From b47eb953160883221f02c7455cb55ca66f75198f Mon Sep 17 00:00:00 2001 From: Paweł Kołodziejski Date: Tue, 16 Jan 2007 12:40:51 +0000 Subject: Formating names in source code svn-id: r25101 --- engines/agi/logic.cpp | 52 +++++++++++++++++++++++++-------------------------- 1 file changed, 26 insertions(+), 26 deletions(-) (limited to 'engines/agi/logic.cpp') diff --git a/engines/agi/logic.cpp b/engines/agi/logic.cpp index 28d8b694f4..21a560427e 100644 --- a/engines/agi/logic.cpp +++ b/engines/agi/logic.cpp @@ -34,15 +34,15 @@ namespace Agi { * into a message list. * @param n The number of the logic resource to decode. */ -int AgiEngine::decode_logic(int n) { - int ec = err_OK; +int AgiEngine::decodeLogic(int n) { + int ec = errOK; int mstart, mend, mc; uint8 *m0; /* decrypt messages at end of logic + build message list */ /* report ("decoding logic #%d\n", n); */ - m0 = game.logics[n].data; + m0 = _game.logics[n].data; mstart = READ_LE_UINT16(m0) + 2; mc = *(m0 + mstart); @@ -53,41 +53,41 @@ int AgiEngine::decode_logic(int n) { /* if the logic was not compressed, decrypt the text messages * only if there are more than 0 messages */ - if ((~game.dir_logic[n].flags & RES_COMPRESSED) && mc > 0) + if ((~_game.dirLogic[n].flags & RES_COMPRESSED) && mc > 0) decrypt(m0 + mstart, mend - mstart); /* decrypt messages */ /* build message list */ - m0 = game.logics[n].data; + m0 = _game.logics[n].data; mstart = READ_LE_UINT16(m0) + 2; /* +2 covers pointer */ - game.logics[n].num_texts = *(m0 + mstart); + _game.logics[n].numTexts = *(m0 + mstart); /* resetp logic pointers */ - game.logics[n].sIP = 2; - game.logics[n].cIP = 2; - game.logics[n].size = READ_LE_UINT16(m0) + 2; /* logic end pointer */ + _game.logics[n].sIP = 2; + _game.logics[n].cIP = 2; + _game.logics[n].size = READ_LE_UINT16(m0) + 2; /* logic end pointer */ /* allocate list of pointers to point into our data */ - game.logics[n].texts = (const char **)calloc(1 + game.logics[n].num_texts, sizeof(char *)); + _game.logics[n].texts = (const char **)calloc(1 + _game.logics[n].numTexts, sizeof(char *)); /* cover header info */ m0 += mstart + 3; - if (game.logics[n].texts != NULL) { + if (_game.logics[n].texts != NULL) { /* move list of strings into list to make real pointers */ - for (mc = 0; mc < game.logics[n].num_texts; mc++) { + for (mc = 0; mc < _game.logics[n].numTexts; mc++) { mend = READ_LE_UINT16(m0 + mc * 2); - game.logics[n].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)""; + _game.logics[n].texts[mc] = mend ? (const char *)m0 + mend - 2 : (const char *)""; } /* set loaded flag now its all completly loaded */ - game.dir_logic[n].flags |= RES_LOADED; + _game.dirLogic[n].flags |= RES_LOADED; } else { /* unload data * blah DF YA WANKER!!@!@# frag. i'm so dumb. not every logic * has text */ - free(game.logics[n].data); - ec = err_NotEnoughMemory; + free(_game.logics[n].data); + ec = errNotEnoughMemory; } return ec; @@ -99,18 +99,18 @@ int AgiEngine::decode_logic(int n) { * memory chunks allocated for this resource. * @param n The number of the logic resource to unload */ -void AgiEngine::unload_logic(int n) { - if (game.dir_logic[n].flags & RES_LOADED) { - free(game.logics[n].data); - if (game.logics[n].num_texts) - free(game.logics[n].texts); - game.logics[n].num_texts = 0; - game.dir_logic[n].flags &= ~RES_LOADED; +void AgiEngine::unloadLogic(int n) { + if (_game.dirLogic[n].flags & RES_LOADED) { + free(_game.logics[n].data); + if (_game.logics[n].numTexts) + free(_game.logics[n].texts); + _game.logics[n].numTexts = 0; + _game.dirLogic[n].flags &= ~RES_LOADED; } /* if cached, we end up here */ - game.logics[n].sIP = 2; - game.logics[n].cIP = 2; + _game.logics[n].sIP = 2; + _game.logics[n].cIP = 2; } -} // End of namespace Agi +} // End of namespace Agi -- cgit v1.2.3