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https://github.com/libretro/scummvm.git
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ALL: behaviour -> behavior
This commit is contained in:
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1277975c66
commit
eea482fa43
@ -382,7 +382,7 @@ MusicDevices AlsaMusicPlugin::getDevices() const {
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AlsaDevices alsaDevices = getAlsaDevices();
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// Since the default behaviour is to use the first device in the list,
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// Since the default behavior is to use the first device in the list,
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// try to put something sensible there. We used to have 17:0 and 65:0
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// as defaults.
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@ -265,7 +265,7 @@ How do I play a game on a Smartphone device ?
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On non-stylus devices, the mouse cursor is emulated via a set of keys.
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The cursor will move faster if you keep the key down. You can tweak this
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behaviour in the configuration file described below.
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behavior in the configuration file described below.
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Here is
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the list of available actions for Smartphones:
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@ -369,7 +369,7 @@ You can tweak these parameters to customize how the cursor is handled.
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* repeatTrigger int Number of milliseconds a key must be held to
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consider being repeated.
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* repeatX int Number of key repeat events before changing
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horizontal cursor behaviour.
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horizontal cursor behavior.
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* stepX1 int Horizontal cursor offset value when the key
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is not repeated.
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* stepX2 int Horizontal cursor offset value when the key
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@ -38,7 +38,7 @@ namespace Common {
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* a certain length do we allocate a buffer on the heap.
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*
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* The presence of \0 characters in the string will cause undefined
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* behaviour in some operations.
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* behavior in some operations.
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*/
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class String {
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protected:
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@ -265,7 +265,7 @@ void AgiEngine::updatePosition() {
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* This function adjusts the position of a sprite moving it until
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* certain criteria is matched. According to priority and control line
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* data, a sprite may not always appear at the location we specified.
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* This behaviour is also known as the "Budin-Sonneveld effect".
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* This behavior is also known as the "Budin-Sonneveld effect".
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*
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* @param n view table entry number
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*/
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@ -841,7 +841,7 @@ void GfxMgr::setAGIPal(int p0) {
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// Use only the lowest 6 bits of each color component (Red, Green and Blue)
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// because VGA used only 6 bits per color component (i.e. VGA had 18-bit colors).
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// This should now be identical to the original AGIPAL-hack's behaviour.
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// This should now be identical to the original AGIPAL-hack's behavior.
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bool validVgaPalette = true;
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for (int i = 0; i < 16 * 3; i++) {
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if (_agipalPalette[i] >= (1 << 6)) {
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@ -672,7 +672,7 @@ void AgiEngine::cmd_adj_ego_move_to_x_y(uint8 *p) {
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// Turn off ego's current movement caused with the mouse if
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// adj.ego.move.to.x.y is called with other arguments than previously.
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// Fixes weird looping behaviour when walking to a ladder in the mines
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// Fixes weird looping behavior when walking to a ladder in the mines
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// (Rooms 147-162) in Gold Rush using the mouse. Sometimes the ego didn't
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// stop when walking to a ladder using the mouse but kept moving on the
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// ladder in a horizontally looping manner i.e. from right to left, from
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@ -167,7 +167,7 @@ uint8 AgiEngine::testSaid(uint8 nwords, uint8 *cc) {
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// user typed should be correct, but it looks like code 9999 means that
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// if the string is empty at this point, the entry is also correct...
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//
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// With the removal of this code, the behaviour of the scene was
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// With the removal of this code, the behavior of the scene was
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// corrected
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for (c = 0; nwords && n; c++, nwords--, n--) {
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@ -316,7 +316,7 @@ int AgiEngine::testIfCode(int lognum) {
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case 0x13: // Unknown test command 19
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// My current theory is that this command checks whether the ego is currently moving
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// and that that movement has been caused using the mouse and not using the keyboard.
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// I base this theory on the game's behaviour on an Amiga emulator, not on disassembly.
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// I base this theory on the game's behavior on an Amiga emulator, not on disassembly.
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// This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09
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// (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature).
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// TODO: Check this command's implementation using disassembly just to be sure.
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@ -150,7 +150,7 @@ void MidiPlayer::send(uint32 b) {
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// We have received a "Reset All Controllers" message
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// and passed it on to the MIDI driver. This may or may
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// not have affected the volume controller. To ensure
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// consistent behaviour, explicitly set the volume to
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// consistent behavior, explicitly set the volume to
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// what we think it should be.
