aboutsummaryrefslogtreecommitdiff
path: root/engines
diff options
context:
space:
mode:
authorEinar Johan Trøan Sømåen2012-06-26 13:23:32 +0200
committerEinar Johan Trøan Sømåen2012-06-26 13:23:32 +0200
commitb1f42e95e9861dc9df1353d6b1303f676a59af2b (patch)
treec8a8b5bfe63f790928e96bc7fe1ed4a8be9fe7d2 /engines
parent86513195d1d3378b96a82c17cba4cd8ecd5bb6ad (diff)
downloadscummvm-rg350-b1f42e95e9861dc9df1353d6b1303f676a59af2b.tar.gz
scummvm-rg350-b1f42e95e9861dc9df1353d6b1303f676a59af2b.tar.bz2
scummvm-rg350-b1f42e95e9861dc9df1353d6b1303f676a59af2b.zip
WINTERMUTE: Rename FuncName->funcName in AdSceneNode and AdScene
Diffstat (limited to 'engines')
-rw-r--r--engines/wintermute/Ad/AdActor.cpp14
-rw-r--r--engines/wintermute/Ad/AdEntity.cpp6
-rw-r--r--engines/wintermute/Ad/AdGame.cpp24
-rw-r--r--engines/wintermute/Ad/AdLayer.cpp12
-rw-r--r--engines/wintermute/Ad/AdObject.cpp22
-rw-r--r--engines/wintermute/Ad/AdScene.cpp342
-rw-r--r--engines/wintermute/Ad/AdScene.h108
-rw-r--r--engines/wintermute/Ad/AdSceneNode.cpp4
-rw-r--r--engines/wintermute/Ad/AdSceneNode.h4
-rw-r--r--engines/wintermute/Ad/AdSentence.cpp4
10 files changed, 270 insertions, 270 deletions
diff --git a/engines/wintermute/Ad/AdActor.cpp b/engines/wintermute/Ad/AdActor.cpp
index 67b5b42336..84a727209d 100644
--- a/engines/wintermute/Ad/AdActor.cpp
+++ b/engines/wintermute/Ad/AdActor.cpp
@@ -496,7 +496,7 @@ void CAdActor::GoTo(int X, int Y, TDirection AfterWalkDir) {
_targetPoint->x = X;
_targetPoint->y = Y;
- ((CAdGame *)Game)->_scene->CorrectTargetPoint(_posX, _posY, &_targetPoint->x, &_targetPoint->y, true, this);
+ ((CAdGame *)Game)->_scene->correctTargetPoint(_posX, _posY, &_targetPoint->x, &_targetPoint->y, true, this);
_state = STATE_SEARCHING_PATH;
@@ -509,7 +509,7 @@ HRESULT CAdActor::display() {
uint32 Alpha;
if (_alphaColor != 0) Alpha = _alphaColor;
- else Alpha = _shadowable ? ((CAdGame *)Game)->_scene->GetAlphaAt(_posX, _posY, true) : 0xFFFFFFFF;
+ else Alpha = _shadowable ? ((CAdGame *)Game)->_scene->getAlphaAt(_posX, _posY, true) : 0xFFFFFFFF;
float ScaleX, ScaleY;
GetScale(&ScaleX, &ScaleY);
@@ -518,7 +518,7 @@ HRESULT CAdActor::display() {
float Rotate;
if (_rotatable) {
if (_rotateValid) Rotate = _rotate;
- else Rotate = ((CAdGame *)Game)->_scene->GetRotationAt(_posX, _posY) + _relativeRotate;
+ else Rotate = ((CAdGame *)Game)->_scene->getRotationAt(_posX, _posY) + _relativeRotate;
} else Rotate = 0.0f;
if (_active) displaySpriteAttachments(true);
@@ -661,7 +661,7 @@ HRESULT CAdActor::update() {
//////////////////////////////////////////////////////////////////////////
case STATE_SEARCHING_PATH:
// keep asking scene for the path
- if (((CAdGame *)Game)->_scene->GetPath(CBPoint(_posX, _posY), *_targetPoint, _path, this))
+ if (((CAdGame *)Game)->_scene->getPath(CBPoint(_posX, _posY), *_targetPoint, _path, this))
_state = STATE_WAITING_PATH;
break;
@@ -726,7 +726,7 @@ HRESULT CAdActor::update() {
if (_currentSprite && !already_moved) {
- _currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100, _zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100);
+ _currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->getZoomAt(_posX, _posY) : 100, _zoomable ? ((CAdGame *)Game)->_scene->getZoomAt(_posX, _posY) : 100);
if (_currentSprite->_changed) {
_posX += _currentSprite->_moveX;
_posY += _currentSprite->_moveY;
@@ -777,7 +777,7 @@ void CAdActor::GetNextStep() {
if (!_currentSprite) return;
- _currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100, _zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100);
+ _currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->getZoomAt(_posX, _posY) : 100, _zoomable ? ((CAdGame *)Game)->_scene->getZoomAt(_posX, _posY) : 100);
if (!_currentSprite->_changed) return;
@@ -796,7 +796,7 @@ void CAdActor::GetNextStep() {
MaxStepX--;
}
- if (((CAdGame *)Game)->_scene->IsBlockedAt(_pFX, _pFY, true, this)) {
+ if (((CAdGame *)Game)->_scene->isBlockedAt(_pFX, _pFY, true, this)) {
if (_pFCount == 0) {
_state = _nextState;
_nextState = STATE_READY;
diff --git a/engines/wintermute/Ad/AdEntity.cpp b/engines/wintermute/Ad/AdEntity.cpp
index b872251b85..22f85d58cf 100644
--- a/engines/wintermute/Ad/AdEntity.cpp
+++ b/engines/wintermute/Ad/AdEntity.cpp
@@ -487,7 +487,7 @@ HRESULT CAdEntity::display() {
uint32 Alpha;
if (_alphaColor != 0) Alpha = _alphaColor;
- else Alpha = _shadowable ? ((CAdGame *)Game)->_scene->GetAlphaAt(_posX, _posY) : 0xFFFFFFFF;
+ else Alpha = _shadowable ? ((CAdGame *)Game)->_scene->getAlphaAt(_posX, _posY) : 0xFFFFFFFF;
float ScaleX, ScaleY;
GetScale(&ScaleX, &ScaleY);
@@ -495,7 +495,7 @@ HRESULT CAdEntity::display() {
float Rotate;
if (_rotatable) {
if (_rotateValid) Rotate = _rotate;
- else Rotate = ((CAdGame *)Game)->_scene->GetRotationAt(_posX, _posY) + _relativeRotate;
+ else Rotate = ((CAdGame *)Game)->_scene->getRotationAt(_posX, _posY) + _relativeRotate;
} else Rotate = 0.0f;
@@ -591,7 +591,7 @@ HRESULT CAdEntity::update() {
if (_currentSprite) {
- _currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) : 100);
+ _currentSprite->GetCurrentFrame(_zoomable ? ((CAdGame *)Game)->_scene->getZoomAt(_posX, _posY) : 100);
if (_currentSprite->_changed) {
_posX += _currentSprite->_moveX;
_posY += _currentSprite->_moveY;
diff --git a/engines/wintermute/Ad/AdGame.cpp b/engines/wintermute/Ad/AdGame.cpp
index 72e17e9d02..85eb897c6d 100644
--- a/engines/wintermute/Ad/AdGame.cpp
+++ b/engines/wintermute/Ad/AdGame.cpp
@@ -209,7 +209,7 @@ HRESULT CAdGame::InitLoop() {
res = CBGame::InitLoop();
if (FAILED(res)) return res;
- if (_scene) res = _scene->InitLoop();
+ if (_scene) res = _scene->initLoop();
_sentences.RemoveAll();
@@ -228,7 +228,7 @@ HRESULT CAdGame::AddObject(CAdObject *Object) {
HRESULT CAdGame::RemoveObject(CAdObject *Object) {
// in case the user called Scene.CreateXXX() and Game.DeleteXXX()
if (_scene) {
- HRESULT Res = _scene->RemoveObject(Object);
+ HRESULT Res = _scene->removeObject(Object);
if (SUCCEEDED(Res)) return Res;
}
@@ -253,7 +253,7 @@ HRESULT CAdGame::ChangeScene(const char *Filename, bool FadeIn) {
SetPrevSceneName(_scene->_name);
SetPrevSceneFilename(_scene->_filename);
- if (!_tempDisableSaveState) _scene->SaveState();
+ if (!_tempDisableSaveState) _scene->saveState();
_tempDisableSaveState = false;
}
@@ -278,7 +278,7 @@ HRESULT CAdGame::ChangeScene(const char *Filename, bool FadeIn) {
_objects[i]->_stickRegion = NULL;
}
- _scene->LoadState();
+ _scene->loadState();
}
if (FadeIn) Game->_transMgr->start(TRANSITION_FADE_IN);
return ret;
@@ -1329,7 +1329,7 @@ HRESULT CAdGame::InitAfterLoad() {
//////////////////////////////////////////////////////////////////////////
void CAdGame::AfterLoadScene(void *Scene, void *Data) {
- ((CAdScene *)Scene)->AfterLoad();
+ ((CAdScene *)Scene)->afterLoad();
}
@@ -1847,7 +1847,7 @@ HRESULT CAdGame::DeleteItem(CAdItem *Item) {
if (!Item) return E_FAIL;
if (_selectedItem == Item) _selectedItem = NULL;
- _scene->HandleItemAssociations(Item->_name, false);
+ _scene->handleItemAssociations(Item->_name, false);
// remove from all inventories
