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authorTobias Gunkel2012-02-06 08:06:48 +0100
committerTobias Gunkel2012-02-11 08:30:15 +0100
commit0aabf95cb84620f7b5a84b09ceddf5d46d93323c (patch)
treeba140cf2145cb6f234f7c63cb1ca28c2e8f28bff
parentef56bd6de2403e8a5f88ef49933207147b497783 (diff)
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SCUMM: match style-guide, add missing spaces between some "if ()", "for ()"
-rw-r--r--engines/scumm/actor.cpp26
-rw-r--r--engines/scumm/costume.cpp22
-rw-r--r--engines/scumm/player_pce.cpp22
3 files changed, 35 insertions, 35 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index 1ba0eafc06..3989d0f803 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -184,7 +184,7 @@ void Actor_v0::initActor(int mode) {
_speaking = 0;
_animFrameRepeat = 0;
- for(int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; ++i) {
_limbFrameRepeatNew[i] = 0;
_limbFrameRepeat[i] = 0;
_limb_flipped[i] = false;
@@ -250,7 +250,7 @@ void Actor::stopActorMoving() {
_vm->stopScript(_walkScript);
_moving = 0;
- if(_vm->_game.version == 0)
+ if (_vm->_game.version == 0)
((Actor_v0 *)this)->setDirection(_facing);
}
@@ -339,7 +339,7 @@ int Actor::actorWalkStep() {
int distX, distY;
int nextFacing;
- if(_vm->_game.version == 0)
+ if (_vm->_game.version == 0)
((Actor_v0 *)this)->_animFrameRepeat = -1;
_needRedraw = true;
@@ -352,7 +352,7 @@ int Actor::actorWalkStep() {
_moving |= MF_IN_LEG;
// V0: Don't move during the turn
- if(_vm->_game.version == 0)
+ if (_vm->_game.version == 0)
return 0;
}
@@ -389,7 +389,7 @@ int Actor::actorWalkStep() {
return 0;
}
- if(_vm->_game.version == 0)
+ if (_vm->_game.version == 0)
((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
return 1;
@@ -1000,7 +1000,7 @@ void Actor_v0::setDirection(int direction) {
_animFrameRepeat = -1;
animateActor(res);
- if(_moving)
+ if (_moving)
animateCostume();
}
@@ -1090,7 +1090,7 @@ void Actor::putActor(int dstX, int dstY, int newRoom) {
}
// V0 always sets the actor to face the camera upon entering a room
- if(_vm->_game.version == 0)
+ if (_vm->_game.version == 0)
setDirection(oldDirToNewDir(2));
}
@@ -1194,7 +1194,7 @@ static int checkXYInBoxBounds(int boxnum, int x, int y, int &destX, int &destY)
int yDist = ABS(y - destY) / 4;
int dist;
- if(g_scumm->_game.version == 0)
+ if (g_scumm->_game.version == 0)
xDist *= 2;
if (xDist < yDist)
@@ -1416,7 +1416,7 @@ void Actor::showActor() {
a->_costCommand = a->_costCommandNew = 0xFF;
- for(int i = 0; i < 8; ++i) {
+ for (int i = 0; i < 8; ++i) {
a->_limbFrameRepeat[i] = 0;
a->_limbFrameRepeatNew[i] = 0;
}
@@ -1967,7 +1967,7 @@ void Actor_v0::startAnimActor(int f) {
return;
}
- if(f == _standFrame)
+ if (f == _standFrame)
setDirection(_facing);
}
@@ -2886,19 +2886,19 @@ void Actor_v0::animateActor(int anim) {
break;
}
- if(isInCurrentRoom()) {
+ if (isInCurrentRoom()) {
_costCommandNew = anim;
_vm->_costumeLoader->costumeDecodeData(this, 0, 0);
- if(dir == -1)
+ if (dir == -1)
return;
_facing = normalizeAngle(oldDirToNewDir(dir));
} else {
- if(anim > 4 && anim <= 7)
+ if (anim > 4 && anim <= 7)
_facing = normalizeAngle(oldDirToNewDir(dir));
}
}
diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp
index da6c1a2ae4..5f0df3566a 100644
--- a/engines/scumm/costume.cpp
+++ b/engines/scumm/costume.cpp
@@ -1190,7 +1190,7 @@ byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) {
}
// Invalid current position?
- if(a->_cost.curpos[limb] == 0xFFFF)
+ if (a->_cost.curpos[limb] == 0xFFFF)
return 0;
_loaded.loadCostume(a->_costume);
@@ -1285,13 +1285,13 @@ void V0CostumeLoader::loadCostume(int id) {
void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
Actor_v0 *A = (Actor_v0 *)a;
- if(!a->_costume)
+ if (!a->_costume)
return;
loadCostume(a->_costume);
// Invalid costume command?
- if(A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
+ if (A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
return;
A->_costCommand = A->_costCommandNew;
@@ -1308,16 +1308,16 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
limbFrameNumber = ((_animCmds + cmd)[limb]);
// Is this limb flipped?
- if(limbFrameNumber & 0x80) {
+ if (limbFrameNumber & 0x80) {
// Invalid frame?
