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path: root/engines/cge2/cge2_main.cpp
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Diffstat (limited to 'engines/cge2/cge2_main.cpp')
-rw-r--r--engines/cge2/cge2_main.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/cge2/cge2_main.cpp b/engines/cge2/cge2_main.cpp
index 3e3d615a91..4e3d229618 100644
--- a/engines/cge2/cge2_main.cpp
+++ b/engines/cge2/cge2_main.cpp
@@ -58,7 +58,7 @@ void System::touch(uint16 mask, V2D pos, Common::KeyCode keyCode) {
if (_vm->_gamePhase != kPhaseInGame)
return;
_vm->_infoLine->setText(nullptr);
-
+
if (mask & kMouseLeftUp) {
if (pos.y >= 0) { // world
if (!_vm->_talk && pos.y < _vm->_mouseTop)
@@ -184,7 +184,7 @@ Sprite *CGE2Engine::loadSprite(const char *fname, int ref, int scene, V3D &pos)
if (line.empty())
continue;
Common::strlcpy(tmpStr, line.c_str(), sizeof(tmpStr));
-
+
char *p = token(tmpStr);
if (*p == '@') {
if (label != kNoByte)
@@ -327,7 +327,7 @@ void CGE2Engine::loadScript(const char *fname, bool onlyToolbar) {
lcnt++;
Common::strlcpy(tmpStr, line.c_str(), sizeof(tmpStr));
-
+
ok = false; // not OK if break
V3D P;
@@ -419,7 +419,7 @@ void CGE2Engine::sceneUp(int cav) {
_map->load(_now);
_spare->takeScene(_now);
openPocket();
-
+
for (int i = 0; i < 2; i++) {
Hero *h = _heroTab[i]->_ptr;
if (h && h->_scene == _now) {
@@ -432,7 +432,7 @@ void CGE2Engine::sceneUp(int cav) {
h->setContact();
}
}
-
+
_sound->stop();
_fx->clear();
@@ -596,7 +596,7 @@ void CGE2Engine::tick() {
for (Sprite *spr = _vga->_showQ->first(); spr; spr = spr->_next) {
if (spr->_time && (--spr->_time == 0))
spr->tick();
-
+
if (_waitRef && (_waitRef == spr->_ref) && spr->seqTest(_waitSeq))
_waitRef = 0;
}
@@ -658,10 +658,10 @@ void CGE2Engine::loadUser() {
void CGE2Engine::loadHeroes() { // Original name: loadGame()
// load sprites & pocket
-
+
Sprite *s;
Hero *h = nullptr;
-
+
// initialize Andzia/Anna
s = _spare->take(142);
if (s) {
@@ -698,7 +698,7 @@ void CGE2Engine::loadPos() {
if (_resman->exist("CGE.HXY")) {
for (int cav = 0; cav < kSceneMax; cav++)
_heroTab[1]->_posTab[cav] = new V2D(this, 180, 10);
-
+
EncryptedStream file(this, "CGE.HXY");
for (int cav = 0; cav < kSceneMax; cav++) {
@@ -752,7 +752,7 @@ void CGE2Engine::cge2_main() {
runGame();
_gamePhase = kPhaseOver;
}
-
+
_vga->sunset();
} else
_vga->sunset();
@@ -767,7 +767,7 @@ char *CGE2Engine::mergeExt(char *buf, const char *name, const char *ext) {
return buf;
}
-void CGE2Engine::setEye(const V3D &e) {
+void CGE2Engine::setEye(const V3D &e) {
*_eye = e;
}
@@ -931,7 +931,7 @@ void CGE2Engine::offUse() {
// This fixes the issue of empty speech bubbles in the original.
// Now we only let this cycle pass if it randoms a valid value for getText().
int txt = 0;
- do {
+ do {
txt = kOffUseText + _sex * offUseCount + newRandom(offUseCount);
} while (_text->getText(txt) == nullptr);