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path: root/engines/kyra/sprites_lol.cpp
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Diffstat (limited to 'engines/kyra/sprites_lol.cpp')
-rw-r--r--engines/kyra/sprites_lol.cpp172
1 files changed, 51 insertions, 121 deletions
diff --git a/engines/kyra/sprites_lol.cpp b/engines/kyra/sprites_lol.cpp
index fbf4c7c5c2..a07abd4580 100644
--- a/engines/kyra/sprites_lol.cpp
+++ b/engines/kyra/sprites_lol.cpp
@@ -59,7 +59,7 @@ void LoLEngine::loadMonsterShapes(const char *file, int monsterIndex, int animTy
for (int i = 0; i < 4; i++) {
for (int ii = 0; ii < 16; ii++) {
- uint8 **of = &_monsterShapesEx[monsterIndex * 192 + i * 48 + ii * 3];
+ uint8 **of = &_monsterDecorationShapes[monsterIndex * 192 + i * 48 + ii * 3];
int s = (i << 4) + ii + 17;
of[0] = _screen->makeShapeCopy(p, s);
of[1] = _screen->makeShapeCopy(p, s + 1);
@@ -97,7 +97,7 @@ void LoLEngine::loadMonsterShapes(const char *file, int monsterIndex, int animTy
uint8 *cl = (uint8 *)memchr(tmpPal1, tmpPal2[1 + ii], 64);
if (!cl)
continue;
- tmpPal3[ii] = (uint16) (cl - tmpPal1);
+ tmpPal3[ii] = (uint16)(cl - tmpPal1);
}
for (int ii = 0; ii < 8; ii++) {
@@ -140,9 +140,9 @@ void LoLEngine::releaseMonsterShapes(int monsterIndex) {
for (int i = 0; i < 192; i++) {
int pos = (monsterIndex * 192) + i;
- if (_monsterShapesEx[pos]) {
- delete[] _monsterShapesEx[pos];
- _monsterShapesEx[pos] = 0;
+ if (_monsterDecorationShapes[pos]) {
+ delete[] _monsterDecorationShapes[pos];
+ _monsterDecorationShapes[pos] = 0;
}
}
}
@@ -159,7 +159,7 @@ int LoLEngine::deleteMonstersFromBlock(int block) {
continue;
}
- MonsterInPlay *m = &_monsters[i & 0x7fff];
+ LoLMonster *m = &_monsters[i & 0x7fff];
cnt++;
setMonsterMode(m, 14);
@@ -173,7 +173,7 @@ int LoLEngine::deleteMonstersFromBlock(int block) {
return cnt;
}
-void LoLEngine::setMonsterMode(MonsterInPlay *monster, int mode) {
+void LoLEngine::setMonsterMode(LoLMonster *monster, int mode) {
if (monster->mode == 13 && mode != 14)
return;
@@ -210,7 +210,7 @@ void LoLEngine::setMonsterMode(MonsterInPlay *monster, int mode) {
}
}
-bool LoLEngine::updateMonsterAdjustBlocks(MonsterInPlay *monster) {
+bool LoLEngine::updateMonsterAdjustBlocks(LoLMonster *monster) {
static const uint8 dims[] = { 0, 13, 9, 3 };
if (monster->properties->flags & 8)
return true;
@@ -248,10 +248,10 @@ bool LoLEngine::updateMonsterAdjustBlocks(MonsterInPlay *monster) {
int16 fx2 = 0;
setLevelShapesDim(x2 + dims[y2], fx1, fx2, 13);
- return (fx1 >= fx2) ? false : true;
+ return fx1 < fx2;
}
-void LoLEngine::placeMonster(MonsterInPlay *monster, uint16 x, uint16 y) {
+void LoLEngine::placeMonster(LoLMonster *monster, uint16 x, uint16 y) {
bool cont = true;
int t = monster->block;
if (monster->block) {
@@ -273,7 +273,7 @@ void LoLEngine::placeMonster(MonsterInPlay *monster, uint16 x, uint16 y) {
if (monster->block == 0)
return;
