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author | Joseph-Eugene Winzer | 2018-03-09 11:20:47 +0100 |
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committer | Joseph-Eugene Winzer | 2018-03-11 23:25:00 +0100 |
commit | a38db245ed349e1088dbeec8c41dd0c4c7549ade (patch) | |
tree | 982313561dd30b86e6983bd6f92a189cd4f21ec9 /engines/supernova/state.cpp | |
parent | 0770800844854ade735524b33e04b0a7858eefe7 (diff) | |
download | scummvm-rg350-a38db245ed349e1088dbeec8c41dd0c4c7549ade.tar.gz scummvm-rg350-a38db245ed349e1088dbeec8c41dd0c4c7549ade.tar.bz2 scummvm-rg350-a38db245ed349e1088dbeec8c41dd0c4c7549ade.zip |
SUPERNOVA: Fixes formatting
Because of confusion when indentation level is raised and thus tabs or
spaces should be used when aligning code, this commit switches to tabs
to avoid any further confusion.
Diffstat (limited to 'engines/supernova/state.cpp')
-rw-r--r-- | engines/supernova/state.cpp | 118 |
1 files changed, 59 insertions, 59 deletions
diff --git a/engines/supernova/state.cpp b/engines/supernova/state.cpp index 8fed73cf5a..93c9d695a9 100644 --- a/engines/supernova/state.cpp +++ b/engines/supernova/state.cpp @@ -286,8 +286,8 @@ StringID GameManager::guiStatusCommands[] = { }; GameManager::GameManager(SupernovaEngine *vm) - : _inventory(_inventoryScroll) - , _vm(vm) { + : _inventory(_inventoryScroll) + , _vm(vm) { initRooms(); changeRoom(INTRO); initState(); @@ -669,13 +669,13 @@ void GameManager::processInput() { } else { /* normal item */ for (int i = 0; (_currentRoom->getObject(i)->_id != INVALIDOBJECT) && - (field == -1) && i < kMaxObject; i++) { + (field == -1) && i < kMaxObject; i++) { click = _currentRoom->getObject(i)->_click; if (click != 255 && _vm->_currentImage) { MSNImageDecoder::ClickField *clickField = _vm->_currentImage->_clickField; do { if ((_mouseX >= clickField[click].x1) && (_mouseX <= clickField[click].x2) && - (_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2)) + (_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2)) field = i; click = clickField[click].next; @@ -718,7 +718,7 @@ void GameManager::processInput() { mouseLocation = onInventoryArrowDown; else mouseLocation = onNone; - + switch (mouseLocation) { case onInventoryArrowUp: case onInventoryArrowDown: @@ -800,7 +800,7 @@ void GameManager::telomat(int nr) { do edit(input, 50, 105, 30); while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE)); - + if (_key.keycode == Common::KEYCODE_ESCAPE) { _vm->renderBox(0, 0, 320, 200, kColorBlack); _vm->renderRoom(*_currentRoom); @@ -1132,7 +1132,7 @@ void GameManager::walk(int imgId) { void GameManager::guardWalkEvent() { _prevImgId = 0; bool behind = (!_rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OCCUPIED) || - _rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OPENED)); + _rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OPENED)); _rooms[BCORRIDOR]->getObject(_state._origin + 4)->disableProperty(OCCUPIED); if (_currentRoom == _rooms[BCORRIDOR]) { if (_vm->_messageDisplayed) @@ -1187,7 +1187,7 @@ void GameManager::guardWalkEvent() { walk(19); walk(18); } - + if (!_state._playerHidden) { if (_state._origin & 1) walk(10); @@ -1306,15 +1306,15 @@ void GameManager::great(uint number) { bool GameManager::airless() { return (_currentRoom->getId() == HOLD || - _currentRoom->getId() == LANDINGMODULE || - _currentRoom->getId() == GENERATOR || - _currentRoom->getId() == OUTSIDE || - _currentRoom->getId() == ROCKS || - _currentRoom->getId() == CAVE || - _currentRoom->getId() == MEETUP || - _currentRoom->getId() == MEETUP2 || - _currentRoom->getId() == MEETUP3 || - (_currentRoom->getId() == AIRLOCK && _rooms[AIRLOCK]->getObject(1)->hasProperty(OPENED))); + _currentRoom->getId() == LANDINGMODULE || + _currentRoom->getId() == GENERATOR || + _currentRoom->getId() == OUTSIDE || + _currentRoom->getId() == ROCKS || + _currentRoom->getId() == CAVE || + _currentRoom->getId() == MEETUP || + _currentRoom->getId() == MEETUP2 || + _currentRoom->getId() == MEETUP3 || + (_currentRoom->getId() == AIRLOCK && _rooms[AIRLOCK]->getObject(1)->hasProperty(OPENED))); } void GameManager::sentence(int number, bool brightness) { @@ -1470,54 +1470,54 @@ void GameManager::takeObject(Object &obj) { void GameManager::drawCommandBox() { for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) { _vm->renderBox(_guiCommandButton[i].left, - _guiCommandButton[i].top, - _guiCommandButton[i].width(), - _guiCommandButton[i].height(), - _guiCommandButton[i]._bgColor); + _guiCommandButton[i].top, + _guiCommandButton[i].width(), + _guiCommandButton[i].height(), + _guiCommandButton[i]._bgColor); int space = (_guiCommandButton[i].width() - _vm->textWidth(_guiCommandButton[i]._text)) / 