mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 22:28:10 +00:00
Another attempt at a fix for bug #1032964 (INDY3-VGA: actors walking in wrong places), by making sure all actor walkdata is saved
svn-id: r15455
This commit is contained in:
parent
186201c68f
commit
f488f4c15f
@ -46,31 +46,36 @@ void Actor::initActorClass(ScummEngine *scumm) {
|
||||
|
||||
Actor::Actor() {
|
||||
assert(_vm != 0);
|
||||
_offsX = _offsY = 0;
|
||||
top = bottom = 0;
|
||||
number = 0;
|
||||
needRedraw = needBgReset = costumeNeedsInit = visible = false;
|
||||
flip = false;
|
||||
speedx = 8;
|
||||
speedy = 2;
|
||||
frame = 0;
|
||||
_walkbox = 0;
|
||||
animProgress = 0;
|
||||
skipLimb = false;
|
||||
drawToBackBuf = false;
|
||||
memset(animVariable, 0, sizeof(animVariable));
|
||||
memset(palette, 0, sizeof(palette));
|
||||
memset(sound, 0, sizeof(sound));
|
||||
memset(&cost, 0, sizeof(CostumeData));
|
||||
memset(&walkdata, 0, sizeof(ActorWalkData));
|
||||
walkdata.point3.x = 32000;
|
||||
walkScript = 0;
|
||||
memset(talkQueue, 0, sizeof(talkQueue));
|
||||
|
||||
initActor(1);
|
||||
initActor(-1);
|
||||
}
|
||||
|
||||
void Actor::initActor(int mode) {
|
||||
if (mode == -1) {
|
||||
_offsX = _offsY = 0;
|
||||
top = bottom = 0;
|
||||
needRedraw = needBgReset = costumeNeedsInit = visible = false;
|
||||
flip = false;
|
||||
speedx = 8;
|
||||
speedy = 2;
|
||||
frame = 0;
|
||||
_walkbox = 0;
|
||||
animProgress = 0;
|
||||
skipLimb = false;
|
||||
drawToBackBuf = false;
|
||||
memset(animVariable, 0, sizeof(animVariable));
|
||||
memset(palette, 0, sizeof(palette));
|
||||
memset(sound, 0, sizeof(sound));
|
||||
memset(&cost, 0, sizeof(CostumeData));
|
||||
memset(&walkdata, 0, sizeof(ActorWalkData));
|
||||
walkdata.point3.x = 32000;
|
||||
walkScript = 0;
|
||||
memset(talkQueue, 0, sizeof(talkQueue));
|
||||
|
||||
mode = 1;
|
||||
}
|
||||
|
||||
if (mode == 1) {
|
||||
costume = 0;
|
||||
room = 0;
|
||||
@ -2055,6 +2060,9 @@ const SaveLoadEntry *Actor::getSaveLoadEntries() {
|
||||
MKLINE(Actor, walkdata.deltaYFactor, sleInt32, VER(8)),
|
||||
MKLINE(Actor, walkdata.xfrac, sleUint16, VER(8)),
|
||||
MKLINE(Actor, walkdata.yfrac, sleUint16, VER(8)),
|
||||
|
||||
MKLINE(Actor, walkdata.point3.x, sleUint16, VER(42)),
|
||||
MKLINE(Actor, walkdata.point3.y, sleUint16, VER(42)),
|
||||
|
||||
MKARRAY(Actor, cost.active[0], sleByte, 16, VER(8)),
|
||||
MKLINE(Actor, cost.stopped, sleUint16, VER(8)),
|
||||
|
@ -707,6 +707,13 @@ void ScummEngine::saveOrLoad(Serializer *s, uint32 savegameVersion) {
|
||||
_system->warpMouse(_mouse.x, _mouse.y);
|
||||
}
|
||||
|
||||
if (s->isLoading()) {
|
||||
// Not all actor data is saved; so when loading, we first reset
|
||||
// all actors, to ensure completely reproducible behaviour (else,
|
||||
// some not saved value in the actor class can cause odd things)
|
||||
for (i = 0; i < _numActors; i++)
|
||||
_actors[i].initActor(-1);
|
||||
}
|
||||
s->saveLoadArrayOf(_actors, _numActors, sizeof(_actors[0]), actorEntries);
|
||||
s->saveLoadEntries(_sound, soundEntries);
|
||||
|
||||
|
@ -32,7 +32,7 @@ namespace Scumm {
|
||||
// Can be useful for other ports too :)
|
||||
|
||||
#define VER(x) x
|
||||
#define CURRENT_VER 41
|
||||
#define CURRENT_VER 42
|
||||
|
||||
// To work around a warning in GCC 3.2 (and 3.1 ?) regarding non-POD types,
|
||||
// we use a small trick: instead of 0 we use 42. Why? Well, it seems newer GCC
|
||||
|
Loading…
Reference in New Issue
Block a user