diff options
author | Torbjörn Andersson | 2004-01-11 15:47:41 +0000 |
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committer | Torbjörn Andersson | 2004-01-11 15:47:41 +0000 |
commit | cf0a73f913174599c7c28d910ecd87229fd62afd (patch) | |
tree | 7eabb5c16878d42f35d811ed13af5ed20b763f92 | |
parent | 563d95c576c817a63ec64302e67b2ee5daa97c6e (diff) | |
download | scummvm-rg350-cf0a73f913174599c7c28d910ecd87229fd62afd.tar.gz scummvm-rg350-cf0a73f913174599c7c28d910ecd87229fd62afd.tar.bz2 scummvm-rg350-cf0a73f913174599c7c28d910ecd87229fd62afd.zip |
Introduced new namespace, Sword1, removing the "Sword" and "Bs" prefixes in
the process, except for SwordEngine.
Some minor cleanups along the wa, e.g. stdafx.h already includes <stdio.h>,
<stdlib.h> and <math.h> so there shouldn't be any need to do it elsewhere.
svn-id: r12320
35 files changed, 1419 insertions, 1328 deletions
diff --git a/sword1/collision.h b/sword1/collision.h index 168c0a49cd..3885216236 100644 --- a/sword1/collision.h +++ b/sword1/collision.h @@ -24,12 +24,14 @@ /*#include "objectman.h" -class SwordLogic; +namespace Sword1 { -class SwordCollision { +class Logic; + +class Collision { public: - SwordCollision(ObjectMan *pObjMan, SwordLogic *pLogic); - ~SwordCollision(void); + Collision(ObjectMan *pObjMan, Logic *pLogic); + ~Collision(void); void checkCollisions(void); void fnBumpOff(void); void fnBumpOn(void); @@ -37,8 +39,11 @@ private: int32 getIntersect(int32 x0, int32 y0, int32 x1, int32 y1, int32 x2, int32 y2, int32 x3, int32 y3); int noCol; ObjectMan *_objMan; - SwordLogic *_logic; // for CFN_preset_script -};*/ -// maybe it's better to make this part of SwordRouter + Logic *_logic; // for CFN_preset_script +}; + +} // End of namespace Sword1 +*/ +// maybe it's better to make this part of Router #endif // BSCOLLISION_H diff --git a/sword1/control.cpp b/sword1/control.cpp index 9d65a7af51..c7437100f9 100644 --- a/sword1/control.cpp +++ b/sword1/control.cpp @@ -32,8 +32,9 @@ #include "common/util.h" #include "mouse.h" #include "music.h" -#include "sound.h" -#include <math.h> // for sqrt() +#include "sound.h" + +namespace Sword1 { #define SAVEFILE_WRITE true #define SAVEFILE_READ false @@ -152,7 +153,7 @@ void ControlButton::setSelected(uint8 selected) { draw(); } -SwordControl::SwordControl(ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, SwordMouse *pMouse, SwordSound *pSound, SwordMusic *pMusic, const char *savePath) { +Control::Control(ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, Mouse *pMouse, Sound *pSound, Music *pMusic, const char *savePath) { _resMan = pResMan; _objMan = pObjMan; _system = system; @@ -163,7 +164,7 @@ SwordControl::SwordControl(ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, _lStrings = _languageStrings + MIN(SwordEngine::_systemVars.language, (uint8)BS1_SPANISH) * 20; } -void SwordControl::askForCd(void) { +void Control::askForCd(void) { _screenBuf = (uint8*)malloc(640 * 480); uint32 fontId = SR_FONT; if (SwordEngine::_systemVars.language == BS1_CZECH) @@ -217,7 +218,7 @@ void SwordControl::askForCd(void) { free(_screenBuf); } -uint8 SwordControl::runPanel(void) { +uint8 Control::runPanel(void) { _mouseDown = false; _restoreBuf = NULL; _keyPressed = _numButtons = 0; @@ -291,11 +292,11 @@ uint8 SwordControl::runPanel(void) { _system->copy_rect(_screenBuf, 640, 0, 0, 640, 480); free(_screenBuf); _mouse->controlPanel(false); - _music->startMusic(SwordLogic::_scriptVars[CURRENT_MUSIC], 1); + _music->startMusic(Logic::_scriptVars[CURRENT_MUSIC], 1); return retVal; } -uint8 SwordControl::getClicks(uint8 mode, uint8 *retVal) { +uint8 Control::getClicks(uint8 mode, uint8 *retVal) { uint8 checkButtons = _numButtons; if (mode == BUTTON_VOLUME_PANEL) { handleVolumeClicks(); @@ -332,7 +333,7 @@ uint8 SwordControl::getClicks(uint8 mode, uint8 *retVal) { return 0; } -uint8 SwordControl::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) { +uint8 Control::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) { switch(mode) { case BUTTON_MAIN_PANEL: if (id == BUTTON_RESTART) { @@ -380,12 +381,12 @@ uint8 SwordControl::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) { return 0; } -void SwordControl::deselectSaveslots(void) { +void Control::deselectSaveslots(void) { for (uint8 cnt = 0; cnt < 8; cnt++) _buttons[cnt]->setSelected(0); } -void SwordControl::setupMainPanel(void) { +void Control::setupMainPanel(void) { uint32 panelId; if (SwordEngine::_systemVars.deathScreenFlag == 1) @@ -426,7 +427,7 @@ void SwordControl::setupMainPanel(void) { } } -void SwordControl::setupSaveRestorePanel(bool saving) { +void Control::setupSaveRestorePanel(bool saving) { FrameHeader *savePanel = _resMan->fetchFrame(_resMan->openFetchRes(SR_WINDOW), 0); uint16 panelX = (640 - FROM_LE_16(savePanel->width)) / 2; uint16 panelY = (480 - FROM_LE_16(savePanel->height)) / 2; @@ -446,7 +447,7 @@ void SwordControl::setupSaveRestorePanel(bool saving) { showSavegameNames(); } -void SwordControl::setupVolumePanel(void) { +void Control::setupVolumePanel(void) { ControlButton *panel = new ControlButton( 0, 0, SR_VOLUME, 0, _resMan, _screenBuf, _system); panel->draw(); delete panel; @@ -467,7 +468,7 @@ void SwordControl::setupVolumePanel(void) { renderVolumeBar(3, volL, volR); } -void SwordControl::handleVolumeClicks(void) { +void Control::handleVolumeClicks(void) { if (_mouseDown) { uint8 clickedId = 0; for (uint8 cnt = 1; cnt < 4; cnt++) @@ -511,7 +512,7 @@ void SwordControl::handleVolumeClicks(void) { } } -void SwordControl::changeVolume(uint8 id, uint8 action) { +void Control::changeVolume(uint8 id, uint8 action) { // ids: 1 = music, 2 = speech, 3 = sfx uint8 volL = 0, volR = 0; if (id == 1) @@ -552,7 +553,7 @@ void SwordControl::changeVolume(uint8 id, uint8 action) { renderVolumeBar(id, volL, volR); } -bool SwordControl::getConfirm(const uint8 *title) { +bool Control::getConfirm(const uint8 *title) { ControlButton *panel = new ControlButton( 0, 0, SR_CONFIRM, 0, _resMan, _screenBuf, _system); panel->draw(); delete panel; @@ -592,7 +593,7 @@ bool SwordControl::getConfirm(const uint8 *title) { return retVal == 1; } -bool SwordControl::keyAccepted(uint8 key) { +bool Control::keyAccepted(uint8 key) { // this routine needs changes for Czech keys... No idea how to do that, though. static const char allowedSpecials[] = "éèáàúùäöüÄÖÜß,.:-()?! \"\'"; if (((key >= 'A') && (key <= 'Z')) || @@ -604,7 +605,7 @@ bool SwordControl::keyAccepted(uint8 key) { return false; } -void SwordControl::handleSaveKey(uint8 key) { +void Control::handleSaveKey(uint8 key) { if (_selectedSavegame < 255) { uint8 len = strlen((char*)_saveNames[_selectedSavegame]); if ((key == 8) && len) // backspace @@ -617,7 +618,7 @@ void SwordControl::handleSaveKey(uint8 key) { } } -bool SwordControl::saveToFile(void) { +bool Control::saveToFile(void) { if ((_selectedSavegame == 255) || !strlen((char*)_saveNames[_selectedSavegame])) return false; // no saveslot selected or no name entered saveGameToFile(_selectedSavegame); @@ -625,14 +626,14 @@ bool SwordControl::saveToFile(void) { return true; } -bool SwordControl::restoreFromFile(void) { +bool Control::restoreFromFile(void) { if (_selectedSavegame < 255) { return restoreGameFromFile(_selectedSavegame); } else return false; } -void SwordControl::readSavegameDescriptions(void) { +void Control::readSavegameDescriptions(void) { SaveFileManager *mgr = _system->get_savefile_manager(); SaveFile *inf; inf = mgr->open_savefile("SAVEGAME.INF", _savePath, SAVEFILE_READ); @@ -663,7 +664,7 @@ void SwordControl::readSavegameDescriptions(void) { delete mgr; } -void SwordControl::writeSavegameDescriptions(void) { +void Control::writeSavegameDescriptions(void) { SaveFileManager *mgr = _system->get_savefile_manager(); SaveFile *outf; outf = mgr->open_savefile("SAVEGAME.INF", _savePath, SAVEFILE_WRITE); @@ -682,7 +683,7 @@ void SwordControl::writeSavegameDescriptions(void) { delete mgr; } -bool SwordControl::savegamesExist(void) { +bool Control::savegamesExist(void) { bool retVal = false; SaveFileManager *mgr = _system->get_savefile_manager(); SaveFile *inf; @@ -694,7 +695,7 @@ bool SwordControl::savegamesExist(void) { return retVal; } -void SwordControl::showSavegameNames(void) { +void Control::showSavegameNames(void) { for (uint8 cnt = 0; cnt < 8; cnt++) { _buttons[cnt]->draw(); uint8 textMode = TEXT_LEFT_ALIGN; @@ -707,7 +708,7 @@ void SwordControl::showSavegameNames(void) { } } -void SwordControl::saveNameSelect(uint8 id, bool saving) { +void Control::saveNameSelect(uint8 id, bool saving) { deselectSaveslots(); _buttons[id - BUTTON_SAVE_SELECT1]->setSelected(1); uint8 num = (id - BUTTON_SAVE_SELECT1) + _saveScrollPos; @@ -729,7 +730,7 @@ void SwordControl::saveNameSelect(uint8 id, bool saving) { showSavegameNames(); } -void SwordControl::saveNameScroll(uint8 scroll, bool saving) { +void Control::saveNameScroll(uint8 scroll, bool saving) { uint16 maxScroll; if (saving) maxScroll = 64; @@ -757,7 +758,7 @@ void SwordControl::saveNameScroll(uint8 scroll, bool saving) { showSavegameNames(); } -void SwordControl::createButtons(const ButtonInfo *buttons, uint8 num) { +void Control::createButtons(const ButtonInfo *buttons, uint8 num) { for (uint8 cnt = 0; cnt < num; cnt++) { _buttons[cnt] = new ControlButton(buttons[cnt].x, buttons[cnt].y, buttons[cnt].resId, buttons[cnt].id, _resMan, _screenBuf, _system); _buttons[cnt]->draw(); @@ -765,13 +766,13 @@ void SwordControl::createButtons(const ButtonInfo *buttons, uint8 num) { _numButtons = num; } -void SwordControl::destroyButtons(void) { +void Control::destroyButtons(void) { for (uint8 cnt = 0; cnt < _numButtons; cnt++) delete _buttons[cnt]; _numButtons = 0; } -uint16 SwordControl::getTextWidth(const uint8 *str) { +uint16 Control::getTextWidth(const uint8 *str) { uint16 width = 0; while (*str) { width += FROM_LE_16(_resMan->fetchFrame(_font, *str - 32)->width) - 3; @@ -780,7 +781,7 @@ uint16 SwordControl::getTextWidth(const uint8 *str) { return width; } -void SwordControl::renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode) { +void Control::renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode) { uint8 *font = _font; if (mode & TEXT_RED_FONT) font = _redFont; @@ -811,7 +812,7 @@ void SwordControl::renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode) _system->copy_rect(_screenBuf + y * SCREEN_WIDTH + x, SCREEN_WIDTH, x, y, (destX - x) + 3, 28); } -void SwordControl::renderVolumeBar(uint8 id, uint8 volL, uint8 volR) { +void Control::renderVolumeBar(uint8 id, uint8 volL, uint8 volR) { uint16 destX = _volumeButtons[id].x + 20; uint16 destY = _volumeButtons[id].y + 116; @@ -831,7 +832,7 @@ void SwordControl::renderVolumeBar(uint8 id, uint8 volL, uint8 volR) { } } -void SwordControl::saveGameToFile(uint8 slot) { +void Control::saveGameToFile(uint8 slot) { char fName[15]; uint16 cnt; sprintf(fName, "SAVEGAME.%03d", slot); @@ -846,17 +847,17 @@ void SwordControl::saveGameToFile(uint8 slot) { for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++) outf->writeUint16LE(liveBuf[cnt]); - BsObject *cpt = _objMan->fetchObject(PLAYER); - SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir; - SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord; - SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord; - SwordLogic::_scriptVars[CHANGE_STANCE] = STAND; - SwordLogic::_scriptVars[CHANGE_PLACE] = cpt->o_place; + Object *cpt = _objMan->fetchObject(PLAYER); + Logic::_scriptVars[CHANGE_DIR] = cpt->o_dir; + Logic::_scriptVars[CHANGE_X] = cpt->o_xcoord; + Logic::_scriptVars[CHANGE_Y] = cpt->o_ycoord; + Logic::_scriptVars[CHANGE_STANCE] = STAND; + Logic::_scriptVars[CHANGE_PLACE] = cpt->o_place; for (cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++) - outf->writeUint32LE(SwordLogic::_scriptVars[cnt]); + outf->writeUint32LE(Logic::_scriptVars[cnt]); - uint32 playerSize = (sizeof(BsObject) - 12000) / 4; + uint32 playerSize = (sizeof(Object) - 12000) / 4; uint32 *playerRaw = (uint32*)cpt; for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++) outf->writeUint32LE(playerRaw[cnt2]); @@ -864,7 +865,7 @@ void SwordControl::saveGameToFile(uint8 slot) { delete mgr; } -bool SwordControl::restoreGameFromFile(uint8 slot) { +bool Control::restoreGameFromFile(uint8 slot) { char fName[15]; uint16 cnt; sprintf(fName, "SAVEGAME.%03d", slot); @@ -880,7 +881,7 @@ bool SwordControl::restoreGameFromFile(uint8 slot) { _restoreBuf = (uint8*)malloc( TOTAL_SECTIONS * 2 + NUM_SCRIPT_VARS * 4 + - (sizeof(BsObject) - 12000)); + (sizeof(Object) - 12000)); uint16 *liveBuf = (uint16*)_restoreBuf; uint32 *scriptBuf = (uint32*)(_restoreBuf + 2 * TOTAL_SECTIONS); @@ -892,7 +893,7 @@ bool SwordControl::restoreGameFromFile(uint8 slot) { for (cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++) scriptBuf[cnt] = inf->readUint32LE(); - uint32 playerSize = (sizeof(BsObject) - 12000) / 4; + uint32 playerSize = (sizeof(Object) - 12000) / 4; for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++) playerBuf[cnt2] = inf->readUint32LE(); @@ -901,32 +902,32 @@ bool SwordControl::restoreGameFromFile(uint8 slot) { return true; } -void SwordControl::doRestore(void) { +void Control::doRestore(void) { uint8 *bufPos = _restoreBuf; _objMan->loadLiveList((uint16*)bufPos); bufPos += TOTAL_SECTIONS * 2; for (uint16 cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++) { - SwordLogic::_scriptVars[cnt] = *(uint32*)bufPos; + Logic::_scriptVars[cnt] = *(uint32*)bufPos; bufPos += 4; } - uint32 playerSize = (sizeof(BsObject) - 12000) / 4; + uint32 playerSize = (sizeof(Object) - 12000) / 4; uint32 *playerRaw = (uint32*)_objMan->fetchObject(PLAYER); - BsObject *cpt = _objMan->fetchObject(PLAYER); + Object *cpt = _objMan->fetchObject(PLAYER); for (uint32 cnt2 = 0; cnt2 < playerSize; cnt2++) { *playerRaw = *(uint32*)bufPos; playerRaw++; bufPos += 4; } free(_restoreBuf); - SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir; - SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord; - SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord; - SwordLogic::_scriptVars[CHANGE_STANCE] = STAND; - SwordLogic::_scriptVars[CHANGE_PLACE] = cpt->o_place; + Logic::_scriptVars[CHANGE_DIR] = cpt->o_dir; + Logic::_scriptVars[CHANGE_X] = cpt->o_xcoord; + Logic::_scriptVars[CHANGE_Y] = cpt->o_ycoord; + Logic::_scriptVars[CHANGE_STANCE] = STAND; + Logic::_scriptVars[CHANGE_PLACE] = cpt->o_place; SwordEngine::_systemVars.justRestoredGame = 1; } -void SwordControl::delay(uint32 msecs) { +void Control::delay(uint32 msecs) { OSystem::Event event; uint32 endTime = _system->get_msecs() + msecs; @@ -971,13 +972,13 @@ void SwordControl::delay(uint32 msecs) { } while (_system->get_msecs() < endTime); } -const ButtonInfo SwordControl::_deathButtons[3] = { +const ButtonInfo Control::_deathButtons[3] = { {250, 224 + 40, SR_BUTTON, BUTTON_RESTORE_PANEL }, {250, 260 + 40, SR_BUTTON, BUTTON_RESTART }, {250, 296 + 40, SR_BUTTON, BUTTON_QUIT } }; -const ButtonInfo SwordControl::_panelButtons[7] = { +const ButtonInfo Control::_panelButtons[7] = { {145, 188 + 40, SR_BUTTON, BUTTON_SAVE_PANEL }, {145, 224 + 40, SR_BUTTON, BUTTON_RESTORE_PANEL }, {145, 260 + 40, SR_BUTTON, BUTTON_RESTART }, @@ -987,7 +988,7 @@ const ButtonInfo SwordControl::_panelButtons[7] = { {475, 332 + 40, SR_BUTTON, BUTTON_DONE } }; -const ButtonInfo SwordControl::_saveButtons[16] = { +const ButtonInfo Control::_saveButtons[16] = { {114, 32 + 40, SR_SLAB1, BUTTON_SAVE_SELECT1 }, {114, 68 + 40, SR_SLAB2, BUTTON_SAVE_SELECT2 }, {114, 104 + 40, SR_SLAB3, BUTTON_SAVE_SELECT3 }, @@ -1006,14 +1007,14 @@ const ButtonInfo SwordControl::_saveButtons[16] = { {462, 338 + 40, SR_BUTTON, BUTTON_SAVE_CANCEL} }; -const ButtonInfo SwordControl::_volumeButtons[4] = { +const ButtonInfo Control::_volumeButtons[4] = { { 478, 338 + 40, SR_BUTTON, BUTTON_MAIN_PANEL }, { 138, 135, SR_VKNOB, 0 }, { 273, 135, SR_VKNOB, 0 }, { 404, 135, SR_VKNOB, 0 }, }; -const uint8 SwordControl::_languageStrings[8 * 20][43] = { +const uint8 Control::_languageStrings[8 * 20][43] = { // BS1_ENGLISH: "PAUSED", "PLEASE INSERT CD-", @@ -1162,3 +1163,5 @@ const uint8 SwordControl::_languageStrings[8 * 20][43] = { "Fim", "UNIDADE CHEIA!", }; + +} // End of namespace Sword1 diff --git a/sword1/control.h b/sword1/control.h index e83b0a6982..50697fc224 100644 --- a/sword1/control.h +++ b/sword1/control.h @@ -25,12 +25,15 @@ #include "scummsys.h" #include "sworddefs.h" +class OSystem; + +namespace Sword1 { + class ObjectMan; class ResMan; -class OSystem; -class SwordMouse; -class SwordMusic; -class SwordSound; +class Mouse; +class Music; +class Sound; #define MAX_BUTTONS 16 @@ -62,10 +65,10 @@ struct ButtonInfo { uint32 resId, id; }; -class SwordControl { +class Control { public: - SwordControl(ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, SwordMouse *pMouse, SwordSound *pSound, SwordMusic *pMusic, const char *savePath); - ~SwordControl(void); + Control(ResMan *pResMan, ObjectMan *pObjMan, OSystem *system, Mouse *pMouse, Sound *pSound, Music *pMusic, const char *savePath); + ~Control(void); uint8 runPanel(void); void doRestore(void); void askForCd(void); @@ -115,9 +118,9 @@ private: ObjectMan *_objMan; ResMan *_resMan; OSystem *_system; - SwordMouse *_mouse; - SwordMusic *_music; - SwordSound *_sound; + Mouse *_mouse; + Music *_music; + Sound *_sound; char _savePath[256]; uint8 *_font, *_redFont; uint8 *_screenBuf; @@ -127,6 +130,7 @@ private: bool _mouseDown; }; - +} // End of namespace Sword1 + #endif //BSCONTROL_H diff --git a/sword1/debug.cpp b/sword1/debug.cpp index 3f55a83c89..a2d98d4439 100644 --- a/sword1/debug.cpp +++ b/sword1/debug.cpp @@ -1,16 +1,39 @@ +/* ScummVM - Scumm Interpreter + * Copyright (C) 2003-2004 The ScummVM project + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * $Header$ + * + */ + #include "stdafx.h" #include "debug.h" #include "common/util.h" -void SwordDebug::interpretScript(uint32 id, uint32 level, uint32 script, uint32 pc) { +namespace Sword1 { + +void Debug::interpretScript(uint32 id, uint32 level, uint32 script, uint32 pc) { debug(8, "\nInterpreting %d@%d: script %X from %X", id, level, script, pc); } -void SwordDebug::callMCode(uint32 mcodeNum, uint32 paramCount, int32 a, int32 b, int32 c, int32 d, int32 e, int32 f) { +void Debug::callMCode(uint32 mcodeNum, uint32 paramCount, int32 a, int32 b, int32 c, int32 d, int32 e, int32 f) { debug(9, "mcode: %s(%d, %d, %d, %d, %d, %d) [%d]", _mCodeNames[mcodeNum], a, b, c, d, e, f, paramCount); } -const char SwordDebug::_mCodeNames[100][35] = { +const char Debug::_mCodeNames[100][35] = { "fnBackground", "fnForeground", "fnSort", @@ -112,3 +135,5 @@ const char SwordDebug::_mCodeNames[100][35] = { "fnPurple", "fnBlack" }; + +} // End of namespace Sword1 diff --git a/sword1/debug.h b/sword1/debug.h index e1d98aa934..292d6c12d7 100644 --- a/sword1/debug.h +++ b/sword1/debug.h @@ -24,7 +24,9 @@ #include "scummsys.h" -class SwordDebug { +namespace Sword1 { + +class Debug { public: static void interpretScript(uint32 id, uint32 level, uint32 script, uint32 pc); static void callMCode(uint32 mcodeNum, uint32 paramCount, int32 a, int32 b, int32 c, int32 d, int32 e, int32 f); @@ -33,5 +35,7 @@ private: static const char _mCodeNames[100][35]; }; +} // End of namespace Sword1 + #endif // BSDEBUG_H diff --git a/sword1/eventman.cpp b/sword1/eventman.cpp index 8dd20f6494..66a0bde566 100644 --- a/sword1/eventman.cpp +++ b/sword1/eventman.cpp @@ -24,6 +24,8 @@ #include "sworddefs.h" #include "common/util.h" +namespace Sword1 { + EventManager::EventManager(void) { for (uint8 cnt = 0; cnt < TOTAL_EVENT_SLOTS; cnt++) _eventPendingList[cnt].delay = _eventPendingList[cnt].eventNumber = 0; @@ -35,7 +37,7 @@ void EventManager::serviceGlobalEventList(void) { _eventPendingList[slot].delay--; } -void EventManager::checkForEvent(BsObject *compact) { +void EventManager::checkForEvent(Object *compact) { for (uint8 objCnt = 0; objCnt < O_TOTAL_EVENTS; objCnt++) { if (compact->o_event_list[objCnt].o_event) for (uint8 globCnt = 0; globCnt < TOTAL_EVENT_SLOTS; globCnt++) { @@ -61,7 +63,7 @@ bool EventManager::eventValid(int32 event) { return false; } -int EventManager::fnCheckForEvent(BsObject *cpt, int32 id, int32 pause) { +int EventManager::fnCheckForEvent(Object *cpt, int32 id, int32 pause) { if (pause) { cpt->o_pause = pause; cpt->o_logic = LOGIC_pause_for_event; @@ -87,7 +89,7 @@ int EventManager::fnCheckForEvent(BsObject *cpt, int32 id, int32 pause) { return SCRIPT_CONT; } -void EventManager::fnIssueEvent(BsObject *compact, int32 id, int32 event, int32 delay) { +void EventManager::fnIssueEvent(Object *compact, int32 id, int32 event, int32 delay) { uint8 evSlot = 0; while (_eventPendingList[evSlot].delay) evSlot++; @@ -97,3 +99,4 @@ void EventManager::fnIssueEvent(BsObject *compact, int32 id, int32 event, int32 _eventPendingList[evSlot].eventNumber = event; } +} // End of namespace Sword1 diff --git a/sword1/eventman.h b/sword1/eventman.h index 11a1078e25..3df88c74e4 100644 --- a/sword1/eventman.h +++ b/sword1/eventman.h @@ -24,6 +24,8 @@ #include "object.h" +namespace Sword1 { + #define TOTAL_EVENT_SLOTS 20 struct GlobalEvent { @@ -35,12 +37,14 @@ class EventManager { public: EventManager(void); void serviceGlobalEventList(void); - void checkForEvent(BsObject *compact); - int fnCheckForEvent(BsObject *cpt, int32 id, int32 pause); - void fnIssueEvent(BsObject *compact, int32 id, int32 event, int32 delay); + void checkForEvent(Object *compact); + int fnCheckForEvent(Object *cpt, int32 id, int32 pause); + void fnIssueEvent(Object *compact, int32 id, int32 event, int32 delay); bool eventValid(int32 event); private: GlobalEvent _eventPendingList[TOTAL_EVENT_SLOTS]; }; +} // End of namespace Sword1 + #endif // BSEVENTMAN_H diff --git a/sword1/logic.cpp b/sword1/logic.cpp index 997aa092a9..177e4e63c8 100644 --- a/sword1/logic.cpp +++ b/sword1/logic.cpp @@ -35,13 +35,15 @@ #include "debug.h" +namespace Sword1 { + #define MAX_STACK_SIZE 10 #define SCRIPT_VERSION 13 #define LAST_FRAME 999 -uint32 SwordLogic::_scriptVars[NUM_SCRIPT_VARS]; +uint32 Logic::_scriptVars[NUM_SCRIPT_VARS]; -SwordLogic::SwordLogic(ObjectMan *pObjMan, ResMan *resMan, SwordScreen *pScreen, SwordMouse *pMouse, SwordSound *pSound, SwordMusic *pMusic, SwordMenu *pMenu) { +Logic::Logic(ObjectMan *pObjMan, ResMan *resMan, Screen *pScreen, Mouse *pMouse, Sound *pSound, Music *pMusic, Menu *pMenu) { _objMan = pObjMan; _resMan = resMan; _screen = pScreen; @@ -51,11 +53,11 @@ SwordLogic::SwordLogic(ObjectMan *pObjMan, ResMan *resMan, SwordScreen *pScreen, _menu = pMenu; _textMan = NULL; _screen->useTextManager(_textMan); - _router = new SwordRouter(_objMan, _resMan); + _router = new Router(_objMan, _resMan); _eventMan = NULL; } -void SwordLogic::initialize(void) { +void Logic::initialize(void) { memset(_scriptVars, 0, NUM_SCRIPT_VARS * sizeof(uint32)); for (uint8 cnt = 0; cnt < NON_ZERO_SCRIPT_VARS; cnt++) _scriptVars[_scriptVarInit[cnt][0]] = _scriptVarInit[cnt][1]; @@ -64,7 +66,7 @@ void SwordLogic::initialize(void) { _eventMan = new EventManager(); delete _textMan; - _textMan = new SwordText(_objMan, _resMan, + _textMan = new Text(_objMan, _resMan, (SwordEngine::_systemVars.language == BS1_CZECH) ? true : false); _screen->useTextManager(_textMan); _textRunning = _speechRunning = false; @@ -72,8 +74,8 @@ void SwordLogic::initialize(void) { _router->resetExtraData(); } -void SwordLogic::newScreen(uint32 screen) { - BsObject *compact = (BsObject*)_objMan->fetchObject(PLAYER); +void Logic::newScreen(uint32 screen) { + Object *compact = (Object*)_objMan->fetchObject(PLAYER); if (SwordEngine::_systemVars.justRestoredGame) { // if we've just restored a game - we want George to be exactly as saved fnAddHuman(NULL, 0, 0, 0, 0, 0, 0, 0); @@ -92,7 +94,7 @@ void SwordLogic::newScreen(uint32 screen) { } } -void SwordLogic::engine(void) { +void Logic::engine(void) { debug(8, "\n\nNext logic cycle"); _eventMan->serviceGlobalEventList(); @@ -101,7 +103,7 @@ void SwordLogic::engine(void) { uint32 numCpts = _objMan->fetchNoObjects(sectCnt); for (uint32 cptCnt = 0; cptCnt < numCpts; cptCnt++) { uint32 currentId = sectCnt * ITM_PER_SEC + cptCnt; - BsObject *compact = _objMan->fetchObject(currentId); + Object *compact = _objMan->fetchObject(currentId); if (compact->o_status & STAT_LOGIC) { // does the object want to be processed? if (compact->o_status & STAT_EVENTS) { @@ -114,7 +116,7 @@ void SwordLogic::engine(void) { break; } } - debug(7, "SwordLogic::engine: handling compact %d (%X)", currentId, currentId); + debug(7, "Logic::engine: handling compact %d (%X)", currentId, currentId); processLogic(compact, currentId); compact->o_sync = 0; // syncs are only available for 1 cycle. } @@ -137,7 +139,7 @@ void SwordLogic::engine(void) { } -void SwordLogic::processLogic(BsObject *compact, uint32 id) { +void Logic::processLogic(Object *compact, uint32 id) { int logicRet; do { switch(compact->o_logic) { @@ -222,8 +224,8 @@ void SwordLogic::processLogic(BsObject *compact, uint32 id) { } while(logicRet); } -int SwordLogic::logicWaitTalk(BsObject *compact) { - BsObject *target = _objMan->fetchObject(compact->o_down_flag); +int Logic::logicWaitTalk(Object *compact) { + Object *target = _objMan->fetchObject(compact->o_down_flag); if (target->o_status & STAT_TALK_WAIT) { compact->o_logic = LOGIC_script; @@ -233,8 +235,8 @@ int SwordLogic::logicWaitTalk(BsObject *compact) { } } -int SwordLogic::logicStartTalk(BsObject *compact) { - BsObject *target = _objMan->fetchObject(compact->o_down_flag); //holds id of person we're waiting for +int Logic::logicStartTalk(Object *compact) { + Object *target = _objMan->fetchObject(compact->o_down_flag); //holds id of person we're waiting for if (target->o_status & STAT_TALK_WAIT) { //response? compact->o_logic = LOGIC_script; //back to script again return SCRIPT_CONT; @@ -247,7 +249,7 @@ int SwordLogic::logicStartTalk(BsObject *compact) { return SCRIPT_CONT; } -int SwordLogic::logicArAnimate(BsObject *compact, uint32 id) { +int Logic::logicArAnimate(Object *compact, uint32 id) { WalkData *route; int32 walkPc; if ((_scriptVars[GEORGE_WALKING] == 0) && (id == PLAYER)) @@ -298,7 +300,7 @@ int SwordLogic::logicArAnimate(BsObject *compact, uint32 id) { return 0; } -int SwordLogic::speechDriver(BsObject *compact) { +int Logic::speechDriver(Object *compact) { if ((!