diff options
Diffstat (limited to 'engines/wintermute/Ad/AdScene.cpp')
-rw-r--r-- | engines/wintermute/Ad/AdScene.cpp | 258 |
1 files changed, 127 insertions, 131 deletions
diff --git a/engines/wintermute/Ad/AdScene.cpp b/engines/wintermute/Ad/AdScene.cpp index 02888c07e6..182d0bb1b1 100644 --- a/engines/wintermute/Ad/AdScene.cpp +++ b/engines/wintermute/Ad/AdScene.cpp @@ -192,8 +192,8 @@ bool CAdScene::getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject * _pfTargetPath = path;
_pfRequester = requester;
- _pfTargetPath->Reset();
- _pfTargetPath->SetReady(false);
+ _pfTargetPath->reset();
+ _pfTargetPath->setReady(false);
// prepare working path
int i;
@@ -453,7 +453,7 @@ void CAdScene::pathFinderStep() { if (lowest_pt == NULL) { // no path -> terminate PathFinder
_pfReady = true;
- _pfTargetPath->SetReady(true);
+ _pfTargetPath->setReady(true);
return;
}
@@ -467,7 +467,7 @@ void CAdScene::pathFinderStep() { }
_pfReady = true;
- _pfTargetPath->SetReady(true);
+ _pfTargetPath->setReady(true);
return;
}
@@ -504,8 +504,8 @@ HRESULT CAdScene::initLoop() { //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::loadFile(const char *filename) {
- byte *Buffer = Game->_fileManager->readWholeFile(filename);
- if (Buffer == NULL) {
+ byte *buffer = Game->_fileManager->readWholeFile(filename);
+ if (buffer == NULL) {
Game->LOG(0, "CAdScene::LoadFile failed for file '%s'", filename);
return E_FAIL;
}
@@ -516,13 +516,13 @@ HRESULT CAdScene::loadFile(const char *filename) { _filename = new char [strlen(filename) + 1];
strcpy(_filename, filename);
- if (FAILED(ret = loadBuffer(Buffer, true))) Game->LOG(0, "Error parsing SCENE file '%s'", filename);
+ if (FAILED(ret = loadBuffer(buffer, true))) Game->LOG(0, "Error parsing SCENE file '%s'", filename);
_filename = new char [strlen(filename) + 1];
strcpy(_filename, filename);
- delete [] Buffer;
+ delete [] buffer;
return ret;
}
@@ -568,7 +568,7 @@ TOKEN_DEF(PERSISTENT_STATE) TOKEN_DEF(EDITOR_PROPERTY)
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::loadBuffer(byte *Buffer, bool Complete) {
+HRESULT CAdScene::loadBuffer(byte *buffer, bool complete) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(SCENE)
TOKEN_TABLE(TEMPLATE)
@@ -615,19 +615,19 @@ HRESULT CAdScene::loadBuffer(byte *Buffer, bool Complete) { int cmd;
CBParser parser(Game);
- if (Complete) {
- if (parser.GetCommand((char **)&Buffer, commands, (char **)¶ms) != TOKEN_SCENE) {
+ if (complete) {
+ if (parser.GetCommand((char **)&buffer, commands, (char **)¶ms) != TOKEN_SCENE) {
Game->LOG(0, "'SCENE' keyword expected.");
return E_FAIL;
}
- Buffer = params;
+ buffer = params;
}
int ar, ag, ab, aa;
char camera[MAX_PATH] = "";
/* float WaypointHeight = -1.0f; */
- while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) {
+ while ((cmd = parser.GetCommand((char **)&buffer, commands, (char **)¶ms)) > 0) {
switch (cmd) {
case TOKEN_TEMPLATE:
if (FAILED(loadFile((char *)params))) cmd = PARSERR_GENERIC;
@@ -863,7 +863,7 @@ HRESULT CAdScene::traverseNodes(bool Update) { if (!_initialized) return S_OK;
int j, k;
- CAdGame *AdGame = (CAdGame *)Game;
+ CAdGame *adGame = (CAdGame *)Game;
//////////////////////////////////////////////////////////////////////////
@@ -872,8 +872,8 @@ HRESULT CAdScene::traverseNodes(bool Update) { if (_viewport && !Game->_editorMode) {
Game->pushViewport(_viewport);
PopViewport = true;
- } else if (AdGame->_sceneViewport && !Game->_editorMode) {
- Game->pushViewport(AdGame->_sceneViewport);
+ } else if (adGame->_sceneViewport && !Game->_editorMode) {
