[Scummvm-cvs-logs] SF.net SVN: scummvm:[53674] scummvm/trunk/engines/hugo
strangerke at users.sourceforge.net
strangerke at users.sourceforge.net
Thu Oct 21 19:09:57 CEST 2010
Revision: 53674
http://scummvm.svn.sourceforge.net/scummvm/?rev=53674&view=rev
Author: strangerke
Date: 2010-10-21 17:09:57 +0000 (Thu, 21 Oct 2010)
Log Message:
-----------
HUGO: Moved _objects to a separate file
also suppressed some dereferencing
Modified Paths:
--------------
scummvm/trunk/engines/hugo/display.cpp
scummvm/trunk/engines/hugo/display.h
scummvm/trunk/engines/hugo/display_v1d.cpp
scummvm/trunk/engines/hugo/display_v1w.cpp
scummvm/trunk/engines/hugo/file.cpp
scummvm/trunk/engines/hugo/file.h
scummvm/trunk/engines/hugo/file_v1d.cpp
scummvm/trunk/engines/hugo/file_v1w.cpp
scummvm/trunk/engines/hugo/file_v2d.cpp
scummvm/trunk/engines/hugo/file_v3d.cpp
scummvm/trunk/engines/hugo/hugo.cpp
scummvm/trunk/engines/hugo/hugo.h
scummvm/trunk/engines/hugo/intro.cpp
scummvm/trunk/engines/hugo/intro.h
scummvm/trunk/engines/hugo/intro_v1d.cpp
scummvm/trunk/engines/hugo/intro_v1w.cpp
scummvm/trunk/engines/hugo/intro_v2d.cpp
scummvm/trunk/engines/hugo/intro_v2w.cpp
scummvm/trunk/engines/hugo/intro_v3d.cpp
scummvm/trunk/engines/hugo/intro_v3w.cpp
scummvm/trunk/engines/hugo/inventory.cpp
scummvm/trunk/engines/hugo/inventory.h
scummvm/trunk/engines/hugo/module.mk
scummvm/trunk/engines/hugo/mouse.cpp
scummvm/trunk/engines/hugo/mouse.h
scummvm/trunk/engines/hugo/parser.cpp
scummvm/trunk/engines/hugo/parser.h
scummvm/trunk/engines/hugo/parser_v1d.cpp
scummvm/trunk/engines/hugo/parser_v1w.cpp
scummvm/trunk/engines/hugo/parser_v2d.cpp
scummvm/trunk/engines/hugo/parser_v3d.cpp
scummvm/trunk/engines/hugo/route.cpp
scummvm/trunk/engines/hugo/route.h
scummvm/trunk/engines/hugo/schedule.cpp
scummvm/trunk/engines/hugo/schedule.h
scummvm/trunk/engines/hugo/schedule_v1d.cpp
scummvm/trunk/engines/hugo/schedule_v3d.cpp
scummvm/trunk/engines/hugo/sound.cpp
scummvm/trunk/engines/hugo/sound.h
Added Paths:
-----------
scummvm/trunk/engines/hugo/object.cpp
scummvm/trunk/engines/hugo/object.h
Modified: scummvm/trunk/engines/hugo/display.cpp
===================================================================
--- scummvm/trunk/engines/hugo/display.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/display.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -48,7 +48,7 @@
#define INY(Y, B) (Y >= B->y && Y <= B->y + B->dy)
#define OVERLAP(A, B) ((INX(A->x, B) || INX(A->x + A->dx, B) || INX(B->x, A) || INX(B->x + B->dx, A)) && (INY(A->y, B) || INY(A->y + A->dy, B) || INY(B->y, A) || INY(B->y + B->dy, A)))
-Screen::Screen(HugoEngine &vm) : _vm(vm) {
+Screen::Screen(HugoEngine *vm) : _vm(vm) {
}
@@ -58,7 +58,7 @@
void Screen::createPal() {
debugC(1, kDebugDisplay, "createPal");
- g_system->setPalette(_vm._palette, 0, NUM_COLORS);
+ g_system->setPalette(_vm->_palette, 0, NUM_COLORS);
}
void Screen::initDisplay() {
@@ -135,7 +135,7 @@
debugC(4, kDebugDisplay, "findOvl");
for (; y < seq_p->lines; y++) { // Each line in object
- image_pt ovb_p = _vm.getBaseBoundaryOverlay() + ((uint16)(dst_p - _frontBuffer) >> 3); // Ptr into overlay bits
+ image_pt ovb_p = _vm->getBaseBoundaryOverlay() + ((uint16)(dst_p - _frontBuffer) >> 3); // Ptr into overlay bits
if (*ovb_p & (0x80 >> ((uint16)(dst_p - _frontBuffer) & 7))) // Overlay bit is set
return FG; // Found a bit - must be foreground
dst_p += XPIX;
@@ -151,7 +151,7 @@
image_pt image = seq->imagePtr; // Ptr to object image data
image_pt subFrontBuffer = &_frontBuffer[sy * XPIX + sx]; // Ptr to offset in _frontBuffer
- image_pt overlay = &_vm.getFirstOverlay()[(sy * XPIX + sx) >> 3]; // Ptr to overlay data
+ image_pt overlay = &_vm->getFirstOverlay()[(sy * XPIX + sx) >> 3]; // Ptr to overlay data
int16 frontBufferwrap = XPIX - seq->x2 - 1; // Wraps dest_p after each line
int16 imageWrap = seq->bytesPerLine8 - seq->x2 - 1;
@@ -159,7 +159,7 @@
for (uint16 y = 0; y < seq->lines; y++) { // Each line in object
for (uint16 x = 0; x <= seq->x2; x++) {
if (*image) { // Non-transparent
- overlay = _vm.getFirstOverlay() + ((uint16)(subFrontBuffer - _frontBuffer) >> 3); // Ptr into overlay bits
+ overlay = _vm->getFirstOverlay() + ((uint16)(subFrontBuffer - _frontBuffer) >> 3); // Ptr into overlay bits
if (*overlay & (0x80 >> ((uint16)(subFrontBuffer - _frontBuffer) & 7))) { // Overlay bit is set
if (overlayState == UNDEF) // Overlay defined yet?
overlayState = findOvl(seq, subFrontBuffer, y);// No, find it.
@@ -269,8 +269,8 @@
// Don't blit if newscreen just loaded because _frontBuffer will
// get blitted via InvalidateRect() at end of this cycle
// and blitting here causes objects to appear too soon.
- if (_vm.getGameStatus().newScreenFl) {
- _vm.getGameStatus().newScreenFl = false;
+ if (_vm->getGameStatus().newScreenFl) {
+ _vm->getGameStatus().newScreenFl = false;
break;
}
@@ -394,18 +394,18 @@
debugC(4, kDebugDisplay, "drawStatusText");
loadFont(U_FONT8);
- uint16 sdx = stringLength(_vm._statusLine);
+ uint16 sdx = stringLength(_vm->_statusLine);
uint16 sdy = fontHeight() + 1; // + 1 for shadow
uint16 posX = 0;
uint16 posY = YPIX - sdy;
// Display the string and add rect to display list
- writeStr(posX, posY, _vm._statusLine, _TLIGHTYELLOW);
+ writeStr(posX, posY, _vm->_statusLine, _TLIGHTYELLOW);
displayList(D_ADD, posX, posY, sdx, sdy);
- sdx = stringLength(_vm._scoreLine);
+ sdx = stringLength(_vm->_scoreLine);
posY = 0;
- writeStr(posX, posY, _vm._scoreLine, _TCYAN);
+ writeStr(posX, posY, _vm->_scoreLine, _TCYAN);
displayList(D_ADD, posX, posY, sdx, sdy);
}
@@ -447,7 +447,7 @@
displayBackground();
// Stop premature object display in Display_list(D_DISPLAY)
- _vm.getGameStatus().newScreenFl = true;
+ _vm->getGameStatus().newScreenFl = true;
}
} // End of namespace Hugo
Modified: scummvm/trunk/engines/hugo/display.h
===================================================================
--- scummvm/trunk/engines/hugo/display.h 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/display.h 2010-10-21 17:09:57 UTC (rev 53674)
@@ -46,7 +46,7 @@
class Screen {
public:
- Screen(HugoEngine &vm);
+ Screen(HugoEngine *vm);
virtual ~Screen();
int16 fontHeight();
@@ -93,7 +93,7 @@
}
protected:
- HugoEngine &_vm;
+ HugoEngine *_vm;
// Fonts used in dib (non-GDI)
byte _fnt; // Current font number
@@ -116,7 +116,7 @@
class Screen_v1d : public Screen {
public:
- Screen_v1d(HugoEngine &vm);
+ Screen_v1d(HugoEngine *vm);
~Screen_v1d();
virtual void loadFont(int16 fontId);
@@ -124,7 +124,7 @@
class Screen_v1w : public Screen {
public:
- Screen_v1w(HugoEngine &vm);
+ Screen_v1w(HugoEngine *vm);
~Screen_v1w();
virtual void loadFont(int16 fontId);
Modified: scummvm/trunk/engines/hugo/display_v1d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/display_v1d.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/display_v1d.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -40,7 +40,7 @@
namespace Hugo {
-Screen_v1d::Screen_v1d(HugoEngine &vm) : Screen(vm) {
+Screen_v1d::Screen_v1d(HugoEngine *vm) : Screen(vm) {
}
Screen_v1d::~Screen_v1d() {
@@ -61,7 +61,7 @@
fontLoadedFl[_fnt] = true;
- memcpy(_fontdata[_fnt], _vm._arrayFont[_fnt], _vm._arrayFontSize[_fnt]);
+ memcpy(_fontdata[_fnt], _vm->_arrayFont[_fnt], _vm->_arrayFontSize[_fnt]);
_font[_fnt][0] = _fontdata[_fnt]; // Store height,width of fonts
int16 offset = 2; // Start at fontdata[2] ([0],[1] used for height,width)
Modified: scummvm/trunk/engines/hugo/display_v1w.cpp
===================================================================
--- scummvm/trunk/engines/hugo/display_v1w.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/display_v1w.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -41,7 +41,7 @@
namespace Hugo {
-Screen_v1w::Screen_v1w(HugoEngine &vm) : Screen(vm) {
+Screen_v1w::Screen_v1w(HugoEngine *vm) : Screen(vm) {
}
Screen_v1w::~Screen_v1w() {
@@ -59,7 +59,7 @@
return;
fontLoadedFl[_fnt] = true;
- _vm.file().readUIFItem(fontId, _fontdata[_fnt]);
+ _vm->_file->readUIFItem(fontId, _fontdata[_fnt]);
// Compile font ptrs. Note: First ptr points to height,width of font
_font[_fnt][0] = _fontdata[_fnt]; // Store height,width of fonts
Modified: scummvm/trunk/engines/hugo/file.cpp
===================================================================
--- scummvm/trunk/engines/hugo/file.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/file.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -39,9 +39,10 @@
#include "hugo/schedule.h"
#include "hugo/display.h"
#include "hugo/util.h"
+#include "hugo/object.h"
namespace Hugo {
-FileManager::FileManager(HugoEngine &vm) : _vm(vm) {
+FileManager::FileManager(HugoEngine *vm) : _vm(vm) {
}
FileManager::~FileManager() {
@@ -143,7 +144,7 @@
if (!objPtr->seqNumb) // This object has no images
return;
- if (_vm.isPacked()) {
+ if (_vm->isPacked()) {
_objectsArchive.seek((uint32)objNum * sizeof(objBlock_t), SEEK_SET);
