diff --git a/engines/wintermute/Ad/AdScene.cpp b/engines/wintermute/Ad/AdScene.cpp index 182d0bb1b1e..8a15175ca55 100644 --- a/engines/wintermute/Ad/AdScene.cpp +++ b/engines/wintermute/Ad/AdScene.cpp @@ -203,27 +203,27 @@ bool CAdScene::getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject * //_pfPath.Add(new CAdPathPoint(source.x, source.y, 0)); // if we're one pixel stuck, get unstuck - int StartX = source.x; - int StartY = source.y; - int BestDistance = 1000; - if (isBlockedAt(StartX, StartY, true, requester)) { - int Tolerance = 2; - for (int xxx = StartX - Tolerance; xxx <= StartX + Tolerance; xxx++) { - for (int yyy = StartY - Tolerance; yyy <= StartY + Tolerance; yyy++) { + int startX = source.x; + int startY = source.y; + int bestDistance = 1000; + if (isBlockedAt(startX, startY, true, requester)) { + int tolerance = 2; + for (int xxx = startX - tolerance; xxx <= startX + tolerance; xxx++) { + for (int yyy = startY - tolerance; yyy <= startY + tolerance; yyy++) { if (isWalkableAt(xxx, yyy, true, requester)) { - int Distance = abs(xxx - source.x) + abs(yyy - source.y); - if (Distance < BestDistance) { - StartX = xxx; - StartY = yyy; + int distance = abs(xxx - source.x) + abs(yyy - source.y); + if (distance < bestDistance) { + startX = xxx; + startY = yyy; - BestDistance = Distance; + bestDistance = distance; } } } } } - pfPointsAdd(StartX, StartY, 0); + pfPointsAdd(startX, startY, 0); //CorrectTargetPoint(&target.x, &target.y); @@ -245,10 +245,10 @@ bool CAdScene::getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject * pfAddWaypointGroup(_objects[i]->_currentWptGroup, requester); } } - CAdGame *AdGame = (CAdGame *)Game; - for (i = 0; i < AdGame->_objects.GetSize(); i++) { - if (AdGame->_objects[i]->_active && AdGame->_objects[i] != requester && AdGame->_objects[i]->_currentWptGroup) { - pfAddWaypointGroup(AdGame->_objects[i]->_currentWptGroup, requester); + CAdGame *adGame = (CAdGame *)Game; + for (i = 0; i < adGame->_objects.GetSize(); i++) { + if (adGame->_objects[i]->_active && adGame->_objects[i] != requester && adGame->_objects[i]->_currentWptGroup) { + pfAddWaypointGroup(adGame->_objects[i]->_currentWptGroup, requester); } } @@ -258,54 +258,54 @@ bool CAdScene::getPath(CBPoint source, CBPoint target, CAdPath *path, CBObject * ////////////////////////////////////////////////////////////////////////// -void CAdScene::pfAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester) { - if (!Wpt->_active) return; +void CAdScene::pfAddWaypointGroup(CAdWaypointGroup *wpt, CBObject *requester) { + if (!wpt->_active) return; - for (int i = 0; i < Wpt->_points.GetSize(); i++) { - if (isBlockedAt(Wpt->_points[i]->x, Wpt->_points[i]->y, true, Requester)) continue; + for (int i = 0; i < wpt->_points.GetSize(); i++) { + if (isBlockedAt(wpt->_points[i]->x, wpt->_points[i]->y, true, requester)) continue; //_pfPath.Add(new CAdPathPoint(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX)); - pfPointsAdd(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX); + pfPointsAdd(wpt->_points[i]->x, wpt->_points[i]->y, INT_MAX); } } ////////////////////////////////////////////////////////////////////////// -float CAdScene::getZoomAt(int X, int Y) { +float CAdScene::getZoomAt(int x, int y) { float ret = 100; bool found = false; if (_mainLayer) { for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) { - CAdSceneNode *Node = _mainLayer->_nodes[i]; - if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_blocked && Node->_region->PointInRegion(X, Y)) { - if (Node->_region->_zoom != 0) { - ret = Node->_region->_zoom; + CAdSceneNode *node = _mainLayer->_nodes[i]; + if (node->_type == OBJECT_REGION && node->_region->_active && !node->_region->_blocked && node->_region->PointInRegion(x, y)) { + if (node->_region->_zoom != 0) { + ret = node->_region->_zoom; found = true; break; } } } } - if (!found) ret = getScaleAt(Y); + if (!found) ret = getScaleAt(y); return ret; } ////////////////////////////////////////////////////////////////////////// -uint32 CAdScene::getAlphaAt(int X, int Y, bool ColorCheck) { - if (!Game->_dEBUG_DebugMode) ColorCheck = false; +uint32 CAdScene::getAlphaAt(int x, int y, bool colorCheck) { + if (!Game->_dEBUG_DebugMode) colorCheck = false; uint32 ret; - if (ColorCheck) ret = 0xFFFF0000; + if (colorCheck) ret = 0xFFFF0000; else ret = 0xFFFFFFFF; if (_mainLayer) { for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) { - CAdSceneNode *Node = _mainLayer->_nodes[i]; - if (Node->_type == OBJECT_REGION && Node->_region->_active && (ColorCheck || !Node->_region->_blocked) && Node->_region->PointInRegion(X, Y)) { - if (!Node->_region->_blocked) ret = Node->_region->_alpha; + CAdSceneNode *node = _mainLayer->_nodes[i]; + if (node->_type == OBJECT_REGION && node->_region->_active && (colorCheck || !node->_region->_blocked) && node->_region->PointInRegion(x, y)) { + if (!node->_region->_blocked) ret = node->_region->_alpha; break; } } @@ -315,21 +315,20 @@ uint32 CAdScene::getAlphaAt(int X, int Y, bool ColorCheck) { ////////////////////////////////////////////////////////////////////////// -bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) { +bool CAdScene::isBlockedAt(int x, int y, bool checkFreeObjects, CBObject *requester) { bool ret = true; - if (CheckFreeObjects) { - int i; - for (i = 0; i < _objects.GetSize(); i++) { - if (_objects[i]->_active && _objects[i] != Requester && _objects[i]->_currentBlockRegion) { - if (_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return true; + if (checkFreeObjects) { + for (int i = 0; i < _objects.GetSize(); i++) { + if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentBlockRegion) { + if (_objects[i]->_currentBlockRegion->PointInRegion(x, y)) return true; } } - CAdGame *AdGame = (CAdGame *)Game; - for (i = 0; i < AdGame->_objects.GetSize(); i++) { - if (AdGame->_objects[i]->_active && AdGame->_objects[i] != Requester && AdGame->_objects[i]->_currentBlockRegion) { - if (AdGame->_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return true; + CAdGame *adGame = (CAdGame *)Game; + for (int i = 0; i < adGame->_objects.GetSize(); i++) { + if (adGame->_objects[i]->_active && adGame->_objects[i] != requester && adGame->_objects[i]->_currentBlockRegion) { + if (adGame->_objects[i]->_currentBlockRegion->PointInRegion(x, y)) return true; } } } @@ -337,7 +336,7 @@ bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Reques if (_mainLayer) { for (int i = 0; i < _mainLayer->_nodes.GetSize(); i++) { - CAdSceneNode *Node = _mainLayer->_nodes[i]; + CAdSceneNode *node = _mainLayer->_nodes[i]; /* if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->_blocked && Node->_region->PointInRegion(X, Y)) { @@ -345,8 +344,8 @@ bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Reques break; } */ - if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_decoration && Node->_region->PointInRegion(X, Y)) { - if (Node->_region->_blocked) { + if (node->_type == OBJECT_REGION && node->_region->_active && !node->_region->_decoration && node->_region->PointInRegion(x, y)) { + if (node->_region->_blocked) { ret = true; break; } else ret = false; @@ -358,21 +357,19 @@ bool CAdScene::isBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Reques ////////////////////////////////////////////////////////////////////////// -bool CAdScene::isWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) { +bool CAdScene::isWalkableAt(int x, int y, bool checkFreeObjects, CBObject *requester) { bool ret = false; - - if (CheckFreeObjects) { - int i; - for (i = 0; i < _objects.GetSize(); i++) { - if (_objects[i]->_active && _objects[i] != Requester && _objects[i]->_currentBlockRegion) { - if (_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return false; + if (checkFreeObjects) { + for (int i = 0; i < _objects.GetSize(); i++) { + if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentBlockRegion) { + if (_objects[i]->_currentBlockRegion->PointInRegion(x, y)) return false; } } - CAdGame *AdGame = (CAdGame *)Game; - for (i = 0; i < AdGame->_objects.GetSize(); i++) { - if (AdGame->_objects[i]->_active && AdGame->_objects[i] != Requester && AdGame->_objects[i]->_currentBlockRegion) { - if (AdGame->_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return false; + CAdGame *adGame = (CAdGame *)Game; + for (int i = 0; i < adGame->_objects.GetSize(); i++) { + if (adGame->_objects[i]->_active && adGame->_objects[i] != requester && adGame->_objects[i]->_currentBlockRegion) { + if (adGame->_objects[i]->_currentBlockRegion->PointInRegion(x, y)) return false; } } } @@ -380,9 +377,9 @@ bool CAdScene::isWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Reque if (_mainLayer) { for (int i = 0; i < _mainLayer->_nodes.GetSize(); i++) { - CAdSceneNode *Node = _mainLayer->_nodes[i]; - if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_decoration && Node->_region->PointInRegion(X, Y)) { - if (Node->_region->_blocked) { + CAdSceneNode *node = _mainLayer->_nodes[i]; + if (node->_type == OBJECT_REGION && node->_region->_active && !node->_region->_decoration && node->_region->PointInRegion(x, y)) { + if (node->_region->_blocked) { ret = false; break; } else ret = true; @@ -395,43 +392,43 @@ bool CAdScene::isWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Reque ////////////////////////////////////////////////////////////////////////// int CAdScene::getPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) { - double xStep, yStep, X, Y; + double xStep, yStep, x, y; int xLength, yLength, xCount, yCount; - int X1, Y1, X2, Y2; + int x1, y1, x2, y2; - X1 = p1.x; - Y1 = p1.y; - X2 = p2.x; - Y2 = p2.y; + x1 = p1.x; + y1 = p1.y; + x2 = p2.x; + y2 = p2.y; - xLength = abs(X2 - X1); - yLength = abs(Y2 - Y1); + xLength = abs(x2 - x1); + yLength = abs(y2 - y1); if (xLength > yLength) { - if (X1 > X2) { - CBUtils::swap(&X1, &X2); - CBUtils::swap(&Y1, &Y2); + if (x1 > x2) { + CBUtils::swap(&x1, &x2); + CBUtils::swap(&y1, &y2); } - yStep = (double)(Y2 - Y1) / (double)(X2 - X1); - Y = Y1; + yStep = (double)(y2 - y1) / (double)(x2 - x1); + y = y1; - for (xCount = X1; xCount < X2; xCount++) { - if (isBlockedAt(xCount, (int)Y, true, requester)) return -1; - Y += yStep; + for (xCount = x1; xCount < x2; xCount++) { + if (isBlockedAt(xCount, (int)y, true, requester)) return -1; + y += yStep; } } else { - if (Y1 > Y2) { - CBUtils::swap(&X1, &X2); - CBUtils::swap(&Y1, &Y2); + if (y1 > y2) { + CBUtils::swap(&x1, &x2); + CBUtils::swap(&y1, &y2); } - xStep = (double)(X2 - X1) / (double)(Y2 - Y1); - X = X1; + xStep = (double)(x2 - x1) / (double)(y2 - y1); + x = x1; - for (yCount = Y1; yCount < Y2; yCount++) { - if (isBlockedAt((int)X, yCount, true, requester)) return -1; - X += xStep; + for (yCount = y1; yCount < y2; yCount++) { + if (isBlockedAt((int)x, yCount, true, requester)) return -1; + x += xStep; } } return MAX(xLength, yLength); @@ -442,28 +439,28 @@ int CAdScene::getPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) { void CAdScene::pathFinderStep() { int i; // get lowest unmarked - int lowest_dist = INT_MAX; - CAdPathPoint *lowest_pt = NULL; + int lowestDist = INT_MAX; + CAdPathPoint *lowestPt = NULL; for (i = 0; i < _pfPointsNum; i++) - if (!_pfPath[i]->_marked && _pfPath[i]->_distance < lowest_dist) { - lowest_dist = _pfPath[i]->_distance; - lowest_pt = _pfPath[i]; + if (!_pfPath[i]->_marked && _pfPath[i]->_distance < lowestDist) { + lowestDist = _pfPath[i]->_distance; + lowestPt = _pfPath[i]; } - if (lowest_pt == NULL) { // no path -> terminate PathFinder + if (lowestPt == NULL) { // no path -> terminate PathFinder _pfReady = true; _pfTargetPath->setReady(true); return; } - lowest_pt->_marked = true; + lowestPt->_marked = true; // target point marked, generate path and terminate - if (lowest_pt->x == _pfTarget->x && lowest_pt->y == _pfTarget->y) { - while (lowest_pt != NULL) { - _pfTargetPath->_points.InsertAt(0, new CBPoint(lowest_pt->x, lowest_pt->y)); - lowest_pt = lowest_pt->_origin; + if (lowestPt->x == _pfTarget->x && lowestPt->y == _pfTarget->y) { + while (lowestPt != NULL) { + _pfTargetPath->_points.InsertAt(0, new CBPoint(lowestPt->x, lowestPt->y)); + lowestPt = lowestPt->_origin; } _pfReady = true; @@ -474,10 +471,10 @@ void CAdScene::pathFinderStep() { // otherwise keep on searching for (i = 0; i < _pfPointsNum; i++) if (!_pfPath[i]->_marked) { - int j = getPointsDist(*lowest_pt, *_pfPath[i], _pfRequester); - if (j != -1 && lowest_pt->_distance + j < _pfPath[i]->_distance) { - _pfPath[i]->_distance = lowest_pt->_distance + j; - _pfPath[i]->_origin = lowest_pt; + int j = getPointsDist(*lowestPt, *_pfPath[i], _pfRequester); + if (j != -1 && lowestPt->_distance + j < _pfPath[i]->_distance) { + _pfPath[i]->_distance = lowestPt->_distance + j; + _pfPath[i]->_origin = lowestPt; } } } @@ -859,7 +856,7 @@ HRESULT CAdScene::loadBuffer(byte *buffer, bool complete) { } ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::traverseNodes(bool Update) { +HRESULT CAdScene::traverseNodes(bool update) { if (!_initialized) return S_OK; int j, k; @@ -880,7 +877,7 @@ HRESULT CAdScene::traverseNodes(bool Update) { ////////////////////////////////////////////////////////////////////////// // *** adjust scroll offset - if (Update) { + if (update) { /* if (_autoScroll && Game->_mainObject != NULL) { @@ -921,20 +918,20 @@ HRESULT CAdScene::traverseNodes(bool Update) { ////////////////////////////////////////////////////////////////////////// - int ViewportWidth, ViewportHeight; - getViewportSize(&ViewportWidth, &ViewportHeight); + int viewportWidth, viewportHeight; + getViewportSize(&viewportWidth, &viewportHeight); - int ViewportX, ViewportY; - getViewportOffset(&ViewportX, &ViewportY); + int viewportX, viewportY; + getViewportOffset(&viewportX, &viewportY); - int ScrollableX = _width - ViewportWidth; - int ScrollableY = _height - ViewportHeight; + int scrollableX = _width - viewportWidth; + int scrollableY = _height - viewportHeight; - double WidthRatio = ScrollableX <= 0 ? 0 : ((double)(_offsetLeft) / (double)ScrollableX); - double HeightRatio = ScrollableY <= 0 ? 0 : ((double)(_offsetTop) / (double)ScrollableY); + double widthRatio = scrollableX <= 0 ? 0 : ((double)(_offsetLeft) / (double)scrollableX); + double heightRatio = scrollableY <= 0 ? 0 : ((double)(_offsetTop) / (double)scrollableY); - int OrigX, OrigY; - Game->getOffset(&OrigX, &OrigY); + int origX, origY; + Game->getOffset(&origX, &origY); @@ -950,7 +947,7 @@ HRESULT CAdScene::traverseNodes(bool Update) { if (!_layers[j]->_active) continue; // make layer exclusive - if (!Update) { + if (!update) { if (_layers[j]->_closeUp && !Game->_editorMode) { if (!_shieldWindow) _shieldWindow = new CUIWindow(Game); if (_shieldWindow) { @@ -963,40 +960,40 @@ HRESULT CAdScene::traverseNodes(bool Update) { } if (_paralaxScrolling) { - int OffsetX = (int)(WidthRatio * (_layers[j]->_width - ViewportWidth) - ViewportX); - int OffsetY = (int)(HeightRatio * (_layers[j]->_height - ViewportHeight) - ViewportY); - Game->setOffset(OffsetX, OffsetY); + int offsetX = (int)(widthRatio * (_layers[j]->_width - viewportWidth) - viewportX); + int offsetY = (int)(heightRatio * (_layers[j]->_height - viewportHeight) - viewportY); + Game->setOffset(offsetX, offsetY); - Game->_offsetPercentX = (float)OffsetX / ((float)_layers[j]->_width - ViewportWidth) * 100.0f; - Game->_offsetPercentY = (float)OffsetY / ((float)_layers[j]->_height - ViewportHeight) * 100.0f; + Game->_offsetPercentX = (float)offsetX / ((float)_layers[j]->_width - viewportWidth) * 100.0f; + Game->_offsetPercentY = (float)offsetY / ((float)_layers[j]->_height - viewportHeight) * 100.0f; //Game->QuickMessageForm("%d %f", OffsetX+ViewportX, Game->_offsetPercentX); } else { - Game->setOffset(_offsetLeft - ViewportX, _offsetTop - ViewportY); + Game->setOffset(_offsetLeft - viewportX, _offsetTop - viewportY); - Game->_offsetPercentX = (float)(_offsetLeft - ViewportX) / ((float)_layers[j]->_width - ViewportWidth) * 100.0f; - Game->_offsetPercentY = (float)(_offsetTop - ViewportY) / ((float)_layers[j]->_height - ViewportHeight) * 100.0f; + Game->_offsetPercentX = (float)(_offsetLeft - viewportX) / ((float)_layers[j]->_width - viewportWidth) * 100.0f; + Game->_offsetPercentY = (float)(_offsetTop - viewportY) / ((float)_layers[j]->_height - viewportHeight) * 100.0f; } // for each node for (k = 0; k < _layers[j]->_nodes.GetSize(); k++) { - CAdSceneNode *Node = _layers[j]->_nodes[k]; - switch (Node->_type) { + CAdSceneNode *node = _layers[j]->_nodes[k]; + switch (node->_type) { case OBJECT_ENTITY: - if (Node->_entity->_active && (Game->_editorMode || !Node->_entity->_editorOnly)) { + if (node->_entity->_active && (Game->_editorMode || !node->_entity->_editorOnly)) { Game->_renderer->setup2D(); - if (Update) Node->_entity->update(); - else Node->_entity->display(); + if (update) node->_entity->update(); + else node->_entity->display(); } break; case OBJECT_REGION: { - if (Node->_region->_blocked) break; - if (Node->_region->_decoration) break; + if (node->_region->_blocked) break; + if (node->_region->_decoration) break; - if (!Update) displayRegionContent(Node->_region); + if (!update) displayRegionContent(node->_region); } break; default: @@ -1007,7 +1004,7 @@ HRESULT CAdScene::traverseNodes(bool Update) { // display/update all objects which are off-regions if (_layers[j]->_main) { - if (Update) { + if (update) { updateFreeObjects(); } else { displayRegionContent(NULL); @@ -1017,12 +1014,12 @@ HRESULT CAdScene::traverseNodes(bool Update) { // restore state - Game->setOffset(OrigX, OrigY); + Game->setOffset(origX, origY); Game->_renderer->setup2D(); // display/update fader if (_fader) { - if (Update) _fader->update(); + if (update) _fader->update(); else _fader->display(); } @@ -1040,13 +1037,11 @@ HRESULT CAdScene::display() { ////////////////////////////////////////////////////////////////////////// HRESULT CAdScene::updateFreeObjects() { CAdGame *adGame = (CAdGame *)Game; - int i; - - bool Is3DSet; + bool is3DSet; // *** update all active objects - Is3DSet = false; - for (i = 0; i < adGame->_objects.GetSize(); i++) { + is3DSet = false; + for (int i = 0; i < adGame->_objects.GetSize(); i++) { if (!adGame->_objects[i]->_active) continue; adGame->_objects[i]->update(); @@ -1054,7 +1049,7 @@ HRESULT CAdScene::updateFreeObjects() { } - for (i = 0; i < _objects.GetSize(); i++) { + for (int i = 0; i < _objects.GetSize(); i++) { if (!_objects[i]->_active) continue; _objects[i]->update(); @@ -1072,49 +1067,47 @@ HRESULT CAdScene::updateFreeObjects() { ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::displayRegionContent(CAdRegion *Region, bool Display3DOnly) { +HRESULT CAdScene::displayRegionContent(CAdRegion *region, bool display3DOnly) { CAdGame *adGame = (CAdGame *)Game; - CBArray Objects; - CAdObject *Obj; - - int i; + CBArray objects; + CAdObject *obj; // global objects - for (i = 0; i < adGame->_objects.GetSize(); i++) { - Obj = adGame->_objects[i]; - if (Obj->_active && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) { - Objects.Add(Obj); + for (int i = 0; i < adGame->_objects.GetSize(); i++) { + obj = adGame->_objects[i]; + if (obj->_active && !obj->_drawn && (obj->_stickRegion == region || region == NULL || (obj->_stickRegion == NULL && region->PointInRegion(obj->_posX, obj->_posY)))) { + objects.Add(obj); } } // scene objects - for (i = 0; i < _objects.GetSize(); i++) { - Obj = _objects[i]; - if (Obj->_active && !Obj->_editorOnly && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) { - Objects.Add(Obj); + for (int i = 0; i < _objects.GetSize(); i++) { + obj = _objects[i]; + if (obj->_active && !obj->_editorOnly && !obj->_drawn && (obj->_stickRegion == region || region == NULL || (obj->_stickRegion == NULL && region->PointInRegion(obj->_posX, obj->_posY)))) { + objects.Add(obj); } } // sort by _posY - qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs); + qsort(objects.GetData(), objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs); // display them - for (i = 0; i < Objects.GetSize(); i++) { - Obj = Objects[i]; + for (int i = 0; i < objects.GetSize(); i++) { + obj = objects[i]; - if (Display3DOnly && !Obj->_is3D) continue; + if (display3DOnly && !obj->_is3D) continue; Game->_renderer->setup2D(); - if (Game->_editorMode || !Obj->_editorOnly) Obj->display(); - Obj->_drawn = true; + if (Game->_editorMode || !obj->_editorOnly) obj->display(); + obj->_drawn = true; } // display design only objects - if (!Display3DOnly) { - if (Game->_editorMode && Region == NULL) { - for (i = 0; i < _objects.GetSize(); i++) { + if (!display3DOnly) { + if (Game->_editorMode && region == NULL) { + for (int i = 0; i < _objects.GetSize(); i++) { if (_objects[i]->_active && _objects[i]->_editorOnly) { _objects[i]->display(); _objects[i]->_drawn = true; @@ -1127,20 +1120,19 @@ HRESULT CAdScene::displayRegionContent(CAdRegion *Region, bool Display3DOnly) { } ////////////////////////////////////////////////////////////////////////// -int CAdScene::compareObjs(const void *Obj1, const void *Obj2) { - CAdObject *Object1 = *(CAdObject **)Obj1; - CAdObject *Object2 = *(CAdObject **)Obj2; +int CAdScene::compareObjs(const void *obj1, const void *obj2) { + CAdObject *object1 = *(CAdObject **)obj1; + CAdObject *object2 = *(CAdObject **)obj2; - if (Object1->_posY < Object2->_posY) return -1; - else if (Object1->_posY > Object2->_posY) return 1; + if (object1->_posY < object2->_posY) return -1; + else if (object1->_posY > object2->_posY) return 1; else return 0; } ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) { +HRESULT CAdScene::displayRegionContentOld(CAdRegion *region) { CAdGame *adGame = (CAdGame *)Game; CAdObject *obj; - int i; // display all objects in region sorted by _posY do { @@ -1148,16 +1140,16 @@ HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) { int minY = INT_MAX; // global objects - for (i = 0; i < adGame->_objects.GetSize(); i++) { - if (adGame->_objects[i]->_active && !adGame->_objects[i]->_drawn && adGame->_objects[i]->_posY < minY && (adGame->_objects[i]->_stickRegion == Region || Region == NULL || (adGame->_objects[i]->_stickRegion == NULL && Region->PointInRegion(adGame->_objects[i]->_posX, adGame->_objects[i]->_posY)))) { + for (int i = 0; i < adGame->_objects.GetSize(); i++) { + if (adGame->_objects[i]->_active && !adGame->_objects[i]->_drawn && adGame->_objects[i]->_posY < minY && (adGame->_objects[i]->_stickRegion == region || region == NULL || (adGame->_objects[i]->_stickRegion == NULL && region->PointInRegion(adGame->_objects[i]->_posX, adGame->_objects[i]->_posY)))) { obj = adGame->_objects[i]; minY = adGame->_objects[i]->_posY; } } // scene objects - for (i = 0; i < _objects.GetSize(); i++) { - if (_objects[i]->_active && !_objects[i]->_editorOnly && !_objects[i]->_drawn && _objects[i]->_posY < minY && (_objects[i]->_stickRegion == Region || Region == NULL || (_objects[i]->_stickRegion == NULL && Region->PointInRegion(_objects[i]->_posX, _objects[i]->_posY)))) { + for (int i = 0; i < _objects.GetSize(); i++) { + if (_objects[i]->_active && !_objects[i]->_editorOnly && !_objects[i]->_drawn && _objects[i]->_posY < minY && (_objects[i]->_stickRegion == region || region == NULL || (_objects[i]->_stickRegion == NULL && region->PointInRegion(_objects[i]->_posX, _objects[i]->_posY)))) { obj = _objects[i]; minY = _objects[i]->_posY; } @@ -1174,8 +1166,8 @@ HRESULT CAdScene::displayRegionContentOld(CAdRegion *Region) { // design only objects - if (Game->_editorMode && Region == NULL) { - for (i = 0; i < _objects.GetSize(); i++) { + if (Game->_editorMode && region == NULL) { + for (int i = 0; i < _objects.GetSize(); i++) { if (_objects[i]->_active && _objects[i]->_editorOnly) { _objects[i]->display(); _objects[i]->_drawn = true; @@ -1193,23 +1185,23 @@ HRESULT CAdScene::update() { } ////////////////////////////////////////////////////////////////////////// -void CAdScene::scrollTo(int OffsetX, int OffsetY) { - int ViewportWidth, ViewportHeight; - getViewportSize(&ViewportWidth, &ViewportHeight); +void CAdScene::scrollTo(int offsetX, int offsetY) { + int viewportWidth, viewportHeight; + getViewportSize(&viewportWidth, &viewportHeight); - int OrigOffsetLeft = _targetOffsetLeft; - int OrigOffsetTop = _targetOffsetTop; + int origOffsetLeft = _targetOffsetLeft; + int origOffsetTop = _targetOffsetTop; - _targetOffsetLeft = MAX(0, OffsetX - ViewportWidth / 2); - _targetOffsetLeft = MIN(_targetOffsetLeft, _width - ViewportWidth); + _targetOffsetLeft = MAX(0, offsetX - viewportWidth / 2); + _targetOffsetLeft = MIN(_targetOffsetLeft, _width - viewportWidth); - _targetOffsetTop = MAX(0, OffsetY - ViewportHeight / 2); - _targetOffsetTop = MIN(_targetOffsetTop, _height - ViewportHeight); + _targetOffsetTop = MAX(0, offsetY - viewportHeight / 2); + _targetOffsetTop = MIN(_targetOffsetTop, _height - viewportHeight); if (Game->_mainObject && Game->_mainObject->_is3D) { - if (abs(OrigOffsetLeft - _targetOffsetLeft) < 5) _targetOffsetLeft = OrigOffsetLeft; - if (abs(OrigOffsetTop - _targetOffsetTop) < 5) _targetOffsetTop = OrigOffsetTop; + if (abs(origOffsetLeft - _targetOffsetLeft) < 5) _targetOffsetLeft = origOffsetLeft; + if (abs(origOffsetTop - _targetOffsetTop) < 5) _targetOffsetTop = origOffsetTop; //_targetOffsetTop = 0; } @@ -1218,27 +1210,27 @@ void CAdScene::scrollTo(int OffsetX, int OffsetY) { ////////////////////////////////////////////////////////////////////////// -void CAdScene::scrollToObject(CBObject *Object) { - if (Object) scrollTo(Object->_posX, Object->_posY - Object->getHeight() / 2); +void CAdScene::scrollToObject(CBObject *object) { + if (object) scrollTo(object->_posX, object->_posY - object->getHeight() / 2); } ////////////////////////////////////////////////////////////////////////// -void CAdScene::skipToObject(CBObject *Object) { - if (Object) skipTo(Object->_posX, Object->_posY - Object->getHeight() / 2); +void CAdScene::skipToObject(CBObject *object) { + if (object) skipTo(object->_posX, object->_posY - object->getHeight() / 2); } ////////////////////////////////////////////////////////////////////////// -void CAdScene::skipTo(int OffsetX, int OffsetY) { - int ViewportWidth, ViewportHeight; - getViewportSize(&ViewportWidth, &ViewportHeight); +void CAdScene::skipTo(int offsetX, int offsetY) { + int viewportWidth, viewportHeight; + getViewportSize(&viewportWidth, &viewportHeight); - _offsetLeft = MAX(0, OffsetX - ViewportWidth / 2); - _offsetLeft = MIN(_offsetLeft, _width - ViewportWidth); + _offsetLeft = MAX(0, offsetX - viewportWidth / 2); + _offsetLeft = MIN(_offsetLeft, _width - viewportWidth); - _offsetTop = MAX(0, OffsetY - ViewportHeight / 2); - _offsetTop = MIN(_offsetTop, _height - ViewportHeight); + _offsetTop = MAX(0, offsetY - viewportHeight / 2); + _offsetTop = MIN(_offsetTop, _height - viewportHeight); _targetOffsetLeft = _offsetLeft; _targetOffsetTop = _offsetTop; @@ -1288,12 +1280,12 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "CreateEntity") == 0) { stack->correctParams(1); - CScValue *Val = stack->pop(); + CScValue *val = stack->pop(); - CAdEntity *Ent = new CAdEntity(Game); - addObject(Ent); - if (!Val->isNULL()) Ent->setName(Val->getString()); - stack->pushNative(Ent, true); + CAdEntity *ent = new CAdEntity(Game); + addObject(ent); + if (!val->isNULL()) ent->setName(val->getString()); + stack->pushNative(ent, true); return S_OK; } @@ -1399,22 +1391,22 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetFreeNode") == 0) { stack->correctParams(1); - CScValue *Val = stack->pop(); + CScValue *val = stack->pop(); - CAdObject *Ret = NULL; - if (Val->isInt()) { - int Index = Val->getInt(); - if (Index >= 0 && Index < _objects.GetSize()) Ret = _objects[Index]; + CAdObject *ret = NULL; + if (val->isInt()) { + int index = val->getInt(); + if (index >= 0 && index < _objects.GetSize()) ret = _objects[index]; } else { - const char *nodeName = Val->getString(); + const char *nodeName = val->getString(); for (int i = 0; i < _objects.GetSize(); i++) { if (_objects[i] && _objects[i]->_name && scumm_stricmp(_objects[i]->_name, nodeName) == 0) { - Ret = _objects[i]; + ret = _objects[i]; break; } } } - if (Ret) stack->pushNative(Ret, true); + if (ret) stack->pushNative(ret, true); else stack->pushNULL(); return S_OK; @@ -1425,20 +1417,20 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetRegionAt") == 0) { stack->correctParams(3); - int X = stack->pop()->getInt(); - int Y = stack->pop()->getInt(); - CScValue *Val = stack->pop(); + int x = stack->pop()->getInt(); + int y = stack->pop()->getInt(); + CScValue *val = stack->pop(); - bool IncludeDecors = false; - if (!Val->isNULL()) IncludeDecors = Val->getBool(); + bool includeDecors = false; + if (!val->isNULL()) includeDecors = val->getBool(); if (_mainLayer) { for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) { - CAdSceneNode *Node = _mainLayer->_nodes[i]; - if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->PointInRegion(X, Y)) { - if (Node->_region->_decoration && !IncludeDecors) continue; + CAdSceneNode *node = _mainLayer->_nodes[i]; + if (node->_type == OBJECT_REGION && node->_region->_active && node->_region->PointInRegion(x, y)) { + if (node->_region->_decoration && !includeDecors) continue; - stack->pushNative(Node->_region, true); + stack->pushNative(node->_region, true); return S_OK; } } @@ -1452,10 +1444,10 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "IsBlockedAt") == 0) { stack->correctParams(2); - int X = stack->pop()->getInt(); - int Y = stack->pop()->getInt(); + int x = stack->pop()->getInt(); + int y = stack->pop()->getInt(); - stack->pushBool(isBlockedAt(X, Y)); + stack->pushBool(isBlockedAt(x, y)); return S_OK; } @@ -1464,10 +1456,10 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "IsWalkableAt") == 0) { stack->correctParams(2); - int X = stack->pop()->getInt(); - int Y = stack->pop()->getInt(); + int x = stack->pop()->getInt(); + int y = stack->pop()->getInt(); - stack->pushBool(isWalkableAt(X, Y)); + stack->pushBool(isWalkableAt(x, y)); return S_OK; } @@ -1476,10 +1468,10 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetScaleAt") == 0) { stack->correctParams(2); - int X = stack->pop()->getInt(); - int Y = stack->pop()->getInt(); + int x = stack->pop()->getInt(); + int y = stack->pop()->getInt(); - stack->pushFloat(getZoomAt(X, Y)); + stack->pushFloat(getZoomAt(x, y)); return S_OK; } @@ -1488,10 +1480,10 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetRotationAt") == 0) { stack->correctParams(2); - int X = stack->pop()->getInt(); - int Y = stack->pop()->getInt(); + int x = stack->pop()->getInt(); + int y = stack->pop()->getInt(); - stack->pushFloat(getRotationAt(X, Y)); + stack->pushFloat(getRotationAt(x, y)); return S_OK; } @@ -1500,12 +1492,12 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "IsScrolling") == 0) { stack->correctParams(0); - bool Ret = false; + bool ret = false; if (_autoScroll) { - if (_targetOffsetLeft != _offsetLeft || _targetOffsetTop != _offsetTop) Ret = true; + if (_targetOffsetLeft != _offsetLeft || _targetOffsetTop != _offsetTop) ret = true; } - stack->pushBool(Ret); + stack->pushBool(ret); return S_OK; } @@ -1514,13 +1506,13 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "FadeOut") == 0 || strcmp(name, "FadeOutAsync") == 0) { stack->correctParams(5); - uint32 Duration = stack->pop()->getInt(500); - byte Red = stack->pop()->getInt(0); - byte Green = stack->pop()->getInt(0); - byte Blue = stack->pop()->getInt(0); - byte Alpha = stack->pop()->getInt(0xFF); + uint32 duration = stack->pop()->getInt(500); + byte red = stack->pop()->getInt(0); + byte green = stack->pop()->getInt(0); + byte blue = stack->pop()->getInt(0); + byte alpha = stack->pop()->getInt(0xFF); - _fader->fadeOut(DRGBA(Red, Green, Blue, Alpha), Duration); + _fader->fadeOut(DRGBA(red, green, blue, alpha), duration); if (strcmp(name, "FadeOutAsync") != 0) script->WaitFor(_fader); stack->pushNULL(); @@ -1532,13 +1524,13 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "FadeIn") == 0 || strcmp(name, "FadeInAsync") == 0) { stack->correctParams(5); - uint32 Duration = stack->pop()->getInt(500); - byte Red = stack->pop()->getInt(0); - byte Green = stack->pop()->getInt(0); - byte Blue = stack->pop()->getInt(0); - byte Alpha = stack->pop()->getInt(0xFF); + uint32 duration = stack->pop()->getInt(500); + byte red = stack->pop()->getInt(0); + byte green = stack->pop()->getInt(0); + byte blue = stack->pop()->getInt(0); + byte alpha = stack->pop()->getInt(0xFF); - _fader->fadeIn(DRGBA(Red, Green, Blue, Alpha), Duration); + _fader->fadeIn(DRGBA(red, green, blue, alpha), duration); if (strcmp(name, "FadeInAsync") != 0) script->WaitFor(_fader); stack->pushNULL(); @@ -1559,9 +1551,9 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "IsPointInViewport") == 0) { stack->correctParams(2); - int X = stack->pop()->getInt(); - int Y = stack->pop()->getInt(); - stack->pushBool(pointInViewport(X, Y)); + int x = stack->pop()->getInt(); + int y = stack->pop()->getInt(); + stack->pushBool(pointInViewport(x, y)); return S_OK; } @@ -1570,16 +1562,16 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "SetViewport") == 0) { stack->correctParams(4); - int X = stack->pop()->getInt(); - int Y = stack->pop()->getInt(); - int Width = stack->pop()->getInt(); - int Height = stack->pop()->getInt(); + int x = stack->pop()->getInt(); + int y = stack->pop()->getInt(); + int width = stack->pop()->getInt(); + int height = stack->pop()->getInt(); - if (Width <= 0) Width = Game->_renderer->_width; - if (Height <= 0) Height = Game->_renderer->_height; + if (width <= 0) width = Game->_renderer->_width; + if (height <= 0) height = Game->_renderer->_height; if (!_viewport) _viewport = new CBViewport(Game); - if (_viewport) _viewport->setRect(X, Y, X + Width, Y + Height); + if (_viewport) _viewport->setRect(x, y, x + width, y + height); stack->pushBool(true); @@ -1591,18 +1583,18 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "AddLayer") == 0) { stack->correctParams(1); - CScValue *Val = stack->pop(); + CScValue *val = stack->pop(); - CAdLayer *Layer = new CAdLayer(Game); - if (!Val->isNULL()) Layer->setName(Val->getString()); + CAdLayer *layer = new CAdLayer(Game); + if (!val->isNULL()) layer->setName(val->getString()); if (_mainLayer) { - Layer->_width = _mainLayer->_width; - Layer->_height = _mainLayer->_height; + layer->_width = _mainLayer->_width; + layer->_height = _mainLayer->_height; } - _layers.Add(Layer); - Game->registerObject(Layer); + _layers.Add(layer); + Game->registerObject(layer); - stack->pushNative(Layer, true); + stack->pushNative(layer, true); return S_OK; } @@ -1611,22 +1603,22 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "InsertLayer") == 0) { stack->correctParams(2); - int Index = stack->pop()->getInt(); - CScValue *Val = stack->pop(); + int index = stack->pop()->getInt(); + CScValue *val = stack->pop(); - CAdLayer *Layer = new CAdLayer(Game); - if (!Val->isNULL()) Layer->setName(Val->getString()); + CAdLayer *layer = new CAdLayer(Game); + if (!val->isNULL()) layer->setName(val->getString()); if (_mainLayer) { - Layer->_width = _mainLayer->_width; - Layer->_height = _mainLayer->_height; + layer->_width = _mainLayer->_width; + layer->_height = _mainLayer->_height; } - if (Index < 0) Index = 0; - if (Index <= _layers.GetSize() - 1) _layers.InsertAt(Index, Layer); - else _layers.Add(Layer); + if (index < 0) index = 0; + if (index <= _layers.GetSize() - 1) _layers.InsertAt(index, layer); + else _layers.Add(layer); - Game->registerObject(Layer); + Game->registerObject(layer); - stack->pushNative(Layer, true); + stack->pushNative(layer, true); return S_OK; } @@ -1635,38 +1627,38 @@ HRESULT