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authorMax Horn2002-06-04 23:32:53 +0000
committerMax Horn2002-06-04 23:32:53 +0000
commitd35eed21f1cbd769bdad4e3028d16361c7bf9f74 (patch)
tree3d38928c8c0f89bdbc51dd660cdb79da4b5e30c6
parent31a2efd89cdae6f8722af77177dba2a7763a94a5 (diff)
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more Actor class cleanup; renamed unkRoomFunc4 to palManipulate and added an icky, wrong implementation for it - yes this is complete nonsense but I'll try to replace it with the right thing RSN :-)
svn-id: r4404
-rw-r--r--actor.cpp106
-rw-r--r--actor.h5
-rw-r--r--gfx.cpp39
-rw-r--r--object.cpp6
-rw-r--r--script.cpp58
-rw-r--r--script_v1.cpp10
-rw-r--r--script_v2.cpp12
-rw-r--r--scumm.h10
-rw-r--r--scummvm.cpp56
9 files changed, 171 insertions, 131 deletions
diff --git a/actor.cpp b/actor.cpp
index 9cc3acc7d2..e9a521a802 100644
--- a/actor.cpp
+++ b/actor.cpp
@@ -452,6 +452,45 @@ void Actor::startAnimActor(int frame)
}
}
+void Actor::animateActor(int anim)
+{
+ int cmd, dir;
+
+ if (_vm->_features & GF_AFTER_V7) {
+
+ if (anim == 0xFF)
+ anim = 2000;
+
+ cmd = anim / 1000;
+ dir = anim % 1000;
+
+ } else {
+
+ cmd = anim >> 2;
+ dir = Scumm::oldDirToNewDir(anim & 3);
+
+ // Convert into old cmd code
+ cmd = 0x3F - cmd + 2;
+
+ }
+
+ switch (cmd) {
+ case 2:
+ stopActorMoving();
+ startAnimActor(standFrame);
+ break;
+ case 3:
+ moving &= ~MF_TURN;
+ setActorDirection(dir);
+ break;
+ case 4:
+ turnToDirection(dir);
+ break;
+ default:
+ startAnimActor(anim);
+ }
+}
+
void Actor::setActorDirection(int direction)
{
uint aMask;
@@ -499,7 +538,7 @@ void Scumm::putActor(Actor * a, int dstX, int dstY, byte room)
}
if (a->visible) {
- if (_currentRoom == room) {
+ if (a->isInCurrentRoom()) {
if (a->moving) {
a->startAnimActor(a->standFrame);
a->moving = 0;
@@ -509,7 +548,7 @@ void Scumm::putActor(Actor * a, int dstX, int dstY, byte room)
a->hideActor();
}
} else {
- if (_currentRoom == room)
+ if (a->isInCurrentRoom())
a->showActor();
}
}
@@ -526,7 +565,7 @@ int Scumm::getActorXYPos(Actor * a)
return 0;
}
-AdjustBoxResult Scumm::adjustXYToBeInBox(Actor * a, int dstX, int dstY, int pathfrom)
+AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom)
{
AdjustBoxResult abr, tmp;
uint threshold;
@@ -535,7 +574,7 @@ AdjustBoxResult Scumm::adjustXYToBeInBox(Actor * a, int dstX, int dstY, int path
int firstValidBox, j;
byte flags, b;
- if (_features & GF_SMALL_HEADER)
+ if (_vm->_features & GF_SMALL_HEADER)
firstValidBox = 0;
else
firstValidBox = 1;
@@ -544,44 +583,44 @@ AdjustBoxResult Scumm::adjustXYToBeInBox(Actor * a, int dstX, int dstY, int path
abr.y = dstY;
abr.dist = 0;
- if ((_features & GF_SMALL_HEADER) && getClass(a->number, 22))
+ if ((_vm->_features & GF_SMALL_HEADER) && _vm->getClass(number, 22))
return abr;
- if (a && a->ignoreBoxes == 0) {
+ if (ignoreBoxes == 0) {
threshold = 30;
while (1) {
iterations++;
if (iterations > 1000)
return abr; /* Safety net */
- box = getNumBoxes() - 1;
+ box = _vm->getNumBoxes() - 1;
if (box == 0)
return abr;
best = (uint) 0xFFFF;
b = 0;
- if (((_features & GF_SMALL_HEADER) && box)
- || !(_features & GF_SMALL_HEADER))
+ if (((_vm->_features & GF_SMALL_HEADER) && box)
+ || !(_vm->_features & GF_SMALL_HEADER))
