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8a54e258a5
The turning interpolation was completely disabled for v7/8, since it interfered with DIG walk scripts. The result was that DIG was the only v7/8 game that still had (script controlled) turning animations. COMI and FT don't use walk scripts. So the actors would just flip directly from the current facing direction to the target facing. I have now changed parts of the walking code (and some other parts) to better match the original v7/8 code.
45 lines
1.3 KiB
C++
45 lines
1.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_UTIL_H
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#define SCUMM_UTIL_H
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#include "common/scummsys.h"
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namespace Scumm {
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#define revBitMask(x) (0x80 >> (x))
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/* Direction conversion functions (between old dir and new dir format) */
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int newDirToOldDir(int dir);
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int oldDirToNewDir(int dir);
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int normalizeAngle(int dirType, int angle);
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int fromSimpleDir(int dirtype, int dir);
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int toSimpleDir(int dirtype, int dir);
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void assertRange(int min, int value, int max, const char *desc);
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} // End of namespace Scumm
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#endif
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