[Scummvm-cvs-logs] CVS: scummvm/sword2 logic.h,1.33,1.34 scroll.cpp,1.18,1.19 startup.cpp,1.41,1.42

Torbj?rn Andersson eriktorbjorn at users.sourceforge.net
Tue Apr 27 02:01:04 CEST 2004


Update of /cvsroot/scummvm/scummvm/sword2
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv11457

Modified Files:
	logic.h scroll.cpp startup.cpp 
Log Message:
Cleanup


Index: logic.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/logic.h,v
retrieving revision 1.33
retrieving revision 1.34
diff -u -d -r1.33 -r1.34
--- logic.h	23 Apr 2004 07:01:38 -0000	1.33
+++ logic.h	27 Apr 2004 08:59:58 -0000	1.34
@@ -152,7 +152,7 @@
 
 	StartUp _startList[MAX_starts];
 
-	uint32 initStartMenu(void);
+	bool initStartMenu(void);
 
 	int16 _standbyX;	// see fnSetStandbyCoords()
 	int16 _standbyY;

Index: scroll.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/scroll.cpp,v
retrieving revision 1.18
retrieving revision 1.19
diff -u -d -r1.18 -r1.19
--- scroll.cpp	17 Mar 2004 09:03:15 -0000	1.18
+++ scroll.cpp	27 Apr 2004 08:59:58 -0000	1.19
@@ -22,134 +22,136 @@
 #include "sword2/defs.h"
 #include "sword2/interpreter.h"
 #include "sword2/logic.h"
-#include "sword2/resman.h"
 
 namespace Sword2 {
 
-// max no of pixel allowed to scroll per cycle
+// Max no of pixel allowed to scroll per cycle
 #define MAX_SCROLL_DISTANCE 8
 
+/**
+ * If the room is larger than the physical screen, this function is called
+ * every game cycle to update the scroll offsets.
+ */
+
 void Sword2Engine::setScrolling(void) {
-	// normally we aim to get George's feet at (320,250) from top left
+	// Normally we aim to get George's feet at (320,250) from top left
 	// of screen window
 	// feet_x = 128 + 320
 	// feet_y = 128 + 250
 
-	// set scroll offsets according to the player's coords
+	// Set scroll offsets according to the player's coords
 
-	int16 offset_x;
-	int16 offset_y;
-	int16 dx, dy;
-	uint16 scroll_distance_x;	// how much we want to scroll
-	uint16 scroll_distance_y;
+	// If the scroll offsets are being forced in script, ensure that they
+	// are neither too far to the right nor too far down.
 
-	// if the scroll offsets are being forced in script
 	if (Logic::_scriptVars[SCROLL_X] || Logic::_scriptVars[SCROLL_Y]) {
-		// ensure not too far right or too far down
 		_thisScreen.scroll_offset_x = MIN((uint16) Logic::_scriptVars[SCROLL_X], _thisScreen.max_scroll_offset_x);
 		_thisScreen.scroll_offset_y = MIN((uint16) Logic::_scriptVars[SCROLL_Y], _thisScreen.max_scroll_offset_y);
-	} else {
-		// George's offset from the centre - the desired position
-		// for him
-
-		offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x;
-		offset_y = _thisScreen.player_feet_y - _thisScreen.feet_y;
+		return;
+	}
 
-		// prevent scrolling too far left/right/up/down
+	// George's offset from the centre - the desired position for him
 
-		if (offset_x < 0)
-			offset_x = 0;
-		else if ((uint32) offset_x > _thisScreen.max_scroll_offset_x)
-			offset_x = _thisScreen.max_scroll_offset_x;
+	int16 offset_x = _thisScreen.player_feet_x - _thisScreen.feet_x;
+	int16 offset_y = _thisScreen.player_feet_y - _thisScreen.feet_y;
 
-		if (offset_y < 0)
-			offset_y = 0;
-		else if ((uint32) offset_y > _thisScreen.max_scroll_offset_y)
-			offset_y = _thisScreen.max_scroll_offset_y;
+	// Prevent scrolling too far left/right/up/down
 
-		// first time on this screen - need absolute scroll
-		// immediately!
+	if (offset_x < 0)
+		offset_x = 0;
+	else if (offset_x > _thisScreen.max_scroll_offset_x)
+		offset_x = _thisScreen.max_scroll_offset_x;
 
-		if (_thisScreen.scroll_flag == 2) {
-			debug(5, "init scroll");
-			_thisScreen.scroll_offset_x = offset_x;
-			_thisScreen.scroll_offset_y = offset_y;
-			_thisScreen.scroll_flag = 1;
-		} else {
-			// catch up with required scroll offsets - speed
-			// depending on distance to catch up (dx and dy) &
-			// 'SCROLL_FRACTION' used, but limit to certain
-			// number of pixels per cycle (MAX_SCROLL_DISTANCE)
+	if (offset_y < 0)
+		offset_y = 0;
+	else if (offset_y > _thisScreen.max_scroll_offset_y)
+		offset_y = _thisScreen.max_scroll_offset_y;
 
-			dx = _thisScreen.scroll_offset_x - offset_x;
-			dy = _thisScreen.scroll_offset_y - offset_y;
+	// First time on this screen - need absolute scroll immediately!
 
-			// current scroll_offset_x is less than the required
-			// value
+	if (_thisScreen.scroll_flag == 2) {
+		debug(5, "init scroll");
+		_thisScreen.scroll_offset_x = offset_x;
+		_thisScreen.scroll_offset_y = offset_y;
+		_thisScreen.scroll_flag = 1;
+		return;
+	}
 
-			// NB. I'm adding 1 to the result of
-			// dx / SCROLL_FRACTION, because it would otherwise
-			// not scroll at all when dx < SCROLL_FRACTION
+	// Catch up with required scroll offsets - speed depending on distance
+	// to catch up (dx and dy) and _scrollFraction used, but limit to
+	// certain number of pixels per cycle (MAX_SCROLL_DISTANCE)
 
-			if (dx < 0) {
-				// => inc by (fraction of the differnce)
-				// NB. dx is -ve, so we subtract
-				// dx / SCROLL_FRACTION
+	int16 dx = _thisScreen.scroll_offset_x - offset_x;
+	int16 dy = _thisScreen.scroll_offset_y - offset_y;
 
-				scroll_distance_x = 1 - dx / _scrollFraction;
+	uint16 scroll_distance_x;	// how much we want to scroll
+	uint16 scroll_distance_y;
 
-				if (scroll_distance_x > MAX_SCROLL_DISTANCE)
-					scroll_distance_x = MAX_SCROLL_DISTANCE;
+	if (dx < 0) {
+		// Current scroll_offset_x is less than the required value
 
-				_thisScreen.scroll_offset_x += scroll_distance_x;
-			} else if (dx > 0) {
-				// current scroll_offset_x is greater than
-				// the required value
-				// => dec by (fraction of the differnce)
+		// NB. I'm adding 1 to the result of dx / SCROLL_FRACTION,
+		// because it would otherwise not scroll at all when
+		// dx < SCROLL_FRACTION
 
-				scroll_distance_x = 1 + dx / _scrollFraction;
+		// => inc by (fraction of the differnce) NB. dx is -ve, so we
+		// subtract dx / SCROLL_FRACTION
 
-				if (scroll_distance_x > MAX_SCROLL_DISTANCE)
-					scroll_distance_x = MAX_SCROLL_DISTANCE;
+		scroll_distance_x = 1 - dx / _scrollFraction;
 
-				_thisScreen.scroll_offset_x -= scroll_distance_x;
-			}
+		if (scroll_distance_x > MAX_SCROLL_DISTANCE)
+			scroll_distance_x = MAX_SCROLL_DISTANCE;
 
-			if (dy < 0) {
-				scroll_distance_y = 1 - dy / _scrollFraction;
+		_thisScreen.scroll_offset_x += scroll_distance_x;
+	} else if (dx > 0) {
+		// Current scroll_offset_x is greater than
+		// the required value
 
-				if (scroll_distance_y > MAX_SCROLL_DISTANCE)
-					scroll_distance_y = MAX_SCROLL_DISTANCE;
+		// => dec by (fraction of the differnce)
 
-				_thisScreen.scroll_offset_y += scroll_distance_y;
-			} else if (dy > 0) {
-				scroll_distance_y = 1 + dy / _scrollFraction;
+		scroll_distance_x = 1 + dx / _scrollFraction;
 
-				if (scroll_distance_y > MAX_SCROLL_DISTANCE)
-					scroll_distance_y = MAX_SCROLL_DISTANCE;
+		if (scroll_distance_x > MAX_SCROLL_DISTANCE)
+			scroll_distance_x = MAX_SCROLL_DISTANCE;
 
-				_thisScreen.scroll_offset_y -= scroll_distance_y;
-			}
-		}
+		_thisScreen.scroll_offset_x -= scroll_distance_x;
 	}
-}
 
-int32 Logic::fnSetScrollCoordinate(int32 *params) {
-	// set the special scroll offset variables
+	if (dy < 0) {
+		scroll_distance_y = 1 - dy / _scrollFraction;
 
-	// call when starting screens and to change the camera within screens
+		if (scroll_distance_y > MAX_SCROLL_DISTANCE)
+			scroll_distance_y = MAX_SCROLL_DISTANCE;
 
-	// call AFTER fnInitBackground() to override the defaults
+		_thisScreen.scroll_offset_y += scroll_distance_y;
+	} else if (dy > 0) {
+		scroll_distance_y = 1 + dy / _scrollFraction;
 
-	// called feet_x and feet_y to retain intelectual compatibility with
-	// Sword1 !
+		if (scroll_distance_y > MAX_SCROLL_DISTANCE)
+			scroll_distance_y = MAX_SCROLL_DISTANCE;
 
-	// feet_x & feet_y refer to the physical screen coords where the
-	// system will try to maintain George's feet
+		_thisScreen.scroll_offset_y -= scroll_distance_y;
+	}
+}
 
+/**
+ * Set the special scroll offset variables
+ *
+ * Call when starting screens and to change the camera within screens
+ *
+ * call AFTER fnInitBackground() to override the defaults
+ */
+
+int32 Logic::fnSetScrollCoordinate(int32 *params) {
 	// params:	0 feet_x value
 	// 		1 feet_y value
 
+  	// Called feet_x and feet_y to retain intellectual compatibility with
+	// Sword1!
+	//
+	// feet_x & feet_y refer to the physical screen coords where the
+	// system will try to maintain George's feet
+
 	_vm->_thisScreen.feet_x = params[0];
 	_vm->_thisScreen.feet_y = params[1];
 	return IR_CONT;

Index: startup.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/startup.cpp,v
retrieving revision 1.41
retrieving revision 1.42
diff -u -d -r1.41 -r1.42
--- startup.cpp	23 Apr 2004 07:02:07 -0000	1.41
+++ startup.cpp	27 Apr 2004 08:59:58 -0000	1.42
@@ -21,6 +21,7 @@
 #include "common/file.h"
 #include "sword2/sword2.h"
 #include "sword2/console.h"
+#include "sword2/interpreter.h"
 #include "sword2/logic.h"
 #include "sword2/maketext.h"
 #include "sword2/resman.h"
@@ -30,7 +31,7 @@
 
 namespace Sword2 {
 
-uint32 Logic::initStartMenu(void) {
+bool Logic::initStartMenu(void) {
 	// Print out a list of all the start points available.
 	// There should be a linc produced file called startup.txt.
 	// This file should contain ascii numbers of all the resource game
@@ -40,72 +41,60 @@
 
 	File fp;
 
-	uint32 pos = 0;
-	char *raw_script;
-	uint32 null_pc;
-
-	char ascii_start_ids[MAX_starts][7];
-
 	// ok, load in the master screen manager file
 
-	_totalStartups = 0;	// no starts
-
-	debug(5, "initialising start menu");
+	_totalStartups = 0;
 
 	if (!fp.open("startup.inf")) {
-		warning("initStartMenu: cannot open startup.inf - the debugger won't have a start menu");
-		return 0;
+		warning("Cannot open startup.inf - the debugger won't have a start menu");
+		return false;
 	}
 
 	// The startup.inf file which contains a list of all the files. Now
 	// extract the filenames
 
+	int start_ids[MAX_starts];
+
 	while (1) {
 		bool done = false;
 
