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author | Strangerke | 2016-09-11 09:46:35 +0200 |
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committer | Strangerke | 2016-09-11 09:46:35 +0200 |
commit | f90bf31bea635b8c78b72fb5147cf7108f4227db (patch) | |
tree | 95686a36d7d1d8ae67ea5ed11f6319d27de4abbb /engines/dm/projexpl.cpp | |
parent | 8eaf094bf59a30255f6e981bd9e1c593fc17b2fb (diff) | |
download | scummvm-rg350-f90bf31bea635b8c78b72fb5147cf7108f4227db.tar.gz scummvm-rg350-f90bf31bea635b8c78b72fb5147cf7108f4227db.tar.bz2 scummvm-rg350-f90bf31bea635b8c78b72fb5147cf7108f4227db.zip |
DM: Move some globals to DMEngine
Diffstat (limited to 'engines/dm/projexpl.cpp')
-rw-r--r-- | engines/dm/projexpl.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/engines/dm/projexpl.cpp b/engines/dm/projexpl.cpp index e28b0f6bda..23c64c4e97 100644 --- a/engines/dm/projexpl.cpp +++ b/engines/dm/projexpl.cpp @@ -50,14 +50,14 @@ void ProjExpl::createProjectile(Thing thing, int16 mapX, int16 mapY, uint16 cell if (projectileThing == Thing::_none) /* BUG0_16 If the game cannot create a projectile thing because it has run out of such things (60 maximum) then the object being thrown/shot/launched is orphaned. If the game has run out of projectile things it will try to remove a projectile from elsewhere in the dungeon, except in an area of 11x11 squares centered around the party (to make sure the player cannot actually see the thing disappear on screen) */ return; - projectileThing = thingWithNewCell(projectileThing, cell); + projectileThing = _vm->thingWithNewCell(projectileThing, cell); Projectile *projectilePtr = (Projectile *)_vm->_dungeonMan->getThingData(projectileThing); projectilePtr->_slot = thing; projectilePtr->_kineticEnergy = MIN((int16)kineticEnergy, (int16)255); projectilePtr->_attack = attack; _vm->_dungeonMan->linkThingToList(projectileThing, Thing(0), mapX, mapY); /* Projectiles are added on the square and not 'moved' onto the square. In the case of a projectile launcher sensor, this means that the new projectile traverses the square in front of the launcher without any trouble: there is no impact if it is a wall, the projectile direction is not changed if it is a teleporter. Impacts with creatures and champions are still processed */ TimelineEvent newEvent; - setMapAndTime(newEvent._mapTime, _vm->_dungeonMan->_currMapIndex, _vm->_gameTime + 1); + _vm->setMapAndTime(newEvent._mapTime, _vm->_dungeonMan->_currMapIndex, _vm->_gameTime + 1); if (_createLauncherProjectile) newEvent._type = k49_TMEventTypeMoveProjectile; /* Launcher projectiles can impact immediately */ else @@ -298,7 +298,7 @@ void ProjExpl::createExplosion(Thing explThing, uint16 attack, uint16 mapXCombo, explosion->setCentered(true); else { explosion->setCentered(false); - unusedThing = thingWithNewCell(unusedThing, cell); + unusedThing = _vm->thingWithNewCell(unusedThing, cell); } explosion->setType(explThing.toUint16() - Thing::_firstExplosion.toUint16()); @@ -311,7 +311,7 @@ void ProjExpl::createExplosion(Thing explThing, uint16 attack, uint16 mapXCombo, _vm->_dungeonMan->linkThingToList(unusedThing, Thing(0), projectileMapX, projectileMapY); TimelineEvent newEvent; - setMapAndTime(newEvent._mapTime, _vm->_dungeonMan->_currMapIndex, _vm->_gameTime + ((explThing == Thing::_explRebirthStep1) ? 5 : 1)); + _vm->setMapAndTime(newEvent._mapTime, _vm->_dungeonMan->_currMapIndex, _vm->_gameTime + ((explThing == Thing::_explRebirthStep1) ? 5 : 1)); newEvent._type = k25_TMEventTypeExplosion; newEvent._priority = 0; newEvent._Cu._slot = unusedThing.toUint16(); @@ -425,7 +425,7 @@ void ProjExpl::processEvents48To49(TimelineEvent *event) { uint16 projectileDirection = curEvent->_Cu._projectile.getDir(); projectileThingNewCell = Thing(curEvent->_Bu._slot); uint16 projectileNewCell = projectileThingNewCell.getCell(); - bool projectileMovesToOtherSquare = (projectileDirection == projectileNewCell) || (returnNextVal(projectileDirection) == projectileNewCell); + bool projectileMovesToOtherSquare = (projectileDirection == projectileNewCell) || (_vm->returnNextVal(projectileDirection) == projectileNewCell); if (projectileMovesToOtherSquare) { sourceMapX = destinationMapX; sourceMapY = destinationMapY; @@ -446,13 +446,13 @@ void ProjExpl::processEvents48To49(TimelineEvent *event) { else projectileNewCell++; - projectileThingNewCell = thingWithNewCell(projectileThingNewCell, projectileNewCell &= 0x0003); + projectileThingNewCell = _vm->thingWithNewCell(projectileThingNewCell, projectileNewCell &= 0x0003); if (projectileMovesToOtherSquare) { _vm->_moveSens->getMoveResult(projectileThingNewCell, sourceMapX, sourceMapY, destinationMapX, destinationMapY); curEvent->_Cu._projectile.setMapX(_vm->_moveSens->_moveResultMapX); curEvent->_Cu._projectile.setMapY(_vm->_moveSens->_moveResultMapY); curEvent->_Cu._projectile.setDir((Direction)_vm->_moveSens->_moveResultDir); - projectileThingNewCell = thingWithNewCell(projectileThingNewCell, _vm->_moveSens->_moveResultCell); + projectileThingNewCell = _vm->thingWithNewCell(projectileThingNewCell, _vm->_moveSens->_moveResultCell); M31_setMap(curEvent->_mapTime, _vm->_moveSens->_moveResultMapIndex); } else { if ((Square(_vm->_dungeonMan->getSquare(destinationMapX, destinationMapY)).getType() == k4_DoorElemType) && hasProjectileImpactOccurred(k4_DoorElemType, destinationMapX, destinationMapY, projectileNewCell, projectileThing)) |