CAdScene::scCallMethod(CScScript *script, CScStack *stack, CScStack *thi ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "DeleteLayer") == 0) { stack->correctParams(1); - CScValue *Val = stack->pop(); + CScValue *val = stack->pop(); - CAdLayer *ToDelete = NULL; - if (Val->isNative()) { - CBScriptable *Temp = Val->getNative(); + CAdLayer *toDelete = NULL; + if (val->isNative()) { + CBScriptable *temp = val->getNative(); for (int i = 0; i < _layers.GetSize(); i++) { - if (_layers[i] == Temp) { - ToDelete = _layers[i]; + if (_layers[i] == temp) { + toDelete = _layers[i]; break; } } } else { - int Index = Val->getInt(); - if (Index >= 0 && Index < _layers.GetSize()) { - ToDelete = _layers[Index]; + int index = val->getInt(); + if (index >= 0 && index < _layers.GetSize()) { + toDelete = _layers[index]; } } - if (ToDelete == NULL) { + if (toDelete == NULL) { stack->pushBool(false); return S_OK; } - if (ToDelete->_main) { + if (toDelete->_main) { script->RuntimeError("Scene.DeleteLayer - cannot delete main scene layer"); stack->pushBool(false); return S_OK; } for (int i = 0; i < _layers.GetSize(); i++) { - if (_layers[i] == ToDelete) { + if (_layers[i] == toDelete) { _layers.RemoveAt(i); - Game->unregisterObject(ToDelete); + Game->unregisterObject(toDelete); break; } } @@ -1728,10 +1720,10 @@ CScValue *CAdScene::scGetProperty(const char *name) { // MouseX (RO) ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "MouseX") == 0) { - int ViewportX; - getViewportOffset(&ViewportX); + int viewportX; + getViewportOffset(&viewportX); - _scValue->setInt(Game->_mousePos.x + _offsetLeft - ViewportX); + _scValue->setInt(Game->_mousePos.x + _offsetLeft - viewportX); return _scValue; } @@ -1739,10 +1731,10 @@ CScValue *CAdScene::scGetProperty(const char *name) { // MouseY (RO) ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "MouseY") == 0) { - int ViewportY; - getViewportOffset(NULL, &ViewportY); + int viewportY; + getViewportOffset(NULL, &viewportY); - _scValue->setInt(Game->_mousePos.y + _offsetTop - ViewportY); + _scValue->setInt(Game->_mousePos.y + _offsetTop - viewportY); return _scValue; } @@ -1913,11 +1905,11 @@ HRESULT CAdScene::scSetProperty(const char *name, CScValue *value) { else if (strcmp(name, "OffsetX") == 0) { _offsetLeft = value->getInt(); - int ViewportWidth, ViewportHeight; - getViewportSize(&ViewportWidth, &ViewportHeight); + int viewportWidth, viewportHeight; + getViewportSize(&viewportWidth, &viewportHeight); - _offsetLeft = MAX(0, _offsetLeft - ViewportWidth / 2); - _offsetLeft = MIN(_offsetLeft, _width - ViewportWidth); + _offsetLeft = MAX(0, _offsetLeft - viewportWidth / 2); + _offsetLeft = MIN(_offsetLeft, _width - viewportWidth); _targetOffsetLeft = _offsetLeft; return S_OK; @@ -1929,11 +1921,11 @@ HRESULT CAdScene::scSetProperty(const char *name, CScValue *value) { else if (strcmp(name, "OffsetY") == 0) { _offsetTop = value->getInt(); - int ViewportWidth, ViewportHeight; - getViewportSize(&ViewportWidth, &ViewportHeight); + int viewportWidth, viewportHeight; + getViewportSize(&viewportWidth, &viewportHeight); - _offsetTop = MAX(0, _offsetTop - ViewportHeight / 2); - _offsetTop = MIN(_offsetTop, _height - ViewportHeight); + _offsetTop = MAX(0, _offsetTop - viewportHeight / 2); + _offsetTop = MIN(_offsetTop, _height - viewportHeight); _targetOffsetTop = _offsetTop; return S_OK; @@ -1950,18 +1942,18 @@ const char *CAdScene::scToString() { ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::addObject(CAdObject *Object) { - _objects.Add(Object); - return Game->registerObject(Object); +HRESULT CAdScene::addObject(CAdObject *object) { + _objects.Add(object); + return Game->registerObject(object); } ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::removeObject(CAdObject *Object) { +HRESULT CAdScene::removeObject(CAdObject *object) { for (int i = 0; i < _objects.GetSize(); i++) { - if (_objects[i] == Object) { + if (_objects[i] == object) { _objects.RemoveAt(i); - return Game->unregisterObject(Object); + return Game->unregisterObject(object); } } return E_FAIL; @@ -2200,19 +2192,19 @@ HRESULT CAdScene::afterLoad() { } ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester) { - double xStep, yStep, X, Y; +HRESULT CAdScene::correctTargetPoint2(int startX, int startY, int *targetX, int *targetY, bool checkFreeObjects, CBObject *requester) { + double xStep, yStep, x, y; int xLength, yLength, xCount, yCount; - int X1, Y1, X2, Y2; + int x1, y1, x2, y2; - X1 = *TargetX; - Y1 = *TargetY; - X2 = StartX; - Y2 = StartY; + x1 = *targetX; + y1 = *targetY; + x2 = startX; + y2 = startY; - xLength = abs(X2 - X1); - yLength = abs(Y2 - Y1); + xLength = abs(x2 - x1); + yLength = abs(y2 - y1); if (xLength > yLength) { /* @@ -2223,16 +2215,16 @@ HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int } */ - yStep = fabs((double)(Y2 - Y1) / (double)(X2 - X1)); - Y = Y1; + yStep = fabs((double)(y2 - y1) / (double)(x2 - x1)); + y = y1; - for (xCount = X1; xCount < X2; xCount++) { - if (isWalkableAt(xCount, (int)Y, CheckFreeObjects, Requester)) { - *TargetX = xCount; - *TargetY = (int)Y; + for (xCount = x1; xCount < x2; xCount++) { + if (isWalkableAt(xCount, (int)y, checkFreeObjects, requester)) { + *targetX = xCount; + *targetY = (int)y; return S_OK; } - Y += yStep; + y += yStep; } } else { /* @@ -2242,16 +2234,16 @@ HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int } */ - xStep = fabs((double)(X2 - X1) / (double)(Y2 - Y1)); - X = X1; + xStep = fabs((double)(x2 - x1) / (double)(y2 - y1)); + x = x1; - for (yCount = Y1; yCount < Y2; yCount++) { - if (isWalkableAt((int)X, yCount, CheckFreeObjects, Requester)) { - *TargetX = (int)X; - *TargetY = yCount; + for (yCount = y1; yCount < y2; yCount++) { + if (isWalkableAt((int)x, yCount, checkFreeObjects, requester)) { + *targetX = (int)x; + *targetY = yCount; return S_OK; } - X += xStep; + x += xStep; } } @@ -2259,19 +2251,19 @@ HRESULT CAdScene::correctTargetPoint2(int StartX, int StartY, int *TargetX, int } ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects, CBObject *Requester) { - int x = *X; - int y = *Y; +HRESULT CAdScene::correctTargetPoint(int startX, int startY, int *argX, int *argY, bool checkFreeObjects, CBObject *requester) { + int x = *argX; + int y = *argY; - if (isWalkableAt(x, y, CheckFreeObjects, Requester) || !_mainLayer) { + if (isWalkableAt(x, y, checkFreeObjects, requester) || !