From 228f0856c4988df758093c7d6c2ce535b271df96 Mon Sep 17 00:00:00 2001 From: yaz0r <363511+yaz0r@users.noreply.github.com> Date: Fri, 25 Jul 2025 21:50:43 -0700 Subject: [PATCH] Various rename and cleanup --- FitdLib/actorList.cpp | 12 +- FitdLib/anim.cpp | 119 ++++----- FitdLib/animAction.cpp | 28 +-- FitdLib/debugger.cpp | 2 +- FitdLib/evalVar.cpp | 50 ++-- FitdLib/inventory.cpp | 2 +- FitdLib/life.cpp | 32 +-- FitdLib/main.cpp | 294 +++++++++++----------- FitdLib/main.h | 12 +- FitdLib/mainLoop.cpp | 8 +- FitdLib/object.cpp | 4 +- FitdLib/osystemSDL.cpp | 2 +- FitdLib/room.cpp | 14 +- FitdLib/save.cpp | 550 ++++++++++++++++++++--------------------- FitdLib/track.cpp | 2 +- FitdLib/vars.cpp | 2 +- FitdLib/vars.h | 2 +- 17 files changed, 575 insertions(+), 560 deletions(-) diff --git a/FitdLib/actorList.cpp b/FitdLib/actorList.cpp index 6b11e5a..bf89ae4 100644 --- a/FitdLib/actorList.cpp +++ b/FitdLib/actorList.cpp @@ -17,23 +17,23 @@ int sortCompareFunction(const void* param1, const void* param2) ASSERT(*(int*)param1 >=0 && *(int*)param1 < NUM_MAX_OBJECT); ASSERT(*(int*)param2 >=0 && *(int*)param2 < NUM_MAX_OBJECT); - actor1Ptr = &objectTable[*(int*)param1]; - actor2Ptr = &objectTable[*(int*)param2]; + actor1Ptr = &ListObjets[*(int*)param1]; + actor2Ptr = &ListObjets[*(int*)param2]; actor1ZvPtr = &actor1Ptr->zv; actor2ZvPtr = &actor2Ptr->zv; if(actor1Ptr->room != currentRoom) { - copyZv(actor1ZvPtr, &localZv1); - getZvRelativePosition(&localZv1, actor1Ptr->room, currentRoom); + CopyZV(actor1ZvPtr, &localZv1); + AdjustZV(&localZv1, actor1Ptr->room, currentRoom); actor1ZvPtr = &localZv1; } if(actor2Ptr->room != currentRoom) { - copyZv(actor2ZvPtr, &localZv2); - getZvRelativePosition(&localZv2, actor2Ptr->room, currentRoom); + CopyZV(actor2ZvPtr, &localZv2); + AdjustZV(&localZv2, actor2Ptr->room, currentRoom); actor2ZvPtr = &localZv2; } diff --git a/FitdLib/anim.cpp b/FitdLib/anim.cpp index c90b9ad..85dfb4a 100644 --- a/FitdLib/anim.cpp +++ b/FitdLib/anim.cpp @@ -166,11 +166,11 @@ int manageFall(int actorIdx, ZVStruct* zvPtr) { int fallResult = 0; int i; - int room = objectTable[actorIdx].room; + int room = ListObjets[actorIdx].room; for(i=0;iindexInWorld != -1 && i != actorIdx) { @@ -179,20 +179,20 @@ int manageFall(int actorIdx, ZVStruct* zvPtr) if(currentTestedActorPtr->room != room) { ZVStruct localZv; - copyZv(zvPtr, &localZv); - getZvRelativePosition(&localZv, room, currentTestedActorPtr->room); + CopyZV(zvPtr, &localZv); + AdjustZV(&localZv, room, currentTestedActorPtr->room); - if(checkZvCollision(&localZv, testedZv)) + if(CubeIntersect(&localZv, testedZv)) { - objectTable[i].COL_BY = actorIdx; + ListObjets[i].COL_BY = actorIdx; fallResult++; } } else { - if(checkZvCollision(zvPtr, testedZv)) + if(CubeIntersect(zvPtr, testedZv)) { - objectTable[i].COL_BY = actorIdx; + ListObjets[i].COL_BY = actorIdx; fallResult++; } } @@ -285,11 +285,11 @@ void GereAnim(void) currentProcessedActorPtr->END_FRAME = 0; if(currentProcessedActorPtr->speed == 0) { - int numObjectCollisions = checkObjectCollisions(currentProcessedActorIdx, ¤tProcessedActorPtr->zv); + int numObjectCollisions = CheckObjectCol(currentProcessedActorIdx, ¤tProcessedActorPtr->zv); for(int i = 0; iCOL[i]].COL_BY = currentProcessedActorIdx; // collision with current actor + ListObjets[currentProcessedActorPtr->COL[i]].COL_BY = currentProcessedActorIdx; // collision with current actor } oldStepY = 0; @@ -356,7 +356,7 @@ void GereAnim(void) if(stepX || stepY || stepZ) // start of movement management { zvPtr = ¤tProcessedActorPtr->zv; - copyZv(¤tProcessedActorPtr->zv,&zvLocal); + CopyZV(¤tProcessedActorPtr->zv,&zvLocal); zvLocal.ZVX1 += stepX; zvLocal.ZVX2 += stepX; @@ -367,6 +367,7 @@ void GereAnim(void) zvLocal.ZVZ1 += stepZ; zvLocal.ZVZ2 += stepZ; + // check for wall collisions if(currentProcessedActorPtr->dynFlags & 1) // hard collision enabled for actor ? { int numCol = AsmCheckListCol(&zvLocal, &roomDataTable[currentProcessedActorPtr->room]); @@ -380,38 +381,42 @@ void GereAnim(void) currentProcessedActorPtr->HARD_COL = (short)pHardCol->parameter; } + // climbable wall if(pHardCol->type == 3) { currentProcessedActorPtr->HARD_COL = 255; } - if(g_gameId == AITD1 || (g_gameId>=JACK && (pHardCol->type != 10 || currentProcessedActorIdx != currentCameraTargetActor))) + if (g_gameId >= JACK) { + // monster collision for floor changes + if ((pHardCol->type == 10) && (currentProcessedActorIdx == currentCameraTargetActor)) + continue; + } + + if(stepX || stepZ) // move on the X or Z axis ? update to avoid entering the hard col { - if(stepX || stepZ) // move on the X or Z axis ? update to avoid entering the hard col - { - //ZVStruct tempZv; + //ZVStruct tempZv; - hardColStepX = stepX; - hardColStepZ = stepZ; + hardColStepX = stepX; + hardColStepZ = stepZ; - handleCollision(zvPtr, &zvLocal, &pHardCol->zv); + GereCollision(zvPtr, &zvLocal, &pHardCol->zv); - currentProcessedActorPtr->animNegX += hardColStepX - stepX; - currentProcessedActorPtr->animNegZ += hardColStepZ - stepZ; + currentProcessedActorPtr->animNegX += hardColStepX - stepX; + currentProcessedActorPtr->animNegZ += hardColStepZ - stepZ; - zvLocal.ZVX1 += hardColStepX - stepX; - zvLocal.ZVX2 += hardColStepX - stepX; - zvLocal.ZVZ1 += hardColStepZ - stepZ; - zvLocal.ZVZ2 += hardColStepZ - stepZ; + zvLocal.ZVX1 += hardColStepX - stepX; + zvLocal.ZVX2 += hardColStepX - stepX; + zvLocal.ZVZ1 += hardColStepZ - stepZ; + zvLocal.ZVZ2 += hardColStepZ - stepZ; - stepX = hardColStepX; - stepZ = hardColStepZ; - } + stepX = hardColStepX; + stepZ = hardColStepZ; + } - if(stepY) - { - //assert(0); //not implemented - } + if(stepY) + { + //assert(0); //not implemented } } } @@ -427,13 +432,14 @@ void GereAnim(void) } } - int numCol = checkObjectCollisions(currentProcessedActorIdx,&zvLocal); // get the number of actor/actor collision - + // check for object collisions + // TODO: AITD2 checks flag collision here + int numCol = CheckObjectCol(currentProcessedActorIdx,&zvLocal); // get the number of actor/actor collision for(int j=0;jCOL[j]; - tObject* actorTouchedPtr = &objectTable[collisionIndex]; + tObject* actorTouchedPtr = &ListObjets[collisionIndex]; actorTouchedPtr->COL_BY = currentProcessedActorIdx; @@ -443,10 +449,10 @@ void GereAnim(void) { if(currentProcessedActorPtr->trackMode == 1 /*&& ((gameId == AITD1 && defines.field_1E == 0) || (gameId >= JACK && defines.field_6 == 0))*/) // TODO: check if character isn't dead... { - foundObject(actorTouchedPtr->indexInWorld, 0); + FoundObjet(actorTouchedPtr->indexInWorld, 0); } + continue; } - else { if(actorTouchedPtr->objectType & AF_MOVABLE) // can be pushed ? { @@ -454,7 +460,7 @@ void GereAnim(void) bool isPushPossible = true; - copyZv(touchedZv, &localZv2); + CopyZV(touchedZv, &localZv2); localZv2.ZVX1 += stepX; localZv2.ZVX2 += stepX; @@ -462,17 +468,16 @@ void GereAnim(void) localZv2.ZVZ1 += stepZ; localZv2.ZVZ2 += stepZ; - if(!AsmCheckListCol(&localZv2, &roomDataTable[currentProcessedActorPtr->room])) + // check pushed object against walls + if(AsmCheckListCol(&localZv2, &roomDataTable[currentProcessedActorPtr->room])) { - if(checkObjectCollisions(collisionIndex, &localZv2)) - { - isPushPossible = false; - } - } - else - { - isPushPossible = false; + isPushPossible = false; } + else if (CheckObjectCol(collisionIndex, &localZv2)) + { + // if no wall preventing to move object, check is there is a another object in the way + isPushPossible = false; + } if(!isPushPossible) { @@ -482,14 +487,14 @@ void GereAnim(void) { ZVStruct localZv3; - copyZv(touchedZv, &localZv3); + CopyZV(touchedZv, &localZv3); - getZvRelativePosition(&localZv3, actorTouchedPtr->room, currentProcessedActorPtr->room); + AdjustZV(&localZv3, actorTouchedPtr->room, currentProcessedActorPtr->room); hardColStepX = stepX; hardColStepZ = stepZ; - handleCollision(zvPtr, &zvLocal, &localZv3); + GereCollision(zvPtr, &zvLocal, &localZv3); stepX = hardColStepX; stepZ = hardColStepZ; @@ -499,7 +504,7 @@ void GereAnim(void) hardColStepX = stepX; hardColStepZ = stepZ; - handleCollision(zvPtr, &zvLocal, touchedZv); // manage as hard collision + GereCollision(zvPtr, &zvLocal, touchedZv); // manage as hard collision stepX = hardColStepX; stepZ = hardColStepZ; @@ -521,7 +526,7 @@ void GereAnim(void) actorTouchedPtr->roomX += stepX; actorTouchedPtr->roomZ += stepZ; - copyZv(&localZv2,touchedZv); + CopyZV(&localZv2,touchedZv); } } else @@ -536,7 +541,7 @@ void GereAnim(void) hardColStepX = stepX; hardColStepZ = stepZ; - handleCollision(zvPtr, &zvLocal, touchedZv); // manage as hard collision + GereCollision(zvPtr, &zvLocal, touchedZv); // manage as hard collision stepX = hardColStepX; stepZ = hardColStepZ; @@ -545,14 +550,14 @@ void GereAnim(void) { ZVStruct localZv3; - copyZv(touchedZv, &localZv3); + CopyZV(touchedZv, &localZv3); - getZvRelativePosition(&localZv3, actorTouchedPtr->room, currentProcessedActorPtr->room); + AdjustZV(&localZv3, actorTouchedPtr->room, currentProcessedActorPtr->room); hardColStepX = stepX; hardColStepZ = stepZ; - handleCollision(zvPtr, &zvLocal, &localZv3); // manage as hard collision + GereCollision(zvPtr, &zvLocal, &localZv3); // manage as hard collision stepX = hardColStepX; stepZ = hardColStepZ; @@ -589,7 +594,7 @@ void GereAnim(void) { zvPtr = ¤tProcessedActorPtr->zv; - copyZv(zvPtr, &zvLocal); + CopyZV(zvPtr, &zvLocal); zvLocal.ZVY2 += 100; @@ -617,7 +622,7 @@ void GereAnim(void) if(collisionIndex != -1) { - tObject* actorTouchedPtr = &objectTable[collisionIndex]; + tObject* actorTouchedPtr = &ListObjets[collisionIndex]; if(actorTouchedPtr->objectType & AF_MOVABLE) { diff --git a/FitdLib/animAction.cpp b/FitdLib/animAction.cpp index f55bbcf..10c09a7 100644 --- a/FitdLib/animAction.cpp +++ b/FitdLib/animAction.cpp @@ -69,14 +69,14 @@ void GereFrappe(void) //drawProjectedBox(rangeZv.ZVX1,rangeZv.ZVX2,rangeZv.ZVY1,rangeZv.ZVY2,rangeZv.ZVZ1,rangeZv.ZVZ2,60,255); - collision = checkObjectCollisions(currentProcessedActorIdx,&rangeZv); + collision = CheckObjectCol(currentProcessedActorIdx,&rangeZv); for(i=0;iHIT = currentProcessedActorPtr->COL[i]; - actorPtr2 = &objectTable[currentProcessedActorPtr->COL[i]]; + actorPtr2 = &ListObjets[currentProcessedActorPtr->COL[i]]; actorPtr2->HIT_BY = currentProcessedActorIdx; actorPtr2->hitForce = currentProcessedActorPtr->hitForce; @@ -141,8 +141,8 @@ void GereFrappe(void) currentProcessedActorPtr->HIT = touchedActor; - objectTable[touchedActor].HIT_BY = currentProcessedActorIdx; - objectTable[touchedActor].hitForce = currentProcessedActorPtr->hitForce; + ListObjets[touchedActor].HIT_BY = currentProcessedActorIdx; + ListObjets[touchedActor].hitForce = currentProcessedActorPtr->hitForce; currentProcessedActorPtr->animActionType = 0; } @@ -229,7 +229,7 @@ void GereFrappe(void) if(actorIdx == -1) return; - actorPtr = &objectTable[actorIdx]; + actorPtr = &ListObjets[actorIdx]; actorPtr->roomX = x; actorPtr->roomY = y; @@ -287,8 +287,8 @@ void GereFrappe(void) int z3; int step; - copyZv(¤tProcessedActorPtr->zv, &rangeZv); - copyZv(¤tProcessedActorPtr->zv, &rangeZv2); + CopyZV(¤tProcessedActorPtr->zv, &rangeZv); + CopyZV(¤tProcessedActorPtr->zv, &rangeZv2); xtemp = currentProcessedActorPtr->roomX + currentProcessedActorPtr->stepX; ytemp = currentProcessedActorPtr->roomY + currentProcessedActorPtr->stepY; @@ -328,7 +328,7 @@ void GereFrappe(void) y2 = y1; z2 = z1 + animMoveZ; - copyZv(&rangeZv2,&rangeZv); + CopyZV(&rangeZv2,&rangeZv); rangeZv.ZVX1 = x2 - 200; rangeZv.ZVX2 = x2 + 200; @@ -337,7 +337,7 @@ void GereFrappe(void) rangeZv.ZVZ1 = z2 - 200; rangeZv.ZVZ2 = z2 + 200; - collision = checkObjectCollisions(currentProcessedActorIdx,&rangeZv); + collision = CheckObjectCol(currentProcessedActorIdx,&rangeZv); if(collision) { @@ -352,7 +352,7 @@ void GereFrappe(void) { int currentActorCol = currentProcessedActorPtr->COL[i]; - if(objectTable[currentActorCol].indexInWorld == objPtr->alpha) + if(ListObjets[currentActorCol].indexInWorld == objPtr->alpha) { collision2--; objPtr->x = xtemp; @@ -362,7 +362,7 @@ void GereFrappe(void) return; } - if(objectTable[currentActorCol].indexInWorld == CVars[getCVarsIdx((enumCVars)REVERSE_OBJECT)]) + if(ListObjets[currentActorCol].indexInWorld == CVars[getCVarsIdx((enumCVars)REVERSE_OBJECT)]) { objPtr->alpha = CVars[getCVarsIdx((enumCVars)REVERSE_OBJECT)]; currentProcessedActorPtr->beta += 0x200; @@ -376,7 +376,7 @@ void GereFrappe(void) currentProcessedActorPtr->stepX = 0; currentProcessedActorPtr->stepZ = 0; - copyZv(&rangeZv2, &rangeZv); + CopyZV(&rangeZv2, &rangeZv); rangeZv.ZVX1 += x3; rangeZv.ZVX2 += x3; @@ -385,7 +385,7 @@ void GereFrappe(void) rangeZv.ZVZ1 += z3; rangeZv.ZVZ2 += z3; - copyZv(&rangeZv, ¤tProcessedActorPtr->zv); + CopyZV(&rangeZv, ¤tProcessedActorPtr->zv); objPtr->x = xtemp; objPtr->y = ytemp; @@ -399,7 +399,7 @@ void GereFrappe(void) tObject* actorPtr; currentProcessedActorPtr->HIT = currentActorCol; - actorPtr = &objectTable[currentActorCol]; + actorPtr = &ListObjets[currentActorCol]; actorPtr->HIT_BY = currentProcessedActorIdx; actorPtr->hitForce = currentProcessedActorPtr->hitForce; } diff --git a/FitdLib/debugger.cpp b/FitdLib/debugger.cpp index 032290d..49e0aaf 100644 --- a/FitdLib/debugger.cpp +++ b/FitdLib/debugger.cpp @@ -235,7 +235,7 @@ void debugger_draw(void) if (selectedObject > NUM_MAX_OBJECT) selectedObject = NUM_MAX_OBJECT - 1; - tObject*pObject = &objectTable[selectedObject]; + tObject*pObject = &ListObjets[selectedObject]; ImGui::PushItemWidth(100); diff --git a/FitdLib/evalVar.cpp b/FitdLib/evalVar.cpp index a2a277c..e605896 100644 --- a/FitdLib/evalVar.cpp +++ b/FitdLib/evalVar.cpp @@ -9,8 +9,8 @@ int getMatrix(int param1, int actorIdx, int param2) int matrixWidth = *matrixPtr++; int matrixHeigh = *matrixPtr++; - matrixPtr+=(objectTable[actorIdx].hardMat-1)*matrixWidth; - matrixPtr+=(objectTable[param2].hardMat-1); + matrixPtr+=(ListObjets[actorIdx].hardMat-1)*matrixWidth; + matrixPtr+=(ListObjets[param2].hardMat-1); if(g_gameId == AITD3) { @@ -43,11 +43,11 @@ int getPosRel(tObject* actor1, tObject* actor2) } - copyZv(&actor2->zv, &localZv); + CopyZV(&actor2->zv, &localZv); if(actor1->room != actor2->room) { - getZvRelativePosition(&localZv, actor2->room, actor1->room); + AdjustZV(&localZv, actor2->room, actor1->room); } centerX = (localZv.ZVX1 + localZv.ZVX2) / 2; @@ -118,7 +118,7 @@ int testZvEndAnim(tObject* actorPtr,sAnimation* animPtr, int param) } ZVStruct localZv; - copyZv(&actorPtr->zv, &localZv); + CopyZV(&actorPtr->zv, &localZv); walkStep(0,stepX,actorPtr->beta); @@ -210,7 +210,7 @@ int evalVar(const char* name) } } else { - actorPtr = &objectTable[actorIdx]; + actorPtr = &ListObjets[actorIdx]; } } @@ -228,7 +228,7 @@ int evalVar(const char* name) if(temp1 != -1) { - return(objectTable[temp1].indexInWorld); + return(ListObjets[temp1].indexInWorld); } else { @@ -256,7 +256,7 @@ int evalVar(const char* name) } else { - return(objectTable[temp].indexInWorld); + return(ListObjets[temp].indexInWorld); } break; @@ -271,7 +271,7 @@ int evalVar(const char* name) } else { - return(objectTable[temp].indexInWorld); + return(ListObjets[temp].indexInWorld); } break; @@ -332,9 +332,9 @@ int evalVar(const char* name) } else { - int tempX = objectTable[actorNumber].worldX; - int tempY = objectTable[actorNumber].worldY; - int tempZ = objectTable[actorNumber].worldZ; + int tempX = ListObjets[actorNumber].worldX; + int tempY = ListObjets[actorNumber].worldY; + int tempZ = ListObjets[actorNumber].worldZ; return(calcDist(actorPtr->worldX, actorPtr->worldY, actorPtr->worldZ, tempX, tempY, tempZ)); } @@ -346,7 +346,7 @@ int evalVar(const char* name) if(actorPtr->COL_BY == -1) return(-1); else - return(objectTable[actorPtr->COL_BY].indexInWorld); + return(ListObjets[actorPtr->COL_BY].indexInWorld); break; } case 0x10: // found @@ -379,7 +379,7 @@ int evalVar(const char* name) return 0; } - return (getPosRel(actorPtr, &objectTable[ListWorldObjets[objNum].objIndex])); + return (getPosRel(actorPtr, &ListObjets[ListWorldObjets[objNum].objIndex])); break; } @@ -412,7 +412,7 @@ int evalVar(const char* name) return -1; } - return objectTable[temp1].indexInWorld; + return ListObjets[temp1].indexInWorld; break; } case 0x16: @@ -626,7 +626,7 @@ int evalVar2(const char* name) } } else { - actorPtr = &objectTable[actorIdx]; + actorPtr = &ListObjets[actorIdx]; } } { @@ -647,7 +647,7 @@ int evalVar2(const char* name) if(temp1 != -1) { - return(objectTable[temp1].indexInWorld); + return(ListObjets[temp1].indexInWorld); } else { @@ -685,7 +685,7 @@ int evalVar2(const char* name) } else { - return(objectTable[temp].indexInWorld); + return(ListObjets[temp].indexInWorld); } break; @@ -700,7 +700,7 @@ int evalVar2(const char* name) } else { - return(objectTable[temp].indexInWorld); + return(ListObjets[temp].indexInWorld); } break; @@ -776,9 +776,9 @@ int evalVar2(const char* name) } else { - tempX = objectTable[objectIdx].worldX; - tempY = objectTable[objectIdx].worldY; - tempZ = objectTable[objectIdx].worldZ; + tempX = ListObjets[objectIdx].worldX; + tempY = ListObjets[objectIdx].worldY; + tempZ = ListObjets[objectIdx].worldZ; } return(calcDist(actorPtr->worldX, actorPtr->worldY, actorPtr->worldZ, tempX, tempY, tempZ)); @@ -790,7 +790,7 @@ int evalVar2(const char* name) if(actorPtr->COL_BY == -1) return(-1); else - return(objectTable[actorPtr->COL_BY].indexInWorld); + return(ListObjets[actorPtr->COL_BY].indexInWorld); break; } case 0x10: // found @@ -823,7 +823,7 @@ int evalVar2(const char* name) return 0; } - return (getPosRel(actorPtr, &objectTable[ListWorldObjets[objNum].objIndex])); + return (getPosRel(actorPtr, &ListObjets[ListWorldObjets[objNum].objIndex])); break; } @@ -856,7 +856,7 @@ int evalVar2(const char* name) return -1; } - return objectTable[temp1].indexInWorld; + return ListObjets[temp1].indexInWorld; break; } case 0x16: diff --git a/FitdLib/inventory.cpp b/FitdLib/inventory.cpp index f102063..87475d5 100644 --- a/FitdLib/inventory.cpp +++ b/FitdLib/inventory.cpp @@ -493,7 +493,7 @@ void DrawFoundWindow(int menuState, int objectName, int zoomFactor) } } -void foundObject(int objIdx, int param) +void FoundObjet(int objIdx, int param) { tWorldObject* objPtr; diff --git a/FitdLib/life.cpp b/FitdLib/life.cpp index 48a9bb1..e9f33df 100644 --- a/FitdLib/life.cpp +++ b/FitdLib/life.cpp @@ -87,7 +87,7 @@ int InitSpecialObjet(int mode, int X, int Y, int Z, int stage, int room, int alp s16 localSpecialTable[4]; memcpy(localSpecialTable, specialTable, 8); - tObject* currentActorPtr = objectTable.data(); + tObject* currentActorPtr = ListObjets.data(); int i; for (i = 0; i < NUM_MAX_OBJECT; i++) // count the number of active actors @@ -131,7 +131,7 @@ int InitSpecialObjet(int mode, int X, int Y, int Z, int stage, int room, int alp if (zvPtr) { actorZvPtr = ¤tActorPtr->zv; - copyZv(zvPtr, actorZvPtr); + CopyZV(zvPtr, actorZvPtr); } switch (mode) @@ -226,7 +226,7 @@ void getHardClip() zvCol.ZVZ1 = READ_LE_S16(etageData + 0x08); zvCol.ZVZ2 = READ_LE_S16(etageData + 0x0A); - if (checkZvCollision(zvPtr, &zvCol)) + if (CubeIntersect(zvPtr, &zvCol)) { hardClip.ZVX1 = zvCol.ZVX1; hardClip.ZVX2 = zvCol.ZVX2; @@ -502,7 +502,7 @@ void processLife(int lifeNum, bool callFoundLife) if (currentProcessedActorIdx != -1) { - currentProcessedActorPtr = &objectTable[currentProcessedActorIdx]; + currentProcessedActorPtr = &ListObjets[currentProcessedActorIdx]; goto processOpcode; } @@ -1284,9 +1284,9 @@ void processLife(int lifeNum, bool callFoundLife) currentProcessedActorPtr->gamma = ListWorldObjets[object].gamma; } else { - currentProcessedActorPtr->alpha = objectTable[localObjectIndex].alpha; - currentProcessedActorPtr->beta = objectTable[localObjectIndex].beta; - currentProcessedActorPtr->gamma = objectTable[localObjectIndex].gamma; + currentProcessedActorPtr->alpha = ListObjets[localObjectIndex].alpha; + currentProcessedActorPtr->beta = ListObjets[localObjectIndex].beta; + currentProcessedActorPtr->gamma = ListObjets[localObjectIndex].gamma; } break; } @@ -1408,7 +1408,7 @@ void processLife(int lifeNum, bool callFoundLife) } case 1: // flow { - currentProcessedActorPtr = &objectTable[currentProcessedActorPtr->HIT_BY]; + currentProcessedActorPtr = &ListObjets[currentProcessedActorPtr->HIT_BY]; InitSpecialObjet(1, currentProcessedActorPtr->roomX + currentProcessedActorPtr->stepX + currentProcessedActorPtr->hotPoint.x, @@ -1458,17 +1458,17 @@ void processLife(int lifeNum, bool callFoundLife) if (g_gameId == AITD1) { - foundObject(lifeTempVar1, 1); + FoundObjet(lifeTempVar1, 1); } else { if (callFoundLife) { - foundObject(lifeTempVar1, 2); + FoundObjet(lifeTempVar1, 2); } else { - foundObject(lifeTempVar1, 1); + FoundObjet(lifeTempVar1, 1); } } @@ -1947,7 +1947,7 @@ void processLife(int lifeNum, bool callFoundLife) currentWorldTarget = lifeTempVar1; currentCameraTargetActor = lifeTempVar2; - lifeTempVar3 = objectTable[currentCameraTargetActor].room; + lifeTempVar3 = ListObjets[currentCameraTargetActor].room; if (lifeTempVar3 != currentRoom) { @@ -1959,19 +1959,19 @@ void processLife(int lifeNum, bool callFoundLife) { // security case, the target actor may be still be in list while already changed of stage // TODO: check if AITD1 could use the same code (quite probable as it's only security) - if (objectTable[lifeTempVar2].stage != g_currentFloor) + if (ListObjets[lifeTempVar2].stage != g_currentFloor) { currentWorldTarget = lifeTempVar1; FlagChangeEtage = 1; - NewNumEtage = objectTable[lifeTempVar2].stage; - NewNumSalle = objectTable[lifeTempVar2].room; + NewNumEtage = ListObjets[lifeTempVar2].stage; + NewNumSalle = ListObjets[lifeTempVar2].room; } else { currentWorldTarget = lifeTempVar1; currentCameraTargetActor = lifeTempVar2; - lifeTempVar3 = objectTable[currentCameraTargetActor].room; + lifeTempVar3 = ListObjets[currentCameraTargetActor].room; if (lifeTempVar3 != currentRoom) { diff --git a/FitdLib/main.cpp b/FitdLib/main.cpp index 1132d4e..8ed2a2c 100644 --- a/FitdLib/main.cpp +++ b/FitdLib/main.cpp @@ -197,7 +197,7 @@ void executeFoundLife(int objIdx) if(actorIdx==-1) { - tObject* currentActorEntryPtr = &objectTable[NUM_MAX_OBJECT-1]; + tObject* currentActorEntryPtr = &ListObjets[NUM_MAX_OBJECT-1]; int currentActorEntry = NUM_MAX_OBJECT-1; while(currentActorEntry>=0) @@ -212,14 +212,14 @@ void executeFoundLife(int objIdx) if(currentActorEntry==-1) // no space, we will have to overwrite the last actor ! { currentActorEntry = NUM_MAX_OBJECT-1; - currentActorEntryPtr = &objectTable[NUM_MAX_OBJECT-1]; + currentActorEntryPtr = &ListObjets[NUM_MAX_OBJECT-1]; } actorIdx = currentActorEntry; var_2 = 1; - currentProcessedActorPtr = &objectTable[actorIdx]; - currentLifeActorPtr = &objectTable[actorIdx]; + currentProcessedActorPtr = &ListObjets[actorIdx]; + currentLifeActorPtr = &ListObjets[actorIdx]; currentProcessedActorIdx = actorIdx; currentLifeActorIdx = actorIdx; @@ -1184,7 +1184,7 @@ void LoadWorld(void) for(i=0;iindexInWorld == -2) // flow { @@ -1776,7 +1776,7 @@ void pointRotate(int x, int y, int z, int* destX, int* destY, int* destZ) } } -void copyZv(ZVStruct* source, ZVStruct* dest) +void CopyZV(ZVStruct* source, ZVStruct* dest) { memcpy(dest,source,sizeof(ZVStruct)); } @@ -1842,7 +1842,7 @@ void updateAllActorAndObjectsAITD2() { for (int i = 0; i < NUM_MAX_OBJECT; i++) { - tObject* pObject = &objectTable[i]; + tObject* pObject = &ListObjets[i]; if (pObject->indexInWorld == -1) { @@ -1957,7 +1957,7 @@ void updateAllActorAndObjectsAITD2() if (currentObject->objIndex != -1) { - currentProcessedActorPtr = &objectTable[currentObject->objIndex]; + currentProcessedActorPtr = &ListObjets[currentObject->objIndex]; currentProcessedActorIdx = currentObject->objIndex; if (currentWorldTarget == i) @@ -1997,7 +1997,7 @@ void GenereActiveList() for(int i=0;iindexInWorld == -1) continue; @@ -2095,7 +2095,7 @@ void GenereActiveList() if(currentObject->objIndex != -1) { - currentProcessedActorPtr = &objectTable[currentObject->objIndex]; + currentProcessedActorPtr = &ListObjets[currentObject->objIndex]; currentProcessedActorIdx = currentObject->objIndex; if(currentWorldTarget == i) @@ -2141,9 +2141,9 @@ void GenereAffList() { NbAffObjets = 0; - for(int i=0;i< objectTable.size();i++) + for(int i=0;i< ListObjets.size();i++) { - tObject* actorPtr = &objectTable[i]; + tObject* actorPtr = &ListObjets[i]; if(actorPtr->indexInWorld != -1 && actorPtr->bodyNum != -1) { if(checkActorInRoom(actorPtr->room)) @@ -2207,9 +2207,9 @@ void InitView() { if(currentCameraTargetActor != -1) { - x = objectTable[currentCameraTargetActor].worldX + objectTable[currentCameraTargetActor].stepX; + x = ListObjets[currentCameraTargetActor].worldX + ListObjets[currentCameraTargetActor].stepX; y = debufferVar_topCameraZoom; - z = objectTable[currentCameraTargetActor].worldZ + objectTable[currentCameraTargetActor].stepZ; + z = ListObjets[currentCameraTargetActor].worldZ + ListObjets[currentCameraTargetActor].stepZ; } } #endif @@ -2322,7 +2322,7 @@ s16 updateActorRotation(RealValue* rotatePtr) void removeFromBGIncrust(int actorIdx) { - tObject* actorPtr = &objectTable[actorIdx]; + tObject* actorPtr = &ListObjets[actorIdx]; actorPtr->objectType &= ~AF_BOXIFY; @@ -2380,7 +2380,7 @@ void deleteObject(int objIdx) if(actorIdx != -1) { - actorPtr = &objectTable[actorIdx]; + actorPtr = &ListObjets[actorIdx]; actorPtr->room = -1; actorPtr->stage = -1; @@ -2471,16 +2471,16 @@ void drawZv(tObject* actorPtr) { ZVStruct localZv; - if( actorPtr->room != objectTable[currentCameraTargetActor].room ) + if( actorPtr->room != ListObjets[currentCameraTargetActor].room ) { - if (objectTable[currentCameraTargetActor].room == -1) { + if (ListObjets[currentCameraTargetActor].room == -1) { return; } - getZvRelativePosition(&localZv, actorPtr->room, objectTable[currentCameraTargetActor].room); + AdjustZV(&localZv, actorPtr->room, ListObjets[currentCameraTargetActor].room); } else { - copyZv(&actorPtr->zv,&localZv); + CopyZV(&actorPtr->zv,&localZv); } drawZv(localZv); @@ -2644,7 +2644,7 @@ void drawRoomZv(ZVStruct* zoneData, int color, int transparency) cameraZv.ZVZ1 += translateZ; cameraZv.ZVZ2 += translateZ; - if(checkZvCollision(&cameraZv,zoneData)) + if(CubeIntersect(&cameraZv,zoneData)) { return; } @@ -2665,7 +2665,7 @@ void drawRoomZvLine(ZVStruct* zoneData, int color) cameraZv.ZVZ1 += translateZ; cameraZv.ZVZ2 += translateZ; - if(checkZvCollision(&cameraZv,zoneData)) + if(CubeIntersect(&cameraZv,zoneData)) { return; } @@ -2728,7 +2728,7 @@ void drawZone(char* zoneData,int color) tempZv.ZVZ1 = READ_LE_S16(zoneData+0x08); tempZv.ZVZ2 = READ_LE_S16(zoneData+0x0A); - if(checkZvCollision(&cameraZv,&tempZv)) + if(CubeIntersect(&cameraZv,&tempZv)) { return; } @@ -2768,7 +2768,7 @@ void drawSceZone(int roomNumber) memcpy(&dataLocal,&roomDataTable[roomNumber].sceZoneTable[i].zv,sizeof(ZVStruct)); if(roomNumber!=currentRoom) { - getZvRelativePosition(&dataLocal,roomNumber,currentRoom); + AdjustZV(&dataLocal,roomNumber,currentRoom); } // if(roomDataTable[roomNumber].sceZoneTable[i].parameter == 4) @@ -2788,11 +2788,11 @@ void drawHardCol(int roomNumber) /*if(roomDataTable[roomNumber].hardColTable[i].type != 9) continue;*/ - copyZv(&roomDataTable[roomNumber].hardColTable[i].zv,&dataLocal); + CopyZV(&roomDataTable[roomNumber].hardColTable[i].zv,&dataLocal); if(roomNumber!=currentRoom) { - getZvRelativePosition(&dataLocal,roomNumber,currentRoom); + AdjustZV(&dataLocal,roomNumber,currentRoom); } switch(roomDataTable[roomNumber].hardColTable[i].type) @@ -3032,7 +3032,7 @@ void AllRedraw(int flagFlip) osystem_CopyBlockPhys((unsigned char*)logicalScreen, 0, 0, 320, 200); } else { - tObject* actorPtr = &objectTable[currentDrawActor]; + tObject* actorPtr = &ListObjets[currentDrawActor]; // this is commented out to draw actors backed into the background //if(actorPtr->_flags & (AF_ANIMATED + AF_DRAWABLE + AF_SPECIAL)) @@ -3188,13 +3188,13 @@ void walkStep(int angle1, int angle2, int angle3) void addActorToBgInscrust(int actorIdx) { - objectTable[actorIdx].objectType |= AF_BOXIFY + AF_DRAWABLE; - objectTable[actorIdx].objectType &= ~AF_ANIMATED; + ListObjets[actorIdx].objectType |= AF_BOXIFY + AF_DRAWABLE; + ListObjets[actorIdx].objectType &= ~AF_ANIMATED; //FlagRefreshAux2 = 1; } -int checkZvCollision(ZVStruct* zvPtr1,ZVStruct* zvPtr2) +int CubeIntersect(ZVStruct* zvPtr1,ZVStruct* zvPtr2) { if(zvPtr1->ZVX1 >= zvPtr2->ZVX2) return 0; @@ -3217,7 +3217,7 @@ int checkZvCollision(ZVStruct* zvPtr1,ZVStruct* zvPtr2) return 1; } -void getZvRelativePosition(ZVStruct* zvPtr, int startRoom, int destRoom) +void AdjustZV(ZVStruct* zvPtr, int startRoom, int destRoom) { unsigned int Xdif = 10*(roomDataTable[destRoom].worldX - roomDataTable[startRoom].worldX); unsigned int Ydif = 10*(roomDataTable[destRoom].worldY - roomDataTable[startRoom].worldY); @@ -3231,11 +3231,11 @@ void getZvRelativePosition(ZVStruct* zvPtr, int startRoom, int destRoom) zvPtr->ZVZ2 += Zdif; } -int checkObjectCollisions(int actorIdx, ZVStruct* zvPtr) +int CheckObjectCol(int actorIdx, ZVStruct* zvPtr) { int currentCollisionSlot = 0; - tObject* currentActor = objectTable.data(); - int actorRoom = objectTable[actorIdx].room; + + int actorRoom = ListObjets[actorIdx].room; for(int i=0;i<3;i++) { @@ -3244,38 +3244,41 @@ int checkObjectCollisions(int actorIdx, ZVStruct* zvPtr) for(int i=0;iindexInWorld != -1 && i!=actorIdx) - { - ZVStruct* currentActorZv = ¤tActor->zv; + tObject* currentActor = &ListObjets.at(i); - if(currentActor->room != actorRoom) - { - ZVStruct localZv; + if (currentActor->indexInWorld == -1) + continue; + if (i == actorIdx) + continue; - copyZv(zvPtr,&localZv); + ZVStruct* currentActorZv = ¤tActor->zv; - getZvRelativePosition(&localZv,actorRoom,currentActor->room); + if (currentActor->room != actorRoom) + { + ZVStruct localZv; - if(checkZvCollision(&localZv,currentActorZv)) - { - currentProcessedActorPtr->COL[currentCollisionSlot++] = i; + CopyZV(zvPtr, &localZv); - if(currentCollisionSlot == 3) - return(3); - } - } - else - { - if(checkZvCollision(zvPtr,currentActorZv)) - { - currentProcessedActorPtr->COL[currentCollisionSlot++] = i; + AdjustZV(&localZv, actorRoom, currentActor->room); - if(currentCollisionSlot == 3) - return(3); - } - } - } - currentActor++; + if (CubeIntersect(&localZv, currentActorZv)) + { + currentProcessedActorPtr->COL[currentCollisionSlot++] = i; + + if (currentCollisionSlot == 3) + return(3); + } + } + else + { + if (CubeIntersect(zvPtr, currentActorZv)) + { + currentProcessedActorPtr->COL[currentCollisionSlot++] = i; + + if (currentCollisionSlot == 3) + return(3); + } + } } return(currentCollisionSlot); @@ -3319,7 +3322,7 @@ void take(int objIdx) objPtr->stage = -1; } -void hardColSuB1Sub1(int flag) +void Glisser(int flag) { switch(flag) { @@ -3342,48 +3345,54 @@ void hardColSuB1Sub1(int flag) } } -void handleCollision(ZVStruct* startZv, ZVStruct* zvPtr2, ZVStruct* zvPtr3) +void GereCollision(ZVStruct* oldZv, ZVStruct* animatedZv, ZVStruct* fixZv) { - s32 flag = 0; - s32 var_8; + s32 oldpos = 0; + s32 oldtype; s32 halfX; s32 halfZ; - s32 var_A; - s32 var_6; + s32 pos; + s32 type; - if(startZv->ZVX2 > zvPtr3->ZVX1) + if(oldZv->ZVX2 > fixZv->ZVX1) { - if(zvPtr3->ZVX2 <= startZv->ZVX1) + if(fixZv->ZVX2 <= oldZv->ZVX1) { - flag = 8; + oldpos = 8; // right } + else { + oldpos = 0; // center + } } else { - flag = 4; + oldpos = 4; // left } - if(startZv->ZVZ2 > zvPtr3->ZVZ1) + if(oldZv->ZVZ2 > fixZv->ZVZ1) { - if(startZv->ZVZ1 >= zvPtr3->ZVZ2) + if(oldZv->ZVZ1 >= fixZv->ZVZ2) { - flag |= 2; + oldpos |= 2; } + else { + oldpos |= 0; // center + } } else { - flag |= 1; + oldpos |= 1; } - if( flag == 5 || flag == 9 || flag == 6 || flag == 10 ) + if( (oldpos == 5) || (oldpos == 9) || (oldpos == 6) || (oldpos == 10) ) { - var_8 = 2; + oldtype = 2; // corner } else { - if(!flag) + if(oldpos == 0) { - var_8 = 0; + oldtype = 0; hardColStepZ = 0; hardColStepX = 0; @@ -3392,99 +3401,100 @@ void handleCollision(ZVStruct* startZv, ZVStruct* zvPtr2, ZVStruct* zvPtr3) } else { - var_8 = 1; + oldtype = 1; // corner } } - halfX = (zvPtr2->ZVX1 + zvPtr2->ZVX2) / 2; - halfZ = (zvPtr2->ZVZ1 + zvPtr2->ZVZ2) / 2; + halfX = (animatedZv->ZVX1 + animatedZv->ZVX2) / 2; + halfZ = (animatedZv->ZVZ1 + animatedZv->ZVZ2) / 2; - if(zvPtr3->ZVX1 > halfX) + if(fixZv->ZVX1 > halfX) { - var_A = 4; + pos = 4; // left } else { - if(zvPtr3->ZVX2 < halfX) + if(fixZv->ZVX2 < halfX) { - var_A = 0; + pos = 0; // center } else { - var_A = 8; + pos = 8; // right } } - if(zvPtr3->ZVZ1 > halfZ) + if(fixZv->ZVZ1 > halfZ) { - var_A |= 1; + pos |= 1; // up } else { - if(zvPtr3->ZVZ2 < halfZ) + if(fixZv->ZVZ2 < halfZ) { - var_A |= 0; // once again, not that much usefull + pos |= 0; // center } else { - var_A |= 2; + pos |= 2; // bellow } } - if( var_A == 5 || var_A == 9 || var_A == 6 || var_A == 10 ) + if( (pos == 5) || (pos == 9) || (pos == 6) || (pos == 10) ) { - var_6 = 2; + type = 2; // corner } else { - if(!var_A) + if(pos == 0) { - var_6 = 0; + type = 0; // center } else { - var_6 = 1; + type = 1; // border } } - if(var_8 == 1) + if(oldtype == 1) // border { - hardColSuB1Sub1(flag); - return; + Glisser(oldpos); } + else + { + if ((type == 1) && (pos & oldpos)) + { + Glisser(pos); + } + else { + if ((pos == oldpos) || (pos+oldpos == 15)) + { + int Xmod = abs(animatedZv->ZVX1 - oldZv->ZVX1); // recheck + int Zmod = abs(animatedZv->ZVZ1 - oldZv->ZVZ1); - if(var_6 == 1 && (var_A & flag)) - { - hardColSuB1Sub1(var_A); - return; - } - - if(var_A == flag || flag == 15) - { - int Xmod = abs(zvPtr2->ZVX1 - startZv->ZVX1); // recheck - int Zmod = abs(zvPtr2->ZVZ1 - startZv->ZVZ1); - - if(Xmod > Zmod) - { - hardColStepZ = 0; - } - else - { - hardColStepX = 0; - } - } - else - { - if(!var_6 || (var_6 == 1 && !(var_A & flag))) - { - hardColStepZ = 0; - hardColStepX = 0; - } - else - { - hardColSuB1Sub1(flag&var_A); - } - } + if (Xmod > Zmod) + { + hardColStepZ = 0; + } + else + { + hardColStepX = 0; + } + } + else + { + if ((type == 0) || ((type == 1) && ((pos & oldpos) == 0))) + { + hardColStepZ = 0; + hardColStepX = 0; + } + else + { + Glisser(oldpos & pos); + } + } + } + } } int AsmCheckListCol(ZVStruct* zvPtr, roomDataStruct* pRoomData) @@ -3605,7 +3615,7 @@ int findBestCamera(void) int foundAngle = 32000; int foundCamera = -1; - tObject* actorPtr = &objectTable[currentCameraTargetActor]; + tObject* actorPtr = &ListObjets[currentCameraTargetActor]; int x1 = actorPtr->zv.ZVX1/10; int x2 = actorPtr->zv.ZVX2/10; @@ -3658,7 +3668,7 @@ void GereSwitchCamera(void) int zvz1; int zvz2; - actorPtr = &objectTable[currentCameraTargetActor]; + actorPtr = &ListObjets[currentCameraTargetActor]; zvx1 = actorPtr->zv.ZVX1/10; zvx2 = actorPtr->zv.ZVX2/10; @@ -3890,9 +3900,9 @@ int checkLineProjectionWithActors( int actorIdx, int X, int Y, int Z, int beta, } else { - for(int i=0;iindexInWorld != -1 && i != actorIdx && !(currentActorPtr->objectType & AF_SPECIAL)) { ZVStruct* zvPtr = ¤tActorPtr->zv; @@ -3901,10 +3911,10 @@ int checkLineProjectionWithActors( int actorIdx, int X, int Y, int Z, int beta, { ZVStruct localZv2; - copyZv(&localZv, &localZv2); - getZvRelativePosition(&localZv2, room, currentActorPtr->room); + CopyZV(&localZv, &localZv2); + AdjustZV(&localZv2, room, currentActorPtr->room); - if(!checkZvCollision(&localZv2,zvPtr)) + if(!CubeIntersect(&localZv2,zvPtr)) { currentActorPtr++; continue; @@ -3912,7 +3922,7 @@ int checkLineProjectionWithActors( int actorIdx, int X, int Y, int Z, int beta, } else { - if(!checkZvCollision(&localZv,zvPtr)) + if(!CubeIntersect(&localZv,zvPtr)) { currentActorPtr++; continue; @@ -3940,7 +3950,7 @@ void PutAtObjet(int objIdx, int objIdxToPutAt) if(objPtrToPutAt->objIndex != -1) { - tObject* actorToPutAtPtr = &objectTable[objPtrToPutAt->objIndex]; + tObject* actorToPutAtPtr = &ListObjets[objPtrToPutAt->objIndex]; DeleteInventoryObjet(objIdx); @@ -4046,7 +4056,7 @@ void throwStoppedAt(int x, int z) while(!foundPosition) { walkStep(0,-step,currentProcessedActorPtr->beta+0x200); - copyZv(&zvLocal,&zvCopy); + CopyZV(&zvLocal,&zvCopy); x2 = x + animMoveX; z2 = z + animMoveZ; diff --git a/FitdLib/main.h b/FitdLib/main.h index 19712b8..ac1165c 100644 --- a/FitdLib/main.h +++ b/FitdLib/main.h @@ -14,7 +14,7 @@ void GereSwitchCamera(void); void GenereActiveList(); void GenereAffList(); void AllRedraw(int mode); -int checkObjectCollisions(int actorIdx, ZVStruct* zvPtr); +int CheckObjectCol(int actorIdx, ZVStruct* zvPtr); int checkLineProjectionWithActors( int actorIdx, int X, int Y, int Z, int beta, int room, int param ); int AsmCheckListCol(ZVStruct* zvPtr, roomDataStruct* pRoomData); void DeleteInventoryObjet(int objIdx); @@ -38,12 +38,12 @@ void OpenProgram(void); void freeAll(void); void startGame(int startupEtage, int startupRoom, int allowSystemMenu); void AffRect(int x1, int y1, int x2, int y2, char color); // fast recode. No RE -void copyZv(ZVStruct* source, ZVStruct* dest); -void getZvRelativePosition(ZVStruct* zvPtr, int startRoom, int destRoom); +void CopyZV(ZVStruct* source, ZVStruct* dest); +void AdjustZV(ZVStruct* zvPtr, int startRoom, int destRoom); void take(int objIdx); -void foundObject(int objIdx, int param); +void FoundObjet(int objIdx, int param); void hit(int animNumber,int arg_2,int arg_4,int arg_6,int hitForce,int arg_A); -int checkZvCollision(ZVStruct* zvPtr1,ZVStruct* zvPtr2); +int CubeIntersect(ZVStruct* zvPtr1,ZVStruct* zvPtr2); void PutAtObjet(int objIdx, int objIdxToPutAt); void SetClip(int left, int top, int right, int bottom); @@ -64,7 +64,7 @@ void deleteObject(int objIdx); void removeFromBGIncrust(int actorIdx); void makeMessage(int messageIdx); int drawTextOverlay(void); -void handleCollision(ZVStruct* startZv, ZVStruct* zvPtr2, ZVStruct* zvPtr3); +void GereCollision(ZVStruct* startZv, ZVStruct* zvPtr2, ZVStruct* zvPtr3); void addActorToBgInscrust(int actorIdx); diff --git a/FitdLib/mainLoop.cpp b/FitdLib/mainLoop.cpp index c58140f..2a29648 100644 --- a/FitdLib/mainLoop.cpp +++ b/FitdLib/mainLoop.cpp @@ -113,7 +113,7 @@ void PlayWorld(int allowSystemMenu, int deltaTime) for(currentProcessedActorIdx = 0; currentProcessedActorIdx < NUM_MAX_OBJECT; currentProcessedActorIdx++) { - currentProcessedActorPtr = &objectTable[currentProcessedActorIdx]; + currentProcessedActorPtr = &ListObjets[currentProcessedActorIdx]; if(currentProcessedActorPtr->indexInWorld >= 0) { currentProcessedActorPtr->COL_BY = -1; @@ -126,7 +126,7 @@ void PlayWorld(int allowSystemMenu, int deltaTime) for(currentProcessedActorIdx = 0; currentProcessedActorIdx < NUM_MAX_OBJECT; currentProcessedActorIdx++) { - currentProcessedActorPtr = &objectTable[currentProcessedActorIdx]; + currentProcessedActorPtr = &ListObjets[currentProcessedActorIdx]; if(currentProcessedActorPtr->indexInWorld >= 0) { int flag = currentProcessedActorPtr->objectType; @@ -150,7 +150,7 @@ void PlayWorld(int allowSystemMenu, int deltaTime) for(currentProcessedActorIdx = 0; currentProcessedActorIdx < NUM_MAX_OBJECT; currentProcessedActorIdx++) { - currentProcessedActorPtr = &objectTable[currentProcessedActorIdx]; + currentProcessedActorPtr = &ListObjets[currentProcessedActorIdx]; if(currentProcessedActorPtr->indexInWorld >= 0) { if(currentProcessedActorPtr->life != -1) @@ -209,7 +209,7 @@ void PlayWorld(int allowSystemMenu, int deltaTime) for (currentProcessedActorIdx = 0; currentProcessedActorIdx < NUM_MAX_OBJECT; currentProcessedActorIdx++) { - currentProcessedActorPtr = &objectTable[currentProcessedActorIdx]; + currentProcessedActorPtr = &ListObjets[currentProcessedActorIdx]; if (currentProcessedActorPtr->indexInWorld >= 0) { if (currentProcessedActorPtr->life != -1) diff --git a/FitdLib/object.cpp b/FitdLib/object.cpp index 2978bd2..c37a582 100644 --- a/FitdLib/object.cpp +++ b/FitdLib/object.cpp @@ -4,7 +4,7 @@ int InitObjet(int body, int typeZv, int hardZvIdx, s16 objectType, int x, int y, { int i; int j; - tObject* actorPtr = objectTable.data(); + tObject* actorPtr = ListObjets.data(); ZVStruct* zvPtr; for(i=0;iroom; int targetX = followedActorPtr->roomX; diff --git a/FitdLib/vars.cpp b/FitdLib/vars.cpp index caf4ed9..a7dfc41 100644 --- a/FitdLib/vars.cpp +++ b/FitdLib/vars.cpp @@ -71,7 +71,7 @@ char* screenSm3; char* screenSm4; char* screenSm5; -std::array objectTable; +std::array ListObjets; s16 currentWorldTarget; diff --git a/FitdLib/vars.h b/FitdLib/vars.h index b487e7d..d998728 100644 --- a/FitdLib/vars.h +++ b/FitdLib/vars.h @@ -306,7 +306,7 @@ extern char* screenSm3; extern char* screenSm4; extern char* screenSm5; -extern std::array objectTable; +extern std::array ListObjets; extern s16 currentWorldTarget;