diff options
author | Eugene Sandulenko | 2010-10-03 13:25:36 +0000 |
---|---|---|
committer | Eugene Sandulenko | 2010-10-13 00:09:32 +0000 |
commit | 063cb5d84ca5846ac0eff9388759a9b6662e764f (patch) | |
tree | 74193513e5a4a2d8d5f415597b0267339be89de3 | |
parent | 54ccc8f4c906cd4f84c955581c0368886a7a9c78 (diff) | |
download | scummvm-rg350-063cb5d84ca5846ac0eff9388759a9b6662e764f.tar.gz scummvm-rg350-063cb5d84ca5846ac0eff9388759a9b6662e764f.tar.bz2 scummvm-rg350-063cb5d84ca5846ac0eff9388759a9b6662e764f.zip |
SWORD25: Enforced code naming conventions in math/*
svn-id: r53392
26 files changed, 985 insertions, 1241 deletions
diff --git a/engines/sword25/gfx/animation.cpp b/engines/sword25/gfx/animation.cpp index e7430fc062..45d0c9fc25 100644 --- a/engines/sword25/gfx/animation.cpp +++ b/engines/sword25/gfx/animation.cpp @@ -797,7 +797,7 @@ bool Animation::unpersist(InputPersistenceBlock &reader) { AnimationDescription *Animation::GetAnimationDescription() const { if (m_AnimationResourcePtr) return m_AnimationResourcePtr; - else return AnimationTemplateRegistry::GetInstance().resolveHandle(m_AnimationTemplateHandle); + else return AnimationTemplateRegistry::getInstance().resolveHandle(m_AnimationTemplateHandle); } } // End of namespace Sword25 diff --git a/engines/sword25/gfx/animationtemplate.cpp b/engines/sword25/gfx/animationtemplate.cpp index c267f715be..8b537a5848 100644 --- a/engines/sword25/gfx/animationtemplate.cpp +++ b/engines/sword25/gfx/animationtemplate.cpp @@ -57,7 +57,7 @@ uint AnimationTemplate::Create(const Common::String &SourceAnimation) { AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(SourceAnimation); if (AnimationTemplatePtr->isValid()) { - return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr); + return AnimationTemplateRegistry::getInstance().resolvePtr(AnimationTemplatePtr); } else { delete AnimationTemplatePtr; return 0; @@ -70,7 +70,7 @@ uint AnimationTemplate::Create(const AnimationTemplate &Other) { AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(Other); if (AnimationTemplatePtr->isValid()) { - return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr); + return AnimationTemplateRegistry::getInstance().resolvePtr(AnimationTemplatePtr); } else { delete AnimationTemplatePtr; return 0; @@ -83,7 +83,7 @@ uint AnimationTemplate::Create(InputPersistenceBlock &Reader, uint Handle) { AnimationTemplate *AnimationTemplatePtr = new AnimationTemplate(Reader, Handle); if (AnimationTemplatePtr->isValid()) { - return AnimationTemplateRegistry::GetInstance().ResolvePtr(AnimationTemplatePtr); + return AnimationTemplateRegistry::getInstance().resolvePtr(AnimationTemplatePtr); } else { delete AnimationTemplatePtr; return 0; @@ -94,7 +94,7 @@ uint AnimationTemplate::Create(InputPersistenceBlock &Reader, uint Handle) { AnimationTemplate::AnimationTemplate(const Common::String &SourceAnimation) { // Objekt registrieren. - AnimationTemplateRegistry::GetInstance().RegisterObject(this); + AnimationTemplateRegistry::getInstance().registerObject(this); _valid = false; @@ -109,7 +109,7 @@ AnimationTemplate::AnimationTemplate(const Common::String &SourceAnimation) { AnimationTemplate::AnimationTemplate(const AnimationTemplate &Other) : AnimationDescription(){ // Objekt registrieren. - AnimationTemplateRegistry::GetInstance().RegisterObject(this); + AnimationTemplateRegistry::getInstance().registerObject(this); _valid = false; @@ -135,7 +135,7 @@ AnimationTemplate::AnimationTemplate(const AnimationTemplate &Other) : Animation AnimationTemplate::AnimationTemplate(InputPersistenceBlock &Reader, uint Handle) { // Objekt registrieren. - AnimationTemplateRegistry::GetInstance().RegisterObject(this, Handle); + AnimationTemplateRegistry::getInstance().registerObject(this, Handle); // Objekt laden. _valid = unpersist(Reader); @@ -162,7 +162,7 @@ AnimationTemplate::~AnimationTemplate() { } // Objekt deregistrieren - AnimationTemplateRegistry::GetInstance().DeregisterObject(this); + AnimationTemplateRegistry::getInstance().deregisterObject(this); } // ----------------------------------------------------------------------------- diff --git a/engines/sword25/gfx/animationtemplateregistry.cpp b/engines/sword25/gfx/animationtemplateregistry.cpp index 6cf9256433..9a052471b6 100644 --- a/engines/sword25/gfx/animationtemplateregistry.cpp +++ b/engines/sword25/gfx/animationtemplateregistry.cpp @@ -32,16 +32,8 @@ * */ -// ----------------------------------------------------------------------------- -// Logging -// ----------------------------------------------------------------------------- - #define BS_LOG_PREFIX "ANIMATIONTEMPLATEREGISTRY" -// ----------------------------------------------------------------------------- -// Includes -// ----------------------------------------------------------------------------- - #include "sword25/kernel/outputpersistenceblock.h" #include "sword25/kernel/inputpersistenceblock.h" #include "sword25/gfx/animationtemplateregistry.h" @@ -49,71 +41,67 @@ namespace Sword25 { -Common::ScopedPtr<AnimationTemplateRegistry> AnimationTemplateRegistry::m_InstancePtr; +Common::ScopedPtr<AnimationTemplateRegistry> AnimationTemplateRegistry::_instancePtr; -void AnimationTemplateRegistry::LogErrorLn(const char *Message) const { - BS_LOG_ERRORLN(Message); +void AnimationTemplateRegistry::logErrorLn(const char *message) const { + BS_LOG_ERRORLN(message); } -// ----------------------------------------------------------------------------- - -void AnimationTemplateRegistry::LogWarningLn(const char *Message) const { - BS_LOG_WARNINGLN(Message); +void AnimationTemplateRegistry::logWarningLn(const char *message) const { + BS_LOG_WARNINGLN(message); } -// ----------------------------------------------------------------------------- - bool AnimationTemplateRegistry::persist(OutputPersistenceBlock &writer) { - bool Result = true; + bool result = true; // Das nächste zu vergebene Handle schreiben. - writer.write(m_NextHandle); + writer.write(_nextHandle); // Anzahl an BS_AnimationTemplates schreiben. - writer.write(m_Handle2PtrMap.size()); + writer.write(_handle2PtrMap.size()); // Alle BS_AnimationTemplates persistieren. - HANDLE2PTR_MAP::const_iterator Iter = m_Handle2PtrMap.begin(); - while (Iter != m_Handle2PtrMap.end()) { + HANDLE2PTR_MAP::const_iterator iter = _handle2PtrMap.begin(); + while (iter != _handle2PtrMap.end()) { // Handle persistieren. - writer.write(Iter->_key); + writer.write(iter->_key); // Objekt persistieren. - Result &= Iter->_value->persist(writer); + result &= iter->_value->persist(writer); - ++Iter; + ++iter; } - return Result; + return result; } // ----------------------------------------------------------------------------- bool AnimationTemplateRegistry::unpersist(InputPersistenceBlock &reader) { - bool Result = true; + bool result = true; // Das nächste zu vergebene Handle wieder herstellen. - reader.read(m_NextHandle); + reader.read(_nextHandle); // Alle vorhandenen BS_AnimationTemplates zerstören. - while (!m_Handle2PtrMap.empty()) - delete m_Handle2PtrMap.begin()->_value; + while (!_handle2PtrMap.empty()) + delete _handle2PtrMap.begin()->_value; // Anzahl an BS_AnimationTemplates einlesen. - uint AnimationTemplateCount; - reader.read(AnimationTemplateCount); + uint animationTemplateCount; + reader.read(animationTemplateCount); // Alle gespeicherten BS_AnimationTemplates wieder herstellen. - for (uint i = 0; i < AnimationTemplateCount; ++i) { + for (uint i = 0; i < animationTemplateCount; ++i) { // Handle lesen. - uint Handle; - reader.read(Handle); + uint handle; + reader.read(handle); // BS_AnimationTemplate wieder herstellen. - Result &= (AnimationTemplate::Create(reader, Handle) != 0); + result &= (AnimationTemplate::Create(reader, handle) != 0); } - return reader.isGood() && Result; + return reader.isGood() && result; } } // End of namespace Sword25 diff --git a/engines/sword25/gfx/animationtemplateregistry.h b/engines/sword25/gfx/animationtemplateregistry.h index e4f7e9d304..256cbab8cd 100644 --- a/engines/sword25/gfx/animationtemplateregistry.h +++ b/engines/sword25/gfx/animationtemplateregistry.h @@ -35,10 +35,6 @@ #ifndef SWORD25_ANIMATIONTEMPLATEREGISTRY_H #define SWORD25_ANIMATIONTEMPLATEREGISTRY_H -// ----------------------------------------------------------------------------- -// Includes -// ----------------------------------------------------------------------------- - #include "sword25/kernel/common.h" #include "sword25/kernel/persistable.h" #include "sword25/kernel/objectregistry.h" @@ -47,31 +43,24 @@ namespace Sword25 { -// ----------------------------------------------------------------------------- -// Forward Deklarationen -// ----------------------------------------------------------------------------- - class AnimationTemplate; -// ----------------------------------------------------------------------------- -// Klassendeklaration -// ----------------------------------------------------------------------------- - class AnimationTemplateRegistry : public ObjectRegistry<AnimationTemplate>, public Persistable { public: - static AnimationTemplateRegistry &GetInstance() { - if (!m_InstancePtr.get()) m_InstancePtr.reset(new AnimationTemplateRegistry); - return *m_InstancePtr.get(); + static AnimationTemplateRegistry &getInstance() { + if (!_instancePtr.get()) + _instancePtr.reset(new AnimationTemplateRegistry); + return *_instancePtr.get(); } - virtual bool persist(OutputPersistenceBlock &Writer); - virtual bool unpersist(InputPersistenceBlock &Reader); + virtual bool persist(OutputPersistenceBlock &writer); + virtual bool unpersist(InputPersistenceBlock &reader); private: - virtual void LogErrorLn(const char *Message) const; - virtual void LogWarningLn(const char *Message) const; + virtual void logErrorLn(const char *message) const; + virtual void logWarningLn(const char *message) const; - static Common::ScopedPtr<AnimationTemplateRegistry> m_InstancePtr; + static Common::ScopedPtr<AnimationTemplateRegistry> _instancePtr; }; } // End of namespace Sword25 diff --git a/engines/sword25/gfx/graphicengine_script.cpp b/engines/sword25/gfx/graphicengine_script.cpp index ba0c0cf506..51a6a75111 100644 --- a/engines/sword25/gfx/graphicengine_script.cpp +++ b/engines/sword25/gfx/graphicengine_script.cpp @@ -144,7 +144,7 @@ static AnimationTemplate *CheckAnimationTemplate(lua_State *L, int idx = 1) { // Der erste Parameter muss vom Typ userdata sein und die Metatable der Klasse Gfx.AnimationTemplate uint AnimationTemplateHandle; if ((AnimationTemplateHandle = *reinterpret_cast<uint *>(my_checkudata(L, idx, ANIMATION_TEMPLATE_CLASS_NAME))) != 0) { - AnimationTemplate *AnimationTemplatePtr = AnimationTemplateRegistry::GetInstance().resolveHandle(AnimationTemplateHandle); + AnimationTemplate *AnimationTemplatePtr = AnimationTemplateRegistry::getInstance().resolveHandle(AnimationTemplateHandle); if (!AnimationTemplatePtr) luaL_error(L, "The animation template with the handle %d does no longer exist.", AnimationTemplateHandle); return AnimationTemplatePtr; @@ -159,7 +159,7 @@ static AnimationTemplate *CheckAnimationTemplate(lua_State *L, int idx = 1) { static int NewAnimationTemplate(lua_State *L) { uint AnimationTemplateHandle = AnimationTemplate::Create(luaL_checkstring(L, 1)); - AnimationTemplate *AnimationTemplatePtr = AnimationTemplateRegistry::GetInstance().resolveHandle(AnimationTemplateHandle); + AnimationTemplate *AnimationTemplatePtr = AnimationTemplateRegistry::getInstance().resolveHandle(AnimationTemplateHandle); if (AnimationTemplatePtr && AnimationTemplatePtr->isValid()) { NewUintUserData(L, AnimationTemplateHandle); //luaL_getmetatable(L, ANIMATION_TEMPLATE_CLASS_NAME); @@ -348,8 +348,8 @@ static int DrawDebugLine(lua_State *L) { Vertex Start; Vertex End; - Vertex::LuaVertexToVertex(L, 1, Start); - Vertex::LuaVertexToVertex(L, 2, End); + Vertex::luaVertexToVertex(L, 1, Start); + Vertex::luaVertexToVertex(L, 2, End); pGE->DrawDebugLine(Start, End, GraphicEngine::LuaColorToARGBColor(L, 3)); return 0; @@ -539,8 +539,8 @@ static int RO_SetPos(lua_State *L) { RenderObjectPtr<RenderObject> ROPtr = CheckRenderObject(L); BS_ASSERT(ROPtr.isValid()); Vertex Pos; - Vertex::LuaVertexToVertex(L, 2, Pos); - ROPtr->setPos(Pos.X, Pos.Y); + Vertex::luaVertexToVertex(L, 2, Pos); + ROPtr->setPos(Pos.x, Pos.y); return 0; } @@ -968,8 +968,8 @@ static int B_GetPixel(lua_State *L) { RenderObjectPtr<Bitmap> BitmapPtr = CheckBitmap(L); BS_ASSERT(BitmapPtr.isValid()); Vertex Pos; - Vertex::LuaVertexToVertex(L, 2, Pos); - GraphicEngine::ARGBColorToLuaColor(L, BitmapPtr->getPixel(Pos.X, Pos.Y)); + Vertex::luaVertexToVertex(L, 2, Pos); + GraphicEngine::ARGBColorToLuaColor(L, BitmapPtr->getPixel(Pos.x, Pos.y)); return 1; } diff --git a/engines/sword25/gfx/renderobject.cpp b/engines/sword25/gfx/renderobject.cpp index a130dc533a..5de6dde79e 100644 --- a/engines/sword25/gfx/renderobject.cpp +++ b/engines/sword25/gfx/renderobject.cpp @@ -76,9 +76,9 @@ RenderObject::RenderObject(RenderObjectPtr<RenderObject> parentPtr, TYPES type, // Renderobject registrieren, abhängig vom Handle-Parameter entweder mit beliebigem oder vorgegebenen Handle. if (handle == 0) - _handle = RenderObjectRegistry::GetInstance().RegisterObject(this); + _handle = RenderObjectRegistry::getInstance().registerObject(this); else - _handle = RenderObjectRegistry::GetInstance().RegisterObject(this, handle); + _handle = RenderObjectRegistry::getInstance().registerObject(this, handle); if (_handle == 0) return; @@ -110,7 +110,7 @@ RenderObject::~RenderObject() { deleteAllChildren(); // Objekt deregistrieren. - RenderObjectRegistry::GetInstance().DeregisterObject(this); + RenderObjectRegistry::getInstance().deregisterObject(this); } // Rendern diff --git a/engines/sword25/gfx/renderobjectmanager.cpp b/engines/sword25/gfx/renderobjectmanager.cpp index d67e1c0361..ab4e606270 100644 --- a/engines/sword25/gfx/renderobjectmanager.cpp +++ b/engines/sword25/gfx/renderobjectmanager.cpp @@ -32,10 +32,6 @@ * */ -// ----------------------------------------------------------------------------- -// Includes -// ----------------------------------------------------------------------------- - #include "sword25/gfx/renderobjectmanager.h" #include "sword25/kernel/kernel.h" @@ -52,27 +48,17 @@ namespace Sword25 { #define BS_LOG_PREFIX "RENDEROBJECTMANAGER" -// ----------------------------------------------------------------------------- -// Konstruktion / Desktruktion -// ----------------------------------------------------------------------------- - RenderObjectManager::RenderObjectManager(int width, int height, int framebufferCount) : _frameStarted(false) { // Wurzel des BS_RenderObject-Baumes erzeugen. _rootPtr = (new RootRenderObject(this, width, height))->getHandle(); } -// ----------------------------------------------------------------------------- - RenderObjectManager::~RenderObjectManager() { // Die Wurzel des Baumes löschen, damit werden alle BS_RenderObjects mitgelöscht. _rootPtr.erase(); } -// ----------------------------------------------------------------------------- -// Interface -// ----------------------------------------------------------------------------- - void RenderObjectManager::startFrame() { _frameStarted = true; @@ -85,8 +71,6 @@ void RenderObjectManager::startFrame() { (*iter)->frameNotification(timeElapsed); } -// ----------------------------------------------------------------------------- - bool RenderObjectManager::render() { // Den Objekt-Status des Wurzelobjektes aktualisieren. Dadurch werden rekursiv alle Baumelemente aktualisiert. // Beim aktualisieren des Objekt-Status werden auch die Update-Rects gefunden, so dass feststeht, was neu gezeichnet @@ -100,14 +84,10 @@ bool RenderObjectManager::render() { return _rootPtr->render(); } -// ----------------------------------------------------------------------------- - void RenderObjectManager::attatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) { _timedRenderObjects.push_back(renderObjectPtr); } -// ----------------------------------------------------------------------------- - void RenderObjectManager::detatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) { for (uint i = 0; i < _timedRenderObjects.size(); i++) if (_timedRenderObjects[i] == renderObjectPtr) { @@ -116,10 +96,6 @@ void RenderObjectManager::detatchTimedRenderObject(RenderObjectPtr<TimedRenderOb } } -// ----------------------------------------------------------------------------- -// Persistenz -// ----------------------------------------------------------------------------- - bool RenderObjectManager::persist(OutputPersistenceBlock &writer) { bool result = true; @@ -137,13 +113,11 @@ bool RenderObjectManager::persist(OutputPersistenceBlock &writer) { } // Alle BS_AnimationTemplates persistieren. - result &= AnimationTemplateRegistry::GetInstance().persist(writer); + result &= AnimationTemplateRegistry::getInstance().persist(writer); return result; } -// ----------------------------------------------------------------------------- - bool RenderObjectManager::unpersist(InputPersistenceBlock &reader) { bool result = true; @@ -169,7 +143,7 @@ bool RenderObjectManager::unpersist(InputPersistenceBlock &reader) { } // Alle BS_AnimationTemplates wieder herstellen. - result &= AnimationTemplateRegistry::GetInstance().unpersist(reader); + result &= AnimationTemplateRegistry::getInstance().unpersist(reader); return result; } diff --git a/engines/sword25/gfx/renderobjectptr.h b/engines/sword25/gfx/renderobjectptr.h index 4acb2b4dcd..894ba877d2 100644 --- a/engines/sword25/gfx/renderobjectptr.h +++ b/engines/sword25/gfx/renderobjectptr.h @@ -44,16 +44,8 @@ namespace Sword25 { -// ----------------------------------------------------------------------------- -// Forward Declarations -// ----------------------------------------------------------------------------- - class RenderObject; -// ----------------------------------------------------------------------------- -// Klassendeklaration -// ----------------------------------------------------------------------------- - template<class T> class RenderObjectPtr { public: @@ -62,7 +54,7 @@ public: RenderObjectPtr(uint handle) : _handle(handle) {} T *operator->() const { - return static_cast<T *>(RenderObjectRegistry::GetInstance().resolveHandle(_handle)); + return static_cast<T *>(RenderObjectRegistry::getInstance().resolveHandle(_handle)); } bool operator==(const RenderObjectPtr<T> & other) { @@ -70,11 +62,11 @@ public: } bool isValid() const { - return RenderObjectRegistry::GetInstance().resolveHandle(_handle) != 0; + return RenderObjectRegistry::getInstance().resolveHandle(_handle) != 0; } void erase() { - delete static_cast<T *>(RenderObjectRegistry::GetInstance().resolveHandle(_handle)); + delete static_cast<T *>(RenderObjectRegistry::getInstance().resolveHandle(_handle)); _handle = 0; } diff --git a/engines/sword25/gfx/renderobjectregistry.cpp b/engines/sword25/gfx/renderobjectregistry.cpp index 13ee59c455..edfdbd23a8 100644 --- a/engines/sword25/gfx/renderobjectregistry.cpp +++ b/engines/sword25/gfx/renderobjectregistry.cpp @@ -32,32 +32,22 @@ * */ -// ----------------------------------------------------------------------------- -// Includes -// ----------------------------------------------------------------------------- - #include "sword25/gfx/renderobjectregistry.h" #include "common/ptr.h" namespace Sword25 { -// ----------------------------------------------------------------------------- -// Logging -// ----------------------------------------------------------------------------- - #define BS_LOG_PREFIX "RENDEROBJECTREGISTRY" -Common::ScopedPtr<RenderObjectRegistry> RenderObjectRegistry::m_InstancePtr; +Common::ScopedPtr<RenderObjectRegistry> RenderObjectRegistry::_instancePtr; -void RenderObjectRegistry::LogErrorLn(const char *Message) const { - BS_LOG_ERRORLN(Message); +void RenderObjectRegistry::logErrorLn(const char *message) const { + BS_LOG_ERRORLN(message); } -// ----------------------------------------------------------------------------- - -void RenderObjectRegistry::LogWarningLn(const char *Message) const { - BS_LOG_WARNINGLN(Message); +void RenderObjectRegistry::logWarningLn(const char *message) const { + BS_LOG_WARNINGLN(message); } } // End of namespace Sword25 diff --git a/engines/sword25/gfx/renderobjectregistry.h b/engines/sword25/gfx/renderobjectregistry.h index cf736346b4..b546ee56e1 100644 --- a/engines/sword25/gfx/renderobjectregistry.h +++ b/engines/sword25/gfx/renderobjectregistry.h @@ -58,18 +58,19 @@ class RenderObject; class RenderObjectRegistry : public ObjectRegistry<RenderObject> { public: - static RenderObjectRegistry &GetInstance() { - if (!m_InstancePtr.get()) m_InstancePtr.reset(new RenderObjectRegistry); - return *m_InstancePtr.get(); + static RenderObjectRegistry &getInstance() { + if (!_instancePtr.get()) + _instancePtr.reset(new RenderObjectRegistry); + return *_instancePtr.get(); } virtual ~RenderObjectRegistry() {} private: - virtual void LogErrorLn(const char *Message) const; - virtual void LogWarningLn(const char *Message) const; + virtual void logErrorLn(const char *message) const; + virtual void logWarningLn(const char *message) const; - static Common::ScopedPtr<RenderObjectRegistry> m_InstancePtr; + static Common::ScopedPtr<RenderObjectRegistry> _instancePtr; }; } // End of namespace Sword25 diff --git a/engines/sword25/kernel/objectregistry.h b/engines/sword25/kernel/objectregistry.h index 0ae3915edb..dc702f2d75 100644 --- a/engines/sword25/kernel/objectregistry.h +++ b/engines/sword25/kernel/objectregistry.h @@ -35,10 +35,6 @@ #ifndef SWORD25_OBJECTREGISTRY_H #define SWORD25_OBJECTREGISTRY_H -// ----------------------------------------------------------------------------- -// Includes -// ----------------------------------------------------------------------------- - #include "common/func.h" #include "common/hashmap.h" #include "sword25/kernel/bs_stdint.h" @@ -46,105 +42,92 @@ namespace Sword25 { -// ----------------------------------------------------------------------------- -// Klassendeklaration -// ----------------------------------------------------------------------------- - template<typename T> class ObjectRegistry { public: - ObjectRegistry() : m_NextHandle(1) {} + ObjectRegistry() : _nextHandle(1) {} virtual ~ObjectRegistry() {} - // ------------------------------------------------------------------------- - - uint RegisterObject(T *ObjectPtr) { + uint registerObject(T *objectPtr) { // Null-Pointer können nicht registriert werden. - if (ObjectPtr == 0) { - LogErrorLn("Cannot register a null pointer."); + if (objectPtr == 0) { + logErrorLn("Cannot register a null pointer."); return 0; } // Falls das Objekt bereits registriert wurde, wird eine Warnung ausgeben und das Handle zurückgeben. - uint Handle = FindHandleByPtr(ObjectPtr); - if (Handle != 0) { - LogWarningLn("Tried to register a object that was already registered."); - return Handle; + uint handle = findHandleByPtr(objectPtr); + if (handle != 0) { + logWarningLn("Tried to register a object that was already registered."); + return handle; } // Ansonsten wird das Objekt in beide Maps eingetragen und das neue Handle zurückgeben. else { - m_Handle2PtrMap[m_NextHandle] = ObjectPtr; - m_Ptr2HandleMap[ObjectPtr] = m_NextHandle; + _handle2PtrMap[_nextHandle] = objectPtr; + _ptr2HandleMap[objectPtr] = _nextHandle; - return m_NextHandle++; + return _nextHandle++; } } - // ----------------------------------------------------------------------------- - - uint RegisterObject(T *ObjectPtr, uint Handle) { + uint registerObject(T *objectPtr, uint handle) { // Null-Pointer und Null-Handle können nicht registriert werden. - if (ObjectPtr == 0 || Handle == 0) { - LogErrorLn("Cannot register a null pointer or a null handle."); + if (objectPtr == 0 || handle == 0) { + logErrorLn("Cannot register a null pointer or a null handle."); return 0; } // Falls das Objekt bereits registriert wurde, wird ein Fehler ausgegeben und 0 zurückgeben. - uint HandleTest = FindHandleByPtr(ObjectPtr); - if (HandleTest != 0) { - LogErrorLn("Tried to register a object that was already registered."); + uint handleTest = findHandleByPtr(objectPtr); + if (handleTest != 0) { + logErrorLn("Tried to register a object that was already registered."); return 0; } // Falls das Handle bereits vergeben ist, wird ein Fehler ausgegeben und 0 zurückgegeben. - else if (FindPtrByHandle(Handle) != 0) { - LogErrorLn("Tried to register a handle that is already taken."); + else if (findPtrByHandle(handle) != 0) { + logErrorLn("Tried to register a handle that is already taken."); return 0; } // Ansonsten wird das Objekt in beide Maps eingetragen und das gewünschte Handle zurückgeben. else { - m_Handle2PtrMap[Handle] = ObjectPtr; - m_Ptr2HandleMap[ObjectPtr] = Handle; + _handle2PtrMap[handle] = objectPtr; + _ptr2HandleMap[objectPtr] = handle; // Falls das vergebene Handle größer oder gleich dem nächsten automatische vergebenen Handle ist, wird das nächste automatisch // vergebene Handle erhöht. - if (Handle >= m_NextHandle) m_NextHandle = Handle + 1; + if (handle >= _nextHandle) + _nextHandle = handle + 1; - return Handle; + return handle; } } - // ----------------------------------------------------------------------------- - - void DeregisterObject(T *ObjectPtr) { - uint Handle = FindHandleByPtr(ObjectPtr); + void deregisterObject(T *objectPtr) { + uint handle = findHandleByPtr(objectPtr); - if (Handle != 0) { + if (handle != 0) { // Registriertes Objekt aus beiden Maps entfernen. - m_Handle2PtrMap.erase(FindHandleByPtr(ObjectPtr)); - m_Ptr2HandleMap.erase(ObjectPtr); + _handle2PtrMap.erase(findHandleByPtr(objectPtr)); + _ptr2HandleMap.erase(objectPtr); } else { - LogWarningLn("Tried to remove a object that was not registered."); + logWarningLn("Tried to remove a object that was not registered."); } } - // ----------------------------------------------------------------------------- - - T *resolveHandle(uint Handle) { + T *resolveHandle(uint handle) { // Zum Handle gehöriges Objekt in der Hash-Map finden. - T *ObjectPtr = FindPtrByHandle(Handle); + T *objectPtr = findPtrByHandle(handle); // Pointer zurückgeben. Im Fehlerfall ist dieser 0. - return ObjectPtr; + return objectPtr; } - // ----------------------------------------------------------------------------- - - uint ResolvePtr(T *ObjectPtr) { + uint resolvePtr(T *objectPtr) { // Zum Pointer gehöriges Handle in der Hash-Map finden. - uint Handle = FindHandleByPtr(ObjectPtr); + uint handle = findHandleByPtr(objectPtr); // Handle zurückgeben. Im Fehlerfall ist dieses 0. - return Handle; + return handle; } protected: @@ -163,34 +146,28 @@ protected: typedef Common::HashMap<uint, T *> HANDLE2PTR_MAP; typedef Common::HashMap<T *, uint, ClassPointer_Hash, ClassPointer_EqualTo> PTR2HANDLE_MAP; - HANDLE2PTR_MAP m_Handle2PtrMap; - PTR2HANDLE_MAP m_Ptr2HandleMap; - uint m_NextHandle; - - // ----------------------------------------------------------------------------- + HANDLE2PTR_MAP _handle2PtrMap; + PTR2HANDLE_MAP _ptr2HandleMap; + uint _nextHandle; - T *FindPtrByHandle(uint Handle) { + T *findPtrByHandle(uint handle) { // Zum Handle gehörigen Pointer finden. - typename HANDLE2PTR_MAP::const_iterator it = m_Handle2PtrMap.find(Handle); + typename HANDLE2PTR_MAP::const_iterator it = _handle2PtrMap.find(handle); // Pointer zurückgeben, oder, falls keiner gefunden wurde, 0 zurückgeben. - return (it != m_Handle2PtrMap.end()) ? it->_value : 0; + return (it != _handle2PtrMap.end()) ? it->_value : 0; } - // ----------------------------------------------------------------------------- - - uint FindHandleByPtr(T *ObjectPtr) { + uint findHandleByPtr(T *objectPtr) { // Zum Pointer gehöriges Handle finden. - typename PTR2HANDLE_MAP::const_iterator it = m_Ptr2HandleMap.find(ObjectPtr); + typename PTR2HANDLE_MAP::const_iterator it = _ptr2HandleMap.find(objectPtr); // Handle zurückgeben, oder, falls keines gefunden wurde, 0 zurückgeben. - return (it != m_Ptr2HandleMap.end()) ? it->_value : 0; + return (it != _ptr2HandleMap.end()) ? it->_value : 0; } - // ----------------------------------------------------------------------------- - - virtual void LogErrorLn(const char *Message) const = 0; - virtual void LogWarningLn(const char *Message) const = 0; + virtual void logErrorLn(const char *message) const = 0; + virtual void logWarningLn(const char *message) const = 0; }; } // End of namespace Sword25 diff --git a/engines/sword25/kernel/persistenceservice.cpp b/engines/sword25/kernel/persistenceservice.cpp index 3620e8c4a4..871bc37e2a 100644 --- a/engines/sword25/kernel/persistenceservice.cpp +++ b/engines/sword25/kernel/persistenceservice.cpp @@ -326,7 +326,7 @@ bool PersistenceService::SaveGame(uint SlotID, const Common::String &ScreenshotF OutputPersistenceBlock Writer; bool Success = true; Success &= Kernel::GetInstance()->GetScript()->persist(Writer); - Success &= RegionRegistry::GetInstance().persist(Writer); + Success &= RegionRegistry::getInstance().persist(Writer); Success &= Kernel::GetInstance()->GetGfx()->persist(Writer); Success &= Kernel::GetInstance()->GetSfx()->persist(Writer); Success &= Kernel::GetInstance()->GetInput()->persist(Writer); @@ -445,7 +445,7 @@ bool PersistenceService::LoadGame(uint SlotID) { bool Success = true; Success &= Kernel::GetInstance()->GetScript()->unpersist(Reader); // Muss unbedingt nach Script passieren. Da sonst die bereits wiederhergestellten Regions per Garbage-Collection gekillt werden. - Success &= RegionRegistry::GetInstance().unpersist(Reader); + Success &= RegionRegistry::getInstance().unpersist(Reader); Success &= Kernel::GetInstance()->GetGfx()->unpersist(Reader); Success &= Kernel::GetInstance()->GetSfx()->unpersist(Reader); Success &= Kernel::GetInstance()->GetInput()->unpersist(Reader); diff --git a/engines/sword25/math/geometry.cpp b/engines/sword25/math/geometry.cpp index c85d9ff2db..caa10160e9 100644 --- a/engines/sword25/math/geometry.cpp +++ b/engines/sword25/math/geometry.cpp @@ -39,7 +39,7 @@ namespace Sword25 { #define BS_LOG_PREFIX "GEOMETRY" Geometry::Geometry(Kernel *pKernel) : Service(pKernel) { - if (!_RegisterScriptBindings()) + if (!registerScriptBindings()) BS_LOG_ERRORLN("Script bindings could not be registered."); else BS_LOGLN("Script bindings registered."); diff --git a/engines/sword25/math/geometry.h b/engines/sword25/math/geometry.h index 6a815c6ae6..78aa30696e 100644 --- a/engines/sword25/math/geometry.h +++ b/engines/sword25/math/geometry.h @@ -48,7 +48,7 @@ public: virtual ~Geometry() {} private: - bool _RegisterScriptBindings(); + bool registerScriptBindings(); }; } // End of namespace Sword25 diff --git a/engines/sword25/math/geometry_script.cpp b/engines/sword25/math/geometry_script.cpp index 143be7f976..dac766927b 100644 --- a/engines/sword25/math/geometry_script.cpp +++ b/engines/sword25/math/geometry_script.cpp @@ -49,20 +49,12 @@ #include "sword25/math/walkregion.h" #include "sword25/math/vertex.h" -// ----------------------------------------------------------------------------- - namespace Sword25 { -// ----------------------------------------------------------------------------- -// Constants -// ----------------------------------------------------------------------------- - // These strings are defined as #defines to enable compile-time string composition #define REGION_CLASS_NAME "Geo.Region" #define WALKREGION_CLASS_NAME "Geo.WalkRegion" -// ----------------------------------------------------------------------------- - // How luaL_checkudata, only without that no error is generated. static void *my_checkudata(lua_State *L, int ud, const char *tname) { int top = lua_gettop(L); @@ -84,16 +76,12 @@ static void *my_checkudata(lua_State *L, int ud, const char *tname) { return NULL; } -// ----------------------------------------------------------------------------- - -static void NewUintUserData(lua_State *L, uint Value) { - void *UserData = lua_newuserdata(L, sizeof(Value)); - memcpy(UserData, &Value, sizeof(Value)); +static void newUintUserData(lua_State *L, uint value) { + void *userData = lua_newuserdata(L, sizeof(value)); + memcpy(userData, &value, sizeof(value)); } -// ----------------------------------------------------------------------------- - -static bool IsValidPolygonDefinition(lua_State *L) { +static bool isValidPolygonDefinition(lua_State *L) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif @@ -104,23 +92,23 @@ static bool IsValidPolygonDefinition(lua_State *L) { return false; } - int TableSize = luaL_getn(L, -1); + int tableSize = luaL_getn(L, -1); // Make sure that there are at least three Vertecies - if (TableSize < 6) { + if (tableSize < 6) { luaL_error(L, "Invalid polygon definition. At least three vertecies needed."); return false; } // Make sure that the number of table elements is divisible by two. // Since any two elements is a vertex, an odd number of elements is not allowed - if ((TableSize % 2) != 0) { + if ((tableSize % 2) != 0) { luaL_error(L, "Invalid polygon definition. Even number of table elements needed."); return false; } // Ensure that all elements in the table are of type Number - for (int i = 1; i <= TableSize; i += 1) { + for (int i = 1; i <= tableSize; i++) { lua_rawgeti(L, -1, i); if (!lua_isnumber(L, -1)) { luaL_error(L, "Invalid polygon definition. All table elements have to be numbers."); @@ -136,9 +124,7 @@ static bool IsValidPolygonDefinition(lua_State *L) { return true; } -// ----------------------------------------------------------------------------- - -static void TablePolygonToPolygon(lua_State *L, Polygon &Polygon) { +static void tablePolygonToPolygon(lua_State *L, Polygon &polygon) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif @@ -146,16 +132,16 @@ static void TablePolygonToPolygon(lua_State *L, Polygon &Polygon) { // Ensure that a valid polygon definition is on the stack. // It is not necessary to catch the return value, since all errors are reported on luaL_error // End script. - IsValidPolygonDefinition(L); + isValidPolygonDefinition(L); - int VertexCount = luaL_getn(L, -1) / 2; + int vertexCount = luaL_getn(L, -1) / 2; // Memory is reserved for Vertecies - Common::Array<Vertex> Vertecies; - Vertecies.reserve(VertexCount); + Common::Array<Vertex> vertices; + vertices.reserve(vertexCount); // Create Vertecies - for (int i = 0; i < VertexCount; i++) { + for (int i = 0; i < vertexCount; i++) { // X Value lua_rawgeti(L, -1, (i * 2) + 1); int X = static_cast<int>(lua_tonumber(L, -1)); @@ -167,21 +153,19 @@ static void TablePolygonToPolygon(lua_State *L, Polygon &Polygon) { lua_pop(L, 1); // Vertex - Vertecies.push_back(Vertex(X, Y)); + vertices.push_back(Vertex(X, Y)); } - BS_ASSERT((int)Vertecies.size() == VertexCount); + BS_ASSERT((int)vertices.size() == vertexCount); #ifdef DEBUG BS_ASSERT(__startStackDepth == lua_gettop(L)); #endif // Create polygon - Polygon.Init(VertexCount, &Vertecies[0]); + polygon.init(vertexCount, &vertices[0]); } -// ----------------------------------------------------------------------------- - -static uint TableRegionToRegion(lua_State *L, const char *ClassName) { +static uint tableRegionToRegion(lua_State *L, const char *className) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif @@ -199,54 +183,54 @@ static uint TableRegionToRegion(lua_State *L, const char *ClassName) { return 0; } - uint RegionHandle = 0; - if (!strcmp(ClassName, REGION_CLASS_NAME)) { - RegionHandle = Region::Create(Region::RT_REGION); - } else if (!strcmp(ClassName, WALKREGION_CLASS_NAME)) { - RegionHandle = WalkRegion::Create(Region::RT_WALKREGION); + uint regionHandle = 0; + if (!strcmp(className, REGION_CLASS_NAME)) { + regionHandle = Region::create(Region::RT_REGION); + } else if (!strcmp(className, WALKREGION_CLASS_NAME)) { + regionHandle = WalkRegion::create(Region::RT_WALKREGION); } else { BS_ASSERT(false); } - BS_ASSERT(RegionHandle); + BS_ASSERT(regionHandle); // If the first element of the parameter is a number, then case 1 is accepted // If the first element of the parameter is a table, then case 2 is accepted // If the first element of the parameter has a different type, there is an error lua_rawgeti(L, -1, 1); - int FirstElementType = lua_type(L, -1); + int firstElementType = lua_type(L, -1); lua_pop(L, 1); - switch (FirstElementType) { + switch (firstElementType) { case LUA_TNUMBER: { Polygon polygon; - TablePolygonToPolygon(L, polygon); - RegionRegistry::GetInstance().resolveHandle(RegionHandle)->Init(polygon); + tablePolygonToPolygon(L, polygon); + RegionRegistry::getInstance().resolveHandle(regionHandle)->init(polygon); } break; case LUA_TTABLE: { lua_rawgeti(L, -1, 1); Polygon polygon; - TablePolygonToPolygon(L, polygon); + tablePolygonToPolygon(L, polygon); lua_pop(L, 1); - int PolygonCount = luaL_getn(L, -1); - if (PolygonCount == 1) - RegionRegistry::GetInstance().resolveHandle(RegionHandle)->Init(polygon); + int polygonCount = luaL_getn(L, -1); + if (polygonCount == 1) + RegionRegistry::getInstance().resolveHandle(regionHandle)->init(polygon); else { - Common::Array<Polygon> Holes; - Holes.reserve(PolygonCount - 1); + Common::Array<Polygon> holes; + holes.reserve(polygonCount - 1); - for (int i = 2; i <= PolygonCount; i++) { + for (int i = 2; i <= polygonCount; i++) { lua_rawgeti(L, -1, i); - Holes.resize(Holes.size() + 1); - TablePolygonToPolygon(L, Holes.back()); + holes.resize(holes.size() + 1); + tablePolygonToPolygon(L, holes.back()); lua_pop(L, 1); } - BS_ASSERT((int)Holes.size() == PolygonCount - 1); + BS_ASSERT((int)holes.size() == polygonCount - 1); - RegionRegistry::GetInstance().resolveHandle(RegionHandle)->Init(polygon, &Holes); + RegionRegistry::getInstance().resolveHandle(regionHandle)->init(polygon, &holes); } } break; @@ -260,56 +244,46 @@ static uint TableRegionToRegion(lua_State *L, const char *ClassName) { BS_ASSERT(__startStackDepth == lua_gettop(L)); #endif - return RegionHandle; + return regionHandle; } -// ----------------------------------------------------------------------------- - -static void NewUserdataRegion(lua_State *L, const char *ClassName) { +static void newUserdataRegion(lua_State *L, const char *className) { // Region due to the Lua code to create // Any errors that occur will be intercepted to the luaL_error - uint RegionHandle = TableRegionToRegion(L, ClassName); - BS_ASSERT(RegionHandle); + uint regionHandle = tableRegionToRegion(L, className); + BS_ASSERT(regionHandle); - NewUintUserData(L, RegionHandle); - // luaL_getmetatable(L, ClassName); - LuaBindhelper::getMetatable(L, ClassName); + newUintUserData(L, regionHandle); + // luaL_getmetatable(L, className); + LuaBindhelper::getMetatable(L, className); BS_ASSERT(!lua_isnil(L, -1)); lua_setmetatable(L, -2); } -// ----------------------------------------------------------------------------- - -static int NewRegion(lua_State *L) { - NewUserdataRegion(L, REGION_CLASS_NAME); +static int newRegion(lua_State *L) { + newUserdataRegion(L, REGION_CLASS_NAME); return 1; } -// ----------------------------------------------------------------------------- - -static int NewWalkRegion(lua_State *L) { - NewUserdataRegion(L, WALKREGION_CLASS_NAME); +static int newWalkRegion(lua_State *L) { + newUserdataRegion(L, WALKREGION_CLASS_NAME); return 1; } -// ----------------------------------------------------------------------------- - static const char *GEO_LIBRARY_NAME = "Geo"; static const luaL_reg GEO_FUNCTIONS[] = { - {"NewRegion", NewRegion}, - {"NewWalkRegion", NewWalkRegion}, + {"NewRegion", newRegion}, + {"NewWalkRegion", newWalkRegion}, {0, 0} }; -// ----------------------------------------------------------------------------- - -static Region *CheckRegion(lua_State *L) { +static Region *checkRegion(lua_State *L) { // The first parameter must be of type 'userdata', and the Metatable class Geo.Region or Geo.WalkRegion - uint *RegionHandlePtr; - if ((RegionHandlePtr = reinterpret_cast<uint *>(my_checkudata(L, 1, REGION_CLASS_NAME))) != 0 || - (RegionHandlePtr = reinterpret_cast<uint *>(my_checkudata(L, 1, WALKREGION_CLASS_NAME))) != 0) { - return RegionRegistry::GetInstance().resolveHandle(*RegionHandlePtr); + uint *regionHandlePtr; + if ((regionHandlePtr = reinterpret_cast<uint *>(my_checkudata(L, 1, REGION_CLASS_NAME))) != 0 || + (regionHandlePtr = reinterpret_cast<uint *>(my_checkudata(L, 1, WALKREGION_CLASS_NAME))) != 0) { + return RegionRegistry::getInstance().resolveHandle(*regionHandlePtr); } else { luaL_argcheck(L, 0, 1, "'" REGION_CLASS_NAME "' expected"); } @@ -318,181 +292,151 @@ static Region *CheckRegion(lua_State *L) { return 0; } -// ----------------------------------------------------------------------------- - -static int R_IsValid(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_isValid(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); - lua_pushbooleancpp(L, pR->IsValid()); + lua_pushbooleancpp(L, pR->isValid()); return 1; } -// ----------------------------------------------------------------------------- - -static int R_GetX(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_getX(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); - lua_pushnumber(L, pR->GetPosX()); + lua_pushnumber(L, pR->getPosX()); return 1; } -// ----------------------------------------------------------------------------- - -static int R_GetY(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_getY(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); - lua_pushnumber(L, pR->GetPosY()); + lua_pushnumber(L, pR->getPosY()); return 1; } -// ----------------------------------------------------------------------------- - -static int R_GetPos(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_getPos(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); - Vertex::VertexToLuaVertex(L, pR->GetPosition()); + Vertex::vertexToLuaVertex(L, pR->getPosition()); return 1; } -// ----------------------------------------------------------------------------- - -static int R_IsPointInRegion(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_isPointInRegion(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); - Vertex Vertex; - Vertex::LuaVertexToVertex(L, 2, Vertex); - lua_pushbooleancpp(L, pR->IsPointInRegion(Vertex)); + Vertex vertex; + Vertex::luaVertexToVertex(L, 2, vertex); + lua_pushbooleancpp(L, pR->isPointInRegion(vertex)); return 1; } -// ----------------------------------------------------------------------------- - -static int R_SetPos(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_setPos(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); - Vertex Vertex; - Vertex::LuaVertexToVertex(L, 2, Vertex); - pR->SetPos(Vertex.X, Vertex.Y); + Vertex vertex; + Vertex::luaVertexToVertex(L, 2, vertex); + pR->setPos(vertex.x, vertex.y); return 0; } -// ----------------------------------------------------------------------------- - -static int R_SetX(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_setX(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); - pR->SetPosX(static_cast<int>(luaL_checknumber(L, 2))); + pR->setPosX(static_cast<int>(luaL_checknumber(L, 2))); return 0; } -// ----------------------------------------------------------------------------- - -static int R_SetY(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_setY(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); - pR->SetPosY(static_cast<int>(luaL_checknumber(L, 2))); + pR->setPosY(static_cast<int>(luaL_checknumber(L, 2))); return 0; } -// ----------------------------------------------------------------------------- - -static void DrawPolygon(const Polygon &Polygon, uint Color, const Vertex &Offset) { +static void drawPolygon(const Polygon &polygon, uint color, const Vertex &offset) { GraphicEngine *pGE = static_cast<GraphicEngine *>(Kernel::GetInstance()->GetService("gfx")); BS_ASSERT(pGE); - for (int i = 0; i < Polygon.VertexCount - 1; i++) - pGE->DrawDebugLine(Polygon.Vertecies[i] + Offset, Polygon.Vertecies[i + 1] + Offset, Color); + for (int i = 0; i < polygon.vertexCount - 1; i++) + pGE->DrawDebugLine(polygon.vertices[i] + offset, polygon.vertices[i + 1] + offset, color); - pGE->DrawDebugLine(Polygon.Vertecies[Polygon.VertexCount - 1] + Offset, Polygon.Vertecies[0] + Offset, Color); + pGE->DrawDebugLine(polygon.vertices[polygon.vertexCount - 1] + offset, polygon.vertices[0] + offset, color); } -// ----------------------------------------------------------------------------- - -static void DrawRegion(const Region &Region, uint Color, const Vertex &Offset) { - DrawPolygon(Region.GetContour(), Color, Offset); - for (int i = 0; i < Region.GetHoleCount(); i++) - DrawPolygon(Region.GetHole(i), Color, Offset); +static void drawRegion(const Region ®ion, uint color, const Vertex &offset) { + drawPolygon(region.getContour(), color, offset); + for (int i = 0; i < region.getHoleCount(); i++) + drawPolygon(region.getHole(i), color, offset); } -// ----------------------------------------------------------------------------- - -static int R_Draw(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_draw(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); switch (lua_gettop(L)) { case 3: { - Vertex Offset; - Vertex::LuaVertexToVertex(L, 3, Offset); - DrawRegion(*pR, GraphicEngine::LuaColorToARGBColor(L, 2), Offset); + Vertex offset; + Vertex::luaVertexToVertex(L, 3, offset); + drawRegion(*pR, GraphicEngine::LuaColorToARGBColor(L, 2), offset); } break; case 2: - DrawRegion(*pR, GraphicEngine::LuaColorToARGBColor(L, 2), Vertex(0, 0)); + drawRegion(*pR, GraphicEngine::LuaColorToARGBColor(L, 2), Vertex(0, 0)); break; default: - DrawRegion(*pR, BS_RGB(255, 255, 255), Vertex(0, 0)); + drawRegion(*pR, BS_RGB(255, 255, 255), Vertex(0, 0)); } return 0; } -// ----------------------------------------------------------------------------- - -static int R_GetCentroid(lua_State *L) { - Region *RPtr = CheckRegion(L); +static int r_getCentroid(lua_State *L) { + Region *RPtr = checkRegion(L); BS_ASSERT(RPtr); - Vertex::VertexToLuaVertex(L, RPtr->GetCentroid()); + Vertex::vertexToLuaVertex(L, RPtr->getCentroid()); return 1; } -// ----------------------------------------------------------------------------- - -static int R_Delete(lua_State *L) { - Region *pR = CheckRegion(L); +static int r_delete(lua_State *L) { + Region *pR = checkRegion(L); BS_ASSERT(pR); delete pR; return 0; } -// ----------------------------------------------------------------------------- - static const luaL_reg REGION_METHODS[] = { - {"SetPos", R_SetPos}, - {"SetX", R_SetX}, - {"SetY", R_SetY}, - {"GetPos", R_GetPos}, - {"IsPointInRegion", R_IsPointInRegion}, - {"GetX", R_GetX}, - {"GetY", R_GetY}, - {"IsValid", R_IsValid}, - {"Draw", R_Draw}, - {"GetCentroid", R_GetCentroid}, + {"SetPos", r_setPos}, + {"SetX", r_setX}, + {"SetY", r_setY}, + {"GetPos", r_getPos}, + {"IsPointInRegion", r_isPointInRegion}, + {"GetX", r_getX}, + {"GetY", r_getY}, + {"IsValid", r_isValid}, + {"Draw", r_draw}, + {"GetCentroid", r_getCentroid}, {0, 0} }; -// ----------------------------------------------------------------------------- - -static WalkRegion *CheckWalkRegion(lua_State *L) { +static WalkRegion *checkWalkRegion(lua_State *L) { // The first parameter must be of type 'userdate', and the Metatable class Geo.WalkRegion - uint RegionHandle; - if ((RegionHandle = *reinterpret_cast<uint *>(my_checkudata(L, 1, WALKREGION_CLASS_NAME))) != 0) { - return reinterpret_cast<WalkRegion *>(RegionRegistry::GetInstance().resolveHandle(RegionHandle)); + uint regionHandle; + if ((regionHandle = *reinterpret_cast<uint *>(my_checkudata(L, 1, WALKREGION_CLASS_NAME))) != 0) { + return reinterpret_cast<WalkRegion *>(RegionRegistry::getInstance().resolveHandle(regionHandle)); } else { luaL_argcheck(L, 0, 1, "'" WALKREGION_CLASS_NAME "' expected"); } @@ -501,23 +445,21 @@ static WalkRegion *CheckWalkRegion(lua_State *L) { return 0; } -// ----------------------------------------------------------------------------- - -static int WR_GetPath(lua_State *L) { - WalkRegion *pWR = CheckWalkRegion(L); +static int wr_getPath(lua_State *L) { + WalkRegion *pWR = checkWalkRegion(L); BS_ASSERT(pWR); - Vertex Start; - Vertex::LuaVertexToVertex(L, 2, Start); - Vertex End; - Vertex::LuaVertexToVertex(L, 3, End); - BS_Path Path; - if (pWR->QueryPath(Start, End, Path)) { + Vertex start; + Vertex::luaVertexToVertex(L, 2, start); + Vertex end; + Vertex::luaVertexToVertex(L, 3, end); + BS_Path path; + if (pWR->queryPath(start, end, path)) { lua_newtable(L); - BS_Path::const_iterator it = Path.begin(); - for (; it != Path.end(); it++) { - lua_pushnumber(L, (it - Path.begin()) + 1); - Vertex::VertexToLuaVertex(L, *it); + BS_Path::const_iterator it = path.begin(); + for (; it != path.end(); it++) { + lua_pushnumber(L, (it - path.begin()) + 1); + Vertex::vertexToLuaVertex(L, *it); lua_settable(L, -3); } } else @@ -526,16 +468,12 @@ static int WR_GetPath(lua_State *L) { return 1; } -// ----------------------------------------------------------------------------- - static const luaL_reg WALKREGION_METHODS[] = { - {"GetPath", WR_GetPath}, + {"GetPath", wr_getPath}, {0, 0} }; -// ----------------------------------------------------------------------------- - -bool Geometry::_RegisterScriptBindings() { +bool Geometry::registerScriptBindings() { Kernel *pKernel = Kernel::GetInstance(); BS_ASSERT(pKernel); ScriptEngine *pScript = static_cast<ScriptEngine *>(pKernel->GetService("script")); @@ -547,8 +485,8 @@ bool Geometry::_RegisterScriptBindings() { if (!LuaBindhelper::addMethodsToClass(L, WALKREGION_CLASS_NAME, REGION_METHODS)) return false; if (!LuaBindhelper::addMethodsToClass(L, WALKREGION_CLASS_NAME, WALKREGION_METHODS)) return false; - if (!LuaBindhelper::setClassGCHandler(L, REGION_CLASS_NAME, R_Delete)) return false; - if (!LuaBindhelper::setClassGCHandler(L, WALKREGION_CLASS_NAME, R_Delete)) return false; + if (!LuaBindhelper::setClassGCHandler(L, REGION_CLASS_NAME, r_delete)) return false; + if (!LuaBindhelper::setClassGCHandler(L, WALKREGION_CLASS_NAME, r_delete)) return false; if (!LuaBindhelper::addFunctionsToLib(L, GEO_LIBRARY_NAME, GEO_FUNCTIONS)) return false; diff --git a/engines/sword25/math/line.h b/engines/sword25/math/line.h index f2f0607251..d57fce68f7 100644 --- a/engines/sword25/math/line.h +++ b/engines/sword25/math/line.h @@ -47,14 +47,8 @@ #ifndef SWORD25_LINE_H #define SWORD25_LINE_H -// ----------------------------------------------------------------------------- -// Includes -// ----------------------------------------------------------------------------- - #include "sword25/kernel/common.h" -// ----------------------------------------------------------------------------- - namespace Sword25 { class Line { @@ -67,12 +61,12 @@ public: * @return Returns true if the point is to the left of the line. * If the point is to the right of the line or on the line, false is returned. */ - static bool IsVertexLeft(const Vertex &a, const Vertex &b, const Vertex &c) { - return _TriangleArea2(a, b, c) > 0; + static bool isVertexLeft(const Vertex &a, const Vertex &b, const Vertex &c) { + return triangleArea2(a, b, c) > 0; } - static bool IsVertexLeftOn(const Vertex &a, const Vertex &b, const Vertex &c) { - return _TriangleArea2(a, b, c) >= 0; + static bool isVertexLeftOn(const Vertex &a, const Vertex &b, const Vertex &c) { + return triangleArea2(a, b, c) >= 0; } /** @@ -83,12 +77,12 @@ public: * @return Returns true if the point is to the right of the line. * If the point is to the right of the line or on the line, false is returned. */ - static bool IsVertexRight(const Vertex &a, const Vertex &b, const Vertex &c) { - return _TriangleArea2(a, b, c) < 0; + static bool isVertexRight(const Vertex &a, const Vertex &b, const Vertex &c) { + return triangleArea2(a, b, c) < 0; } - static bool IsVertexRightOn(const Vertex &a, const Vertex &b, const Vertex &c) { - return _TriangleArea2(a, b, c) <= 0; + static bool isVertexRightOn(const Vertex &a, const Vertex &b, const Vertex &c) { + return triangleArea2(a, b, c) <= 0; } /** @@ -98,8 +92,8 @@ public: * @param c The test point * @return Returns true if the point is on the line, false otherwise. */ - static bool IsVertexOn(const Vertex &a, const Vertex &b, const Vertex &c) { - return _TriangleArea2(a, b, c) == 0; + static bool isVertexOn(const Vertex &a, const Vertex &b, const Vertex &c) { + return triangleArea2(a, b, c) == 0; } enum VERTEX_CLASSIFICATION { @@ -117,10 +111,10 @@ public: * RIGHT is returned if the point is to the right of the line. * ON is returned if the point is on the line. */ - static VERTEX_CLASSIFICATION ClassifyVertexToLine(const Vertex &a, const Vertex &b, const Vertex &c) { - int Area = _TriangleArea2(a, b, c); - if (Area > 0) return LEFT; - if (Area < 0) return RIGHT; + static VERTEX_CLASSIFICATION classifyVertexToLine(const Vertex &a, const Vertex &b, const Vertex &c) { + int area = triangleArea2(a, b, c); + if (area > 0) return LEFT; + if (area < 0) return RIGHT; return ON; } @@ -132,15 +126,15 @@ public: * @param d The end point of the second line * @remark In cases where a line only touches the other, false is returned (improper intersection) */ - static bool DoesIntersectProperly(const Vertex &a, const Vertex &b, const Vertex &c, const Vertex &d) { - VERTEX_CLASSIFICATION Class1 = ClassifyVertexToLine(a, b, c); - VERTEX_CLASSIFICATION Class2 = ClassifyVertexToLine(a, b, d); - VERTEX_CLASSIFICATION Class3 = ClassifyVertexToLine(c, d, a); - VERTEX_CLASSIFICATION Class4 = ClassifyVertexToLine(c, d, b); + static bool doesIntersectProperly(const Vertex &a, const Vertex &b, const Vertex &c, const Vertex &d) { + VERTEX_CLASSIFICATION class1 = classifyVertexToLine(a, b, c); + VERTEX_CLASSIFICATION class2 = classifyVertexToLine(a, b, d); + VERTEX_CLASSIFICATION class3 = classifyVertexToLine(c, d, a); + VERTEX_CLASSIFICATION class4 = classifyVertexToLine(c, d, b); - if (Class1 == ON || Class2 == ON || Class3 == ON || Class4 == ON) return false; + if (class1 == ON || class2 == ON || class3 == ON || class4 == ON) return false; - return ((Class1 == LEFT) ^(Class2 == LEFT)) && ((Class3 == LEFT) ^(Class4 == LEFT)); + return ((class1 == LEFT) ^(class2 == LEFT)) && ((class3 == LEFT) ^(class4 == LEFT)); } /** @@ -149,39 +143,39 @@ public: * @param b The end point of a line * @param c The test point */ - static bool IsOnLine(const Vertex &a, const Vertex &b, const Vertex &c) { + static bool isOnLine(const Vertex &a, const Vertex &b, const Vertex &c) { // The items must all be Collinear, otherwise don't bothering testing the point - if (_TriangleArea2(a, b, c) != 0) return false; + if (triangleArea2(a, b, c) != 0) return false; // If the line segment is not vertical, check on the x-axis, otherwise the y-axis - if (a.X != b.X) { - return ((a.X <= c.X) && - (c.X <= b.X)) || - ((a.X >= c.X) && - (c.X >= b.X)); + if (a.x != b.x) { + return ((a.x <= c.x) && + (c.x <= b.x)) || + ((a.x >= c.x) && + (c.x >= b.x)); } else { - return ((a.Y <= c.Y) && - (c.Y <= b.Y)) || - ((a.Y >= c.Y) && - (c.Y >= b.Y)); + return ((a.y <= c.y) && + (c.y <= b.y)) || + ((a.y >= c.y) && + (c.y >= b.y)); } } - static bool IsOnLineStrict(const Vertex &a, const Vertex &b, const Vertex &c) { + static bool isOnLineStrict(const Vertex &a, const Vertex &b, const Vertex &c) { // The items must all be Collinear, otherwise don't bothering testing the point - if (_TriangleArea2(a, b, c) != 0) return false; + if (triangleArea2(a, b, c) != 0) return false; // If the line segment is not vertical, check on the x-axis, otherwise the y-axis - if (a.X != b.X) { - return ((a.X < c.X) && - (c.X < b.X)) || - ((a.X > c.X) && - (c.X > b.X)); + if (a.x != b.x) { + return ((a.x < c.x) && + (c.x < b.x)) || + ((a.x > c.x) && + (c.x > b.x)); } else { - return ((a.Y < c.Y) && - (c.Y < b.Y)) || - ((a.Y > c.Y) && - (c.Y > b.Y)); + return ((a.y < c.y) && + (c.y < b.y)) || + ((a.y > c.y) && + (c.y > b.y)); } } @@ -192,10 +186,10 @@ private: * The result is positive if the points are arrange counterclockwise, * and negative if they are arranged counter-clockwise. */ - static int _TriangleArea2(const Vertex &a, const Vertex &b, const Vertex &c) { - return a.X * b.Y - a.Y * b.X + - a.Y * c.X - a.X * c.Y + - b.X * c.Y - c.X * b.Y; + static int triangleArea2(const Vertex &a, const Vertex &b, const Vertex &c) { + return a.x * b.y - a.y * b.x + + a.y * c.x - a.x * c.y + + b.x * c.y - c.x * b.y; } }; diff --git a/engines/sword25/math/polygon.cpp b/engines/sword25/math/polygon.cpp index 9fcfd50158..700c375e8c 100644 --- a/engines/sword25/math/polygon.cpp +++ b/engines/sword25/math/polygon.cpp @@ -42,114 +42,107 @@ namespace Sword25 { -#define max(a,b) (((a) > (b)) ? (a) : (b)) - -// Constructor / Destructor -// -------------------------- - -Polygon::Polygon() : VertexCount(0), Vertecies(NULL) { +Polygon::Polygon() : vertexCount(0), vertices(NULL) { } -Polygon::Polygon(int VertexCount_, const Vertex *Vertecies_) : VertexCount(0), Vertecies(NULL) { - Init(VertexCount_, Vertecies_); +Polygon::Polygon(int vertexCount_, const Vertex *vertices_) : vertexCount(0), vertices(NULL) { + init(vertexCount_, vertices_); } -Polygon::Polygon(const Polygon &Other) : VertexCount(0), Vertecies(NULL) { - Init(Other.VertexCount, Other.Vertecies); +Polygon::Polygon(const Polygon &other) : vertexCount(0), vertices(NULL) { + init(other.vertexCount, other.vertices); } -Polygon::Polygon(InputPersistenceBlock &Reader) : VertexCount(0), Vertecies(NULL) { +Polygon::Polygon(InputPersistenceBlock &Reader) : vertexCount(0), vertices(NULL) { unpersist(Reader); } Polygon::~Polygon() { - delete[] Vertecies; + delete[] vertices; } -// Initialisation -// --------------- - -bool Polygon::Init(int VertexCount_, const Vertex *Vertecies_) { +bool Polygon::init(int vertexCount_, const Vertex *vertices_) { // Rember the old obstate to restore it if an error occurs whilst initialising it with the new data - int OldVertexCount = this->VertexCount; - Vertex *OldVertecies = this->Vertecies; + int oldvertexCount = this->vertexCount; + Vertex *oldvertices = this->vertices; - this->VertexCount = VertexCount_; - this->Vertecies = new Vertex[VertexCount_ + 1]; - memcpy(this->Vertecies, Vertecies_, sizeof(Vertex) * VertexCount_); + this->vertexCount = vertexCount_; + this->vertices = new Vertex[vertexCount_ + 1]; + memcpy(this->vertices, vertices_, sizeof(Vertex) * vertexCount_); // TODO: // Duplicate and remove redundant vertecies (Superflous = 3 co-linear verts) - // _WeedRepeatedVertecies(); + // _WeedRepeatedvertices(); // The first vertex is repeated at the end of the vertex array; this simplifies // some algorithms, running through the edges and thus can save the overflow control. - this->Vertecies[VertexCount_] = this->Vertecies[0]; + this->vertices[vertexCount_] = this->vertices[0]; // If the polygon is self-intersecting, the object state is restore, and an error signalled - if (CheckForSelfIntersection()) { - delete[] this->Vertecies; - this->Vertecies = OldVertecies; - this->VertexCount = OldVertexCount; + if (checkForSelfIntersection()) { + delete[] this->vertices; + this->vertices = oldvertices; + this->vertexCount = oldvertexCount; // BS_LOG_ERROR("POLYGON: Tried to create a self-intersecting polygon.\n"); return false; } // Release old vertex list - delete[] OldVertecies; + delete[] oldvertices; // Calculate properties of the polygon - m_IsCW = ComputeIsCW(); - m_IsConvex = ComputeIsConvex(); - m_Centroid = ComputeCentroid(); + _isCW = computeIsCW(); + _isConvex = computeIsConvex(); + _centroid = computeCentroid(); return true; } -// Review the order of the Vertecies +// Review the order of the vertices // --------------------------------- -bool Polygon::IsCW() const { - return m_IsCW; +bool Polygon::isCW() const { + return _isCW; } -bool Polygon::IsCCW() const { - return !IsCW(); +bool Polygon::isCCW() const { + return !isCW(); } -bool Polygon::ComputeIsCW() const { - if (VertexCount) { +bool Polygon::computeIsCW() const { + if (vertexCount) { // Find the vertex on extreme bottom right - int V2Index = FindLRVertexIndex(); + int v2Index = findLRVertexIndex(); // Find the vertex before and after it - int V1Index = (V2Index + (VertexCount - 1)) % VertexCount; - int V3Index = (V2Index + 1) % VertexCount; + int v1Index = (v2Index + (vertexCount - 1)) % vertexCount; + int v3Index = (v2Index + 1) % vertexCount; // Cross product form // If the cross product of the vertex lying fartherest bottom left is positive, // the vertecies arrranged in a clockwise order. Otherwise counter-clockwise - if (CrossProduct(Vertecies[V1Index], Vertecies[V2Index], Vertecies[V3Index]) >= 0) return true; + if (crossProduct(vertices[v1Index], vertices[v2Index], vertices[v3Index]) >= 0) + return true; } return false; } -int Polygon::FindLRVertexIndex() const { - if (VertexCount) { - int CurIndex = 0; - int MaxX = Vertecies[0].X; - int MaxY = Vertecies[0].Y; - - for (int i = 1; i < VertexCount; i++) { - if (Vertecies[i].Y > MaxY || - (Vertecies[i].Y == MaxY && Vertecies[i].X > MaxX)) { - MaxX = Vertecies[i].X; - MaxY = Vertecies[i].Y; - CurIndex = i; +int Polygon::findLRVertexIndex() const { + if (vertexCount) { + int curIndex = 0; + int maxX = vertices[0].x; + int maxY = vertices[0].y; + + for (int i = 1; i < vertexCount; i++) { + if (vertices[i].y > maxY || + (vertices[i].y == maxY && vertices[i].x > maxX)) { + maxX = vertices[i].x; + maxY = vertices[i].y; + curIndex = i; } } - return CurIndex; + return curIndex; } return -1; @@ -158,40 +151,41 @@ int Polygon::FindLRVertexIndex() const { // Testing for Convex / Concave // ------------------------ -bool Polygon::IsConvex() const { - return m_IsConvex; +bool Polygon::isConvex() const { + return _isConvex; } -bool Polygon::IsConcave() const { - return !IsConvex(); +bool Polygon::isConcave() const { + return !isConvex(); } -bool Polygon::ComputeIsConvex() const { - // Polygons with three or less Vertecies can only be convex - if (VertexCount <= 3) return true; +bool Polygon::computeIsConvex() const { + // Polygons with three or less vertices can only be convex + if (vertexCount <= 3) return true; // All angles in the polygon computed will have the same direction sign if the polygon is convex - int Flag = 0; - for (int i = 0; i < VertexCount; i++) { + int flag = 0; + for (int i = 0; i < vertexCount; i++) { // Determine the next two vertecies to check - int j = (i + 1) % VertexCount; - int k = (i + 2) % VertexCount; + int j = (i + 1) % vertexCount; + int k = (i + 2) % vertexCount; // Calculate the cross product of the three vertecies - int Cross = CrossProduct(Vertecies[i], Vertecies[j], Vertecies[k]); + int cross = crossProduct(vertices[i], vertices[j], vertices[k]); // The lower two bits of the flag represent the following: // 0: negative angle occurred // 1: positive angle occurred // The sign of the current angle is recorded in Flag - if (Cross < 0) - Flag |= 1; - else if (Cross > 0) - Flag |= 2; + if (cross < 0) + flag |= 1; + else if (cross > 0) + flag |= 2; // If flag is 3, there are both positive and negative angles; so the polygon is concave - if (Flag == 3) return false; + if (flag == 3) + return false; } // Polygon is convex @@ -201,65 +195,65 @@ bool Polygon::ComputeIsConvex() const { // Make a determine vertex order // ----------------------------- -void Polygon::EnsureCWOrder() { - if (!IsCW()) - ReverseVertexOrder(); +void Polygon::ensureCWOrder() { + if (!isCW()) + reverseVertexOrder(); } -void Polygon::EnsureCCWOrder() { - if (!IsCCW()) - ReverseVertexOrder(); +void Polygon::ensureCCWOrder() { + if (!isCCW()) + reverseVertexOrder(); } // Reverse the order of vertecies // ------------------------------ -void Polygon::ReverseVertexOrder() { - // Vertecies are exchanged in pairs, until the list has been completely reversed - for (int i = 0; i < VertexCount / 2; i++) { - Vertex tempVertex = Vertecies[i]; - Vertecies[i] = Vertecies[VertexCount - i - 1]; - Vertecies[VertexCount - i - 1] = tempVertex; +void Polygon::reverseVertexOrder() { + // vertices are exchanged in pairs, until the list has been completely reversed + for (int i = 0; i < vertexCount / 2; i++) { + Vertex tempVertex = vertices[i]; + vertices[i] = vertices[vertexCount - i - 1]; + vertices[vertexCount - i - 1] = tempVertex; } // Vertexordnung neu berechnen. - m_IsCW = ComputeIsCW(); + _isCW = computeIsCW(); } // Cross Product // ------------- -int Polygon::CrossProduct(const Vertex &V1, const Vertex &V2, const Vertex &V3) const { - return (V2.X - V1.X) * (V3.Y - V2.Y) - - (V2.Y - V1.Y) * (V3.X - V2.X); +int Polygon::crossProduct(const Vertex &v1, const Vertex &v2, const Vertex &v3) const { + return (v2.x - v1.x) * (v3.y - v2.y) - + (v2.y - v1.y) * (v3.x - v2.x); } // Scalar Product // -------------- -int Polygon::DotProduct(const Vertex &V1, const Vertex &V2, const Vertex &V3) const { - return (V1.X - V2.X) * (V3.X - V2.X) + - (V1.Y - V2.Y) * (V3.X - V2.Y); +int Polygon::dotProduct(const Vertex &v1, const Vertex &v2, const Vertex &v3) const { + return (v1.x - v2.x) * (v3.x - v2.x) + + (v1.y - v2.y) * (v3.x - v2.y); } // Check for self-intersections // ---------------------------- -bool Polygon::CheckForSelfIntersection() const { +bool Polygon::checkForSelfIntersection() const { // TODO: Finish this /* float AngleSum = 0.0f; - for (int i = 0; i < VertexCount; i++) { - int j = (i + 1) % VertexCount; - int k = (i + 2) % VertexCount; + for (int i = 0; i < vertexCount; i++) { + int j = (i + 1) % vertexCount; + int k = (i + 2) % vertexCount; - float Dot = DotProduct(Vertecies[i], Vertecies[j], Vertecies[k]); + float Dot = DotProduct(vertices[i], vertices[j], vertices[k]); // Skalarproduct normalisieren - float Length1 = sqrt((Vertecies[i].X - Vertecies[j].X) * (Vertecies[i].X - Vertecies[j].X) + - (Vertecies[i].Y - Vertecies[j].Y) * (Vertecies[i].Y - Vertecies[j].Y)); - float Length2 = sqrt((Vertecies[k].X - Vertecies[j].X) * (Vertecies[k].X - Vertecies[j].X) + - (Vertecies[k].Y - Vertecies[j].Y) * (Vertecies[k].Y - Vertecies[j].Y)); + float Length1 = sqrt((vertices[i].x - vertices[j].x) * (vertices[i].x - vertices[j].x) + + (vertices[i].y - vertices[j].y) * (vertices[i].y - vertices[j].y)); + float Length2 = sqrt((vertices[k].x - vertices[j].x) * (vertices[k].x - vertices[j].x) + + (vertices[k].y - vertices[j].y) * (vertices[k].y - vertices[j].y)); float Norm = Length1 * Length2; if (Norm > 0.0f) { @@ -275,168 +269,190 @@ bool Polygon::CheckForSelfIntersection() const { // Move // ---- -void Polygon::operator+=(const Vertex &Delta) { +void Polygon::operator+=(const Vertex &delta) { // Move all vertecies - for (int i = 0; i < VertexCount; i++) - Vertecies[i] += Delta; + for (int i = 0; i < vertexCount; i++) + vertices[i] += delta; // Shift the focus - m_Centroid += Delta; + _centroid += delta; } // Line of Sight // ------------- -bool Polygon::IsLineInterior(const Vertex &a, const Vertex &b) const { +bool Polygon::isLineInterior(const Vertex &a, const Vertex &b) const { // Both points have to be in the polygon - if (!IsPointInPolygon(a, true) || !IsPointInPolygon(b, true)) return false; + if (!isPointInPolygon(a, true) || !isPointInPolygon(b, true)) + return false; // If the points are identical, the line is trivially within the polygon - if (a == b) return true; + if (a == b) + return true; // Test whether the line intersects a line segment strictly (proper intersection) - for (int i = 0; i < VertexCount; i++) { - int j = (i + 1) % VertexCount; - const Vertex &VS = Vertecies[i]; - const Vertex &VE = Vertecies[j]; + for (int i = 0; i < vertexCount; i++) { + int j = (i + 1) % vertexCount; + const Vertex &vs = vertices[i]; + const Vertex &ve = vertices[j]; // If the line intersects a line segment strictly (proper cross section) the line is not in the polygon - if (Line::DoesIntersectProperly(a, b, VS, VE)) return false; + if (Line::doesIntersectProperly(a, b, vs, ve)) + return false; // If one of the two line items is on the edge and the other is to the right of the edge, // then the line is not completely within the polygon - if (Line::IsOnLineStrict(VS, VE, a) && Line::IsVertexRight(VS, VE, b)) return false; - if (Line::IsOnLineStrict(VS, VE, b) && Line::IsVertexRight(VS, VE, a)) return false; + if (Line::isOnLineStrict(vs, ve, a) && Line::isVertexRight(vs, ve, b)) + return false; + if (Line::isOnLineStrict(vs, ve, b) && Line::isVertexRight(vs, ve, a)) + return false; // If one of the two line items is on a vertex, the line traces into the polygon - if ((a == VS) && !IsLineInCone(i, b, true)) return false; - if ((b == VS) && !IsLineInCone(i, a, true)) return false; + if ((a == vs) && !isLineInCone(i, b, true)) + return false; + if ((b == vs) && !isLineInCone(i, a, true)) + return false; } return true; } -bool Polygon::IsLineExterior(const Vertex &a, const Vertex &b) const { +bool Polygon::isLineExterior(const Vertex &a, const Vertex &b) const { // Neither of the two points must be strictly in the polygon (on the edge is allowed) - if (IsPointInPolygon(a, false) || IsPointInPolygon(b, false)) return false; + if (isPointInPolygon(a, false) || isPointInPolygon(b, false)) + return false; // If the points are identical, the line is trivially outside of the polygon - if (a == b) return true; + if (a == b) + return true; // Test whether the line intersects a line segment strictly (proper intersection) - for (int i = 0; i < VertexCount; i++) { - int j = (i + 1) % VertexCount; - const Vertex &VS = Vertecies[i]; - const Vertex &VE = Vertecies[j]; + for (int i = 0; i < vertexCount; i++) { + int j = (i + 1) % vertexCount; + const Vertex &vs = vertices[i]; + const Vertex &ve = vertices[j]; // If the line intersects a line segment strictly (proper intersection), then // the line is partially inside the polygon - if (Line::DoesIntersectProperly(a, b, VS, VE)) return false; + if (Line::doesIntersectProperly(a, b, vs, ve)) + return false; // If one of the two line items is on the edge and the other is to the right of the edge, // the line is not completely outside the polygon - if (Line::IsOnLineStrict(VS, VE, a) && Line::IsVertexLeft(VS, VE, b)) return false; - if (Line::IsOnLineStrict(VS, VE, b) && Line::IsVertexLeft(VS, VE, a)) return false; + if (Line::isOnLineStrict(vs, ve, a) && Line::isVertexLeft(vs, ve, b)) + return false; + if (Line::isOnLineStrict(vs, ve, b) && Line::isVertexLeft(vs, ve, a)) + return false; // If one of the lwo line items is on a vertex, the line must not run into the polygon - if ((a == VS) && IsLineInCone(i, b, false)) return false; - if ((b == VS) && IsLineInCone(i, a, false)) return false; - - // If the vertex with start and end point is collinear, (a VS) and (b, VS) is not in the polygon - if (Line::IsOnLine(a, b, VS)) { - if (IsLineInCone(i, a, false)) return false; - if (IsLineInCone(i, b, false)) return false; + if ((a == vs) && isLineInCone(i, b, false)) + return false; + if ((b == vs) && isLineInCone(i, a, false)) + return false; + + // If the vertex with start and end point is collinear, (a vs) and (b, vs) is not in the polygon + if (Line::isOnLine(a, b, vs)) { + if (isLineInCone(i, a, false)) + return false; + if (isLineInCone(i, b, false)) + return false; } } return true; } -bool Polygon::IsLineInCone(int StartVertexIndex, const Vertex &EndVertex, bool IncludeEdges) const { - const Vertex &StartVertex = Vertecies[StartVertexIndex]; - const Vertex &NextVertex = Vertecies[(StartVertexIndex + 1) % VertexCount]; - const Vertex &PrevVertex = Vertecies[(StartVertexIndex + VertexCount - 1) % VertexCount]; +bool Polygon::isLineInCone(int startVertexIndex, const Vertex &endVertex, bool includeEdges) const { + const Vertex &startVertex = vertices[startVertexIndex]; + const Vertex &nextVertex = vertices[(startVertexIndex + 1) % vertexCount]; + const Vertex &prevVertex = vertices[(startVertexIndex + vertexCount - 1) % vertexCount]; - if (Line::IsVertexLeftOn(PrevVertex, StartVertex, NextVertex)) { - if (IncludeEdges) - return Line::IsVertexLeftOn(EndVertex, StartVertex, NextVertex) && - Line::IsVertexLeftOn(StartVertex, EndVertex, PrevVertex); + if (Line::isVertexLeftOn(prevVertex, startVertex, nextVertex)) { + if (includeEdges) + return Line::isVertexLeftOn(endVertex, startVertex, nextVertex) && + Line::isVertexLeftOn(startVertex, endVertex, prevVertex); else - return Line::IsVertexLeft(EndVertex, StartVertex, NextVertex) && - Line::IsVertexLeft(StartVertex, EndVertex, PrevVertex); + return Line::isVertexLeft(endVertex, startVertex, nextVertex) && + Line::isVertexLeft(startVertex, endVertex, prevVertex); } else { - if (IncludeEdges) - return !