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author | Paweł Kołodziejski | 2003-03-06 17:58:13 +0000 |
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committer | Paweł Kołodziejski | 2003-03-06 17:58:13 +0000 |
commit | 093428ae9a6a1fd33003a8a0827d7410501a74cb (patch) | |
tree | 00a37a896d37505db01dd69a162627df49e4990c /scumm/actor.cpp | |
parent | 90680fe9bb614c1c5b7030821445e294c937f152 (diff) | |
download | scummvm-rg350-093428ae9a6a1fd33003a8a0827d7410501a74cb.tar.gz scummvm-rg350-093428ae9a6a1fd33003a8a0827d7410501a74cb.tar.bz2 scummvm-rg350-093428ae9a6a1fd33003a8a0827d7410501a74cb.zip |
and more cleanup
svn-id: r6718
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r-- | scumm/actor.cpp | 137 |
1 files changed, 45 insertions, 92 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index 3556019d5b..d5701b7ab0 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -32,8 +32,7 @@ #include <math.h> -void Actor::initActor(int mode) -{ +void Actor::initActor(int mode) { if (mode == 1) { costume = 0; room = 0; @@ -91,14 +90,12 @@ void Actor::initActor(int mode) } } -void Actor::stopActorMoving() -{ +void Actor::stopActorMoving() { _vm->stopScriptNr(walk_script); moving = 0; } -void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) -{ +void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) { if (newSpeedX == speedx && newSpeedY == speedy) return; @@ -110,8 +107,7 @@ void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) } } -int Scumm::getAngleFromPos(int x, int y) -{ +int Scumm::getAngleFromPos(int x, int y) { if (_gameId == GID_DIG || _gameId == GID_CMI) { double temp = atan2((double)x, (double)-y); return normalizeAngle((int)(temp * 180 / 3.1415926535)); @@ -128,8 +124,7 @@ int Scumm::getAngleFromPos(int x, int y) } } -int Actor::calcMovementFactor(int newX, int newY) -{ +int Actor::calcMovementFactor(int newX, int newY) { int actorX, actorY; int diffX, diffY; int32 XYFactor, YXFactor; @@ -181,8 +176,7 @@ int Actor::calcMovementFactor(int newX, int newY) return actorWalkStep(); } -int Actor::remapDirection(int dir, bool is_walking) -{ +int Actor::remapDirection(int dir, bool is_walking) { int specdir; byte flags; bool flipX; @@ -250,8 +244,7 @@ int Actor::remapDirection(int dir, bool is_walking) return normalizeAngle(dir) | 1024; } -int Actor::updateActorDirection(bool is_walking) -{ +int Actor::updateActorDirection(bool is_walking) { int from, to; int diff; int dirType; @@ -290,16 +283,12 @@ int Actor::updateActorDirection(bool is_walking) return dir; } -void Actor::setBox(int box) -{ +void Actor::setBox(int box) { walkbox = box; - setupActorScale(); } - -int Actor::actorWalkStep() -{ +int Actor::actorWalkStep() { int tmpX, tmpY; int actorX, actorY; int distX, distY; @@ -353,8 +342,7 @@ int Actor::actorWalkStep() } -void Actor::setupActorScale() -{ +void Actor::setupActorScale() { uint16 scale; if (_vm->_features & GF_NO_SCALLING) { @@ -408,8 +396,7 @@ void Actor::setupActorScale() scaley = (byte)scale; } -void Actor::startAnimActor(int f) -{ +void Actor::startAnimActor(int f) { if (_vm->_features & GF_NEW_COSTUMES) { switch (f) { case 1001: @@ -482,8 +469,7 @@ void Actor::startAnimActor(int f) } } -void Actor::animateActor(int anim) -{ +void Actor::animateActor(int