diff options
author | Einar Johan Trøan Sømåen | 2012-07-04 21:32:29 +0200 |
---|---|---|
committer | Einar Johan Trøan Sømåen | 2012-07-04 21:32:29 +0200 |
commit | ae44b2b4ddf828f74f3b588fa78036650b638e6a (patch) | |
tree | c0bdebf35127438a77bbe659275546c3783f244f | |
parent | 3f22d4372f2846d64b3801a892c8873e9811f5d5 (diff) | |
download | scummvm-rg350-ae44b2b4ddf828f74f3b588fa78036650b638e6a.tar.gz scummvm-rg350-ae44b2b4ddf828f74f3b588fa78036650b638e6a.tar.bz2 scummvm-rg350-ae44b2b4ddf828f74f3b588fa78036650b638e6a.zip |
WINTERMUTE: Rename FuncName/VarName -> funcName/varName in AdScene
-rw-r--r-- | engines/wintermute/Ad/AdScene.cpp | 882 |
1 files changed, 435 insertions, 447 deletions
diff --git a/engines/wintermute/Ad/AdScene.cpp b/engines/wintermute/Ad/AdScene.cpp index 182d0bb1b1..8a15175ca5 100644 --- a/engines/wintermute/Ad/AdScene.cpp +++ b/engines/wintermute/Ad/AdScene.cpp @@ -203,27 +203,27 @@ bool CAdScene::getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject * //_pfPath.Add(new CAdPathPoint(source.x, source.y, 0));
// if we're one pixel stuck, get unstuck
- int StartX = source.x;
- int StartY = source.y;
- int BestDistance = 1000;
- if (isBlockedAt(StartX, StartY, true, requester)) {
- int Tolerance = 2;
- for (int xxx = StartX - Tolerance; xxx <= StartX + Tolerance; xxx++) {
- for (int yyy = StartY - Tolerance; yyy <= StartY + Tolerance; yyy++) {
+ int startX = source.x;
+ int startY = source.y;
+ int bestDistance = 1000;
+ if (isBlockedAt(startX, startY, true, requester)) {
+ int tolerance = 2;
+ for (int xxx = startX - tolerance; xxx <= startX + tolerance; xxx++) {
+ for (int yyy = startY - tolerance; yyy <= startY + tolerance; yyy++) {
if (isWalkableAt(xxx, yyy, true, requester)) {
- int Distance = abs(xxx - source.x) + abs(yyy - source.y);
- if (Distance < BestDistance) {
- StartX = xxx;
- StartY = yyy;
+ int distance = abs(xxx - source.x) + abs(yyy - source.y);
+ if (distance < bestDistance) {
+ startX = xxx;
+ startY = yyy;
- BestDistance = Distance;
+ bestDistance = distance;
}
}
}
}
}
- pfPointsAdd(StartX, StartY, 0);
+ pfPointsAdd(startX, startY, 0);
//CorrectTargetPoint(&target.x, &target.y);
@@ -245,10 +245,10 @@ bool CAdScene::getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject * pfAddWaypointGroup(_objects[i]->_currentWptGroup, requester);
}
}
- CAdGame *AdGame = (CAdGame *)Game;
- for (i = 0; i < AdGame->_objects.GetSize(); i++) {
- if (AdGame->_objects[i]->_active && AdGame->_objects[i] != requester && AdGame->_objects[i]->_currentWptGroup) {
- pfAddWaypointGroup(AdGame->_objects[i]->_currentWptGroup, requester);
+ CAdGame *adGame = (CAdGame *)Game;
+ for (i = 0; i < adGame->_objects.GetSize(); i++) {
+ if (adGame->_objects[i]->_active && adGame->_objects[i] != requester && adGame->_objects[i]->_currentWptGroup) {
+ pfAddWaypointGroup(adGame->_objects[i]->_currentWptGroup, requester);
}
}
@@ -258,54 +258,54 @@ bool CAdScene::getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject * //////////////////////////////////////////////////////////////////////////
-void CAdScene::pfAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester) {
- if (!Wpt->_active) return;
+void CAdScene::pfAddWaypointGroup(CAdWaypointGroup *wpt, CBObject *requester) {
+ if (!wpt->_active) return;
- for (int i = 0; i < Wpt->_points.GetSize(); i++) {
- if (isBlockedAt(Wpt->_points[i]->x, Wpt->_points[i]->y, true, Requester)) continue;
+ for (int i = 0; i < wpt->_points.GetSize(); i++) {
+ if (isBlockedAt(wpt->_points[i]->x, wpt->_points[i]->y, true, requester)) continue;
//_pfPath.Add(new CAdPathPoint(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX));
- pfPointsAdd(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX);
+ pfPointsAdd(wpt->_points[i]->x, wpt->_points[i]->y, INT_MAX);
}
}
//////////////////////////////////////////////////////////////////////////
-float CAdScene::getZoomAt(int X, int Y) {
+float CAdScene::getZoomAt(int x, int y) {
float ret = 100;
bool found = false;
if (_mainLayer) {
for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
- CAdSceneNode *Node = _mainLayer->_nodes[i];
- if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_blocked && Node->_region->PointInRegion(X, Y)) {
- if (Node->_region->_zoom != 0) {
- ret = Node->_region->_zoom;
+ CAdSceneNode *node = _mainLayer->_nodes[i];
+ if (node->_type == OBJECT_REGION && node->_region->_active && !node->_region->_blocked && node->_region->PointInRegion(x, y)) {
+ if (node->_region->_zoom != 0) {
+ ret = node->_region->_zoom;
found = true;
break;
}
}
}
}
- if (!found) ret = getScaleAt(Y);
+ if (!found) ret = getScaleAt(y);
return ret;
}
//////////////////////////////////////////////////////////////////////////
-uint32 CAdScene::getAlphaAt(int X, int Y, bool ColorCheck) {
- if (!Game->_dEBUG_DebugMode) ColorCheck = false;
+uint32 CAdScene::getAlphaAt(int x, int y, bool colorCheck) {
+ if (!Game->_dEBUG_DebugMode) colorCheck = false;
uint32 ret;
- if (ColorCheck) ret = 0xFFFF0000;
+ if (colorCheck) ret = 0xFFFF0000;
else ret = 0xFFFFFFFF;
if (_mainLayer) {
for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
- CAdSceneNode *Node = _mainLayer->_nodes[i];
- if (Node->_type == OBJECT_REGION && Node->_region->_active && (ColorCheck || !Node->_region->_blocked) && Node->_region->PointInRegion(X, Y)) {
- if (!Node->_region->_blocked) ret = Node->_region->_alpha;
+ CAdSceneNode *node = _mainLayer->_nodes[i];
+ if (node->_type == OBJECT_REGION && node->_region->_active && (colorCheck || !node->_region->_blocked) && node->_region->PointInRegion(x, y)) {
+ if (!node->_region->_blocked) ret = node->_region->_alpha;
break;
}
}
@@ -315,21 +315,20 @@ uint32 CAdScene::getAlphaAt(int X, int Y, bool ColorCheck) { //////////////////////////////////////////////////////////////////////////
-bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
+bool CAdScene::isBlockedAt(int x, int y, bool checkFreeObjects, CBObject *requester) {
bool ret = true;
- if (CheckFreeObjects) {
- int i;
- for (i = 0; i < _objects.GetSize(); i++) {
- if (_objects[i]->_active && _objects[i] != Requester && _objects[i]->_currentBlockRegion) {
- if (_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return true;
+ if (checkFreeObjects) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentBlockRegion) {
+ if (_objects[i]->_currentBlockRegion->PointInRegion(x, y)) return true;
}
}
- CAdGame *AdGame = (CAdGame *)Game;
- for (i = 0; i < AdGame->_objects.GetSize(); i++) {
- if (AdGame->_objects[i]->_active && AdGame->_objects[i] != Requester && AdGame->_objects[i]->_currentBlockRegion) {
- if (AdGame->_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return true;
+ CAdGame *adGame = (CAdGame *)Game;
+ for (int i = 0; i < adGame->_objects.GetSize(); i++) {
+ if (adGame->_objects[i]->_active && adGame->_objects[i] != requester && adGame->_objects[i]->_currentBlockRegion) {
+ if (adGame->_objects[i]->_currentBlockRegion->PointInRegion(x, y)) return true;
}
}
}
@@ -337,7 +336,7 @@ bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Reques if (_mainLayer) {
for (int i = 0; i < _mainLayer->_nodes.GetSize(); i++) {
- CAdSceneNode *Node = _mainLayer->_nodes[i];
+ CAdSceneNode *node = _mainLayer->_nodes[i];