objBlock_t objBlock; // Info on file within database
@@ -153,10 +154,10 @@
_objectsArchive.seek(objBlock.objOffset, SEEK_SET);
} else {
char *buf = (char *) malloc(2048 + 1); // Buffer for file access
- strcat(strcat(strcpy(buf, _vm._picDir), _vm._arrayNouns[objPtr->nounIndex][0]), OBJEXT);
+ strcat(strcat(strcpy(buf, _vm->_picDir), _vm->_arrayNouns[objPtr->nounIndex][0]), OBJEXT);
if (!_objectsArchive.open(buf)) {
- warning("File %s not found, trying again with %s%s", buf, _vm._arrayNouns[objPtr->nounIndex][0], OBJEXT);
- strcat(strcpy(buf, _vm._arrayNouns[objPtr->nounIndex][0]), OBJEXT);
+ warning("File %s not found, trying again with %s%s", buf, _vm->_arrayNouns[objPtr->nounIndex][0], OBJEXT);
+ strcat(strcpy(buf, _vm->_arrayNouns[objPtr->nounIndex][0]), OBJEXT);
if (!_objectsArchive.open(buf))
Utils::Error(FILE_ERR, "%s", buf);
}
@@ -170,12 +171,12 @@
for (int k = 0; k < objPtr->seqList[j].imageNbr; k++) { // each image
if (k == 0) { // First image
// Read this image - allocate both seq and image memory
- seqPtr = readPCX(_objectsArchive, 0, 0, firstFl, _vm._arrayNouns[objPtr->nounIndex][0]);
+ seqPtr = readPCX(_objectsArchive, 0, 0, firstFl, _vm->_arrayNouns[objPtr->nounIndex][0]);
objPtr->seqList[j].seqPtr = seqPtr;
firstFl = false;
} else { // Subsequent image
// Read this image - allocate both seq and image memory
- seqPtr->nextSeqPtr = readPCX(_objectsArchive, 0, 0, firstFl, _vm._arrayNouns[objPtr->nounIndex][0]);
+ seqPtr->nextSeqPtr = readPCX(_objectsArchive, 0, 0, firstFl, _vm->_arrayNouns[objPtr->nounIndex][0]);
seqPtr = seqPtr->nextSeqPtr;
}
@@ -222,7 +223,7 @@
warning("Unexpected cycling: %d", objPtr->cycling);
}
- if (!_vm.isPacked())
+ if (!_vm->isPacked())
_objectsArchive.close();
}
@@ -232,7 +233,7 @@
debugC(1, kDebugFile, "getSound(%d, %d)", sound, *size);
// No more to do if SILENCE (called for cleanup purposes)
- if (sound == _vm._soundSilence)
+ if (sound == _vm->_soundSilence)
return 0;
// Open sounds file
@@ -283,35 +284,6 @@
return false;
}
-void FileManager::saveSeq(object_t *obj) {
-// Save sequence number and image number in given object
- debugC(1, kDebugFile, "saveSeq");
-
- bool found = false;
- for (int j = 0; !found && (j < obj->seqNumb); j++) {
- seq_t *q = obj->seqList[j].seqPtr;
- for (int k = 0; !found && (k < obj->seqList[j].imageNbr); k++) {
- if (obj->currImagePtr == q) {
- found = true;
- obj->curSeqNum = j;
- obj->curImageNum = k;
- } else {
- q = q->nextSeqPtr;
- }
- }
- }
-}
-
-void FileManager::restoreSeq(object_t *obj) {
-// Set up cur_seq_p from stored sequence and image number in object
- debugC(1, kDebugFile, "restoreSeq");
-
- seq_t *q = obj->seqList[obj->curSeqNum].seqPtr;
- for (int j = 0; j < obj->curImageNum; j++)
- q = q->nextSeqPtr;
- obj->currImagePtr = q;
-}
-
void FileManager::saveGame(int16 slot, const char *descrip) {
// Save game to supplied slot (-1 is INITFILE)
debugC(1, kDebugFile, "saveGame(%d, %s)", slot, descrip);
@@ -320,11 +292,11 @@
Common::String path; // Full path of saved game
if (slot == -1)
- path = _vm._initFilename;
+ path = _vm->_initFilename;
else
- path = Common::String::printf(_vm._saveFilename.c_str(), slot);
+ path = Common::String::printf(_vm->_saveFilename.c_str(), slot);
- Common::WriteStream *out = _vm.getSaveFileManager()->openForSaving(path);
+ Common::WriteStream *out = _vm->getSaveFileManager()->openForSaving(path);
if (!out) {
warning("Can't create file '%s', game not saved", path.c_str());
return;
@@ -337,19 +309,19 @@
out->write(descrip, DESCRIPLEN);
// Save objects
- for (int i = 0; i < _vm._numObj; i++) {
+ for (int i = 0; i < _vm->_numObj; i++) {
// Save where curr_seq_p is pointing to
- saveSeq(&_vm._objects[i]);
- out->write(&_vm._objects[i], sizeof(object_t));
+ _vm->_object->saveSeq(&_vm->_object->_objects[i]);
+ out->write(&_vm->_object->_objects[i], sizeof(object_t));
}
- const status_t &gameStatus = _vm.getGameStatus();
+ const status_t &gameStatus = _vm->getGameStatus();
// Save whether hero image is swapped
- out->write(&_vm._heroImage, sizeof(_vm._heroImage));
+ out->write(&_vm->_heroImage, sizeof(_vm->_heroImage));
// Save score
- int score = _vm.getScore();
+ int score = _vm->getScore();
out->write(&score, sizeof(score));
// Save story mode
@@ -362,16 +334,16 @@
out->write(&gameStatus.gameOverFl, sizeof(gameStatus.gameOverFl));
// Save screen states
- out->write(_vm._screenStates, sizeof(*_vm._screenStates) * _vm._numScreens);
+ out->write(_vm->_screenStates, sizeof(*_vm->_screenStates) * _vm->_numScreens);
// Save points table
- out->write(_vm._points, sizeof(point_t) * _vm._numBonuses);
+ out->write(_vm->_points, sizeof(point_t) * _vm->_numBonuses);
// Now save current time and all current events in event queue
- _vm.scheduler().saveEvents(out);
+ _vm->_scheduler->saveEvents(out);
// Save palette table
- _vm.screen().savePal(out);
+ _vm->_screen->savePal(out);
// Save maze status
out->write(&_maze, sizeof(maze_t));
@@ -386,17 +358,17 @@
debugC(1, kDebugFile, "restoreGame(%d)", slot);
// Initialize new-game status
- _vm.initStatus();
+ _vm->initStatus();
// Get full path of saved game file - note test for INITFILE
Common::String path; // Full path of saved game
if (slot == -1)
- path = _vm._initFilename;
+ path = _vm->_initFilename;
else
- path = Common::String::printf(_vm._saveFilename.c_str(), slot);
+ path = Common::String::printf(_vm->_saveFilename.c_str(), slot);
- Common::SeekableReadStream *in = _vm.getSaveFileManager()->openForLoading(path);
+ Common::SeekableReadStream *in = _vm->getSaveFileManager()->openForLoading(path);
if (!in)
return;
@@ -412,13 +384,13 @@
in->seek(DESCRIPLEN, SEEK_CUR);
// If hero image is currently swapped, swap it back before restore
- if (_vm._heroImage != HERO)
- _vm.scheduler().swapImages(HERO, _vm._heroImage);
+ if (_vm->_heroImage != HERO)
+ _vm->_object->swapImages(HERO, _vm->_heroImage);
// Restore objects, retain current seqList which points to dynamic mem
// Also, retain cmnd_t pointers
- for (int i = 0; i < _vm._numObj; i++) {
- object_t *p = &_vm._objects[i];
+ for (int i = 0; i < _vm->_numObj; i++) {
+ object_t *p = &_vm->_object->_objects[i];
seqList_t seqList[MAX_SEQUENCES];
memcpy(seqList, p->seqList, sizeof(seqList_t));
uint16 cmdIndex = p->cmdIndex;
@@ -427,37 +399,37 @@
memcpy(p->seqList, seqList, sizeof(seqList_t));
}
- in->read(&_vm._heroImage, sizeof(_vm._heroImage));
+ in->read(&_vm->_heroImage, sizeof(_vm->_heroImage));
// If hero swapped in saved game, swap it
- int heroImg = _vm._heroImage;
+ int heroImg = _vm->_heroImage;
if (heroImg != HERO)
- _vm.scheduler().swapImages(HERO, _vm._heroImage);
- _vm._heroImage = heroImg;
+ _vm->_object->swapImages(HERO, _vm->_heroImage);
+ _vm->_heroImage = heroImg;
- status_t &gameStatus = _vm.getGameStatus();
+ status_t &gameStatus = _vm->getGameStatus();
int score;
in->read(&score, sizeof(score));
- _vm.setScore(score);
+ _vm->setScore(score);
in->read(&gameStatus.storyModeFl, sizeof(gameStatus.storyModeFl));
in->read(&gameStatus.jumpExitFl, sizeof(gameStatus.jumpExitFl));
in->read(&gameStatus.gameOverFl, sizeof(gameStatus.gameOverFl));
- in->read(_vm._screenStates, sizeof(*_vm._screenStates) * _vm._numScreens);
+ in->read(_vm->_screenStates, sizeof(*_vm->_screenStates) * _vm->_numScreens);
// Restore points table
- in->read(_vm._points, sizeof(point_t) * _vm._numBonuses);
+ in->read(_vm->_points, sizeof(point_t) * _vm->_numBonuses);
// Restore ptrs to currently loaded objects
- for (int i = 0; i < _vm._numObj; i++)
- restoreSeq(&_vm._objects[i]);
+ for (int i = 0; i < _vm->_numObj; i++)
+ _vm->_object->restoreSeq(&_vm->_object->_objects[i]);
// Now restore time of the save and the event queue
- _vm.scheduler().restoreEvents(in);
+ _vm->_scheduler->restoreEvents(in);
// Restore palette and change it if necessary
- _vm.screen().restorePal(in);
+ _vm->_screen->restorePal(in);
// Restore maze status
in->read(&_maze, sizeof(maze_t));
@@ -475,27 +447,27 @@
debugC(1, kDebugFile, "initSavedGame");
// Force save of initial game
- if (_vm.getGameStatus().initSaveFl)
+ if (_vm->getGameStatus().initSaveFl)
saveGame(-1, "");
// If initial game doesn't exist, create it
- Common::SeekableReadStream *in = _vm.getSaveFileManager()->openForLoading(_vm._initFilename);
+ Common::SeekableReadStream *in = _vm->getSaveFileManager()->openForLoading(_vm->_initFilename);
if (!in) {
saveGame(-1, "");
- in = _vm.getSaveFileManager()->openForLoading(_vm._initFilename);
+ in = _vm->getSaveFileManager()->openForLoading(_vm->_initFilename);
if (!in) {
- Utils::Error(WRITE_ERR, "%s", _vm._initFilename.c_str());
+ Utils::Error(WRITE_ERR, "%s", _vm->_initFilename.c_str());
return;
}
}
// Must have an open saved game now
- _vm.getGameStatus().saveSize = in->size();
+ _vm->getGameStatus().saveSize = in->size();
delete in;
// Check sanity - maybe disk full or path set to read-only drive?