+ Game->pushViewport(adGame->_sceneViewport);
PopViewport = true;
}
@@ -1039,18 +1039,18 @@ HRESULT CAdScene::display() { //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::updateFreeObjects() {
- CAdGame *AdGame = (CAdGame *)Game;
+ CAdGame *adGame = (CAdGame *)Game;
int i;
bool Is3DSet;
// *** update all active objects
Is3DSet = false;
- for (i = 0; i < AdGame->_objects.GetSize(); i++) {
- if (!AdGame->_objects[i]->_active) continue;
+ for (i = 0; i < adGame->_objects.GetSize(); i++) {
+ if (!adGame->_objects[i]->_active) continue;
- AdGame->_objects[i]->update();
- AdGame->_objects[i]->_drawn = false;
+ adGame->_objects[i]->update();
+ adGame->_objects[i]->_drawn = false;
}
@@ -1073,15 +1073,15 @@ HRESULT CAdScene::updateFreeObjects() { //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::displayRegionContent(CAdRegion *Region, bool Display3DOnly) {
- CAdGame *AdGame = (CAdGame *)Game;
+ CAdGame *adGame = (CAdGame *)Game;
CBArray<CAdObject *, CAdObject *> Objects;
CAdObject *Obj;
int i;
// global objects
- for (i = 0; i < AdGame->_objects.GetSize(); i++) {
- Obj = AdGame->_objects[i];
+ for (i = 0; i < adGame->_objects.GetSize(); i++) {
+ Obj = adGame->_objects[i];
if (Obj->_active && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
Objects.Add(Obj);
}
@@ -1138,7 +1138,7 @@ int CAdScene::compareObjs(const void *Obj1, const void *Obj2) { //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) {
- CAdGame *AdGame = (CAdGame *)Game;
+ CAdGame *adGame = (CAdGame *)Game;
CAdObject *obj;
int i;
@@ -1148,10 +1148,10 @@ HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) { int minY = INT_MAX;
// global objects
- for (i = 0; i < AdGame->_objects.GetSize(); i++) {
- if (AdGame->_objects[i]->_active && !AdGame->_objects[i]->_drawn && AdGame->_objects[i]->_posY < minY && (AdGame->_objects[i]->_stickRegion == Region || Region == NULL || (AdGame->_objects[i]->_stickRegion == NULL && Region->PointInRegion(AdGame->_objects[i]->_posX, AdGame->_objects[i]->_posY)))) {
- obj = AdGame->_objects[i];
- minY = AdGame->_objects[i]->_posY;
+ for (i = 0; i < adGame->_objects.GetSize(); i++) {
+ if (adGame->_objects[i]->_active && !adGame->_objects[i]->_drawn && adGame->_objects[i]->_posY < minY && (adGame->_objects[i]->_stickRegion == Region || Region == NULL || (adGame->_objects[i]->_stickRegion == NULL && Region->PointInRegion(adGame->_objects[i]->_posX, adGame->_objects[i]->_posY)))) {
+ obj = adGame->_objects[i];
+ minY = adGame->_objects[i]->_posY;
}
}
@@ -1969,99 +1969,99 @@ HRESULT CAdScene::removeObject(CAdObject *Object) { //////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::saveAsText(CBDynBuffer *Buffer, int Indent) {
+HRESULT CAdScene::saveAsText(CBDynBuffer *buffer, int indent) {
int i;
- Buffer->putTextIndent(Indent, "SCENE {\n");
+ buffer->putTextIndent(indent, "SCENE {\n");
- Buffer->putTextIndent(Indent + 2, "NAME=\"%s\"\n", _name);
- Buffer->putTextIndent(Indent + 2, "CAPTION=\"%s\"\n", getCaption());
+ buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", _name);
+ buffer->putTextIndent(indent + 2, "CAPTION=\"%s\"\n", getCaption());
if (_persistentState)
- Buffer->putTextIndent(Indent + 2, "PERSISTENT_STATE=%s\n", _persistentState ? "TRUE" : "FALSE");
+ buffer->putTextIndent(indent + 2, "PERSISTENT_STATE=%s\n", _persistentState ? "TRUE" : "FALSE");
if (!_persistentStateSprites)
- Buffer->putTextIndent(Indent + 2, "PERSISTENT_STATE_SPRITES=%s\n", _persistentStateSprites ? "TRUE" : "FALSE");