/*
if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->_blocked && Node->_region->PointInRegion(X, Y))
{
@@ -345,8 +344,8 @@ bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Reques break;
}
*/
- if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_decoration && Node->_region->PointInRegion(X, Y)) {
- if (Node->_region->_blocked) {
+ if (node->_type == OBJECT_REGION && node->_region->_active && !node->_region->_decoration && node->_region->PointInRegion(x, y)) {
+ if (node->_region->_blocked) {
ret = true;
break;
} else ret = false;
@@ -358,21 +357,19 @@ bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Reques //////////////////////////////////////////////////////////////////////////
-bool CAdScene::isWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
+bool CAdScene::isWalkableAt(int x, int y, bool checkFreeObjects, CBObject *requester) {
bool ret = false;
-
- if (CheckFreeObjects) {
- int i;
- for (i = 0; i < _objects.GetSize(); i++) {
- if (_objects[i]->_active && _objects[i] != Requester && _objects[i]->_currentBlockRegion) {
- if (_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return false;
+ if (checkFreeObjects) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentBlockRegion) {
+ if (_objects[i]->_currentBlockRegion->PointInRegion(x, y)) return false;
}
}
- CAdGame *AdGame = (CAdGame *)Game;
- for (i = 0; i < AdGame->_objects.GetSize(); i++) {
- if (AdGame->_objects[i]->_active && AdGame->_objects[i] != Requester && AdGame->_objects[i]->_currentBlockRegion) {
- if (AdGame->_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return false;
+ CAdGame *adGame = (CAdGame *)Game;
+ for (int i = 0; i < adGame->_objects.GetSize(); i++) {
+ if (adGame->_objects[i]->_active && adGame->_objects[i] != requester && adGame->_objects[i]->_currentBlockRegion) {
+ if (adGame->_objects[i]->_currentBlockRegion->PointInRegion(x, y)) return false;
}
}
}
@@ -380,9 +377,9 @@ bool CAdScene::isWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Reque if (_mainLayer) {
for (int i = 0; i < _mainLayer->_nodes.GetSize(); i++) {
- CAdSceneNode *Node = _mainLayer->_nodes[i];
- if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_decoration && Node->_region->PointInRegion(X, Y)) {
- if (Node->_region->_blocked) {
+ CAdSceneNode *node = _mainLayer->_nodes[i];
+ if (node->_type == OBJECT_REGION && node->_region->_active && !node->_region->_decoration && node->_region->PointInRegion(x, y)) {
+ if (node->_region->_blocked) {
ret = false;
break;
} else ret = true;
@@ -395,43 +392,43 @@ bool CAdScene::isWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Reque //////////////////////////////////////////////////////////////////////////
int CAdScene::getPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) {
- double xStep, yStep, X, Y;
+ double xStep, yStep, x, y;
int xLength, yLength, xCount, yCount;
- int X1, Y1, X2, Y2;
+ int x1, y1, x2, y2;
- X1 = p1.x;
- Y1 = p1.y;
- X2 = p2.x;
- Y2 = p2.y;
+ x1 = p1.x;
+ y1 = p1.y;
+ x2 = p2.x;
+ y2 = p2.y;
- xLength = abs(X2 - X1);
- yLength = abs(Y2 - Y1);
+ xLength = abs(x2 - x1);
+ yLength = abs(y2 - y1);
if (xLength > yLength) {
- if (X1 > X2) {
- CBUtils::swap(&X1, &X2);
- CBUtils::swap(&Y1, &Y2);
+ if (x1 > x2) {
+ CBUtils::swap(&x1, &x2);
+ CBUtils::swap(&y1, &y2);
}
- yStep = (double)(Y2 - Y1) / (double)(X2 - X1);
- Y = Y1;
+ yStep = (double)(y2 - y1) / (double)(x2 - x1);
+ y = y1;
- for (xCount = X1; xCount < X2; xCount++) {
- if (isBlockedAt(xCount, (int)Y, true, requester)) return -1;
- Y += yStep;
+ for (xCount = x1; xCount < x2; xCount++) {
+ if (isBlockedAt(xCount, (int)y, true, requester)) return -1;
+ y += yStep;
}
} else {
- if (Y1 > Y2) {
- CBUtils::swap(&X1, &X2);
- CBUtils::swap(&Y1, &Y2);
+ if (y1 > y2) {
+ CBUtils::swap(&x1, &x2);
+ CBUtils::swap(&y1, &y2);
}
- xStep = (double)(X2 - X1) / (double)(Y2 - Y1);
- X = X1;
+ xStep = (double)(x2 - x1) / (double)(y2 - y1);
+ x = x1;
- for (yCount = Y1; yCount < Y2; yCount++) {
- if (isBlockedAt((int)X, yCount, true, requester)) return -1;
- X += xStep;
+ for (yCount = y1; yCount < y2; yCount++) {
+ if (isBlockedAt((int)x, yCount, true, requester)) return -1;
+ x += xStep;
}
}
return MAX(xLength, yLength);
@@ -442,28 +439,28 @@ int CAdScene::getPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) { void CAdScene::pathFinderStep() {
int i;
// get lowest unmarked
- int lowest_dist = INT_MAX;
- CAdPathPoint *lowest_pt = NULL;
+ int lowestDist = INT_MAX;
+ CAdPathPoint *lowestPt = NULL;
for (i = 0; i < _pfPointsNum; i++)
- if (!_pfPath[i]->_marked && _pfPath[i]->_distance < lowest_dist) {
- lowest_dist = _pfPath[i]->_distance;
- lowest_pt = _pfPath[i];
+ if (!_pfPath[i]->_marked && _pfPath[i]->_distance < lowestDist) {
+ lowestDist = _pfPath[i]->_distance;
+ lowestPt = _pfPath[i];
}
- if (lowest_pt == NULL) { // no path -> terminate PathFinder
+ if (lowestPt == NULL) { // no path -> terminate PathFinder
_pfReady = true;
_pfTargetPath->setReady(true);
return;
}
- lowest_pt->_marked = true;
+ lowestPt->_marked = true;
// target point marked, generate path and terminate
- if (lowest_pt->x == _pfTarget->x && lowest_pt->y == _pfTarget->y) {
- while (lowest_pt != NULL) {
- _pfTargetPath->_points.InsertAt(0, new CBPoint(lowest_pt->x, lowest_pt->y));
- lowest_pt = lowest_pt->_origin;
+ if (lowestPt->x == _pfTarget->x && lowestPt->y == _pfTarget->y) {
+ while (lowestPt != NULL) {
+ _pfTargetPath->_points.InsertAt(0, new CBPoint(lowestPt->x, lowestPt->y));
+ lowestPt = lowestPt->_origin;
}
_pfReady = true;
@@ -474,10 +471,10 @@ void CAdScene::pathFinderStep() { // otherwise keep on searching
for (i = 0; i < _pfPointsNum; i++)
if (!_pfPath[i]->_marked) {
- int j = getPointsDist(*lowest_pt, *_pfPath[i], _pfRequester);
- if (j != -1 && lowest_pt->_distance + j < _pfPath[i]->_distance) {
- _pfPath[i]->_distance = lowest_pt->_distance + j;
- _pfPath[i]->_origin = lowest_pt;
+ int j = getPointsDist(*lowestPt, *_pfPath[i], _pfRequester);
+ if (j != -1 && lowestPt->_distance + j < _pfPath[i]->_distance) {
+ _pfPath[i]->_distance = lowestPt->_distance + j;
+ _pfPath[i]->_origin = lowestPt;
}
}
}
@@ -859,7 +856,7 @@ HRESULT CAdScene::loadBuffer(byte *buffer, bool complete) { }
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::traverseNodes(bool Update) {
+HRESULT CAdScene::traverseNodes(bool update) {
if (!_initialized) return S_OK;
int j, k;
@@ -880,7 +877,7 @@ HRESULT CAdScene::traverseNodes(bool Update) { //////////////////////////////////////////////////////////////////////////
// *** adjust scroll offset
- if (Update) {
+ if (update) {
/*
if (_autoScroll && Game->_mainObject != NULL)
{
@@ -921,20 +918,20 @@ HRESULT CAdScene::traverseNodes(bool Update) { //////////////////////////////////////////////////////////////////////////
- int ViewportWidth, ViewportHeight;
- getViewportSize(&ViewportWidth, &ViewportHeight);
+ int viewportWidth, viewportHeight;
+ getViewportSize(&viewportWidth, &viewportHeight);
- int ViewportX, ViewportY;
- getViewportOffset(&ViewportX, &ViewportY);
+ int viewportX, viewportY;
+ getViewportOffset(&viewportX, &viewportY);
- int ScrollableX = _width - ViewportWidth;
- int ScrollableY = _height - ViewportHeight;
