[Scummvm-git-logs] scummvm master -> a211c59e14f1273e19091ca2509123b642f9e6f6

sev- noreply at scummvm.org
Mon Oct 28 23:14:39 UTC 2024


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
a211c59e14 QDENGINE: Renames in triangles.dll minigame


Commit: a211c59e14f1273e19091ca2509123b642f9e6f6
    https://github.com/scummvm/scummvm/commit/a211c59e14f1273e19091ca2509123b642f9e6f6
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2024-10-29T00:13:59+01:00

Commit Message:
QDENGINE: Renames in triangles.dll minigame

Changed paths:
    engines/qdengine/minigames/adv/m_triangles.cpp
    engines/qdengine/minigames/adv/m_triangles.h


diff --git a/engines/qdengine/minigames/adv/m_triangles.cpp b/engines/qdengine/minigames/adv/m_triangles.cpp
index 4afa629fabb..746a95f3099 100644
--- a/engines/qdengine/minigames/adv/m_triangles.cpp
+++ b/engines/qdengine/minigames/adv/m_triangles.cpp
@@ -74,36 +74,36 @@ MinigameTriangle::MinigameTriangle() {
 		gameType_ = TRIANGLE;
 	}
 
-	fieldLines_ = fieldWidth_ = 0;
+	_fieldLines = _fieldWidth = 0;
 
-	if (!getParameter("size", fieldLines_, true))
+	if (!getParameter("size", _fieldLines, true))
 		return;
-	if (fieldLines_ < 2)
+	if (_fieldLines < 2)
 		return;
 
 	if (gameType_ == RECTANGLE) {
-		if (!getParameter("width", fieldWidth_, true))
+		if (!getParameter("width", _fieldWidth, true))
 			return;
-		if (fieldWidth_ < 2)
+		if (_fieldWidth < 2)
 			return;
 	}
 
 	switch (gameType_) {
 	case TRIANGLE:
-		fieldSize_ = sqr(fieldLines_);
+		fieldSize_ = sqr(_fieldLines);
 		break;
 	case RECTANGLE:
-		fieldSize_ = fieldLines_ * fieldWidth_;
+		fieldSize_ = _fieldLines * _fieldWidth;
 		break;
 	case HEXAGON:
-		assert(fieldLines_ % 2 == 0);
-		if (fieldLines_ % 2 != 0)
+		assert(_fieldLines % 2 == 0);
+		if (_fieldLines % 2 != 0)
 			return;
-		fieldSize_ = 3 * sqr(fieldLines_) / 2;
+		fieldSize_ = 3 * sqr(_fieldLines) / 2;
 		break;
 	}
 
-	if (!getParameter("animation_time", animationTime_, true))
+	if (!getParameter("animation_time", _animationTime, true))
 		return;
 
 	const char *faceNameBegin = g_runtime->parameter("object_name_begin", "obj_");
@@ -113,50 +113,50 @@ MinigameTriangle::MinigameTriangle() {
 	char name[64];
 	name[63] = 0;
 	for (int num = 0; num < fieldSize_; ++num) {
-		nodes_.push_back(Node(num, 0));
-		Node& node = nodes_.back();
+		_nodes.push_back(Node(num, 0));
+		Node& node = _nodes.back();
 		for (int angle = 1; angle <= 3; ++angle) {
 			snprintf(name, 63, "%s%02d_%1d", faceNameBegin, num + 1, angle);
 			QDObject obj = g_runtime->getObject(name);
 			node.face_.push_back(obj);
-			positions_.push_back(obj->R());
+			_positions.push_back(obj->R());
 		}
 	}
 
 	Common::MemoryReadWriteStream gameData(DisposeAfterUse::YES);
 
-	for (auto &it : positions_)
+	for (auto &it : _positions)
 		it.write(gameData);
 
 	if (!g_runtime->processGameData(gameData))
 		return;
 
-	for (auto &it : positions_)
+	for (auto &it : _positions)
 		it.read(gameData);
 
 	for (int num = 1; num <= 2; ++num) {
 		for (int angle = 1; angle <= 3; ++angle) {
 			snprintf(name, 63, "%s%1d_%1d", backNameBegin, num, angle);
-			if (!backSides_[(num - 1) * 3 + angle - 1].load(name))
+			if (!_backSides[(num - 1) * 3 + angle - 1].load(name))
 				return;
 		}
 		snprintf(name, 63, "%s%1d", selectNameBegin, num);
-		if (!selectBorders_[num - 1].load(name))
+		if (!_selectBorders[num - 1].load(name))
 			return;
 	}
 
