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authorStrangerke2012-06-13 21:18:37 +0200
committerStrangerke2012-06-13 21:18:37 +0200
commit179427c78f2a634beb4485661bf2b1fc78ef559f (patch)
treeb18cf25a985bd6eb4a032cda89f058e8dfdb6fef /engines/hugo/schedule.cpp
parent999ae29de43444118b5990a272a98031c4707ee0 (diff)
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HUGO: Rename pointers
Diffstat (limited to 'engines/hugo/schedule.cpp')
-rw-r--r--engines/hugo/schedule.cpp188
1 files changed, 94 insertions, 94 deletions
diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp
index 3bbec6670e..32b8a47df7 100644
--- a/engines/hugo/schedule.cpp
+++ b/engines/hugo/schedule.cpp
@@ -66,12 +66,12 @@ void Scheduler::initCypher() {
void Scheduler::initEventQueue() {
debugC(1, kDebugSchedule, "initEventQueue");
- // Chain next_p from first to last
+ // Chain nextEvent from first to last
for (int i = kMaxEvents; --i;)
_events[i - 1]._nextEvent = &_events[i];
_events[kMaxEvents - 1]._nextEvent = 0;
- // Chain prev_p from last to first
+ // Chain prevEvent from last to first
for (int i = 1; i < kMaxEvents; i++)
_events[i]._prevEvent = &_events[i - 1];
_events[0]._prevEvent = 0;
@@ -658,28 +658,28 @@ void Scheduler::processMaze(const int x1, const int x2, const int y1, const int
if (x1 < _vm->_maze._x1) {
// Exit west
- _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p - 1;
+ _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr - 1;
_actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x2 - kShiftSize - (x2 - x1);
_actListArr[_alNewscrIndex][0]._a2._y = _vm->_hero->_y;
_vm->_route->resetRoute();
insertActionList(_alNewscrIndex);
} else if (x2 > _vm->_maze._x2) {
// Exit east
- _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p + 1;
+ _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr + 1;
_actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x1 + kShiftSize;
_actListArr[_alNewscrIndex][0]._a2._y = _vm->_hero->_y;
_vm->_route->resetRoute();
insertActionList(_alNewscrIndex);
} else if (y1 < _vm->_maze._y1 - kShiftSize) {
// Exit north
- _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p - _vm->_maze._size;
+ _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr - _vm->_maze._size;
_actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x3;
_actListArr[_alNewscrIndex][0]._a2._y = _vm->_maze._y2 - kShiftSize - (y2 - y1);
_vm->_route->resetRoute();
insertActionList(_alNewscrIndex);
} else if (y2 > _vm->_maze._y2 - kShiftSize / 2) {
// Exit south
- _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p + _vm->_maze._size;
+ _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr + _vm->_maze._size;
_actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x4;
_actListArr[_alNewscrIndex][0]._a2._y = _vm->_maze._y1 + kShiftSize;
_vm->_route->resetRoute();
@@ -1090,10 +1090,10 @@ void Scheduler::restoreSchedulerData(Common::ReadStream *in) {
void Scheduler::restoreEvents(Common::ReadStream *f) {
debugC(1, kDebugSchedule, "restoreEvents");
- uint32 saveTime = f->readUint32BE(); // time of save
- int16 freeIndex = f->readSint16BE(); // Free list index
- int16 headIndex = f->readSint16BE(); // Head of list index
- int16 tailIndex = f->readSint16BE(); // Tail of list index
+ uint32 saveTime = f->readUint32BE(); // time of save
+ int16 freeIndex = f->readSint16BE(); // Free list index
+ int16 headIndex = f->readSint16BE(); // Head of list index
+ int16 tailIndex = f->readSint16BE(); // Tail of list index
// Restore events indexes to pointers
for (int i = 0; i < kMaxEvents; i++) {
@@ -1121,8 +1121,8 @@ void Scheduler::restoreEvents(Common::ReadStream *f) {
// Adjust times to fit our time
uint32 curTime = getTicks();
- Event *wrkEvent = _headEvent; // The earliest event
- while (wrkEvent) { // While mature events found
+ Event *wrkEvent = _headEvent; // The earliest event
+ while (wrkEvent) { // While mature events found
wrkEvent->_time = wrkEvent->_time - saveTime + curTime;
wrkEvent = wrkEvent->_nextEvent;
}
@@ -1140,31 +1140,31 @@ void Scheduler::insertAction(Act *action) {
curEvent->_action = action;
switch (action->_a0._actType) { // Assign whether local or global
case AGSCHEDULE:
- curEvent->_localActionFl = false; // Lasts over a new screen
+ curEvent->_localActionFl = false; // Lasts over a new screen
break;
// Workaround: When dying, switch to storyMode in order to block the keyboard.