for (j = box; j >= firstValidBox; j--) {
- flags = getBoxFlags(j);
- if (flags & 0x80 && (!(flags & 0x20) || getClass(a->number, 0x1F)))
+ flags = _vm->getBoxFlags(j);
+ if (flags & 0x80 && (!(flags & 0x20) || _vm->getClass(number, 0x1F)))
continue;
- if (pathfrom && (getPathToDestBox(pathfrom, j) == -1))
+ if (pathfrom && (_vm->getPathToDestBox(pathfrom, j) == -1))
continue;
- if (!inBoxQuickReject(j, dstX, dstY, threshold))
+ if (!_vm->inBoxQuickReject(j, dstX, dstY, threshold))
continue;
- if (checkXYInBoxBounds(j, dstX, dstY)) {
+ if (_vm->checkXYInBoxBounds(j, dstX, dstY)) {
abr.x = dstX;
abr.y = dstY;
abr.dist = j;
return abr;
}
- tmp = getClosestPtOnBox(j, dstX, dstY);
+ tmp = _vm->getClosestPtOnBox(j, dstX, dstY);
if (tmp.dist >= best)
continue;
@@ -612,7 +651,7 @@ void Actor::adjustActorPos()
AdjustBoxResult abr;
byte flags;
- abr = _vm->adjustXYToBeInBox(this, x, y, 0);
+ abr = adjustXYToBeInBox(x, y, 0);
x = abr.x;
y = abr.y;
@@ -920,7 +959,7 @@ void Scumm::processActors()
return;
// Sort actors by position before we draw them (to ensure that actors in
- // front are drawn after thos behind them).
+ // front are drawn after those "behind" them).
ac = actors;
cnt = numactors;
do {
@@ -1182,7 +1221,7 @@ void Actor::startWalkActor(int destX, int destY, int dir)
{
AdjustBoxResult abr;
- abr = _vm->adjustXYToBeInBox(this, destX, destY, walkbox);
+ abr = adjustXYToBeInBox(destX, destY, walkbox);
if (!isInCurrentRoom()) {
x = abr.x;
@@ -1199,7 +1238,7 @@ void Actor::startWalkActor(int destX, int destY, int dir)
if (_vm->checkXYInBoxBounds(walkdata.destbox, abr.x, abr.y)) {
abr.dist = walkdata.destbox;
} else {
- abr = _vm->adjustXYToBeInBox(this, abr.x, abr.y, walkbox);
+ abr = adjustXYToBeInBox(abr.x, abr.y, walkbox);
}
if (moving && walkdata.destdir == dir
&& walkdata.destx == abr.x && walkdata.desty == abr.y)
@@ -1380,3 +1419,32 @@ void Actor::walkActorOld()
moving |= MF_NEW_LEG;
goto restart;
}
+
+void Scumm::resetActorBgs()
+{
+ Actor *a;
+ int i;
+ uint32 onlyActorFlags, bitpos;
+
+ for (i = 0; i < 40; i++) {
+ onlyActorFlags = (gfxUsageBits[_screenStartStrip + i] &= 0x3FFFFFFF);
+ a = getFirstActor();
+ bitpos = 1;
+
+ while (onlyActorFlags) {
+ if (onlyActorFlags & 1 && a->top != 0xFF && a->needBgReset) {
+ gfxUsageBits[_screenStartStrip + i] ^= bitpos;
+
+ if((a->bottom - a->top) >=0)
+ gdi.resetBackground(a->top, a->bottom, i);
+ }
+ bitpos <<= 1;
+ onlyActorFlags >>= 1;
+ a++;
+ }
+ }
+
+ for (i = 1, a = getFirstActor(); ++a, i < NUM_ACTORS; i++) {
+ a->needBgReset = false;
+ }
+}
diff --git a/actor.h b/actor.h
index 3204db10e0..5ae5a58672 100644
--- a/actor.h
+++ b/actor.h
@@ -70,7 +70,6 @@ struct CostumeData {
class Actor {
-//protected:
public:
int x, y, top, bottom;
int elevation;
@@ -131,6 +130,7 @@ public:
int updateActorDirection();
void setActorDirection(int direction);
+ AdjustBoxResult adjustXYToBeInBox(int dstX, int dstY, int pathfrom);
void adjustActorPos();
void turnToDirection(int newdir);
void walkActor();
@@ -142,8 +142,11 @@ public:
void remapActor(int b, int c, int d, int e);
void walkActorOld();
+
+ void animateActor(int anim);
bool isInCurrentRoom() { return room == _vm->_currentRoom; }
+ int getRoom() { return room; }
