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authorTorbjörn Andersson2003-09-30 06:40:01 +0000
committerTorbjörn Andersson2003-09-30 06:40:01 +0000
commitb8fa67a8bbd51e25e96d019fa0e2d942bb0bc6c9 (patch)
tree5d0b9239e7947ed45d18e079ae74133610baa20f /sword2
parentbca464fdf48b9c641baa7e5c42571756e500f056 (diff)
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Changed the "logic" object to use ScummVM naming conventions.
svn-id: r10496
Diffstat (limited to 'sword2')
-rw-r--r--sword2/console.cpp2
-rw-r--r--sword2/controls.cpp8
-rw-r--r--sword2/debug.cpp2
-rw-r--r--sword2/events.cpp8
-rw-r--r--sword2/function.cpp6
-rw-r--r--sword2/logic.cpp133
-rw-r--r--sword2/logic.h30
-rw-r--r--sword2/save_rest.cpp7
-rw-r--r--sword2/speech.cpp4
-rw-r--r--sword2/sword2.cpp4
10 files changed, 99 insertions, 105 deletions
diff --git a/sword2/console.cpp b/sword2/console.cpp
index ef1835acf2..3232aa4f5d 100644
--- a/sword2/console.cpp
+++ b/sword2/console.cpp
@@ -499,7 +499,7 @@ uint32 Parse_user_input(void) {
Print_current_info();
return 0;
case 15: // RUNLIST
- LLogic.Examine_run_list();
+ LLogic.examineRunList();
return 0;
case 16: // KILL
res_man.Kill_res(&input[1][0]);
diff --git a/sword2/controls.cpp b/sword2/controls.cpp
index 81d54c64a4..5e7af38e98 100644
--- a/sword2/controls.cpp
+++ b/sword2/controls.cpp
@@ -1305,7 +1305,7 @@ public:
// FN_register_mouse and FN_register_frame)
Reset_mouse_list();
- if (LLogic.Process_session())
+ if (LLogic.processSession())
Con_fatal_error("restore 1st cycle failed??");
}
}
@@ -1399,11 +1399,11 @@ void Restart_control(void) {
this_screen.scroll_flag = 2;
- if (LLogic.Process_session())
+ if (LLogic.processSession())
Con_fatal_error("restart 1st cycle failed??");
- // (JEL08oct97) so palette not restored immediately after control
- // panel - we want to fade up instead!
+ // So palette not restored immediately after control panel - we want
+ // to fade up instead!
this_screen.new_palette = 99;
}
diff --git a/sword2/debug.cpp b/sword2/debug.cpp
index 60d0508937..17ef343f94 100644
--- a/sword2/debug.cpp
+++ b/sword2/debug.cpp
@@ -415,7 +415,7 @@ void Print_current_info(void) {
Print_to_console(" %d normal layers",
this_screen.number_of_layers);
- LLogic.Examine_run_list();
+ LLogic.examineRunList();
} else
Print_to_console(" no screen");
diff --git a/sword2/events.cpp b/sword2/events.cpp
index c7294bbcdd..14118c49a9 100644
--- a/sword2/events.cpp
+++ b/sword2/events.cpp
@@ -214,7 +214,7 @@ int32 FN_check_for_event(int32 *params) {
if (event_list[j].id == ID) {
// start the event
// run 3rd script of target object on level 1
- LLogic.Logic_one(event_list[j].interact_id);
+ LLogic.logicOne(event_list[j].interact_id);
// clear the event slot
event_list[j].id = 0;
return IR_TERMINATE;
@@ -245,7 +245,7 @@ int32 FN_pause_for_event(int32 *params) {
// start the event
// run 3rd script of target object on level 1
- LLogic.Logic_one(event_list[j].interact_id);
+ LLogic.logicOne(event_list[j].interact_id);
// clear the event slot
event_list[j].id = 0;
@@ -311,7 +311,7 @@ void Start_event(void) {
for (int j = 0; j < MAX_events; j++) {
if (event_list[j].id == ID) {
// run 3rd script of target object on level 1
- LLogic.Logic_one( event_list[j].interact_id);
+ LLogic.logicOne(event_list[j].interact_id);
