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

View File

@ -196,7 +196,7 @@ void SwordLogic::processLogic(BsObject *compact, uint32 id) {
if (id == GMASTER_79) {
// workaround for ending script.
// 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;
} else {
compact->o_logic = LOGIC_script;

View File

@ -94,7 +94,7 @@ void ResMan::loadCluDescript(const char *fileName) {
free(cluIndex);
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;
}

View File

@ -1049,7 +1049,7 @@ void SwordEngine::go(void) {
}
do {
uint8 action = mainLoop();
uint8 action = mainLoop();
// the mainloop was left, we have to 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.
} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0));
if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) {
_screen->fadeDownPalette();
while (_screen->stillFading()) {