- if(limbFrameNumber == 0xFF)
+ if (limbFrameNumber == 0xFF)
continue;
// Store the limb frame number (clear the flipped status)
a->_cost.frame[limb] = (limbFrameNumber & 0x7f);
- if(A->_limb_flipped[limb] != true)
+ if (A->_limb_flipped[limb] != true)
a->_cost.start[limb] = 0xFFFF;
A->_limb_flipped[limb] = true;
@@ -1326,7 +1326,7 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
//Store the limb frame number
a->_cost.frame[limb] = limbFrameNumber;
- if(A->_limb_flipped[limb] != false)
+ if (A->_limb_flipped[limb] != false)
a->_cost.start[limb] = 0xFFFF;
A->_limb_flipped[limb] = false;
@@ -1349,7 +1349,7 @@ byte V0CostumeLoader::increaseAnims(Actor *a) {
int i;
byte r = 0;
- for(i = 0; i != 8; i++) {
+ for (i = 0; i != 8; i++) {
A->limbFrameCheck(i);
r += increaseAnim(a, i);
}
@@ -1369,7 +1369,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
if (frame == 0xFF) {
// Repeat timer has reached 0?
- if(A->_limbFrameRepeat[limb] == 0) {
+ if (A->_limbFrameRepeat[limb] == 0) {
// Use the previous frame
--A->_cost.curpos[limb];
@@ -1385,7 +1385,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
} else {
// Repeat timer enabled?
- if(A->_limbFrameRepeat[limb] != -1)
+ if (A->_limbFrameRepeat[limb] != -1)
--A->_limbFrameRepeat[limb];
// No, restart at frame 0
@@ -1394,7 +1394,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
}
// Limb frame has changed?
- if(limbPrevious == a->_cost.curpos[limb])
+ if (limbPrevious == a->_cost.curpos[limb])
return 0;
return 1;
diff --git a/engines/scumm/player_pce.cpp b/engines/scumm/player_pce.cpp
index 786971c683..8d886ee008 100644
--- a/engines/scumm/player_pce.cpp
+++ b/engines/scumm/player_pce.cpp
@@ -269,13 +269,13 @@ void PSG_HuC6280::init() {
reset();
// Make waveform frequency table
- for(i = 0; i < 4096; i++) {
+ for (i = 0; i < 4096; i++) {
step = ((_clock / _rate) * 4096) / (i+1);
_waveFreqTable[(1 + i) & 0xFFF] = (uint32)step;
}
// Make noise frequency table
- for(i = 0; i < 32; i++) {
+ for (i = 0; i < 32; i++) {
step = ((_clock / _rate) * 32) / (i+1);
_noiseFreqTable[i] = (uint32)step;
}
@@ -283,7 +283,7 @@ void PSG_HuC6280::init() {
// Make volume table
// PSG_HuC6280 has 48dB volume range spread over 32 steps
step = 48.0 / 32.0;
- for(i = 0; i < 31; i++) {
+ for (i = 0; i < 31; i++) {
_volumeTable[i] = (uint16)level;
level /= pow(10.0, step / 20.0);
}
@@ -323,7 +323,7 @@ void PSG_HuC6280::write(int offset, byte data) {
case 0x04: // Channel control (key-on, DDA mode, volume)
// 1-to-0 transition of DDA bit resets waveform index
- if((chan->control & 0x40) && ((data & 0x40) == 0)) {
+ if ((chan->control & 0x40) && ((data & 0x40) == 0)) {
chan->index = 0;
}
chan->control = data;
@@ -383,9 +383,9 @@ void PSG_HuC6280::update(int16* samples, int sampleCnt) {
// Clear buffer
memset(samples, 0, 2 * sampleCnt * sizeof(int16));
- for(ch = 0; ch < 6; ch++) {
+ for (ch = 0; ch < 6; ch++) {
// Only look at enabled channels
- if(_channel[ch].control & 0x80) {
+ if (_channel[ch].control & 0x80) {
int lal = (_channel[ch].balance >> 4) & 0x0F;
int ral = (_channel[ch].balance >> 0) & 0x0F;
int al = _channel[ch].control & 0x1F;
@@ -395,25 +395,25 @@ void PSG_HuC6280::update(int16* samples, int sampleCnt) {
// Calculate volume just as the patent says
vll = (0x1F - lal) + (0x1F - al) + (0x1F - lmal);
- if(vll > 0x1F) vll = 0x1F;
+ if (vll > 0x1F) vll = 0x1F;
vlr = (0x1F - ral) + (0x1F - al) + (0x1F - rmal);
- if(vlr > 0x1F) vlr = 0x1F;
+ if (vlr > 0x1F) vlr = 0x1F;
vll = _volumeTable[vll];
vlr = _volumeTable[vlr];
// Check channel mode
- if(_channel[ch].control & 0x40) {
+ if (_channel[ch].control & 0x40) {
/* DDA mode */
- for(i = 0; i < sampleCnt; i++) {
+ for (i = 0; i < sampleCnt; i++) {
samples[2*i] += (int16)(vll * (_channel[ch].dda - 16));
samples[2*i + 1] += (int16)(vlr * (_channel[ch].dda - 16));
}
} else {
/* Waveform mode */
uint32 step = _waveFreqTable[_channel[ch].frequency];
- for(i = 0; i < sampleCnt; i += 1) {
+ for (i = 0; i < sampleCnt; i += 1) {
int offset;
int16 data;
offset = (_channel[ch].counter >> 12) & 0x1F;