[Scummvm-git-logs] scummvm master -> 78431e8cf358ec6c2f6ab7136debd8e10fc6af24
sev-
noreply at scummvm.org
Thu Oct 27 12:45:54 UTC 2022
This automated email contains information about 11 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
ab5f19af6c SAGA2: Rename small enums in actor.h and objproto.h
aa481ba77b SAGA2: Rename enums in actor.h
aaa2f0a009 SAGA2: Rename enums in assign.h
438a0b2c81 SAGA2: Rename enums in button.h
c97c7d7e0b SAGA2: Rename enums in code.h
7cc012e311 SAGA2: Reanme enums in contain.h
2d903d39dc SAGA2: Rename enums in display.h
32b75a6524 SAGA2: Rename enums in dispnode.h and document.h
39032c3743 SAGA2: Rename enums in effects.h
9937c3dcdb SAGA2: Rename enums in enchant.h
78431e8cf3 SAGA2: Rename enums in gamerate.h
Commit: ab5f19af6cae95d5a156c309a6d70c9460c0a5ab
https://github.com/scummvm/scummvm/commit/ab5f19af6cae95d5a156c309a6d70c9460c0a5ab
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T12:49:43+02:00
Commit Message:
SAGA2: Rename small enums in actor.h and objproto.h
Changed paths:
engines/saga2/actor.h
engines/saga2/objproto.h
diff --git a/engines/saga2/actor.h b/engines/saga2/actor.h
index 0952f248b1f..64578cc8528 100644
--- a/engines/saga2/actor.h
+++ b/engines/saga2/actor.h
@@ -290,10 +290,10 @@ class ActorProto : public ProtoObj, public ResourceActorProtoExtension {
private:
enum {
- ViewableRows = 3,
- ViewableCols = 3,
- maxRows = 3,
- maxCols = 3
+ kViewableRows = 3,
+ kViewableCols = 3,
+ kMaxRows = 3,
+ kMaxCols = 3
};
public:
@@ -393,16 +393,16 @@ public:
public:
virtual uint16 getViewableRows() {
- return ViewableRows;
+ return kViewableRows;
}
virtual uint16 getViewableCols() {
- return ViewableCols;
+ return kViewableCols;
}
virtual uint16 getMaxRows() {
- return maxRows;
+ return kMaxRows;
}
virtual uint16 getMaxCols() {
- return maxCols;
+ return kMaxCols;
}
virtual bool canFitBulkwise(GameObject *container, GameObject *obj);
diff --git a/engines/saga2/objproto.h b/engines/saga2/objproto.h
index e3bc5fe03b8..049bb0b6af3 100644
--- a/engines/saga2/objproto.h
+++ b/engines/saga2/objproto.h
@@ -378,10 +378,10 @@ class ProtoObj : public ResourceObjectPrototype {
// at appropriate subclasses
private:
enum {
- ViewableRows = 6,
- ViewableCols = 4,
- maxRows = 8,
- maxCols = 4
+ kViewableRows = 6,
+ kViewableCols = 4,
+ kMaxRows = 8,
+ kMaxCols = 4
};
public:
@@ -717,16 +717,16 @@ public:
// this is to determine size of containers
public:
virtual uint16 getViewableRows() {
- return ViewableRows;
+ return kViewableRows;
}
virtual uint16 getViewableCols() {
- return ViewableCols;
+ return kViewableCols;
}
virtual uint16 getMaxRows() {
- return maxRows;
+ return kMaxRows;
}
virtual uint16 getMaxCols() {
- return maxCols;
+ return kMaxCols;
}
// this returns the type of charge an item can have
Commit: aa481ba77bc5aa521ca1973fda28f46771bb4a38
https://github.com/scummvm/scummvm/commit/aa481ba77bc5aa521ca1973fda28f46771bb4a38
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T13:25:55+02:00
Commit Message:
SAGA2: Rename enums in actor.h
Changed paths:
engines/saga2/actor.cpp
engines/saga2/actor.h
engines/saga2/assign.cpp
engines/saga2/assign.h
engines/saga2/dispnode.cpp
engines/saga2/effects.cpp
engines/saga2/intrface.cpp
engines/saga2/magic.cpp
engines/saga2/motion.cpp
engines/saga2/motion.h
engines/saga2/objproto.cpp
engines/saga2/player.cpp
engines/saga2/player.h
engines/saga2/sagafunc.cpp
engines/saga2/speech.cpp
engines/saga2/task.cpp
engines/saga2/tilemode.cpp
diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index a03d8e3d29a..cb7bf5965c3 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -197,7 +197,7 @@ bool ActorProto::strikeAction(
ObjectSoundFXs *soundFXs;
Location al = Location(a->getLocation(), a->IDParent());
- if (itemPtr->acceptStrike(enactor, dObj, effStats->getSkillLevel(skillIDBludgeon)))
+ if (itemPtr->acceptStrike(enactor, dObj, effStats->getSkillLevel(kSkillIDBludgeon)))
return true;
soundFXs = &objectSoundFXTable[soundFXClass];
@@ -232,7 +232,7 @@ bool ActorProto::damageAction(
a,
GameObject::objectAddress(target),
GameObject::objectAddress(dObj),
- effStats->getSkillLevel(skillIDBrawn));
+ effStats->getSkillLevel(kSkillIDBrawn));
return true;
}
@@ -415,7 +415,7 @@ bool ActorProto::acceptDamageAction(
// morale check
if (damageScore >= vitality) {
MotionTask::die(*a);
- AddFactionTally(a->_faction, factionNumKills, 1);
+ AddFactionTally(a->_faction, kFactionNumKills, 1);
if (enactorPtr != nullptr)
enactorPtr->handleSuccessfulKill(a);
} else
@@ -497,8 +497,8 @@ bool ActorProto::acceptStrikeAction(
const int avgHitChance = toHitBase / 2;
const int skillScalingFactor =
(avgHitChance
- + ActorAttributes::skillLevels - 1)
- / ActorAttributes::skillLevels;
+ + ActorAttributes::kSkillLevels - 1)
+ / ActorAttributes::kSkillLevels;
const int dodgingBonus = 10;
Actor *a = (Actor *)GameObject::objectAddress(dObj);
@@ -523,7 +523,7 @@ bool ActorProto::acceptStrikeAction(
// Determine "to hit" percentage
hitChance = avgHitChance
+ ((int)skillIndex
- - (int)effStats->getSkillLevel(skillIDAgility))
+ - (int)effStats->getSkillLevel(kSkillIDAgility))
* skillScalingFactor;
// Factor in armor bonus
@@ -590,7 +590,7 @@ bool ActorProto::acceptStrikeAction(
if (actorIDToPlayerID(dObj, playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDAgility, 1);
+ player->skillAdvance(kSkillIDAgility, 1);
}
}
@@ -708,9 +708,9 @@ void ActorProto::initiateAttack(ObjectID attacker, ObjectID target) {
// Start the attack motion
if (attackerPtr->_appearance != nullptr) {
- if (attackerPtr->isActionAvailable(actionSwingHigh))
+ if (attackerPtr->isActionAvailable(kActionSwingHigh))
MotionTask::oneHandedSwing(*attackerPtr, *targetPtr);
- else if (attackerPtr->isActionAvailable(actionTwoHandSwingHigh))
+ else if (attackerPtr->isActionAvailable(kActionTwoHandSwingHigh))
MotionTask::twoHandedSwing(*attackerPtr, *targetPtr);
} else
MotionTask::oneHandedSwing(*attackerPtr, *targetPtr);
@@ -745,7 +745,7 @@ void ActorProto::doBackgroundUpdate(GameObject *obj) {
// If this is a temporary actor waiting for expiration,
// then decrement the expiration counter and possibly
// delete the actor
- if ((a->_flags & Actor::temporary) || a->isDead()) {
+ if ((a->_flags & Actor::kAFTemporary) || a->isDead()) {
if (a->_deactivationCounter <= 0) {
a->deleteObjectRecursive();
return;
@@ -753,8 +753,8 @@ void ActorProto::doBackgroundUpdate(GameObject *obj) {
} else {
// If the actor has failed morale there is a random
// chance of him regaining his courage
- if ((a->_flags & Actor::afraid) && g_vm->_rnd->getRandomNumber(127) == 0)
- a->_flags &= ~Actor::afraid;
+ if ((a->_flags & Actor::kAFAfraid) && g_vm->_rnd->getRandomNumber(127) == 0)
+ a->_flags &= ~Actor::kAFAfraid;
}
}
@@ -803,10 +803,10 @@ void ActorProto::applySkillGrowth(ObjectID enactor, uint8 points) {
if (actorIDToPlayerID(enactor, playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDBludgeon, points);
+ player->skillAdvance(kSkillIDBludgeon, points);
if (g_vm->_rnd->getRandomNumber(1))
- player->skillAdvance(skillIDBrawn, points);
+ player->skillAdvance(kSkillIDBrawn, points);
}
}
@@ -861,7 +861,7 @@ uint16 ActorProto::massCapacity(GameObject *container) {
ActorAttributes *effStats = a->getStats();
return baseCarryingCapacity
- + effStats->getSkillLevel(skillIDBrawn)
+ + effStats->getSkillLevel(kSkillIDBrawn)
* carryingCapacityBonusPerBrawn;
}
@@ -939,7 +939,7 @@ void Actor::init(
uint8 colorSchemeIndex,
uint8 factionNum,
uint8 initFlags) {
- debugC(1, kDebugActors, "Actor init flags: %d, permanent: %d", initFlags, initFlags & actorPermanent);
+ debugC(1, kDebugActors, "Actor init flags: %d, permanent: %d", initFlags, initFlags & kActorPermanent);
// Fixup the prototype pointer to point to an actor prototype
_prototype = (ProtoObj *)g_vm->_actorProtos[protoIndex];
@@ -976,12 +976,12 @@ void Actor::init(
for (uint i = 0; i < ARRAYSIZE(_conversationMemory); ++i)
_conversationMemory[i] = 0;
- _currentAnimation = actionStand;
+ _currentAnimation = kActionStand;
_currentPose = 0;
_animationFlags = 0;
_flags = 0;
- if (!(initFlags & actorPermanent))
- _flags |= temporary;
+ if (!(initFlags & kActorPermanent))
+ _flags |= kAFTemporary;
_poseInfo.flags = 0;
_poseInfo.actorFrameIndex = 0;
@@ -997,7 +997,7 @@ void Actor::init(
_moveTask = nullptr;
_enchantmentFlags = 0L;
_curTask = nullptr;
- _currentGoal = actorGoalFollowAssignment;
+ _currentGoal = kActorGoalFollowAssignment;
_deactivationCounter = 0;
_assignment = nullptr;
@@ -1048,7 +1048,7 @@ Actor::Actor() {
for (uint i = 0; i < ARRAYSIZE(_conversationMemory); ++i)
_conversationMemory[i] = 0;
- _currentAnimation = actionStand;
+ _currentAnimation = kActionStand;
_currentPose = 0;
_animationFlags = 0;
_flags = 0;
@@ -1067,7 +1067,7 @@ Actor::Actor() {
_moveTask = nullptr;
_enchantmentFlags = 0L;
_curTask = nullptr;
- _currentGoal = actorGoalFollowAssignment;
+ _currentGoal = kActorGoalFollowAssignment;
_deactivationCounter = 0;
_assignment = nullptr;
@@ -1117,7 +1117,7 @@ Actor::Actor(const ResourceActor &res) : GameObject(res) {
for (uint i = 0; i < ARRAYSIZE(_conversationMemory); ++i)
_conversationMemory[i] = 0;
- _currentAnimation = actionStand;
+ _currentAnimation = kActionStand;
_currentPose = 0;
_animationFlags = 0;
_flags = 0;
@@ -1136,7 +1136,7 @@ Actor::Actor(const ResourceActor &res) : GameObject(res) {
_moveTask = nullptr;
_enchantmentFlags = 0L;
_curTask = nullptr;
- _currentGoal = actorGoalFollowAssignment;
+ _currentGoal = kActorGoalFollowAssignment;
_deactivationCounter = 0;
_assignment = nullptr;
@@ -1225,7 +1225,7 @@ Actor::Actor(Common::InSaveFile *in) : GameObject(in) {
for (int i = 0; i < ARRAYSIZE(_scriptVar); ++i)
_scriptVar[i] = in->readSint16LE();
- if (_flags & hasAssignment) {
+ if (_flags & kAFHasAssignment) {
readAssignment(this, in);
} else {
_assignment = nullptr;
@@ -1290,7 +1290,7 @@ int32 Actor::archiveSize() {
int32 size = GameObject::archiveSize();
size += sizeof(ActorArchive);
- if (_flags & hasAssignment)
+ if (_flags & kAFHasAssignment)
size += assignmentArchiveSize(this);
return size;
@@ -1361,7 +1361,7 @@ void Actor::write(Common::MemoryWriteStreamDynamic *out) {
out->writeUint16LE(_currentTargetID);
out->write(_scriptVar, sizeof(_scriptVar));
- if (_flags & hasAssignment)
+ if (_flags & kAFHasAssignment)
writeAssignment(this, out);
debugC(4, kDebugSaveload, "... _faction = %d", _faction);
@@ -1426,7 +1426,7 @@ Actor *Actor::newActor(
for (i = kPlayerActors; i < kActorCount; i++) {
a = g_vm->_act->_actorList[i];
- if ((a->_flags & temporary)
+ if ((a->_flags & kAFTemporary)
&& !a->isActivated()
&& isWorld(a->IDParent()))
break;
@@ -1455,7 +1455,7 @@ Actor *Actor::newActor(
factionNum,
initFlags);
- if (a->_flags & temporary) {
+ if (a->_flags & kAFTemporary) {
incTempActorCount(protoNum);
debugC(1, kDebugActors, "Actors: Created temp actor %d (%s) new count:%d", a->thisID() - 32768, a->objName(), getTempActorCount(protoNum));
}
@@ -1467,7 +1467,7 @@ Actor *Actor::newActor(
// Delete this actor
void Actor::deleteActor() {
- if (_flags & temporary) {
+ if (_flags & kAFTemporary) {
uint16 protoNum = getProtoNum();
decTempActorCount(protoNum);
@@ -1594,16 +1594,16 @@ void Actor::vitalityUpdate() {
int16 fractionRecover;
// get the whole number first
- recover = _recPointsPerUpdate / recPointsPerVitality;
+ recover = _recPointsPerUpdate / kRecPointsPerVitality;
// get the fraction
- fractionRecover = _recPointsPerUpdate % recPointsPerVitality;
+ fractionRecover = _recPointsPerUpdate % kRecPointsPerVitality;
// if there is an overrun
- if (_currentRecoveryPoints + fractionRecover > recPointsPerVitality) {
+ if (_currentRecoveryPoints + fractionRecover > kRecPointsPerVitality) {
// add the overrun to the whole number
recover++;
- _currentRecoveryPoints = (_currentRecoveryPoints + fractionRecover) - recPointsPerVitality;
+ _currentRecoveryPoints = (_currentRecoveryPoints + fractionRecover) - kRecPointsPerVitality;
} else {
_currentRecoveryPoints += fractionRecover;
}
@@ -1657,7 +1657,7 @@ void Actor::deactivateActor() {
}
// Temporary actors get deleted upon deactivation
- if ((_flags & temporary) || isDead()) {
+ if ((_flags & kAFTemporary) || isDead()) {
_deactivationCounter = 10; // actor lasts for 50 seconds
}
}
@@ -1666,12 +1666,12 @@ void Actor::deactivateActor() {
// Delobotomize this actor
void Actor::delobotomize() {
- if (!(_flags & lobotomized)) return;
+ if (!(_flags & kAFLobotomized)) return;
ObjectID dObj = thisID();
scriptCallFrame scf;
- _flags &= ~lobotomized;
+ _flags &= ~kAFLobotomized;
scf.invokedObject = dObj;
scf.enactor = dObj;
@@ -1688,7 +1688,7 @@ void Actor::delobotomize() {
// Lobotomize this actor
void Actor::lobotomize() {
- if (_flags & lobotomized) return;
+ if (_flags & kAFLobotomized) return;
ObjectID dObj = thisID();
scriptCallFrame scf;
@@ -1704,7 +1704,7 @@ void Actor::lobotomize() {
if (_moveTask != nullptr)
_moveTask->remove();
- _flags |= lobotomized;
+ _flags |= kAFLobotomized;
scf.invokedObject = dObj;
scf.enactor = dObj;
@@ -1722,10 +1722,10 @@ void Actor::lobotomize() {
// structure.
ActorAttributes *Actor::getBaseStats() {
- if (_disposition < dispositionPlayer)
+ if (_disposition < kDispositionPlayer)
return &((ActorProto *)_prototype)->baseStats;
else
- return &g_vm->_playerList[_disposition - dispositionPlayer]->_baseStats;
+ return &g_vm->_playerList[_disposition - kDispositionPlayer]->_baseStats;
}
//-----------------------------------------------------------------------
@@ -1733,7 +1733,7 @@ ActorAttributes *Actor::getBaseStats() {
// is a non-player actor, the base stats are in the prototype.
uint32 Actor::getBaseEnchantmentEffects() {
- //if ( disposition < dispositionPlayer )
+ //if ( disposition < kDispositionPlayer )
return ((ActorProto *)_prototype)->baseEffectFlags;
}
@@ -1742,7 +1742,7 @@ uint32 Actor::getBaseEnchantmentEffects() {
// is a non-player actor, the base stats are in the prototype.
uint16 Actor::getBaseResistance() {
- //if ( disposition < dispositionPlayer )
+ //if ( disposition < kDispositionPlayer )
return ((ActorProto *)_prototype)->resistance;
}
@@ -1751,7 +1751,7 @@ uint16 Actor::getBaseResistance() {
// is a non-player actor, the base stats are in the prototype.
uint16 Actor::getBaseImmunity() {
- //if ( disposition < dispositionPlayer )
+ //if ( disposition < kDispositionPlayer )
return ((ActorProto *)_prototype)->immunity;
}
@@ -2056,8 +2056,8 @@ int16 Actor::setAction(int16 newState, int16 flags) {
_animationFlags = flags;
// If they haven't set the "no reset" flag, then
- if (!(flags & animateNoRestart)) {
- if (flags & animateReverse) _currentPose = numPoses - 1;
+ if (!(flags & kAnimateNoRestart)) {
+ if (flags & kAnimateReverse) _currentPose = numPoses - 1;
else _currentPose = 0;
} else {
_currentPose = clamp(0, _currentPose, numPoses - 1);
@@ -2127,22 +2127,22 @@ bool Actor::nextAnimationFrame() {
// RUnlockHandle( appearance->animations );
if (_appearance == nullptr) {
- if (_animationFlags & animateOnHold) {
+ if (_animationFlags & kAnimateOnHold) {
return false;
- } else if (_animationFlags & animateRepeat) {
- _animationFlags |= animateOnHold;
+ } else if (_animationFlags & kAnimateRepeat) {
+ _animationFlags |= kAnimateOnHold;
return false;
} else {
- _animationFlags |= animateFinished;
+ _animationFlags |= kAnimateFinished;
return true;
}
- } else _animationFlags &= ~animateOnHold;
+ } else _animationFlags &= ~kAnimateOnHold;
// Get the number of frames in the animation
anim = _appearance->animation(_currentAnimation);
numPoses = anim->count[_currentFacing];
if (numPoses <= 0) {
- _animationFlags |= animateFinished;
+ _animationFlags |= kAnimateFinished;
return true; // no poses, return DONE
}
@@ -2150,15 +2150,15 @@ bool Actor::nextAnimationFrame() {
// been loaded, then don't update the animation state --
// wait until the sprite gets loaded, and then continue
// with the action.
- if (_animationFlags & animateNotLoaded) return false;
+ if (_animationFlags & kAnimateNotLoaded) return false;
// If the animation has reached the last frame, then exit.
- if (_animationFlags & animateFinished) return true;
+ if (_animationFlags & kAnimateFinished) return true;
- if (_animationFlags & animateRandom) {
+ if (_animationFlags & kAnimateRandom) {
// Select a random frame from the series.
_currentPose = g_vm->_rnd->getRandomNumber(numPoses - 1);
- } else if (_animationFlags & animateReverse) {
+ } else if (_animationFlags & kAnimateReverse) {
// Note that the logic for forward repeats is slightly
// different for reverse repeats. Specifically, the
// "alternate" flag is always checked when going forward,
@@ -2170,16 +2170,16 @@ bool Actor::nextAnimationFrame() {
_currentPose--;
// Check if this is the last frame
- if (_currentPose <= 0 && !(_animationFlags & animateRepeat)) {
- _animationFlags |= animateFinished;
+ if (_currentPose <= 0 && !(_animationFlags & kAnimateRepeat)) {
+ _animationFlags |= kAnimateFinished;
}
- } else if (_animationFlags & animateRepeat) {
+ } else if (_animationFlags & kAnimateRepeat) {
// If we're repeating, check for a back & forth,
// or for a wraparound. Also checks for case of
// a degenerate series (1 frame only)
- if (_animationFlags & animateAlternate) {
- _animationFlags &= ~animateReverse;
+ if (_animationFlags & kAnimateAlternate) {
+ _animationFlags &= ~kAnimateReverse;
_currentPose = MIN(1, numPoses - 1);
} else {
_currentPose = numPoses - 1;
@@ -2192,17 +2192,17 @@ bool Actor::nextAnimationFrame() {
// Check if this is the last frame
if (_currentPose >= numPoses - 1 &&
- !(_animationFlags & (animateAlternate | animateRepeat)))
- _animationFlags |= animateFinished;
- } else if (_animationFlags & animateAlternate) {
+ !(_animationFlags & (kAnimateAlternate | kAnimateRepeat)))
+ _animationFlags |= kAnimateFinished;
+ } else if (_animationFlags & kAnimateAlternate) {
// At the end of the sequence, reverse direction
- _animationFlags |= animateReverse;
+ _animationFlags |= kAnimateReverse;
_currentPose = MAX(_currentPose - 1, 0);
- } else if (_animationFlags & animateRepeat) {
+ } else if (_animationFlags & kAnimateRepeat) {
// Wrap back to beginning
_currentPose = 0;
} else //If Last Frame And Not Animate Repeat or Alternate
- _animationFlags |= animateFinished;
+ _animationFlags |= kAnimateFinished;
}
return false;
}
@@ -2291,7 +2291,7 @@ void Actor::updateAppearance(int32) {
// static uint16 count;
// count++;
- if (isDead() || !isActivated() || (_flags & lobotomized)) return;
+ if (isDead() || !isActivated() || (_flags & kAFLobotomized)) return;
#if DEBUG*0
WriteStatusF(4, "Wait Count %d Attitude %d", cycleCount, attitude);
@@ -2305,8 +2305,8 @@ void Actor::updateAppearance(int32) {
#endif
if (_appearance) {
- if (animationFrames(actionStand, _currentFacing) == 1) {
- if (_flags & fightStance) {
+ if (animationFrames(kActionStand, _currentFacing) == 1) {
+ if (_flags & kAFFightStance) {
GameObject *weapon = offensiveObject();
if (weapon == this) weapon = nullptr;
@@ -2316,10 +2316,10 @@ void Actor::updateAppearance(int32) {
setAction(weaponProto->fightStanceAction(thisID()), 0);
} else {
- if (isActionAvailable(actionSwingHigh))
- setAction(actionSwingHigh, 0);
+ if (isActionAvailable(kActionSwingHigh))
+ setAction(kActionSwingHigh, 0);
else
- setAction(actionTwoHandSwingHigh, 0);
+ setAction(kActionTwoHandSwingHigh, 0);
}
_cycleCount = 0;
@@ -2327,7 +2327,7 @@ void Actor::updateAppearance(int32) {
if (_cycleCount > 0) { //If In Wait State Between Wait Animation
_cycleCount--;
- setAction(actionStand, 0); //Just stand still
+ setAction(kActionStand, 0); //Just stand still
} else { // Wait Animation
if (_cycleCount == 0) { //If Just Starting Wait Animation
_cycleCount--;
@@ -2335,24 +2335,24 @@ void Actor::updateAppearance(int32) {
//Currently Attitude Not Set So Always Hits Zero
case 0:
//Returns True If Successful No Checking Yet
- setAvailableAction(actionWaitAgressive,
- actionWaitImpatient,
- actionWaitFriendly,
- actionStand); // This is default
+ setAvailableAction(kActionWaitAgressive,
+ kActionWaitImpatient,
+ kActionWaitFriendly,
+ kActionStand); // This is default
break;
case 1:
- setAvailableAction(actionWaitImpatient,
- actionWaitFriendly,
- actionWaitAgressive,
- actionStand);
+ setAvailableAction(kActionWaitImpatient,
+ kActionWaitFriendly,
+ kActionWaitAgressive,
+ kActionStand);
break;
case 2:
- setAvailableAction(actionWaitFriendly,
- actionWaitImpatient,
- actionWaitAgressive,
- actionStand);
+ setAvailableAction(kActionWaitFriendly,
+ kActionWaitImpatient,
+ kActionWaitAgressive,
+ kActionStand);
}
} else //Assume -1
@@ -2361,9 +2361,9 @@ void Actor::updateAppearance(int32) {
}
}
} else {
- if (_currentAnimation != actionStand
- || (_animationFlags & animateRepeat) == 0)
- setAction(actionStand, animateRepeat);
+ if (_currentAnimation != kActionStand
+ || (_animationFlags & kAnimateRepeat) == 0)
+ setAction(kActionStand, kAnimateRepeat);
else
nextAnimationFrame();
}
@@ -2407,8 +2407,8 @@ void Actor::setGoal(uint8 newGoal) {
void Actor::evaluateNeeds() {
if (!isDead()
&& isActivated()
- && !(_flags & lobotomized)) {
- if (_disposition >= dispositionPlayer) {
+ && !(_flags & kAFLobotomized)) {
+ if (_disposition >= kDispositionPlayer) {
if (g_vm->_act->_combatBehaviorEnabled) {
SenseInfo info;
@@ -2420,28 +2420,28 @@ void Actor::evaluateNeeds() {
info,
maxSenseRange,
actorPropIDEnemy)) {
- PlayerActorID playerID = _disposition - dispositionPlayer;
+ PlayerActorID playerID = _disposition - kDispositionPlayer;
if (isAggressive(playerID))
- setGoal(actorGoalAttackEnemy);
+ setGoal(kActorGoalAttackEnemy);
else {
if (_leader != nullptr && inBandingRange())
- setGoal(actorGoalAvoidEnemies);
+ setGoal(kActorGoalAvoidEnemies);
else
- setGoal(actorGoalPreserveSelf);
+ setGoal(kActorGoalPreserveSelf);
}
} else if (_leader != nullptr && inBandingRange()) {
- setGoal(actorGoalFollowLeader);
+ setGoal(kActorGoalFollowLeader);
} else {
- setGoal(actorGoalFollowAssignment);
+ setGoal(kActorGoalFollowAssignment);
}
} else if (_leader != nullptr && inBandingRange()) {
- setGoal(actorGoalFollowLeader);
+ setGoal(kActorGoalFollowLeader);
} else {
- setGoal(actorGoalFollowAssignment);
+ setGoal(kActorGoalFollowAssignment);
}
} else {
- if (_disposition == dispositionEnemy
+ if (_disposition == kDispositionEnemy
&& _appearance != nullptr
&& !hasEffect(actorNotDefenseless)) {
GameObject *obj;
@@ -2459,22 +2459,22 @@ void Actor::evaluateNeeds() {
}
if (!foundWeapon
- && (isActionAvailable(actionSwingHigh)
- || isActionAvailable(actionTwoHandSwingHigh)))
+ && (isActionAvailable(kActionSwingHigh)
+ || isActionAvailable(kActionTwoHandSwingHigh)))
foundWeapon = true;
if (!foundWeapon)
- _flags |= afraid;
+ _flags |= kAFAfraid;
}
- if (_flags & afraid || hasEffect(actorFear) || hasEffect(actorRepelUndead)) {
- setGoal(actorGoalPreserveSelf);
+ if (_flags & kAFAfraid || hasEffect(actorFear) || hasEffect(actorRepelUndead)) {
+ setGoal(kActorGoalPreserveSelf);
} else if (_leader != nullptr && inBandingRange()) {
setGoal(_leader->evaluateFollowerNeeds(this));
} else {
SenseInfo info;
- if (_disposition == dispositionEnemy
+ if (_disposition == kDispositionEnemy
&& (getAssignment() == nullptr
|| canSenseProtaganist(
info,
@@ -2482,9 +2482,9 @@ void Actor::evaluateNeeds() {
|| canSenseProtaganistIndirectly(
info,
maxSenseRange))) {
- setGoal(actorGoalAttackEnemy);
+ setGoal(kActorGoalAttackEnemy);
} else {
- setGoal(actorGoalFollowAssignment);
+ setGoal(kActorGoalFollowAssignment);
}
}
}
@@ -2498,7 +2498,7 @@ void Actor::updateState() {
GameObject::updateState();
- if (_flags & lobotomized)
+ if (_flags & kAFLobotomized)
return;
// Update the action counter
@@ -2510,11 +2510,11 @@ void Actor::updateState() {
&& isInterruptable()
&& (_moveTask == nullptr
|| _moveTask->_motionType != MotionTask::motionTypeDie)) {
- int16 deadState = isActionAvailable(actionDead)
- ? actionDead
- : isActionAvailable(actionDie)
- ? actionDie
- : actionStand;
+ int16 deadState = isActionAvailable(kActionDead)
+ ? kActionDead
+ : isActionAvailable(kActionDie)
+ ? kActionDie
+ : kActionStand;
if (_currentAnimation != deadState)
MotionTask::die(*this);
@@ -2524,8 +2524,8 @@ void Actor::updateState() {
if (!isDead()) {
if (this == getCenterActor()) return;
- if (_flags & specialAttack) {
- _flags &= ~specialAttack;
+ if (_flags & kAFSpecialAttack) {
+ _flags &= ~kAFSpecialAttack;
if (_currentTarget != nullptr) {
scriptCallFrame scf;
@@ -2541,13 +2541,13 @@ void Actor::updateState() {
// If this actor is now deactivated or lobotomized
// return immediately
- if (isDead() || !isActivated() || (_flags & lobotomized))
+ if (isDead() || !isActivated() || (_flags & kAFLobotomized))
return;
}
}
switch (_currentGoal) {
- case actorGoalFollowAssignment: {
+ case kActorGoalFollowAssignment: {
ActorAssignment *assign = getAssignment();
// Iterate until there is no assignment, or the current
@@ -2568,9 +2568,9 @@ void Actor::updateState() {
runObjectMethod(dObj, Method_Actor_onEndAssignment, scf);
- // If this actor is now deactivated or lobotomized
+ // If this actor is now deactivated or kAFLobotomized
// return immediately
- if (isDead() || !isActivated() || (_flags & lobotomized))
+ if (isDead() || !isActivated() || (_flags & kAFLobotomized))
return;
// Re-get the assignment
@@ -2603,7 +2603,7 @@ void Actor::updateState() {
}
break;
- case actorGoalPreserveSelf:
+ case kActorGoalPreserveSelf:
if (_leader != nullptr || _followers != nullptr)
disband();
@@ -2613,7 +2613,7 @@ void Actor::updateState() {
Task *task = new GoAwayFromActorTask(
_curTask,
ActorPropertyTarget(
- _disposition == dispositionEnemy
+ _disposition == kDispositionEnemy
? actorPropIDPlayerActor
: actorPropIDEnemy),
true);
@@ -2628,7 +2628,7 @@ void Actor::updateState() {
}
break;
- case actorGoalAttackEnemy:
+ case kActorGoalAttackEnemy:
if (_curTask == nullptr) {
if ((_curTask = newTaskStack(this)) != nullptr) {
@@ -2639,7 +2639,7 @@ void Actor::updateState() {
Task *task = new HuntToKillTask(
_curTask,
ActorPropertyTarget(
- disp == dispositionEnemy
+ disp == kDispositionEnemy
? actorPropIDPlayerActor
: actorPropIDEnemy));
@@ -2653,7 +2653,7 @@ void Actor::updateState() {
}
break;
- case actorGoalFollowLeader:
+ case kActorGoalFollowLeader:
assert(isActor(_leader));
assert(_followers == nullptr);
@@ -2663,7 +2663,7 @@ void Actor::updateState() {
break;
- case actorGoalAvoidEnemies:
+ case kActorGoalAvoidEnemies:
assert(isActor(_leader));
assert(_followers == nullptr);
@@ -2694,7 +2694,7 @@ void Actor::handleTaskCompletion(TaskResult result) {
_curTask = nullptr;
switch (_currentGoal) {
- case actorGoalFollowAssignment: {
+ case kActorGoalFollowAssignment: {
ActorAssignment *assign = getAssignment();
// If we've gotten to this point, there had better be an
@@ -2723,9 +2723,9 @@ void Actor::handleOffensiveAct(Actor *attacker) {
runObjectMethod(dObj, Method_Actor_onAttacked, scf);
- if (_disposition == dispositionFriendly) {
- if (attacker->_disposition >= dispositionPlayer) {
- _disposition = dispositionEnemy;
+ if (_disposition == kDispositionFriendly) {
+ if (attacker->_disposition >= kDispositionPlayer) {
+ _disposition = kDispositionEnemy;
evaluateNeeds();
}
}
@@ -2738,24 +2738,24 @@ void Actor::handleOffensiveAct(Actor *attacker) {
void Actor::handleDamageTaken(uint8 damage) {
uint8 combatBehavior = ((ActorProto *)_prototype)->combatBehavior;
- if (combatBehavior == behaviorHungry) return;
+ if (combatBehavior == kBehaviorHungry) return;
if (offensiveObject() == this
- && !isActionAvailable(actionSwingHigh)
- && !isActionAvailable(actionTwoHandSwingHigh)
+ && !isActionAvailable(kActionSwingHigh)
+ && !isActionAvailable(kActionTwoHandSwingHigh)
&& !hasEffect(actorNotDefenseless)) {
- _flags |= afraid;
+ _flags |= kAFAfraid;
return;
}
- if (combatBehavior != behaviorHungry
- && (_flags & temporary)
+ if (combatBehavior != kBehaviorHungry
+ && (_flags & kAFTemporary)
&& !hasEffect(actorFear)
&& !hasEffect(actorRepelUndead)) {
- if (_flags & afraid) {
+ if (_flags & kAFAfraid) {
// Let's give monsters a small chance of regaining their courage
if ((uint16)g_vm->_rnd->getRandomNumber(0xffff) <= 0x3fff)
- _flags &= ~afraid;
+ _flags &= ~kAFAfraid;
} else {
int16 i,
fellowBandMembers,
@@ -2768,9 +2768,9 @@ void Actor::handleDamageTaken(uint8 damage) {
moraleBase /= 3;
// Adjust morale base according to the combat behavior
- if (combatBehavior == behaviorCowardly)
+ if (combatBehavior == kBehaviorCowardly)
moraleBase += moraleBase / 2;
- else if (combatBehavior == behaviorBerserk)
+ else if (combatBehavior == kBehaviorBerserk)
moraleBase -= moraleBase / 2;
// Determine how many fellow band members this actor has.
