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authorTorbjörn Andersson2003-10-10 16:14:52 +0000
committerTorbjörn Andersson2003-10-10 16:14:52 +0000
commitade93aabffb38f96fb70856111c742b91e8c71ae (patch)
tree3a7b64c9d856a27647408685eb3f8a5f949290e3 /sword2
parentbd5f50496a450f6e7b5363923e12adf5787b2e92 (diff)
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cleanup
svn-id: r10728
Diffstat (limited to 'sword2')
-rw-r--r--sword2/anims.cpp2
-rw-r--r--sword2/events.cpp16
-rw-r--r--sword2/events.h2
-rw-r--r--sword2/sound.cpp6
-rw-r--r--sword2/sword2.cpp2
-rw-r--r--sword2/sync.cpp12
-rw-r--r--sword2/sync.h2
-rw-r--r--sword2/walker.cpp47
8 files changed, 42 insertions, 47 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index 988eea2449..55f014b1ed 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -44,7 +44,7 @@
namespace Sword2 {
// stores resource id of wav to use as lead-out from smacker
-uint32 smackerLeadOut = 0;
+static uint32 smackerLeadOut = 0;
int32 Animate(int32 *params, uint8 reverse_flag);
int32 Mega_table_animate(int32 *params, uint8 reverse_flag);
diff --git a/sword2/events.cpp b/sword2/events.cpp
index 5a7ec32583..0174715bc3 100644
--- a/sword2/events.cpp
+++ b/sword2/events.cpp
@@ -74,12 +74,12 @@ int32 FN_request_speech(int32 *params) {
if (j == MAX_events)
Con_fatal_error("FN_set_event out of event slots");
- //found that slot
+ // found that slot
- //id of person to stop
+ // id of person to stop
event_list[j].id = params[0];
- //full script id to interact with - megas run their own 7th script
+ // full script id to interact with - megas run their own 7th script
event_list[j].interact_id = (params[0] * 65536) + 6;
return IR_CONT;
@@ -276,15 +276,13 @@ int32 FN_pause_for_event(int32 *params) {
}
}
-uint32 Check_event_waiting(void) {
- // returns yes/no
-
+bool Check_event_waiting(void) {
for (int j = 0; j < MAX_events; j++) {
if (event_list[j].id == ID)
- return 1;
+ return true;
}
- return 0;
+ return false;
}
int32 FN_clear_event(int32 *params) {
@@ -334,7 +332,7 @@ int32 FN_start_event(int32 *params) {
// oh dear - stop the system
Con_fatal_error("FN_start_event can't find event for id %d", ID);
- return 0; //never called - but lets stop them bloody errors
+ return 0; // never called - but lets stop them bloody errors
}
void Kill_all_ids_events(uint32 id) {
diff --git a/sword2/events.h b/sword2/events.h
index 600f8b3932..78ff68df52 100644
--- a/sword2/events.h
+++ b/sword2/events.h
@@ -39,7 +39,7 @@ void Set_player_action_event(uint32 id, uint32 interact_id);
int32 FN_check_event_waiting(void);
void Start_event(void);
int32 FN_start_event(void);
-uint32 Check_event_waiting(void);
+bool Check_event_waiting(void);
void Kill_all_ids_events(uint32 id);
#ifdef _SWORD2_DEBUG
diff --git a/sword2/sound.cpp b/sword2/sound.cpp
index 9c6c72aa85..f1d04b701e 100644
--- a/sword2/sound.cpp
+++ b/sword2/sound.cpp
@@ -51,13 +51,11 @@ typedef struct {
// max number of fx in queue at once [DO NOT EXCEED 255]
#define FXQ_LENGTH 32
-_fxq_entry fxq[FXQ_LENGTH];
+static _fxq_entry fxq[FXQ_LENGTH];
// used to store id of tunes that loop, for save & restore
uint32 looping_music_id = 0;
-char musicDirectory[120];
-
void Trigger_fx(uint8 j);
// initialise the fxq by clearing all the entries
@@ -254,7 +252,7 @@ int32 FN_play_fx(int32 *params) {
}
int32 FN_sound_fetch(int32 *params) {
- return (IR_CONT);
+ return IR_CONT;
}
// to alter the volume and pan of a currently playing fx
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index b045b8bbb1..42e671762b 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -395,8 +395,6 @@ void Sword2Engine::go() {
#endif
}
- // James (24mar97)
-
#ifdef _SWORD2_DEBUG
// if not in console & 'renderSkip' is set, only render
// display once every 4 game-cycles
diff --git a/sword2/sync.cpp b/sword2/sync.cpp
index c77059f02b..0e25e4d29a 100644
--- a/sword2/sync.cpp
+++ b/sword2/sync.cpp
@@ -34,7 +34,7 @@ typedef struct {
// there wont be many will there. probably 2 at most i reckon
#define MAX_syncs 10
-_sync_unit sync_list[MAX_syncs];
