[Scummvm-git-logs] scummvm master -> 3a49501e20fb16e577ca7854027a221dcd919b78
sev-
noreply at scummvm.org
Sun Sep 25 19:37:47 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:
e281cde4b6 SAGA2: Use portable struct copying
ef106cf716 SAGA2: Reanme GameObj class members
40d9d2e9b9 SAGA2: Use class copy constuctor instead of memcpy()
2aefa6c30f SAGA2: Rename class members in contain.h
bdb5066b35 SAGA2: Rename class variables in dice.h
f0221d3b8a SAGA2: Renamed class variables in dispnode.h
8527a03f0a SAGA2: Rename class variables in document.h
fe4aca8cd2 SAGA2: Rename class variables in effect.h
5447e8ce5e SAGA2: Rename class variables in enchant.h
e424669f6d SAGA2: Fix class member names in floating.h
3a49501e20 SAGA2: Rename class variables in fta.h
Commit: e281cde4b6e2c12336219ea679cfbdd8916d94d7
https://github.com/scummvm/scummvm/commit/e281cde4b6e2c12336219ea679cfbdd8916d94d7
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:26+02:00
Commit Message:
SAGA2: Use portable struct copying
Changed paths:
engines/saga2/actor.cpp
diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index 6b25e325962..7b7810f8fd2 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -1001,10 +1001,8 @@ void Actor::init(
_deactivationCounter = 0;
_assignment = nullptr;
- memcpy(
- &_effectiveStats,
- &((ActorProto *)prototype)->baseStats,
- sizeof(_effectiveStats));
+ _effectiveStats = ((ActorProto *)prototype)->baseStats;
+
_effectiveStats.vitality = MAX<int16>(_effectiveStats.vitality, 1);
_actionCounter = 0;
Commit: ef106cf7165952338ce355e9db450b8eb7408074
https://github.com/scummvm/scummvm/commit/ef106cf7165952338ce355e9db450b8eb7408074
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:26+02:00
Commit Message:
SAGA2: Reanme GameObj class members
Changed paths:
engines/saga2/actor.cpp
engines/saga2/objects.cpp
engines/saga2/objects.h
diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index 7b7810f8fd2..3378b6119c7 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -942,7 +942,7 @@ void Actor::init(
debugC(1, kDebugActors, "Actor init flags: %d, permanent: %d", initFlags, initFlags & actorPermanent);
// Fixup the prototype pointer to point to an actor prototype
- prototype = (ProtoObj *)g_vm->_actorProtos[protoIndex];
+ _prototype = (ProtoObj *)g_vm->_actorProtos[protoIndex];
// Initialize object fields
// nameIndex = 0;
@@ -1001,7 +1001,7 @@ void Actor::init(
_deactivationCounter = 0;
_assignment = nullptr;
- _effectiveStats = ((ActorProto *)prototype)->baseStats;
+ _effectiveStats = ((ActorProto *)_prototype)->baseStats;
_effectiveStats.vitality = MAX<int16>(_effectiveStats.vitality, 1);
@@ -1026,7 +1026,7 @@ void Actor::init(
// Actor constructor -- copies the resource fields and simply NULL's most
// of the rest of the data members
Actor::Actor() {
- prototype = nullptr;
+ _prototype = nullptr;
_faction = 0;
_colorScheme = 0;
_appearanceID = 0;
@@ -1093,7 +1093,7 @@ Actor::Actor() {
Actor::Actor(const ResourceActor &res) : GameObject(res) {
// Fixup the prototype pointer to point to an actor prototype
- prototype = prototype != nullptr
+ _prototype = _prototype != nullptr
? (ProtoObj *)g_vm->_actorProtos[getProtoNum()]
: nullptr;
@@ -1140,8 +1140,8 @@ Actor::Actor(const ResourceActor &res) : GameObject(res) {
_deactivationCounter = 0;
_assignment = nullptr;
- if (prototype)
- memcpy(&_effectiveStats, &((ActorProto *)prototype)->baseStats, sizeof(_effectiveStats));
+ if (_prototype)
+ memcpy(&_effectiveStats, &((ActorProto *)_prototype)->baseStats, sizeof(_effectiveStats));
_effectiveStats.vitality = MAX<uint16>(_effectiveStats.vitality, 1);
@@ -1166,7 +1166,7 @@ Actor::Actor(const ResourceActor &res) : GameObject(res) {
Actor::Actor(Common::InSaveFile *in) : GameObject(in) {
// Fixup the prototype pointer to point to an actor prototype
- prototype = prototype != nullptr
+ _prototype = _prototype != nullptr
? (ProtoObj *)g_vm->_actorProtos[getProtoNum()]
: nullptr;
@@ -1297,19 +1297,19 @@ int32 Actor::archiveSize() {
}
void Actor::write(Common::MemoryWriteStreamDynamic *out) {
- ProtoObj *holdProto = prototype;
+ ProtoObj *holdProto = _prototype;
debugC(3, kDebugSaveload, "Saving actor %d", thisID());
// Modify the protoype temporarily so the GameObject::write()
// will store the index correctly
- if (prototype != nullptr)
- prototype = g_vm->_objectProtos[getProtoNum()];
+ if (_prototype != nullptr)
+ _prototype = g_vm->_objectProtos[getProtoNum()];
GameObject::write(out, false);
// Restore the prototype pointer
- prototype = holdProto;
+ _prototype = holdProto;
out->writeByte(_faction);
out->writeByte(_colorScheme);
@@ -1723,7 +1723,7 @@ void Actor::lobotomize() {
ActorAttributes *Actor::getBaseStats() {
if (_disposition < dispositionPlayer)
- return &((ActorProto *)prototype)->baseStats;
+ return &((ActorProto *)_prototype)->baseStats;
else
return &g_vm->_playerList[_disposition - dispositionPlayer]->baseStats;
}
@@ -1734,7 +1734,7 @@ ActorAttributes *Actor::getBaseStats() {
uint32 Actor::getBaseEnchantmentEffects() {
//if ( disposition < dispositionPlayer )
- return ((ActorProto *)prototype)->baseEffectFlags;
+ return ((ActorProto *)_prototype)->baseEffectFlags;
}
//-----------------------------------------------------------------------
@@ -1743,7 +1743,7 @@ uint32 Actor::getBaseEnchantmentEffects() {
uint16 Actor::getBaseResistance() {
//if ( disposition < dispositionPlayer )
- return ((ActorProto *)prototype)->resistance;
+ return ((ActorProto *)_prototype)->resistance;
}
//-----------------------------------------------------------------------
@@ -1752,7 +1752,7 @@ uint16 Actor::getBaseResistance() {
uint16 Actor::getBaseImmunity() {
//if ( disposition < dispositionPlayer )
- return ((ActorProto *)prototype)->immunity;
+ return ((ActorProto *)_prototype)->immunity;
}
//-----------------------------------------------------------------------
@@ -2736,7 +2736,7 @@ void Actor::handleOffensiveAct(Actor *attacker) {
// damage.
void Actor::handleDamageTaken(uint8 damage) {
- uint8 combatBehavior = ((ActorProto *)prototype)->combatBehavior;
+ uint8 combatBehavior = ((ActorProto *)_prototype)->combatBehavior;
if (combatBehavior == behaviorHungry) return;
@@ -3045,7 +3045,7 @@ void Actor::removeFollower(Actor *bandMember) {
for (i = 0; i < _followers->size(); i++) {
Actor *follower = (*_followers)[i];
- ActorProto *proto = (ActorProto *)follower->prototype;
+ ActorProto *proto = (ActorProto *)follower->_prototype;
uint8 combatBehavior = proto->combatBehavior;
if (follower->_currentGoal == actorGoalAttackEnemy
diff --git a/engines/saga2/objects.cpp b/engines/saga2/objects.cpp
index 76c17f685e2..1b132ec3c37 100644
--- a/engines/saga2/objects.cpp
+++ b/engines/saga2/objects.cpp
@@ -180,7 +180,7 @@ struct GameObjectArchive {
// Default constructor
GameObject::GameObject() {
- prototype = nullptr;
+ _prototype = nullptr;
_data.projectDummy = 0;
_data.location = Nowhere;
_data.nameIndex = 0;
@@ -207,7 +207,7 @@ GameObject::GameObject() {
// Constructor -- initial object construction
GameObject::GameObject(const ResourceGameObject &res) {
- prototype = g_vm->_objectProtos[res.protoIndex];
+ _prototype = g_vm->_objectProtos[res.protoIndex];
_data.projectDummy = 0;
_data.location = res.location;
_data.nameIndex = res.nameIndex;
@@ -217,8 +217,8 @@ GameObject::GameObject(const ResourceGameObject &res) {
_data.script = res.script;
_data.objectFlags = res.objectFlags;
_data.hitPoints = res.hitPoints;
- _data.bParam = prototype->getChargeType() ? prototype->maxCharges : 0;
- _data.massCount = res.misc; //prototype->getInitialItemCount();
+ _data.bParam = _prototype->getChargeType() ? _prototype->maxCharges : 0;
+ _data.massCount = res.misc; //_prototype->getInitialItemCount();
_data.missileFacing = missileRt;
_data.currentTAG = NoActiveItem;
_data.sightCtr = 0;
@@ -241,7 +241,7 @@ void GameObject::read(Common::InSaveFile *in, bool expandProto) {
if (expandProto)
in->readSint16LE();
// Convert the protoype index into an object proto pointer
- prototype = pInd != -1
+ _prototype = pInd != -1
? g_vm->_objectProtos[pInd]
: nullptr;
@@ -291,7 +291,7 @@ int32 GameObject::archiveSize() {
void GameObject::write(Common::MemoryWriteStreamDynamic *out, bool expandProto) {
debugC(2, kDebugSaveload, "Saving object %d", thisID());
- int16 pInd = prototype != nullptr ? getProtoNum() : -1;
+ int16 pInd = _prototype != nullptr ? getProtoNum() : -1;
out->writeSint16LE(pInd);
if (expandProto)
out->writeSint16LE(0);
@@ -385,7 +385,7 @@ GameObject *GameObject::objectAddress(ObjectID id) {
ProtoObj *GameObject::protoAddress(ObjectID id) {
GameObject *obj = objectAddress(id);
- return obj ? obj->prototype : nullptr ;
+ return obj ? obj-> _prototype : nullptr ;
}
int32 GameObject::nameIndexToID(uint16 ind) {
@@ -393,7 +393,7 @@ int32 GameObject::nameIndexToID(uint16 ind) {
if (objectList[i]._data.nameIndex == ind)
return objectList[i].thisID();
- if (objectList[i].prototype && objectList[i].prototype->nameIndex == ind)
+ if (objectList[i]._prototype && objectList[i]._prototype->nameIndex == ind)
return objectList[i].thisID();
}
@@ -401,7 +401,7 @@ int32 GameObject::nameIndexToID(uint16 ind) {
if (g_vm->_act->_actorList[i]->_data.nameIndex == ind)
return g_vm->_act->_actorList[i]->thisID();
- if (g_vm->_act->_actorList[i]->prototype && g_vm->_act->_actorList[i]->prototype->nameIndex == ind)
+ if (g_vm->_act->_actorList[i]-> _prototype && g_vm->_act->_actorList[i]->_prototype->nameIndex == ind)
return g_vm->_act->_actorList[i]->thisID();
}
@@ -409,7 +409,7 @@ int32 GameObject::nameIndexToID(uint16 ind) {
if (worldList[i]._data.nameIndex == ind)
return worldList[i].thisID();
- if (worldList[i].prototype && worldList[i].prototype->nameIndex == ind)
+ if (worldList[i]._prototype && worldList[i]._prototype->nameIndex == ind)
return worldList[i].thisID();
}
@@ -446,7 +446,7 @@ Common::Array<ObjectID> GameObject::nameToID(Common::String name) {
uint16 GameObject::containmentSet() {
- return prototype->containmentSet();
+ return _prototype->containmentSet();
}
// Calculates the ID of an object, given it's (implicit) address
@@ -564,13 +564,13 @@ ObjectID GameObject::possessor() {
bool GameObject::getWorldLocation(Location &loc) {
GameObject *obj = this;
ObjectID id;
- uint8 objHeight = prototype->height;
+ uint8 objHeight = _prototype->height;
for (;;) {
id = obj->_data.parentID;
if (isWorld(id)) {
loc = obj->_data.location;
- loc.z += (obj->prototype->height - objHeight) / 2;
+ loc.z += (obj->_prototype->height - objHeight) / 2;
loc.context = id;
return true;
} else if (id == Nothing) {
@@ -590,14 +590,14 @@ Location GameObject::notGetLocation() {
Location GameObject::notGetWorldLocation() {
GameObject *obj = this;
ObjectID id;
- uint8 objHeight = prototype->height;
+ uint8 objHeight = _prototype->height;
for (;;) {
id = obj->_data.parentID;
if (isWorld(id)) {
TilePoint loc = obj->_data.location;
- loc.z += (obj->prototype->height - objHeight) / 2;
+ loc.z += (obj->_prototype->height - objHeight) / 2;
return Location(loc, obj->_data.parentID);
} else if (id == Nothing) return Location(Nowhere, Nothing);
@@ -616,10 +616,10 @@ void GameObject::objCursorText(char nameBuf[], const int8 size, int16 count) {
// check to see if this item is a physical object
// if so, then give the count of the item ( if stacked )
- if (prototype->containmentSet() & ProtoObj::isTangible) {
+ if (_prototype->containmentSet() & ProtoObj::isTangible) {
// display charges if item is a chargeable item
- if (prototype->chargeType != 0
- && prototype->maxCharges != Permanent
+ if (_prototype->chargeType != 0
+ && _prototype->maxCharges != Permanent
&& _data.bParam != Permanent) {
uint16 charges = _data.bParam;
@@ -630,7 +630,7 @@ void GameObject::objCursorText(char nameBuf[], const int8 size, int16 count) {
}
}
- if (prototype->flags & ResourceObjectPrototype::objPropMergeable) {
+ if (_prototype->flags & ResourceObjectPrototype::objPropMergeable) {
// make a buffer that contains the name of
// the object and it's count
// add only if a mergable item
@@ -649,7 +649,7 @@ void GameObject::objCursorText(char nameBuf[], const int8 size, int16 count) {
int16 manaCost = 0;
// figure out if it's a skill or spell
- if (prototype->containmentSet() & (ProtoObj::isSkill | ProtoObj::isSpell)) {
+ if (_prototype->containmentSet() & (ProtoObj::isSkill | ProtoObj::isSpell)) {
// get skill proto for this spell or skill
SkillProto *sProto = skillProtoFromID(thisID());
@@ -698,7 +698,7 @@ void GameObject::objCursorText(char nameBuf[], const int8 size, int16 count) {
bool GameObject::isTrueSkill() {
// figure out if it's a skill or spell
- if (prototype->containmentSet() & (ProtoObj::isSkill | ProtoObj::isSpell)) {
+ if (_prototype->containmentSet() & (ProtoObj::isSkill | ProtoObj::isSpell)) {
// get skill proto for this spell or skill
SkillProto *sProto = skillProtoFromID(thisID());
@@ -715,14 +715,14 @@ bool GameObject::isTrueSkill() {
TilePoint GameObject::getWorldLocation() {
GameObject *obj = this;
ObjectID id;
- uint8 objHeight = prototype->height;
+ uint8 objHeight = _prototype->height;
for (;;) {
id = obj->_data.parentID;
if (isWorld(id)) {
TilePoint loc = obj->_data.location;
- loc.z += (obj->prototype->height - objHeight) / 2;
+ loc.z += (obj->_prototype->height - objHeight) / 2;
return loc;
} else if (id == Nothing) return Nowhere;
@@ -766,7 +766,7 @@ int32 GameObject::getSprOffset(int16 num) {
}
// if this is a mergeable object
- if (prototype->flags & ResourceObjectPrototype::objPropMergeable) {
+ if (_prototype->flags & ResourceObjectPrototype::objPropMergeable) {
if (units >= spriteNumFew) {
value = 1;
}
@@ -797,8 +797,8 @@ bool GameObject::unstack() {
|| isWorld(parent())
|| IDParent() == Nothing
|| _data.location.z == 1
- || prototype == nullptr
- || (prototype->containmentSet() & ProtoObj::isIntangible)) return false;
+ || _prototype == nullptr
+ || (_prototype->containmentSet() & ProtoObj::isIntangible)) return false;
ContainerIterator iter(parent());
@@ -808,7 +808,7 @@ bool GameObject::unstack() {
while (iter.next(&item) != Nothing) {
if (item->_data.location.u == _data.location.u
&& item->_data.location.v == _data.location.v
- && item->prototype == prototype) {
+ && item-> _prototype == _prototype) {
count++;
if (item->_data.location.z != 0) base = item;
else zero = item;
@@ -916,9 +916,9 @@ void GameObject::move(const Location &location, int16 num) {
int16 GameObject::getChargeType() {
- assert(prototype);
+ assert(_prototype);
- return prototype->getChargeType();
+ return _prototype->getChargeType();
}
// this function recharges an object
@@ -1089,7 +1089,7 @@ ObjectID GameObject::extractMerged(const Location &loc, int16 num) {
// determine whether this object can be merged
// with duplicates of it's kind
- if (prototype->flags & ResourceObjectPrototype::objPropMergeable) {
+ if (_prototype->flags & ResourceObjectPrototype::objPropMergeable) {
// get the number requested or all that's there...
int16 moveCount = MIN<uint16>(num, _data.massCount);
@@ -1117,7 +1117,7 @@ GameObject *GameObject::extractMerged(int16 num) {
// determine whether this object can be merged
// with duplicates of it's kind
- if (prototype->flags & ResourceObjectPrototype::objPropMergeable) {
+ if (_prototype->flags & ResourceObjectPrototype::objPropMergeable) {
Location loc(0, 0, 0, 0);
// get the number requested or all that's there...
@@ -1182,7 +1182,7 @@ ObjectID GameObject::copy(const Location &l) {
} else {
if ((newObj = newObject()) == nullptr) return Nothing;
- newObj->prototype = prototype;
+ newObj->_prototype = _prototype;
newObj->_data.nameIndex = _data.nameIndex;
newObj->_data.script = _data.script;
newObj->_data.objectFlags = _data.objectFlags;
@@ -1210,7 +1210,7 @@ ObjectID GameObject::copy(const Location &l, int16 num) {
if ((newObj = newObject()) == nullptr) return Nothing;
- newObj->prototype = prototype;
+ newObj-> _prototype = _prototype;
newObj->_data.nameIndex = _data.nameIndex;
newObj->_data.script = _data.script;
newObj->_data.objectFlags = _data.objectFlags;
@@ -1270,7 +1270,7 @@ GameObject *GameObject::newObject() { // get a newly created object
}
obj->remove();
- obj->prototype = nullptr;
+ obj-> _prototype = nullptr;
obj->_data.nameIndex = 0;
obj->_data.script = 0;
obj->_data.objectFlags = 0;
@@ -1354,7 +1354,7 @@ void GameObject::deleteObjectRecursive() {
// If this is an important object let's not delete it but try to drop
// it on the ground instead.
if (isImportant()) {
- assert((prototype->containmentSet() & ProtoObj::isTangible) != 0);
+ assert((_prototype->containmentSet() & ProtoObj::isTangible) != 0);
// If the object is already in a world there's nothing to do.
