SAGA2: Rename enums in sprite.h
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a185be3b64
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98508c2bfb
5 changed files with 73 additions and 73 deletions
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@ -2086,7 +2086,7 @@ bool Actor::isActionAvailable(int16 newState, bool anyDir) {
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return false;
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if (anyDir) {
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for (int i = 0; i < numPoseFacings; i++) {
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for (int i = 0; i < kNumPoseFacings; i++) {
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if (anim->count[i] > 0) return true;
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}
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} else {
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@ -257,7 +257,7 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
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// actor's appearance.
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if (a->_appearance == nullptr) {
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a->_appearance =
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LoadActorAppearance(a->_appearanceID, sprStandBank);
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LoadActorAppearance(a->_appearanceID, kSprStandBank);
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}
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}
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@ -643,7 +643,7 @@ void DisplayNode::drawObject() {
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if (a->_leftHandObject != Nothing) {
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partCount++;
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if (poseFlags & ActorPose::leftObjectInFront) {
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if (poseFlags & ActorPose::kLeftObjectInFront) {
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leftIndex = 1;
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} else {
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leftIndex = 0;
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@ -654,9 +654,9 @@ void DisplayNode::drawObject() {
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if (a->_rightHandObject != Nothing) {
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partCount++;
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if (poseFlags & ActorPose::rightObjectInFront) {
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if (poseFlags & ActorPose::kRightObjectInFront) {
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if (leftIndex == 1
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&& poseFlags & ActorPose::leftOverRight) {
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&& poseFlags & ActorPose::kLeftOverRight) {
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leftIndex = 2;
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rightIndex = 1;
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} else {
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@ -664,7 +664,7 @@ void DisplayNode::drawObject() {
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}
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} else {
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if (leftIndex == 0
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&& poseFlags & ActorPose::leftOverRight) {
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&& poseFlags & ActorPose::kLeftOverRight) {
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rightIndex = 0;
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leftIndex = 1;
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bodyIndex = 2;
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@ -693,7 +693,7 @@ void DisplayNode::drawObject() {
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// Color remapping info
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sc->colorTable = mainColors;
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// sc->colorTable = aa->schemeList ? mainColors : identityColors;
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sc->flipped = (poseFlags & ActorPose::actorFlipped);
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sc->flipped = (poseFlags & ActorPose::kActorFlipped);
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assert(sc->sp != nullptr);
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assert(sc->sp->size.x > 0);
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@ -720,7 +720,7 @@ void DisplayNode::drawObject() {
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assert(sc->offset.y < 1000);
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assert(sc->offset.y > -1000);
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sc->colorTable = leftColors;
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sc->flipped = (poseFlags & ActorPose::leftObjectFlipped);
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sc->flipped = (poseFlags & ActorPose::kLeftObjectFlipped);
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}
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// If we were carrying something in the right hand,
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@ -746,7 +746,7 @@ void DisplayNode::drawObject() {
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assert(sc->offset.y < 1000);
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assert(sc->offset.y > -1000);
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sc->colorTable = rightColors;
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sc->flipped = (poseFlags & ActorPose::rightObjectFlipped);
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sc->flipped = (poseFlags & ActorPose::kRightObjectFlipped);
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}
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}
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}
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@ -757,12 +757,12 @@ void DisplayNode::drawObject() {
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int16 effectFlags = 0;
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bool obscured;
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if (ghostIt) effectFlags |= sprFXGhosted;
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if (ghostIt) effectFlags |= kSprFXGhosted;
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if (obj->isSightedByCenter() && objRoofRipped(obj))
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effectFlags |= sprFXGhostIfObscured;
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effectFlags |= kSprFXGhostIfObscured;
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effectFlags |= sprFXTerrainMask;
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effectFlags |= kSprFXTerrainMask;
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DrawCompositeMaskedSprite(
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g_vm->_backPort,
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@ -773,7 +773,7 @@ void DisplayNode::drawObject() {
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effectFlags,
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&obscured);
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if (effectFlags & sprFXGhostIfObscured)
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if (effectFlags & kSprFXGhostIfObscured)
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obj->setObscured(obscured);
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// Record the extent box that the sprite was drawn
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@ -854,7 +854,7 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
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spr = ss->sprite(a->_poseInfo.actorFrameIndex);
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flipped =
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(a->_poseInfo.flags & ActorPose::actorFlipped) ? 1 : 0;
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(a->_poseInfo.flags & ActorPose::kActorFlipped) ? 1 : 0;
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}
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if (GetSpritePixel(spr, flipped, testPoint)) {
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@ -1000,7 +1000,7 @@ void Effectron::drawEffect() {
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objCoords,
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((obscured) && //objectFlags & GameObject::kObjectObscured ) &&
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0
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? sprFXGhosted : sprFXTerrainMask));
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? kSprFXGhosted : kSprFXTerrainMask));
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}
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@ -2421,9 +2421,9 @@ void MotionTask::walkAction() {
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// If we can see this actor, and the actor's run frames
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// have not been loaded, then downgrade this action to
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// a walk (but request the run frames).
