[Scummvm-cvs-logs] CVS: scummvm/scumm/insane insane.cpp,1.5,1.6 insane.h,1.3,1.4 insane_ben.cpp,1.3,1.4 insane_enemy.cpp,1.3,1.4 insane_iact.cpp,1.3,1.4 insane_scenes.cpp,1.3,1.4

Max Horn fingolfin at users.sourceforge.net
Mon Jan 19 14:56:06 CET 2004


Update of /cvsroot/scummvm/scummvm/scumm/insane
In directory sc8-pr-cvs1:/tmp/cvs-serv25824/insane

Modified Files:
	insane.cpp insane.h insane_ben.cpp insane_enemy.cpp 
	insane_iact.cpp insane_scenes.cpp 
Log Message:
cleanup

Index: insane.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane.cpp,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -d -r1.5 -r1.6
--- insane.cpp	19 Jan 2004 19:34:48 -0000	1.5
+++ insane.cpp	19 Jan 2004 22:55:42 -0000	1.6
@@ -666,36 +666,36 @@
 }
 
 void Insane::readState(void) {
-	_actor[0].inventory[INV_CHAIN] = readArray(_numberArray, 50) != 0;
-	_actor[0].inventory[INV_CHAINSAW] = readArray(_numberArray, 51) != 0;
-	_actor[0].inventory[INV_MACE] = readArray(_numberArray, 52) != 0;
-	_actor[0].inventory[INV_2X4] = readArray(_numberArray, 53) != 0;
-	_actor[0].inventory[INV_WRENCH] = readArray(_numberArray, 54) != 0;
-	_actor[0].inventory[INV_DUST] = readArray(_numberArray, 55) != 0;
+	_actor[0].inventory[INV_CHAIN] = readArray(50) != 0;
+	_actor[0].inventory[INV_CHAINSAW] = readArray(51) != 0;
+	_actor[0].inventory[INV_MACE] = readArray(52) != 0;
+	_actor[0].inventory[INV_2X4] = readArray(53) != 0;
+	_actor[0].inventory[INV_WRENCH] = readArray(54) != 0;
+	_actor[0].inventory[INV_DUST] = readArray(55) != 0;
 	_actor[0].inventory[INV_HAND] = 1; // Boot
 	_actor[0].inventory[INV_BOOT] = 1; // Hand
 
-	_smlayer_room = readArray(_numberArray, 320);
-	_smlayer_room2 = readArray(_numberArray, 321);
-	_val55d = readArray(_numberArray, 322);
-	_val53d = readArray(_numberArray, 323);
-	_val57d = readArray(_numberArray, 324);
-	_val52d = readArray(_numberArray, 325);
-	_val56d = readArray(_numberArray, 326);
-	_val54d = readArray(_numberArray, 327);
-	_val51d = readArray(_numberArray, 328);
-	_enemy[EN_TORQUE].field_8 = readArray(_numberArray, 337);
-	_enemy[EN_ROTT1].field_8 = readArray(_numberArray, 329);
-	_enemy[EN_ROTT2].field_8 = readArray(_numberArray, 330);
-	_enemy[EN_ROTT3].field_8 = readArray(_numberArray, 331);
-	_enemy[EN_VULTF1].field_8 = readArray(_numberArray, 332);
-	_enemy[EN_VULTM1].field_8 = readArray(_numberArray, 333);
-	_enemy[EN_VULTF2].field_8 = readArray(_numberArray, 334);
-	_enemy[EN_VULTM2].field_8 = readArray(_numberArray, 335);
-	_enemy[EN_CAVEFISH].field_8 = readArray(_numberArray, 336);
-	_enemy[EN_VULTM2].field_10 = readArray(_numberArray, 340);
-	_enemy[EN_CAVEFISH].field_10 = readArray(_numberArray, 56);
-	_enemy[EN_VULTF2].field_10 = readArray(_numberArray, 339);
+	_smlayer_room = readArray(320);
+	_smlayer_room2 = readArray(321);
+	_val55d = readArray(322);
+	_val53d = readArray(323);
+	_val57d = readArray(324);
+	_val52d = readArray(325);
+	_val56d = readArray(326);
+	_val54d = readArray(327);
+	_val51d = readArray(328);
+	_enemy[EN_TORQUE].field_8 = readArray(337);
+	_enemy[EN_ROTT1].field_8 = readArray(329);
+	_enemy[EN_ROTT2].field_8 = readArray(330);
+	_enemy[EN_ROTT3].field_8 = readArray(331);
+	_enemy[EN_VULTF1].field_8 = readArray(332);
+	_enemy[EN_VULTM1].field_8 = readArray(333);
+	_enemy[EN_VULTF2].field_8 = readArray(334);
+	_enemy[EN_VULTM2].field_8 = readArray(335);
+	_enemy[EN_CAVEFISH].field_8 = readArray(336);
+	_enemy[EN_VULTM2].field_10 = readArray(340);
+	_enemy[EN_CAVEFISH].field_10 = readArray(56);
+	_enemy[EN_VULTF2].field_10 = readArray(339);
 }
 
