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authorPaul Gilbert2014-03-26 09:32:33 -0400
committerPaul Gilbert2014-03-26 09:32:33 -0400
commitf9e2c1c71f29f6dc1ba8e860d597fe93bc79646a (patch)
treed90a8ecdfb86f9e97b2430d05ad7e102ce7bb720 /engines/mads/player.cpp
parent56f7b51754e30ec75c596cd80c76991ac158da66 (diff)
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MADS: Cleaned up game initialisation code to use more constants
Diffstat (limited to 'engines/mads/player.cpp')
-rw-r--r--engines/mads/player.cpp40
1 files changed, 20 insertions, 20 deletions
diff --git a/engines/mads/player.cpp b/engines/mads/player.cpp
index 03d03cb4a8..115a63045f 100644
--- a/engines/mads/player.cpp
+++ b/engines/mads/player.cpp
@@ -34,8 +34,8 @@ const int Player::_directionListIndexes[32] = {
Player::Player(MADSEngine *vm): _vm(vm) {
_action = nullptr;
- _direction = FACING_NORTH;
- _newDirection = FACING_NORTH;
+ _facing = FACING_NORTH;
+ _turnToFacing = FACING_NORTH;
_targetFacing = FACING_NORTH;
_spritesLoaded = false;
_spritesStart = 0;
@@ -73,7 +73,7 @@ void Player::reset() {
_action = &_vm->_game->_scene._action;
_destPos = _playerPos;
_targetFacing = FACING_NONE;
- _newDirection = _direction;
+ _turnToFacing = _facing;
_moving = false;
_newSceneId = _v844BE = 0;
_next = 0;
@@ -133,42 +133,42 @@ bool Player::loadSprites(const Common::String &prefix) {
void Player::turnToDestFacing() {
if (_targetFacing != 5)
- _newDirection = _targetFacing;
+ _turnToFacing = _targetFacing;
}
void Player::dirChanged() {
int dirIndex = 0, dirIndex2 = 0;
int newDir = 0, newDir2 = 0;
- if (_direction != _newDirection) {
+ if (_facing != _turnToFacing) {
// Find the index for the given direction in the player direction list
- int tempDir = _direction;
+ int tempDir = _facing;
do {
++dirIndex;
newDir += tempDir;
tempDir = _directionListIndexes[tempDir + 10];
- } while (tempDir != _newDirection);
+ } while (tempDir != _turnToFacing);
}
- if (_direction != _newDirection) {
+ if (_facing != _turnToFacing) {
// Find the index for the given direction in the player direction list
- int tempDir = _direction;
+ int tempDir = _facing;
do {
++dirIndex2;
newDir2 += tempDir;
tempDir = _directionListIndexes[tempDir + 20];
- } while (tempDir != _newDirection);
+ } while (tempDir != _turnToFacing);
}
int diff = dirIndex - dirIndex2;
if (diff == 0)
diff = newDir - newDir2;
- _direction = (diff >= 0) ? (Facing)_directionListIndexes[_direction + 20] :
- (Facing)_directionListIndexes[_direction + 10];
+ _facing = (diff >= 0) ? (Facing)_directionListIndexes[_facing + 20] :
+ (Facing)_directionListIndexes[_facing + 10];
setupFrame();
- if ((_direction == _newDirection) && !_moving)
+ if ((_facing == _turnToFacing) && !_moving)
updateFrame();
_priorTimer += 1;
@@ -184,7 +184,7 @@ void Player::setupFrame() {
resetActionList();
_frameOffset = 0;
- _spritesIdx = _directionListIndexes[_direction];
+ _spritesIdx = _directionListIndexes[_facing];
if (!_spriteSetsPresent[_spritesIdx]) {
// Direction isn't present, so use alternate direction, with entries flipped
_spritesIdx -= 4;
@@ -425,7 +425,7 @@ void Player::move() {
if (routeFlag && _moving)
startMovement();
- if (_newDirection != _direction)
+ if (_turnToFacing != _facing)
dirChanged();
else if (!_moving)
updateFrame();
@@ -436,7 +436,7 @@ void Player::move() {
var1 = MAX(1, 10000 / (v1 * _currentScale * var1));
}
- if (!_moving || (_direction != _newDirection))
+ if (!_moving || (_facing != _turnToFacing))
return;
Common::Point newPos = _playerPos;
@@ -490,7 +490,7 @@ void Player::move() {
void Player::idle() {
Scene &scene = _vm->_game->_scene;
- if (_direction != _newDirection) {
+ if (_facing != _turnToFacing) {
// The direction has changed, so reset for new direction
dirChanged();
return;
@@ -717,14 +717,14 @@ void Player::startMovement() {
switch (majorDir) {
case 1:
- _newDirection = (_yDirection <= 0) ? FACING_NORTH : FACING_SOUTH;
+ _turnToFacing = (_yDirection <= 0) ? FACING_NORTH : FACING_SOUTH;
break;
case 2: {
- _newDirection = (Facing)(((_yDirection <= 0) ? 9 : 3) - ((_xDirection <= 0) ? 2 : 0));
+ _turnToFacing = (Facing)(((_yDirection <= 0) ? 9 : 3) - ((_xDirection <= 0) ? 2 : 0));
break;
}
case 3:
- _newDirection = (_xDirection <= 0) ? FACING_WEST : FACING_EAST;
+ _turnToFacing = (_xDirection <= 0) ? FACING_WEST : FACING_EAST;
break;
default:
break;