case GAMEOVER:
_vm->getGameStatus()._storyModeFl = true;
// No break on purpose
default:
- curEvent->_localActionFl = true; // Rest are for current screen only
+ curEvent->_localActionFl = true; // Rest are for current screen only
break;
}
curEvent->_time = action->_a0._timer + getTicks(); // Convert rel to abs time
// Now find the place to insert the event
- if (!_tailEvent) { // Empty queue
+ if (!_tailEvent) { // Empty queue
_tailEvent = _headEvent = curEvent;
curEvent->_nextEvent = curEvent->_prevEvent = 0;
} else {
- Event *wrkEvent = _tailEvent; // Search from latest time back
+ Event *wrkEvent = _tailEvent; // Search from latest time back
bool found = false;
while (wrkEvent && !found) {
- if (wrkEvent->_time <= curEvent->_time) { // Found if new event later
+ if (wrkEvent->_time <= curEvent->_time) { // Found if new event later
found = true;
- if (wrkEvent == _tailEvent) // New latest in list
+ if (wrkEvent == _tailEvent) // New latest in list
_tailEvent = curEvent;
else
wrkEvent->_nextEvent->_prevEvent = curEvent;
@@ -1175,8 +1175,8 @@ void Scheduler::insertAction(Act *action) {
wrkEvent = wrkEvent->_prevEvent;
}
- if (!found) { // Must be earliest in list
- _headEvent->_prevEvent = curEvent; // So insert as new head
+ if (!found) { // Must be earliest in list
+ _headEvent->_prevEvent = curEvent; // So insert as new head
curEvent->_nextEvent = _headEvent;
curEvent->_prevEvent = 0;
_headEvent = curEvent;
@@ -1196,106 +1196,106 @@ Event *Scheduler::doAction(Event *curEvent) {
Act *action = curEvent->_action;
Object *obj1;
int dx, dy;
- Event *wrkEvent; // Save ev_p->next_p for return
+ Event *wrkEvent; // Save ev_p->nextEvent for return
switch (action->_a0._actType) {
- case ANULL: // Big NOP from DEL_EVENTS
+ case ANULL: // Big NOP from DEL_EVENTS
break;
- case ASCHEDULE: // act0: Schedule an action list
+ case ASCHEDULE: // act0: Schedule an action list
insertActionList(action->_a0._actIndex);
break;
- case START_OBJ: // act1: Start an object cycling
+ case START_OBJ: // act1: Start an object cycling
_vm->_object->_objects[action->_a1._objIndex]._cycleNumb = action->_a1._cycleNumb;
_vm->_object->_objects[action->_a1._objIndex]._cycling = action->_a1._cycle;
break;
- case INIT_OBJXY: // act2: Initialize an object
+ case INIT_OBJXY: // act2: Initialize an object
_vm->_object->_objects[action->_a2._objIndex]._x = action->_a2._x; // Coordinates
_vm->_object->_objects[action->_a2._objIndex]._y = action->_a2._y;
break;
- case PROMPT: // act3: Prompt user for key phrase
+ case PROMPT: // act3: Prompt user for key phrase
promptAction(action);
break;
- case BKGD_COLOR: // act4: Set new background color
+ case BKGD_COLOR: // act4: Set new background color
_vm->_screen->setBackgroundColor(action->_a4._newBackgroundColor);
break;
- case INIT_OBJVXY: // act5: Initialize an object velocity
+ case INIT_OBJVXY: // act5: Initialize an object velocity
_vm->_object->setVelocity(action->_a5._objIndex, action->_a5._vx, action->_a5._vy);
break;
- case INIT_CARRY: // act6: Initialize an object
+ case INIT_CARRY: // act6: Initialize an object
_vm->_object->setCarry(action->_a6._objIndex, action->_a6._carriedFl); // carried status
break;
- case INIT_HF_COORD: // act7: Initialize an object to hero's "feet" coords
+ case INIT_HF_COORD: // act7: Initialize an object to hero's "feet" coords
_vm->_object->_objects[action->_a7._objIndex]._x = _vm->_hero->_x - 1;
_vm->_object->_objects[action->_a7._objIndex]._y = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - 1;
- _vm->_object->_objects[action->_a7._objIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen!
