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-rw-r--r--engines/hugo/game.h56
1 files changed, 28 insertions, 28 deletions
diff --git a/engines/hugo/game.h b/engines/hugo/game.h
index dd9eb5e918..773000c1fe 100644
--- a/engines/hugo/game.h
+++ b/engines/hugo/game.h
@@ -62,20 +62,20 @@ enum uif_t {U_FONT5, U_FONT6, U_FONT8, UIF_IMAGES, NUM_UIF_ITEMS};
static const int kFirstFont = U_FONT5;
/**
-* Enumerate ways of cycling a sequence of frames
-*/
+ * Enumerate ways of cycling a sequence of frames
+ */
enum cycle_t {kCycleInvisible, kCycleAlmostInvisible, kCycleNotCycling, kCycleForward, kCycleBackward};
/**
-* Enumerate sequence index matching direction of travel
-*/
+ * Enumerate sequence index matching direction of travel
+ */
enum {RIGHT, LEFT, DOWN, _UP};
enum font_t {LARGE_ROMAN, MED_ROMAN, NUM_GDI_FONTS, INIT_FONTS, DEL_FONTS};
/**
-* Enumerate the different path types for an object
-*/
+ * Enumerate the different path types for an object
+ */
enum path_t {
kPathUser, // User has control of object via cursor keys
kPathAuto, // Computer has control, controlled by action lists
@@ -87,8 +87,8 @@ enum path_t {
};
/**
-* Following defines the action types and action list
-*/
+ * Following defines the action types and action list
+ */
enum action_t { // Parameters:
ANULL = 0xff, // Special NOP used to 'delete' events in DEL_EVENTS
ASCHEDULE = 0, // 0 - Ptr to action list to be rescheduled
@@ -158,22 +158,22 @@ struct uif_hdr_t { // UIF font/image look up
};
/**
-* Game specific type definitions
-*/
+ * Game specific type definitions
+ */
typedef byte *image_pt; // ptr to an object image (sprite)
typedef byte *sound_pt; // ptr to sound (or music) data
/**
-* Following are points for achieving certain actions.
-*/
+ * Following are points for achieving certain actions.
+ */
struct point_t {
byte score; // The value of the point
bool scoredFl; // Whether scored yet
};
/**
-* Structure for initializing maze processing
-*/
+ * Structure for initializing maze processing
+ */
struct maze_t {
bool enabledFl; // TRUE when maze processing enabled
byte size; // Size of (square) maze matrix
@@ -183,8 +183,8 @@ struct maze_t {
};
/**
-* The following determines how a verb is acted on, for an object
-*/
+ * The following determines how a verb is acted on, for an object
+ */
struct cmd {
uint16 verbIndex; // the verb
uint16 reqIndex; // ptr to list of required objects
@@ -197,9 +197,9 @@ struct cmd {
};
/**
-* The following is a linked list of images in an animation sequence
-* The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel
-*/
+ * The following is a linked list of images in an animation sequence
+ * The image data is in 8-bit DIB format, i.e. 1 byte = 1 pixel
+ */
struct seq_t { // Linked list of images
byte *imagePtr; // ptr to image
uint16 bytesPerLine8; // bytes per line (8bits)
@@ -209,19 +209,19 @@ struct seq_t { // Linked list of images
};
/**
-* The following is an array of structures of above sequences
-*/
+ * The following is an array of structures of above sequences
+ */
struct seqList_t {
uint16 imageNbr; // Number of images in sequence
seq_t *seqPtr; // Ptr to sequence structure
};
/**
-* Following is structure of verbs and nouns for 'background' objects
-* These are objects that appear in the various screens, but nothing
-* interesting ever happens with them. Rather than just be dumb and say
-* "don't understand" we produce an interesting msg to keep user sane.
-*/
+ * Following is structure of verbs and nouns for 'background' objects
+ * These are objects that appear in the various screens, but nothing
+ * interesting ever happens with them. Rather than just be dumb and say
+ * "don't understand" we produce an interesting msg to keep user sane.
+ */
struct background_t {
uint16 verbIndex;
uint16 nounIndex;
@@ -258,8 +258,8 @@ struct sound_hdr_t { // Sound file lookup entry
static const int kMaxSeqNumb = 4; // Number of sequences of images in object
/**
-* Following is definition of object attributes
-*/
+ * Following is definition of object attributes
+ */
struct object_t {
uint16 nounIndex; // String identifying object
uint16 dataIndex; // String describing the object