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-rw-r--r--sword2/anims.cpp104
-rw-r--r--sword2/build_display.cpp82
-rw-r--r--sword2/console.h2
-rw-r--r--sword2/controls.cpp38
-rw-r--r--sword2/debug.cpp2
-rw-r--r--sword2/defs.h2
-rw-r--r--sword2/driver/_mouse.cpp12
-rw-r--r--sword2/driver/d_draw.cpp18
-rw-r--r--sword2/driver/d_draw.h30
-rw-r--r--sword2/driver/d_sound.cpp4
-rw-r--r--sword2/driver/d_sound.h4
-rw-r--r--sword2/driver/driver96.h34
-rw-r--r--sword2/driver/keyboard.cpp4
-rw-r--r--sword2/driver/render.cpp8
-rw-r--r--sword2/driver/render.h4
-rw-r--r--sword2/driver/sprite.cpp8
-rw-r--r--sword2/events.cpp2
-rw-r--r--sword2/function.cpp18
-rw-r--r--sword2/header.h26
-rw-r--r--sword2/icons.cpp12
-rw-r--r--sword2/icons.h2
-rw-r--r--sword2/interpreter.cpp6
-rw-r--r--sword2/layers.cpp16
-rw-r--r--sword2/layers.h4
-rw-r--r--sword2/logic.cpp20
-rw-r--r--sword2/logic.h28
-rw-r--r--sword2/maketext.cpp40
-rw-r--r--sword2/maketext.h20
-rw-r--r--sword2/mem_view.cpp4
-rw-r--r--sword2/memory.cpp12
-rw-r--r--sword2/memory.h16
-rw-r--r--sword2/mouse.cpp30
-rw-r--r--sword2/mouse.h6
-rw-r--r--sword2/object.h27
-rw-r--r--sword2/protocol.cpp64
-rw-r--r--sword2/resman.cpp68
-rw-r--r--sword2/resman.h2
-rw-r--r--sword2/router.cpp16
-rw-r--r--sword2/router.h10
-rw-r--r--sword2/save_rest.cpp54
-rw-r--r--sword2/sound.cpp10
-rw-r--r--sword2/speech.cpp68
-rw-r--r--sword2/startup.cpp2
-rw-r--r--sword2/sword2.cpp6
-rw-r--r--sword2/sword2.h64
-rw-r--r--sword2/walker.cpp84
46 files changed, 546 insertions, 547 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index 530b13b45b..fe57177af8 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -74,21 +74,21 @@ int32 Logic::animate(int32 *params, bool reverse) {
// 1 pointer to object's graphic structure
// 2 resource id of animation file
- Object_logic *ob_logic;
- Object_graphic *ob_graphic;
+ ObjectLogic *ob_logic;
+ ObjectGraphic *ob_graphic;
uint8 *anim_file;
- _animHeader *anim_head;
+ AnimHeader *anim_head;
int32 res = params[2];
#ifdef _SWORD2_DEBUG
// for animation testing & checking for correct file type
- _standardHeader *head;
+ StandardHeader *head;
#endif
// read the main parameters
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
- ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[1]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
+ ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[1]);
if (ob_logic->looping == 0) {
// This is the start of the anim - set up the first frame
@@ -107,7 +107,7 @@ int32 Logic::animate(int32 *params, bool reverse) {
if (_resman->Res_check_valid(res)) {
// Open the resource. Can close it immediately.
// We've got a pointer to the header.
- head = (_standardHeader *) _resman->openResource(res);
+ head = (StandardHeader *) _resman->openResource(res);
_resman->closeResource(res);
// if it's not an animation file
@@ -142,7 +142,7 @@ int32 Logic::animate(int32 *params, bool reverse) {
#ifdef _SWORD2_DEBUG
// check this this resource is actually an animation file!
- head = (_standardHeader *) anim_file;
+ head = (StandardHeader *) anim_file;
if (head->fileType != ANIMATION_FILE)
error("animate: %s (%d) is not an anim!", _vm->fetchObjectName(res), res);
#endif
@@ -209,18 +209,18 @@ int32 Logic::megaTableAnimate(int32 *params, bool reverse) {
// 2 pointer to object's mega structure
// 3 pointer to animation table
- Object_logic *ob_logic;
- Object_mega *ob_mega;
+ ObjectLogic *ob_logic;
+ ObjectMega *ob_mega;
uint32 *anim_table;
int32 pars[5];
// if this is the start of the anim, read the anim table to get the
// appropriate anim resource
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
if (ob_logic->looping == 0) {
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]);
anim_table = (uint32 *) _vm->_memory->intToPtr(params[3]);
// appropriate anim resource is in 'table[direction]'
@@ -243,14 +243,14 @@ int32 Logic::fnSetFrame(int32 *params) {
// 1 resource id of animation file
// 2 frame flag (0=first 1=last)
- Object_graphic *ob_graphic;
+ ObjectGraphic *ob_graphic;
uint8 *anim_file;
- _animHeader *anim_head;
+ AnimHeader *anim_head;
int32 res = params[1];
#ifdef _SWORD2_DEBUG
// for checking for correct file type
- _standardHeader *head;
+ StandardHeader *head;
#endif
#ifdef _SWORD2_DEBUG
@@ -265,7 +265,7 @@ int32 Logic::fnSetFrame(int32 *params) {
#ifdef _SWORD2_DEBUG
// check this this resource is actually an animation file!
- head = (_standardHeader *) anim_file;
+ head = (StandardHeader *) anim_file;
if (head->fileType != ANIMATION_FILE)
error("fnSetFrame: %s (%d) is not an anim!", _vm->fetchObjectName(res), res);
#endif
@@ -281,7 +281,7 @@ int32 Logic::fnSetFrame(int32 *params) {
// set up anim resource in graphic object
- ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
ob_graphic->anim_resource = res;
if (params[2])
@@ -298,7 +298,7 @@ int32 Logic::fnSetFrame(int32 *params) {
int32 Logic::fnNoSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0xffff0000;
@@ -311,7 +311,7 @@ int32 Logic::fnNoSprite(int32 *params) {
int32 Logic::fnBackPar0Sprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0xffff0000;
@@ -324,7 +324,7 @@ int32 Logic::fnBackPar0Sprite(int32 *params) {
int32 Logic::fnBackPar1Sprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0xffff0000;
@@ -337,7 +337,7 @@ int32 Logic::fnBackPar1Sprite(int32 *params) {
int32 Logic::fnBackSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0xffff0000;
@@ -350,7 +350,7 @@ int32 Logic::fnBackSprite(int32 *params) {
int32 Logic::fnSortSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0xffff0000;
@@ -363,7 +363,7 @@ int32 Logic::fnSortSprite(int32 *params) {
int32 Logic::fnForeSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0xffff0000;
@@ -376,7 +376,7 @@ int32 Logic::fnForeSprite(int32 *params) {
int32 Logic::fnForePar0Sprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0xffff0000;
@@ -389,7 +389,7 @@ int32 Logic::fnForePar0Sprite(int32 *params) {
int32 Logic::fnForePar1Sprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0xffff0000;
@@ -402,7 +402,7 @@ int32 Logic::fnForePar1Sprite(int32 *params) {
int32 Logic::fnShadedSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0x0000ffff;
@@ -418,7 +418,7 @@ int32 Logic::fnShadedSprite(int32 *params) {
int32 Logic::fnUnshadedSprite(int32 *params) {
// params: 0 pointer to object's graphic structure
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
// remove previous status (but don't affect the shading upper-word)
ob_graphic->type &= 0x0000ffff;
@@ -432,16 +432,16 @@ int32 Logic::fnUnshadedSprite(int32 *params) {
// 1st param is filename of sequence file
// 2nd param is a pointer to a null-terminated array of pointers to
-// _movieTextObject structures
+// MovieTextObject structures
-//int32 PlaySmacker(char *filename, _movieTextObject *textObjects[]);
+//int32 PlaySmacker(char *filename, MovieTextObject *textObjects[]);
-// typedef struct {
+// struct MovieTextObject {
// uint16 startFrame;
// uint16 endFrame;
-// _spriteInfo *textSprite;
+// SpriteInfo *textSprite;
// _wavHeader *speech;
-// } _movieTextObject;
+// };
int32 Logic::fnAddSequenceText(int32 *params) {
// params: 0 text number
@@ -459,9 +459,9 @@ int32 Logic::fnAddSequenceText(int32 *params) {
return IR_CONT;
}
-void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) {
+void Logic::createSequenceSpeech(MovieTextObject *sequenceText[]) {
uint32 line;
- _frameHeader *frame;
+ FrameHeader *frame;
uint32 local_text;
uint32 text_res;
uint8 *text;
@@ -472,7 +472,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) {
// for each sequence text line that's been logged
for (line = 0; line < _sequenceTextLines; line++) {
// allocate this structure
- sequenceText[line] = new _movieTextObject;
+ sequenceText[line] = new MovieTextObject;
sequenceText[line]->startFrame = _sequenceTextList[line].startFrame;
sequenceText[line]->endFrame = _sequenceTextList[line].endFrame;
@@ -549,7 +549,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) {
}
// for drivers: NULL-terminate the array of pointers to
- // _movieTextObject's
+ // MovieTextObject's
sequenceText[_sequenceTextLines] = NULL;
// now lock all the memory blocks containing text sprites & speech
@@ -561,12 +561,12 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) {
if (_sequenceTextList[line].text_mem) {
_vm->_memory->lockMemory(_sequenceTextList[line].text_mem);
- // now fill out the _spriteInfo structure in the
- // _movieTextObjectStructure
+ // now fill out the SpriteInfo structure in the
+ // MovieTextObjectStructure
- frame = (_frameHeader *) _sequenceTextList[line].text_mem->ad;
+ frame = (FrameHeader *) _sequenceTextList[line].text_mem->ad;
- sequenceText[line]->textSprite = new _spriteInfo;
+ sequenceText[line]->textSprite = new SpriteInfo;
// center text at bottom of screen
sequenceText[line]->textSprite->x = 320 - frame->width / 2;
@@ -574,7 +574,7 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) {
sequenceText[line]->textSprite->w = frame->width;
sequenceText[line]->textSprite->h = frame->height;
sequenceText[line]->textSprite->type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION;
- sequenceText[line]->textSprite->data = _sequenceTextList[line].text_mem->ad + sizeof(_frameHeader);
+ sequenceText[line]->textSprite->data = _sequenceTextList[line].text_mem->ad + sizeof(FrameHeader);
}
// if we've loaded a speech sample for this line...
@@ -589,11 +589,11 @@ void Logic::createSequenceSpeech(_movieTextObject *sequenceText[]) {
}
}
-void Logic::clearSequenceSpeech(_movieTextObject *sequenceText[]) {
+void Logic::clearSequenceSpeech(MovieTextObject *sequenceText[]) {
uint32 line;
for (line = 0; line < _sequenceTextLines; line++) {
- // free up the memory used by this _movieTextObject
+ // free up the memory used by this MovieTextObject
delete sequenceText[line];
// free up the mem block containing this text sprite
@@ -613,7 +613,7 @@ int32 Logic::fnSmackerLeadIn(int32 *params) {
uint8 *leadIn;
uint32 rv;
#ifdef _SWORD2_DEBUG
- _standardHeader *header;
+ StandardHeader *header;
#endif
// params: 0 id of lead-in music
@@ -621,12 +621,12 @@ int32 Logic::fnSmackerLeadIn(int32 *params) {
leadIn = _vm->_resman->openResource(params[0]);
#ifdef _SWORD2_DEBUG
- header = (_standardHeader *) leadIn;
+ header = (StandardHeader *) leadIn;
if (header->fileType != WAV_FILE)
error("fnSmackerLeadIn() given invalid resource");
#endif
- leadIn += sizeof(_standardHeader);
+ leadIn += sizeof(StandardHeader);
// wav data gets copied to sound memory
rv = _vm->_sound->playFx(0, leadIn, 0, 0, RDSE_FXLEADIN);
@@ -658,11 +658,11 @@ int32 Logic::fnPlaySequence(int32 *params) {
char filename[30];
uint32 rv;
- _movieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES + 1];
+ MovieTextObject *sequenceSpeechArray[MAX_SEQUENCE_TEXT_LINES + 1];
uint8 *leadOut = NULL;
#ifdef _SWORD2_DEBUG
- _standardHeader *header;
+ StandardHeader *header;
#endif
// The original code had some #ifdef blocks for skipping or muting the
@@ -696,12 +696,12 @@ int32 Logic::fnPlaySequence(int32 *params) {
leadOut = _vm->_resman->openResource(_smackerLeadOut);
#ifdef _SWORD2_DEBUG
- header = (_standardHeader *) leadOut;
+ header = (StandardHeader *) leadOut;
if (header->fileType != WAV_FILE)
error("fnSmackerLeadOut() given invalid resource");
#endif
- leadOut += sizeof(_standardHeader);
+ leadOut += sizeof(StandardHeader);
}
// play the smacker
@@ -745,9 +745,9 @@ int32 Logic::fnPlaySequence(int32 *params) {
// zero the entire palette in case we're about to fade up!
- _palEntry pal[256];
+ PalEntry pal[256];
- memset(pal, 0, 256 * sizeof(_palEntry));
+ memset(pal, 0, 256 * sizeof(PalEntry));
_vm->_graphics->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
debug(5, "fnPlaySequence FINISHED");
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp
index fe611781cd..709f221012 100644
--- a/sword2/build_display.cpp
+++ b/sword2/build_display.cpp
@@ -30,7 +30,7 @@ namespace Sword2 {
void Sword2Engine::buildDisplay(void) {
uint8 *file;
- _multiScreenHeader *screenLayerTable;
+ MultiScreenHeader *screenLayerTable;
if (_thisScreen.new_palette) {
// start the layer palette fading up
@@ -63,7 +63,7 @@ void Sword2Engine::buildDisplay(void) {
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
- screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+ screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->bg_parallax[0]) {
_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 0), 0);
@@ -80,7 +80,7 @@ void Sword2Engine::buildDisplay(void) {
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
- screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+ screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->bg_parallax[1]) {
_graphics->renderParallax(fetchBackgroundParallaxLayer(file, 1), 1);
@@ -112,7 +112,7 @@ void Sword2Engine::buildDisplay(void) {
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
- screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+ screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->fg_parallax[0]) {
_graphics->renderParallax(fetchForegroundParallaxLayer(file, 0), 3);
@@ -129,7 +129,7 @@ void Sword2Engine::buildDisplay(void) {
// open the screen resource
file = _resman->openResource(_thisScreen.background_layer_id);
- screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+ screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->fg_parallax[1]) {
_graphics->renderParallax(fetchForegroundParallaxLayer(file, 1), 4);
@@ -188,11 +188,11 @@ void Sword2Engine::buildDisplay(void) {
//
void Sword2Engine::displayMsg(uint8 *text, int time) {
- mem *text_spr;
- _frameHeader *frame;
- _spriteInfo spriteInfo;
- _palEntry pal[256];
- _palEntry oldPal[256];
+ Memory *text_spr;
+ FrameHeader *frame;
+ SpriteInfo spriteInfo;
+ PalEntry pal[256];
+ PalEntry oldPal[256];
uint32 rv; // drivers error return value
debug(2, "DisplayMsg: %s", (char *) text);
@@ -210,7 +210,7 @@ void Sword2Engine::displayMsg(uint8 *text, int time) {
text_spr = _fontRenderer->makeTextSprite(text, 640, 187, _speechFontId);
- frame = (_frameHeader *) text_spr->ad;
+ frame = (FrameHeader *) text_spr->ad;
spriteInfo.x = _graphics->_screenWide / 2 - frame->width / 2;
if (!time)
@@ -224,16 +224,16 @@ void Sword2Engine::displayMsg(uint8 *text, int time) {
spriteInfo.scaledHeight = 0;
spriteInfo.type = RDSPR_DISPLAYALIGN | RDSPR_NOCOMPRESSION | RDSPR_TRANS;
spriteInfo.blend = 0;
- spriteInfo.data = text_spr->ad + sizeof(_frameHeader);
+ spriteInfo.data = text_spr->ad + sizeof(FrameHeader);
spriteInfo.colourTable = 0;
rv = _graphics->drawSprite(&spriteInfo);
if (rv)
error("Driver Error %.8x (in DisplayMsg)", rv);
- memcpy((char *) oldPal, (char *) _graphics->_palCopy, 256 * sizeof(_palEntry));
+ memcpy((char *) oldPal, (char *) _graphics->_palCopy, 256 * sizeof(PalEntry));
- memset(pal, 0, 256 * sizeof(_palEntry));
+ memset(pal, 0, 256 * sizeof(PalEntry));
pal[187].red = 255;
pal[187].green = 255;
pal[187].blue = 255;
@@ -298,9 +298,9 @@ void Sword2Engine::sendSortFrames(void) {
// could be none at all - theoretically at least
for (uint i = 0; i < _curSort; i++) {
if (_sortList[_sortOrder[i]].layer_number) {
- // its a layer - minus 1 for true layer number
- // we need to know from the buildit because the layers
- // will have been sorted in random order
+ // it's a layer - minus 1 for true layer number
+ // we need to know from the BuildUnit because the
+ // layers will have been sorted in random order
processLayer(_sortList[_sortOrder[i]].layer_number - 1);
} else {
// sprite
@@ -334,8 +334,8 @@ void Sword2Engine::sendForePar1Frames(void) {
void Sword2Engine::processLayer(uint32 layer_number) {
uint8 *file;
- _layerHeader *layer_head;
- _spriteInfo spriteInfo;
+ LayerHeader *layer_head;
+ SpriteInfo spriteInfo;
uint32 rv;
uint32 current_layer_area = 0;
@@ -355,7 +355,7 @@ void Sword2Engine::processLayer(uint32 layer_number) {
spriteInfo.h = layer_head->height;
spriteInfo.type = RDSPR_TRANS | RDSPR_RLE256FAST;
spriteInfo.blend = 0;
- spriteInfo.data = file + sizeof(_standardHeader) + layer_head->offset;
+ spriteInfo.data = file + sizeof(StandardHeader) + layer_head->offset;
spriteInfo.colourTable = 0;
// check for largest layer for debug info
@@ -377,12 +377,12 @@ void Sword2Engine::processLayer(uint32 layer_number) {
_resman->closeResource(_thisScreen.background_layer_id);
}
-void Sword2Engine::processImage(buildit *build_unit) {
+void Sword2Engine::processImage(BuildUnit *build_unit) {
uint8 *file, *colTablePtr = NULL;
- _animHeader *anim_head;
- _frameHeader *frame_head;
- _cdtEntry *cdt_entry;
- _spriteInfo spriteInfo;
+ AnimHeader *anim_head;
+ FrameHeader *frame_head;
+ CdtEntry *cdt_entry;
+ SpriteInfo spriteInfo;
uint32 spriteType;
uint32 rv;
@@ -431,7 +431,7 @@ void Sword2Engine::processImage(buildit *build_unit) {
spriteType |= RDSPR_RLE16;
// points to just after last cdt_entry, ie.
// start of colour table
- colTablePtr = (uint8 *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(_cdtEntry);
+ colTablePtr = (uint8 *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(CdtEntry);
break;
}
}
@@ -544,24 +544,24 @@ void Sword2Engine::sortTheSortList(void) {
}
}
-void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) {
+void Sword2Engine::registerFrame(int32 *params, BuildUnit *build_unit) {
// params: 0 pointer to mouse structure or NULL for no write to mouse
// list (non-zero means write sprite-shape to mouse list)
// 1 pointer to graphic structure
// 2 pointer to mega structure
- Object_mega *ob_mega;
- Object_graphic *ob_graph;
- Object_mouse *ob_mouse;
+ ObjectMega *ob_mega;
+ ObjectGraphic *ob_graph;
+ ObjectMouse *ob_mouse;
uint8 *file;
- _frameHeader *frame_head;
- _animHeader *anim_head;
- _cdtEntry *cdt_entry;
+ FrameHeader *frame_head;
+ AnimHeader *anim_head;
+ CdtEntry *cdt_entry;
int scale = 0;
// open animation file & set up the necessary pointers
- ob_graph = (Object_graphic *) _memory->intToPtr(params[1]);
+ ob_graph = (ObjectGraphic *) _memory->intToPtr(params[1]);
assert(ob_graph->anim_resource);
@@ -580,7 +580,7 @@ void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) {
_debugger->_playerGraphicNoFrames = anim_head->noAnimFrames;
}
- // fill in the buildit structure for this frame
+ // fill in the BuildUnit structure for this frame
// retrieve the resource
build_unit->anim_resource = ob_graph->anim_resource;
@@ -599,7 +599,7 @@ void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) {
if (cdt_entry->frameType & FRAME_OFFSET) {
// param 2 is pointer to mega structure
- ob_mega = (Object_mega *) _memory->intToPtr(params[2]);
+ ob_mega = (ObjectMega *) _memory->intToPtr(params[2]);
// calc scale at which to print the sprite, based on feet
// y-coord & scaling constants (NB. 'scale' is actually
@@ -640,7 +640,7 @@ void Sword2Engine::registerFrame(int32 *params, buildit *build_unit) {
if (params[0]) {
// passed a mouse structure, so add to the _mouseList
- ob_mouse = (Object_mouse *) _memory->intToPtr(params[0]);
+ ob_mouse = (ObjectMouse *) _memory->intToPtr(params[0]);
// only if 'pointer' isn't NULL
if (ob_mouse->pointer) {
@@ -691,7 +691,7 @@ int32 Logic::fnRegisterFrame(int32 *params) {
}
int32 Sword2Engine::registerFrame(int32 *params) {
- Object_graphic *ob_graph = (Object_graphic *) _memory->intToPtr(params[1]);
+ ObjectGraphic *ob_graph = (ObjectGraphic *) _memory->intToPtr(params[1]);
// check low word for sprite type
switch (ob_graph->type & 0x0000ffff) {
@@ -773,7 +773,7 @@ int32 Logic::fnUpdatePlayerStats(int32 *params) {
// params: 0 pointer to mega structure
- Object_mega *ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[0]);
+ ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[0]);
_vm->_thisScreen.player_feet_x = ob_mega->feet_x;
_vm->_thisScreen.player_feet_y = ob_mega->feet_y;
@@ -823,7 +823,7 @@ int32 Logic::fnSetPalette(int32 *params) {
void Sword2Engine::setFullPalette(int32 palRes) {
uint8 *file;
- _standardHeader *head;
+ StandardHeader *head;
// fudge for hut interior
// - unpausing should restore last palette as normal (could be screen
@@ -857,7 +857,7 @@ void Sword2Engine::setFullPalette(int32 palRes) {
// non-zero: set palette to this separate palette file
if (palRes) {
// open the palette file
- head = (_standardHeader *) _resman->openResource(palRes);
+ head = (StandardHeader *) _resman->openResource(palRes);
assert(head->fileType == PALETTE_FILE);
diff --git a/sword2/console.h b/sword2/console.h
index c35c251db6..1614fc438d 100644
--- a/sword2/console.h
+++ b/sword2/console.h
@@ -67,7 +67,7 @@ public:
int32 _textNumber;
- Object_graphic _playerGraphic;
+ ObjectGraphic _playerGraphic;
uint32 _playerGraphicNoFrames;
void buildDebugText(void);
diff --git a/sword2/controls.cpp b/sword2/controls.cpp
index a2c3c8e684..f06977b0dd 100644
--- a/sword2/controls.cpp
+++ b/sword2/controls.cpp
@@ -69,7 +69,7 @@ class Widget {
protected:
Dialog *_parent;
- _spriteInfo *_sprites;
+ SpriteInfo *_sprites;
struct WidgetSurface {
uint8 *_surface;
@@ -108,7 +108,7 @@ public:
virtual void onMouseUp(int x, int y) {}
virtual void onWheelUp(int x, int y) {}
virtual void onWheelDown(int x, int y) {}
- virtual void onKey(_keyboardEvent *ke) {}
+ virtual void onKey(KeyboardEvent *ke) {}
virtual void onTick() {}
virtual void releaseMouse(int x, int y) {}
@@ -154,13 +154,13 @@ public:
FontRendererGui::FontRendererGui(Gui *gui, int fontId)
: _gui(gui), _fontId(fontId) {
uint8 *font = _gui->_vm->_resman->openResource(fontId);
- _frameHeader *head;
- _spriteInfo sprite;
+ FrameHeader *head;
+ SpriteInfo sprite;
sprite.type = RDSPR_NOCOMPRESSION | RDSPR_TRANS;
for (int i = 0; i < SIZE_OF_CHAR_SET; i++) {
- head = (_frameHeader *) _gui->_vm->fetchFrameHeader(font, i);
+ head = (FrameHeader *) _gui->_vm->fetchFrameHeader(font, i);
sprite.data = (uint8 *) (head + 1);
sprite.w = head->width;
sprite.h = head->height;
@@ -206,7 +206,7 @@ int FontRendererGui::getTextWidth(int textId) {
}
void FontRendererGui::drawText(char *text, int x, int y, int alignment) {
- _spriteInfo sprite;
+ SpriteInfo sprite;
int i;
if (alignment != kAlignLeft) {
@@ -288,8 +288,8 @@ int Dialog::run() {
int16 newMouseX = _gui->_vm->_input->_mouseX;
int16 newMouseY = _gui->_vm->_input->_mouseY + 40;
- _mouseEvent *me = _gui->_vm->_input->mouseEvent();
- _keyboardEvent ke;
+ MouseEvent *me = _gui->_vm->_input->mouseEvent();
+ KeyboardEvent ke;
int32 keyboardStatus = _gui->_vm->_input->readKey(&ke);
if (keyboardStatus == RD_OK) {
@@ -381,7 +381,7 @@ int Dialog::run() {
Widget::Widget(Dialog *parent, int states)
: _parent(parent), _numStates(states), _state(0) {
- _sprites = (_spriteInfo *) calloc(states, sizeof(_spriteInfo));
+ _sprites = (SpriteInfo *) calloc(states, sizeof(SpriteInfo));
_surfaces = (WidgetSurface *) calloc(states, sizeof(WidgetSurface));
_hitRect.left = _hitRect.right = _hitRect.top = _hitRect.bottom = -1;
@@ -398,9 +398,9 @@ Widget::~Widget() {
void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc) {
uint8 *file, *colTablePtr = NULL;
- _animHeader *anim_head;
- _frameHeader *frame_head;
- _cdtEntry *cdt_entry;
+ AnimHeader *anim_head;
+ FrameHeader *frame_head;
+ CdtEntry *cdt_entry;
uint32 spriteType = RDSPR_TRANS;
// open anim resource file, point to base
@@ -430,7 +430,7 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc)
// Points to just after last cdt_entry, i.e. start of colour
// table
colTablePtr = (uint8 *) (anim_head + 1) +
- anim_head->noAnimFrames * sizeof(_cdtEntry);
+ anim_head->noAnimFrames * sizeof(CdtEntry);
break;
}
@@ -1077,7 +1077,7 @@ public:
_parent->onAction(this, kWheelDown);
}
- virtual void onKey(_keyboardEvent *ke) {
+ virtual void onKey(KeyboardEvent *ke) {
if (_editable) {
if (ke->keycode == 8)
_parent->onAction(this, 8);
@@ -1415,7 +1415,7 @@ public:
} else {
// Prime system with a game cycle
- // Reset the graphic 'buildit' list before a
+ // Reset the graphic 'BuildUnit' list before a
// new logic list (see fnRegisterFrame)
_gui->_vm->resetRenderLists();
@@ -1438,12 +1438,12 @@ void SaveLoadDialog::saveLoadError(char* text) {
// Wait for ESC or mouse click
while (1) {
- _mouseEvent *me;
+ MouseEvent *me;
_gui->_vm->_graphics->updateDisplay();
if (_gui->_vm->_input->keyWaiting()) {
- _keyboardEvent ke;
+ KeyboardEvent ke;
_gui->_vm->_input->readKey(&ke);
if (ke.keycode == 27)
@@ -1566,7 +1566,7 @@ void Gui::restartControl(void) {
// Reopen global variables resource & send address to interpreter -
// it won't be moving
- _vm->_logic->setGlobalInterpreterVariables((int32 *) (_vm->_resman->openResource(1) + sizeof(_standardHeader)));
+ _vm->_logic->setGlobalInterpreterVariables((int32 *) (_vm->_resman->openResource(1) + sizeof(StandardHeader)));
_vm->_resman->closeResource(1);
DEMO = temp_demo_flag;
@@ -1579,7 +1579,7 @@ void Gui::restartControl(void) {
// Prime system with a game cycle
- // Reset the graphic 'buildit' list before a new logic list
+ // Reset the graphic 'BuildUnit' list before a new logic list
// (see fnRegisterFrame)
_vm->resetRenderLists();
diff --git a/sword2/debug.cpp b/sword2/debug.cpp
index e8351b54ea..e76423181a 100644
--- a/sword2/debug.cpp
+++ b/sword2/debug.cpp
@@ -268,7 +268,7 @@ void Debugger::buildDebugText(void) {
showVarPos = 115; // y-coord for first showVar
// res 1 is the global variables resource
- varTable = (int32 *) (_vm->_resman->openResource(1) + sizeof(_standardHeader));
+ varTable = (int32 *) (_vm->_resman->openResource(1) + sizeof(StandardHeader));
for (showVarNo = 0; showVarNo < MAX_SHOWVARS; showVarNo++) {
varNo = _showVar[showVarNo]; // get variable number
diff --git a/sword2/defs.h b/sword2/defs.h
index 29f7022d20..4b6bbf9eff 100644
--- a/sword2/defs.h
+++ b/sword2/defs.h
@@ -26,7 +26,7 @@
// global variable references
// NB. 4 * <number from linc's Global Variables list>
-#define VAR(n) (*(uint32 *) (g_sword2->_resman->_resList[1]->ad + sizeof(_standardHeader) + 4 * (n)))
+#define VAR(n) (*(uint32 *) (g_sword2->_resman->_resList[1]->ad + sizeof(StandardHeader) + 4 * (n)))
#define ID VAR(0)
#define RESULT VAR(1)
diff --git a/sword2/driver/_mouse.cpp b/sword2/driver/_mouse.cpp
index a53feb448c..a5743609a5 100644
--- a/sword2/driver/_mouse.cpp
+++ b/sword2/driver/_mouse.cpp
@@ -48,8 +48,8 @@ bool Input::checkForMouseEvents(void) {
* @return a pointer to the mouse event, or NULL of there is none
*/
-_mouseEvent *Input::mouseEvent(void) {
- _mouseEvent *me;
+MouseEvent *Input::mouseEvent(void) {
+ MouseEvent *me;
if (_mouseBacklog) {
me = &_mouseLog[_mouseLogPos];
@@ -211,12 +211,12 @@ int32 Graphics::setMouseAnim(uint8 *ma, int32 size, int32 mouseFlash) {
else
_mouseFrame = MOUSEFLASHFRAME;
- _mouseAnim = (struct _mouseAnim *) malloc(size);
+ _mouseAnim = (MouseAnim *) malloc(size);
if (!_mouseAnim)
return RDERR_OUTOFMEMORY;
memcpy((uint8 *) _mouseAnim, ma, size);
- _mouseOffsets = (int32 *) ((uint8 *) _mouseAnim + sizeof(struct _mouseAnim));
+ _mouseOffsets = (int32 *) ((uint8 *) _mouseAnim + sizeof(MouseAnim));
animateMouse();
drawMouse();
@@ -246,12 +246,12 @@ int32 Graphics::setLuggageAnim(uint8 *ma, int32 size) {
}
if (ma) {
- _luggageAnim = (struct _mouseAnim *) malloc(size);
+ _luggageAnim = (MouseAnim *) malloc(size);
if (!_luggageAnim)
return RDERR_OUTOFMEMORY;
memcpy((uint8 *) _luggageAnim, ma, size);
- _luggageOffset = (int32 *) ((uint8 *) _luggageAnim + sizeof(struct _mouseAnim));
+ _luggageOffset = (int32 *) ((uint8 *) _luggageAnim + sizeof(MouseAnim));
animateMouse();
drawMouse();
diff --git a/sword2/driver/d_draw.cpp b/sword2/driver/d_draw.cpp
index 928de7bf71..28e57a2709 100644
--- a/sword2/driver/d_draw.cpp
+++ b/sword2/driver/d_draw.cpp
@@ -92,19 +92,19 @@ void Graphics::clearScene(void) {
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
}
-void MoviePlayer::openTextObject(_movieTextObject *obj) {
+void MoviePlayer::openTextObject(MovieTextObject *obj) {
if (obj->textSprite)
_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
}
-void MoviePlayer::closeTextObject(_movieTextObject *obj) {
+void MoviePlayer::closeTextObject(MovieTextObject *obj) {
if (_textSurface) {
_vm->_graphics->deleteSurface(_textSurface);
_textSurface = NULL;
}
}
-void MoviePlayer::drawTextObject(_movieTextObject *obj) {
+void MoviePlayer::drawTextObject(MovieTextObject *obj) {
if (obj->textSprite && _textSurface)
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
}
@@ -116,7 +116,7 @@ void MoviePlayer::drawTextObject(_movieTextObject *obj) {
* @param musicOut lead-out music
*/
-int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOut) {
+int32 MoviePlayer::play(char *filename, MovieTextObject *text[], uint8 *musicOut) {
warning("semi-stub PlaySmacker %s", filename);
// WORKAROUND: For now, we just do the voice-over parts of the
@@ -136,9 +136,9 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
uint8 msg[] = "Cutscene - Press ESC to exit";
- mem *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
- _frameHeader *frame = (_frameHeader *) data->ad;
- _spriteInfo msgSprite;
+ Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
+ FrameHeader *frame = (FrameHeader *) data->ad;
+ SpriteInfo msgSprite;
uint8 *msgSurface;
msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
@@ -146,7 +146,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
msgSprite.w = frame->width;
msgSprite.h = frame->height;
msgSprite.type = RDSPR_NOCOMPRESSION;
- msgSprite.data = data->ad + sizeof(_frameHeader);
+ msgSprite.data = data->ad + sizeof(FrameHeader);
_vm->_graphics->createSurface(&msgSprite, &msgSurface);
_vm->_graphics->drawSurface(&msgSprite, msgSurface);
@@ -206,7 +206,7 @@ int32 MoviePlayer::play(char *filename, _movieTextObject *text[], uint8 *musicOu
_vm->_graphics->updateDisplay();
- _keyboardEvent ke;
+ KeyboardEvent ke;
if (_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) {
_vm->_mixer->stopHandle(handle);
diff --git a/sword2/driver/d_draw.h b/sword2/driver/d_draw.h
index 387ffdb355..edcd220ac8 100644
--- a/sword2/driver/d_draw.h
+++ b/sword2/driver/d_draw.h
@@ -45,7 +45,7 @@ namespace Sword2 {
#pragma START_PACK_STRUCTS
#endif
-struct _mouseAnim {
+struct MouseAnim {
uint8 runTimeComp; // type of runtime compression used for the
// frame data
uint8 noAnimFrames; // number of frames in the anim
@@ -64,19 +64,19 @@ private:
Sword2Engine *_vm;
uint8 *_textSurface;
- void openTextObject(_movieTextObject *obj);
- void closeTextObject(_movieTextObject *obj);
- void drawTextObject(_movieTextObject *obj);
+ void openTextObject(MovieTextObject *obj);
+ void closeTextObject(MovieTextObject *obj);
+ void drawTextObject(MovieTextObject *obj);
public:
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
- int32 play(char *filename, _movieTextObject *text[], uint8 *musicOut);
+ int32 play(char *filename, MovieTextObject *text[], uint8 *musicOut);
};
-typedef struct {
+struct BlockSurface {
byte data[BLOCKWIDTH * BLOCKHEIGHT];
bool transparent;
-} BlockSurface;
+};
class Graphics {
friend class MoviePlayer;
@@ -109,8 +109,8 @@ private:
uint8 _mouseFrame;
uint8 *_mouseSprite;
- struct _mouseAnim *_mouseAnim;
- struct _mouseAnim *_luggageAnim;
+ struct MouseAnim *_mouseAnim;
+ struct MouseAnim *_luggageAnim;
int32 *_mouseOffsets;
int32 *_luggageOffset;
@@ -222,19 +222,19 @@ public:
void initialiseRenderCycle(void);
void startRenderCycle(void);
bool endRenderCycle(void);
- void renderParallax(_parallax *p, int16 layer);
+ void renderParallax(Parallax *p, int16 layer);
void setLocationMetrics(uint16 w, uint16 h);
- int32 initialiseBackgroundLayer(_parallax *p);
+ int32 initialiseBackgroundLayer(Parallax *p);
void closeBackgroundLayer(void);
void plotPoint(uint16 x, uint16 y, uint8 colour);
void drawLine(int16 x1, int16 y1, int16 x2, int16 y2, uint8 colour);
- int32 createSurface(_spriteInfo *s, uint8 **surface);
- void drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);
+ int32 createSurface(SpriteInfo *s, uint8 **surface);
+ void drawSurface(SpriteInfo *s, uint8 *surface, Common::Rect *clipRect = NULL);
void deleteSurface(uint8 *surface);
- int32 drawSprite(_spriteInfo *s);
- int32 openLightMask(_spriteInfo *s);
+ int32 drawSprite(SpriteInfo *s);
+ int32 openLightMask(SpriteInfo *s);
int32 closeLightMask(void);
};
diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp
index 082161f7c9..5398aebb8a 100644
--- a/sword2/driver/d_sound.cpp
+++ b/sword2/driver/d_sound.cpp
@@ -529,9 +529,9 @@ void Sound::unpauseSpeech(void) {
int32 Sound::openFx(int32 id, uint8 *data) {
int32 i, fxi;
uint32 *data32 = NULL;
- _wavHeader *wav;
+ WavHeader *wav;
- wav = (_wavHeader *) data;
+ wav = (WavHeader *) data;
if (_soundOn) {
// Check for a valid id.
diff --git a/sword2/driver/d_sound.h b/sword2/driver/d_sound.h
index 068376164d..a9e97317a6 100644
--- a/sword2/driver/d_sound.h
+++ b/sword2/driver/d_sound.h
@@ -33,7 +33,7 @@ namespace Sword2 {
extern void sword2_sound_handler(void *refCon);
-typedef struct {
+struct FxHandle {
int32 _id;
bool _paused;
int8 _volume;
@@ -42,7 +42,7 @@ typedef struct {
uint16 *_buf;
int32 _bufSize;
PlayingSoundHandle _handle;
-} FxHandle;
+};
class MusicHandle : public AudioInputStream {
public:
diff --git a/sword2/driver/driver96.h b/sword2/driver/driver96.h
index b30370e3eb..8c836ccecf 100644
--- a/sword2/driver/driver96.h
+++ b/sword2/driver/driver96.h
@@ -176,21 +176,21 @@ enum {
// Structure definitions
-typedef struct {
+struct MouseEvent {
uint16 buttons;
-} _mouseEvent;
+};
-typedef struct {
+struct KeyboardEvent {
uint16 ascii;
int keycode;
int modifiers;
-} _keyboardEvent;
+};
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
-struct _parallax {
+struct Parallax {
uint16 w;
uint16 h;
uint32 offset[2]; // 2 is arbitrary
@@ -200,11 +200,11 @@ struct _parallax {
#pragma END_PACK_STRUCTS
#endif
-// The _spriteInfo structure is used to tell the driver96 code what attributes
+// The SpriteInfo structure is used to tell the driver96 code what attributes
// are linked to a sprite for drawing. These include position, scaling and
// compression.
-typedef struct {
+struct SpriteInfo {
int16 x; // coords for top-left of sprite
int16 y;
uint16 w; // dimensions of sprite (before scaling)
@@ -216,13 +216,13 @@ typedef struct {
uint16 blend; // holds the blending values.
uint8 *data; // pointer to the sprite data
uint8 *colourTable; // pointer to 16-byte colour table, only applicable to 16-col compression type
-} _spriteInfo;
+};
// This is the format of a .WAV file. Somewhere after this header is the
// string 'DATA' followed by an int32 size which is the size of the data.
// Following the size of the data is the data itself.
- typedef struct {
+struct WavHeader {
uint32 riff;
uint32 fileLength;
uint32 wavID;
@@ -236,19 +236,19 @@ typedef struct {
uint16 unknown1;
uint16 unknown2;
uint16 bitsPerSample;
-} _wavHeader;
+};
// This is the structure which is passed to the sequence player. It includes
// the smack to play, and any text lines which are to be displayed over the top
// of the sequence.
-typedef struct {
+struct MovieTextObject {
uint16 startFrame;
uint16 endFrame;
- _spriteInfo *textSprite;
+ SpriteInfo *textSprite;
uint32 speechBufferSize;
uint16 *speech;
-} _movieTextObject;
+};
// Input handling class
@@ -264,7 +264,7 @@ private:
uint8 _mouseBacklog;
uint8 _mouseLogPos;
- _mouseEvent _mouseLog[MAX_MOUSE_EVENTS];
+ MouseEvent _mouseLog[MAX_MOUSE_EVENTS];
void logMouseEvent(uint16 buttons);
@@ -275,7 +275,7 @@ private:
uint8 _keyLogPos;
// The keyboard buffer
- _keyboardEvent _keyBuffer[MAX_KEY_BUFFER];
+ KeyboardEvent _keyBuffer[MAX_KEY_BUFFER];
void writeKey(uint16 ascii, int keycode, int modifiers);
@@ -289,11 +289,11 @@ public:
void parseEvents(void);
- _mouseEvent *mouseEvent(void);
+ MouseEvent *mouseEvent(void);
bool checkForMouseEvents(void);
bool keyWaiting(void);
- int32 readKey(_keyboardEvent *ev);
+ int32 readKey(KeyboardEvent *ev);
};
} // End of namespace Sword2
diff --git a/sword2/driver/keyboard.cpp b/sword2/driver/keyboard.cpp
index 5ddf303fc8..f1dc93ec4a 100644
--- a/sword2/driver/keyboard.cpp
+++ b/sword2/driver/keyboard.cpp
@@ -24,7 +24,7 @@ namespace Sword2 {
void Input::writeKey(uint16 ascii, int keycode, int modifiers) {
if (_keyBuffer && _keyBacklog < MAX_KEY_BUFFER) {
- _keyboardEvent *slot = &_keyBuffer[(_keyLogPos + _keyBacklog) % MAX_KEY_BUFFER];
+ KeyboardEvent *slot = &_keyBuffer[(_keyLogPos + _keyBacklog) % MAX_KEY_BUFFER];
slot->ascii = ascii;
slot->keycode = keycode;
@@ -46,7 +46,7 @@ bool Input::keyWaiting(void) {
* @return RD_OK, or an error code to indicate there is no key waiting.
*/
-int32 Input::readKey(_keyboardEvent *ev) {
+int32 Input::readKey(KeyboardEvent *ev) {
if (!_keyBacklog)
return RDERR_NOKEYWAITING;
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp
index 3ef3151744..ff75e4fa25 100644
--- a/sword2/driver/render.cpp
+++ b/sword2/driver/render.cpp
@@ -526,7 +526,7 @@ void Graphics::setLocationMetrics(uint16 w, uint16 h) {
* parallax can be either foreground, background or the main screen.
*/
-void Graphics::renderParallax(_parallax *p, int16 l) {
+void Graphics::renderParallax(Parallax *p, int16 l) {
int16 x, y;
Common::Rect r;
@@ -675,7 +675,7 @@ void Graphics::setScrollTarget(int16 sx, int16 sy) {
* or a NULL pointer in order of background parallax to foreground parallax.
*/
-int32 Graphics::initialiseBackgroundLayer(_parallax *p) {
+int32 Graphics::initialiseBackgroundLayer(Parallax *p) {
uint8 *memchunk;
uint8 zeros;
uint16 count;
@@ -683,7 +683,7 @@ int32 Graphics::initialiseBackgroundLayer(_parallax *p) {
uint16 x;
uint8 *data;
uint8 *dst;
- _parallaxLine line;
+ ParallaxLine line;
uint8 *pLine;
debug(2, "initialiseBackgroundLayer");
@@ -719,7 +719,7 @@ int32 Graphics::initialiseBackgroundLayer(_parallax *p) {
pLine = (uint8 *) p + FROM_LE_32(p->offset[i]);
line.packets = READ_LE_UINT16(pLine);
line.offset = READ_LE_UINT16(pLine + 2);
- data = pLine + sizeof(_parallaxLine);
+ data = pLine + sizeof(ParallaxLine);
x = line.offset;
dst = memchunk + i * p->w + x;
diff --git a/sword2/driver/render.h b/sword2/driver/render.h
index b112789e9f..ecfad5cf7a 100644
--- a/sword2/driver/render.h
+++ b/sword2/driver/render.h
@@ -28,10 +28,10 @@ namespace Sword2 {
#define ALIGNRENDERDEEP 480
#define RENDERDEEP (ALIGNRENDERDEEP - (MENUDEEP * 2))
-typedef struct {
+struct ParallaxLine {
uint16 packets;
uint16 offset;
-} _parallaxLine;
+};
} // End of namespace Sword2
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp
index 737fcdbb08..2ec83b7808 100644
--- a/sword2/driver/sprite.cpp
+++ b/sword2/driver/sprite.cpp
@@ -242,7 +242,7 @@ int32 Graphics::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, ui
* @return RD_OK, or an error code
*/
-int32 Graphics::createSurface(_spriteInfo *s, uint8 **sprite) {
+int32 Graphics::createSurface(SpriteInfo *s, uint8 **sprite) {
*sprite = (uint8 *) malloc(s->w * s->h);
if (!*sprite)
return RDERR_OUTOFMEMORY;
@@ -267,7 +267,7 @@ int32 Graphics::createSurface(_spriteInfo *s, uint8 **sprite) {
* @param clipRect the clipping rectangle
*/
-void Graphics::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
+void Graphics::drawSurface(SpriteInfo *s, uint8 *surface, Common::Rect *clipRect) {
Common::Rect rd, rs;
uint16 x, y;
uint8 *src, *dst;
@@ -352,7 +352,7 @@ void Graphics::deleteSurface(uint8 *surface) {
// FIXME: I'm sure this could be optimized. There's plenty of data copying and
// mallocing here.
-int32 Graphics::drawSprite(_spriteInfo *s) {
+int32 Graphics::drawSprite(SpriteInfo *s) {
uint8 *src, *dst;
uint8 *sprite, *newSprite;
uint8 *backbuf = NULL;
@@ -623,7 +623,7 @@ int32 Graphics::drawSprite(_spriteInfo *s) {
* Opens the light masking sprite for a room.
*/
-int32 Graphics::openLightMask(_spriteInfo *s) {
+int32 Graphics::openLightMask(SpriteInfo *s) {
// FIXME: The light mask is only needed on higher graphics detail
// settings, so to save memory we could simply ignore it on lower
// settings. But then we need to figure out how to ensure that it
diff --git a/sword2/events.cpp b/sword2/events.cpp
index 621a8be2d5..ea58fe2731 100644
--- a/sword2/events.cpp
+++ b/sword2/events.cpp
@@ -181,7 +181,7 @@ int32 Logic::fnPauseForEvent(int32 *params) {
// params: 0 pointer to object's logic structure
// 1 number of game-cycles to pause
- Object_logic *ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
// first, check for an event
diff --git a/sword2/function.cpp b/sword2/function.cpp
index 9e4e14826e..243f68fdcf 100644
--- a/sword2/function.cpp
+++ b/sword2/function.cpp
@@ -139,7 +139,7 @@ int32 Logic::fnPause(int32 *params) {
// NB. Pause-value of 0 causes script to continue, 1 causes a 1-cycle
// quit, 2 gives 2 cycles, etc.
- Object_logic *ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
if (ob_logic->looping == 0) {
// start the pause
@@ -168,7 +168,7 @@ int32 Logic::fnRandomPause(int32 *params) {
// 1 minimum number of game-cycles to pause
// 2 maximum number of game-cycles to pause
- Object_logic *ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
int32 pars[2];
if (ob_logic->looping == 0) {
@@ -184,13 +184,13 @@ int32 Logic::fnRandomPause(int32 *params) {
}
int32 Logic::fnPassGraph(int32 *params) {
- // makes an engine local copy of passed Object_graphic - run script 4
+ // makes an engine local copy of passed ObjectGraphic - run script 4
// of an object to request this used by fnTurnTo(id) etc
//
// remember, we cannot simply read a compact any longer but instead
// must request it from the object itself
- // params: 0 pointer to an Object_graphic structure
+ // params: 0 pointer to an ObjectGraphic structure
warning("fnPassGraph() is a no-op now");
@@ -208,7 +208,7 @@ int32 Logic::fnPassMega(int32 *params) {
// params: 0 pointer to a mega structure
- memcpy(&_vm->_engineMega, _vm->_memory->intToPtr(params[0]), sizeof(Object_mega));
+ memcpy(&_vm->_engineMega, _vm->_memory->intToPtr(params[0]), sizeof(ObjectMega));
// makes no odds
return IR_CONT;
@@ -223,7 +223,7 @@ int32 Logic::fnSetValue(int32 *params) {
// params: 0 pointer to object's mega structure
// 1 value to set it to
- Object_mega *ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[0]);
+ ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[0]);
ob_mega->megaset_res = params[1];
@@ -342,11 +342,11 @@ int32 Logic::fnResetGlobals(int32 *params) {
uint32 *globals;
size = _vm->_resman->fetchLen(1);
- size -= sizeof(_standardHeader);
+ size -= sizeof(StandardHeader);
debug(5, "globals size: %d", size);
- globals = (uint32 *) ((uint8 *) _vm->_resman->openResource(1) + sizeof(_standardHeader));
+ globals = (uint32 *) ((uint8 *) _vm->_resman->openResource(1) + sizeof(StandardHeader));
// blank each global variable
memset(globals, 0, size);
@@ -418,7 +418,7 @@ int32 Logic::fnPlayCredits(int32 *params) {
_vm->_graphics->updateDisplay();
- _keyboardEvent ke;
+ KeyboardEvent ke;
if (_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27)
break;
diff --git a/sword2/header.h b/sword2/header.h
index 8bc8333c48..4f6b8f0502 100644
--- a/sword2/header.h
+++ b/sword2/header.h
@@ -38,7 +38,7 @@ namespace Sword2 {
#define NAME_LEN 34
-struct _standardHeader {
+struct StandardHeader {
uint8 fileType; // Byte to define file type (see below)
uint8 compType; // Type of file compression used ie.
// on whole file (see below)
@@ -106,7 +106,7 @@ enum {
// Animation Header
-struct _animHeader {
+struct AnimHeader {
uint8 runTimeComp; // Type of runtime compression used for the
// frame data (see below)
uint16 noAnimFrames; // Number of frames in the anim (ie. no. of
@@ -135,7 +135,7 @@ enum {
// CDT Entry
-struct _cdtEntry {
+struct CdtEntry {
int16 x; // sprite x-coord OR offset to add to mega's
// feet x-coord to calc sprite y-coord
int16 y; // sprite y-coord OR offset to add to mega's
@@ -158,7 +158,7 @@ enum {
// Frame Header
-struct _frameHeader {
+struct FrameHeader {
uint32 compSize; // Compressed size of frame - NB. compression
// type is now in Anim Header
uint16 width; // Dimensions of frame
@@ -184,7 +184,7 @@ struct _frameHeader {
// Goes at the beginning of a screen file after the standard header.
// Gives offsets from start of table of each of the components
-struct _multiScreenHeader {
+struct MultiScreenHeader {
uint32 palette;
uint32 bg_parallax[2];
uint32 screen;
@@ -196,7 +196,7 @@ struct _multiScreenHeader {
// Palette Data
-struct _palEntry {
+struct PalEntry {
uint8 red;
uint8 green;
uint8 blue;
@@ -205,7 +205,7 @@ struct _palEntry {
// Screen Header
-struct _screenHeader {
+struct ScreenHeader {
uint16 width; // dimensions of the background screen
uint16 height;
uint16 noLayers; // number of layer areas
@@ -216,7 +216,7 @@ struct _screenHeader {
// Note that all the layer headers are kept together, rather than being placed
// before each layer mask, in order to simplify the sort routine.
