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-rw-r--r--engines/sword1/logic.cpp3
-rw-r--r--engines/sword1/router.cpp114
-rw-r--r--engines/sword1/sound.h6
-rw-r--r--engines/sword1/staticres.cpp18
4 files changed, 41 insertions, 100 deletions
diff --git a/engines/sword1/logic.cpp b/engines/sword1/logic.cpp
index 7c15d66a46..60103ba5f9 100644
--- a/engines/sword1/logic.cpp
+++ b/engines/sword1/logic.cpp
@@ -317,8 +317,7 @@ int Logic::logicArAnimate(Object *compact, uint32 id) {
}
compact->o_walk_pc++;
- if (route[compact->o_walk_pc].frame == 512) //end of sequence
- {
+ if (route[compact->o_walk_pc].frame == 512) { //end of sequence
compact->o_logic = LOGIC_script;
if (((_scriptVars[GEORGE_WALKING] == 2) || (_scriptVars[GEORGE_WALKING] == 1)) &&
(id == PLAYER)) {
diff --git a/engines/sword1/router.cpp b/engines/sword1/router.cpp
index 685e11fd32..6478674eb2 100644
--- a/engines/sword1/router.cpp
+++ b/engines/sword1/router.cpp
@@ -130,8 +130,7 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
slowInFrames = 0;
slowOutFrames = 0;
- if (megaId == GEORGE)
- {
+ if (megaId == GEORGE) {
turnFramesLeft = 3 * _framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT;
turnFramesRight = 3 * _framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT + NO_DIRECTIONS;
walkFramesLeft = _framesPerChar + NO_DIRECTIONS;
@@ -703,8 +702,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
// TURN TO START THE WALK
//****************************************************************************
// rotate if we need to
- if (lastDir != currentDir)
- {
+ if (lastDir != currentDir) {
// get the direction to turn
turnDir = currentDir - lastDir;
if ( turnDir < 0)
@@ -717,10 +715,8 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
// rotate to new walk direction
// for george and nico put in a head turn at the start
- if ((megaId == GEORGE) || (megaId == NICO))
- {
- if ( turnDir < 0) // new frames for turn frames 29oct95jps
- {
+ if ((megaId == GEORGE) || (megaId == NICO)) {
+ if ( turnDir < 0) { // new frames for turn frames 29oct95jps
module = turnFramesLeft + lastDir;
} else {
module = turnFramesRight + lastDir;
@@ -734,11 +730,9 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
}
// rotate till were facing new dir then go back 45 degrees
- while (lastDir != currentDir)
- {
+ while (lastDir != currentDir) {
lastDir += turnDir;
- if ( turnDir < 0) // new frames for turn frames 29oct95jps
- {
+ if ( turnDir < 0) { // new frames for turn frames 29oct95jps
if ( lastDir < 0)
lastDir += NO_DIRECTIONS;
module = turnFramesLeft + lastDir;
@@ -774,8 +768,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
lastDir = 99;// this ensures that we don't put in turn frames for the start
currentDir = 99;// this ensures that we don't put in turn frames for the start
do {
- while (_modularPath[p].num == 0)
- {
+ while (_modularPath[p].num == 0) {
p = p + 1;
if (currentDir != 99)
lastRealDir = currentDir;
@@ -784,8 +777,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
}
//calculate average amount to lose in each step on the way to the next _node
currentDir = _modularPath[p].dir;
- if (currentDir < NO_DIRECTIONS)
- {
+ if (currentDir < NO_DIRECTIONS) {
module = currentDir * _framesPerStep * 2 + left;
if (left == 0)
left = _framesPerStep;
@@ -814,22 +806,18 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
errorX = errorX * stepX;
errorY = _modularPath[p].y - moduleY;
errorY = errorY * stepY;
- if ((errorX < 0) || (errorY < 0))
- {
+ if ((errorX < 0) || (errorY < 0)) {
_modularPath[p].num = 0; // the end of the path
// okay those last steps took us past our target but do we want to scoot or moonwalk
frames = stepCount - lastCount;
errorX = _modularPath[p].x - walkAnim[stepCount-1].x;
errorY = _modularPath[p].y - walkAnim[stepCount-1].y;
- if (frames > _framesPerStep)
- {
+ if (frames > _framesPerStep) {
lastErrorX = _modularPath[p].x - walkAnim[stepCount-7].x;
lastErrorY = _modularPath[p].y - walkAnim[stepCount-7].y;
- if (stepX==0)
- {
- if (3*ABS(lastErrorY) < ABS(errorY)) //the last stop was closest
- {
+ if (stepX==0) {
+ if (3*ABS(lastErrorY) < ABS(errorY)) { //the last stop was closest
stepCount -= _framesPerStep;
