Mostly whitespace changes, but also a few modifications to the still
experimental resource dumping code. svn-id: r11382
This commit is contained in:
parent
e72a17c678
commit
6f23e2c211
12 changed files with 26 additions and 20 deletions
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@ -431,7 +431,7 @@ void Sword2Engine::processImage(buildit *build_unit) {
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spriteType |= RDSPR_RLE16;
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// points to just after last cdt_entry, ie.
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// start of colour table
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colTablePtr = (uint8*) (anim_head + 1) + anim_head->noAnimFrames * sizeof(_cdtEntry);
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colTablePtr = (uint8 *) (anim_head + 1) + anim_head->noAnimFrames * sizeof(_cdtEntry);
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break;
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}
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}
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@ -562,7 +562,7 @@ bool Debugger::Cmd_Version(int argc, const char **argv) {
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char dateStamp[255];
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char version[6];
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strcpy(version, (char*) version_string + HEAD_LEN);
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strcpy(version, (char *) version_string + HEAD_LEN);
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*(((unsigned char *) &t)) = *(version_string + 14);
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*(((unsigned char *) &t) + 1) = *(version_string + 15);
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*(((unsigned char *) &t) + 2) = *(version_string + 16);
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@ -100,7 +100,7 @@
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// for the poor PSX so it knows what language is running.
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// #define GAME_LANGUAGE VAR(111)
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//resource id's of pouse mointers. It's pretty much safe to do it like this
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// resource id's of pouse mointers. It's pretty much safe to do it like this
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#define NORMAL_MOUSE_ID 17
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#define SCROLL_LEFT_MOUSE_ID 1440
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@ -84,7 +84,7 @@ void Sword2Engine::buildMenu(void) {
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// objects. Run the 'build_menu' script in the 'menu_master' object
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head = _resman->openResource(MENU_MASTER_OBJECT);
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_logic->runScript((char*) head, (char*) head, &null_pc);
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_logic->runScript((char *) head, (char *) head, &null_pc);
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_resman->closeResource(MENU_MASTER_OBJECT);
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// Compare new with old. Anything in master thats not in new gets
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@ -519,7 +519,7 @@ int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) {
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break;
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case OP_ANDAND:
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// '&&'
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debug(5, "%d != %d -> %d",
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debug(5, "%d && %d -> %d",
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stack2[stackPointer2 - 2],
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stack2[stackPointer2 - 1],
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stack2[stackPointer2 - 2] && stack2[stackPointer2 - 1]);
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@ -123,7 +123,7 @@ int Logic::processSession(void) {
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raw_data_ad = (char *) head;
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far_head = (_standardHeader*) _vm->_resman->openResource(script / SIZE);
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far_head = (_standardHeader *) _vm->_resman->openResource(script / SIZE);
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if (far_head->fileType != GAME_OBJECT && far_head->fileType != SCREEN_MANAGER)
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error("Logic_engine %d not a far object (its a %d)", script / SIZE, far_head->fileType);
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@ -497,7 +497,7 @@ void FontRenderer::printTextBlocs(void) {
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for (j = 0; j < MAX_text_blocs; j++) {
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if (_blocList[j].text_mem) {
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frame = (_frameHeader*) _blocList[j].text_mem->ad;
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frame = (_frameHeader *) _blocList[j].text_mem->ad;
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spriteInfo.x = _blocList[j].x;
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spriteInfo.y = _blocList[j].y;
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@ -38,7 +38,7 @@ void MemoryManager::displayMemory(void) {
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j = _baseMemBlock;
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do {
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if (_memList[j].uid < 65536) {
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file_header = (_standardHeader*) _vm->_resman->openResource(_memList[j].uid);
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file_header = (_standardHeader *) _vm->_resman->openResource(_memList[j].uid);
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// close immediately so give a true count
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_vm->_resman->closeResource(_memList[j].uid);
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@ -372,8 +372,8 @@ int32 MemoryManager::defragMemory(uint32 req_size) {
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// block
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// memcpy(_memList[cur_block].ad, _memList[child].ad, _memList[child].size);
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a = (uint32*) _memList[cur_block].ad;
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b = (uint32*) _memList[child].ad;
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a = (uint32 *) _memList[cur_block].ad;
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b = (uint32 *) _memList[child].ad;
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for (j = 0; j < _memList[child].size / 4; j++)
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*(a++) = *(b++);
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@ -64,7 +64,7 @@ uint8 *Sword2Engine::fetchPaletteMatchTable(uint8 *screenFile) {
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_screenHeader *Sword2Engine::fetchScreenHeader(uint8 *screenFile) {
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_multiScreenHeader *mscreenHeader = (_multiScreenHeader *) (screenFile + sizeof(_standardHeader));