_speechClickDelay) && (_mouse->testEvent() & BS1L_BUTTON_DOWN)) _speechFinished = true; if (_speechClickDelay) @@ -345,7 +347,7 @@ int SwordLogic::speechDriver(BsObject *compact) { return 0; } -int SwordLogic::fullAnimDriver(BsObject *compact) { +int Logic::fullAnimDriver(Object *compact) { if (compact->o_sync) { // return to script immediately if we've received a sync compact->o_logic = LOGIC_script; return 1; @@ -367,7 +369,7 @@ int SwordLogic::fullAnimDriver(BsObject *compact) { return 0; } -int SwordLogic::animDriver(BsObject *compact) { +int Logic::animDriver(Object *compact) { if (compact->o_sync) { compact->o_logic = LOGIC_script; return 1; @@ -390,18 +392,18 @@ int SwordLogic::animDriver(BsObject *compact) { return 0; } -void SwordLogic::updateScreenParams(void) { - BsObject *compact = (BsObject*)_objMan->fetchObject(PLAYER); +void Logic::updateScreenParams(void) { + Object *compact = (Object*)_objMan->fetchObject(PLAYER); _screen->setScrolling((int16)(compact->o_xcoord - _scriptVars[FEET_X]), (int16)(compact->o_ycoord - _scriptVars[FEET_Y])); } -int SwordLogic::scriptManager(BsObject *compact, uint32 id) { +int Logic::scriptManager(Object *compact, uint32 id) { int ret; do { uint32 level = compact->o_tree.o_script_level; uint32 script = compact->o_tree.o_script_id[level]; - SwordDebug::interpretScript(id, level, script, compact->o_tree.o_script_pc[level] & ITM_ID); + Debug::interpretScript(id, level, script, compact->o_tree.o_script_pc[level] & ITM_ID); ret = interpretScript(compact, id, _resMan->lockScript(script), script, compact->o_tree.o_script_pc[level] & ITM_ID); _resMan->unlockScript(script); if (!ret) { @@ -422,14 +424,14 @@ int SwordLogic::scriptManager(BsObject *compact, uint32 id) { //an FN_quit becomes slightly more convoluted, but so what you might ask. } -void SwordLogic::runMouseScript(BsObject *cpt, int32 scriptId) { +void Logic::runMouseScript(Object *cpt, int32 scriptId) { Header *script = _resMan->lockScript(scriptId); debug(9, "running mouse script %d", scriptId); interpretScript(cpt, _scriptVars[SPECIAL_ITEM], script, scriptId, scriptId); _resMan->unlockScript(scriptId); } -int SwordLogic::interpretScript(BsObject *compact, int id, Header *scriptModule, int scriptBase, int scriptNum) { +int Logic::interpretScript(Object *compact, int id, Header *scriptModule, int scriptBase, int scriptNum) { int32 *scriptCode = (int32*)(((uint8*)scriptModule) + sizeof(Header)); int32 stack[MAX_STACK_SIZE]; int32 stackIdx = 0; @@ -468,7 +470,7 @@ int SwordLogic::interpretScript(BsObject *compact, int id, Header *scriptModule, case 2: b = stack[--stackIdx]; case 1: a = stack[--stackIdx]; case 0: - SwordDebug::callMCode(mCodeNumber, mCodeArguments, a, b, c, d, e, f); + Debug::callMCode(mCodeNumber, mCodeArguments, a, b, c, d, e, f); mCodeReturn = (this->*_mcodeTable[mCodeNumber])(compact, id, a, b, c, d, e, f); break; default: @@ -641,140 +643,140 @@ int SwordLogic::interpretScript(BsObject *compact, int id, Header *scriptModule, } } -BSMcodeTable SwordLogic::_mcodeTable[100] = { - &SwordLogic::fnBackground, - &SwordLogic::fnForeground, - &SwordLogic::fnSort, - &SwordLogic::fnNoSprite, - &SwordLogic::fnMegaSet, - &SwordLogic::fnAnim, - &SwordLogic::fnSetFrame, - &SwordLogic::fnFullAnim, - &SwordLogic::fnFullSetFrame, - &SwordLogic::fnFadeDown, - &SwordLogic::fnFadeUp, - &SwordLogic::fnCheckFade, - &SwordLogic::fnSetSpritePalette, - &SwordLogic::fnSetWholePalette, - &SwordLogic::fnSetFadeTargetPalette, - &SwordLogic::fnSetPaletteToFade, - &SwordLogic::fnSetPaletteToCut, - &SwordLogic::fnPlaySequence, - &SwordLogic::fnIdle, - &SwordLogic::fnPause, - &SwordLogic::fnPauseSeconds, - &SwordLogic::fnQuit, - &SwordLogic::fnKillId, - &SwordLogic::fnSuicide, - &SwordLogic::fnNewScript, - &SwordLogic::fnSubScript, - &SwordLogic::fnRestartScript, - &SwordLogic::fnSetBookmark, - &SwordLogic::fnGotoBookmark, - &SwordLogic::fnSendSync, - &SwordLogic::fnWaitSync, - &SwordLogic::cfnClickInteract, - &SwordLogic::cfnSetScript, - &SwordLogic::cfnPresetScript, - &SwordLogic::fnInteract, - &SwordLogic::fnIssueEvent, - &SwordLogic::fnCheckForEvent, - &SwordLogic::fnWipeHands, - &SwordLogic::fnISpeak, - &SwordLogic::fnTheyDo, - &SwordLogic::fnTheyDoWeWait, - &SwordLogic::fnWeWait, - &SwordLogic::fnChangeSpeechText, - &SwordLogic::fnTalkError, - &SwordLogic::fnStartTalk, - &SwordLogic::fnCheckForTextLine, - &SwordLogic::fnAddTalkWaitStatusBit, - &SwordLogic::fnRemoveTalkWaitStatusBit, - &SwordLogic::fnNoHuman, - &SwordLogic::fnAddHuman, - &SwordLogic::fnBlankMouse, - &SwordLogic::fnNormalMouse, - &SwordLogic::fnLockMouse, - &SwordLogic::fnUnlockMouse, - &SwordLogic::fnSetMousePointer, - &SwordLogic::fnSetMouseLuggage, - &SwordLogic::fnMouseOn, - &SwordLogic::fnMouseOff, - &SwordLogic::fnChooser, - &SwordLogic::fnEndChooser, - &SwordLogic::fnStartMenu, - &SwordLogic::fnEndMenu, - &SwordLogic::cfnReleaseMenu, - &SwordLogic::fnAddSubject, - &SwordLogic::fnAddObject, - &SwordLogic::fnRemoveObject, - &SwordLogic::fnEnterSection, - &SwordLogic::fnLeaveSection, - &SwordLogic::fnChangeFloor, - &SwordLogic::fnWalk, - &SwordLogic::fnTurn, - &SwordLogic::fnStand, - &SwordLogic::fnStandAt, - &SwordLogic::fnFace, - &SwordLogic::fnFaceXy, - &SwordLogic::fnIsFacing, - &SwordLogic::fnGetTo, - &SwordLogic::fnGetToError, - &SwordLogic::fnGetPos, - &SwordLogic::fnGetGamepadXy, - &SwordLogic::fnPlayFx, - &SwordLogic::fnStopFx, - &SwordLogic::fnPlayMusic, - &SwordLogic::fnStopMusic, - &SwordLogic::fnInnerSpace, - &SwordLogic::fnRandom, - &SwordLogic::fnSetScreen, - &SwordLogic::fnPreload, - &SwordLogic::fnCheckCD, - &SwordLogic::fnRestartGame, - &SwordLogic::fnQuitGame, - &SwordLogic::fnDeathScreen, - &SwordLogic::fnSetParallax, - &SwordLogic::fnTdebug, - &SwordLogic::fnRedFlash, - &SwordLogic::fnBlueFlash, - &SwordLogic::fnYellow, - &SwordLogic::fnGreen, - &SwordLogic::fnPurple, - &SwordLogic::fnBlack +BSMcodeTable Logic::_mcodeTable[100] = { + &Logic::fnBackground, + &Logic::fnForeground, + &Logic::fnSort, + &Logic::fnNoSprite, + &Logic::fnMegaSet, + &Logic::fnAnim, + &Logic::fnSetFrame, + &Logic::fnFullAnim, + &Logic::fnFullSetFrame, + &Logic::fnFadeDown, + &Logic::fnFadeUp, + &Logic::fnCheckFade, + &Logic::fnSetSpritePalette, + &Logic::fnSetWholePalette, + &Logic::fnSetFadeTargetPalette, + &Logic::fnSetPaletteToFade, + &Logic::fnSetPaletteToCut, + &Logic::fnPlaySequence, + &Logic::fnIdle, + &Logic::fnPause, + &Logic::fnPauseSeconds, + &Logic::fnQuit, + &Logic::fnKillId, + &Logic::fnSuicide, + &Logic::fnNewScript, + &Logic::fnSubScript, + &Logic::fnRestartScript, + &Logic::fnSetBookmark, + &Logic::fnGotoBookmark, + &Logic::fnSendSync, + &Logic::fnWaitSync, + &Logic::cfnClickInteract, + &Logic::cfnSetScript, + &Logic::cfnPresetScript, + &Logic::fnInteract, + &Logic::fnIssueEvent, + &Logic::fnCheckForEvent, + &Logic::fnWipeHands, + &Logic::fnISpeak, + &Logic::fnTheyDo, + &Logic::fnTheyDoWeWait, + &Logic::fnWeWait, + &Logic::fnChangeSpeechText, + &Logic::fnTalkError, + &Logic::fnStartTalk, + &Logic::fnCheckForTextLine, + &Logic::fnAddTalkWaitStatusBit, + &Logic::fnRemoveTalkWaitStatusBit, + &Logic::fnNoHuman, + &Logic::fnAddHuman, + &Logic::fnBlankMouse, + &Logic::fnNormalMouse, + &Logic::fnLockMouse, + &Logic::fnUnlockMouse, + &Logic::fnSetMousePointer, + &Logic::fnSetMouseLuggage, + &Logic::fnMouseOn, + &Logic::fnMouseOff, + &Logic::fnChooser, + &Logic::fnEndChooser, + &Logic::fnStartMenu, + &Logic::fnEndMenu, + &Logic::cfnReleaseMenu, + &Logic::fnAddSubject, + &Logic::fnAddObject, + &Logic::fnRemoveObject, + &Logic::fnEnterSection, + &Logic::fnLeaveSection, + &Logic::fnChangeFloor, + &Logic::fnWalk, + &Logic::fnTurn, + &Logic::fnStand, + &Logic::fnStandAt, + &Logic::fnFace, + &Logic::fnFaceXy, + &Logic::fnIsFacing, + &Logic::fnGetTo, + &Logic::fnGetToError, + &Logic::fnGetPos, + &Logic::fnGetGamepadXy, + &Logic::fnPlayFx, + &Logic::fnStopFx, + &Logic::fnPlayMusic, + &Logic::fnStopMusic, + &Logic::fnInnerSpace, + &Logic::fnRandom, + &Logic::fnSetScreen, + &Logic::fnPreload, + &Logic::fnCheckCD, + &Logic::fnRestartGame, + &Logic::fnQuitGame, + &Logic::fnDeathScreen, + &Logic::fnSetParallax, + &Logic::fnTdebug, + &Logic::fnRedFlash, + &Logic::fnBlueFlash, + &Logic::fnYellow, + &Logic::fnGreen, + &Logic::fnPurple, + &Logic::fnBlack }; -int SwordLogic::fnBackground(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnBackground(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status &= ~(STAT_FORE | STAT_SORT); cpt->o_status |= STAT_BACK; return SCRIPT_CONT; } -int SwordLogic::fnForeground(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnForeground(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status &= ~(STAT_BACK | STAT_SORT); cpt->o_status |= STAT_FORE; return SCRIPT_CONT; } -int SwordLogic::fnSort(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSort(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status &= ~(STAT_BACK | STAT_FORE); cpt->o_status |= STAT_SORT; return SCRIPT_CONT; } -int SwordLogic::fnNoSprite(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnNoSprite(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status &= ~(STAT_BACK | STAT_FORE | STAT_SORT); return SCRIPT_CONT; } -int SwordLogic::fnMegaSet(BsObject *cpt, int32 id, int32 walk_data, int32 spr, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnMegaSet(Object *cpt, int32 id, int32 walk_data, int32 spr, int32 e, int32 f, int32 z, int32 x) { cpt->o_mega_resource = walk_data; cpt->o_walk_resource = spr; return SCRIPT_CONT; } -int SwordLogic::fnAnim(BsObject *cpt, int32 id, int32 cdt, int32 spr, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnAnim(Object *cpt, int32 id, int32 cdt, int32 spr, int32 e, int32 f, int32 z, int32 x) { AnimSet *animTab; if (cdt && (!spr)) { @@ -808,7 +810,7 @@ int SwordLogic::fnAnim(BsObject *cpt, int32 id, int32 cdt, int32 spr, int32 e, i return SCRIPT_STOP; } -int SwordLogic::fnSetFrame(BsObject *cpt, int32 id, int32 cdt, int32 spr, int32 frameNo, int32 f, int32 z, int32 x) { +int Logic::fnSetFrame(Object *cpt, int32 id, int32 cdt, int32 spr, int32 frameNo, int32 f, int32 z, int32 x) { AnimUnit *animPtr; @@ -830,7 +832,7 @@ int SwordLogic::fnSetFrame(BsObject *cpt, int32 id, int32 cdt, int32 spr, int32 return SCRIPT_CONT; } -int SwordLogic::fnFullAnim(BsObject *cpt, int32 id, int32 anim, int32 graphic, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnFullAnim(Object *cpt, int32 id, int32 anim, int32 graphic, int32 e, int32 f, int32 z, int32 x) { cpt->o_logic = LOGIC_full_anim; cpt->o_anim_pc = 0; @@ -841,7 +843,7 @@ int SwordLogic::fnFullAnim(BsObject *cpt, int32 id, int32 anim, int32 graphic, i return SCRIPT_STOP; } -int SwordLogic::fnFullSetFrame(BsObject *cpt, int32 id, int32 cdt, int32 spr, int32 frameNo, int32 f, int32 z, int32 x) { +int Logic::fnFullSetFrame(Object *cpt, int32 id, int32 cdt, int32 spr, int32 frameNo, int32 f, int32 z, int32 x) { uint8 *data = (uint8*)_resMan->openFetchRes(cdt) + sizeof(Header); if (frameNo == LAST_FRAME) @@ -860,47 +862,47 @@ int SwordLogic::fnFullSetFrame(BsObject *cpt, int32 id, int32 cdt, int32 spr, in return SCRIPT_CONT; } -int SwordLogic::fnFadeDown(BsObject *cpt, int32 id, int32 speed, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnFadeDown(Object *cpt, int32 id, int32 speed, int32 d, int32 e, int32 f, int32 z, int32 x) { _screen->fadeDownPalette(); return SCRIPT_CONT; } -int SwordLogic::fnFadeUp(BsObject *cpt, int32 id, int32 speed, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnFadeUp(Object *cpt, int32 id, int32 speed, int32 d, int32 e, int32 f, int32 z, int32 x) { _screen->fadeUpPalette(); return SCRIPT_CONT; } -int SwordLogic::fnCheckFade(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnCheckFade(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _scriptVars[RETURN_VALUE] = (uint8)_screen->stillFading(); return SCRIPT_CONT; } -int SwordLogic::fnSetSpritePalette(BsObject *cpt, int32 id, int32 spritePal, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSetSpritePalette(Object *cpt, int32 id, int32 spritePal, int32 d, int32 e, int32 f, int32 z, int32 x) { _screen->fnSetPalette(184, 72, spritePal, false); return SCRIPT_CONT; } -int SwordLogic::fnSetWholePalette(BsObject *cpt, int32 id, int32 spritePal, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSetWholePalette(Object *cpt, int32 id, int32 spritePal, int32 d, int32 e, int32 f, int32 z, int32 x) { _screen->fnSetPalette(0, 256, spritePal, false); return SCRIPT_CONT; } -int SwordLogic::fnSetFadeTargetPalette(BsObject *cpt, int32 id, int32 spritePal, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSetFadeTargetPalette(Object *cpt, int32 id, int32 spritePal, int32 d, int32 e, int32 f, int32 z, int32 x) { _screen->fnSetPalette(0, 184, spritePal, true); return SCRIPT_CONT; } -int SwordLogic::fnSetPaletteToFade(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSetPaletteToFade(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { SwordEngine::_systemVars.wantFade = true; return SCRIPT_CONT; } -int SwordLogic::fnSetPaletteToCut(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSetPaletteToCut(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { SwordEngine::_systemVars.wantFade = false; return SCRIPT_CONT; } -int SwordLogic::fnPlaySequence(BsObject *cpt, int32 id, int32 sequenceId, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnPlaySequence(Object *cpt, int32 id, int32 sequenceId, int32 d, int32 e, int32 f, int32 z, int32 x) { warning("fnPlaySequence(%d) called", sequenceId); //_scriptVars[NEW_PALETTE] = 1; /* the logic usually calls fnFadeDown before playing the sequence, so we have to @@ -908,48 +910,48 @@ int SwordLogic::fnPlaySequence(BsObject *cpt, int32 id, int32 sequenceId, int32 return SCRIPT_CONT; } -int SwordLogic::fnIdle(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnIdle(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_tree.o_script_level = 0; // force to level 0 cpt->o_logic = LOGIC_idle; return SCRIPT_STOP; } -int SwordLogic::fnPause(BsObject *cpt, int32 id, int32 pause, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnPause(Object *cpt, int32 id, int32 pause, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_pause = pause; cpt->o_logic = LOGIC_pause; return SCRIPT_STOP; } -int SwordLogic::fnPauseSeconds(BsObject *cpt, int32 id, int32 pause, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnPauseSeconds(Object *cpt, int32 id, int32 pause, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_pause = pause * FRAME_RATE; cpt->o_logic = LOGIC_pause; return SCRIPT_STOP; } -int SwordLogic::fnQuit(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnQuit(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_logic = LOGIC_quit; return SCRIPT_STOP; } -int SwordLogic::fnKillId(BsObject *cpt, int32 id, int32 target, int32 d, int32 e, int32 f, int32 z, int32 x) { - BsObject *targetObj = _objMan->fetchObject(target); +int Logic::fnKillId(Object *cpt, int32 id, int32 target, int32 d, int32 e, int32 f, int32 z, int32 x) { + Object *targetObj = _objMan->fetchObject(target); targetObj->o_status = 0; return SCRIPT_CONT; } -int SwordLogic::fnSuicide(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSuicide(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status = 0; cpt->o_logic = LOGIC_quit; return SCRIPT_STOP; } -int SwordLogic::fnNewScript(BsObject *cpt, int32 id, int32 script, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnNewScript(Object *cpt, int32 id, int32 script, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_logic = LOGIC_new_script; _newScript = script; return SCRIPT_STOP; } -int SwordLogic::fnSubScript(BsObject *cpt, int32 id, int32 script, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSubScript(Object *cpt, int32 id, int32 script, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_tree.o_script_level++; if (cpt->o_tree.o_script_level == TOTAL_script_levels) error("Compact %d: script level exceeded in fnSubScript.", id); @@ -958,34 +960,34 @@ int SwordLogic::fnSubScript(BsObject *cpt, int32 id, int32 script, int32 d, int3 return SCRIPT_STOP; } -int SwordLogic::fnRestartScript(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnRestartScript(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_logic = LOGIC_restart; return SCRIPT_STOP; } -int SwordLogic::fnSetBookmark(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSetBookmark(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { memcpy(&cpt->o_bookmark.o_script_level, &cpt->o_tree.o_script_level, sizeof(ScriptTree)); return SCRIPT_CONT; } -int SwordLogic::fnGotoBookmark(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnGotoBookmark(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_logic = LOGIC_bookmark; return SCRIPT_STOP; } -int SwordLogic::fnSendSync(BsObject *cpt, int32 id, int32 sendId, int32 syncValue, int32 e, int32 f, int32 z, int32 x) { - BsObject *target = _objMan->fetchObject(sendId); +int Logic::fnSendSync(Object *cpt, int32 id, int32 sendId, int32 syncValue, int32 e, int32 f, int32 z, int32 x) { + Object *target = _objMan->fetchObject(sendId); target->o_sync = syncValue; return SCRIPT_CONT; } -int SwordLogic::fnWaitSync(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnWaitSync(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_logic = LOGIC_wait_for_sync; return SCRIPT_STOP; } -int SwordLogic::cfnClickInteract(BsObject *cpt, int32 id, int32 target, int32 d, int32 e, int32 f, int32 z, int32 x) { - BsObject *tar = _objMan->fetchObject(target); +int Logic::cfnClickInteract(Object *cpt, int32 id, int32 target, int32 d, int32 e, int32 f, int32 z, int32 x) { + Object *tar = _objMan->fetchObject(target); cpt = _objMan->fetchObject(PLAYER); cpt->o_tree.o_script_level = 0; cpt->o_tree.o_script_pc[0] = tar->o_interact; @@ -994,8 +996,8 @@ int SwordLogic::cfnClickInteract(BsObject *cpt, int32 id, int32 target, int32 d, return SCRIPT_STOP; } -int SwordLogic::cfnSetScript(BsObject *cpt, int32 id, int32 target, int32 script, int32 e, int32 f, int32 z, int32 x) { - BsObject *tar = _objMan->fetchObject(target); +int Logic::cfnSetScript(Object *cpt, int32 id, int32 target, int32 script, int32 e, int32 f, int32 z, int32 x) { + Object *tar = _objMan->fetchObject(target); tar->o_tree.o_script_level = 0; tar->o_tree.o_script_pc[0] = script; tar->o_tree.o_script_id[0] = script; @@ -1003,8 +1005,8 @@ int SwordLogic::cfnSetScript(BsObject *cpt, int32 id, int32 target, int32 script return SCRIPT_CONT; } -int SwordLogic::cfnPresetScript(BsObject *cpt, int32 id, int32 target, int32 script, int32 e, int32 f, int32 z, int32 x) { - BsObject *tar = _objMan->fetchObject(target); +int Logic::cfnPresetScript(Object *cpt, int32 id, int32 target, int32 script, int32 e, int32 f, int32 z, int32 x) { + Object *tar = _objMan->fetchObject(target); tar->o_tree.o_script_level = 0; tar->o_tree.o_script_pc[0] = script; tar->o_tree.o_script_id[0] = script; @@ -1013,11 +1015,11 @@ int SwordLogic::cfnPresetScript(BsObject *cpt, int32 id, int32 target, int32 scr return SCRIPT_CONT; } -int SwordLogic::fnInteract(BsObject *cpt, int32 id, int32 target, int32 d, int32 e, int32 f, int32 z, int32 x) { - BsObject *tar = _objMan->fetchObject(target); +int Logic::fnInteract(Object *cpt, int32 id, int32 target, int32 d, int32 e, int32 f, int32 z, int32 x) { + Object *tar = _objMan->fetchObject(target); cpt->o_place = tar->o_place; - BsObject *floorObject = _objMan->fetchObject(tar->o_place); + Object *floorObject = _objMan->fetchObject(tar->o_place); cpt->o_scale_a = floorObject->o_scale_a; cpt->o_scale_b = floorObject->o_scale_b; @@ -1028,23 +1030,23 @@ int SwordLogic::fnInteract(BsObject *cpt, int32 id, int32 target, int32 d, int32 return SCRIPT_STOP; } -int SwordLogic::fnIssueEvent(BsObject *cpt, int32 id, int32 event, int32 delay, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnIssueEvent(Object *cpt, int32 id, int32 event, int32 delay, int32 e, int32 f, int32 z, int32 x) { _eventMan->fnIssueEvent(cpt, id, event, delay); return SCRIPT_CONT; } -int SwordLogic::fnCheckForEvent(BsObject *cpt, int32 id, int32 pause, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnCheckForEvent(Object *cpt, int32 id, int32 pause, int32 d, int32 e, int32 f, int32 z, int32 x) { return _eventMan->fnCheckForEvent(cpt, id, pause); } -int SwordLogic::fnWipeHands(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnWipeHands(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _scriptVars[OBJECT_HELD] = 0; _mouse->setLuggage(0, 0); _menu->refresh(MENU_TOP); return SCRIPT_CONT; } -int SwordLogic::fnISpeak(BsObject *cpt, int32 id, int32 cdt, int32 textNo, int32 spr, int32 f, int32 z, int32 x) { +int Logic::fnISpeak(Object *cpt, int32 id, int32 cdt, int32 textNo, int32 spr, int32 f, int32 z, int32 x) { _speechClickDelay = 3; if (((textNo & ~1) == 0x3f0012) && (!cdt) && (!spr)) { cdt = GEOSTDLCDT; // workaround for missing animation when examining @@ -1094,11 +1096,11 @@ int SwordLogic::fnISpeak(BsObject *cpt, int32 id, int32 cdt, int32 textNo, int32 uint32 textCptId = _textMan->lowTextManager((uint8*)text, cpt->o_speech_width, (uint8)cpt->o_speech_pen); _objMan->unlockText(textNo); - BsObject * textCpt = _objMan->fetchObject(textCptId); + Object * textCpt = _objMan->fetchObject(textCptId); textCpt->o_screen = cpt->o_screen; textCpt->o_target = textCptId; - // the graphic is a property of SwordText, so we don't lock/unlock it. + // the graphic is a property of Text, so we don't lock/unlock it. uint16 textSpriteWidth = FROM_LE_16(_textMan->giveSpriteData(textCpt->o_target)->width); uint16 textSpriteHeight = FROM_LE_16(_textMan->giveSpriteData(textCpt->o_target)->height); @@ -1136,8 +1138,8 @@ int SwordLogic::fnISpeak(BsObject *cpt, int32 id, int32 cdt, int32 textNo, int32 //send instructions to mega in conversation with player //the instruction is interpreted by the script mega_interact -int SwordLogic::fnTheyDo(BsObject *cpt, int32 id, int32 tar, int32 instruc, int32 param1, int32 param2, int32 param3, int32 x) { - BsObject *target; +int Logic::fnTheyDo(Object *cpt, int32 id, int32 tar, int32 instruc, int32 param1, int32 param2, int32 param3, int32 x) { + Object *target; target = _objMan->fetchObject(tar); target->o_down_flag = instruc; // instruction for the mega target->o_ins1 = param1; @@ -1148,8 +1150,8 @@ int SwordLogic::fnTheyDo(BsObject *cpt, int32 id, int32 tar, int32 instruc, int3 //send an instruction to mega we're talking to and wait //until it has finished before returning to script -int SwordLogic::fnTheyDoWeWait(BsObject *cpt, int32 id, int32 tar, int32 instruc, int32 param1, int32 param2, int32 param3, int32 x) { - BsObject *target; +int Logic::fnTheyDoWeWait(Object *cpt, int32 id, int32 tar, int32 instruc, int32 param1, int32 param2, int32 param3, int32 x) { + Object *target; target = _objMan->fetchObject(tar); target->o_down_flag = instruc; // instruction for the mega target->o_ins1 = param1; @@ -1162,8 +1164,8 @@ int SwordLogic::fnTheyDoWeWait(BsObject *cpt, int32 id, int32 tar, int32 instruc return SCRIPT_STOP; } -int SwordLogic::fnWeWait(BsObject *cpt, int32 id, int32 tar, int32 d, int32 e, int32 f, int32 z, int32 x) { - BsObject *target = _objMan->fetchObject(tar); +int Logic::fnWeWait(Object *cpt, int32 id, int32 tar, int32 d, int32 e, int32 f, int32 z, int32 x) { + Object *target = _objMan->fetchObject(tar); target->o_status &= ~STAT_TALK_WAIT; cpt->o_logic = LOGIC_wait_for_talk; @@ -1172,8 +1174,8 @@ int SwordLogic::fnWeWait(BsObject *cpt, int32 id, int32 tar, int32 d, int32 e, i return SCRIPT_STOP; } -int SwordLogic::fnChangeSpeechText(BsObject *cpt, int32 id, int32 tar, int32 width, int32 pen, int32 f, int32 z, int32 x) { - BsObject *target = _objMan->fetchObject(tar); +int Logic::fnChangeSpeechText(Object *cpt, int32 id, int32 tar, int32 width, int32 pen, int32 f, int32 z, int32 x) { + Object *target = _objMan->fetchObject(tar); target->o_speech_width = width; target->o_speech_pen = pen; return SCRIPT_STOP; @@ -1181,123 +1183,123 @@ int SwordLogic::fnChangeSpeechText(BsObject *cpt, int32 id, int32 tar, int32 wid //mega_interact has received an instruction it does not understand - //The game is halted for debugging. Maybe we'll remove this later. -int SwordLogic::fnTalkError(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnTalkError(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { error("fnTalkError for id %d, instruction %d", id, cpt->o_down_flag); return SCRIPT_STOP; } -int SwordLogic::fnStartTalk(BsObject *cpt, int32 id, int32 target, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnStartTalk(Object *cpt, int32 id, int32 target, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_down_flag = target; cpt->o_logic = LOGIC_start_talk; return SCRIPT_STOP; } -int SwordLogic::fnCheckForTextLine(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnCheckForTextLine(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _scriptVars[RETURN_VALUE] = _objMan->fnCheckForTextLine(id); return SCRIPT_CONT; } -int SwordLogic::fnAddTalkWaitStatusBit(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnAddTalkWaitStatusBit(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status |= STAT_TALK_WAIT; return SCRIPT_CONT; } -int SwordLogic::fnRemoveTalkWaitStatusBit(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnRemoveTalkWaitStatusBit(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status &= ~STAT_TALK_WAIT; return SCRIPT_CONT; } -int SwordLogic::fnNoHuman(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnNoHuman(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _mouse->fnNoHuman(); return SCRIPT_CONT; } -int SwordLogic::fnAddHuman(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnAddHuman(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _mouse->fnAddHuman(); return SCRIPT_CONT; } -int SwordLogic::fnBlankMouse(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnBlankMouse(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _mouse->fnBlankMouse(); return SCRIPT_CONT; } -int SwordLogic::fnNormalMouse(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnNormalMouse(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _mouse->fnNormalMouse(); return SCRIPT_CONT; } -int SwordLogic::fnLockMouse(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnLockMouse(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _mouse->fnLockMouse(); return SCRIPT_CONT; } -int SwordLogic::fnUnlockMouse(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnUnlockMouse(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _mouse->fnUnlockMouse(); return SCRIPT_CONT; } -int SwordLogic::fnSetMousePointer(BsObject *cpt, int32 id, int32 tag, int32 rate, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSetMousePointer(Object *cpt, int32 id, int32 tag, int32 rate, int32 e, int32 f, int32 z, int32 x) { _mouse->setPointer(tag, rate); return SCRIPT_CONT; } -int SwordLogic::fnSetMouseLuggage(BsObject *cpt, int32 id, int32 tag, int32 rate, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnSetMouseLuggage(Object *cpt, int32 id, int32 tag, int32 rate, int32 e, int32 f, int32 z, int32 x) { _mouse->setLuggage(tag, rate); return SCRIPT_CONT; } -int SwordLogic::fnMouseOn(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnMouseOn(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status |= STAT_MOUSE; return SCRIPT_CONT; } -int SwordLogic::fnMouseOff(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnMouseOff(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_status &= ~STAT_MOUSE; return SCRIPT_CONT; } -int SwordLogic::fnChooser(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnChooser(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _menu->fnChooser(cpt); return SCRIPT_STOP; } -int SwordLogic::fnEndChooser(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnEndChooser(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _menu->fnEndChooser(); return SCRIPT_CONT; } -int SwordLogic::fnStartMenu(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnStartMenu(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _menu->fnStartMenu(); return SCRIPT_CONT; } -int SwordLogic::fnEndMenu(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnEndMenu(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _menu->fnEndMenu(); return SCRIPT_CONT; } -int SwordLogic::cfnReleaseMenu(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::cfnReleaseMenu(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) { _menu->cfnReleaseMenu(); return SCRIPT_STOP; } -int SwordLogic::fnAddSubject(BsObject *cpt, int32 id, int32 sub, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnAddSubject(Object *cpt, int32 id, int32 sub, int32 d, int32 e, int32 f, int32 z, int32 x) { _menu->fnAddSubject(sub); return SCRIPT_CONT; } -int SwordLogic::fnAddObject(BsObject *cpt, int32 id, int32 objectNo, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnAddObject(Object *cpt, int32 id, int32 objectNo, int32 d, int32 e, int32 f, int32 z, int32 x) { _scriptVars[POCKET_1 + objectNo - 1] = 1; // basically means: carrying object objectNo = true; return SCRIPT_CONT; } -int SwordLogic::fnRemoveObject(BsObject *cpt, int32 id, int32 objectNo, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnRemoveObject(Object *cpt, int32 id, int32 objectNo, int32 d, int32 e, int32 f, int32 z, int32 x) { _scriptVars[POCKET_1 + objectNo - 1] = 0; return SCRIPT_CONT; } -int SwordLogic::fnEnterSection(BsObject *cpt, int32 id, int32 screen, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnEnterSection(Object *cpt, int32 id, int32 screen, int32 d, int32 e, int32 