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Diffstat (limited to 'engines/draci/game.cpp')
-rw-r--r--engines/draci/game.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index 060ee41077..e19ec67810 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -47,9 +47,9 @@ static const char *dialoguePath = "ROZH";
static double real_to_double(byte real[6]);
enum {
- kWalkingMapOverlayColour = 2,
- kWalkingShortestPathOverlayColour = 120,
- kWalkingObliquePathOverlayColour = 73
+ kWalkingMapOverlayColor = 2,
+ kWalkingShortestPathOverlayColor = 120,
+ kWalkingObliquePathOverlayColor = 73
};
Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) {
@@ -69,7 +69,7 @@ Game::Game(DraciEngine *vm) : _vm(vm), _walkingState(vm) {
for (i = 0; i < numPersons; ++i) {
_persons[i]._x = personData.readUint16LE();
_persons[i]._y = personData.readUint16LE();
- _persons[i]._fontColour = personData.readByte();
+ _persons[i]._fontColor = personData.readByte();
}
// Read in dialogue offsets
@@ -217,12 +217,12 @@ void Game::init() {
// Initialize animation for object / room titles
_titleAnim = new Animation(_vm, kTitleText, 257, true);
- _titleAnim->addFrame(new Text("", _vm->_smallFont, kTitleColour, 0, 0, 0), NULL);
+ _titleAnim->addFrame(new Text("", _vm->_smallFont, kTitleColor, 0, 0, 0), NULL);
_vm->_anims->insert(_titleAnim, false);
// Initialize animation for speech text
Animation *speechAnim = new Animation(_vm, kSpeechText, 257, true);
- speechAnim->addFrame(new Text("", _vm->_bigFont, kFontColour1, 0, 0, 0), NULL);
+ speechAnim->addFrame(new Text("", _vm->_bigFont, kFontColor1, 0, 0, 0), NULL);
_vm->_anims->insert(speechAnim, false);
// Initialize inventory animation. _iconsArchive is never flushed.
@@ -236,7 +236,7 @@ void Game::init() {
for (uint i = 0; i < kDialogueLines; ++i) {
_dialogueAnims[i] = new Animation(_vm, kDialogueLinesID - i, 254, true);
- _dialogueAnims[i]->addFrame(new Text("", _vm->_smallFont, kLineInactiveColour, 0, 0, 0), NULL);
+ _dialogueAnims[i]->addFrame(new Text("", _vm->_smallFont, kLineInactiveColor, 0, 0, 0), NULL);
_dialogueAnims[i]->setRelative(1,
kScreenHeight - (i + 1) * _vm->_smallFont->getFontHeight());
@@ -418,9 +418,9 @@ void Game::handleDialogueLoop() {
text = reinterpret_cast<Text *>(_dialogueAnims[i]->getCurrentFrame());
if (_animUnderCursor == _dialogueAnims[i]) {
- text->setColour(kLineActiveColour);
+ text->setColor(kLineActiveColor);
} else {
- text->setColour(kLineInactiveColour);
+ text->setColor(kLineInactiveColor);
}
}
@@ -442,7 +442,7 @@ void Game::fadePalette(bool fading_out) {
}
for (int i = 1; i <= kBlackFadingIterations; ++i) {
_vm->_system->delayMillis(kBlackFadingTimeUnit);
- _vm->_screen->interpolatePalettes(startPal, endPal, 0, kNumColours, i, kBlackFadingIterations);
+ _vm->_screen->interpolatePalettes(startPal, endPal, 0, kNumColors, i, kBlackFadingIterations);
_vm->_screen->copyToScreen();
}
}
@@ -454,7 +454,7 @@ void Game::advanceAnimationsAndTestLoopExit() {
--_fadePhase;
const byte *startPal = _currentRoom._palette >= 0 ? _vm->_paletteArchive->getFile(_currentRoom._palette)->_data : NULL;
const byte *endPal = getScheduledPalette() >= 0 ? _vm->_paletteArchive->getFile(getScheduledPalette())->_data : NULL;
- _vm->_screen->interpolatePalettes(startPal, endPal, 0, kNumColours, _fadePhases - _fadePhase, _fadePhases);
+ _vm->_screen->interpolatePalettes(startPal, endPal, 0, kNumColors, _fadePhases - _fadePhase, _fadePhases);
if (_fadePhase == 0) {
if (_loopSubstatus == kInnerWhileFade) {
setExitLoop(true);
@@ -997,7 +997,7 @@ int Game::dialogueDraw() {
dialogueLine = reinterpret_cast<Text *>(anim->getCurrentFrame());
dialogueLine->setText(_dialogueBlocks[i]._title);
- dialogueLine->setColour(kLineInactiveColour);
+ dialogueLine->setColor(kLineInactiveColor);
_lines[_dialogueLinesNum] = i;
_dialogueLinesNum++;
}
@@ -1114,8 +1114,8 @@ int Game::playHeroAnimation(int anim_index) {
return anim->currentFrameNum();
}
-void Game::redrawWalkingPath(Animation *anim, byte colour, const WalkingPath &path) {
- Sprite *ov = _walkingMap.newOverlayFromPath(path, colour);
+void Game::redrawWalkingPath(Animation *anim, byte color, const WalkingPath &path) {
+ Sprite *ov = _walkingMap.newOverlayFromPath(path, color);
delete anim->getFrame(0);
anim->replaceFrame(0, ov, NULL);
anim->markDirtyRect(_vm->_screen->getSurface());
@@ -1148,8 +1148,8 @@ void Game::walkHero(int x, int y, SightDirection dir) {
_walkingMap.obliquePath(shortestPath, &obliquePath);
debugC(2, kDraciWalkingDebugLevel, "Walking path lengths: shortest=%d oblique=%d", shortestPath.size(), obliquePath.size());
if (_vm->_showWalkingMap) {
- redrawWalkingPath(_walkingShortestPathOverlay, kWalkingShortestPathOverlayColour, shortestPath);
- redrawWalkingPath(_walkingObliquePathOverlay, kWalkingObliquePathOverlayColour, obliquePath);
+ redrawWalkingPath(_walkingShortestPathOverlay, kWalkingShortestPathOverlayColor, shortestPath);
+ redrawWalkingPath(_walkingObliquePathOverlay, kWalkingObliquePathOverlayColor, obliquePath);
}
// Start walking. Walking will be gradually advanced by
@@ -1211,7 +1211,7 @@ void Game::loadWalkingMap(int mapID) {
f = _vm->_walkingMapsArchive->getFile(mapID);
_walkingMap.load(f->_data, f->_length);
- Sprite *ov = _walkingMap.newOverlayFromMap(kWalkingMapOverlayColour);
+ Sprite *ov = _walkingMap.newOverlayFromMap(kWalkingMapOverlayColor);
delete _walkingMapOverlay->getFrame(0);
_walkingMapOverlay->replaceFrame(0, ov, NULL);
_walkingMapOverlay->markDirtyRect(_vm->_screen->getSurface());
@@ -1385,7 +1385,7 @@ void Game::enterNewRoom() {
loadOverlays();
// Draw the scene with the black palette and slowly fade into the right palette.
- _vm->_screen->setPalette(NULL, 0, kNumColours);
+ _vm->_screen->setPalette(NULL, 0, kNumColors);
_vm->_anims->drawScene(_vm->_screen->getSurface());
_vm->_screen->copyToScreen();
fadePalette(false);