TRECISION: Move FTexture to Actor, introduce initTextures, some renaming
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d14108efca
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5 changed files with 48 additions and 43 deletions
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@ -75,6 +75,34 @@ Actor::~Actor() {
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// delete _texture;
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}
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void Actor::initTextures() {
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// head
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uint8 idx = 0;
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_textureArea[idx]._dx = 300 / 2;
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_textureArea[idx]._dy = 208 / 2;
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_textureArea[idx]._angle = 0;
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_textureArea[idx]._texture = _vm->_textureArea;
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_textureArea[idx]._flag = TEXTUREACTIVE + TEXTURECYLIND;
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// body
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idx = 1;
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_textureArea[idx]._dx = 300;
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_textureArea[idx]._dy = 300;
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_textureArea[idx]._angle = 0;
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_textureArea[idx]._texture = _textureArea[0]._texture + (300 * 208) / 4;
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_textureArea[idx]._flag = TEXTUREACTIVE + TEXTURECYLIND;
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// arms
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idx = 2;
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_textureArea[idx]._dx = 300;
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_textureArea[idx]._dy = 150;
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_textureArea[idx]._angle = 0;
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_textureArea[idx]._texture = _textureArea[1]._texture + 300 * 300;
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_textureArea[idx]._flag = TEXTUREACTIVE + TEXTURECYLIND;
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_texture = (STexture *)&_textureArea[0];
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}
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static const float _vertsCorr[104][3] = {
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0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
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0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f, 0.000000f,
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@ -32,13 +32,15 @@ class Actor {
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private:
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TrecisionEngine *_vm;
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STexture _textureArea[MAXMAT];
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public:
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Actor(TrecisionEngine *vm);
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~Actor();
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SVertex *_characterArea;
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SVertex *_vertex;
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SFace *_face;
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SLight *_light;
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SCamera *_camera;
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@ -66,6 +68,7 @@ public:
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void actorStop();
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void read3D(Common::SeekableReadStream *ff);
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float frameCenter(SVertex *v);
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void initTextures();
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}; // end of class
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@ -200,7 +200,7 @@ TrecisionEngine::~TrecisionEngine() {
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delete[] _textureArea;
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delete[] _icons;
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delete _actor;
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delete[] TextArea;
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delete[] _textArea;
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for (int i = 0; i < MAXOBJINROOM; ++i) {
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delete[] _objPointers[i];
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@ -557,9 +557,9 @@ void TrecisionEngine::loadAll() {
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int numFileRef = dataNl.readSint32LE();
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dataNl.skip(numFileRef * (12 + 4)); // fileRef name + offset
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dataNl.read(TextArea, MAXTEXTAREA);
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dataNl.read(_textArea, MAXTEXTAREA);
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_textPtr = TextArea;
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_textPtr = _textArea;
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for (int a = 0; a < MAXOBJNAME; a++)
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_objName[a] = getNextSentence();
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@ -120,10 +120,9 @@ class TrecisionEngine : public Engine {
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void openSys();
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Graphics::Surface *convertScummVMThumbnail(Graphics::Surface *thumbnail);
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STexture FTexture[MAXMAT];
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SLight VLight[MAXLIGHT];
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SCamera FCamera;
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char *TextArea;
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SLight _lightArea[MAXLIGHT];
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SCamera _cameraArea;
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char *_textArea;
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public:
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TrecisionEngine(OSystem *syst, const ADGameDescription *desc);
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@ -192,42 +192,17 @@ Graphics::Surface *TrecisionEngine::convertScummVMThumbnail(Graphics::Surface *t
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}
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void TrecisionEngine::openSys() {
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// head
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int32 idx = 0;
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FTexture[idx]._dx = 300 / 2;
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FTexture[idx]._dy = 208 / 2;
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FTexture[idx]._angle = 0;
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FTexture[idx]._texture = _textureArea;
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FTexture[idx]._flag = TEXTUREACTIVE + TEXTURECYLIND;
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// body
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idx = 1;
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FTexture[idx]._dx = 300;
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FTexture[idx]._dy = 300;
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FTexture[idx]._angle = 0;
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FTexture[idx]._texture = FTexture[0]._texture + (300 * 208) / 4;
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FTexture[idx]._flag = TEXTUREACTIVE + TEXTURECYLIND;
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// arms
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idx = 2;
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FTexture[idx]._dx = 300;
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FTexture[idx]._dy = 150;
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FTexture[idx]._angle = 0;
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FTexture[idx]._texture = FTexture[1]._texture + 300 * 300;
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FTexture[idx]._flag = TEXTUREACTIVE + TEXTURECYLIND;
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delete _actor;
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_actor = new Actor(this);
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_actor->initTextures();
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_actor->readModel("jm.om");
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_actor->_light = (SLight *)&VLight;
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_actor->_camera = (SCamera *)&FCamera;
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_actor->_texture = (STexture *)&FTexture[0];
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_actor->_light = (SLight *)&_lightArea;
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_actor->_camera = (SCamera *)&_cameraArea;
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TextArea = new char[MAXTEXTAREA];
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_textArea = new char[MAXTEXTAREA];
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_graphicsMgr->clearScreen();
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_graphicsMgr->hideCursor();
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}
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@ -281,7 +256,7 @@ void TrecisionEngine::processTime() {
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}
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void TrecisionEngine::processMouse() {
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static bool MaskMouse;
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static bool maskMouse;
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static Common::Point oldMousePos;
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static bool lastMouseOn = true;
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int16 mx = _mousePos.x;
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@ -300,12 +275,12 @@ void TrecisionEngine::processMouse() {
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return;
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if (_mouseLeftBtn || _mouseRightBtn) {
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if (!MaskMouse) {
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if (!maskMouse) {
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_scheduler->doEvent(MC_MOUSE, _mouseRightBtn ? ME_MRIGHT : ME_MLEFT, MP_DEFAULT, mx, my, 0, 0);
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MaskMouse = true;
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maskMouse = true;
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}
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} else {
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MaskMouse = false;
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maskMouse = false;
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if (!_flagscriptactive && (mx != oldMousePos.x || my != oldMousePos.y)) {
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_scheduler->doEvent(MC_MOUSE, ME_MMOVE, MP_DEFAULT, mx, my, 0, 0);
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