f, int32 z, int32 x) { if (screen >= TOTAL_SECTIONS) error("mega %d tried entering section %d", id, screen); @@ -1312,22 +1314,22 @@ int SwordLogic::fnEnterSection(BsObject *cpt, int32 id, int32 screen, int32 d, i return SCRIPT_CONT; } -int SwordLogic::fnLeaveSection(BsObject *cpt, int32 id, int32 oldScreen, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnLeaveSection(Object *cpt, int32 id, int32 oldScreen, int32 d, int32 e, int32 f, int32 z, int32 x) { if (oldScreen >= TOTAL_SECTIONS) error("mega %d leaving section %d", id, oldScreen); _objMan->megaLeaving(oldScreen, id); return SCRIPT_CONT; } -int SwordLogic::fnChangeFloor(BsObject *cpt, int32 id, int32 floor, int32 d, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnChangeFloor(Object *cpt, int32 id, int32 floor, int32 d, int32 e, int32 f, int32 z, int32 x) { cpt->o_place = floor; - BsObject *floorCpt = _objMan->fetchObject(floor); + Object *floorCpt = _objMan->fetchObject(floor); cpt->o_scale_a = floorCpt->o_scale_a; cpt->o_scale_b = floorCpt->o_scale_b; return SCRIPT_CONT; } -int SwordLogic::fnWalk(BsObject *cpt, int32 id, int32 x, int32 y, int32 dir, int32 stance, int32 a, int32 b) { +int Logic::fnWalk(Object *cpt, int32 id, int32 x, int32 y, int32 dir, int32 stance, int32 a, int32 b) { if (stance > 0) dir = 9; cpt->o_walk_pc = 0; @@ -1371,7 +1373,7 @@ int SwordLogic::fnWalk(BsObject *cpt, int32 id, int32 x, int32 y, int32 dir, int return SCRIPT_CONT; } -int SwordLogic::fnTurn(BsObject *cpt, int32 id, int32 dir, int32 stance, int32 c, int32 d, int32 a, int32 b) { +int Logic::fnTurn(Object *cpt, int32 id, int32 dir, int32 stance, int32 c, int32 d, int32 a, int32 b) { if (stance > 0) dir = 9; int route = _router->routeFinder(id, cpt, cpt->o_xcoord, cpt->o_ycoord, dir); @@ -1387,7 +1389,7 @@ int SwordLogic::fnTurn(BsObject *cpt, int32 id, int32 dir, int32 stance, int32 c return SCRIPT_STOP; } -int SwordLogic::fnStand(BsObject *cpt, int32 id, int32 dir, int32 stance, int32 c, int32 d, int32 a, int32 b) { +int Logic::fnStand(Object *cpt, int32 id, int32 dir, int32 stance, int32 c, int32 d, int32 a, int32 b) { if ((dir < 0) || (dir > 8)) { warning("fnStand:: invalid direction %d", dir); return SCRIPT_CONT; @@ -1403,7 +1405,7 @@ int SwordLogic::fnStand(BsObject *cpt, int32 id, int32 dir, int32 stance, int32 return SCRIPT_STOP; } -int SwordLogic::fnStandAt(BsObject *cpt, int32 id, int32 x, int32 y, int32 dir, int32 stance, int32 a, int32 b) { +int Logic::fnStandAt(Object *cpt, int32 id, int32 x, int32 y, int32 dir, int32 stance, int32 a, int32 b) { if ((dir < 0) || (dir > 8)) { warning("fnStandAt:: invalid direction %d", dir); return SCRIPT_CONT; @@ -1415,8 +1417,8 @@ int SwordLogic::fnStandAt(BsObject *cpt, int32 id, int32 x, int32 y, int32 dir, return fnStand(cpt, id, dir, stance, 0, 0, 0, 0); } -int SwordLogic::fnFace(BsObject *cpt, int32 id, int32 targetId, int32 b, int32 c, int32 d, int32 a, int32 z) { - BsObject *target = _objMan->fetchObject(targetId); +int Logic::fnFace(Object *cpt, int32 id, int32 targetId, int32 b, int32 c, int32 d, int32 a, int32 z) { + Object *target = _objMan->fetchObject(targetId); int32 x, y; if ((target->o_type == TYPE_MEGA) || (target->o_type == TYPE_PLAYER)) { x = target->o_xcoord; @@ -1430,14 +1432,14 @@ int SwordLogic::fnFace(BsObject *cpt, int32 id, int32 targetId, int32 b, int32 c return SCRIPT_STOP; } -int SwordLogic::fnFaceXy(BsObject *cpt, int32 id, int32 x, int32 y, int32 c, int32 d, int32 a, int32 b) { +int Logic::fnFaceXy(Object *cpt, int32 id, int32 x, int32 y, int32 c, int32 d, int32 a, int32 b) { int megaTarDir = whatTarget(cpt->o_xcoord, cpt->o_ycoord, x, y); fnTurn(cpt, id, megaTarDir, 0, 0, 0, 0, 0); return SCRIPT_STOP; } -int SwordLogic::fnIsFacing(BsObject *cpt, int32 id, int32 targetId, int32 b, int32 c, int32 d, int32 a, int32 z) { - BsObject *target = _objMan->fetchObject(targetId); +int Logic::fnIsFacing(Object *cpt, int32 id, int32 targetId, int32 b, int32 c, int32 d, int32 a, int32 z) { + Object *target = _objMan->fetchObject(targetId); int32 x, y, dir; if ((target->o_type == TYPE_MEGA) || (target->o_type == TYPE_PLAYER)) { x = target->o_xcoord; @@ -1457,8 +1459,8 @@ int SwordLogic::fnIsFacing(BsObject *cpt, int32 id, int32 targetId, int32 b, int return SCRIPT_STOP; } -int SwordLogic::fnGetTo(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { - BsObject *place = _objMan->fetchObject(cpt->o_place); +int Logic::fnGetTo(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { + Object *place = _objMan->fetchObject(cpt->o_place); cpt->o_tree.o_script_level++; cpt->o_tree.o_script_pc[cpt->o_tree.o_script_level] = place->o_get_to_script; @@ -1466,18 +1468,18 @@ int SwordLogic::fnGetTo(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int3 return SCRIPT_STOP; } -int SwordLogic::fnGetToError(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnGetToError(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { debug(1, "fnGetToError: compact %d at place %d no get-to for target %d, click_id %d\n", id, cpt->o_place, cpt->o_target, _scriptVars[CLICK_ID]); return SCRIPT_CONT; } -int SwordLogic::fnRandom(BsObject *compact, int32 id, int32 min, int32 max, int32 e, int32 f, int32 z, int32 x) { +int Logic::fnRandom(Object *compact, int32 id, int32 min, int32 max, int32 e, int32 f, int32 z, int32 x) { _scriptVars[RETURN_VALUE] = _rnd.getRandomNumberRng(min, max); return SCRIPT_CONT; } -int SwordLogic::fnGetPos(BsObject *cpt, int32 id, int32 targetId, int32 b, int32 c, int32 d, int32 z, int32 x) { - BsObject *target = _objMan->fetchObject(targetId); +int Logic::fnGetPos(Object *cpt, int32 id, int32 targetId, int32 b, int32 c, int32 d, int32 z, int32 x) { + Object *target = _objMan->fetchObject(targetId); if ((target->o_type == TYPE_MEGA) || (target->o_type == TYPE_PLAYER)) { _scriptVars[RETURN_VALUE] = target->o_xcoord; _scriptVars[RETURN_VALUE_2] = target->o_ycoord; @@ -1503,23 +1505,23 @@ int SwordLogic::fnGetPos(BsObject *cpt, int32 id, int32 targetId, int32 b, int32 return SCRIPT_CONT; } -int SwordLogic::fnGetGamepadXy(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnGetGamepadXy(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { // playstation only return SCRIPT_CONT; } -int SwordLogic::fnPlayFx(BsObject *cpt, int32 id, int32 fxNo, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnPlayFx(Object *cpt, int32 id, int32 fxNo, int32 b, int32 c, int32 d, int32 z, int32 x) { _scriptVars[RETURN_VALUE] = _sound->addToQueue(fxNo); return SCRIPT_CONT; } -int SwordLogic::fnStopFx(BsObject *cpt, int32 id, int32 fxNo, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnStopFx(Object *cpt, int32 id, int32 fxNo, int32 b, int32 c, int32 d, int32 z, int32 x) { _sound->fnStopFx(fxNo); //_sound->removeFromQueue(fxNo); return SCRIPT_CONT; } -int SwordLogic::fnPlayMusic(BsObject *cpt, int32 id, int32 tuneId, int32 loopFlag, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnPlayMusic(Object *cpt, int32 id, int32 tuneId, int32 loopFlag, int32 c, int32 d, int32 z, int32 x) { if (tuneId == 153) return SCRIPT_CONT; if (loopFlag == LOOPED) @@ -1531,46 +1533,46 @@ int SwordLogic::fnPlayMusic(BsObject *cpt, int32 id, int32 tuneId, int32 loopFla return SCRIPT_CONT; } -int SwordLogic::fnStopMusic(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnStopMusic(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { _scriptVars[CURRENT_MUSIC] = 0; _music->fadeDown(); return SCRIPT_CONT; } -int SwordLogic::fnInnerSpace(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnInnerSpace(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { error("fnInnerSpace() not working."); return SCRIPT_STOP; } -int SwordLogic::fnSetScreen(BsObject *cpt, int32 id, int32 target, int32 screen, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnSetScreen(Object *cpt, int32 id, int32 target, int32 screen, int32 c, int32 d, int32 z, int32 x) { _objMan->fetchObject(target)->o_screen = screen; return SCRIPT_CONT; } -int SwordLogic::fnPreload(BsObject *cpt, int32 id, int32 resId, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnPreload(Object *cpt, int32 id, int32 resId, int32 b, int32 c, int32 d, int32 z, int32 x) { _resMan->resOpen(resId); _resMan->resClose(resId); return SCRIPT_CONT; } -int SwordLogic::fnCheckCD(BsObject *cpt, int32 id, int32 screen, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnCheckCD(Object *cpt, int32 id, int32 screen, int32 b, int32 c, int32 d, int32 z, int32 x) { // only a dummy, here. // the check is done in the mainloop return SCRIPT_CONT; } -int SwordLogic::fnRestartGame(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnRestartGame(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { SwordEngine::_systemVars.forceRestart = true; cpt->o_logic = LOGIC_quit; return SCRIPT_STOP; } -int SwordLogic::fnQuitGame(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnQuitGame(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { error("fnQuitGame() called"); return SCRIPT_STOP; } -int SwordLogic::fnDeathScreen(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnDeathScreen(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { if (_scriptVars[FINALE_OPTION_FLAG] == 4) // successful end of game! SwordEngine::_systemVars.deathScreenFlag = 2; @@ -1581,51 +1583,51 @@ int SwordLogic::fnDeathScreen(BsObject *cpt, int32 id, int32 a, int32 b, int32 c return SCRIPT_STOP; } -int SwordLogic::fnSetParallax(BsObject *cpt, int32 id, int32 screen, int32 resId, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnSetParallax(Object *cpt, int32 id, int32 screen, int32 resId, int32 c, int32 d, int32 z, int32 x) { _screen->fnSetParallax(screen, resId); return SCRIPT_CONT; } -int SwordLogic::fnTdebug(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnTdebug(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { debug(1, "Script TDebug id %d code %d, %d", id, a, b); return SCRIPT_CONT; } -int SwordLogic::fnRedFlash(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnRedFlash(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { _screen->fnFlash(FLASH_RED); return SCRIPT_CONT; } -int SwordLogic::fnBlueFlash(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnBlueFlash(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { _screen->fnFlash(FLASH_BLUE); return SCRIPT_CONT; } -int SwordLogic::fnYellow(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnYellow(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { _screen->fnFlash(BORDER_YELLOW); return SCRIPT_CONT; } -int SwordLogic::fnGreen(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnGreen(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { _screen->fnFlash(BORDER_GREEN); return SCRIPT_CONT; } -int SwordLogic::fnPurple(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnPurple(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { _screen->fnFlash(BORDER_PURPLE); return SCRIPT_CONT; } -int SwordLogic::fnBlack(BsObject *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { +int Logic::fnBlack(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) { _screen->fnFlash(BORDER_BLACK); return SCRIPT_CONT; } -uint16 SwordLogic::inRange(uint16 a, uint16 b, uint16 c) { +uint16 Logic::inRange(uint16 a, uint16 b, uint16 c) { return (a > b)? a : (((b > c) ? c : b)); } -const uint32 SwordLogic::_scriptVarInit[NON_ZERO_SCRIPT_VARS][2] = { +const uint32 Logic::_scriptVarInit[NON_ZERO_SCRIPT_VARS][2] = { { 42, 448}, { 43, 378}, { 51, 1}, { 92, 1}, { 147, 71}, { 201, 1}, { 209, 1}, { 215, 1}, { 242, 2}, { 244, 1}, { 246, 3}, { 247, 1}, { 253, 1}, { 297, 1}, { 398, 1}, { 508, 1}, { 605, 1}, { 606, 1}, @@ -1643,3 +1645,5 @@ const uint32 SwordLogic::_scriptVarInit[NON_ZERO_SCRIPT_VARS][2] = { {1116, 63}, {1117, 64}, {1118, 65}, {1119, 66}, {1120, 67}, {1121, 68}, {1122, 69}, {1123, 71}, {1124, 72}, {1125, 73}, {1126, 74} }; + +} // End of namespace Sword1 diff --git a/sword1/logic.h b/sword1/logic.h index 9a1f98c21b..c49d12092b 100644 --- a/sword1/logic.h +++ b/sword1/logic.h @@ -27,175 +27,179 @@ #include "objectman.h" #include "common/util.h" +namespace Sword1 { + #define NON_ZERO_SCRIPT_VARS 95 #define NUM_SCRIPT_VARS 1179 -class SwordText; -class SwordSound; +class Text; +class Sound; class EventManager; -class SwordMenu; -class SwordRouter; -class SwordScreen; -class SwordMouse; -class SwordMusic; +class Menu; +class Router; +class Screen; +class Mouse; +class Music; -class SwordLogic; -typedef int (SwordLogic::*BSMcodeTable)(BsObject *, int32, int32, int32, int32, int32, int32, int32); +class Logic; +typedef int (Logic::*BSMcodeTable)(Object *, int32, int32, int32, int32, int32, int32, int32); -class SwordLogic { +class Logic { public: - SwordLogic(ObjectMan *pObjMan, ResMan *resMan, SwordScreen *pScreen, SwordMouse *pMouse, SwordSound *pSound, SwordMusic *pMusic, SwordMenu *pMenu); - ~SwordLogic(void); + Logic(ObjectMan *pObjMan, ResMan *resMan, Screen *pScreen, Mouse *pMouse, Sound *pSound, Music *pMusic, Menu *pMenu); + ~Logic(void); void initialize(void); void newScreen(uint32 screen); void engine(void); void updateScreenParams(void); - void runMouseScript(BsObject *cpt, int32 scriptId); + void runMouseScript(Object *cpt, int32 scriptId); static uint32 _scriptVars[NUM_SCRIPT_VARS]; // public for startPositions() - int fnAddObject (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnEnterSection (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnPlaySequence (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnMegaSet (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnNoSprite (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnAddObject (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnEnterSection (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnPlaySequence (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnMegaSet (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnNoSprite (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); // public for mouse (menu looking) - int cfnPresetScript (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int cfnPresetScript (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); private: ObjectMan *_objMan; ResMan *_resMan; - SwordScreen *_screen; - SwordSound *_sound; - SwordMouse *_mouse; - SwordRouter *_router; - SwordText *_textMan; + Screen *_screen; + Sound *_sound; + Mouse *_mouse; + Router *_router; + Text *_textMan; EventManager *_eventMan; - SwordMenu *_menu; - SwordMusic *_music; + Menu *_menu; + Music *_music; uint32 _newScript; // <= ugly, but I can't avoid it. bool _speechRunning, _speechFinished, _textRunning; uint8 _speechClickDelay; Common::RandomSource _rnd; - int scriptManager(BsObject *compact, uint32 id); - void processLogic(BsObject *compact, uint32 id); - int interpretScript(BsObject *compact, int id, Header *scriptModule, int scriptBase, int scriptNum); + int scriptManager(Object *compact, uint32 id); + void processLogic(Object *compact, uint32 id); + int interpretScript(Object *compact, int id, Header *scriptModule, int scriptBase, int scriptNum); - int logicWaitTalk(BsObject *compact); - int logicStartTalk(BsObject *compact); - int logicArAnimate(BsObject *compact, uint32 id); - int speechDriver(BsObject *compact); - int fullAnimDriver(BsObject *compact); - int animDriver(BsObject *compact); + int logicWaitTalk(Object *compact); + int logicStartTalk(Object *compact); + int logicArAnimate(Object *compact, uint32 id); + int speechDriver(Object *compact); + int fullAnimDriver(Object *compact); + int animDriver(Object *compact); static BSMcodeTable _mcodeTable[100]; uint16 inRange(uint16 a, uint16 b, uint16 c); //- mcodeTable: - int fnBackground (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnForeground (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSort (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnAnim (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetFrame (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnFullAnim (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnFullSetFrame (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnFadeDown (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnFadeUp (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnCheckFade (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetSpritePalette(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetWholePalette(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetFadeTargetPalette(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetPaletteToFade(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetPaletteToCut(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - - int fnIdle (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnPause (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnPauseSeconds (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnQuit (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnKillId (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSuicide (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnNewScript (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSubScript (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnRestartScript (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetBookmark (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnGotoBookmark (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSendSync (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnWaitSync (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnBackground (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnForeground (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSort (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnAnim (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetFrame (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnFullAnim (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnFullSetFrame (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnFadeDown (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnFadeUp (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnCheckFade (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetSpritePalette(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetWholePalette(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetFadeTargetPalette(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetPaletteToFade(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetPaletteToCut(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + + int fnIdle (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnPause (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnPauseSeconds (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnQuit (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnKillId (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSuicide (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnNewScript (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSubScript (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnRestartScript (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetBookmark (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnGotoBookmark (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSendSync (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnWaitSync (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int cfnClickInteract(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int cfnSetScript (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - - int fnInteract (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnIssueEvent (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnCheckForEvent (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnWipeHands (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnISpeak (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnTheyDo (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnTheyDoWeWait (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnWeWait (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnChangeSpeechText(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnTalkError (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnStartTalk (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnCheckForTextLine(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnAddTalkWaitStatusBit(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnRemoveTalkWaitStatusBit(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - - int fnNoHuman (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnAddHuman (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnBlankMouse (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnNormalMouse (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnLockMouse (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnUnlockMouse (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetMousePointer(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetMouseLuggage(BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnMouseOn (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnMouseOff (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnChooser (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnEndChooser (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnStartMenu (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnEndMenu (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int cfnClickInteract(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int cfnSetScript (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + + int fnInteract (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnIssueEvent (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnCheckForEvent (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnWipeHands (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnISpeak (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnTheyDo (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnTheyDoWeWait (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnWeWait (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnChangeSpeechText(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnTalkError (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnStartTalk (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnCheckForTextLine(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnAddTalkWaitStatusBit(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnRemoveTalkWaitStatusBit(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + + int fnNoHuman (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnAddHuman (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnBlankMouse (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnNormalMouse (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnLockMouse (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnUnlockMouse (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetMousePointer(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetMouseLuggage(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnMouseOn (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnMouseOff (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnChooser (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnEndChooser (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnStartMenu (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnEndMenu (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int cfnReleaseMenu (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int cfnReleaseMenu (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnAddSubject (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnRemoveObject (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnLeaveSection (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnChangeFloor (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnWalk (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnTurn (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnStand (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnStandAt (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnFace (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnFaceXy (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnIsFacing (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnGetTo (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnGetToError (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnGetPos (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnGetGamepadXy (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnPlayFx (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnStopFx (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnPlayMusic (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnStopMusic (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnInnerSpace (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnRandom (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetScreen (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnPreload (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnCheckCD (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnRestartGame (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnQuitGame (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnDeathScreen (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnSetParallax (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnTdebug (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - - int fnRedFlash (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnBlueFlash (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnYellow (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnGreen (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnPurple (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); - int fnBlack (BsObject *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnAddSubject (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnRemoveObject (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnLeaveSection (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnChangeFloor (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnWalk (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnTurn (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnStand (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnStandAt (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnFace (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnFaceXy (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnIsFacing (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnGetTo (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnGetToError (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnGetPos (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnGetGamepadXy (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnPlayFx (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnStopFx (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnPlayMusic (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnStopMusic (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnInnerSpace (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnRandom (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetScreen (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnPreload (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnCheckCD (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnRestartGame (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnQuitGame (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnDeathScreen (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnSetParallax (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnTdebug (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + + int fnRedFlash (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnBlueFlash (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnYellow (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnGreen (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnPurple (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); + int fnBlack (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x); static