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path: root/engines/pegasus/gamestate.cpp
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Diffstat (limited to 'engines/pegasus/gamestate.cpp')
-rwxr-xr-xengines/pegasus/gamestate.cpp130
1 files changed, 65 insertions, 65 deletions
diff --git a/engines/pegasus/gamestate.cpp b/engines/pegasus/gamestate.cpp
index 5c889bdd20..0a8597de37 100755
--- a/engines/pegasus/gamestate.cpp
+++ b/engines/pegasus/gamestate.cpp
@@ -40,8 +40,8 @@ Common::Error GameStateManager::writeGameState(Common::WriteStream *stream) {
stream->writeUint16BE(_currentNeighborhood);
stream->writeUint16BE(_currentRoom);
stream->writeByte(_currentDirection);
- stream->writeUint16BE(_nextNeighborhoodID);
- stream->writeUint16BE(_nextRoomID);
+ stream->writeUint16BE(_nexNeighborhoodID);
+ stream->writeUint16BE(_nexRoomID);
stream->writeByte(_nextDirection);
stream->writeUint16BE(_lastNeighborhood);
stream->writeUint16BE(_lastRoom);
@@ -70,8 +70,8 @@ Common::Error GameStateManager::readGameState(Common::ReadStream *stream) {
_currentNeighborhood = stream->readUint16BE();
_currentRoom = stream->readUint16BE();
_currentDirection = stream->readByte();
- _nextNeighborhoodID = stream->readUint16BE();
- _nextRoomID = stream->readUint16BE();
+ _nexNeighborhoodID = stream->readUint16BE();
+ _nexRoomID = stream->readUint16BE();
_nextDirection = stream->readByte();
_lastNeighborhood = stream->readUint16BE();
_lastRoom = stream->readUint16BE();
@@ -100,8 +100,8 @@ void GameStateManager::resetGameState() {
_currentNeighborhood = kNoNeighborhoodID;
_currentRoom = kNoRoomID;
_currentDirection = kNoDirection;
- _nextNeighborhoodID = kNoNeighborhoodID;
- _nextRoomID = kNoRoomID;
+ _nexNeighborhoodID = kNoNeighborhoodID;
+ _nexRoomID = kNoRoomID;
_nextDirection = kNoDirection;
_lastNeighborhood = kNoNeighborhoodID;
_lastRoom = kNoRoomID;
@@ -121,13 +121,13 @@ void GameStateManager::resetGameState() {
resetWSCState();
}
-void GameStateManager::getCurrentLocation(tNeighborhoodID &neighborhood, tRoomID &room, tDirectionConstant &direction) {
+void GameStateManager::getCurrentLocation(NeighborhoodID &neighborhood, RoomID &room, DirectionConstant &direction) {
neighborhood = _currentNeighborhood;
room = _currentRoom;
direction = _currentDirection;
}
-void GameStateManager::setCurrentLocation(const tNeighborhoodID neighborhood, const tRoomID room, const tDirectionConstant direction) {
+void GameStateManager::setCurrentLocation(const NeighborhoodID neighborhood, const RoomID room, const DirectionConstant direction) {
_lastNeighborhood = _currentNeighborhood;
_lastRoom = _currentRoom;
_lastDirection = _currentDirection;
@@ -136,140 +136,140 @@ void GameStateManager::setCurrentLocation(const tNeighborhoodID neighborhood, co
_currentDirection = direction;
}
-tNeighborhoodID GameStateManager::getCurrentNeighborhood() {
+NeighborhoodID GameStateManager::getCurrentNeighborhood() {
return _currentNeighborhood;
}
-void GameStateManager::setCurrentNeighborhood(const tNeighborhoodID neighborhood) {
+void GameStateManager::setCurrentNeighborhood(const NeighborhoodID neighborhood) {
_lastNeighborhood = _currentNeighborhood;
_currentNeighborhood = neighborhood;
}
-tRoomID GameStateManager::getCurrentRoom() {
+RoomID GameStateManager::getCurrentRoom() {
return _currentRoom;
}
-void GameStateManager::setCurrentRoom(const tRoomID room) {
+void GameStateManager::setCurrentRoom(const RoomID room) {
_lastRoom = _currentRoom;
_currentRoom = room;
}
-tDirectionConstant GameStateManager::getCurrentDirection() {
+DirectionConstant GameStateManager::getCurrentDirection() {
return _currentDirection;
}
-void GameStateManager::setCurrentDirection(const tDirectionConstant direction) {
+void GameStateManager::setCurrentDirection(const DirectionConstant direction) {
_lastDirection = _currentDirection;
_currentDirection = direction;
}
-tRoomViewID GameStateManager::getCurrentRoomAndView() {
+RoomViewID GameStateManager::getCurrentRoomAndView() {
return MakeRoomView(_currentRoom, _currentDirection);
}
-void GameStateManager::getNextLocation(tNeighborhoodID &neighborhood, tRoomID &room, tDirectionConstant &direction) {
- neighborhood = _nextNeighborhoodID;
- room = _nextRoomID;
+void GameStateManager::getNextLocation(NeighborhoodID &neighborhood, RoomID &room, DirectionConstant &direction) {
+ neighborhood = _nexNeighborhoodID;
+ room = _nexRoomID;
direction = _nextDirection;
}
-void GameStateManager::setNextLocation(const tNeighborhoodID neighborhood, const tRoomID room, const tDirectionConstant direction) {
- _nextNeighborhoodID = neighborhood;
- _nextRoomID = room;
+void GameStateManager::setNextLocation(const NeighborhoodID neighborhood, const RoomID room, const DirectionConstant direction) {
+ _nexNeighborhoodID = neighborhood;
+ _nexRoomID = room;
_nextDirection = direction;
}
-tNeighborhoodID GameStateManager::getNextNeighborhood() {
- return _nextNeighborhoodID;
+NeighborhoodID GameStateManager::getNextNeighborhood() {
+ return _nexNeighborhoodID;
}
-void GameStateManager::setNextNeighborhood(const tNeighborhoodID neighborhood) {
- _nextNeighborhoodID = neighborhood;
+void GameStateManager::setNextNeighborhood(const NeighborhoodID neighborhood) {
+ _nexNeighborhoodID = neighborhood;
}
-tRoomID GameStateManager::getNextRoom() {
- return _nextRoomID;
+RoomID GameStateManager::getNextRoom() {
+ return _nexRoomID;
}
-void GameStateManager::setNextRoom(const tRoomID room) {
- _nextRoomID = room;
+void GameStateManager::setNextRoom(const RoomID room) {
+ _nexRoomID = room;
}
-tDirectionConstant GameStateManager::getNextDirection() {
+DirectionConstant GameStateManager::getNextDirection() {
return _nextDirection;
}
-void GameStateManager::setNextDirection(const tDirectionConstant direction) {
+void GameStateManager::setNextDirection(const DirectionConstant direction) {
_nextDirection = direction;
}
-void GameStateManager::getLastLocation(tNeighborhoodID &neighborhood, tRoomID &room, tDirectionConstant &direction) {
+void GameStateManager::getLastLocation(NeighborhoodID &neighborhood, RoomID &room, DirectionConstant &direction) {
neighborhood = _currentNeighborhood;
room = _currentRoom;
direction = _currentDirection;
}
-void GameStateManager::setLastLocation(const tNeighborhoodID neighborhood, const tRoomID room, const tDirectionConstant direction) {
+void GameStateManager::setLastLocation(const NeighborhoodID neighborhood, const RoomID room, const DirectionConstant direction) {
_currentNeighborhood = neighborhood;
_currentRoom = room;
_currentDirection = direction;
}
-tNeighborhoodID GameStateManager::getLastNeighborhood() {
+NeighborhoodID GameStateManager::getLastNeighborhood() {
return _lastNeighborhood;
}
-void GameStateManager::setLastNeighborhood(const tNeighborhoodID neighborhood) {
+void GameStateManager::setLastNeighborhood(const NeighborhoodID neighborhood) {
_lastNeighborhood = neighborhood;
}
-tRoomID GameStateManager::getLastRoom() {
+RoomID GameStateManager::getLastRoom() {
return _lastRoom;
}
-void GameStateManager::setLastRoom(const tRoomID room) {
+void GameStateManager::setLastRoom(const RoomID room) {
_lastRoom = room;
}
-tDirectionConstant GameStateManager::getLastDirection() {
+DirectionConstant GameStateManager::getLastDirection() {
return _lastDirection;
}
-void GameStateManager::setLastDirection(const tDirectionConstant direction) {
+void GameStateManager::setLastDirection(const DirectionConstant direction) {
_lastDirection = direction;
}
-tRoomViewID GameStateManager::getLastRoomAndView() {
+RoomViewID GameStateManager::getLastRoomAndView() {
return MakeRoomView(_lastRoom, _lastDirection);
}
-void GameStateManager::getOpenDoorLocation(tRoomID &room, tDirectionConstant &direction) {
+void GameStateManager::getOpenDoorLocation(RoomID &room, DirectionConstant &direction) {
room = _openDoorRoom;
direction = _openDoorDirection;
}
-void GameStateManager::setOpenDoorLocation(const tRoomID room, const tDirectionConstant direction) {
+void GameStateManager::setOpenDoorLocation(const RoomID room, const DirectionConstant direction) {
_openDoorRoom = room;
_openDoorDirection = direction;
}
-tRoomID GameStateManager::getOpenDoorRoom() {
+RoomID GameStateManager::getOpenDoorRoom() {
return _openDoorRoom;
}
-void GameStateManager::setOpenDoorRoom(const tRoomID room) {
+void GameStateManager::setOpenDoorRoom(const RoomID room) {
