[Scummvm-cvs-logs] CVS: scummvm/bs2 events.cpp,1.2,1.3

Torbj?rn Andersson eriktorbjorn at users.sourceforge.net
Tue Sep 2 02:55:10 CEST 2003


Update of /cvsroot/scummvm/scummvm/bs2
In directory sc8-pr-cvs1:/tmp/cvs-serv20799

Modified Files:
	events.cpp 
Log Message:
Re-formatted the code to be a bit more in line with the rest of ScummVM.


Index: events.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/events.cpp,v
retrieving revision 1.2
retrieving revision 1.3
diff -u -d -r1.2 -r1.3
--- events.cpp	28 Jul 2003 03:12:49 -0000	1.2
+++ events.cpp	2 Sep 2003 09:54:42 -0000	1.3
@@ -17,7 +17,6 @@
  * $Header$
  */
 
-//------------------------------------------------------------------------------------
 #include <stdio.h>
 
 #include "stdafx.h"
@@ -31,376 +30,328 @@
 #include "memory.h"
 #include "object.h"
 #include "sync.h"
-//------------------------------------------------------------------------------------
-
-_event_unit	event_list[MAX_events];
 
-//------------------------------------------------------------------------------------
-void	Init_event_system(void)	//Tony4Dec96
-{
+_event_unit event_list[MAX_events];
 
+void Init_event_system(void) {	//Tony4Dec96
 	uint32	j;
 
-
-	for	(j=0;j<MAX_events;j++)
-		event_list[j].id=0;	//denotes free slot
+	for (j = 0; j < MAX_events; j++) {
+		//denotes free slot
+		event_list[j].id = 0;
+	}
 
 }
-//------------------------------------------------------------------------------------
-uint32	CountEvents(void)
-{
-	uint32	j;
-	uint32	count=0;
 
-	for	(j=0; j<MAX_events; j++)
-	{
+uint32 CountEvents(void) {
+	uint32 j;
+	uint32 count = 0;
+
+	for (j = 0; j < MAX_events; j++) {
 		if (event_list[j].id)
 			count++;
 	}
 
-	return (count);
+	return count;
 }
-//------------------------------------------------------------------------------------
-int32 FN_request_speech(int32 *params)	//Tony13Nov96
-{
-//change current script - must be followed by a TERMINATE script directive
-
-//param	0 id of target to catch the event and startup speech servicing
-
-	uint32	j=0;
 
+int32 FN_request_speech(int32 *params) {	//Tony13Nov96
+	//change current script - must be followed by a TERMINATE script
+	// directive
+	//param	0 id of target to catch the event and startup speech servicing
 
+	uint32	j = 0;
 
-	while(1)
-	{
-		if	(event_list[j].id == (uint32)params[0])
+	while(1) {
+		if (event_list[j].id == (uint32) params[0])
 			break;
-		if	(!event_list[j].id)
+
+		if (!event_list[j].id)
 			break;
 
 		j++;
 	}
 
-
-
-	if	(j==MAX_events)
+	if (j == MAX_events)
 		Con_fatal_error("FN_set_event out of event slots (%s line %u)", __FILE__, __LINE__);
 
-//found that slot
-
-	event_list[j].id=params[0];	//id of person to stop
-	event_list[j].interact_id=(params[0]*65536)+6;	//full script id to interact with - megas run their own 7th script
-
+	//found that slot
 
+	//id of person to stop
+	event_list[j].id = params[0];
+	//full script id to interact with - megas run their own 7th script
+	event_list[j].interact_id = (params[0] * 65536) + 6;
 
-	return(IR_CONT);
+	return IR_CONT;
 }
-//------------------------------------------------------------------------------------
-void	Set_player_action_event(uint32	id, uint32	interact_id)	//Tony4Dec96
-{
-	uint32	j=0;
-
-
 
+void Set_player_action_event(uint32 id, uint32 interact_id) {	//Tony4Dec96
+	uint32 j = 0;
 
-//	if	((event_list[j].id!=id)&&(event_list[j].id))
-//		while((event_list[j].id!=id)||(event_list[j].id))	//zip along until we find a free slot
-//		{	j++;
-//		};
+//	if (event_list[j].id != id && event_list[j].id)
+//		// zip along until we find a free slot
+//		while (event_list[j].id!=id || event_list[j].id) {
+//			j++;
+//		}
 
-	while(1)
-	{
-		if	(event_list[j].id==id)
+	while (1) {
+		if (event_list[j].id == id)
 			break;
-		if	(!event_list[j].id)
+
+		if (!event_list[j].id)
 			break;
 
 		j++;
 	}
 
-
-	if	(j==MAX_events)
+	if (j == MAX_events)
 		Con_fatal_error("Set_event out of event slots");
 
-//found that slot
-
-	event_list[j].id=id;	//id of person to stop
-	event_list[j].interact_id=(interact_id*65536)+2;	//full script id of action script number 2
+	// found that slot
 
+	//id of person to stop
+	event_list[j].id = id;
+	//full script id of action script number 2
+	event_list[j].interact_id = (interact_id * 65536) + 2;
 }
-//------------------------------------------------------------------------------------
-int32	FN_set_player_action_event(int32	*params)	//Tony10Feb97
-{
-//we want to intercept the player character and have him interact with an object - from script
-//this code is the same as the mouse engine calls when you click on an object - here, a third party does the clicking IYSWIM
 
-//note - this routine used CUR_PLAYER_ID as the target
-
-//params	0 id to interact with
-
-	uint32	j=0;
+int32 FN_set_player_action_event(int32 *params) {	//Tony10Feb97
+	// we want to intercept the player character and have him interact
+	// with an object - from script this code is the same as the mouse
+	// engine calls when you click on an object - here, a third party
+	// does the clicking IYSWIM
 
+	// note - this routine used CUR_PLAYER_ID as the target
 
+	// params
+	//     0 id to interact with
 
+	uint32	j = 0;
 
-//search for an existing event or a slot
+	// search for an existing event or a slot
 
-	while(1)
-	{
-		if	(event_list[j].id==CUR_PLAYER_ID)
+	while(1) {
+		if (event_list[j].id == CUR_PLAYER_ID)
 			break;
-		if	(!event_list[j].id)
+
+		if (!event_list[j].id)
 			break;
 
 		j++;
 	}
 
-
-	if	(j==MAX_events)
+	if (j == MAX_events)
 		Con_fatal_error("Set_event out of event slots");
 
-//found that slot
-
-	event_list[j].id=CUR_PLAYER_ID;	//id of person to stop
-	event_list[j].interact_id=(params[0]*65536)+2;	//full script id of action script number 2
+	// found that slot
 
+	// id of person to stop
+	event_list[j].id = CUR_PLAYER_ID;
+	// full script id of action script number 2
+	event_list[j].interact_id = (params[0] * 65536) + 2;
 
-	return(IR_CONT);
+	return IR_CONT;
 }
-//------------------------------------------------------------------------------------
-int32	FN_send_event(int32	*params)	//Tony28Feb97
-{
-//we want to intercept the player character and have him interact with an object - from script
 
-//			0 id to recieve event
-//			1 script to run
-
-
-	uint32	j=0;
+int32 FN_send_event(int32 *params) {	//Tony28Feb97
+	// we want to intercept the player character and have him interact
+	// with an object - from script
 
+	// params
+	//     0 id to recieve event
+	//     1 script to run
 
-//	Zdebug("*+*+* %d %d", params[0], params[1] );
+	uint32 j = 0;
 
+	// Zdebug("*+*+* %d %d", params[0], params[1]);
 
-//search for an existing event or a slot
+	// search for an existing event or a slot
 
-	while(1)
-	{
-		if	(event_list[j].id==(uint32)params[0])
+	while(1) {
+		if (event_list[j].id == (uint32) params[0])
 			break;
-		if	(!event_list[j].id)
+
+		if (!event_list[j].id)
 			break;
 
 		j++;
 	}
 
-
-	if	(j==MAX_events)
+	if (j == MAX_events)
 		Con_fatal_error("fn_send_event out of event slots");
 
-//found that slot
-
-	event_list[j].id=params[0];	//id of person to stop
-	event_list[j].interact_id=params[1];	//full script id
+	// found that slot
 
+	// id of person to stop
+	event_list[j].id = params[0];
+	//full script id
+	event_list[j].interact_id = params[1];
 
-	return(IR_CONT);
+	return IR_CONT;
 }
-//------------------------------------------------------------------------------------
-int32 FN_check_event_waiting(int32 *params)	//Tony4Dec96
-{
-// returns yes/no in RESULT
-
-// no params
-
-	uint32	j;
 
+int32 FN_check_event_waiting(int32 *params) {	//Tony4Dec96
+	// returns yes/no in RESULT
 
+	// no params
 
-	RESULT=0;
+	uint32	j;
 
+	RESULT = 0;
 
-	for	(j=0; j<MAX_events; j++)
-	{
-		if	(event_list[j].id == ID)	//us?
-		{
-			RESULT=1;
+	for (j = 0; j < MAX_events; j++) {
+		if (event_list[j].id == ID) {
+			RESULT = 1;
 			break;
 		}
 	}
 
-	return(IR_CONT);
+	return IR_CONT;
 }
-//------------------------------------------------------------------------------------
-// like FN_check_event_waiting, but starts the event rather than setting RESULT to 1
 
-int32 FN_check_for_event(int32 *params)	// James (04mar97)
-{
+// like FN_check_event_waiting, but starts the event rather than setting
+// RESULT to 1
+
+int32 FN_check_for_event(int32 *params)	{	// James (04mar97)
 	// no params
 
 	uint32	j;
 
-
-	for	(j=0; j<MAX_events; j++)
-	{
-		if	(event_list[j].id == ID)	//us?
-		{
+	for (j = 0; j < MAX_events; j++) {
+		if (event_list[j].id == ID) {
 			// start the event
-			LLogic.Logic_one(event_list[j].interact_id);	// run 3rd script of target object on level 1
-			event_list[j].id = 0;							// clear the event slot
-			return(IR_TERMINATE);
+			// run 3rd script of target object on level 1
+			LLogic.Logic_one(event_list[j].interact_id);
+			// clear the event slot
+			event_list[j].id = 0;
+			return IR_TERMINATE;
 		}
 	}
 
-	return(IR_CONT);
+	return IR_CONT;
 }
-//------------------------------------------------------------------------------------
+
 // combination of FN_pause & FN_check_for_event
 // - ie. does a pause, but also checks for event each cycle
 
-int32 FN_pause_for_event(int32 *params)	// James (04mar97)
-{
+int32 FN_pause_for_event(int32 *params) {	// James (04mar97)
 	// returns yes/no in RESULT
 
-	// params:	0 pointer to object's logic structure
-	//			1 number of game-cycles to pause
+	// params
+	//     0 pointer to object's logic structure
+	//     1 number of game-cycles to pause
 
 	Object_logic *ob_logic = (Object_logic *)params[0];
 	uint32	j;
 
-
 	// first, check for an event
 
-	for	(j=0; j<MAX_events; j++)
-	{
-		if	(event_list[j].id == ID)						// us?
-		{
-			ob_logic->looping = 0;							// reset the 'looping' flag
+	for (j = 0; j < MAX_events; j++) {
+		if (event_list[j].id == ID) {
+			// reset the 'looping' flag
+			ob_logic->looping = 0;
 			// start the event
-			LLogic.Logic_one(event_list[j].interact_id);	// run 3rd script of target object on level 1
-			event_list[j].id = 0;							// clear the event slot
-			return(IR_TERMINATE);
+			// run 3rd script of target object on level 1
+			LLogic.Logic_one(event_list[j].interact_id);
+			// clear the event slot
+			event_list[j].id = 0;
+			return IR_TERMINATE;
 		}
 	}
 
-
 	// no event, so do the FN_pause bit
 
-
-	if (ob_logic->looping==0)	// start the pause
-	{
+	// start the pause
+	if (ob_logic->looping == 0) {
 		ob_logic->looping = 1;
-		ob_logic->pause   = params[1];	// no. of game cycles
+		// no. of game cycles
+		ob_logic->pause = params[1];
 	}
 
-	if (ob_logic->pause)	// if non-zero
-	{
-		ob_logic->pause--;	// decrement the pause count
-		return(IR_REPEAT);	// drop out of script, but call this again next cycle
-	}
-	else					// pause count is zerp
-	{
+	// if non-zero
+	if (ob_logic->pause) {
+		// decrement the pause count
+		ob_logic->pause--;
+		// drop out of script, but call this again next cycle
+		return IR_REPEAT;
+	} else {
+		// pause count is zerp
 		ob_logic->looping = 0;
-		return(IR_CONT);	// continue script
+		// continue script
+		return IR_CONT;
 	}
 }
 
-//------------------------------------------------------------------------------------
-uint32 Check_event_waiting(void)	//Tony4Dec96
-{
-//returns yes/no
-
+uint32 Check_event_waiting(void) {	//Tony4Dec96
+	// returns yes/no
 
 	uint32	j;
 
+	for (j = 0; j < MAX_events; j++)
+		if (event_list[j].id == ID)
+			return 1;
 
-	for	(j=0;j<MAX_events;j++)
-		if	(event_list[j].id == ID)	//us?
-			return(1);	//yes
-
-	return(0);	//no
+	return 0;
 }
-//------------------------------------------------------------------------------------
-int32 FN_clear_event(int32 *params)	//Tony11Mar97
-{
+
+int32 FN_clear_event(int32 *params) {	//Tony11Mar97
 //	no params
 //	no return vaule
 
-
 	uint32	j;
 
-
-	for	(j=0;j<MAX_events;j++)
-		if	(event_list[j].id == ID)	//us?
-		{
-			event_list[j].id=0;	//clear the slot
-			return(IR_CONT);	//
+	for (j = 0; j < MAX_events; j++)
+		if (event_list[j].id == ID) {
+			//clear the slot
+			event_list[j].id = 0;
+			return IR_CONT;
 		}
 
-	return(IR_CONT);	//
+	return IR_CONT;
 }
-//------------------------------------------------------------------------------------
-void	Start_event(void)	//Tony4Dec96
-{
-//call this from stuff like fn_walk
-//you must follow with a return(IR_TERMINATE)
 
-	uint32	j;
-
-
-	for	(j=0;j<MAX_events;j++)
-		if	(event_list[j].id == ID)	//us?
-		{
-
-			LLogic.Logic_one( event_list[j].interact_id);	//run 3rd script of target object on level 1
+void Start_event(void) {	//Tony4Dec96
+	// call this from stuff like fn_walk
+	// you must follow with a return IR_TERMINATE
 
-			event_list[j].id=0;	//clear the slot
+	uint32	j;
 
+	for (j = 0; j < MAX_events; j++)
+		if (event_list[j].id == ID) {
+			// run 3rd script of target object on level 1
+			LLogic.Logic_one( event_list[j].interact_id);
+			//clear the slot
+			event_list[j].id = 0;
 			return;
 		}
 
-//oh dear - stop the system
-
+	// oh dear - stop the system
 	Con_fatal_error("Start_event can't find event for id %d", ID);
-
 }
-//------------------------------------------------------------------------------------
-int32 FN_start_event(int32 *params)	//Tony4Dec96
-{
-
-	uint32	j;
-
-
-	for	(j=0;j<MAX_events;j++)
-		if	(event_list[j].id == ID)	//us?
-		{
-
-			LLogic.Logic_one(event_list[j].interact_id);	//run 3rd script of target object on level 1
 
-			event_list[j].id=0;	//clear the slot
+int32 FN_start_event(int32 *params) {	//Tony4Dec96
+	uint32 j;
 
-			return(IR_TERMINATE);
+	for (j = 0; j < MAX_events; j++)
+		if (event_list[j].id == ID) {
+			// run 3rd script of target object on level 1
+			LLogic.Logic_one(event_list[j].interact_id);
+			// clear the slot
+			event_list[j].id = 0;
+			return IR_TERMINATE;
 		}
 
-//oh dear - stop the system
-
+	//oh dear - stop the system
 	Con_fatal_error("FN_start_event can't find event for id %d", ID);
-
-	return(0);	//never called - but lets stop them bloody errors
+	return 0;	//never called - but lets stop them bloody errors
 }
-//------------------------------------------------------------------------------------
-void	Kill_all_ids_events(uint32	id)	//Tony18Dec96
-{
-	uint32	j;
-
 
-	for	(j=0;j<MAX_events;j++)
-		if	(event_list[j].id == id)	//us?
-			event_list[j].id=0;	//clear the slot
+void Kill_all_ids_events(uint32 id) {	//Tony18Dec96
+	uint32 j;
 
-	if (id);
+	for (j = 0; j < MAX_events; j++)
+		if (event_list[j].id == id) {
+			// clear the slot
+			event_list[j].id = 0;
+		}
 }
-//------------------------------------------------------------------------------------
-//------------------------------------------------------------------------------------
-//------------------------------------------------------------------------------------
-





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