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authorPeter Kohaut2018-02-05 18:46:09 +0100
committerPeter Kohaut2018-02-05 20:17:55 +0100
commit59eeadc6ac88f19879804e88979d156eb825ee7d (patch)
tree2510a16a99a44f49c3844b625599fff206724e5f /engines/bladerunner/scene_objects.cpp
parent5322606abe2bdcfc85f5d90036ad09610e29ca6f (diff)
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BLADERUNNER: Added more game constants
Code formatting
Diffstat (limited to 'engines/bladerunner/scene_objects.cpp')
-rw-r--r--engines/bladerunner/scene_objects.cpp66
1 files changed, 33 insertions, 33 deletions
diff --git a/engines/bladerunner/scene_objects.cpp b/engines/bladerunner/scene_objects.cpp
index d32cdd9cbd..9f4adb5862 100644
--- a/engines/bladerunner/scene_objects.cpp
+++ b/engines/bladerunner/scene_objects.cpp
@@ -48,30 +48,30 @@ SceneObjects::~SceneObjects() {
void SceneObjects::clear() {
for (int i = 0; i < kSceneObjectCount; ++i) {
- _sceneObjects[i].sceneObjectId = -1;
- _sceneObjects[i].sceneObjectType = kSceneObjectTypeUnknown;
+ _sceneObjects[i].sceneObjectId = -1;
+ _sceneObjects[i].sceneObjectType = kSceneObjectTypeUnknown;
_sceneObjects[i].distanceToCamera = 0;
- _sceneObjects[i].present = 0;
- _sceneObjects[i].isClickable = 0;
- _sceneObjects[i].isObstacle = 0;
- _sceneObjects[i].unknown1 = 0;
- _sceneObjects[i].isTarget = 0;
- _sceneObjects[i].isMoving = 0;
- _sceneObjects[i].isRetired = 0;
+ _sceneObjects[i].isPresent = false;
+ _sceneObjects[i].isClickable = false;
+ _sceneObjects[i].isObstacle = false;
+ _sceneObjects[i].unknown1 = 0;
+ _sceneObjects[i].isTarget = false;
+ _sceneObjects[i].isMoving = false;
+ _sceneObjects[i].isRetired = false;
}
_count = 0;
}
-bool SceneObjects::addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isMoving, uint8 isTarget, uint8 isRetired) {
- return addSceneObject(sceneObjectId, kSceneObjectTypeActor, boundingBox, screenRectangle, isClickable, 0, 0, isTarget, isMoving, isRetired);
+bool SceneObjects::addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, bool isClickable, bool isMoving, bool isTarget, bool isRetired) {
+ return addSceneObject(sceneObjectId, kSceneObjectTypeActor, boundingBox, screenRectangle, isClickable, false, 0, isTarget, isMoving, isRetired);
}
-bool SceneObjects::addObject(int sceneObjectId, BoundingBox *boundingBox, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget) {
+bool SceneObjects::addObject(int sceneObjectId, BoundingBox *boundingBox, bool isClickable, bool isObstacle, uint8 unknown1, bool isTarget) {
Common::Rect rect(-1, -1, -1, -1);
- return addSceneObject(sceneObjectId, kSceneObjectTypeObject, boundingBox, &rect, isClickable, isObstacle, unknown1, isTarget, 0, 0);
+ return addSceneObject(sceneObjectId, kSceneObjectTypeObject, boundingBox, &rect, isClickable, isObstacle, unknown1, isTarget, false, false);
}
-bool SceneObjects::addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isTarget, uint8 isObstacle) {
+bool SceneObjects::addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, bool isTarget, bool isObstacle) {
return addSceneObject(sceneObjectId, kSceneObjectTypeItem, boundingBox, screenRectangle, isObstacle, 0, 0, isTarget, 0, 0);
}
@@ -80,7 +80,7 @@ bool SceneObjects::remove(int sceneObjectId) {