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if (_current == &_sfx)
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@ -211,7 +211,7 @@ int m_color;
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This "worked" on many platforms so far, but on OSX apparently the buffers don't
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occupy contiguous memory, and this causes severe corruption and subsequent crashes.
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Since I'm not really familiar with how the strange drawing code is supposed to work,
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or whether this behaviour is intentional or not, the short-term fix is to allocate a big
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or whether this behavior is intentional or not, the short-term fix is to allocate a big
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buffer and setup pointers within it. This fixes the crashes I'm seeing without causing any
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(visual) side-effects.
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If anyone wants to look, this is easily reproduced by starting the game and examining the rug.
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@ -301,7 +301,7 @@ bool SaveConverter::createStream(SaveWriter &writer) {
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}
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/* Stream functions. If the new save data stream is available, redirect the stream
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* operations to that stream. Normal stream error behaviour if not. */
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* operations to that stream. Normal stream error behavior if not. */
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bool SaveConverter::err() const {
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if (!_data || !_stream)
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@ -534,7 +534,7 @@ bool Debugger::cmd_showAnim(int argc, const char **argv) {
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}
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// Bottle object is used as a handy hotspot holder that doesn't have any
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// tick proc behaviour that we need to worry about
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// tick proc behavior that we need to worry about
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Hotspot *hotspot = res.activateHotspot(BOTTLE_HOTSPOT_ID);
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hotspot->setLayer(0xfe);
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hotspot->setSize(width, height);
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@ -643,7 +643,7 @@ void CSTimeInterface::startDragging(uint16 id) {
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_vm->getView()->dragFeature((NewFeature *)invObj->feature, _grabPoint, 4, dragFlags, NULL);
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if (_vm->getCase()->getId() == 1 && id == 2) {
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// Hardcoded behaviour for the torch in the first case.
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// Hardcoded behavior for the torch in the first case.
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if (_vm->getCase()->getCurrScene()->getId() == 4) {
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// This is the dark tomb.
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// FIXME: apply torch hack
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@ -810,7 +810,7 @@ void CSTimeInterface::stopDragging() {
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}
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if (_vm->getCase()->getId() == 1 && _vm->getCase()->getCurrScene()->getId() == 4) {
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// Hardcoded behaviour for torches in the dark tomb, in the first case.
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// Hardcoded behavior for torches in the dark tomb, in the first case.
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if (_draggedItem == 1 && foundInvObjHotspot == 0xffff) {
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// Trying to drag an unlit torch around?
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_vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, 0, 16352));
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@ -463,7 +463,7 @@ static int findSavegame(Common::Array<SavegameDesc> &saves, int16 savegameId) {
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// The scripts get IDs ranging from 100->199, because the scripts require us to assign unique ids THAT EVEN STAY BETWEEN
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// SAVES and the scripts also use "saves-count + 1" to create a new savedgame slot.
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// SCI1.1 actually recycles ids, in that case we will currently get "0".
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// This behaviour is required especially for LSL6. In this game, it's possible to quick save. The scripts will use
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// This behavior is required especially for LSL6. In this game, it's possible to quick save. The scripts will use
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// the last-used id for that feature. If we don't assign sticky ids, the feature will overwrite different saves all the
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// time. And sadly we can't just use the actual filename ids directly, because of the creation method for new slots.
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@ -46,7 +46,7 @@ reg_t kLoad(EngineState *s, int argc, reg_t *argv) {
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}
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// Unloads an arbitrary resource of type 'restype' with resource numbber 'resnr'
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// behaviour of this call didn't change between sci0->sci1.1 parameter wise, which means getting called with
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// behavior of this call didn't change between sci0->sci1.1 parameter wise, which means getting called with
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// 1 or 3+ parameters is not right according to sierra sci
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reg_t kUnLoad(EngineState *s, int argc, reg_t *argv) {
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if (argc >= 2) {
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@ -192,7 +192,7 @@ reg_t kDisposeClone(EngineState *s, int argc, reg_t *argv) {
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}
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// SCI uses this technique to find out, if it's a clone and if it's supposed to get freed
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// At least kq4early relies on this behaviour. The scripts clone "Sound", then set bit 1 manually
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// At least kq4early relies on this behavior. The scripts clone "Sound", then set bit 1 manually
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// and call kDisposeClone later. In that case we may not free it, otherwise we will run into issues
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// later, because kIsObject would then return false and Sound object wouldn't get checked.
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uint16 infoSelector = object->getInfoSelector().offset;
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@ -1020,7 +1020,7 @@ void SegManager::uninstantiateScript(int script_nr) {
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if (!scr || scr->isMarkedAsDeleted()) { // Is it already unloaded?
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//warning("unloading script 0x%x requested although not loaded", script_nr);
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// This is perfectly valid SCI behaviour
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// This is perfectly valid SCI behavior
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return;
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}
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@ -44,7 +44,7 @@ struct SelectorCache {
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Selector underBits; ///< Used by the graphics subroutines to store backupped BG pic data
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Selector nsTop, nsLeft, nsBottom, nsRight; ///< View boundaries ('now seen')
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Selector lsTop, lsLeft, lsBottom, lsRight; ///< Used by Animate() subfunctions and scroll list controls
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Selector signal; ///< Used by Animate() to control a view's behaviour
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Selector signal; ///< Used by Animate() to control a view's behavior
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Selector illegalBits; ///< Used by CanBeHere
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Selector brTop, brLeft, brBottom, brRight; ///< Bounding Rectangle
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// name, key, time
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@ -230,7 +230,7 @@ void GfxAnimate::adjustInvalidCels(GfxView *view, AnimateList::iterator it) {
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// this seems to be completely crazy code
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// sierra sci checked signed int16 to be above or equal the counts and reseted to 0 in those cases
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// later during view processing those are compared unsigned again and then set to maximum count - 1
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// Games rely on this behaviour. For example laura bow 1 has a knight standing around in room 37
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// Games rely on this behavior. For example laura bow 1 has a knight standing around in room 37
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// which has cel set to 3. This cel does not exist and the actual knight is 0
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// In kq5 on the other hand during the intro, when the trunk is opened, cel is set to some real
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// high number, which is negative when considered signed. This actually requires to get fixed to
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@ -252,10 +252,10 @@ void GfxCursor::setPosition(Common::Point pos) {
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// Some games display a new menu, set mouse position somewhere within and
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// expect it to be in there. This is fine for a real mouse, but on wii using
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// wii-mote or touch interfaces this won't work. In fact on those platforms
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// the menus will close immediately because of that behaviour.
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// the menus will close immediately because of that behavior.
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// We identify those cases and set a reaction-rect. If the mouse it outside
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// of that rect, we won't report the position back to the scripts.
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// As soon as the mouse was inside once, we will revert to normal behaviour
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// As soon as the mouse was inside once, we will revert to normal behavior
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// Currently this code is enabled for all platforms, especially because we can't
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// differentiate between e.g. Windows used via mouse and Windows used via touchscreen
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// The workaround won't hurt real-mouse platforms
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@ -466,7 +466,7 @@ void GfxText16::Box(const char *text, bool show, const Common::Rect &rect, TextA
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if (doubleByteMode) {
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// Kanji is written by pc98 rom to screen directly. Because of
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// GetLongest() behaviour (not cutting off the last char, that causes a
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// GetLongest() behavior (not cutting off the last char, that causes a
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// new line), results in the script thinking that the text would need
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// less space. The coordinate adjustment in fontsjis.cpp handles the
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// incorrect centering because of that and this code actually shows all
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@ -2747,7 +2747,7 @@ void Actor::saveLoadWithSerializer(Serializer *ser) {
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if (ser->isLoading()) {
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// Not all actor data is saved; so when loading, we first reset
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// the actor, to ensure completely reproducible behaviour (else,
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// the actor, to ensure completely reproducible behavior (else,
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// some not saved value in the actor class can cause odd things)
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initActor(-1);
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}
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@ -107,7 +107,7 @@ void ScummHelp::updateStrings(byte gameId, byte version, Common::Platform platfo
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ADD_TEXT(_("* Note that using ctrl-f and"));
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ADD_TEXT(_(" ctrl-g are not recommended"));
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ADD_TEXT(_(" since they may cause crashes"));
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ADD_TEXT(_(" or incorrect game behaviour."));
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ADD_TEXT(_(" or incorrect game behavior."));
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break;
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case 3:
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if (gameId == GID_LOOM)
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@ -303,14 +303,14 @@ void ScummEngine::processInput() {
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if ((_leftBtnPressed & msClicked) && (_rightBtnPressed & msClicked) && _game.version >= 4) {
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// Pressing both mouse buttons is treated as if you pressed
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// the cutscene exit key (ESC) in V4+ games. That mimicks
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// the behaviour of the original engine where pressing both
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// the behavior of the original engine where pressing both
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// mouse buttons also skips the current cutscene.
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_mouseAndKeyboardStat = 0;
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lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE);
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} else if ((_rightBtnPressed & msClicked) && (_game.version <= 3 && _game.id != GID_LOOM)) {
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// Pressing right mouse button is treated as if you pressed
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// the cutscene exit key (ESC) in V0-V3 games. That mimicks
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// the behaviour of the original engine where pressing right
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// the behavior of the original engine where pressing right
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// mouse button also skips the current cutscene.
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_mouseAndKeyboardStat = 0;
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lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE);
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@ -101,7 +101,7 @@ void ScummEngine::setOwnerOf(int obj, int owner) {
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// In Sam & Max this is necessary, or you won't get your stuff back
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// from the Lost and Found tent after riding the Cone of Tragedy. But
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// it probably applies to all V6+ games. See bugs #493153 and #907113.
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// FT disassembly is checked, behaviour is correct. [sev]
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// FT disassembly is checked, behavior is correct. [sev]
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int arg = (_game.version >= 6) ? obj : 0;
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@ -2646,7 +2646,7 @@ void ScummEngine_v5::decodeParseString() {
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// In SCUMM V1-V3, there were no 'default' values for the text slot
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// values. Hence to achieve correct behaviour, we have to keep the
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// values. Hence to achieve correct behavior, we have to keep the
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// 'default' values in sync with the active values.
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//
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// Note: This is needed for Indy3 (Grail Diary). It's also needed
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@ -44,7 +44,7 @@
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#ifdef __DS__
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/* This disables the dual layer mode which is used in FM-Towns versions
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* of SCUMM games and which emulates the behaviour of the original code.
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* of SCUMM games and which emulates the behavior of the original code.
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* The only purpose is code size reduction for certain backends.
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* SCUMM 3 (FM-Towns) games will run in normal (DOS VGA) mode, which should
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* work just fine in most situations. Some glitches might occur. SCUMM 5 games
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@ -228,7 +228,7 @@ enum ScummGameId {
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GID_TENTACLE,
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GID_ZAK,
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GID_HEGAME, // Generic name for all HE games with default behaviour
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GID_HEGAME, // Generic name for all HE games with default behavior
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GID_PUTTDEMO,
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GID_FBEAR,
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GID_PUTTMOON,
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@ -618,7 +618,7 @@ public:
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// The sound mute switches have 0 as their "down" state and 1 as
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// their "up" state, so this function is needed to get consistent
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// behaviour.
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// behavior.
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void reverseStates() {
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_upState = 1;
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@ -374,7 +374,7 @@ int Logic::runScript2(byte *scriptData, byte *objectData, byte *offsetPtr) {
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// sets variable 913 to 1 (probably to stop him from
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// turning around every now and then). The script may
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// then go on to set the variable to different values
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// to trigger various behaviours in him, but if you
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// to trigger various behaviors in him, but if you
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// have run out of these cases the script won't ever
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// set it back to 0 again.
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//
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@ -357,7 +357,7 @@
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/*
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@@ LUA_COMPAT_LSTR controls compatibility with old long string nesting
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@* facility.
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** CHANGE it to 2 if you want the old behaviour, or undefine it to turn
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** CHANGE it to 2 if you want the old behavior, or undefine it to turn
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** off the advisory error when nesting [[...]].
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*/
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#define LUA_COMPAT_LSTR 1
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@ -55,7 +55,7 @@ public:
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* @param start the first palette entry to be updated
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* @param num the number of palette entries to be updated
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*
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* @note It is an error if start+num exceeds 256, behaviour is undefined
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* @note It is an error if start+num exceeds 256, behavior is undefined
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* in that case (the backend may ignore it silently or assert).
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* @note It is an error if this function gets called when the pixel format
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* in use (the return value of getScreenFormat) has more than one
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@ -297,7 +297,7 @@ void GuiManager::runLoop() {
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// dialog-related events since they were probably generated while the old dialog
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// was still visible, and therefore not intended for the new one.
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//
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// This hopefully fixes strange behaviour/crashes with pop-up widgets. (Most easily
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// This hopefully fixes strange behavior/crashes with pop-up widgets. (Most easily
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// triggered in 3x mode or when running ScummVM under Valgrind.)
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if (activeDialog != getTopDialog() && event.type != Common::EVENT_SCREEN_CHANGED)
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continue;
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