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authorStrangerke2012-06-13 11:28:25 +0200
committerStrangerke2012-06-13 11:28:25 +0200
commit2e7b16a8bdb6ad1cf51046d57eb0f5406ee2cc13 (patch)
tree2ac5e685d51b6ab4780fb4cbfaa66576071d9569 /engines/hugo/object_v1d.cpp
parent04b6af91765ddf9d1c5c5ec6f9722795bf2e4f27 (diff)
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HUGO: Apply coding convention (in progress)
Diffstat (limited to 'engines/hugo/object_v1d.cpp')
-rw-r--r--engines/hugo/object_v1d.cpp254
1 files changed, 127 insertions, 127 deletions
diff --git a/engines/hugo/object_v1d.cpp b/engines/hugo/object_v1d.cpp
index 831dc88dea..7b8f90e189 100644
--- a/engines/hugo/object_v1d.cpp
+++ b/engines/hugo/object_v1d.cpp
@@ -64,7 +64,7 @@ void ObjectHandler_v1d::updateImages() {
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i];
- if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= kCycleAlmostInvisible))
+ if ((obj->_screenIndex == *_vm->_screen_p) && (obj->_cycling >= kCycleAlmostInvisible))
objindex[num_objs++] = i;
}
@@ -75,27 +75,27 @@ void ObjectHandler_v1d::updateImages() {
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
// Count down inter-frame timer
- if (obj->frameTimer)
- obj->frameTimer--;
+ if (obj->_frameTimer)
+ obj->_frameTimer--;
- if (obj->cycling > kCycleAlmostInvisible) { // Only if visible
- switch (obj->cycling) {
+ if (obj->_cycling > kCycleAlmostInvisible) { // Only if visible
+ switch (obj->_cycling) {
case kCycleNotCycling:
- _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, false);
+ _vm->_screen->displayFrame(obj->_x, obj->_y, obj->_currImagePtr, false);
break;
case kCycleForward:
- if (obj->frameTimer) // Not time to see next frame yet
- _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, false);
+ if (obj->_frameTimer) // Not time to see next frame yet
+ _vm->_screen->displayFrame(obj->_x, obj->_y, obj->_currImagePtr, false);
else
- _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, false);
+ _vm->_screen->displayFrame(obj->_x, obj->_y, obj->_currImagePtr->_nextSeqPtr, false);
break;
case kCycleBackward: {
- seq_t *seqPtr = obj->currImagePtr;
- if (!obj->frameTimer) { // Show next frame
- while (seqPtr->nextSeqPtr != obj->currImagePtr)
- seqPtr = seqPtr->nextSeqPtr;
+ seq_t *seqPtr = obj->_currImagePtr;
+ if (!obj->_frameTimer) { // Show next frame
+ while (seqPtr->_nextSeqPtr != obj->_currImagePtr)
+ seqPtr = seqPtr->_nextSeqPtr;
}
- _vm->_screen->displayFrame(obj->x, obj->y, seqPtr, false);
+ _vm->_screen->displayFrame(obj->_x, obj->_y, seqPtr, false);
break;
}
default:
@@ -109,28 +109,28 @@ void ObjectHandler_v1d::updateImages() {
// Cycle any animating objects
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
- if (obj->cycling != kCycleInvisible) {
+ if (obj->_cycling != kCycleInvisible) {
// Only if it's visible
- if (obj->cycling == kCycleAlmostInvisible)
- obj->cycling = kCycleInvisible;
+ if (obj->_cycling == kCycleAlmostInvisible)
+ obj->_cycling = kCycleInvisible;
// Now Rotate to next picture in sequence
- switch (obj->cycling) {
+ switch (obj->_cycling) {
case kCycleNotCycling:
break;
case kCycleForward:
- if (!obj->frameTimer) {
+ if (!obj->_frameTimer) {
// Time to step to next frame
- obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
+ obj->_currImagePtr = obj->_currImagePtr->_nextSeqPtr;
// Find out if this is last frame of sequence
// If so, reset frame_timer and decrement n_cycle
- if (obj->frameInterval || obj->cycleNumb) {
- obj->frameTimer = obj->frameInterval;