+ buffer->putTextIndent(indent + 2, "PERSISTENT_STATE_SPRITES=%s\n", _persistentStateSprites ? "TRUE" : "FALSE");
// scripts
for (i = 0; i < _scripts.GetSize(); i++) {
- Buffer->putTextIndent(Indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename);
+ buffer->putTextIndent(indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename);
}
- Buffer->putTextIndent(Indent + 2, "\n");
+ buffer->putTextIndent(indent + 2, "\n");
// properties
- if (_scProp) _scProp->saveAsText(Buffer, Indent + 2);
+ if (_scProp) _scProp->saveAsText(buffer, indent + 2);
// viewport
if (_viewport) {
RECT *rc = _viewport->getRect();
- Buffer->putTextIndent(Indent + 2, "VIEWPORT { %d, %d, %d, %d }\n", rc->left, rc->top, rc->right, rc->bottom);
+ buffer->putTextIndent(indent + 2, "VIEWPORT { %d, %d, %d, %d }\n", rc->left, rc->top, rc->right, rc->bottom);
}
// editor settings
- Buffer->putTextIndent(Indent + 2, "; ----- editor settings\n");
- Buffer->putTextIndent(Indent + 2, "EDITOR_MARGIN_H=%d\n", _editorMarginH);
- Buffer->putTextIndent(Indent + 2, "EDITOR_MARGIN_V=%d\n", _editorMarginV);
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_FRAME { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColFrame), D3DCOLGetG(_editorColFrame), D3DCOLGetB(_editorColFrame), D3DCOLGetA(_editorColFrame));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_ENTITY_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColEntitySel), D3DCOLGetG(_editorColEntitySel), D3DCOLGetB(_editorColEntitySel), D3DCOLGetA(_editorColEntitySel));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_REGION_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColRegionSel), D3DCOLGetG(_editorColRegionSel), D3DCOLGetB(_editorColRegionSel), D3DCOLGetA(_editorColRegionSel));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_BLOCKED_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColBlockedSel), D3DCOLGetG(_editorColBlockedSel), D3DCOLGetB(_editorColBlockedSel), D3DCOLGetA(_editorColBlockedSel));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_DECORATION_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColDecorSel), D3DCOLGetG(_editorColDecorSel), D3DCOLGetB(_editorColDecorSel), D3DCOLGetA(_editorColDecorSel));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_WAYPOINTS_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColWaypointsSel), D3DCOLGetG(_editorColWaypointsSel), D3DCOLGetB(_editorColWaypointsSel), D3DCOLGetA(_editorColWaypointsSel));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_ENTITY { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColEntity), D3DCOLGetG(_editorColEntity), D3DCOLGetB(_editorColEntity), D3DCOLGetA(_editorColEntity));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_REGION { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColRegion), D3DCOLGetG(_editorColRegion), D3DCOLGetB(_editorColRegion), D3DCOLGetA(_editorColRegion));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_DECORATION { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColDecor), D3DCOLGetG(_editorColDecor), D3DCOLGetB(_editorColDecor), D3DCOLGetA(_editorColDecor));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_BLOCKED { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColBlocked), D3DCOLGetG(_editorColBlocked), D3DCOLGetB(_editorColBlocked), D3DCOLGetA(_editorColBlocked));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_WAYPOINTS { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColWaypoints), D3DCOLGetG(_editorColWaypoints), D3DCOLGetB(_editorColWaypoints), D3DCOLGetA(_editorColWaypoints));