 void Insane::setTrsFile(int file) {
@@ -804,7 +804,7 @@
 
 // smlayer_stopSound
 void Insane::smlayer_stopSound(int idx) {
-	_vm->_sound->stopSound(readArray(_numberArray, idx));
+	_vm->_sound->stopSound(readArray(idx));
 }
 
 void Insane::switchSceneIfNeeded(void) {
@@ -939,9 +939,9 @@
 }
 
 void Insane::reinitActors(void) {
-	smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
-	smlayer_setActorCostume(0, 0, readArray(_numberArray, 14));
-	smlayer_setActorCostume(0, 1, readArray(_numberArray, 13));
+	smlayer_setActorCostume(0, 2, readArray(12));
+	smlayer_setActorCostume(0, 0, readArray(14));
+	smlayer_setActorCostume(0, 1, readArray(13));
 	smlayer_setActorLayer(0, 1, 1);
 	smlayer_setActorLayer(0, 2, 5);
 	smlayer_setActorLayer(0, 0, 10);
@@ -1002,11 +1002,11 @@
 	switch (_currSceneId) {
 	case 1:
 		queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
-		setWordInString(_numberArray, 9, 0);
+		writeArray(9, 0);
 		break;
 	case 18:
 		queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, _continueFrame1, 1300);
-		setWordInString(_numberArray, 9, 1);
+		writeArray(9, 1);
 		break;
 	case 2:
 		flu = &_fluConf[14 + _iactSceneId2];
@@ -1020,14 +1020,14 @@
 		if (_needSceneSwitch)
 			return;
 		
-		if (readArray(_numberArray, 6)) {
-			if (readArray(_numberArray, 4)) {
+		if (readArray(6)) {
+			if (readArray(4)) {
 				queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0);
 			} else {
 				queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0);
 			}
 		} else {
-			if (readArray(_numberArray, 4)) {
+			if (readArray(4)) {
 				queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0);
 			} else {
 				queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0);
@@ -1035,26 +1035,26 @@
 		}
 		break;
 	case 5:
-		if (readArray(_numberArray, 4)) {
+		if (readArray(4)) {
 			if (_needSceneSwitch)
 				return;
 			queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
 		} else {
-			setWordInString(_numberArray, 1, _val53d);
+			writeArray(1, _val53d);
 			smush_setToFinish();
 		}
 		break;
 	case 6:
-		if (readArray(_numberArray, 4)) {
+		if (readArray(4)) {
 			if (_needSceneSwitch)
 				return;
 			queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0);
 		} else {
-			if (readArray(_numberArray, 5)) {
-				setWordInString(_numberArray, 1, _val57d);
+			if (readArray(5)) {
+				writeArray(1, _val57d);
 				smush_setToFinish();
 			} else {
-				setWordInString(_numberArray, 4, 1);
+				writeArray(4, 1);
 				queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0);
 			}
 		}
@@ -1088,10 +1088,10 @@
 		queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
 		break;
 	case 16:
-		setWordInString(_numberArray, 4, 0);
-		setWordInString(_numberArray, 5, 1);
-		setWordInString(_numberArray, 1, _val56d);
-		setWordInString(_numberArray, 3, _val55d);
+		writeArray(4, 0);
+		writeArray(5, 1);
+		writeArray(1, _val56d);
+		writeArray(3, _val55d);
 		smush_setToFinish();
 		break;
 	case 15:
@@ -1153,7 +1153,7 @@
 			if (_objArray2Idx >= _objArray2Idx2)
 				return 0;
 	}
-	resid = readArray(_numberArray, id);
+	resid = readArray(id);
 	
 	if (!resid && phase == 2)
 		return 0;
@@ -1187,7 +1187,7 @@
 // smlayer_loadCostume1 && smlayer_loadCostume2
 int Insane::smlayer_loadCostume(int id, int phase) {
 	int resid;
-	resid = readArray(_numberArray, id);
+	resid = readArray(id);
 	
 	if (!resid)
 		return 0;
@@ -1235,12 +1235,12 @@
 }
 
 bool Insane::smlayer_isSoundRunning(int32 sound) {
-	return _vm->_sound->isSoundRunning(readArray(_numberArray, sound)) != 0;
+	return _vm->_sound->isSoundRunning(readArray(sound)) != 0;
 }
 
 bool Insane::smlayer_startSfx(int32 sound) {
 	if (smlayer_loadSound(sound, 0, 2)) {
-		_vm->_imuseDigital->startSfx(readArray(_numberArray, sound));
+		_vm->_imuseDigital->startSfx(readArray(sound));
 		return true;
 	} else
 		return false;
@@ -1248,7 +1248,7 @@
 
 bool Insane::smlayer_startVoice(int32 sound) {
 	if (smlayer_loadSound(sound, 0, 2)) {
-		_vm->_imuseDigital->startSfx(readArray(_numberArray, sound));
+		_vm->_imuseDigital->startSfx(readArray(sound));
 		return true;
 	} else
 		return false;
@@ -1375,12 +1375,12 @@
 	warning("stub Insane::smlayer_setPaletteValue(%d, %d, %d, %d)", where, r, g, b);
 }
 
