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https://github.com/libretro/scummvm.git
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SAGA2: Rename class variables in objects.h
This commit is contained in:
parent
1d5f9486b2
commit
4921ae88c2
@ -192,12 +192,12 @@ void AutoMap::locateRegion() {
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Common::SeekableReadStream *stream;
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hResContext *areaRes; // tile resource handle
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int16 regionCount;
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WorldMapData *wMap = &mapList[currentWorld->mapNum];
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WorldMapData *wMap = &mapList[currentWorld->_mapNum];
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areaRes = auxResFile->newContext(MKTAG('A', 'M', 'A', 'P'), "AreaList");
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assert(areaRes != nullptr);
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stream = loadResourceToStream(areaRes, MKTAG('Z', 'O', 'N', currentWorld->mapNum), "AreaList");
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stream = loadResourceToStream(areaRes, MKTAG('Z', 'O', 'N', currentWorld->_mapNum), "AreaList");
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regionCount = stream->readUint16LE();
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_centerCoords = _trackPos >> (kTileUVShift + kPlatShift);
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@ -304,7 +304,7 @@ void AutoMap::pointerMove(gPanelMessage &msg) {
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viewRegion.max.u = MIN<int16>(_localAreaRegion.max.u, _baseCoords.u + (int16)kSummaryDiameter) - 1;
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viewRegion.min.v = MAX(_localAreaRegion.min.v, _baseCoords.v);
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viewRegion.max.v = MIN<int16>(_localAreaRegion.max.v, _baseCoords.v + (int16)kSummaryDiameter) - 1;
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char *mtext = getMapFeaturesText(viewRegion, currentWorld->mapNum, _baseCoords, pos) ;
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char *mtext = getMapFeaturesText(viewRegion, currentWorld->_mapNum, _baseCoords, pos) ;
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g_vm->_mouseInfo->setText(mtext);
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} else {
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notify(gEventMouseMove, 0);
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@ -441,7 +441,7 @@ void AutoMap::draw() { // redraw the window
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// create a summary map on the tPort gPixelMap buffer
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void AutoMap::createSmallMap() {
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WorldMapData *wMap = &mapList[currentWorld->mapNum];
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WorldMapData *wMap = &mapList[currentWorld->_mapNum];
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uint16 *mapData = wMap->map->mapData;
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uint16 *mapRow;
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@ -505,7 +505,7 @@ void AutoMap::createSmallMap() {
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}
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}
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drawMapFeatures(viewRegion, currentWorld->mapNum, _baseCoords, _tPort);
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drawMapFeatures(viewRegion, currentWorld->_mapNum, _baseCoords, _tPort);
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// if (blink)
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@ -230,7 +230,7 @@ void initMapFeatures() {
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void updateMapFeatures(int16 cWorld) {
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extern WorldMapData *mapList;
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extern GameWorld *currentWorld;
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WorldMapData *wMap = &mapList[currentWorld->mapNum];
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WorldMapData *wMap = &mapList[currentWorld->_mapNum];
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uint16 *mapData = wMap->map->mapData;
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@ -471,8 +471,8 @@ ObjectID *GameObject::getHeadPtr(ObjectID parentID, TilePoint &l) {
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int16 u = clamp(0, l.u / kSectorSize, sectors.u - 1),
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v = clamp(0, l.v / kSectorSize, sectors.v - 1);
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return &(world->sectorArray)[
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v * world->sectorArraySize + u].childID;
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return &(world->_sectorArray)[
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v * world->_sectorArraySize + u]._childID;
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} else return &parentObj->_data.childID;
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}
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@ -1711,7 +1711,7 @@ void GameObject::dropInventoryObject(GameObject *obj, int16 count) {
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assert(isWorld(_data.parentID));
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int16 dist;
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int16 mapNum = getMapNum();
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int16 _mapNum = getMapNum();
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dist = _prototype->crossSection + obj->proto()->crossSection;
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@ -1730,10 +1730,10 @@ void GameObject::dropInventoryObject(GameObject *obj, int16 count) {
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probeLoc = _data.location + incDirTable[dir] * dist;
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probeLoc.u += g_vm->_rnd->getRandomNumber(3) - 2;
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probeLoc.v += g_vm->_rnd->getRandomNumber(3) - 2;
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probeLoc.z = tileSlopeHeight(probeLoc, mapNum, obj, &sti);
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probeLoc.z = tileSlopeHeight(probeLoc, _mapNum, obj, &sti);
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// If _data.location is not blocked, drop the object
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if (checkBlocked(obj, mapNum, probeLoc) == blockageNone) {
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if (checkBlocked(obj, _mapNum, probeLoc) == blockageNone) {
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// If we're dropping the object on a TAI, make sure
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// we call the correct drop function
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if (sti.surfaceTAG == nullptr) {
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@ -2410,57 +2410,57 @@ GameWorld::GameWorld(int16 map) {
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int16 mapSize; // Size of map in MetaTiles
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mapSize = stream->readSint16LE();
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size.u = (mapSize << kPlatShift) << kTileUVShift;
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size.v = size.u;
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_size.u = (mapSize << kPlatShift) << kTileUVShift;
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_size.v = _size.u;
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sectorArraySize = size.u / kSectorSize;
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sectorArray = new Sector[sectorArraySize * sectorArraySize]();
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_sectorArraySize = _size.u / kSectorSize;
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_sectorArray = new Sector[_sectorArraySize * _sectorArraySize]();
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if (sectorArray == nullptr)
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if (_sectorArray == nullptr)
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error("Unable to allocate world %d sector array", map);
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mapNum = map;
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_mapNum = map;
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delete stream;
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} else {
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size.u = size.v = 0;
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sectorArraySize = 0;
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sectorArray = nullptr;
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_size.u = _size.v = 0;
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_sectorArraySize = 0;
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_sectorArray = nullptr;
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mapNum = -1;
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_mapNum = -1;
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}
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}
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GameWorld::GameWorld(Common::SeekableReadStream *stream) {
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size.u = size.v = stream->readSint16LE();
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mapNum = stream->readSint16LE();
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_size.u = _size.v = stream->readSint16LE();
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_mapNum = stream->readSint16LE();
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debugC(3, kDebugSaveload, "... size.u = size.v = %d", size.u);
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debugC(3, kDebugSaveload, "... mapNum = %d", mapNum);
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debugC(3, kDebugSaveload, "... _size.u = _size.v = %d", _size.u);
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debugC(3, kDebugSaveload, "... _mapNum = %d", _mapNum);
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if (size.u != 0) {
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int32 sectorArrayCount;
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if (_size.u != 0) {
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int32 _sectorArrayCount;
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sectorArraySize = size.u / kSectorSize;
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sectorArrayCount = sectorArraySize * sectorArraySize;
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sectorArray = new Sector[sectorArrayCount]();
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_sectorArraySize = _size.u / kSectorSize;
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_sectorArrayCount = _sectorArraySize * _sectorArraySize;
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_sectorArray = new Sector[_sectorArrayCount]();
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if (sectorArray == nullptr)
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error("Unable to allocate world %d sector array", mapNum);
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if (_sectorArray == nullptr)
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error("Unable to allocate world %d sector array", _mapNum);
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for (int i = 0; i < sectorArrayCount; ++i) {
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sectorArray[i].read(stream);
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debugC(4, kDebugSaveload, "...... sectArray[%d].activationCount = %d", i, sectorArray[i].activationCount);
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debugC(4, kDebugSaveload, "...... sectArray[%d].childID = %d", i, sectorArray[i].childID);
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for (int i = 0; i < _sectorArrayCount; ++i) {
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_sectorArray[i].read(stream);
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debugC(4, kDebugSaveload, "...... sectArray[%d].activationCount = %d", i, _sectorArray[i]._activationCount);
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debugC(4, kDebugSaveload, "...... sectArray[%d].childID = %d", i, _sectorArray[i]._childID);
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}
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} else {
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sectorArraySize = 0;
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sectorArray = nullptr;
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_sectorArraySize = 0;
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_sectorArray = nullptr;
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}
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}
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GameWorld::~GameWorld() {
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if (sectorArray)
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delete[] sectorArray;
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if (_sectorArray)
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delete[] _sectorArray;
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}
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//-------------------------------------------------------------------
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@ -2469,9 +2469,9 @@ GameWorld::~GameWorld() {
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int32 GameWorld::archiveSize() {
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int32 bytes = 0;
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bytes += sizeof(size.u)
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+ sizeof(mapNum)
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+ sectorArraySize * sectorArraySize * sizeof(Sector);
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bytes += sizeof(_size.u)
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+ sizeof(_mapNum)
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+ _sectorArraySize * _sectorArraySize * sizeof(Sector);
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return bytes;
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}
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@ -2480,9 +2480,9 @@ int32 GameWorld::archiveSize() {
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// Cleanup
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void GameWorld::cleanup() {
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if (sectorArray != nullptr) {
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delete[] sectorArray;
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sectorArray = nullptr;
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if (_sectorArray != nullptr) {
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delete[] _sectorArray;
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_sectorArray = nullptr;
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}
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}
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@ -2837,7 +2837,7 @@ void initWorlds() {
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}
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currentWorld = &worldList[0];
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setCurrentMap(currentWorld->mapNum);
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setCurrentMap(currentWorld->_mapNum);
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}
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void saveWorlds(Common::OutSaveFile *outS) {
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@ -2850,20 +2850,20 @@ void saveWorlds(Common::OutSaveFile *outS) {
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debugC(3, kDebugSaveload, "... currentWorld->thisID() = %d", currentWorld->thisID());
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for (int i = 0; i < worldCount; ++i) {
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Sector *sectArray = worldList[i].sectorArray;
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int32 sectorArrayCount = worldList[i].sectorArraySize *
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worldList[i].sectorArraySize;
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Sector *sectArray = worldList[i]._sectorArray;
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int32 _sectorArrayCount = worldList[i]._sectorArraySize *
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worldList[i]._sectorArraySize;
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out->writeSint16LE(worldList[i].size.u);
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out->writeSint16LE(worldList[i].mapNum);
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out->writeSint16LE(worldList[i]._size.u);
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out->writeSint16LE(worldList[i]._mapNum);
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debugC(3, kDebugSaveload, "... worldList[%d].size.u = %d", i, worldList[i].size.u);
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debugC(3, kDebugSaveload, "... worldList[%d].mapNum = %d", i, worldList[i].mapNum);
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debugC(3, kDebugSaveload, "... worldList[%d]._size.u = %d", i, worldList[i]._size.u);
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debugC(3, kDebugSaveload, "... worldList[%d]._mapNum = %d", i, worldList[i]._mapNum);
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for (int j = 0; j < sectorArrayCount; ++j) {
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for (int j = 0; j < _sectorArrayCount; ++j) {
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sectArray[j].write(out);
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debugC(4, kDebugSaveload, "...... sectArray[%d].activationCount = %d", j, sectArray[j].activationCount);
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debugC(4, kDebugSaveload, "...... sectArray[%d].childID = %d", j, sectArray[j].childID);
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debugC(4, kDebugSaveload, "...... sectArray[%d].activationCount = %d", j, sectArray[j]._activationCount);
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debugC(4, kDebugSaveload, "...... sectArray[%d].childID = %d", j, sectArray[j]._childID);
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}
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}
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CHUNK_END;
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@ -2892,7 +2892,7 @@ void loadWorlds(Common::InSaveFile *in) {
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// Reset the current world
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currentWorld = (GameWorld *)GameObject::objectAddress(currentWorldID);
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setCurrentMap(currentWorld->mapNum);
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setCurrentMap(currentWorld->_mapNum);
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}
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//-------------------------------------------------------------------
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@ -3126,8 +3126,8 @@ GameObject *getViewCenterObject() {
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// Activate all actors in sector if sector is not alreay active
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void Sector::activate() {
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if (activationCount++ == 0) {
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ObjectID id = childID;
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if (_activationCount++ == 0) {
