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authorEugene Sandulenko2005-03-11 01:10:06 +0000
committerEugene Sandulenko2005-03-11 01:10:06 +0000
commit154c4af8dc2d561050a5a963e2b45403cda618dc (patch)
tree0c4b41ed77afeb42036fdba990805b180edc7c24 /scumm/script_v8.cpp
parent3cf691e9f9d0aafad14b76272201a0cfac2e8a76 (diff)
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Mass-renamed all variables of Actor object according to our current code
formatting standards. Earlier we had half of vars named with leading underscore and half without it. Now code in actor.cpp is considerably more readable. svn-id: r17068
Diffstat (limited to 'scumm/script_v8.cpp')
-rw-r--r--scumm/script_v8.cpp60
1 files changed, 30 insertions, 30 deletions
diff --git a/scumm/script_v8.cpp b/scumm/script_v8.cpp
index 0b76bf0f05..910a72201d 100644
--- a/scumm/script_v8.cpp
+++ b/scumm/script_v8.cpp
@@ -546,7 +546,7 @@ void ScummEngine_v8::o8_wait() {
offs = fetchScriptWordSigned();
actnum = pop();
a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_ACTOR");
- if (a->isInCurrentRoom() && a->moving)
+ if (a->isInCurrentRoom() && a->_moving)
break;
return;
case 0x1F: // SO_WAIT_FOR_MESSAGE Wait for message
@@ -570,14 +570,14 @@ void ScummEngine_v8::o8_wait() {
offs = fetchScriptWordSigned();
actnum = pop();
a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_ANIMATION");
- if (a->isInCurrentRoom() && a->needRedraw)
+ if (a->isInCurrentRoom() && a->_needRedraw)
break;
return;
case 0x23: // SO_WAIT_FOR_TURN
offs = fetchScriptWordSigned();
actnum = pop();
a = derefActor(actnum, "o8_wait:SO_WAIT_FOR_TURN");
- if (a->isInCurrentRoom() && a->moving & MF_TURN)
+ if (a->isInCurrentRoom() && a->_moving & MF_TURN)
break;
return;
default:
@@ -953,45 +953,45 @@ void ScummEngine_v8::o8_actorOps() {
a->setPalette(i, j);
break;
case 0x70: // SO_ACTOR_TALK_COLOR Set actor talk color
- a->talkColor = pop();
+ a->_talkColor = pop();
break;
case 0x71: // SO_ACTOR_NAME Set name of actor
- loadPtrToResource(rtActorName, a->number, NULL);
+ loadPtrToResource(rtActorName, a->_number, NULL);
break;
case 0x72: // SO_ACTOR_WIDTH Set width of actor
- a->width = pop();
+ a->_width = pop();
break;
case 0x73: // SO_ACTOR_SCALE Set scaling of actor
i = pop();
a->setScale(i, i);
break;
case 0x74: // SO_ACTOR_NEVER_ZCLIP
- a->forceClip = 0;
+ a->_forceClip = 0;
break;
case 0x75: // SO_ACTOR_ALWAYS_ZCLIP
- a->forceClip = pop();
+ a->_forceClip = pop();
// V8 uses 255 where we used to use 100
- if (a->forceClip == 255)
- a->forceClip = 100;
+ if (a->_forceClip == 255)
+ a->_forceClip = 100;
break;
case 0x76: // SO_ACTOR_IGNORE_BOXES Make actor ignore boxes
- a->ignoreBoxes = true;
- a->forceClip = 100;
+ a->_ignoreBoxes = true;
+ a->_forceClip = 100;
if (a->isInCurrentRoom())
- a->putActor(a->_pos.x, a->_pos.y, a->room);
+ a->putActor(a->_pos.x, a->_pos.y, a->_room);
break;
case 0x77: // SO_ACTOR_FOLLOW_BOXES Make actor follow boxes
- a->ignoreBoxes = false;
- a->forceClip = 100;
+ a->_ignoreBoxes = false;
+ a->_forceClip = 100;
if (a->isInCurrentRoom())
- a->putActor(a->_pos.x, a->_pos.y, a->room);
+ a->putActor(a->_pos.x, a->_pos.y, a->_room);
break;
case 0x78: // SO_ACTOR_SPECIAL_DRAW
a->_shadowMode = pop();
break;
case 0x79: // SO_ACTOR_TEXT_OFFSET Set text offset relative to actor
- a->talkPosY = pop();
- a->talkPosX = pop();
+ a->_talkPosY = pop();
+ a->_talkPosX = pop();
break;
// case 0x7A: // SO_ACTOR_INIT Set current actor (handled above)
case 0x7B: // SO_ACTOR_VARIABLE Set actor variable
@@ -999,10 +999,10 @@ void ScummEngine_v8::o8_actorOps() {
a->setAnimVar(pop(), i);
break;
case 0x7C: // SO_ACTOR_IGNORE_TURNS_ON Make actor ignore turns
- a->ignoreTurns = true;
+ a->_ignoreTurns = true;
break;
case 0x7D: // SO_ACTOR_IGNORE_TURNS_OFF Make actor follow turns
- a->ignoreTurns = false;
+ a->_ignoreTurns = false;
break;
case 0x7E: // SO_ACTOR_NEW New actor
a->initActor(2);
@@ -1015,32 +1015,32 @@ void ScummEngine_v8::o8_actorOps() {
a->startAnimActor(a->_standFrame);
break;
case 0x81: // SO_ACTOR_FACE Make actor face angle
- a->moving &= ~MF_TURN;
+ a->_moving &= ~MF_TURN;
a->setDirection(pop());
break;
case 0x82: // SO_ACTOR_TURN Turn actor
a->turnToDirection(pop());
break;
case 0x83: // SO_ACTOR_WALK_SCRIPT Set walk script for actor?
- a->walkScript = pop();
+ a->_walkScript = pop();
break;
case 0x84: // SO_ACTOR_TALK_SCRIPT Set talk script for actor?
- a->talkScript = pop();
+ a->_talkScript = pop();
break;
case 0x85: // SO_ACTOR_WALK_PAUSE
- a->moving |= MF_FROZEN;
+ a->_moving |= MF_FROZEN;
break;
case 0x86: // SO_ACTOR_WALK_RESUME
- a->moving &= ~MF_FROZEN;
+ a->_moving &= ~MF_FROZEN;
break;
case 0x87: // SO_ACTOR_VOLUME Set volume of actor speech
- a->talkVolume = pop();
+ a->_talkVolume = pop();
break;
case 0x88: // SO_ACTOR_FREQUENCY Set frequency of actor speech
- a->talkFrequency = pop();
+ a->_talkFrequency = pop();
break;
case 0x89: // SO_ACTOR_PAN
- a->talkPan = pop();
+ a->_talkPan = pop();
break;
default:
error("o8_actorOps: default case 0x%x", subOp);
@@ -1431,14 +1431,14 @@ void ScummEngine_v8::o8_kernelGetFunctions() {
void ScummEngine_v8::o8_getActorChore() {
int actnum = pop();
Actor *a = derefActor(actnum, "o8_getActorChore");
- push(a->frame);
+ push(a->_frame);
}
void ScummEngine_v8::o8_getActorZPlane() {
int actnum = pop();
Actor *a = derefActor(actnum, "o8_getActorZPlane");
- int z = a->forceClip;
+ int z = a->_forceClip;
if (z == 100) {
z = getMaskFromBox(a->_walkbox);
if (z > gdi._numZBuffer - 1)