diff options
Diffstat (limited to 'engines/hugo/route.cpp')
-rw-r--r-- | engines/hugo/route.cpp | 150 |
1 files changed, 75 insertions, 75 deletions
diff --git a/engines/hugo/route.cpp b/engines/hugo/route.cpp index 281aacf031..54dae88c28 100644 --- a/engines/hugo/route.cpp +++ b/engines/hugo/route.cpp @@ -61,41 +61,41 @@ int16 Route::getRouteIndex() const { void Route::setDirection(const uint16 keyCode) { debugC(1, kDebugRoute, "setDirection(%d)", keyCode); - object_t *obj = _vm->_hero; // Pointer to hero object + Object *obj = _vm->_hero; // Pointer to hero object // Set first image in sequence switch (keyCode) { case Common::KEYCODE_UP: case Common::KEYCODE_KP8: - obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr; break; case Common::KEYCODE_DOWN: case Common::KEYCODE_KP2: - obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_DOWN]._seqPtr; break; case Common::KEYCODE_LEFT: case Common::KEYCODE_KP4: - obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr; break; case Common::KEYCODE_RIGHT: case Common::KEYCODE_KP6: - obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr; break; case Common::KEYCODE_HOME: case Common::KEYCODE_KP7: - obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr; break; case Common::KEYCODE_END: case Common::KEYCODE_KP1: - obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr; break; case Common::KEYCODE_PAGEUP: case Common::KEYCODE_KP9: - obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr; break; case Common::KEYCODE_PAGEDOWN: case Common::KEYCODE_KP3: - obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr; + obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr; break; } } @@ -107,68 +107,68 @@ void Route::setDirection(const uint16 keyCode) { void Route::setWalk(const uint16 direction) { debugC(1, kDebugRoute, "setWalk(%d)", direction); - object_t *obj = _vm->_hero; // Pointer to hero object + Object *obj = _vm->_hero; // Pointer to hero object - if (_vm->getGameStatus().storyModeFl || obj->pathType != kPathUser) // Make sure user has control + if (_vm->getGameStatus()._storyModeFl || obj->_pathType != kPathUser) // Make sure user has control return; - if (!obj->vx && !obj->vy) + if (!obj->_vx && !obj->_vy) _oldWalkDirection = 0; // Fix for consistant restarts if (direction != _oldWalkDirection) { // Direction has changed setDirection(direction); // Face new direction - obj->vx = obj->vy = 0; + obj->_vx = obj->_vy = 0; switch (direction) { // And set correct velocity case Common::KEYCODE_UP: case Common::KEYCODE_KP8: - obj->vy = -kStepDy; + obj->_vy = -kStepDy; break; case Common::KEYCODE_DOWN: case Common::KEYCODE_KP2: - obj->vy = kStepDy; + obj->_vy = kStepDy; break; case Common::KEYCODE_LEFT: case Common::KEYCODE_KP4: - obj->vx = -kStepDx; + obj->_vx = -kStepDx; break; case Common::KEYCODE_RIGHT: case Common::KEYCODE_KP6: - obj->vx = kStepDx; + obj->_vx = kStepDx; break; case Common::KEYCODE_HOME: case Common::KEYCODE_KP7: - obj->vx = -kStepDx; + obj->_vx = -kStepDx; // Note: in v1 Dos and v2 Dos, obj->vy is set to DY - obj->vy = -kStepDy / 2; + obj->_vy = -kStepDy / 2; break; case Common::KEYCODE_END: case Common::KEYCODE_KP1: - obj->vx = -kStepDx; + obj->_vx = -kStepDx; // Note: in v1 Dos and v2 Dos, obj->vy is set to -DY - obj->vy = kStepDy / 2; + obj->_vy = kStepDy / 2; break; case Common::KEYCODE_PAGEUP: case Common::KEYCODE_KP9: - obj->vx = kStepDx; + obj->_vx = kStepDx; // Note: in v1 Dos and v2 Dos, obj->vy is set to -DY - obj->vy = -kStepDy / 2; + obj->_vy = -kStepDy / 2; break; case Common::KEYCODE_PAGEDOWN: case Common::KEYCODE_KP3: - obj->vx = kStepDx; + obj->_vx = kStepDx; // Note: in v1 Dos and v2 Dos, obj->vy is set to DY - obj->vy = kStepDy / 2; + obj->_vy = kStepDy / 2; break; } _oldWalkDirection = direction; - obj->cycling = kCycleForward; + obj->_cycling = kCycleForward; } else { // Same key twice - halt hero - obj->vy = 0; - obj->vx = 0; + obj->_vy = 0; + obj->_vx = 0; _oldWalkDirection = 0; - obj->cycling = kCycleNotCycling; + obj->_cycling = kCycleNotCycling; } } @@ -188,8 +188,8 @@ void Route::segment(int16 x, int16 y) { debugC(1, kDebugRoute, "segment(%d, %d)", x, y); // Note: use of static - can't waste stack - static image_pt p; // Ptr to _boundaryMap[y] - static segment_t *seg_p; // Ptr to segment + static ImagePtr p; // Ptr to _boundaryMap[y] + static Segment *segPtr; // Ptr to segment // Bomb out if stack exhausted // Vinterstum: Is this just a safeguard, or actually used? @@ -228,7 +228,7 @@ void Route::segment(int16 x, int16 y) { if (y <= 0 || y >= kYPix - 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++) { @@ -241,7 +241,7 @@ void Route::segment(int16 x, int16 y) { if (_boundaryMap[y + 1][x] == 0) segment(x, y + 1); } - } else if (_vm->_hero->x + kHeroMaxWidth > x2) { + } else if (_vm->_hero->_x + kHeroMaxWidth > x2) { // Hero x not in segment, search x1..x2 // Find all segments above current for (x = x2; !(_routeFoundFl || _fullStackFl || _fullSegmentFl) && x >= x1; x--) { @@ -257,22 +257,22 @@ 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); } @@ -285,10 +285,10 @@ void Route::segment(int16 x, int16 y) { _fullSegmentFl = true; } else { // Create segment - seg_p = &_segment[_segmentNumb]; - seg_p->y = y; - seg_p->x1 = x1; - seg_p->x2 = x2; + segPtr = &_segment[_segmentNumb]; + segPtr->_y = y; + segPtr->_x1 = x1; + segPtr->_x2 = x2; _segmentNumb++; } } @@ -298,7 +298,7 @@ void Route::segment(int16 x, int16 y) { * Create and return ptr to new node. Initialize with previous node. * Returns 0 if MAX_NODES exceeded */ -Point *Route::newNode() { +Common::Point *Route::newNode() { debugC(1, kDebugRoute, "newNode"); _routeListIndex++; @@ -327,16 +327,16 @@ bool Route::findRoute(const int16 cx, const 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 + Object *obj; // Ptr to object int i; for (i = 1, obj = &_vm->_object->_objects[i]; i < _vm->_object->_numObj; i++, obj++) { - if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling != kCycleInvisible) && (obj->priority == kPriorityFloating)) - _vm->_object->storeBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2); + if ((obj->_screenIndex == *_vm->_screenPtr) && (obj->_cycling != kCycleInvisible) && (obj->_priority == kPriorityFloating)) + _vm->_object->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 @@ -350,8 +350,8 @@ bool Route::findRoute(const int16 cx, const int16 cy) { // Clear all object baselines from objbound for (i = 0, obj = _vm->_object->_objects; i < _vm->_object->_numObj; i++, obj++) { - if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling != kCycleInvisible) && (obj->priority == kPriorityFloating)) - _vm->_object->clearBoundary(obj->oldx + obj->currImagePtr->x1, obj->oldx + obj->currImagePtr->x2, obj->oldy + obj->currImagePtr->y2); + if ((obj->_screenIndex == *_vm->_screenPtr) && (obj->_cycling != kCycleInvisible) && (obj->_priority == kPriorityFloating)) + _vm->_object->clearBoundary(obj->_oldx + obj->_currImagePtr->_x1, obj->_oldx + obj->_currImagePtr->_x2, obj->_oldy + obj->_currImagePtr->_y2); } // Search from hero to destination @@ -368,32 +368,32 @@ bool Route::findRoute(const int16 cx, const int16 cy) { _route[0].y = _destY; // Make a final segment for hero's base (we left a spare) - _segment[_segmentNumb].y = heroy; - _segment[_segmentNumb].x1 = herox1; - _segment[_segmentNumb].x2 = herox2; + _segment[_segmentNumb]._y = heroy; + _segment[_segmentNumb]._x1 = herox1; + _segment[_segmentNumb]._x2 = herox2; _segmentNumb++; - Point *routeNode; // Ptr to route node + Common::Point *routeNode; // Ptr to route node // Look in segments[] for straight lines from destination to hero for (i = 0, _routeListIndex = 0; i < _segmentNumb - 1; i++) { if ((routeNode = newNode()) == 0) // New node for new segment return false; // Too many nodes - routeNode->y = _segment[i].y; + routeNode->y = _segment[i]._y; // Look ahead for furthest straight line for (int16 j = i + 1; j < _segmentNumb; j++) { - segment_t *seg_p = &_segment[j]; + Segment *segPtr = &_segment[j]; // Can we get to this segment from previous node? - if (seg_p->x1 <= routeNode->x && seg_p->x2 >= routeNode->x + _heroWidth - 1) { - routeNode->y = seg_p->y; // Yes, keep updating node + if (segPtr->_x1 <= routeNode->x && segPtr->_x2 >= routeNode->x + _heroWidth - 1) { + routeNode->y = segPtr->_y; // Yes, keep updating node } else { // No, create another node on previous segment to reach it if ((routeNode = newNode()) == 0) // Add new route node return false; // Too many nodes // Find overlap between old and new segments - int16 x1 = MAX(_segment[j - 1].x1, seg_p->x1); - int16 x2 = MIN(_segment[j - 1].x2, seg_p->x2); + int16 x1 = MAX(_segment[j - 1]._x1, segPtr->_x1); + int16 x2 = MIN(_segment[j - 1]._x2, segPtr->_x2); // If room, add a little offset to reduce staircase effect int16 dx = kHeroMaxWidth >> 1; @@ -433,18 +433,18 @@ void Route::processRoute() { return; // Current hero position - int16 herox = _vm->_hero->x + _vm->_hero->currImagePtr->x1; - int16 heroy = _vm->_hero->y + _vm->_hero->currImagePtr->y2; - Point *routeNode = &_route[_routeIndex]; + int16 herox = _vm->_hero->_x + _vm->_hero->_currImagePtr->_x1; + int16 heroy = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2; + Common::Point *routeNode = &_route[_routeIndex]; // Arrived at node? if (abs(herox - routeNode->x) < kStepDx + 1 && abs(heroy - routeNode->y) < kStepDy) { // kStepDx 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 = kCycleNotCycling; + _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 = kCycleNotCycling; // Arrived at final node? if (--_routeIndex < 0) { @@ -458,7 +458,7 @@ void Route::processRoute() { _vm->_object->lookObject(&_vm->_object->_objects[_routeObjId]); turnedFl = false; } else { - setDirection(_vm->_object->_objects[_routeObjId].direction); + setDirection(_vm->_object->_objects[_routeObjId]._direction); _routeIndex++; // Come round again turnedFl = true; } @@ -468,7 +468,7 @@ void Route::processRoute() { _vm->_object->useObject(_routeObjId); turnedFl = false; } else { - setDirection(_vm->_object->_objects[_routeObjId].direction); + setDirection(_vm->_object->_objects[_routeObjId]._direction); _routeIndex++; // Come round again turnedFl = true; } @@ -477,7 +477,7 @@ 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. @@ -487,10 +487,10 @@ 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; } } } @@ -500,11 +500,11 @@ void Route::processRoute() { * go_for is the purpose, id indexes the exit or object to walk to * Returns FALSE if route not found */ -bool Route::startRoute(const go_t routeType, const int16 objId, int16 cx, int16 cy) { +bool Route::startRoute(const RouteType routeType, const int16 objId, int16 cx, int16 cy) { debugC(1, kDebugRoute, "startRoute(%d, %d, %d, %d)", routeType, objId, cx, cy); // Don't attempt to walk if user does not have control - if (_vm->_hero->pathType != kPathUser) + if (_vm->_hero->_pathType != kPathUser) return false; // if inventory showing, make it go away @@ -521,7 +521,7 @@ bool Route::startRoute(const go_t routeType, const int16 objId, int16 cx, int16 bool foundFl = false; // TRUE if route found ok if ((foundFl = findRoute(cx, cy))) { // Found a route? _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; |