if (left == 0)
left = _framesPerStep;
@@ -837,8 +825,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
left = 0;
}
} else {
- if (3*ABS(lastErrorX) < ABS(errorX)) //the last stop was closest
- {
+ if (3*ABS(lastErrorX) < ABS(errorX)) { //the last stop was closest
stepCount -= _framesPerStep;
if (left == 0)
left = _framesPerStep;
@@ -850,8 +837,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
errorX = _modularPath[p].x - walkAnim[stepCount-1].x;
errorY = _modularPath[p].y - walkAnim[stepCount-1].y;
// okay we've reached the end but we still have an error
- if (errorX != 0)
- {
+ if (errorX != 0) {
frameCount = 0;
frames = stepCount - lastCount;
do {
@@ -859,8 +845,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
walkAnim[lastCount + frameCount - 1].x += errorX*frameCount/frames;
} while (frameCount<frames);
}
- if (errorY != 0)
- {
+ if (errorY != 0) {
frameCount = 0;
frames = stepCount - lastCount;
do {
@@ -874,25 +859,20 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
if (currentDir != 99)
lastRealDir = currentDir;
// check each turn condition in turn
- if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) // only for george
- {
+ if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) { // only for george
lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
- if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6)))
- {
+ if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6))) {
// turn at the end of the last walk
frame = lastCount - _framesPerStep;
- do
- {
+ do {
walkAnim[frame].frame += 104;//turning left
frame += 1;
} while (frame < lastCount );
}
- if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6)))
- {
+ if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6))) {
// turn at the end of the current walk
frame = lastCount - _framesPerStep;
- do
- {
+ do {
walkAnim[frame].frame += 200; //was 60 now 116
frame += 1;
} while (frame < lastCount );
@@ -912,8 +892,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
- if (lastRealDir == 99)
- {
+ if (lastRealDir == 99) {
error("SlidyWalkAnimatorlast direction error\n");
}
//****************************************************************************
@@ -924,8 +903,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
// We've done the walk now put in any turns at the end
- if (_targetDir == NO_DIRECTIONS) // stand in the last direction
- {
+ if (_targetDir == NO_DIRECTIONS) { // stand in the last direction
module = standFrames + lastRealDir;
_targetDir = lastRealDir;
walkAnim[stepCount].frame = module;
@@ -935,10 +913,8 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
walkAnim[stepCount].y = moduleY;
stepCount += 1;
}
- if (_targetDir == 9)
- {
- if (stepCount == 0)
- {
+ if (_targetDir == 9) {
+ if (stepCount == 0) {
module = _framesPerChar + lastRealDir;
walkAnim[stepCount].frame = module;
walkAnim[stepCount].step = 0;
@@ -947,8 +923,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
walkAnim[stepCount].y = moduleY;
stepCount += 1;
}
- } else if (_targetDir != lastRealDir) // rotate to _targetDir
- {
+ } else if (_targetDir != lastRealDir) { // rotate to _targetDir
// rotate to target direction
turnDir = _targetDir - lastRealDir;
if ( turnDir < 0)
@@ -961,10 +936,8 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
// rotate to target direction
// for george and nico put in a head turn at the start
- if ((megaId == GEORGE) || (megaId == NICO))
- {
- if ( turnDir < 0) // new frames for turn frames 29oct95jps
- {
+ if ((megaId == GEORGE) || (megaId == NICO)) {
+ if ( turnDir < 0) { // new frames for turn frames 29oct95jps
module = turnFramesLeft + lastDir;
} else {
module = turnFramesRight + lastDir;
@@ -978,11 +951,9 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
}
// rotate if we need to
- while (lastRealDir != _targetDir)
- {
+ while (lastRealDir != _targetDir) {
lastRealDir += turnDir;
- if ( turnDir < 0) // new frames for turn frames 29oct95jps
- {
+ if ( turnDir < 0) { // new frames for turn frames 29oct95jps
if ( lastRealDir < 0)
lastRealDir += NO_DIRECTIONS;
module = turnFramesLeft + lastRealDir;
@@ -1000,8 +971,7 @@ void Router::slidyWalkAnimator(WalkData *walkAnim) {
}
