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
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parent
d8b0a38718
commit
85deabed70
4 changed files with 14 additions and 14 deletions
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@ -274,7 +274,7 @@ uint8 SwordControl::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) {
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}
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}
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} else if (id == BUTTON_SAVE_CANCEL)
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} else if (id == BUTTON_SAVE_CANCEL)
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return BUTTON_MAIN_PANEL; // mode down to main panel
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return BUTTON_MAIN_PANEL; // mode down to main panel
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break;
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break;
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case BUTTON_VOLUME_PANEL:
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case BUTTON_VOLUME_PANEL:
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return id;
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return id;
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}
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}
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@ -299,9 +299,9 @@ void SwordControl::setupMainPanel(void) {
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delete panel;
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delete panel;
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if (SwordEngine::_systemVars.deathScreenFlag)
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if (SwordEngine::_systemVars.deathScreenFlag)
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createButtons(_deathButtons, 3);
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createButtons(_deathButtons, 3);
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else {
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else {
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createButtons(_panelButtons, 8);
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createButtons(_panelButtons, 8);
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_buttons[6]->setSelected(SwordEngine::_systemVars.showText);
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_buttons[6]->setSelected(SwordEngine::_systemVars.showText);
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}
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}
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@ -343,7 +343,7 @@ void SwordControl::setupSaveRestorePanel(bool saving) {
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} else {
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} else {
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renderText(_lStrings[STR_RESTORE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN);
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renderText(_lStrings[STR_RESTORE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN);
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}
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}
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readSavegameDescriptions();
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readSavegameDescriptions();
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_selectedSavegame = 255;
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_selectedSavegame = 255;
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showSavegameNames();
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showSavegameNames();
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}
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}
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@ -391,7 +391,7 @@ void SwordControl::handleSaveKey(uint8 key) {
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bool SwordControl::saveToFile(void) {
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bool SwordControl::saveToFile(void) {
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if ((_selectedSavegame == 255) || !strlen(_saveNames[_selectedSavegame]))
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if ((_selectedSavegame == 255) || !strlen(_saveNames[_selectedSavegame]))
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return false; // no saveslot selected or no name entered
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return false; // no saveslot selected or no name entered
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saveGameToFile(_selectedSavegame);
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saveGameToFile(_selectedSavegame);
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writeSavegameDescriptions();
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writeSavegameDescriptions();
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return true;
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return true;
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}
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}
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@ -424,7 +424,7 @@ void SwordControl::readSavegameDescriptions(void) {
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} while ((ch != 10) && (ch != 255));
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} while ((ch != 10) && (ch != 255));
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curFileNum++;
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curFileNum++;
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} while (ch != 255);
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} while (ch != 255);
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_saveFiles = curFileNum;
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_saveFiles = curFileNum;
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for (uint8 cnt = _saveFiles; cnt < 64; cnt++)
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for (uint8 cnt = _saveFiles; cnt < 64; cnt++)
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_saveNames[cnt][0] = '\0';
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_saveNames[cnt][0] = '\0';
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} else
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} else
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@ -467,7 +467,7 @@ void SwordControl::saveNameSelect(uint8 id, bool saving) {
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if (saving && (_selectedSavegame != 255)) // the player may have entered something, clear it again
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if (saving && (_selectedSavegame != 255)) // the player may have entered something, clear it again
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strcpy(_saveNames[_selectedSavegame], _oldName);
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strcpy(_saveNames[_selectedSavegame], _oldName);
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if (num < _saveFiles) {
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if (num < _saveFiles) {
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_selectedSavegame = num;
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_selectedSavegame = num;
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strcpy(_oldName, _saveNames[num]); // save for later
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strcpy(_oldName, _saveNames[num]); // save for later
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} else {
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} else {
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if (!saving)
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if (!saving)
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@ -530,7 +530,7 @@ uint16 SwordControl::getTextWidth(const char *str) {
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width += FROM_LE_16(_resMan->fetchFrame(_font, *str - 32)->width) - 3;
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width += FROM_LE_16(_resMan->fetchFrame(_font, *str - 32)->width) - 3;
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str++;
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str++;
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}
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}
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return width;
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return width;
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}
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}
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void SwordControl::renderText(const char *str, uint16 x, uint16 y, uint8 mode) {
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void SwordControl::renderText(const char *str, uint16 x, uint16 y, uint8 mode) {
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@ -650,7 +650,7 @@ void SwordControl::doRestore(void) {
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playerRaw++;
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playerRaw++;
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bufPos += 4;
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bufPos += 4;
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}
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}
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free(_restoreBuf);
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free(_restoreBuf);
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SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir;
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SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir;
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SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord;
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SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord;
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SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord;
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SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord;
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@ -886,6 +886,6 @@ const char SwordControl::_languageStrings[8 * 20][43] = {
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"M\xFAsica",
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"M\xFAsica",
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"Voz",
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"Voz",
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"Efeitos",
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"Efeitos",
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"Fim",
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"Fim",
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"UNIDADE CHEIA!",
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"UNIDADE CHEIA!",
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};
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};
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@ -196,7 +196,7 @@ void SwordLogic::processLogic(BsObject *compact, uint32 id) {
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if (id == GMASTER_79) {
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if (id == GMASTER_79) {
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// workaround for ending script.
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// workaround for ending script.
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// GMASTER_79 is not prepared for mega_interact receiving INS_quit
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// GMASTER_79 is not prepared for mega_interact receiving INS_quit
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fnSuicide(compact, id, 0, 0, 0, 0, 0, 0);
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fnSuicide(compact, id, 0, 0, 0, 0, 0, 0);
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logicRet = 0;
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logicRet = 0;
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} else {
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} else {
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compact->o_logic = LOGIC_script;
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compact->o_logic = LOGIC_script;
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@ -94,7 +94,7 @@ void ResMan::loadCluDescript(const char *fileName) {
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free(cluIndex);
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free(cluIndex);
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if (_prj.clu[3]->grp[5]->noRes == 29)
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if (_prj.clu[3]->grp[5]->noRes == 29)
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for (uint8 cnt = 0; cnt < 29; cnt++)
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for (uint8 cnt = 0; cnt < 29; cnt++)
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_srIdList[cnt] = 0x04050000 | cnt;
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_srIdList[cnt] = 0x04050000 | cnt;
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}
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}
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@ -1049,7 +1049,7 @@ void SwordEngine::go(void) {
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}
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}
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do {
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do {
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uint8 action = mainLoop();
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uint8 action = mainLoop();
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// the mainloop was left, we have to reinitialize.
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// the mainloop was left, we have to reinitialize.
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reinitialize();
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reinitialize();
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@ -1116,7 +1116,7 @@ uint8 SwordEngine::mainLoop(void) {
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// do something smart here to implement pausing the game. If we even want that, that is.
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// do something smart here to implement pausing the game. If we even want that, that is.
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} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0));
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} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0));
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if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) {
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if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) {
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_screen->fadeDownPalette();
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_screen->fadeDownPalette();
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while (_screen->stillFading()) {
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while (_screen->stillFading()) {
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