mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-01 16:35:20 +00:00
FULLPIPE: CGameVar -> GameVar
This commit is contained in:
parent
655054fb37
commit
918d2f175a
@ -48,17 +48,17 @@ void BehaviorManager::clear() {
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_behaviors.clear();
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}
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void BehaviorManager::initBehavior(Scene *sc, CGameVar *var) {
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void BehaviorManager::initBehavior(Scene *sc, GameVar *var) {
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clear();
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_scene = sc;
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BehaviorInfo *behinfo;
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CGameVar *behvar = var->getSubVarByName("BEHAVIOR");
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GameVar *behvar = var->getSubVarByName("BEHAVIOR");
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if (!behvar)
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return;
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for (CGameVar *subvar = behvar->_subVars; subvar; subvar = subvar->_nextVarObj) {
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for (GameVar *subvar = behvar->_subVars; subvar; subvar = subvar->_nextVarObj) {
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if (!strcmp(subvar->_varName, "AMBIENT")) {
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behinfo = new BehaviorInfo;
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behinfo->initAmbientBehavior(subvar, sc);
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@ -191,7 +191,7 @@ void BehaviorInfo::clear() {
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_bheItems.clear();
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}
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void BehaviorInfo::initAmbientBehavior(CGameVar *var, Scene *sc) {
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void BehaviorInfo::initAmbientBehavior(GameVar *var, Scene *sc) {
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debug(0, "BehaviorInfo::initAmbientBehavior(%s)", transCyrillic((byte *)var->_varName));
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clear();
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@ -215,7 +215,7 @@ void BehaviorInfo::initAmbientBehavior(CGameVar *var, Scene *sc) {
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}
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}
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void BehaviorInfo::initObjectBehavior(CGameVar *var, Scene *sc, StaticANIObject *ani) {
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void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *ani) {
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debug(0, "BehaviorInfo::initObjectBehavior(%s)", transCyrillic((byte *)var->_varName));
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clear();
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@ -227,7 +227,7 @@ void BehaviorInfo::initObjectBehavior(CGameVar *var, Scene *sc, StaticANIObject
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if (strcmp(var->_value.stringValue, "ROOT"))
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break;
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CGameVar *v1 = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("BEHAVIOR")->getSubVarByName(ani->getName());
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GameVar *v1 = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("BEHAVIOR")->getSubVarByName(ani->getName());
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if (v1 == var)
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return;
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@ -255,7 +255,7 @@ BehaviorEntry::BehaviorEntry() {
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_items = 0;
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}
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BehaviorEntry::BehaviorEntry(CGameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay) {
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BehaviorEntry::BehaviorEntry(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay) {
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_staticsId = 0;
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_itemsCount = 0;
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@ -274,7 +274,7 @@ BehaviorEntry::BehaviorEntry(CGameVar *var, Scene *sc, StaticANIObject *ani, int
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_items = (BehaviorEntryInfo**)calloc(_itemsCount, sizeof(BehaviorEntryInfo *));
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for (int i = 0; i < _itemsCount; i++) {
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CGameVar *subvar = var->getSubVarByIndex(i);
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GameVar *subvar = var->getSubVarByIndex(i);
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int delay;
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_items[i] = new BehaviorEntryInfo(subvar, sc, &delay);
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@ -289,14 +289,14 @@ BehaviorEntry::BehaviorEntry(CGameVar *var, Scene *sc, StaticANIObject *ani, int
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}
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}
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BehaviorEntryInfo::BehaviorEntryInfo(CGameVar *subvar, Scene *sc, int *delay) {
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BehaviorEntryInfo::BehaviorEntryInfo(GameVar *subvar, Scene *sc, int *delay) {
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_messageQueue = 0;
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_delay = 0;
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_percent = 0;
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_flags = 0;
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_messageQueue = sc->getMessageQueueByName(subvar->_varName);
