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Rename _oLight to applyLighting

pull/6009/head
Anders Jenbo 3 years ago
parent
commit
ec9d1b5550
  1. 2
      Source/engine/render/scrollrt.cpp
  2. 4
      Source/loadsave.cpp
  3. 2
      Source/objdat.h
  4. 2
      Source/objects.cpp
  5. 2
      Source/objects.h
  6. 2
      test/fixtures/memory_map/object.txt

2
Source/engine/render/scrollrt.cpp

@ -483,7 +483,7 @@ void DrawObject(const Surface &out, Point tilePosition, Point targetBufferPositi
if (&objectToDraw == ObjectUnderCursor) {
ClxDrawOutlineSkipColorZero(out, 194, screenPosition, sprite);
}
if (objectToDraw._oLight) {
if (objectToDraw.applyLighting) {
ClxDrawLight(out, screenPosition, sprite);
} else {
ClxDraw(out, screenPosition, sprite);

4
Source/loadsave.cpp

@ -791,7 +791,7 @@ void LoadObject(LoadHelper &file, Object &object)
object._otype = ConvertFromHellfireObject(static_cast<_object_id>(file.NextLE<int32_t>()));
object.position.x = file.NextLE<int32_t>();
object.position.y = file.NextLE<int32_t>();
object._oLight = file.NextBool32();
object.applyLighting = file.NextBool32();
object._oAnimFlag = file.NextBool32();
file.Skip(4); // Skip pointer _oAnimData
object._oAnimDelay = file.NextLE<int32_t>();
@ -1523,7 +1523,7 @@ void SaveObject(SaveHelper &file, const Object &object)
file.WriteLE<int32_t>(ConvertToHellfireObject(object._otype));
file.WriteLE<int32_t>(object.position.x);
file.WriteLE<int32_t>(object.position.y);
file.WriteLE<uint32_t>(object._oLight ? 1 : 0);
file.WriteLE<uint32_t>(object.applyLighting ? 1 : 0);
file.WriteLE<uint32_t>(object._oAnimFlag ? 1 : 0);
file.Skip(4); // Skip pointer _oAnimData
file.WriteLE<int32_t>(object._oAnimDelay);

2
Source/objdat.h

@ -281,7 +281,7 @@ struct ObjectData {
return HasAnyOf(flags, ObjectDataFlags::MissilesPassThrough);
}
[[nodiscard]] bool isLight() const
[[nodiscard]] bool applyLighting() const
{
return HasAnyOf(flags, ObjectDataFlags::Light);
}

2
Source/objects.cpp

@ -804,7 +804,7 @@ void SetupObject(Object &object, Point position, _object_id ot)
object._oAnimWidth = objectData.animWidth;
object._oSolidFlag = objectData.isSolid() ? 1 : 0;
object._oMissFlag = objectData.missilesPassThrough() ? 1 : 0;
object._oLight = objectData.isLight() ? 1 : 0;
object.applyLighting = objectData.applyLighting();
object._oDelFlag = false;
object._oBreak = objectData.isBreakable() ? 1 : 0;
object._oSelFlag = objectData.selFlag;

2
Source/objects.h

@ -24,7 +24,7 @@ namespace devilution {
struct Object {
_object_id _otype = OBJ_NULL;
bool _oLight = false;
bool applyLighting = false;
bool _oTrapFlag = false;
bool _oDoorFlag = false;

2
test/fixtures/memory_map/object.txt vendored

@ -1,7 +1,7 @@
R 32 _otype
R 32 positionX
R 32 positionY
R 32 _oLight
R 32 applyLighting
R 32 _oAnimFlag
R 32 _oAnimData
R 32 _oAnimDelay

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