@@ -2791,7 +2791,7 @@ void Actor::handleDamageTaken(uint8 damage) {
// Test this actor's morale
if ((uint16)g_vm->_rnd->getRandomNumber(0xffff) <= moraleBase)
- _flags |= afraid;
+ _flags |= kAFAfraid;
}
}
}
@@ -2924,7 +2924,7 @@ void Actor::evaluateMeleeAttack(Actor *attacker) {
thisID(),
attacker->thisID());
} else {
- if (isActionAvailable(actionJumpUp))
+ if (isActionAvailable(kActionJumpUp))
MotionTask::dodge(*this, *attacker);
}
}
@@ -3048,20 +3048,20 @@ void Actor::removeFollower(Actor *bandMember) {
ActorProto *proto = (ActorProto *)follower->_prototype;
uint8 combatBehavior = proto->combatBehavior;
- if (follower->_currentGoal == actorGoalAttackEnemy
- && combatBehavior != behaviorHungry) {
+ if (follower->_currentGoal == kActorGoalAttackEnemy
+ && combatBehavior != kBehaviorHungry) {
uint32 moraleBase;
- moraleBase = combatBehavior == behaviorCowardly
+ moraleBase = combatBehavior == kBehaviorCowardly
? (1 << 16) / 4
- : combatBehavior == behaviorSmart
+ : combatBehavior == kBehaviorSmart
? (1 << 16) / 8
: (1 << 16) / 16;
moraleBase -= moraleBase * moraleBonus >> 16;
if ((uint16)g_vm->_rnd->getRandomNumber(0xffff) <= moraleBase)
- follower->_flags |= afraid;
+ follower->_flags |= kAFAfraid;
}
}
}
@@ -3098,16 +3098,16 @@ uint8 Actor::evaluateFollowerNeeds(Actor *follower) {
SenseInfo info;
- if ((_disposition == dispositionEnemy
+ if ((_disposition == kDispositionEnemy
&& follower->canSenseProtaganist(info, maxSenseRange))
- || (_disposition >= dispositionPlayer
+ || (_disposition >= kDispositionPlayer
&& follower->canSenseActorProperty(
info,
maxSenseRange,
actorPropIDEnemy)))
- return actorGoalAttackEnemy;
+ return kActorGoalAttackEnemy;
- return actorGoalFollowLeader;
+ return kActorGoalFollowLeader;
}
// Returns 0 if not moving, 1 if path being calculated,
@@ -3489,9 +3489,9 @@ void initActors() {
g_vm->_act->_actorList.push_back(a);
}
- g_vm->_act->_actorList[0]->_disposition = dispositionPlayer + 0;
- g_vm->_act->_actorList[1]->_disposition = dispositionPlayer + 1;
- g_vm->_act->_actorList[2]->_disposition = dispositionPlayer + 2;
+ g_vm->_act->_actorList[0]->_disposition = kDispositionPlayer + 0;
+ g_vm->_act->_actorList[1]->_disposition = kDispositionPlayer + 1;
+ g_vm->_act->_actorList[2]->_disposition = kDispositionPlayer + 2;
}
void saveActors(Common::OutSaveFile *outS) {
@@ -3566,14 +3566,14 @@ int16 AddFactionTally(int faction, enum factionTallyTypes act, int amt) {
error("Scripter: Tell Talin to increase kMaxFactions!\n");
assert(faction >= 0);
assert(act >= 0);
- assert(act < factionNumColumns);
+ assert(act < kFactionNumColumns);
#endif
/*
// If faction attitude counts get to big then down-scale all of them
// in proportion.
if ( g_vm->_act->_factionTable[faction][act] + amt > maxint16 )
{
- for (int i = 0; i < factionNumColumns; i++)
+ for (int i = 0; i < kFactionNumColumns; i++)
g_vm->_act->_factionTable[faction][i] >>= 1;
}
@@ -3597,7 +3597,7 @@ int16 GetFactionTally(int faction, enum factionTallyTypes act) {
error("Scripter: Tell Talin to increase kMaxFactions!\n");
assert(faction >= 0);
assert(act >= 0);
- assert(act < factionNumColumns);
+ assert(act < kFactionNumColumns);
#endif
return g_vm->_act->_factionTable[faction][act];
@@ -3616,7 +3616,7 @@ void saveFactionTallies(Common::OutSaveFile *outS) {
outS->write("FACT", 4);
CHUNK_BEGIN;
for (int i = 0; i < kMaxFactions; ++i) {
- for (int j = 0; j < factionNumColumns; ++j)
+ for (int j = 0; j < kFactionNumColumns; ++j)
out->writeSint16LE(g_vm->_act->_factionTable[i][j]);
}
CHUNK_END;
@@ -3626,7 +3626,7 @@ void loadFactionTallies(Common::InSaveFile *in) {
debugC(2, kDebugSaveload, "Loading Faction Tallies");
for (int i = 0; i < kMaxFactions; ++i) {
- for (int j = 0; j < factionNumColumns; ++j)
+ for (int j = 0; j < kFactionNumColumns; ++j)
g_vm->_act->_factionTable[i][j] = in->readSint16LE();
}
}
diff --git a/engines/saga2/actor.h b/engines/saga2/actor.h
index 64578cc8528..8bdf3cb891d 100644
--- a/engines/saga2/actor.h
+++ b/engines/saga2/actor.h
@@ -46,20 +46,20 @@ const int actorScriptVars = 4;
// Defines the colors of MANA
enum ActorSkillID {
- skillIDArchery = 0,
- skillIDSwordcraft,
- skillIDShieldcraft,
- skillIDBludgeon,
- skillIDThrowing, // gone
- skillIDSpellcraft,
- skillIDStealth, // gone
- skillIDAgility,
- skillIDBrawn,
- skillIDLockpick, // gone
- skillIDPilfer, // gone
- skillIDFirstAid, // gone
- skillIDSpotHidden, // gone
- numSkills
+ kSkillIDArchery = 0,
+ kSkillIDSwordcraft,
+ kSkillIDShieldcraft,
+ kSkillIDBludgeon,
+ kSkillIDThrowing, // gone
+ kSkillIDSpellcraft,
+ kSkillIDStealth, // gone
+ kSkillIDAgility,
+ kSkillIDBrawn,
+ kSkillIDLockpick, // gone
+ kSkillIDPilfer, // gone
+ kSkillIDFirstAid, // gone
+ kSkillIDSpotHidden, // gone
+ kNumSkills
};
enum ArmorObjectTypes {
@@ -95,14 +95,14 @@ struct ArmorAttributes {
// This defines the basic skills possessed by an actor
struct ActorAttributes {
enum skillInfo {
- skillBasePercent = 100,
- skillFracPointsPerLevel = 5, // this being twenty and levels at 5
- skillLevels = 20, // will make the advancement calc quick & easy
- skillMaxLevel = skillFracPointsPerLevel * skillLevels
+ kSkillBasePercent = 100,
+ kSkillFracPointsPerLevel = 5, // this being twenty and levels at 5
+ kSkillLevels = 20, // will make the advancement calc quick & easy
+ kSkillMaxLevel = kSkillFracPointsPerLevel * kSkillLevels
};
enum vitalityInfo {
- vitalityLimit = 256
+ kVitalityLimit = 256
};
// Automatic skills
@@ -138,19 +138,19 @@ struct ActorAttributes {
uint8 &skill(int16 id) {
switch (id) {
- case skillIDArchery: return archery;
- case skillIDSwordcraft: return swordcraft;
- case skillIDShieldcraft: return shieldcraft;
- case skillIDBludgeon: return bludgeon;
- case skillIDThrowing: return throwing;
- case skillIDSpellcraft: return spellcraft;
- case skillIDStealth: return stealth;
- case skillIDAgility: return agility;
- case skillIDBrawn: return brawn;
- case skillIDLockpick: return lockpick;
- case skillIDPilfer: return pilfer;
- case skillIDFirstAid: return firstAid;
- case skillIDSpotHidden: return spotHidden;
+ case kSkillIDArchery: return archery;
+ case kSkillIDSwordcraft: return swordcraft;
+ case kSkillIDShieldcraft: return shieldcraft;
+ case kSkillIDBludgeon: return bludgeon;
+ case kSkillIDThrowing: return throwing;
+ case kSkillIDSpellcraft: return spellcraft;
+ case kSkillIDStealth: return stealth;
+ case kSkillIDAgility: return agility;
+ case kSkillIDBrawn: return brawn;
+ case kSkillIDLockpick: return lockpick;
+ case kSkillIDPilfer: return pilfer;
+ case kSkillIDFirstAid: return firstAid;
+ case kSkillIDSpotHidden: return spotHidden;
}
error("Incorrect skill id: %d", id);
}
@@ -167,7 +167,7 @@ struct ActorAttributes {
}
uint8 getSkillLevel(int16 id) {
- return skill(id) / skillFracPointsPerLevel + 1;
+ return skill(id) / kSkillFracPointsPerLevel + 1;
}
void read(Common::InSaveFile *in) {
@@ -221,17 +221,17 @@ struct ActorAttributes {
const int baseCarryingCapacity = 100;
-const int carryingCapacityBonusPerBrawn = 200 / ActorAttributes::skillLevels;
+const int carryingCapacityBonusPerBrawn = 200 / ActorAttributes::kSkillLevels;
/* ===================================================================== *
ResourceActorProtoExtension structure
* ===================================================================== */
enum combatBehaviorTypes {
- behaviorHungry,
- behaviorCowardly,
- behaviorBerserk,
- behaviorSmart
+ kBehaviorHungry,
+ kBehaviorCowardly,
+ kBehaviorBerserk,
+ kBehaviorSmart
};
// This defines the additional data fields needed for actor prototypes
@@ -417,36 +417,36 @@ public:
* ============================================================================ */
enum actorCreationFlags {
- actorPermanent = (1 << 0)
+ kActorPermanent = (1 << 0)
};
enum DispositionType {
- dispositionFriendly,
- dispositionEnemy,
+ kDispositionFriendly,
+ kDispositionEnemy,
- dispositionPlayer
+ kDispositionPlayer
};
enum actionSequenceOptions {
// Flags set by call to setAction
- animateRepeat = (1 << 0), // repeat animation when done
- animateReverse = (1 << 1), // animate in reverse direction
- animateAlternate = (1 << 2), // both directions, back & forth
- animateRandom = (1 << 3), // pick a random frame
- animateNoRestart = (1 << 4), // don't reset from start
+ kAnimateRepeat = (1 << 0), // repeat animation when done
+ kAnimateReverse = (1 << 1), // animate in reverse direction
+ kAnimateAlternate = (1 << 2), // both directions, back & forth
+ kAnimateRandom = (1 << 3), // pick a random frame
+ kAnimateNoRestart = (1 << 4), // don't reset from start
// This flag is set if the animation has been put on hold until
// the actor's appearance is reloaded.
- animateOnHold = (1 << 5),
+ kAnimateOnHold = (1 << 5),
// This flag is set if the final frame of the animation has
// been reached.
- animateFinished = (1 << 6),
+ kAnimateFinished = (1 << 6),
// This flag gets set if the sprite could not be displayed
// because it's bank hasn't been loaded yet.
- animateNotLoaded = (1 << 7)
+ kAnimateNotLoaded = (1 << 7)
};
// Various types of action sequences
@@ -455,87 +455,87 @@ enum actionSequenceOptions {
enum ActorAnimationTypes {
// Various types of stands
- actionStand = 0, // standing still
- actionWaitAgressive, // an agressive wait cycle
- actionWaitImpatient, // an impatient wait cycle
- actionWaitFriendly, // a a friendly wait cycle
+ kActionStand = 0, // standing still
+ kActionWaitAgressive, // an agressive wait cycle
+ kActionWaitImpatient, // an impatient wait cycle
+ kActionWaitFriendly, // a a friendly wait cycle
// Walking and running
- actionWalk, // walking motion
- actionRun, // running motion
+ kActionWalk, // walking motion
+ kActionRun, // running motion
// Squatting
- actionDuck, // stoop to dodge sword
- actionStoop, // stoop to pick up object
+ kActionDuck, // stoop to dodge sword
+ kActionStoop, // stoop to pick up object
// Jumping
- actionFreeFall, // how he looks in ballistic
- actionFreeFallRunning, // a running leap (free fall)
- actionJumpUp, // begin jump straight up
- actionJumpFwd, // begin jump forward
- actionJumpBack, // begin jump back in surprise
- actionLand, // land after jump
- actionFallBadly, // after a very long fall
+ kActionFreeFall, // how he looks in ballistic
+ kActionFreeFallRunning, // a running leap (free fall)
+ kActionJumpUp, // begin jump straight up
+ kActionJumpFwd, // begin jump forward
+ kActionJumpBack, // begin jump back in surprise
+ kActionLand, // land after jump
+ kActionFallBadly, // after a very long fall
// Climbing
- actionClimbLadder, // climb a ladder (2 directions)
+ kActionClimbLadder, // climb a ladder (2 directions)
// Talking & interacting
- actionTalk, // talking
- actionGesture, // gesture with hands or body
- actionGiveItem, // give or take item
+ kActionTalk, // talking
+ kActionGesture, // gesture with hands or body
+ kActionGiveItem, // give or take item
// Two-handed weapon use
- actionTwoHandSwingHigh, // full overhead swing aim high
- actionTwoHandSwingLow, // full overhead swing aim low
- actionTwoHandSwingLeftHigh, // partial swing on left (high)
- actionTwoHandSwingLeftLow, // partial swing on left (low)
- actionTwoHandSwingRightHigh, // partial swing on rgt (high)
- actionTwoHandSwingRightLow, // partial swing on rgt (low)
- actionTwoHandParry, // hold sword up to parry
+ kActionTwoHandSwingHigh, // full overhead swing aim high
+ kActionTwoHandSwingLow, // full overhead swing aim low
+ kActionTwoHandSwingLeftHigh, // partial swing on left (high)
+ kActionTwoHandSwingLeftLow, // partial swing on left (low)
+ kActionTwoHandSwingRightHigh, // partial swing on rgt (high)
+ kActionTwoHandSwingRightLow, // partial swing on rgt (low)
+ kActionTwoHandParry, // hold sword up to parry
// One-handed weapon use
- actionSwingHigh, // one-handed swing (high)
- actionSwingLow, // one-handed swing (low)
- actionParryHigh, // one-handed parry (high)
- actionParryLow, // one-handed parry (low)
- actionShieldParry, // parry with shield
+ kActionSwingHigh, // one-handed swing (high)
+ kActionSwingLow, // one-handed swing (low)
+ kActionParryHigh, // one-handed parry (high)
+ kActionParryLow, // one-handed parry (low)
+ kActionShieldParry, // parry with shield
- actionThrowObject, // throw
+ kActionThrowObject, // throw
// Other combat actions
- actionFireBow, // fire an arrow
- actionCastSpell, // cast a magic spell
- actionUseWand, // cast a magic spell w/wand
- actionUseStaff, // cast a magic spell w/staff
- actionHit, // show impact of blow
- actionKnockedDown, // knocked down by opponent
- actionDie, // death agony
+ kActionFireBow, // fire an arrow
+ kActionCastSpell, // cast a magic spell
+ kActionUseWand, // cast a magic spell w/wand
+ kActionUseStaff, // cast a magic spell w/staff
+ kActionHit, // show impact of blow
+ kActionKnockedDown, // knocked down by opponent
+ kActionDie, // death agony
// Passive actions
- actionSleep, // sleeping
- actionDead, // dead body on ground
- actionSit, // sitting at table
+ kActionSleep, // sleeping
+ kActionDead, // dead body on ground
+ kActionSit, // sitting at table
// Misc actions built from other frames
- actionListenAtDoor, // listening at doors
- actionShoveDoor, // try to force a door open
- actionSpecial1, // special Action
- actionSpecial2, // special Action
- actionSpecial3, // special Action
- actionSpecial4, // special Action
- actionSpecial5, // special Action
- actionSpecial6, // special Action
- actionSpecial7, // special Action
- actionSpecial8 // special Action
+ kActionListenAtDoor, // listening at doors
+ kActionShoveDoor, // try to force a door open
+ kActionSpecial1, // special Action
+ kActionSpecial2, // special Action
+ kActionSpecial3, // special Action
+ kActionSpecial4, // special Action
+ kActionSpecial5, // special Action
+ kActionSpecial6, // special Action
+ kActionSpecial7, // special Action
+ kActionSpecial8 // special Action
};
enum ActorGoalTypes {
- actorGoalFollowAssignment,
- actorGoalPreserveSelf,
- actorGoalAttackEnemy,
- actorGoalFollowLeader,
- actorGoalAvoidEnemies
+ kActorGoalFollowAssignment,
+ kActorGoalPreserveSelf,
+ kActorGoalAttackEnemy,
+ kActorGoalFollowLeader,
+ kActorGoalAvoidEnemies
};
// The actor structure will be divided into two parts. The
@@ -641,12 +641,12 @@ public:
// Various actor flags
enum {
- lobotomized = (1 << 0),
- temporary = (1 << 1),
- afraid = (1 << 2),
- hasAssignment = (1 << 3),
- specialAttack = (1 << 4),
- fightStance = (1 << 5)
+ kAFLobotomized = (1 << 0),
+ kAFTemporary = (1 << 1),
+ kAFAfraid = (1 << 2),
+ kAFHasAssignment = (1 << 3),
+ kAFSpecialAttack = (1 << 4),
+ kAFFightStance = (1 << 5)
};
uint8 _flags;
@@ -693,7 +693,7 @@ public:
int16 _currentRecoveryPoints; // fraction left from last recovery
enum vitalityRecovery {
- recPointsPerVitality = 10
+ kRecPointsPerVitality = 10
};
@@ -791,7 +791,7 @@ public:
// Return a pointer to the actor's current assignment
ActorAssignment *getAssignment() {
- return _flags & hasAssignment
+ return _flags & kAFHasAssignment
? _assignment
: nullptr;
}
@@ -866,7 +866,7 @@ public:
// Give the actor a new disposition
int16 setDisposition(int16 newDisp) {
int16 oldDisp = _disposition;
- if (newDisp < dispositionPlayer)
+ if (newDisp < kDispositionPlayer)
_disposition = newDisp;
return oldDisp;
}
@@ -1055,14 +1055,14 @@ public:
void setFightStance(bool val) {
if (val)
- _flags |= fightStance;
+ _flags |= kAFFightStance;
else
- _flags &= ~fightStance;
+ _flags &= ~kAFFightStance;
}
};
inline bool isPlayerActor(Actor *a) {
- return a->_disposition >= dispositionPlayer;
+ return a->_disposition >= kDispositionPlayer;
}
inline bool isPlayerActor(ObjectID obj) {
@@ -1071,7 +1071,7 @@ inline bool isPlayerActor(ObjectID obj) {
}
inline bool isEnemy(Actor *a) {
- return !a->isDead() && a->_disposition == dispositionEnemy;
+ return !a->isDead() && a->_disposition == kDispositionEnemy;
}
inline bool isEnemy(ObjectID obj) {
@@ -1097,11 +1097,11 @@ void addEnchantment(Actor *a, uint16 enchantmentID);
* ============================================================================ */
enum factionTallyTypes {
- factionNumKills = 0, // # of times faction member killed by PC
- factionNumThefts, // # of times PC steals from faction member
- factionNumFavors, // accumulated by SAGA script.
+ kFactionNumKills = 0, // # of times faction member killed by PC
+ kFactionNumThefts, // # of times PC steals from faction member
+ kFactionNumFavors, // accumulated by SAGA script.
- factionNumColumns
+ kFactionNumColumns
};
// Get the attitude a particular faction has for a char.
@@ -1109,9 +1109,9 @@ int16 GetFactionTally(int faction, enum factionTallyTypes act);
// Increment / Decrement faction attitude
// Whenever an actor is killed, call:
-// AddFactionAttitude( actor.faction, factionNumKills, 1 );
+// AddFactionAttitude( actor.faction, kFactionNumKills, 1 );
// Whenever an actor is robbed, call:
-// AddFactionAttitude( actor.faction, factionNumThefts, 1 );
+// AddFactionAttitude( actor.faction, kFactionNumThefts, 1 );
int16 AddFactionTally(int faction, enum factionTallyTypes act, int amt);
// Initialize the faction tally table
@@ -1138,7 +1138,7 @@ public:
int32 _updatesViaScript;
int32 _baseActorIndex;
- int16 _factionTable[kMaxFactions][factionNumColumns];
+ int16 _factionTable[kMaxFactions][kFactionNumColumns];
bool _actorStatesPaused;
bool _combatBehaviorEnabled;
diff --git a/engines/saga2/assign.cpp b/engines/saga2/assign.cpp
index 2c1dc4973ab..3f839d684fc 100644
--- a/engines/saga2/assign.cpp
+++ b/engines/saga2/assign.cpp
@@ -46,7 +46,7 @@ ActorAssignment::ActorAssignment(Actor *a, uint16 until) :
debugC(2, kDebugActors, "New assignment for %p (%s) from %d until %d: %p",
(void *)a, a->objName(), _startFrame, _endFrame, (void *)this);
a->_assignment = this;
- a->_flags |= hasAssignment;
+ a->_flags |= kAFHasAssignment;
}
ActorAssignment::ActorAssignment(Actor *ac, Common::SeekableReadStream *stream) {
@@ -55,7 +55,7 @@ ActorAssignment::ActorAssignment(Actor *ac, Common::SeekableReadStream *stream)
_actor = ac;
ac->_assignment = this;
- ac->_flags |= hasAssignment;
+ ac->_flags |= kAFHasAssignment;
}
//----------------------------------------------------------------------
@@ -67,7 +67,7 @@ ActorAssignment::~ActorAssignment() {
(void *)a, a->objName(), (void *)this);
// Determine if the actor has a task initiated by this assignment
- if (a->_currentGoal == actorGoalFollowAssignment
+ if (a->_currentGoal == kActorGoalFollowAssignment
&& a->_curTask != nullptr) {
// If so, abort it
a->_curTask->abortTask();
@@ -75,7 +75,7 @@ ActorAssignment::~ActorAssignment() {
a->_curTask = nullptr;
}
- a->_flags &= ~hasAssignment;
+ a->_flags &= ~kAFHasAssignment;
}
//----------------------------------------------------------------------
@@ -144,7 +144,7 @@ void ActorAssignment::handleTaskCompletion(TaskResult) {
void ActorAssignment::startTask() {
Actor *a = getActor();
- if (a->_currentGoal == actorGoalFollowAssignment)
+ if (a->_currentGoal == kActorGoalFollowAssignment)
a->_curTask = createTask();
}
diff --git a/engines/saga2/assign.h b/engines/saga2/assign.h
index 2495d856aeb..794105672f8 100644
--- a/engines/saga2/assign.h
+++ b/engines/saga2/assign.h
@@ -51,7 +51,7 @@ enum AssignmentTypes {
class ActorAssignment {
enum {
- hasAssignment = (1 << 3)
+ kAFHasAssignment = (1 << 3)
};
uint16 _startFrame, // Time in day when this was constructed
diff --git a/engines/saga2/dispnode.cpp b/engines/saga2/dispnode.cpp
index c3a99d25b71..30a827cb748 100644
--- a/engines/saga2/dispnode.cpp
+++ b/engines/saga2/dispnode.cpp
@@ -608,13 +608,13 @@ void DisplayNode::drawObject() {
aa->requestBank(pose->actorFrameBank);
// Indicate that animation is OK.
- a->_animationFlags &= ~animateNotLoaded;
+ a->_animationFlags &= ~kAnimateNotLoaded;
// Set up which bank and frame to use.
a->_poseInfo = pTemp;
} else {
// Indicate that animation isn't loaded
- a->_animationFlags |= animateNotLoaded;
+ a->_animationFlags |= kAnimateNotLoaded;
// Initiate a load of the sprite bank needed.
/* if (!RHandleLoading(
diff --git a/engines/saga2/effects.cpp b/engines/saga2/effects.cpp
index 9d3e4b72127..a22a9a83a62 100644
--- a/engines/saga2/effects.cpp
+++ b/engines/saga2/effects.cpp
@@ -52,7 +52,7 @@ int16 ProtoDamage::getRelevantStat(effectDamageTypes dt, Actor *a) {
case kDamageImpact :
case kDamageSlash :
case kDamageProjectile :
- return a->getStats()->getSkillLevel(skillIDBrawn);
+ return a->getStats()->getSkillLevel(kSkillIDBrawn);
case kDamageFire :
case kDamageAcid :
case kDamageHeat :
@@ -61,7 +61,7 @@ int16 ProtoDamage::getRelevantStat(effectDamageTypes dt, Actor *a) {
case kDamagePoison :
case kDamageMental :
case kDamageToUndead :
- return a->getStats()->getSkillLevel(skillIDSpellcraft);
+ return a->getStats()->getSkillLevel(kSkillIDSpellcraft);
case kDamageDirMagic :
case kDamageOther :
case kDamageStarve :
diff --git a/engines/saga2/intrface.cpp b/engines/saga2/intrface.cpp
index 7b16ddd7e02..b7af9518733 100644
--- a/engines/saga2/intrface.cpp
+++ b/engines/saga2/intrface.cpp
@@ -2710,21 +2710,21 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
switch (eType) {
case effectAttrib:
switch (eSubType) {
-// case skillIDArchery:
-// case skillIDShieldcraft:
+// case kSkillIDArchery:
+// case kSkillIDShieldcraft:
- case skillIDBludgeon:
- case skillIDSwordcraft:
+ case kSkillIDBludgeon:
+ case kSkillIDSwordcraft:
if (eAmount > 0) newIconFlags[iconSurestrike] = duration;
else newIconFlags[iconClumsy] = duration;
break;
- case skillIDAgility:
+ case kSkillIDAgility:
if (eAmount > 0) newIconFlags[iconInnerBalance] = duration;
else newIconFlags[iconClumsy] = duration;
break;
- case skillIDBrawn:
+ case kSkillIDBrawn:
newIconFlags[iconBattleFever] = duration;
break;
}
diff --git a/engines/saga2/magic.cpp b/engines/saga2/magic.cpp
index 00e297cf504..f42ff6bc5f3 100644
--- a/engines/saga2/magic.cpp
+++ b/engines/saga2/magic.cpp
@@ -295,7 +295,7 @@ bool implementSpell(GameObject *enactor, Location &target, SkillProto *spell)
if (actorIDToPlayerID(enactor->thisID(), playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDSpellcraft, sProto.getManaAmt() / 10);
+ player->skillAdvance(kSkillIDSpellcraft, sProto.getManaAmt() / 10);
}
} else {
if (!enactor->deductCharge(ami, sProto.getManaAmt())) {
@@ -335,7 +335,7 @@ bool implementSpell(GameObject *enactor, ActiveItem *target, SkillProto *spell)
if (actorIDToPlayerID(enactor->thisID(), playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDSpellcraft, sProto.getManaAmt() / 10);
+ player->skillAdvance(kSkillIDSpellcraft, sProto.getManaAmt() / 10);
}
} else {
if (!enactor->deductCharge(ami, sProto.getManaAmt())) {
@@ -373,7 +373,7 @@ bool implementSpell(GameObject *enactor, GameObject *target, SkillProto *spell)
if (actorIDToPlayerID(enactor->thisID(), playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDSpellcraft, sProto.getManaAmt() / 10);
+ player->skillAdvance(kSkillIDSpellcraft, sProto.getManaAmt() / 10);
}
} else {
if (!enactor->deductCharge(ami, sProto.getManaAmt())) {
diff --git a/engines/saga2/motion.cpp b/engines/saga2/motion.cpp
index fa5026945d2..b54ce636e15 100644
--- a/engines/saga2/motion.cpp
+++ b/engines/saga2/motion.cpp
@@ -1281,7 +1281,7 @@ void MotionTask::walkTo(
mt->_flags = pathFind | reset;
mt->_runCount = 12; // # of frames until we can run
- if (run && actor.isActionAvailable(actionRun))
+ if (run && actor.isActionAvailable(kActionRun))
mt->_flags |= requestRun;
if (canAgitate)
mt->_flags |= agitatable;
@@ -1314,7 +1314,7 @@ void MotionTask::walkToDirect(
mt->_flags = reset;
mt->_runCount = 12;
- if (run && actor.isActionAvailable(actionRun))
+ if (run && actor.isActionAvailable(kActionRun))
mt->_flags |= requestRun;
if (canAgitate)
mt->_flags |= agitatable;
@@ -1343,7 +1343,7 @@ void MotionTask::wander(
mt->_flags = reset | wandering;
mt->_runCount = 12;
- if (run && actor.isActionAvailable(actionRun))
+ if (run && actor.isActionAvailable(kActionRun))
mt->_flags |= requestRun;
RequestWanderPath(mt, getPathFindIQ(&actor));
@@ -1377,7 +1377,7 @@ void MotionTask::tetheredWander(
mt->_flags = reset | wandering | tethered;
mt->_runCount = 12;
- if (run && actor.isActionAvailable(actionRun))
+ if (run && actor.isActionAvailable(kActionRun))
mt->_flags |= requestRun;
RequestWanderPath(mt, getPathFindIQ(&actor));
@@ -1963,7 +1963,7 @@ void MotionTask::changeTarget(const TilePoint &newPos, bool run) {
// Set run flag if requested
if (run
// Check if actor capable of running...
- && ((Actor *)_object)->isActionAvailable(actionRun))
+ && ((Actor *)_object)->isActionAvailable(kActionRun))
_flags |= requestRun;
else
@@ -1990,7 +1990,7 @@ void MotionTask::changeDirectTarget(const TilePoint &newPos, bool run) {
// Set run flag if requested
if (run
// Check if actor capable of running...
- && ((Actor *)_object)->isActionAvailable(actionRun))
+ && ((Actor *)_object)->isActionAvailable(kActionRun))
_flags |= requestRun;
else
@@ -2020,8 +2020,8 @@ void MotionTask::finishTalking() {
if (_motionType == motionTypeTalk) {
if (isActor(_object)) {
Actor *a = (Actor *)_object;
- if (a->_currentAnimation != actionStand)
- a->setAction(actionStand, 0);
+ if (a->_currentAnimation != kActionStand)
+ a->setAction(kActionStand, 0);
}
remove();
}
@@ -2105,8 +2105,8 @@ void MotionTask::ballisticAction() {
if (isActor(obj) && _velocity.magnitude() > 16) {
Actor *a = (Actor *)obj;
- if (a->isActionAvailable(actionFreeFall))
- a->setAction(actionFreeFall, 0);
+ if (a->isActionAvailable(kActionFreeFall))
+ a->setAction(kActionFreeFall, 0);
}
for (int i = 0; i < vectorSteps; i++) {
@@ -2704,7 +2704,7 @@ void MotionTask::walkAction() {
if (moveTaskDone) {
remove(motionCompleted);
} else if (moveBlocked) {
- a->setAction(actionStand, 0);
+ a->setAction(kActionStand, 0);
if (_flags & agitatable) {
if (freeFall(_object->_data.location, sti)) return;
@@ -2730,7 +2730,7 @@ void MotionTask::walkAction() {
// When he starts running again, then have him walk only.
_runCount = MAX<int16>(_runCount, 8);
- a->setAction(actionStand, 0);
+ a->setAction(kActionStand, 0);
freeFall(_object->_data.location, sti);
} else {
if (a == getCenterActor() && checkLadder(a, newPos)) return;
@@ -2758,7 +2758,7 @@ void MotionTask::walkAction() {
if (sti.surfaceTile != nullptr
&& (sti.surfaceTile->combinedTerrainMask() & terrainStair)
- && a->isActionAvailable(actionSpecial7)) {
+ && a->isActionAvailable(kActionSpecial7)) {
Direction stairsDir;
uint8 *cornerHeight;
@@ -2775,21 +2775,21 @@ void MotionTask::walkAction() {
if (a->_currentFacing == stairsDir) {
// walk up stairs
- newAction = actionSpecial7;
+ newAction = kActionSpecial7;
_flags |= onStairs;
} else if (a->_currentFacing == ((stairsDir - 4) & 0x7)) {
// walk down stairs
- newAction = actionSpecial8;
+ newAction = kActionSpecial8;
_flags |= onStairs;
} else {
_flags &= ~onStairs;
if (walkType == walkStairs) walkType = walkNormal;
- newAction = (walkType == walkRun) ? actionRun : actionWalk;
+ newAction = (walkType == walkRun) ? kActionRun : kActionWalk;
}
} else {
_flags &= ~onStairs;
if (walkType == walkStairs) walkType = walkNormal;
- newAction = (walkType == walkRun) ? actionRun : actionWalk;
+ newAction = (walkType == walkRun) ? kActionRun : kActionWalk;
}
@@ -2808,15 +2808,15 @@ void MotionTask::walkAction() {
a->nextAnimationFrame();
_flags ^= nextAnim;
}
- } else if (a->_currentAnimation == actionWalk
- || a->_currentAnimation == actionRun
- || a->_currentAnimation == actionSpecial7
- || a->_currentAnimation == actionSpecial8) {
+ } else if (a->_currentAnimation == kActionWalk
+ || a->_currentAnimation == kActionRun
+ || a->_currentAnimation == kActionSpecial7
+ || a->_currentAnimation == kActionSpecial8) {
// If we are running instead of walking or
// vice versa, then change to the new action
// but don't break stride
a->setAction(newAction,
- animateRepeat | animateNoRestart);
+ kAnimateRepeat | kAnimateNoRestart);
if (walkType != walkSlow)
a->nextAnimationFrame();
@@ -2828,7 +2828,7 @@ void MotionTask::walkAction() {
} else {
// If we weren't walking or running before, then start
// walking/running and reset the sequence.
- a->setAction(newAction, animateRepeat);
+ a->setAction(newAction, kAnimateRepeat);
if (walkType == walkSlow) _flags |= nextAnim;
}
@@ -2845,7 +2845,7 @@ void MotionTask::upLadderAction() {
Actor *a = (Actor *)_object;
if (_flags & reset) {
- a->setAction(actionClimbLadder, animateRepeat);
+ a->setAction(kActionClimbLadder, kAnimateRepeat);
_flags &= ~reset;
} else {
TilePoint loc = a->getLocation();
@@ -2959,7 +2959,7 @@ void MotionTask::upLadderAction() {
}
}
- a->setAction(actionStand, 0);
+ a->setAction(kActionStand, 0);
remove();
}
@@ -2972,7 +2972,7 @@ void MotionTask::downLadderAction() {
Actor *a = (Actor *)_object;
if (_flags & reset) {
- a->setAction(actionClimbLadder, animateRepeat | animateReverse);
+ a->setAction(kActionClimbLadder, kAnimateRepeat | kAnimateReverse);
_flags &= ~reset;
} else {
TilePoint loc = a->getLocation();
@@ -3080,7 +3080,7 @@ void MotionTask::downLadderAction() {
}
}
- a->setAction(actionStand, 0);
+ a->setAction(kActionStand, 0);
remove();
}
@@ -3093,7 +3093,7 @@ void MotionTask::giveAction() {
- a->getLocation()).quickDir();
if (_flags & reset) {
- a->setAction(actionGiveItem, 0);
+ a->setAction(kActionGiveItem, 0);
_flags &= ~reset;
}
@@ -3183,12 +3183,12 @@ void MotionTask::twoHandedSwingAction() {
// Create an animation type lookup table
static const uint8 animationTypeArray[] = {
- actionTwoHandSwingHigh,
- actionTwoHandSwingLow,
- actionTwoHandSwingLeftHigh,
- actionTwoHandSwingLeftLow,
- actionTwoHandSwingRightHigh,
- actionTwoHandSwingRightLow,
+ kActionTwoHandSwingHigh,
+ kActionTwoHandSwingLow,
+ kActionTwoHandSwingLeftHigh,
+ kActionTwoHandSwingLeftLow,
+ kActionTwoHandSwingRightHigh,
+ kActionTwoHandSwingRightLow,
};
Actor *a = (Actor *)_object;
@@ -3297,8 +3297,8 @@ void MotionTask::oneHandedSwingAction() {
// Create an animation type lookup table
static const uint8 animationTypeArray[] = {
- actionSwingHigh,
- actionSwingLow,
+ kActionSwingHigh,
+ kActionSwingLow,
};
Actor *const a = (Actor *)_object;
@@ -3415,11 +3415,11 @@ void MotionTask::fireBowAction() {
_direction = (_targetObj->getLocation() - a->getLocation()).quickDir();
if (a->_appearance != nullptr
- && a->isActionAvailable(actionFireBow)) {
+ && a->isActionAvailable(kActionFireBow)) {
// Calculate the number of frames in the animation before the
// projectile is actually fired
- actionCounter = a->animationFrames(actionFireBow, _direction) - 1;
- a->setAction(actionFireBow, 0);
+ actionCounter = a->animationFrames(kActionFireBow, _direction) - 1;
+ a->setAction(kActionFireBow, 0);
// Set this flag to indicate that the animation is actually
// being played
@@ -3510,11 +3510,11 @@ void MotionTask::castSpellAction() {
else {
if (_flags & reset) {
if (a->_appearance != nullptr
- && a->isActionAvailable(actionCastSpell)) {
+ && a->isActionAvailable(kActionCastSpell)) {
// Calculate the number of frames in the animation before the
// spell is case
- actionCounter = a->animationFrames(actionCastSpell, _direction) - 1;
- a->setAction(actionCastSpell, 0);
+ actionCounter = a->animationFrames(kActionCastSpell, _direction) - 1;
+ a->setAction(kActionCastSpell, 0);
// Set this flag to indicate that the animation is actually
// being played
@@ -3577,9 +3577,9 @@ void MotionTask::useWandAction() {
_direction = (_targetObj->getLocation() - a->getLocation()).quickDir();
if (a->_appearance != nullptr
- && a->isActionAvailable(actionUseWand)) {
- actionCounter = a->animationFrames(actionUseWand, _direction) - 1;
- a->setAction(actionUseWand, 0);
+ && a->isActionAvailable(kActionUseWand)) {
+ actionCounter = a->animationFrames(kActionUseWand, _direction) - 1;
+ a->setAction(kActionUseWand, 0);
// Set this flag to indicate that the animation is actually
// being played
@@ -3612,9 +3612,9 @@ void MotionTask::twoHandedParryAction() {
_direction = (_d.attacker->getLocation() - a->getLocation()).quickDir();
if (a->_appearance != nullptr
- && a->isActionAvailable(actionTwoHandParry)) {
- a->setAction(actionTwoHandParry, 0);
- animationFrames = a->animationFrames(actionTwoHandParry, _direction);
+ && a->isActionAvailable(kActionTwoHandParry)) {
+ a->setAction(kActionTwoHandParry, 0);
+ animationFrames = a->animationFrames(kActionTwoHandParry, _direction);
// Set this flag to indicate that the animation is actually
// being played
@@ -3648,9 +3648,9 @@ void MotionTask::oneHandedParryAction() {
_combatMotionType = oneHandedParryHigh;
if (a->_appearance != nullptr
- && a->isActionAvailable(actionParryHigh)) {
- a->setAction(actionParryHigh, 0);
- animationFrames = a->animationFrames(actionParryHigh, _direction);
+ && a->isActionAvailable(kActionParryHigh)) {
+ a->setAction(kActionParryHigh, 0);
+ animationFrames = a->animationFrames(kActionParryHigh, _direction);
// Set this flag to indicate that the animation is actually
// being played
@@ -3683,9 +3683,9 @@ void MotionTask::shieldParryAction() {
_direction = (_d.attacker->getLocation() - a->getLocation()).quickDir();
if (a->_appearance != nullptr
- && a->isActionAvailable(actionShieldParry)) {
- a->setAction(actionShieldParry, 0);
- animationFrames = a->animationFrames(actionShieldParry, _direction);
+ && a->isActionAvailable(kActionShieldParry)) {
+ a->setAction(kActionShieldParry, 0);
+ animationFrames = a->animationFrames(kActionShieldParry, _direction);
// Set this flag to indicate that the animation is actually
// being played
@@ -3728,9 +3728,9 @@ void MotionTask::dodgeAction() {
int16 animationFrames;
if (a->_appearance != nullptr
- && a->isActionAvailable(actionJumpUp, a->_currentFacing)) {
- a->setAction(actionJumpUp, 0);
- animationFrames = a->animationFrames(actionJumpUp, a->_currentFacing);
+ && a->isActionAvailable(kActionJumpUp, a->_currentFacing)) {
+ a->setAction(kActionJumpUp, 0);
+ animationFrames = a->animationFrames(kActionJumpUp, a->_currentFacing);
// Set this flag to indicate that the animation is actually
// being played
@@ -3784,9 +3784,9 @@ void MotionTask::acceptHitAction() {
(_d.attacker->getWorldLocation() - a->getLocation()).quickDir();
if (a->_appearance != nullptr
- && a->isActionAvailable(actionHit, a->_currentFacing)) {
- a->setAction(actionHit, 0);
- animationFrames = a->animationFrames(actionHit, a->_currentFacing);
+ && a->isActionAvailable(kActionHit, a->_currentFacing)) {
+ a->setAction(kActionHit, 0);
+ animationFrames = a->animationFrames(kActionHit, a->_currentFacing);
// Set this flag to indicate that the animation is actually
// being played
@@ -3842,10 +3842,10 @@ void MotionTask::fallDownAction() {
(_d.attacker->getWorldLocation() - a->getLocation()).quickDir();
if (a->_appearance != nullptr
- && a->isActionAvailable(actionKnockedDown, a->_currentFacing)) {
- a->setAction(actionKnockedDown, 0);
+ && a->isActionAvailable(kActionKnockedDown, a->_currentFacing)) {
+ a->setAction(kActionKnockedDown, 0);
animationFrames = a->animationFrames(
- actionKnockedDown,
+ kActionKnockedDown,
a->_currentFacing);
// Set this flag to indicate that the animation is actually
@@ -4081,17 +4081,17 @@ void MotionTask::updatePositions() {
case motionTypeTalk:
if (mt->_flags & reset) {
- a->setAction(actionStand, 0);
+ a->setAction(kActionStand, 0);
a->_cycleCount = g_vm->_rnd->getRandomNumber(3);
mt->_flags &= ~(reset | nextAnim);
}
if (a->_cycleCount == 0) {
- a->setAction(actionTalk, 0);
+ a->setAction(kActionTalk, 0);
mt->_flags |= nextAnim;
a->_cycleCount = -1;
} else if (mt->_flags & nextAnim) {
if (a->nextAnimationFrame()) {
- a->setAction(actionStand, 0);
+ a->setAction(kActionStand, 0);
a->_cycleCount = g_vm->_rnd->getRandomNumber(3);
mt->_flags &= ~nextAnim;
}
@@ -4104,8 +4104,8 @@ void MotionTask::updatePositions() {
if (mt->_flags & reset) {
int16 newAction = mt->_motionType == motionTypeLand
- ? actionJumpUp
- : actionFallBadly;
+ ? kActionJumpUp
+ : kActionFallBadly;
if (!a->isActionAvailable(newAction)) {
if (mt->_prevMotionType == motionTypeWalk) {
@@ -4167,12 +4167,12 @@ void MotionTask::updatePositions() {
case motionTypeJump:
if (mt->_flags & reset) {
- a->setAction(actionJumpUp, 0);
+ a->setAction(kActionJumpUp, 0);
a->setInterruptablity(false);
mt->_flags &= ~reset;
} else if (a->nextAnimationFrame()) {
mt->_motionType = motionTypeThrown;
- a->setAction(actionFreeFall, 0);
+ a->setAction(kActionFreeFall, 0);
}
break;
@@ -4504,15 +4504,15 @@ void MotionTask::updatePositions() {
case motionTypeDie:
if (mt->_flags & reset) {
- if (a->isActionAvailable(actionDie)) {
- a->setAction(actionDie, 0);
+ if (a->isActionAvailable(kActionDie)) {
+ a->setAction(kActionDie, 0);
a->setInterruptablity(false);
mt->_flags &= ~reset;
} else {
moveTaskDone = true;
a->setInterruptablity(true);
if (!a->hasEffect(actorDisappearOnDeath)) {
- a->setAction(actionDead, 0);
+ a->setAction(kActionDead, 0);
a->die();
} else {
a->die();
@@ -4524,7 +4524,7 @@ void MotionTask::updatePositions() {
moveTaskDone = true;
a->setInterruptablity(true);
if (!a->hasEffect(actorDisappearOnDeath)) {
- a->setAction(actionDead, 0);
+ a->setAction(kActionDead, 0);
a->die();
} else {
a->die();
diff --git a/engines/saga2/motion.h b/engines/saga2/motion.h
index 82c869d70c0..56524541ac8 100644
--- a/engines/saga2/motion.h
+++ b/engines/saga2/motion.h
@@ -275,7 +275,7 @@ private:
Actor *a = (Actor *)_object;
if (_flags & reset) {
- a->setAction(actionStand, 0);
+ a->setAction(kActionStand, 0);
_flags &= ~reset;
}
diff --git a/engines/saga2/objproto.cpp b/engines/saga2/objproto.cpp
index b79f7388743..31a18ba544f 100644
--- a/engines/saga2/objproto.cpp
+++ b/engines/saga2/objproto.cpp
@@ -924,7 +924,7 @@ uint8 ProtoObj::adjustDamage(uint8 damage) {
// Return the fight stance approriate to this weapon
int16 ProtoObj::fightStanceAction(ObjectID actor) {
- return actionStand;
+ return kActionStand;
}
// ------------------------------------------------------------------------
@@ -1619,7 +1619,7 @@ bool MeleeWeaponProto::damageAction(
a,
targetPtr,
GameObject::objectAddress(dObj),
- effStats->getSkillLevel(skillIDBrawn));
+ effStats->getSkillLevel(kSkillIDBrawn));
return true;
}
@@ -1646,7 +1646,7 @@ bool MeleeWeaponProto::isTwoHanded(ObjectID attackerID) {
// This weapon must be wielded in two hands if its bulk is greater
// than a quarter of the bulk of the wielder or if the actor does not
// have one handed fighing animation.
- return !attackerPtr->isActionAvailable(actionSwingHigh)
+ return !attackerPtr->isActionAvailable(kActionSwingHigh)
|| bulk > attackerProto->bulk / 4;
}
@@ -1728,7 +1728,7 @@ uint8 MeleeWeaponProto::weaponRating(
// Return the fight stance approriate to this weapon
int16 MeleeWeaponProto::fightStanceAction(ObjectID actor) {
- return isTwoHanded(actor) ? actionTwoHandSwingHigh : actionSwingHigh;
+ return isTwoHanded(actor) ? kActionTwoHandSwingHigh : kActionSwingHigh;
}
// ------------------------------------------------------------------------
@@ -1780,7 +1780,7 @@ uint8 BludgeoningWeaponProto::getSkillValue(ObjectID enactor) {
a = (Actor *)GameObject::objectAddress(enactor);
effStats = a->getStats();
- return effStats->getSkillLevel(skillIDBludgeon);
+ return effStats->getSkillLevel(kSkillIDBludgeon);
}
// ------------------------------------------------------------------------
@@ -1794,10 +1794,10 @@ void BludgeoningWeaponProto::applySkillGrowth(ObjectID enactor, uint8 points) {
if (actorIDToPlayerID(enactor, playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDBludgeon, points);
+ player->skillAdvance(kSkillIDBludgeon, points);
if (g_vm->_rnd->getRandomNumber(1))
- player->skillAdvance(skillIDBrawn, points);
+ player->skillAdvance(kSkillIDBrawn, points);
}
}
@@ -1817,7 +1817,7 @@ uint8 SlashingWeaponProto::getSkillValue(ObjectID enactor) {
a = (Actor *)GameObject::objectAddress(enactor);
effStats = a->getStats();
- return effStats->getSkillLevel(skillIDSwordcraft);
+ return effStats->getSkillLevel(kSkillIDSwordcraft);
}
// ------------------------------------------------------------------------
@@ -1831,10 +1831,10 @@ void SlashingWeaponProto::applySkillGrowth(ObjectID enactor, uint8 points) {
if (actorIDToPlayerID(enactor, playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDSwordcraft, points);
+ player->skillAdvance(kSkillIDSwordcraft, points);
if (g_vm->_rnd->getRandomNumber(1))
- player->skillAdvance(skillIDBrawn, points);
+ player->skillAdvance(kSkillIDBrawn, points);
}
}
@@ -1944,7 +1944,7 @@ uint8 BowProto::weaponRating(
if (dist < maximumRange && !wielder->inReach(target->getLocation()))
rating += inRangeRatingBonus;
- rating += wielder->getStats()->getSkillLevel(skillIDArchery);
+ rating += wielder->getStats()->getSkillLevel(kSkillIDArchery);
return rating;
}
@@ -1953,7 +1953,7 @@ uint8 BowProto::weaponRating(
// Return the fight stance approriate to this weapon
int16 BowProto::fightStanceAction(ObjectID actor) {
- return actionFireBow;
+ return kActionFireBow;
}
/* ==================================================================== *
@@ -2044,7 +2044,7 @@ uint8 WeaponWandProto::weaponRating(
if (dist < maximumRange && !wielder->inReach(target->getLocation()))
rating += inRangeRatingBonus;
- rating += wielder->getStats()->getSkillLevel(skillIDSpellcraft);
+ rating += wielder->getStats()->getSkillLevel(kSkillIDSpellcraft);
return rating;
}
@@ -2053,7 +2053,7 @@ uint8 WeaponWandProto::weaponRating(
// Return the fight stance approriate to this weapon
int16 WeaponWandProto::fightStanceAction(ObjectID actor) {
- return actionUseWand;
+ return kActionUseWand;
}
/* ==================================================================== *
@@ -2114,7 +2114,7 @@ bool ArrowProto::strikeAction(
return itemPtr->acceptStrike(
enactor,
dObj,
- a->getStats()->getSkillLevel(skillIDArchery));
+ a->getStats()->getSkillLevel(kSkillIDArchery));
}
bool ArrowProto::damageAction(
@@ -2142,7 +2142,7 @@ bool ArrowProto::damageAction(
a,
GameObject::objectAddress(target),
GameObject::objectAddress(dObj),
- effStats->getSkillLevel(skillIDBrawn));
+ effStats->getSkillLevel(kSkillIDBrawn));
return true;
}
@@ -2158,10 +2158,10 @@ void ArrowProto::applySkillGrowth(ObjectID enactor, uint8 points) {
if (actorIDToPlayerID(enactor, playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDArchery, points);
+ player->skillAdvance(kSkillIDArchery, points);
if (g_vm->_rnd->getRandomNumber(1))
- player->skillAdvance(skillIDBrawn, points);
+ player->skillAdvance(kSkillIDBrawn, points);
}
}
@@ -2368,7 +2368,7 @@ uint8 ShieldProto::getSkillValue(ObjectID enactor) {
a = (Actor *)GameObject::objectAddress(enactor);
effStats = a->getStats();
- return effStats->getSkillLevel(skillIDShieldcraft);
+ return effStats->getSkillLevel(kSkillIDShieldcraft);
}
// ------------------------------------------------------------------------
@@ -2382,10 +2382,10 @@ void ShieldProto::applySkillGrowth(ObjectID enactor, uint8 points) {
if (actorIDToPlayerID(enactor, playerID)) {
PlayerActor *player = getPlayerActorAddress(playerID);
- player->skillAdvance(skillIDShieldcraft, points);
+ player->skillAdvance(kSkillIDShieldcraft, points);
if (g_vm->_rnd->getRandomNumber(1))
- player->skillAdvance(skillIDBrawn, points);
+ player->skillAdvance(kSkillIDBrawn, points);
}
}
diff --git a/engines/saga2/player.cpp b/engines/saga2/player.cpp
index ca82e6f7859..dfdbc7a9e93 100644
--- a/engines/saga2/player.cpp
+++ b/engines/saga2/player.cpp
@@ -137,7 +137,7 @@ void PlayerActor::AttribUpdate() {
// get the effective stats for this player actor
ActorAttributes *effStats = &actor->_effectiveStats;
- for (int16 i = 0; i < numSkills; i++) {
+ for (int16 i = 0; i < kNumSkills; i++) {
// go through each skill and update as needed
stdAttribUpdate(effStats->skill(i),
_baseStats.skill(i),
@@ -272,7 +272,7 @@ void PlayerActor::skillAdvance(SkillProto *proto,
uint8 stat = getStatIndex(proto);
// get the percentile chance of advancing
- uint8 advanceChance = ActorAttributes::skillBasePercent - skillLevel;
+ uint8 advanceChance = ActorAttributes::kSkillBasePercent - skillLevel;
// call the main body of code
skillAdvance(stat, advanceChance, points, useMult);
@@ -283,10 +283,10 @@ void PlayerActor::skillAdvance(ActorSkillID stat,
uint8 points,
uint8 useMult) { // useMult defaulted to 1
// get the skill level for the skill passed ( i.e. 1-100 )
- uint8 skillLevel = clamp(0, _baseStats.skill(stat), ActorAttributes::skillMaxLevel);
+ uint8 skillLevel = clamp(0, _baseStats.skill(stat), ActorAttributes::kSkillMaxLevel);
// get the percentile chance of advancing
- uint8 advanceChance = ActorAttributes::skillBasePercent - skillLevel;
+ uint8 advanceChance = ActorAttributes::kSkillBasePercent - skillLevel;
// call the main body of code
skillAdvance(stat, advanceChance, points, useMult);
@@ -302,27 +302,27 @@ void PlayerActor::skillAdvance(uint8 stat,
// roll percentile dice
if (g_vm->_rnd->getRandomNumber(99) < advanceChance) {
uint8 increase;
- int16 oldValue = _baseStats.skill(stat) / ActorAttributes::skillFracPointsPerLevel;
+ int16 oldValue = _baseStats.skill(stat) / ActorAttributes::kSkillFracPointsPerLevel;
// success, now apply the multiplyer
_attribMemPools[stat] += points * useMult;
// get the amout of whole increase points
- increase = _attribMemPools[stat] / ActorAttributes::skillFracPointsPerLevel;
+ increase = _attribMemPools[stat] / ActorAttributes::kSkillFracPointsPerLevel;
// now set the pool with the fraction
_attribMemPools[stat] =
_attribMemPools[stat]
- increase
- * ActorAttributes::skillFracPointsPerLevel;
+ * ActorAttributes::kSkillFracPointsPerLevel;
// now apply changes to the _baseStats
_baseStats.skill(stat) = clamp(
0,
_baseStats.skill(stat) += increase,
- ActorAttributes::skillMaxLevel);
+ ActorAttributes::kSkillMaxLevel);
- if (_baseStats.skill(stat) / ActorAttributes::skillFracPointsPerLevel != oldValue) {
+ if (_baseStats.skill(stat) / ActorAttributes::kSkillFracPointsPerLevel != oldValue) {
static const char *skillNames[] = {
ARCHERY_SKILL,
SWORD_SKILL,
@@ -343,7 +343,7 @@ void PlayerActor::skillAdvance(uint8 stat,
void PlayerActor::vitalityAdvance(uint8 points) {
while (points-- > 0) {
- if ((int16)g_vm->_rnd->getRandomNumber(ActorAttributes::vitalityLimit - 1) > _baseStats.vitality) {
+ if ((int16)g_vm->_rnd->getRandomNumber(ActorAttributes::kVitalityLimit - 1) > _baseStats.vitality) {
if (++_vitalityMemory >= vitalityLevelBump) {
_vitalityMemory -= vitalityLevelBump;
_baseStats.vitality++;
@@ -352,7 +352,7 @@ void PlayerActor::vitalityAdvance(uint8 points) {
}
}
- assert(_baseStats.vitality < ActorAttributes::vitalityLimit);
+ assert(_baseStats.vitality < ActorAttributes::kVitalityLimit);
}
// this function will return a value of 0 - 4 to indicate
@@ -369,7 +369,7 @@ int8 PlayerActor::getSkillLevel(SkillProto *skill, bool base) { // basestats def
// check to see if this is a special case
if (skillID == skillVitality) {
- return effStats->vitality / ActorAttributes::skillFracPointsPerLevel;
+ return effStats->vitality / ActorAttributes::kSkillFracPointsPerLevel;
} else if (skillID == skillCartography) {
// cartography has no levels
return 0;
@@ -380,16 +380,16 @@ int8 PlayerActor::getSkillLevel(SkillProto *skill, bool base) { // basestats def
// stat stored as skillLevel *
- // skillFracPointsPerLevel +
+ // kSkillFracPointsPerLevel +
// skillCurrentFracPoints
if (base) {
return clamp(0,
- _baseStats.skill(stat) / ActorAttributes::skillFracPointsPerLevel,
- ActorAttributes::skillLevels - 1);
+ _baseStats.skill(stat) / ActorAttributes::kSkillFracPointsPerLevel,
+ ActorAttributes::kSkillLevels - 1);
} else {
return clamp(0,
- effStats->skill(stat) / ActorAttributes::skillFracPointsPerLevel,
- ActorAttributes::skillLevels - 1);
+ effStats->skill(stat) / ActorAttributes::kSkillFracPointsPerLevel,
+ ActorAttributes::kSkillLevels - 1);
}
}
@@ -402,55 +402,55 @@ uint8 PlayerActor::getStatIndex(SkillProto *proto) {
// attributeskilll enum for the allSkills array
switch (skillID) {
case skillPickpocket:
- stat = skillIDPilfer;
+ stat = kSkillIDPilfer;
break;
case skillSeeHidden:
- stat = skillIDSpotHidden;
+ stat = kSkillIDSpotHidden;
break;
case skillLockPick:
- stat = skillIDLockpick;
+ stat = kSkillIDLockpick;
break;
case skillFirstAid:
- stat = skillIDFirstAid;
+ stat = kSkillIDFirstAid;
break;
case skillArchery:
- stat = skillIDArchery;
+ stat = kSkillIDArchery;
break;
case skillSwordcraft:
- stat = skillIDSwordcraft;
+ stat = kSkillIDSwordcraft;
break;
case skillShieldcraft:
- stat = skillIDShieldcraft;
+ stat = kSkillIDShieldcraft;
break;
case skillBludgeon:
- stat = skillIDBludgeon;
+ stat = kSkillIDBludgeon;
break;
case skillThrowing:
- stat = skillIDThrowing;
+ stat = kSkillIDThrowing;
break;
case skillSpellcraft:
- stat = skillIDSpellcraft;
+ stat = kSkillIDSpellcraft;
break;
case skillStealth:
- stat = skillIDStealth;
+ stat = kSkillIDStealth;
break;
case skillAgility:
- stat = skillIDAgility;
+ stat = kSkillIDAgility;
break;
case skillBrawn:
- stat = skillIDBrawn;
+ stat = kSkillIDBrawn;
break;
default:
@@ -459,7 +459,7 @@ uint8 PlayerActor::getStatIndex(SkillProto *proto) {
}
// make sure we have a good index
- if (stat >= numSkills) {
+ if (stat >= kNumSkills) {
error("Invalid array index detected: Player.cpp-getSkillLevel()");
}
@@ -589,8 +589,8 @@ void setCenterActor(PlayerActorID newCenter) {
// Set a new center actor based upon an Actor address
void setCenterActor(Actor *newCenter) {
- assert(newCenter->_disposition >= dispositionPlayer);
- setCenterActor(newCenter->_disposition - dispositionPlayer);
+ assert(newCenter->_disposition >= kDispositionPlayer);
+ setCenterActor(newCenter->_disposition - kDispositionPlayer);
}
//-----------------------------------------------------------------------
@@ -674,7 +674,7 @@ void autoAdjustAggression() {
a = (Actor *)obj;
- if (a->_disposition == dispositionEnemy) {
+ if (a->_disposition == kDispositionEnemy) {
enemiesPresent = true;
break;
}
@@ -757,8 +757,8 @@ int16 getPortraitType(PlayerActorID id) {
// Given an actor, returns the corresponding player Actor ID
bool actorToPlayerID(Actor *a, PlayerActorID &result) {
- if (a->_disposition >= dispositionPlayer) {
- result = a->_disposition - dispositionPlayer;
+ if (a->_disposition >= kDispositionPlayer) {
+ result = a->_disposition - kDispositionPlayer;
return true;
}
@@ -770,8 +770,8 @@ bool actorIDToPlayerID(ObjectID id, PlayerActorID &result) {
Actor *a = (Actor *)GameObject::objectAddress(id);
- if (a->_disposition >= dispositionPlayer) {
- result = a->_disposition - dispositionPlayer;
+ if (a->_disposition >= kDispositionPlayer) {
+ result = a->_disposition - kDispositionPlayer;
return true;
}
@@ -886,8 +886,8 @@ struct PlayerActorArchive {
uint16 flags;
ActorAttributes _baseStats;
int16 _manaMemory[numManas];
- uint8 _attribRecPools[numSkills];
- uint8 _attribMemPools[numSkills];
+ uint8 _attribRecPools[kNumSkills];
+ uint8 _attribMemPools[kNumSkills];
uint8 _vitalityMemory;
bool _notifiedOfAttack;
};
@@ -932,7 +932,7 @@ void initPlayerActors() {
// Set the actor's disposition field to reflect that that
// actor is a player actor
- a->_disposition = dispositionPlayer + i;
+ a->_disposition = kDispositionPlayer + i;
// Turn on banding for player actors
setBanded(i, true);
@@ -964,10 +964,10 @@ void savePlayerActors(Common::OutSaveFile *outS) {
for (int j = 0; j < numManas; ++j)
out->writeSint16LE(p->_manaMemory[j]);
- for (int j = 0; j < numSkills; ++j)
+ for (int j = 0; j < kNumSkills; ++j)
out->writeByte(p->_attribRecPools[j]);
- for (int j = 0; j < numSkills; ++j)
+ for (int j = 0; j < kNumSkills; ++j)
out->writeByte(p->_attribMemPools[j]);
// Store the vitality memory
@@ -1005,10 +1005,10 @@ void loadPlayerActors(Common::InSaveFile *in) {
for (int j = 0; j < numManas; ++j)
p->_manaMemory[j] = in->readSint16LE();
- for (int j = 0; j < numSkills; ++j)
+ for (int j = 0; j < kNumSkills; ++j)
p->_attribRecPools[j] = in->readByte();
- for (int j = 0; j < numSkills; ++j)
+ for (int j = 0; j < kNumSkills; ++j)
p->_attribMemPools[j] = in->readByte();
// Restore the vitality memory
diff --git a/engines/saga2/player.h b/engines/saga2/player.h
index d04bb16e2a5..eddde746726 100644
--- a/engines/saga2/player.h
+++ b/engines/saga2/player.h
@@ -78,10 +78,10 @@ public:
int16 _manaMemory[numManas];
// attrib recovery pools
- uint8 _attribRecPools[numSkills];
+ uint8 _attribRecPools[kNumSkills];
// skills 'expericene' pool
- uint8 _attribMemPools[numSkills];
+ uint8 _attribMemPools[kNumSkills];
// vitality pool
uint8 _vitalityMemory;
@@ -94,14 +94,14 @@ public:
PlayerActor(ObjectID a) : _actorID(a), _portraitType(0), _flags(0), _readyNode(NULL),
_vitalityMemory(0), _notifiedOfAttack(false) {
- assert(ActorAttributes::skillFracPointsPerLevel > 0); // this is used in a divide
+ assert(ActorAttributes::kSkillFracPointsPerLevel > 0); // this is used in a divide
memset(&_baseStats, 0, sizeof(_baseStats));
for (int i = 0; i < numManas; i++)
_manaMemory[i] = 0;
- for (int i = 0; i < numSkills; i++) {
+ for (int i = 0; i < kNumSkills; i++) {
_attribRecPools[i] = 0;
_attribMemPools[i] = 0;
}
diff --git a/engines/saga2/sagafunc.cpp b/engines/saga2/sagafunc.cpp
index 0c17f2a48d4..705637383f4 100644
--- a/engines/saga2/sagafunc.cpp
+++ b/engines/saga2/sagafunc.cpp
@@ -328,7 +328,7 @@ int16 scriptActorSetProto(int16 *args) {
GameObject *obj = ((ObjectData *)thisThread->_thisObject)->obj;
int16 oldProto = obj->getProtoNum();
- if (isActor(obj) && (((Actor *)obj)->_flags & Actor::temporary)) {
+ if (isActor(obj) && (((Actor *)obj)->_flags & Actor::kAFTemporary)) {
decTempActorCount(oldProto);
incTempActorCount(args[0]);
}
@@ -2674,7 +2674,7 @@ int16 scriptMissionMakeActor(int16 *args) {
// Call the regular make-actor function. Add in the "permanent"
// flag, since actor will be deleted at mission end.
- args[6] |= actorPermanent;
+ args[6] |= kActorPermanent;
id = scriptMakeActor(args);
// And record it in the mission object
diff --git a/engines/saga2/speech.cpp b/engines/saga2/speech.cpp
index b164c51d434..36d6b1956eb 100644
--- a/engines/saga2/speech.cpp
+++ b/engines/saga2/speech.cpp
@@ -289,7 +289,7 @@ bool Speech::setupActive() {
//Turn Actor Towards Person They Are Talking To
// MotionTask::turnObject( *obj, GameObject::objectAddress(32794)->getLocation());
// Actor *a = (Actor *)obj;
-// if(!a->setAction( actionJumpUp, animateRandom ))
+// if(!a->setAction( kActionJumpUp, kAnimateRandom ))
// throw gError( "Could Not Set Talk Animation");
// Set up temp gport for blitting to bitmap
@@ -511,8 +511,8 @@ bool Speech::displayText() {
void Speech::dispose() {
if (speechList.currentActive() == this) {
// Actor *a = (Actor *)sp->obj;
-// a->animationFlags |= animateFinished;
-// a->setAction( actionStand, animateRandom );
+// a->animationFlags |= kAnimateFinished;
+// a->setAction( kActionStand, kAnimateRandom );
if (!longEnough())
playVoice(0);
diff --git a/engines/saga2/task.cpp b/engines/saga2/task.cpp
index 7c2bd7c4978..17b879d101a 100644
--- a/engines/saga2/task.cpp
+++ b/engines/saga2/task.cpp
@@ -2974,7 +2974,7 @@ void HuntToKillTask::abortTask() {
Actor *a = _stack->getActor();
- a->_flags &= ~Actor::specialAttack;
+ a->_flags &= ~Actor::kAFSpecialAttack;
a->setFightStance(false);
}
@@ -2983,7 +2983,7 @@ void HuntToKillTask::abortTask() {
TaskResult HuntToKillTask::update() {
if (_specialAttackCtr == 0) {
- _stack->getActor()->_flags |= Actor::specialAttack;
+ _stack->getActor()->_flags |= Actor::kAFSpecialAttack;
// A little hack to make monsters with 99 spellcraft cast spells more often
if (_stack->getActor()->getStats()->spellcraft >= 99)
_specialAttackCtr = 3;
@@ -3024,7 +3024,7 @@ void HuntToKillTask::evaluateTarget() {
getTarget()->actor(a->world(), a->getLocation(), taa);
switch (proto->combatBehavior) {
- case behaviorHungry:
+ case kBehaviorHungry:
// Iterate through each actor in the array and determine if
// there is a line of sight to that actor
for (i = 0; i < taa.actors; i++) {
@@ -3045,7 +3045,7 @@ void HuntToKillTask::evaluateTarget() {
}
break;
- case behaviorCowardly: {
+ case kBehaviorCowardly: {
int16 bestScore = 0;
for (i = 0; i < taa.actors; i++) {
@@ -3074,7 +3074,7 @@ void HuntToKillTask::evaluateTarget() {
}
break;
- case behaviorBerserk: {
+ case kBehaviorBerserk: {
int16 bestScore = 0;
for (i = 0; i < taa.actors; i++) {
@@ -3103,7 +3103,7 @@ void HuntToKillTask::evaluateTarget() {
}
break;
- case behaviorSmart: {
+ case kBehaviorSmart: {
int16 bestScore = 0;
for (i = 0; i < taa.actors; i++) {
diff --git a/engines/saga2/tilemode.cpp b/engines/saga2/tilemode.cpp
index c64144213d4..75288a3be02 100644
--- a/engines/saga2/tilemode.cpp
+++ b/engines/saga2/tilemode.cpp
@@ -349,7 +349,7 @@ bool areThereActiveEnemies() {
for (iter.first(&obj); obj != nullptr; iter.next(&obj)) {
if (isActor(obj)
&& !((Actor *)obj)->isDead()
- && ((Actor *)obj)->_disposition == dispositionEnemy)
+ && ((Actor *)obj)->_disposition == kDispositionEnemy)
return true;
}
@@ -385,8 +385,8 @@ void CheckCombatMood() {
for (iter8.first(&obj); obj != nullptr; iter8.next(&obj)) {
if (isActor(obj)
&& !((Actor *)obj)->isDead()
- && ((Actor *)obj)->_disposition == dispositionEnemy) {
- if (agress || !(((Actor *)obj)->_flags & Actor::afraid)) {
+ && ((Actor *)obj)->_disposition == kDispositionEnemy) {
+ if (agress || !(((Actor *)obj)->_flags & Actor::kAFAfraid)) {
incrementActiveFaction((Actor *) obj);
wasHostile = true;
}
Commit: aaa2f0a0091f5014bd4fbf41bbd4a537d53627a6
https://github.com/scummvm/scummvm/commit/aaa2f0a0091f5014bd4fbf41bbd4a537d53627a6
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T13:32:38+02:00
Commit Message:
SAGA2: Rename enums in assign.h
Changed paths:
engines/saga2/assign.cpp
engines/saga2/assign.h
diff --git a/engines/saga2/assign.cpp b/engines/saga2/assign.cpp
index 3f839d684fc..e41deea0d91 100644
--- a/engines/saga2/assign.cpp
+++ b/engines/saga2/assign.cpp
@@ -229,7 +229,7 @@ void PatrolRouteAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
// reasons.
int16 PatrolRouteAssignment::type() const {
- return patrolRouteAssignment;
+ return kPatrolRouteAssignment;
}
//----------------------------------------------------------------------
@@ -237,7 +237,7 @@ int16 PatrolRouteAssignment::type() const {
// of a task which the assignment had created.
void PatrolRouteAssignment::handleTaskCompletion(TaskResult result) {
- if (result == taskSucceeded) _flags |= routeCompleted;
+ if (result == taskSucceeded) _flags |= kRouteCompleted;
}
//----------------------------------------------------------------------
@@ -246,7 +246,7 @@ void PatrolRouteAssignment::handleTaskCompletion(TaskResult result) {
bool PatrolRouteAssignment::isValid() {
// If the route has already been completed, then the assignment is
// no longer valid
- if (_flags & routeCompleted) return false;
+ if (_flags & kRouteCompleted) return false;
return ActorAssignment::isValid();
}
@@ -256,7 +256,7 @@ bool PatrolRouteAssignment::isValid() {
bool PatrolRouteAssignment::taskNeeded() {
// If the route has already been completed, then no task is needed
- return !(_flags & routeCompleted);
+ return !(_flags & kRouteCompleted);
}
//----------------------------------------------------------------------
@@ -366,7 +366,7 @@ void HuntToBeNearLocationAssignment::write(Common::MemoryWriteStreamDynamic *out
// reasons.
int16 HuntToBeNearLocationAssignment::type() const {
- return huntToBeNearLocationAssignment;
+ return kHuntToBeNearLocationAssignment;
}
//----------------------------------------------------------------------
@@ -424,7 +424,7 @@ void HuntToBeNearActorAssignment::initialize(
at.clone(_targetMem);
_range = r;
- _flags = trackFlag ? track : 0;
+ _flags = trackFlag ? kTrack : 0;
}
HuntToBeNearActorAssignment::HuntToBeNearActorAssignment(Actor *a, Common::SeekableReadStream *stream) :
@@ -472,7 +472,7 @@ void HuntToBeNearActorAssignment::write(Common::MemoryWriteStreamDynamic *out) c
// reasons.
int16 HuntToBeNearActorAssignment::type() const {
- return huntToBeNearActorAssignment;
+ return kHuntToBeNearActorAssignment;
}
//----------------------------------------------------------------------
@@ -495,7 +495,7 @@ Task *HuntToBeNearActorAssignment::getTask(TaskStack *ts) {
ts,
*getTarget(),
_range,
- (_flags & track) != false);
+ (_flags & kTrack) != false);
}
/* ===================================================================== *
@@ -532,8 +532,8 @@ void HuntToKillAssignment::initialize(
// Copy the target
at.clone(_targetMem);
- _flags = (trackFlag ? track : 0)
- | (specificActorFlag ? specificActor : 0);
+ _flags = (trackFlag ? kTrack : 0)
+ | (specificActorFlag ? kSpecificActor : 0);
}
//----------------------------------------------------------------------
@@ -565,7 +565,7 @@ void HuntToKillAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
bool HuntToKillAssignment::isValid() {
// If the target actor is already dead, then this is not a valid
// assignment
- if (_flags & specificActor) {
+ if (_flags & kSpecificActor) {
const SpecificActorTarget *sat = (const SpecificActorTarget *)getTarget();
if (sat->getTargetActor()->isDead()) return false;
@@ -581,7 +581,7 @@ bool HuntToKillAssignment::isValid() {
// reasons.
int16 HuntToKillAssignment::type() const {
- return huntToKillAssignment;
+ return kHuntToKillAssignment;
}
//----------------------------------------------------------------------
@@ -590,7 +590,7 @@ int16 HuntToKillAssignment::type() const {
bool HuntToKillAssignment::taskNeeded() {
// If we're hunting a specific actor, we only need a task if that
// actor is still alive.
- if (_flags & specificActor) {
+ if (_flags & kSpecificActor) {
const SpecificActorTarget *sat = (const SpecificActorTarget *)getTarget();
return !sat->getTargetActor()->isDead();
@@ -607,7 +607,7 @@ Task *HuntToKillAssignment::getTask(TaskStack *ts) {
return new HuntToKillTask(
ts,
*getTarget(),
- (_flags & track) != false);
+ (_flags & kTrack) != false);
}
/* ===================================================================== *
@@ -668,7 +668,7 @@ TetheredWanderAssignment::TetheredWanderAssignment(
// reasons.
int16 TetheredWanderAssignment::type() const {
- return tetheredWanderAssignment;
+ return kTetheredWanderAssignment;
}
//----------------------------------------------------------------------
@@ -731,7 +731,7 @@ void AttendAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
// reasons.
int16 AttendAssignment::type() const {
- return attendAssignment;
+ return kAttendAssignment;
}
//----------------------------------------------------------------------
@@ -751,23 +751,23 @@ void readAssignment(Actor *a, Common::InSaveFile *in) {
// Based upon the type, call the correct constructor
switch (type) {
- case patrolRouteAssignment:
+ case kPatrolRouteAssignment:
new PatrolRouteAssignment(a, in);
break;
- case huntToBeNearActorAssignment:
+ case kHuntToBeNearActorAssignment:
new HuntToBeNearActorAssignment(a, in);
break;
- case huntToBeNearLocationAssignment:
+ case kHuntToBeNearLocationAssignment:
new HuntToBeNearLocationAssignment(a, in);
break;
- case tetheredWanderAssignment:
+ case kTetheredWanderAssignment:
new TetheredWanderAssignment(a, in);
break;
- case attendAssignment:
+ case kAttendAssignment:
new AttendAssignment(a, in);
break;
}
diff --git a/engines/saga2/assign.h b/engines/saga2/assign.h
index 794105672f8..303a3544c13 100644
--- a/engines/saga2/assign.h
+++ b/engines/saga2/assign.h
@@ -36,12 +36,12 @@ class TaskStack;
// Constants representing the non-virtual ActorAssignment classes
enum AssignmentTypes {
- patrolRouteAssignment,
- huntToBeNearLocationAssignment,
- huntToBeNearActorAssignment,
- huntToKillAssignment,
- tetheredWanderAssignment,
- attendAssignment
+ kPatrolRouteAssignment,
+ kHuntToBeNearLocationAssignment,
+ kHuntToBeNearActorAssignment,
+ kHuntToKillAssignment,
+ kTetheredWanderAssignment,
+ kAttendAssignment
};
/* ===================================================================== *
@@ -114,7 +114,7 @@ class PatrolRouteAssignment : public ActorAssignment {
// assignment
enum {
- routeCompleted = (1 << 0)
+ kRouteCompleted = (1 << 0)
};
public:
@@ -225,7 +225,7 @@ class HuntToBeNearActorAssignment : public ActorAssignment {
uint8 _flags;
enum {
- track = (1 << 0) // This hunt is a track.
+ kTrack = (1 << 0) // This hunt is a track.
};
// An initialization function which provides a common ground for
@@ -303,8 +303,8 @@ class HuntToKillAssignment : public ActorAssignment {
uint8 _flags;
enum {
- track = (1 << 0), // This hunt is a track.
- specificActor = (1 << 1) // The actor target is a specific actor
+ kTrack = (1 << 0), // This hunt is a track.
+ kSpecificActor = (1 << 1) // The actor target is a specific actor
};
// An initialization function which provides a common ground for
Commit: 438a0b2c81ec0e82fda81cb87a573112c7adfca3
https://github.com/scummvm/scummvm/commit/438a0b2c81ec0e82fda81cb87a573112c7adfca3
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T13:37:08+02:00
Commit Message:
SAGA2: Rename enums in button.h
Changed paths:
engines/saga2/button.cpp
engines/saga2/button.h
engines/saga2/contain.cpp
engines/saga2/intrface.cpp
engines/saga2/objects.cpp
diff --git a/engines/saga2/button.cpp b/engines/saga2/button.cpp
index d19eef9d57f..b5ace026c69 100644
--- a/engines/saga2/button.cpp
+++ b/engines/saga2/button.cpp
@@ -191,7 +191,7 @@ void GfxCompImage::pointerMove(gPanelMessage &msg) {
// call the superclass's pointerMove
gControl::pointerMove(msg);
- notify(gEventMouseMove, (msg._pointerEnter ? enter : 0) | (msg._pointerLeave ? leave : 0));
+ notify(gEventMouseMove, (msg._pointerEnter ? kEnter : 0) | (msg._pointerLeave ? kLeave : 0));
}
void GfxCompImage::enable(bool abled) {
diff --git a/engines/saga2/button.h b/engines/saga2/button.h
index 61c362ddf28..777441ef296 100644
--- a/engines/saga2/button.h
+++ b/engines/saga2/button.h
@@ -115,8 +115,8 @@ protected:
public:
enum controlValue {
- enter = (1 << 0),
- leave = (1 << 1)
+ kEnter = (1 << 0),
+ kLeave = (1 << 1)
};
GfxCompImage(gPanelList &, const Rect16 &, void *, uint16, AppFunc *cmd = NULL);
diff --git a/engines/saga2/contain.cpp b/engines/saga2/contain.cpp
index 8a913c94b86..62d6699e46f 100644
--- a/engines/saga2/contain.cpp
+++ b/engines/saga2/contain.cpp
@@ -1861,7 +1861,7 @@ APPFUNC(cmdMindContainerFunc) {
g_vm->_mouseInfo->setText(textBuffer);
}
- if (ev.value == GfxCompImage::leave) {
+ if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -1883,9 +1883,9 @@ APPFUNC(cmdCloseButtonFunc) {
g_vm->_mouseInfo->setText(nullptr);
}
} else if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
g_vm->_mouseInfo->setText(CLOSE_MOUSE);
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -1903,9 +1903,9 @@ APPFUNC(cmdScrollFunc) {
cw->scrollDown();
ev.window->update(cw->getView().getExtent());
} else if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
g_vm->_mouseInfo->setText(SCROLL_MOUSE);
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
diff --git a/engines/saga2/intrface.cpp b/engines/saga2/intrface.cpp
index b7af9518733..8af33329b65 100644
--- a/engines/saga2/intrface.cpp
+++ b/engines/saga2/intrface.cpp
@@ -2124,7 +2124,7 @@ APPFUNC(cmdPortrait) {
case gEventMouseMove:
- if (ev.value == GfxCompImage::leave) {
+ if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
g_vm->_mouseInfo->setDoable(true);
break;
@@ -2200,12 +2200,12 @@ APPFUNC(cmdAggressive) {
// }
// else setAggression( transBroID, !wasAggressive );
} else if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
// set the text in the cursor
g_vm->_mouseInfo->setText(isAggressive(transBroID)
? ON_AGRESS
: OFF_AGRESS);
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -2233,7 +2233,7 @@ APPFUNC( cmdJump )
APPFUNC(cmdArmor) {
if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
gArmorIndicator *gai = (gArmorIndicator *)ev.panel;
char buf[128];
@@ -2250,7 +2250,7 @@ APPFUNC(cmdArmor) {
// set the text in the cursor
g_vm->_mouseInfo->setText(buf);
}
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -2265,12 +2265,12 @@ APPFUNC(cmdCenter) {
else setCenterBrother(transBroID);
}
if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
// set the text in the cursor
g_vm->_mouseInfo->setText(getCenterActorPlayerID() == transBroID
? ON_CENTER
: OFF_CENTER);
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -2299,12 +2299,12 @@ APPFUNC(cmdBand) {
// }
// else setBanded( transBroID, !wasBanded );
} else if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
// set the text in the cursor
g_vm->_mouseInfo->setText(isBanded(transBroID)
? ON_BANDED
: OFF_BANDED);
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -2315,8 +2315,8 @@ APPFUNC(cmdOptions) {
OptionsDialog();
//openOptionsPanel();
} else if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) g_vm->_mouseInfo->setText(OPTIONS_PANEL);
- else if (ev.value == GfxCompImage::leave) g_vm->_mouseInfo->setText(nullptr);
+ if (ev.value == GfxCompImage::kEnter) g_vm->_mouseInfo->setText(OPTIONS_PANEL);
+ else if (ev.value == GfxCompImage::kLeave) g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -2335,7 +2335,7 @@ APPFUNC(cmdBroChange) {
uint16 panID = ev.panel->_id;
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
// working buffer
char buf[bufSize];
char state[stateBufSize];
@@ -2356,7 +2356,7 @@ APPFUNC(cmdBroChange) {
}
// set the text in the cursor
g_vm->_mouseInfo->setText(buf);
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -2366,12 +2366,12 @@ APPFUNC(cmdHealthStar) {
uint16 transBroID = translatePanID(ev.panel->_id);
if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::leave) {
+ if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
return;
}
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
ev.panel->setMousePoll(true);
}
@@ -2391,7 +2391,7 @@ APPFUNC(cmdMassInd) {
GameObject *_containerObject = nullptr;
if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
const int bufSize = 40;
int curWeight;
uint16 baseWeight;
@@ -2417,7 +2417,7 @@ APPFUNC(cmdMassInd) {
g_vm->_mouseInfo->setText(buf);
} else
g_vm->_mouseInfo->setText(UNK_WEIGHT_HINT);
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -2429,7 +2429,7 @@ APPFUNC(cmdBulkInd) {
if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::enter) {
+ if (ev.value == GfxCompImage::kEnter) {
const int bufSize = 40;
uint16 baseBulk = 100;
char buf[bufSize];
@@ -2455,7 +2455,7 @@ APPFUNC(cmdBulkInd) {
g_vm->_mouseInfo->setText(buf);
} else
g_vm->_mouseInfo->setText(UNK_BULK_HINT);
- } else if (ev.value == GfxCompImage::leave) {
+ } else if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
}
}
@@ -2463,7 +2463,7 @@ APPFUNC(cmdBulkInd) {
APPFUNC(cmdManaInd) {
if (ev.eventType == gEventMouseMove) {
- if (ev.value != GfxCompImage::leave) {
+ if (ev.value != GfxCompImage::kLeave) {
const int BUF_SIZE = 64;
char textBuffer[BUF_SIZE];
int manaType = -1;
diff --git a/engines/saga2/objects.cpp b/engines/saga2/objects.cpp
index 8402c136cc7..cdfae622b10 100644
--- a/engines/saga2/objects.cpp
+++ b/engines/saga2/objects.cpp
@@ -4386,7 +4386,7 @@ APPFUNC(cmdBrain) {
}
}
} else if (ev.eventType == gEventMouseMove) {
- if (ev.value == GfxCompImage::leave) {
+ if (ev.value == GfxCompImage::kLeave) {
g_vm->_mouseInfo->setText(nullptr);
} else { //if (ev.value == gCompImage::enter)
// set the text in the cursor
Commit: c97c7d7e0bd3fa5d501df4a26857b190be4aa17c
https://github.com/scummvm/scummvm/commit/c97c7d7e0bd3fa5d501df4a26857b190be4aa17c
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T13:58:18+02:00
Commit Message:
SAGA2: Rename enums in code.h
Changed paths:
engines/saga2/code.h
engines/saga2/interp.cpp
diff --git a/engines/saga2/code.h b/engines/saga2/code.h
index 2dd50a3df46..46e80ac21f9 100644
--- a/engines/saga2/code.h
+++ b/engines/saga2/code.h
@@ -33,167 +33,167 @@ namespace Saga2 {
// table to determine things like unary-op, binary-op, etc.
enum op_types {
- op_undefined = 0,
+ kOpUndefined = 0,
// internal operations
- op_nextblock, // continue execution at next block
- op_dup, // duplicate 16-bit value on stack
- op_drop, // drop 16-bit value on stack
+ kOpNextblock, // continue execution at next block
+ kOpDup, // duplicate 16-bit value on stack
+ kOpDrop, // drop 16-bit value on stack
// primary values
- op_zero, // push a zero on the stack
- op_one, // push a one on the stack
- op_constint, // constant integer
- op_constid, // constant id reference
- op_strlit, // string literal
- op_sym, // symbol address
- op_symref, // symbol contents
- op_classref, // reference to "this"
- op_deref, // dereference of an ID
+ kOpZero, // push a zero on the stack
+ kOpOne, // push a one on the stack
+ kOpConstint, // constant integer
+ kOpConstid, // constant id reference
+ kOpStrlit, // string literal
+ kOpSym, // symbol address
+ kOpSymref, // symbol contents
+ kOpClassref, // reference to "this"
+ kOpDeref, // dereference of an ID
// references within this module
- op_getflag, // read from flag bit (mode)
- op_getbyte, // read from byte field (mode)
- op_getint, // read from integer field (mode)
- op_getstr, // read from string field (mode)
- op_getid, // read from id field (mode)
+ kOpGetflag, // read from flag bit (mode)
+ kOpGetbyte, // read from byte field (mode)
+ kOpGetint, // read from integer field (mode)
+ kOpGetstr, // read from string field (mode)
+ kOpGetid, // read from id field (mode)
- op_putflag, // put to flag bit (mode)
- op_putbyte, // put to byte field (mode)
- op_putint, // put to integer field (mode)
- op_putstr, // put to string field (mode)
- op_putid, // put to id field (mode)
+ kOpPutflag, // put to flag bit (mode)
+ kOpPutbyte, // put to byte field (mode)
+ kOpPutint, // put to integer field (mode)
+ kOpPutstr, // put to string field (mode)
+ kOpPutid, // put to id field (mode)
- op_pea, // push effective address onto stack
+ kOpPea, // push effective address onto stack
// 'void' versions consume their arguments
- op_putflag_v, // put to flag bit (mode)
- op_putbyte_v, // put to byte field (mode)
- op_putint_v, // put to integer field (mode)
- op_putstr_v, // put to string field (mode)
- op_putid_v, // put to id field (mode)
+ kOpPutflagV, // put to flag bit (mode)
+ kOpPutbyteV, // put to byte field (mode)
+ kOpPutintV, // put to integer field (mode)
+ kOpPutstrV, // put to string field (mode)
+ kOpPutidV, // put to id field (mode)
// function call
- op_call_near, // call function in same segment
- op_call_far, // call function in other segment
- op_ccall, // call C function
- op_ccall_v, // call C function ()
- op_call_member, // call member function
- op_call_member_v, // call member function ()
+ kOpCallNear, // call function in same segment
+ kOpCallFar, // call function in other segment
+ kOpCcall, // call C function
+ kOpCcallV, // call C function ()
+ kOpCallMember, // call member function
+ kOpCallMemberV, // call member function ()
- op_enter, // enter a function
- op_return, // return from function
- op_return_v, // return nothing from function
+ kOpEnter, // enter a function
+ kOpReturn, // return from function
+ kOpReturn_v, // return nothing from function
// branches
- op_jmp,
- op_jmp_true_v, // test arg and consume
- op_jmp_false_v, // test arg and consume
- op_jmp_true, // test arg and don't consume
- op_jmp_false, // test arg and don't consume
- op_jmp_switch, // switch statement (integer)
- op_jmp_strswitch, // switch statement (string)
- op_jmp_random, // random jump
+ kOpJmp,
+ kOpJmpTrueV, // test arg and consume
+ kOpJmpFalseV, // test arg and consume
+ kOpJmpTrue, // test arg and don't consume
+ kOpJmpDalse, // test arg and don't consume
+ kOpJmpSwitch, // switch statement (integer)
+ kOpJmpStrswitch, // switch statement (string)
+ kOpJmpRandom, // random jump
// unary operators
- op_negate,
- op_not,
- op_compl,
+ kOpNegate,
+ kOpNot,
+ kOpCompl,
- op_inc_v, // increment, don't push
- op_dec_v, // decrement, don't push
- op_postinc,
- op_postdec,
+ kOpIncV, // increment, don't push
+ kOpDecV, // decrement, don't push
+ kOpPostinc,
+ kOpPostdec,
// arithmetic
- op_add,
- op_sub,
- op_mul,
- op_div,
- op_mod,
+ kOpAdd,
+ kOpSub,
+ kOpMul,
+ kOpDiv,
+ kOpMod,
// conditional
- op_conditional,
- op_comma,
+ kOpConditional,
+ kOpComma,
// comparison
- op_eq,
- op_ne,
- op_gt,
- op_lt,
- op_ge,
- op_le,
+ kOpEq,
+ kOpNe,
+ kOpGt,
+ kOpLt,
+ kOpGe,
+ kOpLe,
// string comparison
- op_str_eq,
- op_str_ne,
- op_str_gt,
- op_str_lt,
- op_str_ge,
- op_str_le,
+ kOpStrEq,
+ kOpStrNe,
+ kOpStrGt,
+ kOpStrLt,
+ kOpStrGe,
+ kOpStrLe,
// shift
- op_rsh,
- op_lsh,
+ kOpRsh,
+ kOpLsh,
// bitwise
- op_and,
- op_or,
- op_xor,
+ kOpAnd,
+ kOpOr,
+ kOpXor,
// logical
- op_land,
- op_lor,
- op_lxor,
+ kOpLand,
+ kOpLor,
+ kOpLxor,
// string functions
- op_strcat, // string concatenation
- op_strformat, // string formatting
+ kOpStrcat, // string concatenation
+ kOpStrformat, // string formatting
// assignment operators -- none of these are actually compiled into
// code (they become get/put type operations)
- op_assign,
+ kOpAssign,
// none of these are even used currently...
- op_asplus,
- op_asminus,
- op_astimes,
- op_asdiv,
- op_asmod,
- op_asrshift,
- op_aslshift,
- op_asand,
- op_asor,
+ kOpAsplus,
+ kOpAsminus,
+ kOpAstimes,
+ kOpAsdiv,
+ kOpAsmod,
+ kOpAsrshift,
+ kOpAslshift,
+ kOpAsand,
+ kOpAsor,
// Special ops
- op_speak,
- op_dialog_begin,
- op_dialog_end,
- op_reply,
- op_animate,
+ kOpSpeak,
+ kOpDialogBegin,
+ kOpDialogEnd,
+ kOpReply,
+ kOpAnimate,
// New opcodes
- op_jmp_seedrandom, // seeded random jump
- op_symref_x, // get the export number of the symbol
+ kOpJmp_seedrandom, // seeded random jump
+ kOpSymrefX, // get the export number of the symbol
- op_last /* about 90 so far */
+ kOpLast /* about 90 so far */
};
// addressing modes for get and put
@@ -202,37 +202,37 @@ enum addr_types {
// Offset reference to the thread structure
- addr_thread = 0,
+ skAddrThread = 0,
// Offset reference to the stack
- addr_stack,
+ skAddrStack,
// Implicit reference to the currently executing segment
- addr_near,
+ skAddrNear,
// Implicit reference to data segment
- addr_data,
+ skAddrData,
// This addressing mode references any external segment
// using a 16-bit segment number and a 16-bit segment offset
// which immediately follow the instruction.
- addr_far,
+ skAddrFar,
// This addressing mode is used for segment-array addressing
// it's a 16-bit segment followed by a 16-bit object number,
// followed by a (byte or bit) offset within the object
- addr_array,
+ skAddrArray,
// This addressing mode uses a 16-bit segment number
// and a 16-bit offset which have been put on the stack.
-// addr_indirect, // use SEG:offset on stack
-// addr_indirect_index, // use SEG:index:offset on stack
+// skAddrIndirect, // use SEG:offset on stack
+// skAddrIndirectIndex, // use SEG:index:offset on stack
// This addressing mode is used for dereferencing objects.
// It consists of an _embedded_ address for retrieving the
@@ -243,24 +243,24 @@ enum addr_types {
// REM: We also need a "far deref" for computing the
// dereferenced object's segment number.
- addr_deref,
+ skAddrDeref,
// Addressing mode used for class member functions. It
// specified that the address is relative to whatever
// object the 1st argument is referrring to.
- addr_this // relative to arg 1
+ skAddrThis // relative to arg 1
};
-#define IS_CONST(x) ((x) >= op_constint && (x) <= op_conststr)
-#define IS_ADDRESS(x) ((x) == op_sym)
-#define IS_UNOP(x) ((x) >= op_negate && (x) <= op_postdec)
+#define IS_CONST(x) ((x) >= kOpConstint && (x) <= kOpConststr)
+#define IS_ADDRESS(x) ((x) == kOpSym)
+#define IS_UNOP(x) ((x) >= kOpNegate && (x) <= kOpPostdec)
-#define IS_BINOP(x) ((x) >= op_add && (x) <= op_strcat)
-#define IS_ASOP(x) ((x) >= op_assign && (x) <= op_asor)
+#define IS_BINOP(x) ((x) >= kOpAdd && (x) <= kOpStrcat)
+#define IS_ASOP(x) ((x) >= kOpAssign && (x) <= kOpAsor)
-// #define IS_UNOP2(x) ((x) == op_getarray || (x) == op_putarray)
-// #define CONST(op) ((op) >= op_constflag && (op) <= op_conststr)
+// #define IS_UNOP2(x) ((x) == kOpGetarray || (x) == kOpPutarray)
+// #define CONST(op) ((op) >= kOpConstflag && (op) <= kOpConststr)
// Flags for special statements
@@ -311,13 +311,13 @@ typedef struct _BasicBlock {
// Jump types
enum jump_types {
- jump_never = 0, /* never jump */
- jump_false, /* jump on expression if false */
- jump_true, /* jump on expression if true */
- jump_always, /* jump always */
- jump_cjump, /* 'c' goto stm, jumpto is a label # */
- jump_return, /* block ends with a 'return' statement */
- jump_switch, /* jumps to lots of places */
+ kJumpNever = 0, /* never jump */
+ kJumpFalse, /* jump on expression if false */
+ kJumpTrue, /* jump on expression if true */
+ kJumpAlways, /* jump always */
+ kJumpCjump, /* 'c' goto stm, jumpto is a label # */
+ kJumpReturn, /* block ends with a 'return' statement */
+ kJumpSwitch, /* jumps to lots of places */
};
#endif
/*
diff --git a/engines/saga2/interp.cpp b/engines/saga2/interp.cpp
index bc8710dec39..edbf81c9100 100644
--- a/engines/saga2/interp.cpp
+++ b/engines/saga2/interp.cpp
@@ -227,19 +227,19 @@ uint8 *byteAddress(Thread *th, uint8 **pcPtr) {
*arg;
switch (*pc++) {
- case addr_data:
+ case skAddrData:
IMMED_WORD(offset);
debugC(3, kDebugScripts, "byteAddress: data[%d] = %d", offset, dataSegment[offset]);
*pcPtr = pc;
return &dataSegment[offset];
- case addr_near:
+ case skAddrNear:
IMMED_WORD(offset);
debugC(3, kDebugScripts, "byteAddress: near[%d] = %d", offset, th->_codeSeg[offset]);
*pcPtr = pc;
return th->_codeSeg + offset;
- case addr_far:
+ case skAddrFar:
IMMED_WORD(seg);
IMMED_WORD(offset);
debugC(3, kDebugScripts, "byteAddress: far[%s:%d] = %d", seg2str(seg).c_str(), offset, *segmentAddress(seg, offset));
@@ -255,7 +255,7 @@ uint8 *byteAddress(Thread *th, uint8 **pcPtr) {
return segmentAddress(seg, offset);
- case addr_array:
+ case skAddrArray:
IMMED_WORD(seg);
IMMED_WORD(offset);
addr = segmentArrayAddress(seg, offset);
@@ -264,19 +264,19 @@ uint8 *byteAddress(Thread *th, uint8 **pcPtr) {
*pcPtr = pc;
return addr + offset2;
- case addr_stack:
+ case skAddrStack:
IMMED_WORD(offset);
debugC(3, kDebugScripts, "byteAddress: stack[%d] = %d", offset, *(th->_stackBase + th->_framePtr + (int16)offset));
*pcPtr = pc;
return th->_stackBase + th->_framePtr + (int16)offset;
- case addr_thread:
+ case skAddrThread:
IMMED_WORD(offset);
debugC(3, kDebugScripts, "byteAddress: thread[%d] = %d", offset, *((uint8 *)&th->_threadArgs + offset));
*pcPtr = pc;
return (uint8 *)&th->_threadArgs + offset;
- case addr_this:
+ case skAddrThis:
IMMED_WORD(offset);
arg = (uint16 *)(th->_stackBase + th->_framePtr + 8);
*pcPtr = pc;
@@ -287,7 +287,7 @@ uint8 *byteAddress(Thread *th, uint8 **pcPtr) {
debugC(3, kDebugScripts, "byteAddress: thisS[%s:%d:%d] = %d", seg2str(arg[0]).c_str(), arg[1], offset, *(segmentArrayAddress(arg[0], arg[1]) + offset));
return segmentArrayAddress(arg[0], arg[1]) + offset;
- case addr_deref:
+ case skAddrDeref:
// First, get the address of the reference.
*pcPtr = pc;
@@ -326,21 +326,21 @@ uint8 *objectAddress(
*arg;
switch (*pc++) {
- case addr_data:
+ case skAddrData:
IMMED_WORD(index);
seg = dataSegIndex;
addr = &dataSegment[index];
debugC(3, kDebugScripts, "objectAddress: data[%s:%d] = %d", seg2str(seg).c_str(), index, *addr);
break;
- case addr_far:
+ case skAddrFar:
IMMED_WORD(seg);
IMMED_WORD(index);
addr = segmentAddress(seg, index);
debugC(3, kDebugScripts, "objectAddress: far[%s:%d] = %d", seg2str(seg).c_str(), index, *addr);
break;
- case addr_array:
+ case skAddrArray:
IMMED_WORD(seg);
IMMED_WORD(index);
IMMED_WORD(offset);
@@ -348,7 +348,7 @@ uint8 *objectAddress(
debugC(3, kDebugScripts, "objectAddress: array[%s:%d:%d] = %d", seg2str(seg).c_str(), index, offset, *addr);
break;
- case addr_this:
+ case skAddrThis:
IMMED_WORD(offset);
arg = (uint16 *)(th->_stackBase + th->_framePtr + 8);
seg = arg[0];
@@ -361,7 +361,7 @@ uint8 *objectAddress(
debugC(3, kDebugScripts, "objectAddress: thisS[%s:%d:%d] = %d", seg2str(seg).c_str(), index, offset, *addr);
break;
- case addr_deref:
+ case skAddrDeref:
// First, get the address of the reference.
