WINTERMUTE: Rename VarName and FuncName -> varName and funcName in AdActor

This commit is contained in:
Einar Johan Trøan Sømåen 2012-07-03 04:03:02 +02:00
parent 17b9732a59
commit 453e597b31
2 changed files with 155 additions and 155 deletions

View File

@ -72,11 +72,11 @@ CAdActor::CAdActor(CBGame *inGame): CAdTalkHolder(inGame) {
_animSprite2 = NULL;
SetDefaultAnimNames();
setDefaultAnimNames();
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdActor::SetDefaultAnimNames() {
HRESULT CAdActor::setDefaultAnimNames() {
_talkAnimName = "talk";
_idleAnimName = "idle";
_walkAnimName = "walk";
@ -123,19 +123,19 @@ CAdActor::~CAdActor() {
//////////////////////////////////////////////////////////////////////////
HRESULT CAdActor::loadFile(const char *Filename) {
byte *Buffer = Game->_fileManager->readWholeFile(Filename);
HRESULT CAdActor::loadFile(const char *filename) {
byte *Buffer = Game->_fileManager->readWholeFile(filename);
if (Buffer == NULL) {
Game->LOG(0, "CAdActor::LoadFile failed for file '%s'", Filename);
Game->LOG(0, "CAdActor::LoadFile failed for file '%s'", filename);
return E_FAIL;
}
HRESULT ret;
_filename = new char [strlen(Filename) + 1];
strcpy(_filename, Filename);
_filename = new char [strlen(filename) + 1];
strcpy(_filename, filename);
if (FAILED(ret = loadBuffer(Buffer, true))) Game->LOG(0, "Error parsing ACTOR file '%s'", Filename);
if (FAILED(ret = loadBuffer(Buffer, true))) Game->LOG(0, "Error parsing ACTOR file '%s'", filename);
delete [] Buffer;
@ -183,7 +183,7 @@ TOKEN_DEF(EDITOR_PROPERTY)
TOKEN_DEF(ANIMATION)
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////////
HRESULT CAdActor::loadBuffer(byte *Buffer, bool Complete) {
HRESULT CAdActor::loadBuffer(byte *buffer, bool complete) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(ACTOR)
TOKEN_TABLE(X)
@ -227,18 +227,18 @@ HRESULT CAdActor::loadBuffer(byte *Buffer, bool Complete) {
int cmd;
CBParser parser(Game);
if (Complete) {
if (parser.GetCommand((char **)&Buffer, commands, (char **)&params) != TOKEN_ACTOR) {
if (complete) {
if (parser.GetCommand((char **)&buffer, commands, (char **)&params) != TOKEN_ACTOR) {
Game->LOG(0, "'ACTOR' keyword expected.");
return E_FAIL;
}
Buffer = params;
buffer = params;
}
CAdGame *AdGame = (CAdGame *)Game;
CAdSpriteSet *spr = NULL;
int ar = 0, ag = 0, ab = 0, alpha = 0;
while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)&params)) > 0) {
while ((cmd = parser.GetCommand((char **)&buffer, commands, (char **)&params)) > 0) {
switch (cmd) {
case TOKEN_TEMPLATE:
if (FAILED(loadFile((char *)params))) cmd = PARSERR_GENERIC;
@ -460,7 +460,7 @@ HRESULT CAdActor::loadBuffer(byte *Buffer, bool Complete) {
//////////////////////////////////////////////////////////////////////////
void CAdActor::TurnTo(TDirection dir) {
void CAdActor::turnTo(TDirection dir) {
int delta1, delta2, delta3, delta;
delta1 = dir - _dir;
@ -486,15 +486,15 @@ void CAdActor::TurnTo(TDirection dir) {
//////////////////////////////////////////////////////////////////////////
void CAdActor::GoTo(int X, int Y, TDirection AfterWalkDir) {
_afterWalkDir = AfterWalkDir;
if (X == _targetPoint->x && Y == _targetPoint->y && _state == STATE_FOLLOWING_PATH) return;
void CAdActor::goTo(int x, int y, TDirection afterWalkDir) {
_afterWalkDir = afterWalkDir;
if (x == _targetPoint->x && y == _targetPoint->y && _state == STATE_FOLLOWING_PATH) return;
_path->Reset();
_path->SetReady(false);
