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Diffstat (limited to 'engines/supernova/state.cpp')
-rw-r--r--engines/supernova/state.cpp118
1 files changed, 59 insertions, 59 deletions
diff --git a/engines/supernova/state.cpp b/engines/supernova/state.cpp
index 8fed73cf5a..93c9d695a9 100644
--- a/engines/supernova/state.cpp
+++ b/engines/supernova/state.cpp
@@ -286,8 +286,8 @@ StringID GameManager::guiStatusCommands[] = {
};
GameManager::GameManager(SupernovaEngine *vm)
- : _inventory(_inventoryScroll)
- , _vm(vm) {
+ : _inventory(_inventoryScroll)
+ , _vm(vm) {
initRooms();
changeRoom(INTRO);
initState();
@@ -669,13 +669,13 @@ void GameManager::processInput() {
} else {
/* normal item */
for (int i = 0; (_currentRoom->getObject(i)->_id != INVALIDOBJECT) &&
- (field == -1) && i < kMaxObject; i++) {
+ (field == -1) && i < kMaxObject; i++) {
click = _currentRoom->getObject(i)->_click;
if (click != 255 && _vm->_currentImage) {
MSNImageDecoder::ClickField *clickField = _vm->_currentImage->_clickField;
do {
if ((_mouseX >= clickField[click].x1) && (_mouseX <= clickField[click].x2) &&
- (_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2))
+ (_mouseY >= clickField[click].y1) && (_mouseY <= clickField[click].y2))
field = i;
click = clickField[click].next;
@@ -718,7 +718,7 @@ void GameManager::processInput() {
mouseLocation = onInventoryArrowDown;
else
mouseLocation = onNone;
-
+
switch (mouseLocation) {
case onInventoryArrowUp:
case onInventoryArrowDown:
@@ -800,7 +800,7 @@ void GameManager::telomat(int nr) {
do
edit(input, 50, 105, 30);
while ((_key.keycode != Common::KEYCODE_RETURN) && (_key.keycode != Common::KEYCODE_ESCAPE));
-
+
if (_key.keycode == Common::KEYCODE_ESCAPE) {
_vm->renderBox(0, 0, 320, 200, kColorBlack);
_vm->renderRoom(*_currentRoom);
@@ -1132,7 +1132,7 @@ void GameManager::walk(int imgId) {
void GameManager::guardWalkEvent() {
_prevImgId = 0;
bool behind = (!_rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OCCUPIED) ||
- _rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OPENED));
+ _rooms[BCORRIDOR]->getObject(_state._origin + 4)->hasProperty(OPENED));
_rooms[BCORRIDOR]->getObject(_state._origin + 4)->disableProperty(OCCUPIED);
if (_currentRoom == _rooms[BCORRIDOR]) {
if (_vm->_messageDisplayed)
@@ -1187,7 +1187,7 @@ void GameManager::guardWalkEvent() {
walk(19);
walk(18);
}
-
+
if (!_state._playerHidden) {
if (_state._origin & 1)
walk(10);
@@ -1306,15 +1306,15 @@ void GameManager::great(uint number) {
bool GameManager::airless() {
return (_currentRoom->getId() == HOLD ||
- _currentRoom->getId() == LANDINGMODULE ||
- _currentRoom->getId() == GENERATOR ||
- _currentRoom->getId() == OUTSIDE ||
- _currentRoom->getId() == ROCKS ||
- _currentRoom->getId() == CAVE ||
- _currentRoom->getId() == MEETUP ||
- _currentRoom->getId() == MEETUP2 ||
- _currentRoom->getId() == MEETUP3 ||