const uint32 _scriptVarInit[NON_ZERO_SCRIPT_VARS][2]; }; +} // End of namespace Sword1 + #endif //BSLOGIC_H diff --git a/sword1/memman.cpp b/sword1/memman.cpp index 43cfdbf7eb..37c8574fbe 100644 --- a/sword1/memman.cpp +++ b/sword1/memman.cpp @@ -23,6 +23,8 @@ #include "memman.h" #include "common/util.h" +namespace Sword1 { + MemMan::MemMan(void) { _alloced = 0; _memListFree = _memListFreeEnd = NULL; @@ -31,7 +33,7 @@ MemMan::MemMan(void) { MemMan::~MemMan(void) { } -void MemMan::alloc(BsMemHandle *bsMem, uint32 pSize, uint16 pCond) { +void MemMan::alloc(MemHandle *bsMem, uint32 pSize, uint16 pCond) { _alloced += pSize; bsMem->data = (void*)malloc(pSize); if (!bsMem->data) @@ -46,7 +48,7 @@ void MemMan::alloc(BsMemHandle *bsMem, uint32 pSize, uint16 pCond) { checkMemoryUsage(); } -void MemMan::freeNow(BsMemHandle *bsMem) { +void MemMan::freeNow(MemHandle *bsMem) { if (bsMem->cond != MEM_FREED) { _alloced -= bsMem->size; removeFromFreeList(bsMem); @@ -55,7 +57,7 @@ void MemMan::freeNow(BsMemHandle *bsMem) { } } -void MemMan::setCondition(BsMemHandle *bsMem, uint16 pCond) { +void MemMan::setCondition(MemHandle *bsMem, uint16 pCond) { if ((pCond == MEM_FREED) || (pCond > MEM_DONT_FREE)) error("MemMan::setCondition: program tried to set illegal memory condition"); if (bsMem->cond != pCond) { @@ -89,7 +91,7 @@ void MemMan::checkMemoryUsage(void) { } } -void MemMan::addToFreeList(BsMemHandle *bsMem) { +void MemMan::addToFreeList(MemHandle *bsMem) { if (bsMem->next || bsMem->prev) { warning("addToFreeList: mem block is already in freeList"); return; @@ -103,7 +105,7 @@ void MemMan::addToFreeList(BsMemHandle *bsMem) { _memListFreeEnd = _memListFree; } -void MemMan::removeFromFreeList(BsMemHandle *bsMem) { +void MemMan::removeFromFreeList(MemHandle *bsMem) { if (_memListFree == bsMem) _memListFree = bsMem->next; if (_memListFreeEnd == bsMem) @@ -116,7 +118,8 @@ void MemMan::removeFromFreeList(BsMemHandle *bsMem) { bsMem->next = bsMem->prev = NULL; } -void MemMan::initHandle(BsMemHandle *bsMem) { - memset(bsMem, 0, sizeof(BsMemHandle)); +void MemMan::initHandle(MemHandle *bsMem) { + memset(bsMem, 0, sizeof(MemHandle)); } +} // End of namespace Sword1 diff --git a/sword1/memman.h b/sword1/memman.h index d24a544e45..018164a5ad 100644 --- a/sword1/memman.h +++ b/sword1/memman.h @@ -24,12 +24,14 @@ #include "scummsys.h" -struct BsMemHandle { +namespace Sword1 { + +struct MemHandle { void *data; uint32 size; uint32 refCount; uint16 cond; - BsMemHandle *next, *prev; + MemHandle *next, *prev; }; // mem conditions: #define MEM_FREED 0 @@ -42,18 +44,20 @@ class MemMan { public: MemMan(void); ~MemMan(void); - void alloc(BsMemHandle *bsMem, uint32 pSize, uint16 pCond = MEM_DONT_FREE); - void setCondition(BsMemHandle *bsMem, uint16 pCond); - void freeNow(BsMemHandle *bsMem); - void initHandle(BsMemHandle *bsMem); + void alloc(MemHandle *bsMem, uint32 pSize, uint16 pCond = MEM_DONT_FREE); + void setCondition(MemHandle *bsMem, uint16 pCond); + void freeNow(MemHandle *bsMem); + void initHandle(MemHandle *bsMem); void flush(void); private: - void addToFreeList(BsMemHandle *bsMem); - void removeFromFreeList(BsMemHandle *bsMem); + void addToFreeList(MemHandle *bsMem); + void removeFromFreeList(MemHandle *bsMem); void checkMemoryUsage(void); uint32 _alloced; //currently allocated memory - BsMemHandle *_memListFree; - BsMemHandle *_memListFreeEnd; + MemHandle *_memListFree; + MemHandle *_memListFreeEnd; }; +} // End of namespace Sword1 + #endif //MEMMAN_H diff --git a/sword1/menu.cpp b/sword1/menu.cpp index d643a22850..7eff49103a 100644 --- a/sword1/menu.cpp +++ b/sword1/menu.cpp @@ -29,6 +29,8 @@ #include "screen.h" #include "logic.h" +namespace Sword1 { + enum { MENU_CLOSED, MENU_CLOSING, @@ -36,7 +38,7 @@ enum { MENU_OPEN }; -const byte SwordMenu::_fadeEffectTop[64] = { +const byte Menu::_fadeEffectTop[64] = { 1, 7, 5, 3, 2, 4, 6, 0, 3, 1, 7, 5, 4, 6, 0, 2, 5, 3, 1, 7, 6, 0, 2, 4, @@ -47,7 +49,7 @@ const byte SwordMenu::_fadeEffectTop[64] = { 1, 7, 5, 3, 2, 4, 6, 0 }; -const byte SwordMenu::_fadeEffectBottom[64] = { +const byte Menu::_fadeEffectBottom[64] = { 7, 6, 5, 4, 3, 2, 1, 0, 0, 7, 6, 5, 4, 3, 2, 1, 1, 0, 7, 6, 5, 4, 3, 2, @@ -58,7 +60,7 @@ const byte SwordMenu::_fadeEffectBottom[64] = { 6, 5, 4, 3, 2, 1, 0, 7 }; -SwordMenuIcon::SwordMenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, SwordScreen *screen) { +MenuIcon::MenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, Screen *screen) { _menuType = menuType; _menuPos = menuPos; _resId = resId; @@ -67,7 +69,7 @@ SwordMenuIcon::SwordMenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 _selected = false; } -bool SwordMenuIcon::wasClicked(uint16 mouseX, uint16 mouseY) { +bool MenuIcon::wasClicked(uint16 mouseX, uint16 mouseY) { if (((_menuType == MENU_TOP) && (mouseY >= 40)) || ((_menuType == MENU_BOT) && (mouseY < 440))) return false; if ((mouseX >= _menuPos * 40) && (mouseX < (_menuPos + 1) * 40)) @@ -76,17 +78,17 @@ bool SwordMenuIcon::wasClicked(uint16 mouseX, uint16 mouseY) { return false; } -void SwordMenuIcon::setSelect(bool pSel) { +void MenuIcon::setSelect(bool pSel) { _selected = pSel; } -void SwordMenuIcon::draw(const byte *fadeMask, int8 fadeStatus) { +void MenuIcon::draw(const byte *fadeMask, int8 fadeStatus) { uint16 x = _menuPos * 40; uint16 y = (_menuType == MENU_TOP)?(0):(440); _screen->showFrame(x, y, _resId, _frame + (_selected ? 1 : 0), fadeMask, fadeStatus); } -SwordMenu::SwordMenu(SwordScreen *pScreen, SwordMouse *pMouse) { +Menu::Menu(Screen *pScreen, Mouse *pMouse) { uint8 cnt; _screen = pScreen; _mouse = pMouse; @@ -101,7 +103,7 @@ SwordMenu::SwordMenu(SwordScreen *pScreen, SwordMouse *pMouse) { _inMenu = 0; } -void SwordMenu::refreshMenus() { +void Menu::refreshMenus() { if (_objectBarStatus == MENU_OPEN) { buildMenu(); for (uint8 cnt = 0; cnt < 16; cnt++) { @@ -122,7 +124,7 @@ void SwordMenu::refreshMenus() { } } -uint8 SwordMenu::checkMenuClick(uint8 menuType) { +uint8 Menu::checkMenuClick(uint8 menuType) { uint16 mouseEvent = _mouse->testEvent(); if (!mouseEvent) return 0; @@ -132,30 +134,30 @@ uint8 SwordMenu::checkMenuClick(uint8 menuType) { // Conversation mode. Icons are highlighted on mouse-down, but // the actual response is made on mouse-up. if (menuType == MENU_BOT) { - if (SwordLogic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) { - for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) { - if (_subjectBar[cnt] == SwordLogic::_scriptVars[OBJECT_HELD]) + if (Logic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) { + for (uint8 cnt = 0; cnt < Logic::_scriptVars[IN_SUBJECT]; cnt++) { + if (_subjectBar[cnt] == Logic::_scriptVars[OBJECT_HELD]) return cnt + 1; } } else if (mouseEvent & BS1L_BUTTON_DOWN) { - for (uint8 cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) { + for (uint8 cnt = 0; cnt < Logic::_scriptVars[IN_SUBJECT]; cnt++) { if (_subjects[cnt]->wasClicked(x, y)) { - SwordLogic::_scriptVars[OBJECT_HELD] = _subjectBar[cnt]; + Logic::_scriptVars[OBJECT_HELD] = _subjectBar[cnt]; refreshMenus(); break; } } } } else { - if (SwordLogic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) { + if (Logic::_scriptVars[OBJECT_HELD] && (mouseEvent & BS1L_BUTTON_UP)) { for (uint8 cnt = 0; cnt < _inMenu; cnt++) { - if (_menuList[cnt] == SwordLogic::_scriptVars[OBJECT_HELD]) + if (_menuList[cnt] == Logic::_scriptVars[OBJECT_HELD]) return cnt + 1; } } else if (mouseEvent & BS1L_BUTTON_DOWN) { for (uint8 cnt = 0; cnt < _inMenu; cnt++) { if (_objects[cnt]->wasClicked(x, y)) { - SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; + Logic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; refreshMenus(); break; } @@ -168,21 +170,21 @@ uint8 SwordMenu::checkMenuClick(uint8 menuType) { for (uint8 cnt = 0; cnt < _inMenu; cnt++) { if (_objects[cnt]->wasClicked(x, y)) { if (mouseEvent & BS1R_BUTTON_DOWN) { // looking at item - SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; - SwordLogic::_scriptVars[MENU_LOOKING] = 1; - SwordLogic::_scriptVars[DEFAULT_ICON_TEXT] = _objectDefs[_menuList[cnt]].textDesc; + Logic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; + Logic::_scriptVars[MENU_LOOKING] = 1; + Logic::_scriptVars[DEFAULT_ICON_TEXT] = _objectDefs[_menuList[cnt]].textDesc; } else if (mouseEvent & BS1L_BUTTON_DOWN) { - if (SwordLogic::_scriptVars[OBJECT_HELD]) { - if (SwordLogic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) { + if (Logic::_scriptVars[OBJECT_HELD]) { + if (Logic::_scriptVars[OBJECT_HELD] == _menuList[cnt]) { _mouse->setLuggage(0, 0); - SwordLogic::_scriptVars[OBJECT_HELD] = 0; // reselected => deselect it + Logic::_scriptVars[OBJECT_HELD] = 0; // reselected => deselect it } else { // the player is clicking another item on this one. // run its use-script, if there is one - SwordLogic::_scriptVars[SECOND_ITEM] = _menuList[cnt]; + Logic::_scriptVars[SECOND_ITEM] = _menuList[cnt]; _mouse->setLuggage(0, 0); } } else { - SwordLogic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; + Logic::_scriptVars[OBJECT_HELD] = _menuList[cnt]; _mouse->setLuggage(_objectDefs[_menuList[cnt]].luggageIconRes, 0); } } @@ -195,25 +197,25 @@ uint8 SwordMenu::checkMenuClick(uint8 menuType) { return 0; } -void SwordMenu::buildSubjects(void) { +void Menu::buildSubjects(void) { uint8 cnt; for (cnt = 0; cnt < 16; cnt++) if (_subjects[cnt]) { delete _subjects[cnt]; _subjects[cnt] = NULL; } - for (cnt = 0; cnt < SwordLogic::_scriptVars[IN_SUBJECT]; cnt++) { + for (cnt = 0; cnt < Logic::_scriptVars[IN_SUBJECT]; cnt++) { uint32 res = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].subjectRes; uint32 frame = _subjectList[(_subjectBar[cnt] & 65535) - BASE_SUBJECT].frameNo; - _subjects[cnt] = new SwordMenuIcon(MENU_BOT, cnt, res, frame, _screen); - if (SwordLogic::_scriptVars[OBJECT_HELD]) - _subjects[cnt]->setSelect(_subjectBar[cnt] == SwordLogic::_scriptVars[OBJECT_HELD]); + _subjects[cnt] = new MenuIcon(MENU_BOT, cnt, res, frame, _screen); + if (Logic::_scriptVars[OBJECT_HELD]) + _subjects[cnt]->setSelect(_subjectBar[cnt] == Logic::_scriptVars[OBJECT_HELD]); else _subjects[cnt]->setSelect(true); } } -void SwordMenu::refresh(uint8 menuType) { +void Menu::refresh(uint8 menuType) { uint i; if (menuType == MENU_TOP) { @@ -259,7 +261,7 @@ void SwordMenu::refresh(uint8 menuType) { if (_fadeSubject > 0) _fadeSubject--; else { - for (i = 0; i < SwordLogic::_scriptVars[IN_SUBJECT]; i++) { + for (i = 0; i < Logic::_scriptVars[IN_SUBJECT]; i++) { delete _subjects[i]; _subjects[i] = NULL; } @@ -269,8 +271,8 @@ void SwordMenu::refresh(uint8 menuType) { } } -void SwordMenu::buildMenu(void) { - uint32 *pockets = SwordLogic::_scriptVars + POCKET_1; +void Menu::buildMenu(void) { + uint32 *pockets = Logic::_scriptVars + POCKET_1; for (uint8 cnt = 0; cnt < _inMenu; cnt++) if (_objects[cnt]) { delete _objects[cnt]; @@ -283,15 +285,15 @@ void SwordMenu::buildMenu(void) { _inMenu++; } for (uint32 menuSlot = 0; menuSlot < _inMenu; menuSlot++) { - _objects[menuSlot] = new SwordMenuIcon(MENU_TOP, menuSlot, _objectDefs[_menuList[menuSlot]].bigIconRes, _objectDefs[_menuList[menuSlot]].bigIconFrame, _screen); - uint32 objHeld = SwordLogic::_scriptVars[OBJECT_HELD]; + _objects[menuSlot] = new MenuIcon(MENU_TOP, menuSlot, _objectDefs[_menuList[menuSlot]].bigIconRes, _objectDefs[_menuList[menuSlot]].bigIconFrame, _screen); + uint32 objHeld = Logic::_scriptVars[OBJECT_HELD]; // check highlighting - if (SwordLogic::_scriptVars[MENU_LOOKING] || _subjectBarStatus == MENU_OPEN) { // either we're in the chooser or we're doing a 'LOOK AT' + if (Logic::_scriptVars[MENU_LOOKING] || _subjectBarStatus == MENU_OPEN) { // either we're in the chooser or we're doing a 'LOOK AT' if ((!objHeld) || (objHeld == _menuList[menuSlot])) _objects[menuSlot]->setSelect(true); - } else if (SwordLogic::_scriptVars[SECOND_ITEM]) { // clicked luggage onto 2nd icon - we need to colour-highlight the 2 relevant icons & grey out the rest - if ((_menuList[menuSlot] == objHeld) || (_menuList[menuSlot] == SwordLogic::_scriptVars[SECOND_ITEM])) + } else if (Logic::_scriptVars[SECOND_ITEM]) { // clicked luggage onto 2nd icon - we need to colour-highlight the 2 relevant icons & grey out the rest + if ((_menuList[menuSlot] == objHeld) || (_menuList[menuSlot] == Logic::_scriptVars[SECOND_ITEM])) _objects[menuSlot]->setSelect(true); } else { // this object is selected - ie. GREYED OUT if (objHeld != _menuList[menuSlot]) @@ -300,7 +302,7 @@ void SwordMenu::buildMenu(void) { } } -void SwordMenu::showMenu(uint8 menuType) { +void Menu::showMenu(uint8 menuType) { if (menuType == MENU_TOP) { if (_objectBarStatus == MENU_OPEN) { for (uint8 cnt = 0; cnt < 16; cnt++) { @@ -317,21 +319,21 @@ void SwordMenu::showMenu(uint8 menuType) { } } -void SwordMenu::fnStartMenu(void) { - SwordLogic::_scriptVars[OBJECT_HELD] = 0; // icon no longer selected - SwordLogic::_scriptVars[SECOND_ITEM] = 0; // second icon no longer selected (after using one on another) - SwordLogic::_scriptVars[MENU_LOOKING] = 0; // no longer 'looking at' an icon +void Menu::fnStartMenu(void) { + Logic::_scriptVars[OBJECT_HELD] = 0; // icon no longer selected + Logic::_scriptVars[SECOND_ITEM] = 0; // second icon no longer selected (after using one on another) + Logic::_scriptVars[MENU_LOOKING] = 0; // no longer 'looking at' an icon buildMenu(); showMenu(MENU_TOP); } -void SwordMenu::fnEndMenu(void) { +void Menu::fnEndMenu(void) { if (_objectBarStatus != MENU_CLOSED) _objectBarStatus = MENU_CLOSING; } -void SwordMenu::fnChooser(BsObject *compact) { - SwordLogic::_scriptVars[OBJECT_HELD] = 0; +void Menu::fnChooser(Object *compact) { + Logic::_scriptVars[OBJECT_HELD] = 0; _mouse->setLuggage(0, 0); buildSubjects(); compact->o_logic = LOGIC_choose; @@ -339,20 +341,20 @@ void SwordMenu::fnChooser(BsObject *compact) { _subjectBarStatus = MENU_OPENING; } -void SwordMenu::fnEndChooser(void) { - SwordLogic::_scriptVars[OBJECT_HELD] = 0; +void Menu::fnEndChooser(void) { + Logic::_scriptVars[OBJECT_HELD] = 0; _subjectBarStatus = MENU_CLOSING; _objectBarStatus = MENU_CLOSING; _mouse->controlPanel(false); _mouse->setLuggage(0, 0); } -void SwordMenu::checkTopMenu(void) { +void Menu::checkTopMenu(void) { if (_objectBarStatus == MENU_OPEN) checkMenuClick(MENU_TOP); } -int SwordMenu::logicChooser(BsObject *compact) { +int Menu::logicChooser(Object *compact) { uint8 objSelected = 0; if (_objectBarStatus == MENU_OPEN) objSelected = checkMenuClick(MENU_TOP); @@ -365,11 +367,13 @@ int SwordMenu::logicChooser(BsObject *compact) { return 0; } -void SwordMenu::fnAddSubject(int32 sub) { - _subjectBar[SwordLogic::_scriptVars[IN_SUBJECT]] = sub; - SwordLogic::_scriptVars[IN_SUBJECT]++; +void Menu::fnAddSubject(int32 sub) { + _subjectBar[Logic::_scriptVars[IN_SUBJECT]] = sub; + Logic::_scriptVars[IN_SUBJECT]++; } -void SwordMenu::cfnReleaseMenu(void) { +void Menu::cfnReleaseMenu(void) { _objectBarStatus = MENU_CLOSING; } + +} // End of namespace Sword1 diff --git a/sword1/menu.h b/sword1/menu.h index c5b87ed989..461d883248 100644 --- a/sword1/menu.h +++ b/sword1/menu.h @@ -25,8 +25,10 @@ #include "sworddefs.h" #include "object.h" -class SwordScreen; -class SwordMouse; +namespace Sword1 { + +class Screen; +class Mouse; class ResMan; #define MENU_TOP 0 @@ -45,9 +47,9 @@ struct MenuObject { uint32 useScript; }; -class SwordMenuIcon { +class MenuIcon { public: - SwordMenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, SwordScreen *screen); + MenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, Screen *screen); bool wasClicked(uint16 mouseX, uint16 mouseY); void setSelect(bool pSel); void draw(const byte *fadeMask = NULL, int8 fadeStatus = 0); @@ -56,17 +58,17 @@ private: uint8 _menuType, _menuPos; uint32 _resId, _frame; bool _selected; - SwordScreen *_screen; + Screen *_screen; }; -class SwordMenu { +class Menu { public: - SwordMenu(SwordScreen *pScreen, SwordMouse *pMouse); - void fnChooser(BsObject *compact); + Menu(Screen *pScreen, Mouse *pMouse); + void fnChooser(Object *compact); void fnEndChooser(void); void fnAddSubject(int32 sub); void cfnReleaseMenu(void); - int logicChooser(BsObject *compact); + int logicChooser(Object *compact); void engine(void); void refresh(uint8 menuType); void fnStartMenu(void); @@ -85,19 +87,21 @@ private: void refreshMenus(void); uint8 checkMenuClick(uint8 menuType); //- lower menu, speech subjects: - SwordMenuIcon *_subjects[16]; + MenuIcon *_subjects[16]; uint32 _subjectBar[16]; //- top menu, items - SwordMenuIcon *_objects[TOTAL_pockets]; + MenuIcon *_objects[TOTAL_pockets]; uint32 _menuList[TOTAL_pockets]; uint32 _inMenu; - SwordScreen *_screen; - SwordMouse *_mouse; + Screen *_screen; + Mouse *_mouse; static const Subject _subjectList[TOTAL_subjects]; static const byte _fadeEffectTop[64]; static const byte _fadeEffectBottom[64]; }; +} // End of namespace Sword1 + #endif //BSMENU_H diff --git a/sword1/mouse.cpp b/sword1/mouse.cpp index a42214ffc8..7add561ab7 100644 --- a/sword1/mouse.cpp +++ b/sword1/mouse.cpp @@ -31,16 +31,18 @@ #include "swordres.h" #include "menu.h" -SwordMouse::SwordMouse(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) { +namespace Sword1 { + +Mouse::Mouse(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) { _resMan = pResMan; _objMan = pObjMan; _system = system; _currentPtr = NULL; } -void SwordMouse::initialize(void) { +void Mouse::initialize(void) { _numObjs = 0; - SwordLogic::_scriptVars[MOUSE_STATUS] = 0; // mouse off and unlocked + Logic::_scriptVars[MOUSE_STATUS] = 0; // mouse off and unlocked _getOff = 0; _inTopMenu = false; _mouseOverride = false; @@ -53,7 +55,7 @@ void SwordMouse::initialize(void) { createPointer(0, 0); } -void SwordMouse::controlPanel(bool on) { // true on entering cpanel, false when leaving +void Mouse::controlPanel(bool on) { // true on entering cpanel, false when leaving static uint32 savedPtrId = 0; if (on) { savedPtrId = _currentPtrId; @@ -68,18 +70,18 @@ void SwordMouse::controlPanel(bool on) { // true on entering cpanel, false when } } -void SwordMouse::useLogicAndMenu(SwordLogic *pLogic, SwordMenu *pMenu) { +void Mouse::useLogicAndMenu(Logic *pLogic, Menu *pMenu) { _logic = pLogic; _menu = pMenu; } -void SwordMouse::addToList(int id, BsObject *compact) { +void Mouse::addToList(int id, Object *compact) { _objList[_numObjs].id = id; _objList[_numObjs].compact = compact; _numObjs++; } -void SwordMouse::engine(uint16 x, uint16 y, uint16 eventFlags) { +void Mouse::engine(uint16 x, uint16 y, uint16 eventFlags) { _state = 0; // all mouse events are flushed after one cycle. if (_lastState) { // delay all events by one cycle to notice L_button + R_button clicks correctly. _state = _lastState | eventFlags; @@ -96,22 +98,22 @@ void SwordMouse::engine(uint16 x, uint16 y, uint16 eventFlags) { _mouseX = x; _mouseY = y; - if (!(SwordLogic::_scriptVars[MOUSE_STATUS] & 1)) { // no human? + if (!(Logic::_scriptVars[MOUSE_STATUS] & 1)) { // no human? _numObjs = 0; return; // no human, so we don't want the mouse engine } - if (!SwordLogic::_scriptVars[TOP_MENU_DISABLED]) { + if (!Logic::_scriptVars[TOP_MENU_DISABLED]) { if (y < 40) { // okay, we are in the top menu. if (!_inTopMenu) { // are we just entering it? - if (!SwordLogic::_scriptVars[OBJECT_HELD]) + if (!Logic::_scriptVars[OBJECT_HELD]) _menu->fnStartMenu(); setPointer(MSE_POINTER, 0); } _menu->checkTopMenu(); _inTopMenu = true; } else if (_inTopMenu) { // we're not in the menu. did we just leave it? - if (!SwordLogic::_scriptVars[OBJECT_HELD]) + if (!Logic::_scriptVars[OBJECT_HELD]) _menu->fnEndMenu(); _inTopMenu = false; } @@ -120,8 +122,8 @@ void SwordMouse::engine(uint16 x, uint16 y, uint16 eventFlags) { _inTopMenu = false; } - SwordLogic::_scriptVars[MOUSE_X] = SwordLogic::_scriptVars[SCROLL_OFFSET_X] + x + 128; - SwordLogic::_scriptVars[MOUSE_Y] = SwordLogic::_scriptVars[SCROLL_OFFSET_Y] + y + 128 - 40; + Logic::_scriptVars[MOUSE_X] = Logic::_scriptVars[SCROLL_OFFSET_X] + x + 128; + Logic::_scriptVars[MOUSE_Y] = Logic::_scriptVars[SCROLL_OFFSET_Y] + y + 128 - 40; //- int32 touchedId = 0; @@ -130,17 +132,17 @@ void SwordMouse::engine(uint16 x, uint16 y, uint16 eventFlags) { for (uint16 priority = 0; (priority < 10) && (!touchedId); priority++) { for (uint16 cnt = 0; (cnt < _numObjs) && (!touchedId); cnt++) { if ((_objList[cnt].compact->o_priority == priority) && - (SwordLogic::_scriptVars[MOUSE_X] >= (uint32)_objList[cnt].compact->o_mouse_x1) && - (SwordLogic::_scriptVars[MOUSE_X] <= (uint32)_objList[cnt].compact->o_mouse_x2) && - (SwordLogic::_scriptVars[MOUSE_Y] >= (uint32)_objList[cnt].compact->o_mouse_y1) && - (SwordLogic::_scriptVars[MOUSE_Y] <= (uint32)_objList[cnt].compact->o_mouse_y2)) { + (Logic::_scriptVars[MOUSE_X] >= (uint32)_objList[cnt].compact->o_mouse_x1) && + (Logic::_scriptVars[MOUSE_X] <= (uint32)_objList[cnt].compact->o_mouse_x2) && + (Logic::_scriptVars[MOUSE_Y] >= (uint32)_objList[cnt].compact->o_mouse_y1) && + (Logic::_scriptVars[MOUSE_Y] <= (uint32)_objList[cnt].compact->o_mouse_y2)) { touchedId = _objList[cnt].id; clicked = cnt; } } } - if (touchedId != (int)SwordLogic::_scriptVars[SPECIAL_ITEM]) { //the mouse collision situation has changed in one way or another - SwordLogic::_scriptVars[SPECIAL_ITEM] = touchedId; + if (touchedId != (int)Logic::_scriptVars[SPECIAL_ITEM]) { //the mouse collision situation has changed in one way or another + Logic::_scriptVars[SPECIAL_ITEM] = touchedId; if (_getOff) { // there was something else selected before, run its get-off script _logic->runMouseScript(NULL, _getOff); _getOff = 0; @@ -153,29 +155,29 @@ void SwordMouse::engine(uint16 x, uint16 y, uint16 eventFlags) { } } } else - SwordLogic::_scriptVars[SPECIAL_ITEM] = 0; + Logic::_scriptVars[SPECIAL_ITEM] = 0; if (_state & MOUSE_DOWN_MASK) { if (_inTopMenu) { - if (SwordLogic::_scriptVars[SECOND_ITEM]) - _logic->runMouseScript(NULL, _menu->_objectDefs[SwordLogic::_scriptVars[SECOND_ITEM]].useScript); - if (SwordLogic::_scriptVars[MENU_LOOKING]) + if (Logic::_scriptVars[SECOND_ITEM]) + _logic->runMouseScript(NULL, _menu->_objectDefs[Logic::_scriptVars[SECOND_ITEM]].useScript); + if (Logic::_scriptVars[MENU_LOOKING]) _logic->cfnPresetScript(NULL, -1, PLAYER, SCR_menu_look, 0, 0, 0, 0); } - SwordLogic::_scriptVars[MOUSE_BUTTON] = _state & MOUSE_DOWN_MASK; - if (SwordLogic::_scriptVars[SPECIAL_ITEM]) { - BsObject *compact = _objMan->fetchObject(SwordLogic::_scriptVars[SPECIAL_ITEM]); + Logic::_scriptVars[MOUSE_BUTTON] = _state & MOUSE_DOWN_MASK; + if (Logic::_scriptVars[SPECIAL_ITEM]) { + Object *compact = _objMan->fetchObject(Logic::_scriptVars[SPECIAL_ITEM]); _logic->runMouseScript(compact, compact->o_mouse_click); } } _numObjs = 0; } -uint16 SwordMouse::testEvent(void) { +uint16 Mouse::testEvent(void) { return _state; } -void SwordMouse::createPointer(uint32 ptrId, uint32 luggageId) { +void Mouse::createPointer(uint32 ptrId, uint32 luggageId) { if (_currentPtr) { free(_currentPtr); _currentPtr = NULL; @@ -230,13 +232,13 @@ void SwordMouse::createPointer(uint32 ptrId, uint32 luggageId) { } } -void SwordMouse::setPointer(uint32 resId, uint32 rate) { +void Mouse::setPointer(uint32 resId, uint32 rate) { _currentPtrId = resId; _frame = 0; createPointer(resId, _currentLuggageId); - if ((resId == 0) || (!(SwordLogic::_scriptVars[MOUSE_STATUS] & 1) && (!_mouseOverride))) { + if ((resId == 0) || (!(Logic::_scriptVars[MOUSE_STATUS] & 1) && (!_mouseOverride))) { _system->set_mouse_cursor(NULL, 0, 0, 0, 0); _system->show_mouse(false); } else { @@ -245,14 +247,14 @@ void SwordMouse::setPointer(uint32 resId, uint32 rate) { } } -void SwordMouse::setLuggage(uint32 resId, uint32 rate) { +void Mouse::setLuggage(uint32 resId, uint32 rate) { _currentLuggageId = resId; _frame = 0; createPointer(_currentPtrId, resId); } -void SwordMouse::animate(void) { - if ((SwordLogic::_scriptVars[MOUSE_STATUS] == 1) || (_mouseOverride && _currentPtr)) { +void Mouse::animate(void) { + if ((Logic::_scriptVars[MOUSE_STATUS] == 1) || (_mouseOverride && _currentPtr)) { _frame = (_frame + 1) % _currentPtr->numFrames; uint8 *ptrData = (uint8*)_currentPtr + sizeof(MousePtr); ptrData += _frame * _currentPtr->sizeX * _currentPtr->sizeY; @@ -260,40 +262,42 @@ void SwordMouse::animate(void) { } } -void SwordMouse::fnNoHuman(void) { - if (SwordLogic::_scriptVars[MOUSE_STATUS] & 2) // locked, can't do anything +void Mouse::fnNoHuman(void) { + if (Logic::_scriptVars[MOUSE_STATUS] & 2) // locked, can't do anything return ; - SwordLogic::_scriptVars[MOUSE_STATUS] = 0; // off & unlocked + Logic::_scriptVars[MOUSE_STATUS] = 0; // off & unlocked setLuggage(0, 0); setPointer(0, 0); } -void SwordMouse::fnAddHuman(void) { - if (SwordLogic::_scriptVars[MOUSE_STATUS] & 2) // locked, can't do anything +void Mouse::fnAddHuman(void) { + if (Logic::_scriptVars[MOUSE_STATUS] & 2) // locked, can't do anything return ; - SwordLogic::_scriptVars[MOUSE_STATUS] = 1; - SwordLogic::_scriptVars[SPECIAL_ITEM] = 0; + Logic::_scriptVars[MOUSE_STATUS] = 1; + Logic::_scriptVars[SPECIAL_ITEM] = 0; _getOff = SCR_std_off; setPointer(MSE_POINTER, 0); } -void SwordMouse::fnBlankMouse(void) { +void Mouse::fnBlankMouse(void) { setPointer(0, 0); } -void SwordMouse::fnNormalMouse(void) { +void Mouse::fnNormalMouse(void) { setPointer(MSE_POINTER, 0); } -void SwordMouse::fnLockMouse(void) { - SwordLogic::_scriptVars[MOUSE_STATUS] |= 2; +void Mouse::fnLockMouse(void) { + Logic::_scriptVars[MOUSE_STATUS] |= 2; } -void SwordMouse::fnUnlockMouse(void) { - SwordLogic::_scriptVars[MOUSE_STATUS] &= 1; +void Mouse::fnUnlockMouse(void) { + Logic::_scriptVars[MOUSE_STATUS] &= 1; } -void SwordMouse::giveCoords(uint16 *x, uint16 *y) { +void Mouse::giveCoords(uint16 *x, uint16 *y) { *x = _mouseX; *y = _mouseY; } + +} // End of namespace Sword1 diff --git a/sword1/mouse.h b/sword1/mouse.h index 3683dfdce3..443698473e 100644 --- a/sword1/mouse.h +++ b/sword1/mouse.h @@ -26,6 +26,10 @@ #include "sworddefs.h" #include "object.h" +class OSystem; + +namespace Sword1 { + #define MAX_MOUSE 30 #define BS1L_BUTTON_DOWN 2 @@ -38,7 +42,7 @@ struct MouseObj { int id; - BsObject *compact; + Object *compact; }; #if !defined(__GNUC__) @@ -58,18 +62,17 @@ struct MousePtr { #pragma END_PACK_STRUCTS #endif -class SwordLogic; -class SwordMenu; +class Logic; +class Menu; class ResMan; class ObjectMan; -class OSystem; -class SwordMouse { +class Mouse { public: - SwordMouse(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan); + Mouse(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan); void initialize(void); - void addToList(int id, BsObject *compact); - void useLogicAndMenu(SwordLogic *pLogic, SwordMenu *pMenu); + void addToList(int id, Object *compact); + void useLogicAndMenu(Logic *pLogic, Menu *pMenu); void setLuggage(uint32 resID, uint32 rate); void setPointer(uint32 resID, uint32 rate); void animate(void); @@ -86,8 +89,8 @@ public: private: void createPointer(uint32 ptrId, uint32 luggageId); OSystem *_system; - SwordLogic *_logic; - SwordMenu *_menu; + Logic *_logic; + Menu *_menu; MouseObj _objList[MAX_MOUSE]; ResMan *_resMan; ObjectMan *_objMan; @@ -101,4 +104,6 @@ private: bool _inTopMenu, _mouseOverride; }; +} // End of namespace Sword1 + #endif //BSMOUSE_H diff --git a/sword1/music.cpp b/sword1/music.cpp index 082583afdf..c002aed40d 100644 --- a/sword1/music.cpp +++ b/sword1/music.cpp @@ -25,13 +25,15 @@ #include "common/util.h" #include "common/file.h" +namespace Sword1 { + // This means fading takes 3 seconds. #define FADE_LENGTH 3 -// These functions are only called from SwordMusic, so I'm just going to +// These functions are only called from Music, so I'm just going to // assume that if locking is needed it has already been taken care of. -void SwordMusicHandle::fadeDown() { +void MusicHandle::fadeDown() { if (_fading < 0) _fading = -_fading; else if (_fading == 0) @@ -39,7 +41,7 @@ void SwordMusicHandle::fadeDown() { _fadeSamples = FADE_LENGTH * getRate(); } -void SwordMusicHandle::fadeUp() { +void MusicHandle::fadeUp() { if (_fading > 0) _fading = -_fading; else if (_fading == 0) @@ -47,11 +49,11 @@ void SwordMusicHandle::fadeUp() { _fadeSamples = FADE_LENGTH * getRate(); } -bool SwordMusicHandle::endOfData() const { +bool MusicHandle::endOfData() const { return !streaming(); } -int SwordMusicHandle::readBuffer(int16 *buffer, const int numSamples) { +int MusicHandle::readBuffer(int16 *buffer, const int numSamples) { int samples; for (samples = 0; samples < numSamples && !endOfData(); samples++) { int16 sample = _file.readUint16LE(); @@ -80,7 +82,7 @@ int SwordMusicHandle::readBuffer(int16 *buffer, const int numSamples) { return samples; } -bool SwordMusicHandle::play(const char *filename, bool loop) { +bool MusicHandle::play(const char *filename, bool loop) { uint8 wavHeader[WAVEHEADERSIZE]; stop(); _file.open(filename); @@ -96,14 +98,14 @@ bool SwordMusicHandle::play(const char *filename, bool loop) { return true; } -void SwordMusicHandle::stop() { +void MusicHandle::stop() { if (_file.isOpen()) _file.close(); _fading = 0; _looping = false; } -SwordMusic::SwordMusic(OSystem *system, SoundMixer *pMixer) { +Music::Music(OSystem *system, SoundMixer *pMixer) { _system = system; _mixer = pMixer; _mixer->setupPremix(passMixerFunc, this); @@ -113,7 +115,7 @@ SwordMusic::SwordMusic(OSystem *system, SoundMixer *pMixer) { _volumeL = _volumeR = 192; } -SwordMusic::~SwordMusic() { +Music::~Music() { _mixer->setupPremix(0, 0); delete _converter[0]; delete _converter[1]; @@ -121,28 +123,28 @@ SwordMusic::~SwordMusic() { _system->delete_mutex(_mutex); } -void SwordMusic::passMixerFunc(void *param, int16 *buf, uint len) { - ((SwordMusic*)param)->mixer(buf, len); +void Music::passMixerFunc(void *param, int16 *buf, uint len) { + ((Music*)param)->mixer(buf, len); } -void SwordMusic::mixer(int16 *buf, uint32 len) { +void Music::mixer(int16 *buf, uint32 len) { Common::StackLock lock(_mutex); for (int i = 0; i < ARRAYSIZE(_handles); i++) if (_handles[i].streaming() && _converter[i]) _converter[i]->flow(_handles[i], buf, len, _volumeL, _volumeR); } -void SwordMusic::setVolume(uint8 volL, uint8 volR) { +void Music::setVolume(uint8 volL, uint8 volR) { _volumeL = (st_volume_t)volL; _volumeR = (st_volume_t)volR; } -void SwordMusic::giveVolume(uint8 *volL, uint8 *volR) { +void Music::giveVolume(uint8 *volL, uint8 *volR) { *volL = (uint8)_volumeL; *volR = (uint8)_volumeR; } -void SwordMusic::startMusic(int32 tuneId, int32 loopFlag) { +void Music::startMusic(int32 tuneId, int32 loopFlag) { Common::StackLock lock(_mutex); if (strlen(_tuneList[tuneId]) > 0) { int newStream = 0; @@ -175,9 +177,11 @@ void SwordMusic::startMusic(int32 tuneId, int32 loopFlag) { } } -void SwordMusic::fadeDown() { +void Music::fadeDown() { Common::StackLock lock(_mutex); for (int i = 0; i < ARRAYSIZE(_handles); i++) if (_handles[i].streaming()) _handles[i].fadeDown(); } + +} // End of namespace Sword1 diff --git a/sword1/music.h b/sword1/music.h index c7a4fe2e30..c050da4b2b 100644 --- a/sword1/music.h +++ b/sword1/music.h @@ -28,13 +28,15 @@ #include "sound/audiostream.h" #include "sound/rate.h" +class SoundMixer; + +namespace Sword1 { + #define TOTAL_TUNES 270 #define WAVEHEADERSIZE 0x2C -class SoundMixer; - -class SwordMusicHandle : public AudioStream { +class MusicHandle : public AudioStream { private: File _file; bool _looping; @@ -43,7 +45,7 @@ private: int _rate; bool _stereo; public: - SwordMusicHandle() : _looping(false), _fading(0) {} + MusicHandle() : _looping(false), _fading(0) {} virtual int readBuffer(int16 *buffer, const int numSamples); bool play(const char *filename, bool loop); void stop(); @@ -57,17 +59,17 @@ public: int getRate() const { return _rate; } }; -class SwordMusic { +class Music { public: - SwordMusic(OSystem *system, SoundMixer *pMixer); - ~SwordMusic(); + Music(OSystem *system, SoundMixer *pMixer); + ~Music(); void startMusic(int32 tuneId, int32 loopFlag); void fadeDown(); void setVolume(uint8 volL, uint8 volR); void giveVolume(uint8 *volL, uint8 *volR); private: st_volume_t _volumeL, _volumeR; - SwordMusicHandle _handles[2]; + MusicHandle _handles[2]; RateConverter *_converter[2]; OSystem *_system; SoundMixer *_mixer; @@ -77,4 +79,6 @@ private: static const char _tuneList[TOTAL_TUNES][8]; // in staticres.cpp }; +} // End of namespace Sword1 + #endif // BSMUSIC_H diff --git a/sword1/object.h b/sword1/object.h index 654d7289b6..fd7f3b8bb6 100644 --- a/sword1/object.h +++ b/sword1/object.h @@ -24,6 +24,8 @@ #include "scummsys.h" +namespace Sword1 { + #define O_TOTAL_EVENTS 5 #define O_WALKANIM_SIZE 600 //max number of nodes in router output #define O_GRID_SIZE 200 @@ -56,7 +58,7 @@ struct WalkData { int32 dir; } GCC_PACK; // size = 5*int32 = 20 bytes -struct BsObject { +struct Object { int32 o_type; // 0 broad description of type - object, floor, etc. int32 o_status; // 4 bit flags for logic, graphics, mouse, etc. int32 o_logic; // 8 logic type @@ -115,11 +117,13 @@ struct BsObject { }; struct CollisionData { - BsObject *compact; + Object *compact; int32 w[24]; int32 h[24]; WalkData route[24]; }; +} // End of namespace Sword1 + #endif //BSOBJECT_H diff --git a/sword1/objectman.cpp b/sword1/objectman.cpp index a5c8a453cf..aa46b2d132 100644 --- a/sword1/objectman.cpp +++ b/sword1/objectman.cpp @@ -27,6 +27,8 @@ #include "swordres.h" #include "sword1.h" +namespace Sword1 { + ObjectMan::ObjectMan(ResMan *pResourceMan) { _resMan = pResourceMan; } @@ -117,13 +119,13 @@ uint32 ObjectMan::lastTextNumber(int section) { return result; } -BsObject *ObjectMan::fetchObject(uint32 id) { +Object *ObjectMan::fetchObject(uint32 id) { uint8 *addr = _cptData[id / ITM_PER_SEC]; if (!addr) error("fetchObject: section %d is not open!", id / ITM_PER_SEC); id &= ITM_ID; // DON'T do endian conversion here. it's already done. - return (BsObject*)(addr + *(uint32*)(addr + (id + 1)*4)); + return (Object*)(addr + *(uint32*)(addr + (id + 1)*4)); } uint32 ObjectMan::fetchNoObjects(int section) { @@ -152,3 +154,5 @@ void ObjectMan::loadLiveList(uint16 *src) { void ObjectMan::saveLiveList(uint16 *dest) { memcpy(dest, _liveList, TOTAL_SECTIONS * sizeof(uint16)); } + +} // End of namespace Sword1 diff --git a/sword1/objectman.h b/sword1/objectman.h index 7207e99d3a..3df047d379 100644 --- a/sword1/objectman.h +++ b/sword1/objectman.h @@ -28,13 +28,15 @@ #include "sworddefs.h" #include "object.h" +namespace Sword1 { + class ObjectMan { public: ObjectMan(ResMan *pResourceMan); ~ObjectMan(void); void initialize(void); - BsObject *fetchObject(uint32 id); + Object *fetchObject(uint32 id); uint32 fetchNoObjects(int section); bool sectionAlive(uint16 section); void megaEntering(uint16 section); @@ -45,7 +47,7 @@ public: void unlockText(uint32 textId); uint32 lastTextNumber(int section); - void closeSection(uint32 screen); + void closeSection(uint32 screen); void saveLiveList(uint16 *dest); // for loading/saving void loadLiveList(uint16 *src); @@ -57,5 +59,7 @@ private: uint8 *_cptData[TOTAL_SECTIONS]; }; +} // End of namespace Sword1 + #endif //OBJECTMAN_H diff --git a/sword1/resman.cpp b/sword1/resman.cpp index a40faab659..09699305d0 100644 --- a/sword1/resman.cpp +++ b/sword1/resman.cpp @@ -21,8 +21,6 @@ #include "stdafx.h" #include "scummsys.h" -#include <stdio.h> -#include <stdlib.h> #include "memman.h" #include "resman.h" #include "sworddefs.h" @@ -30,6 +28,8 @@ #include "common/util.h" #include "swordres.h" +namespace Sword1 { + #define MAX_PATH_LEN 260 ResMan::ResMan(const char *resFile, MemMan *pMemoMan) { @@ -48,27 +48,27 @@ void ResMan::loadCluDescript(const char *fileName) { error("ResMan::loadCluDescript(): File %s not found!", fileName); _prj.noClu = resFile.readUint32LE(); - _prj.clu = new BsClu*[_prj.noClu]; + _prj.clu = new Clu*[_prj.noClu]; uint32 *cluIndex = (uint32*)malloc(_prj.noClu * 4); resFile.read(cluIndex, _prj.noClu * 4); for (uint32 clusCnt = 0; clusCnt < _prj.noClu; clusCnt++) if (cluIndex[clusCnt]) { - BsClu *cluster = _prj.clu[clusCnt] = new BsClu; + Clu *cluster = _prj.clu[clusCnt] = new Clu; resFile.read(cluster->label, MAX_LABEL_SIZE); cluster->noGrp = resFile.readUint32LE(); - cluster->grp = new BsGrp*[cluster->noGrp]; + cluster->grp = new Grp*[cluster->noGrp]; uint32 *grpIndex = (uint32*)malloc(cluster->noGrp * 4); resFile.read(grpIndex, cluster->noGrp * 4); for (uint32 grpCnt = 0; grpCnt < cluster->noGrp; grpCnt++) if (grpIndex[grpCnt]) { - BsGrp *group = cluster->grp[grpCnt] = new BsGrp; + Grp *group = cluster->grp[grpCnt] = new Grp; group->noRes = resFile.readUint32LE(); - group->resHandle = new BsMemHandle[group->noRes]; + group->resHandle = new MemHandle[group->noRes]; group->offset = new uint32[group->noRes]; group->length = new uint32[group->noRes]; uint32 *resIdIdx = (uint32*)malloc(group->noRes * 4); @@ -101,9 +101,9 @@ void ResMan::loadCluDescript(const char *fileName) { void ResMan::freeCluDescript(void) { for (uint32 clusCnt = 0; clusCnt < _prj.noClu; clusCnt++) - if (BsClu *cluster = _prj.clu[clusCnt]) { + if (Clu *cluster = _prj.clu[clusCnt]) { for (uint32 grpCnt = 0; grpCnt < cluster->noGrp; grpCnt++) - if (BsGrp *group = cluster->grp[grpCnt]) { + if (Grp *group = cluster->grp[grpCnt]) { for (uint32 resCnt = 0; resCnt < group->noRes; resCnt++) _memMan->freeNow(group->resHandle + resCnt); delete[] group->resHandle; @@ -119,9 +119,9 @@ void ResMan::freeCluDescript(void) { void ResMan::flush(void) { for (uint32 clusCnt = 0; clusCnt < _prj.noClu; clusCnt++) - if (BsClu *cluster = _prj.clu[clusCnt]) + if (Clu *cluster = _prj.clu[clusCnt]) for (uint32 grpCnt = 0; grpCnt < cluster->noGrp; grpCnt++) - if (BsGrp *group = cluster->grp[grpCnt]) + if (Grp *group = cluster->grp[grpCnt]) for (uint32 resCnt = 0; resCnt < group->noRes; resCnt++) if (group->resHandle[resCnt].cond != MEM_FREED) { _memMan->setCondition(group->resHandle + resCnt, MEM_CAN_FREE); @@ -130,7 +130,7 @@ void ResMan::flush(void) { } void *ResMan::fetchRes(uint32 id) { - BsMemHandle *memHandle = resHandle(id); + MemHandle *memHandle = resHandle(id); if (!memHandle->data) error("fetchRes:: resource %d is not open!", id); return memHandle->data; @@ -146,7 +146,7 @@ void ResMan::dumpRes(uint32 id) { sprintf(outn, "DUMP%08X.BIN", id); FILE *outf = fopen( outn, "wb"); resOpen(id); - BsMemHandle *memHandle = resHandle(id); + MemHandle *memHandle = resHandle(id); fwrite(memHandle->data, 1, memHandle->size, outf); fclose(outf); resClose(id); @@ -157,7 +157,7 @@ Header *ResMan::lockScript(uint32 scrID) { error("Script id %d not found.\n", scrID); scrID = _scriptList[scrID / ITM_PER_SEC]; #ifdef SCUMM_BIG_ENDIAN - BsMemHandle *memHandle = resHandle(scrID); + MemHandle *memHandle = resHandle(scrID); if (memHandle->cond == MEM_FREED) openScriptResourceBigEndian(scrID); else @@ -174,7 +174,7 @@ void ResMan::unlockScript(uint32 scrID) { void *ResMan::cptResOpen(uint32 id) { #ifdef SCUMM_BIG_ENDIAN - BsMemHandle *memHandle = resHandle(id); + MemHandle *memHandle = resHandle(id); if (memHandle->cond == MEM_FREED) openCptResourceBigEndian(id); else @@ -186,7 +186,7 @@ void *ResMan::cptResOpen(uint32 id) { } void ResMan::resOpen(uint32 id) { // load resource ID into memory - BsMemHandle *memHandle = resHandle(id); + MemHandle *memHandle = resHandle(id); if (memHandle->cond == MEM_FREED) { // memory has been freed uint32 size = resLength(id); _memMan->alloc(memHandle, size); @@ -206,7 +206,7 @@ void ResMan::resOpen(uint32 id) { // load resource ID into memory } void ResMan::resClose(uint32 id) { - BsMemHandle *handle = resHandle(id); + MemHandle *handle = resHandle(id); if (!handle->refCount) { warning("Resource Manager fail: unlocking object with refCount 0. Id: %d\n", id); } else { @@ -235,7 +235,7 @@ File *ResMan::openClusterFile(uint32 id) { return clusFile; } -BsMemHandle *ResMan::resHandle(uint32 id) { +MemHandle *ResMan::resHandle(uint32 id) { if ((id >> 16) == 0x0405) id = _srIdList[id & 0xFFFF]; uint8 cluster = (uint8)((id >> 24) - 1); @@ -264,7 +264,7 @@ uint32 ResMan::resOffset(uint32 id) { void ResMan::openCptResourceBigEndian(uint32 id) { resOpen(id); - BsMemHandle *handle = resHandle(id); + MemHandle *handle = resHandle(id); uint32 totSize = handle->size; uint32 *data = (uint32*)((uint8*)handle->data + sizeof(Header)); totSize -= sizeof(Header); @@ -279,7 +279,7 @@ void ResMan::openCptResourceBigEndian(uint32 id) { void ResMan::openScriptResourceBigEndian(uint32 id) { resOpen(id); - BsMemHandle *handle = resHandle(id); + MemHandle *handle = resHandle(id); // uint32 totSize = handle->size; Header *head = (Header*)handle->data; head->comp_length = FROM_LE_32(head->comp_length); @@ -327,3 +327,5 @@ uint32 ResMan::_srIdList[29] = { // the file numbers differ for the control pane 0x04050019, // SR_DEATHPANEL 0, }; + +} // End of namespace Sword1 diff --git a/sword1/resman.h b/sword1/resman.h index 1a8c0fbc5b..44ddbd1dd1 100644 --- a/sword1/resman.h +++ b/sword1/resman.h @@ -26,24 +26,26 @@ #include "file.h" #include "sworddefs.h" +namespace Sword1 { + #define MAX_LABEL_SIZE (31+1) -struct BsGrp { +struct Grp { uint32 noRes; - BsMemHandle *resHandle; + MemHandle *resHandle; uint32 *offset; uint32 *length; }; -struct BsClu { +struct Clu { char label[MAX_LABEL_SIZE]; uint32 noGrp; - BsGrp **grp; + Grp **grp; }; -struct BsPrj { +struct Prj { uint32 noClu; - BsClu **clu; + Clu **clu; }; class ResMan { @@ -63,7 +65,7 @@ public: private: uint32 filesInGroup(uint32 id); uint32 resLength(uint32 id); - BsMemHandle *resHandle(uint32 id); + MemHandle *resHandle(uint32 id); uint32 resOffset(uint32 id); void openCptResourceBigEndian(uint32 id); void openScriptResourceBigEndian(uint32 id); @@ -71,10 +73,12 @@ private: File *openClusterFile(uint32 id); void loadCluDescript(const char *fileName); void freeCluDescript(void); - BsPrj _prj; + Prj _prj; MemMan *_memMan; static const uint32 _scriptList[TOTAL_SECTIONS]; //a table of resource tags static uint32 _srIdList[29]; }; +} // End of namespace Sword1 + #endif //RESMAN_H diff --git a/sword1/router.cpp b/sword1/router.cpp index 3e5bbfe9ea..82d3fdcd49 100644 --- a/sword1/router.cpp +++ b/sword1/router.cpp @@ -28,6 +28,8 @@ #include "objectman.h" #include "resman.h" +namespace Sword1 { + /**************************************************************************** * JROUTER.C polygon router with modular walks * using a tree of modules @@ -61,37 +63,6 @@ * ****************************************************************************/ - - - -/* - * Include Files - */ - -/*#include <stdio.h> -#include <conio.h> -#include <stdlib.h> -#include <io.h> -#include <dos.h> -#include <string.h> - -#include "coredata.h" -#include "utypes.h" -#include "header.h" -#include "object.h" -#include "varnames.h" -#include "jrouter.h" -#include "svga.h" -#include "protocol.h" -#include "memman.h" -#include "resman.h" -#include "tdebug.h" -#include "blit.h" -#include "line.h" -#include "pc.h" -#include "vblank.h"*/ - -//#define MAX_FRAMES_PER_CHAR 128 #define NO_DIRECTIONS 8 #define SLOW_IN 3 #define SLOW_OUT 7 @@ -99,7 +70,7 @@ //#define PLOT_PATHS 1 #undef PLOT_PATHS -SwordRouter::SwordRouter(ObjectMan *pObjMan, ResMan *pResMan) { +Router::Router(ObjectMan *pObjMan, ResMan *pResMan) { _objMan = pObjMan; _resMan = pResMan; _numExtraBars = _numExtraNodes = 0; @@ -109,20 +80,10 @@ SwordRouter::SwordRouter(ObjectMan *pObjMan, ResMan *pResMan) { } /* - * - */ - -/* * CODE */ -// ************************************************************************** -// ************************************************************************** -// ************************************************************************** -// ************************************************************************** -// ************************************************************************** - -int32 SwordRouter::routeFinder(int32 id, BsObject *megaObject, int32 x, int32 y, int32 dir) +int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32 dir) { /**************************************************************************** * RouteFinder.C polygon router with modular walks @@ -242,14 +203,11 @@ int32 SwordRouter::routeFinder(int32 id, BsObject *megaObject, int32 x, int32 y, return routeFlag; // send back null route } -/******************************************************************************* - ******************************************************************************* - * GET A ROUTE - ******************************************************************************* - *******************************************************************************/ +// **************************************************************************** +// * GET A ROUTE +// **************************************************************************** - -int32 SwordRouter::GetRoute() +int32 Router::GetRoute() { /**************************************************************************** * GetRoute.C extract a path from walk grid @@ -303,15 +261,11 @@ int32 SwordRouter::GetRoute() return routeGot; } +// **************************************************************************** +// * THE SLIDY PATH ROUTINES +// **************************************************************************** -/******************************************************************************* - ******************************************************************************* - * THE SLIDY PATH ROUTINES - ******************************************************************************* - *******************************************************************************/ - - -int32 SwordRouter::SmoothestPath() +int32 Router::SmoothestPath() { /* * This is the second big part of the route finder and the the only bit that tries to be clever @@ -506,7 +460,7 @@ int32 SwordRouter::SmoothestPath() -int32 SwordRouter::SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD) +int32 Router::SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD) /**************************************************************************** * Slip sliding away * This path checker checks to see if a walk that exactly follows the path @@ -667,7 +621,7 @@ int32 SwordRouter::SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD) return tempK; } -int32 SwordRouter::SlidyPath() +int32 Router::SlidyPath() { /**************************************************************************** * SlidyPath creates a path based on part steps with no sliding to get @@ -734,7 +688,7 @@ int32 SwordRouter::SlidyPath() } -void SwordRouter::SlidyWalkAnimator(WalkData *walkAnim) +void Router::SlidyWalkAnimator(WalkData *walkAnim) /**************************************************************************** * Skidding every where HardWalk creates an animation that exactly fits the * smoothPath and uses foot slipping to fit whole steps into the route @@ -1143,14 +1097,11 @@ void SwordRouter::SlidyWalkAnimator(WalkData *walkAnim) return; } +// **************************************************************************** +// * THE SOLID PATH ROUTINES +// **************************************************************************** -/******************************************************************************* - ******************************************************************************* - * THE SOLID PATH ROUTINES - ******************************************************************************* - *******************************************************************************/ - -int32 SwordRouter::SolidPath() +int32 Router::SolidPath() { /**************************************************************************** * SolidPath creates a path based on whole steps with no sliding to get @@ -1216,7 +1167,7 @@ int32 SwordRouter::SolidPath() } -int32 SwordRouter::SolidWalkAnimator(WalkData *walkAnim) +int32 Router::SolidWalkAnimator(WalkData *walkAnim) { /**************************************************************************** * SolidWalk creates an animation based on whole steps with no sliding to get @@ -1631,25 +1582,21 @@ int32 SwordRouter::SolidWalkAnimator(WalkData *walkAnim) return p; } +// **************************************************************************** +// * THE SCAN ROUTINES +// **************************************************************************** -/******************************************************************************* - ******************************************************************************* - * THE SCAN ROUTINES - ******************************************************************************* - *******************************************************************************/ - -int32 SwordRouter::Scan(int32 level) -/******************************************************************************* +int32 Router::Scan(int32 level) +/****************************************************************************** * Called successively from RouteFinder until no more changes take place in the * grid array ie he best path has been found * * Scans through every point in the node array and checks if there is a route * between each point and if this route gives a new route. * - * This routine could probably halve its processing time if it doubled up on the - * checks after each route check - * - *******************************************************************************/ + * This routine could probably halve its processing time if it doubled up on + * the checks after each route check + *****************************************************************************/ { int32 i; int32 k; @@ -1708,8 +1655,8 @@ int32 SwordRouter::Scan(int32 level) } -int32 SwordRouter::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2) -/******************************************************************************* +int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2) +/****************************************************************************** * NewCheck routine checks if the route between two points can be achieved * without crossing any of the bars in the Bars array. * @@ -1719,7 +1666,7 @@ int32 SwordRouter::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 * Note distance doesnt take account of shrinking ??? * * Note Bars array must be properly calculated ie min max dx dy co - *******************************************************************************/ + *****************************************************************************/ { int32 dx; int32 dy; @@ -1989,15 +1936,11 @@ int32 SwordRouter::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 return status; } +// **************************************************************************** +// * CHECK ROUTINES +// **************************************************************************** -/******************************************************************************* - ******************************************************************************* - * CHECK ROUTINES - ******************************************************************************* - *******************************************************************************/ - - -int32 SwordRouter::Check(int32 x1 , int32 y1 , int32 x2 ,int32 y2) +int32 Router::Check(int32 x1 , int32 y1 , int32 x2 ,int32 y2) { //call the fastest line check for the given line //returns 1 if line didn't cross any bars @@ -2024,7 +1967,7 @@ int32 SwordRouter::Check(int32 x1 , int32 y1 , int32 x2 ,int32 y2) } -int32 SwordRouter::LineCheck(int32 x1 , int32 y1 , int32 x2 ,int32 y2) +int32 Router::LineCheck(int32 x1 , int32 y1 , int32 x2 ,int32 y2) { int32 dirx; int32 diry; @@ -2108,8 +2051,7 @@ int32 SwordRouter::LineCheck(int32 x1 , int32 y1 , int32 x2 ,int32 y2) return linesCrossed; } - -int32 SwordRouter::HorizCheck(int32 x1 , int32 y , int32 x2) +int32 Router::HorizCheck(int32 x1 , int32 y , int32 x2) { int32 dy; int32 i; @@ -2164,7 +2106,7 @@ int32 SwordRouter::HorizCheck(int32 x1 , int32 y , int32 x2) } -int32 SwordRouter::VertCheck(int32 x, int32 y1, int32 y2) +int32 Router::VertCheck(int32 x, int32 y1, int32 y2) { int32 dx; int32 i; @@ -2216,9 +2158,7 @@ int32 SwordRouter::VertCheck(int32 x, int32 y1, int32 y2) return linesCrossed; } -int32 SwordRouter::CheckTarget(int32 x , int32 y) -/******************************************************************************* - *******************************************************************************/ +int32 Router::CheckTarget(int32 x , int32 y) { int32 dx; int32 dy; @@ -2294,15 +2234,11 @@ int32 SwordRouter::CheckTarget(int32 x , int32 y) return onLine; } -/******************************************************************************* - ******************************************************************************* - * THE SETUP ROUTINES - ******************************************************************************* - *******************************************************************************/ - +// **************************************************************************** +// * THE SETUP ROUTINES +// **************************************************************************** - -int32 SwordRouter::LoadWalkResources(BsObject *megaObject, int32 x, int32 y, int32 dir) +int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir) { WalkGridHeader floorHeader; int32 i; @@ -2312,16 +2248,13 @@ int32 SwordRouter::LoadWalkResources(BsObject *megaObject, int32 x, int32 y, int int32 floorId; int32 walkGridResourceId; - BsObject *floorObject; + Object *floorObject; int32 cnt; uint32 cntu; - - // load in floor grid for current mega - floorId = megaObject->o_place; //floorObject = (object *) Lock_object(floorId); @@ -2415,7 +2348,6 @@ int32 SwordRouter::LoadWalkResources(BsObject *megaObject, int32 x, int32 y, int nnodes += _numExtraNodes; } - // copy the mega structure into the local variables for use in all subroutines startX = megaObject->o_xcoord; @@ -2471,7 +2403,6 @@ int32 SwordRouter::LoadWalkResources(BsObject *megaObject, int32 x, int32 y, int // mega data ready - // finish setting grid by putting mega node at begining // and target node at end and reset current values node[0].x = startX; @@ -2497,14 +2428,11 @@ int32 SwordRouter::LoadWalkResources(BsObject *megaObject, int32 x, int32 y, int return 1; } +// **************************************************************************** +// * THE ROUTE EXTRACTOR +// **************************************************************************** -/******************************************************************************* - ******************************************************************************* - * THE ROUTE EXTRACTOR - ******************************************************************************* - *******************************************************************************/ - -void SwordRouter::ExtractRoute() +void Router::ExtractRoute() /**************************************************************************** * ExtractRoute gets route from the node data after a full scan, route is * written with just the basic way points and direction options for heading @@ -2611,13 +2539,13 @@ void SwordRouter::ExtractRoute() #define screen_ad NULL #define pixel_size_y 1 #define true_pixel_size_x 1 -void SwordRouter::RouteLine(int32 x1,int32 y1,int32 x2,int32 y2 ,int32 colour) +void Router::RouteLine(int32 x1,int32 y1,int32 x2,int32 y2 ,int32 colour) { BresenhamLine(x1-128, y1-128, x2-128, y2-128, (uint8*)screen_ad, true_pixel_size_x, pixel_size_y, colour); return; } -void SwordRouter::BresenhamLine(int32 x1,int32 y1,int32 x2,int32 y2, uint8 *screen, int32 width, int32 height, int32 colour) { +void Router::BresenhamLine(int32 x1,int32 y1,int32 x2,int32 y2, uint8 *screen, int32 width, int32 height, int32 colour) { } @@ -2663,13 +2591,15 @@ int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY) { return tar_dir; } -void SwordRouter::resetExtraData(void) { +void Router::resetExtraData(void) { _numExtraBars = _numExtraNodes = 0; } -void SwordRouter::setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance) { +void