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authorMax Horn2009-04-11 21:38:14 +0000
committerMax Horn2009-04-11 21:38:14 +0000
commit82f862c6b20de0f2449eb012d4a26e371d87dd52 (patch)
tree90e822e80cb62a004f15bfca8ededbed957cb172 /engines/saga/scene.cpp
parenta784e6ab980976d03c141d2cf68e0e601e596d2b (diff)
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SAGA: Simplified Scene::skipScene, changed loadScene to take a LoadSceneParams ref instead of a ptr
svn-id: r39943
Diffstat (limited to 'engines/saga/scene.cpp')
-rw-r--r--engines/saga/scene.cpp84
1 files changed, 35 insertions, 49 deletions
diff --git a/engines/saga/scene.cpp b/engines/saga/scene.cpp
index 03d1726b27..5546e81992 100644
--- a/engines/saga/scene.cpp
+++ b/engines/saga/scene.cpp
@@ -267,7 +267,6 @@ void Scene::drawTextList() {
void Scene::startScene() {
SceneQueueList::iterator queueIterator;
- LoadSceneParams *sceneQueue;
Event event;
if (_sceneLoaded) {
@@ -315,9 +314,7 @@ void Scene::startScene() {
return;
}
- sceneQueue = &*queueIterator;
-
- loadScene(sceneQueue);
+ loadScene(*queueIterator);
}
#ifdef ENABLE_IHNM
@@ -351,7 +348,6 @@ void Scene::creditsScene() {
void Scene::nextScene() {
SceneQueueList::iterator queueIterator;
- LoadSceneParams *sceneQueue;
if (!_sceneLoaded) {
error("Scene::next(): Error: Can't advance scene...no scene loaded");
@@ -376,17 +372,12 @@ void Scene::nextScene() {
}
// Load the head in scene queue
- sceneQueue = &*queueIterator;
-
- loadScene(sceneQueue);
+ loadScene(*queueIterator);
}
void Scene::skipScene() {
SceneQueueList::iterator queueIterator;
- LoadSceneParams *sceneQueue = NULL;
- LoadSceneParams *skipQueue = NULL;
-
if (!_sceneLoaded) {
error("Scene::skip(): Error: Can't skip scene...no scene loaded");
}
@@ -403,23 +394,18 @@ void Scene::skipScene() {
++queueIterator;
while (queueIterator != _sceneQueue.end()) {
- sceneQueue = &*queueIterator;
- assert(sceneQueue != NULL);
+ if (queueIterator->sceneSkipTarget) {
+ // If skip target found, remove preceding scenes and load
+ _sceneQueue.erase(_sceneQueue.begin(), queueIterator);
- if (sceneQueue->sceneSkipTarget) {
- skipQueue = sceneQueue;
+ endScene();
+
+ loadScene(*_sceneQueue.begin());
break;
}
++queueIterator;
}
- // If skip target found, remove preceding scenes and load
- if (skipQueue != NULL) {
- _sceneQueue.erase(_sceneQueue.begin(), queueIterator);
-
- endScene();
- loadScene(skipQueue);
- }
}
static struct SceneSubstitutes {
@@ -534,7 +520,7 @@ void Scene::changeScene(int16 sceneNumber, int actorsEntrance, SceneTransitionTy
endScene();
}
- loadScene(&sceneParams);
+ loadScene(sceneParams);
}
void Scene::getSlopes(int &beginSlope, int &endSlope) {
@@ -611,13 +597,13 @@ void Scene::initDoorsState() {
memcpy(_sceneDoors, initSceneDoors, sizeof (_sceneDoors) );
}
-void Scene::loadScene(LoadSceneParams *loadSceneParams) {
+void Scene::loadScene(LoadSceneParams &loadSceneParams) {
size_t i;
Event event;
Event *q_event;
static PalEntry current_pal[PAL_ENTRIES];
- if (loadSceneParams->transitionType == kTransitionFade)
+ if (loadSceneParams.transitionType == kTransitionFade)
_vm->_interface->setFadeMode(kFadeOut);
// Change the cursor to an hourglass in IHNM
@@ -630,12 +616,12 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
_chapterPointsChanged = false;
#ifdef ENABLE_IHNM
- if ((_vm->getGameId() == GID_IHNM) && (loadSceneParams->chapter != NO_CHAPTER_CHANGE)) {
- if (loadSceneParams->loadFlag != kLoadBySceneNumber) {
+ if ((_vm->getGameId() == GID_IHNM) && (loadSceneParams.chapter != NO_CHAPTER_CHANGE)) {
+ if (loadSceneParams.loadFlag != kLoadBySceneNumber) {
error("loadScene wrong usage");
}
- if (loadSceneParams->chapter == 6 || loadSceneParams->chapter == 8)
+ if (loadSceneParams.chapter == 6 || loadSceneParams.chapter == 8)
_vm->_interface->setLeftPortrait(0);
_vm->_anim->freeCutawayList();
@@ -646,11 +632,11 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
// installSomeAlarm()
_vm->_interface->clearInventory();
- _vm->_resource->loadGlobalResources(loadSceneParams->chapter, loadSceneParams->actorsEntrance);
+ _vm->_resource->loadGlobalResources(loadSceneParams.chapter, loadSceneParams.actorsEntrance);
_vm->_interface->addToInventory(IHNM_OBJ_PROFILE);
_vm->_interface->activate();
- if (loadSceneParams->chapter == 8 || loadSceneParams->chapter == -1) {
+ if (loadSceneParams.chapter == 8 || loadSceneParams.chapter == -1) {
if (!(_vm->getFeatures() & GF_IHNM_DEMO))
_vm->_interface->setMode(kPanelChapterSelection);
else
@@ -663,7 +649,7 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
_vm->_script->setVerb(_vm->_script->getVerbType(kVerbWalkTo));
- if (loadSceneParams->sceneDescriptor == -2) {
+ if (loadSceneParams.sceneDescriptor == -2) {
_vm->_interface->setFadeMode(kNoFade);
return;
}
@@ -678,30 +664,30 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
#ifdef ENABLE_IHNM
if (_vm->getGameId() == GID_IHNM) {
- if (loadSceneParams->loadFlag == kLoadBySceneNumber) // When will we get rid of it?