-	selectDepth_ = nodes_[0].face_[0].depth() - 1000;
+	_selectDepth = _nodes[0].face_[0].depth() - 1000;
 
-	selected_ = -1;
-	hovered_ = -1;
+	_selected = -1;
+	_hovered = -1;
 
-	animationState_ = NO_ANIMATION;
+	_animationState = NO_ANIMATION;
 	animatedNodes_[0] = animatedNodes_[1] = -1;
-	animationTimer_ = 0.f;
+	_animationTimer = 0.f;
 
 	if (!g_runtime->debugMode())
 		for (int i = 0; i < 150; ++i) {
-			int pos1 = g_runtime->rnd(0, nodes_.size() - 1);
+			int pos1 = g_runtime->rnd(0, _nodes.size() - 1);
 			for (int j = 0; j < 20; ++j) {
 				int pos2 = g_runtime->rnd(pos1 - 10, pos1 + 10);
 				if (compatible(pos1, pos2)) {
@@ -167,20 +167,20 @@ MinigameTriangle::MinigameTriangle() {
 		}
 
 	for (int idx = 0; idx < fieldSize_; ++idx)
-		updateNode(nodes_[idx], idx);
+		updateNode(_nodes[idx], idx);
 
 	setState(RUNNING);
 }
 
 MinigameTriangle::~MinigameTriangle() {
-	for (auto &it : nodes_)
+	for (auto &it : _nodes)
 		it.release();
 
 	for (int idx = 0; idx < 2; ++idx)
-		selectBorders_[idx].release();
+		_selectBorders[idx].release();
 
 	for (int idx = 0; idx < 6; ++idx)
-		backSides_[idx].release();
+		_backSides[idx].release();
 }
 
 void MinigameTriangle::Node::debugInfo() const {
@@ -216,7 +216,7 @@ void MinigameTriangle::releaseNodeBack(Node& node) {
 	if (node.back_) {
 		node.back_.setState(Node::getBackStateName(false, false, false));
 		for (int type = 0; type < 6; ++type)
-			backSides_[type].releaseObject(node.back_);
+			_backSides[type].releaseObject(node.back_);
 	}
 }
 
@@ -228,7 +228,7 @@ void MinigameTriangle::updateNode(Node& node, int position, int flip, bool quick
 
 	if (node.isBack_) {
 		if (!node.back_)
-			node.back_ = backSides_[orientation(position) * 3 + flip].getObject();
+			node.back_ = _backSides[orientation(position) * 3 + flip].getObject();
 		node.back_->set_R(slotCoord(position, flip));
 		node.back_->update_screen_R();
 		node.back_.setState(Node::getBackStateName(node.highlight_, node.animated_, quick));
@@ -244,9 +244,9 @@ void MinigameTriangle::updateNode(Node& node, int position, int flip, bool quick
 
 void MinigameTriangle::highlight(int idx, bool hl) {
 	if (idx >= 0) {
-		assert(idx < (int)nodes_.size());
-		nodes_[idx].highlight_ = hl;
-		updateNode(nodes_[idx], idx);
+		assert(idx < (int)_nodes.size());
+		_nodes[idx].highlight_ = hl;
+		updateNode(_nodes[idx], idx);
 	}
 }
 
@@ -256,14 +256,14 @@ void MinigameTriangle::beginSwapNodes(int pos1, int pos2) {
 	if (pos1 > pos2)
 		SWAP(pos1, pos2);
 
-	animationState_ = FIRST_PHASE;
-	animationTimer_ = animationTime_;
+	_animationState = FIRST_PHASE;
+	_animationTimer = _animationTime;
 
 	animatedNodes_[0] = pos1;
 	animatedNodes_[1] = pos2;
 
-	Node& node1 = nodes_[pos1];
-	Node& node2 = nodes_[pos2];
+	Node& node1 = _nodes[pos1];
+	Node& node2 = _nodes[pos2];
 
 	node1.animated_ = true;
 	node2.animated_ = true;
@@ -275,13 +275,13 @@ void MinigameTriangle::beginSwapNodes(int pos1, int pos2) {
 	updateNode(node2, pos2, destination(pos1, pos2));
 
 	debugC(5, kDebugMinigames, ">>>>>>>>>>>>>>>>>>>>>>>>>>> change %d <> %d, 1st phase <<<<<<<<<<<<<<<<<<<<<<<<<<<<", pos1, pos2);
-	nodes_[pos1].debugInfo();
-	nodes_[pos2].debugInfo();
+	_nodes[pos1].debugInfo();
+	_nodes[pos2].debugInfo();
 }
 
 void MinigameTriangle::endSwapNodes(int pos1, int pos2) {
-	Node& node1 = nodes_[pos1];
-	Node& node2 = nodes_[pos2];
+	Node& node1 = _nodes[pos1];
+	Node& node2 = _nodes[pos2];
 
 	bool counted = false;
 	if (node1.number_ == pos1) { // поставили на свое место
@@ -318,7 +318,7 @@ void MinigameTriangle::endSwapNodes(int pos1, int pos2) {
 	bool isWin = true;
 	int position = 0;
 
