mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 05:38:56 +00:00
SCUMM: adjust to coding style-guide
This commit is contained in:
parent
434aaaf0c0
commit
e14e4ab3b0
@ -235,8 +235,8 @@ void Actor::stopActorMoving() {
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_vm->stopScript(_walkScript);
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_moving = 0;
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if( _vm->_game.version == 0 )
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((ActorC64*)this)->setDirection( _facing );
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if(_vm->_game.version == 0)
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((ActorC64 *)this)->setDirection(_facing);
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}
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void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
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@ -324,13 +324,12 @@ int Actor::actorWalkStep() {
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int distX, distY;
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int nextFacing;
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if( _vm->_game.version == 0 )
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((ActorC64*) this)->_animFrameRepeat = -1;
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if(_vm->_game.version == 0)
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((ActorC64 *)this)->_animFrameRepeat = -1;
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_needRedraw = true;
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nextFacing = updateActorDirection(true);
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if (!(_moving & MF_IN_LEG) || _facing != nextFacing) {
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if (_walkFrame != _frame || _facing != nextFacing) {
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startWalkAnim(1, nextFacing);
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@ -370,7 +369,6 @@ int Actor::actorWalkStep() {
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_moving &= ~MF_IN_LEG;
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return 0;
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}
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return 1;
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}
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@ -398,11 +396,9 @@ void Actor::startWalkActor(int destX, int destY, int dir) {
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}
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if (_vm->_game.version <= 2) {
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abr = adjustXYToBeInBox(abr.x, abr.y);
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if (_pos.x == abr.x && _pos.y == abr.y && (dir == -1 || _facing == dir))
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return;
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} else {
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if (_ignoreBoxes) {
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abr.box = kInvalidBox;
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@ -449,7 +445,6 @@ void Actor::startWalkAnim(int cmd, int angle) {
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args[2] = angle;
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_vm->runScript(_walkScript, 1, 0, args);
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} else {
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switch (cmd) {
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case 1: /* start walk */
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setDirection(angle);
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@ -573,9 +568,8 @@ void Actor_v2::walkActor() {
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if (_moving & MF_IN_LEG) {
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actorWalkStep();
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if( _vm->_game.version == 0 )
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((ActorC64*) this)->animateActor( newDirToOldDir( _facing ) );
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if(_vm->_game.version == 0)
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((ActorC64 *)this)->animateActor(newDirToOldDir(_facing));
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} else {
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if (_moving & MF_LAST_LEG) {
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_moving = 0;
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@ -886,24 +880,24 @@ void Actor::setDirection(int direction) {
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void ActorC64::setDirection(int direction) {
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int dir = newDirToOldDir( direction );
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int res = 0;
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int res = 0;
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switch (dir) {
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case 0:
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res = 4; // Left
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break;
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break;
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case 1:
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res = 5; // Right
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break;
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break;
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case 2:
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res = 6; // Face Away
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break;
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break;
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default:
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default:
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res = 7; // Face Camera
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break;
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break;
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}
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_animFrameRepeat = -1;
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@ -935,12 +929,10 @@ void Actor::turnToDirection(int newdir) {
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} else {
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_moving &= ~MF_TURN;
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if (newdir != _facing) {
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_moving |= MF_TURN;
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_targetFacing = newdir;
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}
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}
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}
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@ -982,14 +974,11 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
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if (_visible) {
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if (isInCurrentRoom()) {
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if (_moving) {
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stopActorMoving();
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startAnimActor(_standFrame);
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}
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adjustActorPos();
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} else {
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#ifdef ENABLE_HE
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if (_vm->_game.heversion >= 71)
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@ -1003,8 +992,8 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
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}
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// V0 always sets the actor to face the camera upon entering a room
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if( _vm->_game.version == 0 )
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setDirection( oldDirToNewDir(2));
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if(_vm->_game.version == 0)
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setDirection(oldDirToNewDir(2));
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}
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static bool inBoxQuickReject(const BoxCoords &box, int x, int y, int threshold) {
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@ -1139,6 +1128,7 @@ AdjustBoxResult Actor_v2::adjustXYToBeInBox(const int dstX, const int dstY) {
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abr.x = foundX;
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abr.y = foundY;
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abr.box = box;
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break;
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}
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if (dist < bestDist) {
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@ -1324,20 +1314,19 @@ void Actor::showActor() {
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_vm->ensureResourceLoaded(rtCostume, _costume);
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if (_vm->_game.version == 0) {
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ActorC64 *a = ((ActorC64*) this);
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ActorC64 *a = ((ActorC64 *)this);
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a->_costCommand = a->_costCommandNew = 0xFF;
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for( int i = 0; i < 8; ++i ) {
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for(int i = 0; i < 8; ++i) {
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a->_limbFrameRepeat[i] = 0;
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a->_limbFrameRepeatNew[i] = 0;
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}
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_cost.reset();
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// 0x39DF