for (int i = 0; i < _inventories.GetSize(); i++) {
@@ -1961,7 +1961,7 @@ HRESULT CAdGame::OnMouseLeftDown() {
if (!Handled) {
if (_activeObject != NULL) {
_activeObject->applyEvent("LeftClick");
- } else if (_state == GAME_RUNNING && _scene && _scene->PointInViewport(_mousePos.x, _mousePos.y)) {
+ } else if (_state == GAME_RUNNING && _scene && _scene->pointInViewport(_mousePos.x, _mousePos.y)) {
_scene->applyEvent("LeftClick");
}
}
@@ -1985,7 +1985,7 @@ HRESULT CAdGame::OnMouseLeftUp() {
if (!Handled) {
if (_activeObject != NULL) {
_activeObject->applyEvent("LeftRelease");
- } else if (_state == GAME_RUNNING && _scene && _scene->PointInViewport(_mousePos.x, _mousePos.y)) {
+ } else if (_state == GAME_RUNNING && _scene && _scene->pointInViewport(_mousePos.x, _mousePos.y)) {
_scene->applyEvent("LeftRelease");
}
}
@@ -2004,7 +2004,7 @@ HRESULT CAdGame::OnMouseLeftDblClick() {
if (!Handled) {
if (_activeObject != NULL) {
_activeObject->applyEvent("LeftDoubleClick");
- } else if (_state == GAME_RUNNING && _scene && _scene->PointInViewport(_mousePos.x, _mousePos.y)) {
+ } else if (_state == GAME_RUNNING && _scene && _scene->pointInViewport(_mousePos.x, _mousePos.y)) {
_scene->applyEvent("LeftDoubleClick");
}
}
@@ -2029,7 +2029,7 @@ HRESULT CAdGame::OnMouseRightDown() {
if (!Handled) {
if (_activeObject != NULL) {
_activeObject->applyEvent("RightClick");
- } else if (_state == GAME_RUNNING && _scene && _scene->PointInViewport(_mousePos.x, _mousePos.y)) {
+ } else if (_state == GAME_RUNNING && _scene && _scene->pointInViewport(_mousePos.x, _mousePos.y)) {
_scene->applyEvent("RightClick");
}
}
@@ -2044,7 +2044,7 @@ HRESULT CAdGame::OnMouseRightUp() {
if (!Handled) {
if (_activeObject != NULL) {
_activeObject->applyEvent("RightRelease");
- } else if (_state == GAME_RUNNING && _scene && _scene->PointInViewport(_mousePos.x, _mousePos.y)) {
+ } else if (_state == GAME_RUNNING && _scene && _scene->pointInViewport(_mousePos.x, _mousePos.y)) {
_scene->applyEvent("RightRelease");
}
}
@@ -2055,7 +2055,7 @@ HRESULT CAdGame::OnMouseRightUp() {
HRESULT CAdGame::DisplayDebugInfo() {
char str[100];
if (Game->_dEBUG_DebugMode) {
- sprintf(str, "Mouse: %d, %d (scene: %d, %d)", _mousePos.x, _mousePos.y, _mousePos.x + _scene->GetOffsetLeft(), _mousePos.y + _scene->GetOffsetTop());
+ sprintf(str, "Mouse: %d, %d (scene: %d, %d)", _mousePos.x, _mousePos.y, _mousePos.x + _scene->getOffsetLeft(), _mousePos.y + _scene->getOffsetTop());
_systemFont->DrawText((byte *)str, 0, 90, _renderer->_width, TAL_RIGHT);
sprintf(str, "Scene: %s (prev: %s)", (_scene && _scene->_name) ? _scene->_name : "???", _prevSceneName ? _prevSceneName : "???");
diff --git a/engines/wintermute/Ad/AdLayer.cpp b/engines/wintermute/Ad/AdLayer.cpp
index 37ff0a43b2..5f5ae728dd 100644
--- a/engines/wintermute/Ad/AdLayer.cpp
+++ b/engines/wintermute/Ad/AdLayer.cpp
@@ -175,7 +175,7 @@ HRESULT CAdLayer::loadBuffer(byte *Buffer, bool Complete) {
region = NULL;
node = NULL;
} else {
- node->SetRegion(region);
+ node->setRegion(region);
_nodes.Add(node);
}
}
@@ -192,7 +192,7 @@ HRESULT CAdLayer::loadBuffer(byte *Buffer, bool Complete) {
entity = NULL;
node = NULL;
} else {
- node->SetEntity(entity);
+ node->setEntity(entity);
_nodes.Add(node);
}
}
@@ -274,12 +274,12 @@ HRESULT CAdLayer::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
if (strcmp(Name, "AddRegion") == 0) {
CAdRegion *Region = new CAdRegion(Game);
if (!Val->IsNULL()) Region->setName(Val->GetString());
- Node->SetRegion(Region);
+ Node->setRegion(Region);
Stack->PushNative(Region, true);
} else {
CAdEntity *Entity = new CAdEntity(Game);
if (!Val->IsNULL()) Entity->setName(Val->GetString());
- Node->SetEntity(Entity);
+ Node->setEntity(Entity);
Stack->PushNative(Entity, true);
}
_nodes.Add(Node);
@@ -298,12 +298,12 @@ HRESULT CAdLayer::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
if (strcmp(Name, "InsertRegion") == 0) {
CAdRegion *Region = new CAdRegion(Game);
if (!Val->IsNULL()) Region->setName(Val->GetString());
- Node->SetRegion(Region);
+ Node->setRegion(Region);
Stack->PushNative(Region, true);
} else {
CAdEntity *Entity = new CAdEntity(Game);
if (!Val->IsNULL()) Entity->setName(Val->GetString());
- Node->SetEntity(Entity);
+ Node->setEntity(Entity);
Stack->PushNative(Entity, true);
}
if (Index < 0) Index = 0;
diff --git a/engines/wintermute/Ad/AdObject.cpp b/engines/wintermute/Ad/AdObject.cpp
index 6602093a0d..52c7e57be5 100644
--- a/engines/wintermute/Ad/AdObject.cpp
+++ b/engines/wintermute/Ad/AdObject.cpp
@@ -363,7 +363,7 @@ HRESULT CAdObject::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Th
if (FAILED(_inventory->InsertItem(ItemName, InsertAfter))) Script->RuntimeError("Cannot add item '%s' to inventory", ItemName);
else {
// hide associated entities
- ((CAdGame *)Game)->_scene->HandleItemAssociations(ItemName, false);
+ ((CAdGame *)Game)->_scene->handleItemAssociations(ItemName, false);
}
} else Script->RuntimeError("TakeItem: item name expected");
@@ -388,7 +388,7 @@ HRESULT CAdObject::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Th
if (FAILED(_inventory->RemoveItem(val->GetString()))) Script->RuntimeError("Cannot remove item '%s' from inventory", val->GetString());
else {
// show associated entities
- ((CAdGame *)Game)->_scene->HandleItemAssociations(val->GetString(), true);
+ ((CAdGame *)Game)->_scene->handleItemAssociations(val->GetString(), true);
}
} else Script->RuntimeError("DropItem: item name expected");
@@ -815,7 +815,7 @@ int CAdObject::getHeight() {
}
if (_zoomable) {
- float zoom = ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY);
+ float zoom = ((CAdGame *)Game)->_scene->getZoomAt(_posX, _posY);
ret = (int)(ret * zoom / 100);
}
return ret;
@@ -883,8 +883,8 @@ void CAdObject::talk(const char *Text, const char *Sound, uint32 Duration, const
y = _posY;
if (!_sceneIndependent && _subtitlesModRelative) {
- x -= ((CAdGame *)Game)->_scene->GetOffsetLeft();
- y -= ((CAdGame *)Game)->_scene->GetOffsetTop();
+ x -= ((CAdGame *)Game)->_scene->getOffsetLeft();
+ y -= ((CAdGame *)Game)->_scene->getOffsetTop();
}
@@ -920,8 +920,8 @@ void CAdObject::talk(const char *Text, const char *Sound, uint32 Duration, const
if (_subtitlesModRelative) {
- _sentence->_pos.x += ((CAdGame *)Game)->_scene->GetOffsetLeft();
- _sentence->_pos.y += ((CAdGame *)Game)->_scene->GetOffsetTop();
+ _sentence->_pos.x += ((CAdGame *)Game)->_scene->getOffsetLeft();
+ _sentence->_pos.y += ((CAdGame *)Game)->_scene->getOffsetTop();
}
_sentence->_fixedPos = !_subtitlesModRelative;
@@ -1040,10 +1040,10 @@ HRESULT CAdObject::updateBlockRegion() {
CAdGame *AdGame = (CAdGame *)Game;
if (AdGame->_scene) {
if (_blockRegion && _currentBlockRegion)
- _currentBlockRegion->Mimic(_blockRegion, _zoomable ? AdGame->_scene->GetScaleAt(_posY) : 100.0f, _posX, _posY);
+ _currentBlockRegion->Mimic(_blockRegion, _zoomable ? AdGame->_scene->getScaleAt(_posY) : 100.0f, _posX, _posY);
if (_wptGroup && _currentWptGroup)
- _currentWptGroup->Mimic(_wptGroup, _zoomable ? AdGame->_scene->GetScaleAt(_posY) : 100.0f, _posX, _posY);