-	for (auto &it : nodes_) {
+	for (auto &it : _nodes) {
 		if (it.number_ != position++) {
 			isWin = false;
 			break;
@@ -332,17 +332,17 @@ void MinigameTriangle::endSwapNodes(int pos1, int pos2) {
 }
 
 bool MinigameTriangle::animate(float dt) {
-	if (animationState_ == NO_ANIMATION)
+	if (_animationState == NO_ANIMATION)
 		return false;
 
-	animationTimer_ -= dt;
-	if (animationTimer_ > 0)
+	_animationTimer -= dt;
+	if (_animationTimer > 0)
 		return true;
 
-	Node& node1 = nodes_[animatedNodes_[0]];
-	Node& node2 = nodes_[animatedNodes_[1]];
+	Node& node1 = _nodes[animatedNodes_[0]];
+	Node& node2 = _nodes[animatedNodes_[1]];
 
-	switch (animationState_) {
+	switch (_animationState) {
 	case FIRST_PHASE: {
 		node1.rotation_ = getRotate(animatedNodes_[0], animatedNodes_[1]);
 		node2.rotation_ = getRotate(animatedNodes_[1], animatedNodes_[0]);
@@ -362,8 +362,8 @@ bool MinigameTriangle::animate(float dt) {
 		updateNode(node1, animatedNodes_[1], destination(animatedNodes_[0], animatedNodes_[1]), true);
 		updateNode(node2, animatedNodes_[0], destination(animatedNodes_[1], animatedNodes_[0]), true);
 
-		animationTimer_ = 0.f;
-		animationState_ = SECOND_PHASE;
+		_animationTimer = 0.f;
+		_animationState = SECOND_PHASE;
 
 		debugC(5, kDebugMinigames, ">>>>>>>>>>>>>>>>>>>>>>>>>>> change %d <> %d, 2nd phase 1 <<<<<<<<<<<<<<<<<<<<<<<<<<<<", animatedNodes_[0], animatedNodes_[1]);
 		node1.debugInfo();
@@ -380,8 +380,8 @@ bool MinigameTriangle::animate(float dt) {
 
 		SWAP(node1, node2);
 
-		animationTimer_ = animationTime_;
-		animationState_ = FIRD_PHASE;
+		_animationTimer = _animationTime;
+		_animationState = FIRD_PHASE;
 
 		debugC(5, kDebugMinigames, ">>>>>>>>>>>>>>>>>>>>>>>>>>> change %d <> %d, 2nd phase 2 <<<<<<<<<<<<<<<<<<<<<<<<<<<<", animatedNodes_[0], animatedNodes_[1]);
 		node2.debugInfo();
@@ -390,8 +390,8 @@ bool MinigameTriangle::animate(float dt) {
 		return true;
 
 	case FIRD_PHASE:
-		animationTimer_ = 0.f;
-		animationState_ = NO_ANIMATION;
+		_animationTimer = 0.f;
+		_animationState = NO_ANIMATION;
 
 		releaseNodeBack(node1);
 		releaseNodeBack(node2);
@@ -416,8 +416,8 @@ bool MinigameTriangle::animate(float dt) {
 
 void MinigameTriangle::swapNodes(int pos1, int pos2, bool silentQuick) {
 	if (silentQuick) {
-		Node& node1 = nodes_[pos1];
-		Node& node2 = nodes_[pos2];
+		Node& node1 = _nodes[pos1];
+		Node& node2 = _nodes[pos2];
 
 		node1.rotation_ = getRotate(pos1, pos2);
 		node2.rotation_ = getRotate(pos2, pos1);
@@ -437,7 +437,7 @@ void MinigameTriangle::swapNodes(int pos1, int pos2, bool silentQuick) {
 }
 
 void MinigameTriangle::quant(float dt) {
-	if (selected_ >= 0)
+	if (_selected >= 0)
 		g_runtime->setGameHelpVariant(0);
 	else
 		g_runtime->setGameHelpVariant(1);
@@ -447,111 +447,111 @@ void MinigameTriangle::quant(float dt) {
 