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a->_animFrameRepeat = 1;
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// 0x39DF
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a->_animFrameRepeat = 1;
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a->_speaking = 0;
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startAnimActor(_standFrame);
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@ -1880,10 +1869,10 @@ void ActorC64::startAnimActor(int f) {
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return;
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}
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if( f == _standFrame )
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setDirection( _facing );
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if(f == _standFrame)
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setDirection(_facing);
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else
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animateActor( newDirToOldDir(_facing) );
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animateActor(newDirToOldDir(_facing));
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}
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void Actor::animateActor(int anim) {
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@ -1898,6 +1887,7 @@ void Actor::animateActor(int anim) {
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dir = anim % 1000;
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} else {
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cmd = anim / 4;
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dir = oldDirToNewDir(anim % 4);
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@ -1970,7 +1960,7 @@ void ActorC64::animateCostume() {
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speakCheck();
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for( _limb_current = 0; _limb_current < 8; ++_limb_current ) {
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for(_limb_current = 0; _limb_current < 8; ++_limb_current) {
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limbFrameCheck();
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if (_vm->_costumeLoader->increaseAnims(this))
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@ -1983,15 +1973,15 @@ void ActorC64::speakCheck() {
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if (v0ActorTalkArray[_number] & 0x80)
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return;
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int cmd = newDirToOldDir( _facing );
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int cmd = newDirToOldDir(_facing);
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if (_speaking & 0x80)
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cmd += 0x0C;
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else
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cmd += 0x10;
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_animFrameRepeat = -1;
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animateActor( cmd );
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_animFrameRepeat = -1;
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animateActor(cmd);
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}
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#ifdef ENABLE_SCUMM_7_8
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@ -2622,7 +2612,7 @@ bool Actor::isPlayer() {
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}
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bool Actor_v2::isPlayer() {
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// isPlayer() is not supported by v0
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// isPlayer() is not supported by v0
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assert(_vm->_game.version != 0);
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return _vm->VAR(42) <= _number && _number <= _vm->VAR(43);
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}
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@ -2781,7 +2771,7 @@ void ScummEngine_v71he::queueAuxEntry(int actorNum, int subIndex) {
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void ActorC64::animateActor(int anim) {
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int dir = -1;
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switch( anim ) {
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switch (anim) {
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case 0x00:
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case 0x04:
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dir = 0;
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@ -2806,21 +2796,21 @@ void ActorC64::animateActor(int anim) {
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break;
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}
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if( isInCurrentRoom() ) {
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if(isInCurrentRoom()) {
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_costCommandNew = anim;
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_vm->_costumeLoader->costumeDecodeData(this, 0, 0);
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if( dir == -1 )
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if(dir == -1)
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return;
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_facing = normalizeAngle( oldDirToNewDir(dir) );
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_facing = normalizeAngle(oldDirToNewDir(dir));
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} else {
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if( anim > 4 && anim <= 7 )
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_facing = normalizeAngle( oldDirToNewDir(dir) );
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}
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if(anim > 4 && anim <= 7)
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_facing = normalizeAngle(oldDirToNewDir(dir));
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}
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}
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void ActorC64::saveLoadWithSerializer(Serializer *ser) {
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@ -352,41 +352,41 @@ public:
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byte _miscflags;
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byte _speaking;
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int8 _animFrameRepeat;
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int8 _limbFrameRepeatNew[8], _limbFrameRepeat[8];
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int8 _animFrameRepeat;
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int8 _limbFrameRepeatNew[8], _limbFrameRepeat[8];
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byte _limb_current;
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byte _limb_current;
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bool _limb_flipped[8];
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public:
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ActorC64(ScummEngine *scumm, int id) : Actor_v2(scumm, id) {
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_costCommand = 0xFF;
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_speaking = 0;
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_animFrameRepeat = 0;
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_costCommandNew = 0xFF;
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_costCommand = 0xFF;
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_speaking = 0;
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_animFrameRepeat = 0;
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_costCommandNew = 0xFF;
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for( int i = 0; i < 8; ++i ) {
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for(int i = 0; i < 8; ++i) {
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_limbFrameRepeatNew[i] = 0;
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_limbFrameRepeat[i] = 0;
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_limb_flipped[i] = false;
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}
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}
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virtual void initActor(int mode) {
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Actor_v2::initActor(mode);
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if (mode == -1) {
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_miscflags = 0;
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}
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}
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virtual void animateActor(int anim);
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virtual void animateActor(int anim);
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virtual void animateCostume();
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void limbFrameCheck();
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void limbFrameCheck();
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void speakCheck();
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virtual void setDirection(int direction);
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void startAnimActor(int f);
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void speakCheck();
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virtual void setDirection(int direction);
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void startAnimActor(int f);
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// Used by the save/load system:
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virtual void saveLoadWithSerializer(Serializer *ser);
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@ -1190,11 +1190,11 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
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}
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// Invalid current position?
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if( a->_cost.curpos[limb] == 0xFFFF )
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if(a->_cost.curpos[limb] == 0xFFFF)
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return 0;
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_loaded.loadCostume( a->_costume );
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byte frame = _loaded._frameOffsets[ a->_cost.curpos[limb] + a->_cost.active[limb] ];
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_loaded.loadCostume(a->_costume);
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byte frame = _loaded._frameOffsets[a->_cost.curpos[limb] + a->_cost.active[limb]];
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// Get the frame ptr
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byte ptrLow = _loaded._baseptr[frame];
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@ -1224,7 +1224,7 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
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if (!width || !height)
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return 0;
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int xpos = _actorX + (A->_limb_flipped[ limb ] ? -1 : +1) * (offsetX * 8 - a->_width / 2);
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int xpos = _actorX + (A->_limb_flipped[limb] ? -1 : +1) * (offsetX * 8 - a->_width / 2);
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// +1 as we appear to be 1 pixel away from the original interpreter
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int ypos = _actorY - offsetY + 1;
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@ -1234,13 +1234,13 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
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byte color = data[y * width + x];
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byte pcolor;
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int destX = xpos + (A->_limb_flipped[ limb ] ? -(x + 1) : x) * 8;
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int destX = xpos + (A->_limb_flipped[limb] ? -(x + 1) : x) * 8;
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int destY = ypos + y;
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if (destY >= 0 && destY < _out.h && destX >= 0 && destX < _out.w) {
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byte *dst = (byte *)_out.pixels + destY * _out.pitch + destX;
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byte *mask = _vm->getMaskBuffer(0, destY, _zbuf);
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if (A->_limb_flipped[ limb ]) {
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if (A->_limb_flipped[limb]) {
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LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6);
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} else {
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LINE(6, 0); LINE(4, 2); LINE(2, 4); LINE(0, 6);
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@ -1251,7 +1251,7 @@ byte C64CostumeRenderer::drawLimb(const Actor *a, int limb) {
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_draw_top = MIN(_draw_top, ypos);
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_draw_bottom = MAX(_draw_bottom, ypos + height);
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if (A->_limb_flipped[ limb ])
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if (A->_limb_flipped[limb])
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_vm->markRectAsDirty(kMainVirtScreen, xpos - (width * 8), xpos, ypos, ypos + height, _actorID);
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else
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_vm->markRectAsDirty(kMainVirtScreen, xpos, xpos + (width * 8), ypos, ypos + height, _actorID);
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@ -1291,7 +1291,7 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
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loadCostume(a->_costume);
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// Invalid costume command?
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if( A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew) )
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if(A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
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return;
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A->_costCommand = A->_costCommandNew;
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@ -1308,41 +1308,41 @@ void C64CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
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limbFrameNumber = ((_animCmds + cmd)[limb]);
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// Is this limb flipped?
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if( limbFrameNumber & 0x80 ) {
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if(limbFrameNumber & 0x80) {
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// Invalid frame?