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CGameVar *vart = subvar->getSubVarByName("dwDelay");
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GameVar *vart = subvar->getSubVarByName("dwDelay");
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if (vart)
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_delay = vart->_value.intValue;
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@ -31,7 +31,7 @@ struct BehaviorEntryInfo {
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uint32 _percent;
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int _flags;
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BehaviorEntryInfo(CGameVar *subvar, Scene *sc, int *delay);
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BehaviorEntryInfo(GameVar *subvar, Scene *sc, int *delay);
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};
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struct BehaviorEntry {
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@ -41,7 +41,7 @@ struct BehaviorEntry {
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BehaviorEntryInfo **_items;
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BehaviorEntry();
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BehaviorEntry(CGameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay);
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BehaviorEntry(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay);
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};
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struct BehaviorInfo {
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@ -57,8 +57,8 @@ struct BehaviorInfo {
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BehaviorInfo() { clear(); }
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void clear();
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void initAmbientBehavior(CGameVar *var, Scene *sc);
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void initObjectBehavior(CGameVar *var, Scene *sc, StaticANIObject *ani);
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void initAmbientBehavior(GameVar *var, Scene *sc);
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void initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *ani);
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};
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class BehaviorManager : public CObject {
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@ -72,7 +72,7 @@ class BehaviorManager : public CObject {
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void clear();
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void initBehavior(Scene *scene, CGameVar *var);
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void initBehavior(Scene *scene, GameVar *var);
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void updateBehaviors();
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void updateBehavior(BehaviorInfo *behaviorInfo, BehaviorEntry *entry);
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@ -389,7 +389,7 @@ void FullpipeEngine::updateScreen() {
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}
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int FullpipeEngine::getObjectEnumState(const char *name, const char *state) {
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CGameVar *var = _gameLoader->_gameVar->getSubVarByName("OBJSTATES");
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GameVar *var = _gameLoader->_gameVar->getSubVarByName("OBJSTATES");
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if (!var) {
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var = _gameLoader->_gameVar->addSubVarAsInt("OBJSTATES", 0);
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@ -406,7 +406,7 @@ int FullpipeEngine::getObjectEnumState(const char *name, const char *state) {
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}
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int FullpipeEngine::getObjectState(const char *objname) {
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CGameVar *var = _gameLoader->_gameVar->getSubVarByName("OBJSTATES");
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GameVar *var = _gameLoader->_gameVar->getSubVarByName("OBJSTATES");
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if (var)
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return var->getSubVarAsInt(objname);
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@ -415,7 +415,7 @@ int FullpipeEngine::getObjectState(const char *objname) {
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}
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void FullpipeEngine::setObjectState(const char *name, int state) {
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CGameVar *var = _gameLoader->_gameVar->getSubVarByName("OBJSTATES");
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GameVar *var = _gameLoader->_gameVar->getSubVarByName("OBJSTATES");
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if (!var) {
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var = _gameLoader->_gameVar->addSubVarAsInt("OBJSTATES", 0);
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@ -46,7 +46,7 @@ enum FullpipeGameFeatures {
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class BehaviorManager;
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class BaseModalObject;
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class CGameLoader;
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class CGameVar;
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class GameVar;
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class InputController;
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class Inventory2;
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struct CursorInfo;
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@ -102,7 +102,7 @@ public:
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GameProject *_gameProject;