(Line::IsVertexLeft(EndVertex, StartVertex, PrevVertex) && - Line::IsVertexLeft(StartVertex, EndVertex, NextVertex)); + if (includeEdges) + return !(Line::isVertexLeft(endVertex, startVertex, prevVertex) && + Line::isVertexLeft(startVertex, endVertex, nextVertex)); else - return !(Line::IsVertexLeftOn(EndVertex, StartVertex, PrevVertex) && - Line::IsVertexLeftOn(StartVertex, EndVertex, NextVertex)); + return !(Line::isVertexLeftOn(endVertex, startVertex, prevVertex) && + Line::isVertexLeftOn(startVertex, endVertex, nextVertex)); } } // Point-Polygon Tests // ------------------- -bool Polygon::IsPointInPolygon(int X, int Y, bool BorderBelongsToPolygon) const { - return IsPointInPolygon(Vertex(X, Y), BorderBelongsToPolygon); +bool Polygon::isPointInPolygon(int x, int y, bool borderBelongsToPolygon) const { + return isPointInPolygon(Vertex(x, y), borderBelongsToPolygon); } -bool Polygon::IsPointInPolygon(const Vertex &Point, bool EdgesBelongToPolygon) const { - int Rcross = 0; // Number of right-side overlaps - int Lcross = 0; // Number of left-side overlaps +bool Polygon::isPointInPolygon(const Vertex &point, bool edgesBelongToPolygon) const { + int rcross = 0; // Number of right-side overlaps + int lcross = 0; // Number of left-side overlaps // Each edge is checked whether it cuts the outgoing stream from the point - for (int i = 0; i < VertexCount; i++) { - const Vertex &EdgeStart = Vertecies[i]; - const Vertex &EdgeEnd = Vertecies[(i + 1) % VertexCount]; + for (int i = 0; i < vertexCount; i++) { + const Vertex &edgeStart = vertices[i]; + const Vertex &edgeEnd = vertices[(i + 1) % vertexCount]; // A vertex is a point? Then it lies on one edge of the polygon - if (Point == EdgeStart) return EdgesBelongToPolygon; - - if ((EdgeStart.Y > Point.Y) != (EdgeEnd.Y > Point.Y)) { - int Term1 = (EdgeStart.X - Point.X) * (EdgeEnd.Y - Point.Y) - (EdgeEnd.X - Point.X) * (EdgeStart.Y - Point.Y); - int Term2 = (EdgeEnd.Y - Point.Y) - (EdgeStart.Y - EdgeEnd.Y); - if ((Term1 > 0) == (Term2 >= 0)) Rcross++; + if (point == edgeStart) + return edgesBelongToPolygon; + + if ((edgeStart.y > point.y) != (edgeEnd.y > point.y)) { + int term1 = (edgeStart.x - point.x) * (edgeEnd.y - point.y) - (edgeEnd.x - point.x) * (edgeStart.y - point.y); + int term2 = (edgeEnd.y - point.y) - (edgeStart.y - edgeEnd.y); + if ((term1 > 0) == (term2 >= 0)) + rcross++; } - if ((EdgeStart.Y < Point.Y) != (EdgeEnd.Y < Point.Y)) { - int Term1 = (EdgeStart.X - Point.X) * (EdgeEnd.Y - Point.Y) - (EdgeEnd.X - Point.X) * (EdgeStart.Y - Point.Y); - int Term2 = (EdgeEnd.Y - Point.Y) - (EdgeStart.Y - EdgeEnd.Y); - if ((Term1 < 0) == (Term2 <= 0)) Lcross++; + if ((edgeStart.y < point.y) != (edgeEnd.y < point.y)) { + int term1 = (edgeStart.x - point.x) * (edgeEnd.y - point.y) - (edgeEnd.x - point.x) * (edgeStart.y - point.y); + int term2 = (edgeEnd.y - point.y) - (edgeStart.y - edgeEnd.y); + if ((term1 < 0) == (term2 <= 0)) + lcross++; } } // The point is on an adge, if the number of left and right intersections have the same even numbers - if ((Rcross % 2) != (Lcross % 2)) return EdgesBelongToPolygon; + if ((rcross % 2) != (lcross % 2)) + return edgesBelongToPolygon; // The point is strictly inside the polygon if and only if the number of overlaps is odd - if ((Rcross % 2) == 1) return true; - else return false; + if ((rcross % 2) == 1) + return true; + else + return false; } bool Polygon::persist(OutputPersistenceBlock &writer) { - writer.write(VertexCount); - for (int i = 0; i < VertexCount; ++i) { - writer.write(Vertecies[i].X); - writer.write(Vertecies[i].Y); + writer.write(vertexCount); + for (int i = 0; i < vertexCount; ++i) { + writer.write(vertices[i].x); + writer.write(vertices[i].y); } return true; } bool Polygon::unpersist(InputPersistenceBlock &reader) { - int StoredVertexCount; - reader.read(StoredVertexCount); + int storedvertexCount; + reader.read(storedvertexCount); - Common::Array<Vertex> StoredVertecies; - for (int i = 0; i < StoredVertexCount; ++i) { + Common::Array<Vertex> storedvertices; + for (int i = 0; i < storedvertexCount; ++i) { int x, y; reader.read(x); reader.read(y); - StoredVertecies.push_back(Vertex(x, y)); + storedvertices.push_back(Vertex(x, y)); } - Init(StoredVertexCount, &StoredVertecies[0]); + init(storedvertexCount, &storedvertices[0]); return reader.isGood(); } @@ -444,31 +460,32 @@ bool Polygon::unpersist(InputPersistenceBlock &reader) { // Main Focus // ---------- -Vertex Polygon::GetCentroid() const { - return m_Centroid; +Vertex Polygon::getCentroid() const { + return _centroid; } -Vertex Polygon::ComputeCentroid() const { +Vertex Polygon::computeCentroid() const { // Area of the polygon is calculated - int DoubleArea = 0; - for (int i = 0; i < VertexCount; ++i) { - DoubleArea += Vertecies[i].X * Vertecies[i + 1].Y - Vertecies[i + 1].X * Vertecies[i].Y; + int doubleArea = 0; + for (int i = 0; i < vertexCount; ++i) { + doubleArea += vertices[i].x * vertices[i + 1].y - vertices[i + 1].x * vertices[i].y; } // Avoid division by zero in the next step - if (DoubleArea == 0) return Vertex(); + if (doubleArea == 0) + return Vertex(); // Calculate centroid - Vertex Centroid; - for (int i = 0; i < VertexCount; ++i) { - int Area = Vertecies[i].X * Vertecies[i + 1].Y - Vertecies[i + 1].X * Vertecies[i].Y; - Centroid.X += (Vertecies[i].X + Vertecies[i + 1].X) * Area; - Centroid.Y += (Vertecies[i].Y + Vertecies[i + 1].Y) * Area; + Vertex centroid; + for (int i = 0; i < vertexCount; ++i) { + int area = vertices[i].x * vertices[i + 1].y - vertices[i + 1].x * vertices[i].y; + centroid.x += (vertices[i].x + vertices[i + 1].x) * area; + centroid.y += (vertices[i].y + vertices[i + 1].y) * area; } - Centroid.X /= 3 * DoubleArea; - Centroid.Y /= 3 * DoubleArea; + centroid.x /= 3 * doubleArea; + centroid.y /= 3 * doubleArea; - return Centroid; + return centroid; } } // End of namespace Sword25 diff --git a/engines/sword25/math/polygon.h b/engines/sword25/math/polygon.h index f84630772d..3bd243f666 100644 --- a/engines/sword25/math/polygon.h +++ b/engines/sword25/math/polygon.h @@ -42,10 +42,6 @@ namespace Sword25 { -// ----------------------------------------------------------------------------- -// Forward Declarations -// ----------------------------------------------------------------------------- - class Vertex; /** @@ -63,12 +59,12 @@ public: /** * Copy constructor */ - Polygon(const Polygon &Other); + Polygon(const Polygon &other); /** * Creates a polygon using persisted data */ - Polygon(InputPersistenceBlock &Reader); + Polygon(InputPersistenceBlock &reader); /** * Creaes an object of type #BS_Polygon, and assigns Vertices to it @@ -77,7 +73,7 @@ public: * @remark The Vertecies that define a polygon must not have any self-intersections. * If the polygon does have self-intersections, then an empty polygon object is created. */ - Polygon(int VertexCount, const Vertex *Vertecies); + Polygon(int vertexCount_, const Vertex *vertices_); /** * Deletes the BS_Polygon object @@ -95,7 +91,7 @@ public: * @return Returns false if the Vertecies have self-intersections. In this case, * the object is not initialised. */ - bool Init(int VertexCount, const Vertex *Vertecies); + bool init(int vertexCount_, const Vertex *vertices_); // // ** Exploratory methods ** @@ -107,7 +103,7 @@ public: * Returns false if the Vertecies of the polygon are arrange counter-clockwise. * @remark This method only returns a meaningful result if the polygon has at least three Vertecies. */ - bool IsCW() const; + bool isCW() const; /** * Checks whether the Vertices of the polygon are arranged in a counter-clockwise direction. @@ -115,21 +111,21 @@ public: * Returns false if the Vertecies of the polygon are arranged clockwise or co-planar. * @remark This method only returns a meaningful result if the polygon has at least three Vertecies. */ - bool IsCCW() const; + bool isCCW() const; /** * Checks whether the polygon is convex. * @return Returns true if the polygon is convex. Returns false if the polygon is concave. * @remark This method only returns a meaningful result if the polygon has at least three Vertecies. */ - bool IsConvex() const; + bool isConvex() const; /** * Checks whether the polygon is concave. * @return Returns true if the polygon is concave. Returns false if the polygon is convex. * @remark This method only returns a meaningful result if the polygon has at least three Vertecies. */ - bool IsConcave() const; + bool isConcave() const; /** * Checks whether a point is inside the polygon @@ -137,7 +133,7 @@ public: * @param BorderBelongsToPolygon Specifies whether the edge of the polygon should be considered * @return Returns true if the point is inside the polygon, false if it is outside. */ - bool IsPointInPolygon(const Vertex &Vertex, bool BorderBelongsToPolygon = true) const; + bool isPointInPolygon(const Vertex &vertex, bool borderBelongsToPolygon = true) const; /** * Checks whether a point is inside the polygon @@ -146,19 +142,19 @@ public: * @param BorderBelongsToPolygon Specifies whether the edge of the polygon should be considered * @return Returns true if the point is inside the polygon, false if it is outside. */ - bool IsPointInPolygon(int X, int Y, bool BorderBelongsToPolygon = true) const; + bool isPointInPolygon(int x, int y, bool borderBelongsToPolygon = true) const; /** * Returns the focus/centroid of the polygon */ - Vertex GetCentroid() const; + Vertex getCentroid() const; // Edge belongs to the polygon // Polygon must be CW - bool IsLineInterior(const Vertex &a, const Vertex &b) const; + bool isLineInterior(const Vertex &a, const Vertex &b) const; // Edge does not belong to the polygon // Polygon must be CW - bool IsLineExterior(const Vertex &a, const Vertex &b) const; + bool isLineExterior(const Vertex &a, const Vertex &b) const; // // Manipulation methods @@ -167,58 +163,58 @@ public: /** * Ensures that the Vertecies of the polygon are arranged in a clockwise direction */ - void EnsureCWOrder(); + void ensureCWOrder(); /** * Ensures that the Vertecies of the polygon are arranged in a counter-clockwise direction */ - void EnsureCCWOrder(); + void ensureCCWOrder(); /** * Reverses the Vertecies order. */ - void ReverseVertexOrder(); + void reverseVertexOrder(); /** * Moves the polygon. * @param Delta The vertex around the polygon to be moved. */ - void operator+=(const Vertex &Delta); + void operator+=(const Vertex &delta); // //------------------ // /// Specifies the number of Vertecies in the Vertecies array. - int VertexCount; + int vertexCount; /// COntains the Vertecies of the polygon - Vertex *Vertecies; + Vertex *vertices; virtual bool persist(OutputPersistenceBlock &writer); virtual bool unpersist(InputPersistenceBlock &reader); private: - bool m_IsCW; - bool m_IsConvex; - Vertex m_Centroid; + bool _isCW; + bool _isConvex; + Vertex _centroid; /** * Computes the centroid of the polygon. */ - Vertex ComputeCentroid() const; + Vertex computeCentroid() const; /** * Determines how the Vertecies of the polygon are arranged. * @return Returns true if the Vertecies are arranged in a clockwise * direction, otherwise false. */ - bool ComputeIsCW() const; + bool computeIsCW() const; /** * Determines whether the polygon is convex or concave. * @return Returns true if the polygon is convex, otherwise false. */ - bool ComputeIsConvex() const; + bool computeIsConvex() const; /** * Calculates the cross product of three Vertecies @@ -228,7 +224,7 @@ private: * @return Returns the cross-product of the three vertecies * @todo This method would be better as a method of the BS_Vertex class */ - int CrossProduct(const Vertex &V1, const Vertex &V2, const Vertex &V3) const; + int crossProduct(const Vertex &v1, const Vertex &v2, const Vertex &v3) const; /** * Computes the scalar product of two vectors spanning three vertecies @@ -241,14 +237,14 @@ private: * @return Returns the dot product of the three Vertecies. * @todo This method would be better as a method of the BS_Vertex class */ - int DotProduct(const Vertex &V1, const Vertex &V2, const Vertex &V3) const; + int dotProduct(const Vertex &v1, const Vertex &v2, const Vertex &v3) const; /** * Checks whether the polygon is self-intersecting * @return Returns true if the polygon is self-intersecting. * Returns false if the polygon is not self-intersecting. */ - bool CheckForSelfIntersection() const; + bool checkForSelfIntersection() const; /** * Find the vertex of the polygon that is located below the right-most point, @@ -256,9 +252,9 @@ private: * @return Returns the index of the vertex at the bottom-right of the polygon. * Returns -1 if the vertex list is empty. */ - int FindLRVertexIndex() const; + int findLRVertexIndex() const; - bool IsLineInCone(int StartVertexIndex, const Vertex &EndVertex, bool IncludeEdges) const; + bool isLineInCone(int startVertexIndex, const Vertex &endVertex, bool includeEdges) const; }; } // End of namespace Sword25 diff --git a/engines/sword25/math/region.cpp b/engines/sword25/math/region.cpp index 50dc873a2d..454f90a8ba 100644 --- a/engines/sword25/math/region.cpp +++ b/engines/sword25/math/region.cpp @@ -43,165 +43,142 @@ namespace Sword25 { -// Constructor / Destructor -// ------------------------ - -Region::Region() : m_Valid(false), m_Type(RT_REGION) { - RegionRegistry::GetInstance().RegisterObject(this); +Region::Region() : _valid(false), _type(RT_REGION) { + RegionRegistry::getInstance().registerObject(this); } -// ----------------------------------------------------------------------------- - -Region::Region(InputPersistenceBlock &Reader, uint Handle) : m_Valid(false), m_Type(RT_REGION) { - RegionRegistry::GetInstance().RegisterObject(this, Handle); - unpersist(Reader); +Region::Region(InputPersistenceBlock &reader, uint handle) : _valid(false), _type(RT_REGION) { + RegionRegistry::getInstance().registerObject(this, handle); + unpersist(reader); } -// ----------------------------------------------------------------------------- - -uint Region::Create(REGION_TYPE Type) { - Region *RegionPtr = NULL; - switch (Type) { +uint Region::create(REGION_TYPE type) { + Region *regionPtr = NULL; + switch (type) { case RT_REGION: - RegionPtr = new Region(); + regionPtr = new Region(); break; case RT_WALKREGION: - RegionPtr = new WalkRegion(); + regionPtr = new WalkRegion(); break; default: BS_ASSERT(true); } - return RegionRegistry::GetInstance().ResolvePtr(RegionPtr); + return RegionRegistry::getInstance().resolvePtr(regionPtr); } -// ----------------------------------------------------------------------------- - -uint Region::Create(InputPersistenceBlock &reader, uint Handle) { +uint Region::create(InputPersistenceBlock &reader, uint handle) { // Read type - uint Type; - reader.read(Type); + uint type; + reader.read(type); // Depending on the type, create a new BS_Region or BS_WalkRegion object - Region *RegionPtr = NULL; - if (Type == RT_REGION) { - RegionPtr = new Region(reader, Handle); - } else if (Type == RT_WALKREGION) { - RegionPtr = new WalkRegion(reader, Handle); + Region *regionPtr = NULL; + if (type == RT_REGION) { + regionPtr = new Region(reader, handle); + } else if (type == RT_WALKREGION) { + regionPtr = new WalkRegion(reader, handle); } else { BS_ASSERT(false); } - return RegionRegistry::GetInstance().ResolvePtr(RegionPtr); + return RegionRegistry::getInstance().resolvePtr(regionPtr); } -// ----------------------------------------------------------------------------- - Region::~Region() { - RegionRegistry::GetInstance().DeregisterObject(this); + RegionRegistry::getInstance().deregisterObject(this); } -// ----------------------------------------------------------------------------- - -bool Region::Init(const Polygon &Contour, const Common::Array<Polygon> *pHoles) { +bool Region::init(const Polygon &contour, const Common::Array<Polygon> *pHoles) { // Reset object state - m_Valid = false; - m_Position = Vertex(0, 0); - m_Polygons.clear(); + _valid = false; + _position = Vertex(0, 0); + _polygons.clear(); // Reserve sufficient space for countour and holes in the polygon list if (pHoles) - m_Polygons.reserve(1 + pHoles->size()); + _polygons.reserve(1 + pHoles->size()); else - m_Polygons.reserve(1); + _polygons.reserve(1); // The first polygon will be the contour - m_Polygons.push_back(Polygon()); - m_Polygons[0].Init(Contour.VertexCount, Contour.Vertecies); + _polygons.push_back(Polygon()); + _polygons[0].init(contour.vertexCount, contour.vertices); // Make sure that the Vertecies