Made scripts access Animation fields via accessors and mutators, instead of using raw pointers.

svn-id: r33891
This commit is contained in:
Nicola Mettifogo 2008-08-15 03:59:45 +00:00
parent 2679f6ce7a
commit c70d09bc26
4 changed files with 83 additions and 19 deletions

View file

@ -357,20 +357,61 @@ enum ParaFlags {
};
struct AnimationField {
typedef Common::Functor0Mem<int16, Animation> Accessor;
typedef Common::Functor1Mem<int16, void, Animation> Mutator;
typedef Accessor::FuncType AccessorFunc;
typedef Mutator::FuncType MutatorFunc;
protected:
Accessor *_accessor;
Mutator *_mutator;
public:
AnimationField(Animation* instance, AccessorFunc accessor, MutatorFunc mutator) {
_accessor = new Accessor(instance, accessor);
_mutator = new Mutator(instance, mutator);
}
AnimationField(Animation* instance, AccessorFunc accessor) {
_accessor = new Accessor(instance, accessor);
_mutator = 0;
}
~AnimationField() {
delete _accessor;
delete _mutator;
}
int16 getValue() const {
assert(_accessor);
return _accessor->operator()();
}
void setValue(int16 value) {
assert(_mutator);
_mutator->operator()(value);
}
};
struct ScriptVar {
uint32 _flags;
int16 _value;
int16* _pvalue;
LocalVariable* _local;
AnimationField* _field;
ScriptVar();
~ScriptVar();
int16 getValue();
void setValue(int16 value);
void setLocal(LocalVariable *local);
void setField(int16 *field);
void setField(Animation *anim, AnimationField::AccessorFunc accessor, AnimationField::MutatorFunc mutator);
void setField(Animation *anim, AnimationField::AccessorFunc accessor);
void setImmediate(int16 value);
void setRandom(int16 seed);
};
@ -453,6 +494,19 @@ struct Animation : public Zone {
byte* getFrameData(uint32 index) const;
void validateScriptVars();
// getters/setters used by scripts
int16 getX() { return _left; }
void setX(int16 value) { _left = value; }
int16 getY() { return _top; }
void setY(int16 value) { _top = value; }
int16 getZ() { return _z; }
void setZ(int16 value) { _z = value; }
int16 getF() { return _frame; }
void setF(int16 value) { _frame = value; }
};
class Table {