if (isWorld(_data.parentID))
@@ -1503,7 +1503,7 @@ void GameObject::updateState() {
tHeight = tileSlopeHeight(_data.location, this, &sti);
- if (!(_data.location.z >= 0 || prototype->height > 8 - _data.location.z))
+ if (!(_data.location.z >= 0 || _prototype->height > 8 - _data.location.z))
drown(this);
TilePoint subTile((_data.location.u >> kSubTileShift) & kSubTileMask,
@@ -1564,8 +1564,8 @@ TilePoint GameObject::getFirstEmptySlot(GameObject *obj) {
ObjectID objID;
GameObject *item = nullptr;
TilePoint newLoc, temp;
- uint16 numRows = prototype->getMaxRows(),
- numCols = prototype->getMaxCols();
+ uint16 numRows = _prototype->getMaxRows(),
+ numCols = _prototype->getMaxCols();
ProtoObj *mObjProto = obj->proto();
bool objIsEnchantment = (mObjProto->containmentSet() & INTANGIBLE_MASK);
bool isReadyCont = isActor(this);
@@ -1629,7 +1629,7 @@ bool GameObject::getAvailableSlot(
assert(tp != nullptr);
assert(!canMerge || mergeObj != nullptr);
- if (prototype == nullptr) return false;
+ if (_prototype == nullptr) return false;
ProtoObj *objProto = obj->proto();
@@ -1649,7 +1649,7 @@ bool GameObject::getAvailableSlot(
// Only actors or containers may contain other objects
if (isActor(this)
- || (prototype->containmentSet() & ProtoObj::isContainer)) {
+ || (_prototype->containmentSet() & ProtoObj::isContainer)) {
TilePoint firstEmptySlot;
if (canMerge) {
@@ -1713,7 +1713,7 @@ void GameObject::dropInventoryObject(GameObject *obj, int16 count) {
int16 dist;
int16 mapNum = getMapNum();
- dist = prototype->crossSection + obj->proto()->crossSection;
+ dist = _prototype->crossSection + obj->proto()->crossSection;
// Iterate until the object is placed
for (;;) {
@@ -1779,13 +1779,13 @@ GameObject *GameObject::getIntangibleContainer(int containerType) {
// Generic range checking function
bool GameObject::inRange(const TilePoint &tp, uint16 range) {
- uint8 crossSection = prototype->crossSection;
+ uint8 crossSection = _prototype->crossSection;
TilePoint loc = getLocation();
loc = TilePoint(
clamp(loc.u - crossSection, tp.u, loc.u + crossSection),
clamp(loc.v - crossSection, tp.v, loc.v + crossSection),
- clamp(loc.z, tp.z, loc.z + prototype->height));
+ clamp(loc.z, tp.z, loc.z + _prototype->height));
TilePoint vector = tp - loc;
@@ -2203,12 +2203,12 @@ bool GameObject::canSenseObjectProperty(
int32 GameObject::getProtoNum() {
for (uint i = 0; i < g_vm->_actorProtos.size(); ++i) {
- if (prototype == g_vm->_actorProtos[i])
+ if (_prototype == g_vm->_actorProtos[i])
return i;
}
for (uint i = 0; i < g_vm->_objectProtos.size(); ++i) {
- if (prototype == g_vm->_objectProtos[i])
+ if (_prototype == g_vm->_objectProtos[i])
return i;
}
@@ -2220,12 +2220,12 @@ int32 GameObject::getProtoNum() {
void GameObject::setProtoNum(int32 nProto) {
if (isActor(this))
- prototype = g_vm->_actorProtos[nProto];
+ _prototype = g_vm->_actorProtos[nProto];
else {
ObjectID oldParentID = _data.parentID;
bool wasStacked = unstack(); // Unstack if it was in a stack
- prototype = g_vm->_objectProtos[nProto];
+ _prototype = g_vm->_objectProtos[nProto];
if (wasStacked) {
ObjectID pos = possessor();
@@ -2362,7 +2362,7 @@ uint16 GameObject::totalContainedMass() {
if (!(childObj->containmentSet() & ProtoObj::isTangible))
continue;
- objMass = childObj->prototype->mass;
+ objMass = childObj->_prototype->mass;
if (childObj->isMergeable())
objMass *= childObj->getExtra();
total += objMass;
@@ -2388,7 +2388,7 @@ uint16 GameObject::totalContainedBulk() {
if (!(childObj->containmentSet() & ProtoObj::isTangible))
continue;
- objBulk = childObj->prototype->bulk;
+ objBulk = childObj->_prototype->bulk;
if (childObj->isMergeable())
objBulk *= childObj->getExtra();
total += objBulk;
diff --git a/engines/saga2/objects.h b/engines/saga2/objects.h
index e595018a4db..95ecd93ce62 100644
--- a/engines/saga2/objects.h
+++ b/engines/saga2/objects.h
@@ -169,7 +169,7 @@ protected:
void append(ObjectID newParent); // adds to new list (no remove)
void insert(ObjectID newPrev); // inserts after this item (no remove)
- ProtoObj *prototype; // object that defines our behavior
+ ProtoObj *_prototype; // object that defines our behavior
public:
ObjectData _data;
uint _index;
@@ -303,7 +303,7 @@ public:
// check to see if item can be contained by this object
bool canContain(ObjectID item) {
- return prototype->canContain(thisID(), item);
+ return _prototype->canContain(thisID(), item);
}
// check to see if item is contained by the object
@@ -346,58 +346,58 @@ public:
// generic actions
bool use(ObjectID enactor) {
- return prototype->use(thisID(), enactor);
+ return _prototype->use(thisID(), enactor);
}
bool useOn(ObjectID enactor, ObjectID item) {
- return prototype->useOn(thisID(), enactor, item);
+ return _prototype->useOn(thisID(), enactor, item);
}
bool useOn(ObjectID enactor, ActiveItem *item) {
- return prototype->useOn(thisID(), enactor, item);
+ return _prototype->useOn(thisID(), enactor, item);
}
bool useOn(ObjectID enactor, Location &loc) {
- return prototype->useOn(thisID(), enactor, loc);
+ return _prototype->useOn(thisID(), enactor, loc);
}
// various verb actions that can take place
bool take(ObjectID enactor, int16 num = 1) {
- return prototype->take(thisID(), enactor, num);
+ return _prototype->take(thisID(), enactor, num);
}
bool drop(ObjectID enactor, const Location &l, int16 num = 1) {
- return prototype->drop(thisID(), enactor, l, num);
+ return _prototype->drop(thisID(), enactor, l, num);
}
// drop an object onto another object and handle the result.
bool dropOn(ObjectID enactor, ObjectID target, int16 num = 1) {
- return prototype->dropOn(thisID(), enactor, target, num);
+ return _prototype->dropOn(thisID(), enactor, target, num);
}
// drop this object on a TAG
bool dropOn(ObjectID enactor, ActiveItem *target, const Location &loc, int16 num = 1) {
- return prototype->dropOn(thisID(), enactor, target, loc, num);
+ return _prototype->dropOn(thisID(), enactor, target, loc, num);
}
bool open(ObjectID enactor) {
- return prototype->open(thisID(), enactor);
+ return _prototype->open(thisID(), enactor);
}
bool close(ObjectID enactor) {
- return prototype->close(thisID(), enactor);
+ return _prototype->close(thisID(), enactor);
}
bool strike(ObjectID enactor, ObjectID item) {
- return prototype->strike(thisID(), enactor, item);
+ return _prototype->strike(thisID(), enactor, item);
}
bool damage(ObjectID enactor, ObjectID target) {
- return prototype->damage(thisID(), enactor, target);
+ return _prototype->damage(thisID(), enactor, target);
}
bool eat(ObjectID enactor) {
- return prototype->eat(thisID(), enactor);
+ return _prototype->eat(thisID(), enactor);
}
bool insert(ObjectID enactor, ObjectID item) {
- return prototype->insert(thisID(), enactor, item);
+ return _prototype->insert(thisID(), enactor, item);
}
bool remove(ObjectID enactor) {
- return prototype->remove(thisID(), enactor);
+ return _prototype->remove(thisID(), enactor);
}
bool acceptDrop(ObjectID enactor, ObjectID droppedObj, int count) {
- return prototype->acceptDrop(thisID(), enactor, droppedObj, count);
+ return _prototype->acceptDrop(thisID(), enactor, droppedObj, count);
}
bool acceptDamage(
ObjectID enactor,
@@ -409,7 +409,7 @@ public:
if (_godmode)
return false;
- return prototype->acceptDamage(
+ return _prototype->acceptDamage(
thisID(),
enactor,
absDamage,
@@ -419,29 +419,29 @@ public:
perDieMod);
}
bool acceptHealing(ObjectID enactor, int8 absDamage, int8 dice = 0, uint8 sides = 1, int8 perDieMod = 0) {
- return prototype->acceptHealing(thisID(), enactor, absDamage, dice, sides, perDieMod);
+ return _prototype->acceptHealing(thisID(), enactor, absDamage, dice, sides, perDieMod);
}
bool acceptStrike(
ObjectID enactor,
ObjectID strikingObj,
uint8 skillIndex) {
- return prototype->acceptStrike(
+ return _prototype->acceptStrike(
thisID(),
enactor,
strikingObj,
skillIndex);
}
bool acceptLockToggle(ObjectID enactor, uint8 keyCode) {
- return prototype->acceptLockToggle(thisID(), enactor, keyCode);
+ return _prototype->acceptLockToggle(thisID(), enactor, keyCode);
}
bool acceptMix(ObjectID enactor, ObjectID mixObj) {
- return prototype->acceptMix(thisID(), enactor, mixObj);
+ return _prototype->acceptMix(thisID(), enactor, mixObj);
}
bool acceptInsertion(ObjectID enactor, ObjectID item, int16 count) {
- return prototype->acceptInsertion(thisID(), enactor, item, count);
+ return _prototype->acceptInsertion(thisID(), enactor, item, count);
}
bool acceptInsertionAt(ObjectID enactor, ObjectID item, const TilePoint &where, int16 num = 1) {
- return prototype->acceptInsertionAt(thisID(), enactor, item, where, num);
+ return _prototype->acceptInsertionAt(thisID(), enactor, item, where, num);
}
// query functions:
@@ -449,7 +449,7 @@ public:
// Access functions
ProtoObj *proto() {
- return prototype;
+ return _prototype;
}
TilePoint getLocation() const {
return _data.location;
@@ -463,8 +463,8 @@ public:
const char *objName() {
if (_data.nameIndex > 0)
return nameText((int16)_data.nameIndex);
- else if (prototype)
- return nameText((int16)prototype->nameIndex);
+ else if (_prototype)
+ return nameText((int16)_prototype->nameIndex);
return nameText(0);
}
@@ -485,7 +485,7 @@ public:
// Return the name of this type of object
const char *protoName() {
- return nameText(prototype->nameIndex);
+ return nameText(_prototype->nameIndex);
}
// Update the state of this object. This function is called every
@@ -504,11 +504,11 @@ public:
}
bool isGhosted() {
return (_data.objectFlags & objectGhosted)
- || (prototype->flags & ResourceObjectPrototype::objPropGhosted);
+ || (_prototype->flags & ResourceObjectPrototype::objPropGhosted);
}
bool isInvisible() {
return (_data.objectFlags & objectInvisible)
- || (prototype->flags & ResourceObjectPrototype::objPropHidden);
+ || (_prototype->flags & ResourceObjectPrototype::objPropHidden);
}
bool isMoving() {
return (int16)(_data.objectFlags & objectMoving);
@@ -568,7 +568,7 @@ public:
}
bool isMissile() {
- return prototype->isMissile();
+ return _prototype->isMissile();
}
// image data
@@ -581,8 +581,8 @@ public:
uint16 scriptClass() {
if (_data.script)
return _data.script;
- if (prototype)
- return prototype->script;
+ if (_prototype)
+ return _prototype->script;
return 0;
}
@@ -614,7 +614,7 @@ public:
// Builds the color remapping for this object based on the
// prototype's color map
void getColorTranslation(ColorTable map) {
- prototype->getColorTranslation(map);
+ _prototype->getColorTranslation(map);
}
// Functions to get and set prototype (used by scripts)
@@ -633,7 +633,7 @@ public:
void evalEnchantments();
bool makeSavingThrow() {
- return prototype->makeSavingThrow();
+ return _prototype->makeSavingThrow();
}
// Generic range checking function
@@ -641,11 +641,11 @@ public:
// Generic function to test if object can be picked up
bool isCarryable() {
- return prototype->mass <= 200 && prototype->bulk <= 200;
+ return _prototype->mass <= 200 && _prototype->bulk <= 200;
}
bool isMergeable() {
- return (prototype->flags & ResourceObjectPrototype::objPropMergeable) != 0;
+ return (_prototype->flags & ResourceObjectPrototype::objPropMergeable) != 0;
}
// A timer for this object has ticked
@@ -705,28 +705,28 @@ public:
bool stack(ObjectID enactor, ObjectID objToStackID);
bool canFitBulkwise(GameObject *obj) {
- return prototype->canFitBulkwise(this, obj);
+ return _prototype->canFitBulkwise(this, obj);
}
bool canFitMasswise(GameObject *obj) {
- return prototype->canFitMasswise(this, obj);
+ return _prototype->canFitMasswise(this, obj);
}
uint16 totalContainedMass();
uint16 totalContainedBulk();
uint16 totalMass() {
- return prototype->mass * (isMergeable() ? getExtra() : 1)
+ return _prototype->mass * (isMergeable() ? getExtra() : 1)
+ totalContainedMass();
}
uint16 totalBulk() {
- return prototype->bulk * (isMergeable() ? getExtra() : 1);
+ return _prototype->bulk * (isMergeable() ? getExtra() : 1);
}
uint16 massCapacity() {
- return prototype->massCapacity(this);
+ return _prototype->massCapacity(this);
}
uint16 bulkCapacity() {
- return prototype->bulkCapacity(this);
+ return _prototype->bulkCapacity(this);
}
};
Commit: 40d9d2e9b9e91362bbdbace20bc9e1f1a12bece2
https://github.com/scummvm/scummvm/commit/40d9d2e9b9e91362bbdbace20bc9e1f1a12bece2
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:26+02:00
Commit Message:
SAGA2: Use class copy constuctor instead of memcpy()
Changed paths:
engines/saga2/actor.cpp
diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index 3378b6119c7..fa2ec9551cc 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -1141,7 +1141,7 @@ Actor::Actor(const ResourceActor &res) : GameObject(res) {
_assignment = nullptr;
if (_prototype)
- memcpy(&_effectiveStats, &((ActorProto *)_prototype)->baseStats, sizeof(_effectiveStats));
+ _effectiveStats = ((ActorProto *)_prototype)->baseStats;
_effectiveStats.vitality = MAX<uint16>(_effectiveStats.vitality, 1);
Commit: 2aefa6c30fad947d1fd71ac6e658801d1e6a17a3
https://github.com/scummvm/scummvm/commit/2aefa6c30fad947d1fd71ac6e658801d1e6a17a3
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:26+02:00
Commit Message:
SAGA2: Rename class members in contain.h
Changed paths:
engines/saga2/contain.cpp
engines/saga2/contain.h
engines/saga2/objects.cpp
diff --git a/engines/saga2/contain.cpp b/engines/saga2/contain.cpp
index 2b382ae6736..d68d7ec0c20 100644
--- a/engines/saga2/contain.cpp
+++ b/engines/saga2/contain.cpp
@@ -212,18 +212,18 @@ ContainerView::ContainerView(
const ContainerAppearanceDef &app,
AppFunc *cmd)
: gControl(list, rect, nullptr, 0, cmd),
- iconOrigin(app.iconOrigin),
- iconSpacing(app.iconSpacing),
- visibleRows(app.rows),
- visibleCols(app.cols),
- node(nd) {
- containerObject = GameObject::objectAddress(nd.object);
- scrollPosition = 0;
- totalRows = app.totRows;
+ _iconOrigin(app.iconOrigin),
+ _iconSpacing(app.iconSpacing),
+ _visibleRows(app.rows),
+ _visibleCols(app.cols),
+ _node(nd) {
+ _containerObject = GameObject::objectAddress(nd._object);
+ _scrollPosition = 0;
+ _totalRows = app.totRows;
setMousePoll(true);
- totalMass = 0;
- totalBulk = 0;
- numObjects = 0;
+ _totalMass = 0;
+ _totalBulk = 0;
+ _numObjects = 0;
}
// Destructor
@@ -250,13 +250,13 @@ void ContainerView::totalObjects() {
ObjectID objID;
GameObject *item = nullptr;
- totalMass = 0;
- totalBulk = 0;
- numObjects = 0;
+ _totalMass = 0;
+ _totalBulk = 0;
+ _numObjects = 0;
- if (containerObject == nullptr) return;
+ if (_containerObject == nullptr) return;
- RecursiveContainerIterator iter(containerObject);
+ RecursiveContainerIterator iter(_containerObject);
// See if he has enough currency
for (objID = iter.first(&item); objID != Nothing; objID = iter.next(&item)) {
@@ -267,7 +267,7 @@ void ContainerView::totalObjects() {
ProtoObj *proto = item->proto();
- numObjects++;
+ _numObjects++;
// if it's mergeable calc using the getExtra method of
// quantity calculation
@@ -276,8 +276,8 @@ void ContainerView::totalObjects() {
numItems = item->getExtra();
else numItems = 1;
- totalMass += proto->mass * numItems;
- totalBulk += proto->bulk * numItems;
+ _totalMass += proto->mass * numItems;
+ _totalBulk += proto->bulk * numItems;
}
}
}
@@ -287,9 +287,9 @@ ObjectID ContainerView::getObject(int16 slotNum) {
ObjectID objID;
GameObject *item;
- if (containerObject == nullptr) return Nothing;
+ if (_containerObject == nullptr) return Nothing;
- ContainerIterator iter(containerObject);
+ ContainerIterator iter(_containerObject);
// Iterate through all the objects in the container.
while ((objID = iter.next(&item)) != Nothing) {
@@ -315,14 +315,14 @@ void ContainerView::drawClipped(
y;
// Coordinates for slot 0,0.
- int16 originX = _extent.x - offset.x + iconOrigin.x,
- originY = _extent.y - offset.y + iconOrigin.y;
+ int16 originX = _extent.x - offset.x + _iconOrigin.x,
+ originY = _extent.y - offset.y + _iconOrigin.y;
ObjectID objID;
GameObject *item;
// Iterator class for the container.
- ContainerIterator iter(containerObject);
+ ContainerIterator iter(_containerObject);
// Color set to draw the object.
ColorTable objColors;
@@ -340,20 +340,20 @@ void ContainerView::drawClipped(
if (objLoc.z == 0) continue;
// Draw object only if visible and in a visible row & col.
- if (objLoc.u >= scrollPosition
- && objLoc.u < scrollPosition + visibleRows
- && objLoc.v < visibleCols
+ if (objLoc.u >= _scrollPosition
+ && objLoc.u < _scrollPosition + _visibleRows
+ && objLoc.v < _visibleCols
&& isVisible(item)) {
Sprite *spr;
ProtoObj *proto = item->proto();
Point16 sprPos;
y = originY
- + (objLoc.u - scrollPosition)
- * (iconSpacing.y + iconHeight);
+ + (objLoc.u - _scrollPosition)
+ * (_iconSpacing.y + iconHeight);
x = originX
+ objLoc.v
- * (iconSpacing.x + iconWidth);
+ * (_iconSpacing.x + iconWidth);
// Get the address of the sprite.
spr = proto->getSprite(item, ProtoObj::objInContainerView).sp;
@@ -442,7 +442,7 @@ void ContainerView::drawQuantity(
}
void ContainerView::setContainer(GameObject *containerObj) {
- containerObject = containerObj;
+ _containerObject = containerObj;
totalObjects();
}
@@ -453,9 +453,9 @@ TilePoint ContainerView::pickObjectSlot(const Point16 &pickPos) {
Point16 temp;
// Compute the u/v of the slot that they clicked on.
- temp = pickPos + iconSpacing / 2 - iconOrigin;
- slot.v = clamp(0, temp.x / (iconWidth + iconSpacing.x), visibleCols - 1);
- slot.u = clamp(0, temp.y / (iconHeight + iconSpacing.y), visibleRows - 1) + scrollPosition;
+ temp = pickPos + _iconSpacing / 2 - _iconOrigin;
+ slot.v = clamp(0, temp.x / (iconWidth + _iconSpacing.x), _visibleCols - 1);
+ slot.u = clamp(0, temp.y / (iconHeight + _iconSpacing.y), _visibleRows - 1) + _scrollPosition;
slot.z = 1;
return slot;
}
@@ -465,7 +465,7 @@ GameObject *ContainerView::getObject(const TilePoint &slot) {
GameObject *item;
TilePoint loc;
- item = containerObject->child();
+ item = _containerObject->child();
while (item != nullptr) {
// Skip objects that are stacked behind other objects
@@ -547,12 +547,12 @@ void ContainerView::pointerMove(gPanelMessage &msg) {
GameObject *mouseObject;
mouseObject = g_vm->_mouseInfo->getObject();
- if (!node.isAccessable(getCenterActorID())) {
+ if (!_node.isAccessable(getCenterActorID())) {
g_vm->_mouseInfo->setDoable(false);
} else if (mouseObject == nullptr) {
g_vm->_mouseInfo->setDoable(true);
} else {
- g_vm->_mouseInfo->setDoable(containerObject->canContain(mouseObject->thisID()));
+ g_vm->_mouseInfo->setDoable(_containerObject->canContain(mouseObject->thisID()));
}
}
@@ -730,10 +730,10 @@ void ContainerView::dropPhysical(
g_vm->_mouseInfo->replaceObject();
// test to check if item is accepted by container
- if (containerObject->canContain(mObj->thisID())) {
+ if (_containerObject->canContain(mObj->thisID())) {
Actor *centerActor = getCenterActor();
Location loc(pickObjectSlot(msg.pickPos),
- containerObject->thisID());
+ _containerObject->thisID());
// check if no object in the current slot
if (cObj == nullptr) {
@@ -777,7 +777,7 @@ void ContainerView::useConcept(
g_vm->_mouseInfo->replaceObject();
// Determine if this object can go into this container
- if (containerObject->canContain(mObj->thisID())) {
+ if (_containerObject->canContain(mObj->thisID())) {
ObjectID centerActorID = getCenterActorID();
if (cObj == nullptr) {
@@ -785,7 +785,7 @@ void ContainerView::useConcept(
// mouse object here
Location loc(pickObjectSlot(msg.pickPos),
- containerObject->thisID());
+ _containerObject->thisID());
mObj->drop(centerActorID, loc);
} else
@@ -885,22 +885,22 @@ ReadyContainerView::ReadyContainerView(
AppFunc *cmd)
: ContainerView(list, box, nd, readyContainerAppearance, cmd) {
// Over-ride row and column info in appearance record.
- visibleRows = numRows;
- visibleCols = numCols;
- totalRows = totRows;
+ _visibleRows = numRows;
+ _visibleCols = numCols;
+ _totalRows = totRows;
if (backgrounds) {
- backImages = backgrounds;
- numIm = numRes;
+ _backImages = backgrounds;
+ _numIm = numRes;
} else {
- backImages = nullptr;
- numIm = 0;
+ _backImages = nullptr;
+ _numIm = 0;
}
}
void ReadyContainerView::setScrollOffset(int8 num) {
if (num > 0) {
- scrollPosition = num;
+ _scrollPosition = num;
}
}
@@ -924,8 +924,8 @@ void ReadyContainerView::drawClipped(
y;
// Coordinates for slot 0,0.
- int16 originX = _extent.x - offset.x + iconOrigin.x,
- originY = _extent.y - offset.y + iconOrigin.y;
+ int16 originX = _extent.x - offset.x + _iconOrigin.x,
+ originY = _extent.y - offset.y + _iconOrigin.y;
// Row an column number of the inventory slot.
int16 col,
@@ -935,7 +935,7 @@ void ReadyContainerView::drawClipped(
GameObject *item;
// Iterator class for the container.
- ContainerIterator iter(containerObject);
+ ContainerIterator iter(_containerObject);
// Color set to draw the object.
ColorTable objColors;
@@ -945,35 +945,35 @@ void ReadyContainerView::drawClipped(
// Draw the boxes for visible rows and cols.
- if (backImages) {
+ if (_backImages) {
int16 i;
Point16 drawOrg(_extent.x - offset.x + backOriginX,
_extent.y - offset.y + backOriginY);
for (y = drawOrg.y, row = 0;
- row < visibleRows;
- row++, y += iconSpacing.y + iconHeight) {
+ row < _visibleRows;
+ row++, y += _iconSpacing.y + iconHeight) {
// reset y for background image stuff
//y = drawOrg.y;
for (i = 0, x = drawOrg.x, col = 0;
- col < visibleCols;
- i++, col++, x += iconSpacing.x + iconWidth) {
+ col < _visibleCols;
+ i++, col++, x += _iconSpacing.x + iconWidth) {
Point16 pos(x, y);
- if (isGhosted()) drawCompressedImageGhosted(port, pos, backImages[i % numIm]);
- else drawCompressedImage(port, pos, backImages[i % numIm]);
+ if (isGhosted()) drawCompressedImageGhosted(port, pos, _backImages[i % _numIm]);
+ else drawCompressedImage(port, pos, _backImages[i % _numIm]);
}
}
} else {
for (y = originY, row = 0;
- row < visibleRows;
- row++, y += iconSpacing.y + iconHeight) {
+ row < _visibleRows;
+ row++, y += _iconSpacing.y + iconHeight) {
for (x = originX, col = 0;
- col < visibleCols;
- col++, x += iconSpacing.x + iconWidth) {
+ col < _visibleCols;
+ col++, x += _iconSpacing.x + iconWidth) {
// REM: We need to come up with some way of
// indicating how to render the pattern data which
// is behind the object...
@@ -1001,16 +1001,16 @@ void ReadyContainerView::drawClipped(
if (objLoc.z == 0) continue;
// Draw object only if visible and in a visible row & col.
- if (objLoc.u >= scrollPosition &&
- objLoc.u < scrollPosition + visibleRows &&
- objLoc.v < visibleCols &&
+ if (objLoc.u >= _scrollPosition &&
+ objLoc.u < _scrollPosition + _visibleRows &&
+ objLoc.v < _visibleCols &&
isVisible(item)) {
Sprite *spr;
ProtoObj *proto = item->proto();
Point16 sprPos;
- y = originY + (objLoc.u - scrollPosition) * (iconSpacing.y + iconHeight);
- x = originX + objLoc.v * (iconSpacing.x + iconWidth);
+ y = originY + (objLoc.u - _scrollPosition) * (_iconSpacing.y + iconHeight);
+ x = originX + objLoc.v * (_iconSpacing.x + iconWidth);
// Get the address of the sprite.
spr = proto->getSprite(item, ProtoObj::objInContainerView).sp;
@@ -1023,9 +1023,9 @@ void ReadyContainerView::drawClipped(
if (isGhosted()) return;
// Draw the "in use" indicator.
- if (backImages && proto->isObjectBeingUsed(item)) {
+ if (_backImages && proto->isObjectBeingUsed(item)) {
drawCompressedImage(port,
- Point16(x - 4, y - 4), backImages[3]);
+ Point16(x - 4, y - 4), _backImages[3]);
}
// Build the color table.
@@ -1062,12 +1062,12 @@ void ReadyContainerView::drawClipped(
ContainerWindow::ContainerWindow(ContainerNode &nd,
const ContainerAppearanceDef &app,
const char saveas[])
- : FloatingWindow(nd.position, 0, saveas, cmdWindowFunc) {
+ : FloatingWindow(nd._position, 0, saveas, cmdWindowFunc) {
// Initialize view to NULL.
- view = nullptr;
+ _view = nullptr;
// create the close button for this window
- closeCompButton = new GfxCompButton(
+ _closeCompButton = new GfxCompButton(
*this,
app.closeRect, // rect for button
containerRes, // resource context
@@ -1081,7 +1081,7 @@ ContainerWindow::ContainerWindow(ContainerNode &nd,
ContainerWindow::~ContainerWindow() {}
ContainerView &ContainerWindow::getView() {
- return *view;
+ return *_view;
}
/* ===================================================================== *
@@ -1091,10 +1091,10 @@ ContainerView &ContainerWindow::getView() {
ScrollableContainerWindow::ScrollableContainerWindow(
ContainerNode &nd, const ContainerAppearanceDef &app, const char saveas[])
: ContainerWindow(nd, app, saveas) {
- view = new ContainerView(*this, app.viewRect, nd, app);
+ _view = new ContainerView(*this, app.viewRect, nd, app);
// make the button conected to this window
- scrollCompButton = new GfxCompButton(
+ _scrollCompButton = new GfxCompButton(
*this,
app.scrollRect, // rect for button
containerRes, // resource context
@@ -1103,8 +1103,8 @@ ScrollableContainerWindow::ScrollableContainerWindow(
0,
cmdScrollFunc); // mind app func
- assert(view != nullptr);
- assert(scrollCompButton != nullptr);
+ assert(_view != nullptr);
+ assert(_scrollCompButton != nullptr);
}
/* ===================================================================== *
@@ -1116,17 +1116,17 @@ TangibleContainerWindow::TangibleContainerWindow(
: ScrollableContainerWindow(nd, app, "ObjectWindow") {
const int weightIndicatorType = 2;
- objRect = app.iconRect;
- deathFlag = nd.getType() == ContainerNode::deadType;
- containerSpriteImg = nullptr;
+ _objRect = app.iconRect;
+ _deathFlag = nd.getType() == ContainerNode::deadType;
+ _containerSpriteImg = nullptr;
// setup the mass and weight indicator
- if (deathFlag) {
+ if (_deathFlag) {
// set the decorations for this window
setDecorations(deathDecorations,
ARRAYSIZE(deathDecorations),
containerRes, 'F', 'R', 'M');
- massWeightIndicator = nullptr;
+ _massWeightIndicator = nullptr;
} else {
const StaticWindow *winDecs[] = {
brassDecorations,
@@ -1134,7 +1134,7 @@ TangibleContainerWindow::TangibleContainerWindow(
steelDecorations,
woodDecorations
};
- uint16 bgndType = view->containerObject->proto()->appearanceType;
+ uint16 bgndType = _view->_containerObject->proto()->appearanceType;
assert(bgndType < 4);
@@ -1147,51 +1147,51 @@ TangibleContainerWindow::TangibleContainerWindow(
// set the userdata such that we can extract the container object later
// through an appfunc.
- this->userData = view->containerObject;
+ this->userData = _view->_containerObject;
- massWeightIndicator = new CMassWeightIndicator(
+ _massWeightIndicator = new CMassWeightIndicator(
this,
Point16(app.massRect.x, app.massRect.y),
weightIndicatorType,
- deathFlag);
+ _deathFlag);
}
}
TangibleContainerWindow::~TangibleContainerWindow() {
- if (massWeightIndicator) delete massWeightIndicator;
- if (containerSpriteImg) delete containerSpriteImg;
+ if (_massWeightIndicator) delete _massWeightIndicator;
+ if (_containerSpriteImg) delete _containerSpriteImg;
}
void TangibleContainerWindow::setContainerSprite() {
// pointer to sprite data that will be drawn
Sprite *spr;
- ProtoObj *proto = view->containerObject->proto();
+ ProtoObj *proto = _view->_containerObject->proto();
Point16 sprPos;
char dummy = '\0';
// Get the address of the sprite.
- spr = proto->getSprite(view->containerObject, ProtoObj::objInContainerView).sp;
+ spr = proto->getSprite(_view->_containerObject, ProtoObj::objInContainerView).sp;
- sprPos.x = objRect.x - (spr->size.x >> 1); //objRect.x + ( spr->size.x >> 1 );
- sprPos.y = objRect.y - (spr->size.y >> 1);
+ sprPos.x = _objRect.x - (spr->size.x >> 1); //_objRect.x + ( spr->size.x >> 1 );
+ sprPos.y = _objRect.y - (spr->size.y >> 1);
- containerSpriteImg = new GfxSpriteImage(
+ _containerSpriteImg = new GfxSpriteImage(
*this,
Rect16(sprPos.x,
sprPos.y,
- objRect.height,
- objRect.width),
- view->containerObject,
+ _objRect.height,
+ _objRect.width),
+ _view->_containerObject,
dummy,
0,
nullptr);
}
void TangibleContainerWindow::massBulkUpdate() {
- if (massWeightIndicator) { // Death container doesn't have MW indicator
+ if (_massWeightIndicator) { // Death container doesn't have MW indicator
// set the indicators to the correct mass and bulk
- massWeightIndicator->setMassPie(view->totalMass);
- massWeightIndicator->setBulkPie(view->totalBulk);
+ _massWeightIndicator->setMassPie(_view->_totalMass);
+ _massWeightIndicator->setBulkPie(_view->_totalBulk);
}
}
@@ -1213,7 +1213,7 @@ IntangibleContainerWindow::IntangibleContainerWindow(
ContainerNode &nd, const ContainerAppearanceDef &app)
: ScrollableContainerWindow(nd, app, "MentalWindow") {
// make the button conected to this window
- mindSelectorCompButton = new GfxMultCompButton(
+ _mindSelectorCompButton = new GfxMultCompButton(
*this,
Rect16(49, 15 - 13, 52, 67),
containerRes,
@@ -1221,16 +1221,16 @@ IntangibleContainerWindow::IntangibleContainerWindow(
0,
cmdMindContainerFunc); // mind app func
- assert(mindSelectorCompButton != nullptr);
+ assert(_mindSelectorCompButton != nullptr);
- mindSelectorCompButton->setResponse(false);
+ _mindSelectorCompButton->setResponse(false);
// set the decorations for this window
setDecorations(mentalDecorations,
ARRAYSIZE(mentalDecorations),
containerRes, 'F', 'R', 'M');
- setMindContainer(nd.mindType, *this);
+ setMindContainer(nd._mindType, *this);
}
/* ===================================================================== *
@@ -1240,10 +1240,10 @@ IntangibleContainerWindow::IntangibleContainerWindow(
EnchantmentContainerWindow::EnchantmentContainerWindow(
ContainerNode &nd, const ContainerAppearanceDef &app)
: ContainerWindow(nd, app, "EnchantmentWindow") {
- view = new EnchantmentContainerView(*this, nd, app);
+ _view = new EnchantmentContainerView(*this, nd, app);
// make the button conected to this window
- scrollCompButton = new GfxCompButton(
+ _scrollCompButton = new GfxCompButton(
*this,
app.scrollRect, // rect for button
containerRes, // resource context
@@ -1252,8 +1252,8 @@ EnchantmentContainerWindow::EnchantmentContainerWindow(
0,
cmdScrollFunc); // mind app func
- assert(view != nullptr);
- assert(scrollCompButton != nullptr);
+ assert(_view != nullptr);
+ assert(_scrollCompButton != nullptr);
}
/* ===================================================================== *
@@ -1282,30 +1282,30 @@ ContainerNode::ContainerNode(ContainerManager &cl, ObjectID id, int typ) {
break;
case deadType:
- position = deathContainerAppearance.defaultWindowPos;
+ _position = deathContainerAppearance.defaultWindowPos;
break;
case mentalType:
- mindType = 0; //protoClassIdeaContainer;
- position = mentalContainerAppearance.defaultWindowPos;
+ _mindType = 0; //protoClassIdeaContainer;
+ _position = mentalContainerAppearance.defaultWindowPos;
break;
case physicalType:
- position = physicalContainerAppearance.defaultWindowPos;
+ _position = physicalContainerAppearance.defaultWindowPos;
break;
case enchantType:
- position = enchantmentContainerAppearance.defaultWindowPos;
+ _position = enchantmentContainerAppearance.defaultWindowPos;
break;
}
// Fill in the initial values.
- window = nullptr;
- type = typ;
- object = id;
- owner = ownerID;
- action = 0;
- mindType = 0;
+ _window = nullptr;
+ _type = typ;
+ _object = id;
+ _owner = ownerID;
+ _action = 0;
+ _mindType = 0;
// Add to container list.
cl.add(this);
@@ -1313,12 +1313,12 @@ ContainerNode::ContainerNode(ContainerManager &cl, ObjectID id, int typ) {
// Return the container window for a container node, if it is visible
ContainerWindow *ContainerNode::getWindow() {
- return window;
+ return _window;
}
// Return the container view for a container node, if it is visible
ContainerView *ContainerNode::getView() {
- return window ? &window->getView() : nullptr;
+ return _window ? &_window->getView() : nullptr;
}
// Destructor
@@ -1332,13 +1332,13 @@ ContainerNode::~ContainerNode() {
void ContainerNode::read(Common::InSaveFile *in) {
// Restore fields
- object = in->readUint16LE();
- type = in->readByte();
- owner = in->readByte();
- position.read(in);
- mindType = in->readByte();
- window = nullptr;
- action = 0;
+ _object = in->readUint16LE();
+ _type = in->readByte();
+ _owner = in->readByte();
+ _position.read(in);
+ _mindType = in->readByte();
+ _window = nullptr;
+ _action = 0;
bool shown = in->readUint16LE();
@@ -1346,71 +1346,71 @@ void ContainerNode::read(Common::InSaveFile *in) {
if (shown)
markForShow();
- debugC(4, kDebugSaveload, "... object = %d", object);
- debugC(4, kDebugSaveload, "... type = %d", type);
- debugC(4, kDebugSaveload, "... owner = %d", owner);
- debugC(4, kDebugSaveload, "... position = (%d, %d, %d, %d)", position.x, position.y, position.width, position.height);
- debugC(4, kDebugSaveload, "... mindType = %d", mindType);
+ debugC(4, kDebugSaveload, "... object = %d", _object);
+ debugC(4, kDebugSaveload, "... type = %d", _type);
+ debugC(4, kDebugSaveload, "... owner = %d", _owner);
+ debugC(4, kDebugSaveload, "... position = (%d, %d, %d, %d)", _position.x, _position.y, _position.width, _position.height);
+ debugC(4, kDebugSaveload, "... _mindType = %d", _mindType);
debugC(4, kDebugSaveload, "... shown = %d", shown);
}
void ContainerNode::write(Common::MemoryWriteStreamDynamic *out) {
// Store fields
- out->writeUint16LE(object);
- out->writeByte(type);
- out->writeByte(owner);
- position.write(out);
- out->writeByte(mindType);
- out->writeUint16LE(window != nullptr);
+ out->writeUint16LE(_object);
+ out->writeByte(_type);
+ out->writeByte(_owner);
+ _position.write(out);
+ out->writeByte(_mindType);
+ out->writeUint16LE(_window != nullptr);
- debugC(4, kDebugSaveload, "... object = %d", object);
- debugC(4, kDebugSaveload, "... type = %d", type);
- debugC(4, kDebugSaveload, "... owner = %d", owner);
- debugC(4, kDebugSaveload, "... position = (%d, %d, %d, %d)", position.x, position.y, position.width, position.height);
- debugC(4, kDebugSaveload, "... mindType = %d", mindType);
- debugC(4, kDebugSaveload, "... shown = %d", window != nullptr);
+ debugC(4, kDebugSaveload, "... object = %d", _object);
+ debugC(4, kDebugSaveload, "... type = %d", _type);
+ debugC(4, kDebugSaveload, "... owner = %d", _owner);
+ debugC(4, kDebugSaveload, "... position = (%d, %d, %d, %d)", _position.x, _position.y, _position.width, _position.height);
+ debugC(4, kDebugSaveload, "... _mindType = %d", _mindType);
+ debugC(4, kDebugSaveload, "... shown = %d", _window != nullptr);
}
// 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) {
- position = window->getExtent(); // Save old window position
- window->close();
- delete window;
- window = nullptr;
+ if (_type != readyType && _window != nullptr) {
+ _position = _window->getExtent(); // Save old window position
+ _window->close();
+ delete _window;
+ _window = nullptr;
}
}
// Open the cotainer window, given the node info.
void ContainerNode::show() {
- ProtoObj *proto = GameObject::protoAddress(object);
+ ProtoObj *proto = GameObject::protoAddress(_object);
assert(proto);
// open the window; Object should already be "open"
- if (window == nullptr) {
- switch (type) {
+ if (_window == nullptr) {
+ switch (_type) {
case physicalType:
physicalContainerAppearance.rows = proto->getViewableRows();
physicalContainerAppearance.cols = proto->getViewableCols();
physicalContainerAppearance.totRows = proto->getMaxRows();
- window = new TangibleContainerWindow(*this, physicalContainerAppearance);
+ _window = new TangibleContainerWindow(*this, physicalContainerAppearance);
break;
case deadType:
deathContainerAppearance.rows = proto->getViewableRows();
deathContainerAppearance.cols = proto->getViewableCols();
deathContainerAppearance.totRows = proto->getMaxRows();
- window = new TangibleContainerWindow(*this, deathContainerAppearance);
+ _window = new TangibleContainerWindow(*this, deathContainerAppearance);
break;
case mentalType:
- window = new IntangibleContainerWindow(*this, mentalContainerAppearance);
+ _window = new IntangibleContainerWindow(*this, mentalContainerAppearance);
break;
case enchantType:
- window = new EnchantmentContainerWindow(*this, enchantmentContainerAppearance);
+ _window = new EnchantmentContainerWindow(*this, enchantmentContainerAppearance);
break;
case readyType:
@@ -1419,31 +1419,31 @@ void ContainerNode::show() {
}
}
- window->open();
+ _window->open();
}
void ContainerNode::update() {
- if (type == readyType) {
+ if (_type == readyType) {
// Update ready containers if they are enabled
- if (TrioCviews[owner]->getEnabled()) TrioCviews[owner]->invalidate();
+ if (TrioCviews[_owner]->getEnabled()) TrioCviews[_owner]->invalidate();
if (indivCviewTop->getEnabled()) indivCviewTop->invalidate();
if (indivCviewBot->getEnabled()) indivCviewBot->invalidate();
// If the container to update is the center brother's ready container.
- if (isIndivMode() && owner == getCenterActorPlayerID()) {
+ if (isIndivMode() && _owner == getCenterActorPlayerID()) {
// Update player's mass & weight indicator...
MassWeightIndicator->update();
}
- } else if (window) {
+ } else if (_window) {
getView()->invalidate();
- window->massBulkUpdate();
+ _window->massBulkUpdate();
}
}
// Find a container node, given a specific object
ContainerNode *ContainerManager::find(ObjectID id) {
for (Common::List<ContainerNode *>::iterator it = _list.begin(); it != _list.end(); ++it)
- if ((*it)->object == id)
+ if ((*it)->_object == id)
return *it;
return nullptr;
@@ -1451,7 +1451,7 @@ ContainerNode *ContainerManager::find(ObjectID id) {
ContainerNode *ContainerManager::find(ObjectID id, int16 type) {
for (Common::List<ContainerNode *>::iterator it = _list.begin(); it != _list.end(); ++it)
- if ((*it)->object == id && (*it)->type == type)
+ if ((*it)->_object == id && (*it)->_type == type)
return *it;
return nullptr;
@@ -1462,7 +1462,7 @@ ContainerNode *ContainerManager::find(ObjectID id, int16 type) {
bool ContainerNode::isAccessable(ObjectID enactor) {
Actor *a = (Actor *)GameObject::objectAddress(enactor);
ObjectID holder;
- GameObject *obj = GameObject::objectAddress(object);
+ GameObject *obj = GameObject::objectAddress(_object);
int32 dist;
// REM: We really ought to do a line-of-sight test here.
@@ -1473,7 +1473,7 @@ bool ContainerNode::isAccessable(ObjectID enactor) {
// If the container object is too far away we can't access any containers.
// Note: Actors are not considered to be in possession of themselves...
holder = obj->possessor();
- if (holder != Nothing || isActor(object)) {
+ if (holder != Nothing || isActor(_object)) {
// "Reach" for other players is further than for other objects
if (holder != a->thisID() && dist > 96)
return false;
@@ -1485,8 +1485,8 @@ bool ContainerNode::isAccessable(ObjectID enactor) {
// Change the owner of a ready container (for indiv mode)
void ContainerNode::changeOwner(int16 newOwner) {
- owner = newOwner;
- object = getPlayerActorAddress(newOwner)->getActorID();
+ _owner = newOwner;
+ _object = getPlayerActorAddress(newOwner)->getActorID();
}
/* ===================================================================== *
@@ -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::nobody && n->_owner != playerNum)
n->hide();
}
@@ -1507,7 +1507,7 @@ void ContainerManager::setPlayerNum(PlayerActorID playerNum) {
for (Common::List<ContainerNode *>::iterator it = _list.begin(); it != _list.end(); ++it) {
ContainerNode *n = *it;
- if (n->owner == playerNum)
+ if (n->_owner == playerNum)
n->markForShow();
}
}
@@ -1526,10 +1526,10 @@ 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::nobody) {
// 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);
+ GameObject *obj = GameObject::objectAddress(n->_object);
if (obj->world() != world
|| (obj->getWorldLocation() - tp).quickHDistance() > kMaxOpenDistance) {
// Close object image and window (silently)
@@ -1539,19 +1539,19 @@ void ContainerManager::doDeferredActions() {
}
}
- if (n->action & ContainerNode::actionDelete) {
+ if (n->_action & ContainerNode::actionDelete) {
delete n;
continue;
}
- if (n->action & ContainerNode::actionHide) {
+ if (n->_action & ContainerNode::actionHide) {
n->hide();
} else {
- if (n->action & ContainerNode::actionShow) n->show();
- if (n->action & ContainerNode::actionUpdate) n->update();
+ if (n->_action & ContainerNode::actionShow) n->show();
+ if (n->_action & ContainerNode::actionUpdate) n->update();
}
- n->action = 0;
+ n->_action = 0;
}
}
@@ -1561,10 +1561,10 @@ void ContainerManager::setUpdate(ObjectID id) {
for (Common::List<ContainerNode *>::iterator it = _list.begin(); it != _list.end(); ++it) {
ContainerNode *n = *it;
- if (n->object == id)
+ if (n->_object == id)
n->update();
- else if (n->type == ContainerNode::mentalType // Special case for mind containers
- && n->object == GameObject::objectAddress(id)->IDParent())
+ else if (n->_type == ContainerNode::mentalType // Special case for mind containers
+ && n->_object == GameObject::objectAddress(id)->IDParent())
n->update();
}
}
@@ -1623,7 +1623,7 @@ ContainerNode *OpenMindContainer(PlayerActorID player, int16 open, int16 type) {
if (!(cn = g_vm->_cnm->find(id, ContainerNode::mentalType))) {
cn = new ContainerNode(*g_vm->_cnm, id, ContainerNode::mentalType);
- cn->mindType = type;
+ cn->_mindType = type;
// 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.
@@ -1633,9 +1633,9 @@ ContainerNode *OpenMindContainer(PlayerActorID player, int16 open, int16 type) {
} else {
IntangibleContainerWindow *cw = (IntangibleContainerWindow *)cn->getWindow();
- if (cw && (type != cn->mindType)) {
- cn->mindType = type;
- setMindContainer(cn->mindType, *cw);
+ if (cw && (type != cn->_mindType)) {
+ cn->_mindType = type;
+ setMindContainer(cn->_mindType, *cw);
cw->update(cw->getView().getExtent());
}
}
@@ -1775,7 +1775,7 @@ void setMindContainer(int index, IntangibleContainerWindow &cw) {
protoClassPsychContainer // Not used anymore
};
- ObjectID ownerID = cw.getView().node.getObject();
+ ObjectID ownerID = cw.getView()._node.getObject();
GameObject *object = GameObject::objectAddress(ownerID);
ContainerIterator iter(object);
GameObject *item;
@@ -1786,12 +1786,12 @@ void setMindContainer(int index, IntangibleContainerWindow &cw) {
int containerClass = classTable[index];
- cw.mindSelectorCompButton->setCurrent(index);
- cw.mindSelectorCompButton->invalidate();
+ cw._mindSelectorCompButton->setCurrent(index);
+ cw._mindSelectorCompButton->invalidate();
while ((id = iter.next(&item)) != Nothing) {
if (item->proto()->classType == containerClass) {
- cw.view->setContainer(item);
+ cw._view->setContainer(item);
return;
}
}
@@ -1800,8 +1800,8 @@ void setMindContainer(int index, IntangibleContainerWindow &cw) {
APPFUNC(cmdMindContainerFunc) {
if (ev.panel && ev.eventType == gEventNewValue /* && ev.value */) {
IntangibleContainerWindow *cw = (IntangibleContainerWindow *)ev.window;
- ContainerNode &nd = cw->getView().node;
- int newMindType = nd.mindType;
+ ContainerNode &nd = cw->getView()._node;
+ int newMindType = nd._mindType;
const Rect16 idea(0, 0, 22, 67), // idea button click area
skill(22, 0, 11, 67), // skill area
@@ -1813,9 +1813,9 @@ APPFUNC(cmdMindContainerFunc) {
if (memory.ptInside(ev.mouse)) newMindType = 2; //protoClassMemoryContainer;
// if (psych.ptInside(ev.mouse)) newMindType = protoClassPsychContainer;
- if (newMindType != nd.mindType) {
- nd.mindType = newMindType;
- setMindContainer(nd.mindType, *cw);
+ if (newMindType != nd._mindType) {
+ nd._mindType = newMindType;
+ setMindContainer(nd._mindType, *cw);
cw->update(cw->getView().getExtent());
}
} else if (ev.eventType == gEventMouseMove) {
@@ -1828,14 +1828,14 @@ APPFUNC(cmdMindContainerFunc) {
const int BUF_SIZE = 64;
char textBuffer[BUF_SIZE];
- int mindType = -1;
+ int _mindType = -1;
- if (idea.ptInside(ev.mouse)) mindType = 0; //protoClassIdeaContainer;
- if (skill.ptInside(ev.mouse)) mindType = 1; //protoClassSkillContainer;
- if (memory.ptInside(ev.mouse)) mindType = 2; //protoClassMemoryContainer;
+ if (idea.ptInside(ev.mouse)) _mindType = 0; //protoClassIdeaContainer;
+ if (skill.ptInside(ev.mouse)) _mindType = 1; //protoClassSkillContainer;
+ if (memory.ptInside(ev.mouse)) _mindType = 2; //protoClassMemoryContainer;
- switch (mindType) {
+ switch (_mindType) {
case 0:
sprintf(textBuffer, IDEAS_MENTAL);
break;
@@ -1871,8 +1871,8 @@ APPFUNC(cmdCloseButtonFunc) {
if (ev.eventType == gEventNewValue && ev.value == 1) {
ContainerWindow *win = (ContainerWindow *)ev.window;
- if (win->getView().node.getType() == ContainerNode::mentalType) {
- win->getView().node.markForDelete();
+ if (win->getView()._node.getType() == ContainerNode::mentalType) {
+ win->getView()._node.markForDelete();
} else {
win->containerObject()->close(getCenterActorID());
}
diff --git a/engines/saga2/contain.h b/engines/saga2/contain.h
index a458620f173..003d0dc766f 100644
--- a/engines/saga2/contain.h
+++ b/engines/saga2/contain.h
@@ -75,29 +75,29 @@ protected:
public:
- ContainerNode &node;
+ ContainerNode &_node;
- Point16 iconOrigin; // of the top left icon.
- Point16 iconSpacing; // The spacing between icons (in both X and Y)
+ Point16 _iconOrigin; // of the top left icon.
+ Point16 _iconSpacing; // The spacing between icons (in both X and Y)
// The number of rows and columns of icons that can be seen
- int16 visibleRows,
- visibleCols;
+ int16 _visibleRows,
+ _visibleCols;
// The total number of rows, and the scroll position of the control
- int16 totalRows,
- scrollPosition;
+ int16 _totalRows,
+ _scrollPosition;
// Pointer to the object that this control is showing the
// contents of.
- GameObject *containerObject;
+ GameObject *_containerObject;
// Mass and bulk indicators
- int16 totalMass,
- totalBulk;
+ int16 _totalMass,
+ _totalBulk;
// Number of visible objects currently in the container
- int16 numObjects;
+ int16 _numObjects;
// Constructor
ContainerView(
@@ -196,8 +196,8 @@ private:
class ReadyContainerView : public ContainerView {
private:
- void **backImages; // pointers to background imagery
- int16 numIm;
+ void **_backImages; // pointers to background imagery
+ int16 _numIm;
public:
@@ -237,8 +237,8 @@ public:
class ContainerWindow : public FloatingWindow {
protected:
- GfxCompButton *closeCompButton; // the close button object
- ContainerView *view; // the container view object
+ GfxCompButton *_closeCompButton; // the close button object
+ ContainerView *_view; // the container view object
public:
ContainerWindow(ContainerNode &nd,
@@ -249,7 +249,7 @@ public:
ContainerView &getView();
GameObject *containerObject() {
- return getView().containerObject;
+ return getView()._containerObject;
}
virtual void massBulkUpdate() {}
@@ -258,7 +258,7 @@ public:
// Base class for all container windows with scroll control
class ScrollableContainerWindow : public ContainerWindow {
protected:
- GfxCompButton *scrollCompButton;
+ GfxCompButton *_scrollCompButton;
public:
ScrollableContainerWindow(ContainerNode &nd,
@@ -266,23 +266,23 @@ public:
const char saveas[]);
void scrollUp() {
- if (view->scrollPosition > 0) view->scrollPosition--;
+ if (_view->_scrollPosition > 0) _view->_scrollPosition--;
}
void scrollDown() {
- if (view->scrollPosition + view->visibleRows < view->totalRows)
- view->scrollPosition++;
+ if (_view->_scrollPosition + _view->_visibleRows < _view->_totalRows)
+ _view->_scrollPosition++;
}
};
// A container window for tangible containers
class TangibleContainerWindow : public ScrollableContainerWindow {
private:
- GfxCompImage *containerSpriteImg;
- CMassWeightIndicator *massWeightIndicator;
+ GfxCompImage *_containerSpriteImg;
+ CMassWeightIndicator *_massWeightIndicator;
- Rect16 objRect;
- bool deathFlag;
+ Rect16 _objRect;
+ bool _deathFlag;
private:
void setContainerSprite();
@@ -303,7 +303,7 @@ class IntangibleContainerWindow : public ScrollableContainerWindow {
protected:
friend void setMindContainer(int index, IntangibleContainerWindow &cw);
private:
- GfxMultCompButton *mindSelectorCompButton;
+ GfxMultCompButton *_mindSelectorCompButton;
public:
@@ -312,7 +312,7 @@ public:
class EnchantmentContainerWindow : public ContainerWindow {
protected:
- GfxCompButton *scrollCompButton;
+ GfxCompButton *_scrollCompButton;
public:
EnchantmentContainerWindow(ContainerNode &nd,
@@ -378,14 +378,14 @@ public:
};
private:
- ObjectID object; // Object being viewed
- uint8 type; // type of container
- uint8 owner; // which brother owns this container
- Rect16 position; // position of window
- ContainerWindow *window; // window, which may be NULL if hidden.
- uint8 action; // What action to take on container
+ ObjectID _object; // Object being viewed
+ uint8 _type; // type of container
+ uint8 _owner; // which brother owns this container
+ Rect16 _position; // position of window
+ ContainerWindow *_window; // window, which may be NULL if hidden.
+ uint8 _action; // What action to take on container
public:
- uint8 mindType; // mindContainer type
+ uint8 _mindType; // mindContainer type
private:
// Nested structure used to archive ContainerNodes
@@ -400,12 +400,12 @@ private:
public:
ContainerNode() {
- object = 0;
- type = 0;
- owner = 0;
- window = nullptr;
- action = 0;
- mindType = 0;
+ _object = 0;
+ _type = 0;
+ _owner = 0;
+ _window = nullptr;
+ _action = 0;
+ _mindType = 0;
}
ContainerNode(ContainerManager &cl, ObjectID id, int type);
~ContainerNode();
@@ -424,18 +424,18 @@ public:
// Set for lazy deletion
void markForDelete() {
- action |= actionDelete;
+ _action |= actionDelete;
}
void markForShow() {
- action |= actionShow;
- action &= ~actionHide;
+ _action |= actionShow;
+ _action &= ~actionHide;
}
void markForHide() {
- action |= actionHide;
- action &= ~actionShow;
+ _action |= actionHide;
+ _action &= ~actionShow;
}
void markForUpdate() {
- action |= actionUpdate;
+ _action |= actionUpdate;
}
// Find the address of the window and/or view
@@ -444,19 +444,19 @@ public:
// Access functions
uint8 getType() {
- return type;
+ return _type;
}
uint8 getOwnerIndex() {
- return owner;
+ return _owner;
}
ObjectID getObject() {
- return object;
+ return _object;
}
Rect16 &getPosition() {
- return position;
+ return _position;
}
void setObject(ObjectID id) {
- object = id;
+ _object = id;
}
// returns true if the object represented by the container can be
diff --git a/engines/saga2/objects.cpp b/engines/saga2/objects.cpp
index 1b132ec3c37..2925c78c6d5 100644
--- a/engines/saga2/objects.cpp
+++ b/engines/saga2/objects.cpp
@@ -4368,13 +4368,13 @@ APPFUNC(cmdBrain) {
if (ev.eventType == gEventNewValue) {
//WriteStatusF( 4, "Brain Attempt " );
- GameObject *container = indivCviewTop->containerObject;
+ GameObject *container = indivCviewTop->_containerObject;
ContainerIterator iter(container);
GameObject *item;
openMindType = part;
- assert(container == indivCviewBot->containerObject);
+ assert(container == indivCviewBot->_containerObject);
// Get the actor's mind container
while (iter.next(&item) != Nothing) {
Commit: bdb5066b35c19f86588874711d8a4208148c20a7
https://github.com/scummvm/scummvm/commit/bdb5066b35c19f86588874711d8a4208148c20a7
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:26+02:00
Commit Message:
SAGA2: Rename class variables in dice.h
Changed paths:
engines/saga2/dice.h
diff --git a/engines/saga2/dice.h b/engines/saga2/dice.h
index 232d747bad5..dc9a1a87c2c 100644
--- a/engines/saga2/dice.h
+++ b/engines/saga2/dice.h
@@ -41,19 +41,19 @@ inline int32 diceRoll(int dice, int sides, int perDieMod, int base) {
}
class RandomDice {
- int8 dice, side;
+ int8 _dice, _side;
public:
RandomDice(int8 d, int8 s) {
- dice = d;
- side = s;
+ _dice = d;
+ _side = s;
}
RandomDice() {
- dice = 1;
- side = 1;
+ _dice = 1;
+ _side = 1;
}
int32 roll(int32 resist = 0) {
- return diceRoll(dice, side, resist, 0);
+ return diceRoll(_dice, _side, resist, 0);
}
};
Commit: f0221d3b8a3e1fff2e0c29d2181fd485108e2055
https://github.com/scummvm/scummvm/commit/f0221d3b8a3e1fff2e0c29d2181fd485108e2055
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:26+02:00
Commit Message:
SAGA2: Renamed class variables in dispnode.h
Changed paths:
engines/saga2/dispnode.cpp
engines/saga2/dispnode.h
engines/saga2/spelcast.cpp
engines/saga2/spellio.cpp
diff --git a/engines/saga2/dispnode.cpp b/engines/saga2/dispnode.cpp
index 9a6a9e301ff..fa3236f1368 100644
--- a/engines/saga2/dispnode.cpp
+++ b/engines/saga2/dispnode.cpp
@@ -35,7 +35,7 @@ namespace Saga2 {
uint8 bubbleColorTable[] = { 1, 0, 0, 0 };
-DisplayNode *DisplayNodeList::head;
+DisplayNode *DisplayNodeList::_head;
bool centerActorIndicatorEnabled;
@@ -109,48 +109,48 @@ void drawDisplayList() {
void DisplayNodeList::init(uint16 s) {
for (int i = 0; i < s; i++) {
- displayList[i].efx = nullptr;
- displayList[i].nextDisplayed = nullptr;
- displayList[i].object = nullptr;
- displayList[i].type = nodeTypeObject;
+ _displayList[i]._efx = nullptr;
+ _displayList[i]._nextDisplayed = nullptr;
+ _displayList[i]._object = nullptr;
+ _displayList[i]._type = nodeTypeObject;
}
}
//-----------------------------------------------------------------------
// DisplayNode stuff
DisplayNode::DisplayNode() {
- nextDisplayed = nullptr;
- sortDepth = 0;
- object = nullptr;
- flags = 0; // various flags
- type = nodeTypeObject;
- efx = nullptr;
+ _nextDisplayed = nullptr;
+ _sortDepth = 0;
+ _object = nullptr;
+ _flags = 0; // various flags
+ _type = nodeTypeObject;
+ _efx = nullptr;
}
TilePoint DisplayNode::SpellPos() {
- if (efx)
- return efx->current;
+ if (_efx)
+ return _efx->current;
return Nowhere;
}
inline void DisplayNode::updateEffect(const int32 deltaTime) {
- if (efx) efx->updateEffect(deltaTime);
+ if (_efx) _efx->updateEffect(deltaTime);
}
//-----------------------------------------------------------------------
// Update router
void DisplayNodeList::updateOStates(const int32 deltaTime) {
- if (count)
- for (uint16 i = 0; i < count; i++)
- displayList[i].updateObject(deltaTime);
+ if (_count)
+ for (uint16 i = 0; i < _count; i++)
+ _displayList[i].updateObject(deltaTime);
}
void DisplayNodeList::updateEStates(const int32 deltaTime) {
- if (count)
- for (uint16 i = 0; i < count; i++)
- displayList[i].updateEffect(deltaTime);
+ if (_count)
+ for (uint16 i = 0; i < _count; i++)
+ _displayList[i].updateEffect(deltaTime);
}
//-----------------------------------------------------------------------
@@ -171,8 +171,8 @@ void DisplayNodeList::draw() {
error("Spell sprites have been dumped!\n");
}
- for (dn = DisplayNodeList::head; dn; dn = dn->nextDisplayed) {
- if (dn->type == nodeTypeEffect)
+ for (dn = DisplayNodeList::_head; dn; dn = dn->_nextDisplayed) {
+ if (dn->_type == nodeTypeEffect)
dn->drawEffect();
else
dn->drawObject();
@@ -197,9 +197,9 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
// and put to bed all actors which are too far away from the
// view region.
- for (i = 0; i < count; i++) {
- DisplayNode *dn = &displayList[i];
- GameObject *obj = dn->object;
+ for (i = 0; i < _count; i++) {
+ DisplayNode *dn = &_displayList[i];
+ GameObject *obj = dn->_object;
TilePoint objLoc = obj->getLocation();
int16 dist;
@@ -236,7 +236,7 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
if (fromScratch)
// Reset the list...
- DisplayNodeList::head = nullptr;
+ DisplayNodeList::_head = nullptr;
for (id = iter.first(&obj, &dist);
id != Nothing;
@@ -281,45 +281,45 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
// Build display nodes for each of the objects.
- count = sortCount;
+ _count = sortCount;
for (i = 0; i < sortCount; i++) {
- DisplayNode *dn = &displayList[i];
+ DisplayNode *dn = &_displayList[i];
GameObject *ob = sortList[i];
DisplayNode **search;
TilePoint oLoc = ob->getLocation();
- dn->nextDisplayed = nullptr;
- dn->object = ob;
+ dn->_nextDisplayed = nullptr;
+ dn->_object = ob;
- dn->type = nodeTypeObject;
+ dn->_type = nodeTypeObject;
- dn->flags = 0;
+ dn->_flags = 0;
if (centerActorIndicatorEnabled
- && isActor(dn->object)
- && ((Actor *)dn->object) == centerActor)
- dn->flags |= DisplayNode::displayIndicator;
+ && isActor(dn->_object)
+ && ((Actor *)dn->_object) == centerActor)
+ dn->_flags |= DisplayNode::displayIndicator;
// Various test data
// dn->spriteFrame = 0;
// Convert object coordinates to screen coords
- TileToScreenCoords(oLoc, dn->screenCoords);
+ TileToScreenCoords(oLoc, dn->_screenCoords);
// REM: At this point we could reject some more off-screen
// objects.
// Set the sort depth for this object
- dn->sortDepth = dn->screenCoords.y + oLoc.z / 2;
+ dn->_sortDepth = dn->_screenCoords.y + oLoc.z / 2;
// Find where we belong on the sorted list
- for (search = &DisplayNodeList::head;
+ for (search = &DisplayNodeList::_head;
*search;
- search = &(*search)->nextDisplayed) {
- if ((*search)->sortDepth >= dn->sortDepth) break;
+ search = &(*search)->_nextDisplayed) {
+ if ((*search)->_sortDepth >= dn->_sortDepth) break;
}
// Insert into the sorted list
- dn->nextDisplayed = *search;
+ dn->_nextDisplayed = *search;
*search = dn;
}
}
@@ -328,7 +328,7 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
// Update normal objects
void DisplayNode::updateObject(const int32 deltaTime) {
- GameObject *obj = object;
+ GameObject *obj = _object;
if (obj->isMoving()) return;
@@ -356,7 +356,7 @@ void DisplayNode::drawObject() {
rightIndex, // drawing order of right
partCount; // number of sprite parts
bool ghostIt = false;
- GameObject *obj = object;
+ GameObject *obj = _object;
ProtoObj *proto = obj->proto();
Point16 drawPos;
SpriteSet *ss;
@@ -381,8 +381,8 @@ void DisplayNode::drawObject() {
if ((rt = mt->ripTable(g_vm->_currentMapNum)) != nullptr) {
if (objCoords.z >= rt->zTable[tCoords.u][tCoords.v]) {
// Disable hit-test on the object's box
- hitBox.width = -1;
- hitBox.height = -1;
+ _hitBox.width = -1;
+ _hitBox.height = -1;
obj->setOnScreen(false);
obj->setObscured(false);
@@ -391,10 +391,10 @@ void DisplayNode::drawObject() {
}
}
- TileToScreenCoords(objCoords, screenCoords);
+ TileToScreenCoords(objCoords, _screenCoords);
- drawPos.x = screenCoords.x + fineScroll.x;
- drawPos.y = screenCoords.y + fineScroll.y;
+ drawPos.x = _screenCoords.x + fineScroll.x;
+ drawPos.y = _screenCoords.y + fineScroll.y;
// If it's an object, then the drawing is fairly straight
// forward.
@@ -407,8 +407,8 @@ void DisplayNode::drawObject() {
|| drawPos.y < -32
|| drawPos.y > kTileRectY + kTileRectHeight + 100) {
// Disable hit-test on the object's box
- hitBox.width = -1;
- hitBox.height = -1;
+ _hitBox.width = -1;
+ _hitBox.height = -1;
// Mark as being off screen
obj->setOnScreen(false);
@@ -473,8 +473,8 @@ void DisplayNode::drawObject() {
objCoords.z = 0;
// Disable hit-test on the object's box
- hitBox.width = -1;
- hitBox.height = -1;
+ _hitBox.width = -1;
+ _hitBox.height = -1;
// Reject any sprites which fall off the edge of the screen.
if (drawPos.x < -maxSpriteWidth
@@ -511,8 +511,8 @@ void DisplayNode::drawObject() {
|| drawPos.y < -maxSpriteBaseLine
|| drawPos.y > kTileRectY + kTileRectHeight + maxSpriteHeight) {
// Disable hit-test on the object's box
- hitBox.width = -1;
- hitBox.height = -1;
+ _hitBox.width = -1;
+ _hitBox.height = -1;
// Mark as being off screen
a->setOnScreen(false);
@@ -523,8 +523,8 @@ void DisplayNode::drawObject() {
if (a->hasEffect(actorInvisible)) {
if (!isPlayerActor(a)
&& !(getCenterActor()->hasEffect(actorSeeInvis))) {
- hitBox.width = -1;
- hitBox.height = -1;
+ _hitBox.width = -1;
+ _hitBox.height = -1;
return;
}
ghostIt = true;
@@ -780,21 +780,21 @@ void DisplayNode::drawObject() {
// at, in order to facilitate mouse picking functions
// later on in the event loop.
bodySprite = scList[bodyIndex].sp;
- hitBox.x = drawPos.x
+ _hitBox.x = drawPos.x
+ (scList[bodyIndex].flipped
? -bodySprite->size.x - bodySprite->offset.x
: bodySprite->offset.x)
- fineScroll.x;
- hitBox.y = drawPos.y + bodySprite->offset.y - fineScroll.y;
- hitBox.width = bodySprite->size.x;
- hitBox.height = bodySprite->size.y;
+ _hitBox.y = drawPos.y + bodySprite->offset.y - fineScroll.y;
+ _hitBox.width = bodySprite->size.x;
+ _hitBox.height = bodySprite->size.y;
- if (flags & displayIndicator) {
+ if (_flags & displayIndicator) {
Point16 indicatorCoords;
gPixelMap &indicator = *mouseCursors[kMouseCenterActorIndicatorImage];
- indicatorCoords.x = hitBox.x + fineScroll.x + (hitBox.width - indicator.size.x) / 2;
- indicatorCoords.y = hitBox.y + fineScroll.y - indicator.size.y - 2;
+ indicatorCoords.x = _hitBox.x + fineScroll.x + (_hitBox.width - indicator.size.x) / 2;
+ indicatorCoords.y = _hitBox.y + fineScroll.y - indicator.size.y - 2;
TBlit(g_vm->_backPort.map, &indicator, indicatorCoords.x, indicatorCoords.y);
}
@@ -813,11 +813,11 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
if (objectSet == nullptr)
error("Object sprites have been dumped!");
- for (dn = DisplayNodeList::head; dn; dn = dn->nextDisplayed) {
- if (dn->type == nodeTypeObject) {
- GameObject *obj = dn->object;
+ for (dn = DisplayNodeList::_head; dn; dn = dn->_nextDisplayed) {
+ if (dn->_type == nodeTypeObject) {
+ GameObject *obj = dn->_object;
- if (obj->parent() == currentWorld && dn->hitBox.ptInside(mouse.x, mouse.y)) {
+ if (obj->parent() == currentWorld && dn->_hitBox.ptInside(mouse.x, mouse.y)) {
TilePoint loc = obj->getLocation();
int32 newDist = loc.u + loc.v;
@@ -829,8 +829,8 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
SpriteSet *sprPtr = nullptr;
bool flipped = true;
- testPoint.x = mouse.x - dn->hitBox.x;
- testPoint.y = mouse.y - dn->hitBox.y;
+ testPoint.x = mouse.x - dn->_hitBox.x;
+ testPoint.y = mouse.y - dn->_hitBox.y;
// If it's an object, then the test is fairly straight
// forward.
@@ -870,7 +870,7 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
testPoint2.y = testPoint.y;
minX = MAX(0, testPoint.x - 6);
- maxX = MIN(dn->hitBox.width - 1, testPoint.x + 6);
+ maxX = MIN(dn->_hitBox.width - 1, testPoint.x + 6);
// scan a horizontal strip of the character for a hit.
// If we find a hit, go ahead and set result anyway
@@ -900,28 +900,28 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
// they can also easily be placed in front
void DisplayNodeList::buildEffects(bool) {
- if (count) {
- for (int i = 0; i < count; i++) {
- DisplayNode *dn = DisplayNodeList::head;
+ if (_count) {
+ for (int i = 0; i < _count; i++) {
+ DisplayNode *dn = DisplayNodeList::_head;
- if (displayList[i].efx->isHidden() || displayList[i].efx->isDead())
+ 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 = nodeTypeEffect;
- displayList[i].sortDepth = displayList[i].efx->screenCoords.y + displayList[i].efx->current.z / 2;
+ _displayList[i]._sortDepth = _displayList[i]._efx->screenCoords.y + _displayList[i]._efx->current.z / 2;
if (dn) {
- int32 sd = displayList[i].sortDepth;
- while (dn->nextDisplayed && dn->nextDisplayed->sortDepth <= sd)
- dn = dn->nextDisplayed;
+ int32 sd = _displayList[i]._sortDepth;
+ while (dn->_nextDisplayed && dn->_nextDisplayed->_sortDepth <= sd)
+ dn = dn->_nextDisplayed;
}
- if (dn == DisplayNodeList::head) {
- displayList[i].nextDisplayed = DisplayNodeList::head;
- DisplayNodeList::head = &displayList[i];
+ if (dn == DisplayNodeList::_head) {
+ _displayList[i]._nextDisplayed = DisplayNodeList::_head;
+ DisplayNodeList::_head = &_displayList[i];
} else {
- displayList[i].nextDisplayed = dn->nextDisplayed;
- dn->nextDisplayed = &displayList[i];
+ _displayList[i]._nextDisplayed = dn->_nextDisplayed;
+ dn->_nextDisplayed = &_displayList[i];
}
}
@@ -929,9 +929,9 @@ void DisplayNodeList::buildEffects(bool) {
}
bool DisplayNodeList::dissipated() {
- if (count) {
- for (int i = 0; i < count; i++) {
- if (displayList[i].efx && !displayList[i].efx->isDead())
+ if (_count) {
+ for (int i = 0; i < _count; i++) {
+ if (_displayList[i]._efx && !_displayList[i]._efx->isDead())
return false;
}
}
@@ -945,7 +945,7 @@ bool DisplayNodeList::dissipated() {
// sprites.
void DisplayNode::drawEffect() {
- if (efx) efx->drawEffect();
+ if (_efx) _efx->drawEffect();
}
void Effectron::drawEffect() {
diff --git a/engines/saga2/dispnode.h b/engines/saga2/dispnode.h
index 6cc4e2e6fa6..6901ae213db 100644
--- a/engines/saga2/dispnode.h
+++ b/engines/saga2/dispnode.h
@@ -50,20 +50,20 @@ class DisplayNode {
friend ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos);
private:
- DisplayNode *nextDisplayed; // pointer to next in display list
- int16 sortDepth; // for sorting by depth
- GameObject *object; // the object to display
- Point16 screenCoords; // screen coordinates
- Rect16 hitBox; // hitbox for clicking this item
- uint8 flags; // various flags
+ DisplayNode *_nextDisplayed; // pointer to next in display list
+ int16 _sortDepth; // for sorting by depth
+ GameObject *_object; // the object to display
+ Point16 _screenCoords; // screen coordinates
+ Rect16 _hitBox; // hitbox for clicking this item
+ uint8 _flags; // various flags
enum {
displayIndicator = (1 << 0)
};
public:
- nodeType type;
- Effectron *efx;
+ nodeType _type;
+ Effectron *_efx;
DisplayNode();
@@ -87,27 +87,27 @@ class DisplayNodeList {
friend ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos);
public:
- uint16 count; // number of entries in list
- DisplayNode *displayList; // table of displayed objects
- static DisplayNode *head; // head of list
+ uint16 _count; // number of entries in list
+ DisplayNode *_displayList; // table of displayed objects
+ static DisplayNode *_head; // head of list
DisplayNodeList(uint16 newSize) {
- displayList = (DisplayNode *)malloc(sizeof(DisplayNode) * newSize);
+ _displayList = (DisplayNode *)malloc(sizeof(DisplayNode) * newSize);
init(newSize);
- count = 0;
+ _count = 0;
}
DisplayNodeList() {
- displayList = (DisplayNode *)malloc(sizeof(DisplayNode) * maxDisplayed);
+ _displayList = (DisplayNode *)malloc(sizeof(DisplayNode) * maxDisplayed);
init(maxDisplayed);
- count = 0;
+ _count = 0;
}
~DisplayNodeList() {
- free(displayList);
+ free(_displayList);
}
void reset() {
- count = 0;
- head = NULL;
+ _count = 0;
+ _head = NULL;
}
void init(uint16 s);
diff --git a/engines/saga2/spelcast.cpp b/engines/saga2/spelcast.cpp
index 3c362310bb0..a351e2f62c4 100644
--- a/engines/saga2/spelcast.cpp
+++ b/engines/saga2/spelcast.cpp
@@ -633,10 +633,10 @@ SpellInstance::SpellInstance(SpellCaster *newCaster, TilePoint &newTarget, Spell
SpellInstance::~SpellInstance() {
if (age < implementAge && g_vm->_gameRunning)
spellBook[spell].implement(caster, target);
- for (int32 i = 0; i < eList.count; i++) {
- if (eList.displayList[i].efx)
- delete eList.displayList[i].efx;
- eList.displayList[i].efx = nullptr;
+ for (int32 i = 0; i < eList._count; i++) {
+ if (eList._displayList[i]._efx)
+ delete eList._displayList[i]._efx;
+ eList._displayList[i]._efx = nullptr;
}
if (target)
delete target;
@@ -670,11 +670,11 @@ void SpellInstance::init() {
// common cleanup
void SpellInstance::termEffect() {
- if (eList.count)
- for (int32 i = 0; i < eList.count; i++) {
- if (eList.displayList[i].efx) {
- delete eList.displayList[i].efx;
- eList.displayList[i].efx = nullptr;
+ if (eList._count)
+ for (int32 i = 0; i < eList._count; i++) {
+ if (eList._displayList[i]._efx) {
+ delete eList._displayList[i]._efx;
+ eList._displayList[i]._efx = nullptr;
}
}
}
@@ -683,11 +683,11 @@ void SpellInstance::termEffect() {
// visual init
void SpellInstance::initEffect(TilePoint startpoint) {
- eList.count = effect->nodeCount; //sdp->effCount;
- if (eList.count)
- for (int32 i = 0; i < eList.count; i++) {
+ eList._count = effect->nodeCount; //sdp->effCount;
+ if (eList._count)
+ for (int32 i = 0; i < eList._count; i++) {
Effectron *e = new Effectron(0, i);
- eList.displayList[i].efx = e;
+ eList._displayList[i]._efx = e;
e->parent = this;
e->start = startpoint;
e->current = startpoint;
diff --git a/engines/saga2/spellio.cpp b/engines/saga2/spellio.cpp
index cebca63e560..47f9f9be4d9 100644
--- a/engines/saga2/spellio.cpp
+++ b/engines/saga2/spellio.cpp
@@ -265,7 +265,7 @@ StorageSpellInstance::StorageSpellInstance(SpellInstance &si) {
spell = si.spell;
maxAge = si.maxAge;
effSeq = si.effSeq; // which effect in a sequence is being played
- eListSize = si.eList.count;
+ eListSize = si.eList._count;
}
StorageSpellTarget::StorageSpellTarget() {
@@ -420,30 +420,30 @@ void SpellDisplayList::wipe() {
size_t SpellInstance::saveSize() {
size_t total = 0;
total += sizeof(StorageSpellInstance);
- if (eList.count)
- for (int32 i = 0; i < eList.count; i++) {
+ if (eList._count)
+ for (int32 i = 0; i < eList._count; i++) {
total += sizeof(StorageEffectron);
}
return total;
}
void SpellInstance::writeEffect(Common::MemoryWriteStreamDynamic *out) {
- if (eList.count > 0 && !(maxAge > 0 && (age + 1) > maxAge))
- for (int32 i = 0; i < eList.count; i++) {
- StorageEffectron se = StorageEffectron(*eList.displayList[i].efx);
+ if (eList._count > 0 && !(maxAge > 0 && (age + 1) > maxAge))
+ for (int32 i = 0; i < eList._count; i++) {
+ StorageEffectron se = StorageEffectron(*eList._displayList[i]._efx);
se.write(out);
}
}
void SpellInstance::readEffect(Common::InSaveFile *in, uint16 eListSize) {
assert(eListSize == effect->nodeCount);
- eList.count = effect->nodeCount; //sdp->effCount;
- if (eList.count)
- for (int32 i = 0; i < eList.count; i++) {
+ eList._count = effect->nodeCount; //sdp->effCount;
+ if (eList._count)
+ for (int32 i = 0; i < eList._count; i++) {
StorageEffectron se;
se.read(in);
Effectron *e = new Effectron(se, this);
- eList.displayList[i].efx = e;
+ eList._displayList[i]._efx = e;
}
}
Commit: 8527a03f0aaaab5e936b910a09e6d3a35344baa2
https://github.com/scummvm/scummvm/commit/8527a03f0aaaab5e936b910a09e6d3a35344baa2
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:27+02:00
Commit Message:
SAGA2: Rename class variables in document.h
Changed paths:
engines/saga2/document.cpp
engines/saga2/document.h
diff --git a/engines/saga2/document.cpp b/engines/saga2/document.cpp
index 6065abd1612..485ebd5974f 100644
--- a/engines/saga2/document.cpp
+++ b/engines/saga2/document.cpp
@@ -141,54 +141,54 @@ CDocument::CDocument(CDocumentAppearance &dApp,
gFont *font, // font of the text
uint16 ident, // control ID
AppFunc *cmd) // application command func
- : app(dApp), ModalWindow(dApp.windowPos, ident, cmd) {
+ : _app(dApp), ModalWindow(dApp.windowPos, ident, cmd) {
// resource handle
hResContext *decRes;
// init the resource context handle
- decRes = resFile->newContext(app.groupID, "docimage context");
+ decRes = resFile->newContext(_app.groupID, "docimage context");
// init con pointer to NULL
- illustrationCon = nullptr;
+ _illustrationCon = nullptr;
// set the maxium string length
- maxSize = maxPages * maxLines * maxChars;
+ _maxSize = maxPages * maxLines * maxChars;
// get the org text size
- textSize = clamp(0, strlen(buffer), maxSize);
+ _textSize = clamp(0, strlen(buffer), _maxSize);
// set the original text pointer
- origText = new char[textSize + 1];
+ origText = new char[_textSize + 1];
// and fill it
- Common::strlcpy(origText, buffer, textSize + 1);
+ Common::strlcpy(origText, buffer, _textSize + 1);
// make a working buffer
- text = new char[textSize + 1];
+ text = new char[_textSize + 1];
// and fill it
- Common::strlcpy(text, origText, textSize + 1);
+ Common::strlcpy(text, origText, _textSize + 1);
- textFont = font;
- textHeight = (textFont ? textFont->height : 0);
- lineWidth = dApp.pageRect[0].width;
- pageHeight = dApp.pageRect[0].height;
- currentPage = 0;
- totalLines = 0;
- totalPages = 0;
- pageBreakSet = true;
+ _textFont = font;
+ _textHeight = (_textFont ? _textFont->height : 0);
+ _lineWidth = dApp.pageRect[0].width;
+ _pageHeight = dApp.pageRect[0].height;
+ _currentPage = 0;
+ _totalLines = 0;
+ _totalPages = 0;
+ _pageBreakSet = true;
// null out the image pointer array
for (int16 i = 0; i < maxPages; i++) {
- images[i] = nullptr;
+ _images[i] = nullptr;
}
makePages();
// attach the graphics for the book
- setDecorations(app.decoList,
- app.numDecos,
- decRes, app.decoID);
+ setDecorations(_app.decoList,
+ _app.numDecos,
+ decRes, _app.decoID);
// remove the resource handle
if (decRes) resFile->disposeContext(decRes);
@@ -201,8 +201,8 @@ CDocument::~CDocument() {
int16 i;
for (i = 0; i < maxPages; i++) {
- if (images[i]) {
- free(images[i]);
+ if (_images[i]) {
+ free(_images[i]);
}
}
@@ -218,8 +218,8 @@ CDocument::~CDocument() {
}
// get rid of the resource context
- if (illustrationCon)
- resFile->disposeContext(illustrationCon);
+ if (_illustrationCon)
+ resFile->disposeContext(_illustrationCon);
}
void CDocument::deactivate() {
@@ -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 == pageOrientVertical) {
// 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);
@@ -306,14 +306,14 @@ 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 == pageOrientVertical) {
// 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 );
+ if (pos.y < _extent.height / 2) cmdDocumentUp(ev); //gotoPage( _currentPage - _app.numPages );
+ else cmdDocumentDn(ev); //gotoPage( _currentPage + _app.numPages );
} else {
// find out which side of the book we're on
- if (pos.x < _extent.width / 2) cmdDocumentLt(ev); //gotoPage( currentPage - app.numPages );
- else cmdDocumentRt(ev); //gotoPage( currentPage + app.numPages );
+ if (pos.x < _extent.width / 2) cmdDocumentLt(ev); //gotoPage( _currentPage - _app.numPages );
+ else cmdDocumentRt(ev); //gotoPage( _currentPage + _app.numPages );
}
} else {
// mouse hit outside book area, close book
@@ -338,10 +338,10 @@ bool CDocument::pointerHit(gPanelMessage &msg) {
void CDocument::gotoPage(int8 page) {
page = clamp(0, page, maxPages);
- while (page % app.numPages) page++;
+ while (page % _app.numPages) page++;
- if (page != currentPage && page < pages) {
- currentPage = page;
+ if (page != _currentPage && page < _pages) {
+ _currentPage = page;
renderText();
}
}
@@ -363,8 +363,8 @@ bool CDocument::checkForPageBreak(char *string, uint16 index, int32 &offset) {
// eat the page breaks chars
// tie off the end
strIndex[0] = 0;
- strAfter = new char[textSize];
- Common::strlcpy(strAfter, &strIndex[3], textSize);
+ strAfter = new char[_textSize];
+ Common::strlcpy(strAfter, &strIndex[3], _textSize);
// string them together
strcat(&strIndex[0], strAfter);
@@ -391,7 +391,7 @@ bool CDocument::checkForImage(char *string,
// if there was not just a page break
- if (!pageBreakSet) {
+ if (!_pageBreakSet) {
// then the images are going to end up on the next page
offPageIndex++;
}
@@ -404,10 +404,10 @@ bool CDocument::checkForImage(char *string,
char *argv = &strIndex[2 + 1]; // array to first element
// delete context
- if (illustrationCon) resFile->disposeContext(illustrationCon);
+ if (_illustrationCon) resFile->disposeContext(_illustrationCon);
// resource handle
- illustrationCon = resFile->newContext(MKTAG(argv[0], argv[1], argv[2], argv[3]),
+ _illustrationCon = resFile->newContext(MKTAG(argv[0], argv[1], argv[2], argv[3]),
"book internal resources");
// set image for next page
if (offPageIndex < maxPages) {
@@ -418,9 +418,9 @@ bool CDocument::checkForImage(char *string,
uint8 num = atoi(numSt);
- if (!images[offPageIndex]) {
+ if (!_images[offPageIndex]) {
// get the image
- images[offPageIndex] = LoadResource(illustrationCon,
+ _images[offPageIndex] = LoadResource(_illustrationCon,
MKTAG(argv[4], argv[5], argv[6], num),
"book internal image");
}
@@ -428,14 +428,14 @@ bool CDocument::checkForImage(char *string,
// number of chars to eat
numEat = 9;
} else {
- images[offPageIndex] = LoadResource(illustrationCon,
+ _images[offPageIndex] = LoadResource(_illustrationCon,
MKTAG(argv[4], argv[5], argv[6], argv[7]),
"book internal image");
numEat = 8;
}
// get the size of the image
- imageSizes[offPageIndex] = ((ImageHeader *)images[offPageIndex])->size;
+ _imageSizes[offPageIndex] = ((ImageHeader *)_images[offPageIndex])->size;
// tie off the end
strIndex[0] = 0;
@@ -447,8 +447,8 @@ bool CDocument::checkForImage(char *string,
offset = index;
// set the line offset
- lineOffset[offPageIndex] =
- imageSizes[offPageIndex].y / (textHeight + 1) +
+ _lineOffset[offPageIndex] =
+ _imageSizes[offPageIndex].y / (_textHeight + 1) +
textPictureOffset;
} else {
warning("CDocument: Document overflow");
@@ -464,14 +464,14 @@ bool CDocument::checkForImage(char *string,
void CDocument::makePages() {
// copy the original text back to the working buffer
- Common::strlcpy(text, origText, textSize + 1);
+ Common::strlcpy(text, origText, _textSize + 1);
char *str = text;
int32 offset = 0;
uint16 lineIndex = 0;
uint16 pageIndex = 0;
- uint16 linesPerPage = pageHeight / (textHeight + 1);
+ uint16 linesPerPage = _pageHeight / (_textHeight + 1);
uint16 dummy;
uint16 i;
bool newPage = false;
@@ -481,7 +481,7 @@ void CDocument::makePages() {
while (offset >= 0 &&
lineIndex < linesPerPage &&
!newPage) {
- offset = GTextWrap(textFont, str, dummy, lineWidth, 0);
+ offset = GTextWrap(_textFont, str, dummy, _lineWidth, 0);
// check for page breaks and images
for (i = 0; i <= offset; i++) {
@@ -490,43 +490,43 @@ void CDocument::makePages() {
// page break check
if (checkForPageBreak(str, i, offset)) {
// if a break did not just occur
- if (!pageBreakSet) {
+ if (!_pageBreakSet) {
newPage = true;
- pageBreakSet = true;
+ _pageBreakSet = true;
} else {
// eat the newPage and
// reset the flag for a just set break
- pageBreakSet = false;
+ _pageBreakSet = false;
}
}
// image check
if (checkForImage(str, i, pageIndex, offset)) {
// if a break did not just occur
- if (!pageBreakSet) {
+ if (!_pageBreakSet) {
newPage = true;
- pageBreakSet = true;
+ _pageBreakSet = true;
} else {
// eat the newPage and
// reset the flag for a just set break
- pageBreakSet = false;
+ _pageBreakSet = false;
}
- lineIndex = lineOffset[pageIndex];
+ lineIndex = _lineOffset[pageIndex];
}
}
// we got token that was not a page break so reset the flag
- pageBreakSet = false;
+ _pageBreakSet = false;
}
// set the length of this line
if (offset >= 0) {
// number of characters on this line
- lineLen[pageIndex][lineIndex] = offset;
+ _lineLen[pageIndex][lineIndex] = offset;
} else {
// remaining number of characters in string
- lineLen[pageIndex][lineIndex] = strlen(str);
+ _lineLen[pageIndex][lineIndex] = strlen(str);
}
@@ -535,14 +535,14 @@ void CDocument::makePages() {
lineIndex++;
}
- numLines[pageIndex] = lineIndex;
+ _numLines[pageIndex] = lineIndex;
pageIndex++;
newPage = false;
lineIndex = 0;
}
- pages = pageIndex;
+ _pages = pageIndex;
}
// This function will draw the text onto the book.
@@ -551,10 +551,10 @@ void CDocument::renderText() {
gPort &port = window.windowPort;
uint16 pageIndex;
uint16 lineIndex;
- uint16 linesPerPage = pageHeight / (textHeight + 1);
+ uint16 linesPerPage = _pageHeight / (_textHeight + 1);
char *str = text;
- assert(textFont);
+ assert(_textFont);
Rect16 bltRect(0, 0, _extent.width, _extent.height);
@@ -574,59 +574,59 @@ void CDocument::renderText() {
Point16(_extent.x, _extent.y),
Rect16(0, 0, _extent.width, _extent.height));
- tPort.setFont(textFont); // setup the string pointer
- for (pageIndex = 0; pageIndex < currentPage; pageIndex++) {
- if (images[pageIndex]) {
- lineIndex = lineOffset[pageIndex];
+ tPort.setFont(_textFont); // setup the string pointer
+ for (pageIndex = 0; pageIndex < _currentPage; pageIndex++) {
+ if (_images[pageIndex]) {
+ lineIndex = _lineOffset[pageIndex];
assert(lineIndex < linesPerPage);
} else {
lineIndex = 0;
}
- for (; lineIndex < numLines[pageIndex]; lineIndex++) {
- int16 temp = lineLen[pageIndex][lineIndex];
+ for (; lineIndex < _numLines[pageIndex]; lineIndex++) {
+ int16 temp = _lineLen[pageIndex][lineIndex];
assert(pageIndex < maxPages);
assert(temp < 35);
- str += lineLen[pageIndex][lineIndex];
+ str += _lineLen[pageIndex][lineIndex];
}
}
// draw the text onto the pages of the book
- for (pageIndex = currentPage;
- pageIndex - currentPage < app.numPages && pageIndex < pages;
+ for (pageIndex = _currentPage;
+ pageIndex - _currentPage < _app.numPages && pageIndex < _pages;
pageIndex++) {
- StaticRect *pageRect = &app.pageRect[pageIndex % app.numPages];
+ StaticRect *pageRect = &_app.pageRect[pageIndex % _app.numPages];
// if there is an image on this page
- if (images[pageIndex]) {
+ if (_images[pageIndex]) {
Point16 pos;
- pos.x = pageRect->x + (pageRect->width - imageSizes[pageIndex].x) / 2;
+ pos.x = pageRect->x + (pageRect->width - _imageSizes[pageIndex].x) / 2;
pos.y = pageRect->y;
- drawCompressedImage(tPort, pos, images[pageIndex]);
+ drawCompressedImage(tPort, pos, _images[pageIndex]);
- lineIndex = lineOffset[pageIndex];
+ lineIndex = _lineOffset[pageIndex];
} else {
lineIndex = 0;
}
- for (; lineIndex < numLines[pageIndex]; lineIndex++) {
+ for (; lineIndex < _numLines[pageIndex]; lineIndex++) {
assert(pageIndex <= maxPages);
- tPort.moveTo(pageRect->x, pageRect->y + (textHeight * lineIndex) + 1);
- tPort.setColor(app.textColors[lineIndex]);
- tPort.drawText(str, lineLen[pageIndex][lineIndex]);
+ tPort.moveTo(pageRect->x, pageRect->y + (_textHeight * lineIndex) + 1);
+ tPort.setColor(_app.textColors[lineIndex]);
+ tPort.drawText(str, _lineLen[pageIndex][lineIndex]);
// grab the next text offset
- int16 temp = lineLen[pageIndex][lineIndex];
+ int16 temp = _lineLen[pageIndex][lineIndex];
assert(temp < 35);
- str += lineLen[pageIndex][lineIndex];
+ str += _lineLen[pageIndex][lineIndex];
}
}
@@ -678,13 +678,13 @@ void CDocument::draw() { // redraw the window
Text buffer
* ===================================================================== */
-const int textSize = 4096;
-char bookText[textSize] = { "" };
+const int _textSize = 4096;
+char bookText[_textSize] = { "" };
void appendBookText(char *string) {
if (string) {
- Common::strlcat(bookText, string, textSize - 1);
- bookText[textSize - 1] = 0;
+ Common::strlcat(bookText, string, _textSize - 1);
+ bookText[_textSize - 1] = 0;
}
}
@@ -887,19 +887,19 @@ APPFUNCV(CDocument::cmdDocumentEsc) {
}
APPFUNCV(CDocument::cmdDocumentLt) {
- gotoPage(currentPage - app.numPages); //draw();
+ gotoPage(_currentPage - _app.numPages); //draw();
}
APPFUNCV(CDocument::cmdDocumentRt) {
- gotoPage(currentPage + app.numPages); //draw();
+ gotoPage(_currentPage + _app.numPages); //draw();
}
APPFUNCV(CDocument::cmdDocumentUp) {
- gotoPage(currentPage - app.numPages); //draw();
+ gotoPage(_currentPage - _app.numPages); //draw();
}
APPFUNCV(CDocument::cmdDocumentDn) {
- gotoPage(currentPage + app.numPages); //draw();
+ gotoPage(_currentPage + _app.numPages); //draw();
}
} // end of namespace Saga2
diff --git a/engines/saga2/document.h b/engines/saga2/document.h
index 66da6394524..ffbeb9cc330 100644
--- a/engines/saga2/document.h
+++ b/engines/saga2/document.h
@@ -90,34 +90,34 @@ private:
int8 data[2];
};
- CDocumentAppearance &app;
+ CDocumentAppearance &_app;
// image poiner array
- void *images[maxPages];
+ void *_images[maxPages];
- uint16 currentPage,
- lineWidth,
- pageHeight,
- totalLines,
- totalPages;
+ uint16 _currentPage,
+ _lineWidth,
+ _pageHeight,
+ _totalLines,
+ _totalPages;
- gFont *textFont;
- uint16 textHeight;
- uint16 pages;
- uint16 numLines[maxPages];
- uint16 lineLen[maxPages][maxLines];
- uint16 lineOffset[maxPages];
- Extent16 imageSizes[maxPages];
- bool pageBreakSet;
+ gFont *_textFont;
+ uint16 _textHeight;
+ uint16 _pages;
+ uint16 _numLines[maxPages];
+ uint16 _lineLen[maxPages][maxLines];
+ uint16 _lineOffset[maxPages];
+ Extent16 _imageSizes[maxPages];
+ bool _pageBreakSet;
- char *scan; // for parsing book text.
+ char *_scan; // for parsing book text.
// string sizes
- uint16 maxSize;
- uint16 textSize;
+ uint16 _maxSize;
+ uint16 _textSize;
// image context
- hResContext *illustrationCon;
+ hResContext *_illustrationCon;
private:
bool activate(gEventType why); // activate the control
Commit: fe4aca8cd298799232b34da15ade4d373b371a7e
https://github.com/scummvm/scummvm/commit/fe4aca8cd298799232b34da15ade4d373b371a7e
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:27+02:00
Commit Message:
SAGA2: Rename class variables in effect.h
Changed paths:
engines/saga2/effects.cpp
engines/saga2/effects.h
engines/saga2/spelcast.cpp
engines/saga2/spellio.cpp
diff --git a/engines/saga2/effects.cpp b/engines/saga2/effects.cpp
index 5be67865e80..9d3e4b72127 100644
--- a/engines/saga2/effects.cpp
+++ b/engines/saga2/effects.cpp
@@ -72,20 +72,20 @@ int16 ProtoDamage::getRelevantStat(effectDamageTypes dt, Actor *a) {
}
// ------------------------------------------------------------------
-// Cause damage to something based on a damage proto-effect
+// Cause damage to something _based on a damage proto-effect
void ProtoDamage::implement(GameObject *cst, SpellTarget *trg, int8 deltaDamage) {
int8 totalDice;
int8 totalBase;
if (isActor(cst)) {
Actor *a = (Actor *) cst;
- totalDice = dice + skillDice * getRelevantStat(type, a);
- totalBase = base + skillBase * getRelevantStat(type, a);
+ totalDice = _dice + _skillDice * getRelevantStat(_type, a);
+ totalBase = _base + _skillBase * getRelevantStat(_type, a);
if (totalDice > 0 && trg->getObject() && isActor(trg->getObject()))
offensiveNotification(a, (Actor *) trg->getObject());
} else {
- totalDice = dice;
- totalBase = base;
+ totalDice = _dice;
+ totalBase = _base;
ObjectID pID = cst->possessor();
if (pID != Nothing) {
Actor *p = (Actor *) GameObject::objectAddress(pID);
@@ -98,14 +98,14 @@ void ProtoDamage::implement(GameObject *cst, SpellTarget *trg, int8 deltaDamage)
totalBase -= deltaDamage;
assert(trg->getType() == SpellTarget::spellTargetObject);
- if (self)
- cst->acceptDamage(cst->thisID(), totalBase, type, totalDice, sides);
+ if (_self)
+ cst->acceptDamage(cst->thisID(), totalBase, _type, totalDice, _sides);
else
- trg->getObject()->acceptDamage(cst->thisID(), totalBase, type, totalDice, sides);
+ trg->getObject()->acceptDamage(cst->thisID(), totalBase, _type, totalDice, _sides);
}
// ------------------------------------------------------------------
-// drain something based on a drainage proto-effect
+// drain something _based on a drainage proto-effect
int16 ProtoDrainage::currentLevel(Actor *a, effectDrainsTypes edt) {
switch (edt) {
@@ -165,12 +165,12 @@ void ProtoDrainage::implement(GameObject *cst, SpellTarget *trg, int8) {
Actor *ac;
if (isActor(cst)) {
ac = (Actor *) cst;
- totalDice = dice + skillDice * ac->getStats()->spellcraft;
+ totalDice = _dice + _skillDice * ac->getStats()->spellcraft;
if (totalDice > 0 && trg->getObject() && isActor(trg->getObject()))
offensiveNotification(ac, (Actor *) trg->getObject());
} else {
ac = nullptr;
- totalDice = dice + 6;
+ totalDice = _dice + 6;
ObjectID pID = cst->possessor();
if (pID != Nothing) {
Actor *p = (Actor *) GameObject::objectAddress(pID);
@@ -184,7 +184,7 @@ void ProtoDrainage::implement(GameObject *cst, SpellTarget *trg, int8) {
if (!(trg->getType() == SpellTarget::spellTargetObject))
return;
- GameObject *target = self ? cst : trg->getObject();
+ GameObject *target = _self ? cst : trg->getObject();
if (!isActor(target))
return;
a = (Actor *) target;
@@ -193,15 +193,15 @@ void ProtoDrainage::implement(GameObject *cst, SpellTarget *trg, int8) {
if (totalDamage > 0 && target->makeSavingThrow())
totalDamage /= 2;
- totalDamage = clamp(0, totalDamage, currentLevel(a, type));
+ totalDamage = clamp(0, totalDamage, currentLevel(a, _type));
- drainLevel(cst, a, type, totalDamage);
+ drainLevel(cst, a, _type, totalDamage);
if (ac != nullptr)
- drainLevel(cst, ac, type, -totalDamage);
+ drainLevel(cst, ac, _type, -totalDamage);
}
// ------------------------------------------------------------------
-// enchant something based on an enchantment proto-effect
+// enchant something _based on an enchantment proto-effect
bool ProtoEnchantment::realSavingThrow(Actor *a) {
uint32 power = (a->getBaseStats())->vitality;
@@ -215,30 +215,30 @@ bool ProtoEnchantment::realSavingThrow(Actor *a) {
void ProtoEnchantment::implement(GameObject *cst, SpellTarget *trg, int8) {
if (isActor(trg->getObject())) {
// can someone be angry at a wand?
- if (isHarmful(enchID)) {
+ if (isHarmful(_enchID)) {
if (isActor(cst)) {
- offensiveNotification((Actor *) cst, (Actor *) trg->getObject());
+ offensiveNotification((Actor *)cst, (Actor *) trg->getObject());
} else {
ObjectID pID = cst->possessor();
if (pID != Nothing) {
Actor *p = (Actor *) GameObject::objectAddress(pID);
assert(isActor(p));
- offensiveNotification(p, (Actor *) trg->getObject());
+ offensiveNotification(p, (Actor *)trg->getObject());
}
}
}
if (((Actor *)(trg->getObject()))->hasEffect(actorNoEnchant) &&
- isHarmful(enchID))
+ isHarmful(_enchID))
return;
if (canFail() && realSavingThrow((Actor *)(trg->getObject())))
return;
}
- if (isHarmful(enchID) && trg->getObject()->makeSavingThrow())
+ if (isHarmful(_enchID) && trg->getObject()->makeSavingThrow())
return;
- EnchantObject(trg->getObject()->thisID(), enchID, minEnch + dice.roll());
+ EnchantObject(trg->getObject()->thisID(), _enchID, _minEnch + _dice.roll());
}
// ------------------------------------------------------------------
@@ -247,12 +247,12 @@ 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 == settagLocked) {
//if ( tag->builtInBehavior()==ActiveItem::builtInDoor )
- if (tag->isLocked() != onOff)
+ if (tag->isLocked() != _onOff)
tag->acceptLockToggle(cst->thisID(), tag->lockType());
- } else if (affectBit == settagOpen) {
- tag->trigger(cst->thisID(), onOff);
+ } else if (_affectBit == settagOpen) {
+ tag->trigger(cst->thisID(), _onOff);
}
}
@@ -263,7 +263,7 @@ void ProtoObjectEffect::implement(GameObject *, SpellTarget *trg, int8) {
GameObject *go = trg->getObject();
assert(go);
if (!isActor(go))
- EnchantObject(go->thisID(), affectBit, dice.roll());
+ EnchantObject(go->thisID(), _affectBit, _dice.roll());
}
// ------------------------------------------------------------------
@@ -278,8 +278,8 @@ void ProtoLocationEffect::implement(GameObject *, SpellTarget *, int8) {
// use a special spell on something
void ProtoSpecialEffect::implement(GameObject *cst, SpellTarget *trg, int8) {
- assert(handler);
- (*handler)(cst, trg);
+ assert(_handler);
+ (*_handler)(cst, trg);
}
/* ===================================================================== *
@@ -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) == actorInvisible);
}
bool ProtoTAGEffect::applicable(SpellTarget &trg) {
diff --git a/engines/saga2/effects.h b/engines/saga2/effects.h
index b826506bf89..7dad47bdc97 100644
--- a/engines/saga2/effects.h
+++ b/engines/saga2/effects.h
@@ -350,14 +350,14 @@ class ProtoEffect {
//int imp; // enchant or immediate
public:
- ProtoEffect *next; // pointer to additional effects
+ ProtoEffect *_next; // pointer to additional effects
ProtoEffect() {
- next = NULL;
+ _next = NULL;
}
virtual ~ProtoEffect() {
- if (next) delete next;
- next = NULL;
+ if (_next) delete _next;
+ _next = NULL;
}
//int implementation( void ) { return imp; }
virtual bool applicable(SpellTarget &) {
@@ -372,24 +372,24 @@ public:
// This class of effects does a range of damage to the target
class ProtoDamage: public ProtoEffect {
- effectDamageTypes type; // damage type
- int8 dice, // # of dice to roll
- sides, // # of sides on dice
- skillDice, // multiply by spellcraft to get additional dice
- base, // absolute damage amount
- skillBase; // absolute damage amount
- int8 self; // casts at self
+ effectDamageTypes _type; // damage type
+ int8 _dice, // # of dice to roll
+ _sides, // # of sides on dice
+ _skillDice, // multiply by spellcraft to get additional dice
+ _base, // absolute damage amount
+ _skillBase; // absolute damage amount
+ int8 _self; // casts at self
public:
ProtoDamage(int8 d, int8 s, int8 sd, int8 b, effectDamageTypes t, int, bool afSelf = false, int8 sb = 0) {
- type = t;
- dice = d;
- sides = s;
- skillDice = sd;
- base = b;
- self = afSelf;
- skillBase = sb;
+ _type = t;
+ _dice = d;
+ _sides = s;
+ _skillDice = sd;
+ _base = b;
+ _self = afSelf;
+ _skillBase = sb;
}
bool applicable(SpellTarget &trg);
@@ -405,22 +405,22 @@ public:
// mana, money or food supply
class ProtoDrainage: public ProtoEffect {
- effectDrainsTypes type; // damage type
- int8 dice, // # of dice to roll
- sides, // # of sides on dice
- skillDice, // multiply by spellcraft to get additional dice
- base; // absolute damage amount
- int8 self; // casts at self
+ effectDrainsTypes _type; // damage type
+ int8 _dice, // # of dice to roll
+ _sides, // # of sides on dice
+ _skillDice, // multiply by spellcraft to get additional dice
+ _base; // absolute damage amount
+ int8 _self; // casts at self
public:
ProtoDrainage(int8 d, int8 s, int8 sd, int8 b, effectDrainsTypes t, int, bool afSelf = false) {
- type = t;
- dice = d;
- sides = s;
- skillDice = sd;
- base = b;
- self = afSelf;
+ _type = t;
+ _dice = d;
+ _sides = s;
+ _skillDice = sd;
+ _base = b;
+ _self = afSelf;
}
bool applicable(SpellTarget &trg);
@@ -437,15 +437,15 @@ public:
//
class ProtoEnchantment: public ProtoEffect {
- uint16 enchID;
- uint32 minEnch;
- RandomDice dice; // enchantment time
+ uint16 _enchID;
+ uint32 _minEnch;
+ RandomDice _dice; // enchantment time
public:
ProtoEnchantment(uint16 e, uint32 loTime, uint32 hiTime) {
- enchID = e;
- dice = RandomDice(1, hiTime - loTime);
- minEnch = loTime;
+ _enchID = e;
+ _dice = RandomDice(1, hiTime - loTime);
+ _minEnch = loTime;
}
bool applicable(SpellTarget &trg);
@@ -453,7 +453,7 @@ public:
void implement(GameObject *, SpellTarget *trg, int8 deltaDamage = 0);
bool canFail() {
- return isSaveable(enchID);
+ return isSaveable(_enchID);
}
static bool realSavingThrow(Actor *a);
@@ -464,15 +464,15 @@ public:
// this type of spell sets up spells that are used to alter tags
class ProtoTAGEffect: public ProtoEffect {
- effectTAGTypes affectBit;
- int16 onOff; // lock/unlock or trigger ID
- ObjectID trigger;
+ effectTAGTypes _affectBit;
+ int16 _onOff; // lock/unlock or trigger ID
+ ObjectID _trigger;
public:
ProtoTAGEffect(effectTAGTypes ett, int16 v, ObjectID t) {
- affectBit = ett;
- onOff = v;
- trigger = t;
+ _affectBit = ett;
+ _onOff = v;
+ _trigger = t;
}
bool applicable(SpellTarget &trg);
@@ -485,15 +485,15 @@ public:
// These effects are used only on non-actor objects.