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ObjectID id = _childID;
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while (id != Nothing) {
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GameObject *obj = GameObject::objectAddress(id);
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@ -3144,19 +3144,19 @@ void Sector::activate() {
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// actors in sector if activation count has reached zero.
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void Sector::deactivate() {
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assert(activationCount != 0);
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assert(_activationCount != 0);
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activationCount--;
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_activationCount--;
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}
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void Sector::read(Common::InSaveFile *in) {
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activationCount = in->readUint16LE();
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childID = in->readUint16LE();
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_activationCount = in->readUint16LE();
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_childID = in->readUint16LE();
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}
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void Sector::write(Common::MemoryWriteStreamDynamic *out) {
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out->writeUint16LE(activationCount);
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out->writeUint16LE(childID);
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out->writeUint16LE(_activationCount);
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out->writeUint16LE(_childID);
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}
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@ -3168,64 +3168,64 @@ void Sector::write(Common::MemoryWriteStreamDynamic *out) {
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// Update this active region
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void ActiveRegion::read(Common::InSaveFile *in) {
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anchor = in->readUint16LE();
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anchorLoc.load(in);
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worldID = in->readUint16LE();
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region.read(in);
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_anchor = in->readUint16LE();
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_anchorLoc.load(in);
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_worldID = in->readUint16LE();
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_region.read(in);
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debugC(4, kDebugSaveload, "... anchor = %d", anchor);
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debugC(4, kDebugSaveload, "... anchorLoc = (%d, %d, %d)", anchorLoc.u, anchorLoc.v, anchorLoc.z);
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debugC(4, kDebugSaveload, "... worldID = %d", worldID);
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debugC(4, kDebugSaveload, "... anchor = %d", _anchor);
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debugC(4, kDebugSaveload, "... anchorLoc = (%d, %d, %d)", _anchorLoc.u, _anchorLoc.v, _anchorLoc.z);
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debugC(4, kDebugSaveload, "... worldID = %d", _worldID);
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debugC(4, kDebugSaveload, "... region = (min: (%d, %d, %d), max: (%d, %d, %d))",
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region.min.u, region.min.v, region.min.z, region.max.u, region.max.v, region.max.z);
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_region.min.u, _region.min.v, _region.min.z, _region.max.u, _region.max.v, _region.max.z);
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}
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void ActiveRegion::write(Common::MemoryWriteStreamDynamic *out) {
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out->writeUint16LE(anchor);
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anchorLoc.write(out);
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out->writeUint16LE(worldID);
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region.write(out);
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out->writeUint16LE(_anchor);
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_anchorLoc.write(out);
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out->writeUint16LE(_worldID);
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_region.write(out);
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debugC(4, kDebugSaveload, "... anchor = %d", anchor);
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debugC(4, kDebugSaveload, "... anchorLoc = (%d, %d, %d)", anchorLoc.u, anchorLoc.v, anchorLoc.z);
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debugC(4, kDebugSaveload, "... worldID = %d", worldID);
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debugC(4, kDebugSaveload, "... anchor = %d", _anchor);
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debugC(4, kDebugSaveload, "... anchorLoc = (%d, %d, %d)", _anchorLoc.u, _anchorLoc.v, _anchorLoc.z);
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debugC(4, kDebugSaveload, "... worldID = %d", _worldID);
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debugC(4, kDebugSaveload, "... region = (min: (%d, %d, %d), max: (%d, %d, %d))",
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region.min.u, region.min.v, region.min.z, region.max.u, region.max.v, region.max.z);
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_region.min.u, _region.min.v, _region.min.z, _region.max.u, _region.max.v, _region.max.z);
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}
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void ActiveRegion::update() {
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GameObject *obj = GameObject::objectAddress(anchor);
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GameWorld *world = (GameWorld *)GameObject::objectAddress(worldID);
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GameObject *obj = GameObject::objectAddress(_anchor);
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GameWorld *world = (GameWorld *)GameObject::objectAddress(_worldID);
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ObjectID objWorldID = obj->world()->thisID();
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// Determine if the world for this active region has changed
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if (worldID != objWorldID) {
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if (_worldID != objWorldID) {
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int16 u, v;
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// Deactivate all of the old sectors
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for (u = region.min.u; u < region.max.u; u++) {
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for (v = region.min.v; v < region.max.v; v++) {
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for (u = _region.min.u; u < _region.max.u; u++) {
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for (v = _region.min.v; v < _region.max.v; v++) {
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world->getSector(u, v)->deactivate();
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}
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}
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// Initialize active region for new world
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worldID = objWorldID;
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world = (GameWorld *)GameObject::objectAddress(worldID);
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anchorLoc = Nowhere;
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region.min = Nowhere;
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region.max = Nowhere;
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_worldID = objWorldID;
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world = (GameWorld *)GameObject::objectAddress(_worldID);
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_anchorLoc = Nowhere;
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_region.min = Nowhere;
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_region.max = Nowhere;
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}
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TilePoint loc = obj->getLocation();
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// Determine if anchor has moved since the last time
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if (loc != anchorLoc) {
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if (loc != _anchorLoc) {
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TileRegion ptRegion,
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newRegion;
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// Update the anchor _data.location
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anchorLoc = loc;
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_anchorLoc = loc;
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// Determine the active region in points
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ptRegion.min.u = loc.u - kSectorSize / 2;
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@ -3239,20 +3239,20 @@ void ActiveRegion::update() {
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newRegion.max.u = (ptRegion.max.u + kSectorMask) >> kSectorShift;
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newRegion.max.v = (ptRegion.max.v + kSectorMask) >> kSectorShift;
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if (region.min.u != newRegion.min.u
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|| region.min.v != newRegion.min.v
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|| region.max.u != newRegion.max.u
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|| region.max.v != newRegion.max.v) {
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if (_region.min.u != newRegion.min.u
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|| _region.min.v != newRegion.min.v
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|| _region.max.u != newRegion.max.u
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|| _region.max.v != newRegion.max.v) {
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int16 u, v;
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// Deactivate all sectors from the old region which are
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// not in the new region
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for (u = region.min.u; u < region.max.u; u++) {
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for (u = _region.min.u; u < _region.max.u; u++) {
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bool uOutOfRange;
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uOutOfRange = u < newRegion.min.u || u >= newRegion.max.u;
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for (v = region.min.v; v < region.max.v; v++) {
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for (v = _region.min.v; v < _region.max.v; v++) {
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if (uOutOfRange
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|| v < newRegion.min.v
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|| v >= newRegion.max.v) {
|
||||
@ -3270,12 +3270,12 @@ void ActiveRegion::update() {
|
||||
for (u = newRegion.min.u; u < newRegion.max.u; u++) {
|
||||
bool uOutOfRange;
|
||||
|
||||
uOutOfRange = u < region.min.u || u >= region.max.u;
|
||||
uOutOfRange = u < _region.min.u || u >= _region.max.u;
|
||||
|
||||
for (v = newRegion.min.v; v < newRegion.max.v; v++) {
|
||||
if (uOutOfRange
|
||||
|| v < region.min.v
|
||||
|| v >= region.max.v) {
|
||||
|| v < _region.min.v
|
||||
|| v >= _region.max.v) {
|
||||
|
||||
if(Sector *sect = world->getSector(u, v))
|
||||
sect->activate();
|
||||
@ -3286,10 +3286,10 @@ void ActiveRegion::update() {
|
||||
}
|
||||
|
||||
// Update the region coordinates
|
||||
region.min.u = newRegion.min.u;
|
||||
region.min.v = newRegion.min.v;
|
||||
region.max.u = newRegion.max.u;
|
||||
region.max.v = newRegion.max.v;
|
||||
_region.min.u = newRegion.min.u;
|
||||
_region.min.v = newRegion.min.v;
|
||||
_region.max.u = newRegion.max.u;
|
||||
_region.max.v = newRegion.max.v;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -3335,11 +3335,11 @@ void initActiveRegions() {
|
||||
ActiveRegion *reg = &g_vm->_activeRegionList[i];
|
||||
ObjectID actorID = getPlayerActorAddress(playerIDArray[i])->getActorID();
|
||||
|
||||
reg->anchor = actorID;
|
||||
reg->anchorLoc = Nowhere;
|
||||
reg->worldID = Nothing;
|
||||
reg->region.min = Nowhere;
|
||||
reg->region.max = Nowhere;
|
||||
reg->_anchor = actorID;
|
||||
reg->_anchorLoc = Nowhere;
|
||||
reg->_worldID = Nothing;
|
||||
reg->_region.min = Nowhere;
|
||||
reg->_region.max = Nowhere;
|
||||
}
|
||||
}
|
||||
|
||||
@ -3372,12 +3372,12 @@ void loadActiveRegions(Common::InSaveFile *in) {
|
||||
// Constructor
|
||||
|
||||
SectorRegionObjectIterator::SectorRegionObjectIterator(GameWorld *world) :
|
||||
searchWorld(world), _currentObject(nullptr) {
|
||||
assert(searchWorld != nullptr);
|
||||
assert(isWorld(searchWorld));
|
||||
_searchWorld(world), _currentObject(nullptr) {
|
||||
assert(_searchWorld != nullptr);
|
||||
assert(isWorld(_searchWorld));
|
||||
|
||||
minSector = TilePoint(0, 0, 0);
|
||||
maxSector = searchWorld->sectorSize();
|
||||
_minSector = TilePoint(0, 0, 0);
|
||||
_maxSector = _searchWorld->sectorSize();
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
@ -3388,40 +3388,40 @@ ObjectID SectorRegionObjectIterator::first(GameObject **obj) {
|
||||
|
||||
_currentObject = nullptr;
|
||||
|
||||
sectorCoords = minSector;
|
||||
currentSector = searchWorld->getSector(sectorCoords.u, sectorCoords.v);
|
||||
_sectorCoords = _minSector;
|
||||
currentSector = _searchWorld->getSector(_sectorCoords.u, _sectorCoords.v);
|
||||
|
||||
if (currentSector == nullptr)
|
||||
return Nothing;
|
||||
|
||||
while (currentSector->childID == Nothing) {
|
||||
if (++sectorCoords.v >= maxSector.v) {
|
||||
sectorCoords.v = minSector.v;
|
||||
if (++sectorCoords.u >= maxSector.u) {
|
||||
while (currentSector->_childID == Nothing) {
|
||||
if (++_sectorCoords.v >= _maxSector.v) {
|
||||
_sectorCoords.v = _minSector.v;
|
||||
if (++_sectorCoords.u >= _maxSector.u) {
|
||||
if (obj != nullptr) *obj = nullptr;
|
||||
return Nothing;
|
||||
}
|
||||
}
|
||||
|
||||
currentSector = searchWorld->getSector(
|
||||
sectorCoords.u,
|
||||
sectorCoords.v);
|
||||
currentSector = _searchWorld->getSector(
|
||||
_sectorCoords.u,
|
||||
_sectorCoords.v);
|
||||
}
|
||||
|
||||
_currentObject = GameObject::objectAddress(currentSector->childID);
|
||||
_currentObject = GameObject::objectAddress(currentSector->_childID);
|
||||
|
||||
if (obj != nullptr) *obj = _currentObject;
|
||||
return currentSector->childID;
|
||||
return currentSector->_childID;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
// Return the next object found
|
||||
|
||||
ObjectID SectorRegionObjectIterator::next(GameObject **obj) {
|
||||
assert(sectorCoords.u >= minSector.u);
|
||||
assert(sectorCoords.v >= minSector.v);
|
||||
assert(sectorCoords.u < maxSector.u);
|
||||
assert(sectorCoords.v < maxSector.v);
|
||||
assert(_sectorCoords.u >= _minSector.u);
|
||||
assert(_sectorCoords.v >= _minSector.v);
|
||||
assert(_sectorCoords.u < _maxSector.u);
|
||||
assert(_sectorCoords.v < _maxSector.v);
|
||||
|
||||
ObjectID currentObjectID;
|
||||
|
||||
@ -3431,21 +3431,21 @@ ObjectID SectorRegionObjectIterator::next(GameObject **obj) {
|
||||
Sector *currentSector;
|
||||
|
||||
do {
|
||||
if (++sectorCoords.v >= maxSector.v) {
|
||||
sectorCoords.v = minSector.v;
|
||||
if (++sectorCoords.u >= maxSector.u) {
|
||||
if (++_sectorCoords.v >= _maxSector.v) {
|
||||
_sectorCoords.v = _minSector.v;
|
||||
if (++_sectorCoords.u >= _maxSector.u) {
|
||||
if (obj != nullptr) *obj = nullptr;
|
||||
return Nothing;
|
||||
}
|
||||
}
|
||||
|
||||
currentSector = searchWorld->getSector(
|
||||
sectorCoords.u,
|
||||
sectorCoords.v);
|
||||
currentSector = _searchWorld->getSector(
|
||||
_sectorCoords.u,
|
||||
_sectorCoords.v);
|
||||
|
||||
} while (currentSector->childID == Nothing);
|
||||
} while (currentSector->_childID == Nothing);
|
||||
|
||||
currentObjectID = currentSector->childID;
|
||||
currentObjectID = currentSector->_childID;
|
||||
}
|
||||
|
||||
_currentObject = GameObject::objectAddress(currentObjectID);
|
||||
@ -3500,7 +3500,7 @@ ObjectID RadialObjectIterator::first(GameObject **obj, int16 *dist) {
|
||||
while (currentObjectID != Nothing
|
||||
&& (currentDist =
|
||||
computeDist(currentObject->getLocation()))
|
||||
> radius) {
|
||||
> _radius) {
|
||||
currentObjectID = SectorRegionObjectIterator::next(¤tObject);
|
||||
}
|
||||
|
||||
@ -3520,7 +3520,7 @@ ObjectID RadialObjectIterator::next(GameObject **obj, int16 *dist) {
|
||||
do {
|
||||
currentObjectID = SectorRegionObjectIterator::next(¤tObject);
|
||||
} while (currentObjectID != Nothing
|
||||
&& (currentDist = computeDist(currentObject->getLocation())) > radius);
|
||||
&& (currentDist = computeDist(currentObject->getLocation())) > _radius);
|
||||
|
||||
if (dist != nullptr)
|
||||
*dist = currentDist;
|
||||
@ -3551,7 +3551,7 @@ ObjectID RingObjectIterator::first(GameObject **obj) {
|
||||
|
||||
currentObjectID = CircularObjectIterator::first(¤tObject);
|
||||
while (currentObjectID != Nothing
|
||||
&& computeDist(currentObject->getLocation()) < innerDist) {
|
||||
&& computeDist(currentObject->getLocation()) < _innerDist) {
|
||||
currentObjectID = CircularObjectIterator::next(¤tObject);
|
||||
}
|
||||
|
||||
@ -3567,7 +3567,7 @@ ObjectID RingObjectIterator::next(GameObject **obj) {
|
||||
do {
|
||||
currentObjectID = CircularObjectIterator::next(¤tObject);
|
||||
} while (currentObjectID != Nothing
|
||||
&& computeDist(currentObject->getLocation()) < innerDist);
|
||||
&& computeDist(currentObject->getLocation()) < _innerDist);
|
||||
|
||||
if (obj != nullptr) *obj = currentObject;
|
||||
return currentObjectID;
|
||||
@ -3827,7 +3827,7 @@ TilePoint CenterRegionObjectIterator::MaxCenterRegion() {
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
bool ActiveRegionObjectIterator::firstActiveRegion() {
|
||||
activeRegionIndex = -1;
|
||||
_activeRegionIndex = -1;
|
||||
|
||||
return nextActiveRegion();
|
||||
}
|
||||
@ -3840,22 +3840,22 @@ bool ActiveRegionObjectIterator::nextActiveRegion() {
|
||||
TilePoint currentRegionSize;
|
||||
|
||||
do {
|
||||
if (++activeRegionIndex >= kPlayerActors)
|
||||
if (++_activeRegionIndex >= kPlayerActors)
|
||||
return false;
|
||||
|
||||
int16 prevRegionIndex;
|
||||
|
||||
currentRegion = &g_vm->_activeRegionList[activeRegionIndex];
|
||||
currentRegion = &g_vm->_activeRegionList[_activeRegionIndex];
|
||||
|
||||
sectorBitMask = 0;
|
||||
currentRegionSize.u = currentRegion->region.max.u
|
||||
- currentRegion->region.min.u;
|
||||
currentRegionSize.v = currentRegion->region.max.v
|
||||
- currentRegion->region.min.v;
|
||||
_sectorBitMask = 0;
|
||||
currentRegionSize.u = currentRegion->_region.max.u
|
||||
- currentRegion->_region.min.u;
|
||||
currentRegionSize.v = currentRegion->_region.max.v
|
||||
- currentRegion->_region.min.v;
|
||||
currentRegionSectors = currentRegionSize.u * currentRegionSize.v;
|
||||
|
||||
for (prevRegionIndex = 0;
|
||||
prevRegionIndex < activeRegionIndex;
|
||||
prevRegionIndex < _activeRegionIndex;
|
||||
prevRegionIndex++) {
|
||||
ActiveRegion *prevRegion;
|
||||
|
||||
@ -3863,32 +3863,32 @@ bool ActiveRegionObjectIterator::nextActiveRegion() {
|
||||
|
||||
// Determine if the current region and the previous region
|
||||
// overlap.
