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HUGO: Fix 'Exit' command behavior in the DOS versions
svn-id: r53116
This commit is contained in:
parent
e5d17fedf7
commit
440bcaa060
@ -91,6 +91,7 @@ void HugoEngine::initStatus() {
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_status.jumpExitFl = false; // Can't jump to a screen exit
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_status.godModeFl = false; // No special cheats allowed
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_status.helpFl = false; // Not calling WinHelp()
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_status.doQuitFl = false;
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_status.path[0] = 0; // Path to write files
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_status.saveSlot = 0; // Slot to save/restore game
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_status.screenWidth = 0; // Desktop screen width
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@ -796,6 +796,7 @@ struct status_t { // Game status (not saved)
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bool jumpExitFl; // Allowed to jump to a screen exit
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bool godModeFl; // Allow DEBUG features in live version
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bool helpFl; // Calling WinHelp (don't disable music)
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bool doQuitFl;
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uint32 tick; // Current time in ticks
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uint32 saveTick; // Time of last save in ticks
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vstate_t viewState; // View state machine
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@ -223,9 +223,9 @@ Common::Error HugoEngine::run() {
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// Start the state machine
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_status.viewState = V_INTROINIT;
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bool doQuitFl = false;
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_status.doQuitFl = false;
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while (!doQuitFl) {
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while (!_status.doQuitFl) {
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g_system->updateScreen();
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runMachine();
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@ -253,7 +253,7 @@ Common::Error HugoEngine::run() {
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_status.rightButtonFl = false;
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break;
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case Common::EVENT_QUIT:
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doQuitFl = true;
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_status.doQuitFl = true;
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break;
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default:
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break;
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@ -322,6 +322,7 @@ void HugoEngine::runMachine() {
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break;
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case V_EXIT: // Game over or user exited
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gameStatus.viewState = V_IDLE;
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_status.doQuitFl = true;
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break;
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}
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}
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@ -910,8 +910,7 @@ void Parser_v1d::lineHandler() {
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if (!strcmp("exit", _line) || strstr(_line, "quit")) {
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if (Utils::Box(BOX_YESNO, "%s", _vm._textParser[kTBExit_1d]) != 0)
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_vm.endGame();
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else
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return;
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return;
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}
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// SAVE/RESTORE
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