[Scummvm-cvs-logs] CVS: residual walkplane.cpp,NONE,1.1 walkplane.h,NONE,1.1 Makefile,1.2,1.3 lua.cpp,1.6,1.7 scene.cpp,1.8,1.9 scene.h,1.6,1.7
James Brown
ender at users.sourceforge.net
Tue Aug 19 00:21:02 CEST 2003
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Update of /cvsroot/scummvm/residual
In directory sc8-pr-cvs1:/tmp/cvs-serv6232
Modified Files:
Makefile lua.cpp scene.cpp scene.h
Added Files:
walkplane.cpp walkplane.h
Log Message:
Move walkplane/sector code to seperate file
--- NEW FILE: walkplane.cpp ---
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "walkplane.h"
#include "textsplit.h"
void Sector::load(TextSplitter &ts) {
char buf[256];
int id = 0;
ts.scanString(" sector %256s", 1, buf);
ts.scanString(" id %d", 1, &id);
load0(ts, buf, id);
}
void Sector::load0(TextSplitter &ts, char *name, int id) {
char buf[256];
int i = 0;
float height = 12345.f; // Yaz: this is in the original code...
Vector3d tempVert;
name_ = name;
id_ = id;
ts.scanString(" type %256s", 1, buf);
// Flags used in function at 4A66C0 (buildWalkPlane)
if (strstr(buf, "walk"))
type_ = 0x1000;
else if (strstr(buf, "funnel"))
type_ = 0x1100;
else if (strstr(buf, "camera"))
type_ = 0x2000;
else if (strstr(buf, "special"))
type_ = 0x4000;
else if (strstr(buf, "chernobyl"))
type_ = 0x8000;
else
error("Unknown sector type '%s' in room setup", buf);
ts.scanString(" default visibility %256s", 1, buf);
visibility_ = buf;
ts.scanString(" height %f", 1, &height_);
ts.scanString(" numvertices %d", 1, &numVertices_);
vertices_ = new Vector3d[numVertices_];
ts.scanString(" vertices: %f %f %f", 3, &vertices_[0].x(), &vertices_[0].y(),
&vertices_[0].z());
for (i=1;i<numVertices_;i++)
ts.scanString(" %f %f %f", 3, &vertices_[i].x(), &vertices_[i].y(), &vertices_[i].z());
}
--- NEW FILE: walkplane.h ---
// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef WALKPLANE_H
#define WALKPLANE_H
#include "vector3d.h"
#include "debug.h"
#include <SDL.h>
#include <SDL_opengl.h>
#include <string>
class TextSplitter;
class Sector {
public:
void load(TextSplitter &ts);
void load0(TextSplitter &ts, char *name, int id);
const char *name() const { return name_.c_str(); }
const int id() const { return id_; }
const int type() const { return 0; } // FIXME: Implement type de-masking
bool isPointInSector(Vector3d point) const {
// FIXME: Implement point-in-poly function
return false;
}
private:
int numVertices_, id_;
std::string name_;
int type_;
std::string visibility_;
Vector3d *vertices_;
float height_;
};
#endif
Index: Makefile
===================================================================
RCS file: /cvsroot/scummvm/residual/Makefile,v
retrieving revision 1.2
retrieving revision 1.3
diff -u -d -r1.2 -r1.3
--- Makefile 17 Aug 2003 04:22:18 -0000 1.2
+++ Makefile 19 Aug 2003 07:20:03 -0000 1.3
@@ -5,7 +5,8 @@
OBJS = main.o lab.o bitmap.o model.o resource.o material.o debug.o \
textsplit.o lua.o registry.o localize.o scene.o engine.o actor.o \
- sound.o mixer.o keyframe.o costume.o
+ sound.o mixer.o keyframe.o costume.o walkplane.o
+
DEPS = $(OBJS:.o=.d)
residual: $(OBJS) lua/lib/liblua.a lua/lib/liblualib.a
Index: lua.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/lua.cpp,v
retrieving revision 1.6
retrieving revision 1.7
diff -u -d -r1.6 -r1.7
--- lua.cpp 17 Aug 2003 08:30:18 -0000 1.6
+++ lua.cpp 19 Aug 2003 07:20:03 -0000 1.7
@@ -462,13 +462,14 @@
warning("IsActorInSector(%s, %s): SEMI-STUB", act->name(), name);
for (i=0; i<numSectors; i++) {
- const char *sector_name = Engine::instance()->currScene()->getSectorName(i);
- if (sector_name && strstr(sector_name, name)) {
+ Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
+
+ if (strstr(sector->name(), name)) {
warning("found sector!");
- if (Engine::instance()->currScene()->isPointInSector(i, act->pos())) {
- lua_pushnumber(Engine::instance()->currScene()->getSectorID(i));
- lua_pushstring((char*)Engine::instance()->currScene()->getSectorName(i));
- lua_pushnumber(Engine::instance()->currScene()->getSectorType(i));
+ if (sector->isPointInSector(act->pos())) {
+ lua_pushnumber(sector->id());
+ lua_pushstring((char*)sector->name());
+ lua_pushnumber(sector->type());
}
}
}
Index: scene.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/scene.cpp,v
retrieving revision 1.8
retrieving revision 1.9
diff -u -d -r1.8 -r1.9
--- scene.cpp 18 Aug 2003 14:38:33 -0000 1.8
+++ scene.cpp 19 Aug 2003 07:20:03 -0000 1.9
@@ -84,52 +84,6 @@
delete [] sectors_;
}
-void Scene::Sector::load(TextSplitter &ts) {
- char buf[256];
- int id = 0;
- ts.scanString(" sector %256s", 1, buf);
- ts.scanString(" id %d", 1, &id);
- load0(ts, buf, id);
-}
-
-void Scene::Sector::load0(TextSplitter &ts, char *name, int id) {
- char buf[256];
- int i = 0;
- float height = 12345.f; // Yaz: this is in the original code...
- Vector3d tempVert;
-
- name_ = name;
- id_ = id;
- ts.scanString(" type %256s", 1, buf);
-
- // FIXME: I don't think these are right (see grim loc_4A7D19, result is var_200?)
- // Yaz: actualy, those should be flags that are later used function at 4A66C0 (I named it buildWalkPlane)
-
-
- if (strstr(buf, "walk"))
- type_ = 0x1000;
- else if (strstr(buf, "funnel"))
- type_ = 0x1100;
- else if (strstr(buf, "camera"))
- type_ = 0x2000;
- else if (strstr(buf, "special"))
- type_ = 0x4000;
- else if (strstr(buf, "chernobyl"))
- type_ = 0x8000;
- else
- error("Unknown sector type '%s' in room setup", buf);
-
- ts.scanString(" default visibility %256s", 1, buf);
- visibility_ = buf;
- ts.scanString(" height %f", 1, &height_);
- ts.scanString(" numvertices %d", 1, &numVertices_);
- vertices_ = new Vector3d[numVertices_];
-
- ts.scanString(" vertices: %f %f %f", 3, &vertices_[0].x(), &vertices_[0].y(), &vertices_[0].z());
- for (i=1;i<numVertices_;i++)
- ts.scanString(" %f %f %f", 3, &vertices_[i].x(), &vertices_[i].y(), &vertices_[i].z());
-}
-
void Scene::Setup::load(TextSplitter &ts) {
char buf[256];
Index: scene.h
===================================================================
RCS file: /cvsroot/scummvm/residual/scene.h,v
retrieving revision 1.6
retrieving revision 1.7
diff -u -d -r1.6 -r1.7
--- scene.h 18 Aug 2003 14:25:21 -0000 1.6
+++ scene.h 19 Aug 2003 07:20:03 -0000 1.7
@@ -22,6 +22,7 @@
#include "bitmap.h"
#include "color.h"
#include "debug.h"
+#include "walkplane.h"
#include <SDL.h>
#include <SDL_opengl.h>
#include <string>
@@ -56,14 +57,13 @@
int setup() const { return currSetup_ - setups_; }
// Sector access functions
- #define validSector(id) ((numSectors_ >= 0) && (id < numSectors_))
int getSectorCount() { return numSectors_; }
- const char *getSectorName(int id) const {
- if (validSector(id)) return sectors_[id].name_.c_str(); else return NULL;
+ Sector *getSectorBase(int id) {
+ if ((numSectors_ >= 0) && (id < numSectors_))
+ return §ors_[id];
+ else
+ return NULL;
}
- int getSectorType(int id) { if (validSector(id)) return sectors_[id].type_; else return -1; }
- int getSectorID(int id) { if (validSector(id)) return sectors_[id].id_; else return -1; }
- bool isPointInSector(int id, Vector3d point) { return false; } // FIXME: Need pointInPoly func
private:
struct Setup { // Camera setup data
@@ -82,17 +82,6 @@
Vector3d pos_, dir_;
Color color_;
float intensity_, umbraangle_, penumbraangle_;
- };
-
- struct Sector { // Walkarea 'sectors'
- void load(TextSplitter &ts);
- void load0(TextSplitter &ts, char *name, int id);
- int numVertices_, id_;
- std::string name_;
- int type_;
- std::string visibility_;
- Vector3d *vertices_;
- float height_;
};
std::string name_;
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