diff options
author | Torbjörn Andersson | 2003-09-26 10:07:18 +0000 |
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committer | Torbjörn Andersson | 2003-09-26 10:07:18 +0000 |
commit | b21208e6a92b4e8082d04994b0c99709e2712472 (patch) | |
tree | 0357b0847efb8a714e2d8f57493be53ec852bd25 /sword2 | |
parent | b7a5024dafefab136c9fc9d5af67588349178681 (diff) | |
download | scummvm-rg350-b21208e6a92b4e8082d04994b0c99709e2712472.tar.gz scummvm-rg350-b21208e6a92b4e8082d04994b0c99709e2712472.tar.bz2 scummvm-rg350-b21208e6a92b4e8082d04994b0c99709e2712472.zip |
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')
-rw-r--r-- | sword2/anims.cpp | 17 | ||||
-rw-r--r-- | sword2/build_display.cpp | 78 | ||||
-rw-r--r-- | sword2/build_display.h | 98 | ||||
-rw-r--r-- | sword2/controls.cpp | 22 | ||||
-rw-r--r-- | sword2/events.cpp | 28 | ||||
-rw-r--r-- | sword2/events.h | 34 | ||||
-rw-r--r-- | sword2/function.cpp | 32 | ||||
-rw-r--r-- | sword2/header.h | 315 | ||||
-rw-r--r-- | sword2/icons.cpp | 8 | ||||
-rw-r--r-- | sword2/icons.h | 8 | ||||
-rw-r--r-- | sword2/layers.cpp | 20 | ||||
-rw-r--r-- | sword2/layers.h | 44 | ||||
-rw-r--r-- | sword2/logic.cpp | 34 | ||||
-rw-r--r-- | sword2/logic.h | 4 | ||||
-rw-r--r-- | sword2/maketext.cpp | 12 | ||||
-rw-r--r-- | sword2/mem_view.cpp | 7 | ||||
-rw-r--r-- | sword2/mem_view.h | 4 | ||||
-rw-r--r-- | sword2/memory.cpp | 18 | ||||
-rw-r--r-- | sword2/mouse.cpp | 79 | ||||
-rw-r--r-- | sword2/protocol.cpp | 28 | ||||
-rw-r--r-- | sword2/protocol.h | 2 | ||||
-rw-r--r-- | sword2/resman.cpp | 47 | ||||
-rw-r--r-- | sword2/resman.h | 144 | ||||
-rw-r--r-- | sword2/save_rest.cpp | 18 | ||||
-rw-r--r-- | sword2/scroll.cpp | 10 | ||||
-rw-r--r-- | sword2/sound.cpp | 36 | ||||
-rw-r--r-- | sword2/speech.cpp | 50 | ||||
-rw-r--r-- | sword2/startup.cpp | 8 | ||||
-rw-r--r-- | sword2/sword2.cpp | 10 | ||||
-rw-r--r-- | sword2/sync.cpp | 14 | ||||
-rw-r--r-- | sword2/sync.h | 6 | ||||
-rw-r--r-- | sword2/tony_gsdk.cpp | 2 | ||||
-rw-r--r-- | sword2/walker.cpp | 34 |
33 files changed, 620 insertions, 651 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp index 8d72c7f39c..2e3862b77a 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -470,7 +470,7 @@ int32 FN_unshaded_sprite(int32 *params) { // _wavHeader *speech; // } _movieTextObject; -// FOR TEXT LINES IN SEQUENCE PLAYER (James22may97) +// FOR TEXT LINES IN SEQUENCE PLAYER #define MAX_SEQUENCE_TEXT_LINES 15 @@ -488,7 +488,7 @@ uint32 sequenceTextLines = 0; static _sequenceTextInfo sequence_text_list[MAX_SEQUENCE_TEXT_LINES]; -int32 FN_add_sequence_text(int32 *params) { // (James22may97) +int32 FN_add_sequence_text(int32 *params) { // params 0 text number // 1 frame number to start the text displaying // 2 frame number to stop the text dispalying @@ -507,8 +507,7 @@ int32 FN_add_sequence_text(int32 *params) { // (James22may97) return IR_CONT; } -// speech sample code added by James on 16july97 -void CreateSequenceSpeech(_movieTextObject *sequenceText[]) { // (James23may97) +void CreateSequenceSpeech(_movieTextObject *sequenceText[]) { uint32 line; _frameHeader *frame; uint32 local_text; @@ -638,9 +637,7 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) { // (James23may97) } } -// speech sample code added by James on 16july97 - -void ClearSequenceSpeech(_movieTextObject *textSprites[]) { // (James27may97) +void ClearSequenceSpeech(_movieTextObject *textSprites[]) { uint32 line; for (line = 0; line < sequenceTextLines; line++) { @@ -660,7 +657,7 @@ void ClearSequenceSpeech(_movieTextObject *textSprites[]) { // (James27may97) sequenceTextLines = 0; } -int32 FN_smacker_lead_in(int32 *params) { // James(21july97) +int32 FN_smacker_lead_in(int32 *params) { uint8 *leadIn; uint32 rv; #ifdef _SWORD2_DEBUG @@ -693,7 +690,7 @@ int32 FN_smacker_lead_in(int32 *params) { // James(21july97) return IR_CONT; } -int32 FN_smacker_lead_out(int32 *params) { // James(21july97) +int32 FN_smacker_lead_out(int32 *params) { // ready for use in FN_play_sequence smackerLeadOut = params[0]; @@ -701,7 +698,7 @@ int32 FN_smacker_lead_out(int32 *params) { // James(21july97) return IR_CONT; } -int32 FN_play_sequence(int32 *params) { // James(09apr97) +int32 FN_play_sequence(int32 *params) { // params 0 pointer to null-terminated ascii filename // 1 number of frames in the sequence, used for PSX. diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index 9024db8175..8f8cf561a4 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -86,19 +86,19 @@ extern uint32 mouse_status; // --------------------------------------------------------------------------- // function prototypes not needed externally -void Start_new_palette(void); //Tony25Sept96 +void Start_new_palette(void); -void Register_frame(int32 *params, buildit *build_unit); // (1nov96JEL) -void Process_layer(uint32 layer_number); //Tony24Sept96 -void Sort_the_sort_list(void); //Tony18Sept96 +void Register_frame(int32 *params, buildit *build_unit); +void Process_layer(uint32 layer_number); +void Sort_the_sort_list(void); -void Send_back_par0_frames(void); //James23Jan97 -void Send_back_par1_frames(void); //James23Jan97 -void Send_back_frames(void); //Tony23Sept96 +void Send_back_par0_frames(void); +void Send_back_par1_frames(void); +void Send_back_frames(void); void Send_sort_frames(void); void Send_fore_frames(void); -void Send_fore_par0_frames(void); //James23Jan97 -void Send_fore_par1_frames(void); //James23Jan97 +void Send_fore_par0_frames(void); +void Send_fore_par1_frames(void); // --------------------------------------------------------------------------- // @@ -123,7 +123,7 @@ void Build_display(void) { //Tony21Sept96 // start the layer palette fading up Start_new_palette(); -#ifdef _SWORD2_DEBUG // (James23jun97) +#ifdef _SWORD2_DEBUG largest_layer_area = 0; // should be reset to zero at start of each screen change largest_sprite_area = 0; // - " - #endif @@ -269,7 +269,7 @@ void Build_display(void) { //Tony21Sept96 fps = frameCount; debug(2, "FPS: %d", fps); frameCount = 0; - cycleTime = SVM_timeGetTime()+1000; + cycleTime = SVM_timeGetTime() + 1000; } // --------------------------------------------------- @@ -320,7 +320,7 @@ void Build_display(void) { //Tony21Sept96 // Fades down and displays a message on the screen for time seconds // -void DisplayMsg(uint8 *text, int time) { // Chris 15May97 +void DisplayMsg(uint8 *text, int time) { mem *text_spr; _frameHeader *frame; _spriteInfo spriteInfo; @@ -412,7 +412,7 @@ void DisplayMsg(uint8 *text, int time) { // Chris 15May97 // Fades message down and removes it, fading up again afterwards // -void RemoveMsg(void) { // Chris 15May97 +void RemoveMsg(void) { FadeDown((float) 0.75); WaitForFade(); @@ -427,7 +427,7 @@ void RemoveMsg(void) { // Chris 15May97 // this routine to clean up! } -void Send_back_par0_frames(void) { //James23Jan97 +void Send_back_par0_frames(void) { uint32 j; // could be none at all - theoretically at least @@ -437,7 +437,7 @@ void Send_back_par0_frames(void) { //James23Jan97 } } -void Send_back_par1_frames(void) { //James23Jan97 +void Send_back_par1_frames(void) { uint32 j; // could be none at all - theoretically at least @@ -447,7 +447,7 @@ void Send_back_par1_frames(void) { //James23Jan97 } } -void Send_back_frames(void) { //Tony23Sept96 +void Send_back_frames(void) { uint32 j; // could be none at all - theoretically at least @@ -456,7 +456,7 @@ void Send_back_frames(void) { //Tony23Sept96 } } -void Send_sort_frames(void) { //Tony23Sept96 +void Send_sort_frames(void) { // send the sort frames for printing - layers, shrinkers & normal flat // sprites @@ -476,7 +476,7 @@ void Send_sort_frames(void) { //Tony23Sept96 } } -void Send_fore_frames(void) { //Tony23Sept96 +void Send_fore_frames(void) { uint32 j; // could be none at all - theoretically at least @@ -485,7 +485,7 @@ void Send_fore_frames(void) { //Tony23Sept96 } } -void Send_fore_par0_frames(void) { //James23Jan97 +void Send_fore_par0_frames(void) { uint32 j; // could be none at all - theoretically at least @@ -495,7 +495,7 @@ void Send_fore_par0_frames(void) { //James23Jan97 } } -void Send_fore_par1_frames(void) { //James23Jan97 +void Send_fore_par1_frames(void) { uint32 j; // could be none at all - theoretically at least @@ -505,7 +505,7 @@ void Send_fore_par1_frames(void) { //James23Jan97 } } -void Process_layer(uint32 layer_number) { //Tony24Sept96 +void Process_layer(uint32 layer_number) { uint8 *file; _layerHeader *layer_head; _spriteInfo spriteInfo; @@ -557,7 +557,7 @@ void Process_layer(uint32 layer_number) { //Tony24Sept96 res_man.Res_close(this_screen.background_layer_id); } -void Process_image(buildit *build_unit) { // (5nov96 JEL) +void Process_image(buildit *build_unit) { uint8 *file, *colTablePtr = NULL; _animHeader *anim_head; _frameHeader *frame_head; @@ -581,12 +581,12 @@ void Process_image(buildit *build_unit) { // (5nov96 JEL) spriteType = RDSPR_TRANS; if (anim_head->blend) - spriteType += RDSPR_BLEND; + spriteType |= RDSPR_BLEND; // if the frame is to be flipped (only really applicable to frames // using offsets) if (cdt_entry->frameType & FRAME_FLIPPED) - spriteType += RDSPR_FLIP; + spriteType |= RDSPR_FLIP; if (cdt_entry->frameType & FRAME_256_FAST) { // scaling, shading & blending don't work with RLE256FAST @@ -597,20 +597,20 @@ void Process_image(buildit *build_unit) { // (5nov96 JEL) // think we have it any more. But I'm not sure. if (build_unit->scale || anim_head->blend || build_unit->shadingFlag) - spriteType += RDSPR_RLE256; + spriteType |= RDSPR_RLE256; else - spriteType += RDSPR_RLE256FAST; + spriteType |= RDSPR_RLE256FAST; } else { // what compression was used? switch (anim_head->runTimeComp) { case NONE: - spriteType += RDSPR_NOCOMPRESSION; + spriteType |= RDSPR_NOCOMPRESSION; break; case RLE256: - spriteType += RDSPR_RLE256; + spriteType |= RDSPR_RLE256; break; case RLE16: - spriteType += RDSPR_RLE16; + spriteType |= RDSPR_RLE16; // points to just after last cdt_entry, ie. // start of colour table colTablePtr = (uint8*) (anim_head + 1) + anim_head->noAnimFrames * sizeof(_cdtEntry); @@ -621,7 +621,7 @@ void Process_image(buildit *build_unit) { // (5nov96 JEL) // if we want this frame to be affected by the shading mask, // add the status bit if (build_unit->shadingFlag == 1) - spriteType += RDSPR_SHADOW; + spriteType |= RDSPR_SHADOW; spriteInfo.x = build_unit->x; spriteInfo.y = build_unit->y; @@ -716,7 +716,7 @@ void Reset_render_lists(void) { //Tony18Sept96 } } -void Sort_the_sort_list(void) { //Tony18Sept96 +void Sort_the_sort_list(void) { //sort the list //cannot bubble sort 0 or 1 items! @@ -737,7 +737,7 @@ void Sort_the_sort_list(void) { //Tony18Sept96 } } -void Register_frame(int32 *params, buildit *build_unit) { // (1nov96JEL) +void Register_frame(int32 *params, buildit *build_unit) { // params: 0 pointer to mouse structure or NULL for no write to mouse // list (non-zero means write sprite-shape to mouse list) // 1 pointer to graphic structure @@ -882,7 +882,7 @@ void Register_frame(int32 *params, buildit *build_unit) { // (1nov96JEL) res_man.Res_close(ob_graph->anim_resource); } -int32 FN_register_frame(int32 *params) { // (27nov96 JEL) +int32 FN_register_frame(int32 *params) { //this call would be made from an objects service script 0 // params: 0 pointer to mouse structure or NULL for no write to mouse @@ -966,7 +966,7 @@ int32 FN_register_frame(int32 *params) { // (27nov96 JEL) return IR_CONT; } -void Start_new_palette(void) { //Tony25Sept96 +void Start_new_palette(void) { //start layer palette fading up uint8 *screenFile; @@ -996,7 +996,7 @@ void Start_new_palette(void) { //Tony25Sept96 this_screen.new_palette = 0; } -int32 FN_update_player_stats(int32 *params) { //Tony28Nov96 +int32 FN_update_player_stats(int32 *params) { //engine needs to know certain info about the player Object_mega *ob_mega = (Object_mega *) params[0]; @@ -1016,7 +1016,7 @@ int32 FN_update_player_stats(int32 *params) { //Tony28Nov96 return IR_CONT; } -int32 FN_fade_down(int32 *params) { //Tony5Dec96 +int32 FN_fade_down(int32 *params) { // NONE means up! can only be called when screen is fully faded up - // multiple calls wont have strange effects @@ -1026,7 +1026,7 @@ int32 FN_fade_down(int32 *params) { //Tony5Dec96 return IR_CONT; } -int32 FN_fade_up(int32 *params) { //Chris 15May97 +int32 FN_fade_up(int32 *params) { WaitForFade(); if (GetFadeStatus() == RDFADE_BLACK) @@ -1051,12 +1051,12 @@ int32 FN_fade_up(int32 *params) { //Chris 15May97 // uint8 noEntries; // } _paletteHeader; -int32 FN_set_palette(int32 *params) { // James05jun97 +int32 FN_set_palette(int32 *params) { SetFullPalette(params[0]); return IR_CONT; } -void SetFullPalette(int32 palRes) { // James17jun97 +void SetFullPalette(int32 palRes) { // params 0 resource number of palette file // or 0 if it's to be the palette from the current screen diff --git a/sword2/build_display.h b/sword2/build_display.h index fa48933bd0..fa14717eff 100644 --- a/sword2/build_display.h +++ b/sword2/build_display.h @@ -22,60 +22,80 @@ #include "driver/driver96.h" +// structure filled out by each object to register its graphic printing +// requrements -typedef struct //structure filled out by each object to register its graphic printing requrements -{ - int16 x; - int16 y; - uint16 scaled_width; - uint16 scaled_height; - int16 sort_y; - uint32 anim_resource; - uint16 anim_pc; - uint16 scale; //denotes a scaling sprite at print time - and holds the scaling value for the shrink routine - uint16 layer_number; //non zero means this item is a layer - retrieve from background layer and send to special renderer - uint8 shadingFlag; // non zero means we want this frame to be affected by the shading mask - -// uint32 write_mouse_list; //if none zero the shrinker should write coordinates to this mouse_list number +typedef struct { + int16 x; + int16 y; + uint16 scaled_width; + uint16 scaled_height; + int16 sort_y; + uint32 anim_resource; + uint16 anim_pc; + // denotes a scaling sprite at print time - and holds the scaling + // value for the shrink routine + + uint16 scale; + + // non zero means this item is a layer - retrieve from background + // layer and send to special renderer + + uint16 layer_number; + + // non zero means we want this frame to be affected by the shading mask + + uint8 shadingFlag; + + // if none zero the shrinker should write coordinates to this + // mouse_list number + // uint32 write_mouse_list; } buildit; // declared externally so that debug.cpp can display these in the info -#define MAX_bgp0_sprites 6 -#define MAX_bgp1_sprites 6 -#define MAX_back_sprites 30 -#define MAX_sort_sprites 30 -#define MAX_fore_sprites 30 -#define MAX_fgp0_sprites 6 -#define MAX_fgp1_sprites 6 + +#define MAX_bgp0_sprites 6 +#define MAX_bgp1_sprites 6 +#define MAX_back_sprites 30 +#define MAX_sort_sprites 30 +#define MAX_fore_sprites 30 +#define MAX_fgp0_sprites 6 +#define MAX_fgp1_sprites 6 // declared externally so that debug.cpp can display these in the info -extern uint32 cur_bgp0; -extern uint32 cur_bgp1; -extern uint32 cur_back; -extern uint32 cur_sort; -extern uint32 cur_fore; -extern uint32 cur_fgp0; -extern uint32 cur_fgp1; + +extern uint32 cur_bgp0; +extern uint32 cur_bgp1; +extern uint32 cur_back; +extern uint32 cur_sort; +extern uint32 cur_fore; +extern uint32 cur_fgp0; +extern uint32 cur_fgp1; #ifdef _SWORD2_DEBUG extern char largest_layer_info[128]; extern char largest_sprite_info[128]; #endif -// the only build list needed externally - by layers.cpp - for adding layers to sort list +// the only build list needed externally - by layers.cpp - for adding layers +// to sort list + extern buildit sort_list[]; // function prototypes needed externally -void Reset_render_lists(void); -void Build_display(void); //Tony21Sept96 -int32 FN_fade_down(int32 *params); //Tony5Dec96 -int32 FN_fade_up(int32 *params); // Chris 15May97 -void Process_image(buildit *build_unit); // (5nov96 JEL) -void DisplayMsg( uint8 *text, int time ); // (Chris 15May97) -void RemoveMsg(void); -void SetFullPalette(int32 palRes); // James17jun97 - -extern uint32 fps; // needed by debug.cpp for displaying as part of top-screen info + +void Reset_render_lists(void); +void Build_display(void); +int32 FN_fade_down(int32 *params); +int32 FN_fade_up(int32 *params); +void Process_image(buildit *build_unit); +void DisplayMsg( uint8 *text, int time ); +void RemoveMsg(void); +void SetFullPalette(int32 palRes); + +// needed by debug.cpp for displaying as part of top-screen info + +extern uint32 fps; #endif diff --git a/sword2/controls.cpp b/sword2/controls.cpp index 75d8f95860..7e32e19eb2 100644 --- a/sword2/controls.cpp +++ b/sword2/controls.cpp @@ -1314,7 +1314,7 @@ public: } }; -uint32 Restore_control(void) { //Tony20Mar97 +uint32 Restore_control(void) { // returns 0 for no restore // 1 for restored ok @@ -1322,12 +1322,12 @@ uint32 Restore_control(void) { //Tony20Mar97 return loadDialog.run(); } -void Save_control(void) { //Tony1Apr97 not a joke +void Save_control(void) { Sword2SaveLoadDialog saveDialog(kSaveDialog); saveDialog.run(); } -void Quit_control(void) { //Tony2Apr97 +void Quit_control(void) { Sword2MiniDialog quitDialog(149618692); // quit text if (!quitDialog.run()) { @@ -1341,7 +1341,7 @@ void Quit_control(void) { //Tony2Apr97 exit(0); } -void Restart_control(void) { //Tony4Apr97 +void Restart_control(void) { uint32 temp_demo_flag; Sword2MiniDialog restartDialog(149618693); // restart text @@ -1407,9 +1407,9 @@ void Restart_control(void) { //Tony4Apr97 this_screen.new_palette = 99; } -void Control_error(char* text) { //Tony13May97 +void Control_error(char* text) { // Print a message on screen. Second parameter is duration. - DisplayMsg((uint8*) text, 0); + DisplayMsg((uint8 *) text, 0); // Wait for ESC or mouse click while (1) { @@ -1436,7 +1436,7 @@ void Control_error(char* text) { //Tony13May97 RemoveMsg(); } -int32 ReadOptionSettings(void) { //pete10Jun97 +int32 ReadOptionSettings(void) { // settings file is 9 bytes long: // 1 music volume // 2 speech volume @@ -1474,7 +1474,7 @@ int32 ReadOptionSettings(void) { //pete10Jun97 g_sound->MuteSpeech(buff[4]); g_sound->MuteFx(buff[5]); - UpdateGraphicsLevel(buff[6]); // (James13jun97) + UpdateGraphicsLevel(buff[6]); speechSelected = !buff[4]; subtitles = buff[7]; @@ -1487,7 +1487,7 @@ int32 ReadOptionSettings(void) { //pete10Jun97 return 0; } -int32 WriteOptionSettings(void) { //pete10Jun97 +int32 WriteOptionSettings(void) { uint8 buff[10]; char filename[256]; SaveFile *fp; @@ -1520,14 +1520,14 @@ int32 WriteOptionSettings(void) { //pete10Jun97 return 0; } -void Option_control(void) { //Pete6Jun97 +void Option_control(void) { Sword2OptionsDialog optionsDialog; optionsDialog.run(); return; } -void UpdateGraphicsLevel(uint8 newLevel) { // (James13jun97) +void UpdateGraphicsLevel(uint8 newLevel) { switch (newLevel) { case 0: // Lowest setting: no graphics fx diff --git a/sword2/events.cpp b/sword2/events.cpp index 2c5495c372..e98d8ecc3d 100644 --- a/sword2/events.cpp +++ b/sword2/events.cpp @@ -30,7 +30,7 @@ _event_unit event_list[MAX_events]; -void Init_event_system(void) { //Tony4Dec96 +void Init_event_system(void) { for (int j = 0; j < MAX_events; j++) { //denotes free slot event_list[j].id = 0; @@ -48,7 +48,7 @@ uint32 CountEvents(void) { return count; } -int32 FN_request_speech(int32 *params) { //Tony13Nov96 +int32 FN_request_speech(int32 *params) { // change current script - must be followed by a TERMINATE script // directive @@ -81,7 +81,7 @@ int32 FN_request_speech(int32 *params) { //Tony13Nov96 return IR_CONT; } -void Set_player_action_event(uint32 id, uint32 interact_id) { //Tony4Dec96 +void Set_player_action_event(uint32 id, uint32 interact_id) { uint32 j = 0; // if (event_list[j].id != id && event_list[j].id) @@ -112,7 +112,7 @@ void Set_player_action_event(uint32 id, uint32 interact_id) { //Tony4Dec96 event_list[j].interact_id = (interact_id * 65536) + 2; } -int32 FN_set_player_action_event(int32 *params) { //Tony10Feb97 +int32 FN_set_player_action_event(int32 *params) { // we want to intercept the player character and have him interact // with an object - from script this code is the same as the mouse // engine calls when you click on an object - here, a third party @@ -150,7 +150,7 @@ int32 FN_set_player_action_event(int32 *params) { //Tony10Feb97 return IR_CONT; } -int32 FN_send_event(int32 *params) { //Tony28Feb97 +int32 FN_send_event(int32 *params) { // we want to intercept the player character and have him interact // with an object - from script @@ -187,7 +187,7 @@ int32 FN_send_event(int32 *params) { //Tony28Feb97 return IR_CONT; } -int32 FN_check_event_waiting(int32 *params) { //Tony4Dec96 +int32 FN_check_event_waiting(int32 *params) { // returns yes/no in RESULT // no params @@ -207,7 +207,7 @@ int32 FN_check_event_waiting(int32 *params) { //Tony4Dec96 // like FN_check_event_waiting, but starts the event rather than setting // RESULT to 1 -int32 FN_check_for_event(int32 *params) { // James (04mar97) +int32 FN_check_for_event(int32 *params) { // no params for (int j = 0; j < MAX_events; j++) { @@ -227,7 +227,7 @@ int32 FN_check_for_event(int32 *params) { // James (04mar97) // combination of FN_pause & FN_check_for_event // - ie. does a pause, but also checks for event each cycle -int32 FN_pause_for_event(int32 *params) { // James (04mar97) +int32 FN_pause_for_event(int32 *params) { // returns yes/no in RESULT // params @@ -278,7 +278,7 @@ int32 FN_pause_for_event(int32 *params) { // James (04mar97) } } -uint32 Check_event_waiting(void) { //Tony4Dec96 +uint32 Check_event_waiting(void) { // returns yes/no for (int j = 0; j < MAX_events; j++) { @@ -289,7 +289,7 @@ uint32 Check_event_waiting(void) { //Tony4Dec96 return 0; } -int32 FN_clear_event(int32 *params) { //Tony11Mar97 +int32 FN_clear_event(int32 *params) { // no params // no return vaule @@ -304,7 +304,7 @@ int32 FN_clear_event(int32 *params) { //Tony11Mar97 return IR_CONT; } -void Start_event(void) { //Tony4Dec96 +void Start_event(void) { // call this from stuff like fn_walk // you must follow with a return IR_TERMINATE @@ -323,7 +323,7 @@ void Start_event(void) { //Tony4Dec96 Con_fatal_error("Start_event can't find event for id %d", ID); } -int32 FN_start_event(int32 *params) { //Tony4Dec96 +int32 FN_start_event(int32 *params) { for (int j = 0; j < MAX_events; j++) if (event_list[j].id == ID) { // run 3rd script of target object on level 1 @@ -334,12 +334,12 @@ int32 FN_start_event(int32 *params) { //Tony4Dec96 return IR_TERMINATE; } - //oh dear - stop the system + // 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 } -void Kill_all_ids_events(uint32 id) { //Tony18Dec96 +void Kill_all_ids_events(uint32 id) { for (int j = 0; j < MAX_events; j++) { if (event_list[j].id == id) { // clear the slot diff --git a/sword2/events.h b/sword2/events.h index d4fc6a632e..a0badf814a 100644 --- a/sword2/events.h +++ b/sword2/events.h @@ -20,29 +20,25 @@ #ifndef _EVENTS #define _EVENTS -//#include "src\driver96.h" #include "object.h" +typedef struct { + uint32 id; + uint32 interact_id; +} _event_unit; -typedef struct -{ - uint32 id; - uint32 interact_id; -} _event_unit; +#define MAX_events 10 -#define MAX_events 10 - -extern _event_unit event_list[MAX_events]; - -void Init_event_system(void); //Tony4Dec96 -int32 FN_set_event(int32 *params); //Tony13Nov96 -void Set_player_action_event(uint32 id, uint32 interact_id); //Tony4Dec96 -int32 FN_check_event_waiting(void); //Tony4Dec96 -void Start_event(void); //Tony4Dec96 -int32 FN_start_event(void); //Tony4Dec96 -uint32 Check_event_waiting(void); //Tony4Dec96 -void Kill_all_ids_events(uint32 id); //Tony18Dec96 -uint32 CountEvents(void); // James11july97 +extern _event_unit event_list[MAX_events]; +void Init_event_system(void); +int32 FN_set_event(int32 *params); +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); +void Kill_all_ids_events(uint32 id); +uint32 CountEvents(void); #endif 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 diff --git a/sword2/header.h b/sword2/header.h index b4caaab3c4..3285b2c1bf 100644 --- a/sword2/header.h +++ b/sword2/header.h @@ -21,68 +21,82 @@ #define _HEADER #include "common/scummsys.h" -//#include "src\driver96.h" //---------------------------------------------------------- -// SYSTEM FILE & FRAME HEADERS (23sep96 JEL) +// SYSTEM FILE & FRAME HEADERS //---------------------------------------------------------- -//#pragma pack( push ) -//#pragma pack( 1 ) - #if !defined(__GNUC__) #pragma START_PACK_STRUCTS #endif - - //---------------------------------------------------------- // ALL FILES //---------------------------------------------------------- + // Standard File Header -#define NAME_LEN 34 - -typedef struct -{ - uint8 fileType; // byte to define file type (see below) - uint8 compType; // type of file compression used ie. on whole file (see below) - uint32 compSize; // length of compressed file (ie. length on disk) - uint32 decompSize; // length of decompressed file held in memory (NB. frames still held compressed) - uint8 name[NAME_LEN]; //name of object + +#define NAME_LEN 34 + +typedef struct { + uint8 fileType; // Byte to define file type (see below) + uint8 compType; // Type of file compression used ie. + // on whole file (see below) + uint32 compSize; // Length of compressed file (ie. + // length on disk) + uint32 decompSize; // Length of decompressed file held in + // memory (NB. frames still held + // compressed) + uint8 name[NAME_LEN]; // Name of object } GCC_PACK _standardHeader; //---------------------------------------------------------- // fileType // 0 something's wrong! -#define ANIMATION_FILE 1 // all normal animations & sprites including mega-sets & font files which are the same format (but all frames always uncompressed) -#define SCREEN_FILE 2 // each contains background, palette, layer sprites, parallax layers & shading mask -#define GAME_OBJECT 3 // each contains object hub + structures + script data -#define WALK_GRID_FILE 4 // walk-grid data -#define GLOBAL_VAR_FILE 5 // all the global script variables in one file; "there can be only one" + +#define ANIMATION_FILE 1 // All normal animations & sprites + // including mega-sets & font files + // which are the same format (but all + // frames always uncompressed) +#define SCREEN_FILE 2 // Each contains background, palette, + // layer sprites, parallax layers & + // shading mask +#define GAME_OBJECT 3 // Each contains object hub + + // structures + script data +#define WALK_GRID_FILE 4 // Walk-grid data +#define GLOBAL_VAR_FILE 5 // All the global script variables in + // one file; "there can be only one" #define PARALLAX_FILE_null 6 // NOT USED -#define RUN_LIST 7 // each contains a list of object resource id's -#define TEXT_FILE 8 // each contains all the lines of text for a location or a character's conversation script -#define SCREEN_MANAGER 9 // one for each location; this contains special startup scripts -#define MOUSE_FILE 10 // mouse pointers and luggage icons (sprites in General \ Mouse pointers & Luggage icons) -#define WAV_FILE 11 // wav file -#define ICON_FILE 12 // menu icon (sprites in General \ Menu icons -#define PALETTE_FILE 13 // separate palette file (see also _paletteHeader) +#define RUN_LIST 7 // Each contains a list of object + // resource id's +#define TEXT_FILE 8 // Each contains all the lines of text + // for a location or a character's + // conversation script +#define SCREEN_MANAGER 9 // One for each location; this contains + // special startup scripts +#define MOUSE_FILE 10 // Mouse pointers and luggage icons + // (sprites in General / Mouse pointers + // & Luggage icons) +#define WAV_FILE 11 // WAV file +#define ICON_FILE 12 // Menu icon (sprites in General \ Menu + // icons +#define PALETTE_FILE 13 // separate palette file (see also + // _paletteHeader) + //---------------------------------------------------------- // compType #define NO_COMPRESSION 0 -#define FILE_COMPRESSION 1 // standard whole-file compression (not yet devised!) - -//---------------------------------------------------------- - - +#define FILE_COMPRESSION 1 // standard whole-file compression + // (not yet devised!) //---------------------------------------------------------- // (1) ANIMATION FILES //---------------------------------------------------------- -// an animation file consists of: +// an animation file consists of: +// // standard file header // animation header // a string of CDT entries (one per frame of the anim) @@ -92,71 +106,71 @@ typedef struct //---------------------------------------------------------- // Animation Header -typedef struct -{ - uint8 runTimeComp; // type of runtime compression used for the frame data (see below) - uint16 noAnimFrames; // number of frames in the anim (ie. no. of CDT entries) - uint16 feetStartX; // start coords for mega to walk to, before running anim - uint16 feetStartY; - uint8 feetStartDir; // direction to start in before running anim - uint16 feetEndX; // end coords for mega to stand at after running anim (vital if anim starts from an off-screen position, or ends in a different place from the start) - uint16 feetEndY; - uint8 feetEndDir; // direction to start in after running anim - uint16 blend; +typedef struct { + uint8 runTimeComp; // Type of runtime compression used for the + // frame data (see below) + uint16 noAnimFrames; // Number of frames in the anim (ie. no. of + // CDT entries) + uint16 feetStartX; // Start coords for mega to walk to, before + uint16 feetStartY; // running anim + uint8 feetStartDir; // Direction to start in before running anim + uint16 feetEndX; // End coords for mega to stand at after + uint16 feetEndY; // running anim (vital if anim starts from an + // off-screen position, or ends in a different + // place from the start) + uint8 feetEndDir; // Direction to start in after running anim + uint16 blend; } GCC_PACK _animHeader; //---------------------------------------------------------- // runtimeComp - compression used on each frame of the anim -#define NONE 0 // No frame compression -#define RLE256 1 // James's RLE for 256-colour sprites -#define RLE16 2 // James's RLE for 16- or 17-colour sprites - // (raw blocks have max 16 colours for 2 pixels per byte, - // so '0's are encoded only as FLAT for 17-colour sprites eg. George's mega-set) +#define NONE 0 // No frame compression +#define RLE256 1 // James's RLE for 256-colour sprites +#define RLE16 2 // James's RLE for 16- or 17-colour sprites + // (raw blocks have max 16 colours for 2 pixels + // per byte, so '0's are encoded only as FLAT + // for 17-colour sprites eg. George's mega-set) + //---------------------------------------------------------- // CDT Entry -typedef struct -{ - int16 x; // sprite x-coord OR offset to add to mega's feet x-coord to calc sprite y-coord - int16 y; // sprite y-coord OR offset to add to mega's feet y-coord to calc sprite y-coord - uint32 frameOffset; // points to start of frame header (from start of file header) - uint8 frameType; // 0=print sprite normally with top-left corner at (x,y), otherwise see below... +typedef struct { + int16 x; // sprite x-coord OR offset to add to mega's + // feet x-coord to calc sprite y-coord + int16 y; // sprite y-coord OR offset to add to mega's + // feet y-coord to calc sprite y-coord + uint32 frameOffset; // points to start of frame header (from start + // of file header) + uint8 frameType; // 0 = print sprite normally with top-left + // corner at (x,y), otherwise see below... } GCC_PACK _cdtEntry; // 'frameType' bit values -#define FRAME_OFFSET 1 // print at (feetX+x,feetY+y), with scaling according to feetY -#define FRAME_FLIPPED 2 // print the frame flipped Left->Right -#define FRAME_256_FAST 4 // Frame has been compressed using Pauls fast RLE 256 compression. +#define FRAME_OFFSET 1 // Print at (feetX + x, feetY + y), with + // scaling according to feetY +#define FRAME_FLIPPED 2 // Print the frame flipped Left->Right +#define FRAME_256_FAST 4 // Frame has been compressed using Pauls fast + // RLE 256 compression. //---------------------------------------------------------- //Frame Header -typedef struct -{ - uint32 compSize; // compressed size of frame - NB. compression type is now in Anim Header - uint16 width; // dimensions of frame - uint16 height; +typedef struct { + uint32 compSize; // Compressed size of frame - NB. compression + // type is now in Anim Header + uint16 width; // Dimensions of frame + uint16 height; } GCC_PACK _frameHeader; //---------------------------------------------------------- -// Frame Data - -// uint8 spriteData[width*height]; // one byte per pixel -//---------------------------------------------------------- - - - - - -//---------------------------------------------------------- // (2) SCREEN FILES //---------------------------------------------------------- // a screen file consists of: - +// // standard file header // multi screen header -// 4*256 bytes of palette data +// 4 * 256 bytes of palette data // 256k palette match table // 2 background parallax layers // 1 background layer with screen header @@ -166,12 +180,10 @@ typedef struct //---------------------------------------------------------- // Multi screen header -// Goes at the beginning of a screen file after the standard -// header. +// Goes at the beginning of a screen file after the standard header. // Gives offsets from start of table of each of the components -typedef struct -{ +typedef struct { uint32 palette; uint32 bg_parallax[2]; uint32 screen; @@ -184,86 +196,53 @@ typedef struct //------------------------------------------------------------ // Palette Data -typedef struct -{ - uint8 red; - uint8 green; - uint8 blue; - uint8 alpha; +typedef struct { + uint8 red; + uint8 green; + uint8 blue; + uint8 alpha; } GCC_PACK _palEntry; -#define NO_COLOURS 256 -// _palEntry palette[NO_COLOURS] - //------------------------------------------------------------ // Screen Header -typedef struct -{ - uint16 width; // dimensions of the background screen - uint16 height; - uint16 noLayers; // number of layer areas +typedef struct { + uint16 width; // dimensions of the background screen + uint16 height; + uint16 noLayers; // number of layer areas } GCC_PACK _screenHeader; //------------------------------------------------------------ -// Background Raw Bitmap - -// uint8 backgroundData[width*height]; // one byte per pixel - -//------------------------------------------------------------ // Layer Header // Note that all the layer headers are kept together, // rather than being placed before each layer mask, // in order to simplify the sort routine. -typedef struct -{ - uint16 x; // coordinates of top-left pixel of area - uint16 y; - uint16 width; - uint16 height; +typedef struct { + uint16 x; // coordinates of top-left pixel of area + uint16 y; + uint16 width; + uint16 height; uint32 maskSize; - uint32 offset; // where to find mask data (from start of standard file header) + uint32 offset; // where to find mask data (from start of + // standard file header) } GCC_PACK _layerHeader; -//------------------------------------------------------------ -// Layer Mask - -// uint8 layerData[width*height/8]; // 8 pixels to a byte - -//------------------------------------------------------------ - - - //---------------------------------------------------------- // (3) SCRIPT OBJECT FILES //---------------------------------------------------------- // a script object file consists of: - +// // standard file header // script object header // script object data //---------------------------------------------------------- -// Script Object Header - -// ??????? -// ??????? -// ??????? - -//---------------------------------------------------------- -// Script Object Data - -//---------------------------------------------------------- - - - -//---------------------------------------------------------- // (4) WALK-GRID FILES //---------------------------------------------------------- // a walk-grid file consists of: - +// // standard file header // walk-grid file header // walk-grid data @@ -271,82 +250,50 @@ typedef struct //---------------------------------------------------------- // Walk-Grid Header - taken directly from old "header.h" in STD_INC -typedef struct -{ - int32 numBars; // number of bars on the floor - int32 numNodes; // number of nodes +typedef struct { + int32 numBars; // number of bars on the floor + int32 numNodes; // number of nodes } GCC_PACK _walkGridHeader; //---------------------------------------------------------- -// Walk-Grid Data - -// ??????? - -//---------------------------------------------------------- - - - -//---------------------------------------------------------- // (5) PALETTE FILES //---------------------------------------------------------- // a palette file consists of: - +// // standard file header -// 4*256 bytes of palette data +// 4 * 256 bytes of palette data // 256k palette match table //---------------------------------------------------------- -//-------------------------------------------------------------------------------------------------- -// PCX file header -//-------------------------------------------------------------------------------------------------- -typedef struct -{ uint8 manufacturer; - uint8 version; - uint8 encoding; - uint8 bitsPerPixel; - int16 xmin,ymin; - int16 xmax,ymax; - int16 hres; - int16 vres; - char palette[48]; - char reserved; - uint8 colourPlanes; - int16 bytesPerLine; - int16 paletteType; - char filler[58]; -} GCC_PACK _PCXHEAD; -//---------------------------------------------------------- +// an object hub - which represents all that remains of the compact concept + #define TREE_SIZE 3 -typedef struct // an object hub - which represents all that remains of the compact concept -{ - int32 type; // type of object - uint32 logic_level; // what level? - uint32 logic[TREE_SIZE]; // NOT USED - uint32 script_id[TREE_SIZE]; // need this if script - uint32 script_pc[TREE_SIZE]; // need this also +typedef struct { + int32 type; // type of object + uint32 logic_level; // what level? + uint32 logic[TREE_SIZE]; // NOT USED + uint32 script_id[TREE_SIZE]; // need this if script + uint32 script_pc[TREE_SIZE]; // need this also } GCC_PACK _object_hub; -//---------------------------------------------------------- -//---------------------------------------------------------- -// (6) text module header TW -typedef struct -{ - uint32 noOfLines; //how many lines of text are there in this module -} GCC_PACK _textHeader; +// (6) text module header -//a text file has: +typedef struct { + uint32 noOfLines; // how many lines of text are there in this + // module +} GCC_PACK _textHeader; +// a text file has: +// // _standardHeader // _textHeader // look up table, to // line of text,0 // line of text,0 -//---------------------------------------------------------- - -// #pragma pack( pop ) +// ---------------------------------------------------------- #if !defined(__GNUC__) #pragma END_PACK_STRUCTS diff --git a/sword2/icons.cpp b/sword2/icons.cpp index 814bd3d560..ac04659773 100644 --- a/sword2/icons.cpp +++ b/sword2/icons.cpp @@ -30,7 +30,7 @@ uint32 total_temp = 0; menu_object master_menu_list[TOTAL_engine_pockets]; uint32 total_masters=0; -int32 FN_add_menu_object(int32 *params) { // Tony1Oct96 +int32 FN_add_menu_object(int32 *params) { // param 0 pointer to a menu_object structure to copy down // Zdebug("FN_add_menu_object icon res"); @@ -48,7 +48,7 @@ int32 FN_add_menu_object(int32 *params) { // Tony1Oct96 return IR_CONT; } -int32 FN_refresh_inventory(int32 *params) { // (James28aug97) +int32 FN_refresh_inventory(int32 *params) { // called from 'menu_look_or_combine' script in 'menu_master' object // to update the menu to display a combined object while George runs // voice-over. Note that 'object_held' must be set to the graphic of @@ -67,7 +67,7 @@ int32 FN_refresh_inventory(int32 *params) { // (James28aug97) return IR_CONT; } -void Build_top_menu(void) { // Tony19Nov96 +void Build_top_menu(void) { // create and start the inventory menu - NOW AT THE BOTTOM OF THE // SCREEN! @@ -216,7 +216,7 @@ void Build_top_menu(void) { // Tony19Nov96 ShowMenu(RDMENU_BOTTOM); } -void Build_system_menu(void) { // Tony19Mar97 +void Build_system_menu(void) { // start a fresh top system menu uint8 *icon; diff --git a/sword2/icons.h