got rid of _xPos, _yPos, _dir members in class Scumm
svn-id: r4578
This commit is contained in:
parent
0d943903c7
commit
32e81beb45
8 changed files with 61 additions and 72 deletions
10
actor.cpp
10
actor.cpp
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@ -548,15 +548,13 @@ void Scumm::putActor(Actor *a, int dstX, int dstY, byte room)
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}
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}
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int Scumm::getActorXYPos(Actor *a)
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int Actor::getActorXYPos(int &xPos, int &yPos)
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{
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if (!a)
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if (!isInCurrentRoom())
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return -1;
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if (!a->isInCurrentRoom())
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return -1;
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_xPos = a->x;
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_yPos = a->y;
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xPos = x;
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yPos = y;
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return 0;
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}
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1
actor.h
1
actor.h
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@ -131,6 +131,7 @@ public:
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int updateActorDirection();
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void setActorDirection(int direction);
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int getActorXYPos(int &x, int &y);
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AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY, int pathfrom);
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void adjustActorPos();
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67
object.cpp
67
object.cpp
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@ -135,34 +135,33 @@ int Scumm::whereIsObject(int object)
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return WIO_NOT_FOUND;
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}
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int Scumm::getObjectOrActorXY(int object)
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int Scumm::getObjectOrActorXY(int object, int &x, int &y)
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{
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if (object < NUM_ACTORS)
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return getActorXYPos(derefActorSafe(object, "getObjectOrActorXY"));
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return derefActorSafe(object, "getObjectOrActorXY")->getActorXYPos(x, y);
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switch (whereIsObject(object)) {
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case WIO_NOT_FOUND:
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return -1;
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case WIO_INVENTORY:
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if (_objectOwnerTable[object] < NUM_ACTORS)
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return getActorXYPos(derefActorSafe(_objectOwnerTable[object], "getObjectOrActorXY(2)"));
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return derefActorSafe(_objectOwnerTable[object], "getObjectOrActorXY(2)")->getActorXYPos(x, y);
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else
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return 0xFF;
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}
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getObjectXYPos(object);
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getObjectXYPos(object, x, y);
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return 0;
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}
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/* Return the position of an object.
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Returns X, Y and direction in angles
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*/
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void Scumm::getObjectXYPos(int object)
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void Scumm::getObjectXYPos(int object, int &x, int &y, int &dir)
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{
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ObjectData *od = &_objs[getObjectIndex(object)];
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int state;
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byte *ptr;
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ImageHeader *imhd;
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int x, y;
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if (!(_features & GF_SMALL_HEADER)) {
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if (_features & GF_AFTER_V6) {
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@ -190,22 +189,17 @@ void Scumm::getObjectXYPos(int object)
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x = od->walk_x;
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y = od->walk_y;
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}
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_xPos = x;
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_yPos = y;
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_dir = oldDirToNewDir(od->actordir & 3);
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dir = oldDirToNewDir(od->actordir & 3);
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} else {
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x = od->walk_x;
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y = od->walk_y;
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_xPos = x;
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_yPos = y;
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_dir = oldDirToNewDir(od->actordir & 3);
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dir = oldDirToNewDir(od->actordir & 3);
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}
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}
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int Scumm::getObjActToObjActDist(int a, int b)
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{
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int x, y;
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int x, y, x2, y2;
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Actor *acta = NULL;
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Actor *actb = NULL;
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@ -218,23 +212,20 @@ int Scumm::getObjActToObjActDist(int a, int b)
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if (acta && actb && acta->getRoom() == actb->getRoom() && acta->getRoom() && !acta->isInCurrentRoom())
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return 0;
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if (getObjectOrActorXY(a) == -1)
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if (getObjectOrActorXY(a, x, y) == -1)
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return 0xFF;
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x = _xPos;
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y = _yPos;
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if (getObjectOrActorXY(b) == -1)
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if (getObjectOrActorXY(b, x2, y2) == -1)
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return 0xFF;
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if (acta) {
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AdjustBoxResult r = acta->adjustXYToBeInBox(_xPos, _yPos, -1);
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_xPos = r.x;
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_yPos = r.y;
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AdjustBoxResult r = acta->adjustXYToBeInBox(x2, y2, -1);
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x2 = r.x;
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y2 = r.y;
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}
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y = abs(y - _yPos);
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x = abs(x - _xPos);
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y = abs(y - y2);
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x = abs(x - x2);
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if (y > x)
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x = y;
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@ -965,8 +956,9 @@ int Scumm::getObjX(int obj)
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} else {
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if (whereIsObject(obj) == WIO_NOT_FOUND)
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return -1;
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getObjectOrActorXY(obj);
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return _xPos;
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int x, y;
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getObjectOrActorXY(obj, x, y);
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return x;
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}
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}
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@ -979,8 +971,9 @@ int Scumm::getObjY(int obj)
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} else {
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if (whereIsObject(obj) == WIO_NOT_FOUND)
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return -1;
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getObjectOrActorXY(obj);
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return _yPos;
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int x, y;
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getObjectOrActorXY(obj, x, y);
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return y;
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}
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}
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@ -989,8 +982,9 @@ int Scumm::getObjOldDir(int obj)
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if (obj < NUM_ACTORS) {
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return newDirToOldDir(derefActorSafe(obj, "getObjOldDir")->facing);
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} else {
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getObjectXYPos(obj);
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return _dir;
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int x, y, dir;
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getObjectXYPos(obj, x, y, dir);
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return dir;
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}
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}
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@ -999,8 +993,9 @@ int Scumm::getObjNewDir(int obj)
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if (obj < NUM_ACTORS) {
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return derefActorSafe(obj, "getObjNewDir")->facing;
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} else {
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getObjectXYPos(obj);
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return oldDirToNewDir(_dir);
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int x, y, dir;
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getObjectXYPos(obj, x, y, dir);
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return oldDirToNewDir(dir);
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}
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}
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@ -1064,24 +1059,20 @@ int Scumm::getDistanceBetween(bool is_obj_1, int b, int c, bool is_obj_2, int e,
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j = i = 0xFF;
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if (is_obj_1) {
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if (getObjectOrActorXY(b) == -1)
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if (getObjectOrActorXY(b, x, y) == -1)
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return -1;
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if (b < NUM_ACTORS)
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i = derefActorSafe(b, "unkObjProc1")->scalex;
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x = _xPos;
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y = _yPos;
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} else {
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x = b;
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y = c;
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}
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if (is_obj_2) {
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if (getObjectOrActorXY(e) == -1)
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if (getObjectOrActorXY(e, x2, y2) == -1)
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return -1;
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if (e < NUM_ACTORS)
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j = derefActorSafe(e, "unkObjProc1(2)")->scalex;
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x2 = _xPos;
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y2 = _yPos;
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} else {
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x2 = e;
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y2 = f;
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10
script.cpp
10
script.cpp
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@ -855,17 +855,15 @@ void Scumm::cutscene(int16 *args)
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void Scumm::faceActorToObj(int act, int obj)
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{
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int x, dir;
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int x, x2, y, dir;
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if (getObjectOrActorXY(act) == -1)
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if (getObjectOrActorXY(act, x, y) == -1)
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return;
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x = _xPos;
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if (getObjectOrActorXY(obj) == -1)
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if (getObjectOrActorXY(obj, x2, y) == -1)
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return;
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dir = (_xPos > x) ? 90 : 270;
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dir = (x2 > x) ? 90 : 270;
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derefActorSafe(act, "faceActorToObj")->turnToDirection(dir);
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}
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@ -1732,18 +1732,18 @@ void Scumm::o5_putActor()
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void Scumm::o5_putActorAtObject()
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{
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int obj;
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int obj, x, y;
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Actor *a;
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a = derefActorSafe(getVarOrDirectByte(0x80), "o5_putActorAtObject");
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obj = getVarOrDirectWord(0x40);
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if (whereIsObject(obj) != WIO_NOT_FOUND)
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getObjectXYPos(obj);
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getObjectXYPos(obj, x, y);
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else {
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_xPos = 240;
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_yPos = 120;
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x = 240;
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y = 120;
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}
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putActor(a, _xPos, _yPos, a->room);
