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authorEugene Sandulenko2005-08-10 14:53:17 +0000
committerEugene Sandulenko2005-08-10 14:53:17 +0000
commit37f2a10ef6b16320876a1339c3a46c2b74953d75 (patch)
treed4f949aa58f3a42d35e142ae22e26395c12500dd /saga/actor.h
parent00d676c3d226d3d4430d7faf294138de895f39d4 (diff)
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Rename Actor class members to _members.
svn-id: r18645
Diffstat (limited to 'saga/actor.h')
-rw-r--r--saga/actor.h286
1 files changed, 143 insertions, 143 deletions
diff --git a/saga/actor.h b/saga/actor.h
index 901b581a0c..cf3eff9530 100644
--- a/saga/actor.h
+++ b/saga/actor.h
@@ -239,43 +239,43 @@ struct Location {
class CommonObjectData {
public:
//constant
- bool disabled; // disabled in init section
- int32 index; // index in local array
- uint16 id; // object id
- int32 scriptEntrypointNumber; // script entrypoint number
+ bool _disabled; // disabled in init section
+ int32 _index; // index in local array
+ uint16 _id; // object id
+ int32 _scriptEntrypointNumber; // script entrypoint number
//variables
- uint16 flags; // initial flags
- int32 nameIndex; // index in name string list
- int32 sceneNumber; // scene
- int32 spriteListResourceId; // sprite list resource id
-
- Location location; // logical coordinates
- Point screenPosition; // screen coordinates
- int32 screenDepth; //
- int32 screenScale; //
+ uint16 _flags; // initial flags
+ int32 _nameIndex; // index in name string list
+ int32 _sceneNumber; // scene
+ int32 _spriteListResourceId; // sprite list resource id
+
+ Location _location; // logical coordinates
+ Point _screenPosition; // screen coordinates
+ int32 _screenDepth; //
+ int32 _screenScale; //
void saveState(Common::OutSaveFile *out) {
- out->writeUint16LE(flags);
- out->writeSint32LE(nameIndex);
- out->writeSint32LE(sceneNumber);
- out->writeSint32LE(spriteListResourceId);
- location.saveState(out);
- out->writeSint16LE(screenPosition.x);
- out->writeSint16LE(screenPosition.y);
- out->writeSint32LE(screenDepth);
- out->writeSint32LE(screenScale);
+ out->writeUint16LE(_flags);
+ out->writeSint32LE(_nameIndex);
+ out->writeSint32LE(_sceneNumber);
+ out->writeSint32LE(_spriteListResourceId);
+ _location.saveState(out);
+ out->writeSint16LE(_screenPosition.x);
+ out->writeSint16LE(_screenPosition.y);
+ out->writeSint32LE(_screenDepth);
+ out->writeSint32LE(_screenScale);
}
void loadState(Common::InSaveFile *in) {
- flags = in->readUint16LE();
- nameIndex = in->readSint32LE();
- sceneNumber = in->readSint32LE();
- spriteListResourceId = in->readSint32LE();
- location.loadState(in);
- screenPosition.x = in->readSint16LE();
- screenPosition.y = in->readSint16LE();
- screenDepth = in->readSint32LE();
- screenScale = in->readSint32LE();
+ _flags = in->readUint16LE();
+ _nameIndex = in->readSint32LE();
+ _sceneNumber = in->readSint32LE();
+ _spriteListResourceId = in->readSint32LE();
+ _location.loadState(in);
+ _screenPosition.x = in->readSint16LE();
+ _screenPosition.y = in->readSint16LE();
+ _screenDepth = in->readSint32LE();
+ _screenScale = in->readSint32LE();
}
};
@@ -286,7 +286,7 @@ typedef SortedList<CommonObjectDataPointer> CommonObjectOrderList;
