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Diffstat (limited to 'engines/lure/game.cpp')
-rw-r--r--engines/lure/game.cpp92
1 files changed, 46 insertions, 46 deletions
diff --git a/engines/lure/game.cpp b/engines/lure/game.cpp
index 5d5407886c..dfdcbfe956 100644
--- a/engines/lure/game.cpp
+++ b/engines/lure/game.cpp
@@ -63,7 +63,7 @@ Game::~Game() {
void Game::tick() {
// Call the tick method for each hotspot - this is somewaht complicated
// by the fact that a tick proc can unload both itself and/or others,
- // so we first get a list of the Ids, and call the tick proc for each
+ // so we first get a list of the Ids, and call the tick proc for each
// id in sequence if it's still active
Resources &res = Resources::getReference();
ValueTableData &fields = res.fieldList();
@@ -74,7 +74,7 @@ void Game::tick() {
for (i = res.activeHotspots().begin(); i != res.activeHotspots().end(); ++i) {
Hotspot *hotspot = *i;
- if (!_preloadFlag || ((hotspot->layer() != 0xff) &&
+ if (!_preloadFlag || ((hotspot->layer() != 0xff) &&
(hotspot->hotspotId() < FIRST_NONCHARACTER_ID)))
// Add hotspot to list to execute
idList[idSize++] = hotspot->hotspotId();
@@ -100,7 +100,7 @@ void Game::tickCheck() {
_state |= GS_TICK;
if ((room.roomNumber() == ROOMNUM_VILLAGE_SHOP) && !remoteFlag && ((_state & GS_TICK) != 0)) {
- // In the village shop,
+ // In the village shop,
bool tockFlag = (_state & GS_TOCK) != 0;
Sound.addSound(tockFlag ? 16 : 50);
@@ -112,7 +112,7 @@ void Game::nextFrame() {
Resources &res = Resources::getReference();
Room &room = Room::getReference();
- if (Fights.isFighting())
+ if (Fights.isFighting())
Fights.fightLoop();
res.pausedList().countdown();
@@ -139,11 +139,11 @@ void Game::execute() {
screen.setPaletteEmpty();
// Flag for starting game
- setState(GS_RESTART);
+ setState(GS_RESTART);
bool initialRestart = true;
while (!events.quitFlag) {
-
+
if ((_state & GS_RESTART) != 0) {
res.reset();
Fights.reset();
@@ -208,8 +208,8 @@ void Game::execute() {
case Common::KEYCODE_KP_PLUS:
if (_debugFlag) {
- while (++roomNum <= 51)
- if (res.getRoom(roomNum) != NULL) break;
+ while (++roomNum <= 51)
+ if (res.getRoom(roomNum) != NULL) break;
if (roomNum == 52) roomNum = 1;
room.setRoomNumber(roomNum);
}
@@ -224,14 +224,14 @@ void Game::execute() {
break;
case Common::KEYCODE_KP_MULTIPLY:
- if (_debugFlag)
+ if (_debugFlag)
res.getActiveHotspot(PLAYER_ID)->setRoomNumber(
room.roomNumber());
break;
case Common::KEYCODE_KP_DIVIDE:
case Common::KEYCODE_SLASH:
- if (_debugFlag)
+ if (_debugFlag)
room.setShowInfo(!room.showInfo());
break;
@@ -247,7 +247,7 @@ void Game::execute() {
}
if ((events.type() == Common::EVENT_LBUTTONDOWN) ||
- (events.type() == Common::EVENT_RBUTTONDOWN))
+ (events.type() == Common::EVENT_RBUTTONDOWN))
handleClick();
}
@@ -287,7 +287,7 @@ void Game::execute() {
// If the Restart/Restore dialog is needed, show it
if ((_state & GS_RESTORE) != 0) {
- // Show the Restore/Restart dialog
+ // Show the Restore/Restart dialog
bool restartFlag = RestartRestoreDialog::show();
if (restartFlag)
@@ -307,7 +307,7 @@ void Game::handleMenuResponse(uint8 selection) {
doShowCredits();
break;
- case MENUITEM_RESTART_GAME:
+ case MENUITEM_RESTART_GAME:
doRestart();
break;
@@ -315,7 +315,7 @@ void Game::handleMenuResponse(uint8 selection) {
SaveRestoreDialog::show(true);
break;
- case MENUITEM_RESTORE_GAME:
+ case MENUITEM_RESTORE_GAME:
SaveRestoreDialog::show(false);
break;
@@ -355,7 +355,7 @@ void Game::playerChangeRoom() {