_targetPoint->x = X;
_targetPoint->y = Y;
_targetPoint->x = x;
_targetPoint->y = y;
((CAdGame *)Game)->_scene->correctTargetPoint(_posX, _posY, &_targetPoint->x, &_targetPoint->y, true, this);
@ -507,33 +507,33 @@ void CAdActor::GoTo(int X, int Y, TDirection AfterWalkDir) {
HRESULT CAdActor::display() {
if (_active) updateSounds();
uint32 Alpha;
if (_alphaColor != 0) Alpha = _alphaColor;
else Alpha = _shadowable ? ((CAdGame *)Game)->_scene->getAlphaAt(_posX, _posY, true) : 0xFFFFFFFF;
uint32 alpha;
if (_alphaColor != 0) alpha = _alphaColor;
else alpha = _shadowable ? ((CAdGame *)Game)->_scene->getAlphaAt(_posX, _posY, true) : 0xFFFFFFFF;
float ScaleX, ScaleY;
GetScale(&ScaleX, &ScaleY);
float scaleX, scaleY;
GetScale(&scaleX, &scaleY);
float Rotate;
float rotate;
if (_rotatable) {
if (_rotateValid) Rotate = _rotate;
else Rotate = ((CAdGame *)Game)->_scene->getRotationAt(_posX, _posY) + _relativeRotate;
} else Rotate = 0.0f;
if (_rotateValid) rotate = _rotate;
else rotate = ((CAdGame *)Game)->_scene->getRotationAt(_posX, _posY) + _relativeRotate;
} else rotate = 0.0f;
if (_active) displaySpriteAttachments(true);
if (_currentSprite && _active) {
bool Reg = _registrable;
if (_ignoreItems && ((CAdGame *)Game)->_selectedItem) Reg = false;
bool reg = _registrable;
if (_ignoreItems && ((CAdGame *)Game)->_selectedItem) reg = false;
_currentSprite->display(_posX,
_posY,
Reg ? _registerAlias : NULL,
ScaleX,
ScaleY,
Alpha,
Rotate,
reg ? _registerAlias : NULL,
scaleX,
scaleY,
alpha,
rotate,
_blendMode);
}
@ -582,7 +582,7 @@ HRESULT CAdActor::update() {
if (_standSprite) {
_currentSprite = _standSprite->getSprite(_dir);
} else {
CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
CAdSpriteSet *Anim = getAnimByName(_idleAnimName);
if (Anim) _currentSprite = Anim->getSprite(_dir);
}
}
@ -615,7 +615,7 @@ HRESULT CAdActor::update() {
if (_turnLeftSprite) {
_tempSprite2 = _turnLeftSprite->getSprite(_dir);
} else {
CAdSpriteSet *Anim = GetAnimByName(_turnLeftAnimName);
CAdSpriteSet *Anim = getAnimByName(_turnLeftAnimName);
if (Anim) _tempSprite2 = Anim->getSprite(_dir);
}
@ -644,7 +644,7 @@ HRESULT CAdActor::update() {
if (_turnRightSprite) {
_tempSprite2 = _turnRightSprite->getSprite(_dir);
} else {
CAdSpriteSet *Anim = GetAnimByName(_turnRightAnimName);
CAdSpriteSet *Anim = getAnimByName(_turnRightAnimName);
if (Anim) _tempSprite2 = Anim->getSprite(_dir);
}
@ -669,13 +669,13 @@ HRESULT CAdActor::update() {
//////////////////////////////////////////////////////////////////////////
case STATE_WAITING_PATH:
// wait until the scene finished the path
if (_path->_ready) FollowPath();
if (_path->_ready) followPath();
break;
//////////////////////////////////////////////////////////////////////////
case STATE_FOLLOWING_PATH:
GetNextStep();
getNextStep();
already_moved = true;
break;
@ -714,7 +714,7 @@ HRESULT CAdActor::update() {
if (_standSprite) {
_currentSprite = _standSprite->getSprite(_dir);
} else {
CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
CAdSpriteSet *Anim = getAnimByName(_idleAnimName);
if (Anim) _currentSprite = Anim->getSprite(_dir);
}
}
@ -747,7 +747,7 @@ HRESULT CAdActor::update() {
//////////////////////////////////////////////////////////////////////////
void CAdActor::FollowPath() {
void CAdActor::followPath() {
// skip current position
_path->GetFirst();
while (_path->GetCurrent() != NULL) {
@ -758,20 +758,20 @@ void CAdActor::FollowPath() {
// are there points to follow?
