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MUTATIONOFJB: Improve documentation, rename cryptic variables.
This commit is contained in:
committed by
Eugene Sandulenko
parent
cda1f0dd3a
commit
578a6794de
@@ -381,22 +381,22 @@ Command::ExecuteResult ChangeObjectCommand::execute(ScriptExecutionContext &scri
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switch (_register) {
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case AC:
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object->_AC = _value._byteVal;
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object->_active = _value._byteVal;
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break;
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case FA:
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object->_FA = _value._byteVal;
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object->_firstFrame = _value._byteVal;
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break;
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case FR:
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object->_FR = _value._byteVal;
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object->_randomFrame = _value._byteVal;
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break;
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case NA:
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object->_NA = _value._byteVal;
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object->_numFrames = _value._byteVal;
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break;
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case FS:
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object->_FS = _value._byteVal;
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object->_roomFrameLSB = _value._byteVal;
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break;
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case CA:
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object->_CA = _value._byteVal;
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object->_currentFrame = _value._byteVal;
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break;
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case XX:
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object->_x = _value._wordVal;
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@@ -405,16 +405,16 @@ Command::ExecuteResult ChangeObjectCommand::execute(ScriptExecutionContext &scri
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object->_y = _value._byteVal;
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break;
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case XL:
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object->_XL = _value._wordVal;
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object->_width = _value._wordVal;
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break;
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case YL:
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object->_YL = _value._byteVal;
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object->_height = _value._byteVal;
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break;
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case WX:
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object->_WX = _value._wordVal;
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break;
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case WY:
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object->_WY = _value._byteVal;
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object->_roomFrameMSB = _value._byteVal;
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break;
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case SP:
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object->_SP = _value._byteVal;
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@@ -468,7 +468,7 @@ Command::ExecuteResult ChangeStaticCommand::execute(ScriptExecutionContext &scri
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stat->_walkToY = _value._byteVal;
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break;
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case SP:
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stat->_SP = _value._byteVal;
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stat->_walkToFrame = _value._byteVal;
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break;
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default:
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warning("Object does not support changing this register.");
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@@ -493,7 +493,7 @@ Command::ExecuteResult ChangeSceneCommand::execute(ScriptExecutionContext &scrip
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scene->_startup = _value._byteVal;
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break;
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case DL:
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scene->_DL = _value._byteVal;
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scene->_delay = _value._byteVal;
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break;
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case ND:
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scene->_noDoors = _value._byteVal;
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@@ -505,13 +505,13 @@ Command::ExecuteResult ChangeSceneCommand::execute(ScriptExecutionContext &scrip
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scene->_noStatics = _value._byteVal;
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break;
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case PF:
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scene->_palRotStart = _value._byteVal;
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scene->_palRotFirst = _value._byteVal;
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break;
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case PL:
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scene->_palRotEnd = _value._byteVal;
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scene->_palRotLast = _value._byteVal;
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break;
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case PD:
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scene->_palRotPeriod = _value._byteVal;
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scene->_palRotDelay = _value._byteVal;
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break;
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default:
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warning("Scene does not support changing this register.");
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@@ -318,14 +318,14 @@ bool Console::cmd_dumpsceneinfo(int argc, const char **argv) {
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Scene *scene = _vm->getGame().getGameData().getScene(sceneId);
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if (scene) {
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debugPrintf("Startup: %u\n", (unsigned int) scene->_startup);
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debugPrintf("Delay: %u\n", (unsigned int) scene->_DL);
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debugPrintf("Delay: %u\n", (unsigned int) scene->_delay);
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debugPrintf("Doors: %u\n", (unsigned int) scene->_noDoors);
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debugPrintf("Objects: %u\n", (unsigned int) scene->_noObjects);
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debugPrintf("Statics: %u\n", (unsigned int) scene->_noStatics);
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debugPrintf("ObstacleY1: %u\n", (unsigned int) scene->_obstacleY1);
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debugPrintf("PalRotStart: %u\n", (unsigned int) scene->_palRotStart);
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debugPrintf("PalRotEnd: %u\n", (unsigned int) scene->_palRotEnd);
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debugPrintf("PalRotPeriod: %u\n", (unsigned int) scene->_palRotPeriod);