+ _vm->_object->_objects[action->_a7._objIndex]._screenIndex = *_vm->_screenPtr; // Don't forget screen!
break;
- case NEW_SCREEN: // act8: Start new screen
+ case NEW_SCREEN: // act8: Start new screen
newScreen(action->_a8._screenIndex);
break;
- case INIT_OBJSTATE: // act9: Initialize an object state
+ case INIT_OBJSTATE: // act9: Initialize an object state
_vm->_object->_objects[action->_a9._objIndex]._state = action->_a9._newState;
break;
- case INIT_PATH: // act10: Initialize an object path and velocity
+ case INIT_PATH: // act10: Initialize an object path and velocity
_vm->_object->setPath(action->_a10._objIndex, (Path) action->_a10._newPathType, action->_a10._vxPath, action->_a10._vyPath);
break;
- case COND_R: // act11: action lists conditional on object state
+ case COND_R: // act11: action lists conditional on object state
if (_vm->_object->_objects[action->_a11._objIndex]._state == action->_a11._stateReq)
insertActionList(action->_a11._actPassIndex);
else
insertActionList(action->_a11._actFailIndex);
break;
- case TEXT: // act12: Text box (CF WARN)
+ case TEXT: // act12: Text box (CF WARN)
Utils::notifyBox(_vm->_file->fetchString(action->_a12._stringIndex)); // Fetch string from file
break;
- case SWAP_IMAGES: // act13: Swap 2 object images
+ case SWAP_IMAGES: // act13: Swap 2 object images
_vm->_object->swapImages(action->_a13._objIndex1, action->_a13._objIndex2);
break;
- case COND_SCR: // act14: Conditional on current screen
+ case COND_SCR: // act14: Conditional on current screen
if (_vm->_object->_objects[action->_a14._objIndex]._screenIndex == action->_a14._screenReq)
insertActionList(action->_a14._actPassIndex);
else
insertActionList(action->_a14._actFailIndex);
break;
- case AUTOPILOT: // act15: Home in on a (stationary) object
+ case AUTOPILOT: // act15: Home in on a (stationary) object
_vm->_object->homeIn(action->_a15._objIndex1, action->_a15._objIndex2, action->_a15._dx, action->_a15._dy);
break;
- case INIT_OBJ_SEQ: // act16: Set sequence number to use
+ case INIT_OBJ_SEQ: // act16: Set sequence number to use
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! t>0 is safe
_vm->_object->_objects[action->_a16._objIndex]._currImagePtr = _vm->_object->_objects[action->_a16._objIndex]._seqList[action->_a16._seqIndex]._seqPtr;
break;
- case SET_STATE_BITS: // act17: OR mask with curr obj state
+ case SET_STATE_BITS: // act17: OR mask with curr obj state
_vm->_object->_objects[action->_a17._objIndex]._state |= action->_a17._stateMask;
break;
- case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
+ case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
_vm->_object->_objects[action->_a18._objIndex]._state &= ~action->_a18._stateMask;
break;
- case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
+ case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
if ((_vm->_object->_objects[action->_a19._objIndex]._state & action->_a19._stateMask) == action->_a19._stateMask)
insertActionList(action->_a19._actPassIndex);
else
insertActionList(action->_a19._actFailIndex);
break;
- case DEL_EVENTS: // act20: Remove all events of this action type
+ case DEL_EVENTS: // act20: Remove all events of this action type
delEventType(action->_a20._actTypeDel);
break;
- case GAMEOVER: // act21: Game over!
+ case GAMEOVER: // act21: Game over!
// NOTE: Must wait at least 1 tick before issuing this action if
// any objects are to be made invisible!
gameStatus._gameOverFl = true;
break;
- case INIT_HH_COORD: // act22: Initialize an object to hero's actual coords
+ case INIT_HH_COORD: // act22: Initialize an object to hero's actual coords
_vm->_object->_objects[action->_a22._objIndex]._x = _vm->_hero->_x;
_vm->_object->_objects[action->_a22._objIndex]._y = _vm->_hero->_y;
- _vm->_object->_objects[action->_a22._objIndex]._screenIndex = *_vm->_screen_p;// Don't forget screen!
