j++) {
|
||||
if (_actors[j]->_heFlags & 1)
|
||||
if (_game.heversion != 0 && ((ActorHE *)_actors[j])->_heFlags & 1)
|
||||
continue;
|
||||
|
||||
if (testGfxUsageBit(strip, j) &&
|
||||
|
@ -1958,7 +1964,8 @@ void ScummEngine::actorTalk(const byte *msg) {
|
|||
stopTalk();
|
||||
}
|
||||
setTalkingActor(a->_number);
|
||||
a->_heTalking = true;
|
||||
if (_game.heversion != 0)
|
||||
((ActorHE *)a)->_heTalking = true;
|
||||
if (!_string[0].no_talk_anim) {
|
||||
a->runActorTalkScript(a->_talkStartFrame);
|
||||
_useTalkAnims = true;
|
||||
|
@ -2031,7 +2038,8 @@ void ScummEngine::stopTalk() {
|
|||
}
|
||||
if (_game.version <= 7 && _game.heversion == 0)
|
||||
setTalkingActor(0xFF);
|
||||
a->_heTalking = false;
|
||||
if (_game.heversion != 0)
|
||||
((ActorHE *)a)->_heTalking = false;
|
||||
}
|
||||
|
||||
if (_game.id == GID_DIG || _game.id == GID_CMI) {
|
||||
|
@ -2057,9 +2065,7 @@ void ScummEngine::stopTalk() {
|
|||
#pragma mark -
|
||||
|
||||
|
||||
void Actor::setActorCostume(int c) {
|
||||
int i;
|
||||
|
||||
void ActorHE::setActorCostume(int c) {
|
||||
if (_vm->_game.heversion >= 61 && (c == -1 || c == -2)) {
|
||||
_heSkipLimbs = (c == -1);
|
||||
_needRedraw = true;
|
||||
|
@ -2071,27 +2077,43 @@ void Actor::setActorCostume(int c) {
|
|||
if (_vm->_game.heversion == 61)
|
||||
c &= 0xff;
|
||||
|
||||
if (_vm->_game.features & GF_NEW_COSTUMES) {
|
||||
#ifdef ENABLE_HE
|
||||
if (_vm->_game.heversion >= 71)
|
||||
((ScummEngine_v71he *)_vm)->queueAuxBlock(this);
|
||||
#endif
|
||||
_auxBlock.reset();
|
||||
if (_visible) {
|
||||
if (_vm->_game.heversion >= 60)
|
||||
_needRedraw = true;
|
||||
}
|
||||
}
|
||||
|
||||
Actor::setActorCostume(c);
|
||||
|
||||
if (_vm->_game.heversion >= 71 && _vm->getTalkingActor() == _number) {
|
||||
if (_vm->_game.heversion <= 95 || (_vm->_game.heversion >= 98 && _vm->VAR(_vm->VAR_SKIP_RESET_TALK_ACTOR) == 0)) {
|
||||
_vm->setTalkingActor(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Actor::setActorCostume(int c) {
|
||||
int i;
|
||||
|
||||
_costumeNeedsInit = true;
|
||||
|
||||
if (_vm->_game.features & GF_NEW_COSTUMES) {
|
||||
memset(_animVariable, 0, sizeof(_animVariable));
|
||||
|
||||
#ifdef ENABLE_HE
|
||||
if (_vm->_game.heversion >= 71)
|
||||
((ScummEngine_v71he *)_vm)->queueAuxBlock(this);
|
||||
#endif
|
||||
|
||||
_costume = c;
|
||||
_cost.reset();
|
||||
_auxBlock.reset();
|
||||
|
||||
if (_visible) {
|
||||
if (_costume) {
|
||||
_vm->ensureResourceLoaded(rtCostume, _costume);
|
||||
}
|
||||
startAnimActor(_initFrame);
|
||||
if (_vm->_game.heversion >= 60)
|
||||
_needRedraw = true;
|
||||
}
|
||||
} else {
|
||||
if (_visible) {
|
||||
|
@ -2126,12 +2148,6 @@ void Actor::setActorCostume(int c) {
|
|||
for (i = 0; i < 32; i++)
|
||||
_palette[i] = 0xFF;
|
||||
}
|
||||
|
||||
if (_vm->_game.heversion >= 71 && _vm->getTalkingActor() == _number) {
|
||||
if (_vm->_game.heversion <= 95 || (_vm->_game.heversion >= 98 && _vm->VAR(_vm->VAR_SKIP_RESET_TALK_ACTOR) == 0)) {
|
||||
_vm->setTalkingActor(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static const char* v0ActorNames[7] = {
|
||||
|
@ -2267,7 +2283,7 @@ bool Actor_v2::isPlayer() {
|
|||
return _vm->VAR(42) <= _number && _number <= _vm->VAR(43);
|
||||
}
|
||||
|
||||
void Actor::setHEFlag(int bit, int set) {
|
||||
void ActorHE::setHEFlag(int bit, int set) {
|
||||
// Note that condition is inverted
|
||||
if (!set) {
|
||||
_heFlags |= bit;
|
||||
|
@ -2276,7 +2292,7 @@ void Actor::setHEFlag(int bit, int set) {
|
|||
}
|
||||
}
|
||||
|
||||
void Actor::setUserCondition(int slot, int set) {
|
||||
void ActorHE::setUserCondition(int slot, int set) {
|
||||
const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF;
|
||||
assertRange(1, slot, 32, "setUserCondition: Condition");
|
||||
if (set == 0) {
|
||||
|
@ -2291,12 +2307,12 @@ void Actor::setUserCondition(int slot, int set) {
|
|||
}
|
||||
}
|
||||
|
||||
bool Actor::isUserConditionSet(int slot) const {
|
||||
bool ActorHE::isUserConditionSet(int slot) const {
|
||||
assertRange(1, slot, 32, "isUserConditionSet: Condition");
|
||||
return (_heCondMask & (1 << (slot + 0xF))) != 0;
|
||||
}
|
||||
|
||||
void Actor::setTalkCondition(int slot) {
|
||||
void ActorHE::setTalkCondition(int slot) {
|
||||
const int condMaskCode = (_vm->_game.heversion >= 85) ? 0x1FFF : 0x3FF;
|
||||
assertRange(1, slot, 32, "setTalkCondition: Condition");
|
||||
_heCondMask = (_heCondMask & ~condMaskCode) | 1;
|
||||
|
@ -2310,7 +2326,7 @@ void Actor::setTalkCondition(int slot) {
|
|||
}
|
||||
}
|
||||
|
||||
bool Actor::isTalkConditionSet(int slot) const {
|
||||
bool ActorHE::isTalkConditionSet(int slot) const {
|
||||
assertRange(1, slot, 32, "isTalkConditionSet: Condition");
|
||||
return (_heCondMask & (1 << (slot - 1))) != 0;
|
||||
}
|
||||
|
@ -2400,7 +2416,7 @@ void ScummEngine_v71he::postProcessAuxQueue() {
|
|||
_auxEntriesNum = 0;
|
||||
}
|
||||
|
||||
void ScummEngine_v71he::queueAuxBlock(Actor *a) {
|
||||
void ScummEngine_v71he::queueAuxBlock(ActorHE *a) {
|
||||
if (!a->_auxBlock.visible)
|
||||
return;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue