JANITORIAL: Whitespace fixes

This commit is contained in:
Eugene Sandulenko
2020-02-01 23:37:40 +01:00
parent 4b780adf8b
commit 4e47a3fae5
+98 -98
View File
@@ -34,19 +34,19 @@ namespace Ultima {
namespace Shared {
enum UltimaDebugChannels {
kDebugPath = 1 << 0,
kDebugGraphics = 1 << 1
kDebugPath = 1 << 0,
kDebugGraphics = 1 << 1
};
class UltimaEngine : public Engine, public EventsCallback {
private:
Common::RandomSource _randomSource;
Common::RandomSource _randomSource;
protected:
const UltimaGameDescription *_gameDescription;
Common::Archive *_dataArchive;
Debugger *_debugger;
protected:
/**
/**
* Initializes needed data for the engine
*/
virtual bool initialize();
@@ -56,61 +56,61 @@ protected:
*/
virtual void deinitialize() {}
/**
* Returns the data archive folder and version that's required
*/
virtual bool isDataRequired(Common::String &folder, int &majorVersion, int &minorVersion) {
return false;
}
/**
* Returns the data archive folder and version that's required
*/
virtual bool isDataRequired(Common::String &folder, int &majorVersion, int &minorVersion) {
return false;
}
/**
* Returns the Ultima meta engine
*/
UltimaMetaEngine *getMetaEngine() const;
/**
* Returns the Ultima meta engine
*/
UltimaMetaEngine *getMetaEngine() const;
public:
EventsManager *_events;
public:
UltimaEngine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc);
~UltimaEngine();
/**
* Returns supported engine features
*/
virtual bool hasFeature(EngineFeature f) const;
/**
* Returns supported engine features
*/
virtual bool hasFeature(EngineFeature f) const;
/**
* Returns game features
*/
uint32 getFeatures() const;
/**
* Returns game features
*/
uint32 getFeatures() const;
/**
* Return the game's language
*/
Common::Language getLanguage() const;
/**
* Returns the game type being played
*/
/**
* Returns the game type being played
*/
GameId getGameId() const;
/**
* Returns true if the game is running an enhanced version
* as compared to the original game
*/
bool isEnhanced() const {
/**
* Returns true if the game is running an enhanced version
* as compared to the original game
*/
bool isEnhanced() const {
return getFeatures() & GF_VGA_ENHANCED;
}
}
/**
* Returns the filename for a savegame given it's slot
*/
Common::String getSaveFilename(int slotNumber) {
return getMetaEngine()->getSavegameFile(slotNumber, _targetName.c_str());
}
/**
* Returns the filename for a savegame given it's slot
*/
Common::String getSaveFilename(int slotNumber) {
return getMetaEngine()->getSavegameFile(slotNumber, _targetName.c_str());
}
/**
* Show a messae in a GUI dialog
*/
/**
* Show a messae in a GUI dialog
*/
void GUIError(const Common::String &msg);
/**
@@ -125,12 +125,12 @@ public:
return min + _randomSource.getRandomNumber(max - min);
}
/**
* Get a reference to the data archive
*/
Common::Archive *getDataArchive() const {
return _dataArchive;
}
/**
* Get a reference to the data archive
*/
Common::Archive *getDataArchive() const {
return _dataArchive;
}
/**
* Checks if an auto save should be done, and if so, takes care of it
@@ -144,66 +144,66 @@ public:
return _debugger;
}
/**
* Returns a file system node for the game directory
*/
Common::FSNode getGameDirectory() const;
/**
* Returns a file system node for the game directory
*/
Common::FSNode getGameDirectory() const;
/**
* Shows the ScummVM save dialog, allowing users to save their game
*/
virtual bool saveGame();
/**
* Shows the ScummVM save dialog, allowing users to save their game
*/
virtual bool saveGame();
/**
* Shows the ScummVM Restore dialog, allowing users to restore a game
*/
virtual bool loadGame();
/**
* Shows the ScummVM Restore dialog, allowing users to restore a game
*/
virtual bool loadGame();
/**
* Indicates whether a game state can be loaded.
* @param isAutosave Flags whether it's an autosave check
*/
virtual bool canLoadGameStateCurrently(bool isAutosave) = 0;
/**
* Indicates whether a game state can be loaded.
* @param isAutosave Flags whether it's an autosave check
*/
virtual bool canLoadGameStateCurrently(bool isAutosave) = 0;
/**
* Indicates whether a game state can be loaded.
*/
virtual bool canLoadGameStateCurrently() override {
return canLoadGameStateCurrently(false);
}
/**
* Indicates whether a game state can be loaded.
*/
virtual bool canLoadGameStateCurrently() override {
return canLoadGameStateCurrently(false);
}
/**
* Indicates whether a game state can be saved.
* @param isAutosave Flags whether it's an autosave check
*/
virtual bool canSaveGameStateCurrently(bool isAutosave) = 0;
/**
* Indicates whether a game state can be saved.
* @param isAutosave Flags whether it's an autosave check
*/
virtual bool canSaveGameStateCurrently(bool isAutosave) = 0;
/**
* Indicates whether a game state can be saved.
*/
virtual bool canSaveGameStateCurrently() override {
return canSaveGameStateCurrently(false);
}
/**
* Indicates whether a game state can be saved.
*/
virtual bool canSaveGameStateCurrently() override {
return canSaveGameStateCurrently(false);
}
/**
* Save a game state.
* @param slot the slot into which the savestate should be stored
* @param desc a description for the savestate, entered by the user
* @param isAutosave If true, autosave is being created
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc) override {
return saveGameState(slot, desc, false);
}
/**
* Save a game state.
* @param slot the slot into which the savestate should be stored
* @param desc a description for the savestate, entered by the user
* @param isAutosave If true, autosave is being created
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc) override {
return saveGameState(slot, desc, false);
}
/**
* Save a game state.
* @param slot the slot into which the savestate should be stored
* @param desc a description for the savestate, entered by the user
* @param isAutosave If true, autosave is being created
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) = 0;
/**
* Save a game state.
* @param slot the slot into which the savestate should be stored
* @param desc a description for the savestate, entered by the user
* @param isAutosave If true, autosave is being created
* @return returns kNoError on success, else an error code.
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) = 0;
};
extern UltimaEngine *g_ultima;