class ObjectData: public CommonObjectData {
public:
//constant
- uint16 interactBits;
+ uint16 _interactBits;
ObjectData() {
memset(this, 0, sizeof(*this));
}
@@ -295,179 +295,179 @@ public:
class ActorData: public CommonObjectData {
public:
//constant
- SpriteList spriteList; // sprite list data
+ SpriteList _spriteList; // sprite list data
- ActorFrameSequence *frames; // Actor's frames
- int framesCount; // Actor's frames count
- int frameListResourceId; // Actor's frame list resource id
+ ActorFrameSequence *_frames; // Actor's frames
+ int _framesCount; // Actor's frames count
+ int _frameListResourceId; // Actor's frame list resource id
- byte speechColor; // Actor dialogue color
+ byte _speechColor; // Actor dialogue color
//
- bool inScene;
+ bool _inScene;
//variables
- uint16 actorFlags; // dynamic flags
- int32 currentAction; // ActorActions type
- int32 facingDirection; // orientation
- int32 actionDirection;
- int32 actionCycle;
- uint16 targetObject;
- const HitZone *lastZone;
+ uint16 _actorFlags; // dynamic flags
+ int32 _currentAction; // ActorActions type
+ int32 _facingDirection; // orientation
+ int32 _actionDirection;
+ int32 _actionCycle;
+ uint16 _targetObject;
+ const HitZone *_lastZone;
- int32 cycleFrameSequence;
- uint8 cycleDelay;
- uint8 cycleTimeCount;
- uint8 cycleFlags;
+ int32 _cycleFrameSequence;
+ uint8 _cycleDelay;
+ uint8 _cycleTimeCount;
+ uint8 _cycleFlags;
- int16 fallVelocity;
- int16 fallAcceleration;
- int16 fallPosition;
+ int16 _fallVelocity;
+ int16 _fallAcceleration;
+ int16 _fallPosition;
- uint8 dragonBaseFrame;
- uint8 dragonStepCycle;
- uint8 dragonMoveType;
+ uint8 _dragonBaseFrame;
+ uint8 _dragonStepCycle;
+ uint8 _dragonMoveType;
- int32 frameNumber; // current frame number
+ int32 _frameNumber; // current frame number
- int32 tileDirectionsAlloced;
- byte *tileDirections;
+ int32 _tileDirectionsAlloced;
+ byte *_tileDirections;
- int32 walkStepsAlloced;
- Point *walkStepsPoints;
+ int32 _walkStepsAlloced;
+ Point *_walkStepsPoints;
- int32 walkStepsCount;
- int32 walkStepIndex;
+ int32 _walkStepsCount;
+ int32 _walkStepIndex;
- Location finalTarget;
- Location partialTarget;
- int32 walkFrameSequence;
+ Location _finalTarget;
+ Location _partialTarget;
+ int32 _walkFrameSequence;
public:
void saveState(Common::OutSaveFile *out) {
int i = 0;
CommonObjectData::saveState(out);
- out->writeUint16LE(actorFlags);
- out->writeSint32LE(currentAction);
- out->writeSint32LE(facingDirection);
- out->writeSint32LE(actionDirection);
- out->writeSint32LE(actionCycle);
- out->writeUint16LE(targetObject);
-
- out->writeSint32LE(cycleFrameSequence);
- out->writeByte(cycleDelay);
- out->writeByte(cycleTimeCount);
- out->writeByte(cycleFlags);
- out->writeSint16LE(fallVelocity);
- out->writeSint16LE(fallAcceleration);
- out->writeSint16LE(fallPosition);
- out->writeByte(dragonBaseFrame);
- out->writeByte(dragonStepCycle);
- out->writeByte(dragonMoveType);
- out->writeSint32LE(frameNumber);
-
- out->writeSint32LE(tileDirectionsAlloced);
- for (i = 0; i < tileDirectionsAlloced; i++) {
- out->writeByte(tileDirections[i]);
+ out->writeUint16LE(_actorFlags);
+ out->writeSint32LE(_currentAction);
+ out->writeSint32LE(_facingDirection);
+ out->writeSint32LE(_actionDirection);
+ out->writeSint32LE(_actionCycle);
+ out->writeUint16LE(_targetObject);
+
+ out->writeSint32LE(_cycleFrameSequence);
+ out->writeByte(_cycleDelay);
+ out->writeByte(_cycleTimeCount);
+ out->writeByte(_cycleFlags);
+ out->writeSint16LE(_fallVelocity);
+ out->writeSint16LE(_fallAcceleration);
+ out->writeSint16LE(_fallPosition);
+ out->writeByte(_dragonBaseFrame);
+ out->writeByte(_dragonStepCycle);
+ out->writeByte(_dragonMoveType);
+ out->writeSint32LE(_frameNumber);
+
+ out->writeSint32LE(_tileDirectionsAlloced);
+ for (i = 0; i < _tileDirectionsAlloced; i++) {
+ out->writeByte(_tileDirections[i]);
}
- out->writeSint32LE(walkStepsAlloced);
- for (i = 0; i < walkStepsAlloced; i++) {
- out->writeSint16LE(walkStepsPoints[i].x);
- out->writeSint16LE(walkStepsPoints[i].y);
+ out->writeSint32LE(_walkStepsAlloced);
+ for (i = 0; i < _walkStepsAlloced; i++) {
+ out->writeSint16LE(_walkStepsPoints[i].x);
+ out->writeSint16LE(_walkStepsPoints[i].y);
}
- out->writeSint32LE(walkStepsCount);
- out->writeSint32LE(walkStepIndex);
- finalTarget.saveState(out);
- partialTarget.saveState(out);
- out->writeSint32LE(walkFrameSequence);
+ out->writeSint32LE(_walkStepsCount);
+ out->writeSint32LE(_walkStepIndex);
+ _finalTarget.saveState(out);
+ _partialTarget.saveState(out);
+ out->writeSint32LE(_walkFrameSequence);
}
void loadState(uint32 version, Common::InSaveFile *in) {
int i = 0;
CommonObjectData::loadState(in);
- actorFlags = in->readUint16LE();
- currentAction = in->readSint32LE();
- facingDirection = in->readSint32LE();
- actionDirection = in->readSint32LE();
- actionCycle = in->readSint32LE();
- targetObject = in->readUint16LE();
-
- lastZone = NULL;
- cycleFrameSequence = in->readSint32LE();
- cycleDelay = in->readByte();
- cycleTimeCount = in->readByte();
- cycleFlags = in->readByte();
+ _actorFlags = in->readUint16LE();
+ _currentAction = in->readSint32LE();
+ _facingDirection = in->readSint32LE();
+ _actionDirection = in->readSint32LE();
+ _actionCycle = in->readSint32LE();
+ _targetObject = in->readUint16LE();
+
+ _lastZone = NULL;
+ _cycleFrameSequence = in->readSint32LE();
+ _cycleDelay = in->readByte();
+ _cycleTimeCount = in->readByte();
+ _cycleFlags = in->readByte();
if (version > 1) {
- fallVelocity = in->readSint16LE();
- fallAcceleration = in->readSint16LE();
- fallPosition = in->readSint16LE();
+ _fallVelocity = in->readSint16LE();
+ _fallAcceleration = in->readSint16LE();
+ _fallPosition = in->readSint16LE();
} else {
- fallVelocity = fallAcceleration = fallPosition = 0;
+ _fallVelocity = _fallAcceleration = _fallPosition = 0;
}
if (version > 2) {
- dragonBaseFrame = in->readByte();
- dragonStepCycle = in->readByte();
- dragonMoveType = in->readByte();
+ _dragonBaseFrame = in->readByte();
+ _dragonStepCycle = in->readByte();
+ _dragonMoveType = in->readByte();
} else {
- dragonBaseFrame = dragonStepCycle = dragonMoveType = 0;
+ _dragonBaseFrame = _dragonStepCycle = _dragonMoveType = 0;
}
- frameNumber = in->readSint32LE();
+ _frameNumber = in->readSint32LE();
setTileDirectionsSize(in->readSint32LE(), true);