if (_path->GetCurrent() != NULL) {
_state = STATE_FOLLOWING_PATH;;
InitLine(CBPoint(_posX, _posY), *_path->GetCurrent());
initLine(CBPoint(_posX, _posY), *_path->GetCurrent());
} else {
if (_afterWalkDir != DI_NONE) TurnTo(_afterWalkDir);
if (_afterWalkDir != DI_NONE) turnTo(_afterWalkDir);
else _state = STATE_READY;
}
}
//////////////////////////////////////////////////////////////////////////
void CAdActor::GetNextStep() {
void CAdActor::getNextStep() {
if (_walkSprite) {
_currentSprite = _walkSprite->getSprite(_dir);
} else {
CAdSpriteSet *Anim = GetAnimByName(_walkAnimName);
CAdSpriteSet *Anim = getAnimByName(_walkAnimName);
if (Anim) _currentSprite = Anim->getSprite(_dir);
}
@ -781,19 +781,19 @@ void CAdActor::GetNextStep() {
if (!_currentSprite->_changed) return;
int MaxStepX, MaxStepY;
MaxStepX = abs(_currentSprite->_moveX);
MaxStepY = abs(_currentSprite->_moveY);
int maxStepX, maxStepY;
maxStepX = abs(_currentSprite->_moveX);
maxStepY = abs(_currentSprite->_moveY);
MaxStepX = MAX(MaxStepX, MaxStepY);
MaxStepX = MAX(MaxStepX, 1);
maxStepX = MAX(maxStepX, maxStepY);
maxStepX = MAX(maxStepX, 1);
while (_pFCount > 0 && MaxStepX >= 0) {
while (_pFCount > 0 && maxStepX >= 0) {
_pFX += _pFStepX;
_pFY += _pFStepY;
_pFCount--;
MaxStepX--;
maxStepX--;
}
if (((CAdGame *)Game)->_scene->isBlockedAt(_pFX, _pFY, true, this)) {
@ -802,7 +802,7 @@ void CAdActor::GetNextStep() {
_nextState = STATE_READY;
return;
}
GoTo(_targetPoint->x, _targetPoint->y);
goTo(_targetPoint->x, _targetPoint->y);
return;
}
@ -819,47 +819,47 @@ void CAdActor::GetNextStep() {
_posY = _targetPoint->y;
_path->Reset();
if (_afterWalkDir != DI_NONE) TurnTo(_afterWalkDir);
if (_afterWalkDir != DI_NONE) turnTo(_afterWalkDir);
else {
_state = _nextState;
_nextState = STATE_READY;
}
} else InitLine(CBPoint(_posX, _posY), *_path->GetCurrent());
} else initLine(CBPoint(_posX, _posY), *_path->GetCurrent());
}
}
//////////////////////////////////////////////////////////////////////////
void CAdActor::InitLine(CBPoint StartPt, CBPoint EndPt) {
_pFCount = MAX((abs(EndPt.x - StartPt.x)) , (abs(EndPt.y - StartPt.y)));
void CAdActor::initLine(CBPoint startPt, CBPoint endPt) {
_pFCount = MAX((abs(endPt.x - startPt.x)) , (abs(endPt.y - startPt.y)));
_pFStepX = (double)(EndPt.x - StartPt.x) / _pFCount;
_pFStepY = (double)(EndPt.y - StartPt.y) / _pFCount;
_pFStepX = (double)(endPt.x - startPt.x) / _pFCount;
_pFStepY = (double)(endPt.y - startPt.y) / _pFCount;
_pFX = StartPt.x;
_pFY = StartPt.y;
_pFX = startPt.x;
_pFY = startPt.y;
int angle = (int)(atan2((double)(EndPt.y - StartPt.y), (double)(EndPt.x - StartPt.x)) * (180 / 3.14));
int angle = (int)(atan2((double)(endPt.y - startPt.y), (double)(endPt.x - startPt.x)) * (180 / 3.14));
_nextState = STATE_FOLLOWING_PATH;
TurnTo(AngleToDirection(angle));
turnTo(angleToDirection(angle));
}
//////////////////////////////////////////////////////////////////////////
// high level scripting interface
//////////////////////////////////////////////////////////////////////////
HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name) {
HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *name) {
//////////////////////////////////////////////////////////////////////////
// GoTo / GoToAsync
//////////////////////////////////////////////////////////////////////////
if (strcmp(Name, "GoTo") == 0 || strcmp(Name, "GoToAsync") == 0) {
if (strcmp(name, "GoTo") == 0 || strcmp(name, "GoToAsync") == 0) {
Stack->CorrectParams(2);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
GoTo(X, Y);
if (strcmp(Name, "GoToAsync") != 0) Script->WaitForExclusive(this);