-int32 Insane::readArray (int number, int item) {
-	return _vm->readArray (number, 0, item);
+int32 Insane::readArray (int item) {
+	return _vm->readArray(_numberArray, 0, item);
 }
 
-void Insane::setWordInString(int number, int item, int value) {
-	_vm->writeArray(number, 0, item, value);
+void Insane::writeArray(int item, int value) {
+	_vm->writeArray(_numberArray, 0, item, value);
 }
 
 void Insane::smush_setupSanWithFlu(const char *filename, int32 setupsan2, int32 step1, 

Index: insane.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane.h,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- insane.h	19 Jan 2004 19:34:48 -0000	1.3
+++ insane.h	19 Jan 2004 22:55:42 -0000	1.4
@@ -303,8 +303,10 @@
 	void smlayer_putActor(int actornum, int act, int x, int y, byte room);
 	void smlayer_setActorLayer(int actornum, int act, int layer);
 	void smlayer_setFluPalette(byte *pal, int shut_flag);
-	int32 readArray (int field, int number);
-	void setWordInString(int field, int number, int value);
+
+	int32 readArray(int item);
+	void writeArray(int item, int value);
+
 	int smlayer_mainLoop(void);
 	void mainLoop(void);
 	bool idx1Compare(void);

Index: insane_ben.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane_ben.cpp,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- insane_ben.cpp	18 Jan 2004 14:29:05 -0000	1.3
+++ insane_ben.cpp	19 Jan 2004 22:55:42 -0000	1.4
@@ -250,7 +250,7 @@
 		case 17:
 			if (buttons & 1) {
 				if (_val123_) {
-					setWordInString(_numberArray, 1, _val52d);
+					writeArray(1, _val52d);
 					smush_setToFinish();
 				}
 
@@ -303,7 +303,7 @@
 			if (_val119_ && !_needSceneSwitch) {
 				_iactSceneId2 = _iactSceneId;
 
-				if (readArray(_numberArray, 4) && _val211d < 3) {
+				if (readArray(4) && _val211d < 3) {
 					_val211d++;
 					queueSceneSwitch(8, 0, "fishfear.san", 64, 0, 0, 0);
 				} else {
@@ -312,16 +312,16 @@
 			}
 			
 			if (_val120_) {
-				setWordInString(_numberArray, 1, _val55d);
-				setWordInString(_numberArray, 3, _val57d);
+				writeArray(1, _val55d);
+				writeArray(3, _val57d);
 				smush_setToFinish();
 			}
 
 			if (!_val212_)
 				return;
 
-			setWordInString(_numberArray, 1, _val56d);
-			setWordInString(_numberArray, 3, _val57d);
+			writeArray(1, _val56d);
+			writeArray(3, _val57d);
 			smush_setToFinish();
 			break;
 		case 6:
@@ -340,7 +340,7 @@
 			if (_val119_ && !_needSceneSwitch) {
 				_iactSceneId2 = _iactSceneId;
 
-				if (readArray(_numberArray, 4) && _val211d < 3) {
+				if (readArray(4) && _val211d < 3) {
 					_val211d++;
 					queueSceneSwitch(7, 0, "fishfear.san", 64, 0, 0, 0);
 				} else {
@@ -349,16 +349,16 @@
 			}
 			
 			if (_val120_) {
-				setWordInString(_numberArray, 1, _val55d);
-				setWordInString(_numberArray, 3, _val53d);
+				writeArray(1, _val55d);
+				writeArray(3, _val53d);
 				smush_setToFinish();
 			}
 
 			if (!_val212_)
 				return;
 
-			setWordInString(_numberArray, 1, _val56d);
-			setWordInString(_numberArray, 3, _val53d);
+			writeArray(1, _val56d);
+			writeArray(3, _val53d);
 			smush_setToFinish();
 			break;
 		default:
@@ -769,7 +769,7 @@
 					_actor[0].act[1].room = 0;
 					_actor[0].act[0].room = 0;
 					smlayer_setActorLayer(0, 2, 25);
-					smlayer_setActorCostume(1, 2, readArray(_numberArray, 45));
+					smlayer_setActorCostume(1, 2, readArray(45));
 					smlayer_setActorFacing(1, 2, 6, 180);
 					smlayer_startSfx(101);
 					_actor[1].act[2].state = 97;
@@ -854,7 +854,7 @@
 		_actor[0].weaponClass = 2;
 		_actor[0].field_34 = 1;
 		_actor[0].kicking = 0;
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 22));
+		smlayer_setActorCostume(0, 2, readArray(22));
 		smlayer_setActorFacing(0, 2, 19, 180);
 		_actor[0].act[2].state = 7;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -893,7 +893,7 @@
 		_actor[0].field_34 = 1;
 		_actor[0].kicking = 0;
 		if (_actor[0].act[2].frame >= 3) {
-			smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
+			smlayer_setActorCostume(0, 2, readArray(12));
 			_actor[0].field_34 = 2;
 			_actor[0].act[2].state = 1;
 		}
@@ -1264,7 +1264,7 @@
 	case 30:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 21));
+		smlayer_setActorCostume(0, 2, readArray(21));
 		smlayer_setActorFacing(0, 2, 18, 180);
 		_actor[0].act[2].state = 31;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -1310,7 +1310,7 @@
 		_actor[0].weaponClass = 1;
 		_actor[0].kicking = 0;
 		if (_actor[0].act[2].frame >= 5) {
-			smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
+			smlayer_setActorCostume(0, 2, readArray(12));
 			_actor[0].act[2].state = 1;
 		}
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -1318,7 +1318,7 @@
 	case 36:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].kicking = 0;
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 18));
+		smlayer_setActorCostume(0, 2, readArray(18));
 		smlayer_setActorFacing(0, 2, 6, 180);
 		smlayer_startSfx(96);
 		switch (_currEnemy) {
@@ -1876,35 +1876,35 @@
 
 	switch (_actor[0].weapon) {
 	case INV_CHAIN:
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 20));
+		smlayer_setActorCostume(0, 2, readArray(20));
 		smlayer_setActorFacing(0, 2, 18, 180);
 		_actor[0].weaponClass = 0;
 		_actor[0].act[2].state = 34;
 		break;
 	case INV_CHAINSAW:
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 24));
+		smlayer_setActorCostume(0, 2, readArray(24));
 		smlayer_setActorFacing(0, 2, 18, 180);
 		_actor[0].weaponClass = 0;
 		_actor[0].act[2].state = 34;
 		break;
 	case INV_MACE:
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 23));
+		smlayer_setActorCostume(0, 2, readArray(23));
 		smlayer_setActorFacing(0, 2, 18, 180);
 		_actor[0].weaponClass = 0;
 		_actor[0].act[2].state = 34;
 		break;
 	case INV_2X4:
 		if (_currEnemy == EN_CAVEFISH)
-			smlayer_setActorCostume(0, 2, readArray(_numberArray, 38));
+			smlayer_setActorCostume(0, 2, readArray(38));
 		else
-			smlayer_setActorCostume(0, 2, readArray(_numberArray, 19));
+			smlayer_setActorCostume(0, 2, readArray(19));
 
 		smlayer_setActorFacing(0, 2, 18, 180);
 		_actor[0].weaponClass = 0;
 		_actor[0].act[2].state = 34;
 		break;
 	case INV_WRENCH:
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 25));
+		smlayer_setActorCostume(0, 2, readArray(25));
 		smlayer_setActorFacing(0, 2, 18, 180);
 		_actor[0].weaponClass = 0;
 		_actor[0].act[2].state = 34;
@@ -1912,7 +1912,7 @@
 	case INV_BOOT:
 	case INV_HAND:
 	case INV_DUST:
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
+		smlayer_setActorCostume(0, 2, readArray(12));
 		_actor[0].weaponClass = 2;
 		_actor[0].act[2].state = 1;
 		break;

