HUGO: Add specific v1d object class

svn-id: r53810
This commit is contained in:
Arnaud Boutonné 2010-10-25 09:13:57 +00:00
parent a0a9de42e1
commit eb6dd6d8c8
4 changed files with 33 additions and 322 deletions

View File

@ -167,7 +167,6 @@ Common::Error HugoEngine::run() {
_inventory = new InventoryHandler(this);
_route = new Route(this);
_sound = new SoundHandler(this);
_object = new ObjectHandler(this);
switch (_gameVariant) {
case 0: // H1 Win
@ -176,6 +175,7 @@ Common::Error HugoEngine::run() {
_intro = new intro_v1w(this);
_screen = new Screen_v1w(this);
_parser = new Parser_v1w(this);
_object = new ObjectHandler_v1w(this);
break;
case 1:
_file = new FileManager_v2d(this);
@ -183,6 +183,7 @@ Common::Error HugoEngine::run() {
_intro = new intro_v2w(this);
_screen = new Screen_v1w(this);
_parser = new Parser_v1w(this);
_object = new ObjectHandler_v1w(this);
break;
case 2:
_file = new FileManager_v2d(this);
@ -190,6 +191,7 @@ Common::Error HugoEngine::run() {
_intro = new intro_v3w(this);
_screen = new Screen_v1w(this);
_parser = new Parser_v1w(this);
_object = new ObjectHandler_v1w(this);
break;
case 3: // H1 DOS
_file = new FileManager_v1d(this);
@ -197,6 +199,7 @@ Common::Error HugoEngine::run() {
_intro = new intro_v1d(this);
_screen = new Screen_v1d(this);
_parser = new Parser_v1d(this);
_object = new ObjectHandler_v1d(this);
break;
case 4:
_file = new FileManager_v2d(this);
@ -204,6 +207,7 @@ Common::Error HugoEngine::run() {
_intro = new intro_v2d(this);
_screen = new Screen_v1d(this);
_parser = new Parser_v2d(this);
_object = new ObjectHandler_v1d(this);
break;
case 5:
_file = new FileManager_v3d(this);
@ -211,6 +215,7 @@ Common::Error HugoEngine::run() {
_intro = new intro_v3d(this);
_screen = new Screen_v1d(this);
_parser = new Parser_v3d(this);
_object = new ObjectHandler_v1d(this);
break;
}

View File

@ -21,6 +21,8 @@ MODULE_OBJS := \
inventory.o \
mouse.o \
object.o \
object_v1d.o \
object_v1w.o \
parser.o \
parser_v1w.o \
parser_v1d.o \

View File

@ -51,143 +51,6 @@ ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm) {
ObjectHandler::~ObjectHandler() {
}
// Draw all objects on screen as follows:
// 1. Sort 'FLOATING' objects in order of y2 (base of object)
// 2. Display new object frames/positions in dib
// Finally, cycle any animating objects to next frame
void ObjectHandler::updateImages() {
debugC(5, kDebugEngine, "updateImages");
// Initialise the index array to visible objects in current screen
int num_objs = 0;
byte objindex[MAXOBJECTS]; // Array of indeces to objects
for (int i = 0; i < _vm->_numObj; i++) {
object_t *obj = &_objects[i];
if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= ALMOST_INVISIBLE))
objindex[num_objs++] = i;
}
// Sort the objects into increasing y+y2 (painter's algorithm)
qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);
// Add each visible object to display list
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
// Count down inter-frame timer
if (obj->frameTimer)
obj->frameTimer--;
if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible
switch (obj->cycling) {
case NOT_CYCLING:
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
break;
case CYCLE_FORWARD:
if (obj->frameTimer) // Not time to see next frame yet
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
else
_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL);
break;
case CYCLE_BACKWARD: {
seq_t *seqPtr = obj->currImagePtr;
if (!obj->frameTimer) { // Show next frame
while (seqPtr->nextSeqPtr != obj->currImagePtr)
seqPtr = seqPtr->nextSeqPtr;
}
_vm->_screen->displayFrame(obj->x, obj->y, seqPtr, obj->priority == OVEROVL);
break;
}
default:
break;
}
}
}
// Cycle any animating objects
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
if (obj->cycling != INVISIBLE) {
// Only if it's visible
if (obj->cycling == ALMOST_INVISIBLE)
obj->cycling = INVISIBLE;
// Now Rotate to next picture in sequence
switch (obj->cycling) {
case NOT_CYCLING:
break;
case CYCLE_FORWARD:
if (!obj->frameTimer) {
// Time to step to next frame
obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
// Find out if this is last frame of sequence
// If so, reset frame_timer and decrement n_cycle
if (obj->frameInterval || obj->cycleNumb) {
obj->frameTimer = obj->frameInterval;
for (int j = 0; j < obj->seqNumb; j++) {
if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
if (!--obj->cycleNumb)
obj->cycling = NOT_CYCLING;
}
}
}
}
}
break;
case CYCLE_BACKWARD: {
if (!obj->frameTimer) {
// Time to step to prev frame
seq_t *seqPtr = obj->currImagePtr;
while (obj->currImagePtr->nextSeqPtr != seqPtr)
obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
// Find out if this is first frame of sequence
// If so, reset frame_timer and decrement n_cycle
if (obj->frameInterval || obj->cycleNumb) {
obj->frameTimer = obj->frameInterval;
for (int j = 0; j < obj->seqNumb; j++) {
if (obj->currImagePtr == obj->seqList[j].seqPtr) {
if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
if (!--obj->cycleNumb)
obj->cycling = NOT_CYCLING;
}
}
}
}
}
break;
}
default:
break;
}
obj->oldx = obj->x;
obj->oldy = obj->y;
}
}
}
void ObjectHandler::swapImages(int objNumb1, int objNumb2) {
// Swap all the images of one object with another. Set hero_image (we make
// the assumption for now that the first obj is always the HERO) to the object
// number of the swapped image
debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2);
saveSeq(&_objects[objNumb1]);
seqList_t tmpSeqList[MAX_SEQUENCES];
int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
memcpy(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
memcpy(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
memcpy(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
restoreSeq(&_objects[objNumb1]);
_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
// Make sure baseline stays constant
_objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
}
void ObjectHandler::saveSeq(object_t *obj) {
// Save sequence number and image number in given object
debugC(1, kDebugFile, "saveSeq");
@ -217,185 +80,6 @@ void ObjectHandler::restoreSeq(object_t *obj) {
obj->currImagePtr = q;
}
// Update all object positions. Process object 'local' events
// including boundary events and collisions
void ObjectHandler::moveObjects() {
debugC(4, kDebugEngine, "moveObjects");
// If route mode enabled, do special route processing
if (_vm->getGameStatus().routeIndex >= 0)
_vm->_route->processRoute();
// Perform any adjustments to velocity based on special path types
// and store all (visible) object baselines into the boundary file.
// Don't store foreground or background objects
for (int i = 0; i < _vm->_numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
if (obj->screenIndex == *_vm->_screen_p) {
switch (obj->pathType) {
case CHASE:
case CHASE2: {
int8 radius = obj->radius; // Default to object's radius
if (radius < 0) // If radius infinity, use closer value
radius = DX;
// Allowable motion wrt boundary
int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1;
if (abs(dx) <= radius)
obj->vx = 0;
else
obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
if (abs(dy) <= radius)
obj->vy = 0;
else
obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath);
// Set first image in sequence (if multi-seq object)
switch (obj->seqNumb) {
case 4:
if (!obj->vx) { // Got 4 directions
if (obj->vx != obj->oldvx) { // vx just stopped
if (dy >= 0)
obj->currImagePtr = obj->seqList[DOWN].seqPtr;
else
obj->currImagePtr = obj->seqList[_UP].seqPtr;
}
} else if (obj->vx != obj->oldvx) {
if (dx > 0)
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
break;
case 3:
case 2:
if (obj->vx != obj->oldvx) { // vx just stopped
if (dx > 0) // Left & right only
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
break;
}
if (obj->vx || obj->vy)
obj->cycling = CYCLE_FORWARD;
else {
obj->cycling = NOT_CYCLING;
_vm->boundaryCollision(obj); // Must have got hero!
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
break;
}
case WANDER2:
case WANDER:
if (!_vm->_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval
obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath;
// Set first image in sequence (if multi-seq object)
if (obj->seqNumb > 1) {
if (!obj->vx && (obj->seqNumb >= 4)) {
if (obj->vx != obj->oldvx) { // vx just stopped
if (obj->vy > 0)
obj->currImagePtr = obj->seqList[DOWN].seqPtr;
else
obj->currImagePtr = obj->seqList[_UP].seqPtr;
}
} else if (obj->vx != obj->oldvx) {
if (obj->vx > 0)
obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
else
obj->currImagePtr = obj->seqList[LEFT].seqPtr;
}
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
}
if (obj->vx || obj->vy)
obj->cycling = CYCLE_FORWARD;
break;
default:
; // Really, nothing
}
// Store boundaries
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
_vm->storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
}
}
// Move objects, allowing for boundaries
for (int i = 0; i < _vm->_numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
// Only process if it's moving
// Do object movement. Delta_x,y return allowed movement in x,y
// to move as close to a boundary as possible without crossing it.
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
// object coordinates
int x1 = obj->x + currImage->x1; // Left edge of object
int x2 = obj->x + currImage->x2; // Right edge
int y1 = obj->y + currImage->y1; // Top edge
int y2 = obj->y + currImage->y2; // Bottom edge
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
_vm->clearBoundary(x1, x2, y2); // Clear our own boundary
// Allowable motion wrt boundary
int dx = _vm->deltaX(x1, x2, obj->vx, y2);
if (dx != obj->vx) {
// An object boundary collision!
_vm->boundaryCollision(obj);
obj->vx = 0;
}
int dy = _vm->deltaY(x1, x2, obj->vy, y2);
if (dy != obj->vy) {
// An object boundary collision!
_vm->boundaryCollision(obj);
obj->vy = 0;
}
if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
_vm->storeBoundary(x1, x2, y2); // Re-store our own boundary
obj->x += dx; // Update object position
obj->y += dy;
// Don't let object go outside screen
if (x1 < EDGE)
obj->x = EDGE2;
if (x2 > (XPIX - EDGE))
obj->x = XPIX - EDGE2 - (x2 - x1);
if (y1 < EDGE)
obj->y = EDGE2;
if (y2 > (YPIX - EDGE))
obj->y = YPIX - EDGE2 - (y2 - y1);
if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2))
obj->cycling = NOT_CYCLING;
}
}
// Clear all object baselines from the boundary file.
for (int i = 0; i < _vm->_numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
_vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
}
// If maze mode is enabled, do special maze processing
if (_maze.enabledFl)
_vm->processMaze();
}
// If status.objid = -1, pick up objid, else use status.objid on objid,
// if objid can't be picked up, use it directly
void ObjectHandler::useObject(int16 objId) {