- (_currentRoom->getId() == AIRLOCK && _rooms[AIRLOCK]->getObject(1)->hasProperty(OPENED)));
+ _currentRoom->getId() == LANDINGMODULE ||
+ _currentRoom->getId() == GENERATOR ||
+ _currentRoom->getId() == OUTSIDE ||
+ _currentRoom->getId() == ROCKS ||
+ _currentRoom->getId() == CAVE ||
+ _currentRoom->getId() == MEETUP ||
+ _currentRoom->getId() == MEETUP2 ||
+ _currentRoom->getId() == MEETUP3 ||
+ (_currentRoom->getId() == AIRLOCK && _rooms[AIRLOCK]->getObject(1)->hasProperty(OPENED)));
}
void GameManager::sentence(int number, bool brightness) {
@@ -1470,54 +1470,54 @@ void GameManager::takeObject(Object &obj) {
void GameManager::drawCommandBox() {
for (int i = 0; i < ARRAYSIZE(_guiCommandButton); ++i) {
_vm->renderBox(_guiCommandButton[i].left,
- _guiCommandButton[i].top,
- _guiCommandButton[i].width(),
- _guiCommandButton[i].height(),
- _guiCommandButton[i]._bgColor);
+ _guiCommandButton[i].top,
+ _guiCommandButton[i].width(),
+ _guiCommandButton[i].height(),
+ _guiCommandButton[i]._bgColor);
int space = (_guiCommandButton[i].width() - _vm->textWidth(_guiCommandButton[i]._text)) / 2;
_vm->renderText(_guiCommandButton[i]._text,
- _guiCommandButton[i]._textPosition.x + space,
- _guiCommandButton[i]._textPosition.y,
- _guiCommandButton[i]._textColor);
+ _guiCommandButton[i]._textPosition.x + space,
+ _guiCommandButton[i]._textPosition.y,
+ _guiCommandButton[i]._textColor);
}
}
void GameManager::drawInventory() {
for (int i = 0; i < ARRAYSIZE(_guiInventory); ++i) {
_vm->renderBox(_guiInventory[i].left,
- _guiInventory[i].top,
- _guiInventory[i].width(),
- _guiInventory[i].height(),
- _guiInventory[i]._bgColor);
+ _guiInventory[i].top,
+ _guiInventory[i].width(),
+ _guiInventory[i].height(),
+ _guiInventory[i]._bgColor);
_vm->renderText(_inventory.get(i + _inventoryScroll)->_name,
- _guiInventory[i]._textPosition.x,
- _guiInventory[i]._textPosition.y,
- _guiInventory[i]._textColor);
+ _guiInventory[i]._textPosition.x,
+ _guiInventory[i]._textPosition.y,
+ _guiInventory[i]._textColor);
}
_vm->renderBox(_guiInventoryArrow[0].left,
- _guiInventoryArrow[0].top,
- _guiInventoryArrow[0].width(),
- _guiInventoryArrow[0].height(),
- _guiInventoryArrow[0]._bgColor);
+ _guiInventoryArrow[0].top,
+ _guiInventoryArrow[0].width(),
+ _guiInventoryArrow[0].height(),
+ _guiInventoryArrow[0]._bgColor);
_vm->renderBox(_guiInventoryArrow[1].left,
- _guiInventoryArrow[1].top,
- _guiInventoryArrow[1].width(),
- _guiInventoryArrow[1].height(),
- _guiInventoryArrow[1]._bgColor);
+ _guiInventoryArrow[1].top,
+ _guiInventoryArrow[1].width(),
+ _guiInventoryArrow[1].height(),
+ _guiInventoryArrow[1]._bgColor);
if (_inventory.getSize() > ARRAYSIZE(_guiInventory)) {
if (_inventoryScroll != 0) {
_vm->renderText(_guiInventoryArrow[0]._text,
- _guiInventoryArrow[0]._textPosition.x,
- _guiInventoryArrow[0]._textPosition.y,
- _guiInventoryArrow[0]._textColor);
+ _guiInventoryArrow[0]._textPosition.x,
