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authorEugene Sandulenko2005-08-10 14:53:17 +0000
committerEugene Sandulenko2005-08-10 14:53:17 +0000
commit37f2a10ef6b16320876a1339c3a46c2b74953d75 (patch)
treed4f949aa58f3a42d35e142ae22e26395c12500dd /saga/sfuncs.cpp
parent00d676c3d226d3d4430d7faf294138de895f39d4 (diff)
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Rename Actor class members to _members.
svn-id: r18645
Diffstat (limited to 'saga/sfuncs.cpp')
-rw-r--r--saga/sfuncs.cpp224
1 files changed, 112 insertions, 112 deletions
diff --git a/saga/sfuncs.cpp b/saga/sfuncs.cpp
index e8b6e35ac0..bf64bbb1cd 100644
--- a/saga/sfuncs.cpp
+++ b/saga/sfuncs.cpp
@@ -273,8 +273,8 @@ void Script::sfTakeObject(SCRIPTFUNC_PARAMS) {
uint16 objectId = thread->pop();
ObjectData *obj;
obj = _vm->_actor->getObj(objectId);
- if (obj->sceneNumber != ITE_SCENE_INV) {
- obj->sceneNumber = ITE_SCENE_INV;
+ if (obj->_sceneNumber != ITE_SCENE_INV) {
+ obj->_sceneNumber = ITE_SCENE_INV;
//4debug for (int j=0;j<17;j++)
_vm->_interface->addToInventory(objectId);
}
@@ -287,7 +287,7 @@ void Script::sfIsCarried(SCRIPTFUNC_PARAMS) {
CommonObjectData *object;
if (_vm->_actor->validObjId(objectId)) {
object = _vm->_actor->getObj(objectId);
- thread->_returnValue = (object->sceneNumber == ITE_SCENE_INV) ? 1 : 0;
+ thread->_returnValue = (object->_sceneNumber == ITE_SCENE_INV) ? 1 : 0;
} else {
thread->_returnValue = 0;
}
@@ -330,9 +330,9 @@ void Script::sfScriptWalkTo(SCRIPTFUNC_PARAMS) {
actorLocation.y = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actorLocation.z = actor->location.z;
+ actorLocation.z = actor->_location.z;
- actor->flags &= ~kFollower;
+ actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation)) {
thread->waitWalk(actor);
@@ -364,7 +364,7 @@ void Script::sfScriptDoAction(SCRIPTFUNC_PARAMS) {
switch (objectTypeId(objectId)) {
case kGameObjectObject:
obj = _vm->_actor->getObj(objectId);
- scriptEntryPointNumber = obj->scriptEntrypointNumber;
+ scriptEntryPointNumber = obj->_scriptEntrypointNumber;
if (scriptEntryPointNumber <= 0) {
return;
}
@@ -372,11 +372,11 @@ void Script::sfScriptDoAction(SCRIPTFUNC_PARAMS) {
break;
case kGameObjectActor:
actor = _vm->_actor->getActor(objectId);
- scriptEntryPointNumber = actor->scriptEntrypointNumber;
+ scriptEntryPointNumber = actor->_scriptEntrypointNumber;
if (scriptEntryPointNumber <= 0) {
return;
}
- if (actor->flags & (kProtagonist | kFollower)) {
+ if (actor->_flags & (kProtagonist | kFollower)) {
moduleNumber = 0;
} else {
moduleNumber = _vm->_scene->getScriptModuleNumber();
@@ -422,8 +422,8 @@ void Script::sfSetActorFacing(SCRIPTFUNC_PARAMS) {
actorDirection = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actor->facingDirection = actor->actionDirection = actorDirection;
- actor->targetObject = ID_NOTHING;
+ actor->_facingDirection = actor->_actionDirection = actorDirection;
+ actor->_targetObject = ID_NOTHING;
}
// Script function #9 (0x09)
@@ -508,7 +508,7 @@ void Script::sfFaceTowards(SCRIPTFUNC_PARAMS) {
targetObject = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actor->targetObject = targetObject;
+ actor->_targetObject = targetObject;
}
// Script function #15 (0x0F)
@@ -526,12 +526,12 @@ void Script::sfSetFollower(SCRIPTFUNC_PARAMS) {
debug(1, "sfSetFollower(%d, %d) [%d]", actorId, targetObject, _vm->_actor->actorIdToIndex(actorId));
actor = _vm->_actor->getActor(actorId);