+ _vm->_object->_objects[action->_a22._objIndex]._screenIndex = *_vm->_screenPtr;// Don't forget screen!
break;
- case EXIT: // act23: Exit game back to DOS
+ case EXIT: // act23: Exit game back to DOS
_vm->endGame();
break;
- case BONUS: // act24: Get bonus score for action
+ case BONUS: // act24: Get bonus score for action
processBonus(action->_a24._pointIndex);
break;
- case COND_BOX: // act25: Conditional on bounding box
+ case COND_BOX: // act25: Conditional on bounding box
obj1 = &_vm->_object->_objects[action->_a25._objIndex];
dx = obj1->_x + obj1->_currImagePtr->_x1;
dy = obj1->_y + obj1->_currImagePtr->_y2;
@@ -1305,25 +1305,25 @@ Event *Scheduler::doAction(Event *curEvent) {
else
insertActionList(action->_a25._actFailIndex);
break;
- case SOUND: // act26: Play a sound (or tune)
+ case SOUND: // act26: Play a sound (or tune)
if (action->_a26._soundIndex < _vm->_tunesNbr)
_vm->_sound->playMusic(action->_a26._soundIndex);
else
_vm->_sound->playSound(action->_a26._soundIndex, kSoundPriorityMedium);
break;
- case ADD_SCORE: // act27: Add object's value to score
+ case ADD_SCORE: // act27: Add object's value to score
_vm->adjustScore(_vm->_object->_objects[action->_a27._objIndex]._objValue);
break;
- case SUB_SCORE: // act28: Subtract object's value from score
+ case SUB_SCORE: // act28: Subtract object's value from score
_vm->adjustScore(-_vm->_object->_objects[action->_a28._objIndex]._objValue);
break;
- case COND_CARRY: // act29: Conditional on object being carried
+ case COND_CARRY: // act29: Conditional on object being carried
if (_vm->_object->isCarried(action->_a29._objIndex))
insertActionList(action->_a29._actPassIndex);
else
insertActionList(action->_a29._actFailIndex);
break;
- case INIT_MAZE: // act30: Enable and init maze structure
+ case INIT_MAZE: // act30: Enable and init maze structure
_vm->_maze._enabledFl = true;
_vm->_maze._size = action->_a30._mazeSize;
_vm->_maze._x1 = action->_a30._x1;
@@ -1334,7 +1334,7 @@ Event *Scheduler::doAction(Event *curEvent) {
_vm->_maze._x4 = action->_a30._x4;
_vm->_maze._firstScreenIndex = action->_a30._firstScreenIndex;
break;
- case EXIT_MAZE: // act31: Disable maze mode
+ case EXIT_MAZE: // act31: Disable maze mode
_vm->_maze._enabledFl = false;
break;
case INIT_PRIORITY:
@@ -1343,71 +1343,71 @@ Event *Scheduler::doAction(Event *curEvent) {
case INIT_SCREEN:
_vm->_object->_objects[action->_a33._objIndex]._screenIndex = action->_a33._screenIndex;
break;
- case AGSCHEDULE: // act34: Schedule a (global) action list
+ case AGSCHEDULE: // act34: Schedule a (global) action list
insertActionList(action->_a34._actIndex);
break;
- case REMAPPAL: // act35: Remap a palette color
+ case REMAPPAL: // act35: Remap a palette color
_vm->_screen->remapPal(action->_a35._oldColorIndex, action->_a35._newColorIndex);
break;
- case COND_NOUN: // act36: Conditional on noun mentioned
+ case COND_NOUN: // act36: Conditional on noun mentioned
if (_vm->_parser->isWordPresent(_vm->_text->getNounArray(action->_a36._nounIndex)))
insertActionList(action->_a36._actPassIndex);
else
insertActionList(action->_a36._actFailIndex);
break;
- case SCREEN_STATE: // act37: Set new screen state
+ case SCREEN_STATE: // act37: Set new screen state
_vm->_screenStates[action->_a37._screenIndex] = action->_a37._newState;
break;
- case INIT_LIPS: // act38: Position lips on object
+ case INIT_LIPS: // act38: Position lips on object
_vm->_object->_objects[action->_a38._lipsObjIndex]._x = _vm->_object->_objects[action->_a38._objIndex]._x + action->_a38._dxLips;
_vm->_object->_objects[action->_a38._lipsObjIndex]._y = _vm->_object->_objects[action->_a38._objIndex]._y + action->_a38._dyLips;
- _vm->_object->_objects[action->_a38._lipsObjIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen!