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debugPrintf("PalRotFirst: %u\n", (unsigned int) scene->_palRotFirst);
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debugPrintf("PalRotLast: %u\n", (unsigned int) scene->_palRotLast);
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debugPrintf("PalRotDelay: %u\n", (unsigned int) scene->_palRotDelay);
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} else {
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debugPrintf(_("Scene %u not found.\n"), (unsigned int) sceneId);
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}
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@@ -377,19 +377,19 @@ bool Console::cmd_dumpobjectinfo(int argc, const char **argv) {
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if (scene) {
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Object *const object = scene->getObject(objectId);
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if (object) {
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debugPrintf("AC: %u\n", (unsigned int) object->_AC);
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debugPrintf("FA: %u\n", (unsigned int) object->_FA);
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debugPrintf("FR: %u\n", (unsigned int) object->_FR);
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debugPrintf("NA: %u\n", (unsigned int) object->_NA);
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debugPrintf("FS: %u\n", (unsigned int) object->_FS);
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debugPrintf("Unknown: %u\n", (unsigned int) object->_unknown);
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debugPrintf("CA: %u\n", (unsigned int) object->_CA);
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debugPrintf("AC: %u\n", (unsigned int) object->_active);
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debugPrintf("FA: %u\n", (unsigned int) object->_firstFrame);
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debugPrintf("FR: %u\n", (unsigned int) object->_randomFrame);
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debugPrintf("NA: %u\n", (unsigned int) object->_numFrames);
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debugPrintf("FS: %u\n", (unsigned int) object->_roomFrameLSB);
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debugPrintf("Jump chance: %u\n", (unsigned int) object->_jumpChance);
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debugPrintf("CA: %u\n", (unsigned int) object->_currentFrame);
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debugPrintf("X: %u\n", (unsigned int) object->_x);
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debugPrintf("Y: %u\n", (unsigned int) object->_y);
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debugPrintf("XL: %u\n", (unsigned int) object->_XL);
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debugPrintf("YL: %u\n", (unsigned int) object->_YL);
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debugPrintf("XL: %u\n", (unsigned int) object->_width);
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debugPrintf("YL: %u\n", (unsigned int) object->_height);
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debugPrintf("WX: %u\n", (unsigned int) object->_WX);
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debugPrintf("WY: %u\n", (unsigned int) object->_WY);
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debugPrintf("WY: %u\n", (unsigned int) object->_roomFrameMSB);
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debugPrintf("SP: %u\n", (unsigned int) object->_SP);
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} else {
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debugPrintf(_("Object %u not found.\n"), (unsigned int) objectId);
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@@ -421,7 +421,7 @@ bool Console::cmd_dumpstaticinfo(int argc, const char **argv) {
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debugPrintf("Height: %u\n", (unsigned int) stat->_height);
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debugPrintf("WalkToX: %u\n", (unsigned int) stat->_walkToY);
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debugPrintf("WalkToY: %u\n", (unsigned int) stat->_walkToX);
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debugPrintf("WalkToFrame: %u\n", (unsigned int) stat->_SP);
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debugPrintf("WalkToFrame: %u\n", (unsigned int) stat->_walkToFrame);
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} else {
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debugPrintf(_("Static %u not found.\n"), (unsigned int) staticId);
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}
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@@ -58,19 +58,19 @@ bool Door::loadFromStream(Common::ReadStream &stream) {
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}
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bool Object::loadFromStream(Common::ReadStream &stream) {
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_AC = stream.readByte();
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_FA = stream.readByte();
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_FR = stream.readByte();
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_NA = stream.readByte();
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_FS = stream.readByte();
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_unknown = stream.readByte();
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_CA = stream.readByte();
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_active = stream.readByte();
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_firstFrame = stream.readByte();
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_randomFrame = stream.readByte();
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_numFrames = stream.readByte();
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_roomFrameLSB = stream.readByte();
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_jumpChance = stream.readByte();
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_currentFrame = stream.readByte();
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_x = stream.readUint16LE();
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_y = stream.readByte();
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_XL = stream.readUint16LE();
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_YL = stream.readByte();
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_width = stream.readUint16LE();
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_height = stream.readByte();
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_WX = stream.readUint16LE();
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_WY = stream.readByte();
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_roomFrameMSB = stream.readByte();
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_SP = stream.readByte();
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return true;
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@@ -85,13 +85,13 @@ bool Static::loadFromStream(Common::ReadStream &stream) {
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_height = stream.readByte();
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_walkToX = stream.readUint16LE();
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_walkToY = stream.readByte();
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_SP = stream.readByte();
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_walkToFrame = stream.readByte();
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return true;
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}
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bool Bitmap::loadFromStream(Common::ReadStream &stream) {
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_frame = stream.readByte();
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_roomFrame = stream.readByte();
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_isVisible = stream.readByte();
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_x1 = stream.readUint16LE();
