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SAGA2: Adapt some C syntax to C++
This commit is contained in:
parent
e4ece2a62c
commit
d3df1b09a1
@ -73,7 +73,7 @@ extern bool massAndBulkCount;
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//-----------------------------------------------------------------------
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// Return a bit mask indicating the properties of this object type
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uint16 ActorProto::containmentSet(void) {
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uint16 ActorProto::containmentSet() {
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// All actors may also be weapons (indicating natural attacks)
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return ProtoObj::containmentSet() | isWeapon;
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}
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@ -113,7 +113,7 @@ bool ActorProto::canContainAt(
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|| itemPtr->possessor() == dObj);
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}
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weaponID ActorProto::getWeaponID(void) {
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weaponID ActorProto::getWeaponID() {
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return weaponDamage;
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}
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@ -1027,7 +1027,7 @@ void Actor::init(
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//-----------------------------------------------------------------------
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// Actor constructor -- copies the resource fields and simply NULL's most
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// of the rest of the data members
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Actor::Actor(void) {
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Actor::Actor() {
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prototype = nullptr;
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_faction = 0;
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_colorScheme = 0;
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@ -1278,7 +1278,7 @@ Actor::Actor(Common::InSaveFile *in) : GameObject(in) {
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//-----------------------------------------------------------------------
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// Destructor
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Actor::~Actor(void) {
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Actor::~Actor() {
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if (_appearance != NULL) ReleaseActorAppearance(_appearance);
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if (getAssignment())
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@ -1288,7 +1288,7 @@ Actor::~Actor(void) {
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//-----------------------------------------------------------------------
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// Return the number of bytes needed to archive this actor
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int32 Actor::archiveSize(void) {
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int32 Actor::archiveSize() {
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int32 size = GameObject::archiveSize();
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size += sizeof(ActorArchive);
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@ -1468,7 +1468,7 @@ Actor *Actor::newActor(
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//-----------------------------------------------------------------------
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// Delete this actor
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void Actor::deleteActor(void) {
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void Actor::deleteActor() {
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if (_flags & temporary) {
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uint16 protoNum = getProtoNum();
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@ -1518,7 +1518,7 @@ void Actor::deleteActor(void) {
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//-----------------------------------------------------------------------
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// Cause the actor to stop his current motion task is he is interruptable
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void Actor::stopMoving(void) {
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void Actor::stopMoving() {
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if (_moveTask != NULL && isInterruptable())
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_moveTask->remove();
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}
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@ -1526,7 +1526,7 @@ void Actor::stopMoving(void) {
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//-----------------------------------------------------------------------
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// Cause this actor to die
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void Actor::die(void) {
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void Actor::die() {
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if (!isDead()) return;
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ObjectID dObj = thisID();
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@ -1567,7 +1567,7 @@ void Actor::die(void) {
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//-----------------------------------------------------------------------
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// Cause this actor to come back to life
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void Actor::imNotQuiteDead(void) {
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void Actor::imNotQuiteDead() {
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if (isDead()) {
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PlayerActorID pID;
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@ -1582,7 +1582,7 @@ void Actor::imNotQuiteDead(void) {
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//-----------------------------------------------------------------------
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// Cuase the actor to re-assess his/her vitality
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void Actor::vitalityUpdate(void) {
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void Actor::vitalityUpdate() {
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// If we're dead, don't heal
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if (isDead()) return;
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@ -1627,7 +1627,7 @@ void Actor::vitalityUpdate(void) {
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//-----------------------------------------------------------------------
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// Perform actor specific activation tasks
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void Actor::activateActor(void) {
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void Actor::activateActor() {
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debugC(1, kDebugActors, "Actors: Activated %d (%s)", thisID() - 32768, objName());
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evaluateNeeds();
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@ -1636,7 +1636,7 @@ void Actor::activateActor(void) {
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//-----------------------------------------------------------------------
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// Perfrom actor specific deactivation tasks
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void Actor::deactivateActor(void) {
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void Actor::deactivateActor() {
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debugC(1, kDebugActors, "Actors: De-activated %d (%s)", thisID() - 32768, objName());
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// Kill task
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@ -1667,7 +1667,7 @@ void Actor::deactivateActor(void) {
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//-----------------------------------------------------------------------
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// Delobotomize this actor
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void Actor::delobotomize(void) {
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void Actor::delobotomize() {
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if (!(_flags & lobotomized)) return;
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ObjectID dObj = thisID();
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@ -1689,7 +1689,7 @@ void Actor::delobotomize(void) {
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//-----------------------------------------------------------------------
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// Lobotomize this actor
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void Actor::lobotomize(void) {
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void Actor::lobotomize() {
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if (_flags & lobotomized) return;
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ObjectID dObj = thisID();
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@ -1723,7 +1723,7 @@ void Actor::lobotomize(void) {
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// actor is a player actor, the base stats are in the PlayerActor
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// structure.
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ActorAttributes *Actor::getBaseStats(void) {
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ActorAttributes *Actor::getBaseStats() {
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if (_disposition < dispositionPlayer)
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return &((ActorProto *)prototype)->baseStats;
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else
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@ -1734,7 +1734,7 @@ ActorAttributes *Actor::getBaseStats(void) {
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// Return the racial base enchantment flags. If this actor
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// is a non-player actor, the base stats are in the prototype.
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uint32 Actor::getBaseEnchantmentEffects(void) {
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uint32 Actor::getBaseEnchantmentEffects() {
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//if ( disposition < dispositionPlayer )
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return ((ActorProto *)prototype)->baseEffectFlags;
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}
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@ -1743,7 +1743,7 @@ uint32 Actor::getBaseEnchantmentEffects(void) {
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// Return the object base resistance flags. If this actor
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// is a non-player actor, the base stats are in the prototype.
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uint16 Actor::getBaseResistance(void) {
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uint16 Actor::getBaseResistance() {
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//if ( disposition < dispositionPlayer )
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return ((ActorProto *)prototype)->resistance;
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}
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@ -1752,7 +1752,7 @@ uint16 Actor::getBaseResistance(void) {
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// Return the object base immunity flags. If this actor
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// is a non-player actor, the base stats are in the prototype.
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uint16 Actor::getBaseImmunity(void) {
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uint16 Actor::getBaseImmunity() {
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//if ( disposition < dispositionPlayer )
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return ((ActorProto *)prototype)->immunity;
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}
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@ -1760,7 +1760,7 @@ uint16 Actor::getBaseImmunity(void) {
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//-----------------------------------------------------------------------
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// Return the base recovery rate
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uint16 Actor::getBaseRecovery(void) {
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uint16 Actor::getBaseRecovery() {
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return BASE_REC_RATE;
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}
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@ -1783,7 +1783,7 @@ bool Actor::inUseRange(const TilePoint &tp, GameObject *obj) {
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//-----------------------------------------------------------------------
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// Determine if actor is immobile (i.e. can't walk)
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bool Actor::isImmobile(void) {
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bool Actor::isImmobile() {
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return isDead()
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|| hasEffect(actorImmobile)
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|| hasEffect(actorAsleep)
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@ -1793,7 +1793,7 @@ bool Actor::isImmobile(void) {
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//-----------------------------------------------------------------------
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// Return a pointer to this actor's currently readied offensive object
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GameObject *Actor::offensiveObject(void) {
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GameObject *Actor::offensiveObject() {
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if (_rightHandObject != Nothing) {
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assert(isObject(_rightHandObject));
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@ -1937,7 +1937,7 @@ void Actor::stopAttack(GameObject *target) {
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//-----------------------------------------------------------------------
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// Determine if this actor can block an attack
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bool Actor::canDefend(void) {
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bool Actor::canDefend() {
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if (isDead()) return false;
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// Look at left hand object, generally the defensive object
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@ -1961,7 +1961,7 @@ bool Actor::canDefend(void) {
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// Return a numeric value which roughly estimates this actor's
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// offensive strength
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int16 Actor::offenseScore(void) {
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int16 Actor::offenseScore() {
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// REM: at this time this calculation is somewhat arbitrary
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int16 score = 0;
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@ -1991,7 +1991,7 @@ int16 Actor::offenseScore(void) {
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// Return a numeric value which roughly estimates this actor's
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// defensive strength
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int16 Actor::defenseScore(void) {
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int16 Actor::defenseScore() {
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// REM: at this time this calculation is somewhat arbitrary
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int16 score = 0;
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@ -2120,7 +2120,7 @@ int16 Actor::animationFrames(int16 actionType, Direction dir) {
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// Update the current animation sequence to the next frame.
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// Returns true if the animation sequence has finished.
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bool Actor::nextAnimationFrame(void) {
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bool Actor::nextAnimationFrame() {
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ActorAnimation *anim;
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int16 numPoses;
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@ -2212,7 +2212,7 @@ bool Actor::nextAnimationFrame(void) {
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//-----------------------------------------------------------------------
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// Drop the all of the actor's inventory
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void Actor::dropInventory(void) {
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void Actor::dropInventory() {
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GameObject *obj,
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*nextObj;
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@ -2406,7 +2406,7 @@ void Actor::setGoal(uint8 newGoal) {
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//-----------------------------------------------------------------------
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// Reevaluate actor's built-in needs
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void Actor::evaluateNeeds(void) {
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void Actor::evaluateNeeds() {
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if (!isDead()
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&& isActivated()
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&& !(_flags & lobotomized)) {
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@ -2493,7 +2493,7 @@ void Actor::evaluateNeeds(void) {
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}
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}
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void Actor::updateState(void) {
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void Actor::updateState() {
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// The actor should not be set permanently uninterruptable when
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// the actor does not have a motion task
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assert(isMoving() || _actionCounter != maxuint8);
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@ -2989,7 +2989,7 @@ void Actor::bandWith(Actor *newLeader) {
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//-----------------------------------------------------------------------
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// Simply causes this actor to be removed from his current band.
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void Actor::disband(void) {
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void Actor::disband() {
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if (_leader != NULL) {
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_leader->removeFollower(this);
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_leader = NULL;
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@ -3114,7 +3114,7 @@ uint8 Actor::evaluateFollowerNeeds(Actor *follower) {
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// Returns 0 if not moving, 1 if path being calculated,
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// 2 if path being followed.
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bool Actor::pathFindState(void) {
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bool Actor::pathFindState() {
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if (_moveTask == NULL)
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return 0;
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if (_moveTask->pathFindTask)
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@ -3151,7 +3151,7 @@ bool Actor::removeKnowledge(uint16 kID) {
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//-----------------------------------------------------------------------
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// Remove all knowledge package from actor
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void Actor::clearKnowledge(void) {
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void Actor::clearKnowledge() {
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for (int i = 0; i < ARRAYSIZE(_knowledge); i++) {
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_knowledge[i] = 0;
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}
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@ -3354,14 +3354,14 @@ bool Actor::hasMana(ActorManaID i, int8 dMana) {
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//-----------------------------------------------------------------------
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// Saving throw funcion
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bool Actor::makeSavingThrow(void) {
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bool Actor::makeSavingThrow() {
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return false;
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}
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//-------------------------------------------------------------------
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// Determine if the actors are currently initialized
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bool areActorsInitialized(void) {
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bool areActorsInitialized() {
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return g_vm->_act->_actorList.size() > 0;
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}
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@ -3369,7 +3369,7 @@ int16 GetRandomBetween(int start, int end) {
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return g_vm->_rnd->getRandomNumberRng(start, end - 1);
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}
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void updateActorStates(void) {
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void updateActorStates() {
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if (g_vm->_act->_actorStatesPaused) return;
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int32 actorIndex;
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@ -3395,13 +3395,13 @@ void updateActorStates(void) {
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//-------------------------------------------------------------------
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void pauseActorStates(void) {
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void pauseActorStates() {
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g_vm->_act->_actorStatesPaused = true;
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}
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//-------------------------------------------------------------------
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void resumeActorStates(void) {
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void resumeActorStates() {
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g_vm->_act->_actorStatesPaused = false;
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}
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@ -3442,7 +3442,7 @@ ResourceActor::ResourceActor(Common::SeekableReadStream *stream) : ResourceGameO
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}
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}
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void initActors(void) {
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void initActors() {
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// Load actors
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int i, resourceActorCount;
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Common::Array<ResourceActor> resourceActorList;
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@ -3542,7 +3542,7 @@ void loadActors(Common::InSaveFile *in) {
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//-------------------------------------------------------------------
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// Cleanup the actor list
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void cleanupActors(void) {
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void cleanupActors() {
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if (g_vm->_act->_actorList.size() > 0) {
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for (int i = 0; i < kActorCount; i++)
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delete g_vm->_act->_actorList[i];
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@ -3601,7 +3601,7 @@ int16 GetFactionTally(int faction, enum factionTallyTypes act) {
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//-------------------------------------------------------------------
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// Initialize the faction tally table
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void initFactionTallies(void) {
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void initFactionTallies() {
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memset(&g_vm->_act->_factionTable, 0, sizeof(g_vm->_act->_factionTable));
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}
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@ -247,7 +247,7 @@ struct ResourceActorProtoExtension {
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uint32 baseEffectFlags; // special effects, see EFFECTS.H
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// Default constructor -- do nothing
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ResourceActorProtoExtension(void) {
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ResourceActorProtoExtension() {
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memset(&baseStats, 0, sizeof(baseStats));
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combatBehavior = 0;
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@ -304,7 +304,7 @@ public:
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}
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// returns the containment type flags for this object
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virtual uint16 containmentSet(void);
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virtual uint16 containmentSet();
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// returns true if this object can contain another object
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virtual bool canContain(ObjectID dObj, ObjectID item);
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@ -316,7 +316,7 @@ public:
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ObjectID item,
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const TilePoint &where);
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weaponID getWeaponID(void);
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weaponID getWeaponID();
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// use this actor
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bool useAction(ObjectID dObj, ObjectID enactor);
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@ -393,16 +393,16 @@ public:
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ObjectID enactor); // person doing dropping
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public:
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virtual uint16 getViewableRows(void) {
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virtual uint16 getViewableRows() {
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return ViewableRows;
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}
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virtual uint16 getViewableCols(void) {
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virtual uint16 getViewableCols() {
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return ViewableCols;
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}
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virtual uint16 getMaxRows(void) {
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virtual uint16 getMaxRows() {
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return maxRows;
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}
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virtual uint16 getMaxCols(void) {
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virtual uint16 getMaxCols() {
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return maxCols;
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}
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@ -725,7 +725,7 @@ private:
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public:
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// Default constructor
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Actor(void);
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Actor();
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// Constructor - initial actor construction
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Actor(const ResourceActor &res);
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@ -733,10 +733,10 @@ public:
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Actor(Common::InSaveFile *in);
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// Destructor
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~Actor(void);
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~Actor();
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// Return the number of bytes needed to archive this actor
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int32 archiveSize(void);
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int32 archiveSize();
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void write(Common::MemoryWriteStreamDynamic *out);
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@ -750,7 +750,7 @@ public:
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uint8 initFlags);
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// Delete this actor
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void deleteActor(void);
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void deleteActor();
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private:
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// Turn incrementally
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@ -767,31 +767,31 @@ public:
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// Cause the actor to stop his current motion task is he is
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// interruptable
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void stopMoving(void);
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void stopMoving();
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// Cause this actor to die
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void die(void);
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void die();
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// Cause this actor to return from the dead
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void imNotQuiteDead(void);
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void imNotQuiteDead();
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// makes the actor do a vitality change test
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void vitalityUpdate(void);
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void vitalityUpdate();
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// Perform actor specific activation tasks
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void activateActor(void);
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void activateActor();
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// Perform actor specific deactivation tasks
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void deactivateActor(void);
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void deactivateActor();
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// De-lobotomize this actor
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void delobotomize(void);
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void delobotomize();
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// Lobotomize this actor
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void lobotomize(void);
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void lobotomize();
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// Return a pointer to the actor's current assignment
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ActorAssignment *getAssignment(void) {
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ActorAssignment *getAssignment() {
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return _flags & hasAssignment
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? _assignment
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: nullptr;
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@ -811,16 +811,16 @@ public:
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bool inUseRange(const TilePoint &tp, GameObject *obj);
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// Determine if actor is dead
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bool isDead(void) {
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bool isDead() {
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return _effectiveStats.vitality <= 0;
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}
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// Determine if actor is immobile (i.e. can't walk)
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bool isImmobile(void);
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bool isImmobile();
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// Return a pointer to this actor's currently readied offensive
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// object
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GameObject *offensiveObject(void);
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GameObject *offensiveObject();
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// Returns pointers to this actor's readied primary defensive object
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// and optionally their scondary defensive object
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@ -844,15 +844,15 @@ public:
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// Determine if this actor can block an attack with objects
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// currently being held
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bool canDefend(void);
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bool canDefend();
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// Return a numeric value which roughly estimates this actor's
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// offensive strength
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int16 offenseScore(void);
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int16 offenseScore();
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// Return a numeric value which roughly estimates this actor's
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// defensive strenght
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int16 defenseScore(void);
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int16 defenseScore();
|
||||
|
||||
// Handle the effect of a successful hit on an opponent in combat
|
||||
void handleSuccessfulStrike(GameObject *weapon) {
|
||||
@ -860,7 +860,7 @@ public:
|
||||
}
|
||||
|
||||
// Return the value of this actor's disposition
|
||||
int16 getDisposition(void) {
|
||||
int16 getDisposition() {
|
||||
return _disposition;
|
||||
}
|
||||
|
||||
@ -873,23 +873,23 @@ public:
|
||||
}
|
||||
|
||||
// Return a pointer to the effective stats
|
||||
ActorAttributes *getStats(void) {
|
||||
ActorAttributes *getStats() {
|
||||
return &_effectiveStats;
|
||||
}
|
||||
|
||||
// Return a pointer to this actor's base stats
|
||||
ActorAttributes *getBaseStats(void);
|
||||
ActorAttributes *getBaseStats();
|
||||
|
||||
// Return the color remapping table
|
||||
void getColorTranslation(ColorTable map);
|
||||
|
||||
// Determine if this actor is interruptable
|
||||
bool isInterruptable(void) {
|
||||
bool isInterruptable() {
|
||||
return _actionCounter == 0;
|
||||
}
|
||||
|
||||
// Determine if this actor is permanently uninterruptable
|
||||
bool isPermanentlyUninterruptable(void) {
|
||||
bool isPermanentlyUninterruptable() {
|
||||
return _actionCounter == maxuint8;
|
||||
}
|
||||
|
||||
@ -906,7 +906,7 @@ public:
|
||||
}
|
||||
|
||||
// Drop the all of the actor's inventory
|
||||
void dropInventory(void);
|
||||
void dropInventory();
|
||||
|
||||
// Place an object into this actor's right or left hand
|
||||
void holdInRightHand(ObjectID objID);
|
||||
@ -935,11 +935,11 @@ public:
|
||||
int16 animationFrames(int16 actionType, Direction dir);
|
||||
|
||||
// Update the current animation sequence to the next frame
|
||||
bool nextAnimationFrame(void);
|
||||
bool nextAnimationFrame();
|
||||
|
||||
// calculate which sprite frames to show. Return false if
|
||||
// sprite frames are not loaded.
|
||||
bool calcSpriteFrames(void);
|
||||
bool calcSpriteFrames();
|
||||
|
||||
// Calculate the frame list entry, given the current actor's
|
||||
// body state, and facing direction.
|
||||
@ -947,17 +947,17 @@ public:
|
||||
|
||||
// Returns 0 if not moving, 1 if path being calculated,
|
||||
// 2 if path being followed.
|
||||
bool pathFindState(void);
|
||||
bool pathFindState();
|
||||
|
||||
// High level actor behavior functions
|
||||
private:
|
||||
void setGoal(uint8 newGoal);
|
||||
|
||||
public:
|
||||
void evaluateNeeds(void);
|
||||
void evaluateNeeds();
|
||||
|
||||
// Called every frame to update the state of this actor
|
||||
void updateState(void);
|
||||
void updateState();
|
||||
|
||||
void handleTaskCompletion(TaskResult result);
|
||||
void handleOffensiveAct(Actor *attacker);
|
||||
@ -972,9 +972,9 @@ public:
|
||||
|
||||
// Banding related functions
|
||||
void bandWith(Actor *newLeader);
|
||||
void disband(void);
|
||||
void disband();
|
||||
|
||||
bool inBandingRange(void) {
|
||||
bool inBandingRange() {
|
||||
assert(_leader != NULL);
|
||||
|
||||
return _leader->IDParent() == IDParent()
|
||||
@ -993,7 +993,7 @@ public:
|
||||
// Knowledge-related member functions
|
||||
bool addKnowledge(uint16 kID);
|
||||
bool removeKnowledge(uint16 kID);
|
||||
void clearKnowledge(void);
|
||||
void clearKnowledge();
|
||||
void useKnowledge(scriptCallFrame &scf);
|
||||
|
||||
bool canSenseProtaganistIndirectly(SenseInfo &info, int16 range);
|
||||
@ -1019,10 +1019,10 @@ public:
|
||||
|
||||
bool hasMana(ActorManaID i, int8 dMana);
|
||||
|
||||
uint32 getBaseEnchantmentEffects(void);
|
||||
uint16 getBaseResistance(void);
|
||||
uint16 getBaseImmunity(void);
|
||||
uint16 getBaseRecovery(void);
|
||||
uint32 getBaseEnchantmentEffects();
|
||||
uint16 getBaseResistance();
|
||||
uint16 getBaseImmunity();
|
||||
uint16 getBaseRecovery();
|
||||
|
||||
bool resists(effectResistTypes r) {
|
||||
return _effectiveResistance & (1 << r);
|
||||
@ -1052,7 +1052,7 @@ public:
|
||||
_enchantmentFlags & ~(1 << e);
|
||||
}
|
||||
|
||||
bool makeSavingThrow(void);
|
||||
bool makeSavingThrow();
|
||||
|
||||
void setFightStance(bool val) {
|
||||
if (val)
|
||||
@ -1080,15 +1080,15 @@ inline bool isEnemy(ObjectID obj) {
|
||||
&& isEnemy((Actor *)GameObject::objectAddress(obj));
|
||||
}
|
||||
|
||||
void updateActorStates(void);
|
||||
void updateActorStates();
|
||||
|
||||
void pauseActorStates(void);
|
||||
void resumeActorStates(void);
|
||||
void pauseActorStates();
|
||||
void resumeActorStates();
|
||||
|
||||
void setCombatBehavior(bool enabled);
|
||||
|
||||
// Determine if the actors are currently initialized
|
||||
bool areActorsInitialized(void);
|
||||
bool areActorsInitialized();
|
||||
|
||||
void clearEnchantments(Actor *a);
|
||||
void addEnchantment(Actor *a, uint16 enchantmentID);
|
||||
@ -1116,7 +1116,7 @@ int16 GetFactionTally(int faction, enum factionTallyTypes act);
|
||||
int16 AddFactionTally(int faction, enum factionTallyTypes act, int amt);
|
||||
|
||||
// Initialize the faction tally table
|
||||
void initFactionTallies(void);
|
||||
void initFactionTallies();
|
||||
|
||||
// Save the faction tallies to a save file
|
||||
void saveFactionTallies(Common::OutSaveFile *outS);
|
||||
@ -1125,7 +1125,7 @@ void saveFactionTallies(Common::OutSaveFile *outS);
|
||||
void loadFactionTallies(Common::InSaveFile *in);
|
||||
|
||||
// Cleanup the faction tally table
|
||||
inline void cleanupFactionTallies(void) { /* Nothing to do */ }
|
||||
inline void cleanupFactionTallies() { /* Nothing to do */ }
|
||||
|
||||
class ActorManager {
|
||||
public:
|
||||
|
@ -77,14 +77,14 @@ void PlayLongSound(char IDstr[]);
|
||||
//-----------------------------------------------------------------------
|
||||
// general maintainence
|
||||
|
||||
bool initAudio(void);
|
||||
void startAudio(void);
|
||||
void suspendAudio(void);
|
||||
void resumeAudio(void);
|
||||
void cleanupAudio(void);
|
||||
void writeConfig(void);
|
||||
bool initAudio();
|
||||
void startAudio();
|
||||
void suspendAudio();
|
||||
void resumeAudio();
|
||||
void cleanupAudio();
|
||||
void writeConfig();
|
||||
|
||||
void audioEventLoop(void);
|
||||
void audioEventLoop();
|
||||
bool stillDoingVoice(uint32 sampno);
|
||||
bool stillDoingVoice(uint32 s[]);
|
||||
|
||||
@ -92,7 +92,7 @@ bool stillDoingVoice(uint32 s[]);
|
||||
// environmental sounds
|
||||
|
||||
void audioEnvironmentUseSet(int16 audioSet, int32 auxID, Point32 relPos);
|
||||
void audioEnvironmentCheck(void);
|
||||
void audioEnvironmentCheck();
|
||||
|
||||
void audioEnvironmentSetAggression(bool onOff);
|
||||
void audioEnvironmentSetDaytime(bool onOff);
|
||||
@ -102,8 +102,8 @@ void audioEnvironmentSetWorld(int mapNum);
|
||||
//-----------------------------------------------------------------------
|
||||
// environmental music
|
||||
|
||||
void clearActiveFactions(void);
|
||||
void useActiveFactions(void);
|
||||
void clearActiveFactions();
|
||||
void useActiveFactions();
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
@ -62,7 +62,7 @@ ActorAssignment::ActorAssignment(Actor *ac, Common::SeekableReadStream *stream)
|
||||
//----------------------------------------------------------------------
|
||||
// ActorAssignment destructor
|
||||
|
||||
ActorAssignment::~ActorAssignment(void) {
|
||||
ActorAssignment::~ActorAssignment() {
|
||||
Actor *a = getActor();
|
||||
debugC(2, kDebugActors, "Ending assignment for %p (%s): %p",
|
||||
(void *)a, a->objName(), (void *)this);
|
||||
@ -83,7 +83,7 @@ ActorAssignment::~ActorAssignment(void) {
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
|
||||
inline int32 ActorAssignment::archiveSize(void) const {
|
||||
inline int32 ActorAssignment::archiveSize() const {
|
||||
return sizeof(_startFrame) + sizeof(_endFrame);
|
||||
}
|
||||
|
||||
@ -95,7 +95,7 @@ void ActorAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Determine if the time limit for this assignment has been exceeded
|
||||
|
||||
bool ActorAssignment::isValid(void) {
|
||||
bool ActorAssignment::isValid() {
|
||||
uint16 frame = g_vm->_calender->frameInDay();
|
||||
|
||||
return frame < _endFrame
|
||||
@ -105,7 +105,7 @@ bool ActorAssignment::isValid(void) {
|
||||
//----------------------------------------------------------------------
|
||||
// Create a TaskStack for this actor and plug in the assignment's Task.
|
||||
|
||||
TaskStack *ActorAssignment::createTask(void) {
|
||||
TaskStack *ActorAssignment::createTask() {
|
||||
if (!taskNeeded()) return NULL;
|
||||
|
||||
Actor *a = getActor();
|
||||
@ -125,7 +125,7 @@ TaskStack *ActorAssignment::createTask(void) {
|
||||
return ts;
|
||||
}
|
||||
|
||||
Actor *ActorAssignment::getActor(void) const {
|
||||
Actor *ActorAssignment::getActor() const {
|
||||
return _actor;
|
||||
}
|
||||
|
||||
@ -142,7 +142,7 @@ void ActorAssignment::handleTaskCompletion(TaskResult) {
|
||||
// Plug a new task into the actor, if the actor is currently following
|
||||
// his assignment
|
||||
|
||||
void ActorAssignment::startTask(void) {
|
||||
void ActorAssignment::startTask() {
|
||||
Actor *a = getActor();
|
||||
|
||||
if (a->_currentGoal == actorGoalFollowAssignment)
|
||||
@ -152,7 +152,7 @@ void ActorAssignment::startTask(void) {
|
||||
//----------------------------------------------------------------------
|
||||
// Determine if this assignment needs to create a task at this time
|
||||
|
||||
bool ActorAssignment::taskNeeded(void) {
|
||||
bool ActorAssignment::taskNeeded() {
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -199,7 +199,7 @@ PatrolRouteAssignment::PatrolRouteAssignment(Actor *a, Common::SeekableReadStrea
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
|
||||
inline int32 PatrolRouteAssignment::archiveSize(void) const {
|
||||
inline int32 PatrolRouteAssignment::archiveSize() const {
|
||||
return ActorAssignment::archiveSize()
|
||||
+ sizeof(_routeNo)
|
||||
+ sizeof(_startingWayPoint)
|
||||
@ -229,7 +229,7 @@ void PatrolRouteAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
// Return an integer representing the class of this object for archival
|
||||
// reasons.
|
||||
|
||||
int16 PatrolRouteAssignment::type(void) const {
|
||||
int16 PatrolRouteAssignment::type() const {
|
||||
return patrolRouteAssignment;
|
||||
}
|
||||
|
||||
@ -244,7 +244,7 @@ void PatrolRouteAssignment::handleTaskCompletion(TaskResult result) {
|
||||
//----------------------------------------------------------------------
|
||||
// Determine if assignment is still valid
|
||||
|
||||
bool PatrolRouteAssignment::isValid(void) {
|
||||
bool PatrolRouteAssignment::isValid() {
|
||||
// If the route has already been completed, then the assignment is
|
||||
// no longer valid
|
||||
if (_flags & routeCompleted) return false;
|
||||
@ -255,7 +255,7 @@ bool PatrolRouteAssignment::isValid(void) {
|
||||
//----------------------------------------------------------------------
|
||||
// Determine if this assignment needs to create a task at this time
|
||||
|
||||
bool PatrolRouteAssignment::taskNeeded(void) {
|
||||
bool PatrolRouteAssignment::taskNeeded() {
|
||||
// If the route has already been completed, then no task is needed
|
||||
return !(_flags & routeCompleted);
|
||||
}
|
||||
@ -343,7 +343,7 @@ HuntToBeNearLocationAssignment::HuntToBeNearLocationAssignment(Actor *a, Common:
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
|
||||
inline int32 HuntToBeNearLocationAssignment::archiveSize(void) const {
|
||||
inline int32 HuntToBeNearLocationAssignment::archiveSize() const {
|
||||
return ActorAssignment::archiveSize()
|
||||
+ targetArchiveSize(getTarget())
|
||||
+ sizeof(_range);
|
||||
@ -366,14 +366,14 @@ void HuntToBeNearLocationAssignment::write(Common::MemoryWriteStreamDynamic *out
|
||||
// Return an integer representing the class of this object for archival
|
||||
// reasons.
|
||||
|
||||
int16 HuntToBeNearLocationAssignment::type(void) const {
|
||||
int16 HuntToBeNearLocationAssignment::type() const {
|
||||
return huntToBeNearLocationAssignment;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Determine if this assignment needs to create a task at this time
|
||||
|
||||
bool HuntToBeNearLocationAssignment::taskNeeded(void) {
|
||||
bool HuntToBeNearLocationAssignment::taskNeeded() {
|
||||
Actor *a = getActor();
|
||||
TilePoint actorLoc = a->getLocation();
|
||||
|
||||
@ -445,7 +445,7 @@ HuntToBeNearActorAssignment::HuntToBeNearActorAssignment(Actor *a, Common::Seeka
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
|
||||
inline int32 HuntToBeNearActorAssignment::archiveSize(void) const {
|
||||
inline int32 HuntToBeNearActorAssignment::archiveSize() const {
|
||||
return ActorAssignment::archiveSize()
|
||||
+ targetArchiveSize(getTarget())
|
||||
+ sizeof(_range)
|
||||
@ -472,14 +472,14 @@ void HuntToBeNearActorAssignment::write(Common::MemoryWriteStreamDynamic *out) c
|
||||
// Return an integer representing the class of this object for archival
|
||||
// reasons.
|
||||
|
||||
int16 HuntToBeNearActorAssignment::type(void) const {
|
||||
int16 HuntToBeNearActorAssignment::type() const {
|
||||
return huntToBeNearActorAssignment;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Determine if this assignment needs to create a task at this time
|
||||
|
||||
bool HuntToBeNearActorAssignment::taskNeeded(void) {
|
||||
bool HuntToBeNearActorAssignment::taskNeeded() {
|
||||
Actor *a = getActor();
|
||||
TilePoint actorLoc = a->getLocation(),
|
||||
targetLoc = getTarget()->where(a->world(), actorLoc);
|
||||
@ -541,7 +541,7 @@ void HuntToKillAssignment::initialize(
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
|
||||
inline int32 HuntToKillAssignment::archiveSize(void) const {
|
||||
inline int32 HuntToKillAssignment::archiveSize() const {
|
||||
return ActorAssignment::archiveSize()
|
||||
+ targetArchiveSize(getTarget())
|
||||
+ sizeof(_flags);
|
||||
@ -563,7 +563,7 @@ void HuntToKillAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Determine if this assignment is still valid
|
||||
|
||||
bool HuntToKillAssignment::isValid(void) {
|
||||
bool HuntToKillAssignment::isValid() {
|
||||
// If the target actor is already dead, then this is not a valid
|
||||
// assignment
|
||||
if (_flags & specificActor) {
|
||||
@ -581,14 +581,14 @@ bool HuntToKillAssignment::isValid(void) {
|
||||
// Return an integer representing the class of this object for archival
|
||||
// reasons.
|
||||
|
||||
int16 HuntToKillAssignment::type(void) const {
|
||||
int16 HuntToKillAssignment::type() const {
|
||||
return huntToKillAssignment;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Determine if this assignment needs to create a task at this time
|
||||
|
||||
bool HuntToKillAssignment::taskNeeded(void) {
|
||||
bool HuntToKillAssignment::taskNeeded() {
|
||||
// If we're hunting a specific actor, we only need a task if that
|
||||
// actor is still alive.
|
||||
if (_flags & specificActor) {
|
||||
@ -629,7 +629,7 @@ TetheredAssignment::TetheredAssignment(Actor *ac, Common::SeekableReadStream *st
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
|
||||
inline int32 TetheredAssignment::archiveSize(void) const {
|
||||
inline int32 TetheredAssignment::archiveSize() const {
|
||||
return ActorAssignment::archiveSize()
|
||||
+ sizeof(_minU)
|
||||
+ sizeof(_minV)
|
||||
@ -668,7 +668,7 @@ TetheredWanderAssignment::TetheredWanderAssignment(
|
||||
// Return an integer representing the class of this object for archival
|
||||
// reasons.
|
||||
|
||||
int16 TetheredWanderAssignment::type(void) const {
|
||||
int16 TetheredWanderAssignment::type() const {
|
||||
return tetheredWanderAssignment;
|
||||
}
|
||||
|
||||
@ -707,7 +707,7 @@ AttendAssignment::AttendAssignment(Actor *a, Common::SeekableReadStream *stream)
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
|
||||
inline int32 AttendAssignment::archiveSize(void) const {
|
||||
inline int32 AttendAssignment::archiveSize() const {
|
||||
return ActorAssignment::archiveSize()
|
||||
+ sizeof(ObjectID);
|
||||
}
|
||||
@ -731,7 +731,7 @@ void AttendAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
// Return an integer representing the class of this object for archival
|
||||
// reasons.
|
||||
|
||||
int16 AttendAssignment::type(void) const {
|
||||
int16 AttendAssignment::type() const {
|
||||
return attendAssignment;
|
||||
}
|
||||
|
||||
|
@ -67,35 +67,35 @@ public:
|
||||
ActorAssignment(Actor *a, Common::SeekableReadStream *stream);
|
||||
|
||||
// Destructor
|
||||
virtual ~ActorAssignment(void);
|
||||
virtual ~ActorAssignment();
|
||||
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
virtual int32 archiveSize(void) const;
|
||||
virtual int32 archiveSize() const;
|
||||
|
||||
virtual void write(Common::MemoryWriteStreamDynamic *out) const;
|
||||
|
||||
// Construct a TaskStack for this assignment
|
||||
TaskStack *createTask(void);
|
||||
TaskStack *createTask();
|
||||
|
||||
// This function is called to notify the assignment of the
|
||||
// completion of a task which the assignment had created.
|
||||
virtual void handleTaskCompletion(TaskResult result);
|
||||
|
||||
// Determine if assignment's time limit is up
|
||||
virtual bool isValid(void);
|
||||
virtual bool isValid();
|
||||
|
||||
// Return a pointer to the actor to which this assignment belongs
|
||||
Actor *getActor(void) const;
|
||||
Actor *getActor() const;
|
||||
|
||||
// Return an integer representing the class of this assignment
|
||||
virtual int16 type(void) const = 0;
|
||||
virtual int16 type() const = 0;
|
||||
|
||||
protected:
|
||||
void startTask(void);
|
||||
void startTask();
|
||||
|
||||
// Determine if this assignment needs to create a task at this time
|
||||
virtual bool taskNeeded(void);
|
||||
virtual bool taskNeeded();
|
||||
|
||||
// Create a Task for this assignment
|
||||
virtual Task *getTask(TaskStack *ts) = 0;
|
||||
@ -132,23 +132,23 @@ public:
|
||||
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
int32 archiveSize(void) const;
|
||||
int32 archiveSize() const;
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out) const;
|
||||
|
||||
// Return an integer representing the type of this assignment
|
||||
int16 type(void) const;
|
||||
int16 type() const;
|
||||
|
||||
// This function is called to notify the assignment of the
|
||||
// completion of a task which the assignment had created.
|
||||
void handleTaskCompletion(TaskResult result);
|
||||
|
||||
// Determine if assignment is still valid
|
||||
bool isValid(void);
|
||||
bool isValid();
|
||||
|
||||
protected:
|
||||
// Determine if this assignment needs to create a task at this time
|
||||
bool taskNeeded(void);
|
||||
bool taskNeeded();
|
||||
|
||||
// Construct a Task for this assignment
|
||||
Task *getTask(TaskStack *ts);
|
||||
@ -200,18 +200,18 @@ public:
|
||||
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
int32 archiveSize(void) const;
|
||||
int32 archiveSize() const;
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out) const;
|
||||
|
||||
int16 type(void) const;
|
||||
int16 type() const;
|
||||
|
||||
protected:
|
||||
bool taskNeeded(void);
|
||||
bool taskNeeded();
|
||||
|
||||
Task *getTask(TaskStack *ts);
|
||||
|
||||
const Target *getTarget(void) const {
|
||||
const Target *getTarget() const {
|
||||
return (const Target *)_targetMem;
|
||||
}
|
||||
};
|
||||
@ -279,18 +279,18 @@ public:
|
||||
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
int32 archiveSize(void) const;
|
||||
int32 archiveSize() const;
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out) const;
|
||||
|
||||
int16 type(void) const;
|
||||
int16 type() const;
|
||||
|
||||
protected:
|
||||
bool taskNeeded(void);
|
||||
bool taskNeeded();
|
||||
|
||||
Task *getTask(TaskStack *ts);
|
||||
|
||||
const ActorTarget *getTarget(void) const {
|
||||
const ActorTarget *getTarget() const {
|
||||
return (const ActorTarget *)_targetMem;
|
||||
}
|
||||
};
|
||||
@ -350,22 +350,22 @@ public:
|
||||
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
int32 archiveSize(void) const;
|
||||
int32 archiveSize() const;
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out) const;
|
||||
|
||||
// Determine if assignment's time limit is up or if the actor is
|
||||
// already dead
|
||||
bool isValid(void);
|
||||
bool isValid();
|
||||
|
||||
int16 type(void) const;
|
||||
int16 type() const;
|
||||
|
||||
protected:
|
||||
bool taskNeeded(void);
|
||||
bool taskNeeded();
|
||||
|
||||
Task *getTask(TaskStack *ts);
|
||||
|
||||
const ActorTarget *getTarget(void) const {
|
||||
const ActorTarget *getTarget() const {
|
||||
return (const ActorTarget *)_targetMem;
|
||||
}
|
||||
};
|
||||
@ -396,7 +396,7 @@ public:
|
||||
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
int32 archiveSize(void) const;
|
||||
int32 archiveSize() const;
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out) const;
|
||||
};
|
||||
@ -413,7 +413,7 @@ public:
|
||||
TetheredWanderAssignment(Actor *a, Common::SeekableReadStream *stream) : TetheredAssignment(a, stream) {}
|
||||
|
||||
// Return an integer representing the type of this assignment
|
||||
int16 type(void) const;
|
||||
int16 type() const;
|
||||
|
||||
protected:
|
||||
// Construct a Task for this assignment
|
||||
@ -435,12 +435,12 @@ public:
|
||||
|
||||
// Return the number of bytes need to archive the data in this
|
||||
// assignment
|
||||
int32 archiveSize(void) const;
|
||||
int32 archiveSize() const;
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out) const;
|
||||
|
||||
// Return an integer representing the type of this assignment
|
||||
int16 type(void) const;
|
||||
int16 type() const;
|
||||
|
||||
protected:
|
||||
// Construct a Task for this assignment
|
||||
|
@ -56,12 +56,12 @@ extern hResource *voiceResFile; // script resources
|
||||
|
||||
hResContext *voiceRes, *musicRes, *soundRes, *loopRes, *longRes;
|
||||
|
||||
bool haveKillerSoundCard(void);
|
||||
void writeConfig(void);
|
||||
bool haveKillerSoundCard();
|
||||
void writeConfig();
|
||||
void disableBGLoop(bool s = true);
|
||||
void enableBGLoop(void);
|
||||
void audioStressTest(void);
|
||||
extern GameObject *getViewCenterObject(void);
|
||||
void enableBGLoop();
|
||||
void audioStressTest();
|
||||
extern GameObject *getViewCenterObject();
|
||||
void playSoundAt(uint32 s, Location playAt);
|
||||
void playSoundAt(uint32 s, Point32 playAt);
|
||||
bool sayVoiceAt(uint32 s[], Location l);
|
||||
@ -98,7 +98,7 @@ static byte volumeFromDist(Point32 loc, byte maxVol) {
|
||||
//-----------------------------------------------------------------------
|
||||
// after system initialization - startup code
|
||||
|
||||
void startAudio(void) {
|
||||
void startAudio() {
|
||||
uint32 musicID = haveKillerSoundCard() ? goodMusicID : baseMusicID;
|
||||
|
||||
musicRes = soundResFile->newContext(musicID, "music resource");
|
||||
@ -158,7 +158,7 @@ void cleanupAudio() {
|
||||
// audio event loop
|
||||
|
||||
|
||||
void audioEventLoop(void) {
|
||||
void audioEventLoop() {
|
||||
if (g_vm->_audio->playFlag())
|
||||
g_vm->_audio->playMe();
|
||||
|
||||
@ -181,7 +181,7 @@ void makeGruntSound(uint8 cs, Location l) {
|
||||
//-----------------------------------------------------------------------
|
||||
// check for higher quality MIDI card
|
||||
|
||||
bool haveKillerSoundCard(void) {
|
||||
bool haveKillerSoundCard() {
|
||||
MidiDriver::DeviceHandle dev = MidiDriver::detectDevice(MDT_MIDI | MDT_ADLIB | MDT_PREFER_GM);
|
||||
MusicType driverType = MidiDriver::getMusicType(dev);
|
||||
|
||||
@ -198,7 +198,7 @@ bool haveKillerSoundCard(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// unwritten music toggler
|
||||
|
||||
void toggleMusic(void) {
|
||||
void toggleMusic() {
|
||||
}
|
||||
|
||||
/* ===================================================================== *
|
||||
@ -209,25 +209,25 @@ void toggleMusic(void) {
|
||||
// suspend & resume calls
|
||||
|
||||
|
||||
void suspendLoops(void) {
|
||||
void suspendLoops() {
|
||||
disableBGLoop(false);
|
||||
}
|
||||
|
||||
void resumeLoops(void) {
|
||||
void resumeLoops() {
|
||||
if (loopRes)
|
||||
enableBGLoop();
|
||||
}
|
||||
|
||||
void suspendMusic(void) {
|
||||
void suspendMusic() {
|
||||
audioEnvironmentSuspend(true);
|
||||
}
|
||||
|
||||
void resumeMusic(void) {
|
||||
void resumeMusic() {
|
||||
if (musicRes)
|
||||
audioEnvironmentSuspend(false);
|
||||
}
|
||||
|
||||
void suspendAudio(void) {
|
||||
void suspendAudio() {
|
||||
if (g_vm->_audio) {
|
||||
suspendMusic();
|
||||
suspendLoops();
|
||||
@ -235,7 +235,7 @@ void suspendAudio(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void resumeAudio(void) {
|
||||
void resumeAudio() {
|
||||
if (g_vm->_audio) {
|
||||
if (soundRes != NULL || voiceRes != NULL) {
|
||||
g_vm->_audio->resume();
|
||||
@ -248,7 +248,7 @@ void resumeAudio(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// UI volume change hook
|
||||
|
||||
void volumeChanged(void) {
|
||||
void volumeChanged() {
|
||||
if (g_vm->_audio->getVolume(kVolSfx))
|
||||
resumeLoops();
|
||||
else
|
||||
@ -437,7 +437,7 @@ void playLoopAt(uint32 s, Point32 loc) {
|
||||
|
||||
void addAuxTheme(Location loc, uint32 lid);
|
||||
void killAuxTheme(uint32 lid);
|
||||
void killAllAuxThemes(void);
|
||||
void killAllAuxThemes();
|
||||
|
||||
void playLoopAt(uint32 s, Location playAt) {
|
||||
debugC(1, kDebugSound, "playLoopAt(%s, %d,%d,%d)", tag2strP(s), playAt.u, playAt.v, playAt.z);
|
||||
@ -580,7 +580,7 @@ void AudioInterface::initAudioInterface(hResContext *musicContext) {
|
||||
_music = new Music(musicContext);
|
||||
}
|
||||
|
||||
bool AudioInterface::playFlag(void) {
|
||||
bool AudioInterface::playFlag() {
|
||||
debugC(5, kDebugSound, "AudioInterface::playFlag()");
|
||||
if (_speechQueue.size() == 0 && !_mixer->isSoundHandleActive(_speechSoundHandle))
|
||||
_currentSpeech.seg = 0;
|
||||
@ -588,7 +588,7 @@ bool AudioInterface::playFlag(void) {
|
||||
return _speechQueue.size() > 0 || _sfxQueue.size() > 0;
|
||||
}
|
||||
|
||||
void AudioInterface::playMe(void) {
|
||||
void AudioInterface::playMe() {
|
||||
if (_speechQueue.size() > 0 && !_mixer->isSoundHandleActive(_speechSoundHandle)) {
|
||||
SoundInstance si = _speechQueue.front();
|
||||
_speechQueue.pop_front();
|
||||
@ -623,7 +623,7 @@ void AudioInterface::playMusic(uint32 s, int16 loopFactor, Point32 where) {
|
||||
_currentMusic.loc = where;
|
||||
}
|
||||
|
||||
void AudioInterface::stopMusic(void) {
|
||||
void AudioInterface::stopMusic() {
|
||||
_music->stop();
|
||||
}
|
||||
|
||||
@ -650,7 +650,7 @@ void AudioInterface::playLoop(uint32 s, int16 loopFactor, Point32 where) {
|
||||
_mixer->playStream(Audio::Mixer::kSFXSoundType, &g_vm->_audio->_loopSoundHandle, laud, -1, vol);
|
||||
}
|
||||
|
||||
void AudioInterface::stopLoop(void) {
|
||||
void AudioInterface::stopLoop() {
|
||||
_mixer->stopHandle(_loopSoundHandle);
|
||||
}
|
||||
|
||||
@ -688,11 +688,11 @@ void AudioInterface::queueVoice(uint32 s[], Point32 where) {
|
||||
}
|
||||
}
|
||||
|
||||
void AudioInterface::stopVoice(void) {
|
||||
void AudioInterface::stopVoice() {
|
||||
_mixer->stopHandle(_speechSoundHandle);
|
||||
}
|
||||
|
||||
bool AudioInterface::talking(void) {
|
||||
bool AudioInterface::talking() {
|
||||
return _mixer->isSoundHandleActive(_speechSoundHandle);
|
||||
}
|
||||
|
||||
@ -722,11 +722,11 @@ byte AudioInterface::getVolume(VolumeTarget src) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
void AudioInterface::suspend(void) {
|
||||
void AudioInterface::suspend() {
|
||||
_mixer->pauseAll(true);
|
||||
}
|
||||
|
||||
void AudioInterface::resume(void) {
|
||||
void AudioInterface::resume() {
|
||||
_mixer->pauseAll(false);
|
||||
}
|
||||
|
||||
|
@ -83,34 +83,34 @@ public:
|
||||
void initAudioInterface(hResContext *musicContext);
|
||||
|
||||
// event loop calls
|
||||
bool playFlag(void);
|
||||
void playMe(void);
|
||||
bool playFlag();
|
||||
void playMe();
|
||||
|
||||
// music calls
|
||||
void playMusic(uint32 s, int16 loopFactor = 1, Point32 where = Here);
|
||||
void stopMusic(void);
|
||||
void stopMusic();
|
||||
|
||||
// sound calls
|
||||
void queueSound(uint32 s, int16 loopFactor = 1, Point32 where = Here);
|
||||
|
||||
// loop calls
|
||||
void playLoop(uint32 s, int16 loopFactor = 0, Point32 where = Here);
|
||||
void stopLoop(void);
|
||||
void stopLoop();
|
||||
void setLoopPosition(Point32 newLoc);
|
||||
uint32 currentLoop(void) {
|
||||
uint32 currentLoop() {
|
||||
return _currentLoop.seg;
|
||||
}
|
||||
|
||||
// voice calls
|
||||
void queueVoice(uint32 s, Point32 where = Here);
|
||||
void queueVoice(uint32 s[], Point32 where = Here);
|
||||
void stopVoice(void);
|
||||
bool talking(void);
|
||||
void stopVoice();
|
||||
bool talking();
|
||||
bool saying(uint32 s);
|
||||
|
||||
byte getVolume(VolumeTarget src);
|
||||
void suspend(void);
|
||||
void resume(void);
|
||||
void suspend();
|
||||
void resume();
|
||||
};
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
@ -192,7 +192,7 @@ AutoMap::~AutoMap() {
|
||||
// ------------------------------------------------------------------------
|
||||
// read map data
|
||||
|
||||
void AutoMap::locateRegion(void) {
|
||||
void AutoMap::locateRegion() {
|
||||
Common::SeekableReadStream *stream;
|
||||
hResContext *areaRes; // tile resource handle
|
||||
int16 regionCount;
|
||||
@ -238,7 +238,7 @@ void AutoMap::locateRegion(void) {
|
||||
// ------------------------------------------------------------------------
|
||||
// deactivation
|
||||
|
||||
void AutoMap::deactivate(void) {
|
||||
void AutoMap::deactivate() {
|
||||
selected = 0;
|
||||
gPanel::deactivate();
|
||||
}
|
||||
@ -435,7 +435,7 @@ void AutoMap::drawClipped(
|
||||
// ------------------------------------------------------------------------
|
||||
// draw
|
||||
|
||||
void AutoMap::draw(void) { // redraw the window
|
||||
void AutoMap::draw() { // redraw the window
|
||||
// draw the entire panel
|
||||
drawClipped(g_vm->_mainPort, Point16(0, 0), _extent);
|
||||
}
|
||||
@ -444,7 +444,7 @@ void AutoMap::draw(void) { // redraw the window
|
||||
// build summary
|
||||
|
||||
// create a summary map on the tPort gPixelMap buffer
|
||||
void AutoMap::createSmallMap(void) {
|
||||
void AutoMap::createSmallMap() {
|
||||
WorldMapData *wMap = &mapList[currentWorld->mapNum];
|
||||
|
||||
uint16 *mapData = wMap->map->mapData;
|
||||
|
@ -68,10 +68,10 @@ public:
|
||||
void drawClipped(gPort &port,
|
||||
const Point16 &offset,
|
||||
const Rect16 &clipRect);
|
||||
void draw(void); // redraw the window
|
||||
void draw(); // redraw the window
|
||||
|
||||
void createSmallMap(void);
|
||||
void locateRegion(void);
|
||||
void createSmallMap();
|
||||
void locateRegion();
|
||||
APPFUNCV(cmdAutoMapEsc);
|
||||
APPFUNCV(cmdAutoMapHome);
|
||||
APPFUNCV(cmdAutoMapEnd);
|
||||
@ -81,7 +81,7 @@ public:
|
||||
gPanel *keyTest(int16 key);
|
||||
private:
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
|
||||
void pointerMove(gPanelMessage &msg);
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
|
@ -34,7 +34,7 @@ namespace Saga2 {
|
||||
// BandList constructor -- simply place each element of the array in
|
||||
// the inactive list
|
||||
|
||||
BandList::BandList(void) {
|
||||
BandList::BandList() {
|
||||
for (int i = 0; i < kNumBands; i++)
|
||||
_list[i] = nullptr;
|
||||
}
|
||||
@ -42,7 +42,7 @@ BandList::BandList(void) {
|
||||
//----------------------------------------------------------------------
|
||||
// BandList destructor
|
||||
|
||||
BandList::~BandList(void) {
|
||||
BandList::~BandList() {
|
||||
for (int i = 0; i < kNumBands; i++)
|
||||
delete _list[i];
|
||||
}
|
||||
@ -67,7 +67,7 @@ void BandList::read(Common::InSaveFile *in) {
|
||||
//----------------------------------------------------------------------
|
||||
// Return the number of bytes necessary to archive this TaskList
|
||||
|
||||
int32 BandList::archiveSize(void) {
|
||||
int32 BandList::archiveSize() {
|
||||
int32 size = sizeof(int16);
|
||||
|
||||
for (int i = 0; i < kNumBands; i++)
|
||||
@ -104,7 +104,7 @@ void BandList::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//----------------------------------------------------------------------
|
||||
// Place a Band into the active list and return its address
|
||||
|
||||
Band *BandList::newBand(void) {
|
||||
Band *BandList::newBand() {
|
||||
for (int i = 0; i < kNumBands; i++) {
|
||||
if (!_list[i]) {
|
||||
_list[i] = new Band();
|
||||
@ -168,7 +168,7 @@ void BandList::deleteBand(Band *p) {
|
||||
// Call the bandList member function newBand() to get a pointer to a
|
||||
// new Band
|
||||
|
||||
Band *newBand(void) {
|
||||
Band *newBand() {
|
||||
return g_vm->_bandList->newBand();
|
||||
}
|
||||
|
||||
@ -204,7 +204,7 @@ Band *getBandAddress(BandID id) {
|
||||
//----------------------------------------------------------------------
|
||||
// Initialize the bandList
|
||||
|
||||
void initBands(void) {
|
||||
void initBands() {
|
||||
}
|
||||
|
||||
void saveBands(Common::OutSaveFile *outS) {
|
||||
@ -242,7 +242,7 @@ void loadBands(Common::InSaveFile *in, int32 chunkSize) {
|
||||
//----------------------------------------------------------------------
|
||||
// Cleanup the bandList
|
||||
|
||||
void cleanupBands(void) {
|
||||
void cleanupBands() {
|
||||
for (int i = 0; i < BandList::kNumBands; i++) {
|
||||
if (g_vm->_bandList->_list[i]) {
|
||||
delete g_vm->_bandList->_list[i];
|
||||
@ -300,7 +300,7 @@ Band::Band(Common::InSaveFile *in) {
|
||||
// Return the number of bytes needed to archive this object in a
|
||||
// buffer
|
||||
|
||||
int32 Band::archiveSize(void) {
|
||||
int32 Band::archiveSize() {
|
||||
return sizeof(ObjectID) // leader ID
|
||||
+ sizeof(_memberCount)
|
||||
+ sizeof(ObjectID) * _memberCount; // members' ID's
|
||||
|
@ -37,7 +37,7 @@ class Band;
|
||||
* ===================================================================== */
|
||||
|
||||
// Allocate a new band
|
||||
Band *newBand(void);
|
||||
Band *newBand();
|
||||
Band *newBand(BandID id);
|
||||
|
||||
// Delete a previously allocated band
|
||||
@ -49,11 +49,11 @@ BandID getBandID(Band *b);
|
||||
Band *getBandAddress(BandID id);
|
||||
|
||||
// Initialize the band list
|
||||
void initBands(void);
|
||||
void initBands();
|
||||
void saveBands(Common::OutSaveFile *outS);
|
||||
void loadBands(Common::InSaveFile *in, int32 chunkSize);
|
||||
// Cleanup the band list
|
||||
void cleanupBands(void);
|
||||
void cleanupBands();
|
||||
|
||||
/* ===================================================================== *
|
||||
BandList class
|
||||
@ -70,22 +70,22 @@ public:
|
||||
Band *_list[kNumBands];
|
||||
|
||||
// Constructor -- initial construction
|
||||
BandList(void);
|
||||
BandList();
|
||||
|
||||
// Destructor
|
||||
~BandList(void);
|
||||
~BandList();
|
||||
|
||||
void read(Common::InSaveFile *in);
|
||||
|
||||
// Return the number of bytes necessary to archive this task list
|
||||
// in a buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Place a Band from the inactive list into the active
|
||||
// list.
