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-rw-r--r--engines/scumm/actor.cpp18
-rw-r--r--engines/scumm/costume.cpp50
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;