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if( limbFrameNumber == 0xFF )
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if(limbFrameNumber == 0xFF)
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continue;
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// Store the limb frame number (clear the flipped status)
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a->_cost.frame[limb] = (limbFrameNumber & 0x7f);
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a->_cost.frame[limb] = (limbFrameNumber & 0x7f);
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if( A->_limb_flipped[limb] != true )
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if(A->_limb_flipped[limb] != true)
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a->_cost.start[limb] = 0xFFFF;
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A->_limb_flipped[limb] = true;
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} else {
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//Store the limb frame number
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a->_cost.frame[limb] = limbFrameNumber;
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a->_cost.frame[limb] = limbFrameNumber;
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if( A->_limb_flipped[limb] != false )
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if(A->_limb_flipped[limb] != false)
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a->_cost.start[limb] = 0xFFFF;
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A->_limb_flipped[limb] = false;
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}
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// Set the repeat value
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A->_limbFrameRepeatNew[limb] = A->_animFrameRepeat;
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A->_limbFrameRepeatNew[limb] = A->_animFrameRepeat;
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}
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}
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byte C64CostumeLoader::getFrame( ActorC64 *A ) {
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byte C64CostumeLoader::getFrame(ActorC64 *A) {
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loadCostume(A->_costume);
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// Get the frame number for the current limb / Command
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return _frameOffsets[ _frameOffsets[A->_limb_current] + A->_cost.start[ A->_limb_current ] ];
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return _frameOffsets[_frameOffsets[A->_limb_current] + A->_cost.start[A->_limb_current]];
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}
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byte C64CostumeLoader::increaseAnims(Actor *a) {
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@ -1352,39 +1352,39 @@ byte C64CostumeLoader::increaseAnims(Actor *a) {
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loadCostume(a->_costume);
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// 0x2543
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byte frame = _frameOffsets[ a->_cost.curpos[A->_limb_current] + a->_cost.active[A->_limb_current] ];
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// 0x2543
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byte frame = _frameOffsets[a->_cost.curpos[A->_limb_current] + a->_cost.active[A->_limb_current]];
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// Is this frame invalid?
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if ( frame == 0xFF ) {
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if (frame == 0xFF) {
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// Repeat timer has reached 0?
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if( A->_limbFrameRepeat[A->_limb_current] == 0 ) {
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// Repeat timer has reached 0?
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if(A->_limbFrameRepeat[A->_limb_current] == 0) {
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// Use the previous frame
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--A->_cost.curpos[A->_limb_current];
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// Use the previous frame
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--A->_cost.curpos[A->_limb_current];
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// Reset the comstume command
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A->_costCommandNew = 0xFF;
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A->_costCommand = 0xFF;
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// Set the frame/start to invalid
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A->_costCommandNew = 0xFF;
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A->_costCommand = 0xFF;
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// Set the frame/start to invalid
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A->_cost.frame[A->_limb_current] = 0xFFFF;
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A->_cost.start[A->_limb_current] = 0xFFFF;
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} else {
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} else {
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// Repeat timer enabled?
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if( A->_limbFrameRepeat[A->_limb_current] != -1 )
|
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--A->_limbFrameRepeat[A->_limb_current];
|
||||
if(A->_limbFrameRepeat[A->_limb_current] != -1)
|
||||
--A->_limbFrameRepeat[A->_limb_current];
|
||||
|
||||
// No, restart at frame 0
|
||||
a->_cost.curpos[A->_limb_current] = 0;
|
||||
}
|
||||
}
|
||||
a->_cost.curpos[A->_limb_current] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Limb frame has changed?
|
||||
if( limbPrevious == a->_cost.curpos[A->_limb_current] )
|
||||
if(limbPrevious == a->_cost.curpos[A->_limb_current])
|
||||
return 0;
|
||||
|
||||
return 1;
|
||||
|
@ -74,7 +74,7 @@ public:
|
||||
void costumeDecodeData(Actor *a, int frame, uint usemask);
|
||||
byte increaseAnims(Actor *a);
|
||||
|
||||
byte getFrame( ActorC64 *A );
|
||||
byte getFrame(ActorC64 *A);
|
||||
|
||||
protected:
|
||||
|
||||
|
@ -33,14 +33,14 @@ static inline int OBJECT_V0(int id, byte type) {
|
||||
|
||||
enum ObjectV0Type {
|
||||
kObjectV0TypeFG = 0, // foreground object
|
||||
// - with owner/state, might (but has not to) be pickupable
|
||||
// -> with entry in _objectOwner/StateTable
|
||||
// -> all objects in _inventory have this type
|
||||
// - image can be exchanged (background overlay)
|
||||
// - with owner/state, might (but has not to) be pickupable
|
||||
// -> with entry in _objectOwner/StateTable
|
||||
// -> all objects in _inventory have this type
|
||||
// - image can be exchanged (background overlay)
|
||||
kObjectV0TypeBG = 1, // background object
|
||||
// - without owner/state, not pickupable (room only)
|
||||
// -> without entry in _objectOwner/StateTable
|
||||
// - image cannot be exchanged (part of background image)
|
||||
// - without owner/state, not pickupable (room only)
|
||||
// -> without entry in _objectOwner/StateTable
|
||||
// - image cannot be exchanged (part of background image)
|
||||
kObjectV0TypeActor = 2 // object is an actor
|
||||
};
|
||||
|
||||
|
@ -1000,7 +1000,7 @@ void ScummEngine::killScriptsAndResources() {
|
||||
for (i = 0; i < _numNewNames; i++) {
|
||||
const int obj = _newNames[i];
|
||||
if (obj) {
|
||||
const int owner = getOwner( (_game.version != 0 ? obj : OBJECT_V0_ID(obj) ) );
|
||||
const int owner = getOwner((_game.version != 0 ? obj : OBJECT_V0_ID(obj)));
|
||||
// We can delete custom name resources if either the object is
|
||||
// no longer in use (i.e. not owned by anyone anymore); or if
|
||||
// it is an object which is owned by a room.