- Buffer->putTextIndent(Indent + 2, "EDITOR_COLOR_SCALE { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColScale), D3DCOLGetG(_editorColScale), D3DCOLGetB(_editorColScale), D3DCOLGetA(_editorColScale));
-
- Buffer->putTextIndent(Indent + 2, "EDITOR_SHOW_REGIONS=%s\n", _editorShowRegions ? "TRUE" : "FALSE");
- Buffer->putTextIndent(Indent + 2, "EDITOR_SHOW_BLOCKED=%s\n", _editorShowBlocked ? "TRUE" : "FALSE");
- Buffer->putTextIndent(Indent + 2, "EDITOR_SHOW_DECORATION=%s\n", _editorShowDecor ? "TRUE" : "FALSE");
- Buffer->putTextIndent(Indent + 2, "EDITOR_SHOW_ENTITIES=%s\n", _editorShowEntities ? "TRUE" : "FALSE");
- Buffer->putTextIndent(Indent + 2, "EDITOR_SHOW_SCALE=%s\n", _editorShowScale ? "TRUE" : "FALSE");
-
- Buffer->putTextIndent(Indent + 2, "\n");
-
- CBBase::saveAsText(Buffer, Indent + 2);
+ buffer->putTextIndent(indent + 2, "; ----- editor settings\n");
+ buffer->putTextIndent(indent + 2, "EDITOR_MARGIN_H=%d\n", _editorMarginH);
+ buffer->putTextIndent(indent + 2, "EDITOR_MARGIN_V=%d\n", _editorMarginV);
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_FRAME { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColFrame), D3DCOLGetG(_editorColFrame), D3DCOLGetB(_editorColFrame), D3DCOLGetA(_editorColFrame));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_ENTITY_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColEntitySel), D3DCOLGetG(_editorColEntitySel), D3DCOLGetB(_editorColEntitySel), D3DCOLGetA(_editorColEntitySel));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_REGION_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColRegionSel), D3DCOLGetG(_editorColRegionSel), D3DCOLGetB(_editorColRegionSel), D3DCOLGetA(_editorColRegionSel));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_BLOCKED_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColBlockedSel), D3DCOLGetG(_editorColBlockedSel), D3DCOLGetB(_editorColBlockedSel), D3DCOLGetA(_editorColBlockedSel));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_DECORATION_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColDecorSel), D3DCOLGetG(_editorColDecorSel), D3DCOLGetB(_editorColDecorSel), D3DCOLGetA(_editorColDecorSel));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_WAYPOINTS_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColWaypointsSel), D3DCOLGetG(_editorColWaypointsSel), D3DCOLGetB(_editorColWaypointsSel), D3DCOLGetA(_editorColWaypointsSel));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_ENTITY { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColEntity), D3DCOLGetG(_editorColEntity), D3DCOLGetB(_editorColEntity), D3DCOLGetA(_editorColEntity));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_REGION { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColRegion), D3DCOLGetG(_editorColRegion), D3DCOLGetB(_editorColRegion), D3DCOLGetA(_editorColRegion));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_DECORATION { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColDecor), D3DCOLGetG(_editorColDecor), D3DCOLGetB(_editorColDecor), D3DCOLGetA(_editorColDecor));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_BLOCKED { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColBlocked), D3DCOLGetG(_editorColBlocked), D3DCOLGetB(_editorColBlocked), D3DCOLGetA(_editorColBlocked));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_WAYPOINTS { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColWaypoints), D3DCOLGetG(_editorColWaypoints), D3DCOLGetB(_editorColWaypoints), D3DCOLGetA(_editorColWaypoints));
