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authorTorbjörn Andersson2004-04-27 08:59:58 +0000
committerTorbjörn Andersson2004-04-27 08:59:58 +0000
commit49fc62b4d0a3d905195fa70e34dd33b10a49c62f (patch)
tree8f940da0ae42873a9cf5007967d8c36a4c0b3255
parentaaf508d4da5ac68a4d7d4fdae9b64983a7177654 (diff)
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Cleanup
svn-id: r13649
-rw-r--r--sword2/logic.h2
-rw-r--r--sword2/scroll.cpp168
-rw-r--r--sword2/startup.cpp191
3 files changed, 166 insertions, 195 deletions
diff --git a/sword2/logic.h b/sword2/logic.h
index 3d7586b5c3..c1d9f3e41c 100644
--- a/sword2/logic.h
+++ b/sword2/logic.h
@@ -152,7 +152,7 @@ private:
StartUp _startList[MAX_starts];
- uint32 initStartMenu(void);
+ bool initStartMenu(void);
int16 _standbyX; // see fnSetStandbyCoords()
int16 _standbyY;
diff --git a/sword2/scroll.cpp b/sword2/scroll.cpp
index 45be9a939a..82d2bdcd22 100644
--- a/sword2/scroll.cpp
+++ b/sword2/scroll.cpp
@@ -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;
diff --git a/sword2/startup.cpp b/sword2/startup.cpp
index 661d702b1b..f5899c1dc9 100644
--- a/sword2/startup.cpp
+++ b/sword2/startup.cpp
@@ -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 @@ uint32 Logic::initStartMenu(void) {
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 @@ uint32 Logic::initStartMenu(void) {
// 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 @@ uint32 Logic::initStartMenu(void) {
// 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 @@ int32 Logic::fnRegisterStartPoint(int32 *params) {
// 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 @@ void Logic::conPrintStartMenu(void) {
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