more Actor class cleanup; renamed unkRoomFunc4 to palManipulate and added an icky, wrong implementation for it - yes this is complete nonsense but I'll try to replace it with the right thing RSN :-)

svn-id: r4404
This commit is contained in:
Max Horn 2002-06-04 23:32:53 +00:00
parent 31a2efd89c
commit d35eed21f1
9 changed files with 171 additions and 131 deletions

106
actor.cpp
View file

@ -452,6 +452,45 @@ void Actor::startAnimActor(int frame)
}
}
void Actor::animateActor(int anim)
{
int cmd, dir;
if (_vm->_features & GF_AFTER_V7) {
if (anim == 0xFF)
anim = 2000;
cmd = anim / 1000;
dir = anim % 1000;
} else {
cmd = anim >> 2;
dir = Scumm::oldDirToNewDir(anim & 3);
// Convert into old cmd code
cmd = 0x3F - cmd + 2;
}
switch (cmd) {
case 2:
stopActorMoving();
startAnimActor(standFrame);
break;
case 3:
moving &= ~MF_TURN;
setActorDirection(dir);
break;
case 4:
turnToDirection(dir);
break;
default:
startAnimActor(anim);
}
}
void Actor::setActorDirection(int direction)
{
uint aMask;
@ -499,7 +538,7 @@ void Scumm::putActor(Actor * a, int dstX, int dstY, byte room)
}
if (a->visible) {
if (_currentRoom == room) {
if (a->isInCurrentRoom()) {
if (a->moving) {
a->startAnimActor(a->standFrame);
a->moving = 0;
@ -509,7 +548,7 @@ void Scumm::putActor(Actor * a, int dstX, int dstY, byte room)
a->hideActor();
}
} else {
if (_currentRoom == room)
if (a->isInCurrentRoom())
a->showActor();
}
}
@ -526,7 +565,7 @@ int Scumm::getActorXYPos(Actor * a)
return 0;
}
AdjustBoxResult Scumm::adjustXYToBeInBox(Actor * a, int dstX, int dstY, int pathfrom)
AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom)
{
AdjustBoxResult abr, tmp;
uint threshold;
@ -535,7 +574,7 @@ AdjustBoxResult Scumm::adjustXYToBeInBox(Actor * a, int dstX, int dstY, int path
int firstValidBox, j;
byte flags, b;
if (_features & GF_SMALL_HEADER)
if (_vm->_features & GF_SMALL_HEADER)
firstValidBox = 0;
else
firstValidBox = 1;
@ -544,44 +583,44 @@ AdjustBoxResult Scumm::adjustXYToBeInBox(Actor * a, int dstX, int dstY, int path
abr.y = dstY;
abr.dist = 0;
if ((_features & GF_SMALL_HEADER) && getClass(a->number, 22))
if ((_vm->_features & GF_SMALL_HEADER) && _vm->getClass(number, 22))
return abr;
if (a && a->ignoreBoxes == 0) {
if (ignoreBoxes == 0) {
threshold = 30;
while (1) {
iterations++;
if (iterations > 1000)
return abr; /* Safety net */
box = getNumBoxes() - 1;
box = _vm->getNumBoxes() - 1;
if (box == 0)
return abr;
best = (uint) 0xFFFF;
b = 0;
if (((_features & GF_SMALL_HEADER) && box)
|| !(_features & GF_SMALL_HEADER))
