diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/scumm/actor.cpp | 18 | ||||
-rw-r--r-- | engines/scumm/costume.cpp | 50 |
2 files changed, 34 insertions, 34 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp index 9e1b91c338..07c439043f 100644 --- a/engines/scumm/actor.cpp +++ b/engines/scumm/actor.cpp @@ -1633,23 +1633,23 @@ void ScummEngine::processActors() { if (_game.version == 0) { // 0x057B - Actor_v0 *A = (Actor_v0*) a; - if (A->_speaking & 1) - A->_speaking ^= 0xFE; + Actor_v0 *a0 = (Actor_v0*) a; + if (a0->_speaking & 1) + a0->_speaking ^= 0xFE; // 0x22B5 - if (A->_miscflags & kActorMiscFlagHide) + if (a0->_miscflags & kActorMiscFlagHide) continue; // Sound - if (A->_moving && _currentRoom != 1 && _currentRoom != 44) { - if (A->_cost.soundPos == 0) - A->_cost.soundCounter++; + if (a0->_moving && _currentRoom != 1 && _currentRoom != 44) { + if (a0->_cost.soundPos == 0) + a0->_cost.soundCounter++; // Is this the correct location? // 0x073C - if (v0ActorTalkArray[A->_number] & 0x3F) - A->_cost.soundPos = (A->_cost.soundPos + 1) % 3; + if (v0ActorTalkArray[a0->_number] & 0x3F) + a0->_cost.soundPos = (a0->_cost.soundPos + 1) % 3; } } // Draw and animate the actors, except those w/o a costume. diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp index 5f0df3566a..2bbf3b3801 100644 --- a/engines/scumm/costume.cpp +++ b/engines/scumm/costume.cpp @@ -1179,7 +1179,7 @@ static const byte actorV0Colors[25] = { } byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) { - const Actor_v0* A = (const Actor_v0 *)a; + const Actor_v0* a0 = (const Actor_v0 *)a; if (limb >= 8) return 0; @@ -1224,7 +1224,7 @@ byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) { if (!width || !height) return 0; - int xpos = _actorX + (A->_limb_flipped[limb] ? -1 : +1) * (offsetX * 8 - a->_width / 2); + int xpos = _actorX + (a0->_limb_flipped[limb] ? -1 : +1) * (offsetX * 8 - a->_width / 2); // +1 as we appear to be 1 pixel away from the original interpreter int ypos = _actorY - offsetY + 1; @@ -1234,13 +1234,13 @@ byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) { byte color = data[y * width + x]; byte pcolor; - int destX = xpos + (A->_limb_flipped[limb] ? -(x + 1) : x) * 8; + int destX = xpos + (a0->_limb_flipped[limb] ? -(x + 1) : x) * 8; int destY = ypos + y; if (destY >= 0 && destY < _out.h && destX >= 0 && destX < _out.w) { byte *dst = (byte *)_out.pixels + destY * _out.pitch + destX; byte *mask = _vm->getMaskBuffer(0, destY, _zbuf); - if (A->_limb_flipped[limb]) { + if (a0->_limb_flipped[limb]) { LINE(0, 0); LINE(2, 2); LINE(4, 4); LINE(6, 6); } else { LINE(6, 0); LINE(4, 2); LINE(2, 4); LINE(0, 6); @@ -1251,7 +1251,7 @@ byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) { _draw_top = MIN(_draw_top, ypos); _draw_bottom = MAX(_draw_bottom, ypos + height); - if (A->_limb_flipped[limb]) + if (a0->_limb_flipped[limb]) _vm->markRectAsDirty(kMainVirtScreen, xpos - (width * 8), xpos, ypos, ypos + height, _actorID); else _vm->markRectAsDirty(kMainVirtScreen, xpos, xpos + (width * 8), ypos, ypos + height, _actorID); @@ -1283,7 +1283,7 @@ void V0CostumeLoader::loadCostume(int id) { } void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { - Actor_v0 *A = (Actor_v0 *)a; + Actor_v0 *a0 = (Actor_v0 *)a; if (!a->_costume) return; @@ -1291,12 +1291,12 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { loadCostume(a->_costume); // Invalid costume command? - if (A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew)) + if (a0->_costCommandNew == 0xFF || (a0->_costCommand == a0->_costCommandNew)) return; - A->_costCommand = A->_costCommandNew; + a0->_costCommand = a0->_costCommandNew; - int cmd = A->_costCommand; + int cmd = a0->_costCommand; byte limbFrameNumber = 0; // Each costume-command has 8 limbs (0x2622) @@ -1317,23 +1317,23 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) { // Store the limb frame number (clear the flipped status) a->_cost.frame[limb] = (limbFrameNumber & 0x7f); - if (A->_limb_flipped[limb] != true) + if (a0->_limb_flipped[limb] != true) a->_cost.start[limb] = 0xFFFF; - A->_limb_flipped[limb] = true; + a0->_limb_flipped[limb] = true; } else { //Store the limb frame number a->_cost.frame[limb] = limbFrameNumber; - if (A->_limb_flipped[limb] != false) + if (a0->_limb_flipped[limb] != false) a->_cost.start[limb] = 0xFFFF; - A->_limb_flipped[limb] = false; + a0->_limb_flipped[limb] = false; } // Set the repeat value - A->_limbFrameRepeatNew[limb] = A->_animFrameRepeat; + a0->_limbFrameRepeatNew[limb] = a0->_animFrameRepeat; } } @@ -1345,19 +1345,19 @@ byte V0CostumeLoader::getFrame(Actor *a, int limb) { } byte V0CostumeLoader::increaseAnims(Actor *a) { - Actor_v0 *A = (Actor_v0 *)a; + Actor_v0 *a0 = (Actor_v0 *)a; int i; byte r = 0; for (i = 0; i != 8; i++) { - A->limbFrameCheck(i); + a0->limbFrameCheck(i); r += increaseAnim(a, i); } return r; } byte V0CostumeLoader::increaseAnim(Actor *a, int limb) { - Actor_v0 *A = (Actor_v0 *)a; + Actor_v0 *a0 = (Actor_v0 *)a; const uint16 limbPrevious = a->_cost.curpos[limb]++; loadCostume(a->_costume); @@ -1369,24 +1369,24 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) { if (frame == 0xFF) { // Repeat timer has reached 0? - if (A->_limbFrameRepeat[limb] == 0) { + if (a0->_limbFrameRepeat[limb] == 0) { // Use the previous frame - --A->_cost.curpos[limb]; + --a0->_cost.curpos[limb]; // Reset the comstume command - A->_costCommandNew = 0xFF; - A->_costCommand = 0xFF; + a0->_costCommandNew = 0xFF; + a0->_costCommand = 0xFF; // Set the frame/start to invalid - A->_cost.frame[limb] = 0xFFFF; - A->_cost.start[limb] = 0xFFFF; + a0->_cost.frame[limb] = 0xFFFF; + a0->_cost.start[limb] = 0xFFFF; } else { // Repeat timer enabled? - if (A->_limbFrameRepeat[limb] != -1) - --A->_limbFrameRepeat[limb]; + if (a0->_limbFrameRepeat[limb] != -1) + --a0->_limbFrameRepeat[limb]; // No, restart at frame 0 a->_cost.curpos[limb] = 0; |