From 2e7b16a8bdb6ad1cf51046d57eb0f5406ee2cc13 Mon Sep 17 00:00:00 2001 From: Strangerke Date: Wed, 13 Jun 2012 11:28:25 +0200 Subject: HUGO: Apply coding convention (in progress) --- engines/hugo/schedule.cpp | 124 +++++++++++++++++++++++----------------------- 1 file changed, 62 insertions(+), 62 deletions(-) (limited to 'engines/hugo/schedule.cpp') diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp index 896e8fa2ce..18e414420a 100644 --- a/engines/hugo/schedule.cpp +++ b/engines/hugo/schedule.cpp @@ -112,7 +112,7 @@ void Scheduler::insertActionList(const uint16 actIndex) { uint32 Scheduler::getWinTicks() const { debugC(5, kDebugSchedule, "getWinTicks()"); - return _vm->getGameStatus().tick; + return _vm->getGameStatus()._tick; } /** @@ -656,32 +656,32 @@ void Scheduler::screenActions(const int screenNum) { void Scheduler::processMaze(const int x1, const int x2, const int y1, const int y2) { debugC(1, kDebugSchedule, "processMaze"); - if (x1 < _vm->_maze.x1) { + if (x1 < _vm->_maze._x1) { // Exit west _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - 1; - _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze.x2 - kShiftSize - (x2 - x1); - _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->y; + _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x2 - kShiftSize - (x2 - x1); + _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->_y; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); - } else if (x2 > _vm->_maze.x2) { + } else if (x2 > _vm->_maze._x2) { // Exit east _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + 1; - _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze.x1 + kShiftSize; - _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->y; + _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x1 + kShiftSize; + _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->_y; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); - } else if (y1 < _vm->_maze.y1 - kShiftSize) { + } else if (y1 < _vm->_maze._y1 - kShiftSize) { // Exit north - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - _vm->_maze.size; - _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze.x3; - _actListArr[_alNewscrIndex][0].a2.y = _vm->_maze.y2 - kShiftSize - (y2 - y1); + _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - _vm->_maze._size; + _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x3; + _actListArr[_alNewscrIndex][0].a2.y = _vm->_maze._y2 - kShiftSize - (y2 - y1); _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); - } else if (y2 > _vm->_maze.y2 - kShiftSize / 2) { + } else if (y2 > _vm->_maze._y2 - kShiftSize / 2) { // Exit south - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + _vm->_maze.size; - _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze.x4; - _actListArr[_alNewscrIndex][0].a2.y = _vm->_maze.y1 + kShiftSize; + _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + _vm->_maze._size; + _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x4; + _actListArr[_alNewscrIndex][0].a2.y = _vm->_maze._y1 + kShiftSize; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } @@ -1144,7 +1144,7 @@ void Scheduler::insertAction(act *action) { break; // Workaround: When dying, switch to storyMode in order to block the keyboard. case GAMEOVER: - _vm->getGameStatus().storyModeFl = true; + _vm->getGameStatus()._storyModeFl = true; // No break on purpose default: curEvent->localActionFl = true; // Rest are for current screen only @@ -1205,12 +1205,12 @@ event_t *Scheduler::doAction(event_t *curEvent) { insertActionList(action->a0.actIndex); break; case START_OBJ: // act1: Start an object cycling - _vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb; - _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle; + _vm->_object->_objects[action->a1.objIndex]._cycleNumb = action->a1.cycleNumb; + _vm->_object->_objects[action->a1.objIndex]._cycling = action->a1.cycle; break; case INIT_OBJXY: // act2: Initialize an object - _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates - _vm->_object->_objects[action->a2.objIndex].y = action->a2.y; + _vm->_object->_objects[action->a2.objIndex]._x = action->a2.x; // Coordinates + _vm->_object->_objects[action->a2.objIndex]._y = action->a2.y; break; case PROMPT: // act3: Prompt user for key phrase promptAction(action); @@ -1225,21 +1225,21 @@ event_t *Scheduler::doAction(event_t *curEvent) { _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status break; case INIT_HF_COORD: // act7: Initialize an object to hero's "feet" coords - _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1; - _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1; - _vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p; // Don't forget screen! + _vm->_object->_objects[action->a7.objIndex]._x = _vm->_hero->_x - 1; + _vm->_object->_objects[action->a7.objIndex]._y = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - 1; + _vm->_object->_objects[action->a7.objIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen! break; case NEW_SCREEN: // act8: Start new screen newScreen(action->a8.screenIndex); break; case INIT_OBJSTATE: // act9: Initialize an object state - _vm->_object->_objects[action->a9.objIndex].state = action->a9.newState; + _vm->_object->_objects[action->a9.objIndex]._state = action->a9.newState; break; case INIT_PATH: // act10: Initialize an object path and velocity _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath); break; case COND_R: // act11: action lists conditional on object state - if (_vm->_object->_objects[action->a11.objIndex].state == action->a11.stateReq) + if (_vm->_object->_objects[action->a11.objIndex]._state == action->a11.stateReq) insertActionList(action->a11.actPassIndex); else insertActionList(action->a11.actFailIndex); @@ -1251,7 +1251,7 @@ event_t *Scheduler::doAction(event_t *curEvent) { _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2); break; case COND_SCR: // act14: Conditional on current screen - if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq) + if (_vm->_object->_objects[action->a14.objIndex]._screenIndex == action->a14.screenReq) insertActionList(action->a14.actPassIndex); else insertActionList(action->a14.actFailIndex); @@ -1262,16 +1262,16 @@ event_t *Scheduler::doAction(event_t *curEvent) { case INIT_OBJ_SEQ: // act16: Set sequence number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe - _vm->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr; + _vm->_object->_objects[action->a16.objIndex]._currImagePtr = _vm->_object->_objects[action->a16.objIndex]._seqList[action->a16.seqIndex]._seqPtr; break; case SET_STATE_BITS: // act17: OR mask with curr obj state - _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask; + _vm->_object->_objects[action->a17.objIndex]._state |= action->a17.stateMask; break; case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state - _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask; + _vm->_object->_objects[action->a18.objIndex]._state &= ~action->a18.stateMask; break; case TEST_STATE_BITS: // act19: If all bits set, do apass else afail - if ((_vm->_object->_objects[action->a19.objIndex].state & action->a19.stateMask) == action->a19.stateMask) + if ((_vm->_object->_objects[action->a19.objIndex]._state & action->a19.stateMask) == action->a19.stateMask) insertActionList(action->a19.actPassIndex); else insertActionList(action->a19.actFailIndex); @@ -1282,12 +1282,12 @@ event_t *Scheduler::doAction(event_t *curEvent) { case GAMEOVER: // act21: Game over! // NOTE: Must wait at least 1 tick before issuing this action if // any objects are to be made invisible! - gameStatus.gameOverFl = true; + gameStatus._gameOverFl = true; break; case INIT_HH_COORD: // act22: Initialize an object to hero's actual coords - _vm->_object->_objects[action->a22.objIndex].x = _vm->_hero->x; - _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y; - _vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen! + _vm->_object->_objects[action->a22.objIndex]._x = _vm->_hero->_x; + _vm->_object->_objects[action->a22.objIndex]._y = _vm->_hero->_y; + _vm->_object->_objects[action->a22.objIndex]._screenIndex = *_vm->_screen_p;// Don't forget screen! break; case EXIT: // act23: Exit game back to DOS _vm->endGame(); @@ -1297,8 +1297,8 @@ event_t *Scheduler::doAction(event_t *curEvent) { break; case COND_BOX: // act25: Conditional on bounding box obj1 = &_vm->_object->_objects[action->a25.objIndex]; - dx = obj1->x + obj1->currImagePtr->x1; - dy = obj1->y + obj1->currImagePtr->y2; + dx = obj1->_x + obj1->_currImagePtr->_x1; + dy = obj1->_y + obj1->_currImagePtr->_y2; if ((dx >= action->a25.x1) && (dx <= action->a25.x2) && (dy >= action->a25.y1) && (dy <= action->a25.y2)) insertActionList(action->a25.actPassIndex); @@ -1312,10 +1312,10 @@ event_t *Scheduler::doAction(event_t *curEvent) { _vm->_sound->playSound(action->a26.soundIndex, kSoundPriorityMedium); break; case ADD_SCORE: // act27: Add object's value to score - _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue); + _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex]._objValue); break; case SUB_SCORE: // act28: Subtract object's value from score - _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue); + _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex]._objValue); break; case COND_CARRY: // act29: Conditional on object being carried if (_vm->_object->isCarried(action->a29.objIndex)) @@ -1324,24 +1324,24 @@ event_t *Scheduler::doAction(event_t *curEvent) { insertActionList(action->a29.actFailIndex); break; case INIT_MAZE: // act30: Enable and init maze structure - _vm->_maze.enabledFl = true; - _vm->_maze.size = action->a30.mazeSize; - _vm->_maze.x1 = action->a30.x1; - _vm->_maze.y1 = action->a30.y1; - _vm->_maze.x2 = action->a30.x2; - _vm->_maze.y2 = action->a30.y2; - _vm->_maze.x3 = action->a30.x3; - _vm->_maze.x4 = action->a30.x4; - _vm->_maze.firstScreenIndex = action->a30.firstScreenIndex; + _vm->_maze._enabledFl = true; + _vm->_maze._size = action->a30.mazeSize; + _vm->_maze._x1 = action->a30.x1; + _vm->_maze._y1 = action->a30.y1; + _vm->_maze._x2 = action->a30.x2; + _vm->_maze._y2 = action->a30.y2; + _vm->_maze._x3 = action->a30.x3; + _vm->_maze._x4 = action->a30.x4; + _vm->_maze._firstScreenIndex = action->a30.firstScreenIndex; break; case EXIT_MAZE: // act31: Disable maze mode - _vm->_maze.enabledFl = false; + _vm->_maze._enabledFl = false; break; case INIT_PRIORITY: - _vm->_object->_objects[action->a32.objIndex].priority = action->a32.priority; + _vm->_object->_objects[action->a32.objIndex]._priority = action->a32.priority; break; case INIT_SCREEN: - _vm->_object->_objects[action->a33.objIndex].screenIndex = action->a33.screenIndex; + _vm->_object->_objects[action->a33.objIndex]._screenIndex = action->a33.screenIndex; break; case AGSCHEDULE: // act34: Schedule a (global) action list insertActionList(action->a34.actIndex); @@ -1359,15 +1359,15 @@ event_t *Scheduler::doAction(event_t *curEvent) { _vm->_screenStates[action->a37.screenIndex] = action->a37.newState; break; case INIT_LIPS: // act38: Position lips on object - _vm->_object->_objects[action->a38.lipsObjIndex].x = _vm->_object->_objects[action->a38.objIndex].x + action->a38.dxLips; - _vm->_object->_objects[action->a38.lipsObjIndex].y = _vm->_object->_objects[action->a38.objIndex].y + action->a38.dyLips; - _vm->_object->_objects[action->a38.lipsObjIndex].screenIndex = *_vm->_screen_p; // Don't forget screen! - _vm->_object->_objects[action->a38.lipsObjIndex].cycling = kCycleForward; + _vm->_object->_objects[action->a38.lipsObjIndex]._x = _vm->_object->_objects[action->a38.objIndex]._x + action->a38.dxLips; + _vm->_object->_objects[action->a38.lipsObjIndex]._y = _vm->_object->_objects[action->a38.objIndex]._y + action->a38.dyLips; + _vm->_object->_objects[action->a38.lipsObjIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen! + _vm->_object->_objects[action->a38.lipsObjIndex]._cycling = kCycleForward; break; case INIT_STORY_MODE: // act39: Init story_mode flag // This is similar to the QUIET path mode, except that it is // independant of it and it additionally disables the ">" prompt - gameStatus.storyModeFl = action->a39.storyModeFl; + gameStatus._storyModeFl = action->a39.storyModeFl; break; case WARN: // act40: Text box (CF TEXT) Utils::notifyBox(_vm->_file->fetchString(action->a40.stringIndex)); @@ -1379,7 +1379,7 @@ event_t *Scheduler::doAction(event_t *curEvent) { insertActionList(action->a41.actFailIndex); break; case TEXT_TAKE: // act42: Text box with "take" message - Utils::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(_vm->_object->_objects[action->a42.objIndex].nounIndex, TAKE_NAME))); + Utils::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(_vm->_object->_objects[action->a42.objIndex]._nounIndex, TAKE_NAME))); break; case YESNO: // act43: Prompt user for Yes or No if (Utils::yesNoBox(_vm->_file->fetchString(action->a43.promptIndex))) @@ -1403,16 +1403,16 @@ event_t *Scheduler::doAction(event_t *curEvent) { _vm->_mouse->setJumpExitFl(action->a46.jumpExitFl); break; case INIT_VIEW: // act47: Init object.viewx, viewy, dir - _vm->_object->_objects[action->a47.objIndex].viewx = action->a47.viewx; - _vm->_object->_objects[action->a47.objIndex].viewy = action->a47.viewy; - _vm->_object->_objects[action->a47.objIndex].direction = action->a47.direction; + _vm->_object->_objects[action->a47.objIndex]._viewx = action->a47.viewx; + _vm->_object->_objects[action->a47.objIndex]._viewy = action->a47.viewy; + _vm->_object->_objects[action->a47.objIndex]._direction = action->a47.direction; break; case INIT_OBJ_FRAME: // act48: Set seq,frame number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe - _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].seqList[action->a48.seqIndex].seqPtr; + _vm->_object->_objects[action->a48.objIndex]._currImagePtr = _vm->_object->_objects[action->a48.objIndex]._seqList[action->a48.seqIndex]._seqPtr; for (dx = 0; dx < action->a48.frameIndex; dx++) - _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].currImagePtr->nextSeqPtr; + _vm->_object->_objects[action->a48.objIndex]._currImagePtr = _vm->_object->_objects[action->a48.objIndex]._currImagePtr->_nextSeqPtr; break; case OLD_SONG: // Replaces ACT26 for DOS games. @@ -1644,6 +1644,6 @@ void Scheduler_v1w::runScheduler() { while (curEvent && (curEvent->time <= ticker)) // While mature events found curEvent = doAction(curEvent); // Perform the action (returns next_p) - _vm->getGameStatus().tick++; // Accessed elsewhere via getTicks() + _vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks() } } // End of namespace Hugo -- cgit v1.2.3 From fbc2c6d08ac96c92e2424118dc9b0548628287e5 Mon Sep 17 00:00:00 2001 From: Strangerke Date: Wed, 13 Jun 2012 17:44:09 +0200 Subject: HUGO: More renaming --- engines/hugo/schedule.cpp | 1032 ++++++++++++++++++++++----------------------- 1 file changed, 516 insertions(+), 516 deletions(-) (limited to 'engines/hugo/schedule.cpp') diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp index 18e414420a..0e57b08f19 100644 --- a/engines/hugo/schedule.cpp +++ b/engines/hugo/schedule.cpp @@ -68,13 +68,13 @@ void Scheduler::initEventQueue() { // Chain next_p from first to last for (int i = kMaxEvents; --i;) - _events[i - 1].nextEvent = &_events[i]; - _events[kMaxEvents - 1].nextEvent = 0; + _events[i - 1]._nextEvent = &_events[i]; + _events[kMaxEvents - 1]._nextEvent = 0; // Chain prev_p from last to first for (int i = 1; i < kMaxEvents; i++) - _events[i].prevEvent = &_events[i - 1]; - _events[0].prevEvent = 0; + _events[i]._prevEvent = &_events[i - 1]; + _events[0]._prevEvent = 0; _headEvent = _tailEvent = 0; // Event list is empty _freeEvent = _events; // Free list is full @@ -89,8 +89,8 @@ event_t *Scheduler::getQueue() { if (!