int getAnimVar(byte var) { return animVariable[var]; }
void setAnimVar(byte var, int value) { animVariable[var] = value; }
diff --git a/gfx.cpp b/gfx.cpp
index bbbd30b588..065f9263f7 100644
--- a/gfx.cpp
+++ b/gfx.cpp
@@ -311,8 +311,8 @@ void Scumm::setCameraFollows(Actor * a)
cd->_follows = a->number;
- if (a->room != _currentRoom) {
- startScene(a->room, 0, 0);
+ if (!a->isInCurrentRoom()) {
+ startScene(a->getRoom(), 0, 0);
}
ax = abs(a->x - cd->_cur.x);
@@ -332,8 +332,8 @@ void Scumm::setCameraFollows(Actor * a)
cd->_mode = CM_FOLLOW_ACTOR;
cd->_follows = a->number;
- if (a->room != _currentRoom) {
- startScene(a->room, 0, 0);
+ if (!a->isInCurrentRoom()) {
+ startScene(a->getRoom(), 0, 0);
cd->_mode = CM_FOLLOW_ACTOR;
cd->_cur.x = a->x;
setCameraAt(cd->_cur.x, 0);
@@ -346,7 +346,7 @@ void Scumm::setCameraFollows(Actor * a)
setCameraAt(a->x, 0);
for (i = 1, a = getFirstActor(); ++a, i < NUM_ACTORS; i++) {
- if (a->room == _currentRoom)
+ if (a->isInCurrentRoom())
a->needRedraw = true;
}
runHook(0);
@@ -2216,35 +2216,6 @@ void Scumm::screenEffect(int effect)
_screenEffectFlag = true;
}
-void Scumm::resetActorBgs()
-{
- Actor *a;
- int i;
- uint32 onlyActorFlags, bitpos;
-
- for (i = 0; i < 40; i++) {
- onlyActorFlags = (gfxUsageBits[_screenStartStrip + i] &= 0x3FFFFFFF);
- a = getFirstActor();
- bitpos = 1;
-
- while (onlyActorFlags) {
- if (onlyActorFlags & 1 && a->top != 0xFF && a->needBgReset) {
- gfxUsageBits[_screenStartStrip + i] ^= bitpos;
-
- if((a->bottom - a->top) >=0)
- gdi.resetBackground(a->top, a->bottom, i);
- }
- bitpos <<= 1;
- onlyActorFlags >>= 1;
- a++;
- }
- }
-
- for (i = 1, a = getFirstActor(); ++a, i < NUM_ACTORS; i++) {
- a->needBgReset = false;
- }
-}
-
void Gdi::resetBackground(int top, int bottom, int strip)
{
VirtScreen *vs = &_vm->virtscr[0];
diff --git a/object.cpp b/object.cpp
index ca09c6b33e..63776d83a0 100644
--- a/object.cpp
+++ b/object.cpp
@@ -224,8 +224,8 @@ int Scumm::getObjActToObjActDist(int a, int b)
if (b < NUM_ACTORS)
actb = derefActorSafe(b, "getObjActToObjActDist(2)");
- if (acta && actb && acta->room == actb->room && acta->room &&
- acta->room != _currentRoom)
+ if (acta && actb && acta->getRoom() == actb->getRoom() && acta->getRoom() &&
+ !acta->isInCurrentRoom())
return 0;
if (getObjectOrActorXY(a) == -1)
@@ -238,7 +238,7 @@ int Scumm::getObjActToObjActDist(int a, int b)
return 0xFF;
if (acta) {
- AdjustBoxResult r = adjustXYToBeInBox(acta, _xPos, _yPos, 0);
+ AdjustBoxResult r = acta->adjustXYToBeInBox(_xPos, _yPos, 0);
_xPos = r.x;
_yPos = r.y;
}
diff --git a/script.cpp b/script.cpp
index 4bcef00604..45dc2aa916 100644
--- a/script.cpp
+++ b/script.cpp
@@ -889,61 +889,11 @@ void Scumm::faceActorToObj(int act, int obj)
void Scumm::animateActor(int act, int anim)
{
- if (_features & GF_AFTER_V7) {
- int cmd, dir;
- Actor *a;
-
- a = derefActorSafe(act, "animateActor");
-
- if (anim == 0xFF)
- anim = 2000;
-
- cmd = anim / 1000;
- dir = anim % 1000;
-
- switch (cmd) {
- case 2:
- a->stopActorMoving();
- a->startAnimActor(a->standFrame);
- break;
- case 3:
- a->moving &= ~MF_TURN;
- a->setActorDirection(dir);
- break;
- case 4:
- a->turnToDirection(dir);
- break;
- default:
- a->startAnimActor(anim);
- }
-
- } else {
- int dir;