-struct _layerHeader {
+struct LayerHeader {
uint16 x; // coordinates of top-left pixel of area
uint16 y;
uint16 width;
@@ -246,7 +246,7 @@ struct _layerHeader {
// Walk-Grid Header - taken directly from old "header.h" in STD_INC
-struct _walkGridHeader {
+struct WalkGridHeader {
int32 numBars; // number of bars on the floor
int32 numNodes; // number of nodes
} GCC_PACK;
@@ -264,7 +264,7 @@ struct _walkGridHeader {
#define TREE_SIZE 3
-struct _object_hub {
+struct ObjectHub {
int32 type; // type of object
uint32 logic_level; // what level?
uint32 logic[TREE_SIZE]; // NOT USED
@@ -274,15 +274,15 @@ struct _object_hub {
// (6) text module header
-struct _textHeader {
+struct TextHeader {
uint32 noOfLines; // how many lines of text are there in this
// module
} GCC_PACK;
// a text file has:
//
-// _standardHeader
-// _textHeader
+// StandardHeader
+// TextHeader
// look up table, to
// line of text,0
// line of text,0
diff --git a/sword2/icons.cpp b/sword2/icons.cpp
index 9502f88082..4fb9a4fba2 100644
--- a/sword2/icons.cpp
+++ b/sword2/icons.cpp
@@ -25,12 +25,12 @@
namespace Sword2 {
int32 Logic::fnAddMenuObject(int32 *params) {
- // params: 0 pointer to a menu_object structure to copy down
+ // params: 0 pointer to a MenuObject structure to copy down
assert(_vm->_totalTemp < TOTAL_engine_pockets);
// copy the structure to our in-the-engine list
- memcpy(&_vm->_tempList[_vm->_totalTemp], _vm->_memory->intToPtr(params[0]), sizeof(menu_object));
+ memcpy(&_vm->_tempList[_vm->_totalTemp], _vm->_memory->intToPtr(params[0]), sizeof(MenuObject));
_vm->_totalTemp++;
// script continue
@@ -121,7 +121,7 @@ void Sword2Engine::buildMenu(void) {
for (j = 0; j < TOTAL_engine_pockets; j++) {
// not current end - meaning out over the end so move down
if (_masterMenuList[j].icon_resource && j != _totalMasters) {
- memcpy(&_masterMenuList[_totalMasters++], &_masterMenuList[j], sizeof(menu_object));
+ memcpy(&_masterMenuList[_totalMasters++], &_masterMenuList[j], sizeof(MenuObject));
// moved down now so kill here
_masterMenuList[j].icon_resource = 0;
@@ -139,7 +139,7 @@ void Sword2Engine::buildMenu(void) {
for (j = 0; j < TOTAL_engine_pockets; j++) {
if (_tempList[j].icon_resource) {
// here's a new temp
- memcpy(&_masterMenuList[_totalMasters++], &_tempList[j], sizeof(menu_object));
+ memcpy(&_masterMenuList[_totalMasters++], &_tempList[j], sizeof(MenuObject));
}
}
@@ -187,7 +187,7 @@ void Sword2Engine::buildMenu(void) {
icon_coloured = true;
}
- icon = _resman->openResource(_masterMenuList[j].icon_resource) + sizeof(_standardHeader);
+ icon = _resman->openResource(_masterMenuList[j].icon_resource) + sizeof(StandardHeader);
// The coloured icon is stored directly after the
// greyed out one.
@@ -224,7 +224,7 @@ void Sword2Engine::buildSystemMenu(void) {
// rest will grey out
for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
- icon = _resman->openResource(icon_list[i]) + sizeof(_standardHeader);
+ icon = _resman->openResource(icon_list[i]) + sizeof(StandardHeader);
// The only case when an icon is grayed is when the player
// is dead. Then SAVE is not available.
diff --git a/sword2/icons.h b/sword2/icons.h
index 01abc59203..3a6512ad64 100644
--- a/sword2/icons.h
+++ b/sword2/icons.h
@@ -28,7 +28,7 @@ namespace Sword2 {
// define these in a script and then register them with the system
-struct menu_object {
+struct MenuObject {
int32 icon_resource; // icon graphic graphic
int32 luggage_resource; // luggage icon resource (for attaching to
// mouse pointer)
diff --git a/sword2/interpreter.cpp b/sword2/interpreter.cpp
index cf292bd0f5..91e64cced7 100644
--- a/sword2/interpreter.cpp
+++ b/sword2/interpreter.cpp
@@ -207,8 +207,8 @@ int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) {
bool checkPyramidBug = false;
- _standardHeader *header = (_standardHeader *) scriptData;
- scriptData += sizeof(_standardHeader) + sizeof(_object_hub);
+ StandardHeader *header = (StandardHeader *) scriptData;
+ scriptData += sizeof(StandardHeader) + sizeof(ObjectHub);
// The script data format:
// int32_TYPE 1 Size of variable space in bytes
@@ -382,7 +382,7 @@ int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) {
case CP_PUSH_DEREFERENCED_STRUCTURE:
// Push the address of a dereferenced structure
Read32ip(parameter);
- ptrval = _vm->_memory->ptrToInt((const uint8 *) (objectData + sizeof(int32) + sizeof(_standardHeader) + sizeof(_object_hub) + parameter));
+ ptrval = _vm->_memory->ptrToInt((const uint8 *) (objectData + sizeof(int32) + sizeof(StandardHeader) + sizeof(ObjectHub) + parameter));
debug(5, "Push address of far variable (%x)", ptrval);
push(ptrval);
break;
diff --git a/sword2/layers.cpp b/sword2/layers.cpp
index 9da7507506..531fdfdfbe 100644
--- a/sword2/layers.cpp
+++ b/sword2/layers.cpp
@@ -40,10 +40,10 @@ int32 Logic::fnInitBackground(int32 *params) {
}
int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
- _multiScreenHeader *screenLayerTable;
- _screenHeader *screen_head;
- _layerHeader *layer;
- _spriteInfo spriteInfo;
+ MultiScreenHeader *screenLayerTable;
+ ScreenHeader *screen_head;
+ LayerHeader *layer;
+ SpriteInfo spriteInfo;
uint8 *file;
uint32 rv;
@@ -154,7 +154,7 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
// shading mask
- screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+ screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
if (screenLayerTable->maskOffset) {
spriteInfo.x = 0;
@@ -192,8 +192,8 @@ int32 Sword2Engine::initBackground(int32 res, int32 new_palette) {
// called from fnInitBackground and also from control panel
void Sword2Engine::setUpBackgroundLayers(void) {
- _multiScreenHeader *screenLayerTable;
- _screenHeader *screen_head;
+ MultiScreenHeader *screenLayerTable;
+ ScreenHeader *screen_head;
uint8 *file;
int i;
@@ -207,7 +207,7 @@ void Sword2Engine::setUpBackgroundLayers(void) {
screen_head = fetchScreenHeader(file);
- screenLayerTable = (_multiScreenHeader *) ((uint8 *) file + sizeof(_standardHeader));
+ screenLayerTable = (MultiScreenHeader *) (file + sizeof(StandardHeader));
// Background parallax layers
diff --git a/sword2/layers.h b/sword2/layers.h
index 0bc625daf0..5a7a9083dc 100644
--- a/sword2/layers.h
+++ b/sword2/layers.h
@@ -22,7 +22,7 @@
namespace Sword2 {
-typedef struct {
+struct ScreenInfo {
uint16 scroll_offset_x; // Position x
uint16 scroll_offset_y; // Position y
uint16 max_scroll_offset_x; // Calc'ed in fnInitBackground
@@ -44,7 +44,7 @@ typedef struct {
// fading up after a build_display
uint8 scroll_flag; // Scroll mode 0 off 1 on
uint8 mask_flag; // Using shading mask
-} screen_info;
+};
} // End of namespace Sword2
diff --git a/sword2/logic.cpp b/sword2/logic.cpp
index f82f6d02e9..059071b0bf 100644
--- a/sword2/logic.cpp
+++ b/sword2/logic.cpp
@@ -39,8 +39,8 @@ int Logic::processSession(void) {
char *raw_script_ad;
char *raw_data_ad;
uint32 null_pc;
- _standardHeader *head;
- _standardHeader *far_head;
+ StandardHeader *head;
+ StandardHeader *far_head;
uint32 id;
// might change during the session, so take a copy here
@@ -53,7 +53,7 @@ int Logic::processSession(void) {
// processing on the current list
while (_pc != 0xffffffff) {
- head = (_standardHeader *) _vm->_resman->openResource(run_list);
+ head = (StandardHeader *) _vm->_resman->openResource(run_list);
if (head->fileType != RUN_LIST)
error("Logic_engine %d not a run_list", run_list);
@@ -77,12 +77,12 @@ int Logic::processSession(void) {
return 0;
}
- head = (_standardHeader *) _vm->_resman->openResource(ID);
+ head = (StandardHeader *) _vm->_resman->openResource(ID);
if (head->fileType != GAME_OBJECT)
error("Logic_engine %d not an object", ID);
- _curObjectHub = (_object_hub *) (head + 1);
+ _curObjectHub = (ObjectHub *) (head + 1);
debug(5, " %d id(%d) pc(%d)",
LEVEL,
@@ -123,12 +123,12 @@ int Logic::processSession(void) {
raw_data_ad = (char *) head;
- far_head = (_standardHeader *) _vm->_resman->openResource(script / SIZE);
+ far_head = (StandardHeader *) _vm->_resman->openResource(script / SIZE);
if (far_head->fileType != GAME_OBJECT && far_head->fileType != SCREEN_MANAGER)
error("Logic_engine %d not a far object (its a %d)", script / SIZE, far_head->fileType);
- // raw_script_ad = (char *) (head + 1) + sizeof(_standardHeader);
+ // raw_script_ad = (char *) (head + 1) + sizeof(StandardHeader);
// get our objects data address
// raw_data_ad = (char *) (_curObjectHub + 1);
@@ -328,16 +328,16 @@ void Logic::logicReplace(uint32 new_script) {
void Logic::examineRunList(void) {
uint32 *game_object_list;
- _standardHeader *file_header;
+ StandardHeader *file_header;
if (_currentRunList) {
// open and lock in place
- game_object_list = (uint32 *) (_vm->_resman->openResource(_currentRunList) + sizeof(_standardHeader));
+ game_object_list = (uint32 *) (_vm->_resman->openResource(_currentRunList) + sizeof(StandardHeader));
Debug_Printf("Runlist number %d\n", _currentRunList);
for (int i = 0; game_object_list[i]; i++) {
- file_header = (_standardHeader *) _vm->_resman->openResource(game_object_list[i]);
+ file_header = (StandardHeader *) _vm->_resman->openResource(game_object_list[i]);
Debug_Printf("%d %s\n", game_object_list[i], file_header->name);
_vm->_resman->closeResource(game_object_list[i]);
}
diff --git a/sword2/logic.h b/sword2/logic.h
index 86d67df318..092c34be5c 100644
--- a/sword2/logic.h
+++ b/sword2/logic.h
@@ -68,7 +68,7 @@ private:
uint32 _pc;
// each object has one of these tacked onto the beginning
- _object_hub *_curObjectHub;
+ ObjectHub *_curObjectHub;
void processKillList(void);
@@ -83,28 +83,28 @@ private:
// FOR TEXT LINES IN SEQUENCE PLAYER
- struct _sequenceTextInfo {
+ struct SequenceTextInfo {
uint32 textNumber;
uint16 startFrame;
uint16 endFrame;
- mem *text_mem;
+ Memory *text_mem;
uint32 speechBufferSize;
uint16 *speech_mem;
};
- _sequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
+ SequenceTextInfo _sequenceTextList[MAX_SEQUENCE_TEXT_LINES];
- void createSequenceSpeech(_movieTextObject *sequenceText[]);
- void clearSequenceSpeech(_movieTextObject *sequenceText[]);
+ void createSequenceSpeech(MovieTextObject *sequenceText[]);
+ void clearSequenceSpeech(MovieTextObject *sequenceText[]);
// array of these for subject menu build up
- struct _subject_unit {
+ struct SubjectUnit {
uint32 res;
uint32 ref;
};
- _subject_unit _subjectList[MAX_SUBJECT_LIST];
+ SubjectUnit _subjectList[MAX_SUBJECT_LIST];
// when not playing a wav we calculate the speech time based upon
// length of ascii
@@ -138,7 +138,7 @@ private:
uint32 _totalScreenManagers;
uint32 _startRes;
- struct _startup {
+ struct StartUp {
char description[MAX_description];
// id of screen manager object
@@ -150,7 +150,7 @@ private:
uint32 key;
};
- _startup _startList[MAX_starts];
+ StartUp _startList[MAX_starts];
uint32 initStartMenu(void);
@@ -202,12 +202,12 @@ public:
void setGlobalInterpreterVariables(int32 *vars);
int runScript(char *scriptData, char *objectData, uint32 *offset);
- struct _event_unit {
+ struct EventUnit {
uint32 id;
uint32 interact_id;
};
- _event_unit _eventList[MAX_events];
+ EventUnit _eventList[MAX_events];
void sendEvent(uint32 id, uint32 interact_id);
void setPlayerActionEvent(uint32 id, uint32 interact_id);
@@ -218,12 +218,12 @@ public:
uint32 countEvents(void);
- struct _sync_unit {
+ struct SyncUnit {
uint32 id;
uint32 sync;
};
- _sync_unit _syncList[MAX_syncs];
+ SyncUnit _syncList[MAX_syncs];
void clearSyncs(uint32 id);
bool getSync(void);
diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp
index 4918b7a523..5eaaabe1ef 100644
--- a/sword2/maketext.cpp
+++ b/sword2/maketext.cpp
@@ -54,10 +54,10 @@ namespace Sword2 {
// info for each line of words in the output text sprite
-mem* FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) {
- mem *line; // handle for the memory block which will
+Memory *FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) {
+ Memory *line; // handle for the memory block which will
// contain the array of lineInfo structures
- mem *textSprite; // handle for the block to contain the text
+ Memory *textSprite; // handle for the block to contain the text
// sprite itself
uint16 noOfLines; // no of lines of text required to fit within
// a sprite of width 'maxWidth' pixels
@@ -185,13 +185,13 @@ uint16 FontRenderer::analyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fo
// PC Version of BuildTextSprite
-mem* FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) {
+Memory *FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) {
uint8 *linePtr, *spritePtr;
uint16 lineNo, pos = 0, posInLine, spriteWidth = 0, spriteHeight;
uint16 sizeOfSprite;
uint16 char_height = charHeight(fontRes);
- _frameHeader *frameHeadPtr, *charPtr;
- mem *textSprite;
+ FrameHeader *frameHeadPtr, *charPtr;
+ Memory *textSprite;
uint8 *charSet;
// spriteWidth = width of widest line of output text
@@ -210,13 +210,13 @@ mem* FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, L
// allocate memory for sprite, and lock it ready for use
// NB. 'textSprite' is the given pointer to the handle to be used
- textSprite = _vm->_memory->allocMemory(sizeof(_frameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite);
+ textSprite = _vm->_memory->allocMemory(sizeof(FrameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite);
// the handle (*textSprite) now points to UNMOVABLE memory block
// set up the frame header
// point to the start of our memory block
- frameHeadPtr = (_frameHeader *) textSprite->ad;
+ frameHeadPtr = (FrameHeader *) textSprite->ad;
frameHeadPtr->compSize = 0;
frameHeadPtr->width = spriteWidth;
@@ -228,7 +228,7 @@ mem* FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, L
// ok, now point to the start (of the first line) of the sprite data
// itelf
- linePtr = textSprite->ad + sizeof(_frameHeader);
+ linePtr = textSprite->ad + sizeof(FrameHeader);
// start with transparent sprite (no colour)
memset(linePtr, NO_COL, sizeOfSprite);
@@ -280,7 +280,7 @@ mem* FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, L
// and a pointer to the start of the character set.
uint16 FontRenderer::charWidth(uint8 ch, uint32 fontRes) {
- _frameHeader *charFrame;
+ FrameHeader *charFrame;
uint8 *charSet;
uint16 width;
@@ -302,7 +302,7 @@ uint16 FontRenderer::charWidth(uint8 ch, uint32 fontRes) {
// and a pointer to the start of the character set.
uint16 FontRenderer::charHeight(uint32 fontRes) {
- _frameHeader *charFrame;
+ FrameHeader *charFrame;
uint8 *charSet;
uint16 height;
@@ -323,7 +323,7 @@ uint16 FontRenderer::charHeight(uint32 fontRes) {
// Returns a pointer to the header of a character sprite, given the character's
// ASCII code and a pointer to the start of the character set.
-_frameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) {
+FrameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) {
// if 'ch' out of range, print the 'dud' character (chequered flag)
if (ch < FIRST_CHAR)
ch = DUD;
@@ -336,12 +336,12 @@ _frameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) {
// otherwise it maps pixels of BORDER_COL to '_borderPen', and LETTER_COL to
// 'pen'.
