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-rw-r--r--sword1/control.cpp28
-rw-r--r--sword1/control.h2
-rw-r--r--sword1/credits.cpp8
-rw-r--r--sword1/debug.h2
-rw-r--r--sword1/eventman.cpp8
-rw-r--r--sword1/eventman.h2
-rw-r--r--sword1/logic.cpp44
-rw-r--r--sword1/logic.h8
-rw-r--r--sword1/memman.h2
-rw-r--r--sword1/menu.cpp2
-rw-r--r--sword1/menu.h2
-rw-r--r--sword1/mouse.cpp8
-rw-r--r--sword1/mouse.h2
-rw-r--r--sword1/music.cpp6
-rw-r--r--sword1/music.h2
-rw-r--r--sword1/object.h12
-rw-r--r--sword1/objectman.cpp2
-rw-r--r--sword1/objectman.h4
-rw-r--r--sword1/resman.cpp10
-rw-r--r--sword1/resman.h2
-rw-r--r--sword1/router.cpp260
-rw-r--r--sword1/router.h8
-rw-r--r--sword1/screen.cpp10
-rw-r--r--sword1/screen.h4
-rw-r--r--sword1/sound.cpp14
-rw-r--r--sword1/sound.h4
-rw-r--r--sword1/staticres.cpp454
-rw-r--r--sword1/sword1.cpp20
-rw-r--r--sword1/sworddefs.h2
-rw-r--r--sword1/text.cpp2
-rw-r--r--sword1/text.h2
31 files changed, 468 insertions, 468 deletions
diff --git a/sword1/control.cpp b/sword1/control.cpp
index 616a03db0a..6c3deded2d 100644
--- a/sword1/control.cpp
+++ b/sword1/control.cpp
@@ -419,7 +419,7 @@ void Control::deselectSaveslots(void) {
void Control::setupMainPanel(void) {
uint32 panelId;
-
+
if (SwordEngine::_systemVars.controlPanelMode == CP_DEATHSCREEN)
panelId = SR_DEATHPANEL;
else {
@@ -428,13 +428,13 @@ void Control::setupMainPanel(void) {
else
panelId = SR_PANEL_ENGLISH;
}
-
+
ControlButton *panel = new ControlButton( 0, 0, panelId, 0, _resMan, _screenBuf, _system);
panel->draw();
delete panel;
if (SwordEngine::_systemVars.controlPanelMode != CP_NORMAL)
- createButtons(_deathButtons, 3);
+ createButtons(_deathButtons, 3);
else {
createButtons(_panelButtons, 7);
_buttons[5]->setSelected(SwordEngine::_systemVars.showText);
@@ -551,12 +551,12 @@ void Control::changeVolume(uint8 id, uint8 action) {
// ids: 1 = music, 2 = speech, 3 = sfx
uint8 volL = 0, volR = 0;
if (id == 1)
- _music->giveVolume(&volL, &volR);
+ _music->giveVolume(&volL, &volR);
else if (id == 2)
_sound->giveSpeechVol(&volL, &volR);
else if (id == 3)
_sound->giveSfxVol(&volL, &volR);
-
+
int8 direction = 0;
if ((action >= 4) && (action <= 6)) // lower part of the button => decrease volume
direction = -1;
@@ -576,7 +576,7 @@ void Control::changeVolume(uint8 id, uint8 action) {
int16 resVolR = volR + direction * factorR;
volL = (uint8)MAX((int16)0, MIN(resVolL, (int16)255));
- volR = (uint8)MAX((int16)0, MIN(resVolR, (int16)255));
+ volR = (uint8)MAX((int16)0, MIN(resVolR, (int16)255));
if (id == 1)
_music->setVolume(volL, volR);
@@ -714,13 +714,13 @@ int Control::displayMessage(const char *altButton, const char *message, ...) {
void Control::writeSavegameDescriptions(void) {
Common::OutSaveFile *outf;
outf = _saveFileMan->openForSaving("SAVEGAME.INF");
-
+
if (!outf) {
// Display an error message, and do nothing
displayMessage(0, "Unable to write to path '%s'", _saveFileMan->getSavePath());
return;
}
-
+
// if the player accidently clicked the last slot and then deselected it again,
// we'd still have _saveFiles == 64, so get rid of the empty end.
while (strlen((char*)_saveNames[_saveFiles - 1]) == 0)
@@ -843,12 +843,12 @@ void Control::renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode) {
mode &= ~TEXT_RED_FONT;
font = _redFont;
}
-
+
if (mode == TEXT_RIGHT_ALIGN) // negative x coordinate means right-aligned.
x -= getTextWidth(str);
else if (mode == TEXT_CENTER)
x -= getTextWidth(str) / 2;
-
+
uint16 destX = x;
while (*str) {
uint8 *dst = _screenBuf + y * SCREEN_WIDTH + destX;
@@ -872,7 +872,7 @@ void Control::renderText(const uint8 *str, uint16 x, uint16 y, uint8 mode) {
void Control::renderVolumeBar(uint8 id, uint8 volL, uint8 volR) {
uint16 destX = _volumeButtons[id].x + 20;
uint16 destY = _volumeButtons[id].y + 116;
-
+
for (uint8 chCnt = 0; chCnt < 2; chCnt++) {
uint8 vol = (chCnt == 0) ? volL : volR;
FrameHeader *frHead = _resMan->fetchFrame(_resMan->openFetchRes(SR_VLIGHT), (vol + 15) >> 4);
@@ -936,7 +936,7 @@ bool Control::restoreGameFromFile(uint8 slot) {
}
_restoreBuf = (uint8*)malloc(
- TOTAL_SECTIONS * 2 +
+ TOTAL_SECTIONS * 2 +
NUM_SCRIPT_VARS * 4 +
(sizeof(Object) - 12000));
@@ -946,7 +946,7 @@ bool Control::restoreGameFromFile(uint8 slot) {
for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++)
liveBuf[cnt] = inf->readUint16LE();
-
+
for (cnt = 0; cnt < NUM_SCRIPT_VARS; cnt++)
scriptBuf[cnt] = inf->readUint32LE();
@@ -1056,7 +1056,7 @@ const ButtonInfo Control::_panelButtons[7] = {
{475, 332 + 40, SR_BUTTON, BUTTON_DONE }
};
-const ButtonInfo Control::_saveButtons[16] = {
+const ButtonInfo Control::_saveButtons[16] = {
{114, 32 + 40, SR_SLAB1, BUTTON_SAVE_SELECT1 },
{114, 68 + 40, SR_SLAB2, BUTTON_SAVE_SELECT2 },
{114, 104 + 40, SR_SLAB3, BUTTON_SAVE_SELECT3 },
diff --git a/sword1/control.h b/sword1/control.h
index 26f976daea..9118045a3f 100644
--- a/sword1/control.h
+++ b/sword1/control.h
@@ -137,6 +137,6 @@ private:
};
} // End of namespace Sword1
-
+
#endif //BSCONTROL_H
diff --git a/sword1/credits.cpp b/sword1/credits.cpp
index 393318f545..2c20208177 100644
--- a/sword1/credits.cpp
+++ b/sword1/credits.cpp
@@ -98,8 +98,8 @@ void CreditsPlayer::play(void) {
uint8 *palSrc = credFile.fetchFile(FONT_PAL, &_palLen);
for (uint32 cnt = 0; cnt < _palLen; cnt++)
_palette[(cnt / 3) * 4 + cnt % 3] = palSrc[cnt];
- _palLen /= 3;
-
+ _palLen /= 3;
+
generateFonts(&credFile);
uint8 *textData = credFile.fetchFile(TEXT);
@@ -165,7 +165,7 @@ void CreditsPlayer::play(void) {
free(_bigFont);
_smlFont = _bigFont = NULL;
free(screenBuf);
-
+
// credits done, now show the revolution logo
uint8 *revoBuf = credFile.decompressFile(REVO_LOGO);
uint8 *revoPal = credFile.fetchFile(REVO_PAL, &_palLen);
@@ -214,7 +214,7 @@ void CreditsPlayer::renderLine(uint8 *screenBuf, uint8 *line, uint16 yBufPos, ui
font = _bigFont;
fntSize = 32;
flags &= ~FNT_BIG;
- } else
+ } else
font = _smlFont;
uint16 width = getWidth(font, line);
diff --git a/sword1/debug.h b/sword1/debug.h
index 8804ecaef0..fa1688d73e 100644
--- a/sword1/debug.h
+++ b/sword1/debug.h
@@ -35,7 +35,7 @@ private:
static const char _mCodeNames[100][35];
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif // BSDEBUG_H
diff --git a/sword1/eventman.cpp b/sword1/eventman.cpp
index 02ba1874ab..24a6cb91be 100644
--- a/sword1/eventman.cpp
+++ b/sword1/eventman.cpp
@@ -46,9 +46,9 @@ void EventManager::checkForEvent(Object *compact) {
compact->o_logic = LOGIC_script; //force into script mode
_eventPendingList[globCnt].delay = 0; //started, so remove from queue
compact->o_tree.o_script_level++;
- compact->o_tree.o_script_id[compact->o_tree.o_script_level] =
+ compact->o_tree.o_script_id[compact->o_tree.o_script_level] =
compact->o_event_list[objCnt].o_event_script;
- compact->o_tree.o_script_pc[compact->o_tree.o_script_level] =
+ compact->o_tree.o_script_pc[compact->o_tree.o_script_level] =
compact->o_event_list[objCnt].o_event_script;
}
}
@@ -78,9 +78,9 @@ int EventManager::fnCheckForEvent(Object *cpt, int32 id, int32 pause) {
cpt->o_logic = LOGIC_script; //force into script mode
_eventPendingList[globCnt].delay = 0; //started, so remove from queue
cpt->o_tree.o_script_level++;
- cpt->o_tree.o_script_id[cpt->o_tree.o_script_level] =
+ cpt->o_tree.o_script_id[cpt->o_tree.o_script_level] =
cpt->o_event_list[objCnt].o_event_script;
- cpt->o_tree.o_script_pc[cpt->o_tree.o_script_level] =
+ cpt->o_tree.o_script_pc[cpt->o_tree.o_script_level] =
cpt->o_event_list[objCnt].o_event_script;
return SCRIPT_STOP;
}
diff --git a/sword1/eventman.h b/sword1/eventman.h
index 5e8e5116b8..16f57c9626 100644
--- a/sword1/eventman.h
+++ b/sword1/eventman.h
@@ -45,6 +45,6 @@ private:
GlobalEvent _eventPendingList[TOTAL_EVENT_SLOTS];
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif // BSEVENTMAN_H
diff --git a/sword1/logic.cpp b/sword1/logic.cpp
index 6a872eb57f..b04a010284 100644
--- a/sword1/logic.cpp
+++ b/sword1/logic.cpp
@@ -76,12 +76,12 @@ void Logic::initialize(void) {
_scriptVars[_scriptVarInit[cnt][0]] = _scriptVarInit[cnt][1];
if (SwordEngine::_systemVars.isDemo)
_scriptVars[PLAYINGDEMO] = 1;
-
+
delete _eventMan;
_eventMan = new EventManager();
delete _textMan;
- _textMan = new Text(_objMan, _resMan,
+ _textMan = new Text(_objMan, _resMan,
(SwordEngine::_systemVars.language == BS1_CZECH) ? true : false);
_screen->useTextManager(_textMan);
_textRunning = _speechRunning = false;
@@ -97,7 +97,7 @@ void Logic::newScreen(uint32 screen) {
Object *cpt = _objMan->fetchObject(SAND_25);
Object *george = _objMan->fetchObject(PLAYER);
if (george->o_place == HOLDING_REPLICA_25) // is george holding the replica in his hands?
- fnFullSetFrame(cpt, SAND_25, IMPFLRCDT, IMPFLR, 0, 0, 0, 0); // empty impression in floor
+ fnFullSetFrame(cpt, SAND_25, IMPFLRCDT, IMPFLR, 0, 0, 0, 0); // empty impression in floor
else
fnFullSetFrame(cpt, SAND_25, IMPPLSCDT, IMPPLS, 0, 0, 0, 0); // impression filled with plaster
}
@@ -250,7 +250,7 @@ void Logic::processLogic(Object *compact, uint32 id) {
int Logic::logicWaitTalk(Object *compact) {
Object *target = _objMan->fetchObject(compact->o_down_flag);
-
+
if (target->o_status & STAT_TALK_WAIT) {
compact->o_logic = LOGIC_script;
return 1;
@@ -278,7 +278,7 @@ int Logic::logicArAnimate(Object *compact, uint32 id) {
int32 walkPc;
if ((_scriptVars[GEORGE_WALKING] == 0) && (id == PLAYER))
_scriptVars[GEORGE_WALKING] = 1;
-
+
compact->o_resource = compact->o_walk_resource;
compact->o_status |= STAT_SHRINK;
route = compact->o_route;
@@ -291,7 +291,7 @@ int Logic::logicArAnimate(Object *compact, uint32 id) {
compact->o_anim_x =compact->o_xcoord;
compact->o_anim_y =compact->o_ycoord;
- if (((_scriptVars[GEORGE_WALKING] == 2) && (walkPc > 5) && (id == PLAYER) &&
+ if (((_scriptVars[GEORGE_WALKING] == 2) && (walkPc > 5) && (id == PLAYER) &&
(route[walkPc - 1].step == 5) && (route[walkPc].step == 0)) ||
((_scriptVars[GEORGE_WALKING] == 3) && (id == PLAYER))) {
@@ -356,10 +356,10 @@ int Logic::speechDriver(Object *compact) {
animData += 4;
compact->o_anim_pc++; // go to next frame of anim
- if (_speechFinished || (compact->o_anim_pc >= numFrames) ||
+ if (_speechFinished || (compact->o_anim_pc >= numFrames) ||
(_speechRunning && (_sound->amISpeaking() == 0)))
compact->o_anim_pc = 0; //set to frame 0, closed mouth
-
+
AnimUnit *animPtr = (AnimUnit*)(animData + sizeof(AnimUnit) * compact->o_anim_pc);
if (!(compact->o_status & STAT_SHRINK)) {
compact->o_anim_x = FROM_LE_32(animPtr->animX);
@@ -418,7 +418,7 @@ int Logic::animDriver(Object *compact) {
void Logic::updateScreenParams(void) {
Object *compact = (Object*)_objMan->fetchObject(PLAYER);
- _screen->setScrolling((int16)(compact->o_xcoord - _scriptVars[FEET_X]),
+ _screen->setScrolling((int16)(compact->o_xcoord - _scriptVars[FEET_X]),
(int16)(compact->o_ycoord - _scriptVars[FEET_Y]));
}
@@ -501,7 +501,7 @@ int Logic::interpretScript(Object *compact, int id, Header *scriptModule, int sc
default:
warning("mcode[%d]: too many arguments(%d)", mCodeNumber, mCodeArguments);
}
- if (mCodeReturn == 0)
+ if (mCodeReturn == 0)
return pc;
break;
case IT_PUSHNUMBER:
@@ -637,7 +637,7 @@ int Logic::interpretScript(Object *compact, int id, Header *scriptModule, int sc
int switchValue = stack[--stackIdx];
int switchCount = scriptCode[pc++];
int doneSwitch=0;
-
+
for (int cnt = 0; (cnt < switchCount) && (doneSwitch==0); cnt++) {
if (switchValue == scriptCode[pc]) {
pc += scriptCode[pc+1];
@@ -785,7 +785,7 @@ BSMcodeTable Logic::_mcodeTable[100] = {
};
int Logic::fnBackground(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x) {
-
+
cpt->o_status &= ~(STAT_FORE | STAT_SORT);
cpt->o_status |= STAT_BACK;
return SCRIPT_CONT;
@@ -830,7 +830,7 @@ int Logic::fnAnim(Object *cpt, int32 id, int32 cdt, int32 spr, int32 e, int32 f,
}
if ((cpt->o_anim_resource == 0) || (cpt->o_resource == 0))
error("fnAnim called width (%d/%d) => (%d/%d)", cdt, spr, cpt->o_anim_resource, cpt->o_resource);
-
+
FrameHeader *frameHead = _resMan->fetchFrame(_resMan->openFetchRes(cpt->o_resource), 0);
if (frameHead->offsetX || frameHead->offsetY) { // boxed mega anim?