goTo(X, Y);
if (strcmp(name, "GoToAsync") != 0) Script->WaitForExclusive(this);
Stack->PushNULL();
return S_OK;
}
@ -867,24 +867,24 @@ HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
//////////////////////////////////////////////////////////////////////////
// GoToObject / GoToObjectAsync
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GoToObject") == 0 || strcmp(Name, "GoToObjectAsync") == 0) {
else if (strcmp(name, "GoToObject") == 0 || strcmp(name, "GoToObjectAsync") == 0) {
Stack->CorrectParams(1);
CScValue *Val = Stack->Pop();
if (!Val->IsNative()) {
Script->RuntimeError("actor.%s method accepts an entity refrence only", Name);
Script->RuntimeError("actor.%s method accepts an entity refrence only", name);
Stack->PushNULL();
return S_OK;
}
CAdObject *Obj = (CAdObject *)Val->GetNative();
if (!Obj || Obj->_type != OBJECT_ENTITY) {
Script->RuntimeError("actor.%s method accepts an entity refrence only", Name);
Script->RuntimeError("actor.%s method accepts an entity refrence only", name);
Stack->PushNULL();
return S_OK;
}
CAdEntity *Ent = (CAdEntity *)Obj;
if (Ent->_walkToX == 0 && Ent->_walkToY == 0) GoTo(Ent->_posX, Ent->_posY);
else GoTo(Ent->_walkToX, Ent->_walkToY, Ent->_walkToDir);
if (strcmp(Name, "GoToObjectAsync") != 0) Script->WaitForExclusive(this);
if (Ent->_walkToX == 0 && Ent->_walkToY == 0) goTo(Ent->_posX, Ent->_posY);
else goTo(Ent->_walkToX, Ent->_walkToY, Ent->_walkToDir);
if (strcmp(name, "GoToObjectAsync") != 0) Script->WaitForExclusive(this);
Stack->PushNULL();
return S_OK;
}
@ -892,7 +892,7 @@ HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
//////////////////////////////////////////////////////////////////////////
// TurnTo / TurnToAsync
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "TurnTo") == 0 || strcmp(Name, "TurnToAsync") == 0) {
else if (strcmp(name, "TurnTo") == 0 || strcmp(name, "TurnToAsync") == 0) {
Stack->CorrectParams(1);
int dir;
CScValue *val = Stack->Pop();
@ -901,14 +901,14 @@ HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
if (val->IsNative() && Game->ValidObject((CBObject *)val->GetNative())) {
CBObject *obj = (CBObject *)val->GetNative();
int angle = (int)(atan2((double)(obj->_posY - _posY), (double)(obj->_posX - _posX)) * (180 / 3.14));
dir = (int)AngleToDirection(angle);
dir = (int)angleToDirection(angle);
}
// otherwise turn to direction
else dir = val->GetInt();
if (dir >= 0 && dir < NUM_DIRECTIONS) {
TurnTo((TDirection)dir);
if (strcmp(Name, "TurnToAsync") != 0) Script->WaitForExclusive(this);
turnTo((TDirection)dir);
if (strcmp(name, "TurnToAsync") != 0) Script->WaitForExclusive(this);
}
Stack->PushNULL();
return S_OK;
@ -917,7 +917,7 @@ HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
//////////////////////////////////////////////////////////////////////////
// IsWalking
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "IsWalking") == 0) {
else if (strcmp(name, "IsWalking") == 0) {
Stack->CorrectParams(0);
Stack->PushBool(_state == STATE_FOLLOWING_PATH);
return S_OK;
@ -926,16 +926,16 @@ HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
//////////////////////////////////////////////////////////////////////////
// MergeAnims
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "MergeAnims") == 0) {
else if (strcmp(name, "MergeAnims") == 0) {
Stack->CorrectParams(1);
Stack->PushBool(SUCCEEDED(MergeAnims(Stack->Pop()->GetString())));
Stack->PushBool(SUCCEEDED(mergeAnims(Stack->Pop()->GetString())));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// UnloadAnim
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "UnloadAnim") == 0) {