-void FontRenderer::copyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen) {
+void FontRenderer::copyChar(FrameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen) {
uint8 *rowPtr, *source, *dest;
uint16 rows, cols;
// now pts to sprite data for char 'ch'
- source = (uint8 *) charPtr + sizeof(_frameHeader);
+ source = (uint8 *) charPtr + sizeof(FrameHeader);
// pts to start of first row of char within text sprite
rowPtr = spritePtr;
@@ -395,7 +395,7 @@ void FontRenderer::copyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spri
uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) {
uint32 j = 0;
- _frameHeader *frame_head;
+ FrameHeader *frame_head;
int16 text_left_margin;
int16 text_right_margin;
int16 text_top_margin;
@@ -421,7 +421,7 @@ uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width,
// without margin checking - used for debug text
if (justification != NO_JUSTIFICATION) {
- frame_head = (_frameHeader *) _blocList[j].text_mem->ad;
+ frame_head = (FrameHeader *) _blocList[j].text_mem->ad;
switch (justification) {
// this one is always used for SPEECH TEXT; possibly
@@ -490,14 +490,14 @@ uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width,
void FontRenderer::printTextBlocs(void) {
//called by build_display
- _frameHeader *frame;
- _spriteInfo spriteInfo;
+ FrameHeader *frame;
+ SpriteInfo spriteInfo;
uint32 rv;
uint32 j;
for (j = 0; j < MAX_text_blocs; j++) {
if (_blocList[j].text_mem) {
- frame = (_frameHeader *) _blocList[j].text_mem->ad;
+ frame = (FrameHeader *) _blocList[j].text_mem->ad;
spriteInfo.x = _blocList[j].x;
spriteInfo.y = _blocList[j].y;
@@ -508,7 +508,7 @@ void FontRenderer::printTextBlocs(void) {
spriteInfo.scaledHeight = 0;
spriteInfo.type = _blocList[j].type;
spriteInfo.blend = 0;
- spriteInfo.data = _blocList[j].text_mem->ad + sizeof(_frameHeader);
+ spriteInfo.data = _blocList[j].text_mem->ad + sizeof(FrameHeader);
spriteInfo.colourTable = 0;
rv = _vm->_graphics->drawSprite(&spriteInfo);
diff --git a/sword2/maketext.h b/sword2/maketext.h
index 5b870a37bc..476fbfc308 100644
--- a/sword2/maketext.h
+++ b/sword2/maketext.h
@@ -91,19 +91,19 @@ enum {
POLISH_TEXT = 2
};
-typedef struct {
+struct TextBloc {
int16 x;
int16 y;
- // RDSPR_ status bits - see defintion of _spriteInfo structure for
+ // RDSPR_ status bits - see defintion of SpriteInfo structure for
// correct size!
uint16 type;
- mem *text_mem;
-} TextBloc;
+ Memory *text_mem;
+};
-typedef struct {
+struct LineInfo {
uint16 width; // width of line in pixels
uint16 length; // length of line in characters
-} LineInfo;
+};
class FontRenderer {
private:
@@ -121,11 +121,11 @@ private:
uint8 _borderPen; // output pen colour of character borders
uint16 analyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line);
- mem* buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines);
+ Memory *buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines);
uint16 charWidth(uint8 ch, uint32 fontRes);
uint16 charHeight(uint32 fontRes);
- _frameHeader* findChar(uint8 ch, uint8 *charSet);
- void copyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen);
+ FrameHeader* findChar(uint8 ch, uint8 *charSet);
+ void copyChar(FrameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen);
public:
FontRenderer(Sword2Engine *vm) : _vm(vm) {
@@ -133,7 +133,7 @@ public:
_blocList[i].text_mem = NULL;
}
- mem* makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border = BORDER_PEN);
+ Memory *makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border = BORDER_PEN);
void killTextBloc(uint32 bloc_number);
void printTextBlocs(void);
diff --git a/sword2/mem_view.cpp b/sword2/mem_view.cpp
index 25162c1cd6..2c14f739d4 100644
--- a/sword2/mem_view.cpp
+++ b/sword2/mem_view.cpp
@@ -26,7 +26,7 @@ namespace Sword2 {
void MemoryManager::displayMemory(void) {
int pass, found_end, k, j, free = 0;
- _standardHeader *file_header;
+ StandardHeader *file_header;
char inf[][20] = {
{ "M_null " },
@@ -38,7 +38,7 @@ void MemoryManager::displayMemory(void) {
j = _baseMemBlock;
do {
if (_memList[j].uid < 65536) {
- file_header = (_standardHeader *) _vm->_resman->openResource(_memList[j].uid);
+ file_header = (StandardHeader *) _vm->_resman->openResource(_memList[j].uid);
// close immediately so give a true count
_vm->_resman->closeResource(_memList[j].uid);
diff --git a/sword2/memory.cpp b/sword2/memory.cpp
index 626764857a..2679176c7e 100644
--- a/sword2/memory.cpp
+++ b/sword2/memory.cpp
@@ -113,7 +113,7 @@ uint8 *MemoryManager::intToPtr(int32 n) {
return &_freeMemman[n];
}
-mem *MemoryManager::lowLevelAlloc(uint32 size, uint32 type, uint32 unique_id) {
+Memory *MemoryManager::lowLevelAlloc(uint32 size, uint32 type, uint32 unique_id) {
// allocate a block of memory - locked or float
// returns 0 if fails to allocate the memory
@@ -247,7 +247,7 @@ mem *MemoryManager::lowLevelAlloc(uint32 size, uint32 type, uint32 unique_id) {
return &_memList[nu_block];
}
-void MemoryManager::freeMemory(mem *block) {
+void MemoryManager::freeMemory(Memory *block) {
// kill a block of memory - which was presumably floating or locked
// once you've done this the memory may be recycled
@@ -259,7 +259,7 @@ void MemoryManager::freeMemory(mem *block) {
#endif
}
-void MemoryManager::floatMemory(mem *block) {
+void MemoryManager::floatMemory(Memory *block) {
// set a block to float
// wont be trashed but will move around in memory
@@ -270,7 +270,7 @@ void MemoryManager::floatMemory(mem *block) {
#endif
}
-void MemoryManager::lockMemory(mem *block) {
+void MemoryManager::lockMemory(Memory *block) {
// set a block to lock
// wont be moved - don't lock memory for any longer than necessary
// unless you know the locked memory is at the bottom of the heap
@@ -482,13 +482,13 @@ void MemoryManager::debugMemory(void) {
} while (j != -1);
}
-mem *MemoryManager::allocMemory(uint32 size, uint32 type, uint32 unique_id) {
+Memory *MemoryManager::allocMemory(uint32 size, uint32 type, uint32 unique_id) {
// the high level allocator
// can ask the resman to remove old resources to make space - will
// either do it or halt the system
- mem *membloc;
+ Memory *membloc;
int j;
uint32 free = 0;
diff --git a/sword2/memory.h b/sword2/memory.h
index 57f972185e..dc8d29d1ec 100644
--- a/sword2/memory.h
+++ b/sword2/memory.h
@@ -22,7 +22,7 @@
namespace Sword2 {
-typedef struct {
+struct Memory {
uint32 state;
uint32 age; // *not used*
uint32 size;
@@ -32,7 +32,7 @@ typedef struct {
// visual display only
uint32 uid;
uint8 *ad;
-} mem;
+};
enum {
MEM_null = 0, // null
@@ -78,7 +78,7 @@ private:
// VirtualDefrag.
int32 _suggestedStart;
- mem *lowLevelAlloc(uint32 size, uint32 type, uint32 unique_id);
+ Memory *lowLevelAlloc(uint32 size, uint32 type, uint32 unique_id);
int32 defragMemory(uint32 req_size);
// Used to determine if the required size can be obtained if the
@@ -91,7 +91,7 @@ private:
public:
// List of defined memory handles - each representing a block of memory
- mem _memList[MAX_mem_blocks];
+ Memory _memList[MAX_mem_blocks];
uint32 _baseMemBlock;
MemoryManager(Sword2Engine *vm);
@@ -100,10 +100,10 @@ public:
int32 ptrToInt(const uint8 *p);
uint8 *intToPtr(int32 n);
- mem *allocMemory(uint32 size, uint32 type, uint32 unique_id);
- void freeMemory(mem *block);
- void floatMemory(mem *block);
- void lockMemory(mem *block);
+ Memory *allocMemory(uint32 size, uint32 type, uint32 unique_id);
+ void freeMemory(Memory *block);
+ void floatMemory(Memory *block);
+ void lockMemory(Memory *block);
// Debugging function
void displayMemory(void);
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp
index 2775a0a8b8..c43f98f252 100644
--- a/sword2/mouse.cpp
+++ b/sword2/mouse.cpp
@@ -122,7 +122,7 @@ int Sword2Engine::menuClick(int menu_items) {
void Sword2Engine::systemMenuMouse(void) {
uint32 safe_looping_music_id;
- _mouseEvent *me;
+ MouseEvent *me;
int hit;
uint8 *icon;
int32 pars[2];
@@ -167,7 +167,7 @@ void Sword2Engine::systemMenuMouse(void) {
for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
if (i != hit) {
- icon = _resman->openResource(icon_list[i]) + sizeof(_standardHeader);
+ icon = _resman->openResource(icon_list[i]) + sizeof(StandardHeader);
_graphics->setMenuIcon(RDMENU_TOP, i, icon);
_resman->closeResource(icon_list[i]);
}
@@ -260,7 +260,7 @@ void Sword2Engine::systemMenuMouse(void) {
}
void Sword2Engine::dragMouse(void) {
- _mouseEvent *me;
+ MouseEvent *me;
int hit;
// We can use dragged object both on other inventory objects, or on
@@ -378,7 +378,7 @@ void Sword2Engine::dragMouse(void) {
}
void Sword2Engine::menuMouse(void) {
- _mouseEvent *me;
+ MouseEvent *me;
int hit;
// If the mouse is moved off the menu, close it.
@@ -461,7 +461,7 @@ void Sword2Engine::normalMouse(void) {
// The gane is playing and none of the menus are activated - but, we
// need to check if a menu is to start. Note, won't have luggage
- _mouseEvent *me;
+ MouseEvent *me;
// Check if the cursor has moved onto the system menu area. No save in
// big-object menu lock situation, of if the player is dragging an
@@ -773,8 +773,8 @@ void Sword2Engine::setMouse(uint32 res) {
_mousePointerRes = res;
if (res) {
- icon = _resman->openResource(res) + sizeof(_standardHeader);
- len = _resman->_resList[res]->size - sizeof(_standardHeader);
+ icon = _resman->openResource(res) + sizeof(StandardHeader);
+ len = _resman->_resList[res]->size - sizeof(StandardHeader);
// don't pulse the normal pointer - just do the regular anim
// loop
@@ -798,8 +798,8 @@ void Sword2Engine::setLuggage(uint32 res) {
_realLuggageItem = res;
if (res) {
- icon = _resman->openResource(res) + sizeof(_standardHeader);
- len = _resman->_resList[res]->size - sizeof(_standardHeader);
+ icon = _resman->openResource(res) + sizeof(StandardHeader);
+ len = _resman->_resList[res]->size - sizeof(StandardHeader);
_graphics->setLuggageAnim(icon, len);
@@ -1030,7 +1030,7 @@ void Sword2Engine::noHuman(void) {
setLuggage(0);
}
-void Sword2Engine::registerMouse(Object_mouse *ob_mouse) {
+void Sword2Engine::registerMouse(ObjectMouse *ob_mouse) {
debug(5, "_curMouse = %d", _curMouse);
if (!ob_mouse->pointer)
@@ -1181,10 +1181,10 @@ int32 Logic::fnRegisterMouse(int32 *params) {
// floor or one whose mouse area is manually defined rather than
// intended to fit sprite shape
- // params: 0 pointer to Object_mouse or 0 for no write to mouse
+ // params: 0 pointer to ObjectMouse or 0 for no write to mouse
// list
- _vm->registerMouse((Object_mouse *) _vm->_memory->intToPtr(params[0]));
+ _vm->registerMouse((ObjectMouse *) _vm->_memory->intToPtr(params[0]));
return IR_CONT;
}
@@ -1209,7 +1209,7 @@ int32 Logic::fnRegisterPointerText(int32 *params) {
int32 Logic::fnInitFloorMouse(int32 *params) {
// params: 0 pointer to object's mouse structure
- Object_mouse *ob_mouse = (Object_mouse *) _vm->_memory->intToPtr(params[0]);
+ ObjectMouse *ob_mouse = (ObjectMouse *) _vm->_memory->intToPtr(params[0]);
// floor is always lowest priority
@@ -1228,7 +1228,7 @@ int32 Logic::fnInitFloorMouse(int32 *params) {
int32 Logic::fnSetScrollLeftMouse(int32 *params) {
// params: 0 pointer to object's mouse structure
- Object_mouse *ob_mouse = (Object_mouse *) _vm->_memory->intToPtr(params[0]);
+ ObjectMouse *ob_mouse = (ObjectMouse *) _vm->_memory->intToPtr(params[0]);
// Highest priority
@@ -1252,7 +1252,7 @@ int32 Logic::fnSetScrollLeftMouse(int32 *params) {
int32 Logic::fnSetScrollRightMouse(int32 *params) {
// params: 0 pointer to object's mouse structure
- Object_mouse *ob_mouse = (Object_mouse *) _vm->_memory->intToPtr(params[0]);
+ ObjectMouse *ob_mouse = (ObjectMouse *) _vm->_memory->intToPtr(params[0]);
// Highest priority
diff --git a/sword2/mouse.h b/sword2/mouse.h
index 5faf52b396..3b4cfaed6a 100644
--- a/sword2/mouse.h
+++ b/sword2/mouse.h
@@ -35,10 +35,10 @@ enum {
// The MOUSE_holding mode is entered when the conversation menu is closed, and
// exited when the mouse cursor moves off that menu area. I don't know why yet.
-// mouse unit - like Object_mouse, but with anim resource & pc (needed if
+// mouse unit - like ObjectMouse, but with anim resource & pc (needed if
// sprite is to act as mouse detection mask)
-struct Mouse_unit {
+struct MouseUnit {
// Top-left and bottom-right of mouse area. These coords are inclusive
int32 x1;
int32 y1;
@@ -50,7 +50,7 @@ struct Mouse_unit {
// type (or resource id?) of pointer used over this area
int32 pointer;
- // up to here, this is basically a copy of the Object_mouse
+ // up to here, this is basically a copy of the ObjectMouse
// structure, but then we have...
// object id, used when checking mouse list
diff --git a/sword2/object.h b/sword2/object.h
index 2b7e7c38e7..f8ea422a1d 100644
--- a/sword2/object.h
+++ b/sword2/object.h
@@ -29,25 +29,24 @@ namespace Sword2 {
// mouse structure - defines mouse detection area, detection priority &
// 'type' flag
-typedef struct {
+struct ObjectMouse {
int32 x1; // Top-left and bottom-right of mouse
int32 y1; // area. (These coords are inclusive.)
int32 x2;
int32 y2;
int32 priority;
int32 pointer; // type (or resource id?) of pointer used over this area
-
-} Object_mouse;
+};
// logic structure - contains fields used in logic script processing
-typedef struct {
+struct ObjectLogic {
int32 looping; // 0 when first calling fn<function>;
// 1 when calling subsequent times in same loop
int32 pause; // pause count, used by fnPause()
-} Object_logic;
+};
-// status bits for 'type' field of Object_graphic)
+// status bits for 'type' field of ObjectGraphic)
// in low word:
@@ -67,15 +66,15 @@ typedef struct {
// graphic structure - contains fields appropriate to sprite output
-typedef struct {
+struct ObjectGraphic {
int32 type; // see above
int32 anim_resource; // resource id of animation file
int32 anim_pc; // current frame number of animation
-} Object_graphic;
+};
// speech structure - contains fields used by speech scripts & text output
-typedef struct {
+struct ObjectSpeech {
int32 pen; // colour to use for body of characters
int32 width; // max width of text sprite
int32 command; // speech script command id
@@ -85,12 +84,12 @@ typedef struct {
int32 ins4;
int32 ins5;
int32 wait_state; // 0 not waiting, 1 waiting for next speech command
-} Object_speech;
+};
// mega structure - contains fields used for mega-character & mega-set
// processing
-typedef struct {
+struct ObjectMega {
int32 NOT_USED_1; // only free roaming megas need to check this before registering their graphics for drawing
int32 NOT_USED_2; // id of floor on which we are standing
int32 NOT_USED_3; // id of object which we are getting to
@@ -105,12 +104,12 @@ typedef struct {
int32 NOT_USED_5; // means were currently avoiding a collision (see fnWalk)
int32 megaset_res; // resource id of mega-set file
int32 NOT_USED_6; // NOT USED
-} Object_mega;
+};
// walk-data structure - contains details of layout of frames in the
// mega-set, and how they are to be used
-typedef struct {
+struct ObjectWalkdata {
int32 nWalkFrames; // no. of frames per walk-cycle
int32 usingStandingTurnFrames; // 0 = no 1 = yes
int32 usingWalkingTurnFrames; // 0 = no 1 = yes
@@ -120,7 +119,7 @@ typedef struct {
int32 leadingLeg[8]; // leading leg for walk in each direction (0 = left 1 = right)
int32 dx[8 * (12 + 1)]; // walk step distances in x direction
int32 dy[8 * (12 + 1)]; // walk step distances in y direction
-} Object_walkdata;
+};
} // End of namespace Sword2
diff --git a/sword2/protocol.cpp b/sword2/protocol.cpp
index 2154ecfff8..833c2187fa 100644
--- a/sword2/protocol.cpp
+++ b/sword2/protocol.cpp
@@ -30,7 +30,7 @@ namespace Sword2 {
uint8 *Sword2Engine::fetchPalette(uint8 *screenFile) {
uint8 *palette;
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
palette = (uint8 *) mscreenHeader + mscreenHeader->palette;
@@ -52,7 +52,7 @@ uint8 *Sword2Engine::fetchPalette(uint8 *screenFile) {
*/
uint8 *Sword2Engine::fetchPaletteMatchTable(uint8 *screenFile) {
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
return (uint8 *) mscreenHeader + mscreenHeader->paletteTable;
}
@@ -62,9 +62,9 @@ uint8 *Sword2Engine::fetchPaletteMatchTable(uint8 *screenFile) {
* the screen file.
*/
-_screenHeader *Sword2Engine::fetchScreenHeader(uint8 *screenFile) {
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
- _screenHeader *screenHeader = (_screenHeader *) ((uint8 *) mscreenHeader + mscreenHeader->screen);
+ScreenHeader *Sword2Engine::fetchScreenHeader(uint8 *screenFile) {
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
+ ScreenHeader *screenHeader = (ScreenHeader *) ((uint8 *) mscreenHeader + mscreenHeader->screen);
return screenHeader;
}
@@ -75,17 +75,17 @@ _screenHeader *Sword2Engine::fetchScreenHeader(uint8 *screenFile) {
* the number of layers on this screen.
*/
-_layerHeader *Sword2Engine::fetchLayerHeader(uint8 *screenFile, uint16 layerNo) {
+LayerHeader *Sword2Engine::fetchLayerHeader(uint8 *screenFile, uint16 layerNo) {
#ifdef _SWORD2_DEBUG
- _screenHeader *screenHead = fetchScreenHeader(screenFile);
+ ScreenHeader *screenHead = fetchScreenHeader(screenFile);
if (layerNo > screenHead->noLayers - 1)
error("fetchLayerHeader(%d) invalid layer number!", layerNo);
#endif
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
- _layerHeader *layerHeader = (_layerHeader *) ((uint8 *) mscreenHeader + mscreenHeader->layers + (layerNo * sizeof(_layerHeader)));
+ LayerHeader *layerHeader = (LayerHeader *) ((uint8 *) mscreenHeader + mscreenHeader->layers + (layerNo * sizeof(LayerHeader)));
return layerHeader;
}
@@ -96,7 +96,7 @@ _layerHeader *Sword2Engine::fetchLayerHeader(uint8 *screenFile, uint16 layerNo)
*/
uint8 *Sword2Engine::fetchShadingMask(uint8 *screenFile) {
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
return (uint8 *) mscreenHeader + mscreenHeader->maskOffset;
}
@@ -106,8 +106,8 @@ uint8 *Sword2Engine::fetchShadingMask(uint8 *screenFile) {
* anim file.
