[Scummvm-cvs-logs] SF.net SVN: scummvm:[53822] scummvm/trunk/engines/hugo

strangerke at users.sourceforge.net strangerke at users.sourceforge.net
Mon Oct 25 14:07:07 CEST 2010


Revision: 53822
          http://scummvm.svn.sourceforge.net/scummvm/?rev=53822&view=rev
Author:   strangerke
Date:     2010-10-25 12:07:07 +0000 (Mon, 25 Oct 2010)

Log Message:
-----------
HUGO: Add specific function variantes for H2 Dos and H3 Dos

Also add pathfinding to H1 Dos

Modified Paths:
--------------
    scummvm/trunk/engines/hugo/hugo.cpp
    scummvm/trunk/engines/hugo/module.mk
    scummvm/trunk/engines/hugo/object.h
    scummvm/trunk/engines/hugo/object_v1d.cpp

Added Paths:
-----------
    scummvm/trunk/engines/hugo/object_v2d.cpp
    scummvm/trunk/engines/hugo/object_v3d.cpp

Modified: scummvm/trunk/engines/hugo/hugo.cpp
===================================================================
--- scummvm/trunk/engines/hugo/hugo.cpp	2010-10-25 11:32:23 UTC (rev 53821)
+++ scummvm/trunk/engines/hugo/hugo.cpp	2010-10-25 12:07:07 UTC (rev 53822)
@@ -207,7 +207,7 @@
 		_intro = new intro_v2d(this);
 		_screen = new Screen_v1d(this);
 		_parser = new Parser_v2d(this);
-		_object = new ObjectHandler_v1d(this);
+		_object = new ObjectHandler_v2d(this);
 		break;
 	case 5:
 		_file = new FileManager_v3d(this);

Modified: scummvm/trunk/engines/hugo/module.mk
===================================================================
--- scummvm/trunk/engines/hugo/module.mk	2010-10-25 11:32:23 UTC (rev 53821)
+++ scummvm/trunk/engines/hugo/module.mk	2010-10-25 12:07:07 UTC (rev 53822)
@@ -23,6 +23,8 @@
 	object.o \
 	object_v1d.o \
 	object_v1w.o \
+	object_v2d.o \
+	object_v3d.o \
 	parser.o \
 	parser_v1w.o \
 	parser_v1d.o \

Modified: scummvm/trunk/engines/hugo/object.h
===================================================================
--- scummvm/trunk/engines/hugo/object.h	2010-10-25 11:32:23 UTC (rev 53821)
+++ scummvm/trunk/engines/hugo/object.h	2010-10-25 12:07:07 UTC (rev 53822)
@@ -91,7 +91,7 @@
 class ObjectHandler_v1d : public ObjectHandler {
 public:
 	ObjectHandler_v1d(HugoEngine *vm);
-	~ObjectHandler_v1d();
+	virtual ~ObjectHandler_v1d();
 
 	void moveObjects();
 	void updateImages();
@@ -107,6 +107,24 @@
 	void updateImages();
 	void swapImages(int objNumb1, int objNumb2);
 };
+
+class ObjectHandler_v2d : public ObjectHandler_v1d {
+public:
+	ObjectHandler_v2d(HugoEngine *vm);
+	virtual ~ObjectHandler_v2d();
+
+	void moveObjects();
+	void updateImages();
+};
+
+class ObjectHandler_v3d : public ObjectHandler_v2d {
+public:
+	ObjectHandler_v3d(HugoEngine *vm);
+	~ObjectHandler_v3d();
+
+	void moveObjects();
+	void swapImages(int objNumb1, int objNumb2);
+};
+
 } // End of namespace Hugo
-
 #endif //HUGO_OBJECT_H

Modified: scummvm/trunk/engines/hugo/object_v1d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/object_v1d.cpp	2010-10-25 11:32:23 UTC (rev 53821)
+++ scummvm/trunk/engines/hugo/object_v1d.cpp	2010-10-25 12:07:07 UTC (rev 53822)
@@ -173,6 +173,11 @@
 
 	static int dxOld, dyOld;                        // previous directions for CHASEing
 
+	// Added to DOS version in order to handle mouse properly
+	// 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

Added: scummvm/trunk/engines/hugo/object_v2d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/object_v2d.cpp	                        (rev 0)
+++ scummvm/trunk/engines/hugo/object_v2d.cpp	2010-10-25 12:07:07 UTC (rev 53822)
@@ -0,0 +1,349 @@
+/* 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"
+#include "hugo/global.h"
+#include "hugo/display.h"
+#include "hugo/file.h"
+#include "hugo/route.h"
+#include "hugo/util.h"
+#include "hugo/parser.h"
+
+namespace Hugo {
+
+ObjectHandler_v2d::ObjectHandler_v2d(HugoEngine *vm) : ObjectHandler_v1d(vm) {
+}
+
+ObjectHandler_v2d::~ObjectHandler_v2d() {
+}
+
+// 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_v2d::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;
+		}
+	}
+}
+
+// Update all object positions.  Process object 'local' events
+// including boundary events and collisions
+void ObjectHandler_v2d::moveObjects() {
+	debugC(4, kDebugEngine, "moveObjects");
+
+	// Added to DOS version in order to handle mouse properly
+	// 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();
+}
+
+} // End of namespace Hugo


Property changes on: scummvm/trunk/engines/hugo/object_v2d.cpp
___________________________________________________________________
Added: svn:mime-type
   + text/plain
Added: svn:keywords
   + Date Rev Author URL Id
Added: svn:eol-style
   + native

Added: scummvm/trunk/engines/hugo/object_v3d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/object_v3d.cpp	                        (rev 0)
+++ scummvm/trunk/engines/hugo/object_v3d.cpp	2010-10-25 12:07:07 UTC (rev 53822)
@@ -0,0 +1,253 @@
+/* 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"
+#include "hugo/global.h"
+#include "hugo/display.h"
+#include "hugo/file.h"
+#include "hugo/route.h"
+#include "hugo/util.h"
+#include "hugo/parser.h"
+
+namespace Hugo {
+
+ObjectHandler_v3d::ObjectHandler_v3d(HugoEngine *vm) : ObjectHandler_v2d(vm) {
+}
+
+ObjectHandler_v3d::~ObjectHandler_v3d() {
+}
+
+// Update all object positions.  Process object 'local' events
+// including boundary events and collisions
+void ObjectHandler_v3d::moveObjects() {
+	debugC(4, kDebugEngine, "moveObjects");
+
+	// Added to DOS version in order to handle mouse properly
+	// 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();
+}
+
+void ObjectHandler_v3d::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;
+}
+
+} // End of namespace Hugo


Property changes on: scummvm/trunk/engines/hugo/object_v3d.cpp
___________________________________________________________________
Added: svn:mime-type
   + text/plain
Added: svn:keywords
   + Date Rev Author URL Id
Added: svn:eol-style
   + native


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