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path: root/engines/wintermute/Ad/AdTalkNode.cpp
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Diffstat (limited to 'engines/wintermute/Ad/AdTalkNode.cpp')
-rw-r--r--engines/wintermute/Ad/AdTalkNode.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/engines/wintermute/Ad/AdTalkNode.cpp b/engines/wintermute/Ad/AdTalkNode.cpp
index b398f84cfe..7f4198b0f1 100644
--- a/engines/wintermute/Ad/AdTalkNode.cpp
+++ b/engines/wintermute/Ad/AdTalkNode.cpp
@@ -80,7 +80,7 @@ TOKEN_DEF(PRECACHE)
TOKEN_DEF(EDITOR_PROPERTY)
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdTalkNode::loadBuffer(byte *buffer, bool complete) {
+ERRORCODE CAdTalkNode::loadBuffer(byte *buffer, bool complete) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(ACTION)
TOKEN_TABLE(SPRITESET_FILE)
@@ -100,7 +100,7 @@ HRESULT CAdTalkNode::loadBuffer(byte *buffer, bool complete) {
if (complete) {
if (parser.getCommand((char **)&buffer, commands, (char **)&params) != TOKEN_ACTION) {
Game->LOG(0, "'ACTION' keyword expected.");
- return E_FAIL;
+ return STATUS_FAILED;
}
buffer = params;
}
@@ -122,7 +122,7 @@ HRESULT CAdTalkNode::loadBuffer(byte *buffer, bool complete) {
case TOKEN_SPRITESET: {
delete _spriteSet;
_spriteSet = new CAdSpriteSet(Game);
- if (!_spriteSet || FAILED(_spriteSet->loadBuffer(params, false))) {
+ if (!_spriteSet || DID_FAIL(_spriteSet->loadBuffer(params, false))) {
delete _spriteSet;
_spriteSet = NULL;
cmd = PARSERR_GENERIC;
@@ -153,12 +153,12 @@ HRESULT CAdTalkNode::loadBuffer(byte *buffer, bool complete) {
}
if (cmd == PARSERR_TOKENNOTFOUND) {
Game->LOG(0, "Syntax error in ACTION definition");
- return E_FAIL;
+ return STATUS_FAILED;
}
if (cmd == PARSERR_GENERIC) {
Game->LOG(0, "Error loading ACTION definition");
- return E_FAIL;
+ return STATUS_FAILED;
}
if (_endTime == 0)
@@ -169,24 +169,24 @@ HRESULT CAdTalkNode::loadBuffer(byte *buffer, bool complete) {
if (_preCache && _spriteFilename) {
delete _sprite;
_sprite = new CBSprite(Game);
- if (!_sprite || FAILED(_sprite->loadFile(_spriteFilename)))
- return E_FAIL;
+ if (!_sprite || DID_FAIL(_sprite->loadFile(_spriteFilename)))
+ return STATUS_FAILED;
}
if (_preCache && _spriteSetFilename) {
delete _spriteSet;
_spriteSet = new CAdSpriteSet(Game);
- if (!_spriteSet || FAILED(_spriteSet->loadFile(_spriteSetFilename)))
- return E_FAIL;
+ if (!_spriteSet || DID_FAIL(_spriteSet->loadFile(_spriteSetFilename)))
+ return STATUS_FAILED;
}
- return S_OK;
+ return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdTalkNode::persist(CBPersistMgr *persistMgr) {
+ERRORCODE CAdTalkNode::persist(CBPersistMgr *persistMgr) {
persistMgr->transfer(TMEMBER(_comment));
persistMgr->transfer(TMEMBER(_startTime));
persistMgr->transfer(TMEMBER(_endTime));
@@ -196,12 +196,12 @@ HRESULT CAdTalkNode::persist(CBPersistMgr *persistMgr) {
persistMgr->transfer(TMEMBER(_spriteSet));
persistMgr->transfer(TMEMBER(_spriteSetFilename));
- return S_OK;
+ return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdTalkNode::saveAsText(CBDynBuffer *buffer, int indent) {
+ERRORCODE CAdTalkNode::saveAsText(CBDynBuffer *buffer, int indent) {
buffer->putTextIndent(indent, "ACTION {\n");
if (_comment) buffer->putTextIndent(indent + 2, "COMMENT=\"%s\"\n", _comment);
buffer->putTextIndent(indent + 2, "START_TIME=%d\n", _startTime);
@@ -215,31 +215,31 @@ HRESULT CAdTalkNode::saveAsText(CBDynBuffer *buffer, int indent) {
buffer->putTextIndent(indent, "}\n");
- return S_OK;
+ return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
-HRESULT CAdTalkNode::loadSprite() {
+ERRORCODE CAdTalkNode::loadSprite() {
if (_spriteFilename && !_sprite) {
_sprite = new CBSprite(Game);
- if (!_sprite || FAILED(_sprite->loadFile(_spriteFilename))) {
+ if (!_sprite || DID_FAIL(_sprite->loadFile(_spriteFilename))) {
delete _sprite;
_sprite = NULL;
- return E_FAIL;
- } else return S_OK;
+ return STATUS_FAILED;
+ } else return STATUS_OK;
}
else if (_spriteSetFilename && !_spriteSet) {
_spriteSet = new CAdSpriteSet(Game);
- if (!_spriteSet || FAILED(_spriteSet->loadFile(_spriteSetFilename))) {
+ if (!_spriteSet || DID_FAIL(_spriteSet->loadFile(_spriteSetFilename))) {
delete _spriteSet;
_spriteSet = NULL;
- return E_FAIL;
- } else return S_OK;
+ return STATUS_FAILED;
+ } else return STATUS_OK;
}
- else return S_OK;
+ else return STATUS_OK;
}