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_y1 = stream.readByte();
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@@ -108,7 +108,7 @@ bool Scene::loadFromStream(Common::ReadStream &stream) {
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_unknown001 = stream.readByte();
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_unknown002 = stream.readByte();
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_unknown003 = stream.readByte();
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_DL = stream.readByte();
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_delay = stream.readByte();
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_noDoors = stream.readByte();
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_noDoors = MIN(_noDoors, (uint8) ARRAYSIZE(_doors));
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@@ -133,9 +133,9 @@ bool Scene::loadFromStream(Common::ReadStream &stream) {
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}
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_obstacleY1 = stream.readUint16LE();
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_palRotStart = stream.readByte();
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_palRotEnd = stream.readByte();
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_palRotPeriod = stream.readByte();
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_palRotFirst = stream.readByte();
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_palRotLast = stream.readByte();
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_palRotDelay = stream.readByte();
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_exhaustedChoiceNext = stream.readByte();
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for (i = 0; i < 79; ++i) {
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+177
-64
@@ -36,40 +36,49 @@ enum {
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MAX_ENTITY_NAME_LENGTH = 0x14
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};
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/*
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There are 4 types of entities present in the game data:
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- Door
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- Object
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- Static
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- Bitmap
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*/
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/** @file gamedata.h
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* There are 4 types of entities present in the game data:
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* - Door
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* - Object
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* - Static
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* - Bitmap
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*/
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/**
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* An interactable scene changer with no visual representation.
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*/
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struct Door {
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/*
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Door name.
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Can be empty - deactivates door completely.
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*/
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/**
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* Door name (NM register).
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*
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* Can be empty - deactivates door completely (you can't mouse over or interact with it at all).
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*
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* If it ends with '+', using the "go" verb on the door will not implicitly change the scene,
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* but the player will still walk towards the door.
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*
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* TODO: Implement the '+' restriction.
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*/
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char _name[MAX_ENTITY_NAME_LENGTH + 1];
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/*
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Scene ID where the door leads.
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Can be 0 - you can hover your mouse over it, but clicking it doesn't do anything (unless scripted).
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*/
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/**
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* Scene ID where the door leads (LT register).
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* Can be 0 - you can hover your mouse over it, but clicking it doesn't do anything (unless scripted).
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*/
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uint8 _destSceneId;
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/* X coordinate for player's position after going through the door. */
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/** X coordinate for player's position after going through the door (SX register). */
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uint16 _destX;
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/* Y coordinate for player's position after going through the door. */
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/** Y coordinate for player's position after going through the door (SY register). */
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uint16 _destY;
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/* X coordinate of the door rectangle. */
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/** X coordinate of the door rectangle (XX register). */
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uint16 _x;
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/* Y coordinate of the door rectangle. */
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/** Y coordinate of the door rectangle (YY register). */
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uint8 _y;
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/* Width of the door rectangle. */
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/** Width of the door rectangle (XL register). */
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uint16 _width;
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/* Height of the door rectangle. */
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/** Height of the door rectangle (YL register). */
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uint8 _height;
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/* X coordinate for position towards player will walk after clicking the door. */
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/** X coordinate for position player will walk towards after clicking the door (WX register). */
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uint16 _walkToX;
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/* Y coordinate for position towards player will walk after clicking the door. */
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/** Y coordinate for position player will walk towards after clicking the door (WY register). */
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uint8 _walkToY;
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/* Unknown for now - likely not even used. */
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uint8 _SP;
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@@ -77,56 +86,148 @@ struct Door {
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bool loadFromStream(Common::ReadStream &stream);
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};
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/**
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* An animated image in the scene.