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bool loadGam(const char *fname, int scene = 0);
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CGameVar *getGameLoaderGameVar();
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GameVar *getGameLoaderGameVar();
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InputController *getGameLoaderInputController();
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int _gameProjectVersion;
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@ -218,7 +218,7 @@ public:
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bool sceneSwitcher(EntranceInfo *entrance);
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Scene *accessScene(int sceneId);
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void setSceneMusicParameters(CGameVar *var);
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void setSceneMusicParameters(GameVar *var);
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NGIArchive *_currArchive;
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@ -124,7 +124,7 @@ bool CGameLoader::load(MfcArchive &file) {
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_field_FA = file.readUint16LE();
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_field_F8 = file.readUint16LE();
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_gameVar = (CGameVar *)file.readClass();
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_gameVar = (GameVar *)file.readClass();
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return true;
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}
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@ -181,7 +181,7 @@ bool CGameLoader::gotoScene(int sceneId, int entranceId) {
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return false;
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}
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CGameVar *sg = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
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GameVar *sg = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
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if (sg || (sg = _gameVar->getSubVarByName("OBJSTATES")->addSubVarAsInt("SAVEGAME", 0)) != 0)
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sg->setSubVarAsInt("Entrance", entranceId);
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@ -496,7 +496,7 @@ bool PreloadItems::load(MfcArchive &file) {
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return true;
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}
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CGameVar *FullpipeEngine::getGameLoaderGameVar() {
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GameVar *FullpipeEngine::getGameLoaderGameVar() {
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if (_gameLoader)
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return _gameLoader->_gameVar;
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else
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@ -100,7 +100,7 @@ class CGameLoader : public CObject {
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int16 _field_F8;
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int16 _field_FA;
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PreloadItems _preloadItems;
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CGameVar *_gameVar;
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GameVar *_gameVar;
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char *_gameName;
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ExCommand _exCommand;
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int _updateCounter;
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@ -123,7 +123,7 @@ void FullpipeEngine::initObjectStates() {
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}
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void FullpipeEngine::setLevelStates() {
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CGameVar *v = _gameLoader->_gameVar->getSubVarByName("OBJSTATES")->getSubVarByName(sO_LiftButtons);
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GameVar *v = _gameLoader->_gameVar->getSubVarByName("OBJSTATES")->getSubVarByName(sO_LiftButtons);
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if (v) {
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v->setSubVarAsInt(sO_Level0, 2833);
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@ -69,27 +69,27 @@ union VarValue {
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char *stringValue;
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};
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class CGameVar : public CObject {
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class GameVar : public CObject {
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public:
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CGameVar *_nextVarObj;
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CGameVar *_prevVarObj;
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CGameVar *_parentVarObj;
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CGameVar *_subVars;
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CGameVar *_field_14;
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GameVar *_nextVarObj;
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GameVar *_prevVarObj;
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GameVar *_parentVarObj;
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GameVar *_subVars;
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GameVar *_field_14;
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char *_varName;
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VarValue _value;
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int _varType;
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public:
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CGameVar();
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GameVar();
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virtual bool load(MfcArchive &file);
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CGameVar *getSubVarByName(const char *name);
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GameVar *getSubVarByName(const char *name);
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bool setSubVarAsInt(const char *name, int value);
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int getSubVarAsInt(const char *name);
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CGameVar *addSubVarAsInt(const char *name, int value);
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bool addSubVar(CGameVar *subvar);
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GameVar *addSubVarAsInt(const char *name, int value);
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bool addSubVar(GameVar *subvar);
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int getSubVarsCount();
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CGameVar *getSubVarByIndex(int idx);
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GameVar *getSubVarByIndex(int idx);
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};
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} // End of namespace Fullpipe
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@ -371,16 +371,16 @@ MessageQueue *Scene::getMessageQueueByName(char *name) {
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return 0;
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}
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void Scene::preloadMovements(CGameVar *var) {
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CGameVar *preload = var->getSubVarByName("PRELOAD");
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void Scene::preloadMovements(GameVar *var) {
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GameVar *preload = var->getSubVarByName("PRELOAD");
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if (!preload)
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return;
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for (CGameVar *i = preload->_subVars; i; i = i->_nextVarObj) {
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for (GameVar *i = preload->_subVars; i; i = i->_nextVarObj) {
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StaticANIObject *ani = getStaticANIObject1ByName(i->_varName, -1);
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if (ani) {
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CGameVar *subVars = i->_subVars;
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GameVar *subVars = i->_subVars;
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if (subVars) {
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for (;subVars; subVars = subVars->_nextVarObj) {
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@ -397,7 +397,7 @@ void Scene::preloadMovements(CGameVar *var) {
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}
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void Scene::initObjectCursors(const char *varname) {
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CGameVar *cursorsVar = g_fullpipe->getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("CURSORS");
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GameVar *cursorsVar = g_fullpipe->getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("CURSORS");
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if (!cursorsVar || !cursorsVar->_subVars)
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return;
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@ -405,7 +405,7 @@ void Scene::initObjectCursors(const char *varname) {
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int maxId = 0;
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int minId = 0xffff;
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for (CGameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
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for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
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GameObject *obj = getPictureObjectByName(sub->_varName, -1);
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if (obj || (obj = getStaticANIObject1ByName(sub->_varName, -1)) != 0) {
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@ -421,7 +421,7 @@ void Scene::initObjectCursors(const char *varname) {
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g_fullpipe->_objectIdCursors.resize(maxId - minId + 1);
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for (CGameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
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for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
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GameObject *obj = getPictureObjectByName(sub->_varName, -1);
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if (!obj)
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@ -69,7 +69,7 @@ class Scene : public Background {
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PictureObject *getPictureObjectById(int objId, int flags);
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PictureObject *getPictureObjectByName(const char *name, int keyCode);
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void deletePictureObject(PictureObject *obj);
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void preloadMovements(CGameVar *var);
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void preloadMovements(GameVar *var);
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StaticANIObject *getStaticANIObjectAtPos(int x, int y);
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PictureObject *getPictureObjectAtPos(int x, int y);
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@ -75,7 +75,7 @@ Vars::Vars() {
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}
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bool FullpipeEngine::sceneSwitcher(EntranceInfo *entrance) {
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CGameVar *sceneVar;
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GameVar *sceneVar;