_freeEvent) // Error: no more events available error("An error has occurred: %s", "getQueue"); event_t *resEvent = _freeEvent; - _freeEvent = _freeEvent->nextEvent; - resEvent->nextEvent = 0; + _freeEvent = _freeEvent->_nextEvent; + resEvent->_nextEvent = 0; return resEvent; } @@ -101,7 +101,7 @@ void Scheduler::insertActionList(const uint16 actIndex) { debugC(1, kDebugSchedule, "insertActionList(%d)", actIndex); if (_actListArr[actIndex]) { - for (int i = 0; _actListArr[actIndex][i].a0.actType != ANULL; i++) + for (int i = 0; _actListArr[actIndex][i]._a0._actType != ANULL; i++) insertAction(&_actListArr[actIndex][i]); } } @@ -147,9 +147,9 @@ uint32 Scheduler::getDosTicks(const bool updateFl) { void Scheduler::processBonus(const int bonusIndex) { debugC(1, kDebugSchedule, "processBonus(%d)", bonusIndex); - if (!_points[bonusIndex].scoredFl) { - _vm->adjustScore(_points[bonusIndex].score); - _points[bonusIndex].scoredFl = true; + if (!_points[bonusIndex]._scoredFl) { + _vm->adjustScore(_points[bonusIndex]._score); + _points[bonusIndex]._scoredFl = true; } } @@ -178,8 +178,8 @@ void Scheduler::newScreen(const int screenIndex) { event_t *curEvent = _headEvent; // The earliest event event_t *wrkEvent; // Event ptr while (curEvent) { // While mature events found - wrkEvent = curEvent->nextEvent; // Save p (becomes undefined after Del) - if (curEvent->localActionFl) + wrkEvent = curEvent->_nextEvent; // Save p (becomes undefined after Del) + if (curEvent->_localActionFl) delQueue(curEvent); // Return event to free list curEvent = wrkEvent; } @@ -261,8 +261,8 @@ void Scheduler::loadPoints(Common::SeekableReadStream &in) { _numBonuses = numElem; _points = (point_t *)malloc(sizeof(point_t) * _numBonuses); for (int i = 0; i < _numBonuses; i++) { - _points[i].score = in.readByte(); - _points[i].scoredFl = false; + _points[i]._score = in.readByte(); + _points[i]._scoredFl = false; } } else { in.skip(numElem); @@ -273,277 +273,277 @@ void Scheduler::loadPoints(Common::SeekableReadStream &in) { void Scheduler::readAct(Common::ReadStream &in, act &curAct) { uint16 numSubAct; - curAct.a0.actType = (action_t) in.readByte(); - switch (curAct.a0.actType) { + curAct._a0._actType = (action_t) in.readByte(); + switch (curAct._a0._actType) { case ANULL: // -1 break; case ASCHEDULE: // 0 - curAct.a0.timer = in.readSint16BE(); - curAct.a0.actIndex = in.readUint16BE(); + curAct._a0._timer = in.readSint16BE(); + curAct._a0._actIndex = in.readUint16BE(); break; case START_OBJ: // 1 - curAct.a1.timer = in.readSint16BE(); - curAct.a1.objIndex = in.readSint16BE(); - curAct.a1.cycleNumb = in.readSint16BE(); - curAct.a1.cycle = (cycle_t) in.readByte(); + curAct._a1._timer = in.readSint16BE(); + curAct._a1._objIndex = in.readSint16BE(); + curAct._a1._cycleNumb = in.readSint16BE(); + curAct._a1._cycle = (cycle_t) in.readByte(); break; case INIT_OBJXY: // 2 - curAct.a2.timer = in.readSint16BE(); - curAct.a2.objIndex = in.readSint16BE(); - curAct.a2.x = in.readSint16BE(); - curAct.a2.y = in.readSint16BE(); + curAct._a2._timer = in.readSint16BE(); + curAct._a2._objIndex = in.readSint16BE(); + curAct._a2._x = in.readSint16BE(); + curAct._a2._y = in.readSint16BE(); break; case PROMPT: // 3 - curAct.a3.timer = in.readSint16BE(); - curAct.a3.promptIndex = in.readSint16BE(); + curAct._a3._timer = in.readSint16BE(); + curAct._a3._promptIndex = in.readSint16BE(); numSubAct = in.readUint16BE(); - curAct.a3.responsePtr = (int *)malloc(sizeof(int) * numSubAct); + curAct._a3._responsePtr = (int *)malloc(sizeof(int) * numSubAct); for (int k = 0; k < numSubAct; k++) - curAct.a3.responsePtr[k] = in.readSint16BE(); - curAct.a3.actPassIndex = in.readUint16BE(); - curAct.a3.actFailIndex = in.readUint16BE(); - curAct.a3.encodedFl = (in.readByte() == 1) ? true : false; + curAct._a3._responsePtr[k] = in.readSint16BE(); + curAct._a3._actPassIndex = in.readUint16BE(); + curAct._a3._actFailIndex = in.readUint16BE(); + curAct._a3._encodedFl = (in.readByte() == 1) ? true : false; break; case BKGD_COLOR: // 4 - curAct.a4.timer = in.readSint16BE(); - curAct.a4.newBackgroundColor = in.readUint32BE(); + curAct._a4._timer = in.readSint16BE(); + curAct._a4._newBackgroundColor = in.readUint32BE(); break; case INIT_OBJVXY: // 5 - curAct.a5.timer = in.readSint16BE(); - curAct.a5.objIndex = in.readSint16BE(); - curAct.a5.vx = in.readSint16BE(); - curAct.a5.vy = in.readSint16BE(); + curAct._a5._timer = in.readSint16BE(); + curAct._a5._objIndex = in.readSint16BE(); + curAct._a5._vx = in.readSint16BE(); + curAct._a5._vy = in.readSint16BE(); break; case INIT_CARRY: // 6 - curAct.a6.timer = in.readSint16BE(); - curAct.a6.objIndex = in.readSint16BE(); - curAct.a6.carriedFl = (in.readByte() == 1) ? true : false; + curAct._a6._timer = in.readSint16BE(); + curAct._a6._objIndex = in.readSint16BE(); + curAct._a6._carriedFl = (in.readByte() == 1) ? true : false; break; case INIT_HF_COORD: // 7 - curAct.a7.timer = in.readSint16BE(); - curAct.a7.objIndex = in.readSint16BE(); + curAct._a7._timer = in.readSint16BE(); + curAct._a7._objIndex = in.readSint16BE(); break; case NEW_SCREEN: // 8 - curAct.a8.timer = in.readSint16BE(); - curAct.a8.screenIndex = in.readSint16BE(); + curAct._a8._timer = in.readSint16BE(); + curAct._a8._screenIndex = in.readSint16BE(); break; case INIT_OBJSTATE: // 9 - curAct.a9.timer = in.readSint16BE(); - curAct.a9.objIndex = in.readSint16BE(); - curAct.a9.newState = in.readByte(); + curAct._a9._timer = in.readSint16BE(); + curAct._a9._objIndex = in.readSint16BE(); + curAct._a9._newState = in.readByte(); break; case INIT_PATH: // 10 - curAct.a10.timer = in.readSint16BE(); - curAct.a10.objIndex = in.readSint16BE(); - curAct.a10.newPathType = in.readSint16BE(); - curAct.a10.vxPath = in.readByte(); - curAct.a10.vyPath = in.readByte(); + curAct._a10._timer = in.readSint16BE(); + curAct._a10._objIndex = in.readSint16BE(); + curAct._a10._newPathType = in.readSint16BE(); + curAct._a10._vxPath = in.readByte(); + curAct._a10._vyPath = in.readByte(); break; case COND_R: // 11 - curAct.a11.timer = in.readSint16BE(); - curAct.a11.objIndex = in.readSint16BE(); - curAct.a11.stateReq = in.readByte(); - curAct.a11.actPassIndex = in.readUint16BE(); - curAct.a11.actFailIndex = in.readUint16BE(); + curAct._a11._timer = in.readSint16BE(); + curAct._a11._objIndex = in.readSint16BE(); + curAct._a11._stateReq = in.readByte(); + curAct._a11._actPassIndex = in.readUint16BE(); + curAct._a11._actFailIndex = in.readUint16BE(); break; case TEXT: // 12 - curAct.a12.timer = in.readSint16BE(); - curAct.a12.stringIndex = in.readSint16BE(); + curAct._a12._timer = in.readSint16BE(); + curAct._a12._stringIndex = in.readSint16BE(); break; case SWAP_IMAGES: // 13 - curAct.a13.timer = in.readSint16BE(); - curAct.a13.objIndex1 = in.readSint16BE(); - curAct.a13.objIndex2 = in.readSint16BE(); + curAct._a13._timer = in.readSint16BE(); + curAct._a13._objIndex1 = in.readSint16BE(); + curAct._a13._objIndex2 = in.readSint16BE(); break; case COND_SCR: // 14 - curAct.a14.timer = in.readSint16BE(); - curAct.a14.objIndex = in.readSint16BE(); - curAct.a14.screenReq = in.readSint16BE(); - curAct.a14.actPassIndex = in.readUint16BE(); - curAct.a14.actFailIndex = in.readUint16BE(); + curAct._a14._timer = in.readSint16BE(); + curAct._a14._objIndex = in.readSint16BE(); + curAct._a14._screenReq = in.readSint16BE(); + curAct._a14._actPassIndex = in.readUint16BE(); + curAct._a14._actFailIndex = in.readUint16BE(); break; case AUTOPILOT: // 15 - curAct.a15.timer = in.readSint16BE(); - curAct.a15.objIndex1 = in.readSint16BE(); - curAct.a15.objIndex2 = in.readSint16BE(); - curAct.a15.dx = in.readByte(); - curAct.a15.dy = in.readByte(); + curAct._a15._timer = in.readSint16BE(); + curAct._a15._objIndex1 = in.readSint16BE(); + curAct._a15._objIndex2 = in.readSint16BE(); + curAct._a15._dx = in.readByte(); + curAct._a15._dy = in.readByte(); break; case INIT_OBJ_SEQ: // 16 - curAct.a16.timer = in.readSint16BE(); - curAct.a16.objIndex = in.readSint16BE(); - curAct.a16.seqIndex = in.readSint16BE(); + curAct._a16._timer = in.readSint16BE(); + curAct._a16._objIndex = in.readSint16BE(); + curAct._a16._seqIndex = in.readSint16BE(); break; case SET_STATE_BITS: // 17 - curAct.a17.timer = in.readSint16BE(); - curAct.a17.objIndex = in.readSint16BE(); - curAct.a17.stateMask = in.readSint16BE(); + curAct._a17._timer = in.readSint16BE(); + curAct._a17._objIndex = in.readSint16BE(); + curAct._a17._stateMask = in.readSint16BE(); break; case CLEAR_STATE_BITS: // 18 - curAct.a18.timer = in.readSint16BE(); - curAct.a18.objIndex = in.readSint16BE(); - curAct.a18.stateMask = in.readSint16BE(); + curAct._a18._timer = in.readSint16BE(); + curAct._a18._objIndex = in.readSint16BE(); + curAct._a18._stateMask = in.readSint16BE(); break; case TEST_STATE_BITS: // 19 - curAct.a19.timer = in.readSint16BE(); - curAct.a19.objIndex = in.readSint16BE(); - curAct.a19.stateMask = in.readSint16BE(); - curAct.a19.actPassIndex = in.readUint16BE(); - curAct.a19.actFailIndex = in.readUint16BE(); + curAct._a19._timer = in.readSint16BE(); + curAct._a19._objIndex = in.readSint16BE(); + curAct._a19._stateMask = in.readSint16BE(); + curAct._a19._actPassIndex = in.readUint16BE(); + curAct._a19._actFailIndex = in.readUint16BE(); break; case DEL_EVENTS: // 20 - curAct.a20.timer = in.readSint16BE(); - curAct.a20.actTypeDel = (action_t) in.readByte(); + curAct._a20._timer = in.readSint16BE(); + curAct._a20._actTypeDel = (action_t) in.readByte(); break; case GAMEOVER: // 21 - curAct.a21.timer = in.readSint16BE(); + curAct._a21._timer = in.readSint16BE(); break; case INIT_HH_COORD: // 22 - curAct.a22.timer = in.readSint16BE(); - curAct.a22.objIndex = in.readSint16BE(); + curAct._a22._timer = in.readSint16BE(); + curAct._a22._objIndex = in.readSint16BE(); break; case EXIT: // 23 - curAct.a23.timer = in.readSint16BE(); + curAct._a23._timer = in.readSint16BE(); break; case BONUS: // 24 - curAct.a24.timer = in.readSint16BE(); - curAct.a24.pointIndex = in.readSint16BE(); + curAct._a24._timer = in.readSint16BE(); + curAct._a24._pointIndex = in.readSint16BE(); break; case COND_BOX: // 25 - curAct.a25.timer = in.readSint16BE(); - curAct.a25.objIndex = in.readSint16BE(); - curAct.a25.x1 = in.readSint16BE(); - curAct.a25.y1 = in.readSint16BE(); - curAct.a25.x2 = in.readSint16BE(); - curAct.a25.y2 = in.readSint16BE(); - curAct.a25.actPassIndex = in.readUint16BE(); - curAct.a25.actFailIndex = in.readUint16BE(); + curAct._a25._timer = in.readSint16BE(); + curAct._a25._objIndex = in.readSint16BE(); + curAct._a25._x1 = in.readSint16BE(); + curAct._a25._y1 = in.readSint16BE(); + curAct._a25._x2 = in.readSint16BE(); + curAct._a25._y2 = in.readSint16BE(); + curAct._a25._actPassIndex = in.readUint16BE(); + curAct._a25._actFailIndex = in.readUint16BE(); break; case SOUND: // 26 - curAct.a26.timer = in.readSint16BE(); - curAct.a26.soundIndex = in.readSint16BE(); + curAct._a26._timer = in.readSint16BE(); + curAct._a26._soundIndex = in.readSint16BE(); break; case ADD_SCORE: // 27 - curAct.a27.timer = in.readSint16BE(); - curAct.a27.objIndex = in.readSint16BE(); + curAct._a27._timer = in.readSint16BE(); + curAct._a27._objIndex = in.readSint16BE(); break; case SUB_SCORE: // 28 - curAct.a28.timer = in.readSint16BE(); - curAct.a28.objIndex = in.readSint16BE(); + curAct._a28._timer = in.readSint16BE(); + curAct._a28._objIndex = in.readSint16BE(); break; case COND_CARRY: // 29 - curAct.a29.timer = in.readSint16BE(); - curAct.a29.objIndex = in.readSint16BE(); - curAct.a29.actPassIndex = in.readUint16BE(); - curAct.a29.actFailIndex = in.readUint16BE(); + curAct._a29._timer = in.readSint16BE(); + curAct._a29._objIndex = in.readSint16BE(); + curAct._a29._actPassIndex = in.readUint16BE(); + curAct._a29._actFailIndex = in.readUint16BE(); break; case INIT_MAZE: // 30 - curAct.a30.timer = in.readSint16BE(); - curAct.a30.mazeSize = in.readByte(); - curAct.a30.x1 = in.readSint16BE(); - curAct.a30.y1 = in.readSint16BE(); - curAct.a30.x2 = in.readSint16BE(); - curAct.a30.y2 = in.readSint16BE(); - curAct.a30.x3 = in.readSint16BE(); - curAct.a30.x4 = in.readSint16BE(); - curAct.a30.firstScreenIndex = in.readByte(); + curAct._a30._timer = in.readSint16BE(); + curAct._a30._mazeSize = in.readByte(); + curAct._a30._x1 = in.readSint16BE(); + curAct._a30._y1 = in.readSint16BE(); + curAct._a30._x2 = in.readSint16BE(); + curAct._a30._y2 = in.readSint16BE(); + curAct._a30._x3 = in.readSint16BE(); + curAct._a30._x4 = in.readSint16BE(); + curAct._a30._firstScreenIndex = in.readByte(); break; case EXIT_MAZE: // 31 - curAct.a31.timer = in.readSint16BE(); + curAct._a31._timer = in.readSint16BE(); break; case INIT_PRIORITY: // 32 - curAct.a32.timer = in.readSint16BE(); - curAct.a32.objIndex = in.readSint16BE(); - curAct.a32.priority = in.readByte(); + curAct._a32._timer = in.readSint16BE(); + curAct._a32._objIndex = in.readSint16BE(); + curAct._a32._priority = in.readByte(); break; case INIT_SCREEN: // 33 - curAct.a33.timer = in.readSint16BE(); - curAct.a33.objIndex = in.readSint16BE(); - curAct.a33.screenIndex = in.readSint16BE(); + curAct._a33._timer = in.readSint16BE(); + curAct._a33._objIndex = in.readSint16BE(); + curAct._a33._screenIndex = in.readSint16BE(); break; case AGSCHEDULE: // 34 - curAct.a34.timer = in.readSint16BE(); - curAct.a34.actIndex = in.readUint16BE(); + curAct._a34._timer = in.readSint16BE(); + curAct._a34._actIndex = in.readUint16BE(); break; case REMAPPAL: // 35 - curAct.a35.timer = in.readSint16BE(); - curAct.a35.oldColorIndex = in.readSint16BE(); - curAct.a35.newColorIndex = in.readSint16BE(); + curAct._a35._timer = in.readSint16BE(); + curAct._a35._oldColorIndex = in.readSint16BE(); + curAct._a35._newColorIndex = in.readSint16BE(); break; case COND_NOUN: // 36 - curAct.a36.timer = in.readSint16BE(); - curAct.a36.nounIndex = in.readUint16BE(); - curAct.a36.actPassIndex = in.readUint16BE(); - curAct.a36.actFailIndex = in.readUint16BE(); + curAct._a36._timer = in.readSint16BE(); + curAct._a36._nounIndex = in.readUint16BE(); + curAct._a36._actPassIndex = in.readUint16BE(); + curAct._a36._actFailIndex = in.readUint16BE(); break; case SCREEN_STATE: // 37 - curAct.a37.timer = in.readSint16BE(); - curAct.a37.screenIndex = in.readSint16BE(); - curAct.a37.newState = in.readByte(); + curAct._a37._timer = in.readSint16BE(); + curAct._a37._screenIndex = in.readSint16BE(); + curAct._a37._newState = in.readByte(); break; case INIT_LIPS: // 38 - curAct.a38.timer = in.readSint16BE(); - curAct.a38.lipsObjIndex = in.readSint16BE(); - curAct.a38.objIndex = in.readSint16BE(); - curAct.a38.dxLips = in.readByte(); - curAct.a38.dyLips = in.readByte(); + curAct._a38._timer = in.readSint16BE(); + curAct._a38._lipsObjIndex = in.readSint16BE(); + curAct._a38._objIndex = in.readSint16BE(); + curAct._a38._dxLips = in.readByte(); + curAct._a38._dyLips = in.readByte(); break; case INIT_STORY_MODE: // 39 - curAct.a39.timer = in.readSint16BE(); - curAct.a39.storyModeFl = (in.readByte() == 1); + curAct._a39._timer = in.readSint16BE(); + curAct._a39._storyModeFl = (in.readByte() == 1); break; case WARN: // 40 - curAct.a40.timer = in.readSint16BE(); - curAct.a40.stringIndex = in.readSint16BE(); + curAct._a40._timer = in.readSint16BE(); + curAct._a40._stringIndex = in.readSint16BE(); break; case COND_BONUS: // 41 - curAct.a41.timer = in.readSint16BE(); - curAct.a41.BonusIndex = in.readSint16BE(); - curAct.a41.actPassIndex = in.readUint16BE(); - curAct.a41.actFailIndex = in.readUint16BE(); + curAct._a41._timer = in.readSint16BE(); + curAct._a41._bonusIndex = in.readSint16BE(); + curAct._a41._actPassIndex = in.readUint16BE(); + curAct._a41._actFailIndex = in.readUint16BE(); break; case TEXT_TAKE: // 42 - curAct.a42.timer = in.readSint16BE(); - curAct.a42.objIndex = in.readSint16BE(); + curAct._a42._timer = in.readSint16BE(); + curAct._a42._objIndex = in.readSint16BE(); break; case YESNO: // 43 - curAct.a43.timer = in.readSint16BE(); - curAct.a43.promptIndex = in.readSint16BE(); - curAct.a43.actYesIndex = in.readUint16BE(); - curAct.a43.actNoIndex = in.readUint16BE(); + curAct._a43._timer = in.readSint16BE(); + curAct._a43._promptIndex = in.readSint16BE(); + curAct._a43._actYesIndex = in.readUint16BE(); + curAct._a43._actNoIndex = in.readUint16BE(); break; case STOP_ROUTE: // 44 - curAct.a44.timer = in.readSint16BE(); + curAct._a44._timer = in.readSint16BE(); break; case COND_ROUTE: // 45 - curAct.a45.timer = in.readSint16BE(); - curAct.a45.routeIndex = in.readSint16BE(); - curAct.a45.actPassIndex = in.readUint16BE(); - curAct.a45.actFailIndex = in.readUint16BE(); + curAct._a45._timer = in.readSint16BE(); + curAct._a45._routeIndex = in.readSint16BE(); + curAct._a45._actPassIndex = in.readUint16BE(); + curAct._a45._actFailIndex = in.readUint16BE(); break; case INIT_JUMPEXIT: // 46 - curAct.a46.timer = in.readSint16BE(); - curAct.a46.jumpExitFl = (in.readByte() == 1); + curAct._a46._timer = in.readSint16BE(); + curAct._a46._jumpExitFl = (in.readByte() == 1); break; case INIT_VIEW: // 47 - curAct.a47.timer = in.readSint16BE(); - curAct.a47.objIndex = in.readSint16BE(); - curAct.a47.viewx = in.readSint16BE(); - curAct.a47.viewy = in.readSint16BE(); - curAct.a47.direction = in.readSint16BE(); + curAct._a47._timer = in.readSint16BE(); + curAct._a47._objIndex = in.readSint16BE(); + curAct._a47._viewx = in.readSint16BE(); + curAct._a47._viewy = in.readSint16BE(); + curAct._a47._direction = in.readSint16BE(); break; case INIT_OBJ_FRAME: // 48 - curAct.a48.timer = in.readSint16BE(); - curAct.a48.objIndex = in.readSint16BE(); - curAct.a48.seqIndex = in.readSint16BE(); - curAct.a48.frameIndex = in.readSint16BE(); + curAct._a48._timer = in.readSint16BE(); + curAct._a48._objIndex = in.readSint16BE(); + curAct._a48._seqIndex = in.readSint16BE(); + curAct._a48._frameIndex = in.readSint16BE(); break; case OLD_SONG: //49 - curAct.a49.timer = in.readSint16BE(); - curAct.a49.songIndex = in.readUint16BE(); + curAct._a49._timer = in.readSint16BE(); + curAct._a49._songIndex = in.readUint16BE(); break; default: - error("Engine - Unknown action type encountered: %d", curAct.a0.actType); + error("Engine - Unknown action type encountered: %d", curAct._a0._actType); } } @@ -572,13 +572,13 @@ void Scheduler::loadActListArr(Common::ReadStream &in) { readAct(in, _actListArr[i][j]); } else { readAct(in, tmpAct); - if (tmpAct.a0.actType == PROMPT) - free(tmpAct.a3.responsePtr); + if (tmpAct._a0._actType == PROMPT) + free(tmpAct._a3._responsePtr); } } if (varnt == _vm->_gameVariant) - _actListArr[i][numSubElem].a0.actType = ANULL; + _actListArr[i][numSubElem]._a0._actType = ANULL; } } } @@ -626,9 +626,9 @@ void Scheduler::freeScheduler() { if (_actListArr) { for (int i = 0; i < _actListArrSize; i++) { - for (int j = 0; _actListArr[i][j].a0.actType != ANULL; j++) { - if (_actListArr[i][j].a0.actType == PROMPT) - free(_actListArr[i][j].a3.responsePtr); + for (int j = 0; _actListArr[i][j]._a0._actType != ANULL; j++) { + if (_actListArr[i][j]._a0._actType == PROMPT) + free(_actListArr[i][j]._a3._responsePtr); } free(_actListArr[i]); } @@ -658,30 +658,30 @@ void Scheduler::processMaze(const int x1, const int x2, const int y1, const int if (x1 < _vm->_maze._x1) { // Exit west - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - 1; - _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x2 - kShiftSize - (x2 - x1); - _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->_y; + _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p - 1; + _actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x2 - kShiftSize - (x2 - x1); + _actListArr[_alNewscrIndex][0]._a2._y = _vm->_hero->_y; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (x2 > _vm->_maze._x2) { // Exit east - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + 1; - _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x1 + kShiftSize; - _actListArr[_alNewscrIndex][0].a2.y = _vm->_hero->_y; + _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p + 1; + _actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x1 + kShiftSize; + _actListArr[_alNewscrIndex][0]._a2._y = _vm->_hero->_y; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (y1 < _vm->_maze._y1 - kShiftSize) { // Exit north - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p - _vm->_maze._size; - _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x3; - _actListArr[_alNewscrIndex][0].a2.y = _vm->_maze._y2 - kShiftSize - (y2 - y1); + _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p - _vm->_maze._size; + _actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x3; + _actListArr[_alNewscrIndex][0]._a2._y = _vm->_maze._y2 - kShiftSize - (y2 - y1); _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (y2 > _vm->_maze._y2 - kShiftSize / 2) { // Exit south - _actListArr[_alNewscrIndex][3].a8.screenIndex = *_vm->_screen_p + _vm->_maze._size; - _actListArr[_alNewscrIndex][0].a2.x = _vm->_maze._x4; - _actListArr[_alNewscrIndex][0].a2.y = _vm->_maze._y1 + kShiftSize; + _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p + _vm->_maze._size; + _actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x4; + _actListArr[_alNewscrIndex][0]._a2._y = _vm->_maze._y1 + kShiftSize; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } @@ -712,13 +712,13 @@ void Scheduler::saveEvents(Common::WriteStream *f) { // fix up action pointer (to do better) int16 index, subElem; - findAction(wrkEvent->action, &index, &subElem); + findAction(wrkEvent->_action, &index, &subElem); f->writeSint16BE(index); f->writeSint16BE(subElem); - f->writeByte((wrkEvent->localActionFl) ? 1 : 0); - f->writeUint32BE(wrkEvent->time); - f->writeSint16BE((wrkEvent->prevEvent == 0) ? -1 : (wrkEvent->prevEvent - _events)); - f->writeSint16BE((wrkEvent->nextEvent == 0) ? -1 : (wrkEvent->nextEvent - _events)); + f->writeByte((wrkEvent->_localActionFl) ? 1 : 0); + f->writeUint32BE(wrkEvent->_time); + f->writeSint16BE((wrkEvent->_prevEvent == 0) ? -1 : (wrkEvent->_prevEvent - _events)); + f->writeSint16BE((wrkEvent->_nextEvent == 0) ? -1 : (wrkEvent->_nextEvent - _events)); } } @@ -738,7 +738,7 @@ void Scheduler::restoreActions(Common::ReadStream *f) { int16 Scheduler::calcMaxPoints() const { int16 tmpScore = 0; for (int i = 0; i < _numBonuses; i++) - tmpScore += _points[i].score; + tmpScore += _points[i]._score; return tmpScore; } @@ -752,282 +752,282 @@ void Scheduler::saveActions(Common::WriteStream *f) const { for (int i = 0; i < _actListArrSize; i++) { // write all the sub elems data - for (nbrSubElem = 1; _actListArr[i][nbrSubElem - 1].a0.actType != ANULL; nbrSubElem++) + for (nbrSubElem = 1; _actListArr[i][nbrSubElem - 1]._a0._actType != ANULL; nbrSubElem++) ; f->writeUint16BE(nbrSubElem); for (int j = 0; j < nbrSubElem; j++) { - subElemType = _actListArr[i][j].a0.actType; + subElemType = _actListArr[i][j]._a0._actType; f->writeByte(subElemType); switch (subElemType) { case ANULL: // -1 break; case ASCHEDULE: // 0 - f->writeSint16BE(_actListArr[i][j].a0.timer); - f->writeUint16BE(_actListArr[i][j].a0.actIndex); + f->writeSint16BE(_actListArr[i][j]._a0._timer); + f->writeUint16BE(_actListArr[i][j]._a0._actIndex); break; case START_OBJ: // 1 - f->writeSint16BE(_actListArr[i][j].a1.timer); - f->writeSint16BE(_actListArr[i][j].a1.objIndex); - f->writeSint16BE(_actListArr[i][j].a1.cycleNumb); - f->writeByte(_actListArr[i][j].a1.cycle); + f->writeSint16BE(_actListArr[i][j]._a1._timer); + f->writeSint16BE(_actListArr[i][j]._a1._objIndex); + f->writeSint16BE(_actListArr[i][j]._a1._cycleNumb); + f->writeByte(_actListArr[i][j]._a1._cycle); break; case INIT_OBJXY: // 2 - f->writeSint16BE(_actListArr[i][j].a2.timer); - f->writeSint16BE(_actListArr[i][j].a2.objIndex); - f->writeSint16BE(_actListArr[i][j].a2.x); - f->writeSint16BE(_actListArr[i][j].a2.y); + f->writeSint16BE(_actListArr[i][j]._a2._timer); + f->writeSint16BE(_actListArr[i][j]._a2._objIndex); + f->writeSint16BE(_actListArr[i][j]._a2._x); + f->writeSint16BE(_actListArr[i][j]._a2._y); break; case PROMPT: // 3 - f->writeSint16BE(_actListArr[i][j].a3.timer); - f->writeSint16BE(_actListArr[i][j].a3.promptIndex); - for (nbrCpt = 0; _actListArr[i][j].a3.responsePtr[nbrCpt] != -1; nbrCpt++) + f->writeSint16BE(_actListArr[i][j]._a3._timer); + f->writeSint16BE(_actListArr[i][j]._a3._promptIndex); + for (nbrCpt = 0; _actListArr[i][j]._a3._responsePtr[nbrCpt] != -1; nbrCpt++) ; nbrCpt++; f->writeUint16BE(nbrCpt); for (int k = 0; k < nbrCpt; k++) - f->writeSint16BE(_actListArr[i][j].a3.responsePtr[k]); - f->writeUint16BE(_actListArr[i][j].a3.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a3.actFailIndex); - f->writeByte((_actListArr[i][j].a3.encodedFl) ? 1 : 0); + f->writeSint16BE(_actListArr[i][j]._a3._responsePtr[k]); + f->writeUint16BE(_actListArr[i][j]._a3._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a3._actFailIndex); + f->writeByte((_actListArr[i][j]._a3._encodedFl) ? 1 : 0); break; case BKGD_COLOR: // 4 - f->writeSint16BE(_actListArr[i][j].a4.timer); - f->writeUint32BE(_actListArr[i][j].a4.newBackgroundColor); + f->writeSint16BE(_actListArr[i][j]._a4._timer); + f->writeUint32BE(_actListArr[i][j]._a4._newBackgroundColor); break; case INIT_OBJVXY: // 5 - f->writeSint16BE(_actListArr[i][j].a5.timer); - f->writeSint16BE(_actListArr[i][j].a5.objIndex); - f->writeSint16BE(_actListArr[i][j].a5.vx); - f->writeSint16BE(_actListArr[i][j].a5.vy); + f->writeSint16BE(_actListArr[i][j]._a5._timer); + f->writeSint16BE(_actListArr[i][j]._a5._objIndex); + f->writeSint16BE(_actListArr[i][j]._a5._vx); + f->writeSint16BE(_actListArr[i][j]._a5._vy); break; case INIT_CARRY: // 6 - f->writeSint16BE(_actListArr[i][j].a6.timer); - f->writeSint16BE(_actListArr[i][j].a6.objIndex); - f->writeByte((_actListArr[i][j].a6.carriedFl) ? 1 : 0); + f->writeSint16BE(_actListArr[i][j]._a6._timer); + f->writeSint16BE(_actListArr[i][j]._a6._objIndex); + f->writeByte((_actListArr[i][j]._a6._carriedFl) ? 1 : 0); break; case INIT_HF_COORD: // 7 - f->writeSint16BE(_actListArr[i][j].a7.timer); - f->writeSint16BE(_actListArr[i][j].a7.objIndex); + f->writeSint16BE(_actListArr[i][j]._a7._timer); + f->writeSint16BE(_actListArr[i][j]._a7._objIndex); break; case NEW_SCREEN: // 8 - f->writeSint16BE(_actListArr[i][j].a8.timer); - f->writeSint16BE(_actListArr[i][j].a8.screenIndex); + f->writeSint16BE(_actListArr[i][j]._a8._timer); + f->writeSint16BE(_actListArr[i][j]._a8._screenIndex); break; case INIT_OBJSTATE: // 9 - f->writeSint16BE(_actListArr[i][j].a9.timer); - f->writeSint16BE(_actListArr[i][j].a9.objIndex); - f->writeByte(_actListArr[i][j].a9.newState); + f->writeSint16BE(_actListArr[i][j]._a9._timer); + f->writeSint16BE(_actListArr[i][j]._a9._objIndex); + f->writeByte(_actListArr[i][j]._a9._newState); break; case INIT_PATH: // 10 - f->writeSint16BE(_actListArr[i][j].a10.timer); - f->writeSint16BE(_actListArr[i][j].a10.objIndex); - f->writeSint16BE(_actListArr[i][j].a10.newPathType); - f->writeByte(_actListArr[i][j].a10.vxPath); - f->writeByte(_actListArr[i][j].a10.vyPath); + f->writeSint16BE(_actListArr[i][j]._a10._timer); + f->writeSint16BE(_actListArr[i][j]._a10._objIndex); + f->writeSint16BE(_actListArr[i][j]._a10._newPathType); + f->writeByte(_actListArr[i][j]._a10._vxPath); + f->writeByte(_actListArr[i][j]._a10._vyPath); break; case COND_R: // 11 - f->writeSint16BE(_actListArr[i][j].a11.timer); - f->writeSint16BE(_actListArr[i][j].a11.objIndex); - f->writeByte(_actListArr[i][j].a11.stateReq); - f->writeUint16BE(_actListArr[i][j].a11.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a11.actFailIndex); + f->writeSint16BE(_actListArr[i][j]._a11._timer); + f->writeSint16BE(_actListArr[i][j]._a11._objIndex); + f->writeByte(_actListArr[i][j]._a11._stateReq); + f->writeUint16BE(_actListArr[i][j]._a11._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a11._actFailIndex); break; case TEXT: // 12 - f->writeSint16BE(_actListArr[i][j].a12.timer); - f->writeSint16BE(_actListArr[i][j].a12.stringIndex); + f->writeSint16BE(_actListArr[i][j]._a12._timer); + f->writeSint16BE(_actListArr[i][j]._a12._stringIndex); break; case SWAP_IMAGES: // 13 - f->writeSint16BE(_actListArr[i][j].a13.timer); - f->writeSint16BE(_actListArr[i][j].a13.objIndex1); - f->writeSint16BE(_actListArr[i][j].a13.objIndex2); + f->writeSint16BE(_actListArr[i][j]._a13._timer); + f->writeSint16BE(_actListArr[i][j]._a13._objIndex1); + f->writeSint16BE(_actListArr[i][j]._a13._objIndex2); break; case COND_SCR: // 14 - f->writeSint16BE(_actListArr[i][j].a14.timer); - f->writeSint16BE(_actListArr[i][j].a14.objIndex); - f->writeSint16BE(_actListArr[i][j].a14.screenReq); - f->writeUint16BE(_actListArr[i][j].a14.