Index: insane_enemy.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane_enemy.cpp,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- insane_enemy.cpp	18 Jan 2004 14:29:05 -0000	1.3
+++ insane_enemy.cpp	19 Jan 2004 22:55:42 -0000	1.4
@@ -1149,7 +1149,7 @@
 		_actor[0].act[1].room = 0;
 		_actor[0].act[0].room = 0;
 		smlayer_setActorLayer(1, 2, 25);
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, 45));
+		smlayer_setActorCostume(1, 2, readArray(45));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		_actor[1].act[2].state = 97;
 		_actor[1].act[2].room = 1;
@@ -1562,7 +1562,7 @@
 	case INV_MACE:
 	case INV_2X4:
 	case INV_WRENCH:
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
+		smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
 		smlayer_setActorFacing(1, 2, 18, 180);
 		_actor[1].weaponClass = 1;
 		_actor[1].act[2].state = 34;
@@ -1572,7 +1572,7 @@
 		_actor[1].act[2].state = 1;
 		break;
 	case INV_HAND:
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
+		smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
 		_actor[1].weaponClass = 2;
 		_actor[1].act[2].state = 1;
 		break;
@@ -2206,7 +2206,7 @@
 		_actor[1].weaponClass = 1;
 		_actor[1].kicking = 0;
 		if (_actor[1].act[2].frame >= 15) {
-			smlayer_setActorCostume(1, 2, readArray(_numberArray, 44));
+			smlayer_setActorCostume(1, 2, readArray(44));
 			smlayer_setActorFacing(1, 2, 6, 180);
 			_actor[1].act[2].state = 95;
 			_actor[1].act[0].room = 0;
@@ -2231,7 +2231,7 @@
 		smlayer_setActorLayer(1, 2, 25);
 		_actor[1].lost = true;
 		if (_actor[1].act[2].frame >= 18) {
-			setWordInString(_numberArray, 7, 1);
+			writeArray(7, 1);
 			_enemy[EN_VULTM2].field_10 = 1;
 			queueSceneSwitch(12, 0, "getnitro.san", 0, 0, 0, 0);
 		}
@@ -2273,7 +2273,7 @@
 		_actor[1].field_54 = 1;
 		_actor[1].cursorX = 0;
 		_actor[1].kicking = 0;
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costumevar));
+		smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costumevar));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		smlayer_setActorLayer(1, 2, 25);
 		smlayer_startSfx(96);
@@ -2318,7 +2318,7 @@
 		_actor[1].lost = 1;
 		_actor[1].cursorX = 0;
 		_actor[1].kicking = 0;
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, 40));
+		smlayer_setActorCostume(1, 2, readArray(40));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		smlayer_setActorLayer(1, 2, 25);
 		_actor[1].act[2].state = 103;
@@ -2335,7 +2335,7 @@
 	case 113:
 		_actor[1].lost = 1;
 		_actor[1].kicking = 0;
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, 46));
+		smlayer_setActorCostume(1, 2, readArray(46));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		smlayer_setActorLayer(1, 2, 25);
 		_actor[1].act[1].room = 0;
@@ -2363,7 +2363,7 @@
 	case 115:
 		_actor[1].lost = 1;
 		_actor[1].kicking = 0;
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, 47));
+		smlayer_setActorCostume(1, 2, readArray(47));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		smlayer_setActorLayer(1, 2, 25);
 		_actor[1].act[1].room = 0;

Index: insane_iact.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane_iact.cpp,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- insane_iact.cpp	18 Jan 2004 14:29:05 -0000	1.3
+++ insane_iact.cpp	19 Jan 2004 22:55:42 -0000	1.4
@@ -138,7 +138,7 @@
 			_iactSceneId = par4;
 			break;
 		case 7:
-			if (readArray(_numberArray, 4) != 0)
+			if (readArray(4) != 0)
 				return;
 
 			_val120_ = true;
@@ -146,11 +146,11 @@
 								  _smush_icons2Nut, 8, 0, 0);
 			break;
 		case 8:
-			if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
+			if (readArray(4) == 0 || readArray(6) == 0)
 				return;
 
-			setWordInString(_numberArray, 1, _val55d);
-			setWordInString(_numberArray, 3, _val57d);
+			writeArray(1, _val55d);
+			writeArray(3, _val57d);
 			smush_setToFinish();
 
 			break;
@@ -192,7 +192,7 @@
 	}
 
 	if (_val32d < 0 || _val32d > 4)
-		if (readArray(_numberArray, 8)) {
+		if (readArray(8)) {
 			smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3, 
 								  _smush_icons2Nut, 20, 0, 0);
 			_val122_ = true;
@@ -200,7 +200,7 @@
 }
 
 void Insane::proc62(void) {
-	if (readArray(_numberArray, 58) == 0)
+	if (readArray(58) == 0)
 		_enemy[EN_TORQUE].field_10 = 1;
 
 	if (_enemy[EN_TORQUE].field_8 == 0) {
@@ -403,19 +403,19 @@
 		switch (par3) {
 		case 1:
 			if (par4 == 1) {
-				if (readArray(_numberArray, 6))
+				if (readArray(6))
 					setBit(par5);
 				else
 					clearBit(par5);
 			} else {
-				if (readArray(_numberArray, 6))
+				if (readArray(6))
 					clearBit(par5);
 				else
 					setBit(par5);
 			}
 			break;
 		case 2:
-			if (readArray(_numberArray, 5))
+			if (readArray(5))
 				clearBit(par5);
 			else
 				setBit(par5);
@@ -431,7 +431,7 @@
 			_iactSceneId = par4;
 			break;
 		case 7:
-			if (readArray(_numberArray, 4) != 0)
+			if (readArray(4) != 0)
 				return;
 
 			_val120_ = true;
@@ -439,16 +439,16 @@
 								  _smush_icons2Nut, 8, 0, 0);
 			break;
 		case 8:
-			if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
+			if (readArray(4) == 0 || readArray(6) == 0)
 				return;
 
-			setWordInString(_numberArray, 1, _val55d);
-			setWordInString(_numberArray, 3, _val57d);
+			writeArray(1, _val55d);
+			writeArray(3, _val57d);
 			smush_setToFinish();
 
 			break;
 		case 25:				
-			if (readArray(_numberArray, 5) == 0)
+			if (readArray(5) == 0)
 				return;
 			
