diff options
Diffstat (limited to 'gob/goblin.cpp')
-rw-r--r-- | gob/goblin.cpp | 120 |
1 files changed, 60 insertions, 60 deletions
diff --git a/gob/goblin.cpp b/gob/goblin.cpp index 1fafda551f..90a43fc4bd 100644 --- a/gob/goblin.cpp +++ b/gob/goblin.cpp @@ -257,20 +257,20 @@ void Goblin::drawObjects(void) { _vm->_scenery->updateAnim(layer, objDesc->curFrame, objDesc->animation, 0, objDesc->xPos, objDesc->yPos, 0); - if (_vm->_scenery->toRedrawLeft == -12345) { + if (_vm->_scenery->_toRedrawLeft == -12345) { objDesc->dirtyLeft = objDesc->left; objDesc->dirtyRight = objDesc->right; objDesc->dirtyTop = objDesc->top; objDesc->dirtyBottom = objDesc->bottom; } else { objDesc->dirtyLeft = - MIN(objDesc->left, _vm->_scenery->toRedrawLeft); + MIN(objDesc->left, _vm->_scenery->_toRedrawLeft); objDesc->dirtyRight = - MAX(objDesc->right, _vm->_scenery->toRedrawRight); + MAX(objDesc->right, _vm->_scenery->_toRedrawRight); objDesc->dirtyTop = - MIN(objDesc->top, _vm->_scenery->toRedrawTop); + MIN(objDesc->top, _vm->_scenery->_toRedrawTop); objDesc->dirtyBottom = - MAX(objDesc->bottom, _vm->_scenery->toRedrawBottom); + MAX(objDesc->bottom, _vm->_scenery->_toRedrawBottom); } objDesc->dirtyLeft = 0; @@ -300,21 +300,21 @@ void Goblin::drawObjects(void) { objDesc->animation, 2, objDesc->xPos, objDesc->yPos, 1); } - if (_vm->_scenery->toRedrawLeft == -12345) { + if (_vm->_scenery->_toRedrawLeft == -12345) { objDesc->left = 0; objDesc->top = 0; objDesc->right = 0; objDesc->bottom = 0; } else { - _vm->_draw->invalidateRect(_vm->_scenery->toRedrawLeft, - _vm->_scenery->toRedrawTop, - _vm->_scenery->toRedrawRight, - _vm->_scenery->toRedrawBottom); - - objDesc->left = _vm->_scenery->toRedrawLeft; - objDesc->top = _vm->_scenery->toRedrawTop; - objDesc->right = _vm->_scenery->toRedrawRight; - objDesc->bottom = _vm->_scenery->toRedrawBottom; + _vm->_draw->invalidateRect(_vm->_scenery->_toRedrawLeft, + _vm->_scenery->_toRedrawTop, + _vm->_scenery->_toRedrawRight, + _vm->_scenery->_toRedrawBottom); + + objDesc->left = _vm->_scenery->_toRedrawLeft; + objDesc->top = _vm->_scenery->_toRedrawTop; + objDesc->right = _vm->_scenery->_toRedrawRight; + objDesc->bottom = _vm->_scenery->_toRedrawBottom; _vm->_scenery->updateStatic(objDesc->order); } } else { @@ -347,10 +347,10 @@ void Goblin::drawObjects(void) { if (gobDesc2->dirtyBottom < objDesc->top) continue; - _vm->_scenery->toRedrawLeft = gobDesc2->dirtyLeft; - _vm->_scenery->toRedrawRight = gobDesc2->dirtyRight; - _vm->_scenery->toRedrawTop = gobDesc2->dirtyTop; - _vm->_scenery->toRedrawBottom = gobDesc2->dirtyBottom; + _vm->_scenery->_toRedrawLeft = gobDesc2->dirtyLeft; + _vm->_scenery->_toRedrawRight = gobDesc2->dirtyRight; + _vm->_scenery->_toRedrawTop = gobDesc2->dirtyTop; + _vm->_scenery->_toRedrawBottom = gobDesc2->dirtyBottom; layer = objDesc->stateMach[objDesc-> @@ -447,7 +447,7 @@ void Goblin::animateObjects(void) { layer = objDesc->stateMach[objDesc->state][0]->layer; pLayer = - _vm->_scenery->animations[objDesc->animation].layers[layer]; + _vm->_scenery->_animations[objDesc->animation].layers[layer]; if (objDesc->curFrame < pLayer->framesCount) continue; @@ -522,7 +522,7 @@ void Goblin::placeObject(Gob_Object *objDesc, char animated) { _vm->_scenery->updateAnim(layer, 0, objDesc->animation, 0, objDesc->xPos, objDesc->yPos, 0); - objDesc->order = _vm->_scenery->toRedrawBottom / 24 + 3; + objDesc->order = _vm->_scenery->_toRedrawBottom / 24 + 3; objDesc->left = objDesc->xPos; objDesc->right = objDesc->xPos; @@ -542,7 +542,7 @@ int16 Goblin::getObjMaxFrame(Gob_Object * objDesc) { int16 layer; layer = objDesc->stateMach[objDesc->state][0]->layer; - return _vm->_scenery->animations[objDesc->animation].layers[layer]->framesCount - + return _vm->_scenery->_animations[objDesc->animation].layers[layer]->framesCount - 1; } @@ -604,7 +604,7 @@ void Goblin::showBoredom(int16 gobIndex) { layer = gobDesc->stateMach[gobDesc->state][0]->layer; frameCount = - _vm->_scenery->animations[gobDesc->animation].layers[layer]->framesCount; + _vm->_scenery->_animations[gobDesc->animation].layers[layer]->framesCount; state = gobDesc->state; frame = gobDesc->curFrame; @@ -950,8 +950,8 @@ void Goblin::targetItem(void) { _vm->_scenery->updateAnim(layer, 0, itemDesc->animation, 0, itemDesc->xPos, itemDesc->yPos, 0); - tmpX = (_vm->_scenery->toRedrawRight + _vm->_scenery->toRedrawLeft) / 2; - tmpY = _vm->_scenery->toRedrawBottom; + tmpX = (_vm->_scenery->_toRedrawRight + _vm->_scenery->_toRedrawLeft) / 2; + tmpY = _vm->_scenery->_toRedrawBottom; tmpPosY = tmpY / 6; if ((tmpY % 3) < 3 && tmpPosY > 0) @@ -1586,11 +1586,11 @@ void Goblin::moveAdvance(Gob_Object *gobDesc, int16 nextAct, int16 framesCount) gobDesc->multState = -1; newX = - _vm->_scenery->animations[gobDesc->animation]. + _vm->_scenery->_animations[gobDesc->animation]. layers[_gobStateLayer]->animDeltaX + gobDesc->xPos; newY = - _vm->_scenery->animations[gobDesc->animation]. + _vm->_scenery->_animations[gobDesc->animation]. layers[_gobStateLayer]->animDeltaY + gobDesc->yPos; _gobStateLayer = nextLayer(gobDesc); @@ -1679,10 +1679,10 @@ void Goblin::moveAdvance(Gob_Object *gobDesc, int16 nextAct, int16 framesCount) gobDesc->yPos = (_vm->_map->_curGoblinY + 1) * 6 - - (_vm->_scenery->toRedrawBottom - _vm->_scenery->animTop); + (_vm->_scenery->_toRedrawBottom - _vm->_scenery->_animTop); gobDesc->xPos = - _vm->_map->_curGoblinX * 12 - (_vm->_scenery->toRedrawLeft - - _vm->_scenery->animLeft); + _vm->_map->_curGoblinX * 12 - (_vm->_scenery->_toRedrawLeft - + _vm->_scenery->_animLeft); } if ((gobDesc->state == 10 || gobDesc->state == 11) @@ -1762,10 +1762,10 @@ void Goblin::moveAdvance(Gob_Object *gobDesc, int16 nextAct, int16 framesCount) gobDesc->xPos, gobDesc->yPos, 0); gobDesc->yPos = - (_vm->_map->_curGoblinY + 1) * 6 - (_vm->_scenery->toRedrawBottom - - _vm->_scenery->animTop); + (_vm->_map->_curGoblinY + 1) * 6 - (_vm->_scenery->_toRedrawBottom - + _vm->_scenery->_animTop); gobDesc->xPos = - _vm->_map->_curGoblinX * 12 - (_vm->_scenery->toRedrawLeft - _vm->_scenery->animLeft); + _vm->_map->_curGoblinX * 12 - (_vm->_scenery->_toRedrawLeft - _vm->_scenery->_animLeft); if ((gobDesc->state == 10 || gobDesc->state == 11) && _currentGoblin != 0) @@ -1785,7 +1785,7 @@ int16 Goblin::doMove(Gob_Object *gobDesc, int16 cont, int16 action) { layer = gobDesc->stateMach[gobDesc->state][0]->layer; framesCount = - _vm->_scenery->animations[gobDesc->animation].layers[layer]->framesCount; + _vm->_scenery->_animations[gobDesc->animation].layers[layer]->framesCount; if (VAR(59) == 0 && gobDesc->state != 30 && gobDesc->state != 31) { @@ -2152,14 +2152,14 @@ void Goblin::placeItem(int16 indexInPocket, int16 idInPocket) { itemDesc->xPos, itemDesc->yPos, 0); itemDesc->yPos += - (_gobPositions[0].y * 6) + 5 - _vm->_scenery->toRedrawBottom; + (_gobPositions[0].y * 6) + 5 - _vm->_scenery->_toRedrawBottom; if (lookDir == 4) { itemDesc->xPos += (_gobPositions[0].x * 12 + 14) - - (_vm->_scenery->toRedrawLeft + _vm->_scenery->toRedrawRight) / 2; + - (_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2; } else { itemDesc->xPos += (_gobPositions[0].x * 12) - - (_vm->_scenery->toRedrawLeft + _vm->_scenery->toRedrawRight) / 2; + - (_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2; } _vm->_map->placeItem(xPos, yPos, idInPocket); @@ -2272,14 +2272,14 @@ void Goblin::swapItems(int16 indexToPick, int16 idToPick) { placeObj->yPos, 0); placeObj->yPos += - (_gobPositions[0].y * 6) + 5 - _vm->_scenery->toRedrawBottom; + (_gobPositions[0].y * 6) + 5 - _vm->_scenery->_toRedrawBottom; if (_vm->_map->_itemPoses[idToPlace].orient == 4) { placeObj->xPos += (_gobPositions[0].x * 12 + 14) - - (_vm->_scenery->toRedrawLeft + _vm->_scenery->toRedrawRight) / 2; + - (_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2; } else { placeObj->xPos += (_gobPositions[0].x * 12) - - (_vm->_scenery->toRedrawLeft + _vm->_scenery->toRedrawRight) / 2; + - (_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2; } } @@ -2790,11 +2790,11 @@ void Goblin::interFunc(void) { objDesc->xPos, objDesc->yPos, 0); objDesc->yPos = - (_gobPositions[item].y * 6 + 6) - (_vm->_scenery->toRedrawBottom - - _vm->_scenery->animTop); + (_gobPositions[item].y * 6 + 6) - (_vm->_scenery->_toRedrawBottom - + _vm->_scenery->_animTop); objDesc->xPos = - _gobPositions[item].x * 12 - (_vm->_scenery->toRedrawLeft - - _vm->_scenery->animLeft); + _gobPositions[item].x * 12 - (_vm->_scenery->_toRedrawLeft - + _vm->_scenery->_animLeft); objDesc->curFrame = 0; objDesc->state = 21; @@ -2833,10 +2833,10 @@ void Goblin::interFunc(void) { layer = objDesc->stateMach[objDesc->state][0]->layer; objDesc->xPos = - _vm->_scenery->animations[objDesc->animation].layers[layer]-> + _vm->_scenery->_animations[objDesc->animation].layers[layer]-> posX; objDesc->yPos = - _vm->_scenery->animations[objDesc->animation].layers[layer]-> + _vm->_scenery->_animations[objDesc->animation].layers[layer]-> posY; *_curGobScrXVarPtr = objDesc->xPos; @@ -2861,9 +2861,9 @@ void Goblin::interFunc(void) { objDesc->xPos, objDesc->yPos, 0); objDesc->yPos = - (yPos * 6 + 6) - (_vm->_scenery->toRedrawBottom - _vm->_scenery->animTop); + (yPos * 6 + 6) - (_vm->_scenery->_toRedrawBottom - _vm->_scenery->_animTop); objDesc->xPos = - xPos * 12 - (_vm->_scenery->toRedrawLeft - _vm->_scenery->animLeft); + xPos * 12 - (_vm->_scenery->_toRedrawLeft - _vm->_scenery->_animLeft); _gobPositions[item].x = xPos; _pressedMapX = xPos; @@ -2900,9 +2900,9 @@ void Goblin::interFunc(void) { objDesc->xPos, objDesc->yPos, 0); objDesc->yPos = - (yPos * 6 + 6) - (_vm->_scenery->toRedrawBottom - _vm->_scenery->animTop); + (yPos * 6 + 6) - (_vm->_scenery->_toRedrawBottom - _vm->_scenery->_animTop); objDesc->xPos = - xPos * 12 - (_vm->_scenery->toRedrawLeft - _vm->_scenery->animLeft); + xPos * 12 - (_vm->_scenery->_toRedrawLeft - _vm->_scenery->_animLeft); objDesc->curFrame = 0; objDesc->state = 21; @@ -2929,9 +2929,9 @@ void Goblin::interFunc(void) { layer = objDesc->stateMach[objDesc->state][0]->layer; objDesc->xPos = - _vm->_scenery->animations[objDesc->animation].layers[layer]->posX; + _vm->_scenery->_animations[objDesc->animation].layers[layer]->posX; objDesc->yPos = - _vm->_scenery->animations[objDesc->animation].layers[layer]->posY; + _vm->_scenery->_animations[objDesc->animation].layers[layer]->posY; if (item == _currentGoblin) { *_curGobScrXVarPtr = objDesc->xPos; @@ -2952,9 +2952,9 @@ void Goblin::interFunc(void) { nextLayer(objDesc); layer = objDesc->stateMach[objDesc->state][0]->layer; objDesc->xPos = - _vm->_scenery->animations[objDesc->animation].layers[layer]->posX; + _vm->_scenery->_animations[objDesc->animation].layers[layer]->posX; objDesc->yPos = - _vm->_scenery->animations[objDesc->animation].layers[layer]->posY; + _vm->_scenery->_animations[objDesc->animation].layers[layer]->posY; objDesc->toRedraw = 1; objDesc->type = 0; @@ -3203,10 +3203,10 @@ void Goblin::interFunc(void) { gobDesc->xPos, gobDesc->yPos, 0); gobDesc->yPos = - (yPos * 6 + 6) - (_vm->_scenery->toRedrawBottom - - _vm->_scenery->animTop); + (yPos * 6 + 6) - (_vm->_scenery->_toRedrawBottom - + _vm->_scenery->_animTop); gobDesc->xPos = - xPos * 12 - (_vm->_scenery->toRedrawLeft - _vm->_scenery->animLeft); + xPos * 12 - (_vm->_scenery->_toRedrawLeft - _vm->_scenery->_animLeft); } if (gobDesc->state != 10) @@ -3233,14 +3233,14 @@ void Goblin::interFunc(void) { objDesc->xPos, objDesc->yPos, 0); objDesc->yPos += - (_gobPositions[0].y * 6 + 5) - _vm->_scenery->toRedrawBottom; + (_gobPositions[0].y * 6 + 5) - _vm->_scenery->_toRedrawBottom; if (gobDesc->curLookDir == 4) { objDesc->xPos += _gobPositions[0].x * 12 + 14 - - (_vm->_scenery->toRedrawLeft + _vm->_scenery->toRedrawRight) / 2; + - (_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2; } else { objDesc->xPos += _gobPositions[0].x * 12 - - (_vm->_scenery->toRedrawLeft + _vm->_scenery->toRedrawRight) / 2; + - (_vm->_scenery->_toRedrawLeft + _vm->_scenery->_toRedrawRight) / 2; } _itemIndInPocket = -1; |