diff options
| -rw-r--r-- | engines/tsage/core.cpp | 14 | ||||
| -rw-r--r-- | engines/tsage/events.cpp | 4 | ||||
| -rw-r--r-- | engines/tsage/scenes.cpp | 5 | 
3 files changed, 12 insertions, 11 deletions
| diff --git a/engines/tsage/core.cpp b/engines/tsage/core.cpp index ea6cc9f795..455550f6a4 100644 --- a/engines/tsage/core.cpp +++ b/engines/tsage/core.cpp @@ -2810,7 +2810,7 @@ void SceneText::synchronize(Serializer &s) {  void SceneText::updateScreen() {  	// FIXME: Hack for Blue Force to handle not refreshing the screen if the user interface  	// has been re-activated after showing some scene text -	if ((g_vm->getGameID() != GType_BlueForce) || (_bounds.top < UI_INTERFACE_Y) || +	if ((g_vm->getGameID() == GType_Ringworld) || (_bounds.top < UI_INTERFACE_Y) ||  			!T2_GLOBALS._uiElements._visible)  		SceneObject::updateScreen();  } @@ -2944,7 +2944,7 @@ void Player::disableControl() {  	g_globals->_events.setCursor(CURSOR_NONE);  	_enabled = false; -	if ((g_vm->getGameID() == GType_BlueForce) && T2_GLOBALS._uiElements._active) +	if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active)  		T2_GLOBALS._uiElements.hide();  } @@ -2992,7 +2992,7 @@ void Player::process(Event &event) {  			(g_globals->_events.getCursor() == CURSOR_WALK) && g_globals->_player._canWalk &&  			(_position != event.mousePos) && g_globals->_sceneObjects->contains(this)) { -		if ((g_vm->getGameID() == GType_BlueForce) && !BF_GLOBALS._player._enabled) +		if ((g_vm->getGameID() != GType_Ringworld) && !BF_GLOBALS._player._enabled)  			return;  		PlayerMover *newMover = new PlayerMover(); @@ -3011,7 +3011,7 @@ void Player::synchronize(Serializer &s) {  	s.syncAsByte(_uiEnabled);  	s.syncAsSint16LE(_field8C); -	if (g_vm->getGameID() == GType_BlueForce) +	if (g_vm->getGameID() != GType_Ringworld)  		s.syncAsByte(_enabled);  } @@ -3829,7 +3829,7 @@ void SceneHandler::process(Event &event) {  		}  		// Mouse press handling -		bool enabled = (g_vm->getGameID() == GType_BlueForce) ? g_globals->_player._enabled : +		bool enabled = (g_vm->getGameID() != GType_Ringworld) ? g_globals->_player._enabled :  			g_globals->_player._uiEnabled;  		if (enabled && (event.eventType == EVENT_BUTTON_DOWN) && !g_globals->_sceneItems.empty()) {  			// Check if the mouse is on the player @@ -3861,7 +3861,7 @@ void SceneHandler::process(Event &event) {  							g_globals->_events.setCursor(CURSOR_USE);  						} -						if (g_vm->getGameID() == GType_BlueForce) +						if (g_vm->getGameID() != GType_Ringworld)  							event.handled = true;  					} else if (g_vm->getGameID() != GType_Ringworld) {  						event.handled = true; @@ -3917,7 +3917,7 @@ void SceneHandler::dispatch() {  		do {  			process(event);  		} while (g_globals->_events.getEvent(event)); -	} else if (g_vm->getGameID() == GType_BlueForce) { +	} else if (g_vm->getGameID() != GType_Ringworld) {  		// For Blue Force, 'none' events need to be generated in the absence of any  		event.eventType = EVENT_NONE;  		event.mousePos = g_globals->_events._mousePos; diff --git a/engines/tsage/events.cpp b/engines/tsage/events.cpp index 073cbc35b9..d42b996e41 100644 --- a/engines/tsage/events.cpp +++ b/engines/tsage/events.cpp @@ -251,8 +251,8 @@ void EventsClass::setCursor(CursorType cursorType) {  	if (delFlag)  		DEALLOCATE(cursor); -	// For Blue Force, enable the question button when an inventory icon is selected -	if (g_vm->getGameID() == GType_BlueForce) +	// For Blue Force and Return to Ringworld, enable the question button when an inventory icon is selected +	if (g_vm->getGameID() != GType_Ringworld)  		T2_GLOBALS._uiElements._question.setEnabled(questionEnabled);  } diff --git a/engines/tsage/scenes.cpp b/engines/tsage/scenes.cpp index 686b8725f5..5ed7c06800 100644 --- a/engines/tsage/scenes.cpp +++ b/engines/tsage/scenes.cpp @@ -456,8 +456,9 @@ void Scene::refreshBackground(int xAmount, int yAmount) {  								(xSectionSrc + 1) * 160, (ySectionSrc + 1) * 100);  						Rect destBounds(xSectionDest * 160, ySectionDest * 100,  								(xSectionDest + 1) * 160, (ySectionDest + 1) * 100); -						if (g_vm->getGameID() == GType_BlueForce) { -							// For Blue Force, if the scene has an interface area, exclude it from the copy +						if (g_vm->getGameID() != GType_Ringworld) { +							// For Blue Force and Return to Ringworld, if the scene has an interface area,  +							// exclude it from the copy  							srcBounds.bottom = MIN<int16>(srcBounds.bottom, BF_GLOBALS._interfaceY);  							destBounds.bottom = MIN<int16>(destBounds.bottom, BF_GLOBALS._interfaceY);  						} | 