- if (_vm.getGameStatus().saveSize == -1)
- Utils::Error(WRITE_ERR, "%s", _vm._initFilename.c_str());
+ if (_vm->getGameStatus().saveSize == -1)
+ Utils::Error(WRITE_ERR, "%s", _vm->_initFilename.c_str());
}
void FileManager::openPlaybackFile(bool playbackFl, bool recordFl) {
@@ -520,7 +492,7 @@
Common::File ofp;
if (!ofp.open(BOOTFILE)) {
- if (_vm._gameVariant == 3) {
+ if (_vm->_gameVariant == 3) {
//TODO initialize properly _boot structure
warning("printBootText - Skipping as H1 Dos may be a freeware");
return;
@@ -559,7 +531,7 @@
Common::File ofp;
if (!ofp.open(BOOTFILE)) {
- if (_vm._gameVariant == 3) {
+ if (_vm->_gameVariant == 3) {
//TODO initialize properly _boot structure
warning("readBootFile - Skipping as H1 Dos may be a freeware");
return;
@@ -673,5 +645,12 @@
f.close();
}
+// Read the uif image file (inventory icons)
+void FileManager::readUIFImages() {
+ debugC(1, kDebugFile, "readUIFImages");
+
+ readUIFItem(UIF_IMAGES, _vm->_screen->getGUIBuffer()); // Read all uif images
+}
+
} // End of namespace Hugo
Modified: scummvm/trunk/engines/hugo/file.h
===================================================================
--- scummvm/trunk/engines/hugo/file.h 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/file.h 2010-10-21 17:09:57 UTC (rev 53674)
@@ -57,7 +57,7 @@
class FileManager {
public:
- FileManager(HugoEngine &vm);
+ FileManager(HugoEngine *vm);
virtual ~FileManager();
@@ -69,11 +69,10 @@
void instructions();
void readBootFile();
void readImage(int objNum, object_t *objPtr);
+ void readUIFImages();
void readUIFItem(short id, byte *buf);
void restoreGame(short slot);
- void restoreSeq(object_t *obj);
void saveGame(short slot, const char *descrip);
- void saveSeq(object_t *obj);
virtual void openDatabaseFiles() = 0;
virtual void closeDatabaseFiles() = 0;
@@ -84,7 +83,7 @@
virtual char *fetchString(int index) = 0;
protected:
- HugoEngine &_vm;
+ HugoEngine *_vm;
Common::File _stringArchive; // Handle for string file
Common::File _sceneryArchive1; // Handle for scenery file
@@ -108,7 +107,7 @@
class FileManager_v1d : public FileManager {
public:
- FileManager_v1d(HugoEngine &vm);
+ FileManager_v1d(HugoEngine *vm);
~FileManager_v1d();
void openDatabaseFiles();
@@ -120,7 +119,7 @@
class FileManager_v2d : public FileManager {
public:
- FileManager_v2d(HugoEngine &vm);
+ FileManager_v2d(HugoEngine *vm);
~FileManager_v2d();
void openDatabaseFiles();
@@ -132,7 +131,7 @@
class FileManager_v3d : public FileManager_v2d {
public:
- FileManager_v3d(HugoEngine &vm);
+ FileManager_v3d(HugoEngine *vm);
~FileManager_v3d();
void openDatabaseFiles();
@@ -145,7 +144,7 @@
class FileManager_v1w : public FileManager_v2d {
public:
- FileManager_v1w(HugoEngine &vm);
+ FileManager_v1w(HugoEngine *vm);
~FileManager_v1w();
void readOverlay(int screenNum, image_pt image, ovl_t overlayType);
Modified: scummvm/trunk/engines/hugo/file_v1d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/file_v1d.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/file_v1d.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -38,7 +38,7 @@
#include "hugo/util.h"
namespace Hugo {
-FileManager_v1d::FileManager_v1d(HugoEngine &vm) : FileManager(vm) {
+FileManager_v1d::FileManager_v1d(HugoEngine *vm) : FileManager(vm) {
}
FileManager_v1d::~FileManager_v1d() {
@@ -59,7 +59,7 @@
const char *ovl_ext[] = {".b", ".o", ".ob"};
char *buf = (char *) malloc(2048 + 1); // Buffer for file access
- strcat(strcpy(buf, _vm._screenNames[screenNum]), ovl_ext[overlayType]);
+ strcat(strcpy(buf, _vm->_screenNames[screenNum]), ovl_ext[overlayType]);
if (!fileExists(buf)) {
for (uint32 i = 0; i < OVL_SIZE; i++)
@@ -81,12 +81,12 @@
debugC(1, kDebugFile, "readBackground(%d)", screenIndex);
char *buf = (char *) malloc(2048 + 1); // Buffer for file access
- strcat(strcpy(buf, _vm._screenNames[screenIndex]), ".ART");
+ strcat(strcpy(buf, _vm->_screenNames[screenIndex]), ".ART");
if (!_sceneryArchive1.open(buf))
Utils::Error(FILE_ERR, "%s", buf);
// Read the image into dummy seq and static dib_a
seq_t dummySeq; // Image sequence structure for Read_pcx
- readPCX(_sceneryArchive1, &dummySeq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]);
+ readPCX(_sceneryArchive1, &dummySeq, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
_sceneryArchive1.close();
}
@@ -94,7 +94,7 @@
char *FileManager_v1d::fetchString(int index) {
debugC(1, kDebugFile, "fetchString(%d)", index);
- return _vm._stringtData[index];
+ return _vm->_stringtData[index];
}
} // End of namespace Hugo
Modified: scummvm/trunk/engines/hugo/file_v1w.cpp
===================================================================
--- scummvm/trunk/engines/hugo/file_v1w.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/file_v1w.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -37,7 +37,7 @@
#include "hugo/util.h"
namespace Hugo {
-FileManager_v1w::FileManager_v1w(HugoEngine &vm) : FileManager_v2d(vm) {
+FileManager_v1w::FileManager_v1w(HugoEngine *vm) : FileManager_v2d(vm) {
}
FileManager_v1w::~FileManager_v1w() {
Modified: scummvm/trunk/engines/hugo/file_v2d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/file_v2d.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/file_v2d.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -40,7 +40,7 @@
#include "hugo/util.h"
namespace Hugo {
-FileManager_v2d::FileManager_v2d(HugoEngine &vm) : FileManager(vm) {
+FileManager_v2d::FileManager_v2d(HugoEngine *vm) : FileManager(vm) {
}
FileManager_v2d::~FileManager_v2d() {
@@ -85,7 +85,7 @@
// Read the image into dummy seq and static dib_a
seq_t dummySeq; // Image sequence structure for Read_pcx
- readPCX(_sceneryArchive1, &dummySeq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]);
+ readPCX(_sceneryArchive1, &dummySeq, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
}
void FileManager_v2d::readOverlay(int screenNum, image_pt image, ovl_t overlayType) {
@@ -170,7 +170,7 @@
// Null terminate, decode and return it
_textBoxBuffer[off2-off1] = '\0';
- _vm.scheduler().decodeString(_textBoxBuffer);
+ _vm->_scheduler->decodeString(_textBoxBuffer);
return _textBoxBuffer;
}
} // End of namespace Hugo
Modified: scummvm/trunk/engines/hugo/file_v3d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/file_v3d.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/file_v3d.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -39,7 +39,7 @@
#include "hugo/util.h"
namespace Hugo {
-FileManager_v3d::FileManager_v3d(HugoEngine &vm) : FileManager_v2d(vm) {
+FileManager_v3d::FileManager_v3d(HugoEngine *vm) : FileManager_v2d(vm) {
}
FileManager_v3d::~FileManager_v3d() {
@@ -65,11 +65,11 @@
if (screenIndex < 20) {
_sceneryArchive1.seek(sceneBlock.scene_off, SEEK_SET);
// Read the image into dummy seq and static dib_a
- readPCX(_sceneryArchive1, &dummySeq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]);
+ readPCX(_sceneryArchive1, &dummySeq, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
} else {
_sceneryArchive2.seek(sceneBlock.scene_off, SEEK_SET);
// Read the image into dummy seq and static dib_a
- readPCX(_sceneryArchive2, &dummySeq, _vm.screen().getFrontBuffer(), true, _vm._screenNames[screenIndex]);
+ readPCX(_sceneryArchive2, &dummySeq, _vm->_screen->getFrontBuffer(), true, _vm->_screenNames[screenIndex]);
}
}
Modified: scummvm/trunk/engines/hugo/hugo.cpp
===================================================================
--- scummvm/trunk/engines/hugo/hugo.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/hugo.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -42,6 +42,7 @@
#include "hugo/util.h"
#include "hugo/sound.h"
#include "hugo/intro.h"
+#include "hugo/object.h"
#include "engines/util.h"
@@ -63,8 +64,8 @@
HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(syst), _gameDescription(gd), _mouseX(0), _mouseY(0),
_textData(0), _stringtData(0), _screenNames(0), _textEngine(0), _textIntro(0), _textMouse(0), _textParser(0), _textSchedule(0), _textUtil(0),
_arrayNouns(0), _arrayVerbs(0), _arrayReqs(0), _hotspots(0), _invent(0), _uses(0), _catchallList(0), _backgroundObjects(0),
- _points(0), _cmdList(0), _screenActs(0), _objects(0), _actListArr(0), _heroImage(0), _defltTunes(0), _palette(0), _introX(0),
- _introY(0), _maxInvent(0), _numBonuses(0), _numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _numObj(0),
+ _points(0), _cmdList(0), _screenActs(0), _actListArr(0), _heroImage(0), _defltTunes(0), _palette(0), _introX(0), _introY(0),
+ _maxInvent(0), _numBonuses(0), _numScreens(0), _tunesNbr(0), _soundSilence(0), _soundTest(0), _screenStates(0), _numObj(0),
_score(0), _maxscore(0)
{
@@ -82,14 +83,15 @@
}
HugoEngine::~HugoEngine() {
- delete _soundHandler;
+ delete _object;
+ delete _sound;
delete _route;
delete _parser;
- delete _inventoryHandler;
- delete _mouseHandler;
+ delete _inventory;
+ delete _mouse;
delete _screen;
delete _scheduler;
- delete _fileManager;
+ delete _file;
free(_palette);
free(_introX);
@@ -161,53 +163,54 @@
s_Engine = this;
initGraphics(320, 200, false);
- _mouseHandler = new MouseHandler(*this);
- _inventoryHandler = new InventoryHandler(*this);
- _route = new Route(*this);
- _soundHandler = new SoundHandler(*this);
+ _mouse = new MouseHandler(this);
+ _inventory = new InventoryHandler(this);
+ _route = new Route(this);
+ _sound = new SoundHandler(this);
+ _object = new ObjectHandler(this);
switch (_gameVariant) {
case 0: // H1 Win
- _fileManager = new FileManager_v1w(*this);
- _scheduler = new Scheduler_v3d(*this);
- _introHandler = new intro_v1w(*this);
- _screen = new Screen_v1w(*this);
- _parser = new Parser_v1w(*this);
+ _file = new FileManager_v1w(this);
+ _scheduler = new Scheduler_v3d(this);
+ _intro = new intro_v1w(this);
+ _screen = new Screen_v1w(this);
+ _parser = new Parser_v1w(this);
break;
case 1:
- _fileManager = new FileManager_v2d(*this);
- _scheduler = new Scheduler_v3d(*this);
- _introHandler = new intro_v2w(*this);
- _screen = new Screen_v1w(*this);
- _parser = new Parser_v1w(*this);
+ _file = new FileManager_v2d(this);
+ _scheduler = new Scheduler_v3d(this);
+ _intro = new intro_v2w(this);
+ _screen = new Screen_v1w(this);
+ _parser = new Parser_v1w(this);
break;
case 2:
- _fileManager = new FileManager_v2d(*this);
- _scheduler = new Scheduler_v3d(*this);
- _introHandler = new intro_v3w(*this);
- _screen = new Screen_v1w(*this);
- _parser = new Parser_v1w(*this);
+ _file = new FileManager_v2d(this);
+ _scheduler = new Scheduler_v3d(this);
+ _intro = new intro_v3w(this);
+ _screen = new Screen_v1w(this);
+ _parser = new Parser_v1w(this);
break;
case 3: // H1 DOS
- _fileManager = new FileManager_v1d(*this);
- _scheduler = new Scheduler_v1d(*this);
- _introHandler = new intro_v1d(*this);
- _screen = new Screen_v1d(*this);
- _parser = new Parser_v1d(*this);
+ _file = new FileManager_v1d(this);
+ _scheduler = new Scheduler_v1d(this);
+ _intro = new intro_v1d(this);
+ _screen = new Screen_v1d(this);
+ _parser = new Parser_v1d(this);
break;
case 4:
- _fileManager = new FileManager_v2d(*this);
- _scheduler = new Scheduler_v1d(*this);
- _introHandler = new intro_v2d(*this);
- _screen = new Screen_v1d(*this);
- _parser = new Parser_v2d(*this);
+ _file = new FileManager_v2d(this);
+ _scheduler = new Scheduler_v1d(this);
+ _intro = new intro_v2d(this);
+ _screen = new Screen_v1d(this);
+ _parser = new Parser_v2d(this);
break;
case 5:
- _fileManager = new FileManager_v3d(*this);
- _scheduler = new Scheduler_v3d(*this);
- _introHandler = new intro_v3d(*this);
- _screen = new Screen_v1d(*this);
- _parser = new Parser_v3d(*this);
+ _file = new FileManager_v3d(this);
+ _scheduler = new Scheduler_v3d(this);
+ _intro = new intro_v3d(this);
+ _screen = new Screen_v1d(this);
+ _parser = new Parser_v3d(this);
break;
}
@@ -225,7 +228,7 @@
initialize();
initConfig(RESET); // Reset user's config
- file().restoreGame(-1);
+ _file->restoreGame(-1);
initMachine();
@@ -243,7 +246,7 @@
while (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_KEYDOWN:
- parser().keyHandler(event.kbd.keycode, 0);
+ _parser->keyHandler(event.kbd.keycode, 0);
break;
case Common::EVENT_MOUSEMOVE:
_mouseX = event.mouse.x;
@@ -276,10 +279,10 @@
if (_gameVariant == kGameVariantH1Dos)
readScreenFiles(0);
else
- file().readBackground(_numScreens - 1); // Splash screen
+ _file->readBackground(_numScreens - 1); // Splash screen
readObjectImages(); // Read all object images
if (_platform == Common::kPlatformWindows)
- readUIFImages(); // Read all uif images (only in Win versions)
+ _file->readUIFImages(); // Read all uif images (only in Win versions)
}
void HugoEngine::runMachine() {
@@ -302,32 +305,32 @@
switch (gameStatus.viewState) {
case V_IDLE: // Not processing state machine
- intro().preNewGame(); // Any processing before New Game selected
+ _intro->preNewGame(); // Any processing before New Game selected
break;
case V_INTROINIT: // Initialization before intro begins
- intro().introInit();
+ _intro->introInit();
g_system->showMouse(false);
gameStatus.viewState = V_INTRO;
break;
case V_INTRO: // Do any game-dependant preamble
- if (intro().introPlay()) { // Process intro screen
- scheduler().newScreen(0); // Initialize first screen
+ if (_intro->introPlay()) { // Process intro screen
+ _scheduler->newScreen(0); // Initialize first screen
gameStatus.viewState = V_PLAY;
}
break;
case V_PLAY: // Playing game
g_system->showMouse(true);