//clear the slot
event_list[j].id = 0;
@@ -327,7 +327,7 @@ 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
- LLogic.Logic_one(event_list[j].interact_id);
+ LLogic.logicOne(event_list[j].interact_id);
// clear the slot
event_list[j].id = 0;
diff --git a/sword2/function.cpp b/sword2/function.cpp
index b9a6872a91..4f3e8d87a1 100644
--- a/sword2/function.cpp
+++ b/sword2/function.cpp
@@ -54,7 +54,7 @@ int32 FN_gosub(int32 *params) {
// hurray, script subroutines
// param 0 id of script
- LLogic.Logic_up(params[0]);
+ LLogic.logicUp(params[0]);
// logic goes up - pc is saved for current level
return IR_GOSUB;
@@ -70,7 +70,7 @@ int32 FN_new_script(int32 *params) {
// must clear this
PLAYER_ACTION = 0;
- LLogic.Logic_replace(params[0]);
+ LLogic.logicReplace(params[0]);
//drop out no pc save - and around again
return IR_TERMINATE;
@@ -88,7 +88,7 @@ int32 FN_interact(int32 *params) {
PLAYER_ACTION = 0;
// 3rd script of clicked on id
- LLogic.Logic_up((params[0] * 65536) + 2);
+ LLogic.logicUp((params[0] * 65536) + 2);
// out, up and around again - pc is saved for current level to be
// returned to
diff --git a/sword2/logic.cpp b/sword2/logic.cpp
index 9d5d89ef6c..770982f94f 100644
--- a/sword2/logic.cpp
+++ b/sword2/logic.cpp
@@ -23,13 +23,13 @@
#include "debug.h"
#include "interpreter.h"
#include "logic.h"
-#include "router.h" // for ClearWalkGridList()
+#include "router.h" // for ClearWalkGridList()
#include "sound.h"
#include "sync.h"
logic LLogic;
-#define LEVEL (cur_object_hub->logic_level)
+#define LEVEL (_curObjectHub->logic_level)
// this must allow for the largest number of objects in a screen
#define OBJECT_KILL_LIST_SIZE 50
@@ -39,7 +39,7 @@ 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) {
+int logic::processSession(void) {
// do one cycle of the current session
uint32 run_list;
@@ -53,15 +53,15 @@ int logic::Process_session(void) {
uint32 id;
// might change during the session, so take a copy here
- run_list = current_run_list;
+ run_list = _currentRunList;
// point to first object in list
- pc = 0;
+ _pc = 0;
// by minusing the pc we can cause an immediate cessation of logic
// processing on the current list
- while (pc != 0xffffffff) {
+ while (_pc != 0xffffffff) {
head = (_standardHeader*) res_man.Res_open(run_list);
if (head->fileType != RUN_LIST)
@@ -70,7 +70,7 @@ int logic::Process_session(void) {
game_object_list = (uint32 *) (head + 1);
// read the next id
- ID = game_object_list[pc++];
+ ID = game_object_list[_pc++];
id = ID;
// release the list again so it can float in memory - at this
@@ -91,12 +91,12 @@ int logic::Process_session(void) {
if (head->fileType != GAME_OBJECT)
Con_fatal_error("Logic_engine %d not an object", ID);
- cur_object_hub = (_object_hub *) (head + 1);
+ _curObjectHub = (_object_hub *) (head + 1);
debug(5, " %d id(%d) pc(%d)",
- cur_object_hub->logic_level,
- cur_object_hub->script_id[cur_object_hub->logic_level],
- cur_object_hub->script_pc[cur_object_hub->logic_level]);
+ LEVEL,
+ _curObjectHub->script_id[LEVEL],
+ _curObjectHub->script_pc[LEVEL]);
// do the logic for this object
// we keep going until a function says to stop - remember,
@@ -106,7 +106,7 @@ int logic::Process_session(void) {
// get the script id as we may be running a script
// from another object...
- script = cur_object_hub->script_id[LEVEL];
+ script = _curObjectHub->script_id[LEVEL];
// there is a distinction between running one of our
// own scripts and that of another object
@@ -115,15 +115,15 @@ int logic::Process_session(void) {
debug(5, "run script %d pc%d",
script / SIZE,
- cur_object_hub->script_pc[LEVEL]);
+ _curObjectHub->script_pc[LEVEL]);
// this is the script data
- // raw_script_ad = (char *) (cur_object_hub + 1);
+ // raw_script_ad = (char *) (_curObjectHub + 1);
raw_script_ad = (char*) head;
// script and data object are us/same
- ret = RunScript(raw_script_ad, raw_script_ad, &cur_object_hub->script_pc[LEVEL]);
+ ret = RunScript(raw_script_ad, raw_script_ad, &_curObjectHub->script_pc[LEVEL]);
} else {
// we're running the script of another game
// object - get our data object address
@@ -140,11 +140,11 @@ int logic::Process_session(void) {
// raw_script_ad = (char*) (head + 1) + sizeof(_standardHeader);
// get our objects data address
- // raw_data_ad = (char*) (cur_object_hub + 1);
+ // raw_data_ad = (char*) (_curObjectHub + 1);
raw_script_ad = (char*) far_head;
- ret = RunScript(raw_script_ad, raw_data_ad, &cur_object_hub->script_pc[LEVEL]);
+ ret = RunScript(raw_script_ad, raw_data_ad, &_curObjectHub->script_pc[LEVEL]);
// close foreign object again
res_man.Res_close(script / SIZE);
@@ -157,8 +157,8 @@ int logic::Process_session(void) {
if (ret == 1) {
// check that it's not already on level 0 !
- if (cur_object_hub->logic_level)
- cur_object_hub->logic_level--;
+ if (LEVEL)
+ LEVEL--;
else {
// Hmmm, level 0 terminated :-| Let's
// be different this time and simply
@@ -167,13 +167,13 @@ int logic::Process_session(void) {
debug(5, "**WARNING object %d script 0 terminated!", id);
// reset to rerun
- cur_object_hub->script_pc[LEVEL] = cur_object_hub->script_id[LEVEL] & 0xffff;
+ _curObjectHub->script_pc[LEVEL] = _curObjectHub->script_id[LEVEL] & 0xffff;
// cause us to drop out for a cycle
ret = 0;
}
} else if (ret > 2) {
- Con_fatal_error("Process_session: illegal script return type %d", ret);
+ Con_fatal_error("processSession: illegal script return type %d", ret);
}
// if ret == 2 then we simply go around again - a new
@@ -189,7 +189,7 @@ int logic::Process_session(void) {
Clear_syncs(ID);
- if (pc != 0xffffffff) {
+ if (_pc != 0xffffffff) {
// the session is still valid so run the service script
null_pc = 0;
@@ -207,7 +207,7 @@ int logic::Process_session(void) {
}
// leaving a room so remove all ids that must reboot correctly
- Process_kill_list();
+ processKillList();
debug(5, "RESTART the loop");
@@ -215,15 +215,15 @@ int logic::Process_session(void) {
return 1;
}
-void logic::Express_change_session(uint32 sesh_id) {
+void logic::expressChangeSession(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
//set to new
- current_run_list = sesh_id;
+ _currentRunList = sesh_id;
//causes session to quit
- pc = 0xffffffff;
+ _pc = 0xffffffff;
// reset now in case we double-clicked an exit prior to changing screen
EXIT_FADING = 0;
@@ -244,29 +244,25 @@ void logic::Express_change_session(uint32 sesh_id) {
FreeAllRouteMem();
}
-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
+void logic::naturalChangeSession(uint32 sesh_id) {
+ // FIXME: This function doesn't seem to be used anywhere
- //set to new
- current_run_list = 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
-uint32 logic::Return_run_list(void) {
- // pass back the private cur_object_list variable - not sure we need
- // this
+ _currentRunList = sesh_id;
+}
- //return the id
- return current_run_list;
+uint32 logic::getRunList(void) {
+ // pass back the private _currentRunList variable
+ return _currentRunList;
}
int32 FN_set_session(int32 *params) {
// used by player invoked start scripts
// param 0 id of new run list
- //now!