b/sword2/icons.h index aca1f0955f..44880e7633 100644 --- a/sword2/icons.h +++ b/sword2/icons.h @@ -27,14 +27,16 @@ #define TOTAL_engine_pockets (15 + 10) // +10 for overflow // define these in a script and then register them with the system + typedef struct { int32 icon_resource; // icon graphic graphic - int32 luggage_resource; // luggage icon resource (for attaching to mouse pointer) + int32 luggage_resource; // luggage icon resource (for attaching to + // mouse pointer) } menu_object; extern menu_object master_menu_list[TOTAL_engine_pockets]; -void Build_top_menu(void); // Tony19Nov96 -void Build_system_menu(void); // Tony19Mar97 +void Build_top_menu(void); +void Build_system_menu(void); #endif diff --git a/sword2/layers.cpp b/sword2/layers.cpp index 187f78c480..be8a26479b 100644 --- a/sword2/layers.cpp +++ b/sword2/layers.cpp @@ -32,19 +32,19 @@ #include "layers.h" #include "protocol.h" #include "resman.h" -#include "sound.h" // (James22july97) for Clear_fx_queue() called from FN_init_background() +#include "sound.h" // for Clear_fx_queue() called from FN_init_background() // this_screen describes the current back buffer and its in-game scroll // positions, etc. screen_info this_screen; -int32 FN_init_background(int32 *params) { // Tony11Sept96 - // param 0 res id of normal background layer - cannot be 0 - // param 1 1 yes 0 no for a new palette +int32 FN_init_background(int32 *params) { + // params: 0 res id of normal background layer - cannot be 0 + // 1 1 yes 0 no for a new palette // this screen defines the size of the back buffer - _multiScreenHeader *screenLayerTable; // James 06feb97 + _multiScreenHeader *screenLayerTable; _screenHeader *screen_head; _layerHeader *layer; _spriteInfo spriteInfo; @@ -66,7 +66,7 @@ int32 FN_init_background(int32 *params) { // Tony11Sept96 //-------------------------------------- #endif - // stop all fx & clears the queue (James22july97) + // stop all fx & clears the queue Clear_fx_queue(); #ifdef _SWORD2_DEBUG @@ -80,14 +80,14 @@ int32 FN_init_background(int32 *params) { // Tony11Sept96 // if the screen is still fading down then wait for black WaitForFade(); - // if last screen was using a shading mask (see below) (James 08apr97) + // if last screen was using a shading mask (see below) if (this_screen.mask_flag) { rv = CloseLightMask(); if (rv) ExitWithReport("Driver Error %.8x [%s line %u]", rv, __FILE__, __LINE__); } - // New stuff for faster screen drivers (James 06feb97) + // New stuff for faster screen drivers // for drivers: close the previous screen if one is open if (this_screen.background_layer_id) @@ -208,8 +208,8 @@ int32 FN_init_background(int32 *params) { // Tony11Sept96 // called from FN_init_background & also from control panel -void SetUpBackgroundLayers(void) { // James(13jun97) - _multiScreenHeader *screenLayerTable; // James 06feb97 +void SetUpBackgroundLayers(void) { + _multiScreenHeader *screenLayerTable; _screenHeader *screen_head; uint8 *file; int i; diff --git a/sword2/layers.h b/sword2/layers.h index daf15926ce..2ab1bc4a4f 100644 --- a/sword2/layers.h +++ b/sword2/layers.h @@ -23,37 +23,35 @@ #include "memory.h" typedef struct { - uint16 scroll_offset_x; // position x - uint16 scroll_offset_y; // position y - uint16 max_scroll_offset_x; // calc'ed in FN_init_background + uint16 scroll_offset_x; // Position x + uint16 scroll_offset_y; // Position y + uint16 max_scroll_offset_x; // Calc'ed in FN_init_background uint16 max_scroll_offset_y; - // feet coordinates to use - cant just fetch the player compact anymore - int16 player_feet_x; - int16 player_feet_y; - // special offset-to-player position - tweek as desired - always set - // in screen manager object startup - int16 feet_x; - int16 feet_y; - // size of background layer - hence size of back buffer itself (Paul - // actually malloc's it) - uint16 screen_wide; - uint16 screen_deep; - uint32 background_layer_id; // id of the normal background layer - // from the header of the main background layer + int16 player_feet_x; // Feet coordinates to use - cant just + int16 player_feet_y; // fetch the player compact anymore + int16 feet_x; // Special offset-to-player position - + int16 feet_y; // tweek as desired - always set in + // screen manager object startup + uint16 screen_wide; // Size of background layer - hence + uint16 screen_deep; // size of back buffer itself (Paul + // actually malloc's it) + uint32 background_layer_id; // Id of the normal background layer + // from the header of the main + // background layer uint16 number_of_layers; - // set to non zero to start the palette held within layer file fading - // up after a build_display - uint8 new_palette; - uint8 scroll_flag; // scroll mode 0 off 1 on - uint8 mask_flag; // using shading mask + uint8 new_palette; // Set to non zero to start the + // palette held within layer file + // fading up after a build_display + uint8 scroll_flag; // Scroll mode 0 off 1 on + uint8 mask_flag; // Using shading mask } screen_info; extern screen_info this_screen; -int32 FN_init_background(int32 *params); // Tony11Sept96 +int32 FN_init_background(int32 *params); -// James(13jun97) // called from control panel (as well as inside FN_init_background) + void SetUpBackgroundLayers(void); #endif diff --git a/sword2/logic.cpp b/sword2/logic.cpp index 893305014c..6d69a28e92 100644 --- a/sword2/logic.cpp +++ b/sword2/logic.cpp @@ -29,17 +29,17 @@ logic LLogic; -#define LEVEL (cur_object_hub->logic_level) +#define LEVEL (cur_object_hub->logic_level) // this must allow for the largest number of objects in a screen -#define OBJECT_KILL_LIST_SIZE 50 +#define OBJECT_KILL_LIST_SIZE 50 uint32 object_kill_list[OBJECT_KILL_LIST_SIZE]; // keeps note of no. of objects in the kill list uint32 kills = 0; -int logic::Process_session(void) { // Tony6June96 (first run 21Oct96) +int logic::Process_session(void) { // do one cycle of the current session uint32 run_list; @@ -215,7 +215,7 @@ int logic::Process_session(void) { // Tony6June96 (first run 21Oct96) return 1; } -void logic::Express_change_session(uint32 sesh_id) { // Tony6June96 +void logic::Express_change_session(uint32 sesh_id) { // a game-object can bring an immediate halt to the session and cause // a new one to start without a screen update @@ -244,7 +244,7 @@ void logic::Express_change_session(uint32 sesh_id) { // Tony6June96 FreeAllRouteMem(); } -void logic::Natural_change_session(uint32 sesh_id) { // Tony7June96 +void logic::Natural_change_session(uint32 sesh_id) { // a new session will begin next game cycle. // the current cycle will conclude and build the screen and flip // into view as normal @@ -253,7 +253,7 @@ void logic::Natural_change_session(uint32 sesh_id) { // Tony7June96 current_run_list = sesh_id; } -uint32 logic::Return_run_list(void) { // Tony18Sept96 +uint32 logic::Return_run_list(void) { // pass back the private cur_object_list variable - not sure we need // this @@ -261,7 +261,7 @@ uint32 logic::Return_run_list(void) { // Tony18Sept96 return current_run_list; } -int32 FN_set_session(int32 *params) { // Tony29Oct96 +int32 FN_set_session(int32 *params) { // used by player invoked start scripts // param 0 id of new run list @@ -270,7 +270,7 @@ int32 FN_set_session(int32 *params) { // Tony29Oct96 return IR_CONT; } -int32 FN_end_session(int32 *params) { // Tony21Sept96 +int32 FN_end_session(int32 *params) { // causes no more objects in this logic loop to be processed // the logic engine will restart at the beginning of the new list // !!the current screen will not be drawn!! @@ -285,7 +285,7 @@ int32 FN_end_session(int32 *params) { // Tony21Sept96 return IR_STOP; } -void logic::Logic_up(uint32 new_script) { // Tony23Sept96 +void logic::Logic_up(uint32 new_script) { // move the current object up a level // called by FN_gosub command - remember, only the logic object has // access to cur_object_hub @@ -305,7 +305,7 @@ void logic::Logic_up(uint32 new_script) { // Tony23Sept96 cur_object_hub->script_pc[cur_object_hub->logic_level] = new_script & 0xffff; } -void logic::Logic_one(uint32 new_script) { // Tony4Dec96 +void logic::Logic_one(uint32 new_script) { // force to level one cur_object_hub->logic_level = 1; @@ -315,7 +315,7 @@ void logic::Logic_one(uint32 new_script) { // Tony4Dec96 cur_object_hub->script_pc[1] = new_script & 0xffff; } -void logic::Logic_replace(uint32 new_script) { // Tony13Nov96 +void logic::Logic_replace(uint32 new_script) { // change current logic - script must quit with a TERMINATE directive // - which does not write to &pc @@ -324,7 +324,7 @@ void logic::Logic_replace(uint32 new_script) { // Tony13Nov96 cur_object_hub->script_pc[cur_object_hub->logic_level] = new_script & 0xffff; } -uint32 logic::Examine_run_list(void) { // Tony25Oct96 +uint32 logic::Examine_run_list(void) { uint32 *game_object_list; _standardHeader *file_header; int scrolls = 0; @@ -373,7 +373,7 @@ uint32 logic::Examine_run_list(void) { // Tony25Oct96 return 1; } -void logic::Total_restart(void) { // Tony18Sept96 +void logic::Total_restart(void) { // reset the object restart script 1 on level 0 cur_object_hub->logic_level = 0; @@ -383,7 +383,7 @@ void logic::Total_restart(void) { // Tony18Sept96 cur_object_hub->script_pc[0] = 1; } -int32 FN_total_restart(int32 *params) { // Tony5Dec96 +int32 FN_total_restart(int32 *params) { // mega runs this to restart its base logic again - like being cached // in again @@ -393,7 +393,7 @@ int32 FN_total_restart(int32 *params) { // Tony5Dec96 return IR_TERMINATE; } -int32 FN_add_to_kill_list(int32 *params) { //James9jan97 +int32 FN_add_to_kill_list(int32 *params) { // call *once* from object's logic script - ie. in startup code // - so not re-called every time script drops off & restarts! @@ -443,13 +443,13 @@ int32 FN_add_to_kill_list(int32 *params) { //James9jan97 return IR_CONT; } -void logic::Process_kill_list(void) { // Tony10Jan97 +void logic::Process_kill_list(void) { for (uint32 j = 0; j < kills; j++) res_man.Remove_res(object_kill_list[j]); kills = 0; } -void logic::Reset_kill_list(void) { // James 25mar97 +void logic::Reset_kill_list(void) { kills = 0; } diff --git a/sword2/logic.h b/sword2/logic.h index 616e4a5fa2..5f374a3267 100644 --- a/sword2/logic.h +++ b/sword2/logic.h @@ -48,7 +48,7 @@ public: void Logic_one(uint32 new_script); void Total_restart(void); uint32 Examine_run_list(void); - void Reset_kill_list(void); // James 25mar97 + void Reset_kill_list(void); private: // denotes the res id of the game-object-list in current use @@ -65,6 +65,6 @@ private: extern logic LLogic; -int32 FN_add_to_kill_list(int32 *params); // James9jan97 +int32 FN_add_to_kill_list(int32 *params); #endif diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp index c5046ad89b..1e721dfa2d 100644 --- a/sword2/maketext.cpp +++ b/sword2/maketext.cpp @@ -466,7 +466,7 @@ void Init_text_bloc_system(void) { //Tony16Oct96 // blocs are read and blitted at render time choose alignment type // RDSPR_DISPLAYALIGN or 0 -uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) { // Tony31Oct96 +uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) { uint32 j = 0; _frameHeader *frame_head; int16 text_left_margin; @@ -564,9 +564,7 @@ uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, return j + 1; } -// PC Version of Print_text_blocs - -void Print_text_blocs(void) { // Tony16Oct96 +void Print_text_blocs(void) { //called by build_display _frameHeader *frame; @@ -597,7 +595,7 @@ void Print_text_blocs(void) { // Tony16Oct96 } } -void Kill_text_bloc(uint32 bloc_number) { // Tony18Oct96 +void Kill_text_bloc(uint32 bloc_number) { //back to real bloc_number--; @@ -622,7 +620,7 @@ void Kill_text_bloc(uint32 bloc_number) { // Tony18Oct96 #define SAVE_LINE_NO 1 -void InitialiseFontResourceFlags(void) { // (James31july97) +void InitialiseFontResourceFlags(void) { uint8 *textFile, *textLine; uint8 language; @@ -669,7 +667,7 @@ void InitialiseFontResourceFlags(void) { // (James31july97) // called from the above function, and also from console.cpp -void InitialiseFontResourceFlags(uint8 language) { // (James31july97) +void InitialiseFontResourceFlags(uint8 language) { switch (language) { case FINNISH_TEXT: // special Finnish fonts speech_font_id = FINNISH_SPEECH_FONT_ID; diff --git a/sword2/mem_view.cpp b/sword2/mem_view.cpp index 22885c4b2a..7ae9663da2 100644 --- a/sword2/mem_view.cpp +++ b/sword2/mem_view.cpp @@ -25,12 +25,11 @@ #include "mem_view.h" #include "memory.h" #include "resman.h" -#include "sword2.h" // (James11aug97) for CloseGame() // has to be global because a local in Fetch_mem_owner is destroyed on exit char buf[50]; -void Console_mem_display(void) { // Tony13Aug96 +void Console_mem_display(void) { int pass, found_end, k, j, free = 0; _standardHeader *file_header; int scrolls = 0; @@ -123,7 +122,7 @@ void Console_mem_display(void) { // Tony13Aug96 (free * 100) / total_free_memory); } -const char *Fetch_mem_owner(uint32 uid) { //Tony3June96 +const char *Fetch_mem_owner(uint32 uid) { switch (uid) { case UID_memman: return "MEMMAN"; @@ -149,7 +148,7 @@ const char *Fetch_mem_owner(uint32 uid) { //Tony3June96 } } -void Create_mem_string(char *string) { // James (21oct96 updated 4dec96) +void Create_mem_string(char *string) { int blockNo = base_mem_block; int blocksUsed = 0; int mem_free = 0; diff --git a/sword2/mem_view.h b/sword2/mem_view.h index f8047c7f78..73e4efefc7 100644 --- a/sword2/mem_view.h +++ b/sword2/mem_view.h @@ -21,7 +21,7 @@ #define