Formating names in source code

svn-id: r25101
This commit is contained in:
Paweł Kołodziejski 2007-01-16 12:40:51 +00:00
parent 994604527b
commit b47eb95316
42 changed files with 2761 additions and 2796 deletions

View file

@ -35,7 +35,7 @@ namespace Agi {
/*
* IBM-PC keyboard scancodes
*/
uint8 scancode_table[26] = {
uint8 scancodeTable[26] = {
30, /* A */
48, /* B */
46, /* C */
@ -64,21 +64,21 @@ uint8 scancode_table[26] = {
44 /* Z */
};
void AgiEngine::init_words() {
game.num_ego_words = 0;
void AgiEngine::initWords() {
_game.numEgoWords = 0;
}
void AgiEngine::clean_input() {
while (game.num_ego_words)
free(game.ego_words[--game.num_ego_words].word);
void AgiEngine::cleanInput() {
while (_game.numEgoWords)
free(_game.egoWords[--_game.numEgoWords].word);
}
void AgiEngine::get_string(int x, int y, int len, int str) {
new_input_mode(INPUT_GETSTRING);
stringdata.x = x;
stringdata.y = y;
stringdata.len = len;
stringdata.str = str;
void AgiEngine::getString(int x, int y, int len, int str) {
newInputMode(INPUT_GETSTRING);
_stringdata.x = x;
_stringdata.y = y;
_stringdata.len = len;
_stringdata.str = str;
}
/**
@ -87,7 +87,7 @@ void AgiEngine::get_string(int x, int y, int len, int str) {
* It handles console keys and insulates AGI from the console. In the main
* loop, handle_keys() handles keyboard input and ego movement.
*/
int AgiEngine::do_poll_keyboard() {
int AgiEngine::doPollKeyboard() {
int key = 0;
/* If a key is ready, rip it */
@ -99,8 +99,8 @@ int AgiEngine::do_poll_keyboard() {
return key;
}
int AgiEngine::handle_controller(int key) {
struct vt_entry *v = &game.view_table[0];
int AgiEngine::handleController(int key) {
struct VtEntry *v = &_game.viewTable[0];
int i;
/* The Black Cauldron needs KEY_ESCAPE to use menus */
@ -110,22 +110,22 @@ int AgiEngine::handle_controller(int key) {
debugC(3, kDebugLevelInput, "key = %04x", key);
for (i = 0; i < MAX_DIRS; i++) {
if (game.ev_keyp[i].data == key) {
if (_game.evKeyp[i].data == key) {
debugC(3, kDebugLevelInput, "event %d: key press", i);
game.ev_keyp[i].occured = true;
_game.evKeyp[i].occured = true;
report("event AC:%i occured\n", i);
return true;
}
}
if (key == BUTTON_LEFT) {
if (getflag(F_menus_work) && g_mouse.y <= CHAR_LINES) {
new_input_mode(INPUT_MENU);
if (getflag(fMenusWork) && g_mouse.y <= CHAR_LINES) {
newInputMode(INPUT_MENU);
return true;
}
}
if (game.player_control) {
if (_game.playerControl) {
int d = 0;
if (!KEY_ASCII(key)) {
@ -158,16 +158,16 @@ int AgiEngine::handle_controller(int key) {
}
if (key == BUTTON_LEFT &&
(int)g_mouse.y >= game.line_user_input * CHAR_LINES &&
(int)g_mouse.y <= (game.line_user_input + 1) * CHAR_LINES) {
(int)g_mouse.y >= _game.lineUserInput * CHAR_LINES &&
(int)g_mouse.y <= (_game.lineUserInput + 1) * CHAR_LINES) {
if (predictiveDialog()) {
strcpy((char *)game.input_buffer, _predictiveResult);
handle_keys(KEY_ENTER);
strcpy((char *)_game.inputBuffer, _predictiveResult);
handleKeys(KEY_ENTER);
}
return true;
}
if (!opt.agimouse) {
if (!_opt.agimouse) {
/* Handle mouse button events */
if (key == BUTTON_LEFT) {
v->flags |= ADJ_EGO_XY;
@ -188,7 +188,7 @@ int AgiEngine::handle_controller(int key) {
return false;
}
void AgiEngine::handle_getstring(int key) {
void AgiEngine::handleGetstring(int key) {
static int pos = 0; /* Cursor position */