+ int scrollableX = _width - viewportWidth;
+ int scrollableY = _height - viewportHeight;
- double WidthRatio = ScrollableX <= 0 ? 0 : ((double)(_offsetLeft) / (double)ScrollableX);
- double HeightRatio = ScrollableY <= 0 ? 0 : ((double)(_offsetTop) / (double)ScrollableY);
+ double widthRatio = scrollableX <= 0 ? 0 : ((double)(_offsetLeft) / (double)scrollableX);
+ double heightRatio = scrollableY <= 0 ? 0 : ((double)(_offsetTop) / (double)scrollableY);
- int OrigX, OrigY;
- Game->getOffset(&OrigX, &OrigY);
+ int origX, origY;
+ Game->getOffset(&origX, &origY);
@@ -950,7 +947,7 @@ HRESULT CAdScene::traverseNodes(bool Update) { if (!_layers[j]->_active) continue;
// make layer exclusive
- if (!Update) {
+ if (!update) {
if (_layers[j]->_closeUp && !Game->_editorMode) {
if (!_shieldWindow) _shieldWindow = new CUIWindow(Game);
if (_shieldWindow) {
@@ -963,40 +960,40 @@ HRESULT CAdScene::traverseNodes(bool Update) { }
if (_paralaxScrolling) {
- int OffsetX = (int)(WidthRatio * (_layers[j]->_width - ViewportWidth) - ViewportX);
- int OffsetY = (int)(HeightRatio * (_layers[j]->_height - ViewportHeight) - ViewportY);
- Game->setOffset(OffsetX, OffsetY);
+ int offsetX = (int)(widthRatio * (_layers[j]->_width - viewportWidth) - viewportX);
+ int offsetY = (int)(heightRatio * (_layers[j]->_height - viewportHeight) - viewportY);
+ Game->setOffset(offsetX, offsetY);
- Game->_offsetPercentX = (float)OffsetX / ((float)_layers[j]->_width - ViewportWidth) * 100.0f;
- Game->_offsetPercentY = (float)OffsetY / ((float)_layers[j]->_height - ViewportHeight) * 100.0f;
+ Game->_offsetPercentX = (float)offsetX / ((float)_layers[j]->_width - viewportWidth) * 100.0f;
+ Game->_offsetPercentY = (float)offsetY / ((float)_layers[j]->_height - viewportHeight) * 100.0f;
//Game->QuickMessageForm("%d %f", OffsetX+ViewportX, Game->_offsetPercentX);
} else {
- Game->setOffset(_offsetLeft - ViewportX, _offsetTop - ViewportY);
+ Game->setOffset(_offsetLeft - viewportX, _offsetTop - viewportY);
- Game->_offsetPercentX = (float)(_offsetLeft - ViewportX) / ((float)_layers[j]->_width - ViewportWidth) * 100.0f;
- Game->_offsetPercentY = (float)(_offsetTop - ViewportY) / ((float)_layers[j]->_height - ViewportHeight) * 100.0f;
+ Game->_offsetPercentX = (float)(_offsetLeft - viewportX) / ((float)_layers[j]->_width - viewportWidth) * 100.0f;
+ Game->_offsetPercentY = (float)(_offsetTop - viewportY) / ((float)_layers[j]->_height - viewportHeight) * 100.0f;
}
// for each node
for (k = 0; k < _layers[j]->_nodes.GetSize(); k++) {
- CAdSceneNode *Node = _layers[j]->_nodes[k];
- switch (Node->_type) {
+ CAdSceneNode *node = _layers[j]->_nodes[k];
+ switch (node->_type) {
case OBJECT_ENTITY:
- if (Node->_entity->_active && (Game->_editorMode || !Node->_entity->_editorOnly)) {
+ if (node->_entity->_active && (Game->_editorMode || !node->_entity->_editorOnly)) {
Game->_renderer->setup2D();
- if (Update) Node->_entity->update();
- else Node->_entity->display();
+ if (update) node->_entity->update();
+ else node->_entity->display();
}
break;
case OBJECT_REGION: {
- if (Node->_region->_blocked) break;
- if (Node->_region->_decoration) break;
+ if (node->_region->_blocked) break;
+ if (node->_region->_decoration) break;
- if (!Update) displayRegionContent(Node->_region);
+ if (!update) displayRegionContent(node->_region);
}
break;
default:
@@ -1007,7 +1004,7 @@ HRESULT CAdScene::traverseNodes(bool Update) { // display/update all objects which are off-regions
if (_layers[j]->_main) {
- if (Update) {
+ if (update) {
updateFreeObjects();
} else {
displayRegionContent(NULL);
@@ -1017,12 +1014,12 @@ HRESULT CAdScene::traverseNodes(bool Update) { // restore state
- Game->setOffset(OrigX, OrigY);
+ Game->setOffset(origX, origY);
Game->_renderer->setup2D();
// display/update fader
if (_fader) {
- if (Update) _fader->update();
+ if (update) _fader->update();
else _fader->display();
}
@@ -1040,13 +1037,11 @@ HRESULT CAdScene::display() { //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::updateFreeObjects() {
CAdGame *adGame = (CAdGame *)Game;
- int i;
-
- bool Is3DSet;
+ bool is3DSet;
// *** update all active objects
- Is3DSet = false;
- for (i = 0; i < adGame->_objects.GetSize(); i++) {
+ is3DSet = false;
+ for (int i = 0; i < adGame->_objects.GetSize(); i++) {
if (!adGame->_objects[i]->_active) continue;
adGame->_objects[i]->update();
@@ -1054,7 +1049,7 @@ HRESULT CAdScene::updateFreeObjects() { }
- for (i = 0; i < _objects.GetSize(); i++) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
if (!_objects[i]->_active) continue;
_objects[i]->update();
@@ -1072,49 +1067,47 @@ HRESULT CAdScene::updateFreeObjects() { //////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::displayRegionContent(CAdRegion *Region, bool Display3DOnly) {
+HRESULT CAdScene::displayRegionContent(CAdRegion *region, bool display3DOnly) {
CAdGame *adGame = (CAdGame *)Game;
- CBArray<CAdObject *, CAdObject *> Objects;
- CAdObject *Obj;
-
- int i;
+ CBArray<CAdObject *, CAdObject *> objects;
+ CAdObject *obj;
// global objects
- for (i = 0; i < adGame->_objects.GetSize(); i++) {
- Obj = adGame->_objects[i];
- if (Obj->_active && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
- Objects.Add(Obj);
+ for (int i = 0; i < adGame->_objects.GetSize(); i++) {
+ obj = adGame->_objects[i];
+ if (obj->_active && !obj->_drawn && (obj->_stickRegion == region || region == NULL || (obj->_stickRegion == NULL && region->PointInRegion(obj->_posX, obj->_posY)))) {
+ objects.Add(obj);
}
}
// scene objects
- for (i = 0; i < _objects.GetSize(); i++) {
- Obj = _objects[i];
- if (Obj->_active && !Obj->_editorOnly && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
- Objects.Add(Obj);
+ for (int i = 0; i < _objects.GetSize(); i++) {
+ obj = _objects[i];
+ if (obj->_active && !obj->_editorOnly && !obj->_drawn && (obj->_stickRegion == region || region == NULL || (obj->_stickRegion == NULL && region->PointInRegion(obj->_posX, obj->_posY)))) {
+ objects.Add(obj);
}
}
// sort by _posY
- qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs);
+ qsort(objects.GetData(), objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs);
// display them
- for (i = 0; i < Objects.GetSize(); i++) {
- Obj = Objects[i];
+ for (int i = 0; i < objects.GetSize(); i++) {
+ obj = objects[i];
- if (Display3DOnly && !Obj->_is3D) continue;
+ if (display3DOnly && !obj->_is3D) continue;
Game->_renderer->setup2D();
- if (Game->_editorMode || !Obj->_editorOnly) Obj->display();
- Obj->_drawn = true;
+ if (Game->_editorMode || !obj->_editorOnly) obj->display();
+ obj->_drawn = true;
}
// display design only objects
- if (!Display3DOnly) {
- if (Game->_editorMode && Region == NULL) {
- for (i = 0; i < _objects.GetSize(); i++) {
+ if (!display3DOnly) {
+ if (Game->_editorMode && region == NULL) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && _objects[i]->_editorOnly) {
_objects[i]->display();
_objects[i]->_drawn = true;
@@ -1127,20 +1120,19 @@ HRESULT CAdScene::displayRegionContent(CAdRegion *Region, bool Display3DOnly) { }
//////////////////////////////////////////////////////////////////////////
-int CAdScene::compareObjs(const void *Obj1, const void *Obj2) {