+ _currentWptGroup->Mimic(_wptGroup, _zoomable ? AdGame->_scene->getScaleAt(_posY) : 100.0f, _posX, _posY);
}
return S_OK;
}
@@ -1062,7 +1062,7 @@ CAdInventory *CAdObject::getInventory() {
HRESULT CAdObject::afterMove() {
CAdRegion *NewRegions[MAX_NUM_REGIONS];
- ((CAdGame *)Game)->_scene->GetRegionsAt(_posX, _posY, NewRegions, MAX_NUM_REGIONS);
+ ((CAdGame *)Game)->_scene->getRegionsAt(_posX, _posY, NewRegions, MAX_NUM_REGIONS);
for (int i = 0; i < MAX_NUM_REGIONS; i++) {
if (!NewRegions[i]) break;
bool RegFound = false;
@@ -1100,7 +1100,7 @@ HRESULT CAdObject::GetScale(float *ScaleX, float *ScaleY) {
*ScaleX = _scaleX < 0 ? 100 : _scaleX;
*ScaleY = _scaleY < 0 ? 100 : _scaleY;
} else if (_scale >= 0) *ScaleX = *ScaleY = _scale;
- else *ScaleX = *ScaleY = ((CAdGame *)Game)->_scene->GetZoomAt(_posX, _posY) + _relativeScale;
+ else *ScaleX = *ScaleY = ((CAdGame *)Game)->_scene->getZoomAt(_posX, _posY) + _relativeScale;
} else {
*ScaleX = *ScaleY = 100;
}
diff --git a/engines/wintermute/Ad/AdScene.cpp b/engines/wintermute/Ad/AdScene.cpp
index 1b9df6211c..022924da84 100644
--- a/engines/wintermute/Ad/AdScene.cpp
+++ b/engines/wintermute/Ad/AdScene.cpp
@@ -66,8 +66,8 @@ IMPLEMENT_PERSISTENT(CAdScene, false)
//////////////////////////////////////////////////////////////////////////
CAdScene::CAdScene(CBGame *inGame): CBObject(inGame) {
- _pFTarget = new CBPoint;
- SetDefaults();
+ _pfTarget = new CBPoint;
+ setDefaults();
}
@@ -75,20 +75,20 @@ CAdScene::CAdScene(CBGame *inGame): CBObject(inGame) {
CAdScene::~CAdScene() {
cleanup();
Game->UnregisterObject(_fader);
- delete _pFTarget;
- _pFTarget = NULL;
+ delete _pfTarget;
+ _pfTarget = NULL;
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::SetDefaults() {
+void CAdScene::setDefaults() {
_initialized = false;
- _pFReady = true;
- _pFTargetPath = NULL;
- _pFRequester = NULL;
+ _pfReady = true;
+ _pfTargetPath = NULL;
+ _pfRequester = NULL;
_mainLayer = NULL;
- _pFPointsNum = 0;
+ _pfPointsNum = 0;
_persistentState = false;
_persistentStateSprites = true;
@@ -100,7 +100,7 @@ void CAdScene::SetDefaults() {
_scrollTimeH = _scrollTimeV = 10;
_scrollPixelsH = _scrollPixelsV = 1;
- _pFMaxTime = 15;
+ _pfMaxTime = 15;
_paralaxScrolling = true;
@@ -167,10 +167,10 @@ void CAdScene::cleanup() {
_rotLevels.RemoveAll();
- for (i = 0; i < _pFPath.GetSize(); i++)
- delete _pFPath[i];
- _pFPath.RemoveAll();
- _pFPointsNum = 0;
+ for (i = 0; i < _pfPath.GetSize(); i++)
+ delete _pfPath[i];
+ _pfPath.RemoveAll();
+ _pfPointsNum = 0;
for (i = 0; i < _objects.GetSize(); i++)
Game->UnregisterObject(_objects[i]);
@@ -179,38 +179,38 @@ void CAdScene::cleanup() {
delete _viewport;
_viewport = NULL;
- SetDefaults();
+ setDefaults();
}
//////////////////////////////////////////////////////////////////////////
-bool CAdScene::GetPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *requester) {
- if (!_pFReady) return false;
+bool CAdScene::getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *requester) {
+ if (!_pfReady) return false;
else {
- _pFReady = false;
- *_pFTarget = target;
- _pFTargetPath = path;
- _pFRequester = requester;
+ _pfReady = false;
+ *_pfTarget = target;
+ _pfTargetPath = path;
+ _pfRequester = requester;
- _pFTargetPath->Reset();
- _pFTargetPath->SetReady(false);
+ _pfTargetPath->Reset();
+ _pfTargetPath->SetReady(false);
// prepare working path
int i;
- PFPointsStart();
+ pfPointsStart();
// first point
- //_pFPath.Add(new CAdPathPoint(source.x, source.y, 0));
+ //_pfPath.Add(new CAdPathPoint(source.x, source.y, 0));
// if we're one pixel stuck, get unstuck
int StartX = source.x;
int StartY = source.y;
int BestDistance = 1000;
- if (IsBlockedAt(StartX, StartY, true, requester)) {
+ if (isBlockedAt(StartX, StartY, true, requester)) {
int Tolerance = 2;
for (int xxx = StartX - Tolerance; xxx <= StartX + Tolerance; xxx++) {
for (int yyy = StartY - Tolerance; yyy <= StartY + Tolerance; yyy++) {
- if (IsWalkableAt(xxx, yyy, true, requester)) {
+ if (isWalkableAt(xxx, yyy, true, requester)) {
int Distance = abs(xxx - source.x) + abs(yyy - source.y);
if (Distance < BestDistance) {
StartX = xxx;
@@ -223,18 +223,18 @@ bool CAdScene::GetPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *
}
}
- PFPointsAdd(StartX, StartY, 0);
+ pfPointsAdd(StartX, StartY, 0);
//CorrectTargetPoint(&target.x, &target.y);
// last point
- //_pFPath.Add(new CAdPathPoint(target.x, target.y, INT_MAX));
- PFPointsAdd(target.x, target.y, INT_MAX);
+ //_pfPath.Add(new CAdPathPoint(target.x, target.y, INT_MAX));
+ pfPointsAdd(target.x, target.y, INT_MAX);
// active waypoints
for (i = 0; i < _waypointGroups.GetSize(); i++) {
if (_waypointGroups[i]->_active) {
- PFAddWaypointGroup(_waypointGroups[i], requester);
+ pfAddWaypointGroup(_waypointGroups[i], requester);
}
}
@@ -242,13 +242,13 @@ bool CAdScene::GetPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *
// free waypoints
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentWptGroup) {
- PFAddWaypointGroup(_objects[i]->_currentWptGroup, requester);
+ pfAddWaypointGroup(_objects[i]->_currentWptGroup, requester);
}
}
CAdGame *AdGame = (CAdGame *)Game;
for (i = 0; i < AdGame->_objects.GetSize(); i++) {
if (AdGame->_objects[i]->_active && AdGame->_objects[i] != requester && AdGame->_objects[i]->_currentWptGroup) {
- PFAddWaypointGroup(AdGame->_objects[i]->_currentWptGroup, requester);
+ pfAddWaypointGroup(AdGame->_objects[i]->_currentWptGroup, requester);
}
}
@@ -258,20 +258,20 @@ bool CAdScene::GetPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *
//////////////////////////////////////////////////////////////////////////
-void CAdScene::PFAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester) {
+void CAdScene::pfAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester) {
if (!Wpt->_active) return;
for (int i = 0; i < Wpt->_points.GetSize(); i++) {
- if (IsBlockedAt(Wpt->_points[i]->x, Wpt->_points[i]->y, true, Requester)) continue;
+ if (isBlockedAt(Wpt->_points[i]->x, Wpt->_points[i]->y, true, Requester)) continue;
- //_pFPath.Add(new CAdPathPoint(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX));
- PFPointsAdd(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX);
+ //_pfPath.Add(new CAdPathPoint(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX));
+ pfPointsAdd(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX);
}
}
//////////////////////////////////////////////////////////////////////////
-float CAdScene::GetZoomAt(int X, int Y) {
+float CAdScene::getZoomAt(int X, int Y) {
float ret = 100;
bool found = false;
@@ -287,14 +287,14 @@ float CAdScene::GetZoomAt(int X, int Y) {
}
}
}
- if (!found) ret = GetScaleAt(Y);
+ if (!found) ret = getScaleAt(Y);
return ret;
}
//////////////////////////////////////////////////////////////////////////
-uint32 CAdScene::GetAlphaAt(int X, int Y, bool ColorCheck) {
+uint32 CAdScene::getAlphaAt(int X, int Y, bool ColorCheck) {
if (!Game->_dEBUG_DebugMode) ColorCheck = false;
uint32 ret;
@@ -315,7 +315,7 @@ uint32 CAdScene::GetAlphaAt(int X, int Y, bool ColorCheck) {
//////////////////////////////////////////////////////////////////////////
-bool CAdScene::IsBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
+bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
bool ret = true;
@@ -358,7 +358,7 @@ bool CAdScene::IsBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Reques
//////////////////////////////////////////////////////////////////////////
-bool CAdScene::IsWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
+bool CAdScene::isWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
bool ret = false;
@@ -394,7 +394,7 @@ bool CAdScene::IsWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Reque
//////////////////////////////////////////////////////////////////////////
-int CAdScene::GetPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) {
+int CAdScene::getPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) {
double xStep, yStep, X, Y;
int xLength, yLength, xCount, yCount;
int X1, Y1, X2, Y2;
@@ -417,7 +417,7 @@ int CAdScene::GetPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) {
Y = Y1;
for (xCount = X1; xCount < X2; xCount++) {
- if (IsBlockedAt(xCount, (int)Y, true, requester)) return -1;
+ if (isBlockedAt(xCount, (int)Y, true, requester)) return -1;
Y += yStep;
}
} else {
@@ -430,7 +430,7 @@ int CAdScene::GetPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) {
X = X1;
for (yCount = Y1; yCount < Y2; yCount++) {
- if (IsBlockedAt((int)X, yCount, true, requester)) return -1;
+ if (isBlockedAt((int)X, yCount, true, requester)) return -1;
X += xStep;
}
}
@@ -439,63 +439,63 @@ int CAdScene::GetPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) {
//////////////////////////////////////////////////////////////////////////
-void CAdScene::PathFinderStep() {
+void CAdScene::pathFinderStep() {
int i;
// get lowest unmarked
int lowest_dist = INT_MAX;
CAdPathPoint *lowest_pt = NULL;
- for (i = 0; i < _pFPointsNum; i++)
- if (!_pFPath[i]->_marked && _pFPath[i]->_distance < lowest_dist) {
- lowest_dist = _pFPath[i]->_distance;
- lowest_pt = _pFPath[i];
+ for (i = 0; i < _pfPointsNum; i++)
+ if (!_pfPath[i]->_marked && _pfPath[i]->_distance < lowest_dist) {
+ lowest_dist = _pfPath[i]->_distance;
+ lowest_pt = _pfPath[i];
}
if (lowest_pt == NULL) { // no path -> terminate PathFinder
- _pFReady = true;
- _pFTargetPath->SetReady(true);
+ _pfReady = true;
+ _pfTargetPath->SetReady(true);
return;
}
lowest_pt->_marked = true;
// target point marked, generate path and terminate
- if (lowest_pt->x == _pFTarget->x && lowest_pt->y == _pFTarget->y) {
+ if (lowest_pt->x == _pfTarget->x && lowest_pt->y == _pfTarget->y) {
while (lowest_pt != NULL) {
- _pFTargetPath->_points.InsertAt(0, new CBPoint(lowest_pt->x, lowest_pt->y));
+ _pfTargetPath->_points.InsertAt(0, new CBPoint(lowest_pt->x, lowest_pt->y));
lowest_pt = lowest_pt->_origin;
}
- _pFReady = true;
- _pFTargetPath->SetReady(true);
+ _pfReady = true;
+ _pfTargetPath->SetReady(true);
return;
}
// otherwise keep on searching
- for (i = 0; i < _pFPointsNum; i++)
- if (!_pFPath[i]->_marked) {
- int j = GetPointsDist(*lowest_pt, *_pFPath[i], _pFRequester);
- if (j != -1 && lowest_pt->_distance + j < _pFPath[i]->_distance) {
- _pFPath[i]->_distance = lowest_pt->_distance + j;
- _pFPath[i]->_origin = lowest_pt;
+ for (i = 0; i < _pfPointsNum; i++)
+ if (!_pfPath[i]->_marked) {
+ int j = getPointsDist(*lowest_pt, *_pfPath[i], _pfRequester);
+ if (j != -1 && lowest_pt->_distance + j < _pfPath[i]->_distance) {
+ _pfPath[i]->_distance = lowest_pt->_distance + j;
+ _pfPath[i]->_origin = lowest_pt;
}
}
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::InitLoop() {
+HRESULT CAdScene::initLoop() {
#ifdef _DEBUGxxxx
int nu_steps = 0;
uint32 start = Game->_currentTime;
- while (!_pFReady && CBPlatform::GetTime() - start <= _pFMaxTime) {
+ while (!_pfReady && CBPlatform::GetTime() - start <= _pfMaxTime) {
PathFinderStep();
nu_steps++;
}
- if (nu_steps > 0) Game->LOG(0, "STAT: PathFinder iterations in one loop: %d (%s) _pFMaxTime=%d", nu_steps, _pFReady ? "finished" : "not yet done", _pFMaxTime);
+ if (nu_steps > 0) Game->LOG(0, "STAT: PathFinder iterations in one loop: %d (%s) _pfMaxTime=%d", nu_steps, _pfReady ? "finished" : "not yet done", _pfMaxTime);
#else
uint32 start = Game->_currentTime;
- while (!_pFReady && CBPlatform::GetTime() - start <= _pFMaxTime) PathFinderStep();
+ while (!_pfReady && CBPlatform::GetTime() - start <= _pfMaxTime) pathFinderStep();
#endif
return S_OK;
@@ -705,7 +705,7 @@ HRESULT CAdScene::loadBuffer(byte *Buffer, bool Complete) {
delete entity;
entity = NULL;
} else {
- AddObject(entity);
+ addObject(entity);
}
}
break;
@@ -849,8 +849,8 @@ HRESULT CAdScene::loadBuffer(byte *Buffer, bool Complete) {
if (_mainLayer == NULL) Game->LOG(0, "Warning: scene '%s' has no main layer.", _filename);
- SortScaleLevels();
- SortRotLevels();
+ sortScaleLevels();
+ sortRotLevels();
_initialized = true;
@@ -859,7 +859,7 @@ HRESULT CAdScene::loadBuffer(byte *Buffer, bool Complete) {
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::TraverseNodes(bool Update) {
+HRESULT CAdScene::traverseNodes(bool Update) {
if (!_initialized) return S_OK;
int j, k;
@@ -922,10 +922,10 @@ HRESULT CAdScene::TraverseNodes(bool Update) {
//////////////////////////////////////////////////////////////////////////
int ViewportWidth, ViewportHeight;
- GetViewportSize(&ViewportWidth, &ViewportHeight);
+ getViewportSize(&ViewportWidth, &ViewportHeight);
int ViewportX, ViewportY;
- GetViewportOffset(&ViewportX, &ViewportY);
+ getViewportOffset(&ViewportX, &ViewportY);
int ScrollableX = _width - ViewportWidth;
int ScrollableY = _height - ViewportHeight;
@@ -996,7 +996,7 @@ HRESULT CAdScene::TraverseNodes(bool Update) {
if (Node->_region->_blocked) break;
if (Node->_region->_decoration) break;
- if (!Update) DisplayRegionContent(Node->_region);
+ if (!Update) displayRegionContent(Node->_region);
}
break;
default:
@@ -1008,9 +1008,9 @@ HRESULT CAdScene::TraverseNodes(bool Update) {
// display/update all objects which are off-regions
if (_layers[j]->_main) {
if (Update) {
- UpdateFreeObjects();
+ updateFreeObjects();
} else {
- DisplayRegionContent(NULL);
+ displayRegionContent(NULL);
}
}
} // each layer
@@ -1034,11 +1034,11 @@ HRESULT CAdScene::TraverseNodes(bool Update) {
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::display() {
- return TraverseNodes(false);
+ return traverseNodes(false);
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::UpdateFreeObjects() {
+HRESULT CAdScene::updateFreeObjects() {
CAdGame *AdGame = (CAdGame *)Game;
int i;
@@ -1063,7 +1063,7 @@ HRESULT CAdScene::UpdateFreeObjects() {
if (_autoScroll && Game->_mainObject != NULL) {
- ScrollToObject(Game->_mainObject);
+ scrollToObject(Game->_mainObject);
}
@@ -1072,7 +1072,7 @@ HRESULT CAdScene::UpdateFreeObjects() {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::DisplayRegionContent(CAdRegion *Region, bool Display3DOnly) {
+HRESULT CAdScene::displayRegionContent(CAdRegion *Region, bool Display3DOnly) {
CAdGame *AdGame = (CAdGame *)Game;
CBArray<CAdObject *, CAdObject *> Objects;
CAdObject *Obj;
@@ -1096,7 +1096,7 @@ HRESULT CAdScene::DisplayRegionContent(CAdRegion *Region, bool Display3DOnly) {
}
// sort by _posY
- qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::CompareObjs);
+ qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs);
// display them
for (i = 0; i < Objects.GetSize(); i++) {
@@ -1127,7 +1127,7 @@ HRESULT CAdScene::DisplayRegionContent(CAdRegion *Region, bool Display3DOnly) {
}
//////////////////////////////////////////////////////////////////////////
-int CAdScene::CompareObjs(const void *Obj1, const void *Obj2) {
+int CAdScene::compareObjs(const void *Obj1, const void *Obj2) {
CAdObject *Object1 = *(CAdObject **)Obj1;
CAdObject *Object2 = *(CAdObject **)Obj2;
@@ -1137,7 +1137,7 @@ int CAdScene::CompareObjs(const void *Obj1, const void *Obj2) {
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::DisplayRegionContentOld(CAdRegion *Region) {
+HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) {
CAdGame *AdGame = (CAdGame *)Game;
CAdObject *obj;
int i;
@@ -1189,13 +1189,13 @@ HRESULT CAdScene::DisplayRegionContentOld(CAdRegion *Region) {
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::update() {
- return TraverseNodes(true);
+ return traverseNodes(true);
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::ScrollTo(int OffsetX, int OffsetY) {
+void CAdScene::scrollTo(int OffsetX, int OffsetY) {
int ViewportWidth, ViewportHeight;
- GetViewportSize(&ViewportWidth, &ViewportHeight);
+ getViewportSize(&ViewportWidth, &ViewportHeight);
int OrigOffsetLeft = _targetOffsetLeft;
int OrigOffsetTop = _targetOffsetTop;
@@ -1218,21 +1218,21 @@ void CAdScene::ScrollTo(int OffsetX, int OffsetY) {
//////////////////////////////////////////////////////////////////////////
-void CAdScene::ScrollToObject(CBObject *Object) {
- if (Object) ScrollTo(Object->_posX, Object->_posY - Object->getHeight() / 2);
+void CAdScene::scrollToObject(CBObject *Object) {
+ if (Object) scrollTo(Object->_posX, Object->_posY - Object->getHeight() / 2);
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::SkipToObject(CBObject *Object) {
- if (Object) SkipTo(Object->_posX, Object->_posY - Object->getHeight() / 2);
+void CAdScene::skipToObject(CBObject *Object) {
+ if (Object) skipTo(Object->_posX, Object->_posY - Object->getHeight() / 2);
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::SkipTo(int OffsetX, int OffsetY) {
+void CAdScene::skipTo(int OffsetX, int OffsetY) {
int ViewportWidth, ViewportHeight;
- GetViewportSize(&ViewportWidth, &ViewportHeight);
+ getViewportSize(&ViewportWidth, &ViewportHeight);
_offsetLeft = MAX(0, OffsetX - ViewportWidth / 2);
_offsetLeft = MIN(_offsetLeft, _width - ViewportWidth);
@@ -1256,7 +1256,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
Stack->CorrectParams(1);
CAdActor *act = new CAdActor(Game);
if (act && SUCCEEDED(act->loadFile(Stack->Pop()->GetString()))) {
- AddObject(act);
+ addObject(act);
Stack->PushNative(act, true);
} else {
delete act;
@@ -1273,7 +1273,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
Stack->CorrectParams(1);
CAdEntity *ent = new CAdEntity(Game);
if (ent && SUCCEEDED(ent->loadFile(Stack->Pop()->GetString()))) {
- AddObject(ent);
+ addObject(ent);
Stack->PushNative(ent, true);
} else {
delete ent;
@@ -1291,7 +1291,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
CScValue *Val = Stack->Pop();
CAdEntity *Ent = new CAdEntity(Game);
- AddObject(Ent);
+ addObject(Ent);
if (!Val->IsNULL()) Ent->setName(Val->GetString());
Stack->PushNative(Ent, true);
return S_OK;
@@ -1304,7 +1304,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
Stack->CorrectParams(1);
CScValue *val = Stack->Pop();
CAdObject *obj = (CAdObject *)val->GetNative();
- RemoveObject(obj);
+ removeObject(obj);
if (val->GetType() == VAL_VARIABLE_REF) val->SetNULL();
Stack->PushNULL();
@@ -1319,9 +1319,9 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
CScValue *val1 = Stack->Pop();
CScValue *val2 = Stack->Pop();
if (val1->IsNative()) {
- SkipToObject((CBObject *)val1->GetNative());
+ skipToObject((CBObject *)val1->GetNative());
} else {
- SkipTo(val1->GetInt(), val2->GetInt());
+ skipTo(val1->GetInt(), val2->GetInt());
}
Stack->PushNULL();
return S_OK;
@@ -1335,9 +1335,9 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
CScValue *val1 = Stack->Pop();
CScValue *val2 = Stack->Pop();
if (val1->IsNative()) {
- ScrollToObject((CBObject *)val1->GetNative());
+ scrollToObject((CBObject *)val1->GetNative());
} else {
- ScrollTo(val1->GetInt(), val2->GetInt());
+ scrollTo(val1->GetInt(), val2->GetInt());
}
if (strcmp(Name, "ScrollTo") == 0) Script->WaitForExclusive(this);
Stack->PushNULL();
@@ -1387,7 +1387,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
Stack->CorrectParams(1);
const char *nodeName = Stack->Pop()->GetString();
- CBObject *node = GetNodeByName(nodeName);
+ CBObject *node = getNodeByName(nodeName);
if (node) Stack->PushNative((CBScriptable *)node, true);
else Stack->PushNULL();
@@ -1455,7 +1455,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
- Stack->PushBool(IsBlockedAt(X, Y));
+ Stack->PushBool(isBlockedAt(X, Y));
return S_OK;
}
@@ -1467,7 +1467,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
- Stack->PushBool(IsWalkableAt(X, Y));
+ Stack->PushBool(isWalkableAt(X, Y));
return S_OK;
}
@@ -1479,7 +1479,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
- Stack->PushFloat(GetZoomAt(X, Y));
+ Stack->PushFloat(getZoomAt(X, Y));
return S_OK;
}
@@ -1491,7 +1491,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
- Stack->PushFloat(GetRotationAt(X, Y));
+ Stack->PushFloat(getRotationAt(X, Y));
return S_OK;
}
@@ -1561,7 +1561,7 @@ HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
Stack->CorrectParams(2);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
- Stack->PushBool(PointInViewport(X, Y));
+ Stack->PushBool(pointInViewport(X, Y));
return S_OK;
}
@@ -1729,7 +1729,7 @@ CScValue *CAdScene::scGetProperty(const char *Name) {
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "MouseX") == 0) {
int ViewportX;
- GetViewportOffset(&ViewportX);
+ getViewportOffset(&ViewportX);
_scValue->SetInt(Game->_mousePos.x + _offsetLeft - ViewportX);
return _scValue;
@@ -1740,7 +1740,7 @@ CScValue *CAdScene::scGetProperty(const char *Name) {
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "MouseY") == 0) {
int ViewportY;
- GetViewportOffset(NULL, &ViewportY);
+ getViewportOffset(NULL, &ViewportY);
_scValue->SetInt(Game->_mousePos.y + _offsetTop - ViewportY);
return _scValue;
@@ -1914,7 +1914,7 @@ HRESULT CAdScene::scSetProperty(const char *Name, CScValue *Value) {
_offsetLeft = Value->GetInt();
int ViewportWidth, ViewportHeight;
- GetViewportSize(&ViewportWidth, &ViewportHeight);
+ getViewportSize(&ViewportWidth, &ViewportHeight);
_offsetLeft = MAX(0, _offsetLeft - ViewportWidth / 2);
_offsetLeft = MIN(_offsetLeft, _width - ViewportWidth);
@@ -1930,7 +1930,7 @@ HRESULT CAdScene::scSetProperty(const char *Name, CScValue *Value) {
_offsetTop = Value->GetInt();
int ViewportWidth, ViewportHeight;
- GetViewportSize(&ViewportWidth, &ViewportHeight);
+ getViewportSize(&ViewportWidth, &ViewportHeight);
_offsetTop = MAX(0, _offsetTop - ViewportHeight / 2);
_offsetTop = MIN(_offsetTop, _height - ViewportHeight);
@@ -1950,14 +1950,14 @@ const char *CAdScene::scToString() {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::AddObject(CAdObject *Object) {
+HRESULT CAdScene::addObject(CAdObject *Object) {
_objects.Add(Object);
return Game->RegisterObject(Object);
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::RemoveObject(CAdObject *Object) {
+HRESULT CAdScene::removeObject(CAdObject *Object) {
for (int i = 0; i < _objects.GetSize(); i++) {
if (_objects[i] == Object) {
_objects.RemoveAt(i);
@@ -2067,7 +2067,7 @@ HRESULT CAdScene::saveAsText(CBDynBuffer *Buffer, int Indent) {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::SortScaleLevels() {
+HRESULT CAdScene::sortScaleLevels() {
bool changed;
do {
changed = false;
@@ -2088,7 +2088,7 @@ HRESULT CAdScene::SortScaleLevels() {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::SortRotLevels() {
+HRESULT CAdScene::sortRotLevels() {
bool changed;
do {
changed = false;
@@ -2109,7 +2109,7 @@ HRESULT CAdScene::SortRotLevels() {
//////////////////////////////////////////////////////////////////////////
-float CAdScene::GetScaleAt(int Y) {
+float CAdScene::getScaleAt(int Y) {
CAdScaleLevel *prev = NULL;
CAdScaleLevel *next = NULL;
@@ -2171,13 +2171,13 @@ HRESULT CAdScene::persist(CBPersistMgr *persistMgr) {
persistMgr->transfer(TMEMBER(_paralaxScrolling));
persistMgr->transfer(TMEMBER(_persistentState));
persistMgr->transfer(TMEMBER(_persistentStateSprites));
- persistMgr->transfer(TMEMBER(_pFMaxTime));
- _pFPath.persist(persistMgr);
- persistMgr->transfer(TMEMBER(_pFPointsNum));
- persistMgr->transfer(TMEMBER(_pFReady));
- persistMgr->transfer(TMEMBER(_pFRequester));
- persistMgr->transfer(TMEMBER(_pFTarget));
- persistMgr->transfer(TMEMBER(_pFTargetPath));
+ persistMgr->transfer(TMEMBER(_pfMaxTime));
+ _pfPath.persist(persistMgr);
+ persistMgr->transfer(TMEMBER(_pfPointsNum));
+ persistMgr->transfer(TMEMBER(_pfReady));
+ persistMgr->transfer(TMEMBER(_pfRequester));
+ persistMgr->transfer(TMEMBER(_pfTarget));
+ persistMgr->transfer(TMEMBER(_pfTargetPath));
_rotLevels.persist(persistMgr);
_scaleLevels.persist(persistMgr);
persistMgr->transfer(TMEMBER(_scrollPixelsH));
@@ -2195,12 +2195,12 @@ HRESULT CAdScene::persist(CBPersistMgr *persistMgr) {
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::AfterLoad() {
+HRESULT CAdScene::afterLoad() {
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::CorrectTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester) {
+HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester) {
double xStep, yStep, X, Y;
int xLength, yLength, xCount, yCount;
int X1, Y1, X2, Y2;
@@ -2227,7 +2227,7 @@ HRESULT CAdScene::CorrectTargetPoint2(int StartX, int StartY, int *TargetX, int
Y = Y1;
for (xCount = X1; xCount < X2; xCount++) {
- if (IsWalkableAt(xCount, (int)Y, CheckFreeObjects, Requester)) {
+ if (isWalkableAt(xCount, (int)Y, CheckFreeObjects, Requester)) {
*TargetX = xCount;
*TargetY = (int)Y;
return S_OK;
@@ -2246,7 +2246,7 @@ HRESULT CAdScene::CorrectTargetPoint2(int StartX, int StartY, int *TargetX, int
X = X1;
for (yCount = Y1; yCount < Y2; yCount++) {
- if (IsWalkableAt((int)X, yCount, CheckFreeObjects, Requester)) {
+ if (isWalkableAt((int)X, yCount, CheckFreeObjects, Requester)) {
*TargetX = (int)X;
*TargetY = yCount;
return S_OK;
@@ -2259,11 +2259,11 @@ HRESULT CAdScene::CorrectTargetPoint2(int StartX, int StartY, int *TargetX, int
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects, CBObject *Requester) {
+HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects, CBObject *Requester) {
int x = *X;
int y = *Y;
- if (IsWalkableAt(x, y, CheckFreeObjects, Requester) || !_mainLayer) {
+ if (isWalkableAt(x, y, CheckFreeObjects, Requester) || !_mainLayer) {
return S_OK;
}
@@ -2271,7 +2271,7 @@ HRESULT CAdScene::CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, boo
int length_right = 0;
bool found_right = false;
for (x = *X, y = *Y; x < _mainLayer->_width; x++, length_right++) {
- if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x - 5, y, CheckFreeObjects, Requester)) {
+ if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x - 5, y, CheckFreeObjects, Requester)) {
found_right = true;
break;
}
@@ -2281,7 +2281,7 @@ HRESULT CAdScene::CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, boo
int length_left = 0;
bool found_left = false;
for (x = *X, y = *Y; x >= 0; x--, length_left--) {
- if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x + 5, y, CheckFreeObjects, Requester)) {
+ if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x + 5, y, CheckFreeObjects, Requester)) {
found_left = true;
break;
}
@@ -2291,7 +2291,7 @@ HRESULT CAdScene::CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, boo
int length_up = 0;
bool found_up = false;
for (x = *X, y = *Y; y >= 0; y--, length_up--) {
- if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x, y + 5, CheckFreeObjects, Requester)) {
+ if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x, y + 5, CheckFreeObjects, Requester)) {
found_up = true;
break;
}
@@ -2301,7 +2301,7 @@ HRESULT CAdScene::CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, boo
int length_down = 0;
bool found_down = false;
for (x = *X, y = *Y; y < _mainLayer->_height; y++, length_down++) {
- if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x, y - 5, CheckFreeObjects, Requester)) {
+ if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x, y - 5, CheckFreeObjects, Requester)) {
found_down = true;
break;
}
@@ -2330,35 +2330,35 @@ HRESULT CAdScene::CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, boo
else
*Y = *Y + OffsetY;
- if (!IsWalkableAt(*X, *Y)) return CorrectTargetPoint2(StartX, StartY, X, Y, CheckFreeObjects, Requester);
+ if (!isWalkableAt(*X, *Y)) return correctTargetPoint2(StartX, StartY, X, Y, CheckFreeObjects, Requester);
else return S_OK;
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::PFPointsStart() {
- _pFPointsNum = 0;
+void CAdScene::pfPointsStart() {
+ _pfPointsNum = 0;
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::PFPointsAdd(int X, int Y, int Distance) {
- if (_pFPointsNum >= _pFPath.GetSize()) {
- _pFPath.Add(new CAdPathPoint(X, Y, Distance));
+void CAdScene::pfPointsAdd(int X, int Y, int Distance) {
+ if (_pfPointsNum >= _pfPath.GetSize()) {
+ _pfPath.Add(new CAdPathPoint(X, Y, Distance));
} else {
- _pFPath[_pFPointsNum]->x = X;
- _pFPath[_pFPointsNum]->y = Y;
- _pFPath[_pFPointsNum]->_distance = Distance;
- _pFPath[_pFPointsNum]->_marked = false;
- _pFPath[_pFPointsNum]->_origin = NULL;
+ _pfPath[_pfPointsNum]->x = X;
+ _pfPath[_pfPointsNum]->y = Y;
+ _pfPath[_pfPointsNum]->_distance = Distance;
+ _pfPath[_pfPointsNum]->_marked = false;
+ _pfPath[_pfPointsNum]->_origin = NULL;
}
- _pFPointsNum++;
+ _pfPointsNum++;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::GetViewportOffset(int *OffsetX, int *OffsetY) {
+HRESULT CAdScene::getViewportOffset(int *OffsetX, int *OffsetY) {
CAdGame *AdGame = (CAdGame *)Game;
if (_viewport && !Game->_editorMode) {
if (OffsetX) *OffsetX = _viewport->_offsetX;
@@ -2375,7 +2375,7 @@ HRESULT CAdScene::GetViewportOffset(int *OffsetX, int *OffsetY) {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::GetViewportSize(int *Width, int *Height) {
+HRESULT CAdScene::getViewportSize(int *Width, int *Height) {
CAdGame *AdGame = (CAdGame *)Game;
if (_viewport && !Game->_editorMode) {
if (Width) *Width = _viewport->getWidth();
@@ -2392,43 +2392,43 @@ HRESULT CAdScene::GetViewportSize(int *Width, int *Height) {
//////////////////////////////////////////////////////////////////////////
-int CAdScene::GetOffsetLeft() {
+int CAdScene::getOffsetLeft() {
int ViewportX;
- GetViewportOffset(&ViewportX);
+ getViewportOffset(&ViewportX);
return _offsetLeft - ViewportX;
}
//////////////////////////////////////////////////////////////////////////
-int CAdScene::GetOffsetTop() {
+int CAdScene::getOffsetTop() {
int ViewportY;
- GetViewportOffset(NULL, &ViewportY);
+ getViewportOffset(NULL, &ViewportY);
return _offsetTop - ViewportY;
}
//////////////////////////////////////////////////////////////////////////
-bool CAdScene::PointInViewport(int X, int Y) {
+bool CAdScene::pointInViewport(int X, int Y) {
int Left, Top, Width, Height;
- GetViewportOffset(&Left, &Top);
- GetViewportSize(&Width, &Height);
+ getViewportOffset(&Left, &Top);
+ getViewportSize(&Width, &Height);
return X >= Left && X <= Left + Width && Y >= Top && Y <= Top + Height;
}
//////////////////////////////////////////////////////////////////////////
-void CAdScene::SetOffset(int OffsetLeft, int OffsetTop) {
+void CAdScene::setOffset(int OffsetLeft, int OffsetTop) {
_offsetLeft = OffsetLeft;
_offsetTop = OffsetTop;
}
//////////////////////////////////////////////////////////////////////////
-CBObject *CAdScene::GetNodeByName(const char *Name) {
+CBObject *CAdScene::getNodeByName(const char *Name) {
int i;
CBObject *ret = NULL;
@@ -2473,19 +2473,19 @@ CBObject *CAdScene::GetNodeByName(const char *Name) {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::SaveState() {
- return PersistState(true);
+HRESULT CAdScene::saveState() {
+ return persistState(true);
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::LoadState() {
- return PersistState(false);
+HRESULT CAdScene::loadState() {
+ return persistState(false);
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::PersistState(bool Saving) {
+HRESULT CAdScene::persistState(bool Saving) {
if (!_persistentState) return S_OK;
CAdGame *AdGame = (CAdGame *)Game;
@@ -2553,7 +2553,7 @@ HRESULT CAdScene::PersistState(bool Saving) {
//////////////////////////////////////////////////////////////////////////
-float CAdScene::GetRotationAt(int X, int Y) {
+float CAdScene::getRotationAt(int X, int Y) {
CAdRotLevel *prev = NULL;
CAdRotLevel *next = NULL;
@@ -2579,7 +2579,7 @@ float CAdScene::GetRotationAt(int X, int Y) {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::HandleItemAssociations(const char *ItemName, bool Show) {
+HRESULT CAdScene::handleItemAssociations(const char *ItemName, bool Show) {
int i;
for (i = 0; i < _layers.GetSize(); i++) {
@@ -2605,7 +2605,7 @@ HRESULT CAdScene::HandleItemAssociations(const char *ItemName, bool Show) {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::GetRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions) {
+HRESULT CAdScene::getRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions) {
int i;
int NumUsed = 0;
if (_mainLayer) {
@@ -2633,9 +2633,9 @@ HRESULT CAdScene::restoreDeviceObjects() {
//////////////////////////////////////////////////////////////////////////
-CBObject *CAdScene::GetNextAccessObject(CBObject *CurrObject) {
+CBObject *CAdScene::getNextAccessObject(CBObject *CurrObject) {
CBArray<CAdObject *, CAdObject *> Objects;
- GetSceneObjects(Objects, true);
+ getSceneObjects(Objects, true);
if (Objects.GetSize() == 0) return NULL;
else {
@@ -2653,9 +2653,9 @@ CBObject *CAdScene::GetNextAccessObject(CBObject *CurrObject) {
}
//////////////////////////////////////////////////////////////////////////
-CBObject *CAdScene::GetPrevAccessObject(CBObject *CurrObject) {
+CBObject *CAdScene::getPrevAccessObject(CBObject *CurrObject) {
CBArray<CAdObject *, CAdObject *> Objects;
- GetSceneObjects(Objects, true);
+ getSceneObjects(Objects, true);
if (Objects.GetSize() == 0) return NULL;
else {
@@ -2674,7 +2674,7 @@ CBObject *CAdScene::GetPrevAccessObject(CBObject *CurrObject) {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::GetSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
+HRESULT CAdScene::getSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
for (int i = 0; i < _layers.GetSize(); i++) {
// close-up layer -> remove everything below it
if (InteractiveOnly && _layers[i]->_closeUp) Objects.RemoveAll();
@@ -2692,7 +2692,7 @@ HRESULT CAdScene::GetSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bo
case OBJECT_REGION: {
CBArray<CAdObject *, CAdObject *> RegionObj;
- GetRegionObjects(Node->_region, RegionObj, InteractiveOnly);
+ getRegionObjects(Node->_region, RegionObj, InteractiveOnly);
for (int New = 0; New < RegionObj.GetSize(); New++) {
bool Found = false;
for (int Old = 0; Old < Objects.GetSize(); Old++) {
@@ -2715,7 +2715,7 @@ HRESULT CAdScene::GetSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bo
// objects outside any region
CBArray<CAdObject *, CAdObject *> RegionObj;
- GetRegionObjects(NULL, RegionObj, InteractiveOnly);
+ getRegionObjects(NULL, RegionObj, InteractiveOnly);
for (int New = 0; New < RegionObj.GetSize(); New++) {
bool Found = false;
for (int Old = 0; Old < Objects.GetSize(); Old++) {
@@ -2733,7 +2733,7 @@ HRESULT CAdScene::GetSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bo
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::GetRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
+HRESULT CAdScene::getRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
CAdGame *AdGame = (CAdGame *)Game;
CAdObject *Obj;
@@ -2760,7 +2760,7 @@ HRESULT CAdScene::GetRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdOb
}
// sort by _posY
- qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::CompareObjs);
+ qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs);
return S_OK;
}
diff --git a/engines/wintermute/Ad/AdScene.h b/engines/wintermute/Ad/AdScene.h
index 8061136dcc..a9659c3849 100644
--- a/engines/wintermute/Ad/AdScene.h
+++ b/engines/wintermute/Ad/AdScene.h
@@ -47,55 +47,55 @@ class CAdPathPoint;
class CAdScene : public CBObject {
public:
- CBObject *GetNextAccessObject(CBObject *CurrObject);
- CBObject *GetPrevAccessObject(CBObject *CurrObject);
- HRESULT GetSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly);
- HRESULT GetRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly);
+ CBObject *getNextAccessObject(CBObject *CurrObject);
+ CBObject *getPrevAccessObject(CBObject *CurrObject);
+ HRESULT getSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly);
+ HRESULT getRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly);
- HRESULT AfterLoad();
+ HRESULT afterLoad();
- HRESULT GetRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions);
- HRESULT HandleItemAssociations(const char *ItemName, bool Show);
+ HRESULT getRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions);
+ HRESULT handleItemAssociations(const char *ItemName, bool Show);
CUIWindow *_shieldWindow;
- float GetRotationAt(int X, int Y);
- HRESULT LoadState();
- HRESULT SaveState();
+ float getRotationAt(int X, int Y);
+ HRESULT loadState();
+ HRESULT saveState();
bool _persistentState;
bool _persistentStateSprites;
- CBObject *GetNodeByName(const char *Name);
- void SetOffset(int OffsetLeft, int OffsetTop);
- bool PointInViewport(int X, int Y);
- int GetOffsetTop();
- int GetOffsetLeft();
- HRESULT GetViewportSize(int *Width = NULL, int *Height = NULL);
- HRESULT GetViewportOffset(int *OffsetX = NULL, int *OffsetY = NULL);
+ CBObject *getNodeByName(const char *Name);
+ void setOffset(int OffsetLeft, int OffsetTop);
+ bool pointInViewport(int X, int Y);
+ int getOffsetTop();
+ int getOffsetLeft();
+ HRESULT getViewportSize(int *Width = NULL, int *Height = NULL);
+ HRESULT getViewportOffset(int *OffsetX = NULL, int *OffsetY = NULL);
CBViewport *_viewport;
CBFader *_fader;
- int _pFPointsNum;
- void PFPointsAdd(int X, int Y, int Distance);
- void PFPointsStart();
+ int _pfPointsNum;
+ void pfPointsAdd(int X, int Y, int Distance);
+ void pfPointsStart();
bool _initialized;
- HRESULT CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
- HRESULT CorrectTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester);
+ HRESULT correctTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
+ HRESULT correctTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester);
DECLARE_PERSISTENT(CAdScene, CBObject)
- HRESULT DisplayRegionContent(CAdRegion *Region = NULL, bool Display3DOnly = false);
- HRESULT DisplayRegionContentOld(CAdRegion *Region = NULL);
- static int CompareObjs(const void *Obj1, const void *Obj2);
-
- HRESULT UpdateFreeObjects();
- HRESULT TraverseNodes(bool Update = false);
- float GetScaleAt(int Y);
- HRESULT SortScaleLevels();
- HRESULT SortRotLevels();
+ HRESULT displayRegionContent(CAdRegion *Region = NULL, bool Display3DOnly = false);
+ HRESULT displayRegionContentOld(CAdRegion *Region = NULL);
+ static int compareObjs(const void *Obj1, const void *Obj2);
+
+ HRESULT updateFreeObjects();
+ HRESULT traverseNodes(bool Update = false);
+ float getScaleAt(int Y);
+ HRESULT sortScaleLevels();
+ HRESULT sortRotLevels();
virtual HRESULT saveAsText(CBDynBuffer *Buffer, int Indent);
- uint32 GetAlphaAt(int X, int Y, bool ColorCheck = false);
+ uint32 getAlphaAt(int X, int Y, bool ColorCheck = false);
bool _paralaxScrolling;
- void SkipTo(int OffsetX, int OffsetY);
- void SetDefaults();
+ void skipTo(int OffsetX, int OffsetY);
+ void setDefaults();
void cleanup();
- void SkipToObject(CBObject *Object);
- void ScrollToObject(CBObject *Object);
- void ScrollTo(int OffsetX, int OffsetY);
+ void skipToObject(CBObject *Object);
+ void scrollToObject(CBObject *Object);
+ void scrollTo(int OffsetX, int OffsetY);
virtual HRESULT update();
bool _autoScroll;
int _targetOffsetTop;
@@ -110,14 +110,14 @@ public:
uint32 _lastTimeH;
virtual HRESULT display();
- uint32 _pFMaxTime;
- HRESULT InitLoop();
- void PathFinderStep();
- bool IsBlockedAt(int X, int Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
- bool IsWalkableAt(int X, int Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
+ uint32 _pfMaxTime;
+ HRESULT initLoop();
+ void pathFinderStep();
+ bool isBlockedAt(int X, int Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
+ bool isWalkableAt(int X, int Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
CAdLayer *_mainLayer;
- float GetZoomAt(int X, int Y);
- bool GetPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *requester = NULL);
+ float getZoomAt(int X, int Y);
+ bool getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *requester = NULL);
CAdScene(CBGame *inGame);
virtual ~CAdScene();
CBArray<CAdLayer *, CAdLayer *> _layers;
@@ -127,8 +127,8 @@ public:
HRESULT loadBuffer(byte *Buffer, bool Complete = true);
int _width;
int _height;
- HRESULT AddObject(CAdObject *Object);
- HRESULT RemoveObject(CAdObject *Object);
+ HRESULT addObject(CAdObject *Object);
+ HRESULT removeObject(CAdObject *Object);
int _editorMarginH;
int _editorMarginV;
uint32 _editorColFrame;
@@ -153,7 +153,7 @@ public:
CBArray<CAdRotLevel *, CAdRotLevel *> _rotLevels;
virtual HRESULT restoreDeviceObjects();
- int GetPointsDist(CBPoint p1, CBPoint p2, CBObject *requester = NULL);
+ int getPointsDist(CBPoint p1, CBPoint p2, CBObject *requester = NULL);
// scripting interface
virtual CScValue *scGetProperty(const char *Name);
@@ -163,13 +163,13 @@ public:
private:
- HRESULT PersistState(bool Saving = true);
- void PFAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester = NULL);
- bool _pFReady;
- CBPoint *_pFTarget;
- CAdPath *_pFTargetPath;
- CBObject *_pFRequester;
- CBArray<CAdPathPoint *, CAdPathPoint *> _pFPath;
+ HRESULT persistState(bool Saving = true);
+ void pfAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester = NULL);
+ bool _pfReady;
+ CBPoint *_pfTarget;
+ CAdPath *_pfTargetPath;
+ CBObject *_pfRequester;
+ CBArray<CAdPathPoint *, CAdPathPoint *> _pfPath;
int _offsetTop;
int _offsetLeft;
diff --git a/engines/wintermute/Ad/AdSceneNode.cpp b/engines/wintermute/Ad/AdSceneNode.cpp
index d1584f192e..dbb4a0054f 100644
--- a/engines/wintermute/Ad/AdSceneNode.cpp
+++ b/engines/wintermute/Ad/AdSceneNode.cpp
@@ -53,7 +53,7 @@ CAdSceneNode::~CAdSceneNode() {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdSceneNode::SetEntity(CAdEntity *Entity) {
+HRESULT CAdSceneNode::setEntity(CAdEntity *Entity) {
_type = OBJECT_ENTITY;
_entity = Entity;
return Game->RegisterObject(Entity);
@@ -61,7 +61,7 @@ HRESULT CAdSceneNode::SetEntity(CAdEntity *Entity) {
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdSceneNode::SetRegion(CAdRegion *Region) {
+HRESULT CAdSceneNode::setRegion(CAdRegion *Region) {
_type = OBJECT_REGION;
_region = Region;
return Game->RegisterObject(Region);
diff --git a/engines/wintermute/Ad/AdSceneNode.h b/engines/wintermute/Ad/AdSceneNode.h
index f6cc121fbc..198a83beb8 100644
--- a/engines/wintermute/Ad/AdSceneNode.h
+++ b/engines/wintermute/Ad/AdSceneNode.h
@@ -39,8 +39,8 @@ namespace WinterMute {
class CAdSceneNode : public CBObject {
public:
DECLARE_PERSISTENT(CAdSceneNode, CBObject)
- HRESULT SetRegion(CAdRegion *Region);
- HRESULT SetEntity(CAdEntity *Entity);
+ HRESULT setRegion(CAdRegion *Region);
+ HRESULT setEntity(CAdEntity *Entity);
CAdEntity *_entity;
CAdRegion *_region;
TObjectType _type;
diff --git a/engines/wintermute/Ad/AdSentence.cpp b/engines/wintermute/Ad/AdSentence.cpp
index a153c86854..0a526e4afa 100644
--- a/engines/wintermute/Ad/AdSentence.cpp
+++ b/engines/wintermute/Ad/AdSentence.cpp
@@ -178,8 +178,8 @@ HRESULT CAdSentence::display() {
int y = _pos.y;
if (!_fixedPos) {
- x = x - ((CAdGame *)Game)->_scene->GetOffsetLeft();
- y = y - ((CAdGame *)Game)->_scene->GetOffsetTop();
+ x = x - ((CAdGame *)Game)->_scene->getOffsetLeft();
+ y = y - ((CAdGame *)Game)->_scene->getOffsetTop();
}