cpt->o_status |= STAT_SHRINK;
@@ -849,14 +849,14 @@ int Logic::fnAnim(Object *cpt, int32 id, int32 cdt, int32 spr, int32 e, int32 f,
}
int Logic::fnSetFrame(Object *cpt, int32 id, int32 cdt, int32 spr, int32 frameNo, int32 f, int32 z, int32 x) {
-
+
AnimUnit *animPtr;
uint8 *data = (uint8*)_resMan->openFetchRes(cdt);
data += sizeof(Header);
if (frameNo == LAST_FRAME)
frameNo = READ_LE_UINT32(data) - 1;
-
+
data += 4;
animPtr = (AnimUnit*)(data + frameNo * sizeof(AnimUnit));
@@ -1100,7 +1100,7 @@ int Logic::fnISpeak(Object *cpt, int32 id, int32 cdt, int32 textNo, int32 spr, i
if (cdt && (!spr)) { // if 'cdt' is non-zero but 'spr' is zero - 'cdt' is an anim table tag
AnimSet *animTab = (AnimSet*)((uint8*)_resMan->openFetchRes(cdt) + sizeof(Header));
animTab += cpt->o_dir;
-
+
cpt->o_anim_resource = FROM_LE_32(animTab->cdt);
if (animTab->cdt)
cpt->o_resource = FROM_LE_32(animTab->spr);
@@ -1114,7 +1114,7 @@ int Logic::fnISpeak(Object *cpt, int32 id, int32 cdt, int32 textNo, int32 spr, i
if (cpt->o_anim_resource) {
if (!cpt->o_resource)
error("ID %d: Can't run anim with cdt=%d, spr=%d", id, cdt, spr);
-
+
FrameHeader *frameHead = _resMan->fetchFrame(_resMan->openFetchRes(cpt->o_resource), 0);
if (frameHead->offsetX && frameHead->offsetY) { // is this a boxed mega?
cpt->o_status |= STAT_SHRINK;
@@ -1351,7 +1351,7 @@ int Logic::fnEnterSection(Object *cpt, int32 id, int32 screen, int32 d, int32 e,
/* if (cpt->o_type == TYPE_PLAYER)
^= this was the original condition from the game sourcecode.
not sure why it doesn't work*/
- if (id == PLAYER)
+ if (id == PLAYER)
_scriptVars[NEW_SCREEN] = screen;
else
cpt->o_screen = screen; // move the mega
@@ -1422,7 +1422,7 @@ int Logic::fnTurn(Object *cpt, int32 id, int32 dir, int32 stance, int32 c, int32
if (stance > 0)
dir = 9;
int route = _router->routeFinder(id, cpt, cpt->o_xcoord, cpt->o_ycoord, dir);
-
+
if (route)
cpt->o_down_flag = 1; //1 means ok
else
@@ -1506,7 +1506,7 @@ int Logic::fnIsFacing(Object *cpt, int32 id, int32 targetId, int32 b, int32 c, i
int Logic::fnGetTo(Object *cpt, int32 id, int32 a, int32 b, int32 c, int32 d, int32 z, int32 x) {
Object *place = _objMan->fetchObject(cpt->o_place);
-
+
cpt->o_tree.o_script_level++;
cpt->o_tree.o_script_pc[cpt->o_tree.o_script_level] = place->o_get_to_script;
cpt->o_tree.o_script_id[cpt->o_tree.o_script_level] = place->o_get_to_script;
@@ -1727,7 +1727,7 @@ void Logic::runStartScript(const uint8 *data) {
varId = READ_LE_UINT16(data);
_scriptVars[varId] = READ_LE_UINT16(data + 2);
data += 4;
- break;
+ break;
case opcSetVar32:
varId = READ_LE_UINT16(data);
_scriptVars[varId] = READ_LE_UINT32(data + 2);
@@ -1767,7 +1767,7 @@ void Logic::startPositions(uint32 pos) {
runStartScript(_startData[pos]);
if (spainVisit2)
runStartScript(_helperData[HELP_SPAIN2]);
-
+
if (pos == 0)
pos = 1;
Object *compact = _objMan->fetchObject(PLAYER);
diff --git a/sword1/logic.h b/sword1/logic.h
index 62f750ea0f..6865916eb0 100644
--- a/sword1/logic.h
+++ b/sword1/logic.h
@@ -125,7 +125,7 @@ private:
int fnGotoBookmark (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
int fnSendSync (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
int fnWaitSync (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
-
+
int cfnClickInteract(Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
int cfnSetScript (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
@@ -158,9 +158,9 @@ private:
int fnEndChooser (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
int fnStartMenu (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
int fnEndMenu (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
-
+
int cfnReleaseMenu (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
-
+
int fnAddSubject (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
int fnAddObject (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
int fnRemoveObject (Object *cpt, int32 id, int32 c, int32 d, int32 e, int32 f, int32 z, int32 x);
@@ -233,6 +233,6 @@ enum HelperScripts {
HELP_SPAIN2
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //BSLOGIC_H
diff --git a/sword1/memman.h b/sword1/memman.h
index 277159785e..3609877a51 100644
--- a/sword1/memman.h
+++ b/sword1/memman.h
@@ -58,6 +58,6 @@ private:
MemHandle *_memListFreeEnd;
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //MEMMAN_H
diff --git a/sword1/menu.cpp b/sword1/menu.cpp
index c3b0b5eb6d..49e39d40bb 100644
--- a/sword1/menu.cpp
+++ b/sword1/menu.cpp
@@ -57,7 +57,7 @@ const byte Menu::_fadeEffectBottom[64] = {
3, 2, 1, 0, 7, 6, 5, 4,
4, 3, 2, 1, 0, 7, 6, 5,
5, 4, 3, 2, 1, 0, 7, 6,
- 6, 5, 4, 3, 2, 1, 0, 7
+ 6, 5, 4, 3, 2, 1, 0, 7
};
MenuIcon::MenuIcon(uint8 menuType, uint8 menuPos, uint32 resId, uint32 frame, Screen *screen) {
diff --git a/sword1/menu.h b/sword1/menu.h
index abce97daef..b734b15eb9 100644
--- a/sword1/menu.h
+++ b/sword1/menu.h
@@ -103,6 +103,6 @@ private:
static const byte _fadeEffectBottom[64];
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //BSMENU_H
diff --git a/sword1/mouse.cpp b/sword1/mouse.cpp
index 4550b5c93f..ff0e11ce45 100644
--- a/sword1/mouse.cpp
+++ b/sword1/mouse.cpp
@@ -57,9 +57,9 @@ void Mouse::initialize(void) {
_mouseOverride = false;
_currentPtrId = _currentLuggageId = 0;
- for (uint8 cnt = 0; cnt < 17; cnt++) // force res manager to keep mouse
+ for (uint8 cnt = 0; cnt < 17; cnt++) // force res manager to keep mouse
_resMan->resOpen(MSE_POINTER + cnt); // cursors in memory all the time
-
+
_system->showMouse(false);
createPointer(0, 0);
}
@@ -140,7 +140,7 @@ void Mouse::engine(uint16 x, uint16 y, uint16 eventFlags) {
if (y > 40) {
for (uint16 priority = 0; (priority < 10) && (!touchedId); priority++) {
for (uint16 cnt = 0; (cnt < _numObjs) && (!touchedId); cnt++) {
- if ((_objList[cnt].compact->o_priority == priority) &&
+ if ((_objList[cnt].compact->o_priority == priority) &&
(Logic::_scriptVars[MOUSE_X] >= (uint32)_objList[cnt].compact->o_mouse_x1) &&
(Logic::_scriptVars[MOUSE_X] <= (uint32)_objList[cnt].compact->o_mouse_x2) &&
(Logic::_scriptVars[MOUSE_Y] >= (uint32)_objList[cnt].compact->o_mouse_y1) &&
@@ -172,7 +172,7 @@ void Mouse::engine(uint16 x, uint16 y, uint16 eventFlags) {
if (Logic::_scriptVars[MENU_LOOKING])
_logic->cfnPresetScript(NULL, -1, PLAYER, SCR_menu_look, 0, 0, 0, 0);
}
-
+
Logic::_scriptVars[MOUSE_BUTTON] = _state & MOUSE_DOWN_MASK;
if (Logic::_scriptVars[SPECIAL_ITEM]) {
Object *compact = _objMan->fetchObject(Logic::_scriptVars[SPECIAL_ITEM]);
diff --git a/sword1/mouse.h b/sword1/mouse.h
index 59f55fc323..0736ca7a9b 100644
--- a/sword1/mouse.h
+++ b/sword1/mouse.h
@@ -108,5 +108,5 @@ private:
};
} // End of namespace Sword1
-
+
#endif //BSMOUSE_H
diff --git a/sword1/music.cpp b/sword1/music.cpp
index 6d3efe5f80..b15fa6145e 100644
--- a/sword1/music.cpp
+++ b/sword1/music.cpp
@@ -112,7 +112,7 @@ AudioStream *MusicHandle::createAudioSource(void) {
switch (_musicMode) {
#ifdef USE_MAD
case MusicMp3:
- return makeMP3Stream(&_file, _file.size());
+ return makeMP3Stream(&_file, _file.size());
#endif
#ifdef USE_VORBIS
case MusicVorbis:
@@ -212,7 +212,7 @@ int MusicHandle::readBuffer(int16 *buffer, const int numSamples) {
if ((expectedSamples > 0) && _audioSource->endOfData()) {
debug(2, "Music reached EOF");
_audioSource->endOfData();
- if (_looping) {
+ if (_looping) {
delete _audioSource; // recreate same source.
_audioSource = createAudioSource();
}
@@ -323,7 +323,7 @@ void Music::startMusic(int32 tuneId, int32 loopFlag) {
_mutex.unlock();
/* The handle will load the music file now. It can take a while, so unlock
- the mutex before, to have the soundthread playing normally.
+ the mutex before, to have the soundthread playing normally.
As the corresponding _converter is NULL, the handle will be ignored by the playing thread */
if (_handles[newStream].play(_tuneList[tuneId], loopFlag != 0)) {
_mutex.lock();
diff --git a/sword1/music.h b/sword1/music.h
index 8e28cc3fd6..7a5758ddcc 100644
--- a/sword1/music.h
+++ b/sword1/music.h
@@ -116,6 +116,6 @@ private:
static const char _tuneList[TOTAL_TUNES][8]; // in staticres.cpp
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif // BSMUSIC_H
diff --git a/sword1/object.h b/sword1/object.h
index 119dd497d1..40c9c0a159 100644
--- a/sword1/object.h
+++ b/sword1/object.h
@@ -32,7 +32,7 @@ namespace Sword1 {
#define EXTRA_GRID_SIZE 20
//--------------------------------------------------------------------------------------
-struct OEventSlot { //receiving event list in the compact -
+struct OEventSlot { //receiving event list in the compact -
int32 o_event; //array of these with O_TOTAL_EVENTS elements
int32 o_event_script;
};
@@ -70,12 +70,12 @@ struct Object {
int32 o_resource; // 32 id of spr file it comes from
int32 o_sync; // 36 receive sync here
int32 o_pause; // 40 logic_engine() pauses these cycles
- int32 o_xcoord; // 44
+ int32 o_xcoord; // 44
int32 o_ycoord; // 48
int32 o_mouse_x1; // 52 top-left of mouse area is (x1,y1)
- int32 o_mouse_y1; // 56
+ int32 o_mouse_y1; // 56
int32 o_mouse_x2; // 60 bottom-right of area is (x2,y2) (these coords are inclusive)
- int32 o_mouse_y2; // 64
+ int32 o_mouse_y2; // 64
int32 o_priority; // 68
int32 o_mouse_on; // 72
int32 o_mouse_off; // 76
@@ -83,7 +83,7 @@ struct Object {
int32 o_interact; // 84
int32 o_get_to_script; // 88
int32 o_scale_a; // 92 used by floors
- int32 o_scale_b; // 96
+ int32 o_scale_b; // 96
int32 o_anim_x; // 100
int32 o_anim_y; // 104
@@ -123,7 +123,7 @@ struct CollisionData {
WalkData route[24];
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //BSOBJECT_H
diff --git a/sword1/objectman.cpp b/sword1/objectman.cpp
index 37b79a4fc2..0f84341956 100644
--- a/sword1/objectman.cpp
+++ b/sword1/objectman.cpp
@@ -42,7 +42,7 @@ void ObjectMan::initialize(void) {
_liveList[128] = _liveList[129] = _liveList[130] = _liveList[131] = _liveList[133] =
_liveList[134] = _liveList[145] = _liveList[146] = _liveList[TEXT_sect] = 1;
-
+
for (cnt = 0; cnt < TOTAL_SECTIONS; cnt++) {
if (_liveList[cnt])
_cptData[cnt] = (uint8*)_resMan->cptResOpen(_objectList[cnt]) + sizeof(Header);
diff --git a/sword1/objectman.h b/sword1/objectman.h
index 7797960dd6..92085ce36a 100644
--- a/sword1/objectman.h
+++ b/sword1/objectman.h
@@ -48,7 +48,7 @@ public:
uint32 lastTextNumber(int section);
void closeSection(uint32 screen);
-
+
void saveLiveList(uint16 *dest); // for loading/saving
void loadLiveList(uint16 *src);
private:
@@ -60,6 +60,6 @@ private:
static char _errorStr[];
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //OBJECTMAN_H
diff --git a/sword1/resman.cpp b/sword1/resman.cpp
index 5a1b4683b7..f67189d7bf 100644
--- a/sword1/resman.cpp
+++ b/sword1/resman.cpp
@@ -88,7 +88,7 @@ void ResMan::loadCluDescript(const char *fileName) {
guiFatalError(msg);
}
-
+
_prj.noClu = file.readUint32LE();
_prj.clu = new Clu[_prj.noClu];
memset(_prj.clu, 0, _prj.noClu * sizeof(Clu));
@@ -137,14 +137,14 @@ void ResMan::loadCluDescript(const char *fileName) {
free(grpIndex);
}
free(cluIndex);
-
+
if (_prj.clu[3].grp[5].noRes == 29)
for (uint8 cnt = 0; cnt < 29; cnt++)
_srIdList[cnt] = 0x04050000 | cnt;
}
void ResMan::freeCluDescript(void) {
-
+
for (uint32 clusCnt = 0; clusCnt < _prj.noClu; clusCnt++) {
Clu *cluster = _prj.clu + clusCnt;
for (uint32 grpCnt = 0; grpCnt < cluster->noGrp; grpCnt++) {
@@ -271,7 +271,7 @@ void ResMan::resOpen(uint32 id) { // load resource ID into memory
void ResMan::resClose(uint32 id) {
MemHandle *handle = resHandle(id);
if (!handle->refCount) {
- warning("Resource Manager fail: unlocking object with refCount 0. Id: %d\n", id);
+ warning("Resource Manager fail: unlocking object with refCount 0. Id: %d\n", id);
} else {
handle->refCount--;
if (!handle->refCount)
@@ -312,7 +312,7 @@ Common::File *ResMan::resFile(uint32 id) {
assert(_openCluStart);
Clu *closeClu = _openCluStart;
_openCluStart = _openCluStart->nextOpen;
-
+
closeClu->file->close();
delete closeClu->file;
closeClu->file = NULL;
diff --git a/sword1/resman.h b/sword1/resman.h
index 568e214c44..02bcf5eedb 100644
--- a/sword1/resman.h
+++ b/sword1/resman.h
@@ -85,6 +85,6 @@ private:
int _openClus;
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //RESMAN_H
diff --git a/sword1/router.cpp b/sword1/router.cpp
index a126adedbc..bc951ac12f 100644
--- a/sword1/router.cpp
+++ b/sword1/router.cpp
@@ -33,8 +33,8 @@ namespace Sword1 {
/****************************************************************************
* JROUTER.C polygon router with modular walks
* using a tree of modules
- * 21 july 94
- * 3 november 94
+ * 21 july 94
+ * 3 november 94
* System currently works by scanning grid data and coming up with a ROUTE
* as a series of way points(nodes), the smoothest eight directional PATH
* through these nodes is then found, and a WALK created to fit the PATH.
@@ -42,9 +42,9 @@ namespace Sword1 {
* Two funtions are called by the user, RouteFinder creates a route as a
* module list, HardWalk creates an animation list from the module list.
* The split is only provided to allow the possibility of turning the
- * autorouter over two game cycles.
+ * autorouter over two game cycles.
****************************************************************************
- *
+ *
* Routine timings on osborne 486
*
* Read floor resource (file already loaded) 112 pixels
@@ -54,7 +54,7 @@ namespace Sword1 {
*
*
****************************************************************************
- *
+ *
* Modified 12 Oct 95
*
* Target Points within 1 pixel of a line are ignored ???
@@ -87,8 +87,8 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
{
/****************************************************************************
* RouteFinder.C polygon router with modular walks
- * 21 august 94
- * 3 november 94
+ * 21 august 94
+ * 3 november 94
* RouteFinder creates a list of modules that enables HardWalk to create
* an animation list.
*
@@ -96,15 +96,15 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
* as a series of way points(nodes), the smoothest eight directional PATH
* through these nodes is then found, this information is made available to
* HardWalk for a WALK to be created to fit the PATH.
- *
+ *
* 30 november 94 return values modified
- *
+ *
* return 0 = failed to find a route
- *
+ *
* 1 = found a route
*
* 2 = mega already at target
- *
+ *
****************************************************************************/
int32 routeFlag = 0;
@@ -121,7 +121,7 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
standFrames = framesPerChar;
turnFramesLeft = standFrames;
turnFramesRight = standFrames;
- walkFramesLeft = 0;
+ walkFramesLeft = 0;
walkFramesRight = 0;
slowInFrames = 0;
slowOutFrames = 0;
@@ -130,7 +130,7 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
{
turnFramesLeft = 3 * framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT;
turnFramesRight = 3 * framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN + 4 * SLOW_OUT + NO_DIRECTIONS;
- walkFramesLeft = framesPerChar + NO_DIRECTIONS;
+ walkFramesLeft = framesPerChar + NO_DIRECTIONS;
walkFramesRight = 2 * framesPerChar + NO_DIRECTIONS;
slowInFrames = 3 * framesPerChar + NO_DIRECTIONS;
slowOutFrames = 3 * framesPerChar + NO_DIRECTIONS + 2 * SLOW_IN;
@@ -139,7 +139,7 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
{
turnFramesLeft = framesPerChar + NO_DIRECTIONS;
turnFramesRight = framesPerChar + 2 * NO_DIRECTIONS;
- walkFramesLeft = 0;
+ walkFramesLeft = 0;
walkFramesRight = 0;
slowInFrames = 0;
slowOutFrames = 0;
@@ -149,7 +149,7 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
// All route data now loaded start finding a route
// **************************************************************************
// **************************************************************************
-// Check if we can get a route through the floor changed 12 Oct95 JPS
+// Check if we can get a route through the floor changed 12 Oct95 JPS
// **************************************************************************
routeFlag = GetRoute();
@@ -159,7 +159,7 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
if (targetDir >7)// if target direction specified as any
{
targetDir = startDir;
- }
+ }
// just a turn on the spot is required set an end module for the route let the animator deal with it
// modularPath is normally set by ExtractRoute
modularPath[0].dir = startDir;
@@ -181,8 +181,8 @@ int32 Router::routeFinder(int32 id, Object *megaObject, int32 x, int32 y, int32
SmoothestPath();//Converts the route to an exact path
// The Route had waypoints and direction options
// The Path is an exact set of lines in 8 directions that reach the target.
- // The path is in module format, but steps taken in each direction are not accurate
- // if target dir = 8 then the walk isn't linked to an anim so
+ // The path is in module format, but steps taken in each direction are not accurate
+ // if target dir = 8 then the walk isn't linked to an anim so
// we can create a route without sliding and miss the exact target
if (targetDir == NO_DIRECTIONS)
{
@@ -211,33 +211,33 @@ int32 Router::GetRoute()
{
/****************************************************************************
* GetRoute.C extract a path from walk grid
- * 12 october 94
+ * 12 october 94
*
* GetRoute currently works by scanning grid data and coming up with a ROUTE
* as a series of way points(nodes).
* static _routeData route[O_ROUTE_SIZE];
- *
+ *
* return 0 = failed to find a route
- *
+ *
* 1 = found a route
*
* 2 = mega already at target
- *
+ *
* 3 = failed to find a route because target was on a line
- *
+ *
****************************************************************************/
int32 routeGot = 0;
int32 level;
int32 changed;
- if ((startX == targetX) && (startY == targetY))
+ if ((startX == targetX) && (startY == targetY))
routeGot = 2;
else // 'else' added by JEL (23jan96) otherwise 'routeGot' affected even when already set to '2' above - causing some 'turns' to walk downwards on the spot
routeGot = CheckTarget(targetX,targetY);// returns 3 if target on a line ( +- 1 pixel )
- if (routeGot == 0) //still looking for a route check if target is within a pixel of a line
+ if (routeGot == 0) //still looking for a route check if target is within a pixel of a line
{
// scan through the nodes linking each node to its nearest neighbour until no more nodes change
// This is the routine that finds a route using Scan()
@@ -277,7 +277,7 @@ int32 Router::SmoothestPath()
* turns (subject to two 45 degree turns being better than one 90 degree turn).
* Secondly when walking in a given direction the number of steps required to reach the end of that run
* is not calculated accurately. This is because I was unable to derive a function to relate number of
- * steps taken between two points to the shrunken step size
+ * steps taken between two points to the shrunken step size
*
*/
int32 p;
@@ -350,14 +350,14 @@ int32 Router::SmoothestPath()
if ( dDS < 0)
dDS = dDS + NO_DIRECTIONS;
- // Determine the amount of turning involved in each possible path
+ // Determine the amount of turning involved in each possible path
dS = turntable[dS];
dD = turntable[dD];
dSS = turntable[dSS];
dDD = turntable[dDD];
dSD = turntable[dSD];
dDS = turntable[dDS];
- // get the best path out ie assume next section uses best direction
+ // get the best path out ie assume next section uses best direction
if (dSD < dSS)
{
dSS = dSD;
@@ -381,10 +381,10 @@ int32 Router::SmoothestPath()
tempturns[3] = DD;
turns[3] = 3;
i = 0;
- do
+ do
{
j = 0;
- do
+ do
{
if (tempturns[j] > tempturns[j + 1])
{
@@ -397,7 +397,7 @@ int32 Router::SmoothestPath()
}
j = j + 1;
}
- while (j < 3);
+ while (j < 3);
i = i + 1;
}
while (i < 3);
@@ -414,8 +414,8 @@ int32 Router::SmoothestPath()
Go_dos("BestTurns failed");*/
error("BestTurns failed");
}
- i = 0;
- steps = 0;
+ i = 0;
+ steps = 0;
do
{
option = 1 << turns[i];
@@ -428,7 +428,7 @@ int32 Router::SmoothestPath()
#ifdef PLOT_PATHS // plot the best path
if (steps != 0)
{
- i = 0;
+ i = 0;
do
{
RouteLine(smoothPath[i].x, smoothPath[i].y, smoothPath[i+1].x, smoothPath[i+1].y, 228);
@@ -454,7 +454,7 @@ int32 Router::SmoothestPath()
// best turns will end heading as near as possible to target dir rest is down to anim for now
smoothPath[steps].dir = 9;
smoothPath[steps].num = ROUTE_END_FLAG;
- return 1;
+ return 1;
}
@@ -469,14 +469,14 @@ int32 Router::SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD)
* No longer checks the data it only creates the smoothPath array JPS
****************************************************************************/
{
- static int32 k;
- int32 tempK;
- int32 x;
- int32 y;
- int32 x2;
- int32 y2;
- int32 dx;
- int32 dy;
+ static int32 k;
+ int32 tempK;
+ int32 x;
+ int32 y;
+ int32 x2;
+ int32 y2;
+ int32 dx;
+ int32 dy;
int32 dsx;
int32 dsy;
int32 ddx;
@@ -618,7 +618,7 @@ int32 Router::SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD)
tempK = k;
}
- return tempK;
+ return tempK;
}
int32 Router::SlidyPath()
@@ -659,7 +659,7 @@ int32 Router::SlidyPath()
stepX = stepX >> 19;// quarter a step minimum
stepY = stepY >> 19;
if ((ABS(deltaX)>=ABS(stepX)) && (ABS(deltaY)>=ABS(stepY)))
- {
+ {
modularPath[slidy].x = smoothPath[smooth].x;
modularPath[slidy].y = smoothPath[smooth].y;
modularPath[slidy].dir = smoothPath[smooth].dir;
@@ -693,7 +693,7 @@ void Router::SlidyWalkAnimator(WalkData *walkAnim)
* Skidding every where HardWalk creates an animation that exactly fits the
* smoothPath and uses foot slipping to fit whole steps into the route
* Parameters: georgeg,mouseg
- * Returns: rout
+ * Returns: rout
*
* produce a module list from the line data
*
@@ -830,8 +830,8 @@ void Router::SlidyWalkAnimator(WalkData *walkAnim)
left = 0;
lastCount = stepCount;
- lastDir = 99;// this ensures that we don't put in turn frames for the start
- currentDir = 99;// this ensures that we don't put in turn frames for the start
+ lastDir = 99;// this ensures that we don't put in turn frames for the start
+ currentDir = 99;// this ensures that we don't put in turn frames for the start
do
{
while (modularPath[p].num == 0)
@@ -923,7 +923,7 @@ void Router::SlidyWalkAnimator(WalkData *walkAnim)
frameCount += 1;
walkAnim[lastCount + frameCount - 1].x += errorX*frameCount/frames;
}
- while (frameCount<frames);
+ while (frameCount<frames);
}
if (errorY != 0)
{
@@ -934,16 +934,16 @@ void Router::SlidyWalkAnimator(WalkData *walkAnim)
frameCount += 1;
walkAnim[lastCount + frameCount-1].y += errorY*frameCount/frames;
}
- while (frameCount<frames);
+ while (frameCount<frames);
}
// Now is the time to put in the turn frames for the last turn
if (frames < framesPerStep)
- currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next
+ currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next
if (currentDir != 99)
lastRealDir = currentDir;
// check each turn condition in turn
if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) // only for george
- {
+ {
lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6)))
{
@@ -951,13 +951,13 @@ void Router::SlidyWalkAnimator(WalkData *walkAnim)
frame = lastCount - framesPerStep;
do
{
- walkAnim[frame].frame += 104;//turning left
+ walkAnim[frame].frame += 104;//turning left
frame += 1;
}
while (frame < lastCount );
}
if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6)))
- {
+ {
// turn at the end of the current walk
frame = lastCount - framesPerStep;
do
@@ -1155,7 +1155,7 @@ int32 Router::SolidPath()
solid = 2;
modularPath[1].dir = smoothPath[0].dir;
modularPath[1].num = 0;
- }
+ }
modularPath[solid-1].x = smoothPath[smooth-1].x;
modularPath[solid-1].y = smoothPath[smooth-1].y;
// set up the end of the walk
@@ -1354,8 +1354,8 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
left = 0;
lastCount = stepCount;
- lastDir = 99;// this ensures that we don't put in turn frames for the start
- currentDir = 99;// this ensures that we don't put in turn frames for the start
+ lastDir = 99;// this ensures that we don't put in turn frames for the start
+ currentDir = 99;// this ensures that we don't put in turn frames for the start
do
{
@@ -1411,7 +1411,7 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
// Now is the time to put in the turn frames for the last turn
if ((stepCount - lastCount) < framesPerStep)// no step taken
{
- currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next
+ currentDir = 99;// this ensures that we don't put in turn frames for this walk or the next
if (slowStart == 1)// clean up if a slow in but no walk
{
stepCount -= 3;
@@ -1421,7 +1421,7 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
}
// check each turn condition in turn
if (((lastDir != 99) && (currentDir != 99)) && (megaId == GEORGE)) // only for george
- {
+ {
lastDir = currentDir - lastDir;//1 and -7 going right -1 and 7 going left
if (((lastDir == -1) || (lastDir == 7)) || ((lastDir == -2) || (lastDir == 6)))
{
@@ -1429,13 +1429,13 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
frame = lastCount - framesPerStep;
do
{
- walkAnim[frame].frame += 104;//turning left
+ walkAnim[frame].frame += 104;//turning left
frame += 1;
}
while (frame < lastCount );
}
if (((lastDir == 1) || (lastDir == -7)) || ((lastDir == 2) || (lastDir == -6)))
- {
+ {
// turn at the end of the current walk
frame = lastCount - framesPerStep;
do
@@ -1453,7 +1453,7 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
}
p = p + 1;
lastDir = currentDir;
- slowStart = 0; //can only be valid first time round
+ slowStart = 0; //can only be valid first time round
}
while (modularPath[p].dir < NO_DIRECTIONS);
@@ -1467,11 +1467,11 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
// place stop frames here
// slowdown at the end of the last walk
frame = lastCount - framesPerStep;
- if (walkAnim[frame].frame == 24)
+ if (walkAnim[frame].frame == 24)
{
do
{
- walkAnim[frame].frame += 278;//stopping right
+ walkAnim[frame].frame += 278;//stopping right
frame += 1;
}
while (frame < lastCount );
@@ -1482,7 +1482,7 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
walkAnim[stepCount].y = moduleY;
stepCount += 1;
}
- else if (walkAnim[frame].frame == 30)
+ else if (walkAnim[frame].frame == 30)
{
do
{
@@ -1503,11 +1503,11 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
// place stop frames here
// slowdown at the end of the last walk
frame = lastCount - framesPerStep;
- if (walkAnim[frame].frame == 72)
+ if (walkAnim[frame].frame == 72)
{
do
{
- walkAnim[frame].frame += 244;//stopping left
+ walkAnim[frame].frame += 244;//stopping left
frame += 1;
}
while (frame < lastCount );
@@ -1518,11 +1518,11 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
walkAnim[stepCount].y = moduleY;
stepCount += 1;
}
- else if (walkAnim[frame].frame == 78)
+ else if (walkAnim[frame].frame == 78)
{
do
{
- walkAnim[frame].frame += 245;//stopping left
+ walkAnim[frame].frame += 245;//stopping left
frame += 1;
}
while (frame < lastCount );
@@ -1562,7 +1562,7 @@ int32 Router::SolidWalkAnimator(WalkData *walkAnim)
p=0;
#ifdef PLOT_PATHS
RouteLine(modularPath[i].x, modularPath[i].y, modularPath[i+1].x, modularPath[i+1].y, 227);
-#endif
+#endif
i += 1;
}
while (i<p-1);
@@ -1608,7 +1608,7 @@ int32 Router::Scan(int32 level)
int32 changed = 0;
// For all the nodes that have new values and a distance less than enddist
// ie dont check for new routes from a point we checked before or from a point
- // that is already further away than the best route so far.