- assignMonsterToBlock(&_levelBlockProperties[monster->block].assignedObjects, ((uint16)monster->id) | 0x8000);
+ assignObjectToBlock(&_levelBlockProperties[monster->block].assignedObjects, ((uint16)monster->id) | 0x8000);
_levelBlockProperties[monster->block].direction = 5;
checkSceneUpdateNeed(monster->block);
@@ -329,7 +329,7 @@ int LoLEngine::calcMonsterDirection(uint16 x1, uint16 y1, uint16 x2, uint16 y2)
return retVal[r];
}
-void LoLEngine::setMonsterDirection(MonsterInPlay *monster, int dir) {
+void LoLEngine::setMonsterDirection(LoLMonster *monster, int dir) {
monster->direction = dir;
if (!(dir & 1) || ((monster->direction - (monster->facing << 1)) >= 2))
@@ -338,7 +338,7 @@ void LoLEngine::setMonsterDirection(MonsterInPlay *monster, int dir) {
checkSceneUpdateNeed(monster->block);
}
-void LoLEngine::monsterDropItems(MonsterInPlay *monster) {
+void LoLEngine::monsterDropItems(LoLMonster *monster) {
uint16 a = monster->assignedItems;
while (a) {
uint16 b = a;
@@ -347,46 +347,6 @@ void LoLEngine::monsterDropItems(MonsterInPlay *monster) {
}
}
-void LoLEngine::removeAssignedObjectFromBlock(LevelBlockProperty *l, uint16 id) {
- uint16 *blockItemIndex = &l->assignedObjects;
- ItemInPlay *i = 0;
-
- while (*blockItemIndex) {
- if (*blockItemIndex == id) {
- i = findObject(id);
- *blockItemIndex = i->nextAssignedObject;
- i->nextAssignedObject = 0;
- return;
- }
-
- i = findObject(*blockItemIndex);
- blockItemIndex = &i->nextAssignedObject;
- }
-}
-
-void LoLEngine::removeDrawObjectFromBlock(LevelBlockProperty *l, uint16 id) {
- uint16 *blockItemIndex = &l->drawObjects;
- ItemInPlay *i = 0;
-
- while (*blockItemIndex) {
- if (*blockItemIndex == id) {
- i = findObject(id);
- *blockItemIndex = i->nextDrawObject;
- i->nextDrawObject = 0;
- return;
- }
-
- i = findObject(*blockItemIndex);
- blockItemIndex = &i->nextDrawObject;
- }
-}
-
-void LoLEngine::assignMonsterToBlock(uint16 *assignedBlockObjects, uint16 id) {
- ItemInPlay *t = findObject(id);
- t->nextAssignedObject = *assignedBlockObjects;
- *assignedBlockObjects = id;
-}
-
int LoLEngine::checkBlockBeforeObjectPlacement(uint16 x, uint16 y, uint16 objectWidth, uint16 testFlag, uint16 wallFlag) {
_objectLastDirection = 0;
uint16 x2 = 0;
@@ -503,7 +463,7 @@ int LoLEngine::checkBlockForWallsAndSufficientSpace(int block, int x, int y, int
uint16 b = _levelBlockProperties[block].assignedObjects;
while (b & 0x8000) {
- MonsterInPlay *monster = &_monsters[b & 0x7fff];
+ LoLMonster *monster = &_monsters[b & 0x7fff];
if (monster->mode < 13) {
int r = checkDrawObjectSpace(x, y, monster->x, monster->y);
@@ -554,7 +514,7 @@ int LoLEngine::checkBlockOccupiedByParty(int x, int y, int testFlag) {
void LoLEngine::drawBlockObjects(int blockArrayIndex) {
LevelBlockProperty *l = _visibleBlocks[blockArrayIndex];
uint16 s = l->assignedObjects;
- ItemInPlay *i = findObject(s);
+ LoLObject *obj = findObject(s);
if (l->direction != _currentDirection) {
l->drawObjects = 0;
@@ -562,8 +522,8 @@ void LoLEngine::drawBlockObjects(int blockArrayIndex) {
while (s) {
reassignDrawObjects(_currentDirection, s, l, true);
- i = findObject(s);
- s = i->nextAssignedObject;
+ obj = findObject(s);
+ s = obj->nextAssignedObject;
}
}
@@ -575,7 +535,7 @@ void LoLEngine::drawBlockObjects(int blockArrayIndex) {
drawMonster(s);
s = _monsters[s].nextDrawObject;
} else {
- i = &_itemsInPlay[s];
+ LoLItem *i = &_itemsInPlay[s];
int fx = _sceneItemOffs[s & 7] << 1;
int fy = _sceneItemOffs[(s >> 1) & 7] + 5;
@@ -634,7 +594,7 @@ void LoLEngine::drawBlockObjects(int blockArrayIndex) {
} else {
shp = (_itemProperties[i->itemPropertyIndex].flags & 0x40) ? _gameShapes[_itemProperties[i->itemPropertyIndex].shpIndex] :
- _itemShapes[_gameShapeMap[_itemProperties[i->itemPropertyIndex].shpIndex << 1]];
+ _itemShapes[_gameShapeMap[_itemProperties[i->itemPropertyIndex].shpIndex << 1]];
}
if (shp)
@@ -645,7 +605,7 @@ void LoLEngine::drawBlockObjects(int blockArrayIndex) {
}
void LoLEngine::drawMonster(uint16 id) {
- MonsterInPlay *m = &_monsters[id];
+ LoLMonster *m = &_monsters[id];
int16 flg = _monsterDirFlags[(_currentDirection << 2) + m->facing];
int curFrm = getMonsterCurFrame(m, flg & 0xffef);
uint8 *shp = 0;
@@ -665,12 +625,12 @@ void LoLEngine::drawMonster(uint16 id) {
uint8 *monsterPalette = d ? _monsterPalettes[(m->properties->shapeIndex << 4) + (curFrm & 0x0f)] + (shp[10] * (d - 1)) : 0;
uint8 *brightnessOverlay = drawItemOrMonster(shp, monsterPalette, m->x + _monsterShiftOffs[m->shiftStep << 1], m->y + _monsterShiftOffs[(m->shiftStep << 1) + 1], 0, 0, flg | 1, -1, flip);
- for (int i = 0; i < 4; i++) {
+ for (int i = 0; i < 4; i++) {
int v = m->equipmentShapes[i] - 1;
if (v == -1)
break;
- uint8 *shp2 = _monsterShapesEx[m->properties->shapeIndex * 192 + v * 48 + curFrm * 3];
+ uint8 *shp2 = _monsterDecorationShapes[m->properties->shapeIndex * 192 + v * 48 + curFrm * 3];
if (!shp2)
continue;
@@ -721,7 +681,7 @@ void LoLEngine::drawMonster(uint16 id) {
delete[] tbl;
}
-int LoLEngine::getMonsterCurFrame(MonsterInPlay *m, uint16 dirFlags) {
+int LoLEngine::getMonsterCurFrame(LoLMonster *m, uint16 dirFlags) {
int tmp = 0;
switch (_monsterAnimType[m->properties->shapeIndex]) {
case 0:
@@ -796,19 +756,19 @@ void LoLEngine::reassignDrawObjects(uint16 direction, uint16 itemIndex, LevelBlo
return;
}
- ItemInPlay *newObject = findObject(itemIndex);
- int r = calcItemMonsterPosition(newObject, direction);
+ LoLObject *newObject = findObject(itemIndex);
+ int r = calcObjectPosition(newObject, direction);
uint16 *b = &l->drawObjects;
- ItemInPlay *lastObject = 0;
+ LoLObject *lastObject = 0;
while (*b) {
lastObject = findObject(*b);
if (flag) {
- if (calcItemMonsterPosition(lastObject, direction) >= r)
+ if (calcObjectPosition(lastObject, direction) >= r)
break;
} else {
