mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-13 23:43:34 +00:00
SAGA2: Rename class variables in sprite.h
This commit is contained in:
parent
6ccffbfbf8
commit
7bcf7224e2
@ -2022,9 +2022,9 @@ void Actor::getColorTranslation(ColorTable map) {
|
||||
// If actor has color table loaded, then calculate the
|
||||
// translation table.
|
||||
if (_appearance
|
||||
&& _appearance->schemeList) {
|
||||
&& _appearance->_schemeList) {
|
||||
buildColorTable(map,
|
||||
_appearance->schemeList->_schemes[_colorScheme]->bank,
|
||||
_appearance->_schemeList->_schemes[_colorScheme]->bank,
|
||||
11);
|
||||
} else memcpy(map, identityColors, 256);
|
||||
}
|
||||
|
@ -680,7 +680,7 @@ void DisplayNode::drawObject() {
|
||||
// REM: Locking bug...
|
||||
|
||||
// ss = (SpriteSet *)RLockHandle( aa->sprites );
|
||||
sprPtr = aa->spriteBanks[a->_poseInfo.actorFrameBank];
|
||||
sprPtr = aa->_spriteBanks[a->_poseInfo.actorFrameBank];
|
||||
ss = sprPtr;
|
||||
if (ss == nullptr)
|
||||
return;
|
||||
@ -847,7 +847,7 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
|
||||
|
||||
if (aa == nullptr) continue;
|
||||
|
||||
sprPtr = aa->spriteBanks[a->_poseInfo.actorFrameBank];
|
||||
sprPtr = aa->_spriteBanks[a->_poseInfo.actorFrameBank];
|
||||
ss = sprPtr;
|
||||
if (ss == nullptr)
|
||||
continue;
|
||||
|
@ -1006,9 +1006,9 @@ Speech *SpeechTaskList::newTask(ObjectID id, uint16 flags) {
|
||||
// default color.
|
||||
if (a == getCenterActor()) sp->_penColor = 3 + 9 /* 1 */;
|
||||
else if (a->_appearance
|
||||
&& a->_appearance->schemeList) {
|
||||
&& a->_appearance->_schemeList) {
|
||||
sp->_penColor =
|
||||
a->_appearance->schemeList->_schemes[a->_colorScheme]->speechColor + 9;
|
||||
a->_appearance->_schemeList->_schemes[a->_colorScheme]->speechColor + 9;
|
||||
} else sp->_penColor = 4 + 9;
|
||||
} else {
|
||||
sp->_penColor = 4 + 9;
|
||||
|
@ -219,7 +219,7 @@ void DrawCompositeMaskedSprite(
|
||||
|
||||
// Unpack the sprite into the temp map
|
||||
|
||||
unpackSprite(&sprMap, sp->_data, sp->_dataSize);
|
||||
unpackSprite(&sprMap, sp->data, sp->dataSize);
|
||||
|
||||
// Blit the temp map onto the composite map
|
||||
|
||||
@ -329,7 +329,7 @@ void DrawSprite(
|
||||
sprMap._data = (uint8 *)getQuickMem(sprMap.bytes());
|
||||
|
||||
// Unpack the sprite into the temp map
|
||||
unpackSprite(&sprMap, sp->_data, sp->_dataSize);
|
||||
unpackSprite(&sprMap, sp->data, sp->dataSize);
|
||||
|
||||
// Blit to the port
|
||||
port.setMode(drawModeMatte);
|
||||
@ -359,7 +359,7 @@ void DrawColorMappedSprite(
|
||||
sprReMap._data = (uint8 *)getQuickMem(sprReMap.bytes());
|
||||
|
||||
// Unpack the sprite into the temp map
|
||||
unpackSprite(&sprMap, sp->_data, sp->_dataSize);
|
||||
unpackSprite(&sprMap, sp->data, sp->dataSize);
|
||||
|
||||
memset(sprReMap._data, 0, sprReMap.bytes());
|
||||
|
||||
@ -397,7 +397,7 @@ void ExpandColorMappedSprite(
|
||||
sprMap._data = (uint8 *)getQuickMem(sprMap.bytes());
|
||||
|
||||
// Unpack the sprite into the temp map
|
||||
unpackSprite(&sprMap, sp->_data, sp->_dataSize);
|
||||
unpackSprite(&sprMap, sp->data, sp->dataSize);
|
||||
|
||||
// remap the sprite to the color table given
|
||||
compositePixels(
|
||||
@ -426,7 +426,7 @@ uint8 GetSpritePixel(
|
||||
sprMap._data = (uint8 *)getQuickMem(sprMap.bytes());
|
||||
|
||||
// Unpack the sprite into the temp map
|
||||
unpackSprite(&sprMap, sp->_data, sp->_dataSize);
|
||||
unpackSprite(&sprMap, sp->data, sp->dataSize);
|
||||
|
||||
// Map the coords to the bitmap and return the pixel
|
||||
if (flipped) {
|
||||
@ -481,7 +481,7 @@ uint16 visiblePixelsInSprite(
|
||||
sprMap._size = sp->size;
|
||||
sprMap._data = (uint8 *)getQuickMem(sprMap.bytes());
|
||||
|
||||
unpackSprite(&sprMap, sp->_data, sp->_dataSize);
|
||||
unpackSprite(&sprMap, sp->data, sp->dataSize);
|
||||
|
||||
org.x = drawPos.x - xMin;
|
||||
org.y = drawPos.y - yMin;
|
||||
@ -560,12 +560,12 @@ void ActorAppearance::loadSpriteBanks(int16 banksNeeded) {
|
||||
g_vm->_appearanceLRU.push_back(this);
|
||||
|
||||
// Load in additional sprite banks if requested...
|
||||
for (bank = 0; bank < (long)ARRAYSIZE(spriteBanks); bank++) {
|
||||
for (bank = 0; bank < (long)ARRAYSIZE(_spriteBanks); bank++) {
|
||||
// Load the sprite handle...
|
||||
if (spriteBanks[bank] == nullptr && (banksNeeded & (1 << bank))) {
|
||||
Common::SeekableReadStream *stream = loadResourceToStream(spriteRes, id + MKTAG(0, 0, 0, bank), "sprite bank");
|
||||
if (_spriteBanks[bank] == nullptr && (banksNeeded & (1 << bank))) {
|
||||
Common::SeekableReadStream *stream = loadResourceToStream(spriteRes, _id + MKTAG(0, 0, 0, bank), "sprite bank");
|
||||
if (stream) {
|
||||
spriteBanks[bank] = new SpriteSet(stream);
|
||||
_spriteBanks[bank] = new SpriteSet(stream);
|
||||
delete stream;
|
||||
}
|
||||
}
|
||||
@ -652,10 +652,10 @@ ActorAppearance *LoadActorAppearance(uint32 id, int16 banksNeeded) {
|
||||
// Search the table for either a matching appearance,
|
||||
// or for an empty one.
|
||||
for (Common::List<ActorAppearance *>::iterator it = g_vm->_appearanceLRU.begin(); it != g_vm->_appearanceLRU.end(); ++it) {
|
||||
if ((*it)->id == id // If has same ID
|
||||
&& (*it)->poseList != nullptr) { // and frames not dumped
|
||||
if ((*it)->_id == id // If has same ID
|
||||
&& (*it)->_poseList != nullptr) { // and frames not dumped
|
||||
// then use this one!
|
||||
(*it)->useCount++;
|
||||
(*it)->_useCount++;
|
||||
(*it)->loadSpriteBanks(banksNeeded);
|
||||
return *it;
|
||||
}
|
||||
@ -666,7 +666,7 @@ ActorAppearance *LoadActorAppearance(uint32 id, int16 banksNeeded) {
|
||||
ActorAppearance *aa = nullptr;
|
||||
// Search from LRU end of list.
|
||||
for (Common::List<ActorAppearance *>::iterator it = g_vm->_appearanceLRU.begin(); it != g_vm->_appearanceLRU.end(); ++it) {
|
||||
if ((*it)->useCount == 0) { // If not in use
|
||||
if ((*it)->_useCount == 0) { // If not in use
|
||||
aa = *it; // then use this one!