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putActor(a, x, y, a->room);
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}
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void Scumm::o5_putActorInRoom()
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@ -2611,8 +2611,9 @@ void Scumm::o5_walkActorToObject()
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a = derefActorSafe(getVarOrDirectByte(0x80), "o5_walkActorToObject");
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obj = getVarOrDirectWord(0x40);
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if (whereIsObject(obj) != WIO_NOT_FOUND) {
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getObjectXYPos(obj);
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a->startWalkActor(_xPos, _yPos, _dir);
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int x, y, dir;
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getObjectXYPos(obj, x, y, dir);
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a->startWalkActor(x, y, dir);
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}
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}
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@ -1341,8 +1341,9 @@ void Scumm::o6_walkActorToObj()
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if (obj >= NUM_ACTORS) {
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if (whereIsObject(obj) == WIO_NOT_FOUND)
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return;
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getObjectXYPos(obj);
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a->startWalkActor(_xPos, _yPos, _dir);
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int x, y, dir;
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getObjectXYPos(obj, x, y, dir);
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a->startWalkActor(x, y, dir);
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} else {
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a2 = derefActorSafe(obj, "o6_walkActorToObj(2)");
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if (!a2)
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@ -1397,16 +1398,14 @@ void Scumm::o6_putActorInRoom()
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void Scumm::o6_putActorAtObject()
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{
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int room, obj, x, y;
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int room, obj, x, y, dir;
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Actor *a;
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obj = popRoomAndObj(&room);
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a = derefActorSafe(pop(), "o6_putActorAtObject");
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if (whereIsObject(obj) != WIO_NOT_FOUND) {
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getObjectXYPos(obj);
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x = _xPos;
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y = _yPos;
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getObjectXYPos(obj, x, y);
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} else {
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x = 160;
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y = 120;
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7
scumm.h
7
scumm.h
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@ -565,7 +565,6 @@ public:
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VirtScreen *_curVirtScreen;
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bool _egoPositioned;
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int _xPos, _yPos, _dir;
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int _keyPressed;
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uint16 _lastKeyHit;
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uint16 _mouseButStat;
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@ -788,14 +787,15 @@ public:
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int getObjectRoom(int obj);
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int getObjX(int obj);
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int getObjY(int obj);
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void getObjectXYPos(int object);
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void getObjectXYPos(int object, int &x, int &y) { int dir; getObjectXYPos(object, x, y, dir); }
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void getObjectXYPos(int object, int &x, int &y, int &dir);
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int getObjOldDir(int obj);
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int getObjNewDir(int obj);
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int getObjectIndex(int object);
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int whereIsObject(int object);
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int findObject(int x, int y);
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void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
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int getObjectOrActorXY(int object); // Object and Actor...
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int getObjectOrActorXY(int object, int &x, int &y); // Object and Actor...
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int getObjActToObjActDist(int a, int b); // Not sure how to handle
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byte *getObjOrActorName(int obj); // these three..
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@ -935,7 +935,6 @@ public:
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void startAnimActorEx(Actor *a, int frame, int direction);
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int getProgrDirChange(Actor *a, int mode);
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int getActorXYPos(Actor *a);
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void walkActors();
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void playActorSounds();
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void setActorRedrawFlags();
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12
scummvm.cpp
12
scummvm.cpp
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@ -489,9 +489,10 @@ void Scumm::startScene(int room, Actor * a, int objectNr)
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if (where != WIO_ROOM && where != WIO_FLOBJECT)
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error("startScene: Object %d is not in room %d", objectNr,
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_currentRoom);
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getObjectXYPos(objectNr);
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putActor(a, _xPos, _yPos, _currentRoom);
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a->setActorDirection(_dir + 180);
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int x, y, dir;
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getObjectXYPos(objectNr, x, y, dir);
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putActor(a, x, y, _currentRoom);
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a->setActorDirection(dir + 180);
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a->moving = 0;
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}
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@ -502,8 +503,9 @@ void Scumm::startScene(int room, Actor * a, int objectNr)
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if (!(_features & GF_AFTER_V7)) {
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if (a && !_egoPositioned) {
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getObjectXYPos(objectNr);
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putActor(a, _xPos, _yPos, _currentRoom);
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int x, y;
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getObjectXYPos(objectNr, x, y);
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putActor(a, x, y, _currentRoom);
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a->moving = 0;
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}
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} else {
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