Router::setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance) { _playerTargetX = x; _playerTargetY = y; _playerTargetDir = dir; _playerTargetStance = stance; } + +} // End of namespace Sword1 diff --git a/sword1/router.h b/sword1/router.h index eb62e2dafb..d4c89bf2fe 100644 --- a/sword1/router.h +++ b/sword1/router.h @@ -25,6 +25,8 @@ #include "scummsys.h" #include "object.h" +namespace Sword1 { + #define EXTRA_GRID_SIZE 20 #define O_GRID_SIZE 200 @@ -87,19 +89,19 @@ struct PathData { class ObjectMan; class ResMan; -class SwordScreen; +class Screen; extern int whatTarget(int32 startX, int32 startY, int32 destX, int32 destY); -class SwordRouter { +class Router { public: - SwordRouter(ObjectMan *pObjMan, ResMan *pResMan); - ~SwordRouter(void); - int32 routeFinder(int32 id, BsObject *mega, int32 x, int32 y, int32 dir); + Router(ObjectMan *pObjMan, ResMan *pResMan); + ~Router(void); + int32 routeFinder(int32 id, Object *mega, int32 x, int32 y, int32 dir); void setPlayerTarget(int32 x, int32 y, int32 dir, int32 stance); void resetExtraData(void); - // these should be private but are read by SwordScreen for debugging: + // these should be private but are read by Screen for debugging: BarData bars[O_GRID_SIZE+EXTRA_GRID_SIZE]; NodeData node[O_GRID_SIZE+EXTRA_GRID_SIZE]; int32 nbars, nnodes; @@ -148,7 +150,7 @@ private: int32 slowInFrames, slowOutFrames; - int32 LoadWalkResources(BsObject *mega, int32 x, int32 y, int32 targetDir); + int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 targetDir); int32 GetRoute(void); int32 CheckTarget(int32 x, int32 y); @@ -173,4 +175,6 @@ private: void BresenhamLine(int32 x1,int32 y1,int32 x2,int32 y2, uint8 *screen, int32 width, int32 height, int32 colour); }; +} // End of namespace Sword1 + #endif //BSROUTER_H diff --git a/sword1/screen.cpp b/sword1/screen.cpp index 5496744919..400aa6a9c6 100644 --- a/sword1/screen.cpp +++ b/sword1/screen.cpp @@ -32,12 +32,14 @@ #include "menu.h" #include "sword1.h" +namespace Sword1 { + #define SCROLL_FRACTION 16 #define MAX_SCROLL_DISTANCE 8 #define FADE_UP 1 #define FADE_DOWN -1 -SwordScreen::SwordScreen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) { +Screen::Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) { _system = system; _resMan = pResMan; _objMan = pObjMan; @@ -46,51 +48,51 @@ SwordScreen::SwordScreen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan) { _fadingStep = 0; } -void SwordScreen::useTextManager(SwordText *pTextMan) { +void Screen::useTextManager(Text *pTextMan) { _textMan = pTextMan; } -int32 SwordScreen::inRange(int32 a, int32 b, int32 c) { // return b(!) so that: a <= b <= c +int32 Screen::inRange(int32 a, int32 b, int32 c) { // return b(!) so that: a <= b <= c return (a > b) ? (a) : ((b < c) ? b : c); } -void SwordScreen::setScrolling(int16 offsetX, int16 offsetY) { - if (!SwordLogic::_scriptVars[SCROLL_FLAG]) +void Screen::setScrolling(int16 offsetX, int16 offsetY) { + if (!Logic::_scriptVars[SCROLL_FLAG]) return ; // screen is smaller than 640x400 => no need for scrolling - offsetX = inRange(0, offsetX, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X]); - offsetY = inRange(0, offsetY, SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y]); + offsetX = inRange(0, offsetX, Logic::_scriptVars[MAX_SCROLL_OFFSET_X]); + offsetY = inRange(0, offsetY, Logic::_scriptVars[MAX_SCROLL_OFFSET_Y]); - if (SwordLogic::_scriptVars[SCROLL_FLAG] == 2) { // first time on this screen - need absolute scroll immediately! - _oldScrollX = SwordLogic::_scriptVars[SCROLL_OFFSET_X] = (uint32)offsetX; - _oldScrollY = SwordLogic::_scriptVars[SCROLL_OFFSET_Y] = (uint32)offsetY; - SwordLogic::_scriptVars[SCROLL_FLAG] = 1; + if (Logic::_scriptVars[SCROLL_FLAG] == 2) { // first time on this screen - need absolute scroll immediately! + _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X] = (uint32)offsetX; + _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y] = (uint32)offsetY; + Logic::_scriptVars[SCROLL_FLAG] = 1; _fullRefresh = true; - } else if (SwordLogic::_scriptVars[SCROLL_FLAG] == 1) { - _oldScrollX = SwordLogic::_scriptVars[SCROLL_OFFSET_X]; - _oldScrollY = SwordLogic::_scriptVars[SCROLL_OFFSET_Y]; + } else if (Logic::_scriptVars[SCROLL_FLAG] == 1) { + _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X]; + _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y]; int32 distX = inRange(-MAX_SCROLL_DISTANCE, _oldScrollX - offsetX, MAX_SCROLL_DISTANCE); int32 distY = inRange(-MAX_SCROLL_DISTANCE, _oldScrollY - offsetY, MAX_SCROLL_DISTANCE); if ((distX != 0) || (distY != 0)) _fullRefresh = true; - SwordLogic::_scriptVars[SCROLL_OFFSET_X] -= distX; - SwordLogic::_scriptVars[SCROLL_OFFSET_Y] -= distY; + Logic::_scriptVars[SCROLL_OFFSET_X] -= distX; + Logic::_scriptVars[SCROLL_OFFSET_Y] -= distY; } } -void SwordScreen::fadeDownPalette(void) { +void Screen::fadeDownPalette(void) { if (!_isBlack) { // don't fade down twice _fadingStep = 15; _fadingDirection = FADE_DOWN; } } -void SwordScreen::fadeUpPalette(void) { +void Screen::fadeUpPalette(void) { _fadingStep = 1; _fadingDirection = FADE_UP; } -void SwordScreen::fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp) { +void Screen::fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeUp) { uint8 *palData = (uint8*)_resMan->openFetchRes(id); if (start == 0) // force color 0 to black palData[0] = palData[1] = palData[2] = 0; @@ -110,45 +112,45 @@ void SwordScreen::fnSetPalette(uint8 start, uint16 length, uint32 id, bool fadeU _system->set_palette(_targetPalette + 4 * start, start, length); } -void SwordScreen::fullRefresh(void) { +void Screen::fullRefresh(void) { _fullRefresh = true; _system->set_palette(_targetPalette, 0, 256); } -bool SwordScreen::stillFading(void) { +bool Screen::stillFading(void) { return (_fadingStep != 0); } -bool SwordScreen::showScrollFrame(void) { - if ((!_fullRefresh) || SwordLogic::_scriptVars[NEW_PALETTE] || (!SwordLogic::_scriptVars[SCROLL_FLAG])) +bool Screen::showScrollFrame(void) { + if ((!_fullRefresh) || Logic::_scriptVars[NEW_PALETTE] || (!Logic::_scriptVars[SCROLL_FLAG])) return false; // don't draw an additional frame if we aren't scrolling or have to change the palette - if ((_oldScrollX == SwordLogic::_scriptVars[SCROLL_OFFSET_X]) && - (_oldScrollY == SwordLogic::_scriptVars[SCROLL_OFFSET_Y])) + if ((_oldScrollX == Logic::_scriptVars[SCROLL_OFFSET_X]) && + (_oldScrollY == Logic::_scriptVars[SCROLL_OFFSET_Y])) return false; // check again if we *really* are scrolling. - uint16 avgScrlX = (uint16)(_oldScrollX + SwordLogic::_scriptVars[SCROLL_OFFSET_X]) / 2; - uint16 avgScrlY = (uint16)(_oldScrollY + SwordLogic::_scriptVars[SCROLL_OFFSET_Y]) / 2; + uint16 avgScrlX = (uint16)(_oldScrollX + Logic::_scriptVars[SCROLL_OFFSET_X]) / 2; + uint16 avgScrlY = (uint16)(_oldScrollY + Logic::_scriptVars[SCROLL_OFFSET_Y]) / 2; _system->copy_rect(_screenBuf + avgScrlY * _scrnSizeX + avgScrlX, _scrnSizeX, 0, 40, SCREEN_WIDTH, SCREEN_DEPTH); _system->update_screen(); return true; } -void SwordScreen::updateScreen(void) { - if (SwordLogic::_scriptVars[NEW_PALETTE]) { +void Screen::updateScreen(void) { + if (Logic::_scriptVars[NEW_PALETTE]) { _fadingStep = 1; _fadingDirection = FADE_UP; fnSetPalette(0, 184, _roomDefTable[_currentScreen].palettes[0], true); fnSetPalette(184, 72, _roomDefTable[_currentScreen].palettes[1], true); - SwordLogic::_scriptVars[NEW_PALETTE] = 0; + Logic::_scriptVars[NEW_PALETTE] = 0; } if (_fadingStep) { fadePalette(); _system->set_palette(_currentPalette, 0, 256); } - uint16 scrlX = (uint16)SwordLogic::_scriptVars[SCROLL_OFFSET_X]; - uint16 scrlY = (uint16)SwordLogic::_scriptVars[SCROLL_OFFSET_Y]; + uint16 scrlX = (uint16)Logic::_scriptVars[SCROLL_OFFSET_X]; + uint16 scrlY = (uint16)Logic::_scriptVars[SCROLL_OFFSET_Y]; if (_fullRefresh) { _fullRefresh = false; uint16 copyWidth = SCREEN_WIDTH; @@ -241,7 +243,7 @@ void SwordScreen::updateScreen(void) { _system->update_screen(); } -void SwordScreen::newScreen(uint32 screen) { +void Screen::newScreen(uint32 screen) { uint8 cnt; // set sizes and scrolling, initialize/load screengrid, force screen refresh _currentScreen = screen; @@ -252,15 +254,15 @@ void SwordScreen::newScreen(uint32 screen) { if ((_scrnSizeX % SCRNGRID_X) || (_scrnSizeY % SCRNGRID_Y)) error("Illegal screensize: %d: %d/%d", screen, _scrnSizeX, _scrnSizeY); if ((_scrnSizeX > SCREEN_WIDTH) || (_scrnSizeY > SCREEN_DEPTH)) { - SwordLogic::_scriptVars[SCROLL_FLAG] = 2; - SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X] = _scrnSizeX - SCREEN_WIDTH; - SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y] = _scrnSizeY - SCREEN_DEPTH; + Logic::_scriptVars[SCROLL_FLAG] = 2; + Logic::_scriptVars[MAX_SCROLL_OFFSET_X] = _scrnSizeX - SCREEN_WIDTH; + Logic::_scriptVars[MAX_SCROLL_OFFSET_Y] = _scrnSizeY - SCREEN_DEPTH; } else { - SwordLogic::_scriptVars[SCROLL_FLAG] = 0; - SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_X] = 0; - SwordLogic::_scriptVars[MAX_SCROLL_OFFSET_Y] = 0; - SwordLogic::_scriptVars[SCROLL_OFFSET_X] = 0; - SwordLogic::_scriptVars[SCROLL_OFFSET_Y] = 0; + Logic::_scriptVars[SCROLL_FLAG] = 0; + Logic::_scriptVars[MAX_SCROLL_OFFSET_X] = 0; + Logic::_scriptVars[MAX_SCROLL_OFFSET_Y] = 0; + Logic::_scriptVars[SCROLL_OFFSET_X] = 0; + Logic::_scriptVars[SCROLL_OFFSET_Y] = 0; } _screenBuf = (uint8*)malloc(_scrnSizeX * _scrnSizeY); _screenGrid = (uint8*)malloc(_gridSizeX * _gridSizeY); @@ -287,7 +289,7 @@ void SwordScreen::newScreen(uint32 screen) { _fullRefresh = true; } -void SwordScreen::quitScreen(void) { +void Screen::quitScreen(void) { uint8 cnt; for (cnt = 0; cnt < _roomDefTable[_currentScreen].totalLayers; cnt++) _resMan->resClose(_roomDefTable[_currentScreen].layers[cnt]); @@ -299,7 +301,7 @@ void SwordScreen::quitScreen(void) { _resMan->resClose(_roomDefTable[_currentScreen].parallax[1]); } -void SwordScreen::draw(void) { +void Screen::draw(void) { uint8 cnt; if (_currentScreen == 54) { // rm54 has a BACKGROUND parallax layer in parallax[0] @@ -339,8 +341,8 @@ void SwordScreen::draw(void) { _backLength = _sortLength = _foreLength = 0; } -void SwordScreen::processImage(uint32 id) { - BsObject *compact; +void Screen::processImage(uint32 id) { + Object *compact; FrameHeader *frameHead; int scale; @@ -419,7 +421,7 @@ void SwordScreen::processImage(uint32 id) { free(tonyBuf); } -void SwordScreen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) { +void Screen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) { if (_roomDefTable[_currentScreen].totalLayers <= 1) return; @@ -457,7 +459,7 @@ void SwordScreen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight } } -void SwordScreen::blitBlockClear(uint16 x, uint16 y, uint8 *data) { +void Screen::blitBlockClear(uint16 x, uint16 y, uint8 *data) { uint8 *dest = _screenBuf + (y * SCRNGRID_Y) * _scrnSizeX + (x * SCRNGRID_X); for (uint8 cnty = 0; cnty < SCRNGRID_Y; cnty++) { for (uint8 cntx = 0; cntx < SCRNGRID_X; cntx++) @@ -468,7 +470,7 @@ void SwordScreen::blitBlockClear(uint16 x, uint16 y, uint8 *data) { } } -void SwordScreen::renderParallax(uint8 *data) { +void Screen::renderParallax(uint8 *data) { ParallaxHeader *header = (ParallaxHeader*)data; uint32 *lineIndexes = (uint32*)(data + sizeof(ParallaxHeader)); assert((FROM_LE_16(header->sizeX) >= SCREEN_WIDTH) && (FROM_LE_16(header->sizeY) >= SCREEN_DEPTH)); @@ -479,10 +481,10 @@ void SwordScreen::renderParallax(uint8 *data) { uint16 scrnWidth, scrnHeight; // we have to render more than the visible screen part for displaying scroll frames - scrnScrlX = MIN((uint32)_oldScrollX, SwordLogic::_scriptVars[SCROLL_OFFSET_X]); - scrnWidth = SCREEN_WIDTH + ABS((int32)_oldScrollX - (int32)SwordLogic::_scriptVars[SCROLL_OFFSET_X]); - scrnScrlY = MIN((uint32)_oldScrollY, SwordLogic::_scriptVars[SCROLL_OFFSET_Y]); - scrnHeight = SCREEN_DEPTH + ABS((int32)_oldScrollY - (int32)SwordLogic::_scriptVars[SCROLL_OFFSET_Y]); + scrnScrlX = MIN((uint32)_oldScrollX, Logic::_scriptVars[SCROLL_OFFSET_X]); + scrnWidth = SCREEN_WIDTH + ABS((int32)_oldScrollX - (int32)Logic::_scriptVars[SCROLL_OFFSET_X]); + scrnScrlY = MIN((uint32)_oldScrollY, Logic::_scriptVars[SCROLL_OFFSET_Y]); + scrnHeight = SCREEN_DEPTH + ABS((int32)_oldScrollY - (int32)Logic::_scriptVars[SCROLL_OFFSET_Y]); if (_scrnSizeX != SCREEN_WIDTH) { double scrlfx = (FROM_LE_16(header->sizeX) - SCREEN_WIDTH) / ((double)(_scrnSizeX - SCREEN_WIDTH)); @@ -549,7 +551,7 @@ void SwordScreen::renderParallax(uint8 *data) { } } -void SwordScreen::drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch) { +void Screen::drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch) { uint8 *dest = _screenBuf + (sprY * _scrnSizeX) + sprX; for (uint16 cnty = 0; cnty < sprHeight; cnty++) { for (uint16 cntx = 0; cntx < sprWidth; cntx++) @@ -561,7 +563,7 @@ void SwordScreen::drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sp } // nearest neighbor filter: -void SwordScreen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest) { +void Screen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 scale, uint8 *dest) { uint32 resHeight = (height * scale) >> 8; uint32 resWidth = (width * scale) >> 8; uint32 step = 0x10000 / scale; @@ -600,14 +602,14 @@ void SwordScreen::fastShrink(uint8 *src, uint32 width, uint32 height, uint32 sca } } -void SwordScreen::addToGraphicList(uint8 listId, uint32 objId) { +void Screen::addToGraphicList(uint8 listId, uint32 objId) { if (listId == 0) { _foreList[_foreLength++] = objId; if (_foreLength > MAX_FORE) error("foreList exceeded!"); } if (listId == 1) { - BsObject *cpt = _objMan->fetchObject(objId); + Object *cpt = _objMan->fetchObject(objId); _sortList[_sortLength].id = objId; _sortList[_sortLength].y = cpt->o_anim_y; // gives feet coords if boxed mega, otherwise top of sprite box if (!(cpt->o_status & STAT_SHRINK)) { // not a boxed mega using shrinking @@ -627,7 +629,7 @@ void SwordScreen::addToGraphicList(uint8 listId, uint32 objId) { } } -void SwordScreen::decompressTony(uint8 *src, uint32 compSize, uint8 *dest) { +void Screen::decompressTony(uint8 *src, uint32 compSize, uint8 *dest) { uint8 *endOfData = src + compSize; while (src < endOfData) { uint8 numFlat = *src++; @@ -645,7 +647,7 @@ void SwordScreen::decompressTony(uint8 *src, uint32 compSize, uint8 *dest) { } } -void SwordScreen::decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest) { +void Screen::decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest) { uint8 *compBufEnd = src + compSize; while (src < compBufEnd) { uint8 code = *src++; @@ -659,7 +661,7 @@ void SwordScreen::decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest) { } } -void SwordScreen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest) { +void Screen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest) { uint8 *srcBufEnd = src + compSize; while (src < srcBufEnd) { uint8 color = *src++; @@ -673,7 +675,7 @@ void SwordScreen::decompressRLE0(uint8 *src, uint32 compSize, uint8 *dest) { } } -void SwordScreen::fadePalette(void) { +void Screen::fadePalette(void) { if (_fadingStep == 16) memcpy(_currentPalette, _targetPalette, 256 * 4); else if ((_fadingStep == 1) && (_fadingDirection == FADE_DOWN)) { @@ -690,13 +692,13 @@ void SwordScreen::fadePalette(void) { _isBlack = true; } -void SwordScreen::fnSetParallax(uint32 screen, uint32 resId) { +void Screen::fnSetParallax(uint32 screen, uint32 resId) { if ((screen == _currentScreen) && (resId != _roomDefTable[screen].parallax[0])) warning("fnSetParallax: setting parallax for current room!!"); _roomDefTable[screen].parallax[0] = resId; } -void SwordScreen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, uint16 *pSprHeight, uint16 *incr) { +void Screen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, uint16 *pSprHeight, uint16 *incr) { int16 sprX = *pSprX - SCREEN_LEFT_EDGE; int16 sprY = *pSprY - SCREEN_TOP_EDGE; int16 sprW = *pSprWidth; @@ -751,13 +753,13 @@ void SwordScreen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWid } } -void SwordScreen::fnFlash(uint8 color) { - warning("stub: SwordScreen::fnFlash(%d)", color); +void Screen::fnFlash(uint8 color) { + warning("stub: Screen::fnFlash(%d)", color); } -// ------------------- SwordMenu screen interface --------------------------- +// ------------------- Menu screen interface --------------------------- -void SwordScreen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask, int8 fadeStatus) { +void Screen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, const byte *fadeMask, int8 fadeStatus) { uint8 frame[40 * 40]; int i, j; @@ -790,17 +792,17 @@ void SwordScreen::showFrame(uint16 x, uint16 y, uint32 resId, uint32 frameNo, co // ------------------- router debugging code -------------------------------- -void SwordScreen::vline(uint16 x, uint16 y1, uint16 y2) { +void Screen::vline(uint16 x, uint16 y1, uint16 y2) { for (uint16 cnty = y1; cnty <= y2; cnty++) _screenBuf[x + _scrnSizeX * cnty] = 0; } -void SwordScreen::hline(uint16 x1, uint16 x2, uint16 y) { +void Screen::hline(uint16 x1, uint16 x2, uint16 y) { for (uint16 cntx = x1; cntx <= x2; cntx++) _screenBuf[y * _scrnSizeX + cntx] = 0; } -void SwordScreen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { +void Screen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int x, y, ddx, ddy, e; ddx = ABS(x2 - x1); ddy = ABS(y2 - y1) << 1; @@ -824,7 +826,7 @@ void SwordScreen::bsubline_1(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { } } -void SwordScreen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { +void Screen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int x, y, ddx, ddy, e; ddx = ABS(x2 - x1) << 1; ddy = ABS(y2 - y1); @@ -848,7 +850,7 @@ void SwordScreen::bsubline_2(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { } } -void SwordScreen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { +void Screen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int x, y, ddx, ddy, e; ddx = ABS(x1 - x2) << 1; ddy = ABS(y2 - y1); @@ -872,7 +874,7 @@ void SwordScreen::bsubline_3(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { } } -void SwordScreen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { +void Screen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { int x, y, ddx, ddy, e; ddy = ABS(y2 - y1) << 1; ddx = ABS(x1 - x2); @@ -896,7 +898,7 @@ void SwordScreen::bsubline_4(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { } } -void SwordScreen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { +void Screen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { if ((x1 == x2) && (y1 == y2)) { _screenBuf[x1 + y1 * _scrnSizeX] = 0; } @@ -922,3 +924,5 @@ void SwordScreen::drawLine(uint16 x1, uint16 y1, uint16 x2, uint16 y2) { bsubline_3(x1, y1, x2, y2); } } + +} // End of namespace Sword1 diff --git a/sword1/screen.h b/sword1/screen.h index 741eb4992f..3c7326e8f4 100644 --- a/sword1/screen.h +++ b/sword1/screen.h @@ -24,6 +24,10 @@ #include "sworddefs.h" +class OSystem; + +namespace Sword1 { + #define MAX_FORE 20 #define MAX_BACK 20 #define MAX_SORT 20 @@ -57,15 +61,14 @@ struct RoomDef { class ResMan; class ObjectMan; -class SwordText; // Text objects use sprites that are created internally at run-time - // the buffer belongs to SwordText, so we need a reference here. -class OSystem; +class Text; // Text objects use sprites that are created internally at run-time + // the buffer belongs to Text, so we need a reference here. -class SwordScreen { +class Screen { public: - SwordScreen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan); - void useTextManager(SwordText *pTextMan); - ~SwordScreen(void); + Screen(OSystem *system, ResMan *pResMan, ObjectMan *pObjMan); + void useTextManager(Text *pTextMan); + ~Screen(void); void draw(void); void quitScreen(void); @@ -114,7 +117,7 @@ private: OSystem *_system; ResMan *_resMan; ObjectMan *_objMan; - SwordText *_textMan; + Text *_textMan; uint16 _currentScreen; uint8 *_screenBuf; @@ -143,5 +146,7 @@ private: // mainloop that no further fading is necessary. }; +} // End of namespace Sword1 + #endif //BSSCREEN_H diff --git a/sword1/sound.cpp b/sword1/sound.cpp index 026c6eb954..8d496016a2 100644 --- a/sword1/sound.cpp +++ b/sword1/sound.cpp @@ -26,10 +26,12 @@ #include "logic.h" #include "sword1.h" +namespace Sword1 { + #define SOUND_SPEECH_ID 1 #define SPEECH_FLAGS (SoundMixer::FLAG_16BITS | SoundMixer::FLAG_AUTOFREE | SoundMixer::FLAG_LITTLE_ENDIAN) -SwordSound::SwordSound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan) { +Sound::Sound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan) { strcpy(_filePath, searchPath); _mixer = mixer; _resMan = pResMan; @@ -39,7 +41,7 @@ SwordSound::SwordSound(const char *searchPath, SoundMixer *mixer, ResMan *pResMa _speechVolL = _speechVolR = _sfxVolL = _sfxVolR = 192; } -int SwordSound::addToQueue(int32 fxNo) { +int Sound::addToQueue(int32 fxNo) { bool alreadyInQueue = false; for (uint8 cnt = 0; (cnt < _endOfQueue) && (!alreadyInQueue); cnt++) if (_fxQueue[cnt].id == (uint32)fxNo) @@ -61,10 +63,10 @@ int SwordSound::addToQueue(int32 fxNo) { return 0; } -void SwordSound::engine(void) { +void Sound::engine(void) { // first of all, add any random sfx to the queue... for (uint16 cnt = 0; cnt < TOTAL_FX_PER_ROOM; cnt++) { - uint16 fxNo = _roomsFixedFx[SwordLogic::_scriptVars[SCREEN]][cnt]; + uint16 fxNo = _roomsFixedFx[Logic::_scriptVars[SCREEN]][cnt]; if (fxNo) { if (_fxList[fxNo].type == FX_RANDOM) { if (_rnd.getRandomNumber(_fxList[fxNo].delay) == 0) @@ -90,8 +92,7 @@ void SwordSound::engine(void) { } } -void SwordSound::fnStopFx(int32 fxNo) { - +void Sound::fnStopFx(int32 fxNo) { _mixer->stopID(fxNo); for (uint8 cnt = 0; cnt < _endOfQueue; cnt++) if (_fxQueue[cnt].id == (uint32)fxNo) { @@ -105,16 +106,16 @@ void SwordSound::fnStopFx(int32 fxNo) { debug(8, "fnStopFx: id not found in queue"); } -bool SwordSound::amISpeaking(void) { +bool Sound::amISpeaking(void) { _waveVolPos++; return _waveVolume[_waveVolPos - 1]; } -bool SwordSound::speechFinished(void) { +bool Sound::speechFinished(void) { return !_speechHandle.isActive(); } -void SwordSound::newScreen(uint32 screen) { +void Sound::newScreen(uint32 screen) { if (_currentCowFile != SwordEngine::_systemVars.currentCD) { if (_currentCowFile) closeCowSystem(); @@ -122,17 +123,17 @@ void SwordSound::newScreen(uint32 screen) { } } -void SwordSound::quitScreen(void) { +void Sound::quitScreen(void) { // stop all running SFX while (_endOfQueue) fnStopFx(_fxQueue[0].id); } -void SwordSound::playSample(QueueElement *elem) { +void Sound::playSample(QueueElement *elem) { uint8 *sampleData = (uint8*)_resMan->fetchRes(_fxList[elem->id].sampleId); for (uint16 cnt = 0; cnt < MAX_ROOMS_PER_FX; cnt++) { if (_fxList[elem->id].roomVolList[cnt].roomNo) { - if ((_fxList[elem->id].roomVolList[cnt].roomNo == (int)SwordLogic::_scriptVars[SCREEN]) || + if ((_fxList[elem->id].roomVolList[cnt].roomNo == (int)Logic::_scriptVars[SCREEN]) || (_fxList[elem->id].roomVolList[cnt].roomNo == -1)) { uint8 volL = (_fxList[elem->id].roomVolList[cnt].leftVol * 10 * _sfxVolL) / 255; @@ -154,9 +155,9 @@ void SwordSound::playSample(QueueElement *elem) { } } -bool SwordSound::startSpeech(uint16 roomNo, uint16 localNo) { +bool Sound::startSpeech(uint16 roomNo, uint16 localNo) { if (_cowHeader == NULL) { - warning("SwordSound::startSpeech: COW file isn't open!"); + warning("Sound::startSpeech: COW file isn't open!"); return false; } @@ -176,7 +177,7 @@ bool SwordSound::startSpeech(uint16 roomNo, uint16 localNo) { return false; } -int16 *SwordSound::uncompressSpeech(uint32 index, uint32 cSize, uint32 *size) { +int16 *Sound::uncompressSpeech(uint32 index, uint32 cSize, uint32 *size) { uint8 *fBuf = (uint8*)malloc(cSize); _cowFile.seek(index); _cowFile.read(fBuf, cSize); @@ -210,13 +211,13 @@ int16 *SwordSound::uncompressSpeech(uint32 index, uint32 cSize, uint32 *size) { return dstData; } else { free(fBuf); - warning("SwordSound::uncompressSpeech(): DATA tag not found in wave header"); + warning("Sound::uncompressSpeech(): DATA tag not found in wave header"); *size = 0; return NULL; } } -void SwordSound::calcWaveVolume(int16 *data, uint32 length) { +void Sound::calcWaveVolume(int16 *data, uint32 length) { int16 *blkPos = data + 918; for (uint32 cnt = 0; cnt < WAVE_VOL_TAB_LENGTH; cnt++) _waveVolume[cnt] = false; @@ -241,11 +242,11 @@ void SwordSound::calcWaveVolume(int16 *data, uint32 length) { } } -void SwordSound::stopSpeech(void) { +void Sound::stopSpeech(void) { _mixer->stopID(SOUND_SPEECH_ID); } -void SwordSound::initCowSystem(void) { +void Sound::initCowSystem(void) { char cowName[25]; /* look for speech1/2.clu in the data dir and speech/speech.clu (running from cd or using cd layout) @@ -264,10 +265,10 @@ void SwordSound::initCowSystem(void) { _cowHeader[cnt] = _cowFile.readUint32LE(); _currentCowFile = SwordEngine::_systemVars.currentCD; } else - warning("SwordSound::initCowSystem: Can't open SPEECH%d.CLU", SwordEngine::_systemVars.currentCD); + warning("Sound::initCowSystem: Can't open SPEECH%d.CLU", SwordEngine::_systemVars.currentCD); } -void SwordSound::closeCowSystem(void) { +void Sound::closeCowSystem(void) { if (_cowFile.isOpen()) _cowFile.close(); if (_cowHeader) @@ -276,3 +277,4 @@ void SwordSound::closeCowSystem(void) { _currentCowFile = 0; } +} // End of namespace Sword1 diff --git a/sword1/sound.h b/sword1/sound.h index ad06a93daf..dcb2543653 100644 --- a/sword1/sound.h +++ b/sword1/sound.h @@ -28,6 +28,10 @@ #include "sound/mixer.h" #include "common/util.h" +class SoundMixer; + +namespace Sword1 { + #define TOTAL_FX_PER_ROOM 7 // total loop & random fx per room (see fx_list.c) #define MAX_ROOMS_PER_FX 7 // max no. of rooms in the fx's room,vol list #define MAX_FXQ_LENGTH 32 // max length of sound queue - ie. max number of fx that can be stored up/playing together @@ -50,15 +54,14 @@ struct FxDef { RoomVol roomVolList[MAX_ROOMS_PER_FX]; }; -class SoundMixer; class ResMan; #define WAVE_VOL_TAB_LENGTH 480 #define WAVE_VOL_THRESHOLD 190000 //120000 -class SwordSound { +class Sound { public: - SwordSound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan); - ~SwordSound(void); + Sound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan); + ~Sound(void); void setSpeechVol(uint8 volL, uint8 volR) { _speechVolL = volL; _speechVolR = volR; }; void setSfxVol(uint8 volL, uint8 volR) { _sfxVolL = volL; _sfxVolR = volR; }; void giveSpeechVol(uint8 *volL, uint8 *volR) { *volL = _speechVolL; *volR = _speechVolR; }; @@ -103,4 +106,6 @@ private: static const FxDef _fxList[312]; }; +} // End of namespace Sword1 + #endif //BSSOUND_H diff --git a/sword1/staticres.cpp b/sword1/staticres.cpp index 049ff6824d..f8b039cbb8 100644 --- a/sword1/staticres.cpp +++ b/sword1/staticres.cpp @@ -30,6 +30,8 @@ #include "sound.h" #include "sword1.h" +namespace Sword1 { + const uint8 SwordEngine::_cdList[TOTAL_SECTIONS] = { 0, // 0 inventory @@ -199,7 +201,7 @@ const uint8 SwordEngine::_cdList[TOTAL_SECTIONS] = { 1, // 146 ALBERT'S TEXT - on CD1 }; -const MenuObject SwordMenu::_objectDefs[TOTAL_pockets + 1] = { +const MenuObject Menu::_objectDefs[TOTAL_pockets + 1] = { { // 0 can't use 0, 0, 0, 0, 0 }, @@ -569,7 +571,7 @@ const MenuObject SwordMenu::_objectDefs[TOTAL_pockets + 1] = { } }; -const Subject SwordMenu::_subjectList[TOTAL_subjects] = { +const Subject Menu::_subjectList[TOTAL_subjects] = { { // 256 0, // subject_res 0 // subject_frame @@ -1541,7 +1543,7 @@ const uint32 ObjectMan::_textList[TOTAL_SECTIONS][7] = { }; -RoomDef SwordScreen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const +RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const { 0, //total_layers --- room 0 NOT USED 0, //size_x = width @@ -2584,7 +2586,7 @@ RoomDef SwordScreen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const } }; -const char SwordMusic::_tuneList[TOTAL_TUNES][8] = { +const char Music::_tuneList[TOTAL_TUNES][8] = { "", // 0 SPARE "1m2", // DONE 1 George picks up the