|
||||
Band *newBand(void);
|
||||
Band *newBand();
|
||||
Band *newBand(BandID id);
|
||||
|
||||
void addBand(Band *band);
|
||||
@ -134,11 +134,11 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this object in a
|
||||
// buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
Actor *getLeader(void) {
|
||||
Actor *getLeader() {
|
||||
return _leader;
|
||||
}
|
||||
|
||||
@ -176,7 +176,7 @@ public:
|
||||
_members[i] = _members[i + 1];
|
||||
}
|
||||
|
||||
int size(void) {
|
||||
int size() {
|
||||
return _memberCount;
|
||||
}
|
||||
Actor *const &operator [](int index) {
|
||||
|
@ -37,7 +37,7 @@ namespace Saga2 {
|
||||
|
||||
void addAuxTheme(Location loc, uint32 lid);
|
||||
void killAuxTheme(uint32 lid);
|
||||
void killAllAuxThemes(void);
|
||||
void killAllAuxThemes();
|
||||
|
||||
|
||||
enum audioTerrains {
|
||||
@ -119,7 +119,7 @@ extern volatile int32 gameTime;
|
||||
|
||||
extern uint16 rippedRoofID;
|
||||
|
||||
extern GameObject *getViewCenterObject(void);
|
||||
extern GameObject *getViewCenterObject();
|
||||
|
||||
#if DEBUG
|
||||
extern bool debugAudioThemes;
|
||||
@ -149,7 +149,7 @@ MetaTileID lookupMetaID(TilePoint coords);
|
||||
//-----------------------------------------------------------------------
|
||||
// init
|
||||
|
||||
void initAudioEnvirons(void) {
|
||||
void initAudioEnvirons() {
|
||||
}
|
||||
|
||||
/* ===================================================================== *
|
||||
@ -175,7 +175,7 @@ void killAuxTheme(uint32 lid) {
|
||||
}
|
||||
}
|
||||
|
||||
void killAllAuxThemes(void) {
|
||||
void killAllAuxThemes() {
|
||||
for (int i = 0; i < AUXTHEMES; i++) {
|
||||
g_vm->_grandMasterFTA->_aats[i].active = false;
|
||||
}
|
||||
@ -188,7 +188,7 @@ void disableBGLoop(bool s) {
|
||||
g_vm->_grandMasterFTA->_playingExternalLoop = s;
|
||||
}
|
||||
|
||||
void enableBGLoop(void) {
|
||||
void enableBGLoop() {
|
||||
uint32 cr = g_vm->_grandMasterFTA->_currentTheme;
|
||||
g_vm->_grandMasterFTA->_playingExternalLoop = false;
|
||||
g_vm->_grandMasterFTA->_currentTheme = 0;
|
||||
@ -296,7 +296,7 @@ void audioEnvironmentUseSet(int16 audioSet, int32 auxID, Point32 relPos) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Intermittent sound check
|
||||
|
||||
void audioEnvironmentCheck(void) {
|
||||
void audioEnvironmentCheck() {
|
||||
|
||||
uint32 delta = gameTime - g_vm->_grandMasterFTA->_lastGameTime;
|
||||
g_vm->_grandMasterFTA->_lastGameTime = gameTime;
|
||||
@ -339,7 +339,7 @@ void audioEnvironmentCheck(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Intermittent sound check
|
||||
|
||||
void Deejay::select(void) {
|
||||
void Deejay::select() {
|
||||
int choice = 0;
|
||||
#if DEBUG & 0
|
||||
if (1)
|
||||
@ -381,7 +381,7 @@ void Deejay::select(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Faction enumeration routines
|
||||
|
||||
void clearActiveFactions(void) {
|
||||
void clearActiveFactions() {
|
||||
for (int i = 0; i < kMaxFactions; i++)
|
||||
g_vm->_grandMasterFTA->_activeFactions[i] = 0;
|
||||
}
|
||||
@ -390,7 +390,7 @@ void incrementActiveFaction(Actor *a) {
|
||||
g_vm->_grandMasterFTA->_activeFactions[a->_faction]++;
|
||||
}
|
||||
|
||||
void useActiveFactions(void) {
|
||||
void useActiveFactions() {
|
||||
int highCount = 0;
|
||||
int highFaction = 0;
|
||||
for (int i = 0; i < kMaxFactions; i++) {
|
||||
|
@ -103,7 +103,7 @@ public:
|
||||
~Deejay() {}
|
||||
|
||||
private:
|
||||
void select(void);
|
||||
void select();
|
||||
|
||||
public:
|
||||
void setEnemy(int16 enemyType = -1) {
|
||||
|
@ -387,16 +387,16 @@ void compositePixelsRvs(gPixelMap *compMap, gPixelMap *sprMap, int32 xpos, int32
|
||||
}
|
||||
}
|
||||
|
||||
bool initGraphics(void) {
|
||||
bool initGraphics() {
|
||||
warning("STUB: initGraphics()");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool initProcessResources(void) {
|
||||
bool initProcessResources() {
|
||||
return true;
|
||||
}
|
||||
|
||||
void termProcessResources(void) {
|
||||
void termProcessResources() {
|
||||
}
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
@ -42,7 +42,7 @@ extern void playMemSound(uint32 s); // play click # s
|
||||
Compressed image class
|
||||
* ======================================================================= */
|
||||
|
||||
void GfxCompImage::init(void) {
|
||||
void GfxCompImage::init() {
|
||||
_compImages = NULL;
|
||||
_max = 0;
|
||||
_min = 0;
|
||||
@ -168,7 +168,7 @@ GfxCompImage::GfxCompImage(gPanelList &list, const StaticRect &box, void **image
|
||||
}
|
||||
|
||||
|
||||
GfxCompImage::~GfxCompImage(void) {
|
||||
GfxCompImage::~GfxCompImage() {
|
||||
// delete any allocated image pointers
|
||||
// for JEFFL: I took out the winklude #ifdefs becuase I belive
|
||||
// I fixed the problem that was causing the crash under win32
|
||||
@ -203,7 +203,7 @@ void GfxCompImage::invalidate(Rect16 *) {
|
||||
window.update(_extent);
|
||||
}
|
||||
|
||||
void GfxCompImage::draw(void) {
|
||||
void GfxCompImage::draw() {
|
||||
gPort &port = window.windowPort;
|
||||
Rect16 rect = window.getExtent();
|
||||
|
||||
@ -215,7 +215,7 @@ void GfxCompImage::draw(void) {
|
||||
g_vm->_pointer->show(port, _extent); // show mouse pointer
|
||||
}
|
||||
|
||||
void *GfxCompImage::getCurrentCompImage(void) {
|
||||
void *GfxCompImage::getCurrentCompImage() {
|
||||
if (_compImages) {
|
||||
return _compImages[_currentImage]; // return the image pointed to by compImage
|
||||
} else {
|
||||
@ -493,7 +493,7 @@ GfxCompButton::GfxCompButton(gPanelList &list, const Rect16 &box, AppFunc *cmd)
|
||||
_extent = box;
|
||||
}
|
||||
|
||||
GfxCompButton::~GfxCompButton(void) {
|
||||
GfxCompButton::~GfxCompButton() {
|
||||
if (_internalAlloc) {
|
||||
if (_forImage) {
|
||||
free(_forImage);
|
||||
@ -525,7 +525,7 @@ void GfxCompButton::dim(bool enableFlag) {
|
||||
}
|
||||
|
||||
|
||||
void GfxCompButton::deactivate(void) {
|
||||
void GfxCompButton::deactivate() {
|
||||
selected = 0;
|
||||
window.update(_extent);
|
||||
gPanel::deactivate();
|
||||
@ -584,7 +584,7 @@ void GfxCompButton::invalidate(Rect16 *) {
|
||||
}
|
||||
|
||||
|
||||
void GfxCompButton::draw(void) {
|
||||
void GfxCompButton::draw() {
|
||||
gPort &port = window.windowPort;
|
||||
Rect16 rect = window.getExtent();
|
||||
|
||||
@ -594,7 +594,7 @@ void GfxCompButton::draw(void) {
|
||||
g_vm->_pointer->show(port, _extent); // show mouse pointer
|
||||
}
|
||||
|
||||
void *GfxCompButton::getCurrentCompImage(void) {
|
||||
void *GfxCompButton::getCurrentCompImage() {
|
||||
if (_dimmed) {
|
||||
return _dimImage;
|
||||
} else if (selected) {
|
||||
@ -708,7 +708,7 @@ GfxMultCompButton::GfxMultCompButton(gPanelList &list, const Rect16 &box, void *
|
||||
_extent = box;
|
||||
}
|
||||
|
||||
GfxMultCompButton::~GfxMultCompButton(void) {
|
||||
GfxMultCompButton::~GfxMultCompButton() {
|
||||
int16 i;
|
||||
|
||||
if (_images && _internalAlloc) {
|
||||
@ -744,7 +744,7 @@ bool GfxMultCompButton::pointerHit(gPanelMessage &) {
|
||||
return activate(gEventMouseDown);
|
||||
}
|
||||
|
||||
void *GfxMultCompButton::getCurrentCompImage(void) {
|
||||
void *GfxMultCompButton::getCurrentCompImage() {
|
||||
return _images[_current];
|
||||
}
|
||||
|
||||
@ -772,7 +772,7 @@ GfxSlider::GfxSlider(gPanelList &list, const Rect16 &box, const Rect16 &imageBox
|
||||
_extent.width - _imageRect.x);
|
||||
}
|
||||
|
||||
void *GfxSlider::getCurrentCompImage(void) {
|
||||
void *GfxSlider::getCurrentCompImage() {
|
||||
int16 val;
|
||||
int32 index;
|
||||
|
||||
@ -789,7 +789,7 @@ void *GfxSlider::getCurrentCompImage(void) {
|
||||
return _images[index];
|
||||
}
|
||||
|
||||
int16 GfxSlider::getSliderLenVal(void) {
|
||||
int16 GfxSlider::getSliderLenVal() {
|
||||
int16 val = 0;
|
||||
|
||||
if (_slValMin < 0 && _slValMax < 0) {
|
||||
@ -805,7 +805,7 @@ int16 GfxSlider::getSliderLenVal(void) {
|
||||
return val;
|
||||
}
|
||||
|
||||
void GfxSlider::draw(void) {
|
||||
void GfxSlider::draw() {
|
||||
gPort &port = window.windowPort;
|
||||
Point16 offset = Point16(0, 0);
|
||||
|
||||
@ -847,7 +847,7 @@ bool GfxSlider::activate(gEventType why) {
|
||||
return false;
|
||||
}
|
||||
|
||||
void GfxSlider::deactivate(void) {
|
||||
void GfxSlider::deactivate() {
|
||||
selected = 0;
|
||||
window.update(_extent);
|
||||
gPanel::deactivate();
|
||||
|
@ -108,9 +108,9 @@ protected:
|
||||
gFont *_textFont; // pointer to font for this button
|
||||
|
||||
protected:
|
||||
virtual void *getCurrentCompImage(void); // get the current image
|
||||
virtual void *getCurrentCompImage(); // get the current image
|
||||
|
||||
void init(void);
|
||||
void init();
|
||||
|
||||
public:
|
||||
|
||||
@ -142,18 +142,18 @@ public:
|
||||
GfxCompImage(gPanelList &, const StaticRect &, void **, int16, int16,
|
||||
const char *, textPallete &, uint16, AppFunc *cmd = NULL);
|
||||
|
||||
~GfxCompImage(void);
|
||||
~GfxCompImage();
|
||||
|
||||
void pointerMove(gPanelMessage &msg);
|
||||
void enable(bool);
|
||||
void invalidate(Rect16 *unused = nullptr); // invalidates the drawing
|
||||
int16 getCurrent(void) {
|
||||
int16 getCurrent() {
|
||||
return _currentImage;
|
||||
}
|
||||
int16 getMin(void) {
|
||||
int16 getMin() {
|
||||
return _min;
|
||||
}
|
||||
int16 getMax(void) {
|
||||
int16 getMax() {
|
||||
return _max;
|
||||
}
|
||||
void setCurrent(uint16 val) {
|
||||
@ -165,7 +165,7 @@ public:
|
||||
void setImages(void **images);
|
||||
void setImage(void *image);
|
||||
|
||||
void draw(void); // redraw the panel.
|
||||
void draw(); // redraw the panel.
|
||||
virtual void drawClipped(gPort &,
|
||||
const Point16 &,
|
||||
const Rect16 &);
|
||||
@ -244,16 +244,16 @@ public:
|
||||
|
||||
GfxCompButton(gPanelList &, const Rect16 &, AppFunc *cmd = NULL);
|
||||
|
||||
~GfxCompButton(void);
|
||||
~GfxCompButton();
|
||||
|
||||
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
|
||||
void enable(bool);
|
||||
void invalidate(Rect16 *unused = nullptr); // invalidates the drawing
|
||||
// area for this button
|
||||
void draw(void); // redraw the panel.
|
||||
void draw(); // redraw the panel.
|
||||
void dim(bool);
|
||||
void setForImage(void *image) {
|
||||
if (image) _forImage = image;
|
||||
@ -271,7 +271,7 @@ protected:
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
void pointerDrag(gPanelMessage &msg);
|
||||
void pointerRelease(gPanelMessage &msg);
|
||||
virtual void *getCurrentCompImage(void);
|
||||
virtual void *getCurrentCompImage();
|
||||
};
|
||||
|
||||
/************************************************************************
|
||||
@ -318,15 +318,15 @@ public:
|
||||
int16, int16, bool,
|
||||
uint16, AppFunc *cmd = NULL);
|
||||
|
||||
~GfxMultCompButton(void);
|
||||
~GfxMultCompButton();
|
||||
|
||||
int16 getCurrent(void) {
|
||||
int16 getCurrent() {
|
||||
return _current;
|
||||
}
|
||||
int16 getMin(void) {
|
||||
int16 getMin() {
|
||||
return _min;
|
||||
}
|
||||
int16 getMax(void) {
|
||||
int16 getMax() {
|
||||
return _max;
|
||||
}
|
||||
void setCurrent(int16 val) {
|
||||
@ -343,7 +343,7 @@ public:
|
||||
protected:
|
||||
bool activate(gEventType why); // activate the control
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
virtual void *getCurrentCompImage(void);
|
||||
virtual void *getCurrentCompImage();
|
||||
};
|
||||
|
||||
|
||||
@ -366,7 +366,7 @@ public:
|
||||
|
||||
private:
|
||||
bool activate(gEventType why);
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
void pointerMove(gPanelMessage &msg);
|
||||
void pointerRelease(gPanelMessage &);
|
||||
@ -380,12 +380,12 @@ public:
|
||||
void setSliderCurrent(int16 val) {
|
||||
_slCurrent = val;
|
||||
}
|
||||
int16 getSliderCurrent(void) {
|
||||
int16 getSliderCurrent() {
|
||||
return _slCurrent;
|
||||
}
|
||||
int16 getSliderLenVal(void);
|
||||
virtual void *getCurrentCompImage(void);
|
||||
void draw(void);
|
||||
int16 getSliderLenVal();
|
||||
virtual void *getCurrentCompImage();
|
||||
void draw();
|
||||
};
|
||||
|
||||
|
||||
|
@ -73,7 +73,7 @@ void CalenderTime::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
debugC(3, kDebugSaveload, "... _frameInHour = %d", _frameInHour);
|
||||
}
|
||||
|
||||
void CalenderTime::update(void) {
|
||||
void CalenderTime::update() {
|
||||
const char *text = NULL;
|
||||
|
||||
if (++_frameInHour >= kFramesPerHour) {
|
||||
@ -173,7 +173,7 @@ void FrameAlarm::set(uint16 dur) {
|
||||
_duration = dur;
|
||||
}
|
||||
|
||||
bool FrameAlarm::check(void) {
|
||||
bool FrameAlarm::check() {
|
||||
uint16 frameInDay = g_vm->_calender->frameInDay();
|
||||
|
||||
return _baseFrame + _duration < CalenderTime::kFramesPerDay
|
||||
@ -186,7 +186,7 @@ bool FrameAlarm::check(void) {
|
||||
|
||||
// time elapsed since alarm set
|
||||
|
||||
uint16 FrameAlarm::elapsed(void) {
|
||||
uint16 FrameAlarm::elapsed() {
|
||||
uint16 frameInDay = g_vm->_calender->frameInDay();
|
||||
|
||||
return _baseFrame + _duration < CalenderTime::kFramesPerDay
|
||||
@ -203,21 +203,21 @@ uint16 FrameAlarm::elapsed(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Pause the global calender
|
||||
|
||||
void pauseCalender(void) {
|
||||
void pauseCalender() {
|
||||
g_vm->_calender->_calenderPaused = true;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Restart the paused global calender
|
||||
|
||||
void resumeCalender(void) {
|
||||
void resumeCalender() {
|
||||
g_vm->_calender->_calenderPaused = false;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Update the global calender
|
||||
|
||||
void updateCalender(void) {
|
||||
void updateCalender() {
|
||||
if (!g_vm->_calender->_calenderPaused) g_vm->_calender->update();
|
||||
}
|
||||
|
||||
@ -241,7 +241,7 @@ uint32 operator - (const CalenderTime &time1, const CalenderTime &time2) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the game calender
|
||||
|
||||
void initCalender(void) {
|
||||
void initCalender() {
|
||||
g_vm->_calender->_calenderPaused = false;
|
||||
g_vm->_calender->_years = 0;
|
||||
g_vm->_calender->_weeks = 0;
|
||||
@ -273,7 +273,7 @@ void loadCalender(Common::InSaveFile *in) {
|
||||
g_vm->_calender->read(in);
|
||||
}
|
||||
|
||||
bool isDayTime(void) {
|
||||
bool isDayTime() {
|
||||
return g_vm->_calender->lightLevel(MAX_LIGHT) >= (MAX_LIGHT / 2);
|
||||
}
|
||||
|
||||
|
@ -72,10 +72,10 @@ public:
|
||||
void read(Common::InSaveFile *in);
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
void update(void);
|
||||
void update();
|
||||
int lightLevel(int maxLevel);
|
||||
|
||||
uint16 frameInDay(void) {
|
||||
uint16 frameInDay() {
|
||||
return _hour * kFramesPerHour + _frameInHour;
|
||||
}
|
||||
};
|
||||
@ -89,8 +89,8 @@ class FrameAlarm {
|
||||
_duration;
|
||||
public:
|
||||
void set(uint16 dur);
|
||||
bool check(void);
|
||||
uint16 elapsed(void);
|
||||
bool check();
|
||||
uint16 elapsed();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
void read(Common::InSaveFile *in);
|
||||
@ -100,18 +100,18 @@ public:
|
||||
Calender management functions
|
||||
* ===================================================================== */
|
||||
|
||||
void updateCalender(void);
|
||||
void pauseCalender(void);
|
||||
void resumeCalender(void);
|
||||
void updateCalender();
|
||||
void pauseCalender();
|
||||
void resumeCalender();
|
||||
|
||||
uint32 operator - (const CalenderTime &time1, const CalenderTime &time2);
|
||||
|
||||
void initCalender(void);
|
||||
void initCalender();
|
||||
|
||||
void saveCalender(Common::OutSaveFile *outS);
|
||||
void loadCalender(Common::InSaveFile *in);
|
||||
|
||||
bool isDayTime(void);
|
||||
bool isDayTime();
|
||||
|
||||
const int MAX_LIGHT = 12; // maximum light level
|
||||
|
||||
|
@ -83,9 +83,9 @@ enum op_types {
|
||||
op_call_near, // call function in same segment
|
||||
op_call_far, // call function in other segment
|
||||
op_ccall, // call C function
|
||||
op_ccall_v, // call C function (void)
|
||||
op_ccall_v, // call C function ()
|
||||
op_call_member, // call member function
|
||||
op_call_member_v, // call member function (void)
|
||||
op_call_member_v, // call member function ()
|
||||
|
||||
op_enter, // enter a function
|
||||
op_return, // return from function
|
||||
|
@ -65,7 +65,7 @@ extern APPFUNC(cmdWindowFunc);
|
||||
|
||||
// Temporary...
|
||||
void grabObject(ObjectID pickedObject); // turn object into mouse ptr
|
||||
void releaseObject(void); // restore mouse pointer
|
||||
void releaseObject(); // restore mouse pointer
|
||||
|
||||
/* Reference Types
|
||||
ProtoObj::isTangible
|
||||
@ -306,7 +306,7 @@ bool ContainerView::isVisible(GameObject *item) {
|
||||
}
|
||||
|
||||
// total the mass, bulk, and number of all objects in container.
|
||||
void ContainerView::totalObjects(void) {
|
||||
void ContainerView::totalObjects() {
|
||||
ObjectID objID;
|
||||
GameObject *item = nullptr;
|
||||
|
||||
@ -587,7 +587,7 @@ bool ContainerView::activate(gEventType why) {
|
||||
return true;
|
||||
}
|
||||
|
||||
void ContainerView::deactivate(void) {
|
||||
void ContainerView::deactivate() {
|
||||
}
|
||||
|
||||
void ContainerView::pointerMove(gPanelMessage &msg) {
|
||||
@ -1173,9 +1173,9 @@ ContainerWindow::ContainerWindow(ContainerNode &nd,
|
||||
}
|
||||
|
||||
// Virtual destructor (base does nothing)
|
||||
ContainerWindow::~ContainerWindow(void) {}
|
||||
ContainerWindow::~ContainerWindow() {}
|
||||
|
||||
ContainerView &ContainerWindow::getView(void) {
|
||||
ContainerView &ContainerWindow::getView() {
|
||||
return *view;
|
||||
}
|
||||
|
||||
@ -1256,12 +1256,12 @@ TangibleContainerWindow::TangibleContainerWindow(
|
||||
}
|
||||
}
|
||||
|
||||
TangibleContainerWindow::~TangibleContainerWindow(void) {
|
||||
TangibleContainerWindow::~TangibleContainerWindow() {
|
||||
if (massWeightIndicator) delete massWeightIndicator;
|
||||
if (containerSpriteImg) delete containerSpriteImg;
|
||||
}
|
||||
|
||||
void TangibleContainerWindow::setContainerSprite(void) {
|
||||
void TangibleContainerWindow::setContainerSprite() {
|
||||
// pointer to sprite data that will be drawn
|
||||
Sprite *spr;
|
||||
ProtoObj *proto = view->containerObject->proto();
|
||||
@ -1411,12 +1411,12 @@ ContainerNode::ContainerNode(ContainerManager &cl, ObjectID id, int typ) {
|
||||
}
|
||||
|
||||
// Return the container window for a container node, if it is visible
|
||||
ContainerWindow *ContainerNode::getWindow(void) {
|
||||
ContainerWindow *ContainerNode::getWindow() {
|
||||
return window;
|
||||
}
|
||||
|
||||
// Return the container view for a container node, if it is visible
|
||||
ContainerView *ContainerNode::getView(void) {
|
||||
ContainerView *ContainerNode::getView() {
|
||||
return window ? &window->getView() : NULL;
|
||||
}
|
||||
|
||||
@ -1471,7 +1471,7 @@ void ContainerNode::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
}
|
||||
|
||||
// Close the container window, but leave the node.
|
||||
void ContainerNode::hide(void) {
|
||||
void ContainerNode::hide() {
|
||||
// close the window, but don't close the object.
|
||||
if (type != readyType && window != NULL) {
|
||||
position = window->getExtent(); // Save old window position
|
||||
@ -1482,7 +1482,7 @@ void ContainerNode::hide(void) {
|
||||
}
|
||||
|
||||
// Open the cotainer window, given the node info.
|
||||
void ContainerNode::show(void) {
|
||||
void ContainerNode::show() {
|
||||
ProtoObj *proto = GameObject::protoAddress(object);
|
||||
|
||||
assert(proto);
|
||||
@ -1521,7 +1521,7 @@ void ContainerNode::show(void) {
|
||||
window->open();
|
||||
}
|
||||
|
||||
void ContainerNode::update(void) {
|
||||
void ContainerNode::update() {
|
||||
if (type == readyType) {
|
||||
// Update ready containers if they are enabled
|
||||
if (TrioCviews[owner]->getEnabled()) TrioCviews[owner]->invalidate();
|
||||
@ -1611,7 +1611,7 @@ void ContainerManager::setPlayerNum(PlayerActorID playerNum) {
|
||||
}
|
||||
}
|
||||
|
||||
void ContainerManager::doDeferredActions(void) {
|
||||
void ContainerManager::doDeferredActions() {
|
||||
Common::List<ContainerNode *>::iterator nextIt;
|
||||
Actor *a = getCenterActor();
|
||||
TilePoint tp = a->getLocation();
|
||||
@ -1746,14 +1746,14 @@ ContainerNode *OpenMindContainer(PlayerActorID player, int16 open, int16 type) {
|
||||
Misc. functions
|
||||
* ===================================================================== */
|
||||
|
||||
void initContainers(void) {
|
||||
void initContainers() {
|
||||
if (containerRes == NULL)
|
||||
containerRes = resFile->newContext(MKTAG('C', 'O', 'N', 'T'), "cont.resources");
|
||||
|
||||
selImage = g_vm->_imageCache->requestImage(imageRes, MKTAG('A', 'M', 'N', 'T'));
|
||||
}
|
||||
|
||||
void cleanupContainers(void) {
|
||||
void cleanupContainers() {
|
||||
if (selImage)
|
||||
g_vm->_imageCache->releaseImage(selImage);
|
||||
if (containerRes)
|
||||
@ -1763,7 +1763,7 @@ void cleanupContainers(void) {
|
||||
containerRes = NULL;
|
||||
}
|
||||
|
||||
void initContainerNodes(void) {
|
||||
void initContainerNodes() {
|
||||
#if DEBUG
|
||||
// Verify the globalContainerList only has ready ContainerNodes
|
||||
|
||||
@ -1843,7 +1843,7 @@ void loadContainerNodes(Common::InSaveFile *in) {
|
||||
assert(tempList.empty());
|
||||
}
|
||||
|
||||
void cleanupContainerNodes(void) {
|
||||
void cleanupContainerNodes() {
|
||||
if (g_vm->_cnm == nullptr)
|
||||
return;
|
||||
|
||||
@ -1860,7 +1860,7 @@ void cleanupContainerNodes(void) {
|
||||
delete deletionArray[i];
|
||||
}
|
||||
|
||||
void updateContainerWindows(void) {
|
||||
void updateContainerWindows() {
|
||||
g_vm->_cnm->doDeferredActions();
|
||||
}
|
||||
|
||||
|
@ -160,7 +160,7 @@ public:
|
||||
virtual bool isVisible(GameObject *obj);
|
||||
|
||||
// total the mass, bulk, and number of all objects in container.
|
||||
void totalObjects(void);
|
||||
void totalObjects();
|
||||
|
||||
// Get the Nth visible object from this container.
|
||||
ObjectID getObject(int16 slotNum);
|
||||
@ -206,7 +206,7 @@ protected: // actions within a container
|
||||
// Event-handling functions
|
||||
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
|
||||
virtual void pointerMove(gPanelMessage &msg);
|
||||
virtual bool pointerHit(gPanelMessage &msg);
|
||||
@ -281,14 +281,14 @@ public:
|
||||
const ContainerAppearanceDef &app,
|
||||
const char saveas[]);
|
||||
|
||||
virtual ~ContainerWindow(void);
|
||||
virtual ~ContainerWindow();
|
||||
|
||||
ContainerView &getView(void);
|
||||
GameObject *containerObject(void) {
|
||||
ContainerView &getView();
|
||||
GameObject *containerObject() {
|
||||
return getView().containerObject;
|
||||
}
|
||||
|
||||
virtual void massBulkUpdate(void) {}
|
||||
virtual void massBulkUpdate() {}
|
||||
};
|
||||
|
||||
// Base class for all container windows with scroll control
|
||||
@ -301,11 +301,11 @@ public:
|
||||
const ContainerAppearanceDef &app,
|
||||
const char saveas[]);
|
||||
|
||||
void scrollUp(void) {
|
||||
void scrollUp() {
|
||||
if (view->scrollPosition > 0) view->scrollPosition--;
|
||||
}
|
||||
|
||||
void scrollDown(void) {
|
||||
void scrollDown() {
|
||||
if (view->scrollPosition + view->visibleRows < view->totalRows)
|
||||
view->scrollPosition++;
|
||||
}
|
||||
@ -321,18 +321,18 @@ private:
|
||||
bool deathFlag;
|
||||
|
||||
private:
|
||||
void setContainerSprite(void);
|
||||
void setContainerSprite();
|
||||
|
||||
public:
|
||||
|
||||
TangibleContainerWindow(ContainerNode &nd,
|
||||
const ContainerAppearanceDef &app);
|
||||
~TangibleContainerWindow(void);
|
||||
~TangibleContainerWindow();
|
||||
|
||||
void drawClipped(gPort &port, const Point16 &offset, const Rect16 &clip);
|
||||
|
||||
// this sets the mass and bulk gauges for physical containers
|
||||
void massBulkUpdate(void);
|
||||
void massBulkUpdate();
|
||||
};
|
||||
|
||||
class IntangibleContainerWindow : public ScrollableContainerWindow {
|
||||
@ -435,7 +435,7 @@ private:
|
||||
};
|
||||
|
||||
public:
|
||||
ContainerNode(void) {
|
||||
ContainerNode() {
|
||||
object = 0;
|
||||
type = 0;
|
||||
owner = 0;
|
||||
@ -446,7 +446,7 @@ public:
|
||||
ContainerNode(ContainerManager &cl, ObjectID id, int type);
|
||||
~ContainerNode();
|
||||
|
||||
static int32 archiveSize(void) {
|
||||
static int32 archiveSize() {
|
||||
return sizeof(Archive);
|
||||
}
|
||||
|
||||
@ -454,41 +454,41 @@ public:
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Hide or show this container window.
|
||||
void hide(void);
|
||||
void show(void);
|
||||
void update(void); // Update container associated with this node
|
||||
void hide();
|
||||
void show();
|
||||
void update(); // Update container associated with this node
|
||||
|
||||
// Set for lazy deletion
|
||||
void markForDelete(void) {
|
||||
void markForDelete() {
|
||||
action |= actionDelete;
|
||||
}
|
||||
void markForShow(void) {
|
||||
void markForShow() {
|
||||
action |= actionShow;
|
||||
action &= ~actionHide;
|
||||
}
|
||||
void markForHide(void) {
|
||||
void markForHide() {
|
||||
action |= actionHide;
|
||||
action &= ~actionShow;
|
||||
}
|
||||
void markForUpdate(void) {
|
||||
void markForUpdate() {
|
||||
action |= actionUpdate;
|
||||
}
|
||||
|
||||
// Find the address of the window and/or view
|
||||
ContainerWindow *getWindow(void);
|
||||
ContainerView *getView(void);
|
||||
ContainerWindow *getWindow();
|
||||
ContainerView *getView();
|
||||
|
||||
// Access functions
|
||||
uint8 getType(void) {
|
||||
uint8 getType() {
|
||||
return type;
|
||||
}
|
||||
uint8 getOwnerIndex(void) {
|
||||
uint8 getOwnerIndex() {
|
||||
return owner;
|
||||
}
|
||||
ObjectID getObject(void) {
|
||||
ObjectID getObject() {
|
||||
return object;
|
||||
}
|
||||
Rect16 &getPosition(void) {
|
||||
Rect16 &getPosition() {
|
||||
return position;
|
||||
}
|
||||
void setObject(ObjectID id) {
|
||||
@ -526,7 +526,7 @@ public:
|
||||
|
||||
// Set which player is viewing the container windows.
|
||||
void setPlayerNum(PlayerActorID playerNum);
|
||||
void doDeferredActions(void);
|
||||
void doDeferredActions();
|
||||
void setUpdate(ObjectID id);
|
||||
};
|
||||
|
||||
@ -538,15 +538,15 @@ ContainerNode *OpenMindContainer(PlayerActorID player, int16 open, int16 type);
|
||||
Exports
|
||||
* ===================================================================== */
|
||||
|
||||
void initContainers(void);
|
||||
void cleanupContainers(void);
|
||||
void initContainers();
|
||||
void cleanupContainers();
|
||||
|
||||
void initContainerNodes(void);
|
||||
void initContainerNodes();
|
||||
void saveContainerNodes(Common::OutSaveFile *outS);
|
||||
void loadContainerNodes(Common::InSaveFile *in);
|
||||
void cleanupContainerNodes(void);
|
||||
void cleanupContainerNodes();
|
||||
|
||||
extern void updateContainerWindows(void);
|
||||
extern void updateContainerWindows();
|
||||
|
||||
extern APPFUNC(cmdCloseButtonFunc);
|
||||
extern APPFUNC(cmdMindContainerFunc);
|
||||
|
@ -57,19 +57,19 @@ static bool paletteSuspendFlag = false;
|
||||
Prototypes
|
||||
* ===================================================================== */
|
||||
|
||||
void reDrawScreen(void);
|
||||
void localCursorOn(void);
|
||||
void localCursorOff(void);
|
||||
void loadingScreen(void);
|
||||
void resetInputDevices(void);
|
||||
void reDrawScreen();
|
||||
void localCursorOn();
|
||||
void localCursorOff();
|
||||
void loadingScreen();
|
||||
void resetInputDevices();
|
||||
APPFUNC(cmdWindowFunc); // main window event handler
|
||||
static void switchOn(void);
|
||||
static void switchOff(void);
|
||||
static void switchOn();
|
||||
static void switchOff();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// end game (normally)
|
||||
|
||||
void endGame(void) {
|
||||
void endGame() {
|
||||
blackOut();
|
||||
displayDisable(GameEnded);
|
||||
g_vm->_gameRunning = false;
|
||||
@ -79,12 +79,12 @@ void endGame(void) {
|
||||
/* ===================================================================== *
|
||||
Display initialization
|
||||
* ===================================================================== */
|
||||
void dayNightUpdate(void);
|
||||
void fadeUp(void);
|
||||
void displayUpdate(void);
|
||||
void drawMainDisplay(void);
|
||||
void dayNightUpdate();
|
||||
void fadeUp();
|
||||
void displayUpdate();
|
||||
void drawMainDisplay();
|
||||
|
||||
void niceScreenStartup(void) {
|
||||
void niceScreenStartup() {
|
||||
if (ConfMan.hasKey("save_slot")) {
|
||||
cleanupGameState();
|
||||
loadSavedGameState(ConfMan.getInt("save_slot"));
|
||||
@ -119,7 +119,7 @@ void niceScreenStartup(void) {
|
||||
// ------------------------------------------------------------------------
|
||||
// backbuffer startup
|
||||
|
||||
void initBackPanel(void) {
|
||||
void initBackPanel() {
|
||||
if (mainWindow)
|
||||
return;
|
||||
|
||||
@ -159,7 +159,7 @@ bool displayEnabled(uint32 mask) {
|
||||
return true;
|
||||
}
|
||||
|
||||
bool displayOkay(void) {
|
||||
bool displayOkay() {
|
||||
return displayEnabled();
|
||||
}
|
||||
|
||||
@ -167,25 +167,25 @@ bool displayOkay(void) {
|
||||
// ------------------------------------------------------------------------
|
||||
// Main on/off swiotch for display
|
||||
|
||||
void mainEnable(void) {
|
||||
void mainEnable() {
|
||||
displayEnable(GameNotInitialized);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// This is a check to see if blitting is enabled
|
||||
|
||||
void mainDisable(void) {
|
||||
void mainDisable() {
|
||||
displayDisable(GameNotInitialized);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// On/Off hooks
|
||||
|
||||
static void switchOn(void) {
|
||||
static void switchOn() {
|
||||
enableUserControls();
|
||||
}
|
||||
|
||||
static void switchOff(void) {
|
||||
static void switchOff() {
|
||||
disableUserControls();
|
||||
}
|
||||
|
||||
@ -193,16 +193,16 @@ static void switchOff(void) {
|
||||
Palette disable hooks
|
||||
* ===================================================================== */
|
||||
|
||||
void enablePaletteChanges(void) {
|
||||
void enablePaletteChanges() {
|
||||
paletteSuspendFlag = false;
|
||||
paletteMayHaveChanged = true;
|
||||
}
|
||||
|
||||
void disablePaletteChanges(void) {
|
||||
void disablePaletteChanges() {
|
||||
paletteSuspendFlag = true;
|
||||
}
|
||||
|
||||
bool paletteChangesEnabled(void) {
|
||||
bool paletteChangesEnabled() {
|
||||
return !paletteSuspendFlag;
|
||||
}
|
||||
|
||||
@ -214,21 +214,21 @@ bool paletteChangesEnabled(void) {
|
||||
// ------------------------------------------------------------------------
|
||||
// notice that screen may be dirty
|
||||
|
||||
void delayedDisplayEnable(void) {
|
||||
void delayedDisplayEnable() {
|
||||
delayReDraw = false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// notice that palette may be dirty
|
||||
|
||||
void externalPaletteIntrusion(void) {
|
||||
void externalPaletteIntrusion() {
|
||||
paletteMayHaveChanged = true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// force a full screen redraw
|
||||
|
||||
void reDrawScreen(void) {
|
||||
void reDrawScreen() {
|
||||
//dispMM("refresh");
|
||||
Rect16 r = Rect16(0, 0, 640, 480);
|
||||
if (mainWindow && displayEnabled()) {
|
||||
@ -251,7 +251,7 @@ void reDrawScreen(void) {
|
||||
Clear screen
|
||||
* ===================================================================== */
|
||||
|
||||
void blackOut(void) {
|
||||
void blackOut() {
|
||||
g_vm->_mainPort.drawMode = drawModeReplace;
|
||||
g_vm->_mainPort.setColor(0); // fill screen with color
|
||||
g_vm->_mainPort.fillRect(Rect16(0, 0, 640, 480));
|
||||
@ -266,7 +266,7 @@ void blackOut(void) {
|
||||
// ------------------------------------------------------------------------
|
||||
// enable / disable blitting
|
||||
|
||||
void showLoadMessage(void) {
|
||||
void showLoadMessage() {
|
||||
uint32 saved = displayStatus;
|
||||
displayStatus = 0;
|
||||
loadingScreen();
|
||||
@ -278,10 +278,10 @@ void showLoadMessage(void) {
|
||||
Video mode save and restore for videos
|
||||
* ===================================================================== */
|
||||
|
||||
void pushVidState(void) {
|
||||
void pushVidState() {
|
||||
}
|
||||
|
||||
void popVidState(void) {
|
||||
void popVidState() {
|
||||
}
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
@ -44,22 +44,22 @@ enum DisplayDisabledBecause {
|
||||
/* ===================================================================== *
|
||||
Prototypes
|
||||
* ===================================================================== */
|
||||
void endGame(void);
|
||||
void endGame();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// Display initialization
|
||||
|
||||
void niceScreenStartup(void);
|
||||
void initBackPanel(void);
|
||||
void niceScreenStartup();
|
||||
void initBackPanel();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// Display disable flags
|
||||
|
||||
void displayEnable(DisplayDisabledBecause reason, bool onOff = true);
|
||||
bool displayEnabled(uint32 mask = 0xFFFFFFFF);
|
||||
bool displayOkay(void);
|
||||
void mainEnable(void);
|
||||
void mainDisable(void);
|
||||
bool displayOkay();
|
||||
void mainEnable();
|
||||
void mainDisable();
|
||||
|
||||
inline void displayDisable(DisplayDisabledBecause reason, bool onOff = false) {
|
||||
displayEnable(reason, onOff);
|
||||
@ -68,33 +68,33 @@ inline void displayDisable(DisplayDisabledBecause reason, bool onOff = false) {
|
||||
// ------------------------------------------------------------------------
|
||||
// palette changes can be disabled
|
||||
|
||||
void enablePaletteChanges(void);
|
||||
void disablePaletteChanges(void);
|
||||
bool paletteChangesEnabled(void);
|
||||
void enablePaletteChanges();
|
||||
void disablePaletteChanges();
|
||||
bool paletteChangesEnabled();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// Screen refreshes
|
||||
void delayedDisplayEnable(void);
|
||||
void externalPaletteIntrusion(void);
|
||||
void reDrawScreen(void);
|
||||
void blackOut(void);
|
||||
void showLoadMessage(void);
|
||||
void delayedDisplayEnable();
|
||||
void externalPaletteIntrusion();
|
||||
void reDrawScreen();
|
||||
void blackOut();
|
||||
void showLoadMessage();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// Video mode save and restore for videos
|
||||
|
||||
void pushVidState(void);
|
||||
void popVidState(void);
|
||||
void pushVidState();
|
||||
void popVidState();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// Calls to suspend audio
|
||||
|
||||
void suspendAudio(void);
|
||||
void resumeAudio(void);
|
||||
void suspendAudio();
|
||||
void resumeAudio();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// The display may be disabled for several reasons these track them
|
||||
void blackOut(void);
|
||||
void blackOut();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -56,7 +56,7 @@ ActorAppearance *tempAppearance; // test structure
|
||||
Test spell crap
|
||||
* ===================================================================== */
|
||||
|
||||
bool InCombatPauseKludge(void);
|
||||
bool InCombatPauseKludge();
|
||||
//void updateSpellPos( int32 delTime );
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
@ -84,7 +84,7 @@ uint8 identityColors[256] = {
|
||||
//-----------------------------------------------------------------------
|
||||
// build the list of stuff to draw (like guns)
|
||||
|
||||
void buildDisplayList(void) {
|
||||
void buildDisplayList() {
|
||||
g_vm->_mainDisplayList->buildObjects(true);
|
||||
g_vm->_activeSpells->buildList();
|
||||
}
|
||||
@ -103,7 +103,7 @@ void updateObjectAppearances(int32 deltaTime) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Draw all sprites on the display list
|
||||
|
||||
void drawDisplayList(void) {
|
||||
void drawDisplayList() {
|
||||
g_vm->_mainDisplayList->draw();
|
||||
}
|
||||
|
||||
@ -127,7 +127,7 @@ DisplayNode::DisplayNode() {
|
||||
efx = nullptr;
|
||||
}
|
||||
|
||||
TilePoint DisplayNode::SpellPos(void) {
|
||||
TilePoint DisplayNode::SpellPos() {
|
||||
if (efx)
|
||||
return efx->current;
|
||||
return Nowhere;
|
||||
@ -156,7 +156,7 @@ void DisplayNodeList::updateEStates(const int32 deltaTime) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Draw router
|
||||
|
||||
void DisplayNodeList::draw(void) {
|
||||
void DisplayNodeList::draw() {
|
||||
DisplayNode *dn;
|
||||
SpriteSet *objectSet,
|
||||
*spellSet;
|
||||
@ -349,7 +349,7 @@ const int maxSpriteWidth = 32,
|
||||
maxSpriteBaseLine = 16;
|
||||
#endif
|
||||
|
||||
void DisplayNode::drawObject(void) {
|
||||
void DisplayNode::drawObject() {
|
||||
ColorTable mainColors, // colors for object
|
||||
leftColors, // colors for left-hand object
|
||||
rightColors; // colors for right-hand object
|
||||
@ -932,7 +932,7 @@ void DisplayNodeList::buildEffects(bool) {
|
||||
}
|
||||
}
|
||||
|
||||
bool DisplayNodeList::dissipated(void) {
|
||||
bool DisplayNodeList::dissipated() {
|
||||
if (count) {
|
||||
for (int i = 0; i < count; i++) {
|
||||
if (displayList[i].efx && !displayList[i].efx->isDead())
|
||||
@ -948,11 +948,11 @@ bool DisplayNodeList::dissipated(void) {
|
||||
// NOTE : all spell effects currently use the center actor for their
|
||||
// sprites.
|
||||
|
||||
void DisplayNode::drawEffect(void) {
|
||||
void DisplayNode::drawEffect() {
|
||||
if (efx) efx->drawEffect();
|
||||
}
|
||||
|
||||
void Effectron::drawEffect(void) {
|
||||
void Effectron::drawEffect() {
|
||||
ColorTable eColors; // colors for object
|
||||
bool obscured = false;
|
||||
Point16 drawPos;
|
||||
|
@ -68,11 +68,11 @@ public:
|
||||
|
||||
DisplayNode();
|
||||
|
||||
void drawObject(void);
|
||||
void drawEffect(void);
|
||||
void drawObject();
|
||||
void drawEffect();
|
||||
void updateObject(const int32 deltaTime);
|
||||
void updateEffect(const int32 deltaTime);
|
||||
TilePoint SpellPos(void);
|
||||
TilePoint SpellPos();
|
||||
};
|
||||
|
||||
/* ============================================================================ *
|
||||
@ -106,7 +106,7 @@ public:
|
||||
free(displayList);
|
||||
}
|
||||
|
||||
void reset(void) {
|
||||
void reset() {
|
||||
count = 0;
|
||||
head = NULL;
|
||||
}
|
||||
@ -114,10 +114,10 @@ public:
|
||||
void init(uint16 s);
|
||||
void buildObjects(bool fromScratch);
|
||||
void buildEffects(bool fromScratch);
|
||||
void draw(void);
|
||||
void draw();
|
||||
void updateOStates(const int32 deltaTime);
|
||||
void updateEStates(const int32 deltaTime);
|
||||
bool dissipated(void);
|
||||
bool dissipated();
|
||||
};
|
||||
|
||||
/* ============================================================================ *
|
||||
|
@ -198,7 +198,7 @@ CDocument::CDocument(CDocumentAppearance &dApp,
|
||||
|
||||
}
|
||||
|
||||
CDocument::~CDocument(void) {
|
||||
CDocument::~CDocument() {
|
||||
int16 i;
|
||||
|
||||
for (i = 0; i < maxPages; i++) {
|
||||
@ -223,7 +223,7 @@ CDocument::~CDocument(void) {
|
||||
resFile->disposeContext(illustrationCon);
|
||||
}
|
||||
|
||||
void CDocument::deactivate(void) {
|
||||
void CDocument::deactivate() {
|
||||
selected = 0;
|
||||
gPanel::deactivate();
|
||||
}
|
||||
@ -463,7 +463,7 @@ bool CDocument::checkForImage(char *string,
|
||||
}
|
||||
|
||||
|
||||
void CDocument::makePages(void) {
|
||||
void CDocument::makePages() {
|
||||
// copy the original text back to the working buffer
|
||||
Common::strlcpy(text, origText, textSize + 1);
|
||||
|
||||
@ -547,7 +547,7 @@ void CDocument::makePages(void) {
|
||||
}
|
||||
|
||||
// This function will draw the text onto the book.
|
||||
void CDocument::renderText(void) {
|
||||
void CDocument::renderText() {
|
||||
gPort tPort;
|
||||
gPort &port = window.windowPort;
|
||||
uint16 pageIndex;
|
||||
@ -654,7 +654,7 @@ void CDocument::drawClipped(
|
||||
g_vm->_pointer->show();
|
||||
}
|
||||
|
||||
void CDocument::draw(void) { // redraw the window
|
||||
void CDocument::draw() { // redraw the window
|
||||
// draw the book image
|
||||
drawClipped(g_vm->_mainPort, Point16(0, 0), _extent);
|
||||
|
||||
|
@ -122,7 +122,7 @@ private:
|
||||
|
||||
private:
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
|
||||
void pointerMove(gPanelMessage &msg);
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
@ -136,10 +136,10 @@ protected:
|
||||
const Point16 &offset,
|
||||
const Rect16 &clipRect);
|
||||
|
||||
void draw(void); // redraw the window
|
||||
void draw(); // redraw the window
|
||||
|
||||
void renderText(void);
|
||||
void makePages(void);
|
||||
void renderText();
|
||||
void makePages();
|
||||
bool checkForPageBreak(char *string,
|
||||
uint16 index,
|
||||
int32 &offset);
|
||||
@ -159,7 +159,7 @@ public:
|
||||
gFont *font, // font of the text
|
||||
uint16 ident, // control ID
|
||||
AppFunc *cmd = NULL); // application command func
|
||||
~CDocument(void);
|
||||
~CDocument();
|
||||
|
||||
void gotoPage(int8 page);
|
||||
|
||||
|
@ -34,7 +34,7 @@ namespace Saga2 {
|
||||
|
||||
const int16 absoluteMaximumVitality = 255;
|
||||
|
||||
extern void updateIndicators(void); // Kludge, put in intrface.h later (got to hurry)
|
||||
extern void updateIndicators(); // Kludge, put in intrface.h later (got to hurry)
|
||||
|
||||
// offensiveNotification gets 2 (Actor *) items
|
||||
// att is performing an offensive act on def
|
||||
|
@ -453,7 +453,7 @@ public:
|
||||
|
||||
void implement(GameObject *, SpellTarget *trg, int8 deltaDamage = 0);
|
||||
|
||||
bool canFail(void) {
|
||||
bool canFail() {
|
||||
return isSaveable(enchID);
|
||||
}
|
||||
|
||||
|
@ -37,7 +37,7 @@ extern int16 objectProtoCount; // object prototype count
|
||||
|
||||
int enchantmentProto = -1;
|
||||
|
||||
void setEnchantmentDisplay(void);
|
||||
void setEnchantmentDisplay();
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
// Enchantment Creation Function
|
||||
|
@ -72,7 +72,7 @@ DecoratedWindow::DecoratedWindow(const Rect16 &r, uint16 ident, const char savea
|
||||
}
|
||||
|
||||
// destructor for decorated windows
|
||||
DecoratedWindow::~DecoratedWindow(void) {
|
||||
DecoratedWindow::~DecoratedWindow() {
|
||||
removeDecorations();
|
||||
}
|
||||
|
||||
@ -227,7 +227,7 @@ void DecoratedWindow::setDecorations(
|
||||
|
||||
// Free the decorations from the memory pool
|
||||
|
||||
void DecoratedWindow::removeDecorations(void) {
|
||||
void DecoratedWindow::removeDecorations() {
|
||||
WindowDecoration *dec;
|
||||
int16 i;
|
||||
|
||||
@ -246,7 +246,7 @@ void DecoratedWindow::removeDecorations(void) {
|
||||
|
||||
// Redraw all of the decorations, on the main port only...
|
||||
|
||||
void DecoratedWindow::draw(void) { // redraw the window
|
||||
void DecoratedWindow::draw() { // redraw the window
|
||||
g_vm->_pointer->hide();
|
||||
if (displayEnabled())
|
||||
drawClipped(g_vm->_mainPort, Point16(0, 0), _extent);
|
||||
@ -255,7 +255,7 @@ void DecoratedWindow::draw(void) { // redraw the window
|
||||
|
||||
// Return true if window floats above animated are
|
||||
|
||||
bool DecoratedWindow::isBackdrop(void) {
|
||||
bool DecoratedWindow::isBackdrop() {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -301,13 +301,13 @@ void BackWindow::invalidate(const StaticRect *area) {
|
||||
|
||||
// Return true if window floats above animated are
|
||||
|
||||
bool BackWindow::isBackdrop(void) {
|
||||
bool BackWindow::isBackdrop() {
|
||||
return true;
|
||||
}
|
||||
|
||||
// A backdrop window can never go to front.
|
||||
|
||||
void BackWindow::toFront(void) {}
|
||||
void BackWindow::toFront() {}
|
||||
|
||||
/* ===================================================================== *
|
||||
DragBar class member functions
|
||||
@ -326,7 +326,7 @@ bool DragBar::activate(gEventType) {
|
||||
return true;
|
||||
}
|
||||
|
||||
void DragBar::deactivate(void) {
|
||||
void DragBar::deactivate() {
|
||||
gPanel::deactivate();
|
||||
}
|
||||
|
||||
@ -372,7 +372,7 @@ void DragBar::pointerRelease(gPanelMessage &) {
|
||||
gButton class member functions
|
||||
* ===================================================================== */
|
||||
|
||||
void gButton::deactivate(void) {
|
||||
void gButton::deactivate() {
|
||||
selected = 0;
|
||||
draw();
|
||||
gPanel::deactivate();
|
||||
@ -410,7 +410,7 @@ void gButton::pointerDrag(gPanelMessage &msg) {
|
||||
}
|
||||
}
|
||||
|
||||
void gButton::draw(void) {
|
||||
void gButton::draw() {
|
||||
gPort &port = window.windowPort;
|
||||
Rect16 rect = window.getExtent();
|
||||
|
||||
@ -581,7 +581,7 @@ void FloatingWindow::setExtent(const Rect16 &r) {
|
||||
setPos(Point16(r.x, r.y));
|
||||
}
|
||||
|
||||
bool FloatingWindow::open(void) {
|
||||
bool FloatingWindow::open() {
|
||||
db->moveToBack(*this);
|
||||
|
||||
g_vm->_mouseInfo->replaceObject();
|
||||
@ -593,7 +593,7 @@ bool FloatingWindow::open(void) {
|
||||
}
|
||||
|
||||
// Close this window and redraw the screen under it.
|
||||
void FloatingWindow::close(void) {
|
||||
void FloatingWindow::close() {
|
||||
gWindow::close();
|
||||
updateWindowSection(_extent);
|
||||
}
|
||||
@ -605,7 +605,7 @@ void FloatingWindow::close(void) {
|
||||
// area, and including the scrolling animated area which might
|
||||
// overlap that area.
|
||||
|
||||
bool checkTileAreaPort(void);
|
||||
bool checkTileAreaPort();
|
||||
|
||||
void updateWindowSection(const Rect16 &r) {
|
||||
gPixelMap tempMap;
|
||||
@ -734,7 +734,7 @@ void drawFloatingWindows(gPort &port, const Point16 &offset, const Rect16 &clip)
|
||||
}
|
||||
}
|
||||
|
||||
void FloatingWindow::toFront(void) {
|
||||
void FloatingWindow::toFront() {
|
||||
gWindow::toFront();
|
||||
draw();
|
||||
}
|
||||
@ -743,7 +743,7 @@ void FloatingWindow::toFront(void) {
|
||||
Misc functions
|
||||
* ===================================================================== */
|
||||
|
||||
void closeAllFloatingWindows(void) {
|
||||
void closeAllFloatingWindows() {
|
||||
}
|
||||
|
||||
extern APPFUNC(cmdWindowFunc);
|
||||
|
@ -65,7 +65,7 @@ struct WindowDecoration {
|
||||
int16 imageNumber; // image resource number
|
||||
|
||||
// default constructor
|
||||
WindowDecoration(void) {
|
||||
WindowDecoration() {
|
||||
extent = Rect16(0, 0, 0, 0), image = NULL;
|
||||
imageNumber = 0;
|
||||
}
|
||||
@ -108,7 +108,7 @@ public:
|
||||
|
||||
private:
|
||||
bool activate(gEventType);
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
void pointerDrag(gPanelMessage &msg);
|
||||
void pointerRelease(gPanelMessage &msg);
|
||||
@ -126,11 +126,11 @@ public:
|
||||
gButton(gPanelList &list, const Rect16 &box, gPixelMap &img, uint16 ident, AppFunc *cmd = NULL) :
|
||||
gControl(list, box, img, ident, cmd) {}
|
||||
|
||||
void draw(void); // redraw the panel.
|
||||
void draw(); // redraw the panel.
|
||||
|
||||
private:
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
void pointerDrag(gPanelMessage &msg);
|
||||
void pointerRelease(gPanelMessage &msg);
|
||||
@ -142,7 +142,7 @@ public:
|
||||
gPhantomButton(gPanelList &list,
|
||||
const Rect16 &box, uint16 ident, AppFunc *cmd = NULL) :
|
||||
gButton(list, box, NULL, ident, cmd) {};
|
||||
virtual void draw(void) {}; // Overrides draw() member of parent, since
|
||||
virtual void draw() {}; // Overrides draw() member of parent, since
|
||||
// in this case there's nothing to draw.
|
||||
|
||||
};
|
||||
@ -218,8 +218,8 @@ public:
|
||||
// Rect16 animatedArea;
|
||||
|
||||
DecoratedWindow(const Rect16 &, uint16, const char saveAs[], AppFunc *cmd = NULL);
|
||||
~DecoratedWindow(void);
|
||||
void draw(void); // redraw the window
|
||||
~DecoratedWindow();
|
||||
void draw(); // redraw the window
|
||||
|
||||
// Redraw the window, but only a small clipped section,
|
||||
// and perhaps drawn onto an off-screen map.
|
||||
@ -239,9 +239,9 @@ public:
|
||||
|
||||
|
||||
// Free up memory used by decorative panels
|
||||
void removeDecorations(void);
|
||||
void removeDecorations();
|
||||
|
||||
virtual bool isBackdrop(void);
|
||||
virtual bool isBackdrop();
|
||||
|
||||
// Update a region of a window, and all floaters which
|
||||
// might be above that window.
|
||||
@ -256,14 +256,14 @@ public:
|
||||
class BackWindow : public DecoratedWindow {
|
||||
|
||||
// Disable the window-to-front
|
||||
void toFront(void);
|
||||
void toFront();
|
||||
|
||||
public:
|
||||
BackWindow(const Rect16 &, uint16, AppFunc *cmd = NULL);
|
||||
void invalidate(Rect16 *area);
|
||||
void invalidate(const StaticRect *area);
|
||||
|
||||
virtual bool isBackdrop(void);
|
||||
virtual bool isBackdrop();
|
||||
};
|
||||
|
||||
/* ===================================================================== *
|
||||
@ -274,7 +274,7 @@ class FloatingWindow : public DecoratedWindow {
|
||||
|
||||
DragBar *db; // save address of drag bar
|
||||
|
||||
void toFront(void);
|
||||
void toFront();
|
||||
|
||||
// original extent before movement
|
||||
Point16 origPos;
|
||||
@ -300,8 +300,8 @@ public:
|
||||
return decOffset;
|
||||
}
|
||||
|
||||
bool open(void);
|
||||
void close(void);
|
||||
bool open();
|
||||
void close();
|
||||
};
|
||||
|
||||
/* ===================================================================== *
|
||||
|
@ -87,22 +87,22 @@ public:
|
||||
static GameMode *currentMode, // pointer to current mode.
|
||||
*newMode; // next mode to run
|
||||
|
||||
void (*setup)(void); // initialize this mode
|
||||
void (*cleanup)(void); // deallocate mode resources
|
||||
void (*handleTask)(void); // "application task" for mode
|
||||
void (*setup)(); // initialize this mode
|
||||
void (*cleanup)(); // deallocate mode resources
|
||||
void (*handleTask)(); // "application task" for mode
|
||||
void (*handleKey)(int16 key, int16 qual); // handle keystroke from window
|
||||
void (*draw)(void); // handle draw functions for window
|
||||
void (*draw)(); // handle draw functions for window
|
||||
|
||||
static void modeUnStack(void);
|
||||
static void modeUnStack();
|
||||
static void modeUnStack(int StopHere);
|
||||
static int getStack(GameMode **saveStackPtr);
|
||||
static void SetStack(GameMode *modeFirst, ...);
|
||||
static void SetStack(GameMode **newStack, int newStackSize);
|
||||
static bool update(void);
|
||||
static bool update();
|
||||
static void modeStack(GameMode *AddThisMode);
|
||||
void begin(void); // launch this mode
|
||||
void end(void); // quit this mode
|
||||
static void modeSwitch(void); // quit this mode
|
||||
void begin(); // launch this mode
|
||||
void end(); // quit this mode
|
||||
static void modeSwitch(); // quit this mode
|
||||
};
|
||||
|
||||
extern GameMode IntroMode,
|
||||
@ -119,13 +119,13 @@ extern GameMode IntroMode,
|
||||
* ====================================================================== */
|
||||
|
||||
// Initialize the timer
|
||||
void initTimer(void);
|
||||
void initTimer();
|
||||
|
||||
void saveTimer(Common::OutSaveFile *out);
|
||||
void loadTimer(Common::InSaveFile *in);
|
||||
|
||||
void pauseTimer(void); // pause game clock
|
||||
void resumeTimer(void); // resume game clock
|
||||
void pauseTimer(); // pause game clock
|
||||
void resumeTimer(); // resume game clock
|
||||
|
||||
// Alarm is a useful class for specifying time delays. It will
|
||||
// work correctly even if the game counter wraps around.
|
||||
@ -136,8 +136,8 @@ public:
|
||||
uint32 duration; // duration of alarm
|
||||
|
||||
void set(uint32 duration);
|
||||
bool check(void);
|
||||
uint32 elapsed(void); // time elapsed since alarm set
|
||||
bool check();
|
||||
uint32 elapsed(); // time elapsed since alarm set
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
void read(Common::InSaveFile *in);
|
||||
@ -163,7 +163,7 @@ Common::SeekableReadStream *loadResourceToStream(hResContext *con, uint32 id, co
|
||||
|
||||
// Directory control
|
||||
|
||||
void restoreProgramDir(void); // chdir() to program directory
|
||||
void restoreProgramDir(); // chdir() to program directory
|
||||
|
||||
// Returns Random Number
|
||||
|
||||
@ -174,23 +174,23 @@ int16 GetRandomBetween(int start, int end);
|
||||
int16 quickDistance(const Point16 &p);
|
||||
int32 quickDistance(const Point32 &p);
|
||||
|
||||
void initPathFinder(void);
|
||||
void cleanupPathFinder(void);
|
||||
void initPathFinder();
|
||||
void cleanupPathFinder();
|
||||
|
||||
/* ===================================================================== *
|
||||
Miscellaneous globals management functions
|
||||
* ===================================================================== */
|
||||
|
||||
void initGlobals(void);
|
||||
void initGlobals();
|
||||
void saveGlobals(Common::OutSaveFile *outS);
|
||||
void loadGlobals(Common::InSaveFile *in);
|
||||
inline void cleanupGlobals(void) {} // do nothing
|
||||
inline void cleanupGlobals() {} // do nothing
|
||||
|
||||
/* ===================================================================== *
|
||||
General redraw routine
|
||||
* ===================================================================== */
|
||||
|
||||
void reDrawScreen(void);
|
||||
void reDrawScreen();
|
||||
|
||||
/* ===================================================================== *
|
||||
Script-related
|
||||
@ -206,9 +206,9 @@ void wakeUpThread(ThreadID thread);
|
||||
void wakeUpThread(ThreadID thread, int16 returnVal);
|
||||
|
||||
// Script system initialization and cleanup
|
||||
void initScripts(void);
|
||||
void cleanupScripts(void);
|
||||
void dispatchScripts(void);
|
||||
void initScripts();
|
||||
void cleanupScripts();
|
||||
void dispatchScripts();
|
||||
|
||||
// An extended script is running -- suspend all background processing.
|
||||
extern int16 extendedThreadLevel;
|
||||
|
@ -46,7 +46,7 @@ int GameMode::modeStackCtr = 0;
|
||||
int GameMode::newmodeStackCtr = 0;
|
||||
int GameMode::newmodeFlag = false;
|
||||
|
||||
void GameMode::modeUnStack(void) {
|
||||
void GameMode::modeUnStack() {
|
||||
modeStackPtr[modeStackCtr] = NULL; //Always Start Cleanup At modeStackCtr
|
||||
modeStackPtr[modeStackCtr--]->cleanup();
|
||||
return;
|
||||
@ -64,7 +64,7 @@ void GameMode::modeUnStack(int StopHere) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool GameMode::update(void) {
|
||||
bool GameMode::update() {
|
||||
bool result = false;
|
||||
int ModeCtr = 0;
|
||||
|
||||
|
@ -51,7 +51,7 @@ public:
|
||||
|
||||
virtual ~frameCounter() {}
|
||||
|
||||
virtual void updateFrameCount(void) {
|
||||
virtual void updateFrameCount() {
|
||||
int32 frameTime = gameTime - lastTime;
|
||||
lastTime = gameTime;
|
||||
frames++;
|
||||
@ -104,7 +104,7 @@ class frameSmoother: public frameCounter {
|
||||
return 1000.0 * frameHistory[i];
|
||||
}
|
||||
|
||||
void calculateAverages(void) {
|
||||
void calculateAverages() {
|
||||
// clear averages
|
||||
for (int i = 0; i < 5; i++)
|
||||
avg1Sec[i] = 0;
|
||||
@ -126,7 +126,7 @@ class frameSmoother: public frameCounter {
|
||||
avg5Sec /= (5 * desiredFPS);
|
||||
}
|
||||
|
||||
void calculateVariance(void) {
|
||||
void calculateVariance() {
|
||||
// clear variances
|
||||
for (int i = 0; i < 5; i++)
|
||||
dif1Sec[i] = 0;
|
||||
@ -161,7 +161,7 @@ public:
|
||||
frameHistory = nullptr;
|
||||
}
|
||||
|
||||
virtual void updateFrameCount(void) {
|
||||
virtual void updateFrameCount() {
|
||||
frameCounter::updateFrameCount();
|
||||
frameHistory[frames % historySize] = instantFrameCount;
|
||||
if (0 == (frames % int(desiredFPS))) {
|
||||
|
@ -64,7 +64,7 @@ public:
|
||||
gPixelMap(StaticPixelMap m) : size(m.size), data(m.data) {}
|
||||
|
||||
// Compute the number of bytes in the pixel map
|
||||
int32 bytes(void) {
|
||||
int32 bytes() {
|
||||
return size.x * size.y;
|
||||
}
|
||||
};
|
||||
@ -75,7 +75,7 @@ class gStaticImage : public gPixelMap {
|
||||
public:
|
||||
// constructors:
|
||||
|
||||
gStaticImage(void) {
|
||||
gStaticImage() {
|
||||
size.x = size.y = 0;
|
||||
data = NULL;
|
||||
}
|
||||
@ -200,7 +200,7 @@ public:
|
||||
uint16 textStyles; // text style bits
|
||||
|
||||
// Constructor
|
||||
gPort(void) {
|
||||
gPort() {
|
||||
map = nullptr;
|
||||
baseRow = nullptr;
|
||||
|
||||
@ -278,7 +278,7 @@ public:
|
||||
void setOrigin(Point16 pt) {
|
||||
origin = pt;
|
||||
}
|
||||
Point16 getOrigin(void) {
|
||||
Point16 getOrigin() {
|
||||
return origin;
|
||||
}
|
||||
|
||||
@ -302,7 +302,7 @@ public:
|
||||
// Simple drawing functions
|
||||
// REM: This should clip!
|
||||
|
||||
virtual void clear(void) {
|
||||
virtual void clear() {
|
||||
memset(map->data, (int)fgPen, (int)map->bytes());
|
||||
}
|
||||
|
||||
|
@ -52,7 +52,7 @@ gMousePointer::gMousePointer(gDisplayPort &port) {
|
||||
pointerImage = NULL;
|
||||
}
|
||||
|
||||
gMousePointer::~gMousePointer(void) {
|
||||
gMousePointer::~gMousePointer() {
|
||||
if (saveMap.data)
|
||||
free(saveMap.data);
|
||||
}
|
||||
@ -63,7 +63,7 @@ bool gMousePointer::init(Point16 pointerLimits) {
|
||||
}
|
||||
|
||||
// Private routine to draw the mouse pointer image
|
||||
void gMousePointer::draw(void) {
|
||||
void gMousePointer::draw() {
|
||||
if (hideCount < 1) {
|
||||
CursorMan.showMouse(true);
|
||||
shown = 1;
|
||||
@ -72,7 +72,7 @@ void gMousePointer::draw(void) {
|
||||
}
|
||||
|
||||
// Private routine to restore the mouse pointer image
|
||||
void gMousePointer::restore(void) {
|
||||
void gMousePointer::restore() {
|
||||
if (shown) {
|
||||
// blit from the saved map to the current position.
|
||||
|
||||
@ -85,7 +85,7 @@ void gMousePointer::restore(void) {
|
||||
}
|
||||
|
||||
// Makes the mouse pointer visible
|
||||
void gMousePointer::show(void) {
|
||||
void gMousePointer::show() {
|
||||
assert(hideCount > 0);
|
||||
|
||||
if (--hideCount == 0) {
|
||||
@ -94,7 +94,7 @@ void gMousePointer::show(void) {
|
||||
}
|
||||
|
||||
// Makes the mouse pointer invisible
|
||||
void gMousePointer::hide(void) {
|
||||
void gMousePointer::hide() {
|
||||
if (hideCount++ == 0) {
|
||||
restore();
|
||||
}
|
||||
@ -116,7 +116,7 @@ void gMousePointer::show(gPort &port, Rect16 r) {
|
||||
}
|
||||
|
||||
// Makes the mouse pointer visible
|
||||
int gMousePointer::manditoryShow(void) {
|
||||
int gMousePointer::manditoryShow() {
|
||||
int rv = 0;
|
||||
while (hideCount > 0) {
|
||||
show();
|
||||
|
@ -42,8 +42,8 @@ class gMousePointer {
|
||||
offsetPosition; // center of mouse image
|
||||
bool shown; // mouse currently shown
|
||||
|
||||
void draw(void);
|
||||
void restore(void);
|
||||
void draw();
|
||||
void restore();
|
||||
public:
|
||||
gMousePointer(gDisplayPort &); // constructor
|
||||
~gMousePointer(); // destructor
|
||||
@ -52,17 +52,17 @@ public:
|
||||
bool init(uint16 xLimit, uint16 yLimit) {
|
||||
return init(Point16(xLimit, yLimit));
|
||||
}
|
||||
void show(void); // show the pointer
|
||||
void hide(void); // hide the pointer
|
||||
void show(); // show the pointer
|
||||
void hide(); // hide the pointer
|
||||
void show(gPort &port, Rect16 r); // show the pointer
|
||||
void hide(gPort &port, Rect16 r); // hide the pointer
|
||||
int manditoryShow(void);
|
||||
int manditoryShow();
|
||||
void move(Point16 pos); // move the pointer
|
||||
void setImage(gPixelMap &img, int x, int y); // set the pointer imagery
|
||||
bool isShown(void) {
|
||||
bool isShown() {
|
||||
return shown;
|
||||
}
|
||||
int16 hideDepth(void) {
|
||||
int16 hideDepth() {
|
||||
return hideCount;
|
||||
}
|
||||
gPixelMap *getImage(Point16 &offset) {
|
||||
|
@ -172,7 +172,7 @@ uint8 GrabInfo::setIntent(uint8 in) {
|
||||
|
||||
|
||||
// Make the object given into the mouse pointer
|
||||
void GrabInfo::setIcon(void) {
|
||||
void GrabInfo::setIcon() {
|
||||
assert(
|
||||
pointerMap.size.x == 0
|
||||
&& pointerMap.size.y == 0
|
||||
@ -214,7 +214,7 @@ void GrabInfo::setIcon(void) {
|
||||
error("Unable to allocate mouse image buffer");
|
||||
}
|
||||
|
||||
void GrabInfo::clearIcon(void) {
|
||||
void GrabInfo::clearIcon() {
|
||||
assert(grabObj == nullptr);
|
||||
|
||||
if (pointerMap.data != nullptr) {
|
||||
@ -227,7 +227,7 @@ void GrabInfo::clearIcon(void) {
|
||||
|
||||
// Changes cursor image to reflect the current state of the cursor based
|
||||
// on the intention and intentDoable data members.
|
||||
void GrabInfo::setCursor(void) {
|
||||
void GrabInfo::setCursor() {
|
||||
if (intentDoable) {
|
||||
switch (intention) {
|
||||
case None:
|
||||
@ -286,7 +286,7 @@ void GrabInfo::placeObject(const Location &loc) {
|
||||
|
||||
// this should be use to return the object to the container
|
||||
// and/or remove the object from the cursor.
|
||||
void GrabInfo::replaceObject(void) {
|
||||
void GrabInfo::replaceObject() {
|
||||
if (grabObj == nullptr)
|
||||
return;
|
||||
|
||||
@ -345,7 +345,7 @@ void GrabInfo::setGauge(int16 numerator, int16 denominator) {
|
||||
}
|
||||
|
||||
// clear the mouse gauge
|
||||
void GrabInfo::clearGauge(void) {
|
||||
void GrabInfo::clearGauge() {
|
||||
displayGauge = false;
|
||||
if (grabObj == nullptr) clearMouseGauge();
|
||||
}
|
||||
|
@ -79,24 +79,24 @@ protected:
|
||||
char textBuf[bufSize];
|
||||
|
||||
// internal grab commonality
|
||||
void setIcon(void);
|
||||
void clearIcon(void);
|
||||
void setIcon();
|
||||
void clearIcon();
|
||||
|
||||
// set cursor image based on 'intention' and 'intentDoable'
|
||||
void setCursor(void);
|
||||
void setCursor();
|
||||
|
||||
public:
|
||||
// there will probably be only one GrabInfo, created globally
|
||||
GrabInfo(void);
|
||||
GrabInfo();
|
||||
|
||||
~GrabInfo(void);
|
||||
~GrabInfo();
|
||||
|
||||
void selectImage(uint8 index);
|
||||
|
||||
// set the move count based on val and whether the object is
|
||||
// mergeable or not.
|
||||
void setMoveCount(int16 val);
|
||||
int16 getMoveCount(void) {
|
||||
int16 getMoveCount() {
|
||||
return moveCount;
|
||||
}
|
||||
|
||||
@ -108,10 +108,10 @@ public:
|
||||
void copyObject(GameObject *obj, Intent in = Drop, int16 count = 1);
|
||||
|
||||
// non-destructive reads of the state
|
||||
uint8 getIntent(void) {
|
||||
uint8 getIntent() {
|
||||
return intention;
|
||||
}
|
||||
bool getDoable(void) {
|
||||
bool getDoable() {
|
||||
return intentDoable;
|
||||
}
|
||||
|
||||
@ -124,16 +124,16 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
GameObject *getObject(void) {
|
||||
GameObject *getObject() {
|
||||
return grabObj;
|
||||
}
|
||||
ObjectID getObjectId(void) {
|
||||
ObjectID getObjectId() {
|
||||
return grabId;
|
||||
}
|
||||
|
||||
// free the cursor
|
||||
void placeObject(const Location &loc);
|
||||
void replaceObject(void);
|
||||
void replaceObject();
|
||||
|
||||
// request a change to the mouse cursor text
|
||||
void setText(const char *txt);
|
||||
@ -142,7 +142,7 @@ public:
|
||||
void setGauge(int16 numerator, int16 denominator);
|
||||
|
||||
// clear the mouse gauge
|
||||
void clearGauge(void);
|
||||
void clearGauge();
|
||||
};
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
@ -367,7 +367,7 @@ bool gTextBox::activate(gEventType why) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void gTextBox::deactivate(void) {
|
||||
void gTextBox::deactivate() {
|
||||
selected = 0;
|
||||
isActiveCtl = false;
|
||||
draw();
|
||||
@ -386,7 +386,7 @@ void gTextBox::prepareEdit(int which) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
bool gTextBox::changed(void) {
|
||||
bool gTextBox::changed() {
|
||||
if (undoBuffer && editing) {
|
||||
return memcmp(undoBuffer, fieldStrings[index], currentLen[index] + 1);
|
||||
}
|
||||
@ -395,7 +395,7 @@ bool gTextBox::changed(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void gTextBox::commitEdit(void) {
|
||||
void gTextBox::commitEdit() {
|
||||
if (undoBuffer && changed()) {
|
||||
memcpy(undoBuffer, fieldStrings[index], currentLen[index] + 1);
|
||||
undoLen = currentLen[index];
|
||||
@ -407,7 +407,7 @@ void gTextBox::commitEdit(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void gTextBox::revertEdit(void) {
|
||||
void gTextBox::revertEdit() {
|
||||
if (undoBuffer && changed()) {
|
||||
cursorPos = anchorPos = currentLen[index] = undoLen;
|
||||
memcpy(fieldStrings[index], undoBuffer, currentLen[index] + 1);
|
||||
@ -548,13 +548,13 @@ void gTextBox::selectionMove(int howMany) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void gTextBox::scrollUp(void) {
|
||||
void gTextBox::scrollUp() {
|
||||
selectionUp(linesPerPage - 2);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void gTextBox::scrollDown(void) {
|
||||
void gTextBox::scrollDown() {
|
||||
selectionDown(linesPerPage - 2);
|
||||
}
|
||||
|
||||
@ -818,7 +818,7 @@ bool gTextBox::keyStroke(gPanelMessage &msg) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
bool gTextBox::tabSelect(void) {
|
||||
bool gTextBox::tabSelect() {
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -881,7 +881,7 @@ void gTextBox::editRectFill(gPort &fillPort, gPen *pen) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void gTextBox::drawContents(void) {
|
||||
void gTextBox::drawContents() {
|
||||
int16 cPos, aPos;
|
||||
assert(textFont);
|
||||
assert(fontColorBack != -1);
|
||||
@ -987,7 +987,7 @@ void gTextBox::drawContents(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void gTextBox::drawClipped(void) {
|
||||
void gTextBox::drawClipped() {
|
||||
gPort &port = window.windowPort;
|
||||
Rect16 rect = window.getExtent();
|
||||
|
||||
|
@ -118,9 +118,9 @@ private:
|
||||
protected:
|
||||
|
||||
void prepareEdit(int which);
|
||||
void revertEdit(void);
|
||||
void commitEdit(void);
|
||||
bool changed(void);
|
||||
void revertEdit();
|
||||
void commitEdit();
|
||||
bool changed();
|
||||
|
||||
void scroll(int8);
|
||||
|
||||
@ -129,7 +129,7 @@ protected:
|
||||
void reSelect(int which);
|
||||
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
void pointerDrag(gPanelMessage &msg);
|
||||
@ -155,7 +155,7 @@ protected:
|
||||
void handleTimerTick(int32 tick);
|
||||
|
||||
void editRectFill(gPort &fillPort, gPen *pen);
|
||||
void drawContents(void);
|
||||
void drawContents();
|
||||
|
||||
public:
|
||||
|
||||
@ -184,27 +184,27 @@ public:
|
||||
void drawClipped(gPort &, const Point16 &, const Rect16 &) {
|
||||
drawClipped();
|
||||
}
|
||||
void drawClipped(void);
|
||||
void draw(void) {
|
||||
void drawClipped();
|
||||
void draw() {
|
||||
drawClipped(); // redraw the panel.
