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author | Matthew Hoops | 2012-06-16 01:37:40 -0400 |
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committer | Matthew Hoops | 2012-06-16 01:43:32 -0400 |
commit | 625f6cc71657e95e0361edefa333a38910c1aca5 (patch) | |
tree | ae5ef8582ede4d62e56253467ea144db2341b353 /engines/hugo/object_v3d.cpp | |
parent | f02b696573fe4281e4890d71b74671804a5ebf41 (diff) | |
parent | 5230a0d61795e2855625a43d60dc3bc2ed83fc3d (diff) | |
download | scummvm-rg350-625f6cc71657e95e0361edefa333a38910c1aca5.tar.gz scummvm-rg350-625f6cc71657e95e0361edefa333a38910c1aca5.tar.bz2 scummvm-rg350-625f6cc71657e95e0361edefa333a38910c1aca5.zip |
Merge remote branch 'upstream/master' into pegasus
Diffstat (limited to 'engines/hugo/object_v3d.cpp')
-rw-r--r-- | engines/hugo/object_v3d.cpp | 174 |
1 files changed, 87 insertions, 87 deletions
diff --git a/engines/hugo/object_v3d.cpp b/engines/hugo/object_v3d.cpp index cde7f5fd62..7bb4b95b4a 100644 --- a/engines/hugo/object_v3d.cpp +++ b/engines/hugo/object_v3d.cpp @@ -64,176 +64,176 @@ void ObjectHandler_v3d::moveObjects() { // and store all (visible) object baselines into the boundary file. // Don't store foreground or background objects for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object - seq_t *currImage = obj->currImagePtr; // Get ptr to current image - if (obj->screenIndex == *_vm->_screen_p) { - switch (obj->pathType) { + Object *obj = &_objects[i]; // Get pointer to object + Seq *currImage = obj->_currImagePtr; // Get ptr to current image + if (obj->_screenIndex == *_vm->_screenPtr) { + switch (obj->_pathType) { case kPathChase: case kPathChase2: { - int8 radius = obj->radius; // Default to object's radius + int8 radius = obj->_radius; // Default to object's radius if (radius < 0) // If radius infinity, use closer value radius = kStepDx; // Allowable motion wrt boundary - int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1; - int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1; + int dx = _vm->_hero->_x + _vm->_hero->_currImagePtr->_x1 - obj->_x - currImage->_x1; + int dy = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - obj->_y - currImage->_y2 - 1; if (abs(dx) <= radius) - obj->vx = 0; + obj->_vx = 0; else - obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath); + obj->_vx = (dx > 0) ? MIN(dx, obj->_vxPath) : MAX(dx, -obj->_vxPath); if (abs(dy) <= radius) - obj->vy = 0; + obj->_vy = 0; else - obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath); + obj->_vy = (dy > 0) ? MIN(dy, obj->_vyPath) : MAX(dy, -obj->_vyPath); // Set first image in sequence (if multi-seq object) - switch (obj->seqNumb) { + switch (obj->_seqNumb) { case 4: - if (!obj->vx) { // Got 4 directions - if (obj->vx != obj->oldvx) { // vx just stopped + if (!obj->_vx) { // Got 4 directions + if (obj->_vx != obj->_oldvx) { // vx just stopped if (dy >= 0) - obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_DOWN]._seqPtr; else - obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr; } - } else if (obj->vx != obj->oldvx) { + } else if (obj->_vx != obj->_oldvx) { if (dx > 0) - obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr; else - obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr; } break; case 3: case 2: - if (obj->vx != obj->oldvx) { // vx just stopped + if (obj->_vx != obj->_oldvx) { // vx just stopped if (dx > 0) // Left & right only - obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr; else - obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr; } break; } - if (obj->vx || obj->vy) { - obj->cycling = kCycleForward; + if (obj->_vx || obj->_vy) { + obj->_cycling = kCycleForward; } else { - obj->cycling = kCycleNotCycling; + obj->_cycling = kCycleNotCycling; boundaryCollision(obj); // Must have got hero! } - obj->oldvx = obj->vx; - obj->oldvy = obj->vy; - currImage = obj->currImagePtr; // Get (new) ptr to current image + obj->_oldvx = obj->_vx; + obj->_oldvy = obj->_vy; + currImage = obj->_currImagePtr; // Get (new) ptr to current image break; } case kPathWander2: case kPathWander: if (!