- CAdObject *Object1 = *(CAdObject **)Obj1;
- CAdObject *Object2 = *(CAdObject **)Obj2;
+int CAdScene::compareObjs(const void *obj1, const void *obj2) {
+ CAdObject *object1 = *(CAdObject **)obj1;
+ CAdObject *object2 = *(CAdObject **)obj2;
- if (Object1->_posY < Object2->_posY) return -1;
- else if (Object1->_posY > Object2->_posY) return 1;
+ if (object1->_posY < object2->_posY) return -1;
+ else if (object1->_posY > object2->_posY) return 1;
else return 0;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) {
+HRESULT CAdScene::displayRegionContentOld(CAdRegion *region) {
CAdGame *adGame = (CAdGame *)Game;
CAdObject *obj;
- int i;
// display all objects in region sorted by _posY
do {
@@ -1148,16 +1140,16 @@ HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) { int minY = INT_MAX;
// global objects
- for (i = 0; i < adGame->_objects.GetSize(); i++) {
- if (adGame->_objects[i]->_active && !adGame->_objects[i]->_drawn && adGame->_objects[i]->_posY < minY && (adGame->_objects[i]->_stickRegion == Region || Region == NULL || (adGame->_objects[i]->_stickRegion == NULL && Region->PointInRegion(adGame->_objects[i]->_posX, adGame->_objects[i]->_posY)))) {
+ for (int i = 0; i < adGame->_objects.GetSize(); i++) {
+ if (adGame->_objects[i]->_active && !adGame->_objects[i]->_drawn && adGame->_objects[i]->_posY < minY && (adGame->_objects[i]->_stickRegion == region || region == NULL || (adGame->_objects[i]->_stickRegion == NULL && region->PointInRegion(adGame->_objects[i]->_posX, adGame->_objects[i]->_posY)))) {
obj = adGame->_objects[i];
minY = adGame->_objects[i]->_posY;
}
}
// scene objects
- for (i = 0; i < _objects.GetSize(); i++) {
- if (_objects[i]->_active && !_objects[i]->_editorOnly && !_objects[i]->_drawn && _objects[i]->_posY < minY && (_objects[i]->_stickRegion == Region || Region == NULL || (_objects[i]->_stickRegion == NULL && Region->PointInRegion(_objects[i]->_posX, _objects[i]->_posY)))) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && !_objects[i]->_editorOnly && !_objects[i]->_drawn && _objects[i]->_posY < minY && (_objects[i]->_stickRegion == region || region == NULL || (_objects[i]->_stickRegion == NULL && region->PointInRegion(_objects[i]->_posX, _objects[i]->_posY)))) {
obj = _objects[i];
minY = _objects[i]->_posY;
}
@@ -1174,8 +1166,8 @@ HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) { // design only objects
- if (Game->_editorMode && Region == NULL) {
- for (i = 0; i < _objects.GetSize(); i++) {
+ if (Game->_editorMode && region == NULL) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && _objects[i]->_editorOnly) {
_objects[i]->display();
_objects[i]->_drawn = true;
@@ -1193,23 +1185,23 @@ HRESULT CAdScene::update() { }
//////////////////////////////////////////////////////////////////////////
-void CAdScene::scrollTo(int OffsetX, int OffsetY) {
- int ViewportWidth, ViewportHeight;
- getViewportSize(&ViewportWidth, &ViewportHeight);
+void CAdScene::scrollTo(int offsetX, int offsetY) {
+ int viewportWidth, viewportHeight;
+ getViewportSize(&viewportWidth, &viewportHeight);
- int OrigOffsetLeft = _targetOffsetLeft;
- int OrigOffsetTop = _targetOffsetTop;
+ int origOffsetLeft = _targetOffsetLeft;
+ int origOffsetTop = _targetOffsetTop;
- _targetOffsetLeft = MAX(0, OffsetX - ViewportWidth / 2);
- _targetOffsetLeft = MIN(_targetOffsetLeft, _width - ViewportWidth);
+ _targetOffsetLeft = MAX(0, offsetX - viewportWidth / 2);
+ _targetOffsetLeft = MIN(_targetOffsetLeft, _width - viewportWidth);
- _targetOffsetTop = MAX(0, OffsetY - ViewportHeight / 2);
- _targetOffsetTop = MIN(_targetOffsetTop, _height - ViewportHeight);
+ _targetOffsetTop = MAX(0, offsetY - viewportHeight / 2);
+ _targetOffsetTop = MIN(_targetOffsetTop, _height - viewportHeight);
if (Game->_mainObject && Game->_mainObject->_is3D) {
- if (abs(OrigOffsetLeft - _targetOffsetLeft) < 5) _targetOffsetLeft = OrigOffsetLeft;
- if (abs(OrigOffsetTop - _targetOffsetTop) < 5) _targetOffsetTop = OrigOffsetTop;
+ if (abs(origOffsetLeft - _targetOffsetLeft) < 5) _targetOffsetLeft = origOffsetLeft;
+ if (abs(origOffsetTop - _targetOffsetTop) < 5) _targetOffsetTop = origOffsetTop;
//_targetOffsetTop = 0;
}
@@ -1218,27 +1210,27 @@ void CAdScene::scrollTo(int OffsetX, int OffsetY) { //////////////////////////////////////////////////////////////////////////
-void CAdScene::scrollToObject(CBObject *Object) {
- if (Object) scrollTo(Object->_posX, Object->_posY - Object->getHeight() / 2);
+void CAdScene::scrollToObject(CBObject *object) {
+ if (object) scrollTo(object->_posX, object->_posY - object->getHeight() / 2);
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::skipToObject(CBObject *Object) {
- if (Object) skipTo(Object->_posX, Object->_posY - Object->getHeight() / 2);
+void CAdScene::skipToObject(CBObject *object) {
+ if (object) skipTo(object->_posX, object->_posY - object->getHeight() / 2);
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::skipTo(int OffsetX, int OffsetY) {
- int ViewportWidth, ViewportHeight;
- getViewportSize(&ViewportWidth, &ViewportHeight);
+void CAdScene::skipTo(int offsetX, int offsetY) {
+ int viewportWidth, viewportHeight;
+ getViewportSize(&viewportWidth, &viewportHeight);
- _offsetLeft = MAX(0, OffsetX - ViewportWidth / 2);
- _offsetLeft = MIN(_offsetLeft, _width - ViewportWidth);
+ _offsetLeft = MAX(0, offsetX - viewportWidth / 2);
+ _offsetLeft = MIN(_offsetLeft, _width - viewportWidth);
- _offsetTop = MAX(0, OffsetY - ViewportHeight / 2);
- _offsetTop = MIN(_offsetTop, _height - ViewportHeight);
+ _offsetTop = MAX(0, offsetY - viewportHeight / 2);
+ _offsetTop = MIN(_offsetTop, _height - viewportHeight);
_targetOffsetLeft = _offsetLeft;
_targetOffsetTop = _offsetTop;
@@ -1288,12 +1280,12 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "CreateEntity") == 0) {
stack->correctParams(1);
- CScValue *Val = stack->pop();
+ CScValue *val = stack->pop();
- CAdEntity *Ent = new CAdEntity(Game);
- addObject(Ent);
- if (!Val->isNULL()) Ent->setName(Val->getString());
- stack->pushNative(Ent, true);
+ CAdEntity *ent = new CAdEntity(Game);
+ addObject(ent);
+ if (!val->isNULL()) ent->setName(val->getString());
+ stack->pushNative(ent, true);
return S_OK;
}
@@ -1399,22 +1391,22 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetFreeNode") == 0) {
stack->correctParams(1);
- CScValue *Val = stack->pop();
+ CScValue *val = stack->pop();
- CAdObject *Ret = NULL;
- if (Val->isInt()) {
- int Index = Val->getInt();
- if (Index >= 0 && Index < _objects.GetSize()) Ret = _objects[Index];
+ CAdObject *ret = NULL;
+ if (val->isInt()) {
+ int index = val->getInt();
+ if (index >= 0 && index < _objects.GetSize()) ret = _objects[index];
} else {
- const char *nodeName = Val->getString();
+ const char *nodeName = val->getString();
for (int i = 0; i < _objects.GetSize(); i++) {
if (_objects[i] && _objects[i]->_name && scumm_stricmp(_objects[i]->_name, nodeName) == 0) {
- Ret = _objects[i];
+ ret = _objects[i];
break;
}
}
}
- if (Ret) stack->pushNative(Ret, true);
+ if (ret) stack->pushNative(ret, true);
else stack->pushNULL();
return S_OK;
@@ -1425,20 +1417,20 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetRegionAt") == 0) {
stack->correctParams(3);