|
||||
}
|
||||
|
||||
bool tabSelect(void);
|
||||
bool tabSelect();
|
||||
|
||||
virtual void timerTick(gPanelMessage &msg);
|
||||
|
||||
void scrollUp(void);
|
||||
void scrollDown(void);
|
||||
void scrollUp();
|
||||
void scrollDown();
|
||||
|
||||
char *getLine(int8);
|
||||
int8 getIndex(void) {
|
||||
int8 getIndex() {
|
||||
return index;
|
||||
}
|
||||
|
||||
void killChanges(void) {
|
||||
void killChanges() {
|
||||
revertEdit();
|
||||
}
|
||||
void keepChanges(void) {
|
||||
void keepChanges() {
|
||||
commitEdit();
|
||||
}
|
||||
|
||||
|
@ -76,7 +76,7 @@ struct MetaTileID {
|
||||
int16 index; // index into metatile array
|
||||
|
||||
// Default constructor
|
||||
MetaTileID(void) : map(0), index(0) {}
|
||||
MetaTileID() : map(0), index(0) {}
|
||||
|
||||
// Copy constructor
|
||||
MetaTileID(const MetaTileID &id) : map(id.map), index(id.index) {}
|
||||
@ -128,7 +128,7 @@ struct ActiveItemID {
|
||||
// next 13 bits index
|
||||
|
||||
// Default constructor
|
||||
ActiveItemID(void) : val(0) {}
|
||||
ActiveItemID() : val(0) {}
|
||||
|
||||
// Copy constructor
|
||||
ActiveItemID(const ActiveItemID &id) : val(id.val) {
|
||||
@ -164,7 +164,7 @@ struct ActiveItemID {
|
||||
return val != id.val;
|
||||
}
|
||||
|
||||
operator int16(void) {
|
||||
operator int16() {
|
||||
return val;
|
||||
}
|
||||
|
||||
@ -173,7 +173,7 @@ struct ActiveItemID {
|
||||
val |= (m << activeItemMapShift);
|
||||
}
|
||||
|
||||
int16 getMapNum(void) {
|
||||
int16 getMapNum() {
|
||||
return (uint16)val >> activeItemMapShift;
|
||||
}
|
||||
|
||||
@ -182,7 +182,7 @@ struct ActiveItemID {
|
||||
val |= i & activeItemIndexMask;
|
||||
}
|
||||
|
||||
int16 getIndexNum(void) {
|
||||
int16 getIndexNum() {
|
||||
return val & activeItemIndexMask;
|
||||
}
|
||||
} PACKED_STRUCT;
|
||||
|
@ -45,7 +45,7 @@ CImageNode::CImageNode(hResContext *con, uint32 resID) {
|
||||
}
|
||||
}
|
||||
|
||||
CImageNode::~CImageNode(void) {
|
||||
CImageNode::~CImageNode() {
|
||||
if (image) {
|
||||
free(image);
|
||||
image = nullptr;
|
||||
@ -74,7 +74,7 @@ bool CImageNode::isSameImage(void *imagePtr) {
|
||||
}
|
||||
|
||||
// return true if this node needs to be deleted
|
||||
bool CImageNode::releaseRequest(void) {
|
||||
bool CImageNode::releaseRequest() {
|
||||
// the number of requests on this resource goes down by one
|
||||
requested--;
|
||||
|
||||
@ -87,7 +87,7 @@ bool CImageNode::releaseRequest(void) {
|
||||
return false;
|
||||
}
|
||||
|
||||
void *CImageNode::getImagePtr(void) {
|
||||
void *CImageNode::getImagePtr() {
|
||||
requested++;
|
||||
return image;
|
||||
}
|
||||
@ -96,7 +96,7 @@ void *CImageNode::getImagePtr(void) {
|
||||
ImageCache member functions
|
||||
* ===================================================================== */
|
||||
|
||||
CImageCache::~CImageCache(void) {
|
||||
CImageCache::~CImageCache() {
|
||||
|
||||
/* >>> See notes below
|
||||
// return if list is empty
|
||||
|
@ -43,15 +43,15 @@ private:
|
||||
|
||||
public:
|
||||
CImageNode(hResContext *con, uint32 resID);
|
||||
~CImageNode(void);
|
||||
~CImageNode();
|
||||
|
||||
void *getImagePtr(void);
|
||||
void *getImagePtr();
|
||||
bool isSameImage(hResContext *con, uint32 resID);
|
||||
bool isSameImage(void *imagePtr);
|
||||
uint16 getNumRequested(void) {
|
||||
uint16 getNumRequested() {
|
||||
return requested;
|
||||
}
|
||||
bool releaseRequest(void);
|
||||
bool releaseRequest();
|
||||
};
|
||||
|
||||
|
||||
@ -64,10 +64,10 @@ private:
|
||||
Common::List<CImageNode *> _nodes; // list of ImageNode
|
||||
|
||||
public:
|
||||
CImageCache(void) {
|
||||
CImageCache() {
|
||||
assert(_nodes.empty());
|
||||
}
|
||||
~CImageCache(void);
|
||||
~CImageCache();
|
||||
|
||||
void *requestImage(hResContext *con, uint32 resID);
|
||||
void releaseImage(void *);
|
||||
|
@ -475,7 +475,7 @@ class RandomGenerator {
|
||||
static const uint32 b; // arbitrary constant
|
||||
|
||||
public:
|
||||
RandomGenerator(void) : a(1) {
|
||||
RandomGenerator() : a(1) {
|
||||
}
|
||||
RandomGenerator(uint16 seed) {
|
||||
a = (uint32)seed << 16;
|
||||
@ -485,7 +485,7 @@ public:
|
||||
a = (uint32)seed << 16;
|
||||
}
|
||||
|
||||
uint16 operator()(void) {
|
||||
uint16 operator()() {
|
||||
a = (a * b) + 1;
|
||||
return a >> 16;
|
||||
}
|
||||
@ -566,7 +566,7 @@ static void print_stack(int16 *stackBase, int16 *stack) {
|
||||
#define D_OP2(x) debugC(1, kDebugScripts, "[%04ld 0x%04lx]: %s [%p] = %d", (pc - codeSeg - 1), (pc - codeSeg - 1), #x, (void *)addr, *stack)
|
||||
#define D_OP3(x) debugC(1, kDebugScripts, "[%04ld 0x%04lx]: %s [%p] %d", (pc - codeSeg - 1), (pc - codeSeg - 1), #x, (void *)addr, *addr)
|
||||
|
||||
bool Thread::interpret(void) {
|
||||
bool Thread::interpret() {
|
||||
uint8 *pc,
|
||||
*addr;
|
||||
int16 *stack = (int16 *)stackPtr;
|
||||
@ -792,7 +792,7 @@ bool Thread::interpret(void) {
|
||||
break;
|
||||
|
||||
case op_call_member: // call member function
|
||||
case op_call_member_v: // call member function (void)
|
||||
case op_call_member_v: // call member function ()
|
||||
if (op == op_call_member)
|
||||
D_OP(op_call_member);
|
||||
else
|
||||
@ -1177,7 +1177,7 @@ class ThreadList {
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
ThreadList(void) {
|
||||
ThreadList() {
|
||||
for (uint i = 0; i < kNumThreads; i++)
|
||||
_list[i] = nullptr;
|
||||
}
|
||||
@ -1186,12 +1186,12 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this thread list
|
||||
// in an archive buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Cleanup the active threads
|
||||
void cleanup(void);
|
||||
void cleanup();
|
||||
|
||||
// Place a thread back into the inactive list
|
||||
void deleteThread(Thread *p);
|
||||
@ -1216,7 +1216,7 @@ public:
|
||||
}
|
||||
|
||||
// Return a pointer to the first active thread
|
||||
Thread *first(void);
|
||||
Thread *first();
|
||||
|
||||
Thread *next(Thread *thread);
|
||||
};
|
||||
@ -1241,7 +1241,7 @@ void ThreadList::read(Common::InSaveFile *in) {
|
||||
}
|
||||
}
|
||||
|
||||
int32 ThreadList::archiveSize(void) {
|
||||
int32 ThreadList::archiveSize() {
|
||||
int32 size = sizeof(int16);
|
||||
|
||||
for (uint i = 0; i < kNumThreads; i++) {
|
||||
@ -1277,7 +1277,7 @@ void ThreadList::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//-------------------------------------------------------------------
|
||||
// Cleanup the active threads
|
||||
|
||||
void ThreadList::cleanup(void) {
|
||||
void ThreadList::cleanup() {
|
||||
for (uint i = 0; i < kNumThreads; i++) {
|
||||
delete _list[i];
|
||||
_list[i] = nullptr;
|
||||
@ -1316,7 +1316,7 @@ void ThreadList::newThread(Thread *p) {
|
||||
//-------------------------------------------------------------------
|
||||
// Return a pointer to the first active thread
|
||||
|
||||
Thread *ThreadList::first(void) {
|
||||
Thread *ThreadList::first() {
|
||||
for (uint i = 0; i < kNumThreads; i++)
|
||||
if (_list[i])
|
||||
return _list[i];
|
||||
@ -1360,7 +1360,7 @@ static ThreadList &threadList = *((ThreadList *)threadListBuffer);
|
||||
//-------------------------------------------------------------------
|
||||
// Initialize the SAGA thread list
|
||||
|
||||
void initSAGAThreads(void) {
|
||||
void initSAGAThreads() {
|
||||
// Simply call the Thread List default constructor
|
||||
}
|
||||
|
||||
@ -1387,7 +1387,7 @@ void loadSAGAThreads(Common::InSaveFile *in, int32 chunkSize) {
|
||||
//-------------------------------------------------------------------
|
||||
// Dispose of the active SAGA threads
|
||||
|
||||
void cleanupSAGAThreads(void) {
|
||||
void cleanupSAGAThreads() {
|
||||
// Simply call the ThreadList cleanup() function
|
||||
threadList.cleanup();
|
||||
}
|
||||
@ -1505,7 +1505,7 @@ Thread::~Thread() {
|
||||
// Return the number of bytes need to archive this thread in an arhive
|
||||
// buffer
|
||||
|
||||
int32 Thread::archiveSize(void) {
|
||||
int32 Thread::archiveSize() {
|
||||
return sizeof(programCounter)
|
||||
+ sizeof(stackSize)
|
||||
+ sizeof(flags)
|
||||
@ -1545,7 +1545,7 @@ void Thread::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Thread dispatcher
|
||||
|
||||
void Thread::dispatch(void) {
|
||||
void Thread::dispatch() {
|
||||
Thread *th,
|
||||
*nextThread;
|
||||
|
||||
@ -1630,14 +1630,14 @@ break_thread_loop:
|
||||
//-----------------------------------------------------------------------
|
||||
// Run scripts which are on the queue
|
||||
|
||||
void dispatchScripts(void) {
|
||||
void dispatchScripts() {
|
||||
Thread::dispatch();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Run a script until finished
|
||||
|
||||
scriptResult Thread::run(void) {
|
||||
scriptResult Thread::run() {
|
||||
int i = 4000;
|
||||
|
||||
while (i--) {
|
||||
@ -1658,7 +1658,7 @@ scriptResult Thread::run(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Convert to extended thread
|
||||
|
||||
void Thread::setExtended(void) {
|
||||
void Thread::setExtended() {
|
||||
if (!(flags & extended)) {
|
||||
flags |= extended;
|
||||
extendedThreadLevel++;
|
||||
@ -1668,7 +1668,7 @@ void Thread::setExtended(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Convert back to regular thread
|
||||
|
||||
void Thread::clearExtended(void) {
|
||||
void Thread::clearExtended() {
|
||||
if (flags & extended) {
|
||||
flags &= ~extended;
|
||||
extendedThreadLevel--;
|
||||
@ -1678,7 +1678,7 @@ void Thread::clearExtended(void) {
|
||||
/* ============================================================================ *
|
||||
Script Management functions
|
||||
* ============================================================================ */
|
||||
void initScripts(void) {
|
||||
void initScripts() {
|
||||
// Open the script resource group
|
||||
scriptRes = scriptResFile->newContext(sagaID, "script resources");
|
||||
if (scriptRes == NULL)
|
||||
@ -1705,7 +1705,7 @@ void initScripts(void) {
|
||||
(void*)exportSegment, scriptRes->getSize(exportSegID, "saga export segment"), exportCount);
|
||||
}
|
||||
|
||||
void cleanupScripts(void) {
|
||||
void cleanupScripts() {
|
||||
if (exportSegment)
|
||||
free(exportSegment);
|
||||
|
||||
@ -1720,7 +1720,7 @@ void cleanupScripts(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Load the SAGA data segment from the resource file
|
||||
|
||||
void initSAGADataSeg(void) {
|
||||
void initSAGADataSeg() {
|
||||
// Load the data segment
|
||||
scriptRes->seek(dataSegID);
|
||||
scriptRes->read(dataSegment, dataSegSize);
|
||||
|
@ -435,7 +435,7 @@ void CPlaqText::invalidate(Rect16 *) {
|
||||
window.update(_extent);
|
||||
}
|
||||
|
||||
void CPlaqText::draw(void) {
|
||||
void CPlaqText::draw() {
|
||||
gPort &port = window.windowPort;
|
||||
Rect16 rect = window.getExtent();
|
||||
|
||||
@ -625,7 +625,7 @@ CStatusLine::CStatusLine(gPanelList &list,
|
||||
minWaitAlarm.basetime = minWaitAlarm.duration = 0;
|
||||
}
|
||||
|
||||
CStatusLine::~CStatusLine(void) {
|
||||
CStatusLine::~CStatusLine() {
|
||||
while (queueTail != queueHead) {
|
||||
assert(lineQueue[queueTail].text != nullptr);
|
||||
|
||||
@ -648,7 +648,7 @@ void CStatusLine::setLine(char *msg, uint32 frameTime) { // frametime def
|
||||
}
|
||||
}
|
||||
|
||||
void CStatusLine::experationCheck(void) {
|
||||
void CStatusLine::experationCheck() {
|
||||
if (lineDisplayed
|
||||
&& (waitAlarm.check()
|
||||
|| (queueTail != queueHead && minWaitAlarm.check()))) {
|
||||
@ -684,7 +684,7 @@ void CStatusLine::experationCheck(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void CStatusLine::clear(void) {
|
||||
void CStatusLine::clear() {
|
||||
enable(false);
|
||||
window.update(_extent);
|
||||
lineDisplayed = false;
|
||||
@ -771,7 +771,7 @@ CMassWeightIndicator::CMassWeightIndicator(gPanelList *panel, const Point16 &pos
|
||||
g_vm->_indList.push_back(this);
|
||||
}
|
||||
|
||||
CMassWeightIndicator::~CMassWeightIndicator(void) {
|
||||
CMassWeightIndicator::~CMassWeightIndicator() {
|
||||
g_vm->_indList.remove(this);
|
||||
|
||||
unloadImageRes(pieIndImag, numPieIndImages);
|
||||
@ -783,7 +783,7 @@ CMassWeightIndicator::~CMassWeightIndicator(void) {
|
||||
** Description: This will recalculate the values to be displayed for the
|
||||
** mass and bulk of the current ( single mode ) player
|
||||
**/
|
||||
void CMassWeightIndicator::recalculate(void) {
|
||||
void CMassWeightIndicator::recalculate() {
|
||||
assert(pieMass);
|
||||
assert(pieBulk);
|
||||
|
||||
@ -806,7 +806,7 @@ void CMassWeightIndicator::recalculate(void) {
|
||||
** Description: This will call recalculate and then invalidate the entire
|
||||
** weight/bulk control ( so it refreshes )
|
||||
**/
|
||||
void CMassWeightIndicator::update(void) {
|
||||
void CMassWeightIndicator::update() {
|
||||
if (bRedraw == true) {
|
||||
for (Common::List<CMassWeightIndicator *>::iterator it = g_vm->_indList.begin(); it != g_vm->_indList.end(); ++it) {
|
||||
(*it)->recalculate();
|
||||
@ -898,7 +898,7 @@ CManaIndicator::CManaIndicator(gPanelList &list) : GfxCompImage(list,
|
||||
savedMap.data = new uint8[savedMap.bytes()];
|
||||
}
|
||||
|
||||
CManaIndicator::~CManaIndicator(void) {
|
||||
CManaIndicator::~CManaIndicator() {
|
||||
// release images
|
||||
unloadImageRes(starImages, numStars);
|
||||
unloadImageRes(ringImages, numRings);
|
||||
@ -937,7 +937,7 @@ Rect16 CManaIndicator::getManaRegionRect(int8 nRegion) {
|
||||
return manaRegionRects[nRegion];
|
||||
}
|
||||
|
||||
void CManaIndicator::draw(void) {
|
||||
void CManaIndicator::draw() {
|
||||
|
||||
gPort &port = window.windowPort;
|
||||
|
||||
@ -1298,7 +1298,7 @@ CHealthIndicator::CHealthIndicator(AppFunc *cmd) {
|
||||
}
|
||||
|
||||
|
||||
CHealthIndicator::~CHealthIndicator(void) {
|
||||
CHealthIndicator::~CHealthIndicator() {
|
||||
// release star imagery
|
||||
unloadImageRes(starImag, starNum);
|
||||
|
||||
@ -1329,7 +1329,7 @@ void CHealthIndicator::updateStar(GfxCompImage *starCtl, int32 bro, int32 baseVi
|
||||
}
|
||||
}
|
||||
|
||||
void CHealthIndicator::update(void) {
|
||||
void CHealthIndicator::update() {
|
||||
if (g_vm->_indivControlsFlag) {
|
||||
// get the stats for the selected brother
|
||||
int16 baseVitality = g_vm->_playerList[translatePanID(uiIndiv)]->getBaseStats().vitality;
|
||||
@ -1526,7 +1526,7 @@ void unloadImageRes(void **images, int16 numRes) {
|
||||
}
|
||||
|
||||
// defined for setup off all button based user controls
|
||||
void SetupUserControls(void) {
|
||||
void SetupUserControls() {
|
||||
// index variables
|
||||
uint16 n;
|
||||
uint8 index = 0;
|
||||
@ -1689,22 +1689,22 @@ void SetupUserControls(void) {
|
||||
updateAllUserControls();
|
||||
}
|
||||
|
||||
void enableUserControls(void) {
|
||||
void enableUserControls() {
|
||||
g_vm->_userControlsSetup = true;
|
||||
}
|
||||
|
||||
void disableUserControls(void) {
|
||||
void disableUserControls() {
|
||||
g_vm->_userControlsSetup = false;
|
||||
}
|
||||
|
||||
// defines the cleanup for ALL user interface controls
|
||||
void CleanupUserControls(void) {
|
||||
void CleanupUserControls() {
|
||||
g_vm->_userControlsSetup = false;
|
||||
CleanupButtonImages();
|
||||
}
|
||||
|
||||
// defines the cleaup for the global button image array
|
||||
void CleanupButtonImages(void) {
|
||||
void CleanupButtonImages() {
|
||||
int16 i;
|
||||
|
||||
// deallocates the images in the array and the arrays themselves
|
||||
@ -1742,7 +1742,7 @@ void CleanupButtonImages(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void updateIndicators(void) {
|
||||
void updateIndicators() {
|
||||
HealthIndicator->update();
|
||||
MassWeightIndicator->update();
|
||||
|
||||
@ -1828,7 +1828,7 @@ uint16 getBulkRatio(GameObject *obj, uint16 &maxRatio, bool bReturnMaxRatio = tr
|
||||
Application functions
|
||||
* ===================================================================== */
|
||||
|
||||
void updateReadyContainers(void) {
|
||||
void updateReadyContainers() {
|
||||
// if in individual mode
|
||||
if (g_vm->_indivControlsFlag) {
|
||||
indivCviewTop->invalidate();
|
||||
@ -1838,7 +1838,7 @@ void updateReadyContainers(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void setEnchantmentDisplay(void) {
|
||||
void setEnchantmentDisplay() {
|
||||
if (enchDisp) enchDisp->setValue(getCenterActorPlayerID());
|
||||
}
|
||||
|
||||
@ -1883,7 +1883,7 @@ void setIndivBtns(uint16 brotherID) { // top = 0, mid = 1, bot = 2
|
||||
}
|
||||
|
||||
// sets the trio brothers control state buttons
|
||||
void setTrioBtns(void) {
|
||||
void setTrioBtns() {
|
||||
g_vm->_indivControlsFlag = false;
|
||||
|
||||
// reset any value that might have changed in idividual mode
|
||||
@ -1906,14 +1906,14 @@ void setControlPanelsToIndividualMode(uint16 brotherID) {
|
||||
trioControls->show(false, true);
|
||||
}
|
||||
|
||||
void setControlPanelsToTrioMode(void) {
|
||||
void setControlPanelsToTrioMode() {
|
||||
setTrioBtns();
|
||||
indivControls->show(false, false);
|
||||
trioControls->show(true, true);
|
||||
indivControls->show(false, true);
|
||||
}
|
||||
|
||||
void toggleIndivMode(void) {
|
||||
void toggleIndivMode() {
|
||||
if (g_vm->_indivControlsFlag) setControlPanelsToTrioMode();
|
||||
else setControlPanelsToIndividualMode(getCenterActorPlayerID());
|
||||
}
|
||||
@ -2017,7 +2017,7 @@ void updateBrotherArmor(uint16 brotherID) {
|
||||
}
|
||||
}
|
||||
|
||||
void updateAllUserControls(void) {
|
||||
void updateAllUserControls() {
|
||||
if (displayEnabled()) {
|
||||
if (g_vm->_userControlsSetup) {
|
||||
uint16 centerBrotherID = getCenterActorPlayerID(),
|
||||
@ -2546,11 +2546,11 @@ APPFUNC(cmdManaInd) {
|
||||
}
|
||||
}
|
||||
|
||||
bool isIndivMode(void) {
|
||||
bool isIndivMode() {
|
||||
return g_vm->_indivControlsFlag;
|
||||
}
|
||||
|
||||
void initUIState(void) {
|
||||
void initUIState() {
|
||||
g_vm->_indivControlsFlag = false;
|
||||
indivBrother = 0;
|
||||
|
||||
@ -2583,7 +2583,7 @@ void loadUIState(Common::InSaveFile *in) {
|
||||
updateAllUserControls();
|
||||
}
|
||||
|
||||
void cleanupUIState(void) {
|
||||
void cleanupUIState() {
|
||||
if (StatusLine != nullptr)
|
||||
StatusLine->clear();
|
||||
}
|
||||
|
@ -44,15 +44,15 @@ namespace Saga2 {
|
||||
// the appfunc helper functions will eventually be merged into an object
|
||||
// that will handle all of the trasitive portion of the UI.
|
||||
|
||||
void SetupUserControls(void);
|
||||
void CleanupButtonImages(void);
|
||||
void CleanupUserControls(void);
|
||||
void SetupUserControls();
|
||||
void CleanupButtonImages();
|
||||
void CleanupUserControls();
|
||||
void SetupContainerViews(ContainerWindow *viewWindow);
|
||||
void **loadButtonRes(hResContext *con, int16 resID, int16 numRes);
|
||||
void **loadButtonRes(hResContext *con, int16 resID, int16 numRes, char a, char b, char c);
|
||||
void **loadImageRes(hResContext *con, int16 resID, int16 numRes, char a, char b, char c);
|
||||
void unloadImageRes(void **images, int16 numRes);
|
||||
bool isIndivMode(void);
|
||||
bool isIndivMode();
|
||||
|
||||
// temp >>>
|
||||
uint16 getPlayerActorWeightRatio(PlayerActor *player, uint16 &maxRatio, bool bReturnMaxRatio);
|
||||
@ -64,10 +64,10 @@ void GetTotalMassBulk(GameObject *obj, uint16 &totalMass, uint16 &totalBulk);
|
||||
|
||||
// appfunc helpers
|
||||
void setIndivBtns(uint16 broNum);
|
||||
void setTrioBtns(void);
|
||||
void setTrioBtns();
|
||||
void setCenterBtns(uint16 whichBrother);
|
||||
void setControlPanelsToIndividualMode(uint16 whichBrother);
|
||||
void setControlPanelsToTrioMode(void);
|
||||
void setControlPanelsToTrioMode();
|
||||
void setCenterBrother(uint16 whichBrother);
|
||||
void toggleBrotherBanding(uint16 whichBrother);
|
||||
uint16 translatePanID(uint16 ID);
|
||||
@ -75,23 +75,23 @@ void updateBrotherPortrait(uint16 brotherID, int16 pType);
|
||||
void updateBrotherAggressionButton(uint16 brotherID, bool aggressive);
|
||||
void updateBrotherBandingButton(uint16 brotherID, bool banded);
|
||||
void updateBrotherRadioButtons(uint16 brotherID);
|
||||
void updateReadyContainers(void);
|
||||
void updateReadyContainers();
|
||||
void updateBrotherArmor(uint16 brotherID);
|
||||
|
||||
void updateAllUserControls(void);
|
||||
void updateAllUserControls();
|
||||
void updateBrotherControls(PlayerActorID brotherID);
|
||||
void enableUserControls(void);
|
||||
void disableUserControls(void);
|
||||
void enableUserControls();
|
||||
void disableUserControls();
|
||||
|
||||
bool isBrotherDead(PlayerActorID brotherID);
|
||||
|
||||
// update functions
|
||||
void updateIndicators(void);
|
||||
void updateIndicators();
|
||||
|
||||
void initUIState(void);
|
||||
void initUIState();
|
||||
void saveUIState(Common::OutSaveFile *outS);
|
||||
void loadUIState(Common::InSaveFile *in);
|
||||
void cleanupUIState(void);
|
||||
void cleanupUIState();
|
||||
|
||||
// Varargs function to write to the status line.
|
||||
void StatusMsg(const char *msg, ...); // frametime def
|
||||
@ -203,7 +203,7 @@ public:
|
||||
void enable(bool);
|
||||
void invalidate(Rect16 *unused = nullptr);
|
||||
|
||||
void draw(void);
|
||||
void draw();
|
||||
virtual void drawClipped(gPort &,
|
||||
const Point16 &,
|
||||
const Rect16 &);
|
||||
@ -240,12 +240,12 @@ private:
|
||||
public:
|
||||
CStatusLine(gPanelList &, const Rect16 &, const char *, gFont *,
|
||||
int16, textPallete, int32, int16, AppFunc *cmd = NULL);
|
||||
~CStatusLine(void);
|
||||
~CStatusLine();
|
||||
|
||||
void setLine(char *, uint32 frameTime);
|
||||
void experationCheck(void);
|
||||
void experationCheck();
|
||||
|
||||
void clear(void);
|
||||
void clear();
|
||||
};
|
||||
|
||||
|
||||
@ -343,12 +343,12 @@ public:
|
||||
}
|
||||
|
||||
CMassWeightIndicator(gPanelList *, const Point16 &, uint16 type = 1, bool death = false);
|
||||
~CMassWeightIndicator(void);
|
||||
~CMassWeightIndicator();
|
||||
|
||||
uint16 getMassPieDiv(void) {
|
||||
uint16 getMassPieDiv() {
|
||||
return pieMass->getMax();
|
||||
}
|
||||
uint16 getBulkPieDiv(void) {
|
||||
uint16 getBulkPieDiv() {
|
||||
return pieBulk->getMax();
|
||||
}
|
||||
|
||||
@ -358,8 +358,8 @@ public:
|
||||
void setBulkPie(uint16 val) {
|
||||
pieBulk->setCurrent(val);
|
||||
}
|
||||
void recalculate(void);
|
||||
static void update(void);
|
||||
void recalculate();
|
||||
static void update();
|
||||
};
|
||||
|
||||
|
||||
@ -525,7 +525,7 @@ protected:
|
||||
|
||||
public:
|
||||
CManaIndicator(gPanelList &list);
|
||||
~CManaIndicator(void);
|
||||
~CManaIndicator();
|
||||
|
||||
// this updates the star and ring position info
|
||||
bool update(PlayerActor *player);
|
||||
@ -540,12 +540,12 @@ public:
|
||||
// |3 4 5|
|
||||
// -------
|
||||
Rect16 getManaRegionRect(int8 region);
|
||||
int getNumManaRegions(void) {
|
||||
int getNumManaRegions() {
|
||||
return numManaRegions;
|
||||
}
|
||||
|
||||
// drawing routines
|
||||
void draw(void);
|
||||
void draw();
|
||||
virtual void drawClipped(gPort &, const Point16 &, const Rect16 &);
|
||||
};
|
||||
|
||||
@ -602,10 +602,10 @@ public:
|
||||
public:
|
||||
|
||||
CHealthIndicator(AppFunc *cmd);
|
||||
~CHealthIndicator(void);
|
||||
~CHealthIndicator();
|
||||
|
||||
|
||||
void update(void);
|
||||
void update();
|
||||
};
|
||||
|
||||
|
||||
|
@ -37,11 +37,11 @@ extern uint8 *loadingWindowPalette;
|
||||
|
||||
static bool inLoadMode = false;
|
||||
|
||||
void initLoadMode(void) {
|
||||
void initLoadMode() {
|
||||
inLoadMode = true;
|
||||
}
|
||||
|
||||
void updateLoadMode(void) {
|
||||
void updateLoadMode() {
|
||||
if (inLoadMode) {
|
||||
byte normalPalette[768];
|
||||
|
||||
@ -56,12 +56,12 @@ void updateLoadMode(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void closeLoadMode(void) {
|
||||
void closeLoadMode() {
|
||||
inLoadMode = false;
|
||||
//blackOut();
|
||||
}
|
||||
|
||||
void loadingScreen(void) {
|
||||
void loadingScreen() {
|
||||
initLoadMode();
|
||||
updateLoadMode();
|
||||
}
|
||||
|
@ -30,10 +30,10 @@
|
||||
|
||||
namespace Saga2 {
|
||||
|
||||
void initLoadMode(void);
|
||||
void updateLoadMode(void);
|
||||
void closeLoadMode(void);
|
||||
void loadingScreen(void);
|
||||
void initLoadMode();
|
||||
void updateLoadMode();
|
||||
void closeLoadMode();
|
||||
void loadingScreen();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -99,10 +99,10 @@ bool implementSpell(GameObject *enactor, ActiveItem *target, SkillProto *spell);
|
||||
bool implementSpell(GameObject *enactor, GameObject *target, SkillProto *spell);
|
||||
|
||||
// spell saving & loading
|
||||
void initSpellState(void);
|
||||
void initSpellState();
|
||||
void saveSpellState(Common::OutSaveFile *outS);
|
||||
void loadSpellState(Common::InSaveFile *in);
|
||||
void cleanupSpellState(void);
|
||||
void cleanupSpellState();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -36,21 +36,21 @@ void main_saga2();
|
||||
void parseCommandLine(int argc, char *argv[]);
|
||||
|
||||
// initialization & cleanup
|
||||
void initCleanup(void);
|
||||
void initCleanup();
|
||||
|
||||
bool initializeGame(void);
|
||||
void shutdownGame(void);
|
||||
bool initializeGame();
|
||||
void shutdownGame();
|
||||
|
||||
bool initSystemTimer(void);
|
||||
void cleanupSystemTimer(void);
|
||||
bool initSystemTimer();
|
||||
void cleanupSystemTimer();
|
||||
|
||||
void cleanupSystemTasks(void);
|
||||
void cleanupPaletteData(void);
|
||||
void cleanupSystemTasks();
|
||||
void cleanupPaletteData();
|
||||
|
||||
// major parts of main that are actually in main.cpp
|
||||
void cleanupGame(void); // auto-cleanup function
|
||||
bool setupGame(void);
|
||||
void cleanupPalettes(void);
|
||||
void cleanupGame(); // auto-cleanup function
|
||||
bool setupGame();
|
||||
void cleanupPalettes();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -57,7 +57,7 @@ namespace Saga2 {
|
||||
// ------------------------------------------------------------------------
|
||||
// init
|
||||
|
||||
void initMapFeatures(void) {
|
||||
void initMapFeatures() {
|
||||
//MAP_VILLAGE(13000,12535,"DummyVillage");
|
||||
//MAP_STARGATE(1,2,"DummyGate");
|
||||
|
||||
@ -280,7 +280,7 @@ char *getMapFeaturesText(TileRegion viewRegion,
|
||||
// ------------------------------------------------------------------------
|
||||
// cleanup
|
||||
|
||||
void termMapFeatures(void) {
|
||||
void termMapFeatures() {
|
||||
for (uint i = 0; i < g_vm->_mapFeatures.size(); i++) {
|
||||
if (g_vm->_mapFeatures[i])
|
||||
delete g_vm->_mapFeatures[i];
|
||||
|
@ -60,23 +60,23 @@ public:
|
||||
}
|
||||
void draw(TileRegion tr, int16 inWorld, TilePoint bc, gPort &tport);
|
||||
bool hitCheck(TileRegion vr, int16 inWorld, TilePoint bc, TilePoint cp);
|
||||
int16 getWorld(void) {
|
||||
int16 getWorld() {
|
||||
return world;
|
||||
}
|
||||
int16 getU(void) {
|
||||
int16 getU() {
|
||||
return featureCoords.u;
|
||||
}
|
||||
int16 getV(void) {
|
||||
int16 getV() {
|
||||
return featureCoords.v;
|
||||
}
|
||||
char *getText(void) {
|
||||
char *getText() {
|
||||
return name;
|
||||
}
|
||||
|
||||
// The only aspect of different map features is what they look like
|
||||
virtual void blit(gPort &tp, int32 x, int32 y) = 0;
|
||||
virtual bool isHit(TilePoint disp, TilePoint mouse) = 0;
|
||||
virtual void update(void) = 0;
|
||||
virtual void update() = 0;
|
||||
};
|
||||
|
||||
|
||||
@ -91,7 +91,7 @@ class CStaticMapFeature : public CMapFeature {
|
||||
public:
|
||||
CStaticMapFeature(TilePoint where, int16 inWorld, const char *desc, int16 bColor);
|
||||
virtual void blit(gPort &tp, int32 x, int32 y);
|
||||
virtual void update(void) {}
|
||||
virtual void update() {}
|
||||
virtual bool isHit(TilePoint disp, TilePoint mouse);
|
||||
};
|
||||
|
||||
@ -105,7 +105,7 @@ class CPictureMapFeature : public CMapFeature {
|
||||
public:
|
||||
CPictureMapFeature(TilePoint where, int16 inWorld, char *desc, gPixelMap *pm);
|
||||
virtual void blit(gPort &tp, int32 x, int32 y);
|
||||
virtual void update(void) {}
|
||||
virtual void update() {}
|
||||
virtual bool isHit(TilePoint disp, TilePoint mouse) {
|
||||
return false;
|
||||
}
|
||||
@ -116,13 +116,13 @@ public:
|
||||
Prototypes
|
||||
* ===================================================================== */
|
||||
|
||||
void initMapFeatures(void) ;
|
||||
void initMapFeatures() ;
|
||||
void updateMapFeatures(int16 currentWorld);
|
||||
void drawMapFeatures(TileRegion viewRegion,
|
||||
int16 world,
|
||||
TilePoint baseCoords,
|
||||
gPort &tPort);
|
||||
void termMapFeatures(void) ;
|
||||
void termMapFeatures() ;
|
||||
char *getMapFeaturesText(TileRegion viewRegion,
|
||||
int16 inWorld,
|
||||
TilePoint baseCoords,
|
||||
|
@ -236,7 +236,7 @@ void ActiveMission::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
debugC(4, kDebugSaveload, "... numKnowledgeIDs = %d", _data.numKnowledgeIDs);
|
||||
}
|
||||
|
||||
void ActiveMission::cleanup(void) {
|
||||
void ActiveMission::cleanup() {
|
||||
int i;
|
||||
|
||||
for (i = 0; i < _data.numKnowledgeIDs; i++) {
|
||||
@ -262,7 +262,7 @@ void ActiveMission::cleanup(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the active mission list
|
||||
|
||||
void initMissions(void) {
|
||||
void initMissions() {
|
||||
int i;
|
||||
|
||||
for (i = 0; i < ARRAYSIZE(activeMissions); i++)
|
||||
|
@ -73,8 +73,8 @@ struct ActiveMissionData {
|
||||
|
||||
class ActiveMission {
|
||||
|
||||
friend void initMissions(void);
|
||||
friend void cleanupMissions(void);
|
||||
friend void initMissions();
|
||||
friend void cleanupMissions();
|
||||
|
||||
public:
|
||||
|
||||
@ -88,9 +88,9 @@ public:
|
||||
void read(Common::InSaveFile *in);
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
void cleanup(void);
|
||||
void cleanup();
|
||||
|
||||
bool spaceForObject(void) {
|
||||
bool spaceForObject() {
|
||||
return _data.numObjectIDs < ARRAYSIZE(_data.missionObjectList);
|
||||
}
|
||||
|
||||
@ -106,23 +106,23 @@ public:
|
||||
// Add record of knowledge creation to mission
|
||||
bool removeKnowledgeID(ObjectID actor, uint16 knowledgeID);
|
||||
|
||||
int16 getMissionID(void) {
|
||||
int16 getMissionID() {
|
||||
return _data.missionID;
|
||||
}
|
||||
|
||||
uint16 getScript(void) {
|
||||
uint16 getScript() {
|
||||
return _data.missionScript;
|
||||
}
|
||||
};
|
||||
|
||||
// Initialize the active mission list
|
||||
void initMissions(void);
|
||||
void initMissions();
|
||||
|
||||
void saveMissions(Common::OutSaveFile *out);
|
||||
void loadMissions(Common::InSaveFile *in);
|
||||
|
||||
// Cleanup the active mission list
|
||||
inline void cleanupMissions(void) { /* do nothing */ }
|
||||
inline void cleanupMissions() { /* do nothing */ }
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -35,9 +35,9 @@ ModalWindow *mWinPtr;
|
||||
|
||||
APPFUNC(cmdModalWindow);
|
||||
|
||||
void ModalModeSetup(void) {}
|
||||
void ModalModeCleanup(void) {}
|
||||
void ModalModeHandleTask(void) {}
|
||||
void ModalModeSetup() {}
|
||||
void ModalModeCleanup() {}
|
||||
void ModalModeHandleTask() {}
|
||||
void ModalModeHandleKey(short, short);
|
||||
|
||||
GameMode ModalMode = {
|
||||
@ -66,18 +66,18 @@ ModalWindow::ModalWindow(const Rect16 &r, uint16 ident, AppFunc *cmd)
|
||||
prevModeStackPtr[i] = 0;
|
||||
}
|
||||
|
||||
ModalWindow::~ModalWindow(void) {
|
||||
ModalWindow::~ModalWindow() {
|
||||
|
||||
// Kludge because of Visual C's patching of vptr in destructor.
|
||||
if (isOpen()) close();
|
||||
|
||||
}
|
||||
|
||||
bool ModalWindow::isModal(void) {
|
||||
bool ModalWindow::isModal() {
|
||||
return openFlag;
|
||||
}
|
||||
|
||||
bool ModalWindow::open(void) {
|
||||
bool ModalWindow::open() {
|
||||
g_vm->_mouseInfo->replaceObject();
|
||||
g_vm->_mouseInfo->clearGauge();
|
||||
g_vm->_mouseInfo->setText(NULL);
|
||||
@ -94,7 +94,7 @@ bool ModalWindow::open(void) {
|
||||
return gWindow::open();
|
||||
}
|
||||
|
||||
void ModalWindow::close(void) {
|
||||
void ModalWindow::close() {
|
||||
gWindow::close();
|
||||
|
||||
GameMode::SetStack(prevModeStackPtr, prevModeStackCtr);
|
||||
|
@ -31,9 +31,9 @@
|
||||
|
||||
namespace Saga2 {
|
||||
|
||||
void ModalModeSetup(void);
|
||||
void ModalModeCleanup(void);
|
||||
void ModalModeHandleTask(void);
|
||||
void ModalModeSetup();
|
||||
void ModalModeCleanup();
|
||||
void ModalModeHandleTask();
|
||||
void ModalModeHandleKey(short, short);
|
||||
|
||||
//Modal Mode GameMode Object
|
||||
@ -55,9 +55,9 @@ public:
|
||||
AppFunc *cmd);
|
||||
~ModalWindow();
|
||||
|
||||
bool open(void);
|
||||
void close(void);
|
||||
bool isModal(void);
|
||||
bool open();
|
||||
void close();
|
||||
bool isModal();
|
||||
|
||||
static ModalWindow *current;
|
||||
void handleKey(short, short);
|
||||
|
@ -50,7 +50,7 @@ bool interruptableMotionsPaused;
|
||||
* ===================================================================== */
|
||||
|
||||
bool unstickObject(GameObject *obj);
|
||||
int32 currentGamePerformance(void);
|
||||
int32 currentGamePerformance();
|
||||
|
||||
/* ===================================================================== *
|
||||
Functions
|
||||
@ -347,7 +347,7 @@ uint8 computeTurnFrames(Direction fromDir, Direction toDir) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the MotionTaskList
|
||||
|
||||
MotionTaskList::MotionTaskList(void) {
|
||||
MotionTaskList::MotionTaskList() {
|
||||
_nextMT = _list.end();
|
||||
}
|
||||
|
||||
@ -376,7 +376,7 @@ void MotionTaskList::read(Common::InSaveFile *in) {
|
||||
// Return the number of bytes needed to archive the motion tasks
|
||||
// in a buffer
|
||||
|
||||
int32 MotionTaskList::archiveSize(void) {
|
||||
int32 MotionTaskList::archiveSize() {
|
||||
// Initilialize with sizeof motion task count
|
||||
int32 size = sizeof(int16);
|
||||
|
||||
@ -400,7 +400,7 @@ void MotionTaskList::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Cleanup the motion tasks
|
||||
|
||||
void MotionTaskList::cleanup(void) {
|
||||
void MotionTaskList::cleanup() {
|
||||
for (Common::List<MotionTask *>::iterator it = _list.begin(); it != _list.end(); ++it) {
|
||||
abortPathFind(*it);
|
||||
(*it)->pathFindTask = NULL;
|
||||
@ -714,7 +714,7 @@ void MotionTask::read(Common::InSaveFile *in) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the number of bytes needed to archive this MotionTask
|
||||
|
||||
int32 MotionTask::archiveSize(void) {
|
||||
int32 MotionTask::archiveSize() {
|
||||
int32 size = 0;
|
||||
|
||||
size = sizeof(motionType)
|
||||
@ -1101,7 +1101,7 @@ void MotionTask::remove(int16 returnVal) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Determine the immediate target _data.location
|
||||
|
||||
TilePoint MotionTask::getImmediateTarget(void) {
|
||||
TilePoint MotionTask::getImmediateTarget() {
|
||||
if (immediateLocation != Nowhere)
|
||||
return immediateLocation;
|
||||
|
||||
@ -1629,7 +1629,7 @@ void MotionTask::dropObjectOnTAI(
|
||||
// Determine if this MotionTask is a reflex ( motion over which an actor
|
||||
// has no control )
|
||||
|
||||
bool MotionTask::isReflex(void) {
|
||||
bool MotionTask::isReflex() {
|
||||
return motionType == motionTypeThrown
|
||||
|| motionType == motionTypeFall
|
||||
|| motionType == motionTypeLand
|
||||
@ -1896,7 +1896,7 @@ void MotionTask::die(Actor &a) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Determine if this MotionTask is a defensive motion
|
||||
|
||||
bool MotionTask::isDefense(void) {
|
||||
bool MotionTask::isDefense() {
|
||||
return motionType == motionTypeOneHandedParry
|
||||
|| motionType == motionTypeTwoHandedParry
|
||||
|| motionType == motionTypeShieldParry
|
||||
@ -1906,7 +1906,7 @@ bool MotionTask::isDefense(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Determine if this MotionTask is an offensive motion
|
||||
|
||||
bool MotionTask::isAttack(void) {
|
||||
bool MotionTask::isAttack() {
|
||||
return isMeleeAttack()
|
||||
|| motionType == motionTypeFireBow
|
||||
|| motionType == motionTypeCastSpell
|
||||
@ -1916,7 +1916,7 @@ bool MotionTask::isAttack(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Determine if this MotionTask is an offensive melee motion
|
||||
|
||||
bool MotionTask::isMeleeAttack(void) {
|
||||
bool MotionTask::isMeleeAttack() {
|
||||
return motionType == motionTypeOneHandedSwing
|
||||
|| motionType == motionTypeTwoHandedSwing;
|
||||
}
|
||||
@ -1924,14 +1924,14 @@ bool MotionTask::isMeleeAttack(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Determine if this MotionTask is a walk motion
|
||||
|
||||
bool MotionTask::isWalk(void) {
|
||||
bool MotionTask::isWalk() {
|
||||
return prevMotionType == motionTypeWalk;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the wandering tether region
|
||||
|
||||
TileRegion MotionTask::getTether(void) {
|
||||
TileRegion MotionTask::getTether() {
|
||||
TileRegion reg;
|
||||
|
||||
if (flags & tethered) {
|
||||
@ -2001,7 +2001,7 @@ void MotionTask::changeDirectTarget(const TilePoint &newPos, bool run) {
|
||||
}
|
||||
|
||||
// Cancel actor movement if walking...
|
||||
void MotionTask::finishWalk(void) {
|
||||
void MotionTask::finishWalk() {
|
||||
// If the actor is in a running state
|
||||
if (motionType == motionTypeWalk) {
|
||||
remove();
|
||||
@ -2018,7 +2018,7 @@ void MotionTask::finishWalk(void) {
|
||||
}
|
||||
|
||||
// Cancel actor movement if talking...
|
||||
void MotionTask::finishTalking(void) {
|
||||
void MotionTask::finishTalking() {
|
||||
if (motionType == motionTypeTalk) {
|
||||
if (isActor(object)) {
|
||||
Actor *a = (Actor *)object;
|
||||
@ -2032,7 +2032,7 @@ void MotionTask::finishTalking(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle actions for characters and objects in free-fall
|
||||
|
||||
void MotionTask::ballisticAction(void) {
|
||||
void MotionTask::ballisticAction() {
|
||||
TilePoint totalVelocity, // total velocity vector
|
||||
stepVelocity, // sub-velocity vector
|
||||
location,
|
||||
@ -2298,7 +2298,7 @@ void MotionTask::ballisticAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Get the coordinates of the next waypoint.
|
||||
|
||||
bool MotionTask::nextWayPoint(void) {
|
||||
bool MotionTask::nextWayPoint() {
|
||||
// If the pathfinder hasn't managed to determine waypoints
|
||||
// yet, then return failure.
|
||||
// if ( ( flags & pathFind ) && pathCount < 0 ) return false;
|
||||
@ -2374,7 +2374,7 @@ bool MotionTask::checkWalk(
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle actions for characters walking and running
|
||||
|
||||
void MotionTask::walkAction(void) {
|
||||
void MotionTask::walkAction() {
|
||||
enum WalkType {
|
||||
walkNormal = 0,
|
||||
walkSlow,
|
||||
@ -2843,7 +2843,7 @@ void MotionTask::walkAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Climb up a ladder
|
||||
|
||||
void MotionTask::upLadderAction(void) {
|
||||
void MotionTask::upLadderAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
if (flags & reset) {
|
||||
@ -2970,7 +2970,7 @@ void MotionTask::upLadderAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Climb down a ladder
|
||||
|
||||
void MotionTask::downLadderAction(void) {
|
||||
void MotionTask::downLadderAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
if (flags & reset) {
|
||||
@ -3089,7 +3089,7 @@ void MotionTask::downLadderAction(void) {
|
||||
}
|
||||
|
||||
// Go through the giving motions
|
||||
void MotionTask::giveAction(void) {
|
||||
void MotionTask::giveAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
Direction targetDir = (targetObj->getLocation()
|
||||
- a->getLocation()).quickDir();
|
||||
@ -3124,7 +3124,7 @@ struct CombatMotionSet {
|
||||
uint16 listSize; // Size of array
|
||||
|
||||
// Select randome element from the array
|
||||
uint8 selectRandom(void) const {
|
||||
uint8 selectRandom() const {
|
||||
return list[g_vm->_rnd->getRandomNumber(listSize - 1)];
|
||||
}
|
||||
};
|
||||
@ -3173,7 +3173,7 @@ const CombatMotionSet twoHandedLowSwingSet = {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle all two handed swing motions
|
||||
|
||||
void MotionTask::twoHandedSwingAction(void) {
|
||||
void MotionTask::twoHandedSwingAction() {
|
||||
// If the reset flag is set, initialize the motion
|
||||
if (flags & reset) {
|
||||
// Let the game engine know about this aggressive act
|
||||
@ -3288,7 +3288,7 @@ const CombatMotionSet oneHandedLowSwingSet = {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle all one handed swing motions
|
||||
|
||||
void MotionTask::oneHandedSwingAction(void) {
|
||||
void MotionTask::oneHandedSwingAction() {
|
||||
if (flags & reset) {
|
||||
// Let the game engine know about this aggressive act
|
||||
logAggressiveAct(object->thisID(), targetObj->thisID());
|
||||
@ -3376,7 +3376,7 @@ void MotionTask::oneHandedSwingAction(void) {
|
||||
// Compute the number of frames before the actual strike in an
|
||||
// offensive melee motion
|
||||
|
||||
uint16 MotionTask::framesUntilStrike(void) {
|
||||
uint16 MotionTask::framesUntilStrike() {
|
||||
// If the melee action has not been initialized, return a safe value
|
||||
if (flags & reset) return maxuint16;
|
||||
|
||||
@ -3403,7 +3403,7 @@ GameObject *MotionTask::blockingObject(Actor *thisAttacker) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle bow firing motions
|
||||
|
||||
void MotionTask::fireBowAction(void) {
|
||||
void MotionTask::fireBowAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
assert(a->_leftHandObject != Nothing);
|
||||
@ -3503,7 +3503,7 @@ void MotionTask::fireBowAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle spell casting motions
|
||||
|
||||
void MotionTask::castSpellAction(void) {
|
||||
void MotionTask::castSpellAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
// Turn until facing the target
|
||||
@ -3568,7 +3568,7 @@ void MotionTask::castSpellAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle wand using motions
|
||||
|
||||
void MotionTask::useWandAction(void) {
|
||||
void MotionTask::useWandAction() {
|
||||
// Initialize the wand using motion
|
||||
if (flags & reset) {
|
||||
// Let the game engine know about this aggressive act
|
||||
@ -3606,7 +3606,7 @@ void MotionTask::useWandAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle two handed parrying motions
|
||||
|
||||
void MotionTask::twoHandedParryAction(void) {
|
||||
void MotionTask::twoHandedParryAction() {
|
||||
if (flags & reset) {
|
||||
Actor *a = (Actor *)object;
|
||||
int16 animationFrames;
|
||||
@ -3641,7 +3641,7 @@ void MotionTask::twoHandedParryAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle one handed parrying motions
|
||||
|
||||
void MotionTask::oneHandedParryAction(void) {
|
||||
void MotionTask::oneHandedParryAction() {
|
||||
if (flags & reset) {
|
||||
Actor *a = (Actor *)object;
|
||||
int16 animationFrames;
|
||||
@ -3677,7 +3677,7 @@ void MotionTask::oneHandedParryAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle shield parrying motions
|
||||
|
||||
void MotionTask::shieldParryAction(void) {
|
||||
void MotionTask::shieldParryAction() {
|
||||
if (flags & reset) {
|
||||
Actor *a = (Actor *)object;
|
||||
int16 animationFrames;
|
||||
@ -3712,7 +3712,7 @@ void MotionTask::shieldParryAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle dodging motions
|
||||
|
||||
void MotionTask::dodgeAction(void) {
|
||||
void MotionTask::dodgeAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
MotionTask *attackerMotion = d.attacker->_moveTask;
|
||||
|
||||
@ -3774,7 +3774,7 @@ void MotionTask::dodgeAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle accept hit motions
|
||||
|
||||
void MotionTask::acceptHitAction(void) {
|
||||
void MotionTask::acceptHitAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
if (flags & reset) {
|
||||
@ -3832,7 +3832,7 @@ void MotionTask::acceptHitAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Handle fall down motions
|
||||
|
||||
void MotionTask::fallDownAction(void) {
|
||||
void MotionTask::fallDownAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
if (flags & reset) {
|
||||
@ -3893,7 +3893,7 @@ void MotionTask::fallDownAction(void) {
|
||||
// Generic offensive melee code. Called by twoHandedSwingAction()
|
||||
// and oneHandedSwingAction()
|
||||
|
||||
void MotionTask::offensiveMeleeAction(void) {
|
||||
void MotionTask::offensiveMeleeAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
// Turn until facing the target
|
||||
@ -3932,7 +3932,7 @@ void MotionTask::offensiveMeleeAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Generic magic weapon code. Called by useWandAction().
|
||||
|
||||
void MotionTask::useMagicWeaponAction(void) {
|
||||
void MotionTask::useMagicWeaponAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
// Turn until facing the target
|
||||
@ -3987,7 +3987,7 @@ void MotionTask::useMagicWeaponAction(void) {
|
||||
// Generic defensive melee code. Called by twoHandedParryAction(),
|
||||
// oneHandedParryAction() and shieldParryAction().
|
||||
|
||||
void MotionTask::defensiveMeleeAction(void) {
|
||||
void MotionTask::defensiveMeleeAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
MotionTask *attackerMotion = d.attacker->_moveTask;
|
||||
|
||||
@ -4029,7 +4029,7 @@ void MotionTask::defensiveMeleeAction(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Routine to update positions of all moving objects using MotionTasks
|
||||
|
||||
void MotionTask::updatePositions(void) {
|
||||
void MotionTask::updatePositions() {
|
||||
TilePoint targetVector;
|
||||
TilePoint fallVelocity, terminalVelocity(15, 15, 0);
|
||||
TilePoint curLoc;
|
||||
@ -4799,11 +4799,11 @@ bool checkLadder(Actor *a, const TilePoint &loc) {
|
||||
}
|
||||
|
||||
|
||||
void pauseInterruptableMotions(void) {
|
||||
void pauseInterruptableMotions() {
|
||||
interruptableMotionsPaused = true;
|
||||
}
|
||||
|
||||
void resumeInterruptableMotions(void) {
|
||||
void resumeInterruptableMotions() {
|
||||
interruptableMotionsPaused = false;
|
||||
}
|
||||
|
||||
@ -4814,7 +4814,7 @@ void resumeInterruptableMotions(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the motion task list
|
||||
|
||||
void initMotionTasks(void) {
|
||||
void initMotionTasks() {
|
||||
// Simply call the default MotionTaskList constructor
|
||||
//new (g_vm->_mTaskList) MotionTaskList;
|
||||
}
|
||||
@ -4844,7 +4844,7 @@ void loadMotionTasks(Common::InSaveFile *in, int32 chunkSize) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Cleanup the motion task list
|
||||
|
||||
void cleanupMotionTasks(void) {
|
||||
void cleanupMotionTasks() {
|
||||
// Simply call stackList's cleanup
|
||||
g_vm->_mTaskList->cleanup();
|
||||
}
|
||||
|
@ -261,18 +261,18 @@ private:
|
||||
void read(Common::InSaveFile *in);
|
||||
|
||||
// Return the number of bytes needed to archive this MotionTask
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// motion task is finished.
|
||||
void remove(int16 returnVal = motionInterrupted);
|
||||
|
||||
TilePoint getImmediateTarget(void); // determine immediate target
|
||||
TilePoint getImmediateTarget(); // determine immediate target
|
||||
// location
|
||||
|
||||
// Routines to handle updating of specific motion types
|
||||
void turnAction(void) {
|
||||
void turnAction() {
|
||||
Actor *a = (Actor *)object;
|
||||
|
||||
if (flags & reset) {
|
||||
@ -286,47 +286,47 @@ private:
|
||||
remove(motionCompleted);
|
||||
}
|
||||
|
||||
void ballisticAction(void);
|
||||
void walkAction(void);
|
||||
void giveAction(void);
|
||||
void ballisticAction();
|
||||
void walkAction();
|
||||
void giveAction();
|
||||
|
||||
void upLadderAction(void);
|
||||
void downLadderAction(void);
|
||||
void upLadderAction();
|
||||
void downLadderAction();
|
||||
|
||||
// Set up specified animation and run through the frames
|
||||
void genericAnimationAction(uint8 actionType);
|
||||
|
||||
// Offensive combat actions
|
||||
void twoHandedSwingAction(void);
|
||||
void oneHandedSwingAction(void);
|
||||
void fireBowAction(void);
|
||||
void castSpellAction(void);
|
||||
void useWandAction(void);
|
||||
void twoHandedSwingAction();
|
||||
void oneHandedSwingAction();
|
||||
void fireBowAction();
|
||||
void castSpellAction();
|
||||
void useWandAction();
|
||||
|
||||
// Defensive combat actions
|
||||
void twoHandedParryAction(void);
|
||||
void oneHandedParryAction(void);
|
||||
void shieldParryAction(void);
|
||||
void dodgeAction(void);
|
||||
void twoHandedParryAction();
|
||||
void oneHandedParryAction();
|
||||
void shieldParryAction();
|
||||
void dodgeAction();
|
||||
|
||||
// Other combat actions
|
||||
void acceptHitAction(void);
|
||||
void fallDownAction(void);
|
||||
void acceptHitAction();
|
||||
void fallDownAction();
|
||||
|
||||
// Generic offensive melee code. Called by twoHandedSwingAction()
|
||||
// and oneHandedSwingAction
|
||||
void offensiveMeleeAction(void);
|
||||
void offensiveMeleeAction();
|
||||
|
||||
// Generic magic weapon code. Called by useWandAction() and
|
||||
// useStaffAction()
|
||||
void useMagicWeaponAction(void);
|
||||
void useMagicWeaponAction();
|
||||
|
||||
// Generic defensive melee code. Called by twoHandedParryAction(),
|
||||
// oneHandedParryAction() and shieldParryAction().
|
||||
void defensiveMeleeAction(void);
|
||||
void defensiveMeleeAction();
|
||||
|
||||
// Retrieve the next waypoint from the path list.
|
||||
bool nextWayPoint(void);
|
||||
bool nextWayPoint();
|
||||
bool checkWalk(int16, int16, int16, TilePoint &);
|
||||
|
||||
// Determine the velocity for a ballistic motion
|
||||
@ -443,78 +443,78 @@ public:
|
||||
static void fallDown(Actor &obj, Actor &opponent);
|
||||
static void die(Actor &obj);
|
||||
|
||||
static void updatePositions(void);
|
||||
static void updatePositions();
|
||||
|
||||
int16 testCollision(GameObject &obstacle);
|
||||
|
||||
bool freeFall(TilePoint &newPos, StandingTileInfo &sti);
|
||||
|
||||
// Determine if the motion task is a walk motion
|
||||
bool isWalk(void);
|
||||
bool isWalk();
|
||||
|
||||
// Determine if the motion task is walking to a destination
|
||||
bool isWalkToDest(void) {
|
||||
bool isWalkToDest() {
|
||||
return isWalk() && !(flags & wandering);
|
||||
}
|
||||
|
||||
// Determine if the motion task is a wandering motion
|
||||
bool isWander(void) {
|
||||
bool isWander() {
|
||||
return isWalk() && (flags & wandering);
|
||||
}
|
||||
|
||||
// Determine if the motion task is tethered
|
||||
bool isTethered(void) {
|
||||
bool isTethered() {
|
||||
return isWander() && (flags & tethered);
|
||||
}
|
||||
|
||||
bool isRunning(void) {
|
||||
bool isRunning() {
|
||||
return (flags & requestRun) && runCount == 0;
|
||||
}
|
||||
|
||||
bool isTurn(void) {
|
||||
bool isTurn() {
|
||||
return motionType == motionTypeTurn;
|
||||
}
|
||||
|
||||
// Return the wandering tether region
|
||||
TileRegion getTether(void);
|
||||
TileRegion getTether();
|
||||
|
||||
// Return the final target location
|
||||
TilePoint getTarget(void) {
|
||||
TilePoint getTarget() {
|
||||
return finalTarget;
|
||||
}
|
||||
|
||||
// Update to a new final target
|
||||
void changeTarget(const TilePoint &newPos, bool run = false);
|
||||
void changeDirectTarget(const TilePoint &newPos, bool run = false);
|
||||
void finishWalk(void); // stop walking
|
||||
void finishTurn(void) {
|
||||
void finishWalk(); // stop walking
|
||||
void finishTurn() {
|
||||
if (isTurn()) remove();
|
||||
}
|
||||
void finishTalking(void); // stop talking motion
|
||||
void finishTalking(); // stop talking motion
|
||||
|
||||
// Determine if this MotionTask is a reflexive motion
|
||||
bool isReflex(void);
|
||||
bool isReflex();
|
||||
|
||||
// Determine if this MotionTask is a defensive motion
|
||||
bool isDefense(void);
|
||||
bool isDefense();
|
||||
|
||||
// End the defensive motion task
|
||||
void finishDefense(void) {
|
||||
void finishDefense() {
|
||||
if (isDefense()) remove();
|
||||
}
|
||||
|
||||
// Determine if this MotionTask is an offensive motion
|
||||
bool isAttack(void);
|
||||
bool isAttack();
|
||||
|
||||
// Determine if this MotionTask is an offensive melee motion
|
||||
bool isMeleeAttack(void);
|
||||
bool isMeleeAttack();
|
||||
|
||||
// Compute the number of frames before the actual strike in an
|
||||
// offensive melee motion
|
||||
uint16 framesUntilStrike(void);
|
||||
uint16 framesUntilStrike();
|
||||
|
||||
// End the offensive motion
|
||||
void finishAttack(void) {
|
||||
void finishAttack() {
|
||||
if (isAttack()) remove();
|
||||
}
|
||||
|
||||
@ -527,9 +527,9 @@ public:
|
||||
return motionType == motionTypeDodge && thisAttacker == d.attacker;
|
||||
}
|
||||
|
||||
static void initMotionTasks(void);
|
||||
static void initMotionTasks();
|
||||
|
||||
bool isPrivledged(void) {
|
||||
bool isPrivledged() {
|
||||
return flags & privledged;
|
||||
}
|
||||
};
|
||||
@ -542,7 +542,7 @@ class MotionTaskList {
|
||||
|
||||
public:
|
||||
// Default constructor
|
||||
MotionTaskList(void);
|
||||
MotionTaskList();
|
||||
|
||||
MotionTaskList(Common::SeekableReadStream *stream);
|
||||
|
||||
@ -550,12 +550,12 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive the motion tasks
|
||||
// in a buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Cleanup the motion tasks
|
||||
void cleanup(void);
|
||||
void cleanup();
|
||||
|
||||
MotionTask *newTask(GameObject *obj); // get new motion task
|
||||
};
|
||||
@ -614,21 +614,21 @@ inline void MotionTask::give(ThreadID th, Actor &actor, Actor &givee) {
|
||||
// Initiate ladder climbing
|
||||
bool checkLadder(Actor *a, const TilePoint &tp);
|
||||
|
||||
void pauseInterruptableMotions(void);
|
||||
void resumeInterruptableMotions(void);
|
||||
void pauseInterruptableMotions();
|
||||
void resumeInterruptableMotions();
|
||||
|
||||
/* ===================================================================== *
|
||||
MotionTask list management functions
|
||||
* ===================================================================== */
|
||||
|
||||
// Initialize the motion task list
|
||||
void initMotionTasks(void);
|
||||
void initMotionTasks();
|
||||
|
||||
void saveMotionTasks(Common::OutSaveFile *out);
|
||||
void loadMotionTasks(Common::InSaveFile *in, int32 chunkSize);
|
||||
|
||||
// Cleanup the motion task list
|
||||
void cleanupMotionTasks(void);
|
||||
void cleanupMotionTasks();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -212,12 +212,12 @@ inline void disposeStackedImage(gPixelMap **image) {
|
||||
// pixel map and reset the global mouse cursor to use the new combined
|
||||
// image.
|
||||
|
||||
void cleanupMousePointer(void) {
|
||||
void cleanupMousePointer() {
|
||||
if (combinedImage->data != nullptr)
|
||||
disposeStackedImage(&combinedImage);
|
||||
}
|
||||
|
||||
void setupMousePointer(void) {
|
||||
void setupMousePointer() {
|
||||
int imageIndex = 1;
|
||||
gPixelMap *imageArray[3];
|
||||
int imageCenterArray[3];
|
||||
@ -275,7 +275,7 @@ void setMouseImage(gPixelMap &img, int16 x, int16 y) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Dispose of old text
|
||||
|
||||
inline void disposeText(void) {
|
||||
inline void disposeText() {
|
||||
mouseText[0] = '\0';
|
||||
|
||||
// Free the memory previously allocated to hold the text image
|
||||
@ -414,7 +414,7 @@ void setMouseGauge(int numerator, int denominator) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Turn off the gauge on the mouse pointer
|
||||
|
||||
void clearMouseGauge(void) {
|
||||
void clearMouseGauge() {
|
||||
showGauge = false;
|
||||
|
||||
setupMousePointer();
|
||||
|
@ -63,7 +63,7 @@ void setMouseText(char *text);
|
||||
void setMouseGauge(int numerator, int denominator);
|
||||
|
||||
// Turn off the gauge on the mouse pointer
|
||||
void clearMouseGauge(void);
|
||||
void clearMouseGauge();
|
||||
|
||||
void initCursors();
|
||||
void freeCursors();
|
||||
|
@ -78,7 +78,7 @@ inline Rect16 butBox(int n, int i) {
|
||||
Main message box code
|
||||
* ===================================================================== */
|
||||
|
||||
bool userDialogAvailable(void);
|
||||
bool userDialogAvailable();
|
||||
int16 userDialog(const char *title, const char *msg, const char *btnMsg1, const char *btnMsg2, const char *btnMsg3);
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
@ -163,7 +163,7 @@ ErrorWindow::ErrorWindow(const char *msg, const char *btnMsg1, const char *btnMs
|
||||
|
||||
}
|
||||
|
||||
int16 ErrorWindow::getResult(void) {
|
||||
int16 ErrorWindow::getResult() {
|
||||
open();
|
||||
draw();
|
||||
EventLoop(rInfo.running, true);
|
||||
@ -223,18 +223,18 @@ SimpleWindow::SimpleWindow(const Rect16 &r,
|
||||
title = stitle;
|
||||
}
|
||||
|
||||
SimpleWindow::~SimpleWindow(void) {
|
||||
SimpleWindow::~SimpleWindow() {
|
||||
GameMode::SetStack(prevModeStackPtr, prevModeStackCtr);
|
||||
}
|
||||
|
||||
bool SimpleWindow::isModal(void) {
|
||||
bool SimpleWindow::isModal() {
|
||||
return true;
|
||||
}
|
||||
|
||||
void SimpleWindow::update(const Rect16 &) {
|
||||
}
|
||||
|
||||
void SimpleWindow::draw(void) {
|
||||
void SimpleWindow::draw() {
|
||||
g_vm->_pointer->hide(g_vm->_mainPort, _extent); // hide mouse pointer
|
||||
drawClipped(g_vm->_mainPort, Point16(0, 0), _extent);
|
||||
g_vm->_pointer->show(g_vm->_mainPort, _extent); // show mouse pointer
|
||||
@ -351,7 +351,7 @@ SimpleButton::SimpleButton(gWindow &win, const Rect16 &box, const char *title_,
|
||||
window = &win;
|
||||
}
|
||||
|
||||
void SimpleButton::deactivate(void) {
|
||||
void SimpleButton::deactivate() {
|
||||
selected = 0;
|
||||
draw();
|
||||
gPanel::deactivate();
|
||||
@ -392,7 +392,7 @@ void SimpleButton::pointerDrag(gPanelMessage &msg) {
|
||||
}
|
||||
}
|
||||
|
||||
void SimpleButton::draw(void) {
|
||||
void SimpleButton::draw() {
|
||||
gDisplayPort &port = window->windowPort;
|
||||
Rect16 rect = window->getExtent();
|
||||
|
||||
|
@ -33,9 +33,9 @@ namespace Saga2 {
|
||||
|
||||
struct textPallete;
|
||||
|
||||
void ModalModeSetup(void);
|
||||
void ModalModeCleanup(void);
|
||||
void ModalModeHandleTask(void);
|
||||
void ModalModeSetup();
|
||||
void ModalModeCleanup();
|
||||
void ModalModeHandleTask();
|
||||
void ModalModeHandleKey(short, short);
|
||||
|
||||
//Modal Mode GameMode Object
|
||||
@ -59,9 +59,9 @@ public:
|
||||
AppFunc *cmd);
|
||||
~SimpleWindow();
|
||||
|
||||
bool isModal(void);
|
||||
bool isModal();
|
||||
void update(const Rect16 &);
|
||||
void draw(void); // redraw the panel.
|
||||
void draw(); // redraw the panel.
|
||||
void drawClipped(gPort &port, const Point16 &offset, const Rect16 &r);
|
||||
static void DrawOutlineFrame(gPort &port, const Rect16 &r, int16 fillColor);
|
||||
static void writeWrappedPlaqText(gPort &port,
|
||||
@ -79,12 +79,12 @@ class SimpleButton : public gControl {
|
||||
public:
|
||||
SimpleButton(gWindow &, const Rect16 &, const char *, uint16, AppFunc *cmd = NULL);
|
||||
|
||||
void draw(void); // redraw the panel.
|
||||
void draw(); // redraw the panel.
|
||||
void drawClipped(gPort &port, const Point16 &offset, const Rect16 &r);
|
||||
|
||||
private:
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
void pointerDrag(gPanelMessage &msg);
|
||||
void pointerRelease(gPanelMessage &msg);
|
||||
@ -99,11 +99,11 @@ public:
|
||||
static requestInfo rInfo;
|
||||
ErrorWindow(const char *msg, const char *btnMsg1, const char *btnMsg2);
|
||||
~ErrorWindow();
|
||||
int16 getResult(void);
|
||||
int16 getResult();
|
||||
static APPFUNC(cmdMessageWindow);
|
||||
static void ErrorModeSetup(void) {}
|
||||
static void ErrorModeCleanup(void) {}
|
||||
static void ErrorModeHandleTask(void) {}
|
||||
static void ErrorModeSetup() {}
|
||||
static void ErrorModeCleanup() {}
|
||||
static void ErrorModeHandleTask() {}
|
||||
static void ErrorModeHandleKey(short key, short);
|
||||
|
||||
};
|
||||
|
@ -180,7 +180,7 @@ struct GameObjectArchive {
|
||||
//-----------------------------------------------------------------------
|
||||
// Default constructor
|
||||
|
||||
GameObject::GameObject(void) {
|
||||
GameObject::GameObject() {
|
||||
prototype = nullptr;
|
||||
_data.projectDummy = 0;
|
||||
_data.location = Nowhere;
|
||||
@ -285,7 +285,7 @@ void GameObject::read(Common::InSaveFile *in, bool expandProto) {
|
||||
// Return the number of bytes need to archive this object in an archive
|
||||
// buffer.
|
||||
|
||||
int32 GameObject::archiveSize(void) {
|
||||
int32 GameObject::archiveSize() {
|
||||
return sizeof(GameObjectArchive);
|
||||
}
|
||||
|
||||
@ -446,13 +446,13 @@ Common::Array<ObjectID> GameObject::nameToID(Common::String name) {
|
||||
}
|
||||
|
||||
|
||||
uint16 GameObject::containmentSet(void) {
|
||||
uint16 GameObject::containmentSet() {
|
||||
return prototype->containmentSet();
|
||||
}
|
||||
|
||||
// Calculates the ID of an object, given it's (implicit) address
|
||||
|
||||
ObjectID GameObject::thisID(void) { // calculate our own id
|
||||
ObjectID GameObject::thisID() { // calculate our own id
|
||||
return _index;
|
||||
}
|
||||
|
||||
@ -479,7 +479,7 @@ ObjectID *GameObject::getHeadPtr(ObjectID parentID, TilePoint &l) {
|
||||
|
||||
// Removes an object from it's chain.
|
||||
|
||||
void GameObject::remove(void) { // removes from old list
|
||||
void GameObject::remove() { // removes from old list
|
||||
ObjectID id = thisID(),
|
||||
*headPtr;
|
||||
|
||||
@ -547,7 +547,7 @@ void GameObject::insert(ObjectID newPrev) {
|
||||
|
||||
// Returns the identity of the actor possessing the object
|
||||
|
||||
ObjectID GameObject::possessor(void) {
|
||||
ObjectID GameObject::possessor() {
|
||||
GameObject *obj;
|
||||
ObjectID id = _data.parentID;
|
||||
|
||||
@ -584,11 +584,11 @@ bool GameObject::getWorldLocation(Location &loc) {
|
||||
}
|
||||
}
|
||||
|
||||
Location GameObject::notGetLocation(void) {
|
||||
Location GameObject::notGetLocation() {
|
||||
return Location(getLocation(), IDParent());
|
||||
}
|
||||
|
||||
Location GameObject::notGetWorldLocation(void) {
|
||||
Location GameObject::notGetWorldLocation() {
|
||||
GameObject *obj = this;
|
||||
ObjectID id;
|
||||
uint8 objHeight = prototype->height;
|
||||
@ -697,7 +697,7 @@ void GameObject::objCursorText(char nameBuf[], const int8 size, int16 count) {
|
||||
}
|
||||
}
|
||||
|
||||
bool GameObject::isTrueSkill(void) {
|
||||
bool GameObject::isTrueSkill() {
|
||||
// figure out if it's a skill or spell
|
||||
if (prototype->containmentSet() & (ProtoObj::isSkill | ProtoObj::isSpell)) {
|
||||
// get skill proto for this spell or skill
|
||||
@ -713,7 +713,7 @@ bool GameObject::isTrueSkill(void) {
|
||||
}
|
||||
|
||||
// Returns the _data.location of an object within the world
|
||||
TilePoint GameObject::getWorldLocation(void) {
|
||||
TilePoint GameObject::getWorldLocation() {
|
||||
GameObject *obj = this;
|
||||
ObjectID id;
|
||||
uint8 objHeight = prototype->height;
|
||||
@ -732,7 +732,7 @@ TilePoint GameObject::getWorldLocation(void) {
|
||||
}
|
||||
|
||||
// Return a pointer to the world on which this object resides
|
||||
GameWorld *GameObject::world(void) {
|
||||
GameWorld *GameObject::world() {
|
||||
if (isWorld(this)) return (GameWorld *)this;
|
||||
|
||||
GameObject *obj = this;
|
||||
@ -785,7 +785,7 @@ int32 GameObject::getSprOffset(int16 num) {
|
||||
}
|
||||
|
||||
// Remove an object from a stack of objects
|
||||
bool GameObject::unstack(void) {
|
||||
bool GameObject::unstack() {
|
||||
GameObject *item = nullptr,
|
||||
*base = nullptr,
|
||||
*zero = nullptr;
|
||||
@ -916,14 +916,14 @@ void GameObject::move(const Location &location, int16 num) {
|
||||
}
|
||||
|
||||
|
||||
int16 GameObject::getChargeType(void) {
|
||||
int16 GameObject::getChargeType() {
|
||||
assert(prototype);
|
||||
|
||||
return prototype->getChargeType();
|
||||
}
|
||||
|
||||
// this function recharges an object
|
||||
void GameObject::recharge(void) {
|
||||
void GameObject::recharge() {
|
||||
// if this object has a charge type
|
||||
// other then none, then reset
|
||||
// it's charges to maximum
|
||||
@ -1243,7 +1243,7 @@ ObjectID GameObject::makeAlias(const Location &l) {
|
||||
|
||||
// Creates a new object (if one is available), and
|
||||
// return it's address
|
||||
GameObject *GameObject::newObject(void) { // get a newly created object
|
||||
GameObject *GameObject::newObject() { // get a newly created object
|
||||
GameObject *limbo = objectAddress(ObjectLimbo),
|
||||
*obj = nullptr;
|
||||
|
||||
@ -1287,7 +1287,7 @@ GameObject *GameObject::newObject(void) { // get a newly created object
|
||||
// Deletes an object by adding it to either the actor limbo list
|
||||
// or the object limbo list.
|
||||
|
||||
void GameObject::deleteObject(void) {
|
||||
void GameObject::deleteObject() {
|
||||
ObjectID dObj = thisID();
|
||||
scriptCallFrame scf;
|
||||
ContainerNode *cn;
|
||||
@ -1351,7 +1351,7 @@ void GameObject::deleteObject(void) {
|
||||
|
||||
// Delete this object and every object it contains
|
||||
|
||||
void GameObject::deleteObjectRecursive(void) {
|
||||
void GameObject::deleteObjectRecursive() {
|
||||
// If this is an important object let's not delete it but try to drop
|
||||
// it on the ground instead.
|
||||
if (isImportant()) {
|
||||
@ -1407,7 +1407,7 @@ void GameObject::deleteObjectRecursive(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Activate this object
|
||||
|
||||
void GameObject::activate(void) {
|
||||
void GameObject::activate() {
|
||||
if (_data.objectFlags & objectActivated)
|
||||
return;
|
||||
|
||||
@ -1436,7 +1436,7 @@ void GameObject::activate(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Deactivate this object
|
||||
|
||||
void GameObject::deactivate(void) {
|
||||
void GameObject::deactivate() {
|
||||
if (!(_data.objectFlags & objectActivated))
|
||||
return;
|
||||
|
||||
@ -1497,7 +1497,7 @@ bool GameObject::isContaining(ObjectTarget *objTarget) {
|
||||
|
||||
const int32 harmfulTerrain = terrainHot | terrainCold | terrainIce | terrainSlash | terrainBash;
|
||||
|
||||
void GameObject::updateState(void) {
|
||||
void GameObject::updateState() {
|
||||
int16 tHeight;
|
||||
static TilePoint nullVelocity(0, 0, 0);
|
||||
StandingTileInfo sti;
|
||||
@ -1915,7 +1915,7 @@ void GameObject::removeTimer(TimerID id) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Remove all timer's from this objects's timer list
|
||||
|
||||
void GameObject::removeAllTimers(void) {
|
||||
void GameObject::removeAllTimers() {
|
||||
TimerList *timerList;
|
||||
|
||||
// Get this object's timer list
|
||||
@ -2103,7 +2103,7 @@ void GameObject::removeSensor(SensorID id) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Remove all sensors from this object's sensor list
|
||||
|
||||
void GameObject::removeAllSensors(void) {
|
||||
void GameObject::removeAllSensors() {
|
||||
SensorList *sensorList;
|
||||
|
||||
// Get this object's sensor list
|
||||
@ -2202,7 +2202,7 @@ bool GameObject::canSenseObjectProperty(
|
||||
//-------------------------------------------------------------------
|
||||
// Given an object, returns the prototype number
|
||||
|
||||
int32 GameObject::getProtoNum(void) {
|
||||
int32 GameObject::getProtoNum() {
|
||||
for (uint i = 0; i < g_vm->_actorProtos.size(); ++i) {
|
||||
if (prototype == g_vm->_actorProtos[i])
|
||||
return i;
|
||||
@ -2247,7 +2247,7 @@ void GameObject::setProtoNum(int32 nProto) {
|
||||
//-------------------------------------------------------------------
|
||||
// Evaluate the effects of enchantments upon an object
|
||||
|
||||
void GameObject::evalEnchantments(void) {
|
||||
void GameObject::evalEnchantments() {
|
||||
if (isActor(this)) {
|
||||
evalActorEnchantments((Actor *)this);
|
||||
} else if (isObject(this)) {
|
||||
@ -2352,7 +2352,7 @@ bool GameObject::stack(ObjectID enactor, ObjectID objToStackID) {
|
||||
//-------------------------------------------------------------------
|
||||
// Return the total mass of all objects contained within this object
|
||||
|
||||
uint16 GameObject::totalContainedMass(void) {
|
||||
uint16 GameObject::totalContainedMass() {
|
||||
uint16 total = 0;
|
||||
GameObject *childObj;
|
||||
ContainerIterator iter(this);
|
||||
@ -2378,7 +2378,7 @@ uint16 GameObject::totalContainedMass(void) {
|
||||
//-------------------------------------------------------------------
|
||||
// Return the total bulk of all objects contained within this object
|
||||
|
||||
uint16 GameObject::totalContainedBulk(void) {
|
||||
uint16 GameObject::totalContainedBulk() {
|
||||
uint16 total = 0;
|
||||
GameObject *childObj;
|
||||
ContainerIterator iter(this);
|
||||
@ -2467,7 +2467,7 @@ GameWorld::~GameWorld() {
|
||||
//-------------------------------------------------------------------
|
||||
// Return the number of bytes need to make an archive of this world
|
||||
|
||||
int32 GameWorld::archiveSize(void) {
|
||||
int32 GameWorld::archiveSize() {
|
||||
int32 bytes = 0;
|
||||
|
||||
bytes += sizeof(size.u)
|
||||
@ -2480,7 +2480,7 @@ int32 GameWorld::archiveSize(void) {
|
||||
//-------------------------------------------------------------------
|
||||
// Cleanup
|
||||
|
||||
void GameWorld::cleanup(void) {
|
||||
void GameWorld::cleanup() {
|
||||
if (sectorArray != nullptr) {
|
||||
delete[] sectorArray;
|
||||
sectorArray = nullptr;
|
||||
@ -2496,7 +2496,7 @@ extern int enchantmentProto;
|
||||
//-------------------------------------------------------------------
|
||||
// Load and construct object and actor prototype arrays
|
||||
|
||||
void initPrototypes(void) {
|
||||
void initPrototypes() {
|
||||
const int resourceObjProtoSize = 52;
|
||||
const int resourceActProtoSize = 86;
|
||||
uint count = 0;
|
||||
@ -2696,7 +2696,7 @@ void initPrototypes(void) {
|
||||
//-------------------------------------------------------------------
|
||||
// Cleanup the prototype lists
|
||||
|
||||
void cleanupPrototypes(void) {
|
||||
void cleanupPrototypes() {
|
||||
for (uint i = 0; i < nameListCount; ++i) {
|
||||
if (g_vm->_nameList[i])
|
||||
delete[] g_vm->_nameList[i];
|
||||
@ -2722,7 +2722,7 @@ void cleanupPrototypes(void) {
|
||||
//-------------------------------------------------------------------
|
||||
// Load the sound effects table
|
||||
|
||||
void initObjectSoundFXTable(void) {
|
||||
void initObjectSoundFXTable() {
|
||||
hResContext *itemRes;
|
||||
|
||||
itemRes = auxResFile->newContext(
|
||||
@ -2746,7 +2746,7 @@ void initObjectSoundFXTable(void) {
|
||||
//-------------------------------------------------------------------
|
||||
// Cleanup the sound effects table
|
||||
|
||||
void cleanupObjectSoundFXTable(void) {
|
||||
void cleanupObjectSoundFXTable() {
|
||||
if (objectSoundFXTable != nullptr) {
|
||||
free(objectSoundFXTable);
|
||||
objectSoundFXTable = nullptr;
|
||||
@ -2756,7 +2756,7 @@ void cleanupObjectSoundFXTable(void) {
|
||||
//-------------------------------------------------------------------
|
||||
// Allocate array to hold the counts of the temp actors
|
||||
|
||||
void initTempActorCount(void) {
|
||||
void initTempActorCount() {
|
||||
uint16 i;
|
||||
|
||||
// Allocate and initialize the temp actor count array
|
||||
@ -2788,7 +2788,7 @@ void loadTempActorCount(Common::InSaveFile *in, int32 chunkSize) {
|
||||
//-------------------------------------------------------------------
|
||||
// Cleanup the array to temp actor counts
|
||||
|
||||
void cleanupTempActorCount(void) {
|
||||
void cleanupTempActorCount() {
|
||||
if (tempActorCount != nullptr) {
|
||||
delete[] tempActorCount;
|
||||
tempActorCount = nullptr;
|
||||
@ -2819,7 +2819,7 @@ uint16 getTempActorCount(uint16 protoNum) {
|
||||
//-------------------------------------------------------------------
|
||||
// Initialize the worlds
|
||||
|
||||
void initWorlds(void) {
|
||||
void initWorlds() {
|
||||
int i;
|
||||
|
||||
// worldCount must be set by the map data initialization
|
||||
@ -2899,7 +2899,7 @@ void loadWorlds(Common::InSaveFile *in) {
|
||||
//-------------------------------------------------------------------
|
||||
// Cleanup the GameWorld list
|
||||
|
||||
void cleanupWorlds(void) {
|
||||
void cleanupWorlds() {
|
||||
for (int i = 0; i < worldCount; i++) {
|
||||
GameWorld *gw = &worldList[i];
|
||||
|
||||
@ -2928,7 +2928,7 @@ ResourceGameObject::ResourceGameObject(Common::SeekableReadStream *stream) {
|
||||
misc = stream->readUint16LE();
|
||||
}
|
||||
|
||||
void initObjects(void) {
|
||||
void initObjects() {
|
||||
int16 i, resourceObjectCount;
|
||||
Common::Array<ResourceGameObject> resourceObjectList;
|
||||
Common::SeekableReadStream *stream;
|
||||
@ -3080,7 +3080,7 @@ void loadObjects(Common::InSaveFile *in) {
|
||||
//-------------------------------------------------------------------
|
||||
// Cleanup object list
|
||||
|
||||
void cleanupObjects(void) {
|
||||
void cleanupObjects() {
|
||||
if (objectList != nullptr)
|
||||
delete[] objectList;
|
||||
g_vm->_mainDisplayList->reset();
|
||||
@ -3108,7 +3108,7 @@ void getViewTrackPos(TilePoint &tp) {
|
||||
//-------------------------------------------------------------------
|
||||
// Return a pointer to the currently viewed object
|
||||
|
||||
GameObject *getViewCenterObject(void) {
|
||||
GameObject *getViewCenterObject() {
|
||||
return viewCenterObject != Nothing
|
||||
? GameObject::objectAddress(viewCenterObject)
|
||||
: nullptr;
|
||||
@ -3121,7 +3121,7 @@ GameObject *getViewCenterObject(void) {
|
||||
//-------------------------------------------------------------------
|
||||
// Activate all actors in sector if sector is not alreay active
|
||||
|
||||
void Sector::activate(void) {
|
||||
void Sector::activate() {
|
||||
if (activationCount++ == 0) {
|
||||
ObjectID id = childID;
|
||||
|
||||
@ -3139,7 +3139,7 @@ void Sector::activate(void) {
|
||||
// Decrement the activation count of the sector and deactivate all
|
||||
// actors in sector if activation count has reached zero.
|
||||
|
||||
void Sector::deactivate(void) {
|
||||
void Sector::deactivate() {
|
||||
assert(activationCount != 0);
|
||||
|
||||
activationCount--;
|
||||
@ -3189,7 +3189,7 @@ void ActiveRegion::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
region.min.u, region.min.v, region.min.z, region.max.u, region.max.v, region.max.z);
|
||||
}
|
||||
|
||||
void ActiveRegion::update(void) {
|
||||
void ActiveRegion::update() {
|
||||
GameObject *obj = GameObject::objectAddress(anchor);
|
||||
GameWorld *world = (GameWorld *)GameObject::objectAddress(worldID);
|
||||
ObjectID objWorldID = obj->world()->thisID();
|
||||
@ -3297,7 +3297,7 @@ void ActiveRegion::update(void) {
|
||||
//-------------------------------------------------------------------
|
||||
// Iterate through the active regions, updating each
|
||||
|
||||
void updateActiveRegions(void) {
|
||||
void updateActiveRegions() {
|
||||
int16 i;
|
||||
|
||||
for (i = 0; i < kPlayerActors; i++)
|
||||
@ -3314,7 +3314,7 @@ ActiveRegion *getActiveRegion(PlayerActorID id) {
|
||||
//-------------------------------------------------------------------
|
||||
// Initialize the state of the active regions
|
||||
|
||||
void initActiveRegions(void) {
|
||||
void initActiveRegions() {
|
||||
static PlayerActorID playerIDArray[kPlayerActors] =
|
||||
{ FTA_JULIAN, FTA_PHILIP, FTA_KEVIN };
|
||||
|
||||
@ -3793,17 +3793,17 @@ ObjectID TriangularObjectIterator::next(GameObject **obj) {
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
GameWorld *CenterRegionObjectIterator::CenterWorld(void) {
|
||||
GameWorld *CenterRegionObjectIterator::CenterWorld() {
|
||||
ActiveRegion *ar = getActiveRegion(getCenterActorPlayerID());
|
||||
return ar->getWorld();
|
||||
}
|
||||
|
||||
TilePoint CenterRegionObjectIterator::MinCenterRegion(void) {
|
||||
TilePoint CenterRegionObjectIterator::MinCenterRegion() {
|
||||
ActiveRegion *ar = getActiveRegion(getCenterActorPlayerID());
|
||||
return ar->getRegion().min;
|
||||
}
|
||||
|
||||
TilePoint CenterRegionObjectIterator::MaxCenterRegion(void) {
|
||||
TilePoint CenterRegionObjectIterator::MaxCenterRegion() {
|
||||
ActiveRegion *ar = getActiveRegion(getCenterActorPlayerID());
|
||||
return ar->getRegion().max;
|
||||
}
|
||||
@ -3815,7 +3815,7 @@ TilePoint CenterRegionObjectIterator::MaxCenterRegion(void) {
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
bool ActiveRegionObjectIterator::firstActiveRegion(void) {
|
||||
bool ActiveRegionObjectIterator::firstActiveRegion() {
|
||||
activeRegionIndex = -1;
|
||||
|
||||
return nextActiveRegion();
|
||||
@ -3823,7 +3823,7 @@ bool ActiveRegionObjectIterator::firstActiveRegion(void) {
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
bool ActiveRegionObjectIterator::nextActiveRegion(void) {
|
||||
bool ActiveRegionObjectIterator::nextActiveRegion() {
|
||||
int16 currentRegionSectors;
|
||||
ActiveRegion *currentRegion;
|
||||
TilePoint currentRegionSize;
|
||||
@ -3920,7 +3920,7 @@ bool ActiveRegionObjectIterator::nextActiveRegion(void) {
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
bool ActiveRegionObjectIterator::firstSector(void) {
|
||||
bool ActiveRegionObjectIterator::firstSector() {
|
||||
if (!firstActiveRegion())
|
||||
return false;
|
||||
|
||||
@ -3937,7 +3937,7 @@ bool ActiveRegionObjectIterator::firstSector(void) {
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
|
||||
bool ActiveRegionObjectIterator::nextSector(void) {
|
||||
bool ActiveRegionObjectIterator::nextSector() {
|
||||
int16 u, v;
|
||||
|
||||
do {
|
||||
@ -4070,7 +4070,7 @@ ObjectID ContainerIterator::next(GameObject **obj) {
|
||||
|
||||
// This class iterates through every object within a container
|
||||
|
||||
RecursiveContainerIterator::~RecursiveContainerIterator(void) {
|
||||
RecursiveContainerIterator::~RecursiveContainerIterator() {
|
||||
if (subIter != nullptr) delete subIter;
|
||||
}
|
||||
|
||||
@ -4387,7 +4387,7 @@ APPFUNC(cmdBrain) {
|
||||
}
|
||||
|
||||
// Move to playerActor structure!!!
|
||||
void readyContainerSetup(void) {
|
||||
void readyContainerSetup() {
|
||||
int8 i;
|
||||
int8 resStart = 28;
|
||||
|
||||
@ -4452,7 +4452,7 @@ void readyContainerSetup(void) {
|
||||
//new gGenericControl(*indivControls,Rect16(488,265,40,40),0,cmdBrain);
|
||||
}
|
||||
|
||||
void cleanupReadyContainers(void) {
|
||||
void cleanupReadyContainers() {
|
||||
if (backImages) {
|
||||
// unload the images in the array and the array itself and nulls
|
||||
// the appropriate pointers
|
||||
@ -4485,7 +4485,7 @@ void cleanupReadyContainers(void) {
|
||||
|
||||
#endif
|
||||
|
||||
void objectTest(void) {
|
||||
void objectTest() {
|
||||
}
|
||||
|
||||
APPFUNC(cmdControl) {
|
||||
@ -4530,7 +4530,7 @@ bool backgroundSimulationPaused;
|
||||
// Main background simulation function
|
||||
// This function does background processing on a few actors, objects
|
||||
|
||||
void doBackgroundSimulation(void) {
|
||||
void doBackgroundSimulation() {
|
||||
if (backgroundSimulationPaused) return;
|
||||
|
||||
// Debug code to verify the validity of the limbo counts
|
||||
@ -4620,13 +4620,13 @@ void doBackgroundSimulation(void) {
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
|
||||
void pauseBackgroundSimulation(void) {
|
||||
void pauseBackgroundSimulation() {
|
||||
backgroundSimulationPaused = true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
|
||||
void resumeBackgroundSimulation(void) {
|
||||
void resumeBackgroundSimulation() {
|
||||
backgroundSimulationPaused = false;
|
||||
}
|
||||
|
||||
@ -4634,7 +4634,7 @@ void resumeBackgroundSimulation(void) {
|
||||
// This function simply calls the GameObject::updateState() method
|
||||
// for all active objects directly within a world.
|
||||
|
||||
void updateObjectStates(void) {
|
||||
void updateObjectStates() {
|
||||
if (objectStatesPaused) return;
|
||||
|
||||
GameObject *obj,
|
||||
@ -4654,13 +4654,13 @@ void updateObjectStates(void) {
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
|
||||
void pauseObjectStates(void) {
|
||||
void pauseObjectStates() {
|
||||
objectStatesPaused = true;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------
|
||||
|
||||
void resumeObjectStates(void) {
|
||||
void resumeObjectStates() {
|
||||
objectStatesPaused = false;
|
||||
}
|
||||
|
||||
|
@ -112,22 +112,22 @@ struct ObjectData {
|
||||
|
||||
#include "common/pack-end.h"
|
||||
|
||||
void initActors(void);
|
||||
void initActors();
|
||||
void saveActors(Common::OutSaveFile *outS);
|
||||
void loadActors(Common::InSaveFile *in);
|
||||
void cleanupActors(void);
|
||||
void cleanupActors();
|
||||
class GameObject {
|
||||
|
||||
friend void initWorlds(void);
|
||||
friend void cleanupWorlds(void);
|
||||
friend void initWorlds();
|
||||
friend void cleanupWorlds();
|
||||
|
||||
friend void initObjects(void);
|
||||
friend void initObjects();
|
||||
friend void saveObjects(Common::OutSaveFile *out);
|
||||
friend void loadObjects(Common::InSaveFile *in);
|
||||
friend void cleanupObjects(void);
|
||||
friend void cleanupObjects();
|
||||
|
||||
friend void buildDisplayList(void);
|
||||
friend void drawDisplayList(void);
|
||||
friend void buildDisplayList();
|
||||
friend void drawDisplayList();
|
||||
friend void setMindContainer(int NewContainerClass, IntangibleContainerWindow &cw);
|
||||
friend class EnchantmentContainerWindow;
|
||||
friend bool Enchantment(ObjectID, ObjectID);
|
||||
@ -157,7 +157,7 @@ private:
|
||||
|
||||
public:
|
||||
|
||||
ObjectID thisID(void); // calculate our own ID value
|
||||
ObjectID thisID(); // calculate our own ID value
|
||||
|
||||
static const char *nameText(uint16 index);
|
||||
|
||||
@ -166,7 +166,7 @@ protected:
|
||||
static ObjectID *getHeadPtr(ObjectID parentID, TilePoint &l);
|
||||
|
||||
// Object list management functions
|
||||
void remove(void); // removes from old list
|
||||
void remove(); // removes from old list
|
||||
void append(ObjectID newParent); // adds to new list (no remove)
|
||||
void insert(ObjectID newPrev); // inserts after this item (no remove)
|
||||
|
||||
@ -176,7 +176,7 @@ public:
|
||||
uint _index;
|
||||
bool _godmode;
|
||||
// Default constructor
|
||||
GameObject(void);
|
||||
GameObject();
|
||||
|
||||
// Constructor -- initial construction
|
||||
GameObject(const ResourceGameObject &res);
|
||||
@ -187,7 +187,7 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out, bool expandProto);
|
||||
|
||||
@ -205,39 +205,39 @@ public:
|
||||
static Common::Array<ObjectID> nameToID(Common::String name);
|
||||
|
||||
// object creation and deletion
|
||||
static GameObject *newObject(void); // get a newly created object
|
||||
void deleteObject(void); // delete this object and remove
|
||||
void deleteObjectRecursive(void); // delete this object and every
|
||||
static GameObject *newObject(); // get a newly created object
|
||||
void deleteObject(); // delete this object and remove
|
||||
void deleteObjectRecursive(); // delete this object and every
|
||||
// object it contains
|
||||
|
||||
// Return pointer to parent/child/next sibling object, if any
|
||||
GameObject *parent(void) {
|
||||
GameObject *parent() {
|
||||
return _data.parentID == Nothing ? NULL : objectAddress(_data.parentID);
|
||||
}
|
||||
GameObject *next(void) {
|
||||
GameObject *next() {
|
||||
return _data.siblingID == Nothing ? NULL : objectAddress(_data.siblingID);
|
||||
}
|
||||
GameObject *child(void) {
|
||||
GameObject *child() {
|
||||
return _data.childID == Nothing ? NULL : objectAddress(_data.childID);
|
||||
}
|
||||
|
||||
// Return ID of parent/child/next sibling object, if any
|
||||
ObjectID IDParent(void) {
|
||||
ObjectID IDParent() {
|
||||
return _data.parentID ;
|
||||
}
|
||||
ObjectID IDNext(void) {
|
||||
ObjectID IDNext() {
|
||||
return _data.siblingID;
|
||||
}
|
||||
ObjectID IDChild(void) {
|
||||
ObjectID IDChild() {
|
||||
return _data.childID ;
|
||||
}
|
||||
|
||||
// Return a pointer to the world on which this object resides
|
||||
GameWorld *world(void);
|
||||
GameWorld *world();
|
||||
|
||||
// Return the number of the map of the world on which this object
|
||||
// resides
|
||||
int16 getMapNum(void);
|
||||
int16 getMapNum();
|
||||
|
||||
// graphics functions
|
||||
int16 sprNum(int16 state); // returns current sprite number
|
||||
@ -246,11 +246,11 @@ public:
|
||||
int32 getSprOffset(int16 num = -1);
|
||||
|
||||
// completely restore the magical energy of a magical object
|
||||
void recharge(void);
|
||||
void recharge();
|
||||
|
||||
// returns the type of charge an object has
|
||||
// be it none, red, violet, etc...
|
||||
int16 getChargeType(void);
|
||||
int16 getChargeType();
|
||||
|
||||
// use charge of this object
|
||||
bool deductCharge(ActorManaID manaID, uint16 manaCost);
|
||||
@ -268,7 +268,7 @@ public:
|
||||
// (assumes setLocation has been called)
|
||||
|
||||
// Remove an object from a stack of objects. Returns true if it was in a stack.
|
||||
bool unstack(void);
|
||||
bool unstack();
|
||||
|
||||
// this correctly moves merged or stacked objects
|
||||
bool moveMerged(const Location &loc);
|
||||
@ -292,10 +292,10 @@ public:
|
||||
void move(int16 slot); // move to new slot in container
|
||||
|
||||
// Activate the object
|
||||
void activate(void);
|
||||
void activate();
|
||||
|
||||
// Deactivate this object
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
|
||||
// Determine if this object is an alias for another object
|
||||
bool isAlias() {
|
||||
@ -446,22 +446,22 @@ public:
|
||||
}
|
||||
|
||||
// query functions:
|
||||
ObjectID possessor(void); // return actor posessing this object
|
||||
ObjectID possessor(); // return actor posessing this object
|
||||
|
||||
// Access functions
|
||||
ProtoObj *proto(void) {
|
||||
ProtoObj *proto() {
|
||||
return prototype;
|
||||
}
|
||||
TilePoint getLocation(void) const {
|
||||
TilePoint getLocation() const {
|
||||
return _data.location;
|
||||
}
|
||||
TilePoint getWorldLocation(void);
|
||||
TilePoint getWorldLocation();
|
||||
bool getWorldLocation(Location &loc);
|
||||
Location notGetLocation(void);
|
||||
Location notGetWorldLocation(void);
|
||||
Location notGetLocation();
|
||||
Location notGetWorldLocation();
|
||||
|
||||
// Return the name of this object (proper noun if it has one)
|
||||
const char *objName(void) {
|
||||
const char *objName() {
|
||||
if (_data.nameIndex > 0)
|
||||
return nameText((int16)_data.nameIndex);
|
||||
else if (prototype)
|
||||
@ -474,10 +474,10 @@ public:
|
||||
void objCursorText(char nameBuf[], const int8 size, int16 count = -1);
|
||||
|
||||
// find out if this is a trueskill
|
||||
bool isTrueSkill(void);
|
||||
bool isTrueSkill();
|
||||
|
||||
// Access functions for name index
|
||||
uint16 getNameIndex(void) {
|
||||
uint16 getNameIndex() {
|
||||
return _data.nameIndex;
|
||||
}
|
||||
void setNameIndex(uint16 n) {
|
||||
@ -485,36 +485,36 @@ public:
|
||||
}
|
||||
|
||||
// Return the name of this type of object
|
||||
const char *protoName(void) {
|
||||
const char *protoName() {
|
||||
return nameText(prototype->nameIndex);
|
||||
}
|
||||
|
||||
// Update the state of this object. This function is called every
|
||||
// frame for every active object.