else if (strcmp(name, "UnloadAnim") == 0) {
Stack->CorrectParams(1);
const char *AnimName = Stack->Pop()->GetString();
@ -961,39 +961,39 @@ HRESULT CAdActor::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *Thi
//////////////////////////////////////////////////////////////////////////
// HasAnim
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "HasAnim") == 0) {
else if (strcmp(name, "HasAnim") == 0) {
Stack->CorrectParams(1);
const char *AnimName = Stack->Pop()->GetString();
Stack->PushBool(GetAnimByName(AnimName) != NULL);
Stack->PushBool(getAnimByName(AnimName) != NULL);
return S_OK;
}
else return CAdTalkHolder::scCallMethod(Script, Stack, ThisStack, Name);
else return CAdTalkHolder::scCallMethod(Script, Stack, ThisStack, name);
}
//////////////////////////////////////////////////////////////////////////
CScValue *CAdActor::scGetProperty(const char *Name) {
CScValue *CAdActor::scGetProperty(const char *name) {
_scValue->SetNULL();
//////////////////////////////////////////////////////////////////////////
// Direction
//////////////////////////////////////////////////////////////////////////
if (strcmp(Name, "Direction") == 0) {
if (strcmp(name, "Direction") == 0) {
_scValue->SetInt(_dir);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// Type
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "Type") == 0) {
else if (strcmp(name, "Type") == 0) {
_scValue->SetString("actor");
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// TalkAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "TalkAnimName") == 0) {
else if (strcmp(name, "TalkAnimName") == 0) {
_scValue->SetString(_talkAnimName);
return _scValue;
}
@ -1001,7 +1001,7 @@ CScValue *CAdActor::scGetProperty(const char *Name) {
//////////////////////////////////////////////////////////////////////////
// WalkAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "WalkAnimName") == 0) {
else if (strcmp(name, "WalkAnimName") == 0) {
_scValue->SetString(_walkAnimName);
return _scValue;
}
@ -1009,7 +1009,7 @@ CScValue *CAdActor::scGetProperty(const char *Name) {
//////////////////////////////////////////////////////////////////////////
// IdleAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "IdleAnimName") == 0) {
else if (strcmp(name, "IdleAnimName") == 0) {
_scValue->SetString(_idleAnimName);
return _scValue;
}
@ -1017,7 +1017,7 @@ CScValue *CAdActor::scGetProperty(const char *Name) {
//////////////////////////////////////////////////////////////////////////
// TurnLeftAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "TurnLeftAnimName") == 0) {
else if (strcmp(name, "TurnLeftAnimName") == 0) {
_scValue->SetString(_turnLeftAnimName);
return _scValue;
}
@ -1025,21 +1025,21 @@ CScValue *CAdActor::scGetProperty(const char *Name) {
//////////////////////////////////////////////////////////////////////////
// TurnRightAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "TurnRightAnimName") == 0) {
else if (strcmp(name, "TurnRightAnimName") == 0) {
_scValue->SetString(_turnRightAnimName);
return _scValue;
}
else return CAdTalkHolder::scGetProperty(Name);
else return CAdTalkHolder::scGetProperty(name);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdActor::scSetProperty(const char *Name, CScValue *Value) {
HRESULT CAdActor::scSetProperty(const char *name, CScValue *Value) {
//////////////////////////////////////////////////////////////////////////
// Direction
//////////////////////////////////////////////////////////////////////////
if (strcmp(Name, "Direction") == 0) {
if (strcmp(name, "Direction") == 0) {
int dir = Value->GetInt();