- LLogic.Express_change_session(*params);
+ LLogic.expressChangeSession(params[0]);
return IR_CONT;
}
@@ -278,63 +274,63 @@ int32 FN_end_session(int32 *params) {
// param 0 id of new run-list
// terminate current and change to next run-list
- LLogic.Express_change_session(*params);
+ LLogic.expressChangeSession(params[0]);
// stop the script - logic engine will now go around and the new
// screen will begin
return IR_STOP;
}
-void logic::Logic_up(uint32 new_script) {
+void logic::logicUp(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
+ // access to _curObjectHub
// going up a level - and we'll keeping going this cycle
- cur_object_hub->logic_level++;
+ LEVEL++;
// can be 0, 1, 2
- if (cur_object_hub->logic_level == 3)
- Con_fatal_error("Logic_up id %d has run off script tree! :-O", ID);
+ if (LEVEL == 3)
+ Con_fatal_error("logicUp id %d has run off script tree! :-O", ID);
// setup new script on next level (not the current level)
debug(5, "new pc = %d", new_script & 0xffff);
- cur_object_hub->script_id[cur_object_hub->logic_level] = new_script;
- cur_object_hub->script_pc[cur_object_hub->logic_level] = new_script & 0xffff;
+ _curObjectHub->script_id[LEVEL] = new_script;
+ _curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
}
-void logic::Logic_one(uint32 new_script) {
+void logic::logicOne(uint32 new_script) {
// force to level one
- cur_object_hub->logic_level = 1;
+ LEVEL = 1;
// setup new script on level 1
- cur_object_hub->script_id[1] = new_script;
- cur_object_hub->script_pc[1] = new_script & 0xffff;
+ _curObjectHub->script_id[1] = new_script;
+ _curObjectHub->script_pc[1] = new_script & 0xffff;
}
-void logic::Logic_replace(uint32 new_script) {
+void logic::logicReplace(uint32 new_script) {
// change current logic - script must quit with a TERMINATE directive
// - which does not write to &pc
// setup new script on this level
- cur_object_hub->script_id[cur_object_hub->logic_level] = new_script;
- cur_object_hub->script_pc[cur_object_hub->logic_level] = new_script & 0xffff;
+ _curObjectHub->script_id[LEVEL] = new_script;
+ _curObjectHub->script_pc[LEVEL] = new_script & 0xffff;
}
-uint32 logic::Examine_run_list(void) {
+uint32 logic::examineRunList(void) {
uint32 *game_object_list;
_standardHeader *file_header;
int scrolls = 0;
_keyboardEvent ke;
- if (current_run_list) {
+ if (_currentRunList) {
// open and lock in place
- game_object_list = (uint32 *) (res_man.Res_open(current_run_list) + sizeof(_standardHeader));
+ game_object_list = (uint32 *) (res_man.Res_open(_currentRunList) + sizeof(_standardHeader));
- Print_to_console("runlist number %d", current_run_list);
+ Print_to_console("runlist number %d", _currentRunList);
while(*(game_object_list)) {
file_header = (_standardHeader*) res_man.Res_open(*(game_object_list));
@@ -365,7 +361,7 @@ uint32 logic::Examine_run_list(void) {
}
}
- res_man.Res_close(current_run_list);
+ res_man.Res_close(_currentRunList);
} else
Print_to_console("no run list set");
@@ -373,21 +369,21 @@ uint32 logic::Examine_run_list(void) {
return 1;
}
-void logic::Total_restart(void) {
+void logic::totalRestart(void) {
// reset the object restart script 1 on level 0
- cur_object_hub->logic_level = 0;
- // cur_object_hub->script_id[0] = 1;
+ LEVEL = 0;
+ // _curObjectHub->script_id[0] = 1;
// reset to rerun
- cur_object_hub->script_pc[0] = 1;
+ _curObjectHub->script_pc[0] = 1;
}
int32 FN_total_restart(int32 *params) {
// mega runs this to restart its base logic again - like being cached
// in again
- LLogic.Total_restart();
+ LLogic.totalRestart();
// drop out without saving pc and go around again
return IR_TERMINATE;
@@ -409,14 +405,13 @@ int32 FN_add_to_kill_list(int32 *params) {
// DON'T EVER KILL GEORGE!