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_screenHeader *screenHeader = (_screenHeader*) ((uint8 *) mscreenHeader + mscreenHeader->screen);
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_screenHeader *screenHeader = (_screenHeader *) ((uint8 *) mscreenHeader + mscreenHeader->screen);
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return screenHeader;
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}
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@ -184,7 +184,7 @@ uint8 *Sword2Engine::fetchTextLine(uint8 *file, uint32 text_line) {
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_textHeader *text_header = (_textHeader *) (file + sizeof(_standardHeader));
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if (text_line >= text_header->noOfLines) {
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fileHeader = (_standardHeader*)file;
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fileHeader = (_standardHeader *) file;
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sprintf((char *) errorLine, "xxMissing line %d of %s (only 0..%d)", text_line, fileHeader->name, text_header->noOfLines - 1);
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@ -253,7 +253,7 @@ void convertEndian(uint8 *file, uint32 len) {
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SWAP32(mscreenHeader->maskOffset);
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// screenHeader
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_screenHeader *screenHeader = (_screenHeader*) (file + mscreenHeader->screen);
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_screenHeader *screenHeader = (_screenHeader *) (file + mscreenHeader->screen);
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SWAP16(screenHeader->width);
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SWAP16(screenHeader->height);
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@ -312,7 +312,7 @@ void convertEndian(uint8 *file, uint32 len) {
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break;
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}
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case GAME_OBJECT: {
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_object_hub *objectHub = (_object_hub *)file;
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_object_hub *objectHub = (_object_hub *) file;
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objectHub->type = (int)SWAP_BYTES_32(objectHub->type);
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SWAP32(objectHub->logic_level);
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@ -325,7 +325,7 @@ void convertEndian(uint8 *file, uint32 len) {
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break;
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}
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case WALK_GRID_FILE: {
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_walkGridHeader *walkGridHeader = (_walkGridHeader *)file;
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_walkGridHeader *walkGridHeader = (_walkGridHeader *) file;
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SWAP32(walkGridHeader->numBars);
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SWAP32(walkGridHeader->numNodes);
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@ -499,18 +499,24 @@ uint8 *ResourceManager::openResource(uint32 res, bool dump) {
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case MOUSE_FILE:
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strcpy(tag, "mouse");
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break;
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case WAV_FILE:
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strcpy(tag, "wav");
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break;
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case ICON_FILE:
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strcpy(tag, "icon");
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break;
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case PALETTE_FILE:
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strcpy(tag, "palette");
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break;
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default:
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strcpy(tag, "unknown");
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break;
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}
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#if defined(MACOS_CARBON)
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sprintf(buf, ":dumps:%s-%d", tag, res);
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sprintf(buf, ":dumps:%s-%d.dmp", tag, res);
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#else
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sprintf(buf, "dumps/%s-%d", tag, res);
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sprintf(buf, "dumps/%s-%d.dmp", tag, res);
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#endif
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out.open(buf, "");
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@ -909,7 +915,7 @@ void ResourceManager::killAllObjects(bool wantInfo) {
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//not the global vars which are assumed to be open in
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// memory & not the player object!
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if (res != 1 && res != CUR_PLAYER_ID) {
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header = (_standardHeader*) openResource(res);
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header = (_standardHeader *) openResource(res);
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closeResource(res);
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if (header->fileType == GAME_OBJECT) {
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@ -464,7 +464,7 @@ void Sword2Engine::getPlayerStructures(void) {
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char *raw_script_ad;
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_standardHeader *head;
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head = (_standardHeader*) _resman->openResource(CUR_PLAYER_ID);
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head = (_standardHeader *) _resman->openResource(CUR_PLAYER_ID);
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if (head->fileType != GAME_OBJECT)
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error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
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@ -483,7 +483,7 @@ void Sword2Engine::putPlayerStructures(void) {
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char *raw_script_ad;
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_standardHeader *head;
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head = (_standardHeader*) _resman->openResource(CUR_PLAYER_ID);
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head = (_standardHeader *) _resman->openResource(CUR_PLAYER_ID);
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if (head->fileType != GAME_OBJECT)
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error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
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