|
||||
void updateState(void);
|
||||
void updateState();
|
||||
|
||||
// Flag test functions
|
||||
bool isOpen(void) {
|
||||
bool isOpen() {
|
||||
return (int16)(_data.objectFlags & objectOpen);
|
||||
}
|
||||
bool isLocked(void) {
|
||||
bool isLocked() {
|
||||
return (int16)(_data.objectFlags & objectLocked);
|
||||
}
|
||||
bool isImportant(void) {
|
||||
bool isImportant() {
|
||||
return (int16)(_data.objectFlags & objectImportant);
|
||||
}
|
||||
bool isGhosted(void) {
|
||||
bool isGhosted() {
|
||||
return (_data.objectFlags & objectGhosted)
|
||||
|| (prototype->flags & ResourceObjectPrototype::objPropGhosted);
|
||||
}
|
||||
bool isInvisible(void) {
|
||||
bool isInvisible() {
|
||||
return (_data.objectFlags & objectInvisible)
|
||||
|| (prototype->flags & ResourceObjectPrototype::objPropHidden);
|
||||
}
|
||||
bool isMoving(void) {
|
||||
bool isMoving() {
|
||||
return (int16)(_data.objectFlags & objectMoving);
|
||||
}
|
||||
bool isActivated(void) {
|
||||
bool isActivated() {
|
||||
return (int16)(_data.objectFlags & objectActivated);
|
||||
}
|
||||
|
||||
@ -524,7 +524,7 @@ public:
|
||||
else
|
||||
_data.objectFlags &= ~objectScavengable;
|
||||
}
|
||||
bool isScavengable(void) {
|
||||
bool isScavengable() {
|
||||
return (_data.objectFlags & objectScavengable) != 0;
|
||||
}
|
||||
|
||||
@ -534,7 +534,7 @@ public:
|
||||
else
|
||||
_data.objectFlags &= ~objectObscured;
|
||||
}
|
||||
bool isObscured(void) {
|
||||
bool isObscured() {
|
||||
return (_data.objectFlags & objectObscured) != 0;
|
||||
}
|
||||
|
||||
@ -544,7 +544,7 @@ public:
|
||||
else
|
||||
_data.objectFlags &= ~objectTriggeringTAG;
|
||||
}
|
||||
bool isTriggeringTAG(void) {
|
||||
bool isTriggeringTAG() {
|
||||
return (_data.objectFlags & objectTriggeringTAG) != 0;
|
||||
}
|
||||
|
||||
@ -554,7 +554,7 @@ public:
|
||||
else
|
||||
_data.objectFlags &= ~objectOnScreen;
|
||||
}
|
||||
bool isOnScreen(void) {
|
||||
bool isOnScreen() {
|
||||
return (_data.objectFlags & objectOnScreen) != 0;
|
||||
}
|
||||
|
||||
@ -564,22 +564,22 @@ public:
|
||||
else
|
||||
_data.objectFlags &= ~objectSightedByCenter;
|
||||
}
|
||||
bool isSightedByCenter(void) {
|
||||
bool isSightedByCenter() {
|
||||
return (_data.objectFlags & objectSightedByCenter) != 0;
|
||||
}
|
||||
|
||||
bool isMissile(void) {
|
||||
bool isMissile() {
|
||||
return prototype->isMissile();
|
||||
}
|
||||
|
||||
// image data
|
||||
Sprite *getIconSprite(void); // sprite when in inventory + cursor
|
||||
Sprite *getGroundSprite(void); // sprite when on ground
|
||||
Sprite *getIconSprite(); // sprite when in inventory + cursor
|
||||
Sprite *getGroundSprite(); // sprite when on ground
|
||||
|
||||
// world interaction type flags
|
||||
uint16 containmentSet(void);
|
||||
uint16 containmentSet();
|
||||
|
||||
uint16 scriptClass(void) {
|
||||
uint16 scriptClass() {
|
||||
if (_data.script)
|
||||
return _data.script;
|
||||
if (prototype)
|
||||
@ -590,7 +590,7 @@ public:
|
||||
// General access functions
|
||||
|
||||
// Script access functions
|
||||
uint16 getScript(void) {
|
||||
uint16 getScript() {
|
||||
return _data.script;
|
||||
}
|
||||
void setScript(uint16 scr) {
|
||||
@ -605,7 +605,7 @@ public:
|
||||
}
|
||||
|
||||
// Access functions for hit points
|
||||
uint8 getHitPoints(void) {
|
||||
uint8 getHitPoints() {
|
||||
return _data.hitPoints;
|
||||
}
|
||||
void setHitPoints(uint8 hp) {
|
||||
@ -619,11 +619,11 @@ public:
|
||||
}
|
||||
|
||||
// Functions to get and set prototype (used by scripts)
|
||||
int32 getProtoNum(void);
|
||||
int32 getProtoNum();
|
||||
void setProtoNum(int32 nProto);
|
||||
|
||||
// Acess functions for extra data
|
||||
uint16 getExtra(void) {
|
||||
uint16 getExtra() {
|
||||
return _data.massCount;
|
||||
}
|
||||
void setExtra(uint16 x) {
|
||||
@ -631,9 +631,9 @@ public:
|
||||
}
|
||||
|
||||
// Function to evaluate the effects of all enchantments
|
||||
void evalEnchantments(void);
|
||||
void evalEnchantments();
|
||||
|
||||
bool makeSavingThrow(void) {
|
||||
bool makeSavingThrow() {
|
||||
return prototype->makeSavingThrow();
|
||||
}
|
||||
|
||||
@ -641,11 +641,11 @@ public:
|
||||
bool inRange(const TilePoint &tp, uint16 range);
|
||||
|
||||
// Generic function to test if object can be picked up
|
||||
bool isCarryable(void) {
|
||||
bool isCarryable() {
|
||||
return prototype->mass <= 200 && prototype->bulk <= 200;
|
||||
}
|
||||
|
||||
bool isMergeable(void) {
|
||||
bool isMergeable() {
|
||||
return (prototype->flags & ResourceObjectPrototype::objPropMergeable) != 0;
|
||||
}
|
||||
|
||||
@ -666,7 +666,7 @@ public:
|
||||
bool addTimer(TimerID id);
|
||||
bool addTimer(TimerID id, int16 frameInterval);
|
||||
void removeTimer(TimerID id);
|
||||
void removeAllTimers(void);
|
||||
void removeAllTimers();
|
||||
|
||||
// Sensor related member functions
|
||||
private:
|
||||
@ -685,7 +685,7 @@ public:
|
||||
ObjectPropertyID prop);
|
||||
bool addEventSensor(SensorID id, int16 range, int16 eventType);
|
||||
void removeSensor(SensorID id);
|
||||
void removeAllSensors(void);
|
||||
void removeAllSensors();
|
||||
|
||||
bool canSenseProtaganist(SenseInfo &info, int16 range);
|
||||
bool canSenseSpecificActor(SenseInfo &info, int16 range, Actor *a);
|
||||
@ -712,21 +712,21 @@ public:
|
||||
return prototype->canFitMasswise(this, obj);
|
||||
}
|
||||
|
||||
uint16 totalContainedMass(void);
|
||||
uint16 totalContainedBulk(void);
|
||||
uint16 totalContainedMass();
|
||||
uint16 totalContainedBulk();
|
||||
|
||||
uint16 totalMass(void) {
|
||||
uint16 totalMass() {
|
||||
return prototype->mass * (isMergeable() ? getExtra() : 1)
|
||||
+ totalContainedMass();
|
||||
}
|
||||
uint16 totalBulk(void) {
|
||||
uint16 totalBulk() {
|
||||
return prototype->bulk * (isMergeable() ? getExtra() : 1);
|
||||
}
|
||||
|
||||
uint16 massCapacity(void) {
|
||||
uint16 massCapacity() {
|
||||
return prototype->massCapacity(this);
|
||||
}
|
||||
uint16 bulkCapacity(void) {
|
||||
uint16 bulkCapacity() {
|
||||
return prototype->bulkCapacity(this);
|
||||
}
|
||||
};
|
||||
@ -740,17 +740,17 @@ public:
|
||||
uint16 activationCount;
|
||||
ObjectID childID;
|
||||
|
||||
Sector(void) :
|
||||
Sector() :
|
||||
activationCount(0),
|
||||
childID(Nothing) {
|
||||
}
|
||||
|
||||
bool isActivated(void) {
|
||||
bool isActivated() {
|
||||
return activationCount != 0;
|
||||
}
|
||||
|
||||
void activate(void);
|
||||
void deactivate(void);
|
||||
void activate();
|
||||
void deactivate();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
void read(Common::InSaveFile *in);
|
||||
@ -768,9 +768,9 @@ public:
|
||||
|
||||
class GameWorld : public GameObject {
|
||||
|
||||
friend void initWorlds(void);
|
||||
friend void cleanupWorlds(void);
|
||||
friend void buildDisplayList(void);
|
||||
friend void initWorlds();
|
||||
friend void cleanupWorlds();
|
||||
friend void buildDisplayList();
|
||||
|
||||
friend class ProtoObj;
|
||||
friend class GameObject;
|
||||
@ -783,7 +783,7 @@ public:
|
||||
int16 mapNum; // map number for this world.
|
||||
|
||||
// Default constructor
|
||||
GameWorld(void) : sectorArraySize(0), sectorArray(nullptr), mapNum(0) {}
|
||||
GameWorld() : sectorArraySize(0), sectorArray(nullptr), mapNum(0) {}
|
||||
|
||||
// Initial constructor
|
||||
GameWorld(int16 map);
|
||||
@ -792,9 +792,9 @@ public:
|
||||
|
||||
~GameWorld();
|
||||
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void cleanup(void);
|
||||
void cleanup();
|
||||
|
||||
Sector *getSector(int16 u, int16 v) {
|
||||
if (u == -1 && v == -1)
|
||||
@ -809,7 +809,7 @@ public:
|
||||
return &(sectorArray)[v * sectorArraySize + u];
|
||||
}
|
||||
|
||||
TilePoint sectorSize(void) { // size of map in sectors
|
||||
TilePoint sectorSize() { // size of map in sectors
|
||||
return TilePoint(sectorArraySize, sectorArraySize, 0);
|
||||
}
|
||||
|
||||
@ -830,7 +830,7 @@ extern GameWorld *currentWorld;
|
||||
//------------------------------------------------------------------------
|
||||
// Return the number of the map of the world on which this object resides.
|
||||
|
||||
inline int16 GameObject::getMapNum(void) {
|
||||
inline int16 GameObject::getMapNum() {
|
||||
if (world())
|
||||
return world()->mapNum;
|
||||
else if (_data.siblingID) {
|
||||
@ -857,8 +857,8 @@ inline int16 GameObject::getMapNum(void) {
|
||||
|
||||
class ActiveRegion {
|
||||
|
||||
friend void initActiveRegions(void);
|
||||
friend void cleanupActiveRegions(void);
|
||||
friend void initActiveRegions();
|
||||
friend void cleanupActiveRegions();
|
||||
|
||||
friend class ActiveRegionObjectIterator;
|
||||
|
||||
@ -874,13 +874,13 @@ public:
|
||||
};
|
||||
|
||||
ActiveRegion() : anchor(0), worldID(0) {}
|
||||
void update(void);
|
||||
void update();
|
||||
|
||||
void read(Common::InSaveFile *in);
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Return the current region in tile point coords
|
||||
TileRegion getRegion(void) {
|
||||
TileRegion getRegion() {
|
||||
TileRegion tReg;
|
||||
|
||||
tReg.min.u = region.min.u << kSectorShift;
|
||||
@ -893,20 +893,20 @@ public:
|
||||
}
|
||||
|
||||
// Return the region world
|
||||
GameWorld *getWorld(void) {
|
||||
GameWorld *getWorld() {
|
||||
return (GameWorld *)GameObject::objectAddress(worldID);
|
||||
}
|
||||
};
|
||||
|
||||
void updateActiveRegions(void);
|
||||
void updateActiveRegions();
|
||||
|
||||
// Return a pointer to an active region given its PlayerActor's ID
|
||||
ActiveRegion *getActiveRegion(PlayerActorID id);
|
||||
|
||||
void initActiveRegions(void);
|
||||
void initActiveRegions();
|
||||
void saveActiveRegions(Common::OutSaveFile *outS);
|
||||
void loadActiveRegions(Common::InSaveFile *in);
|
||||
inline void cleanupActiveRegions(void) {}
|
||||
inline void cleanupActiveRegions() {}
|
||||
|
||||
/* ======================================================================= *
|
||||
ObjectIterator Class
|
||||
@ -918,7 +918,7 @@ inline void cleanupActiveRegions(void) {}
|
||||
class ObjectIterator {
|
||||
public:
|
||||
// Virtual destructor
|
||||
virtual ~ObjectIterator(void) {}
|
||||
virtual ~ObjectIterator() {}
|
||||
|
||||
// Iteration functions
|
||||
virtual ObjectID first(GameObject **obj) = 0;
|
||||
@ -957,7 +957,7 @@ public:
|
||||
}
|
||||
|
||||
protected:
|
||||
GameWorld *getSearchWorld(void) {
|
||||
GameWorld *getSearchWorld() {
|
||||
return searchWorld;
|
||||
}
|
||||
|
||||
@ -994,7 +994,7 @@ private:
|
||||
protected:
|
||||
|
||||
// Simply return the center coordinates
|
||||
TilePoint getCenter(void) {
|
||||
TilePoint getCenter() {
|
||||
return center;
|
||||
}
|
||||
|
||||
@ -1204,13 +1204,13 @@ public:
|
||||
|
||||
class CenterRegionObjectIterator : public RegionalObjectIterator {
|
||||
|
||||
static GameWorld *CenterWorld(void);
|
||||
static TilePoint MinCenterRegion(void);
|
||||
static TilePoint MaxCenterRegion(void);
|
||||
static GameWorld *CenterWorld();
|
||||
static TilePoint MinCenterRegion();
|
||||
static TilePoint MaxCenterRegion();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
CenterRegionObjectIterator(void) :
|
||||
CenterRegionObjectIterator() :
|
||||
RegionalObjectIterator(CenterWorld(),
|
||||
MinCenterRegion(),
|
||||
MaxCenterRegion()) {}
|
||||
@ -1231,14 +1231,14 @@ class ActiveRegionObjectIterator : public ObjectIterator {
|
||||
GameWorld *currentWorld;
|
||||
GameObject *_currentObject;
|
||||
|
||||
bool firstActiveRegion(void);
|
||||
bool nextActiveRegion(void);
|
||||
bool firstSector(void);
|
||||
bool nextSector(void);
|
||||
bool firstActiveRegion();
|
||||
bool nextActiveRegion();
|
||||
bool firstSector();
|
||||
bool nextSector();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
ActiveRegionObjectIterator(void) : activeRegionIndex(-1), sectorBitMask(0), currentWorld(nullptr), _currentObject(nullptr) {}
|
||||
ActiveRegionObjectIterator() : activeRegionIndex(-1), sectorBitMask(0), currentWorld(nullptr), _currentObject(nullptr) {}
|
||||
|
||||
// Iteration functions
|
||||
ObjectID first(GameObject **obj);
|
||||
@ -1282,7 +1282,7 @@ public:
|
||||
id(container->IDChild()),
|
||||
subIter(NULL) {
|
||||
}
|
||||
~RecursiveContainerIterator(void);
|
||||
~RecursiveContainerIterator();
|
||||
|
||||
// Iteration functions
|
||||
ObjectID first(GameObject **obj);
|
||||
@ -1393,19 +1393,19 @@ void evalActorEnchantments(Actor *a);
|
||||
void evalObjectEnchantments(GameObject *obj);
|
||||
|
||||
// Load prototypes from resource file
|
||||
void initPrototypes(void);
|
||||
void initPrototypes();
|
||||
|
||||
// Cleanup the prototype lists
|
||||
void cleanupPrototypes(void);
|
||||
void cleanupPrototypes();
|
||||
|
||||
// Load the sound effects table
|
||||
void initObjectSoundFXTable(void);
|
||||
void initObjectSoundFXTable();
|
||||
|
||||
// Cleanup the sound effects table
|
||||
void cleanupObjectSoundFXTable(void);
|
||||
void cleanupObjectSoundFXTable();
|
||||
|
||||
// Allocate array to hold the counts of the temp actors
|
||||
void initTempActorCount(void);
|
||||
void initTempActorCount();
|
||||
|
||||
// Save the array of temp actor counts
|
||||
void saveTempActorCount(Common::OutSaveFile *outS);
|
||||
@ -1414,7 +1414,7 @@ void saveTempActorCount(Common::OutSaveFile *outS);
|
||||
void loadTempActorCount(Common::InSaveFile *in, int32 chunkSize);
|
||||
|
||||
// Cleanup the array to temp actor counts
|
||||
void cleanupTempActorCount(void);
|
||||
void cleanupTempActorCount();
|
||||
|
||||
// Increment the temporary actor count for the specified prototype
|
||||
void incTempActorCount(uint16 protoNum);
|
||||
@ -1426,7 +1426,7 @@ void decTempActorCount(uint16 protoNum);
|
||||
uint16 getTempActorCount(uint16 protoNum);
|
||||
|
||||
// Init game worlds
|
||||
void initWorlds(void);
|
||||
void initWorlds();
|
||||
|
||||
// Save worlds to the save file
|
||||
void saveWorlds(Common::OutSaveFile *outS);
|
||||
@ -1435,10 +1435,10 @@ void saveWorlds(Common::OutSaveFile *outS);
|
||||
void loadWorlds(Common::InSaveFile *in);
|
||||
|
||||
// Cleanup game worlds
|
||||
void cleanupWorlds(void);
|
||||
void cleanupWorlds();
|
||||
|
||||
// Initialize object list
|
||||
void initObjects(void);
|
||||
void initObjects();
|
||||
|
||||
// Save the objects to the save file
|
||||
void saveObjects(Common::OutSaveFile *outS);
|
||||
@ -1447,26 +1447,26 @@ void saveObjects(Common::OutSaveFile *outS);
|
||||
void loadObjects(Common::InSaveFile *in);
|
||||
|
||||
// Cleanup object list
|
||||
void cleanupObjects(void);
|
||||
void cleanupObjects();
|
||||
|
||||
// Do background processing for objects
|
||||
void doBackgroundSimulation(void);
|
||||
void doBackgroundSimulation();
|
||||
|
||||
void pauseBackgroundSimulation(void);
|
||||
void resumeBackgroundSimulation(void);
|
||||
void pauseBackgroundSimulation();
|
||||
void resumeBackgroundSimulation();
|
||||
|
||||
// cleanup the ready container stuff
|
||||
void cleanupReadyContainers(void);
|
||||
void cleanupReadyContainers();
|
||||
|
||||
// This function simply calls the GameObject::updateState() method
|
||||
// for all active objects directly within a world.
|
||||
void updateObjectStates(void);
|
||||
void updateObjectStates();
|
||||
|
||||
void pauseObjectStates(void);
|
||||
void resumeObjectStates(void);
|
||||
void pauseObjectStates();
|
||||
void resumeObjectStates();
|
||||
|
||||
void readyContainerSetup(void);
|
||||
void cleanupReadyContainers(void);
|
||||
void readyContainerSetup();
|
||||
void cleanupReadyContainers();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -62,7 +62,7 @@ extern bool massAndBulkCount;
|
||||
Functions
|
||||
* ===================================================================== */
|
||||
|
||||
ObjectID ProtoObj::placeObject(void) {
|
||||
ObjectID ProtoObj::placeObject() {
|
||||
return 2;
|
||||
}
|
||||
|
||||
@ -86,7 +86,7 @@ bool ProtoObj::isTwoHanded(ObjectID) {
|
||||
}
|
||||
|
||||
// Determine if this type of object is a missile
|
||||
bool ProtoObj::isMissile(void) {
|
||||
bool ProtoObj::isMissile() {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -785,7 +785,7 @@ void ProtoObj::getColorTranslation(ColorTable map) {
|
||||
buildColorTable(map, colorMap, ARRAYSIZE(colorMap));
|
||||
}
|
||||
|
||||
uint16 ProtoObj::containmentSet(void) {
|
||||
uint16 ProtoObj::containmentSet() {
|
||||
return 0; // the prototye object is not contained in anything
|
||||
}
|
||||
|
||||
@ -904,13 +904,13 @@ GameObject *ProtoObj::getSpell(ObjectID) {
|
||||
}
|
||||
|
||||
// Determine if this type of object can block an attack
|
||||
bool ProtoObj::canBlock(void) {
|
||||
bool ProtoObj::canBlock() {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Return a mask of bits indicating the directions relative to the
|
||||
// wielders facing in which this object can defend
|
||||
uint8 ProtoObj::defenseDirMask(void) {
|
||||
uint8 ProtoObj::defenseDirMask() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -1004,7 +1004,7 @@ uint16 ProtoObj::bulkCapacity(GameObject *) {
|
||||
InventoryProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 InventoryProto::containmentSet(void) {
|
||||
uint16 InventoryProto::containmentSet() {
|
||||
return isTangible;
|
||||
}
|
||||
|
||||
@ -1201,7 +1201,7 @@ bool InventoryProto::acceptStrikeAction(
|
||||
//
|
||||
// };
|
||||
|
||||
uint16 PhysicalContainerProto::containmentSet(void) {
|
||||
uint16 PhysicalContainerProto::containmentSet() {
|
||||
return InventoryProto::containmentSet() | isContainer;
|
||||
}
|
||||
|
||||
@ -1465,7 +1465,7 @@ bool KeyProto::useOnAction(ObjectID dObj, ObjectID enactor, ActiveItem *withTAI)
|
||||
BottleProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 BottleProto::containmentSet(void) {
|
||||
uint16 BottleProto::containmentSet() {
|
||||
return InventoryProto::containmentSet() | isBottle;
|
||||
}
|
||||
|
||||
@ -1479,7 +1479,7 @@ bool BottleProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
FoodProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 FoodProto::containmentSet(void) {
|
||||
uint16 FoodProto::containmentSet() {
|
||||
return InventoryProto::containmentSet() | isFood;
|
||||
}
|
||||
|
||||
@ -1491,7 +1491,7 @@ bool FoodProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
WearableProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 WearableProto::containmentSet(void) {
|
||||
uint16 WearableProto::containmentSet() {
|
||||
return InventoryProto::containmentSet() | isWearable;
|
||||
}
|
||||
|
||||
@ -1499,11 +1499,11 @@ uint16 WearableProto::containmentSet(void) {
|
||||
WeaponProto class
|
||||
* ==================================================================== */
|
||||
|
||||
weaponID WeaponProto::getWeaponID(void) {
|
||||
weaponID WeaponProto::getWeaponID() {
|
||||
return weaponDamage;
|
||||
}
|
||||
|
||||
uint16 WeaponProto::containmentSet(void) {
|
||||
uint16 WeaponProto::containmentSet() {
|
||||
return InventoryProto::containmentSet() | isWeapon;
|
||||
}
|
||||
|
||||
@ -1686,13 +1686,13 @@ void MeleeWeaponProto::initiateDefense(
|
||||
}
|
||||
|
||||
// Melee weapons can block an attack
|
||||
bool MeleeWeaponProto::canBlock(void) {
|
||||
bool MeleeWeaponProto::canBlock() {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Return a mask of bits indicating the directions relative to the
|
||||
// wielders facing in which this object can defend
|
||||
uint8 MeleeWeaponProto::defenseDirMask(void) {
|
||||
uint8 MeleeWeaponProto::defenseDirMask() {
|
||||
return 1 << dirUp;
|
||||
}
|
||||
|
||||
@ -2087,7 +2087,7 @@ uint8 ProjectileProto::weaponRating(
|
||||
}
|
||||
|
||||
// Projectiles are missiles
|
||||
bool ProjectileProto::isMissile(void) {
|
||||
bool ProjectileProto::isMissile() {
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -2170,7 +2170,7 @@ void ArrowProto::applySkillGrowth(ObjectID enactor, uint8 points) {
|
||||
ArmorProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 ArmorProto::containmentSet(void) {
|
||||
uint16 ArmorProto::containmentSet() {
|
||||
return InventoryProto::containmentSet() | isWearable | isArmor;
|
||||
}
|
||||
|
||||
@ -2246,7 +2246,7 @@ bool ArmorProto::useAction(ObjectID dObj, ObjectID enactor) {
|
||||
ShieldProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 ShieldProto::containmentSet(void) {
|
||||
uint16 ShieldProto::containmentSet() {
|
||||
return InventoryProto::containmentSet() | isWearable | isArmor;
|
||||
}
|
||||
|
||||
@ -2307,13 +2307,13 @@ void ShieldProto::initiateDefense(
|
||||
|
||||
|
||||
// Shields can block an attack
|
||||
bool ShieldProto::canBlock(void) {
|
||||
bool ShieldProto::canBlock() {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Return a mask of bits indicating the directions relative to the
|
||||
// wielders facing in which this object can defend
|
||||
uint8 ShieldProto::defenseDirMask(void) {
|
||||
uint8 ShieldProto::defenseDirMask() {
|
||||
return (1 << dirUp) | (1 << dirUpLeft);
|
||||
}
|
||||
|
||||
@ -2417,7 +2417,7 @@ bool ToolProto::useOnAction(ObjectID, ObjectID, ObjectID) {
|
||||
DocumentProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 DocumentProto::containmentSet(void) {
|
||||
uint16 DocumentProto::containmentSet() {
|
||||
return InventoryProto::containmentSet() | isDocument;
|
||||
}
|
||||
|
||||
@ -2468,7 +2468,7 @@ bool AutoMapProto::openAction(ObjectID, ObjectID) {
|
||||
IntangibleObjProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 IntangibleObjProto::containmentSet(void) {
|
||||
uint16 IntangibleObjProto::containmentSet() {
|
||||
return isIntangible;
|
||||
}
|
||||
|
||||
@ -2552,7 +2552,7 @@ bool IntangibleObjProto::acceptDropAction(
|
||||
return false;
|
||||
}
|
||||
|
||||
ObjectID IntangibleObjProto::placeObject(void) {
|
||||
ObjectID IntangibleObjProto::placeObject() {
|
||||
//return Container That It Inserted Itself Into
|
||||
return 2;
|
||||
}
|
||||
@ -2593,7 +2593,7 @@ ObjectSpriteInfo IntangibleObjProto::getSprite(
|
||||
IdeaProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 IdeaProto::containmentSet(void) {
|
||||
uint16 IdeaProto::containmentSet() {
|
||||
//Maybe I Could Use This ID And Call IntanobjProt For Setting IsIntangible
|
||||
return isConcept | isIntangible;
|
||||
}
|
||||
@ -2602,7 +2602,7 @@ uint16 IdeaProto::containmentSet(void) {
|
||||
MemoryProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 MemoryProto::containmentSet(void) {
|
||||
uint16 MemoryProto::containmentSet() {
|
||||
//Maybe I Could Use This ID And Call IntanobjProt For Setting IsIntangible
|
||||
return isConcept | isIntangible;
|
||||
}
|
||||
@ -2611,7 +2611,7 @@ uint16 MemoryProto::containmentSet(void) {
|
||||
PsychProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 PsychProto::containmentSet(void) {
|
||||
uint16 PsychProto::containmentSet() {
|
||||
//Maybe I Could Use This ID And Call IntanobjProt For Setting IsIntangible
|
||||
return isPsych | isIntangible;
|
||||
}
|
||||
@ -2621,7 +2621,7 @@ uint16 PsychProto::containmentSet(void) {
|
||||
* ==================================================================== */
|
||||
|
||||
|
||||
uint16 SkillProto::containmentSet(void) {
|
||||
uint16 SkillProto::containmentSet() {
|
||||
//Maybe I Could Use This ID And Call IntanobjProt For Setting IsIntangible
|
||||
return isSkill | isIntangible;
|
||||
}
|
||||
@ -2737,7 +2737,7 @@ bool SkillProto::implementAction(SpellID dObj, ObjectID enactor, Location &loc)
|
||||
EnchantmentProto class
|
||||
* ==================================================================== */
|
||||
|
||||
uint16 EnchantmentProto::containmentSet(void) {
|
||||
uint16 EnchantmentProto::containmentSet() {
|
||||
return isEnchantment;
|
||||
}
|
||||
|
||||
@ -2788,7 +2788,7 @@ void EnchantmentProto::doBackgroundUpdate(GameObject *obj) {
|
||||
GeneratorProto
|
||||
* ======================================================================== */
|
||||
|
||||
uint16 GeneratorProto::containmentSet(void) {
|
||||
uint16 GeneratorProto::containmentSet() {
|
||||
return isIntangible;
|
||||
}
|
||||
|
||||
@ -2937,7 +2937,7 @@ bool IntangibleContainerProto::closeAction(ObjectID dObj, ObjectID) {
|
||||
return true;
|
||||
}
|
||||
|
||||
uint16 IntangibleContainerProto::containmentSet(void) {
|
||||
uint16 IntangibleContainerProto::containmentSet() {
|
||||
return isContainer | isIntangible;
|
||||
}
|
||||
/* ==================================================================== *
|
||||
|
@ -424,7 +424,7 @@ public:
|
||||
virtual ~ProtoObj() {}
|
||||
|
||||
// returns the containment type flags for this object
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
// returns true if this object can contain another object
|
||||
virtual bool canContain(ObjectID dObj, ObjectID item);
|
||||
@ -440,9 +440,9 @@ public:
|
||||
virtual bool isTwoHanded(ObjectID actor);
|
||||
|
||||
// Determine if this type of object is a missile
|
||||
virtual bool isMissile(void);
|
||||
virtual bool isMissile();
|
||||
|
||||
virtual ObjectID placeObject(void);
|
||||
virtual ObjectID placeObject();
|
||||
|
||||
// call the object's script
|
||||
bool invokeScript(scriptCallFrame &);
|
||||
@ -669,11 +669,11 @@ public:
|
||||
virtual GameObject *getSpell(ObjectID obj);
|
||||
|
||||
// Determine if this type of object can block an attack
|
||||
virtual bool canBlock(void);
|
||||
virtual bool canBlock();
|
||||
|
||||
// Return a mask of bits indicating the directions relative to the
|
||||
// wielders facing in which this object can defend
|
||||
virtual uint8 defenseDirMask(void);
|
||||
virtual uint8 defenseDirMask();
|
||||
|
||||
// Compute how much damage this defensive object will absorb
|
||||
virtual uint8 adjustDamage(uint8 damage);
|
||||
@ -697,7 +697,7 @@ public:
|
||||
return immunity & (1 << r);
|
||||
}
|
||||
|
||||
virtual bool makeSavingThrow(void) {
|
||||
virtual bool makeSavingThrow() {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -717,21 +717,21 @@ public:
|
||||
|
||||
// this is to determine size of containers
|
||||
public:
|
||||
virtual uint16 getViewableRows(void) {
|
||||
virtual uint16 getViewableRows() {
|
||||
return ViewableRows;
|
||||
}
|
||||
virtual uint16 getViewableCols(void) {
|
||||
virtual uint16 getViewableCols() {
|
||||
return ViewableCols;
|
||||
}
|
||||
virtual uint16 getMaxRows(void) {
|
||||
virtual uint16 getMaxRows() {
|
||||
return maxRows;
|
||||
}
|
||||
virtual uint16 getMaxCols(void) {
|
||||
virtual uint16 getMaxCols() {
|
||||
return maxCols;
|
||||
}
|
||||
|
||||
// this returns the type of charge an item can have
|
||||
int16 getChargeType(void) {
|
||||
int16 getChargeType() {
|
||||
return chargeType;
|
||||
}
|
||||
|
||||
@ -754,7 +754,7 @@ public:
|
||||
InventoryProto(ResourceObjectPrototype &proto) : ProtoObj(proto) {}
|
||||
virtual ~InventoryProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
virtual bool takeAction(ObjectID dObj, ObjectID enactor, int16 num = 1);
|
||||
|
||||
@ -809,7 +809,7 @@ public:
|
||||
PhysicalContainerProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
||||
virtual ~PhysicalContainerProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
virtual bool canContain(ObjectID dObj, ObjectID item);
|
||||
virtual bool canContainAt(
|
||||
@ -850,16 +850,16 @@ public:
|
||||
int16 num = 1);
|
||||
|
||||
public:
|
||||
virtual uint16 getViewableRows(void) {
|
||||
virtual uint16 getViewableRows() {
|
||||
return ViewableRows;
|
||||
}
|
||||
virtual uint16 getViewableCols(void) {
|
||||
virtual uint16 getViewableCols() {
|
||||
return ViewableCols;
|
||||
}
|
||||
virtual uint16 getMaxRows(void) {
|
||||
virtual uint16 getMaxRows() {
|
||||
return maxRows;
|
||||
}
|
||||
virtual uint16 getMaxCols(void) {
|
||||
virtual uint16 getMaxCols() {
|
||||
return maxCols;
|
||||
}
|
||||
|
||||
@ -905,7 +905,7 @@ public:
|
||||
BottleProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
||||
virtual ~BottleProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
// Drink From Bottle
|
||||
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
||||
@ -924,7 +924,7 @@ public:
|
||||
FoodProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
||||
virtual ~FoodProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
// Eat it
|
||||
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
||||
@ -943,7 +943,7 @@ public:
|
||||
WearableProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
||||
virtual ~WearableProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
};
|
||||
|
||||
/* ======================================================================== *
|
||||
@ -964,11 +964,11 @@ public:
|
||||
WeaponProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
||||
virtual ~WeaponProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
// return the address of the sprite when held in hand
|
||||
virtual Sprite *getOrientedSprite(GameObject *obj, int16 offset);
|
||||
weaponID getWeaponID(void);
|
||||
weaponID getWeaponID();
|
||||
|
||||
// Returns true if object in continuous use.
|
||||
bool isObjectBeingUsed(GameObject *obj);
|
||||
@ -1023,10 +1023,10 @@ public:
|
||||
ObjectID defender,
|
||||
ObjectID attacker);
|
||||
// Melee weapons can block attacks
|
||||
virtual bool canBlock(void);
|
||||
virtual bool canBlock();
|
||||
// Return a mask of bits indicating the directions relative to the
|
||||
// wielders facing in which this object can defend
|
||||
virtual uint8 defenseDirMask(void);
|
||||
virtual uint8 defenseDirMask();
|
||||
|
||||
// Determine if the specified object's 'use' slot is available within
|
||||
// the specified actor
|
||||
@ -1178,7 +1178,7 @@ public:
|
||||
bool isObjectBeingUsed(GameObject *obj);
|
||||
|
||||
// Projectiles are missiles
|
||||
virtual bool isMissile(void);
|
||||
virtual bool isMissile();
|
||||
|
||||
// Rate this weapon's goodness for a specified attack situation
|
||||
virtual uint8 weaponRating(
|
||||
@ -1226,7 +1226,7 @@ public:
|
||||
ArmorProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
||||
virtual ~ArmorProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
||||
|
||||
@ -1253,7 +1253,7 @@ public:
|
||||
ShieldProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
||||
virtual ~ShieldProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
virtual bool useAction(ObjectID dObj, ObjectID enactor);
|
||||
|
||||
@ -1273,10 +1273,10 @@ public:
|
||||
ObjectID defensiveObj,
|
||||
ObjectID defender,
|
||||
ObjectID attacker);
|
||||
virtual bool canBlock(void);
|
||||
virtual bool canBlock();
|
||||
// Return a mask of bits indicating the directions relative to the
|
||||
// wielders facing in which this object can defend
|
||||
virtual uint8 defenseDirMask(void);
|
||||
virtual uint8 defenseDirMask();
|
||||
|
||||
// Returns true if object in continuous use.
|
||||
bool isObjectBeingUsed(GameObject *obj);
|
||||
@ -1328,7 +1328,7 @@ public:
|
||||
DocumentProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
|
||||
virtual ~DocumentProto() {}
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
|
||||
//BookDoc
|
||||
//ScrollDoc
|
||||
@ -1421,8 +1421,8 @@ public:
|
||||
ObjectID droppedObj,
|
||||
int count);
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual ObjectID placeObject(void);
|
||||
virtual uint16 containmentSet();
|
||||
virtual ObjectID placeObject();
|
||||
|
||||
// Creates a color translation table for this object
|
||||
virtual void getColorTranslation(ColorTable map);
|
||||
@ -1444,7 +1444,7 @@ public:
|
||||
virtual ~IdeaProto() {}
|
||||
|
||||
//Talk To A Person
|
||||
uint16 containmentSet(void);
|
||||
uint16 containmentSet();
|
||||
|
||||
};
|
||||
|
||||
@ -1461,7 +1461,7 @@ public:
|
||||
virtual ~MemoryProto() {}
|
||||
|
||||
//Get Info On Person Your Talking To
|
||||
uint16 containmentSet(void);
|
||||
uint16 containmentSet();
|
||||
|
||||
};
|
||||
|
||||
@ -1478,7 +1478,7 @@ public:
|
||||
virtual ~PsychProto() {}
|
||||
|
||||
//Get Explanation Of Icon
|
||||
uint16 containmentSet(void);
|
||||
uint16 containmentSet();
|
||||
|
||||
};
|
||||
|
||||
@ -1526,8 +1526,8 @@ public:
|
||||
virtual bool implementAction(SpellID dObj, ObjectID enactor, ObjectID withObj);
|
||||
virtual bool implementAction(SpellID dObj, ObjectID enactor, ActiveItem *item);
|
||||
virtual bool implementAction(SpellID dObj, ObjectID enactor, Location &loc);
|
||||
uint16 containmentSet(void);
|
||||
SpellID getSpellID(void) {
|
||||
uint16 containmentSet();
|
||||
SpellID getSpellID() {
|
||||
return (SpellID) lockType;
|
||||
}
|
||||
|
||||
@ -1553,7 +1553,7 @@ public:
|
||||
// virtual bool acceptLockToggle( ObjectID dObj, ObjectID enactor, uint8 keyCode );
|
||||
|
||||
// virtual ContainerWindow *makeWindow( GameObject *Obj );
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
};
|
||||
|
||||
/* ======================================================================== *
|
||||
@ -1656,7 +1656,7 @@ public:
|
||||
// Do the background processing, if needed, for this object.
|
||||
void doBackgroundUpdate(GameObject *obj);
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
};
|
||||
|
||||
/* ======================================================================== *
|
||||
@ -1673,7 +1673,7 @@ public:
|
||||
|
||||
//Base class for monster, encounter, and mission generators
|
||||
|
||||
virtual uint16 containmentSet(void);
|
||||
virtual uint16 containmentSet();
|
||||
};
|
||||
|
||||
/* ======================================================================== *
|
||||
|
@ -36,7 +36,7 @@ namespace Saga2 {
|
||||
* ===================================================================== */
|
||||
|
||||
// Initialize the state of the current palette and fade up/down.
|
||||
void initPaletteState(void);
|
||||
void initPaletteState();
|
||||
// Save the current state of the current palette and fade up/down in
|
||||
// a save file.
|
||||
void savePaletteState(Common::OutSaveFile *outS);
|
||||
@ -44,7 +44,7 @@ void savePaletteState(Common::OutSaveFile *outS);
|
||||
// up/down from a save file.
|
||||
void loadPaletteState(Common::InSaveFile *in);
|
||||
// Cleanup the palette
|
||||
inline void cleanupPaletteState(void) { /* do nothing */ }
|
||||
inline void cleanupPaletteState() { /* do nothing */ }
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -120,7 +120,7 @@ gPanel::~gPanel() {
|
||||
if (this == g_vm->_toolBase->activePanel)
|
||||
g_vm->_toolBase->activePanel = NULL;
|
||||
}
|
||||
void gPanel::draw(void) {}
|
||||
void gPanel::draw() {}
|
||||
void gPanel::drawClipped(gPort &, const Point16 &, const Rect16 &) {}
|
||||
void gPanel::pointerMove(gPanelMessage &) {}
|
||||
bool gPanel::pointerHit(gPanelMessage &) {
|
||||
@ -135,7 +135,7 @@ bool gPanel::keyStroke(gPanelMessage &) {
|
||||
return false;
|
||||
}
|
||||
void gPanel::timerTick(gPanelMessage &) {}
|
||||
void gPanel::onMouseHintDelay(void) {}
|
||||
void gPanel::onMouseHintDelay() {}
|
||||
|
||||
void gPanel::enable(bool abled) {
|
||||
enabled = abled ? 1 : 0;
|
||||
@ -149,7 +149,7 @@ void gPanel::ghost(bool b) {
|
||||
ghosted = b ? 1 : 0;
|
||||
}
|
||||
|
||||
bool gPanel::isActive(void) {
|
||||
bool gPanel::isActive() {
|
||||
return (this == g_vm->_toolBase->activePanel);
|
||||
}
|
||||
|
||||
@ -171,11 +171,11 @@ bool gPanel::activate(gEventType) {
|
||||
return false;
|
||||
}
|
||||
|
||||
void gPanel::deactivate(void) {
|
||||
void gPanel::deactivate() {
|
||||
if (isActive()) g_vm->_toolBase->activePanel = NULL;
|
||||
}
|
||||
|
||||
void gPanel::makeActive(void) {
|
||||
void gPanel::makeActive() {
|
||||
g_vm->_toolBase->setActive(this);
|
||||
}
|
||||
|
||||
@ -280,7 +280,7 @@ gPanelList::~gPanelList() {
|
||||
window.contents.remove(this);
|
||||
}
|
||||
|
||||
void gPanelList::removeControls(void) {
|
||||
void gPanelList::removeControls() {
|
||||
gPanel *ctl;
|
||||
|
||||
// Delete all sub-panels.
|
||||
@ -315,7 +315,7 @@ void gPanelList::invalidate(Rect16 *) {
|
||||
}
|
||||
}
|
||||
|
||||
void gPanelList::draw(void) {
|
||||
void gPanelList::draw() {
|
||||
gPanel *ctl;
|
||||
|
||||
if (displayEnabled())
|
||||
@ -427,7 +427,7 @@ gWindow::~gWindow() {
|
||||
// delete backSave;
|
||||
}
|
||||
|
||||
bool gWindow::open(void) {
|
||||
bool gWindow::open() {
|
||||
if (isOpen()) return true;
|
||||
|
||||
// Send a "pointer-leave" message to mouse panel.
|
||||
@ -448,7 +448,7 @@ bool gWindow::open(void) {
|
||||
return true;
|
||||
}
|
||||
|
||||
void gWindow::close(void) {
|
||||
void gWindow::close() {
|
||||
//saver.onExit(this);
|
||||
if (!isOpen()) return;
|
||||
|
||||
@ -473,7 +473,7 @@ void gWindow::close(void) {
|
||||
|
||||
// Move the window to the front...
|
||||
|
||||
void gWindow::toFront(void) { // re-order the windows
|
||||
void gWindow::toFront() { // re-order the windows
|
||||
if (!isOpen()) return;
|
||||
|
||||
g_vm->_toolBase->windowList.remove(this);
|
||||
@ -486,7 +486,7 @@ void gWindow::toFront(void) { // re-order the windows
|
||||
update(_extent);
|
||||
}
|
||||
|
||||
bool gWindow::isModal(void) {
|
||||
bool gWindow::isModal() {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -522,7 +522,7 @@ void gWindow::setExtent(const Rect16 &r) {
|
||||
}
|
||||
|
||||
// insert window into window list
|
||||
void gWindow::insert(void) {
|
||||
void gWindow::insert() {
|
||||
g_vm->_toolBase->windowList.push_front(this);
|
||||
}
|
||||
|
||||
@ -530,7 +530,7 @@ void gWindow::insert(void) {
|
||||
// REM: Need to either adjuct coords when we draw OR
|
||||
// redefine the address of the pixel map.
|
||||
|
||||
void gWindow::deactivate(void) {
|
||||
void gWindow::deactivate() {
|
||||
selected = 0;
|
||||
gPanel::deactivate();
|
||||
}
|
||||
@ -564,7 +564,7 @@ void gWindow::pointerRelease(gPanelMessage &) {
|
||||
deactivate();
|
||||
}
|
||||
|
||||
void gWindow::draw(void) {
|
||||
void gWindow::draw() {
|
||||
if (displayEnabled())
|
||||
gPanelList::draw();
|
||||
}
|
||||
@ -670,7 +670,7 @@ gPanel *gControl::keyTest(int16 key) {
|
||||
// "clipped" one, and the normal draw routine just calls
|
||||
// drawClipped with the main port.
|
||||
|
||||
void gControl::draw(void) {
|
||||
void gControl::draw() {
|
||||
g_vm->_pointer->hide(window.windowPort, _extent);
|
||||
if (displayEnabled())
|
||||
drawClipped(*globalPort,
|
||||
@ -694,7 +694,7 @@ bool gGenericControl::activate(gEventType) {
|
||||
return true;
|
||||
}
|
||||
|
||||
void gGenericControl::deactivate(void) {
|
||||
void gGenericControl::deactivate() {
|
||||
selected = 0;
|
||||
gPanel::deactivate();
|
||||
}
|
||||
@ -727,7 +727,7 @@ void gGenericControl::pointerRelease(gPanelMessage &) {
|
||||
}
|
||||
|
||||
// Generic control has no rendering code.
|
||||
void gGenericControl::draw(void) {
|
||||
void gGenericControl::draw() {
|
||||
}
|
||||
|
||||
/* ===================================================================== *
|
||||
@ -988,7 +988,7 @@ void gToolBase::handleMouse(Common::Event &event, uint32 time) {
|
||||
prevState = _curMouseState;
|
||||
}
|
||||
|
||||
void gToolBase::leavePanel(void) {
|
||||
void gToolBase::leavePanel() {
|
||||
msg.timeStamp = g_system->getMillis();
|
||||
|
||||
if (mousePanel) {
|
||||
@ -1101,14 +1101,14 @@ void initPanels(gDisplayPort &port) {
|
||||
mainFont = &Helv11Font;
|
||||
}
|
||||
|
||||
void cleanupPanels(void) {
|
||||
void cleanupPanels() {
|
||||
}
|
||||
|
||||
int16 leftButtonState(void) {
|
||||
int16 leftButtonState() {
|
||||
return g_vm->_toolBase->msg.leftButton;
|
||||
}
|
||||
|
||||
int16 rightButtonState(void) {
|
||||
int16 rightButtonState() {
|
||||
return g_vm->_toolBase->msg.rightButton;
|
||||
}
|
||||
|
||||
|
@ -161,7 +161,7 @@ protected:
|
||||
virtual void pointerRelease(gPanelMessage &msg);
|
||||
virtual bool keyStroke(gPanelMessage &msg);
|
||||
virtual void timerTick(gPanelMessage &msg);
|
||||
virtual void onMouseHintDelay(void);
|
||||
virtual void onMouseHintDelay();
|
||||
|
||||
void notify(enum gEventType, int32 value);
|
||||
void notify(gEvent &ev) {
|
||||
@ -171,10 +171,10 @@ protected:
|
||||
|
||||
|
||||
public:
|
||||
bool isActive(void); // true if we are active panel
|
||||
bool isActive(); // true if we are active panel
|
||||
virtual bool activate(gEventType why); // activate the control
|
||||
virtual void deactivate(void); // deactivate the control
|
||||
virtual void draw(void); // redraw the panel.
|
||||
virtual void deactivate(); // deactivate the control
|
||||
virtual void draw(); // redraw the panel.
