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authorMax Horn2008-09-30 12:27:38 +0000
committerMax Horn2008-09-30 12:27:38 +0000
commit9b160804ab8878b55efb032fb62ee359ab97f848 (patch)
treeaa0ac6d0aec815de5f2368acc00971948cf3fa0b /engines/sword1/sword1.cpp
parent87917e06d94e36c483011deaf1eb4a5dba6eeb97 (diff)
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Renamed Engine::quit to Engine::shouldQuit (previously, it was easily confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
Diffstat (limited to 'engines/sword1/sword1.cpp')
-rw-r--r--engines/sword1/sword1.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/sword1/sword1.cpp b/engines/sword1/sword1.cpp
index 42124d419e..35fe58e819 100644
--- a/engines/sword1/sword1.cpp
+++ b/engines/sword1/sword1.cpp
@@ -703,7 +703,7 @@ int SwordEngine::go() {
_systemVars.controlPanelMode = CP_NEWGAME;
if (_control->runPanel() == CONTROL_GAME_RESTORED)
_control->doRestore();
- else if (!quit())
+ else if (!shouldQuit())
_logic->startPositions(0);
} else {
// no savegames, start new game.
@@ -712,10 +712,10 @@ int SwordEngine::go() {
}
_systemVars.controlPanelMode = CP_NORMAL;
- while (!quit()) {
+ while (!shouldQuit()) {
uint8 action = mainLoop();
- if (!quit()) {
+ if (!shouldQuit()) {
// the mainloop was left, we have to reinitialize.
reinitialize();
if (action == CONTROL_GAME_RESTORED)
@@ -756,7 +756,7 @@ uint8 SwordEngine::mainLoop(void) {
uint8 retCode = 0;
_keyPressed.reset();
- while ((retCode == 0) && (!quit())) {
+ while ((retCode == 0) && (!shouldQuit())) {
// do we need the section45-hack from sword.c here?
checkCd();
@@ -805,9 +805,9 @@ uint8 SwordEngine::mainLoop(void) {
}
_mouseState = 0;
_keyPressed.reset();
- } while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) && (retCode == 0) && (!quit()));
+ } while ((Logic::_scriptVars[SCREEN] == Logic::_scriptVars[NEW_SCREEN]) && (retCode == 0) && (!shouldQuit()));
- if ((retCode == 0) && (Logic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade && (!quit())) {
+ if ((retCode == 0) && (Logic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade && (!shouldQuit())) {
_screen->fadeDownPalette();
int32 relDelay = (int32)_system->getMillis();
while (_screen->stillFading()) {