- for (i = 0; i < tileDirectionsAlloced; i++) {
- tileDirections[i] = in->readByte();
+ for (i = 0; i < _tileDirectionsAlloced; i++) {
+ _tileDirections[i] = in->readByte();
}
setWalkStepsPointsSize(in->readSint32LE(), true);
- for (i = 0; i < walkStepsAlloced; i++) {
- walkStepsPoints[i].x = in->readSint16LE();
- walkStepsPoints[i].y = in->readSint16LE();
+ for (i = 0; i < _walkStepsAlloced; i++) {
+ _walkStepsPoints[i].x = in->readSint16LE();
+ _walkStepsPoints[i].y = in->readSint16LE();
}
- walkStepsCount = in->readSint32LE();
- walkStepIndex = in->readSint32LE();
- finalTarget.loadState(in);
- partialTarget.loadState(in);
- walkFrameSequence = in->readSint32LE();
+ _walkStepsCount = in->readSint32LE();
+ _walkStepIndex = in->readSint32LE();
+ _finalTarget.loadState(in);
+ _partialTarget.loadState(in);
+ _walkFrameSequence = in->readSint32LE();
}
void setTileDirectionsSize(int size, bool forceRealloc) {
- if ((size <= tileDirectionsAlloced) && !forceRealloc) {
+ if ((size <= _tileDirectionsAlloced) && !forceRealloc) {
return;
}
- tileDirectionsAlloced = size;
- tileDirections = (byte*)realloc(tileDirections, tileDirectionsAlloced * sizeof(*tileDirections));
+ _tileDirectionsAlloced = size;
+ _tileDirections = (byte*)realloc(_tileDirections, _tileDirectionsAlloced * sizeof(*_tileDirections));
}
void cycleWrap(int cycleLimit) {
- if (actionCycle >= cycleLimit)
- actionCycle = 0;
+ if (_actionCycle >= cycleLimit)
+ _actionCycle = 0;
}
void setWalkStepsPointsSize(int size, bool forceRealloc) {
- if ((size <= walkStepsAlloced) && !forceRealloc) {
+ if ((size <= _walkStepsAlloced) && !forceRealloc) {
return;
}
- walkStepsAlloced = size;
- walkStepsPoints = (Point*)realloc(walkStepsPoints, walkStepsAlloced * sizeof(*walkStepsPoints));
+ _walkStepsAlloced = size;
+ _walkStepsPoints = (Point*)realloc(_walkStepsPoints, _walkStepsAlloced * sizeof(*_walkStepsPoints));
}
void addWalkStepPoint(const Point &point) {
- setWalkStepsPointsSize(walkStepsCount + 1, false);
- walkStepsPoints[walkStepsCount++] = point;
+ setWalkStepsPointsSize(_walkStepsCount + 1, false);
+ _walkStepsPoints[_walkStepsCount++] = point;
}
ActorData() {
memset(this, 0, sizeof(*this));
}
~ActorData() {
- free(frames);
- free(tileDirections);
- free(walkStepsPoints);
- spriteList.freeMem();
+ free(_frames);
+ free(_tileDirections);
+ free(_walkStepsPoints);
+ _spriteList.freeMem();
}
};
@@ -531,7 +531,7 @@ public:
if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
error("Actor::getObjectScriptEntrypointNumber wrong id 0x%X", id);
}
- return (objectType == kGameObjectObject) ? getObj(id)->scriptEntrypointNumber : getActor(id)->scriptEntrypointNumber;
+ return (objectType == kGameObjectObject) ? getObj(id)->_scriptEntrypointNumber : getActor(id)->_scriptEntrypointNumber;
}
int getObjectFlags(uint16 id) {
int objectType;
@@ -539,7 +539,7 @@ public:
if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
error("Actor::getObjectFlags wrong id 0x%X", id);
}
- return (objectType == kGameObjectObject) ? getObj(id)->flags : getActor(id)->flags;
+ return (objectType == kGameObjectObject) ? getObj(id)->_flags : getActor(id)->_flags;
}
void direct(int msec);