- if (loadSceneParams->sceneDescriptor <= 0)
- loadSceneParams->sceneDescriptor = _vm->_resource->getMetaResource()->sceneIndex;
+ if (loadSceneParams.loadFlag == kLoadBySceneNumber) // When will we get rid of it?
+ if (loadSceneParams.sceneDescriptor <= 0)
+ loadSceneParams.sceneDescriptor = _vm->_resource->getMetaResource()->sceneIndex;
}
#endif
- switch (loadSceneParams->loadFlag) {
+ switch (loadSceneParams.loadFlag) {
case kLoadByResourceId:
_sceneNumber = 0; // original assign zero for loaded by resource id
- _sceneResourceId = loadSceneParams->sceneDescriptor;
+ _sceneResourceId = loadSceneParams.sceneDescriptor;
break;
case kLoadBySceneNumber:
- _sceneNumber = loadSceneParams->sceneDescriptor;
+ _sceneNumber = loadSceneParams.sceneDescriptor;
_sceneResourceId = getSceneResourceId(_sceneNumber);
break;
case kLoadByDescription:
_sceneNumber = -1;
_sceneResourceId = -1;
- assert(loadSceneParams->sceneDescription != NULL);
- assert(loadSceneParams->sceneDescription->resourceList != NULL);
+ assert(loadSceneParams.sceneDescription != NULL);
+ assert(loadSceneParams.sceneDescription->resourceList != NULL);
_loadDescription = false;
- _sceneDescription = *loadSceneParams->sceneDescription;
- _resourceList = loadSceneParams->sceneDescription->resourceList;
- _resourceListCount = loadSceneParams->sceneDescription->resourceListCount;
+ _sceneDescription = *loadSceneParams.sceneDescription;
+ _resourceList = loadSceneParams.sceneDescription->resourceList;
+ _resourceListCount = loadSceneParams.sceneDescription->resourceListCount;
break;
}
@@ -765,7 +751,7 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
q_event = NULL;
- if (loadSceneParams->transitionType == kTransitionFade) {
+ if (loadSceneParams.transitionType == kTransitionFade) {
_vm->_interface->setFadeMode(kFadeOut);
@@ -809,12 +795,12 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
event.param2 = _sceneDescription.startScriptEntrypointNumber;
event.param3 = 0; // Action
event.param4 = _sceneNumber; // Object
- event.param5 = loadSceneParams->actorsEntrance; // With Object
+ event.param5 = loadSceneParams.actorsEntrance; // With Object
event.param6 = 0; // Actor
q_event = _vm->_events->chain(q_event, &event);
}
- if (loadSceneParams->transitionType == kTransitionFade) {
+ if (loadSceneParams.transitionType == kTransitionFade) {
// set fade mode
event.type = kEvTImmediate;
@@ -844,7 +830,7 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
q_event = _vm->_events->chain(q_event, &event);
}
- if (loadSceneParams->sceneProc == NULL) {
+ if (loadSceneParams.sceneProc == NULL) {
if (!_inGame && _vm->getGameId() == GID_ITE) {
_inGame = true;
_vm->_interface->setMode(kPanelMain);
@@ -895,7 +881,7 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
event.param2 = _sceneDescription.sceneScriptEntrypointNumber;
event.param3 = _vm->_script->getVerbType(kVerbEnter); // Action
event.param4 = _sceneNumber; // Object
- event.param5 = loadSceneParams->actorsEntrance; // With Object
+ event.param5 = loadSceneParams.actorsEntrance; // With Object
event.param6 = 0; // Actor
_vm->_events->queue(&event);
}
@@ -903,13 +889,13 @@ void Scene::loadScene(LoadSceneParams *loadSceneParams) {
debug(3, "Scene started");
} else {
- loadSceneParams->sceneProc(SCENE_BEGIN, this);
+ loadSceneParams.sceneProc(SCENE_BEGIN, this);
}
// We probably don't want "followers" to go into scene -1 , 0. At the very
// least we don't want garbage to be drawn that early in the ITE intro.
if (_sceneNumber > 0 && _sceneNumber != ITE_SCENE_PUZZLE)
- _vm->_actor->updateActorsScene(loadSceneParams->actorsEntrance);
+ _vm->_actor->updateActorsScene(loadSceneParams.actorsEntrance);
if (_sceneNumber == ITE_SCENE_PUZZLE)
_vm->_puzzle->execute();