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Diffstat (limited to 'engines/hugo/schedule.cpp')
-rw-r--r--engines/hugo/schedule.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp
index 7e66f34af2..a099bec21c 100644
--- a/engines/hugo/schedule.cpp
+++ b/engines/hugo/schedule.cpp
@@ -61,7 +61,7 @@ void Scheduler::initCypher() {
}
/**
- * Initialise the timer event queue
+ * Initialize the timer event queue
*/
void Scheduler::initEventQueue() {
debugC(1, kDebugSchedule, "initEventQueue");
@@ -159,7 +159,7 @@ void Scheduler::processBonus(const int bonusIndex) {
* 2. Set the new screen (in the hero object and any carried objects)
* 3. Read in the screen files for the new screen
* 4. Schedule action list for new screen
- * 5. Initialise prompt line and status line
+ * 5. Initialize prompt line and status line
*/
void Scheduler::newScreen(const int screenIndex) {
debugC(1, kDebugSchedule, "newScreen(%d)", screenIndex);
@@ -193,7 +193,7 @@ void Scheduler::newScreen(const int screenIndex) {
// 4. Schedule action list for this screen
_vm->_scheduler->screenActions(screenIndex);
- // 5. Initialise prompt line and status line
+ // 5. Initialize prompt line and status line
_vm->_screen->initNewScreenDisplay();
}
@@ -201,7 +201,7 @@ void Scheduler::newScreen(const int screenIndex) {
* Transition to a new screen as follows:
* 1. Set the new screen (in the hero object and any carried objects)
* 2. Read in the screen files for the new screen
- * 3. Initialise prompt line and status line
+ * 3. Initialize prompt line and status line
*/
void Scheduler::restoreScreen(const int screenIndex) {
debugC(1, kDebugSchedule, "restoreScreen(%d)", screenIndex);
@@ -212,7 +212,7 @@ void Scheduler::restoreScreen(const int screenIndex) {
// 2. Read in new screen files
_vm->readScreenFiles(screenIndex);
- // 3. Initialise prompt line and status line
+ // 3. Initialize prompt line and status line
_vm->_screen->initNewScreenDisplay();
}
@@ -1135,7 +1135,7 @@ void Scheduler::restoreEvents(Common::ReadStream *f) {
void Scheduler::insertAction(act *action) {
debugC(1, kDebugSchedule, "insertAction() - Action type A%d", action->a0.actType);
- // First, get and initialise the event structure
+ // First, get and initialize the event structure
event_t *curEvent = getQueue();
curEvent->action = action;
switch (action->a0.actType) { // Assign whether local or global
@@ -1208,7 +1208,7 @@ event_t *Scheduler::doAction(event_t *curEvent) {
_vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb;
_vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle;
break;
- case INIT_OBJXY: // act2: Initialise an object
+ case INIT_OBJXY: // act2: Initialize an object
_vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates
_vm->_object->_objects[action->a2.objIndex].y = action->a2.y;
break;
@@ -1218,13 +1218,13 @@ event_t *Scheduler::doAction(event_t *curEvent) {
case BKGD_COLOR: // act4: Set new background color
_vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
break;
- case INIT_OBJVXY: // act5: Initialise an object velocity
+ case INIT_OBJVXY: // act5: Initialize an object velocity
_vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy);
break;
- case INIT_CARRY: // act6: Initialise an object
+ case INIT_CARRY: // act6: Initialize an object
_vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status
break;
- case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
+ case INIT_HF_COORD: // act7: Initialize an object to hero's "feet" coords
_vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1;
_vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
_vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p; // Don't forget screen!
@@ -1232,10 +1232,10 @@ event_t *Scheduler::doAction(event_t *curEvent) {
case NEW_SCREEN: // act8: Start new screen
newScreen(action->a8.screenIndex);
break;
- case INIT_OBJSTATE: // act9: Initialise an object state
+ case INIT_OBJSTATE: // act9: Initialize an object state
_vm->_object->_objects[action->a9.objIndex].state = action->a9.newState;
break;
- case INIT_PATH: // act10: Initialise an object path and velocity
+ case INIT_PATH: // act10: Initialize an object path and velocity
_vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
break;
case COND_R: // act11: action lists conditional on object state
@@ -1284,7 +1284,7 @@ event_t *Scheduler::doAction(event_t *curEvent) {
// any objects are to be made invisible!
gameStatus.gameOverFl = true;
break;
- case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords
+ case INIT_HH_COORD: // act22: Initialize an object to hero's actual coords
_vm->_object->_objects[action->a22.objIndex].x = _vm->_hero->x;
_vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y;
_vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen!