[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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