*/
-_animHeader *Sword2Engine::fetchAnimHeader(uint8 *animFile) {
- return (_animHeader *) (animFile + sizeof(_standardHeader));
+AnimHeader *Sword2Engine::fetchAnimHeader(uint8 *animFile) {
+ return (AnimHeader *) (animFile + sizeof(StandardHeader));
}
/**
@@ -116,15 +116,15 @@ _animHeader *Sword2Engine::fetchAnimHeader(uint8 *animFile) {
* number exceeds the number of frames in this anim.
*/
-_cdtEntry *Sword2Engine::fetchCdtEntry(uint8 *animFile, uint16 frameNo) {
- _animHeader *animHead = fetchAnimHeader(animFile);
+CdtEntry *Sword2Engine::fetchCdtEntry(uint8 *animFile, uint16 frameNo) {
+ AnimHeader *animHead = fetchAnimHeader(animFile);
#ifdef _SWORD2_DEBUG
if (frameNo > animHead->noAnimFrames - 1)
error("fetchCdtEntry(animFile,%d) - anim only %d frames", frameNo, animHead->noAnimFrames);
#endif
- return (_cdtEntry *) ((uint8 *) animHead + sizeof(_animHeader) + frameNo * sizeof(_cdtEntry));
+ return (CdtEntry *) ((uint8 *) animHead + sizeof(AnimHeader) + frameNo * sizeof(CdtEntry));
}
/**
@@ -133,58 +133,58 @@ _cdtEntry *Sword2Engine::fetchCdtEntry(uint8 *animFile, uint16 frameNo) {
* exceeds the number of frames in this anim
*/
-_frameHeader *Sword2Engine::fetchFrameHeader(uint8 *animFile, uint16 frameNo) {
+FrameHeader *Sword2Engine::fetchFrameHeader(uint8 *animFile, uint16 frameNo) {
// required address = (address of the start of the anim header) + frameOffset
- return (_frameHeader *) (animFile + sizeof(_standardHeader) + fetchCdtEntry(animFile, frameNo)->frameOffset);
+ return (FrameHeader *) (animFile + sizeof(StandardHeader) + fetchCdtEntry(animFile, frameNo)->frameOffset);
}
/**
* Returns a pointer to the requested parallax layer data.
*/
-_parallax *Sword2Engine::fetchBackgroundParallaxLayer(uint8 *screenFile, int layer) {
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
+Parallax *Sword2Engine::fetchBackgroundParallaxLayer(uint8 *screenFile, int layer) {
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
#ifdef _SWORD2_DEBUG
if (mscreenHeader->bg_parallax[layer] == 0)
error("fetchBackgroundParallaxLayer(%d) - No parallax layer exists", layer);
#endif
- return (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->bg_parallax[layer]);
+ return (Parallax *) ((uint8 *) mscreenHeader + mscreenHeader->bg_parallax[layer]);
}
-_parallax *Sword2Engine::fetchBackgroundLayer(uint8 *screenFile) {
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
+Parallax *Sword2Engine::fetchBackgroundLayer(uint8 *screenFile) {
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
#ifdef _SWORD2_DEBUG
if (mscreenHeader->screen == 0)
error("fetchBackgroundLayer (%d) - No background layer exists");
#endif
- return (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->screen + sizeof(_screenHeader));
+ return (Parallax *) ((uint8 *) mscreenHeader + mscreenHeader->screen + sizeof(ScreenHeader));
}
-_parallax *Sword2Engine::fetchForegroundParallaxLayer(uint8 *screenFile, int layer) {
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
+Parallax *Sword2Engine::fetchForegroundParallaxLayer(uint8 *screenFile, int layer) {
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) (screenFile + sizeof(StandardHeader));
#ifdef _SWORD2_DEBUG
if (mscreenHeader->fg_parallax[layer] == 0)
error("fetchForegroundParallaxLayer(%d) - No parallax layer exists", layer);
#endif
- return (_parallax *) ((uint8 *) mscreenHeader + mscreenHeader->fg_parallax[layer]);
+ return (Parallax *) ((uint8 *) mscreenHeader + mscreenHeader->fg_parallax[layer]);
}
uint8 errorLine[128];
uint8 *Sword2Engine::fetchTextLine(uint8 *file, uint32 text_line) {
- _standardHeader *fileHeader;
+ StandardHeader *fileHeader;
uint32 *point;
- _textHeader *text_header = (_textHeader *) (file + sizeof(_standardHeader));
+ TextHeader *text_header = (TextHeader *) (file + sizeof(StandardHeader));
if (text_line >= text_header->noOfLines) {
- fileHeader = (_standardHeader *) file;
+ fileHeader = (StandardHeader *) file;
sprintf((char *) errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, fileHeader->name, text_header->noOfLines - 1);
@@ -204,15 +204,15 @@ uint8 *Sword2Engine::fetchTextLine(uint8 *file, uint32 text_line) {
// Used for testing text & speech (see fnISpeak in speech.cpp)
bool Sword2Engine::checkTextLine(uint8 *file, uint32 text_line) {
- _textHeader *text_header = (_textHeader *) (file + sizeof(_standardHeader));
+ TextHeader *text_header = (TextHeader *) (file + sizeof(StandardHeader));
return text_line < text_header->noOfLines;
}
uint8 *Sword2Engine::fetchObjectName(int32 resourceId) {
- _standardHeader *header;
+ StandardHeader *header;
- header = (_standardHeader *) _resman->openResource(resourceId);
+ header = (StandardHeader *) _resman->openResource(resourceId);
_resman->closeResource(resourceId);
// note this pointer is no longer valid, but it should be ok until
diff --git a/sword2/resman.cpp b/sword2/resman.cpp
index 4fd1dd5478..1826f88285 100644
--- a/sword2/resman.cpp
+++ b/sword2/resman.cpp
@@ -49,7 +49,7 @@ enum {
#pragma START_PACK_STRUCTS
#endif
-struct _cd_inf {
+struct CdInf {
uint8 clusterName[20]; // Null terminated cluster name.
uint8 cd; // Cd cluster is on and whether it is on the local drive or not.
} GCC_PACK;
@@ -68,7 +68,7 @@ ResourceManager::ResourceManager(Sword2Engine *vm) {
File file;
uint32 end;
- mem *temp;
+ Memory *temp;
uint32 pos = 0;
uint32 j = 0;
@@ -140,7 +140,7 @@ ResourceManager::ResourceManager(Sword2Engine *vm) {
error("init cannot *OPEN* cd.inf");
}
- _cd_inf *cdInf = new _cd_inf[_totalClusters];
+ CdInf *cdInf = new CdInf[_totalClusters];
for (j = 0; j < _totalClusters; j++) {
file.read(cdInf[j].clusterName, sizeof(cdInf[j].clusterName));
@@ -172,7 +172,7 @@ ResourceManager::ResourceManager(Sword2Engine *vm) {
debug(5, "filename of cluster %d: -%s", j, _resourceFiles[j]);
// create space for a list of pointers to mem's
- _resList = (mem **) malloc(_totalResFiles * sizeof(mem *));
+ _resList = (Memory **) malloc(_totalResFiles * sizeof(Memory *));
_age = (uint32 *) malloc(_totalResFiles * sizeof(uint32));
_count = (uint16 *) malloc(_totalResFiles * sizeof(uint16));
@@ -201,16 +201,16 @@ ResourceManager::~ResourceManager(void) {
void convertEndian(uint8 *file, uint32 len) {
int i;
- _standardHeader *hdr = (_standardHeader *) file;
+ StandardHeader *hdr = (StandardHeader *) file;
- file += sizeof(_standardHeader);
+ file += sizeof(StandardHeader);
SWAP32(hdr->compSize);
SWAP32(hdr->decompSize);
switch (hdr->fileType) {
case ANIMATION_FILE: {
- _animHeader *animHead = (_animHeader *) file;
+ AnimHeader *animHead = (AnimHeader *) file;
SWAP16(animHead->noAnimFrames);
SWAP16(animHead->feetStartX);
@@ -219,13 +219,13 @@ void convertEndian(uint8 *file, uint32 len) {
SWAP16(animHead->feetEndY);
SWAP16(animHead->blend);
- _cdtEntry *cdtEntry = (_cdtEntry *) (file + sizeof(_animHeader));
+ CdtEntry *cdtEntry = (CdtEntry *) (file + sizeof(AnimHeader));
for (i = 0; i < animHead->noAnimFrames; i++, cdtEntry++) {
SWAP16(cdtEntry->x);
SWAP16(cdtEntry->y);
SWAP32(cdtEntry->frameOffset);
- _frameHeader *frameHeader = (_frameHeader *) (file + cdtEntry->frameOffset);
+ FrameHeader *frameHeader = (FrameHeader *) (file + cdtEntry->frameOffset);
// Quick trick to prevent us from incorrectly applying the endian
// fixes multiple times. This assumes that frames are less than 1 MB
// and have height/width less than 4096.
@@ -240,7 +240,7 @@ void convertEndian(uint8 *file, uint32 len) {
break;
}
case SCREEN_FILE: {
- _multiScreenHeader *mscreenHeader = (_multiScreenHeader *) file;
+ MultiScreenHeader *mscreenHeader = (MultiScreenHeader *) file;
SWAP32(mscreenHeader->palette);
SWAP32(mscreenHeader->bg_parallax[0]);
@@ -253,14 +253,14 @@ void convertEndian(uint8 *file, uint32 len) {
SWAP32(mscreenHeader->maskOffset);
// screenHeader
- _screenHeader *screenHeader = (_screenHeader *) (file + mscreenHeader->screen);
+ ScreenHeader *screenHeader = (ScreenHeader *) (file + mscreenHeader->screen);
SWAP16(screenHeader->width);
SWAP16(screenHeader->height);
SWAP16(screenHeader->noLayers);
// layerHeader
- _layerHeader *layerHeader = (_layerHeader *) (file + mscreenHeader->layers);
+ LayerHeader *layerHeader = (LayerHeader *) (file + mscreenHeader->layers);
for (i = 0; i < screenHeader->noLayers; i++, layerHeader++) {
SWAP16(layerHeader->x);
SWAP16(layerHeader->y);
@@ -271,26 +271,26 @@ void convertEndian(uint8 *file, uint32 len) {
}
// backgroundParallaxLayer
- _parallax *parallax;
+ Parallax *parallax;
int offset;
offset = mscreenHeader->bg_parallax[0];
if (offset > 0) {
- parallax = (_parallax *) (file + offset);
+ parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
offset = mscreenHeader->bg_parallax[1];
if (offset > 0) {
- parallax = (_parallax *) (file + offset);
+ parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
// backgroundLayer
- offset = mscreenHeader->screen + sizeof(_screenHeader);
+ offset = mscreenHeader->screen + sizeof(ScreenHeader);
if (offset > 0) {
- parallax = (_parallax *) (file + offset);
+ parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
@@ -298,23 +298,23 @@ void convertEndian(uint8 *file, uint32 len) {
// foregroundParallaxLayer
offset = mscreenHeader->fg_parallax[0];
if (offset > 0) {
- parallax = (_parallax *) (file + offset);
+ parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
offset = mscreenHeader->fg_parallax[1];
if (offset > 0) {
- parallax = (_parallax *) (file + offset);
+ parallax = (Parallax *) (file + offset);
SWAP16(parallax->w);
SWAP16(parallax->h);
}
break;
}
case GAME_OBJECT: {
- _object_hub *objectHub = (_object_hub *) file;
+ ObjectHub *objectHub = (ObjectHub *) file;
- objectHub->type = (int)SWAP_BYTES_32(objectHub->type);
+ objectHub->type = (int) SWAP_BYTES_32(objectHub->type);
SWAP32(objectHub->logic_level);
for (i = 0; i < TREE_SIZE; i++) {
@@ -325,12 +325,12 @@ void convertEndian(uint8 *file, uint32 len) {
break;
}
case WALK_GRID_FILE: {
- _walkGridHeader *walkGridHeader = (_walkGridHeader *) file;
+ WalkGridHeader *walkGridHeader = (WalkGridHeader *) file;
SWAP32(walkGridHeader->numBars);
SWAP32(walkGridHeader->numNodes);
- BarData *barData = (BarData *) (file + sizeof(_walkGridHeader));
+ BarData *barData = (BarData *) (file + sizeof(WalkGridHeader));
for (i = 0; i < walkGridHeader->numBars; i++) {
SWAP16(barData->x1);
SWAP16(barData->y1);
@@ -346,7 +346,7 @@ void convertEndian(uint8 *file, uint32 len) {
barData++;
}
- uint16 *node = (uint16 *) (file + sizeof(_walkGridHeader) + walkGridHeader->numBars * sizeof(barData));
+ uint16 *node = (uint16 *) (file + sizeof(WalkGridHeader) + walkGridHeader->numBars * sizeof(barData));
for (i = 0; i < walkGridHeader->numNodes * 2; i++) {
SWAP16(*node);
node++;
@@ -367,7 +367,7 @@ void convertEndian(uint8 *file, uint32 len) {
break;
}
case TEXT_FILE: {
- _textHeader *textHeader = (_textHeader *) file;
+ TextHeader *textHeader = (TextHeader *) file;
SWAP32(textHeader->noOfLines);
break;
}
@@ -463,7 +463,7 @@ uint8 *ResourceManager::openResource(uint32 res, bool dump) {
file.read(_resList[res]->ad, len);
if (dump) {
- _standardHeader *header = (_standardHeader *) _resList[res]->ad;
+ StandardHeader *header = (StandardHeader *) _resList[res]->ad;
char buf[256];
char tag[10];
File out;
@@ -743,7 +743,7 @@ void ResourceManager::printConsoleClusters(void) {
}
void ResourceManager::examine(int res) {
- _standardHeader *file_header;
+ StandardHeader *file_header;
if (res < 0 || res >= (int) _totalResFiles)
Debug_Printf("Illegal resource %d (there are %d resources 0-%d)\n", res, _totalResFiles, _totalResFiles - 1);
@@ -751,7 +751,7 @@ void ResourceManager::examine(int res) {
Debug_Printf("%d is a null & void resource number\n", res);
else {
// open up the resource and take a look inside!
- file_header = (_standardHeader *) openResource(res);
+ file_header = (StandardHeader *) openResource(res);
// Debug_Printf("%d\n", file_header->fileType);
// Debug_Printf("%s\n", file_header->name);
@@ -855,7 +855,7 @@ void ResourceManager::killAll(bool wantInfo) {
int j;
uint32 res;
uint32 nuked = 0;
- _standardHeader *header;
+ StandardHeader *header;
j = _vm->_memory->_baseMemBlock;
@@ -866,7 +866,7 @@ void ResourceManager::killAll(bool wantInfo) {
// not the global vars which are assumed to be open in
// memory & not the player object!
if (res != 1 && res != CUR_PLAYER_ID) {
- header = (_standardHeader *) openResource(res);
+ header = (StandardHeader *) openResource(res);
closeResource(res);
_age[res] = 0; // effectively gone from _resList
@@ -905,7 +905,7 @@ void ResourceManager::killAllObjects(bool wantInfo) {
int j;
uint32 res;
uint32 nuked = 0;
- _standardHeader *header;
+ StandardHeader *header;
j = _vm->_memory->_baseMemBlock;
@@ -915,7 +915,7 @@ void ResourceManager::killAllObjects(bool wantInfo) {
//not the global vars which are assumed to be open in
// memory & not the player object!
