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-rw-r--r--engines/sword2/animation.cpp2
-rw-r--r--engines/sword2/controls.cpp6
-rw-r--r--engines/sword2/palette.cpp2
-rw-r--r--engines/sword2/resman.cpp2
-rw-r--r--engines/sword2/screen.cpp8
-rw-r--r--engines/sword2/sword2.cpp4
6 files changed, 12 insertions, 12 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
index 76f14851e7..fb5642a816 100644
--- a/engines/sword2/animation.cpp
+++ b/engines/sword2/animation.cpp
@@ -379,7 +379,7 @@ void MoviePlayer::play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn
bool startNextText = false;
// This happens if the user quits during the "eye" cutscene.
- if (_vm->quit())
+ if (_vm->shouldQuit())
return;
_numSpeechLines = numLines;
diff --git a/engines/sword2/controls.cpp b/engines/sword2/controls.cpp
index dcacbc78d4..2596fe594e 100644
--- a/engines/sword2/controls.cpp
+++ b/engines/sword2/controls.cpp
@@ -396,7 +396,7 @@ int Dialog::runModal() {
_vm->_system->delayMillis(20);
- if (_vm->quit())
+ if (_vm->shouldQuit())
setResult(0);
}
@@ -842,7 +842,7 @@ int StartDialog::runModal() {
if (startDialog.runModal())
return 1;
- if (_vm->quit())
+ if (_vm->shouldQuit())
return 0;
RestoreDialog restoreDialog(_vm);
@@ -850,7 +850,7 @@ int StartDialog::runModal() {
if (restoreDialog.runModal())
return 0;
- if (_vm->quit())
+ if (_vm->shouldQuit())
return 0;
}
diff --git a/engines/sword2/palette.cpp b/engines/sword2/palette.cpp
index b66a3c9a81..b020359e36 100644
--- a/engines/sword2/palette.cpp
+++ b/engines/sword2/palette.cpp
@@ -212,7 +212,7 @@ uint8 Screen::getFadeStatus() {
}
void Screen::waitForFade() {
- while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK && !_vm->quit()) {
+ while (getFadeStatus() != RDFADE_NONE && getFadeStatus() != RDFADE_BLACK && !_vm->shouldQuit()) {
updateDisplay();
_vm->_system->delayMillis(20);
}
diff --git a/engines/sword2/resman.cpp b/engines/sword2/resman.cpp
index 326f90cd82..0add2478a3 100644
--- a/engines/sword2/resman.cpp
+++ b/engines/sword2/resman.cpp
@@ -412,7 +412,7 @@ Common::File *ResourceManager::openCluFile(uint16 fileNum) {
// quit while the game is asking for the user to insert a CD.
// But recovering from this situation gracefully is just too
// much trouble, so quit now.
- if (_vm->quit())
+ if (_vm->shouldQuit())
g_system->quit();
// If the file is supposed to be on hard disk, or we're
diff --git a/engines/sword2/screen.cpp b/engines/sword2/screen.cpp
index 1faef01939..8319a6731a 100644
--- a/engines/sword2/screen.cpp
+++ b/engines/sword2/screen.cpp
@@ -389,7 +389,7 @@ void Screen::displayMsg(byte *text, int time) {
uint32 targetTime = _vm->getMillis() + (time * 1000);
_vm->sleepUntil(targetTime);
} else {
- while (!_vm->quit()) {
+ while (!_vm->shouldQuit()) {
MouseEvent *me = _vm->mouseEvent();
if (me && (me->buttons & (RD_LEFTBUTTONDOWN | RD_RIGHTBUTTONDOWN)))
break;
@@ -1035,7 +1035,7 @@ void Screen::rollCredits() {
uint32 musicLength = MAX((int32)(1000 * (_vm->_sound->musicTimeRemaining() - 3)), 25 * (int32)scrollSteps);
- while (scrollPos < scrollSteps && !_vm->quit()) {
+ while (scrollPos < scrollSteps && !_vm->shouldQuit()) {
clearScene();
for (i = startLine; i < lineCount; i++) {
@@ -1123,13 +1123,13 @@ void Screen::rollCredits() {
// The music should either have stopped or be about to stop, so
// wait for it to really happen.
- while (_vm->_sound->musicTimeRemaining() && !_vm->quit()) {
+ while (_vm->_sound->musicTimeRemaining() && !_vm->shouldQuit()) {
updateDisplay(false);
_vm->_system->delayMillis(100);
}
}
- if (_vm->quit())
+ if (_vm->shouldQuit())
return;
waitForFade();
diff --git a/engines/sword2/sword2.cpp b/engines/sword2/sword2.cpp
index dc884eaacb..b6ee7cfcd0 100644
--- a/engines/sword2/sword2.cpp
+++ b/engines/sword2/sword2.cpp
@@ -421,7 +421,7 @@ int Sword2Engine::init() {
// player will kill the music for us. Otherwise, the restore
// will either have killed the music, or done a crossfade.
- if (quit())
+ if (shouldQuit())
return 0;
if (result)
@@ -493,7 +493,7 @@ int Sword2Engine::go() {
// because we want the break to happen before updating the
// screen again.
- if (quit())
+ if (shouldQuit())
break;
// creates the debug text blocks