module = standFrames + lastRealDir;
walkAnim[stepCount-1].frame = module;
- } else // just stand at the end
- {
+ } else { // just stand at the end
module = standFrames + lastRealDir;
walkAnim[stepCount].frame = module;
walkAnim[stepCount].step = 0;
@@ -1150,8 +1120,7 @@ int32 Router::solidWalkAnimator(WalkData *walkAnim) {
// TURN TO START THE WALK
//****************************************************************************
// rotate if we need to
- if (lastDir != currentDir)
- {
+ if (lastDir != currentDir) {
// get the direction to turn
turnDir = currentDir - lastDir;
if ( turnDir < 0)
@@ -1164,10 +1133,8 @@ int32 Router::solidWalkAnimator(WalkData *walkAnim) {
// rotate to new walk direction
// for george and nico put in a head turn at the start
- if ((megaId == GEORGE) || (megaId == NICO))
- {
- if ( turnDir < 0) // new frames for turn frames 29oct95jps
- {
+ if ((megaId == GEORGE) || (megaId == NICO)) {
+ if ( turnDir < 0) { // new frames for turn frames 29oct95jps
module = turnFramesLeft + lastDir;
} else {
module = turnFramesRight + lastDir;
@@ -1181,11 +1148,9 @@ int32 Router::solidWalkAnimator(WalkData *walkAnim) {
}
// rotate till were facing new dir then go back 45 degrees
- while (lastDir != currentDir)
- {
+ while (lastDir != currentDir) {
lastDir += turnDir;
- if ( turnDir < 0) // new frames for turn frames 29oct95jps
- {
+ if ( turnDir < 0) { // new frames for turn frames 29oct95jps
if ( lastDir < 0)
lastDir += NO_DIRECTIONS;
module = turnFramesLeft + lastDir;
@@ -1882,8 +1847,7 @@ int32 Router::checkTarget(int32 x, int32 y) {
// * THE SETUP ROUTINES
// ****************************************************************************
-int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir)
-{
+int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir) {
WalkGridHeader floorHeader;
int32 i;
uint8 *fPolygrid;
@@ -1915,8 +1879,7 @@ int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir)
fPolygrid += sizeof(WalkGridHeader);
_nBars = _resMan->getUint32(floorHeader.numBars);
- if (_nBars >= O_GRID_SIZE)
- {
+ if (_nBars >= O_GRID_SIZE) {
#ifdef DEBUG //check for id > number in file,
error("RouteFinder Error too many _bars %d", _nBars);
#endif
@@ -1925,8 +1888,7 @@ int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir)
_nNodes = _resMan->getUint32(floorHeader.numNodes)+1; //array starts at 0 begins at a start _node has nnodes nodes and a target _node
- if (_nNodes >= O_GRID_SIZE)
- {
+ if (_nNodes >= O_GRID_SIZE) {
#ifdef DEBUG //check for id > number in file,
error("RouteFinder Error too many nodes %d", _nNodes);
#endif
diff --git a/engines/sword1/sound.h b/engines/sword1/sound.h
index fafc9c2d06..da793bc45a 100644
--- a/engines/sword1/sound.h
+++ b/engines/sword1/sound.h
@@ -118,12 +118,8 @@ private:
char _filePath[100];
static const char _musicList[270];
static const uint16 _roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM];
-#ifdef PALMOS_68K
-public:
- static const FxDef *_fxList;
-#else
static const FxDef _fxList[312];
-#endif
+
};
} // End of namespace Sword1
diff --git a/engines/sword1/staticres.cpp b/engines/sword1/staticres.cpp
index 08e6a108c4..63a1ce35ef 100644
--- a/engines/sword1/staticres.cpp
+++ b/engines/sword1/staticres.cpp
@@ -2894,9 +2894,6 @@ const char Music::_tuneList[TOTAL_TUNES][8] = {
"rm3d", // DONE 269 ONe the scene change after the Grand Master says, "George, we have watched you..." This one might need a bit of fiddling to get it to match to the fisticuffs.
};
-#ifdef PALMOS_68K
-const FxDef *Sound::_fxList;
-#else
const FxDef Sound::_fxList[312] = {
// 0
{
@@ -6445,7 +6442,7 @@ const FxDef Sound::_fxList[312] = {
},
//------------------------
};
-#endif
+
//--------------------------------------------------------------------------------------
// Continuous & random background sound effects for each location
@@ -7156,16 +7153,3 @@ const uint8 *Logic::_helperData[] = {
};
} // End of namespace Sword1
-
-#ifdef PALMOS_68K
-#include "scumm_globals.h"
-
-_GINIT(Sword1_fxList)
-_GSETPTR(Sword1::Sound::_fxList, GBVARS_FXLIST_INDEX, Sword1::FxDef, GBVARS_SWORD1)
-_GEND
-
-_GRELEASE(Sword1_fxList)
-_GRELEASEPTR(GBVARS_FXLIST_INDEX, GBVARS_SWORD1)
-_GEND
-
-#endif