if (((_vm->_features & GF_SMALL_HEADER) && box)
|| !(_vm->_features & GF_SMALL_HEADER))
for (j = box; j >= firstValidBox; j--) {
flags = getBoxFlags(j);
if (flags & 0x80 && (!(flags & 0x20) || getClass(a->number, 0x1F)))
flags = _vm->getBoxFlags(j);
if (flags & 0x80 && (!(flags & 0x20) || _vm->getClass(number, 0x1F)))
continue;
if (pathfrom && (getPathToDestBox(pathfrom, j) == -1))
if (pathfrom && (_vm->getPathToDestBox(pathfrom, j) == -1))
continue;
if (!inBoxQuickReject(j, dstX, dstY, threshold))
if (!_vm->inBoxQuickReject(j, dstX, dstY, threshold))
continue;
if (checkXYInBoxBounds(j, dstX, dstY)) {
if (_vm->checkXYInBoxBounds(j, dstX, dstY)) {
abr.x = dstX;
abr.y = dstY;
abr.dist = j;
return abr;
}
tmp = getClosestPtOnBox(j, dstX, dstY);
tmp = _vm->getClosestPtOnBox(j, dstX, dstY);
if (tmp.dist >= best)
continue;
@ -612,7 +651,7 @@ void Actor::adjustActorPos()
AdjustBoxResult abr;
byte flags;
abr = _vm->adjustXYToBeInBox(this, x, y, 0);
abr = adjustXYToBeInBox(x, y, 0);
x = abr.x;
y = abr.y;
@ -920,7 +959,7 @@ void Scumm::processActors()
return;
// Sort actors by position before we draw them (to ensure that actors in
// front are drawn after thos behind them).
// front are drawn after those "behind" them).
ac = actors;
cnt = numactors;
do {
@ -1182,7 +1221,7 @@ void Actor::startWalkActor(int destX, int destY, int dir)
{
AdjustBoxResult abr;
abr = _vm->adjustXYToBeInBox(this, destX, destY, walkbox);
abr = adjustXYToBeInBox(destX, destY, walkbox);
if (!isInCurrentRoom()) {
x = abr.x;
@ -1199,7 +1238,7 @@ void Actor::startWalkActor(int destX, int destY, int dir)
if (_vm->checkXYInBoxBounds(walkdata.destbox, abr.x, abr.y)) {
abr.dist = walkdata.destbox;
} else {
abr = _vm->adjustXYToBeInBox(this, abr.x, abr.y, walkbox);
abr = adjustXYToBeInBox(abr.x, abr.y, walkbox);
}
if (moving && walkdata.destdir == dir
&& walkdata.destx == abr.x && walkdata.desty == abr.y)
@ -1380,3 +1419,32 @@ void Actor::walkActorOld()
moving |= MF_NEW_LEG;
goto restart;
}
void Scumm::resetActorBgs()
{
Actor *a;
int i;
uint32 onlyActorFlags, bitpos;
for (i = 0; i < 40; i++) {
onlyActorFlags = (gfxUsageBits[_screenStartStrip + i] &= 0x3FFFFFFF);
a = getFirstActor();
bitpos = 1;
while (onlyActorFlags) {
if (onlyActorFlags & 1 && a->top != 0xFF && a->needBgReset) {
gfxUsageBits[_screenStartStrip + i] ^= bitpos;
if((a->bottom - a->top) >=0)
gdi.resetBackground(a->top, a->bottom, i);
}
bitpos <<= 1;
onlyActorFlags >>= 1;
a++;
}
}
for (i = 1, a = getFirstActor(); ++a, i < NUM_ACTORS; i++) {
a->needBgReset = false;
}
}