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@ -46,7 +46,11 @@ public:
~ObjectHandler();
object_t *_objects;
virtual void moveObjects() = 0;
virtual void updateImages() = 0;
virtual void swapImages(int objNumb1, int objNumb2) = 0;
bool isCarrying(uint16 wordIndex);
bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty);
@ -55,12 +59,9 @@ public:
void freeObjects();
void loadObject(Common::File &in);
void lookObject(object_t *obj);
void moveObjects();
void restoreSeq(object_t *obj);
void saveSeq(object_t *obj);
void showTakeables();
void swapImages(int objNumb1, int objNumb2);
void updateImages();
void useObject(int16 objId);
static int y2comp(const void *a, const void *b);
@ -83,10 +84,29 @@ public:
_objects[objIndex].vxPath = vxPath;
_objects[objIndex].vyPath = vyPath;
}
private:
protected:
HugoEngine *_vm;
};
class ObjectHandler_v1d : public ObjectHandler {
public:
ObjectHandler_v1d(HugoEngine *vm);
~ObjectHandler_v1d();
void moveObjects();
void updateImages();
void swapImages(int objNumb1, int objNumb2);
};
class ObjectHandler_v1w : public ObjectHandler {
public:
ObjectHandler_v1w(HugoEngine *vm);
~ObjectHandler_v1w();
void moveObjects();
void updateImages();
void swapImages(int objNumb1, int objNumb2);
};
} // End of namespace Hugo
#endif //HUGO_OBJECT_H