_openDoorRoom = room;
}
-tDirectionConstant GameStateManager::getOpenDoorDirection() {
+DirectionConstant GameStateManager::getOpenDoorDirection() {
return _openDoorDirection;
}
-void GameStateManager::setOpenDoorDirection(const tDirectionConstant direction) {
+void GameStateManager::setOpenDoorDirection(const DirectionConstant direction) {
_openDoorDirection = direction;
}
-tRoomViewID GameStateManager::getDoorOpenRoomAndView() {
+RoomViewID GameStateManager::getDoorOpenRoomAndView() {
return MakeRoomView(_openDoorRoom, _openDoorDirection);
}
@@ -277,8 +277,8 @@ bool GameStateManager::isCurrentDoorOpen() {
return _openDoorRoom == _currentRoom && _openDoorDirection == _currentDirection;
}
-tGameScoreType GameStateManager::getCaldoriaTSAScore() {
- tGameScoreType result = 0;
+GameScoreType GameStateManager::getCaldoriaTSAScore() {
+ GameScoreType result = 0;
if (_scoringFlags.getFlag(kScoringSawINNFlag))
result += kSawINNScore;
@@ -358,8 +358,8 @@ tGameScoreType GameStateManager::getCaldoriaTSAScore() {
return result;
}
-tGameScoreType GameStateManager::getPrehistoricScore() {
- tGameScoreType result = 0;
+GameScoreType GameStateManager::getPrehistoricScore() {
+ GameScoreType result = 0;
if (_scoringFlags.getFlag(kScoringThrewBreakerFlag))
result += kThrewBreakerScore;
@@ -373,8 +373,8 @@ tGameScoreType GameStateManager::getPrehistoricScore() {
return result;
}
-tGameScoreType GameStateManager::getMarsScore() {
- tGameScoreType result = 0;
+GameScoreType GameStateManager::getMarsScore() {
+ GameScoreType result = 0;
if (_scoringFlags.getFlag(kScoringThrownByRobotFlag))
result += kThrownByRobotScore;
@@ -422,8 +422,8 @@ tGameScoreType GameStateManager::getMarsScore() {
return result;
}
-tGameScoreType GameStateManager::getNoradScore() {
- tGameScoreType result = 0;
+GameScoreType GameStateManager::getNoradScore() {
+ GameScoreType result = 0;
if (_scoringFlags.getFlag(kScoringSawSecurityMonitorFlag))
result += kSawSecurityMonitorScore;
@@ -459,8 +459,8 @@ tGameScoreType GameStateManager::getNoradScore() {
return result;
}
-tGameScoreType GameStateManager::getWSCScore() {
- tGameScoreType result = 0;
+GameScoreType GameStateManager::getWSCScore() {
+ GameScoreType result = 0;
if (_scoringFlags.getFlag(kScoringRemovedDartFlag))
result += kRemovedDartScore;
@@ -506,8 +506,8 @@ tGameScoreType GameStateManager::getWSCScore() {
return result;
}
-tGameScoreType GameStateManager::getGandhiScore() {
- tGameScoreType result = 0;
+GameScoreType GameStateManager::getGandhiScore() {
+ GameScoreType result = 0;
if (_scoringFlags.getFlag(kScoringMarsGandhiFlag))
result += kMarsGandhiScore;
@@ -519,7 +519,7 @@ tGameScoreType GameStateManager::getGandhiScore() {
return result;
}
-tGameScoreType GameStateManager::getTotalScore() {
+GameScoreType GameStateManager::getTotalScore() {
return getCaldoriaTSAScore() +
getPrehistoricScore() +
getMarsScore() +
@@ -607,7 +607,7 @@ void GameStateManager::writeNoradState(Common::WriteStream *stream) {
void GameStateManager::readNoradState(Common::ReadStream *stream) {
_noradFlags.readFromStream(stream);
_noradSubRoomPressure = stream->readUint16BE();
- _noradSubPrepState = (tNoradSubPrepState)stream->readByte();
+ _noradSubPrepState = (NoradSubPrepState)stream->readByte();
}
void GameStateManager::resetNoradState() {
@@ -1524,11 +1524,11 @@ bool GameStateManager::allTimeZonesFinished() {
return getWSCFinished() && getMarsFinished() && getNoradFinished();
}
-void GameStateManager::setTakenItemID(tItemID id, bool value) {
+void GameStateManager::setTakenItemID(ItemID id, bool value) {
_itemTakenFlags.setFlag(id, value);
}
-bool GameStateManager::isTakenItemID(tItemID id) {
+bool GameStateManager::isTakenItemID(ItemID id) {
return _itemTakenFlags.getFlag(id);
}
@@ -1988,11 +1988,11 @@ uint16 GameStateManager::getNoradSubRoomPressure() {
return _noradSubRoomPressure;
}
-void GameStateManager::setNoradSubPrepState(tNoradSubPrepState state) {
+void GameStateManager::setNoradSubPrepState(NoradSubPrepState state) {
_noradSubPrepState = state;
}
-tNoradSubPrepState GameStateManager::getNoradSubPrepState() {
+NoradSubPrepState GameStateManager::getNoradSubPrepState() {
return _noradSubPrepState;
}