-		while (1) {
-			byte b = fp.readByte();
+		start_ids[_totalScreenManagers] = 0;
+
+		// Scan the string until the LF in CRLF
+
+		int b;
+
+		do {
+			b = fp.readByte();
 
 			if (fp.ioFailed()) {
 				done = true;
 				break;
 			}
 
-			// Each item ends with CRLF
-			if (b == 13) {
-				fp.readByte();
-				break;
+			if (isdigit(b)) {
+				start_ids[_totalScreenManagers] *= 10;
+				start_ids[_totalScreenManagers] += (b - '0');
 			}
-
-			if (pos < 7)
-				ascii_start_ids[_totalScreenManagers][pos] = b;
-			pos++;
-		}
+		} while (b != 10);
 
 		if (done)
 			break;
 
-		// NULL terminate our extracted string
-		ascii_start_ids[_totalScreenManagers][pos] = 0;
-
-		// reset position in current slot between entries
-		pos = 0;
-
-		// done another
 		_totalScreenManagers++;
 
 		if (_totalScreenManagers == MAX_starts) {
-			debug(5, "WARNING MAX_starts exceeded!");
+			warning("MAX_starts exceeded");
 			break;
 		}
 	}
 
 	fp.close();
 
-	// using this method the Gode generated resource.inf must have #0d0a
+	// Using this method the Gode generated resource.inf must have #0d0a
 	// on the last entry
 
-	debug(5, "%d screen manager objects", _totalScreenManagers);
+	debug(1, "%d screen manager objects", _totalScreenManagers);
 
 	// Open each object and make a query call. The object must fill in a
 	// startup structure. It may fill in several if it wishes - for
@@ -113,12 +102,12 @@
 	// specific vars are set
 
 	for (uint i = 0; i < _totalScreenManagers; i++) {
-		_startRes = atoi(ascii_start_ids[i]);
+		_startRes = start_ids[i];
 
-		debug(5, "+querying screen manager %d", _startRes);
+		debug(2, "Querying screen manager %d", _startRes);
 
-		// resopen each one and run through the interpretter
-		// script 0 is the query request script
+		// Open each one and run through the interpreter. Script 0 is
+		// the query request script
 
 		// if the resource number is within range & it's not a null
 		// resource
@@ -126,13 +115,13 @@
 		// start list
 
 		if (_vm->_resman->checkValid(_startRes)) {
-			debug(5, "- resource %d ok", _startRes);
-			raw_script = (char *) _vm->_resman->openResource(_startRes);
-			null_pc = 0;
+			char *raw_script = (char *) _vm->_resman->openResource(_startRes);
+			uint32 null_pc = 0;
+
 			runScript(raw_script, raw_script, &null_pc);
 			_vm->_resman->closeResource(_startRes);
 		} else
-			debug(5, "- resource %d invalid", _startRes);
+			warning("Start menu resource %d invalid", _startRes);
 	}
 
 	return 1;
@@ -142,34 +131,26 @@
 	// params:	0 id of startup script to call - key
 	// 		1 pointer to ascii message
 
-#ifdef _SWORD2_DEBUG
-	if (_totalStartups == MAX_starts)
-		error("ERROR: _startList full");
+	assert(_totalStartups < MAX_starts);
 
-	// +1 to allow for NULL terminator
-	if (strlen((const char *) _vm->_memory->decodePtr(params[1])) + 1 > MAX_description)
-		error("ERROR: startup description too long");
-#endif
+	char *name = (char *) _vm->_memory->decodePtr(params[1]);
 
-	// this objects id
 	_startList[_totalStartups].start_res_id	= _startRes;
-
-	// a key code to be passed to a script via a script var to SWITCH in
-	// the correct start
 	_startList[_totalStartups].key = params[0];
 
-	strcpy(_startList[_totalStartups].description, (const char *) _vm->_memory->decodePtr(params[1]));
+	strncpy(_startList[_totalStartups].description, name, MAX_description);
+	_startList[_totalStartups].description[MAX_description - 1] = 0;
 
-	// point to next
 	_totalStartups++;
-
-	return 1;
+	return IR_CONT;
 }
 
-void Logic::conPrintStartMenu(void) {
-	// the console 'starts' (or 's') command which lists out all the
-	// registered start points in the game
+/**
+ * The console 'starts' (or 's') command which lists out all the registered
+ * start points in the game.
+ */
 
+void Logic::conPrintStartMenu(void) {
 	if (!_totalStartups) {
 		Debug_Printf("Sorry - no startup positions registered?\n");
 
@@ -177,76 +158,64 @@
 			Debug_Printf("There is a problem with startup.inf\n");
 		else
 			Debug_Printf(" (%d screen managers found in startup.inf)\n", _totalScreenManagers);
-	} else {
-		for (uint i = 0; i < _totalStartups; i++)
-			Debug_Printf("%d  (%s)\n", i, _startList[i].description);
+		return;
 	}
+
+	for (uint i = 0; i < _totalStartups; i++)
+		Debug_Printf("%d  (%s)\n", i, _startList[i].description);
 }
 
 void Logic::conStart(int start) {
-	char *raw_script;
-	char *raw_data_ad;
-	uint32 null_pc;
-
-	if (!_totalStartups)
+	if (!_totalStartups) {
 		Debug_Printf("Sorry - there are no startups!\n");
-	else if (start >= 0 && start < (int) _totalStartups) {
-		// do the startup as we've specified a legal start
-
-		// restarting - stop sfx, music & speech!
-
-		_vm->clearFxQueue();
-
-		// fade out any music that is currently playing
-		fnStopMusic(NULL);
-
-		// halt the sample prematurely
-		_vm->_sound->unpauseSpeech();
-		_vm->_sound->stopSpeech();
+		return;
+	}
 
-		// clean out all resources & flags, ready for a total
-		// restart
+	if (start < 0 || start >= (int) _totalStartups) {
+		Debug_Printf("Not a legal start position\n");
+		return;
+	}
 
-		// remove all resources from memory, including player
-		// object & global variables
+	// Restarting - stop sfx, music & speech!
 
-		_vm->_resman->removeAll();
+	_vm->clearFxQueue();
+	fnStopMusic(NULL);
+	_vm->_sound->unpauseSpeech();
+	_vm->_sound->stopSpeech();
 
-		// reopen global variables resource & send address to
-		// interpreter - it won't be moving
-		_vm->_logic->resetScriptVars();
+	// Remove all resources from memory, including player object and global
+	// variables
 
-		// free all the route memory blocks from previous game
-		_router->freeAllRouteMem();
+	_vm->_resman->removeAll();
 
-		// if there was speech text, kill the text block
-		if (_speechTextBlocNo) {
-			_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
-			_speechTextBlocNo = 0;
-		}
+	// Reopen global variables resource and send address to interpreter
+	_vm->_logic->resetScriptVars();
 
-		// set the key
+	// Free all the route memory blocks from previous game
+	_router->freeAllRouteMem();
 
-		// Open George
-		raw_data_ad = (char *) _vm->_resman->openResource(8);
-		raw_script = (char *) _vm->_resman->openResource(_startList[start].start_res_id);
+	// If there was speech text, kill the text block
+	if (_speechTextBlocNo) {
+		_vm->_fontRenderer->killTextBloc(_speechTextBlocNo);
+		_speechTextBlocNo = 0;
+	}
 
-		// denotes script to run
-		null_pc = _startList[start].key & 0xffff;
+	// Open George
+	char *raw_data_ad = (char *) _vm->_resman->openResource(8);
+	char *raw_script = (char *) _vm->_resman->openResource(_startList[start].start_res_id);
 
-		Debug_Printf("Running start %d\n", start);
-		runScript(raw_script, raw_data_ad, &null_pc);
+	// Denotes script to run
+	uint32 null_pc = _startList[start].key & 0xffff;
 
-		_vm->_resman->closeResource(_startList[start].start_res_id);
+	Debug_Printf("Running start %d\n", start);
+	runScript(raw_script, raw_data_ad, &null_pc);
 
-		// Close George
-		_vm->_resman->closeResource(8);
+	_vm->_resman->closeResource(_startList[start].start_res_id);
+	_vm->_resman->closeResource(8);
 
-		// make sure thre's a mouse, in case restarting while
-		// mouse not available
-		fnAddHuman(NULL);
-	} else
-		Debug_Printf("Not a legal start position\n");
+	// Make sure there's a mouse, in case restarting while mouse not
+	// available
+	fnAddHuman(NULL);
 }
 
 } // End of namespace Sword2





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