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TEENAGENT: Cleanup Inventory class.
This removes the underscores in various variables as per project coding standard.
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fba9c88ea7
commit
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@ -44,26 +44,26 @@ Inventory::Inventory(TeenAgentEngine *vm) : _vm(vm) {
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debugC(0, kDebugInventory, "loading inventory background...");
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debugC(0, kDebugInventory, "loading inventory background...");
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_background.load(*s, Surface::kTypeOns);
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_background.load(*s, Surface::kTypeOns);
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uint32 items_size = varia.getSize(4);
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uint32 itemsSize = varia.getSize(4);
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if (items_size == 0)
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if (itemsSize == 0)
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error("invalid inventory items size");
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error("invalid inventory items size");
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debugC(0, kDebugInventory, "loading items, size: %u", items_size);
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debugC(0, kDebugInventory, "loading items, size: %u", itemsSize);
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_items = new byte[items_size];
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_items = new byte[itemsSize];
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varia.read(4, _items, items_size);
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varia.read(4, _items, itemsSize);
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byte offsets = _items[0];
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byte offsets = _items[0];
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assert(offsets == numInventoryItems);
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assert(offsets == numInventoryItems);
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for (byte i = 0; i < offsets; ++i) {
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for (byte i = 0; i < offsets; ++i) {
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_offset[i] = READ_LE_UINT16(_items + i * 2 + 1);
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_offset[i] = READ_LE_UINT16(_items + i * 2 + 1);
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}
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}
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_offset[numInventoryItems] = items_size;
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_offset[numInventoryItems] = itemsSize;
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InventoryObject io_blank;
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InventoryObject ioBlank;
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_objects.push_back(io_blank);
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_objects.push_back(ioBlank);
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for (byte i = 0; i < numInventoryItems; ++i) {
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for (byte i = 0; i < numInventoryItems; ++i) {
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InventoryObject io;
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InventoryObject io;
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uint16 obj_addr = vm->res->dseg.get_word(dsAddr_inventoryItemDataPtrTable + i * 2);
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uint16 objAddr = vm->res->dseg.get_word(dsAddr_inventoryItemDataPtrTable + i * 2);
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io.load(vm->res->dseg.ptr(obj_addr));
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io.load(vm->res->dseg.ptr(objAddr));
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_objects.push_back(io);
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_objects.push_back(io);
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}
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}
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@ -215,12 +215,12 @@ bool Inventory::processEvent(const Common::Event &event) {
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byte *table = _vm->res->dseg.ptr(dsAddr_objCombiningTablePtr);
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byte *table = _vm->res->dseg.ptr(dsAddr_objCombiningTablePtr);
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while (table[0] != 0 && table[1] != 0) {
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while (table[0] != 0 && table[1] != 0) {
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if ((id1 == table[0] && id2 == table[1]) || (id2 == table[0] && id1 == table[1])) {
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if ((id1 == table[0] && id2 == table[1]) || (id2 == table[0] && id1 == table[1])) {
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byte new_obj = table[2];
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byte newObj = table[2];
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if (new_obj != 0) {
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if (newObj != 0) {
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remove(id1);
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remove(id1);
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remove(id2);
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remove(id2);
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debugC(0, kDebugInventory, "adding object %u", new_obj);
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debugC(0, kDebugInventory, "adding object %u", newObj);
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add(new_obj);
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add(newObj);
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_vm->playSoundNow(69);
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_vm->playSoundNow(69);
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}
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}
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uint16 msg = READ_LE_UINT16(table + 3);
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uint16 msg = READ_LE_UINT16(table + 3);
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@ -289,8 +289,8 @@ void Inventory::Item::backgroundEffect(Graphics::Surface *s) {
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}
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}
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}
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}
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void Inventory::Item::load(Inventory *inventory, uint item_id) {
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void Inventory::Item::load(Inventory *inventory, uint itemId) {
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InventoryObject *obj = &inventory->_objects[item_id];
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InventoryObject *obj = &inventory->_objects[itemId];
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if (obj->animated) {
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if (obj->animated) {
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if (_animation.empty()) {
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if (_animation.empty()) {
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debugC(0, kDebugInventory, "loading item %d from offset %x", obj->id, inventory->_offset[obj->id - 1]);
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debugC(0, kDebugInventory, "loading item %d from offset %x", obj->id, inventory->_offset[obj->id - 1]);
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@ -306,12 +306,12 @@ void Inventory::Item::load(Inventory *inventory, uint item_id) {
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}
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}
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}
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}
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void Inventory::Item::render(Inventory *inventory, uint item_id, Graphics::Surface *dst, int delta) {
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void Inventory::Item::render(Inventory *inventory, uint itemId, Graphics::Surface *dst, int delta) {
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InventoryObject *obj = &inventory->_objects[item_id];
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InventoryObject *obj = &inventory->_objects[itemId];
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backgroundEffect(dst);
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backgroundEffect(dst);
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_rect.render(dst, _hovered ? 233 : 234);
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_rect.render(dst, _hovered ? 233 : 234);
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load(inventory, item_id);
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load(inventory, itemId);
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if (obj->animated) {
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if (obj->animated) {
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if (_hovered) {
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if (_hovered) {
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Surface *s = _animation.currentFrame(delta);
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Surface *s = _animation.currentFrame(delta);
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@ -172,9 +172,9 @@ private:
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Item() : _hovered(false) {}
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Item() : _hovered(false) {}
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void free();
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void free();
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void load(Inventory *inventory, uint item_id);
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void load(Inventory *inventory, uint itemId);
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void backgroundEffect(Graphics::Surface *s);
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void backgroundEffect(Graphics::Surface *s);
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void render(Inventory *inventory, uint item_id, Graphics::Surface *surface, int delta);
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void render(Inventory *inventory, uint itemId, Graphics::Surface *surface, int delta);
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};
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};
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Item _graphics[inventorySize];
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Item _graphics[inventorySize];
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