if (dir >= 0 && dir < NUM_DIRECTIONS) _dir = (TDirection)dir;
return S_OK;
@ -1048,7 +1048,7 @@ HRESULT CAdActor::scSetProperty(const char *Name, CScValue *Value) {
//////////////////////////////////////////////////////////////////////////
// TalkAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "TalkAnimName") == 0) {
else if (strcmp(name, "TalkAnimName") == 0) {
if (Value->IsNULL()) _talkAnimName = "talk";
else _talkAnimName = Value->GetString();
return S_OK;
@ -1057,7 +1057,7 @@ HRESULT CAdActor::scSetProperty(const char *Name, CScValue *Value) {
//////////////////////////////////////////////////////////////////////////
// WalkAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "WalkAnimName") == 0) {
else if (strcmp(name, "WalkAnimName") == 0) {
if (Value->IsNULL()) _walkAnimName = "walk";
else _walkAnimName = Value->GetString();
return S_OK;
@ -1066,7 +1066,7 @@ HRESULT CAdActor::scSetProperty(const char *Name, CScValue *Value) {
//////////////////////////////////////////////////////////////////////////
// IdleAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "IdleAnimName") == 0) {
else if (strcmp(name, "IdleAnimName") == 0) {
if (Value->IsNULL()) _idleAnimName = "idle";
else _idleAnimName = Value->GetString();
return S_OK;
@ -1075,7 +1075,7 @@ HRESULT CAdActor::scSetProperty(const char *Name, CScValue *Value) {
//////////////////////////////////////////////////////////////////////////
// TurnLeftAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "TurnLeftAnimName") == 0) {
else if (strcmp(name, "TurnLeftAnimName") == 0) {
if (Value->IsNULL()) _turnLeftAnimName = "turnleft";
else _turnLeftAnimName = Value->GetString();
return S_OK;
@ -1084,13 +1084,13 @@ HRESULT CAdActor::scSetProperty(const char *Name, CScValue *Value) {
//////////////////////////////////////////////////////////////////////////
// TurnRightAnimName
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "TurnRightAnimName") == 0) {
else if (strcmp(name, "TurnRightAnimName") == 0) {
if (Value->IsNULL()) _turnRightAnimName = "turnright";
else _turnRightAnimName = Value->GetString();
return S_OK;
}
else return CAdTalkHolder::scSetProperty(Name, Value);
else return CAdTalkHolder::scSetProperty(name, Value);
}
@ -1101,7 +1101,7 @@ const char *CAdActor::scToString() {
//////////////////////////////////////////////////////////////////////////
CBSprite *CAdActor::getTalkStance(const char *Stance) {
CBSprite *CAdActor::getTalkStance(const char *stance) {
// forced stance?
if (_forcedTalkAnimName && !_forcedTalkAnimUsed) {
_forcedTalkAnimUsed = true;
@ -1119,17 +1119,17 @@ CBSprite *CAdActor::getTalkStance(const char *Stance) {
// old way
if (_talkSprites.GetSize() > 0 || _talkSpritesEx.GetSize() > 0)
return GetTalkStanceOld(Stance);
return getTalkStanceOld(stance);
// new way
CBSprite *Ret = NULL;
CBSprite *ret = NULL;
// do we have an animation with this name?
CAdSpriteSet *Anim = GetAnimByName(Stance);
if (Anim) Ret = Anim->getSprite(_dir);
CAdSpriteSet *Anim = getAnimByName(stance);
if (Anim) ret = Anim->getSprite(_dir);
// not - get a random talk
if (!Ret) {
if (!ret) {
CBArray<CAdSpriteSet *, CAdSpriteSet *> TalkAnims;
for (int i = 0; i < _anims.GetSize(); i++) {
if (_talkAnimName.compareToIgnoreCase(_anims[i]->_name) == 0)
@ -1138,26 +1138,26 @@ CBSprite *CAdActor::getTalkStance(const char *Stance) {
if (TalkAnims.GetSize() > 0) {
int rnd = g_wintermute->randInt(0, TalkAnims.GetSize() - 1);
Ret = TalkAnims[rnd]->getSprite(_dir);
ret = TalkAnims[rnd]->getSprite(_dir);
} else {
if (_standSprite) Ret = _standSprite->getSprite(_dir);
if (_standSprite) ret = _standSprite->getSprite(_dir);
