mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 21:31:53 +00:00
HUGO: Add specific v1d object class
svn-id: r53810
This commit is contained in:
parent
a0a9de42e1
commit
eb6dd6d8c8
@ -167,7 +167,6 @@ Common::Error HugoEngine::run() {
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_inventory = new InventoryHandler(this);
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_route = new Route(this);
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_sound = new SoundHandler(this);
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_object = new ObjectHandler(this);
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switch (_gameVariant) {
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case 0: // H1 Win
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@ -176,6 +175,7 @@ Common::Error HugoEngine::run() {
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_intro = new intro_v1w(this);
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_screen = new Screen_v1w(this);
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_parser = new Parser_v1w(this);
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_object = new ObjectHandler_v1w(this);
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break;
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case 1:
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_file = new FileManager_v2d(this);
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@ -183,6 +183,7 @@ Common::Error HugoEngine::run() {
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_intro = new intro_v2w(this);
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_screen = new Screen_v1w(this);
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_parser = new Parser_v1w(this);
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_object = new ObjectHandler_v1w(this);
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break;
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case 2:
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_file = new FileManager_v2d(this);
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@ -190,6 +191,7 @@ Common::Error HugoEngine::run() {
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_intro = new intro_v3w(this);
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_screen = new Screen_v1w(this);
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_parser = new Parser_v1w(this);
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_object = new ObjectHandler_v1w(this);
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break;
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case 3: // H1 DOS
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_file = new FileManager_v1d(this);
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@ -197,6 +199,7 @@ Common::Error HugoEngine::run() {
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_intro = new intro_v1d(this);
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_screen = new Screen_v1d(this);
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_parser = new Parser_v1d(this);
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_object = new ObjectHandler_v1d(this);
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break;
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case 4:
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_file = new FileManager_v2d(this);
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@ -204,6 +207,7 @@ Common::Error HugoEngine::run() {
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_intro = new intro_v2d(this);
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_screen = new Screen_v1d(this);
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_parser = new Parser_v2d(this);
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_object = new ObjectHandler_v1d(this);
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break;
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case 5:
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_file = new FileManager_v3d(this);
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@ -211,6 +215,7 @@ Common::Error HugoEngine::run() {
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_intro = new intro_v3d(this);
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_screen = new Screen_v1d(this);
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_parser = new Parser_v3d(this);
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_object = new ObjectHandler_v1d(this);
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break;
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}
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@ -21,6 +21,8 @@ MODULE_OBJS := \
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inventory.o \
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mouse.o \
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object.o \
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object_v1d.o \
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object_v1w.o \
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parser.o \
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parser_v1w.o \
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parser_v1d.o \
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@ -51,143 +51,6 @@ ObjectHandler::ObjectHandler(HugoEngine *vm) : _vm(vm) {
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ObjectHandler::~ObjectHandler() {
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}
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// Draw all objects on screen as follows:
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// 1. Sort 'FLOATING' objects in order of y2 (base of object)
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// 2. Display new object frames/positions in dib
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// Finally, cycle any animating objects to next frame
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void ObjectHandler::updateImages() {
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debugC(5, kDebugEngine, "updateImages");
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// Initialise the index array to visible objects in current screen
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int num_objs = 0;
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byte objindex[MAXOBJECTS]; // Array of indeces to objects
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for (int i = 0; i < _vm->_numObj; i++) {
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object_t *obj = &_objects[i];
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if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= ALMOST_INVISIBLE))
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objindex[num_objs++] = i;
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}
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// Sort the objects into increasing y+y2 (painter's algorithm)
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qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);
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// Add each visible object to display list
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for (int i = 0; i < num_objs; i++) {
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object_t *obj = &_objects[objindex[i]];
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// Count down inter-frame timer
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if (obj->frameTimer)
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obj->frameTimer--;
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if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible
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switch (obj->cycling) {
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case NOT_CYCLING:
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_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
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break;
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case CYCLE_FORWARD:
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if (obj->frameTimer) // Not time to see next frame yet
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_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
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else
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_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL);
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break;
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case CYCLE_BACKWARD: {
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seq_t *seqPtr = obj->currImagePtr;
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if (!obj->frameTimer) { // Show next frame
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while (seqPtr->nextSeqPtr != obj->currImagePtr)
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seqPtr = seqPtr->nextSeqPtr;
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}
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_vm->_screen->displayFrame(obj->x, obj->y, seqPtr, obj->priority == OVEROVL);
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break;
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}
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default:
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break;
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}
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}
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}
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// Cycle any animating objects
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for (int i = 0; i < num_objs; i++) {
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object_t *obj = &_objects[objindex[i]];
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if (obj->cycling != INVISIBLE) {
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// Only if it's visible
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if (obj->cycling == ALMOST_INVISIBLE)
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obj->cycling = INVISIBLE;
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// Now Rotate to next picture in sequence
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switch (obj->cycling) {
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case NOT_CYCLING:
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break;
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case CYCLE_FORWARD:
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if (!obj->frameTimer) {
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// Time to step to next frame
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obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
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// Find out if this is last frame of sequence
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// If so, reset frame_timer and decrement n_cycle