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a14.actFailIndex); + f->writeSint16BE(_actListArr[i][j]._a14._timer); + f->writeSint16BE(_actListArr[i][j]._a14._objIndex); + f->writeSint16BE(_actListArr[i][j]._a14._screenReq); + f->writeUint16BE(_actListArr[i][j]._a14._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a14._actFailIndex); break; case AUTOPILOT: // 15 - f->writeSint16BE(_actListArr[i][j].a15.timer); - f->writeSint16BE(_actListArr[i][j].a15.objIndex1); - f->writeSint16BE(_actListArr[i][j].a15.objIndex2); - f->writeByte(_actListArr[i][j].a15.dx); - f->writeByte(_actListArr[i][j].a15.dy); + f->writeSint16BE(_actListArr[i][j]._a15._timer); + f->writeSint16BE(_actListArr[i][j]._a15._objIndex1); + f->writeSint16BE(_actListArr[i][j]._a15._objIndex2); + f->writeByte(_actListArr[i][j]._a15._dx); + f->writeByte(_actListArr[i][j]._a15._dy); break; case INIT_OBJ_SEQ: // 16 - f->writeSint16BE(_actListArr[i][j].a16.timer); - f->writeSint16BE(_actListArr[i][j].a16.objIndex); - f->writeSint16BE(_actListArr[i][j].a16.seqIndex); + f->writeSint16BE(_actListArr[i][j]._a16._timer); + f->writeSint16BE(_actListArr[i][j]._a16._objIndex); + f->writeSint16BE(_actListArr[i][j]._a16._seqIndex); break; case SET_STATE_BITS: // 17 - f->writeSint16BE(_actListArr[i][j].a17.timer); - f->writeSint16BE(_actListArr[i][j].a17.objIndex); - f->writeSint16BE(_actListArr[i][j].a17.stateMask); + f->writeSint16BE(_actListArr[i][j]._a17._timer); + f->writeSint16BE(_actListArr[i][j]._a17._objIndex); + f->writeSint16BE(_actListArr[i][j]._a17._stateMask); break; case CLEAR_STATE_BITS: // 18 - f->writeSint16BE(_actListArr[i][j].a18.timer); - f->writeSint16BE(_actListArr[i][j].a18.objIndex); - f->writeSint16BE(_actListArr[i][j].a18.stateMask); + f->writeSint16BE(_actListArr[i][j]._a18._timer); + f->writeSint16BE(_actListArr[i][j]._a18._objIndex); + f->writeSint16BE(_actListArr[i][j]._a18._stateMask); break; case TEST_STATE_BITS: // 19 - f->writeSint16BE(_actListArr[i][j].a19.timer); - f->writeSint16BE(_actListArr[i][j].a19.objIndex); - f->writeSint16BE(_actListArr[i][j].a19.stateMask); - f->writeUint16BE(_actListArr[i][j].a19.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a19.actFailIndex); + f->writeSint16BE(_actListArr[i][j]._a19._timer); + f->writeSint16BE(_actListArr[i][j]._a19._objIndex); + f->writeSint16BE(_actListArr[i][j]._a19._stateMask); + f->writeUint16BE(_actListArr[i][j]._a19._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a19._actFailIndex); break; case DEL_EVENTS: // 20 - f->writeSint16BE(_actListArr[i][j].a20.timer); - f->writeByte(_actListArr[i][j].a20.actTypeDel); + f->writeSint16BE(_actListArr[i][j]._a20._timer); + f->writeByte(_actListArr[i][j]._a20._actTypeDel); break; case GAMEOVER: // 21 - f->writeSint16BE(_actListArr[i][j].a21.timer); + f->writeSint16BE(_actListArr[i][j]._a21._timer); break; case INIT_HH_COORD: // 22 - f->writeSint16BE(_actListArr[i][j].a22.timer); - f->writeSint16BE(_actListArr[i][j].a22.objIndex); + f->writeSint16BE(_actListArr[i][j]._a22._timer); + f->writeSint16BE(_actListArr[i][j]._a22._objIndex); break; case EXIT: // 23 - f->writeSint16BE(_actListArr[i][j].a23.timer); + f->writeSint16BE(_actListArr[i][j]._a23._timer); break; case BONUS: // 24 - f->writeSint16BE(_actListArr[i][j].a24.timer); - f->writeSint16BE(_actListArr[i][j].a24.pointIndex); + f->writeSint16BE(_actListArr[i][j]._a24._timer); + f->writeSint16BE(_actListArr[i][j]._a24._pointIndex); break; case COND_BOX: // 25 - f->writeSint16BE(_actListArr[i][j].a25.timer); - f->writeSint16BE(_actListArr[i][j].a25.objIndex); - f->writeSint16BE(_actListArr[i][j].a25.x1); - f->writeSint16BE(_actListArr[i][j].a25.y1); - f->writeSint16BE(_actListArr[i][j].a25.x2); - f->writeSint16BE(_actListArr[i][j].a25.y2); - f->writeUint16BE(_actListArr[i][j].a25.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a25.actFailIndex); + f->writeSint16BE(_actListArr[i][j]._a25._timer); + f->writeSint16BE(_actListArr[i][j]._a25._objIndex); + f->writeSint16BE(_actListArr[i][j]._a25._x1); + f->writeSint16BE(_actListArr[i][j]._a25._y1); + f->writeSint16BE(_actListArr[i][j]._a25._x2); + f->writeSint16BE(_actListArr[i][j]._a25._y2); + f->writeUint16BE(_actListArr[i][j]._a25._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a25._actFailIndex); break; case SOUND: // 26 - f->writeSint16BE(_actListArr[i][j].a26.timer); - f->writeSint16BE(_actListArr[i][j].a26.soundIndex); + f->writeSint16BE(_actListArr[i][j]._a26._timer); + f->writeSint16BE(_actListArr[i][j]._a26._soundIndex); break; case ADD_SCORE: // 27 - f->writeSint16BE(_actListArr[i][j].a27.timer); - f->writeSint16BE(_actListArr[i][j].a27.objIndex); + f->writeSint16BE(_actListArr[i][j]._a27._timer); + f->writeSint16BE(_actListArr[i][j]._a27._objIndex); break; case SUB_SCORE: // 28 - f->writeSint16BE(_actListArr[i][j].a28.timer); - f->writeSint16BE(_actListArr[i][j].a28.objIndex); + f->writeSint16BE(_actListArr[i][j]._a28._timer); + f->writeSint16BE(_actListArr[i][j]._a28._objIndex); break; case COND_CARRY: // 29 - f->writeSint16BE(_actListArr[i][j].a29.timer); - f->writeSint16BE(_actListArr[i][j].a29.objIndex); - f->writeUint16BE(_actListArr[i][j].a29.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a29.actFailIndex); + f->writeSint16BE(_actListArr[i][j]._a29._timer); + f->writeSint16BE(_actListArr[i][j]._a29._objIndex); + f->writeUint16BE(_actListArr[i][j]._a29._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a29._actFailIndex); break; case INIT_MAZE: // 30 - f->writeSint16BE(_actListArr[i][j].a30.timer); - f->writeByte(_actListArr[i][j].a30.mazeSize); - f->writeSint16BE(_actListArr[i][j].a30.x1); - f->writeSint16BE(_actListArr[i][j].a30.y1); - f->writeSint16BE(_actListArr[i][j].a30.x2); - f->writeSint16BE(_actListArr[i][j].a30.y2); - f->writeSint16BE(_actListArr[i][j].a30.x3); - f->writeSint16BE(_actListArr[i][j].a30.x4); - f->writeByte(_actListArr[i][j].a30.firstScreenIndex); + f->writeSint16BE(_actListArr[i][j]._a30._timer); + f->writeByte(_actListArr[i][j]._a30._mazeSize); + f->writeSint16BE(_actListArr[i][j]._a30._x1); + f->writeSint16BE(_actListArr[i][j]._a30._y1); + f->writeSint16BE(_actListArr[i][j]._a30._x2); + f->writeSint16BE(_actListArr[i][j]._a30._y2); + f->writeSint16BE(_actListArr[i][j]._a30._x3); + f->writeSint16BE(_actListArr[i][j]._a30._x4); + f->writeByte(_actListArr[i][j]._a30._firstScreenIndex); break; case EXIT_MAZE: // 31 - f->writeSint16BE(_actListArr[i][j].a31.timer); + f->writeSint16BE(_actListArr[i][j]._a31._timer); break; case INIT_PRIORITY: // 32 - f->writeSint16BE(_actListArr[i][j].a32.timer); - f->writeSint16BE(_actListArr[i][j].a32.objIndex); - f->writeByte(_actListArr[i][j].a32.priority); + f->writeSint16BE(_actListArr[i][j]._a32._timer); + f->writeSint16BE(_actListArr[i][j]._a32._objIndex); + f->writeByte(_actListArr[i][j]._a32._priority); break; case INIT_SCREEN: // 33 - f->writeSint16BE(_actListArr[i][j].a33.timer); - f->writeSint16BE(_actListArr[i][j].a33.objIndex); - f->writeSint16BE(_actListArr[i][j].a33.screenIndex); + f->writeSint16BE(_actListArr[i][j]._a33._timer); + f->writeSint16BE(_actListArr[i][j]._a33._objIndex); + f->writeSint16BE(_actListArr[i][j]._a33._screenIndex); break; case AGSCHEDULE: // 34 - f->writeSint16BE(_actListArr[i][j].a34.timer); - f->writeUint16BE(_actListArr[i][j].a34.actIndex); + f->writeSint16BE(_actListArr[i][j]._a34._timer); + f->writeUint16BE(_actListArr[i][j]._a34._actIndex); break; case REMAPPAL: // 35 - f->writeSint16BE(_actListArr[i][j].a35.timer); - f->writeSint16BE(_actListArr[i][j].a35.oldColorIndex); - f->writeSint16BE(_actListArr[i][j].a35.newColorIndex); + f->writeSint16BE(_actListArr[i][j]._a35._timer); + f->writeSint16BE(_actListArr[i][j]._a35._oldColorIndex); + f->writeSint16BE(_actListArr[i][j]._a35._newColorIndex); break; case COND_NOUN: // 36 - f->writeSint16BE(_actListArr[i][j].a36.timer); - f->writeUint16BE(_actListArr[i][j].a36.nounIndex); - f->writeUint16BE(_actListArr[i][j].a36.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a36.actFailIndex); + f->writeSint16BE(_actListArr[i][j]._a36._timer); + f->writeUint16BE(_actListArr[i][j]._a36._nounIndex); + f->writeUint16BE(_actListArr[i][j]._a36._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a36._actFailIndex); break; case SCREEN_STATE: // 37 - f->writeSint16BE(_actListArr[i][j].a37.timer); - f->writeSint16BE(_actListArr[i][j].a37.screenIndex); - f->writeByte(_actListArr[i][j].a37.newState); + f->writeSint16BE(_actListArr[i][j]._a37._timer); + f->writeSint16BE(_actListArr[i][j]._a37._screenIndex); + f->writeByte(_actListArr[i][j]._a37._newState); break; case INIT_LIPS: // 38 - f->writeSint16BE(_actListArr[i][j].a38.timer); - f->writeSint16BE(_actListArr[i][j].a38.lipsObjIndex); - f->writeSint16BE(_actListArr[i][j].a38.objIndex); - f->writeByte(_actListArr[i][j].a38.dxLips); - f->writeByte(_actListArr[i][j].a38.dyLips); + f->writeSint16BE(_actListArr[i][j]._a38._timer); + f->writeSint16BE(_actListArr[i][j]._a38._lipsObjIndex); + f->writeSint16BE(_actListArr[i][j]._a38._objIndex); + f->writeByte(_actListArr[i][j]._a38._dxLips); + f->writeByte(_actListArr[i][j]._a38._dyLips); break; case INIT_STORY_MODE: // 39 - f->writeSint16BE(_actListArr[i][j].a39.timer); - f->writeByte((_actListArr[i][j].a39.storyModeFl) ? 1 : 0); + f->writeSint16BE(_actListArr[i][j]._a39._timer); + f->writeByte((_actListArr[i][j]._a39._storyModeFl) ? 1 : 0); break; case WARN: // 40 - f->writeSint16BE(_actListArr[i][j].a40.timer); - f->writeSint16BE(_actListArr[i][j].a40.stringIndex); + f->writeSint16BE(_actListArr[i][j]._a40._timer); + f->writeSint16BE(_actListArr[i][j]._a40._stringIndex); break; case COND_BONUS: // 41 - f->writeSint16BE(_actListArr[i][j].a41.timer); - f->writeSint16BE(_actListArr[i][j].a41.BonusIndex); - f->writeUint16BE(_actListArr[i][j].a41.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a41.actFailIndex); + f->writeSint16BE(_actListArr[i][j]._a41._timer); + f->writeSint16BE(_actListArr[i][j]._a41._bonusIndex); + f->writeUint16BE(_actListArr[i][j]._a41._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a41._actFailIndex); break; case TEXT_TAKE: // 42 - f->writeSint16BE(_actListArr[i][j].a42.timer); - f->writeSint16BE(_actListArr[i][j].a42.objIndex); + f->writeSint16BE(_actListArr[i][j]._a42._timer); + f->writeSint16BE(_actListArr[i][j]._a42._objIndex); break; case YESNO: // 43 - f->writeSint16BE(_actListArr[i][j].a43.timer); - f->writeSint16BE(_actListArr[i][j].a43.promptIndex); - f->writeUint16BE(_actListArr[i][j].a43.actYesIndex); - f->writeUint16BE(_actListArr[i][j].a43.actNoIndex); + f->writeSint16BE(_actListArr[i][j]._a43._timer); + f->writeSint16BE(_actListArr[i][j]._a43._promptIndex); + f->writeUint16BE(_actListArr[i][j]._a43._actYesIndex); + f->writeUint16BE(_actListArr[i][j]._a43._actNoIndex); break; case STOP_ROUTE: // 44 - f->writeSint16BE(_actListArr[i][j].a44.timer); + f->writeSint16BE(_actListArr[i][j]._a44._timer); break; case COND_ROUTE: // 45 - f->writeSint16BE(_actListArr[i][j].a45.timer); - f->writeSint16BE(_actListArr[i][j].a45.routeIndex); - f->writeUint16BE(_actListArr[i][j].a45.actPassIndex); - f->writeUint16BE(_actListArr[i][j].a45.actFailIndex); + f->writeSint16BE(_actListArr[i][j]._a45._timer); + f->writeSint16BE(_actListArr[i][j]._a45._routeIndex); + f->writeUint16BE(_actListArr[i][j]._a45._actPassIndex); + f->writeUint16BE(_actListArr[i][j]._a45._actFailIndex); break; case INIT_JUMPEXIT: // 46 - f->writeSint16BE(_actListArr[i][j].a46.timer); - f->writeByte((_actListArr[i][j].a46.jumpExitFl) ? 1 : 0); + f->writeSint16BE(_actListArr[i][j]._a46._timer); + f->writeByte((_actListArr[i][j]._a46._jumpExitFl) ? 1 : 0); break; case INIT_VIEW: // 47 - f->writeSint16BE(_actListArr[i][j].a47.timer); - f->writeSint16BE(_actListArr[i][j].a47.objIndex); - f->writeSint16BE(_actListArr[i][j].a47.viewx); - f->writeSint16BE(_actListArr[i][j].a47.viewy); - f->writeSint16BE(_actListArr[i][j].a47.direction); + f->writeSint16BE(_actListArr[i][j]._a47._timer); + f->writeSint16BE(_actListArr[i][j]._a47._objIndex); + f->writeSint16BE(_actListArr[i][j]._a47._viewx); + f->writeSint16BE(_actListArr[i][j]._a47._viewy); + f->writeSint16BE(_actListArr[i][j]._a47._direction); break; case INIT_OBJ_FRAME: // 48 - f->writeSint16BE(_actListArr[i][j].a48.timer); - f->writeSint16BE(_actListArr[i][j].a48.objIndex); - f->writeSint16BE(_actListArr[i][j].a48.seqIndex); - f->writeSint16BE(_actListArr[i][j].a48.frameIndex); + f->writeSint16BE(_actListArr[i][j]._a48._timer); + f->writeSint16BE(_actListArr[i][j]._a48._objIndex); + f->writeSint16BE(_actListArr[i][j]._a48._seqIndex); + f->writeSint16BE(_actListArr[i][j]._a48._frameIndex); break; case OLD_SONG: // 49, Added by Strangerke for DOS versions - f->writeSint16BE(_actListArr[i][j].a49.timer); - f->writeUint16BE(_actListArr[i][j].a49.songIndex); + f->writeSint16BE(_actListArr[i][j]._a49._timer); + f->writeUint16BE(_actListArr[i][j]._a49._songIndex); break; default: error("Unknown action %d", subElemType); @@ -1057,7 +1057,7 @@ void Scheduler::findAction(const act* action, int16* index, int16* subElem) { return; } j++; - } while (_actListArr[i][j-1].a0.actType != ANULL); + } while (_actListArr[i][j-1]._a0._actType != ANULL); } // action not found ?? assert(0); @@ -1102,18 +1102,18 @@ void Scheduler::restoreEvents(Common::ReadStream *f) { // fix up action pointer (to do better) if ((index == -1) && (subElem == -1)) - _events[i].action = 0; + _events[i]._action = 0; else - _events[i].action = (act *)&_actListArr[index][subElem]; + _events[i]._action = (act *)&_actListArr[index][subElem]; - _events[i].localActionFl = (f->readByte() == 1) ? true : false; - _events[i].time = f->readUint32BE(); + _events[i]._localActionFl = (f->readByte() == 1) ? true : false; + _events[i]._time = f->readUint32BE(); int16 prevIndex = f->readSint16BE(); int16 nextIndex = f->readSint16BE(); - _events[i].prevEvent = (prevIndex == -1) ? (event_t *)0 : &_events[prevIndex]; - _events[i].nextEvent = (nextIndex == -1) ? (event_t *)0 : &_events[nextIndex]; + _events[i]._prevEvent = (prevIndex == -1) ? (event_t *)0 : &_events[prevIndex]; + _events[i]._nextEvent = (nextIndex == -1) ? (event_t *)0 : &_events[nextIndex]; } _freeEvent = (freeIndex == -1) ? 0 : &_events[freeIndex]; _headEvent = (headIndex == -1) ? 0 : &_events[headIndex]; @@ -1123,8 +1123,8 @@ void Scheduler::restoreEvents(Common::ReadStream *f) { uint32 curTime = getTicks(); event_t *wrkEvent = _headEvent; // The earliest event while (wrkEvent) { // While mature events found - wrkEvent->time = wrkEvent->time - saveTime + curTime; - wrkEvent = wrkEvent->nextEvent; + wrkEvent->_time = wrkEvent->_time - saveTime + curTime; + wrkEvent = wrkEvent->_nextEvent; } } @@ -1133,52 +1133,52 @@ void Scheduler::restoreEvents(Common::ReadStream *f) { * The queue goes from head (earliest) to tail (latest) timewise */ void Scheduler::insertAction(act *action) { - debugC(1, kDebugSchedule, "insertAction() - Action type A%d", action->a0.actType); + debugC(1, kDebugSchedule, "insertAction() - Action type A%d", action->_a0._actType); // First, get and initialize the event structure event_t *curEvent = getQueue(); - curEvent->action = action; - switch (action->a0.actType) { // Assign whether local or global + curEvent->_action = action; + switch (action->_a0._actType) { // Assign whether local or global case AGSCHEDULE: - curEvent->localActionFl = false; // Lasts over a new screen + curEvent->_localActionFl = false; // Lasts over a new screen break; // Workaround: When dying, switch to storyMode in order to block the keyboard. case GAMEOVER: _vm->getGameStatus()._storyModeFl = true; // No break on purpose default: - curEvent->localActionFl = true; // Rest are for current screen only + curEvent->_localActionFl = true; // Rest are for current screen only break; } - curEvent->time = action->a0.timer + getTicks(); // Convert rel to abs time + curEvent->_time = action->_a0._timer + getTicks(); // Convert rel to abs time // Now find the place to insert the event if (!_tailEvent) { // Empty queue _tailEvent = _headEvent = curEvent; - curEvent->nextEvent = curEvent->prevEvent = 0; + curEvent->_nextEvent = curEvent->_prevEvent = 0; } else { event_t *wrkEvent = _tailEvent; // Search from latest time back bool found = false; while (wrkEvent && !found) { - if (wrkEvent->time <= curEvent->time) { // Found if new event later + if (wrkEvent->_time <= curEvent->_time) { // Found if new event later found = true; if (wrkEvent == _tailEvent) // New latest in list _tailEvent = curEvent; else - wrkEvent->nextEvent->prevEvent = curEvent; - curEvent->nextEvent = wrkEvent->nextEvent; - wrkEvent->nextEvent = curEvent; - curEvent->prevEvent = wrkEvent; + wrkEvent->_nextEvent->_prevEvent = curEvent; + curEvent->_nextEvent = wrkEvent->_nextEvent; + wrkEvent->_nextEvent = curEvent; + curEvent->_prevEvent = wrkEvent; } - wrkEvent = wrkEvent->prevEvent; + wrkEvent = wrkEvent->_prevEvent; } if (!found) { // Must be earliest in list - _headEvent->prevEvent = curEvent; // So insert as new head - curEvent->nextEvent = _headEvent; - curEvent->prevEvent = 0; + _headEvent->_prevEvent = curEvent; // So insert as new head + curEvent->_nextEvent = _headEvent; + curEvent->_prevEvent = 0; _headEvent = curEvent; } } @@ -1190,94 +1190,94 @@ void Scheduler::insertAction(act *action) { * to the next action in the list, except special case of NEW_SCREEN */ event_t *Scheduler::doAction(event_t *curEvent) { - debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType); + debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->_action->_a0._actType); status_t &gameStatus = _vm->getGameStatus(); - act *action = curEvent->action; + act *action = curEvent->_action; object_t *obj1; int dx, dy; event_t *wrkEvent; // Save ev_p->next_p for return - switch (action->a0.actType) { + switch (action->_a0._actType) { case ANULL: // Big NOP from DEL_EVENTS break; case ASCHEDULE: // act0: Schedule an action list - insertActionList(action->a0.actIndex); + insertActionList(action->_a0._actIndex); break; case START_OBJ: // act1: Start an object cycling - _vm->_object->_objects[action->a1.objIndex]._cycleNumb = action->a1.cycleNumb; - _vm->_object->_objects[action->a1.objIndex]._cycling = action->a1.cycle; + _vm->_object->_objects[action->_a1._objIndex]._cycleNumb = action->_a1._cycleNumb; + _vm->_object->_objects[action->_a1._objIndex]._cycling = action->_a1._cycle; break; case INIT_OBJXY: // act2: Initialize an object - _vm->_object->_objects[action->a2.objIndex]._x = action->a2.x; // Coordinates - _vm->_object->_objects[action->a2.objIndex]._y = action->a2.y; + _vm->_object->_objects[action->_a2._objIndex]._x = action->_a2._x; // Coordinates + _vm->_object->_objects[action->_a2._objIndex]._y = action->_a2._y; break; case PROMPT: // act3: Prompt user for key phrase promptAction(action); break; case BKGD_COLOR: // act4: Set new background color - _vm->_screen->setBackgroundColor(action->a4.newBackgroundColor); + _vm->_screen->setBackgroundColor(action->_a4._newBackgroundColor); break; case INIT_OBJVXY: // act5: Initialize an object velocity - _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy); + _vm->_object->setVelocity(action->_a5._objIndex, action->_a5._vx, action->_a5._vy); break; case INIT_CARRY: // act6: Initialize an object - _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status + _vm->_object->setCarry(action->_a6._objIndex, action->_a6._carriedFl); // carried status break; case INIT_HF_COORD: // act7: Initialize an object to hero's "feet" coords - _vm->_object->_objects[action->a7.objIndex]._x = _vm->_hero->_x - 1; - _vm->_object->_objects[action->a7.objIndex]._y = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - 1; - _vm->_object->_objects[action->a7.objIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen! + _vm->_object->_objects[action->_a7._objIndex]._x = _vm->_hero->_x - 1; + _vm->_object->_objects[action->_a7._objIndex]._y = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - 1; + _vm->_object->_objects[action->_a7._objIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen! break; case NEW_SCREEN: // act8: Start new screen - newScreen(action->a8.screenIndex); + newScreen(action->_a8._screenIndex); break; case INIT_OBJSTATE: // act9: Initialize an object state - _vm->_object->_objects[action->a9.objIndex]._state = action->a9.newState; + _vm->_object->_objects[action->_a9._objIndex]._state = action->_a9._newState; break; case INIT_PATH: // act10: Initialize an object path and velocity - _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath); + _vm->_object->setPath(action->_a10._objIndex, (path_t) action->_a10._newPathType, action->_a10._vxPath, action->_a10._vyPath); break; case COND_R: // act11: action lists conditional on object state - if (_vm->_object->_objects[action->a11.objIndex]._state == action->a11.stateReq) - insertActionList(action->a11.actPassIndex); + if (_vm->_object->_objects[action->_a11._objIndex]._state == action->_a11._stateReq) + insertActionList(action->_a11._actPassIndex); else - insertActionList(action->a11.actFailIndex); + insertActionList(action->_a11._actFailIndex); break; case TEXT: // act12: Text box (CF WARN) - Utils::notifyBox(_vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file + Utils::notifyBox(_vm->_file->fetchString(action->_a12._stringIndex)); // Fetch string from file break; case SWAP_IMAGES: // act13: Swap 2 object images - _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2); + _vm->_object->swapImages(action->_a13._objIndex1, action->_a13._objIndex2); break; case COND_SCR: // act14: Conditional on current screen - if (_vm->_object->_objects[action->a14.objIndex]._screenIndex == action->a14.screenReq) - insertActionList(action->a14.actPassIndex); + if (_vm->_object->_objects[action->_a14._objIndex]._screenIndex == action->_a14._screenReq) + insertActionList(action->_a14._actPassIndex); else - insertActionList(action->a14.actFailIndex); + insertActionList(action->_a14._actFailIndex); break; case AUTOPILOT: // act15: Home in on a (stationary) object - _vm->_object->homeIn(action->a15.objIndex1, action->a15.objIndex2, action->a15.dx, action->a15.dy); + _vm->_object->homeIn(action->_a15._objIndex1, action->_a15._objIndex2, action->_a15._dx, action->_a15._dy); break; case INIT_OBJ_SEQ: // act16: Set sequence number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe - _vm->_object->_objects[action->a16.objIndex]._currImagePtr = _vm->_object->_objects[action->a16.objIndex]._seqList[action->a16.seqIndex]._seqPtr; + _vm->_object->_objects[action->_a16._objIndex]._currImagePtr = _vm->_object->_objects[action->_a16._objIndex]._seqList[action->_a16._seqIndex]._seqPtr; break; case SET_STATE_BITS: // act17: OR mask with curr obj state - _vm->_object->_objects[action->a17.objIndex]._state |= action->a17.stateMask; + _vm->_object->_objects[action->_a17._objIndex]._state |= action->_a17._stateMask; break; case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state - _vm->_object->_objects[action->a18.objIndex]._state &= ~action->a18.stateMask; + _vm->_object->_objects[action->_a18._objIndex]._state &= ~action->_a18._stateMask; break; case TEST_STATE_BITS: // act19: If all bits set, do apass else afail - if ((_vm->_object->_objects[action->a19.objIndex]._state & action->a19.stateMask) == action->a19.stateMask) - insertActionList(action->a19.actPassIndex); + if ((_vm->_object->_objects[action->_a19._objIndex]._state & action->_a19._stateMask) == action->_a19._stateMask) + insertActionList(action->_a19._actPassIndex); else - insertActionList(action->a19.actFailIndex); + insertActionList(action->_a19._actFailIndex); break; case DEL_EVENTS: // act20: Remove all events of this action type - delEventType(action->a20.actTypeDel); + delEventType(action->_a20._actTypeDel); break; case GAMEOVER: // act21: Game over! // NOTE: Must wait at least 1 tick before issuing this action if @@ -1285,148 +1285,148 @@ event_t *Scheduler::doAction(event_t *curEvent) { gameStatus._gameOverFl = true; break; case INIT_HH_COORD: // act22: Initialize an object to hero's actual coords - _vm->_object->_objects[action->a22.objIndex]._x = _vm->_hero->_x; - _vm->_object->_objects[action->a22.objIndex]._y = _vm->_hero->_y; - _vm->_object->_objects[action->a22.objIndex]._screenIndex = *_vm->_screen_p;// Don't forget screen! + _vm->_object->_objects[action->_a22._objIndex]._x = _vm->_hero->_x; + _vm->_object->_objects[action->_a22._objIndex]._y = _vm->_hero->_y; + _vm->_object->_objects[action->_a22._objIndex]._screenIndex = *_vm->_screen_p;// Don't forget screen! break; case EXIT: // act23: Exit game back to DOS _vm->endGame(); break; case BONUS: // act24: Get bonus score for action - processBonus(action->a24.pointIndex); + processBonus(action->_a24._pointIndex); break; case COND_BOX: // act25: Conditional on bounding box - obj1 = &_vm->_object->_objects[action->a25.objIndex]; + obj1 = &_vm->_object->_objects[action->_a25._objIndex]; dx = obj1->_x + obj1->_currImagePtr->_x1; dy = obj1->_y + obj1->_currImagePtr->_y2; - if ((dx >= action->a25.x1) && (dx <= action->a25.x2) && - (dy >= action->a25.y1) && (dy <= action->a25.y2)) - insertActionList(action->a25.actPassIndex); + if ((dx >= action->_a25._x1) && (dx <= action->_a25._x2) && + (dy >= action->_a25._y1) && (dy <= action->_a25._y2)) + insertActionList(action->_a25._actPassIndex); else - insertActionList(action->a25.actFailIndex); + insertActionList(action->_a25._actFailIndex); break; case SOUND: // act26: Play a sound (or tune) - if (action->a26.soundIndex < _vm->_tunesNbr) - _vm->_sound->playMusic(action->a26.soundIndex); + if (action->_a26._soundIndex < _vm->_tunesNbr) + _vm->_sound->playMusic(action->_a26._soundIndex); else - _vm->_sound->playSound(action->a26.soundIndex, kSoundPriorityMedium); + _vm->_sound->playSound(action->_a26._soundIndex, kSoundPriorityMedium); break; case ADD_SCORE: // act27: Add object's value to score - _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex]._objValue); + _vm->adjustScore(_vm->_object->_objects[action->_a27._objIndex]._objValue); break; case SUB_SCORE: // act28: Subtract object's value from score - _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex]._objValue); + _vm->adjustScore(-_vm->_object->_objects[action->_a28._objIndex]._objValue); break; case COND_CARRY: // act29: Conditional on object being carried - if (_vm->_object->isCarried(action->a29.objIndex)) - insertActionList(action->a29.actPassIndex); + if (_vm->_object->isCarried(action->_a29._objIndex)) + insertActionList(action->_a29._actPassIndex); else - insertActionList(action->a29.actFailIndex); + insertActionList(action->_a29._actFailIndex); break; case INIT_MAZE: // act30: Enable and init maze structure _vm->_maze._enabledFl = true; - _vm->_maze._size = action->a30.mazeSize; - _vm->_maze._x1 = action->a30.x1; - _vm->_maze._y1 = action->a30.y1; - _vm->_maze._x2 = action->a30.x2; - _vm->_maze._y2 = action->a30.y2; - _vm->_maze._x3 = action->a30.x3; - _vm->_maze._x4 = action->a30.x4; - _vm->_maze._firstScreenIndex = action->a30.firstScreenIndex; + _vm->_maze._size = action->_a30._mazeSize; + _vm->_maze._x1 = action->_a30._x1; + _vm->_maze._y1 = action->_a30._y1; + _vm->_maze._x2 = action->_a30._x2; + _vm->_maze._y2 = action->_a30._y2; + _vm->_maze._x3 = action->_a30._x3; + _vm->_maze._x4 = action->_a30._x4; + _vm->_maze._firstScreenIndex = action->_a30._firstScreenIndex; break; case EXIT_MAZE: // act31: Disable maze mode _vm->_maze._enabledFl = false; break; case INIT_PRIORITY: - _vm->_object->_objects[action->a32.objIndex]._priority = action->a32.priority; + _vm->_object->_objects[action->_a32._objIndex]._priority = action->_a32._priority; break; case INIT_SCREEN: - _vm->_object->_objects[action->a33.objIndex]._screenIndex = action->a33.screenIndex; + _vm->_object->_objects[action->_a33._objIndex]._screenIndex = action->_a33._screenIndex; break; case AGSCHEDULE: // act34: Schedule a (global) action list - insertActionList(action->a34.actIndex); + insertActionList(action->_a34._actIndex); break; case REMAPPAL: // act35: Remap a palette color - _vm->_screen->remapPal(action->a35.oldColorIndex, action->a35.newColorIndex); + _vm->_screen->remapPal(action->_a35._oldColorIndex, action->_a35._newColorIndex); break; case COND_NOUN: // act36: Conditional on noun mentioned - if (_vm->_parser->isWordPresent(_vm->_text->getNounArray(action->a36.nounIndex))) - insertActionList(action->a36.actPassIndex); + if (_vm->_parser->isWordPresent(_vm->_text->getNounArray(action->_a36._nounIndex))) + insertActionList(action->_a36._actPassIndex); else - insertActionList(action->a36.actFailIndex); + insertActionList(action->_a36._actFailIndex); break; case SCREEN_STATE: // act37: Set new screen state - _vm->_screenStates[action->a37.screenIndex] = action->a37.newState; + _vm->_screenStates[action->_a37._screenIndex] = action->_a37._newState; break; case INIT_LIPS: // act38: Position lips on object - _vm->_object->_objects[action->a38.lipsObjIndex]._x = _vm->_object->_objects[action->a38.objIndex]._x + action->a38.dxLips; - _vm->_object->_objects[action->a38.lipsObjIndex]._y = _vm->_object->_objects[action->a38.objIndex]._y + action->a38.dyLips; - _vm->_object->_objects[action->a38.lipsObjIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen! - _vm->_object->_objects[action->a38.lipsObjIndex]._cycling = kCycleForward; + _vm->_object->_objects[action->_a38._lipsObjIndex]._x = _vm->_object->_objects[action->_a38._objIndex]._x + action->_a38._dxLips; + _vm->_object->_objects[action->_a38._lipsObjIndex]._y = _vm->_object->_objects[action->_a38._objIndex]._y + action->_a38._dyLips; + _vm->_object->_objects[action->_a38._lipsObjIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen! + _vm->_object->_objects[action->_a38._lipsObjIndex]._cycling = kCycleForward; break; case INIT_STORY_MODE: // act39: Init story_mode flag // This is similar to the QUIET path mode, except that it is // independant of it and it additionally disables the ">" prompt - gameStatus._storyModeFl = action->a39.storyModeFl; + gameStatus._storyModeFl = action->_a39._storyModeFl; break; case WARN: // act40: Text box (CF TEXT) - Utils::notifyBox(_vm->_file->fetchString(action->a40.stringIndex)); + Utils::notifyBox(_vm->_file->fetchString(action->_a40._stringIndex)); break; case COND_BONUS: // act41: Perform action if got bonus - if (_points[action->a41.BonusIndex].scoredFl) - insertActionList(action->a41.actPassIndex); + if (_points[action->_a41._bonusIndex]._scoredFl) + insertActionList(action->_a41._actPassIndex); else - insertActionList(action->a41.actFailIndex); + insertActionList(action->_a41._actFailIndex); break; case TEXT_TAKE: // act42: Text box with "take" message - Utils::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(_vm->_object->_objects[action->a42.objIndex]._nounIndex, TAKE_NAME))); + Utils::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(_vm->_object->_objects[action->_a42._objIndex]._nounIndex, TAKE_NAME))); break; case YESNO: // act43: Prompt user for Yes or No - if (Utils::yesNoBox(_vm->_file->fetchString(action->a43.promptIndex))) - insertActionList(action->a43.actYesIndex); + if (Utils::yesNoBox(_vm->_file->fetchString(action->_a43._promptIndex))) + insertActionList(action->_a43._actYesIndex); else - insertActionList(action->a43.actNoIndex); + insertActionList(action->_a43._actNoIndex); break; case STOP_ROUTE: // act44: Stop any route in progress _vm->_route->resetRoute(); break; case COND_ROUTE: // act45: Conditional on route in progress - if (_vm->_route->getRouteIndex() >= action->a45.routeIndex) - insertActionList(action->a45.actPassIndex); + if (_vm->_route->getRouteIndex() >= action->_a45._routeIndex) + insertActionList(action->_a45._actPassIndex); else - insertActionList(action->a45.actFailIndex); + insertActionList(action->_a45._actFailIndex); break; case INIT_JUMPEXIT: // act46: Init status.jumpexit flag // This is to allow left click on exit to get there immediately // For example the plane crash in Hugo2 where hero is invisible // Couldn't use INVISIBLE flag since conflicts with boat in Hugo1 - _vm->_mouse->setJumpExitFl(action->a46.jumpExitFl); + _vm->_mouse->setJumpExitFl(action->_a46._jumpExitFl); break; - case INIT_VIEW: // act47: Init object.viewx, viewy, dir - _vm->_object->_objects[action->a47.objIndex]._viewx = action->a47.viewx; - _vm->_object->_objects[action->a47.objIndex]._viewy = action->a47.viewy; - _vm->_object->_objects[action->a47.objIndex]._direction = action->a47.direction; + case INIT_VIEW: // act47: Init object._viewx, viewy, dir + _vm->_object->_objects[action->_a47._objIndex]._viewx = action->_a47._viewx; + _vm->_object->_objects[action->_a47._objIndex]._viewy = action->_a47._viewy; + _vm->_object->_objects[action->_a47._objIndex]._direction = action->_a47._direction; break; case INIT_OBJ_FRAME: // act48: Set seq,frame number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe - _vm->_object->_objects[action->a48.objIndex]._currImagePtr = _vm->_object->_objects[action->a48.objIndex]._seqList[action->a48.seqIndex]._seqPtr; - for (dx = 0; dx < action->a48.frameIndex; dx++) - _vm->_object->_objects[action->a48.objIndex]._currImagePtr = _vm->_object->_objects[action->a48.objIndex]._currImagePtr->_nextSeqPtr; + _vm->_object->_objects[action->_a48._objIndex]._currImagePtr = _vm->_object->_objects[action->_a48._objIndex]._seqList[action->_a48._seqIndex]._seqPtr; + for (dx = 0; dx < action->_a48._frameIndex; dx++) + _vm->_object->_objects[action->_a48._objIndex]._currImagePtr = _vm->_object->_objects[action->_a48._objIndex]._currImagePtr->_nextSeqPtr; break; case OLD_SONG: // Replaces ACT26 for DOS games. - _vm->_sound->_DOSSongPtr = _vm->_text->getTextData(action->a49.songIndex); + _vm->_sound->_DOSSongPtr = _vm->_text->getTextData(action->_a49._songIndex); break; default: error("An error has occurred: %s", "doAction"); break; } - if (action->a0.actType == NEW_SCREEN) { // New_screen() deletes entire list + if (action->_a0._actType == NEW_SCREEN) { // New_screen() deletes entire list return 0; // next_p = 0 since list now empty } else { - wrkEvent = curEvent->nextEvent; + wrkEvent = curEvent->_nextEvent; delQueue(curEvent); // Return event to free list return wrkEvent; // Return next event ptr } @@ -1445,37 +1445,37 @@ void Scheduler::delQueue(event_t *curEvent) { debugC(4, kDebugSchedule, "delQueue()"); if (curEvent == _headEvent) { // If p was the head ptr - _headEvent = curEvent->nextEvent; // then make new head_p + _headEvent = curEvent->_nextEvent; // then make new head_p } else { // Unlink p - curEvent->prevEvent->nextEvent = curEvent->nextEvent; - if (curEvent->nextEvent) - curEvent->nextEvent->prevEvent = curEvent->prevEvent; + curEvent->_prevEvent->_nextEvent = curEvent->_nextEvent; + if (curEvent->_nextEvent) + curEvent->_nextEvent->_prevEvent = curEvent->_prevEvent; else - _tailEvent = curEvent->prevEvent; + _tailEvent = curEvent->_prevEvent; } if (_headEvent) - _headEvent->prevEvent = 0; // Mark end of list + _headEvent->_prevEvent = 0; // Mark end of list else _tailEvent = 0; // Empty queue - curEvent->nextEvent = _freeEvent; // Return p to free list + curEvent->_nextEvent = _freeEvent; // Return p to free list if (_freeEvent) // Special case, if free list was empty - _freeEvent->prevEvent = curEvent; + _freeEvent->_prevEvent = curEvent; _freeEvent = curEvent; } /** * Delete all the active events of a given type */ -void Scheduler::delEventType(const action_t actTypeDel) { +void Scheduler::delEventType(const action_t _actTypeDel) { // Note: actions are not deleted here, simply turned into NOPs! event_t *wrkEvent = _headEvent; // The earliest event event_t *saveEvent; while (wrkEvent) { // While events found in list - saveEvent = wrkEvent->nextEvent; - if (wrkEvent->action->a20.actType == actTypeDel) + saveEvent = wrkEvent->_nextEvent; + if (wrkEvent->_action->_a20._actType == _actTypeDel) delQueue(wrkEvent); wrkEvent = saveEvent; } @@ -1486,8 +1486,8 @@ void Scheduler::delEventType(const action_t actTypeDel) { */ void Scheduler::savePoints(Common::WriteStream *out) const { for (int i = 0; i < _numBonuses; i++) { - out->writeByte(_points[i].score); - out->writeByte((_points[i].scoredFl) ? 1 : 0); + out->writeByte(_points[i]._score); + out->writeByte((_points[i]._scoredFl) ? 1 : 0); } } @@ -1497,8 +1497,8 @@ void Scheduler::savePoints(Common::WriteStream *out) const { void Scheduler::restorePoints(Common::ReadStream *in) { // Restore points table for (int i = 0; i < _numBonuses; i++) { - _points[i].score = in->readByte(); - _points[i].scoredFl = (in->readByte() == 1); + _points[i]._score = in->readByte(); + _points[i]._scoredFl = (in->readByte() == 1); } } @@ -1527,27 +1527,27 @@ void Scheduler_v1d::runScheduler() { uint32 ticker = getTicks(); // The time now, in ticks event_t *curEvent = _headEvent; // The earliest event - while (curEvent && (curEvent->time <= ticker)) // While mature events found + while (curEvent && (curEvent->_time <= ticker)) // While mature events found curEvent = doAction(curEvent); // Perform the action (returns next_p) } void Scheduler_v1d::promptAction(act *action) { Common::String response; - response = Utils::promptBox(_vm->_file->fetchString(action->a3.promptIndex)); + response = Utils::promptBox(_vm->_file->fetchString(action->_a3._promptIndex)); response.toLowercase(); char resp[256]; Common::strlcpy(resp, response.c_str(), 256); - if (action->a3.encodedFl) + if (action->_a3._encodedFl) decodeString(resp); - if (strstr(resp, _vm->_file->fetchString(action->a3.responsePtr[0]))) - insertActionList(action->a3.actPassIndex); + if (strstr(resp, _vm->_file->fetchString(action->_a3._responsePtr[0]))) + insertActionList(action->_a3._actPassIndex); else - insertActionList(action->a3.actFailIndex); + insertActionList(action->_a3._actFailIndex); } /** @@ -1577,24 +1577,24 @@ const char *Scheduler_v2d::getCypher() const { void Scheduler_v2d::promptAction(act *action) { Common::String response; - response = Utils::promptBox(_vm->_file->fetchString(action->a3.promptIndex)); + response = Utils::promptBox(_vm->_file->fetchString(action->_a3._promptIndex)); response.toLowercase(); - debug(1, "doAction(act3), expecting answer %s", _vm->_file->fetchString(action->a3.responsePtr[0])); + debug(1, "doAction(act3), expecting answer %s", _vm->_file->fetchString(action->_a3._responsePtr[0])); bool found = false; const char *tmpStr; // General purpose string ptr - for (int dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) { - tmpStr = _vm->_file->fetchString(action->a3.responsePtr[dx]); + for (int dx = 0; !found && (action->_a3._responsePtr[dx] != -1); dx++) { + tmpStr = _vm->_file->fetchString(action->_a3._responsePtr[dx]); if (response.contains(tmpStr)) found = true; } if (found) - insertActionList(action->a3.actPassIndex); + insertActionList(action->_a3._actPassIndex); else - insertActionList(action->a3.actFailIndex); + insertActionList(action->_a3._actFailIndex); } /** @@ -1641,9 +1641,9 @@ void Scheduler_v1w::runScheduler() { uint32 ticker = getTicks(); // The time now, in ticks event_t *curEvent = _headEvent; // The earliest event - while (curEvent && (curEvent->time <= ticker)) // While mature events found + while (curEvent && (curEvent->_time <= ticker)) // While mature events found curEvent = doAction(curEvent); // Perform the action (returns next_p) - _vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks() + _vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks() } } // End of namespace Hugo -- cgit v1.2.3 From 999ae29de43444118b5990a272a98031c4707ee0 Mon Sep 17 00:00:00 2001 From: Strangerke Date: Wed, 13 Jun 2012 20:58:01 +0200 Subject: HUGO: Rename structs and enums --- engines/hugo/schedule.cpp | 72 +++++++++++++++++++++++------------------------ 1 file changed, 36 insertions(+), 36 deletions(-) (limited to 'engines/hugo/schedule.cpp') diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp index 0e57b08f19..3bbec6670e 100644 --- a/engines/hugo/schedule.cpp +++ b/engines/hugo/schedule.cpp @@ -83,12 +83,12 @@ void Scheduler::initEventQueue() { /** * Return a ptr to an event structure from the free list */ -event_t *Scheduler::getQueue() { +Event *Scheduler::getQueue() { debugC(4, kDebugSchedule, "getQueue"); if (!_freeEvent) // Error: no more events available error("An error has occurred: %s", "getQueue"); - event_t *resEvent = _freeEvent; + Event *resEvent = _freeEvent; _freeEvent = _freeEvent->_nextEvent; resEvent->_nextEvent = 0; return resEvent; @@ -175,8 +175,8 @@ void Scheduler::newScreen(const int screenIndex) { } // 1. Clear out all local events - event_t *curEvent = _headEvent; // The earliest event - event_t *wrkEvent; // Event ptr + Event *curEvent = _headEvent; // The earliest event + Event *wrkEvent; // Event ptr while (curEvent) { // While mature events found wrkEvent = curEvent->_nextEvent; // Save p (becomes undefined after Del) if (curEvent->_localActionFl) @@ -259,7 +259,7 @@ void Scheduler::loadPoints(Common::SeekableReadStream &in) { uint16 numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) { _numBonuses = numElem; - _points = (point_t *)malloc(sizeof(point_t) * _numBonuses); + _points = (Point *)malloc(sizeof(Point) * _numBonuses); for (int i = 0; i < _numBonuses; i++) { _points[i]._score = in.readByte(); _points[i]._scoredFl = false; @@ -270,10 +270,10 @@ void Scheduler::loadPoints(Common::SeekableReadStream &in) { } } -void Scheduler::readAct(Common::ReadStream &in, act &curAct) { +void Scheduler::readAct(Common::ReadStream &in, Act &curAct) { uint16 numSubAct; - curAct._a0._actType = (action_t) in.readByte(); + curAct._a0._actType = (Action) in.readByte(); switch (curAct._a0._actType) { case ANULL: // -1 break; @@ -285,7 +285,7 @@ void Scheduler::readAct(Common::ReadStream &in, act &curAct) { curAct._a1._timer = in.readSint16BE(); curAct._a1._objIndex = in.readSint16BE(); curAct._a1._cycleNumb = in.readSint16BE(); - curAct._a1._cycle = (cycle_t) in.readByte(); + curAct._a1._cycle = (Cycle) in.readByte(); break; case INIT_OBJXY: // 2 curAct._a2._timer = in.readSint16BE(); @@ -393,7 +393,7 @@ void Scheduler::readAct(Common::ReadStream &in, act &curAct) { break; case DEL_EVENTS: // 20 curAct._a20._timer = in.readSint16BE(); - curAct._a20._actTypeDel = (action_t) in.readByte(); + curAct._a20._actTypeDel = (Action) in.readByte(); break; case GAMEOVER: // 21 curAct._a21._timer = in.readSint16BE(); @@ -553,20 +553,20 @@ void Scheduler::readAct(Common::ReadStream &in, act &curAct) { void Scheduler::loadActListArr(Common::ReadStream &in) { debugC(6, kDebugSchedule, "loadActListArr(&in)"); - act tmpAct; + Act tmpAct; int numElem, numSubElem; for (int varnt = 0; varnt < _vm->_numVariant; varnt++) { numElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) { _actListArrSize = numElem; - _actListArr = (act **)malloc(sizeof(act *) * _actListArrSize); + _actListArr = (Act **)malloc(sizeof(Act *) * _actListArrSize); } for (int i = 0; i < numElem; i++) { numSubElem = in.readUint16BE(); if (varnt == _vm->_gameVariant) - _actListArr[i] = (act *)malloc(sizeof(act) * (numSubElem + 1)); + _actListArr[i] = (Act *)malloc(sizeof(Act) * (numSubElem + 1)); for (int j = 0; j < numSubElem; j++) { if (varnt == _vm->_gameVariant) { readAct(in, _actListArr[i][j]); @@ -708,7 +708,7 @@ void Scheduler::saveEvents(Common::WriteStream *f) { // Convert event ptrs to indexes for (int16 i = 0; i < kMaxEvents; i++) { - event_t *wrkEvent = &_events[i]; + Event *wrkEvent = &_events[i]; // fix up action pointer (to do better) int16 index, subElem; @@ -1039,7 +1039,7 @@ void Scheduler::saveActions(Common::WriteStream *f) const { /* * Find the index in the action list to be able to serialize the action to save game */ -void Scheduler::findAction(const act* action, int16* index, int16* subElem) { +void Scheduler::findAction(const Act *action, int16 *index, int16 *subElem) { assert(index && subElem); if (!action) { @@ -1104,7 +1104,7 @@ void Scheduler::restoreEvents(Common::ReadStream *f) { if ((index == -1) && (subElem == -1)) _events[i]._action = 0; else - _events[i]._action = (act *)&_actListArr[index][subElem]; + _events[i]._action = (Act *)&_actListArr[index][subElem]; _events[i]._localActionFl = (f->readByte() == 1) ? true : false; _events[i]._time = f->readUint32BE(); @@ -1112,8 +1112,8 @@ void Scheduler::restoreEvents(Common::ReadStream *f) { int16 prevIndex = f->readSint16BE(); int16 nextIndex = f->readSint16BE(); - _events[i]._prevEvent = (prevIndex == -1) ? (event_t *)0 : &_events[prevIndex]; - _events[i]._nextEvent = (nextIndex == -1) ? (event_t *)0 : &_events[nextIndex]; + _events[i]._prevEvent = (prevIndex == -1) ? (Event *)0 : &_events[prevIndex]; + _events[i]._nextEvent = (nextIndex == -1) ? (Event *)0 : &_events[nextIndex]; } _freeEvent = (freeIndex == -1) ? 