- for (int j = 0; j < obj->seqNumb; j++) {
- if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
- if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
- if (!--obj->cycleNumb)
- obj->cycling = kCycleNotCycling;
+ if (obj->_frameInterval || obj->_cycleNumb) {
+ obj->_frameTimer = obj->_frameInterval;
+ for (int j = 0; j < obj->_seqNumb; j++) {
+ if (obj->_currImagePtr->_nextSeqPtr == obj->_seqList[j]._seqPtr) {
+ if (obj->_cycleNumb) { // Decr cycleNumb if Non-continous
+ if (!--obj->_cycleNumb)
+ obj->_cycling = kCycleNotCycling;
}
}
}
@@ -138,20 +138,20 @@ void ObjectHandler_v1d::updateImages() {
}
break;
case kCycleBackward: {
- if (!obj->frameTimer) {
+ if (!obj->_frameTimer) {
// Time to step to prev frame
- seq_t *seqPtr = obj->currImagePtr;
- while (obj->currImagePtr->nextSeqPtr != seqPtr)
- obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
+ seq_t *seqPtr = obj->_currImagePtr;
+ while (obj->_currImagePtr->_nextSeqPtr != seqPtr)
+ obj->_currImagePtr = obj->_currImagePtr->_nextSeqPtr;
// Find out if this is first frame of sequence
// If so, reset frame_timer and decrement n_cycle
- if (obj->frameInterval || obj->cycleNumb) {
- obj->frameTimer = obj->frameInterval;
- for (int j = 0; j < obj->seqNumb; j++) {
- if (obj->currImagePtr == obj->seqList[j].seqPtr) {
- if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
- if (!--obj->cycleNumb)
- obj->cycling = kCycleNotCycling;
+ if (obj->_frameInterval || obj->_cycleNumb) {
+ obj->_frameTimer = obj->_frameInterval;
+ for (int j = 0; j < obj->_seqNumb; j++) {
+ if (obj->_currImagePtr == obj->_seqList[j]._seqPtr) {
+ if (obj->_cycleNumb){ // Decr cycleNumb if Non-continous
+ if (!--obj->_cycleNumb)
+ obj->_cycling = kCycleNotCycling;
}
}
}
@@ -162,8 +162,8 @@ void ObjectHandler_v1d::updateImages() {
default:
break;
}
- obj->oldx = obj->x;
- obj->oldy = obj->y;
+ obj->_oldx = obj->_x;
+ obj->_oldy = obj->_y;
}
}
}
@@ -184,161 +184,161 @@ void ObjectHandler_v1d::moveObjects() {
// Don't store foreground or background objects
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
- seq_t *currImage = obj->currImagePtr; // Get ptr to current image
- if (obj->screenIndex == *_vm->_screen_p) {
- switch (obj->pathType) {
+ seq_t *currImage = obj->_currImagePtr; // Get ptr to current image
+ if (obj->_screenIndex == *_vm->_screen_p) {
+ switch (obj->_pathType) {
case kPathChase: {
// Allowable motion wrt boundary
- int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
- int dy = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - obj->y - currImage->y2 - 1;
+ int dx = _vm->_hero->_x + _vm->_hero->_currImagePtr->_x1 - obj->_x - currImage->_x1;
+ int dy = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - obj->_y - currImage->_y2 - 1;
if (abs(dx) <= 1)
- obj->vx = 0;
+ obj->_vx = 0;
else
- obj->vx = (dx > 0) ? MIN(dx, obj->vxPath) : MAX(dx, -obj->vxPath);
+ obj->_vx = (dx > 0) ? MIN(dx, obj->_vxPath) : MAX(dx, -obj->_vxPath);
if (abs(dy) <= 1)
- obj->vy = 0;
+ obj->_vy = 0;
else
- obj->vy = (dy > 0) ? MIN(dy, obj->vyPath) : MAX(dy, -obj->vyPath);
+ obj->_vy = (dy > 0) ? MIN(dy, obj->_vyPath) : MAX(dy, -obj->_vyPath);
// Set first image in sequence (if multi-seq object)
- if (obj->seqNumb == 4) {
- if (!obj->vx) { // Got 4 directions
- if (obj->vx != obj->oldvx) {// vx just stopped
+ if (obj->_seqNumb == 4) {
+ if (!obj->_vx) { // Got 4 directions
+ if (obj->_vx != obj->_oldvx) {// vx just stopped
if (dy > 0)
- obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr;
+ obj->_currImagePtr = obj->_seqList[SEQ_DOWN]._seqPtr;
else
- obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr;
+ obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr;
}
- } else if (obj->vx != obj->oldvx) {
+ } else if (obj->_vx != obj->_oldvx) {
if (dx > 0)
- obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr;
+ obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr;
else
- obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr;
+ obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr;
}
}
- if (obj->vx || obj->vy) {
- if (obj->seqNumb > 1)
- obj->cycling = kCycleForward;
+ if (obj->_vx || obj->_vy) {
+ if (obj->_seqNumb > 1)
+ obj->_cycling = kCycleForward;
} else {
- obj->cycling = kCycleNotCycling;
+ obj->_cycling = kCycleNotCycling;
boundaryCollision(obj); // Must have got hero!
}
- obj->oldvx = obj->vx;
- obj->oldvy = obj->vy;
- currImage = obj->currImagePtr; // Get (new) ptr to current image
+ obj->_oldvx = obj->_vx;
+ obj->_oldvy = obj->_vy;
+ currImage = obj->_currImagePtr; // Get (new) ptr to current image
break;
}
case kPathWander:
if (!_vm->_rnd->getRandomNumber(3 * _vm->_normalTPS)) { // Kick on random interval
- obj->vx = _vm->_rnd->getRandomNumber(obj->vxPath << 1) - obj->vxPath;
- obj->vy = _vm->_rnd->getRandomNumber(obj->vyPath << 1) - obj->vyPath;
+ obj->_vx = _vm->_rnd->getRandomNumber(obj->_vxPath << 1) - obj->_vxPath;
+ obj->_vy = _vm->_rnd->getRandomNumber(obj->_vyPath << 1) - obj->_vyPath;
// Set first image in sequence (if multi-seq object)
- if (obj->seqNumb > 1) {
- if (!obj->vx && (obj->seqNumb > 2)) {
- if (obj->vx != obj->oldvx) { // vx just stopped
- if (obj->vy > 0)
- obj->currImagePtr = obj->seqList[SEQ_DOWN].seqPtr;
+ if (obj->_seqNumb > 1) {
+ if (!obj->_vx && (obj->_seqNumb > 2)) {
+ if (obj->_vx != obj->_oldvx) { // vx just stopped
+ if (obj->_vy > 0)
+ obj->_currImagePtr = obj->_seqList[SEQ_DOWN]._seqPtr;
else
- obj->currImagePtr = obj->seqList[SEQ_UP].seqPtr;
+ obj->_currImagePtr = obj->_seqList[SEQ_UP]._seqPtr;
}
- } else if (obj->vx != obj->oldvx) {
- if (obj->vx > 0)
- obj->currImagePtr = obj->seqList[SEQ_RIGHT].seqPtr;
+ } else if (obj->_vx != obj->_oldvx) {
+ if (obj->_vx > 0)
+ obj->_currImagePtr = obj->_seqList[SEQ_RIGHT]._seqPtr;
else
- obj->currImagePtr = obj->seqList[SEQ_LEFT].seqPtr;
+ obj->_currImagePtr = obj->_seqList[SEQ_LEFT]._seqPtr;
}
- if (obj->vx || obj->vy)
- obj->cycling = kCycleForward;
+ if (obj->_vx || obj->_vy)
+ obj->_cycling = kCycleForward;
else
- obj->cycling = kCycleNotCycling;
+ obj->_cycling = kCycleNotCycling;
}
- obj->oldvx = obj->vx;
- obj->oldvy = obj->vy;
- currImage = obj->currImagePtr; // Get (new) ptr to current image
+ obj->_oldvx = obj->_vx;
+ obj->_oldvy = obj->_vy;
+ currImage = obj->_currImagePtr; // Get (new) ptr to current image
}
break;
default:
; // Really, nothing
}
// Store boundaries
- if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
- storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
+ if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
+ storeBoundary(obj->_x + currImage->_x1, obj->_x + currImage->_x2, obj->_y + currImage->_y2);
}
}
// Move objects, allowing for boundaries
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
- if ((obj->screenIndex == *_vm->_screen_p) && (obj->vx || obj->vy)) {
+ if ((obj->_screenIndex == *_vm->_screen_p) && (obj->_vx || obj->_vy)) {
// Only process if it's moving
// Do object movement. Delta_x,y return allowed movement in x,y
// to move as close to a boundary as possible without crossing it.
- seq_t *currImage = obj->currImagePtr; // Get ptr to current image
+ seq_t *currImage = obj->_currImagePtr; // Get ptr to current image
// object coordinates
- int x1 = obj->x + currImage->x1; // Left edge of object
- int x2 = obj->x + currImage->x2; // Right edge
- int y1 = obj->y + currImage->y1; // Top edge
- int y2 = obj->y + currImage->y2; // Bottom edge
+ int x1 = obj->_x + currImage->_x1; // Left edge of object
+ int x2 = obj->_x + currImage->_x2; // Right edge
+ int y1 = obj->_y + currImage->_y1; // Top edge
+ int y2 = obj->_y + currImage->_y2; // Bottom edge
- if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
+ if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
clearBoundary(x1, x2, y2); // Clear our own boundary
// Allowable motion wrt boundary
- int dx = deltaX(x1, x2, obj->vx, y2);
- if (dx != obj->vx) {
+ int dx = deltaX(x1, x2, obj->_vx, y2);
+ if (dx != obj->_vx) {
// An object boundary collision!
boundaryCollision(obj);
- obj->vx = 0;
+ obj->_vx = 0;
}
- int dy = deltaY(x1, x2, obj->vy, y2);
- if (dy != obj->vy) {
+ int dy = deltaY(x1, x2, obj->_vy, y2);
+ if (dy != obj->_vy) {
// An object boundary collision!
boundaryCollision(obj);
- obj->vy = 0;
+ obj->_vy = 0;
}
- if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
+ if ((obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
storeBoundary(x1, x2, y2); // Re-store our own boundary
- obj->x += dx; // Update object position
- obj->y += dy;
+ obj->_x += dx; // Update object position
+ obj->_y += dy;
// Don't let object go outside screen
if (x1 < kEdge)
- obj->x = kEdge2;
+ obj->_x = kEdge2;
if (x2 > (kXPix - kEdge))
- obj->x = kXPix - kEdge2 - (x2 - x1);
+ obj->_x = kXPix - kEdge2 - (x2 - x1);
if (y1 < kEdge)
- obj->y = kEdge2;
+ obj->_y = kEdge2;
if (y2 > (kYPix - kEdge))
- obj->y = kYPix - kEdge2 - (y2 - y1);
+ obj->_y = kYPix - kEdge2 - (y2 - y1);
- if ((obj->vx == 0) && (obj->vy == 0))
- obj->cycling = kCycleNotCycling;
+ if ((obj->_vx == 0) && (obj->_vy == 0))
+ obj->_cycling = kCycleNotCycling;
}
}
// Clear all object baselines from the boundary file.