if (ID != 8) {
// first, scan list to see if this object is already included
- // (05mar97 James)
entry = 0;
while (entry < kills && object_kill_list[entry] != ID)
entry++;
// if this ID isn't already in the list, then add it,
- // (otherwise finish) (05mar97 James)
+ // (otherwise finish)
if (entry == kills) {
#ifdef _SWORD2_DEBUG
@@ -443,13 +438,13 @@ int32 FN_add_to_kill_list(int32 *params) {
return IR_CONT;
}
-void logic::Process_kill_list(void) {
+void logic::processKillList(void) {
for (uint32 j = 0; j < kills; j++)
res_man.Remove_res(object_kill_list[j]);
kills = 0;
}
-void logic::Reset_kill_list(void) {
+void logic::resetKillList(void) {
kills = 0;
}
diff --git a/sword2/logic.h b/sword2/logic.h
index 5f374a3267..a78b5a9cbb 100644
--- a/sword2/logic.h
+++ b/sword2/logic.h
@@ -30,37 +30,37 @@
class logic {
public:
//do one cycle of the current session
- int Process_session(void);
+ int processSession(void);
// cause the logic loop to terminate and drop out
- void Express_change_session(uint32 sesh_id);
+ void expressChangeSession(uint32 sesh_id);
// new logic begins next cycle
- void Natural_change_session(uint32 sesh_id);
+ void naturalChangeSession(uint32 sesh_id);
- uint32 Return_run_list(void);
+ uint32 getRunList(void);
- // setup script_id and script_pc in cur_object_hub - called by
+ // setup script_id and script_pc in _curObjectHub - called by
// FN_gosub()
- void Logic_up(uint32 new_script);
+ void logicUp(uint32 new_script);
- void Logic_replace(uint32 new_script);
- void Logic_one(uint32 new_script);
- void Total_restart(void);
- uint32 Examine_run_list(void);
- void Reset_kill_list(void);
+ void logicReplace(uint32 new_script);
+ void logicOne(uint32 new_script);
+ void totalRestart(void);
+ uint32 examineRunList(void);
+ void resetKillList(void);
private:
// denotes the res id of the game-object-list in current use
- uint32 current_run_list;
+ uint32 _currentRunList;
- void Process_kill_list(void);
+ void processKillList(void);
//pc during logic loop
- uint32 pc;
+ uint32 _pc;
// each object has one of these tacked onto the beginning
- _object_hub *cur_object_hub;
+ _object_hub *_curObjectHub;
};
extern logic LLogic;
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index 6a37048a5a..9740b802fa 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -183,7 +183,7 @@ void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
g_header.screenId = this_screen.background_layer_id;
// resource id of current run-list
- g_header.runListId = LLogic.Return_run_list();
+ g_header.runListId = LLogic.getRunList();
// those scroll position control things
g_header.feet_x = this_screen.feet_x;
@@ -382,7 +382,7 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
res_man.Kill_all_res(0);
// clean out the system kill list (no more objects to kill)
- LLogic.Reset_kill_list();
+ LLogic.resetKillList();
// get player character data from savegame buffer
@@ -432,9 +432,8 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
this_screen.feet_y = g_header.feet_y;
// start the new run list
- LLogic.Express_change_session(g_header.runListId);
+ LLogic.expressChangeSession(g_header.runListId);
- // (James01aug97)
// Force in the new scroll position, so unsightly scroll-catch-up does
// not occur when screen first draws after returning from restore panel
diff --git a/sword2/speech.cpp b/sword2/speech.cpp
index b0e1e41745..c95fa119d4 100644
--- a/sword2/speech.cpp
+++ b/sword2/speech.cpp
@@ -346,10 +346,10 @@ int32 FN_end_conversation(int32 *params) {
debug(5, " holding");
}
- TALK_FLAG = 0; //in-case DC forgets
+ TALK_FLAG = 0; // in-case DC forgets
// restart george's base script
- // LLogic.Total_restart();
+ // LLogic.totalRestart();
//drop out without saving pc and go around again
return IR_CONT;
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index 9cbc42af41..f3f288dac0 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -213,7 +213,7 @@ int32 GameCycle(void) {
// do one game cycle
//got a screen to run?
- if (LLogic.Return_run_list()) {
+ if (LLogic.getRunList()) {
//run the logic session UNTIL a full loop has been performed
do {
// reset the graphic 'buildit' list before a new
@@ -226,7 +226,7 @@ int32 GameCycle(void) {
// keep going as long as new lists keep getting put in
// - i.e. screen changes
- } while (LLogic.Process_session());
+ } while (LLogic.processSession());
} else {
// start the console and print the start options perhaps?
StartConsole();