- int X = stack->pop()->getInt();
- int Y = stack->pop()->getInt();
- CScValue *Val = stack->pop();
+ int x = stack->pop()->getInt();
+ int y = stack->pop()->getInt();
+ CScValue *val = stack->pop();
- bool IncludeDecors = false;
- if (!Val->isNULL()) IncludeDecors = Val->getBool();
+ bool includeDecors = false;
+ if (!val->isNULL()) includeDecors = val->getBool();
if (_mainLayer) {
for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
- CAdSceneNode *Node = _mainLayer->_nodes[i];
- if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->PointInRegion(X, Y)) {
- if (Node->_region->_decoration && !IncludeDecors) continue;
+ CAdSceneNode *node = _mainLayer->_nodes[i];
+ if (node->_type == OBJECT_REGION && node->_region->_active && node->_region->PointInRegion(x, y)) {
+ if (node->_region->_decoration && !includeDecors) continue;
- stack->pushNative(Node->_region, true);
+ stack->pushNative(node->_region, true);
return S_OK;
}
}
@@ -1452,10 +1444,10 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "IsBlockedAt") == 0) {
stack->correctParams(2);
- int X = stack->pop()->getInt();
- int Y = stack->pop()->getInt();
+ int x = stack->pop()->getInt();
+ int y = stack->pop()->getInt();
- stack->pushBool(isBlockedAt(X, Y));
+ stack->pushBool(isBlockedAt(x, y));
return S_OK;
}
@@ -1464,10 +1456,10 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "IsWalkableAt") == 0) {
stack->correctParams(2);
- int X = stack->pop()->getInt();
- int Y = stack->pop()->getInt();
+ int x = stack->pop()->getInt();
+ int y = stack->pop()->getInt();
- stack->pushBool(isWalkableAt(X, Y));
+ stack->pushBool(isWalkableAt(x, y));
return S_OK;
}
@@ -1476,10 +1468,10 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetScaleAt") == 0) {
stack->correctParams(2);
- int X = stack->pop()->getInt();
- int Y = stack->pop()->getInt();
+ int x = stack->pop()->getInt();
+ int y = stack->pop()->getInt();
- stack->pushFloat(getZoomAt(X, Y));
+ stack->pushFloat(getZoomAt(x, y));
return S_OK;
}
@@ -1488,10 +1480,10 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "GetRotationAt") == 0) {
stack->correctParams(2);
- int X = stack->pop()->getInt();
- int Y = stack->pop()->getInt();
+ int x = stack->pop()->getInt();
+ int y = stack->pop()->getInt();
- stack->pushFloat(getRotationAt(X, Y));
+ stack->pushFloat(getRotationAt(x, y));
return S_OK;
}
@@ -1500,12 +1492,12 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "IsScrolling") == 0) {
stack->correctParams(0);
- bool Ret = false;
+ bool ret = false;
if (_autoScroll) {
- if (_targetOffsetLeft != _offsetLeft || _targetOffsetTop != _offsetTop) Ret = true;
+ if (_targetOffsetLeft != _offsetLeft || _targetOffsetTop != _offsetTop) ret = true;
}
- stack->pushBool(Ret);
+ stack->pushBool(ret);
return S_OK;
}
@@ -1514,13 +1506,13 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "FadeOut") == 0 || strcmp(name, "FadeOutAsync") == 0) {
stack->correctParams(5);
- uint32 Duration = stack->pop()->getInt(500);
- byte Red = stack->pop()->getInt(0);
- byte Green = stack->pop()->getInt(0);
- byte Blue = stack->pop()->getInt(0);
- byte Alpha = stack->pop()->getInt(0xFF);
+ uint32 duration = stack->pop()->getInt(500);
+ byte red = stack->pop()->getInt(0);
+ byte green = stack->pop()->getInt(0);
+ byte blue = stack->pop()->getInt(0);
+ byte alpha = stack->pop()->getInt(0xFF);
- _fader->fadeOut(DRGBA(Red, Green, Blue, Alpha), Duration);
+ _fader->fadeOut(DRGBA(red, green, blue, alpha), duration);
if (strcmp(name, "FadeOutAsync") != 0) script->WaitFor(_fader);
stack->pushNULL();
@@ -1532,13 +1524,13 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "FadeIn") == 0 || strcmp(name, "FadeInAsync") == 0) {
stack->correctParams(5);
- uint32 Duration = stack->pop()->getInt(500);
- byte Red = stack->pop()->getInt(0);
- byte Green = stack->pop()->getInt(0);
- byte Blue = stack->pop()->getInt(0);
- byte Alpha = stack->pop()->getInt(0xFF);
+ uint32 duration = stack->pop()->getInt(500);
+ byte red = stack->pop()->getInt(0);
+ byte green = stack->pop()->getInt(0);
+ byte blue = stack->pop()->getInt(0);
+ byte alpha = stack->pop()->getInt(0xFF);
- _fader->fadeIn(DRGBA(Red, Green, Blue, Alpha), Duration);
+ _fader->fadeIn(DRGBA(red, green, blue, alpha), duration);
if (strcmp(name, "FadeInAsync") != 0) script->WaitFor(_fader);
stack->pushNULL();
@@ -1559,9 +1551,9 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "IsPointInViewport") == 0) {
stack->correctParams(2);
- int X = stack->pop()->getInt();
- int Y = stack->pop()->getInt();
- stack->pushBool(pointInViewport(X, Y));
+ int x = stack->pop()->getInt();
+ int y = stack->pop()->getInt();
+ stack->pushBool(pointInViewport(x, y));
return S_OK;
}
@@ -1570,16 +1562,16 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "SetViewport") == 0) {
stack->correctParams(4);
- int X = stack->pop()->getInt();
- int Y = stack->pop()->getInt();
- int Width = stack->pop()->getInt();
- int Height = stack->pop()->getInt();
+ int x = stack->pop()->getInt();
+ int y = stack->pop()->getInt();
+ int width = stack->pop()->getInt();
+ int height = stack->pop()->getInt();
- if (Width <= 0) Width = Game->_renderer->_width;
- if (Height <= 0) Height = Game->_renderer->_height;
+ if (width <= 0) width = Game->_renderer->_width;
+ if (height <= 0) height = Game->_renderer->_height;
if (!_viewport) _viewport = new CBViewport(Game);
- if (_viewport) _viewport->setRect(X, Y, X + Width, Y + Height);
+ if (_viewport) _viewport->setRect(x, y, x + width, y + height);
stack->pushBool(true);
@@ -1591,18 +1583,18 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "AddLayer") == 0) {
stack->correctParams(1);
- CScValue *Val = stack->pop();
+ CScValue *val = stack->pop();
- CAdLayer *Layer = new CAdLayer(Game);
- if (!Val->isNULL()) Layer->setName(Val->getString());
+ CAdLayer *layer = new CAdLayer(Game);
+ if (!val->isNULL()) layer->setName(val->getString());
if (_mainLayer) {
- Layer->_width = _mainLayer->_width;
- Layer->_height = _mainLayer->_height;
+ layer->_width = _mainLayer->_width;
+ layer->_height = _mainLayer->_height;
}
- _layers.Add(Layer);
- Game->registerObject(Layer);
+ _layers.Add(layer);
+ Game->registerObject(layer);
- stack->pushNative(Layer, true);
+ stack->pushNative(layer, true);
return S_OK;
}
@@ -1611,22 +1603,22 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "InsertLayer") == 0) {
stack->correctParams(2);
- int Index = stack->pop()->getInt();
- CScValue *Val = stack->pop();
+ int index = stack->pop()->getInt();
+ CScValue *val = stack->pop();
- CAdLayer *Layer = new CAdLayer(Game);
- if (!Val->isNULL()) Layer->setName(Val->getString());
+ CAdLayer *layer = new CAdLayer(Game);
+ if (!val->isNULL()) layer->setName(val->getString());
if (_mainLayer) {
- Layer->_width = _mainLayer->_width;
- Layer->_height = _mainLayer->_height;
+ layer->_width = _mainLayer->_width;
+ layer->_height = _mainLayer->_height;
}
- if (Index < 0) Index = 0;
- if (Index <= _layers.GetSize() - 1) _layers.InsertAt(Index, Layer);
- else _layers.Add(Layer);
+ if (index < 0) index = 0;
+ if (index <= _layers.GetSize() - 1) _layers.InsertAt(index, layer);
+ else _layers.Add(layer);
- Game->registerObject(Layer);
+ Game->registerObject(layer);
- stack->pushNative(Layer, true);