+static _sync_unit sync_list[MAX_syncs];
void Init_sync_system(void) {
// set list to 0's
@@ -43,8 +43,8 @@ void Init_sync_system(void) {
}
int32 FN_send_sync(int32 *params) {
- //param 0 sync's recipient
- //param 1 sync value
+ // param 0 sync's recipient
+ // 1 sync value
for (int i = 0; i < MAX_syncs; i++) {
if (sync_list[i].id == 0) {
@@ -76,7 +76,7 @@ void Clear_syncs(uint32 id) {
}
}
-uint32 Get_sync(void) {
+bool Get_sync(void) {
// check for a sync waiting for this character
// - called from system code eg. from inside FN_anim(), to see if
// animation to be quit
@@ -84,12 +84,12 @@ uint32 Get_sync(void) {
for (int i = 0; i < MAX_syncs; i++) {
if (sync_list[i].id == ID) {
// means sync found
- return 1;
+ return true;
}
}
// no sync found
- return 0;
+ return false;
}
int32 FN_get_sync(int32 *params) {
diff --git a/sword2/sync.h b/sword2/sync.h
index 8bec326874..53bf4038da 100644
--- a/sword2/sync.h
+++ b/sword2/sync.h
@@ -26,7 +26,7 @@ namespace Sword2 {
void Init_sync_system(void);
void Clear_syncs(uint32 id);
-uint32 Get_sync(void);
+bool Get_sync(void);
} // End of namespace Sword2
diff --git a/sword2/walker.cpp b/sword2/walker.cpp
index 0f1d2bdde2..2ce5fd03a0 100644
--- a/sword2/walker.cpp
+++ b/sword2/walker.cpp
@@ -22,17 +22,6 @@
// script functions for moving megas about the place & also for keeping tabs
// on them
-// FN_walk() // walk to (x,y,dir)
-// FN_walk_to_anim() // walk to start position of anim
-// FN_turn() // turn to (dir)
-// FN_stand_at() // stand at (x,y,dir)
-// FN_stand() // stand facing (dir)
-// FN_stand_after_anim() // stand at end position of anim
-// FN_face_id() // turn to face object (id)
-// FN_face_xy() // turn to face point (x,y)
-// FN_is_facing() // is mega (id) facing us?
-// FN_get_pos() // get details of another mega's position
-
#include "stdafx.h"
#include "bs2/console.h"
#include "bs2/defs.h"
@@ -51,7 +40,9 @@ int16 standby_x; // see FN_set_standby_coords
int16 standby_y;
uint8 standby_dir;
-// walk mega to (x,y,dir)
+/**
+ * Walk mega to (x,y,dir)
+ */
int32 FN_walk(int32 *params) {
// params: 0 pointer to object's logic structure
@@ -252,7 +243,9 @@ int32 FN_walk(int32 *params) {
return IR_REPEAT;
}
-// walk mega to start position of anim
+/**
+ * Walk mega to start position of anim
+ */
int32 FN_walk_to_anim(int32 *params) {
// params: 0 pointer to object's logic structure
@@ -313,9 +306,11 @@ int32 FN_walk_to_anim(int32 *params) {
return FN_walk(pars);
}
-// turn mega to <direction>
-// just needs to call FN_walk() with current feet coords, so router can
-// produce anim of turn frames
+/**
+ * turn mega to <direction>
+ * just needs to call FN_walk() with current feet coords, so router can
+ * produce anim of turn frames
+ */
int32 FN_turn(int32 *params) {
// params: 0 pointer to object's logic structure
@@ -355,9 +350,11 @@ int32 FN_turn(int32 *params) {
return FN_walk(pars);
}
-// stand mega at (x,y,dir)
-// sets up the graphic object, but also needs to set the new 'current_dir' in
-// the mega object, so the router knows in future
+/**
+ * stand mega at (x,y,dir)
+ * sets up the graphic object, but also needs to set the new 'current_dir' in
+ * the mega object, so the router knows in future
+ */
int32 FN_stand_at(int32 *params) {
// params: 0 pointer to object's graphic structure
@@ -416,7 +413,9 @@ int32 FN_stand(int32 *params) {
return FN_stand_at(pars);
}
-// stand mega at end position of anim
+/**
+ * stand mega at end position of anim
+ */
int32 FN_stand_after_anim(int32 *params) {
// params: 0 pointer to object's graphic structure
@@ -542,9 +541,11 @@ int What_target(int startX, int startY, int destX, int destY) {
return (deltaY > 0) ? 5 : 7;
}
-// turn mega to face point (x,y) on the floor
-// just needs to call FN_walk() with current feet coords & direction computed
-// by What_target()
+/**
+ * turn mega to face point (x,y) on the floor
+ * just needs to call FN_walk() with current feet coords & direction computed
+ * by What_target()
+ */
int32 FN_face_xy(int32 *params) {
// params: 0 pointer to object's logic structure