SCUMM: Moved more stuf from class Actor to ActorHE

svn-id: r34648
This commit is contained in:
Max Horn 2008-09-25 10:11:06 +00:00
parent c41480bfd4
commit 1537e162f6
6 changed files with 102 additions and 79 deletions

View file

@ -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;