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if (obj->frameInterval || obj->cycleNumb) {
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obj->frameTimer = obj->frameInterval;
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for (int j = 0; j < obj->seqNumb; j++) {
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if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
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if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
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if (!--obj->cycleNumb)
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obj->cycling = NOT_CYCLING;
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}
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}
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}
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}
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}
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break;
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case CYCLE_BACKWARD: {
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if (!obj->frameTimer) {
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// Time to step to prev frame
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seq_t *seqPtr = obj->currImagePtr;
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while (obj->currImagePtr->nextSeqPtr != seqPtr)
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obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
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// Find out if this is first frame of sequence
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// If so, reset frame_timer and decrement n_cycle
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if (obj->frameInterval || obj->cycleNumb) {
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obj->frameTimer = obj->frameInterval;
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for (int j = 0; j < obj->seqNumb; j++) {
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if (obj->currImagePtr == obj->seqList[j].seqPtr) {
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if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
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if (!--obj->cycleNumb)
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obj->cycling = NOT_CYCLING;
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}
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}
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}
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}
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}
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break;
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}
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default:
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break;
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}
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obj->oldx = obj->x;
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obj->oldy = obj->y;
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}
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}
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}
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void ObjectHandler::swapImages(int objNumb1, int objNumb2) {
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// Swap all the images of one object with another. Set hero_image (we make
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// the assumption for now that the first obj is always the HERO) to the object
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// number of the swapped image
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debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2);
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saveSeq(&_objects[objNumb1]);
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seqList_t tmpSeqList[MAX_SEQUENCES];
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int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
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memcpy(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
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memcpy(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
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memcpy(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
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restoreSeq(&_objects[objNumb1]);
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_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
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_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
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// Make sure baseline stays constant
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_objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
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}
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void ObjectHandler::saveSeq(object_t *obj) {
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// Save sequence number and image number in given object
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debugC(1, kDebugFile, "saveSeq");
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@ -217,185 +80,6 @@ void ObjectHandler::restoreSeq(object_t *obj) {
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obj->currImagePtr = q;
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}
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// Update all object positions. Process object 'local' events
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// including boundary events and collisions
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void ObjectHandler::moveObjects() {
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debugC(4, kDebugEngine, "moveObjects");
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// If route mode enabled, do special route processing
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if (_vm->getGameStatus().routeIndex >= 0)
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_vm->_route->processRoute();
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// Perform any adjustments to velocity based on special path types
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// and store all (visible) object baselines into the boundary file.
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// Don't store foreground or background objects
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for (int i = 0; i < _vm->_numObj; i++) {
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object_t *obj = &_objects[i]; // Get pointer to object
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seq_t *currImage = obj->currImagePtr; // Get ptr to current image
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if (obj->screenIndex == *_vm->_screen_p) {
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switch (obj->pathType) {
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case CHASE:
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case CHASE2: {
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int8 radius = obj->radius; // Default to object's radius
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if (radius < 0) // If radius infinity, use closer value
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radius = DX;
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// Allowable motion wrt boundary
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int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
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int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1;
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if (abs(dx) <= radius)
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obj->vx = 0;
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else
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obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
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if (abs(dy) <= radius)
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obj->vy = 0;
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else
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obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath);
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// Set first image in sequence (if multi-seq object)
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switch (obj->seqNumb) {
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case 4:
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if (!obj->vx) { // Got 4 directions
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if (obj->vx != obj->oldvx) { // vx just stopped
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if (dy >= 0)
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obj->currImagePtr = obj->seqList[DOWN].seqPtr;
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else
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obj->currImagePtr = obj->seqList[_UP].seqPtr;
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}
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} else if (obj->vx != obj->oldvx) {
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if (dx > 0)
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obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
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else
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obj->currImagePtr = obj->seqList[LEFT].seqPtr;
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}
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break;
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case 3:
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case 2:
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if (obj->vx != obj->oldvx) { // vx just stopped
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if (dx > 0) // Left & right only
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obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
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else
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obj->currImagePtr = obj->seqList[LEFT].seqPtr;
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}
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break;
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}
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if (obj->vx || obj->vy)
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obj->cycling = CYCLE_FORWARD;
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else {
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obj->cycling = NOT_CYCLING;
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_vm->boundaryCollision(obj); // Must have got hero!
