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-rw-r--r--engines/agi/logic.cpp46
1 files changed, 23 insertions, 23 deletions
diff --git a/engines/agi/logic.cpp b/engines/agi/logic.cpp
index 7429b117c8..1aeb7cc3de 100644
--- a/engines/agi/logic.cpp
+++ b/engines/agi/logic.cpp
@@ -30,15 +30,16 @@ namespace Agi {
* into a message list.
* @param n The number of the logic resource to decode.
*/
-int AgiEngine::decodeLogic(int n) {
+int AgiEngine::decodeLogic(int16 logicNr) {
int ec = errOK;
int mstart, mend, mc;
uint8 *m0;
+ AgiLogic *curLogic = &_game.logics[logicNr];
// decrypt messages at end of logic + build message list
// report ("decoding logic #%d\n", n);
- m0 = _game.logics[n].data;
+ m0 = curLogic->data;
mstart = READ_LE_UINT16(m0) + 2;
mc = *(m0 + mstart);
@@ -48,38 +49,38 @@ int AgiEngine::decodeLogic(int n) {
// if the logic was not compressed, decrypt the text messages
// only if there are more than 0 messages
- if ((~_game.dirLogic[n].flags & RES_COMPRESSED) && mc > 0)
+ if ((~_game.dirLogic[logicNr].flags & RES_COMPRESSED) && mc > 0)
decrypt(m0 + mstart, mend - mstart); // decrypt messages
// build message list
- m0 = _game.logics[n].data;
+ m0 = curLogic->data;
mstart = READ_LE_UINT16(m0) + 2; // +2 covers pointer
- _game.logics[n].numTexts = *(m0 + mstart);
+ _game.logics[logicNr].numTexts = *(m0 + mstart);
// resetp logic pointers
- _game.logics[n].sIP = 2;
- _game.logics[n].cIP = 2;
- _game.logics[n].size = READ_LE_UINT16(m0) + 2; // logic end pointer
+ curLogic->sIP = 2;
+ curLogic->cIP = 2;
+ curLogic->size = READ_LE_UINT16(m0) + 2; // logic end pointer
// allocate list of pointers to point into our data
- _game.logics[n].texts = (const char **)calloc(1 + _game.logics[n].numTexts, sizeof(char *));
+ curLogic->texts = (const char **)calloc(1 + curLogic->numTexts, sizeof(char *));
// cover header info
m0 += mstart + 3;
- if (_game.logics[n].texts != NULL) {
+ if (curLogic->texts != NULL) {
// move list of strings into list to make real pointers
- for (mc = 0; mc < _game.logics[n].numTexts; mc++) {
+ for (mc = 0; mc < curLogic->numTexts; mc++) {
mend = READ_LE_UINT16(m0 + mc * 2);
- _game.logics[n].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)"";
+ _game.logics[logicNr].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)"";
}
// set loaded flag now its all completly loaded
- _game.dirLogic[n].flags |= RES_LOADED;
+ _game.dirLogic[logicNr].flags |= RES_LOADED;
} else {
// unload data
// Note that not every logic has text
- free(_game.logics[n].data);
+ free(curLogic->data);
ec = errNotEnoughMemory;
}
@@ -92,18 +93,17 @@ int AgiEngine::decodeLogic(int n) {
* memory chunks allocated for this resource.
* @param n The number of the logic resource to unload
*/
-void AgiEngine::unloadLogic(int n) {
- if (_game.dirLogic[n].flags & RES_LOADED) {
- free(_game.logics[n].data);
- if (_game.logics[n].numTexts)
- free(_game.logics[n].texts);
- _game.logics[n].numTexts = 0;
- _game.dirLogic[n].flags &= ~RES_LOADED;
+void AgiEngine::unloadLogic(int16 logicNr) {
+ if (_game.dirLogic[logicNr].flags & RES_LOADED) {
+ free(_game.logics[logicNr].data);
+ free(_game.logics[logicNr].texts);
+ _game.logics[logicNr].numTexts = 0;
+ _game.dirLogic[logicNr].flags &= ~RES_LOADED;
}
// if cached, we end up here
- _game.logics[n].sIP = 2;
- _game.logics[n].cIP = 2;
+ _game.logics[logicNr].sIP = 2;
+ _game.logics[logicNr].cIP = 2;
}
} // End of namespace Agi