_vm->_rnd->getRandomNumber(3 * _vm->_normalTPS)) { // Kick on random interval - obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath; - obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath; + obj->_vx = _vm->_rnd->getRandomNumber(obj->_vxPath << 1) - obj->_vxPath; + obj->_vy = _vm->_rnd->getRandomNumber(obj->_vyPath << 1) - obj->_vyPath; // Set first image in sequence (if multi-seq object) - if (obj->seqNumb > 1) { - if (!obj->vx && (obj->seqNumb >= 4)) { - if (obj->vx != obj->oldvx) { // vx just stopped - if (obj->vy > 0) - obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr; + if (obj->_seqNumb > 1) { + if (!obj->_vx && (obj->_seqNumb >= 4)) { + if (obj->_vx != obj->_oldvx) { // vx just stopped + if (obj->_vy > 0) + obj->_currImagePtr = obj->_seqList[SEQ_DOWN]._seqPtr; else - obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr; } - } else if (obj->vx != obj->oldvx) { - if (obj->vx > 0) - obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr; + } else if (obj->_vx != obj->_oldvx) { + if (obj->_vx > 0) + obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr; else - obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr; } } - obj->oldvx = obj->vx; - obj->oldvy = obj->vy; - currImage = obj->currImagePtr; // Get (new) ptr to current image + obj->_oldvx = obj->_vx; + obj->_oldvy = obj->_vy; + currImage = obj->_currImagePtr; // Get (new) ptr to current image } - if (obj->vx || obj->vy) - obj->cycling = kCycleForward; + if (obj->_vx || obj->_vy) + obj->_cycling = kCycleForward; break; default: ; // Really, nothing } // Store boundaries - if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating)) - storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2); + if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating)) + storeBoundary(obj->_x + currImage->_x1, obj->_x + currImage->_x2, obj->_y + currImage->_y2); } } // Move objects, allowing for boundaries for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object - if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) { + Object *obj = &_objects[i]; // Get pointer to object + if ((obj->_screenIndex == *_vm->_screenPtr) && (obj->_vx || obj->_vy)) { // Only process if it's moving // Do object movement. Delta_x,y return allowed movement in x,y // to move as close to a boundary as possible without crossing it. - seq_t *currImage = obj->currImagePtr; // Get ptr to current image + Seq *currImage = obj->_currImagePtr; // Get ptr to current image // object coordinates - int x1 = obj->x + currImage->x1; // Left edge of object - int x2 = obj->x + currImage->x2; // Right edge - int y1 = obj->y + currImage->y1; // Top edge - int y2 = obj->y + currImage->y2; // Bottom edge + int x1 = obj->_x + currImage->_x1; // Left edge of object + int x2 = obj->_x + currImage->_x2; // Right edge + int y1 = obj->_y + currImage->_y1; // Top edge + int y2 = obj->_y + currImage->_y2; // Bottom edge - if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating)) + if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating)) clearBoundary(x1, x2, y2); // Clear our own boundary // Allowable motion wrt boundary - int dx = deltaX(x1, x2, obj->vx, y2); - if (dx != obj->vx) { + int dx = deltaX(x1, x2, obj->_vx, y2); + if (dx != obj->_vx) { // An object boundary collision! boundaryCollision(obj); - obj->vx = 0; + obj->_vx = 0; } - int dy = deltaY(x1, x2, obj->vy, y2); - if (dy != obj->vy) { + int dy = deltaY(x1, x2, obj->_vy, y2); + if (dy != obj->_vy) { // An