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-rw-r--r--engines/hugo/hugo.h40
1 files changed, 20 insertions, 20 deletions
diff --git a/engines/hugo/hugo.h b/engines/hugo/hugo.h
index 3799e32e32..053f433357 100644
--- a/engines/hugo/hugo.h
+++ b/engines/hugo/hugo.h
@@ -126,39 +126,39 @@ enum HugoDebugChannels {
};
/**
-* Ways to dismiss a text/prompt box
-*/
+ * Ways to dismiss a text/prompt box
+ */
enum box_t {kBoxAny, kBoxOk, kBoxPrompt, kBoxYesNo};
/**
-* Inventory icon bar states
-*/
+ * Inventory icon bar states
+ */
enum istate_t {kInventoryOff, kInventoryUp, kInventoryDown, kInventoryActive};
/**
-* Game view state machine
-*/
+ * Game view state machine
+ */
enum vstate_t {kViewIdle, kViewIntroInit, kViewIntro, kViewPlay, kViewInvent, kViewExit};
/**
-* Enumerate whether object is foreground, background or 'floating'
-* If floating, HERO can collide with it and fore/back ground is determined
-* by relative y-coord of object base. This is the general case.
-* If fore or background, no collisions can take place and object is either
-* behind or in front of all others, although can still be hidden by the
-* the overlay plane. OVEROVL means the object is FLOATING (to other
-* objects) but is never hidden by the overlay plane
-*/
+ * Enumerate whether object is foreground, background or 'floating'
+ * If floating, HERO can collide with it and fore/back ground is determined
+ * by relative y-coord of object base. This is the general case.
+ * If fore or background, no collisions can take place and object is either
+ * behind or in front of all others, although can still be hidden by the
+ * the overlay plane. OVEROVL means the object is FLOATING (to other
+ * objects) but is never hidden by the overlay plane
+ */
enum {kPriorityForeground, kPriorityBackground, kPriorityFloating, kPriorityOverOverlay};
/**
-* Display list functions
-*/
+ * Display list functions
+ */
enum dupdate_t {kDisplayInit, kDisplayAdd, kDisplayDisplay, kDisplayRestore};
/**
-* Priority for sound effect
-*/
+ * Priority for sound effect
+ */
enum priority_t {kSoundPriorityLow, kSoundPriorityMedium, kSoundPriorityHigh};
enum HugoGameFeatures {
@@ -203,8 +203,8 @@ struct status_t { // Game status (not saved)
};
/**
-* Structure to define an EXIT or other collision-activated hotspot
-*/
+ * Structure to define an EXIT or other collision-activated hotspot
+ */
struct hotspot_t {
int screenIndex; // Screen in which hotspot appears
int x1, y1, x2, y2; // Bounding box of hotspot