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| author | Eugene Sandulenko | 2005-01-23 21:55:13 +0000 | 
|---|---|---|
| committer | Eugene Sandulenko | 2005-01-23 21:55:13 +0000 | 
| commit | 212306044dbdb72ddb1b9381ef8a796b0aa93666 (patch) | |
| tree | 5169aacb4c8a221d57361585b3c140772ec9a24d | |
| parent | 86dc6a3d850275de1635bc01243ec7fba3370b47 (diff) | |
| download | scummvm-rg350-212306044dbdb72ddb1b9381ef8a796b0aa93666.tar.gz scummvm-rg350-212306044dbdb72ddb1b9381ef8a796b0aa93666.tar.bz2 scummvm-rg350-212306044dbdb72ddb1b9381ef8a796b0aa93666.zip | |
Picky indentation. Main reason is to make version 1.100 :P.
svn-id: r16626
| -rw-r--r-- | saga/actor.cpp | 34 | 
1 files changed, 17 insertions, 17 deletions
| diff --git a/saga/actor.cpp b/saga/actor.cpp index 2f4e0f33d9..b70218da51 100644 --- a/saga/actor.cpp +++ b/saga/actor.cpp @@ -80,7 +80,7 @@ PathDirectionData pathDirectionLUT[8][3] = {  	{{3, -1,  0}, {0,  0, -1}, {7, -1, -1}}  }; -int pathDirectionLUT2[8][2] =  { +int pathDirectionLUT2[8][2] = {  	{ 0, -1},  	{ 1,  0},  	{ 0,  1}, @@ -221,7 +221,7 @@ Actor::Actor(SagaEngine *vm) : _vm(vm) {  			actor->disabled = !loadActorResources(actor);  			if (actor->disabled) {  				warning("Disabling actor Id=%d index=%d", actor->id, actor->index); -			}  +			}  		}  		_objsCount = ITE_OBJECTCOUNT;  		_objs = (ObjectData **)malloc(_objsCount * sizeof(*_objs)); @@ -416,7 +416,7 @@ void Actor::realLocation(Location &location, uint16 objectId, uint16 walkFlags)  		if (_vm->_scene->getFlags() & kSceneFlagISO) {  			//todo: it  		} else { -			angle = location.x & 15;   +			angle = location.x & 15;  			distance = location.y;  			location.x = (angleLUT[angle][0] * distance) >> 6; //fixme - call real angle calc @@ -671,7 +671,7 @@ void Actor::handleSpeech(int msec) {  			debug(0 , "Slow string!");  			_activeSpeech.playingTime = 10 * talkspeed; -			// 10 - fix it  +			// 10 - fix it  		} else {  			sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); //fixme - too fast @@ -692,7 +692,7 @@ void Actor::handleSpeech(int msec) {  			actor = getActor(_activeSpeech.actorIds[0]);  			if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) {  				actor->currentAction = kActionSpeak; -				actor->actionCycle = rand() % 64;  +				actor->actionCycle = rand() % 64;  			}  		}  		_activeSpeech.playing = true;			 @@ -813,7 +813,7 @@ void Actor::handleActions(int msec, bool setup) {  					while ((delta.x == 0) && (delta.y == 0)) {  						if (actor->walkStepIndex >= actor->walkStepsCount) { -							actorEndWalk(actor->id, true);  +							actorEndWalk(actor->id, true);  							break;  						} @@ -842,7 +842,7 @@ void Actor::handleActions(int msec, bool setup) {  						if (addDelta.y == delta.y) {  							addDelta.x = delta.x;  						} else { -							addDelta.x = delta.x * addDelta.y;  +							addDelta.x = delta.x * addDelta.y;  							addDelta.x += (addDelta.x > 0) ? (delta.y / 2) : (-delta.y / 2);  							addDelta.x /= delta.y;  							actor->facingDirection = actor->actionDirection; @@ -1063,7 +1063,7 @@ uint16 Actor::hitTest(const Point &testPoint) {  	SpriteList *spriteList;  	createDrawOrderList();  	for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) { -		drawObject =  drawOrderIterator.operator*(); +		drawObject = drawOrderIterator.operator*();  		if (!getSpriteParams(drawObject, frameNumber, spriteList)) {  			continue;  		} @@ -1134,7 +1134,7 @@ int Actor::drawActors() {  	createDrawOrderList();  	for (drawOrderIterator = _drawOrderList.begin(); drawOrderIterator != _drawOrderList.end(); ++drawOrderIterator) { -		drawObject =  drawOrderIterator.operator*(); +		drawObject = drawOrderIterator.operator*();  		if (!getSpriteParams(drawObject, frameNumber, spriteList)) {  			continue;  		} @@ -1208,7 +1208,7 @@ bool Actor::followProtagonist(ActorData *actor) {  			prefer1.x /= 2;  		} -		if (prefer1.x < 8) {  +		if (prefer1.x < 8) {  			prefer1.x = 8;  		} @@ -1360,8 +1360,8 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {  		if (_vm->_scene->isBGMaskPresent()) { -			if ((((actor->currentAction >= kActionWalkToPoint) &&  -				(actor->currentAction <= kActionWalkDir)) || (actor == _protagonist)) &&  +			if ((((actor->currentAction >= kActionWalkToPoint) && +				(actor->currentAction <= kActionWalkDir)) || (actor == _protagonist)) &&  				!_vm->_scene->canWalk(pointFrom)) {  				for (i = 1; i < 8; i++) {  					pointAdd = pointFrom; @@ -1421,7 +1421,7 @@ bool Actor::actorWalkTo(uint16 actorId, const Location &toLocation) {  								testBox.left = pointFrom.x + 2;  							} else {  								if (pointFrom.y > anotherActorScreenPosition.y) { -									testBox.bottom = pointFrom.y;  +									testBox.bottom = pointFrom.y;  								} else {  									testBox.top = pointFrom.y + 1 ;  								} @@ -1611,7 +1611,7 @@ void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point  			} else {  				maskType = 1;  			}			 -			setPathCell(iteratorPoint,  maskType ? kPathCellBarrier : kPathCellEmpty);			 +			setPathCell(iteratorPoint, maskType ? kPathCellBarrier : kPathCellEmpty);			  		}  	} @@ -1757,7 +1757,7 @@ int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &be  			nextPoint.y = samplePathDirection->y + pathDirection->y;  			if (!validPathCellPoint(nextPoint)) { -				continue;  +				continue;  			}  			if (getPathCell(nextPoint) != kPathCellEmpty) { @@ -1779,7 +1779,7 @@ int Actor::fillPathArray(const Point &fromPoint, const Point &toPoint, Point &be  				return pointCounter;  			}  			currentRating = quickDistance(nextPoint, toPoint); -			if (currentRating  < bestRating) { +			if (currentRating < bestRating) {  				bestRating = currentRating;  				bestPath = nextPoint;  			} @@ -1819,7 +1819,7 @@ void Actor::setActorPath(ActorData *actor, const Point &fromPoint, const Point &  	removeNodes();	 -    nodeToPath(); +	nodeToPath();  	removePathPoints(); | 