displayChuteAnimation();
else if (animFlag != 0)
displayBarrelAnimation();
-
+
fields.setField(ROOM_EXIT_ANIMATION, 0);
roomData->exitTime = g_system->getMillis();
@@ -373,7 +373,7 @@ void Game::playerChangeRoom() {
if (v != 0) {
--v;
fields.setField(29, v);
- if (v == 0)
+ if (v == 0)
res.delayList().add(2, 0xCB7, false);
}
}
@@ -395,12 +395,12 @@ void Game::displayChuteAnimation() {
AnimationSequence *anim = new AnimationSequence(CHUTE_ANIM_ID, palette, false);
anim->show();
delete anim;
-
- anim = new AnimationSequence(CHUTE2_ANIM_ID, palette, false);
+
+ anim = new AnimationSequence(CHUTE2_ANIM_ID, palette, false);
anim->show();
delete anim;
- anim = new AnimationSequence(CHUTE3_ANIM_ID, palette, false);
+ anim = new AnimationSequence(CHUTE3_ANIM_ID, palette, false);
anim->show();
delete anim;
@@ -442,7 +442,7 @@ void Game::handleClick() {
// Viewing a room remotely - handle returning to prior room
if ((room.roomNumber() != 35) || (fields.getField(87) == 0)) {
// Reset player tick proc and signal to change back to the old room
- res.getActiveHotspot(PLAYER_ID)->setTickProc(PLAYER_TICK_PROC_ID);
+ res.getActiveHotspot(PLAYER_ID)->setTickProc(PLAYER_TICK_PROC_ID);
fields.setField(NEW_ROOM_NUMBER, oldRoomNumber);
fields.setField(OLD_ROOM_NUMBER, 0);
}
@@ -454,7 +454,7 @@ void Game::handleClick() {
if (response != MENUITEM_NONE)
handleMenuResponse(response);
} else if ((room.cursorState() == CS_SEQUENCE) ||
- (room.cursorState() == CS_BUMPED)) {
+ (room.cursorState() == CS_BUMPED)) {
// No action necessary
} else {
if (mouse.lButton())
@@ -489,7 +489,7 @@ void Game::handleRightClickMenu() {
}
// If no inventory items remove entries that require them
- if (res.numInventoryItems() == 0)
+ if (res.numInventoryItems() == 0)
actions &= 0xFEF3F9FD;
// If the player hasn't any money, remove any bribe entry
@@ -556,16 +556,16 @@ void Game::handleRightClickMenu() {
hotspot = res.getHotspot(room.hotspotId());
itemId = PopupMenu::ShowInventory();
breakFlag = (itemId != 0xffff);
- if (breakFlag) {
+ if (breakFlag) {
fields.setField(USE_HOTSPOT_ID, itemId);
if ((action == GIVE) || (action == USE)) {
// Add in the "X to " or "X on " section of give/use action
useHotspot = res.getHotspot(itemId);
assert(useHotspot);
strings.getString(useHotspot->nameId, statusLine);
- if (action == GIVE)
+ if (action == GIVE)
strcat(statusLine, stringList.getString(S_TO));
- else
+ else
strcat(statusLine, stringList.getString(S_ON));
statusLine += strlen(statusLine);
}
@@ -621,7 +621,7 @@ void Game::handleLeftClick() {
player->setActionCtr(0);
strcpy(room.statusLine(), "");
- if ((room.destRoomNumber() == 0) && (room.hotspotId() != 0)) {
+ if ((room.destRoomNumber() == 0) && (room.hotspotId() != 0)) {
// Handle look at hotspot
sprintf(room.statusLine(), "%s ", stringList.getString(LOOK_AT));
HotspotData *hotspot = res.getHotspot(room.hotspotId());
@@ -631,10 +631,10 @@ void Game::handleLeftClick() {
} else if (room.destRoomNumber() != 0) {
// Walk to another room
- RoomExitCoordinateData &exitData =
+ RoomExitCoordinateData &exitData =
res.coordinateList().getEntry(room.roomNumber()).getData(room.destRoomNumber());
- player->walkTo((exitData.x & 0xfff8) | 5, (exitData.y & 0xfff8),
+ player->walkTo((exitData.x & 0xfff8) | 5, (exitData.y & 0xfff8),
room.hotspotId() == 0 ? 0xffff : room.hotspotId());
} else {
// Walking within room
@@ -670,7 +670,7 @@ bool Game::GetTellActions() {
while ((_numTellCommands >= 0) && (_numTellCommands < MAX_TELL_COMMANDS)) {
