aboutsummaryrefslogtreecommitdiff
path: root/engines/hugo/route.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/hugo/route.cpp')
-rw-r--r--engines/hugo/route.cpp77
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;