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minor cleanup / comments update
svn-id: r10908
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64aaaa0b25
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@ -101,14 +101,6 @@ struct TextSlot {
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};
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//struct Dynalum {
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// uint8 msk[50 * 160]; // mask
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// int8 lum[8 * 3]; // rgb
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// int8 oldColMask;
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// Dynalum(): oldColMask(-1) {}
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//};
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class Display;
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class Graphics {
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@ -855,7 +855,6 @@ void Logic::roomSetupFurniture() {
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void Logic::roomSetupObjects() {
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warning("Logic::roomSetupObjects() not fully implemented");
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uint16 i;
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// furniture frames are reserved in ::roomSetupFurniture(), we append objects
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@ -997,7 +996,7 @@ void Logic::roomSetupObjects() {
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uint16 Logic::roomRefreshObject(uint16 obj) {
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warning("Logic::roomRefreshObject() not fully implemented");
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uint16 curImage = _numFrames;
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ObjectData *pod = &_objectData[obj];
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@ -1452,20 +1451,18 @@ int16 Logic::animFindAll(const GraphicData *gd, uint16 firstImage, AnimFrame *pa
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_graphics->bankUnpack(ABS(tempFrames[i]), firstImage + i, 15);
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}
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if (paf != NULL) {
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uint16 frameNr = 0;
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for (i = 1; i <= _numGraphicAnim; ++i) {
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const GraphicAnim *pga = &_graphicAnim[i];
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if (pga->keyFrame == gd->firstFrame) {
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uint16 frameNr = 0;
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for (j = 1; j <= gd->lastFrame; ++j) {
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int16 f = pga->frame;
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if (f > 500) {
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f -= 500;
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}
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if (f == tempFrames[j - 1]) {
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frameNr = j + firstImage - 1;
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}
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if (pga->frame > 500) {
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frameNr += 500;
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if (pga->frame - 500 == tempFrames[j - 1]) {
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frameNr = j + firstImage - 1 + 500;
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}
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}
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else if (pga->frame == tempFrames[j - 1]) {
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frameNr = j + firstImage - 1;
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}
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}
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paf->frame = frameNr;
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@ -225,13 +225,22 @@ protected:
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int16 _gameState[GAME_STATE_COUNT];
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uint16 _numFurnitureAnimated; // FMAXA
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//! Number of animated furniture in current room (FMAXA)
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uint16 _numFurnitureAnimated;
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//! Number of static furniture in current room (FMAX)
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uint16 _numFurnitureStatic; // FMAX
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uint16 _numFurnitureAnimatedLen; // FMAXLEN
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uint16 _numFrames; // FRAMES
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//! Total number of frames for the animated furniture (FMAXLEN)
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uint16 _numFurnitureAnimatedLen;
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//! Current number of frames unpacked (FRAMES)
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uint16 _numFrames;
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//! Last frame number used for person animation
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uint16 _personFrames[4];
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//! contains the animation frames (max 30) to use for a bob (whose number must be < 17)
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//! Describe an string based animation (30 frames maximum, bob number must be < 17)
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AnimFrame _newAnim[17][30];
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Resource *_resource;
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@ -126,7 +126,7 @@ void QueenEngine::roomChanged() {
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// XXX R_MAP();
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// XXX fadeout(0,223);
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}
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else if (_logic->currentRoom() == 95 && _logic->gameState(117) == 0) {
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else if (_logic->currentRoom() == 95 && _logic->gameState(VAR_INTRO_PLAYED) == 0) {
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char nextFilename[20];
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_logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_NOJOE, 100, 2, true);
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@ -157,7 +157,7 @@ void QueenEngine::roomChanged() {
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_logic->roomDisplay(_logic->roomName(_logic->currentRoom()), RDM_FADE_JOE, 100, 2, true);
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Cutaway::run("c70d.cut", nextFilename, _graphics, _logic, _resource);
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_logic->gameState(117, 1);
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_logic->gameState(VAR_INTRO_PLAYED, 1);
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// XXX setupItems();
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// XXX inventory();
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@ -109,6 +109,26 @@ struct GraphicData {
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//! coordinates of object
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uint16 x, y;
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//! bank bobframes
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/*!
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<table>
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<tr>
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<td>lastFrame == 0</td>
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<td>non-animated bob (one frame)</td>
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</tr>
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<tr>
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<td>lastFrame < 0</td>
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<td>rebound animation</td>
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</tr>
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<tr>
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<td>firstFrame < 0</td>
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<td>bobAnimString (animation is described by a string)</td>
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</tr>
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<tr>
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<td>firstFrame > 0</td>
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<td>bobAnimNormal (animation is a sequence of frames)</td>
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</tr>
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</table>
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*/
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int16 firstFrame, lastFrame;
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//! moving speed of object
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uint16 speed;
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@ -414,7 +434,23 @@ struct CmdGameState {
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struct FurnitureData {
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//! room in which the furniture are
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int16 room;
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//! value to store in GAMESTATE
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//! type of furniture (stored in GAMESTATE)
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/*!
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<table>
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<tr>
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<td>value</td>
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<td>description</td>
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</tr>
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<tr>
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<td>]0..5000]</td>
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<td>static or animated</td>
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</tr>
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<tr>
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<td>]5000..[</td>
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<td>paste down</td>
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</tr>
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</table>
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*/
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int16 gameStateValue;
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void readFrom(byte *&ptr) {
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