- actor->targetObject = targetObject;
+ actor->_targetObject = targetObject;
if (targetObject != ID_NOTHING) {
- actor->flags |= kFollower;
- actor->actorFlags &= ~kActorNoFollow;
+ actor->_flags |= kFollower;
+ actor->_actorFlags &= ~kActorNoFollow;
} else {
- actor->flags &= ~kFollower;
+ actor->_flags &= ~kFollower;
}
}
@@ -577,7 +577,7 @@ void Script::sfSetObjImage(SCRIPTFUNC_PARAMS) {
spriteId = thread->pop();
obj = _vm->_actor->getObj(objectId);
- obj->spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
+ obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
_vm->_interface->refreshInventory();
}
@@ -593,7 +593,7 @@ void Script::sfSetObjName(SCRIPTFUNC_PARAMS) {
nameIdx = thread->pop();
obj = _vm->_actor->getObj(objectId);
- obj->nameIndex = nameIdx;
+ obj->_nameIndex = nameIdx;
}
// Script function #19 (0x13)
@@ -607,9 +607,9 @@ void Script::sfGetObjImage(SCRIPTFUNC_PARAMS) {
obj = _vm->_actor->getObj(objectId);
if (_vm->getGameType() == GType_IHNM)
- thread->_returnValue = obj->spriteListResourceId;
+ thread->_returnValue = obj->_spriteListResourceId;
else
- thread->_returnValue = obj->spriteListResourceId - OBJ_SPRITE_BASE;
+ thread->_returnValue = obj->_spriteListResourceId - OBJ_SPRITE_BASE;
}
// Script function #20 (0x14)
@@ -709,9 +709,9 @@ void Script::sfScriptWalkToAsync(SCRIPTFUNC_PARAMS) {
actorLocation.y = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actorLocation.z = actor->location.z;
+ actorLocation.z = actor->_location.z;
- actor->flags &= ~kFollower;
+ actor->_flags &= ~kFollower;
_vm->_actor->actorWalkTo(actorId, actorLocation);
}
@@ -732,7 +732,7 @@ void Script::sfEnableZone(SCRIPTFUNC_PARAMS) {
hitZone->setFlag(kHitZoneEnabled);
} else {
hitZone->clearFlag(kHitZoneEnabled);
- _vm->_actor->_protagonist->lastZone = NULL;
+ _vm->_actor->_protagonist->_lastZone = NULL;
}
}
@@ -752,8 +752,8 @@ void Script::sfSetActorState(SCRIPTFUNC_PARAMS) {
if ((currentAction >= kActionWalkToPoint) && (currentAction <= kActionWalkToPoint)) {
wakeUpActorThread(kWaitTypeWalk, actor);
}
- actor->currentAction = currentAction;
- actor->actorFlags &= ~kActorBackwards;
+ actor->_currentAction = currentAction;
+ actor->_actorFlags &= ~kActorBackwards;
}
// Script function #30 (0x1E) nonblocking
@@ -773,13 +773,13 @@ void Script::sfScriptMoveTo(SCRIPTFUNC_PARAMS) {
if (_vm->_actor->validActorId(objectId)) {
actor = _vm->_actor->getActor(objectId);
- actor->location.x = location.x;
- actor->location.y = location.y;
+ actor->_location.x = location.x;
+ actor->_location.y = location.y;
} else {
if (_vm->_actor->validObjId(objectId)) {
obj = _vm->_actor->getObj(objectId);
- obj->location.x = location.x;
- obj->location.y = location.y;
+ obj->_location.x = location.x;
+ obj->_location.y = location.y;
}
}
}
@@ -810,19 +810,19 @@ void Script::sfDropObject(SCRIPTFUNC_PARAMS) {
obj = _vm->_actor->getObj(objectId);
- if (obj->sceneNumber == ITE_SCENE_INV) {
+ if (obj->_sceneNumber == ITE_SCENE_INV) {
_vm->_interface->removeFromInventory(objectId);
}
- obj->sceneNumber = _vm->_scene->currentSceneNumber();
+ obj->_sceneNumber = _vm->_scene->currentSceneNumber();
if (_vm->getGameType() == GType_IHNM)
- obj->spriteListResourceId = spriteId;
+ obj->_spriteListResourceId = spriteId;
else
- obj->spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
+ obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
- obj->location.x = x;
- obj->location.y = y;
+ obj->_location.x = x;
+ obj->_location.y = y;
}
// Script function #33 (0x21)
@@ -849,15 +849,15 @@ void Script::sfSwapActors(SCRIPTFUNC_PARAMS) {
actor1 = _vm->_actor->getActor(actorId1);
actor2 = _vm->_actor->getActor(actorId2);
- SWAP(actor1->location, actor2->location);
+ SWAP(actor1->_location, actor2->_location);
- if (actor1->flags & kProtagonist) {
- actor1->flags &= ~kProtagonist;
- actor2->flags |= kProtagonist;
+ if (actor1->_flags & kProtagonist) {
+ actor1->_flags &= ~kProtagonist;
+ actor2->_flags |= kProtagonist;
_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2;
- } else if (actor2->flags & kProtagonist) {
- actor2->flags &= ~kProtagonist;
- actor1->flags |= kProtagonist;
+ } else if (actor2->_flags & kProtagonist) {
+ actor2->_flags &= ~kProtagonist;
+ actor1->_flags |= kProtagonist;
_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1;
}
@@ -922,21 +922,21 @@ void Script::sfScriptWalk(SCRIPTFUNC_PARAMS) {
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actorLocation.z = actor->location.z;
+ actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, ID_NOTHING, walkFlags);
- actor->flags &= ~kFollower;
+ actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) {
thread->waitWalk(actor);
}
if (walkFlags & kWalkBackPedal) {
- actor->actorFlags |= kActorBackwards;
+ actor->_actorFlags |= kActorBackwards;
}
- actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
+ actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #37 (0x25) nonblocking
@@ -959,27 +959,27 @@ void Script::sfCycleFrames(SCRIPTFUNC_PARAMS) {
actor = _vm->_actor->getActor(actorId);
if (flags & kCyclePong) {
- actor->currentAction = kActionPongFrames;
+ actor->_currentAction = kActionPongFrames;
} else {
- actor->currentAction = kActionCycleFrames;
+ actor->_currentAction = kActionCycleFrames;
}
- actor->actorFlags &= ~(kActorContinuous | kActorRandom | kActorBackwards);
+ actor->_actorFlags &= ~(kActorContinuous | kActorRandom | kActorBackwards);
if (!(flags & kCycleOnce)) {
- actor->actorFlags |= kActorContinuous;
+ actor->_actorFlags |= kActorContinuous;
}
if (flags & kCycleRandom) {
- actor->actorFlags |= kActorRandom;
+ actor->_actorFlags |= kActorRandom;
}
if (flags & kCycleReverse) {
- actor->actorFlags |= kActorBackwards;
+ actor->_actorFlags |= kActorBackwards;
}
- actor->cycleFrameSequence = cycleFrameSequence;
- actor->cycleTimeCount = 0;
- actor->cycleDelay = cycleDelay;
- actor->actionCycle = 0;
+ actor->_cycleFrameSequence = cycleFrameSequence;
+ actor->_cycleTimeCount = 0;
+ actor->_cycleDelay = cycleDelay;
+ actor->_actionCycle = 0;
}
@@ -1002,10 +1002,10 @@ void Script::sfSetFrame(SCRIPTFUNC_PARAMS) {
frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
- actor->frameNumber = frameRange->frameIndex + frameOffset;
+ actor->_frameNumber = frameRange->frameIndex + frameOffset;
- if (actor->currentAction != kActionFall) {
- actor->currentAction = kActionFreeze;
+ if (actor->_currentAction != kActionFall) {
+ actor->_currentAction = kActionFreeze;
}
}
@@ -1065,11 +1065,11 @@ void Script::sfScriptSpecialWalk(SCRIPTFUNC_PARAMS) {
walkFrameSequence = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actorLocation.z = actor->location.z;
+ actorLocation.z = actor->_location.z;
_vm->_actor->actorWalkTo(actorId, actorLocation);
- actor->walkFrameSequence = walkFrameSequence;
+ actor->_walkFrameSequence = walkFrameSequence;
}
// Script function #43 (0x2B) nonblocking
