Indentation fixes: changed spaces to tabs. (These tend to really stick out

in my editor, since it shows tabs as eight spaces, not four.)

svn-id: r12002
This commit is contained in:
Torbjörn Andersson 2003-12-28 19:03:35 +00:00
parent d8b0a38718
commit 85deabed70
4 changed files with 14 additions and 14 deletions

View file

@ -274,7 +274,7 @@ uint8 SwordControl::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) {
} }
} else if (id == BUTTON_SAVE_CANCEL) } else if (id == BUTTON_SAVE_CANCEL)
return BUTTON_MAIN_PANEL; // mode down to main panel return BUTTON_MAIN_PANEL; // mode down to main panel
break; break;
case BUTTON_VOLUME_PANEL: case BUTTON_VOLUME_PANEL:
return id; return id;
} }
@ -299,9 +299,9 @@ void SwordControl::setupMainPanel(void) {
delete panel; delete panel;
if (SwordEngine::_systemVars.deathScreenFlag) if (SwordEngine::_systemVars.deathScreenFlag)
createButtons(_deathButtons, 3); createButtons(_deathButtons, 3);
else { else {
createButtons(_panelButtons, 8); createButtons(_panelButtons, 8);
_buttons[6]->setSelected(SwordEngine::_systemVars.showText); _buttons[6]->setSelected(SwordEngine::_systemVars.showText);
} }
@ -343,7 +343,7 @@ void SwordControl::setupSaveRestorePanel(bool saving) {
} else { } else {
renderText(_lStrings[STR_RESTORE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN); renderText(_lStrings[STR_RESTORE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN);
} }
readSavegameDescriptions(); readSavegameDescriptions();
_selectedSavegame = 255; _selectedSavegame = 255;
showSavegameNames(); showSavegameNames();
} }
@ -391,7 +391,7 @@ void SwordControl::handleSaveKey(uint8 key) {
bool SwordControl::saveToFile(void) { bool SwordControl::saveToFile(void) {
if ((_selectedSavegame == 255) || !strlen(_saveNames[_selectedSavegame])) if ((_selectedSavegame == 255) || !strlen(_saveNames[_selectedSavegame]))
return false; // no saveslot selected or no name entered return false; // no saveslot selected or no name entered
saveGameToFile(_selectedSavegame); saveGameToFile(_selectedSavegame);
writeSavegameDescriptions(); writeSavegameDescriptions();
return true; return true;
} }
@ -424,7 +424,7 @@ void SwordControl::readSavegameDescriptions(void) {
} while ((ch != 10) && (ch != 255)); } while ((ch != 10) && (ch != 255));
curFileNum++; curFileNum++;
} while (ch != 255); } while (ch != 255);
_saveFiles = curFileNum; _saveFiles = curFileNum;
for (uint8 cnt = _saveFiles; cnt < 64; cnt++) for (uint8 cnt = _saveFiles; cnt < 64; cnt++)
_saveNames[cnt][0] = '\0'; _saveNames[cnt][0] = '\0';
} else } else
@ -467,7 +467,7 @@ void SwordControl::saveNameSelect(uint8 id, bool saving) {
if (saving && (_selectedSavegame != 255)) // the player may have entered something, clear it again if (saving && (_selectedSavegame != 255)) // the player may have entered something, clear it again
strcpy(_saveNames[_selectedSavegame], _oldName); strcpy(_saveNames[_selectedSavegame], _oldName);
if (num < _saveFiles) { if (num < _saveFiles) {
_selectedSavegame = num; _selectedSavegame = num;
strcpy(_oldName, _saveNames[num]); // save for later strcpy(_oldName, _saveNames[num]); // save for later
} else { } else {
if (!saving) if (!saving)
@ -530,7 +530,7 @@ uint16 SwordControl::getTextWidth(const char *str) {
width += FROM_LE_16(_resMan->fetchFrame(_font, *str - 32)->width) - 3; width += FROM_LE_16(_resMan->fetchFrame(_font, *str - 32)->width) - 3;
str++; str++;
} }
return width; return width;
} }
void SwordControl::renderText(const char *str, uint16 x, uint16 y, uint8 mode) { void SwordControl::renderText(const char *str, uint16 x, uint16 y, uint8 mode) {
@ -650,7 +650,7 @@ void SwordControl::doRestore(void) {
playerRaw++; playerRaw++;
bufPos += 4; bufPos += 4;
} }
free(_restoreBuf); free(_restoreBuf);
SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir; SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir;
SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord; SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord;
SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord; SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord;
@ -886,6 +886,6 @@ const char SwordControl::_languageStrings[8 * 20][43] = {
"M\xFAsica", "M\xFAsica",
"Voz", "Voz",
"Efeitos", "Efeitos",
"Fim", "Fim",
"UNIDADE CHEIA!", "UNIDADE CHEIA!",
}; };

View file

@ -196,7 +196,7 @@ void SwordLogic::processLogic(BsObject *compact, uint32 id) {
if (id == GMASTER_79) { if (id == GMASTER_79) {
// workaround for ending script. // workaround for ending script.
// GMASTER_79 is not prepared for mega_interact receiving INS_quit // GMASTER_79 is not prepared for mega_interact receiving INS_quit
fnSuicide(compact, id, 0, 0, 0, 0, 0, 0); fnSuicide(compact, id, 0, 0, 0, 0, 0, 0);
logicRet = 0; logicRet = 0;
} else { } else {
compact->o_logic = LOGIC_script; compact->o_logic = LOGIC_script;

View file

@ -94,7 +94,7 @@ void ResMan::loadCluDescript(const char *fileName) {
free(cluIndex); free(cluIndex);
if (_prj.clu[3]->grp[5]->noRes == 29) if (_prj.clu[3]->grp[5]->noRes == 29)
for (uint8 cnt = 0; cnt < 29; cnt++) for (uint8 cnt = 0; cnt < 29; cnt++)
_srIdList[cnt] = 0x04050000 | cnt; _srIdList[cnt] = 0x04050000 | cnt;
} }

View file

@ -1049,7 +1049,7 @@ void SwordEngine::go(void) {
} }
do { do {
uint8 action = mainLoop(); uint8 action = mainLoop();
// the mainloop was left, we have to reinitialize. // the mainloop was left, we have to reinitialize.
reinitialize(); reinitialize();
@ -1116,7 +1116,7 @@ uint8 SwordEngine::mainLoop(void) {
// do something smart here to implement pausing the game. If we even want that, that is. // do something smart here to implement pausing the game. If we even want that, that is.
} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0)); } while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0));
if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) { if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) {
_screen->fadeDownPalette(); _screen->fadeDownPalette();
while (_screen->stillFading()) { while (_screen->stillFading()) {