+ buffer->putTextIndent(indent + 2, "EDITOR_COLOR_SCALE { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColScale), D3DCOLGetG(_editorColScale), D3DCOLGetB(_editorColScale), D3DCOLGetA(_editorColScale));
+
+ buffer->putTextIndent(indent + 2, "EDITOR_SHOW_REGIONS=%s\n", _editorShowRegions ? "TRUE" : "FALSE");
+ buffer->putTextIndent(indent + 2, "EDITOR_SHOW_BLOCKED=%s\n", _editorShowBlocked ? "TRUE" : "FALSE");
+ buffer->putTextIndent(indent + 2, "EDITOR_SHOW_DECORATION=%s\n", _editorShowDecor ? "TRUE" : "FALSE");
+ buffer->putTextIndent(indent + 2, "EDITOR_SHOW_ENTITIES=%s\n", _editorShowEntities ? "TRUE" : "FALSE");
+ buffer->putTextIndent(indent + 2, "EDITOR_SHOW_SCALE=%s\n", _editorShowScale ? "TRUE" : "FALSE");
+
+ buffer->putTextIndent(indent + 2, "\n");
+
+ CBBase::saveAsText(buffer, indent + 2);
// waypoints
- Buffer->putTextIndent(Indent + 2, "; ----- waypoints\n");
- for (i = 0; i < _waypointGroups.GetSize(); i++) _waypointGroups[i]->saveAsText(Buffer, Indent + 2);
+ buffer->putTextIndent(indent + 2, "; ----- waypoints\n");
+ for (i = 0; i < _waypointGroups.GetSize(); i++) _waypointGroups[i]->saveAsText(buffer, indent + 2);
- Buffer->putTextIndent(Indent + 2, "\n");
+ buffer->putTextIndent(indent + 2, "\n");
// layers
- Buffer->putTextIndent(Indent + 2, "; ----- layers\n");
- for (i = 0; i < _layers.GetSize(); i++) _layers[i]->saveAsText(Buffer, Indent + 2);
+ buffer->putTextIndent(indent + 2, "; ----- layers\n");
+ for (i = 0; i < _layers.GetSize(); i++) _layers[i]->saveAsText(buffer, indent + 2);
// scale levels
- Buffer->putTextIndent(Indent + 2, "; ----- scale levels\n");
- for (i = 0; i < _scaleLevels.GetSize(); i++) _scaleLevels[i]->saveAsText(Buffer, Indent + 2);
+ buffer->putTextIndent(indent + 2, "; ----- scale levels\n");
+ for (i = 0; i < _scaleLevels.GetSize(); i++) _scaleLevels[i]->saveAsText(buffer, indent + 2);
// rotation levels
- Buffer->putTextIndent(Indent + 2, "; ----- rotation levels\n");
- for (i = 0; i < _rotLevels.GetSize(); i++) _rotLevels[i]->saveAsText(Buffer, Indent + 2);
+ buffer->putTextIndent(indent + 2, "; ----- rotation levels\n");
+ for (i = 0; i < _rotLevels.GetSize(); i++) _rotLevels[i]->saveAsText(buffer, indent + 2);
- Buffer->putTextIndent(Indent + 2, "\n");
+ buffer->putTextIndent(indent + 2, "\n");
// free entities
- Buffer->putTextIndent(Indent + 2, "; ----- free entities\n");
+ buffer->putTextIndent(indent + 2, "; ----- free entities\n");
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_type == OBJECT_ENTITY) {
- _objects[i]->saveAsText(Buffer, Indent + 2);
+ _objects[i]->saveAsText(buffer, indent + 2);
}
}
- Buffer->putTextIndent(Indent, "}\n");
+ buffer->putTextIndent(indent, "}\n");
return S_OK;
}
@@ -2359,13 +2359,13 @@ void CAdScene::pfPointsAdd(int X, int Y, int Distance) { //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::getViewportOffset(int *OffsetX, int *OffsetY) {
- CAdGame *AdGame = (CAdGame *)Game;
+ CAdGame *adGame = (CAdGame *)Game;
if (_viewport && !Game->_editorMode) {
if (OffsetX) *OffsetX = _viewport->_offsetX;
if (OffsetY) *OffsetY = _viewport->_offsetY;
- } else if (AdGame->_sceneViewport && !Game->_editorMode) {
- if (OffsetX) *OffsetX = AdGame->_sceneViewport->_offsetX;
- if (OffsetY) *OffsetY = AdGame->_sceneViewport->_offsetY;
+ } else if (adGame->_sceneViewport && !Game->_editorMode) {
+ if (OffsetX) *OffsetX = adGame->_sceneViewport->_offsetX;
+ if (OffsetY) *OffsetY = adGame->_sceneViewport->_offsetY;
} else {
if (OffsetX) *OffsetX = 0;
if (OffsetY) *OffsetY = 0;