*pcPtr = pc;
@@ -399,21 +399,21 @@ uint8 *bitAddress(Thread *th, uint8 **pcPtr, int16 *mask) {
offset;
switch (*pc++) {
- case addr_data:
+ case skAddrData:
IMMED_WORD(offset);
*pcPtr = pc;
*mask = (1 << (offset & 7));
debugC(3, kDebugScripts, "bitAddress: data[%d] = %d", offset, (dataSegment[offset >> 3] & *mask) != 0);
return &dataSegment[(offset >> 3)];
- case addr_near:
+ case skAddrNear:
IMMED_WORD(offset);
*pcPtr = pc;
*mask = (1 << (offset & 7));
debugC(3, kDebugScripts, "bitAddress: near[%d] = %d", offset, (*(th->_codeSeg + (offset >> 3)) & *mask) != 0);
return th->_codeSeg + (offset >> 3);
- case addr_far:
+ case skAddrFar:
IMMED_WORD(seg);
IMMED_WORD(offset);
*pcPtr = pc;
@@ -421,7 +421,7 @@ uint8 *bitAddress(Thread *th, uint8 **pcPtr, int16 *mask) {
debugC(3, kDebugScripts, "bitAddress: far[%s:%d] = %d", seg2str(seg).c_str(), offset, (*segmentAddress(seg, offset >> 3) & *mask) != 0);
return segmentAddress(seg, (offset >> 3));
- case addr_array:
+ case skAddrArray:
IMMED_WORD(seg);
IMMED_WORD(offset);
addr = segmentArrayAddress(seg, offset);
@@ -431,21 +431,21 @@ uint8 *bitAddress(Thread *th, uint8 **pcPtr, int16 *mask) {
debugC(3, kDebugScripts, "bitAddress: array[%s:%d:%d] = %d", seg2str(seg).c_str(), offset, offset, (addr[offset >> 3] & *mask) != 0);
return addr + (offset >> 3);
- case addr_stack:
+ case skAddrStack:
IMMED_WORD(offset);
*pcPtr = pc;
*mask = (1 << (offset & 7));
debugC(3, kDebugScripts, "bitAddress: stack[%d] = %d", offset, (*(th->_stackBase + th->_framePtr + (offset >>3)) & *mask) != 0);
return th->_stackBase + th->_framePtr + (offset >> 3);
- case addr_thread:
+ case skAddrThread:
IMMED_WORD(offset);
*pcPtr = pc;
*mask = (1 << (offset & 7));
debugC(3, kDebugScripts, "bitAddress: thread[%d] = %d", offset, (*((uint8 *)&th->_threadArgs + (offset >> 3)) & *mask) != 0);
return (uint8 *)&th->_threadArgs + (offset >> 3);
- case addr_this:
+ case skAddrThis:
error("Addressing relative to 'this' not supported just yet.\n");
}
@@ -515,9 +515,9 @@ void print_script_name(uint8 *codePtr, const char *descr = nullptr) {
scriptName[length] = '\0';
if (descr)
- debugC(1, kDebugScripts, "Scripts: %d op_enter: [%s].%s ", lastExport, descr, scriptName);
+ debugC(1, kDebugScripts, "Scripts: %d kOpEnter: [%s].%s ", lastExport, descr, scriptName);
else
- debugC(1, kDebugScripts, "Scripts: %d op_enter: ::%s ", lastExport, scriptName);
+ debugC(1, kDebugScripts, "Scripts: %d kOpEnter: ::%s ", lastExport, scriptName);
}
const char *objectName(int16 segNum, uint16 segOff) {
@@ -583,100 +583,100 @@ bool Thread::interpret() {
print_stack((int16 *)_stackBase, stack);
switch (op = *pc++) {
- case op_dup:
+ case kOpDup:
--stack;
*stack = stack[1]; // duplicate value on stack
- D_OP1(op_dup);
+ D_OP1(kOpDup);
break;
- case op_drop: // drop word on stack
- D_OP(op_drop);
+ case kOpDrop: // drop word on stack
+ D_OP(kOpDrop);
stack++;
break;
- case op_zero: // constant integer of zero
- D_OP(op_zero);
+ case kOpZero: // constant integer of zero
+ D_OP(kOpZero);
*--stack = 0; // push integer on stack
break;
- case op_one: // constant integer of one
- D_OP(op_one);
+ case kOpOne: // constant integer of one
+ D_OP(kOpOne);
*--stack = 1; // push integer on stack
break;
- case op_strlit: // string literal (also pushes word)
- case op_constint: // constant integer
+ case kOpStrlit: // string literal (also pushes word)
+ case kOpConstint: // constant integer
IMMED_WORD(w); // pick up word after opcode
*--stack = w; // push integer on stack
- if (op == op_strlit)
- D_OP1(op_strlit);
+ if (op == kOpStrlit)
+ D_OP1(kOpStrlit);
else
- D_OP1(op_constint);
+ D_OP1(kOpConstint);
break;
- case op_getflag: // get a flag
+ case kOpGetflag: // get a flag
addr = bitAddress(this, &pc, &w); // get address of bit
*--stack = ((*addr) & w) ? 1 : 0; // true or false if bit set
- D_OP2(op_getflag);
+ D_OP2(kOpGetflag);
break;
- case op_getint: // read from integer field (mode)
+ case kOpGetint: // read from integer field (mode)
addr = byteAddress(this, &pc); // get address of integer
*--stack = *(uint16 *)addr; // get integer from address
- D_OP2(op_getint);
+ D_OP2(kOpGetint);
break;
- case op_getbyte: // read from integer field (mode)
+ case kOpGetbyte: // read from integer field (mode)
addr = byteAddress(this, &pc); // get address of integer
*--stack = *addr; // get byte from address
- D_OP2(op_getbyte);
+ D_OP2(kOpGetbyte);
break;
// Note that in the current implementation, "put" ops leave
// the value that was stored on the stack. We mat also do a
// 'vput' which consumes the variable.
- case op_putflag: // put to flag bit (mode)
+ case kOpPutflag: // put to flag bit (mode)
addr = bitAddress(this, &pc, &w); // get address of bit
if (*stack) *addr |= w; // set bit if stack non-zero
else *addr &= ~w; // else clear it
- D_OP3(op_putflag);
+ D_OP3(kOpPutflag);
break;
- case op_putflag_v: // put to flag bit (mode)
+ case kOpPutflagV: // put to flag bit (mode)
addr = bitAddress(this, &pc, &w); // get address of bit
if (*stack++) *addr |= w; // set bit if stack non-zero
else *addr &= ~w; // else clear it
- D_OP3(op_putflag_v);
+ D_OP3(kOpPutflagV);
break;
- case op_putint: // put to integer field (mode)
+ case kOpPutint: // put to integer field (mode)
addr = byteAddress(this, &pc); // get address of integer
*(uint16 *)addr = *stack; // put integer to address
- D_OP3(op_putint);
+ D_OP3(kOpPutint);
break;
- case op_putint_v: // put to integer field (mode)
+ case kOpPutintV: // put to integer field (mode)
addr = byteAddress(this, &pc); // get address of integer
*(uint16 *)addr = *stack++; // put integer to address
- D_OP3(op_putint_v);
+ D_OP3(kOpPutintV);
break;
- case op_putbyte: // put to byte field (mode)
+ case kOpPutbyte: // put to byte field (mode)
addr = byteAddress(this, &pc); // get address of integer
*addr = *stack; // put integer to address
- D_OP3(op_putbyte);
+ D_OP3(kOpPutbyte);
break;
- case op_putbyte_v: // put to byte field (mode)
+ case kOpPutbyteV: // put to byte field (mode)
addr = byteAddress(this, &pc); // get address of integer
*addr = *stack++; // put integer to address
- D_OP3(op_putbyte_v);
+ D_OP3(kOpPutbyteV);
break;
- case op_enter:
- D_OP(op_enter);
+ case kOpEnter:
+ D_OP(kOpEnter);
print_script_name(pc - 1);
*--stack = _framePtr; // save old frame ptr on stack
_framePtr = (uint8 *)stack - _stackBase; // new frame pointer
@@ -686,13 +686,13 @@ bool Thread::interpret() {
// function calls
- case op_return: // return with value
- D_OP(op_return);
+ case kOpReturn: // return with value
+ D_OP(kOpReturn);
_returnVal = *stack++;
// fall through
- case op_return_v: // return with void
- D_OP(op_return_v);
+ case kOpReturn_v: // return with void
+ D_OP(kOpReturn_v);
stack = (int16 *)(_stackBase + _framePtr); // pop autos
_framePtr = *stack++; // restore frame pointer
@@ -713,13 +713,13 @@ bool Thread::interpret() {
n = *stack++; // get argument count from call
stack += n; // pop that many args
- if (op == op_return) // if not void
+ if (op == kOpReturn) // if not void
*--stack = _returnVal;// push return value
}
break;
- case op_call_near: // call function in same seg
- D_OP(op_call_near);
+ case kOpCallNear: // call function in same seg
+ D_OP(kOpCallNear);
n = *pc++; // get argument count
@@ -738,8 +738,8 @@ bool Thread::interpret() {
print_script_name(pc);
break;
- case op_call_far: // call function in other seg
- D_OP(op_call_far);
+ case kOpCallFar: // call function in other seg
+ D_OP(kOpCallFar);
n = *pc++; // get argument count
@@ -761,10 +761,10 @@ bool Thread::interpret() {
print_script_name(pc);
break;
- case op_ccall: // call C function
- case op_ccall_v: // call C function
- if (op == op_ccall)
- D_OP(op_ccall);
+ case kOpCcall: // call C function
+ case kOpCcallV: // call C function
+ if (op == kOpCcall)
+ D_OP(kOpCcall);
else
D_OP(op_call_v);
@@ -779,7 +779,7 @@ bool Thread::interpret() {
stack += n; // pop args of of the stack
- if (op == op_ccall) { // push the return value
+ if (op == kOpCcall) { // push the return value
*--stack = _returnVal; // onto the stack
_flags |= expectResult; // script expecting result
} else _flags &= ~expectResult; // script not expecting result
@@ -790,12 +790,12 @@ bool Thread::interpret() {
break;
- case op_call_member: // call member function
- case op_call_member_v: // call member function ()
- if (op == op_call_member)
- D_OP(op_call_member);
+ case kOpCallMember: // call member function
+ case kOpCallMemberV: // call member function ()
+ if (op == kOpCallMember)
+ D_OP(kOpCallMember);
else
- D_OP(op_call_member_v);
+ D_OP(kOpCallMemberV);
n = *pc++; // get argument count
w = *pc++; // index of member function
@@ -883,7 +883,7 @@ bool Thread::interpret() {
// Push the return value onto the stack if it's
// not a 'void' call.
- if (op == op_call_member) {
+ if (op == kOpCallMember) {
*--stack = _returnVal; // onto the stack
_flags |= expectResult; // script expecting result
} else _flags &= ~expectResult; // script not expecting result
@@ -897,28 +897,28 @@ bool Thread::interpret() {
// REM: Call the member function
- if (op == op_call_member) // push the return value
+ if (op == kOpCallMember) // push the return value
*--stack = 0; // onto the stack
break;
- case op_jmp_true_v:
- D_OP(op_jmp_true_v);
+ case kOpJmpTrueV:
+ D_OP(kOpJmpTrueV);
IMMED_WORD(w); // pick up word after address
if (*stack++ != 0) {
BRANCH(w); // if stack is non-zero, jump
}
break;
- case op_jmp_false_v:
- D_OP(op_jmp_false_v);
+ case kOpJmpFalseV:
+ D_OP(kOpJmpFalseV);
IMMED_WORD(w); // pick up word after address
if (*stack++ == 0) {
BRANCH(w); // if stack is zero, jump
}
break;
- case op_jmp_true:
+ case kOpJmpTrue:
D_OP(op_true);
IMMED_WORD(w); // pick up word after address
if (*stack != 0) {
@@ -926,7 +926,7 @@ bool Thread::interpret() {
}
break;
- case op_jmp_false:
+ case kOpJmpDalse:
D_OP(op_false);
IMMED_WORD(w); // pick up word after address
if (*stack == 0) {
@@ -934,14 +934,14 @@ bool Thread::interpret() {
}
break;
- case op_jmp:
- D_OP(op_jmp);
+ case kOpJmp:
+ D_OP(kOpJmp);
IMMED_WORD(w); // pick up word after address
BRANCH(w); // jump relative to module
break;
- case op_jmp_switch:
- D_OP(op_jmp_switch);
+ case kOpJmpSwitch:
+ D_OP(kOpJmpSwitch);
IMMED_WORD(n); // n = number of cases
w = *stack++; // w = value on stack
{
@@ -965,14 +965,14 @@ bool Thread::interpret() {
}
break;
- case op_jmp_seedrandom: // seeded random jump
- case op_jmp_random: // random jump
- if (op == op_jmp_seedrandom)
- D_OP(op_jmp_seedrandom);
+ case kOpJmp_seedrandom: // seeded random jump
+ case kOpJmpRandom: // random jump
+ if (op == kOpJmp_seedrandom)
+ D_OP(kOpJmp_seedrandom);
else
D_OP(op_random);
- if (op == op_jmp_random) {
+ if (op == kOpJmpRandom) {
IMMED_WORD(n); // n = number of cases
IMMED_WORD(n); // total probability
n = (uint16)(g_vm->_rnd->getRandomNumber(n - 1)); // random number between 0 and n-1
@@ -1003,40 +1003,40 @@ bool Thread::interpret() {
}
break;
- case op_negate:
- D_OP(op_negate);
+ case kOpNegate:
+ D_OP(kOpNegate);
*stack = - *stack;
break; // negate TOS
- case op_not:
- D_OP(op_not);
+ case kOpNot:
+ D_OP(kOpNot);
*stack = ! *stack;
break; // not TOS
- case op_compl:
- D_OP(op_compl);
+ case kOpCompl:
+ D_OP(kOpCompl);
*stack = ~ *stack;
break; // complement TOS
- case op_inc_v:
- D_OP(op_inc_v);
+ case kOpIncV:
+ D_OP(kOpIncV);
addr = byteAddress(this, &pc); // get address of integer
*(uint16 *)addr += 1; // bump value by one
break;
- case op_dec_v:
- D_OP(op_dec_v);
+ case kOpDecV:
+ D_OP(kOpDecV);
addr = byteAddress(this, &pc); // get address of integer
*(uint16 *)addr -= 1; // bump value by one
break;
- case op_postinc:
- D_OP(op_postinc);
+ case kOpPostinc:
+ D_OP(kOpPostinc);
addr = byteAddress(this, &pc); // get address of integer
*--stack = *(uint16 *)addr; // get integer from address
*(uint16 *)addr += 1; // bump value by one
break;
- case op_postdec:
- D_OP(op_postdec);
+ case kOpPostdec:
+ D_OP(kOpPostdec);
addr = byteAddress(this, &pc); // get address of integer
*--stack = *(uint16 *)addr; // get integer from address
*(uint16 *)addr -= 1; // bump value by one
@@ -1047,107 +1047,107 @@ bool Thread::interpret() {
// stack is incremented before storing to skip over the
// dropped variable.
- case op_add:
- D_OP(op_add);
+ case kOpAdd:
+ D_OP(kOpAdd);
w = (stack[1] + stack[0]);
*++stack = w;
break;
- case op_sub:
- D_OP(op_sub);
+ case kOpSub:
+ D_OP(kOpSub);
w = (stack[1] - stack[0]);
*++stack = w;
break;
- case op_mul:
- D_OP(op_mul);
+ case kOpMul:
+ D_OP(kOpMul);
w = (stack[1] * stack[0]);
*++stack = w;
break;
- case op_div:
- D_OP(op_div);
+ case kOpDiv:
+ D_OP(kOpDiv);
w = (stack[1] / stack[0]);
*++stack = w;
break;
- case op_mod:
- D_OP(op_mod);
+ case kOpMod:
+ D_OP(kOpMod);
w = (stack[1] % stack[0]);
*++stack = w;
break;
- case op_eq:
- D_OP(op_eq);
+ case kOpEq:
+ D_OP(kOpEq);
w = (stack[1] == stack[0]);
*++stack = w;
break;
- case op_ne:
- D_OP(op_ne);
+ case kOpNe:
+ D_OP(kOpNe);
w = (stack[1] != stack[0]);
*++stack = w;
break;
- case op_gt:
- D_OP(op_gt);
+ case kOpGt:
+ D_OP(kOpGt);
w = (stack[1] > stack[0]);
*++stack = w;
break;
- case op_lt:
- D_OP(op_lt);
+ case kOpLt:
+ D_OP(kOpLt);
w = (stack[1] < stack[0]);
*++stack = w;
break;
- case op_ge:
- D_OP(op_ge);
+ case kOpGe:
+ D_OP(kOpGe);
w = (stack[1] >= stack[0]);
*++stack = w;
break;
- case op_le:
- D_OP(op_le);
+ case kOpLe:
+ D_OP(kOpLe);
w = (stack[1] <= stack[0]);
*++stack = w;
break;
- case op_rsh:
- D_OP(op_rsh);
+ case kOpRsh:
+ D_OP(kOpRsh);
w = (stack[1] >> stack[0]);
*++stack = w;
break;
- case op_lsh:
- D_OP(op_lsh);
+ case kOpLsh:
+ D_OP(kOpLsh);
w = (stack[1] << stack[0]);
*++stack = w;
break;
- case op_and:
- D_OP(op_and);
+ case kOpAnd:
+ D_OP(kOpAnd);
w = (stack[1] & stack[0]);
*++stack = w;
break;
- case op_or:
- D_OP(op_or);
+ case kOpOr:
+ D_OP(kOpOr);
w = (stack[1] | stack[0]);
*++stack = w;
break;
- case op_xor:
- D_OP(op_xor);
+ case kOpXor:
+ D_OP(kOpXor);
w = (stack[1] ^ stack[0]);
*++stack = w;
break;
- case op_land:
- D_OP(op_land);
+ case kOpLand:
+ D_OP(kOpLand);
w = (stack[1] && stack[0]);
*++stack = w;
break;
- case op_lor:
- D_OP(op_lor);
+ case kOpLor:
+ D_OP(kOpLor);
w = (stack[1] || stack[0]);
*++stack = w;
break;
- case op_lxor:
- D_OP(op_lxor);
+ case kOpLxor:
+ D_OP(kOpLxor);
w = (stack[1] && !stack[0]) || (!stack[1] && stack[0]);
*++stack = w;
break;
- case op_speak:
- case op_dialog_begin:
- case op_dialog_end:
- case op_reply:
- case op_animate:
+ case kOpSpeak:
+ case kOpDialogBegin:
+ case kOpDialogEnd:
+ case kOpReply:
+ case kOpAnimate:
script_error("Feature not implemented.\n");
break;
@@ -1445,7 +1445,7 @@ Thread::Thread(uint16 segNum, uint16 segOff, scriptCallFrame &args) {
_framePtr = _stackSize;
_valid = true;
- if ((_codeSeg)[_programCounter.offset] != op_enter) {
+ if ((_codeSeg)[_programCounter.offset] != kOpEnter) {
//warning("SAGA failure: Invalid script entry point (export=%d) [segment=%d:%d]\n", lastExport, segNum, segOff);
_valid = false;
}
Commit: 7cc012e311cb947b6479c26a3ae2e04a3724b9fc
https://github.com/scummvm/scummvm/commit/7cc012e311cb947b6479c26a3ae2e04a3724b9fc
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T14:06:11+02:00
Commit Message:
SAGA2: Reanme enums in contain.h
Changed paths:
engines/saga2/actor.cpp
engines/saga2/contain.cpp
engines/saga2/contain.h
engines/saga2/objproto.cpp
diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index cb7bf5965c3..69d50db460a 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -168,7 +168,7 @@ bool ActorProto::closeAction(ObjectID dObj, ObjectID) {
assert(isActor(dObj));
GameObject *dObjPtr = GameObject::objectAddress(dObj);
- ContainerNode *cn = g_vm->_cnm->find(dObj, ContainerNode::deadType);
+ ContainerNode *cn = g_vm->_cnm->find(dObj, ContainerNode::kDeadType);
assert(dObjPtr->isOpen());
assert(cn);
diff --git a/engines/saga2/contain.cpp b/engines/saga2/contain.cpp
index 62d6699e46f..c9b89d802bf 100644
--- a/engines/saga2/contain.cpp
+++ b/engines/saga2/contain.cpp
@@ -375,14 +375,14 @@ void ContainerView::drawClipped(
// check to see if selecting amount for this objec
if (g_vm->_cnm->_objToGet == item) {
- Point16 selectorPos = Point16(x + ((iconWidth - selectorX) >> 1),
- y + ((iconHeight - selectorY) >> 1));
+ Point16 selectorPos = Point16(x + ((iconWidth - kSelectorX) >> 1),
+ y + ((iconHeight - kSelectorY) >> 1));
// draw the selector thingy
drawSelector(port, selectorPos);
// set the position of the inc center
- g_vm->_cnm->_amountIndY = y - (selectorY >> 1) - 12;
+ g_vm->_cnm->_amountIndY = y - (kSelectorY >> 1) - 12;
} else drawQuantity(port, item, objProto, x, y);
}
}
@@ -1040,14 +1040,14 @@ void ReadyContainerView::drawClipped(
// check to see if selecting amount for this objec
if (g_vm->_cnm->_objToGet == item) {
- Point16 selectorPos = Point16(x + ((iconWidth - selectorX) >> 1),
- y + ((iconHeight - selectorY) >> 1));
+ Point16 selectorPos = Point16(x + ((iconWidth - kSelectorX) >> 1),
+ y + ((iconHeight - kSelectorY) >> 1));
// draw the selector thingy
drawSelector(port, selectorPos);
// set the position of the inc center
- g_vm->_cnm->_amountIndY = y - (selectorY >> 1) + 28; // extent.y;
+ g_vm->_cnm->_amountIndY = y - (kSelectorY >> 1) + 28; // extent.y;
} else drawQuantity(port, item, objProto, x, y);
}
}
@@ -1117,7 +1117,7 @@ TangibleContainerWindow::TangibleContainerWindow(
const int weightIndicatorType = 2;
_objRect = app.iconRect;
- _deathFlag = nd.getType() == ContainerNode::deadType;
+ _deathFlag = nd.getType() == ContainerNode::kDeadType;
_containerSpriteImg = nullptr;
// setup the mass and weight indicator
@@ -1268,33 +1268,33 @@ ContainerNode::ContainerNode(ContainerManager &cl, ObjectID id, int typ) {
// if it is indeed a player actor; Else set to "nobody".
if (isActor(id)) {
if (actorIDToPlayerID(id, ownerID) == false)
- ownerID = ContainerNode::nobody;
+ ownerID = ContainerNode::kNobody;
} else {
ObjectID possessor = obj->possessor();
if (possessor == Nothing || actorIDToPlayerID(possessor, ownerID) == false)
- ownerID = ContainerNode::nobody;
+ ownerID = ContainerNode::kNobody;
}
// Compute the initial position of the container window
switch (typ) {
- case readyType:
+ case kReadyType:
break;
- case deadType:
+ case kDeadType:
_position = deathContainerAppearance.defaultWindowPos;
break;
- case mentalType:
+ case kMentalType:
_mindType = 0; //protoClassIdeaContainer;
_position = mentalContainerAppearance.defaultWindowPos;
break;
- case physicalType:
+ case kPhysicalType:
_position = physicalContainerAppearance.defaultWindowPos;
break;
- case enchantType:
+ case kEnchantType:
_position = enchantmentContainerAppearance.defaultWindowPos;
break;
}
@@ -1374,7 +1374,7 @@ void ContainerNode::write(Common::MemoryWriteStreamDynamic *out) {
// Close the container window, but leave the node.
void ContainerNode::hide() {
// close the window, but don't close the object.
- if (_type != readyType && _window != nullptr) {
+ if (_type != kReadyType && _window != nullptr) {
_position = _window->getExtent(); // Save old window position
_window->close();
delete _window;
@@ -1391,29 +1391,29 @@ void ContainerNode::show() {
// open the window; Object should already be "open"
if (_window == nullptr) {
switch (_type) {
- case physicalType:
+ case kPhysicalType:
physicalContainerAppearance.rows = proto->getViewableRows();
physicalContainerAppearance.cols = proto->getViewableCols();
physicalContainerAppearance.totRows = proto->getMaxRows();
_window = new TangibleContainerWindow(*this, physicalContainerAppearance);
break;
- case deadType:
+ case kDeadType:
deathContainerAppearance.rows = proto->getViewableRows();
deathContainerAppearance.cols = proto->getViewableCols();
deathContainerAppearance.totRows = proto->getMaxRows();
_window = new TangibleContainerWindow(*this, deathContainerAppearance);
break;
- case mentalType:
+ case kMentalType:
_window = new IntangibleContainerWindow(*this, mentalContainerAppearance);
break;
- case enchantType:
+ case kEnchantType:
_window = new EnchantmentContainerWindow(*this, enchantmentContainerAppearance);
break;
- case readyType:
+ case kReadyType:
default:
return;
}
@@ -1423,7 +1423,7 @@ void ContainerNode::show() {
}
void ContainerNode::update() {
- if (_type == readyType) {
+ if (_type == kReadyType) {
// Update ready containers if they are enabled
if (TrioCviews[_owner]->getEnabled()) TrioCviews[_owner]->invalidate();
if (indivCviewTop->getEnabled()) indivCviewTop->invalidate();
@@ -1499,7 +1499,7 @@ void ContainerManager::setPlayerNum(PlayerActorID playerNum) {
for (Common::List<ContainerNode *>::iterator it = _list.begin(); it != _list.end(); ++it) {
ContainerNode *n = *it;
- if (n->_owner != ContainerNode::nobody && n->_owner != playerNum)
+ if (n->_owner != ContainerNode::kNobody && n->_owner != playerNum)
n->hide();
}
@@ -1526,7 +1526,7 @@ void ContainerManager::doDeferredActions() {
ContainerNode *n = *it;
// If the object is not in a player inventory (i.e. on the ground)
- if (n->_owner == ContainerNode::nobody) {
+ if (n->_owner == ContainerNode::kNobody) {
// If the object is in a different world, or too far away
// from the protagonist, then quietly close the object.
GameObject *obj = GameObject::objectAddress(n->_object);
@@ -1539,16 +1539,16 @@ void ContainerManager::doDeferredActions() {
}
}
- if (n->_action & ContainerNode::actionDelete) {
+ if (n->_action & ContainerNode::kActionDelete) {
delete n;
continue;
}
- if (n->_action & ContainerNode::actionHide) {
+ if (n->_action & ContainerNode::kActionHide) {
n->hide();
} else {
- if (n->_action & ContainerNode::actionShow) n->show();
- if (n->_action & ContainerNode::actionUpdate) n->update();
+ if (n->_action & ContainerNode::kActionShow) n->show();
+ if (n->_action & ContainerNode::kActionUpdate) n->update();
}
n->_action = 0;
@@ -1563,7 +1563,7 @@ void ContainerManager::setUpdate(ObjectID id) {
if (n->_object == id)
n->update();
- else if (n->_type == ContainerNode::mentalType // Special case for mind containers
+ else if (n->_type == ContainerNode::kMentalType // Special case for mind containers
&& n->_object == GameObject::objectAddress(id)->IDParent())
n->update();
}
@@ -1581,30 +1581,30 @@ ContainerNode *CreateContainerNode(ObjectID id, bool open, int16) {
if (isActor(id)) {
if (actorIDToPlayerID(id, owner) == false)
- owner = ContainerNode::nobody;
+ owner = ContainerNode::kNobody;
if (((Actor *)obj)->isDead()) {
// Open dead container for dead actor
- if (!(cn = g_vm->_cnm->find(owner, ContainerNode::deadType)))
- cn = new ContainerNode(*g_vm->_cnm, id, ContainerNode::deadType);
- } else if (owner != ContainerNode::nobody) {
+ if (!(cn = g_vm->_cnm->find(owner, ContainerNode::kDeadType)))
+ cn = new ContainerNode(*g_vm->_cnm, id, ContainerNode::kDeadType);
+ } else if (owner != ContainerNode::kNobody) {
return OpenMindContainer(owner, open, /*mType*/ openMindType);
} else {
error("Attempt to open non-dead actor as a container");
}
} else {
if (actorIDToPlayerID(obj->possessor(), owner) == false)
- owner = ContainerNode::nobody;
+ owner = ContainerNode::kNobody;
- if (!(cn = g_vm->_cnm->find(id, ContainerNode::physicalType)))
- cn = new ContainerNode(*g_vm->_cnm, id, ContainerNode::physicalType);
+ if (!(cn = g_vm->_cnm->find(id, ContainerNode::kPhysicalType)))
+ cn = new ContainerNode(*g_vm->_cnm, id, ContainerNode::kPhysicalType);
}
// If node was successfull created, and we wanted it open, and the owner
// is the center actor or no-actor then make the container window visible.
if (cn != nullptr
&& open
- && (owner == getCenterActorID() || owner == ContainerNode::nobody)) {
+ && (owner == getCenterActorID() || owner == ContainerNode::kNobody)) {
cn->show();
}
@@ -1614,15 +1614,15 @@ ContainerNode *CreateContainerNode(ObjectID id, bool open, int16) {
ContainerNode *CreateReadyContainerNode(PlayerActorID player) {
return new ContainerNode(*g_vm->_cnm,
getPlayerActorAddress(player)->getActorID(),
- ContainerNode::readyType);
+ ContainerNode::kReadyType);
}
ContainerNode *OpenMindContainer(PlayerActorID player, int16 open, int16 type) {
ContainerNode *cn;
ObjectID id = getPlayerActorAddress(player)->getActorID();
- if (!(cn = g_vm->_cnm->find(id, ContainerNode::mentalType))) {
- cn = new ContainerNode(*g_vm->_cnm, id, ContainerNode::mentalType);
+ if (!(cn = g_vm->_cnm->find(id, ContainerNode::kMentalType))) {
+ cn = new ContainerNode(*g_vm->_cnm, id, ContainerNode::kMentalType);
cn->_mindType = type;
// If node was successfull created, and we wanted it open, and the owner
@@ -1674,8 +1674,8 @@ void initContainerNodes() {
Common::List<ContainerNode *>::iterator it;
for (it = g_vm->_cnm->_list.begin(); it != g_vm->_cnm->_list.end(); ++it) {
- if ((*it)->getType() != ContainerNode::readyType) {
- error("initContainerNodes: ContainerNode type not readyType (%d != %d)", (*it)->getType(), ContainerNode::readyType);
+ if ((*it)->getType() != ContainerNode::kReadyType) {
+ error("initContainerNodes: ContainerNode type not readyType (%d != %d)", (*it)->getType(), ContainerNode::kReadyType);
}
}
}
@@ -1693,7 +1693,7 @@ void saveContainerNodes(Common::OutSaveFile *outS) {
for (Common::List<ContainerNode *>::iterator it = g_vm->_cnm->_list.begin(); it != g_vm->_cnm->_list.end(); ++it) {
ContainerNode *n = *it;
- if (n->getType() != ContainerNode::readyType)
+ if (n->getType() != ContainerNode::kReadyType)
numNodes++;
}
@@ -1708,7 +1708,7 @@ void saveContainerNodes(Common::OutSaveFile *outS) {
for (Common::List<ContainerNode *>::iterator it = g_vm->_cnm->_list.begin(); it != g_vm->_cnm->_list.end(); ++it) {
ContainerNode *n = *it;
- if (n->getType() != ContainerNode::readyType) {
+ if (n->getType() != ContainerNode::kReadyType) {
debugC(3, kDebugSaveload, "Saving ContainerNode %d", i++);
n->write(out);
}
@@ -1751,7 +1751,7 @@ void cleanupContainerNodes() {
for (Common::List<ContainerNode *>::iterator it = g_vm->_cnm->_list.begin(); it != g_vm->_cnm->_list.end(); ++it) {
ContainerNode *n = *it;
- if (n->getType() != ContainerNode::readyType)
+ if (n->getType() != ContainerNode::kReadyType)
deletionArray.push_back(*it);
}
@@ -1871,7 +1871,7 @@ APPFUNC(cmdCloseButtonFunc) {
if (ev.eventType == gEventNewValue && ev.value == 1) {
ContainerWindow *win = (ContainerWindow *)ev.window;
- if (win->getView()._node.getType() == ContainerNode::mentalType) {
+ if (win->getView()._node.getType() == ContainerNode::kMentalType) {
win->getView()._node.markForDelete();
} else {
win->containerObject()->close(getCenterActorID());
diff --git a/engines/saga2/contain.h b/engines/saga2/contain.h
index d48b0b52549..5278eba05cc 100644
--- a/engines/saga2/contain.h
+++ b/engines/saga2/contain.h
@@ -69,8 +69,8 @@ class ContainerView : public gControl {
protected:
enum imageData {
- selectorX = 10,
- selectorY = 25
+ kSelectorX = 10,
+ kSelectorY = 25
};
public:
@@ -359,22 +359,22 @@ class ContainerNode {
public:
enum ContainerNodeOwnerType {
- readyType = 0, // This is a player ready container
- deadType, // The "dead" container
- mentalType, // A player's mental container
- physicalType, // Physical container
- enchantType // Enchantment container
+ kReadyType = 0, // This is a player ready container
+ kDeadType, // The "dead" container
+ kMentalType, // A player's mental container
+ kPhysicalType, // Physical container
+ kEnchantType // Enchantment container
};
enum ContainerNodeOwners {
- nobody = 255 // owner = 255 means it's on the ground
+ kNobody = 255 // owner = 255 means it's on the ground
};
enum containerAction {
- actionUpdate = (1 << 0), // Refresh this window
- actionDelete = (1 << 1), // Delete this window
- actionHide = (1 << 2), // Refresh this window
- actionShow = (1 << 3) // Refresh this window
+ kActionUpdate = (1 << 0), // Refresh this window
+ kActionDelete = (1 << 1), // Delete this window
+ kActionHide = (1 << 2), // Refresh this window
+ kActionShow = (1 << 3) // Refresh this window
};
private:
@@ -424,18 +424,18 @@ public:
// Set for lazy deletion
void markForDelete() {
- _action |= actionDelete;
+ _action |= kActionDelete;
}
void markForShow() {
- _action |= actionShow;
- _action &= ~actionHide;
+ _action |= kActionShow;
+ _action &= ~kActionHide;
}
void markForHide() {
- _action |= actionHide;
- _action &= ~actionShow;
+ _action |= kActionHide;
+ _action &= ~kActionShow;
}
void markForUpdate() {
- _action |= actionUpdate;
+ _action |= kActionUpdate;
}
// Find the address of the window and/or view
diff --git a/engines/saga2/objproto.cpp b/engines/saga2/objproto.cpp
index 31a18ba544f..6dbc6225c8f 100644
--- a/engines/saga2/objproto.cpp
+++ b/engines/saga2/objproto.cpp
@@ -1264,7 +1264,7 @@ bool PhysicalContainerProto::openAction(ObjectID dObj, ObjectID) {
bool PhysicalContainerProto::closeAction(ObjectID dObj, ObjectID) {
GameObject *dObjPtr = GameObject::objectAddress(dObj);
- ContainerNode *cn = g_vm->_cnm->find(dObj, ContainerNode::physicalType);
+ ContainerNode *cn = g_vm->_cnm->find(dObj, ContainerNode::kPhysicalType);
assert(dObjPtr->isOpen());
assert(cn);
@@ -2926,7 +2926,7 @@ bool IntangibleContainerProto::openAction(ObjectID dObj, ObjectID enactor) {
}
bool IntangibleContainerProto::closeAction(ObjectID dObj, ObjectID) {
- ContainerNode *cn = g_vm->_cnm->find(dObj, ContainerNode::mentalType);
+ ContainerNode *cn = g_vm->_cnm->find(dObj, ContainerNode::kMentalType);
assert(cn);
Commit: 2d903d39dce4ea71457c6e0a103366c9605db8e4
https://github.com/scummvm/scummvm/commit/2d903d39dce4ea71457c6e0a103366c9605db8e4
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T14:09:09+02:00
Commit Message:
SAGA2: Rename enums in display.h
Changed paths:
engines/saga2/display.cpp
engines/saga2/display.h
engines/saga2/tromode.cpp
diff --git a/engines/saga2/display.cpp b/engines/saga2/display.cpp
index 806b1a3001e..13d60b2c8d0 100644
--- a/engines/saga2/display.cpp
+++ b/engines/saga2/display.cpp
@@ -48,7 +48,7 @@ bool paletteMayHaveChanged = false;
Locals
* ===================================================================== */
-static uint32 displayStatus = GraphicsInit;
+static uint32 displayStatus = kDisGraphicsInit;
static bool paletteSuspendFlag = false;
@@ -68,7 +68,7 @@ static void switchOff();
void endGame() {
blackOut();
- displayDisable(GameEnded);
+ displayDisable(kDisGameEnded);
g_vm->_gameRunning = false;
}
@@ -165,14 +165,14 @@ bool displayOkay() {
// Main on/off swiotch for display
void mainEnable() {
- displayEnable(GameNotInitialized);
+ displayEnable(kDisGameNotInitialized);
}
// ------------------------------------------------------------------------
// This is a check to see if blitting is enabled
void mainDisable() {
- displayDisable(GameNotInitialized);
+ displayDisable(kDisGameNotInitialized);
}
// ------------------------------------------------------------------------
diff --git a/engines/saga2/display.h b/engines/saga2/display.h
index 6f419ca7414..e71e4ddfe2d 100644
--- a/engines/saga2/display.h
+++ b/engines/saga2/display.h
@@ -33,11 +33,11 @@ namespace Saga2 {
* ===================================================================== */
enum DisplayDisabledBecause {
- GameNotInitialized = 1 << 0,
- PlayingVideo = 1 << 1,
- GraphicsInit = 1 << 2,
- GameSuspended = 1 << 3,
- GameEnded = 1 << 4
+ kDisGameNotInitialized = 1 << 0,
+ kDisPlayingVideo = 1 << 1,
+ kDisGraphicsInit = 1 << 2,
+ kDisGameSuspended = 1 << 3,
+ kDisGameEnded = 1 << 4
};
/* ===================================================================== *
diff --git a/engines/saga2/tromode.cpp b/engines/saga2/tromode.cpp
index 3aa1d0379d1..5be13f41ec5 100644
--- a/engines/saga2/tromode.cpp
+++ b/engines/saga2/tromode.cpp
@@ -149,7 +149,7 @@ static void TroModeSetup() {
g_vm->_pointer->hide();
g_vm->_pal->quickSavePalette();
blackOut();
- displayDisable(PlayingVideo);
+ displayDisable(kDisPlayingVideo);
pushVidState();
resetInputDevices();
abortFlag = false;
@@ -161,7 +161,7 @@ static void TroModeSetup() {
static void TroModeCleanup() {
g_vm->endVideo();
popVidState();
- displayEnable(PlayingVideo);
+ displayEnable(kDisPlayingVideo);
blackOut();
g_vm->_pal->quickRestorePalette();
resumeAudio();
Commit: 32b75a6524cf2a34e78c8822864a9df66504c810
https://github.com/scummvm/scummvm/commit/32b75a6524cf2a34e78c8822864a9df66504c810
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T14:17:57+02:00
Commit Message:
SAGA2: Rename enums in dispnode.h and document.h
Changed paths:
engines/saga2/dispnode.cpp
engines/saga2/dispnode.h
engines/saga2/document.cpp
engines/saga2/document.h
diff --git a/engines/saga2/dispnode.cpp b/engines/saga2/dispnode.cpp
index 30a827cb748..5520b5233a0 100644
--- a/engines/saga2/dispnode.cpp
+++ b/engines/saga2/dispnode.cpp
@@ -112,7 +112,7 @@ void DisplayNodeList::init(uint16 s) {
_displayList[i]._efx = nullptr;
_displayList[i]._nextDisplayed = nullptr;
_displayList[i]._object = nullptr;
- _displayList[i]._type = nodeTypeObject;
+ _displayList[i]._type = kNodeTypeObject;
}
}
//-----------------------------------------------------------------------
@@ -123,7 +123,7 @@ DisplayNode::DisplayNode() {
_sortDepth = 0;
_object = nullptr;
_flags = 0; // various flags
- _type = nodeTypeObject;
+ _type = kNodeTypeObject;
_efx = nullptr;
}
@@ -172,7 +172,7 @@ void DisplayNodeList::draw() {
}
for (dn = DisplayNodeList::_head; dn; dn = dn->_nextDisplayed) {
- if (dn->_type == nodeTypeEffect)
+ if (dn->_type == kNodeTypeEffect)
dn->drawEffect();
else
dn->drawObject();
@@ -291,13 +291,13 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
dn->_nextDisplayed = nullptr;
dn->_object = ob;
- dn->_type = nodeTypeObject;
+ dn->_type = kNodeTypeObject;
dn->_flags = 0;
if (centerActorIndicatorEnabled
&& isActor(dn->_object)
&& ((Actor *)dn->_object) == centerActor)
- dn->_flags |= DisplayNode::displayIndicator;
+ dn->_flags |= DisplayNode::kDisplayIndicator;
// Various test data
// dn->spriteFrame = 0;
@@ -789,7 +789,7 @@ void DisplayNode::drawObject() {
_hitBox.width = bodySprite->size.x;
_hitBox.height = bodySprite->size.y;
- if (_flags & displayIndicator) {
+ if (_flags & kDisplayIndicator) {
Point16 indicatorCoords;
gPixelMap &indicator = *mouseCursors[kMouseCenterActorIndicatorImage];
@@ -814,7 +814,7 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
error("Object sprites have been dumped!");
for (dn = DisplayNodeList::_head; dn; dn = dn->_nextDisplayed) {
- if (dn->_type == nodeTypeObject) {
+ if (dn->_type == kNodeTypeObject) {
GameObject *obj = dn->_object;
if (obj->parent() == currentWorld && dn->_hitBox.ptInside(mouse.x, mouse.y)) {
@@ -907,7 +907,7 @@ void DisplayNodeList::buildEffects(bool) {
if (_displayList[i]._efx->isHidden() || _displayList[i]._efx->isDead())
continue;
// make sure it knows it's not a real object
- _displayList[i]._type = nodeTypeEffect;
+ _displayList[i]._type = kNodeTypeEffect;
_displayList[i]._sortDepth = _displayList[i]._efx->_screenCoords.y + _displayList[i]._efx->_current.z / 2;
if (dn) {
diff --git a/engines/saga2/dispnode.h b/engines/saga2/dispnode.h
index 6901ae213db..dceb0d1174b 100644
--- a/engines/saga2/dispnode.h
+++ b/engines/saga2/dispnode.h
@@ -38,8 +38,8 @@ struct StaticTilePoint;
class Effectron;
enum nodeType {
- nodeTypeObject = 0,
- nodeTypeEffect
+ kNodeTypeObject = 0,
+ kNodeTypeEffect
};
@@ -58,7 +58,7 @@ private:
uint8 _flags; // various flags
enum {
- displayIndicator = (1 << 0)
+ kDisplayIndicator = (1 << 0)
};
public:
diff --git a/engines/saga2/document.cpp b/engines/saga2/document.cpp
index c75d28a2924..212b32493b2 100644
--- a/engines/saga2/document.cpp
+++ b/engines/saga2/document.cpp
@@ -69,7 +69,7 @@ static uint8 scrollTextColors[] = { 65, 65, 65, 65, 65, 65, 65, 66, 66, 67, 67,
CDocumentAppearance scrollAppearance = {
{202, 54, 236, 317},
1,
- pageOrientVertical,
+ kPageOrientVertical,
scrollTextColors,
{ {50, 64, 131, 169}, {0, 0, 0, 0} },
{184, 206, 44, 42},
@@ -95,7 +95,7 @@ static uint8 bookTextColors[] = { 65, 65, 65, 65, 65, 65, 65, 65, 65, 65, 65, 65
CDocumentAppearance bookAppearance = {
{123, 76, 394, 252},
2,
- pageOrientHorizontal,
+ kPageOrientHorizontal,
bookTextColors,
{ {40, 26, 135, 205}, {218, 26, 135, 205} },
{231, 217, 34, 27},
@@ -117,7 +117,7 @@ static StaticWindow parchDecorations[] = {
CDocumentAppearance parchAppearance = {
{202, 54, 208, 256},
1,
- pageOrientVertical,
+ kPageOrientVertical,
bookTextColors,
{ {27, 18, 149, 212}, {0, 0, 0, 0} },
{164, 229, 20, 20},
@@ -152,7 +152,7 @@ CDocument::CDocument(CDocumentAppearance &dApp,
_illustrationCon = nullptr;
// set the maxium string length
- _maxSize = maxPages * maxLines * maxChars;
+ _maxSize = kMaxPages * kMaxLines * kMaxChars;
// get the org text size
_textSize = clamp(0, strlen(buffer), _maxSize);
@@ -179,7 +179,7 @@ CDocument::CDocument(CDocumentAppearance &dApp,
_pageBreakSet = true;
// null out the image pointer array
- for (int16 i = 0; i < maxPages; i++) {
+ for (int16 i = 0; i < kMaxPages; i++) {
_images[i] = nullptr;
}
@@ -200,7 +200,7 @@ CDocument::CDocument(CDocumentAppearance &dApp,
CDocument::~CDocument() {
int16 i;
- for (i = 0; i < maxPages; i++) {
+ for (i = 0; i < kMaxPages; i++) {
if (_images[i]) {
free(_images[i]);
}
@@ -279,7 +279,7 @@ void CDocument::pointerMove(gPanelMessage &msg) {
Point16 pos = msg._pickPos;
if (msg._inPanel && Rect16(0, 0, _extent.width, _extent.height).ptInside(pos)) {
- if (_app.orientation == pageOrientVertical) {
+ if (_app.orientation == kPageOrientVertical) {
// find out which end of the book we're on
if (pos.y < _extent.height / 2) setMouseImage(kMousePgUpImage, -7, -7);
else setMouseImage(kMousePgDownImage, -7, -7);
@@ -306,7 +306,7 @@ bool CDocument::pointerHit(gPanelMessage &msg) {
if (msg._inPanel && Rect16(0, 0, _extent.width, _extent.height).ptInside(pos)) {
gEvent ev;
- if (_app.orientation == pageOrientVertical) {
+ if (_app.orientation == kPageOrientVertical) {
// find out which end of the book we're on
if (pos.y < _extent.height / 2) cmdDocumentUp(ev); //gotoPage( _currentPage - _app.numPages );
else cmdDocumentDn(ev); //gotoPage( _currentPage + _app.numPages );
@@ -336,7 +336,7 @@ bool CDocument::pointerHit(gPanelMessage &msg) {
}
void CDocument::gotoPage(int8 page) {
- page = clamp(0, page, maxPages);
+ page = clamp(0, page, kMaxPages);
while (page % _app.numPages) page++;
@@ -407,7 +407,7 @@ bool CDocument::checkForImage(char *string,
_illustrationCon = resFile->newContext(MKTAG(argv[0], argv[1], argv[2], argv[3]),
"book internal resources");
// set image for next page
- if (offPageIndex < maxPages) {
+ if (offPageIndex < kMaxPages) {
// if the last entry is defined as a number
if (argv[7] == ':') {
// convert the text into a number
@@ -447,7 +447,7 @@ bool CDocument::checkForImage(char *string,
// set the line offset
_lineOffset[offPageIndex] =
_imageSizes[offPageIndex].y / (_textHeight + 1) +
- textPictureOffset;
+ kTextPictureOffset;
} else {
warning("CDocument: Document overflow");
}
@@ -475,7 +475,7 @@ void CDocument::makePages() {
bool newPage = false;
- while (offset >= 0 && pageIndex < maxPages) {
+ while (offset >= 0 && pageIndex < kMaxPages) {
while (offset >= 0 &&
lineIndex < linesPerPage &&
!newPage) {
@@ -585,7 +585,7 @@ void CDocument::renderText() {
for (; lineIndex < _numLines[pageIndex]; lineIndex++) {
int16 temp = _lineLen[pageIndex][lineIndex];
- assert(pageIndex < maxPages);
+ assert(pageIndex < kMaxPages);
assert(temp < 35);
str += _lineLen[pageIndex][lineIndex];
@@ -613,7 +613,7 @@ void CDocument::renderText() {
}
for (; lineIndex < _numLines[pageIndex]; lineIndex++) {
- assert(pageIndex <= maxPages);
+ assert(pageIndex <= kMaxPages);
tPort.moveTo(pageRect->x, pageRect->y + (_textHeight * lineIndex) + 1);
tPort.setColor(_app.textColors[lineIndex]);
diff --git a/engines/saga2/document.h b/engines/saga2/document.h
index ffbeb9cc330..393e526e886 100644
--- a/engines/saga2/document.h
+++ b/engines/saga2/document.h
@@ -45,15 +45,15 @@ const uint32 bookGroupID = MKTAG('B', 'O', 'O', 'K');
const int maxVisiblePages = 2;
enum {
- pageLeft = 0,
- pageRight,
- pageUp,
- pageDown
+ kPageLeft = 0,
+ kPageRight,
+ kPageUp,
+ kPageDown
};
enum pageOrientation {
- pageOrientVertical = 0,
- pageOrientHorizontal
+ kPageOrientVertical = 0,
+ kPageOrientHorizontal
};
struct CDocumentAppearance {
@@ -78,10 +78,10 @@ class CDocument : public ModalWindow {
private:
enum {
- maxPages = 32,
- maxLines = 32,
- maxChars = 32,
- textPictureOffset = 1
+ kMaxPages = 32,
+ kMaxLines = 32,
+ kMaxChars = 32,
+ kTextPictureOffset = 1
};
struct ImageHeader {
@@ -93,7 +93,7 @@ private:
CDocumentAppearance &_app;
// image poiner array
- void *_images[maxPages];
+ void *_images[kMaxPages];
uint16 _currentPage,
_lineWidth,
@@ -104,10 +104,10 @@ private:
gFont *_textFont;
uint16 _textHeight;
uint16 _pages;
- uint16 _numLines[maxPages];
- uint16 _lineLen[maxPages][maxLines];
- uint16 _lineOffset[maxPages];
- Extent16 _imageSizes[maxPages];
+ uint16 _numLines[kMaxPages];
+ uint16 _lineLen[kMaxPages][kMaxLines];
+ uint16 _lineOffset[kMaxPages];
+ Extent16 _imageSizes[kMaxPages];
bool _pageBreakSet;
char *_scan; // for parsing book text.
Commit: 39032c37437e67ec2318c1f82f6014151c92d7f0
https://github.com/scummvm/scummvm/commit/39032c37437e67ec2318c1f82f6014151c92d7f0
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T14:35:54+02:00
Commit Message:
SAGA2: Rename enums in effects.h
Changed paths:
engines/saga2/actor.cpp
engines/saga2/console.cpp
engines/saga2/contain.cpp
engines/saga2/dispnode.cpp
engines/saga2/effects.cpp
engines/saga2/effects.h
engines/saga2/enchant.cpp
engines/saga2/intrface.cpp
engines/saga2/magic.cpp
engines/saga2/motion.cpp
engines/saga2/objects.cpp
engines/saga2/objects.h
engines/saga2/objproto.cpp
engines/saga2/path.cpp
engines/saga2/player.cpp
engines/saga2/sagafunc.cpp
engines/saga2/sensor.cpp
engines/saga2/sensor.h
engines/saga2/spellio.cpp
engines/saga2/terrain.cpp
engines/saga2/weapons.cpp
diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index 69d50db460a..1569f99c660 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -157,7 +157,7 @@ bool ActorProto::openAction(ObjectID dObj, ObjectID) {
cn = CreateContainerNode(dObj, false, openMindType);
cn->markForShow(); // Deferred open
- dObjPtr->_data.objectFlags |= objectOpen; // Set open bit;
+ dObjPtr->_data.objectFlags |= kObjectOpen; // Set open bit;
return true;
}
@@ -177,7 +177,7 @@ bool ActorProto::closeAction(ObjectID dObj, ObjectID) {
cn->markForDelete();
// Clear open bit
- dObjPtr->_data.objectFlags &= ~objectOpen;
+ dObjPtr->_data.objectFlags &= ~kObjectOpen;
return true;
}
@@ -463,7 +463,7 @@ bool ActorProto::acceptHealingAction(
int16 maxVitality = (a->getBaseStats())->vitality;
PlayerActorID pID;
- if (vitality > 0 && !a->hasEffect(actorDiseased)) {
+ if (vitality > 0 && !a->hasEffect(kActorDiseased)) {
// If we've just lost all vitality, we're dead, else make a
// morale check
@@ -1506,7 +1506,7 @@ void Actor::deleteActor() {
}
// Place in limbo
- if (!(_data.objectFlags & objectNoRecycle)) {
+ if (!(_data.objectFlags & kObjectNoRecycle)) {
append(ActorLimbo);
actorLimboCount++;
}
@@ -1783,9 +1783,9 @@ bool Actor::inUseRange(const TilePoint &tp, GameObject *obj) {
bool Actor::isImmobile() {
return isDead()
- || hasEffect(actorImmobile)
- || hasEffect(actorAsleep)
- || hasEffect(actorParalyzed);
+ || hasEffect(kActorImmobile)
+ || hasEffect(kActorAsleep)
+ || hasEffect(kActorParalyzed);
}
//-----------------------------------------------------------------------
@@ -2443,7 +2443,7 @@ void Actor::evaluateNeeds() {
} else {
if (_disposition == kDispositionEnemy
&& _appearance != nullptr
- && !hasEffect(actorNotDefenseless)) {
+ && !hasEffect(kActorNotDefenseless)) {
GameObject *obj;
bool foundWeapon = false;
ContainerIterator iter(this);
@@ -2467,7 +2467,7 @@ void Actor::evaluateNeeds() {
_flags |= kAFAfraid;
}
- if (_flags & kAFAfraid || hasEffect(actorFear) || hasEffect(actorRepelUndead)) {
+ if (_flags & kAFAfraid || hasEffect(kActorFear) || hasEffect(kActorRepelUndead)) {
setGoal(kActorGoalPreserveSelf);
} else if (_leader != nullptr && inBandingRange()) {
setGoal(_leader->evaluateFollowerNeeds(this));
@@ -2743,15 +2743,15 @@ void Actor::handleDamageTaken(uint8 damage) {
if (offensiveObject() == this
&& !isActionAvailable(kActionSwingHigh)
&& !isActionAvailable(kActionTwoHandSwingHigh)
- && !hasEffect(actorNotDefenseless)) {
+ && !hasEffect(kActorNotDefenseless)) {
_flags |= kAFAfraid;
return;
}
if (combatBehavior != kBehaviorHungry
&& (_flags & kAFTemporary)
- && !hasEffect(actorFear)
- && !hasEffect(actorRepelUndead)) {
+ && !hasEffect(kActorFear)
+ && !hasEffect(kActorRepelUndead)) {
if (_flags & kAFAfraid) {
// Let's give monsters a small chance of regaining their courage
if ((uint16)g_vm->_rnd->getRandomNumber(0xffff) <= 0x3fff)
diff --git a/engines/saga2/console.cpp b/engines/saga2/console.cpp
index 81112d4d4f4..67c24a6714d 100644
--- a/engines/saga2/console.cpp
+++ b/engines/saga2/console.cpp
@@ -463,9 +463,9 @@ bool Console::cmdInvisibility(int argc, const char **argv) {
for (ObjectID id = ActorBaseID; id < ActorBaseID + kPlayerActors; ++id) {
Actor *p = (Actor *)GameObject::objectAddress(id);
if (inv)
- p->setEffect(actorInvisible, true);
+ p->setEffect(kActorInvisible, true);
else
- p->setEffect(actorInvisible, false);
+ p->setEffect(kActorInvisible, false);
}
}
diff --git a/engines/saga2/contain.cpp b/engines/saga2/contain.cpp
index c9b89d802bf..39ba3093db5 100644
--- a/engines/saga2/contain.cpp
+++ b/engines/saga2/contain.cpp
@@ -1533,7 +1533,7 @@ void ContainerManager::doDeferredActions() {
if (obj->world() != world
|| (obj->getWorldLocation() - tp).quickHDistance() > kMaxOpenDistance) {
// Close object image and window (silently)
- obj->setFlags(0, objectOpen);
+ obj->setFlags(0, kObjectOpen);
delete n;
continue;
}
diff --git a/engines/saga2/dispnode.cpp b/engines/saga2/dispnode.cpp
index 5520b5233a0..7608a54e012 100644
--- a/engines/saga2/dispnode.cpp
+++ b/engines/saga2/dispnode.cpp
@@ -520,9 +520,9 @@ void DisplayNode::drawObject() {
return;
}
- if (a->hasEffect(actorInvisible)) {
+ if (a->hasEffect(kActorInvisible)) {
if (!isPlayerActor(a)
- && !(getCenterActor()->hasEffect(actorSeeInvis))) {
+ && !(getCenterActor()->hasEffect(kActorSeeInvis))) {
_hitBox.width = -1;
_hitBox.height = -1;
return;
@@ -998,7 +998,7 @@ void Effectron::drawEffect() {
1,
drawPos,
objCoords,
- ((obscured) && //objectFlags & GameObject::objectObscured ) &&
+ ((obscured) && //objectFlags & GameObject::kObjectObscured ) &&
0
? sprFXGhosted : sprFXTerrainMask));
diff --git a/engines/saga2/effects.cpp b/engines/saga2/effects.cpp
index a22a9a83a62..0ff953738de 100644
--- a/engines/saga2/effects.cpp
+++ b/engines/saga2/effects.cpp
@@ -109,17 +109,17 @@ void ProtoDamage::implement(GameObject *cst, SpellTarget *trg, int8 deltaDamage)
int16 ProtoDrainage::currentLevel(Actor *a, effectDrainsTypes edt) {
switch (edt) {
- case drainsManaRed:
- case drainsManaOrange:
- case drainsManaYellow:
- case drainsManaGreen:
- case drainsManaBlue:
- case drainsManaViolet:
- return (&a->_effectiveStats.redMana)[edt - drainsManaRed];
-
- case drainsLifeLevel:
+ case kDrainsManaRed:
+ case kDrainsManaOrange:
+ case kDrainsManaYellow:
+ case kDrainsManaGreen:
+ case kDrainsManaBlue:
+ case kDrainsManaViolet:
+ return (&a->_effectiveStats.redMana)[edt - kDrainsManaRed];
+
+ case kDrainsLifeLevel:
return (a->getBaseStats())->vitality;
- case drainsVitality:
+ case kDrainsVitality:
return a->_effectiveStats.vitality;
default:
return 0;
@@ -128,14 +128,14 @@ int16 ProtoDrainage::currentLevel(Actor *a, effectDrainsTypes edt) {
void ProtoDrainage::drainLevel(GameObject *cst, Actor *a, effectDrainsTypes edt, int16 amt) {
switch (edt) {
- case drainsManaRed:
- case drainsManaOrange:
- case drainsManaYellow:
- case drainsManaGreen:
- case drainsManaBlue:
- case drainsManaViolet:
+ case kDrainsManaRed:
+ case kDrainsManaOrange:
+ case kDrainsManaYellow:
+ case kDrainsManaGreen:
+ case kDrainsManaBlue:
+ case kDrainsManaViolet:
{
- ActorManaID aType = (ActorManaID)(edt + (manaIDRed - drainsManaRed));
+ ActorManaID aType = (ActorManaID)(edt + (manaIDRed - kDrainsManaRed));
(&a->_effectiveStats.redMana)[aType] =
clamp(
0,
@@ -143,14 +143,14 @@ void ProtoDrainage::drainLevel(GameObject *cst, Actor *a, effectDrainsTypes edt,
(&(a->getBaseStats())->redMana)[aType]);
}
break;
- case drainsLifeLevel:
+ case kDrainsLifeLevel:
{
int16 &maxVit = (a->getBaseStats())->vitality;
maxVit = clamp(0, maxVit - amt, absoluteMaximumVitality);
a->acceptDamage(cst->thisID(), amt > 0 ? 1 : -1, kDamageOther);
}
break;
- case drainsVitality:
+ case kDrainsVitality:
a->acceptDamage(cst->thisID(), amt, kDamageOther);
break;
default:
@@ -188,7 +188,7 @@ void ProtoDrainage::implement(GameObject *cst, SpellTarget *trg, int8) {
if (!isActor(target))
return;
a = (Actor *) target;
- if (a->hasEffect(actorNoDrain))
+ if (a->hasEffect(kActorNoDrain))
return;
if (totalDamage > 0 && target->makeSavingThrow())
@@ -229,7 +229,7 @@ void ProtoEnchantment::implement(GameObject *cst, SpellTarget *trg, int8) {
}
- if (((Actor *)(trg->getObject()))->hasEffect(actorNoEnchant) &&
+ if (((Actor *)(trg->getObject()))->hasEffect(kActorNoEnchant) &&
isHarmful(_enchID))
return;
if (canFail() && realSavingThrow((Actor *)(trg->getObject())))
@@ -247,11 +247,11 @@ void ProtoEnchantment::implement(GameObject *cst, SpellTarget *trg, int8) {
void ProtoTAGEffect::implement(GameObject *cst, SpellTarget *trg, int8) {
ActiveItem *tag = trg->getTAG();
assert(tag);
- if (_affectBit == settagLocked) {
+ if (_affectBit == kSettagLocked) {
//if ( tag->builtInBehavior()==ActiveItem::builtInDoor )
if (tag->isLocked() != _onOff)
tag->acceptLockToggle(cst->thisID(), tag->lockType());
- } else if (_affectBit == settagOpen) {
+ } else if (_affectBit == kSettagOpen) {
tag->trigger(cst->thisID(), _onOff);
}
}
@@ -301,7 +301,7 @@ bool ProtoEnchantment::applicable(SpellTarget &trg) {
return (trg.getType() == SpellTarget::spellTargetObject ||
trg.getType() == SpellTarget::spellTargetObjectPoint) &&
(isActor(trg.getObject()) ||
- getEnchantmentSubType(_enchID) == actorInvisible);
+ getEnchantmentSubType(_enchID) == kActorInvisible);
}
bool ProtoTAGEffect::applicable(SpellTarget &trg) {
@@ -458,7 +458,7 @@ SPECIALSPELL(Resurrect) {
SPECIALSPELL(DispellPoison) {
if (isActor(trg->getObject())) {
Actor *a = (Actor *) trg->getObject();
- DispelObjectEnchantment(a->thisID(), makeEnchantmentID(actorPoisoned, true));
+ DispelObjectEnchantment(a->thisID(), makeEnchantmentID(kActorPoisoned, true));
}
}
diff --git a/engines/saga2/effects.h b/engines/saga2/effects.h
index 7dad47bdc97..e74c7808a6c 100644
--- a/engines/saga2/effects.h
+++ b/engines/saga2/effects.h
@@ -58,20 +58,20 @@ class GameObject;
//
enum effectTypes {
- effectNone = 0, // no functional effect
- effectAttrib, // (enchant) affects attributes of actors
- effectResist, // (enchant) Enable resistance to various things
- effectImmune, // (enchant) Enable immunity to various things
- effectOthers, // (enchant) Enable immunity to various things
- effectNonActor, // (enchant) change an object
- effectPoison, // (enchant) change an object
+ kEffectNone = 0, // no functional effect
+ kEffectAttrib, // (enchant) affects attributes of actors
+ kEffectResist, // (enchant) Enable resistance to various things
+ kEffectImmune, // (enchant) Enable immunity to various things
+ kEffectOthers, // (enchant) Enable immunity to various things
+ kEffectNonActor, // (enchant) change an object
+ kEffectPoison, // (enchant) change an object
// Effect types greater than 8 cannot be enchantments
- effectDamage = 8, // does damage of various types
- effectDrains, // mana drain, money drain
- effectTAG, // mana drain, money drain
- effectLocation, // mana drain, money drain
- effectSpecial,
- effectStrike // weapon strike effect
+ kEffectDamage = 8, // does damage of various types
+ kEffectDrains, // mana drain, money drain
+ kEffectTAG, // mana drain, money drain
+ kEffectLocation, // mana drain, money drain
+ kEffectSpecial,
+ kEffectStrike // weapon strike effect
};
@@ -82,26 +82,26 @@ enum effectTypes {
//
enum effectResistTypes {
- resistOther = kDamageOther,
+ kResistOther = kDamageOther,
// Combat resist
- resistImpact = kDamageImpact,
- resistSlash = kDamageSlash,
- resistProjectile = kDamageProjectile,
+ kResistImpact = kDamageImpact,
+ kResistSlash = kDamageSlash,
+ kResistProjectile = kDamageProjectile,
// Magic resist
- resistFire = kDamageFire,
- resistAcid = kDamageAcid,
- resistHeat = kDamageHeat,
- resistCold = kDamageCold,
- resistLightning = kDamageLightning,
- resistPoison = kDamagePoison,
+ kResistFire = kDamageFire,
+ kResistAcid = kDamageAcid,
+ kResistHeat = kDamageHeat,
+ kResistCold = kDamageCold,
+ kResistLightning = kDamageLightning,
+ kResistPoison = kDamagePoison,
// Other magic resist
- resistMental = kDamageMental,
- resistToUndead = kDamageToUndead,
- resistDirMagic = kDamageDirMagic,
+ kResistMental = kDamageMental,
+ kResistToUndead = kDamageToUndead,
+ kResistDirMagic = kDamageDirMagic,
// Physiological Damage
- resistStarve = kDamageStarve,
+ kResistStarve = kDamageStarve,
// other
- resistEnergy = kDamageEnergy
+ kResistEnergy = kDamageEnergy
};
//
@@ -110,26 +110,26 @@ enum effectResistTypes {
// Types of damage an effect can give immunity to
enum effectImmuneTypes {
- immuneOther = resistOther,
+ kImmuneOther = kResistOther,
// Combat imm
- immuneImpact = resistImpact,
- immuneSlash = resistSlash,
- immuneProjectile = resistProjectile,
+ kImmuneImpact = kResistImpact,
+ kImmuneSlash = kResistSlash,
+ kImmuneProjectile = kResistProjectile,
// Magic immu
- immuneFire = resistFire,
- immuneAcid = resistAcid,
- immuneHeat = resistHeat,
- immuneCold = resistCold,
- immuneLightning = resistLightning,
- immunePoison = resistPoison,
+ kImmuneFire = kResistFire,
+ kImmuneAcid = kResistAcid,
+ kImmuneHeat = kResistHeat,
+ kImmuneCold = kResistCold,
+ kImmuneLightning = kResistLightning,
+ kImmunePoison = kResistPoison,
// Other magimune
- immuneMental = resistMental,
- immuneToUndead = resistToUndead,
- immuneDirMagic = resistDirMagic,
+ kImmuneMental = kResistMental,
+ kImmuneToUndead = kResistToUndead,
+ kImmuneDirMagic = kResistDirMagic,
// PhysiologiDamage
- immuneStarve = resistStarve,
+ kImmuneStarve = kResistStarve,
// other
- immuneEnergy = resistEnergy
+ kImmuneEnergy = kResistEnergy
};
//
@@ -139,42 +139,42 @@ enum effectImmuneTypes {
enum effectOthersTypes {
// Movement flags
- actorNoncorporeal = 1, // The creature can walk through things
- actorWaterBreathe = 2, // death spell
- actorSlowFall = 3, // the creature is not harmed by falling (but falls none the less)
- actorLevitate = 4, // flying with no height control ?