 			_val212_ = true;
@@ -484,19 +484,19 @@
 		switch (par3) {
 		case 1:
 			if (par4 == 1) {
-				if (readArray(_numberArray, 6))
+				if (readArray(6))
 					setBit(par5);
 				else
 					clearBit(par5);
 			} else {
-				if (readArray(_numberArray, 6))
+				if (readArray(6))
 					clearBit(par5);
 				else
 					setBit(par5);
 			}
 			break;
 		case 2:
-			if (readArray(_numberArray, 5))
+			if (readArray(5))
 				clearBit(par5);
 			else
 				setBit(par5);
@@ -512,7 +512,7 @@
 			_iactSceneId = par4;
 			break;
 		case 7:
-			if (readArray(_numberArray, 4) != 0)
+			if (readArray(4) != 0)
 				return;
 
 			_val120_ = true;
@@ -520,16 +520,16 @@
 								  _smush_icons2Nut, 8, 0, 0);
 			break;
 		case 8:
-			if (readArray(_numberArray, 4) == 0 || readArray(_numberArray, 6) == 0)
+			if (readArray(4) == 0 || readArray(6) == 0)
 				return;
 
-			setWordInString(_numberArray, 1, _val55d);
-			setWordInString(_numberArray, 3, _val53d);
+			writeArray(1, _val55d);
+			writeArray(3, _val53d);
 			smush_setToFinish();
 
 			break;
 		case 25:				
-			if (readArray(_numberArray, 5) == 0)
+			if (readArray(5) == 0)
 				return;
 			
 			_val212_ = true;

Index: insane_scenes.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane_scenes.cpp,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- insane_scenes.cpp	18 Jan 2004 14:29:05 -0000	1.3
+++ insane_scenes.cpp	19 Jan 2004 22:55:42 -0000	1.4
@@ -70,21 +70,21 @@
 	_val10b = _val50d; // FIXME: seems to be unused
 	setTrsFile(_trsFilePtr); // FIXME: we don't need it
 
-	debug(0, "INSANE Arg: %d", readArray(_numberArray, 0));
+	debug(0, "INSANE Arg: %d", readArray(0));
 
-	switch (readArray(_numberArray, 0)) {
+	switch (readArray(0)) {
 	case 1:
 		initScene(1);
 		setupValues();
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
+		smlayer_setActorCostume(0, 2, readArray(10));
 		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
 		startVideo("minedriv.san", 1, 32, 12, 0);
 		break;
 	case 2:
 		setupValues();
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
+		smlayer_setActorCostume(0, 2, readArray(11));
 		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
-		_val8d = readArray(_numberArray, 2);
+		_val8d = readArray(2);
 		if (_val55d) {
 			initScene(5);
 			startVideo("tovista2.san", 1, 32, 12, 0);
@@ -98,9 +98,9 @@
 		break;
 	case 3:
 		setupValues();
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
+		smlayer_setActorCostume(0, 2, readArray(11));
 		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
-		_val8d = readArray(_numberArray, 2);
+		_val8d = readArray(2);
 		if (_val55d) {
 			initScene(6);
 			startVideo("toranch.san", 1, 32, 12, 0, _smush_toranchFlu, 300);
@@ -119,7 +119,7 @@
 		startVideo("minefite.san", 1, 32, 12, 0);
 		break;
 	case 5:
-		setWordInString(_numberArray, 1, _val54d);
+		writeArray(1, _val54d);
 		initScene(24);
 		startVideo("rottopen.san", 1, 32, 12, 0);
 		break;
@@ -127,7 +127,7 @@
 		initScene(1);
 		setupValues();
 		smlayer_setFluPalette(_smush_roadrashRip, 1);
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
+		smlayer_setActorCostume(0, 2, readArray(10));
 		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
 		startVideo("minedriv.san", 1, 32, 12, 0, _smush_minedrivFlu, 420);
 		break;
@@ -137,10 +137,10 @@
 		break;
 	case 10:
 		initScene(26);
-		setWordInString(_numberArray, 1, _val54d);
+		writeArray(1, _val54d);
 		startVideo("credits.san", 1, 32, 12, 0);
 	default:
-		warning("Unknown FT_INSANE mode %d", readArray(_numberArray, 0));
+		warning("Unknown FT_INSANE mode %d", readArray(0));
 		break;
 	}
 
@@ -153,24 +153,24 @@
 
 	_insaneIsRunning = false;
 
