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authorD G Turner2012-09-13 15:53:18 +0100
committerD G Turner2012-09-13 15:53:18 +0100
commitd501c4d4ae27a6a1fad9eaa1dd5a616ff00d0d96 (patch)
tree122718aa623cdf8f152336baf9fbf80fad9e9850 /engines/teenagent/actor.cpp
parentb7b2a4ee888711d6f2b1e040b4687f700551e777 (diff)
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TEENAGENT: Cleanup Actor class.
This fixes a mismatched function prototype wrt. the definition and removes the underscores in various variables as per project coding standard.
Diffstat (limited to 'engines/teenagent/actor.cpp')
-rw-r--r--engines/teenagent/actor.cpp82
1 files changed, 41 insertions, 41 deletions
diff --git a/engines/teenagent/actor.cpp b/engines/teenagent/actor.cpp
index 8151aa6dee..d65a367309 100644
--- a/engines/teenagent/actor.cpp
+++ b/engines/teenagent/actor.cpp
@@ -29,39 +29,39 @@
namespace TeenAgent {
-Actor::Actor(TeenAgentEngine *vm) : _vm(vm), head_index(0), idle_type(0) {}
+Actor::Actor(TeenAgentEngine *vm) : _vm(vm), headIndex(0), idleType(0) {}
-Common::Rect Actor::renderIdle(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int delta_frame, uint zoom, Common::RandomSource &rnd) {
+Common::Rect Actor::renderIdle(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int deltaFrame, uint zoom, Common::RandomSource &rnd) {
if (index == 0) {
- idle_type = rnd.getRandomNumber(2);
- debugC(kDebugActor, "switched to idle animation %u", idle_type);
+ idleType = rnd.getRandomNumber(2);
+ debugC(kDebugActor, "switched to idle animation %u", idleType);
}
- byte *frames_idle;
+ byte *framesIdle;
do {
- frames_idle = _vm->res->dseg.ptr(_vm->res->dseg.get_word(dsAddr_idleAnimationListPtr + idle_type * 2)) + index;
- index += delta_frame;
- if (*frames_idle == 0) {
- idle_type = rnd.getRandomNumber(2);
- debugC(kDebugActor, "switched to idle animation %u[loop]", idle_type);
+ framesIdle = _vm->res->dseg.ptr(_vm->res->dseg.get_word(dsAddr_idleAnimationListPtr + idleType * 2)) + index;
+ index += deltaFrame;
+ if (*framesIdle == 0) {
+ idleType = rnd.getRandomNumber(2);
+ debugC(kDebugActor, "switched to idle animation %u[loop]", idleType);
index = 3; //put 4th frame (base 1) if idle animation loops
}
- } while (*frames_idle == 0);
+ } while (*framesIdle == 0);
bool mirror = orientation == kActorLeft;
- Surface *s = frames + *frames_idle - 1;
+ Surface *s = frames + *framesIdle - 1;
//TODO: remove copy-paste here and below
int xp = position.x - s->w * zoom / 512 - s->x, yp = position.y - 62 * zoom / 256 - s->y; //hardcoded in original game
return s->render(surface, xp, yp, mirror, Common::Rect(), zoom);
}
-Common::Rect Actor::render(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int delta_frame, bool render_head, uint zoom) {
- const uint8 frames_left_right[] = {0, 1, 2, 3, 4, 5, /* step */ 6, 7, 8, 9};
- const uint8 frames_up[] = {18, 19, 20, 21, 22, 23, 24, 25, };
- const uint8 frames_down[] = {10, 11, 12, 13, 14, 15, 16, 17, };
+Common::Rect Actor::render(Graphics::Surface *surface, const Common::Point &position, uint8 orientation, int deltaFrame, bool renderHead, uint zoom) {
+ const uint8 framesLeftRight[] = {0, 1, 2, 3, 4, 5, /* step */ 6, 7, 8, 9};
+ const uint8 framesUp[] = {18, 19, 20, 21, 22, 23, 24, 25, };
+ const uint8 framesDown[] = {10, 11, 12, 13, 14, 15, 16, 17, };
- const uint8 frames_head_left_right[] = {
+ const uint8 framesHeadLeftRight[] = {
0x27, 0x1a, 0x1b,
0x27, 0x1c, 0x1d,
0x27, 0x1a,
@@ -72,14 +72,14 @@ Common::Rect Actor::render(Graphics::Surface *surface, const Common::Point &posi
0x27, 0x1a,
};
- const uint8 frames_head_up[] = {
+ const uint8 framesHeadUp[] = {
0x29, 0x25, 0x29, 0x29,
0x26, 0x29, 0x26, 0x29,
0x29, 0x25, 0x29, 0x25,
0x29, 0x29, 0x29, 0x25,
0x25, 0x29, 0x29, 0x26
};
- const uint8 frames_head_down[] = {
+ const uint8 framesHeadDown[] = {
0x20, 0x21, 0x22, 0x23,
0x28, 0x24, 0x28, 0x28,
0x24, 0x28, 0x20, 0x21,
@@ -90,45 +90,45 @@ Common::Rect Actor::render(Graphics::Surface *surface, const Common::Point &posi
Surface *s = NULL, *head = NULL;
bool mirror = orientation == kActorLeft;
- index += delta_frame;
+ index += deltaFrame;
switch (orientation) {
case kActorLeft:
case kActorRight:
- if (render_head) {
- if (head_index >= ARRAYSIZE(frames_head_left_right))
- head_index = 0;
- head = frames + frames_head_left_right[head_index];
- ++head_index;
+ if (renderHead) {
+ if (headIndex >= ARRAYSIZE(framesHeadLeftRight))
+ headIndex = 0;
+ head = frames + framesHeadLeftRight[headIndex];
+ ++headIndex;
}
- if (index >= ARRAYSIZE(frames_left_right))
+ if (index >= ARRAYSIZE(framesLeftRight))
index = 1;
- s = frames + frames_left_right[index];
+ s = frames + framesLeftRight[index];
break;
case kActorUp:
- if (render_head) {
- if (head_index >= ARRAYSIZE(frames_head_up))
- head_index = 0;
- head = frames + frames_head_up[head_index];
- ++head_index;
+ if (renderHead) {
+ if (headIndex >= ARRAYSIZE(framesHeadUp))
+ headIndex = 0;
+ head = frames + framesHeadUp[headIndex];
+ ++headIndex;
}
- if (index >= ARRAYSIZE(frames_up))
+ if (index >= ARRAYSIZE(framesUp))
index = 1;
- s = frames + frames_up[index];
+ s = frames + framesUp[index];
break;
case kActorDown:
- if (render_head) {
- if (head_index >= ARRAYSIZE(frames_head_down))
- head_index = 0;
- head = frames + frames_head_down[head_index];
- ++head_index;
+ if (renderHead) {
+ if (headIndex >= ARRAYSIZE(framesHeadDown))
+ headIndex = 0;
+ head = frames + framesHeadDown[headIndex];
+ ++headIndex;
}
- if (index >= ARRAYSIZE(frames_down))
+ if (index >= ARRAYSIZE(framesDown))
index = 1;
- s = frames + frames_down[index];
+ s = frames + framesDown[index];
break;
default:
return Common::Rect();