fix for #583166 (hoagie doesn't enter mansion correctly); moved putActor into class Actor

svn-id: r4587
This commit is contained in:
Max Horn 2002-07-18 15:45:10 +00:00
parent 4968bc7a21
commit 37921ed5b7
6 changed files with 65 additions and 56 deletions

View file

@ -271,7 +271,7 @@ int Actor::updateActorDirection()
return dir;
}
void Actor::setActorBox(int box)
void Actor::setBox(int box)
{
walkbox = box;
mask = _vm->getMaskFromBox(box);
@ -302,7 +302,7 @@ int Actor::actorWalkStep()
actorY = y;
if (walkbox != walkdata.curbox && _vm->checkXYInBoxBounds(walkdata.curbox, actorX, actorY)) {
setActorBox(walkdata.curbox);
setBox(walkdata.curbox);
}
distX = abs(walkdata.newx - walkdata.x);
@ -478,7 +478,7 @@ void Actor::animateActor(int anim)
break;
case 3:
moving &= ~MF_TURN;
setActorDirection(dir);
setDirection(dir);
break;
case 4:
turnToDirection(dir);
@ -488,7 +488,7 @@ void Actor::animateActor(int anim)
}
}
void Actor::setActorDirection(int direction)
void Actor::setDirection(int direction)
{
uint aMask;
int i;
@ -517,35 +517,35 @@ void Actor::setActorDirection(int direction)
needBgReset = true;
}
void Scumm::putActor(Actor *a, int dstX, int dstY, byte room)
void Actor::putActor(int dstX, int dstY, byte newRoom)
{
if (a->visible && _currentRoom != room && _vars[VAR_TALK_ACTOR] == a->number) {
clearMsgQueue();
if (visible && _vm->_currentRoom != newRoom && _vm->_vars[_vm->VAR_TALK_ACTOR] == number) {
_vm->clearMsgQueue();
}
a->x = dstX;
a->y = dstY;
a->room = room;
a->needRedraw = true;
a->needBgReset = true;
x = dstX;
y = dstY;
room = newRoom;
needRedraw = true;
needBgReset = true;
if (_vars[VAR_EGO] == a->number) {
_egoPositioned = true;
if (_vm->_vars[_vm->VAR_EGO] == number) {
_vm->_egoPositioned = true;
}
if (a->visible) {
if (a->isInCurrentRoom()) {
if (a->moving) {
a->startAnimActor(a->standFrame);
a->moving = 0;
if (visible) {
if (isInCurrentRoom()) {
if (moving) {
startAnimActor(standFrame);
moving = 0;
}
a->adjustActorPos();
adjustActorPos();
} else {
a->hideActor();
hideActor();
}
} else {
if (a->isInCurrentRoom())
a->showActor();
if (isInCurrentRoom())
showActor();
}
}
@ -606,6 +606,7 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom)
if (i == -1)
continue;
if (_vm->_features & GF_OLD256) {
// FIXME - we check here if the box suggested by getPathToDestBox
// is locked or not. This prevents us from walking thru
// closed doors in some cases in Zak256. However a better fix
@ -614,6 +615,7 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom)
if (flags & 0x80 && (!(flags & 0x20) || isInClass(0x1F)))
continue;
}
}
if (!_vm->inBoxQuickReject(j, dstX, dstY, threshold))
continue;
@ -663,7 +665,7 @@ void Actor::adjustActorPos()
y = abr.y;
walkdata.destbox = (byte)abr.dist;
setActorBox(abr.dist);
setBox(abr.dist);
walkdata.destx = -1;
@ -1077,7 +1079,7 @@ void Actor::startWalkActor(int destX, int destY, int dir)
x = abr.x;
y = abr.y;
if (dir != -1)
setActorDirection(dir);
setDirection(dir);
return;
}
@ -1130,11 +1132,11 @@ void Actor::startWalkAnim(int cmd, int angle)
} else*/ {
switch (cmd) {
case 1: /* start walk */
setActorDirection(angle);
setDirection(angle);
startAnimActor(walkFrame);
break;
case 2: /* change dir only */
setActorDirection(angle);
setDirection(angle);
break;
case 3: /* stop walk */
turnToDirection(angle);
@ -1157,7 +1159,7 @@ void Actor::walkActor()
if (moving & MF_LAST_LEG) {
moving = 0;
setActorBox(walkdata.destbox);
setBox(walkdata.destbox);
startWalkAnim(3, walkdata.destdir);
return;
}
@ -1165,20 +1167,20 @@ void Actor::walkActor()
if (moving & MF_TURN) {
j = updateActorDirection();
if (facing != j)
setActorDirection(j);
setDirection(j);
else
moving = 0;
return;
}
setActorBox(walkdata.curbox);
setBox(walkdata.curbox);
moving &= MF_IN_LEG;
}
do {
moving &= ~MF_NEW_LEG;
if ((!walkbox && (!(_vm->_features & GF_SMALL_HEADER)))) {
setActorBox(walkdata.destbox);
setBox(walkdata.destbox);
walkdata.curbox = walkdata.destbox;
break;
}
@ -1197,7 +1199,7 @@ void Actor::walkActor()
if (calcMovementFactor(_vm->_foundPathX, _vm->_foundPathY))
return;
setActorBox(walkdata.curbox);
setBox(walkdata.curbox);
} while (1);
moving |= MF_LAST_LEG;
@ -1277,7 +1279,7 @@ void Actor::walkActorOld()
if (moving & MF_TURN) {
new_dir = updateActorDirection();
if (facing != new_dir) {
setActorDirection(new_dir);
setDirection(new_dir);
return;
}
moving = 0;