0 : &_events[freeIndex]; _headEvent = (headIndex == -1) ? 0 : &_events[headIndex]; @@ -1121,7 +1121,7 @@ void Scheduler::restoreEvents(Common::ReadStream *f) { // Adjust times to fit our time uint32 curTime = getTicks(); - event_t *wrkEvent = _headEvent; // The earliest event + Event *wrkEvent = _headEvent; // The earliest event while (wrkEvent) { // While mature events found wrkEvent->_time = wrkEvent->_time - saveTime + curTime; wrkEvent = wrkEvent->_nextEvent; @@ -1132,11 +1132,11 @@ void Scheduler::restoreEvents(Common::ReadStream *f) { * Insert the action pointed to by p into the timer event queue * The queue goes from head (earliest) to tail (latest) timewise */ -void Scheduler::insertAction(act *action) { +void Scheduler::insertAction(Act *action) { debugC(1, kDebugSchedule, "insertAction() - Action type A%d", action->_a0._actType); // First, get and initialize the event structure - event_t *curEvent = getQueue(); + Event *curEvent = getQueue(); curEvent->_action = action; switch (action->_a0._actType) { // Assign whether local or global case AGSCHEDULE: @@ -1158,7 +1158,7 @@ void Scheduler::insertAction(act *action) { _tailEvent = _headEvent = curEvent; curEvent->_nextEvent = curEvent->_prevEvent = 0; } else { - event_t *wrkEvent = _tailEvent; // Search from latest time back + Event *wrkEvent = _tailEvent; // Search from latest time back bool found = false; while (wrkEvent && !found) { @@ -1189,14 +1189,14 @@ void Scheduler::insertAction(act *action) { * It dequeues the event and returns it to the free list. It returns a ptr * to the next action in the list, except special case of NEW_SCREEN */ -event_t *Scheduler::doAction(event_t *curEvent) { +Event *Scheduler::doAction(Event *curEvent) { debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->_action->_a0._actType); - status_t &gameStatus = _vm->getGameStatus(); - act *action = curEvent->_action; - object_t *obj1; - int dx, dy; - event_t *wrkEvent; // Save ev_p->next_p for return + Status &gameStatus = _vm->getGameStatus(); + Act *action = curEvent->_action; + Object *obj1; + int dx, dy; + Event *wrkEvent; // Save ev_p->next_p for return switch (action->_a0._actType) { case ANULL: // Big NOP from DEL_EVENTS @@ -1236,7 +1236,7 @@ event_t *Scheduler::doAction(event_t *curEvent) { _vm->_object->_objects[action->_a9._objIndex]._state = action->_a9._newState; break; case INIT_PATH: // act10: Initialize an object path and velocity - _vm->_object->setPath(action->_a10._objIndex, (path_t) action->_a10._newPathType, action->_a10._vxPath, action->_a10._vyPath); + _vm->_object->setPath(action->_a10._objIndex, (Path) action->_a10._newPathType, action->_a10._vxPath, action->_a10._vyPath); break; case COND_R: // act11: action lists conditional on object state if (_vm->_object->_objects[action->_a11._objIndex]._state == action->_a11._stateReq) @@ -1441,7 +1441,7 @@ event_t *Scheduler::doAction(event_t *curEvent) { * was modified to allow deletes anywhere in the list, and the DEL_EVENT * action was modified to perform the actual delete. */ -void Scheduler::delQueue(event_t *curEvent) { +void Scheduler::delQueue(Event *curEvent) { debugC(4, kDebugSchedule, "delQueue()"); if (curEvent == _headEvent) { // If p was the head ptr @@ -1468,10 +1468,10 @@ void Scheduler::delQueue(event_t *curEvent) { /** * Delete all the active events of a given type */ -void Scheduler::delEventType(const action_t _actTypeDel) { +void Scheduler::delEventType(const Action _actTypeDel) { // Note: actions are not deleted here, simply turned into NOPs! - event_t *wrkEvent = _headEvent; // The earliest event - event_t *saveEvent; + Event *wrkEvent = _headEvent; // The earliest event + Event *saveEvent; while (wrkEvent) { // While events found in list saveEvent = wrkEvent->_nextEvent; @@ -1525,13 +1525,13 @@ void Scheduler_v1d::runScheduler() { debugC(6, kDebugSchedule, "runScheduler"); uint32 ticker = getTicks(); // The time now, in ticks - event_t *curEvent = _headEvent; // The earliest event + Event *curEvent = _headEvent; // The earliest event while (curEvent && (curEvent->_time <= ticker)) // While mature events found curEvent = doAction(curEvent); // Perform the action (returns next_p) } -void Scheduler_v1d::promptAction(act *action) { +void Scheduler_v1d::promptAction(Act *action) { Common::String response; response = Utils::promptBox(_vm->_file->fetchString(action->_a3._promptIndex)); @@ -1574,7 +1574,7 @@ const char *Scheduler_v2d::getCypher() const { return "Copyright 1991, Gray Design Associates"; } -void Scheduler_v2d::promptAction(act *action) { +void Scheduler_v2d::promptAction(Act *action) { Common::String response; response = Utils::promptBox(_vm->_file->fetchString(action->_a3._promptIndex)); @@ -1639,7 +1639,7 @@ void Scheduler_v1w::runScheduler() { debugC(6, kDebugSchedule, "runScheduler"); uint32 ticker = getTicks(); // The time now, in ticks - event_t *curEvent = _headEvent; // The earliest event + Event *curEvent = _headEvent; // The earliest event while (curEvent && (curEvent->_time <= ticker)) // While mature events found curEvent = doAction(curEvent); // Perform the action (returns next_p) -- cgit v1.2.3 From 179427c78f2a634beb4485661bf2b1fc78ef559f Mon Sep 17 00:00:00 2001 From: Strangerke Date: Wed, 13 Jun 2012 21:18:37 +0200 Subject: HUGO: Rename pointers --- engines/hugo/schedule.cpp | 188 +++++++++++++++++++++++----------------------- 1 file changed, 94 insertions(+), 94 deletions(-) (limited to 'engines/hugo/schedule.cpp') diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp index 3bbec6670e..32b8a47df7 100644 --- a/engines/hugo/schedule.cpp +++ b/engines/hugo/schedule.cpp @@ -66,12 +66,12 @@ void Scheduler::initCypher() { void Scheduler::initEventQueue() { debugC(1, kDebugSchedule, "initEventQueue"); - // Chain next_p from first to last + // Chain nextEvent from first to last for (int i = kMaxEvents; --i;) _events[i - 1]._nextEvent = &_events[i]; _events[kMaxEvents - 1]._nextEvent = 0; - // Chain prev_p from last to first + // Chain prevEvent from last to first for (int i = 1; i < kMaxEvents; i++) _events[i]._prevEvent = &_events[i - 1]; _events[0]._prevEvent = 0; @@ -658,28 +658,28 @@ void Scheduler::processMaze(const int x1, const int x2, const int y1, const int if (x1 < _vm->_maze._x1) { // Exit west - _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p - 1; + _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr - 1; _actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x2 - kShiftSize - (x2 - x1); _actListArr[_alNewscrIndex][0]._a2._y = _vm->_hero->_y; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (x2 > _vm->_maze._x2) { // Exit east - _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p + 1; + _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr + 1; _actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x1 + kShiftSize; _actListArr[_alNewscrIndex][0]._a2._y = _vm->_hero->_y; _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (y1 < _vm->_maze._y1 - kShiftSize) { // Exit north - _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p - _vm->_maze._size; + _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr - _vm->_maze._size; _actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x3; _actListArr[_alNewscrIndex][0]._a2._y = _vm->_maze._y2 - kShiftSize - (y2 - y1); _vm->_route->resetRoute(); insertActionList(_alNewscrIndex); } else if (y2 > _vm->_maze._y2 - kShiftSize / 2) { // Exit south - _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screen_p + _vm->_maze._size; + _actListArr[_alNewscrIndex][3]._a8._screenIndex = *_vm->_screenPtr + _vm->_maze._size; _actListArr[_alNewscrIndex][0]._a2._x = _vm->_maze._x4; _actListArr[_alNewscrIndex][0]._a2._y = _vm->_maze._y1 + kShiftSize; _vm->_route->resetRoute(); @@ -1090,10 +1090,10 @@ void Scheduler::restoreSchedulerData(Common::ReadStream *in) { void Scheduler::restoreEvents(Common::ReadStream *f) { debugC(1, kDebugSchedule, "restoreEvents"); - uint32 saveTime = f->readUint32BE(); // time of save - int16 freeIndex = f->readSint16BE(); // Free list index - int16 headIndex = f->readSint16BE(); // Head of list index - int16 tailIndex = f->readSint16BE(); // Tail of list index + uint32 saveTime = f->readUint32BE(); // time of save + int16 freeIndex = f->readSint16BE(); // Free list index + int16 headIndex = f->readSint16BE(); // Head of list index + int16 tailIndex = f->readSint16BE(); // Tail of list index // Restore events indexes to pointers for (int i = 0; i < kMaxEvents; i++) { @@ -1121,8 +1121,8 @@ void Scheduler::restoreEvents(Common::ReadStream *f) { // Adjust times to fit our time uint32 curTime = getTicks(); - Event *wrkEvent = _headEvent; // The earliest event - while (wrkEvent) { // While mature events found + Event *wrkEvent = _headEvent; // The earliest event + while (wrkEvent) { // While mature events found wrkEvent->_time = wrkEvent->_time - saveTime + curTime; wrkEvent = wrkEvent->_nextEvent; } @@ -1140,31 +1140,31 @@ void Scheduler::insertAction(Act *action) { curEvent->_action = action; switch (action->_a0._actType) { // Assign whether local or global case AGSCHEDULE: - curEvent->_localActionFl = false; // Lasts over a new screen + curEvent->_localActionFl = false; // Lasts over a new screen break; // Workaround: When dying, switch to storyMode in order to block the keyboard. case GAMEOVER: _vm->getGameStatus()._storyModeFl = true; // No break on purpose default: - curEvent->_localActionFl = true; // Rest are for current screen only + curEvent->_localActionFl = true; // Rest are for current screen only break; } curEvent->_time = action->_a0._timer + getTicks(); // Convert rel to abs time // Now find the place to insert the event - if (!_tailEvent) { // Empty queue + if (!_tailEvent) { // Empty queue _tailEvent = _headEvent = curEvent; curEvent->_nextEvent = curEvent->_prevEvent = 0; } else { - Event *wrkEvent = _tailEvent; // Search from latest time back + Event *wrkEvent = _tailEvent; // Search from latest time back bool found = false; while (wrkEvent && !found) { - if (wrkEvent->_time <= curEvent->_time) { // Found if new event later + if (wrkEvent->_time <= curEvent->_time) { // Found if new event later found = true; - if (wrkEvent == _tailEvent) // New latest in list + if (wrkEvent == _tailEvent) // New latest in list _tailEvent = curEvent; else wrkEvent->_nextEvent->_prevEvent = curEvent; @@ -1175,8 +1175,8 @@ void Scheduler::insertAction(Act *action) { wrkEvent = wrkEvent->_prevEvent; } - if (!found) { // Must be earliest in list - _headEvent->_prevEvent = curEvent; // So insert as new head + if (!found) { // Must be earliest in list + _headEvent->_prevEvent = curEvent; // So insert as new head curEvent->_nextEvent = _headEvent; curEvent->_prevEvent = 0; _headEvent = curEvent; @@ -1196,106 +1196,106 @@ Event *Scheduler::doAction(Event *curEvent) { Act *action = curEvent->_action; Object *obj1; int dx, dy; - Event *wrkEvent; // Save ev_p->next_p for return + Event *wrkEvent; // Save ev_p->nextEvent for return switch (action->_a0._actType) { - case ANULL: // Big NOP from DEL_EVENTS + case ANULL: // Big NOP from DEL_EVENTS break; - case ASCHEDULE: // act0: Schedule an action list + case ASCHEDULE: // act0: Schedule an action list insertActionList(action->_a0._actIndex); break; - case START_OBJ: // act1: Start an object cycling + case START_OBJ: // act1: Start an object cycling _vm->_object->_objects[action->_a1._objIndex]._cycleNumb = action->_a1._cycleNumb; _vm->_object->_objects[action->_a1._objIndex]._cycling = action->_a1._cycle; break; - case INIT_OBJXY: // act2: Initialize an object + case INIT_OBJXY: // act2: Initialize an object _vm->_object->_objects[action->_a2._objIndex]._x = action->_a2._x; // Coordinates _vm->_object->_objects[action->_a2._objIndex]._y = action->_a2._y; break; - case PROMPT: // act3: Prompt user for key phrase + case PROMPT: // act3: Prompt user for key phrase promptAction(action); break; - case BKGD_COLOR: // act4: Set new background color + case BKGD_COLOR: // act4: Set new background color _vm->_screen->setBackgroundColor(action->_a4._newBackgroundColor); break; - case INIT_OBJVXY: // act5: Initialize an object velocity + case INIT_OBJVXY: // act5: Initialize an object velocity _vm->_object->setVelocity(action->_a5._objIndex, action->_a5._vx, action->_a5._vy); break; - case INIT_CARRY: // act6: Initialize an object + case INIT_CARRY: // act6: Initialize an object _vm->_object->setCarry(action->_a6._objIndex, action->_a6._carriedFl); // carried status break; - case INIT_HF_COORD: // act7: Initialize an object to hero's "feet" coords + case INIT_HF_COORD: // act7: Initialize an object to hero's "feet" coords _vm->_object->_objects[action->_a7._objIndex]._x = _vm->_hero->_x - 1; _vm->_object->_objects[action->_a7._objIndex]._y = _vm->_hero->_y + _vm->_hero->_currImagePtr->_y2 - 1; - _vm->_object->_objects[action->_a7._objIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen! + _vm->_object->_objects[action->_a7._objIndex]._screenIndex = *_vm->_screenPtr; // Don't forget screen! break; - case NEW_SCREEN: // act8: Start new screen + case NEW_SCREEN: // act8: Start new screen