if (res != 1 && res != CUR_PLAYER_ID) {
- header = (_standardHeader *) openResource(res);
+ header = (StandardHeader *) openResource(res);
closeResource(res);
if (header->fileType == GAME_OBJECT) {
@@ -964,8 +964,8 @@ void ResourceManager::getCd(int cd) {
// CD2: "RBSII2"
while (1) {
- _keyboardEvent ke;
- _mouseEvent *me;
+ KeyboardEvent ke;
+ MouseEvent *me;
me = _vm->_input->mouseEvent();
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
diff --git a/sword2/resman.h b/sword2/resman.h
index 13b8a52756..f427d30093 100644
--- a/sword2/resman.h
+++ b/sword2/resman.h
@@ -74,7 +74,7 @@ public:
void removeAll(void);
// pointer to a pointer (or list of pointers in-fact)
- mem **_resList;
+ Memory **_resList;
private:
Sword2Engine *_vm;
diff --git a/sword2/router.cpp b/sword2/router.cpp
index bc852ff117..f9ea8d1edb 100644
--- a/sword2/router.cpp
+++ b/sword2/router.cpp
@@ -154,7 +154,7 @@ void Router::freeAllRouteMem(void) {
}
}
-int32 Router::routeFinder(Object_mega *ob_mega, Object_walkdata *ob_walkdata, int32 x, int32 y, int32 dir) {
+int32 Router::routeFinder(ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata, int32 x, int32 y, int32 dir) {
/*********************************************************************
* RouteFinder.C polygon router with modular walks
* 21 august 94
@@ -705,7 +705,7 @@ bool Router::addSlowInFrames(WalkData *walkAnim) {
return false;
}
-void Router::earlySlowOut(Object_mega *ob_mega, Object_walkdata *ob_walkdata) {
+void Router::earlySlowOut(ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata) {
int32 slowOutFrameNo;
int32 walk_pc;
WalkData *walkAnim;
@@ -2105,7 +2105,7 @@ int32 Router::checkTarget(int32 x, int32 y) {
// THE SETUP ROUTINES
-void Router::loadWalkData(Object_walkdata *ob_walkdata) {
+void Router::loadWalkData(ObjectWalkdata *ob_walkdata) {
uint16 firstFrameOfDirection;
uint16 walkFrameNo;
uint32 frameCounter = 0; // starts at frame 0 of mega set
@@ -2330,7 +2330,7 @@ void Router::extractRoute() {
return;
}
-void Router::setUpWalkGrid(Object_mega *ob_mega, int32 x, int32 y, int32 dir) {
+void Router::setUpWalkGrid(ObjectMega *ob_mega, int32 x, int32 y, int32 dir) {
// get walk grid file + extra grid into 'bars' & 'node' arrays
loadWalkGrid();
@@ -2395,7 +2395,7 @@ void Router::plotCross(int16 x, int16 y, uint8 colour) {
}
void Router::loadWalkGrid(void) {
- _walkGridHeader floorHeader;
+ WalkGridHeader floorHeader;
uint8 *fPolygrid;
uint32 theseBars;
uint32 theseNodes;
@@ -2410,9 +2410,9 @@ void Router::loadWalkGrid(void) {
if (_walkGridList[i]) {
// open walk grid file
fPolygrid = _vm->_resman->openResource(_walkGridList[i]);
- fPolygrid += sizeof(_standardHeader);
- memmove((uint8 *) &floorHeader, fPolygrid, sizeof(_walkGridHeader));
- fPolygrid += sizeof(_walkGridHeader);
+ fPolygrid += sizeof(StandardHeader);
+ memmove((uint8 *) &floorHeader, fPolygrid, sizeof(WalkGridHeader));
+ fPolygrid += sizeof(WalkGridHeader);
// how many bars & nodes are we getting from this
// walkgrid file
diff --git a/sword2/router.h b/sword2/router.h
index f6d9ac4762..80f8cffdbb 100644
--- a/sword2/router.h
+++ b/sword2/router.h
@@ -105,7 +105,7 @@ private:
// stores pointers to mem blocks containing routes created & used by
// megas (NULL if slot not in use)
- mem *_routeSlots[TOTAL_ROUTE_SLOTS];
+ Memory *_routeSlots[TOTAL_ROUTE_SLOTS];
BarData _bars[O_GRID_SIZE];
NodeData _node[O_GRID_SIZE];
@@ -178,8 +178,8 @@ private:
int32 getRoute(void);
void extractRoute(void);
void loadWalkGrid(void);
- void setUpWalkGrid(Object_mega *ob_mega, int32 x, int32 y, int32 dir);
- void loadWalkData(Object_walkdata *ob_walkdata);
+ void setUpWalkGrid(ObjectMega *ob_mega, int32 x, int32 y, int32 dir);
+ void loadWalkData(ObjectWalkdata *ob_walkdata);
bool scan(int32 level);
int32 newCheck(int32 status, int32 x1, int32 y1, int32 x2, int32 y2);
@@ -223,9 +223,9 @@ public:
memset(_leadingLeg, 0, sizeof(_leadingLeg));
}
- int32 routeFinder(Object_mega *ob_mega, Object_walkdata *ob_walkdata, int32 x, int32 y, int32 dir);
+ int32 routeFinder(ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata, int32 x, int32 y, int32 dir);
- void earlySlowOut(Object_mega *ob_mega, Object_walkdata *ob_walkdata);
+ void earlySlowOut(ObjectMega *ob_mega, ObjectWalkdata *ob_walkdata);
void allocateRouteMem(void);
WalkData *lockRouteMem(void);
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index ad24b215f4..af0f0fe206 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -54,7 +54,7 @@ static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
SWAP32(header.feet_y);
SWAP32(header.music_id);
- // _object_hub
+ // ObjectHub
SWAP32(header.player_hub.type);
SWAP32(header.player_hub.logic_level);
for (i = 0; i < TREE_SIZE; i++) {
@@ -63,16 +63,16 @@ static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
SWAP32(header.player_hub.script_pc[i]);
}
- // Object_logic
+ // ObjectLogic
SWAP32(header.logic.looping);
SWAP32(header.logic.pause);
- // Object_graphic
+ // ObjectGraphic
SWAP32(header.graphic.type);
SWAP32(header.graphic.anim_resource);
SWAP32(header.graphic.anim_pc);
- // Object_mega
+ // ObjectMega
SWAP32(header.mega.currently_walking);
SWAP32(header.mega.walk_pc);
SWAP32(header.mega.scale_a);
@@ -87,7 +87,7 @@ static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
// SAVE GAME
uint32 Sword2Engine::saveGame(uint16 slotNo, uint8 *desc) {
- mem *saveBufferMem;
+ Memory *saveBufferMem;
uint32 bufferSize;
uint32 errorCode;
@@ -117,7 +117,7 @@ uint32 Sword2Engine::findBufferSize(void) {
return sizeof(_saveGameHeader) + _resman->fetchLen(1);
}
-void Sword2Engine::fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
+void Sword2Engine::fillSaveBuffer(Memory *buffer, uint32 size, uint8 *desc) {
uint8 *varsRes;
// set up the _saveGameHeader
@@ -144,7 +144,7 @@ void Sword2Engine::fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
_saveGameHeader.music_id = _loopingMusicId;
// object hub
- memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub));
+ memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), sizeof(ObjectHub));
_resman->closeResource(CUR_PLAYER_ID);
// logic, graphic & mega structures
@@ -169,8 +169,8 @@ void Sword2Engine::fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
memcpy(buffer->ad + sizeof(_saveGameHeader), varsRes, FROM_LE_32(_saveGameHeader.varLength));
#ifdef SCUMM_BIG_ENDIAN
- uint32 *globalVars = (uint32 *) (buffer->ad + sizeof(_saveGameHeader) + sizeof(_standardHeader));
- const uint numVars = (FROM_LE_32(_saveGameHeader.varLength) - sizeof(_standardHeader)) / 4;
+ uint32 *globalVars = (uint32 *) (buffer->ad + sizeof(_saveGameHeader) + sizeof(StandardHeader));
+ const uint numVars = (FROM_LE_32(_saveGameHeader.varLength) - sizeof(StandardHeader)) / 4;
for (uint i = 0; i < numVars; i++)
globalVars[i] = SWAP_BYTES_32(globalVars[i]);
@@ -217,7 +217,7 @@ uint32 Sword2Engine::saveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
// RESTORE GAME
uint32 Sword2Engine::restoreGame(uint16 slotNo) {
- mem *saveBufferMem;
+ Memory *saveBufferMem;
uint32 bufferSize;
uint32 errorCode;
@@ -290,7 +290,7 @@ uint32 Sword2Engine::restoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize
}
}
-uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) {
+uint32 Sword2Engine::restoreFromBuffer(Memory *buffer, uint32 size) {
uint8 *varsRes;
int32 pars[2];
@@ -337,7 +337,7 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) {
// get player character data from savegame buffer
// object hub is just after the standard header
- memcpy(_resman->openResource(CUR_PLAYER_ID) + sizeof(_standardHeader), &_saveGameHeader.player_hub, sizeof(_object_hub));
+ memcpy(_resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), &_saveGameHeader.player_hub, sizeof(ObjectHub));
_resman->closeResource(CUR_PLAYER_ID);
@@ -353,8 +353,8 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) {
memcpy(varsRes, buffer->ad + sizeof(_saveGameHeader), _saveGameHeader.varLength );
#ifdef SCUMM_BIG_ENDIAN
- uint32 *globalVars = (uint32 *) (varsRes + sizeof(_standardHeader));
- const uint numVars = (_saveGameHeader.varLength - sizeof(_standardHeader)) / 4;
+ uint32 *globalVars = (uint32 *) (varsRes + sizeof(StandardHeader));
+ const uint numVars = (_saveGameHeader.varLength - sizeof(StandardHeader)) / 4;
for (uint i = 0; i < numVars; i++)
globalVars[i] = SWAP_BYTES_32(globalVars[i]);
@@ -462,9 +462,9 @@ void Sword2Engine::getPlayerStructures(void) {
uint32 null_pc = 7;
char *raw_script_ad;
- _standardHeader *head;
+ StandardHeader *head;
- head = (_standardHeader *) _resman->openResource(CUR_PLAYER_ID);
+ head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
@@ -481,9 +481,9 @@ void Sword2Engine::putPlayerStructures(void) {
uint32 null_pc;
char *raw_script_ad;
- _standardHeader *head;
+ StandardHeader *head;
- head = (_standardHeader *) _resman->openResource(CUR_PLAYER_ID);
+ head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
@@ -546,9 +546,9 @@ int32 Logic::fnPassPlayerSaveData(int32 *params) {
// copy from player object to savegame header
- memcpy(&_vm->_saveGameHeader.logic, _vm->_memory->intToPtr(params[0]), sizeof(Object_logic));
- memcpy(&_vm->_saveGameHeader.graphic, _vm->_memory->intToPtr(params[1]), sizeof(Object_graphic));
- memcpy(&_vm->_saveGameHeader.mega, _vm->_memory->intToPtr(params[2]), sizeof(Object_mega));
+ memcpy(&_vm->_saveGameHeader.logic, _vm->_memory->intToPtr(params[0]), sizeof(ObjectLogic));
+ memcpy(&_vm->_saveGameHeader.graphic, _vm->_memory->intToPtr(params[1]), sizeof(ObjectGraphic));
+ memcpy(&_vm->_saveGameHeader.mega, _vm->_memory->intToPtr(params[2]), sizeof(ObjectMega));
// makes no odds
return IR_CONT;
@@ -562,17 +562,17 @@ int32 Logic::fnGetPlayerSaveData(int32 *params) {
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
- Object_logic *ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
- Object_graphic *ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[1]);
- Object_mega *ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]);
+ ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
+ ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[1]);
+ ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]);
int32 pars[3];
// copy from savegame header to player object
- memcpy((uint8 *) ob_logic, &_vm->_saveGameHeader.logic, sizeof(Object_logic));
- memcpy((uint8 *) ob_graphic, &_vm->_saveGameHeader.graphic, sizeof(Object_graphic));
- memcpy((uint8 *) ob_mega, &_vm->_saveGameHeader.mega, sizeof(Object_mega));
+ memcpy((uint8 *) ob_logic, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic));
+ memcpy((uint8 *) ob_graphic, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic));
+ memcpy((uint8 *) ob_mega, &_vm->_saveGameHeader.mega, sizeof(ObjectMega));
// any walk-data must be cleared - the player will be set to stand if
// he was walking when saved
diff --git a/sword2/sound.cpp b/sword2/sound.cpp
index 195b2b2176..d621b236ed 100644
--- a/sword2/sound.cpp
+++ b/sword2/sound.cpp
@@ -86,7 +86,7 @@ void Sword2Engine::triggerFx(uint8 j) {
if (_fxQueue[j].type == FX_SPOT) {
// load in the sample
data = _resman->openResource(_fxQueue[j].resource);
- data += sizeof(_standardHeader);
+ data += sizeof(StandardHeader);
// wav data gets copied to sound memory
rv = _sound->playFx(id, data, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT);
// release the sample
@@ -160,7 +160,7 @@ int32 Logic::fnPlayFx(int32 *params) {
uint32 rv;
#ifdef _SWORD2_DEBUG
- _standardHeader *header;
+ StandardHeader *header;
#endif
if (_vm->_wantSfxDebug) {
@@ -210,7 +210,7 @@ int32 Logic::fnPlayFx(int32 *params) {
data = _vm->_resman->openResource(_vm->_fxQueue[j].resource);
#ifdef _SWORD2_DEBUG
- header = (_standardHeader *) data;
+ header = (StandardHeader *) data;
if (header->fileType != WAV_FILE)
error("fnPlayFx given invalid resource");
#endif
@@ -226,12 +226,12 @@ int32 Logic::fnPlayFx(int32 *params) {
data = _vm->_resman->openResource(_vm->_fxQueue[j].resource);
#ifdef _SWORD2_DEBUG
- header = (_standardHeader *) data;
+ header = (StandardHeader *) data;
if (header->fileType != WAV_FILE)
error("fnPlayFx given invalid resource");
#endif
- data += sizeof(_standardHeader);
+ data += sizeof(StandardHeader);
// copy it to sound memory, using position in queue as 'id'
rv = _vm->_sound->openFx(id, data);
diff --git a/sword2/speech.cpp b/sword2/speech.cpp
index 5422dd7c21..4c58d92c4e 100644
--- a/sword2/speech.cpp
+++ b/sword2/speech.cpp
@@ -86,7 +86,7 @@ int32 Logic::fnChoose(int32 *params) {
// the human is switched off so there will be no normal mouse engine
- _mouseEvent *me;
+ MouseEvent *me;
uint32 i;
int hit;
uint8 *icon;
@@ -156,7 +156,7 @@ int32 Logic::fnChoose(int32 *params) {
for (i = 0; i < 15; i++) {
if (i < IN_SUBJECT) {
debug(5, " ICON res %d for %d", _subjectList[i].res, i);
- icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(_standardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
+ icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader) + RDMENU_ICONWIDE * RDMENU_ICONDEEP;
_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon);
_vm->_resman->closeResource(_subjectList[i].res);
} else {
@@ -209,7 +209,7 @@ int32 Logic::fnChoose(int32 *params) {
// change all others to grey
if (i != (uint32) hit) {
- icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(_standardHeader);
+ icon = _vm->_resman->openResource(_subjectList[i].res) + sizeof(StandardHeader);
_vm->_graphics->setMenuIcon(RDMENU_BOTTOM, (uint8) i, icon);
_vm->_resman->closeResource(_subjectList[i].res);
}
@@ -290,11 +290,11 @@ int32 Logic::fnTheyDo(int32 *params) {
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
- _standardHeader *head;
+ StandardHeader *head;
int32 target = params[0];
// request status of target
- head = (_standardHeader *) _vm->_resman->openResource(target);
+ head = (StandardHeader *) _vm->_resman->openResource(target);
if (head->fileType != GAME_OBJECT)
error("fnTheyDo %d not an object", target);
@@ -346,17 +346,17 @@ int32 Logic::fnTheyDoWeWait(int32 *params) {
// 'looping' flag is used as a sent command yes/no
- Object_logic *ob_logic;
+ ObjectLogic *ob_logic;
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
- _standardHeader *head;
+ StandardHeader *head;
int32 target = params[1];
// ok, see if the target is busy - we must request this info from the
// target object
- head = (_standardHeader *) _vm->_resman->openResource(target);
+ head = (StandardHeader *) _vm->_resman->openResource(target);
if (head->fileType != GAME_OBJECT)
error("fnTheyDoWeWait %d not an object", target);
@@ -367,7 +367,7 @@ int32 Logic::fnTheyDoWeWait(int32 *params) {
_vm->_resman->closeResource(target);
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
if (!INS_COMMAND && RESULT == 1 && ob_logic->looping == 0) {
// first time so set up targets command if target is waiting
@@ -432,11 +432,11 @@ int32 Logic::fnWeWait(int32 *params) {
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
- _standardHeader *head;
+ StandardHeader *head;
int32 target = params[0];
// request status of target
- head = (_standardHeader *) _vm->_resman->openResource(target);
+ head = (StandardHeader *) _vm->_resman->openResource(target);
if (head->fileType != GAME_OBJECT)
error("fnWeWait: %d not an object", target);
@@ -474,17 +474,17 @@ int32 Logic::fnTimedWait(int32 *params) {
uint32 null_pc = 5; // 4th script - get-speech-state
char *raw_script_ad;
- Object_logic *ob_logic;
- _standardHeader *head;
+ ObjectLogic *ob_logic;
+ StandardHeader *head;
int32 target = params[1];
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
if (!ob_logic->looping)
ob_logic->looping = params[2]; // first time in
// request status of target
- head = (_standardHeader *) _vm->_resman->openResource(target);
+ head = (StandardHeader *) _vm->_resman->openResource(target);
if (head->fileType != GAME_OBJECT)
error("fnTimedWait %d not an object", target);
@@ -556,10 +556,10 @@ int32 Logic::fnSpeechProcess(int32 *params) {
// note - we could save a var and ditch wait_state and check
// 'command' for non zero means busy
- Object_speech *ob_speech;
+ ObjectSpeech *ob_speech;
int32 pars[9];
- ob_speech = (Object_speech *) _vm->_memory->intToPtr(params[1]);
+ ob_speech = (ObjectSpeech *) _vm->_memory->intToPtr(params[1]);
debug(5, " SP");
@@ -851,11 +851,11 @@ int32 Logic::fnISpeak(int32 *params) {
// 8 animation mode 0 lip synced,
// 1 just straight animation
- _mouseEvent *me;
- _animHeader *anim_head;
- Object_logic *ob_logic;
- Object_graphic *ob_graphic;
- Object_mega *ob_mega;
+ MouseEvent *me;
+ AnimHeader *anim_head;
+ ObjectLogic *ob_logic;
+ ObjectGraphic *ob_graphic;
+ ObjectMega *ob_mega;
uint8 *anim_file;
uint32 local_text;
uint32 text_res;
@@ -869,12 +869,12 @@ int32 Logic::fnISpeak(int32 *params) {
uint32 rv;
// for text/speech testing & checking for correct file type
- _standardHeader *head;
+ StandardHeader *head;
// set up the pointers which we know we'll always need
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[S_OB_LOGIC]);
- ob_graphic = (Object_graphic *) _vm->_memory->intToPtr(params[S_OB_GRAPHIC]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[S_OB_LOGIC]);
+ ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[S_OB_GRAPHIC]);
// FIRST TIME ONLY: create the text, load the wav, set up the anim,
// etc.
@@ -926,7 +926,7 @@ int32 Logic::fnISpeak(int32 *params) {
if (_vm->_resman->checkValid(text_res)) {
// open the resource
- head = (_standardHeader *) _vm->_resman->openResource(text_res);
+ head = (StandardHeader *) _vm->_resman->openResource(text_res);
if (head->fileType == TEXT_FILE) {
// if it's not an animation file
@@ -1016,7 +1016,7 @@ int32 Logic::fnISpeak(int32 *params) {
// use this direction table to derive the anim
// NB. ASSUMES WE HAVE A MEGA OBJECT!!