|
||||
if (currentRegion->worldID != prevRegion->worldID
|
||||
|| prevRegion->region.min.u >= currentRegion->region.max.u
|
||||
|| currentRegion->region.min.u >= prevRegion->region.max.u
|
||||
|| prevRegion->region.min.v >= currentRegion->region.max.v
|
||||
|| currentRegion->region.min.v >= prevRegion->region.max.v)
|
||||
if (currentRegion->_worldID != prevRegion->_worldID
|
||||
|| prevRegion->_region.min.u >= currentRegion->_region.max.u
|
||||
|| currentRegion->_region.min.u >= prevRegion->_region.max.u
|
||||
|| prevRegion->_region.min.v >= currentRegion->_region.max.v
|
||||
|| currentRegion->_region.min.v >= prevRegion->_region.max.v)
|
||||
continue;
|
||||
|
||||
TileRegion intersection;
|
||||
int16 u, v;
|
||||
|
||||
intersection.min.u = MAX(
|
||||
currentRegion->region.min.u,
|
||||
prevRegion->region.min.u)
|
||||
- currentRegion->region.min.u;
|
||||
currentRegion->_region.min.u,
|
||||
prevRegion->_region.min.u)
|
||||
- currentRegion->_region.min.u;
|
||||
intersection.max.u = MIN(
|
||||
currentRegion->region.max.u,
|
||||
prevRegion->region.max.u)
|
||||
- currentRegion->region.min.u;
|
||||
currentRegion->_region.max.u,
|
||||
prevRegion->_region.max.u)
|
||||
- currentRegion->_region.min.u;
|
||||
intersection.min.v = MAX(
|
||||
currentRegion->region.min.v,
|
||||
prevRegion->region.min.v)
|
||||
- currentRegion->region.min.v;
|
||||
currentRegion->_region.min.v,
|
||||
prevRegion->_region.min.v)
|
||||
- currentRegion->_region.min.v;
|
||||
intersection.max.v = MIN(
|
||||
currentRegion->region.max.v,
|
||||
prevRegion->region.max.v)
|
||||
- currentRegion->region.min.v;
|
||||
currentRegion->_region.max.v,
|
||||
prevRegion->_region.max.v)
|
||||
- currentRegion->_region.min.v;
|
||||
|
||||
for (u = intersection.min.u;
|
||||
u < intersection.max.u;
|
||||
@ -3900,13 +3900,13 @@ bool ActiveRegionObjectIterator::nextActiveRegion() {
|
||||
|
||||
sectorBit = 1 << (u * currentRegionSize.v + v);
|
||||
|
||||
if (!(sectorBitMask & sectorBit)) {
|
||||
if (!(_sectorBitMask & sectorBit)) {
|
||||
currentRegionSectors--;
|
||||
assert(currentRegionSectors >= 0);
|
||||
|
||||
// Set the bit in the bit mask indicating that this
|
||||
// sector overlaps with a previouse active region
|
||||
sectorBitMask |= sectorBit;
|
||||
_sectorBitMask |= sectorBit;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -3919,12 +3919,12 @@ bool ActiveRegionObjectIterator::nextActiveRegion() {
|
||||
|
||||
} while (currentRegionSectors == 0);
|
||||
|
||||
baseSectorCoords.u = currentRegion->region.min.u;
|
||||
baseSectorCoords.v = currentRegion->region.min.v;
|
||||
size.u = currentRegionSize.u;
|
||||
size.v = currentRegionSize.v;
|
||||
currentWorld = (GameWorld *)GameObject::objectAddress(
|
||||
currentRegion->worldID);
|
||||
_baseSectorCoords.u = currentRegion->_region.min.u;
|
||||
_baseSectorCoords.v = currentRegion->_region.min.v;
|
||||
_size.u = currentRegionSize.u;
|
||||
_size.v = currentRegionSize.v;
|
||||
_currentWorld = (GameWorld *)GameObject::objectAddress(
|
||||
currentRegion->_worldID);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -3935,10 +3935,10 @@ bool ActiveRegionObjectIterator::firstSector() {
|
||||
if (!firstActiveRegion())
|
||||
return false;
|
||||
|
||||
sectorCoords.u = baseSectorCoords.u;
|
||||
sectorCoords.v = baseSectorCoords.v;
|
||||
_sectorCoords.u = _baseSectorCoords.u;
|
||||
_sectorCoords.v = _baseSectorCoords.v;
|
||||
|
||||
if (sectorBitMask & 1) {
|
||||
if (_sectorBitMask & 1) {
|
||||
if (!nextSector())
|
||||
return false;
|
||||
}
|
||||
@ -3952,23 +3952,23 @@ bool ActiveRegionObjectIterator::nextSector() {
|
||||
int16 u, v;
|
||||
|
||||
do {
|
||||
sectorCoords.v++;
|
||||
_sectorCoords.v++;
|
||||
|
||||
if (sectorCoords.v >= baseSectorCoords.v + size.v) {
|
||||
sectorCoords.v = baseSectorCoords.v;
|
||||
sectorCoords.u++;
|
||||
if (_sectorCoords.v >= _baseSectorCoords.v + _size.v) {
|
||||
_sectorCoords.v = _baseSectorCoords.v;
|
||||
_sectorCoords.u++;
|
||||
|
||||
if (sectorCoords.u >= baseSectorCoords.u + size.u) {
|
||||
if (_sectorCoords.u >= _baseSectorCoords.u + _size.u) {
|
||||
if (!nextActiveRegion()) return false;
|
||||
|
||||
sectorCoords.u = baseSectorCoords.u;
|
||||
sectorCoords.v = baseSectorCoords.v;
|
||||
_sectorCoords.u = _baseSectorCoords.u;
|
||||
_sectorCoords.v = _baseSectorCoords.v;
|
||||
}
|
||||
}
|
||||
|
||||
u = sectorCoords.u - baseSectorCoords.u;
|
||||
v = sectorCoords.v - baseSectorCoords.v;
|
||||
} while (sectorBitMask & (1 << (u * size.v + v)));
|
||||
u = _sectorCoords.u - _baseSectorCoords.u;
|
||||
v = _sectorCoords.v - _baseSectorCoords.v;
|
||||
} while (_sectorBitMask & (1 << (u * _size.v + v)));
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -3984,13 +3984,13 @@ ObjectID ActiveRegionObjectIterator::first(GameObject **obj) {
|
||||
if (firstSector()) {
|
||||
Sector *currentSector;
|
||||
|
||||
currentSector = currentWorld->getSector(
|
||||
sectorCoords.u,
|
||||
sectorCoords.v);
|
||||
currentSector = _currentWorld->getSector(
|
||||
_sectorCoords.u,
|
||||
_sectorCoords.v);
|
||||
|
||||
assert(currentSector != nullptr);
|
||||
|
||||
currentObjectID = currentSector->childID;
|
||||
currentObjectID = currentSector->_childID;
|
||||
_currentObject = currentObjectID != Nothing
|
||||
? GameObject::objectAddress(currentObjectID)
|
||||
: nullptr;
|
||||
@ -3998,13 +3998,13 @@ ObjectID ActiveRegionObjectIterator::first(GameObject **obj) {
|
||||
while (currentObjectID == Nothing) {
|
||||
if (!nextSector()) break;
|
||||
|
||||
currentSector = currentWorld->getSector(
|
||||
sectorCoords.u,
|
||||
sectorCoords.v);
|
||||
currentSector = _currentWorld->getSector(
|
||||
_sectorCoords.u,
|
||||
_sectorCoords.v);
|
||||
|
||||
assert(currentSector != nullptr);
|
||||
|
||||
currentObjectID = currentSector->childID;
|
||||
currentObjectID = currentSector->_childID;
|
||||
_currentObject = currentObjectID != Nothing
|
||||
