From 59eeadc6ac88f19879804e88979d156eb825ee7d Mon Sep 17 00:00:00 2001 From: Peter Kohaut Date: Mon, 5 Feb 2018 18:46:09 +0100 Subject: BLADERUNNER: Added more game constants Code formatting --- engines/bladerunner/scene_objects.cpp | 66 +++++++++++++++++------------------ 1 file changed, 33 insertions(+), 33 deletions(-) (limited to 'engines/bladerunner/scene_objects.cpp') diff --git a/engines/bladerunner/scene_objects.cpp b/engines/bladerunner/scene_objects.cpp index d32cdd9cbd..9f4adb5862 100644 --- a/engines/bladerunner/scene_objects.cpp +++ b/engines/bladerunner/scene_objects.cpp @@ -48,30 +48,30 @@ SceneObjects::~SceneObjects() { void SceneObjects::clear() { for (int i = 0; i < kSceneObjectCount; ++i) { - _sceneObjects[i].sceneObjectId = -1; - _sceneObjects[i].sceneObjectType = kSceneObjectTypeUnknown; + _sceneObjects[i].sceneObjectId = -1; + _sceneObjects[i].sceneObjectType = kSceneObjectTypeUnknown; _sceneObjects[i].distanceToCamera = 0; - _sceneObjects[i].present = 0; - _sceneObjects[i].isClickable = 0; - _sceneObjects[i].isObstacle = 0; - _sceneObjects[i].unknown1 = 0; - _sceneObjects[i].isTarget = 0; - _sceneObjects[i].isMoving = 0; - _sceneObjects[i].isRetired = 0; + _sceneObjects[i].isPresent = false; + _sceneObjects[i].isClickable = false; + _sceneObjects[i].isObstacle = false; + _sceneObjects[i].unknown1 = 0; + _sceneObjects[i].isTarget = false; + _sceneObjects[i].isMoving = false; + _sceneObjects[i].isRetired = false; } _count = 0; } -bool SceneObjects::addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isMoving, uint8 isTarget, uint8 isRetired) { - return addSceneObject(sceneObjectId, kSceneObjectTypeActor, boundingBox, screenRectangle, isClickable, 0, 0, isTarget, isMoving, isRetired); +bool SceneObjects::addActor(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, bool isClickable, bool isMoving, bool isTarget, bool isRetired) { + return addSceneObject(sceneObjectId, kSceneObjectTypeActor, boundingBox, screenRectangle, isClickable, false, 0, isTarget, isMoving, isRetired); } -bool SceneObjects::addObject(int sceneObjectId, BoundingBox *boundingBox, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget) { +bool SceneObjects::addObject(int sceneObjectId, BoundingBox *boundingBox, bool isClickable, bool isObstacle, uint8 unknown1, bool isTarget) { Common::Rect rect(-1, -1, -1, -1); - return addSceneObject(sceneObjectId, kSceneObjectTypeObject, boundingBox, &rect, isClickable, isObstacle, unknown1, isTarget, 0, 0); + return addSceneObject(sceneObjectId, kSceneObjectTypeObject, boundingBox, &rect, isClickable, isObstacle, unknown1, isTarget, false, false); } -bool SceneObjects::addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isTarget, uint8 isObstacle) { +bool SceneObjects::addItem(int sceneObjectId, BoundingBox *boundingBox, Common::Rect *screenRectangle, bool isTarget, bool isObstacle) { return addSceneObject(sceneObjectId, kSceneObjectTypeItem, boundingBox, screenRectangle, isObstacle, 0, 0, isTarget, 0, 0); } @@ -80,7 +80,7 @@ bool SceneObjects::remove(int sceneObjectId) { if (i == -1) { return false; } - _sceneObjects[i].present = 0; + _sceneObjects[i].isPresent = false; int j; for (j = 0; j < _count; ++j) { if (_sceneObjectsSortedByDistance[j] == i) { @@ -95,10 +95,10 @@ bool SceneObjects::remove(int sceneObjectId) { return true; } -int SceneObjects::findByXYZ(int *isClickable, int *isObstacle, int *isTarget, float x, float y, float z, int findClickables, int findObstacles, int findTargets) const { - *isClickable = 0; - *isObstacle = 0; - *isTarget = 0; +int SceneObjects::findByXYZ(bool *isClickable, bool *isObstacle, bool *isTarget, float x, float y, float z, bool findClickables, bool findObstacles, bool findTargets) const { + *isClickable = false; + *isObstacle = false; + *isTarget = false; for (int i = 0; i < _count; ++i) { assert(_sceneObjectsSortedByDistance[i] < kSceneObjectCount); @@ -116,8 +116,8 @@ int SceneObjects::findByXYZ(int *isClickable, int *isObstacle, int *isTarget, fl if (boundingBox.inside(x, y, z)) { *isClickable = sceneObject->isClickable; - *isObstacle = sceneObject->isObstacle; - *isTarget = sceneObject->isTarget; + *isObstacle = sceneObject->isObstacle; + *isTarget = sceneObject->isTarget; return sceneObject->sceneObjectId; } @@ -167,30 +167,30 @@ int SceneObjects::findById(int sceneObjectId) const { for (int i = 0; i < _count; ++i) { int j = this->_sceneObjectsSortedByDistance[i]; - if (_sceneObjects[j].present && _sceneObjects[j].sceneObjectId == sceneObjectId) { + if (_sceneObjects[j].isPresent && _sceneObjects[j].sceneObjectId == sceneObjectId) { return j; } } return -1; } -bool SceneObjects::addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, uint8 isClickable, uint8 isObstacle, uint8 unknown1, uint8 isTarget, uint isMoving, uint isRetired) { +bool SceneObjects::addSceneObject(int sceneObjectId, SceneObjectType sceneObjectType, BoundingBox *boundingBox, Common::Rect *screenRectangle, bool isClickable, bool isObstacle, uint8 unknown1, bool isTarget, bool isMoving, bool isRetired) { int index = findEmpty(); if (index == -1) { return false; } - _sceneObjects[index].sceneObjectId = sceneObjectId; + _sceneObjects[index].sceneObjectId = sceneObjectId; _sceneObjects[index].sceneObjectType = sceneObjectType; - _sceneObjects[index].present = 1; - _sceneObjects[index].boundingBox = *boundingBox; + _sceneObjects[index].isPresent = true; + _sceneObjects[index].boundingBox = *boundingBox; _sceneObjects[index].screenRectangle = *screenRectangle; - _sceneObjects[index].isClickable = isClickable; - _sceneObjects[index].isObstacle = isObstacle; - _sceneObjects[index].unknown1 = unknown1; - _sceneObjects[index].isTarget = isTarget; - _sceneObjects[index].isMoving = isMoving; - _sceneObjects[index].isRetired = isRetired; + _sceneObjects[index].isClickable = isClickable; + _sceneObjects[index].isObstacle = isObstacle; + _sceneObjects[index].unknown1 = unknown1; + _sceneObjects[index].isTarget = isTarget; + _sceneObjects[index].isMoving = isMoving; + _sceneObjects[index].isRetired = isRetired; float centerZ = (_sceneObjects[index].boundingBox.getZ0() + _sceneObjects[index].boundingBox.getZ1()) / 2.0; @@ -215,7 +215,7 @@ bool SceneObjects::addSceneObject(int sceneObjectId, SceneObjectType sceneObject int SceneObjects::findEmpty() const { for (int i = 0; i < kSceneObjectCount; ++i) { - if (!_sceneObjects[i].present) + if (!_sceneObjects[i].isPresent) return i; } return -1; -- cgit v1.2.3