else {
Anim = GetAnimByName(_idleAnimName);
if (Anim) Ret = Anim->getSprite(_dir);
Anim = getAnimByName(_idleAnimName);
if (Anim) ret = Anim->getSprite(_dir);
}
}
}
return Ret;
return ret;
}
//////////////////////////////////////////////////////////////////////////
CBSprite *CAdActor::GetTalkStanceOld(const char *Stance) {
CBSprite *CAdActor::getTalkStanceOld(const char *stance) {
CBSprite *ret = NULL;
if (Stance != NULL) {
if (stance != NULL) {
// search special stances
for (int i = 0; i < _talkSpritesEx.GetSize(); i++) {
if (scumm_stricmp(_talkSpritesEx[i]->_name, Stance) == 0) {
if (scumm_stricmp(_talkSpritesEx[i]->_name, stance) == 0) {
ret = _talkSpritesEx[i]->getSprite(_dir);
break;
}
@ -1165,7 +1165,7 @@ CBSprite *CAdActor::GetTalkStanceOld(const char *Stance) {
if (ret == NULL) {
// search generic stances
for (int i = 0; i < _talkSprites.GetSize(); i++) {
if (scumm_stricmp(_talkSprites[i]->_name, Stance) == 0) {
if (scumm_stricmp(_talkSprites[i]->_name, stance) == 0) {
ret = _talkSprites[i]->getSprite(_dir);
break;
}
@ -1221,17 +1221,17 @@ HRESULT CAdActor::persist(CBPersistMgr *persistMgr) {
//////////////////////////////////////////////////////////////////////////
TDirection CAdActor::AngleToDirection(int Angle) {
TDirection CAdActor::angleToDirection(int angle) {
TDirection ret = DI_DOWN;;
if (Angle > -112 && Angle <= -67) ret = DI_UP;
else if (Angle > -67 && Angle <= -22) ret = DI_UPRIGHT;
else if (Angle > -22 && Angle <= 22) ret = DI_RIGHT;
else if (Angle > 22 && Angle <= 67) ret = DI_DOWNRIGHT;
else if (Angle > 67 && Angle <= 112) ret = DI_DOWN;
else if (Angle > 112 && Angle <= 157) ret = DI_DOWNLEFT;
else if ((Angle > 157 && Angle <= 180) || (Angle >= -180 && Angle <= -157)) ret = DI_LEFT;
else if (Angle > -157 && Angle <= -112) ret = DI_UPLEFT;
if (angle > -112 && angle <= -67) ret = DI_UP;
else if (angle > -67 && angle <= -22) ret = DI_UPRIGHT;
else if (angle > -22 && angle <= 22) ret = DI_RIGHT;
else if (angle > 22 && angle <= 67) ret = DI_DOWNRIGHT;
else if (angle > 67 && angle <= 112) ret = DI_DOWN;
else if (angle > 112 && angle <= 157) ret = DI_DOWNLEFT;
else if ((angle > 157 && angle <= 180) || (angle >= -180 && angle <= -157)) ret = DI_LEFT;
else if (angle > -157 && angle <= -112) ret = DI_UPLEFT;
return ret;
}
@ -1243,7 +1243,7 @@ int CAdActor::getHeight() {
if (_currentSprite == NULL) {
if (_standSprite) _currentSprite = _standSprite->getSprite(_dir);
else {
CAdSpriteSet *Anim = GetAnimByName(_idleAnimName);
CAdSpriteSet *Anim = getAnimByName(_idleAnimName);
if (Anim) _currentSprite = Anim->getSprite(_dir);
}
}
@ -1253,7 +1253,7 @@ int CAdActor::getHeight() {
//////////////////////////////////////////////////////////////////////////
CAdSpriteSet *CAdActor::GetAnimByName(const Common::String &animName) {
CAdSpriteSet *CAdActor::getAnimByName(const Common::String &animName) {
for (int i = 0; i < _anims.GetSize(); i++) {
if (animName.compareToIgnoreCase(_anims[i]->_name) == 0)
return _anims[i];
@ -1262,26 +1262,26 @@ CAdSpriteSet *CAdActor::GetAnimByName(const Common::String &animName) {
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdActor::MergeAnims(const char *AnimsFilename) {
HRESULT CAdActor::mergeAnims(const char *animsFilename) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(ANIMATION)
TOKEN_TABLE_END
byte *FileBuffer = Game->_fileManager->readWholeFile(AnimsFilename);
if (FileBuffer == NULL) {
Game->LOG(0, "CAdActor::MergeAnims failed for file '%s'", AnimsFilename);
byte *fileBuffer = Game->_fileManager->readWholeFile(animsFilename);
if (fileBuffer == NULL) {
Game->LOG(0, "CAdActor::MergeAnims failed for file '%s'", animsFilename);
return E_FAIL;
}
byte *Buffer = FileBuffer;
byte *buffer = fileBuffer;
byte *params;
int cmd;
CBParser parser(Game);
HRESULT Ret = S_OK;
while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)&params)) > 0) {
while ((cmd = parser.GetCommand((char **)&buffer, commands, (char **)&params)) > 0) {
switch (cmd) {
case TOKEN_ANIMATION: {
CAdSpriteSet *Anim = new CAdSpriteSet(Game, this);
@ -1293,14 +1293,14 @@ HRESULT CAdActor::MergeAnims(const char *AnimsFilename) {
break;
}
}
delete [] FileBuffer;
delete [] fileBuffer;
return Ret;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdActor::PlayAnim(const char *Filename) {
HRESULT CAdActor::playAnim(const char *filename) {
// if we have an anim with this name, use it
CAdSpriteSet *Anim = GetAnimByName(Filename);
CAdSpriteSet *Anim = getAnimByName(filename);
if (Anim) {
_animSprite2 = Anim->getSprite(_dir);
if (_animSprite2) {
@ -1310,7 +1310,7 @@ HRESULT CAdActor::PlayAnim(const char *Filename) {
}
}
// otherwise call the standard handler
return CAdTalkHolder::playAnim(Filename);
return CAdTalkHolder::playAnim(filename);
}
} // end of namespace WinterMute

View File

@ -46,17 +46,17 @@ class CAdSpriteSet;
class CAdPath;
class CAdActor : public CAdTalkHolder {
public:
TDirection AngleToDirection(int Angle);
TDirection angleToDirection(int angle);
DECLARE_PERSISTENT(CAdActor, CAdTalkHolder)
virtual int getHeight();
CBSprite *getTalkStance(const char *Stance);
virtual void GoTo(int X, int Y, TDirection AfterWalkDir = DI_NONE);
CBSprite *getTalkStance(const char *stance);
virtual void goTo(int x, int y, TDirection afterWalkDir = DI_NONE);
CBPoint *_targetPoint;
virtual HRESULT update();
virtual HRESULT display();
TDirection _targetDir;
TDirection _afterWalkDir;
virtual void TurnTo(TDirection dir);
virtual void turnTo(TDirection dir);
CAdPath *_path;
CAdSpriteSet *_walkSprite;
CAdSpriteSet *_standSprite;
@ -67,8 +67,8 @@ public:
TDirection _dir;
CAdActor(CBGame *inGame/*=NULL*/);
virtual ~CAdActor();
HRESULT loadFile(const char *Filename);
HRESULT loadBuffer(byte *Buffer, bool Complete = true);
HRESULT loadFile(const char *filename);
HRESULT loadBuffer(byte *buffer, bool complete = true);
// new anim system
Common::String _talkAnimName;
@ -77,24 +77,24 @@ public:
Common::String _turnLeftAnimName;
Common::String _turnRightAnimName;
CBArray<CAdSpriteSet *, CAdSpriteSet *> _anims;
virtual HRESULT PlayAnim(const char *Filename);
CAdSpriteSet *GetAnimByName(const Common::String &animName);
virtual HRESULT playAnim(const char *filename);
CAdSpriteSet *getAnimByName(const Common::String &animName);
// scripting interface
virtual CScValue *scGetProperty(const char *Name);
virtual HRESULT scSetProperty(const char *Name, CScValue *Value);
virtual HRESULT scCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name);
virtual CScValue *scGetProperty(const char *name);
virtual HRESULT scSetProperty(const char *name, CScValue *value);
virtual HRESULT scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name);
virtual const char *scToString();
private:
HRESULT SetDefaultAnimNames();
CBSprite *GetTalkStanceOld(const char *Stance);
HRESULT MergeAnims(const char *AnimsFilename);
HRESULT setDefaultAnimNames();
CBSprite *getTalkStanceOld(const char *stance);
HRESULT mergeAnims(const char *animsFilename);
CBSprite *_animSprite2;
void InitLine(CBPoint StartPt, CBPoint EndPt);
void GetNextStep();
void FollowPath();
void initLine(CBPoint startPt, CBPoint endPt);
void getNextStep();
void followPath();
double _pFStepX;
double _pFStepY;
double _pFX;