-	setWordInString(_numberArray, 50, _actor[0].inventory[INV_CHAIN]);
-	setWordInString(_numberArray, 51, _actor[0].inventory[INV_CHAINSAW]);
-	setWordInString(_numberArray, 52, _actor[0].inventory[INV_MACE]);
-	setWordInString(_numberArray, 53, _actor[0].inventory[INV_2X4]);
-	setWordInString(_numberArray, 54, _actor[0].inventory[INV_WRENCH]);
-	setWordInString(_numberArray, 55, _actor[0].inventory[INV_DUST]);
-	setWordInString(_numberArray, 337, _enemy[EN_TORQUE].field_8);
-	setWordInString(_numberArray, 329, _enemy[EN_ROTT1].field_8);
-	setWordInString(_numberArray, 330, _enemy[EN_ROTT2].field_8);
-	setWordInString(_numberArray, 331, _enemy[EN_ROTT3].field_8);
-	setWordInString(_numberArray, 332, _enemy[EN_VULTF1].field_8);
-	setWordInString(_numberArray, 333, _enemy[EN_VULTM1].field_8);
-	setWordInString(_numberArray, 334, _enemy[EN_VULTF2].field_8);
-	setWordInString(_numberArray, 335, _enemy[EN_VULTM2].field_8);
-	setWordInString(_numberArray, 336, _enemy[EN_CAVEFISH].field_8);
-	setWordInString(_numberArray, 339, _enemy[EN_VULTF2].field_10);
-	setWordInString(_numberArray, 56, _enemy[EN_CAVEFISH].field_10);
-	setWordInString(_numberArray, 340, _enemy[EN_VULTM2].field_10);
+	writeArray(50, _actor[0].inventory[INV_CHAIN]);
+	writeArray(51, _actor[0].inventory[INV_CHAINSAW]);
+	writeArray(52, _actor[0].inventory[INV_MACE]);
+	writeArray(53, _actor[0].inventory[INV_2X4]);
+	writeArray(54, _actor[0].inventory[INV_WRENCH]);
+	writeArray(55, _actor[0].inventory[INV_DUST]);
+	writeArray(337, _enemy[EN_TORQUE].field_8);
+	writeArray(329, _enemy[EN_ROTT1].field_8);
+	writeArray(330, _enemy[EN_ROTT2].field_8);
+	writeArray(331, _enemy[EN_ROTT3].field_8);
+	writeArray(332, _enemy[EN_VULTF1].field_8);
+	writeArray(333, _enemy[EN_VULTM1].field_8);
+	writeArray(334, _enemy[EN_VULTF2].field_8);
+	writeArray(335, _enemy[EN_VULTM2].field_8);
+	writeArray(336, _enemy[EN_CAVEFISH].field_8);
+	writeArray(339, _enemy[EN_VULTF2].field_10);
+	writeArray(56, _enemy[EN_CAVEFISH].field_10);
+	writeArray(340, _enemy[EN_VULTM2].field_10);
 	// insane_unlock(); // FIXME
 	_vm->_sound->stopAllSounds(); // IMUSE_StopAllSounds();
 	if (_memoryAllocatedNotOK) {
@@ -623,7 +623,7 @@
 
 	switch (sceneId) {
 	case 1:
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
+		smlayer_setActorCostume(0, 2, readArray(10));
 		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
 		smlayer_setFluPalette(_smush_roadrashRip, 0);
 		setupValues();
@@ -635,7 +635,7 @@
 		return;
 		break;
 	case 2:
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 10));
+		smlayer_setActorCostume(0, 2, readArray(10));
 		setupValues();
 		return;
 		break;
@@ -654,14 +654,14 @@
 	case 4:
 	case 5:
 	case 6:
-		smlayer_setActorCostume(0, 2, readArray(_numberArray, 11));
+		smlayer_setActorCostume(0, 2, readArray(11));
 		smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1+190, _smlayer_room2);
 		setupValues();
 		return;
 		break;
 	case 7:
 	case 8:
-		setWordInString(_numberArray, 4, 0);
+		writeArray(4, 0);
 		return;
 	}
 }
@@ -671,9 +671,9 @@
 
 	debug(0, "setEnemyCostumes(%d)", _currEnemy);
 
-	smlayer_setActorCostume(0, 2, readArray(_numberArray, 12));
-	smlayer_setActorCostume(0, 0, readArray(_numberArray, 14));
-	smlayer_setActorCostume(0, 1, readArray(_numberArray, 13));
+	smlayer_setActorCostume(0, 2, readArray(12));
+	smlayer_setActorCostume(0, 0, readArray(14));
+	smlayer_setActorCostume(0, 1, readArray(13));
 	smlayer_setActorLayer(0, 1, 1);
 	smlayer_setActorLayer(0, 2, 5);
 	smlayer_setActorLayer(0, 0, 10);
@@ -682,7 +682,7 @@
 	smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1+200, _smlayer_room2);
 	
 	if (_currEnemy == EN_CAVEFISH) {
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
+		smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
 		_actor[1].act[2].room = 1;
 		_actor[1].act[1].room = 0;
 		_actor[1].act[0].room = 0;
@@ -695,7 +695,7 @@
 		smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, 
 						 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2);
 	} else if (_currEnemy == EN_TORQUE) {
-		smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
+		smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
 		_actor[1].act[2].room = 1;
 		_actor[1].act[1].room = 0;
 		_actor[1].act[0].room = 0;
@@ -711,13 +711,13 @@
 		_actor[1].act[0].room = 1;
 	
 		if (_enemy[_currEnemy].costume4)
-			smlayer_setActorCostume(1, 2, readArray(_numberArray, _enemy[_currEnemy].costume4));
+			smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costume4));
 	
 		if (_enemy[_currEnemy].costume5)
-			smlayer_setActorCostume(1, 0, readArray(_numberArray, _enemy[_currEnemy].costume5));
+			smlayer_setActorCostume(1, 0, readArray(_enemy[_currEnemy].costume5));
 	
 		if (_enemy[_currEnemy].costume6)
-			smlayer_setActorCostume(1, 1, readArray(_numberArray, _enemy[_currEnemy].costume6));
+			smlayer_setActorCostume(1, 1, readArray(_enemy[_currEnemy].costume6));
 	