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i]; // Get pointer to object
- seq_t *currImage = obj->currImagePtr; // Get ptr to current image
- if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
- clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
+ seq_t *currImage = obj->_currImagePtr; // Get ptr to current image
+ if ((obj->_screenIndex == *_vm->_screen_p) && (obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
+ clearBoundary(obj->_oldx + currImage->_x1, obj->_oldx + currImage->_x2, obj->_oldy + currImage->_y2);
}
// If maze mode is enabled, do special maze processing
- if (_vm->_maze.enabledFl) {
- seq_t *currImage = _vm->_hero->currImagePtr;// Get ptr to current image
+ if (_vm->_maze._enabledFl) {
+ seq_t *currImage = _vm->_hero->_currImagePtr;// Get ptr to current image
// hero coordinates
- int x1 = _vm->_hero->x + currImage->x1; // Left edge of object
- int x2 = _vm->_hero->x + currImage->x2; // Right edge
- int y1 = _vm->_hero->y + currImage->y1; // Top edge
- int y2 = _vm->_hero->y + currImage->y2; // Bottom edge
+ int x1 = _vm->_hero->_x + currImage->_x1; // Left edge of object
+ int x2 = _vm->_hero->_x + currImage->_x2; // Right edge
+ int y1 = _vm->_hero->_y + currImage->_y1; // Top edge
+ int y2 = _vm->_hero->_y + currImage->_y2; // Bottom edge
_vm->_scheduler->processMaze(x1, x2, y1, y2);
}
@@ -355,11 +355,11 @@ void ObjectHandler_v1d::swapImages(int objIndex1, int objIndex2) {
seqList_t tmpSeqList[kMaxSeqNumb];
int seqListSize = sizeof(seqList_t) * kMaxSeqNumb;
- memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize);
- memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize);
- memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize);
- _objects[objIndex1].currImagePtr = _objects[objIndex1].seqList[0].seqPtr;
- _objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
+ memmove(tmpSeqList, _objects[objIndex1]._seqList, seqListSize);
+ memmove(_objects[objIndex1]._seqList, _objects[objIndex2]._seqList, seqListSize);
+ memmove(_objects[objIndex2]._seqList, tmpSeqList, seqListSize);
+ _objects[objIndex1]._currImagePtr = _objects[objIndex1]._seqList[0]._seqPtr;
+ _objects[objIndex2]._currImagePtr = _objects[objIndex2]._seqList[0]._seqPtr;
_vm->_heroImage = (_vm->_heroImage == kHeroIndex) ? objIndex2 : kHeroIndex;
}
@@ -367,9 +367,9 @@ void ObjectHandler_v1d::homeIn(int objIndex1, const int objIndex2, const int8 ob
// object obj1 will home in on object obj2
object_t *obj1 = &_objects[objIndex1];
object_t *obj2 = &_objects[objIndex2];
- obj1->pathType = kPathAuto;
- int dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
- int dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
+ obj1->_pathType = kPathAuto;
+ int dx = obj1->_x + obj1->_currImagePtr->_x1 - obj2->_x - obj2->_currImagePtr->_x1;
+ int dy = obj1->_y + obj1->_currImagePtr->_y1 - obj2->_y - obj2->_currImagePtr->_y1;
if (dx == 0) // Don't EVER divide by zero!
dx = 1;
@@ -377,11 +377,11 @@ void ObjectHandler_v1d::homeIn(int objIndex1, const int objIndex2, const int8 ob
dy = 1;
if (abs(dx) > abs(dy)) {
- obj1->vx = objDx * -sign<int8>(dx);
- obj1->vy = abs((objDy * dy) / dx) * -sign<int8>(dy);
+ obj1->_vx = objDx * -sign<int8>(dx);
+ obj1->_vy = abs((objDy * dy) / dx) * -sign<int8>(dy);
} else {
- obj1->vy = objDy * sign<int8>(dy);
- obj1->vx = abs((objDx * dx) / dy) * sign<int8>(dx);
+ obj1->_vy = objDy * sign<int8>(dy);
+ obj1->_vx = abs((objDx * dx) / dy) * sign<int8>(dx);
}
}
} // End of namespace Hugo