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*
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* Object frames consist of surfaces carved out of room frames (starting from _roomFrame
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* up until _roomFrame + _numFrames - 1) based on the object's rectangle. They are stored
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* in the shared object frame space that each object occupies a continous part of from
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* the beginning.
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*
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* By using the term "frame" alone we will be referring to an object frame, not a room
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* frame.
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*
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* For details regarding animation playback, see objectanimationtask.cpp.
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*/
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struct Object {
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uint8 _AC;
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uint8 _FA;
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uint8 _FR;
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uint8 _NA;
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uint8 _FS;
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uint8 _unknown;
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uint8 _CA;
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uint16 _x;
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uint8 _y;
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uint16 _XL;
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uint8 _YL;
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uint16 _WX;
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uint8 _WY;
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uint8 _SP;
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bool loadFromStream(Common::ReadStream &stream);
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};
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struct Static {
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/** Controls whether the animation is playing. */
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uint8 _active;
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char _name[MAX_ENTITY_NAME_LENGTH + 1];
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/**
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* Number of the first frame this object has in the shared object frame space (FA register).
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*
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* For the first object, it is equal to 1.
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* For any subsequent object, it is equal to (_firstFrame + _numFrames) of the previous object.
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*
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* @note The numbering starts from 1.
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* @note Technically this field is useless because it can be calculated.
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*/
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uint8 _firstFrame;
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/**
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* The frame that is jumped to randomly based on _jumpChance (FR register).
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*
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* @note Numbered from 1 and relative to _firstFrame.
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* @note A value of 0 disables randomness completely.
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* @see objectanimationtask.cpp
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* @see _jumpChance
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*/
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uint8 _randomFrame;
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/** Number of animation frames (NA register). */
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uint8 _numFrames;
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/**
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* Low 8 bits of the 16-bit starting room frame (FS register).
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*
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* @see _roomFrameMSB
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*/
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uint8 _roomFrameLSB;
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/**
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* Chance (1 in x) of the animation jumping to _randomFrame.
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*
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* @see objectanimationtask.cpp
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*/
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uint8 _jumpChance;
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/**
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* Current animation frame (CA register).
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*
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* @note Absolute index to the frame space. Numbered from 1.
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*/
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uint8 _currentFrame;
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/** X coordinate of the object rectangle (XX register). */
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uint16 _x;
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/** Y coordinate of the object rectangle (YY register). */
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uint8 _y;
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/** Width of the object rectangle (XL register). */
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uint16 _width;
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/** Height of the object rectangle (YL register). */
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uint8 _height;
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uint16 _walkToX;
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uint8 _walkToY;
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/** A general-purpose register for use in scripts. Nothing to do with animation. */
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uint16 _WX;
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/**
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* High 8 bits of the 16-bit starting room frame (WY register).
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*
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* @see _roomFrameLSB
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*/
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uint8 _roomFrameMSB;
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/* Unknown. TODO: Figure out what this does. */
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uint8 _SP;
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bool loadFromStream(Common::ReadStream &stream);
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};
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/**
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* An interactable area without a visual representation.
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*/
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struct Static {
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/** Whether you can mouse over and interact with the static (AC register). */
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uint8 _active;
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/**
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* Static name (NM register).
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*
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* If it starts with '~', the static has an implicit "pickup" action that adds
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* an item with the same name (except '`' replaces '~') to your inventory and
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* disables the static. If there is a matching scripted "pickup" action, it
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* overrides the implicit action.
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*
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* TODO: Support '~' statics.
