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author | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
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committer | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
commit | 688c80b0620ae5765355a4048864bb3de84ebf74 (patch) | |
tree | 497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/walker.cpp | |
parent | b04ddef7506bfa08527da9e79040c583fb765b2e (diff) | |
download | scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.gz scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.bz2 scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.zip |
Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
Diffstat (limited to 'sword2/walker.cpp')
-rw-r--r-- | sword2/walker.cpp | 86 |
1 files changed, 41 insertions, 45 deletions
diff --git a/sword2/walker.cpp b/sword2/walker.cpp index 21718b5088..b12f5966ed 100644 --- a/sword2/walker.cpp +++ b/sword2/walker.cpp @@ -37,10 +37,6 @@ namespace Sword2 { -int16 standby_x; // see fnSetStandbyCoords -int16 standby_y; -uint8 standby_dir; - /** * Walk mega to (x,y,dir) */ @@ -102,9 +98,9 @@ int32 Logic::fnWalk(int32 *params) { // set up mem for _walkData in route_slots[] & set mega's // 'route_slot_id' accordingly - router.allocateRouteMem(); + _router->allocateRouteMem(); - route = (int8) router.routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir); + route = (int8) _router->routeFinder(ob_mega, ob_walkdata, target_x, target_y, target_dir); // 0 = can't make route to target // 1 = created route @@ -125,7 +121,7 @@ int32 Logic::fnWalk(int32 *params) { // (see fnGetPlayerSaveData() in save_rest.cpp } else { // free up the walkdata mem block - router.freeRouteMem(); + _router->freeRouteMem(); // 1 means error, no walk created RESULT = 1; @@ -144,7 +140,7 @@ int32 Logic::fnWalk(int32 *params) { // ok, thats it - back to script and change screen ob_logic->looping = 0; // so script loop stops - router.freeRouteMem(); // free up the walkdata mem block + _router->freeRouteMem(); // free up the walkdata mem block // must clear in-case on the new screen there's a walk // instruction (which would get cut short) @@ -168,17 +164,17 @@ int32 Logic::fnWalk(int32 *params) { // get pointer to walkanim & current frame position // lock the _walkData array - walkAnim = router.lockRouteMem(); + walkAnim = _router->lockRouteMem(); walk_pc = ob_mega->walk_pc; // if stopping the walk early, overwrite the next step with a // slow-out, then finish - if (g_sword2->checkEventWaiting()) { + if (checkEventWaiting()) { if (walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) { // at the beginning of a step ob_walkdata = (Object_walkdata *) params[3]; - router.earlySlowOut(ob_mega, ob_walkdata); + _router->earlySlowOut(ob_mega, ob_walkdata); } } @@ -197,7 +193,7 @@ int32 Logic::fnWalk(int32 *params) { // '512' is end-marker if (walkAnim[walk_pc + 1].frame == 512) { ob_logic->looping = 0; // so script loop stops - router.freeRouteMem(); // free up the walkdata mem block + _router->freeRouteMem(); // free up the walkdata mem block // finished walk ob_mega->currently_walking = 0; @@ -213,8 +209,8 @@ int32 Logic::fnWalk(int32 *params) { // was only run if a function that always returned zero // returned non-zero. - if (g_sword2->checkEventWaiting()) { - g_sword2->startEvent(); + if (checkEventWaiting()) { + startEvent(); RESULT = 1; // 1 means didn't finish walk return IR_TERMINATE; } else { @@ -238,7 +234,7 @@ int32 Logic::fnWalk(int32 *params) { ob_mega->walk_pc++; // allow _walkData array to float about memory again - router.floatRouteMem(); + _router->floatRouteMem(); // stop the script, but repeat this call next cycle return IR_REPEAT; @@ -269,7 +265,7 @@ int32 Logic::fnWalkToAnim(int32 *params) { anim_file = res_man->openResource(params[4]); // point to animation header - anim_head = g_sword2->fetchAnimHeader( anim_file ); + anim_head = _vm->fetchAnimHeader( anim_file ); pars[4] = anim_head->feetStartX; // target_x pars[5] = anim_head->feetStartY; // target_y @@ -282,11 +278,11 @@ int32 Logic::fnWalkToAnim(int32 *params) { // coords (which should be set beforehand in the script) if (pars[4] == 0 && pars[5] == 0) { - pars[4] = standby_x; - pars[5] = standby_y; - pars[6] = standby_dir; + pars[4] = _standbyX; + pars[5] = _standbyY; + pars[6] = _standbyDir; - debug(5, "WARNING: fnWalkToAnim(%s) used standby coords", g_sword2->fetchObjectName(params[4])); + debug(5, "WARNING: fnWalkToAnim(%s) used standby coords", _vm->fetchObjectName(params[4])); } if (pars[6] < 0 || pars[6] > 7) @@ -431,7 +427,7 @@ int32 Logic::fnStandAfterAnim(int32 *params) { // open anim file anim_file = res_man->openResource(params[2]); - anim_head = g_sword2->fetchAnimHeader(anim_file); + anim_head = _vm->fetchAnimHeader(anim_file); // set up the