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SCUMM: Rename CHARSET_1() to displayDialog()
We are now using a name which respects the coding guidelines and also reflects how the actual function was named.
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@ -3032,7 +3032,7 @@ void ScummEngine_v7::actorTalk(const byte *msg) {
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_string[0].wrapping = true;
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}
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CHARSET_1();
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displayDialog();
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if (!usingOldSystem) {
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if (_game.version == 8)
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@ -3052,7 +3052,7 @@ void ScummEngine::actorTalk(const byte *msg) {
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// I have commented out this workaround, since it did cause another
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// bug (#11480). It is not okay to skip the stopTalk() calls here.
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// Instead, I have added two checks from LOOM DOS EGA disasm (one
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// below and one in CHARSET_1()).
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// below and one in displayDialog()).
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// WORKAROUND for bugs #985 and #990
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/*if (_game.id == GID_LOOM) {
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if (!*_charsetBuffer)
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@ -3079,7 +3079,7 @@ void ScummEngine::actorTalk(const byte *msg) {
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if (_game.heversion != 0)
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((ActorHE *)a)->_heTalking = true;
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// The second check is from LOOM DOS EGA disasm. It prevents weird speech animations
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// with empty strings (bug #990). The same code is present in CHARSET_1(). The FM-Towns
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// with empty strings (bug #990). The same code is present in displayDialog(). The FM-Towns
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// versions don't have such code, but I do not get the weird speech animations either.
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// So apparently it is not needed there.
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if (!_string[0].no_talk_anim && !(_game.id == GID_LOOM && _game.platform != Common::kPlatformFMTowns && !*_charsetBuffer)) {
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@ -3113,7 +3113,7 @@ void ScummEngine::actorTalk(const byte *msg) {
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if (VAR_CHARCOUNT != 0xFF)
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VAR(VAR_CHARCOUNT) = 0;
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_haveActorSpeechMsg = true;
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CHARSET_1();
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displayDialog();
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}
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void Actor::runActorTalkScript(int f) {
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@ -2598,10 +2598,10 @@ void ScummEngine::showMainMenu() {
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// A little bit of hackery: since we handle the main loop a little bit
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// differently (basically we start from a different position, but the order
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// remains the same), we call CHARSET_1() here to refresh the dialog texts
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// remains the same), we call displayDialog() here to refresh the dialog texts
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// immediately and avoid getting a frame in which their color is wrong...
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if (_game.version == 7)
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CHARSET_1();
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displayDialog();
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if (_game.version < 7 && !hasLoadedState) {
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restoreSurfacesPostGUI();
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@ -377,7 +377,7 @@ void ScummEngine_v2::decodeParseString() {
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c &= 0x7f;
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if (c < 8) {
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// Special codes as seen in CHARSET_1 etc. My guess is that they
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// Special codes as seen in displayDialog etc. My guess is that they
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// have a similar function as the corresponding embedded stuff in modern
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// games. Hence for now we convert them to the modern format.
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// This might allow us to reuse the existing code.
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@ -2645,10 +2645,10 @@ void ScummEngine::scummLoop(int delta) {
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if (VAR_EGO != 0xFF)
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oldEgo = VAR(VAR_EGO);
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// In V1-V3 games, CHARSET_1 is called much earlier than in newer games.
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// In V1-V3 games, displayDialog is called much earlier than in newer games.
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// See also bug #987 for a case were this makes a difference.
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if (_game.version <= 3)
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CHARSET_1();
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displayDialog();
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processInput();
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@ -2756,14 +2756,14 @@ load_game:
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if (_currentRoom == 0) {
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if (_game.version > 3)
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CHARSET_1();
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displayDialog();
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drawDirtyScreenParts();
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} else {
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walkActors();
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moveCamera();
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updateObjectStates();
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if (_game.version > 3)
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CHARSET_1();
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displayDialog();
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scummLoop_handleDrawing();
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@ -1616,7 +1616,7 @@ protected:
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virtual bool handleNextCharsetCode(Actor *a, int *c);
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virtual void drawSentence() {}
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virtual void CHARSET_1();
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virtual void displayDialog();
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bool newLine();
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void drawString(int a, const byte *msg);
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virtual void fakeBidiString(byte *ltext, bool ignoreVerb, int ltextSize) const;
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@ -99,7 +99,7 @@ public:
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void processSubtitleQueue();
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void addSubtitleToQueue(const byte *text, const Common::Point &pos, byte color, byte charset, bool center, bool wrap);
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void clearSubtitleQueue();
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void CHARSET_1() override;
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void displayDialog() override;
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bool isSmushActive() override { return _smushActive; }
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bool isInsaneActive() override { return _insane ? _insane->isInsaneActive() : false; }
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void removeBlastTexts() override;
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@ -550,7 +550,7 @@ bool ScummEngine::newLine() {
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// the original code it seems that setting _nextLeft to 0 is the right thing to do here.
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_nextLeft = /*_game.version >= 6 ? _string[0].xpos :*/ 0;
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// See CHARSET_1() for more context about the following Sega CD code.
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// See displayDialog() for more context about the following Sega CD code.
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if (_game.platform == Common::kPlatformSegaCD) {
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// Clip 16 pixels away from the right
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if (_nextLeft + stringWidth > (_screenWidth - 16)) {
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@ -940,7 +940,7 @@ void ScummEngine_v2::drawSentence() {
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drawString(2, (byte *)string);
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}
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void ScummEngine::CHARSET_1() {
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void ScummEngine::displayDialog() {
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Actor *a;
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if (_game.heversion >= 60 && _haveMsg == 3) {
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stopTalk();
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@ -960,7 +960,7 @@ void ScummEngine::CHARSET_1() {
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a = nullptr;
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if (getTalkingActor() != 0xFF)
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a = derefActorSafe(getTalkingActor(), "CHARSET_1");
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a = derefActorSafe(getTalkingActor(), "displayDialog");
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if (a && _string[0].overhead) {
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int s;
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@ -600,7 +600,7 @@ void ScummEngine_v7::clearSubtitleQueue() {
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_subtitleQueuePos = 0;
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}
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void ScummEngine_v7::CHARSET_1() {
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void ScummEngine_v7::displayDialog() {
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processSubtitleQueue();
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bool usingOldSystem = (_game.id == GID_FT) || (_game.id == GID_DIG && _game.features & GF_DEMO);
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@ -614,7 +614,7 @@ void ScummEngine_v7::CHARSET_1() {
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Actor *a = NULL;
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if (getTalkingActor() != 0xFF)
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a = derefActorSafe(getTalkingActor(), "CHARSET_1");
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a = derefActorSafe(getTalkingActor(), "displayDialog");
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StringTab saveStr = _string[0];
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if (a && _string[0].overhead) {
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