+ stack->pushNative(layer, true);
return S_OK;
}
@@ -1635,38 +1627,38 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi //////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "DeleteLayer") == 0) {
stack->correctParams(1);
- CScValue *Val = stack->pop();
+ CScValue *val = stack->pop();
- CAdLayer *ToDelete = NULL;
- if (Val->isNative()) {
- CBScriptable *Temp = Val->getNative();
+ CAdLayer *toDelete = NULL;
+ if (val->isNative()) {
+ CBScriptable *temp = val->getNative();
for (int i = 0; i < _layers.GetSize(); i++) {
- if (_layers[i] == Temp) {
- ToDelete = _layers[i];
+ if (_layers[i] == temp) {
+ toDelete = _layers[i];
break;
}
}
} else {
- int Index = Val->getInt();
- if (Index >= 0 && Index < _layers.GetSize()) {
- ToDelete = _layers[Index];
+ int index = val->getInt();
+ if (index >= 0 && index < _layers.GetSize()) {
+ toDelete = _layers[index];
}
}
- if (ToDelete == NULL) {
+ if (toDelete == NULL) {
stack->pushBool(false);
return S_OK;
}
- if (ToDelete->_main) {
+ if (toDelete->_main) {
script->RuntimeError("Scene.DeleteLayer - cannot delete main scene layer");
stack->pushBool(false);
return S_OK;
}
for (int i = 0; i < _layers.GetSize(); i++) {
- if (_layers[i] == ToDelete) {
+ if (_layers[i] == toDelete) {
_layers.RemoveAt(i);
- Game->unregisterObject(ToDelete);
+ Game->unregisterObject(toDelete);
break;
}
}
@@ -1728,10 +1720,10 @@ CScValue *CAdScene::scGetProperty(const char *name) { // MouseX (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "MouseX") == 0) {
- int ViewportX;
- getViewportOffset(&ViewportX);
+ int viewportX;
+ getViewportOffset(&viewportX);
- _scValue->setInt(Game->_mousePos.x + _offsetLeft - ViewportX);
+ _scValue->setInt(Game->_mousePos.x + _offsetLeft - viewportX);
return _scValue;
}
@@ -1739,10 +1731,10 @@ CScValue *CAdScene::scGetProperty(const char *name) { // MouseY (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(name, "MouseY") == 0) {
- int ViewportY;
- getViewportOffset(NULL, &ViewportY);
+ int viewportY;
+ getViewportOffset(NULL, &viewportY);
- _scValue->setInt(Game->_mousePos.y + _offsetTop - ViewportY);
+ _scValue->setInt(Game->_mousePos.y + _offsetTop - viewportY);
return _scValue;
}
@@ -1913,11 +1905,11 @@ HRESULT CAdScene::scSetProperty(const char *name, CScValue *value) { else if (strcmp(name, "OffsetX") == 0) {
_offsetLeft = value->getInt();
- int ViewportWidth, ViewportHeight;
- getViewportSize(&ViewportWidth, &ViewportHeight);
+ int viewportWidth, viewportHeight;
+ getViewportSize(&viewportWidth, &viewportHeight);
- _offsetLeft = MAX(0, _offsetLeft - ViewportWidth / 2);
- _offsetLeft = MIN(_offsetLeft, _width - ViewportWidth);
+ _offsetLeft = MAX(0, _offsetLeft - viewportWidth / 2);
+ _offsetLeft = MIN(_offsetLeft, _width - viewportWidth);
_targetOffsetLeft = _offsetLeft;
return S_OK;
@@ -1929,11 +1921,11 @@ HRESULT CAdScene::scSetProperty(const char *name, CScValue *value) { else if (strcmp(name, "OffsetY") == 0) {
_offsetTop = value->getInt();
- int ViewportWidth, ViewportHeight;
- getViewportSize(&ViewportWidth, &ViewportHeight);
+ int viewportWidth, viewportHeight;
+ getViewportSize(&viewportWidth, &viewportHeight);
- _offsetTop = MAX(0, _offsetTop - ViewportHeight / 2);
- _offsetTop = MIN(_offsetTop, _height - ViewportHeight);
+ _offsetTop = MAX(0, _offsetTop - viewportHeight / 2);
+ _offsetTop = MIN(_offsetTop, _height - viewportHeight);
_targetOffsetTop = _offsetTop;
return S_OK;
@@ -1950,18 +1942,18 @@ const char *CAdScene::scToString() { //////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::addObject(CAdObject *Object) {
- _objects.Add(Object);
- return Game->registerObject(Object);
+HRESULT CAdScene::addObject(CAdObject *object) {
+ _objects.Add(object);
+ return Game->registerObject(object);
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::removeObject(CAdObject *Object) {
+HRESULT CAdScene::removeObject(CAdObject *object) {
for (int i = 0; i < _objects.GetSize(); i++) {
- if (_objects[i] == Object) {
+ if (_objects[i] == object) {
_objects.RemoveAt(i);
- return Game->unregisterObject(Object);
+ return Game->unregisterObject(object);
}
}
return E_FAIL;
@@ -2200,19 +2192,19 @@ HRESULT CAdScene::afterLoad() { }
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester) {
- double xStep, yStep, X, Y;
+HRESULT CAdScene::correctTargetPoint2(int startX, int startY, int *targetX, int *targetY, bool checkFreeObjects, CBObject *requester) {
+ double xStep, yStep, x, y;
int xLength, yLength, xCount, yCount;
- int X1, Y1, X2, Y2;
+ int x1, y1, x2, y2;
- X1 = *TargetX;
- Y1 = *TargetY;
- X2 = StartX;
- Y2 = StartY;
+ x1 = *targetX;
+ y1 = *targetY;
+ x2 = startX;
+ y2 = startY;
- xLength = abs(X2 - X1);
- yLength = abs(Y2 - Y1);
+ xLength = abs(x2 - x1);
+ yLength = abs(y2 - y1);
if (xLength > yLength) {
/*
@@ -2223,16 +2215,16 @@ HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int }
*/
- yStep = fabs((double)(Y2 - Y1) / (double)(X2 - X1));
- Y = Y1;
+ yStep = fabs((double)(y2 - y1) / (double)(x2 - x1));
+ y = y1;
- for (xCount = X1; xCount < X2; xCount++) {
- if (isWalkableAt(xCount, (int)Y, CheckFreeObjects, Requester)) {
- *TargetX = xCount;
- *TargetY = (int)Y;
+ for (xCount = x1; xCount < x2; xCount++) {
+ if (isWalkableAt(xCount, (int)y, checkFreeObjects, requester)) {
+ *targetX = xCount;
+ *targetY = (int)y;
return S_OK;
}
- Y += yStep;
+ y += yStep;
}
} else {
/*
@@ -2242,16 +2234,16 @@ HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int }
*/
- xStep = fabs((double)(X2 - X1) / (double)(Y2 - Y1));
- X = X1;
+ xStep = fabs((double)(x2 - x1) / (double)(y2 - y1));
+ x = x1;
- for (yCount = Y1; yCount < Y2; yCount++) {
- if (isWalkableAt((int)X, yCount, CheckFreeObjects, Requester)) {
- *TargetX = (int)X;
- *TargetY = yCount;
+ for (yCount = y1; yCount < y2; yCount++) {
+ if (isWalkableAt((int)x, yCount, checkFreeObjects, requester)) {
+ *targetX = (int)x;
+ *targetY = yCount;
return S_OK;
}
- X += xStep;
+ x += xStep;
}
}
@@ -2259,19 +2251,19 @@ HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int }
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects, CBObject *Requester) {
- int x = *X;
- int y = *Y;
+HRESULT CAdScene::correctTargetPoint(int startX, int startY, int *argX, int *argY, bool checkFreeObjects, CBObject *requester) {
+ int x = *argX;
+ int y = *argY;
- if (isWalkableAt(x, y, CheckFreeObjects, Requester) || !_mainLayer) {
+ if (isWalkableAt(x, y, checkFreeObjects, requester) || !_mainLayer) {
return S_OK;
}
// right
int length_right = 0;
bool found_right = false;
- for (x = *X, y = *Y; x < _mainLayer->_width; x++, length_right++) {
- if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x - 5, y, CheckFreeObjects, Requester)) {
+ for (x = *argX, y = *argY; x < _mainLayer->_width; x++, length_right++) {
+ if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x - 5, y, checkFreeObjects, requester)) {
found_right = true;
break;
}
@@ -2280,8 +2272,8 @@ HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, boo // left
int length_left = 0;
bool found_left = false;
- for (x = *X, y = *Y; x >= 0; x--, length_left--) {
- if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x + 5, y, CheckFreeObjects, Requester)) {