+ _vm->_object->_objects[action->_a38._lipsObjIndex]._screenIndex = *_vm->_screenPtr; // Don't forget screen!
_vm->_object->_objects[action->_a38._lipsObjIndex]._cycling = kCycleForward;
break;
- case INIT_STORY_MODE: // act39: Init story_mode flag
+ case INIT_STORY_MODE: // act39: Init story_mode flag
// This is similar to the QUIET path mode, except that it is
// independant of it and it additionally disables the ">" prompt
gameStatus._storyModeFl = action->_a39._storyModeFl;
break;
- case WARN: // act40: Text box (CF TEXT)
+ case WARN: // act40: Text box (CF TEXT)
Utils::notifyBox(_vm->_file->fetchString(action->_a40._stringIndex));
break;
- case COND_BONUS: // act41: Perform action if got bonus
+ case COND_BONUS: // act41: Perform action if got bonus
if (_points[action->_a41._bonusIndex]._scoredFl)
insertActionList(action->_a41._actPassIndex);
else
insertActionList(action->_a41._actFailIndex);
break;
- case TEXT_TAKE: // act42: Text box with "take" message
+ case TEXT_TAKE: // act42: Text box with "take" message
Utils::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(_vm->_object->_objects[action->_a42._objIndex]._nounIndex, TAKE_NAME)));
break;
- case YESNO: // act43: Prompt user for Yes or No
+ case YESNO: // act43: Prompt user for Yes or No
if (Utils::yesNoBox(_vm->_file->fetchString(action->_a43._promptIndex)))
insertActionList(action->_a43._actYesIndex);
else
insertActionList(action->_a43._actNoIndex);
break;
- case STOP_ROUTE: // act44: Stop any route in progress
+ case STOP_ROUTE: // act44: Stop any route in progress
_vm->_route->resetRoute();
break;
- case COND_ROUTE: // act45: Conditional on route in progress
+ case COND_ROUTE: // act45: Conditional on route in progress
if (_vm->_route->getRouteIndex() >= action->_a45._routeIndex)
insertActionList(action->_a45._actPassIndex);
else
insertActionList(action->_a45._actFailIndex);
break;
- case INIT_JUMPEXIT: // act46: Init status.jumpexit flag
+ case INIT_JUMPEXIT: // act46: Init status.jumpexit flag
// This is to allow left click on exit to get there immediately
// For example the plane crash in Hugo2 where hero is invisible
// Couldn't use INVISIBLE flag since conflicts with boat in Hugo1
_vm->_mouse->setJumpExitFl(action->_a46._jumpExitFl);
break;
- case INIT_VIEW: // act47: Init object._viewx, viewy, dir
+ case INIT_VIEW: // act47: Init object._viewx, viewy, dir
_vm->_object->_objects[action->_a47._objIndex]._viewx = action->_a47._viewx;
_vm->_object->_objects[action->_a47._objIndex]._viewy = action->_a47._viewy;
_vm->_object->_objects[action->_a47._objIndex]._direction = action->_a47._direction;
break;
- case INIT_OBJ_FRAME: // act48: Set seq,frame number to use
+ case INIT_OBJ_FRAME: // act48: Set seq,frame number to use
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! t>0 is safe
_vm->_object->_objects[action->_a48._objIndex]._currImagePtr = _vm->_object->_objects[action->_a48._objIndex]._seqList[action->_a48._seqIndex]._seqPtr;
@@ -1424,11 +1424,11 @@ Event *Scheduler::doAction(Event *curEvent) {
}
if (action->_a0._actType == NEW_SCREEN) { // New_screen() deletes entire list
- return 0; // next_p = 0 since list now empty
+ return 0; // nextEvent = 0 since list now empty
} else {
wrkEvent = curEvent->_nextEvent;
- delQueue(curEvent); // Return event to free list
- return wrkEvent; // Return next event ptr
+ delQueue(curEvent); // Return event to free list
+ return wrkEvent; // Return next event ptr
}
}
@@ -1444,9 +1444,9 @@ Event *Scheduler::doAction(Event *curEvent) {
void Scheduler::delQueue(Event *curEvent) {