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Common::Point sceneDim;
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Scene *scene = accessScene(entrance->_sceneId);
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@ -657,7 +657,7 @@ bool FullpipeEngine::sceneSwitcher(EntranceInfo *entrance) {
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}
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void setElevatorButton(const char *name, int state) {
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CGameVar *var = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("OBJSTATES")->getSubVarByName(sO_LiftButtons);
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GameVar *var = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("OBJSTATES")->getSubVarByName(sO_LiftButtons);
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if (var)
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var->setSubVarAsInt(name, state);
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@ -1383,7 +1383,7 @@ int sceneIntro_updateCursor() {
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}
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void FullpipeEngine::setSwallowedEggsState() {
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CGameVar *v = _gameLoader->_gameVar->getSubVarByName("OBJSTATES")->getSubVarByName(sO_GulpedEggs);
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GameVar *v = _gameLoader->_gameVar->getSubVarByName("OBJSTATES")->getSubVarByName(sO_GulpedEggs);
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g_vars->swallowedEgg1 = v->getSubVarByName(sO_Egg1);
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g_vars->swallowedEgg2 = v->getSubVarByName(sO_Egg2);
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@ -1416,7 +1416,7 @@ int sceneHandlerIntro(ExCommand *cmd) {
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}
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void scene01_fixEntrance() {
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CGameVar *var = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
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GameVar *var = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");
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if (var->getSubVarAsInt("Entrance") == TrubaLeft)
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var->setSubVarAsInt("Entrance", TrubaRight);
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}
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@ -31,9 +31,9 @@ class Vars {
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public:
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Vars();
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CGameVar *swallowedEgg1;
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CGameVar *swallowedEgg2;
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CGameVar *swallowedEgg3;
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GameVar *swallowedEgg1;
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GameVar *swallowedEgg2;
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GameVar *swallowedEgg3;
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StaticANIObject *sceneIntro_aniin1man;
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bool sceneIntro_needSleep;
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@ -111,7 +111,7 @@ void Sound::setPanAndVolumeByStaticAni() {
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debug(3, "STUB Sound::setPanAndVolumeByStaticAni()");
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}
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void FullpipeEngine::setSceneMusicParameters(CGameVar *var) {
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void FullpipeEngine::setSceneMusicParameters(GameVar *var) {
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warning("STUB: FullpipeEngine::setSceneMusicParameters()");
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}
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@ -145,7 +145,7 @@ GameProject::~GameProject() {
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free(_headerFilename);
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}
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CGameVar::CGameVar() {
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GameVar::GameVar() {
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_subVars = 0;
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_parentVarObj = 0;
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_nextVarObj = 0;
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@ -156,7 +156,7 @@ CGameVar::CGameVar() {
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_varName = 0;
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}
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bool CGameVar::load(MfcArchive &file) {
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bool GameVar::load(MfcArchive &file) {
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_varName = file.readPascalString();
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_varType = file.readUint32LE();
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@ -184,18 +184,18 @@ bool CGameVar::load(MfcArchive &file) {
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}
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file.incLevel();
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_parentVarObj = (CGameVar *)file.readClass();
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_prevVarObj = (CGameVar *)file.readClass();
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_nextVarObj = (CGameVar *)file.readClass();
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_field_14 = (CGameVar *)file.readClass();
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_subVars = (CGameVar *)file.readClass();
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_parentVarObj = (GameVar *)file.readClass();
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_prevVarObj = (GameVar *)file.readClass();