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*/
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char _name[MAX_ENTITY_NAME_LENGTH + 1];
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/** X coordinate of the static rectangle (XX register). */
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uint16 _x;
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/** Y coordinate of the static rectangle (YY register). */
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uint8 _y;
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/** Width of the static rectangle (XL register). */
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uint16 _width;
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/** Height of the static rectangle (YL register). */
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uint8 _height;
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/** X coordinate of the position the player will walk towards after clicking the static (WX register). */
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uint16 _walkToX;
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/** Y coordinate of the position the player will walk towards after clicking the static (WY register). */
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uint8 _walkToY;
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/** Player frame (rotation) set after the player finishes walking towards the walk to position (SP register). */
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uint8 _walkToFrame;
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bool loadFromStream(Common::ReadStream &stream);
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};
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/**
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* A static image that is carved out of a room frame based on its rectangle.
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* The bitmap rectangle also specifies where to blit it on the screen.
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*/
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struct Bitmap {
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uint8 _frame;
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/** Room frame that this bitmap carves out of. */
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uint8 _roomFrame;
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/** Whether to draw the bitmap. */
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uint8 _isVisible;
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/** X coordinate of the top left corner of the bitmap rectangle. */
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uint16 _x1;
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/** Y coordinate of the top left corner of the bitmap rectangle. */
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uint8 _y1;
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/** X coordinate of the bottom right corner of the bitmap rectangle. */
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uint16 _x2;
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/** Y coordinate of the bottom right corner of the bitmap rectangle. */
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uint8 _y2;
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bool loadFromStream(Common::ReadStream &stream);
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};
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/**
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* Encoded exhausted choice.
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*/
|
||||
struct ExhaustedChoice {
|
||||
/*
|
||||
1 bit - context
|
||||
3 bits - choice index
|
||||
4 bits - choice list index
|
||||
*/
|
||||
/**
|
||||
* 1 bit - context
|
||||
* 3 bits - choice index
|
||||
* 4 bits - choice list index
|
||||
*/
|
||||
uint8 _encodedData;
|
||||
|
||||
uint8 getContext() const { return (_encodedData >> 7) & 0x1; }
|
||||
@@ -154,29 +255,41 @@ struct Scene {
|
||||
void addExhaustedChoice(uint8 context, uint8 choiceIndex, uint8 choiceIndexList);
|
||||
bool isChoiceExhausted(uint8 context, uint8 choiceIndex, uint8 choiceIndexList) const;
|
||||
|
||||
/** Refers to the script block that will be executed when you enter this scene (DS register). */
|
||||
uint8 _startup;
|
||||
/**
|
||||
* These three variables control downscaling of the player character depending on his Y.
|
||||
* TODO: Find out more.
|
||||
*/
|
||||
uint8 _unknown001;
|
||||
uint8 _unknown002;
|
||||
uint8 _unknown003;
|
||||
uint8 _DL;
|
||||
uint8 _delay; /**< Delay between object animation advancements (DL register). */
|
||||
|
||||
uint8 _noDoors;
|
||||
Door _doors[5];
|
||||
uint8 _noDoors; /**< Number of doors in the scene (ND register). */
|
||||
Door _doors[5]; /**< Door definitions. */
|
||||
|
||||
uint8 _noObjects;
|
||||
Object _objects[9];
|
||||
uint8 _noObjects; /**< Number of animated objects in the scene (NO register). */
|
||||
Object _objects[9]; /**< Object definitions. */
|
||||
|
||||
uint8 _noStatics;
|
||||
Static _statics[15];
|
||||
uint8 _noStatics; /**< Number of statics in the scene (NS register). */
|
||||
Static _statics[15]; /**< Static definitions. */
|
||||
|
||||
Bitmap _bitmaps[10];
|
||||
Bitmap _bitmaps[10]; /**< Bitmap definitions. There is no corresponding _noBitmaps field. */
|
||||
|
||||
uint16 _obstacleY1;
|
||||
uint8 _palRotStart;
|
||||
uint8 _palRotEnd;
|
||||
uint8 _palRotPeriod;
|
||||
uint16 _obstacleY1; /**< Fixed Y coordinate for all static obstacles in the scene. Always 0 in data files. */
|
||||
|
||||
/* Points to the first free item in exhausted choices list. */
|
||||
/** First index (inclusive and 0-indexed) of the rotating portion of the palette (PF register). */
|
||||
uint8 _palRotFirst;
|
||||
/** Last index (inclusive and 0-indexed) of the rotating portion of the palette (PL register). */
|
||||
uint8 _palRotLast;
|
||||
/** Delay between each right rotation of the palette portion (PD register). */
|
||||
uint8 _palRotDelay;
|
||||
|
||||
/**
|
||||
* Points to the first free item in exhausted choices list.