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}
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obj->oldvx = obj->vx;
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obj->oldvy = obj->vy;
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currImage = obj->currImagePtr; // Get (new) ptr to current image
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break;
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}
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case WANDER2:
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case WANDER:
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if (!_vm->_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval
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obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
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obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath;
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// Set first image in sequence (if multi-seq object)
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if (obj->seqNumb > 1) {
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if (!obj->vx && (obj->seqNumb >= 4)) {
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if (obj->vx != obj->oldvx) { // vx just stopped
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if (obj->vy > 0)
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obj->currImagePtr = obj->seqList[DOWN].seqPtr;
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else
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obj->currImagePtr = obj->seqList[_UP].seqPtr;
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}
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} else if (obj->vx != obj->oldvx) {
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if (obj->vx > 0)
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obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
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else
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obj->currImagePtr = obj->seqList[LEFT].seqPtr;
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}
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}
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obj->oldvx = obj->vx;
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obj->oldvy = obj->vy;
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currImage = obj->currImagePtr; // Get (new) ptr to current image
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}
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if (obj->vx || obj->vy)
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obj->cycling = CYCLE_FORWARD;
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break;
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default:
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; // Really, nothing
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}
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// Store boundaries
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if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
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_vm->storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
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}
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}
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// Move objects, allowing for boundaries
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for (int i = 0; i < _vm->_numObj; i++) {
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object_t *obj = &_objects[i]; // Get pointer to object
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if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
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// Only process if it's moving
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// Do object movement. Delta_x,y return allowed movement in x,y
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// to move as close to a boundary as possible without crossing it.
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seq_t *currImage = obj->currImagePtr; // Get ptr to current image
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// object coordinates
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int x1 = obj->x + currImage->x1; // Left edge of object
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int x2 = obj->x + currImage->x2; // Right edge
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int y1 = obj->y + currImage->y1; // Top edge
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int y2 = obj->y + currImage->y2; // Bottom edge
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if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
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_vm->clearBoundary(x1, x2, y2); // Clear our own boundary
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// Allowable motion wrt boundary
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int dx = _vm->deltaX(x1, x2, obj->vx, y2);
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if (dx != obj->vx) {
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// An object boundary collision!
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_vm->boundaryCollision(obj);
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obj->vx = 0;
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}
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int dy = _vm->deltaY(x1, x2, obj->vy, y2);
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if (dy != obj->vy) {
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// An object boundary collision!
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_vm->boundaryCollision(obj);
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obj->vy = 0;
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}
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if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
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_vm->storeBoundary(x1, x2, y2); // Re-store our own boundary
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obj->x += dx; // Update object position
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obj->y += dy;
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// Don't let object go outside screen
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if (x1 < EDGE)
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obj->x = EDGE2;
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if (x2 > (XPIX - EDGE))
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obj->x = XPIX - EDGE2 - (x2 - x1);
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if (y1 < EDGE)
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obj->y = EDGE2;
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if (y2 > (YPIX - EDGE))
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obj->y = YPIX - EDGE2 - (y2 - y1);
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if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2))
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obj->cycling = NOT_CYCLING;
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}
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}
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// Clear all object baselines from the boundary file.
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for (int i = 0; i < _vm->_numObj; i++) {
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object_t *obj = &_objects[i]; // Get pointer to object
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seq_t *currImage = obj->currImagePtr; // Get ptr to current image
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if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
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_vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
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}
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// If maze mode is enabled, do special maze processing
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if (_maze.enabledFl)
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_vm->processMaze();
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}
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// If status.objid = -1, pick up objid, else use status.objid on objid,
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// if objid can't be picked up, use it directly
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void ObjectHandler::useObject(int16 objId) {
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@ -46,7 +46,11 @@ public:
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~ObjectHandler();
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object_t *_objects;
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virtual void moveObjects() = 0;
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virtual void updateImages() = 0;
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virtual void swapImages(int objNumb1, int objNumb2) = 0;
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bool isCarrying(uint16 wordIndex);
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bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty);
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@ -55,12 +59,9 @@ public:
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void freeObjects();
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void loadObject(Common::File &in);
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void lookObject(object_t *obj);
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void moveObjects();
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void restoreSeq(object_t *obj);
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void saveSeq(object_t *obj);
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void showTakeables();
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void swapImages(int objNumb1, int objNumb2);
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void updateImages();
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void useObject(int16 objId);
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static int y2comp(const void *a, const void *b);
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@ -83,10 +84,29 @@ public:
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_objects[objIndex].vxPath = vxPath;
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_objects[objIndex].vyPath = vyPath;
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}
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private:
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protected:
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HugoEngine *_vm;
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};
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class ObjectHandler_v1d : public ObjectHandler {
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public:
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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
|
||||
|
Loading…
Reference in New Issue
Block a user