@@ -2376,13 +2376,13 @@ HRESULT CAdScene::getViewportOffset(int *OffsetX, int *OffsetY) { //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::getViewportSize(int *Width, int *Height) {
- CAdGame *AdGame = (CAdGame *)Game;
+ CAdGame *adGame = (CAdGame *)Game;
if (_viewport && !Game->_editorMode) {
if (Width) *Width = _viewport->getWidth();
if (Height) *Height = _viewport->getHeight();
- } else if (AdGame->_sceneViewport && !Game->_editorMode) {
- if (Width) *Width = AdGame->_sceneViewport->getWidth();
- if (Height) *Height = AdGame->_sceneViewport->getHeight();
+ } else if (adGame->_sceneViewport && !Game->_editorMode) {
+ if (Width) *Width = adGame->_sceneViewport->getWidth();
+ if (Height) *Height = adGame->_sceneViewport->getHeight();
} else {
if (Width) *Width = Game->_renderer->_width;
if (Height) *Height = Game->_renderer->_height;
@@ -2485,38 +2485,36 @@ HRESULT CAdScene::loadState() { //////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::persistState(bool Saving) {
+HRESULT CAdScene::persistState(bool saving) {
if (!_persistentState) return S_OK;
- CAdGame *AdGame = (CAdGame *)Game;
- CAdSceneState *State = AdGame->getSceneState(_filename, Saving);
- if (!State) return S_OK;
-
+ CAdGame *adGame = (CAdGame *)Game;
+ CAdSceneState *state = adGame->getSceneState(_filename, saving);
+ if (!state) return S_OK;
- int i;
- CAdNodeState *NodeState;
+ CAdNodeState *nodeState;
// dependent objects
- for (i = 0; i < _layers.GetSize(); i++) {
+ for (int i = 0; i < _layers.GetSize(); i++) {
CAdLayer *layer = _layers[i];
for (int j = 0; j < layer->_nodes.GetSize(); j++) {
CAdSceneNode *node = layer->_nodes[j];
switch (node->_type) {
case OBJECT_ENTITY:
if (!node->_entity->_saveState) continue;
- NodeState = State->getNodeState(node->_entity->_name, Saving);
- if (NodeState) {
- NodeState->TransferEntity(node->_entity, _persistentStateSprites, Saving);
+ nodeState = state->getNodeState(node->_entity->_name, saving);
+ if (nodeState) {
+ nodeState->transferEntity(node->_entity, _persistentStateSprites, saving);
//if(Saving) NodeState->_active = node->_entity->_active;
//else node->_entity->_active = NodeState->_active;
}
break;
case OBJECT_REGION:
if (!node->_region->_saveState) continue;
- NodeState = State->getNodeState(node->_region->_name, Saving);
- if (NodeState) {
- if (Saving) NodeState->_active = node->_region->_active;
- else node->_region->_active = NodeState->_active;
+ nodeState = state->getNodeState(node->_region->_name, saving);
+ if (nodeState) {
+ if (saving) nodeState->_active = node->_region->_active;
+ else node->_region->_active = nodeState->_active;
}
break;
default:
@@ -2527,12 +2525,12 @@ HRESULT CAdScene::persistState(bool Saving) { }
// free entities
- for (i = 0; i < _objects.GetSize(); i++) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
if (!_objects[i]->_saveState) continue;
if (_objects[i]->_type == OBJECT_ENTITY) {
- NodeState = State->getNodeState(_objects[i]->_name, Saving);
- if (NodeState) {
- NodeState->TransferEntity((CAdEntity *)_objects[i], _persistentStateSprites, Saving);
+ nodeState = state->getNodeState(_objects[i]->_name, saving);
+ if (nodeState) {
+ nodeState->transferEntity((CAdEntity *)_objects[i], _persistentStateSprites, saving);
//if(Saving) NodeState->_active = _objects[i]->_active;
//else _objects[i]->_active = NodeState->_active;
}
@@ -2540,11 +2538,11 @@ HRESULT CAdScene::persistState(bool Saving) { }
// waypoint groups
- for (i = 0; i < _waypointGroups.GetSize(); i++) {
- NodeState = State->getNodeState(_waypointGroups[i]->_name, Saving);
- if (NodeState) {