? GameObject::objectAddress(currentObjectID)
|
||||
: nullptr;
|
||||
@ -4019,8 +4019,8 @@ ObjectID ActiveRegionObjectIterator::first(GameObject **obj) {
|
||||
// Return the next object within the specified region
|
||||
|
||||
ObjectID ActiveRegionObjectIterator::next(GameObject **obj) {
|
||||
assert(activeRegionIndex >= 0);
|
||||
assert(activeRegionIndex < kPlayerActors);
|
||||
assert(_activeRegionIndex >= 0);
|
||||
assert(_activeRegionIndex < kPlayerActors);
|
||||
|
||||
ObjectID currentObjectID;
|
||||
|
||||
@ -4034,13 +4034,13 @@ ObjectID ActiveRegionObjectIterator::next(GameObject **obj) {
|
||||
|
||||
if (!nextSector()) break;
|
||||
|
||||
currentSector = currentWorld->getSector(
|
||||
sectorCoords.u,
|
||||
sectorCoords.v);
|
||||
currentSector = _currentWorld->getSector(
|
||||
_sectorCoords.u,
|
||||
_sectorCoords.v);
|
||||
|
||||
assert(currentSector != nullptr);
|
||||
|
||||
currentObjectID = currentSector->childID;
|
||||
currentObjectID = currentSector->_childID;
|
||||
_currentObject = currentObjectID != Nothing
|
||||
? GameObject::objectAddress(currentObjectID)
|
||||
: nullptr;
|
||||
@ -4058,19 +4058,19 @@ ObjectID ActiveRegionObjectIterator::next(GameObject **obj) {
|
||||
|
||||
ContainerIterator::ContainerIterator(GameObject *container) {
|
||||
// Get the ID of the 1st object in the sector list
|
||||
nextID = container->_data.childID;
|
||||
object = nullptr;
|
||||
_nextID = container->_data.childID;
|
||||
_object = nullptr;
|
||||
}
|
||||
|
||||
ObjectID ContainerIterator::next(GameObject **obj) {
|
||||
ObjectID id = nextID;
|
||||
ObjectID id = _nextID;
|
||||
|
||||
if (id == Nothing) return Nothing;
|
||||
|
||||
object = GameObject::objectAddress(id);
|
||||
nextID = object->_data.siblingID;
|
||||
_object = GameObject::objectAddress(id);
|
||||
_nextID = _object->_data.siblingID;
|
||||
|
||||
if (obj) *obj = object;
|
||||
if (obj) *obj = _object;
|
||||
return id;
|
||||
}
|
||||
|
||||
@ -4135,44 +4135,44 @@ ObjectID RecursiveContainerIterator::next(GameObject **obj) {
|
||||
// This class iterates through every object within a container
|
||||
|
||||
ObjectID RecursiveContainerIterator::first(GameObject **obj) {
|
||||
GameObject *rootObj = GameObject::objectAddress(root);
|
||||
GameObject *rootObj = GameObject::objectAddress(_root);
|
||||
|
||||
id = rootObj->IDChild();
|
||||
_id = rootObj->IDChild();
|
||||
|
||||
if (obj != nullptr)
|
||||
*obj = id != Nothing ? GameObject::objectAddress(id) : nullptr;
|
||||
*obj = _id != Nothing ? GameObject::objectAddress(_id) : nullptr;
|
||||
|
||||
return id;
|
||||
return _id;
|
||||
}
|
||||
|
||||
ObjectID RecursiveContainerIterator::next(GameObject **obj) {
|
||||
GameObject *currentObj = GameObject::objectAddress(id);
|
||||
GameObject *currentObj = GameObject::objectAddress(_id);
|
||||
|
||||
// If this object has a child, then the next object (id) is the child.
|
||||
// If it has no child, then check for sibling.
|
||||
if ((id = currentObj->IDChild()) == 0) {
|
||||
if ((_id = currentObj->IDChild()) == 0) {
|
||||
// If this object has a sibling, then the next object (id) is the sibling.
|
||||
// If it has no sibling, then check for parent.
|
||||
while ((id = currentObj->IDNext()) == 0) {
|
||||
while ((_id = currentObj->IDNext()) == 0) {
|
||||
// If this object has a parent, then the get the parent.
|
||||
if ((id = currentObj->IDParent()) != 0) {
|
||||
if ((_id = currentObj->IDParent()) != 0) {
|
||||
// If the parent is the root, then we're done.
|
||||
if (id == Nothing || id == root) return 0;
|
||||
if (_id == Nothing || _id == _root) return 0;
|
||||
|
||||
// Set the current object to the parent, and then
|
||||
// Go around the loop once again and get the sibling of the parent.
|
||||
|
||||
// The loop will keep going up until we either find an object that
|
||||
// has a sibling, or we hit the original root object.
|
||||
currentObj = GameObject::objectAddress(id);
|
||||
currentObj = GameObject::objectAddress(_id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (obj != nullptr)
|
||||
*obj = id != Nothing ? GameObject::objectAddress(id) : nullptr;
|
||||
*obj = _id != Nothing ? GameObject::objectAddress(_id) : nullptr;
|
||||
|
||||
return id;
|
||||
return _id;
|
||||
}
|
||||
|
||||
/* ======================================================================= *
|
||||
@ -4257,7 +4257,7 @@ bool lineOfSight(GameObject *obj1, GameObject *obj2, uint32 terrainMask) {
|
||||
obj2Loc.z += obj2proto->height * 7 / 8;
|
||||
|
||||
return (lineTerrain(
|
||||
world->mapNum,
|
||||
world->_mapNum,
|
||||
obj1Loc,
|
||||
obj2Loc,
|
||||
opaqueTerrain)
|
||||
@ -4278,7 +4278,7 @@ bool lineOfSight(GameObject *obj, const TilePoint &loc, uint32 terrainMask) {
|
||||
objLoc.z += proto->height * 7 / 8;
|
||||
|
||||
return (lineTerrain(
|
||||
world->mapNum,
|
||||
world->_mapNum,
|
||||
objLoc,
|
||||
loc,
|
||||
opaqueTerrain)
|
||||
@ -4299,7 +4299,7 @@ bool lineOfSight(
|
||||
uint32 opaqueTerrain = ~terrainMask;
|
||||
|
||||
return (lineTerrain(
|
||||
world->mapNum,
|
||||
world->_mapNum,
|
||||
loc1,
|
||||
loc2,
|
||||
opaqueTerrain)
|
||||
|
@ -736,16 +736,16 @@ public:
|
||||
|
||||
class Sector {
|
||||
public:
|
||||
uint16 activationCount;
|
||||
ObjectID childID;
|
||||
uint16 _activationCount;
|
||||
ObjectID _childID;
|
||||
|
||||
Sector() :
|
||||
activationCount(0),
|
||||
childID(Nothing) {
|
||||
_activationCount(0),
|
||||
_childID(Nothing) {
|
||||
}
|
||||
|
||||
bool isActivated() {
|
||||
return activationCount != 0;
|
||||
return _activationCount != 0;
|
||||
}
|
||||
|
||||
void activate();
|
||||
@ -776,13 +776,13 @@ class GameWorld : public GameObject {
|
||||
friend class ObjectIterator;
|
||||
|
||||
public:
|
||||
TilePoint size; // size of world in U/V coords
|
||||
int16 sectorArraySize; // size of sector array
|
||||
Sector *sectorArray; // array of sectors
|
||||
int16 mapNum; // map number for this world.
