[Scummvm-cvs-logs] CVS: scummvm/bs2 object.h,1.1,1.2

Torbj?rn Andersson eriktorbjorn at users.sourceforge.net
Sat Sep 20 05:44:03 CEST 2003


Update of /cvsroot/scummvm/scummvm/bs2
In directory sc8-pr-cvs1:/tmp/cvs-serv1921

Modified Files:
	object.h 
Log Message:
cleanup


Index: object.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/bs2/object.h,v
retrieving revision 1.1
retrieving revision 1.2
diff -u -d -r1.1 -r1.2
--- object.h	28 Jul 2003 01:44:38 -0000	1.1
+++ object.h	20 Sep 2003 12:43:52 -0000	1.2
@@ -23,102 +23,103 @@
 #include "driver/driver96.h"
 
 // these structures represent the broken up compact components
-// these here declared to the system must be the same as those declared to LINC (or it wont work)
+// these here declared to the system must be the same as those declared to
+// LINC (or it wont work)
 
+// mouse structure - defines mouse detection area, detection priority &
+// 'type' flag
 
-// mouse structure - defines mouse detection area, detection priority & 'type' flag
-typedef	struct
-{
-	int32	x1;				// top-left of mouse area is (x1,y1)
-	int32	y1;
-	int32	x2;				// bottom-right of area is (x2,y2)	(these coords are inclusive)
-	int32	y2;
-	int32	priority;
-	int32	pointer;		// type (or resource id?) of pointer used over this area
-} Object_mouse;
+typedef	struct {
+	int32 x1;			// Top-left and bottom-right of mouse
+	int32 y1;			// area. (These coords are inclusive.)
+	int32 x2;
+	int32 y2;
+	int32 priority;
+	int32 pointer;			// type (or resource id?) of pointer used over this area
 
+} Object_mouse;
 
 // logic structure - contains fields used in logic script processing
-typedef	struct
-{
-	int32	looping;		// 0 when first calling FN_<function>;  1 when calling subsequent times in same loop
-	int32	pause;			// pause count, used by FN_pause()
+
+typedef	struct {
+	int32 looping;			// 0 when first calling FN_<function>;
+					// 1 when calling subsequent times in same loop
+	int32 pause;			// pause count, used by FN_pause()
 } Object_logic;
 
-//------------------------------------------------
 // status bits for 'type' field of Object_graphic)
+
 // in low word:
-#define	NO_SPRITE		0x00000000	// don't print
-#define	BGP0_SPRITE		0x00000001	// fixed to background parallax[0]
-#define	BGP1_SPRITE		0x00000002	// fixed to background parallax[1]
-#define	BACK_SPRITE		0x00000004	// 'background' sprite, fixed to main background
-#define	SORT_SPRITE		0x00000008	// 'sorted' sprite, fixed to main background
-#define	FORE_SPRITE		0x00000010	// 'foreground' sprite, fixed to main background
-#define	FGP0_SPRITE		0x00000020	// fixed to foreground parallax[0]
-#define	FGP1_SPRITE		0x00000040	// fixed to foreground parallax[0]
+
+#define	NO_SPRITE 	0x00000000	// don't print
+#define	BGP0_SPRITE	0x00000001	// fixed to background parallax[0]
+#define	BGP1_SPRITE	0x00000002	// fixed to background parallax[1]
+#define	BACK_SPRITE	0x00000004	// 'background' sprite, fixed to main background
+#define	SORT_SPRITE	0x00000008	// 'sorted' sprite, fixed to main background
+#define	FORE_SPRITE	0x00000010	// 'foreground' sprite, fixed to main background
+#define	FGP0_SPRITE	0x00000020	// fixed to foreground parallax[0]
+#define	FGP1_SPRITE	0x00000040	// fixed to foreground parallax[0]
 
 // in high word:
+
 #define UNSHADED_SPRITE	0x00000000	// not to be shaded
 #define SHADED_SPRITE	0x00010000	// to be shaded, based on shading mask
-//------------------------------------------------
 
 // graphic structure - contains fields appropriate to sprite output
-typedef	struct
-{
-	int32	type;			// see above
-	int32	anim_resource;	// resource id of animation file
-	int32	anim_pc;		// current frame number of animation
-} Object_graphic;
 
+typedef	struct {
+	int32 type;			// see above
+	int32 anim_resource;		// resource id of animation file
+	int32 anim_pc;			// current frame number of animation
+} Object_graphic;
 