|
||||
virtual void enable(bool abled);
|
||||
virtual void select(uint16 selected);
|
||||
virtual void ghost(bool ghosted);
|
||||
@ -191,20 +191,20 @@ public:
|
||||
const Rect16 &r);
|
||||
|
||||
// void setCommand( AppFunc *func ) { command = func; }
|
||||
gWindow *getWindow(void) {
|
||||
gWindow *getWindow() {
|
||||
return &window;
|
||||
}
|
||||
void makeActive(void);
|
||||
Rect16 getExtent(void) {
|
||||
void makeActive();
|
||||
Rect16 getExtent() {
|
||||
return _extent;
|
||||
}
|
||||
bool isSelected(void) {
|
||||
bool isSelected() {
|
||||
return selected != 0;
|
||||
}
|
||||
bool isGhosted(void) {
|
||||
bool isGhosted() {
|
||||
return ghosted != 0;
|
||||
}
|
||||
bool getEnabled(void) const {
|
||||
bool getEnabled() const {
|
||||
return (bool) enabled;
|
||||
}
|
||||
void show(bool shown = true, bool inval = true) {
|
||||
@ -279,11 +279,11 @@ public:
|
||||
|
||||
gPanel *hitTest(const Point16 &p);
|
||||
gPanel *keyTest(int16 key);
|
||||
void removeControls(void);
|
||||
void removeControls();
|
||||
|
||||
public:
|
||||
void invalidate(Rect16 *area = nullptr);
|
||||
void draw(void); // redraw the controls
|
||||
void draw(); // redraw the controls
|
||||
void drawClipped(
|
||||
gPort &port,
|
||||
const Point16 &offset,
|
||||
@ -344,7 +344,7 @@ protected:
|
||||
|
||||
private:
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
|
||||
void pointerMove(gPanelMessage &msg);
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
@ -362,23 +362,23 @@ private:
|
||||
static StaticRect dragExtent; // dragging extent
|
||||
static StaticPoint16 dragOffset; // offset to window origin
|
||||
|
||||
void shadow(void);
|
||||
void shadow();
|
||||
|
||||
public:
|
||||
void setExtent(const Rect16 &); // set window position and size
|
||||
Rect16 getExtent(void) {
|
||||
Rect16 getExtent() {
|
||||
return _extent; // set window position and size
|
||||
}
|
||||
protected:
|
||||
void setPos(Point16 pos); // set window position
|
||||
void insert(void); // insert window into window list
|
||||
virtual void toFront(void); // re-order the windows
|
||||
void insert(); // insert window into window list
|
||||
virtual void toFront(); // re-order the windows
|
||||
|
||||
public:
|
||||
bool isOpen(void) {
|
||||
bool isOpen() {
|
||||
return openFlag; // true if window is visible
|
||||
}
|
||||
void draw(void); // redraw the panel.
|
||||
void draw(); // redraw the panel.
|
||||
void drawClipped(
|
||||
gPort &port,
|
||||
const Point16 &offset,
|
||||
@ -394,9 +394,9 @@ public:
|
||||
void enable(bool abled);
|
||||
void select(uint16 sel); // activate the window
|
||||
|
||||
virtual bool open(void);
|
||||
virtual void close(void);
|
||||
virtual bool isModal(void);
|
||||
virtual bool open();
|
||||
virtual void close();
|
||||
virtual bool isModal();
|
||||
|
||||
// Update a region of a window, and all floaters which
|
||||
// might be above that window.
|
||||
@ -427,7 +427,7 @@ public:
|
||||
void ghost(bool ghosted);
|
||||
// virtual void newValue( void );
|
||||
|
||||
void draw(void); // redraw the control.
|
||||
void draw(); // redraw the control.
|
||||
};
|
||||
|
||||
/* ===================================================================== *
|
||||
@ -441,7 +441,7 @@ public:
|
||||
gGenericControl(gPanelList &, const Rect16 &, uint16, AppFunc *cmd = NULL);
|
||||
|
||||
// Disable double click for next mouse click
|
||||
void disableDblClick(void) {
|
||||
void disableDblClick() {
|
||||
dblClickFlag = true;
|
||||
}
|
||||
|
||||
@ -452,14 +452,14 @@ public:
|
||||
|
||||
protected:
|
||||
bool activate(gEventType why); // activate the control
|
||||
void deactivate(void);
|
||||
void deactivate();
|
||||
|
||||
void pointerMove(gPanelMessage &msg);
|
||||
bool pointerHit(gPanelMessage &msg);
|
||||
void pointerDrag(gPanelMessage &msg);
|
||||
void pointerRelease(gPanelMessage &msg);
|
||||
|
||||
void draw(void); // redraw the control.
|
||||
void draw(); // redraw the control.
|
||||
};
|
||||
|
||||
|
||||
@ -474,10 +474,10 @@ class gToolBase {
|
||||
friend class gWindow;
|
||||
friend class gPanel;
|
||||
friend void EventLoop(bool &running);
|
||||
friend int16 leftButtonState(void);
|
||||
friend int16 rightButtonState(void);
|
||||
friend void StageModeCleanup(void);
|
||||
friend void TileModeCleanup(void);
|
||||
friend int16 leftButtonState();
|
||||
friend int16 rightButtonState();
|
||||
friend void StageModeCleanup();
|
||||
friend void TileModeCleanup();
|
||||
friend void dumpGBASE(char *msg);
|
||||
|
||||
// windows
|
||||
@ -531,21 +531,21 @@ private:
|
||||
|
||||
public:
|
||||
void setActive(gPanel *newActive);
|
||||
void leavePanel(void); // we're changing windows
|
||||
void leavePanel(); // we're changing windows
|
||||
public:
|
||||
void handleMouse(Common::Event &event, uint32 time);
|
||||
void handleKeyStroke(Common::Event &event);
|
||||
void handleTimerTick(int32 tick);
|
||||
Common::List<gWindow *>::iterator topWindowIterator(void) {
|
||||
Common::List<gWindow *>::iterator topWindowIterator() {
|
||||
return windowList.end();
|
||||
}
|
||||
Common::List<gWindow *>::iterator bottomWindowIterator(void) {
|
||||
Common::List<gWindow *>::iterator bottomWindowIterator() {
|
||||
return windowList.reverse_begin();
|
||||
}
|
||||
gWindow *topWindow(void) {
|
||||
gWindow *topWindow() {
|
||||
return windowList.front();
|
||||
}
|
||||
gWindow *bottomWindow(void) {
|
||||
gWindow *bottomWindow() {
|
||||
return windowList.back();
|
||||
}
|
||||
bool isMousePanel(gPanel *p) {
|
||||
@ -559,12 +559,12 @@ public:
|
||||
|
||||
void EventLoop(bool &running);
|
||||
void initPanels(gDisplayPort &port);
|
||||
void cleanupPanels(void);
|
||||
void cleanupPanels();
|
||||
|
||||
//void writeHelpLine( char *msg, ... );
|
||||
|
||||
int16 leftButtonState(void);
|
||||
int16 rightButtonState(void);
|
||||
int16 leftButtonState();
|
||||
int16 rightButtonState();
|
||||
|
||||
// Kludge structure to contain both a mouse event and a time stamp
|
||||
struct MouseExtState {
|
||||
|
@ -481,7 +481,7 @@ private:
|
||||
// The cell array
|
||||
PathCell array[chunkTileDiameter][chunkTileDiameter];
|
||||
|
||||
PathArrayChunk(void) : mask(0) {}
|
||||
PathArrayChunk() : mask(0) {}
|
||||
};
|
||||
|
||||
// Master array of chunk pointers
|
||||
@ -492,10 +492,10 @@ public:
|
||||
class CellAllocationFailure {};
|
||||
|
||||
// Constructor
|
||||
PathArray(void);
|
||||
PathArray();
|
||||
|
||||
// Destructor
|
||||
~PathArray(void);
|
||||
~PathArray();
|
||||
|
||||
// Make a new cell or access an existing cell. If the specified
|
||||
// cell already exists *newCell will be set to false, else it will
|
||||
@ -511,11 +511,11 @@ public:
|
||||
void deleteCell(int plat, int uCoord, int vCoord);
|
||||
|
||||
// Delete all existing cells
|
||||
void reset(void);
|
||||
void reset();
|
||||
};
|
||||
|
||||
// Constructor
|
||||
PathArray::PathArray(void) {
|
||||
PathArray::PathArray() {
|
||||
int plat, chunkU, chunkV;
|
||||
|
||||
for (plat = 0; plat < maxPlatforms; plat++) {
|
||||
@ -527,7 +527,7 @@ PathArray::PathArray(void) {
|
||||
}
|
||||
|
||||
// Destructor
|
||||
PathArray::~PathArray(void) {
|
||||
PathArray::~PathArray() {
|
||||
reset();
|
||||
}
|
||||
|
||||
@ -631,7 +631,7 @@ void PathArray::deleteCell(int plat, int uCoord, int vCoord) {
|
||||
}
|
||||
|
||||
// Delete all existing cells
|
||||
void PathArray::reset(void) {
|
||||
void PathArray::reset() {
|
||||
int plat, chunkU, chunkV;
|
||||
|
||||
for (plat = 0; plat < maxPlatforms; plat++) {
|
||||
@ -727,7 +727,7 @@ private:
|
||||
int16 arraySize;
|
||||
|
||||
public:
|
||||
MaskComputer(void) : arraySize(0) {
|
||||
MaskComputer() : arraySize(0) {
|
||||
for (int i = 0; i < 8; i++)
|
||||
ptrArray[i] = nullptr;
|
||||
}
|
||||
@ -1141,15 +1141,15 @@ public:
|
||||
path = nullptr;
|
||||
}
|
||||
|
||||
void requestAbort(void) {
|
||||
void requestAbort() {
|
||||
flags |= aborted;
|
||||
}
|
||||
|
||||
virtual void initialize(void);
|
||||
virtual void finish(void); // completion method
|
||||
virtual void abortReq(void); // abnormal termination method
|
||||
virtual void initialize();
|
||||
virtual void finish(); // completion method
|
||||
virtual void abortReq(); // abnormal termination method
|
||||
|
||||
PathResult findPath(void);
|
||||
PathResult findPath();
|
||||
|
||||
// Set and evaluate a new center location.
|
||||
virtual bool setCenter(
|
||||
@ -1173,7 +1173,7 @@ public:
|
||||
virtual int16 evaluateMove(const TilePoint &testPt, uint8 testPlatform) = 0;
|
||||
|
||||
// NEW added by Evan 12/3
|
||||
virtual bool timeLimitExceeded(void);
|
||||
virtual bool timeLimitExceeded();
|
||||
|
||||
};
|
||||
|
||||
@ -1202,7 +1202,7 @@ public:
|
||||
DestinationPathRequest(Actor *a, int16 howSmart);
|
||||
|
||||
// Initialize the static data members for this path request.
|
||||
void initialize(void);
|
||||
void initialize();
|
||||
|
||||
// Set and evaluate a new center location.
|
||||
bool setCenter(
|
||||
@ -1252,7 +1252,7 @@ public:
|
||||
WanderPathRequest(Actor *a, int16 howSmart);
|
||||
|
||||
// Initialize the static data members
|
||||
void initialize(void);
|
||||
void initialize();
|
||||
|
||||
// Set and evaluate a new center location.
|
||||
bool setCenter(
|
||||
@ -1398,7 +1398,7 @@ PathRequest::PathRequest(Actor *a, int16 howSmart) {
|
||||
mTask->pathFindTask = this;
|
||||
}
|
||||
|
||||
void PathRequest::initialize(void) {
|
||||
void PathRequest::initialize() {
|
||||
ProtoObj *proto = actor->proto();
|
||||
TilePoint startingCoords = actor->getLocation();
|
||||
int uCoord, vCoord;
|
||||
@ -1590,7 +1590,7 @@ big_break:
|
||||
}
|
||||
}
|
||||
|
||||
void PathRequest::finish(void) {
|
||||
void PathRequest::finish() {
|
||||
Direction prevDir;
|
||||
int16 prevHeight = 0;
|
||||
TilePoint *resultSteps = path,
|
||||
@ -1672,7 +1672,7 @@ void PathRequest::finish(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void PathRequest::abortReq(void) {
|
||||
void PathRequest::abortReq() {
|
||||
debugC(4, kDebugPath, "Aborting Path Request: %p", (void *)this);
|
||||
|
||||
if (mTask->pathFindTask == this)
|
||||
@ -1680,7 +1680,7 @@ void PathRequest::abortReq(void) {
|
||||
}
|
||||
|
||||
|
||||
PathResult PathRequest::findPath(void) {
|
||||
PathResult PathRequest::findPath() {
|
||||
assert(cellArray != nullptr);
|
||||
|
||||
static const uint8 costTable[] = {4, 10, 12, 16, 12, 10, 4, 0, 4, 10, 12, 16, 12, 10, 4, 0};
|
||||
@ -2044,7 +2044,7 @@ big_continue:
|
||||
// usually get (72/2)+(100/10) or 46 ticks.
|
||||
|
||||
|
||||
bool PathRequest::timeLimitExceeded(void) {
|
||||
bool PathRequest::timeLimitExceeded() {
|
||||
#ifdef OLD_PATHFINDER_TIME_MGMT
|
||||
return (gameTime - firstTick >= timeLimit);
|
||||
#else
|
||||
@ -2073,7 +2073,7 @@ DestinationPathRequest::DestinationPathRequest(Actor *a, int16 howSmart) :
|
||||
}
|
||||
|
||||
// Initialize the static data members
|
||||
void DestinationPathRequest::initialize(void) {
|
||||
void DestinationPathRequest::initialize() {
|
||||
debugC(2, kDebugPath, "Initializing Path Request: %p", (void *)this);
|
||||
|
||||
PathRequest::initialize();
|
||||
@ -2204,7 +2204,7 @@ WanderPathRequest::WanderPathRequest(
|
||||
}
|
||||
|
||||
// Initialize the static data members
|
||||
void WanderPathRequest::initialize(void) {
|
||||
void WanderPathRequest::initialize() {
|
||||
PathRequest::initialize();
|
||||
|
||||
// Initialize bestDist to zero.
|
||||
@ -2281,7 +2281,7 @@ int16 WanderPathRequest::evaluateMove(const TilePoint &testPt, uint8) {
|
||||
return (centerCost - (dist + zDist)) >> 1;
|
||||
}
|
||||
|
||||
void runPathFinder(void) {
|
||||
void runPathFinder() {
|
||||
if (currentRequest == nullptr && !g_vm->_pathQueue.empty()) {
|
||||
currentRequest = g_vm->_pathQueue.front();
|
||||
g_vm->_pathQueue.pop_front();
|
||||
@ -2933,7 +2933,7 @@ bool checkPath(
|
||||
Path finder management functions
|
||||
* ===================================================================== */
|
||||
|
||||
void initPathFinder(void) {
|
||||
void initPathFinder() {
|
||||
queue = new PriorityQueue<QueueItem, 192>;
|
||||
squeue = new PriorityQueue<QueueItem, 128>;
|
||||
objectVolumeArray = new TileRegion[128];
|
||||
@ -2944,7 +2944,7 @@ void initPathFinder(void) {
|
||||
PathRequest::tileArray = new PathTileRegion;
|
||||
}
|
||||
|
||||
void cleanupPathFinder(void) {
|
||||
void cleanupPathFinder() {
|
||||
if (pathTileArray) {
|
||||
free(pathTileArray);
|
||||
pathTileArray = nullptr;
|
||||
|
@ -119,7 +119,7 @@ void PatrolRouteIterator::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Increment the waypoint index
|
||||
void PatrolRouteIterator::increment(void) {
|
||||
void PatrolRouteIterator::increment() {
|
||||
const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
|
||||
|
||||
_vertexNo++;
|
||||
@ -138,7 +138,7 @@ void PatrolRouteIterator::increment(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Decrement the waypoint index
|
||||
void PatrolRouteIterator::decrement(void) {
|
||||
void PatrolRouteIterator::decrement() {
|
||||
const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
|
||||
|
||||
_vertexNo--;
|
||||
@ -157,7 +157,7 @@ void PatrolRouteIterator::decrement(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Increment the waypoint index in the alternate direction
|
||||
void PatrolRouteIterator::altIncrement(void) {
|
||||
void PatrolRouteIterator::altIncrement() {
|
||||
const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
|
||||
|
||||
_vertexNo++;
|
||||
@ -172,7 +172,7 @@ void PatrolRouteIterator::altIncrement(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Decrement the waypoint index in the alternate direction
|
||||
void PatrolRouteIterator::altDecrement(void) {
|
||||
void PatrolRouteIterator::altDecrement() {
|
||||
const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
|
||||
|
||||
_vertexNo--;
|
||||
@ -187,13 +187,13 @@ void PatrolRouteIterator::altDecrement(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the coordinates of the current waypoint
|
||||
const TilePoint PatrolRouteIterator::operator*(void) const {
|
||||
const TilePoint PatrolRouteIterator::operator*() const {
|
||||
const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
|
||||
|
||||
return _vertexNo >= 0 && _vertexNo < route.vertices() ? route[_vertexNo] : Nowhere;
|
||||
}
|
||||
|
||||
const PatrolRouteIterator &PatrolRouteIterator::operator++(void) {
|
||||
const PatrolRouteIterator &PatrolRouteIterator::operator++() {
|
||||
const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
|
||||
|
||||
if (_vertexNo >= 0 && _vertexNo < route.vertices()) {
|
||||
@ -219,7 +219,7 @@ const PatrolRouteIterator &PatrolRouteIterator::operator++(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Load the patrol routes from the resource file
|
||||
void initPatrolRoutes(void) {
|
||||
void initPatrolRoutes() {
|
||||
// Get patrol route resource context
|
||||
hResContext *patrolRouteRes = auxResFile->newContext(MKTAG('P', 'T', 'R', 'L'), "patrol route resource");
|
||||
if (patrolRouteRes == nullptr || !patrolRouteRes->_valid)
|
||||
@ -254,7 +254,7 @@ void initPatrolRoutes(void) {
|
||||
auxResFile->disposeContext(patrolRouteRes);
|
||||
}
|
||||
|
||||
void cleanupPatrolRoutes(void) {
|
||||
void cleanupPatrolRoutes() {
|
||||
if (!patrolRouteList)
|
||||
return;
|
||||
|
||||
|
@ -51,7 +51,7 @@ public:
|
||||
~PatrolRoute();
|
||||
|
||||
// Return the number of way points
|
||||
int16 vertices(void) const {
|
||||
int16 vertices() const {
|
||||
return _wayPoints;
|
||||
}
|
||||
|
||||
@ -70,8 +70,8 @@ public:
|
||||
// beginning of the patrol route data.
|
||||
|
||||
class PatrolRouteList {
|
||||
friend void initPatrolRoutes(void);
|
||||
friend void cleanupPatrolRoutes(void);
|
||||
friend void initPatrolRoutes();
|
||||
friend void cleanupPatrolRoutes();
|
||||
|
||||
int16 _numRoutes;
|
||||
PatrolRoute **_routes;
|
||||
@ -81,7 +81,7 @@ public:
|
||||
~PatrolRouteList();
|
||||
|
||||
// Returns the number of patrol routes in the list
|
||||
int16 routes(void) {
|
||||
int16 routes() {
|
||||
return _numRoutes;
|
||||
}
|
||||
|
||||
@ -128,27 +128,27 @@ public:
|
||||
void write(Common::MemoryWriteStreamDynamic *out) const;
|
||||
|
||||
private:
|
||||
void increment(void); // Increment waypoint index
|
||||
void decrement(void); // Decrement waypoint index
|
||||
void altIncrement(void); // Increment in alternate direction
|
||||
void altDecrement(void); // Decrement in alternate direction
|
||||
void increment(); // Increment waypoint index
|
||||
void decrement(); // Decrement waypoint index
|
||||
void altIncrement(); // Increment in alternate direction
|
||||
void altDecrement(); // Decrement in alternate direction
|
||||
|
||||
public:
|
||||
// Determine if the iterator will repeat infinitely
|
||||
bool isRepeating(void) const {
|
||||
bool isRepeating() const {
|
||||
return _flags & (patrolRouteRepeat | patrolRouteRandom);
|
||||
}
|
||||
|
||||
// Return the current way point number
|
||||
int16 wayPointNum(void) const {
|
||||
int16 wayPointNum() const {
|
||||
return _vertexNo;
|
||||
}
|
||||
|
||||
// Return the coordinates of the current waypoint
|
||||
const TilePoint operator*(void) const;
|
||||
const TilePoint operator*() const;
|
||||
|
||||
// Iterate
|
||||
const PatrolRouteIterator &operator++(void);
|
||||
const PatrolRouteIterator &operator++();
|
||||
|
||||
// Determine if this iterator is equivalent to the specified iterator
|
||||
bool operator==(const PatrolRouteIterator &iter) const {
|
||||
@ -162,10 +162,10 @@ public:
|
||||
* ===================================================================== */
|
||||
|
||||
// Load the patrol routes from the resource file
|
||||
void initPatrolRoutes(void);
|
||||
void initPatrolRoutes();
|
||||
|
||||
// Cleanup the patrol routes
|
||||
void cleanupPatrolRoutes(void);
|
||||
void cleanupPatrolRoutes();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -43,7 +43,7 @@ extern ReadyContainerView *TrioCviews[kNumViews];
|
||||
extern ReadyContainerView *indivCviewTop, *indivCviewBot;
|
||||
extern ContainerNode *indivReadyNode;
|
||||
|
||||
void updateMainDisplay(void);
|
||||
void updateMainDisplay();
|
||||
|
||||
TilePoint selectNearbySite(
|
||||
ObjectID worldID,
|
||||
@ -74,7 +74,7 @@ bool brotherBandingEnabled;
|
||||
//-----------------------------------------------------------------------
|
||||
// Resolve the banding state of this actor
|
||||
|
||||
void PlayerActor::resolveBanding(void) {
|
||||
void PlayerActor::resolveBanding() {
|
||||
Actor *follower = getActor();
|
||||
Actor *centerActor_ = getCenterActor();
|
||||
|
||||
@ -96,7 +96,7 @@ void PlayerActor::resolveBanding(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Re-evaluate the portrait type for this player actor
|
||||
|
||||
void PlayerActor::recalcPortraitType(void) {
|
||||
void PlayerActor::recalcPortraitType() {
|
||||
PortraitType pType;
|
||||
Actor *a = getActor();
|
||||
ActorAttributes &stats = getBaseStats();
|
||||
@ -123,14 +123,14 @@ void PlayerActor::recalcPortraitType(void) {
|
||||
}
|
||||
|
||||
|
||||
void PlayerActor::recoveryUpdate(void) { // change name to recovery update
|
||||
void PlayerActor::recoveryUpdate() { // change name to recovery update
|
||||
manaUpdate();
|
||||
AttribUpdate();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void PlayerActor::AttribUpdate(void) {
|
||||
void PlayerActor::AttribUpdate() {
|
||||
// get the actor pointer for this character
|
||||
Actor *actor = getActor();
|
||||
|
||||
@ -177,7 +177,7 @@ void PlayerActor::stdAttribUpdate(uint8 &stat, uint8 baseStat, int16 index) {
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerActor::manaUpdate(void) {
|
||||
void PlayerActor::manaUpdate() {
|
||||
const int numManas = 6;
|
||||
const int minMana = 0;
|
||||
|
||||
@ -467,7 +467,7 @@ uint8 PlayerActor::getStatIndex(SkillProto *proto) {
|
||||
return stat;
|
||||
}
|
||||
|
||||
ActorAttributes *PlayerActor::getEffStats(void) {
|
||||
ActorAttributes *PlayerActor::getEffStats() {
|
||||
// get the actor pointer for this character
|
||||
Actor *actor = getActor();
|
||||
|
||||
@ -484,7 +484,7 @@ ActorAttributes *PlayerActor::getEffStats(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Notify the user of attack if necessary
|
||||
|
||||
void PlayerActor::handleAttacked(void) {
|
||||
void PlayerActor::handleAttacked() {
|
||||
if (!notifiedOfAttack) {
|
||||
StatusMsg(ATTACK_STATUS, getActor()->objName());
|
||||
notifiedOfAttack = true;
|
||||
@ -519,21 +519,21 @@ PlayerActorID getPlayerActorID(PlayerActor *p) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Return a pointer the center actor's Actor structure
|
||||
|
||||
Actor *getCenterActor(void) {
|
||||
Actor *getCenterActor() {
|
||||
return g_vm->_playerList[centerActor]->getActor();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the center actor's object ID
|
||||
|
||||
ObjectID getCenterActorID(void) {
|
||||
ObjectID getCenterActorID() {
|
||||
return ActorBaseID + centerActor;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the center actor's player actor ID
|
||||
|
||||
PlayerActorID getCenterActorPlayerID(void) {
|
||||
PlayerActorID getCenterActorPlayerID() {
|
||||
return centerActor;
|
||||
}
|
||||
|
||||
@ -541,7 +541,7 @@ PlayerActorID getCenterActorPlayerID(void) {
|
||||
// Set a new center actor based upon a PlayerActor ID
|
||||
|
||||
void setCenterActor(PlayerActorID newCenter) {
|
||||
extern void setEnchantmentDisplay(void);
|
||||
extern void setEnchantmentDisplay();
|
||||
|
||||
assert(newCenter < kPlayerActors);
|
||||
|
||||
@ -604,7 +604,7 @@ void setCenterActor(PlayerActor *newCenter) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the coordinates of the current center actor
|
||||
|
||||
TilePoint centerActorCoords(void) {
|
||||
TilePoint centerActorCoords() {
|
||||
Actor *a;
|
||||
|
||||
a = g_vm->_playerList[centerActor]->getActor();
|
||||
@ -647,7 +647,7 @@ bool isAggressive(PlayerActorID player) {
|
||||
// Adjust the player actors aggression setting based upon their
|
||||
// proximity to enemies
|
||||
|
||||
void autoAdjustAggression(void) {
|
||||
void autoAdjustAggression() {
|
||||
PlayerActorID i;
|
||||
|
||||
// Iterate through all player actors
|
||||
@ -866,7 +866,7 @@ void handlePlayerActorAttacked(PlayerActorID id) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
void handleEndOfCombat(void) {
|
||||
void handleEndOfCombat() {
|
||||
PlayerActorID i;
|
||||
|
||||
// Iterate through all player actors
|
||||
@ -896,7 +896,7 @@ struct PlayerActorArchive {
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the player list
|
||||
|
||||
void initPlayerActors(void) {
|
||||
void initPlayerActors() {
|
||||
g_vm->_playerList.push_back(new PlayerActor(ActorBaseID + 0)); // Julian
|
||||
g_vm->_playerList.push_back(new PlayerActor(ActorBaseID + 1)); // Philip
|
||||
g_vm->_playerList.push_back(new PlayerActor(ActorBaseID + 2)); // Kevin
|
||||
@ -1024,7 +1024,7 @@ void loadPlayerActors(Common::InSaveFile *in) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Cleanup the player actor list
|
||||
|
||||
void cleanupPlayerActors(void) {
|
||||
void cleanupPlayerActors() {
|
||||
cleanupReadyContainers();
|
||||
}
|
||||
|
||||
@ -1042,7 +1042,7 @@ struct CenterActorArchive {
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the center actor ID and view object ID
|
||||
|
||||
void initCenterActor(void) {
|
||||
void initCenterActor() {
|
||||
centerActor = FTA_JULIAN;
|
||||
viewCenterObject = g_vm->_playerList[centerActor]->getActorID();
|
||||
|
||||
@ -1078,24 +1078,24 @@ void loadCenterActor(Common::InSaveFile *in) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Iterates through all player actors
|
||||
|
||||
PlayerActor *PlayerActorIterator::first(void) {
|
||||
PlayerActor *PlayerActorIterator::first() {
|
||||
index = 0;
|
||||
return g_vm->_playerList[index++];
|
||||
}
|
||||
|
||||
PlayerActor *PlayerActorIterator::next(void) {
|
||||
PlayerActor *PlayerActorIterator::next() {
|
||||
return (index < kPlayerActors) ? g_vm->_playerList[index++] : NULL;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Iterates through all player actors that are not dead.
|
||||
|
||||
PlayerActor *LivingPlayerActorIterator::first(void) {
|
||||
PlayerActor *LivingPlayerActorIterator::first() {
|
||||
index = 0;
|
||||
return LivingPlayerActorIterator::next();
|
||||
}
|
||||
|
||||
PlayerActor *LivingPlayerActorIterator::next(void) {
|
||||
PlayerActor *LivingPlayerActorIterator::next() {
|
||||
if (index >= kPlayerActors)
|
||||
return nullptr;
|
||||
|
||||
|
@ -44,8 +44,8 @@ class ContainerNode;
|
||||
class PlayerActor {
|
||||
friend class Actor;
|
||||
|
||||
friend void initPlayerActors(void);
|
||||
friend void cleanupPlayerActors(void);
|
||||
friend void initPlayerActors();
|
||||
friend void cleanupPlayerActors();
|
||||
|
||||
ObjectID actorID; // ID of player's actor
|
||||
|
||||
@ -115,7 +115,7 @@ public:
|
||||
uint8 getStatIndex(SkillProto *);
|
||||
|
||||
// get the effective stats of this player actor
|
||||
ActorAttributes *getEffStats(void);
|
||||
ActorAttributes *getEffStats();
|
||||
|
||||
// these update a players baseStat skills
|
||||
void skillAdvance(uint8 stat,
|
||||
@ -134,74 +134,74 @@ public:
|
||||
void vitalityAdvance(uint8 points);
|
||||
|
||||
// Return Actor structure pointer
|
||||
Actor *getActor(void) {
|
||||
Actor *getActor() {
|
||||
return (Actor *)GameObject::objectAddress(actorID);
|
||||
}
|
||||
|
||||
// Return Actor's object ID
|
||||
ObjectID getActorID(void) {
|
||||
ObjectID getActorID() {
|
||||
return actorID;
|
||||
}
|
||||
|
||||
// Set player to be aggressive
|
||||
void setAggression(void) {
|
||||
void setAggression() {
|
||||
flags |= playerAggressive;
|
||||
}
|
||||
|
||||
// Set player to not aggressive
|
||||
void clearAggression(void) {
|
||||
void clearAggression() {
|
||||
flags &= ~playerAggressive;
|
||||
}
|
||||
|
||||
// Determine if actor is in aggressive state
|
||||
bool isAggressive(void) {
|
||||
bool isAggressive() {
|
||||
return (flags & playerAggressive) != 0;
|
||||
}
|
||||
|
||||
// Set the player to be banded
|
||||
void setBanded(void) {
|
||||
void setBanded() {
|
||||
flags |= playerBanded;
|
||||
}
|
||||
|
||||
// Set the player to not be banded
|
||||
void clearBanded(void) {
|
||||
void clearBanded() {
|
||||
flags &= ~playerBanded;
|
||||
}
|
||||
|
||||
// Determine if this player actor is banded
|
||||
bool isBanded(void) {
|
||||
bool isBanded() {
|
||||
return (flags & playerBanded) != 0;
|
||||
}
|
||||
|
||||
// Resolve the banding state of this actor
|
||||
void resolveBanding(void);
|
||||
void resolveBanding();
|
||||
|
||||
// Re-evaluate the portrait type for this player actor
|
||||
void recalcPortraitType(void);
|
||||
void recalcPortraitType();
|
||||
|
||||
// Return the integer representing the portrait type for this
|
||||
// player actor
|
||||
int16 getPortraitType(void) {
|
||||
int16 getPortraitType() {
|
||||
return portraitType;
|
||||
}
|
||||
|
||||
// figures out what what ( if any ) changes are required to
|
||||
// the charaters vitality
|
||||
void recoveryUpdate(void);
|
||||
void manaUpdate(void);
|
||||
void AttribUpdate(void);
|
||||
void recoveryUpdate();
|
||||
void manaUpdate();
|
||||
void AttribUpdate();
|
||||
void stdAttribUpdate(uint8 &stat, uint8 baseStat, int16 index);
|
||||
|
||||
// get this player actor's base stats
|
||||
ActorAttributes &getBaseStats(void) {
|
||||
ActorAttributes &getBaseStats() {
|
||||
return baseStats;
|
||||
}
|
||||
|
||||
// Notify the user of attack if necessary
|
||||
void handleAttacked(void);
|
||||
void handleAttacked();
|
||||
|
||||
// Simply reset the attack notification flag
|
||||
void resetAttackNotification(void) {
|
||||
void resetAttackNotification() {
|
||||
notifiedOfAttack = false;
|
||||
}
|
||||
};
|
||||
@ -213,11 +213,11 @@ PlayerActor *getPlayerActorAddress(PlayerActorID id);
|
||||
PlayerActorID getPlayerActorID(PlayerActor *p);
|
||||
|
||||
// Return a pointer to the center actor
|
||||
Actor *getCenterActor(void);
|
||||
Actor *getCenterActor();
|
||||
// Return the center actor's object ID
|
||||
ObjectID getCenterActorID(void);
|
||||
ObjectID getCenterActorID();
|
||||
// Return the center actor's player actor ID
|
||||
PlayerActorID getCenterActorPlayerID(void);
|
||||
PlayerActorID getCenterActorPlayerID();
|
||||
|
||||
// Set a new center actor based upon the PlayerActor ID
|
||||
void setCenterActor(PlayerActorID newCenter);
|
||||
@ -230,7 +230,7 @@ void setCenterActor(Actor *newCenter);
|
||||
void setCenterActor(PlayerActor *newCenter);
|
||||
|
||||
// Get the coordinates of the center actor
|
||||
TilePoint centerActorCoords(void);
|
||||
TilePoint centerActorCoords();
|
||||
|
||||
// Set a player actor's aggression
|
||||
void setAggression(PlayerActorID player, bool aggression);
|
||||
@ -244,7 +244,7 @@ inline void setCenterActorAggression(bool aggression) {
|
||||
bool isAggressive(PlayerActorID player);
|
||||
|
||||
// Determine if center actor is aggressive
|
||||
inline bool isCenterActorAggressive(void) {
|
||||
inline bool isCenterActorAggressive() {
|
||||
return isAggressive(getCenterActorPlayerID());
|
||||
}
|
||||
|
||||
@ -259,7 +259,7 @@ void setBrotherBanding(bool enabled);
|
||||
|
||||
// Adjust the player actors aggression setting based upon their
|
||||
// proximity to enemies
|
||||
void autoAdjustAggression(void);
|
||||
void autoAdjustAggression();
|
||||
|
||||
// Calculate the portrait for this brother's current state.
|
||||
void recalcPortraitType(PlayerActorID id);
|
||||
@ -279,7 +279,7 @@ void transportCenterBand(const Location &loc);
|
||||
|
||||
void handlePlayerActorAttacked(PlayerActorID id);
|
||||
|
||||
void handleEndOfCombat(void);
|
||||
void handleEndOfCombat();
|
||||
|
||||
/* ======================================================================= *
|
||||
PlayerActor list management function prototypes
|
||||
@ -287,26 +287,26 @@ void handleEndOfCombat(void);
|
||||
|
||||
|
||||
// Initialize the player actor list
|
||||
void initPlayerActors(void);
|
||||
void initPlayerActors();
|
||||
|
||||
void savePlayerActors(Common::OutSaveFile *out);
|
||||
void loadPlayerActors(Common::InSaveFile *in);
|
||||
|
||||
// Cleanup the player actor list
|
||||
void cleanupPlayerActors(void);
|
||||
void cleanupPlayerActors();
|
||||
|
||||
/* ======================================================================= *
|
||||
CenterActor management function prototypes
|
||||
* ======================================================================= */
|
||||
|
||||
// Initialize the center actor ID and view object ID
|
||||
void initCenterActor(void);
|
||||
void initCenterActor();
|
||||
|
||||
void saveCenterActor(Common::OutSaveFile *outS);
|
||||
void loadCenterActor(Common::InSaveFile *in);
|
||||
|
||||
// Do nothing
|
||||
inline void cleanupCenterActor(void) {}
|
||||
inline void cleanupCenterActor() {}
|
||||
|
||||
/* ======================================================================= *
|
||||
PlayerActor iteration class
|
||||
@ -317,12 +317,12 @@ protected:
|
||||
int16 index;
|
||||
|
||||
public:
|
||||
PlayerActorIterator(void) {
|
||||
PlayerActorIterator() {
|
||||
index = 0;
|
||||
}
|
||||
|
||||
PlayerActor *first(void);
|
||||
PlayerActor *next(void);
|
||||
PlayerActor *first();
|
||||
PlayerActor *next();
|
||||
};
|
||||
|
||||
// Iterates through all player actors that are not dead.
|
||||
@ -330,10 +330,10 @@ public:
|
||||
class LivingPlayerActorIterator : public PlayerActorIterator {
|
||||
|
||||
public:
|
||||
LivingPlayerActorIterator(void) {}
|
||||
LivingPlayerActorIterator() {}
|
||||
|
||||
PlayerActor *first(void);
|
||||
PlayerActor *next(void);
|
||||
PlayerActor *first();
|
||||
PlayerActor *next();
|
||||
};
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
@ -61,7 +61,7 @@ int16 ScreenDepth(TilePoint);
|
||||
|
||||
#ifdef FTA
|
||||
|
||||
void cleanupButtonImages(void);
|
||||
void cleanupButtonImages();
|
||||
|
||||
#endif
|
||||
|
||||
@ -71,23 +71,23 @@ void cleanupButtonImages(void);
|
||||
* ===================================================================== */
|
||||
|
||||
//void drawInventory( gPort &port, GameObject &container, Rect16 displayRect );
|
||||
void motionTest(void);
|
||||
void drawBorders(void);
|
||||
void motionTest();
|
||||
void drawBorders();
|
||||
|
||||
void windowTest(void);
|
||||
void closeAllFloatingWindows(void);
|
||||
void windowTest();
|
||||
void closeAllFloatingWindows();
|
||||
|
||||
void objectTest(void);
|
||||
void objectTest();
|
||||
|
||||
#ifdef hasReadyContainers
|
||||
void readyContainerSetup(void);
|
||||
void readyContainerSetup();
|
||||
#endif
|
||||
|
||||
/* ===================================================================== *
|
||||
PlayMode definition
|
||||
* ===================================================================== */
|
||||
void PlayModeSetup(void);
|
||||
void PlayModeCleanup(void);
|
||||
void PlayModeSetup();
|
||||
void PlayModeCleanup();
|
||||
|
||||
// The Mode object for the main "play" mode.
|
||||
|
||||
@ -133,7 +133,7 @@ hResContext *imageRes; // image resource handle
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the Play mode
|
||||
|
||||
bool checkTileAreaPort(void) {
|
||||
bool checkTileAreaPort() {
|
||||
if (g_vm->_gameRunning && g_vm->_tileDrawMap.data == nullptr) {
|
||||
// Allocate back buffer for tile rendering
|
||||
g_vm->_tileDrawMap.size.x = (kTileRectWidth + kTileWidth - 1) & ~kTileDXMask;
|
||||
@ -144,7 +144,7 @@ bool checkTileAreaPort(void) {
|
||||
return g_vm->_tileDrawMap.data != nullptr;
|
||||
}
|
||||
|
||||
void clearTileAreaPort(void) {
|
||||
void clearTileAreaPort() {
|
||||
if (g_vm->_gameRunning && g_vm->_tileDrawMap.data != nullptr) {
|
||||
_FillRect(g_vm->_tileDrawMap.data, g_vm->_tileDrawMap.size.x, g_vm->_tileDrawMap.size.x, g_vm->_tileDrawMap.size.y, 0);
|
||||
}
|
||||
@ -154,7 +154,7 @@ void clearTileAreaPort(void) {
|
||||
}
|
||||
|
||||
|
||||
void PlayModeSetup(void) {
|
||||
void PlayModeSetup() {
|
||||
// Init resources for images
|
||||
if (imageRes == nullptr)
|
||||
imageRes = resFile->newContext(imageGroupID, "image resources");
|
||||
@ -243,7 +243,7 @@ void PlayModeSetup(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Cleanup function for Play mode
|
||||
|
||||
void PlayModeCleanup(void) {
|
||||
void PlayModeCleanup() {
|
||||
closeAllFloatingWindows();
|
||||
if (playControls) {
|
||||
if (StatusLine)
|
||||
|
@ -45,16 +45,16 @@ class PriorityQueue {
|
||||
}
|
||||
|
||||
public:
|
||||
PriorityQueue(void) { // constructor
|
||||
PriorityQueue() { // constructor
|
||||
tail = 1;
|
||||
}
|
||||
|
||||
bool insert(ITEM &newItem); // insert an item
|
||||
bool remove(ITEM &result); // remove an item
|
||||
void clear(void) {
|
||||
void clear() {
|
||||
tail = 1; // clear the queue
|
||||
}
|
||||
int16 getCount(void) {
|
||||
int16 getCount() {
|
||||
return tail - 1;
|
||||
}
|
||||
};
|
||||
|
@ -143,7 +143,7 @@ CompoundMetaTileProperty::CompoundMetaTileProperty(
|
||||
arraySize = size;
|
||||
}
|
||||
|
||||
CompoundMetaTileProperty::~CompoundMetaTileProperty(void) {
|
||||
CompoundMetaTileProperty::~CompoundMetaTileProperty() {
|
||||
// Free the memory for the copy of the array
|
||||
free(propertyArray);
|
||||
}
|
||||
|
@ -103,7 +103,7 @@ public:
|
||||
CompoundProperty(Property< T > **array, uint16 size);
|
||||
|
||||
// Virtual destructor
|
||||
virtual ~CompoundProperty(void);
|
||||
virtual ~CompoundProperty();
|
||||
};
|
||||
|
||||
template < class T >
|
||||
@ -125,7 +125,7 @@ CompoundProperty< T >::CompoundProperty(
|
||||
|
||||
|
||||
template < class T >
|
||||
CompoundProperty< T >::~CompoundProperty(void) {
|
||||
CompoundProperty< T >::~CompoundProperty() {
|
||||
// Free the array memory
|
||||
free(propertyArray);
|
||||
}
|
||||
@ -329,7 +329,7 @@ public:
|
||||
CompoundMetaTileProperty(MetaTileProperty **array, uint16 size);
|
||||
|
||||
// Virtual destructor
|
||||
virtual ~CompoundMetaTileProperty(void);
|
||||
virtual ~CompoundMetaTileProperty();
|
||||
};
|
||||
|
||||
/* ===================================================================== *
|
||||
|
@ -92,7 +92,7 @@ Rect16 intersect(const Rect16 a, const Rect16 b) {
|
||||
return Rect16(x1, y1, width, height);
|
||||
}
|
||||
|
||||
void Rect16::normalize(void) {
|
||||
void Rect16::normalize() {
|
||||
if (width < 0) {
|
||||
x += width;
|
||||
width = -width;
|
||||
@ -147,7 +147,7 @@ Rect32 intersect(const Rect32 a, const Rect32 b) {
|
||||
return Rect32(x1, y1, width, height);
|
||||
}
|
||||
|
||||
void Rect32::normalize(void) {
|
||||
void Rect32::normalize() {
|
||||
if (width < 0) {
|
||||
x += width;
|
||||
width = -width;
|
||||
|
@ -362,11 +362,11 @@ public:
|
||||
}
|
||||
|
||||
// functions
|
||||
void normalize(void); // make rect right-side out
|
||||
void normalize(); // make rect right-side out
|
||||
void expand(int16 dx, int16 dy); // grow or shrink the rect
|
||||
void expand(int16 left, int16 top, int16 right, int16 bottom);
|
||||
|
||||
int empty(void) const {
|
||||
int empty() const {
|
||||
return width <= 0 || height <= 0;
|
||||
}
|
||||
|
||||
@ -490,12 +490,12 @@ public:
|
||||
y -= a.y;
|
||||
}
|
||||
// functions
|
||||
void normalize(void); // make rect right-side out
|
||||
void normalize(); // make rect right-side out
|
||||
|
||||
void expand(int32 dx, int32 dy); // grow or shrink the rect
|
||||
void expand(int32 left, int32 top, int32 right, int32 bottom);
|
||||
|
||||
int empty(void) const {
|
||||
int empty() const {
|
||||
return width <= 0 || height <= 0;
|
||||
}
|
||||
|
||||
|
@ -51,7 +51,7 @@
|
||||
#include "saga2/tile.h"
|
||||
#include "saga2/tilemode.h"
|
||||
|
||||
void drawMainDisplay(void);
|
||||
void drawMainDisplay();
|
||||
|
||||
#define MONOLOG(s) {debugC(2, kDebugScripts, "cfunc: " #s );}
|
||||
#define OBJLOG(s) {debugC(2, kDebugScripts, "cfunc: [%s]." #s , (((ObjectData *)thisThread->thisObject)->obj)->objName() );}
|
||||
|
@ -46,7 +46,7 @@
|
||||
|
||||
namespace Saga2 {
|
||||
|
||||
void updateMainDisplay(void);
|
||||
void updateMainDisplay();
|
||||
void fadeUp();
|
||||
void fadeDown();
|
||||
void enablePaletteChanges();
|
||||
@ -111,7 +111,7 @@ void SaveFileHeader::write(Common::OutSaveFile *out) {
|
||||
//----------------------------------------------------------------------
|
||||
// Load initial game state
|
||||
|
||||
void initGameState(void) {
|
||||
void initGameState() {
|
||||
pauseTimer();
|
||||
|
||||
initGlobals();
|
||||
@ -536,7 +536,7 @@ void loadGame(int16 saveNo) {
|
||||
//----------------------------------------------------------------------
|
||||
// Cleanup the game state
|
||||
|
||||
void cleanupGameState(void) {
|
||||
void cleanupGameState() {
|
||||
cleanupContainerNodes();
|
||||
cleanupPaletteState();
|
||||
cleanupUIState();
|
||||
@ -579,7 +579,7 @@ void checkRestartGame(const char *exeName) {
|
||||
}
|
||||
|
||||
|
||||
void loadRestartGame(void) {
|
||||
void loadRestartGame() {
|
||||
loadSavedGameState(999);
|
||||
}
|
||||
|
||||
|
@ -50,7 +50,7 @@ struct SaveFileHeader {
|
||||
kHeaderSize = 128
|
||||
};
|
||||
|
||||
ChunkID gameID; // ID of game (FTA2 of DINO).
