[Scummvm-cvs-logs] SF.net SVN: scummvm:[53810] scummvm/trunk/engines/hugo

strangerke at users.sourceforge.net strangerke at users.sourceforge.net
Mon Oct 25 11:13:57 CEST 2010


Revision: 53810
          http://scummvm.svn.sourceforge.net/scummvm/?rev=53810&view=rev
Author:   strangerke
Date:     2010-10-25 09:13:57 +0000 (Mon, 25 Oct 2010)

Log Message:
-----------
HUGO: Add specific v1d object class

Modified Paths:
--------------
    scummvm/trunk/engines/hugo/hugo.cpp
    scummvm/trunk/engines/hugo/module.mk
    scummvm/trunk/engines/hugo/object.cpp
    scummvm/trunk/engines/hugo/object.h

Modified: scummvm/trunk/engines/hugo/hugo.cpp
===================================================================
--- scummvm/trunk/engines/hugo/hugo.cpp	2010-10-25 08:51:10 UTC (rev 53809)
+++ scummvm/trunk/engines/hugo/hugo.cpp	2010-10-25 09:13:57 UTC (rev 53810)
@@ -167,7 +167,6 @@
 	_inventory = new InventoryHandler(this);
 	_route = new Route(this);
 	_sound = new SoundHandler(this);
-	_object = new ObjectHandler(this);
 
 	switch (_gameVariant) {
 	case 0: // H1 Win
@@ -176,6 +175,7 @@
 		_intro = new intro_v1w(this);
 		_screen = new Screen_v1w(this);
 		_parser = new Parser_v1w(this);
+		_object = new ObjectHandler_v1w(this);
 		break;
 	case 1:
 		_file = new FileManager_v2d(this);
@@ -183,6 +183,7 @@
 		_intro = new intro_v2w(this);
 		_screen = new Screen_v1w(this);
 		_parser = new Parser_v1w(this);
+		_object = new ObjectHandler_v1w(this);
 		break;
 	case 2:
 		_file = new FileManager_v2d(this);
@@ -190,6 +191,7 @@
 		_intro = new intro_v3w(this);
 		_screen = new Screen_v1w(this);
 		_parser = new Parser_v1w(this);
+		_object = new ObjectHandler_v1w(this);
 		break;
 	case 3: // H1 DOS
 		_file = new FileManager_v1d(this);
@@ -197,6 +199,7 @@
 		_intro = new intro_v1d(this);
 		_screen = new Screen_v1d(this);
 		_parser = new Parser_v1d(this);
+		_object = new ObjectHandler_v1d(this);
 		break;
 	case 4:
 		_file = new FileManager_v2d(this);
@@ -204,6 +207,7 @@
 		_intro = new intro_v2d(this);
 		_screen = new Screen_v1d(this);
 		_parser = new Parser_v2d(this);
+		_object = new ObjectHandler_v1d(this);
 		break;
 	case 5:
 		_file = new FileManager_v3d(this);
@@ -211,6 +215,7 @@
 		_intro = new intro_v3d(this);
 		_screen = new Screen_v1d(this);
 		_parser = new Parser_v3d(this);
+		_object = new ObjectHandler_v1d(this);
 		break;
 	}
 

Modified: scummvm/trunk/engines/hugo/module.mk
===================================================================
--- scummvm/trunk/engines/hugo/module.mk	2010-10-25 08:51:10 UTC (rev 53809)
+++ scummvm/trunk/engines/hugo/module.mk	2010-10-25 09:13:57 UTC (rev 53810)
@@ -21,6 +21,8 @@
 	inventory.o \
 	mouse.o \
 	object.o \
+	object_v1d.o \
+	object_v1w.o \
 	parser.o \
 	parser_v1w.o \
 	parser_v1d.o \

Modified: scummvm/trunk/engines/hugo/object.cpp
===================================================================
--- scummvm/trunk/engines/hugo/object.cpp	2010-10-25 08:51:10 UTC (rev 53809)
+++ scummvm/trunk/engines/hugo/object.cpp	2010-10-25 09:13:57 UTC (rev 53810)
@@ -51,143 +51,6 @@
 ObjectHandler::~ObjectHandler() {
 }
 