+ // that is already further away than the best route so far.
i = 0;
do
{
@@ -1646,11 +1646,11 @@ int32 Router::Scan(int32 level)
}
k-=1;
}
- while (k > 0);
+ while (k > 0);
}
i=i+1;
}
- while (i < nnodes);
+ while (i < nnodes);
return changed;
}
@@ -1658,12 +1658,12 @@ int32 Router::Scan(int32 level)
int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
/******************************************************************************
* NewCheck routine checks if the route between two points can be achieved
- * without crossing any of the bars in the Bars array.
+ * without crossing any of the bars in the Bars array.
*
* NewCheck differs from check in that that 4 route options are considered
* corresponding to actual walked routes.
*
- * Note distance doesnt take account of shrinking ???
+ * Note distance doesnt take account of shrinking ???
*
* Note Bars array must be properly calculated ie min max dx dy co
*****************************************************************************/
@@ -1674,11 +1674,11 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
int32 dly;
int32 dirX;
int32 dirY;
- int32 step1;
- int32 step2;
- int32 step3;
- int32 steps;
- int32 options;
+ int32 step1;
+ int32 step2;
+ int32 step3;
+ int32 steps;
+ int32 options;
steps = 0;
options = 0;
@@ -1722,11 +1722,11 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1, y1, x1+dx, y1, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1+dx, y1, x2, y2, 231);
-#endif
+#endif
}
}
//diagonal, square a code 2 route
@@ -1743,11 +1743,11 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1, y1, x1+dlx,y1+dly, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1+dlx, y2, x2, y2, 231);
-#endif
+#endif
}
}
}
@@ -1768,15 +1768,15 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1, y1, x1+dx/2, y1, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1+dx/2, y1, x1+dx/2+dlx, y2, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1+dx/2+dlx, y2, x2, y2, 231);
-#endif
+#endif
}
}
}
@@ -1797,15 +1797,15 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1, y1, x1+dlx/2, y1+dly/2, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1+dlx/2, y1+dly/2, x1+dx+dlx/2, y1+dly/2, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1+dx+dlx/2, y1+dly/2, x2, y2, 231);
-#endif
+#endif
options = options + 8;
}
}
@@ -1834,11 +1834,11 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1 ,y1 ,x1 ,y1+dy, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1 ,y1+dy ,x2, y2, 231);
-#endif
+#endif
options = options + 2;
}
}
@@ -1855,11 +1855,11 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1, y1, x2, y1+dly, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x2, y1+dly, x2, y2, 231);
-#endif
+#endif
options = options + 4;
}
}
@@ -1880,15 +1880,15 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1, y1, x1, y1+dy/2, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1, y1+dy/2, x2, y1+dy/2+dly, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x2, y1+dy/2+dly, x2, y2, 231);
-#endif
+#endif
options = options + 1;
}
}
@@ -1911,15 +1911,15 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1, y1, x1+dlx/2, y1+dly/2, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1+dlx/2, y1+dly/2, x1+dlx/2, y1+dy+dly/2, 231);
-#endif
+#endif
#ifdef PLOT_PATHS
if (status == 1)
RouteLine(x1+dlx/2, y1+dy+dly/2, x2, y2, 231);
-#endif
+#endif
}
}
}
@@ -1942,7 +1942,7 @@ int32 Router::NewCheck(int32 status, int32 x1 , int32 y1 , int32 x2 ,int32 y2)
int32 Router::Check(int32 x1 , int32 y1 , int32 x2 ,int32 y2)
{
-//call the fastest line check for the given line
+//call the fastest line check for the given line
//returns 1 if line didn't cross any bars
int32 steps;
@@ -1972,7 +1972,7 @@ int32 Router::LineCheck(int32 x1 , int32 y1 , int32 x2 ,int32 y2)
int32 dirx;
int32 diry;
int32 co;
- int32 slope;
+ int32 slope;
int32 i;
int32 xc;
int32 yc;
@@ -1980,7 +1980,7 @@ int32 Router::LineCheck(int32 x1 , int32 y1 , int32 x2 ,int32 y2)
int32 ymin;
int32 xmax;
int32 ymax;
- int32 linesCrossed = 1;
+ int32 linesCrossed = 1;
if (x1 > x2)
@@ -2013,9 +2013,9 @@ int32 Router::LineCheck(int32 x1 , int32 y1 , int32 x2 ,int32 y2)
do
{
// this is the inner inner loop
- if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //skip if not on module
+ if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //skip if not on module
{
- if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //skip if not on module
+ if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //skip if not on module
{
// okay its a valid line calculate an intersept
// wow but all this arithmatic we must have loads of time
@@ -2025,16 +2025,16 @@ int32 Router::LineCheck(int32 x1 , int32 y1 , int32 x2 ,int32 y2)
//calculate x intercept and check its on both lines
xc = ((bars[i].co * dirx) - (co * bars[i].dx)) / slope;
- if ((xc >= xmin-1) && (xc <= xmax+1)) //skip if not on module
+ if ((xc >= xmin-1) && (xc <= xmax+1)) //skip if not on module
{
- if ((xc >= bars[i].xmin-1) && (xc <= bars[i].xmax+1)) //skip if not on line
+ if ((xc >= bars[i].xmin-1) && (xc <= bars[i].xmax+1)) //skip if not on line
{
yc = ((bars[i].co * diry) - (co * bars[i].dy)) / slope;
- if ((yc >= ymin-1) && (yc <= ymax+1)) //skip if not on module
+ if ((yc >= ymin-1) && (yc <= ymax+1)) //skip if not on module
{
- if ((yc >= bars[i].ymin-1) && (yc <= bars[i].ymax+1)) //skip if not on line
+ if ((yc >= bars[i].ymin-1) && (yc <= bars[i].ymax+1)) //skip if not on line
{
linesCrossed = 0;
}
@@ -2058,7 +2058,7 @@ int32 Router::HorizCheck(int32 x1 , int32 y , int32 x2)
int32 xc;
int32 xmin;
int32 xmax;
- int32 linesCrossed = 1;
+ int32 linesCrossed = 1;
if (x1 > x2)
{
@@ -2077,9 +2077,9 @@ int32 Router::HorizCheck(int32 x1 , int32 y , int32 x2)
do
{
// this is the inner inner loop
- if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //skip if not on module
+ if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //skip if not on module
{
- if ((y >= bars[i].ymin) && ( y <= bars[i].ymax)) //skip if not on module
+ if ((y >= bars[i].ymin) && ( y <= bars[i].ymax)) //skip if not on module
{
// okay its a valid line calculate an intersept
// wow but all this arithmatic we must have loads of time
@@ -2091,7 +2091,7 @@ int32 Router::HorizCheck(int32 x1 , int32 y , int32 x2)
{
dy = y-bars[i].y1;
xc = bars[i].x1 + (bars[i].dx * dy)/bars[i].dy;
- if ((xc >= xmin-1) && (xc <= xmax+1)) //skip if not on module
+ if ((xc >= xmin-1) && (xc <= xmax+1)) //skip if not on module
{
linesCrossed = 0;
}
@@ -2113,7 +2113,7 @@ int32 Router::VertCheck(int32 x, int32 y1, int32 y2)
int32 yc;
int32 ymin;
int32 ymax;
- int32 linesCrossed = 1;
+ int32 linesCrossed = 1;
if (y1 > y2)
{
@@ -2132,7 +2132,7 @@ int32 Router::VertCheck(int32 x, int32 y1, int32 y2)
{
if ((x >= bars[i].xmin) && ( x <= bars[i].xmax)) //overlapping
{
- if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //skip if not on module
+ if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //skip if not on module
{
// okay its a valid line calculate an intersept
// wow but all this arithmatic we must have loads of time
@@ -2144,7 +2144,7 @@ int32 Router::VertCheck(int32 x, int32 y1, int32 y2)
{
dx = x-bars[i].x1;
yc = bars[i].y1 + (bars[i].dy * dx)/bars[i].dx;
- if ((yc >= ymin-1) && (yc <= ymax+1)) //the intersept overlaps
+ if ((yc >= ymin-1) && (yc <= ymax+1)) //the intersept overlaps
{
linesCrossed = 0;
}
@@ -2185,16 +2185,16 @@ int32 Router::CheckTarget(int32 x , int32 y)
// this is the inner inner loop
- if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //overlapping line
+ if ((xmax >= bars[i].xmin) && ( xmin <= bars[i].xmax)) //overlapping line
{
- if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //overlapping line
+ if ((ymax >= bars[i].ymin) && ( ymin <= bars[i].ymax)) //overlapping line
{
- // okay this line overlaps the target calculate an y intersept for x
+ // okay this line overlaps the target calculate an y intersept for x
if (bars[i].dx == 0)// vertical line so we know it overlaps y
{
- yc = 0;
+ yc = 0;
}
else
{
@@ -2202,7 +2202,7 @@ int32 Router::CheckTarget(int32 x , int32 y)
yc = bars[i].y1 + (bars[i].dy * dx)/bars[i].dx;
}
- if ((yc >= ymin) && (yc <= ymax)) //overlapping point for y
+ if ((yc >= ymin) && (yc <= ymax)) //overlapping point for y
{
onLine = 3;// target on a line so drop out
//Tdebug("RouteFail due to target on a line %d %d",x,y);
@@ -2219,7 +2219,7 @@ int32 Router::CheckTarget(int32 x , int32 y)
xc = bars[i].x1 + (bars[i].dx * dy)/bars[i].dy;
}
- if ((xc >= xmin) && (xc <= xmax)) //skip if not on module
+ if ((xc >= xmin) && (xc <= xmax)) //skip if not on module
{
onLine = 3;// target on a line so drop out
//Tdebug("RouteFail due to target on a line %d %d",x,y);
@@ -2278,7 +2278,7 @@ int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir)
error("RouteFinder Error too many bars %d", nbars);
#endif
nbars = 0;
- }
+ }
nnodes = FROM_LE_32(floorHeader.numNodes)+1; //array starts at 0 begins at a start node has nnodes nodes and a target node
@@ -2406,7 +2406,7 @@ int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir)
// finish setting grid by putting mega node at begining
// and target node at end and reset current values
node[0].x = startX;
- node[0].y = startY;
+ node[0].y = startY;
node[0].level = 1;
node[0].prev = 0;
node[0].dist = 0;
@@ -2420,7 +2420,7 @@ int32 Router::LoadWalkResources(Object *megaObject, int32 x, int32 y, int32 dir)
}
while (i < nnodes);
node[nnodes].x = targetX;
- node[nnodes].y = targetY;
+ node[nnodes].y = targetY;
node[nnodes].level = 0;
node[nnodes].prev = 0;
node[nnodes].dist = 9999;
@@ -2436,7 +2436,7 @@ void Router::ExtractRoute()
/****************************************************************************
* ExtractRoute gets route from the node data after a full scan, route is
* written with just the basic way points and direction options for heading
- * to the next point.
+ * to the next point.
****************************************************************************/
{
int32 prev;
@@ -2488,7 +2488,7 @@ void Router::ExtractRoute()
{
#ifdef PLOT_PATHS
BresenhamLine(route[p+1].x-128,route[p+1].y-128, route[p].x-128,route[p].y-128, (uint8*)screen_ad, true_pixel_size_x, pixel_size_y, ROUTE_END_FLAG);
-#endif
+#endif
dx = route[p+1].x - route[p].x;
dy = route[p+1].y - route[p].y;
dirx = 1;
@@ -2519,17 +2519,17 @@ void Router::ExtractRoute()
dir = dir + diry * dirx; // 1,3,5 or 7
route[p].dirD = dir;
}
- p = p + 1;
+ p = p + 1;
}
while (p < (routeLength));
// set the last dir to continue previous route unless specified
if (targetDir == NO_DIRECTIONS)
- {
+ {
route[p].dirS = route[p-1].dirS;
route[p].dirD = route[p-1].dirD;
}
else
- {
+ {
route[p].dirS = targetDir;
route[p].dirD = targetDir;
}
diff --git a/sword1/router.h b/sword1/router.h
index 709b56fd36..841cb9c19f 100644
--- a/sword1/router.h
+++ b/sword1/router.h
@@ -152,8 +152,8 @@ private:
int32 LoadWalkResources(Object *mega, int32 x, int32 y, int32 targetDir);
int32 GetRoute(void);
int32 CheckTarget(int32 x, int32 y);
-
- int32 Scan(int32 level);
+
+ int32 Scan(int32 level);
int32 NewCheck(int32 status, int32 x1, int32 x2, int32 y1, int32 y2);
int32 Check(int32 x1, int32 y1, int32 x2, int32 y2);
int32 HorizCheck(int32 x1, int32 y, int32 x2);
@@ -164,7 +164,7 @@ private:
int32 SlidyPath();
void SlidyWalkAnimator(WalkData *walkAnim);
-
+
int32 SmoothestPath();
int32 SmoothCheck(int32 best, int32 p, int32 dirS, int32 dirD);
@@ -174,6 +174,6 @@ private:
void BresenhamLine(int32 x1,int32 y1,int32 x2,int32 y2, uint8 *screen, int32 width, int32 height, int32 colour);
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //BSROUTER_H
diff --git a/sword1/screen.cpp b/sword1/screen.cpp
index af156e90de..3aa032e4b7 100644
--- a/sword1/screen.cpp
+++ b/sword1/screen.cpp
@@ -203,7 +203,7 @@ void Screen::updateScreen(void) {
if (diffY) {
diffY = SCRNGRID_Y - diffY;
uint16 cpWidth = 0;
- for (uint16 cntx = 0; cntx < gridW; cntx++)
+ for (uint16 cntx = 0; cntx < gridW; cntx++)
if (gridPos[cntx]) {
gridPos[cntx] >>= 1;
cpWidth++;
@@ -397,7 +397,7 @@ void Screen::processImage(uint32 id) {
frameHead = _textMan->giveSpriteData((uint8)compact->o_target);
else
frameHead = _resMan->fetchFrame(_resMan->openFetchRes(compact->o_resource), compact->o_frame);
-
+
uint8 *sprData = ((uint8*)frameHead) + sizeof(FrameHeader);
uint16 spriteX = compact->o_anim_x;
@@ -496,7 +496,7 @@ void Screen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) {
if (*grid) {
uint8 *blkData = _layerBlocks[level + 1] + (READ_LE_UINT16(grid) - 1) * 128;
blitBlockClear(x + blkx, y + blky, blkData);
- } else
+ } else
break;
grid -= lGridSizeX;
}
@@ -821,7 +821,7 @@ void Screen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, u
int16 sprY = *pSprY - SCREEN_TOP_EDGE;
int16 sprW = *pSprWidth;
int16 sprH = *pSprHeight;
-
+
if (sprY < 0) {
*incr = (uint16)((-sprY) * sprW);
sprH += sprY;
@@ -833,7 +833,7 @@ void Screen::spriteClipAndSet(uint16 *pSprX, uint16 *pSprY, uint16 *pSprWidth, u
sprW += sprX;
sprX = 0;
}
-
+
if (sprY + sprH > _scrnSizeY)
sprH = _scrnSizeY - sprY;
if (sprX + sprW > _scrnSizeX)
diff --git a/sword1/screen.h b/sword1/screen.h
index 2392039680..9842253747 100644
--- a/sword1/screen.h
+++ b/sword1/screen.h
@@ -139,7 +139,7 @@ private:
SortSpr _sortList[MAX_SORT];
uint8 _foreLength, _backLength, _sortLength;
uint16 _scrnSizeX, _scrnSizeY, _gridSizeX, _gridSizeY;
-
+
static RoomDef _roomDefTable[TOTAL_ROOMS]; // from ROOMS.C (not const, see fnSetParallax)
uint8 _targetPalette[256 * 4];
@@ -150,7 +150,7 @@ private:
// mainloop that no further fading is necessary.