newScreen(action->_a8._screenIndex); break; - case INIT_OBJSTATE: // act9: Initialize an object state + case INIT_OBJSTATE: // act9: Initialize an object state _vm->_object->_objects[action->_a9._objIndex]._state = action->_a9._newState; break; - case INIT_PATH: // act10: Initialize an object path and velocity + case INIT_PATH: // act10: Initialize an object path and velocity _vm->_object->setPath(action->_a10._objIndex, (Path) action->_a10._newPathType, action->_a10._vxPath, action->_a10._vyPath); break; - case COND_R: // act11: action lists conditional on object state + case COND_R: // act11: action lists conditional on object state if (_vm->_object->_objects[action->_a11._objIndex]._state == action->_a11._stateReq) insertActionList(action->_a11._actPassIndex); else insertActionList(action->_a11._actFailIndex); break; - case TEXT: // act12: Text box (CF WARN) + case TEXT: // act12: Text box (CF WARN) Utils::notifyBox(_vm->_file->fetchString(action->_a12._stringIndex)); // Fetch string from file break; - case SWAP_IMAGES: // act13: Swap 2 object images + case SWAP_IMAGES: // act13: Swap 2 object images _vm->_object->swapImages(action->_a13._objIndex1, action->_a13._objIndex2); break; - case COND_SCR: // act14: Conditional on current screen + case COND_SCR: // act14: Conditional on current screen if (_vm->_object->_objects[action->_a14._objIndex]._screenIndex == action->_a14._screenReq) insertActionList(action->_a14._actPassIndex); else insertActionList(action->_a14._actFailIndex); break; - case AUTOPILOT: // act15: Home in on a (stationary) object + case AUTOPILOT: // act15: Home in on a (stationary) object _vm->_object->homeIn(action->_a15._objIndex1, action->_a15._objIndex2, action->_a15._dx, action->_a15._dy); break; - case INIT_OBJ_SEQ: // act16: Set sequence number to use + case INIT_OBJ_SEQ: // act16: Set sequence number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe _vm->_object->_objects[action->_a16._objIndex]._currImagePtr = _vm->_object->_objects[action->_a16._objIndex]._seqList[action->_a16._seqIndex]._seqPtr; break; - case SET_STATE_BITS: // act17: OR mask with curr obj state + case SET_STATE_BITS: // act17: OR mask with curr obj state _vm->_object->_objects[action->_a17._objIndex]._state |= action->_a17._stateMask; break; - case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state + case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state _vm->_object->_objects[action->_a18._objIndex]._state &= ~action->_a18._stateMask; break; - case TEST_STATE_BITS: // act19: If all bits set, do apass else afail + case TEST_STATE_BITS: // act19: If all bits set, do apass else afail if ((_vm->_object->_objects[action->_a19._objIndex]._state & action->_a19._stateMask) == action->_a19._stateMask) insertActionList(action->_a19._actPassIndex); else insertActionList(action->_a19._actFailIndex); break; - case DEL_EVENTS: // act20: Remove all events of this action type + case DEL_EVENTS: // act20: Remove all events of this action type delEventType(action->_a20._actTypeDel); break; - case GAMEOVER: // act21: Game over! + case GAMEOVER: // act21: Game over! // NOTE: Must wait at least 1 tick before issuing this action if // any objects are to be made invisible! gameStatus._gameOverFl = true; break; - case INIT_HH_COORD: // act22: Initialize an object to hero's actual coords + case INIT_HH_COORD: // act22: Initialize an object to hero's actual coords _vm->_object->_objects[action->_a22._objIndex]._x = _vm->_hero->_x; _vm->_object->_objects[action->_a22._objIndex]._y = _vm->_hero->_y; - _vm->_object->_objects[action->_a22._objIndex]._screenIndex = *_vm->_screen_p;// Don't forget screen! + _vm->_object->_objects[action->_a22._objIndex]._screenIndex = *_vm->_screenPtr;// Don't forget screen! break; - case EXIT: // act23: Exit game back to DOS + case EXIT: // act23: Exit game back to DOS _vm->endGame(); break; - case BONUS: // act24: Get bonus score for action + case BONUS: // act24: Get bonus score for action processBonus(action->_a24._pointIndex); break; - case COND_BOX: // act25: Conditional on bounding box + case COND_BOX: // act25: Conditional on bounding box obj1 = &_vm->_object->_objects[action->_a25._objIndex]; dx = obj1->_x + obj1->_currImagePtr->_x1; dy = obj1->_y + obj1->_currImagePtr->_y2; @@ -1305,25 +1305,25 @@ Event *Scheduler::doAction(Event *curEvent) { else insertActionList(action->_a25._actFailIndex); break; - case SOUND: // act26: Play a sound (or tune) + case SOUND: // act26: Play a sound (or tune) if (action->_a26._soundIndex < _vm->_tunesNbr) _vm->_sound->playMusic(action->_a26._soundIndex); else _vm->_sound->playSound(action->_a26._soundIndex, kSoundPriorityMedium); break; - case ADD_SCORE: // act27: Add object's value to score + case ADD_SCORE: // act27: Add object's value to score _vm->adjustScore(_vm->_object->_objects[action->_a27._objIndex]._objValue); break; - case SUB_SCORE: // act28: Subtract object's value from score + case SUB_SCORE: // act28: Subtract object's value from score _vm->adjustScore(-_vm->_object->_objects[action->_a28._objIndex]._objValue); break; - case COND_CARRY: // act29: Conditional on object being carried + case COND_CARRY: // act29: Conditional on object being carried if (_vm->_object->isCarried(action->_a29._objIndex)) insertActionList(action->_a29._actPassIndex); else insertActionList(action->_a29._actFailIndex); break; - case INIT_MAZE: // act30: Enable and init maze structure + case INIT_MAZE: // act30: Enable and init maze structure _vm->_maze._enabledFl = true; _vm->_maze._size = action->_a30._mazeSize; _vm->_maze._x1 = action->_a30._x1; @@ -1334,7 +1334,7 @@ Event *Scheduler::doAction(Event *curEvent) { _vm->_maze._x4 = action->_a30._x4; _vm->_maze._firstScreenIndex = action->_a30._firstScreenIndex; break; - case EXIT_MAZE: // act31: Disable maze mode + case EXIT_MAZE: // act31: Disable maze mode _vm->_maze._enabledFl = false; break; case INIT_PRIORITY: @@ -1343,71 +1343,71 @@ Event *Scheduler::doAction(Event *curEvent) { case INIT_SCREEN: _vm->_object->_objects[action->_a33._objIndex]._screenIndex = action->_a33._screenIndex; break; - case AGSCHEDULE: // act34: Schedule a (global) action list + case AGSCHEDULE: // act34: Schedule a (global) action list insertActionList(action->_a34._actIndex); break; - case REMAPPAL: // act35: Remap a palette color + case REMAPPAL: // act35: Remap a palette color _vm->_screen->remapPal(action->_a35._oldColorIndex, action->_a35._newColorIndex); break; - case COND_NOUN: // act36: Conditional on noun mentioned + case COND_NOUN: // act36: Conditional on noun mentioned if (_vm->_parser->isWordPresent(_vm->_text->getNounArray(action->_a36._nounIndex))) insertActionList(action->_a36._actPassIndex); else insertActionList(action->_a36._actFailIndex); break; - case SCREEN_STATE: // act37: Set new screen state + case SCREEN_STATE: // act37: Set new screen state _vm->_screenStates[action->_a37._screenIndex] = action->_a37._newState; break; - case INIT_LIPS: // act38: Position lips on object + case INIT_LIPS: // act38: Position lips on object _vm->_object->_objects[action->_a38._lipsObjIndex]._x = _vm->_object->_objects[action->_a38._objIndex]._x + action->_a38._dxLips; _vm->_object->_objects[action->_a38._lipsObjIndex]._y = _vm->_object->_objects[action->_a38._objIndex]._y + action->_a38._dyLips; - _vm->_object->_objects[action->_a38._lipsObjIndex]._screenIndex = *_vm->_screen_p; // Don't forget screen! + _vm->_object->_objects[action->_a38._lipsObjIndex]._screenIndex = *_vm->_screenPtr; // Don't forget screen! _vm->_object->_objects[action->_a38._lipsObjIndex]._cycling = kCycleForward; break; - case INIT_STORY_MODE: // act39: Init story_mode flag + case INIT_STORY_MODE: // act39: Init story_mode flag // This is similar to the QUIET path mode, except that it is // independant of it and it additionally disables the ">" prompt gameStatus._storyModeFl = action->_a39._storyModeFl; break; - case WARN: // act40: Text box (CF TEXT) + case WARN: // act40: Text box (CF TEXT) Utils::notifyBox(_vm->_file->fetchString(action->_a40._stringIndex)); break; - case COND_BONUS: // act41: Perform action if got bonus + case COND_BONUS: // act41: Perform action if got bonus if (_points[action->_a41._bonusIndex]._scoredFl) insertActionList(action->_a41._actPassIndex); else insertActionList(action->_a41._actFailIndex); break; - case TEXT_TAKE: // act42: Text box with "take" message + case TEXT_TAKE: // act42: Text box with "take" message Utils::notifyBox(Common::String::format(TAKE_TEXT, _vm->_text->getNoun(_vm->_object->_objects[action->_a42._objIndex]._nounIndex, TAKE_NAME))); break; - case YESNO: // act43: Prompt user for Yes or No + case YESNO: // act43: Prompt user for Yes or No if (Utils::yesNoBox(_vm->_file->fetchString(action->_a43._promptIndex))) insertActionList(action->_a43._actYesIndex); else insertActionList(action->_a43._actNoIndex); break; - case STOP_ROUTE: // act44: Stop any route in progress + case STOP_ROUTE: // act44: Stop any route in progress _vm->_route->resetRoute(); break; - case COND_ROUTE: // act45: Conditional on route in progress + case COND_ROUTE: // act45: Conditional on route in progress if (_vm->_route->getRouteIndex() >= action->_a45._routeIndex) insertActionList(action->_a45._actPassIndex); else insertActionList(action->_a45._actFailIndex); break; - case INIT_JUMPEXIT: // act46: Init status.jumpexit flag + case INIT_JUMPEXIT: // act46: Init status.jumpexit flag // This is to allow left click on exit to get there immediately // For example the plane crash in Hugo2 where hero is invisible // Couldn't use INVISIBLE flag since conflicts with boat in Hugo1 _vm->_mouse->setJumpExitFl(action->_a46._jumpExitFl); break; - case INIT_VIEW: // act47: Init object._viewx, viewy, dir + case INIT_VIEW: // act47: Init object._viewx, viewy, dir _vm->_object->_objects[action->_a47._objIndex]._viewx = action->_a47._viewx; _vm->_object->_objects[action->_a47._objIndex]._viewy = action->_a47._viewy; _vm->_object->_objects[action->_a47._objIndex]._direction = action->_a47._direction; break; - case INIT_OBJ_FRAME: // act48: Set seq,frame number to use + case INIT_OBJ_FRAME: // act48: Set seq,frame number to use // Note: Don't set a sequence at time 0 of a new screen, it causes // problems clearing the boundary bits of the object! t>0 is safe _vm->_object->_objects[action->_a48._objIndex]._currImagePtr = _vm->_object->_objects[action->_a48._objIndex]._seqList[action->_a48._seqIndex]._seqPtr; @@ -1424,11 +1424,11 @@ Event *Scheduler::doAction(Event *curEvent) { } if (action->_a0._actType == NEW_SCREEN) { // New_screen() deletes entire list - return 0; // next_p = 0 since list now empty + return 0; // nextEvent = 0 since list now empty } else { wrkEvent = curEvent->_nextEvent; - delQueue(curEvent); // Return event to free list - return wrkEvent; // Return next event ptr + delQueue(curEvent); // Return event to free list + return wrkEvent; // Return next event ptr } } @@ -1444,9 +1444,9 @@ Event *Scheduler::doAction(Event *curEvent) { void Scheduler::delQueue(Event *curEvent) { debugC(4, kDebugSchedule, "delQueue()"); - if (curEvent == _headEvent) { // If p was the head ptr - _headEvent = curEvent->_nextEvent; // then make new head_p - } else { // Unlink p + if (curEvent == _headEvent) { // If p was the head ptr + _headEvent = curEvent->_nextEvent; // then make new head_p + } else { // Unlink p curEvent->_prevEvent->_nextEvent = curEvent->_nextEvent; if (curEvent->_nextEvent) curEvent->_nextEvent->_prevEvent = curEvent->_prevEvent; @@ -1455,12 +1455,12 @@ void Scheduler::delQueue(Event *curEvent) { } if (_headEvent) - _headEvent->_prevEvent = 0; // Mark end of list + _headEvent->_prevEvent = 0; // Mark end of list else - _tailEvent = 0; // Empty queue + _tailEvent = 0; // Empty queue - curEvent->_nextEvent = _freeEvent; // Return p to free list - if (_freeEvent) // Special case, if free list was empty + curEvent->_nextEvent = _freeEvent; // Return p to free list + if (_freeEvent) // Special case, if free list was empty _freeEvent->_prevEvent = curEvent; _freeEvent = curEvent; } @@ -1470,10 +1470,10 @@ void Scheduler::delQueue(Event *curEvent) { */ void Scheduler::delEventType(const Action _actTypeDel) { // Note: actions are not deleted here, simply turned into NOPs! - Event *wrkEvent = _headEvent; // The earliest event + Event *wrkEvent = _headEvent; // The earliest event Event *saveEvent; - while (wrkEvent) { // While events found in list + while (wrkEvent) { // While events found in list saveEvent = wrkEvent->_nextEvent; if (wrkEvent->_action->_a20._actType == _actTypeDel) delQueue(wrkEvent); @@ -1524,11 +1524,11 @@ uint32 Scheduler_v1d::getTicks() { void Scheduler_v1d::runScheduler() { debugC(6, kDebugSchedule, "runScheduler"); - uint32 ticker = getTicks(); // The time now, in ticks - Event *curEvent = _headEvent; // The earliest event + uint32 ticker = getTicks(); // The time now, in ticks + Event *curEvent = _headEvent; // The earliest event - while (curEvent && (curEvent->_time <= ticker)) // While mature events found - curEvent = doAction(curEvent); // Perform the action (returns next_p) + while (curEvent && (curEvent->_time <= ticker)) // While mature events found + curEvent = doAction(curEvent); // Perform the action (returns nextEvent) } void Scheduler_v1d::promptAction(Act *action) { @@ -1583,7 +1583,7 @@ void Scheduler_v2d::promptAction(Act *action) { debug(1, "doAction(act3), expecting answer %s", _vm->_file->fetchString(action->_a3._responsePtr[0])); bool found = false; - const char *tmpStr; // General purpose string ptr + const char *tmpStr; // General purpose string ptr for (int dx = 0; !found && (action->_a3._responsePtr[dx] != -1); dx++) { tmpStr = _vm->_file->fetchString(action->_a3._responsePtr[dx]); @@ -1638,12 +1638,12 @@ uint32 Scheduler_v1w::getTicks() { void Scheduler_v1w::runScheduler() { debugC(6, kDebugSchedule, "runScheduler"); - uint32 ticker = getTicks(); // The time now, in ticks - Event *curEvent = _headEvent; // The earliest event + uint32 ticker = getTicks(); // The time now, in ticks + Event *curEvent = _headEvent; // The earliest event - while (curEvent && (curEvent->_time <= ticker)) // While mature events found - curEvent = doAction(curEvent); // Perform the action (returns next_p) + while (curEvent && (curEvent->_time <= ticker)) // While mature events found + curEvent = doAction(curEvent); // Perform the action (returns nextEvent) - _vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks() + _vm->getGameStatus()._tick++; // Accessed elsewhere via getTicks() } } // End of namespace Hugo -- cgit v1.2.3