fix for #583166 (hoagie doesn't enter mansion correctly); moved putActor into class Actor
svn-id: r4587
This commit is contained in:
parent
4968bc7a21
commit
37921ed5b7
6 changed files with 65 additions and 56 deletions
68
actor.cpp
68
actor.cpp
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@ -271,7 +271,7 @@ int Actor::updateActorDirection()
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return dir;
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}
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void Actor::setActorBox(int box)
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void Actor::setBox(int box)
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{
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walkbox = box;
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mask = _vm->getMaskFromBox(box);
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@ -302,7 +302,7 @@ int Actor::actorWalkStep()
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actorY = y;
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if (walkbox != walkdata.curbox && _vm->checkXYInBoxBounds(walkdata.curbox, actorX, actorY)) {
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setActorBox(walkdata.curbox);
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setBox(walkdata.curbox);
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}
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distX = abs(walkdata.newx - walkdata.x);
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@ -478,7 +478,7 @@ void Actor::animateActor(int anim)
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break;
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case 3:
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moving &= ~MF_TURN;
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setActorDirection(dir);
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setDirection(dir);
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break;
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case 4:
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turnToDirection(dir);
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@ -488,7 +488,7 @@ void Actor::animateActor(int anim)
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}
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}
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void Actor::setActorDirection(int direction)
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void Actor::setDirection(int direction)
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{
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uint aMask;
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int i;
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@ -517,35 +517,35 @@ void Actor::setActorDirection(int direction)
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needBgReset = true;
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}
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void Scumm::putActor(Actor *a, int dstX, int dstY, byte room)
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void Actor::putActor(int dstX, int dstY, byte newRoom)
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{
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if (a->visible && _currentRoom != room && _vars[VAR_TALK_ACTOR] == a->number) {
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clearMsgQueue();
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if (visible && _vm->_currentRoom != newRoom && _vm->_vars[_vm->VAR_TALK_ACTOR] == number) {
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_vm->clearMsgQueue();
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}
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a->x = dstX;
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a->y = dstY;
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a->room = room;
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a->needRedraw = true;
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a->needBgReset = true;
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x = dstX;
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y = dstY;
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room = newRoom;
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needRedraw = true;
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needBgReset = true;
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if (_vars[VAR_EGO] == a->number) {
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_egoPositioned = true;
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if (_vm->_vars[_vm->VAR_EGO] == number) {
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_vm->_egoPositioned = true;
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}
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if (a->visible) {
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if (a->isInCurrentRoom()) {
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if (a->moving) {
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a->startAnimActor(a->standFrame);
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a->moving = 0;
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if (visible) {
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if (isInCurrentRoom()) {
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if (moving) {
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startAnimActor(standFrame);
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moving = 0;
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}
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a->adjustActorPos();
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adjustActorPos();
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} else {
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a->hideActor();
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hideActor();
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}
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} else {
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if (a->isInCurrentRoom())
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a->showActor();
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if (isInCurrentRoom())
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showActor();
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}
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}
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@ -606,6 +606,7 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom)
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if (i == -1)
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continue;
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if (_vm->_features & GF_OLD256) {
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// FIXME - we check here if the box suggested by getPathToDestBox
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// is locked or not. This prevents us from walking thru
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// closed doors in some cases in Zak256. However a better fix
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@ -614,6 +615,7 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom)
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if (flags & 0x80 && (!(flags & 0x20) || isInClass(0x1F)))
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continue;
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}
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}
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if (!_vm->inBoxQuickReject(j, dstX, dstY, threshold))
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continue;
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@ -663,7 +665,7 @@ void Actor::adjustActorPos()
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y = abr.y;
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walkdata.destbox = (byte)abr.dist;
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setActorBox(abr.dist);
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setBox(abr.dist);
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walkdata.destx = -1;
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@ -1077,7 +1079,7 @@ void Actor::startWalkActor(int destX, int destY, int dir)
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x = abr.x;
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y = abr.y;
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if (dir != -1)
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setActorDirection(dir);
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setDirection(dir);
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return;
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}
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@ -1130,11 +1132,11 @@ void Actor::startWalkAnim(int cmd, int angle)
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} else*/ {
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switch (cmd) {
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case 1: /* start walk */
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setActorDirection(angle);
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setDirection(angle);
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startAnimActor(walkFrame);
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break;
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case 2: /* change dir only */
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setActorDirection(angle);
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setDirection(angle);
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break;
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case 3: /* stop walk */
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turnToDirection(angle);
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@ -1157,7 +1159,7 @@ void Actor::walkActor()
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if (moving & MF_LAST_LEG) {
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moving = 0;
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setActorBox(walkdata.destbox);
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setBox(walkdata.destbox);
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startWalkAnim(3, walkdata.destdir);
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return;
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}
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@ -1165,20 +1167,20 @@ void Actor::walkActor()
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if (moving & MF_TURN) {
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j = updateActorDirection();
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if (facing != j)
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setActorDirection(j);
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setDirection(j);
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else
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moving = 0;
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return;
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}
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setActorBox(walkdata.curbox);
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setBox(walkdata.curbox);
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moving &= MF_IN_LEG;
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}
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do {
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moving &= ~MF_NEW_LEG;
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if ((!walkbox && (!(_vm->_features & GF_SMALL_HEADER)))) {