parameter list for fnWalkTo() @@ -446,11 +442,11 @@ int32 Logic::fnStandAfterAnim(int32 *params) { // should be set beforehand in the script) if (pars[2] == 0 && pars[3] == 0) { - pars[2] = standby_x; - pars[3] = standby_y; - pars[4] = standby_dir; + pars[2] = _standbyX; + pars[3] = _standbyY; + pars[4] = _standbyDir; - debug(5, "WARNING: fnStandAfterAnim(%s) used standby coords", g_sword2->fetchObjectName(params[2])); + debug(5, "WARNING: fnStandAfterAnim(%s) used standby coords", _vm->fetchObjectName(params[2])); } if (pars[4] < 0 || pars[4] > 7) @@ -478,7 +474,7 @@ int32 Logic::fnStandAtAnim(int32 *params) { // open anim file anim_file = res_man->openResource(params[2]); - anim_head = g_sword2->fetchAnimHeader(anim_file); + anim_head = _vm->fetchAnimHeader(anim_file); // set up the parameter list for fnWalkTo() @@ -492,12 +488,12 @@ int32 Logic::fnStandAtAnim(int32 *params) { // if start coords not available use the standby coords (which should // be set beforehand in the script) - if (pars[2] == 0 && pars[3]==0) { - pars[2] = standby_x; - pars[3] = standby_y; - pars[4] = standby_dir; + if (pars[2] == 0 && pars[3] == 0) { + pars[2] = _standbyX; + pars[3] = _standbyY; + pars[4] = _standbyDir; - debug(5, "WARNING: fnStandAtAnim(%s) used standby coords", g_sword2->fetchObjectName(params[2])); + debug(5, "WARNING: fnStandAtAnim(%s) used standby coords", _vm->fetchObjectName(params[2])); } if (pars[4] < 0 || pars[4] > 7) @@ -516,7 +512,7 @@ int32 Logic::fnStandAtAnim(int32 *params) { #define diagonalx 36 #define diagonaly 8 -int What_target(int startX, int startY, int destX, int destY) { +int Logic::whatTarget(int startX, int startY, int destX, int destY) { int deltaX = destX - startX; int deltaY = destY - startY; @@ -545,7 +541,7 @@ int What_target(int startX, int startY, int destX, int destY) { /** * turn mega to face point (x,y) on the floor * just needs to call fnWalk() with current feet coords & direction computed - * by What_target() + * by whatTarget() */ int32 Logic::fnFaceXY(int32 *params) { @@ -570,7 +566,7 @@ int32 Logic::fnFaceXY(int32 *params) { pars[4] = ob_mega->feet_x; pars[5] = ob_mega->feet_y; - pars[6] = What_target(ob_mega->feet_x, ob_mega->feet_y, params[4], params[5]); + pars[6] = whatTarget(ob_mega->feet_x, ob_mega->feet_y, params[4], params[5]); } // set up the rest of the parameters for fnWalk() @@ -621,7 +617,7 @@ int32 Logic::fnFaceMega(int32 *params) { pars[3] = params[3]; pars[4] = ob_mega->feet_x; pars[5] = ob_mega->feet_y; - pars[6] = What_target(ob_mega->feet_x, ob_mega->feet_y, g_sword2->_engineMega.feet_x, g_sword2->_engineMega.feet_y); + pars[6] = whatTarget(ob_mega->feet_x, ob_mega->feet_y, _vm->_engineMega.feet_x, _vm->_engineMega.feet_y); } pars[0] = params[0]; @@ -682,7 +678,7 @@ int32 Logic::fnWalkToTalkToMega(int32 *params) { // route to // stand exactly beside the mega, ie. at same y-coord - pars[5] = g_sword2->_engineMega.feet_y; + pars[5] = _vm->_engineMega.feet_y; // apply scale factor to walk distance // Ay+B gives 256 * scale ie. 256 * 256 * true_scale for even @@ -693,20 +689,20 @@ int32 Logic::fnWalkToTalkToMega(int32 *params) { mega_separation= (mega_separation * scale) / 256; debug(5, "separation %d", mega_separation); - debug(5, " target x %d, y %d", g_sword2->_engineMega.feet_x, g_sword2->_engineMega.feet_y); + debug(5, " target x %d, y %d", _vm->_engineMega.feet_x, _vm->_engineMega.feet_y); - if (g_sword2->_engineMega.feet_x < ob_mega->feet_x) + if (_vm->_engineMega.feet_x < ob_mega->feet_x) { // Target is left of us, so aim to stand to their // right. Face down_left - pars[4] = g_sword2->_engineMega.feet_x + mega_separation; + pars[4] = _vm->_engineMega.feet_x + mega_separation; pars[6] = 5; } else { // Ok, must be right of us so aim to stand to their // left. Face down_right. - pars[4] = g_sword2->_engineMega.feet_x - mega_separation; + pars[4] = _vm->_engineMega.feet_x - mega_separation; pars[6] = 3; } } @@ -741,7 +737,7 @@ int32 Logic::fnAddWalkGrid(int32 *params) { fnAddToKillList(params); } - router.addWalkGrid(params[0]); + _router->addWalkGrid(params[0]); // Touch the grid, getting it into memory. res_man->openResource(params[0]); @@ -757,7 +753,7 @@ int32 Logic::fnAddWalkGrid(int32 *params) { int32 Logic::fnRemoveWalkGrid(int32 *params) { // params: 0 id of walkgrid resource - router.removeWalkGrid(params[0]); + _router->removeWalkGrid(params[0]); return IR_CONT; } @@ -799,9 +795,9 @@ int32 Logic::fnSetStandbyCoords(int32 *params) { if (params[2] < 0 || params[2] > 7) error("Invalid direction (%d) in fnSetStandbyCoords", params[2]); - standby_x = (int16) params[0]; - standby_y = (int16) params[1]; - standby_dir = (uint8) params[2]; + _standbyX = (int16) params[0]; + _standbyY = (int16) params[1]; + _standbyDir = (uint8) params[2]; return IR_CONT; } |