Formating names in source code
svn-id: r25101
This commit is contained in:
parent
994604527b
commit
b47eb95316
42 changed files with 2761 additions and 2796 deletions
|
@ -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
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue