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authorArnaud Boutonné2011-01-23 00:05:52 +0000
committerArnaud Boutonné2011-01-23 00:05:52 +0000
commit3f6496d5b5b2caf0b935b27bca557ae53a880302 (patch)
tree0b1da465ca9b7c1787ab73865366df4e4c89c721 /engines/hugo/object_v1w.cpp
parent257a6b2e6d432cd343e213218474a61f61a72980 (diff)
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HUGO: Cleanup
Suppress almost all defines, rename constants svn-id: r55451
Diffstat (limited to 'engines/hugo/object_v1w.cpp')
-rw-r--r--engines/hugo/object_v1w.cpp93
1 files changed, 46 insertions, 47 deletions
diff --git a/engines/hugo/object_v1w.cpp b/engines/hugo/object_v1w.cpp
index e5716f8b8c..e93244536f 100644
--- a/engines/hugo/object_v1w.cpp
+++ b/engines/hugo/object_v1w.cpp
@@ -33,10 +33,9 @@
#include "common/system.h"
#include "common/random.h"
-#include "hugo/game.h"
#include "hugo/hugo.h"
+#include "hugo/game.h"
#include "hugo/object.h"
-#include "hugo/global.h"
#include "hugo/display.h"
#include "hugo/file.h"
#include "hugo/route.h"
@@ -63,11 +62,11 @@ void ObjectHandler_v1w::updateImages() {
// Initialise the index array to visible objects in current screen
int num_objs = 0;
- byte objindex[MAXOBJECTS]; // Array of indeces to objects
+ byte objindex[kMaxObjNumb]; // Array of indeces to objects
for (int i = 0; i < _numObj; i++) {
object_t *obj = &_objects[i];
- if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= ALMOST_INVISIBLE))
+ if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling >= kCycleAlmostInvisible))
objindex[num_objs++] = i;
}
@@ -81,24 +80,24 @@ void ObjectHandler_v1w::updateImages() {
if (obj->frameTimer)
obj->frameTimer--;
- if (obj->cycling > ALMOST_INVISIBLE) { // Only if visible
+ if (obj->cycling > kCycleAlmostInvisible) { // Only if visible
switch (obj->cycling) {
- case NOT_CYCLING:
- _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
+ case kCycleNotCycling:
+ _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == kPriorityOverOverlay);
break;
- case CYCLE_FORWARD:
+ case kCycleForward:
if (obj->frameTimer) // Not time to see next frame yet
- _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == OVEROVL);
+ _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr, obj->priority == kPriorityOverOverlay);
else
- _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == OVEROVL);
+ _vm->_screen->displayFrame(obj->x, obj->y, obj->currImagePtr->nextSeqPtr, obj->priority == kPriorityOverOverlay);
break;
- case CYCLE_BACKWARD: {
+ case kCycleBackward: {
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, obj->priority == OVEROVL);
+ _vm->_screen->displayFrame(obj->x, obj->y, seqPtr, obj->priority == kPriorityOverOverlay);
break;
}
default:
@@ -110,16 +109,16 @@ void ObjectHandler_v1w::updateImages() {
// Cycle any animating objects
for (int i = 0; i < num_objs; i++) {
object_t *obj = &_objects[objindex[i]];
- if (obj->cycling != INVISIBLE) {
+ if (obj->cycling != kCycleInvisible) {
// Only if it's visible
- if (obj->cycling == ALMOST_INVISIBLE)
- obj->cycling = INVISIBLE;
+ if (obj->cycling == kCycleAlmostInvisible)
+ obj->cycling = kCycleInvisible;
// Now Rotate to next picture in sequence
switch (obj->cycling) {
- case NOT_CYCLING:
+ case kCycleNotCycling:
break;
- case CYCLE_FORWARD:
+ case kCycleForward:
if (!obj->frameTimer) {
// Time to step to next frame
obj->currImagePtr = obj->currImagePtr->nextSeqPtr;
@@ -131,14 +130,14 @@ void ObjectHandler_v1w::updateImages() {
if (obj->currImagePtr->nextSeqPtr == obj->seqList[j].seqPtr) {
if (obj->cycleNumb) { // Decr cycleNumb if Non-continous
if (!--obj->cycleNumb)
- obj->cycling = NOT_CYCLING;
+ obj->cycling = kCycleNotCycling;
}
}
}
}
}
break;
- case CYCLE_BACKWARD: {
+ case kCycleBackward: {
if (!obj->frameTimer) {
// Time to step to prev frame
seq_t *seqPtr = obj->currImagePtr;
@@ -152,7 +151,7 @@ void ObjectHandler_v1w::updateImages() {
if (obj->currImagePtr == obj->seqList[j].seqPtr) {
if (obj->cycleNumb){ // Decr cycleNumb if Non-continous
if (!--obj->cycleNumb)
- obj->cycling = NOT_CYCLING;
+ obj->cycling = kCycleNotCycling;
}
}
}
@@ -188,11 +187,11 @@ void ObjectHandler_v1w::moveObjects() {
seq_t *currImage = obj->currImagePtr; // Get ptr to current image
if (obj->screenIndex == *_vm->_screen_p) {
switch (obj->pathType) {
- case CHASE:
- case CHASE2: {
+ case kPathChase:
+ case kPathChase2: {
int8 radius = obj->radius; // Default to object's radius
if (radius < 0) // If radius infinity, use closer value
- radius = DX;
+ radius = kStepDx;
// Allowable motion wrt boundary
int dx = _vm->_hero->x + _vm->_hero->currImagePtr->x1 - obj->x - currImage->x1;
@@ -235,18 +234,18 @@ void ObjectHandler_v1w::moveObjects() {
}
if (obj->vx || obj->vy) {
- obj->cycling = CYCLE_FORWARD;
+ obj->cycling = kCycleForward;
} else {
- obj->cycling = NOT_CYCLING;
- _vm->boundaryCollision(obj); // Must have got hero!
+ obj->cycling = kCycleNotCycling;
+ _vm->boundaryCollision(obj); // Must have got hero!
}
obj->oldvx = obj->vx;
obj->oldvy = obj->vy;
currImage = obj->currImagePtr; // Get (new) ptr to current image
break;
}
- case WANDER2:
- case WANDER:
+ case kPathWander2:
+ 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;
@@ -272,13 +271,13 @@ void ObjectHandler_v1w::moveObjects() {
currImage = obj->currImagePtr; // Get (new) ptr to current image
}
if (obj->vx || obj->vy)
- obj->cycling = CYCLE_FORWARD;
+ obj->cycling = kCycleForward;
break;
default:
; // Really, nothing
}
// Store boundaries
- if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
+ if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
_vm->storeBoundary(obj->x + currImage->x1, obj->x + currImage->x2, obj->y + currImage->y2);
}
}
@@ -298,7 +297,7 @@ void ObjectHandler_v1w::moveObjects() {
int y1 = obj->y + currImage->y1; // Top edge
int y2 = obj->y + currImage->y2; // Bottom edge
- if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
+ if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
_vm->clearBoundary(x1, x2, y2); // Clear our own boundary
// Allowable motion wrt boundary
@@ -316,24 +315,24 @@ void ObjectHandler_v1w::moveObjects() {
obj->vy = 0;
}
- if ((obj->cycling > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
+ if ((obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
_vm->storeBoundary(x1, x2, y2); // Re-store our own boundary
obj->x += dx; // Update object position
obj->y += dy;
// Don't let object go outside screen
- if (x1 < EDGE)
- obj->x = EDGE2;
- if (x2 > (XPIX - EDGE))
- obj->x = XPIX - EDGE2 - (x2 - x1);
- if (y1 < EDGE)
- obj->y = EDGE2;
- if (y2 > (YPIX - EDGE))
- obj->y = YPIX - EDGE2 - (y2 - y1);
-
- if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != WANDER2) && (obj->pathType != CHASE2))
- obj->cycling = NOT_CYCLING;
+ if (x1 < kEdge)
+ obj->x = kEdge2;
+ if (x2 > (kXPix - kEdge))
+ obj->x = kXPix - kEdge2 - (x2 - x1);
+ if (y1 < kEdge)
+ obj->y = kEdge2;
+ if (y2 > (kYPix - kEdge))
+ obj->y = kYPix - kEdge2 - (y2 - y1);
+
+ if ((obj->vx == 0) && (obj->vy == 0) && (obj->pathType != kPathWander2) && (obj->pathType != kPathChase2))
+ obj->cycling = kCycleNotCycling;
}
}
@@ -341,7 +340,7 @@ void ObjectHandler_v1w::moveObjects() {
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 > ALMOST_INVISIBLE) && (obj->priority == FLOATING))
+ if ((obj->screenIndex == *_vm->_screen_p) && (obj->cycling > kCycleAlmostInvisible) && (obj->priority == kPriorityFloating))
_vm->clearBoundary(obj->oldx + currImage->x1, obj->oldx + currImage->x2, obj->oldy + currImage->y2);
}
@@ -368,15 +367,15 @@ void ObjectHandler_v1w::swapImages(int objIndex1, int objIndex2) {
saveSeq(&_objects[objIndex1]);
- seqList_t tmpSeqList[MAX_SEQUENCES];
- int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
+ 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);
restoreSeq(&_objects[objIndex1]);
_objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
- _vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO;
+ _vm->_heroImage = (_vm->_heroImage == kHeroIndex) ? objIndex2 : kHeroIndex;
// Make sure baseline stays constant
_objects[objIndex1].y += _objects[objIndex2].currImagePtr->y2 - _objects[objIndex1].currImagePtr->y2;