 	int mousePos = -1;
 	for (int idx = 0; idx < fieldSize_; ++idx)
-		if (nodes_[idx].hit(g_runtime->mousePosition())) {
+		if (_nodes[idx].hit(g_runtime->mousePosition())) {
 			mousePos = idx;
 			break;
 		}
 
 	int startAnimation = -1;
-	int lastSelected = selected_;
+	int lastSelected = _selected;
 
 	if (g_runtime->mouseLeftPressed()) {
 		if (mousePos < 0)                       // кликнули мимо - снимаем выделение
-			selected_ = -1;
-		else if (selected_ < 0)                 // ничего выделено небыло, просто выделяем
-			selected_ = mousePos;
-		else if (selected_ == mousePos)         // кликнули на выделенном - снимаем выделение
-			selected_ = -1;
-		else if (compatible(selected_, mousePos)) { // поменять фишки местами
-			startAnimation = selected_;
-			selected_ = -1;
+			_selected = -1;
+		else if (_selected < 0)                 // ничего выделено небыло, просто выделяем
+			_selected = mousePos;
+		else if (_selected == mousePos)         // кликнули на выделенном - снимаем выделение
+			_selected = -1;
+		else if (compatible(_selected, mousePos)) { // поменять фишки местами
+			startAnimation = _selected;
+			_selected = -1;
 		} else
-			selected_ = -1;
+			_selected = -1;
 	}
 
-	if (selected_ != lastSelected) {
+	if (_selected != lastSelected) {
 		for (int idx = 0; idx < fieldSize_; ++idx) {
-			Node& node = nodes_[idx];
-			if (idx == selected_ || compatible(selected_, idx)) { // с этой фишкой можно поменяться
+			Node& node = _nodes[idx];
+			if (idx == _selected || compatible(_selected, idx)) { // с этой фишкой можно поменяться
 				if (!node.border_)
-					node.border_ = selectBorders_[orientation(idx)].getObject();
-				node.border_.setState(Node::getBorderStateName(idx == selected_));
+					node.border_ = _selectBorders[orientation(idx)].getObject();
+				node.border_.setState(Node::getBorderStateName(idx == _selected));
 				node.border_->set_R(slotCoord(idx));
 				node.border_->update_screen_R();
-				g_runtime->setDepth(node.border_, selectDepth_);
+				g_runtime->setDepth(node.border_, _selectDepth);
 			} else if (node.border_) {
-				selectBorders_[0].releaseObject(node.border_);
-				selectBorders_[1].releaseObject(node.border_);
+				_selectBorders[0].releaseObject(node.border_);
+				_selectBorders[1].releaseObject(node.border_);
 			}
 		}
 	}
 
-	if (hovered_ != mousePos || selected_ != lastSelected) {
-		highlight(hovered_, false);
-		highlight(selected_ >= 0 ? selected_ : lastSelected, false);
+	if (_hovered != mousePos || _selected != lastSelected) {
+		highlight(_hovered, false);
+		highlight(_selected >= 0 ? _selected : lastSelected, false);
 
-		hovered_ = mousePos;
+		_hovered = mousePos;
 
-		if (hovered_ >= 0 && startAnimation < 0) {
-			if (selected_ >= 0) {
-				if (compatible(selected_, hovered_)) {
-					highlight(hovered_, true);
-					highlight(selected_, true);
+		if (_hovered >= 0 && startAnimation < 0) {
+			if (_selected >= 0) {
+				if (compatible(_selected, _hovered)) {
+					highlight(_hovered, true);
+					highlight(_selected, true);
 				}
 			} else
-				highlight(hovered_, true);
+				highlight(_hovered, true);
 		}
 	}
 
 	if (startAnimation >= 0) {
-		hovered_ = -1;
+		_hovered = -1;
 		swapNodes(startAnimation, mousePos, false);
 	}
 
 	if (g_runtime->mouseRightPressed() && mousePos >= 0) {
 		debugC(2, kDebugMinigames, "----- DUBUG INFO FOR %d POSITION --------------------", mousePos);
 		debugC(2, kDebugMinigames, "row = %d, begin = %d, orientation = %d", rowByNum(mousePos), rowBegin(rowByNum(mousePos)), orientation(mousePos));
-		nodes_[mousePos].debugInfo();
+		_nodes[mousePos].debugInfo();
 	}
 }
 