View file

@ -70,7 +70,6 @@ struct CostumeData {
class Actor {
//protected:
public:
int x, y, top, bottom;
int elevation;
@ -131,6 +130,7 @@ public:
int updateActorDirection();
void setActorDirection(int direction);
AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY, int pathfrom);
void adjustActorPos();
void turnToDirection(int newdir);
void walkActor();
@ -142,8 +142,11 @@ public:
void remapActor(int b, int c, int d, int e);
void walkActorOld();
void animateActor(int anim);
bool isInCurrentRoom() { return room == _vm->_currentRoom; }
int getRoom() { return room; }
int getAnimVar(byte var) { return animVariable[var]; }
void setAnimVar(byte var, int value) { animVariable[var] = value; }

39
gfx.cpp
View file

@ -311,8 +311,8 @@ void Scumm::setCameraFollows(Actor * a)
cd->_follows = a->number;
if (a->room != _currentRoom) {
startScene(a->room, 0, 0);
if (!a->isInCurrentRoom()) {
startScene(a->getRoom(), 0, 0);
}
ax = abs(a->x - cd->_cur.x);
@ -332,8 +332,8 @@ void Scumm::setCameraFollows(Actor * a)
cd->_mode = CM_FOLLOW_ACTOR;
cd->_follows = a->number;
if (a->room != _currentRoom) {
startScene(a->room, 0, 0);
if (!a->isInCurrentRoom()) {
startScene(a->getRoom(), 0, 0);
cd->_mode = CM_FOLLOW_ACTOR;
cd->_cur.x = a->x;
setCameraAt(cd->_cur.x, 0);
@ -346,7 +346,7 @@ void Scumm::setCameraFollows(Actor * a)
setCameraAt(a->x, 0);
for (i = 1, a = getFirstActor(); ++a, i < NUM_ACTORS; i++) {
if (a->room == _currentRoom)
if (a->isInCurrentRoom())
a->needRedraw = true;
}
runHook(0);
@ -2216,35 +2216,6 @@ void Scumm::screenEffect(int effect)
_screenEffectFlag = true;
}
void Scumm::resetActorBgs()
{
Actor *a;
int i;
uint32 onlyActorFlags, bitpos;
for (i = 0; i < 40; i++) {
onlyActorFlags = (gfxUsageBits[_screenStartStrip + i] &= 0x3FFFFFFF);
a = getFirstActor();
bitpos = 1;
while (onlyActorFlags) {
if (onlyActorFlags & 1 && a->top != 0xFF && a->needBgReset) {
gfxUsageBits[_screenStartStrip + i] ^= bitpos;
if((a->bottom - a->top) >=0)
gdi.resetBackground(a->top, a->bottom, i);
}
bitpos <<= 1;
onlyActorFlags >>= 1;
a++;
}
}
for (i = 1, a = getFirstActor(); ++a, i < NUM_ACTORS; i++) {
a->needBgReset = false;
}
}
void Gdi::resetBackground(int top, int bottom, int strip)
{
VirtScreen *vs = &_vm->virtscr[0];

View file

@ -224,8 +224,8 @@ int Scumm::getObjActToObjActDist(int a, int b)
if (b < NUM_ACTORS)
actb = derefActorSafe(b, "getObjActToObjActDist(2)");
if (acta && actb && acta->room == actb->room && acta->room &&
acta->room != _currentRoom)
if (acta && actb && acta->getRoom() == actb->getRoom() && acta->getRoom() &&
!acta->isInCurrentRoom())
return 0;
if (getObjectOrActorXY(a) == -1)
@ -238,7 +238,7 @@ int Scumm::getObjActToObjActDist(int a, int b)
return 0xFF;
if (acta) {
AdjustBoxResult r = adjustXYToBeInBox(acta, _xPos, _yPos, 0);
AdjustBoxResult r = acta->adjustXYToBeInBox(_xPos, _yPos, 0);
_xPos = r.x;
_yPos = r.y;
}

