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authorTorbjörn Andersson2003-09-26 10:07:18 +0000
committerTorbjörn Andersson2003-09-26 10:07:18 +0000
commitb21208e6a92b4e8082d04994b0c99709e2712472 (patch)
tree0357b0847efb8a714e2d8f57493be53ec852bd25 /sword2/function.cpp
parentb7a5024dafefab136c9fc9d5af67588349178681 (diff)
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Some more reformatting / cleanup, and removal of comments that did nothing
but say who added what when. (No disrespect intended, but this information means very little to us.) svn-id: r10413
Diffstat (limited to 'sword2/function.cpp')
-rw-r--r--sword2/function.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/sword2/function.cpp b/sword2/function.cpp
index 89a380d85d..acdd5005a2 100644
--- a/sword2/function.cpp
+++ b/sword2/function.cpp
@@ -26,12 +26,12 @@
#include "defs.h"
#include "function.h"
#include "interpreter.h"
-#include "layers.h" // for 'this_screen' structure
+#include "layers.h" // for 'this_screen' structure
#include "logic.h"
#include "protocol.h"
#include "resman.h"
#include "sound.h"
-#include "sword2.h" // for CloseGame()
+#include "sword2.h" // for CloseGame()
Object_graphic engine_graph; // global for engine
Object_mega engine_mega; // global for engine
@@ -50,7 +50,7 @@ int32 FN_test_flags(int32 *params) {
return IR_CONT;
}
-int32 FN_gosub(int32 *params) { // Tony23Sept96
+int32 FN_gosub(int32 *params) {
// hurray, script subroutines
// param 0 id of script
@@ -60,7 +60,7 @@ int32 FN_gosub(int32 *params) { // Tony23Sept96
return IR_GOSUB;
}
-int32 FN_new_script(int32 *params) { // Tony13Nov96
+int32 FN_new_script(int32 *params) {
// change current script - must be followed by a TERMINATE script
// directive
// param 0 id of script
@@ -76,7 +76,7 @@ int32 FN_new_script(int32 *params) { // Tony13Nov96
return IR_TERMINATE;
}
-int32 FN_interact(int32 *params) { // Tony13Nov96
+int32 FN_interact(int32 *params) {
// run targets action on a subroutine
// called by player on his base level 0 idle, for example
// param 0 id of target from which we derive action script
@@ -95,7 +95,7 @@ int32 FN_interact(int32 *params) { // Tony13Nov96
return IR_GOSUB;
}
-int32 FN_preload(int32 *params) { // (1Nov96 JEL)
+int32 FN_preload(int32 *params) {
// Open & close a resource.
// Forces a resource into memory before it's "officially" opened for
// use. eg. if an anim needs to run on smoothly from another,
@@ -129,7 +129,7 @@ int32 FN_release(int32 *params) {
return IR_CONT;
}
-int32 FN_random(int32 *params) { // (1nov96 JEL)
+int32 FN_random(int32 *params) {
// Generates a random number between 'min' & 'max' inclusive, and
// sticks it in the script flag 'result'
@@ -143,7 +143,7 @@ int32 FN_random(int32 *params) { // (1nov96 JEL)
return IR_CONT;
}
-int32 FN_pause(int32 *params) { // (19nov96 JEL)
+int32 FN_pause(int32 *params) {
// params: 0 pointer to object's logic structure
// 1 number of game-cycles to pause
@@ -174,7 +174,7 @@ int32 FN_pause(int32 *params) { // (19nov96 JEL)
}
}
-int32 FN_random_pause(int32 *params) { // (26nov96 JEL)
+int32 FN_random_pause(int32 *params) {
// params: 0 pointer to object's logic structure
// 1 minimum number of game-cycles to pause
// 2 maximum number of game-cycles to pause
@@ -212,7 +212,7 @@ int32 FN_pass_graph(int32 *params) { // Tony28Nov96
return IR_CONT;
}
-int32 FN_pass_mega(int32 *params) { // Tony28Nov96
+int32 FN_pass_mega(int32 *params) {
// makes an engine local copy of passed graphic_structure and
// mega_structure - run script 4 of an object to request this
// used by FN_turn_to(id) etc
@@ -228,7 +228,7 @@ int32 FN_pass_mega(int32 *params) { // Tony28Nov96
return IR_CONT;
}
-int32 FN_set_value(int32 *params) { // (02jan97 JEL)
+int32 FN_set_value(int32 *params) {
// temp. function!
// used for setting far-referenced megaset resource field in mega
// object, from start script
@@ -236,7 +236,7 @@ int32 FN_set_value(int32 *params) { // (02jan97 JEL)
// params: 0 pointer to object's mega structure
// 1 value to set it to
- Object_mega *ob_mega = (Object_mega *)params[0];
+ Object_mega *ob_mega = (Object_mega *) params[0];
ob_mega->megaset_res = params[1];
@@ -256,7 +256,7 @@ uint8 red[4] = { 255, 0, 0, 0 };
uint8 green[4] = { 0, 255, 0, 0 };
uint8 blue[4] = { 0, 0, 255, 0 };
-int32 FN_flash(int32 *params) { // (James14feb97)
+int32 FN_flash(int32 *params) {
// flash colour 0 (ie. border) - useful during script development
// eg. FN_flash(BLUE) where a text line is missed; RED when some code
// missing, etc
@@ -292,7 +292,7 @@ int32 FN_flash(int32 *params) { // (James14feb97)
}
-int32 FN_colour(int32 *params) { // (James14feb97)
+int32 FN_colour(int32 *params) {
// set border colour - useful during script development
// eg. set to colour during a timer situation, then black when timed
// out
@@ -323,7 +323,7 @@ int32 FN_colour(int32 *params) { // (James14feb97)
return IR_CONT;
}
-int32 FN_display_msg(int32 *params) { // (Chris 15/5/97)
+int32 FN_display_msg(int32 *params) {
// Display a message to the user on the screen.
//
// params 0: Text number of message to be displayed.
@@ -343,7 +343,7 @@ int32 FN_display_msg(int32 *params) { // (Chris 15/5/97)
return IR_CONT;
}
-int32 FN_reset_globals(int32 *params) { // Tony29May97
+int32 FN_reset_globals(int32 *params) {
// FN_reset_globals is used by the demo - so it can loop back &
// restart itself