object boundary collision! boundaryCollision(obj); - obj->vy = 0; + obj->_vy = 0; } - if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating)) + if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating)) storeBoundary(x1, x2, y2); // Re-store our own boundary - obj->x += dx; // Update object position - obj->y += dy; + obj->_x += dx; // Update object position + obj->_y += dy; // Don't let object go outside screen if (x1 < kEdge) - obj->x = kEdge2; + obj->_x = kEdge2; if (x2 > (kXPix - kEdge)) - obj->x = kXPix - kEdge2 - (x2 - x1); + obj->_x = kXPix - kEdge2 - (x2 - x1); if (y1 < kEdge) - obj->y = kEdge2; + obj->_y = kEdge2; if (y2 > (kYPix - kEdge)) - obj->y = kYPix - kEdge2 - (y2 - y1); + obj->_y = kYPix - kEdge2 - (y2 - y1); - if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != kPathWander2) && (obj->pathType != kPathChase2)) - obj->cycling = kCycleNotCycling; + if ((obj->_vx == 0) && (obj->_vy == 0) && (obj->_pathType != kPathWander2) && (obj->_pathType != kPathChase2)) + obj->_cycling = kCycleNotCycling; } } // Clear all object baselines from the boundary file. for (int i = 0; i < _numObj; i++) { - object_t *obj = &_objects[i]; // Get pointer to object - seq_t *currImage = obj->currImagePtr; // Get ptr to current image - if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating)) - clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2); + Object *obj = &_objects[i]; // Get pointer to object + Seq *currImage = obj->_currImagePtr; // Get ptr to current image + if ((obj->_screenIndex == *_vm->_screenPtr) && (obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating)) + clearBoundary(obj->_oldx + currImage->_x1, obj->_oldx + currImage->_x2, obj->_oldy + currImage->_y2); } // If maze mode is enabled, do special maze processing - if (_vm->_maze.enabledFl) { - seq_t *currImage = _vm->_hero->currImagePtr;// Get ptr to current image + if (_vm->_maze._enabledFl) { + Seq *currImage = _vm->_hero->_currImagePtr;// Get ptr to current image // hero coordinates - int x1 = _vm->_hero->x + currImage->x1; // Left edge of object - int x2 = _vm->_hero->x + currImage->x2; // Right edge - int y1 = _vm->_hero->y + currImage->y1; // Top edge - int y2 = _vm->_hero->y + currImage->y2; // Bottom edge + int x1 = _vm->_hero->_x + currImage->_x1; // Left edge of object + int x2 = _vm->_hero->_x + currImage->_x2; // Right edge + int y1 = _vm->_hero->_y + currImage->_y1; // Top edge + int y2 = _vm->_hero->_y + currImage->_y2; // Bottom edge _vm->_scheduler->processMaze(x1, x2, y1, y2); } @@ -249,18 +249,18 @@ void ObjectHandler_v3d::swapImages(int objIndex1, int objIndex2) { saveSeq(&_objects[objIndex1]); - seqList_t tmpSeqList[kMaxSeqNumb]; - int seqListSize = sizeof(seqList_t) * kMaxSeqNumb; + SeqList tmpSeqList[kMaxSeqNumb]; + int seqListSize = sizeof(SeqList) * kMaxSeqNumb; - memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize); - memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize); - memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize); + memmove(tmpSeqList, _objects[objIndex1]._seqList, seqListSize); + memmove(_objects[objIndex1]._seqList, _objects[objIndex2]._seqList, seqListSize); + memmove(_objects[objIndex2]._seqList, tmpSeqList, seqListSize); restoreSeq(&_objects[objIndex1]); - _objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr; + _objects[objIndex2]._currImagePtr = _objects[objIndex2]._seqList[0]._seqPtr; _vm->_heroImage = (_vm->_heroImage == kHeroIndex) ? objIndex2 : kHeroIndex; // Make sure baseline stays constant - _objects[objIndex1].y += _objects[objIndex2].currImagePtr->y2 - _objects[objIndex1].currImagePtr->y2; + _objects[objIndex1]._y += _objects[objIndex2]._currImagePtr->_y2 - _objects[objIndex1]._currImagePtr->_y2; } } // End of namespace Hugo |