diff options
Diffstat (limited to 'engines/hugo/route.cpp')
| -rw-r--r-- | engines/hugo/route.cpp | 77 |
1 files changed, 39 insertions, 38 deletions
diff --git a/engines/hugo/route.cpp b/engines/hugo/route.cpp index 2ba95fb7d7..2b372947cf 100644 --- a/engines/hugo/route.cpp +++ b/engines/hugo/route.cpp @@ -38,16 +38,17 @@ #include "hugo/game.h" #include "hugo/route.h" #include "hugo/global.h" +#include "hugo/object.h" namespace Hugo { -Route::Route(HugoEngine &vm) : _vm(vm) { +Route::Route(HugoEngine *vm) : _vm(vm) { } // Face hero in new direction, based on cursor key input by user. void Route::setDirection(uint16 keyCode) { debugC(1, kDebugRoute, "setDirection(%d)", keyCode); - object_t *obj = _vm._hero; // Pointer to hero object + object_t *obj = _vm->_hero; // Pointer to hero object // Set first image in sequence switch (keyCode) { @@ -84,9 +85,9 @@ void Route::setWalk(uint16 direction) { debugC(1, kDebugRoute, "setWalk(%d)", direction); static uint16 oldDirection = 0; // Last direction char - object_t *obj = _vm._hero; // Pointer to hero object + object_t *obj = _vm->_hero; // Pointer to hero object - if (_vm.getGameStatus().storyModeFl || obj->pathType != USER) // Make sure user has control + if (_vm->getGameStatus().storyModeFl || obj->pathType != USER) // Make sure user has control return; if (!obj->vx && !obj->vy) @@ -195,7 +196,7 @@ void Route::segment(int16 x, int16 y) { if (y <= 0 || y >= YPIX - 1) return; - if (_vm._hero->x < x1) { + if (_vm->_hero->x < x1) { // Hero x not in segment, search x1..x2 // Find all segments above current for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { @@ -208,7 +209,7 @@ void Route::segment(int16 x, int16 y) { if (_boundaryMap[y + 1][x] == 0) segment(x, y + 1); } - } else if (_vm._hero->x + HERO_MAX_WIDTH > x2) { + } else if (_vm->_hero->x + HERO_MAX_WIDTH > x2) { // Hero x not in segment, search x1..x2 // Find all segments above current for (x = x2; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x >= x1; x--) { @@ -224,22 +225,22 @@ void Route::segment(int16 x, int16 y) { } else { // Organize search around hero x position - this gives // better chance for more direct route. - for (x = _vm._hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { + for (x = _vm->_hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { if (_boundaryMap[y - 1][x] == 0) segment(x, y - 1); } - for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm._hero->x; x++) { + for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm->_hero->x; x++) { if (_boundaryMap[y - 1][x] == 0) segment(x, y - 1); } - for (x = _vm._hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { + for (x = _vm->_hero->x; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x <= x2; x++) { if (_boundaryMap[y + 1][x] == 0) segment(x, y + 1); } - for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm._hero->x; x++) { + for (x = x1; !(_routeFoundFl | _fullStackFl | _fullSegmentFl) && x < _vm->_hero->x; x++) { if (_boundaryMap[y + 1][x] == 0) segment(x, y + 1); } @@ -289,30 +290,30 @@ bool Route::findRoute(int16 cx, int16 cy) { _destY = cy; // Destination coords _destX = cx; // Destination coords - int16 herox1 = _vm._hero->x + _vm._hero->currImagePtr->x1; // Hero baseline - int16 herox2 = _vm._hero->x + _vm._hero->currImagePtr->x2; // Hero baseline - int16 heroy = _vm._hero->y + _vm._hero->currImagePtr->y2; // Hero baseline + int16 herox1 = _vm->_hero->x + _vm->_hero->currImagePtr->x1; // Hero baseline + int16 herox2 = _vm->_hero->x + _vm->_hero->currImagePtr->x2; // Hero baseline + int16 heroy = _vm->_hero->y + _vm->_hero->currImagePtr->y2; // Hero baseline // Store all object baselines into objbound (except hero's = [0]) object_t *obj; // Ptr to object int i; - for (i = 1, obj = &_vm._objects[i]; i < _vm._numObj; i++, obj++) { - if ((obj->screenIndex == *_vm._screen_p) && (obj->cycling != INVISIBLE) && (obj->priority == FLOATING)) - _vm.storeBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2); + for (i = 1, obj = &_vm->_object->_objects[i]; i < _vm->_numObj; i++, obj++) { + if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling != INVISIBLE) && (obj->priority == FLOATING)) + _vm->storeBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2); } // Combine objbound and boundary bitmaps to local byte map for (int16 y = 0; y < YPIX; y++) { for (int16 x = 0; x < XBYTES; x++) { for (i = 0; i < 8; i++) - _boundaryMap[y][x * 8 + i] = ((_vm.getObjectBoundaryOverlay()[y * XBYTES + x] | _vm.getBoundaryOverlay()[y * XBYTES + x]) & (0x80 >> i)) ? kMapBound : 0; + _boundaryMap[y][x * 8 + i] = ((_vm->getObjectBoundaryOverlay()[y * XBYTES + x] | _vm->getBoundaryOverlay()[y * XBYTES + x]) & (0x80 >> i)) ? kMapBound : 0; } } // Clear all object baselines from objbound - for (i = 0, obj = _vm._objects; i < _vm._numObj; i++, obj++) { - if ((obj->screenIndex == *_vm._screen_p) && (obj->cycling != INVISIBLE) && (obj->priority == FLOATING)) - _vm.clearBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2); + for (i = 0, obj = _vm->_object->_objects; i < _vm->_numObj; i++, obj++) { + if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling != INVISIBLE) && (obj->priority == FLOATING)) + _vm->clearBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2); } // Search from hero to destination @@ -389,43 +390,43 @@ void Route::processRoute() { static bool turnedFl = false; // Used to get extra cylce for turning // Current hero position - int16 herox = _vm._hero->x + _vm._hero->currImagePtr->x1; - int16 heroy = _vm._hero->y + _vm._hero->currImagePtr->y2; - status_t &gameStatus = _vm.getGameStatus(); + int16 herox = _vm->_hero->x + _vm->_hero->currImagePtr->x1; + int16 heroy = _vm->_hero->y + _vm->_hero->currImagePtr->y2; + status_t &gameStatus = _vm->getGameStatus(); Point *routeNode = &_route[gameStatus.routeIndex]; // Arrived at node? if (abs(herox - routeNode->x) < DX + 1 && abs(heroy - routeNode->y) < DY) { // DX too low // Close enough - position hero exactly - _vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1; - _vm._hero->y = _vm._hero->oldy = routeNode->y - _vm._hero->currImagePtr->y2; - _vm._hero->vx = _vm._hero->vy = 0; - _vm._hero->cycling = NOT_CYCLING; + _vm->_hero->x = _vm->_hero->oldx = routeNode->x - _vm->_hero->currImagePtr->x1; + _vm->_hero->y = _vm->_hero->oldy = routeNode->y - _vm->_hero->currImagePtr->y2; + _vm->_hero->vx = _vm->_hero->vy = 0; + _vm->_hero->cycling = NOT_CYCLING; // Arrived at final node? if (--gameStatus.routeIndex < 0) { // See why we walked here switch (gameStatus.go_for) { case GO_EXIT: // Walked to an exit, proceed into it - setWalk(_vm._hotspots[gameStatus.go_id].direction); + setWalk(_vm->_hotspots[gameStatus.go_id].direction); break; case GO_LOOK: // Look at an object if (turnedFl) { - _vm.lookObject(&_vm._objects[gameStatus.go_id]); + _vm->_object->lookObject(&_vm->_object->_objects[gameStatus.go_id]); turnedFl = false; } else { - setDirection(_vm._objects[gameStatus.go_id].direction); + setDirection(_vm->_object->_objects[gameStatus.go_id].direction); gameStatus.routeIndex++; // Come round again turnedFl = true; } break; case GO_GET: // Get (or use) an object if (turnedFl) { - _vm.useObject(gameStatus.go_id); + _vm->_object->useObject(gameStatus.go_id); turnedFl = false; } else { - setDirection(_vm._objects[gameStatus.go_id].direction); + setDirection(_vm->_object->_objects[gameStatus.go_id].direction); gameStatus.routeIndex++; // Come round again turnedFl = true; } @@ -435,7 +436,7 @@ void Route::processRoute() { break; } } - } else if (_vm._hero->vx == 0 && _vm._hero->vy == 0) { + } else if (_vm->_hero->vx == 0 && _vm->_hero->vy == 0) { // Set direction of travel if at a node // Note realignment when changing to (thinner) up/down sprite, // otherwise hero could bump into boundaries along route. @@ -445,10 +446,10 @@ void Route::processRoute() { setWalk(Common::KEYCODE_LEFT); } else if (heroy < routeNode->y) { setWalk(Common::KEYCODE_DOWN); - _vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1; + _vm->_hero->x = _vm->_hero->oldx = routeNode->x - _vm->_hero->currImagePtr->x1; } else if (heroy > routeNode->y) { setWalk(Common::KEYCODE_UP); - _vm._hero->x = _vm._hero->oldx = routeNode->x - _vm._hero->currImagePtr->x1; + _vm->_hero->x = _vm->_hero->oldx = routeNode->x - _vm->_hero->currImagePtr->x1; } } } @@ -460,10 +461,10 @@ bool Route::startRoute(go_t go_for, int16 id, int16 cx, int16 cy) { debugC(1, kDebugRoute, "startRoute(%d, %d, %d, %d)", go_for, id, cx, cy); // Don't attempt to walk if user does not have control - if (_vm._hero->pathType != USER) + if (_vm->_hero->pathType != USER) return false; - status_t &gameStatus = _vm.getGameStatus(); + status_t &gameStatus = _vm->getGameStatus(); // if inventory showing, make it go away if (gameStatus.inventoryState != I_OFF) gameStatus.inventoryState = I_UP; @@ -478,7 +479,7 @@ bool Route::startRoute(go_t go_for, int16 id, int16 cx, int16 cy) { bool foundFl = false; // TRUE if route found ok if ((foundFl = findRoute(cx, cy))) { // Found a route? gameStatus.routeIndex = _routeListIndex; // Node index - _vm._hero->vx = _vm._hero->vy = 0; // Stop manual motion + _vm->_hero->vx = _vm->_hero->vy = 0; // Stop manual motion } return foundFl; |