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //BSSCREEN_H
diff --git a/sword1/sound.cpp b/sword1/sound.cpp
index 94c7eb13db..ee6aca37b2 100644
--- a/sword1/sound.cpp
+++ b/sword1/sound.cpp
@@ -137,7 +137,7 @@ void Sound::newScreen(uint32 screen) {
if (_currentCowFile != SwordEngine::_systemVars.currentCD) {
if (_currentCowFile)
closeCowSystem();
- initCowSystem();
+ initCowSystem();
}
}
@@ -191,7 +191,7 @@ bool Sound::startSpeech(uint16 roomNo, uint16 localNo) {
int16 *data = uncompressSpeech(index + _cowHeaderSize, sampleSize, &size);
if (data)
_mixer->playRaw(&_speechHandle, data, size, 11025, SPEECH_FLAGS, SOUND_SPEECH_ID, speechVol, speechPan);
- }
+ }
#ifdef USE_MAD
else if (_cowMode == CowMp3) {
_cowFile.seek(index);
@@ -208,7 +208,7 @@ bool Sound::startSpeech(uint16 roomNo, uint16 localNo) {
_cowFile.seek(index);
_mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_speechHandle, makeVorbisStream(&_cowFile, sampleSize), SOUND_SPEECH_ID, speechVol, speechPan);
for (int cnt = 0; cnt < 480; cnt++)
- _waveVolume[cnt] = true;
+ _waveVolume[cnt] = true;
_waveVolPos = 0;
}
#endif
@@ -242,7 +242,7 @@ int16 *Sound::uncompressSpeech(uint32 index, uint32 cSize, uint32 *size) {
} else {
// the demo speech files have the uncompressed size embedded
// in the compressed stream *sigh*
- if (READ_LE_UINT16(fBuf + headerPos) == 1) {
+ if (READ_LE_UINT16(fBuf + headerPos) == 1) {
resSize = READ_LE_UINT16(fBuf + headerPos + 2);
resSize |= READ_LE_UINT16(fBuf + headerPos + 6) << 16;
} else
@@ -297,7 +297,7 @@ void Sound::calcWaveVolume(int16 *data, uint32 length) {
warning("Wave vol tab too small.");
return;
}
- int32 average = 0;
+ int32 average = 0;
for (cnt = 0; cnt < 918; cnt++)
average += blkPos[cnt];
average /= 918;
@@ -327,7 +327,7 @@ void Sound::initCowSystem(void) {
if (_cowFile.isOpen()) {
debug(1, "Using MP3 compressed Speech Cluster");
_cowMode = CowMp3;
- }
+ }
#endif
#ifdef USE_VORBIS
if (!_cowFile.isOpen()) {
@@ -364,7 +364,7 @@ void Sound::initCowSystem(void) {
_cowHeader[cnt] = _cowFile.readUint32LE();
_currentCowFile = SwordEngine::_systemVars.currentCD;
} else
- warning("Sound::initCowSystem: Can't open SPEECH%d.CLU", SwordEngine::_systemVars.currentCD);
+ warning("Sound::initCowSystem: Can't open SPEECH%d.CLU", SwordEngine::_systemVars.currentCD);
}
void Sound::closeCowSystem(void) {
diff --git a/sword1/sound.h b/sword1/sound.h
index b491dda216..562925071b 100644
--- a/sword1/sound.h
+++ b/sword1/sound.h
@@ -105,7 +105,7 @@ private:
CowMode _cowMode;
Audio::SoundHandle _speechHandle, _fxHandle;
Common::RandomSource _rnd;
-
+
QueueElement _fxQueue[MAX_FXQ_LENGTH];
uint8 _endOfQueue;
Audio::Mixer *_mixer;
@@ -121,6 +121,6 @@ public:
#endif
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //BSSOUND_H
diff --git a/sword1/staticres.cpp b/sword1/staticres.cpp
index c2cba8fc6d..72e1cc2d85 100644
--- a/sword1/staticres.cpp
+++ b/sword1/staticres.cpp
@@ -1055,13 +1055,13 @@ const uint32 ResMan::_scriptList[TOTAL_SECTIONS] = { //a table of resource tags
SCRIPT0, // 0 STANDARD SCRIPTS
SCRIPT1, // 1 PARIS 1
- SCRIPT2, // 2
- SCRIPT3, // 3
- SCRIPT4, // 4
- SCRIPT5, // 5
- SCRIPT6, // 6
- SCRIPT7, // 7
- SCRIPT8, // 8
+ SCRIPT2, // 2
+ SCRIPT3, // 3
+ SCRIPT4, // 4
+ SCRIPT5, // 5
+ SCRIPT6, // 6
+ SCRIPT7, // 7
+ SCRIPT8, // 8
SCRIPT9, // 9 PARIS 2
SCRIPT10, // 10
@@ -2193,7 +2193,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R61PAL,SPAIN_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 62 - CHESS PUZZLE
640, //size_x
400, //size_y
@@ -2217,7 +2217,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R63PAL,TRAIN_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
0, //total_layers //room 64 - NOT USED
0, //size_x
0, //size_y
@@ -2226,8 +2226,8 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
- },
- {
+ },
+ {
2, //total_layers //room 65 - compt_one
640, //size_x
400, //size_y
@@ -2236,8 +2236,8 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R65G1,0,0}, //grids
{R65PAL,TRAIN_PAL}, //palettes
{0,0}, //parallax layers
- },
- {
+ },
+ {
1, //total_layers //room 66 - compt_two
640, //size_x
400, //size_y
@@ -2246,8 +2246,8 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{0,0,0}, //grids
{R66PAL,TRAIN_PAL}, //palettes
{0,0}, //parallax layers
- },
- {
+ },
+ {
2, //total_layers //room 67 - compt_three
640, //size_x
400, //size_y
@@ -2256,8 +2256,8 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R67G1,0,0}, //grids
{R67PAL,TRAIN_PAL}, //palettes
{0,0}, //parallax layers
- },
- {
+ },
+ {
0, //total_layers //room 68 - NOT USED
0, //size_x
0, //size_y
@@ -2266,8 +2266,8 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{0,0,0}, //grids
{0,0}, //palettes
{0,0}, //parallax layers
- },
- {
+ },
+ {
2, //total_layers //room 69 - train_guard
640, //size_x
400, //size_y
@@ -2276,8 +2276,8 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R69G1,0,0}, //grids
{R69PAL,R69SPRPAL}, //palettes
{0,0}, //parallax layers
- },
- {
+ },
+ {
0, //total_layers //room 70 - NOT USED
0, //size_x
0, //size_y
@@ -2291,7 +2291,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
//------------------------------------------------------------------------
// SCOTLAND
- {
+ {
2, //total_layers //room 71 - churchyard
1760, //size_x
400, //size_y
@@ -2300,8 +2300,8 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R71G1,0,0}, //grids
{R71PAL,SPRITE_PAL}, //palettes
{R71PLX,0}, //parallax layers
- },
- {
+ },
+ {
2, //total_layers //room 72 - church_tower
640, //size_x
400, //size_y
@@ -2310,8 +2310,8 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R72G1,0,0}, //grids
{R72PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
- },
- {
+ },
+ {
3, //total_layers //room 73 - crypt
640, //size_x
400, //size_y
@@ -2320,7 +2320,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R73G1,R73G2,0}, //grids
{R73PAL,R73SPRPAL}, //palettes
{0,0}, //parallax layers
- },
+ },
{
2, //total_layers //room 74 - secret_crypt
1136, //size_x
@@ -2331,7 +2331,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R74PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 75 - secret_crypt
640, //size_x
400, //size_y
@@ -2341,7 +2341,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R75PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 76 - secret_crypt
640, //size_x
400, //size_y
@@ -2351,7 +2351,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R76PAL,ENDSPRPAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 77 - secret_crypt
640, //size_x
400, //size_y
@@ -2395,7 +2395,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{room80_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 81 - for sequence of Assassin coming up stairs to rm17
640, //size_x
400, //size_y
@@ -2405,7 +2405,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{ASSTAIR2_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 82 - Map of Britain, viewed frrom sc55 (Syria Cave)
640, //size_x
400, //size_y
@@ -2415,7 +2415,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{BRITMAP_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
0, //total_layers //room 83 - NOT USED
0, //size_x
0, //size_y
@@ -2425,7 +2425,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{0,0}, //palettes
{0,0}, //parallax layers
},
- {
+ {
0, //total_layers //room 84 - NOT USED
0, //size_x
0, //size_y
@@ -2435,7 +2435,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{0,0}, //palettes
{0,0}, //parallax layers
},
- {
+ {
0, //total_layers //room 85 - NOT USED
0, //size_x
0, //size_y
@@ -2455,7 +2455,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{room86_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 87 - normal window in sc48
640, //size_x
400, //size_y
@@ -2465,7 +2465,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{WINDOW1_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 88 - filtered window in sc48
640, //size_x
400, //size_y
@@ -2475,7 +2475,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{WINDOW2_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
0, //total_layers //room 89 - NOT USED
0, //size_x
0, //size_y
@@ -2505,7 +2505,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{R91PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 92 - for close up of George surprised in wardrobe in sc17
640, //size_x
400, //size_y
@@ -2515,7 +2515,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{SBACK17PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 93 - for close up of George inquisitive in wardrobe in sc17
640, //size_x
400, //size_y
@@ -2525,7 +2525,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{IBACK17PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 94 - for close up of George in sarcophagus in sc29
640, //size_x
400, //size_y
@@ -2535,7 +2535,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{BBACK29PAL,BBACK29SPRPAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 95 - for close up of George during templar meeting, in sc38
640, //size_x
400, //size_y
@@ -2545,7 +2545,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{BBACK38PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
1, //total_layers //room 96 - close up of chalice projection
640, //size_x
400, //size_y
@@ -2555,7 +2555,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{CHALICE42_PAL,SPRITE_PAL}, //palettes
{0,0}, //parallax layers
},
- {
+ {
0, //total_layers //room 97 - NOT USED
0, //size_x
0, //size_y
@@ -2565,7 +2565,7 @@ RoomDef Screen::_roomDefTable[TOTAL_ROOMS] = { // these are NOT const
{0,0}, //palettes
{0,0}, //parallax layers
},
- {
+ {
0, //total_layers //room 98 - NOT USED
0, //size_x
0, //size_y
@@ -2602,7 +2602,7 @@ const char Music::_tuneList[TOTAL_TUNES][8] = {
"1m12", // DONE 10 Truthful George
"1m13", // DONE 11 Yes, drink brandy
"1m14", // DONE 12 Yes, he's dead (Maybe 1m14a)
- "1m15", // DONE 13 From, "...clown entered?"
+ "1m15", // DONE 13 From, "...clown entered?"
"1m16", // DONE 14 From, "How did the old man behave?"
"1m17", // DONE 15 Salah-eh-Din
"1m18", // DONE 16 From, "Stay here, mademoiselle"
@@ -2644,37 +2644,37 @@ const char Music::_tuneList[TOTAL_TUNES][8] = {
"2m17", // DONE 49 George climbs out of sewer.
"2m18", // DONE 50 From, "The man I chased..."
- "2m19", // DONE 51 Spooky music for sewers.
- "2m20", // DONE 52 "She isn't hurt, is she?"
- "2m21", // DONE 53 Click on material icon
- "2m22", // DONE 54 Spooky music for sewers.
- "2m23", // DONE 55 From, "So you don't want to hear my experiences in the desert?"
+ "2m19", // DONE 51 Spooky music for sewers.
+ "2m20", // DONE 52 "She isn't hurt, is she?"
+ "2m21", // DONE 53 Click on material icon
+ "2m22", // DONE 54 Spooky music for sewers.
+ "2m23", // DONE 55 From, "So you don't want to hear my experiences in the desert?"
"2m24", // DONE 56 On the material icon with Albert (suit icon instead, because material icon done)
- "2m25", // DONE 57 After "What was on the label?" i.e. the 'phone number.
+ "2m25", // DONE 57 After "What was on the label?" i.e. the 'phone number.
"2m26", // DONE 58 Leaving yard, after, "I hope you catch that killer soon." Also for the Musee Crune icon on the map (5M7).
- "2m27", // DONE 59 As George starts to 'phone Todryk. (Repeated every time he calls him). Also, when the aeroport is clicked on (5M21).
+ "2m27", // DONE 59 As George starts to 'phone Todryk. (Repeated every time he calls him). Also, when the aeroport is clicked on (5M21).
- "2m28", // DONE 60 Todryk conversation after, "Truth and justice"
+ "2m28", // DONE 60 Todryk conversation after, "Truth and justice"
"2m29", // DONE 61 'Phoning Nico from the roadworks. Also, 'phoning her from Ireland, ideally looping and fading on finish (6M10).
- "2m30", // DONE 62 First time on Paris map
+ "2m30", // DONE 62 First time on Paris map
"2m31", // DONE 63 Click on Rue d'Alfred Jarry
- "2m32", // DONE 64 From, "Will you tell me my fortune?"
- "2m33", // DONE 65 After "Can you really tell my future?"
- "1m28", // DONE 66 "What about the tall yellow ones?" Copy from 1M28.
+ "2m32", // DONE 64 From, "Will you tell me my fortune?"
+ "2m33", // DONE 65 After "Can you really tell my future?"
+ "1m28", // DONE 66 "What about the tall yellow ones?" Copy from 1M28.
"2m24", // DONE 67 Material Icon. Copy from 2M24
"2m6", // DONE 68 Exit icon on "See you later". Copy from 2M6.
- "1m25", // DONE 69 On opening the front foor to Nico's. Copy from 1M25. .
+ "1m25", // DONE 69 On opening the front foor to Nico's. Copy from 1M25. .
"2m38", // DONE 70 Victim 1: From, "Tell me more about the clown's previous victims."
- "2m39", // DONE 71 Victim 2: After, "What about the clown's second victim?"
- "2m40", // DONE 72 Victim 3: On clown icon for 3rd victim.
- "3m1", // DONE 73 George passes Nico the nose.
+ "2m39", // DONE 71 Victim 2: After, "What about the clown's second victim?"
+ "2m40", // DONE 72 Victim 3: On clown icon for 3rd victim.
+ "3m1", // DONE 73 George passes Nico the nose.
"3m2", // DONE 74 With Nico. From, "I found a piece of material..."
"3m3", // DONE 75 After George says, "... or clowns?"
"3m4", // DONE 76 After, "Did you live with your father?"
- "1m28", // DONE 77 After, "Do you have a boyfriend?". Copy from 1M28.
- "2m26", // DONE 78 After, "Good idea" (about going to costumier's). Copy from 2M26.
- "3m7", // DONE 79 On costumier's icon on map.
+ "1m28", // DONE 77 After, "Do you have a boyfriend?". Copy from 1M28.
+ "2m26", // DONE 78 After, "Good idea" (about going to costumier's). Copy from 2M26.
+ "3m7", // DONE 79 On costumier's icon on map.
"3m8", // DONE 80 Costumier's, after, "Come in, welcome."
"3m9", // DONE 81 On entering costumier's on later visits
@@ -2683,80 +2683,80 @@ const char Music::_tuneList[TOTAL_TUNES][8] = {
"3m12", // DONE 84 Tissue icon. Also, after Nico's "No, I write it (the magazine) 5M19.
"3m13", // DONE 85 Photo icon over, "Do you recognise this man?"
"3m14", // DONE 86 Exit icon, over, "Thanks for your help, buddy."
- "2m9", // DONE 87 Clicking on police station on the map.
+ "2m9", // DONE 87 Clicking on police station on the map.
"3m17", // DONE 88 Police station on, "I've tracked down the clown's movements."
- "3m18", // DONE 89 "One moment, m'sieur," as Moue turns.
+ "3m18", // DONE 89 "One moment, m'sieur," as Moue turns.
"3m19", // DONE 90 G. on Rosso. "If he was trying to impress me..."
"3m20", // DONE 91 G. thinks, "He looked at me as if I'd farted."