static char buf[40];
@ -199,42 +199,42 @@ void AgiEngine::handle_getstring(int key) {
switch (key) {
case BUTTON_LEFT:
if ((int)g_mouse.y >= stringdata.y * CHAR_LINES &&
(int)g_mouse.y <= (stringdata.y + 1) * CHAR_LINES) {
if ((int)g_mouse.y >= _stringdata.y * CHAR_LINES &&
(int)g_mouse.y <= (_stringdata.y + 1) * CHAR_LINES) {
if (predictiveDialog()) {
strcpy(game.strings[stringdata.str], _predictiveResult);
new_input_mode(INPUT_NORMAL);
_gfx->printCharacter(stringdata.x + strlen(game.strings[stringdata.str]) + 1,
stringdata.y, ' ', game.color_fg, game.color_bg);
strcpy(_game.strings[_stringdata.str], _predictiveResult);
newInputMode(INPUT_NORMAL);
_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
_stringdata.y, ' ', _game.colorFg, _game.colorBg);
return;
}
}
break;
case KEY_ENTER:
debugC(3, kDebugLevelInput, "KEY_ENTER");
game.has_prompt = 0;
_game.hasPrompt = 0;
buf[pos] = 0;
strcpy(game.strings[stringdata.str], buf);
strcpy(_game.strings[_stringdata.str], buf);
debugC(3, kDebugLevelInput, "buffer=[%s]", buf);
buf[pos = 0] = 0;
new_input_mode(INPUT_NORMAL);
_gfx->printCharacter(stringdata.x + strlen(game.strings[stringdata.str]) + 1,
stringdata.y, ' ', game.color_fg, game.color_bg);
newInputMode(INPUT_NORMAL);
_gfx->printCharacter(_stringdata.x + strlen(_game.strings[_stringdata.str]) + 1,
_stringdata.y, ' ', _game.colorFg, _game.colorBg);
return;
case KEY_ESCAPE:
debugC(3, kDebugLevelInput, "KEY_ESCAPE");
game.has_prompt = 0;
_game.hasPrompt = 0;
buf[pos = 0] = 0;
strcpy(game.strings[stringdata.str], buf);
new_input_mode(INPUT_NORMAL);
/* new_input_mode (INPUT_MENU); */
strcpy(_game.strings[_stringdata.str], buf);
newInputMode(INPUT_NORMAL);
/* newInputMode(INPUT_MENU); */
break;
case KEY_BACKSPACE: /*0x08: */
if (!pos)
break;
_gfx->printCharacter(stringdata.x + (pos + 1), stringdata.y,
' ', game.color_fg, game.color_bg);
_gfx->printCharacter(_stringdata.x + (pos + 1), _stringdata.y,
' ', _game.colorFg, _game.colorBg);
pos--;
buf[pos] = 0;
break;
@ -242,42 +242,42 @@ void AgiEngine::handle_getstring(int key) {
if (key < 0x20 || key > 0x7f)
break;
if (pos >= stringdata.len)
if (pos >= _stringdata.len)
break;
buf[pos++] = key;
buf[pos] = 0;
/* Echo */
_gfx->printCharacter(stringdata.x + pos, stringdata.y, buf[pos - 1],
game.color_fg, game.color_bg);
_gfx->printCharacter(_stringdata.x + pos, _stringdata.y, buf[pos - 1],
_game.colorFg, _game.colorBg);
break;
}
/* print cursor */
_gfx->printCharacter(stringdata.x + pos + 1, stringdata.y,
(char)game.cursor_char, game.color_fg, game.color_bg);
_gfx->printCharacter(_stringdata.x + pos + 1, _stringdata.y,
(char)_game.cursorChar, _game.colorFg, _game.colorBg);
}
void AgiEngine::handle_keys(int key) {
void AgiEngine::handleKeys(int key) {
uint8 *p = NULL;
int c = 0;
static uint8 formated_entry[256];
int l = game.line_user_input;
int fg = game.color_fg, bg = game.color_bg;
static uint8 formatedEntry[256];
int l = _game.lineUserInput;
int fg = _game.colorFg, bg = _game.colorBg;
setvar(V_word_not_found, 0);
setvar(vWordNotFound, 0);
debugC(3, kDebugLevelInput, "handling key: %02x", key);
switch (key) {
case KEY_ENTER:
debugC(3, kDebugLevelInput, "KEY_ENTER");
game.keypress = 0;
_game.keypress = 0;
/* Remove all leading spaces */
for (p = game.input_buffer; *p && *p == 0x20; p++);
