TWINE: renamed variables + const

This commit is contained in:
Martin Gerhardy 2020-11-19 22:54:50 +01:00
parent e761fe9118
commit 7977f649b3

View File

@ -448,7 +448,7 @@ int32 Animations::verifyAnimAtKeyframe(int32 animIdx, uint8 *animPtr, uint8 *bod
void Animations::processAnimActions(int32 actorIdx) {
ActorStruct *actor = _engine->_scene->getActor(actorIdx);
if (!actor->animExtraPtr) {
if (actor->animExtraPtr == nullptr) {
return; // avoid null pointers
}
@ -464,7 +464,7 @@ void Animations::processAnimActions(int32 actorIdx) {
switch (actionType) {
case ACTION_HITTING: {
int32 animPos = stream.readByte() - 1;
const int32 animPos = stream.readByte() - 1;
const int8 strength = stream.readByte();
if (animPos == actor->animPosition) {
@ -474,7 +474,7 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_SAMPLE: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int16 sampleIdx = stream.readSint16LE();
if (animPos == actor->animPosition) {
@ -483,7 +483,7 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_SAMPLE_FREQ: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int16 sampleIdx = stream.readSint16LE();
int16 frequency = stream.readSint16LE();
@ -494,7 +494,7 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_THROW_EXTRA_BONUS: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int32 yHeight = stream.readSint16LE();
const int32 sprite = stream.readByte();
const int32 cx = stream.readSint16LE();
@ -509,7 +509,7 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_THROW_MAGIC_BALL: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int32 var_8 = stream.readSint16LE();
const int32 dx = stream.readSint16LE();
const int32 var_24 = stream.readSint16LE();
@ -521,7 +521,7 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_SAMPLE_REPEAT: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int16 sampleIdx = stream.readSint16LE();
const int16 repeat = stream.readSint16LE();
@ -531,39 +531,39 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_UNKNOWN_6: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
if (animPos == actor->animPosition) {
//The folowing fetches 7 bytes, but the else block skips only 6 bytes.
// TODO: The folowing fetches 7 bytes, but the else block skips only 6 bytes.
// Please check if that's correct.
const int32 var_8 = stream.readSint16LE();
const int32 var_C = stream.readByte();
const int32 dx = stream.readByte();
const int32 var_24 = stream.readSint16LE();
const int32 temp = stream.readByte();
const int32 spriteIdx = stream.readByte();
const int32 targetActorIdx = stream.readByte();
const int32 maxSpeed = stream.readSint16LE();
const int32 strengthOfHit = stream.readByte();
_engine->_extra->addExtraAiming(actorIdx, actor->x, actor->y + var_8, actor->z, var_C, dx, var_24, temp);
_engine->_extra->addExtraAiming(actorIdx, actor->x, actor->y + var_8, actor->z, spriteIdx, targetActorIdx, maxSpeed, strengthOfHit);
} else {
stream.skip(6);
}
break;
}
case ACTION_UNKNOWN_7: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int32 yHeight = stream.readSint16LE();
const int32 var_C = stream.readByte();
const int32 spriteIdx = stream.readByte();
const int32 dx = stream.readSint16LE();
const int32 cx = actor->angle + stream.readSint16LE();
const int32 angle = actor->angle + stream.readSint16LE();
const int32 var_24 = stream.readSint16LE();
const int32 var_14 = stream.readByte();
const int32 var = stream.readByte();
const int32 strengthOfHit = stream.readByte();
if (animPos == actor->animPosition) {
_engine->_extra->addExtraThrow(actorIdx, actor->x, actor->y + yHeight, actor->z, var_C, dx, cx, var_24, var_14, var);
_engine->_extra->addExtraThrow(actorIdx, actor->x, actor->y + yHeight, actor->z, spriteIdx, dx, angle, var_24, var_14, strengthOfHit);
}
break;
}
case ACTION_SAMPLE_STOP: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int32 sampleIdx = stream.readByte(); //why is it reading a byte but saving it in a 32bit variable?