2; _vm->renderText(_guiCommandButton[i]._text, - _guiCommandButton[i]._textPosition.x + space, - _guiCommandButton[i]._textPosition.y, - _guiCommandButton[i]._textColor); + _guiCommandButton[i]._textPosition.x + space, + _guiCommandButton[i]._textPosition.y, + _guiCommandButton[i]._textColor); } } void GameManager::drawInventory() { for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) { _vm->renderBox(_guiInventory[i].left, - _guiInventory[i].top, - _guiInventory[i].width(), - _guiInventory[i].height(), - _guiInventory[i]._bgColor); + _guiInventory[i].top, + _guiInventory[i].width(), + _guiInventory[i].height(), + _guiInventory[i]._bgColor); _vm->renderText(_inventory.get(i + _inventoryScroll)->_name, - _guiInventory[i]._textPosition.x, - _guiInventory[i]._textPosition.y, - _guiInventory[i]._textColor); + _guiInventory[i]._textPosition.x, + _guiInventory[i]._textPosition.y, + _guiInventory[i]._textColor); } _vm->renderBox(_guiInventoryArrow[0].left, - _guiInventoryArrow[0].top, - _guiInventoryArrow[0].width(), - _guiInventoryArrow[0].height(), - _guiInventoryArrow[0]._bgColor); + _guiInventoryArrow[0].top, + _guiInventoryArrow[0].width(), + _guiInventoryArrow[0].height(), + _guiInventoryArrow[0]._bgColor); _vm->renderBox(_guiInventoryArrow[1].left, - _guiInventoryArrow[1].top, - _guiInventoryArrow[1].width(), - _guiInventoryArrow[1].height(), - _guiInventoryArrow[1]._bgColor); + _guiInventoryArrow[1].top, + _guiInventoryArrow[1].width(), + _guiInventoryArrow[1].height(), + _guiInventoryArrow[1]._bgColor); if (_inventory.getSize() > ARRAYSIZE(_guiInventory)) { if (_inventoryScroll != 0) { _vm->renderText(_guiInventoryArrow[0]._text, - _guiInventoryArrow[0]._textPosition.x, - _guiInventoryArrow[0]._textPosition.y, - _guiInventoryArrow[0]._textColor); + _guiInventoryArrow[0]._textPosition.x, + _guiInventoryArrow[0]._textPosition.y, + _guiInventoryArrow[0]._textColor); } if (_inventoryScroll + ARRAYSIZE(_guiInventory) < _inventory.getSize()) { _vm->renderText(_guiInventoryArrow[1]._text, - _guiInventoryArrow[1]._textPosition.x, - _guiInventoryArrow[1]._textPosition.y, - _guiInventoryArrow[1]._textColor); + _guiInventoryArrow[1]._textPosition.x, + _guiInventoryArrow[1]._textPosition.y, + _guiInventoryArrow[1]._textColor); } } } @@ -1528,15 +1528,15 @@ uint16 GameManager::getKeyInput(bool blockForPrintChar) { if (_keyPressed) { if (blockForPrintChar) { if (Common::isPrint(_key.keycode) || - _key.keycode == Common::KEYCODE_BACKSPACE || - _key.keycode == Common::KEYCODE_DELETE || - _key.keycode == Common::KEYCODE_RETURN || - _key.keycode == Common::KEYCODE_SPACE || - _key.keycode == Common::KEYCODE_ESCAPE || - _key.keycode == Common::KEYCODE_UP || - _key.keycode == Common::KEYCODE_DOWN || - _key.keycode == Common::KEYCODE_LEFT || - _key.keycode == Common::KEYCODE_RIGHT) { + _key.keycode == Common::KEYCODE_BACKSPACE || + _key.keycode == Common::KEYCODE_DELETE || + _key.keycode == Common::KEYCODE_RETURN || + _key.keycode == Common::KEYCODE_SPACE || + _key.keycode == Common::KEYCODE_ESCAPE || + _key.keycode == Common::KEYCODE_UP || + _key.keycode == Common::KEYCODE_DOWN || + _key.keycode == Common::KEYCODE_LEFT || + _key.keycode == Common::KEYCODE_RIGHT) { if (_key.flags & Common::KBD_SHIFT) return toupper(_key.ascii); else @@ -1593,7 +1593,7 @@ void GameManager::roomBrightness() { if (_vm->_brightness != 0) _vm->_brightness = _roomBrightness; - + _vm->paletteBrightness(); } @@ -1734,7 +1734,7 @@ void GameManager::edit(Common::String &input, int x, int y, uint length) { uint cursorIndex = input.size(); // NOTE: Pixels for char needed = kFontWidth + 2px left and right side bearing int overdrawWidth = ((int)((length + 1) * (kFontWidth + 2)) > (kScreenWidth - x)) ? - kScreenWidth - x : (length + 1) * (kFontWidth + 2); + kScreenWidth - x : (length + 1) * (kFontWidth + 2); while (isEditing) { _vm->_textCursorX = x; @@ -1944,7 +1944,7 @@ bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) { takeObject(*_rooms[ENTRANCE]->getObject(17)); } } else if ((verb == ACTION_LOOK) && (obj1._id == PILL_HULL) && - (_state._language == 2)) { + (_state._language == 2)) { _vm->renderMessage(kStringGenericInteract_6); _state._language = 1; } else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) { @@ -2231,8 +2231,8 @@ void GameManager::handleInput() { case ACTION_CLOSE: if (!_inputObject[0]->hasProperty(OPENABLE) || - (_inputObject[0]->hasProperty(CLOSED) && - _inputObject[0]->hasProperty(OPENED))) { + (_inputObject[0]->hasProperty(CLOSED) && + _inputObject[0]->hasProperty(OPENED))) { // This can't be closed. _vm->renderMessage(kStringGenericInteract_41); } else if (!_inputObject[0]->hasProperty(OPENED)) { |