Rename function parameters and use ROTATION_COUNT enum (#39)
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@ -1454,7 +1454,7 @@ int _pick_fall(Object* obj, int anim)
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}
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}
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} else if (anim == ANIM_FALL_BACK) {
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rotation = (obj->rotation + 3) % 6u;
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rotation = (obj->rotation + 3) % ROTATION_COUNT;
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for (i = 1; i < 3; i++) {
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tile_num = tileGetTileInDirection(obj->tile, rotation, i);
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if (_obj_blocking_at(obj, tile_num, obj->elevation) != NULL) {
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@ -1870,12 +1870,12 @@ int animateMoveObjectToObject(Object* from, Object* to, int a3, int anim, int an
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int v13;
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STRUCT_530014* ptr;
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int hidden = (to->flags & OBJECT_HIDDEN);
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bool hidden = (to->flags & OBJECT_HIDDEN);
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to->flags |= OBJECT_HIDDEN;
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v10 = _anim_move(from, to->tile, to->elevation, -1, anim, 0, animationSequenceIndex);
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if (hidden == 0) {
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if (!hidden) {
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to->flags &= ~OBJECT_HIDDEN;
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}
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@ -257,15 +257,15 @@ int _idist(int a1, int a2, int a3, int a4);
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int _tile_idistance(int tile1, int tile2);
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int _make_straight_path(Object* a1, int from, int to, STRUCT_530014_28* pathNodes, Object** a5, int a6);
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int _make_straight_path_func(Object* a1, int from, int to, STRUCT_530014_28* a4, Object** a5, int a6, Object* (*a7)(Object*, int, int));
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int animateMoveObjectToObject(Object* from, Object* to, int a3, int a4, int a5);
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int animateMoveObjectToTile(Object* obj, int tile_num, int elev, int a4, int a5, int a6);
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int _anim_move(Object* obj, int tile, int elev, int a3, int a4, int a5, int animationSequenceIndex);
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int _anim_move_straight_to_tile(Object* obj, int a2, int a3, int fid, int a5, int a6);
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int _anim_move_on_stairs(Object* obj, int a2, int a3, int fid, int a5);
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int _check_for_falling(Object* obj, int a2, int a3);
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int animateMoveObjectToObject(Object* from, Object* to, int a3, int anim, int animationSequenceIndex);
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int animateMoveObjectToTile(Object* obj, int tile_num, int elev, int a4, int anim, int animationSequenceIndex);
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int _anim_move(Object* obj, int tile, int elev, int a3, int anim, int a5, int animationSequenceIndex);
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int _anim_move_straight_to_tile(Object* obj, int tile, int elevation, int anim, int animationSequenceIndex, int flags);
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int _anim_move_on_stairs(Object* obj, int tile, int elevation, int anim, int animationSequenceIndex);
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int _check_for_falling(Object* obj, int anim, int a3);
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void _object_move(int index);
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void _object_straight_move(int a1);
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int _anim_animate(Object* obj, int a2, int a3, int a4);
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void _object_straight_move(int index);
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int _anim_animate(Object* obj, int anim, int animationSequenceIndex, int flags);
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void _object_animate();
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void _object_anim_compact();
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int _check_move(int* a1);
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@ -274,8 +274,8 @@ int _dude_run(int a1);
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void _dude_fidget();
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void _dude_stand(Object* obj, int rotation, int fid);
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void _dude_standup(Object* a1);
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int actionRotate(Object* obj, int a2, int a3);
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int _anim_change_fid(Object* obj, int a2, int fid);
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int actionRotate(Object* obj, int delta, int animationSequenceIndex);
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int _anim_change_fid(Object* obj, int animationSequenceIndex, int fid);
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void _anim_stop();
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int _check_gravity(int tile, int elevation);
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unsigned int _compute_tpf(Object* object, int fid);
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@ -3438,11 +3438,11 @@ void _obj_light_table_init()
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{
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for (int s = 0; s < 2; s++) {
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int v4 = gCenterTile + s;
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for (int i = 0; i < 6; i++) {
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for (int i = 0; i < ROTATION_COUNT; i++) {
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int v15 = 8;
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int* p = _light_offsets[v4 & 1][i];
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for (int j = 0; j < 8; j++) {
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int tile = tileGetTileInDirection(v4, (i + 1) % 6, j);
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int tile = tileGetTileInDirection(v4, (i + 1) % ROTATION_COUNT, j);
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for (int m = 0; m < v15; m++) {
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*p++ = tileGetTileInDirection(tile, i, m + 1) - v4;
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@ -2198,7 +2198,7 @@ int _objPMAttemptPlacement(Object* obj, int tile, int elevation)
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for (int v4 = 1; v4 <= 100; v4++) {
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// TODO: Check.
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v7++;
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v9 = tileGetTileInDirection(v9, v7 % 6, 1);
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v9 = tileGetTileInDirection(v9, v7 % ROTATION_COUNT, 1);
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if (_wmEvalTileNumForPlacement(v9) != 0) {
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break;
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}
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