|
||||
@ -1234,7 +1234,7 @@ void ScummEngine_v0::checkAndRunSentenceScript() {
|
||||
// If two objects are involved, at least one must be in the actors inventory
|
||||
if (st.objectB &&
|
||||
(OBJECT_V0_TYPE(st.objectA) != kObjectV0TypeFG || _objectOwnerTable[st.objectA] != VAR(VAR_EGO)) &&
|
||||
(OBJECT_V0_TYPE(st.objectB) != kObjectV0TypeFG || _objectOwnerTable[st.objectB] != VAR(VAR_EGO)))
|
||||
(OBJECT_V0_TYPE(st.objectB) != kObjectV0TypeFG || _objectOwnerTable[st.objectB] != VAR(VAR_EGO)))
|
||||
{
|
||||
if (getVerbEntrypoint(st.objectA, kVerbPickUp))
|
||||
doSentence(kVerbPickUp, st.objectA, 0);
|
||||
|
@ -687,24 +687,24 @@ void ScummEngine_v0::o_animateActor() {
|
||||
|
||||
ActorC64 *a = (ActorC64*) derefActor(act, "o_animateActor");
|
||||
|
||||
a->_animFrameRepeat = repeat;
|
||||
a->_animFrameRepeat = repeat;
|
||||
|
||||
switch( anim ) {
|
||||
switch (anim) {
|
||||
|
||||
case 0xFE:
|
||||
// 0x6993
|
||||
a->_speaking = 0x80; // Enabled, but not switching
|
||||
return;
|
||||
case 0xFE:
|
||||
// 0x6993
|
||||
a->_speaking = 0x80; // Enabled, but not switching
|
||||
return;
|
||||
|
||||
case 0xFD:
|
||||
// 0x69A3
|
||||
a->_speaking = 0x00;
|
||||
return;
|
||||
case 0xFD:
|
||||
// 0x69A3
|
||||
a->_speaking = 0x00;
|
||||
return;
|
||||
|
||||
case 0xFF:
|
||||
a->stopActorMoving();
|
||||
return;
|
||||
}
|
||||
case 0xFF:
|
||||
a->stopActorMoving();
|
||||
return;
|
||||
}
|
||||
|
||||
a->animateActor(anim);
|
||||
a->animateCostume();
|
||||
|
@ -994,7 +994,7 @@ void ScummEngine_v2::o2_drawSentence() {
|
||||
int slot = getVerbSlot(VAR(VAR_SENTENCE_VERB), 0);
|
||||
|
||||
if (!((_userState & USERSTATE_IFACE_SENTENCE) ||
|
||||
(_game.platform == Common::kPlatformNES && (_userState & USERSTATE_IFACE_ALL))))
|
||||
(_game.platform == Common::kPlatformNES && (_userState & USERSTATE_IFACE_ALL))))
|
||||
return;
|
||||
|
||||
if (getResourceAddress(rtVerb, slot))
|
||||
|
@ -476,7 +476,6 @@ void ScummEngine_v2::handleMouseOver(bool updateInventory) {
|
||||
}
|
||||
|
||||
void ScummEngine_v0::handleMouseOver(bool updateInventory) {
|
||||
//drawSentence();
|
||||
ScummEngine_v2::handleMouseOver(updateInventory);
|
||||
}
|
||||
|
||||
@ -695,7 +694,7 @@ void ScummEngine_v0::verbExec() {
|
||||
if (_activeVerb == kVerbWhatIs)
|
||||
return;
|
||||
|
||||
if (!(_activeVerb == kVerbWalkTo && _activeObject == 0)) {
|
||||
if (!(_activeVerb == kVerbWalkTo && _activeObject == 0)) {
|
||||
doSentence(_activeVerb, _activeObject, _activeObject2);
|
||||
if (_activeVerb != kVerbWalkTo) {
|
||||
_activeVerb = kVerbWalkTo;
|
||||
|
Loading…
Reference in New Issue
Block a user