class ProtoObjectEffect: public ProtoEffect {
- uint16 affectBit;
- int16 onOff;
- RandomDice dice; // enchantment time
+ uint16 _affectBit;
+ int16 _onOff;
+ RandomDice _dice; // enchantment time
public:
ProtoObjectEffect(uint16 e, int16 v, uint32 loT, uint32 hiT) {
- affectBit = e;
- onOff = v;
- dice = RandomDice(loT, hiT);
+ _affectBit = e;
+ _onOff = v;
+ _dice = RandomDice(loT, hiT);
}
bool applicable(SpellTarget &trg);
@@ -506,13 +506,13 @@ public:
// is where they'll be
class ProtoLocationEffect: public ProtoEffect {
- effectLocationTypes affectBit;
- int16 value;
+ effectLocationTypes _affectBit;
+ int16 _value;
public:
ProtoLocationEffect(effectLocationTypes elt, int16 v) {
- affectBit = elt;
- value = v;
+ _affectBit = elt;
+ _value = v;
}
bool applicable(SpellTarget &) {
@@ -534,13 +534,13 @@ typedef void SPELLIMPLEMENTATION(GameObject *, SpellTarget *);
#define SPECIALSPELL(name) void name(GameObject *cst, SpellTarget *trg)
class ProtoSpecialEffect: public ProtoEffect {
- int16 routineID;
- SPELLIMPLEMENTATION *handler;
+ int16 _routineID;
+ SPELLIMPLEMENTATION *_handler;
public:
ProtoSpecialEffect(SPELLIMPLEMENTATION *newHandler, int16 callID = 0) {
- handler = newHandler;
- routineID = callID;
+ _handler = newHandler;
+ _routineID = callID;
}
bool applicable(SpellTarget &) {
diff --git a/engines/saga2/spelcast.cpp b/engines/saga2/spelcast.cpp
index a351e2f62c4..38438d22ce5 100644
--- a/engines/saga2/spelcast.cpp
+++ b/engines/saga2/spelcast.cpp
@@ -119,8 +119,8 @@ void SpellStuff::addEffect(ProtoEffect *pe) {
effects = pe;
else {
ProtoEffect *tail;
- for (tail = effects; tail->next; tail = tail->next) ;
- tail->next = pe;
+ for (tail = effects; tail->_next; tail = tail->_next) ;
+ tail->_next = pe;
}
}
@@ -180,7 +180,7 @@ void SpellStuff::implement(GameObject *enactor, GameObject *target) {
!canTarget(spellTargCaster))
return;
if (effects) {
- for (ProtoEffect *pe = effects; pe; pe = pe->next)
+ for (ProtoEffect *pe = effects; pe; pe = pe->_next)
if (pe->applicable(st))
pe->implement(enactor, &st);
}
@@ -192,7 +192,7 @@ void SpellStuff::implement(GameObject *enactor, GameObject *target) {
void SpellStuff::implement(GameObject *enactor, ActiveItem *target) {
SpellTarget st = SpellTarget(target);
if (effects) {
- for (ProtoEffect *pe = effects; pe; pe = pe->next)
+ for (ProtoEffect *pe = effects; pe; pe = pe->_next)
if (pe->applicable(st))
pe->implement(enactor, &st);
}
@@ -211,7 +211,7 @@ void SpellStuff::implement(GameObject *enactor, Location target) {
t->getObject()->thisID() == enactor->thisID() &&
!canTarget(spellTargCaster))
continue;
- for (ProtoEffect *pe = effects; pe; pe = pe->next)
+ for (ProtoEffect *pe = effects; pe; pe = pe->_next)
if (pe->applicable(*t))
pe->implement(enactor, t);
}
diff --git a/engines/saga2/spellio.cpp b/engines/saga2/spellio.cpp
index 47f9f9be4d9..58447840085 100644
--- a/engines/saga2/spellio.cpp
+++ b/engines/saga2/spellio.cpp
@@ -194,8 +194,8 @@ void SpellStuff::addEffect(ResourceSpellEffect *rse) {
effects = pe;
else {
ProtoEffect *tail;
- for (tail = effects; tail->next; tail = tail->next) ;
- tail->next = pe;
+ for (tail = effects; tail->_next; tail = tail->_next) ;
+ tail->_next = pe;
}
}
Commit: 5447e8ce5e40d5f161d0e19d49bc4402c471e18a
https://github.com/scummvm/scummvm/commit/5447e8ce5e40d5f161d0e19d49bc4402c471e18a
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:27+02:00
Commit Message:
SAGA2: Rename class variables in enchant.h
Changed paths:
engines/saga2/enchant.cpp
engines/saga2/enchant.h
diff --git a/engines/saga2/enchant.cpp b/engines/saga2/enchant.cpp
index e18996202c4..73437d8ad50 100644
--- a/engines/saga2/enchant.cpp
+++ b/engines/saga2/enchant.cpp
@@ -245,13 +245,13 @@ void evalObjectEnchantments(GameObject *obj) {
EnchantmentIterator::EnchantmentIterator(GameObject *container) {
// Get the ID of the 1st object in the sector list
- baseObject = container;
- wornObject = nullptr;
- nextID = Nothing;
+ _baseObject = container;
+ _wornObject = nullptr;
+ _nextID = Nothing;
}
ObjectID EnchantmentIterator::first(GameObject **obj) {
- nextID = baseObject->IDChild();
+ _nextID = _baseObject->IDChild();
return next(obj);
}
@@ -261,13 +261,13 @@ ObjectID EnchantmentIterator::next(GameObject **obj) {
ObjectID id;
for (;;) {
- id = nextID;
+ id = _nextID;
if (id == Nothing) {
// If we were searching a 'worn' object, then pop up a level
- if (wornObject) {
- nextID = wornObject->IDNext();
- wornObject = nullptr;
+ if (_wornObject) {
+ _nextID = _wornObject->IDNext();
+ _wornObject = nullptr;
continue;
}
@@ -281,14 +281,14 @@ ObjectID EnchantmentIterator::next(GameObject **obj) {
uint16 cSet = proto->containmentSet();
if ((cSet & (ProtoObj::isArmor | ProtoObj::isWeapon | ProtoObj::isWearable))
- && wornObject == nullptr
+ && _wornObject == nullptr
&& proto->isObjectBeingUsed(object)) {
- wornObject = object;
- nextID = object->IDChild();
+ _wornObject = object;
+ _nextID = object->IDChild();
continue;
}
- nextID = object->IDNext();
+ _nextID = object->IDNext();
if (cSet & ProtoObj::isEnchantment) break;
}
diff --git a/engines/saga2/enchant.h b/engines/saga2/enchant.h
index b16cad075ca..ed7571f5fc9 100644
--- a/engines/saga2/enchant.h
+++ b/engines/saga2/enchant.h
@@ -90,11 +90,11 @@ enum actorEnchantments {
// Iterates through all active enchantments on an object or actor
class EnchantmentIterator {
- ObjectID nextID; // Pointer to ID of next object.
+ ObjectID _nextID; // Pointer to ID of next object.
public:
- GameObject *baseObject, // Base obj we're searching for enchantments
- *wornObject; // An object 'worn' by the base object.
+ GameObject *_baseObject, // Base obj we're searching for enchantments
+ *_wornObject; // An object 'worn' by the base object.
// Constructor
EnchantmentIterator(GameObject *container);
Commit: e424669f6dc1857f25d2912865ea6d08c7ae59ff
https://github.com/scummvm/scummvm/commit/e424669f6dc1857f25d2912865ea6d08c7ae59ff
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:27+02:00
Commit Message:
SAGA2: Fix class member names in floating.h
Changed paths:
engines/saga2/automap.cpp
engines/saga2/floating.cpp
engines/saga2/floating.h
engines/saga2/panel.cpp
diff --git a/engines/saga2/automap.cpp b/engines/saga2/automap.cpp
index 5fee205c94c..da49dda657d 100644
--- a/engines/saga2/automap.cpp
+++ b/engines/saga2/automap.cpp
@@ -399,7 +399,7 @@ void AutoMap::drawClipped(
// For each "decorative panel" within the frame of the window
- for (dec = decorations, i = 0; i < numDecorations; i++, dec++) {
+ for (dec = _decorations, i = 0; i < _numDecorations; i++, dec++) {
// If the decorative panel overlaps the area we are
// rendering
diff --git a/engines/saga2/floating.cpp b/engines/saga2/floating.cpp
index e6fd72a0104..c62017a23b2 100644
--- a/engines/saga2/floating.cpp
+++ b/engines/saga2/floating.cpp
@@ -67,8 +67,8 @@ extern bool allPlayerActorsDead;
// Constructor for a background window
DecoratedWindow::DecoratedWindow(const Rect16 &r, uint16 ident, const char saveas[], AppFunc *cmd)
: gWindow(r, ident, saveas, cmd) {
- decorations = nullptr;
- numDecorations = 0;
+ _decorations = nullptr;
+ _numDecorations = 0;
}
// destructor for decorated windows
@@ -90,7 +90,7 @@ void DecoratedWindow::drawClipped(
if (_extent.overlap(clipRect)) {
// For each "decorative panel" within the frame of the window
- for (dec = decorations, i = 0; i < numDecorations; i++, dec++) {
+ for (dec = _decorations, i = 0; i < _numDecorations; i++, dec++) {
// If the decorative panel overlaps the area we are
// rendering
@@ -108,7 +108,7 @@ void DecoratedWindow::drawClipped(
// REM: We should also draw the scrolling tiles at this time???
}
-// Set up the decorations for the window, and load them into the
+// Set up the _decorations for the window, and load them into the
// memory pool
void DecoratedWindow::setDecorations(
@@ -117,22 +117,22 @@ void DecoratedWindow::setDecorations(
hResContext *con) {
int16 i;
- numDecorations = count;
+ _numDecorations = count;
- if (decorations)
- delete[] decorations;
+ if (_decorations)
+ delete[] _decorations;
- decorations = new WindowDecoration[numDecorations];
+ _decorations = new WindowDecoration[_numDecorations];
// For each "decorative panel" within the frame of the window
- for (i = 0; i < numDecorations; i++, dec++) {
+ for (i = 0; i < _numDecorations; i++, dec++) {
// request an image pointer from the image Cache
dec->image = g_vm->_imageCache->requestImage(con,
MKTAG('B', 'R', 'D', dec->imageNumber));
- decorations[i].extent = dec->extent;
- decorations[i].image = dec->image;
- decorations[i].imageNumber = dec->imageNumber;
+ _decorations[i].extent = dec->extent;
+ _decorations[i].image = dec->image;
+ _decorations[i].imageNumber = dec->imageNumber;
}
}
@@ -143,21 +143,21 @@ void DecoratedWindow::setDecorations(
hResID id_) {
int16 i;
- numDecorations = count;
+ _numDecorations = count;
- if (decorations)
- delete[] decorations;
+ if (_decorations)
+ delete[] _decorations;
- decorations = new WindowDecoration[numDecorations];
+ _decorations = new WindowDecoration[_numDecorations];
// For each "decorative panel" within the frame of the window
- for (i = 0; i < numDecorations; i++, dec++) {
+ for (i = 0; i < _numDecorations; i++, dec++) {
// request an image pointer from the image Cache
dec->image = g_vm->_imageCache->requestImage(con, id_ | MKTAG(0, 0, 0, dec->imageNumber));
- decorations[i].extent = dec->extent;
- decorations[i].image = dec->image;
- decorations[i].imageNumber = dec->imageNumber;
+ _decorations[i].extent = dec->extent;
+ _decorations[i].image = dec->image;
+ _decorations[i].imageNumber = dec->imageNumber;
}
}
@@ -175,12 +175,12 @@ void DecoratedWindow::setDecorations(
hResContext *con) {
int16 i;
- numDecorations = count;
+ _numDecorations = count;
- if (decorations)
- delete[] decorations;
+ if (_decorations)
+ delete[] _decorations;
- decorations = new WindowDecoration[numDecorations];
+ _decorations = new WindowDecoration[_numDecorations];
if (g_vm->getGameId() == GID_DINO) {
warning("TODO: setDecorations() for Dino");
@@ -189,12 +189,12 @@ void DecoratedWindow::setDecorations(
// For each "decorative panel" within the frame of the window
- for (i = 0; i < numDecorations; i++, dec++) {
+ for (i = 0; i < _numDecorations; i++, dec++) {
// request an image pointer from the image Cache
- decorations[i].extent = dec->extent;
- decorations[i].image = g_vm->_imageCache->requestImage(con,
+ _decorations[i].extent = dec->extent;
+ _decorations[i].image = g_vm->_imageCache->requestImage(con,
MKTAG('B', 'R', 'D', dec->imageNumber));
- decorations[i].imageNumber = dec->imageNumber;
+ _decorations[i].imageNumber = dec->imageNumber;
}
}
@@ -205,20 +205,20 @@ void DecoratedWindow::setDecorations(
hResID id_) {
int16 i;
- numDecorations = count;
+ _numDecorations = count;
- if (decorations)
- delete[] decorations;
+ if (_decorations)
+ delete[] _decorations;
- decorations = new WindowDecoration[numDecorations];
+ _decorations = new WindowDecoration[_numDecorations];
// For each "decorative panel" within the frame of the window
- for (i = 0; i < numDecorations; i++, dec++) {
+ for (i = 0; i < _numDecorations; i++, dec++) {
// request an image pointer from the image Cache
- decorations[i].extent = dec->extent;
- decorations[i].image = g_vm->_imageCache->requestImage(con, id_ | MKTAG(0, 0, 0, dec->imageNumber));
- decorations[i].imageNumber = dec->imageNumber;
+ _decorations[i].extent = dec->extent;
+ _decorations[i].image = g_vm->_imageCache->requestImage(con, id_ | MKTAG(0, 0, 0, dec->imageNumber));
+ _decorations[i].imageNumber = dec->imageNumber;
}
}
@@ -230,26 +230,26 @@ void DecoratedWindow::setDecorations(
setDecorations(dec, count, con, MKTAG(a, b, c, 0));
}
-// Free the decorations from the memory pool
+// Free the _decorations from the memory pool
void DecoratedWindow::removeDecorations() {
WindowDecoration *dec;
int16 i;
// release requests made to the Image Cache
- for (dec = decorations, i = 0; i < numDecorations; i++, dec++) {
+ for (dec = _decorations, i = 0; i < _numDecorations; i++, dec++) {
g_vm->_imageCache->releaseImage(dec->image);
}
- if (decorations) {
- delete[] decorations;
- decorations = nullptr;
+ if (_decorations) {
+ delete[] _decorations;
+ _decorations = nullptr;
}
- numDecorations = 0;
+ _numDecorations = 0;
}
-// Redraw all of the decorations, on the main port only...
+// Redraw all of the _decorations, on the main port only...
void DecoratedWindow::draw() { // redraw the window
g_vm->_pointer->hide();
@@ -318,10 +318,10 @@ void BackWindow::toFront() {}
DragBar class member functions
* ===================================================================== */
-StaticPoint16 DragBar::dragOffset = {0, 0};
-StaticPoint16 DragBar::dragPos = {0, 0};
-bool DragBar::update;
-FloatingWindow *DragBar::dragWindow;
+StaticPoint16 DragBar::_dragOffset = {0, 0};
+StaticPoint16 DragBar::_dragPos = {0, 0};
+bool DragBar::_update;
+FloatingWindow *DragBar::_dragWindow;
DragBar::DragBar(gPanelList &list, const Rect16 &r)
: gControl(list, r, nullptr, 0, nullptr) {
@@ -338,9 +338,9 @@ void DragBar::deactivate() {
bool DragBar::pointerHit(gPanelMessage &msg) {
Rect16 wExtent = window.getExtent();
- dragPos.x = wExtent.x;
- dragPos.y = wExtent.y;
- dragOffset.set(msg.pickAbsPos.x, msg.pickAbsPos.y);
+ _dragPos.x = wExtent.x;
+ _dragPos.y = wExtent.y;
+ _dragOffset.set(msg.pickAbsPos.x, msg.pickAbsPos.y);
return true;
}
@@ -354,22 +354,22 @@ void DragBar::pointerDrag(gPanelMessage &msg) {
// Calculate new window position
- pos.x = msg.pickAbsPos.x + ext.x - dragOffset.x;
- pos.y = msg.pickAbsPos.y + ext.y - dragOffset.y;
+ pos.x = msg.pickAbsPos.x + ext.x - _dragOffset.x;
+ pos.y = msg.pickAbsPos.y + ext.y - _dragOffset.y;
// If window position has changed, then signal the drawing loop
- if (pos != dragPos) {
- dragPos.set(pos.x, pos.y);
- update = true;
- dragWindow = (FloatingWindow *)&window;
+ if (pos != _dragPos) {
+ _dragPos.set(pos.x, pos.y);
+ _update = true;
+ _dragWindow = (FloatingWindow *)&window;
}
}
void DragBar::pointerRelease(gPanelMessage &) {
deactivate();
- update = false; // just in case
- dragWindow = nullptr;
+ _update = false; // just in case
+ _dragWindow = nullptr;
}
@@ -431,7 +431,7 @@ void gButton::draw() {
* ===================================================================== */
void gImageButton::drawClipped(gPort &port, const Point16 &offset, const Rect16 &r) {
- gPixelMap *currentImage = selected ? selImage : deselImage;
+ gPixelMap *currentImage = selected ? _selImage : _deselImage;
if (displayEnabled())
if (_extent.overlap(r))
@@ -525,10 +525,10 @@ void LabeledButton::drawClipped(
FloatingWindow::FloatingWindow(const Rect16 &r, uint16 ident, const char saveas[], AppFunc *cmd)
: DecoratedWindow(r, ident, saveas, cmd) {
- db = new DragBar(*this, Rect16(0, 0, r.width, r.height));
+ _db = new DragBar(*this, Rect16(0, 0, r.width, r.height));
- origPos.x = r.x;
- origPos.y = r.y;
+ _origPos.x = r.x;
+ _origPos.y = r.y;
#if 0
decOffset.x = 0;
@@ -548,8 +548,8 @@ void FloatingWindow::drawClipped(
if (displayEnabled())
if (_extent.overlap(r)) {
- // do'nt do the temp stuff if there are decorations present
- if (numDecorations == 0) {
+ // do'nt do the temp stuff if there are _decorations present
+ if (_numDecorations == 0) {
rect.x -= offset.x;
rect.y -= offset.y;
@@ -561,7 +561,7 @@ void FloatingWindow::drawClipped(
}
// For each "decorative panel" within the frame of the window
- for (dec = decorations, i = 0; i < numDecorations; i++, dec++) {
+ for (dec = _decorations, i = 0; i < _numDecorations; i++, dec++) {
Point16 pos(dec->extent.x /* - decOffset.x */ - offset.x + _extent.x,
dec->extent.y /* - decOffset.y */ - offset.y + _extent.y);
@@ -574,10 +574,10 @@ void FloatingWindow::drawClipped(
void FloatingWindow::setExtent(const Rect16 &r) {
// set an offset from the original position of the window
- // for the decorations to use in drawing themselves
+ // for the _decorations to use in drawing themselves
#if 0
- decOffset.x = origPos.x - r.x;
- decOffset.y = origPos.y - r.y;
+ decOffset.x = _origPos.x - r.x;
+ decOffset.y = _origPos.y - r.y;
#endif
// now reset the extent
@@ -587,7 +587,7 @@ void FloatingWindow::setExtent(const Rect16 &r) {
}
bool FloatingWindow::open() {
- db->moveToBack(*this);
+ _db->moveToBack(*this);
g_vm->_mouseInfo->replaceObject();
g_vm->_mouseInfo->clearGauge();
@@ -702,21 +702,21 @@ void drawFloatingWindows(gPort &port, const Point16 &offset, const Rect16 &clip)
// If a floating window is in the process of being dragged,
// then things get a little more complex...