+ _guiInventoryArrow[0]._textPosition.y,
+ _guiInventoryArrow[0]._textColor);
}
if (_inventoryScroll + ARRAYSIZE(_guiInventory) < _inventory.getSize()) {
_vm->renderText(_guiInventoryArrow[1]._text,
- _guiInventoryArrow[1]._textPosition.x,
- _guiInventoryArrow[1]._textPosition.y,
- _guiInventoryArrow[1]._textColor);
+ _guiInventoryArrow[1]._textPosition.x,
+ _guiInventoryArrow[1]._textPosition.y,
+ _guiInventoryArrow[1]._textColor);
}
}
}
@@ -1528,15 +1528,15 @@ uint16 GameManager::getKeyInput(bool blockForPrintChar) {
if (_keyPressed) {
if (blockForPrintChar) {
if (Common::isPrint(_key.keycode) ||
- _key.keycode == Common::KEYCODE_BACKSPACE ||
- _key.keycode == Common::KEYCODE_DELETE ||
- _key.keycode == Common::KEYCODE_RETURN ||
- _key.keycode == Common::KEYCODE_SPACE ||
- _key.keycode == Common::KEYCODE_ESCAPE ||
- _key.keycode == Common::KEYCODE_UP ||
- _key.keycode == Common::KEYCODE_DOWN ||
- _key.keycode == Common::KEYCODE_LEFT ||
- _key.keycode == Common::KEYCODE_RIGHT) {
+ _key.keycode == Common::KEYCODE_BACKSPACE ||
+ _key.keycode == Common::KEYCODE_DELETE ||
+ _key.keycode == Common::KEYCODE_RETURN ||
+ _key.keycode == Common::KEYCODE_SPACE ||
+ _key.keycode == Common::KEYCODE_ESCAPE ||
+ _key.keycode == Common::KEYCODE_UP ||
+ _key.keycode == Common::KEYCODE_DOWN ||
+ _key.keycode == Common::KEYCODE_LEFT ||
+ _key.keycode == Common::KEYCODE_RIGHT) {
if (_key.flags & Common::KBD_SHIFT)
return toupper(_key.ascii);
else
@@ -1593,7 +1593,7 @@ void GameManager::roomBrightness() {
if (_vm->_brightness != 0)
_vm->_brightness = _roomBrightness;
-
+
_vm->paletteBrightness();
}
@@ -1734,7 +1734,7 @@ void GameManager::edit(Common::String &input, int x, int y, uint length) {
uint cursorIndex = input.size();
// NOTE: Pixels for char needed = kFontWidth + 2px left and right side bearing
int overdrawWidth = ((int)((length + 1) * (kFontWidth + 2)) > (kScreenWidth - x)) ?
- kScreenWidth - x : (length + 1) * (kFontWidth + 2);
+ kScreenWidth - x : (length + 1) * (kFontWidth + 2);
while (isEditing) {
_vm->_textCursorX = x;
@@ -1944,7 +1944,7 @@ bool GameManager::genericInteract(Action verb, Object &obj1, Object &obj2) {
takeObject(*_rooms[ENTRANCE]->getObject(17));
}
} else if ((verb == ACTION_LOOK) && (obj1._id == PILL_HULL) &&
- (_state._language == 2)) {
+ (_state._language == 2)) {
_vm->renderMessage(kStringGenericInteract_6);
_state._language = 1;
} else if ((verb == ACTION_OPEN) && (obj1._id == WALLET)) {
@@ -2231,8 +2231,8 @@ void GameManager::handleInput() {
case ACTION_CLOSE:
if (!_inputObject[0]->hasProperty(OPENABLE) ||
- (_inputObject[0]->hasProperty(CLOSED) &&
- _inputObject[0]->hasProperty(OPENED))) {
+ (_inputObject[0]->hasProperty(CLOSED) &&
+ _inputObject[0]->hasProperty(OPENED))) {
// This can't be closed.
_vm->renderMessage(kStringGenericInteract_41);
} else if (!_inputObject[0]->hasProperty(OPENED)) {