newspaper "1m3", // DONE 2 In the alley for the first time @@ -2887,7 +2889,7 @@ const char SwordMusic::_tuneList[TOTAL_TUNES][8] = { "rm3d", // DONE 269 ONe the scene change after the Grand Master says, "George, we have watched you..." This one might need a bit of fiddling to get it to match to the fisticuffs. }; -const FxDef SwordSound::_fxList[312] = { +const FxDef Sound::_fxList[312] = { // 0 { 0, // sampleId @@ -6440,7 +6442,7 @@ const FxDef SwordSound::_fxList[312] = { // NB. There must be a list for each room number, even if location doesn't exist in game -const uint16 SwordSound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] = +const uint16 Sound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] = { {0}, // 0 @@ -6561,3 +6563,5 @@ const uint16 SwordSound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] = {0}, // 98 {0}, // 99 }; + +} // End of namespace Sword1 diff --git a/sword1/sword1.cpp b/sword1/sword1.cpp index c547291270..1d16a746ad 100644 --- a/sword1/sword1.cpp +++ b/sword1/sword1.cpp @@ -41,6 +41,8 @@ #include "music.h" #include "control.h" +using namespace Sword1; + /* Broken Sword 1 */ static const GameSettings sword1_setting = {"sword1", "Broken Sword I", GF_DEFAULT_TO_1X_SCALER}; @@ -76,6 +78,8 @@ Engine *Engine_SWORD1_create(GameDetector *detector, OSystem *syst) { REGISTER_PLUGIN("Broken Sword", Engine_SWORD1_gameList, Engine_SWORD1_create, Engine_SWORD1_detectGames) +namespace Sword1 { + SystemVars SwordEngine::_systemVars; void SwordEngine::errorString(const char *buf1, char *buf2) { @@ -101,12 +105,12 @@ void SwordEngine::initialize(void) { debug(5, "Starting object manager"); _objectMan = new ObjectMan(_resMan); _mixer->setVolume(255); - _mouse = new SwordMouse(_system, _resMan, _objectMan); - _screen = new SwordScreen(_system, _resMan, _objectMan); - _music = new SwordMusic(_system, _mixer); - _sound = new SwordSound("", _mixer, _resMan); - _menu = new SwordMenu(_screen, _mouse); - _logic = new SwordLogic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu); + _mouse = new Mouse(_system, _resMan, _objectMan); + _screen = new Screen(_system, _resMan, _objectMan); + _music = new Music(_system, _mixer); + _sound = new Sound("", _mixer, _resMan); + _menu = new Menu(_screen, _mouse); + _logic = new Logic(_objectMan, _resMan, _screen, _mouse, _sound, _music, _menu); _mouse->useLogicAndMenu(_logic, _menu); uint8 musicVol = (uint8)ConfMan.getInt("music_volume"); @@ -155,7 +159,7 @@ void SwordEngine::initialize(void) { _logic->initialize(); _objectMan->initialize(); _mouse->initialize(); - _control = new SwordControl(_resMan, _objectMan, _system, _mouse, _sound, _music, getSavePath()); + _control = new Control(_resMan, _objectMan, _system, _mouse, _sound, _music, getSavePath()); } void SwordEngine::reinitialize(void) { @@ -171,10 +175,10 @@ void SwordEngine::reinitialize(void) { void SwordEngine::startPositions(int32 startNumber) { // int32 sect; - BsObject *compact; + Object *compact; - SwordLogic::_scriptVars[CHANGE_STANCE] = STAND; - SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = GEO_TLK_TABLE; + Logic::_scriptVars[CHANGE_STANCE] = STAND; + Logic::_scriptVars[GEORGE_CDT_FLAG] = GEO_TLK_TABLE; //------------------------------------------------------------------------------------------------------- // START 0==intro; 1==without @@ -192,137 +196,137 @@ void SwordEngine::startPositions(int32 startNumber) { } - SwordLogic::_scriptVars[CHANGE_X] = 481; - SwordLogic::_scriptVars[CHANGE_Y] = 413; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_1; + Logic::_scriptVars[CHANGE_X] = 481; + Logic::_scriptVars[CHANGE_Y] = 413; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_1; } //------------------------------------------------------------------------------------------------------- else if (startNumber==2) // blind_alley { - SwordLogic::_scriptVars[CHANGE_X] = 480; - SwordLogic::_scriptVars[CHANGE_Y] = 388; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_2; + Logic::_scriptVars[CHANGE_X] = 480; + Logic::_scriptVars[CHANGE_Y] = 388; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_2; _logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0); _logic->fnAddObject(0,0,ROSSO_CARD,0,0,0,0,0); - SwordLogic::_scriptVars[POCKET_1] = 1; - SwordLogic::_scriptVars[POCKET_2] = 1; - SwordLogic::_scriptVars[POCKET_3] = 1; - SwordLogic::_scriptVars[POCKET_4] = 1; - SwordLogic::_scriptVars[POCKET_5] = 1; - SwordLogic::_scriptVars[POCKET_6] = 1; - SwordLogic::_scriptVars[POCKET_7] = 1; - SwordLogic::_scriptVars[POCKET_8] = 1; - SwordLogic::_scriptVars[POCKET_9] = 1; - - SwordLogic::_scriptVars[POCKET_10] = 1; - SwordLogic::_scriptVars[POCKET_11] = 1; - SwordLogic::_scriptVars[POCKET_12] = 1; - SwordLogic::_scriptVars[POCKET_13] = 1; - SwordLogic::_scriptVars[POCKET_14] = 1; - SwordLogic::_scriptVars[POCKET_15] = 1; - SwordLogic::_scriptVars[POCKET_16] = 1; - SwordLogic::_scriptVars[POCKET_17] = 1; - SwordLogic::_scriptVars[POCKET_18] = 1; - SwordLogic::_scriptVars[POCKET_19] = 1; - - SwordLogic::_scriptVars[POCKET_20] = 1; - SwordLogic::_scriptVars[POCKET_21] = 1; - SwordLogic::_scriptVars[POCKET_22] = 1; - SwordLogic::_scriptVars[POCKET_23] = 1; - SwordLogic::_scriptVars[POCKET_24] = 1; - SwordLogic::_scriptVars[POCKET_25] = 1; - SwordLogic::_scriptVars[POCKET_26] = 1; - SwordLogic::_scriptVars[POCKET_27] = 1; - SwordLogic::_scriptVars[POCKET_28] = 1; - SwordLogic::_scriptVars[POCKET_29] = 1; + Logic::_scriptVars[POCKET_1] = 1; + Logic::_scriptVars[POCKET_2] = 1; + Logic::_scriptVars[POCKET_3] = 1; + Logic::_scriptVars[POCKET_4] = 1; + Logic::_scriptVars[POCKET_5] = 1; + Logic::_scriptVars[POCKET_6] = 1; + Logic::_scriptVars[POCKET_7] = 1; + Logic::_scriptVars[POCKET_8] = 1; + Logic::_scriptVars[POCKET_9] = 1; + + Logic::_scriptVars[POCKET_10] = 1; + Logic::_scriptVars[POCKET_11] = 1; + Logic::_scriptVars[POCKET_12] = 1; + Logic::_scriptVars[POCKET_13] = 1; + Logic::_scriptVars[POCKET_14] = 1; + Logic::_scriptVars[POCKET_15] = 1; + Logic::_scriptVars[POCKET_16] = 1; + Logic::_scriptVars[POCKET_17] = 1; + Logic::_scriptVars[POCKET_18] = 1; + Logic::_scriptVars[POCKET_19] = 1; + + Logic::_scriptVars[POCKET_20] = 1; + Logic::_scriptVars[POCKET_21] = 1; + Logic::_scriptVars[POCKET_22] = 1; + Logic::_scriptVars[POCKET_23] = 1; + Logic::_scriptVars[POCKET_24] = 1; + Logic::_scriptVars[POCKET_25] = 1; + Logic::_scriptVars[POCKET_26] = 1; + Logic::_scriptVars[POCKET_27] = 1; + Logic::_scriptVars[POCKET_28] = 1; + Logic::_scriptVars[POCKET_29] = 1; } //------------------------------------------------------------------------------------------------------- else if (startNumber==3) // cafe { - SwordLogic::_scriptVars[CHANGE_X] = 660; - SwordLogic::_scriptVars[CHANGE_Y] = 368; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_3; + Logic::_scriptVars[CHANGE_X] = 660; + Logic::_scriptVars[CHANGE_Y] = 368; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_3; } //------------------------------------------------------------------------------------------------------- else if (startNumber==4) // ready to use phone { - SwordLogic::_scriptVars[CHANGE_X] = 463; - SwordLogic::_scriptVars[CHANGE_Y] = 391; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_4; + Logic::_scriptVars[CHANGE_X] = 463; + Logic::_scriptVars[CHANGE_Y] = 391; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_4; - SwordLogic::_scriptVars[MOUE_TEXT] = 1; // stop moue from entering ("Freeze...") - SwordLogic::_scriptVars[MOUE_NICO_FLAG] = 1; // Moue gave George her number + Logic::_scriptVars[MOUE_TEXT] = 1; // stop moue from entering ("Freeze...") + Logic::_scriptVars[MOUE_NICO_FLAG] = 1; // Moue gave George her number // paris_flag=2; // for Nico's phone script - SwordLogic::_scriptVars[PARIS_FLAG] = 5; // to access room8 (cafe_repaired) - SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1; // Nico's number is on envelope - SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1; // Todryk's number is on envelope - SwordLogic::_scriptVars[WORKMAN_GONE_FLAG] = 1; // Workman not here - SwordLogic::_scriptVars[ALBERT_INFO_FLAG] = 1; // Albert has told us the tailor's number (for Nico's phone script) - SwordLogic::_scriptVars[SEEN_SEWERS_FLAG] = 1; - - SwordLogic::_scriptVars[POCKET_30] = 1; - SwordLogic::_scriptVars[POCKET_31] = 1; - SwordLogic::_scriptVars[POCKET_32] = 1; - SwordLogic::_scriptVars[POCKET_33] = 1; - SwordLogic::_scriptVars[POCKET_34] = 1; - SwordLogic::_scriptVars[POCKET_35] = 1; - SwordLogic::_scriptVars[POCKET_36] = 1; - SwordLogic::_scriptVars[POCKET_37] = 1; - SwordLogic::_scriptVars[POCKET_38] = 1; - SwordLogic::_scriptVars[POCKET_39] = 1; - - SwordLogic::_scriptVars[POCKET_40] = 1; - SwordLogic::_scriptVars[POCKET_41] = 1; - SwordLogic::_scriptVars[POCKET_42] = 1; - SwordLogic::_scriptVars[POCKET_43] = 1; - SwordLogic::_scriptVars[POCKET_44] = 1; - SwordLogic::_scriptVars[POCKET_45] = 1; - SwordLogic::_scriptVars[POCKET_46] = 1; - SwordLogic::_scriptVars[POCKET_47] = 1; - SwordLogic::_scriptVars[POCKET_48] = 1; - SwordLogic::_scriptVars[POCKET_49] = 1; - - SwordLogic::_scriptVars[POCKET_50] = 1; - SwordLogic::_scriptVars[POCKET_51] = 1; - SwordLogic::_scriptVars[POCKET_52] = 1; + Logic::_scriptVars[PARIS_FLAG] = 5; // to access room8 (cafe_repaired) + Logic::_scriptVars[NICO_PHONE_FLAG] = 1; // Nico's number is on envelope + Logic::_scriptVars[TAILOR_PHONE_FLAG] = 1; // Todryk's number is on envelope + Logic::_scriptVars[WORKMAN_GONE_FLAG] = 1; // Workman not here + Logic::_scriptVars[ALBERT_INFO_FLAG] = 1; // Albert has told us the tailor's number (for Nico's phone script) + Logic::_scriptVars[SEEN_SEWERS_FLAG] = 1; + + Logic::_scriptVars[POCKET_30] = 1; + Logic::_scriptVars[POCKET_31] = 1; + Logic::_scriptVars[POCKET_32] = 1; + Logic::_scriptVars[POCKET_33] = 1; + Logic::_scriptVars[POCKET_34] = 1; + Logic::_scriptVars[POCKET_35] = 1; + Logic::_scriptVars[POCKET_36] = 1; + Logic::_scriptVars[POCKET_37] = 1; + Logic::_scriptVars[POCKET_38] = 1; + Logic::_scriptVars[POCKET_39] = 1; + + Logic::_scriptVars[POCKET_40] = 1; + Logic::_scriptVars[POCKET_41] = 1; + Logic::_scriptVars[POCKET_42] = 1; + Logic::_scriptVars[POCKET_43] = 1; + Logic::_scriptVars[POCKET_44] = 1; + Logic::_scriptVars[POCKET_45] = 1; + Logic::_scriptVars[POCKET_46] = 1; + Logic::_scriptVars[POCKET_47] = 1; + Logic::_scriptVars[POCKET_48] = 1; + Logic::_scriptVars[POCKET_49] = 1; + + Logic::_scriptVars[POCKET_50] = 1; + Logic::_scriptVars[POCKET_51] = 1; + Logic::_scriptVars[POCKET_52] = 1; } //------------------------------------------------------------------------------------------------------- else if (startNumber==5) // court_yard { - SwordLogic::_scriptVars[CHANGE_X] = 400; - SwordLogic::_scriptVars[CHANGE_Y] = 400; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_5; + Logic::_scriptVars[CHANGE_X] = 400; + Logic::_scriptVars[CHANGE_Y] = 400; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_5; } //------------------------------------------------------------------------------------------------------- else if (startNumber==7) // sewer_two { - SwordLogic::_scriptVars[CHANGE_X] = 520; - SwordLogic::_scriptVars[CHANGE_Y] = 310; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_7; + Logic::_scriptVars[CHANGE_X] = 520; + Logic::_scriptVars[CHANGE_Y] = 310; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_7; } //------------------------------------------------------------------------------------------------------- else if (startNumber==8) // cafe_repaired { - SwordLogic::_scriptVars[CHANGE_X] = 481; - SwordLogic::_scriptVars[CHANGE_Y] = 413; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_8; + Logic::_scriptVars[CHANGE_X] = 481; + Logic::_scriptVars[CHANGE_Y] = 413; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_8; } //------------------------------------------------------------------------------------------------------- else if (startNumber==11) // costumier { - SwordLogic::_scriptVars[CHANGE_X] = 264; - SwordLogic::_scriptVars[CHANGE_Y] = 436; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_11; + Logic::_scriptVars[CHANGE_X] = 264; + Logic::_scriptVars[CHANGE_Y] = 436; + Logic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_11; _logic->fnAddObject(0,0,TISSUE,0,0,0,0,0); _logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0); @@ -331,29 +335,29 @@ void SwordEngine::startPositions(int32 startNumber) { // HOTEL SECTION else if (startNumber==12) // hotel_street { - SwordLogic::_scriptVars[CHANGE_X] = 730; - SwordLogic::_scriptVars[CHANGE_Y] = 460; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_12; + Logic::_scriptVars[CHANGE_X] = 730; + Logic::_scriptVars[CHANGE_Y] = 460; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_12; - SwordLogic::_scriptVars[PARIS_FLAG] = 6; + Logic::_scriptVars[PARIS_FLAG] = 6; _logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0); - SwordLogic::_scriptVars[NICO_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1; - SwordLogic::_scriptVars[COSTUMES_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[HOTEL_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[AEROPORT_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1; + Logic::_scriptVars[NICO_ADDRESS_FLAG] = 1; + Logic::_scriptVars[NICO_PHONE_FLAG] = 1; + Logic::_scriptVars[COSTUMES_ADDRESS_FLAG] = 1; + Logic::_scriptVars[HOTEL_ADDRESS_FLAG] = 1; + Logic::_scriptVars[AEROPORT_ADDRESS_FLAG] = 1; + Logic::_scriptVars[TAILOR_PHONE_FLAG] = 1; } //------------------------------------------------------------------------------------------------------- else if (startNumber==14) // hotel_corridor { - SwordLogic::_scriptVars[CHANGE_X] = 528; - SwordLogic::_scriptVars[CHANGE_Y] = 484; - SwordLogic::_scriptVars[CHANGE_DIR] = UP; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_14; + Logic::_scriptVars[CHANGE_X] = 528; + Logic::_scriptVars[CHANGE_Y] = 484; + Logic::_scriptVars[CHANGE_DIR] = UP; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_14; _logic->fnAddObject(0,0,HOTEL_KEY,0,0,0,0,0); _logic->fnAddObject(0,0,MANUSCRIPT,0,0,0,0,0); @@ -361,43 +365,43 @@ void SwordEngine::startPositions(int32 startNumber) { //------------------------------------------------------------------------------------------------------- else if (startNumber==17) // hotel_assassin { - SwordLogic::_scriptVars[CHANGE_X] = 714; - SwordLogic::_scriptVars[CHANGE_Y] = 484; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_17; + Logic::_scriptVars[CHANGE_X] = 714; + Logic::_scriptVars[CHANGE_Y] = 484; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_17; } //------------------------------------------------------------------------------------------------------- else if (startNumber==18) // gendarmerie { - SwordLogic::_scriptVars[CHANGE_X] = 446; - SwordLogic::_scriptVars[CHANGE_Y] = 408; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_18; + Logic::_scriptVars[CHANGE_X] = 446; + Logic::_scriptVars[CHANGE_Y] = 408; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_18; - SwordLogic::_scriptVars[PARIS_FLAG] = 5; // for Moue & Rosso + Logic::_scriptVars[PARIS_FLAG] = 5; // for Moue & Rosso } //------------------------------------------------------------------------------------------------------- // MUSEUM RAID else if (startNumber==27) // museum_street { - SwordLogic::_scriptVars[CHANGE_X] = 300; - SwordLogic::_scriptVars[CHANGE_Y] = 510; - SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_27; + Logic::_scriptVars[CHANGE_X] = 300; + Logic::_scriptVars[CHANGE_Y] = 510; + Logic::_scriptVars[CHANGE_DIR] = UP_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_27; - SwordLogic::_scriptVars[PARIS_FLAG] = 12; // for Lobineau in Museum - SwordLogic::_scriptVars[MANUSCRIPT_ON_TABLE_10_FLAG] = 1; + Logic::_scriptVars[PARIS_FLAG] = 12; // for Lobineau in Museum + Logic::_scriptVars[MANUSCRIPT_ON_TABLE_10_FLAG] = 1; } //------------------------------------------------------------------------------------------------------- // HOSPITAL SECTION else if (startNumber==31) // hospital_street { - SwordLogic::_scriptVars[CHANGE_X] = 400; - SwordLogic::_scriptVars[CHANGE_Y] = 500; - SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_31; + Logic::_scriptVars[CHANGE_X] = 400; + Logic::_scriptVars[CHANGE_Y] = 500; + Logic::_scriptVars[CHANGE_DIR] = UP_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_31; - SwordLogic::_scriptVars[PARIS_FLAG] = 11; + Logic::_scriptVars[PARIS_FLAG] = 11; _logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0); _logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0); @@ -405,28 +409,28 @@ void SwordEngine::startPositions(int32 startNumber) { //------------------------------------------------------------------------------------------------------- else if (startNumber==32) // hospital_desk (after we've found out where Marquet is) { - SwordLogic::_scriptVars[CHANGE_X] = 405; - SwordLogic::_scriptVars[CHANGE_Y] = 446; - SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_32; + Logic::_scriptVars[CHANGE_X] = 405; + Logic::_scriptVars[CHANGE_Y] = 446; + Logic::_scriptVars[CHANGE_DIR] = UP_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_32; - SwordLogic::_scriptVars[PARIS_FLAG] = 11; + Logic::_scriptVars[PARIS_FLAG] = 11; - SwordLogic::_scriptVars[EVA_TEXT] = 1; // talked to eva - SwordLogic::_scriptVars[EVA_MARQUET_FLAG] = 2; - SwordLogic::_scriptVars[EVA_NURSE_FLAG] = 4; - SwordLogic::_scriptVars[FOUND_WARD_FLAG] = 1; - SwordLogic::_scriptVars[CONSULTANT_HERE] = 1; + Logic::_scriptVars[EVA_TEXT] = 1; // talked to eva + Logic::_scriptVars[EVA_MARQUET_FLAG] = 2; + Logic::_scriptVars[EVA_NURSE_FLAG] = 4; + Logic::_scriptVars[FOUND_WARD_FLAG] = 1; + Logic::_scriptVars[CONSULTANT_HERE] = 1; - compact = (BsObject*)_objectMan->fetchObject(PLAYER); + compact = (Object*)_objectMan->fetchObject(PLAYER); _logic->fnMegaSet(compact,PLAYER,GEORGE_WLK,MEGA_WHITE,0,0,0,0); - SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = WHT_TLK_TABLE; - SwordLogic::_scriptVars[GEORGE_TALK_FLAG] = 0; - SwordLogic::_scriptVars[WHITE_COAT_FLAG] = 1; - SwordLogic::_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because wearing white coat now + Logic::_scriptVars[GEORGE_CDT_FLAG] = WHT_TLK_TABLE; + Logic::_scriptVars[GEORGE_TALK_FLAG] = 0; + Logic::_scriptVars[WHITE_COAT_FLAG] = 1; + Logic::_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because wearing white coat now - SwordLogic::_scriptVars[GOT_BENOIR_FLAG] = 1; + Logic::_scriptVars[GOT_BENOIR_FLAG] = 1; _logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0); _logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0); @@ -434,53 +438,53 @@ void SwordEngine::startPositions(int32 startNumber) { //------------------------------------------------------------------------------------------------------- else if (startNumber==35) // hospital_jacques { - SwordLogic::_scriptVars[CHANGE_X] = 640; - SwordLogic::_scriptVars[CHANGE_Y] = 500; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_35; + Logic::_scriptVars[CHANGE_X] = 640; + Logic::_scriptVars[CHANGE_Y] = 500; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_35; - SwordLogic::_scriptVars[PARIS_FLAG] = 11; + Logic::_scriptVars[PARIS_FLAG] = 11; - SwordLogic::_scriptVars[EVA_TEXT] = 1; // talked to eva - SwordLogic::_scriptVars[EVA_MARQUET_FLAG] = 2; - SwordLogic::_scriptVars[EVA_NURSE_FLAG] = 4; - SwordLogic::_scriptVars[FOUND_WARD_FLAG] = 1; - SwordLogic::_scriptVars[CONSULTANT_HERE] = 1; + Logic::_scriptVars[EVA_TEXT] = 1; // talked to eva + Logic::_scriptVars[EVA_MARQUET_FLAG] = 2; + Logic::_scriptVars[EVA_NURSE_FLAG] = 4; + Logic::_scriptVars[FOUND_WARD_FLAG] = 1; + Logic::_scriptVars[CONSULTANT_HERE] = 1; - compact = (BsObject*)_objectMan->fetchObject(PLAYER); + compact = (Object*)_objectMan->fetchObject(PLAYER); _logic->fnMegaSet(compact,PLAYER,GEORGE_WLK,MEGA_WHITE,0,0,0,0); - SwordLogic::_scriptVars[GEORGE_CDT_FLAG] = WHT_TLK_TABLE; - SwordLogic::_scriptVars[GEORGE_TALK_FLAG] = 0; - SwordLogic::_scriptVars[WHITE_COAT_FLAG] = 1; - SwordLogic::_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because wearing white coat now - SwordLogic::_scriptVars[DOOR_34_OPEN] = 1; + Logic::_scriptVars[GEORGE_CDT_FLAG] = WHT_TLK_TABLE; + Logic::_scriptVars[GEORGE_TALK_FLAG] = 0; + Logic::_scriptVars[WHITE_COAT_FLAG] = 1; + Logic::_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because wearing white coat now + Logic::_scriptVars[DOOR_34_OPEN] = 1; - SwordLogic::_scriptVars[GOT_BENOIR_FLAG] = 2; - SwordLogic::_scriptVars[HOS_POS_FLAG] = 26; - SwordLogic::_scriptVars[BENOIR_FLAG] = 24; // for 'george_enters_ward' script + Logic::_scriptVars[GOT_BENOIR_FLAG] = 2; + Logic::_scriptVars[HOS_POS_FLAG] = 26; + Logic::_scriptVars[BENOIR_FLAG] = 24; // for 'george_enters_ward' script } //------------------------------------------------------------------------------------------------------- else if (startNumber==36) // montfaucon { - SwordLogic::_scriptVars[CHANGE_X] = 300; - SwordLogic::_scriptVars[CHANGE_Y] = 480; - SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_36; + Logic::_scriptVars[CHANGE_X] = 300; + Logic::_scriptVars[CHANGE_Y] = 480; + Logic::_scriptVars[CHANGE_DIR] = RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_36; _logic->fnAddObject(0,0,LENS,0,0,0,0,0); _logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0); _logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0); - SwordLogic::_scriptVars[MONTFAUCON_CONTROL_FLAG] = 1; + Logic::_scriptVars[MONTFAUCON_CONTROL_FLAG] = 1; } //------------------------------------------------------------------------------------------------------- else if (startNumber==37) // catacomb_sewer { - SwordLogic::_scriptVars[CHANGE_X] = 592; - SwordLogic::_scriptVars[CHANGE_Y] = 386; - SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_37; + Logic::_scriptVars[CHANGE_X] = 592; + Logic::_scriptVars[CHANGE_Y] = 386; + Logic::_scriptVars[CHANGE_DIR] = RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_37; _logic->fnAddObject(0,0,LIFTING_KEYS,0,0,0,0,0); _logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0); @@ -489,10 +493,10 @@ void SwordEngine::startPositions(int32 startNumber) { //------------------------------------------------------------------------------------------------------- else if (startNumber==38) // catacomb_room { - SwordLogic::_scriptVars[CHANGE_X] = 200; - SwordLogic::_scriptVars[CHANGE_Y] = 390; - SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_38; + Logic::_scriptVars[CHANGE_X] = 200; + Logic::_scriptVars[CHANGE_Y] = 390; + Logic::_scriptVars[CHANGE_DIR] = RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_38; _logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0); _logic->fnAddObject(0,0,GEM,0,0,0,0,0); @@ -500,12 +504,12 @@ void SwordEngine::startPositions(int32 startNumber) { //------------------------------------------------------------------------------------------------------- else if (startNumber==39) // catacomb_meeting { - SwordLogic::_scriptVars[CHANGE_X] = 636; - SwordLogic::_scriptVars[CHANGE_Y] = 413; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_39; + Logic::_scriptVars[CHANGE_X] = 636; + Logic::_scriptVars[CHANGE_Y] = 413; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_39; - SwordLogic::_scriptVars[MEETING_FLAG] = 3; // meeting finished + Logic::_scriptVars[MEETING_FLAG] = 3; // meeting finished _logic->fnAddObject(0,0,TRIPOD,0,0,0,0,0); _logic->fnAddObject(0,0,GEM,0,0,0,0,0); @@ -513,13 +517,13 @@ void SwordEngine::startPositions(int32 startNumber) { //------------------------------------------------------------------------------------------------------- else if (startNumber==40) // excavation_exterior { - SwordLogic::_scriptVars[CHANGE_X] = 648; - SwordLogic::_scriptVars[CHANGE_Y] = 492; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_40; + Logic::_scriptVars[CHANGE_X] = 648; + Logic::_scriptVars[CHANGE_Y] = 492; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_40; - SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1; - SwordLogic::_scriptVars[PARIS_FLAG] = 16; + Logic::_scriptVars[NICO_PHONE_FLAG] = 1; + Logic::_scriptVars[PARIS_FLAG] = 16; _logic->fnAddObject(0,0,PLASTER,0,0,0,0,0); _logic->fnAddObject(0,0,POLISHED_CHALICE,0,0,0,0,0); @@ -527,70 +531,70 @@ void SwordEngine::startPositions(int32 startNumber) { //------------------------------------------------------------------------------------------------------- else if (startNumber==48) // templar_church { - SwordLogic::_scriptVars[CHANGE_X] = 315; - SwordLogic::_scriptVars[CHANGE_Y] = 392; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_48; + Logic::_scriptVars[CHANGE_X] = 315; + Logic::_scriptVars[CHANGE_Y] = 392; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_48; _logic->fnAddObject(0,0,CHALICE,0,0,0,0,0); _logic->fnAddObject(0,0,LENS,0,0,0,0,0); - SwordLogic::_scriptVars[CHALICE_FLAG] = 2; // from end of Spain1, when George gets chalice - SwordLogic::_scriptVars[NEJO_TEXT] = 1; // so priest is there + Logic::_scriptVars[CHALICE_FLAG] = 2; // from end of Spain1, when George gets chalice + Logic::_scriptVars[NEJO_TEXT] = 1; // so priest is there } //------------------------------------------------------------------------------------------------------- else if (startNumber==99) // test text+speech on blank screen (sc99) { - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_99; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_99; // if (testingText) if (1) { // lastLineNo = testTextSection*65536 + LastTextNumber(testTextSection); - SwordLogic::_scriptVars[LASTLINENO] = 146*65536 + _objectMan->lastTextNumber(146); // don't finished until at last line in last section + Logic::_scriptVars[LASTLINENO] = 146*65536 + _objectMan->lastTextNumber(146); // don't finished until at last line in last section } } //------------------------------------------------------------------------------------------------------- else if (startNumber==80) // Paris Map { - SwordLogic::_scriptVars[CHANGE_X] = 645; - SwordLogic::_scriptVars[CHANGE_Y] = 160; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_80; + Logic::_scriptVars[CHANGE_X] = 645; + Logic::_scriptVars[CHANGE_Y] = 160; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_80; - SwordLogic::_scriptVars[PARIS_FLAG] = 3; // for Nico's appartment - SwordLogic::_scriptVars[NICO_CLOWN_FLAG] = 3; + Logic::_scriptVars[PARIS_FLAG] = 3; // for Nico's appartment + Logic::_scriptVars[NICO_CLOWN_FLAG] = 3; - SwordLogic::_scriptVars[NICO_DOOR_FLAG] = 2; // for instant access to Nico's appartment + Logic::_scriptVars[NICO_DOOR_FLAG] = 2; // for instant access to Nico's appartment _logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0); _logic->fnAddObject(0,0,PHOTOGRAPH,0,0,0,0,0); _logic->fnAddObject(0,0,PLASTER,0,0,0,0,0); _logic->fnAddObject(0,0,LAB_PASS,0,0,0,0,0); // for hospital - SwordLogic::_scriptVars[MANUSCRIPT_FLAG] = 1; + Logic::_scriptVars[MANUSCRIPT_FLAG] = 1; - SwordLogic::_scriptVars[NICO_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[NICO_PHONE_FLAG] = 1; - SwordLogic::_scriptVars[COSTUMES_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[HOTEL_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[MUSEUM_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[HOSPITAL_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[MONTFACN_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[AEROPORT_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[NERVAL_ADDRESS_FLAG] = 1; + Logic::_scriptVars[NICO_ADDRESS_FLAG] = 1; + Logic::_scriptVars[NICO_PHONE_FLAG] = 1; + Logic::_scriptVars[COSTUMES_ADDRESS_FLAG] = 1; + Logic::_scriptVars[HOTEL_ADDRESS_FLAG] = 1; + Logic::_scriptVars[MUSEUM_ADDRESS_FLAG] = 1; + Logic::_scriptVars[HOSPITAL_ADDRESS_FLAG] = 1; + Logic::_scriptVars[MONTFACN_ADDRESS_FLAG] = 1; + Logic::_scriptVars[AEROPORT_ADDRESS_FLAG] = 1; + Logic::_scriptVars[NERVAL_ADDRESS_FLAG] = 1; - SwordLogic::_scriptVars[IRELAND_MAP_FLAG] = 1; - SwordLogic::_scriptVars[SPAIN_MAP_FLAG] = 