diff options
Diffstat (limited to 'engines/agi/op_cmd.cpp')
-rw-r--r-- | engines/agi/op_cmd.cpp | 374 |
1 files changed, 187 insertions, 187 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp index f488bda922..42c3e57a34 100644 --- a/engines/agi/op_cmd.cpp +++ b/engines/agi/op_cmd.cpp @@ -54,17 +54,17 @@ namespace Agi { #define setflag(a,b) state->_vm->setflag(a,b) #define getflag(a) state->_vm->getflag(a) -void cmd_increment(AgiGame *state, uint8 *p) { +void cmdIncrement(AgiGame *state, uint8 *p) { if (_v[p0] != 0xff) ++_v[p0]; } -void cmd_decrement(AgiGame *state, uint8 *p) { +void cmdDecrement(AgiGame *state, uint8 *p) { if (_v[p0] != 0) --_v[p0]; } -void cmd_assignn(AgiGame *state, uint8 *p) { +void cmdAssignN(AgiGame *state, uint8 *p) { _v[p0] = p1; // WORKAROUND for a bug in fan _game "Get outta SQ" @@ -78,83 +78,83 @@ void cmd_assignn(AgiGame *state, uint8 *p) { _v[p0] = 8; } -void cmd_addn(AgiGame *state, uint8 *p) { +void cmdAddN(AgiGame *state, uint8 *p) { _v[p0] += p1; } -void cmd_subn(AgiGame *state, uint8 *p) { +void cmdSubN(AgiGame *state, uint8 *p) { _v[p0] -= p1; } -void cmd_assignv(AgiGame *state, uint8 *p) { +void cmdAssignV(AgiGame *state, uint8 *p) { _v[p0] = _v[p1]; } -void cmd_addv(AgiGame *state, uint8 *p) { +void cmdAddV(AgiGame *state, uint8 *p) { _v[p0] += _v[p1]; } -void cmd_subv(AgiGame *state, uint8 *p) { +void cmdSubV(AgiGame *state, uint8 *p) { _v[p0] -= _v[p1]; } -void cmd_mul_n(AgiGame *state, uint8 *p) { +void cmdMulN(AgiGame *state, uint8 *p) { _v[p0] *= p1; } -void cmd_mul_v(AgiGame *state, uint8 *p) { +void cmdMulV(AgiGame *state, uint8 *p) { _v[p0] *= _v[p1]; } -void cmd_div_n(AgiGame *state, uint8 *p) { +void cmdDivN(AgiGame *state, uint8 *p) { _v[p0] /= p1; } -void cmd_div_v(AgiGame *state, uint8 *p) { +void cmdDivV(AgiGame *state, uint8 *p) { _v[p0] /= _v[p1]; } -void cmd_random(AgiGame *state, uint8 *p) { +void cmdRandom(AgiGame *state, uint8 *p) { _v[p2] = state->_vm->_rnd->getRandomNumber(p1 - p0) + p0; } -void cmd_lindirectn(AgiGame *state, uint8 *p) { +void cmdLindirectN(AgiGame *state, uint8 *p) { _v[_v[p0]] = p1; } -void cmd_lindirectv(AgiGame *state, uint8 *p) { +void cmdLindirectV(AgiGame *state, uint8 *p) { _v[_v[p0]] = _v[p1]; } -void cmd_rindirect(AgiGame *state, uint8 *p) { +void cmdRindirect(AgiGame *state, uint8 *p) { _v[p0] = _v[_v[p1]]; } -void cmd_set(AgiGame *state, uint8 *p) { +void cmdSet(AgiGame *state, uint8 *p) { setflag(*p, true); } -void cmd_reset(AgiGame *state, uint8 *p) { +void cmdReset(AgiGame *state, uint8 *p) { setflag(*p, false); } -void cmd_toggle(AgiGame *state, uint8 *p) { +void cmdToggle(AgiGame *state, uint8 *p) { setflag(*p, !getflag(*p)); } -void cmd_set_v(AgiGame *state, uint8 *p) { +void cmdSetV(AgiGame *state, uint8 *p) { setflag(_v[p0], true); } -void cmd_reset_v(AgiGame *state, uint8 *p) { +void cmdResetV(AgiGame *state, uint8 *p) { setflag(_v[p0], false); } -void cmd_toggle_v(AgiGame *state, uint8 *p) { +void cmdToggleV(AgiGame *state, uint8 *p) { setflag(_v[p0], !getflag(_v[p0])); } -void cmd_new_room(AgiGame *state, uint8 *p) { +void cmdNewRoom(AgiGame *state, uint8 *p) { state->_vm->newRoom(p0); // WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush. @@ -170,79 +170,79 @@ void cmd_new_room(AgiGame *state, uint8 *p) { state->keypress = 0; } -void cmd_new_room_f(AgiGame *state, uint8 *p) { +void cmdNewRoomF(AgiGame *state, uint8 *p) { state->_vm->newRoom(_v[p0]); } -void cmd_load_view(AgiGame *state, uint8 *p) { +void cmdLoadView(AgiGame *state, uint8 *p) { state->_vm->agiLoadResource(rVIEW, p0); } -void cmd_load_logic(AgiGame *state, uint8 *p) { +void cmdLoadLogic(AgiGame *state, uint8 *p) { state->_vm->agiLoadResource(rLOGIC, p0); } -void cmd_load_sound(AgiGame *state, uint8 *p) { +void cmdLoadSound(AgiGame *state, uint8 *p) { state->_vm->agiLoadResource(rSOUND, p0); } -void cmd_load_view_f(AgiGame *state, uint8 *p) { +void cmdLoadViewF(AgiGame *state, uint8 *p) { state->_vm->agiLoadResource(rVIEW, _v[p0]); } -void cmd_load_logic_f(AgiGame *state, uint8 *p) { +void cmdLoadLogicF(AgiGame *state, uint8 *p) { state->_vm->agiLoadResource(rLOGIC, _v[p0]); } -void cmd_discard_view(AgiGame *state, uint8 *p) { +void cmdDiscardView(AgiGame *state, uint8 *p) { state->_vm->agiUnloadResource(rVIEW, p0); } -void cmd_object_on_anything(AgiGame *state, uint8 *p) { +void cmdObjectOnAnything(AgiGame *state, uint8 *p) { vt.flags &= ~(ON_WATER | ON_LAND); } -void cmd_object_on_land(AgiGame *state, uint8 *p) { +void cmdObjectOnLand(AgiGame *state, uint8 *p) { vt.flags |= ON_LAND; } -void cmd_object_on_water(AgiGame *state, uint8 *p) { +void cmdObjectOnWater(AgiGame *state, uint8 *p) { vt.flags |= ON_WATER; } -void cmd_observe_horizon(AgiGame *state, uint8 *p) { +void cmdObserveHorizon(AgiGame *state, uint8 *p) { vt.flags &= ~IGNORE_HORIZON; } -void cmd_ignore_horizon(AgiGame *state, uint8 *p) { +void cmdIgnoreHorizon(AgiGame *state, uint8 *p) { vt.flags |= IGNORE_HORIZON; } -void cmd_observe_objs(AgiGame *state, uint8 *p) { +void cmdObserveObjs(AgiGame *state, uint8 *p) { vt.flags &= ~IGNORE_OBJECTS; } -void cmd_ignore_objs(AgiGame *state, uint8 *p) { +void cmdIgnoreObjs(AgiGame *state, uint8 *p) { vt.flags |= IGNORE_OBJECTS; } -void cmd_observe_blocks(AgiGame *state, uint8 *p) { +void cmdObserveBlocks(AgiGame *state, uint8 *p) { vt.flags &= ~IGNORE_BLOCKS; } -void cmd_ignore_blocks(AgiGame *state, uint8 *p) { +void cmdIgnoreBlocks(AgiGame *state, uint8 *p) { vt.flags |= IGNORE_BLOCKS; } -void cmd_set_horizon(AgiGame *state, uint8 *p) { +void cmdSetHorizon(AgiGame *state, uint8 *p) { state->horizon = p0; } -void cmd_get_priority(AgiGame *state, uint8 *p) { +void cmdGetPriority(AgiGame *state, uint8 *p) { _v[p1] = vt.priority; } -void cmd_set_priority(AgiGame *state, uint8 *p) { +void cmdSetPriority(AgiGame *state, uint8 *p) { vt.flags |= FIXED_PRIORITY; vt.priority = p1; @@ -265,242 +265,242 @@ void cmd_set_priority(AgiGame *state, uint8 *p) { } } -void cmd_set_priority_f(AgiGame *state, uint8 *p) { +void cmdSetPriorityF(AgiGame *state, uint8 *p) { vt.flags |= FIXED_PRIORITY; vt.priority = _v[p1]; } -void cmd_release_priority(AgiGame *state, uint8 *p) { +void cmdReleasePriority(AgiGame *state, uint8 *p) { vt.flags &= ~FIXED_PRIORITY; } -void cmd_set_upper_left(AgiGame *state, uint8 *p) { // do nothing (AGI 2.917) +void cmdSetUpperLeft(AgiGame *state, uint8 *p) { // do nothing (AGI 2.917) } -void cmd_start_update(AgiGame *state, uint8 *p) { +void cmdStartUpdate(AgiGame *state, uint8 *p) { state->_vm->startUpdate(&vt); } -void cmd_stop_update(AgiGame *state, uint8 *p) { +void cmdStopUpdate(AgiGame *state, uint8 *p) { state->_vm->stopUpdate(&vt); } -void cmd_current_view(AgiGame *state, uint8 *p) { +void cmdCurrentView(AgiGame *state, uint8 *p) { _v[p1] = vt.currentView; } -void cmd_current_cel(AgiGame *state, uint8 *p) { +void cmdCurrentCel(AgiGame *state, uint8 *p) { _v[p1] = vt.currentCel; debugC(4, kDebugLevelScripts, "v%d=%d", p1, _v[p1]); } -void cmd_current_loop(AgiGame *state, uint8 *p) { +void cmdCurrentLoop(AgiGame *state, uint8 *p) { _v[p1] = vt.currentLoop; } -void cmd_last_cel(AgiGame *state, uint8 *p) { +void cmdLastCel(AgiGame *state, uint8 *p) { _v[p1] = vt.loopData->numCels - 1; } -void cmd_set_cel(AgiGame *state, uint8 *p) { +void cmdSetCel(AgiGame *state, uint8 *p) { state->_vm->setCel(&vt, p1); vt.flags &= ~DONTUPDATE; } -void cmd_set_cel_f(AgiGame *state, uint8 *p) { +void cmdSetCelF(AgiGame *state, uint8 *p) { state->_vm->setCel(&vt, _v[p1]); vt.flags &= ~DONTUPDATE; } -void cmd_set_view(AgiGame *state, uint8 *p) { +void cmdSetView(AgiGame *state, uint8 *p) { state->_vm->setView(&vt, p1); } -void cmd_set_view_f(AgiGame *state, uint8 *p) { +void cmdSetViewF(AgiGame *state, uint8 *p) { state->_vm->setView(&vt, _v[p1]); } -void cmd_set_loop(AgiGame *state, uint8 *p) { +void cmdSetLoop(AgiGame *state, uint8 *p) { state->_vm->setLoop(&vt, p1); } -void cmd_set_loop_f(AgiGame *state, uint8 *p) { +void cmdSetLoopF(AgiGame *state, uint8 *p) { state->_vm->setLoop(&vt, _v[p1]); } -void cmd_number_of_loops(AgiGame *state, uint8 *p) { +void cmdNumberOfLoops(AgiGame *state, uint8 *p) { _v[p1] = vt.numLoops; } -void cmd_fix_loop(AgiGame *state, uint8 *p) { +void cmdFixLoop(AgiGame *state, uint8 *p) { vt.flags |= FIX_LOOP; } -void cmd_release_loop(AgiGame *state, uint8 *p) { +void cmdReleaseLoop(AgiGame *state, uint8 *p) { vt.flags &= ~FIX_LOOP; } -void cmd_step_size(AgiGame *state, uint8 *p) { +void cmdStepSize(AgiGame *state, uint8 *p) { vt.stepSize = _v[p1]; } -void cmd_step_time(AgiGame *state, uint8 *p) { +void cmdStepTime(AgiGame *state, uint8 *p) { vt.stepTime = vt.stepTimeCount = _v[p1]; } -void cmd_cycle_time(AgiGame *state, uint8 *p) { +void