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_nextVarObj = (GameVar *)file.readClass();
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_field_14 = (GameVar *)file.readClass();
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_subVars = (GameVar *)file.readClass();
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file.decLevel();
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return true;
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}
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CGameVar *CGameVar::getSubVarByName(const char *name) {
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CGameVar *sv = 0;
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GameVar *GameVar::getSubVarByName(const char *name) {
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GameVar *sv = 0;
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if (_subVars != 0) {
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sv = _subVars;
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@ -205,8 +205,8 @@ CGameVar *CGameVar::getSubVarByName(const char *name) {
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return sv;
|
||||
}
|
||||
|
||||
bool CGameVar::setSubVarAsInt(const char *name, int value) {
|
||||
CGameVar *var = getSubVarByName(name);
|
||||
bool GameVar::setSubVarAsInt(const char *name, int value) {
|
||||
GameVar *var = getSubVarByName(name);
|
||||
|
||||
if (var) {
|
||||
if (var->_varType == 0) {
|
||||
@ -217,7 +217,7 @@ bool CGameVar::setSubVarAsInt(const char *name, int value) {
|
||||
return false;
|
||||
}
|
||||
|
||||
var = new CGameVar();
|
||||
var = new GameVar();
|
||||
var->_varType = 0;
|
||||
var->_value.intValue = value;
|
||||
var->_varName = (char *)calloc(strlen(name) + 1, 1);
|
||||
@ -226,8 +226,8 @@ bool CGameVar::setSubVarAsInt(const char *name, int value) {
|
||||
return addSubVar(var);
|
||||
}
|
||||
|
||||
int CGameVar::getSubVarAsInt(const char *name) {
|
||||
CGameVar *var = getSubVarByName(name);
|
||||
int GameVar::getSubVarAsInt(const char *name) {
|
||||
GameVar *var = getSubVarByName(name);
|
||||
|
||||
if (var)
|
||||
return var->_value.intValue;
|
||||
@ -235,11 +235,11 @@ int CGameVar::getSubVarAsInt(const char *name) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
CGameVar *CGameVar::addSubVarAsInt(const char *name, int value) {
|
||||
GameVar *GameVar::addSubVarAsInt(const char *name, int value) {
|
||||
if (getSubVarByName(name)) {
|
||||
return 0;
|
||||
} else {
|
||||
CGameVar *var = new CGameVar();
|
||||
GameVar *var = new GameVar();
|
||||
|
||||
var->_varType = 0;
|
||||
var->_value.intValue = value;
|
||||
@ -251,11 +251,11 @@ CGameVar *CGameVar::addSubVarAsInt(const char *name, int value) {
|
||||
}
|
||||
}
|
||||
|
||||
bool CGameVar::addSubVar(CGameVar *subvar) {
|
||||
CGameVar *var = _subVars;
|
||||
bool GameVar::addSubVar(GameVar *subvar) {
|
||||
GameVar *var = _subVars;
|
||||
|
||||
if (var) {
|
||||
for (CGameVar *i = var->_nextVarObj; i; i = i->_nextVarObj)
|
||||
for (GameVar *i = var->_nextVarObj; i; i = i->_nextVarObj)
|
||||
var = i;
|
||||
|
||||
var->_nextVarObj = subvar;
|
||||
@ -273,9 +273,9 @@ bool CGameVar::addSubVar(CGameVar *subvar) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int CGameVar::getSubVarsCount() {
|
||||
int GameVar::getSubVarsCount() {
|
||||
int res;
|
||||
CGameVar *sub = _subVars;
|
||||
GameVar *sub = _subVars;
|
||||
|
||||
for (res = 0; sub; res++)
|
||||
sub = sub->_nextVarObj;
|
||||
@ -283,8 +283,8 @@ int CGameVar::getSubVarsCount() {
|
||||
return res;
|
||||
}
|
||||
|
||||
CGameVar *CGameVar::getSubVarByIndex(int idx) {
|
||||
CGameVar *sub = _subVars;
|
||||
GameVar *GameVar::getSubVarByIndex(int idx) {
|
||||
GameVar *sub = _subVars;
|
||||
|
||||
while (idx--) {
|
||||
sub = sub->_nextVarObj;
|
||||
|
@ -547,7 +547,7 @@ void StaticANIObject::draw2() {
|
||||
}
|
||||
|
||||
MovTable *StaticANIObject::countMovements() {
|
||||
CGameVar *preloadSubVar = g_fullpipe->getGameLoaderGameVar()->getSubVarByName(getName())->getSubVarByName("PRELOAD");
|
||||
GameVar *preloadSubVar = g_fullpipe->getGameLoaderGameVar()->getSubVarByName(getName())->getSubVarByName("PRELOAD");
|
||||
|
||||
if (!preloadSubVar || preloadSubVar->getSubVarsCount() == 0)
|
||||
return 0;
|
||||
@ -561,7 +561,7 @@ MovTable *StaticANIObject::countMovements() {
|
||||
GameObject *obj = (GameObject *)_movements[i];
|
||||
movTable->movs[i] = 2;
|
||||
|
||||
for (CGameVar *sub = preloadSubVar->_subVars; sub; sub = sub->_nextVarObj) {
|
||||
for (GameVar *sub = preloadSubVar->_subVars; sub; sub = sub->_nextVarObj) {
|
||||
if (scumm_stricmp(obj->getName(), sub->_varName) == 0) {
|
||||
movTable->movs[i] = 1;
|
||||
break;
|
||||
@ -573,7 +573,7 @@ MovTable *StaticANIObject::countMovements() {
|
||||
}
|
||||
|
||||
void StaticANIObject::setSpeed(int speed) {
|
||||
CGameVar *var = g_fullpipe->getGameLoaderGameVar()->getSubVarByName(getName())->getSubVarByName("SpeedUp");
|
||||
GameVar *var = g_fullpipe->getGameLoaderGameVar()->getSubVarByName(getName())->getSubVarByName("SpeedUp");
|
||||
|
||||
if (!var)
|
||||
return;
|
||||
|
@ -266,7 +266,7 @@ enum {
|
||||
kMessageQueue,
|
||||
kExCommand,
|
||||
kObjstateCommand,
|
||||
kCGameVar,
|
||||
kGameVar,
|
||||
kMctlCompound,
|
||||
kMovGraph,
|
||||
kMovGraphLink,
|
||||
@ -283,7 +283,7 @@ const struct {
|
||||
{ "MessageQueue", kMessageQueue },
|
||||
{ "ExCommand", kExCommand },
|
||||
{ "CObjstateCommand", kObjstateCommand },
|
||||
{ "CGameVar", kCGameVar },
|
||||
{ "CGameVar", kGameVar },
|
||||
{ "CMctlCompound", kMctlCompound },
|
||||
{ "CMovGraph", kMovGraph },
|
||||
{ "CMovGraphLink", kMovGraphLink },
|
||||
@ -314,8 +314,8 @@ static CObject *createObject(int objectId) {
|
||||
return new ExCommand();
|
||||
case kObjstateCommand:
|
||||
return new ObjstateCommand();
|
||||
case kCGameVar:
|
||||
return new CGameVar();
|
||||
case kGameVar:
|
||||
return new GameVar();
|
||||
case kMctlCompound:
|
||||
return new MctlCompound();
|
||||
case kMovGraph:
|
||||
|
Loading…
x
Reference in New Issue
Block a user