|
||||
ChunkID gameID; // ID of game (FTA2 or DINO)
|
||||
Common::String saveName; // The long name of the saved
|
||||
|
||||
void read(Common::InSaveFile *in);
|
||||
@ -58,7 +58,7 @@ struct SaveFileHeader {
|
||||
};
|
||||
|
||||
// Load initial game state
|
||||
void initGameState(void);
|
||||
void initGameState();
|
||||
|
||||
// Save the current game state
|
||||
void saveGame(Common::OutSaveFile *out, Common::String saveName);
|
||||
@ -70,10 +70,10 @@ void loadSavedGameState(int16 saveNo);
|
||||
void loadGame(int16 saveNo);
|
||||
|
||||
// Cleanup the game state
|
||||
void cleanupGameState(void);
|
||||
void cleanupGameState();
|
||||
|
||||
void checkRestartGame(const char *exeName);
|
||||
void loadRestartGame(void);
|
||||
void loadRestartGame();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -122,13 +122,13 @@ enum builtinTypes {
|
||||
* ===================================================================== */
|
||||
|
||||
// Load the SAGA data segment from the resource file
|
||||
void initSAGADataSeg(void);
|
||||
void initSAGADataSeg();
|
||||
|
||||
void saveSAGADataSeg(Common::OutSaveFile *outS);
|
||||
void loadSAGADataSeg(Common::InSaveFile *in);
|
||||
|
||||
// Dispose of the SAGA data segment -- do nothing
|
||||
inline void cleanupSAGADataSeg(void) {}
|
||||
inline void cleanupSAGADataSeg() {}
|
||||
|
||||
/* ===================================================================== *
|
||||
Thread management functions
|
||||
@ -137,13 +137,13 @@ inline void cleanupSAGADataSeg(void) {}
|
||||
class Thread;
|
||||
|
||||
// Initialize the SAGA thread list
|
||||
void initSAGAThreads(void);
|
||||
void initSAGAThreads();
|
||||
|
||||
void saveSAGAThreads(Common::OutSaveFile *outS);
|
||||
void loadSAGAThreads(Common::InSaveFile *in, int32 chunkSize);
|
||||
|
||||
// Dispose of the active SAGA threads
|
||||
void cleanupSAGAThreads(void);
|
||||
void cleanupSAGAThreads();
|
||||
|
||||
// Dispose of an active SAGA thread
|
||||
void deleteThread(Thread *p);
|
||||
@ -251,7 +251,7 @@ public:
|
||||
|
||||
// Return the number of bytes need to archive this thread in an
|
||||
// arhive buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
// Create an archive of this thread in an archive buffer
|
||||
void *archive(void *buf);
|
||||
@ -259,10 +259,10 @@ public:
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Dispatch all asynchronous threads
|
||||
static void dispatch(void);
|
||||
static void dispatch();
|
||||
|
||||
// Intepret a single thread
|
||||
scriptResult run(void);
|
||||
scriptResult run();
|
||||
|
||||
// Tells thread to wait for an event
|
||||
void waitForEvent(enum WaitTypes wt, ActiveItem *param) {
|
||||
@ -272,10 +272,10 @@ public:
|
||||
}
|
||||
|
||||
// Convert to extended script, and back to synchonous script
|
||||
void setExtended(void);
|
||||
void clearExtended(void);
|
||||
void setExtended();
|
||||
void clearExtended();
|
||||
|
||||
bool interpret(void);
|
||||
bool interpret();
|
||||
private:
|
||||
uint8 *strAddress(int strNum);
|
||||
|
||||
|
@ -138,7 +138,7 @@ void writeSensor(Sensor *sensor, Common::MemoryWriteStreamDynamic *out) {
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
|
||||
void checkSensors(void) {
|
||||
void checkSensors() {
|
||||
Common::Array<Sensor *> deadSensors;
|
||||
|
||||
for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); ++it) {
|
||||
@ -199,7 +199,7 @@ void assertEvent(const GameEvent &ev) {
|
||||
//----------------------------------------------------------------------
|
||||
// Initialize the sensors
|
||||
|
||||
void initSensors(void) {
|
||||
void initSensors() {
|
||||
// Nothing to do
|
||||
assert(sizeof(ProtaganistSensor) <= maxSensorSize);
|
||||
assert(sizeof(SpecificObjectSensor) <= maxSensorSize);
|
||||
@ -302,7 +302,7 @@ void loadSensors(Common::InSaveFile *in) {
|
||||
//----------------------------------------------------------------------
|
||||
// Cleanup the active sensors
|
||||
|
||||
void cleanupSensors(void) {
|
||||
void cleanupSensors() {
|
||||
Common::List<SensorList *>::iterator sensorListNextIt;
|
||||
for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); it = sensorListNextIt) {
|
||||
sensorListNextIt = it;
|
||||
@ -404,7 +404,7 @@ void Sensor::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of this sensor
|
||||
|
||||
int16 ProtaganistSensor::getType(void) {
|
||||
int16 ProtaganistSensor::getType() {
|
||||
return protaganistSensor;
|
||||
}
|
||||
|
||||
@ -558,7 +558,7 @@ void SpecificObjectSensor::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of this sensor
|
||||
|
||||
int16 SpecificObjectSensor::getType(void) {
|
||||
int16 SpecificObjectSensor::getType() {
|
||||
return specificObjectSensor;
|
||||
}
|
||||
|
||||
@ -636,7 +636,7 @@ void ObjectPropertySensor::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of this sensor
|
||||
|
||||
int16 ObjectPropertySensor::getType(void) {
|
||||
int16 ObjectPropertySensor::getType() {
|
||||
return objectPropertySensor;
|
||||
}
|
||||
|
||||
@ -690,7 +690,7 @@ void SpecificActorSensor::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of this sensor
|
||||
|
||||
int16 SpecificActorSensor::getType(void) {
|
||||
int16 SpecificActorSensor::getType() {
|
||||
return specificActorSensor;
|
||||
}
|
||||
|
||||
@ -757,7 +757,7 @@ void ActorPropertySensor::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of this sensor
|
||||
|
||||
int16 ActorPropertySensor::getType(void) {
|
||||
int16 ActorPropertySensor::getType() {
|
||||
return actorPropertySensor;
|
||||
}
|
||||
|
||||
@ -806,7 +806,7 @@ void EventSensor::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of this sensor
|
||||
|
||||
int16 EventSensor::getType(void) {
|
||||
int16 EventSensor::getType() {
|
||||
return eventSensor;
|
||||
}
|
||||
|
||||
|
@ -73,16 +73,16 @@ void newSensor(Sensor *s, int16 ctr);
|
||||
void deleteSensor(Sensor *p);
|
||||
|
||||
// Check all active sensors
|
||||
void checkSensors(void);
|
||||
void checkSensors();
|
||||
// Evaluate an event for all active sensors
|
||||
void assertEvent(const GameEvent &ev);
|
||||
|
||||
// Initialize the sensors
|
||||
void initSensors(void);
|
||||
void initSensors();
|
||||
void saveSensors(Common::OutSaveFile *outS);
|
||||
void loadSensors(Common::InSaveFile *in);
|
||||
// Cleanup the active sensors
|
||||
void cleanupSensors(void);
|
||||
void cleanupSensors();
|
||||
|
||||
/* ===================================================================== *
|
||||
GameEvent struct
|
||||
@ -130,13 +130,13 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
static int32 archiveSize(void) {
|
||||
static int32 archiveSize() {
|
||||
return sizeof(ObjectID);
|
||||
}
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
GameObject *getObject(void) {
|
||||
GameObject *getObject() {
|
||||
return obj;
|
||||
}
|
||||
};
|
||||
@ -166,7 +166,7 @@ public:
|
||||
Sensor(Common::InSaveFile *in, int16 ctr);
|
||||
|
||||
// Virtural destructor
|
||||
virtual ~Sensor(void) {
|
||||
virtual ~Sensor() {
|
||||
deleteSensor(this);
|
||||
SensorList *sl = fetchSensorList(obj);
|
||||
debugC(1, kDebugSensors, "Deleting Sensor %p of %d (%s) (list = %p, total = %d)",
|
||||
@ -176,15 +176,15 @@ public:
|
||||
virtual void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Return an integer representing the type of this sensor
|
||||
virtual int16 getType(void) = 0;
|
||||
virtual int16 getType() = 0;
|
||||
|
||||
GameObject *getObject(void) {
|
||||
GameObject *getObject() {
|
||||
return obj;
|
||||
}
|
||||
SensorID thisID(void) {
|
||||
SensorID thisID() {
|
||||
return id;
|
||||
}
|
||||
int16 getRange(void) {
|
||||
int16 getRange() {
|
||||
return range;
|
||||
}
|
||||
|
||||
@ -211,7 +211,7 @@ public:
|
||||
}
|
||||
|
||||
// Return an integer representing the type of this sensor
|
||||
int16 getType(void);
|
||||
int16 getType();
|
||||
|
||||
// Determine if the object can sense what it's looking for
|
||||
bool check(SenseInfo &info, uint32 senseFlags);
|
||||
@ -266,12 +266,12 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Return an integer representing the type of this sensor
|
||||
int16 getType(void);
|
||||
int16 getType();
|
||||
|
||||
// Determine if the object can sense what it's looking for
|
||||
bool check(SenseInfo &info, uint32 senseFlags);
|
||||
@ -303,12 +303,12 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Return an integer representing the type of this sensor
|
||||
int16 getType(void);
|
||||
int16 getType();
|
||||
|
||||
private:
|
||||
// Determine if an object meets the search criteria
|
||||
@ -358,12 +358,12 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Return an integer representing the type of this sensor
|
||||
int16 getType(void);
|
||||
int16 getType();
|
||||
|
||||
// Determine if the object can sense what it's looking for
|
||||
bool check(SenseInfo &info, uint32 senseFlags);
|
||||
@ -395,12 +395,12 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Return an integer representing the type of this sensor
|
||||
int16 getType(void);
|
||||
int16 getType();
|
||||
|
||||
private:
|
||||
// Determine if an actor meets the search criteria
|
||||
@ -426,12 +426,12 @@ public:
|
||||
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Return an integer representing the type of this sensor
|
||||
int16 getType(void);
|
||||
int16 getType();
|
||||
|
||||
// Determine if the object can sense what it's looking for
|
||||
bool check(SenseInfo &info, uint32 senseFlags);
|
||||
|
@ -179,7 +179,7 @@ void Speech::read(Common::InSaveFile *in) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the number of bytes needed to archive this SpeechTask
|
||||
|
||||
int32 Speech::archiveSize(void) {
|
||||
int32 Speech::archiveSize() {
|
||||
return sizeof(sampleCount)
|
||||
+ sizeof(charCount)
|
||||
+ sizeof(bounds)
|
||||
@ -260,7 +260,7 @@ bool Speech::append(char *text, int32 sampID) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Move speech to active list
|
||||
|
||||
bool Speech::activate(void) {
|
||||
bool Speech::activate() {
|
||||
|
||||
// Remove from existing list
|
||||
speechList.remove(this);
|
||||
@ -277,7 +277,7 @@ bool Speech::activate(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Move speech to active list
|
||||
|
||||
bool Speech::setupActive(void) {
|
||||
bool Speech::setupActive() {
|
||||
int16 x, y;
|
||||
int16 buttonNum = 0,
|
||||
buttonChars;
|
||||
@ -482,7 +482,7 @@ bool Speech::calcPosition(StaticPoint16 &p) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Draw the text on the back buffer
|
||||
|
||||
bool Speech::displayText(void) {
|
||||
bool Speech::displayText() {
|
||||
StaticPoint16 p;
|
||||
|
||||
// If there are button in the speech, then don't scroll the
|
||||
@ -508,7 +508,7 @@ bool Speech::displayText(void) {
|
||||
// Dispose of this speech object. If this is the one being displayed,
|
||||
// then dealloc the speech image
|
||||
|
||||
void Speech::dispose(void) {
|
||||
void Speech::dispose() {
|
||||
if (speechList.currentActive() == this) {
|
||||
// Actor *a = (Actor *)sp->obj;
|
||||
// a->animationFlags |= animateFinished;
|
||||
@ -546,7 +546,7 @@ void Speech::dispose(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Render the speech object at the head of the speech queue.
|
||||
|
||||
void updateSpeech(void) {
|
||||
void updateSpeech() {
|
||||
Speech *sp;
|
||||
|
||||
// if there is a speech object
|
||||
@ -574,7 +574,7 @@ void updateSpeech(void) {
|
||||
} else speechList.SetLock(false);
|
||||
}
|
||||
|
||||
bool Speech::longEnough(void) {
|
||||
bool Speech::longEnough() {
|
||||
if (speechFlags & spHasVoice)
|
||||
return (!stillDoingVoice(sampleID));
|
||||
else
|
||||
@ -583,7 +583,7 @@ bool Speech::longEnough(void) {
|
||||
|
||||
// Gets rid of the current speech
|
||||
|
||||
void Speech::abortSpeech(void) {
|
||||
void Speech::abortSpeech() {
|
||||
// Start by displaying first frame straight off, no delay
|
||||
speechFinished.set(0);
|
||||
if (speechFlags & spHasVoice) {
|
||||
@ -591,7 +591,7 @@ void Speech::abortSpeech(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void abortSpeech(void) {
|
||||
void abortSpeech() {
|
||||
if (speechList.currentActive()) speechList.currentActive()->abortSpeech();
|
||||
}
|
||||
|
||||
@ -866,7 +866,7 @@ void SpeechTaskList::remove(Speech *p) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the SpeechTaskList
|
||||
|
||||
SpeechTaskList::SpeechTaskList(void) {
|
||||
SpeechTaskList::SpeechTaskList() {
|
||||
lockFlag = false;
|
||||
}
|
||||
|
||||
@ -893,7 +893,7 @@ SpeechTaskList::SpeechTaskList(Common::InSaveFile *in) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Return the number of bytes needed to archive the speech tasks
|
||||
|
||||
int32 SpeechTaskList::archiveSize(void) {
|
||||
int32 SpeechTaskList::archiveSize() {
|
||||
int32 size = 0;
|
||||
|
||||
size += sizeof(int16); // Speech count
|
||||
@ -939,7 +939,7 @@ void SpeechTaskList::write(Common::MemoryWriteStreamDynamic *out) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Cleanup the speech tasks
|
||||
|
||||
void SpeechTaskList::cleanup(void) {
|
||||
void SpeechTaskList::cleanup() {
|
||||
for (Common::List<Speech *>::iterator it = speechList._list.begin();
|
||||
it != speechList._list.end(); ++it) {
|
||||
delete *it;
|
||||
@ -1032,7 +1032,7 @@ void SpeechTaskList::SetLock(int newState) {
|
||||
//-----------------------------------------------------------------------
|
||||
// When a speech task is finished, call this function to delete it.
|
||||
|
||||
void Speech::remove(void) {
|
||||
void Speech::remove() {
|
||||
speechList.remove(this);
|
||||
}
|
||||
|
||||
@ -1081,7 +1081,7 @@ APPFUNC(cmdClickSpeech) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Initialize the speech task list
|
||||
|
||||
void initSpeechTasks(void) {
|
||||
void initSpeechTasks() {
|
||||
// Simply call the SpeechTaskList default constructor
|
||||
new (&speechList) SpeechTaskList;
|
||||
}
|
||||
@ -1111,7 +1111,7 @@ void loadSpeechTasks(Common::InSaveFile *in, int32 chunkSize) {
|
||||
//-----------------------------------------------------------------------
|
||||
// Cleanup the speech task list
|
||||
|
||||
void cleanupSpeechTasks(void) {
|
||||
void cleanupSpeechTasks() {
|
||||
// Call speechList's cleanup() function
|
||||
speechList.cleanup();
|
||||
}
|
||||
|
@ -39,13 +39,13 @@ namespace Saga2 {
|
||||
void TileToScreenCoords(const TilePoint &tp, Point16 &p);
|
||||
void TileToScreenCoords(const TilePoint &tp, StaticPoint16 &p);
|
||||
void updateSpeech();
|
||||
extern TilePoint centerActorCoords(void);
|
||||
extern TilePoint centerActorCoords();
|
||||
bool isVisible(GameObject *obj);
|
||||
|
||||
#ifdef FRANKC
|
||||
void sentenceGenerator(char *);
|
||||
void abortSpeech(void);
|
||||
void abortAllSpeeches(void);
|
||||
void abortSpeech();
|
||||
void abortAllSpeeches();
|
||||
void queueActorSpeech(
|
||||
GameObject *obj,
|
||||
char *text,
|
||||
@ -109,19 +109,19 @@ private:
|
||||
void read(Common::InSaveFile *in);
|
||||
|
||||
// Return the number of bytes needed to archive this SpeechTask
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
// Archive this SpeechTask in a buffer
|
||||
void *archive(void *buf);
|
||||
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
bool setupActive(void); // render speech into temp image
|
||||
bool displayText(void);
|
||||
bool setupActive(); // render speech into temp image
|
||||
bool displayText();
|
||||
int16 fits(int16 space);
|
||||
void setWidth(void);
|
||||
void setWidth();
|
||||
bool calcPosition(StaticPoint16 &p); // calculate position
|
||||
void remove(void); // Remove from active list
|
||||
void remove(); // Remove from active list
|
||||
|
||||
public:
|
||||
|
||||
@ -134,13 +134,13 @@ public:
|
||||
};
|
||||
|
||||
// remove speech, dealloc resources
|
||||
void dispose(void);
|
||||
void dispose();
|
||||
|
||||
// Append text and samples to speech
|
||||
bool append(char *text, int32 sampID);
|
||||
|
||||
// Move speech to active list
|
||||
bool activate(void);
|
||||
bool activate();
|
||||
|
||||
// Set speech to wake up thread when done
|
||||
void setWakeUp(ThreadID th) {
|
||||
@ -148,10 +148,10 @@ public:
|
||||
}
|
||||
|
||||
// See if its time to kill it
|
||||
bool longEnough(void);
|
||||
bool longEnough();
|
||||
|
||||
// Abort the current speech.
|
||||
void abortSpeech(void);
|
||||
void abortSpeech();
|
||||
};
|
||||
|
||||
class SpeechTaskList {
|
||||
@ -177,7 +177,7 @@ class SpeechTaskList {
|
||||
public:
|
||||
|
||||
// Constructor
|
||||
SpeechTaskList(void);
|
||||
SpeechTaskList();
|
||||
|
||||
// Constructor -- reconstruct from archive buffer
|
||||
SpeechTaskList(void **buf);
|
||||
@ -185,7 +185,7 @@ public:
|
||||
SpeechTaskList(Common::InSaveFile *in);
|
||||
|
||||
// Return the number of bytes needed to archive the speech tasks
|
||||
int32 archiveSize(void);
|
||||
int32 archiveSize();
|
||||
|
||||
// Create an archive of the speech tasks in an archive buffer
|
||||
void *archive(void *buf);
|
||||
@ -193,7 +193,7 @@ public:
|
||||
void write(Common::MemoryWriteStreamDynamic *out);
|
||||
|
||||
// Cleanup the speech tasks
|
||||
void cleanup(void);
|
||||
void cleanup();
|
||||
|
||||
// Allocate a new speech task
|
||||
Speech *newTask(ObjectID id, uint16 flags);
|
||||
@ -201,17 +201,17 @@ public:
|
||||
// Find a non-active speech for a given actor
|
||||
Speech *findSpeech(ObjectID id);
|
||||
|
||||
Speech *currentActive(void) {
|
||||
Speech *currentActive() {
|
||||
if (_list.size() > 0)
|
||||
return _list.front();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
int32 activeCount(void) {
|
||||
int32 activeCount() {
|
||||
return _list.size();
|
||||
}
|
||||
|
||||
int speechCount(void) {
|
||||
int speechCount() {
|
||||
return _list.size() + _inactiveList.size();
|
||||
}
|
||||
|
||||
@ -222,14 +222,14 @@ extern SpeechTaskList &speechList;
|
||||
|
||||
|
||||
// Initialize the speech task list
|
||||
void initSpeechTasks(void);
|
||||
void initSpeechTasks();
|
||||
|
||||
// Save the speech tasks in a save file
|
||||
void saveSpeechTasks(Common::OutSaveFile *outS);
|
||||
void loadSpeechTasks(Common::InSaveFile *in, int32 chunkSize);
|
||||
|
||||
// Cleanup the speech task list
|
||||
void cleanupSpeechTasks(void);
|
||||
void cleanupSpeechTasks();
|
||||
|
||||
} // end of namespace Saga2
|
||||
|
||||
|
@ -79,7 +79,7 @@ SpellStuff::SpellStuff() {
|
||||
//-----------------------------------------------------------------------
|
||||
// is this spell harmful
|
||||
|
||||
bool SpellStuff::isOffensive(void) {
|
||||
bool SpellStuff::isOffensive() {
|
||||
return (canTarget(spellTargActor) || canTarget(spellTargObject)) &&
|
||||
(!canTarget(spellTargCaster));
|
||||
}
|
||||
@ -87,7 +87,7 @@ bool SpellStuff::isOffensive(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// determine whether an area spell protects the caster
|
||||
|
||||
bool SpellStuff::safe(void) {
|
||||
bool SpellStuff::safe() {
|
||||
switch (shape) {
|
||||
case eAreaInvisible:
|
||||
case eAreaAura:
|
||||
@ -135,7 +135,7 @@ void SpellStuff::playSound(GameObject *go) {
|
||||
//-----------------------------------------------------------------------
|
||||
// cleanup
|
||||
|
||||
void SpellStuff::killEffects(void) {
|
||||
void SpellStuff::killEffects() {
|
||||
if (effects) {
|
||||
delete effects;
|
||||
}
|
||||
@ -377,7 +377,7 @@ void SpellStuff::addTarget(SpellTarget *trg) {
|
||||
//-----------------------------------------------------------------------
|
||||
// clean the target list
|
||||
|
||||
void SpellStuff::removeTargetList(void) {
|
||||
void SpellStuff::removeTargetList() {
|
||||
switch (shape) {
|
||||
case eAreaInvisible:
|
||||
case eAreaAura:
|
||||
@ -648,7 +648,7 @@ SpellInstance::~SpellInstance() {
|
||||
// ------------------------------------------------------------------
|
||||
// common initialization code
|
||||
|
||||
void SpellInstance::init(void) {
|
||||
void SpellInstance::init() {
|
||||
dProto = (*g_vm->_sdpList)[spell];
|
||||
ProtoObj *proto = caster->proto();
|
||||
TilePoint sPoint = caster->getWorldLocation();
|
||||
@ -671,7 +671,7 @@ void SpellInstance::init(void) {
|
||||
// ------------------------------------------------------------------
|
||||
// common cleanup
|
||||
|
||||
void SpellInstance::termEffect(void) {
|
||||
void SpellInstance::termEffect() {
|
||||
if (eList.count)
|
||||
for (int32 i = 0; i < eList.count; i++) {
|
||||
if (eList.displayList[i].efx) {
|
||||
@ -702,7 +702,7 @@ void SpellInstance::initEffect(TilePoint startpoint) {
|
||||
// ------------------------------------------------------------------
|
||||
// visual update
|
||||
|
||||
bool SpellInstance::buildList(void) {
|
||||
bool SpellInstance::buildList() {
|
||||
if (eList.dissipated()) {
|
||||
termEffect();
|
||||
if (effect->next == NULL)
|
||||
@ -833,7 +833,7 @@ void Effectron::updateEffect(int32 deltaTime) {
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
void Effectron::bump(void) {
|
||||
void Effectron::bump() {
|
||||
switch (parent->dProto->elasticity) {
|
||||
case ecFlagBounce :
|
||||
velocity = -velocity;
|
||||
|
@ -111,8 +111,8 @@ int32 loadedColorMaps;
|
||||
prototypes
|
||||
* ===================================================================== */
|
||||
|
||||
static void defineEffects(void);
|
||||
static void loadMagicData(void);
|
||||
static void defineEffects();
|
||||
static void loadMagicData();
|
||||
|
||||
/* ===================================================================== *
|
||||
code
|
||||
@ -121,7 +121,7 @@ static void loadMagicData(void);
|
||||
//-----------------------------------------------------------------------
|
||||
// InitMagic called from main startup code
|
||||
|
||||
void initMagic(void) {
|
||||
void initMagic() {
|
||||
g_vm->_edpList = new EffectDisplayPrototypeList(maxEffectPrototypes);
|
||||
g_vm->_sdpList = new SpellDisplayPrototypeList(maxSpellPrototypes);
|
||||
|
||||
@ -147,7 +147,7 @@ void initMagic(void) {
|
||||
}
|
||||
|
||||
|
||||
void cleanupMagic(void) {
|
||||
void cleanupMagic() {
|
||||
g_vm->_activeSpells->cleanup();
|
||||
for (int i = 0; i < maxSpells; i++) {
|
||||
spellBook[i].killEffects();
|
||||
@ -176,7 +176,7 @@ void cleanupMagic(void) {
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
|
||||
static void defineEffects(void) {
|
||||
static void defineEffects() {
|
||||
int16 i;
|
||||
ADD_EFFECT(1, invisibleSpellPos, invisibleSprites, invisibleSpellSta, ShortTillThere, ThinTillThere, invisibleSpellInit);
|
||||
ADD_EFFECT(1, auraSpellPos, auraSprites, auraSpellSta, ShortTillThere, ThinTillThere, auraSpellInit);
|
||||
@ -205,7 +205,7 @@ static void defineEffects(void) {
|
||||
//-----------------------------------------------------------------------
|
||||
// loadMagicData : reads magic related data from the resource file
|
||||
|
||||
static void loadMagicData(void) {
|
||||
static void loadMagicData() {
|
||||
int16 i;
|
||||
hResContext *spellRes;
|
||||
|
||||
|
@ -224,7 +224,7 @@ public:
|
||||
next = nullptr;
|
||||
};
|
||||
|
||||
TilePoint getPoint(void) {
|
||||
TilePoint getPoint() {
|
||||
switch (type) {
|
||||
case spellTargetPoint :
|
||||
case spellTargetObjectPoint :
|
||||
@ -239,16 +239,16 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
spellTargetType getType(void) {
|
||||
spellTargetType getType() {
|
||||
return type;
|
||||
}
|
||||
|
||||
GameObject *getObject(void) {
|
||||
GameObject *getObject() {
|
||||
assert(type == spellTargetObject);
|
||||
return obj;
|
||||
}
|
||||
|
||||
ActiveItem *getTAG(void) {
|
||||
ActiveItem *getTAG() {
|
||||
assert(type == spellTargetTAG);
|
||||
return tag;
|
||||
}
|
||||
@ -310,48 +310,48 @@ public:
|
||||
Effectron(uint16 newPos, uint16 newDir);
|
||||
Effectron(StorageEffectron &se, SpellInstance *si);
|
||||
|
||||
void drawEffect(void);
|
||||
void drawEffect();
|
||||
void updateEffect(int32 deltaTime);
|
||||
|
||||
inline TilePoint SpellPos(void) {
|
||||
inline TilePoint SpellPos() {
|
||||
return current;
|
||||
}
|
||||
inline int32 spriteID(void) {
|
||||
inline int32 spriteID() {
|
||||
return spr;
|
||||
}
|
||||
|
||||
inline void hide(void) {
|
||||
inline void hide() {
|
||||
flags |= effectronHidden;
|
||||
}
|
||||
inline void unhide(void) {
|
||||
inline void unhide() {
|
||||
flags &= (~effectronHidden);
|
||||
}
|
||||
inline bool isHidden(void) const {
|
||||
inline bool isHidden() const {
|
||||
return flags & effectronHidden;
|
||||
}
|
||||
inline void kill(void) {
|
||||
inline void kill() {
|
||||
flags |= effectronDead;
|
||||
}
|
||||
inline int isDead(void) const {
|
||||
inline int isDead() const {
|
||||
return flags & effectronDead;
|
||||
}
|
||||
inline void bump(void);
|
||||
inline int isBumped(void) const {
|
||||
inline void bump();
|
||||
inline int isBumped() const {
|
||||
return flags & effectronBumped;
|
||||
}
|
||||
|
||||
inline GameWorld *world(void) const;
|
||||
inline int16 getMapNum(void) const;
|
||||
inline GameWorld *world() const;
|
||||
inline int16 getMapNum() const;
|
||||
|
||||
inline EffectID spellID(void);
|
||||
inline SpellDisplayPrototype *spell(void);
|
||||
inline EffectID effectID(void);
|
||||
inline EffectDisplayPrototype *effect(void);
|
||||
inline EffectronFlags staCall(void);
|
||||
inline TilePoint posCall(void);
|
||||
inline SpellSpritationSeed sprCall(void);
|
||||
inline spellHeight hgtCall(void);
|
||||
inline spellBreadth brdCall(void);
|
||||
inline EffectID spellID();
|
||||
inline SpellDisplayPrototype *spell();
|
||||
inline EffectID effectID();
|
||||
inline EffectDisplayPrototype *effect();
|
||||
inline EffectronFlags staCall();
|
||||
inline TilePoint posCall();
|
||||
inline SpellSpritationSeed sprCall();
|
||||
inline spellHeight hgtCall();
|
||||
inline spellBreadth brdCall();
|
||||
inline void initCall(int16);
|
||||
};
|
||||
|
||||
|
@ -97,7 +97,7 @@ int32 EffectDisplayPrototypeList::add(EffectDisplayPrototype *edp) {
|
||||
return count - 1;
|
||||
}
|
||||
|
||||
void EffectDisplayPrototypeList::cleanup(void) {
|
||||
void EffectDisplayPrototypeList::cleanup() {
|
||||
if (maxCount && effects)
|
||||
for (int i = 0; i < maxCount; i++)
|
||||
if (effects[i]) {
|
||||
@ -162,12 +162,12 @@ void SpellDisplayPrototype::getColorTranslation(ColorTable map, Effectron *e) {
|
||||
SpellDisplayPrototypeList implementation
|
||||
* ===================================================================== */
|
||||
|
||||
void SpellDisplayPrototypeList::init(void) {
|
||||
void SpellDisplayPrototypeList::init() {
|
||||
// originally this was going to load data from the resfile
|
||||
// that plan has been cancelled
|
||||
}
|
||||
|
||||
void SpellDisplayPrototypeList::cleanup(void) {
|
||||
void SpellDisplayPrototypeList::cleanup() {
|
||||
if (spells) {
|
||||
for (int i = 0; i < maxCount; i++)
|
||||
if (spells[i]) {
|
||||
@ -221,11 +221,11 @@ SpellDisplayList::~SpellDisplayList() {
|
||||
cleanup();
|
||||
}
|
||||
|
||||
void SpellDisplayList::init(void) {
|
||||
void SpellDisplayList::init() {
|
||||
count = 0;
|
||||
}
|
||||
|
||||
void SpellDisplayList::cleanup(void) {
|
||||
void SpellDisplayList::cleanup() {
|
||||
if (maxCount && spells)
|
||||
delete[] spells;
|
||||
spells = nullptr;
|
||||
@ -237,7 +237,7 @@ void SpellDisplayList::add(SpellInstance *newSpell) {
|
||||
spells[count++] = newSpell;
|
||||
}
|
||||
|
||||
void SpellDisplayList::buildList(void) {
|
||||
void SpellDisplayList::buildList() {
|
||||
if (count)
|
||||
for (int16 i = 0; i < count; i++) // check all active spells
|
||||
if (!spells[i]->buildList()) { // update
|
||||
|
@ -131,7 +131,7 @@ public:
|
||||
void setProto(SkillProto *p) {
|
||||
prototype = p;
|
||||
}
|
||||
SkillProto *getProto(void) {
|
||||
SkillProto *getProto() {
|
||||
return prototype;
|
||||
}
|
||||
|
||||
@ -139,7 +139,7 @@ public:
|
||||
|
||||
void addEffect(ProtoEffect *pe);
|
||||
void addEffect(ResourceSpellEffect *rse);
|
||||
void killEffects(void);
|
||||
void killEffects();
|
||||
|
||||
bool canTarget(SpellTargetingTypes t) {
|
||||
return targetableTypes & t;
|
||||
@ -148,10 +148,10 @@ public:
|
||||
return targetTypes & t;
|
||||
}
|
||||
|
||||
bool untargetable(void) {
|
||||
bool untargetable() {
|
||||
return (targetableTypes == spellTargNone);
|
||||
}
|
||||
bool untargeted(void) {
|
||||
bool untargeted() {
|
||||
return false; //(targetableTypes == spellTargWorld ) ||
|
||||
}
|
||||
//(targetableTypes == spellTargCaster ) ||
|
||||
@ -163,19 +163,19 @@ public:
|
||||
void implement(GameObject *enactor, ActiveItem *target);
|
||||
void implement(GameObject *enactor, Location target);
|
||||
|
||||
SpellID getDisplayID(void) {
|
||||
SpellID getDisplayID() {
|
||||
return display;
|
||||
}
|
||||
SpellManaID getManaType(void) {
|
||||
SpellManaID getManaType() {
|
||||
return manaType;
|
||||
}
|
||||
void setManaType(SpellManaID smid) {
|
||||
manaType = smid;
|
||||
}
|
||||
int8 getManaAmt(void) {
|
||||
int8 getManaAmt() {
|
||||
return manaUse;
|
||||
}
|
||||
int32 getRange(void) {
|
||||
int32 getRange() {
|
||||
return range;
|
||||
}
|
||||
|
||||
@ -188,8 +188,8 @@ public:
|
||||
|
||||
void playSound(GameObject *go);
|
||||
void show(GameObject *, SpellTarget &);
|
||||
bool safe(void);
|
||||
bool isOffensive(void);
|
||||
bool safe();
|
||||
bool isOffensive();
|
||||
};
|
||||
|
||||
/* ===================================================================== *
|
||||
|
@ -203,7 +203,7 @@ void SpellStuff::addEffect(ResourceSpellEffect *rse) {
|
||||
// ------------------------------------------------------------------
|
||||
// init spells
|
||||
|
||||
void initSpellState(void) {
|
||||
void initSpellState() {
|
||||
}
|
||||
|
||||
void saveSpellState(Common::OutSaveFile *outS) {
|
||||
@ -220,7 +220,7 @@ void loadSpellState(Common::InSaveFile *in) {
|
||||
// ------------------------------------------------------------------
|
||||
// cleanup active spells
|
||||
|
||||
void cleanupSpellState(void) {
|
||||
void cleanupSpellState() {
|
||||
g_vm->_activeSpells->wipe();
|
||||
}
|
||||
|
||||
@ -356,7 +356,7 @@ SpellInstance::SpellInstance(StorageSpellInstance &ssi) {
|
||||
effect = effect->next;
|
||||
}
|
||||
|
||||
size_t SpellDisplayList::saveSize(void) {
|
||||
size_t SpellDisplayList::saveSize() {
|
||||
size_t total = 0;
|
||||
|
||||
total += sizeof(count);
|
||||
@ -407,7 +407,7 @@ void SpellDisplayList::read(Common::InSaveFile *in) {
|
||||
assert(tCount == count);
|
||||
}
|
||||
|
||||
void SpellDisplayList::wipe(void) {
|
||||
void SpellDisplayList::wipe() {
|
||||
for (int i = 0; i < maxCount; i++)
|
||||
if (spells[i]) {
|
||||
delete spells[i];
|
||||
@ -418,7 +418,7 @@ void SpellDisplayList::wipe(void) {
|
||||
assert(count == 0);
|
||||
}
|
||||
|
||||
size_t SpellInstance::saveSize(void) {
|
||||
size_t SpellInstance::saveSize() {
|
||||
size_t total = 0;
|
||||
total += sizeof(StorageSpellInstance);
|
||||
if (eList.count)
|
||||
|
@ -167,7 +167,7 @@ public:
|
||||
void setID(EffectID i) {
|
||||
ID = i;
|
||||
}
|
||||
EffectID thisID(void) {
|
||||
EffectID thisID() {
|
||||
return ID;
|
||||
}
|
||||
};
|
||||
@ -191,7 +191,7 @@ public:
|
||||
~EffectDisplayPrototypeList();
|
||||
|
||||
int32 add(EffectDisplayPrototype *edp) ;
|
||||
void cleanup(void);
|
||||
void cleanup();
|
||||
void append(EffectDisplayPrototype *edp, int32 acount);
|
||||
EffectDisplayPrototype *operator[](EffectID e);
|
||||
};
|
||||
@ -259,7 +259,7 @@ public:
|
||||
void setID(SpellID i) {
|
||||
ID = i;
|
||||
}
|
||||
SpellID thisID(void) {
|
||||
SpellID thisID() {
|
||||
return ID;
|
||||
}
|
||||
};
|
||||
@ -279,8 +279,8 @@ public:
|
||||
SpellDisplayPrototypeList(uint16 s);
|
||||
~SpellDisplayPrototypeList();
|
||||
|
||||
void init(void);
|
||||
void cleanup(void);
|
||||
void init();
|
||||
void cleanup();
|
||||
int32 add(SpellDisplayPrototype *sdp);
|
||||
SpellDisplayPrototype *operator[](SpellID s);
|
||||
};
|
||||
@ -313,14 +313,14 @@ public:
|
||||
SpellInstance(StorageSpellInstance &ssi);
|
||||
~SpellInstance();
|
||||
|
||||
void init(void);
|
||||
void init();
|
||||
void initEffect(TilePoint);
|
||||
void readEffect(Common::InSaveFile *in, uint16 eListSize);
|
||||
void writeEffect(Common::MemoryWriteStreamDynamic *out);
|
||||
void termEffect(void);
|
||||
size_t saveSize(void);
|
||||
void termEffect();
|
||||
size_t saveSize();
|
||||
|
||||
bool buildList(void);
|
||||
bool buildList();
|
||||
bool updateStates(int32 deltaTime);
|
||||
};
|
||||
|
||||
@ -337,8 +337,8 @@ class SpellDisplayList {
|
||||
public :
|
||||
pSpellInstance *spells;
|
||||
|
||||
void init(void);
|
||||
void cleanup(void);
|
||||
void init();
|
||||
void cleanup();
|
||||
SpellDisplayList(uint16 s);
|
||||
~SpellDisplayList();
|
||||
|
||||
@ -346,13 +346,13 @@ public :
|
||||
|
||||
void tidyKill(uint16 spellNo);
|
||||
|
||||
void buildList(void);
|
||||
void buildList();
|
||||
void updateStates(int32 deltaTime);
|
||||
|
||||
void write(Common::OutSaveFile *outD);
|
||||
void read(Common::InSaveFile *in);
|
||||
void wipe(void);
|
||||
size_t saveSize(void);
|
||||
void wipe();
|
||||
size_t saveSize();
|
||||
};
|
||||
|
||||
|
||||
@ -363,38 +363,38 @@ public :
|
||||
//-----------------------------------------------------------------------
|
||||
// Some functions that require the above definitions to work
|
||||
|
||||
inline GameWorld *Effectron::world(void) const {
|
||||
inline GameWorld *Effectron::world() const {
|
||||
return parent->world;
|
||||
}
|
||||
inline int16 Effectron::getMapNum(void) const {
|
||||
inline int16 Effectron::getMapNum() const {
|
||||
return parent->world->mapNum;
|
||||
}
|
||||
|
||||
inline EffectID Effectron::spellID(void) {
|
||||
inline EffectID Effectron::spellID() {
|
||||
return parent->spell;
|
||||
}
|
||||
inline SpellDisplayPrototype *Effectron::spell(void) {
|
||||
inline SpellDisplayPrototype *Effectron::spell() {
|
||||
return (*g_vm->_sdpList)[(SpellID) spellID()];
|
||||
}
|
||||
inline EffectID Effectron::effectID(void) {
|
||||
inline EffectID Effectron::effectID() {
|
||||
return spell()->effect;
|
||||
}
|
||||
inline EffectDisplayPrototype *Effectron::effect(void) {
|
||||
inline EffectDisplayPrototype *Effectron::effect() {
|
||||
return parent->effect;
|
||||
}
|
||||
inline EffectronFlags Effectron::staCall(void) {
|
||||
inline EffectronFlags Effectron::staCall() {
|
||||
return parent->effect->status(this);
|
||||
}
|
||||
inline TilePoint Effectron::posCall(void) {
|
||||
inline TilePoint Effectron::posCall() {
|
||||
return parent->effect->location(this);
|
||||
}
|
||||
inline SpellSpritationSeed Effectron::sprCall(void) {
|
||||
inline SpellSpritationSeed Effectron::sprCall() {
|
||||
return parent->effect->spriteno(this);
|
||||
}
|
||||
inline spellHeight Effectron::hgtCall(void) {
|
||||
inline spellHeight Effectron::hgtCall() {
|
||||
return parent->effect->height(this);
|
||||
}
|
||||
inline spellBreadth Effectron::brdCall(void) {
|
||||
inline spellBreadth Effectron::brdCall() {
|
||||
return parent->effect->breadth(this);
|
||||
}
|
||||
inline void Effectron::initCall(int16 eno) {
|
||||
|
@ -99,7 +99,7 @@ void initQuickMem(int32 size) {
|
||||
quickMemPtr = quickMemBase;
|
||||
}
|
||||
|
||||
void cleanupQuickMem(void) {
|
||||
void cleanupQuickMem() {
|
||||
if (quickMemBase)
|
||||
delete[] quickMemBase;
|
||||
quickMemBase = nullptr;
|
||||
@ -806,7 +806,7 @@ SpriteSet::~SpriteSet() {
|
||||
free(_sprites);
|
||||
}
|
||||
|
||||
void initSprites(void) {
|
||||
void initSprites() {
|
||||
int i;
|
||||
Common::SeekableReadStream *stream = nullptr;
|
||||
|
||||
@ -865,7 +865,7 @@ void initSprites(void) {
|
||||
}
|
||||
}
|
||||
|
||||
void cleanupSprites(void) {
|
||||
void cleanupSprites() {
|
||||
int i;
|
||||
|
||||
cleanupQuickMem();
|
||||
|
@ -330,8 +330,8 @@ public:
|
||||
Prototypes
|
||||
* ===================================================================== */
|
||||
|
||||
void initSprites(void);
|
||||
void cleanupSprites(void);
|
||||
void initSprites();
|
||||
void cleanupSprites();
|
||||
|
||||
struct TilePoint;
|
||||
|
||||
|
@ -138,10 +138,10 @@ void insertLocation(
|
||||
Target member functions
|
||||
* ===================================================================== */
|
||||
|
||||
bool Target::isObjectTarget(void) const {
|
||||
bool Target::isObjectTarget() const {
|
||||
return false;
|
||||
}
|
||||
bool Target::isActorTarget(void) const {
|
||||
bool Target::isActorTarget() const {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -160,7 +160,7 @@ LocationTarget::LocationTarget(Common::SeekableReadStream *stream) {
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 LocationTarget::archiveSize(void) const {
|
||||
inline int32 LocationTarget::archiveSize() const {
|
||||
return sizeof(loc);
|
||||
}
|
||||
|
||||
@ -172,14 +172,14 @@ void LocationTarget::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 LocationTarget::getType(void) const {
|
||||
int16 LocationTarget::getType() const {
|
||||
return locationTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t LocationTarget::size(void) const {
|
||||
size_t LocationTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
@ -344,7 +344,7 @@ SpecificTileTarget::SpecificTileTarget(Common::SeekableReadStream *stream) {
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 SpecificTileTarget::archiveSize(void) const {
|
||||
inline int32 SpecificTileTarget::archiveSize() const {
|
||||
return sizeof(tile);
|
||||
}
|
||||
|
||||
@ -356,14 +356,14 @@ void SpecificTileTarget::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 SpecificTileTarget::getType(void) const {
|
||||
int16 SpecificTileTarget::getType() const {
|
||||
return specificTileTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t SpecificTileTarget::size(void) const {
|
||||
size_t SpecificTileTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
@ -404,7 +404,7 @@ TilePropertyTarget::TilePropertyTarget(Common::SeekableReadStream *stream) {
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 TilePropertyTarget::archiveSize(void) const {
|
||||
inline int32 TilePropertyTarget::archiveSize() const {
|
||||
return sizeof(tileProp);
|
||||
}
|
||||
|
||||
@ -415,14 +415,14 @@ void TilePropertyTarget::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 TilePropertyTarget::getType(void) const {
|
||||
int16 TilePropertyTarget::getType() const {
|
||||
return tilePropertyTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t TilePropertyTarget::size(void) const {
|
||||
size_t TilePropertyTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
@ -573,7 +573,7 @@ SpecificMetaTileTarget::SpecificMetaTileTarget(Common::SeekableReadStream *strea
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 SpecificMetaTileTarget::archiveSize(void) const {
|
||||
inline int32 SpecificMetaTileTarget::archiveSize() const {
|
||||
return sizeof(MetaTileID);
|
||||
}
|
||||
|
||||
@ -586,14 +586,14 @@ void SpecificMetaTileTarget::write(Common::MemoryWriteStreamDynamic *out) const
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 SpecificMetaTileTarget::getType(void) const {
|
||||
int16 SpecificMetaTileTarget::getType() const {
|
||||
return specificMetaTileTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t SpecificMetaTileTarget::size(void) const {
|
||||
size_t SpecificMetaTileTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
@ -637,7 +637,7 @@ MetaTilePropertyTarget::MetaTilePropertyTarget(Common::SeekableReadStream *strea
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 MetaTilePropertyTarget::archiveSize(void) const {
|
||||
inline int32 MetaTilePropertyTarget::archiveSize() const {
|
||||
return sizeof(metaProp);
|
||||
}
|
||||
|
||||
@ -649,14 +649,14 @@ void MetaTilePropertyTarget::write(Common::MemoryWriteStreamDynamic *out) const
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 MetaTilePropertyTarget::getType(void) const {
|
||||
int16 MetaTilePropertyTarget::getType() const {
|
||||
return metaTilePropertyTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t MetaTilePropertyTarget::size(void) const {
|
||||
size_t MetaTilePropertyTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
@ -762,7 +762,7 @@ void ObjectTarget::searchObject(
|
||||
}
|
||||
}
|
||||
|
||||
bool ObjectTarget::isObjectTarget(void) const {
|
||||
bool ObjectTarget::isObjectTarget() const {
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -912,7 +912,7 @@ SpecificObjectTarget::SpecificObjectTarget(Common::SeekableReadStream *stream) {
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 SpecificObjectTarget::archiveSize(void) const {
|
||||
inline int32 SpecificObjectTarget::archiveSize() const {
|
||||
return sizeof(obj);
|
||||
}
|
||||
|
||||
@ -924,14 +924,14 @@ void SpecificObjectTarget::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 SpecificObjectTarget::getType(void) const {
|
||||
int16 SpecificObjectTarget::getType() const {
|
||||
return specificObjectTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t SpecificObjectTarget::size(void) const {
|
||||
size_t SpecificObjectTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
@ -1063,7 +1063,7 @@ ObjectPropertyTarget::ObjectPropertyTarget(Common::SeekableReadStream *stream) {
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 ObjectPropertyTarget::archiveSize(void) const {
|
||||
inline int32 ObjectPropertyTarget::archiveSize() const {
|
||||
return sizeof(objProp);
|
||||
}
|
||||
|
||||
@ -1075,14 +1075,14 @@ void ObjectPropertyTarget::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 ObjectPropertyTarget::getType(void) const {
|
||||
int16 ObjectPropertyTarget::getType() const {
|
||||
return objectPropertyTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t ObjectPropertyTarget::size(void) const {
|
||||
size_t ObjectPropertyTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
@ -1116,7 +1116,7 @@ bool ActorTarget::isTarget(GameObject *obj) const {
|
||||
return isActor(obj) && isTarget((Actor *)obj);
|
||||
}
|
||||
|
||||
bool ActorTarget::isActorTarget(void) const {
|
||||
bool ActorTarget::isActorTarget() const {
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -1162,7 +1162,7 @@ SpecificActorTarget::SpecificActorTarget(Common::SeekableReadStream *stream) {
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 SpecificActorTarget::archiveSize(void) const {
|
||||
inline int32 SpecificActorTarget::archiveSize() const {
|
||||
return sizeof(ObjectID);
|
||||
}
|
||||
|
||||
@ -1177,14 +1177,14 @@ void SpecificActorTarget::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 SpecificActorTarget::getType(void) const {
|
||||
int16 SpecificActorTarget::getType() const {
|
||||
return specificActorTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t SpecificActorTarget::size(void) const {
|
||||
size_t SpecificActorTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
@ -1346,7 +1346,7 @@ ActorPropertyTarget::ActorPropertyTarget(Common::SeekableReadStream *stream) {
|
||||
// Return the number of bytes needed to archive this object in
|
||||
// a buffer
|
||||
|
||||
inline int32 ActorPropertyTarget::archiveSize(void) const {
|
||||
inline int32 ActorPropertyTarget::archiveSize() const {
|
||||
return sizeof(actorProp);
|
||||
}
|
||||
|
||||
@ -1358,14 +1358,14 @@ void ActorPropertyTarget::write(Common::MemoryWriteStreamDynamic *out) const {
|
||||
//----------------------------------------------------------------------
|
||||
// Return an integer representing the type of target
|
||||
|
||||
int16 ActorPropertyTarget::getType(void) const {
|
||||
int16 ActorPropertyTarget::getType() const {
|
||||
return actorPropertyTarget;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Virtual function returning the sizeof this target
|
||||
|
||||
size_t ActorPropertyTarget::size(void) const {
|
||||
size_t ActorPropertyTarget::size() const {
|
||||
return sizeof(*this);
|
||||
}
|
||||
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
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x
Reference in New Issue
Block a user