_mainLayer) { return S_OK; } // right int length_right = 0; bool found_right = false; - for (x = *X, y = *Y; x < _mainLayer->_width; x++, length_right++) { - if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x - 5, y, CheckFreeObjects, Requester)) { + for (x = *argX, y = *argY; x < _mainLayer->_width; x++, length_right++) { + if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x - 5, y, checkFreeObjects, requester)) { found_right = true; break; } @@ -2280,8 +2272,8 @@ HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, boo // left int length_left = 0; bool found_left = false; - for (x = *X, y = *Y; x >= 0; x--, length_left--) { - if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x + 5, y, CheckFreeObjects, Requester)) { + for (x = *argX, y = *argY; x >= 0; x--, length_left--) { + if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x + 5, y, checkFreeObjects, requester)) { found_left = true; break; } @@ -2290,8 +2282,8 @@ HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, boo // up int length_up = 0; bool found_up = false; - for (x = *X, y = *Y; y >= 0; y--, length_up--) { - if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x, y + 5, CheckFreeObjects, Requester)) { + for (x = *argX, y = *argY; y >= 0; y--, length_up--) { + if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x, y + 5, checkFreeObjects, requester)) { found_up = true; break; } @@ -2300,8 +2292,8 @@ HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, boo // down int length_down = 0; bool found_down = false; - for (x = *X, y = *Y; y < _mainLayer->_height; y++, length_down++) { - if (isWalkableAt(x, y, CheckFreeObjects, Requester) && isWalkableAt(x, y - 5, CheckFreeObjects, Requester)) { + for (x = *argX, y = *argY; y < _mainLayer->_height; y++, length_down++) { + if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x, y - 5, checkFreeObjects, requester)) { found_down = true; break; } @@ -2326,11 +2318,11 @@ HRESULT CAdScene::correctTargetPoint(int StartX, int StartY, int *X, int *Y, boo else if (found_down) OffsetY = length_down; if (abs(OffsetX) < abs(OffsetY)) - *X = *X + OffsetX; + *argX = *argX + OffsetX; else - *Y = *Y + OffsetY; + *argY = *argY + OffsetY; - if (!isWalkableAt(*X, *Y)) return correctTargetPoint2(StartX, StartY, X, Y, CheckFreeObjects, Requester); + if (!isWalkableAt(*argX, *argY)) return correctTargetPoint2(startX, startY, argX, argY, checkFreeObjects, requester); else return S_OK; } @@ -2342,13 +2334,13 @@ void CAdScene::pfPointsStart() { ////////////////////////////////////////////////////////////////////////// -void CAdScene::pfPointsAdd(int X, int Y, int Distance) { +void CAdScene::pfPointsAdd(int x, int y, int distance) { if (_pfPointsNum >= _pfPath.GetSize()) { - _pfPath.Add(new CAdPathPoint(X, Y, Distance)); + _pfPath.Add(new CAdPathPoint(x, y, distance)); } else { - _pfPath[_pfPointsNum]->x = X; - _pfPath[_pfPointsNum]->y = Y; - _pfPath[_pfPointsNum]->_distance = Distance; + _pfPath[_pfPointsNum]->x = x; + _pfPath[_pfPointsNum]->y = y; + _pfPath[_pfPointsNum]->_distance = distance; _pfPath[_pfPointsNum]->_marked = false; _pfPath[_pfPointsNum]->_origin = NULL; } @@ -2358,34 +2350,34 @@ void CAdScene::pfPointsAdd(int X, int Y, int Distance) { ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::getViewportOffset(int *OffsetX, int *OffsetY) { +HRESULT CAdScene::getViewportOffset(int *offsetX, int *offsetY) { CAdGame *adGame = (CAdGame *)Game; if (_viewport && !Game->_editorMode) { - if (OffsetX) *OffsetX = _viewport->_offsetX; - if (OffsetY) *OffsetY = _viewport->_offsetY; + if (offsetX) *offsetX = _viewport->_offsetX; + if (offsetY) *offsetY = _viewport->_offsetY; } else if (adGame->_sceneViewport && !Game->_editorMode) { - if (OffsetX) *OffsetX = adGame->_sceneViewport->_offsetX; - if (OffsetY) *OffsetY = adGame->_sceneViewport->_offsetY; + if (offsetX) *offsetX = adGame->_sceneViewport->_offsetX; + if (offsetY) *offsetY = adGame->_sceneViewport->_offsetY; } else { - if (OffsetX) *OffsetX = 0; - if (OffsetY) *OffsetY = 0; + if (offsetX) *offsetX = 0; + if (offsetY) *offsetY = 0; } return S_OK; } ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::getViewportSize(int *Width, int *Height) { +HRESULT CAdScene::getViewportSize(int *width, int *height) { CAdGame *adGame = (CAdGame *)Game; if (_viewport && !Game->_editorMode) { - if (Width) *Width = _viewport->getWidth(); - if (Height) *Height = _viewport->getHeight(); + if (width) *width = _viewport->getWidth(); + if (height) *height = _viewport->getHeight(); } else if (adGame->_sceneViewport && !Game->_editorMode) { - if (Width) *Width = adGame->_sceneViewport->getWidth(); - if (Height) *Height = adGame->_sceneViewport->getHeight(); + if (width) *width = adGame->_sceneViewport->getWidth(); + if (height) *height = adGame->_sceneViewport->getHeight(); } else { - if (Width) *Width = Game->_renderer->_width; - if (Height) *Height = Game->_renderer->_height; + if (width) *width = Game->_renderer->_width; + if (height) *height = Game->_renderer->_height; } return S_OK; } @@ -2393,47 +2385,46 @@ HRESULT CAdScene::getViewportSize(int *Width, int *Height) { ////////////////////////////////////////////////////////////////////////// int CAdScene::getOffsetLeft() { - int ViewportX; - getViewportOffset(&ViewportX); + int viewportX; + getViewportOffset(&viewportX); - return _offsetLeft - ViewportX; + return _offsetLeft - viewportX; } ////////////////////////////////////////////////////////////////////////// int CAdScene::getOffsetTop() { - int ViewportY; - getViewportOffset(NULL, &ViewportY); + int viewportY; + getViewportOffset(NULL, &viewportY); - return _offsetTop - ViewportY; + return _offsetTop - viewportY; } ////////////////////////////////////////////////////////////////////////// -bool CAdScene::pointInViewport(int X, int Y) { - int Left, Top, Width, Height; +bool CAdScene::pointInViewport(int x, int y) { + int left, top, width, height; - getViewportOffset(&Left, &Top); - getViewportSize(&Width, &Height); + getViewportOffset(&left, &top); + getViewportSize(&width, &height); - return X >= Left && X <= Left + Width && Y >= Top && Y <= Top + Height; + return x >= left && x <= left + width && y >= top && y <= top + height; } ////////////////////////////////////////////////////////////////////////// -void CAdScene::setOffset(int OffsetLeft, int OffsetTop) { - _offsetLeft = OffsetLeft; - _offsetTop = OffsetTop; +void CAdScene::setOffset(int offsetLeft, int offsetTop) { + _offsetLeft = offsetLeft; + _offsetTop = offsetTop; } ////////////////////////////////////////////////////////////////////////// CBObject *CAdScene::getNodeByName(const char *name) { - int i; CBObject *ret = NULL; // dependent objects - for (i = 0; i < _layers.GetSize(); i++) { + for (int i = 0; i < _layers.GetSize(); i++) { CAdLayer *layer = _layers[i]; for (int j = 0; j < layer->_nodes.GetSize(); j++) { CAdSceneNode *node = layer->_nodes[j]; @@ -2455,14 +2446,14 @@ CBObject *CAdScene::getNodeByName(const char *name) { } // free entities - for (i = 0; i < _objects.GetSize(); i++) { + for (int i = 0; i < _objects.GetSize(); i++) { if (_objects[i]->_type == OBJECT_ENTITY && !scumm_stricmp(name, _objects[i]->_name)) { return _objects[i]; } } // waypoint groups - for (i = 0; i < _waypointGroups.GetSize(); i++) { + for (int i = 0; i < _waypointGroups.GetSize(); i++) { if (!scumm_stricmp(name, _waypointGroups[i]->_name)) { return _waypointGroups[i]; } @@ -2579,12 +2570,12 @@ float CAdScene::getRotationAt(int x, int y) { ////////////////////////////////////////////////////////////////////////// HRESULT CAdScene::handleItemAssociations(const char *itemName, bool show) { for (int i = 0; i < _layers.GetSize(); i++) { - CAdLayer *Layer = _layers[i]; - for (int j = 0; j < Layer->_nodes.GetSize(); j++) { - if (Layer->_nodes[j]->_type == OBJECT_ENTITY) { - CAdEntity *Ent = Layer->_nodes[j]->_entity; + CAdLayer *layer = _layers[i]; + for (int j = 0; j < layer->_nodes.GetSize(); j++) { + if (layer->_nodes[j]->_type == OBJECT_ENTITY) { + CAdEntity *ent = layer->_nodes[j]->_entity; - if (Ent->_item && strcmp(Ent->_item, itemName) == 0) Ent->_active = show; + if (ent->_item && strcmp(ent->_item, itemName) == 0) ent->_active = show; } } } @@ -2601,22 +2592,21 @@ HRESULT CAdScene::handleItemAssociations(const char *itemName, bool show) { ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::getRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions) { - int i; - int NumUsed = 0; +HRESULT CAdScene::getRegionsAt(int x, int y, CAdRegion **regionList, int numRegions) { + int numUsed = 0; if (_mainLayer) { - for (i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) { - CAdSceneNode *Node = _mainLayer->_nodes[i]; - if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->PointInRegion(X, Y)) { - if (NumUsed < NumRegions - 1) { - RegionList[NumUsed] = Node->_region; - NumUsed++; + for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) { + CAdSceneNode *node = _mainLayer->_nodes[i]; + if (node->_type == OBJECT_REGION && node->_region->_active && node->_region->PointInRegion(x, y)) { + if (numUsed < numRegions - 1) { + regionList[numUsed] = node->_region; + numUsed++; } else break; } } } - for (i = NumUsed; i < NumRegions; i++) { - RegionList[i] = NULL; + for (int i = numUsed; i < numRegions; i++) { + regionList[i] = NULL; } return S_OK; @@ -2629,15 +2619,15 @@ HRESULT CAdScene::restoreDeviceObjects() { ////////////////////////////////////////////////////////////////////////// -CBObject *CAdScene::getNextAccessObject(CBObject *CurrObject) { +CBObject *CAdScene::getNextAccessObject(CBObject *currObject) { CBArray objects; getSceneObjects(objects, true); if (objects.GetSize() == 0) return NULL; else { - if (CurrObject != NULL) { + if (currObject != NULL) { for (int i = 0; i < objects.GetSize(); i++) { - if (objects[i] == CurrObject) { + if (objects[i] == currObject) { if (i < objects.GetSize() - 1) return objects[i + 1]; else break; } @@ -2649,55 +2639,55 @@ CBObject *CAdScene::getNextAccessObject(CBObject *CurrObject) { } ////////////////////////////////////////////////////////////////////////// -CBObject *CAdScene::getPrevAccessObject(CBObject *CurrObject) { - CBArray Objects; - getSceneObjects(Objects, true); +CBObject *CAdScene::getPrevAccessObject(CBObject *currObject) { + CBArray objects; + getSceneObjects(objects, true); - if (Objects.GetSize() == 0) return NULL; + if (objects.GetSize() == 0) return NULL; else { - if (CurrObject != NULL) { - for (int i = Objects.GetSize() - 1; i >= 0; i--) { - if (Objects[i] == CurrObject) { - if (i > 0) return Objects[i - 1]; + if (currObject != NULL) { + for (int i = objects.GetSize() - 1; i >= 0; i--) { + if (objects[i] == currObject) { + if (i > 0) return objects[i - 1]; else break; } } } - return Objects[Objects.GetSize() - 1]; + return objects[objects.GetSize() - 1]; } return NULL; } ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::getSceneObjects(CBArray &Objects, bool InteractiveOnly) { +HRESULT CAdScene::getSceneObjects(CBArray &objects, bool interactiveOnly) { for (int i = 0; i < _layers.GetSize(); i++) { // close-up layer -> remove everything below it - if (InteractiveOnly && _layers[i]->_closeUp) Objects.RemoveAll(); + if (interactiveOnly && _layers[i]->_closeUp) objects.RemoveAll(); for (int j = 0; j < _layers[i]->_nodes.GetSize(); j++) { - CAdSceneNode *Node = _layers[i]->_nodes[j]; - switch (Node->_type) { + CAdSceneNode *node = _layers[i]->_nodes[j]; + switch (node->_type) { case OBJECT_ENTITY: { - CAdEntity *Ent = Node->_entity; - if (Ent->_active && (Ent->_registrable || !InteractiveOnly)) - Objects.Add(Ent); + CAdEntity *ent = node->_entity; + if (ent->_active && (ent->_registrable || !interactiveOnly)) + objects.Add(ent); } break; case OBJECT_REGION: { - CBArray RegionObj; - getRegionObjects(Node->_region, RegionObj, InteractiveOnly); - for (int New = 0; New < RegionObj.GetSize(); New++) { - bool Found = false; - for (int Old = 0; Old < Objects.GetSize(); Old++) { - if (Objects[Old] == RegionObj[New]) { - Found = true; + CBArray regionObj; + getRegionObjects(node->_region, regionObj, interactiveOnly); + for (int newIndex = 0; newIndex < regionObj.GetSize(); newIndex++) { + bool found = false; + for (int old = 0; old < objects.GetSize(); old++) { + if (objects[old] == regionObj[newIndex]) { + found = true; break; } } - if (!Found) Objects.Add(RegionObj[New]); + if (!found) objects.Add(regionObj[newIndex]); } //if(RegionObj.GetSize() > 0) Objects.Append(RegionObj); } @@ -2710,17 +2700,17 @@ HRESULT CAdScene::getSceneObjects(CBArray &Objects, bo } // objects outside any region - CBArray RegionObj; - getRegionObjects(NULL, RegionObj, InteractiveOnly); - for (int New = 0; New < RegionObj.GetSize(); New++) { - bool Found = false; - for (int Old = 0; Old < Objects.GetSize(); Old++) { - if (Objects[Old] == RegionObj[New]) { - Found = true; + CBArray regionObj; + getRegionObjects(NULL, regionObj, interactiveOnly); + for (int newIndex = 0; newIndex < regionObj.GetSize(); newIndex++) { + bool found = false; + for (int old = 0; old < objects.GetSize(); old++) { + if (objects[old] == regionObj[newIndex]) { + found = true; break; } } - if (!Found) Objects.Add(RegionObj[New]); + if (!found) objects.Add(regionObj[newIndex]); } @@ -2729,34 +2719,32 @@ HRESULT CAdScene::getSceneObjects(CBArray &Objects, bo ////////////////////////////////////////////////////////////////////////// -HRESULT CAdScene::getRegionObjects(CAdRegion *Region, CBArray &Objects, bool InteractiveOnly) { +HRESULT CAdScene::getRegionObjects(CAdRegion *region, CBArray &objects, bool interactiveOnly) { CAdGame *adGame = (CAdGame *)Game; - CAdObject *Obj; - - int i; + CAdObject *obj; // global objects - for (i = 0; i < adGame->_objects.GetSize(); i++) { - Obj = adGame->_objects[i]; - if (Obj->_active && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) { - if (InteractiveOnly && !Obj->_registrable) continue; + for (int i = 0; i < adGame->_objects.GetSize(); i++) { + obj = adGame->_objects[i]; + if (obj->_active && (obj->_stickRegion == region || region == NULL || (obj->_stickRegion == NULL && region->PointInRegion(obj->_posX, obj->_posY)))) { + if (interactiveOnly && !obj->_registrable) continue; - Objects.Add(Obj); + objects.Add(obj); } } // scene objects - for (i = 0; i < _objects.GetSize(); i++) { - Obj = _objects[i]; - if (Obj->_active && !Obj->_editorOnly && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) { - if (InteractiveOnly && !Obj->_registrable) continue; + for (int i = 0; i < _objects.GetSize(); i++) { + obj = _objects[i]; + if (obj->_active && !obj->_editorOnly && (obj->_stickRegion == region || region == NULL || (obj->_stickRegion == NULL && region->PointInRegion(obj->_posX, obj->_posY)))) { + if (interactiveOnly && !obj->_registrable) continue; - Objects.Add(Obj); + objects.Add(obj); } } // sort by _posY - qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs); + qsort(objects.GetData(), objects.GetSize(), sizeof(CAdObject *), CAdScene::compareObjs); return S_OK; }