"3m21", // DONE 92 Over Rosso's, "I've washed my hands of the whole affair."
"3m22", // DONE 93 Played over, "So long, inspector."
"3m24", // DONE 94 Conversation with Todrk, "He bought a suit from you, remember?"
- "3m26", // !!!! 95 This piece is a problem. Don't worry about it for present.
+ "3m26", // !!!! 95 This piece is a problem. Don't worry about it for present.
"3m27", // DONE 96 George to Nico (in the flat): "Have you found out anymore?" [about the murders? or about the templars? JEL]
- "2m26", // DONE 97 After, "Don't worry, I will." on leaving Nico's.
- "3m29", // DONE 98 Ubu icon on the map.
+ "2m26", // DONE 97 After, "Don't worry, I will." on leaving Nico's.
+ "3m29", // DONE 98 Ubu icon on the map.
"3m30", // DONE 99 G and Flap. After, "I love the clowns. Don't you?" AND "after "Not if you see me first" (3M31)
- "3m32", // DONE 100 Source music for Lady Piermont.
+ "3m32", // DONE 100 Source music for Lady Piermont.
"3m33", // DONE 101 More music for Lady P.
- "2m13", // DONE 102 Red Nose music Copy 2M13
+ "2m13", // DONE 102 Red Nose music Copy 2M13
"4m3", // DONE 103 On photo, "Do you recognise the man in this photograph"
"4m4", // DONE 104 With Lady P. After, "Hi there, ma'am."
"4m5", // DONE 105 After, "I think the word you're looking for is...dick"
"4m6", // DONE 106 After, "English arrogance might do the trick." Also for "More English arrogance" (4M27)
"4m8", // !!!! 107 As George grabs key.
"4m9", // DONE 108 Room 21, on "Maybe it wasn't the right room"
- "4m10", // DONE 109 On coming into 21 on subsequent occasions.
+ "4m10", // DONE 109 On coming into 21 on subsequent occasions.
- "4m11", // DONE 110 As George steps upto window.
- "4m12", // DONE 111 Alternative times he steps up to the window.
+ "4m11", // DONE 110 As George steps upto window.
+ "4m12", // DONE 111 Alternative times he steps up to the window.
"4m13", // DONE 112 In Moerlin's room
"4m14", // DONE 113 Sees "Moerlin" on the Stairs
- "4m15", // DONE 114 George closing wardrobe door aftre Moerlin's gone.
+ "4m15", // DONE 114 George closing wardrobe door aftre Moerlin's gone.
"4m17", // DONE 115 After, "take your mind off the inquest"
"4m18", // DONE 116 "It was just as I'd imagined."
"4m19", // DONE 117 Show photo to Lady P
- "4m20", // DONE 118 Lady P is "shocked" after the name "Khan".
+ "4m20", // DONE 118 Lady P is "shocked" after the name "Khan".
"4m21", // DONE 119 After, "A bundle of papers, perhaps".
"4m22", // DONE 120 After, "Plantard's briefcase"
"4m24", // DONE 121 On fade to black as George leaves the hotel (prior to being searched)
"4m25", // DONE 122 After, "I break your fingers"
"4m28", // DONE 123 After clerk says, "Voila, m'sieur. Le manuscript..."
- "4m29", // DONE 124 Onto the window sill after getting the manuscript.
- "4m31", // DONE 125 Searched after he's dumped the manuscript in the alleyway.
+ "4m29", // DONE 124 Onto the window sill after getting the manuscript.
+ "4m31", // DONE 125 Searched after he's dumped the manuscript in the alleyway.
"4m32", // DONE 126 Recovering the manuscript in the alley, "If the manuscript was..."
- "5m1", // DONE 127 The manuscript, just after, "It's worth enough to kill for."
+ "5m1", // DONE 127 The manuscript, just after, "It's worth enough to kill for."
"5m2", // !SMK 128 The Templars after, "...over 800 years ago."
"5m3", // DONE 129 After, "Let's take another look at that manuscript"
"5m4", // DONE 130 On "Knight with a crystal ball" icon
"5m5", // DONE 131 On Nico's, "Patience"
"5m6", // DONE 132 After "I'm sure it will come in useful" when George leaves. Also, George leaving Nico after, "Keep me informed if you find anything new" (5M20). + "just take care of yourself"
- "5m8", // DONE 133 Entering the museum for the first time on the fade.
+ "5m8", // DONE 133 Entering the museum for the first time on the fade.
"5m9", // DONE 134 George with guard after, "park their cars." Guard saying "No, no, no"
"5m10", // DONE 135 Incidental looking around the museum music. + fading from map to museum street, when lobineau is in museum
"5m11", // DONE 136 From "In the case was a spindly tripod, blackened with age and pitted with rust...". George answers Tripod ((?)That's what the cue list says). Also 5M15 and 5M16)
- "5m12", // DONE 137 More looking around music.
- "5m13", // DONE 138 Opening the mummy case.
+ "5m12", // DONE 137 More looking around music.
+ "5m13", // DONE 138 Opening the mummy case.
"5m14", // DONE 139 High above me was a window
"5m17", // DONE 140 "As I reached toward the display case" (5M18 is in slot 165)
- "5m22", // !SMK 141 From Ireland on the Europe map.
- "5m23", // !!!! 142 IN front of the pub, searching.
+ "5m22", // !SMK 141 From Ireland on the Europe map.
+ "5m23", // !!!! 142 IN front of the pub, searching.
"5m24", // DONE 143 Cheeky Maguire, "Wait 'til I get back"
- "2m3", // DONE 144 Before, "Did anybody at the village work at the dig?" Loop and fade.
+ "2m3", // DONE 144 Before, "Did anybody at the village work at the dig?" Loop and fade.
"6m1", // DONE 145 After, "You know something ... not telling me, don't you?"
"6m2", // DONE 146 On, "Mister, I seen it with my own eyes."
"6m3", // DONE 147 After, "Did you get to see the ghost" + On George's, "As soon as I saw the flickering torches..." in SCR_SC73.txt.
"6m4", // DONE 148 "the bloody place is haunted", just after G's "rational explanation... the castle"
- "6m5", // DONE 149 Pub fiddler 1. Please programme stops between numbers - about 20" and a longer one every four or five minutes.
+ "6m5", // DONE 149 Pub fiddler 1. Please programme stops between numbers - about 20" and a longer one every four or five minutes.
- "6m6", // DONE 150 Pub fiddler 2.
+ "6m6", // DONE 150 Pub fiddler 2.
"6m7", // DONE 151 Pub fiddler 3.
- "6m8", // DONE 152 Pub fiddler 4.
- "6m12", // DONE 153 Exit pub (as door opens). Copy from 2M6.
+ "6m8", // DONE 152 Pub fiddler 4.
+ "6m12", // DONE 153 Exit pub (as door opens). Copy from 2M6.
"2m6", // DONE 154 Going to the castle, start on the path blackout.
"5m1", // DONE 155 On, "Where was the Templar preceptory?" Copy 5M1
"6m15", // DONE 156 "On, "Do you mind if I climb up your hay stack..."
@@ -2772,24 +2772,24 @@ const char Music::_tuneList[TOTAL_TUNES][8] = {
"7m14", // DONE 165 On George's icon, "the driver of the Ferrari..."
"7m15", // DONE 166 After George, "His name is Sean Fitzgerald"
"5m18", // DONE 167 Leaving museum after discovering tripod.
- "6m11", // !!!! 168 With Fitz. On G's, "Did you work at...?". This is triggered here and on each subsequent question, fading at the end.
+ "6m11", // !!!! 168 With Fitz. On G's, "Did you work at...?". This is triggered here and on each subsequent question, fading at the end.
"7m17", // DONE 169 "You don't have to demolish the haystack"
- "7m18", // DONE 170 George begins to climb the haystack.
- "7m19", // DONE 171 Alternative climbing haystack music. These two tracks can be rotated with an ascent with FX only).
- "7m20", // DONE 172 Attempting to get over the wall.
+ "7m18", // DONE 170 George begins to climb the haystack.
+ "7m19", // DONE 171 Alternative climbing haystack music. These two tracks can be rotated with an ascent with FX only).
+ "7m20", // DONE 172 Attempting to get over the wall.
"7m21", // DONE 173 Descending the haystack
- "7m22", // !!!! 174 Useful general purpose walking about music.
- "7m23", // DONE 175 "Plastic cover" The exposed box, LB and RB.
+ "7m22", // !!!! 174 Useful general purpose walking about music.
+ "7m23", // DONE 175 "Plastic cover" The exposed box, LB and RB.
"7m28", // !!!! 176 "No return"
"7m30", // !!!! 177 Picking up drink music (This will definitely clash with the fiddle music. We'll use it for something else). *
- "7m31", // !!!! 178 Showing the landlord the electrician's ID.
+ "7m31", // !!!! 178 Showing the landlord the electrician's ID.
"7m32", // !!!! 179 Stealing the wire (Probable clash again) *
- "7m33", // DONE 180 On fade to black before going down into dark cellar.
- "7m34", // DONE 181 On opening the grate, as George says, "I lifted the..." Khan's entrance.
- "8m1", // DONE 182 Going down into the light cellar, starting as he goes through bar door.
- "8m2", // DONE 183 General cellar music on, "It was an empty carton".
+ "7m33", // DONE 180 On fade to black before going down into dark cellar.
+ "7m34", // DONE 181 On opening the grate, as George says, "I lifted the..." Khan's entrance.
+ "8m1", // DONE 182 Going down into the light cellar, starting as he goes through bar door.
+ "8m2", // DONE 183 General cellar music on, "It was an empty carton".
"8m4", // !!!! 184 Trying to get the bar towel. On, "The man's arm lay across..." *
"8m7", // DONE 185 Squeeze towel into drain. On, "Silly boy..."
"8m10", // DONE 186 Entering the castle as he places his foot on the tool embedded into the wall.
@@ -2800,26 +2800,26 @@ const char Music::_tuneList[TOTAL_TUNES][8] = {
"8m14", // DONE 190 Second butt from goat.
"8m15", // DONE 191 Third butt from goat.
"8m16", // DONE 192 All subsequent butts, alternating with no music.
- "8m18", // DONE 193 Poking around in the excavation music. I'd trigger it as he starts to descend the ladder into the dig.
- "8m19", // DONE 194 "There was a pattern..." The five holes.
+ "8m18", // DONE 193 Poking around in the excavation music. I'd trigger it as he starts to descend the ladder into the dig.
+ "8m19", // DONE 194 "There was a pattern..." The five holes.
"8m20", // DONE 195 George actually touches the stone. Cooling carving (?)
"8m21", // DONE 196 "As I swung the stone upright" coming in on "Upright"
"8m22", // DONE 197 "The sack contained"
- "8m24", // DONE 198 Down wall. As screen goes black. George over wall to haystack.
- "8m26", // DONE 199 Wetting the towel
+ "8m24", // DONE 198 Down wall. As screen goes black. George over wall to haystack.
+ "8m26", // DONE 199 Wetting the towel
- "8m28", // DONE 200 Wetting plaster. As George reaches for the towel prior to wringing water onto the plaster.
+ "8m28", // DONE 200 Wetting plaster. As George reaches for the towel prior to wringing water onto the plaster.
"8m29", // DONE 201 Mould in "The hardened plaster..."
- "8m30", // DONE 202 Entering castle. As George steps in.
+ "8m30", // DONE 202 Entering castle. As George steps in.
"8m31", // DONE 203 After George, "Hardly - he was dead." in nico_scr.txt
"8m37", // !!!! 204 Talking to Lobineau about the Templars. 5M2Keep looping and fade at the end.
// The problem is that it's an enormous sample and will have to be reduced in volume.
// I suggest forgetting about this one for the time being.
- // If there's room when the rest of the game's in, then I'll re-record it more quietly and call it 8M37, okay?
- "8m38", // DONE 205 "A female friend"
- "8m39", // DONE 206 "Public toilet"
+ // If there's room when the rest of the game's in, then I'll re-record it more quietly and call it 8M37, okay?
+ "8m38", // DONE 205 "A female friend"
+ "8m39", // DONE 206 "Public toilet"
"8m40", // DONE 207 When George asks, "Where was the site at Montfaucon?" (to Lobineau, I suppose)
- "8m41", // DONE 208 On matchbox icon. "Does this matchbook mean anything to you?"
+ "8m41", // DONE 208 On matchbox icon. "Does this matchbook mean anything to you?"
"9m1", // DONE 209 On George, "It was the king of France" in ross_scr.txt
"9m2", // DONE 210 George, "Why do you get wound up...?" in ross_scr.txt
@@ -2827,55 +2827,55 @@ const char Music::_tuneList[TOTAL_TUNES][8] = {
"9m5", // DONE 212 On fade up at the hospital drive
"9m6", // DONE 213 On fade up inside the hospital
"9m7", // DONE 214 With Eva talking about Marquet. Before, "I'm conducting a private investigation."
- "9m8", // DONE 215 With Eva, showing her the ID card.
+ "9m8", // DONE 215 With Eva, showing her the ID card.
"9m9", // DONE 216 With Eva, second NURSE click, "If nurse Grendel is that bad..."
"9m10", // DONE 217 Saying goodbye to Eva on the conversation where he discovers Marquet's location + on fade up on Sam's screen after being kicked off the ward
"9m11", // DONE 218 Talking to Sam. On, "Oh - hiya!" + first click on MR_SHINY
- "9m13", // DONE 219 When George drinks from the cooler.
+ "9m13", // DONE 219 When George drinks from the cooler.
"9m14", // DONE 220 To Grendel, third MARQUET click. On "Do you know who paid for Marquet's room?"
"9m15", // DONE 221 To Grendel on first CLOWN click, "Do you have any clowns on the ward?"
- "9m17", // DONE 222 When George pulls Shiny's plug the first time, on "As I tugged the plug..."
- "9m18", // DONE 223 On subsequent plug tuggings if George has failed to get the white coat.
+ "9m17", // DONE 222 When George pulls Shiny's plug the first time, on "As I tugged the plug..."
+ "9m18", // DONE 223 On subsequent plug tuggings if George has failed to get the white coat.
"9m19", // DONE 224 With the consultant, on "Excuse me, sir..."
- "9m20", // DONE 225 Talking to Grendel. Launch immediately after she gives him the long metal box and "a stunning smile"
- "9m21", // DONE 226 On Eric's, "Doctor!" when George is trying to get by for the first time, i.e. ward_stop_flag==0.
- "9m22", // DONE 227 On Eric's, "Oh, Doctor!" when George is trying to get by for the second time, i.e. ward_stop_flag==1.
- "9m23", // DONE 228 On Eric's, "You haven't finished taking my blood pressure!" when George is trying to get by for the third+ time, i.e. ward_stop_flag>1.
+ "9m20", // DONE 225 Talking to Grendel. Launch immediately after she gives him the long metal box and "a stunning smile"
+ "9m21", // DONE 226 On Eric's, "Doctor!" when George is trying to get by for the first time, i.e. ward_stop_flag==0.
+ "9m22", // DONE 227 On Eric's, "Oh, Doctor!" when George is trying to get by for the second time, i.e. ward_stop_flag==1.
+ "9m23", // DONE 228 On Eric's, "You haven't finished taking my blood pressure!" when George is trying to get by for the third+ time, i.e. ward_stop_flag>1.
"9m24", // DONE 229 Giving the pressure gauge to Benoir, on, "Here, take this pressure gauge."
"9m25", // DONE 230 With Benoir, suggesting he use the gauge on the nurse. On, "Use it on Nurse Grendel."
"10m1", // DONE 231 Immediately after Marquet's, "Well, what are you waiting for? Get it over with!"
- "10m2", // DONE 232 When George pulls open the sarcophagus lid prior to his successful hiding before the raid.
+ "10m2", // DONE 232 When George pulls open the sarcophagus lid prior to his successful hiding before the raid.
