SAGA2: Rename enums in sprite.h

This commit is contained in:
Eugene Sandulenko 2022-10-29 14:49:08 +02:00
parent a185be3b64
commit 98508c2bfb
No known key found for this signature in database
GPG key ID: 014D387312D34F08
5 changed files with 73 additions and 73 deletions

View file

@ -2086,7 +2086,7 @@ bool Actor::isActionAvailable(int16 newState, bool anyDir) {
return false;
if (anyDir) {
for (int i = 0; i < numPoseFacings; i++) {
for (int i = 0; i < kNumPoseFacings; i++) {
if (anim->count[i] > 0) return true;
}
} else {

View file

@ -257,7 +257,7 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
// actor's appearance.
if (a->_appearance == nullptr) {
a->_appearance =
LoadActorAppearance(a->_appearanceID, sprStandBank);
LoadActorAppearance(a->_appearanceID, kSprStandBank);
}
}
@ -643,7 +643,7 @@ void DisplayNode::drawObject() {
if (a->_leftHandObject != Nothing) {
partCount++;
if (poseFlags & ActorPose::leftObjectInFront) {
if (poseFlags & ActorPose::kLeftObjectInFront) {
leftIndex = 1;
} else {
leftIndex = 0;
@ -654,9 +654,9 @@ void DisplayNode::drawObject() {
if (a->_rightHandObject != Nothing) {
partCount++;
if (poseFlags & ActorPose::rightObjectInFront) {
if (poseFlags & ActorPose::kRightObjectInFront) {
if (leftIndex == 1
&& poseFlags & ActorPose::leftOverRight) {
&& poseFlags & ActorPose::kLeftOverRight) {
leftIndex = 2;
rightIndex = 1;
} else {
@ -664,7 +664,7 @@ void DisplayNode::drawObject() {
}
} else {
if (leftIndex == 0
&& poseFlags & ActorPose::leftOverRight) {
&& poseFlags & ActorPose::kLeftOverRight) {
rightIndex = 0;
leftIndex = 1;
bodyIndex = 2;
@ -693,7 +693,7 @@ void DisplayNode::drawObject() {
// Color remapping info
sc->colorTable = mainColors;
// sc->colorTable = aa->schemeList ? mainColors : identityColors;
sc->flipped = (poseFlags & ActorPose::actorFlipped);
sc->flipped = (poseFlags & ActorPose::kActorFlipped);
assert(sc->sp != nullptr);
assert(sc->sp->size.x > 0);
@ -720,7 +720,7 @@ void DisplayNode::drawObject() {
assert(sc->offset.y < 1000);
assert(sc->offset.y > -1000);
sc->colorTable = leftColors;
sc->flipped = (poseFlags & ActorPose::leftObjectFlipped);
sc->flipped = (poseFlags & ActorPose::kLeftObjectFlipped);
}
// If we were carrying something in the right hand,
@ -746,7 +746,7 @@ void DisplayNode::drawObject() {
assert(sc->offset.y < 1000);
assert(sc->offset.y > -1000);
sc->colorTable = rightColors;
sc->flipped = (poseFlags & ActorPose::rightObjectFlipped);
sc->flipped = (poseFlags & ActorPose::kRightObjectFlipped);
}
}
}
@ -757,12 +757,12 @@ void DisplayNode::drawObject() {
int16 effectFlags = 0;
bool obscured;
if (ghostIt) effectFlags |= sprFXGhosted;
if (ghostIt) effectFlags |= kSprFXGhosted;
if (obj->isSightedByCenter() && objRoofRipped(obj))
effectFlags |= sprFXGhostIfObscured;
effectFlags |= kSprFXGhostIfObscured;
effectFlags |= sprFXTerrainMask;
effectFlags |= kSprFXTerrainMask;
DrawCompositeMaskedSprite(
g_vm->_backPort,
@ -773,7 +773,7 @@ void DisplayNode::drawObject() {
effectFlags,
&obscured);
if (effectFlags & sprFXGhostIfObscured)
if (effectFlags & kSprFXGhostIfObscured)
obj->setObscured(obscured);
// Record the extent box that the sprite was drawn
@ -854,7 +854,7 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
spr = ss->sprite(a->_poseInfo.actorFrameIndex);
flipped =
(a->_poseInfo.flags & ActorPose::actorFlipped) ? 1 : 0;
(a->_poseInfo.flags & ActorPose::kActorFlipped) ? 1 : 0;
}
if (GetSpritePixel(spr, flipped, testPoint)) {
@ -1000,7 +1000,7 @@ void Effectron::drawEffect() {
objCoords,
((obscured) && //objectFlags & GameObject::kObjectObscured ) &&
0
? sprFXGhosted : sprFXTerrainMask));
? kSprFXGhosted : kSprFXTerrainMask));
}

