diff options
Diffstat (limited to 'engines/draci/game.cpp')
-rw-r--r-- | engines/draci/game.cpp | 36 |
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); |