 // speech structure - contains fields used by speech scripts & text output
-typedef	struct
-{
-	int32	pen;			// colour to use for body of characters
-	int32	width;			// max width of text sprite
-	int32	command;		// speech script command id
-	int32	ins1;			// speech script instruction parameters (may need more now?)
-	int32	ins2;
-	int32	ins3;
-	int32	ins4;
-	int32	ins5;
-	int32	wait_state;	//0 not waiting	1 waiting for next speech command
+
+typedef	struct {
+	int32 pen;			// colour to use for body of characters
+	int32 width;			// max width of text sprite
+	int32 command;			// speech script command id
+	int32 ins1;			// speech script instruction parameters (may need more now?)
+	int32 ins2;
+	int32 ins3;
+	int32 ins4;
+	int32 ins5;
+	int32 wait_state;		// 0 not waiting, 1 waiting for next speech command
 } Object_speech;
 
+// mega structure - contains fields used for mega-character & mega-set
+// processing
 
-// mega structure - contains fields used for mega-character & mega-set processing
-typedef	struct
-{
-	int32	NOT_USED_1;			// only free roaming megas need to check this before registering their graphics for drawing
-	int32	NOT_USED_2;			// id of floor on which we are standing
-	int32	NOT_USED_3;			// id of object which we are getting to
-	int32	NOT_USED_4;			// pixel distance to stand from player character when in conversation
-	int32	currently_walking;	// number given us by the auto router
-	int32	walk_pc;			// current frame number of walk-anim
-	int32	scale_a;			// current scale factors, taken from floor data
-	int32	scale_b;
-	int32	feet_x;				// mega feet coords - frame-offsets are added to these position mega frames
-	int32	feet_y;
-	int32	current_dir;		// current dirction faced by mega; used by autorouter to determine turns required
-	int32	colliding;			// means were currently avoiding a collision (see FN_walk)
-	int32	megaset_res;		// resource id of mega-set file
-	int32	NOT_USED_5;			// NOT USED
+typedef	struct {
+	int32 NOT_USED_1;		// only free roaming megas need to check this before registering their graphics for drawing
+	int32 NOT_USED_2;		// id of floor on which we are standing
+	int32 NOT_USED_3;		// id of object which we are getting to
+	int32 NOT_USED_4;		// pixel distance to stand from player character when in conversation
+	int32 currently_walking;	// number given us by the auto router
+	int32 walk_pc;			// current frame number of walk-anim
+	int32 scale_a;			// current scale factors, taken from floor data
+	int32 scale_b;
+	int32 feet_x;			// mega feet coords - frame-offsets are added to these position mega frames
+	int32 feet_y;
+	int32 current_dir;		// current dirction faced by mega; used by autorouter to determine turns required
+	int32 NOT_USED_5;		// means were currently avoiding a collision (see FN_walk)
+	int32 megaset_res;		// resource id of mega-set file
+	int32 NOT_USED_6;		// NOT USED
 } Object_mega;
 
+// walk-data structure - contains details of layout of frames in the
+// mega-set, and how they are to be used
 
-// walk-data structure - contains details of layout of frames in the mega-set, and how they are to be used
-typedef struct
-{
-	int32	nWalkFrames;				// no. of frames per walk-cycle
-	int32	usingStandingTurnFrames;	// 0=no  1=yes
-	int32	usingWalkingTurnFrames;		// 0=no  1=yes
-	int32	usingSlowInFrames;			// 0=no  1=yes
-	int32	usingSlowOutFrames;			// 0=no  !0=number of slow-out frames in each direction
-	int32	nSlowInFrames[8];			// no. of slow-in frames in each direction
-	int32	leadingLeg[8];				// leading leg for walk	in each direction  (0=left  1=right)
-	int32	dx[8*(12+1)];				// walk step distances in x direction
-	int32	dy[8*(12+1)];				// walk step distances in y direction
+typedef struct {
+	int32 nWalkFrames;		// no. of frames per walk-cycle
+	int32 usingStandingTurnFrames;	// 0 = no  1 = yes
+	int32 usingWalkingTurnFrames;	// 0 = no  1 = yes
+	int32 usingSlowInFrames;	// 0 = no  1 = yes
+	int32 usingSlowOutFrames;	// 0 = no  !0 = number of slow-out frames in each direction
+	int32 nSlowInFrames[8];		// no. of slow-in frames in each direction
+	int32 leadingLeg[8];		// leading leg for walk	in each direction  (0 = left  1 = right)
+	int32 dx[8 * (12 + 1)];		// walk step distances in x direction
+	int32 dy[8 * (12 + 1)];		// walk step distances in y direction
 } Object_walkdata;
-
 
 #endif





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