in the Contour are arranged in a clockwise direction - m_Polygons[0].EnsureCWOrder(); + _polygons[0].ensureCWOrder(); // Place the hole polygons in the following positions if (pHoles) { for (uint i = 0; i < pHoles->size(); ++i) { - m_Polygons.push_back(Polygon()); - m_Polygons[i + 1].Init((*pHoles)[i].VertexCount, (*pHoles)[i].Vertecies); - m_Polygons[i + 1].EnsureCWOrder(); + _polygons.push_back(Polygon()); + _polygons[i + 1].init((*pHoles)[i].vertexCount, (*pHoles)[i].vertices); + _polygons[i + 1].ensureCWOrder(); } } // Initialise bounding box - UpdateBoundingBox(); + updateBoundingBox(); - m_Valid = true; + _valid = true; return true; } -// ----------------------------------------------------------------------------- - -void Region::UpdateBoundingBox() { - if (m_Polygons[0].VertexCount) { - int MinX = m_Polygons[0].Vertecies[0].X; - int MaxX = m_Polygons[0].Vertecies[0].X; - int MinY = m_Polygons[0].Vertecies[0].Y; - int MaxY = m_Polygons[0].Vertecies[0].Y; - - for (int i = 1; i < m_Polygons[0].VertexCount; i++) { - if (m_Polygons[0].Vertecies[i].X < MinX) MinX = m_Polygons[0].Vertecies[i].X; - else if (m_Polygons[0].Vertecies[i].X > MaxX) MaxX = m_Polygons[0].Vertecies[i].X; - if (m_Polygons[0].Vertecies[i].Y < MinY) MinY = m_Polygons[0].Vertecies[i].Y; - else if (m_Polygons[0].Vertecies[i].Y > MaxY) MaxY = m_Polygons[0].Vertecies[i].Y; +void Region::updateBoundingBox() { + if (_polygons[0].vertexCount) { + int minX = _polygons[0].vertices[0].x; + int maxX = _polygons[0].vertices[0].x; + int minY = _polygons[0].vertices[0].y; + int maxY = _polygons[0].vertices[0].y; + + for (int i = 1; i < _polygons[0].vertexCount; i++) { + if (_polygons[0].vertices[i].x < minX) minX = _polygons[0].vertices[i].x; + else if (_polygons[0].vertices[i].x > maxX) maxX = _polygons[0].vertices[i].x; + if (_polygons[0].vertices[i].y < minY) minY = _polygons[0].vertices[i].y; + else if (_polygons[0].vertices[i].y > maxY) maxY = _polygons[0].vertices[i].y; } - m_BoundingBox = Common::Rect(MinX, MinY, MaxX + 1, MaxY + 1); + _boundingBox = Common::Rect(minX, minY, maxX + 1, maxY + 1); } } // Position Changes -// ---------------- - -void Region::SetPos(int X, int Y) { +void Region::setPos(int x, int y) { // Calculate the difference between the old and new position - Vertex Delta(X - m_Position.X, Y - m_Position.Y); + Vertex delta(x - _position.x, y - _position.y); // Save the new position - m_Position = Vertex(X, Y); + _position = Vertex(x, y); // Move all the vertecies - for (uint i = 0; i < m_Polygons.size(); ++i) { - m_Polygons[i] += Delta; + for (uint i = 0; i < _polygons.size(); ++i) { + _polygons[i] += delta; } // Update the bounding box - UpdateBoundingBox(); + updateBoundingBox(); } -// ----------------------------------------------------------------------------- - -void Region::SetPosX(int X) { - SetPos(X, m_Position.Y); +void Region::setPosX(int x) { + setPos(x, _position.y); } -// ----------------------------------------------------------------------------- - -void Region::SetPosY(int Y) { - SetPos(m_Position.X, Y); +void Region::setPosY(int y) { + setPos(_position.x, y); } // Point-Region Tests -// ------------------ - -bool Region::IsPointInRegion(int X, int Y) const { +bool Region::isPointInRegion(int x, int y) const { // Test whether the point is in the bounding box - if (m_BoundingBox.contains(X, Y)) { + if (_boundingBox.contains(x, y)) { // Test whether the point is in the contour - if (m_Polygons[0].IsPointInPolygon(X, Y, true)) { + if (_polygons[0].isPointInPolygon(x, y, true)) { // Test whether the point is in a hole - for (uint i = 1; i < m_Polygons.size(); i++) { - if (m_Polygons[i].IsPointInPolygon(X, Y, false)) + for (uint i = 1; i < _polygons.size(); i++) { + if (_polygons[i].isPointInPolygon(x, y, false)) return false; } @@ -212,178 +189,164 @@ bool Region::IsPointInRegion(int X, int Y) const { return false; } -// ----------------------------------------------------------------------------- - -bool Region::IsPointInRegion(const Vertex &Vertex) const { - return IsPointInRegion(Vertex.X, Vertex.Y); +bool Region::isPointInRegion(const Vertex &vertex) const { + return isPointInRegion(vertex.x, vertex.y); } -// ----------------------------------------------------------------------------- - -Vertex Region::FindClosestRegionPoint(const Vertex &Point) const { +Vertex Region::findClosestRegionPoint(const Vertex &point) const { // Determine whether the point is inside a hole. If that is the case, the closest // point on the edge of the hole is determined - int PolygonIdx = 0; + int polygonIdx = 0; { - for (uint i = 1; i < m_Polygons.size(); ++i) { - if (m_Polygons[i].IsPointInPolygon(Point)) { - PolygonIdx = i; + for (uint i = 1; i < _polygons.size(); ++i) { + if (_polygons[i].isPointInPolygon(point)) { + polygonIdx = i; break; } } } - const Polygon &Polygon = m_Polygons[PolygonIdx]; + const Polygon &polygon = _polygons[polygonIdx]; - BS_ASSERT(Polygon.VertexCount > 1); + BS_ASSERT(polygon.vertexCount > 1); // For each line of the polygon, calculate the point that is cloest to the given point // The point of this set with the smallest distance to the given point is the result. - Vertex ClosestVertex = FindClosestPointOnLine(Polygon.Vertecies[0], Polygon.Vertecies[1], Point); - int ClosestVertexDistance2 = ClosestVertex.Distance(Point); - for (int i = 1; i < Polygon.VertexCount; ++i) { - int j = (i + 1) % Polygon.VertexCount; - - Vertex CurVertex = FindClosestPointOnLine(Polygon.Vertecies[i], Polygon.Vertecies[j], Point); - if (CurVertex.Distance(Point) < ClosestVertexDistance2) { - ClosestVertex = CurVertex; - ClosestVertexDistance2 = CurVertex.Distance(Point); + Vertex closestVertex = findClosestPointOnLine(polygon.vertices[0], polygon.vertices[1], point); + int closestVertexDistance2 = closestVertex.distance(point); + for (int i = 1; i < polygon.vertexCount; ++i) { + int j = (i + 1) % polygon.vertexCount; + + Vertex curVertex = findClosestPointOnLine(polygon.vertices[i], polygon.vertices[j], point); + if (curVertex.distance(point) < closestVertexDistance2) { + closestVertex = curVertex; + closestVertexDistance2 = curVertex.distance(point); } } // Determine whether the point is really within the region. This must not be so, as a result of rounding // errors can occur at the edge of polygons - if (IsPointInRegion(ClosestVertex)) - return ClosestVertex; + if (isPointInRegion(closestVertex)) + return closestVertex; else { // Try to construct a point within the region - 8 points are tested in the immediate vacinity // of the point - if (IsPointInRegion(ClosestVertex + Vertex(-2, -2))) - return ClosestVertex + Vertex(-2, -2); - else if (IsPointInRegion(ClosestVertex + Vertex(0, -2))) - return ClosestVertex + Vertex(0, -2); - else if (IsPointInRegion(ClosestVertex + Vertex(2, -2))) - return ClosestVertex + Vertex(2, -2); - else if (IsPointInRegion(ClosestVertex + Vertex(-2, 0))) - return ClosestVertex + Vertex(-2, 0); - else if (IsPointInRegion(ClosestVertex + Vertex(0, 2))) - return ClosestVertex + Vertex(0, 2); - else if (IsPointInRegion(ClosestVertex + Vertex(-2, 2))) - return ClosestVertex + Vertex(-2, 2); - else if (IsPointInRegion(ClosestVertex + Vertex(-2, 0))) - return ClosestVertex + Vertex(2, 2); - else if (IsPointInRegion(ClosestVertex + Vertex(2, 2))) - return ClosestVertex + Vertex(2, 2); + if (isPointInRegion(closestVertex + Vertex(-2, -2))) + return closestVertex + Vertex(-2, -2); + else if (isPointInRegion(closestVertex + Vertex(0, -2))) + return closestVertex + Vertex(0, -2); + else if (isPointInRegion(closestVertex + Vertex(2, -2))) + return closestVertex + Vertex(2, -2); + else if (isPointInRegion(closestVertex + Vertex(-2, 0))) + return closestVertex + Vertex(-2, 0); + else if (isPointInRegion(closestVertex + Vertex(0, 2))) + return closestVertex + Vertex(0, 2); + else if (isPointInRegion(closestVertex + Vertex(-2, 2))) + return closestVertex + Vertex(-2, 2); + else if (isPointInRegion(closestVertex + Vertex(-2, 0))) + return closestVertex + Vertex(2, 2); + else if (isPointInRegion(closestVertex + Vertex(2, 2))) + return closestVertex + Vertex(2, 2); // If no point could be found that way that lies within the region, find the next point - ClosestVertex = Polygon.Vertecies[0]; - int ShortestVertexDistance2 = Polygon.Vertecies[0].Distance2(Point); + closestVertex = polygon.vertices[0]; + int shortestVertexDistance2 = polygon.vertices[0].distance2(point); { - for (int i = 1; i < Polygon.VertexCount; i++) { - int CurDistance2 = Polygon.Vertecies[i].Distance2(Point); - if (CurDistance2 < ShortestVertexDistance2) { - ClosestVertex = Polygon.Vertecies[i]; - ShortestVertexDistance2 = CurDistance2; + for (int i = 1; i < polygon.vertexCount; i++) { + int curDistance2 = polygon.vertices[i].distance2(point); + if (curDistance2 < shortestVertexDistance2) { + closestVertex = polygon.vertices[i]; + shortestVertexDistance2 = curDistance2; } } } BS_LOG_WARNINGLN("Clostest vertex forced because edgepoint was outside region."); - return ClosestVertex; + return closestVertex; } } -// ----------------------------------------------------------------------------- - -Vertex Region::FindClosestPointOnLine(const Vertex &LineStart, const Vertex &LineEnd, const Vertex Point) const { - float Vector1X = static_cast<float>(Point.X - LineStart.X); - float Vector1Y = static_cast<float>(Point.Y - LineStart.Y); - float Vector2X = static_cast<float>(LineEnd.X - LineStart.X); - float Vector2Y = static_cast<float>(LineEnd.Y - LineStart.Y); - float Vector2Length = sqrtf(Vector2X * Vector2X + Vector2Y * Vector2Y); - Vector2X /= Vector2Length; - Vector2Y /= Vector2Length; - float Distance = sqrtf(static_cast<float>((LineStart.X - LineEnd.X) * (LineStart.X - LineEnd.X) + - (LineStart.Y - LineEnd.Y) * (LineStart.Y - LineEnd.Y))); - float Dot = Vector1X * Vector2X + Vector1Y * Vector2Y; - - if (Dot <= 0) return LineStart; - if (Dot >= Distance) return LineEnd; - - Vertex Vector3(static_cast<int>(Vector2X * Dot + 0.5f), static_cast<int>(Vector2Y * Dot + 0.5f)); - return LineStart + Vector3; +Vertex Region::findClosestPointOnLine(const Vertex &lineStart, const Vertex &lineEnd, const Vertex point) const { + float vector1X = static_cast<float>(point.x - lineStart.x); + float vector1Y = static_cast<float>(point.y - lineStart.y); + float vector2X = static_cast<float>(lineEnd.x - lineStart.x); + float vector2Y = static_cast<float>(lineEnd.y - lineStart.y); + float vector2Length = sqrtf(vector2X * vector2X + vector2Y * vector2Y); + vector2X /= vector2Length; + vector2Y /= vector2Length; + float distance = sqrtf(static_cast<float>((lineStart.x - lineEnd.x) * (lineStart.x - lineEnd.x) + + (lineStart.y - lineEnd.y) * (lineStart.y - lineEnd.y))); + float dot = vector1X * vector2X + vector1Y * vector2Y; + + if (dot <= 0) + return lineStart; + if (dot >= distance) + return lineEnd; + + Vertex vector3(static_cast<int>(vector2X * dot + 0.5f), static_cast<int>(vector2Y * dot + 0.5f)); + return lineStart + vector3; } -// ----------------------------------------------------------------------------- // Line of Sight -// ----------------------------------------------------------------------------- - -bool Region::IsLineOfSight(const Vertex &a, const Vertex &b) const { - BS_ASSERT(m_Polygons.size()); +bool Region::isLineOfSight(const Vertex &a, const Vertex &b) const { + BS_ASSERT(_polygons.size()); // The line must be within the contour polygon, and outside of any hole polygons - Common::Array<Polygon>::const_iterator iter = m_Polygons.begin(); - if (!(*iter).IsLineInterior(a, b)) return false; - for (iter++; iter != m_Polygons.end(); iter++) - if (!(*iter).IsLineExterior(a, b)) return false; + Common::Array<Polygon>::const_iterator iter = _polygons.begin(); + if (!(*iter).isLineInterior(a, b)) return false; + for (iter++; iter != _polygons.end(); iter++) + if (!(*iter).isLineExterior(a, b)) return false; return true; } -// ----------------------------------------------------------------------------- // Persistence -// ----------------------------------------------------------------------------- - bool Region::persist(OutputPersistenceBlock &writer) { bool Result = true; - writer.write(static_cast<uint>(m_Type)); - writer.write(m_Valid); - writer.write(m_Position.X); - writer.write(m_Position.Y); + writer.write(static_cast<uint>(_type)); + writer.write(_valid); + writer.write(_position.x); + writer.write(_position.y); - writer.write(m_Polygons.size()); - Common::Array<Polygon>::iterator It = m_Polygons.begin(); - while (It != m_Polygons.end()) { + writer.write(_polygons.size()); + Common::Array<Polygon>::iterator It = _polygons.begin(); + while (It != _polygons.end()) { Result &= It->persist(writer); ++It; } - writer.write(m_BoundingBox.left); - writer.write(m_BoundingBox.top); - writer.write(m_BoundingBox.right); - writer.write(m_BoundingBox.bottom); + writer.write(_boundingBox.left); + writer.write(_boundingBox.top); + writer.write(_boundingBox.right); + writer.write(_boundingBox.bottom); return Result; } -// ----------------------------------------------------------------------------- - bool Region::unpersist(InputPersistenceBlock &reader) { - reader.read(m_Valid); - reader.read(m_Position.X); - reader.read(m_Position.Y); + reader.read(_valid); + reader.read(_position.x); + reader.read(_position.y); - m_Polygons.clear(); + _polygons.clear(); uint PolygonCount; reader.read(PolygonCount); for (uint i = 0; i < PolygonCount; ++i) { - m_Polygons.push_back(Polygon(reader)); + _polygons.push_back(Polygon(reader)); } - reader.read(m_BoundingBox.left); - reader.read(m_BoundingBox.top); - reader.read(m_BoundingBox.right); - reader.read(m_BoundingBox.bottom); + reader.read(_boundingBox.left); + reader.read(_boundingBox.top); + reader.read(_boundingBox.right); + reader.read(_boundingBox.bottom); return reader.isGood(); } -// ----------------------------------------------------------------------------- - -Vertex Region::GetCentroid() const { - if (m_Polygons.size() > 0) - return m_Polygons[0].GetCentroid(); +Vertex Region::getCentroid() const { + if (_polygons.size() > 0) + return _polygons[0].getCentroid(); return Vertex(); } diff --git a/engines/sword25/math/region.h b/engines/sword25/math/region.h index e7c160b223..fac9f98bb6 100644 --- a/engines/sword25/math/region.h +++ b/engines/sword25/math/region.h @@ -62,7 +62,7 @@ protected: */ Region(); - Region(InputPersistenceBlock &Reader, uint Handle); + Region(InputPersistenceBlock &reader, uint handle); public: enum REGION_TYPE { @@ -70,8 +70,8 @@ public: RT_WALKREGION }; - static uint Create(REGION_TYPE Type); - static uint Create(InputPersistenceBlock &Reader, uint Handle = 0); + static uint create(REGION_TYPE type); + static uint create(InputPersistenceBlock &reader, uint handle = 0); virtual ~Region(); @@ -83,7 +83,7 @@ public: * @return Returns true if the initialisation was successful, otherwise false. * @remark If the region was already initialised, the old state will be deleted. */ - virtual bool Init(const Polygon &Contour, const Common::Array<Polygon> *pHoles = NULL); + virtual bool init(const Polygon &contour, const Common::Array<Polygon> *pHoles = NULL); // // Exploratory Methods @@ -94,29 +94,29 @@ public: * @return Returns true if the object is in a valid state, otherwise false. * @remark Invalid objects can be made valid by calling Init with a valid state. */ - bool IsValid() const { - return m_Valid; + bool isValid() const { + return _valid; } /** * Returns the position of the region */ - const Vertex &GetPosition() const { - return m_Position; + const Vertex &getPosition() const { + return _position; } /** * Returns the X position of the region */ - int GetPosX() const { - return m_Position.X; + int getPosX() const { + return _position.x; } /** * Returns the Y position of the region */ - int GetPosY() const { - return m_Position.Y; + int getPosY() const { + return _position.y; } /** @@ -124,7 +124,7 @@ public: * @param Vertex A verex with the co-ordinates of the test point * @return Returns true if the point is within the region, otherwise false. */ - bool IsPointInRegion(const Vertex &Vertex) const; + bool isPointInRegion(const Vertex &vertex) const; /** * Indicates whether a point is inside the region @@ -132,20 +132,20 @@ public: * @param Y The Y position * @return Returns true if the point is within the region, otherwise false. */ - bool IsPointInRegion(int X, int Y) const; + bool isPointInRegion(int x, int y) const; /** * Returns the countour of the region */ - const Polygon &GetContour() const { - return m_Polygons[0]; + const Polygon &getContour() const { + return _polygons[0]; } /** * Returns the number of polygons in the hole region */ - int GetHoleCount() const { - return static_cast<int>(m_Polygons.size() - 1); + int getHoleCount() const { + return static_cast<int>(_polygons.size() - 1); } /** @@ -154,7 +154,7 @@ public: * The index must be between 0 and GetHoleCount() - 1. * @return Returns the desired hole polygon */ - inline const Polygon &GetHole(uint i) const; + inline const Polygon &getHole(uint i) const; /** * For a point outside the region, finds the closest point inside the region @@ -164,14 +164,14 @@ public: * One should not therefore rely on the fact that there is really no point in * the region which is closer to the given point. */ - Vertex FindClosestRegionPoint(const Vertex &Point) const; + Vertex findClosestRegionPoint(const Vertex &point) const; /** * Returns the centroid for the region */ - Vertex GetCentroid() const; + Vertex getCentroid() const; - bool IsLineOfSight(const Vertex &a, const Vertex &b) const; + bool isLineOfSight(const Vertex &a, const Vertex &b) const; // // Manipulation Methods @@ -182,19 +182,19 @@ public: * @param X The new X psoition of the region * @param Y The new Y