- actorFlying = 5, // the creature flys
+ kActorNoncorporeal = 1, // The creature can walk through things
+ kActorWaterBreathe = 2, // death spell
+ kActorSlowFall = 3, // the creature is not harmed by falling (but falls none the less)
+ kActorLevitate = 4, // flying with no height control ?
+ kActorFlying = 5, // the creature flys
// speed flags
- actorFastMove = 6, //
- actorFastAttack = 7, //
- actorSlowAttack = 8, // come... back... here... lit... tle... bun... ny...
+ kActorFastMove = 6, //
+ kActorFastAttack = 7, //
+ kActorSlowAttack = 8, // come... back... here... lit... tle... bun... ny...
- actorImmobile = 9, // I thought I told you to leave the piano at home
+ kActorImmobile = 9, // I thought I told you to leave the piano at home
// ill effects
- actorAsleep = 10, // Zzzzzzzzzzz
- actorParalyzed = 11, // the creature can't move an inch
- actorFear = 12, // run away! run away
- actorDiseased = 13, // cannot heal
- actorPoisoned = 14, // death spell
+ kActorAsleep = 10, // Zzzzzzzzzzz
+ kActorParalyzed = 11, // the creature can't move an inch
+ kActorFear = 12, // run away! run away
+ kActorDiseased = 13, // cannot heal
+ kActorPoisoned = 14, // death spell
// perception & perceivability flags
- actorBlind = 15, // can't see
- actorSeeInvis = 16, // can see invisible
- actorClairvoyant = 17, // unknown effects
- actorInvisible = 18, // is invisible
- actorUndetectable = 19, // can't be seen, smelled
- actorDetPoison = 20, // poison things glow green
+ kActorBlind = 15, // can't see
+ kActorSeeInvis = 16, // can see invisible
+ kActorClairvoyant = 17, // unknown effects
+ kActorInvisible = 18, // is invisible
+ kActorUndetectable = 19, // can't be seen, smelled
+ kActorDetPoison = 20, // poison things glow green
// flags preventing changes to other flags
- actorNoEnchant = 21, // no bad enchantments
- actorNoDrain = 22, // no mana / food drains
+ kActorNoEnchant = 21, // no bad enchantments
+ kActorNoDrain = 22, // no mana / food drains
// flags that make things run away
- actorRepelEvil = 23, // death spell
- actorRepelGood = 24, // death spell
- actorRepelUndead = 25, // death spell
+ kActorRepelEvil = 23, // death spell
+ kActorRepelGood = 24, // death spell
+ kActorRepelUndead = 25, // death spell
// miscellaneous
- actorNotDefenseless = 26, // forgo defenselessness check
- actorDisappearOnDeath = 27, // gets deleted on death and spews inventory
+ kActorNotDefenseless = 26, // forgo defenselessness check
+ kActorDisappearOnDeath = 27, // gets deleted on death and spews inventory
// dead or moved flags
- actorWaterWalk // can walk on water (same as float ?)
+ kActorWaterWalk // can walk on water (same as float ?)
};
//
@@ -184,15 +184,15 @@ enum effectOthersTypes {
enum effectDrainsTypes {
// mana pools
- drainsManaRed = 1,
- drainsManaOrange,
- drainsManaYellow,
- drainsManaGreen,
- drainsManaBlue,
- drainsManaViolet,
- drainsLifeLevel,
- drainsVitality,
- drainsMoney
+ kDrainsManaRed = 1,
+ kDrainsManaOrange,
+ kDrainsManaYellow,
+ kDrainsManaGreen,
+ kDrainsManaBlue,
+ kDrainsManaViolet,
+ kDrainsLifeLevel,
+ kDrainsVitality,
+ kDrainsMoney
};
@@ -201,8 +201,8 @@ enum effectDrainsTypes {
//
enum effectTAGTypes {
- settagLocked = 1,
- settagOpen = 2
+ kSettagLocked = 1,
+ kSettagOpen = 2
};
@@ -210,26 +210,26 @@ enum effectTAGTypes {
// Location Effects - effects that apply when a Location is the target
//
-enum effectLocationTypes {
- locateDummy = 1
+enum kEffectLocationTypes {
+ kLocateDummy = 1
};
enum objectFlags {
- objectOpen = (1 << 0), // object is in the "open" state
- objectLocked = (1 << 1), // object cannot be opened
- objectImportant = (1 << 2), // object must be recycled when trashed
- objectGhosted = (1 << 3), // object drawn translucent
- objectInvisible = (1 << 4), // object cannot be seen
- objectObscured = (1 << 5), // object obscured by terrain
- objectMoving = (1 << 6), // object has attached motion task
- objectScavengable = (1 << 7), // object can be deleted
- objectFloating = (1 << 8), // object not affected by Gravity
- objectNoRecycle = (1 << 9), // object is referred to by script, don't delete
- objectActivated = (1 << 10), // object is activated
- objectAlias = (1 << 11), // object is not real, just a copy of another object
- objectTriggeringTAG = (1 << 12), // object has triggerred TAG upon which it rests
- objectOnScreen = (1 << 13), // object is on display list
- objectSightedByCenter = (1 << 14) // there is a line of sight to center actor
+ kObjectOpen = (1 << 0), // object is in the "open" state
+ kObjectLocked = (1 << 1), // object cannot be opened
+ kObjectImportant = (1 << 2), // object must be recycled when trashed
+ kObjectGhosted = (1 << 3), // object drawn translucent
+ kObjectInvisible = (1 << 4), // object cannot be seen
+ kObjectObscured = (1 << 5), // object obscured by terrain
+ kObjectMoving = (1 << 6), // object has attached motion task
+ kObjectScavengable = (1 << 7), // object can be deleted
+ kObjectFloating = (1 << 8), // object not affected by Gravity
+ kObjectNoRecycle = (1 << 9), // object is referred to by script, don't delete
+ kObjectActivated = (1 << 10), // object is activated
+ kObjectAlias = (1 << 11), // object is not real, just a copy of another object
+ kObjectTriggeringTAG = (1 << 12), // object has triggerred TAG upon which it rests
+ kObjectOnScreen = (1 << 13), // object is on display list
+ kObjectSightedByCenter = (1 << 14) // there is a line of sight to center actor
};
@@ -238,18 +238,18 @@ enum objectFlags {
//
enum effectSpecialTypes {
- specialDispellHelpfulEnch = 1, // clears helpful enchantments
- specialDispellHarmfulEnch, // clears harmful enchantments
- specialKill, // death spell
- specialRessurect, // raise dead spell
- specialTeleport, // Teleportation
- specialCreateActor, // Create an actor or wall
- specialSagaFunc, // calls a saga function
- specialCreateWWisp, // calls a saga function
- specialCreateFWisp, // calls a saga function
- specialCreateWraith, // calls a saga function
- specialCreateFood, // calls a saga function
- specialRejoin
+ kSpecialDispellHelpfulEnch = 1, // clears helpful enchantments
+ kSpecialDispellHarmfulEnch, // clears harmful enchantments
+ kSpecialKill, // death spell
+ kSpecialRessurect, // raise dead spell
+ kSpecialTeleport, // Teleportation
+ kSpecialCreateActor, // Create an actor or wall
+ kSpecialSagaFunc, // calls a saga function
+ kSpecialCreateWWisp, // calls a saga function
+ kSpecialCreateFWisp, // calls a saga function
+ kSpecialCreateWraith, // calls a saga function
+ kSpecialCreateFood, // calls a saga function
+ kSpecialRejoin
};
// ------------------------------------------------------------------
@@ -270,27 +270,27 @@ inline uint16 makeEnchantmentID(uint16 type, uint16 damtyp, int16 damamt) {
/* skill* are now in the spellid enum ;AS;
inline uint16 makeEnchantmentID(effectAttribTypes atttyp, int16 damamt)
- { return (effectAttrib << 13) | (atttyp << 8) + (damamt+128); }
+ { return (kEffectAttrib << 13) | (atttyp << 8) + (damamt+128); }
*/
inline uint16 makeEnchantmentID(effectResistTypes restyp, bool damamt) {
- return ((effectResist << 13) | (restyp << 8)) + (damamt + 128);
+ return ((kEffectResist << 13) | (restyp << 8)) + (damamt + 128);
}
inline uint16 makeEnchantmentID(effectImmuneTypes immtyp, bool damamt) {
- return ((effectImmune << 13) | (immtyp << 8)) + (damamt + 128);
+ return ((kEffectImmune << 13) | (immtyp << 8)) + (damamt + 128);
}
inline uint16 makeEnchantmentID(effectOthersTypes othtyp, bool damamt) {
- return ((effectOthers << 13) | (othtyp << 8)) + (damamt + 128);
+ return ((kEffectOthers << 13) | (othtyp << 8)) + (damamt + 128);
}
inline uint16 makeEnchantmentID(objectFlags othtyp, bool damamt) {
- return ((effectNonActor << 13) | (othtyp << 8)) + (damamt + 128);
+ return ((kEffectNonActor << 13) | (othtyp << 8)) + (damamt + 128);
}
inline uint16 makeEnchantmentID(uint8 damamt) {
- return ((effectPoison << 13) | (0 << 8)) + damamt;
+ return ((kEffectPoison << 13) | (0 << 8)) + damamt;
}
inline effectTypes getEnchantmentType(uint16 eID) {
@@ -312,9 +312,9 @@ inline bool isHarmful(uint16 enchID) {
int16 typ = getEnchantmentType(enchID);
int16 sub = getEnchantmentSubType(enchID);
int16 amt = getEnchantmentAmount(enchID);
- if (typ == effectAttrib) return amt < 0;
- if (typ == effectOthers)
- return (sub >= actorSlowAttack && sub <= actorBlind);
+ if (typ == kEffectAttrib) return amt < 0;
+ if (typ == kEffectOthers)
+ return (sub >= kActorSlowAttack && sub <= kActorBlind);
return false;
}
@@ -323,7 +323,7 @@ inline bool isHarmful(uint16 enchID) {
inline bool isSaveable(uint16 enchID) {
int16 typ = getEnchantmentType(enchID);
- return (typ == effectOthers && isHarmful(enchID));
+ return (typ == kEffectOthers && isHarmful(enchID));
}
// ------------------------------------------------------------------
@@ -506,11 +506,11 @@ public:
// is where they'll be
class ProtoLocationEffect: public ProtoEffect {
- effectLocationTypes _affectBit;
+ kEffectLocationTypes _affectBit;
int16 _value;
public:
- ProtoLocationEffect(effectLocationTypes elt, int16 v) {
+ ProtoLocationEffect(kEffectLocationTypes elt, int16 v) {
_affectBit = elt;
_value = v;
}
diff --git a/engines/saga2/enchant.cpp b/engines/saga2/enchant.cpp
index dd0f0d2477d..0d5884dcf44 100644
--- a/engines/saga2/enchant.cpp
+++ b/engines/saga2/enchant.cpp
@@ -160,22 +160,22 @@ void addEnchantment(Actor *a, uint16 enchantmentID) {
int16 eAmount = getEnchantmentAmount(enchantmentID);
switch (eType) {
- case effectAttrib:
+ case kEffectAttrib:
stats[eSubType] = clamp(0, stats[eSubType] + eAmount, 100);
break;
- case effectResist:
+ case kEffectResist:
a->setResist((effectResistTypes) eSubType, eAmount);
break;
- case effectImmune:
+ case kEffectImmune:
a->setImmune((effectImmuneTypes) eSubType, eAmount);
break;
- case effectOthers:
+ case kEffectOthers:
a->setEffect((effectOthersTypes) eSubType, eAmount);
break;
- case effectSpecial: // damage shouldn't be an enchantment
+ case kEffectSpecial: // damage shouldn't be an enchantment
// Special code needed
- case effectDamage: // damage shouldn't be an enchantment
- case effectNone:
+ case kEffectDamage: // damage shouldn't be an enchantment
+ case kEffectNone:
break;
}
@@ -230,12 +230,12 @@ void evalObjectEnchantments(GameObject *obj) {
// If more enchantment types are added, then we'll
// have to do this a bit differently...
- if (FindObjectEnchantment(obj->thisID(), makeEnchantmentID(effectNonActor, objectInvisible, true)))
- obj->setFlags((uint8) - 1, objectInvisible);
+ if (FindObjectEnchantment(obj->thisID(), makeEnchantmentID(kEffectNonActor, kObjectInvisible, true)))
+ obj->setFlags((uint8) - 1, kObjectInvisible);
else
- obj->setFlags(0, objectInvisible);
- if (FindObjectEnchantment(obj->thisID(), makeEnchantmentID(effectNonActor, objectLocked, false)))
- obj->setFlags((uint8) - 1, objectLocked);
+ obj->setFlags(0, kObjectInvisible);
+ if (FindObjectEnchantment(obj->thisID(), makeEnchantmentID(kEffectNonActor, kObjectLocked, false)))
+ obj->setFlags((uint8) - 1, kObjectLocked);
}
//-------------------------------------------------------------------
diff --git a/engines/saga2/intrface.cpp b/engines/saga2/intrface.cpp
index 8af33329b65..3dda52c1973 100644
--- a/engines/saga2/intrface.cpp
+++ b/engines/saga2/intrface.cpp
@@ -542,13 +542,13 @@ void CPortrait::getStateString(char buf[], int8 size, uint16 brotherID) {
buf[0] = '\0';
- if (a->_enchantmentFlags & (1 << actorAsleep)) {
+ if (a->_enchantmentFlags & (1 << kActorAsleep)) {
Common::strlcat(buf, asleepStr, size);
- } else if (a->_enchantmentFlags & (1 << actorParalyzed)) {
+ } else if (a->_enchantmentFlags & (1 << kActorParalyzed)) {
Common::strlcat(buf, paralysedStr, size);
- } else if (a->_enchantmentFlags & (1 << actorBlind)) {
+ } else if (a->_enchantmentFlags & (1 << kActorBlind)) {
Common::strlcat(buf, blindStr, size);
- } else if (a->_enchantmentFlags & (1 << actorFear)) {
+ } else if (a->_enchantmentFlags & (1 << kActorFear)) {
Common::strlcat(buf, afraidStr, size);
} else if (pa->isAggressive()) {
Common::strlcat(buf, angryStr, size);
@@ -566,12 +566,12 @@ void CPortrait::getStateString(char buf[], int8 size, uint16 brotherID) {
Common::strlcat(buf, hurtStr, size);
}
- if (a->_enchantmentFlags & (1 << actorPoisoned)) {
+ if (a->_enchantmentFlags & (1 << kActorPoisoned)) {
if (buf[0] != '\0') // strlen(buf) > 0
Common::strlcat(buf, commaStr, size);
Common::strlcat(buf, poisonedStr, size);
- } else if (a->_enchantmentFlags & (1 << actorDiseased)) {
+ } else if (a->_enchantmentFlags & (1 << kActorDiseased)) {
if (buf[0] != '\0') // strlen(buf) > 0
Common::strlcat(buf, commaStr, size);
@@ -2708,7 +2708,7 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
uint8 duration = obj->getHitPoints(); // get hitpoints of enchant
switch (eType) {
- case effectAttrib:
+ case kEffectAttrib:
switch (eSubType) {
// case kSkillIDArchery:
// case kSkillIDShieldcraft:
@@ -2730,7 +2730,7 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
}
break;
- case effectResist:
+ case kEffectResist:
switch (eSubType) {
case kDamageImpact:
@@ -2769,7 +2769,7 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
}
break;
- case effectImmune:
+ case kEffectImmune:
switch (eSubType) {
case kDamageImpact:
newIconFlags[iconIronskin] = duration;
@@ -2801,47 +2801,47 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
}
break;
- case effectOthers:
+ case kEffectOthers:
switch (eSubType) {
- case actorPoisoned:
- case actorDiseased:
+ case kActorPoisoned:
+ case kActorDiseased:
newIconFlags[iconPoisoned] = duration;
break;
- case actorFear:
+ case kActorFear:
newIconFlags[iconAfraid] = duration;
break;
- case actorParalyzed:
+ case kActorParalyzed:
newIconFlags[iconParalysed] = duration;
break; // iconFrozen ??
- case actorSlowFall:
+ case kActorSlowFall:
newIconFlags[iconCushionAir] = duration;
break;
- case actorImmobile:
+ case kActorImmobile:
newIconFlags[iconConstrained] = duration;
break;
- case actorSeeInvis:
+ case kActorSeeInvis:
newIconFlags[iconSoulSight] = duration;
break;
- case actorInvisible:
+ case kActorInvisible:
newIconFlags[iconInvisible] = duration;
break;
- case actorUndetectable:
+ case kActorUndetectable:
newIconFlags[iconNumbscent] = duration;
break;
- case actorDetPoison:
+ case kActorDetPoison:
newIconFlags[iconDetectPoison] = duration;
break;
- case actorNoDrain:
+ case kActorNoDrain:
newIconFlags[iconNetherWard] = duration;
break;
- case actorWaterBreathe:
+ case kActorWaterBreathe:
newIconFlags[iconSeawalk] = duration;
break;
- case actorRepelEvil:
+ case kActorRepelEvil:
newIconFlags[iconProtectEvil] = duration;
break;
-// case actorRepelUndead: newIconFlags[iconProtectUndead] = duration; break;
+// case kActorRepelUndead: newIconFlags[iconProtectUndead] = duration; break;
// case actorRepelGhosts: newIconFlags[iconProtectGhosts] = duration; break;
}
}
@@ -2853,38 +2853,38 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
if ((cSet & (ProtoObj::isArmor | ProtoObj::isWeapon | ProtoObj::isWearable))
&& proto->isObjectBeingUsed(obj)) {
- if (proto->immunity & (1 << resistImpact)) newIconFlags[iconResistImpact] = 255;
- else if (proto->resistance & (1 << resistImpact)) newIconFlags[iconResistImpact] = 255;
+ if (proto->immunity & (1 << kResistImpact)) newIconFlags[iconResistImpact] = 255;
+ else if (proto->resistance & (1 << kResistImpact)) newIconFlags[iconResistImpact] = 255;
- if (proto->immunity & (1 << resistSlash)) newIconFlags[iconResistSlash] = 255;
- else if (proto->resistance & (1 << resistSlash)) newIconFlags[iconResistSlash] = 255;
+ if (proto->immunity & (1 << kResistSlash)) newIconFlags[iconResistSlash] = 255;
+ else if (proto->resistance & (1 << kResistSlash)) newIconFlags[iconResistSlash] = 255;
- if (proto->immunity & (1 << resistProjectile)) newIconFlags[iconResistProjectile] = 255;
- else if (proto->resistance & (1 << resistProjectile)) newIconFlags[iconResistProjectile] = 255;
+ if (proto->immunity & (1 << kResistProjectile)) newIconFlags[iconResistProjectile] = 255;
+ else if (proto->resistance & (1 << kResistProjectile)) newIconFlags[iconResistProjectile] = 255;
- if (proto->immunity & (1 << immuneFire)) newIconFlags[iconImmuneFire] = 255;
- else if (proto->resistance & (1 << resistFire)) newIconFlags[iconResistFire] = 255;
+ if (proto->immunity & (1 << kImmuneFire)) newIconFlags[iconImmuneFire] = 255;
+ else if (proto->resistance & (1 << kResistFire)) newIconFlags[iconResistFire] = 255;
- if (proto->immunity & (1 << immuneAcid)) newIconFlags[iconImmuneAcid] = 255;
- else if (proto->resistance & (1 << resistAcid)) newIconFlags[iconResistAcid] = 255;
+ if (proto->immunity & (1 << kImmuneAcid)) newIconFlags[iconImmuneAcid] = 255;
+ else if (proto->resistance & (1 << kResistAcid)) newIconFlags[iconResistAcid] = 255;
- if (proto->immunity & (1 << immuneHeat)) newIconFlags[iconImmuneHeat] = 255;
- else if (proto->resistance & (1 << resistHeat)) newIconFlags[iconResistHeat] = 255;
+ if (proto->immunity & (1 << kImmuneHeat)) newIconFlags[iconImmuneHeat] = 255;
+ else if (proto->resistance & (1 << kResistHeat)) newIconFlags[iconResistHeat] = 255;
- if (proto->immunity & (1 << immuneCold)) newIconFlags[iconImmuneCold] = 255;
- else if (proto->resistance & (1 << resistCold)) newIconFlags[iconResistCold] = 255;
+ if (proto->immunity & (1 << kImmuneCold)) newIconFlags[iconImmuneCold] = 255;
+ else if (proto->resistance & (1 << kResistCold)) newIconFlags[iconResistCold] = 255;
- if (proto->immunity & (1 << immuneLightning)) newIconFlags[iconImmuneLightning] = 255;
- else if (proto->resistance & (1 << resistLightning)) newIconFlags[iconResistLightning] = 255;
+ if (proto->immunity & (1 << kImmuneLightning)) newIconFlags[iconImmuneLightning] = 255;
+ else if (proto->resistance & (1 << kResistLightning)) newIconFlags[iconResistLightning] = 255;
- if (proto->immunity & (1 << immunePoison)) newIconFlags[iconImmunePoison] = 255;
- else if (proto->resistance & (1 << resistPoison)) newIconFlags[iconResistPoison] = 255;
+ if (proto->immunity & (1 << kImmunePoison)) newIconFlags[iconImmunePoison] = 255;
+ else if (proto->resistance & (1 << kResistPoison)) newIconFlags[iconResistPoison] = 255;
- if (proto->immunity & (1 << immuneMental)) newIconFlags[iconImmunePsionic] = 255;
- else if (proto->resistance & (1 << resistMental)) newIconFlags[iconResistPsionic] = 255;
+ if (proto->immunity & (1 << kImmuneMental)) newIconFlags[iconImmunePsionic] = 255;
+ else if (proto->resistance & (1 << kResistMental)) newIconFlags[iconResistPsionic] = 255;
- if (proto->immunity & (1 << resistDirMagic)) newIconFlags[iconResistDirectMagic] = 255;
- else if (proto->resistance & (1 << resistDirMagic))newIconFlags[iconResistDirectMagic] = 255;
+ if (proto->immunity & (1 << kResistDirMagic)) newIconFlags[iconResistDirectMagic] = 255;
+ else if (proto->resistance & (1 << kResistDirMagic))newIconFlags[iconResistDirectMagic] = 255;
}
}
@@ -2893,41 +2893,41 @@ void gEnchantmentDisplay::setValue(PlayerActorID pID) {
#if 0
enum effectOthersTypes {
// Movement flags
- o actorNoncorporeal = 1, // The creature can walk through things
- x actorWaterBreathe = 2, // death spell
- x actorSlowFall = 3, // the creature is not harmed by falling (but falls none the less)
- - actorLevitate = 4, // flying with no height control ?
- - actorFlying = 5, // the creature flys
+ o kActorNoncorporeal = 1, // The creature can walk through things
+ x kActorWaterBreathe = 2, // death spell
+ x kActorSlowFall = 3, // the creature is not harmed by falling (but falls none the less)
+ - kActorLevitate = 4, // flying with no height control ?
+ - kActorFlying = 5, // the creature flys
// speed flags
- - actorFastMove = 6, //
- - actorFastAttack = 7, //
- actorSlowAttack = 8, // come... back... here... lit... tle... bun... ny...
+ - kActorFastMove = 6, //
+ - kActorFastAttack = 7, //
+ kActorSlowAttack = 8, // come... back... here... lit... tle... bun... ny...
x actorSlowMove = 9, // I thought I told you to leave the piano at home
// ill effects
- - actorAsleep = 10, // Zzzzzzzzzzz
- x actorParalyzed = 11, // the creature can't move an inch
- x actorFear = 12, // run away! run away
- x actorDiseased = 13, // cannot heal
- x actorPoisoned = 14, // death spell
+ - kActorAsleep = 10, // Zzzzzzzzzzz
+ x kActorParalyzed = 11, // the creature can't move an inch
+ x kActorFear = 12, // run away! run away
+ x kActorDiseased = 13, // cannot heal
+ x kActorPoisoned = 14, // death spell
// perception & perceivability flags
- x actorBlind = 15, // can't see
- x actorSeeInvis = 16, // can see invisible
- - actorClairvoyant = 17, // unknown effects
- x actorInvisible = 18, // is invisible
- x actorUndetectable = 19, // can't be seen, smelled
- x actorDetPoison = 20, // poison things glow green
+ x kActorBlind = 15, // can't see
+ x kActorSeeInvis = 16, // can see invisible
+ - kActorClairvoyant = 17, // unknown effects
+ x kActorInvisible = 18, // is invisible
+ x kActorUndetectable = 19, // can't be seen, smelled
+ x kActorDetPoison = 20, // poison things glow green
// flags preventing changes to other flags
- actorNoEnchant = 21, // no bad enchantments
- x actorNoDrain = 22, // no mana / food drains
+ kActorNoEnchant = 21, // no bad enchantments
+ x kActorNoDrain = 22, // no mana / food drains
// flags that make things run away
- x actorRepelEvil = 23, // death spell
- x actorRepelGood = 24, // death spell
- x actorRepelUndead = 25, // death spell
+ x kActorRepelEvil = 23, // death spell
+ x kActorRepelGood = 24, // death spell
+ x kActorRepelUndead = 25, // death spell
// dead or moved flags
// actorMapping =15, //
// actorLandWalk =0 , // someone else had this I have no idea what it is
// actorFloat =2 , // the creature can travel through malts shakes & sundaes
- actorWaterWalk, // can walk on water (same as float ?)
+ kActorWaterWalk, // can walk on water (same as float ?)
// actorPanic =13, // creature takes off randomly
// actorSpotHidden =17, // can see hidden
// actorDetTraps =22, // traps glow green
diff --git a/engines/saga2/magic.cpp b/engines/saga2/magic.cpp
index f42ff6bc5f3..b0d995906c9 100644
--- a/engines/saga2/magic.cpp
+++ b/engines/saga2/magic.cpp
@@ -153,7 +153,7 @@ bool validTarget(GameObject *enactor, GameObject *target, ActiveItem *tag, Skill
if (isActor(target)) {
Actor *a = (Actor *) target;
Actor *e = (Actor *) enactor;
- if (a->hasEffect(actorInvisible) && !e->hasEffect(actorSeeInvis))
+ if (a->hasEffect(kActorInvisible) && !e->hasEffect(kActorSeeInvis))
return false;
}
if (target->thisID() == enactor->thisID())
diff --git a/engines/saga2/motion.cpp b/engines/saga2/motion.cpp
index b54ce636e15..e87a19c9fdf 100644
--- a/engines/saga2/motion.cpp
+++ b/engines/saga2/motion.cpp
@@ -449,7 +449,7 @@ MotionTask *MotionTaskList::newTask(GameObject *obj) {
((Actor *)obj)->_moveTask = mt;
}
- obj->_data.objectFlags |= objectMoving;
+ obj->_data.objectFlags |= kObjectMoving;
return mt;
}
@@ -1070,11 +1070,11 @@ void MotionTask::remove(int16 returnVal) {
if (g_vm->_mTaskList->_nextMT != g_vm->_mTaskList->_list.end() && *(g_vm->_mTaskList->_nextMT) == this)
++g_vm->_mTaskList->_nextMT;
- _object->_data.objectFlags &= ~objectMoving;
+ _object->_data.objectFlags &= ~kObjectMoving;
if (objObscured(_object))
- _object->_data.objectFlags |= objectObscured;
+ _object->_data.objectFlags |= kObjectObscured;
else
- _object->_data.objectFlags &= ~objectObscured;
+ _object->_data.objectFlags &= ~kObjectObscured;
if (isActor(_object)) {
Actor *a = (Actor *)_object;
@@ -4511,7 +4511,7 @@ void MotionTask::updatePositions() {
} else {
moveTaskDone = true;
a->setInterruptablity(true);
- if (!a->hasEffect(actorDisappearOnDeath)) {
+ if (!a->hasEffect(kActorDisappearOnDeath)) {
a->setAction(kActionDead, 0);
a->die();
} else {
@@ -4523,7 +4523,7 @@ void MotionTask::updatePositions() {
} else if (a->nextAnimationFrame()) {
moveTaskDone = true;
a->setInterruptablity(true);
- if (!a->hasEffect(actorDisappearOnDeath)) {
+ if (!a->hasEffect(kActorDisappearOnDeath)) {
a->setAction(kActionDead, 0);
a->die();
} else {
@@ -4550,7 +4550,7 @@ bool MotionTask::freeFall(TilePoint &newPos, StandingTileInfo &sti) {
tHeight = tileSlopeHeight(newPos, _object, &sti);
- if (_object->_data.objectFlags & objectFloating) return false;
+ if (_object->_data.objectFlags & kObjectFloating) return false;
_velocity.u = (newPos.u - _object->_data.location.u) * 2 / 3;
_velocity.v = (newPos.v - _object->_data.location.v) * 2 / 3;
diff --git a/engines/saga2/objects.cpp b/engines/saga2/objects.cpp
index cdfae622b10..876e7dd21a3 100644
--- a/engines/saga2/objects.cpp
+++ b/engines/saga2/objects.cpp
@@ -1046,9 +1046,9 @@ void GameObject::updateImage(ObjectID oldParentID) {
if (!isMoving()) {
if (objObscured(this)) {
- _data.objectFlags |= objectObscured;
+ _data.objectFlags |= kObjectObscured;
} else {
- _data.objectFlags &= ~objectObscured;
+ _data.objectFlags &= ~kObjectObscured;
}
}
int u = _data.location.u >> kSectorShift;
@@ -1062,7 +1062,7 @@ void GameObject::updateImage(ObjectID oldParentID) {
else
warning("GameObject::updateImage: Invalid Sector (%d, %d))", u, v);
} else {
- _data.objectFlags &= ~objectObscured;
+ _data.objectFlags &= ~kObjectObscured;
if ((isActor(_data.parentID)
&& isPlayerActor((Actor *)parent))
@@ -1234,7 +1234,7 @@ ObjectID GameObject::makeAlias(const Location &l) {
if (newObjID != Nothing) {
GameObject *newObject = objectAddress(newObjID);
- newObject->_data.objectFlags |= objectAlias;
+ newObject->_data.objectFlags |= kObjectAlias;
}
return newObjID;
@@ -1336,11 +1336,11 @@ void GameObject::deleteObject() {
if (isActor(this))
((Actor *)this)->deleteActor();
- else if (_data.objectFlags & objectImportant) {
+ else if (_data.objectFlags & kObjectImportant) {
append(ImportantLimbo);
_data.parentID = ImportantLimbo;
importantLimboCount++;
- } else if (!(_data.objectFlags & objectNoRecycle)) {
+ } else if (!(_data.objectFlags & kObjectNoRecycle)) {
append(ObjectLimbo);
_data.parentID = ObjectLimbo;
objectLimboCount++;
@@ -1407,7 +1407,7 @@ void GameObject::deleteObjectRecursive() {
// Activate this object
void GameObject::activate() {
- if (_data.objectFlags & objectActivated)
+ if (_data.objectFlags & kObjectActivated)
return;
debugC(1, kDebugActors, "GameObject::activate %d (%s)", thisID(), objName());
@@ -1415,7 +1415,7 @@ void GameObject::activate() {
ObjectID dObj = thisID();
scriptCallFrame scf;
- _data.objectFlags |= objectActivated;
+ _data.objectFlags |= kObjectActivated;
scf.invokedObject = dObj;
scf.enactor = dObj;
@@ -1436,7 +1436,7 @@ void GameObject::activate() {
// Deactivate this object
void GameObject::deactivate() {
- if (!(_data.objectFlags & objectActivated))
+ if (!(_data.objectFlags & kObjectActivated))
return;
debugC(1, kDebugActors, "GameObject::deactivate %d (%s)", thisID(), objName());
@@ -1445,7 +1445,7 @@ void GameObject::deactivate() {
scriptCallFrame scf;
// Clear activated flag
- _data.objectFlags &= ~objectActivated;
+ _data.objectFlags &= ~kObjectActivated;
scf.invokedObject = dObj;
scf.enactor = dObj;
@@ -1531,7 +1531,7 @@ void GameObject::updateState() {
// currently at, then raise us up a bit.