- Actor *a;
-
- a = derefActorSafe(act, "animateActor");
- if (!a)
- return;
-
- dir = anim & 3;
-
- switch (anim >> 2) {
- case 0x3F:
- a->stopActorMoving();
- a->startAnimActor(a->standFrame);
- break;
- case 0x3E:
- a->moving &= ~MF_TURN;
- a->setActorDirection(oldDirToNewDir(dir));
- break;
- case 0x3D:
- a->turnToDirection(oldDirToNewDir(dir));
- break;
- default:
- a->startAnimActor(anim);
- }
+ Actor *a = derefActorSafe(act, "animateActor");
+ if (!a)
+ return;
- }
+ a->animateActor(anim);
}
bool Scumm::isScriptRunning(int script)
diff --git a/script_v1.cpp b/script_v1.cpp
index 70c35d2e13..abb2f8c484 100644
--- a/script_v1.cpp
+++ b/script_v1.cpp
@@ -801,7 +801,7 @@ void Scumm::o5_actorSet()
a->ignoreBoxes = 1;
a->forceClip = 0;
FixRoom:
- if (a->room == _currentRoom)
+ if (a->isInCurrentRoom())
putActor(a, a->x, a->y, a->room);
break;
case 21: /* followboxes */
@@ -2047,14 +2047,14 @@ void Scumm::o5_roomOps()
;
warning("roomops:14 load-string(%d,\"%s\") not implemented", a, buf);
break;
- case 15: /* palmanip? */
+ case 15: /* palmanip */
a = getVarOrDirectByte(0x80);
_opcode = fetchScriptByte();
b = getVarOrDirectByte(0x80);
c = getVarOrDirectByte(0x40);
_opcode = fetchScriptByte();
d = getVarOrDirectByte(0x80);
- unkRoomFunc4(b, c, a, d, 1);
+ palManipulate(b, c, a, d, 1);
break;
case 16:
@@ -2566,7 +2566,7 @@ void Scumm::o5_walkActorToActor()
if (!a)
return;
- if (a->room != _currentRoom) {
+ if (!a->isInCurrentRoom()) {
getVarOrDirectByte(0x40);
fetchScriptByte();
return;
@@ -2583,7 +2583,7 @@ void Scumm::o5_walkActorToActor()
if (!a2)
return;
- if (a2->room != _currentRoom) {
+ if (!a2->isInCurrentRoom()) {
fetchScriptByte();
return;
}
diff --git a/script_v2.cpp b/script_v2.cpp
index ccad06cb1b..800e4e56c7 100644
--- a/script_v2.cpp
+++ b/script_v2.cpp
@@ -1351,7 +1351,7 @@ void Scumm::o6_walkActorToObj()
a2 = derefActorSafe(obj, "o6_walkActorToObj(2)");
if (!a2)
return;
- if (a2->room != _currentRoom || a->room != _currentRoom)
+ if (!a->isInCurrentRoom() || !a->isInCurrentRoom())
return;
if (dist == 0) {
dist = a2->scalex * a2->width / 0xFF;
@@ -1883,7 +1883,7 @@ void Scumm::o6_roomOps()
c = pop();
b = pop();
a = pop();
- unkRoomFunc4(a, b, c, d, 1);
+ palManipulate(a, b, c, d, 1);
break;
case 187: /* color cycle delay */
@@ -2001,7 +2001,7 @@ void Scumm::o6_actorSet()
else
a->forceClip = 0;
FixRooms:;
- if (a->room == _currentRoom)
+ if (a->isInCurrentRoom())
putActor(a, a->x, a->y, a->room);
break;
case 96:
@@ -2049,7 +2049,7 @@ void Scumm::o6_actorSet()
a->startAnimActor(a->standFrame);
break;
case 230: /* set direction */
- a->moving &= ~4;
+ a->moving &= ~MF_TURN;
a->setActorDirection(pop());
break;
case 231: /* turn to direction */
@@ -2369,7 +2369,7 @@ void Scumm::o6_wait()
case 226:{ /* wait until actor drawn */
Actor *a = derefActorSafe(pop(), "o6_wait:226");
int offs = (int16) fetchScriptWord();
- if (a->room == _currentRoom && a->needRedraw) {
+ if (a->isInCurrentRoom() && a->needRedraw) {
_scriptPointer += offs;
o6_breakHere();
}
@@ -2378,7 +2378,7 @@ void Scumm::o6_wait()
case 232:{ /* wait until actor stops turning */
Actor *a = derefActorSafe(pop(), "o6_wait:226");
int offs = (int16) fetchScriptWord();
- if (a->room == _currentRoom && a->moving & 4) {