- // Loop for each sub-part of commands: Action, up to two params, and
+ // Loop for each sub-part of commands: Action, up to two params, and
// a "and then" selection to allow for more commands
while ((paramIndex >= 0) && (paramIndex <= 4)) {
@@ -687,7 +687,7 @@ bool Game::GetTellActions() {
if (action == NONE) {
// Move backwards to prior specified action
--_numTellCommands;
- if (_numTellCommands < 0)
+ if (_numTellCommands < 0)
paramIndex = -1;
else {
paramIndex = 3;
@@ -709,10 +709,10 @@ bool Game::GetTellActions() {
case 1:
// First parameter
- action = (Action) commands[_numTellCommands * 3];
+ action = (Action) commands[_numTellCommands * 3];
if (action != RETURN) {
// Prompt for selection
- if ((action != USE) && (action != DRINK) && (action != GIVE))
+ if ((action != USE) && (action != DRINK) && (action != GIVE))
selectionId = PopupMenu::ShowItems(action, *roomList.begin());
else
selectionId = PopupMenu::ShowItems(GET, *roomList.begin());
@@ -724,7 +724,7 @@ bool Game::GetTellActions() {
*statusLine = '\0';
break;
}
-
+
if (selectionId < NOONE_ID) {
// Must be a room selection
strings.getString(selectionId, selectionName);
@@ -745,7 +745,7 @@ bool Game::GetTellActions() {
case 2:
// Second parameter
- action = (Action) commands[_numTellCommands * 3];
+ action = (Action) commands[_numTellCommands * 3];
if (action == ASK)
strcat(statusLine, stringList.getString(S_FOR));
else if (action == GIVE)
@@ -803,7 +803,7 @@ bool Game::GetTellActions() {
default:
// Move to end of just completed command
- action = (Action) commands[_numTellCommands * 3];
+ action = (Action) commands[_numTellCommands * 3];
if (action == RETURN)
paramIndex = 0;
else if ((action == ASK) || (action == GIVE) || (action == USE))
@@ -870,18 +870,18 @@ void Game::doShowCredits() {
Sound.pause();
mouse.cursorOff();
-
+
Surface *s = Surface::getScreen(CREDITS_RESOURCE_ID);
-
+
if (isEGA) {
s->copyToScreen(0, 0);
} else {
Palette p(CREDITS_RESOURCE_ID - 1);
screen.setPaletteEmpty();
s->copyToScreen(0, 0);
- screen.setPalette(&p);
+ screen.setPalette(&p);
}
-
+
delete s;
events.waitForPress();
@@ -892,7 +892,7 @@ void Game::doShowCredits() {
void Game::doQuit() {
Sound.pause();
- if (getYN())
+ if (getYN())
Events::getReference().quitFlag = true;
Sound.resume();
}
@@ -944,7 +944,7 @@ void Game::handleBootParam(int value) {
h->setPosition(140, 120);
h->currentActions().top().setSupportData(0x1400);
fields.setField(11, 1);
-
+
// Set up player
h = res.getActiveHotspot(PLAYER_ID);
h->setRoomNumber(4);
@@ -978,7 +978,7 @@ bool Game::getYN() {
Events &events = Events::getReference();
Screen &screen = Screen::getReference();
Resources &res = Resources::getReference();
-
+
Common::Language l = LureEngine::getReference().getLanguage();
Common::KeyCode y = Common::KEYCODE_y;
if (l == FR_FRA) y = Common::KEYCODE_o;
@@ -996,7 +996,7 @@ bool Game::getYN() {
delete s;
bool breakFlag = false;
- bool result = false;
+ bool result = false;
do {
while (events.pollEvent()) {
@@ -1035,11 +1035,11 @@ bool Game::isMenuAvailable() {
Room &room = Room::getReference();
uint16 oldRoomNumber = res.fieldList().getField(OLD_ROOM_NUMBER);
- if (oldRoomNumber != 0)
+ if (oldRoomNumber != 0)
// Viewing a room remotely - so the menu isn't available
return false;
-
- else if ((room.cursorState() == CS_TALKING) || (res.getTalkState() != TALK_NONE))
+
+ else if ((room.cursorState() == CS_TALKING) || (res.getTalkState() != TALK_NONE))
return false;
return true;