 		_actor[1].field_8 = 1;
 		_actor[1].act[2].state = 1;
@@ -1031,11 +1031,11 @@
 		if (_currSceneId == 18) {
 			queueSceneSwitch(17, _smush_minedrivFlu, "minedriv.san", 64, 0, 
 							 _continueFrame1, 1300);
-			setWordInString(_numberArray, 9, 1);
+			writeArray(9, 1);
 		} else {
 			queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0,
 							 _continueFrame1, 1300);
-			setWordInString(_numberArray, 9, 0);
+			writeArray(9, 0);
 		}
 	}
 	_val119_ = false;
@@ -1145,24 +1145,24 @@
 	if (curFrame >= maxFrame) {
 		if (_currSceneId == 4) {
 			if (!_needSceneSwitch) {
-				if (readArray(_numberArray, 6)) {
-					if (readArray(_numberArray, 4))
+				if (readArray(6)) {
+					if (readArray(4))
 						queueSceneSwitch(14, 0, "hitdust2.san", 64, 0, 0, 0);
 					else
 						queueSceneSwitch(14, 0, "hitdust4.san", 64, 0, 0, 0);
 				} else {
-					if (readArray(_numberArray, 4))
+					if (readArray(4))
 						queueSceneSwitch(14, 0, "hitdust1.san", 64, 0, 0, 0);
 					else
 						queueSceneSwitch(14, 0, "hitdust3.san", 64, 0, 0, 0);
 				}
 			}
 		} else {
-			if (readArray(_numberArray, 4)) {
+			if (readArray(4)) {
 				if (!_needSceneSwitch)
 					queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
 			} else {
-				setWordInString(_numberArray, 1, _val53d);
+				writeArray(1, _val53d);
 				smush_setToFinish();
 			}
 		}
@@ -1187,12 +1187,12 @@
 	}
 
 	if (curFrame >= maxFrame) {
-		if (readArray(_numberArray, 4)) {
+		if (readArray(4)) {
 			if (!_needSceneSwitch)
 				queueSceneSwitch(15, 0, "chasthru.san", 64, 0, 0, 0);
 		} else {
-			if (readArray(_numberArray, 5)) {
-				setWordInString(_numberArray, 1, _val57d);
+			if (readArray(5)) {
+				writeArray(1, _val57d);
 				smush_setToFinish();
 			} else {
 				queueSceneSwitch(15, 0, "chasout.san", 64, 0, 0, 0);
@@ -1263,11 +1263,11 @@
 
 		switch (_currSceneId) {
 		case 20:
-			setWordInString(_numberArray, 8, 1);
+			writeArray(8, 1);
 			queueSceneSwitch(12, 0, "liftgog.san", 0, 0, 0, 0);
 			break;
 		case 22:
-			setWordInString(_numberArray, 1, _val54d);
+			writeArray(1, _val54d);
 			smush_setToFinish();
 			break;
 		default:
@@ -1349,7 +1349,7 @@
 			break;
 		case EN_TORQUE:
 			turnBen(false);
-			setWordInString(_numberArray, 1, _val51d);
+			writeArray(1, _val51d);
 			smush_setToFinish();
 			break;
 		case EN_ROTT1:
@@ -1397,7 +1397,7 @@
 		if (_currSceneId == 24)
 			queueSceneSwitch(21, 0, "rottfite.san", 64, 0, 0, 0);
 	
-		if (readArray(_numberArray, 6) && readArray(_numberArray, 4))
+		if (readArray(6) && readArray(4))
 			queueSceneSwitch(16, 0, "limocrsh.san", 64, 0, 0, 0);
 	
 		queueSceneSwitch(5, 0, "tovista2.san", 64, 0, 0, 290);
@@ -1410,10 +1410,10 @@
 						int32 setupsan13, int32 curFrame, int32 maxFrame) {
 	if (curFrame >= maxFrame) {
 		if (_currSceneId == 16) {
-			setWordInString(_numberArray, 4, 0);
-			setWordInString(_numberArray, 5, 1);
-			setWordInString(_numberArray, 1, _val56d);
-			setWordInString(_numberArray, 3, _val55d);
+			writeArray(4, 0);
+			writeArray(5, 1);
+			writeArray(1, _val56d);
+			writeArray(3, _val55d);
 			smush_setToFinish();
 		} else {
 			switch (_tempSceneId) {





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