SHERLOCK: Move method comments from cpp to headers

This commit is contained in:
Paul Gilbert 2015-05-19 07:37:55 -04:00
parent 0faf1c0b8f
commit 1df183ffcb
41 changed files with 1205 additions and 1071 deletions

View file

@ -129,15 +129,34 @@ public:
Sprite() { clear(); }
static void setVm(SherlockEngine *vm) { _vm = vm; }
/**
* Reset the data for the sprite
*/
void clear();
/**
* Updates the image frame poiner for the sprite
*/
void setImageFrame();
/**
* This adjusts the sprites position, as well as it's animation sequence:
*/
void adjustSprite();
/**
* Checks the sprite's position to see if it's collided with any special objects
*/
void checkSprite();
/**
* Return frame width
*/
int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
/**
* Return frame height
*/
int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
};
@ -149,6 +168,9 @@ struct ActionType {
int _cAnimSpeed;
Common::String _names[NAMES_COUNT];
/**
* Load the data for the action
*/
void load(Common::SeekableReadStream &s);
};
@ -160,6 +182,10 @@ struct UseType {
Common::String _target;
UseType();
/**
* Load the data for the UseType
*/
void load(Common::SeekableReadStream &s);
};
@ -170,8 +196,17 @@ class Object {
private:
static SherlockEngine *_vm;
/**
* This will check to see if the object has reached the end of a sequence.
* If it has, it switch to whichever next sequence should be started.
* @returns true if the end of a sequence was reached
*/
bool checkEndOfSequence();
/**
* Scans through the sequences array and finds the designated sequence.
* It then sets the frame number of the start of that sequence
*/
void setObjSequence(int seq, bool wait);
public:
static bool _countCAnimFrames;
@ -224,24 +259,69 @@ public:
Object();
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
/**
* Toggle the type of an object between hidden and active
*/
void toggleHidden();
/**
* Check the state of the object
*/
void checkObject();
/**
* Checks for codes
* @param name The name to check for codes
* @param messages Provides a lookup list of messages that can be printed
* @returns 0 if no codes are found, 1 if codes were found
*/
int checkNameForCodes(const Common::String &name, const char *const messages[]);
/**
* Handle setting any flags associated with the object
*/
void setFlagsAndToggles();
/**
* Adjusts the sprite's position and animation sequence, advancing by 1 frame.
* If the end of the sequence is reached, the appropriate action is taken.
*/
void adjustObject();
/**
* Handles trying to pick up an object. If allowed, plays an y necessary animation for picking
* up the item, and then adds it to the player's inventory
*/
int pickUpObject(const char *const messages[]);
/**
* Return the frame width
*/
int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
/**
* Return the frame height
*/
int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
/**
* Returns the current bounds for the sprite
*/
const Common::Rect getNewBounds() const;
/**
* Returns the bounds for a sprite without a shape
*/
const Common::Rect getNoShapeBounds() const;
/**
* Returns the old bounsd for the sprite from the previous frame
*/
const Common::Rect getOldBounds() const;
};
@ -257,6 +337,9 @@ struct CAnim {
Common::Point _teleportPos; // Location Holmes shoul teleport to after
int _teleportDir; // playing canim
/**
* Load the data for the animation
*/
void load(Common::SeekableReadStream &s);
};