12
actor.h
View file

@ -119,22 +119,30 @@ public:
void showActor();
void initActor(int mode);
void putActor(int x, int y, byte room);
void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
protected:
int calcMovementFactor(int newx, int newy);
int actorWalkStep();
int remapDirection(int dir);
void setupActorScale();
public:
void stopActorMoving();
void startWalkAnim(int cmd, int angle);
void startAnimActor(int frame);
void setActorBox(int box);
protected:
void setBox(int box);
int updateActorDirection();
void setActorDirection(int direction);
public:
void setDirection(int direction);
int getActorXYPos(int &x, int &y);
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY, int pathfrom);
protected:
void adjustActorPos();
public:
void turnToDirection(int newdir);
void walkActor();
void drawActorCostume();

View file

@ -813,7 +813,7 @@ void Scumm::o5_actorSet()
a->forceClip = 0;
FixRoom:
if (a->isInCurrentRoom())
putActor(a, a->x, a->y, a->room);
a->putActor(a->x, a->y, a->room);
break;
case 21: /* followboxes */
a->ignoreBoxes = 0;
@ -1575,7 +1575,7 @@ void Scumm::o5_loadRoomWithEgo()
a = derefActorSafe(_vars[VAR_EGO], "o5_loadRoomWithEgo");
/* Warning: used previously _xPos, _yPos from a previous update of those */
putActor(a, a->x, a->y, room);
a->putActor(a->x, a->y, room);
x = (int16)fetchScriptWord();
y = (int16)fetchScriptWord();
@ -1726,7 +1726,7 @@ void Scumm::o5_putActor()
x = getVarOrDirectWord(0x40);
y = getVarOrDirectWord(0x20);
putActor(a, x, y, a->room);
a->putActor(x, y, a->room);
}
@ -1743,7 +1743,7 @@ void Scumm::o5_putActorAtObject()
x = 240;
y = 120;
}
putActor(a, x, y, a->room);
a->putActor(x, y, a->room);
}
void Scumm::o5_putActorInRoom()
@ -1758,7 +1758,7 @@ void Scumm::o5_putActorInRoom()
}
a->room = room;
if (!room)
putActor(a, 0, 0, 0);
a->putActor(0, 0, 0);
}
void Scumm::o5_quitPauseRestart()

View file

@ -1393,7 +1393,7 @@ void Scumm::o6_putActorInRoom()
if (room != 0)
a->room = room;
}
putActor(a, x, y, room);
a->putActor(x, y, room);
}
@ -1413,7 +1413,7 @@ void Scumm::o6_putActorAtObject()
}
if (room == 0xFF)
room = a->room;
putActor(a, x, y, room);
a->putActor(x, y, room);
}
void Scumm::o6_faceActor()
@ -1489,7 +1489,7 @@ void Scumm::o6_loadRoomWithEgo()
a = derefActorSafe(_vars[VAR_EGO], "o_loadRoomWithEgo");
putActor(a, 0, 0, room);
a->putActor(0, 0, room);
_egoPositioned = false;
_vars[VAR_WALKTO_OBJ] = obj;
@ -1997,7 +1997,7 @@ void Scumm::o6_actorSet()
a->forceClip = 0;
FixRooms:;
if (a->isInCurrentRoom())
putActor(a, a->x, a->y, a->room);
a->putActor(a->x, a->y, a->room);
break;
case 96:
a->ignoreBoxes = 0;
@ -2045,7 +2045,7 @@ void Scumm::o6_actorSet()
break;
case 230: /* set direction */
a->moving &= ~MF_TURN;
a->setActorDirection(pop());
a->setDirection(pop());
break;
case 231: /* turn to direction */
a->turnToDirection(pop());

View file

@ -779,7 +779,6 @@ public:
Actor *derefActor(int id);
Actor *derefActorSafe(int id, const char *errmsg);
Actor *getFirstActor() { return _actors; }
void putActor(Actor *a, int x, int y, byte room);
void showActors();
uint32 *_classData;

View file

@ -491,8 +491,8 @@ void Scumm::startScene(int room, Actor * a, int objectNr)
_currentRoom);
int x, y, dir;
getObjectXYPos(objectNr, x, y, dir);
putActor(a, x, y, _currentRoom);
a->setActorDirection(dir + 180);
a->putActor(x, y, _currentRoom);
a->setDirection(dir + 180);
a->moving = 0;
}
@ -505,7 +505,7 @@ void Scumm::startScene(int room, Actor * a, int objectNr)
if (a && !_egoPositioned) {
int x, y;
getObjectXYPos(objectNr, x, y);
putActor(a, x, y, _currentRoom);
a->putActor(x, y, _currentRoom);
a->moving = 0;
}
} else {