cmdCycleTime(AgiGame *state, uint8 *p) { vt.cycleTime = vt.cycleTimeCount = _v[p1]; } -void cmd_stop_cycling(AgiGame *state, uint8 *p) { +void cmdStopCycling(AgiGame *state, uint8 *p) { vt.flags &= ~CYCLING; } -void cmd_start_cycling(AgiGame *state, uint8 *p) { +void cmdStartCycling(AgiGame *state, uint8 *p) { vt.flags |= CYCLING; } -void cmd_normal_cycle(AgiGame *state, uint8 *p) { +void cmdNormalCycle(AgiGame *state, uint8 *p) { vt.cycle = CYCLE_NORMAL; vt.flags |= CYCLING; } -void cmd_reverse_cycle(AgiGame *state, uint8 *p) { +void cmdReverseCycle(AgiGame *state, uint8 *p) { vt.cycle = CYCLE_REVERSE; vt.flags |= CYCLING; } -void cmd_set_dir(AgiGame *state, uint8 *p) { +void cmdSetDir(AgiGame *state, uint8 *p) { vt.direction = _v[p1]; } -void cmd_get_dir(AgiGame *state, uint8 *p) { +void cmdGetDir(AgiGame *state, uint8 *p) { _v[p1] = vt.direction; } -void cmd_get_room_f(AgiGame *state, uint8 *p) { +void cmdGetRoomF(AgiGame *state, uint8 *p) { _v[p1] = state->_vm->objectGetLocation(_v[p0]); } -void cmd_put(AgiGame *state, uint8 *p) { +void cmdPut(AgiGame *state, uint8 *p) { state->_vm->objectSetLocation(p0, _v[p1]); } -void cmd_put_f(AgiGame *state, uint8 *p) { +void cmdPutF(AgiGame *state, uint8 *p) { state->_vm->objectSetLocation(_v[p0], _v[p1]); } -void cmd_drop(AgiGame *state, uint8 *p) { +void cmdDrop(AgiGame *state, uint8 *p) { state->_vm->objectSetLocation(p0, 0); } -void cmd_get(AgiGame *state, uint8 *p) { +void cmdGet(AgiGame *state, uint8 *p) { state->_vm->objectSetLocation(p0, EGO_OWNED); } -void cmd_get_f(AgiGame *state, uint8 *p) { +void cmdGetF(AgiGame *state, uint8 *p) { state->_vm->objectSetLocation(_v[p0], EGO_OWNED); } -void cmd_word_to_string(AgiGame *state, uint8 *p) { +void cmdWordToString(AgiGame *state, uint8 *p) { strcpy(state->strings[p0], state->egoWords[p1].word); } -void cmd_open_dialogue(AgiGame *state, uint8 *p) { +void cmdOpenDialogue(AgiGame *state, uint8 *p) { state->hasWindow = true; } -void cmd_close_dialogue(AgiGame *state, uint8 *p) { +void cmdCloseDialogue(AgiGame *state, uint8 *p) { state->hasWindow = false; } -void cmd_close_window(AgiGame *state, uint8 *p) { +void cmdCloseWindow(AgiGame *state, uint8 *p) { state->_vm->closeWindow(); } -void cmd_status_line_on(AgiGame *state, uint8 *p) { +void cmdStatusLineOn(AgiGame *state, uint8 *p) { state->statusLine = true; state->_vm->writeStatus(); } -void cmd_status_line_off(AgiGame *state, uint8 *p) { +void cmdStatusLineOff(AgiGame *state, uint8 *p) { state->statusLine = false; state->_vm->writeStatus(); } -void cmd_show_obj(AgiGame *state, uint8 *p) { +void cmdShowObj(AgiGame *state, uint8 *p) { state->_vm->_sprites->showObj(p0); } -void cmd_show_obj_v(AgiGame *state, uint8 *p) { +void cmdShowObjV(AgiGame *state, uint8 *p) { state->_vm->_sprites->showObj(_v[p0]); } -void cmd_sound(AgiGame *state, uint8 *p) { +void cmdSound(AgiGame *state, uint8 *p) { state->_vm->_sound->startSound(p0, p1); } -void cmd_stop_sound(AgiGame *state, uint8 *p) { +void cmdStopSound(AgiGame *state, uint8 *p) { state->_vm->_sound->stopSound(); } -void cmd_menu_input(AgiGame *state, uint8 *p) { +void cmdMenuInput(AgiGame *state, uint8 *p) { state->_vm->newInputMode(INPUT_MENU); } -void cmd_enable_item(AgiGame *state, uint8 *p) { +void cmdEnableItem(AgiGame *state, uint8 *p) { state->_vm->_menu->setItem(p0, true); } -void cmd_disable_item(AgiGame *state, uint8 *p) { +void cmdDisableItem(AgiGame *state, uint8 *p) { state->_vm->_menu->setItem(p0, false); } -void cmd_submit_menu(AgiGame *state, uint8 *p) { +void cmdSubmitMenu(AgiGame *state, uint8 *p) { state->_vm->_menu->submit(); } -void cmd_set_scan_start(AgiGame *state, uint8 *p) { +void cmdSetScanStart(AgiGame *state, uint8 *p) { state->_curLogic->sIP = state->_curLogic->cIP; } -void cmd_reset_scan_start(AgiGame *state, uint8 *p) { +void cmdResetScanStart(AgiGame *state, uint8 *p) { state->_curLogic->sIP = 2; } -void cmd_save_game(AgiGame *state, uint8 *p) { +void cmdSaveGame(AgiGame *state, uint8 *p) { state->simpleSave ? state->_vm->saveGameSimple() : state->_vm->saveGameDialog(); } -void cmd_load_game(AgiGame *state, uint8 *p) { +void cmdLoadGame(AgiGame *state, uint8 *p) { assert(1); state->simpleSave ? state->_vm->loadGameSimple() : state->_vm->loadGameDialog(); } -void cmd_init_disk(AgiGame *state, uint8 *p) { // do nothing +void cmdInitDisk(AgiGame *state, uint8 *p) { // do nothing } -void cmd_log(AgiGame *state, uint8 *p) { // do nothing +void cmdLog(AgiGame *state, uint8 *p) { // do nothing } -void cmd_trace_on(AgiGame *state, uint8 *p) { // do nothing +void cmdTraceOn(AgiGame *state, uint8 *p) { // do nothing } -void cmd_trace_info(AgiGame *state, uint8 *p) { // do nothing +void cmdTraceInfo(AgiGame *state, uint8 *p) { // do nothing } -void cmd_show_mem(AgiGame *state, uint8 *p) { +void cmdShowMem(AgiGame *state, uint8 *p) { state->_vm->messageBox("Enough memory"); } -void cmd_init_joy(AgiGame *state, uint8 *p) { // do nothing +void cmdInitJoy(AgiGame *state, uint8 *p) { // do nothing } -void cmd_script_size(AgiGame *state, uint8 *p) { +void cmdScriptSize(AgiGame *state, uint8 *p) { debug(0, "script.size(%d)", p0); } -void cmd_cancel_line(AgiGame *state, uint8 *p) { +void cmdCancelLine(AgiGame *state, uint8 *p) { state->inputBuffer[0] = 0; state->cursorPos = 0; state->_vm->writePrompt(); @@ -516,7 +516,7 @@ void cmd_cancel_line(AgiGame *state, uint8 *p) { // 4051 (When ego is stationary), // 471 (When walking on the first screen's bridge), // 71 (When walking around, using the mouse or the keyboard). -void cmd_obj_status_f(AgiGame *state, uint8 *p) { +void cmdObjStatusF(AgiGame *state, uint8 *p) { const char *cycleDesc; // Object's cycle description line const char *motionDesc; // Object's motion description line char msg[256]; // The whole object status message @@ -588,20 +588,20 @@ void cmd_obj_status_f(AgiGame *state, uint8 *p) { // unk_174: Change priority table (used in KQ4) -- j5 // unk_177: Disable menus completely -- j5 // unk_181: Deactivate keypressed control (default control of ego) -void cmd_set_simple(AgiGame *state, uint8 *p) { +void cmdSetSimple(AgiGame *state, uint8 *p) { if (!(getFeatures() & (GF_AGI256 | GF_AGI256_2))) { state->simpleSave = true; } else { // AGI256 and AGI256-2 use this unknown170 command to load 256 color pictures. - // Load the picture. Similar to void cmd_load_pic(AgiGame *state, uint8 *p). + // Load the picture. Similar to void cmdLoad_pic(AgiGame *state, uint8 *p). state->_vm->_sprites->eraseBoth(); state->_vm->agiLoadResource(rPICTURE, _v[p0]); - // Draw the picture. Similar to void cmd_draw_pic(AgiGame *state, uint8 *p). + // Draw the picture. Similar to void cmdDraw_pic(AgiGame *state, uint8 *p). state->_vm->_picture->decodePicture(_v[p0], false, true); state->_vm->_sprites->blitBoth(); state->pictureShown = 0; - // Show the picture. Similar to void cmd_show_pic(AgiGame *state, uint8 *p). + // Show the picture. Similar to void cmdShow_pic(AgiGame *state, uint8 *p). setflag(fOutputMode, false); state->_vm->closeWindow(); state->_vm->_picture->showPic(); @@ -612,25 +612,25 @@ void cmd_set_simple(AgiGame *state, uint8 *p) { } } -void cmd_pop_script(AgiGame *state, uint8 *p) { +void cmdPopScript(AgiGame *state, uint8 *p) { if (getVersion() >= 0x2915) { debug(0, "pop.script"); } } -void cmd_hold_key(AgiGame *state, uint8 *p) { +void cmdHoldKey(AgiGame *state, uint8 *p) { if (getVersion() >= 0x3098) { state->_vm->_egoHoldKey = true; } } -void cmd_discard_sound(AgiGame *state, uint8 *p) { +void cmdDiscardSound(AgiGame *state, uint8 *p) { if (getVersion() >= 0x2936) { debug(0, "discard.sound"); } } -void cmd_hide_mouse(AgiGame *state, uint8 *p) { +void cmdHideMouse(AgiGame *state, uint8 *p) { // WORKAROUND: Turns off current movement that's being caused with the mouse. // This fixes problems with too many popup boxes appearing in the Amiga // Gold Rush's copy protection failure scene (i.e. the hanging scene, logic.192). @@ -643,29 +643,29 @@ void cmd_hide_mouse(AgiGame *state, uint8 *p) { g_system->showMouse(false); } -void cmd_allow_menu(AgiGame *state, uint8 *p) { +void cmdAllowMenu(AgiGame *state, uint8 *p) { if (getVersion() >= 0x3098) { setflag(fMenusWork, ((p0 != 0) ? true : false)); } } -void cmd_show_mouse(AgiGame *state, uint8 *p) { +void cmdShowMouse(AgiGame *state, uint8 *p) { g_system->showMouse(true); } -void cmd_fence_mouse(AgiGame *state, uint8 *p) { +void cmdFenceMouse(AgiGame *state, uint8 *p) { state->mouseFence.moveTo(p0, p1); state->mouseFence.setWidth(p2 - p0); state->mouseFence.setHeight(p3 - p1); } -void cmd_release_key(AgiGame *state, uint8 *p) { +void cmdReleaseKey(AgiGame *state, uint8 *p) { if (getVersion() >= 0x3098) { state->_vm->_egoHoldKey = false; } } -void