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if (aa && !aa->isBankLoaded(sprRunBankNum)) {
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if (aa && !aa->isBankLoaded(kSprRunBankNum)) {
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walkType = walkNormal;
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aa->requestBank(sprRunBankNum);
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aa->requestBank(kSprRunBankNum);
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}
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}
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@ -2447,8 +2447,8 @@ void MotionTask::walkAction() {
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// If we can see this actor, and this actor's walk
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// frames have not been loaded, then downgrade this
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// action to a stand (i.e. do nothing).
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if (aa && !aa->isBankLoaded(sprWalkBankNum)) {
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aa->requestBank(sprWalkBankNum);
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if (aa && !aa->isBankLoaded(kSprWalkBankNum)) {
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aa->requestBank(kSprWalkBankNum);
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return;
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}
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} else {
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@ -242,8 +242,8 @@ void DrawCompositeMaskedSprite(
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}
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// do terrain masking
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if (effects & sprFXTerrainMask) {
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if (!(effects & sprFXGhostIfObscured)) {
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if (effects & kSprFXTerrainMask) {
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if (!(effects & kSprFXGhostIfObscured)) {
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drawTileMask(
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Point16(xMin, yMin),
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compMap,
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@ -275,7 +275,7 @@ void DrawCompositeMaskedSprite(
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isObscured = visiblePixels <= 10;
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if (isObscured) {
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memcpy(compMap._data, tempMap._data, compMapBytes);
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effects |= sprFXGhosted;
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effects |= kSprFXGhosted;
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}
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if (obscured != nullptr) *obscured = isObscured;
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@ -298,7 +298,7 @@ void DrawCompositeMaskedSprite(
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}
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// Add in "ghost" effects
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if (effects & sprFXGhosted) {
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if (effects & kSprFXGhosted) {
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uint32 *dstRow = (uint32 *)compMap._data;
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uint32 mask = (yMin & 1) ? 0xff00ff00 : 0x00ff00ff;
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@ -573,13 +573,13 @@ void ActorAppearance::loadSpriteBanks(int16 banksNeeded) {
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}
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ActorAnimation::ActorAnimation(Common::SeekableReadStream *stream) {
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for (int i = 0; i < numPoseFacings; i++)
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for (int i = 0; i < kNumPoseFacings; i++)
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start[i] = stream->readUint16LE();
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for (int i = 0; i < numPoseFacings; i++)
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for (int i = 0; i < kNumPoseFacings; i++)
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count[i] = stream->readUint16LE();
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for (int i = 0; i < numPoseFacings; i++)
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for (int i = 0; i < kNumPoseFacings; i++)
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debugC(2, kDebugLoading, "anim%d: start: %d count: %d", i, start[i], count[i]);
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}
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@ -84,18 +84,18 @@ extern SpriteSet *objectSprites, // object sprites
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* ===================================================================== */
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enum spriteFacingDirections {
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sprFaceDown = 0,
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sprFaceDownLeft,
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sprFaceLeft,
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sprFaceUpLeft,
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sprFaceUp
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kSprFaceDown = 0,
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kSprFaceDownLeft,
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kSprFaceLeft,
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kSprFaceUpLeft,
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kSprFaceUp
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};
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/* ===================================================================== *
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ActorPose: Describes an element of a choreographed action
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* ===================================================================== */
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const int numPoseFacings = 8;
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const int kNumPoseFacings = 8;
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// Describes a single entry in an actor sequence
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@ -107,15 +107,15 @@ struct ActorPose {
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// Indicates which of the sprites should be drawn flipped
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// left-to-right
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actorFlipped = (1 << 0), // actor spr flipped left/right
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leftObjectFlipped = (1 << 1), // left hand object flipped
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rightObjectFlipped = (1 << 2), // right hand object flipped
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kActorFlipped = (1 << 0), // actor spr flipped left/right
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kLeftObjectFlipped = (1 << 1), // left hand object flipped
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kRightObjectFlipped = (1 << 2), // right hand object flipped
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// Indicates the front-to-back priority of the objects
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leftObjectInFront = (1 << 3), // left object in front of actor
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rightObjectInFront = (1 << 4), // right object in front of actor
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leftOverRight = (1 << 5) // left in front of right
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kLeftObjectInFront = (1 << 3), // left object in front of actor
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kRightObjectInFront = (1 << 4), // right object in front of actor
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kLeftOverRight = (1 << 5) // left in front of right
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};
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uint16 flags; // sequence element flags
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@ -145,8 +145,8 @@ struct ActorAnimation {
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// table of poses for that sequence, and the number of poses
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// in the sequence.