View file

@ -889,61 +889,11 @@ void Scumm::faceActorToObj(int act, int obj)
void Scumm::animateActor(int act, int anim)
{
if (_features & GF_AFTER_V7) {
int cmd, dir;
Actor *a;
Actor *a = derefActorSafe(act, "animateActor");
if (!a)
return;
a = derefActorSafe(act, "animateActor");
if (anim == 0xFF)
anim = 2000;
cmd = anim / 1000;
dir = anim % 1000;
switch (cmd) {
case 2:
a->stopActorMoving();
a->startAnimActor(a->standFrame);
break;
case 3:
a->moving &= ~MF_TURN;
a->setActorDirection(dir);
break;
case 4:
a->turnToDirection(dir);
break;
default:
a->startAnimActor(anim);
}
} else {
int dir;
Actor *a;
a = derefActorSafe(act, "animateActor");
if (!a)
return;
dir = anim & 3;
switch (anim >> 2) {
case 0x3F:
a->stopActorMoving();
a->startAnimActor(a->standFrame);
break;
case 0x3E:
a->moving &= ~MF_TURN;
a->setActorDirection(oldDirToNewDir(dir));
break;
case 0x3D:
a->turnToDirection(oldDirToNewDir(dir));
break;
default:
a->startAnimActor(anim);
}
}
a->animateActor(anim);
}
bool Scumm::isScriptRunning(int script)

View file

@ -801,7 +801,7 @@ void Scumm::o5_actorSet()
a->ignoreBoxes = 1;
a->forceClip = 0;
FixRoom:
if (a->room == _currentRoom)
if (a->isInCurrentRoom())
putActor(a, a->x, a->y, a->room);
break;
case 21: /* followboxes */
@ -2047,14 +2047,14 @@ void Scumm::o5_roomOps()
;
warning("roomops:14 load-string(%d,\"%s\") not implemented", a, buf);
break;
case 15: /* palmanip? */
case 15: /* palmanip */
a = getVarOrDirectByte(0x80);
_opcode = fetchScriptByte();
b = getVarOrDirectByte(0x80);
c = getVarOrDirectByte(0x40);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(0x80);
unkRoomFunc4(b, c, a, d, 1);
palManipulate(b, c, a, d, 1);
break;
case 16:
@ -2566,7 +2566,7 @@ void Scumm::o5_walkActorToActor()
if (!a)
return;
if (a->room != _currentRoom) {
if (!a->isInCurrentRoom()) {
getVarOrDirectByte(0x40);
fetchScriptByte();
return;
@ -2583,7 +2583,7 @@ void Scumm::o5_walkActorToActor()
if (!a2)
return;
if (a2->room != _currentRoom) {
if (!a2->isInCurrentRoom()) {
fetchScriptByte();
return;
}

View file

@ -1351,7 +1351,7 @@ void Scumm::o6_walkActorToObj()
a2 = derefActorSafe(obj, "o6_walkActorToObj(2)");
if (!a2)
return;
if (a2->room != _currentRoom || a->room != _currentRoom)
if (!a->isInCurrentRoom() || !a->isInCurrentRoom())
return;
if (dist == 0) {
dist = a2->scalex * a2->width / 0xFF;
@ -1883,7 +1883,7 @@ void Scumm::o6_roomOps()
c = pop();
b = pop();
a = pop();
unkRoomFunc4(a, b, c, d, 1);
palManipulate(a, b, c, d, 1);
break;
case 187: /* color cycle delay */
@ -2001,7 +2001,7 @@ void Scumm::o6_actorSet()
else
a->forceClip = 0;
FixRooms:;
if (a->room == _currentRoom)
if (a->isInCurrentRoom())
putActor(a, a->x, a->y, a->room);
break;
case 96:
@ -2049,7 +2049,7 @@ void Scumm::o6_actorSet()
a->startAnimActor(a->standFrame);
break;
case 230: /* set direction */
a->moving &= ~4;
a->moving &= ~MF_TURN;
a->setActorDirection(pop());
break;
case 231: /* turn to direction */
@ -2369,7 +2369,7 @@ void Scumm::o6_wait()
case 226:{ /* wait until actor drawn */
Actor *a = derefActorSafe(pop(), "o6_wait:226");
int offs = (int16) fetchScriptWord();
if (a->room == _currentRoom && a->needRedraw) {
if (a->isInCurrentRoom() && a->needRedraw) {
_scriptPointer += offs;
o6_breakHere();
}
@ -2378,7 +2378,7 @@ void Scumm::o6_wait()
case 232:{ /* wait until actor stops turning */
Actor *a = derefActorSafe(pop(), "o6_wait:226");
int offs = (int16) fetchScriptWord();
if (a->room == _currentRoom && a->moving & 4) {
if (a->isInCurrentRoom() && a->moving & MF_TURN) {
_scriptPointer += offs;
o6_breakHere();
}

10
scumm.h
View file

@ -639,7 +639,7 @@ public:
int8 _userPut;
int _resourceHeaderSize;
void unkRoomFunc3(int a, int b, int c, int d, int e);
void unkRoomFunc4(int a, int b, int c, int d, int e);
void palManipulate(int a, int b, int c, int d, int e);
void setScaleItem(int slot, int a, int b, int c, int d);
void clearClickedStatus();
void startManiac();
@ -863,9 +863,6 @@ public:
/* Should be in Costume class */
void loadCostume(LoadedCostume *lc, int costume);
// void cost_setPalette(CostumeRenderer *cr, byte *palette);
// void cost_setFacing(CostumeRenderer *cr, Actor *a);
// void cost_setCostume(CostumeRenderer *cr, int costume);
byte cost_increaseAnims(LoadedCostume *lc, Actor *a);
byte cost_increaseAnim(LoadedCostume *lc, Actor *a, int slot);
void cost_decodeData(Actor *a, int frame, uint usemask);
@ -984,8 +981,8 @@ public:
uint32 *_classData;
int newDirToOldDir(int dir);
int oldDirToNewDir(int dir);
static int newDirToOldDir(int dir);
static int oldDirToNewDir(int dir);
static int normalizeAngle(int angle);
int getAngleFromPos(int x, int y);
@ -996,7 +993,6 @@ public:
int getProgrDirChange(Actor *a, int mode);
int getActorXYPos(Actor *a);
AdjustBoxResult adjustXYToBeInBox(Actor *a, int x, int y, int pathfrom);
void walkActors();
void playActorSounds();
void setActorRedrawFlags();

View file

@ -789,10 +789,62 @@ void Scumm::unkRoomFunc3(int a, int b, int c, int d, int e)
}
void Scumm::unkRoomFunc4(int a, int b, int c, int d, int e)
void Scumm::palManipulate(int palettes, int brightness, int color, int time, int e)
{
byte *cptr;
/* TODO: implement this */
warning("unkRoomFunc4: not implemented");
warning("palManipulate(%d, %d, %d, %d): not implemented", palettes, brightness, color, time);
printf("_curPalIndex=%d\n", _curPalIndex);
cptr = _currentPalette + color * 3;
printf("color %d = (%d,%d,%d)\n", color, (int)*cptr++, (int)*cptr++, (int)*cptr++);
// darkenPalette(0, 255, 0xFF+0x10, brightness, brightness);
{
int startColor = 0;
int endColor = 255;
int redScale = 0xFF;
int greenScale = brightness;
int blueScale = brightness;
byte *cur;
int num;
int color;
cptr = _currentPalette + startColor * 3;
cur = _currentPalette + startColor * 3;
num = endColor - startColor + 1;
do {
color = *cptr++;
if (redScale != 0xFF)
color = color * redScale / 0xFF;
if (color > 255)
color = 255;
*cur++ = color;
color = *cptr++;
if (greenScale != 0xFF)
color = color * greenScale / 0xFF;
if (color > 255)
color = 255;
*cur++ = color;
color = *cptr++;
if (blueScale != 0xFF)
color = color * blueScale / 0xFF;
if (color > 255)
color = 255;
*cur++ = color;
} while (--num);
setDirtyColors(startColor, endColor);
}
cptr = _currentPalette + color * 3;
printf("color %d = (%d,%d,%d)\n", color, (int)*cptr++, (int)*cptr++, (int)*cptr++);
// setPalette(palettes);
}
void Scumm::pauseGame(bool user)