-// Draw all objects on screen as follows:
-// 1. Sort 'FLOATING' objects in order of y2 (base of object)
-// 2. Display new object frames/positions in dib
-// Finally, cycle any animating objects to next frame
-void ObjectHandler::updateImages() {
-	debugC(5, kDebugEngine, "updateImages");
-
-	// Initialise the index array to visible objects in current screen
-	int  num_objs = 0;
-	byte objindex[MAXOBJECTS];                      // Array of indeces to objects
-
-	for (int i = 0; i < _vm->_numObj; i++) {
-		object_t *obj = &_objects[i];
-		if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= ALMOST_INVISIBLE))
-			objindex[num_objs++] = i;
-	}
-
-	// Sort the objects into increasing y+y2 (painter's algorithm)
-	qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);
-
-	// Add each visible object to display list
-	for (int i = 0; i < num_objs; i++) {
-		object_t *obj = &_objects[objindex[i]];
-		// Count down inter-frame timer
-		if (obj->frameTimer)
-			obj->frameTimer--;
-
-		if (obj->cycling > ALMOST_INVISIBLE) {      // Only if visible
-			switch (obj->cycling) {
-			case NOT_CYCLING:
-				_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
-				break;
-			case CYCLE_FORWARD:
-				if (obj->frameTimer)                // Not time to see next frame yet
-					_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
-				else
-					_vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL);
-				break;
-			case CYCLE_BACKWARD: {
-				seq_t *seqPtr = obj->currImagePtr;
-				if (!obj->frameTimer) {             // Show next frame
-					while (seqPtr->nextSeqPtr != obj->currImagePtr)
-						seqPtr = seqPtr->nextSeqPtr;
-				}
-				_vm->_screen->displayFrame(obj->x, obj->y, seqPtr, obj->priority == OVEROVL);
-				break;
-				}
-			default:
-				break;
-			}
-		}
-	}
-
-	// Cycle any animating objects
-	for (int i = 0; i < num_objs; i++) {
-		object_t *obj = &_objects[objindex[i]];
-		if (obj->cycling != INVISIBLE) {
-			// Only if it's visible
-			if (obj->cycling == ALMOST_INVISIBLE)
-				obj->cycling = INVISIBLE;
-
-			// Now Rotate to next picture in sequence
-			switch (obj->cycling) {
-			case NOT_CYCLING:
-				break;
-			case CYCLE_FORWARD:
-				if (!obj->frameTimer) {
-					// Time to step to next frame
-					obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
-					// Find out if this is last frame of sequence
-					// If so, reset frame_timer and decrement n_cycle
-					if (obj->frameInterval || obj->cycleNumb) {
-						obj->frameTimer = obj->frameInterval;
-						for (int j = 0; j < obj->seqNumb; j++) {
-							if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
-								if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
-									if (!--obj->cycleNumb)
-										obj->cycling = NOT_CYCLING;
-								}
-							}
-						}
-					}
-				}
-				break;
-			case CYCLE_BACKWARD: {
-				if (!obj->frameTimer) {
-					// Time to step to prev frame
-					seq_t *seqPtr = obj->currImagePtr;
-					while (obj->currImagePtr->nextSeqPtr != seqPtr)
-						obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
-					// Find out if this is first frame of sequence
-					// If so, reset frame_timer and decrement n_cycle
-					if (obj->frameInterval || obj->cycleNumb) {
-						obj->frameTimer = obj->frameInterval;
-						for (int j = 0; j < obj->seqNumb; j++) {
-							if (obj->currImagePtr == obj->seqList[j].seqPtr) {
-								if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
-									if (!--obj->cycleNumb)
-										obj->cycling = NOT_CYCLING;
-								}
-							}
-						}
-					}
-				}
-				break;
-				}
-			default:
-				break;
-			}
-			obj->oldx = obj->x;
-			obj->oldy = obj->y;
-		}
-	}
-}
-
-void ObjectHandler::swapImages(int objNumb1, int objNumb2) {
-// Swap all the images of one object with another.  Set hero_image (we make
-// the assumption for now that the first obj is always the HERO) to the object
-// number of the swapped image
-	debugC(1, kDebugSchedule, "swapImages(%d, %d)", objNumb1, objNumb2);
-
-	saveSeq(&_objects[objNumb1]);
-
-	seqList_t tmpSeqList[MAX_SEQUENCES];
-	int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
-
-	memcpy(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
-	memcpy(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
-	memcpy(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
-	restoreSeq(&_objects[objNumb1]);
-	_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
-	_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
-
-	// Make sure baseline stays constant
-	_objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
-}
-
 void ObjectHandler::saveSeq(object_t *obj) {
 // Save sequence number and image number in given object
 	debugC(1, kDebugFile, "saveSeq");
@@ -217,185 +80,6 @@
 	obj->currImagePtr = q;
 }
 
-// Update all object positions.  Process object 'local' events
-// including boundary events and collisions
-void ObjectHandler::moveObjects() {
-	debugC(4, kDebugEngine, "moveObjects");
-
-	// If route mode enabled, do special route processing
-	if (_vm->getGameStatus().routeIndex >= 0)
-		_vm->_route->processRoute();
-
-	// Perform any adjustments to velocity based on special path types
-	// and store all (visible) object baselines into the boundary file.
-	// Don't store foreground or background objects
-	for (int i = 0; i < _vm->_numObj; i++) {
-		object_t *obj = &_objects[i];               // Get pointer to object
-		seq_t *currImage = obj->currImagePtr;       // Get ptr to current image
-		if (obj->screenIndex == *_vm->_screen_p) {
-			switch (obj->pathType) {
-			case CHASE:
-			case CHASE2: {
-				int8 radius = obj->radius;          // Default to object's radius
-				if (radius < 0)                     // If radius infinity, use closer value
-					radius = DX;
-
-				// Allowable motion wrt boundary
-				int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
-				int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1;
-				if (abs(dx) <= radius)
-					obj->vx = 0;
-				else
-					obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
-				if (abs(dy) <= radius)
-					obj->vy = 0;
-				else
-					obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath);
-
-				// Set first image in sequence (if multi-seq object)
-				switch (obj->seqNumb) {
-				case 4:
-					if (!obj->vx) {                 // Got 4 directions
-						if (obj->vx != obj->oldvx)  { // vx just stopped
-							if (dy >= 0)
-								obj->currImagePtr = obj->seqList[DOWN].seqPtr;
-							else
-								obj->currImagePtr = obj->seqList[_UP].seqPtr;
-						}
-					} else if (obj->vx != obj->oldvx) {
-						if (dx > 0)
-							obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
-						else
-							obj->currImagePtr = obj->seqList[LEFT].seqPtr;
-					}
-					break;
-				case 3:
-				case 2:
-					if (obj->vx != obj->oldvx) {    // vx just stopped
-						if (dx > 0)                 // Left & right only
-							obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
-						else
-							obj->currImagePtr = obj->seqList[LEFT].seqPtr;
-					}
-					break;
-				}
-
-				if (obj->vx || obj->vy)
-					obj->cycling = CYCLE_FORWARD;
-				else {
-					obj->cycling = NOT_CYCLING;
-					_vm->boundaryCollision(obj);     // Must have got hero!
-				}
-				obj->oldvx = obj->vx;
-				obj->oldvy = obj->vy;
-				currImage = obj->currImagePtr;      // Get (new) ptr to current image
-				break;
-				}
-			case WANDER2:
-			case WANDER:
-				if (!_vm->_rnd->getRandomNumber(3 * NORMAL_TPS)) {       // Kick on random interval
-					obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
-					obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath;
-
-					// Set first image in sequence (if multi-seq object)
-					if (obj->seqNumb > 1) {
-						if (!obj->vx && (obj->seqNumb >= 4)) {
-							if (obj->vx != obj->oldvx)  { // vx just stopped
-								if (obj->vy > 0)
-									obj->currImagePtr = obj->seqList[DOWN].seqPtr;
-								else
-									obj->currImagePtr = obj->seqList[_UP].seqPtr;
-							}
-						} else if (obj->vx != obj->oldvx) {
-							if (obj->vx > 0)
-								obj->currImagePtr = obj->seqList[RIGHT].seqPtr;
-							else
-								obj->currImagePtr = obj->seqList[LEFT].seqPtr;
-						}
-					}
-					obj->oldvx = obj->vx;
-					obj->oldvy = obj->vy;
-					currImage = obj->currImagePtr;  // Get (new) ptr to current image
-				}
-				if (obj->vx || obj->vy)
-					obj->cycling = CYCLE_FORWARD;
-				break;
-			default:
-				; // Really, nothing
-			}
-			// Store boundaries
-			if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
-				_vm->storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
-		}
-	}
-
-	// Move objects, allowing for boundaries
-	for (int i = 0; i < _vm->_numObj; i++) {
-		object_t *obj = &_objects[i];                         // Get pointer to object
-		if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
-			// Only process if it's moving
-
-			// Do object movement.  Delta_x,y return allowed movement in x,y
-			// to move as close to a boundary as possible without crossing it.
-			seq_t *currImage = obj->currImagePtr;   // Get ptr to current image
-			// object coordinates
-			int x1 = obj->x + currImage->x1;        // Left edge of object
-			int x2 = obj->x + currImage->x2;        // Right edge
-			int y1 = obj->y + currImage->y1;        // Top edge
-			int y2 = obj->y + currImage->y2;        // Bottom edge
-
-			if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
-				_vm->clearBoundary(x1, x2, y2);          // Clear our own boundary
-
-			// Allowable motion wrt boundary
-			int dx = _vm->deltaX(x1, x2, obj->vx, y2);
-			if (dx != obj->vx) {
-				// An object boundary collision!
-				_vm->boundaryCollision(obj);
-				obj->vx = 0;
-			}
-
-			int dy = _vm->deltaY(x1, x2, obj->vy, y2);
-			if (dy != obj->vy) {
-				// An object boundary collision!
-				_vm->boundaryCollision(obj);
-				obj->vy = 0;
-			}
-
-			if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
-				_vm->storeBoundary(x1, x2, y2);          // Re-store our own boundary
-
-			obj->x += dx;                           // Update object position
-			obj->y += dy;
-
-			// Don't let object go outside screen
-			if (x1 < EDGE)
-				obj->x = EDGE2;
-			if (x2 > (XPIX - EDGE))
-				obj->x = XPIX - EDGE2 - (x2 - x1);
-			if (y1 < EDGE)
-				obj->y = EDGE2;
-			if (y2 > (YPIX - EDGE))
-				obj->y = YPIX - EDGE2 - (y2 - y1);
-
-			if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2))
-				obj->cycling = NOT_CYCLING;
-		}
-	}
-
-	// Clear all object baselines from the boundary file.
-	for (int i = 0; i < _vm->_numObj; i++) {
-		object_t *obj = &_objects[i];               // Get pointer to object
-		seq_t *currImage = obj->currImagePtr;       // Get ptr to current image
-		if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
-			_vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
-	}
-
-	// If maze mode is enabled, do special maze processing
-	if (_maze.enabledFl)
-		_vm->processMaze();
-}
-
 // If status.objid = -1, pick up objid, else use status.objid on objid,
 // if objid can't be picked up, use it directly
 void ObjectHandler::useObject(int16 objId) {

Modified: scummvm/trunk/engines/hugo/object.h
===================================================================
--- scummvm/trunk/engines/hugo/object.h	2010-10-25 08:51:10 UTC (rev 53809)
+++ scummvm/trunk/engines/hugo/object.h	2010-10-25 09:13:57 UTC (rev 53810)
@@ -46,7 +46,11 @@
 	~ObjectHandler();
 
 	object_t  *_objects;
-	
+
+	virtual void moveObjects() = 0;
+	virtual void updateImages() = 0;
+	virtual void swapImages(int objNumb1, int objNumb2) = 0;
+
 	bool isCarrying(uint16 wordIndex);
 	bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty);
 
@@ -55,12 +59,9 @@
 	void freeObjects();
 	void loadObject(Common::File &in);
 	void lookObject(object_t *obj);
-	void moveObjects();
 	void restoreSeq(object_t *obj);
 	void saveSeq(object_t *obj);
 	void showTakeables();
-	void swapImages(int objNumb1, int objNumb2);
-	void updateImages();
 	void useObject(int16 objId);
 	
 	static int y2comp(const void *a, const void *b);
@@ -83,10 +84,29 @@
 		_objects[objIndex].vxPath = vxPath;
 		_objects[objIndex].vyPath = vyPath;
 	}
-private:
+protected:
 	HugoEngine *_vm;
 };
 
+class ObjectHandler_v1d : public ObjectHandler {
+public:
+	ObjectHandler_v1d(HugoEngine *vm);
+	~ObjectHandler_v1d();
+
+	void moveObjects();
+	void updateImages();
+	void swapImages(int objNumb1, int objNumb2);
+};
+
+class ObjectHandler_v1w : public ObjectHandler {
+public:
+	ObjectHandler_v1w(HugoEngine *vm);
+	~ObjectHandler_v1w();
+
+	void moveObjects();
+	void updateImages();
+	void swapImages(int objNumb1, int objNumb2);
+};
 } // End of namespace Hugo
 
 #endif //HUGO_OBJECT_H


This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.




More information about the Scummvm-git-logs mailing list