stream.skip(1); //what is the meaning of this extra byte?
@ -573,7 +573,7 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_SAMPLE_BRICK_1: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
if (animPos == actor->animPosition && (actor->brickSound & 0x0F0) != 0x0F0) {
const int16 sampleIdx = (actor->brickSound & 0x0F) + Samples::WalkFloorBegin;
_engine->_sound->playSample(sampleIdx, _engine->getRandomNumber(1000) + 3596, 1, actor->x, actor->y, actor->z, actorIdx);
@ -581,7 +581,7 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_SAMPLE_BRICK_2: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
if (animPos == actor->animPosition && (actor->brickSound & 0x0F0) != 0x0F0) {
const int16 sampleIdx = (actor->brickSound & 0x0F) + Samples::WalkFloorBegin;
_engine->_sound->playSample(sampleIdx, _engine->getRandomNumber(1000) + 3596, 1, actor->x, actor->y, actor->z, actorIdx);
@ -589,7 +589,7 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_HERO_HITTING: {
int32 animPos = stream.readByte() - 1;
const int32 animPos = stream.readByte() - 1;
if (animPos == actor->animPosition) {
actor->strengthOfHit = magicLevelStrengthOfHit[_engine->_gameState->magicLevelIdx];
actor->dynamicFlags.bIsHitting = 1;
@ -597,13 +597,13 @@ void Animations::processAnimActions(int32 actorIdx) {
break;
}
case ACTION_UNKNOWN_13: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int32 distanceX = stream.readSint16LE();
const int32 distanceY = stream.readSint16LE();
const int32 distanceZ = stream.readSint16LE();
const int32 spriteIdx = stream.readByte();
const int32 param1 = stream.readSint16LE();
const int32 param2 = stream.readSint16LE();
const int32 angle = stream.readSint16LE();
const int32 param3 = stream.readSint16LE();
const int32 param4 = stream.readByte();
const int32 strength = stream.readByte();
@ -616,18 +616,18 @@ void Animations::processAnimActions(int32 actorIdx) {
const int32 throwZ = _engine->_renderer->destZ + actor->z;
_engine->_extra->addExtraThrow(actorIdx, throwX, throwY, throwZ, spriteIdx,
param1, param2 + actor->angle, param3, param4, strength);
param1, angle + actor->angle, param3, param4, strength);
}
break;
}
case ACTION_UNKNOWN_14: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int32 distanceX = stream.readSint16LE();
const int32 distanceY = stream.readSint16LE();
const int32 distanceZ = stream.readSint16LE();
const int32 spriteIdx = stream.readByte();
const int32 param1 = stream.readSint16LE();
const int32 param2 = stream.readSint16LE();
const int32 angle = stream.readSint16LE();
const int32 param3 = stream.readSint16LE();
const int32 param4 = stream.readByte();
const int32 strength = stream.readByte();
@ -642,24 +642,24 @@ void Animations::processAnimActions(int32 actorIdx) {
const int32 throwZ = _engine->_renderer->destZ + actor->z;
_engine->_extra->addExtraThrow(actorIdx, throwX, throwY, throwZ, spriteIdx,
param1 + newAngle, param2 + actor->angle, param3, param4, strength);
param1 + newAngle, angle + actor->angle, param3, param4, strength);
}
break;
}
case ACTION_UNKNOWN_15: {
int32 animPos = stream.readByte();
const int32 animPos = stream.readByte();
const int32 distanceX = stream.readSint16LE();
const int32 distanceY = stream.readSint16LE();
const int32 distanceZ = stream.readSint16LE();
const int32 spriteIdx = stream.readByte();
const int32 targetActor = stream.readByte();
const int32 param3 = stream.readSint16LE();
const int32 param4 = stream.readByte();
const int32 maxSpeed = stream.readSint16LE();
const int32 strengthOfHit = stream.readByte();
if (animPos == actor->animPosition) {
_engine->_movements->rotateActor(distanceX, distanceZ, actor->angle);
_engine->_extra->addExtraAiming(actorIdx, actor->x + _engine->_renderer->destX, actor->y + distanceY, actor->z + distanceZ, spriteIdx,
targetActor, param3, param4);
targetActor, maxSpeed, strengthOfHit);
}
break;
}