- parser().charHandler(); // Process user cmd input
- moveObjects(); // Process object movement
- scheduler().runScheduler(); // Process any actions
- screen().displayList(D_RESTORE); // Restore previous background
- updateImages(); // Draw into _frontBuffer, compile display list
- mouse().mouseHandler(); // Mouse activity - adds to display list
- screen().drawStatusText();
- screen().displayList(D_DISPLAY); // Blit the display list to screen
+ _parser->charHandler(); // Process user cmd input
+ _object->moveObjects(); // Process object movement
+ _scheduler->runScheduler(); // Process any actions
+ _screen->displayList(D_RESTORE); // Restore previous background
+ _object->updateImages(); // Draw into _frontBuffer, compile display list
+ _mouse->mouseHandler(); // Mouse activity - adds to display list
+ _screen->drawStatusText();
+ _screen->displayList(D_DISPLAY); // Blit the display list to screen
break;
case V_INVENT: // Accessing inventory
- inventory().runInventory(); // Process Inventory state machine
+ _inventory->runInventory(); // Process Inventory state machine
break;
case V_EXIT: // Game over or user exited
gameStatus.viewState = V_IDLE;
@@ -642,108 +645,10 @@
}
}
-// TODO: For Hugo3, if not in story mode, set _objects[2].state to 3
- for (int varnt = 0; varnt < _numVariant; varnt++) {
- numElem = in.readUint16BE();
- if (varnt == _gameVariant) {
- _objects = (object_t *)malloc(sizeof(object_t) * numElem);
- for (int i = 0; i < numElem; i++) {
- _objects[i].nounIndex = in.readUint16BE();
- _objects[i].dataIndex = in.readUint16BE();
- numSubElem = in.readUint16BE();
- if (numSubElem == 0)
- _objects[i].stateDataIndex = 0;
- else
- _objects[i].stateDataIndex = (uint16 *)malloc(sizeof(uint16) * numSubElem);
- for (int j = 0; j < numSubElem; j++)
- _objects[i].stateDataIndex[j] = in.readUint16BE();
- _objects[i].pathType = (path_t) in.readSint16BE();
- _objects[i].vxPath = in.readSint16BE();
- _objects[i].vyPath = in.readSint16BE();
- _objects[i].actIndex = in.readUint16BE();
- _objects[i].seqNumb = in.readByte();
- _objects[i].currImagePtr = 0;
- if (_objects[i].seqNumb == 0) {
- _objects[i].seqList[0].imageNbr = 0;
- _objects[i].seqList[0].seqPtr = 0;
- }
- for (int j = 0; j < _objects[i].seqNumb; j++) {
- _objects[i].seqList[j].imageNbr = in.readUint16BE();
- _objects[i].seqList[j].seqPtr = 0;
- }
- _objects[i].cycling = (cycle_t)in.readByte();
- _objects[i].cycleNumb = in.readByte();
- _objects[i].frameInterval = in.readByte();
- _objects[i].frameTimer = in.readByte();
- _objects[i].radius = in.readByte();
- _objects[i].screenIndex = in.readByte();
- _objects[i].x = in.readSint16BE();
- _objects[i].y = in.readSint16BE();
- _objects[i].oldx = in.readSint16BE();
- _objects[i].oldy = in.readSint16BE();
- _objects[i].vx = in.readByte();
- _objects[i].vy = in.readByte();
- _objects[i].objValue = in.readByte();
- _objects[i].genericCmd = in.readSint16BE();
- _objects[i].cmdIndex = in.readUint16BE();
- _objects[i].carriedFl = (in.readByte() != 0);
- _objects[i].state = in.readByte();
- _objects[i].verbOnlyFl = (in.readByte() != 0);
- _objects[i].priority = in.readByte();
- _objects[i].viewx = in.readSint16BE();
- _objects[i].viewy = in.readSint16BE();
- _objects[i].direction = in.readSint16BE();
- _objects[i].curSeqNum = in.readByte();
- _objects[i].curImageNum = in.readByte();
- _objects[i].oldvx = in.readByte();
- _objects[i].oldvy = in.readByte();
- }
- } else {
- for (int i = 0; i < numElem; i++) {
- in.readUint16BE();
- in.readUint16BE();
- numSubElem = in.readUint16BE();
- for (int j = 0; j < numSubElem; j++)
- in.readUint16BE();
- in.readSint16BE();
- in.readSint16BE();
- in.readSint16BE();
- in.readUint16BE();
- numSubElem = in.readByte();
- for (int j = 0; j < numSubElem; j++)
- in.readUint16BE();
- in.readByte();
- in.readByte();
- in.readByte();
- in.readByte();
- in.readByte();
- in.readByte();
- in.readSint16BE();
- in.readSint16BE();
- in.readSint16BE();
- in.readSint16BE();
- in.readByte();
- in.readByte();
- in.readByte();
- in.readSint16BE();
- in.readUint16BE();
- in.readByte();
- in.readByte();
- in.readByte();
- in.readByte();
- in.readSint16BE();
- in.readSint16BE();
- in.readUint16BE();
- in.readByte();
- in.readByte();
- in.readByte();
- in.readByte();
- }
- }
- }
+ _object->loadObject(in);
//#define HERO 0
- _hero = &_objects[HERO]; // This always points to hero
- _screen_p = &(_objects[HERO].screenIndex); // Current screen is hero's
+ _hero = &_object->_objects[HERO]; // This always points to hero
+ _screen_p = &(_object->_objects[HERO].screenIndex); // Current screen is hero's
_heroImage = HERO; // Current in use hero image
//read _actListArr
@@ -1599,18 +1504,18 @@
_config.soundVolume = 100; // Sound volume %
initPlaylist(_config.playlist); // Initialize default tune playlist
- file().readBootFile(); // Read startup structure
+ _file->readBootFile(); // Read startup structure
break;
case RESET:
// Find first tune and play it
for (int16 i = 0; i < MAX_TUNES; i++) {
if (_config.playlist[i]) {
- sound().playMusic(i);
+ _sound->playMusic(i);
break;
}
}
- file().initSavedGame(); // Initialize saved game
+ _file->initSavedGame(); // Initialize saved game
break;
case RESTORE:
warning("Unhandled action RESTORE");
@@ -1624,10 +1529,10 @@
_maze.enabledFl = false;
_line[0] = '\0';
- sound().initSound();
- scheduler().initEventQueue(); // Init scheduler stuff
- screen().initDisplay(); // Create Dibs and palette
- file().openDatabaseFiles(); // Open database files
+ _sound->initSound();
+ _scheduler->initEventQueue(); // Init scheduler stuff
+ _screen->initDisplay(); // Create Dibs and palette
+ _file->openDatabaseFiles(); // Open database files
calcMaxScore(); // Initialise maxscore
_rnd = new Common::RandomSource();
@@ -1657,216 +1562,30 @@
void HugoEngine::shutdown() {
debugC(1, kDebugEngine, "shutdown");
- file().closeDatabaseFiles();
+ _file->closeDatabaseFiles();
if (_status.recordFl || _status.playbackFl)
- file().closePlaybackFile();
- freeObjects();
+ _file->closePlaybackFile();
+ _object->freeObjects();
}
void HugoEngine::readObjectImages() {
debugC(1, kDebugEngine, "readObjectImages");
for (int i = 0; i < _numObj; i++)
- file().readImage(i, &_objects[i]);
+ _file->readImage(i, &_object->_objects[i]);
}
-// Read the uif image file (inventory icons)
-void HugoEngine::readUIFImages() {
- debugC(1, kDebugEngine, "readUIFImages");
-
- file().readUIFItem(UIF_IMAGES, screen().getGUIBuffer()); // Read all uif images
-}
-
// Read scenery, overlay files for given screen number
void HugoEngine::readScreenFiles(int screenNum) {
debugC(1, kDebugEngine, "readScreenFiles(%d)", screenNum);
- file().readBackground(screenNum); // Scenery file
- memcpy(screen().getBackBuffer(), screen().getFrontBuffer(), sizeof(screen().getFrontBuffer()));// Make a copy
- file().readOverlay(screenNum, _boundary, BOUNDARY); // Boundary file
- file().readOverlay(screenNum, _overlay, OVERLAY); // Overlay file
- file().readOverlay(screenNum, _ovlBase, OVLBASE); // Overlay base file
+ _file->readBackground(screenNum); // Scenery file
+ memcpy(_screen->getBackBuffer(), _screen->getFrontBuffer(), sizeof(_screen->getFrontBuffer()));// Make a copy
+ _file->readOverlay(screenNum, _boundary, BOUNDARY); // Boundary file
+ _file->readOverlay(screenNum, _overlay, OVERLAY); // Overlay file
+ _file->readOverlay(screenNum, _ovlBase, OVLBASE); // Overlay base file
}
-// Update all object positions. Process object 'local' events
-// including boundary events and collisions
-void HugoEngine::moveObjects() {
- debugC(4, kDebugEngine, "moveObjects");
-
- // If route mode enabled, do special route processing
- if (_status.routeIndex >= 0)
- 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 < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
- seq_t *currImage = obj->currImagePtr; // Get ptr to current image
- if (obj->screenIndex == *_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 = _hero->x + _hero->currImagePtr->x1 - obj->x - currImage->x1;
- int dy = _hero->y + _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;
- 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 (!_rnd->getRandomNumber(3 * NORMAL_TPS)) { // Kick on random interval
- obj->vx = _rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
- obj->vy = _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))
- storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
- }
- }
-
- // Move objects, allowing for boundaries
- for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
- if ((obj->screenIndex == *_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))
- clearBoundary(x1, x2, y2); // Clear our own boundary
-
- // Allowable motion wrt boundary
- int dx = deltaX(x1, x2, obj->vx, y2);
- if (dx != obj->vx) {
- // An object boundary collision!
- boundaryCollision(obj);
- obj->vx = 0;
- }
-
- int dy = deltaY(x1, x2, obj->vy, y2);
- if (dy != obj->vy) {
- // An object boundary collision!
- boundaryCollision(obj);
- obj->vy = 0;
- }
-
- if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
- 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 < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
- seq_t *currImage = obj->currImagePtr; // Get ptr to current image
- if ((obj->screenIndex == *_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
- 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)
- processMaze();
-}
-
// Return maximum allowed movement (from zero to vx) such that object does
// not cross a boundary (either background or another object)
int HugoEngine::deltaX(int x1, int x2, int vx, int y) {
@@ -1993,218 +1712,31 @@
_actListArr[_alNewscrIndex][0].a2.x = _maze.x2 - SHIFT - (x2 - x1);
_actListArr[_alNewscrIndex][0].a2.y = _hero->y;
_status.routeIndex = -1;
- scheduler().insertActionList(_alNewscrIndex);
+ _scheduler->insertActionList(_alNewscrIndex);
} else if (x2 > _maze.x2) {
// Exit east
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + 1;
_actListArr[_alNewscrIndex][0].a2.x = _maze.x1 + SHIFT;
_actListArr[_alNewscrIndex][0].a2.y = _hero->y;
_status.routeIndex = -1;
- scheduler().insertActionList(_alNewscrIndex);
+ _scheduler->insertActionList(_alNewscrIndex);
} else if (y1 < _maze.y1 - SHIFT) {
// Exit north
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - _maze.size;
_actListArr[_alNewscrIndex][0].a2.x = _maze.x3;
_actListArr[_alNewscrIndex][0].a2.y = _maze.y2 - SHIFT - (y2 - y1);
_status.routeIndex = -1;
- scheduler().insertActionList(_alNewscrIndex);
+ _scheduler->insertActionList(_alNewscrIndex);
} else if (y2 > _maze.y2 - SHIFT / 2) {
// Exit south
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + _maze.size;
_actListArr[_alNewscrIndex][0].a2.x = _maze.x4;
_actListArr[_alNewscrIndex][0].a2.y = _maze.y1 + SHIFT;
_status.routeIndex = -1;
- scheduler().insertActionList(_alNewscrIndex);
+ _scheduler->insertActionList(_alNewscrIndex);
}
}
-// Compare function for the quicksort. The sort is to order the objects in
-// increasing vertical position, using y+y2 as the baseline
-// Returns -1 if ay2 < by2 else 1 if ay2 > by2 else 0
-int HugoEngine::y2comp(const void *a, const void *b) {
- debugC(6, kDebugEngine, "y2comp");
-
- const object_t *p1 = &s_Engine->_objects[*(const byte *)a];
- const object_t *p2 = &s_Engine->_objects[*(const byte *)b];
-
- if (p1 == p2)
- // Why does qsort try the same indexes?
- return 0;
-
- if (p1->priority == BACKGROUND)
- return -1;
-
- if (p2->priority == BACKGROUND)
- return 1;
-
- if (p1->priority == FOREGROUND)
- return 1;
-
- if (p2->priority == FOREGROUND)
- return -1;
-
- int ay2 = p1->y + p1->currImagePtr->y2;
- int by2 = p2->y + p2->currImagePtr->y2;
-
- return ay2 - by2;
-}
-
-// 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 HugoEngine::updateImages() {
- debugC(5, kDebugEngine, "updateImages");
-
- // Initialise the index array to visible objects in current screen
- int num_objs = 0;
- byte objindex[MAX_OBJECTS]; // Array of indeces to objects
-
- for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i];
- if ((obj->screenIndex == *_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:
- 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
- screen().displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
- else
- 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;
- }
- 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;
- }
- }
-}
-
-// Return object index of the topmost object under the cursor, or -1 if none
-// Objects are filtered if not "useful"
-int16 HugoEngine::findObject(uint16 x, uint16 y) {
- debugC(3, kDebugEngine, "findObject(%d, %d)", x, y);
-
- int16 objIndex = -1; // Index of found object
- uint16 y2Max = 0; // Greatest y2
- object_t *obj = _objects;
- // Check objects on screen
- for (int i = 0; i < _numObj; i++, obj++) {
- // Object must be in current screen and "useful"
- if (obj->screenIndex == *_screen_p && (obj->genericCmd || obj->objValue || obj->cmdIndex)) {
- seq_t *curImage = obj->currImagePtr;
- // Object must have a visible image...
- if (curImage != 0 && obj->cycling != INVISIBLE) {
- // If cursor inside object
- if (x >= (uint16)obj->x && x <= obj->x + curImage->x2 && y >= (uint16)obj->y && y <= obj->y + curImage->y2) {
- // If object is closest so far
- if (obj->y + curImage->y2 > y2Max) {
- y2Max = obj->y + curImage->y2;
- objIndex = i; // Found an object!
- }
- }
- } else {
- // ...or a dummy object that has a hotspot rectangle
- if (curImage == 0 && obj->vxPath != 0 && !obj->carriedFl) {
- // If cursor inside special rectangle
- if ((int16)x >= obj->oldx && (int16)x < obj->oldx + obj->vxPath && (int16)y >= obj->oldy && (int16)y < obj->oldy + obj->vyPath) {
- // If object is closest so far
- if (obj->oldy + obj->vyPath - 1 > (int16)y2Max) {
- y2Max = obj->oldy + obj->vyPath - 1;
- objIndex = i; // Found an object!
- }
- }
- }
- }
- }
- }
- return objIndex;
-}
-
// Find a clear space around supplied object that hero can walk to
bool HugoEngine::findObjectSpace(object_t *obj, int16 *destx, int16 *desty) {
debugC(1, kDebugEngine, "findObjectSpace(obj, %d, %d)", *destx, *desty);
@@ -2264,97 +1796,6 @@
return 0;
}
-// If status.objid = -1, pick up objid, else use status.objid on objid,
-// if objid can't be picked up, use it directly
-void HugoEngine::useObject(int16 objId) {
- debugC(1, kDebugEngine, "useObject(%d)", objId);
-
- char *verb; // Background verb to use directly
- object_t *obj = &_objects[objId]; // Ptr to object
- if (_status.inventoryObjId == -1) {
- // Get or use objid directly
- if ((obj->genericCmd & TAKE) || obj->objValue) // Get collectible item
- sprintf(_line, "%s %s", _arrayVerbs[_take][0], _arrayNouns[obj->nounIndex][0]);
- else if (obj->genericCmd & LOOK) // Look item
- sprintf(_line, "%s %s", _arrayVerbs[_look][0], _arrayNouns[obj->nounIndex][0]);
- else if (obj->genericCmd & DROP) // Drop item
- sprintf(_line, "%s %s", _arrayVerbs[_drop][0], _arrayNouns[obj->nounIndex][0]);
- else if (obj->cmdIndex != 0) // Use non-collectible item if able
- sprintf(_line, "%s %s", _arrayVerbs[_cmdList[obj->cmdIndex][1].verbIndex][0], _arrayNouns[obj->nounIndex][0]);
- else if ((verb = useBG(_arrayNouns[obj->nounIndex][0])) != 0)
- sprintf(_line, "%s %s", verb, _arrayNouns[obj->nounIndex][0]);
- else
- return; // Can't use object directly
- } else {
- // Use status.objid on objid
- // Default to first cmd verb
- sprintf(_line, "%s %s %s", _arrayVerbs[_cmdList[_objects[_status.inventoryObjId].cmdIndex][1].verbIndex][0], _arrayNouns[_objects[_status.inventoryObjId].nounIndex][0], _arrayNouns[obj->nounIndex][0]);
-
- // Check valid use of objects and override verb if necessary
- for (uses_t *use = _uses; use->objId != _numObj; use++) {
- if (_status.inventoryObjId == use->objId) {
- // Look for secondary object, if found use matching verb
- bool foundFl = false;
- for (target_t *target = use->targets; _arrayNouns[target->nounIndex] != 0; target++)
- if (_arrayNouns[target->nounIndex][0] == _arrayNouns[obj->nounIndex][0]) {
- foundFl = true;
- sprintf(_line, "%s %s %s", _arrayVerbs[target->verbIndex][0], _arrayNouns[_objects[_status.inventoryObjId].nounIndex][0], _arrayNouns[obj->nounIndex][0]);
- }
-
- // No valid use of objects found, print failure string
- if (!foundFl) {
- // Deselect dragged icon if inventory not active
- if (_status.inventoryState != I_ACTIVE)
- _status.inventoryObjId = -1;
- Utils::Box(BOX_ANY, "%s", _textData[use->dataIndex]);
- return;
- }
- }
- }
- }
-
- if (_status.inventoryState == I_ACTIVE) // If inventory active, remove it
- _status.inventoryState = I_UP;
- _status.inventoryObjId = -1; // Deselect any dragged icon
- parser().lineHandler(); // and process command
-}
-
-// Issue "Look at <object>" command
-// Note special case of swapped hero image
-void HugoEngine::lookObject(object_t *obj) {
- debugC(1, kDebugEngine, "lookObject");
-
- if (obj == _hero)
- // Hero swapped - look at other
- obj = &_objects[_heroImage];
-
- parser().command("%s %s", _arrayVerbs[_look][0], _arrayNouns[obj->nounIndex][0]);
-}
-
-// Free all object images
-void HugoEngine::freeObjects() {
- debugC(1, kDebugEngine, "freeObjects");
-
- // Nothing to do if not allocated yet
- if (_hero->seqList[0].seqPtr == 0)
- return;
-
- // Free all sequence lists and image data
- for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i];
- for (int j = 0; j < obj->seqNumb; j++) { // for each sequence
- seq_t *seq = obj->seqList[j].seqPtr; // Free image
- if (seq == 0) // Failure during database load
- break;
- do {
- free(seq->imagePtr);
- seq = seq->nextSeqPtr;
- } while (seq != obj->seqList[j].seqPtr);
- free(seq); // Free sequence record
- }
- }
-}
-
// Add action lists for this screen to event queue
void HugoEngine::screenActions(int screenNum) {
debugC(1, kDebugEngine, "screenActions(%d)", screenNum);
@@ -2362,7 +1803,7 @@
uint16 *screenAct = _screenActs[screenNum];
if (screenAct) {
for (int i = 0; screenAct[i]; i++)
- scheduler().insertActionList(screenAct[i]);
+ _scheduler->insertActionList(screenAct[i]);
}
}
@@ -2372,8 +1813,8 @@
*_screen_p = screenNum; // HERO object
for (int i = HERO + 1; i < _numObj; i++) { // Any others
- if (_objects[i].carriedFl) // being carried
- _objects[i].screenIndex = screenNum;
+ if (_object->isCarried(i)) // being carried
+ _object->_objects[i].screenIndex = screenNum;
}
}
@@ -2394,7 +1835,7 @@
hotspot_t *hotspot = &_hotspots[i];
if (hotspot->screenIndex == obj->screenIndex)
if ((x >= hotspot->x1) && (x <= hotspot->x2) && (y >= hotspot->y1) && (y <= hotspot->y2)) {
- scheduler().insertActionList(hotspot->actIndex);
+ _scheduler->insertActionList(hotspot->actIndex);
break;
}
}
@@ -2407,7 +1848,7 @@
if (radius < 0)
radius = DX * 2;
if ((abs(dx) <= radius) && (abs(dy) <= radius))
- scheduler().insertActionList(obj->actIndex);
+ _scheduler->insertActionList(obj->actIndex);
}
}
@@ -2416,7 +1857,7 @@
debugC(1, kDebugEngine, "calcMaxScore");
for (int i = 0; i < _numObj; i++)
- _maxscore += _objects[i].objValue;
+ _maxscore += _object->_objects[i].objValue;
for (int i = 0; i < _numBonuses; i++)
_maxscore += _points[i].score;
Modified: scummvm/trunk/engines/hugo/hugo.h
===================================================================
--- scummvm/trunk/engines/hugo/hugo.h 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/hugo.h 2010-10-21 17:09:57 UTC (rev 53674)
@@ -38,7 +38,6 @@
#define EDGE 10 // Closest object can get to edge of screen
#define EDGE2 (EDGE * 2) // Push object further back on edge collision
#define SHIFT 8 // Place hero this far inside bounding box
-#define MAX_OBJECTS 128 // Used in Update_images()
#define BOUND(X, Y) ((_boundary[Y * XBYTES + X / 8] & (0x80 >> X % 8)) != 0) // Boundary bit set
namespace Common {
@@ -103,6 +102,7 @@
class Route;
class SoundHandler;
class IntroHandler;
+class ObjectHandler;
class HugoEngine : public Engine {
@@ -149,7 +149,6 @@
point_t *_points;
cmd **_cmdList;
uint16 **_screenActs;
- object_t *_objects;
act **_actListArr;
int16 *_defltTunes;
uint16 _look;
@@ -181,34 +180,6 @@
return *s_Engine;
}
- FileManager &file() {
- return *_fileManager;
- }
- Scheduler &scheduler() {
- return *_scheduler;
- }
- Screen &screen() {
- return *_screen;
- }
- MouseHandler &mouse() {
- return *_mouseHandler;
- }
- InventoryHandler &inventory() {
- return *_inventoryHandler;
- }
- Parser &parser() {
- return *_parser;
- }
- Route &route() {
- return *_route;
- }
- SoundHandler &sound() {
- return *_soundHandler;
- }
- IntroHandler &intro() {
- return *_introHandler;
- }
-
void initGame(const HugoGameDescription *gd);
void initGamePart(const HugoGameDescription *gd);
bool loadHugoDat();
@@ -220,23 +191,25 @@
return _mouseY;
}
- void initStatus();
- void readObjectImages();
- void readUIFImages();
- void updateImages();
- void moveObjects();
- void useObject(int16 objId);
bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty);
- int16 findObject(uint16 x, uint16 y);
- void lookObject(object_t *obj);
- void storeBoundary(int x1, int x2, int y);
+
+ void boundaryCollision(object_t *obj);
void clearBoundary(int x1, int x2, int y);
void endGame();
+ void initStatus();
+ void processMaze();
+ void readObjectImages();
void readScreenFiles(int screen);
- void setNewScreen(int screen);
void screenActions(int screen);
+ void setNewScreen(int screen);
void shutdown();
+ void storeBoundary(int x1, int x2, int y);
+ char *useBG(char *name);
+
+ int deltaX(int x1, int x2, int vx, int y);
+ int deltaY(int x1, int x2, int vy, int y);
+
overlay_t &getBoundaryOverlay() {
return _boundary;
}
@@ -271,6 +244,17 @@
return _introXSize;
}
+ FileManager *_file;
+ Scheduler *_scheduler;
+ Screen *_screen;
+ MouseHandler *_mouse;
+ InventoryHandler *_inventory;
+ Parser *_parser;
+ Route *_route;
+ SoundHandler *_sound;
+ IntroHandler *_intro;
+ ObjectHandler *_object;
+
protected:
// Engine APIs
@@ -301,16 +285,6 @@
Common::Platform _platform;
bool _packedFl;
- FileManager *_fileManager;
- Scheduler *_scheduler;
- Screen *_screen;
- MouseHandler *_mouseHandler;
- InventoryHandler *_inventoryHandler;
- Parser *_parser;
- Route *_route;
- SoundHandler *_soundHandler;
- IntroHandler *_introHandler;
-
int _score; // Holds current score
int _maxscore; // Holds maximum score
@@ -323,19 +297,10 @@
void initPlaylist(bool playlist[MAX_TUNES]);
void initConfig(inst_t action);
void initialize();
- int deltaX(int x1, int x2, int vx, int y);
- int deltaY(int x1, int x2, int vy, int y);
- void processMaze();
- //int y2comp (const void *a, const void *b);
- char *useBG(char *name);
- void freeObjects();
- void boundaryCollision(object_t *obj);
void calcMaxScore();
void initMachine();
void runMachine();
- static int y2comp(const void *a, const void *b);
-
};
} // End of namespace Hugo
Modified: scummvm/trunk/engines/hugo/intro.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/intro.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -37,7 +37,7 @@
namespace Hugo {
-IntroHandler::IntroHandler(HugoEngine &vm) : _vm(vm) {
+IntroHandler::IntroHandler(HugoEngine *vm) : _vm(vm) {
}
IntroHandler::~IntroHandler() {
Modified: scummvm/trunk/engines/hugo/intro.h
===================================================================
--- scummvm/trunk/engines/hugo/intro.h 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/intro.h 2010-10-21 17:09:57 UTC (rev 53674)
@@ -43,7 +43,7 @@
class IntroHandler {
public:
- IntroHandler(HugoEngine &vm);
+ IntroHandler(HugoEngine *vm);
virtual ~IntroHandler();
virtual void preNewGame() = 0;
@@ -51,13 +51,13 @@
virtual bool introPlay() = 0;
protected:
- HugoEngine &_vm;
+ HugoEngine *_vm;
int16 introTicks; // Count calls to introPlay()
};
class intro_v1w : public IntroHandler {
public:
- intro_v1w(HugoEngine &vm);
+ intro_v1w(HugoEngine *vm);
~intro_v1w();
void preNewGame();
@@ -67,7 +67,7 @@
class intro_v1d : public IntroHandler {
public:
- intro_v1d(HugoEngine &vm);
+ intro_v1d(HugoEngine *vm);
~intro_v1d();
void preNewGame();
@@ -77,7 +77,7 @@
class intro_v2w : public IntroHandler {
public:
- intro_v2w(HugoEngine &vm);
+ intro_v2w(HugoEngine *vm);
~intro_v2w();
void preNewGame();
@@ -87,7 +87,7 @@
class intro_v2d : public IntroHandler {
public:
- intro_v2d(HugoEngine &vm);
+ intro_v2d(HugoEngine *vm);
~intro_v2d();
void preNewGame();
@@ -97,7 +97,7 @@
class intro_v3w : public IntroHandler {
public:
- intro_v3w(HugoEngine &vm);
+ intro_v3w(HugoEngine *vm);
~intro_v3w();
void preNewGame();
@@ -107,7 +107,7 @@
class intro_v3d : public IntroHandler {
public:
- intro_v3d(HugoEngine &vm);