|
||||
TilePoint _size; // size of world in U/V coords
|
||||
int16 _sectorArraySize; // size of sector array
|
||||
Sector *_sectorArray; // array of sectors
|
||||
int16 _mapNum; // map number for this world.
|
||||
|
||||
// Default constructor
|
||||
GameWorld() : sectorArraySize(0), sectorArray(nullptr), mapNum(0) {}
|
||||
GameWorld() : _sectorArraySize(0), _sectorArray(nullptr), _mapNum(0) {}
|
||||
|
||||
// Initial constructor
|
||||
GameWorld(int16 map);
|
||||
@ -799,22 +799,22 @@ public:
|
||||
if (u == -1 && v == -1)
|
||||
return nullptr;
|
||||
|
||||
if (v * sectorArraySize + u >= sectorArraySize * sectorArraySize ||
|
||||
v * sectorArraySize + u < 0) {
|
||||
warning("Sector::getSector: Invalid sector: (%d, %d) (sectorArraySize = %d)", u, v, sectorArraySize);
|
||||
if (v * _sectorArraySize + u >= _sectorArraySize * _sectorArraySize ||
|
||||
v * _sectorArraySize + u < 0) {
|
||||
warning("Sector::getSector: Invalid sector: (%d, %d) (sectorArraySize = %d)", u, v, _sectorArraySize);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return &(sectorArray)[v * sectorArraySize + u];
|
||||
return &(_sectorArray)[v * _sectorArraySize + u];
|
||||
}
|
||||
|
||||
TilePoint sectorSize() { // size of map in sectors
|
||||
return TilePoint(sectorArraySize, sectorArraySize, 0);
|
||||
return TilePoint(_sectorArraySize, _sectorArraySize, 0);
|
||||
}
|
||||
|
||||
static uint32 IDtoMapNum(ObjectID id) {
|
||||
assert(isWorld(id));
|
||||
return ((GameWorld *)GameObject::objectAddress(id))->mapNum;
|
||||
return ((GameWorld *)GameObject::objectAddress(id))->_mapNum;
|
||||
}
|
||||
};
|
||||
|
||||
@ -831,12 +831,12 @@ extern GameWorld *currentWorld;
|
||||
|
||||
inline int16 GameObject::getMapNum() {
|
||||
if (world())
|
||||
return world()->mapNum;
|
||||
return world()->_mapNum;
|
||||
else if (_data.siblingID) {
|
||||
GameObject *sibling = GameObject::objectAddress(_data.siblingID);
|
||||
return sibling->getMapNum();
|
||||
} else
|
||||
return currentWorld->mapNum;
|
||||
return currentWorld->_mapNum;
|
||||
}
|
||||
|
||||
/* ======================================================================= *
|
||||
@ -861,10 +861,10 @@ class ActiveRegion {
|
||||
|
||||
friend class ActiveRegionObjectIterator;
|
||||
|
||||
ObjectID anchor; // ID of object this region is attached to
|
||||
TilePoint anchorLoc; // Location of anchor
|
||||
ObjectID worldID;
|
||||
TileRegion region; // Region coords ( in sectors )
|
||||
ObjectID _anchor; // ID of object this region is attached to
|
||||
TilePoint _anchorLoc; // Location of anchor
|
||||
ObjectID _worldID;
|
||||
TileRegion _region; // Region coords ( in sectors )
|
||||
|
||||
public:
|
||||
|
||||
@ -872,7 +872,7 @@ public:
|
||||
kActiveRegionSize = 22
|
||||
};
|
||||
|
||||
ActiveRegion() : anchor(0), worldID(0) {}
|
||||
ActiveRegion() : _anchor(0), _worldID(0) {}
|
||||
void update();
|
||||
|
||||
void read(Common::InSaveFile *in);
|
||||
@ -882,10 +882,10 @@ public:
|
||||
TileRegion getRegion() {
|
||||
TileRegion tReg;
|
||||
|
||||
tReg.min.u = region.min.u << kSectorShift;
|
||||
tReg.min.v = region.min.v << kSectorShift;
|
||||
tReg.max.u = region.max.u << kSectorShift;
|
||||
tReg.max.v = region.max.v << kSectorShift;
|
||||
tReg.min.u = _region.min.u << kSectorShift;
|
||||
tReg.min.v = _region.min.v << kSectorShift;
|
||||
tReg.max.u = _region.max.u << kSectorShift;
|
||||
tReg.max.v = _region.max.v << kSectorShift;
|
||||
tReg.min.z = tReg.max.z = 0;
|
||||
|
||||
return tReg;
|
||||
@ -893,7 +893,7 @@ public:
|
||||
|
||||
// Return the region world
|
||||
GameWorld *getWorld() {
|
||||
return (GameWorld *)GameObject::objectAddress(worldID);
|
||||
return (GameWorld *)GameObject::objectAddress(_worldID);
|
||||
}
|
||||
};
|
||||
|
||||
@ -933,10 +933,10 @@ public:
|
||||
|
||||
class SectorRegionObjectIterator : public ObjectIterator {
|
||||
|
||||
TilePoint minSector,
|
||||
maxSector,
|
||||
sectorCoords;
|
||||
GameWorld *searchWorld;
|
||||
TilePoint _minSector,
|
||||
_maxSector,
|
||||
_sectorCoords;
|
||||
GameWorld *_searchWorld;
|
||||
GameObject *_currentObject;
|
||||
|
||||
public:
|
||||
@ -947,17 +947,17 @@ public:
|
||||
SectorRegionObjectIterator(
|
||||
GameWorld *world,
|
||||
const TileRegion §orRegion) :
|
||||
searchWorld(world),
|
||||
minSector(sectorRegion.min),
|
||||
maxSector(sectorRegion.max),
|
||||
_searchWorld(world),
|
||||
_minSector(sectorRegion.min),
|
||||
_maxSector(sectorRegion.max),
|
||||
_currentObject(nullptr) {
|
||||
assert(searchWorld != NULL);
|
||||
assert(isWorld(searchWorld));
|
||||
assert(_searchWorld != NULL);
|
||||
assert(isWorld(_searchWorld));
|
||||
}
|
||||
|
||||
protected:
|
||||
GameWorld *getSearchWorld() {
|
||||
return searchWorld;
|
||||
return _searchWorld;
|
||||
}
|
||||
|
||||
public:
|
||||
@ -976,8 +976,8 @@ public:
|
||||
class RadialObjectIterator : public SectorRegionObjectIterator {
|
||||
private:
|
||||
|
||||
TilePoint center;
|
||||
int16 radius;
|
||||
TilePoint _center;
|
||||
int16 _radius;
|
||||
|
||||
// Compute the region of sectors to pass to the ObjectIterator
|
||||
// constructor
|
||||
@ -994,7 +994,7 @@ protected:
|
||||
|
||||
// Simply return the center coordinates
|
||||
TilePoint getCenter() {
|
||||
return center;
|
||||
return _center;
|
||||
}
|
||||
|
||||
public:
|
||||
@ -1010,8 +1010,8 @@ public:
|
||||
world->sectorSize(),
|
||||
searchCenter,
|
||||
distance)),
|
||||
center(searchCenter),
|
||||
radius(distance) {
|
||||
_center(searchCenter),
|
||||
_radius(distance) {
|
||||
}
|
||||
|
||||
// Return the first object found
|
||||
@ -1060,7 +1060,7 @@ public:
|
||||
class RingObjectIterator : public CircularObjectIterator {
|
||||
private:
|
||||
|
||||
int16 innerDist;
|
||||
int16 _innerDist;
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
@ -1070,7 +1070,7 @@ public:
|
||||
int16 outerDistance,
|
||||
int16 innerDistance) :
|
||||
CircularObjectIterator(world, searchCenter, outerDistance) {
|
||||
innerDist = innerDistance;
|
||||
_innerDist = innerDistance;
|
||||
}
|
||||
|
||||
ObjectID first(GameObject **obj);
|
||||
@ -1222,12 +1222,12 @@ public:
|
||||
|
||||
class ActiveRegionObjectIterator : public ObjectIterator {
|
||||
|
||||
int16 activeRegionIndex;
|
||||
TilePoint baseSectorCoords,
|
||||
size,
|
||||
sectorCoords;
|
||||
uint8 sectorBitMask;
|
||||
GameWorld *currentWorld;
|
||||
int16 _activeRegionIndex;
|
||||
TilePoint _baseSectorCoords,
|
||||
_size,
|
||||
_sectorCoords;
|
||||
uint8 _sectorBitMask;
|
||||
GameWorld *_currentWorld;
|
||||
GameObject *_currentObject;
|
||||
|
||||
bool firstActiveRegion();
|
||||
@ -1237,7 +1237,7 @@ class ActiveRegionObjectIterator : public ObjectIterator {
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
ActiveRegionObjectIterator() : activeRegionIndex(-1), sectorBitMask(0), currentWorld(nullptr), _currentObject(nullptr) {}
|
||||
ActiveRegionObjectIterator() : _activeRegionIndex(-1), _sectorBitMask(0), _currentWorld(nullptr), _currentObject(nullptr) {}
|
||||
|
||||
// Iteration functions
|
||||
ObjectID first(GameObject **obj);
|
||||
@ -1251,10 +1251,10 @@ public:
|
||||
// This class iterates through every object within a container
|
||||
|
||||
class ContainerIterator {
|
||||
ObjectID nextID;
|
||||
ObjectID _nextID;
|
||||
|
||||
public:
|
||||
GameObject *object;
|
||||
GameObject *_object;
|
||||
|
||||
// Constructor
|
||||
ContainerIterator(GameObject *container);
|
||||
@ -1270,40 +1270,19 @@ public:
|
||||
// This class iterates through every object within a container and
|
||||
// all of the containers within the container
|
||||
|
||||
#if 0
|
||||
class RecursiveContainerIterator {
|
||||
ObjectID id;
|
||||
RecursiveContainerIterator *subIter;
|
||||
ObjectID _id,
|
||||
_root;
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
RecursiveContainerIterator(GameObject *container) :
|
||||
id(container->IDChild()),
|
||||
subIter(NULL) {
|
||||
}
|
||||
~RecursiveContainerIterator();
|
||||
_root(container->thisID()), _id(0) {}
|
||||
|
||||
// Iteration functions
|
||||
ObjectID first(GameObject **obj);
|
||||
ObjectID next(GameObject **obj);
|
||||
};
|
||||
#else
|
||||
|
||||
class RecursiveContainerIterator {
|
||||
ObjectID id,
|
||||
root;
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
RecursiveContainerIterator(GameObject *container) :
|
||||
root(container->thisID()), id(0) {}
|
||||
|
||||
// Iteration functions
|
||||
ObjectID first(GameObject **obj);
|
||||
ObjectID next(GameObject **obj);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
/* ============================================================================ *
|
||||
Object sound effect struct
|
||||
|
@ -366,7 +366,7 @@ inline GameWorld *Effectron::world() const {
|
||||
return parent->world;
|
||||
}
|
||||
inline int16 Effectron::getMapNum() const {
|
||||
return parent->world->mapNum;
|
||||
return parent->world->_mapNum;
|
||||
}
|
||||
|
||||
inline EffectID Effectron::spellID() {
|
||||
|
@ -236,7 +236,7 @@ TilePoint TileTarget::where(GameWorld *world, const TilePoint &tp) const {
|
||||
tileReg.max.v = (tp.v + maxTileDist - 1 + kTileUVMask)
|
||||
>> kTileUVShift;
|
||||
|
||||
TileIterator tIter(world->mapNum, tileReg);
|
||||
TileIterator tIter(world->_mapNum, tileReg);
|
||||
|
||||
// Get the first tile in tile region
|
||||
ti = tIter.first(&tileCoords, &sti);
|
||||
@ -291,7 +291,7 @@ int16 TileTarget::where(
|
||||
tileReg.max.v = (tp.v + maxTileDist - 1 + kTileUVMask)
|
||||
>> kTileUVShift;
|
||||
|
||||
TileIterator tIter(world->mapNum, tileReg);
|
||||
TileIterator tIter(world->_mapNum, tileReg);
|
||||
|
||||
// Get the first tile in tile region
|
||||
ti = tIter.first(&tileCoords, &sti);
|
||||
@ -468,12 +468,12 @@ TilePoint MetaTileTarget::where(
|
||||
tileReg.max.v = (tp.v + maxMetaDist + kTileUVMask)
|
||||
>> kTileUVShift;
|
||||
|
||||
MetaTileIterator mIter(world->mapNum, tileReg);
|
||||
MetaTileIterator mIter(world->_mapNum, tileReg);
|
||||
|
||||
// get the first metatile in region
|
||||
mt = mIter.first(&metaCoords);
|
||||
while (mt != nullptr) {
|
||||
if (isTarget(mt, world->mapNum, metaCoords)) {
|
||||
if (isTarget(mt, world->_mapNum, metaCoords)) {
|
||||
uint16 dist;
|
||||
|
||||
metaCoords.u <<= kTileUVShift;
|
||||
@ -522,12 +522,12 @@ int16 MetaTileTarget::where(
|
||||
tileReg.max.v = (tp.v + maxMetaDist + kTileUVMask)
|
||||
>> kTileUVShift;
|
||||
|
||||
MetaTileIterator mIter(world->mapNum, tileReg);
|
||||
MetaTileIterator mIter(world->_mapNum, tileReg);
|
||||
|
||||
// Get the first metatile in tile region
|
||||
mt = mIter.first(&metaCoords);
|
||||
while (mt != nullptr) {
|
||||
if (isTarget(mt, world->mapNum, metaCoords)) {
|
||||
if (isTarget(mt, world->_mapNum, metaCoords)) {
|
||||
uint16 dist;
|
||||
|
||||
metaCoords.u <<= kTileUVShift;
|
||||
|
@ -4317,7 +4317,7 @@ void updateMainDisplay() {
|
||||
|
||||
if (viewWorld != currentWorld) {
|
||||
currentWorld = viewWorld;
|
||||
setCurrentMap(currentWorld->mapNum);
|
||||
setCurrentMap(currentWorld->_mapNum);
|
||||
}
|
||||
|
||||
WorldMapData *curMap = &mapList[g_vm->_currentMapNum];
|
||||
|
@ -655,7 +655,7 @@ void TileModeSetup() {
|
||||
lastUpdateTime = gameTime;
|
||||
|
||||
setCurrentWorld(WorldBaseID);
|
||||
setCurrentMap(currentWorld->mapNum);
|
||||
setCurrentMap(currentWorld->_mapNum);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user