MEMVIEW_H const char *Fetch_mem_owner(uint32 uid); -void Console_mem_display(void); // Tony (13Aug96) -void Create_mem_string(char *string); // James (21oct96 updated 4dec96) +void Console_mem_display(void); +void Create_mem_string(char *string); #endif diff --git a/sword2/memory.cpp b/sword2/memory.cpp index af581b2e77..7ad9e4000b 100644 --- a/sword2/memory.cpp +++ b/sword2/memory.cpp @@ -69,7 +69,7 @@ void Close_memory_manager(void) { // Tony2Oct96 free(free_memman); } -void Init_memory_manager(void) { // Tony9April96 +void Init_memory_manager(void) { uint32 j; uint8 *memory_base; @@ -118,7 +118,7 @@ void Init_memory_manager(void) { // Tony9April96 // This is the low-level memory allocator -mem *Talloc(uint32 size, uint32 type, uint32 unique_id) { // Tony10Apr96 +mem *Talloc(uint32 size, uint32 type, uint32 unique_id) { // allocate a block of memory - locked or float // returns 0 if fails to allocate the memory @@ -252,7 +252,7 @@ mem *Talloc(uint32 size, uint32 type, uint32 unique_id) { // Tony10Apr96 return &mem_list[nu_block]; } -void Free_mem(mem *block) { // Tony10Apr96 +void Free_mem(mem *block) { // kill a block of memory - which was presumably floating or locked // once you've done this the memory may be recycled @@ -264,7 +264,7 @@ void Free_mem(mem *block) { // Tony10Apr96 #endif } -void Float_mem(mem *block) { // Tony10Apr96 +void Float_mem(mem *block) { // set a block to float // wont be trashed but will move around in memory @@ -275,7 +275,7 @@ void Float_mem(mem *block) { // Tony10Apr96 #endif } -void Lock_mem(mem *block) { // Tony11Apr96 +void Lock_mem(mem *block) { // set a block to lock // wont be moved - don't lock memory for any longer than necessary // unless you know the locked memory is at the bottom of the heap @@ -290,7 +290,7 @@ void Lock_mem(mem *block) { // Tony11Apr96 #endif } -int32 Defrag_mem(uint32 req_size) { // Tony10Apr96 +int32 Defrag_mem(uint32 req_size) { // moves floating blocks down and/or merges free blocks until a large // enough space is found or there is nothing left to do and a big // enough block cannot be found we stop when we find/create a large @@ -449,7 +449,7 @@ int32 Defrag_mem(uint32 req_size) { // Tony10Apr96 return -1; //no luck, couldn't find a big enough block } -void Mem_debug(void) { //Tony11Apr96 +void Mem_debug(void) { // gets called with Talloc, Mem_free, Mem_lock & Mem_float if // MEMDEBUG has been #defined otherwise can be called at any time // anywhere else @@ -487,7 +487,7 @@ void Mem_debug(void) { //Tony11Apr96 } while (j != -1); } -mem *Twalloc(uint32 size, uint32 type, uint32 unique_id) { // tony12Feb97 +mem *Twalloc(uint32 size, uint32 type, uint32 unique_id) { // the high level Talloc // can ask the resman to remove old resources to make space - will // either do it or halt the system @@ -527,7 +527,7 @@ mem *Twalloc(uint32 size, uint32 type, uint32 unique_id) { // tony12Feb97 // Maximum allowed wasted memory. #define MAX_WASTAGE 51200 -int32 VirtualDefrag(uint32 size) { // Chris - 07 April '97 +int32 VirtualDefrag(uint32 size) { // Virutually defrags memory... // // Used to determine if there is potentially are large enough free diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index 40acb13022..c63272d517 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -29,12 +29,12 @@ #include "interpreter.h" #include "layers.h" #include "maketext.h" -#include "mouse.h" //assure integrety +#include "mouse.h" #include "object.h" #include "protocol.h" #include "resman.h" #include "sound.h" -#include "sword2.h" // for PauseGame() & UnpauseGame() +#include "sword2.h" // pointer resource id's @@ -111,14 +111,14 @@ void Monitor_player_activity(void); void No_human(void); -void Reset_mouse_list(void) { // Tony26Sept96 +void Reset_mouse_list(void) { // call at beginning of gameloop cur_mouse = 1; } -void Mouse_engine(void) { // Tony30Sept96 - Monitor_player_activity(); // James23july97 - ClearPointerText(); // James16jun97 +void Mouse_engine(void) { + Monitor_player_activity(); + ClearPointerText(); if (DEAD) { //George is dead ;) if (mouse_mode != MOUSE_system_menu) { @@ -132,7 +132,7 @@ void Mouse_engine(void) { // Tony30Sept96 } Set_mouse(NORMAL_MOUSE_ID); - Build_system_menu(); // Tony19Mar97 + Build_system_menu(); } System_menu(); return; @@ -167,7 +167,7 @@ void Mouse_engine(void) { // Tony30Sept96 } } -void System_menu(void) { // Tony19Mar97 +void System_menu(void) { uint32 safe_looping_music_id; _mouseEvent *me; int j, hit; @@ -321,7 +321,7 @@ void System_menu(void) { // Tony19Mar97 } } -void Drag_mouse(void) { // Tony21Nov96 +void Drag_mouse(void) { _mouseEvent *me; uint32 pos; // uint32 null_pc = 1; //script 1 is combine script @@ -440,7 +440,7 @@ void Drag_mouse(void) { // Tony21Nov96 } } -void Top_menu_mouse(void) { // Tony3Oct96 +void Top_menu_mouse(void) { // top menu is down _mouseEvent *me; @@ -531,7 +531,7 @@ void Top_menu_mouse(void) { // Tony3Oct96 } } -void Normal_mouse(void) { // Tony30Sept96 +void Normal_mouse(void) { // The gane is playing and none of the menus are activated - but, we // need to check if the top menu is to start. Note, wont have luggage @@ -550,7 +550,7 @@ void Normal_mouse(void) { // Tony30Sept96 // reset mouse cursor - in case we're between mice Set_mouse(NORMAL_MOUSE_ID); - Build_system_menu(); //Tony19Mar97 + Build_system_menu(); } if (mousey > 399 && !menu_status && !mouse_mode_locked) { @@ -709,7 +709,7 @@ void Normal_mouse(void) { // Tony30Sept96 #endif } -void Mouse_on_off(void) { // Tony30Sept96 +void Mouse_on_off(void) { // this handles the cursor graphic when moving on and off mouse areas // it also handles the luggage thingy @@ -806,7 +806,7 @@ void Mouse_on_off(void) { // Tony30Sept96 // screens } -void Set_mouse(uint32 res) { // (4dec96 JEL) +void Set_mouse(uint32 res) { uint8 *icon; uint32 len; @@ -832,7 +832,7 @@ void Set_mouse(uint32 res) { // (4dec96 JEL) } } -void Set_luggage(uint32 res) { //Tony26Nov96 +void Set_luggage(uint32 res) { uint8 *icon; uint32 len; @@ -849,7 +849,7 @@ void Set_luggage(uint32 res) { //Tony26Nov96 SetLuggageAnim(NULL, 0); } -uint32 Check_mouse_list(void) { // Tony30Sept96 +uint32 Check_mouse_list(void) { int32 priority = 0; uint32 j = 1; @@ -871,7 +871,7 @@ uint32 Check_mouse_list(void) { // Tony30Sept96 if (mouse_list[j].pointer == USE) mouse_list[j].pointer = CROSHAIR; - CreatePointerText(mouse_list[j].pointer_text, mouse_list[j].pointer); // James16jun97 + CreatePointerText(mouse_list[j].pointer_text, mouse_list[j].pointer); // return pointer type return(mouse_list[j].pointer); @@ -894,7 +894,7 @@ uint32 Check_mouse_list(void) { // Tony30Sept96 #define POINTER_TEXT_WIDTH 640 // just in case! #define POINTER_TEXT_PEN 184 // white -void CreatePointerText(uint32 textId, uint32 pointerRes) { // James16jun97 +void CreatePointerText(uint32 textId, uint32 pointerRes) { uint32 local_text; uint32 text_res; uint8 *text; @@ -1050,7 +1050,7 @@ void CreatePointerText(uint32 textId, uint32 pointerRes) { // James16jun97 } } -void ClearPointerText(void) { // James16jun97 +void ClearPointerText(void) { if (pointer_text_bloc_no) { Kill_text_bloc(pointer_text_bloc_no); pointer_text_bloc_no = 0; @@ -1060,7 +1060,7 @@ void ClearPointerText(void) { // James16jun97 int32 FN_no_human(int32 *params) { // Tony30Sept96 // param none - // for logic scripts (James21may97) + // for logic scripts MOUSE_AVAILABLE = 0; ClearPointerText(); @@ -1088,12 +1088,12 @@ int32 FN_no_human(int32 *params) { // Tony30Sept96 return IR_CONT; } -void No_human(void) { // Tony4June97 +void No_human(void) { // leaves the menus open // used by the system when clicking right on a menu item to examine // it and when combining objects - // for logic scripts (James21may97) + // for logic scripts MOUSE_AVAILABLE = 0; // human/mouse off @@ -1103,10 +1103,10 @@ void No_human(void) { // Tony4June97 Set_luggage(0); } -int32 FN_add_human(int32 *params) { // Tony30Sept96 +int32 FN_add_human(int32 *params) { // param none - // for logic scripts (James21may97) + // for logic scripts MOUSE_AVAILABLE = 1; //off @@ -1119,7 +1119,7 @@ int32 FN_add_human(int32 *params) { // Tony30Sept96 CLICKED_ID = 0; // this is now done outside the OBJECT_HELD check in case it's set to - // zero before now! (James 10july97) + // zero before now! // unlock the mouse from possible large object lock situtations - see // syphon in rm 3 @@ -1178,7 +1178,7 @@ int32 FN_add_human(int32 *params) { // Tony30Sept96 return IR_CONT; } -int32 FN_register_mouse(int32 *params) { // Tony29Oct96 +int32 FN_register_mouse(int32 *params) { // this call would be made from an objects service script 0 // the object would be one with no graphic but with a mouse - i.e. a // floor or one whose mouse area is manually defined rather than @@ -1239,7 +1239,7 @@ int32 FN_register_mouse(int32 *params) { // Tony29Oct96 // ie. before FN_register_mouse or FN_register_frame // - best if kept at very top of service script -int32 FN_register_pointer_text(int32 *params) { // James16jun97 +int32 FN_register_pointer_text(int32 *params) { // param 0 local id of text line to use as pointer text #ifdef _SWORD2_DEBUG @@ -1256,7 +1256,7 @@ int32 FN_register_pointer_text(int32 *params) { // James16jun97 return IR_CONT; } -int32 FN_blank_mouse(int32 *params) { //Tony29Oct96 +int32 FN_blank_mouse(int32 *params) { //set mouse to normal pointer - used in speech //no params @@ -1264,7 +1264,7 @@ int32 FN_blank_mouse(int32 *params) { //Tony29Oct96 return IR_CONT; } -int32 FN_init_floor_mouse(int32 *params) { // James29nov96 +int32 FN_init_floor_mouse(int32 *params) { // params 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; @@ -1281,10 +1281,9 @@ int32 FN_init_floor_mouse(int32 *params) { // James29nov96 return IR_CONT; } -// James13feb97 (updated by James 25mar97) -#define SCROLL_MOUSE_WIDTH 20 +#define SCROLL_MOUSE_WIDTH 20 -int32 FN_set_scroll_left_mouse(int32 *params) { // James13feb97 +int32 FN_set_scroll_left_mouse(int32 *params) { // params 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; @@ -1308,7 +1307,7 @@ int32 FN_set_scroll_left_mouse(int32 *params) { // James13feb97 return IR_CONT; } -int32 FN_set_scroll_right_mouse(int32 *params) { // James13feb97 +int32 FN_set_scroll_right_mouse(int32 *params) { // params 0 pointer to object's mouse structure Object_mouse *ob_mouse = (Object_mouse *) params[0]; @@ -1332,7 +1331,7 @@ int32 FN_set_scroll_right_mouse(int32 *params) { // James13feb97 return IR_CONT; } -int32 FN_set_object_held(int32 *params) { //tony19May97 +int32 FN_set_object_held(int32 *params) { // params 0 luggage icon to set Set_luggage(params[0]); @@ -1349,12 +1348,12 @@ int32 FN_set_object_held(int32 *params) { //tony19May97 // called from speech scripts to remove the chooser bar when it's not // appropriate to keep it displayed -int32 FN_remove_chooser(int32 *params) { // James13aug97 +int32 FN_remove_chooser(int32 *params) { HideMenu(RDMENU_BOTTOM); return(IR_CONT); } -int32 FN_disable_menu(int32 *params) { // Tony1Oct96 +int32 FN_disable_menu(int32 *params) { // mode locked - no top menu available mouse_mode_locked = 1; mouse_mode = MOUSE_normal; @@ -1365,13 +1364,13 @@ int32 FN_disable_menu(int32 *params) { // Tony1Oct96 return IR_CONT; } -int32 FN_enable_menu(int32 *params) { // tony4June97 +int32 FN_enable_menu(int32 *params) { //mode locked - no top menu available mouse_mode_locked = 0; return IR_CONT; } -int32 FN_check_player_activity(int32 *params) { // James23july97 +int32 FN_check_player_activity(int32 *params) { // Used to decide when to trigger music cues described as "no player // activity for a while" @@ -1393,7 +1392,7 @@ int32 FN_check_player_activity(int32 *params) { // James23july97 return IR_CONT; } -int32 FN_reset_player_activity_delay(int32 *params) { // James23july97 +int32 FN_reset_player_activity_delay(int32 *params) { // Use if you want to deliberately reset the "no player activity" // counter for any reason // no params @@ -1402,7 +1401,7 @@ int32 FN_reset_player_activity_delay(int32 *params) { // James23july97 return IR_CONT; } -void Monitor_player_activity(void) { // James23july97 +void Monitor_player_activity(void) { // if there is at least one mouse event outstanding if (CheckForMouseEvents()) { // reset activity delay counter diff --git a/sword2/protocol.cpp b/sword2/protocol.cpp index 223ecc8a0e..ace0eeee0b 100644 --- a/sword2/protocol.cpp +++ b/sword2/protocol.cpp @@ -30,7 +30,7 @@ // Returns a pointer to the first palette entry, given the pointer to the // start of the screen file. -uint8 *FetchPalette(uint8 *screenFile) { // Chris 04Oct96 +uint8 *FetchPalette(uint8 *screenFile) { uint8 *palette; _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); @@ -52,7 +52,7 @@ uint8 *FetchPalette(uint8 *screenFile) { // Chris 04Oct96 // Returns a pointer to the start of the palette match table, given the // pointer to the start of the screen file. -uint8 *FetchPaletteMatchTable(uint8 *screenFile) { // James 09dec96 +uint8 *FetchPaletteMatchTable(uint8 *screenFile) { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); return (uint8 *) mscreenHeader + mscreenHeader->paletteTable; @@ -61,7 +61,7 @@ uint8 *FetchPaletteMatchTable(uint8 *screenFile) { // James 09dec96 // Returns a pointer to the screen header, given the pointer to the start of // the screen file. -_screenHeader *FetchScreenHeader(uint8 *screenFile) { // Chris 04Oct96 +_screenHeader *FetchScreenHeader(uint8 *screenFile) { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); _screenHeader *screenHeader = (_screenHeader*) ((uint8 *) mscreenHeader + mscreenHeader->screen); @@ -90,7 +90,7 @@ _layerHeader *FetchLayerHeader(uint8 *screenFile, uint16 layerNo) { // Chris 04O // Returns a pointer to the start of the shading mask, given the pointer to // the start of the screen file. -uint8 *FetchShadingMask(uint8 *screenFile) { // James 08apr97 +uint8 *FetchShadingMask(uint8 *screenFile) { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); return (uint8 *) mscreenHeader + mscreenHeader->maskOffset; @@ -99,7 +99,7 @@ uint8 *FetchShadingMask(uint8 *screenFile) { // James 08apr97 // Returns a pointer to the anim header, given the pointer to the start of // the anim file. -_animHeader *FetchAnimHeader(uint8 *animFile) { // (25sep96JEL) +_animHeader *FetchAnimHeader(uint8 *animFile) { return (_animHeader *) (animFile + sizeof(_standardHeader)); } @@ -107,7 +107,7 @@ _animHeader *FetchAnimHeader(uint8 *animFile) { // (25sep96JEL) // pointer to the start of the anim file. Drops out if the requested frame // number exceeds the number of frames in this anim. -_cdtEntry *FetchCdtEntry(uint8 *animFile, uint16 frameNo) { // Chris 09Oct96 +_cdtEntry *FetchCdtEntry(uint8 *animFile, uint16 frameNo) { _animHeader *animHead = FetchAnimHeader(animFile); #ifdef _SWORD2_DEBUG @@ -122,14 +122,14 @@ _cdtEntry *FetchCdtEntry(uint8 *animFile, uint16 frameNo) { // Chris 09Oct96 // pointer to the start of the anim file. Drops out if the requested frame // number exceeds the number of frames in this anim -_frameHeader *FetchFrameHeader(uint8 *animFile, uint16 frameNo) { // James 31oct96 +_frameHeader *FetchFrameHeader(uint8 *animFile, uint16 frameNo) { // required address = (address of the start of the anim header) + frameOffset return (_frameHeader *) (animFile + sizeof(_standardHeader) + FetchCdtEntry(animFile, frameNo)->frameOffset); } // Returns a pointer to the requested parallax layer data. -_parallax *FetchBackgroundParallaxLayer(uint8 *screenFile, int layer) { // Chris 04Oct96 +_parallax *FetchBackgroundParallaxLayer(uint8 *screenFile, int layer) { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); #ifdef _SWORD2_DEBUG @@ -140,7 +140,7 @@ _parallax *FetchBackgroundParallaxLayer(uint8 *screenFile, int layer) { // Chris return (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->bg_parallax[layer]); } -_parallax *FetchBackgroundLayer(uint8 *screenFile) { // Chris 04Oct96 +_parallax *FetchBackgroundLayer(uint8 *screenFile) { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); #ifdef _SWORD2_DEBUG @@ -151,7 +151,7 @@ _parallax *FetchBackgroundLayer(uint8 *screenFile) { // Chris 04Oct96 return (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->screen + sizeof(_screenHeader)); } -_parallax *FetchForegroundParallaxLayer(uint8 *screenFile, int layer) { // Chris 04Oct96 +_parallax *FetchForegroundParallaxLayer(uint8 *screenFile, int layer) { _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader)); #ifdef _SWORD2_DEBUG @@ -164,13 +164,13 @@ _parallax *FetchForegroundParallaxLayer(uint8 *screenFile, int layer) { // Chris uint8 errorLine[128]; -uint8 *FetchTextLine(uint8 *file, uint32 text_line) { // Tony24Oct96 +uint8 *FetchTextLine(uint8 *file, uint32 text_line) { _standardHeader *fileHeader; uint32 *point; _textHeader *text_header = (_textHeader *) (file + sizeof(_standardHeader)); - if (text_line >= text_header->noOfLines) { // (James08aug97) + if (text_line >= text_header->noOfLines) { fileHeader = (_standardHeader*)file; sprintf((char*) errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, fileHeader->name, text_header->noOfLines - 1); @@ -190,7 +190,7 @@ uint8 *FetchTextLine(uint8 *file, uint32 text_line) { // Tony24Oct96 // Used for testing text & speech (see FN_I_speak in speech.cpp) -uint8 CheckTextLine(uint8 *file, uint32 text_line) { // (James26jun97) +uint8 CheckTextLine(uint8 *file, uint32 text_line) { _textHeader *text_header = (_textHeader *) (file + sizeof(_standardHeader)); // out of range => invalid @@ -201,7 +201,7 @@ uint8 CheckTextLine(uint8 *file, uint32 text_line) { // (James26jun97) return 1; } -uint8 *FetchObjectName(int32 resourceId) { // James15jan97 +uint8 *FetchObjectName(int32 resourceId) { _standardHeader *header; header = (_standardHeader*) res_man.Res_open(resourceId); diff --git a/sword2/protocol.h b/sword2/protocol.h index b355ea1ae7..81f42de3aa 100644 --- a/sword2/protocol.h +++ b/sword2/protocol.h @@ -17,7 +17,7 @@ * $Header$ */ -//the usual suspects (the usual suspicions) +// the usual suspects (the usual suspicions) #ifndef _PROTOCOL #define _PROTOCOL diff --git a/sword2/resman.cpp b/sword2/resman.cpp index 7335f20353..4873cf7e64 100644 --- a/sword2/resman.cpp +++ b/sword2/resman.cpp @@ -90,7 +90,7 @@ typedef struct { // --------------------------------------------------------------------------- -void resMan::InitResMan(void) { //Tony29May96 +void resMan::InitResMan(void) { // We read in the resource info which tells us the names of the // resource cluster files ultimately, although there might be groups // within the clusters at this point it makes no difference. We only @@ -256,7 +256,7 @@ char *resMan::GetCdPath(void) { return cdPath; } -void resMan::Close_ResMan(void) { //Tony29May96 +void resMan::Close_ResMan(void) { // free up our mallocs free(resList); free(age); @@ -448,7 +448,7 @@ void convertEndian(uint8 *file, uint32 len) { } } -uint8 *resMan::Res_open(uint32 res) { //BHTony30May96 +uint8 *resMan::Res_open(uint32 res) { // returns ad of resource. Loads if not in memory // retains a count // resource can be aged out of memory if count = 0 @@ -583,7 +583,7 @@ uint8 *resMan::Res_open(uint32 res) { //BHTony30May96 return (uint8 *) resList[res]->ad; } -uint8 resMan::Res_check_valid(uint32 res) { // James 12mar97 +uint8 resMan::Res_check_valid(uint32 res) { // returns '1' if resource is valid, otherwise returns '0' // used in startup.cpp to ignore invalid screen-manager resources @@ -604,7 +604,7 @@ uint8 resMan::Res_check_valid(uint32 res) { // James 12mar97 return 1; } -void resMan::Res_next_cycle(void) { //Tony8Feb97 +void resMan::Res_next_cycle(void) { // increment the cycle and calculate actual per-cycle memory useage #ifdef _SWORD2_DEBUG @@ -634,12 +634,12 @@ void resMan::Res_next_cycle(void) { //Tony8Feb97 resTime++; } -uint32 resMan::Res_fetch_useage(void) { //Tony8Feb97 +uint32 resMan::Res_fetch_useage(void) { // returns memory usage previous cycle return current_memory_useage; } -void resMan::Res_close(uint32 res) { //Tony30May96 +void resMan::Res_close(uint32 res) { // decrements the count // resource floats when count = 0 @@ -662,7 +662,7 @@ void resMan::Res_close(uint32 res) { //Tony30May96 } } -uint32 resMan::Res_fetch_len(uint32 res) { //Tony27Jan96 +uint32 resMan::Res_fetch_len(uint32 res) { // returns the total file length of a resource - i.e. all headers are // included too @@ -695,23 +695,23 @@ uint32 resMan::Res_fetch_len(uint32 res) { //Tony27Jan96 return len; } -char *resMan::Fetch_cluster(uint32 res) { //Tony3June96 +char *resMan::Fetch_cluster(uint32 res) { // returns a pointer to the ascii name of the cluster file which // contains resource res return resource_files[res_conv_table[res * 2]]; } -uint32 resMan::Fetch_age(uint32 res) { //Tony3June96 +uint32 resMan::Fetch_age(uint32 res) { // return the age of res return age[res]; } -uint32 resMan::Fetch_count(uint32 res) { //Tony3June96 +uint32 resMan::Fetch_count(uint32 res) { // return the open count of res return count[res]; } -uint32 resMan::Help_the_aged_out(void) { //Tony10Oct96 +uint32 resMan::Help_the_aged_out(void) { // remove from memory the oldest closed resource uint32 oldest_res; //holds id of oldest found so far when we have to chuck stuff out of memory @@ -753,7 +753,7 @@ uint32 resMan::Help_the_aged_out(void) { //Tony10Oct96 return resList[oldest_res]->size; //return bytes freed } -void resMan::Print_console_clusters(void) { //Tony10Oct96 +void resMan::Print_console_clusters(void) { uint32 j; if (total_clusters) { @@ -766,7 +766,7 @@ void resMan::Print_console_clusters(void) { //Tony10Oct96 Scroll_console(); } -void resMan::Examine_res(uint8 *input) { //Tony23Oct96 +void resMan::Examine_res(uint8 *input) { uint32 j = 0; uint32 res; _standardHeader *file_header; @@ -879,7 +879,7 @@ void resMan::Examine_res(uint8 *input) { //Tony23Oct96 } } -void resMan::Kill_res(uint8 *input) { //Tony23Oct96 +void resMan::Kill_res(uint8 *input) { int j = 0; uint32 res; @@ -917,7 +917,7 @@ void resMan::Kill_res(uint8 *input) { //Tony23Oct96 } } -void resMan::Remove_res(uint32 res) { //Tony10Jan97 +void resMan::Remove_res(uint32 res) { if (age[res]) { age[res] = 0; //effectively gone from resList Free_mem(resList[res]); //release the memory too @@ -926,7 +926,7 @@ void resMan::Remove_res(uint32 res) { //Tony10Jan97 Zdebug("Remove_res(%d) not even in memory!",res); } -void resMan::Remove_all_res(void) { // James24mar97 +void resMan::Remove_all_res(void) { // remove all res files from memory - ready for a total restart // including player object & global variables resource @@ -946,7 +946,7 @@ void resMan::Remove_all_res(void) { // James24mar97 } while (j != -1); } -void resMan::Kill_all_res(uint8 wantInfo) { //Tony29Nov96 +void resMan::Kill_all_res(uint8 wantInfo) { // remove all res files from memory // its quicker to search the mem blocs for res files than search // resource lists for those in memory @@ -1019,7 +1019,7 @@ void resMan::Kill_all_res(uint8 wantInfo) { //Tony29Nov96 // disappear forever, or some plaster-filled holes in sand to crash the game & // get James in trouble again. -void resMan::Kill_all_objects(uint8 wantInfo) { // James17jan97 +void resMan::Kill_all_objects(uint8 wantInfo) { // remove all object res files from memory, excluding George // its quicker to search the mem blocs for res files than search // resource lists for those in memory @@ -1093,7 +1093,7 @@ void resMan::CacheNewCluster(uint32 newCluster) { // down - but if we restored to a different CD the music is stopped // in GetCd() when it asks for the CD - FN_stop_music(NULL); // (James16sep97) + FN_stop_music(NULL); Clear_fx_queue(); // stops all fx & clears the queue (James22july97) GetCd(cdTab[newCluster] & 3); @@ -1279,12 +1279,7 @@ void resMan::CacheNewCluster(uint32 newCluster) { } else step++; - - //-------------------------------------------------- - // Service windows - ServiceWindows(); - //-------------------------------------------------- } while ((read % BUFFERSIZE) == 0); if (read != size) { @@ -1412,7 +1407,7 @@ void resMan::GetCd(int cd) { // current CD - otherwise when we take out the CD, Windows will // complain! - FN_stop_music(NULL); // (James29aug97) + FN_stop_music(NULL); textRes = res_man.Res_open(2283); DisplayMsg(FetchTextLine(textRes, 5 + cd) + 2, 0); diff --git a/sword2/resman.h b/sword2/resman.h index 22e54b1534..241efb49ca 100644 --- a/sword2/resman.h +++ b/sword2/resman.h @@ -20,7 +20,6 @@ #ifndef RESMAN_H #define RESMAN_H -//#include "src\driver96.h" #include "memory.h" #define MAX_res_files 20 @@ -29,72 +28,87 @@ #define RES_perm 2 -class resMan -{ - public: - - void InitResMan(void); //read in the config file - void Close_ResMan(void); //Tony29May96 -//---- - uint8 *Res_open(uint32 res); //returns ad of resource. Loads if not in memory - //retains a count - //resource can be aged out of memory if count=0 - //the resource is locked while count!