+ intro_v3d(HugoEngine *vm);
~intro_v3d();
void preNewGame();
Modified: scummvm/trunk/engines/hugo/intro_v1d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v1d.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/intro_v1d.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -37,7 +37,7 @@
#include "hugo/display.h"
namespace Hugo {
-intro_v1d::intro_v1d(HugoEngine &vm) : IntroHandler(vm) {
+intro_v1d::intro_v1d(HugoEngine *vm) : IntroHandler(vm) {
}
intro_v1d::~intro_v1d() {
@@ -52,116 +52,116 @@
bool intro_v1d::introPlay() {
static int state = 0;
- byte introSize = _vm.getIntroSize();
+ byte introSize = _vm->getIntroSize();
if (introTicks < introSize) {
switch (state++) {
case 0:
- _vm.screen().drawRectangle(true, 0, 0, 319, 199, _TMAGENTA);
- _vm.screen().drawRectangle(true, 10, 10, 309, 189, _TBLACK);
+ _vm->_screen->drawRectangle(true, 0, 0, 319, 199, _TMAGENTA);
+ _vm->_screen->drawRectangle(true, 10, 10, 309, 189, _TBLACK);
break;
case 1:
- _vm.screen().drawShape(20, 92,_TLIGHTMAGENTA,_TMAGENTA);
- _vm.screen().drawShape(250,92,_TLIGHTMAGENTA,_TMAGENTA);
+ _vm->_screen->drawShape(20, 92,_TLIGHTMAGENTA,_TMAGENTA);
+ _vm->_screen->drawShape(250,92,_TLIGHTMAGENTA,_TMAGENTA);
// HACK: use of TROMAN, size 10-5
- _vm.screen().loadFont(0);
+ _vm->_screen->loadFont(0);
char buffer[80];
if (_boot.registered)
strcpy(buffer, "Registered Version");
else
strcpy(buffer, "Shareware Version");
- _vm.screen().writeStr(CENTER, 163, buffer, _TLIGHTMAGENTA);
- _vm.screen().writeStr(CENTER, 176, COPYRIGHT, _TLIGHTMAGENTA);
+ _vm->_screen->writeStr(CENTER, 163, buffer, _TLIGHTMAGENTA);
+ _vm->_screen->writeStr(CENTER, 176, COPYRIGHT, _TLIGHTMAGENTA);
if (scumm_stricmp(_boot.distrib, "David P. Gray")) {
sprintf(buffer, "Distributed by %s.", _boot.distrib);
- _vm.screen().writeStr(CENTER, 75, buffer, _TMAGENTA);
+ _vm->_screen->writeStr(CENTER, 75, buffer, _TMAGENTA);
}
// HACK: use of SCRIPT size 24-16
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "Hugo's");
- _vm.screen().writeStr(CENTER, 20, buffer, _TMAGENTA);
+ _vm->_screen->writeStr(CENTER, 20, buffer, _TMAGENTA);
// HACK: use of TROMAN, size 30-24
strcpy(buffer, "House of Horrors !");
- _vm.screen().writeStr(CENTER, 50, buffer, _TLIGHTMAGENTA);
+ _vm->_screen->writeStr(CENTER, 50, buffer, _TLIGHTMAGENTA);
break;
case 2:
- _vm.screen().drawRectangle(true, 82, 92, 237, 138, _TBLACK);
+ _vm->_screen->drawRectangle(true, 82, 92, 237, 138, _TBLACK);
// HACK: use of TROMAN, size 16-9
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "S t a r r i n g :");
- _vm.screen().writeStr(CENTER, 95, buffer, _TMAGENTA);
+ _vm->_screen->writeStr(CENTER, 95, buffer, _TMAGENTA);
break;
case 3:
// HACK: use of TROMAN size 20-9
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "Hugo !");
- _vm.screen().writeStr(CENTER, 115, buffer, _TLIGHTMAGENTA);
+ _vm->_screen->writeStr(CENTER, 115, buffer, _TLIGHTMAGENTA);
break;
case 4:
- _vm.screen().drawRectangle(true, 82, 92, 237, 138, _TBLACK);
+ _vm->_screen->drawRectangle(true, 82, 92, 237, 138, _TBLACK);
// HACK: use of TROMAN size 16-9
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "P r o d u c e d b y :");
- _vm.screen().writeStr(CENTER, 95, buffer, _TMAGENTA);
+ _vm->_screen->writeStr(CENTER, 95, buffer, _TMAGENTA);
break;
case 5:
// HACK: use of TROMAN size 16-9
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "David P Gray !");
- _vm.screen().writeStr(CENTER, 115, buffer, _TLIGHTMAGENTA);
+ _vm->_screen->writeStr(CENTER, 115, buffer, _TLIGHTMAGENTA);
break;
case 6:
- _vm.screen().drawRectangle(true, 82, 92, 237, 138, _TBLACK);
+ _vm->_screen->drawRectangle(true, 82, 92, 237, 138, _TBLACK);
// HACK: use of TROMAN size 16-9
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "D i r e c t e d b y :");
- _vm.screen().writeStr(CENTER, 95, buffer, _TMAGENTA);
+ _vm->_screen->writeStr(CENTER, 95, buffer, _TMAGENTA);
break;
case 7:
// HACK: use of TROMAN size 16-9
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "David P Gray !");
- _vm.screen().writeStr(CENTER, 115, buffer, _TLIGHTMAGENTA);
+ _vm->_screen->writeStr(CENTER, 115, buffer, _TLIGHTMAGENTA);
break;
case 8:
- _vm.screen().drawRectangle(true, 82, 92, 237, 138, _TBLACK);
+ _vm->_screen->drawRectangle(true, 82, 92, 237, 138, _TBLACK);
// HACK: use of TROMAN size 16-9
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "M u s i c b y :");
- _vm.screen().writeStr(CENTER, 95, buffer, _TMAGENTA);
+ _vm->_screen->writeStr(CENTER, 95, buffer, _TMAGENTA);
break;
case 9:
// HACK: use of TROMAN size 16-9
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "David P Gray !");
- _vm.screen().writeStr(CENTER, 115, buffer, _TLIGHTMAGENTA);
+ _vm->_screen->writeStr(CENTER, 115, buffer, _TLIGHTMAGENTA);
break;
case 10:
- _vm.screen().drawRectangle(true, 82, 92, 237, 138, _TBLACK);
+ _vm->_screen->drawRectangle(true, 82, 92, 237, 138, _TBLACK);
// HACK: use of TROMAN size 20-14
- _vm.screen().loadFont(2);
+ _vm->_screen->loadFont(2);
strcpy(buffer, "E n j o y !");
- _vm.screen().writeStr(CENTER, 100, buffer, _TLIGHTMAGENTA);
+ _vm->_screen->writeStr(CENTER, 100, buffer, _TLIGHTMAGENTA);
break;
}
- _vm.screen().displayBackground();
+ _vm->_screen->displayBackground();
g_system->updateScreen();
g_system->delayMillis(1000);
}
Modified: scummvm/trunk/engines/hugo/intro_v1w.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v1w.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/intro_v1w.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -39,7 +39,7 @@
namespace Hugo {
-intro_v1w::intro_v1w(HugoEngine &vm) : IntroHandler(vm) {
+intro_v1w::intro_v1w(HugoEngine *vm) : IntroHandler(vm) {
}
intro_v1w::~intro_v1w() {
@@ -47,8 +47,8 @@
void intro_v1w::preNewGame() {
// Auto-start a new game
- _vm.file().restoreGame(-1);
- _vm.getGameStatus().viewState = V_INTROINIT;
+ _vm->_file->restoreGame(-1);
+ _vm->getGameStatus().viewState = V_INTROINIT;
}
void intro_v1w::introInit() {
Modified: scummvm/trunk/engines/hugo/intro_v2d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v2d.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/intro_v2d.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -39,7 +39,7 @@
namespace Hugo {
-intro_v2d::intro_v2d(HugoEngine &vm) : IntroHandler(vm) {
+intro_v2d::intro_v2d(HugoEngine *vm) : IntroHandler(vm) {
}
intro_v2d::~intro_v2d() {
@@ -49,8 +49,8 @@
}
void intro_v2d::introInit() {
- _vm.screen().loadFont(0);
- _vm.file().readBackground(_vm._numScreens - 1); // display splash screen
+ _vm->_screen->loadFont(0);
+ _vm->_file->readBackground(_vm->_numScreens - 1); // display splash screen
char buffer[128];
@@ -58,14 +58,14 @@
sprintf(buffer, "%s Registered Version", COPYRIGHT);
else
sprintf(buffer, "%s Shareware Version", COPYRIGHT);
- _vm.screen().writeStr(CENTER, 186, buffer, _TLIGHTRED);
+ _vm->_screen->writeStr(CENTER, 186, buffer, _TLIGHTRED);
if (scumm_stricmp(_boot.distrib, "David P. Gray")) {
sprintf(buffer, "Distributed by %s.", _boot.distrib);
- _vm.screen().writeStr(CENTER, 1, buffer, _TLIGHTRED);
+ _vm->_screen->writeStr(CENTER, 1, buffer, _TLIGHTRED);
}
- _vm.screen().displayBackground();
+ _vm->_screen->displayBackground();
g_system->updateScreen();
g_system->delayMillis(5000);
}
Modified: scummvm/trunk/engines/hugo/intro_v2w.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v2w.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/intro_v2w.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -38,7 +38,7 @@
namespace Hugo {
-intro_v2w::intro_v2w(HugoEngine &vm) : IntroHandler(vm) {
+intro_v2w::intro_v2w(HugoEngine *vm) : IntroHandler(vm) {
}
intro_v2w::~intro_v2w() {
Modified: scummvm/trunk/engines/hugo/intro_v3d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v3d.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/intro_v3d.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -40,7 +40,7 @@
namespace Hugo {
-intro_v3d::intro_v3d(HugoEngine &vm) : IntroHandler(vm) {
+intro_v3d::intro_v3d(HugoEngine *vm) : IntroHandler(vm) {
}
intro_v3d::~intro_v3d() {
@@ -50,8 +50,8 @@
}
void intro_v3d::introInit() {
- _vm.screen().loadFont(0);
- _vm.file().readBackground(_vm._numScreens - 1); // display splash screen
+ _vm->_screen->loadFont(0);
+ _vm->_file->readBackground(_vm->_numScreens - 1); // display splash screen
char buffer[128];
if (_boot.registered)
@@ -59,43 +59,43 @@
else
sprintf(buffer,"%s Shareware Version", COPYRIGHT);
- _vm.screen().writeStr(CENTER, 190, buffer, _TBROWN);
+ _vm->_screen->writeStr(CENTER, 190, buffer, _TBROWN);
if (scumm_stricmp(_boot.distrib, "David P. Gray")) {
sprintf(buffer, "Distributed by %s.", _boot.distrib);
- _vm.screen().writeStr(CENTER, 0, buffer, _TBROWN);
+ _vm->_screen->writeStr(CENTER, 0, buffer, _TBROWN);
}
- _vm.screen().displayBackground();
+ _vm->_screen->displayBackground();
g_system->updateScreen();
g_system->delayMillis(5000);
- _vm.file().readBackground(22); // display screen MAP_3d
- _vm.screen().displayBackground();
+ _vm->_file->readBackground(22); // display screen MAP_3d
+ _vm->_screen->displayBackground();
introTicks = 0;
}
bool intro_v3d::introPlay() {
- byte introSize = _vm.getIntroSize();
+ byte introSize = _vm->getIntroSize();
// Hugo 3 - Preamble screen before going into game. Draws path of Hugo's plane.
// Called every tick. Returns TRUE when complete
//TODO : Add proper check of story mode
//#if STORY
if (introTicks < introSize) {
- _vm.screen().writeStr(_vm._introX[introTicks], _vm._introY[introTicks] - DIBOFF_Y, "x", _TBRIGHTWHITE);
- _vm.screen().displayBackground();
+ _vm->_screen->writeStr(_vm->_introX[introTicks], _vm->_introY[introTicks] - DIBOFF_Y, "x", _TBRIGHTWHITE);
+ _vm->_screen->displayBackground();
// Text boxes at various times
switch (introTicks) {
case 4:
- Utils::Box(BOX_OK, "%s", _vm._textIntro[kIntro1]);
+ Utils::Box(BOX_OK, "%s", _vm->_textIntro[kIntro1]);
break;
case 9:
- Utils::Box(BOX_OK, "%s", _vm._textIntro[kIntro2]);
+ Utils::Box(BOX_OK, "%s", _vm->_textIntro[kIntro2]);
break;
case 35:
- Utils::Box(BOX_OK, "%s", _vm._textIntro[kIntro3]);
+ Utils::Box(BOX_OK, "%s", _vm->_textIntro[kIntro3]);
break;
}
}
Modified: scummvm/trunk/engines/hugo/intro_v3w.cpp
===================================================================
--- scummvm/trunk/engines/hugo/intro_v3w.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/intro_v3w.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -40,7 +40,7 @@
namespace Hugo {
-intro_v3w::intro_v3w(HugoEngine &vm) : IntroHandler(vm) {
+intro_v3w::intro_v3w(HugoEngine *vm) : IntroHandler(vm) {
}
intro_v3w::~intro_v3w() {
@@ -52,15 +52,15 @@
void intro_v3w::introInit() {
// Hugo 3 - show map and set up for introPlay()
//#if STORY
- _vm.file().readBackground(22); // display screen MAP_3w
- _vm.screen().displayBackground();
+ _vm->_file->readBackground(22); // display screen MAP_3w
+ _vm->_screen->displayBackground();
introTicks = 0;
- _vm.screen().loadFont(0);
+ _vm->_screen->loadFont(0);
//#endif
}
bool intro_v3w::introPlay() {
- byte introSize = _vm.getIntroSize();
+ byte introSize = _vm->getIntroSize();
// Hugo 3 - Preamble screen before going into game. Draws path of Hugo's plane.