1; - SwordLogic::_scriptVars[SYRIA_FLAG] = 2; + Logic::_scriptVars[IRELAND_MAP_FLAG] = 1; + Logic::_scriptVars[SPAIN_MAP_FLAG] = 1; + Logic::_scriptVars[SYRIA_FLAG] = 2; - SwordLogic::_scriptVars[TAILOR_PHONE_FLAG] = 1; + Logic::_scriptVars[TAILOR_PHONE_FLAG] = 1; } //------------------------------------------------------------------------------------------------------- // IRELAND else if ((startNumber>=19)&&(startNumber<=26)) { - SwordLogic::_scriptVars[PARIS_FLAG] = 9; + Logic::_scriptVars[PARIS_FLAG] = 9; // already carrying these objects by the time we reach Ireland... _logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0); @@ -606,93 +610,93 @@ void SwordEngine::startPositions(int32 startNumber) { //--------------------------- case 19: // ireland_street { - SwordLogic::_scriptVars[CHANGE_X] = 256; - SwordLogic::_scriptVars[CHANGE_Y] = 966; - SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_19; + Logic::_scriptVars[CHANGE_X] = 256; + Logic::_scriptVars[CHANGE_Y] = 966; + Logic::_scriptVars[CHANGE_DIR] = UP_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_19; } break; //--------------------------- case 20: // macdevitts { - SwordLogic::_scriptVars[CHANGE_X] = 194; - SwordLogic::_scriptVars[CHANGE_Y] = 417; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_20; + Logic::_scriptVars[CHANGE_X] = 194; + Logic::_scriptVars[CHANGE_Y] = 417; + Logic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_20; - SwordLogic::_scriptVars[FARMER_MOVED_FLAG] = 1; - SwordLogic::_scriptVars[FARMER_SEAN_FLAG] = 5; + Logic::_scriptVars[FARMER_MOVED_FLAG] = 1; + Logic::_scriptVars[FARMER_SEAN_FLAG] = 5; - SwordLogic::_scriptVars[PUB_FLAP_FLAG] = 1; - SwordLogic::_scriptVars[PUB_TRAP_DOOR] = 2; - SwordLogic::_scriptVars[KNOWS_PEAGRAM_FLAG] = 1; + Logic::_scriptVars[PUB_FLAP_FLAG] = 1; + Logic::_scriptVars[PUB_TRAP_DOOR] = 2; + Logic::_scriptVars[KNOWS_PEAGRAM_FLAG] = 1; } break; //--------------------------- case 21: // pub_cellar { - SwordLogic::_scriptVars[CHANGE_X] = 291; - SwordLogic::_scriptVars[CHANGE_Y] = 444; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_21; + Logic::_scriptVars[CHANGE_X] = 291; + Logic::_scriptVars[CHANGE_Y] = 444; + Logic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_21; _logic->fnAddObject(0,0,BEER_TOWEL,0,0,0,0,0); - SwordLogic::_scriptVars[FARMER_MOVED_FLAG] = 1; - SwordLogic::_scriptVars[FLEECY_STUCK] = 1; - SwordLogic::_scriptVars[LIFTING_KEYS_IN_HOLE_23] = 1; + Logic::_scriptVars[FARMER_MOVED_FLAG] = 1; + Logic::_scriptVars[FLEECY_STUCK] = 1; + Logic::_scriptVars[LIFTING_KEYS_IN_HOLE_23] = 1; } break; //--------------------------- case 22: // castle_gate { - SwordLogic::_scriptVars[CHANGE_X] = 547; - SwordLogic::_scriptVars[CHANGE_Y] = 500; - SwordLogic::_scriptVars[CHANGE_DIR] = UP_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_22; + Logic::_scriptVars[CHANGE_X] = 547; + Logic::_scriptVars[CHANGE_Y] = 500; + Logic::_scriptVars[CHANGE_DIR] = UP_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_22; - SwordLogic::_scriptVars[IRELAND_FLAG] = 4; // so we can get rid of farmer + Logic::_scriptVars[IRELAND_FLAG] = 4; // so we can get rid of farmer } break; //--------------------------- case 23: // castle_hay_top { - SwordLogic::_scriptVars[CHANGE_X] = 535; - SwordLogic::_scriptVars[CHANGE_Y] = 510; - SwordLogic::_scriptVars[CHANGE_DIR] = UP; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_23; + Logic::_scriptVars[CHANGE_X] = 535; + Logic::_scriptVars[CHANGE_Y] = 510; + Logic::_scriptVars[CHANGE_DIR] = UP; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_23; } break; //--------------------------- case 24: // castle_yard { - SwordLogic::_scriptVars[CHANGE_X] = 815; - SwordLogic::_scriptVars[CHANGE_Y] = 446; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_24; + Logic::_scriptVars[CHANGE_X] = 815; + Logic::_scriptVars[CHANGE_Y] = 446; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_24; } break; //--------------------------- case 25: // castle_dig { - SwordLogic::_scriptVars[CHANGE_X] = 369; - SwordLogic::_scriptVars[CHANGE_Y] = 492; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_25; + Logic::_scriptVars[CHANGE_X] = 369; + Logic::_scriptVars[CHANGE_Y] = 492; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_25; _logic->fnAddObject(0,0,BEER_TOWEL,0,0,0,0,0); - SwordLogic::_scriptVars[BEER_TOWEL_BEEN_WET] = 1; - SwordLogic::_scriptVars[WET_BEER_TOWEL_TIMER] = 1000; + Logic::_scriptVars[BEER_TOWEL_BEEN_WET] = 1; + Logic::_scriptVars[WET_BEER_TOWEL_TIMER] = 1000; } break; //--------------------------- case 26: // cellar_dark { - SwordLogic::_scriptVars[CHANGE_X] = 291; - SwordLogic::_scriptVars[CHANGE_Y] = 444; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_26; + Logic::_scriptVars[CHANGE_X] = 291; + Logic::_scriptVars[CHANGE_Y] = 444; + Logic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_26; } break; //--------------------------- @@ -703,7 +707,7 @@ void SwordEngine::startPositions(int32 startNumber) { else if ((startNumber >= 45) && (startNumber <= 55)) { - SwordLogic::_scriptVars[PARIS_FLAG] = 1; + Logic::_scriptVars[PARIS_FLAG] = 1; // already carrying these objects by the time we reach Syria... _logic->fnAddObject(0,0,BALL,0,0,0,0,0); @@ -714,35 +718,35 @@ void SwordEngine::startPositions(int32 startNumber) { _logic->fnAddObject(0,0,BUZZER,0,0,0,0,0); _logic->fnAddObject(0,0,TISSUE,0,0,0,0,0); - SwordLogic::_scriptVars[CHANGE_STANCE] = STAND; // use STAND for all starts + Logic::_scriptVars[CHANGE_STANCE] = STAND; // use STAND for all starts switch (startNumber) { //--------------------------- case 45: // syria_stall { - SwordLogic::_scriptVars[CHANGE_X] = 410; - SwordLogic::_scriptVars[CHANGE_Y] = 490; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_45; + Logic::_scriptVars[CHANGE_X] = 410; + Logic::_scriptVars[CHANGE_Y] = 490; + Logic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_45; } break; //--------------------------- case 47: // syria_carpet { - SwordLogic::_scriptVars[CHANGE_X] = 225; - SwordLogic::_scriptVars[CHANGE_Y] = 775; - SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_47; + Logic::_scriptVars[CHANGE_X] = 225; + Logic::_scriptVars[CHANGE_Y] = 775; + Logic::_scriptVars[CHANGE_DIR] = RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_47; } break; //--------------------------- case 49: // syria_club { - SwordLogic::_scriptVars[CHANGE_X] = 438; - SwordLogic::_scriptVars[CHANGE_Y] = 400; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_49; + Logic::_scriptVars[CHANGE_X] = 438; + Logic::_scriptVars[CHANGE_Y] = 400; + Logic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_49; _logic->fnAddObject(0,0,TOILET_BRUSH,0,0,0,0,0); } @@ -750,10 +754,10 @@ void SwordEngine::startPositions(int32 startNumber) { //--------------------------- case 50: // syria_toilet { - SwordLogic::_scriptVars[CHANGE_X] = 313; - SwordLogic::_scriptVars[CHANGE_Y] = 440; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_50; + Logic::_scriptVars[CHANGE_X] = 313; + Logic::_scriptVars[CHANGE_Y] = 440; + Logic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_50; _logic->fnAddObject(0,0,TOILET_KEY,0,0,0,0,0); } @@ -761,7 +765,7 @@ void SwordEngine::startPositions(int32 startNumber) { //--------------------------- case 53: // bull_head pan { - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_53; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_53; _logic->fnAddObject(0,0,TOWEL_CUT,0,0,0,0,0); } @@ -769,10 +773,10 @@ void SwordEngine::startPositions(int32 startNumber) { //--------------------------- case 54: // bull_head { - SwordLogic::_scriptVars[CHANGE_X] = 680; - SwordLogic::_scriptVars[CHANGE_Y] = 425; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_54; + Logic::_scriptVars[CHANGE_X] = 680; + Logic::_scriptVars[CHANGE_Y] = 425; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_54; _logic->fnAddObject(0,0,TOWEL_CUT,0,0,0,0,0); } @@ -780,10 +784,10 @@ void SwordEngine::startPositions(int32 startNumber) { //--------------------------- case 55: // bull_secret { - SwordLogic::_scriptVars[CHANGE_X] = 825; - SwordLogic::_scriptVars[CHANGE_Y] = 373; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_55; + Logic::_scriptVars[CHANGE_X] = 825; + Logic::_scriptVars[CHANGE_Y] = 373; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_55; } break; //--------------------------- @@ -801,15 +805,15 @@ void SwordEngine::startPositions(int32 startNumber) { else if ( ((startNumber >= 56) && (startNumber <= 62)) || ((startNumber >=956) && (startNumber <= 962)) ) { - SwordLogic::_scriptVars[PARIS_FLAG] = 1; + Logic::_scriptVars[PARIS_FLAG] = 1; if (startNumber > 900) // SPAIN 2 { startNumber -= 900; // set to correct start location - SwordLogic::_scriptVars[SPAIN_VISIT] = 2; // set my own script flag to indicate 2nd visit + Logic::_scriptVars[SPAIN_VISIT] = 2; // set my own script flag to indicate 2nd visit } else - SwordLogic::_scriptVars[SPAIN_VISIT] = 1; // set my own script flag to indicate 1st visit + Logic::_scriptVars[SPAIN_VISIT] = 1; // set my own script flag to indicate 1st visit // already carrying these objects by the time we reach Spain... _logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0); @@ -821,7 +825,7 @@ void SwordEngine::startPositions(int32 startNumber) { _logic->fnAddObject(0,0,BALL,0,0,0,0,0); _logic->fnAddObject(0,0,MATCHBOOK,0,0,0,0,0); - if (SwordLogic::_scriptVars[SPAIN_VISIT] == 1) // 1st visit + if (Logic::_scriptVars[SPAIN_VISIT] == 1) // 1st visit _logic->fnAddObject(0,0,PRESSURE_GAUGE,0,0,0,0,0); else // 2nd visit _logic->fnAddObject(0,0,POLISHED_CHALICE,0,0,0,0,0); @@ -831,55 +835,55 @@ void SwordEngine::startPositions(int32 startNumber) { //--------------------------- case 56: // Countess' room { - SwordLogic::_scriptVars[CHANGE_X] = 572; - SwordLogic::_scriptVars[CHANGE_Y] = 443; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_56; + Logic::_scriptVars[CHANGE_X] = 572; + Logic::_scriptVars[CHANGE_Y] = 443; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_56; } break; //--------------------------- case 57: // Spain Drive { - SwordLogic::_scriptVars[CHANGE_X] = 1630; - SwordLogic::_scriptVars[CHANGE_Y] = 460; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_57; + Logic::_scriptVars[CHANGE_X] = 1630; + Logic::_scriptVars[CHANGE_Y] = 460; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_57; } break; //--------------------------- case 58: // Mausoleum Exterior { - SwordLogic::_scriptVars[CHANGE_X] = SC58_PATH_X; - SwordLogic::_scriptVars[CHANGE_Y] = SC58_PATH_Y; - SwordLogic::_scriptVars[CHANGE_DIR] = UP_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_58; + Logic::_scriptVars[CHANGE_X] = SC58_PATH_X; + Logic::_scriptVars[CHANGE_Y] = SC58_PATH_Y; + Logic::_scriptVars[CHANGE_DIR] = UP_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_58; } break; //--------------------------- case 59: // Mausoleum Interior { - SwordLogic::_scriptVars[CHANGE_X] = 750; - SwordLogic::_scriptVars[CHANGE_Y] = 455; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_59; + Logic::_scriptVars[CHANGE_X] = 750; + Logic::_scriptVars[CHANGE_Y] = 455; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_59; } break; //--------------------------- case 60: // Spain Reception { - SwordLogic::_scriptVars[CHANGE_X] = 750; - SwordLogic::_scriptVars[CHANGE_Y] = 475; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_60; + Logic::_scriptVars[CHANGE_X] = 750; + Logic::_scriptVars[CHANGE_Y] = 475; + Logic::_scriptVars[CHANGE_DIR] = DOWN_LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_60; } break; //--------------------------- case 61: // Spain Well { - SwordLogic::_scriptVars[CHANGE_X] = 400; - SwordLogic::_scriptVars[CHANGE_Y] = 345; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = LEFT_FLOOR_61; + Logic::_scriptVars[CHANGE_X] = 400; + Logic::_scriptVars[CHANGE_Y] = 345; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = LEFT_FLOOR_61; _logic->fnAddObject(0,0,STONE_KEY,0,0,0,0,0); _logic->fnAddObject(0,0,MIRROR,0,0,0,0,0); @@ -888,12 +892,12 @@ void SwordEngine::startPositions(int32 startNumber) { //--------------------------- case 62: // CHESS PUZZLE { - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_62; // so it doesn't crash!! + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_62; // so it doesn't crash!! _logic->_scriptVars[TOP_MENU_DISABLED] = 1; // because it's irrelevant to the chess puzzle _logic->_scriptVars[GEORGE_ALLOWED_REST_ANIMS] = 0; // because it's irrelevant to the chess puzzle - compact = (BsObject*)_objectMan->fetchObject(PLAYER); + compact = (Object*)_objectMan->fetchObject(PLAYER); _logic->fnNoSprite(compact, PLAYER, 0, 0, 0, 0, 0, 0); } break; @@ -905,58 +909,58 @@ void SwordEngine::startPositions(int32 startNumber) { else if ((startNumber >= 63) && (startNumber <= 70)) { - SwordLogic::_scriptVars[PARIS_FLAG] = 18; + Logic::_scriptVars[PARIS_FLAG] = 18; switch (startNumber) { //--------------------------- case 63: // train_one { - SwordLogic::_scriptVars[CHANGE_X] = 710; - SwordLogic::_scriptVars[CHANGE_Y] = 450; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_63; - SwordLogic::_scriptVars[DOOR_SC65_FLAG] = 2; - SwordLogic::_scriptVars[DOOR_ONE_63_OPEN] = 0; - SwordLogic::_scriptVars[DOOR_65_OPEN] = 1; - SwordLogic::_scriptVars[VAIL_TEXT] = 1; + Logic::_scriptVars[CHANGE_X] = 710; + Logic::_scriptVars[CHANGE_Y] = 450; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_63; + Logic::_scriptVars[DOOR_SC65_FLAG] = 2; + Logic::_scriptVars[DOOR_ONE_63_OPEN] = 0; + Logic::_scriptVars[DOOR_65_OPEN] = 1; + Logic::_scriptVars[VAIL_TEXT] = 1; } break; //--------------------------- case 65: // compt_one { - SwordLogic::_scriptVars[CHANGE_X] = 460; - SwordLogic::_scriptVars[CHANGE_Y] = 430; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_65; + Logic::_scriptVars[CHANGE_X] = 460; + Logic::_scriptVars[CHANGE_Y] = 430; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_65; } //--------------------------- case 66: // compt_two { - SwordLogic::_scriptVars[CHANGE_X] = 460; - SwordLogic::_scriptVars[CHANGE_Y] = 430; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_66; + Logic::_scriptVars[CHANGE_X] = 460; + Logic::_scriptVars[CHANGE_Y] = 430; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_66; - SwordLogic::_scriptVars[WINDOW_66_OPEN] = 1; + Logic::_scriptVars[WINDOW_66_OPEN] = 1; } break; //--------------------------- case 67: // compt_three { - SwordLogic::_scriptVars[CHANGE_X] = 460; - SwordLogic::_scriptVars[CHANGE_Y] = 430; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_67; + Logic::_scriptVars[CHANGE_X] = 460; + Logic::_scriptVars[CHANGE_Y] = 430; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_67; } break; //--------------------------- case 69: // train_guard { - SwordLogic::_scriptVars[CHANGE_X] = 310; - SwordLogic::_scriptVars[CHANGE_Y] = 430; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_69; + Logic::_scriptVars[CHANGE_X] = 310; + Logic::_scriptVars[CHANGE_Y] = 430; + Logic::_scriptVars[CHANGE_DIR] = DOWN; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_69; } break; //--------------------------- @@ -973,7 +977,7 @@ void SwordEngine::startPositions(int32 startNumber) { else if ((startNumber >= 71) && (startNumber <= 73)) { - SwordLogic::_scriptVars[PARIS_FLAG] = 1; + Logic::_scriptVars[PARIS_FLAG] = 1; // already carrying these objects by the time we reach Scotland... _logic->fnAddObject(0,0,RED_NOSE,0,0,0,0,0); @@ -987,36 +991,36 @@ void SwordEngine::startPositions(int32 startNumber) { //--------------------------- case 71: // churchyard { - SwordLogic::_scriptVars[CHANGE_X] = 1538; - SwordLogic::_scriptVars[CHANGE_Y] = 444; - SwordLogic::_scriptVars[CHANGE_DIR] = LEFT; - SwordLogic::_scriptVars[CHANGE_PLACE] = RIGHT_FLOOR_71; + Logic::_scriptVars[CHANGE_X] = 1538; + Logic::_scriptVars[CHANGE_Y] = 444; + Logic::_scriptVars[CHANGE_DIR] = LEFT; + Logic::_scriptVars[CHANGE_PLACE] = RIGHT_FLOOR_71; - SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 71; - SwordLogic::_scriptVars[NICO_POSITION_71] = 1; + Logic::_scriptVars[NICO_SCOT_SCREEN] = 71; + Logic::_scriptVars[NICO_POSITION_71] = 1; } break; //--------------------------- case 72: // church_tower { - SwordLogic::_scriptVars[CHANGE_X] = 150; - SwordLogic::_scriptVars[CHANGE_Y] = 503; - SwordLogic::_scriptVars[CHANGE_DIR] = RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_72; + Logic::_scriptVars[CHANGE_X] = 150; + Logic::_scriptVars[CHANGE_Y] = 503; + Logic::_scriptVars[CHANGE_DIR] = RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_72; - SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 72; + Logic::_scriptVars[NICO_SCOT_SCREEN] = 72; } break; //--------------------------- case 73: // crypt { - SwordLogic::_scriptVars[CHANGE_X] = 250; - SwordLogic::_scriptVars[CHANGE_Y] = 390; - SwordLogic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; - SwordLogic::_scriptVars[CHANGE_PLACE] = FLOOR_73; + Logic::_scriptVars[CHANGE_X] = 250; + Logic::_scriptVars[CHANGE_Y] = 390; + Logic::_scriptVars[CHANGE_DIR] = DOWN_RIGHT; + Logic::_scriptVars[CHANGE_PLACE] = FLOOR_73; - SwordLogic::_scriptVars[NICO_SCOT_SCREEN] = 73; - SwordLogic::_scriptVars[NICO_POSITION_73] = 1; + Logic::_scriptVars[NICO_SCOT_SCREEN] = 73; + Logic::_scriptVars[NICO_POSITION_73] = 1; } break; //--------------------------- @@ -1027,7 +1031,7 @@ void SwordEngine::startPositions(int32 startNumber) { error("Can't start in location %d", startNumber); } - compact = (BsObject*)_objectMan->fetchObject(PLAYER); + compact = (Object*)_objectMan->fetchObject(PLAYER); _logic->fnEnterSection(compact, PLAYER, startNumber, 0, 0, 0, 0, 0); // (automatically opens the compact resource for that section) _systemVars.deathScreenFlag = 0; _systemVars.wantFade = true; @@ -1096,7 +1100,7 @@ void SwordEngine::go(void) { } void SwordEngine::checkCd(void) { - uint8 needCd = _cdList[SwordLogic::_scriptVars[NEW_SCREEN]]; + uint8 needCd = _cdList[Logic::_scriptVars[NEW_SCREEN]]; if (_systemVars.runningFromCd) { // are we running from cd? if (needCd == 0) { // needCd == 0 means we can use either CD1 or CD2. if (_systemVars.currentCD == 0) { @@ -1109,8 +1113,8 @@ void SwordEngine::checkCd(void) { _systemVars.currentCD = needCd; // askForCd will ask the player to insert _systemVars.currentCd, _control->askForCd(); // so it has to be updated before calling it. } - } else { // we're running from HDD, we don't have to care about music files and SwordSound will take care of - if (needCd) // switching sound.clu files on SwordSound::newScreen by itself, so there's nothing to be done. + } else { // we're running from HDD, we don't have to care about music files and Sound will take care of + if (needCd) // switching sound.clu files on Sound::newScreen by itself, so there's nothing to be done. _systemVars.currentCD = needCd; else if (_systemVars.currentCD == 0) _systemVars.currentCD = 1; @@ -1125,10 +1129,10 @@ uint8 SwordEngine::mainLoop(void) { // do we need the section45-hack from sword.c here? checkCd(); - _screen->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]); - _logic->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]); - _sound->newScreen(SwordLogic::_scriptVars[NEW_SCREEN]); - SwordLogic::_scriptVars[SCREEN] = SwordLogic::_scriptVars[NEW_SCREEN]; + _screen->newScreen(Logic::_scriptVars[NEW_SCREEN]); + _logic->newScreen(Logic::_scriptVars[NEW_SCREEN]); + _sound->newScreen(Logic::_scriptVars[NEW_SCREEN]); + Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN]; do { uint32 newTime; @@ -1168,7 +1172,7 @@ uint8 SwordEngine::mainLoop(void) { if (_systemVars.forceRestart) retCode = CONTROL_RESTART_GAME; - else if (((_keyPressed == 63) && (SwordLogic::_scriptVars[MOUSE_STATUS] & 1)) || (_systemVars.deathScreenFlag)) { + else if (((_keyPressed == 63) && (Logic::_scriptVars[MOUSE_STATUS] & 1)) || (_systemVars.deathScreenFlag)) { retCode = _control->runPanel(); if (!retCode) _screen->fullRefresh(); @@ -1176,9 +1180,9 @@ uint8 SwordEngine::mainLoop(void) { _keyPressed = 0; // do something smart here to implement pausing the game. If we even want that, that is. - } while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0)); + } while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) && (retCode == 0)); - if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) { + if ((retCode == 0) && (Logic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) { _screen->fadeDownPalette(); while (_screen->stillFading()) { _screen->updateScreen(); @@ -1188,7 +1192,7 @@ uint8 SwordEngine::mainLoop(void) { _sound->quitScreen(); _screen->quitScreen(); // close graphic resources - _objectMan->closeSection(SwordLogic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now + _objectMan->closeSection(Logic::_scriptVars[SCREEN]); // close the section that PLAYER has just left, if it's empty now } return retCode; } @@ -1258,3 +1262,5 @@ void SwordEngine::delay(uint amount) { //copied and mutilated from sky.cpp cur = _system->get_msecs(); } while (cur < start + amount); } + +} // End of namespace Sword1 diff --git a/sword1/sword1.h b/sword1/sword1.h index ff4a822239..29cab3bf9d 100644 --- a/sword1/sword1.h +++ b/sword1/sword1.h @@ -19,22 +19,26 @@ * */ -#include <stdio.h> +#ifndef BSSWORD1_H +#define BSSWORD1_H + #include "base/engine.h" #include "common/util.h" #include "base/gameDetector.h" #include "sworddefs.h" -class SwordScreen; -class SwordSound; -class SwordLogic; -class SwordMouse; +namespace Sword1 { + +class Screen; +class Sound; +class Logic; +class Mouse; class ResMan; class MemMan; class ObjectMan; -class SwordMenu; -class SwordMusic; -class SwordControl; +class Menu; +class Music; +class Control; struct SystemVars { bool runningFromCd; @@ -46,8 +50,8 @@ struct SystemVars { bool forceRestart; bool wantFade; // when true => fade during scene change, else cut. uint8 playSpeech; - uint8 showText; - uint8 language; + uint8 showText; + uint8 language; }; class SwordEngine : public Engine { @@ -74,12 +78,16 @@ private: MemMan *_memMan; ResMan *_resMan; ObjectMan *_objectMan; - SwordScreen *_screen; - SwordMouse *_mouse; - SwordLogic *_logic; - SwordSound *_sound; - SwordMenu *_menu; - SwordMusic *_music; - SwordControl *_control; + Screen *_screen; + Mouse *_mouse; + Logic *_logic; + Sound *_sound; + Menu *_menu; + Music *_music; + Control *_control; static const uint8 _cdList[TOTAL_SECTIONS]; }; + +} // End of namespace Sword1 + +#endif //BSSWORD1_H diff --git a/sword1/sworddefs.h b/sword1/sworddefs.h index 45cbaace0f..7a2074511e 100644 --- a/sword1/sworddefs.h +++ b/sword1/sworddefs.h @@ -3,6 +3,8 @@ #include "scummsys.h" +namespace Sword1 { + #define LOOPED 1 #define FRAME_RATE 12 // number of frames per second (max rate) @@ -1554,4 +1556,6 @@ enum ScriptVariableNames { #define SCR_menu_look (0*0x10000 + 24) #define SCR_icon_combine_script (0*0x10000 + 25) +} // End of namespace Sword1 + #endif //SWORDDEFS_H diff --git a/sword1/swordres.h b/sword1/swordres.h index 67ec0a4114..6d506c20f1 100644 --- a/sword1/swordres.h +++ b/sword1/swordres.h @@ -22,6 +22,8 @@ #ifndef SWORDRES_H #define SWORDRES_H +namespace Sword1 { + // scripts // standard #define SCRIPT0 0x01000000 @@ -5215,4 +5217,6 @@ #define ROSTLK79CDT 0x0E090011 // 18 entities in TXTs, 18 in datafiles. +} // End of namespace Sword1 + #endif //SWORDRES_H diff --git a/sword1/text.cpp b/sword1/text.cpp index e0b6141efd..e72cf3c999 100644 --- a/sword1/text.cpp +++ b/sword1/text.cpp @@ -27,6 +27,8 @@ #include "swordres.h" #include "sworddefs.h" +namespace Sword1 { + #define OVERLAP 3 #define SPACE ' ' #define BORDER_COL 200 @@ -35,7 +37,7 @@ #define MAX_LINES 30 -SwordText::SwordText(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion) { +Text::Text(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion) { _objMan = pObjMan; _resMan = pResMan; _textCount = 0; @@ -48,17 +50,17 @@ SwordText::SwordText(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion) { _textBlocks[0] = _textBlocks[1] = NULL; } -SwordText::~SwordText(void) { +Text::~Text(void) { if (_textBlocks[0]) free(_textBlocks[0]); if (_textBlocks[1]) free(_textBlocks[1]); } -uint32 SwordText::lowTextManager(uint8 *ascii, int32 width, uint8 pen) { +uint32 Text::lowTextManager(uint8 *ascii, int32 width, uint8 pen) { _textCount++; if (_textCount > MAX_TEXT_OBS) - error("SwordText::lowTextManager: MAX_TEXT_OBS exceeded!"); + error("Text::lowTextManager: MAX_TEXT_OBS exceeded!"); uint32 textObjId = (TEXT_sect * ITM_PER_SEC) - 1; do { textObjId++; @@ -71,7 +73,7 @@ uint32 SwordText::lowTextManager(uint8 *ascii, int32 width, uint8 pen) { return textObjId; } -void SwordText::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 pen) { +void Text::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 pen) { LineInfo lines[MAX_LINES]; uint16 numLines = analyzeSentence(text, maxWidth, lines); @@ -82,7 +84,7 @@ void SwordText::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 p sprWidth = lines[lineCnt].width; uint16 sprHeight = _charHeight * numLines; uint32 sprSize = sprWidth * sprHeight; - assert(!_textBlocks[slot]); // if this triggers, the speechDriver failed to call SwordText::releaseText. + assert(!_textBlocks[slot]); // if this triggers, the speechDriver failed to call Text::releaseText. _textBlocks[slot] = (FrameHeader*)malloc(sprSize + sizeof(FrameHeader)); memcpy( _textBlocks[slot]->runTimeComp, "Nu ", 4); @@ -103,13 +105,13 @@ void SwordText::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 p } } -uint16 SwordText::charWidth(uint8 ch) { +uint16 Text::charWidth(uint8 ch) { if (ch < SPACE) ch = 64; return FROM_LE_16(_resMan->fetchFrame(_font, ch - SPACE)->width); } -uint16 SwordText::analyzeSentence(uint8 *text, uint16 maxWidth, LineInfo *line) { +uint16 Text::analyzeSentence(uint8 *text, uint16 maxWidth, LineInfo *line) { uint16 lineNo = 0; bool firstWord = true; @@ -149,7 +151,7 @@ uint16 SwordText::analyzeSentence(uint8 *text, uint16 maxWidth, LineInfo *line) return lineNo+1; // return no of lines } -uint16 SwordText::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) { +uint16 Text::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) { FrameHeader *chFrame = _resMan->fetchFrame(_font, ch - SPACE); uint8 *chData = ((uint8*)chFrame) + sizeof(FrameHeader); uint8 *dest = sprPtr; @@ -166,7 +168,7 @@ uint16 SwordText::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) return FROM_LE_16(chFrame->width); } -FrameHeader *SwordText::giveSpriteData(uint32 textTarget) { +FrameHeader *Text::giveSpriteData(uint32 textTarget) { // textTarget is the resource ID of the Compact linking the textdata. // that's 0x950000 for slot 0 and 0x950001 for slot 1. easy, huh? :) textTarget &= ITM_ID; @@ -175,7 +177,7 @@ FrameHeader *SwordText::giveSpriteData(uint32 textTarget) { return _textBlocks[textTarget]; } -void SwordText::releaseText(uint32 id) { +void Text::releaseText(uint32 id) { id &= ITM_ID; assert(id <= 1); if (_textBlocks[id]) { @@ -184,3 +186,5 @@ void SwordText::releaseText(uint32 id) { _textCount--; } } + +} // End of namespace Sword1 diff --git a/sword1/text.h b/sword1/text.h index 1cd180a464..5056421889 100644 --- a/sword1/text.h +++ b/sword1/text.h @@ -22,10 +22,13 @@ #ifndef BSTEXT_H #define BSTEXT_H -#define MAX_TEXT_OBS 2 - #include "object.h" #include "sworddefs.h" + +namespace Sword1 { + +#define MAX_TEXT_OBS 2 + class ObjectMan; class ResMan; @@ -34,10 +37,10 @@ struct LineInfo { uint16 length; // length of line in characters }; -class SwordText { +class Text { public: - SwordText(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion); - ~SwordText(void); + Text(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion); + ~Text(void); FrameHeader *giveSpriteData(uint32 textTarget); uint32 lowTextManager(uint8 *text, int32 width, uint8 pen); void releaseText(uint32 id); @@ -55,4 +58,6 @@ private: FrameHeader *_textBlocks[MAX_TEXT_OBS]; }; +} // End of namespace Sword1 + #endif //BSTEXT_H |