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-rw-r--r--engines/sword2/animation.cpp4
-rw-r--r--engines/sword2/controls.cpp9
-rw-r--r--engines/sword2/maketext.cpp2
-rw-r--r--engines/sword2/mouse.cpp2
-rw-r--r--engines/sword2/saveload.cpp2
-rw-r--r--engines/sword2/screen.cpp9
-rw-r--r--engines/sword2/sound.cpp2
7 files changed, 29 insertions, 1 deletions
diff --git a/engines/sword2/animation.cpp b/engines/sword2/animation.cpp
index d25133fe99..907e406b38 100644
--- a/engines/sword2/animation.cpp
+++ b/engines/sword2/animation.cpp
@@ -99,6 +99,8 @@ bool MoviePlayer::load(const char *name) {
case kVideoDecoderMP2:
filename = Common::String::format("%s.mp2", name);
break;
+ default:
+ break;
}
// Need to switch to true color for PSX/MP2 videos
@@ -243,6 +245,8 @@ void MoviePlayer::closeTextObject(uint32 index, Graphics::Surface *screen, uint1
case 4: \
WRITE_UINT32(dst, (c)); \
break; \
+ default: \
+ break; \
}
void MoviePlayer::drawTextObject(uint32 index, Graphics::Surface *screen, uint16 pitch) {
diff --git a/engines/sword2/controls.cpp b/engines/sword2/controls.cpp
index a4b540ac7b..3b34d42ffa 100644
--- a/engines/sword2/controls.cpp
+++ b/engines/sword2/controls.cpp
@@ -224,6 +224,9 @@ void FontRendererGui::drawText(byte *text, int x, int y, int alignment) {
case kAlignCenter:
x -= (textWidth / 2);
break;
+ case kAlignLeft:
+ default:
+ break;
}
}
@@ -365,6 +368,8 @@ int Dialog::runModal() {
case RD_WHEELDOWN:
_widgets[newHit]->onWheelDown(newMouseX, newMouseY);
break;
+ default:
+ break;
}
}
}
@@ -463,6 +468,8 @@ void Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc)
colTablePtr = _vm->fetchAnimHeader(file) + AnimHeader::size()
+ anim_head.noAnimFrames * CdtEntry::size();
break;
+ default:
+ break;
}
_sprites[state].x = x;
@@ -1418,6 +1425,8 @@ int SaveRestoreDialog::runModal() {
if (_vm->restoreGame(_selectedSlot) != SR_OK)
result = 0;
break;
+ default:
+ break;
}
}
diff --git a/engines/sword2/maketext.cpp b/engines/sword2/maketext.cpp
index 765ff0eaeb..f56495ec86 100644
--- a/engines/sword2/maketext.cpp
+++ b/engines/sword2/maketext.cpp
@@ -555,6 +555,8 @@ uint32 FontRenderer::buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, u
x -= frame_head.width;
y -= (frame_head.height) / 2;
break;
+ default:
+ break;
}
// Ensure text sprite is a few pixels inside the visible screen
diff --git a/engines/sword2/mouse.cpp b/engines/sword2/mouse.cpp
index c5fed49347..ce050a2b25 100644
--- a/engines/sword2/mouse.cpp
+++ b/engines/sword2/mouse.cpp
@@ -408,6 +408,8 @@ void Mouse::systemMenuMouse() {
dialog.runModal();
}
break;
+ default:
+ break;
}
// Menu stays open on death screen. Otherwise it's closed.
diff --git a/engines/sword2/saveload.cpp b/engines/sword2/saveload.cpp
index 34f99923f7..05e8b5a12a 100644
--- a/engines/sword2/saveload.cpp
+++ b/engines/sword2/saveload.cpp
@@ -300,6 +300,8 @@ uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
case 1575: // NicMegaC:
scriptNo = 10; // script no.10 - 'player_is_nicoC'
break;
+ default:
+ break;
}
_logic->runResScript(CUR_PLAYER_ID, scriptNo);
diff --git a/engines/sword2/screen.cpp b/engines/sword2/screen.cpp
index fd8dca54f4..fb26c8222d 100644
--- a/engines/sword2/screen.cpp
+++ b/engines/sword2/screen.cpp
@@ -157,6 +157,8 @@ void Screen::setRenderLevel(int8 level) {
// edge-blending + improved stretching
_renderCaps = RDBLTFX_SPRITEBLEND | RDBLTFX_SHADOWBLEND | RDBLTFX_EDGEBLEND;
break;
+ default:
+ break;
}
}
@@ -609,6 +611,8 @@ void Screen::processImage(BuildUnit *build_unit) {
if (Sword2Engine::isPsx())
colTablePtr++; // There is one additional byte to skip before the table in psx version
break;
+ default:
+ break;
}
}
@@ -1144,8 +1148,11 @@ void Screen::rollCredits() {
spriteInfo.x = (RENDERWIDE - logoWidth) / 2;
spriteInfo.w = logoWidth;
spriteInfo.h = logoHeight;
- } else
+ } else {
spriteInfo.x = (RENDERWIDE - frame.width) / 2;
+ }
+ break;
+ default:
break;
}
diff --git a/engines/sword2/sound.cpp b/engines/sword2/sound.cpp
index 1e1687b1e6..0ac9de9caa 100644
--- a/engines/sword2/sound.cpp
+++ b/engines/sword2/sound.cpp
@@ -189,6 +189,8 @@ void Sound::processFxQueue() {
// Once the looped FX has started we can ignore it,
// but we can't close it since the WAV data is in use.
break;
+ default:
+ break;
}
}
}