cmd_adj_ego_move_to_x_y(AgiGame *state, uint8 *p) { +void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *p) { int8 x, y; switch (logicNamesCmd[182].argumentsLength()) { @@ -703,7 +703,7 @@ void cmd_adj_ego_move_to_x_y(AgiGame *state, uint8 *p) { } } -void cmd_parse(AgiGame *state, uint8 *p) { +void cmdParse(AgiGame *state, uint8 *p) { _v[vWordNotFound] = 0; setflag(fEnteredCli, false); setflag(fSaidAcceptedInput, false); @@ -711,7 +711,7 @@ void cmd_parse(AgiGame *state, uint8 *p) { state->_vm->dictionaryWords(state->_vm->agiSprintf(state->strings[p0])); } -void cmd_call(AgiGame *state, uint8 *p) { +void cmdCall(AgiGame *state, uint8 *p) { int oldCIP; int oldLognum; @@ -727,11 +727,11 @@ void cmd_call(AgiGame *state, uint8 *p) { state->_curLogic->cIP = oldCIP; } -void cmd_call_f(AgiGame *state, uint8 *p) { - cmd_call(state, &_v[p0]); +void cmdCallF(AgiGame *state, uint8 *p) { + cmdCall(state, &_v[p0]); } -void cmd_draw_pic(AgiGame *state, uint8 *p) { +void cmdDrawPic(AgiGame *state, uint8 *p) { debugC(6, kDebugLevelScripts, "=== draw pic %d ===", _v[p0]); state->_vm->_sprites->eraseBoth(); state->_vm->_picture->decodePicture(_v[p0], true); @@ -759,7 +759,7 @@ void cmd_draw_pic(AgiGame *state, uint8 *p) { state->_vm->pause(kPausePicture); } -void cmd_show_pic(AgiGame *state, uint8 *p) { +void cmdShowPic(AgiGame *state, uint8 *p) { debugC(6, kDebugLevelScripts, "=== show pic ==="); setflag(fOutputMode, false); @@ -770,19 +770,19 @@ void cmd_show_pic(AgiGame *state, uint8 *p) { debugC(6, kDebugLevelScripts, "--- end of show pic ---"); } -void cmd_load_pic(AgiGame *state, uint8 *p) { +void cmdLoadPic(AgiGame *state, uint8 *p) { state->_vm->_sprites->eraseBoth(); state->_vm->agiLoadResource(rPICTURE, _v[p0]); state->_vm->_sprites->blitBoth(); state->_vm->_sprites->commitBoth(); } -void cmd_discard_pic(AgiGame *state, uint8 *p) { +void cmdDiscardPic(AgiGame *state, uint8 *p) { debugC(6, kDebugLevelScripts, "--- discard pic ---"); // do nothing } -void cmd_overlay_pic(AgiGame *state, uint8 *p) { +void cmdOverlayPic(AgiGame *state, uint8 *p) { debugC(6, kDebugLevelScripts, "--- overlay pic ---"); state->_vm->_sprites->eraseBoth(); @@ -795,7 +795,7 @@ void cmd_overlay_pic(AgiGame *state, uint8 *p) { state->_vm->pause(kPausePicture); } -void cmd_show_pri_screen(AgiGame *state, uint8 *p) { +void cmdShowPriScreen(AgiGame *state, uint8 *p) { state->_vm->_debug.priority = 1; state->_vm->_sprites->eraseBoth(); state->_vm->_picture->showPic(); @@ -809,7 +809,7 @@ void cmd_show_pri_screen(AgiGame *state, uint8 *p) { state->_vm->_sprites->blitBoth(); } -void cmd_animate_obj(AgiGame *state, uint8 *p) { +void cmdAnimateObj(AgiGame *state, uint8 *p) { if (vt.flags & ANIMATED) return; @@ -820,14 +820,14 @@ void cmd_animate_obj(AgiGame *state, uint8 *p) { vt.direction = 0; } -void cmd_unanimate_all(AgiGame *state, uint8 *p) { +void cmdUnanimateAll(AgiGame *state, uint8 *p) { int i; for (i = 0; i < MAX_VIEWTABLE; i++) state->viewTable[i].flags &= ~(ANIMATED | DRAWN); } -void cmd_draw(AgiGame *state, uint8 *p) { +void cmdDraw(AgiGame *state, uint8 *p) { if (vt.flags & DRAWN) return; @@ -871,7 +871,7 @@ void cmd_draw(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "vt entry #%d flags = %02x", p0, vt.flags); } -void cmd_erase(AgiGame *state, uint8 *p) { +void cmdErase(AgiGame *state, uint8 *p) { if (~vt.flags & DRAWN) return; @@ -896,7 +896,7 @@ void cmd_erase(AgiGame *state, uint8 *p) { state->_vm->_sprites->commitBlock(x1, y1, x2, y2, true); } -void cmd_position(AgiGame *state, uint8 *p) { +void cmdPosition(AgiGame *state, uint8 *p) { vt.xPos = vt.xPos2 = p1; vt.yPos = vt.yPos2 = p2; @@ -917,7 +917,7 @@ void cmd_position(AgiGame *state, uint8 *p) { state->_vm->clipViewCoordinates(&vt); } -void cmd_position_f(AgiGame *state, uint8 *p) { +void cmdPositionF(AgiGame *state, uint8 *p) { vt.xPos = vt.xPos2 = _v[p1]; vt.yPos = vt.yPos2 = _v[p2]; @@ -928,12 +928,12 @@ void cmd_position_f(AgiGame *state, uint8 *p) { state->_vm->clipViewCoordinates(&vt); } -void cmd_get_posn(AgiGame *state, uint8 *p) { +void cmdGetPosn(AgiGame *state, uint8 *p) { state->vars[p1] = (unsigned char)vt.xPos; state->vars[p2] = (unsigned char)vt.yPos; } -void cmd_reposition(AgiGame *state, uint8 *p) { +void cmdReposition(AgiGame *state, uint8 *p) { int dx = (int8) _v[p1], dy = (int8) _v[p2]; debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy); @@ -952,35 +952,35 @@ void cmd_reposition(AgiGame *state, uint8 *p) { state->_vm->fixPosition(p0); } -void cmd_reposition_to(AgiGame *state, uint8 *p) { +void cmdRepositionTo(AgiGame *state, uint8 *p) { vt.xPos = p1; vt.yPos = p2; vt.flags |= UPDATE_POS; state->_vm->fixPosition(p0); } -void cmd_reposition_to_f(AgiGame *state, uint8 *p) { +void cmdRepositionToF(AgiGame *state, uint8 *p) { vt.xPos = _v[p1]; vt.yPos = _v[p2]; vt.flags |= UPDATE_POS; state->_vm->fixPosition(p0); } -void cmd_add_to_pic(AgiGame *state, uint8 *p) { +void cmdAddToPic(AgiGame *state, uint8 *p) { state->_vm->_sprites->addToPic(p0, p1, p2, p3, p4, p5, p6); } -void cmd_add_to_pic_f(AgiGame *state, uint8 *p) { +void cmdAddToPicF(AgiGame *state, uint8 *p) { state->_vm->_sprites->addToPic(_v[p0], _v[p1], _v[p2], _v[p3], _v[p4], _v[p5], _v[p6]); } -void cmd_force_update(AgiGame *state, uint8 *p) { +void cmdForceUpdate(AgiGame *state, uint8 *p) { state->_vm->_sprites->eraseBoth(); state->_vm->_sprites->blitBoth(); state->_vm->_sprites->commitBoth(); } -void cmd_reverse_loop(AgiGame *state, uint8 *p) { +void cmdReverseLoop(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1); vt.cycle = CYCLE_REV_LOOP; vt.flags |= (DONTUPDATE | UPDATE | CYCLING); @@ -988,7 +988,7 @@ void cmd_reverse_loop(AgiGame *state, uint8 *p) { setflag(p1, false); } -void cmd_end_of_loop(AgiGame *state, uint8 *p) { +void cmdEndOfLoop(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1); vt.cycle = CYCLE_END_OF_LOOP; vt.flags |= (DONTUPDATE | UPDATE | CYCLING); @@ -996,7 +996,7 @@ void cmd_end_of_loop(AgiGame *state, uint8 *p) { setflag(p1, false); } -void cmd_block(AgiGame *state, uint8 *p) { +void cmdBlock(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "x1=%d, y1=%d, x2=%d, y2=%d", p0, p1, p2, p3); state->block.active = true; state->block.x1 = p0; @@ -1005,15 +1005,15 @@ void cmd_block(AgiGame *state, uint8 *p) { state->block.y2 = p3; } -void cmd_unblock(AgiGame *state, uint8 *p) { +void cmdUnblock(AgiGame *state, uint8 *p) { state->block.active = false; } -void cmd_normal_motion(AgiGame *state, uint8 *p) { +void cmdNormalMotion(AgiGame *state, uint8 *p) { vt.motion = MOTION_NORMAL; } -void cmd_stop_motion(AgiGame *state, uint8 *p) { +void cmdStopMotion(AgiGame *state, uint8 *p) { vt.direction = 0; vt.motion = MOTION_NORMAL; if (p0 == 0) { // ego only @@ -1022,7 +1022,7 @@ void cmd_stop_motion(AgiGame *state, uint8 *p) { } } -void cmd_start_motion(AgiGame *state, uint8 *p) { +void cmdStartMotion(AgiGame *state, uint8 *p) { vt.motion = MOTION_NORMAL; if (p0 == 0) { // ego only _v[vEgoDir] = 0; @@ -1030,16 +1030,16 @@ void cmd_start_motion(AgiGame *state, uint8 *p) { } } -void cmd_player_control(AgiGame *state, uint8 *p) { +void cmdPlayerControl(AgiGame *state, uint8 *p) { state->playerControl = true; state->viewTable[0].motion = MOTION_NORMAL; } -void cmd_program_control(AgiGame *state, uint8 *p) { +void cmdProgramControl(AgiGame *state, uint8 *p) { state->playerControl = false; } -void cmd_follow_ego(AgiGame *state, uint8 *p) { +void cmdFollowEgo(AgiGame *state, uint8 *p) { vt.motion = MOTION_FOLLOW_EGO; vt.parm1 = p1 > vt.stepSize ? p1 : vt.stepSize; vt.parm2 = p2; @@ -1048,7 +1048,7 @@ void cmd_follow_ego(AgiGame *state, uint8 *p) { vt.flags |= UPDATE; } -void cmd_move_obj(AgiGame *state, uint8 *p) { +void cmdMoveObj(AgiGame *state, uint8 *p) { // _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4); vt.motion = MOTION_MOVE_OBJ; @@ -1071,7 +1071,7 @@ void cmd_move_obj(AgiGame *state, uint8 *p) { state->_vm->moveObj(&vt); } -void cmd_move_obj_f(AgiGame *state, uint8 *p) { +void cmdMoveObjF(AgiGame *state, uint8 *p) { vt.motion = MOTION_MOVE_OBJ; vt.parm1 = _v[p1]; vt.parm2 = _v[p2]; @@ -1092,7 +1092,7 @@ void cmd_move_obj_f(AgiGame *state, uint8 *p) { state->_vm->moveObj(&vt); } -void cmd_wander(AgiGame *state, uint8 *p) { +void cmdWander(AgiGame *state, uint8 *p) { if (p0 == 0) state->playerControl = false; @@ -1100,7 +1100,7 @@ void cmd_wander(AgiGame *state, uint8 *p) { vt.flags |= UPDATE; } -void cmd_set_game_id(AgiGame *state, uint8 *p) { +void cmdSetGameID(AgiGame *state, uint8 *p) { if (state->_curLogic->texts && (p0 - 1) <= state->_curLogic->numTexts) strncpy(state->id, state->_curLogic->texts[p0 - 1], 8); else @@ -1109,7 +1109,7 @@ void cmd_set_game_id(AgiGame *state, uint8 *p) { debug(0, "Game ID: \"%s\"", state->id); } -void cmd_pause(AgiGame *state, uint8 *p) { +void cmdPause(AgiGame *state, uint8 *p) { int tmp = state->clockEnabled; const char *b[] = { "Continue", NULL }; const char *b_ru[] = { "\x8f\xe0\xae\xa4\xae\xab\xa6\xa8\xe2\xec", NULL }; @@ -1127,21 +1127,21 @@ void cmd_pause(AgiGame *state, uint8 *p) { state->clockEnabled = tmp; } -void cmd_set_menu(AgiGame *state, uint8 *p) { +void cmdSetMenu(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, state->_curLogic->numTexts); if (state->_curLogic->texts != NULL && p0 <= state->_curLogic->numTexts) state->_vm->_menu->add(state->_curLogic->texts[p0 - 1]); } -void cmd_set_menu_item(AgiGame *state, uint8 *p) { +void cmdSetMenuItem(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "text %02x of %02x", p0, state->_curLogic->numTexts); if (state->_curLogic->texts != NULL && p0 <= state->_curLogic->numTexts) state->_vm->_menu->addItem(state->_curLogic->texts[p0 - 1], p1); } -void cmd_version(AgiGame *state, uint8 *p) { +void cmdVersion(AgiGame *state, uint8 *p) { char verMsg[64]; char ver2Msg[] = "\n" @@ -1181,13 +1181,13 @@ void cmd_version(AgiGame *state, uint8 *p) { state->_vm->messageBox(msg); } -void cmd_configure_screen(AgiGame *state, uint8 *p) { +void cmdConfigureScreen(AgiGame *state, uint8 *p) { state->lineMinPrint = p0; state->lineUserInput = p1; state->lineStatus = p2; } -void cmd_text_screen(AgiGame *state, uint8 *p) { +void cmdTextScreen(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "switching to text mode"); state->gfxMode = false; @@ -1199,7 +1199,7 @@ void cmd_text_screen(AgiGame *state, uint8 *p) { state->_vm->_gfx->clearScreen(state->colorBg); } -void cmd_graphics(AgiGame *state, uint8 *p) { +void cmdGraphics(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "switching to graphics mode"); if (!state->gfxMode) { @@ -1211,7 +1211,7 @@ void cmd_graphics(AgiGame *state, uint8 *p) { } } -void cmd_set_text_attribute(AgiGame *state, uint8 *p) { +void cmdSetTextAttribute(AgiGame *state, uint8 *p) { state->colorFg = p0; state->colorBg = p1; @@ -1223,11 +1223,11 @@ void cmd_set_text_attribute(AgiGame *state, uint8 *p) { } } -void cmd_status(AgiGame *state, uint8 *p) { +void cmdStatus(AgiGame *state, uint8 *p) { state->_vm->inventory(); } -void cmd_quit(AgiGame *state, uint8 *p) { +void cmdQuit(AgiGame *state, uint8 *p) { const char *buttons[] = { "Quit", "Continue", NULL }; state->_vm->_sound->stopSound(); @@ -1240,7 +1240,7 @@ void cmd_quit(AgiGame *state, uint8 *p) { } } -void cmd_restart_game(AgiGame *state, uint8 *p) { +void cmdRestartGame(AgiGame *state, uint8 *p) { const char *buttons[] = { "Restart", "Continue", NULL }; int sel; @@ -1255,7 +1255,7 @@ void cmd_restart_game(AgiGame *state, uint8 *p) { } } -void cmd_distance(AgiGame *state, uint8 *p) { +void cmdDistance(AgiGame *state, uint8 *p) { int16 x1, y1, x2, y2, d; VtEntry *v0 = &state->viewTable[p0]; VtEntry *v1 = &state->viewTable[p1]; @@ -1306,7 +1306,7 @@ void cmd_distance(AgiGame *state, uint8 *p) { _v[p2] = (unsigned char)d; } -void cmd_accept_input(AgiGame *state, uint8 *p) { +void cmdAcceptInput(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts | kDebugLevelInput, "input normal"); state->_vm->newInputMode(INPUT_NORMAL); @@ -1314,7 +1314,7 @@ void cmd_accept_input(AgiGame *state, uint8 *p) { state->_vm->writePrompt(); } -void cmd_prevent_input(AgiGame *state, uint8 *p) { +void cmdPreventInput(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts | kDebugLevelInput, "no input"); state->_vm->newInputMode(INPUT_NONE); @@ -1323,7 +1323,7 @@ void cmd_prevent_input(AgiGame *state, uint8 *p) { state->_vm->clearPrompt(); } -void cmd_get_string(AgiGame *state, uint8 *p) { +void cmdGetString(AgiGame *state, uint8 *p) { int tex, row, col; debugC(4, kDebugLevelScripts, "%d %d %d %d %d", p0, p1, p2, p3, p4); @@ -1356,7 +1356,7 @@ void cmd_get_string(AgiGame *state, uint8 *p) { } while (state->inputMode == INPUT_GETSTRING && !