if (i == -1) {
return false;
}
- _sceneObjects[i].present = 0;
+ _sceneObjects[i].isPresent = false;
int j;
for (j = 0; j < _count; ++j) {
if (_sceneObjectsSortedByDistance[j] == i) {
@@ -95,10 +95,10 @@ bool SceneObjects::remove(int sceneObjectId) {
return true;
}
-int SceneObjects::findByXYZ(int *isClickable, int *isObstacle, int *isTarget, float x, float y, float z, int findClickables, int findObstacles, int findTargets) const {
- *isClickable = 0;
- *isObstacle = 0;
- *isTarget = 0;
+int SceneObjects::findByXYZ(bool *isClickable, bool *isObstacle, bool *isTarget, float x, float y, float z, bool findClickables, bool findObstacles, bool findTargets) const {
+ *isClickable = false;
+ *isObstacle = false;
+ *isTarget = false;
for (int i = 0; i < _count; ++i) {
assert(_sceneObjectsSortedByDistance[i] < kSceneObjectCount);
@@ -116,8 +116,8 @@ int SceneObjects::findByXYZ(int *isClickable, int *isObstacle, int *isTarget, fl
if (boundingBox.inside(x, y, z)) {
*isClickable = sceneObject->isClickable;
- *isObstacle = sceneObject->isObstacle;
- *isTarget = sceneObject->isTarget;
+ *isObstacle = sceneObject->isObstacle;
+ *isTarget = sceneObject->isTarget;
return sceneObject->sceneObjectId;
}
@@ -167,30 +167,30 @@ int SceneObjects::findById(int sceneObjectId) const {
for (int i = 0; i < _count; ++i) {
int j = this->_sceneObjectsSortedByDistance[i];
- if (_sceneObjects[j].present && _sceneObjects[j].sceneObjectId == sceneObjectId) {
+ if (_sceneObjects[j].isPresent && _sceneObjects[j].sceneObjectId == sceneObjectId) {
return j;
}
}
return -1;
}
-bool SceneObjects::addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget, uint isMoving, uint isRetired) {
+bool SceneObjects::addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, bool isClickable, bool isObstacle, uint8 unknown1, bool isTarget, bool isMoving, bool isRetired) {
int index = findEmpty();
if (index == -1) {
return false;
}
- _sceneObjects[index].sceneObjectId = sceneObjectId;
+ _sceneObjects[index].sceneObjectId = sceneObjectId;
_sceneObjects[index].sceneObjectType = sceneObjectType;
- _sceneObjects[index].present = 1;
- _sceneObjects[index].boundingBox = *boundingBox;
+ _sceneObjects[index].isPresent = true;
+ _sceneObjects[index].boundingBox = *boundingBox;
_sceneObjects[index].screenRectangle = *screenRectangle;
- _sceneObjects[index].isClickable = isClickable;
- _sceneObjects[index].isObstacle = isObstacle;
- _sceneObjects[index].unknown1 = unknown1;
- _sceneObjects[index].isTarget = isTarget;
- _sceneObjects[index].isMoving = isMoving;
- _sceneObjects[index].isRetired = isRetired;
+ _sceneObjects[index].isClickable = isClickable;
+ _sceneObjects[index].isObstacle = isObstacle;
+ _sceneObjects[index].unknown1 = unknown1;
+ _sceneObjects[index].isTarget = isTarget;
+ _sceneObjects[index].isMoving = isMoving;
+ _sceneObjects[index].isRetired = isRetired;
float centerZ = (_sceneObjects[index].boundingBox.getZ0() + _sceneObjects[index].boundingBox.getZ1()) / 2.0;
@@ -215,7 +215,7 @@ bool SceneObjects::addSceneObject(int sceneObjectId, SceneObjectType sceneObject
int SceneObjects::findEmpty() const {
for (int i = 0; i < kSceneObjectCount; ++i) {
- if (!_sceneObjects[i].present)
+ if (!_sceneObjects[i].isPresent)
return i;
}
return -1;