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author | Gregory Montoir | 2004-01-06 20:00:46 +0000 |
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committer | Gregory Montoir | 2004-01-06 20:00:46 +0000 |
commit | 74e588b854aa36728b4d8bc525887986b717488d (patch) | |
tree | 5448e62571ec7ef1a382c551ce772f6da7914ffd | |
parent | d2544a28e2131874b8f343f7aeb661c370ca741b (diff) | |
download | scummvm-rg350-74e588b854aa36728b4d8bc525887986b717488d.tar.gz scummvm-rg350-74e588b854aa36728b4d8bc525887986b717488d.tar.bz2 scummvm-rg350-74e588b854aa36728b4d8bc525887986b717488d.zip |
- minor cleanup in Person/Actor stuff
- minor tweak in Graphics::bobSetText()
from previous commit (message was erroneous) :
- moved config stuff to QueenEngine
- added 3 Logic subclasses to handle the specific parts of each game version (demo, intv...)
svn-id: r12195
-rw-r--r-- | queen/graphics.cpp | 2 | ||||
-rw-r--r-- | queen/logic.cpp | 126 | ||||
-rw-r--r-- | queen/logic.h | 1 | ||||
-rw-r--r-- | queen/structs.h | 12 |
4 files changed, 52 insertions, 89 deletions
diff --git a/queen/graphics.cpp b/queen/graphics.cpp index 0bcbd72c35..6dd0dd04d5 100644 --- a/queen/graphics.cpp +++ b/queen/graphics.cpp @@ -1026,7 +1026,7 @@ void Graphics::bobSetText( y = y - height - 16 - lineCount * 9; } - // XXX x -= scrollx; + x -= _vm->display()->horizontalScroll(); if (y < 0) { y = 0; diff --git a/queen/logic.cpp b/queen/logic.cpp index d04296d1d2..5144e44117 100644 --- a/queen/logic.cpp +++ b/queen/logic.cpp @@ -1002,20 +1002,16 @@ uint16 Logic::findScale(uint16 x, uint16 y) { } -void Logic::personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp) { - if (noun <= 0) { - warning("Logic::personSetData() - Invalid object number: %i", noun); - } - - uint16 i; +ActorData *Logic::findActor(uint16 noun, const char *name) { uint16 obj = currentRoomData() + noun; int16 img = _objectData[obj].image; if (img != -3 && img != -4) { - warning("Logic::personSetData() - Object %d is not a person", obj); - return; + warning("Logic::findActor() - Object %d is not a person", obj); + return NULL; } // search Bob number for the person + uint16 i; uint16 bobNum = 0; for (i = currentRoomData() + 1; i <= obj; ++i) { img = _objectData[i].image; @@ -1025,40 +1021,38 @@ void Logic::personSetData(int16 noun, const char *actorName, bool loadBank, Pers } // search for a matching actor - uint16 actor = 0; - for (i = 1; i <= _numActors; ++i) { - ActorData *pad = &_actorData[i]; - if (pad->room == _currentRoom) { - if (_gameState[pad->gameStateSlot] == pad->gameStateValue) { - if ((bobNum > 0 && bobNum == pad->bobNum) || strcmp(_aName[pad->name], actorName) == 0) { - actor = i; - break; + if (bobNum > 0) { + for (i = 1; i <= _numActors; ++i) { + ActorData *pad = &_actorData[i]; + if (pad->room == _currentRoom && gameState(pad->gsSlot) == pad->gsValue) { + if (bobNum == pad->bobNum || (name && !strcmp(_aName[pad->name], name))) { + return pad; } } } } + return NULL; +} - if (actor != 0) { - pp->actor = &_actorData[actor]; - pp->name = _aName[pp->actor->name]; - if (pp->actor->anim != 0) { - pp->anim = _aAnim[pp->actor->anim]; +void Logic::personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp) { + if (noun <= 0) { + warning("Person::setData() - Invalid object number: %i", noun); + } + ActorData *pad = findActor(noun, actorName); + if (pad != NULL) { + pp->actor = pad; + pp->name = _aName[pad->name]; + if (pad->anim != 0) { + pp->anim = _aAnim[pad->anim]; } else { pp->anim = NULL; } - - debug(6, "Logic::personSetData() - name=%s n=%d", pp->name, actor); - - if (loadBank) { - const char *actorFile = _aFile[pp->actor->actorFile]; - if (actorFile) { - _vm->bankMan()->load(actorFile, pp->actor->bankNum); - } - // if actorFile is null, the person data is already loaded as - // it is contained in objects room bank (.bbk) + if (loadBank && pad->file != 0) { + _vm->bankMan()->load(_aFile[pad->file], pad->bankNum); + // if there is no valid actor file (ie pad->file is 0), the person + // data is already loaded as it is contained in objects room bank (.bbk) } - pp->bobFrame = 29 + FRAMES_JOE_XTRA + pp->actor->bobNum; } } @@ -1082,17 +1076,12 @@ uint16 Logic::personSetup(uint16 noun, uint16 curImage) { } _vm->bankMan()->unpack(pad->bobFrameStanding, p.bobFrame, p.actor->bankNum); - bool xflip = false; - uint16 person = currentRoomData() + noun; - if (_objectData[person].image == -3) { - // person is facing left - xflip = true; - } + uint16 obj = currentRoomData() + noun; BobSlot *pbs = _vm->graphics()->bob(pad->bobNum); pbs->curPos(pad->x, pad->y); pbs->scale = scale; pbs->frameNum = p.bobFrame; - pbs->xflip = xflip; + pbs->xflip = (_objectData[obj].image == -3); // person is facing left debug(6, "Logic::personSetup(%d, %d) - bob = %d name = %s", noun, curImage, pad->bobNum, p.name); @@ -1107,51 +1096,24 @@ uint16 Logic::personSetup(uint16 noun, uint16 curImage) { uint16 Logic::personAllocate(uint16 noun, uint16 curImage) { - uint16 i; - uint16 person = currentRoomData() + noun; - - // search Bob number for the person - uint16 bobNum = 0; - for (i = currentRoomData() + 1; i <= person; ++i) { - int16 img = _objectData[i].image; - if (img == -3 || img == -4) { - ++bobNum; - } - } - - // search for a matching actor - uint16 actor = 0; - for (i = 1; i <= _numActors; ++i) { - ActorData *pad = &_actorData[i]; - if (pad->room == _currentRoom) { - if (_gameState[pad->gameStateSlot] == pad->gameStateValue) { - if (bobNum > 0 && bobNum == pad->bobNum) { - actor = i; - break; - } - } - } - } - - if (actor > 0) { - const char *animStr = _aAnim[_actorData[actor].anim]; - if (animStr) { - bool allocatedFrames[256]; - memset(allocatedFrames, 0, sizeof(allocatedFrames)); - uint16 f1, f2; - do { - sscanf(animStr, "%3hu,%3hu", &f1, &f2); - animStr += 8; - allocatedFrames[f1] = true; - } while(f1 != 0); - for (i = 1; i <= 255; ++i) { - if (allocatedFrames[i]) { - ++curImage; - } + ActorData *pad = findActor(noun); + if (pad != NULL && pad->anim != 0) { + const char *animStr = _aAnim[pad->anim]; + bool allocatedFrames[256]; + memset(allocatedFrames, 0, sizeof(allocatedFrames)); + uint16 f1, f2; + do { + sscanf(animStr, "%3hu,%3hu", &f1, &f2); + animStr += 8; + allocatedFrames[f1] = true; + } while(f1 != 0); + for (int i = 1; i <= 255; ++i) { + if (allocatedFrames[i]) { + ++curImage; } - // FIXME: shouldn't this line be executed BEFORE curImage is incremented ? - _personFrames[bobNum] = curImage + 1; } + // FIXME: shouldn't this line be executed BEFORE curImage is incremented ? + _personFrames[pad->bobNum] = curImage + 1; } return curImage; } diff --git a/queen/logic.h b/queen/logic.h index b95a334cd0..b0b69036c2 100644 --- a/queen/logic.h +++ b/queen/logic.h @@ -168,6 +168,7 @@ public: uint16 numFrames() const { return _numFrames; } + ActorData *findActor(uint16 noun, const char *name = NULL); void personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp); uint16 personSetup(uint16 noun, uint16 curImage); uint16 personAllocate(uint16 noun, uint16 curImage); diff --git a/queen/structs.h b/queen/structs.h index 1f6c7c3e98..70d787d6c7 100644 --- a/queen/structs.h +++ b/queen/structs.h @@ -366,7 +366,7 @@ struct ActorData { //! entry in ACTOR_NAME uint16 name; //! gamestate entry/value, actor is valid if GAMESTATE[slot] == value - int16 gameStateSlot, gameStateValue; + int16 gsSlot, gsValue; //! spoken text color uint16 color; //! bank bobframe for standing position of the actor @@ -378,25 +378,25 @@ struct ActorData { //! bank to use to load the actor file uint16 bankNum; //! entry in ACTOR_FILE - uint16 actorFile; + uint16 file; void readFromBE(byte *&ptr) { room = (int16)READ_BE_UINT16(ptr); ptr += 2; bobNum = (int16)READ_BE_UINT16(ptr); ptr += 2; name = READ_BE_UINT16(ptr); ptr += 2; - gameStateSlot = (int16)READ_BE_UINT16(ptr); ptr += 2; - gameStateValue = (int16)READ_BE_UINT16(ptr); ptr += 2; + gsSlot = (int16)READ_BE_UINT16(ptr); ptr += 2; + gsValue = (int16)READ_BE_UINT16(ptr); ptr += 2; color = READ_BE_UINT16(ptr); ptr += 2; bobFrameStanding = READ_BE_UINT16(ptr); ptr += 2; x = READ_BE_UINT16(ptr); ptr += 2; y = READ_BE_UINT16(ptr); ptr += 2; anim = READ_BE_UINT16(ptr); ptr += 2; bankNum = READ_BE_UINT16(ptr); ptr += 2; - actorFile = READ_BE_UINT16(ptr); ptr += 2; + file = READ_BE_UINT16(ptr); ptr += 2; // Fix the actor data (see queen.c - l.1518-1519). When there is no // valid actor file, we must load the data from the objects room bank. // This bank has number 15 (not 10 as in the data files). - if (actorFile == 0) { + if (file == 0) { bankNum = 15; } } |