=0 - - void Res_close(uint32 res); //decrements the count - -//---- - uint8 Res_check_valid( uint32 res ); // returns '0' if resource out of range or null, otherwise '1' for ok - - //resource floats when count=0 -//---- - char *Fetch_cluster(uint32 res); //for mem_view to query the owners of mem blocs - uint32 Fetch_age(uint32 res); // - uint32 Fetch_count(uint32 count); // - - uint32 Help_the_aged_out(void); //Tony10Oct96 - - uint32 Res_fetch_len( uint32 res ); //Tony27Jan96 - - void Res_next_cycle( void ); - uint32 Res_fetch_useage( void ); - - void GetCd(int cd); // Prompts the user for the specified CD. - int WhichCd() {return curCd;} - -//----console commands - void Print_console_clusters(void); //Tony10Oct96 - void Examine_res(uint8 *input); //Tony23Oct96 - void Kill_all_res(uint8 wantInfo); //Tony29Nov96 - void Kill_all_objects(uint8 wantInfo); // James17jan97 - void Remove_res(uint32 res); //Tony10Jan97 - void Remove_all_res(void); // James24mar97 - void Kill_res(uint8 *res); //Tony23Oct96 - char *GetCdPath( void ); // Chris 9Apr97 - - - mem **resList; //pointer to a pointer (or list of pointers in-fact) - - private: - - int curCd; - uint32 total_res_files; - uint32 total_clusters; - uint32 current_memory_useage; - uint32 resTime; //inc's each time Res_open is called and is given to resource as its age - //cannot be allowed to start at 0! (a pint if you can tell me why) - uint32 *age; - uint16 *res_conv_table; //Gode generated res-id to res number/rel number conversion table - uint16 *count; - char resource_files[MAX_res_files][20]; - uint8 cdTab[MAX_res_files]; // Location of each cluster. - char cdPath[256]; // Drive letter of the CD-ROM drive or false CD path. - void CacheNewCluster(uint32 newCluster); - char cdDrives[24]; -}; +class resMan { +public: + void InitResMan(void); // read in the config file + void Close_ResMan(void); + + // Returns ad of resource. Loads if not in memory. Retains a count. + // Resource can be aged out of memory if count = 0 + // The resource is locked while count != 0 + // Resource floats when count = 0 + + uint8 *Res_open(uint32 res); + void Res_close(uint32 res); // decrements the count + + // returns '0' if resource out of range or null, otherwise '1' for ok + + uint8 Res_check_valid(uint32 res); + + //for mem_view to query the owners of mem blocs + + char *Fetch_cluster(uint32 res); + uint32 Fetch_age(uint32 res); + uint32 Fetch_count(uint32 count); + + uint32 Help_the_aged_out(void); + + uint32 Res_fetch_len(uint32 res); + + void Res_next_cycle( void ); + uint32 Res_fetch_useage( void ); + + // Prompts the user for the specified CD. + void GetCd(int cd); + + int WhichCd() { + return curCd; + } + // ----console commands + void Print_console_clusters(void); + void Examine_res(uint8 *input); + void Kill_all_res(uint8 wantInfo); + void Kill_all_objects(uint8 wantInfo); + void Remove_res(uint32 res); + void Remove_all_res(void); + void Kill_res(uint8 *res); + char *GetCdPath(void); + + // pointer to a pointer (or list of pointers in-fact) + mem **resList; + +private: + int curCd; + uint32 total_res_files; + uint32 total_clusters; + uint32 current_memory_useage; + + // Inc's each time Res_open is called and is given to resource as its + // age. Ccannot be allowed to start at 0! (A pint if you can tell me + // why) + + uint32 resTime; + + uint32 *age; + + // Gode generated res-id to res number/rel number conversion table + + uint16 *res_conv_table; + + uint16 *count; + char resource_files[MAX_res_files][20]; + uint8 cdTab[MAX_res_files]; // Location of each cluster. + + // Drive letter of the CD-ROM drive or false CD path. + + char cdPath[256]; + + void CacheNewCluster(uint32 newCluster); + char cdDrives[24]; +}; -extern resMan res_man; //declare the object global +extern resMan res_man; //declare the object global #endif diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index 97c513e597..905256f8a8 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -58,7 +58,7 @@ static uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize); static uint32 CalcChecksum(uint8 *buffer, uint32 size); -// savegame file header (James06feb97) +// savegame file header typedef struct { // sum of all bytes in file, excluding this uint32 @@ -135,7 +135,7 @@ static void convertHeaderEndian(_savegameHeader &header) { // SAVE GAME -uint32 SaveGame(uint16 slotNo, uint8 *desc) { // (James05feb97) +uint32 SaveGame(uint16 slotNo, uint8 *desc) { mem *saveBufferMem; uint32 bufferSize; uint32 errorCode; @@ -265,7 +265,7 @@ uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { // RESTORE GAME -uint32 RestoreGame(uint16 slotNo) { // (James05feb97) +uint32 RestoreGame(uint16 slotNo) { mem *saveBufferMem; uint32 bufferSize; uint32 errorCode; @@ -472,7 +472,7 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) { // GetSaveDescription - PC version... -uint32 GetSaveDescription(uint16 slotNo, uint8 *description) { // (James05feb97) +uint32 GetSaveDescription(uint16 slotNo, uint8 *description) { char saveFileName[MAX_FILENAME_LEN]; _savegameHeader dummy; SaveFile *in; @@ -515,7 +515,7 @@ bool SaveExists(uint16 slotNo) { return true; } -void GetPlayerStructures(void) { // James27feb97 +void GetPlayerStructures(void) { // request the player object structures which need saving // script no. 7 - 'george_savedata_request' calls @@ -535,7 +535,7 @@ void GetPlayerStructures(void) { // James27feb97 res_man.Res_close(CUR_PLAYER_ID); } -void PutPlayerStructures(void) { // James27feb97 (updated by James on 29july97) +void PutPlayerStructures(void) { // fill out the player object structures from the savegame structures // also run the appropriate scripts to set up george's anim tables & // walkdata, and nico's anim tables @@ -585,7 +585,7 @@ void PutPlayerStructures(void) { // James27feb97 (updated by James on 29july97) res_man.Res_close(CUR_PLAYER_ID); } -int32 FN_pass_player_savedata(int32 *params) { // James27feb97 +int32 FN_pass_player_savedata(int32 *params) { // copies the 4 essential player structures into the savegame header // - run script 7 of player object to request this @@ -606,7 +606,7 @@ int32 FN_pass_player_savedata(int32 *params) { // James27feb97 return IR_CONT; } -int32 FN_get_player_savedata(int32 *params) { // James27feb97 +int32 FN_get_player_savedata(int32 *params) { // reverse of FN_pass_player_savedata // - run script 8 of player object @@ -655,7 +655,7 @@ int32 FN_get_player_savedata(int32 *params) { // James27feb97 return IR_CONT; } -uint32 CalcChecksum(uint8 *buffer, uint32 size) { // (James05aug97) +uint32 CalcChecksum(uint8 *buffer, uint32 size) { uint32 total = 0; for (uint32 pos = 0; pos < size; pos++) diff --git a/sword2/scroll.cpp b/sword2/scroll.cpp index 1768339f18..f86550a5af 100644 --- a/sword2/scroll.cpp +++ b/sword2/scroll.cpp @@ -31,7 +31,7 @@ // used to be a define, but now it's flexible (see new functions below) uint8 scroll_fraction = 16; -void Set_scrolling(void) { // S2.1(2Mar94jel) refurnished Tony25Sept96 :-) +void Set_scrolling(void) { // normally we aim to get George's feet at (320,250) from top left // of screen window // feet_x = 128 + 320 @@ -45,7 +45,7 @@ void Set_scrolling(void) { // S2.1(2Mar94jel) refurnished Tony25Sept96 :-) uint16 scroll_distance_x; // how much we want to scroll uint16 scroll_distance_y; - // if the scroll offsets are being forced in script (05feb97 JAMES) + // if the scroll offsets are being forced in script if (SCROLL_X || SCROLL_Y) { // ensure not too far right if (this_screen.max_scroll_offset_x > SCROLL_X) @@ -143,7 +143,7 @@ void Set_scrolling(void) { // S2.1(2Mar94jel) refurnished Tony25Sept96 :-) } } -int32 FN_set_scroll_coordinate(int32 *params) { // Tony25Sept96 +int32 FN_set_scroll_coordinate(int32 *params) { // set the special scroll offset variables // call when starting screens and to change the camera within screens @@ -164,12 +164,12 @@ int32 FN_set_scroll_coordinate(int32 *params) { // Tony25Sept96 return IR_CONT; } -int32 FN_set_scroll_speed_normal(int32 *params) { // James08aug97 +int32 FN_set_scroll_speed_normal(int32 *params) { scroll_fraction = 16; return IR_CONT; } -int32 FN_set_scroll_speed_slow(int32 *params) { // James08aug97 +int32 FN_set_scroll_speed_slow(int32 *params) { scroll_fraction = 32; return IR_CONT; } diff --git a/sword2/sound.cpp b/sword2/sound.cpp index accbacf2d6..9688079b14 100644 --- a/sword2/sound.cpp +++ b/sword2/sound.cpp @@ -53,7 +53,7 @@ typedef struct { _fxq_entry fxq[FXQ_LENGTH]; // used to store id of tunes that loop, for save & restore -uint32 looping_music_id=0; +uint32 looping_music_id = 0; char musicDirectory[120]; @@ -98,7 +98,9 @@ void Process_fx_queue(void) { } } -void Trigger_fx(uint8 j) { // called from Process_fx_queue only +// called from Process_fx_queue only + +void Trigger_fx(uint8 j) { uint8 *data; int32 id; uint32 rv; @@ -133,7 +135,9 @@ void Trigger_fx(uint8 j) { // called from Process_fx_queue only #endif } -int32 FN_play_fx(int32 *params) { // called from script only +// called from script only + +int32 FN_play_fx(int32 *params) { // params: 0 sample resource id // 1 type (FX_SPOT, FX_RANDOM, FX_LOOP) // 2 delay (0..65535) @@ -229,7 +233,7 @@ int32 FN_play_fx(int32 *params) { // called from script only data += sizeof(_standardHeader); // copy it to sound memory, using position in queue as 'id' - rv = g_sound->OpenFx(id,data); + rv = g_sound->OpenFx(id, data); #ifdef _SWORD2_DEBUG if (rv) @@ -260,6 +264,7 @@ int32 FN_sound_fetch(int32 *params) { } // to alter the volume and pan of a currently playing fx + int32 FN_set_fx_vol_and_pan(int32 *params) { // params: 0 id of fx (ie. the id returned in 'result' from // FN_play_fx @@ -275,6 +280,7 @@ int32 FN_set_fx_vol_and_pan(int32 *params) { } // to alter the volume of a currently playing fx + int32 FN_set_fx_vol(int32 *params) { // params: 0 id of fx (ie. the id returned in 'result' from // FN_play_fx @@ -285,7 +291,9 @@ int32 FN_set_fx_vol(int32 *params) { return IR_CONT; } -int32 FN_stop_fx(int32 *params) { // called from script only +// called from script only + +int32 FN_stop_fx(int32 *params) { // params: 0 position in queue // This will stop looped & random fx instantly, and remove the fx @@ -314,7 +322,9 @@ int32 FN_stop_fx(int32 *params) { // called from script only return IR_CONT; } -int32 FN_stop_all_fx(int32 *params) { // called from script only +// called from script only + +int32 FN_stop_all_fx(int32 *params) { // Stops all looped & random fx and clears the entire queue // params: none @@ -361,7 +371,7 @@ int32 FN_prepare_music(int32 *params) { // Start a tune playing, to play once or to loop until stopped or next one // played -int32 FN_play_music(int32 *params) { // updated by James on 10apr97 +int32 FN_play_music(int32 *params) { // params: 0 tune id // 1 loop flag (0 or 1) @@ -425,15 +435,9 @@ int32 FN_stop_music(int32 *params) { // called from script only void Kill_music(void) { // James22aug97 looping_music_id = 0; // clear the 'looping' flag g_sound->StopMusic(); - -/* I don't think this is needed with our music code - // THIS BIT CAUSES THE MUSIC TO STOP INSTANTLY! - for(int count=0; count<16; count++) - g_sound->UpdateCompSampleStreaming(); -*/ } -int32 FN_check_music_playing(int32 *params) { // James (30july97) +int32 FN_check_music_playing(int32 *params) { // params: none // sets result to no. of seconds of current tune remaining @@ -445,7 +449,7 @@ int32 FN_check_music_playing(int32 *params) { // James (30july97) return IR_CONT; } -void PauseAllSound(void) { // James25july97 +void PauseAllSound(void) { uint32 rv; rv = g_sound->PauseMusic(); @@ -461,7 +465,7 @@ void PauseAllSound(void) { // James25july97 Zdebug("ERROR: PauseFx() returned %.8x in PauseAllSound()", rv); } -void UnpauseAllSound(void) { // James25july97 +void UnpauseAllSound(void) { uint32 rv; rv = g_sound->UnpauseMusic(); diff --git a/sword2/speech.cpp b/sword2/speech.cpp index a3e94f43f5..a965268004 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -100,12 +100,12 @@ uint8 WantSpeechForLine(uint32 wavId); void GetCorrectCdForSpeech(int32 wavId); // for testing speech & text #endif -int32 FN_add_subject(int32 *params) { // James12nov96 / Tony18Nov96 +int32 FN_add_subject(int32 *params) { // params: 0 id // 1 daves reference number if (IN_SUBJECT == 0) { - // This is the start of the new subject list (James 07may97) + // This is the start of the new subject list // Set the default repsonse id to zero in case we're never // passed one default_response_id = 0; @@ -139,7 +139,7 @@ int32 FN_add_subject(int32 *params) { // James12nov96 / Tony18Nov96 // could alternately use logic->looping of course int choosing = 0; -int32 FN_choose(int32 *params) { //Tony19Nov96 +int32 FN_choose(int32 *params) { // params: none // the human is switched off so there will be no normal mouse engine @@ -151,7 +151,7 @@ int32 FN_choose(int32 *params) { //Tony19Nov96 // Zdebug("into choose"); - AUTO_SELECTED = 0; // see below (James23may97) + AUTO_SELECTED = 0; // see below // new thing to intercept objects held at time of clicking on a person // (James 06may97) @@ -317,7 +317,7 @@ int32 FN_choose(int32 *params) { //Tony19Nov96 } } -int32 FN_start_conversation(int32 *params) { // Tony27Nov96 +int32 FN_start_conversation(int32 *params) { // Start conversation // FN_no_human(); // an FN_no_human @@ -341,7 +341,7 @@ int32 FN_start_conversation(int32 *params) { // Tony27Nov96 return IR_CONT; } -int32 FN_end_conversation(int32 *params) { // Tony27Nov96 +int32 FN_end_conversation(int32 *params) { // end conversation // talk_flag=0; // FN_end_chooser(); @@ -369,7 +369,7 @@ int32 FN_end_conversation(int32 *params) { // Tony27Nov96 return IR_CONT; } -int32 FN_they_do(int32 *params) { // S2.1(18Jan95tw) Tony3Dec96 +int32 FN_they_do(int32 *params) { // doesn't send the command until target is waiting - once sent we // carry on @@ -425,7 +425,7 @@ int32 FN_they_do(int32 *params) { // S2.1(18Jan95tw) Tony3Dec96 return IR_REPEAT; } -int32 FN_they_do_we_wait(int32 *params) { //Tony3Dec96 +int32 FN_they_do_we_wait(int32 *params) { // give target a command and wait for it to register as finished // params: 0 pointer to ob_logic @@ -519,7 +519,7 @@ int32 FN_they_do_we_wait(int32 *params) { //Tony3Dec96 return IR_REPEAT; } -int32 FN_we_wait(int32 *params) { // Tony3Dec96 +int32 FN_we_wait(int32 *params) { // loop until the target is free // params: 0 target @@ -556,7 +556,7 @@ int32 FN_we_wait(int32 *params) { // Tony3Dec96 return IR_REPEAT; } -int32 FN_timed_wait(int32 *params) { // Tony12Dec96 +int32 FN_timed_wait(int32 *params) { // loop until the target is free but only while the timer is high // useful when clicking on a target to talk to them - if they never // reply then this'll fall out avoiding a lock up @@ -630,7 +630,7 @@ int32 FN_timed_wait(int32 *params) { // Tony12Dec96 return IR_REPEAT; } -int32 FN_speech_process(int32 *params) { // Tony5Dec96 +int32 FN_speech_process(int32 *params) { // Recieve and sequence the commands sent from the conversation // script. @@ -924,7 +924,7 @@ int32 FN_speech_process(int32 *params) { // Tony5Dec96 uint32 unpause_zone = 0; -int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) +int32 FN_i_speak(int32 *params) { // its the super versatile FN_speak // text and wavs can be selected in any combination @@ -952,13 +952,13 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) uint8 *text; static uint8 