From 37f2a10ef6b16320876a1339c3a46c2b74953d75 Mon Sep 17 00:00:00 2001 From: Eugene Sandulenko Date: Wed, 10 Aug 2005 14:53:17 +0000 Subject: Rename Actor class members to _members. svn-id: r18645 --- saga/sfuncs.cpp | 224 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 112 insertions(+), 112 deletions(-) (limited to 'saga/sfuncs.cpp') diff --git a/saga/sfuncs.cpp b/saga/sfuncs.cpp index e8b6e35ac0..bf64bbb1cd 100644 --- a/saga/sfuncs.cpp +++ b/saga/sfuncs.cpp @@ -273,8 +273,8 @@ void Script::sfTakeObject(SCRIPTFUNC_PARAMS) { uint16 objectId = thread->pop(); ObjectData *obj; obj = _vm->_actor->getObj(objectId); - if (obj->sceneNumber != ITE_SCENE_INV) { - obj->sceneNumber = ITE_SCENE_INV; + if (obj->_sceneNumber != ITE_SCENE_INV) { + obj->_sceneNumber = ITE_SCENE_INV; //4debug for (int j=0;j<17;j++) _vm->_interface->addToInventory(objectId); } @@ -287,7 +287,7 @@ void Script::sfIsCarried(SCRIPTFUNC_PARAMS) { CommonObjectData *object; if (_vm->_actor->validObjId(objectId)) { object = _vm->_actor->getObj(objectId); - thread->_returnValue = (object->sceneNumber == ITE_SCENE_INV) ? 1 : 0; + thread->_returnValue = (object->_sceneNumber == ITE_SCENE_INV) ? 1 : 0; } else { thread->_returnValue = 0; } @@ -330,9 +330,9 @@ void Script::sfScriptWalkTo(SCRIPTFUNC_PARAMS) { actorLocation.y = thread->pop(); actor = _vm->_actor->getActor(actorId); - actorLocation.z = actor->location.z; + actorLocation.z = actor->_location.z; - actor->flags &= ~kFollower; + actor->_flags &= ~kFollower; if (_vm->_actor->actorWalkTo(actorId, actorLocation)) { thread->waitWalk(actor); @@ -364,7 +364,7 @@ void Script::sfScriptDoAction(SCRIPTFUNC_PARAMS) { switch (objectTypeId(objectId)) { case kGameObjectObject: obj = _vm->_actor->getObj(objectId); - scriptEntryPointNumber = obj->scriptEntrypointNumber; + scriptEntryPointNumber = obj->_scriptEntrypointNumber; if (scriptEntryPointNumber <= 0) { return; } @@ -372,11 +372,11 @@ void Script::sfScriptDoAction(SCRIPTFUNC_PARAMS) { break; case kGameObjectActor: actor = _vm->_actor->getActor(objectId); - scriptEntryPointNumber = actor->scriptEntrypointNumber; + scriptEntryPointNumber = actor->_scriptEntrypointNumber; if (scriptEntryPointNumber <= 0) { return; } - if (actor->flags & (kProtagonist | kFollower)) { + if (actor->_flags & (kProtagonist | kFollower)) { moduleNumber = 0; } else { moduleNumber = _vm->_scene->getScriptModuleNumber(); @@ -422,8 +422,8 @@ void Script::sfSetActorFacing(SCRIPTFUNC_PARAMS) { actorDirection = thread->pop(); actor = _vm->_actor->getActor(actorId); - actor->facingDirection = actor->actionDirection = actorDirection; - actor->targetObject = ID_NOTHING; + actor->_facingDirection = actor->_actionDirection = actorDirection; + actor->_targetObject = ID_NOTHING; } // Script function #9 (0x09) @@ -508,7 +508,7 @@ void Script::sfFaceTowards(SCRIPTFUNC_PARAMS) { targetObject = thread->pop(); actor = _vm->_actor->getActor(actorId); - actor->targetObject = targetObject; + actor->_targetObject = targetObject; } // Script function #15 (0x0F) @@ -526,12 +526,12 @@ void Script::sfSetFollower(SCRIPTFUNC_PARAMS) { debug(1, "sfSetFollower(%d, %d) [%d]", actorId, targetObject, _vm->_actor->actorIdToIndex(actorId)); actor = _vm->_actor->getActor(actorId); - actor->targetObject = targetObject; + actor->_targetObject = targetObject; if (targetObject != ID_NOTHING) { - actor->flags |= kFollower; - actor->actorFlags &= ~kActorNoFollow; + actor->_flags |= kFollower; + actor->_actorFlags &= ~kActorNoFollow; } else { - actor->flags &= ~kFollower; + actor->_flags &= ~kFollower; } } @@ -577,7 +577,7 @@ void Script::sfSetObjImage(SCRIPTFUNC_PARAMS) { spriteId = thread->pop(); obj = _vm->_actor->getObj(objectId); - obj->spriteListResourceId = OBJ_SPRITE_BASE + spriteId; + obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId; _vm->_interface->refreshInventory(); } @@ -593,7 +593,7 @@ void Script::sfSetObjName(SCRIPTFUNC_PARAMS) { nameIdx = thread->pop(); obj = _vm->_actor->getObj(objectId); - obj->nameIndex = nameIdx; + obj->_nameIndex = nameIdx; } // Script function #19 (0x13) @@ -607,9 +607,9 @@ void Script::sfGetObjImage(SCRIPTFUNC_PARAMS) { obj = _vm->_actor->getObj(objectId); if (_vm->getGameType() == GType_IHNM) - thread->_returnValue = obj->spriteListResourceId; + thread->_returnValue = obj->_spriteListResourceId; else - thread->_returnValue = obj->spriteListResourceId - OBJ_SPRITE_BASE; + thread->_returnValue = obj->_spriteListResourceId - OBJ_SPRITE_BASE; } // Script function #20 (0x14) @@ -709,9 +709,9 @@ void Script::sfScriptWalkToAsync(SCRIPTFUNC_PARAMS) { actorLocation.y = thread->pop(); actor = _vm->_actor->getActor(actorId); - actorLocation.z = actor->location.z; + actorLocation.z = actor->_location.z; - actor->flags &= ~kFollower; + actor->_flags &= ~kFollower; _vm->_actor->actorWalkTo(actorId, actorLocation); } @@ -732,7 +732,7 @@ void Script::sfEnableZone(SCRIPTFUNC_PARAMS) { hitZone->setFlag(kHitZoneEnabled); } else { hitZone->clearFlag(kHitZoneEnabled); - _vm->_actor->_protagonist->lastZone = NULL; + _vm->_actor->_protagonist->_lastZone = NULL; } } @@ -752,8 +752,8 @@ void Script::sfSetActorState(SCRIPTFUNC_PARAMS) { if ((currentAction >= kActionWalkToPoint) && (currentAction <= kActionWalkToPoint)) { wakeUpActorThread(kWaitTypeWalk, actor); } - actor->currentAction = currentAction; - actor->actorFlags &= ~kActorBackwards; + actor->_currentAction = currentAction; + actor->_actorFlags &= ~kActorBackwards; } // Script function #30 (0x1E) nonblocking @@ -773,13 +773,13 @@ void Script::sfScriptMoveTo(SCRIPTFUNC_PARAMS) { if (_vm->_actor->validActorId(objectId)) { actor = _vm->_actor->getActor(objectId); - actor->location.x = location.x; - actor->location.y = location.y; + actor->_location.x = location.x; + actor->_location.y = location.y; } else { if (_vm->_actor->validObjId(objectId)) { obj = _vm->_actor->getObj(objectId); - obj->location.x = location.x; - obj->location.y = location.y; + obj->_location.x = location.x; + obj->_location.y = location.y; } } } @@ -810,19 +810,19 @@ void Script::sfDropObject(SCRIPTFUNC_PARAMS) { obj = _vm->_actor->getObj(objectId); - if (obj->sceneNumber == ITE_SCENE_INV) { + if (obj->_sceneNumber == ITE_SCENE_INV) { _vm->_interface->removeFromInventory(objectId); } - obj->sceneNumber = _vm->_scene->currentSceneNumber(); + obj->_sceneNumber = _vm->_scene->currentSceneNumber(); if (_vm->getGameType() == GType_IHNM) - obj->spriteListResourceId = spriteId; + obj->_spriteListResourceId = spriteId; else - obj->spriteListResourceId = OBJ_SPRITE_BASE + spriteId; + obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId; - obj->location.x = x; - obj->location.y = y; + obj->_location.x = x; + obj->_location.y = y; } // Script function #33 (0x21) @@ -849,15 +849,15 @@ void Script::sfSwapActors(SCRIPTFUNC_PARAMS) { actor1 = _vm->_actor->getActor(actorId1); actor2 = _vm->_actor->getActor(actorId2); - SWAP(actor1->location, actor2->location); + SWAP(actor1->_location, actor2->_location); - if (actor1->flags & kProtagonist) { - actor1->flags &= ~kProtagonist; - actor2->flags |= kProtagonist; + if (actor1->_flags & kProtagonist) { + actor1->_flags &= ~kProtagonist; + actor2->_flags |= kProtagonist; _vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2; - } else if (actor2->flags & kProtagonist) { - actor2->flags &= ~kProtagonist; - actor1->flags |= kProtagonist; + } else if (actor2->_flags & kProtagonist) { + actor2->_flags &= ~kProtagonist; + actor1->_flags |= kProtagonist; _vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1; } @@ -922,21 +922,21 @@ void Script::sfScriptWalk(SCRIPTFUNC_PARAMS) { walkFlags = thread->pop(); actor = _vm->_actor->getActor(actorId); - actorLocation.z = actor->location.z; + actorLocation.z = actor->_location.z; _vm->_actor->realLocation(actorLocation, ID_NOTHING, walkFlags); - actor->flags &= ~kFollower; + actor->_flags &= ~kFollower; if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) { thread->waitWalk(actor); } if (walkFlags & kWalkBackPedal) { - actor->actorFlags |= kActorBackwards; + actor->_actorFlags |= kActorBackwards; } - actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask); + actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask); } // Script function #37 (0x25) nonblocking @@ -959,27 +959,27 @@ void Script::sfCycleFrames(SCRIPTFUNC_PARAMS) { actor = _vm->_actor->getActor(actorId); if (flags & kCyclePong) { - actor->currentAction = kActionPongFrames; + actor->_currentAction = kActionPongFrames; } else { - actor->currentAction = kActionCycleFrames; + actor->_currentAction = kActionCycleFrames; } - actor->actorFlags &= ~(kActorContinuous | kActorRandom | kActorBackwards); + actor->_actorFlags &= ~(kActorContinuous | kActorRandom | kActorBackwards); if (!(flags & kCycleOnce)) { - actor->actorFlags |= kActorContinuous; + actor->_actorFlags |= kActorContinuous; } if (flags & kCycleRandom) { - actor->actorFlags |= kActorRandom; + actor->_actorFlags |= kActorRandom; } if (flags & kCycleReverse) { - actor->actorFlags |= kActorBackwards; + actor->_actorFlags |= kActorBackwards; } - actor->cycleFrameSequence = cycleFrameSequence; - actor->cycleTimeCount = 0; - actor->cycleDelay = cycleDelay; - actor->actionCycle = 0; + actor->_cycleFrameSequence = cycleFrameSequence; + actor->_cycleTimeCount = 0; + actor->_cycleDelay = cycleDelay; + actor->_actionCycle = 0; } @@ -1002,10 +1002,10 @@ void Script::sfSetFrame(SCRIPTFUNC_PARAMS) { frameRange = _vm->_actor->getActorFrameRange(actorId, frameType); - actor->frameNumber = frameRange->frameIndex + frameOffset; + actor->_frameNumber = frameRange->frameIndex + frameOffset; - if (actor->currentAction != kActionFall) { - actor->currentAction = kActionFreeze; + if (actor->_currentAction != kActionFall) { + actor->_currentAction = kActionFreeze; } } @@ -1065,11 +1065,11 @@ void Script::sfScriptSpecialWalk(SCRIPTFUNC_PARAMS) { walkFrameSequence = thread->pop(); actor = _vm->_actor->getActor(actorId); - actorLocation.z = actor->location.z; + actorLocation.z = actor->_location.z; _vm->_actor->actorWalkTo(actorId, actorLocation); - actor->walkFrameSequence = walkFrameSequence; + actor->_walkFrameSequence = walkFrameSequence; } // Script function #43 (0x2B) nonblocking @@ -1099,9 +1099,9 @@ void Script::sfPlaceActor(SCRIPTFUNC_PARAMS) { actorLocation.y, actorDirection, frameType, frameOffset); actor = _vm->_actor->getActor(actorId); - actor->location.x = actorLocation.x; - actor->location.y = actorLocation.y; - actor->facingDirection = actor->actionDirection = actorDirection; + actor->_location.x = actorLocation.x; + actor->_location.y = actorLocation.y; + actor->_facingDirection = actor->_actionDirection = actorDirection; if (frameType >= 0) { frameRange = _vm->_actor->getActorFrameRange(actorId, frameType); @@ -1110,13 +1110,13 @@ void Script::sfPlaceActor(SCRIPTFUNC_PARAMS) { error("Wrong frameOffset 0x%X", frameOffset); } - actor->frameNumber = frameRange->frameIndex + frameOffset; - actor->currentAction = kActionFreeze; + actor->_frameNumber = frameRange->frameIndex + frameOffset; + actor->_currentAction = kActionFreeze; } else { - actor->currentAction = kActionWait; + actor->_currentAction = kActionWait; } - actor->targetObject = ID_NOTHING; + actor->_targetObject = ID_NOTHING; } @@ -1148,21 +1148,21 @@ void Script::sfScriptWalkRelative(SCRIPTFUNC_PARAMS) { walkFlags = thread->pop(); actor = _vm->_actor->getActor(actorId); - actorLocation.z = actor->location.z; + actorLocation.z = actor->_location.z; _vm->_actor->realLocation(actorLocation, objectId, walkFlags); - actor->flags &= ~kFollower; + actor->_flags &= ~kFollower; if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) { thread->waitWalk(actor); } if (walkFlags & kWalkBackPedal) { - actor->actorFlags |= kActorBackwards; + actor->_actorFlags |= kActorBackwards; } - actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask); + actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask); } // Script function #46 (0x2E) @@ -1185,13 +1185,13 @@ void Script::sfScriptMoveRelative(SCRIPTFUNC_PARAMS) { walkFlags = thread->pop(); actor = _vm->_actor->getActor(actorId); - actorLocation.z = actor->location.z; + actorLocation.z = actor->_location.z; _vm->_actor->realLocation(actorLocation, objectId, walkFlags); - actor->location = actorLocation; - actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask); + actor->_location = actorLocation; + actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask); } // Script function #47 (0x2F) @@ -1449,15 +1449,15 @@ void Script::sfThrowActor(SCRIPTFUNC_PARAMS) { flags = thread->pop(); actor = _vm->_actor->getActor(actorId); - location.z = actor->location.z; - actor->currentAction = kActionFall; - actor->actionCycle = actionCycle; - actor->fallAcceleration = -20; - actor->fallVelocity = - (actor->fallAcceleration * actor->actionCycle) / 2; - actor->fallPosition = actor->location.z << 4; - - actor->finalTarget = location; - actor->actionCycle--; + location.z = actor->_location.z; + actor->_currentAction = kActionFall; + actor->_actionCycle = actionCycle; + actor->_fallAcceleration = -20; + actor->_fallVelocity = - (actor->_fallAcceleration * actor->_actionCycle) / 2; + actor->_fallPosition = actor->_location.z << 4; + + actor->_finalTarget = location; + actor->_actionCycle--; if (!(flags & kWalkAsync)) { thread->waitWalk(actor); } @@ -1473,9 +1473,9 @@ void Script::sfWaitWalk(SCRIPTFUNC_PARAMS) { actorId = thread->pop(); actor = _vm->_actor->getActor(actorId); - if ((actor->currentAction == kActionWalkToPoint) || - (actor->currentAction == kActionWalkToLink) || - (actor->currentAction == kActionFall)) { + if ((actor->_currentAction == kActionWalkToPoint) || + (actor->_currentAction == kActionWalkToLink) || + (actor->_currentAction == kActionFall)) { thread->waitWalk(actor); } } @@ -1496,7 +1496,7 @@ void Script::sfChangeActorScene(SCRIPTFUNC_PARAMS) { actorId = thread->pop(); sceneNumber = thread->pop(); actor = _vm->_actor->getActor(actorId); - actor->sceneNumber = sceneNumber; + actor->_sceneNumber = sceneNumber; } // Script function #56 (0x38) @@ -1517,11 +1517,11 @@ void Script::sfScriptClimb(SCRIPTFUNC_PARAMS) { flags = thread->pop(); actor = _vm->_actor->getActor(actorId); - actor->finalTarget.z = z; - actor->flags &= ~kFollower; - actor->actionCycle = 1; - actor->cycleFrameSequence = cycleFrameSequence; - actor->currentAction = kActionClimb; + actor->_finalTarget.z = z; + actor->_flags &= ~kFollower; + actor->_actionCycle = 1; + actor->_cycleFrameSequence = cycleFrameSequence; + actor->_currentAction = kActionClimb; if (!(flags & kWalkAsync)) { thread->waitWalk(actor); } @@ -1558,11 +1558,11 @@ void Script::sfSetActorZ(SCRIPTFUNC_PARAMS) { if (_vm->_actor->validActorId(objectId)) { actor = _vm->_actor->getActor(objectId); - actor->location.z = z; + actor->_location.z = z; } else { if (_vm->_actor->validObjId(objectId)) { obj = _vm->_actor->getObj(objectId); - obj->location.z = z; + obj->_location.z = z; } } } @@ -1607,7 +1607,7 @@ void Script::sfGetActorX(SCRIPTFUNC_PARAMS) { actorId = thread->pop(); actor = _vm->_actor->getActor(actorId); - thread->_returnValue = actor->location.x >> 2; + thread->_returnValue = actor->_location.x >> 2; } // Script function #61 (0x3D) @@ -1619,7 +1619,7 @@ void Script::sfGetActorY(SCRIPTFUNC_PARAMS) { actorId = thread->pop(); actor = _vm->_actor->getActor(actorId); - thread->_returnValue = actor->location.y >> 2; + thread->_returnValue = actor->_location.y >> 2; } // Script function #62 (0x3E) @@ -1663,9 +1663,9 @@ void Script::sfPickClimbOutPos(SCRIPTFUNC_PARAMS) { v = (_vm->_rnd.getRandomNumber(63) & 63) + 40; t = _vm->_isoMap->getTileIndex(u, v, 6); if (t == 65) { - protagonist->location.u() = (u << 4) + 4; - protagonist->location.v() = (v << 4) + 4; - protagonist->location.z = 48; + protagonist->_location.u() = (u << 4) + 4; + protagonist->_location.v() = (v << 4) + 4; + protagonist->_location.z = 48; break; } @@ -1678,22 +1678,22 @@ void Script::sfTossRif(SCRIPTFUNC_PARAMS) { uint16 direction; ActorData *protagonist = _vm->_actor->_protagonist; - uc = protagonist->location.u() >> 4; - vc = protagonist->location.v() >> 4; + uc = protagonist->_location.u() >> 4; + vc = protagonist->_location.v() >> 4; if (_vm->_isoMap->findNearestChasm(uc, vc, direction)) { uc <<= 4; vc <<= 4; - protagonist->facingDirection = direction; - - protagonist->finalTarget.u() = uc; - protagonist->finalTarget.v() = vc; - protagonist->finalTarget.z = -40; - protagonist->currentAction = kActionFall; - protagonist->actionCycle = 24; - protagonist->fallAcceleration = - 20; - protagonist->fallVelocity = - (protagonist->fallAcceleration * 16) / 2 - (44 / 12); - protagonist->fallPosition = protagonist->location.z << 4; - protagonist->actionCycle--; + protagonist->_facingDirection = direction; + + protagonist->_finalTarget.u() = uc; + protagonist->_finalTarget.v() = vc; + protagonist->_finalTarget.z = -40; + protagonist->_currentAction = kActionFall; + protagonist->_actionCycle = 24; + protagonist->_fallAcceleration = - 20; + protagonist->_fallVelocity = - (protagonist->_fallAcceleration * 16) / 2 - (44 / 12); + protagonist->_fallPosition = protagonist->_location.z << 4; + protagonist->_actionCycle--; } } -- cgit v1.2.3