- if (Saving) NodeState->_active = _waypointGroups[i]->_active;
- else _waypointGroups[i]->_active = NodeState->_active;
+ for (int i = 0; i < _waypointGroups.GetSize(); i++) {
+ nodeState = state->getNodeState(_waypointGroups[i]->_name, saving);
+ if (nodeState) {
+ if (saving) nodeState->_active = _waypointGroups[i]->_active;
+ else _waypointGroups[i]->_active = nodeState->_active;
}
}
@@ -2553,14 +2551,14 @@ 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;
for (int i = 0; i < _rotLevels.GetSize(); i++) {
/* CAdRotLevel *xxx = _rotLevels[i];
int j = _rotLevels.GetSize();*/
- if (_rotLevels[i]->_posX < X) prev = _rotLevels[i];
+ if (_rotLevels[i]->_posX < x) prev = _rotLevels[i];
else {
next = _rotLevels[i];
break;
@@ -2571,32 +2569,30 @@ float CAdScene::getRotationAt(int X, int Y) { int delta_x = next->_posX - prev->_posX;
float delta_rot = next->_rotation - prev->_rotation;
- X -= prev->_posX;
+ x -= prev->_posX;
- float percent = (float)X / ((float)delta_x / 100.0f);
+ float percent = (float)x / ((float)delta_x / 100.0f);
return prev->_rotation + delta_rot / 100 * percent;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdScene::handleItemAssociations(const char *ItemName, bool Show) {
- int i;
-
- for (i = 0; i < _layers.GetSize(); i++) {
+HRESULT CAdScene::handleItemAssociations(const char *itemName, bool show) {
+ for (int i = 0; i < _layers.GetSize(); i++) {
CAdLayer *Layer = _layers[i];
for (int j = 0; j < Layer->_nodes.GetSize(); j++) {
if (Layer->_nodes[j]->_type == OBJECT_ENTITY) {
CAdEntity *Ent = Layer->_nodes[j]->_entity;
- if (Ent->_item && strcmp(Ent->_item, ItemName) == 0) Ent->_active = Show;
+ if (Ent->_item && strcmp(Ent->_item, itemName) == 0) Ent->_active = show;
}
}
}
- for (i = 0; i < _objects.GetSize(); i++) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_type == OBJECT_ENTITY) {
- CAdEntity *Ent = (CAdEntity *)_objects[i];
- if (Ent->_item && strcmp(Ent->_item, ItemName) == 0) Ent->_active = Show;
+ CAdEntity *ent = (CAdEntity *)_objects[i];
+ if (ent->_item && strcmp(ent->_item, itemName) == 0) ent->_active = show;
}
}
@@ -2634,20 +2630,20 @@ HRESULT CAdScene::restoreDeviceObjects() { //////////////////////////////////////////////////////////////////////////
CBObject *CAdScene::getNextAccessObject(CBObject *CurrObject) {
- CBArray<CAdObject *, CAdObject *> Objects;
- getSceneObjects(Objects, true);
+ CBArray<CAdObject *, CAdObject *> objects;
+ getSceneObjects(objects, true);
- if (Objects.GetSize() == 0) return NULL;
+ if (objects.GetSize() == 0) return NULL;
else {
if (CurrObject != NULL) {
- for (int i = 0; i < Objects.GetSize(); i++) {
- if (Objects[i] == CurrObject) {
- if (i < Objects.GetSize() - 1) return Objects[i + 1];
+ for (int i = 0; i < objects.GetSize(); i++) {
+ if (objects[i] == CurrObject) {
+ if (i < objects.GetSize() - 1) return objects[i + 1];
else break;
}
}
}
- return Objects[0];
+ return objects[0];
}
return NULL;
}
@@ -2734,14 +2730,14 @@ HRESULT CAdScene::getSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bo //////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::getRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
- CAdGame *AdGame = (CAdGame *)Game;
+ CAdGame *adGame = (CAdGame *)Game;
CAdObject *Obj;
int i;
// global objects
- for (i = 0; i < AdGame->_objects.GetSize(); i++) {
- Obj = AdGame->_objects[i];
+ for (i = 0; i < adGame->_objects.GetSize(); i++) {
+ Obj = adGame->_objects[i];
if (Obj->_active && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
if (InteractiveOnly && !Obj->_registrable) continue;
|