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setActorBox(walkdata.destbox);
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setBox(walkdata.destbox);
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walkdata.curbox = walkdata.destbox;
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break;
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}
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@ -1197,7 +1199,7 @@ void Actor::walkActor()
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if (calcMovementFactor(_vm->_foundPathX, _vm->_foundPathY))
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return;
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setActorBox(walkdata.curbox);
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setBox(walkdata.curbox);
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} while (1);
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moving |= MF_LAST_LEG;
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@ -1277,7 +1279,7 @@ void Actor::walkActorOld()
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if (moving & MF_TURN) {
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new_dir = updateActorDirection();
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if (facing != new_dir) {
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setActorDirection(new_dir);
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setDirection(new_dir);
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return;
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}
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moving = 0;
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12
actor.h
12
actor.h
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@ -119,22 +119,30 @@ public:
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void showActor();
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void initActor(int mode);
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void putActor(int x, int y, byte room);
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void setActorWalkSpeed(uint newSpeedX, uint newSpeedY);
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protected:
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int calcMovementFactor(int newx, int newy);
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int actorWalkStep();
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int remapDirection(int dir);
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void setupActorScale();
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public:
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void stopActorMoving();
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void startWalkAnim(int cmd, int angle);
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void startAnimActor(int frame);
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void setActorBox(int box);
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protected:
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void setBox(int box);
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int updateActorDirection();
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void setActorDirection(int direction);
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public:
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void setDirection(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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protected:
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void adjustActorPos();
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public:
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void turnToDirection(int newdir);
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void walkActor();
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void drawActorCostume();
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@ -813,7 +813,7 @@ void Scumm::o5_actorSet()
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a->forceClip = 0;
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FixRoom:
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if (a->isInCurrentRoom())
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putActor(a, a->x, a->y, a->room);
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a->putActor(a->x, a->y, a->room);
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break;
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case 21: /* followboxes */
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a->ignoreBoxes = 0;
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@ -1575,7 +1575,7 @@ void Scumm::o5_loadRoomWithEgo()
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a = derefActorSafe(_vars[VAR_EGO], "o5_loadRoomWithEgo");
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/* Warning: used previously _xPos, _yPos from a previous update of those */
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putActor(a, a->x, a->y, room);
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a->putActor(a->x, a->y, room);
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x = (int16)fetchScriptWord();
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y = (int16)fetchScriptWord();
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@ -1726,7 +1726,7 @@ void Scumm::o5_putActor()
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x = getVarOrDirectWord(0x40);
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y = getVarOrDirectWord(0x20);
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putActor(a, x, y, a->room);
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a->putActor(x, y, a->room);
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}
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@ -1743,7 +1743,7 @@ void Scumm::o5_putActorAtObject()
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x = 240;
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y = 120;
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}
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putActor(a, x, y, a->room);
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a->putActor(x, y, a->room);
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}
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void Scumm::o5_putActorInRoom()
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@ -1758,7 +1758,7 @@ void Scumm::o5_putActorInRoom()
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}
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a->room = room;
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if (!room)
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putActor(a, 0, 0, 0);
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a->putActor(0, 0, 0);
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}
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void Scumm::o5_quitPauseRestart()
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@ -1393,7 +1393,7 @@ void Scumm::o6_putActorInRoom()
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if (room != 0)
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a->room = room;
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}
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putActor(a, x, y, room);
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a->putActor(x, y, room);
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}
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@ -1413,7 +1413,7 @@ void Scumm::o6_putActorAtObject()
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}
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if (room == 0xFF)
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room = a->room;
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putActor(a, x, y, room);
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a->putActor(x, y, room);
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}
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void Scumm::o6_faceActor()
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@ -1489,7 +1489,7 @@ void Scumm::o6_loadRoomWithEgo()
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a = derefActorSafe(_vars[VAR_EGO], "o_loadRoomWithEgo");
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putActor(a, 0, 0, room);
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a->putActor(0, 0, room);
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_egoPositioned = false;
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_vars[VAR_WALKTO_OBJ] = obj;
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@ -1997,7 +1997,7 @@ void Scumm::o6_actorSet()
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a->forceClip = 0;
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FixRooms:;
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if (a->isInCurrentRoom())
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putActor(a, a->x, a->y, a->room);
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a->putActor(a->x, a->y, a->room);
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break;
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case 96:
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a->ignoreBoxes = 0;
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@ -2045,7 +2045,7 @@ void Scumm::o6_actorSet()
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break;
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case 230: /* set direction */
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a->moving &= ~MF_TURN;
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a->setActorDirection(pop());
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a->setDirection(pop());
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break;
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case 231: /* turn to direction */
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a->turnToDirection(pop());
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1
scumm.h
1
scumm.h
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@ -779,7 +779,6 @@ public:
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Actor *derefActor(int id);
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Actor *derefActorSafe(int id, const char *errmsg);
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Actor *getFirstActor() { return _actors; }
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void putActor(Actor *a, int x, int y, byte room);
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void showActors();
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uint32 *_classData;
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@ -491,8 +491,8 @@ void Scumm::startScene(int room, Actor * a, int objectNr)
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_currentRoom);
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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->putActor(x, y, _currentRoom);
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a->setDirection(dir + 180);
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a->moving = 0;
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}
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@ -505,7 +505,7 @@ void Scumm::startScene(int room, Actor * a, int objectNr)
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if (a && !_egoPositioned) {
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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->putActor(x, y, _currentRoom);
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a->moving = 0;
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}
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} else {
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