// Called every tick. Returns TRUE when complete
@@ -68,20 +68,20 @@
//#if STORY
if (introTicks < introSize) {
// Scale viewport x_intro,y_intro to screen (offsetting y)
- _vm.screen().writeStr(_vm._introX[introTicks], _vm._introY[introTicks] - DIBOFF_Y, "x", _TBRIGHTWHITE);
- _vm.screen().displayBackground();
+ _vm->_screen->writeStr(_vm->_introX[introTicks], _vm->_introY[introTicks] - DIBOFF_Y, "x", _TBRIGHTWHITE);
+ _vm->_screen->displayBackground();
// Text boxes at various times
switch (introTicks) {
case 4:
- Utils::Box(BOX_OK, "%s", _vm._textIntro[kIntro1]);
+ Utils::Box(BOX_OK, "%s", _vm->_textIntro[kIntro1]);
break;
case 9:
- Utils::Box(BOX_OK, "%s", _vm._textIntro[kIntro2]);
+ Utils::Box(BOX_OK, "%s", _vm->_textIntro[kIntro2]);
break;
case 35:
- Utils::Box(BOX_OK, "%s", _vm._textIntro[kIntro3]);
+ Utils::Box(BOX_OK, "%s", _vm->_textIntro[kIntro3]);
break;
}
}
Modified: scummvm/trunk/engines/hugo/inventory.cpp
===================================================================
--- scummvm/trunk/engines/hugo/inventory.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/inventory.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -40,12 +40,13 @@
#include "hugo/mouse.h"
#include "hugo/inventory.h"
#include "hugo/parser.h"
+#include "hugo/object.h"
namespace Hugo {
#define MAX_DISP (XPIX / INV_DX) // Max icons displayable
-InventoryHandler::InventoryHandler(HugoEngine &vm) : _vm(vm) {
+InventoryHandler::InventoryHandler(HugoEngine *vm) : _vm(vm) {
}
// Construct the inventory scrollbar in dib_i
@@ -57,12 +58,12 @@
debugC(1, kDebugInventory, "constructInventory(%d, %d, %d, %d)", imageTotNumb, displayNumb, (scrollFl) ? 0 : 1, firstObjId);
// Clear out icon buffer
- memset(_vm.screen().getIconBuffer(), 0, sizeof(_vm.screen().getIconBuffer()));
+ memset(_vm->_screen->getIconBuffer(), 0, sizeof(_vm->_screen->getIconBuffer()));
// If needed, copy arrows - reduce number of icons displayable
if (scrollFl) { // Display at first and last icon positions
- _vm.screen().moveImage(_vm.screen().getGUIBuffer(), 0, 0, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), 0, 0, XPIX);
- _vm.screen().moveImage(_vm.screen().getGUIBuffer(), INV_DX, 0, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), INV_DX *(MAX_DISP - 1), 0, XPIX);
+ _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), 0, 0, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), 0, 0, XPIX);
+ _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), INV_DX, 0, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), INV_DX *(MAX_DISP - 1), 0, XPIX);
displayNumb = MIN(displayNumb, MAX_DISP - NUM_ARROWS);
} else // No, override first index - we can show 'em all!
firstObjId = 0;
@@ -71,7 +72,7 @@
int16 displayed = 0;
int16 carried = 0;
for (int16 i = 0; i < imageTotNumb; i++) {
- if (_vm._objects[_vm._invent[i]].carriedFl) {
+ if (_vm->_object->isCarried(_vm->_invent[i])) {
// Check still room to display and past first scroll index
if (displayed < displayNumb && carried >= firstObjId) {
// Compute source coordinates in dib_u
@@ -83,7 +84,7 @@
displayed++; // Count number displayed
// Copy the icon
- _vm.screen().moveImage(_vm.screen().getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm.screen().getIconBuffer(), ix, 0, XPIX);
+ _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), ix, 0, XPIX);
}
carried++; // Count number carried
}
@@ -100,8 +101,8 @@
int16 imageNumb; // Total number of inventory items
int displayNumb; // Total number displayed/carried
// Compute total number and number displayed, i.e. number carried
- for (imageNumb = 0, displayNumb = 0; imageNumb < _vm._maxInvent && _vm._invent[imageNumb] != -1; imageNumb++) {
- if (_vm._objects[_vm._invent[imageNumb]].carriedFl)
+ for (imageNumb = 0, displayNumb = 0; imageNumb < _vm->_maxInvent && _vm->_invent[imageNumb] != -1; imageNumb++) {
+ if (_vm->_object->isCarried(_vm->_invent[imageNumb]))
displayNumb++;
}
@@ -148,8 +149,8 @@
if (objId == -1 && i < displayNumb) {
// Find objid by counting # carried objects == i+1
int16 j;
- for (j = 0, i++; i > 0 && j < _vm._numObj; j++) {
- if (_vm._objects[j].carriedFl) {
+ for (j = 0, i++; i > 0 && j < _vm->_numObj; j++) {
+ if (_vm->_object->isCarried(j)) {
if (--i == 0)
objId = j;
}
@@ -162,7 +163,7 @@
}
void InventoryHandler::runInventory() {
- status_t &gameStatus = _vm.getGameStatus();
+ status_t &gameStatus = _vm->getGameStatus();
debugC(1, kDebugInventory, "runInventory");
@@ -176,15 +177,15 @@
gameStatus.inventoryHeight = 0;
// Move visible portion to _frontBuffer, restore uncovered portion, display results
- _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX);
- _vm.screen().moveImage(_vm.screen().getBackBufferBackup(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX, STEP_DY, XPIX, _vm.screen().getFrontBuffer(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX);
- _vm.screen().displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight + STEP_DY);
+ _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm->_screen->getFrontBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX, STEP_DY, XPIX, _vm->_screen->getFrontBuffer(), 0, gameStatus.inventoryHeight + DIBOFF_Y, XPIX);
+ _vm->_screen->displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight + STEP_DY);
if (gameStatus.inventoryHeight == 0) { // Finished moving up?
// Yes, restore dibs and exit back to game state machine
- _vm.screen().moveImage(_vm.screen().getBackBufferBackup(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getBackBuffer(), 0, 0, XPIX);
- _vm.screen().moveImage(_vm.screen().getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getFrontBuffer(), 0, 0, XPIX);
- _vm.updateImages(); // Add objects back into display list for restore
+ _vm->_screen->moveImage(_vm->_screen->getBackBufferBackup(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getBackBuffer(), 0, 0, XPIX);
+ _vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getFrontBuffer(), 0, 0, XPIX);
+ _vm->_object->updateImages(); // Add objects back into display list for restore
gameStatus.inventoryState = I_OFF;
gameStatus.viewState = V_PLAY;
}
@@ -194,9 +195,9 @@
// and get any icon/text out of _frontBuffer
if (gameStatus.inventoryHeight == 0) {
processInventory(INV_INIT); // Initialize dib_i
- _vm.screen().displayList(D_RESTORE); // Restore _frontBuffer
- _vm.updateImages(); // Rebuild _frontBuffer without icons/text
- _vm.screen().displayList(D_DISPLAY); // Blit display list to screen
+ _vm->_screen->displayList(D_RESTORE); // Restore _frontBuffer
+ _vm->_object->updateImages(); // Rebuild _frontBuffer without icons/text
+ _vm->_screen->displayList(D_DISPLAY); // Blit display list to screen
}
gameStatus.inventoryHeight += STEP_DY; // Move the icon bar down
@@ -204,8 +205,8 @@
gameStatus.inventoryHeight = INV_DY;
// Move visible portion to _frontBuffer, display results
- _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX);
- _vm.screen().displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight);
+ _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, XPIX, gameStatus.inventoryHeight, XPIX, _vm->_screen->getFrontBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm->_screen->displayRect(0, DIBOFF_Y, XPIX, gameStatus.inventoryHeight);
if (gameStatus.inventoryHeight == INV_DY) { // Finished moving down?
// Yes, prepare view dibs for special inventory display since
@@ -213,17 +214,17 @@
// 1. Save backing store _backBuffer in temporary dib_c
// 2. Make snapshot of _frontBuffer the new _backBuffer backing store
// 3. Reset the display list
- _vm.screen().moveImage(_vm.screen().getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getBackBufferBackup(), 0, 0, XPIX);
- _vm.screen().moveImage(_vm.screen().getFrontBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm.screen().getBackBuffer(), 0, 0, XPIX);
- _vm.screen().displayList(D_INIT);
+ _vm->_screen->moveImage(_vm->_screen->getBackBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getBackBufferBackup(), 0, 0, XPIX);
+ _vm->_screen->moveImage(_vm->_screen->getFrontBuffer(), 0, 0, XPIX, YPIX, XPIX, _vm->_screen->getBackBuffer(), 0, 0, XPIX);
+ _vm->_screen->displayList(D_INIT);
gameStatus.inventoryState = I_ACTIVE;
}
break;
case I_ACTIVE: // Inventory active
- _vm.parser().charHandler(); // Still allow commands
- _vm.screen().displayList(D_RESTORE); // Restore previous background
- _vm.mouse().mouseHandler(); // Mouse activity - adds to display list
- _vm.screen().displayList(D_DISPLAY); // Blit the display list to screen
+ _vm->_parser->charHandler(); // Still allow commands
+ _vm->_screen->displayList(D_RESTORE); // Restore previous background
+ _vm->_mouse->mouseHandler(); // Mouse activity - adds to display list
+ _vm->_screen->displayList(D_DISPLAY); // Blit the display list to screen
break;
}
}
Modified: scummvm/trunk/engines/hugo/inventory.h
===================================================================
--- scummvm/trunk/engines/hugo/inventory.h 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/inventory.h 2010-10-21 17:09:57 UTC (rev 53674)
@@ -40,13 +40,13 @@
class InventoryHandler {
public:
- InventoryHandler(HugoEngine &vm);
+ InventoryHandler(HugoEngine *vm);
int16 processInventory(invact_t action, ...);
void runInventory();
private:
- HugoEngine &_vm;
+ HugoEngine *_vm;
void constructInventory(int16 imageTotNumb, int displayNumb, bool scrollFl, int16 firstObjId);
};
Modified: scummvm/trunk/engines/hugo/module.mk
===================================================================
--- scummvm/trunk/engines/hugo/module.mk 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/module.mk 2010-10-21 17:09:57 UTC (rev 53674)
@@ -20,6 +20,7 @@
intro_v3w.o \
inventory.o \
mouse.o \
+ object.o \
parser.o \
parser_v1w.o \
parser_v1d.o \
Modified: scummvm/trunk/engines/hugo/mouse.cpp
===================================================================
--- scummvm/trunk/engines/hugo/mouse.cpp 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/mouse.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -43,6 +43,7 @@
#include "hugo/inventory.h"
#include "hugo/route.h"
#include "hugo/util.h"
+#include "hugo/object.h"
namespace Hugo {
@@ -59,24 +60,24 @@
kMsExit = 1
};
-MouseHandler::MouseHandler(HugoEngine &vm) : _vm(vm) {
+MouseHandler::MouseHandler(HugoEngine *vm) : _vm(vm) {
}
// Shadow-blit supplied string into dib_a at cx,cy and add to display list
void MouseHandler::cursorText(char *buffer, int16 cx, int16 cy, uif_t fontId, int16 color) {
debugC(1, kDebugMouse, "cursorText(%s, %d, %d, %d, %d)", buffer, cx, cy, fontId, color);
- _vm.screen().loadFont(fontId);
+ _vm->_screen->loadFont(fontId);
// Find bounding rect for string
- int16 sdx = _vm.screen().stringLength(buffer);
- int16 sdy = _vm.screen().fontHeight() + 1; // + 1 for shadow
+ int16 sdx = _vm->_screen->stringLength(buffer);
+ int16 sdy = _vm->_screen->fontHeight() + 1; // + 1 for shadow
int16 sx = (cx < XPIX / 2) ? cx + SX_OFF : cx - sdx - SX_OFF / 2;
int16 sy = cy + SY_OFF;
// Display the string and add rect to display list
- _vm.screen().shadowStr(sx, sy, buffer, _TBRIGHTWHITE);
- _vm.screen().displayList(D_ADD, sx, sy, sdx, sdy);
+ _vm->_screen->shadowStr(sx, sy, buffer, _TBRIGHTWHITE);
+ _vm->_screen->displayList(D_ADD, sx, sy, sdx, sdy);
}
// Find the exit hotspot containing cx, cy.
