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TSAGE: Janitorial - Remove trailing spaces
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2bc174a3d0
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@ -140,7 +140,7 @@ void Scene410::Action5::signal() {
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ADD_PLAYER_MOVER(114, 133);
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} else {
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ADD_PLAYER_MOVER(195, 139);
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}
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}
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break;
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case 1:
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BF_GLOBALS._player.updateAngle(scene->_passenger._position);
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@ -2721,7 +2721,7 @@ GfxSurface SceneObject::getFrame() {
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_visageImages.setVisage(_visage, _strip);
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GfxSurface frame = _visageImages.getFrame(_frame);
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// Reset any centroid adjustment flags, in
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// Reset any centroid adjustment flags, in
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frame._flags &= ~(FRAME_FLIP_CENTROID_X | FRAME_FLIP_CENTROID_Y);
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// For later games, check whether the appropriate object flags are set for flipping
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@ -199,9 +199,9 @@ void Rect::resize(const GfxSurface &surface, int xp, int yp, int percent) {
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this->moveTo(xp, yp);
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int xa = (surface._flags & FRAME_FLIP_CENTROID_X) == 0 ? surface._centroid.x :
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int xa = (surface._flags & FRAME_FLIP_CENTROID_X) == 0 ? surface._centroid.x :
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bounds.width() - (surface._centroid.x + 1);
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int ya = (surface._flags & FRAME_FLIP_CENTROID_Y) == 0 ? surface._centroid.y :
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int ya = (surface._flags & FRAME_FLIP_CENTROID_Y) == 0 ? surface._centroid.y :
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bounds.height() - (surface._centroid.y + 1);
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int xd = xa * percent / 100;
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@ -1789,7 +1789,7 @@ Scene50::Scene50() :
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_background(0, CURSOR_LOOK, 50, 3, LIST_END),
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_item1(0, OBJECT_SCANNER, 50, 15, CURSOR_USE, 50, 16, CURSOR_LOOK, 50, 3, LIST_END),
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_entrance(0, CURSOR_LOOK, 50, 7, LIST_END),
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// The original was using dialog 50/3 for CURSOR_LOOK, which is too generic.
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// The original was using dialog 50/3 for CURSOR_LOOK, which is too generic.
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_bulwark(8, OBJECT_STUNNER, 50, 14, OBJECT_SCANNER, 50, 13, CURSOR_LOOK, 30, 0, LIST_END),
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_tree(9, OBJECT_SCANNER, 40, 39, OBJECT_STUNNER, 40, 40, CURSOR_USE, 40, 41, CURSOR_LOOK, 50, 5, LIST_END),
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_flagstones(10, OBJECT_SCANNER, 50, 17, OBJECT_STUNNER, 50, 18, CURSOR_LOOK, 50, 6, CURSOR_USE, 30, 8, LIST_END) {
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@ -294,7 +294,7 @@ Scene *Ringworld2Game::createScene(int sceneNumber) {
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// Confrontation
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return new Scene3400();
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case 3500:
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// Flub tube maze
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// Flub tube maze
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return new Scene3500();
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case 3600:
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// Cutscene - walking at gunpoint
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@ -2561,7 +2561,7 @@ void Scene205Demo::postInit(SceneObjectList *OwnerList) {
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loadScene(1000);
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R2_GLOBALS._uiElements._active = false;
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R2_GLOBALS._player.enableControl();
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SceneExt::postInit();
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_sound1.play(337);
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@ -4158,8 +4158,8 @@ void Scene325::signal() {
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if (R2_GLOBALS.getFlag(44) && !R2_GLOBALS.getFlag(51)) {
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if (v != 13) {
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if (_priorConsoleAction == 6) {
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// Fix for original game bug.
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// The passive short scan geographical and astronomical sentences
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// Fix for original game bug.
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// The passive short scan geographical and astronomical sentences
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// are inverted in the original game.
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if (v == 6)
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v = 8;
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@ -5784,7 +5784,7 @@ void Scene600::Smoke::draw() {
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Graphics::Surface screen = g_globals->gfxManager().getSurface().lockSurface();
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byte *pixelMap = static_cast<Scene600 *>(R2_GLOBALS._sceneManager._scene)->_pixelMap;
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// Loop through every pixel of the frame. Any pixel of the frame that's not a
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// Loop through every pixel of the frame. Any pixel of the frame that's not a
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// tranparency, get the same pixel from the screen background, and shade it using
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// the scene's pixel translation map
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for (int yp = 0; yp < s.h; ++yp) {
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@ -2277,11 +2277,11 @@ void Scene1337::Action1337::waitFrames(int32 frameCount) {
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g_globals->_events.getEvent(event);
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curFrame = g_globals->_events.getFrameNumber();
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}
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// CHECKME: The original is calling _eventManager.waitEvent();
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}
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/**
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/**
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* Display instructions
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*/
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void Scene1337::Action1::signal() {
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@ -3366,7 +3366,7 @@ void Scene1337::Action3::signal() {
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}
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}
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/**
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/**
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* Action used to handle the other players' turn
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*/
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void Scene1337::Action4::signal() {
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@ -3542,7 +3542,7 @@ void Scene1337::Action4::signal() {
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}
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}
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/**
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/**
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* Animations for discarding a card
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*/
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void Scene1337::Action5::signal() {
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@ -3587,7 +3587,7 @@ void Scene1337::Action5::signal() {
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}
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}
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/**
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/**
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* Animations for playing a platform card
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*/
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void Scene1337::Action6::signal() {
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@ -4529,9 +4529,9 @@ void Scene1337::actionDisplay(int resNum, int lineNum, int x, int y, int keepOnS
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// TODO: Check if it's normal that arg5 is unused and replaced by an hardcoded 0 value
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// May hide an original bug
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SceneItem::display(resNum, lineNum, SET_X, x, SET_Y, y, SET_KEEP_ONSCREEN, 0,
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SET_WIDTH, width, SET_POS_MODE, -1, SET_TEXT_MODE, textMode,
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SET_FONT, fontNum, SET_FG_COLOR, colFG, SET_EXT_BGCOLOR, colBGExt,
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SceneItem::display(resNum, lineNum, SET_X, x, SET_Y, y, SET_KEEP_ONSCREEN, 0,
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SET_WIDTH, width, SET_POS_MODE, -1, SET_TEXT_MODE, textMode,
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SET_FONT, fontNum, SET_FG_COLOR, colFG, SET_EXT_BGCOLOR, colBGExt,
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SET_EXT_FGCOLOR, colFGExt, LIST_END);
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}
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@ -5956,7 +5956,7 @@ void Scene1337::handlePlayer1() {
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break;
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}
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}
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// The original was only updating in the rndVal block,
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// The original was only updating in the rndVal block,
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// which was a bug as the checks were stopping at this point
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rndVal--;
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if (rndVal < 0)
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@ -6261,7 +6261,7 @@ void Scene1337::handlePlayer2() {
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return;
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} else {
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// The original code is calling a function full of dead code.