- if (calcItemMonsterPosition(lastObject, direction) > r)
+ if (calcObjectPosition(lastObject, direction) > r)
break;
}
@@ -838,7 +798,7 @@ void LoLEngine::redrawSceneItem() {
if (s & 0x8000) {
s = _monsters[s & 0x7fff].nextDrawObject;
} else {
- ItemInPlay *item = &_itemsInPlay[s];
+ LoLItem *item = &_itemsInPlay[s];
if (item->shpCurFrame_flg & 0x4000) {
if (checkDrawObjectSpace(item->x, item->y, _partyPosX, _partyPosY) < 320) {
@@ -848,7 +808,7 @@ void LoLEngine::redrawSceneItem() {
fy -= ((item->flyingHeight - 1) * 6);
uint8 *shp = (_itemProperties[item->itemPropertyIndex].flags & 0x40) ? _gameShapes[_itemProperties[item->itemPropertyIndex].shpIndex] :
- _itemShapes[_gameShapeMap[_itemProperties[item->itemPropertyIndex].shpIndex << 1]];
+ _itemShapes[_gameShapeMap[_itemProperties[item->itemPropertyIndex].shpIndex << 1]];
drawItemOrMonster(shp, 0, item->x, item->y, fx, fy, 0, t, 0);
_screen->updateScreen();
@@ -862,21 +822,6 @@ void LoLEngine::redrawSceneItem() {
}
}
-int LoLEngine::calcItemMonsterPosition(ItemInPlay *i, uint16 direction) {
- int x = i->x;
- int y = i->y;
-
- calcSpriteRelPosition(_partyPosX, _partyPosY, x, y, direction);
-
- if (y < 0)
- y = 0;
-
- int res = (i->flyingHeight << 12);
- res |= (4095 - y);
-
- return res;
-}
-
void LoLEngine::calcSpriteRelPosition(uint16 x1, uint16 y1, int &x2, int &y2, uint16 direction) {
int a = x2 - x1;
int b = y1 - y2;
@@ -901,7 +846,7 @@ void LoLEngine::drawDoor(uint8 *shape, uint8 *doorPalette, int index, int unk2,
if (!shape)
return;
- uint8 c = _dscDoor1[(_currentDirection << 5) + unk2];
+ uint8 c = _dscDoorY2[(_currentDirection << 5) + unk2];
int r = (c / 5) + 5 * _dscDimMap[index];
uint16 d = _dscShapeOvlIndex[r];
uint16 t = (index << 5) + c;
@@ -910,7 +855,7 @@ void LoLEngine::drawDoor(uint8 *shape, uint8 *doorPalette, int index, int unk2,
if (flags & 1) {
// TODO / UNUSED
- flags |=1;
+ flags |= 1;
}
int u = 0;
@@ -1080,7 +1025,7 @@ int LoLEngine::calcDrawingLayerParameters(int x1, int y1, int &x2, int &y2, uint
return l;
}
-void LoLEngine::updateMonster(MonsterInPlay *monster) {
+void LoLEngine::updateMonster(LoLMonster *monster) {
static const uint8 flags[] = { 1, 0, 1, 3, 3, 0, 0, 3, 4, 1, 0, 0, 4, 0, 0 };
if (monster->mode > 14)
return;
@@ -1182,7 +1127,7 @@ void LoLEngine::updateMonster(MonsterInPlay *monster) {
// first recovery phase after delivering an attack
if (++monster->fightCurTick > 2) {
setMonsterMode(monster, 5);
- monster->fightCurTick = (int8) ((((8 << 8) / monster->properties->fightingStats[4]) * _monsterModifiers[6 + _monsterDifficulty]) >> 8);
+ monster->fightCurTick = (int8)((((8 << 8) / monster->properties->fightingStats[4]) * _monsterModifiers[6 + _monsterDifficulty]) >> 8);
}
checkSceneUpdateNeed(monster->block);
break;
@@ -1228,7 +1173,7 @@ void LoLEngine::updateMonster(MonsterInPlay *monster) {
monster->flags &= 0xffef;
}