@@ -85,8 +86,8 @@
debugC(2, kDebugMouse, "findExit(%d, %d)", cx, cy);
int i = 0;
- for (hotspot_t *hotspot = _vm._hotspots; hotspot->screenIndex >= 0; i++, hotspot++) {
- if (hotspot->screenIndex == *_vm._screen_p) {
+ for (hotspot_t *hotspot = _vm->_hotspots; hotspot->screenIndex >= 0; i++, hotspot++) {
+ if (hotspot->screenIndex == *_vm->_screen_p) {
if (cx >= hotspot->x1 && cx <= hotspot->x2 && cy >= hotspot->y1 && cy <= hotspot->y2)
return i;
}
@@ -98,9 +99,9 @@
void MouseHandler::processRightClick(int16 objId, int16 cx, int16 cy) {
debugC(1, kDebugMouse, "Process_rclick(%d, %d, %d)", objId, cx, cy);
- status_t &gameStatus = _vm.getGameStatus();
+ status_t &gameStatus = _vm->getGameStatus();
- if (gameStatus.storyModeFl || _vm._hero->pathType == QUIET) // Make sure user has control
+ if (gameStatus.storyModeFl || _vm->_hero->pathType == QUIET) // Make sure user has control
return;
bool foundFl = false; // TRUE if route found to object
@@ -111,26 +112,26 @@
else if (gameStatus.inventoryObjId == objId)
gameStatus.inventoryObjId = -1; // Same icon - deselect it
else
- _vm.useObject(objId); // Use status.objid on object
+ _vm->_object->useObject(objId); // Use status.objid on object
} else { // Clicked over viewport object
- object_t *obj = &_vm._objects[objId];
+ object_t *obj = &_vm->_object->_objects[objId];
int16 x, y;
switch (obj->viewx) { // Where to walk to
case -1: // Walk to object position
- if (_vm.findObjectSpace(obj, &x, &y))
- foundFl = _vm.route().startRoute(GO_GET, objId, x, y);
+ if (_vm->findObjectSpace(obj, &x, &y))
+ foundFl = _vm->_route->startRoute(GO_GET, objId, x, y);
if (!foundFl) // Can't get there, try to use from here
- _vm.useObject(objId);
+ _vm->_object->useObject(objId);
break;
case 0: // Immediate use
- _vm.useObject(objId); // Pick up or use object
+ _vm->_object->useObject(objId); // Pick up or use object
break;
default: // Walk to view point if possible
- if (!_vm.route().startRoute(GO_GET, objId, obj->viewx, obj->viewy)) {
- if (_vm._hero->cycling == INVISIBLE)// If invisible do
- _vm.useObject(objId); // immediate use
+ if (!_vm->_route->startRoute(GO_GET, objId, obj->viewx, obj->viewy)) {
+ if (_vm->_hero->cycling == INVISIBLE)// If invisible do
+ _vm->_object->useObject(objId); // immediate use
else
- Utils::Box(BOX_ANY, "%s", _vm._textMouse[kMsNoWayText]); // Can't get there
+ Utils::Box(BOX_ANY, "%s", _vm->_textMouse[kMsNoWayText]); // Can't get there
}
break;
}
@@ -149,41 +150,41 @@
int16 i, x, y;
object_t *obj;
- status_t &gameStatus = _vm.getGameStatus();
+ status_t &gameStatus = _vm->getGameStatus();
- if (gameStatus.storyModeFl || _vm._hero->pathType == QUIET) // Make sure user has control
+ if (gameStatus.storyModeFl || _vm->_hero->pathType == QUIET) // Make sure user has control
return;
switch (objId) {
case -1: // Empty space - attempt to walk there
- _vm.route().startRoute(GO_SPACE, 0, cx, cy);
+ _vm->_route->startRoute(GO_SPACE, 0, cx, cy);
break;
case LEFT_ARROW: // A scroll arrow - scroll the iconbar
case RIGHT_ARROW:
// Scroll the iconbar and display results
- _vm.inventory().processInventory((objId == LEFT_ARROW) ? INV_LEFT : INV_RIGHT);
- _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm.screen().getFrontBuffer(), 0, DIBOFF_Y, XPIX);
- _vm.screen().moveImage(_vm.screen().getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm.screen().getBackBuffer(), 0, DIBOFF_Y, XPIX);
- _vm.screen().displayList(D_ADD, 0, DIBOFF_Y, XPIX, INV_DY);
+ _vm->_inventory->processInventory((objId == LEFT_ARROW) ? INV_LEFT : INV_RIGHT);
+ _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm->_screen->getFrontBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm->_screen->moveImage(_vm->_screen->getIconBuffer(), 0, 0, XPIX, INV_DY, XPIX, _vm->_screen->getBackBuffer(), 0, DIBOFF_Y, XPIX);
+ _vm->_screen->displayList(D_ADD, 0, DIBOFF_Y, XPIX, INV_DY);
break;
case EXIT_HOTSPOT: // Walk to exit hotspot
i = findExit(cx, cy);
- x = _vm._hotspots[i].viewx;
- y = _vm._hotspots[i].viewy;
+ x = _vm->_hotspots[i].viewx;
+ y = _vm->_hotspots[i].viewy;
if (x >= 0) { // Hotspot refers to an exit
// Special case of immediate exit
if (gameStatus.jumpExitFl) {
// Get rid of iconbar if necessary
if (gameStatus.inventoryState != I_OFF)
gameStatus.inventoryState = I_UP;
- _vm.scheduler().insertActionList(_vm._hotspots[i].actIndex);
+ _vm->_scheduler->insertActionList(_vm->_hotspots[i].actIndex);
} else { // Set up route to exit spot
- if (_vm._hotspots[i].direction == Common::KEYCODE_RIGHT)
+ if (_vm->_hotspots[i].direction == Common::KEYCODE_RIGHT)
x -= HERO_MAX_WIDTH;
- else if (_vm._hotspots[i].direction == Common::KEYCODE_LEFT)
+ else if (_vm->_hotspots[i].direction == Common::KEYCODE_LEFT)
x += HERO_MAX_WIDTH;
- if (!_vm.route().startRoute(GO_EXIT, i, x, y))
- Utils::Box(BOX_ANY, "%s", _vm._textMouse[kMsNoWayText]); // Can't get there
+ if (!_vm->_route->startRoute(GO_EXIT, i, x, y))
+ Utils::Box(BOX_ANY, "%s", _vm->_textMouse[kMsNoWayText]); // Can't get there
}
// Get rid of any attached icon
@@ -191,29 +192,29 @@
}
break;
default: // Look at an icon or object
- obj = &_vm._objects[objId];
+ obj = &_vm->_object->_objects[objId];
// Over iconbar - immediate description
if (gameStatus.inventoryState == I_ACTIVE && cy < INV_DY + DIBOFF_Y)
- _vm.lookObject(obj);
+ _vm->_object->lookObject(obj);
else {
bool foundFl = false; // TRUE if route found to object
switch (obj->viewx) { // Clicked over viewport object
case -1: // Walk to object position
- if (_vm.findObjectSpace(obj, &x, &y))
- foundFl = _vm.route().startRoute(GO_LOOK, objId, x, y);
+ if (_vm->findObjectSpace(obj, &x, &y))
+ foundFl = _vm->_route->startRoute(GO_LOOK, objId, x, y);
if (!foundFl) // Can't get there, immediate description
- _vm.lookObject(obj);
+ _vm->_object->lookObject(obj);
break;
case 0: // Immediate description
- _vm.lookObject(obj);
+ _vm->_object->lookObject(obj);
break;
default: // Walk to view point if possible
- if (!_vm.route().startRoute(GO_LOOK, objId, obj->viewx, obj->viewy)) {
- if (_vm._hero->cycling == INVISIBLE) // If invisible do
- _vm.lookObject(obj); // immediate decription
+ if (!_vm->_route->startRoute(GO_LOOK, objId, obj->viewx, obj->viewy)) {
+ if (_vm->_hero->cycling == INVISIBLE) // If invisible do
+ _vm->_object->lookObject(obj); // immediate decription
else
- Utils::Box(BOX_ANY, "%s", _vm._textMouse[kMsNoWayText]); // Can't get there
+ Utils::Box(BOX_ANY, "%s", _vm->_textMouse[kMsNoWayText]); // Can't get there
}
break;
}
@@ -226,10 +227,10 @@
void MouseHandler::mouseHandler() {
debugC(2, kDebugMouse, "mouseHandler");
- int16 cx = _vm.getMouseX();
- int16 cy = _vm.getMouseY();
+ int16 cx = _vm->getMouseX();
+ int16 cy = _vm->getMouseY();
- status_t &gameStatus = _vm.getGameStatus();
+ status_t &gameStatus = _vm->getGameStatus();
gameStatus.cx = cx; // Save cursor coords
gameStatus.cy = cy;
@@ -242,8 +243,8 @@
if (gameStatus.inventoryObjId != -1) {
// Find index of icon
int16 iconId; // Find index of dragged icon
- for (iconId = 0; iconId < _vm._maxInvent; iconId++) {
- if (gameStatus.inventoryObjId == _vm._invent[iconId])
+ for (iconId = 0; iconId < _vm->_maxInvent; iconId++) {
+ if (gameStatus.inventoryObjId == _vm->_invent[iconId])
break;
}
@@ -260,20 +261,20 @@
icony = MIN(icony, YPIX - INV_DY);
// Copy the icon and add to display list
- _vm.screen().moveImage(_vm.screen().getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm.screen().getFrontBuffer(), iconx, icony, XPIX);
- _vm.screen().displayList(D_ADD, iconx, icony, INV_DX, INV_DY);
+ _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm->_screen->getFrontBuffer(), iconx, icony, XPIX);
+ _vm->_screen->displayList(D_ADD, iconx, icony, INV_DX, INV_DY);
}
int16 objId = -1; // Current source object
// Process cursor over an object or icon
if (gameStatus.inventoryState == I_ACTIVE) // Check inventory icon bar first
- objId = _vm.inventory().processInventory(INV_GET, cx, cy);
+ objId = _vm->_inventory->processInventory(INV_GET, cx, cy);
if (objId == -1) // No match, check rest of view
- objId = _vm.findObject(cx, cy);
+ objId = _vm->_object->findObject(cx, cy);
if (objId >= 0) { // Got a match
// Display object name next to cursor (unless CURSOR_NOCHAR)
// Note test for swapped hero name
- char *name = _vm._arrayNouns[_vm._objects[(objId == HERO) ? _vm._heroImage : objId].nounIndex][CURSOR_NAME];
+ char *name = _vm->_arrayNouns[_vm->_object->_objects[(objId == HERO) ? _vm->_heroImage : objId].nounIndex][CURSOR_NAME];
if (name[0] != CURSOR_NOCHAR)
cursorText(name, cx, cy, U_FONT8, _TBRIGHTWHITE);
@@ -285,9 +286,9 @@
// Process cursor over an exit hotspot
if (objId == -1) {
int i = findExit(cx, cy);
- if (i != -1 && _vm._hotspots[i].viewx >= 0) {
+ if (i != -1 && _vm->_hotspots[i].viewx >= 0) {
objId = EXIT_HOTSPOT;
- cursorText(_vm._textMouse[kMsExit], cx, cy, U_FONT8, _TBRIGHTWHITE);
+ cursorText(_vm->_textMouse[kMsExit], cx, cy, U_FONT8, _TBRIGHTWHITE);
}
}
Modified: scummvm/trunk/engines/hugo/mouse.h
===================================================================
--- scummvm/trunk/engines/hugo/mouse.h 2010-10-21 13:13:56 UTC (rev 53673)
+++ scummvm/trunk/engines/hugo/mouse.h 2010-10-21 17:09:57 UTC (rev 53674)
@@ -36,12 +36,12 @@
class MouseHandler {
public:
- MouseHandler(HugoEngine &vm);
+ MouseHandler(HugoEngine *vm);
void mouseHandler();
private:
- HugoEngine &_vm;
+ HugoEngine *_vm;
void cursorText(char *buffer, int16 cx, int16 cy, uif_t fontId, int16 color);
int16 findExit(int16 cx, int16 cy);
Added: scummvm/trunk/engines/hugo/object.cpp
===================================================================
--- scummvm/trunk/engines/hugo/object.cpp (rev 0)
+++ scummvm/trunk/engines/hugo/object.cpp 2010-10-21 17:09:57 UTC (rev 53674)
@@ -0,0 +1,695 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on original Hugo Trilogy source code
+ *
+ * Copyright (c) 1989-1995 David P. Gray
+ *
+ */
+
+#include "common/system.h"
+#include "common/random.h"
+
+#include "hugo/game.h"
+#include "hugo/hugo.h"
+#include "hugo/object.h"
@@ Diff output truncated at 100000 characters. @@
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