- if (DragBar::update) {
+ if (DragBar::_update) {
Rect16 oldExtent,
newExtent;
// Calculate the new and old position of the window
- oldExtent = DragBar::dragWindow->getExtent();
+ oldExtent = DragBar::_dragWindow->getExtent();
newExtent = oldExtent;
- newExtent.x = DragBar::dragPos.x;
- newExtent.y = DragBar::dragPos.y;
+ newExtent.x = DragBar::_dragPos.x;
+ newExtent.y = DragBar::_dragPos.y;
// Move the window to the new position
- DragBar::dragWindow->setExtent(newExtent);
- DragBar::update = false;
+ DragBar::_dragWindow->setExtent(newExtent);
+ DragBar::_update = false;
if (newExtent.overlap(oldExtent)) {
// If the positions overlap, update them as a single
diff --git a/engines/saga2/floating.h b/engines/saga2/floating.h
index 04e89c497d5..5a02e51fac4 100644
--- a/engines/saga2/floating.h
+++ b/engines/saga2/floating.h
@@ -98,10 +98,10 @@ class FloatingWindow;
class DragBar : public gControl {
public:
- static StaticPoint16 dragOffset, // mouse offset
- dragPos; // new position of window
- static bool update; // true = update window pos
- static FloatingWindow *dragWindow; // which window to update
+ static StaticPoint16 _dragOffset, // mouse offset
+ _dragPos; // new position of window
+ static bool _update; // true = update window pos
+ static FloatingWindow *_dragWindow; // which window to update
DragBar(gPanelList &, const Rect16 &);
@@ -152,19 +152,19 @@ public:
class gImageButton : public gButton {
protected:
- gPixelMap *selImage,
- *deselImage;
+ gPixelMap *_selImage,
+ *_deselImage;
public:
gImageButton(gPanelList &list, const Rect16 &box, gPixelMap &img1, gPixelMap &img2, uint16 ident, AppFunc *cmd = NULL) :
gButton(list, box, NULL, ident, cmd) {
- selImage = &img1;
- deselImage = &img2;
+ _selImage = &img1;
+ _deselImage = &img2;
}
gImageButton(gPanelList &list, const Rect16 &box, gPixelMap &img1, gPixelMap &img2, char *title_, uint16 ident, AppFunc *cmd = NULL) :
gButton(list, box, title_, ident, cmd) {
- selImage = &img1;
- deselImage = &img2;
+ _selImage = &img1;
+ _deselImage = &img2;
}
void drawClipped(gPort &port, const Point16 &offset, const Rect16 &r);
@@ -209,8 +209,8 @@ public:
class DecoratedWindow : public gWindow {
public:
- WindowDecoration *decorations;
- int16 numDecorations;
+ WindowDecoration *_decorations;
+ int16 _numDecorations;
// For a future enhancement where different windows have
// different animated areas.
@@ -271,17 +271,17 @@ public:
class FloatingWindow : public DecoratedWindow {
- DragBar *db; // save address of drag bar
+ DragBar *_db; // save address of drag bar
void toFront();
// original extent before movement
- Point16 origPos;
+ Point16 _origPos;
public:
// decoration position offset
- Point16 decOffset;
+ Point16 _decOffset;
FloatingWindow(const Rect16 &, uint16, const char saveas[], AppFunc *cmd = NULL);
@@ -296,7 +296,7 @@ public:
// set the extent of the entire window ( including decorations )
void setExtent(const Rect16 &);
const Point16 &getDecOffset() {
- return decOffset;
+ return _decOffset;
}
bool open();
diff --git a/engines/saga2/panel.cpp b/engines/saga2/panel.cpp
index 78670245a13..ae11f56a502 100644
--- a/engines/saga2/panel.cpp
+++ b/engines/saga2/panel.cpp
@@ -458,7 +458,7 @@ void gWindow::close() {
// Don't close a window that is being dragged (should never happen,
// but just in case).
- if (DragBar::dragWindow == (FloatingWindow *)this)
+ if (DragBar::_dragWindow == (FloatingWindow *)this)
return;
openFlag = false;
Commit: 3a49501e20fb16e577ca7854027a221dcd919b78
https://github.com/scummvm/scummvm/commit/3a49501e20fb16e577ca7854027a221dcd919b78
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-09-25T21:37:27+02:00
Commit Message:
SAGA2: Rename class variables in fta.h
Changed paths:
engines/saga2/display.cpp
engines/saga2/fta.h
engines/saga2/gamemode.cpp
engines/saga2/intrface.cpp
engines/saga2/main.cpp
engines/saga2/saveload.cpp
engines/saga2/timers.cpp
engines/saga2/towerfta.cpp
engines/saga2/transit.cpp
engines/saga2/tromode.cpp
engines/saga2/uidialog.cpp
diff --git a/engines/saga2/display.cpp b/engines/saga2/display.cpp
index 7bab54c86ff..5980b62f8c5 100644
--- a/engines/saga2/display.cpp
+++ b/engines/saga2/display.cpp
@@ -86,7 +86,7 @@ void niceScreenStartup() {
cleanupGameState();
loadSavedGameState(ConfMan.getInt("save_slot"));
- if (GameMode::newmodeFlag)
+ if (GameMode::_newmodeFlag)
GameMode::update();
updateActiveRegions();
}
diff --git a/engines/saga2/fta.h b/engines/saga2/fta.h
index a1b9582866e..13512f89a61 100644
--- a/engines/saga2/fta.h
+++ b/engines/saga2/fta.h
@@ -75,22 +75,22 @@ struct gMouseState;
class GameMode {
public:
- GameMode *prev; // previous nested mode
- int16 nestable; // true if mode nests
-
- static GameMode *modeStackPtr[Max_Modes]; // Array Of Current Mode Stack Pointers to Game Objects
- static int modeStackCtr; // Counter For Array Of Mode Stack Pointers to Game Objects
- static GameMode *newmodeStackPtr[Max_Modes]; // Array Of New Mode Stack Pointers to Game Objects
- static int newmodeStackCtr; // Counter For Array Of Mode Stack Pointers to Game Objects
- static int newmodeFlag; // Flag Telling EventLoop Theres A New Mode So Update
- static GameMode *currentMode, // pointer to current mode.
- *newMode; // next mode to run
-
- void (*setup)(); // initialize this mode
- void (*cleanup)(); // deallocate mode resources
- void (*handleTask)(); // "application task" for mode
- void (*handleKey)(int16 key, int16 qual); // handle keystroke from window
- void (*draw)(); // handle draw functions for window
+ GameMode *_prev; // previous nested mode
+ int16 _nestable; // true if mode nests
+
+ static GameMode *_modeStackPtr[Max_Modes]; // Array Of Current Mode Stack Pointers to Game Objects
+ static int _modeStackCtr; // Counter For Array Of Mode Stack Pointers to Game Objects
+ static GameMode *_newmodeStackPtr[Max_Modes]; // Array Of New Mode Stack Pointers to Game Objects
+ static int _newmodeStackCtr; // Counter For Array Of Mode Stack Pointers to Game Objects
+ static int _newmodeFlag; // Flag Telling EventLoop Theres A New Mode So Update
+ static GameMode *_currentMode, // pointer to current mode.
+ *_newMode; // next mode to run
+
+ void (*_setup)(); // initialize this mode
+ void (*_cleanup)(); // deallocate mode resources
+ void (*_handleTask)(); // "application task" for mode
+ void (*_handleKey)(int16 key, int16 qual); // handle keystroke from window
+ void (*_draw)(); // handle draw functions for window
static void modeUnStack();
static void modeUnStack(int StopHere);
@@ -131,8 +131,8 @@ void resumeTimer(); // resume game clock
class Alarm {
public:
- uint32 basetime; // timer alarm was set
- uint32 duration; // duration of alarm
+ uint32 _basetime; // timer alarm was set
+ uint32 _duration; // duration of alarm
void set(uint32 duration);
bool check();
diff --git a/engines/saga2/gamemode.cpp b/engines/saga2/gamemode.cpp
index 431e00e1a17..f1a1715d759 100644
--- a/engines/saga2/gamemode.cpp
+++ b/engines/saga2/gamemode.cpp
@@ -36,29 +36,29 @@ namespace Saga2 {
//Initialize Static GameObject Data Members
-GameMode *GameMode::currentMode = nullptr; // pointer to current mode.
-GameMode *GameMode::newMode = nullptr; // next mode to run
+GameMode *GameMode::_currentMode = nullptr; // pointer to current mode.
+GameMode *GameMode::_newMode = nullptr; // next mode to run
-GameMode *GameMode::modeStackPtr[Max_Modes] = { nullptr };
-GameMode *GameMode::newmodeStackPtr[Max_Modes] = { nullptr };
-int GameMode::modeStackCtr = 0;
-int GameMode::newmodeStackCtr = 0;
-int GameMode::newmodeFlag = false;
+GameMode *GameMode::_modeStackPtr[Max_Modes] = { nullptr };
+GameMode *GameMode::_newmodeStackPtr[Max_Modes] = { nullptr };
+int GameMode::_modeStackCtr = 0;
+int GameMode::_newmodeStackCtr = 0;
+int GameMode::_newmodeFlag = false;
void GameMode::modeUnStack() {
- modeStackPtr[modeStackCtr] = nullptr; //Always Start Cleanup At modeStackCtr
- modeStackPtr[modeStackCtr--]->cleanup();
+ _modeStackPtr[_modeStackCtr] = nullptr; //Always Start Cleanup At _modeStackCtr
+ _modeStackPtr[_modeStackCtr--]->_cleanup();
return;
}
void GameMode::modeUnStack(int StopHere) {
- if (!modeStackCtr) //If Nothing Currently On The Stack
+ if (!_modeStackCtr) //If Nothing Currently On The Stack
return;
- for (int i = modeStackCtr - 1; i >= StopHere; i--) { //Stop Here Is How Far You Want To Unstack
- if (modeStackPtr[i] != nullptr)
- modeStackPtr[i]->cleanup();
- modeStackPtr[i] = nullptr; //Always Start Cleanup At modeStackCtr
- modeStackCtr--; //Always Start Cleanup At modeStackCtr
+ for (int i = _modeStackCtr - 1; i >= StopHere; i--) { //Stop Here Is How Far You Want To Unstack
+ if (_modeStackPtr[i] != nullptr)
+ _modeStackPtr[i]->_cleanup();
+ _modeStackPtr[i] = nullptr; //Always Start Cleanup At _modeStackCtr
+ _modeStackCtr--; //Always Start Cleanup At _modeStackCtr
}
return;
}
@@ -68,56 +68,56 @@ bool GameMode::update() {
int ModeCtr = 0;
- newmodeFlag = false;
+ _newmodeFlag = false;
- for (int i = 0; i < newmodeStackCtr; i++, ModeCtr++)
- if (newmodeStackPtr[i] != modeStackPtr[i])
+ for (int i = 0; i < _newmodeStackCtr; i++, ModeCtr++)
+ if (_newmodeStackPtr[i] != _modeStackPtr[i])
break;
//Now ModeCtr Equals How Deep In The Mode Is Equal
modeUnStack(ModeCtr);
- for (int i = ModeCtr; i < newmodeStackCtr; i++)
- modeStack(newmodeStackPtr[i]);
+ for (int i = ModeCtr; i < _newmodeStackCtr; i++)
+ modeStack(_newmodeStackPtr[i]);
return result;
}
int GameMode::getStack(GameMode **saveStackPtr) {
- memcpy(saveStackPtr, modeStackPtr, sizeof(GameMode *) * modeStackCtr);
- return modeStackCtr;
+ memcpy(saveStackPtr, _modeStackPtr, sizeof(GameMode *) * _modeStackCtr);
+ return _modeStackCtr;
}
void GameMode::SetStack(GameMode *modeFirst, ...) {
va_list Modes;
va_start(Modes, modeFirst); //Initialize To First Argument Even Though We Dont Use It In The Loop
- newmodeStackCtr = 0; //reset Ctr For New Mode
+ _newmodeStackCtr = 0; //reset Ctr For New Mode
GameMode *thisMode = modeFirst;
//Put List In New Array Of GameMode Object Pointers
while (thisMode != nullptr) {
- newmodeStackPtr[newmodeStackCtr] = thisMode;
- newmodeStackCtr++;
+ _newmodeStackPtr[_newmodeStackCtr] = thisMode;
+ _newmodeStackCtr++;
thisMode = va_arg(Modes, GameMode *);
}
va_end(Modes); //Clean Up
- newmodeFlag = true;
+ _newmodeFlag = true;
}
void GameMode::SetStack(GameMode **newStack, int newStackSize) {
- newmodeStackCtr = newStackSize;
- memcpy(newmodeStackPtr, newStack, sizeof(GameMode *) * newStackSize);
- newmodeFlag = true;
+ _newmodeStackCtr = newStackSize;
+ memcpy(_newmodeStackPtr, newStack, sizeof(GameMode *) * newStackSize);
+ _newmodeFlag = true;
}
void GameMode::modeStack(GameMode *AddThisMode) {
- modeStackPtr[modeStackCtr++] = AddThisMode;
- AddThisMode->setup();
+ _modeStackPtr[_modeStackCtr++] = AddThisMode;
+ AddThisMode->_setup();
return;
}
diff --git a/engines/saga2/intrface.cpp b/engines/saga2/intrface.cpp
index b8e77045766..74c313c275d 100644
--- a/engines/saga2/intrface.cpp
+++ b/engines/saga2/intrface.cpp
@@ -605,8 +605,8 @@ CStatusLine::CStatusLine(gPanelList &list,
lineQueue[i].text = nullptr;
lineQueue[i].frameTime = 0;
}
- waitAlarm.basetime = waitAlarm.duration = 0;
- minWaitAlarm.basetime = minWaitAlarm.duration = 0;
+ waitAlarm._basetime = waitAlarm._duration = 0;
+ minWaitAlarm._basetime = minWaitAlarm._duration = 0;
}
CStatusLine::~CStatusLine() {
diff --git a/engines/saga2/main.cpp b/engines/saga2/main.cpp
index 19c763d135e..4451ab92c34 100644
--- a/engines/saga2/main.cpp
+++ b/engines/saga2/main.cpp
@@ -267,7 +267,7 @@ void processEventLoop(bool updateScreen) {
audioEventLoop();
debugC(1, kDebugEventLoop, "EventLoop: game mode update");
- if (GameMode::newmodeFlag)
+ if (GameMode::_newmodeFlag)
GameMode::update();
Common::Event event;
@@ -315,7 +315,7 @@ void displayUpdate() {
//debugC(1, kDebugEventLoop, "EventLoop: daytime transition update loop");
dayNightUpdate();
//debugC(1, kDebugEventLoop, "EventLoop: Game mode handle task");
- GameMode::modeStackPtr[GameMode::modeStackCtr - 1]->handleTask();
+ GameMode::_modeStackPtr[GameMode::_modeStackCtr - 1]->_handleTask();
g_vm->_lrate->updateFrameCount();
loops++;
elapsed += (gameTime - lastGameTime);
@@ -855,7 +855,7 @@ APPFUNC(cmdWindowFunc) {
key = ev.value & 0xffff;
qual = ev.value >> 16;
- GameMode::modeStackPtr[GameMode::modeStackCtr - 1]->handleKey(key, qual);
+ GameMode::_modeStackPtr[GameMode::_modeStackCtr - 1]->_handleKey(key, qual);
break;
default:
diff --git a/engines/saga2/saveload.cpp b/engines/saga2/saveload.cpp
index d3d2521cbc8..a499a4aea17 100644
--- a/engines/saga2/saveload.cpp
+++ b/engines/saga2/saveload.cpp
@@ -520,7 +520,7 @@ void loadGame(int16 saveNo) {
cleanupGameState();
fadeDown();
loadSavedGameState(saveNo);
- if (GameMode::newmodeFlag)
+ if (GameMode::_newmodeFlag)
GameMode::update();
updateActiveRegions();
enableUserControls();
diff --git a/engines/saga2/timers.cpp b/engines/saga2/timers.cpp
index e4f354ef1fb..902d2ed7880 100644
--- a/engines/saga2/timers.cpp
+++ b/engines/saga2/timers.cpp
@@ -84,28 +84,28 @@ void cleanupTimer() {
* ====================================================================== */
void Alarm::write(Common::MemoryWriteStreamDynamic *out) {
- out->writeUint32LE(basetime);
- out->writeUint32LE(duration);
+ out->writeUint32LE(_basetime);
+ out->writeUint32LE(_duration);
}
void Alarm::read(Common::InSaveFile *in) {
- basetime = in->readUint32LE();
- duration = in->readUint32LE();
+ _basetime = in->readUint32LE();
+ _duration = in->readUint32LE();
}
void Alarm::set(uint32 dur) {
- basetime = gameTime;
- duration = dur;
+ _basetime = gameTime;
+ _duration = dur;
}
bool Alarm::check() {
- return ((uint32)(gameTime - basetime) > duration);
+ return ((uint32)(gameTime - _basetime) > _duration);
}
// time elapsed since alarm set
uint32 Alarm::elapsed() {
- return (uint32)(gameTime - basetime);
+ return (uint32)(gameTime - _basetime);
}
/* ===================================================================== *
@@ -135,7 +135,7 @@ void checkTimers() {
continue;
if ((*it)->check()) {
- debugC(2, kDebugTimers, "Timer tick for %p (%s): %p (duration %d)", (void *)(*it)->getObject(), (*it)->getObject()->objName(), (void *)(*it), (*it)->getInterval());
+ debugC(2, kDebugTimers, "Timer tick for %p (%s): %p (_duration %d)", (void *)(*it)->getObject(), (*it)->getObject()->objName(), (void *)(*it), (*it)->getInterval());
(*it)->reset();
(*it)->getObject()->timerTick((*it)->thisID());
}
diff --git a/engines/saga2/towerfta.cpp b/engines/saga2/towerfta.cpp
index 39eb3ae7483..09f33a9a29f 100644
--- a/engines/saga2/towerfta.cpp
+++ b/engines/saga2/towerfta.cpp
@@ -444,7 +444,7 @@ TERMINATOR(termDynamicGameData) {
INITIALIZER(initGameMode) {
GameMode *gameModes[] = {&PlayMode, &TileMode};
GameMode::SetStack(gameModes, 2);
- if (GameMode::newmodeFlag)
+ if (GameMode::_newmodeFlag)
GameMode::update();
return true;
}
diff --git a/engines/saga2/transit.cpp b/engines/saga2/transit.cpp
index a97c4931bff..f4f72677767 100644
--- a/engines/saga2/transit.cpp
+++ b/engines/saga2/transit.cpp
@@ -42,11 +42,11 @@ bool isModalMode() {
uint16 i;
bool modalFlag = false;
- for (i = 0; i < GameMode::modeStackCtr; i++) {
+ for (i = 0; i < GameMode::_modeStackCtr; i++) {
// go through each stacked mode
// and if modal mode is one of them,
// then set the modal flag
- if (GameMode::modeStackPtr[i] == &ModalMode) {
+ if (GameMode::_modeStackPtr[i] == &ModalMode) {
modalFlag = true;
}
}
diff --git a/engines/saga2/tromode.cpp b/engines/saga2/tromode.cpp
index 361b2181c35..3aa1d0379d1 100644
--- a/engines/saga2/tromode.cpp
+++ b/engines/saga2/tromode.cpp
@@ -116,7 +116,7 @@ void dumpGBASE(char *msg);
void setLostroMode() {
abortFlag = false;
allPlayerActorsDead = false;
- if (GameMode::newmodeFlag)
+ if (GameMode::_newmodeFlag)
GameMode::update();
if (!abortFlag) {
diff --git a/engines/saga2/uidialog.cpp b/engines/saga2/uidialog.cpp
index ac51b3c4710..34b40102ea4 100644
--- a/engines/saga2/uidialog.cpp
+++ b/engines/saga2/uidialog.cpp
@@ -722,7 +722,7 @@ int16 FileDialog(int16 fileProcess) {
win->userData = &rInfo;
win->open();
- if (GameMode::newmodeFlag)
+ if (GameMode::_newmodeFlag)
GameMode::update();
win->invalidate();
@@ -936,7 +936,7 @@ int16 OptionsDialog(bool disableSaveResume) {
else {
loadSavedGameState(deferredLoadID);
}
- if (GameMode::newmodeFlag)
+ if (GameMode::_newmodeFlag)
GameMode::update();
updateActiveRegions();
//displayUpdate();
More information about the Scummvm-git-logs
mailing list