textRunning, speechRunning; int32 *anim_table; - uint8 speechFinished = 0; // James25feb97 + uint8 speechFinished = 0; int8 speech_pan; char speechFile[256]; static uint8 cycle_skip = 0; uint32 rv; -#ifdef _SWORD2_DEBUG // (James26jun97) +#ifdef _SWORD2_DEBUG // for text/speech testing & checking for correct file type _standardHeader *head; // for text/speech testing - keeping track of text resource currently being tested @@ -975,12 +975,12 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) if (!ob_logic->looping) { // New fudge to wait for smacker samples to finish - // (James31july97) since they can over-run into the game + // since they can over-run into the game if (g_sound->GetSpeechStatus() != RDSE_SAMPLEFINISHED) return IR_REPEAT; - // New fudge for 'fx' subtitles (James 29july97) + // New fudge for 'fx' subtitles // If subtitles switched off, and we don't want to use a wav // for this line either, then just quit back to script right // now! @@ -988,7 +988,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) if (subtitles == 0 && WantSpeechForLine(params[S_WAV]) == 0) return IR_CONT; - if (cycle_skip == 0) { // (James 17july97) + if (cycle_skip == 0) { // drop out for 1st cycle to allow walks/anims to end // & display last frame/ before system locks while // speech loaded @@ -998,10 +998,10 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) } else cycle_skip = 0; -#ifdef _SWORD2_DEBUG // (James26jun97) +#ifdef _SWORD2_DEBUG textNumber = params[S_TEXT]; // for debug info - // For testing all text & speech! (James26jun97) + // For testing all text & speech! // A script loop can send any text number to FN_I_speak & it // will only run the valid ones or return with 'result' equal // to '1' or '2' to mean 'invalid text resource' and 'text @@ -1063,7 +1063,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) // now ok to close the text file res_man.Res_close(text_res); -#ifdef _SWORD2_DEBUG // (James09jul97) +#ifdef _SWORD2_DEBUG // prevent dud lines from appearing while testing text & speech // since these will not occur in the game anyway @@ -1152,7 +1152,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) // assume not running until know otherwise speechRunning = 0; - // New fudge for 'fx' subtitles (James 29july97) + // New fudge for 'fx' subtitles // if speech is selected, and this line is allowed speech // (not if it's an fx subtitle!) @@ -1397,7 +1397,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) // this number comes from the text line) officialTextNumber = 0; - RESULT = 0; // ok (James09july97) + RESULT = 0; // ok return IR_CONT; } @@ -1418,7 +1418,7 @@ int32 FN_i_speak(int32 *params) { // Tony18Oct96 (revamped by James01july97) #define GAP_ABOVE_HEAD 20 // distance kept above talking sprite -void LocateTalker(int32 *params) { // (James 01july97) +void LocateTalker(int32 *params) { // sets 'text_x' & 'text_y' for position of text sprite // but 'text_x' also used to calculate speech-pan @@ -1507,7 +1507,7 @@ void LocateTalker(int32 *params) { // (James 01july97) } } -void Form_text(int32 *params) { // Tony18Oct96 +void Form_text(int32 *params) { // its the first time in so we build the text block if we need one // we also bring in the wav if there is one // also setup the animation if there is one @@ -1608,7 +1608,7 @@ void GetCorrectCdForSpeech(int32 wavId) { // speech samples too // - and we only want the subtitles if selected, not if samples can't be found! -uint8 WantSpeechForLine(uint32 wavId) { // James (29july97) +uint8 WantSpeechForLine(uint32 wavId) { switch (wavId) { case 1328: // AttendantSpeech // SFX(Phone71); diff --git a/sword2/startup.cpp b/sword2/startup.cpp index 8b76e6c770..ad8e2f3ef7 100644 --- a/sword2/startup.cpp +++ b/sword2/startup.cpp @@ -45,7 +45,7 @@ uint32 res; _startup start_list[MAX_starts]; -uint32 Init_start_menu(void) { // Tony13Aug96 +uint32 Init_start_menu(void) { // Print out a list of all the start points available. // There should be a linc produced file called startup.txt. // This file should contain ascii numbers of all the resource game @@ -140,7 +140,7 @@ uint32 Init_start_menu(void) { // Tony13Aug96 return 1; } -int32 FN_register_start_point(int32 *params) { // Tony14Oct96 +int32 FN_register_start_point(int32 *params) { // params: 0 id of startup script to call - key // 1 pointer to ascii message @@ -170,7 +170,7 @@ int32 FN_register_start_point(int32 *params) { // Tony14Oct96 return 1; } -uint32 Con_print_start_menu(void) { // Tony14Oct96 +uint32 Con_print_start_menu(void) { // the console 'starts' (or 's') command which lists out all the // registered start points in the game @@ -216,7 +216,7 @@ uint32 Con_print_start_menu(void) { // Tony14Oct96 return 1; } -uint32 Con_start(uint8 *input) { // Tony15Oct96 +uint32 Con_start(uint8 *input) { // if the second word id is a numeric that can be applied to a // genuine startup then do it diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 8076df53d9..82a0953cfa 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -201,11 +201,11 @@ int32 Sword2State::InitialiseGame(void) { return 0; } -void Close_game() { // Tony11Oct96 +void Close_game() { // Zdebug("Close_game() STARTING:"); EraseBackBuffer(); - // Stop music instantly! (James22aug97) + // Stop music instantly! Kill_music(); // free the memory again @@ -444,7 +444,7 @@ void Sword2State::go() { return; //quit the game } -void Sword2State::Start_game(void) { //Tony29May97 +void Sword2State::Start_game(void) { // boot the game straight into a start script int screen_manager_id; @@ -489,7 +489,7 @@ void Sword2State::Start_game(void) { //Tony29May97 Zdebug("Start_game() DONE."); } -void PauseGame(void) { // James17jun97 +void PauseGame(void) { // uint8 *text; // open text file & get the line "PAUSED" @@ -535,7 +535,7 @@ void PauseGame(void) { // James17jun97 gamePaused = 1; } -void UnpauseGame(void) { // James17jun97 +void UnpauseGame(void) { // removed "PAUSED" from screen // Kill_text_bloc(pause_text_bloc_no); diff --git a/sword2/sync.cpp b/sword2/sync.cpp index 7d3c6adfd9..68eedc79d8 100644 --- a/sword2/sync.cpp +++ b/sword2/sync.cpp @@ -33,13 +33,13 @@ typedef struct { _sync_unit sync_list[MAX_syncs]; -void Init_sync_system(void) { // Tony27Nov96 +void Init_sync_system(void) { // set list to 0's for (int j = 0; j < MAX_syncs; j++) sync_list[j].id = 0; } -int32 FN_send_sync(int32 *params) { // Tony27Nov96 +int32 FN_send_sync(int32 *params) { //param 0 sync's recipient //param 1 sync value @@ -59,7 +59,7 @@ int32 FN_send_sync(int32 *params) { // Tony27Nov96 return IR_CONT; } -void Clear_syncs(uint32 id) { // Tony27Nov96 +void Clear_syncs(uint32 id) { // clear any syncs registered for this id // call this just after the id has been processed // there could in theory be more than one sync waiting for us so @@ -73,14 +73,14 @@ void Clear_syncs(uint32 id) { // Tony27Nov96 } } -uint32 Get_sync(void) { // Tony27Nov96 +uint32 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 for (int i = 0; i < MAX_syncs; i++) { if (sync_list[i].id == ID) { - // means sync found Tony12July97 + // means sync found return 1; } } @@ -89,7 +89,7 @@ uint32 Get_sync(void) { // Tony27Nov96 return 0; } -int32 FN_get_sync(int32 *params) { // Tony27Nov96 +int32 FN_get_sync(int32 *params) { // check for a sync waiting for this character // - called from script // params none @@ -107,7 +107,7 @@ int32 FN_get_sync(int32 *params) { // Tony27Nov96 return IR_CONT; } -int32 FN_wait_sync(int32 *params) { // Tony27Nov96 +int32 FN_wait_sync(int32 *params) { // keep calling until a sync recieved // params none diff --git a/sword2/sync.h b/sword2/sync.h index 13f1b7d45a..2c7ba05ec6 100644 --- a/sword2/sync.h +++ b/sword2/sync.h @@ -22,8 +22,8 @@ #include "object.h" -void Init_sync_system(void); // Tony27Nov96 -void Clear_syncs(uint32 id); // Tony27Nov96 -uint32 Get_sync(void); // Tony27Nov96 +void Init_sync_system(void); +void Clear_syncs(uint32 id); +uint32 Get_sync(void); #endif diff --git a/sword2/tony_gsdk.cpp b/sword2/tony_gsdk.cpp index e4eea6763e..9d6b5f0227 100644 --- a/sword2/tony_gsdk.cpp +++ b/sword2/tony_gsdk.cpp @@ -27,7 +27,7 @@ #include "sword2.h" #include "common/file.h" -uint32 Read_file(const char *name, mem **membloc, uint32 uid) { // Tony25Apr96 +uint32 Read_file(const char *name, mem **membloc, uint32 uid) { // read the file in and place into an allocated MEM_float block // FIXME: As far as I can see, this function is only used in debug diff --git a/sword2/walker.cpp b/sword2/walker.cpp index 1ed5950e26..1f88d7dd20 100644 --- a/sword2/walker.cpp +++ b/sword2/walker.cpp @@ -51,7 +51,7 @@ uint8 standby_dir; // walk mega to (x,y,dir) -int32 FN_walk(int32 *params) { // James (14nov96) +int32 FN_walk(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -252,7 +252,7 @@ int32 FN_walk(int32 *params) { // James (14nov96) // walk mega to start position of anim -int32 FN_walk_to_anim(int32 *params) { // James (14nov96) +int32 FN_walk_to_anim(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -315,7 +315,7 @@ int32 FN_walk_to_anim(int32 *params) { // James (14nov96) // just needs to call FN_walk() with current feet coords, so router can // produce anim of turn frames -int32 FN_turn(int32 *params) { // James (15nov96) +int32 FN_turn(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -357,7 +357,7 @@ int32 FN_turn(int32 *params) { // James (15nov96) // 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) { // James +int32 FN_stand_at(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target x-coord @@ -396,7 +396,7 @@ int32 FN_stand_at(int32 *params) { // James // stand mega in <direction> at current feet coords // just needs to call FN_stand_at() with current feet coords -int32 FN_stand(int32 *params) { // James (15nov96) +int32 FN_stand(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 target direction @@ -416,7 +416,7 @@ int32 FN_stand(int32 *params) { // James (15nov96) // stand mega at end position of anim -int32 FN_stand_after_anim(int32 *params) { // James (14nov96) +int32 FN_stand_after_anim(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id @@ -463,7 +463,7 @@ int32 FN_stand_after_anim(int32 *params) { // James (14nov96) // stand mega at start position of anim -int32 FN_stand_at_anim(int32 *params) { // James (07feb97) +int32 FN_stand_at_anim(int32 *params) { // params: 0 pointer to object's graphic structure // 1 pointer to object's mega structure // 2 anim resource id @@ -510,11 +510,11 @@ int32 FN_stand_at_anim(int32 *params) { // James (07feb97) // Code to workout direction from start to dest -// used in what_target not valid for all megas jps 17mar95 +// used in what_target not valid for all megas #define diagonalx 36 #define diagonaly 8 -int What_target(int startX, int startY, int destX, int destY) { // S2.1(20Jul95JPS) +int What_target(int startX, int startY, int destX, int destY) { int deltaX = destX - startX; int deltaY = destY - startY; @@ -544,7 +544,7 @@ int What_target(int startX, int startY, int destX, int destY) { // S2.1(20Jul95 // just needs to call FN_walk() with current feet coords & direction computed // by What_target() -int32 FN_face_xy(int32 *params) { // James (29nov96) +int32 FN_face_xy(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -580,7 +580,7 @@ int32 FN_face_xy(int32 *params) { // James (29nov96) return FN_walk(pars); } -int32 FN_face_mega(int32 *params) { // S2.1(3mar95jps) Tony29Nov96 +int32 FN_face_mega(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure @@ -629,7 +629,7 @@ int32 FN_face_mega(int32 *params) { // S2.1(3mar95jps) Tony29Nov96 return FN_walk(pars); } -int32 FN_walk_to_talk_to_mega(int32 *params) { // Tony2Dec96 +int32 FN_walk_to_talk_to_mega(int32 *params) { // we route to left or right hand side of target id if possible // target is a shrinking mega @@ -715,7 +715,7 @@ int32 FN_walk_to_talk_to_mega(int32 *params) { // Tony2Dec96 return FN_walk(pars); } -int32 FN_set_walkgrid(int32 *params) { // (6dec96 JEL) +int32 FN_set_walkgrid(int32 *params) { Con_fatal_error("FN_set_walkgrid no longer valid"); return IR_CONT; } @@ -723,7 +723,7 @@ int32 FN_set_walkgrid(int32 *params) { // (6dec96 JEL) // add this walkgrid resource to the list of those used for routing in this // location - note this is ignored in the resource is already in the list -int32 FN_add_walkgrid(int32 *params) { // (03mar97 JEL) +int32 FN_add_walkgrid(int32 *params) { // params: 0 id of walkgrid resource // all objects that add walkgrids must be restarted whenever we @@ -749,7 +749,7 @@ int32 FN_add_walkgrid(int32 *params) { // (03mar97 JEL) // this location - note that this is ignored if the resource isn't actually // in the list -int32 FN_remove_walkgrid(int32 *params) { // (03mar97 JEL) +int32 FN_remove_walkgrid(int32 *params) { // params: 0 id of walkgrid resource RemoveWalkGrid(params[0]); @@ -761,7 +761,7 @@ int32 FN_register_walkgrid(int32 *params) { return IR_CONT; } -int32 FN_set_scaling(int32 *params) { // (6dec96 JEL) +int32 FN_set_scaling(int32 *params) { // params: 0 pointer to object's mega structure // 1 scale constant A // 2 scale constant B @@ -779,7 +779,7 @@ int32 FN_set_scaling(int32 *params) { // (6dec96 JEL) return IR_CONT; } -int32 FN_set_standby_coords(int32 *params) { // (10dec97 JEL) +int32 FN_set_standby_coords(int32 *params) { // set the standby walk coords to be used by FN_walk_to_anim & // FN_stand_after_anim when the anim header's start/end coords are zero |