|
||||
* @note Indexed from 1.
|
||||
*/
|
||||
uint8 _exhaustedChoiceNext;
|
||||
ExhaustedChoice _exhaustedChoices[79];
|
||||
|
||||
|
||||
@@ -71,12 +71,12 @@ void RoomAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surfa
|
||||
const uint8 noObjects = scene->getNoObjects();
|
||||
for (int i = 0; i < noObjects; ++i) {
|
||||
Object &object = scene->_objects[i];
|
||||
const uint16 startFrame = (object._WY << 8) + object._FS;
|
||||
if (frameNo1 >= startFrame && frameNo1 < startFrame + object._NA) {
|
||||
const uint16 startFrame = (object._roomFrameMSB << 8) + object._roomFrameLSB;
|
||||
if (frameNo1 >= startFrame && frameNo1 < startFrame + object._numFrames) {
|
||||
const int x = object._x;
|
||||
const int y = object._y;
|
||||
const int w = (object._XL + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4.
|
||||
const int h = object._YL;
|
||||
const int w = (object._width + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4.
|
||||
const int h = object._height;
|
||||
Common::Rect rect(x, y, x + w, y + h);
|
||||
|
||||
const Graphics::Surface sharedSurface = surface.getSubArea(rect);
|
||||
@@ -100,11 +100,11 @@ bool Room::load(uint8 roomNumber, bool roomB) {
|
||||
for (int i = 0; i < noObjects; ++i) {
|
||||
uint8 firstIndex = 0;
|
||||
if (i != 0) {
|
||||
firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._NA;
|
||||
firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._numFrames;
|
||||
}
|
||||
_objectsStart.push_back(firstIndex);
|
||||
|
||||
uint8 numAnims = scene->_objects[i]._NA;
|
||||
uint8 numAnims = scene->_objects[i]._numFrames;
|
||||
while (numAnims--) {
|
||||
_surfaces.push_back(Graphics::Surface());
|
||||
}
|
||||
@@ -142,7 +142,7 @@ void Room::redraw() {
|
||||
Scene *const currentScene = _game->getGameData().getCurrentScene();
|
||||
for (int i = 0; i < currentScene->getNoObjects(); ++i) {
|
||||
Object *const obj = currentScene->getObject(i + 1);
|
||||
if (obj->_AC) {
|
||||
if (obj->_active) {
|
||||
drawObjectAnimation(i + 1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,6 +31,7 @@ namespace MutationOfJB {
|
||||
|
||||
static const int TICK_MILLIS = 100;
|
||||
|
||||
// TODO: Respect currentScene._delay.
|
||||
ObjectAnimationTask::ObjectAnimationTask() : _timer(TICK_MILLIS) {
|
||||
}
|
||||
|
||||
@@ -47,6 +48,17 @@ void ObjectAnimationTask::update() {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Advances every object animation in the current scene to the next frame.
|
||||
*
|
||||
* Normally the animation restarts after the last object frame. However, some animations have random
|
||||
* elements to them. If _randomFrame is set, the animation restarts when _randomFrame is reached.
|
||||
* Additionally, there is a chance with each frame until _randomFrame that the animation may jump
|
||||
* straight to _randomFrame and continue until the last frame, then wrap around to the first frame.
|
||||
*
|
||||
* Randomness is used to introduce variety - e.g. in the starting scene a perched bird occassionally
|
||||
* spreads its wings.
|
||||
*/
|
||||
void ObjectAnimationTask::updateObjects() {
|
||||
Scene *const scene = getTaskManager()->getGame().getGameData().getCurrentScene();
|
||||
if (!scene) {
|
||||
@@ -56,34 +68,34 @@ void ObjectAnimationTask::updateObjects() {
|
||||
for (uint8 i = 1; i <= scene->getNoObjects(); ++i) {
|
||||
Object *const object = scene->getObject(i);
|
||||
// Skip if object animation not active.
|
||||
if (!object->_AC)
|
||||
if (!object->_active)
|
||||
continue;
|
||||
|
||||
// Number of framers must be higher than 1.
|
||||
if (object->_NA <= 1)
|
||||
// Number of frames must be higher than 1.
|
||||
if (object->_numFrames <= 1)
|
||||
continue;
|
||||
|
||||
const uint8 currentAnimOffset = object->_CA - object->_FA;
|
||||
const uint8 currentAnimOffset = object->_currentFrame - object->_firstFrame;
|
||||
|
||||
const bool randomized = object->_FR != 0;
|
||||
const bool belowRandomFrame = currentAnimOffset < (object->_FR - 1);
|
||||
const bool randomized = object->_randomFrame != 0;
|
||||
const bool belowRandomFrame = currentAnimOffset < (object->_randomFrame - 1);
|
||||
|
||||
uint8 maxAnimOffset = object->_NA - 1;
|
||||
uint8 maxAnimOffset = object->_numFrames - 1;
|
||||
if (randomized && belowRandomFrame) {
|
||||
maxAnimOffset = object->_FR - 2;
|
||||
maxAnimOffset = object->_randomFrame - 2;
|
||||
}
|
||||
|
||||
uint8 nextAnimationOffset = currentAnimOffset + 1;
|
||||
if (currentAnimOffset == maxAnimOffset) {
|
||||
if (randomized && object->_unknown != 0 && getTaskManager()->getGame().getRandomSource().getRandomNumber(object->_unknown) == 0)
|
||||
nextAnimationOffset = object->_FR - 1;
|
||||
if (randomized && object->_jumpChance != 0 && getTaskManager()->getGame().getRandomSource().getRandomNumber(object->_jumpChance) == 0)
|
||||
nextAnimationOffset = object->_randomFrame - 1;
|
||||
else
|
||||
nextAnimationOffset = 0;
|
||||
}
|
||||
|
||||
// TODO: Hardcoded animations.
|
||||
|
||||
object->_CA = nextAnimationOffset + object->_FA;
|
||||
object->_currentFrame = nextAnimationOffset + object->_firstFrame;
|
||||
getTaskManager()->getGame().getRoom().drawObjectAnimation(i, nextAnimationOffset);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -60,10 +60,12 @@ void SayTask::drawSubtitle(const Common::String &text, int16 talkX, int16 talkY,
|
||||
Common::Array<Common::String> lines;
|
||||
font.wordWrap(text, MAX_LINE_WIDTH, lines);
|
||||
|
||||
// Get the x, y coordinates of the top center point of the text's bounding box
|
||||
// from the (rather strange) talk coordinates coming from scripts.
|
||||
int16 x = talkX;
|
||||
int16 y = talkY - (lines.size() - 1) * font.getLineHeight() - 15; // Get the top y
|
||||
int16 y = talkY - (lines.size() - 1) * font.getLineHeight() - 15;
|
||||
|
||||
// Clamp to screen edges
|
||||
// Clamp to screen edges.
|
||||
y = MAX<int16>(y, 3);
|
||||
int16 maxWidth = 0;
|
||||
for (uint i = 0; i < lines.size(); i++) {
|
||||
@@ -75,12 +77,12 @@ void SayTask::drawSubtitle(const Common::String &text, int16 talkX, int16 talkY,
|
||||
x = MIN<int16>(x, 317 - lineWidth / 2);
|
||||
}
|
||||
|
||||
// Draw lines
|
||||
// Draw lines.
|
||||
for (uint i = 0; i < lines.size(); i++) {
|
||||
font.drawString(lines[i], color, x - font.getWidth(lines[i]) / 2, y + i * font.getLineHeight(), getTaskManager()->getGame().getScreen());
|
||||
}
|
||||
|
||||
// Remember the area occupied by the text
|
||||
// Remember the area occupied by the text.
|
||||
_boundingBox.top = x - maxWidth / 2;
|
||||
_boundingBox.left = y;
|
||||
_boundingBox.setWidth(maxWidth);
|
||||
|
||||
Reference in New Issue
Block a user