-void LoLEngine::moveMonster(MonsterInPlay *monster) {
+void LoLEngine::moveMonster(LoLMonster *monster) {
static const int8 turnPos[] = { 0, 2, 6, 6, 0, 2, 4, 4, 2, 2, 4, 6, 0, 0, 4, 6, 0 };
if (monster->x != monster->destX || monster->y != monster->destY) {
walkMonster(monster);
@@ -1238,7 +1183,7 @@ void LoLEngine::moveMonster(MonsterInPlay *monster) {
}
}
-void LoLEngine::walkMonster(MonsterInPlay *monster) {
+void LoLEngine::walkMonster(LoLMonster *monster) {
if (monster->properties->flags & 0x400)
return;
@@ -1253,7 +1198,7 @@ void LoLEngine::walkMonster(MonsterInPlay *monster) {
} else {
setMonsterDirection(monster, s);
if (monster->numDistAttacks) {
- if (getMonsterDistance(monster->block, _currentBlock) >= 2) {
+ if (getBlockDistance(monster->block, _currentBlock) >= 2) {
if (checkForPossibleDistanceAttack(monster->block, monster->direction, 3, _currentBlock) != 5) {
if (monster->distAttackTick)
return;
@@ -1269,7 +1214,7 @@ void LoLEngine::walkMonster(MonsterInPlay *monster) {
placeMonster(monster, fx, fy);
}
-bool LoLEngine::chasePartyWithDistanceAttacks(MonsterInPlay *monster) {
+bool LoLEngine::chasePartyWithDistanceAttacks(LoLMonster *monster) {
if (!monster->numDistAttacks)
return false;
@@ -1295,7 +1240,7 @@ bool LoLEngine::chasePartyWithDistanceAttacks(MonsterInPlay *monster) {
int flyingObject = monster->properties->distWeapons[s];
if (flyingObject & 0xc000) {
- if (getMonsterDistance(monster->block, _currentBlock) > 1) {
+ if (getBlockDistance(monster->block, _currentBlock) > 1) {
int type = flyingObject & 0x4000 ? 0 : 1;
flyingObject = makeItem(flyingObject & 0x3fff, 0, 0);
@@ -1305,7 +1250,7 @@ bool LoLEngine::chasePartyWithDistanceAttacks(MonsterInPlay *monster) {
}
}
} else if (!(flyingObject & 0x2000)) {
- if (getMonsterDistance(monster->block, _currentBlock) > 1)
+ if (getBlockDistance(monster->block, _currentBlock) > 1)
return false;
if (flyingObject == 1) {
@@ -1326,7 +1271,7 @@ bool LoLEngine::chasePartyWithDistanceAttacks(MonsterInPlay *monster) {
} else if (flyingObject == 3) {
// shriek
for (int i = 0; i < 30; i++) {
- if (getMonsterDistance(monster->block, _monsters[i].block) < 7)
+ if (getBlockDistance(monster->block, _monsters[i].block) < 7)
setMonsterMode(monster, 7);
}
_txt->printMessage(2, "%s", getLangString(0x401a));
@@ -1347,7 +1292,7 @@ bool LoLEngine::chasePartyWithDistanceAttacks(MonsterInPlay *monster) {
return true;
}
-void LoLEngine::chasePartyWithCloseAttacks(MonsterInPlay *monster) {
+void LoLEngine::chasePartyWithCloseAttacks(LoLMonster *monster) {
if (!(monster->flags & 8)) {
int dir = calcMonsterDirection(monster->x & 0xff00, monster->y & 0xff00, _partyPosX & 0xff00, _partyPosY & 0xff00);
int x1 = _partyPosX;
@@ -1365,7 +1310,7 @@ void LoLEngine::chasePartyWithCloseAttacks(MonsterInPlay *monster) {
if (hit) {
int mx = calcInflictableDamage(m, dst, hit);
- int dmg = rollDice(2, mx );
+ int dmg = rollDice(2, mx);
inflictDamage(dst, dmg, m, 0, 0);
applyMonsterAttackSkill(monster, dst, dmg);
}
@@ -1389,7 +1334,7 @@ void LoLEngine::chasePartyWithCloseAttacks(MonsterInPlay *monster) {
}
}
-int LoLEngine::walkMonsterCalcNextStep(MonsterInPlay *monster) {
+int LoLEngine::walkMonsterCalcNextStep(LoLMonster *monster) {
static const int8 walkMonsterTable1[] = { 7, -6, 5, -4, 3, -2, 1, 0 };
static const int8 walkMonsterTable2[] = { -7, 6, -5, 4, -3, 2, -1, 0 };
@@ -1445,23 +1390,8 @@ int LoLEngine::walkMonsterCalcNextStep(MonsterInPlay *monster) {
return -1;
}
-int LoLEngine::getMonsterDistance(uint16 block1, uint16 block2) {
- int b1x = block1 & 0x1f;
- int b1y = block1 >> 5;
- int b2x = block2 & 0x1f;
- int b2y = block2 >> 5;
-
- uint8 dy = ABS(b2y - b1y);
- uint8 dx = ABS(b2x - b1x);
-
- if (dx > dy)
- SWAP(dx, dy);
-
- return (dx >> 1) + dy;
-}
-
int LoLEngine::checkForPossibleDistanceAttack(uint16 monsterBlock, int direction, int distance, uint16 curBlock) {
- int mdist = getMonsterDistance(curBlock, monsterBlock);
+ int mdist = getBlockDistance(curBlock, monsterBlock);
if (mdist > distance)
return 5;
@@ -1494,7 +1424,7 @@ int LoLEngine::checkForPossibleDistanceAttack(uint16 monsterBlock, int direction
return 5;
}
-int LoLEngine::walkMonsterCheckDest(int x, int y, MonsterInPlay *monster, int unk) {
+int LoLEngine::walkMonsterCheckDest(int x, int y, LoLMonster *monster, int unk) {
uint8 m = monster->mode;
monster->mode = 15;
@@ -1512,12 +1442,12 @@ void LoLEngine::getNextStepCoords(int16 srcX, int16 srcY, int &newX, int &newY,
newY = (srcY + shiftTableY[direction]) & 0x1fff;
}
-void LoLEngine::rearrangeAttackingMonster(MonsterInPlay *monster) {
+void LoLEngine::rearrangeAttackingMonster(LoLMonster *monster) {
int t = (monster->direction >> 1);
uint16 mx = monster->x;
uint16 my = monster->y;
uint16 *c = (t & 1) ? &my : &mx;
- bool centered = (*c & 0x7f) ? false : true;
+ bool centered = (*c & 0x7f) == 0;
bool posFlag = true;
if (monster->properties->maxWidth <= 63) {
@@ -1579,7 +1509,7 @@ void LoLEngine::rearrangeAttackingMonster(MonsterInPlay *monster) {
placeMonster(monster, mx, my);
}
-void LoLEngine::moveStrayingMonster(MonsterInPlay *monster) {
+void LoLEngine::moveStrayingMonster(LoLMonster *monster) {
int x = 0;
int y = 0;
@@ -1616,13 +1546,13 @@ void LoLEngine::moveStrayingMonster(MonsterInPlay *monster) {
}
}
-void LoLEngine::killMonster(MonsterInPlay *monster) {
+void LoLEngine::killMonster(LoLMonster *monster) {
setMonsterMode(monster, 14);
monsterDropItems(monster);
checkSceneUpdateNeed(monster->block);
uint8 w = _levelBlockProperties[monster->block].walls[0];
- uint8 f = _levelBlockProperties[monster->block].flags;
+ uint16 f = _levelBlockProperties[monster->block].flags;
if (_wllVmpMap[w] == 0 && _wllShapeMap[w] == 0 && !(f & 0x40) && !(monster->properties->flags & 0x1000))
_levelBlockProperties[monster->block].flags |= 0x80;