(state->_vm->shouldQuit() || state->_vm->_restartGame)); } -void cmd_get_num(AgiGame *state, uint8 *p) { +void cmdGetNum(AgiGame *state, uint8 *p) { debugC(4, kDebugLevelScripts, "%d %d", p0, p1); state->_vm->newInputMode(INPUT_GETSTRING); @@ -1383,7 +1383,7 @@ void cmd_get_num(AgiGame *state, uint8 *p) { state->_vm->flushLines(22, 22); } -void cmd_set_cursor_char(AgiGame *state, uint8 *p) { +void cmdSetCursorChar(AgiGame *state, uint8 *p) { if (state->_curLogic->texts != NULL && (p0 - 1) <= state->_curLogic->numTexts) { state->cursorChar = *state->_curLogic->texts[p0 - 1]; } else { @@ -1392,7 +1392,7 @@ void cmd_set_cursor_char(AgiGame *state, uint8 *p) { } } -void cmd_set_key(AgiGame *state, uint8 *p) { +void cmdSetKey(AgiGame *state, uint8 *p) { int key; if (state->lastController >= MAX_CONTROLLERS) { @@ -1411,14 +1411,14 @@ void cmd_set_key(AgiGame *state, uint8 *p) { state->controllerOccured[p2] = false; } -void cmd_set_string(AgiGame *state, uint8 *p) { +void cmdSetString(AgiGame *state, uint8 *p) { // CM: to avoid crash in Groza (str = 150) if (p0 > MAX_STRINGS) return; strcpy(state->strings[p0], state->_curLogic->texts[p1 - 1]); } -void cmd_display(AgiGame *state, uint8 *p) { +void cmdDisplay(AgiGame *state, uint8 *p) { int len = 40; char *s = state->_vm->wordWrapString(state->_curLogic->texts[p2 - 1], &len); @@ -1428,11 +1428,11 @@ void cmd_display(AgiGame *state, uint8 *p) { free(s); } -void cmd_display_f(AgiGame *state, uint8 *p) { +void cmdDisplayF(AgiGame *state, uint8 *p) { state->_vm->printText(state->_curLogic->texts[_v[p2] - 1], _v[p1], 0, _v[p0], 40, state->colorFg, state->colorBg); } -void cmd_clear_text_rect(AgiGame *state, uint8 *p) { +void cmdClearTextRect(AgiGame *state, uint8 *p) { int c, x1, y1, x2, y2; if ((c = p4) != 0) @@ -1457,17 +1457,17 @@ void cmd_clear_text_rect(AgiGame *state, uint8 *p) { state->_vm->_gfx->flushBlock(x1, y1, x2, y2); } -void cmd_toggle_monitor(AgiGame *state, uint8 *p) { +void cmdToggleMonitor(AgiGame *state, uint8 *p) { debug(0, "toggle.monitor"); } -void cmd_echo_line(AgiGame *state, uint8 *p) { +void cmdEchoLine(AgiGame *state, uint8 *p) { strcpy((char *)state->inputBuffer, (const char *)state->echoBuffer); state->cursorPos = strlen((char *)state->inputBuffer); state->hasPrompt = 0; } -void cmd_clear_lines(AgiGame *state, uint8 *p) { +void cmdClearLines(AgiGame *state, uint8 *p) { uint8 l; // Residence 44 calls clear.lines(24,0,0), see Sarien bug #558423 @@ -1481,19 +1481,19 @@ void cmd_clear_lines(AgiGame *state, uint8 *p) { state->_vm->flushLines(p0, l); } -void cmd_print(AgiGame *state, uint8 *p) { +void cmdPrint(AgiGame *state, uint8 *p) { int n = p0 < 1 ? 1 : p0; state->_vm->print(state->_curLogic->texts[n - 1], 0, 0, 0); } -void cmd_print_f(AgiGame *state, uint8 *p) { +void cmdPrintF(AgiGame *state, uint8 *p) { int n = _v[p0] < 1 ? 1 : _v[p0]; state->_vm->print(state->_curLogic->texts[n - 1], 0, 0, 0); } -void cmd_print_at(AgiGame *state, uint8 *p) { +void cmdPrintAt(AgiGame *state, uint8 *p) { int n = p0 < 1 ? 1 : p0; debugC(4, kDebugLevelScripts, "%d %d %d %d", p0, p1, p2, p3); @@ -1501,13 +1501,13 @@ void cmd_print_at(AgiGame *state, uint8 *p) { state->_vm->print(state->_curLogic->texts[n - 1], p1, p2, p3); } -void cmd_print_at_v(AgiGame *state, uint8 *p) { +void cmdPrintAtV(AgiGame *state, uint8 *p) { int n = _v[p0] < 1 ? 1 : _v[p0]; state->_vm->print(state->_curLogic->texts[n - 1], p1, p2, p3); } -void cmd_push_script(AgiGame *state, uint8 *p) { +void cmdPushScript(AgiGame *state, uint8 *p) { // We run AGIMOUSE always as a side effect if (getFeatures() & GF_AGIMOUSE || true) { state->vars[27] = state->_vm->_mouse.button; @@ -1520,7 +1520,7 @@ void cmd_push_script(AgiGame *state, uint8 *p) { } } -void cmd_set_pri_base(AgiGame *state, uint8 *p) { +void cmdSetPriBase(AgiGame *state, uint8 *p) { int i, x, pri; debug(0, "Priority base set to %d", p0); @@ -1536,12 +1536,12 @@ void cmd_set_pri_base(AgiGame *state, uint8 *p) { } } -void cmd_mouse_posn(AgiGame *state, uint8 *p) { +void cmdMousePosn(AgiGame *state, uint8 *p) { _v[p0] = WIN_TO_PIC_X(state->_vm->_mouse.x); _v[p1] = WIN_TO_PIC_Y(state->_vm->_mouse.y); } -void cmd_shake_screen(AgiGame *state, uint8 *p) { +void cmdShakeScreen(AgiGame *state, uint8 *p) { int i; // AGIPAL uses shake.screen values between 100 and 109 to set the palette @@ -1574,13 +1574,13 @@ void cmd_shake_screen(AgiGame *state, uint8 *p) { state->inputEnabled = originalValue; } -void cmd_set_speed(AgiGame *state, uint8 *p) { +void cmdSetSpeed(AgiGame *state, uint8 *p) { // V1 command (void)state; (void)p; } -void cmd_unknown(AgiGame *state, uint8 *p) { +void cmdUnknown(AgiGame *state, uint8 *p) { warning("Skipping unknown opcode %2X", *(p - 1)); } |