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// Only this message remains after a cleanup.
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// Only this message remains after a cleanup.
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MessageDialog::show(WRONG_ANSWER_MSG, OK_BTN_STRING);
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//
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handleAutoplayPlayer2();
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@ -6635,11 +6635,11 @@ void Scene1337::setCursorData(int resNum, int rlbNum, int frameNum) {
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_cursorCurFrame = frameNum;
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if (!frameNum) {
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// Should be a hardcoded cursor displaying only a dot.
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// Should be a hardcoded cursor displaying only a dot.
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// FIXME: Use another cursor when possible
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R2_GLOBALS._events.setCursor(CURSOR_CROSSHAIRS);
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} else {
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// TODO: The original was using some ressource caching, which was useless and complex
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// TODO: The original was using some ressource caching, which was useless and complex
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// and which has been removed. This cursor behavior clearly made intensive use of this caching...
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// We now have to find a way to cache these cursor pointers and avoid loading them multiple times per seconds
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uint size;
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@ -6697,7 +6697,7 @@ void Scene1337::OptionsDialog::show() {
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R2_GLOBALS._sceneManager.changeScene(125);
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else if (btn == &dlg->_restartGame)
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R2_GLOBALS._sceneManager.changeScene(1330);
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// Remove the dialog
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dlg->remove();
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delete dlg;
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@ -8560,7 +8560,7 @@ void Scene1550::enterArea() {
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int varA = 0;
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// This section handles checks if the ARM spacecraft have not yet seized
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// This section handles checks if the ARM spacecraft have not yet seized
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// control of Lance of Truth.
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if (!R2_GLOBALS.getFlag(16)) {
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switch (R2_GLOBALS._s1550PlayerArea[R2_GLOBALS._player._characterIndex].y - 2) {
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@ -8654,9 +8654,9 @@ void Scene1550::enterArea() {
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default:
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break;
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}
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if ((R2_GLOBALS._s1550PlayerArea[R2_GLOBALS._player._characterIndex].y > 0) &&
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(R2_GLOBALS._s1550PlayerArea[R2_GLOBALS._player._characterIndex].x <= 29) &&
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((R2_GLOBALS._s1550PlayerArea[R2_GLOBALS._player._characterIndex].x < 20) ||
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if ((R2_GLOBALS._s1550PlayerArea[R2_GLOBALS._player._characterIndex].y > 0) &&
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(R2_GLOBALS._s1550PlayerArea[R2_GLOBALS._player._characterIndex].x <= 29) &&
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((R2_GLOBALS._s1550PlayerArea[R2_GLOBALS._player._characterIndex].x < 20) ||
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(R2_GLOBALS._s1550PlayerArea[R2_GLOBALS._player._characterIndex].y > 7))) {
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// In an area where the cutscene can be triggered, so start it
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R2_GLOBALS.setFlag(16);
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@ -11095,7 +11095,7 @@ bool Scene1800::Doors::startAction(CursorType action, Event &event) {
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} else {
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// Seeker failing to force open doors
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scene->_sceneMode = 1813;
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// Original was using 1813 in setAction too, but it somewhat broken.
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// Original was using 1813 in setAction too, but it somewhat broken.
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// Seeker goes 2 pixels to high, hiding behind the door
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scene->setAction(&scene->_sequenceManager, scene, 1808, &R2_GLOBALS._player, &scene->_doors, NULL);
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}
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@ -13182,7 +13182,7 @@ bool Scene1945::Ladder::startAction(CursorType action, Event &event) {
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} else if ( ((R2_GLOBALS._player._position.x == 197) && (R2_GLOBALS._player._position.y == 158))
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|| ((R2_GLOBALS._player._position.x == 191) && (R2_GLOBALS._player._position.y == 142)) ) {
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scene->_sceneMode = 1947;
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} else if ((R2_GLOBALS._player._position.x == 154) && (R2_GLOBALS._player._position.y == 50)
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} else if ((R2_GLOBALS._player._position.x == 154) && (R2_GLOBALS._player._position.y == 50)
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&& (event.mousePos.y >= 30)) {
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scene->_sceneMode = 1940;
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} else {
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