debugC(4, kDebugSchedule, "delQueue()");
- if (curEvent == _headEvent) { // If p was the head ptr
- _headEvent = curEvent->_nextEvent; // then make new head_p
- } else { // Unlink p
+ if (curEvent == _headEvent) { // If p was the head ptr
+ _headEvent = curEvent->_nextEvent; // then make new head_p
+ } else { // Unlink p
curEvent->_prevEvent->_nextEvent = curEvent->_nextEvent;
if (curEvent->_nextEvent)
curEvent->_nextEvent->_prevEvent = curEvent->_prevEvent;
@@ -1455,12 +1455,12 @@ void Scheduler::delQueue(Event *curEvent) {
}
if (_headEvent)
- _headEvent->_prevEvent = 0; // Mark end of list
+ _headEvent->_prevEvent = 0; // Mark end of list
else
- _tailEvent = 0; // Empty queue
+ _tailEvent = 0; // Empty queue
- curEvent->_nextEvent = _freeEvent; // Return p to free list
- if (_freeEvent) // Special case, if free list was empty
+ curEvent->_nextEvent = _freeEvent; // Return p to free list
+ if (_freeEvent) // Special case, if free list was empty
_freeEvent->_prevEvent = curEvent;
_freeEvent = curEvent;
}
@@ -1470,10 +1470,10 @@ void Scheduler::delQueue(Event *curEvent) {
*/
void Scheduler::delEventType(const Action _actTypeDel) {
// Note: actions are not deleted here, simply turned into NOPs!
- Event *wrkEvent = _headEvent; // The earliest event
+ Event *wrkEvent = _headEvent; // The earliest event
Event *saveEvent;
- while (wrkEvent) { // While events found in list
+ while (wrkEvent) { // While events found in list
saveEvent = wrkEvent->_nextEvent;
if (wrkEvent->_action->_a20._actType == _actTypeDel)
delQueue(wrkEvent);
@@ -1524,11 +1524,11 @@ uint32 Scheduler_v1d::getTicks() {
void Scheduler_v1d::runScheduler() {
debugC(6, kDebugSchedule, "runScheduler");
- uint32 ticker = getTicks(); // The time now, in ticks
- Event *curEvent = _headEvent; // The earliest event
+ uint32 ticker = getTicks(); // The time now, in ticks
+ Event *curEvent = _headEvent; // The earliest event
- while (curEvent && (curEvent->_time <= ticker)) // While mature events found
- curEvent = doAction(curEvent); // Perform the action (returns next_p)
+ while (curEvent && (curEvent->_time <= ticker)) // While mature events found
+ curEvent = doAction(curEvent); // Perform the action (returns nextEvent)
}
void Scheduler_v1d::promptAction(Act *action) {
@@ -1583,7 +1583,7 @@ void Scheduler_v2d::promptAction(Act *action) {
debug(1, "doAction(act3), expecting answer %s", _vm->_file->fetchString(action->_a3._responsePtr[0]));
bool found = false;
- const char *tmpStr; // General purpose string ptr
+ const char *tmpStr; // General purpose string ptr
for (int dx = 0; !found && (action->_a3._responsePtr[dx] != -1); dx++) {
tmpStr = _vm->_file->fetchString(action->_a3._responsePtr[dx]);
@@ -1638,12 +1638,12 @@ uint32 Scheduler_v1w::getTicks() {
void Scheduler_v1w::runScheduler() {
debugC(6, kDebugSchedule, "runScheduler");
- uint32 ticker = getTicks(); // The time now, in ticks
- Event *curEvent = _headEvent; // The earliest event
+ uint32 ticker = getTicks(); // The time now, in ticks
+ Event *curEvent = _headEvent; // The earliest event
- while (curEvent && (curEvent->_time <= ticker)) // While mature events found
- curEvent = doAction(curEvent); // Perform the action (returns next_p)
+ while (curEvent && (curEvent->_time <= ticker)) // While mature events found
+ curEvent = doAction(curEvent); // Perform the action (returns nextEvent)
- _vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks()
+ _vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks()
}
} // End of namespace Hugo