ALL: behaviour -> behavior

This commit is contained in:
Matthew Hoops 2011-05-25 10:31:37 -04:00
parent 1277975c66
commit eea482fa43
30 changed files with 37 additions and 37 deletions

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@ -382,7 +382,7 @@ MusicDevices AlsaMusicPlugin::getDevices() const {
AlsaDevices alsaDevices = getAlsaDevices();
// Since the default behaviour is to use the first device in the list,
// Since the default behavior is to use the first device in the list,
// try to put something sensible there. We used to have 17:0 and 65:0
// as defaults.

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@ -265,7 +265,7 @@ How do I play a game on a Smartphone device ?
On non-stylus devices, the mouse cursor is emulated via a set of keys.
The cursor will move faster if you keep the key down. You can tweak this
behaviour in the configuration file described below.
behavior in the configuration file described below.
Here is
the list of available actions for Smartphones:
@ -369,7 +369,7 @@ You can tweak these parameters to customize how the cursor is handled.
* repeatTrigger int Number of milliseconds a key must be held to
consider being repeated.
* repeatX int Number of key repeat events before changing
horizontal cursor behaviour.
horizontal cursor behavior.
* stepX1 int Horizontal cursor offset value when the key
is not repeated.
* stepX2 int Horizontal cursor offset value when the key

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@ -38,7 +38,7 @@ namespace Common {
* a certain length do we allocate a buffer on the heap.
*
* The presence of \0 characters in the string will cause undefined
* behaviour in some operations.
* behavior in some operations.
*/
class String {
protected:

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@ -265,7 +265,7 @@ void AgiEngine::updatePosition() {
* This function adjusts the position of a sprite moving it until
* certain criteria is matched. According to priority and control line
* data, a sprite may not always appear at the location we specified.
* This behaviour is also known as the "Budin-Sonneveld effect".
* This behavior is also known as the "Budin-Sonneveld effect".
*
* @param n view table entry number
*/

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@ -841,7 +841,7 @@ void GfxMgr::setAGIPal(int p0) {
// Use only the lowest 6 bits of each color component (Red, Green and Blue)
// because VGA used only 6 bits per color component (i.e. VGA had 18-bit colors).
// This should now be identical to the original AGIPAL-hack's behaviour.
// This should now be identical to the original AGIPAL-hack's behavior.
bool validVgaPalette = true;
for (int i = 0; i < 16 * 3; i++) {
if (_agipalPalette[i] >= (1 << 6)) {

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@ -672,7 +672,7 @@ void AgiEngine::cmd_adj_ego_move_to_x_y(uint8 *p) {
// Turn off ego's current movement caused with the mouse if
// adj.ego.move.to.x.y is called with other arguments than previously.
// Fixes weird looping behaviour when walking to a ladder in the mines
// Fixes weird looping behavior when walking to a ladder in the mines
// (Rooms 147-162) in Gold Rush using the mouse. Sometimes the ego didn't
// stop when walking to a ladder using the mouse but kept moving on the
// 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) {
// user typed should be correct, but it looks like code 9999 means that
// if the string is empty at this point, the entry is also correct...
//
// With the removal of this code, the behaviour of the scene was
// With the removal of this code, the behavior of the scene was
// corrected
for (c = 0; nwords && n; c++, nwords--, n--) {
@ -316,7 +316,7 @@ int AgiEngine::testIfCode(int lognum) {
case 0x13: // Unknown test command 19
// My current theory is that this command checks whether the ego is currently moving
// and that that movement has been caused using the mouse and not using the keyboard.
// I base this theory on the game's behaviour on an Amiga emulator, not on disassembly.
// I base this theory on the game's behavior on an Amiga emulator, not on disassembly.
// This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09
// (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature).
// 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) {
// We have received a "Reset All Controllers" message
// and passed it on to the MIDI driver. This may or may
// not have affected the volume controller. To ensure
// consistent behaviour, explicitly set the volume to
// consistent behavior, explicitly set the volume to
// what we think it should be.
if (_current == &_sfx)

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@ -211,7 +211,7 @@ int m_color;
This "worked" on many platforms so far, but on OSX apparently the buffers don't
occupy contiguous memory, and this causes severe corruption and subsequent crashes.
Since I'm not really familiar with how the strange drawing code is supposed to work,
or whether this behaviour is intentional or not, the short-term fix is to allocate a big
or whether this behavior is intentional or not, the short-term fix is to allocate a big
buffer and setup pointers within it. This fixes the crashes I'm seeing without causing any
(visual) side-effects.
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) {
}
/* Stream functions. If the new save data stream is available, redirect the stream
* operations to that stream. Normal stream error behaviour if not. */
* operations to that stream. Normal stream error behavior if not. */
bool SaveConverter::err() const {
if (!_data || !_stream)

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@ -534,7 +534,7 @@ bool Debugger::cmd_showAnim(int argc, const char **argv) {
}
// Bottle object is used as a handy hotspot holder that doesn't have any
// tick proc behaviour that we need to worry about
// tick proc behavior that we need to worry about
Hotspot *hotspot = res.activateHotspot(BOTTLE_HOTSPOT_ID);
hotspot->setLayer(0xfe);
hotspot->setSize(width, height);

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@ -643,7 +643,7 @@ void CSTimeInterface::startDragging(uint16 id) {
_vm->getView()->dragFeature((NewFeature *)invObj->feature, _grabPoint, 4, dragFlags, NULL);
if (_vm->getCase()->getId() == 1 && id == 2) {
// Hardcoded behaviour for the torch in the first case.
// Hardcoded behavior for the torch in the first case.
if (_vm->getCase()->getCurrScene()->getId() == 4) {
// This is the dark tomb.
// FIXME: apply torch hack
@ -810,7 +810,7 @@ void CSTimeInterface::stopDragging() {
}
if (_vm->getCase()->getId() == 1 && _vm->getCase()->getCurrScene()->getId() == 4) {
// Hardcoded behaviour for torches in the dark tomb, in the first case.
// Hardcoded behavior for torches in the dark tomb, in the first case.
if (_draggedItem == 1 && foundInvObjHotspot == 0xffff) {
// Trying to drag an unlit torch around?
_vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, 0, 16352));

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@ -463,7 +463,7 @@ static int findSavegame(Common::Array<SavegameDesc> &saves, int16 savegameId) {
// The scripts get IDs ranging from 100->199, because the scripts require us to assign unique ids THAT EVEN STAY BETWEEN
// SAVES and the scripts also use "saves-count + 1" to create a new savedgame slot.
// SCI1.1 actually recycles ids, in that case we will currently get "0".
// This behaviour is required especially for LSL6. In this game, it's possible to quick save. The scripts will use
// This behavior is required especially for LSL6. In this game, it's possible to quick save. The scripts will use
// the last-used id for that feature. If we don't assign sticky ids, the feature will overwrite different saves all the
// 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) {
}
// Unloads an arbitrary resource of type 'restype' with resource numbber 'resnr'
// behaviour of this call didn't change between sci0->sci1.1 parameter wise, which means getting called with
// behavior of this call didn't change between sci0->sci1.1 parameter wise, which means getting called with
// 1 or 3+ parameters is not right according to sierra sci
reg_t kUnLoad(EngineState *s, int argc, reg_t *argv) {
if (argc >= 2) {
@ -192,7 +192,7 @@ reg_t kDisposeClone(EngineState *s, int argc, reg_t *argv) {
}
// SCI uses this technique to find out, if it's a clone and if it's supposed to get freed
// At least kq4early relies on this behaviour. The scripts clone "Sound", then set bit 1 manually
// At least kq4early relies on this behavior. The scripts clone "Sound", then set bit 1 manually
// and call kDisposeClone later. In that case we may not free it, otherwise we will run into issues
// later, because kIsObject would then return false and Sound object wouldn't get checked.
uint16 infoSelector = object->getInfoSelector().offset;

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@ -1020,7 +1020,7 @@ void SegManager::uninstantiateScript(int script_nr) {
if (!scr || scr->isMarkedAsDeleted()) { // Is it already unloaded?
//warning("unloading script 0x%x requested although not loaded", script_nr);
// This is perfectly valid SCI behaviour
// This is perfectly valid SCI behavior
return;
}

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@ -44,7 +44,7 @@ struct SelectorCache {
Selector underBits; ///< Used by the graphics subroutines to store backupped BG pic data
Selector nsTop, nsLeft, nsBottom, nsRight; ///< View boundaries ('now seen')
Selector lsTop, lsLeft, lsBottom, lsRight; ///< Used by Animate() subfunctions and scroll list controls
Selector signal; ///< Used by Animate() to control a view's behaviour
Selector signal; ///< Used by Animate() to control a view's behavior
Selector illegalBits; ///< Used by CanBeHere
Selector brTop, brLeft, brBottom, brRight; ///< Bounding Rectangle
// name, key, time

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@ -230,7 +230,7 @@ void GfxAnimate::adjustInvalidCels(GfxView *view, AnimateList::iterator it) {
// this seems to be completely crazy code
// sierra sci checked signed int16 to be above or equal the counts and reseted to 0 in those cases
// later during view processing those are compared unsigned again and then set to maximum count - 1
// Games rely on this behaviour. For example laura bow 1 has a knight standing around in room 37
// Games rely on this behavior. For example laura bow 1 has a knight standing around in room 37
// which has cel set to 3. This cel does not exist and the actual knight is 0
// In kq5 on the other hand during the intro, when the trunk is opened, cel is set to some real
// 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) {
// Some games display a new menu, set mouse position somewhere within and
// expect it to be in there. This is fine for a real mouse, but on wii using
// wii-mote or touch interfaces this won't work. In fact on those platforms
// the menus will close immediately because of that behaviour.
// the menus will close immediately because of that behavior.
// We identify those cases and set a reaction-rect. If the mouse it outside
// of that rect, we won't report the position back to the scripts.
// As soon as the mouse was inside once, we will revert to normal behaviour
// As soon as the mouse was inside once, we will revert to normal behavior
// Currently this code is enabled for all platforms, especially because we can't
// differentiate between e.g. Windows used via mouse and Windows used via touchscreen
// 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
if (doubleByteMode) {
// Kanji is written by pc98 rom to screen directly. Because of
// GetLongest() behaviour (not cutting off the last char, that causes a
// GetLongest() behavior (not cutting off the last char, that causes a
// new line), results in the script thinking that the text would need
// less space. The coordinate adjustment in fontsjis.cpp handles the
// incorrect centering because of that and this code actually shows all

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@ -2747,7 +2747,7 @@ void Actor::saveLoadWithSerializer(Serializer *ser) {
if (ser->isLoading()) {
// Not all actor data is saved; so when loading, we first reset
// the actor, to ensure completely reproducible behaviour (else,
// the actor, to ensure completely reproducible behavior (else,
// some not saved value in the actor class can cause odd things)
initActor(-1);
}

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@ -107,7 +107,7 @@ void ScummHelp::updateStrings(byte gameId, byte version, Common::Platform platfo
ADD_TEXT(_("* Note that using ctrl-f and"));
ADD_TEXT(_(" ctrl-g are not recommended"));
ADD_TEXT(_(" since they may cause crashes"));
ADD_TEXT(_(" or incorrect game behaviour."));
ADD_TEXT(_(" or incorrect game behavior."));
break;
case 3:
if (gameId == GID_LOOM)

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@ -303,14 +303,14 @@ void ScummEngine::processInput() {
if ((_leftBtnPressed & msClicked) && (_rightBtnPressed & msClicked) && _game.version >= 4) {
// Pressing both mouse buttons is treated as if you pressed
// the cutscene exit key (ESC) in V4+ games. That mimicks
// the behaviour of the original engine where pressing both
// the behavior of the original engine where pressing both
// mouse buttons also skips the current cutscene.
_mouseAndKeyboardStat = 0;
lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE);
} else if ((_rightBtnPressed & msClicked) && (_game.version <= 3 && _game.id != GID_LOOM)) {
// Pressing right mouse button is treated as if you pressed
// the cutscene exit key (ESC) in V0-V3 games. That mimicks
// the behaviour of the original engine where pressing right
// the behavior of the original engine where pressing right
// mouse button also skips the current cutscene.
_mouseAndKeyboardStat = 0;
lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE);

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@ -101,7 +101,7 @@ void ScummEngine::setOwnerOf(int obj, int owner) {
// In Sam & Max this is necessary, or you won't get your stuff back
// from the Lost and Found tent after riding the Cone of Tragedy. But
// it probably applies to all V6+ games. See bugs #493153 and #907113.
// FT disassembly is checked, behaviour is correct. [sev]
// FT disassembly is checked, behavior is correct. [sev]
int arg = (_game.version >= 6) ? obj : 0;

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@ -2646,7 +2646,7 @@ void ScummEngine_v5::decodeParseString() {
// In SCUMM V1-V3, there were no 'default' values for the text slot
// values. Hence to achieve correct behaviour, we have to keep the
// values. Hence to achieve correct behavior, we have to keep the
// 'default' values in sync with the active values.
//
// Note: This is needed for Indy3 (Grail Diary). It's also needed

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@ -44,7 +44,7 @@
#ifdef __DS__
/* This disables the dual layer mode which is used in FM-Towns versions
* of SCUMM games and which emulates the behaviour of the original code.
* of SCUMM games and which emulates the behavior of the original code.
* The only purpose is code size reduction for certain backends.
* SCUMM 3 (FM-Towns) games will run in normal (DOS VGA) mode, which should
* work just fine in most situations. Some glitches might occur. SCUMM 5 games
@ -228,7 +228,7 @@ enum ScummGameId {
GID_TENTACLE,
GID_ZAK,
GID_HEGAME, // Generic name for all HE games with default behaviour
GID_HEGAME, // Generic name for all HE games with default behavior
GID_PUTTDEMO,
GID_FBEAR,
GID_PUTTMOON,

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@ -618,7 +618,7 @@ public:
// The sound mute switches have 0 as their "down" state and 1 as
// their "up" state, so this function is needed to get consistent
// behaviour.
// behavior.
void reverseStates() {
_upState = 1;

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@ -374,7 +374,7 @@ int Logic::runScript2(byte *scriptData, byte *objectData, byte *offsetPtr) {
// sets variable 913 to 1 (probably to stop him from
// turning around every now and then). The script may
// then go on to set the variable to different values
// to trigger various behaviours in him, but if you
// to trigger various behaviors in him, but if you
// have run out of these cases the script won't ever
// set it back to 0 again.
//

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@ -357,7 +357,7 @@
/*
@@ LUA_COMPAT_LSTR controls compatibility with old long string nesting
@* facility.
** CHANGE it to 2 if you want the old behaviour, or undefine it to turn
** CHANGE it to 2 if you want the old behavior, or undefine it to turn
** off the advisory error when nesting [[...]].
*/
#define LUA_COMPAT_LSTR 1

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@ -55,7 +55,7 @@ public:
* @param start the first palette entry to be updated
* @param num the number of palette entries to be updated
*
* @note It is an error if start+num exceeds 256, behaviour is undefined
* @note It is an error if start+num exceeds 256, behavior is undefined
* in that case (the backend may ignore it silently or assert).
* @note It is an error if this function gets called when the pixel format
* in use (the return value of getScreenFormat) has more than one

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@ -297,7 +297,7 @@ void GuiManager::runLoop() {
// dialog-related events since they were probably generated while the old dialog
// was still visible, and therefore not intended for the new one.
//
// This hopefully fixes strange behaviour/crashes with pop-up widgets. (Most easily
// This hopefully fixes strange behavior/crashes with pop-up widgets. (Most easily
// triggered in 3x mode or when running ScummVM under Valgrind.)
if (activeDialog != getTopDialog() && event.type != Common::EVENT_SCREEN_CHANGED)
continue;