@@ -1099,9 +1099,9 @@ void Script::sfPlaceActor(SCRIPTFUNC_PARAMS) {
actorLocation.y, actorDirection, frameType, frameOffset);
actor = _vm->_actor->getActor(actorId);
- actor->location.x = actorLocation.x;
- actor->location.y = actorLocation.y;
- actor->facingDirection = actor->actionDirection = actorDirection;
+ actor->_location.x = actorLocation.x;
+ actor->_location.y = actorLocation.y;
+ actor->_facingDirection = actor->_actionDirection = actorDirection;
if (frameType >= 0) {
frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
@@ -1110,13 +1110,13 @@ void Script::sfPlaceActor(SCRIPTFUNC_PARAMS) {
error("Wrong frameOffset 0x%X", frameOffset);
}
- actor->frameNumber = frameRange->frameIndex + frameOffset;
- actor->currentAction = kActionFreeze;
+ actor->_frameNumber = frameRange->frameIndex + frameOffset;
+ actor->_currentAction = kActionFreeze;
} else {
- actor->currentAction = kActionWait;
+ actor->_currentAction = kActionWait;
}
- actor->targetObject = ID_NOTHING;
+ actor->_targetObject = ID_NOTHING;
}
@@ -1148,21 +1148,21 @@ void Script::sfScriptWalkRelative(SCRIPTFUNC_PARAMS) {
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actorLocation.z = actor->location.z;
+ actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
- actor->flags &= ~kFollower;
+ actor->_flags &= ~kFollower;
if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) {
thread->waitWalk(actor);
}
if (walkFlags & kWalkBackPedal) {
- actor->actorFlags |= kActorBackwards;
+ actor->_actorFlags |= kActorBackwards;
}
- actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
+ actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #46 (0x2E)
@@ -1185,13 +1185,13 @@ void Script::sfScriptMoveRelative(SCRIPTFUNC_PARAMS) {
walkFlags = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actorLocation.z = actor->location.z;
+ actorLocation.z = actor->_location.z;
_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
- actor->location = actorLocation;
- actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
+ actor->_location = actorLocation;
+ actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
}
// Script function #47 (0x2F)
@@ -1449,15 +1449,15 @@ void Script::sfThrowActor(SCRIPTFUNC_PARAMS) {
flags = thread->pop();
actor = _vm->_actor->getActor(actorId);
- location.z = actor->location.z;
- actor->currentAction = kActionFall;
- actor->actionCycle = actionCycle;
- actor->fallAcceleration = -20;
- actor->fallVelocity = - (actor->fallAcceleration * actor->actionCycle) / 2;
- actor->fallPosition = actor->location.z << 4;
-
- actor->finalTarget = location;
- actor->actionCycle--;
+ location.z = actor->_location.z;
+ actor->_currentAction = kActionFall;
+ actor->_actionCycle = actionCycle;
+ actor->_fallAcceleration = -20;
+ actor->_fallVelocity = - (actor->_fallAcceleration * actor->_actionCycle) / 2;
+ actor->_fallPosition = actor->_location.z << 4;
+
+ actor->_finalTarget = location;
+ actor->_actionCycle--;
if (!(flags & kWalkAsync)) {
thread->waitWalk(actor);
}
@@ -1473,9 +1473,9 @@ void Script::sfWaitWalk(SCRIPTFUNC_PARAMS) {
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
- if ((actor->currentAction == kActionWalkToPoint) ||
- (actor->currentAction == kActionWalkToLink) ||
- (actor->currentAction == kActionFall)) {
+ if ((actor->_currentAction == kActionWalkToPoint) ||
+ (actor->_currentAction == kActionWalkToLink) ||
+ (actor->_currentAction == kActionFall)) {