+ if (a->isInCurrentRoom() && a->moving & MF_TURN) {
_scriptPointer += offs;
o6_breakHere();
}
diff --git a/scumm.h b/scumm.h
index a9ea843002..6a74e09a66 100644
--- a/scumm.h
+++ b/scumm.h
@@ -639,7 +639,7 @@ public:
int8 _userPut;
int _resourceHeaderSize;
void unkRoomFunc3(int a, int b, int c, int d, int e);
- void unkRoomFunc4(int a, int b, int c, int d, int e);
+ void palManipulate(int a, int b, int c, int d, int e);
void setScaleItem(int slot, int a, int b, int c, int d);
void clearClickedStatus();
void startManiac();
@@ -863,9 +863,6 @@ public:
/* Should be in Costume class */
void loadCostume(LoadedCostume *lc, int costume);
-// void cost_setPalette(CostumeRenderer *cr, byte *palette);
-// void cost_setFacing(CostumeRenderer *cr, Actor *a);
-// void cost_setCostume(CostumeRenderer *cr, int costume);
byte cost_increaseAnims(LoadedCostume *lc, Actor *a);
byte cost_increaseAnim(LoadedCostume *lc, Actor *a, int slot);
void cost_decodeData(Actor *a, int frame, uint usemask);
@@ -984,8 +981,8 @@ public:
uint32 *_classData;
- int newDirToOldDir(int dir);
- int oldDirToNewDir(int dir);
+ static int newDirToOldDir(int dir);
+ static int oldDirToNewDir(int dir);
static int normalizeAngle(int angle);
int getAngleFromPos(int x, int y);
@@ -996,7 +993,6 @@ public:
int getProgrDirChange(Actor *a, int mode);
int getActorXYPos(Actor *a);
- AdjustBoxResult adjustXYToBeInBox(Actor *a, int x, int y, int pathfrom);
void walkActors();
void playActorSounds();
void setActorRedrawFlags();
diff --git a/scummvm.cpp b/scummvm.cpp
index 26653cb0cd..746ba973b8 100644
--- a/scummvm.cpp
+++ b/scummvm.cpp
@@ -789,10 +789,62 @@ void Scumm::unkRoomFunc3(int a, int b, int c, int d, int e)
}
-void Scumm::unkRoomFunc4(int a, int b, int c, int d, int e)
+void Scumm::palManipulate(int palettes, int brightness, int color, int time, int e)
{
+ byte *cptr;
+
/* TODO: implement this */
- warning("unkRoomFunc4: not implemented");
+ warning("palManipulate(%d, %d, %d, %d): not implemented", palettes, brightness, color, time);
+
+ printf("_curPalIndex=%d\n", _curPalIndex);
+
+ cptr = _currentPalette + color * 3;
+ printf("color %d = (%d,%d,%d)\n", color, (int)*cptr++, (int)*cptr++, (int)*cptr++);
+
+// darkenPalette(0, 255, 0xFF+0x10, brightness, brightness);
+ {
+ int startColor = 0;
+ int endColor = 255;
+ int redScale = 0xFF;
+ int greenScale = brightness;
+ int blueScale = brightness;
+ byte *cur;
+ int num;
+ int color;
+
+ cptr = _currentPalette + startColor * 3;
+ cur = _currentPalette + startColor * 3;
+ num = endColor - startColor + 1;
+
+ do {
+ color = *cptr++;
+ if (redScale != 0xFF)
+ color = color * redScale / 0xFF;
+ if (color > 255)
+ color = 255;
+ *cur++ = color;
+
+ color = *cptr++;
+ if (greenScale != 0xFF)
+ color = color * greenScale / 0xFF;
+ if (color > 255)
+ color = 255;
+ *cur++ = color;
+
+ color = *cptr++;
+ if (blueScale != 0xFF)
+ color = color * blueScale / 0xFF;
+ if (color > 255)
+ color = 255;
+ *cur++ = color;
+ } while (--num);
+ setDirtyColors(startColor, endColor);
+ }
+
+ cptr = _currentPalette + color * 3;
+ printf("color %d = (%d,%d,%d)\n", color, (int)*cptr++, (int)*cptr++, (int)*cptr++);
+
+// setPalette(palettes);
}
void Scumm::pauseGame(bool user)