anim) { int cmd, dir; if (_vm->_features & GF_NEW_COSTUMES) { @@ -521,8 +507,7 @@ void Actor::animateActor(int anim) } } -void Actor::setDirection(int direction) -{ +void Actor::setDirection(int direction) { uint aMask; int i; uint16 vald; @@ -550,8 +535,7 @@ void Actor::setDirection(int direction) needBgReset = true; } -void Actor::putActor(int dstX, int dstY, byte newRoom) -{ +void Actor::putActor(int dstX, int dstY, byte newRoom) { if (visible && _vm->_currentRoom != newRoom && _vm->_vars[_vm->VAR_TALK_ACTOR] == number) { _vm->clearMsgQueue(); } @@ -582,8 +566,7 @@ void Actor::putActor(int dstX, int dstY, byte newRoom) } } -int Actor::getActorXYPos(int &xPos, int &yPos) -{ +int Actor::getActorXYPos(int &xPos, int &yPos) { if (!isInCurrentRoom()) return -1; @@ -592,8 +575,7 @@ int Actor::getActorXYPos(int &xPos, int &yPos) return 0; } -AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom) -{ +AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom) { AdjustBoxResult abr, tmp; uint threshold; uint best; @@ -691,8 +673,7 @@ AdjustBoxResult Actor::adjustXYToBeInBox(int dstX, int dstY, int pathfrom) return abr; } -void Actor::adjustActorPos() -{ +void Actor::adjustActorPos() { AdjustBoxResult abr; byte flags; @@ -719,8 +700,7 @@ void Actor::adjustActorPos() } } -void Actor::factToObject(int obj) -{ +void Actor::factToObject(int obj) { int x2, y2, dir; if (!isInCurrentRoom()) @@ -733,8 +713,7 @@ void Actor::factToObject(int obj) turnToDirection(dir); } -void Actor::turnToDirection(int newdir) -{ +void Actor::turnToDirection(int newdir) { if (newdir == -1) return; @@ -746,8 +725,7 @@ void Actor::turnToDirection(int newdir) } } -void Actor::hideActor() -{ +void Actor::hideActor() { if (!visible) return; @@ -761,8 +739,7 @@ void Actor::hideActor() needBgReset = true; } -void Actor::showActor() -{ +void Actor::showActor() { if (_vm->_currentRoom == 0 || visible) return; @@ -779,8 +756,7 @@ void Actor::showActor() needRedraw = true; } -void Scumm::showActors() -{ +void Scumm::showActors() { int i; Actor *a; @@ -791,8 +767,7 @@ void Scumm::showActors() } } -void Scumm::stopTalk() -{ +void Scumm::stopTalk() { int act; _sound->stopTalkSound(); @@ -813,14 +788,12 @@ void Scumm::stopTalk() restoreCharsetBg(); } -void Scumm::clearMsgQueue() -{ +void Scumm::clearMsgQueue() { _messagePtr = (byte *)" "; stopTalk(); } -void Scumm::walkActors() -{ +void Scumm::walkActors() { int i; Actor *a; @@ -835,8 +808,7 @@ void Scumm::walkActors() } /* Used in Scumm v5 only. Play sounds associated with actors */ -void Scumm::playActorSounds() -{ +void Scumm::playActorSounds() { int i; Actor *a; @@ -857,13 +829,12 @@ void Scumm::playActorSounds() #define DRAW_ORDER(x) ((x)->y - ((x)->layer << 11)) -void Scumm::processActors() -{ +void Scumm::processActors() { int i; Actor **actors, *a, **ac, **ac2, *tmp, **end; int numactors = 0; - actors = new Actor*[NUM_ACTORS]; + actors = new Actor * [NUM_ACTORS]; // Make a list of all actors in this room for (i = 1; i < NUM_ACTORS; i++) { @@ -907,8 +878,7 @@ void Scumm::processActors() // Used in Scumm v8, to allow the verb coin to be drawn over the inventory // chest. I'm assuming that draw order won't matter here. -void Scumm::processUpperActors() -{ +void Scumm::processUpperActors() { Actor *a; int i; @@ -922,8 +892,7 @@ void Scumm::processUpperActors() } } -void Actor::drawActorCostume() -{ +void Actor::drawActorCostume() { if (!needRedraw) return; @@ -1054,8 +1023,7 @@ void Actor::drawActorCostume() } } -void Actor::animateCostume() -{ +void Actor::animateCostume() { if (costume == 0) return; @@ -1081,8 +1049,7 @@ void Actor::animateCostume() } } -void Actor::animateLimb(int limb, int f) -{ +void Actor::animateLimb(int limb, int f) { // This methods is very similiar to animateCostume(). // However, instead of animating *all* the limbs, it only animates // the specified limb to be at the frame specified by "f". @@ -1117,9 +1084,7 @@ void Actor::animateLimb(int limb, int f) } } - -void Scumm::setActorRedrawFlags(bool fg, bool bg) -{ +void Scumm::setActorRedrawFlags(bool fg, bool bg) { int i, j; if (_fullRedraw) { @@ -1149,8 +1114,7 @@ void Scumm::setActorRedrawFlags(bool fg, bool bg) } } -int Scumm::getActorFromPos(int x, int y) -{ +int Scumm::getActorFromPos(int x, int y) { int i; if (!testGfxAnyUsageBits(x >> 3)) @@ -1165,8 +1129,7 @@ int Scumm::getActorFromPos(int x, int y) return 0; } -void Scumm::actorTalk() -{ +void Scumm::actorTalk() { int oldact; Actor *a; @@ -1210,8 +1173,7 @@ void Scumm::actorTalk() CHARSET_1(); } -void Actor::setActorCostume(int c) -{ +void Actor::setActorCostume(int c) { int i; costumeNeedsInit = true; @@ -1236,8 +1198,7 @@ void Actor::setActorCostume(int c) } -void Actor::startWalkActor(int destX, int destY, int dir) -{ +void Actor::startWalkActor(int destX, int destY, int dir) { AdjustBoxResult abr; abr = adjustXYToBeInBox(destX, destY, walkbox); @@ -1284,8 +1245,7 @@ void Actor::startWalkActor(int destX, int destY, int dir) walkdata.curbox = walkbox; } -void Actor::startWalkAnim(int cmd, int angle) -{ +void Actor::startWalkAnim(int cmd, int angle) { if (angle == -1) angle = facing; @@ -1321,8 +1281,7 @@ void Actor::startWalkAnim(int cmd, int angle) } } -void Actor::walkActor() -{ +void Actor::walkActor() { int j; int16 foundPathX, foundPathY; @@ -1382,8 +1341,7 @@ void Actor::walkActor() calcMovementFactor(walkdata.destx, walkdata.desty); } -void Actor::walkActorOld() -{ +void Actor::walkActorOld() { ScummPoint gateLoc[5]; // Gate locations int new_dir, next_box; @@ -1475,16 +1433,14 @@ void Actor::walkActorOld() goto restart; } -byte *Actor::getActorName() -{ +byte *Actor::getActorName() { byte *ptr = _vm->getResourceAddress(rtActorName, number); if (ptr == NULL) return (byte *)" "; return ptr; } -void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) -{ +void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) { byte *akos, *rgbs, *akpl; int akpl_size, i; int r, g, b; @@ -1558,8 +1514,7 @@ void Actor::remapActorPalette(int r_fact, int g_fact, int b_fact, int threshold) } } -void Scumm::resetActorBgs() -{ +void Scumm::resetActorBgs() { Actor *a; int i, j; @@ -1581,8 +1536,7 @@ void Scumm::resetActorBgs() } } -void Actor::classChanged(int cls, bool value) -{ +void Actor::classChanged(int cls, bool value) { switch(cls) { case 20: // Never clip break; @@ -1601,7 +1555,6 @@ void Actor::classChanged(int cls, bool value) } } -bool Actor::isInClass(int cls) -{ +bool Actor::isInClass(int cls) { return _vm->getClass(number, cls); } |