"10m3", // DONE 233 On fade to black as George spies on the Neo-Templars.
"10m4", // DONE 234 On second peer through the hole at the "Templars"
- "11m1", // DONE 235 On clicking on the Marib button.
+ "11m1", // DONE 235 On clicking on the Marib button.
"11m3", // DONE 236 Loop in the Club Alamut, alternating with...
- "11m4", // DONE 237 Loop in the Club Alamut.
- "11m7", // DONE 238 When the door in the Bull's Mouth closes on George.
- "11m8", // DONE 239 When the door opens to reveal Khan, immediately after, "You!" in KHAN_55.TXT.
+ "11m4", // DONE 237 Loop in the Club Alamut.
+ "11m7", // DONE 238 When the door in the Bull's Mouth closes on George.
+ "11m8", // DONE 239 When the door opens to reveal Khan, immediately after, "You!" in KHAN_55.TXT.
- "11m9", // !SMK 240 Over the "Going to the Bull's Head" smacker. Probably.
+ "11m9", // !SMK 240 Over the "Going to the Bull's Head" smacker. Probably.
"12m1", // DONE 241 Clicking on the Spain icon from the aeroport. (AFTER CHANGING CD!)
- "11m2", // DONE 242 Loop in the marketplace of Marib.
- "spm2", // DONE 243 On fade up in the Countess' room for the first time.
+ "11m2", // DONE 242 Loop in the marketplace of Marib.
+ "spm2", // DONE 243 On fade up in the Countess' room for the first time.
"spm3", // DONE 244 At the end of VAS1SC56, triggered immediately before the Countess says, "Senor Stobbart, if I find that you are wasting my time..."
- "spm4", // DONE 245 Immediately before Lopez enters the mausoleum with the chess set.
- "spm5", // DONE 246 (This is actually 5m2 copied for CD2) Played through the chess puzzle. Ideally, when it finsishes, give it a couple of seconds and then launch 12m1. When that finishes, a couple of seconds and then back to this and so on and so forth.
+ "spm4", // DONE 245 Immediately before Lopez enters the mausoleum with the chess set.
+ "spm5", // DONE 246 (This is actually 5m2 copied for CD2) Played through the chess puzzle. Ideally, when it finsishes, give it a couple of seconds and then launch 12m1. When that finishes, a couple of seconds and then back to this and so on and so forth.
"spm6", // DONE 247 On fade up from completing the chess puzzle. The climax is now "spm6b"
"scm1", // DONE 248 This is used whenever George goes out of a carriage and onto the corridor.
- "scm2", // DONE 249 As George climbs out of the train window.
+ "scm2", // DONE 249 As George climbs out of the train window.
- "scm3", // DONE 250 As George lands inside the guard's van.
+ "scm3", // DONE 250 As George lands inside the guard's van.
"scm4", // DONE 251 On Khan's death speech, "A noble foe..."
"scm5", // DONE 252 George to Khan. On, "You're talking in riddles!"
"scm6", // DONE 253 Before, "He's dead"
"scm7", // DONE 254 Kissing Nico. After, "Where do you think you're going?"
"scm8", // DONE 255 In the churchyard after Nico's, "I rather hope it did"
- "scm11", // DONE 256 Click on the opened secret door.
- "rm3a", // DONE 257 Immediately they fade up in the great cave.
+ "scm11", // DONE 256 Click on the opened secret door.
+ "rm3a", // DONE 257 Immediately they fade up in the great cave.
"rm3b", // DONE 258 The scene change immediately after Eklund says, "If you wish to live much longer..."
- "scm16", // DONE 259 The big end sequence from when the torch hits the gunpowder. Cross fade with the shortened version that fits on the Smacker.
+ "scm16", // DONE 259 The big end sequence from when the torch hits the gunpowder. Cross fade with the shortened version that fits on the Smacker.
"scm1b", // DONE 260 When George passes the trigger point toward the back of the train and he sees Guido.
"spm6b", // DONE 261 The climax of "spm6", which should coincide with the Countess holding up the chalice.
@@ -3128,7 +3128,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 19 Tied to large bird flying up screen anim
+ // 19 Tied to large bird flying up screen anim
{
FX_CAW1, // sampleId
FX_SPOT, // type
@@ -3140,7 +3140,7 @@ const FxDef Sound::_fxList[312] = {
},
//------------------------
//------------------------
- // 20 George picking the canopy up: GEOCAN
+ // 20 George picking the canopy up: GEOCAN
{
FX_CANUP, // sampleId
FX_SPOT, // type
@@ -3151,7 +3151,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 21 George dropping the canopy: GEOCAN
+ // 21 George dropping the canopy: GEOCAN
{
FX_CANDO, // sampleId
FX_SPOT, // type
@@ -3162,7 +3162,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 22 George dusts himself down: GEOCAN
+ // 22 George dusts himself down: GEOCAN
{
FX_DUST, // sampleId
FX_SPOT, // type
@@ -3239,7 +3239,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 29 Pickaxe sound 2:, Screen 4 - WRKDIG
+ // 29 Pickaxe sound 2:, Screen 4 - WRKDIG
{
FX_PICK2, // sampleId
FX_SPOT, // type
@@ -3251,7 +3251,7 @@ const FxDef Sound::_fxList[312] = {
},
//------------------------
//------------------------
- // 30 Pickaxe sound 3:, Screen 4 - WRKDIG
+ // 30 Pickaxe sound 3:, Screen 4 - WRKDIG
{
FX_PICK3, // sampleId
FX_SPOT, // type
@@ -3262,7 +3262,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 31 Pickaxe sound 4:, Screen 4 - WRKDIG
+ // 31 Pickaxe sound 4:, Screen 4 - WRKDIG
{
FX_PICK4, // sampleId
FX_SPOT, // type
@@ -3621,7 +3621,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 63 Another bird for the street.
+ // 63 Another bird for the street.
{
FX_BIRD2, // sampleId
FX_RANDOM, // type
@@ -3633,7 +3633,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 64 George sits in the chair: GEOCHR
+ // 64 George sits in the chair: GEOCHR
{
FX_GEOCHAIR, // sampleId
FX_SPOT, // type
@@ -3644,7 +3644,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 65 George sits on the couch: GEOCCH
+ // 65 George sits on the couch: GEOCCH
{
FX_GEOCCH, // sampleId
FX_SPOT, // type
@@ -4188,7 +4188,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 113 George drops slab: STNFALL
+ // 113 George drops slab: STNFALL
{
FX_SLABFALL, // sampleId
FX_SPOT, // type
@@ -4199,7 +4199,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 114 George picks up slab: GEOSTN8
+ // 114 George picks up slab: GEOSTN8
{
FX_SLABUP, // sampleId
FX_SPOT, // type
@@ -4210,7 +4210,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 115 Secret door opens: ALTOPN
+ // 115 Secret door opens: ALTOPN
{
FX_SECDOR25, // sampleId
FX_SPOT, // type
@@ -4221,7 +4221,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 116 George wrings out cloth: GEOTWL25
+ // 116 George wrings out cloth: GEOTWL25
{
FX_WRING, // sampleId
FX_SPOT, // type
@@ -4232,7 +4232,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 117 Rat running across barrels: RATJMP
+ // 117 Rat running across barrels: RATJMP
{
FX_RAT3A, // sampleId
FX_SPOT, // type
@@ -4243,7 +4243,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 118 Rat running across barrels: RATJMP
+ // 118 Rat running across barrels: RATJMP
{
FX_RAT3B, // sampleId
FX_SPOT, // type
@@ -4254,7 +4254,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 119 Rat running across barrels: RATJMP
+ // 119 Rat running across barrels: RATJMP
{
FX_RAT3C, // sampleId
FX_SPOT, // type
@@ -4266,7 +4266,7 @@ const FxDef Sound::_fxList[312] = {
},
//------------------------
//------------------------
- // 120 Irish bird song 1:
+ // 120 Irish bird song 1:
{
FX_EIRBIRD1, // sampleId
FX_RANDOM, // type
@@ -4303,7 +4303,7 @@ const FxDef Sound::_fxList[312] = {
720, // delay (or random chance)
{ // roomVolList
{19,8,8}, // {roomNo,leftVol,rightVol}
- {21,3,4},
+ {21,3,4},
{22,8,8},
{23,5,6},
{24,6,8},
@@ -4311,7 +4311,7 @@ const FxDef Sound::_fxList[312] = {
}
},
//------------------------
- // 123 Rat 3D:
+ // 123 Rat 3D:
{
FX_RAT3D, // sampleId
FX_RANDOM, // type
@@ -4322,7 +4322,7 @@ const FxDef Sound::_fxList[312] = {
}
},
//------------------------
- // 124 Wind atop the battlements
+ // 124 Wind atop the battlements
{
FX_WIND, // sampleId
FX_LOOP, // type
@@ -4333,7 +4333,7 @@ const FxDef Sound::_fxList[312] = {
}
},
//------------------------
- // 125 Glasswasher in the pub (Room 20) *JEL* Stops after fuse blows and starts when george fixes it.
+ // 125 Glasswasher in the pub (Room 20) *JEL* Stops after fuse blows and starts when george fixes it.
{
FX_WASHER, // sampleId
FX_LOOP, // type
@@ -4355,7 +4355,7 @@ const FxDef Sound::_fxList[312] = {
}
},
//------------------------
- // 127 Lopez's hose. Basically a loop but stops when George cuts the water supply. Replaces MUTTER1.
+ // 127 Lopez's hose. Basically a loop but stops when George cuts the water supply. Replaces MUTTER1.
{
FX_HOSE57, // sampleId
FX_LOOP, // type
@@ -4366,7 +4366,7 @@ const FxDef Sound::_fxList[312] = {
}
},
//------------------------
- // 128 Lopez's hose being switched off. Anim GARD05. Replaces MUTTER2.
+ // 128 Lopez's hose being switched off. Anim GARD05. Replaces MUTTER2.
{
FX_HOSE57B, // sampleId
FX_SPOT, // type
@@ -4401,7 +4401,7 @@ const FxDef Sound::_fxList[312] = {
}
},
//------------------------
- // 131 Display case shatters: GEOTOTB
+ // 131 Display case shatters: GEOTOTB
{
FX_SMASHGLA, // sampleId
FX_SPOT, // type
@@ -4446,7 +4446,7 @@ const FxDef Sound::_fxList[312] = {
}
},
//------------------------
- // 135 Museum exterior ambience
+ // 135 Museum exterior ambience
{
FX_MUESEXT, // sampleId
FX_LOOP, // type
@@ -4560,14 +4560,14 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 145 Mr Shiny running
+ // 145 Mr Shiny running
{
FX_SHINY, // sampleId
FX_LOOP, // type
0, // delay (or random chance)
{ // roomVolList
{32,4,3}, // {roomNo,leftVol,rightVol}
- {33,12,14},
+ {33,12,14},
{0,0,0}, // NULL-TERMINATOR
},
},
@@ -4696,7 +4696,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 157 Phone rings: When Nico calls back in room 41. Loops until the guard answers it.
+ // 157 Phone rings: When Nico calls back in room 41. Loops until the guard answers it.
{
FX_PHONCALL, // sampleId
FX_LOOP, // type
@@ -4718,7 +4718,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 159 George turns thermostat: GEO41THE (another dummy). Also used on the reverse.
+ // 159 George turns thermostat: GEO41THE (another dummy). Also used on the reverse.
{
FX_THERMO1, // sampleId
FX_SPOT, // type
@@ -4729,7 +4729,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 160 Low echoing rumble of large church
+ // 160 Low echoing rumble of large church
{
FX_CHURCHFX, // sampleId
FX_LOOP, // type
@@ -4741,7 +4741,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 161 George drys hand: GEO43HAN
+ // 161 George drys hand: GEO43HAN
{
FX_DRIER1, // sampleId
FX_SPOT, // type
@@ -4918,7 +4918,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 177 Inside Bull's Head door opens: DOOR55 (and its reverse).
+ // 177 Inside Bull's Head door opens: DOOR55 (and its reverse).
{
FX_SECDOR55, // sampleId
FX_SPOT, // type
@@ -4929,7 +4929,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 178 Ayub opens door. AYU1
+ // 178 Ayub opens door. AYU1
{
FX_AYUBDOOR, // sampleId
FX_SPOT, // type
@@ -5003,9 +5003,9 @@ const FxDef Sound::_fxList[312] = {
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
- {57,1,2}, //
- {58,2,2}, //
- {60,1,1}, //
+ {57,1,2}, //
+ {58,2,2}, //
+ {60,1,1}, //
{0,0,0}, // NULL-TERMINATOR
},
},
@@ -5166,7 +5166,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 199 Ambient sound churchyard.
+ // 199 Ambient sound churchyard.
{
FX_WIND71, // sampleId
FX_RANDOM, // type
@@ -5258,7 +5258,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 207 Internal train ambience.
+ // 207 Internal train ambience.
{
FX_TRAININT, // sampleId
FX_LOOP, // type
@@ -5266,14 +5266,14 @@ const FxDef Sound::_fxList[312] = {
{ // roomVolList
{63,3,3}, // {roomNo,leftVol,rightVol}
{65,2,2},
- {66,2,2},
+ {66,2,2},
{67,2,2},
{69,2,2},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
- // 208 Countess' clock. PENDULUM. Note: Trigger the sound effect on alternate runs of the pendulum animation.
+ // 208 Countess' clock. PENDULUM. Note: Trigger the sound effect on alternate runs of the pendulum animation.
{
FX_PENDULUM, // sampleId
FX_SPOT, // type
@@ -5307,7 +5307,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 211 Wind rip by the open window. Triggered at the end of effect 210.
+ // 211 Wind rip by the open window. Triggered at the end of effect 210.
{
FX_WIND66, // sampleId
FX_LOOP, // type
@@ -5340,7 +5340,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 214 The train ticks over. From the end of BRAKE.
+ // 214 The train ticks over. From the end of BRAKE.
{
FX_TICK69, // sampleId
FX_LOOP, // type
@@ -5362,7 +5362,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 216 Eklund shoots George. GEODIE69
+ // 216 Eklund shoots George. GEODIE69
{
FX_EKSHOOT, // sampleId
FX_SPOT, // type
@@ -5373,7 +5373,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 217 Khan pulls the door open. FIGHT69
+ // 217 Khan pulls the door open. FIGHT69
{
FX_DOOR69, // sampleId
FX_SPOT, // type
@@ -5384,7 +5384,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 218 Wind shriek. Loops from the end of DOOR69 wav to the beginning of BRAKES.
+ // 218 Wind shriek. Loops from the end of DOOR69 wav to the beginning of BRAKES.
{
FX_WIND66, // sampleId
FX_LOOP, // type
@@ -5395,7 +5395,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 219 Brakes releasing pressure. Only after BRAKE has been run.
+ // 219 Brakes releasing pressure. Only after BRAKE has been run.
{
FX_PNEUMO69, // sampleId
FX_RANDOM, // type
@@ -5406,7 +5406,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 220 External train sound. Played while George is on the top of the train.
+ // 220 External train sound. Played while George is on the top of the train.
{
FX_TRAINEXT, // sampleId
FX_LOOP, // type
@@ -5417,7 +5417,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 221 The passing train. FIGHT69
+ // 221 The passing train. FIGHT69
{
FX_TRNPASS, // sampleId
FX_SPOT, // type
@@ -5428,7 +5428,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 222 George descends into sewer. GEODESO6
+ // 222 George descends into sewer. GEODESO6
{
FX_LADD2, // sampleId
FX_SPOT, // type
@@ -5439,7 +5439,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 223 George ascends into alley. GEOASC06
+ // 223 George ascends into alley. GEOASC06
{
FX_LADD3, // sampleId
FX_SPOT, // type
@@ -5450,7 +5450,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 224 George replaces manhole cover. GEOMAN9
+ // 224 George replaces manhole cover. GEOMAN9
{
FX_COVERON2, // sampleId
FX_SPOT, // type
@@ -5461,7 +5461,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 225 Montfaucon sewer ambience.