 int MinigameTriangle::rowBegin(int row) const {
-	if (row == fieldLines_)
+	if (row == _fieldLines)
 		return fieldSize_;
 
 	switch (gameType_) {
 	case TRIANGLE:
 		return sqr(row);
 	case RECTANGLE:
-		return row * fieldWidth_;
+		return row * _fieldWidth;
 	default:
 		break;
 	}
 	//case HEXAGON:
-	assert(row >= 0 && row < fieldLines_);
-	if (row >= fieldLines_ / 2) {
-		row -= fieldLines_ / 2;
-		return fieldSize_ / 2 + (2 * fieldLines_ - row) * row;
+	assert(row >= 0 && row < _fieldLines);
+	if (row >= _fieldLines / 2) {
+		row -= _fieldLines / 2;
+		return fieldSize_ / 2 + (2 * _fieldLines - row) * row;
 	}
-	return (fieldLines_ + row) * row;
+	return (_fieldLines + row) * row;
 
 }
 
 int MinigameTriangle::rowByNum(int num) const {
 	if (num >= fieldSize_)
-		return fieldLines_;
+		return _fieldLines;
 
 	switch (gameType_) {
 	case TRIANGLE:
 		return floor(sqrt((float)num));
 	case RECTANGLE:
-		return num / fieldWidth_;
+		return num / _fieldWidth;
 	default:
 		break;
 	}
 	//case HEXAGON:
-	int row = num < fieldSize_ / 2 ? 0 : fieldLines_ / 2;
-	while (row < fieldLines_ && num >= rowBegin(row))
+	int row = num < fieldSize_ / 2 ? 0 : _fieldLines / 2;
+	while (row < _fieldLines && num >= rowBegin(row))
 		++row;
 	return row > 0 ? row - 1 : 0;
 }
@@ -579,7 +579,7 @@ bool MinigameTriangle::compatible(int num1, int num2) const {
 	int row1 = rowByNum(num1);
 	int row2 = rowByNum(num2);
 
-	if (row2 >= fieldLines_)
+	if (row2 >= _fieldLines)
 		return false;
 
 	if (row1 == row2) // в одном слое
@@ -603,7 +603,7 @@ int MinigameTriangle::getRotate(int num1, int num2) const {
 	};
 	assert(compatible(num1, num2));
 	return solves[rowByNum(num1) != rowByNum(num2) ? 0 : (num2 < num1 ? 1 : 2)]
-	       [orientation(num1)][nodes_[num1].rotation_];
+	       [orientation(num1)][_nodes[num1].rotation_];
 }
 
 int MinigameTriangle::destination(int num1, int num2) const {
@@ -614,8 +614,8 @@ int MinigameTriangle::destination(int num1, int num2) const {
 }
 
 mgVect3f MinigameTriangle::slotCoord(int pos, int angle) const {
-	assert(pos * 3 + angle < (int)positions_.size());
-	return positions_[pos * 3 + angle];
+	assert(pos * 3 + angle < (int)_positions.size());
+	return _positions[pos * 3 + angle];
 }
 
 } // namespace QDEngine
diff --git a/engines/qdengine/minigames/adv/m_triangles.h b/engines/qdengine/minigames/adv/m_triangles.h
index 1e57046e809..6151b00a556 100644
--- a/engines/qdengine/minigames/adv/m_triangles.h
+++ b/engines/qdengine/minigames/adv/m_triangles.h
@@ -79,22 +79,22 @@ public:
 
 private:
 	GameType gameType_ = TRIANGLE;
-	Coords positions_;
-	int selectDepth_ = 0;
+	Coords _positions;
+	int _selectDepth = 0;
 
-	int fieldLines_ = 0;
-	int fieldWidth_ = 0;
+	int _fieldLines = 0;
+	int _fieldWidth = 0;
 	int fieldSize_ = 0;
-	Nodes nodes_;
-	ObjectContainer selectBorders_[2];
-	ObjectContainer backSides_[6];
-	int selected_ = 0;
-	int hovered_ = 0;
+	Nodes _nodes;
+	ObjectContainer _selectBorders[2];
+	ObjectContainer _backSides[6];
+	int _selected = 0;
+	int _hovered = 0;
 
-	AnimationState animationState_ = NO_ANIMATION;
+	AnimationState _animationState = NO_ANIMATION;
 	int animatedNodes_[2] =  { 0 };
-	float animationTime_ = 0.0;
-	float animationTimer_ = 0.0;
+	float _animationTime = 0.0;
+	float _animationTimer = 0.0;
 
 	/// очистить рубашку фишки
 	void releaseNodeBack(Node& node);




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