diff options
-rw-r--r-- | sword1/control.cpp | 20 | ||||
-rw-r--r-- | sword1/logic.cpp | 2 | ||||
-rw-r--r-- | sword1/resman.cpp | 2 | ||||
-rw-r--r-- | sword1/sword1.cpp | 4 |
4 files changed, 14 insertions, 14 deletions
diff --git a/sword1/control.cpp b/sword1/control.cpp index 0b17e597b4..360b7707ba 100644 --- a/sword1/control.cpp +++ b/sword1/control.cpp @@ -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!", }; diff --git a/sword1/logic.cpp b/sword1/logic.cpp index fde84e2ea1..7d8bd64602 100644 --- a/sword1/logic.cpp +++ b/sword1/logic.cpp @@ -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; diff --git a/sword1/resman.cpp b/sword1/resman.cpp index b3a39d9166..d4cc1f038b 100644 --- a/sword1/resman.cpp +++ b/sword1/resman.cpp @@ -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; } diff --git a/sword1/sword1.cpp b/sword1/sword1.cpp index 36d7522edd..16318f4956 100644 --- a/sword1/sword1.cpp +++ b/sword1/sword1.cpp @@ -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()) { |