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uint16 start[numPoseFacings];
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uint16 count[numPoseFacings];
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uint16 start[kNumPoseFacings];
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uint16 count[kNumPoseFacings];
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ActorAnimation(Common::SeekableReadStream *stream);
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@ -200,9 +200,9 @@ struct SpriteComponent {
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};
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enum spriteEffectFlags {
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sprFXGhosted = (1 << 0), // semi-translucent dither
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sprFXTerrainMask = (1 << 1), // mask sprite to terrain
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sprFXGhostIfObscured = (1 << 2) // apply ghosted effect if
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kSprFXGhosted = (1 << 0), // semi-translucent dither
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kSprFXTerrainMask = (1 << 1), // mask sprite to terrain
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kSprFXGhostIfObscured = (1 << 2) // apply ghosted effect if
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// obscured by terrain
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};
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@ -226,39 +226,39 @@ struct ObjectSpriteInfo {
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// REM: I think we want more banks than this...
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enum spriteBankNums {
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sprStandBankNum = 0,
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sprWalkBankNum,
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sprRunBankNum,
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sprKneelBankNum,
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sprLeapBankNum,
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sprClimbBankNum,
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sprTalkBankNum,
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sprFight1HBankNum,
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sprFight2HBankNum,
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sprFireBankNum,
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sprPassiveBankNum,
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sprUpStairsBankNum,
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sprDnStairsBankNum,
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sprSitBankNum,
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kSprStandBankNum = 0,
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kSprWalkBankNum,
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kSprRunBankNum,
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kSprKneelBankNum,
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kSprLeapBankNum,
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kSprClimbBankNum,
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kSprTalkBankNum,
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kSprFight1HBankNum,
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kSprFight2HBankNum,
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kSprFireBankNum,
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kSprPassiveBankNum,
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kSprUpStairsBankNum,
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kSprDnStairsBankNum,
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kSprSitBankNum,
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sprBankCount
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kSprBankCount
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};
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enum spriteBankBits {
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sprStandBank = (1 << sprStandBankNum),
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sprWalkBank = (1 << sprWalkBankNum),
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sprRunBank = (1 << sprRunBankNum),
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sprKneelBank = (1 << sprKneelBankNum),
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sprLeapBank = (1 << sprLeapBankNum),
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sprClimbBank = (1 << sprClimbBankNum),
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sprTalkBank = (1 << sprTalkBankNum),
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sprFight1HBank = (1 << sprFight1HBankNum),
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sprFight2HBank = (1 << sprFight2HBankNum),
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sprFireBank = (1 << sprFireBankNum),
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sprPassiveBank = (1 << sprPassiveBankNum),
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sprUpStairsBank = (1 << sprUpStairsBankNum),
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sprDnStairsBank = (1 << sprDnStairsBankNum),
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sprSitBank = (1 << sprSitBankNum)
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kSprStandBank = (1 << kSprStandBankNum),
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kSprWalkBank = (1 << kSprWalkBankNum),
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kSprRunBank = (1 << kSprRunBankNum),
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kSprKneelBank = (1 << kSprKneelBankNum),
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kSprLeapBank = (1 << kSprLeapBankNum),
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kSprClimbBank = (1 << kSprClimbBankNum),
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kSprTalkBank = (1 << kSprTalkBankNum),
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kSprFight1HBank = (1 << kSprFight1HBankNum),
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kSprFight2HBank = (1 << kSprFight2HBankNum),
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kSprFireBank = (1 << kSprFireBankNum),
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kSprPassiveBank = (1 << kSprPassiveBankNum),
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kSprUpStairsBank = (1 << kSprUpStairsBankNum),
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kSprDnStairsBank = (1 << kSprDnStairsBankNum),
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kSprSitBank = (1 << kSprSitBankNum)
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};
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// This structure is used to contain all of the items needed
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@ -276,7 +276,7 @@ public:
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ActorAnimSet *_poseList; // list of action sequences
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ColorSchemeList *_schemeList; // color remapping info
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SpriteSet *_spriteBanks[sprBankCount];
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SpriteSet *_spriteBanks[kSprBankCount];
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void loadSpriteBanks(int16 banksNeeded);
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