Mass-renamed all variables of Actor object according to our current code
formatting standards. Earlier we had half of vars named with leading underscore and half without it. Now code in actor.cpp is considerably more readable. svn-id: r17068
This commit is contained in:
parent
3cf691e9f9
commit
154c4af8dc
23 changed files with 878 additions and 878 deletions
|
@ -408,34 +408,34 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
case 6:
|
||||
i = pop();
|
||||
j = pop();
|
||||
a->putActor(i, j, a->room);
|
||||
a->putActor(i, j, a->_room);
|
||||
break;
|
||||
case 8:
|
||||
a->drawToBackBuf = false;
|
||||
a->needRedraw = true;
|
||||
a->needBgReset = true;
|
||||
a->_drawToBackBuf = false;
|
||||
a->_needRedraw = true;
|
||||
a->_needBgReset = true;
|
||||
break;
|
||||
case 9:
|
||||
{
|
||||
int top_actor = a->top;
|
||||
int bottom_actor = a->bottom;
|
||||
a->drawToBackBuf = true;
|
||||
a->needRedraw = true;
|
||||
int top_actor = a->_top;
|
||||
int bottom_actor = a->_bottom;
|
||||
a->_drawToBackBuf = true;
|
||||
a->_needRedraw = true;
|
||||
a->drawActorCostume();
|
||||
a->drawToBackBuf = false;
|
||||
a->needRedraw = true;
|
||||
a->_drawToBackBuf = false;
|
||||
a->_needRedraw = true;
|
||||
a->drawActorCostume();
|
||||
a->needRedraw = false;
|
||||
a->_needRedraw = false;
|
||||
|
||||
if (a->top > top_actor)
|
||||
a->top = top_actor;
|
||||
if (a->bottom < bottom_actor)
|
||||
a->bottom = bottom_actor;
|
||||
if (a->_top > top_actor)
|
||||
a->_top = top_actor;
|
||||
if (a->_bottom < bottom_actor)
|
||||
a->_bottom = bottom_actor;
|
||||
|
||||
}
|
||||
break;
|
||||
case 14:
|
||||
a->charset = pop();
|
||||
a->_charset = pop();
|
||||
break;
|
||||
case 18:
|
||||
a->_clipOverride.bottom = pop();
|
||||
|
@ -462,7 +462,7 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
break;
|
||||
case 52: // SO_ACTOR_NAME
|
||||
copyScriptString(string);
|
||||
loadPtrToResource(rtActorName, a->number, string);
|
||||
loadPtrToResource(rtActorName, a->_number, string);
|
||||
break;
|
||||
case 53: // SO_ACTOR_NEW
|
||||
a->initActor(2);
|
||||
|
@ -472,16 +472,16 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
i = pop();
|
||||
checkRange(255, 0, i, "o100_actorOps: Illegal palette slot %d");
|
||||
a->remapActorPaletteColor(i, j);
|
||||
a->needRedraw = true;
|
||||
a->_needRedraw = true;
|
||||
break;
|
||||
case 59:
|
||||
// Uses reverse order of layering, so we adjust
|
||||
a->_layer = -pop();
|
||||
a->needRedraw = true;
|
||||
a->_needRedraw = true;
|
||||
break;
|
||||
case 63:
|
||||
a->hePaletteNum = pop();
|
||||
a->needRedraw = true;
|
||||
a->_hePaletteNum = pop();
|
||||
a->_needRedraw = true;
|
||||
break;
|
||||
case 65: // SO_SCALE
|
||||
i = pop();
|
||||
|
@ -489,7 +489,7 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
break;
|
||||
case 70: // SO_SHADOW
|
||||
a->_shadowMode = pop();
|
||||
a->needRedraw = true;
|
||||
a->_needRedraw = true;
|
||||
debug(0, "o100_actorOps: Set actor XMAP idx to %d", a->_shadowMode);
|
||||
break;
|
||||
case 74: // SO_STEP_DIST
|
||||
|
@ -503,11 +503,11 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
int slot = pop();
|
||||
|
||||
int len = resStrLen(string) + 1;
|
||||
addMessageToStack(string, a->heTalkQueue[slot].sentence, len);
|
||||
addMessageToStack(string, a->_heTalkQueue[slot].sentence, len);
|
||||
|
||||
a->heTalkQueue[slot].posX = a->talkPosX;
|
||||
a->heTalkQueue[slot].posY = a->talkPosY;
|
||||
a->heTalkQueue[slot].color = a->talkColor;
|
||||
a->_heTalkQueue[slot].posX = a->_talkPosX;
|
||||
a->_heTalkQueue[slot].posY = a->_talkPosY;
|
||||
a->_heTalkQueue[slot].color = a->_talkColor;
|
||||
}
|
||||
break;
|
||||
case 83: // SO_ACTOR_VARIABLE
|
||||
|