|
||||
break;
|
||||
}
|
||||
@ -678,35 +678,35 @@ ActorAppearance *LoadActorAppearance(uint32 id, int16 banksNeeded) {
|
||||
}
|
||||
|
||||
// Dump the sprites being stored
|
||||
for (bank = 0; bank < (long)ARRAYSIZE(aa->spriteBanks); bank++) {
|
||||
if (aa->spriteBanks[bank])
|
||||
delete aa->spriteBanks[bank];
|
||||
aa->spriteBanks[bank] = nullptr;
|
||||
for (bank = 0; bank < (long)ARRAYSIZE(aa->_spriteBanks); bank++) {
|
||||
if (aa->_spriteBanks[bank])
|
||||
delete aa->_spriteBanks[bank];
|
||||
aa->_spriteBanks[bank] = nullptr;
|
||||
}
|
||||
|
||||
if (aa->poseList) {
|
||||
for (uint i = 0; i < aa->poseList->numPoses; i++)
|
||||
delete aa->poseList->poses[i];
|
||||
if (aa->_poseList) {
|
||||
for (uint i = 0; i < aa->_poseList->numPoses; i++)
|
||||
delete aa->_poseList->poses[i];
|
||||
|
||||
free(aa->poseList->poses);
|
||||
free(aa->_poseList->poses);
|
||||
|
||||
for (uint i = 0; i < aa->poseList->numAnimations; i++)
|
||||
delete aa->poseList->animations[i];
|
||||
for (uint i = 0; i < aa->_poseList->numAnimations; i++)
|
||||
delete aa->_poseList->animations[i];
|
||||
|
||||
free(aa->poseList->animations);
|
||||
free(aa->_poseList->animations);
|
||||
|
||||
delete aa->poseList;
|
||||
delete aa->_poseList;
|
||||
}
|
||||
aa->poseList = nullptr;
|
||||
aa->_poseList = nullptr;
|
||||
|
||||
if (aa->schemeList) {
|
||||
delete aa->schemeList;
|
||||
if (aa->_schemeList) {
|
||||
delete aa->_schemeList;
|
||||
}
|
||||
aa->schemeList = nullptr;
|
||||
aa->_schemeList = nullptr;
|
||||
|
||||
// Set ID and use count
|
||||
aa->id = id;
|
||||
aa->useCount = 1;
|
||||
aa->_id = id;
|
||||
aa->_useCount = 1;
|
||||
|
||||
// Load in new frame lists and sprite banks
|
||||
aa->loadSpriteBanks(banksNeeded);
|
||||
@ -717,7 +717,7 @@ ActorAppearance *LoadActorAppearance(uint32 id, int16 banksNeeded) {
|
||||
warning("LoadActorAppearance: Could not load pose list");
|
||||
} else {
|
||||
ActorAnimSet *as = new ActorAnimSet;
|
||||
aa->poseList = as;
|
||||
aa->_poseList = as;
|
||||
as->numAnimations = poseStream->readUint32LE();
|
||||
as->poseOffset = poseStream->readUint32LE();
|
||||
|
||||
@ -756,7 +756,7 @@ ActorAppearance *LoadActorAppearance(uint32 id, int16 banksNeeded) {
|
||||
|
||||
schemeListSize = schemeRes->size(id) / colorSchemeSize;
|
||||
stream = loadResourceToStream(schemeRes, id, "scheme list");
|
||||
aa->schemeList = new ColorSchemeList(schemeListSize, stream);
|
||||
aa->_schemeList = new ColorSchemeList(schemeListSize, stream);
|
||||
|
||||
delete stream;
|
||||
}
|
||||
@ -765,7 +765,7 @@ ActorAppearance *LoadActorAppearance(uint32 id, int16 banksNeeded) {
|
||||
}
|
||||
|
||||
void ReleaseActorAppearance(ActorAppearance *aa) {
|
||||
aa->useCount--;
|
||||
aa->_useCount--;
|
||||
}
|
||||
|
||||
/* ===================================================================== *
|
||||
@ -776,34 +776,34 @@ Sprite::Sprite(Common::SeekableReadStream *stream) {
|
||||
size.load(stream);
|
||||
offset.load(stream);
|
||||
|
||||
_dataSize = size.x * size.y;
|
||||
_data = (byte *)malloc(_dataSize);
|
||||
stream->read(_data, _dataSize);
|
||||
dataSize = size.x * size.y;
|
||||
data = (byte *)malloc(dataSize);
|
||||
stream->read(data, dataSize);
|
||||
}
|
||||
|
||||
Sprite::~Sprite() {
|
||||
free(_data);
|
||||
free(data);
|
||||
}
|
||||
|
||||
SpriteSet::SpriteSet(Common::SeekableReadStream *stream) {
|
||||
count = stream->readUint32LE();
|
||||
_sprites = (Sprite **)malloc(count * sizeof(Sprite *));
|
||||
sprites = (Sprite **)malloc(count * sizeof(Sprite *));
|
||||
|
||||
for (uint i = 0; i < count; ++i) {
|
||||
stream->seek(4 + i * 4);
|
||||
uint32 offset = stream->readUint32LE();
|
||||
stream->seek(offset);
|
||||
_sprites[i] = new Sprite(stream);
|
||||
sprites[i] = new Sprite(stream);
|
||||
}
|
||||
}
|
||||
|
||||
SpriteSet::~SpriteSet() {
|
||||
for (uint i = 0; i < count; ++i) {
|
||||
if (_sprites[i])
|
||||
delete _sprites[i];
|
||||
if (sprites[i])
|
||||
delete sprites[i];
|
||||
}
|
||||
|
||||
free(_sprites);
|
||||
free(sprites);
|
||||
}
|
||||
|
||||
void initSprites() {
|
||||
@ -862,7 +862,7 @@ void initSprites() {
|
||||
for (i = 0; i < ARRAYSIZE(appearanceTable); i++) {
|
||||
ActorAppearance *aa = &appearanceTable[i];
|
||||
|
||||
aa->useCount = 0;
|
||||
aa->_useCount = 0;
|
||||
g_vm->_appearanceLRU.push_front(aa);
|
||||
}
|
||||
}
|
||||
|
@ -42,8 +42,8 @@ class gPixelMap;
|
||||
struct Sprite {
|
||||
Extent16 size; // size of sprite
|
||||
Point16 offset; // sprite origin point
|
||||
byte *_data;
|
||||
uint32 _dataSize;
|
||||
byte *data;
|
||||
uint32 dataSize;
|
||||
|
||||
Sprite(Common::SeekableReadStream *stream);
|
||||
~Sprite();
|
||||
@ -55,7 +55,7 @@ struct Sprite {
|
||||
|
||||
struct SpriteSet {
|
||||
uint32 count; // number of images in the range
|
||||
Sprite **_sprites;
|
||||
Sprite **sprites;
|
||||
// (variable-length array)
|
||||
// sprite structures follow table
|
||||
|
||||
@ -64,7 +64,7 @@ struct SpriteSet {
|
||||
|
||||
// Member function to return a sprite from the set
|
||||
Sprite *sprite(int16 index) {
|
||||
return _sprites[index];
|
||||
return sprites[index];
|
||||
}
|
||||
|
||||
// Sprite &operator[]( int32 index )
|
||||
@ -270,19 +270,19 @@ enum spriteBankBits {
|
||||
|
||||
class ActorAppearance {
|
||||
public:
|
||||
int16 useCount; // how many actors using this
|
||||
uint32 id;
|
||||
int16 _useCount; // how many actors using this
|
||||
uint32 _id;
|
||||
|
||||
ActorAnimSet *poseList; // list of action sequences
|
||||
ColorSchemeList *schemeList; // color remapping info
|
||||
ActorAnimSet *_poseList; // list of action sequences
|
||||
ColorSchemeList *_schemeList; // color remapping info
|
||||
|
||||
SpriteSet *spriteBanks[sprBankCount];
|
||||
SpriteSet *_spriteBanks[sprBankCount];
|
||||
|
||||
void loadSpriteBanks(int16 banksNeeded);
|
||||
|
||||
// Determine if this bank is loaded
|
||||
bool isBankLoaded(int16 bank) {
|
||||
return spriteBanks[bank] != nullptr;
|
||||
return _spriteBanks[bank] != nullptr;
|
||||
}
|
||||
|
||||
// A request to load a bank.
|
||||
@ -293,22 +293,22 @@ public:
|
||||
}
|
||||
|
||||
ActorAnimation *animation(int num) {
|
||||
if (poseList == nullptr)
|
||||
if (_poseList == nullptr)
|
||||
return nullptr;
|
||||
|
||||
if (num >= (int)poseList->numAnimations) {
|
||||
warning("ActorPose:animation(), animation number is too high, %d >= %d", num, poseList->numAnimations);
|
||||
if (num >= (int)_poseList->numAnimations) {
|
||||
warning("ActorPose:animation(), animation number is too high, %d >= %d", num, _poseList->numAnimations);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (poseList)
|
||||
return poseList->animations[num];
|
||||
if (_poseList)
|
||||
return _poseList->animations[num];
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ActorPose *pose(ActorAnimation *anim, int dir, int num) {
|
||||
if (poseList == nullptr)
|
||||
if (_poseList == nullptr)
|
||||
return nullptr;
|
||||
|
||||
if (num < 0 || num >= anim->count[dir])
|
||||
@ -316,12 +316,12 @@ public:
|
||||
|
||||
num += anim->start[dir];
|
||||
|
||||
if (num >= (int)poseList->numPoses) {
|
||||
warning("ActorPose::pose(), pose number is too high, %d >= %d", num, poseList->numPoses);
|
||||
if (num >= (int)_poseList->numPoses) {
|
||||
warning("ActorPose::pose(), pose number is too high, %d >= %d", num, _poseList->numPoses);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return poseList->poses[num];
|
||||
return _poseList->poses[num];
|
||||
}
|
||||
};
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user