SAGA2: Rename class variables in sprite.h

This commit is contained in:
Eugene Sandulenko 2022-09-27 14:51:30 +02:00
parent 6ccffbfbf8
commit 7bcf7224e2
No known key found for this signature in database
GPG Key ID: 014D387312D34F08
5 changed files with 70 additions and 70 deletions

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@ -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);
}

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@ -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;

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@ -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;

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@ -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);
}
}

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@ -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];
}
};