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[S_OB_MEGA]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[S_OB_MEGA]);
// pointer to anim table
anim_table = (int32 *) _vm->_memory->intToPtr(params[S_DIR_TABLE]);
@@ -1294,12 +1294,12 @@ void Logic::locateTalker(int32 *params) {
// 8 animation mode 0 lip synced,
// 1 just straight animation
- Object_mega *ob_mega;
+ ObjectMega *ob_mega;
uint8 *file;
- _frameHeader *frame_head;
- _animHeader *anim_head;
- _cdtEntry *cdt_entry;
+ FrameHeader *frame_head;
+ AnimHeader *anim_head;
+ CdtEntry *cdt_entry;
uint16 scale;
// if there's no anim
@@ -1327,7 +1327,7 @@ void Logic::locateTalker(int32 *params) {
if (cdt_entry->frameType & FRAME_OFFSET) {
// this may be NULL
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[S_OB_MEGA]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[S_OB_MEGA]);
// calc scale at which to print the sprite, based on
// feet y-coord & scaling constants (NB. 'scale' is
@@ -1394,13 +1394,13 @@ void Logic::formText(int32 *params) {
uint32 text_res;
uint8 *text;
uint32 textWidth;
- Object_speech *ob_speech;
+ ObjectSpeech *ob_speech;
// should always be a text line, as all text is derived from line of
// text
if (params[S_TEXT]) {
- ob_speech = (Object_speech *) _vm->_memory->intToPtr(params[S_OB_SPEECH]);
+ ob_speech = (ObjectSpeech *) _vm->_memory->intToPtr(params[S_OB_SPEECH]);
// establish the max width allowed for this text sprite
diff --git a/sword2/startup.cpp b/sword2/startup.cpp
index 6ce17fbcf8..39feff5915 100644
--- a/sword2/startup.cpp
+++ b/sword2/startup.cpp
@@ -209,7 +209,7 @@ void Logic::conStart(int start) {
// reopen global variables resource & send address to
// interpreter - it won't be moving
- setGlobalInterpreterVariables((int32 *) (_vm->_resman->openResource(1) + sizeof(_standardHeader)));
+ setGlobalInterpreterVariables((int32 *) (_vm->_resman->openResource(1) + sizeof(StandardHeader)));
_vm->_resman->closeResource(1);
// free all the route memory blocks from previous game
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index bf33cf186a..239ca551dd 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -226,7 +226,7 @@ int32 Sword2Engine::initialiseGame(void) {
// res 1 is the globals list
file = _resman->openResource(1);
debug(5, "CALLING: SetGlobalInterpreterVariables");
- _logic->setGlobalInterpreterVariables((int32 *) (file + sizeof(_standardHeader)));
+ _logic->setGlobalInterpreterVariables((int32 *) (file + sizeof(StandardHeader)));
// DON'T CLOSE VARIABLES RESOURCE - KEEP IT OPEN AT VERY START OF
// MEMORY SO IT CAN'T MOVE!
@@ -268,7 +268,7 @@ void Sword2Engine::gameCycle(void) {
if (_logic->getRunList()) {
// run the logic session UNTIL a full loop has been performed
do {
- // reset the graphic 'buildit' list before a new
+ // reset the graphic 'BuildUnit' list before a new
// logic list (see fnRegisterFrame)
resetRenderLists();
@@ -296,7 +296,7 @@ void Sword2Engine::gameCycle(void) {
}
void Sword2Engine::go() {
- _keyboardEvent ke;
+ KeyboardEvent ke;
debug(5, "CALLING: readOptionSettings");
_gui->readOptionSettings();
diff --git a/sword2/sword2.h b/sword2/sword2.h
index 8c21fff42a..0b24824fe6 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -55,7 +55,7 @@ private:
// structure filled out by each object to register its graphic printing
// requrements
- struct buildit {
+ struct BuildUnit {
int16 x;
int16 y;
uint16 scaled_width;
@@ -80,13 +80,13 @@ private:
bool shadingFlag;
};
- buildit _bgp0List[MAX_bgp0_sprites];
- buildit _bgp1List[MAX_bgp1_sprites];
- buildit _backList[MAX_back_sprites];
- buildit _sortList[MAX_sort_sprites];
- buildit _foreList[MAX_fore_sprites];
- buildit _fgp0List[MAX_fgp0_sprites];
- buildit _fgp1List[MAX_fgp1_sprites];
+ BuildUnit _bgp0List[MAX_bgp0_sprites];
+ BuildUnit _bgp1List[MAX_bgp1_sprites];
+ BuildUnit _backList[MAX_back_sprites];
+ BuildUnit _sortList[MAX_sort_sprites];
+ BuildUnit _foreList[MAX_fore_sprites];
+ BuildUnit _fgp0List[MAX_fgp0_sprites];
+ BuildUnit _fgp1List[MAX_fgp1_sprites];
// Holds the order of the sort list, i.e. the list stays static and we
// sort this array.
@@ -152,13 +152,13 @@ public:
void resetRenderLists(void);
void buildDisplay(void);
- void processImage(buildit *build_unit);
+ void processImage(BuildUnit *build_unit);
void displayMsg(uint8 *text, int time);
void removeMsg(void);
void setFullPalette(int32 palRes);
int32 registerFrame(int32 *params);
- void registerFrame(int32 *params, buildit *build_unit);
+ void registerFrame(int32 *params, BuildUnit *build_unit);
// The debugger wants to access these
@@ -191,12 +191,12 @@ public:
int32 initBackground(int32 res, int32 new_palette);
// Set by fnPassMega()
- Object_mega _engineMega;
+ ObjectMega _engineMega;
- menu_object _tempList[TOTAL_engine_pockets];
+ MenuObject _tempList[TOTAL_engine_pockets];
uint32 _totalTemp;
- menu_object _masterMenuList[TOTAL_engine_pockets];
+ MenuObject _masterMenuList[TOTAL_engine_pockets];
uint32 _totalMasters;
int menuClick(int menu_items);
@@ -207,12 +207,12 @@ public:
// _thisScreen describes the current back buffer and its in-game scroll
// positions, etc.
- screen_info _thisScreen;
+ ScreenInfo _thisScreen;
void setUpBackgroundLayers(void);
uint32 _curMouse;
- Mouse_unit _mouseList[TOTAL_mouse_list];
+ MouseUnit _mouseList[TOTAL_mouse_list];
// Set by checkMouseList()
uint32 _mouseTouching;
@@ -260,19 +260,19 @@ public:
void monitorPlayerActivity(void);
void noHuman(void);
- void registerMouse(Object_mouse *ob_mouse);
+ void registerMouse(ObjectMouse *ob_mouse);
uint8 *fetchPalette(uint8 *screenFile);
- _screenHeader *fetchScreenHeader(uint8 *screenFile);
- _layerHeader *fetchLayerHeader(uint8 *screenFile, uint16 layerNo);
+ ScreenHeader *fetchScreenHeader(uint8 *screenFile);
+ LayerHeader *fetchLayerHeader(uint8 *screenFile, uint16 layerNo);
uint8 *fetchShadingMask(uint8 *screenFile);
- _animHeader *fetchAnimHeader(uint8 *animFile);
- _cdtEntry *fetchCdtEntry(uint8 *animFile, uint16 frameNo);
- _frameHeader *fetchFrameHeader(uint8 *animFile, uint16 frameNo);
- _parallax *fetchBackgroundParallaxLayer(uint8 *screenFile, int layer);
- _parallax *fetchBackgroundLayer(uint8 *screenFile);
- _parallax *fetchForegroundParallaxLayer(uint8 *screenFile, int layer);
+ AnimHeader *fetchAnimHeader(uint8 *animFile);
+ CdtEntry *fetchCdtEntry(uint8 *animFile, uint16 frameNo);
+ FrameHeader *fetchFrameHeader(uint8 *animFile, uint16 frameNo);
+ Parallax *fetchBackgroundParallaxLayer(uint8 *screenFile, int layer);
+ Parallax *fetchBackgroundLayer(uint8 *screenFile);
+ Parallax *fetchForegroundParallaxLayer(uint8 *screenFile, int layer);
uint8 *fetchTextLine(uint8 *file, uint32 text_line);
bool checkTextLine(uint8 *file, uint32 text_line);
uint8 *fetchPaletteMatchTable(uint8 *screenFile);
@@ -293,14 +293,14 @@ public:
uint32 feet_x; // copy of _thisScreen.feet_x
uint32 feet_y; // copy of _thisScreen.feet_y
uint32 music_id; // copy of 'looping_music_id'
- _object_hub player_hub; // copy of player object's object_hub structure
- Object_logic logic; // copy of player character logic structure
+ ObjectHub player_hub; // copy of player object's object_hub structure
+ ObjectLogic logic; // copy of player character logic structure
// copy of player character graphic structure
- Object_graphic graphic;
+ ObjectGraphic graphic;
// copy of player character mega structure
- Object_mega mega;
+ ObjectMega mega;
};
SaveGameHeader _saveGameHeader;
@@ -309,15 +309,15 @@ public:
uint32 restoreGame(uint16 slotNo);
uint32 getSaveDescription(uint16 slotNo, uint8 *description);
bool saveExists(uint16 slotNo);
- void fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc);
- uint32 restoreFromBuffer(mem *buffer, uint32 size);
+ void fillSaveBuffer(Memory *buffer, uint32 size, uint8 *desc);
+ uint32 restoreFromBuffer(Memory *buffer, uint32 size);
uint32 findBufferSize(void);
uint8 _scrollFraction;
void setScrolling(void);
- struct _fxq_entry {
+ struct FxQueueEntry {
uint32 resource; // resource id of sample
uint32 fetchId; // Id of resource in PSX CD queue. :)
uint16 delay; // cycles to wait before playing (or 'random chance' if FX_RANDOM)
@@ -326,7 +326,7 @@ public:
uint8 type; // FX_SPOT, FX_RANDOM or FX_LOOP
};
- _fxq_entry _fxQueue[FXQ_LENGTH];
+ FxQueueEntry _fxQueue[FXQ_LENGTH];
// used to store id of tunes that loop, for save & restore
uint32 _loopingMusicId;
diff --git a/sword2/walker.cpp b/sword2/walker.cpp
index 63b5f3a436..f90ff5e3cf 100644
--- a/sword2/walker.cpp
+++ b/sword2/walker.cpp
@@ -42,10 +42,10 @@ int32 Logic::fnWalk(int32 *params) {
// 5 target y-coord
// 6 target direction
- Object_logic *ob_logic;
- Object_graphic *ob_graph;
- Object_mega *ob_mega;
- Object_walkdata *ob_walkdata;
+ ObjectLogic *ob_logic;
+ ObjectGraphic *ob_graph;
+ ObjectMega *ob_mega;
+ ObjectWalkdata *ob_walkdata;
int16 target_x;
int16 target_y;
uint8 target_dir;
@@ -55,9 +55,9 @@ int32 Logic::fnWalk(int32 *params) {
// get the parameters
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
- ob_graph = (Object_graphic *) _vm->_memory->intToPtr(params[1]);
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
+ ob_graph = (ObjectGraphic *) _vm->_memory->intToPtr(params[1]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]);
target_x = (int16) params[4];
target_y = (int16) params[5];
@@ -83,7 +83,7 @@ int32 Logic::fnWalk(int32 *params) {
if (params[6] < 0 || params[6] > 8)
error("Invalid direction (%d) in fnWalk", params[6]);
- ob_walkdata = (Object_walkdata *) _vm->_memory->intToPtr(params[3]);
+ ob_walkdata = (ObjectWalkdata *) _vm->_memory->intToPtr(params[3]);
ob_mega->walk_pc = 0; // always
@@ -165,7 +165,7 @@ int32 Logic::fnWalk(int32 *params) {
if (checkEventWaiting()) {
if (walkAnim[walk_pc].step == 0 && walkAnim[walk_pc + 1].step == 1) {
// at the beginning of a step
- ob_walkdata = (Object_walkdata *) _vm->_memory->intToPtr(params[3]);
+ ob_walkdata = (ObjectWalkdata *) _vm->_memory->intToPtr(params[3]);
_router->earlySlowOut(ob_mega, ob_walkdata);
}
}
@@ -243,14 +243,14 @@ int32 Logic::fnWalkToAnim(int32 *params) {
// 3 pointer to object's walkdata structure
// 4 anim resource id
- Object_logic *ob_logic;
+ ObjectLogic *ob_logic;
uint8 *anim_file;
- _animHeader *anim_head;
+ AnimHeader *anim_head;
int32 pars[7];
// if this is the start of the walk, read anim file to get start coords
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
if (ob_logic->looping == 0) {
// open anim file
@@ -308,20 +308,20 @@ int32 Logic::fnTurn(int32 *params) {
// 3 pointer to object's walkdata structure
// 4 target direction
- Object_logic *ob_logic;
- Object_mega *ob_mega;
+ ObjectLogic *ob_logic;
+ ObjectMega *ob_mega;
int32 pars[7];
// if this is the start of the turn, get the mega's current feet
// coords + the required direction
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
if (ob_logic->looping == 0) {
if (params[4] < 0 || params[4] > 7)
error("Invalid direction (%d) in fnTurn", params[4]);
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]);
pars[4] = ob_mega->feet_x;
pars[5] = ob_mega->feet_y;
@@ -352,8 +352,8 @@ int32 Logic::fnStandAt(int32 *params) {
// 3 target y-coord
// 4 target direction
- Object_mega *ob_mega;
- Object_graphic *ob_graph;
+ ObjectMega *ob_mega;
+ ObjectGraphic *ob_graph;
// check for invalid direction
@@ -362,8 +362,8 @@ int32 Logic::fnStandAt(int32 *params) {
// set up pointers to the graphic & mega structure
- ob_graph = (Object_graphic *) _vm->_memory->intToPtr(params[0]);
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[1]);
+ ob_graph = (ObjectGraphic *) _vm->_memory->intToPtr(params[0]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[1]);
// set up the stand frame & set the mega's new direction
@@ -389,7 +389,7 @@ int32 Logic::fnStand(int32 *params) {
// 1 pointer to object's mega structure
// 2 target direction
- Object_mega *ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[1]);
+ ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[1]);
int32 pars[5];
pars[0] = params[0];
@@ -412,7 +412,7 @@ int32 Logic::fnStandAfterAnim(int32 *params) {
// 2 anim resource id
uint8 *anim_file;
- _animHeader *anim_head;
+ AnimHeader *anim_head;
int32 pars[5];
// open the anim file & set up a pointer to the animation header
@@ -459,7 +459,7 @@ int32 Logic::fnStandAtAnim(int32 *params) {
// 2 anim resource id
uint8 *anim_file;
- _animHeader *anim_head;
+ AnimHeader *anim_head;
int32 pars[5];
// open the anim file & set up a pointer to the animation header
@@ -544,17 +544,17 @@ int32 Logic::fnFaceXY(int32 *params) {
// 4 target x-coord
// 5 target y-coord
- Object_logic *ob_logic;
- Object_mega *ob_mega;
+ ObjectLogic *ob_logic;
+ ObjectMega *ob_mega;
int32 pars[7];
// if this is the start of the turn, get the mega's current feet
// coords + the required direction
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
if (ob_logic->looping == 0) {
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]);
pars[4] = ob_mega->feet_x;
pars[5] = ob_mega->feet_y;
@@ -582,16 +582,16 @@ int32 Logic::fnFaceMega(int32 *params) {
uint32 null_pc = 3; // get ob_mega
char *raw_script_ad;
int32 pars[7];
- Object_logic *ob_logic;
- Object_mega *ob_mega;
- _standardHeader *head;
+ ObjectLogic *ob_logic;
+ ObjectMega *ob_mega;
+ StandardHeader *head;
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]);
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
if (ob_logic->looping == 0) {
// get targets info
- head = (_standardHeader *) _vm->_resman->openResource(params[4]);
+ head = (StandardHeader *) _vm->_resman->openResource(params[4]);
if (head->fileType != GAME_OBJECT)
error("fnFaceMega %d not an object", params[4]);
@@ -603,7 +603,7 @@ int32 Logic::fnFaceMega(int32 *params) {
_vm->_resman->closeResource(params[4]);
- // engineMega is now the Object_mega of mega we want to turn
+ // engineMega is now the ObjectMega of mega we want to turn
// to face
pars[3] = params[3];
@@ -632,18 +632,18 @@ int32 Logic::fnWalkToTalkToMega(int32 *params) {
// 4 id of target mega to face
// 5 distance
- Object_mega *ob_mega;
- Object_logic *ob_logic;
+ ObjectMega *ob_mega;
+ ObjectLogic *ob_logic;
uint32 null_pc = 3; // 4th script - get mega
char *raw_script_ad;
int32 pars[7];
int scale;
int mega_separation = params[5];
- _standardHeader *head;
+ StandardHeader *head;
- ob_logic = (Object_logic *) _vm->_memory->intToPtr(params[0]);
- ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[2]);
+ ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
+ ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]);
pars[0] = params[0]; // standard stuff
pars[1] = params[1];
@@ -653,7 +653,7 @@ int32 Logic::fnWalkToTalkToMega(int32 *params) {
// not been here before so decide where to walk-to
if (!ob_logic->looping) {
// first request the targets info
- head = (_standardHeader *) _vm->_resman->openResource(params[4]);
+ head = (StandardHeader *) _vm->_resman->openResource(params[4]);
if (head->fileType != GAME_OBJECT)
error("fnWalkToTalkToMega %d not an object", params[4]);
@@ -666,7 +666,7 @@ int32 Logic::fnWalkToTalkToMega(int32 *params) {
_vm->_resman->closeResource(params[4]);
- // engineMega is now the Object_mega of mega we want to
+ // engineMega is now the ObjectMega of mega we want to
// route to
// stand exactly beside the mega, ie. at same y-coord
@@ -766,7 +766,7 @@ int32 Logic::fnSetScaling(int32 *params) {
// where s is system scale, which itself is (256 * actual_scale) ie.
// s == 128 is half size
- Object_mega *ob_mega = (Object_mega *) _vm->_memory->intToPtr(params[0]);
+ ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[0]);
ob_mega->scale_a = params[1];
ob_mega->scale_b = params[2];