psoition of the region */ - virtual void SetPos(int X, int Y); + virtual void setPos(int x, int y); /** * Sets the X position of the region * @param X The new X position of the region */ - void SetPosX(int X); + void setPosX(int x); /** * Sets the Y position of the region * @param Y The new Y position of the region */ - void SetPosY(int Y); + void setPosY(int y); // // Manipulation Methods @@ -205,21 +205,21 @@ public: protected: /// This specifies the type of object - REGION_TYPE m_Type; + REGION_TYPE _type; /// This variable indicates whether the current object state is valid - bool m_Valid; + bool _valid; /// This vertex is the position of the region - Vertex m_Position; + Vertex _position; /// This array contains all the polygons that define the region. The first element of // the array is the contour, all others are the holes - Common::Array<Polygon> m_Polygons; + Common::Array<Polygon> _polygons; /// The bounding box for the region - Common::Rect m_BoundingBox; + Common::Rect _boundingBox; /** * Updates the bounding box of the region. */ - void UpdateBoundingBox(); + void updateBoundingBox(); /** * Find the point on a line which is closest to another point @@ -228,17 +228,12 @@ protected: * @param Point The point to be compared against * @return Returns the point on the line which is cloest to the passed point. */ - Vertex FindClosestPointOnLine(const Vertex &LineStart, const Vertex &LineEnd, const Vertex Point) const; + Vertex findClosestPointOnLine(const Vertex &lineStart, const Vertex &lineEnd, const Vertex point) const; }; - -// ----------------------------------------------------------------------------- -// Inlines -// ----------------------------------------------------------------------------- - -inline const Polygon &Region::GetHole(uint i) const { - BS_ASSERT(i < m_Polygons.size() - 1); - return m_Polygons[i + 1]; +inline const Polygon &Region::getHole(uint i) const { + BS_ASSERT(i < _polygons.size() - 1); + return _polygons[i + 1]; } } // End of namespace Sword25 diff --git a/engines/sword25/math/regionregistry.cpp b/engines/sword25/math/regionregistry.cpp index 4e49963397..1509ea9e5e 100644 --- a/engines/sword25/math/regionregistry.cpp +++ b/engines/sword25/math/regionregistry.cpp @@ -32,16 +32,8 @@ * */ -// ----------------------------------------------------------------------------- -// Logging -// ----------------------------------------------------------------------------- - #define BS_LOG_PREFIX "REGIONREGISTRY" -// ----------------------------------------------------------------------------- -// Includes -// ----------------------------------------------------------------------------- - #include "sword25/kernel/outputpersistenceblock.h" #include "sword25/kernel/inputpersistenceblock.h" #include "sword25/math/regionregistry.h" @@ -49,77 +41,66 @@ namespace Sword25 { -// ----------------------------------------------------------------------------- -// Implementation -// ----------------------------------------------------------------------------- - -Common::SharedPtr<RegionRegistry> RegionRegistry::m_InstancePtr; - -// ----------------------------------------------------------------------------- +Common::SharedPtr<RegionRegistry> RegionRegistry::_instancePtr; -void RegionRegistry::LogErrorLn(const char *Message) const { - BS_LOG_ERRORLN(Message); +void RegionRegistry::logErrorLn(const char *message) const { + BS_LOG_ERRORLN(message); } -// ----------------------------------------------------------------------------- - -void RegionRegistry::LogWarningLn(const char *Message) const { - BS_LOG_WARNINGLN(Message); +void RegionRegistry::logWarningLn(const char *message) const { + BS_LOG_WARNINGLN(message); } -// ----------------------------------------------------------------------------- - bool RegionRegistry::persist(OutputPersistenceBlock &writer) { - bool Result = true; + bool result = true; // write out the next handle - writer.write(m_NextHandle); + writer.write(_nextHandle); // Number of regions to write - writer.write(m_Handle2PtrMap.size()); + writer.write(_handle2PtrMap.size()); // Persist all the BS_Regions - HANDLE2PTR_MAP::const_iterator Iter = m_Handle2PtrMap.begin(); - while (Iter != m_Handle2PtrMap.end()) { + HANDLE2PTR_MAP::const_iterator iter = _handle2PtrMap.begin(); + while (iter != _handle2PtrMap.end()) { // Handle persistence - writer.write(Iter->_key); + writer.write(iter->_key); // Persist object - Result &= Iter->_value->persist(writer); + result &= iter->_value->persist(writer); - ++Iter; + ++iter; } - return Result; + return result; } -// ----------------------------------------------------------------------------- - bool RegionRegistry::unpersist(InputPersistenceBlock &reader) { - bool Result = true; + bool result = true; // read in the next handle - reader.read(m_NextHandle); + reader.read(_nextHandle); // Destroy all existing BS_Regions //FIXME: This doesn't seem right - the value is being deleted but not the actual hash node itself? - while (!m_Handle2PtrMap.empty()) delete m_Handle2PtrMap.begin()->_value; + while (!_handle2PtrMap.empty()) + delete _handle2PtrMap.begin()->_value; // read in the number of BS_Regions - uint RegionCount; - reader.read(RegionCount); + uint regionCount; + reader.read(regionCount); // Restore all the BS_Regions objects - for (uint i = 0; i < RegionCount; ++i) { + for (uint i = 0; i < regionCount; ++i) { // Handle read - uint Handle; - reader.read(Handle); + uint handle; + reader.read(handle); // BS_Region restore - Result &= Region::Create(reader, Handle) != 0; + result &= Region::create(reader, handle) != 0; } - return reader.isGood() && Result; + return reader.isGood() && result; } } // End of namespace Sword25 diff --git a/engines/sword25/math/regionregistry.h b/engines/sword25/math/regionregistry.h index b50b261856..bbe2fb8370 100644 --- a/engines/sword25/math/regionregistry.h +++ b/engines/sword25/math/regionregistry.h @@ -35,10 +35,6 @@ #ifndef SWORD25_REGIONREGISTRY_H #define SWORD25_REGIONREGISTRY_H -// ----------------------------------------------------------------------------- -// Includes -// ----------------------------------------------------------------------------- - #include "common/ptr.h" #include "sword25/kernel/common.h" #include "sword25/kernel/persistable.h" @@ -46,31 +42,23 @@ namespace Sword25 { -// ----------------------------------------------------------------------------- -// Forward Declarations -// ----------------------------------------------------------------------------- - class Region; -// ----------------------------------------------------------------------------- -// Class definitions -// ----------------------------------------------------------------------------- - class RegionRegistry : public ObjectRegistry<Region>, public Persistable { public: - static RegionRegistry &GetInstance() { - if (!m_InstancePtr.get()) m_InstancePtr = Common::SharedPtr<RegionRegistry>(new RegionRegistry()); - return *m_InstancePtr.get(); + static RegionRegistry &getInstance() { + if (!_instancePtr.get()) _instancePtr = Common::SharedPtr<RegionRegistry>(new RegionRegistry()); + return *_instancePtr.get(); } virtual bool persist(OutputPersistenceBlock &writer); virtual bool unpersist(InputPersistenceBlock &reader); private: - virtual void LogErrorLn(const char *Message) const; - virtual void LogWarningLn(const char *Message) const; + virtual void logErrorLn(const char *message) const; + virtual void logWarningLn(const char *message) const; - static Common::SharedPtr<RegionRegistry> m_InstancePtr; + static Common::SharedPtr<RegionRegistry> _instancePtr; }; } // End of namespace Sword25 diff --git a/engines/sword25/math/vertex.cpp b/engines/sword25/math/vertex.cpp index 058f1c5cd1..4997da09d3 100644 --- a/engines/sword25/math/vertex.cpp +++ b/engines/sword25/math/vertex.cpp @@ -44,30 +44,28 @@ extern "C" } -// ----------------------------------------------------------------------------- - namespace Sword25 { -Vertex &Vertex::LuaVertexToVertex(lua_State *L, int StackIndex, Vertex &vertex) { +Vertex &Vertex::luaVertexToVertex(lua_State *L, int stackIndex, Vertex &vertex) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif // Ensure that we actually consider a table - luaL_checktype(L, StackIndex, LUA_TTABLE); + luaL_checktype(L, stackIndex, LUA_TTABLE); // Read X Component lua_pushstring(L, "X"); - lua_gettable(L, StackIndex); - if (!lua_isnumber(L, -1)) luaL_argcheck(L, 0, StackIndex, "the X component has to be a number"); - vertex.X = static_cast<int>(lua_tonumber(L, -1)); + lua_gettable(L, stackIndex); + if (!lua_isnumber(L, -1)) luaL_argcheck(L, 0, stackIndex, "the X component has to be a number"); + vertex.x = static_cast<int>(lua_tonumber(L, -1)); lua_pop(L, 1); // Read Y Component lua_pushstring(L, "Y"); - lua_gettable(L, StackIndex); - if (!lua_isnumber(L, -1)) luaL_argcheck(L, 0, StackIndex, "the Y component has to be a number"); - vertex.Y = static_cast<int>(lua_tonumber(L, -1)); + lua_gettable(L, stackIndex); + if (!lua_isnumber(L, -1)) luaL_argcheck(L, 0, stackIndex, "the Y component has to be a number"); + vertex.y = static_cast<int>(lua_tonumber(L, -1)); lua_pop(L, 1); #ifdef DEBUG @@ -77,20 +75,18 @@ Vertex &Vertex::LuaVertexToVertex(lua_State *L, int StackIndex, Vertex &vertex) return vertex; } -// ----------------------------------------------------------------------------- - -void Vertex::VertexToLuaVertex(lua_State *L, const Vertex &vertex) { +void Vertex::vertexToLuaVertex(lua_State *L, const Vertex &vertex) { // Create New Table lua_newtable(L); // X value is written to table lua_pushstring(L, "X"); - lua_pushnumber(L, vertex.X); + lua_pushnumber(L, vertex.x); lua_settable(L, -3); // Y value is written to table lua_pushstring(L, "Y"); - lua_pushnumber(L, vertex.Y); + lua_pushnumber(L, vertex.y); lua_settable(L, -3); } diff --git a/engines/sword25/math/vertex.h b/engines/sword25/math/vertex.h index 22fc1e49e4..87e4694d48 100644 --- a/engines/sword25/math/vertex.h +++ b/engines/sword25/math/vertex.h @@ -62,57 +62,57 @@ namespace Sword25 { */ class Vertex { public: - Vertex() : X(0), Y(0) {}; - Vertex(int X_, int Y_) { - this->X = X_; - this->Y = Y_; + Vertex() : x(0), y(0) {}; + Vertex(int x_, int y_) { + this->x = x_; + this->y = y_; } - int X; - int Y; + int x; + int y; /** * Compares two Vertecies. */ inline bool operator==(const Vertex &rhs) const { - if (X == rhs.X && Y == rhs.Y) return true; + if (x == rhs.x && y == rhs.y) return true; return false; } /** * Compares two Vertecies. */ inline bool operator!=(const Vertex &rhs) const { - if (X != rhs.X || Y != rhs.Y) return true; + if (x != rhs.x || y != rhs.y) return true; return false; } /** * Adds a vertex to vertex */ - inline void operator+=(const Vertex &Delta) { - X += Delta.X; - Y += Delta.Y; + inline void operator+=(const Vertex &delta) { + x += delta.x; + y += delta.y; } /** * Subtracts a vertex from a vertex */ - inline void operator-=(const Vertex &Delta) { - X -= Delta.X; - Y -= Delta.Y; + inline void operator-=(const Vertex &delta) { + x -= delta.x; + y -= delta.y; } /** * Adds two vertecies */ - inline Vertex operator+(const Vertex &Delta) const { - return Vertex(X + Delta.X, Y + Delta.Y); + inline Vertex operator+(const Vertex &delta) const { + return Vertex(x + delta.x, y + delta.y); } /** * Subtracts two vertecies */ - inline Vertex operator-(const Vertex &Delta) const { - return Vertex(X - Delta.X, Y - Delta.Y); + inline Vertex operator-(const Vertex &delta) const { + return Vertex(x - delta.x, y - delta.y); } /** @@ -122,8 +122,8 @@ public: * @remark If only distances should be compared, this method should be used because * it is faster than Distance() */ - inline int Distance2(const Vertex &vertex) const { - return (X - vertex.X) * (X - vertex.X) + (Y - vertex.Y) * (Y - vertex.Y); + inline int distance2(const Vertex &vertex) const { + return (x - vertex.x) * (x - vertex.x) + (y - vertex.y) * (y - vertex.y); } /** @@ -132,8 +132,8 @@ public: * @return Returns the square of the distance between itself and the passed vertex * @remark If only distances should be compared, Distance2() should be used, since it is faster. */ - inline int Distance(const Vertex &vertex) const { - return (int)(sqrtf(static_cast<float>(Distance2(vertex))) + 0.5); + inline int distance(const Vertex &vertex) const { + return (int)(sqrtf(static_cast<float>(distance2(vertex))) + 0.5); } /** @@ -142,8 +142,8 @@ public: * @param Vertex The second vertex * @return Returns the cross product of this vertex and the passed vertex. */ - inline int ComputeCrossProduct(const Vertex &vertex) const { - return X * vertex.Y - vertex.X * Y; + inline int computeCrossProduct(const Vertex &vertex) const { + return x * vertex.y - vertex.x * y; } /** @@ -151,8 +151,8 @@ public: * @param Vertex The second vertex * @return Returns the dot product of this vertex and the passed vertex. */ - inline int ComputeDotProduct(const Vertex &vertex) const { - return X * vertex.X + Y * vertex.Y; + inline int computeDotProduct(const Vertex &vertex) const { + return x * vertex.x + y * vertex.y; } /** @@ -160,19 +160,19 @@ public: * @param Vertex The second vertex * @return Returns the angle between this vertex and the passed vertex in radians. */ - inline float ComputeAngle(const Vertex &vertex) const { - return atan2f(static_cast<float>(ComputeCrossProduct(vertex)), static_cast<float>(ComputeDotProduct(vertex))); + inline float computeAngle(const Vertex &vertex) const { + return atan2f(static_cast<float>(computeCrossProduct(vertex)), static_cast<float>(computeDotProduct(vertex))); } /** * Calculates the length of the vector */ - inline float ComputeLength() const { - return sqrtf(static_cast<float>(X * X + Y * Y)); + inline float computeLength() const { + return sqrtf(static_cast<float>(x * x + y * y)); } - static Vertex &LuaVertexToVertex(lua_State *L, int StackIndex, Vertex &vertex); - static void VertexToLuaVertex(lua_State *L, const Vertex &vertex); + static Vertex &luaVertexToVertex(lua_State *L, int StackIndex, Vertex &vertex); + static void vertexToLuaVertex(lua_State *L, const Vertex &vertex); }; } // End of namespace Sword25 diff --git a/engines/sword25/math/walkregion.cpp b/engines/sword25/math/walkregion.cpp index 5a0102e305..7cdd8c64c5 100644 --- a/engines/sword25/math/walkregion.cpp +++ b/engines/sword25/math/walkregion.cpp @@ -42,193 +42,177 @@ namespace Sword25 { -// ----------------------------------------------------------------------------- -// Constants -// ----------------------------------------------------------------------------- - -static const int infinity = 0x7fffffff; - -// ----------------------------------------------------------------------------- -// Constructor / Destructor -// ----------------------------------------------------------------------------- +static const int Infinity = 0x7fffffff; WalkRegion::WalkRegion() { - m_Type = RT_WALKREGION; + _type = RT_WALKREGION; } -// ----------------------------------------------------------------------------- - -WalkRegion::WalkRegion(InputPersistenceBlock &Reader, uint Handle) : - Region(Reader, Handle) { - m_Type = RT_WALKREGION; - unpersist(Reader); +WalkRegion::WalkRegion(InputPersistenceBlock &reader, uint handle) : + Region(reader, handle) { + _type = RT_WALKREGION; + unpersist(reader); } -// ----------------------------------------------------------------------------- - WalkRegion::~WalkRegion() { } -// ----------------------------------------------------------------------------- - -bool WalkRegion::Init(const Polygon &Contour, const Common::Array<Polygon> *pHoles) { +bool WalkRegion::init(const Polygon &contour, const Common::Array<Polygon> *pHoles) { // Default initialisation of the region - if (!Region::Init(Contour, pHoles)) return false; + if (!Region::init(contour, pHoles)) return false; // Prepare structures for pathfinding - InitNodeVector(); - ComputeVisibilityMatrix(); + initNodeVector(); + computeVisibilityMatrix(); // Signal success return true; } -// ----------------------------------------------------------------------------- - -bool WalkRegion::QueryPath(Vertex StartPoint, Vertex EndPoint, BS_Path &Path) { - BS_ASSERT(Path.empty()); +bool WalkRegion::queryPath(Vertex startPoint, Vertex endPoint, BS_Path &path) { + BS_ASSERT(path.empty()); // If the start and finish are identical, no path can be found trivially - if (StartPoint == EndPoint) return true; + if (startPoint == endPoint) + return true; // Ensure that the start and finish are valid and find new start points if either // are outside the polygon - if (!CheckAndPrepareStartAndEnd(StartPoint, EndPoint)) return false; + if (!checkAndPrepareStartAndEnd(startPoint, endPoint)) return false; // If between the start and point a line of sight exists, then it can be returned. - if (IsLineOfSight(StartPoint, EndPoint)) { - Path.push_back(StartPoint); - Path.push_back(EndPoint); + if (isLineOfSight(startPoint, endPoint)) { + path.push_back(startPoint); + path.push_back(endPoint); return true; } - return FindPath(StartPoint, EndPoint, Path); + return findPath(startPoint, endPoint, path); } -// ----------------------------------------------------------------------------- - struct DijkstraNode { typedef Common::Array<DijkstraNode> Container; typedef Container::iterator Iter; typedef Container::const_iterator ConstIter; - DijkstraNode() : Cost(infinity), Chosen(false) {}; - ConstIter ParentIter; - int Cost; - bool Chosen; + DijkstraNode() : cost(Infinity), chosen(false) {}; + ConstIter parentIter; + int cost; + bool chosen; }; -static void InitDijkstraNodes(DijkstraNode::Container &DijkstraNodes, const Region &Region, - const Vertex &Start, const Common::Array<Vertex> &Nodes) { +static void initDijkstraNodes(DijkstraNode::Container &dijkstraNodes, const Region ®ion, + const Vertex &start, const Common::Array<Vertex> &nodes) { // Allocate sufficient space in the array - DijkstraNodes.resize(Nodes.size()); + dijkstraNodes.resize(nodes.size()); // Initialise all the nodes which are visible from the starting node - DijkstraNode::Iter DijkstraIter = DijkstraNodes.begin(); - for (Common::Array<Vertex>::const_iterator NodesIter = Nodes.begin(); - NodesIter != Nodes.end(); NodesIter++, DijkstraIter++) { - (*DijkstraIter).ParentIter = DijkstraNodes.end(); - if (Region.IsLineOfSight(*NodesIter, Start))(*DijkstraIter).Cost = (*NodesIter).Distance(Start); + DijkstraNode::Iter dijkstraIter = dijkstraNodes.begin(); + for (Common::Array<Vertex>::const_iterator nodesIter = nodes.begin(); + nodesIter != nodes.end(); nodesIter++, dijkstraIter++) { + (*dijkstraIter).parentIter = dijkstraNodes.end(); + if (region.isLineOfSight(*nodesIter, start))(*dijkstraIter).cost = (*nodesIter).distance(start); } - BS_ASSERT(DijkstraIter == DijkstraNodes.end()); + BS_ASSERT(dijkstraIter == dijkstraNodes.end()); } -static DijkstraNode::Iter ChooseClosestNode(DijkstraNode::Container &Nodes) { - DijkstraNode::Iter ClosestNodeInter = Nodes.end(); - int MinCost = infinity; +static DijkstraNode::Iter chooseClosestNode(DijkstraNode::Container &nodes) { + DijkstraNode::Iter closestNodeInter = nodes.end(); + int minCost = Infinity; - for (DijkstraNode::Iter iter = Nodes.begin(); iter != Nodes.end(); iter++) { - if (!(*iter).Chosen && (*iter).Cost < MinCost) { - MinCost = (*iter).Cost; - ClosestNodeInter = iter; + for (DijkstraNode::Iter iter = nodes.begin(); iter != nodes.end(); iter++) { + if (!(*iter).chosen && (*iter).cost < minCost) { + minCost = (*iter).cost; + closestNodeInter = iter; } } - return ClosestNodeInter; + return closestNodeInter; } -static void RelaxNodes(DijkstraNode::Container &Nodes, - const Common::Array< Common::Array<int> > &VisibilityMatrix, - const DijkstraNode::ConstIter &CurNodeIter) { +static void relaxNodes(DijkstraNode::Container &nodes, + const Common::Array< Common::Array<int> > &visibilityMatrix, + const DijkstraNode::ConstIter &curNodeIter) { // All the successors of the current node that have not been chosen will be // inserted into the boundary node list, and the cost will be updated if // a shorter path has been found to them. - int CurNodeIndex = CurNodeIter - Nodes.begin(); - for (uint i = 0; i < Nodes.size(); i++) { - int Cost = VisibilityMatrix[CurNodeIndex][i]; - if (!Nodes[i].Chosen && Cost != infinity) { - int TotalCost = (*CurNodeIter).Cost + Cost; - if (TotalCost < Nodes[i].Cost) { - Nodes[i].ParentIter = CurNodeIter; - Nodes[i].Cost = TotalCost; + int curNodeIndex = curNodeIter - nodes.begin(); + for (uint i = 0; i < nodes.size(); i++) { + int cost = visibilityMatrix[curNodeIndex][i]; + if (!nodes[i].chosen && cost != Infinity) { + int totalCost = (*curNodeIter).cost + cost; + if (totalCost < nodes[i].cost) { + nodes[i].parentIter = curNodeIter; + nodes[i].cost = totalCost; } } } } -static void RelaxEndPoint(const Vertex &CurNodePos, - const DijkstraNode::ConstIter &CurNodeIter, - const Vertex &EndPointPos, - DijkstraNode &EndPoint, - const Region &Region) { - if (Region.IsLineOfSight(CurNodePos, EndPointPos)) { - int TotalCost = (*CurNodeIter).Cost + CurNodePos.Distance(EndPointPos); - if (TotalCost < EndPoint.Cost) { - EndPoint.ParentIter = CurNodeIter; - EndPoint.Cost = TotalCost; +static void relaxEndPoint(const Vertex &curNodePos, + const DijkstraNode::ConstIter &curNodeIter, + const Vertex &endPointPos, + DijkstraNode &endPoint, + const Region ®ion) { + if (region.isLineOfSight(curNodePos, endPointPos)) { + int totalCost = (*curNodeIter).cost + curNodePos.distance(endPointPos); + if (totalCost < endPoint.cost) { + endPoint.parentIter = curNodeIter; + endPoint.cost = totalCost; } } } -bool WalkRegion::FindPath(const Vertex &Start, const Vertex &End, BS_Path &Path) const { +bool WalkRegion::findPath(const Vertex &start, const Vertex &end, BS_Path &path) const { // This is an implementation of Dijkstra's algorithm // Initialise edge node list - DijkstraNode::Container DijkstraNodes; - InitDijkstraNodes(DijkstraNodes, *this, Start, m_Nodes); + DijkstraNode::Container dijkstraNodes; + initDijkstraNodes(dijkstraNodes, *this, start, _nodes); // The end point is treated separately, since it does not exist in the visibility graph - DijkstraNode EndPoint; + DijkstraNode endPoint; // Since a node is selected each round from the node list, and can never be selected again // after that, the maximum number of loop iterations is limited by the number of nodes - for (uint i = 0; i < m_Nodes.size(); i++) { + for (uint i = 0; i < _nodes.size(); i++) { // Determine the nearest edge node in the node list - DijkstraNode::Iter NodeInter = ChooseClosestNode(DijkstraNodes); + DijkstraNode::Iter nodeInter = chooseClosestNode(dijkstraNodes); // If no free nodes are absent from the edge node list, there is no path from start // to end node. This case should never occur, since the number of loop passes is // limited, but etter safe than sorry - if (NodeInter == DijkstraNodes.end()) return false; + if (nodeInter == dijkstraNodes.end()) + return false; // If the destination point is closer than the point cost, scan can stop - (*NodeInter).Chosen = true; - if (EndPoint.Cost <= (*NodeInter).Cost) { + (*nodeInter).chosen = true; + if (endPoint.cost <= (*nodeInter).cost) { // Insert the end point in the list - Path.push_back(End); + path.push_back(end); // The list is done in reverse order and inserted into the path - DijkstraNode::ConstIter CurNode = EndPoint.ParentIter; - while (CurNode != DijkstraNodes.end()) { - BS_ASSERT((*CurNode).Chosen); - Path.push_back(m_Nodes[CurNode - DijkstraNodes.begin()]); - CurNode = (*CurNode).ParentIter; + DijkstraNode::ConstIter curNode = endPoint.parentIter; + while (curNode != dijkstraNodes.end()) { + BS_ASSERT((*curNode).chosen); + path.push_back(_nodes[curNode - dijkstraNodes.begin()]); + curNode = (*curNode).parentIter; } // The starting point is inserted into the path - Path.push_back(Start); + path.push_back(start); // The nodes of the path must be untwisted, as they were extracted in reverse order. // This step could be saved if the path from end to the beginning was desired - ReverseArray<Vertex>(Path); + ReverseArray<Vertex>(path); return true; } // Relaxation step for nodes of the graph, and perform the end nodes - RelaxNodes(DijkstraNodes, m_VisibilityMatrix, NodeInter); - RelaxEndPoint(m_Nodes[NodeInter - DijkstraNodes.begin()], NodeInter, End, EndPoint, *this); + relaxNodes(dijkstraNodes, _visibilityMatrix, nodeInter); + relaxEndPoint(_nodes[nodeInter - dijkstraNodes.begin()], nodeInter, end, endPoint, *this); } // If the loop has been completely run through, all the nodes have been chosen, and still @@ -236,110 +220,101 @@ bool WalkRegion::FindPath(const Vertex &Start, const Vertex &End, BS_Path &Path) return false; } -// ----------------------------------------------------------------------------- - -void WalkRegion::InitNodeVector() { +void WalkRegion::initNodeVector() { // Empty the Node list - m_Nodes.clear(); + _nodes.clear(); // Determine the number of nodes - int NodeCount = 0; + int nodeCount = 0; { - for (uint i = 0; i < m_Polygons.size(); i++) - NodeCount += m_Polygons[i].VertexCount; + for (uint i = 0; i < _polygons.size(); i++) + nodeCount += _polygons[i].vertexCount; } // Knoten-Vector füllen - m_Nodes.reserve(NodeCount); + _nodes.reserve(nodeCount); { - for (uint j = 0; j < m_Polygons.size(); j++) - for (int i = 0; i < m_Polygons[j].VertexCount; i++) - m_Nodes.push_back(m_Polygons[j].Vertecies[i]); + for (uint j = 0; j < _polygons.size(); j++) + for (int i = 0; i < _polygons[j].vertexCount; i++) + _nodes.push_back(_polygons[j].vertices[i]); } } -// ----------------------------------------------------------------------------- - -void WalkRegion::ComputeVisibilityMatrix() { +void WalkRegion::computeVisibilityMatrix() { // Initialise visibility matrix - m_VisibilityMatrix = Common::Array< Common::Array <int> >(); - for (uint idx = 0; idx < m_Nodes.size(); ++idx) { + _visibilityMatrix = Common::Array< Common::Array <int> >(); + for (uint idx = 0; idx < _nodes.size(); ++idx) { Common::Array<int> arr; - for (uint idx2 = 0; idx2 < m_Nodes.size(); ++idx2) - arr.push_back(infinity); + for (uint idx2 = 0; idx2 < _nodes.size(); ++idx2) + arr.push_back(Infinity); - m_VisibilityMatrix.push_back(arr); + _visibilityMatrix.push_back(arr); } // Calculate visibility been vertecies - for (uint j = 0; j < m_Nodes.size(); ++j) { - for (uint i = j; i < m_Nodes.size(); ++i) { - if (IsLineOfSight(m_Nodes[i], m_Nodes[j])) { + for (uint j = 0; j < _nodes.size(); ++j) { + for (uint i = j; i < _nodes.size(); ++i) { + if (isLineOfSight(_nodes[i], _nodes[j])) { // There is a line of sight, so save the distance between the two - int Distance = m_Nodes[i].Distance(m_Nodes[j]); - m_VisibilityMatrix[i][j] = Distance; - m_VisibilityMatrix[j][i] = Distance; + int distance = _nodes[i].distance(_nodes[j]); + _visibilityMatrix[i][j] = distance; + _visibilityMatrix[j][i] = distance; } else { - // There is no line of sight, so save infinity as the distance - m_VisibilityMatrix[i][j] = infinity; - m_VisibilityMatrix[j][i] = infinity; + // There is no line of sight, so save Infinity as the distance + _visibilityMatrix[i][j] = Infinity; + _visibilityMatrix[j][i] = Infinity; } } } } -// ----------------------------------------------------------------------------- - -bool WalkRegion::CheckAndPrepareStartAndEnd(Vertex &Start, Vertex &End) const { - if (!IsPointInRegion(Start)) { - Vertex NewStart = FindClosestRegionPoint(Start); +bool WalkRegion::checkAndPrepareStartAndEnd(Vertex &start, Vertex &end) const { + if (!isPointInRegion(start)) { + Vertex newStart = findClosestRegionPoint(start); // Check to make sure the point is really in the region. If not, stop with an error - if (!IsPointInRegion(NewStart)) { + if (!isPointInRegion(newStart)) { BS_LOG_ERRORLN("Constructed startpoint ((%d,%d) from (%d,%d)) is not inside the region.", - NewStart.X, NewStart.Y, - Start.X, Start.Y); + newStart.x, newStart.y, + start.x, start.y); return false; } - Start = NewStart; + start = newStart; } // If the destination is outside the region, a point is determined that is within the region, // and that is used as an endpoint instead - if (!IsPointInRegion(End)) { - Vertex NewEnd = FindClosestRegionPoint(End); + if (!isPointInRegion(end)) { + Vertex newEnd = findClosestRegionPoint(end); // Make sure that the determined point is really within the region - if (!IsPointInRegion(NewEnd)) { + if (!isPointInRegion(newEnd)) { BS_LOG_ERRORLN("Constructed endpoint ((%d,%d) from (%d,%d)) is not inside the region.", - NewEnd.X, NewEnd.Y, - End.X, End.Y); + newEnd.x, newEnd.y, + end.x, end.y); return false; } - End = NewEnd; + end = newEnd; } // Signal success return true; } -// ----------------------------------------------------------------------------- - -void WalkRegion::SetPos(int X, int Y) { +void WalkRegion::setPos(int x, int y) { // Calculate the difference between old and new position - Vertex Delta(X - m_Position.X, Y - m_Position.Y); + Vertex Delta(x - _position.x, y - _position.y); // Move all the nodes - for (uint i = 0; i < m_Nodes.size(); i++) m_Nodes[i] += Delta; + for (uint i = 0; i < _nodes.size(); i++) + _nodes[i] += Delta; // Move regions - Region::SetPos(X, Y); + Region::setPos(x, y); } -// ----------------------------------------------------------------------------- - bool WalkRegion::persist(OutputPersistenceBlock &writer) { bool result = true; @@ -347,33 +322,31 @@ bool WalkRegion::persist(OutputPersistenceBlock &writer) { result &= Region::persist(writer); // Persist the nodes - writer.write(m_Nodes.size()); - Common::Array<Vertex>::const_iterator It = m_Nodes.begin(); - while (It != m_Nodes.end()) { - writer.write(It->X); - writer.write(It->Y); - ++It; + writer.write(_nodes.size()); + Common::Array<Vertex>::const_iterator it = _nodes.begin(); + while (it != _nodes.end()) { + writer.write(it->x); + writer.write(it->y); + ++it; } // Persist the visibility matrix - writer.write(m_VisibilityMatrix.size()); - Common::Array< Common::Array<int> >::const_iterator RowIter = m_VisibilityMatrix.begin(); - while (RowIter != m_VisibilityMatrix.end()) { - writer.write(RowIter->size()); - Common::Array<int>::const_iterator ColIter = RowIter->begin(); - while (ColIter != RowIter->end()) { - writer.write(*ColIter); - ++ColIter; + writer.write(_visibilityMatrix.size()); + Common::Array< Common::Array<int> >::const_iterator rowIter = _visibilityMatrix.begin(); + while (rowIter != _visibilityMatrix.end()) { + writer.write(rowIter->size()); + Common::Array<int>::const_iterator colIter = rowIter->begin(); + while (colIter != rowIter->end()) { + writer.write(*colIter); + ++colIter; } - ++RowIter; + ++rowIter; } return result; } -// ----------------------------------------------------------------------------- - bool WalkRegion::unpersist(InputPersistenceBlock &reader) { bool result = true; @@ -381,34 +354,34 @@ bool WalkRegion::unpersist(InputPersistenceBlock &reader) { // this point only the additional data from BS_WalkRegion needs to be loaded // Node load - uint NodeCount; - reader.read(NodeCount); - m_Nodes.clear(); - m_Nodes.resize(NodeCount); - Common::Array<Vertex>::iterator It = m_Nodes.begin(); - while (It != m_Nodes.end()) { - reader.read(It->X); - reader.read(It->Y); - ++It; + uint nodeCount; + reader.read(nodeCount); + _nodes.clear(); + _nodes.resize(nodeCount); + Common::Array<Vertex>::iterator it = _nodes.begin(); + while (it != _nodes.end()) { + reader.read(it->x); + reader.read(it->y); + ++it; } // Visibility matrix load - uint RowCount; - reader.read(RowCount); - m_VisibilityMatrix.clear(); - m_VisibilityMatrix.resize(RowCount); - Common::Array< Common::Array<int> >::iterator RowIter = m_VisibilityMatrix.begin(); - while (RowIter != m_VisibilityMatrix.end()) { - uint ColCount; - reader.read(ColCount); - RowIter->resize(ColCount); - Common::Array<int>::iterator ColIter = RowIter->begin(); - while (ColIter != RowIter->end()) { - reader.read(*ColIter); - ++ColIter; + uint rowCount; + reader.read(rowCount); + _visibilityMatrix.clear(); + _visibilityMatrix.resize(rowCount); + Common::Array< Common::Array<int> >::iterator rowIter = _visibilityMatrix.begin(); + while (rowIter != _visibilityMatrix.end()) { + uint colCount; + reader.read(colCount); + rowIter->resize(colCount); + Common::Array<int>::iterator colIter = rowIter->begin(); + while (colIter != rowIter->end()) { + reader.read(*colIter); + ++colIter; } - ++RowIter; + ++rowIter; } return result && reader.isGood(); diff --git a/engines/sword25/math/walkregion.h b/engines/sword25/math/walkregion.h index e258f9e344..e8bf40becc 100644 --- a/engines/sword25/math/walkregion.h +++ b/engines/sword25/math/walkregion.h @@ -41,16 +41,8 @@ namespace Sword25 { -// ----------------------------------------------------------------------------- -// Type definitions -// ----------------------------------------------------------------------------- - typedef Common::Array<Vertex> BS_Path; -// ----------------------------------------------------------------------------- -// Class definitions -// ----------------------------------------------------------------------------- - /** * This class represents the region in which the main character can move */ @@ -59,12 +51,12 @@ class WalkRegion : public Region { protected: WalkRegion(); - WalkRegion(InputPersistenceBlock &Reader, uint Handle); + WalkRegion(InputPersistenceBlock &Reader, uint handle); public: virtual ~WalkRegion(); - virtual bool Init(const Polygon &Contour, const Common::Array<Polygon> *pHoles = 0); + virtual bool init(const Polygon &contour, const Common::Array<Polygon> *pHoles = 0); /** * Get the shortest path between two points in the region @@ -80,8 +72,8 @@ public: * @param Path An empty BS_Path that will be set to the resulting path * @return Returns false if the result is invalid, otherwise returns true. */ - bool QueryPath(int X1, int Y1, int X2, int Y2, BS_Path &Path) { - return QueryPath(Vertex(X1, Y1), Vertex(X2, Y2), Path); + bool queryPath(int x1, int y1, int x2, int y2, BS_Path &path) { + return queryPath(Vertex(x1, y1), Vertex(x2, y2), path); } /** @@ -92,28 +84,28 @@ public: * @param Path An empty BS_Path that will be set to the resulting path * @return Returns false if the result is invalid, otherwise returns true. */ - bool QueryPath(Vertex StartPoint, Vertex EndPoint, BS_Path &Path); + bool queryPath(Vertex startPoint, Vertex endPoint, BS_Path &path); - virtual void SetPos(int X, int Y); + virtual void setPos(int x, int y); - const Common::Array<Vertex> &GetNodes() const { - return m_Nodes; + const Common::Array<Vertex> &getNodes() const { + return _nodes; } - const Common::Array< Common::Array<int> > &GetVisibilityMatrix() const { - return m_VisibilityMatrix; + const Common::Array< Common::Array<int> > &getVisibilityMatrix() const { + return _visibilityMatrix; } virtual bool persist(OutputPersistenceBlock &writer); virtual bool unpersist(InputPersistenceBlock &reader); private: - Common::Array<Vertex> m_Nodes; - Common::Array< Common::Array<int> > m_VisibilityMatrix; + Common::Array<Vertex> _nodes; + Common::Array< Common::Array<int> > _visibilityMatrix; - void InitNodeVector(); - void ComputeVisibilityMatrix(); - bool CheckAndPrepareStartAndEnd(Vertex &Start, Vertex &End) const; - bool FindPath(const Vertex &Start, const Vertex &End, BS_Path &Path) const; + void initNodeVector(); + void computeVisibilityMatrix(); + bool checkAndPrepareStartAndEnd(Vertex &start, Vertex &end) const; + bool findPath(const Vertex &start, const Vertex &end, BS_Path &path) const; }; } // End of namespace Sword25 |