for (p = _game.inputBuffer; *p && *p == 0x20; p++);
/* Copy to internal buffer */
for (; *p; p++) {
@ -286,39 +286,39 @@ void AgiEngine::handle_keys(int key) {
p++;
continue;
}
formated_entry[c++] = tolower(*p);
formatedEntry[c++] = tolower(*p);
}
formated_entry[c++] = 0;
formatedEntry[c++] = 0;
/* Handle string only if it's not empty */
if (formated_entry[0]) {
strcpy((char *)game.echo_buffer, (const char *)game.input_buffer);
strcpy(last_sentence, (const char *)formated_entry);
dictionary_words(last_sentence);
if (formatedEntry[0]) {
strcpy((char *)_game.echoBuffer, (const char *)_game.inputBuffer);
strcpy(_lastSentence, (const char *)formatedEntry);
dictionaryWords(_lastSentence);
}
/* Clear to start a new line */
game.has_prompt = 0;
game.input_buffer[game.cursor_pos = 0] = 0;
_game.hasPrompt = 0;
_game.inputBuffer[_game.cursorPos = 0] = 0;
debugC(3, kDebugLevelInput, "clear lines");
clear_lines(l, l + 1, bg);
flush_lines(l, l + 1);
clearLines(l, l + 1, bg);
flushLines(l, l + 1);
break;
case KEY_ESCAPE:
debugC(3, kDebugLevelInput, "KEY_ESCAPE");
new_input_mode(INPUT_MENU);
newInputMode(INPUT_MENU);
break;
case KEY_BACKSPACE:
/* Ignore backspace at start of line */
if (game.cursor_pos == 0)
if (_game.cursorPos == 0)
break;
/* erase cursor */
_gfx->printCharacter(game.cursor_pos + 1, l, ' ', fg, bg);
game.input_buffer[--game.cursor_pos] = 0;
_gfx->printCharacter(_game.cursorPos + 1, l, ' ', fg, bg);
_game.inputBuffer[--_game.cursorPos] = 0;
/* Print cursor */
_gfx->printCharacter(game.cursor_pos + 1, l, game.cursor_char, fg, bg);
_gfx->printCharacter(_game.cursorPos + 1, l, _game.cursorChar, fg, bg);
break;
default:
/* Ignore invalid keystrokes */
@ -326,22 +326,22 @@ void AgiEngine::handle_keys(int key) {
break;
/* Maximum input size reached */
if (game.cursor_pos >= getvar(V_max_input_chars))
if (_game.cursorPos >= getvar(vMaxInputChars))
break;
game.input_buffer[game.cursor_pos++] = key;
game.input_buffer[game.cursor_pos] = 0;
_game.inputBuffer[_game.cursorPos++] = key;
_game.inputBuffer[_game.cursorPos] = 0;
/* echo */
_gfx->printCharacter(game.cursor_pos, l, game.input_buffer[game.cursor_pos - 1], fg, bg);
_gfx->printCharacter(_game.cursorPos, l, _game.inputBuffer[_game.cursorPos - 1], fg, bg);
/* Print cursor */
_gfx->printCharacter(game.cursor_pos + 1, l, game.cursor_char, fg, bg);
_gfx->printCharacter(_game.cursorPos + 1, l, _game.cursorChar, fg, bg);
break;
}
}
int AgiEngine::wait_key() {
int AgiEngine::waitKey() {
int key;
/* clear key queue */
@ -352,7 +352,7 @@ int AgiEngine::wait_key() {
debugC(3, kDebugLevelInput, "waiting...");
for (;;) {
_gfx->pollTimer(); /* msdos driver -> does nothing */
key = do_poll_keyboard();
key = doPollKeyboard();
if (key == KEY_ENTER || key == KEY_ESCAPE || key == BUTTON_LEFT)
break;
_gfx->doUpdate();
@ -360,7 +360,7 @@ int AgiEngine::wait_key() {
return key;
}
int AgiEngine::wait_any_key() {
int AgiEngine::waitAnyKey() {
int key;
/* clear key queue */
@ -371,7 +371,7 @@ int AgiEngine::wait_any_key() {
debugC(3, kDebugLevelInput, "waiting...");
for (;;) {
_gfx->pollTimer(); /* msdos driver -> does nothing */
key = do_poll_keyboard();
key = doPollKeyboard();
if (key)
break;
_gfx->doUpdate();
@ -379,4 +379,4 @@ int AgiEngine::wait_any_key() {
return key;
}
} // End of namespace Agi
} // End of namespace Agi