View file

@ -2421,9 +2421,9 @@ void MotionTask::walkAction() {
// If we can see this actor, and the actor's run frames
// have not been loaded, then downgrade this action to
// a walk (but request the run frames).
if (aa && !aa->isBankLoaded(sprRunBankNum)) {
if (aa && !aa->isBankLoaded(kSprRunBankNum)) {
walkType = walkNormal;
aa->requestBank(sprRunBankNum);
aa->requestBank(kSprRunBankNum);
}
}
@ -2447,8 +2447,8 @@ void MotionTask::walkAction() {
// If we can see this actor, and this actor's walk
// frames have not been loaded, then downgrade this
// action to a stand (i.e. do nothing).
if (aa && !aa->isBankLoaded(sprWalkBankNum)) {
aa->requestBank(sprWalkBankNum);
if (aa && !aa->isBankLoaded(kSprWalkBankNum)) {
aa->requestBank(kSprWalkBankNum);
return;
}
} else {

View file

@ -242,8 +242,8 @@ void DrawCompositeMaskedSprite(
}
// do terrain masking
if (effects & sprFXTerrainMask) {
if (!(effects & sprFXGhostIfObscured)) {
if (effects & kSprFXTerrainMask) {
if (!(effects & kSprFXGhostIfObscured)) {
drawTileMask(
Point16(xMin, yMin),
compMap,
@ -275,7 +275,7 @@ void DrawCompositeMaskedSprite(
isObscured = visiblePixels <= 10;
if (isObscured) {
memcpy(compMap._data, tempMap._data, compMapBytes);
effects |= sprFXGhosted;
effects |= kSprFXGhosted;
}
if (obscured != nullptr) *obscured = isObscured;
@ -298,7 +298,7 @@ void DrawCompositeMaskedSprite(
}
// Add in "ghost" effects
if (effects & sprFXGhosted) {
if (effects & kSprFXGhosted) {
uint32 *dstRow = (uint32 *)compMap._data;
uint32 mask = (yMin & 1) ? 0xff00ff00 : 0x00ff00ff;
@ -573,13 +573,13 @@ void ActorAppearance::loadSpriteBanks(int16 banksNeeded) {
}
ActorAnimation::ActorAnimation(Common::SeekableReadStream *stream) {
for (int i = 0; i < numPoseFacings; i++)
for (int i = 0; i < kNumPoseFacings; i++)
start[i] = stream->readUint16LE();
for (int i = 0; i < numPoseFacings; i++)
for (int i = 0; i < kNumPoseFacings; i++)
count[i] = stream->readUint16LE();
for (int i = 0; i < numPoseFacings; i++)
for (int i = 0; i < kNumPoseFacings; i++)
debugC(2, kDebugLoading, "anim%d: start: %d count: %d", i, start[i], count[i]);
}

View file

@ -84,18 +84,18 @@ extern SpriteSet *objectSprites, // object sprites
* ===================================================================== */
enum spriteFacingDirections {
sprFaceDown = 0,
sprFaceDownLeft,
sprFaceLeft,
sprFaceUpLeft,
sprFaceUp
kSprFaceDown = 0,
kSprFaceDownLeft,
kSprFaceLeft,
kSprFaceUpLeft,
kSprFaceUp
};
/* ===================================================================== *
ActorPose: Describes an element of a choreographed action
* ===================================================================== */
const int numPoseFacings = 8;
const int kNumPoseFacings = 8;
// Describes a single entry in an actor sequence
@ -107,15 +107,15 @@ struct ActorPose {
// Indicates which of the sprites should be drawn flipped
// left-to-right
actorFlipped = (1 << 0), // actor spr flipped left/right
leftObjectFlipped = (1 << 1), // left hand object flipped
rightObjectFlipped = (1 << 2), // right hand object flipped
kActorFlipped = (1 << 0), // actor spr flipped left/right
kLeftObjectFlipped = (1 << 1), // left hand object flipped
kRightObjectFlipped = (1 << 2), // right hand object flipped
// Indicates the front-to-back priority of the objects
leftObjectInFront = (1 << 3), // left object in front of actor
rightObjectInFront = (1 << 4), // right object in front of actor
leftOverRight = (1 << 5) // left in front of right
kLeftObjectInFront = (1 << 3), // left object in front of actor
kRightObjectInFront = (1 << 4), // right object in front of actor
kLeftOverRight = (1 << 5) // left in front of right
};
uint16 flags; // sequence element flags
@ -145,8 +145,8 @@ struct ActorAnimation {
// table of poses for that sequence, and the number of poses
// in the sequence.
uint16 start[numPoseFacings];
uint16 count[numPoseFacings];
uint16 start[kNumPoseFacings];
uint16 count[kNumPoseFacings];
ActorAnimation(Common::SeekableReadStream *stream);
@ -200,9 +200,9 @@ struct SpriteComponent {
};
enum spriteEffectFlags {
sprFXGhosted = (1 << 0), // semi-translucent dither
sprFXTerrainMask = (1 << 1), // mask sprite to terrain
sprFXGhostIfObscured = (1 << 2) // apply ghosted effect if
kSprFXGhosted = (1 << 0), // semi-translucent dither
kSprFXTerrainMask = (1 << 1), // mask sprite to terrain
kSprFXGhostIfObscured = (1 << 2) // apply ghosted effect if
// obscured by terrain
};
@ -226,39 +226,39 @@ struct ObjectSpriteInfo {
// REM: I think we want more banks than this...
enum spriteBankNums {
sprStandBankNum = 0,
sprWalkBankNum,
sprRunBankNum,
sprKneelBankNum,
sprLeapBankNum,
sprClimbBankNum,
sprTalkBankNum,
sprFight1HBankNum,
sprFight2HBankNum,
sprFireBankNum,
sprPassiveBankNum,
sprUpStairsBankNum,
sprDnStairsBankNum,
sprSitBankNum,
kSprStandBankNum = 0,
kSprWalkBankNum,
kSprRunBankNum,
kSprKneelBankNum,
kSprLeapBankNum,
kSprClimbBankNum,
kSprTalkBankNum,
kSprFight1HBankNum,
kSprFight2HBankNum,
kSprFireBankNum,
kSprPassiveBankNum,
kSprUpStairsBankNum,
kSprDnStairsBankNum,
kSprSitBankNum,
sprBankCount
kSprBankCount
};
enum spriteBankBits {
sprStandBank = (1 << sprStandBankNum),
sprWalkBank = (1 << sprWalkBankNum),
sprRunBank = (1 << sprRunBankNum),
sprKneelBank = (1 << sprKneelBankNum),
sprLeapBank = (1 << sprLeapBankNum),
sprClimbBank = (1 << sprClimbBankNum),
sprTalkBank = (1 << sprTalkBankNum),
sprFight1HBank = (1 << sprFight1HBankNum),
sprFight2HBank = (1 << sprFight2HBankNum),
sprFireBank = (1 << sprFireBankNum),
sprPassiveBank = (1 << sprPassiveBankNum),
sprUpStairsBank = (1 << sprUpStairsBankNum),
sprDnStairsBank = (1 << sprDnStairsBankNum),
sprSitBank = (1 << sprSitBankNum)
kSprStandBank = (1 << kSprStandBankNum),
kSprWalkBank = (1 << kSprWalkBankNum),
kSprRunBank = (1 << kSprRunBankNum),
kSprKneelBank = (1 << kSprKneelBankNum),
kSprLeapBank = (1 << kSprLeapBankNum),
kSprClimbBank = (1 << kSprClimbBankNum),
kSprTalkBank = (1 << kSprTalkBankNum),
kSprFight1HBank = (1 << kSprFight1HBankNum),
kSprFight2HBank = (1 << kSprFight2HBankNum),
kSprFireBank = (1 << kSprFireBankNum),
kSprPassiveBank = (1 << kSprPassiveBankNum),
kSprUpStairsBank = (1 << kSprUpStairsBankNum),
kSprDnStairsBank = (1 << kSprDnStairsBankNum),
kSprSitBank = (1 << kSprSitBankNum)
};
// This structure is used to contain all of the items needed
@ -276,7 +276,7 @@ public:
ActorAnimSet *_poseList; // list of action sequences
ColorSchemeList *_schemeList; // color remapping info
SpriteSet *_spriteBanks[sprBankCount];
SpriteSet *_spriteBanks[kSprBankCount];
void loadSpriteBanks(int16 banksNeeded);