thread->waitWalk(actor);
}
}
@@ -1496,7 +1496,7 @@ void Script::sfChangeActorScene(SCRIPTFUNC_PARAMS) {
actorId = thread->pop();
sceneNumber = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actor->sceneNumber = sceneNumber;
+ actor->_sceneNumber = sceneNumber;
}
// Script function #56 (0x38)
@@ -1517,11 +1517,11 @@ void Script::sfScriptClimb(SCRIPTFUNC_PARAMS) {
flags = thread->pop();
actor = _vm->_actor->getActor(actorId);
- actor->finalTarget.z = z;
- actor->flags &= ~kFollower;
- actor->actionCycle = 1;
- actor->cycleFrameSequence = cycleFrameSequence;
- actor->currentAction = kActionClimb;
+ actor->_finalTarget.z = z;
+ actor->_flags &= ~kFollower;
+ actor->_actionCycle = 1;
+ actor->_cycleFrameSequence = cycleFrameSequence;
+ actor->_currentAction = kActionClimb;
if (!(flags & kWalkAsync)) {
thread->waitWalk(actor);
}
@@ -1558,11 +1558,11 @@ void Script::sfSetActorZ(SCRIPTFUNC_PARAMS) {
if (_vm->_actor->validActorId(objectId)) {
actor = _vm->_actor->getActor(objectId);
- actor->location.z = z;
+ actor->_location.z = z;
} else {
if (_vm->_actor->validObjId(objectId)) {
obj = _vm->_actor->getObj(objectId);
- obj->location.z = z;
+ obj->_location.z = z;
}
}
}
@@ -1607,7 +1607,7 @@ void Script::sfGetActorX(SCRIPTFUNC_PARAMS) {
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
- thread->_returnValue = actor->location.x >> 2;
+ thread->_returnValue = actor->_location.x >> 2;
}
// Script function #61 (0x3D)
@@ -1619,7 +1619,7 @@ void Script::sfGetActorY(SCRIPTFUNC_PARAMS) {
actorId = thread->pop();
actor = _vm->_actor->getActor(actorId);
- thread->_returnValue = actor->location.y >> 2;
+ thread->_returnValue = actor->_location.y >> 2;
}
// Script function #62 (0x3E)
@@ -1663,9 +1663,9 @@ void Script::sfPickClimbOutPos(SCRIPTFUNC_PARAMS) {
v = (_vm->_rnd.getRandomNumber(63) & 63) + 40;
t = _vm->_isoMap->getTileIndex(u, v, 6);
if (t == 65) {
- protagonist->location.u() = (u << 4) + 4;
- protagonist->location.v() = (v << 4) + 4;
- protagonist->location.z = 48;
+ protagonist->_location.u() = (u << 4) + 4;
+ protagonist->_location.v() = (v << 4) + 4;
+ protagonist->_location.z = 48;
break;
}
@@ -1678,22 +1678,22 @@ void Script::sfTossRif(SCRIPTFUNC_PARAMS) {
uint16 direction;
ActorData *protagonist = _vm->_actor->_protagonist;
- uc = protagonist->location.u() >> 4;
- vc = protagonist->location.v() >> 4;
+ uc = protagonist->_location.u() >> 4;
+ vc = protagonist->_location.v() >> 4;
if (_vm->_isoMap->findNearestChasm(uc, vc, direction)) {
uc <<= 4;
vc <<= 4;
- protagonist->facingDirection = direction;
-
- protagonist->finalTarget.u() = uc;
- protagonist->finalTarget.v() = vc;
- protagonist->finalTarget.z = -40;
- protagonist->currentAction = kActionFall;
- protagonist->actionCycle = 24;
- protagonist->fallAcceleration = - 20;
- protagonist->fallVelocity = - (protagonist->fallAcceleration * 16) / 2 - (44 / 12);
- protagonist->fallPosition = protagonist->location.z << 4;
- protagonist->actionCycle--;
+ protagonist->_facingDirection = direction;
+
+ protagonist->_finalTarget.u() = uc;
+ protagonist->_finalTarget.v() = vc;
+ protagonist->_finalTarget.z = -40;
+ protagonist->_currentAction = kActionFall;
+ protagonist->_actionCycle = 24;
+ protagonist->_fallAcceleration = - 20;
+ protagonist->_fallVelocity = - (protagonist->_fallAcceleration * 16) / 2 - (44 / 12);
+ protagonist->_fallPosition = protagonist->_location.z << 4;
+ protagonist->_actionCycle--;
}
}