if (isMoving()) return;
- if (_data.objectFlags & objectFloating) return;
+ if (_data.objectFlags & kObjectFloating) return;
if (tHeight > _data.location.z + kMaxStepHeight) {
unstickObject(this);
@@ -2254,11 +2254,11 @@ void GameObject::evalEnchantments() {
}
}
-#define noMergeFlags (objectImportant|\
- objectGhosted|\
- objectInvisible|\
- objectFloating|\
- objectNoRecycle)
+#define noMergeFlags (kObjectImportant|\
+ kObjectGhosted|\
+ kObjectInvisible|\
+ kObjectFloating|\
+ kObjectNoRecycle)
int32 GameObject::canStackOrMerge(GameObject *dropObj, GameObject *target) {
int32 cSet = dropObj->proto()->containmentSet();
@@ -4233,12 +4233,12 @@ bool lineOfSight(GameObject *obj1, GameObject *obj2, uint32 terrainMask) {
#if 0
if (isActor(obj1)) {
Actor *a1 = (Actor *) obj1;
- if (!a1->hasEffect(actorSeeInvis)) {
+ if (!a1->hasEffect(kActorSeeInvis)) {
if (!isActor(obj2) && obj2->isInvisible())
return false;
else if (isActor(obj2)) {
Actor *a2 = (Actor *) obj2;
- if (a2->hasEffect(actorInvisible))
+ if (a2->hasEffect(kActorInvisible))
return false;
}
}
diff --git a/engines/saga2/objects.h b/engines/saga2/objects.h
index 11a1cf4cdb1..81a7024fbe8 100644
--- a/engines/saga2/objects.h
+++ b/engines/saga2/objects.h
@@ -298,7 +298,7 @@ public:
// Determine if this object is an alias for another object
bool isAlias() {
- return (_data.objectFlags & objectAlias) != 0;
+ return (_data.objectFlags & kObjectAlias) != 0;
}
// check to see if item can be contained by this object
@@ -494,77 +494,77 @@ public:
// Flag test functions
bool isOpen() {
- return (int16)(_data.objectFlags & objectOpen);
+ return (int16)(_data.objectFlags & kObjectOpen);
}
bool isLocked() {
- return (int16)(_data.objectFlags & objectLocked);
+ return (int16)(_data.objectFlags & kObjectLocked);
}
bool isImportant() {
- return (int16)(_data.objectFlags & objectImportant);
+ return (int16)(_data.objectFlags & kObjectImportant);
}
bool isGhosted() {
- return (_data.objectFlags & objectGhosted)
+ return (_data.objectFlags & kObjectGhosted)
|| (_prototype->flags & ResourceObjectPrototype::objPropGhosted);
}
bool isInvisible() {
- return (_data.objectFlags & objectInvisible)
+ return (_data.objectFlags & kObjectInvisible)
|| (_prototype->flags & ResourceObjectPrototype::objPropHidden);
}
bool isMoving() {
- return (int16)(_data.objectFlags & objectMoving);
+ return (int16)(_data.objectFlags & kObjectMoving);
}
bool isActivated() {
- return (int16)(_data.objectFlags & objectActivated);
+ return (int16)(_data.objectFlags & kObjectActivated);
}
void setScavengable(bool val) {
if (val)
- _data.objectFlags |= objectScavengable;
+ _data.objectFlags |= kObjectScavengable;
else
- _data.objectFlags &= ~objectScavengable;
+ _data.objectFlags &= ~kObjectScavengable;
}
bool isScavengable() {
- return (_data.objectFlags & objectScavengable) != 0;
+ return (_data.objectFlags & kObjectScavengable) != 0;
}
void setObscured(bool val) {
if (val)
- _data.objectFlags |= objectObscured;
+ _data.objectFlags |= kObjectObscured;
else
- _data.objectFlags &= ~objectObscured;
+ _data.objectFlags &= ~kObjectObscured;
}
bool isObscured() {
- return (_data.objectFlags & objectObscured) != 0;
+ return (_data.objectFlags & kObjectObscured) != 0;
}
void setTriggeringTAG(bool val) {
if (val)
- _data.objectFlags |= objectTriggeringTAG;
+ _data.objectFlags |= kObjectTriggeringTAG;
else
- _data.objectFlags &= ~objectTriggeringTAG;
+ _data.objectFlags &= ~kObjectTriggeringTAG;
}
bool isTriggeringTAG() {
- return (_data.objectFlags & objectTriggeringTAG) != 0;
+ return (_data.objectFlags & kObjectTriggeringTAG) != 0;
}
void setOnScreen(bool val) {
if (val)
- _data.objectFlags |= objectOnScreen;
+ _data.objectFlags |= kObjectOnScreen;
else
- _data.objectFlags &= ~objectOnScreen;
+ _data.objectFlags &= ~kObjectOnScreen;
}
bool isOnScreen() {
- return (_data.objectFlags & objectOnScreen) != 0;
+ return (_data.objectFlags & kObjectOnScreen) != 0;
}
void setSightedByCenter(bool val) {
if (val)
- _data.objectFlags |= objectSightedByCenter;
+ _data.objectFlags |= kObjectSightedByCenter;
else
- _data.objectFlags &= ~objectSightedByCenter;
+ _data.objectFlags &= ~kObjectSightedByCenter;
}
bool isSightedByCenter() {
- return (_data.objectFlags & objectSightedByCenter) != 0;
+ return (_data.objectFlags & kObjectSightedByCenter) != 0;
}
bool isMissile() {
diff --git a/engines/saga2/objproto.cpp b/engines/saga2/objproto.cpp
index 6dbc6225c8f..16b723fe587 100644
--- a/engines/saga2/objproto.cpp
+++ b/engines/saga2/objproto.cpp
@@ -1231,7 +1231,7 @@ bool PhysicalContainerProto::useAction(ObjectID dObj, ObjectID enactor) {
bool result;
GameObject *dObjPtr = GameObject::objectAddress(dObj);
- if (dObjPtr->_data.objectFlags & objectOpen)
+ if (dObjPtr->_data.objectFlags & kObjectOpen)
result = close(dObj, enactor);
else
result = open(dObj, enactor);
@@ -1256,7 +1256,7 @@ bool PhysicalContainerProto::openAction(ObjectID dObj, ObjectID) {
cn = CreateContainerNode(dObj, false);
cn->markForShow(); // Deferred open
- dObjPtr->_data.objectFlags |= objectOpen; // Set open bit;
+ dObjPtr->_data.objectFlags |= kObjectOpen; // Set open bit;
g_vm->_cnm->setUpdate(dObjPtr->IDParent());
return true;
@@ -1273,7 +1273,7 @@ bool PhysicalContainerProto::closeAction(ObjectID dObj, ObjectID) {
cn->markForDelete();
// Clear open bit
- dObjPtr->_data.objectFlags &= ~objectOpen;
+ dObjPtr->_data.objectFlags &= ~kObjectOpen;
g_vm->_cnm->setUpdate(dObjPtr->IDParent());
return true;
@@ -1296,7 +1296,7 @@ bool PhysicalContainerProto::acceptLockToggleAction(
GameObject *dObjPtr = GameObject::objectAddress(dObj);
// Toggle locked bit
- dObjPtr->_data.objectFlags ^= objectLocked;
+ dObjPtr->_data.objectFlags ^= kObjectLocked;
return true;
}
@@ -1314,7 +1314,7 @@ bool PhysicalContainerProto::acceptInsertionAction(
GameObject *itemPtr = GameObject::objectAddress(item);
// Place the object in the container (if possible)
- if ((dObjPtr->_data.objectFlags & objectLocked)
+ if ((dObjPtr->_data.objectFlags & kObjectLocked)
|| !dObjPtr->placeObject(enactor, item, true, num)) {
if (isWorld(dObjPtr->IDParent()))
dObjPtr->dropInventoryObject(itemPtr, num);
@@ -2757,7 +2757,7 @@ void EnchantmentProto::doBackgroundUpdate(GameObject *obj) {
uint16 type = getEnchantmentType(flgs),
subType = getEnchantmentSubType(flgs);
- if (type == effectOthers && subType == actorPoisoned) {
+ if (type == kEffectOthers && subType == kActorPoisoned) {
// get the damage amount for this poison
int16 damage = getEnchantmentAmount(flgs);
@@ -2898,7 +2898,7 @@ bool IntangibleContainerProto::useAction(ObjectID dObj, ObjectID enactor) {
bool result;
GameObject *dObjPtr = GameObject::objectAddress(dObj);
- if (dObjPtr->_data.objectFlags & objectOpen)
+ if (dObjPtr->_data.objectFlags & kObjectOpen)
result = close(dObj, enactor);
else
result = open(dObj, enactor);
diff --git a/engines/saga2/path.cpp b/engines/saga2/path.cpp
index 9a98d9e4ffe..45b49b4f7d6 100644
--- a/engines/saga2/path.cpp
+++ b/engines/saga2/path.cpp
@@ -1472,7 +1472,7 @@ void PathRequest::initialize() {
// obstacles.
if (isActor(obj)
&& (((Actor *)obj)->isDead()
- || ((Actor *)obj)->hasEffect(actorInvisible)))
+ || ((Actor *)obj)->hasEffect(kActorInvisible)))
continue;
// Compute the objects volume
diff --git a/engines/saga2/player.cpp b/engines/saga2/player.cpp
index dfdbc7a9e93..4f292bc7063 100644
--- a/engines/saga2/player.cpp
+++ b/engines/saga2/player.cpp
@@ -103,15 +103,15 @@ void PlayerActor::recalcPortraitType() {
if (a->isDead())
pType = kPortraitDead;
- else if (a->_enchantmentFlags & (1 << actorAsleep))
+ else if (a->_enchantmentFlags & (1 << kActorAsleep))
pType = kPortraitAsleep;
else if (stats.vitality >= a->_effectiveStats.vitality * 3)
pType = kPortraitWounded;
- else if (a->_enchantmentFlags & ((1 << actorDiseased) | (1 << actorPoisoned)))
+ else if (a->_enchantmentFlags & ((1 << kActorDiseased) | (1 << kActorPoisoned)))
pType = kPortraitSick;
else if (stats.vitality * 2 > a->_effectiveStats.vitality * 3)
pType = kPortraitOuch;
- else if (a->_enchantmentFlags & ((1 << actorParalyzed) | (1 << actorFear) | (1 << actorBlind)))
+ else if (a->_enchantmentFlags & ((1 << kActorParalyzed) | (1 << kActorFear) | (1 << kActorBlind)))
pType = kPortraitConfused;
else if (isAggressive())
pType = kPortraitAngry;
diff --git a/engines/saga2/sagafunc.cpp b/engines/saga2/sagafunc.cpp
index 705637383f4..a01205f9dc4 100644
--- a/engines/saga2/sagafunc.cpp
+++ b/engines/saga2/sagafunc.cpp
@@ -618,7 +618,7 @@ int16 scriptActorSetOpen( int16 *args )
{
(((ObjectData *)thisThread->_thisObject)->obj)->setFlags(
args[0] ? 0xffff : 0,
- objectOpen );
+ kObjectOpen );
return 0;
}
@@ -626,7 +626,7 @@ int16 scriptActorSetLocked( int16 *args )
{
(((ObjectData *)thisThread->_thisObject)->obj)->setFlags(
args[0] ? 0xffff : 0,
- objectLocked );
+ kObjectLocked );
return 0;
}
*/
@@ -635,7 +635,7 @@ int16 scriptActorSetImportant(int16 *args) {
OBJLOG(SetImportant);
(((ObjectData *)thisThread->_thisObject)->obj)->setFlags(
args[0] ? (int16) 0xffff : (int16) 0,
- objectImportant);
+ kObjectImportant);
return 0;
}
@@ -643,7 +643,7 @@ int16 scriptActorSetScavengable(int16 *args) {
OBJLOG(SetScavengable);
(((ObjectData *)thisThread->_thisObject)->obj)->setFlags(
args[0] ? (int16) 0xffff : (int16) 0,
- objectScavengable);
+ kObjectScavengable);
return 0;
}
diff --git a/engines/saga2/sensor.cpp b/engines/saga2/sensor.cpp
index 26566db1aaa..5361549b0a6 100644
--- a/engines/saga2/sensor.cpp
+++ b/engines/saga2/sensor.cpp
@@ -430,15 +430,15 @@ bool ProtaganistSensor::check(SenseInfo &info, uint32 senseFlags) {
if (protag->isDead())
continue;
- if (senseFlags & (1 << actorBlind))
+ if (senseFlags & (1 << kActorBlind))
continue;
// This extra test is a HACK to ensure that the center actor
// will be able to sense a protaganist even if the protaganist
// is invisible.
if (!objIsActor || getObject() != getCenterActor()) {
- if (!(senseFlags & actorSeeInvis)
- && protag->hasEffect(actorInvisible))
+ if (!(senseFlags & kActorSeeInvis)
+ && protag->hasEffect(kActorInvisible))
continue;
}
@@ -487,7 +487,7 @@ bool ObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
for (iter.first(&objToTest);
objToTest != nullptr;
iter.next(&objToTest)) {
- if (senseFlags & (1 << actorBlind))
+ if (senseFlags & (1 << kActorBlind))
continue;
bool objToTestIsActor = isActor(objToTest);
@@ -499,7 +499,7 @@ bool ObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
|| getObject() != getCenterActor()
|| !isPlayerActor((Actor *)objToTest))) {
Actor *a = (Actor *) objToTest;
- if (!(senseFlags & actorSeeInvis) && a->hasEffect(actorInvisible))
+ if (!(senseFlags & kActorSeeInvis) && a->hasEffect(kActorInvisible))
continue;
}
// Skip if object is out of _range
@@ -571,7 +571,7 @@ bool SpecificObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
GameObject *soughtObject = GameObject::objectAddress(_soughtObjID);
bool objIsActor = isActor(getObject());
- if (senseFlags & (1 << actorBlind))
+ if (senseFlags & (1 << kActorBlind))
return false;
// This extra test is a HACK to ensure that the center actor
@@ -582,7 +582,7 @@ bool SpecificObjectSensor::check(SenseInfo &info, uint32 senseFlags) {
|| getObject() != getCenterActor()
|| !isPlayerActor((Actor *)soughtObject))) {
Actor *a = (Actor *) soughtObject;
- if (!(senseFlags & actorSeeInvis) && a->hasEffect(actorInvisible))
+ if (!(senseFlags & kActorSeeInvis) && a->hasEffect(kActorInvisible))
return false;
}
@@ -700,7 +700,7 @@ bool SpecificActorSensor::check(SenseInfo &info, uint32 senseFlags) {
assert(isActor(_soughtActor));
bool objIsActor = isActor(getObject());
- if (senseFlags & (1 << actorBlind))
+ if (senseFlags & (1 << kActorBlind))
return false;
// This extra test is a HACK to ensure that the center actor
@@ -709,7 +709,7 @@ bool SpecificActorSensor::check(SenseInfo &info, uint32 senseFlags) {
if (!objIsActor
|| getObject() != getCenterActor()
|| !isPlayerActor(_soughtActor)) {
- if (!(senseFlags & actorSeeInvis) && _soughtActor->hasEffect(actorInvisible))
+ if (!(senseFlags & kActorSeeInvis) && _soughtActor->hasEffect(kActorInvisible))
return false;
}
diff --git a/engines/saga2/sensor.h b/engines/saga2/sensor.h
index 0569dc7cb84..e04d65de628 100644
--- a/engines/saga2/sensor.h
+++ b/engines/saga2/sensor.h
@@ -28,7 +28,7 @@
namespace Saga2 {
-const uint32 nonActorSenseFlags = actorSeeInvis;
+const uint32 nonActorSenseFlags = kActorSeeInvis;
//const size_t maxSensorSize = 24;
const size_t maxSensorSize = 48;
diff --git a/engines/saga2/spellio.cpp b/engines/saga2/spellio.cpp
index 48adf4a50b9..48712e5ff14 100644
--- a/engines/saga2/spellio.cpp
+++ b/engines/saga2/spellio.cpp
@@ -91,9 +91,9 @@ void SpellStuff::addEffect(ResourceSpellEffect *rse) {
ProtoEffect *pe = nullptr;
assert(rse && rse->spell == _master);
switch (rse->effectGroup) {
- case effectNone :
+ case kEffectNone :
return;
- case effectAttrib :
+ case kEffectAttrib :
pe = new ProtoEnchantment(
makeEnchantmentID(
rse->effectGroup,
@@ -102,10 +102,10 @@ void SpellStuff::addEffect(ResourceSpellEffect *rse) {
rse->enchTimeLo,
rse->enchTimeHi);
break;
- case effectResist :
- case effectImmune :
- case effectOthers :
- case effectNonActor :
+ case kEffectResist :
+ case kEffectImmune :
+ case kEffectOthers :
+ case kEffectNonActor :
pe = new ProtoEnchantment(
makeEnchantmentID(
rse->effectGroup,
@@ -114,7 +114,7 @@ void SpellStuff::addEffect(ResourceSpellEffect *rse) {
rse->enchTimeLo,
rse->enchTimeHi);
break;
- case effectDamage :
+ case kEffectDamage :
pe = new ProtoDamage(
rse->baseDice,
rse->diceSides ? rse->diceSides : 6,
@@ -124,7 +124,7 @@ void SpellStuff::addEffect(ResourceSpellEffect *rse) {
0,
rse->targeting & spellTargCaster);
break;
- case effectDrains :
+ case kEffectDrains :
pe = new ProtoDrainage(
rse->baseDice,
rse->diceSides ? rse->diceSides : 6,
@@ -134,53 +134,53 @@ void SpellStuff::addEffect(ResourceSpellEffect *rse) {
0,
rse->targeting & spellTargCaster);
break;
- case effectTAG :
+ case kEffectTAG :
pe = new ProtoTAGEffect(
(effectTAGTypes) rse->effectType,
rse->flagSet,
rse->attribModifier);
break;
- case effectLocation :
+ case kEffectLocation :
pe = new ProtoLocationEffect(
- (effectLocationTypes) rse->effectType,
+ (kEffectLocationTypes) rse->effectType,
rse->attribModifier);
break;
- case effectSpecial : {
+ case kEffectSpecial : {
switch (rse->effectType) {
- case specialDispellHelpfulEnch : // clears helpful enchantments
+ case kSpecialDispellHelpfulEnch : // clears helpful enchantments
pe = new ProtoSpecialEffect(DispellProtections, rse->attribModifier);
break;
- case specialDispellHarmfulEnch : // clears harmful enchantments
+ case kSpecialDispellHarmfulEnch : // clears harmful enchantments
pe = new ProtoSpecialEffect(DispellCurses, rse->attribModifier);
break;
- case specialKill : // death spell
+ case kSpecialKill : // death spell
pe = new ProtoSpecialEffect(DeathSpell, rse->attribModifier);
break;
- case specialRessurect : // raise dead spell
+ case kSpecialRessurect : // raise dead spell
pe = new ProtoSpecialEffect(Resurrect, rse->attribModifier);
break;
- case specialTeleport : // Teleportation
+ case kSpecialTeleport : // Teleportation
pe = new ProtoSpecialEffect(TeleportToLocation, rse->attribModifier);
break;
- case specialCreateActor : // Create an actor or wall
+ case kSpecialCreateActor : // Create an actor or wall
pe = new ProtoSpecialEffect(CreateWraith, rse->attribModifier);
break;
- case specialSagaFunc : // calls a saga function
+ case kSpecialSagaFunc : // calls a saga function
pe = new ProtoSpecialEffect(SagaSpellCall, rse->attribModifier);
break;
- case specialRejoin : // Create an actor or wall
+ case kSpecialRejoin : // Create an actor or wall
pe = new ProtoSpecialEffect(Rejoin, rse->attribModifier);
break;
- case specialCreateWWisp : // calls a saga function
+ case kSpecialCreateWWisp : // calls a saga function
pe = new ProtoSpecialEffect(CreateWWisp, rse->attribModifier);
break;
- case specialCreateFWisp : // calls a saga function
+ case kSpecialCreateFWisp : // calls a saga function
pe = new ProtoSpecialEffect(CreateFWisp, rse->attribModifier);
break;
- case specialCreateWraith : // calls a saga function
+ case kSpecialCreateWraith : // calls a saga function
pe = new ProtoSpecialEffect(CreateWraith, rse->attribModifier);
break;
- case specialCreateFood : // calls a saga function
+ case kSpecialCreateFood : // calls a saga function
pe = new ProtoSpecialEffect(CreateFood, rse->attribModifier);
break;
}
diff --git a/engines/saga2/terrain.cpp b/engines/saga2/terrain.cpp
index bace9617f3b..f7c94d7cfac 100644
--- a/engines/saga2/terrain.cpp
+++ b/engines/saga2/terrain.cpp
@@ -45,7 +45,7 @@ static MetaTilePtr prevMeta = nullptr;
void drown(GameObject *obj) {
if (isActor(obj)) {
Actor *a = (Actor *) obj;
- if (!a->hasEffect(actorWaterBreathe)) {
+ if (!a->hasEffect(kActorWaterBreathe)) {
if (g_vm->_rnd->getRandomNumber(drowningDamageOddsYes + drowningDamageOddsNo - 1) > drowningDamageOddsNo - 1) {
a->acceptDamage(a->thisID(), drowningDamagePerFrame);
}
@@ -57,7 +57,7 @@ void drown(GameObject *obj) {
void lavaDamage(GameObject *obj) {
if (isActor(obj)) {
Actor *a = (Actor *) obj;
- if (a->resists(resistHeat))
+ if (a->resists(kResistHeat))
return;
}
if (g_vm->_rnd->getRandomNumber(heatDamageOddsYes + heatDamageOddsNo - 1) > heatDamageOddsNo - 1) {
@@ -68,7 +68,7 @@ void lavaDamage(GameObject *obj) {
void coldDamage(GameObject *obj) {
if (isActor(obj)) {
Actor *a = (Actor *) obj;
- if (a->resists(resistCold))
+ if (a->resists(kResistCold))
return;
}
if (g_vm->_rnd->getRandomNumber(coldDamageOddsYes + coldDamageOddsNo - 1) > coldDamageOddsNo - 1) {
@@ -91,7 +91,7 @@ void terrainDamageBash(GameObject *obj) {
void fallingDamage(GameObject *obj, int16 speed) {
if (isActor(obj)) {
Actor *a = (Actor *) obj;
- if (!a->hasEffect(actorSlowFall)) {
+ if (!a->hasEffect(kActorSlowFall)) {
a->acceptDamage(a->thisID(), (MAX(0, speed - 16)*fallingDamageMult) / fallingDamageDiv);
}
}
@@ -792,7 +792,7 @@ int16 checkBlocked(
// check to make sure the actor recognizes terrain
- if (!isActor(obj) || !((Actor *) obj)->hasEffect(actorNoncorporeal)) {
+ if (!isActor(obj) || !((Actor *) obj)->hasEffect(kActorNoncorporeal)) {
TilePoint testLoc = loc;
testLoc.z = MAX<int16>(loc.z, 8);
diff --git a/engines/saga2/weapons.cpp b/engines/saga2/weapons.cpp
index d641f0f1b1b..2eadf7fbbac 100644
--- a/engines/saga2/weapons.cpp
+++ b/engines/saga2/weapons.cpp
@@ -67,44 +67,44 @@ ProtoEffect *createNewProtoEffect(Common::SeekableReadStream *stream) {
diceSides = 6;
switch (effectGroup) {
- case effectNone:
+ case kEffectNone:
return nullptr;
- case effectAttrib:
+ case kEffectAttrib:
pe = new ProtoEnchantment(makeEnchantmentID(effectGroup, effectType, baseDamage), reserved0, reserved1);
break;
- case effectResist:
- case effectImmune:
- case effectOthers:
- case effectNonActor:
+ case kEffectResist:
+ case kEffectImmune:
+ case kEffectOthers:
+ case kEffectNonActor:
pe = new ProtoEnchantment(makeEnchantmentID(effectGroup, effectType, skillDamage), reserved0, reserved1);
break;
- case effectDamage:
+ case kEffectDamage:
pe = new ProtoDamage(baseDice, diceSides, skillDice, baseDamage,
(effectDamageTypes)effectType, 0, targeting & spellTargCaster, skillDamage);
break;
- case effectDrains:
+ case kEffectDrains:
pe = new ProtoDrainage(baseDice, diceSides, skillDice, baseDamage,
(effectDrainsTypes)effectType, 0, targeting & spellTargCaster);
break;
- case effectPoison:
+ case kEffectPoison:
pe = new ProtoEnchantment(makeEnchantmentID(baseDamage), // poison
reserved0, reserved1);
break;
- case effectTAG:
+ case kEffectTAG:
pe = new ProtoTAGEffect((effectTAGTypes)effectType, skillDamage, baseDamage);
break;
- case effectLocation:
- pe = new ProtoLocationEffect((effectLocationTypes)effectType, baseDamage);
+ case kEffectLocation:
+ pe = new ProtoLocationEffect((kEffectLocationTypes)effectType, baseDamage);
break;
- case effectSpecial:
+ case kEffectSpecial:
pe = new ProtoSpecialEffect(SagaSpellCall, baseDamage);
break;
}
@@ -211,7 +211,7 @@ void WeaponStuff::addEffect(Common::SeekableReadStream *stream) {
/*int16 item = */stream->readSint16LE(); // spell ID
int16 effectGroup = stream->readSint16LE(); // effect group
- if (effectGroup == effectStrike) {
+ if (effectGroup == kEffectStrike) {
effectDamageTypes effectType = (effectDamageTypes)stream->readSint16LE(); // effect ID
/*int16 targeting = */stream->readSint16LE(); // targeting
int16 baseDice = stream->readSint16LE(); // base dice
Commit: 9937c3dcdb4541b002d5a074239072964aecd0d6
https://github.com/scummvm/scummvm/commit/9937c3dcdb4541b002d5a074239072964aecd0d6
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T14:40:38+02:00
Commit Message:
SAGA2: Rename enums in enchant.h
Changed paths:
engines/saga2/enchant.h
diff --git a/engines/saga2/enchant.h b/engines/saga2/enchant.h
index ed7571f5fc9..a6583679bc2 100644
--- a/engines/saga2/enchant.h
+++ b/engines/saga2/enchant.h
@@ -32,58 +32,58 @@ namespace Saga2 {
enum actorEnchantments {
// Object-enchantments
- enchNone = 0,
- enchInvisible,
+ kEnchNone = 0,
+ kEnchInvisible,
- enchWarded,
+ kEnchWarded,
// Actor skill boosters
- enchAttackFast,
- enchEnhanceBrawn,
- enchEnhanceAgility,
- enchEnhanceStealth,
- enchEnhanceArmor,
- enchEnhanceHitChance,
+ kEnchAttackFast,
+ kEnchEnhanceBrawn,
+ kEnchEnhanceAgility,
+ kEnchEnhanceStealth,
+ kEnchEnhanceArmor,
+ kEnchEnhanceHitChance,
// Actor Immunities
- enchImmunePhysical,
- enchImmuneProjectile,
- enchImmuneHandToHand,
- enchImmuneMagicMissile,
- enchImmuneFire,
- enchImmuneFireMagic,
- enchImmuneLava,
- enchImmuneCold,
- enchImmuneMental,
- enchImmuneDirectMagic,
- enchImmuneLifeDrain,
+ kEnchImmunePhysical,
+ kEnchImmuneProjectile,
+ kEnchImmuneHandToHand,
+ kEnchImmuneMagicMissile,
+ kEnchImmuneFire,
+ kEnchImmuneFireMagic,
+ kEnchImmuneLava,
+ kEnchImmuneCold,
+ kEnchImmuneMental,
+ kEnchImmuneDirectMagic,
+ kEnchImmuneLifeDrain,
// Actor Movement enchantents
- enchLandWalking,
- enchDesolidified,
- enchFloating,
- enchFallSlowly,
- enchLevitating,
- enchWaterWalking,
- enchFlying,
+ kEnchLandWalking,
+ kEnchDesolidified,
+ kEnchFloating,
+ kEnchFallSlowly,
+ kEnchLevitating,
+ kEnchWaterWalking,
+ kEnchFlying,
// Curses
- enchBlind,
- enchPanic,
- enchParalyzed,
- enchMoveFast,
- enchMoveSlow,
- enchAttackSlow,
- enchAsleep,
- enchReduceHitCchance,
+ kEnchBlind,
+ kEnchPanic,
+ kEnchParalyzed,
+ kEnchMoveFast,
+ kEnchMoveSlow,
+ kEnchAttackSlow,
+ kEnchAsleep,
+ kEnchReduceHitCchance,
// Changes display algorithms
- enchSoulSight,
- enchClairvoyant,
- enchDetectPoison,
+ kEnchSoulSight,
+ kEnchClairvoyant,
+ kEnchDetectPoison,
// Changes NPC behavior
- enchHasNoSmell
+ kEnchHasNoSmell
};
//-----------------------------------------------------------------------
@@ -108,10 +108,8 @@ public:
// Global Enchantments
enum worldEnchantments {
-
- weTimeStop = 0,
-
- weCount
+ kWETimeStop = 0,
+ kWECount
};
} // end of namespace Saga2
Commit: 78431e8cf358ec6c2f6ab7136debd8e10fc6af24
https://github.com/scummvm/scummvm/commit/78431e8cf358ec6c2f6ab7136debd8e10fc6af24
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-27T14:44:21+02:00
Commit Message:
SAGA2: Rename enums in gamerate.h
Changed paths:
engines/saga2/gamerate.h
engines/saga2/main.cpp
diff --git a/engines/saga2/gamerate.h b/engines/saga2/gamerate.h
index bc07374990f..28bd74c786a 100644
--- a/engines/saga2/gamerate.h
+++ b/engines/saga2/gamerate.h
@@ -29,7 +29,7 @@
namespace Saga2 {
enum {
- grFramesPerSecond = 0
+ kGRFramesPerSecond = 0
};
class frameCounter {
@@ -57,28 +57,28 @@ public:
_instantFrameCount = frameTime ? _ticksPerSecond / frameTime : 100;
}
- virtual float frameStat(int statID = grFramesPerSecond) {
+ virtual float frameStat(int statID = kGRFramesPerSecond) {
return _instantFrameCount;
}
};
enum {
- grFramesPerKilosecond = 1,
- grFPKS1SecAvgNewest = 2,
- grFPKS1SecAvgNew = 3,
- grFPKS1SecAvg = 4,
- grFPKS1SecAvgOld = 5,
- grFPKS1SecAvgOldest = 6,
- grFPKS5SecAvg = 7,
- grFPKSAvg1SecAvg = 8,
- grFPKS1SecVarNewest = 9,
- grFPKS1SecVarNew = 10,
- grFPKS1SecVar = 11,
- grFPKS1SecVarOld = 12,
- grFPKS1SecVarOldest = 13,
- grFPKS5SecVar = 14,
- grFPKSVar1SecAvg = 15
+ kGRFramesPerKilosecond = 1,
+ kGRFPKS1SecAvgNewest = 2,
+ kGRFPKS1SecAvgNew = 3,
+ kGRFPKS1SecAvg = 4,
+ kGRFPKS1SecAvgOld = 5,
+ kGRFPKS1SecAvgOldest = 6,
+ kGRFPKS5SecAvg = 7,
+ kGRFPKSAvg1SecAvg = 8,
+ kGRFPKS1SecVarNewest = 9,
+ kGRFPKS1SecVarNew = 10,
+ kGRFPKS1SecVar = 11,
+ kGRFPKS1SecVarOld = 12,
+ kGRFPKS1SecVarOldest = 13,
+ kGRFPKS5SecVar = 14,
+ kGRFPKSVar1SecAvg = 15
};
class frameSmoother: public frameCounter {
@@ -164,38 +164,38 @@ public:
}
}
- virtual float frameStat(int statID = grFramesPerSecond) {
+ virtual float frameStat(int statID = kGRFramesPerSecond) {
int oldestOffset = (_frames % _historySize) / _desiredFPS;
switch (statID) {
- case grFramesPerKilosecond :
+ case kGRFramesPerKilosecond :
return 1000 * _instantFrameCount;
- case grFPKS1SecAvgNewest :
+ case kGRFPKS1SecAvgNewest :
return _avg1Sec[4 + oldestOffset];
- case grFPKS1SecAvgNew :
+ case kGRFPKS1SecAvgNew :
return _avg1Sec[3 + oldestOffset];
- case grFPKS1SecAvg :
+ case kGRFPKS1SecAvg :
return _avg1Sec[2 + oldestOffset];
- case grFPKS1SecAvgOld :
+ case kGRFPKS1SecAvgOld :
return _avg1Sec[1 + oldestOffset];
- case grFPKS1SecAvgOldest :
+ case kGRFPKS1SecAvgOldest :
return _avg1Sec[0 + oldestOffset];
- case grFPKS5SecAvg :
+ case kGRFPKS5SecAvg :
return _avg5Sec;
- case grFPKSAvg1SecAvg :
+ case kGRFPKSAvg1SecAvg :
return _secAvg;
- case grFPKS1SecVarNewest :
+ case kGRFPKS1SecVarNewest :
return _dif1Sec[4 + oldestOffset];
- case grFPKS1SecVarNew :
+ case kGRFPKS1SecVarNew :
return _dif1Sec[3 + oldestOffset];
- case grFPKS1SecVar :
+ case kGRFPKS1SecVar :
return _dif1Sec[2 + oldestOffset];
- case grFPKS1SecVarOld :
+ case kGRFPKS1SecVarOld :
return _dif1Sec[1 + oldestOffset];
- case grFPKS1SecVarOldest :
+ case kGRFPKS1SecVarOldest :
return _dif1Sec[0 + oldestOffset];
- case grFPKS5SecVar :
+ case kGRFPKS5SecVar :
return _dif5Sec;
- case grFPKSVar1SecAvg :
+ case kGRFPKSVar1SecAvg :
return _secDif;
default:
return frameCounter::frameStat(statID);
diff --git a/engines/saga2/main.cpp b/engines/saga2/main.cpp
index e42927ac786..3ee8b84fd02 100644
--- a/engines/saga2/main.cpp
+++ b/engines/saga2/main.cpp
@@ -807,11 +807,11 @@ void WriteStatusF2(int16, const char *, ...) {}
int32 currentGamePerformance() {
int32 framePer = 100;
int32 lval = int(g_vm->_lrate->frameStat());
- int32 fval = int(g_vm->_lrate->frameStat(grFramesPerSecond));
+ int32 fval = int(g_vm->_lrate->frameStat(kGRFramesPerSecond));
if (fval >= frameRate && lval > fval) {
framePer += (50 * ((lval - fval) / fval));
} else {
- framePer = (100 * g_vm->_frate->frameStat(grFramesPerSecond)) / frameRate;
+ framePer = (100 * g_vm->_frate->frameStat(kGRFramesPerSecond)) / frameRate;
}
framePer = clamp(10, framePer, 240);
return framePer;
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