+ for (x = *argX, y = *argY; x >= 0; x--, length_left--) {
+ if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x + 5, y, checkFreeObjects, requester)) {
found_left = true;
break;
}
@@ -2290,8 +2282,8 @@ HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, boo // up
int length_up = 0;
bool found_up = false;
- for (x = *X, y = *Y; y >= 0; y--, length_up--) {
- if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x, y + 5, CheckFreeObjects, Requester)) {
+ for (x = *argX, y = *argY; y >= 0; y--, length_up--) {
+ if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x, y + 5, checkFreeObjects, requester)) {
found_up = true;
break;
}
@@ -2300,8 +2292,8 @@ HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, boo // down
int length_down = 0;
bool found_down = false;
- for (x = *X, y = *Y; y < _mainLayer->_height; y++, length_down++) {
- if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x, y - 5, CheckFreeObjects, Requester)) {
+ for (x = *argX, y = *argY; y < _mainLayer->_height; y++, length_down++) {
+ if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x, y - 5, checkFreeObjects, requester)) {
found_down = true;
break;
}
@@ -2326,11 +2318,11 @@ HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, boo else if (found_down) OffsetY = length_down;
if (abs(OffsetX) < abs(OffsetY))
- *X = *X + OffsetX;
+ *argX = *argX + OffsetX;
else
- *Y = *Y + OffsetY;
+ *argY = *argY + OffsetY;
- if (!isWalkableAt(*X, *Y)) return correctTargetPoint2(StartX, StartY, X, Y, CheckFreeObjects, Requester);
+ if (!isWalkableAt(*argX, *argY)) return correctTargetPoint2(startX, startY, argX, argY, checkFreeObjects, requester);
else return S_OK;
}
@@ -2342,13 +2334,13 @@ void CAdScene::pfPointsStart() { //////////////////////////////////////////////////////////////////////////
-void CAdScene::pfPointsAdd(int X, int Y, int Distance) {
+void CAdScene::pfPointsAdd(int x, int y, int distance) {
if (_pfPointsNum >= _pfPath.GetSize()) {
- _pfPath.Add(new CAdPathPoint(X, Y, Distance));
+ _pfPath.Add(new CAdPathPoint(x, y, distance));
} else {
- _pfPath[_pfPointsNum]->x = X;
- _pfPath[_pfPointsNum]->y = Y;
- _pfPath[_pfPointsNum]->_distance = Distance;
+ _pfPath[_pfPointsNum]->x = x;
+ _pfPath[_pfPointsNum]->y = y;
+ _pfPath[_pfPointsNum]->_distance = distance;
_pfPath[_pfPointsNum]->_marked = false;
_pfPath[_pfPointsNum]->_origin = NULL;
}
@@ -2358,34 +2350,34 @@ void CAdScene::pfPointsAdd(int X, int Y, int Distance) { //////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::getViewportOffset(int *OffsetX, int *OffsetY) {
+HRESULT CAdScene::getViewportOffset(int *offsetX, int *offsetY) {
CAdGame *adGame = (CAdGame *)Game;
if (_viewport && !Game->_editorMode) {
- if (OffsetX) *OffsetX = _viewport->_offsetX;
- if (OffsetY) *OffsetY = _viewport->_offsetY;
+ if (offsetX) *offsetX = _viewport->_offsetX;
+ if (offsetY) *offsetY = _viewport->_offsetY;
} else if (adGame->_sceneViewport && !Game->_editorMode) {
- if (OffsetX) *OffsetX = adGame->_sceneViewport->_offsetX;
- if (OffsetY) *OffsetY = adGame->_sceneViewport->_offsetY;
+ if (offsetX) *offsetX = adGame->_sceneViewport->_offsetX;
+ if (offsetY) *offsetY = adGame->_sceneViewport->_offsetY;
} else {
- if (OffsetX) *OffsetX = 0;
- if (OffsetY) *OffsetY = 0;
+ if (offsetX) *offsetX = 0;
+ if (offsetY) *offsetY = 0;
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::getViewportSize(int *Width, int *Height) {
+HRESULT CAdScene::getViewportSize(int *width, int *height) {
CAdGame *adGame = (CAdGame *)Game;
if (_viewport && !Game->_editorMode) {
- if (Width) *Width = _viewport->getWidth();
- if (Height) *Height = _viewport->getHeight();
+ if (width) *width = _viewport->getWidth();
+ if (height) *height = _viewport->getHeight();
} else if (adGame->_sceneViewport && !Game->_editorMode) {
- if (Width) *Width = adGame->_sceneViewport->getWidth();
- if (Height) *Height = adGame->_sceneViewport->getHeight();
+ if (width) *width = adGame->_sceneViewport->getWidth();
+ if (height) *height = adGame->_sceneViewport->getHeight();
} else {
- if (Width) *Width = Game->_renderer->_width;
- if (Height) *Height = Game->_renderer->_height;
+ if (width) *width = Game->_renderer->_width;
+ if (height) *height = Game->_renderer->_height;
}
return S_OK;
}
@@ -2393,47 +2385,46 @@ HRESULT CAdScene::getViewportSize(int *Width, int *Height) { //////////////////////////////////////////////////////////////////////////
int CAdScene::getOffsetLeft() {
- int ViewportX;
- getViewportOffset(&ViewportX);
+ int viewportX;
+ getViewportOffset(&viewportX);
- return _offsetLeft - ViewportX;
+ return _offsetLeft - viewportX;
}
//////////////////////////////////////////////////////////////////////////
int CAdScene::getOffsetTop() {
- int ViewportY;
- getViewportOffset(NULL, &ViewportY);
+ int viewportY;
+ getViewportOffset(NULL, &viewportY);
- return _offsetTop - ViewportY;
+ return _offsetTop - viewportY;
}
//////////////////////////////////////////////////////////////////////////
-bool CAdScene::pointInViewport(int X, int Y) {
- int Left, Top, Width, Height;
+bool CAdScene::pointInViewport(int x, int y) {
+ int left, top, width, height;
- getViewportOffset(&Left, &Top);
- getViewportSize(&Width, &Height);
+ getViewportOffset(&left, &top);
+ getViewportSize(&width, &height);
- return X >= Left && X <= Left + Width && Y >= Top && Y <= Top + Height;
+ return x >= left && x <= left + width && y >= top && y <= top + height;
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::setOffset(int OffsetLeft, int OffsetTop) {
- _offsetLeft = OffsetLeft;
- _offsetTop = OffsetTop;
+void CAdScene::setOffset(int offsetLeft, int offsetTop) {
+ _offsetLeft = offsetLeft;
+ _offsetTop = offsetTop;
}
//////////////////////////////////////////////////////////////////////////
CBObject *CAdScene::getNodeByName(const char *name) {
- int i;
CBObject *ret = NULL;
// dependent objects
- for (i = 0; i < _layers.GetSize(); i++) {
+ for (int i = 0; i < _layers.GetSize(); i++) {
CAdLayer *layer = _layers[i];
for (int j = 0; j < layer->_nodes.GetSize(); j++) {
CAdSceneNode *node = layer->_nodes[j];
@@ -2455,14 +2446,14 @@ CBObject *CAdScene::getNodeByName(const char *name) { }
// free entities
- for (i = 0; i < _objects.GetSize(); i++) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_type == OBJECT_ENTITY && !scumm_stricmp(name, _objects[i]->_name)) {
return _objects[i];
}
}
// waypoint groups
- for (i = 0; i < _waypointGroups.GetSize(); i++) {
+ for (int i = 0; i < _waypointGroups.GetSize(); i++) {
if (!scumm_stricmp(name, _waypointGroups[i]->_name)) {
return _waypointGroups[i];
}
@@ -2579,12 +2570,12 @@ float CAdScene::getRotationAt(int x, int y) { //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::handleItemAssociations(const char *itemName, bool show) {
for (int i = 0; i < _layers.GetSize(); i++) {
- CAdLayer *Layer = _layers[i];
- for (int j = 0; j < Layer->_nodes.GetSize(); j++) {
- if (Layer->_nodes[j]->_type == OBJECT_ENTITY) {
- CAdEntity *Ent = Layer->_nodes[j]->_entity;
+ CAdLayer *layer = _layers[i];
+ for (int j = 0; j < layer->_nodes.GetSize(); j++) {
+ if (layer->_nodes[j]->_type == OBJECT_ENTITY) {
+ CAdEntity *ent = layer->_nodes[j]->_entity;
- if (Ent->_item && strcmp(Ent->_item, itemName) == 0) Ent->_active = show;
+ if (ent->_item && strcmp(ent->_item, itemName) == 0) ent->_active = show;
}
}
}
@@ -2601,22 +2592,21 @@ HRESULT CAdScene::handleItemAssociations(const char *itemName, bool show) { //////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::getRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions) {
- int i;
- int NumUsed = 0;
+HRESULT CAdScene::getRegionsAt(int x, int y, CAdRegion **regionList, int numRegions) {
+ int numUsed = 0;
if (_mainLayer) {
- for (i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
- CAdSceneNode *Node = _mainLayer->_nodes[i];
- if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->PointInRegion(X, Y)) {
- if (NumUsed < NumRegions - 1) {
- RegionList[NumUsed] = Node->_region;
- NumUsed++;
+ for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
+ CAdSceneNode *node = _mainLayer->_nodes[i];
+ if (node->_type == OBJECT_REGION && node->_region->_active && node->_region->PointInRegion(x, y)) {
+ if (numUsed < numRegions - 1) {
+ regionList[numUsed] = node->_region;
+ numUsed++;
} else break;
}
}
}
- for (i = NumUsed; i < NumRegions; i++) {
- RegionList[i] = NULL;
+ for (int i = numUsed; i < numRegions; i++) {
+ regionList[i] = NULL;
}
return S_OK;
@@ -2629,15 +2619,15 @@ HRESULT CAdScene::restoreDeviceObjects() { //////////////////////////////////////////////////////////////////////////
-CBObject *CAdScene::getNextAccessObject(CBObject *CurrObject) {
+CBObject *CAdScene::getNextAccessObject(CBObject *currObject) {
CBArray<CAdObject *, CAdObject *> objects;
getSceneObjects(objects, true);
if (objects.GetSize() == 0) return NULL;
else {
- if (CurrObject != NULL) {
+ if (currObject != NULL) {
for (int i = 0; i < objects.GetSize(); i++) {
- if (objects[i] == CurrObject) {
+ if (objects[i] == currObject) {
if (i < objects.GetSize() - 1) return objects[i + 1];
else break;
}
@@ -2649,55 +2639,55 @@ CBObject *CAdScene::getNextAccessObject(CBObject *CurrObject) { }
//////////////////////////////////////////////////////////////////////////
-CBObject *CAdScene::getPrevAccessObject(CBObject *CurrObject) {
- CBArray<CAdObject *, CAdObject *> Objects;
- getSceneObjects(Objects, true);
+CBObject *CAdScene::getPrevAccessObject(CBObject *currObject) {
+ CBArray<CAdObject *, CAdObject *> objects;
+ getSceneObjects(objects, true);
- if (Objects.GetSize() == 0) return NULL;
+ if (objects.GetSize() == 0) return NULL;
else {
- if (CurrObject != NULL) {
- for (int i = Objects.GetSize() - 1; i >= 0; i--) {
- if (Objects[i] == CurrObject) {
- if (i > 0) return Objects[i - 1];
+ if (currObject != NULL) {
+ for (int i = objects.GetSize() - 1; i >= 0; i--) {
+ if (objects[i] == currObject) {
+ if (i > 0) return objects[i - 1];
else break;
}
}
}
- return Objects[Objects.GetSize() - 1];
+ return objects[objects.GetSize() - 1];
}
return NULL;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::getSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
+HRESULT CAdScene::getSceneObjects(CBArray<CAdObject *, CAdObject *> &objects, bool interactiveOnly) {
for (int i = 0; i < _layers.GetSize(); i++) {
// close-up layer -> remove everything below it
- if (InteractiveOnly && _layers[i]->_closeUp) Objects.RemoveAll();
+ if (interactiveOnly && _layers[i]->_closeUp) objects.RemoveAll();
for (int j = 0; j < _layers[i]->_nodes.GetSize(); j++) {
- CAdSceneNode *Node = _layers[i]->_nodes[j];
- switch (Node->_type) {
+ CAdSceneNode *node = _layers[i]->_nodes[j];
+ switch (node->_type) {
case OBJECT_ENTITY: {
- CAdEntity *Ent = Node->_entity;
- if (Ent->_active && (Ent->_registrable || !InteractiveOnly))
- Objects.Add(Ent);
+ CAdEntity *ent = node->_entity;
+ if (ent->_active && (ent->_registrable || !interactiveOnly))
+ objects.Add(ent);
}
break;
case OBJECT_REGION: {
- CBArray<CAdObject *, CAdObject *> RegionObj;
- getRegionObjects(Node->_region, RegionObj, InteractiveOnly);
- for (int New = 0; New < RegionObj.GetSize(); New++) {
- bool Found = false;
- for (int Old = 0; Old < Objects.GetSize(); Old++) {
- if (Objects[Old] == RegionObj[New]) {
- Found = true;
+ CBArray<CAdObject *, CAdObject *> regionObj;
+ getRegionObjects(node->_region, regionObj, interactiveOnly);
+ for (int newIndex = 0; newIndex < regionObj.GetSize(); newIndex++) {
+ bool found = false;
+ for (int old = 0; old < objects.GetSize(); old++) {
+ if (objects[old] == regionObj[newIndex]) {
+ found = true;
break;
}
}
- if (!Found) Objects.Add(RegionObj[New]);
+ if (!found) objects.Add(regionObj[newIndex]);
}
//if(RegionObj.GetSize() > 0) Objects.Append(RegionObj);
}
@@ -2710,17 +2700,17 @@ HRESULT CAdScene::getSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bo }
// objects outside any region
- CBArray<CAdObject *, CAdObject *> RegionObj;
- getRegionObjects(NULL, RegionObj, InteractiveOnly);
- for (int New = 0; New < RegionObj.GetSize(); New++) {
- bool Found = false;
- for (int Old = 0; Old < Objects.GetSize(); Old++) {
- if (Objects[Old] == RegionObj[New]) {
- Found = true;
+ CBArray<CAdObject *, CAdObject *> regionObj;
+ getRegionObjects(NULL, regionObj, interactiveOnly);
+ for (int newIndex = 0; newIndex < regionObj.GetSize(); newIndex++) {
+ bool found = false;
+ for (int old = 0; old < objects.GetSize(); old++) {
+ if (objects[old] == regionObj[newIndex]) {
+ found = true;
break;
}
}
- if (!Found) Objects.Add(RegionObj[New]);
+ if (!found) objects.Add(regionObj[newIndex]);
}
@@ -2729,34 +2719,32 @@ HRESULT CAdScene::getSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bo //////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::getRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
+HRESULT CAdScene::getRegionObjects(CAdRegion *region, CBArray<CAdObject *, CAdObject *> &objects, bool interactiveOnly) {
CAdGame *adGame = (CAdGame *)Game;
- CAdObject *Obj;
-
- int i;
+ CAdObject *obj;
// global objects
- for (i = 0; i < adGame->_objects.GetSize(); i++) {
- Obj = adGame->_objects[i];
- if (Obj->_active && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
- if (InteractiveOnly && !Obj->_registrable) continue;
+ for (int i = 0; i < adGame->_objects.GetSize(); i++) {
+ obj = adGame->_objects[i];
+ if (obj->_active && (obj->_stickRegion == region || region == NULL || (obj->_stickRegion == NULL && region->PointInRegion(obj->_posX, obj->_posY)))) {
+ if (interactiveOnly && !obj->_registrable) continue;
- Objects.Add(Obj);
+ objects.Add(obj);
}
}
// scene objects
- for (i = 0; i < _objects.GetSize(); i++) {
- Obj = _objects[i];
- if (Obj->_active && !Obj->_editorOnly && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
- if (InteractiveOnly && !Obj->_registrable) continue;
+ for (int i = 0; i < _objects.GetSize(); i++) {
+ obj = _objects[i];
+ if (obj->_active && !obj->_editorOnly && (obj->_stickRegion == region || region == NULL || (obj->_stickRegion == NULL && region->PointInRegion(obj->_posX, obj->_posY)))) {
+ if (interactiveOnly && !obj->_registrable) continue;
- Objects.Add(Obj);
+ objects.Add(obj);
}
}
// sort by _posY
- qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs);
+ qsort(objects.GetData(), objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs);
return S_OK;
}
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