+ // 225 Montfaucon sewer ambience.
{
FX_AMBIEN37, // sampleId
FX_LOOP, // type
@@ -5472,7 +5472,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 226 George's winning smile. GEOJMP72.
+ // 226 George's winning smile. GEOJMP72.
{
FX_PING, // sampleId
FX_SPOT, // type
@@ -5483,7 +5483,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 227 George starts to open the manhole. GEO36KNE
+ // 227 George starts to open the manhole. GEO36KNE
{
FX_MANOP36, // sampleId
FX_SPOT, // type
@@ -5528,7 +5528,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 231 George knocks at middle or lefthand arch. GEO37TA1 or GEO37TA2.
+ // 231 George knocks at middle or lefthand arch. GEO37TA1 or GEO37TA2.
{
FX_KNOCK37B, // sampleId
FX_SPOT, // type
@@ -5628,7 +5628,7 @@ const FxDef Sound::_fxList[312] = {
},
//------------------------
//------------------------
- // 240 George rummages through debris. Tied to the end of the whichever crouch is used. Use either this one or RUMMAGE2 alternatively or randomly. Same kind of schtick as the pick axe noises, I suppose.
+ // 240 George rummages through debris. Tied to the end of the whichever crouch is used. Use either this one or RUMMAGE2 alternatively or randomly. Same kind of schtick as the pick axe noises, I suppose.
{
FX_RUMMAGE1, // sampleId
FX_SPOT, // type
@@ -5639,7 +5639,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 241 George rummages through debris. See above for notes.
+ // 241 George rummages through debris. See above for notes.
{
FX_RUMMAGE2, // sampleId
FX_SPOT, // type
@@ -5650,56 +5650,56 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 242 Gust of wind in the graveyard.
+ // 242 Gust of wind in the graveyard.
{
FX_GUST71, // sampleId
FX_RANDOM, // type
1080, // delay (or random chance) *
{ // roomVolList
{71,3,3}, // {roomNo,leftVol,rightVol}
- {72,2,1},
+ {72,2,1},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
- // 243 Violin ambience for Ireland.
+ // 243 Violin ambience for Ireland.
{
FX_VIOLIN19, // sampleId
FX_LOOP, // type
0, // delay (or random chance) *
{ // roomVolList
{19,3,3}, // {roomNo,leftVol,rightVol}
- {21,2,2},
- {26,2,2},
+ {21,2,2},
+ {26,2,2},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
- // 244 Footstep #1 for underground locations. Same schtick as for 188 and 189.
+ // 244 Footstep #1 for underground locations. Same schtick as for 188 and 189.
{
FX_SEWSTEP1, // sampleId
FX_SPOT, // type
0, // delay (or random chance) *
{ // roomVolList
{6,8,8}, // {roomNo,leftVol,rightVol}
- {7,8,8},
+ {7,8,8},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
- // 245 Footstep #2 for underground locations. Same schtick as for 188 and 189.
+ // 245 Footstep #2 for underground locations. Same schtick as for 188 and 189.
{
FX_SEWSTEP2, // sampleId
FX_SPOT, // type
0, // delay (or random chance) *
{ // roomVolList
{6,16,16}, // {roomNo,leftVol,rightVol}
- {7,16,16},
+ {7,16,16},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
- // 246 Nico's carabiner as she descends into the museum. NICPUS1
+ // 246 Nico's carabiner as she descends into the museum. NICPUS1
{
FX_CARABINE, // sampleId
FX_SPOT, // type
@@ -5755,7 +5755,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 251 Mad, fizzing damp and ancient gunpowder after the application of a torch.
+ // 251 Mad, fizzing damp and ancient gunpowder after the application of a torch.
{
FX_GUNPOWDR, // sampleId
FX_LOOP, // type
@@ -5766,7 +5766,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 252 Maguire whistling. MAGSLK. Plays while Maguire is idling, stops abruptly when he does something else.
+ // 252 Maguire whistling. MAGSLK. Plays while Maguire is idling, stops abruptly when he does something else.
{
FX_WHISTLE, // sampleId
FX_LOOP, // type
@@ -5777,7 +5777,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 253 George is hit by the goat. GEOHITR and GEOHITL.
+ // 253 George is hit by the goat. GEOHITR and GEOHITL.
{
FX_GEOGOAT, // sampleId
FX_SPOT, // type
@@ -5909,7 +5909,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 265 George hits the floor having been shot. GEODED.
+ // 265 George hits the floor having been shot. GEODED.
{
FX_GDROP29, // sampleId
FX_SPOT, // type
@@ -5931,7 +5931,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 267 Fitz being knocked down as heard from inside the pub. Triggered from the script, I think. This is just a stopgap until Hackenbacker do the full version for the Smacker, then I'll sample the requisite bit and put it in here.
+ // 267 Fitz being knocked down as heard from inside the pub. Triggered from the script, I think. This is just a stopgap until Hackenbacker do the full version for the Smacker, then I'll sample the requisite bit and put it in here.
{
FX_FITZHIT, // sampleId
FX_SPOT, // type
@@ -5942,7 +5942,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 268 Gendarme shoots lock off. GENSHOT
+ // 268 Gendarme shoots lock off. GENSHOT
{
FX_GUN34, // sampleId
FX_SPOT, // type
@@ -6013,19 +6013,19 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 274 Closing door when George leaves hotel room. GEOLVS15 and GEODOR17 (they're identical).
+ // 274 Closing door when George leaves hotel room. GEOLVS15 and GEODOR17 (they're identical).
{
FX_DORCLOSE, // sampleId
FX_SPOT, // type
44, // delay (or random chance) *
{ // roomVolList
{15,12,12}, // {roomNo,leftVol,rightVol}
- {17,12,12},
+ {17,12,12},
{0,0,0}, // NULL-TERMINATOR
},
},
//------------------------
- // 275 Closing door when George leaves the pub. DOROPN20 (Reversed)
+ // 275 Closing door when George leaves the pub. DOROPN20 (Reversed)
{
FX_DORCLOSE20,// sampleId
FX_SPOT, // type
@@ -6093,7 +6093,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 281 The Sword is Reforged (G&N gawp at the spectacle) There's no anim I know of to tie it to unless the flickering blue light is one.
+ // 281 The Sword is Reforged (G&N gawp at the spectacle) There's no anim I know of to tie it to unless the flickering blue light is one.
{
FX_REFORGE2, // sampleId
FX_SPOT, // type
@@ -6142,7 +6142,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 285 Duane's Happy-Snappy Camera. XDNEPHO3 and XDNEPHO5.
+ // 285 Duane's Happy-Snappy Camera. XDNEPHO3 and XDNEPHO5.
{
FX_CAMERA45, // sampleId
FX_SPOT, // type
@@ -6153,7 +6153,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 286 Grand Master strikes the floor with his cane. GMENTER
+ // 286 Grand Master strikes the floor with his cane. GMENTER
{
FX_STAFF, // sampleId
FX_SPOT, // type
@@ -6164,7 +6164,7 @@ const FxDef Sound::_fxList[312] = {
},
},
//------------------------
- // 287 George descends ladder in 7: GEOASC07 (Reversed) This used to be handled by effect #46 but it didn't fit at all.
+ // 287 George descends ladder in 7: GEOASC07 (Reversed) This used to be handled by effect #46 but it didn't fit at all.
{
FX_SEWLADD7, // sampleId
FX_SPOT, // type
@@ -6339,7 +6339,7 @@ const FxDef Sound::_fxList[312] = {
{9,14,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 303 With anim FIGHT69
{
@@ -6350,7 +6350,7 @@ const FxDef Sound::_fxList[312] = {
{69,12,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 304 With anim GEODIE1 in sc73
{
@@ -6361,7 +6361,7 @@ const FxDef Sound::_fxList[312] = {
{73,12,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 305 With anim GEODIE2 in sc73
{
@@ -6372,7 +6372,7 @@ const FxDef Sound::_fxList[312] = {
{73,12,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 306 With anim GEODES25
{
@@ -6383,7 +6383,7 @@ const FxDef Sound::_fxList[312] = {
{25,12,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 307 With anim GEOASC25
{
@@ -6394,7 +6394,7 @@ const FxDef Sound::_fxList[312] = {
{25,12,8}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 308 With anim GKSWORD in sc76
{
@@ -6405,7 +6405,7 @@ const FxDef Sound::_fxList[312] = {
{76,10,10}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 309 With anim GEO36KNE in sc36
{
@@ -6416,7 +6416,7 @@ const FxDef Sound::_fxList[312] = {
{36,14,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 310 With anim GEO36ENT in sc36
{
@@ -6427,7 +6427,7 @@ const FxDef Sound::_fxList[312] = {
{36,14,14}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
// 311 With anim SECDOR59 in sc59
{
@@ -6438,7 +6438,7 @@ const FxDef Sound::_fxList[312] = {
{59,16,16}, // {roomNo,leftVol,rightVol}
{0,0,0}, // NULL-TERMINATOR
},
- },
+ },
//------------------------
};
#endif
@@ -6523,7 +6523,7 @@ const uint16 Sound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] =
{181,182,184,0}, // 57
{181,182,184,0}, // 58
{0}, // 59
- {184,0}, // 60
+ {184,0}, // 60
{185,0}, // 61
{0}, // 62 Just music
@@ -6577,7 +6577,7 @@ const uint16 Sound::_roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM] =
(uint8)(VAL & 0xFF), (uint8)((VAL >> 8) & 0xFF), (uint8)(VAL >> 16)
#define ENCODE32(VAL) \
(uint8)(VAL & 0xFF), (uint8)((VAL >> 8) & 0xFF), (uint8)((VAL >> 16) & 0xFF), (uint8)(VAL >> 24)
-
+
#define LOGIC_CALL_FN(FN_ID, PARAM) \
opcCallFn, ENCODE8(FN_ID), ENCODE8(PARAM)
#define LOGIC_CALL_FN_LONG(FN_ID, PARAM1, PARAM2, PARAM3) \
diff --git a/sword1/sword1.cpp b/sword1/sword1.cpp
index 8937234b71..4475198940 100644
--- a/sword1/sword1.cpp
+++ b/sword1/sword1.cpp
@@ -49,7 +49,7 @@ using namespace Sword1;
/* Broken Sword 1 */
static const GameSettings sword1FullSettings =
{"sword1", "Broken Sword I", GF_DEFAULT_TO_1X_SCALER};
-static const GameSettings sword1DemoSettings =
+static const GameSettings sword1DemoSettings =
{"sword1demo", "Broken Sword I (Demo)", GF_DEFAULT_TO_1X_SCALER | Sword1::GF_DEMO };
// check these subdirectories (if present)
@@ -221,7 +221,7 @@ int SwordEngine::init(GameDetector &detector) {
}
_systemVars.showText = ConfMan.getBool("subtitles");
-
+
_systemVars.playSpeech = 1;
_mouseState = 0;
@@ -229,7 +229,7 @@ int SwordEngine::init(GameDetector &detector) {
_objectMan->initialize();
_mouse->initialize();
_control = new Control(_saveFileMan, _resMan, _objectMan, _system, _mouse, _sound, _music);
-
+
return 0;
}
@@ -257,7 +257,7 @@ static const char *errorMsgs[] = {
"The file \"%s\" is missing and the game doesn't work without it.\n"
"Please copy it from CD %d and try starting the game again.\n"
"The Readme file also contains further information.",
-
+
"%d important files are missing, the game can't start without them.\n"
"Please copy these files from their corresponding CDs:\n",
@@ -361,7 +361,7 @@ void SwordEngine::checkCdFiles(void) { // check if we're running from cd, hdd or
if (((_features & GF_DEMO) == 0) != isFullVersion) // shouldn't happen...
warning("Your Broken Sword 1 version looks like a %s version but you are starting it as a %s version", isFullVersion ? "full" : "demo", (_features & GF_DEMO) ? "demo" : "full");
-
+
if (foundTypes[TYPE_SPEECH1]) // we found some kind of speech1 file (.clu, .cl3, .clv)
missingTypes[TYPE_SPEECH1] = false; // so we don't care if there's a different kind missing
if (foundTypes[TYPE_SPEECH2]) // same for speech2
@@ -384,7 +384,7 @@ void SwordEngine::checkCdFiles(void) { // check if we're running from cd, hdd or
if (missingTypes[flagCnt] && ((_cdFileList[fileCnt].flags & (1 << flagCnt)) != 0))
fileExists[fileCnt] = false; // this is one of the files we were looking for
}
- if (missingTypes[TYPE_IMMED]) {
+ if (missingTypes[TYPE_IMMED]) {
// important files missing, can't start the game without them
showFileErrorMsg(TYPE_IMMED, fileExists);
} else if ((!missingTypes[TYPE_CD1]) && !cd2FilesFound) {
@@ -462,7 +462,7 @@ int SwordEngine::go() {
_systemVars.controlPanelMode = CP_NORMAL;
}
}
-
+
return 0;
}
@@ -475,7 +475,7 @@ void SwordEngine::checkCd(void) {
_control->askForCd();
} // else: there is already a cd inserted and we don't care if it's cd1 or cd2.
} else if (needCd != _systemVars.currentCD) { // we need a different CD than the one in drive.
- _music->startMusic(0, 0); //
+ _music->startMusic(0, 0); //
_sound->closeCowSystem(); // close music and sound files before changing CDs
_systemVars.currentCD = needCd; // askForCd will ask the player to insert _systemVars.currentCd,
_control->askForCd(); // so it has to be updated before calling it.
@@ -500,7 +500,7 @@ uint8 SwordEngine::mainLoop(void) {
_logic->newScreen(Logic::_scriptVars[NEW_SCREEN]);
_sound->newScreen(Logic::_scriptVars[NEW_SCREEN]);
Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN];
-
+
do {
uint32 newTime;
bool scrollFrameShown = false;
@@ -524,7 +524,7 @@ uint8 SwordEngine::mainLoop(void) {
newTime = _system->getMillis();
if ((newTime - frameTime < 1000 / FRAME_RATE) || (!scrollFrameShown))
_screen->updateScreen();
- delay((1000 / FRAME_RATE) - (_system->getMillis() - frameTime));
+ delay((1000 / FRAME_RATE) - (_system->getMillis() - frameTime));
_mouse->engine( _mouseX, _mouseY, _mouseState);
diff --git a/sword1/sworddefs.h b/sword1/sworddefs.h
index 0208b01193..5c05a45faf 100644
--- a/sword1/sworddefs.h
+++ b/sword1/sworddefs.h
@@ -1601,5 +1601,5 @@ enum ScriptVariableNames {
#define SCR_icon_combine_script (0*0x10000 + 25)
} // End of namespace Sword1
-
+
#endif //SWORDDEFS_H
diff --git a/sword1/text.cpp b/sword1/text.cpp
index 5ff35811dd..f92fbfdf7c 100644
--- a/sword1/text.cpp
+++ b/sword1/text.cpp
@@ -76,7 +76,7 @@ uint32 Text::lowTextManager(uint8 *ascii, int32 width, uint8 pen) {
void Text::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 pen) {
LineInfo lines[MAX_LINES];
uint16 numLines = analyzeSentence(text, maxWidth, lines);
-
+
uint16 sprWidth = 0;
uint16 lineCnt;
for (lineCnt = 0; lineCnt < numLines; lineCnt++)
diff --git a/sword1/text.h b/sword1/text.h
index 11d607c905..d1da3984ce 100644
--- a/sword1/text.h
+++ b/sword1/text.h
@@ -59,6 +59,6 @@ private:
uint32 _fontId;
};
-} // End of namespace Sword1
+} // End of namespace Sword1
#endif //BSTEXT_H