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authorMax Horn2010-02-15 10:01:26 +0000
committerMax Horn2010-02-15 10:01:26 +0000
commit9de580aa6e8466b1a4347450af37492c59a24189 (patch)
tree0a7ff03c05fa12aa063764ad5db4a07848b9994b /engines/tinsel/pcode.h
parentb246c867df233b4f9fb9f15a47d8f4492ad4cb09 (diff)
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TINSEL: Cleanup the 'script workaround' code a bit.
* Rewrap comments to 72 columns * Add some references to relevant bug tracker items * Use sizeof instead of handcoding array lengths, which is error prone and tedious * Move definition of WorkaroundEntry from pcode.h to pcode.cpp * Define FRAGMENT_WORD to make fragment code a bit more readable, and also encoding of 16 bit words into it less error prone * Make all code fragments static svn-id: r48065
Diffstat (limited to 'engines/tinsel/pcode.h')
-rw-r--r--engines/tinsel/pcode.h11
1 files changed, 1 insertions, 10 deletions
diff --git a/engines/tinsel/pcode.h b/engines/tinsel/pcode.h
index e01727ee35..f3690e9257 100644
--- a/engines/tinsel/pcode.h
+++ b/engines/tinsel/pcode.h
@@ -54,16 +54,7 @@ enum GSORT {
enum RESCODE {RES_WAITING, RES_FINISHED, RES_CUTSHORT};
-// The following structure is used to introduce bug fixes into the scripts used by the games
-
-struct WorkaroundEntry {
- TinselEngineVersion version;
- bool scnFlag; // Only applicable for Tinsel 1 (DW 1)
- SCNHANDLE hCode; // Script to apply fragment to
- int ip; // Script offset to run this fragment before
- int numBytes; // Number of bytes in the script
- const byte *script; // Instruction(s) to execute
-};
+struct WorkaroundEntry;
struct INT_CONTEXT {