@ -515,10 +515,10 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
a->setAnimVar(pop(), i);
|
||||
break;
|
||||
case 87: // SO_ALWAYS_ZCLIP
|
||||
a->forceClip = pop();
|
||||
a->_forceClip = pop();
|
||||
break;
|
||||
case 89: // SO_NEVER_ZCLIP
|
||||
a->forceClip = 0;
|
||||
a->_forceClip = 0;
|
||||
break;
|
||||
case 128:
|
||||
_actorClipOverride.bottom = pop();
|
||||
|
@ -529,10 +529,10 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
case 130: // SO_SOUND
|
||||
k = getStackList(args, ARRAYSIZE(args));
|
||||
for (i = 0; i < k; i++)
|
||||
a->sound[i] = args[i];
|
||||
a->_sound[i] = args[i];
|
||||
break;
|
||||
case 131: // SO_ACTOR_WIDTH
|
||||
a->width = pop();
|
||||
a->_width = pop();
|
||||
break;
|
||||
case 132: // SO_ANIMATION_DEFAULT
|
||||
a->_initFrame = 1;
|
||||
|
@ -545,22 +545,22 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
a->setElevation(pop());
|
||||
break;
|
||||
case 134: // SO_FOLLOW_BOXES
|
||||
a->ignoreBoxes = 0;
|
||||
a->forceClip = 0;
|
||||
a->_ignoreBoxes = 0;
|
||||
a->_forceClip = 0;
|
||||
if (a->isInCurrentRoom())
|
||||
a->putActor(a->_pos.x, a->_pos.y, a->room);
|
||||
a->putActor(a->_pos.x, a->_pos.y, a->_room);
|
||||
break;
|
||||
case 135: // SO_IGNORE_BOXES
|
||||
a->ignoreBoxes = 1;
|
||||
a->forceClip = 0;
|
||||
a->_ignoreBoxes = 1;
|
||||
a->_forceClip = 0;
|
||||
if (a->isInCurrentRoom())
|
||||
a->putActor(a->_pos.x, a->_pos.y, a->room);
|
||||
a->putActor(a->_pos.x, a->_pos.y, a->_room);
|
||||
break;
|
||||
case 136: // SO_ACTOR_IGNORE_TURNS_OFF
|
||||
a->ignoreTurns = false;
|
||||
a->_ignoreTurns = false;
|
||||
break;
|
||||
case 137: // SO_ACTOR_IGNORE_TURNS_ON
|
||||
a->ignoreTurns = true;
|
||||
a->_ignoreTurns = true;
|
||||
break;
|
||||
case 138: // SO_INIT_ANIMATION
|
||||
a->_initFrame = pop();
|
||||
|
@ -573,17 +573,17 @@ void ScummEngine_v100he::o100_actorOps() {
|
|||
a->_talkStartFrame = pop();
|
||||
break;
|
||||
case 141: // SO_TALK_COLOR
|
||||
a->talkColor = pop();
|
||||
a->_talkColor = pop();
|
||||
break;
|
||||
case 142:
|
||||
k = pop();
|
||||
a->heNoTalkAnimation = 1;
|
||||
a->_heNoTalkAnimation = 1;
|
||||
a->setTalkCondition(k);
|
||||
debug(1,"o100_actorOps: case 24 (%d)", k);
|
||||
break;
|
||||
case 143: // SO_TEXT_OFFSET
|
||||
a->talkPosY = pop();
|
||||
a->talkPosX = pop();
|
||||
a->_talkPosY = pop();
|
||||
a->_talkPosX = pop();
|
||||
break;
|
||||
case 144: // SO_WALK_ANIMATION
|
||||
a->_walkFrame = pop();
|
||||
|
@ -829,20 +829,20 @@ void ScummEngine_v100he::o100_unknownE0() {
|
|||
case 1:
|
||||
{
|
||||
Actor *a = derefActorSafe(num, "o100_unknownE0");
|
||||
int top_actor = a->top;
|
||||
int bottom_actor = a->bottom;
|
||||
a->drawToBackBuf = true;
|
||||
a->needRedraw = true;
|
||||
int top_actor = a->_top;
|
||||
int bottom_actor = a->_bottom;
|
||||
a->_drawToBackBuf = true;
|
||||
a->_needRedraw = true;
|
||||
a->drawActorCostume();
|
||||
a->drawToBackBuf = false;
|
||||
a->needRedraw = true;
|
||||
a->_drawToBackBuf = false;
|
||||
a->_needRedraw = true;
|
||||
a->drawActorCostume();
|
||||
a->needRedraw = false;
|
||||
a->_needRedraw = false;
|
||||
|
||||
if (a->top > top_actor)
|
||||
a->top = top_actor;
|
||||
if (a->bottom < bottom_actor)
|
||||
a->bottom = bottom_actor;
|
||||
if (a->_top > top_actor)
|
||||
a->_top = top_actor;
|
||||
if (a->_bottom < bottom_actor)
|
||||
a->_bottom = bottom_actor;
|
||||
|
||||
type = 2;
|
||||
}
|
||||
|
@ -2148,7 +2148,7 @@ void ScummEngine_v100he::o100_wait() {
|
|||
offs = fetchScriptWordSigned();
|
||||
actnum = pop();
|
||||
a = derefActor(actnum, "o100_wait:168");
|
||||
if (a->moving)
|
||||
if (a->_moving)
|
||||
break;
|
||||
return;
|
||||
case 129: // SO_WAIT_FOR_CAMERA Wait for camera
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue